Powers Index

PLAYER AND GM REFERENCE

Powers Index

Search quick summaries without leaving the page. Use Core Rulebook 2.2 for complete dot-level mechanics.

Active

Agility

+

Improves balance, acrobatics, evasion, precision movement, and body control.

Used by: Human, Elf, Dwarf, Orc, Mutant

Quick summary only. Confirm costs, rolls, range, duration, restrictions, and dot scaling in the Core Rulebook.

Active

Air Support

+

Calls a Human aerial, vehicle, drone, or tactical support asset.

Used by: Human

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Active

Airship Call

+

Calls or deploys a Dwarven airship, skiff, or engineered mobility platform.

Used by: Dwarf

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Active

Beast Heal

+

Restores or protects a bonded beast, mount, or living companion.

Used by: Orc, Mutant

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Trade-off

Buyer’s Remorse

+

Grants a benefit tied to equipment, Value, or choices that creates a meaningful drawback.

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Active

Camouflage

+

Blends the character with surroundings and reduces the chance of detection.

Used by: Human, Elf, Dwarf, Orc, Mutant

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Active

Cavalry

+

Calls or coordinates Human mobile support, bots, drops, or battlefield assets.

Used by: Human

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Active

Crafting

+

Builds, repairs, modifies, or improvises useful objects, machines, traps, and field solutions.

Used by: Human, Elf, Dwarf, Orc, Mutant

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Team

Defender

+

Allows coordinated protection of allies and vulnerable positions.

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Active

Distance View

+

Extends visual awareness and targeting across extreme range.

Used by: Human, Elf, Dwarf, Orc, Mutant

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Active

Dragon Call

+

Calls or connects with an Elven dragon companion or mount.

Used by: Elf

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Active

Dragon Heal

+

Restores or protects a dragon or bonded aerial companion.

Used by: Elf

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Active

Elemental

+

Controls or manifests elemental forces appropriate to the character’s race and source.

Used by: Dwarf, Orc, Mutant

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Trade-off

Evil Aura

+

Provides an intimidating or dark advantage while making trust and social contact more difficult.

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Team

Go Again

+

Creates an opportunity for an ally or the team to act again.

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Active

Hacker

+

Manipulates machines, signals, networks, security, and technological systems.

Used by: Human

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Team

Healer’s Delight

+

Strengthens group recovery and healing at a critical moment.

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Passive

Health Regeneration

+

Gradually restores Health under the conditions defined by the Core Rulebook.

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Passive

Heightened Sense

+

Permanently enhances one chosen sense or form of perception.

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Active

Illusions

+

Creates false sensory information, disguises, distractions, or altered perceptions.

Used by: Human, Elf, Dwarf, Orc, Mutant

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Active

Invisibility

+

Conceals the user from ordinary sight and may suppress other forms of detection.

Used by: Human, Elf, Dwarf, Orc, Mutant

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Active

Life Theft

+

Drains vitality from a target and converts it into healing or power.

Used by: Human, Elf, Dwarf, Orc, Mutant

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Active

Lizard Call

+

Calls or bonds with a Mutant Wasteland mount or altered creature.

Used by: Mutant

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Passive

Luck

+

Provides a limited edge when chance and timing matter most.

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Active

Mind Control

+

Pressures, directs, or temporarily controls another mind under the rulebook limits.

Used by: Human, Elf, Dwarf, Orc, Mutant

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Active

Multiplier

+

Creates additional bodies, attacks, actions, or repeated effects depending on the source and level.

Used by: Human, Elf, Dwarf, Orc, Mutant

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Active

Necromancy

+

Uses death, spirits, remains, or dark life-force to create effects and summon allies.

Used by: Orc

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Passive

Obedience Training

+

Required for a bonded pet and paired with Animal Kin as defined in the rulebook.

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Active

Odds

+

Manipulates probability, chance, risk, and unlikely outcomes.

Used by: Dwarf, Orc, Mutant

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Trade-off

Pacifist

+

Provides a benefit for restraint while limiting direct violence.

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Trade-off

Pet Connection

+

Strengthens a bonded companion while tying the character’s well-being or choices to that bond.

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Active

Power Regenerate

+

Restores Power Points or source energy to a target.

Used by: Human, Elf, Dwarf, Orc, Mutant

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Passive

Power Replenishment

+

Improves recovery of Power Points or source energy.

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Active

Predictions

+

Reads patterns and possible outcomes to prepare for danger before it lands.

Used by: Human, Elf, Dwarf, Orc, Mutant

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Active

Psionics

+

Uses thought, psychic force, telekinesis, perception, and mental pressure as power.

Used by: Mutant

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Passive

Quick Learning

+

Improves the character’s ability to gain, adapt, or apply training.

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Trade-off

Race Hatred

+

Provides a situational benefit tied to hostility toward a race, with a real social and story cost.

Quick summary only. Confirm costs, rolls, range, duration, restrictions, and dot scaling in the Core Rulebook.

Passive

Reckless

+

Rewards aggressive risk-taking while creating meaningful exposure to danger.

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Active

Repair

+

Restores damaged equipment, constructs, vehicles, or mechanical companions.

Used by: Human, Dwarf

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Active

Restore Health

+

Restores lost Health to a living target.

Used by: Human, Elf, Dwarf, Orc, Mutant

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Active

Revive

+

Returns a fallen or dying ally to action when the power requirements are met.

Used by: Human, Elf, Dwarf, Orc, Mutant

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Active

Rider Attack 1

+

A basic mounted or vehicle-assisted combat action.

Used by: Human, Elf, Dwarf, Orc, Mutant

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Active

Rider Attack 2

+

An advanced mounted or vehicle-assisted combat action.

Used by: Human, Elf, Dwarf, Orc, Mutant

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Active

Rune Summoning

+

Creates or calls structured Dwarven rune constructs and golems.

Used by: Dwarf

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Active

Shape Shifting

+

Changes appearance, body form, physical traits, or movement options.

Used by: Human, Elf, Dwarf, Orc, Mutant

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Active

Shield

+

Creates protection that absorbs, reduces, redirects, or prevents incoming harm.

Used by: Human, Elf, Dwarf, Orc, Mutant

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Active

Sorcerer

+

Shapes Living Light and elemental magic into direct effects.

Used by: Elf

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Active

Speed

+

Improves movement, reaction, pursuit, positioning, and rapid action.

Used by: Human, Elf, Dwarf, Orc, Mutant

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Active

Strength

+

Enhances raw physical force, impact, lifting, breaking, and close-combat pressure.

Used by: Human, Elf, Dwarf, Orc, Mutant

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Active

Summoner

+

Calls, creates, or commands allied creatures or entities tied to the character’s source.

Used by: Elf

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Active

Telepathy

+

Sends, receives, reads, or influences thoughts depending on power level and permission.

Used by: Human, Elf, Dwarf, Orc, Mutant

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Trade-off

Tit for Tat

+

Rewards retaliation or reciprocity but constrains how the character responds.

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Team

Tough to Kill

+

Helps the team remain standing when defeat is close.

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Team

Traveler

+

Improves group movement, escape, travel, or repositioning.

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Team

War Cry

+

A coordinated team surge built around courage, pressure, and aggressive action.

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Passive

Willful

+

Strengthens resistance against pressure, fear, control, or mental interference.

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Team

Wizard’s Wish

+

Supports a major group power effect or source-driven solution.

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Active

Wolf Call

+

Calls or bonds with an Orc war beast or predatory mount.

Used by: Orc

Quick summary only. Confirm costs, rolls, range, duration, restrictions, and dot scaling in the Core Rulebook.