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Description
{{ Character Sheet || Power Chart|| Familiar || Questing Sheet || Favor Tracker || Inventory }}
{ Levitation }
Your powers of levitation increase the momentum of your jump, allowing you to leap great distances to get to hard-to-reach areas or targets.
This power gives you +10 to jump checks. The bonus increases to +20 if the user has at least 50 auma, and +30 if the user has at least 100 auma.
As your jump check grows to the exceptional heights, the force of your takeoff alone can deal damage and crack surfaces, and there is nary a height that your character can't reach in combat. Jump is almost always a movement action, and you can combine leaps with standard actions such as attacks or powers.
Your levitation, while not allowing you to rise into the air, reduces the effect of gravity on your body. You fall more slowly, allowing you to float downwards at any speed you choose that is less than the speed you would naturally fall. As long as this power is active, you cannot take any damage from falling or being thrown, as you cannot fall with enough force to break bones or deal blunt trauma damage.
You cannot slow fall while overencumbered. If you attempt to slow fall while a force is actively trying to drag you down at top speed, the wielder of the force must make a save vs. Physical or only deal you half damage on ground impact.
Your levitation is focused to move you over the period of time you dictate, and you may "walk" across the air as though it was solid ground. Your maximum upwards or downwards angle is 45 degrees and it is similar to walking up a hill. After the duration expires, you have one round of effective slow fall to reach the ground without damage. If you are high enough that slow fall for one round will not allow you to reach the ground, you take normal
damage from falling. If your air walk is forcefully dispelled, you still get the slow fall to reach the ground safely, but if energy in the area is nullified (as with weeping obsidian effects) you fall normally and take fall damage.
While air walking, you are subject to the effect of strong winds, which may push you in a different direction than you want to go. A simple breeze will not affect you, but very strong gusts may bring you off-course, and cyclones will likely require you to make a save vs Physical else lose your ability to control your air walking.
This power makes a single body part (and covering equipment) of your choosing intangible, either a leg, your tail, or your head. All of your senses still work when this is occurring, and though it only lasts one round, you can use it to push your limb through a solid object. If there is a small, lose object behind a wall, inside a container, or similarly placed, you may turn it intangible with your limb and pull it out. You may additionally push your head through a barrier to get a glimpse of what is on the other side.
This can also be used to escape a grapple or pin if it is affecting one of your limbs--for example, if your leg is caught in a snare.
Note that this turns your limb intangible, not invisible. Enemies can see your head or paw if it pokes through a wall.
This power makes you completely intangible, but only to a single creature or object. You cannot interact with your target in any physical sense, and it cannot interact with you, but it may still use powers against you and you may still use powers against it. You may choose a single target (like an enemy), a single object (like a weapon or hazard), or a single material (such as a DESIGNATED flame, stage hazard, etc. This is more subjective, as it does not give you resistance to, for example, all fire, just fire in a small area of your choosing. Be specific.)
{ Levitation }
{ JUMP }
Tier: 1
Duration: Short-Term
Target: Self
Activation: Move Action
Save: None
Cost: 2 + 1/round
Your powers of levitation increase the momentum of your jump, allowing you to leap great distances to get to hard-to-reach areas or targets.
This power gives you +10 to jump checks. The bonus increases to +20 if the user has at least 50 auma, and +30 if the user has at least 100 auma.
As your jump check grows to the exceptional heights, the force of your takeoff alone can deal damage and crack surfaces, and there is nary a height that your character can't reach in combat. Jump is almost always a movement action, and you can combine leaps with standard actions such as attacks or powers.
{ SLOW FALL }
Tier: 2
Duration: Sustained
Target: Self
Activation: 5 minutes
Save: None; vs. Physical (see below)
Cost: 6
Your levitation, while not allowing you to rise into the air, reduces the effect of gravity on your body. You fall more slowly, allowing you to float downwards at any speed you choose that is less than the speed you would naturally fall. As long as this power is active, you cannot take any damage from falling or being thrown, as you cannot fall with enough force to break bones or deal blunt trauma damage.
