Abilities (Round 10)

Character Abilities
The following are all of the additional Abilities added to the list for PCs in Zimildran. Combine this list with the Abilities from the Core Rulebook (p.20) to get a comprehensive list of everything available to PCs when creating characters in Zimildran.

Agile Twist

 * Requires: Agility of at least 70
 * Cost: 200 Experience
 * Effect: Whenever the character is struck with a Flourish attack, that character may spend 5 Energy to turn it into a Standard Attack instead. This can only be used if the character is conscious and aware of the oncoming attack.

All in the Wrist

 * Requires: Agility of at least 50
 * Cost: 100 Experience
 * Effect: When using a Thrown Weapon, the character's Accuracy Flourish increases by +3.

Anatomy of the Wild I & II

 * Requires: First Aid Expert, Knowledge: Dinosaurs 70 (or some other animal type).
 * Cost: 50 Experience
 * Effect: The character knows the creatures of the wild well, and can effectively apply medical treatment to wounded animals. Using First Aid on a creature no longer suffers the +20 modifier. This Ability may be taken a second time for another 50 Experience in order to gain a -10 modifier to all First Aid tests used on the specified animal type. The animal type must be specified when Anatomy of the Wild II is taken, and cannot change. Anatomy of the Wild II may be taken multiple times, for 50 Experience each, to allow for additional animal types to be picked. Animal types include Dinosaurs, Mammals, Flying Reptiles and Marine Reptiles.

Apprentice

 * Requires: Grand Master in one of the following skills; Animal Empathy, First Aid, Cooking, Cartography, Engineering, Musical Talents, or Sailing
 * Cost: 200 Experience
 * Effect: The character has become so skilled in their chosen trade that they have even taken on an aspiring apprentice. The apprentice is an NPC controlled by the player of a random culture (roll 1d6. 1-3 means the apprentice is of the same culture as the character. Assign the other three cultures to 4, 5 and 6). The apprentice has the same starting Attributes as listed for their culture. Additionally, the apprentice has Spot and Listen at Value 60. The apprentice also has the same skill that the character chose to satisfy this Ability, and the apprentice has it at value 70. Only this skill may progress for the apprentice, but the apprentice does not get any Luck Points. When attempting tests in the chosen skill, the apprentice may assist, using the standard Cooperative Test rules. If the apprentice succeeds in aiding in the test, then increase the apprentice’s @ bonus to +2 instead of +1.

Back-to-Back

 * Cost: 50 Experience
 * Effects: When standing back-to-back with an allied character, both the character and the allied character gain +2 Defense. If using Advanced Rules, Defense tests made by both characters generate @+1.

Baohu's Protection I, II & III

 * Requires: Power or Agility of at least 60, Mind of at least 50
 * Cost: 100 Experience
 * Effect: If the character is engaged with an enemy who is wielding a two-handed weapon, the character's Defense is +X, where X is that weapon's base Damage. This Ability does not stack with Sight of Pingheng. Taking this Ability a second and third time increases the Defense modifier to +2X and +3X respectively. If using Advanced Rules, then the character's Defense tests are -2X, then raised to -3X and finally -4X when the Ability is taken multiple times.

Berserk

 * Requires: Power of at least 60
 * Cost: 50 Experience
 * During combat, each time this character receives damage, this character must make a Mind Test. If successful, the character's next attack deals +1 damage. If failed, the character's next attack deals +1 damage AND the character goes Berserk. When an attack made by a Berserk character misses its original target, it has a 50% chance to hit another target adjacent to the original target, or adjacent to the Berserker if no targets are adjacent to the original target. Berserk lasts two Blocks. The damage bonus from being Berserk can never increase above +1 unless stated specifically by another Ability.

Bottomless Toolbox

 * Requires: Engineering Master
 * Cost: 200 Experience
 * Effect: The character seems to have all manner of useful items stored in his toolbox. The character gains a passive @+1 bonus to all Repair and Engineering tests. Also, once per day, the character may make an engineering +20 test to find one item in his toolbox that the character otherwise didn't have. This cannot be used to find weapons or damaging items at all, such as guns or explosives, but may be used to find rope, a lantern, matches, a blanket, and similar items.

Broken and Bloody

 * Requires: Berserk, Dull the Pain
 * Cost: 250 Experience
 * Effect: When Berserk is triggered, this character may spend 5 Energy to increase the duration of his Berserk by +1 Block. While Berserk, all Lethal Damage this character receives is considered Non-Lethal Damage. Non-Lethal Damage received this way remains as Non-Lethal Damage even after Berserk wears off.

