Name: Calliope (Callie) Willow Archer
Age: 26
Class: Ranger
Race: Gnome
Level: Silver Tier
Gender: Female
EQUIPMENT
ITEM: NATURE BLESSED HEARTWOOD BOW (weapon)
MATERIAL: Everliving Dryadic Heartwood
INHERENT EFFECTS: Any arrow shot from this bow is Nature Blessed and able to affect targets that may ignore normal, non-magical arrows. Targets containing Nether energy take extra damage from this blessing when struck. Will grow a Heartwood Tree seedling that can be removed and planted, which takes approximately 250 days. If a seedling leaf is ingested, it will restore health, mana and stamina, as well as provide enough nourishment for a normal-sized person for one day. This effect is independent of potion and Druidic Berry cooldowns. The leaf will regrow in about one day.
RUNE: Increase effective range
RUNE: Increase effective range (Diminishing Returns)
RUNE: Reduce casting time of bow skills
RUNE: Increase mana efficiency (ie, reduce mana cost) of bow skills
RUNE: Reinforce bow strength and flexibility
RUNE: Reduce recharge time of bow skills. The inscribed item must be touching the recipient to receive this effect. Not effective in magically null areas.
ENCHANTMENT: Summon Arrow - Summon an arrow when the bowstring is pulled. Summoned arrow has a lifespan of approximately ten seconds after release. Holds approximately one-hundred arrow charges and recharges at a rate of fifteen per minute. Touching the bow’s thumb indentation at time of draw will suppress arrow formation, using up a suppression charge. Maximum of five suppression charges with a three minute recharge time.
ENCHANTMENT: Self Repair - The bow will magically repair any damage it may sustain, or regrow lost pieces, but must be supplied with mana to maintain the repair/regrowth process. Regrown bowstrings will need to be manually secured into place.
ENCHANTMENT: Recall Weapon - Telekinetically summon the enchanted weapon into the attuned wielder’s hands. Maximum range of approximately thirty meters.
ENCHANTMENT: Magical Storage - Magically store the attuned bow into an attuned stone touching the wielder’s body. The stored bow may be recalled at any time. Recalled bow is not considered a summoned item. Only the attuned wielder may store/recall the bow. Each action uses one charge, and the stone has three charges, with a recharge rate of approximately one hour.
TALISMAN (x2): Store one charge of any originally Silver Tier or lower weapon skill for later use for up to six hours. Requires a low amount of mana to initially store the charge. Normal mana is required to use this stored charge after it is reclaimed.
CARE REQUIREMENT: Must be provided water and sunlight at least once per week. If not cared for properly, the Self-Repair enchantment will go dormant, as will all Inherent Effects, causing the seedling to wither and die. Once provided water and sunlight, these effects return, and the seedling will begin to grow again.
CLASS and MELDED SKILLS
NOTE: Bow-Modified values show in parenthesis
SKILL: BURST SHOT (SILVER TIER)
MANA USAGE: MEDIUM
CASTING TIME: INSTANT
RECHARGE TIME: 20 (16) SECONDS
CHARGES: 3
DESCRIPTION: This ability imbues a prepped arrow with the power to create a burst of bright light, sound, and concussive force upon impact. However, the arrow must be fired within 15 seconds of the spell's completion, or the enchantment will dissipate. As the skill advances, its recharge will decrease, the window of opportunity to fire the arrow will expand, and the number of charges will increase.
SKILL: EAGLE EYE (SILVER TIER)
MANA USAGE: LOW (CHANNELED)
DESCRIPTION: Allows one to magnify their vision in the direction they are facing up to a maximum of 6x. Line-of-sight must be unimpeded. This is a channeled skill. Ranger skills may be used through this magnified vision. As the Ranger progresses to higher tiers, the maximum magnification level will increase, and the skill will grant the capability to use enhanced vision types. This skill will provide some protection against vision-based charm effects.
