Classes

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Characters obtain most of their important powers from classes. SMW::off

Special Classes

Special classes, for whatever reason, don't belong to any particular tier.


Hero.png
Hero
Special Tier Expertise
Bonuses:
♦ If you have been eliminated from your original player's party for any reason, at least an hour has passed, and that player has enough unspent points to accomodate you, they may roll 1d10 to attempt to have you return somehow, alive and undominated, with success on a 7 or higher. Your return happens within one minute. If the roll fails, the player may not try again until progressively more time has passed: one day, one week, one month, and one year.
Special: Each player may have the Hero class on one of their characters for free.


Semi-Hero


Unliving
Special Tier Expertise
Prerequisites  Must have been brought back by Raise dead.
Bonuses:
♦ You now count as an [ Undead ] creature.
♦ You no longer need to breathe, and you survive on a soul diet instead of your normal kind.
♦ You cannot age.
♦ While exposed to bright light, you get a -1 penalty to Perception.
♦ You may ignore the first Wound that would be inflicted on you each round.
♦ You lose this class when you die.


Skeleton and Unliving.jpg
Skeleton
Special Tier Expertise
Prerequisites  Must have been brought back by animate skeletons or a rot flower with Corpse Infestation.
Bonuses:
♦ You now count as an [ Undead ] creature, and are no longer [ Blooded ].
♦ You no longer need to breathe, and you survive on a bone diet instead of your normal kind.
♦ You have only a vestigial mind, and lose your other class levels and skill points. You cannot speak or think much for yourself.
♦ While exposed to bright light, you get a -1 penalty to Perception.
♦ Your Fear Response changes to Frenzy.
♦ You lose this class when you die.


Revenant and Stormwraith.jpg
Revenant
Special Tier Expertise
Prerequisites  Must have been brought back by a Genie lich.
Bonuses:
♦ You now count as an [ Undead ] creature.
♦ You no longer need to breathe, and you survive on a diet of souls instead of your normal kind.
♦ When you fulfill a wish granted to you by a Genie, you turn to dust.
♦ While exposed to bright light, you get a -1 penalty to Perception.
♦ Your Fear Response changes to Hide.
♦ You lose this class when you die.


Stormwraith
Special Tier Expertise
Prerequisites  Must have been brought back by a Bansheep.
Bonuses:
♦ You now count as an [ Undead ] creature.
♦ You lose your land speed, and gain a fly speed that's one-half as fast as the lost land speed, with a 12 meter aerobatics distance.
♦ You gain a Lightning Bolt weapon, with 10m/30m range, that deals 1d6 Electricity damage and stuns until the end of the turn on a wound.
♦ You have only a vestigial mind, and lose all of your class levels and skill points. You cannot speak or think much for yourself.
♦ While exposed to bright light, you get a -1 penalty to Perception.
♦ Your Fear Response changes to Frenzy.
♦ You lose this class when you die.


Perfect.jpg
Perfect
Special Tier Expertise
Prerequisites  Must have been created by instantiate perfect human.
Bonuses:
♦ You survive on a diet of souls instead of your normal kind.
♦ You cannot feel Fear.
♦ Mind damage dealt to you is increased by 1.
♦ You do not have any moral failings, as defined by the moral outlook of your creator. Your creator defines your personality and memories, but memories not patterned after the creator's own are likely to be vague or implausible.


Common Classes

Common tier.png

Common classes cost 2 points each.


Warrior or Skirmisher.jpg
Warrior
Common Tier Expertise
Bonuses:
♦ Choose another Fear Response: When you would suffer a fear response, you may pick either that one or your original one.
♦ You get +3 meters to your movement speeds.
♦ When you fling a creature, you may fling it 2 extra meters.
Special: This class may be taken multiple times.


Skirmisher


Defender Scout.png
Defender
Common Tier Expertise
Bonuses:
♦ If your position would grant cover to someone or something, you may grant total cover instead.
♦ As a move action, you may Defend: One target within reach gets a +1 bonus to Toughness until your next turn or until it stops being adjacent, whichever comes first. While it gets that bonus to Toughness, any damage dealt to it is dealt to you as well.


Scout
Common Tier Expertise
Bonuses:
♦ Whenever you use a move action, you may move 5 meters using any of your movement speeds.
♦ The sound you make while Running is only audible from half as far away. The distance for Moving is never more than half that distance.
Special: This class may be taken multiple times.


Explorer and Apothecary.jpg
Explorer
Common Tier Expertise
Bonuses:
♦ You take 1 less damage from falling or exposure to dangerous environments, like lava.
♦ You get +0.5 meters to jump distance.
♦ The Throwing penalty (for throwing melee weapons) decreases by 1, to a minimum of -0.
♦ You get +1 to Agility.
Special: This class may be taken multiple times.


Apothecary
Common Tier Expertise
Bonuses:
♦ You can craft a dose of Common-Tier poison in one hour.
♦ You can apply a dose of Common-Tier poison as a Move action.


Medic

Apprentice

Acolyte


Cabalist
Elite Tier Expertise
Prerequisites  Adept
Bonuses:
♦ You may Share Magic with a touched creature as a Move Action. This lasts until the creature is out of reach.
♦ Creatures with whom you are Sharing Magic may cast spells you have attuned to gems in you as though they had those spells attuned to gems in them.
♦ Creatures with whom you are Sharing Magic may use your charges. If they use one of your charges to cast a bound spell, the spell is bound by you.
♦ You learn a single Elite spell.


Elite Classes

Elite tier.png

Elite classes cost 5 points each.


Veteran.jpg
Veteran
Elite Tier Expertise
Bonuses:
♦ You get +1 to Will when making later Will saves to recover from fear effects you are already suffering from.
♦ You ignore penalties to Perception given to you by status effects.
♦ If you and a conscious willing creature are on opposite sides of a target (the smallest angle between you from the target's perspective is 135 degrees or more), both of you get +1 to Accuracy against that target. If the willing creature also has Veteran, this bonus increases to +2. The bonus does not stack.


Sniper.jpg
Sniper
Elite Tier Expertise
Bonuses:
♦ All ranged attacks you make gain another range increment, twice as far as the current farthest one.
♦ As an immediate action, you may reroll an attack roll you just made, and get a +1 bonus to Accuracy with that attack.


Assassin
Elite Tier Expertise
Bonuses:
♦ When you make a non-area attack, you may accept a penalty of up to 5 to your attack roll to get that as a bonus to your damage roll if you hit. The penalty must be the same for all rolls when making an attack that hits multiple targets.
♦ You get +1 to Agility.


Combat Whirlwind and Rapid Shooter.jpg
Combat Whirlwind
Elite Tier Expertise
Bonuses:
♦ The penalties for using additional weapons decreases to -1 per weapon.
♦ You can perform non-incremental reloads without any action.
♦ You get +2 meters to your movement speeds.


Berserker and Brawler.jpg
Berserker
Elite Tier Expertise
Prerequisites  Frenzy fear response
Bonuses:
♦ While you suffer from the Frenzy fear response, you get +1 Muscle and you suffer no penalty for being injured.
♦ You get +6 meters to your movement speeds.
♦ When you inflict two or more wounds during a single turn, creatures other than yourself within 15 meters find you to be Frightening. You may designate any number of creatures you are aware of to get -3 to the DC.


Brawler
Elite Tier Expertise
Bonuses:
♦ When you melee guard, you get an additional +1 to Perception against any targets in your melee guard radius.
♦ The first unarmed attack you make while melee guarding each round doesn't count towards the limit on the number of attacks you can make.
♦ The attack you make when you Rush deals +1 damage.
♦ You get +1 to Agility.


Bodyguard and Stalwart.jpg
Bodyguard
Elite Tier Expertise
Prerequisites  Defender
Bonuses:
♦ You get +2 Perception to notice creatures that are attacking a creature you are Defending.
♦ When you Defend, you get +1 Toughness against damage dealt to you by the Defend ability.
♦ You get +1 to Agility.


Nomad


Spelunker
Elite Tier Expertise
Exploration of caves has helped you learn to hop from overhangs and survive cave-ins.
Bonuses:
♦ Your jump distance doubles.
♦ The DC for Grab Ledge decreases by 3.
♦ You can Duck and Cover: As an immediate action, you get a +1 bonus to your Toughness and AD until you next take an action. If you already had this ability, it does not improve.
Special: This class may be taken multiple times.


Mountaineer and Hunter.jpg
Mountaineer
Elite Tier Expertise
Bonuses:
♦ If you would succeed on a roll of 3 with an Agility check, you don't have to roll it at all. If you already had this ability, the value increases by 1.
♦ You can make one grab ledge for free each round: you don't have to expend a move action for doing it. If you already had this ability, you can do two additional grab ledges for free per round.
♦ You can move at ¾ your normal speed while encumbered. If you already had this ability, you can move at full speed while encumbered.
Special: This class may be taken multiple times.


Hunter
Elite Tier Expertise
Bonuses:
♦ You can search or tactile search as a move action. If you already had this ability, you may do it as an immediate action.
♦ When you Ranged Guard, you get another +1 Perception against things in the guarded direction.
♦ You get +5 meters to your movement speeds.
Special: This class may be taken up to two times.


Poisoner
Elite Tier Expertise
Prerequisites  Apothecary
Bonuses:
♦ You can craft a dose of Elite-Tier poison in one hour.
♦ You can apply a dose of Elite-Tier poison as a Move action.
♦ It only takes you one-third as long to craft Common-Tier poisons.
♦ You can apply a dose of Common-Tier poison once per turn as part of the act of attacking with it.