Catchy Tune I & II

 * Requires: Musical Talent (Any) Expert
 * Cost: 50 Experience
 * Effect: All benefits from your Musical Talent Tests, as well as any Song, are still in effect for 1 Full Block after you stop performing. If taken a second time, the benefits remain in effect for an additional Block.

Creature Comfort

 * Requires: Friend of Nature
 * Cost: 50 Experience
 * Effect: As long as the character and the Creature Companion are resting near each other, they both gain the Well Rested Bonus, regardless of location. If the Creature Companion or the character are not resting near each other, then neither of them get the Well Rested Bonus, regardless of location.

Crowd Control

 * Requires: Agility of at least 80
 * Cost: 150 Experience
 * Effect: For each enemy that is adjacent to the character, he gains +1 Defense. If this bonus is at least +3, then he also gains a -10 bonus to all Agility tests. This Ability only works if the character's total Speed is 5.5 or less. If using Advanced Rules, this character gains a Defense bonus of -5 to all Defense tests for each enemy adjacent to him, and the Agility bonus triggers when there are at least three enemies adjacent to him.

Combined Efficiency

 * Requires: Friend of Nature
 * Cost: 100 Experience
 * Effect: As long as the character and the Creature Companion are both attacking the same target, their Flourishes for their respective attacks increases by +2.

Concentration

 * Requires: Faith Powers
 * Cost: 50 Experience
 * Effect: When the character spends a turn to Brace, she also regains 2 lost Energy Points.

Deceptive

 * Requires: Persuade Expert, Debate Expert, or Fast-Talk Expert
 * Cost: 50 Experience
 * Effect: This character has made a living at being less-than-honest. Persuade, Debate and Fast-Talk tests that are made to deceive another character gain a -15 modifier unless they are made against another character with the Deceptive Ability.

Double-Shot

 * Requires: Accuracy of at least 60
 * Cost: 150 Experience
 * Effect: When attempting an Accuracy test with a bow, the Hunter may spend 3 Energy to fire two arrows at once. If successful, damage dealt is doubled. The normal Range Penalty for the weapon is ignored, and instead the Accuracy test is +5 for every 5ft away the target is (over 10ft). This cannot be used with Quick Shot, Power Shot, or Aimed Attack. This attack always damages the target's Torso, unless the Defender wins Advantage (in Advanced Rules).

Dull the Pain

 * Requires: Berserk
 * Cost: 150 Experience
 * Effect: While berserk, the total damage this character suffers from each attack is -1 (to a minimum of 1).

Emissary of the Wild

 * Requires: Friend of Nature, Animal Empathy Master
 * Cost: 300 Experience
 * Effect: When attempting an Animal Empathy test to calm a creature, the Character can spend 3 Energy to gain a -20 to the test, as long as the Character does not attempt to tame the animal. Also, once per day, the Character may attempt an Animal Empathy test with a +20 Penalty to attempt to call on an ally from the environment he or she is currently in. If successful, a Small (or smaller) creature native to the environment will arrive to aid the Character, and conduct one action. The Character will describe what sort of action he or she wishes the ally to take, but the nature of the action will be determined by the Game Master. The creature will not remain for longer than one action, and making a direct hostile action is unlikely, though not impossible.

Fascinate

 * Requires: Elder Wisdom or Traveler's Knowledge, Mind of at least 60
 * Cost: 100 Experience
 * Effect: The character is capable of telling stories and fables that can easily enthrall nearby listeners. The character may attempt a Persuade Skill Test, where the required @ is 1 for every five listeners the character is attempting to fascinate. If successful, the targets of this Ability become fascinated in what the character has to say, listening intently, and suffering a +15 modifier to any Spot or Listen tests they would be forced to make as a response to another action. Targets must be able to see and hear the character, and the character can choose any number of targets for this Ability, as long as he or she is able to effectively communicate with all of them. Any directly hostile action, even if not taken towards the targets, will cancel Fascinate.

Favored Creation

 * Requires: Engineering Expert
 * Cost: 150 Experience
 * Effect: While wielding a Firearm or a Device created by this character, there is no Speed penalty from that Firearm or Device. This only affects this character, and giving that item to another character will incur the normal Speed penalty. If there are multiple items eligible for this Ability, the player chooses one, and cannot change his or her choice until the character is no longer in possession of the chosen item.

