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.
| Skill Name | Cost | Verbal | Description | Attribute |
|---|---|---|---|---|
| Dual Citizenship | Included | See Description | Select a second culture. This grants you the trait for your second culture. You may now choose to purchase skills from that culture as well as your first. You also gain the ability to grant strength to those of any of your cultures. Spend an attribute point and use a touch packet of ‘Grant (melee, missile, or packet) attack to Culture ‘5 Damage by Presence’’ | 1 Fortitude |
| Multinational | 4 | N/A | Select a third culture. This grants you the trait for your third culture. You may now choose to purchase skills from that culture as well as your first two. You also gain the ability to save those of your chosen nations. You can use this skill on any who share a culture that you have: Once per event make a touch packet of “Cure Death to Culture” | N/A |
| Spreading Appreciation | 4 | ‘Grant <attack> 4 damage by Will’ | Say a short phrase or otherwise perform an action in a manner that exemplifies your culture (something you feel meets the style and mannerisms defined in the cultural writeup) to grant an attack (melee, missile or magic) for yourself or another. | 1 Insight |
| Hardy Traveler | 3 | N/A | You gain an additional point of one attribute of your choice (Prowess, Fortitude or Insight). | N/A |
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.
| Skill Name | Cost | Verbal | Description | Attribute |
|---|---|---|---|---|
| Ward Misfortune | Included | ‘Grant Guard to Self by Trance’ | After a Short Rest, spend an attribute for a Guard, that will block the first called melee, missile, or packet attack, thereby warding off misfortune from yourself. After a Long Rest you gain a Guard without spending the attribute. | 1 Fortitude |
| Certainty is Strength | 2 | N/A | You gain an additional point of Purpose. In addition, if a vision is presented to you by plot, you can fully refresh one of Prowess, Insight, or Fortitude. | N/A |
| Avoid Ill fortune | 3 | ‘Stabilize to Self’ or ‘Reduce to 10 Damage’ | You saw this moment where you might die and prepared for it. Either, If you are unstable and hit 59 seconds, you can spend an attribute and stabilize. Additionally, if you are hit by a death effect, spend 1 Prowess to reduce the effect to ‘10 damage’ | 1 Prowess |
| Erase the wounds of the past | 4 | ‘Heal all by trance’ | If you listen to a PC’s story (for more than 30 seconds) about something they have done this gather in a Place of Peace you can call upon the gravitas of their actions to remove their wounds and your own. Make a beneficial packet attack to heal them. | N/A |
Oracle
You can look into the future and learn from those visions, preparing for what is to come.
| Skill Name | Cost | Verbal | Description | Attribute |
|---|---|---|---|---|
| See the Question | Included | N/A | Write your research skill in the following way: I don’t know the exact question I’m looking to ask, but I want to accomplish something plot relevant. Example: Who can I talk to about this thing? Or I’m trying to learn something impactful about <Insert Name> plot? | N/A |
| Speak in Tongues | 3 | ‘Gibberish’ | When you are affected by the silence spell you can still use skills and spells that normally require a verbal. You must say a short phrase in gibberish before you call the effect. | N/A |
| Drinking away the future | 4 | ‘Grant 2 Protection’ | When you are in the tavern drinking with a group of companions of no more than 6 total, you can grant 2 protection to the group. | 1 Insight |
| Blessed of the Constellations | 2 | ‘1x / Event’ | You gain the ability to start a negotiation with Shade beings. Your group takes on Spirit form and you and your entire group can approach the Shade being and say ‘Negotiations’ If they say ‘No Effect’ you must return to your previous location and then lose your spirit effect. If they accept the Negotiation, you can continue to speak and are a spirit until negotiations end. At which point you return to your starting point as a spirit. | N/A |
Performer
You enjoy performing in front of others, be it juggling, dancing or other forms of entertainment.
