Expressions
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Expressions
Everyone has somewhere they express themselves. This can range from what they focus on, where they travel to or what they create. When you create your character, you may choose up to two Expressions*: Your first Expression costs 5 CP and the second costs 6 CP.
In some cases, a player may take a 3rd Expression by giving up their 3rd Excellency slot. If you’d like to do this, please email NuminaRules@gmail.com and staff will help confirm your build.
Aspected
You have not two, but three aspects. This breadth of Aspects allows you additional abilities.
| Skill Name | Cost | Verbal | Description | Attribute |
|---|---|---|---|---|
| Third Aspect | Included | See Description | You may choose a 3rd aspect for your character. You also gain one of the following three abilities which can be performed by any of your three Aspect Traits: Bane - Spend an attribute to make a 5 Damage Packet, Melee, or Missile Attack; Balm - Spend an attribute to make a touch packet of heal 5; Repulse – Spend an attribute to make a Packet, Melee, or Missile Attack of Repel | 1 Fortitude |
| Gather Aspect | 4 | “Heal All by <trait>” | Once per Long Rest, when you are presented with a source of any of your aspects (This is a role play decision based on your aspect choice) you can spend 10 seconds of rest at the source and restore all your vitality. | N/A |
| Commune with Aspects | 2 | N/A | Once per event, after taking a Long Rest you can refresh a single 1x / event skill you used. | N/A |
| Aspect Versatility | See Description | N/A | You may purchase an additional 3 abilities from your list of available aspect abilities. | N/A |
Cultural Expertise
You are studied in your home culture and find strength within by exemplifying that culture.
| Skill Name | Cost | Verbal | Description | Attribute |
|---|---|---|---|---|
| Garb | Included | N/A | When you dress in the style of your culture you gain +1 point of value for the armor type you are wearing. | N/A |
| Bringing the Good Word of the Country | 3 | N/A | You may use your culture as your beneficial trait for effects. When you use your culture as your beneficial trait for healing effects, they are increased by 1. | This is a Thread Skill |
| The Ties That Bind | 4 | N/A | 1x / Long Rest you can turn to spirit & go directly to someone you can see who you know to be the same culture as you. | 1 Prowess |
| Cultural Versatility | See Description | N/A | You may purchase an additional 3 abilities from your list of available cultural abilities | N/A |
Empowered Aspect
You are more powerful with your aspect. You can channel additional power from your aspect.
| Skill Name | Cost | Verbal | Description | Attribute |
|---|---|---|---|---|
| Channel Aspect | Included | N/A | When you purchase this skill you choose Benign or Malevolent. If you choose Benign, you can convert all Beneficial effects you use to your Chosen Aspect Trait. As an additional effect from this skill, you also gain a +1 to healing or +1 to repair armor effects from Domain skills by your Chosen Aspect Trait. If you choose Malevolent, you can convert all non-beneficial called effects to Chosen Aspect Trait. As an additional effect from this skill, you also gain a +1 to damage effects from your Domain skills by your Chosen Aspect Trait. | This is a Thread Skill |
| Greater Aspect Weapons | 4 | N/A | You gain the Aspect weapon skill of one of your Aspects and your Aspect weapons are immune to Destroy Effects and Disarm Effects. | N/A |
| Greater Aspect Attack | 4 | ‘6 damage by [Trait]’ | When you purchase this skill choose Melee, Missile or Packet attack. Spend one attribute to make an attack of that type for 6 damage by [Chosen Aspect Trait]. | Prowess |
| Greater Aspect Balm | 4 | “See Description” | You can “Absorb to Heal 2”, “Cure” or “Purge” an effect by Your Chosen Aspect Trait. | 1 Fortitude |
Far Traveler
You are at home in more than a single place, learning skills and knowledge from each of them.
Fortune teller
You have learned how to read the future through a fortune telling device such as cards, bones, tea leaves or other mediums. Your fortunes have power.
| Skill Name | Cost | Verbal | Description | Attribute |
|---|---|---|---|---|
| Prophecy | Included | See skill description | Do a reading in a Place of Peace. Based on your interpretation, choose one of these: 1. ‘Grant 2 protection by Trance’. Followed by ‘Grant 2 protection to self by Trance’ 2. ‘Grant melee attack 2 damage.’ Followed by ‘Grant melee attack 2 damage to self by Trance.’ 3. ‘Grant heal 2 by Trance’. Followed by ‘Grant heal 2 to self by Trance’ | 1 Insight |
| Greater Prophecy | 3 | N/A | Grants from the skill prophecy are all increased by +1 | Thread Skill |
| Healing a friend | 3 | ‘Heal 2 to ‘Name’’ | Once per Short Rest you can heal one of those whose fortunes you told this gather as your vision predicted their time of need. Make a beneficial packet attack to heal the target. | N/A |
| Hear a new tale | 4 | N/A | Listen to a tale from a group who went on an adventure you were not on. You may send an info skill about that adventure. This counts as an additional info skill beyond your normal two. The format of this skill should describe the adventure you were told about and then a question related to what occurred during the adventure. | N/A |
Heartbinder
You are a center of the community and acts which bring the community together give you strength, which you then pass on to others.