SKILL: ELEMENTAL SHOT (SILVER TIER)
MANA USAGE: MEDIUM
CASTING TIME: 3 (2.4) SECONDS
RECHARGE TIME:32 (25.6) SECONDS
CHARGES: 2
ELEMENTAL EFFECTS: FIRE, WATER, ICE
DESCRIPTION: This ability enchants a prepped arrow, wrapping it in a layer of Elemental Effect. The casting process requires 3 seconds, and once complete, the arrow must be fired within 12 seconds, or the effect will dissipate. Upon impact, the arrow will burst with the applied effect in a radius of approximately 3.5 meters. As the skill advances, additional elemental effects and a variably increased radius of effect will be available. Furthermore, charge count and hold time increases, while casting and recharge times will decrease.
SKILL: FLARE (SILVER TIER)
MANA USAGE: LOW
CASTING TIME: 2 (1.6) SECONDS
RECHARGE TIME: 35 (28) SECONDS
CHARGES: 3
DESCRIPTION: This ability enchants a prepped arrow, causing it to emit bright light. The casting process requires 2 seconds, and once complete, the arrow must be fired within 15 seconds, or the effect will dissipate. After being fired, the arrow will begin to glow a maximum of 6 seconds (variable at cast time) after release and will glow for 30-45 seconds (variable at cast time). If fired skyward, the arrow will descend gently towards the ground once it reaches its peak. As the skill advances, the casting and recharge time will decrease. Additionally, the duration of the glow will increase, as well as the window of opportunity to fire the arrow and the number of charges available.
SKILL: HOMING SHOT (SILVER TIER)
MANA USAGE: MEDIUM
CASTING TIME: INSTANT + 2.5 (2) SECONDS FOR LOCK
RECHARGE TIME: 35 (28) SECONDS
CHARGES: 2
DESCRIPTION: This ability imbues a prepped arrow with the power to steer itself towards an intended target. Upon cast, the archer must lock on to the target for no less than 2 seconds. The arrow must be fired within 12 seconds from initial cast, or the effect will dissipate. Homing area is a 30-degree wide cone centered on the direction of the shot. As the skill level increases, the recharge time and lock time will decrease, the window of opportunity to fire will expand as will maximum charge count. The steering capability of the projectile will also improve.
SKILL: INSTINCTIVE DODGE (SILVER TIER)
STAMINA USAGE: LOW (SPECIAL)
DESCRIPTION: Individuals possessing this skill can effortlessly evade known incoming attacks by utilizing their stamina, and have a fair chance of evading unknown incoming attacks up once every 5 seconds. As they progress to higher tiers, their likelihood of success increases, their stamina expenditure decreases, and they ultimately gain the capability to fully dodge unseen attacks.
SKILL: MULTISHOT (SILVER TIER)
MANA USAGE: MEDIUM
CASTING TIME: INSTANT
RECHARGE TIME: 35 (28) SECONDS
CHARGES: 3
MULTIPLIER: 5
DESCRIPTION: This ability imbues a prepped arrow with the power to split into 5 projectiles upon release. Each projectile can be aimed at the same target or different targets within a 30-degree cone in front of the weapon. The arrow must be fired within 15 seconds of the spell's completion, or the enchantment will dissipate. As the skill level increases, the recharge time will decrease, the window of opportunity to fire the arrow will expand, and the damage, projectile count, maximum charge count, and area of effect will increase.
SKILL: PIERCING SHOT (SILVER TIER)
MANA USAGE: MEDIUM
CASTING TIME: 1.2 (.96) SECONDS
RECHARGE TIME: 35 (28) SECONDS
CHARGES: 3
DESCRIPTION: This ability imbues a prepped arrow with enhanced power, allowing it to penetrate hardened targets with ease. The casting process requires 1.2 seconds, and once complete, the arrow must be fired within 15 seconds, or the effect will dissipate. As the skill level increases, the casting and recharge time will decrease, the window of opportunity to shoot the arrow will expand, and the damage, maximum charge count, and piercing capability will increase.