You cannot slow fall while overencumbered. If you attempt to slow fall while a force is actively trying to drag you down at top speed, the wielder of the force must make a save vs. Physical or only deal you half damage on ground impact.
{ AIR WALK }
Tier: 3
Duration: Short-Term
Target: Self
Activation: Standard Action
Save: None; vs. Physical (see below)
Cost: 4 + 2/round
Your levitation is focused to move you over the period of time you dictate, and you may "walk" across the air as though it was solid ground. Your maximum upwards or downwards angle is 45 degrees and it is similar to walking up a hill. After the duration expires, you have one round of effective slow fall to reach the ground without damage. If you are high enough that slow fall for one round will not allow you to reach the ground, you take normal
damage from falling. If your air walk is forcefully dispelled, you still get the slow fall to reach the ground safely, but if energy in the area is nullified (as with weeping obsidian effects) you fall normally and take fall damage.
While air walking, you are subject to the effect of strong winds, which may push you in a different direction than you want to go. A simple breeze will not affect you, but very strong gusts may bring you off-course, and cyclones will likely require you to make a save vs Physical else lose your ability to control your air walking.
{ Phasing }
{ GHOST LIMB }
Tier: 1
Duration: One-Shot
Target: Self
Activation: Free Action
Save: None
Cost: 2
This power makes a single body part (and covering equipment) of your choosing intangible, either a leg, your tail, or your head. All of your senses still work when this is occurring, and though it only lasts one round, you can use it to push your limb through a solid object. If there is a small, lose object behind a wall, inside a container, or similarly placed, you may turn it intangible with your limb and pull it out. You may additionally push your head through a barrier to get a glimpse of what is on the other side.
This can also be used to escape a grapple or pin if it is affecting one of your limbs--for example, if your leg is caught in a snare.
Note that this turns your limb intangible, not invisible. Enemies can see your head or paw if it pokes through a wall.
{ SELECTIVE PERMEABILITY }
Tier: 2
Duration: Short-Term
Target: Self Activation: Full Action
Save: None
Cost: 2 + 1/round
This power makes you completely intangible, but only to a single creature or object. You cannot interact with your target in any physical sense, and it cannot interact with you, but it may still use powers against you and you may still use powers against it. You may choose a single target (like an enemy), a single object (like a weapon or hazard), or a single material (such as a DESIGNATED flame, stage hazard, etc. This is more subjective, as it does not give you resistance to, for example, all fire, just fire in a small area of your choosing. Be specific.)
{ PHASE FREE }
Tier: 3
Duration: One-Shot
Target: Self
Activation: Standard Action
Save: None
Cost: 3
You and all your equipment turn completely intangible for a brief period of time, just enough to completely escape the grip of an opponent that is holding or grappling you, escape something that is pinning you, or pass through a thin wall or barrier.
{ Armor }
{ LIGHT ARMOR }
Tier: 1
Duration: Sustained
Target: Self
Activation: 1 minute
Save: None
Cost: 4
Your auma brings forth light armor that will protect your body from damage. The armor grows out from your body to fit your form perfectly. It has a design of your choosing but is generally based on the nature of your auma. The default armor is made up of a body piece, a head piece, and a neck piece, and will take up all three slots, but you may forgo any of these pieces of armor if you want (meaning that you can, upon activation, only use the body piece or the body and head pieces). If you grow the armor and have an item equipped in that slot, there is a 50% chance that the other item is destroyed.
Light armor has the following default stats:
Head (partial): 6% damage reduction
Your auma brings forth light armor that will protect your body from damage. The armor grows out from your body to fit your form perfectly. It has a design of your choosing but is generally based on the nature of your auma. The default armor is made up of a body piece, a head piece, and a neck piece, and will take up all three slots, but you may forgo any of these pieces of armor if you want (meaning that you can, upon activation, only use the body piece or the body and head pieces). If you grow the armor and have an item equipped in that slot, there is a 50% chance that the other item is destroyed.
