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26 Cards in this Set

  • Front
  • Back

Adaptable

Each purchase of this Racial grants the character 5 additional skill points to spend on their character.

Annulment

First it may be used as a Resistance Countermeasure against any Spell or Invocation targeting the character, or the Racial Ability Glamour. Alternatively, the character with this Racial Ability touches or throws a packet at a target and says the Signature Call "Annul (Spell/Invocation)". The target has any existing instance of that spell or invocation removed.

Constitution

Minimum Purchase Required: 2


Per Purchase Use: Resistance-Based Countermeasure against one instance of alchemical compound or monster racials infection or pathogen.
Constant Use: Permanently increases character's maximum body by 50.

Curse

Touch or throw a packet at a target character and say, "A Curse Upon You." Target becomes immune to all Spell and Alchemical Healing effects and all damage goes straight to Body. Can only be affected by Racial Healing Abilities or Physician Skills.

Claws

Allows a character to fight with natural weaponry. Base Damage of 10. If destroyed by the Skills Break, Destroy, or the Spell Shatter, it may be restored by any Effect that restores a limb.




Once per purchase, the character may use a three count and sharpen their claws (Sharpening 1, Sharpening 2, Sharpening 3) for an additional five damage for five minutes.

Draconic Lineage

Per purchase: Each purchase raises character's Vala total by 15.

Whenever Use: Chameleon - The character has the ability to shift their appearance and scent.

Dragon Rhyming

Once per purchase after a minute or more of conversation with the target, the character speaks a verbal command, ten words or less to the target, which the target must obey for five minutes or until the command has been completed. Signature Call must be appended to the end of the command.

Fleetness

Once per purchase this acts as an Avoidance Countermeasure against Melee and Missle Weapon Delivered Attacks. Hand should be held in front of their facec, fingers spread, and for ten seconds may not be targeted with Weapon, Packet, or Touch Delivered Effects.

Fear

For five minutes the target is consumed by terror and must run at least 30 yards from the character responsible. May only use Resistance and Immunity Countermeasures and block or dodge attacks. Cannot throw alchemical mixtures but can use on self. Cannot cast spells but can use spells stored via proxy and program or magic item.

Fortitude

Each purchase of this acts as a Resistance Countermeasure against Skill Based 1x per Purchase Weapon attacks such as Wounding Blow, Lethal Blow, Cripple or Waylay.

Has no effect on Special attacks such as Poison Strike, Crush Damage from Racial Ability or Strength or Spell Strike.

Glamour

The target loses access to their Vala and Enchantment slots for five minutes, and any spells that are active on the target when hit are dispelled, similar to Fading Magic.

Unable to use any ability that consumes vala unless they convert their Body to Vala to fuel the ability. Can only be resisted by Annulment.

Healing

If successfully hit the target will be restored to full Body Points and have all crippled or destroyed body parts restored. Target will no longer be fatigued, unconscious, or stunned. This acts as a blue stone resurrection.




Can also be used to remove the monster racial Hex.

Industrious

Each purchase of this Racial grants the character 15 generic production points.

Lethargy

Touch or packet delivered, the target character is Fatigued and must rest for 5 minutes. Must sit, kneel, or lay in one place and may not use Avoidance or Redirection Countermeasures; but may use Resistance and Immunity Countermeasures. A Life Effect or the Racial Ability Recovery will cure the character.

Mayhem

The target character must immediately attack the character nearest them until one or the other of them is dead regardless of who kills them, or five minutes have passed.




Ability may be suppressed by Moment of Clarity or Resisted by Mental Clarity.

Mental Clarity

A Resistance Countermeasure against a Mind Altering Effect

Necromancy

Any characters dead or dying rise as Zombies. Zombies have twice the number of maximum body points as the character that is being animated. Gain all continuous or whenever use pc racial abilities and gain monster racials undead and mindless.

Nine Lives

Allows the character to avoid results of one effect or situation that would normally send them to spirit (being dead for five minutes, monster racials kiss and soul taint, alchemical compound wyvern poison). After using this ability, they lose all active effects on their character and return to consciousness with 25 body remaining and 0 armor and resilience. Character is cursed per the racial ability for five minutes after his/her brush with death. May not use this ability to avoid going to spirit as a result of their body being fully destroyed.

Pack Sense

Once per purchase the character performs a Howl and touches up to five characters in the ten seconds following. +5 base damage to all weapon, unarmed, and claw attacks. Claws also get to add +magic to the end of damage calls. Adds 50 resilience which stacks with other resilience.




Whenever: Scenting, Tracking,

Pelt

Constant Use: Tolerance 5. Characters subtract five damage off of every damage dealing effect that affects them. If this reduces the damage to 0 or below, then the attack has no effect.




Per Purchase Ability: Once per purchase the Character can increase their pelt to tolerance 10 for five minutes.

Recovery

Once per purchase, while the character is alive, Unconscious, Fatigued, Stunned, or Dying a character may perform a 60 counted action while engaged in total rest. At the end of this their body is fully restored as are all crippled or destroyed limbs.

Resistance

This Racial Ability acts as a Resistance Countermeasure against the Racial Abilities Curse, Fear, and/or Lethargy.

Sense Deception

Enables to determine if the target wasl ying, telling a half-truth, or telling the truth (as they know/believe it to be).

Shadow Cloak

Hand held in front of face, fingers spread, for five minutes and may not be targeted with Weapon, Packet, or Touch Delivered Effects. May not move faster than a walk.

May also extend the protection of a Shadow Cloak to another.

Strength

Constant: +5 Damage with all weapon, claw, or fist/unarmed attacks.

Per Purchase: Rip free from confinement spell school, monster racial entangle, or physical bindings such as rope or manacles.


Can add a crush effect to an existing damage call to cripple a limb.

Wrath

Per purchase: For five minutes the character receives an additional 100 Resilience and is only affected by Racial Abilities, Rituals, and Damage Dealing Effects. When Wrath ends the character is fatigued and must rest for five minutes and may not use avoidance or redirection counter measures. May only use resistance and immunity countermeasures. A life effect will remove the fatigue.