Healer


Sadist.jpg
Sadist
Elite Tier Expertise
Bonuses:
♦ As a standard action, you may kill an unconscious creature within reach. If you do, all other creatures within 20 meters who are aware of this find you Frightening X, where X is dependent on the victim's tier (Common: 3, Elite: 5, Paragon: 6, Legend: 8). You may designate any number of creatures you are aware of to get -3 to the DC. If you already had this ability, the distance at which creatures are affected increases by 30 meters.
♦ Other creatures within reach get a -1 penalty to Will saves. This penalty does not stack with other instances of Sadist on this character or any other.
♦ You can make a Cut Out attempt as an Attack Option, at an additional -2 penalty to accuracy. If you already had this ability, the penalty decreases by 1.
Special: This class may be taken multiple times.


Inquisitor and Crippler.jpg
Inquisitor
Elite Tier Expertise
Nobody expects an inquisition.
Bonuses:
♦ You get +1 to Bluff when using it to inflict fear.
♦ When you Bluff to inflict fear on any number of creatures, they may be up to 8 meters farther away.
♦ You get +1 damage against stationary creatures.
Special: This class may be taken multiple times.


Infiltrator and Ambusher.jpg
Infiltrator
Elite Tier Expertise
Bonuses:
♦ You get +5 meters to your movement speeds.
♦ For the purposes of avoiding notice, your size seems to be 10% smaller.
Special: This class may be taken multiple times.


Ambusher
Elite Tier Expertise
Bonuses:
♦ You get +1 to Agility.
♦ As a standard action, you can enter Ambush Mode until you move. While in Ambush Mode, you can only be detected from half as far away.


Sprinter and Adept.jpg
Sprinter
Elite Tier Expertise
Bonuses:
♦ You get +5 meters to your movement speeds.
♦ You can Sprint: as a standard action you can move twice one of your run speeds. If you use this ability on two consecutive rounds, you become tired until you've eaten a day's-worth of food. If you already had this ability, you get +5 meters to your movement speeds on any turn in which you Sprint.
Special: This class may be taken multiple times.


Adept
Elite Tier Expertise
Bonuses:
♦ You learn a single Elite spell.
♦ You gain one Elite charge. Note that you can't cast a spell unless you have the appropriate Gem(s).
♦ You can attune an Elite spell you know to a non-implanted gem you are holding that has one of its color(s), replacing whatever spell was attuned to that gem before. This takes a move action.
♦ You can handle implanting one additional gem without problems.
Special: This class may be taken multiple times.


Warlock and Cult Leader.jpg
Warlock
Elite Tier Expertise
Prerequisites  Adept
Bonuses:
♦ You learn two Boosts, such that for each Boost, applying it and no other makes the spell you learned it for Elite tier.
♦ You gain one Elite charge.
♦ Recharging your Elite spells takes half as long, to a minimum of 1 round of concentration.
Special: This class may be taken multiple times.


Cult Leader
Paragon Tier Expertise
Prerequisites  Cabalist
Bonuses:
♦ Creatures who are Sharing Magic with you can Concentrate on a ritual you are casting to reduce its remaining cast time by 1 round.
♦ You learn a single Paragon spell.


Spell Extender and Psychic Exemplar.jpg
Spell Extender
Elite Tier Expertise
Prerequisites  Adept
Bonuses:
♦ When some effect of a spell you cast would end after functioning continuously for 1 round or more, you may expend another charge of its tier to keep it going for another round. This can let you keep spells functioning as though they were bound after you have unbound them. With Slow, for example, you could make it last for more than 5 rounds, or you could delay an instance of damage or movement to an object beyond the listed 1 round period.
♦ You gain one Elite charge.


Paragon Classes

Paragon classes cost 20 points each.


Brute.jpg
Brute
Paragon Tier Expertise
Bonuses:
♦ The first attack you make each round may be a heavy attack, even if the action you are using specifically disallows heavy attacks.
♦ Whenever you inflict any wounds, you may fling that target 2 meters per wound inflicted in the direction of your choice. If you already had this ability, the distance increases by 2 meters.
♦ You can move through non-creature obstacles that have less Toughness than you, destroying them in the process. This costs you 2 meters of movement per point of HP the obstacle had. If you already had this ability, treat obstacles as having 1 less Toughness.
♦ You get +4 meters to movement speeds.
Special: This class may be taken multiple times.


Perfect Goth
Paragon Tier Expertise
Bonuses:
♦ You can hold your breath for 4 times as long.
♦ Unarmed attacks you make against targets you are grappling deal +1 Damage.
♦ When you make a Heavy melee attack with a non-Heavy weapon, after damage is rolled, you may have the weapon break in order to reroll damage. Take the new value even if it is lower. If you already had this ability, take the new value only if it is higher.
♦ You get +4 meters to your movement speeds.
Special: This class may be taken multiple times.


Ravager and Perfect Goth.jpg
Ravager
Paragon Tier Expertise
Bonuses:
♦ You can make yourself afraid of anything as a Lesser action. The Frightening value of this (for the purposes of recovering from it later) is 6.
♦ When you Rush while you suffer from the Frenzy fear response, you can make a single Heavy attack, or a number of non-Heavy attacks equal to the number of weapons you are wielding.
♦ When you would make a Will Save against a non-[ Fear ] effect, and you are currently suffering from a fear response, you may forgo rolling to count as rolling a 5. If you do so, the Frightening value for each Fear effect increases by 1 or increases to the DC of the effect you didn't roll a save for, whichever is higher.


Cavalier
Paragon Tier Expertise
Bonuses:
♦ You may have any creature you Ride get +10 meters to its movement speeds.
♦ Armor you wear gets +1 Toughness while you are wearing it.
♦ Melee attacks you make while the creature you are Riding is taking a second action to Run during a turn deal +1 Damage.
Special: This class may be taken up to two times.


Annihilator


Ambidexter
Paragon Tier Expertise
Bonuses:
♦ You can wield any item as though you were using two hands for it. Doing so only takes one hand. If you already had this ability, you count as having two additional hands.
♦ When you Catch or Reload, you may interact with one more item.
♦ You get +3 meters to your movement speeds.
Special: You may take this class two times.


Stunt Shooter and Marksman.jpg
Stunt Shooter
Paragon Tier Expertise
Bonuses:
♦ You get +1 to Agility.
♦ When you would inflict wounds, you may trade wounds inflicted for causing one of the following on a one-for-one basis: prone, drop a held item or have an attached non-armor item fall off, on fire, lose a sense of your choice for 1 round, disoriented for 4 rounds, flung 4 meters directly away from you or 1 meter in the direction of your choice. If you already had this ability, you can inflict one of those things without trading a wound.
Special: This class may be taken multiple times.


Marksman
Paragon Tier Expertise
Bonuses:
♦ Your penalty for attacking through multiple creatures is never greater than -1.
♦ When you aim, you may make a non-Heavy attack, which may but does not need to be the one to which the accuracy bonus applies.


Opportunist and Interrupter.jpg
Opportunist
Paragon Tier Expertise
Bonuses:
♦ You may make a non-Heavy attack as an immediate action.
♦ You get +1 to Damage against the creature(s) whose turn it is.
♦ You get +1 to Agility.


Interrupter
Paragon Tier Expertise
Bonuses:
♦ When you successfully wound someone, one action of your choice that they are currently taking is canceled.
♦ You can Ready as a Standard action.


Quickfoot
Paragon Tier Expertise
Bonuses:
♦ You get +8 meters to your movement speeds.
♦ You can move half of one of your movement speeds as an Immediate action. If you interrupted an action that targeted you, the acting creature may change its target. Taken a second time, you can move ¾ of one of your movement speeds with the immediate action. Taken a third time, you can move at full speed.
♦ You get +1 to Agility.
Special: This class may be taken up to three times.


Leaper
Paragon Tier Expertise
Bonuses:
♦ Your jump distance is doubled.
♦ As a move action, you can Leap: make a single jump, and travel up to the full jump distance immediately, even if your jump distance is higher than your land speed. If you already had this ability, you can Leap instead of moving normally when you Rush.
Special: This class may be taken up to 2 times.


Tracker and Duelist.jpg
Tracker
Paragon Tier Expertise
Bonuses:
♦ You can detect tracks that are 10 times as old.
♦ Once per round during your turn you can designate one creature as Prey, replacing your previous designation. You get +1 to Perception and +1 to Accuracy against your Prey.
♦ You get +8 meters to your movement speeds.


Duelist
Paragon Tier Expertise
Bonuses:
♦ Once per round during your turn you can designate one creature as Prey, replacing your previous designation. You get +1 to AD and +1 to GD against your Prey.
♦ When missed with a melee attack, you may make a one-handed melee attack against the attacker. All such counterattacks are rolled after the current turn ends, but range is checked when the attack missed.
♦ You get +1 to Agility.


Alchemist
Paragon Tier Expertise
Prerequisites  Poisoner
Bonuses:
♦ You can craft a dose of Paragon-Tier poison in one hour.
♦ You can apply a dose of Paragon-Tier poison as a Move action.
♦ It only takes you one-third as long to craft Common-Tier and Elite-Tier poisons.
♦ You can apply a dose of Elite-Tier poison once per turn as part of the act of attacking with it.