Light armor has the following default stats:
Head (partial): 6% damage reduction
Body: 25% damage reduction
Neck: 12% damage reduction
Total (all pieces): 43% damage reduction
If you obtain a piece of equipment that you have crafted that you want to use as your light armor, you may take one day to absorb the armor into your auma, its stats and effects replacing those of the default light armor. The armor no longer is styled based off of your auma, and looks like the crafted armor. You may absorb any armor you want as long as only one is fitted to an equipment slot at a time (including paws, tail, or other slot). Absorbed armor gains +3 to its durability but does not have infinite durability like your default armor does (a crafter can simply do the repairs when you summon it, so no need to reject it and re-absorb it). If it breaks, it falls from your body and your armor becomes the default light armor again. You can choose to replace your stored suit of armor with another suit, at which point you must spend a day concentrating on swapping them. Your old armor becomes a possession in your inventory, while your new armor is the one that will be called upon activation of this power.
You may only have one suit of light armor in your arsenal at any time.
Only light armor may be absorbed by this power. Light armor is defined by armor that is of total weight (++) or less across all pieces. Additionally, the default armor is weightless.
Total (all pieces): 43% damage reduction
If you obtain a piece of equipment that you have crafted that you want to use as your light armor, you may take one day to absorb the armor into your auma, its stats and effects replacing those of the default light armor. The armor no longer is styled based off of your auma, and looks like the crafted armor. You may absorb any armor you want as long as only one is fitted to an equipment slot at a time (including paws, tail, or other slot). Absorbed armor gains +3 to its durability but does not have infinite durability like your default armor does (a crafter can simply do the repairs when you summon it, so no need to reject it and re-absorb it). If it breaks, it falls from your body and your armor becomes the default light armor again. You can choose to replace your stored suit of armor with another suit, at which point you must spend a day concentrating on swapping them. Your old armor becomes a possession in your inventory, while your new armor is the one that will be called upon activation of this power.
You may only have one suit of light armor in your arsenal at any time.
Only light armor may be absorbed by this power. Light armor is defined by armor that is of total weight (++) or less across all pieces. Additionally, the default armor is weightless.
{ BRACE }
Tier: 2
Duration: One-Shot
Target: Self
Activation: Instantaneous Action
Save: None
Cost: 3
You instantly grow a covering of armor in just the right place, and automatically pass your save vs. Physical to prevent yourself from being crippled. You cannot activate this power after you are crippled, instead you must activate it in place of making a save vs. Physical to automatically pass. This acts as a passed save, not as complete invulnerability from an effect--for example, if something would break your leg but on a passed save would do damage instead, this power would prevent your leg from breaking but you would still take the damage as though you passed the save.
You instantly grow a covering of armor in just the right place, and automatically pass your save vs. Physical to prevent yourself from being crippled. You cannot activate this power after you are crippled, instead you must activate it in place of making a save vs. Physical to automatically pass. This acts as a passed save, not as complete invulnerability from an effect--for example, if something would break your leg but on a passed save would do damage instead, this power would prevent your leg from breaking but you would still take the damage as though you passed the save.
{ MEDIUM ARMOR }
Tier:3
Duration:Sustained
Target:Self
Activation:3 minutes
Save:None
Cost:8
Your auma brings forth medium armor that will protect your body from damage. The armor grows out from your body to fit your form perfectly. It has a design of your choosing but is generally based on the nature ofyour auma. The default armor is made up of a body piece, a head piece, and a neck piece, and will take up all three slots, but you may forgo any of these pieces of armor if you want (meaning that you can, upon activation, only use the body piece or the body and head pieces). If you grow the armor and have an item equipped in that slot, there is a 50% chance that the other item is destroyed.Mediumarmor has the following default stats:
Head (partial): 12% damage reduction
Body: 50% damage reduction
Neck: 25% damage reduction
Total (all pieces): 86% damage reduction
If you obtain a piece of equipment that you have crafted that you want to use as your medium armor, you may take one day to absorb the armor into your auma, its stats and effects replacingthose of the default medium armor. The armor no longer is styled based off of your auma, and looks like the crafted armor. You may absorb any armor you want as long as only one is fitted to an equipment slot at a time (including paws, tail, or other slot). Absorbed armor gains +3 to its durability but does not have infinite durability like your default armor does (a crafter can simply do the repairs when you summon it, so no need to reject it and re-absorb it). If it breaks, it falls from your body andyour armor becomes the default medium armor again. You can choose to replace your stored suit of armor with another suit, at which point you must spend a day concentrating on swapping them. Your old armor becomes a possession in your inventory, while your new armor is the one that will be called upon activation of this power.You may only have one suit of medium armor in your arsenal at any time.Only medium armor may be absorbed by this power. Medium armor is defined by armor that has weight (++++) or less across all pieces.
