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Power emerges where story sharpens skill.

Class Powers are learned techniques, spells, rites, tricks, practices, or trained exceptions that give mechanical shape to a character's Class and Path. They are precise moments where training, story, and system meet.

Story and skill determine depth of power.

What Are Class Powers?

Power, proven, not presumed.

Class Powers are exclusive abilities tied to a Class. They are divided across three visible Paths, each linked to a core Skill or Skill focus, and organised into three Tiers.

The general term is Class Power. Individual Classes may use flavour terms:

  • Fighters may call them Techniques.
  • Rogues may call them Tricks or Techniques.
  • Rangers may call them Practices, Tricks, or Techniques.
  • Primants may call them Spells, Rites, or Hexes.
  • Clerics may call them Spells, Rites, or Devotions.

The label may change with the Class's voice, but the rules structure remains the same.

Using Your First Class Power

You do not need to learn every Class Power before you play. At character creation, choose one Tier 1 Power from your Class page and learn that one card.

Read a Power card in this order:

  • The Power name is the card heading.
  • The italic quotation gives the Power its voice. It adds no rules.
  • Trigger tells you when you may use the Power, states the exact moment, and lists everything that must be true first.
  • Effect tells you what changes when you use the Power.
  • Scene Modes, when present, explain how the Effect works in Story, Cinematic, or Tactical Mode.
  • Tags help you find similar Powers. Tags do not add rules.

When the Trigger's exact moment arrives, say the Power's name, make any required commitment or payment, and follow its Effect. The normal rules still apply unless the Power says otherwise.

A Power never decides what you are allowed to try in the story. A Fighter without Parry may still describe parrying and use the normal defence rules. The named Power grants only the extra mechanical Effect written on its card.

Paths And Tiers

A Path groups related Powers around a broad style. Use this structure to find the Powers available to your character:

Class › Path › Tier › Class Power

Paths are signposts, not locked tracks. Choosing a Power from one Path does not stop you choosing a later Power from another Path. When your Class grants a new Power, you may choose from any Path and any Tier you have unlocked, unless a rule says otherwise.

See Character Development for Class advancement and multiclassing rules.

Unlocking Class Power Tiers

Class Power Tiers are unlocked through total Skill Levels across the Class's three core Skills. Class Level does not determine Tier access. See Unlocking Class Power Tiers for the thresholds and worked example.

What Is An Event?

A single moment becomes a turning point.

An Event is the exact game moment named by a Class Power's Trigger. It may be a declaration or choice, an incoming result before it is applied, a resolved result, or another change in game state. The written Trigger—not a general list—decides whether the Power may be used.

Event Trigger Timing

The Trigger on each Power states its exact timing. Resolve the Power at that point: never earlier or later. Read the whole Trigger and meet every listed requirement.

Common Trigger timings include:

  • Declaration timing: wording such as “when you declare,” “when you initiate,” or “when you choose” opens the Trigger before the named procedure resolves. Make every required commitment and payment at that time.
  • Interception timing: wording such as “when an effect would” or “before applying” opens the Trigger after the incoming result is known but before that result is applied.
  • Resolved-Event timing: wording such as “after you win,” “when you deal,” “when you suffer,” or “after moving” opens the Trigger only when the named result or step has occurred.

A Power is a Reaction only if its Trigger explicitly says so. A Power that only modifies its triggering Event is not a Reaction unless the card says it is.

Class Power Limitation

You may apply only one Class Power to any single Event.

If more than one of your Class Powers has a valid Trigger from the same Event, choose one. A new Event caused by a Power is separate and may create a new Trigger opportunity.

Example: Choosing One Power

Reha wins a Melee Exchange and deals 2 Wounds. Two of her Powers have the Trigger “When you deal at least 1 Wound.” Both match the same Event, so she chooses one. The other remains unused.

Event Trigger Resolution

When one Event gives valid Triggers to Powers belonging to different participants, identify those opportunities before resolving any of them. Each participant chooses no more than one Power for that Event. No participant loses a valid opportunity because another participant resolves first.

Resolve the chosen Powers in this order:

  1. Active Character: the character whose action, Exchange, spell, Activation, or turn caused the Event.
  2. Direct Targets: characters directly affected by the Event, in initiative or table order if needed.
  3. Bystanders: other characters whose Powers have valid Triggers, in initiative or table order if needed.

If a Power causes another Event, record that new Event and finish resolving the Powers already chosen for the current Event. Then resolve the new Event as a separate chain using the same order. Once an Event's Trigger chain is complete, do not return to it.

Side Rolls

Some Class Powers instruct you to roll a number of dice equal to a Skill Level, Vital, or other value. This is called a Side Roll.

A Side Roll creates a temporary dice pool for that Class Power only. These dice are not Action Dice or Magic Dice. They are not spent, do not become Used, and cannot be Boosted unless the Class Power specifically says otherwise.

A Side Roll is not a Skill Check unless the Class Power says it is. Unless the Power gives the Side Roll a Target Number and tells you to resolve it as a Skill Check, do not calculate Success Margin. Use the rolled dots exactly as the Power's Effect instructs.

When a Power tells you to resolve a roll as a Skill Check, use the normal Success, Failure, and Outcome Tiers if an Outcome Tier is needed.

Apply Advantage, Disadvantage, rerolls, or other dice modifiers to a Side Roll only if the Class Power specifically allows it.

After the Side Roll is resolved, discard its temporary dice.

Summary

  • Class Powers are learned abilities granted through Class progression.
  • Paths help you find Powers but do not lock your later choices.
  • Character Development governs how Class Power Tiers are unlocked.
  • A Power card presents its voice, Trigger, Effect, optional Scene Modes, and Tags.
  • The written Trigger states exactly when a Power may be used and what must be true first.
  • You may apply only one Class Power to any single Event.
  • When several participants have valid Triggers from one Event, identify their choices first and resolve them in Active Character, Direct Target, then Bystander order.
  • Side Rolls are temporary dice pools created by Powers. They are not AD or MD, are not spent, do not become Used, and cannot be Boosted unless the Power says otherwise.