Doctor and Sentinel.jpg
Doctor
Paragon Tier Expertise
Bonuses:
♦ You can Resuscitate: You attempt to resuscitate an unconscious target within reach as a Standard action. Roll 1d6 against a DC of 2 minus two times the target's current HP. If you succeed, they stop being unconscious. If you already had this ability, resuscitate affects an additional unconscious target within reach when used.
♦ You can Revive: You attempt to revive a dead target within reach as a Standard action. Roll 1d6 against a DC of 4 + half the number of rounds ago the target died: they are restored to life at a number of negative hit points that's 1 point away from death. If you already had this ability, you get +1 to the roll.
Special: This class may be taken multiple times.


Sentinel
Paragon Tier Expertise
Bonuses:
♦ When you Pay Attention, you get +1 to Insight to detect Legerdemain attempts until your next turn.
♦ Attacks made during a Ranged Guard or Melee Guard get +1 to Accuracy.
♦ You gain the ability to Bolster: As an immediate action when another creature you are aware of and who is aware of you would have to make a Will Save, you may also roll a Will Save with an extra +1 bonus, and have the creature use that result if higher.


Warlord
Paragon Tier Expertise
Bonuses:
♦ Whenever someone finds you Frightening, they find you 1 more Frightening.
♦ You can make people "snap out of it". As a standard action, you may roll a Will Save. For every effect on a creature within reach that originally offered a Will Save to resist, if your roll is equal to or higher than that DC, the creature is cured of that effect. [ Linked ] effects can only be cured with this if all targets of the effect are in the area.
♦ As a standard action, you can survey the battlefield, for a +2 bonus to Perception until your next turn.


Diplomat and Covert Scout.jpg
Diplomat
Paragon Tier Expertise
Bonuses:
♦ You get +1 to Agility.
♦ As a standard action, you can force each creature who can hear or see you to make a Will Save. Creatures that fail the will save are obliged to remain nonviolent until someone they are aware of attempts a violent action, such as casting a spell on an unwilling target, or 1d6 rounds pass, whichever comes first.
♦ With approximately 1 hour of conversation, you can convince any number of creatures to join your party, so long as doing so would not put you over your point limit. Those creatures get a Will Save to avoid becoming convinced, and any creatures that save in this way cannot be convinced through your use of this ability until 1 week has passed and you make them believe you have taken a different side.


Master thief


Covert Scout
Paragon Tier Expertise
Bonuses:
♦ Whenever you Sneak, you may move an additional one-quarter of your chosen speed.
♦ You get +1 to Accuracy with any melee attacks you make against targets that do not currently detect you.


Master of Disguise and Pneumatist.jpg
Master of Disguise
Paragon Tier Expertise
Bonuses:
♦ Any disguise you wear becomes at least Decent. If you already had this ability, the time it takes you to create a disguise is halved.
♦ You gain an additional Lung chakra: the next-closest item that relies on that chakra now also functions.
Special: This class may be taken multiple times.


Pneumatist
Paragon Tier Expertise
True mastery of breath comes with many gifts.
Bonuses:
♦ You can hold your breath for ten times as long.
♦ The base range for your Scent sense increases by 30 meters.
♦ As a standard action, you can exhale violently, creating strong wind in a 15 meter 90 degree conical Muscle-Area blast. You can choose to exhale less violently, for light wind, a thinner or shorter cone, or any combination thereof.
♦ The ability to hold your bodily functions gives you an extra +1 to accuracy when you Aim.


Flaring

Psychics can Flare their psychic power to unleash more extreme and noticeable forces. Entering the Flared state is a lesser action, and may also be triggered instantaneously using the Flare fear response. Leaving the Flared state is a standard action, and may also be triggered instantaneously by using a Finisher.

When a psychic stops Flaring, they become tired for 1 minute, and cannot reenter the Flared state until they have spent two rounds concentrating (which need not be consecutive).

While Flaring, their Techniques apply the Flared adjustment, and their Presences perform their Flared function. The psychic's Faint Aura is doubled while Flaring.

Each Bloodline has a Flared Sign. Any psychic character with access to that Bloodline exhibits that Flared Sign while Flaring.

Bloodlines

You can only learn Techniques and Presences from a Bloodline if you have enabled that bloodline using an Extra. They are learned via classes.

Only [ Psychic ] characters (as by the Psychic Specialty) can use Techniques and Presences.

Techniques and Finishers: Psychic techniques and finishers are both actions. Finishers are only ever available as the Flared functions of Presences, and automatically cause the user to stop Flaring once used.

Movements: The movements specified by psychic techniques and finishers are neither necessary nor optional; if you cannot do them, you do not need to, but they are purely involuntary actions which you perform automatically as you use the Technique or Finisher. By default, psychic powers are purely mental actions, although attacks which require touching cannot be done purely mentally unless the target chooses to be hit.

Presences: Psychic presences are passive effects that have a different function while Flared, showed in darker pink.

Upgrades: If a listed upgrade is indented, that means it cannot be gotten unless you already have the upgrade above it with one less indentation step.

Universal Upgrades: Certain upgrades may be taken for almost any Technique or Presence, and are listed here for brevity.
Technique Upgrades:
Technique Focus: While Flaring, you may ignore the Flared effect of this technique. While Calm, you may apply the Flared effect of this technique.
Flared Presence Upgrades:
Practiced Presence: The Calm form of the Presence continues to function while Flaring.

Projection

Flared Sign: Corners in your Faint Aura seem vaguely impossible.


Blink
Minor Technique
There's a flash of your favorite color at the spot you leave.
Movements: None.
Use Time: Move Action
Target: You
Effect: Up to three times this turn, you can Teleport somewhere you can see within your Strong Aura.
Flared: The range doubles, but the sound it makes is four times as loud.
Upgrades:
Elusive Step: You can use this technique as a standard action to teleport to any location you can see within your Faint Aura, so long as no other creatures of common tier or higher see you leave your current location or arrive at the targeted one. If the targeted location is observed, you arrive at the open space closest to it within your Faint Aura that is not observed. If your current location is observed, you can't use this at all.
Astral Visit (Cannot use if you are an [ Angel ], can only use while in the mortal realm): You can choose to transfer yourself bodily into the nearest open space in the astral realm corresponding to your current location as a standard action. As this is not a projection, you no longer exist in the mortal realm. When you have traveled as far from your original location as you normally could teleport with Blink, you return to the mortal realm at the nearest open space corresponding to your location in the astral.
Sudden Blink: You can use Blink as an immediate action.


Interdiction
Minor Presence
Repulsor
Calm
Effect: If a creature other than yourself would teleport or have an Avatar projected into your Strong Aura, it must succeed on a Will save or the travel is wasted.
Upgrades:
Far Repulsor: Creatures in or entering your Faint Aura are also affected, although the Save DC is reduced by 3.
Selective: As a Lesser action, you may designate a creature you specify to be unaffected by this Presence until you Flare.
Captor
Flared
Effect: If a creature other than yourself would teleport or have an Avatar projected while within your Strong Aura, it must succeed on a Will save or the travel is wasted.
Upgrades:
Far Captor: Creatures in or entering your Faint Aura are also affected, although the Save DC is reduced by 3.
Selective: As a Lesser action, you may designate a creature you specify to be unaffected by this Presence until you stop Flaring.


Rift.jpg
Rift
Major Technique
Movements: Wave a limb.
Use Time: Standard Action
Target: Two open spaces you can see within your Faint Aura
Effect: You create an extradimensional space that is infinitesimally thin, with a 2 meter radius circular entry point in each targeted open space. The back of the portal is solid, and has HP 1 and Toughness 5. Unlike normal extradimensional entry points, it's impossible to see through this one, all that is visible is a shifting fog of your favorite color. Attacks that deal Light damage can't be fired through this rift. The extradimensional space disappears after 2 rounds.
Flared: The entry points double in radius, but glow brightly out to 5 meters.
Upgrades:
Travel Unseeing: You can target spaces you can't see. If you target an invalid space, your action is wasted.
Custom Sized Rifts: When you create the entry points, you can choose a radius for the circles anywhere from 0.25 meters to the size of your Strong Aura. Both entry points must be the same size.


Physical Possession
Major Technique
[ Magic-Damage ]
Movements: Wave a limb.
Use Time: Standard Action
Target: One touched creature
Effect: If you hit the target with an attack against GD, you meld into their body, and puppet it about as though it were your own while the creature watches helplessly. You functionally disappear, although you can still think and experience the world using the target's senses. The target's Auras and Flared state are replaced with your own, they become [ Psychic ], and the target (under your direction) can use your Techniques and Presences, but not any Techniques or Presences they had. The target acts precisely as you will it to.

While possessed in this way, their eyes (or other facial features, if no eyes are present) glow your favorite color. After 1 round, you are forcibly ejected from the creature, appearing in the nearest open space. Whenever the possessed creature is wounded, you are forcibly ejected from them.

Flared: When you leave the creature, it takes 1d6 Mind damage.
Upgrades:
Longer Possession: If the creature is a lower tier than you, you are only forcibly ejected from it after 3 rounds. You can avoid being ejected when wounded if you succeed on a Will save with the possessed creature's Save DC.
Body Rider: You can choose not to do anything while possessing someone, allowing them to act normally while you use their senses. Rounds spent doing this do not count towards the time before you are forcibly ejected. In addition, the eyes of creatures you possess don't glow.