SKILL: RAPID FIRE (SILVER TIER)
MANA USAGE: MEDIUM
CASTING TIME: INSTANT
RECHARGE TIME: 24 (19.2) SECONDS
CHARGES: 3
MULTIPLIER: 6
DESCRIPTION: This ability imbues a prepped arrow to release 6 arrows in rapid succession, in the direction aimed at time of each release. The arrow must be fired within 15 seconds of the spell's completion, or the enchantment will dissipate. This skill will cause recoil when active, and care must be taken to maintain one’s target. As the skill level increases, the recharge time and recoil will decrease, the window of opportunity to fire the arrow will expand, and the damage, maximum charge count, and number of arrows fired will increase.
SKILL: RAIN OF ARROWS (SILVER TIER)
SYNERGY: MULTISHOT
MANA USAGE: MEDIUM
CASTING TIME: 4 (3.2) SECONDS
RECHARGE TIME: 48 38.4) SECONDS
CHARGES: 2
MULTIPLIERS: 5x / 3x
DESCRIPTION: This ability imbues a prepped arrow to target an area of ground 2.5-6 meters (variable at time of casting) in diameter. When the arrow is loosed upwards, the arrow will split 5x the multiplier of MULTISHOT, and then split into 3x., hitting the target area randomly. The arrow must be fired within 12 seconds of the spell's completion, or the enchantment will dissipate. Arrows are summoned objects and will disappear approximately ten seconds after striking. As the skill level increases, the recharge time will decrease, the window of opportunity to fire the arrow will expand, and the multipliers, maximum charge count, and variable area of effect will increase.
SYNERGIZED SKILL: REPLICATE ARROW (SILVER TIER)
SYNERGY: BOWYER/FLETCHER
MANA USAGE: MEDIUM
CASTING TIME: 5 SECONDS
RECHARGE TIME: 150 SECONDS
SUMMON DURATION: 2.5 HOURS (approximate)
DESCRIPTION: This ability will create summoned 2x duplicates of up to 10 non-magical arrows, 1x duplicates of up to 25 non-magical arrows, or 2x duplicates of up to 3 magic-imbued arrows. As summoned items, the arrows will dissolve approximately 2.5 hours after creation. Arrows previously summoned with this skill may be replicated. As the skill advances, its recharge time will decrease, the quantity that may be replicated increases, and the summoned duration will extend.
SKILL: SNIPER SHOT (SILVER TIER)
MANA USAGE: HIGH
CASTING TIME: 4 (3.2) SECONDS
RECHARGE TIME: 40 (32) SECONDS
CHARGES: 3
DESCRIPTION: This ability imbues a prepped arrow for extreme damage at long range. The casting process requires 4 seconds, and once complete, the arrow must be fired within 15 seconds, or the effect will dissipate. As the skill level increases, the casting and recharge time will decrease, the window of opportunity to fire the arrow will expand, and the damage, maximum charge count, and range will increase.
SKILL: STICKY WEB ARROW (SILVER TIER)
MANA USAGE: HIGH
CASTING TIME: 2 (1.6) SECONDS
RECHARGE TIME: 40 (32) SECONDS
CHARGES: 1
SUMMON DURATION: 1 MINUTE
DESCRIPTION: This ability imbues a prepped arrow to explode in a gooey, stick mass immediately before striking its target. The substance will spread over said target, binding their limbs and slowing or preventing movement. The more the target struggles, the more the substance will spread. The binding material is considered summoned and will evaporate after approximately 1 minute. The application of flame will cause the sticky substance to instantly burn away, producing very little heat. As the skill level increases, the duration of the summoning and charge count, while casting and recharge times will decrease.
SKILL: SUMMON COMPONENTS (SILVER TIER)
SYNERGY: BOWYER/FLETCHER
MANA USAGE: MEDIUM
CASTING TIME: 5 SECONDS
RECHARGE TIME: 260 SECONDS
SUMMON DURATION: 7 HOURS (approximate)
DESCRIPTION: This ability will create summoned versions of common Bowyer/Fletcher components required for the construction of up to 10 non-magical arrows and non-magical parts to complete simple repairs on up to 3 bows. As summoned items, these components will dissolve approximately 7 hours after creation. Arrows crafted with these summoned components may be replicated by the Replicate Arrow skill, but the results have the summon duration of that skill. As the skill advances, its recharge time will decrease, the summoned quantity of components will increase, and the summoned duration will extend. Furthermore, increasingly-complex magical components may be summoned.