Ferocity of Gonglu

 * Requires: Power or Agility of at least 60
 * Cost: 200 Experience
 * Effect: Before rolling any Power or Agility test, the character may spend 3X Energy and choose one of the following: either apply a -10X modifier to the roll, OR, if the roll is an Unarmed Attack, increase the damage by +X. Only one of the two options can be chosen for each test.

Flowing Energy

 * Requires: Friend of Nature
 * Cost: 50 Experience
 * Effect: At the start of combat, if both the character and the character’s creature companion are within clear sight of each other and are both lacking any negative ongoing effects, they both receive +5 total Energy for this combat only. If ever the character or the creature companion succumb to an ongoing effect, or are removed from clear sight of the other, then this bonus is lost immediately, which can cause the character of companion to drop below 0 Energy.

Fluid Movements

 * Requires: Kotokai, Sight of Pingheng, Agility Value of at least 90
 * Cost: 250 Experience
 * Effect: Whenever the character would attempt an Agility Test that is not an Attack or a Grapple Test, the character can instead spend 3 Energy to automatically succeed at the test.

Friend of Nature

 * Requires: Animal Empathy of at least 70
 * Effect: This character can choose an animal from the section Zimildran Bestiary to start with as a companion. The Game Master may choose to limit which animals can be chosen. When an animal is chosen, the character must spend an amount of Experience Points equal to the chosen animal’s ‘Companion Cost’. This companion is loyal to the character, is controlled by the player, and will follow the character's orders. However, consistently placing the companion in harm's way will begin to damage the bond between the character and the companion.

Friends in High Places

 * Requires: Connections Master
 * Cost: 100 Experience
 * Effects: The character has very influential friends, and this can be used to leverage more than just information. When confronted with a hostile NPC who is affiliated, or influenced, by one of the character's Connections, the character may spend 3 Energy to turn that hostile NPC into a neutral NPC. This shift should be explained in character terms, and the character must be able to use the name of an influential person with which he has Connections.

Fueled by Blood

 * Requires: Berserk
 * Cost: 100 Experience
 * Effect: Whenever the character defeats an enemy, he immediately regains 3 lost Energy Points.

Grim Threat

 * Requires: Intimidate Expert
 * Cost: 200 Experience
 * Effect: When engaged in Social Combat, the character may spend 3 Energy after a successful Intimidate test to increase the Will Damage by +1.

Harmonize

 * Requires: At least two characters with Musical Talent (Any) Expert
 * Cost: 50 Experience
 * Effect: This Ability must be taken by at least two characters with the Musical Talent Skill at Expert rank. A character with the Harmonize Ability generates @+X for Musical Talents tests, where X is the number of characters who have made Musical Talent tests since this character’s last turn.

Hidden Weapon I & II

 * Requires: Deceptive
 * Cost: 50 Experience
 * Effect: The character is exceptionally skilled at keeping weapons well hidden on his person, away from prying eyes and even from searching hands. Any time the character would be searched for a weapon, he may choose one weapon from the following list to keep hidden: Dagger, Sling, or Throwing Dagger. The Hidden Weapon must be determined before the search begins, and all other weapons on the character are found. This Ability may be taken up to two times, allowing for up to two weapons to be hidden.

Hideout

 * Requires: Deceptive
 * Cost: 200 Experience, 200 Credits
 * Effect: The character has a hidden refuge somewhere in Zimildran, a place he can go to in order to rest safely for a brief period. When this Ability is taken, the player must specify a location such as Hideout (Harsonian Market), Hideout (Zarofet Harbor), or Redridge (Canyon Cave). Also, when this Ability is taken, the character may choose to spend any or all of his starting money in order to stock the Hideout with various supplies. The cost of purchased items is Listed Price + 50%, and the character cannot spend more than 500 when stocking the Hideout (if the character has the Wealthy Ability, he may spend up to 750, and if the character has the Poor Penalty, he may not spend more than 250).

Hoard I, II & III

 * Requires: Nothing
 * Cost: 100 Experience
 * Effect: The character has a build-up of assets and finances that aren't kept on his person, but are available from a specific location within his or her hometown. For an additional 25 Experience, the hoard can be available from a location other than the character's hometown (such as to another city, or to a character's Hideout), but it cannot change locations and requires the character to spend some time to get access to the hoard. The hoard contains a monetary value equal to 200% of the character's starting funds, after factoring all other Abilities and Penalties (such as Wealthy and Poor). Taking Hoard II increases the amount to 300%, and Hoard III increases to 400%.