Additionally, the default armor has weight (+++). If you cannot carry this much, you can equip light armor in this slot by absorbing it. The cost remains the same.
{ PROTECTIVE SHIELD }
Tier:4
Duration:Short-Term
Target:Single target in line of sight
Activation:Move Action
Save:None
Cost:4 + 1/round
Your auma flocks to a target within your line of sight, protecting it at your own expense. As long as this ability is active, the target's damage reduction chance is increased by 30% and its saves are all boosted by (+). Furthermore, half the Wounds that are dealt to the creature are given to you instead, effectively splitting damage done to your target between you and it. You only protect from effects that deal Wounds. Other effects, such as debuffs and mind-altering affects, only affect the targeted creature and not you. Furthermore, heals used on your designated creature do not affect you.The damage is split after damage reduction, meaning that the shielded creature's damage reduction chance applies to lower the number of Wounds it is dealt, but yours does not once the Wounds are transferred to you.When the duration ends, you retain all Wounds you have taken but you no longer take additional Wounds for the creature designated.
{ Weapons }
{ MELEE WEAPON }
Tier: 1
Duration: Sustained
Target: Self
Activation: 2 minutes
Save: None
Cost: 3/weapon
Your auma brings forth a melee weapon that you wield either on your claws (like clawed gauntlets) your mouth (like iron jaws) or your head (like horns). The weapon grows from your body to fit your form perfectly, and has a design of your choosing but is generally based on the nature of your auma. You have four melee weapon slots for this power. If you grow a weapon and have an item equipped in that slot, there is a 50% chance that the other item is destroyed.
Your melee weapons have the following base stats:
Left Claw/Paw: Hit (+) Damage (+)
Right Claw/Paw: Hit (+) Damage (+)
Mouth/Fangs: Damage (+)
Head/Horns: Damage (++), only applies on a charge. You cannot use this while also equipping a helmet, except the default helmets from any armor power.
All default melee weapons are weightless. Note that bonuses to weapons stack with natural bonuses.
If you obtain a piece of equipment that you have crafted that you want to use as one of your melee weapons, you may take one day to absorb the weapon into your auma, but unlike armor, it does not replace the default weapon. You can have a huge arsenal of weapons that you may call on individually for different purposes, but only one may be called per slot at any time. Absorbed weapons gain +3 to their durability but do not have infinite durability like your default weapons do (a crafter can simply do the repairs when you summon the weapon, so no need to reject it and re-absorb it). If a weapon breaks, it falls from your body and you can no longer use it in your arsenal. If you wish, you may spend a full day to un-bind a weapon from your auma, in which case you will be able to sell it or give it to someone else but will no longer be able to grow it with this power.
{ IMPROVE WEAPON }
Your auma brings forth a melee weapon that you wield either on your claws (like clawed gauntlets) your mouth (like iron jaws) or your head (like horns). The weapon grows from your body to fit your form perfectly, and has a design of your choosing but is generally based on the nature of your auma. You have four melee weapon slots for this power. If you grow a weapon and have an item equipped in that slot, there is a 50% chance that the other item is destroyed.
Your melee weapons have the following base stats:
Left Claw/Paw: Hit (+) Damage (+)
Right Claw/Paw: Hit (+) Damage (+)
Mouth/Fangs: Damage (+)
Head/Horns: Damage (++), only applies on a charge. You cannot use this while also equipping a helmet, except the default helmets from any armor power.
All default melee weapons are weightless. Note that bonuses to weapons stack with natural bonuses.