MELDED CLASS SKILL: SUMMON GRAPPLING HOOK (SILVER TIER)
MANA USAGE: HIGH
CASTING TIME: 10 SECONDS
RECHARGE TIME: 120 SECONDS
CHARGES: 2
DESCRIPTION: This skill summons a Grappling Hook into the hands of the caster. Twist the head to extend or retract the prongs before use, otherwise they will extend at apex or impact. When loosed from a bow, or thrown, an optional summoned rope will appear, extending from the ring on the grapple. The maximum length of this summoned rope is 20 meters. Both the hook and rope have a summoned duration of approximately 10 minutes. Higher tiers of this skill reduce recharge and cast time, grant more charges, and increase duration and rope length, in addition to other effects.
This is a melded skill of TINKER + SUMMON COMPONENTS
MELDED CLASS SKILL: SUMMON MODULAR TURRET (SILVER TIER)
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MANA USAGE: VARIES
CASTING TIME: VARIES
RECHARGE TIME: 20 SECONDS
CHARGES: 12
DESCRIPTION: Summons a mechanized construct that can fire summoned arrows at mentally designated targets once every 2.5 seconds. The caster can designate a new target at any time. Turrets are assembled at time of casting from various component options, with the number of charges, amount of mana and casting time required varying based on those components. The construct must be summoned within a range of 4 meters from the caster. Turrets are summoned constructs and will dissipate after approximately 10 minutes, but can be dismissed at any time. Only 2 turrets can be deployed at a time. Summoning an additional turret will cause the oldest active turret to dissolve. Higher tiers of this skill will increase the maximum active turret count, number of charges, and improve other elements. This perk synergizes with the TINKER trait in the exploration of perk-related projects.
This is a melded skill of TINKER + SUMMON COMPONENTS + BOWYER/FLETCHER.
A Turret is assembled from up to five components: base, body, heart, head and optional enhancements.
CONSTRUCT BASE - Choose One
* Immobile Base - 1 Charge
* The construct must be affixed to a reasonably flat surface measuring at least thirty centimeters in length and width, or be able to clasp to a narrow supporting structure that is at least thirty centimeters in length. The attach point must be stable for maximum accuracy.
* Walking Base - 2 Charges
* A construct with this base is able to move at a walking speed as directed by the caster. It will not be able to traverse overly rugged terrain or steep inclines. Accuracy improves if not moving.
* Levitating Base - 3 Charges
* The construct floats approximately one meter off the ground, and is able to move at a rate slower than the walking base. Maximum height is 5 meters. Accuracy improves if not moving.
CONSTRUCT BODY - Choose One
* Standard - 1 Charge
* The construct is crafted from standard, light-weight materials that may be easily damaged or destroyed.
* Reinforced - 2 Charges
* The construct is crafted from heavy-duty materials able to absorb a bit of mistreatment
* Armored - 3 Charges
* The construct is both Reinforced as well as covered with heavy armored plates, able to handle extreme punishment and damage. Construct is also immune to fire and acid.
CONSTRUCT HEART - Choose One
* Standard - 1 Charge
* Standard Turret Heart with No Effects
* Quickened- 2 Charges
* Decrease Attack Interval by 0.5 seconds.
* Overcharged - 2 Charges
* Increase Summoned Duration by 5 minutes
NUMBER OF SHOOTING HEADS - Choose OneNote: Only the top head is able to fire fully vertical
* One Head - 1 Charge
* Two Heads - 3 Charges
* Three Heads - 5 Charges
* Four Heads - 7 Charges
ADDITIONAL CONSTRUCT EFFECTS - Optional.
NOTE: May apply only one effect to each head.
* Rapid Fire - 2 Charges per Head
* This head can hold up to 2 charges of Rapid Fire, with a recharge time of 20 seconds. It can either be used when ordered by the caster or set to be automatic on each cooldown.
* Multishot - 2 Charges per Head
* This head can hold up to 2 charges of Multishot, with a recharge time of 20 seconds. The caster is able to select a different target for each arrow within a 30-degree cone. It can either be used when ordered by the caster or set to be automatic on each cooldown. If set to automatic, all shots will aim for the same target in a 10-degree spread pattern.