Lead Through Action

 * Requires: Tactician, Leadership Master
 * Cost: 100 Experience
 * Effect: On Round 2 of any Combat Block, the character can spend 6 Energy to take one immediate action, as if he would normally act on Round 2. This does not affect his later turns, and can only be attempted once per day.

Lying in Wait

 * Requires: Careful Steps
 * Cost: 100 Experience
 * Effect: At the start of combat, before the first Block, the character may attempt a Stealth test. If successful, he or she gains an Ambush Action. This cannot be used if the character is within 25ft of any other character, friend or foe, or if the character has spoken or interacted with any friend or foe just prior to combat starting.

Mad, I Tell You!

 * Requires: Berserk
 * Cost: 50 Experience
 * Effect: After triggering Berserk but before attempting the Mind test, this character may choose to increase his or her Damage on the next Attack by +2 instead of +1. Doing so incurs a +25 modifier to the following Mind test.

Mastercraft

 * Requires: Engineering Master, Specialist
 * Cost: 75 Experience
 * Effect: After successfully completing an engineering test to create an item from this character’s Specialty, this character may choose to make the created item a “Mastercraft (item)”. Doing so will increase its effectiveness in a manner to be determined by the Game Master, as well as increasing its monetary value by +50%. This Ability can be taken multiple times, but only one item can be chosen for each time this Ability is taken. Only items of the character's chosen Specialization can be made into Master items. Some example effects would be Damage +1, an increase to Armor Penetration (if any exists), Armor Value +1, Speed -1, etc.

Master of Meditation I(+)

 * Requires: At least 7 Power Points in Meditation
 * Cost: 200 Experience
 * Effect: Meditation spells last +1 Block. Meditation tests made by the character generate @+1. This character may continue to take this Ability at 100 Experience, increasing the duration of Meditation spells by +1 Block for each additional time.

Master Orator I(+)

 * Requires: At least 7 Power Points in Oratory
 * Cost: 200 Experience
 * Effect: Oratory spells have a range of +10 feet. Oratory tests made by the character generate @+1. This character may continue to take this Ability at 100 Experience, increasing the range of Oratory spells by +10 feet for each additional time.

Master of Rituals I(+)

 * Requires: At least 7 Power Points in Ritual
 * Cost: 200 Experience
 * Effect: Ritual spell radius increases by 10ft. Ritual tests made by the character generate @+1.
 * This character may continue to take this Ability at 100 Experience, increasing the radius of Ritual spells by +10 feet for each additional time.

Master of Runes I(+)

 * Requires: At least 7 Power Points in Runes
 * Cost: 200 Experience
 * Effect: Rune spells last +2 Hours. Rune tests made by the character generate @+1. This character may continue to take this Ability at 100 Experience, increasing the duration of Runic spells by +2 hours for each additional time.

Master of Voices

 * Requires: Persuade Expert
 * Cost: 100 Experience
 * Effect: This character is a master of giving inspiring speeches. When the situation calls for it, at the GM's discretion, the player controlling the character can attempt to give a speech to help boost the party's effectiveness for a brief period. If the speech is successful (Persuade Test with @5), then all allied characters gain a passive -10 modifier to their next test. If used in combat, this replaces a normal Hostile Action.

Miracle Worker

 * Requires: Repair Master, Mastercraft
 * Cost: 150 Experience
 * Effect: The character can attempt a Repair Test (@6) in order to briefly repair any item or device with moving parts that has been destroyed. The device or item will operate at normal capacity for one action, before it breaks again. The item or device may not be targeted by Miracle Worker again.

Monkey's Grip

 * Requires: Agility Value of at least 70
 * Cost: 100 Experience
 * Effect: The character is a master at unarmed combat, and can grapple enemies with relative ease. All Grapple tests attempted by the character gain a -10 modifier.

Nimble Fingers

 * Requires: Agility of at least 50
 * Cost: 150 Experience
 * Effect: When the character makes an Accuracy Test for firing a Firearm, if the roll is also less than or equal to his Agility Value, then he may spend 2 Energy to reload the weapon immediately after firing it, without having to spend his next Turn.

Object of Power

 * Requires: At least 5 Power Points in any Discipline
 * Cost: 100 Experience
 * Effect: The character carries with them an object, no smaller than a ring or piece of jewelry, no larger than a staff or cloak, that helps the character hone their magical abilities. This Ability may be taken multiple times to obtain multiple Objects of Power.