If you obtain a piece of equipment that you have crafted that you want to use as one of your melee weapons, you may take one day to absorb the weapon into your auma, but unlike armor, it does not replace the default weapon. You can have a huge arsenal of weapons that you may call on individually for different purposes, but only one may be called per slot at any time. Absorbed weapons gain +3 to their durability but do not have infinite durability like your default weapons do (a crafter can simply do the repairs when you summon the weapon, so no need to reject it and re-absorb it). If a weapon breaks, it falls from your body and you can no longer use it in your arsenal. If you wish, you may spend a full day to un-bind a weapon from your auma, in which case you will be able to sell it or give it to someone else but will no longer be able to grow it with this power.
{ IMPROVE WEAPON }
Tier: 2
Duration: One Shot
Target: Single wielded weapon
Activation: Free Action
Save: None
Cost: 2
You become better attuned to a chosen weapon for a single round, improving it by (+) while you expertly wield it for all attacks.
You become better attuned to a chosen weapon for a single round, improving it by (+) while you expertly wield it for all attacks.
{ TAIL WEAPON }
Tier: 3
Duration: Sustained
Target: Self
Activation: 3 minutes
Save: None
Cost: 4
You grow a tail weapon from your body which is long, flexible, and prehensile. This can be any weapon, but is most often a flail or a whip. The weapon grows from your body to fit your form perfectly, and has a design of your choosing but is generally based on the nature of your auma. If you grow a tail weapon and have an item equipped in your tail slot, there is a 50% chance that the other item is destroyed.
Your default tail weapon has the following stats:
Tail Flail: Hit (+) Damage (++), melee weapon with a reach of 5 feet
You grow a tail weapon from your body which is long, flexible, and prehensile. This can be any weapon, but is most often a flail or a whip. The weapon grows from your body to fit your form perfectly, and has a design of your choosing but is generally based on the nature of your auma. If you grow a tail weapon and have an item equipped in your tail slot, there is a 50% chance that the other item is destroyed.
Your default tail weapon has the following stats:
Tail Flail: Hit (+) Damage (++), melee weapon with a reach of 5 feet
Tail Whip: Hit (++) Damage (+), melee weapon with a reach of 5 feet
If you obtain a piece of equipment that you have crafted that you want to use as your tail weapon, you may take one day to absorb the weapon into your auma, but unlike armor, it does not replace the default weapon. You can have a huge arsenal of weapons that you may call on individually for different purposes, but only one may be called per slot at any time. Absorbed weapons gain +3 to their durability but do not have infinite durability like your default weapons do (a crafter can simply do the repairs when you summon the weapon, so no need to reject it and re-absorb it). If a weapon breaks, it falls from your body and you can no longer use it in your arsenal. If you wish, you may spend a full day to un-bind a weapon from your auma, in which case you will be able to sell it or give it to someone else but will no longer be able to grow it with this power.
If you obtain a piece of equipment that you have crafted that you want to use as your tail weapon, you may take one day to absorb the weapon into your auma, but unlike armor, it does not replace the default weapon. You can have a huge arsenal of weapons that you may call on individually for different purposes, but only one may be called per slot at any time. Absorbed weapons gain +3 to their durability but do not have infinite durability like your default weapons do (a crafter can simply do the repairs when you summon the weapon, so no need to reject it and re-absorb it). If a weapon breaks, it falls from your body and you can no longer use it in your arsenal. If you wish, you may spend a full day to un-bind a weapon from your auma, in which case you will be able to sell it or give it to someone else but will no longer be able to grow it with this power.
{ Camouflage }
{ OBSCURE }
Tier: 1
Duration: Short-Term
Target: Self
Activation: Move Action
Save: None
Cost: 2 + 1/round
Hazy mist wafts from your body and makes it difficult to see your form. Your dodge chance increases by (+), and your Sneak skill increases by +3. Additionally, you do not make any sound when you walk.
{ TRACELESS }
Hazy mist wafts from your body and makes it difficult to see your form. Your dodge chance increases by (+), and your Sneak skill increases by +3. Additionally, you do not make any sound when you walk.