* Burst Shot - 1 Charge per Head
* This head can hold up to 2 charges of Burst Shot, with a recharge time of 20 seconds. It can either be used when ordered by the caster or set to be automatic on each cooldown.
* Piercing - 2 Charges per Head
* All shots from this head have the Piercing effect.
* Self-Destruct - 2 Charges
* The Construct will explode if destroyed or when commanded to by the caster, but not when it expires naturally or is replaced by a new turret.
OFF-CLASS SKILLS
SKILL: INSPIRING MELODY (IRON TIER)
MANA USAGE: LOW (CHANNELED)
CASTING TIME: NONE (CHANNELED)
RECHARGE TIME: NONE
CHARGES: NONE
DESCRIPTION: This skill grants the capability to manipulate emotions via music or rhythmic spoken word. Effectiveness requires the willing attention of the audience, with environmental and mental distractions mitigating impact. This is a suggestive charm and thus bypasses most passive charm defenses. Will not affect those with charm immunity. It can only affect sentience capable of emotion. Further mastery increases projection strength, overall emotional intensity, range, and distraction resistance. In addition, the skill can be made increasingly effective against unwilling targets.
SKILL: SEASON (IRON TIER)
MANA USAGE: LOW (CHANNELED)
CASTING TIME: VARIES (CHANNELED)
RECHARGE TIME: NONE
CHARGES: NONE
DESCRIPTION: This skill will allow the caster to imbue a liquid with simple flavors. The intensity of this flavor is increased the longer the skill is channeled. Once imbued, the result cannot be further seasoned. Complex flavors requiring more than one simple flavor are beyond this skill at Iron Tier. The flavoring is considered a summoned material, and will evaporate approximately 4 hours after creation. Further mastery will increase the complexity of flavors that may be created as well as summoned duration, as well as permit additional magical manipulation.
SKILL: SIGIL OF AMPLIFICATION (IRON TIER)
MANA USAGE: LOW + CHANNEL
CASTING TIME: SPECIAL
RECHARGE TIME: NONE
CHARGES: NONE
DESCRIPTION: This skill allows you to etch a glowing sigil in the air. You can then push the sigil onto a person or object and it significantly increases the volume of the target's voice or any other purposely emitted sound. Tapping the Sigil once activates the amplification, while a second time deactivates it, effectively muting the Sigil’s power. The Sigil remains active as long as it is fueled by mana. Mana to power the Sigil can come from the caster or another source, and it will remain active for approximately 10 minutes once the mana source is removed, or until dismissed. At Iron Tier, you are only able to channel 1 Sigil of Amplification at a time. As you improve your mastery of this skill, the number of actively channeled Sigils permitted will increase and their overall amplification effects will improve.
CLASS PERKS
PERK OF UNKNOWN ORIGIN: ADVANCED ARCHERY (SILVER TIER)
CLASS PERK: ADVANCED ARCHERY (SILVER TIER)
MANA USAGE: SPECIAL (LOW)
CASTING TIME: NONE
RECHARGE TIME: NONE
DESCRIPTION: Individuals possessing this perk are more likely to successfully hit their intended target. The caster may utilize mana to more-accurately target particular regions of the intended target or to unerringly reflect an arrow off 2 solid surfaces without reduction to its power. At higher tiers, aptitude at utilizing mana to increase the likelihood of striking precise areas on their target increases, as does the ability to accomplish intricate, and sometimes seemingly impossible, trick shots. This perk synergizes with the TINKER trait in the exploration of perk-related projects.
CLASS PERK: AMBIDEXTERITY
DESCRIPTION: The ability to use either hand to perform actions without penalty.
SYNERGIZED CLASS PERK: BASIC HERBALISM (SILVER TIER)
SYNERGY: WILDERNESS SURVIVAL
MANA USAGE: SITUATIONAL
DESCRIPTION: Provides rudimentary knowledge of the preparation of plant-based potions, tinctures, poultices, etc. Some combinations may require varying amounts of mana to properly complete as part of the preparation process.