| Skill Name | Cost | Verbal | Description | Attribute |
|---|---|---|---|---|
| Empowered Time of Rest | Included | ‘Grant 2 protection to self by Sleep’ | You can enchant a dwelling, so that everyone who sleeps there gains 2 protection when they awaken and leave the dwelling. Put a sign on the door of the dwelling which reminds people of this effect. | N/A |
| Empowered Feast | 4 | ‘Grant one Vitality by inspiration’ | One time per event, when you sit with someone else to eat a full meal you can “Grant one Vitality” to yourself and your companion. | N/A |
| Empowered Audience | 2 | ‘Refresh 1 <choose Prowess, Insight or Fortitude> by Harmony’ | Once per Long Rest, when you are an audience for a performance you can imbue the performer by clapping and then speaking with the performer afterwards, complimenting their work and refreshing one Prowess, Insight, or Fortitude to them. | N/A |
| Empowered Game | 2 | ‘Heal All’ | When, in a Place of Peace, you play or watch a game of up to 6 people, at the end of the round you can ‘Heal All’ to everyone in the game. | N/A |
Foreseer
You can look into the future and learn from those visions, preparing for what is to come.
Oracle
You can look into the future and learn from those visions, preparing for what is to come.
Performer
You enjoy performing in front of others, be it juggling, dancing or other forms of entertainment.
Prodigy
You were a young prodigy in your field and learned deeply of those skills.
| Skill Name | Cost | Verbal | Description | Attribute |
|---|---|---|---|---|
| Complete Focus | Included | ‘Purge Mental’ | To use this skill you must carry an item representative of your Foundation. Take 3 seconds of Role Play while touching the item and spend a single attribute to purge any mental effect. If the item is on your person and you are affected by a paralyze effect, you can still use this skill. | 1 Fortitude |
| Complimentary Exchange | 4 | ‘Grant 4 protection by Inspiration’ | You may pass along your appreciation to someone on their skill in their Foundation. This is a roleplaying choice on your part of what is appropriate. After showing your appreciation you may use a Touch Packet on them for the effect. | 1 Insight |
| Well Founded | 4 | N/A | You gain an additional use per event of each of your per event Foundation Skills. | N/A |
| Tricks of the Trade | 4 | See description | Once per Long Rest, if you hold an item of your Foundation while taking a Short Rest, you can use the skill “Fire’s Touch, Air’s Touch, Water’s Touch, Ice’s Touch, or Lightning’s Touch” without having to spend Void. | N/A |
Remembrancer
You are tied to Death and help the living remember the dead through their Memento Mori.
Savant
You dabbled in many skills and learned bits and pieces from all of them.
(note, if you have multiple foundations any 1x / event skill you purchase can be used in any of the situations appropriate to all of your foundations)
| Skill Name | Cost | Verbal | Description | Attribute |
|---|---|---|---|---|
| Skilled Learner | Included | Select a second Foundation. You can choose to purchase skills from that Foundation as well as your first. This grants you the trait for that foundation. The maximum number of Foundation skills you can take increases by 1. You may choose one of the following Open Skills and gain it at no additional cost: Buckler, Disarm Trap, Pick Locks, Cornucopia, Merchant, Platform, Resourceful, Two Weapons. | N/A See description | |
| Fast Learner | 4 | Once per Long Rest, you may use any crafting skill or skill with an attribute cost you know the rules for. You do not need to have that skill as a skill you have purchased with CP. If that skill has an attribute cost, you must spend the cost. | ||
| Multi-talented | 4 | Select a third Foundation. You can choose to purchase skills from that Foundation as well as your first two. The maximum number of Foundation skills you can take increases by 1. You may choose one of the following Open Skills and gain it at no additional cost: Buckler, Disarm Trap, Pick Locks, Cornucopia, Merchant, Platform, Resourceful, Two Weapons. | N/A | |
| Hard at Work | 4 | N/A | You gain an additional point of Vitality. This point can allow you to go above the maximum. | N/A |
Songsmith
You have the gift of song within you and you let it flow into the world.
Strategist
Virtuoso
You not only preform, but you create new works of performance art.