Bestow Aura
Major Technique
Your eyes flash, then the target's flash as well when you pass your Strong Aura to them.
Movements: Wave a limb.
Use Time: Standard Action
Target: One touched creature
Effect: If you hit the target with an attack against GD, your Strong Aura follows that touched creature around, instead of emanating from yourself. If they leave your Faint Aura, this effect ends.
Flared: The target takes on a hue of your favorite color, but it can leave your Faint Aura without ending the effect so long as it is within your Faint Aura at the end of each of your turns.
Upgrades:
Sociopathic Generosity: You can use Bestow Aura on objects instead of creatures, and may bestow at range to any target in your Strong Aura.
Second Copy: You can use this technique on an additional target simultaneously; your Strong Aura emanates its full distance from each of the touched creatures. You can learn this upgrade multiple times.

Telepathy

Flared Sign: Creatures with souls within your faint aura feel a throbbing headache. It feels like your favorite color.

Ping.png
Ping
Minor Technique
Movements: None.
Use Time: Move Action
Target: All Faint Auras that overlap with your own.
Effect: You can feel all Faint Auras overlapping with your own as though you were standing within them, and sense how they extend into your own Faint Aura. This lets you locate the owners of those auras. However, the owners of the auras feel your ping, and can locate you by it.
This also lets you locate and be located by creatures in the area who have cast spells or spent power no more than one round ago.
Flared: The ping also emits a sound that can be heard at the same distance as your Faint Aura.
Upgrades:
Easy Ping: You can use Ping as a Lesser Action once per round.


Thought Extraction
Minor Technique
Your eyes flash, then a glow of your favorite color surrounds the target's head, making pointy shapes stabbing into their brain.
[ Magic-Damage ]
Movements: Wave a limb.
Use Time: Standard Action
Target: One creature within your Strong Aura.
Effect: The target must make a Will Save or take 1d6+2 Mind Damage. If you would wound the target, the most recent one minute of memories of you per wound they currently possess are erased instead. Emotional memory is also effected.
Flared: The target also takes the wound(s)
Upgrades:
Eradicate: The past day's worth of memories of you per wound are erased instead.
Brain Blank: The target also forgets how to use Techniques, Finishers, and Spells for 2 rounds per wound inflicted.
Un-person: The target also forgets the same amount of memories of each creature you have killed.
Brain Pain: The target also takes the wounds, and is disoriented for 1 round per wound.


Aura Control
Minor Presence
Conceal Aura
Calm
Effect: Your Faint aura's radius is halved, but other psychic characters cannot detect your aura by simply being within it.
Upgrades:
Hiding Aura: Conceal Aura also gives you +1 Stealth against creatures within your Strong Aura.
Full Aura: Your Faint aura's radius is not halved.
Expand Aura
Flared
Effect: Your Faint aura's radius is doubled.
Upgrades:
Shape Aura: You can designate holes in your auras as a Move action. They can be any shape, and move with you, but do not pivot when you turn around.
Reveal All: You brightly illuminate your Strong Aura, and everything in your Faint Aura loses invisibility, camouflage, and concealment.


Mental Security
Minor Presence
[ Magic-Damage ]
Internal Mask
Calm
Effect: If anyone would observe your thoughts or memories or sense with your senses, you become aware that it is happening and may choose what they perceive.
Upgrades:
Watch the Watchmen: If someone triggers Internal Mask and they are within your Faint Aura, you can pinpoint their location and see what they see.
   Return to Sender: If someone triggers Internal Mask, you can pinpoint their location.
Hostile Mind
Flared
Effect: Whenever you succeed on a Will Save caused by another creature within your Faint Aura, that creature takes 1d6 Mind damage.
Upgrades:
Reflexive Outburst: Hostile Mind also triggers on a failed Will Save but deals 1 less damage.


Persuasion
Major Technique
Movements: Wave a limb and say a phrase.
Use Time: Standard Action AND Move Action
Target: One creature who can hear you within your Strong Aura.
Effect: The target must make a Will Save or believe the phrase you spoke. This lasts until they are damaged, wounded, receive a penalty to toughness, or are successfully frightened. If they succeed on their Will Save, they are not vulnerable to your use of it again for 1 day.

Persuaded targets cannot be convinced to attack theirselves or their allies (including with non-damaging but harmful spells or techniques like Persuasion), give up their possessions, or confess their secrets.

Flared: Persuasion does not end when the target is harmed in one of the mentioned ways, those events only grant the target additional opportunities to save against Persuasion.
Upgrades:
Farsuasion: Persuasion can target creatures within your Faint Aura instead.
Group Persuasion: Persuasion can target up to three creatures.


Vivid Hallucination.jpg
Vivid Hallucination
Major Technique
Your waved limb leaves behind a faint afterimage of an idyllic scene for a moment.
Movements: Wave a limb.
Use Time: Standard Action
Target: One creature within your Strong Aura.
Effect: The target must make a Will Save. If they fail, you control them for 1 round +2 rounds for every tier higher than them you are, and can make them Move, Stand Up, Lie Down, Draw Item, Drop Item, and Cower. While they are being controlled in this way, they can't observe their surroundings, but rather experience a vivid hallucination of your own devising.
Flared: You can also make the target perform Rush and Assault actions, but the target finds their vivid hallucinations incredibly unpleasant no matter what you devise.
Upgrades:
Mind Control: Control them fully during this time.
Slow Return: After the target stops being controlled, it remains disoriented for four times as long as it was controlled for.


Return Soul
Major Technique
A faint glow of the creature's soul returning to them is visible for all to see.
Movements: Wave a limb.
Use Time: Standard Action
Target: One creature within your Strong Aura.
Effect: The target must make a Will save. If they fail, the soul that most recently inhabited the creature returns to the body and remains there for 3 rounds. This makes them stop being a Psychic, temporarily ends the effects of Soul Jar and such devices, suppresses the effects of Psychic Items they have created, and protects them from having their soul eaten or destroyed during this time. It also makes them stop projecting an Avatar.
Flared: This lasts until you stop Flaring, instead of only 3 rounds.
Upgrades:
Push into Body: You can use this on a creature so long as some part of their soul is within your Strong Aura.


Thought Exploration
Major Presence
[ Magic-Damage ]
Listen to Thoughts
Calm
Effect: Anyone in your Faint Aura can choose to think something so loud, you can hear it. You can read the minds of creatures within your Strong Aura, although they can feel you doing so, and can imagine misleading things by Bluffing with a DC equal to your Magic Power +2.
Upgrades:
See As They See: You can sense with the senses of all creatures in your Strong Aura. They function as unrelated sensors for you.
Mind to Mind Communication: When you would speak using your voice, instead you can speak directly into the minds of any number of creatures in your Faint Aura who you specifically designate. You can hear every word spoken within your Faint Aura, even if it is spoken silently, and can pinpoint the creature that speaks it.
Psychic Scream
Flared Finisher
Movements: Stare intently.
Use Time: Standard Action
Target: Other creatures within your Faint Aura.
Effect: The targets find you Frightening. Targets may choose to ignore this effect (before rolling their saves); those that do are instead willing to obey your every command for the next 3 rounds.
Upgrades:
Painful Scream: Creatures that you make afraid with your Psychic Scream also take 1d6-1 Mind damage.
Unceasing Scream: You may use Psychic Scream again on your next turn despite no longer being Flared.


Brain Damage
Major Presence
Sticks and Stones
Calm
Effect: Wounds inflicted by Mind damage you deal heal on their own after 5 minutes.

Your techniques can deal Mind damage instead of their normal type.

Upgrades:
Inherent Harmlessness: When you wound a target with Mind damage, you can tell how much HP that would leave the target with, and reduce the number of wounds inflicted as desired.
Brush of Insanity
Flared
Effect: Creatures rendered unconscious by Mind damage you deal become raving lunatics until killed or awakened. They act as though conscious, but frenzy at the nearest common tier or stronger creature they are aware of.

Your techniques can deal Mind damage instead of their normal type.

Upgrades:
Imaginary Blows: Your unarmed attacks can deal Mind damage instead of their normal type, and are [ Magic-Damage ] instead of [ Muscle-Damage ].


Image Control.jpg
Image Control
Major Presence
Conceal Trace
Calm
Effect: Creatures with souls within your Strong Aura cannot sense you.
Upgrades:
Extended Concealment: When a creature leaves your Strong Aura, it continues to be unable to sense you for 2 rounds.
Scry Immunity: Unrelated sensors within your Strong Aura cannot be used to sense you by creatures with souls.
Reside in Vision
Flared
Effect: Creatures that can see images of you count as being within your Faint Aura, no matter how far away they are, so long as the image is a distance of less than half your Strong Aura away from them.
Upgrades:
Reside in Thought: The creatures continue to count as being within your Faint Aura for 2 rounds after they stop seeing images of you.
Emanate: An area with a radius equal to your Strong Aura around each of the creatures also counts as being within your Faint Aura.

Slaughter

Flared Sign: Creatures within your Faint Aura can taste blood.


Destruction Bolt
Minor Technique
A vaguely orb-shaped blur of your favorite color streaks from you to cause destruction.
[ Magic-Damage ]
Movements: Wave a limb.
Use Time: Use as a weapon attack
Effect: As an attack, use the Destruction Bolt weapon: Range Strong Aura/Faint Aura, deals 1d6-1 Heat damage.
Flared: The Destruction Bolt deals 1d6 damage instead, but makes a wrenching noise as it flies which can be heard from a distance up to your Strong Aura from its path, and the collision can be heard from a distance of your Faint Aura.
Upgrades:
Destruction Pulse: You can use the Destruction Bolt as a melee weapon for +2 damage.