Page

 * Requires: Harsonian or Kotokai, Wealthy II or Wealthy III
 * Cost: 200 Experience
 * Effect: The character gains a Page, a loyal follower and pupil who aids him in his adventures. The Page is an NPC controlled by the Game Master, and is the same Culture of the original character. The Page's Attributes are equal to the starting Attributes for the chosen Culture. The Page also has a Spot and Listen of 60, as well as two random Skills with a Value of 50. The random Skills are picked from the following list: Debate, First Aid, Identify, Intimidate, Investigate, Persuade, Repair, Stealth, or Tracking. The Page can be used as the character sees fit, yet will be hesitant to carry out any orders that will put it directly in harm's way. If the Page dies and the character doesn't have the Ambitious (Major) Penalty, the character suffers a permanent reduction in Will by 1 as the character must deal with the loss of their loyal apprentice and friend.

Patron's Guidance

 * Requires: Snowmarcher, Faith Powers, Elder Wisdom
 * Cost: 150 Experience
 * Effect: The character's connection with the Patron Souls of the Snowmarchers is stronger than most, likely due to the amount of time spent in commune with the souls. At the beginning of each day, the character may choose to spend two hours in meditation, sitting silently still, as he pays reverence to the Patron Souls of the Snowmarchers. If he does so, his maximum Energy is reduced by 5 for the remainder of the day, but all Attribute Tests attempted by all party members generate @+2.

Power Shot

 * Requires: Accuracy of at least 60
 * Cost: 200 Experience
 * Effect: Before rolling an Accuracy Test, this character may spend 3X Energy Points to increase the total damage of the Attack (if successful) by +X.

Pressure Points

 * Requires: Kotokai, Teachings of Dui Tian
 * Cost: 100 Experience
 * Effect: After the character successfully deals unarmed damage to a Hit Location that isn't protected by armor, the character may spend 5 Energy to knock the target unconscious. This can only be used against Human enemies.

Primal Power

 * Requires: Friend of Nature, Combined Efficiency
 * Cost: 100 Experience
 * Effect: As long as the character only has one Creature Companion, that Companion gains Aggressive if it didn't already have it (Aggressive creatures don't need Animal Empathy tests rolled each time they are sent to attack an enemy, and instead only need one to be made at the start of combat).

Quick-Shot

 * Requires: Accuracy of at least 70, Agility of at least 50
 * Cost: 150 Experience
 * Effect: When making an Accuracy Test to attack with a Conventional Ranged Weapon, if the Accuracy roll is also less than the character's Agility, the character may spend 2 Energy to make a second Ranged attack during the same Round, at a +10 Penalty. This can only happen once per Block, and cannot follow a Power Shot or Double Shot.

Rally I & II

 * Requires: Leadership Master, Master of Voices
 * Cost: 200 Experience
 * Effect: This character may give his or her Luck Points to any allied character, but no more than once per turn. At Rally II, this character gains an additional Luck Point.

Revered

 * Requires: Elder Wisdom
 * Cost: 200 Experience
 * Effect: The character is a symbol of respect and honor among his own people, even if they do not know the character by name. The character gains a Social modifier of -20 when making social tests against any character of the same Culture.

Specialist

 * Requires: Engineering Expert
 * Cost: 100 Experience
 * Effect: The character must pick one of the following specialty areas for his or her Engineering Skill: Devices, Explosives, Firearms. When attempting an engineering test that coincides with the character's Specialty, the character generates @+1 for that test.

Shed Worldly Possessions

 * Requires: Kotokai or Ukindan, Mind Value of at least 50
 * Cost: 50 Experience
 * Effect: This Ability may only be chosen at Character Creation. When creating a character, you may reduce the total amount of money your character starts with by 50% to gain, for free, one Ability of 100 Experience or less. The total Speed Penalty inflicted by equipment this character is using increases by +1.

Sight of Pingheng
-20. This Ability does not stack with Crowd Control.
 * Requires: Mind of at least 50
 * Cost: 150 Experience
 * Effect: The character's Defense increases by +2 for every enemy within melee range of him, up to a maximum of +8. If using Advanced Rules, the character's Defense tests gain a -5 bonus for each enemy within melee range, up to a maximum of

Song of Defiance

 * Requires: Musical Talent (Any) of at least 60
 * Cost: 75 Experience
 * Effect: The character may spend a Round to perform this song. While performing, the character may only take Standard Movement Actions on subsequent Rounds, but taking any other actions require the character to stop playing the song. While playing, this character and all allied characters generate @+1 on all Defense tests.