{ TRACELESS }
Tier: 2
Duration: Sustained
Target: Self
Activation: 1 minute
Save: None
Cost: 5
You do not leave a trail when you walk, as your auma wipes away scent, tracks, and heat signature from behind you, and removes all other traces of your presence. You cannot be tracked as long as this power is active.
This does not repair damage done in your passing. If you crack a stone or knock over a bush, this power will not mend the damage, and it is still possible for intelligent or persistent enemies to find signs of your passing if you are not careful.
You do not leave a trail when you walk, as your auma wipes away scent, tracks, and heat signature from behind you, and removes all other traces of your presence. You cannot be tracked as long as this power is active.
This does not repair damage done in your passing. If you crack a stone or knock over a bush, this power will not mend the damage, and it is still possible for intelligent or persistent enemies to find signs of your passing if you are not careful.
{ Teleportation }
{ REACH }
Tier: 1
Duration: One-Shot
Target: Area in line of sight
Activation: Free Action
Save: None
Cost: 3
You teleport a single part of your body to another place in your line of sight. This lasts one round, and can be used to attack an enemy (with one claw) from range or a different direction, snag an item and bring it back with you, or otherwise affect a far-away target.
The teleportation of your body part is painless and does not harm you. Your body part will return to you undamaged (unless it takes damage during the reach).
If you cannot move your limb back to you (i.e. pinned or paralyzed) your body teleports to where your limb is instead of your limb returning to you. Normal grappling is not enough to do this.
{ BLINK }
You teleport a single part of your body to another place in your line of sight. This lasts one round, and can be used to attack an enemy (with one claw) from range or a different direction, snag an item and bring it back with you, or otherwise affect a far-away target.
The teleportation of your body part is painless and does not harm you. Your body part will return to you undamaged (unless it takes damage during the reach).
If you cannot move your limb back to you (i.e. pinned or paralyzed) your body teleports to where your limb is instead of your limb returning to you. Normal grappling is not enough to do this.
{ BLINK }
Tier: 2
Duration: Short-Term
Target: Self
Activation: Move Action
Save: None
Cost: 3 + 1/round
You sustain a constant teleportation cycle which teleports you once every instant slightly in one direction. This makes it difficult for enemies to hit you, giving you a 50% chance of completely evading any attacks that are made against you. However, this also gives you a 20% chance of completely missing your own attack as your random teleports make it difficult for you to orient yourself.
While this effect is active, you gain +100% damage reduction chance against area of effect hazards or attacks, as you have brief milliseconds between teleports to catch your breath.
You sustain a constant teleportation cycle which teleports you once every instant slightly in one direction. This makes it difficult for enemies to hit you, giving you a 50% chance of completely evading any attacks that are made against you. However, this also gives you a 20% chance of completely missing your own attack as your random teleports make it difficult for you to orient yourself.
While this effect is active, you gain +100% damage reduction chance against area of effect hazards or attacks, as you have brief milliseconds between teleports to catch your breath.
{ DIMENSION DOOR }
Tier:3
Duration:One-Shot
Target:Self and touched creatures
Activation:Standard Action
Save:vs. Physical if unwilling
Cost:4 + 3/additional target
You instantly teleport yourself from one spot to another within your clear line of sight (max 400feet). You may bring other creatures with you if you touch them, but that increases the amount of energy used by this power. Very large creatures might count as two or even three creatures for the purposes of this ability. If a single creature would count as more than three creatures, it cannot be teleported in this manner.
{ PORTAL }
Tier:4
Duration:Sustained
Target:Point no more than 20 feet away
Activation:3 minutes for first door, 1 minute for second door
Save:None
Cost:6
You create a door large enough for almost any cat (fuck you Mjol) to fit through in one location. This door just remains a shimmering circle that looks like your auma until you place a companion door. The companion door may be no more than 1,000 feet away from the first door, but as soon as you place it the doors are linked and a teleportation portal is created between them. A creature may walk or reach through one of the portals and come out the other. The portals last until you end the effect.
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