Slaughter.jpg
Deathbringer
Minor Presence
When you Massacre someone, your limb glows briefly, and the target feels a gut-wrenching sensation whether or not it hits.
Certainty of Death
Calm
Effect: You can tell whether any creature you can see within your Strong Aura is Dead.
Upgrades:
Death Vision: Certainty of Death works on creatures within your Faint Aura.
Casual Murder: You can use Massacre while Calm, but you get -1 to the HP roll, and once you do, you cannot Flare or use Techniques for 2 rounds.
Massacre
Flared Finisher
Movements: Wave a limb.
Use Time: Standard Action
Target: One creature within your Strong Aura
Effect: Make a ranged attack against the AD of the target. If you hit, kill that creature if it has 1d6-3 plus a third of your Magic Power or fewer HP remaining.
Upgrades:
Triple Homicide: Massacre can target three creatures within range instead.
   Mass Massacre: Massacre can target every creature within range instead.
Time Bomb (Requires Celerity Bloodline): Instead of killing the creatures, you may have them disappear for 4 rounds. The range of Massacre increases by 4 meters if you do this, and targets GD instead of AD.


Master of Destruction
Minor Presence
Prerequisites: Destruction Bolt
Destroyer
Calm
Effect: Your Techniques get +2 Demolition.
Upgrades:
Burning Power: Targets hit by your Techniques that deal Heat damage are lit on fire.
Greater Demolition: Your Techniques get another +2 to Demolition. You may take this upgrade multiple times.
Cruelty: Your techniques get +1 Accuracy against Injured creatures.
Revel in Slaughter
Flared
Effect: Whenever you use a Technique or Presence to kill a creature of common-tier or stronger within your Strong Aura, you may use Destruction Bolt on a target you haven't used Destruction Bolt on this turn, without taking an action to do so. This triggers once per kill, not once per Technique or Presence.
Upgrades:
Second Copy: This triggers twice each time.
Larger Area: Revel in Slaughter triggers for creatures within your Faint Aura instead.
Exceeding Gentleness: If you reduce a creature to -1 or less HP without killing it, Revel in Slaughter still triggers.
   Glorious Mercy: Exceeding Gentleness applies even when reducing a creature to 0 HP.
      Glorious Warfare: Revel in Slaughter triggers whenever you wound a creature with a Technique or Presence.
Appreciative Audience (Requires Telepathy Bloodline): When this triggers, other creatures within your Strong Aura must make a Will save or become unable to take hostile actions until the ends of their turns. This is a [ Joy ] effect. Each creature who has successfully saved cannot need to save again until the end of its next turn.


Massive Explosion
Major Technique
You glow with a light that rapidly gets more intense, as your soul energy explodes.
[ Magic-Damage ]
Movements: Wave a limb.
Use Time: Standard AND Move Action
Target: Every creature and unattended object within a blast with a radius equal to one-quarter of your Faint Aura
Effect: Each target suffers an attack against AD for 1d6-1 Heat damage.
Flared: Massive Explosion also makes you tired for 1 round.
Upgrades:
Concentrated Detonation: You can halve the radius of the Massive Explosion in order to make two attacks against each target instead.
Explode Horror (Requires Create Horror): You may destroy one of your Imaginary Horrors to have the blast emanate from that horror instead of you. The radius is halved.
   Horror of Choice: Your Horrors can explode theirselves in this way as a standard action. They use their own Accuracy and Magic Power for the attacks.


Hatestorm.png
Hatestorm
Major Technique
Lightning of your favorite color streaks from you to torture a target.
Prerequisites: Telepathy Bloodline
[ Magic-Damage ]
Movements: Point.
Use Time: Standard Action
Target: One creature within your Strong Aura, and every other creature other than that creature and you within your Strong Aura.
Effect: If you hit the first target with an attack against AD, they take 1d6+1 Electricity damage. Each other target must make a Will save: those that fail must choose whether to hate you unconditionally and forever, or to hate the first target unconditionally and forever.
Flared: The target you attack must also make the Will save.
Upgrades:
Tortuous Lightning: If your attack would inflict wounds, it also stuns the target for one round.
Hate Beyond Limits: The primary target can be anyone within your Faint Aura, and the other targets are the creatures within half your Strong Aura of either you or the target.
Indiscriminate Hatred: Targets that fail their Will Saves hate both targets, but only for 1 minute.


Ignore Mortality.png
Ignore Mortality
Major Presence
Life After Death
Calm
Effect: You can continue to use techniques and presences while you're unconscious (or even dead) but not destroyed. Your soul does not move on to the afterlife.
Upgrades:
Brain Death: You can continue to use techniques and presences while you're stunned.
Death After Life
Flared Finisher
Movements: Wave a limb.
Use Time: Standard Action
Target: You
Effect: You die for 3 rounds, after which time you return to life and consciousness at full HP.
Upgrades:
Sudden Death: You can use Death After Life as an immediate action, but if you do, you'll return to life and consciousness at only 0 HP.

Force

Flared Sign: A gentle upward breeze appears from nowhere in your Faint Aura.

Telekinesis.jpg
Telekinesis
Minor Technique
Your limb and the target glow as you try to move them about
Movements: Wave a limb.
Use Time: Standard Action
Target: One creature or unattended object within your Strong Aura that weighs fewer than 40 kilograms, times 2 for every Magic Power you have (or divided by 2 for every negative Magic Power, if applicable)
Effect: Make a ranged attack against the GD of the target. If it hits, move the target gently a distance of up to your Strong Aura. If it's an unattended object, it stays wherever you place it, despite gravity, for 1 round.
Flared: Fling the target twice as far on a successful hit instead.
Upgrades:
Mass Telekinesis: You may attack every valid target in a 90 degree conical spray instead. All hit targets must be moved in the same direction.
Fast Telekinesis: You may use Telekinesis as an immediate action if you target only yourself.
Size Matters Little: You can target targets up to 25 times the normal weight limit, but such targets are only moved or flung half as far.
Telekinetic Crush: When attacking a creature with Telekinesis, you may take a -2 penalty to the accuracy of the attack in order to also make the creature squeezed and unable to inhale or vocalize until the end of your next turn if you hit.
Curveball: When you fling a creature or object with Telekinesis, you may have it arc up to 90 degrees in its path.
   Greater Curveball: You may have flung targets arc in their paths any amount.


Force Blade.jpg
Force Blade
Minor Technique
Movements: None.
Use Time: Move Action
Target: An open space within your Strong Aura
Effect: You procure a sharp blade made out of a forcefield in the targeted place. It shimmers and glows your favorite color. It's a weightless Muscle-Damage one-handed melee weapon that deals 1d6+1 Physical damage and has +1 Demolition, and may be used as a Piercing weapon. The blade disappears after one round, and has 1 HP and Toughness equal to your Magic Power plus 4.
Flared: Attacks with the blade can be heard from four times the normal distance, but it gets an additional +2 Demolition.
Upgrades:
Long Blade: A wielder's reach with the Force Blade is 3 meters farther than it would normally be.
Brutal Blade: Heavy attacks made with the Force Blade deal +3 damage.
Far Donation: You can create the Force Blade anywhere within your Faint Aura. You can attempt to create the blade in someone's empty hand, but it merely ends up near them if you fail an attack against GD.
   Sticky Sword: If the sword is created in someone's hand, it cannot be dropped for the duration.


Far Hands.png
Far Hands
Minor Presence
Long Reach
Calm
Effect: You can Draw Item, Drop Item, and Tactile Search anywhere within your Strong Aura. Items you draw in this way return to you. You can only Draw Item an item in this way if it weighs less than your carrying capacity.
Upgrades:
Far Fists: You can make unarmed attacks with reach equal to your Strong Aura.
Bad Touch
Flared Finisher
Movements: Wave a limb.
Use Time: Standard Action
Target: Every other creature and unattended object within your Strong Aura
Effect: Make a single non-heavy unarmed attack against any number of creatures or unattended objects within your Strong Aura.
Upgrades:
Fine Feeling: Also make a Tactile Search on everything within your Strong Aura.


Armor of Force.png
Armor of Force
Minor Presence
Feather Fall
Calm
Effect: You don't take fall or fling damage.
Upgrades:
Hard Landing: When you would normally take fall or fling damage, you may Flare as an immediate action to release a shockwave that flings creatures and unsecured, unattended objects within your Strong Aura. Each target you hit with an attack against GD is flung directly away from you 1 meter for every 2 points of damage you would have taken from the fall or fling, before reduction from effects such as Explorer or this Presence, plus an additional number of meters equal to your Magic Power.
   Far-Flung: Targets are flung 1 meter per point of damage you would have taken instead.
Force Shield
Flared
Effect: When you Flare, you encase yourself in a brittle field that reshapes to fit your form. It counts as an obstacle for firing through, and has 1 HP and Toughness equal to your Magic Power plus 4. The field shimmers and glows your favorite color.
Upgrades:
Hidden Shield: The field is undetectable.
Donate Shield: You can transfer the Force Shield to another creature within your Strong Aura as a standard action, but you must hit the target with an attack against GD. The field disappears if the creature leaves your Faint Aura.
Recovering Shield: At the end of your turn, if you did not take damage since the beginning of your previous turn, your shield recovers if it broke. If you donated the shield, it recovers at the end of the other creature's turn if they did not take damage.