Song of Encouragement

 * Requires: Musical Talent (Any) of at least 60
 * Cost: 75 Experience
 * Effect: The character may spend a Round to perform this song. While performing, the character may only take Standard Movement Actions on subsequent Rounds, but taking any other actions require the character to stop playing the song. While playing, this character and all allied characters generate @+1 on all Attack tests.

Spiritual Emissary

 * Requires: Ukindan, Elder Wisdom, Unshaken
 * Cost: 150 Experience
 * Effect: The character has spent much of his or her life around the beasts of the wild, and has learned to nurture the natural bond they share. When in the presence of an Aggressive animal, as long as the animal is only aware of this character and not this character's allies, it loses Aggressive.

Talk Down

 * Requires: Debate Skill Expert
 * Cost: 100 Experience
 * Effect: The character is capable of diffusing potential conflicts, bringing would-be enemies from a hostile disposition to simply a cautious one. As long as no attacks have been attempted, the character can attempt a Debate Test against the target's Resolve. The Debate Test gains a -10 Bonus if the character can talk to the target in that target's native language. If successful, the target will lower and possibly put away any weapon he or she has drawn, and will be more apt to listen to reason. If the other player characters are present with weapons in plain sight, then this test suffers a +30 Penalty.

Teachings of Dui Tian

 * Requires: Kotokai, Power or Agility of at least 60
 * Cost: 300 Experience
 * Effect: When the character Braces, he may also spend 2 Energy. If he does so, only Flourishes can hit him until his next Action.

Tenacity of Gonglu

 * Requires: Power or Agility of at least 60
 * Cost: 200 Experience
 * Effect: Whenever the character succeeds at an unarmed attack, he or she immediately regains 1 lost Energy Point. Also, when a melee attack against the character misses, the character may spend 3 Energy to make an immediate, Agility-based counter attack. Ferocity of Gonglu cannot be used on this counter attack.

The Inspired Leader

 * Requires: Mind Value of at least 60, Leadership Master, Rally
 * Cost: 150 Experience
 * Effect: At the beginning of a Combat Block, the character may make a Mind Test. If successful, he immediately regains X lost Energy Points, where X is the total number of allied characters in combat who are not Knocked Out.

The Strongest Seek Peace

 * Requires: Kotokai or Ukindan, Mind Value of at least 70
 * Cost: 100 Experience
 * Effect: Whenever the character would suffer Will Damage, he may spend 5 Energy to reduce the damage by 1, to a minimum of 0.

Unspoken Bond

 * Requires: Friend of Nature
 * Cost: 150 Experience
 * Effect: This cannot be used in conjunction with Flowing Energy. At the beginning of the Block, after Energy is regained but before any Turns are taken, the character and his companion may spend 2 Energy each to attempt a Mind Test. If both Mind Tests are successful, the Beast Master and his Companion gain one of the following bonuses for the duration of the Block:
 * Attribute Tests -10
 * Defense +4 (or -10 if using Advanced Rules)
 * Damage +2

Unshaken (Basic Only)

 * Requires: Mind of at least 60
 * Cost: 150 Experience
 * Effect: When calculating the character's Resolve, use 15% of the character's Mind Value instead of 10%.

Voice of Battle

 * Requires: Musical Talent (Vocals) Master, Song of Defiance and/or Song of Encouragement
 * Cost: 100 Experience
 * Effect: You may attempt standard Attack actions while performing a Song. Simply perform a combined Musical Talents and Attack test, suffering the +10 modifier for multiple actions.

Winged Messenger

 * Requires: Survivalist II
 * Cost: 200 Experience
 * Effect: The character gains a small winged creature as an occasional companion, a casual friend of the character who will arrive and leave at its leisure. The companion will flee the area at the start of combat, and will not assist in any Skill Tests. While the companion is present, the character may attach a written message to the companion and send it off to a determined destination. The character must know a specific person or location to send the messenger to, and the time it takes for the messenger to arrive at its destination, as well as for any effects to happen from the message being sent, is all determined by the Game Master, relative to the total distance the messenger must travel.

Xinshi's Return

 * Requires: Kotokai, Mind of at least 60
 * Cost: 300 Experience
 * Effect: If the character, while conscious, would be killed from an attack, he may instead reduce his Energy to 0 and gain 2 Weak Counters. If this is done, the attack deals the maximum amount of damage it can without killing the character. This can only be used once per combat.