PERK OF UNKNOWN ORIGIN: BOOKKEEPING/LOGISTICS
DESCRIPTION: Knowledge and skill in money, inventory and logistical practices and record keeping. This perk synergizes with the TINKER trait in the exploration of perk-related projects.
CLASS PERK: BOWYER/FLETCHER (SILVER TIER)
MANA USAGE: SITUATIONAL
CASTING TIME: SITUATIONAL
RECHARGE TIME: SITUATIONAL
DESCRIPTION: Provides the knowledge to craft simple arrows and bows from common components. Higher tiers of this perk allow for advanced crafting, replicating arrows, summoning components, and imbuing crafted bows and arrows with temporary magical runes and effects, enhancing their capabilities. This perk synergizes with the TINKER trait in the exploration of perk-related projects.
SYNERGIZED CLASS PERK: DANGER SENSE (WILDERNESS)
SYNERGY: WILDERNESS TRACKING
DESCRIPTION: Provides a premonition-like danger warning in wilderness areas. Users with this perk will receive up to ten seconds warning and will also know the general direction of the danger. Functions in the same biomes as the synergized perk Wilderness Tracking. Does not function during combat or other periods of high activity or stress.
MELDED CLASS PERK: EFFECT LAYERING
DESCRIPTION: This perk allows the caster to apply multiple skill effects to a single arrow. The effects are applied in reverse order of their intended use. If the casting or use condition for any effect fails, all effects are canceled and the caster loses all charges and mana used. Mana required increases significantly with each additional effect. Caster can apply the same effect multiple times, as long as they have enough charges and mana, and all castings are completed before the first’s effect dissipates.
This is a melded perk of TINKER + ADVANCED ARCHERY.
CLASS PERK: ENDURANCE (WILDERNESS)
SYNERGY: WILDERNESS SURVIVAL
DESCRIPTION: Increased resistance to fatigue and hunger while in wilderness environments. Provides inherent resistance to the physical effects of extreme temperatures, weather and other environmental conditions. Requires the presence of mana within the person’s body to function.
CLASS PERK: MELEE COMBAT - DUAL WIELD - BLADES
DESCRIPTION: Proficiency in combat using a one-handed bladed weapon in one or both hands without penalty.
CLASS PERK: MELEE COMBAT - BOW / ARROW
DESCRIPTION: Proficiency in melee combat using a bow and/or arrow as a makeshift melee weapon.
CLASS PERK: WILDERNESS TRACKING (SILVER TIER)
MANA USAGE: SPECIAL (LOW)
DESCRIPTION: Knowledge of the tracking of people and creatures in wilderness settings. Tracking may be enhanced by channeling a small amount of mana during use. Mana enhanced tracking is only effective in woodland, marsh, swamp, plains, fields, snow and desert environments. Higher tiers of this perk will enable enhanced tracking in additional biomes and reduce likelihood of quarry being able to evade the tracker. This perk synergizes with Danger Sense (Wilderness).
CLASS PERK: WILDERNESS STEALTH (SILVER TIER)
MANA USAGE: SPECIAL (LOW)
DESCRIPTION: Knowledge of stealth techniques in any wilderness environment. Wilderness Stealth may be further enhanced by channeling a small amount of mana during use. Mana enhanced stealth is only effective in woodland, marsh, swamp, plains, fields, snow and desert environments. Higher tiers of this perk will allow enhanced wilderness stealth in additional biomes and reduce likelihood of the user being detected.
CLASS PERK: WILDERNESS SURVIVAL
DESCRIPTION: Those who possess this perk have the aptitude to sustain themselves in the wild by utilizing the natural resources available to them. They possess knowledge of essential wilderness survival skills such as hunting, trapping, foraging, fire-making, constructing shelter, and more.
OFF-CLASS PERKS
PERK OF UNKNOWN ORIGIN: CARPENTRY (IRON TIER)
MANA USAGE: SITUATIONAL
DESCRIPTION: Apprentice knowledge of carpentry and woodworking science, construction and regulations. Higher tiers of this perk allow the use of mana to assist increasingly complex project construction, as well as the crafting of magical construction components. This perk synergizes with the TINKER trait in the exploration of perk-related projects.