Force Screen.jpg
Force Screen
Major Technique
Movements: Wave a limb.
Use Time: Standard Action
Target: An open space within your Strong Aura.
Effect: You procure a thin forcefield in the targeted space, which shimmers and glows your favorite color. It can take the shape of a square, with sides each as long as your Strong Aura, a rectangle with the same or less total area, or a sphere or hemisphere with radius equal to or less than half your Strong Aura. The forcefield has 2 HP, and Toughness equal to your Magic Power plus 4. The forcefield disappears if it leaves your Faint Aura.
Flared: The forcefield emits a loud hum audible from 100 meters away, but gets +1 HP.
Upgrades:
Bent Field: You can have one fold in the forcefield, of any angle, and it gets +1 HP.
   Triple Field: You may create up to three separate forcefields at once. They share HP.
Movable Field: As a move action, you can move the forcefield a distance of up to your Strong Aura, so long as it does not pass through any creatures or objects. The first time it collides with a creature or object, that creature is flung in the direction of the movement a distance of your Strong Aura plus your Magic Power in meters, so long as you hit the creature or object with an attack against GD. If you miss, or try to collide with the same creature or object again, the forcefield cannot continue.
Permeable Field: When you create the forcefield, you may choose: Machines and objects, Undead, Living, Angel, or Psychic. Entities of the chosen type and their equipment (but not necessarily projectiles they fire) pass through the forcefield as though it was not there.


Float.jpg
Float
Major Technique
Movements: None.
Use Time: Move Action
Target: You
Effect: You gain a Strong Aura fly speed with 0 meter aerobatics distance for 2 rounds. Bonuses to this speed are divided by 4.
Flared: Bonuses to this speed are not divided by 4.
Upgrades:
Steed: While flying in this way, your carrying capacity is doubled.
Thrust Field
Major Technique
Movements: Wave a limb.
Use Time: Standard Action
Target: A 1 by 1 by 1 meter cube of space with no non-harmless creatures in it within your Faint Aura.
Effect: The cube becomes a charged Thrust Field in a direction you choose as you create it. Creatures entering it are flung Strong Aura meters in the chosen direction. The cube is visible as a directional shimmer from 100 meters away. The Thrust Field disappears when it leaves your Faint Aura.
Flared: The cube's size is a number of meters on a side equal to your Magic Power, and is visible from that many times further away.
Upgrades:
Brief Fields: You can use Thrust Field as a Move Action. When you do, it disappears after 1 round.
   Momentary Field: You can use Thrust Field as an Immediate Action. When you do, it disappears at the end of the turn.

Shapeshifting

Flared Sign: Your form changes to that of a strange beast that does not appear to be a member of any existing species.


Item Form
Minor Technique
Movements: None.
Use Time: Immediate Action
Effect: Choose an item weighing as little as one-tenth as much as you do but no more than you do and worth no more than 500 copper when you learn this technique. When you use this technique, you transform into that item or stop being that item. While you are the item, you continue to use your own AD, GD, Will Saves, HP, Toughness, and senses, but your presences do not function and you cannot do anything of your own other than talk and use this technique.
Flared: Also choose an item weighing at least as much as you do and up to twice as much and worth no more than 500 copper when you learn this technique. When you use it while Flaring, you transform into that instead.
Upgrades:
More Forms: Double the number of item forms you have to choose from when transforming. You can learn this upgrade multiple times.
Heavier Forms: All of your item forms have an increased maximum weight of 10 kilograms. The increase is doubled for every point of Magic Power you have. When you take this upgrade, you can replace all of the item forms you have already chosen.
Lighter Forms: You can choose item forms weighing one-tenth as much as normal. When you take this upgrade, you can replace all of the item forms you have already chosen.
Solid Form: While you are an item, you get +2 Toughness.


Shapeshift
Minor Presence
Body Elasticity
Calm
Effect: Long-term healing effects take half as long on you.
Upgrades:
Stretchy: You can squeeze through passages of half the normal size.
Alternate Form
Flared
Effect: Choose an alternative set of Specialties and Extras when you learn this presence. When your normal set changes, add or remove Specialties and Extras until the alternative set is the same or lower price than your normal set. The Bloodline Extras you have in the alternative set must be the same as in your normal set.

Use your alternative set of specialties and extras.

Upgrades:
Toxin Expulsion: When you fail a save against a poison or disease, you may stop Flaring as an immediate action to succeed on that save instead.
   Toxin Catapult: When you use Toxin Expulsion, you may make an attack against the GD of a creature within your Strong Aura to make them save against infection by that poison or disease.


Wereshark.jpg
Wereshark
Minor Presence
Shark Scent
Calm
Effect: You get a bonus to your base Scent range equal to twice your Strong Aura.
Upgrades:
Magic Hound: You can determine if a creature you can smell is affected by any magical or psychic effects or has any spells bound. Identifying them requires a Supernatural Philosophy check.
   Odorless: You have no odor.
Simple Smell: You do not have to make a Nature check to detect Scents when tracking.
Fins
Flared
Effect: You get +10 meters to your swim speed and can breathe underwater.
Upgrades:
Sharkskin: You make half as much noise while swimming.
Swim Bladder: You can change your sink distance to anywhere from -5 meters to 5 meters as a Lesser action, and if you run in a straight line while swimming, your speed is doubled instead of only increased by 50%.


Assimilate
Major Technique
Movements: Wave a limb.
Use Time: Standard Action
Effect: Make an attack against the GD of a dead but not destroyed creature within reach. If it hits, the creature's body is destroyed and you take on its appearance as a Good Disguise. Your statistics other than your size, weight, and reach do not change. Flaring ends the disguise.
Flared: Using Assimilate makes you stop Flaring.
Upgrades:
Impatience (Requires Slaughter Bloodline): You can use Assimilate on a living creature. If you do so, it inflicts 2 wounds, but does not destroy the creature unless this kills the creature.
Perfect Copy (Requires Telepathy Bloodline): You can also take on the memories and some of the Soul of the creature, so you do not get a penalty to Bluff for trying to impersonate the creature. If you attempt to knowingly cause harm to the allies of that creature, you must make a Will save against that creature's Save DC or be stunned for 1 round. Perfect Copy only works if there is a soul in the afterlife to borrow.
Assimilation History: Whenever you become Calm, you may take on the appearance of any creature you have previously Assimilated.


Squidward Bound.jpg
Squidward Bound
Major Presence
Squid Vision
Calm
Effect: You can see through any gas or liquid without difficulty.
Upgrades:
Ink Cloud: As a standard action you can release a cloud of opaque gas of your favorite color that fills your Strong Aura and disperses after 2 rounds.
Tentacles
Flared
Effect: You gain four additional hands.
Upgrades:
Extended Tentacles: You get Agility +1 and your reach is doubled with your additional hands.
Full Squid: You gain four additional hands, Muscle +1, and Agility +1.
Nautiloid: You gain a powerful shell. When you would be wounded, you may sacrifice the shell to reduce the number of wounds inflicted to 1. The shell comes back the next time you flare.


Goat Form.png
Capridomorph
Major Presence
Mountain Walk
Calm
Effect: When you would be flung, you may double or halve the distance.
Upgrades:
Traceless Step: You can walk on surfaces and objects that don't support your weight, so long as you end your action on something that does. You don't leave Visual tracks.
Goat Form
Flared
Effect: You can no longer hold things in your hands. You get +8 meters to your movement speeds and +2 meters to your jump distance for each hand. You gain a melee Muscle-Damage Ram attack, which deals 1d6+1 Physical damage, and flings creatures it wounds directly away from you, 4 meters per wound.
Upgrades:
Battering Ram: Your Ram attack gets +8 Demolition when you Rush.


Bat Master.jpg
Bat Master
Major Presence
Sonar
Calm
Effect: You don't suffer penalties for uncertain location.
Upgrades:
Sonar Echo: As a standard action that can be heard from up to 300 meters away, you can detect all creatures and objects in a 90 degree, 50 meter conical spray.
Wings
Flared
Effect: You gain a 15 meter fly speed with 12 meter aerobatics distance. You cannot fly upwards with this fly speed.
Upgrades:
Upwards Flight: You can fly upwards with the granted fly speed.


Serpent Form
Major Presence
[ Magic-Damage ]
Dragon Sense
Calm
Effect: You gain a Thermosympathetic sense that cannot detect things outside your Faint Aura.
Upgrades:
Complete Fire Awareness: You can detect all fires within your Faint Aura, no matter how small, and you cannot be lit on fire.
Serpent's Scales
Flared
Effect: Your speed is not reduced for being prone.
Upgrades:
Molting of the Firelizard: When you stop flaring, you also stop being grappled, and any creature that was grappling you takes 1d6 Heat damage.

Celerity

Flared Sign: Creatures in your Faint Aura constantly experience Deja Vu.


Turn the Clock Forwards
Minor Technique
Wisps of your glow spin around your limb and the originator
[ Time ]
Movements: Wave a limb.
Use Time: Standard Action
Target: One effect with a duration, with the originator of that effect within your Strong Aura.
Effect: If the originator of the effect fails a Will save (if the originator isn't a creature, it uses +0), the effect's duration decreases by 1 round.
Flared: This targets all effects by a specific originator.
Upgrades:
Indirect Hasten: You can use this on an effect if the target or product of that effect is within your Strong Aura.
Demand Return: You may have all creatures that will reappear within your Strong Aura after some period of time reappear immediately.