PERK OF UNKNOWN ORIGIN: ELECTRICAL (IRON TIER)
MANA USAGE: SITUATIONAL
DESCRIPTION: Apprentice knowledge of electrical science, construction and regulations. Higher tiers of this perk allow the use of mana to assist increasingly complex project construction, as well as the crafting of magical electrical components. This perk synergizes with the TINKER trait in the exploration of perk-related projects.
PERK OF UNKNOWN ORIGIN: PLUMBING (IRON TIER)
MANA USAGE: SITUATIONAL
DESCRIPTION: Apprentice knowledge of plumbing science, construction and regulations. Higher tiers of this perk allow the use of mana to assist increasingly complex project construction, as well as the crafting of magical plumbing components. This perk synergizes with the TINKER trait in the exploration of perk-related projects.
LEARNED PERK: MUSICIAN - HAND-HELD CHORDOPHONES
DESCRIPTION: The knowledge of how to effectively use hand-held chordophones, such as lutes or zithers. This also provides knowledge in the care and minor repair of the same. This does not include the manufacture of such instruments, beyond the most rudimentary of levels. This perk synergizes with the TINKER trait in the exploration of perk-related projects.
TRAITS
RACIAL TRAIT: CHILDLIKE CHARM
DESCRIPTION: Gnomes emit a mild charm that affects individuals with nurturing tendencies, even if subconscious. Those affected may view the Gnome as a vulnerable child in need of help or protection, rather than a potential threat. However, this charm is only suggestive in nature and cannot coerce someone into doing something they are not inclined to do. As this trait operates as a suggestive charm, it will bypass most passive charm defenses. Beings who are Gnome-sized or smaller are immune to this charm.
RACIAL TRAIT: DARKVISION
MANA USAGE: MANA MUST BE PRESENT IN USER
DESCRIPTION: Provides the ability to see in the dark with a monochromatic, false-light vision. Effect may be activated or deactivated at will. Requires the presence of mana within the Gnome's body to function.
RACIAL TRAIT: MANA-ENHANCED HEARING
MANA USAGE: MANA MUST BE PRESENT IN USER
DESCRIPTION: Gnomes possess highly sensitive hearing, enabling them to detect even faint or far-off sounds with careful concentration. When underground, a Gnome can accurately discern the direction of sound regardless of any echoes present. Requires the presence of mana within the Gnome's body to function.
RACIAL TRAIT: RESIST FEAR
MANA USAGE: SPECIAL
CASTING TIME: NONE
RECHARGE TIME: 10 MINUTES
DESCRIPTION: Gnomes possess a natural resistance towards situations and influences that evoke fear. If they happen to be affected by an active Fear effect, they may choose to spend mana in an attempt to fend it off. The amount of mana required for this depends on the intensity of the effect. This trait is ineffective against self-generated emotional fear-effects.
RACIAL TRAIT: TINKER
DESCRIPTION: Gnomes have an inherent mental ability to design, engineer and create strange new ideas, contraptions, weapons, machines and projects. Will synergize with related perks, skills and traits to expand the knowledge base that may be utilized by this trait.
SYNERGIZED PERKS: Advanced Archery, Summon Modular Turret, Carpentry, Plumbing, Electrical, Bookkeeping/Logistics, Bowyer/Fletcher, Musician - Hand-Held Chordophones
SYNERGIZED TRAITS: Underground Sense
RACIAL TRAIT: UNDERGROUND SENSE
DESCRIPTION: Like Dwarves, Gnomes have a natural affinity for underground environs. They can sense direction and grade of underground passages, and will seldom get lost. They can easily discern the stability of ceilings or floors, and how to remove rock and earth without causing collapse, etc. They possess knowledge of essential underground survival skills. Provides a premonition-like danger sense in underground areas giving the Gnome up to thirty seconds warning, as well as the general direction of the danger. This danger sense does not function during combat or other periods of high activity or stress. This trait synergizes with the TINKER trait in the exploration of trait-related projects.