Accelerate
Minor Presence
[ Time ]
Think Fast
Calm
Effect: You get +1 Accuracy on one attack each round, and add one quarter your Strong Aura in meters (rounded down) to Agility. You can't Aim.
Upgrades:
Think Fast More: You get +1 Accuracy to all of your attacks, and the bonus to Agility is equal to half your Strong Aura in meters (rounded down).
Flare Fast: You can Flare as an immediate action.
Step Outside Time
Flared Finisher
Movements: None.
Use Time: Lesser Action
Target: You
Effect: Take a move action.
Upgrades:
Bigger Step I: Take two extra move actions instead.
   Bigger Step II: Take an extra standard action instead.
      Bigger Step III: Take an extra standard action and move action instead.
Quickstep: You can use Step Outside Time as an immediate action. You don't have and cannot choose to expend a move action to pay for the immediate action until after the actions granted by Step Outside Time have been used.
Time Share: You can use this as a standard action instead to give the extra action(s) to a creature within your Strong Aura who is not higher tier than you.
   Mass Time: When you use Time Share, you may give the extra action(s) to every creature that is at least 2 tiers below you within your Strong Aura instead.
Delayed Finish: When you use this Finisher, you don't stop Flaring until you have used the extra actions granted. You can't use other Finishers during this time.


Swords of Yesterday.jpg
Swords of Yesterday
Major Technique
You see a man jump into a well while drawing a crossbow. Your last words: "He can't possibly hit anyone from there!"
[ Time ]
Movements: None.
Use Time: Immediate Action
Target: One creature or object within your Faint Aura
Effect: Note the current distance and penalties for attacking the target at range and in melee. Until the end of your next turn, you may continue to treat the target as though it were at that distance, with those penalties. You get an additional -2 penalty to attacks against the target. When this ends, effects produced by this that normally require targets to be in contact (like riding or grappled) end as well.
Flared: You may continue to treat object targets as though they were in their original position and state during this time, for the purpose of your own movement.
Upgrades:
Flee the Past: The additional penalty to attacks is reduced to -1, and you gain a bonus to your movement speeds equal to your Strong Aura until the end of this turn.
Group Swords: Swords of Yesterday may have up to three targets.


Fleet of Arm
Major Technique
[ Time ]
Movements: See below
Use Time: Standard Action
Target: You
Effect: Move one of your speeds, then make 2 non-heavy attacks, and an additional one for each weapon you are wielding beyond the first. Fleet of Arm is not a purely mental action.
Flared: While moving in this way, you can climb without difficulty.
Upgrades:
Fast Readiness: Instead of making several attacks, you may make a single heavy attack or perform a ranged guard.
   Rapid Deployment: Instead of making several attacks, you may perform a melee guard.


Temporal Distortion
Major Presence
[ Time ]
Uneven Timing
Calm
Effect: When you would be wounded, you may choose to take 1 less wound and disappear for 1 round.
Upgrades:
Delay Injury: Instead of disappearing, you may delay that 1 wound so that it only takes effect at the end of your next turn.
   Suspend Fate: You may also delay the stunned, paralyzed, dead, chilled, and on fire states until the end of your next turn, when they occur.
Motion Blur
Flared
Effect: Others always need spatial reasoning to hit you, but you can be detected visually from twice the normal distance.
Upgrades:
Inconsistent Momentum: You always have uncertain location.


Imaginary Horrors

Flared Sign: Shadows in your Faint Aura resemble those of your Imaginary Horrors.


Create Horror.png
Create Horror
Minor Technique
Your glow flows from your limb to congeal as a nightmarish abomination.
Movements: Wave a limb.
Use Time: Standard Action
Target: An open space within your Strong Aura
Effect: You create an Imaginary Horror in the targeted space. It acts after your turn, and is destroyed after 2 rounds pass or if it leaves your Faint Aura. Specify targets when it is created: it attacks those targets as aggressively as it is able.
Flared: The horrors last for 1 additional round, but whenever you create a horror, you briefly glow brightly 5 meters your favorite color.
Upgrades:
Tough Horrors: Your Horrors get +1 Toughness.


Expanded Horror Potential
Minor Presence
Prerequisites: Create Horror
Far Horrors
Calm
Effect: You can create horrors anywhere within your Faint Aura, but when you do so, there is a glow of your favorite color where the horror will appear for 1 round. The horror appears after the round has passed, and is destroyed 2 rounds after that. The glow is shaped such that its brightest part is constantly pointing towards you.
Upgrades:
Free Range Horrors: Your horrors can leave your Faint Aura without being automatically destroyed.
Unending Horror
Flared
Effect: When one of your created Imaginary Horrors would die or be destroyed, you can use Create Horror as an immediate action.
Upgrades:
Unavoidable Horror: When you replace a horror in this way, you may have it reappear at the lost horror's location.
   Hidden Horror: Until you use Create Horror again, the option of using Create Horror as an immediate action to restore it at the last one's location remains available to you.
Sturdy Horrors: Your Horrors get +1 GD.


Lead the Horrors
Major Presence
Prerequisites: Create Horror
Befriend the Horrors
Calm
Effect: You can control your Imaginary Horrors by speaking to them. They obey you unflinchingly, and become nearly as smart as you are. Your horrors can talk. Your horrors get +1 to Will Saves and Save DC.
Upgrades:
Confusing Horror: Your horrors can imitate any voice you have heard in the past hour.
Embolden Horrors
Flared Finisher
Movements: Wave a limb.
Use Time: Standard Action
Target: All of your Horrors, including ones you create after using this Technique.
Effect: Until the end of your next turn, your horrors' movement speeds are doubled and they get 2 extra attacks when they Assault or Melee Guard, and 1 extra attack when they Rush.
Upgrades:
Vicious Horrors: The horrors also get +1 to Muscle and when they inflict wounds on a creature, that creature finds them frightening.
Blood Sacrifice: You can use Embolden Horrors as a immediate action. Doing so inflicts 1 wound on you.


Horrorclone
Major Technique
Some people's Horrorclones seem to embody specific personality traits, and deprive their owners of those traits while extant.
Movements: Wave a limb.
Use Time: Standard Action
Target: An open space within your Strong Aura
Effect: Create a horrorclone copy of yourself in the target space. The horrorclone shares your HP value, Flared state, charges, Will-based effects, spell effects, diseases and poisons, but takes its own actions and is not created with any equipment. It has a Strong Aura equal to half your own, a Faint Aura of only twice that, and is destroyed if it leaves your Faint Aura. The horrorclone is destroyed after two rounds.
Flared: When the horrorclone would be destroyed due to time you can use an Immediate Action to keep it from being destroyed in this way for another two rounds, so long as you are still Flaring.
Upgrades:
Stealth Projection: The horrorclone is invisible (it can't be detected visually) and gets +2 to Stealth until it takes a Standard Action, uses a Technique, or casts a spell.
Remote Copy (Requires Far Horrors with Free Range Horrors upgrade active): The horrorclone can attune itself to someone else's Faint Aura as a standard action, and is destroyed if it leaves that Faint Aura instead. The owner of the Faint Aura is permitted a Will save to resist. Horrorclones still cannot attune themselves to their own Faint Auras or the Faint Auras of your other Horrorclones.


Imagine Structure
Major Technique
Your glow flows from your limb to congeal as a firm rectangular brick.
Movements: Wave a limb.
Use Time: Standard Action
Target: An open space within your Strong Aura.
Effect: Create a block of firm horrorstuff of your favorite color in the target space. The block is up to two by two by two meters in size, has 5 Toughness, 10 HP per meter, and weighs 2000 kilograms per cubic meter. Each round that it spends outside your Faint Aura, its Toughness permanently decreases by 1, disappearing completely if it reaches 0 Toughness. If you create a block of horrorstuff touching other horrorstuff you created, they meld seamlessly together.

As a standard action you may focus on the block of horrorstuff to give it (potentially detailed) coloration, change in texture, and remove any portions of that horrorstuff that you desire.

Flared: Horrorstuff you create while flaring glows brightly out to 5 meters.
Upgrades:
Durable Structure: While outside your Faint Aura, your horrorstuff loses only 1 Toughness every hour. Blocks of horrorstuff you create get +1 Toughness.


Adventurous Horrors
Major Presence
Prerequisites: Create Horror
Otherworldly Horror
Calm
Effect: The horrors can walk through unattended objects, but move at only a tenth the speed when doing so, and must end their action outside of any such objects or be destroyed.
Upgrades:
Restful Horror: The horrors can end their actions inside objects without being destroyed. They still cannot attack from such a location.
Winged Horror
Flared
Effect: Your horrors gain an 80 meter fly speed with 30 meter aerobatics distance.
Upgrades:
Agile Horrors: The aerobatics distance decreases by 10 meters and they get +1 Agility. You may take this upgrade twice.
Violent Horrors: Your horrors get +1 Muscle.

Imaginary Horror

Surreal Horror.jpg

An imaginary horror is a hideous abomination, straight from the twisted nightmares of its creator.

Imaginary horrors are not particularly smart, and know every language their creators can speak, but cannot say anything.

Imaginary Horror
Common   —   — points
AD  3     GD 3     Will 0     HP  1     Toughness 4
Muscle 1     Accuracy  0     Save DC 4     Magic Power 0
Stealth 0     Perception 4     Agility 0
Fear Response  Flee
Descriptors  [ Blooded ], [ Bony ], [ Machine ]
Movement  12 meter land speed with 8 meter jump. 4 meter swim speed with 2 meter sink.
Size  1 meter     Reach 1 meter
Carrying Capacity 20 kilograms      Weight 60 Kilograms

It has two hands, however those may be represented, and deals 1d6+1 damage with unarmed attacks (Muscle included). Reducing an imaginary horror to 0 or less HP destroys it.

Touching an imaginary horror or studying its traces can reveal the location its creator had at the time the horror was created. Hitting the imaginary horror with an unarmed attack, or being hit by the horror's unarmed attack, count as touching. Studying its traces involves going to either the place it appeared or the place it was destroyed (if it has already been destroyed), tactile searching the area, and succeeding on a DC 8 Supernatural Philosophy check. Traces disappear 1 round after the horror is destroyed.

Advancement

If you have three class levels in a tier, all of your Imaginary Horrors gain Specialties as though they had one class level in that tier. Imaginary Horrors get additional Specialties in the same way when you have 5 class levels in a tier. Specialties chosen in this way apply to all Imaginary Horrors, and the choice cannot be changed.

Squidward bound

Capridomorph

Cryothrope


Mage and Sorcerer.jpg
Mage
Paragon Tier Expertise
Prerequisites  Adept
Bonuses:
♦ You learn a single Paragon spell.
♦ You gain one Paragon charge. Note that you can't cast a spell unless you have the appropriate Gem(s).
♦ You can attune a Paragon spell you know to a non-implanted gem you are holding that has one of its color(s), replacing whatever spell was attuned to that gem before. This takes a move action.
♦ You can handle implanting one additional gem without problems.
Special: This class may be taken multiple times.


Sorcerer
Paragon Tier Expertise
Prerequisites  Adept
Bonuses:
♦ You learn two Boosts, such that for each Boost, applying it and no other makes the spell you learned it for Paragon tier.
♦ You gain one Paragon charge.
♦ Recharging your Paragon spells takes half as long, to a minimum of 1 round of concentration.
Special: This class may be taken multiple times.


Spell pendulum

Legend Classes

Legend classes cost 75 points each.


Evader.jpg
Evader
Legend Tier Expertise
Prerequisites  Quickfoot
Bonuses:
♦ As an immediate action you may automatically avoid one attack or succeed on one save, before the attack or save is rolled. If the attacker or source of the save is a lower tier than you, you get +2 to AD, GD, and Will Saves against the attacker or source until the start of your next turn.
♦ You get +8 meters to your movement speeds.
♦ You get +1 to Agility.


Reaver and Ultimate Charger.jpg
Reaver
Legend Tier Expertise
Prerequisites  Berserker.
Bonuses:
♦ You get +1 to Muscle for every two Wounds you have.
♦ You get one additional attack when you Assault or Rush while frenzied.
♦ You do not fall unconscious when you reach 0 HP while frenzied. If you stop being frenzied while at or below 0 HP, you fall unconscious. While at or below 0 HP, you cannot make Will Saves at the end of your turn to recover from fear effects.


Ultimate Charger
Legend Tier Expertise
Prerequisites  Brute
Bonuses:
♦ When you Rush, you may make a non-Heavy melee attack against any creature that passes within your reach. This triggers only the first time you pass by any given creature.
♦ When you move through non-creature obstacles using the Brute bonus, ignore 2 points of obstacle HP per round.
♦ When you fling a creature, you may fling it 5 extra meters.
♦ You get +4 meters to your movement speeds.
Special: This class may be taken multiple times.


Protector and Overwatcher.jpg
Protector
Legend Tier Expertise
Prerequisites  Defender
Bonuses:
♦ You can catch or otherwise interfere with projectiles and other effects. As an immediate action, you may force a reroll for a successful attack roll or failed saving throw for an effect on a target to whom you are providing cover from the source of the effect.
♦ You can Defend creatures who are up to 10 meters away. If you already had this ability, the range increases by 10 meters.
♦ You may grant cover as though you were up to 2 meters larger. If you already had this ability, the maximum size increases by 2 meters.
Special: This class may be taken multiple times.


Champion and Stalker.jpg
Champion
Legend Tier Expertise
Prerequisites  Tracker or Duelist
Bonuses:
♦ You get +1 to Will Saves against effects caused by your Prey.
♦ You can melee guard as a standard action, but can only make a single non-heavy attack when doing so.
♦ As a standard action you can Challenge your Prey. If they hear you, they must make a Will Save or get -2 to Accuracy and Save DCs against creatures other than yourself until they either stop being your Prey, you use this ability again, or 1 minute passes.


Stalker
Legend Tier Expertise
Prerequisites  Tracker or Duelist
Bonuses:
♦ Your tracks are always at least poorly hidden.
♦ You get +1 to Stealth against your Prey.
♦ You get +10 meters to your movement speeds.
Special: This class may be taken multiple times.


Arc Shooter
Legend Tier Expertise
Flicking your bow just right lets you arc arrows around basically anything.
Prerequisites  Sniper
Bonuses:
♦ All ranged attacks you make gain another range increment, twice as far as the current farthest one. Taken additional times, the new range increment is only 25% farther than the previous.
♦ When you make a ranged attack, you may trace an arc to the target around obstacles instead of attacking in a straight line, turning a total of up to 180 degrees with a turning radius of 10 meters. If you do, you get a -1 penalty to the attack roll, and the effective range of such an attack is the total length of the path it travels. Taken a second time, the arc may instead be described by a path with a turning radius of 4 meters and no limit to the amount of turning done. Taken a third time, you may trace any path to the target.
Special: This class may be taken up to three times.


Spinwhiz and Arc Shooter.jpg
Spinwhiz
Legend Tier Expertise
Give you a staff or a book, and you can blow anything away.
Bonuses:
♦ With an object in two of your hands weighing at least 1-tenth as much as you do, including equipment, you gain a -25 meter fly speed with 6 meter aerobatics distance. If the fly speed after bonuses is less than 1, you cannot fly with it. While flying in this way, you cannot use your hands or the object for any other purpose.
♦ As a move action you can Repulse: designate a 90 degree cone from yourself. Attacks, blasts, sprays, and sounds from within that cone cannot reach you. The first 20 meters of the cone are strong wind, and the next 100 meters of the cone are light wind pushing away from you. Repulsing ends when you take an action.
♦ You get +1 to Agility.


Speed Racer
Legend Tier Expertise
Bonuses:
♦ Each time you take a move action to run, your movement speed increases by 8 meters (this applies to that action). This bonus stacks, and lasts until you move in a different direction, or you end your turn without activating it.
♦ If you travel more than 5000 meters in a single round, any creature or unattended object within 50 meters of you at any point during this movement takes 1d6-1 Noise damage and is deafened for 1 round on a successful wound. If you already had this ability, the distance increases by 50 meters.
♦ When you run with your land speed, the speed multiplier for running increases by 1.
Special: You can take this class multiple times.


Rapid Builder
Legend Tier Expertise
Bonuses:
♦ You can perform up to a full day's-worth of crafting or repairing by concentrating for 2 rounds. This does not increase the total amount of crafting or repairing you can do in a day.
♦ If an object within reach would be damaged, you may have the damage be dealt to you instead. Decide before rolling damage.


Venomist
Legend Tier Expertise
Prerequisites  Alchemist
Bonuses:
♦ You can craft a dose of Legend-Tier poison in one hour.
♦ You can apply a dose of Legend-Tier poison as a Move action.
♦ It only takes you one-third as long to craft Common-Tier, Elite-Tier, and Paragon-Tier poisons.
♦ You can apply a dose of Paragon-Tier poison once per turn as part of the act of attacking with it.


Manipulator and Venomist.jpg
Manipulator
Legend Tier Expertise
Prerequisites  Diplomat.
Bonuses:
♦ You get +1 to Agility.
♦ When a creature who can see or hear you begins an action, you may use an Immediate Action to convince them to do something else instead. They cannot take an action with the same name as the action they were beginning for 2 rounds, and the action they were going to take is not performed, but the action is not wasted.
♦ With approximately 5 minutes of conversation, you can implant a Suggestion in a creature. When a condition you now secretly specify comes to pass, the creature must make a Will Save or do what you told them to for 1 round. Either way, the Suggestion ends. Implanting a Suggestion in a creature removes all previous Suggestions from that creature.


Whale lord

Bat master

Wereland


Archmage and Arcane Master.jpg
Archmage
Legend Tier Expertise
Prerequisites  Mage
Bonuses:
♦ You learn a single Legend spell.
♦ You gain one Legend charge. Note that you can't cast a spell unless you have the appropriate Gem(s).
♦ You can attune a Legend spell you know to a non-implanted gem you are holding that has one of its color(s), replacing whatever spell was attuned to that gem before. This takes a move action.
♦ You can handle implanting one additional gem without problems.
Special: This class may be taken multiple times.


Arcane Master
Legend Tier Expertise
Prerequisites  Adept
Bonuses:
♦ You learn two Boosts, such that for each Boost, applying it and no other makes the spell you learned it for Legend tier.
♦ You gain one Legend charge.
♦ Recharging your Legend spells takes half as long, to a minimum of 1 round of concentration.
Special: This class may be taken multiple times.

SMW::on