| Skill Name | Cost | Verbal | Description | Attribute |
|---|---|---|---|---|
| Protective Performance | Included | ‘Grant 2 protection’ | When in a Place of Peace, grant 2 protection to one person. Alternatively when you use this skill after giving a Performance you can grant to all performers. | 1 Insight |
| Set the Scene | 4 | ‘Grant Defense, Guard’ | When you return from an adventure you may sing a short song or tell a short tale to set the scene of what occurred. To protect yourself and your companions for the next set of perils, you gain two ‘Grant Guard’ effects that can be used on yourself or your companions. You may only use this ability once per Long Rest. If you take a Long Rest after returning from an adventure and do not use this ability, it is lost. | N/A |
| Composition | 3 | ‘Refresh Ability X’ (‘to self’) | Once per event refresh one Long Rest skill. Once per Long Rest, if you create a new or expand upon a existing performance art script or lyrics you can refresh this skill. | N/A |
| Grand performance | 3 | Grant 1 Prowess, Insight or Fortitude to self | Once per event, when there is a concert, show, or other grand performance and you perform in that venue, as a reward for yourself for performing, you may ‘Grant One Prowess, Insight or Fortitude’ to yourself. | N/A |
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.
| Skill Name | Cost | Verbal | Description | Attribute |
|---|---|---|---|---|
| Tongue of the Moth | Included | ‘Speak to Dead’ | As with the powers of the moths to hear the voices of the dead, you too can speak and learn from them. You gain the ability to “Speak to Dead” and “Speak to Spirit” of the Dead. This allows you to speak to someone lying dead in front of you, or someone who has turned to spirit after they died. | 1x / Short Rest |
| Carry Token | 3 | Unique skill based on chosen Momento Mori | You may carry one of three tokens on you at any time. You can switch your token after a long rest in a place of Peace. 1. Token of Joy - 1 / Long Rest - if you fall unstable and your deathcount reaches 59 seconds you can stabilize. 2. Token of Sorrow - 1 / Long rest you can increase a melee, missile, or packet attack to be “and Agony by Fear”. This is a thread skill. 3. Token of Wonder - 1 / Long rest, spend two Prowess and “Grant Melee attack Five Damage and Grant Extra Melee attack Five Damage”. | N/A |
| Friend of Death | 4 | N/A | Should you die, you are known to Death as a Remembrancer and may gain additional concessions from Death (or not at their discretion) while you are within death’s realm. Invoke within Death’s realm upon meeting Death while you are a spirit of the dead, by saying the phrase “I carry the memories of the dead”. | N/A |
| Sooth Memory | 4 | ‘Cure Mental by Memory’ | You can sooth those whose minds are disrupted and disturbed. You can spend one point of Insight to “Cure Mental by Memory” | 1 Insight |
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.
| Skill Name | Cost | Verbal | Description | Attribute |
|---|---|---|---|---|
| Revel in yourself | Included | ‘2 Damage by Force’ or ‘Heal 2 by Harmony’ | You gain a pool of two effects either two beneficial packets of ‘Heal 2 by Harmony’ effects or two packet attacks of ‘2 Damage by Force.’ This pool starts the game empty. Once per Short Rest, When you sing a song of no less than a minute, just because, with no audience or acclaim required, you can choose to refresh this pool. (You may use this ability while taking a Long or Short Rest) | N/A |
| The Song Game | 4 | ‘Purge Mental to self’ | When you play a song game or sing a childish tune you can purge a mental effect upon completion of the song. | 1 Insight |
| Answer with a song | 4 | ‘Heal 3 to Self’ | When someone speaks to you or sings at you and you answer them back with a song or verse, heal 3 to self. This is not a spell so you do not need your hands free, and you can be in combat while using this ability. | 1 Prowess |
| Choral | 4 | N/A | When you get a group of people to join you in a song of no less than 30 seconds, your next called damage or healing effect is increased by 3. | Thread Skill |
Strategist
| Skill Name | Cost | Verbal | Description | Attribute |
|---|---|---|---|---|
| Better a Forfeit than a Loss | Included | ‘Resist’ | You keep a chess board, deck of cards or other game in a state of half play in your cabin or a public area that occupies no more than one foot on a side. You may ‘Resist’ an effect, but in so doing you forfeit the game. To refresh this ability you must reset the game and replay it to the half-played state. | N/A |
| Enjoying the game | 3 | ‘Imbue Short Rest’ | Once per event, you can ‘Imbue Short Rest’ to another person. Once per Long Rest, while in a Place of Peace, you can renew this ability by playing a game of strategy, insight or luck with one or more opponents. | N/A |
| The joy of victory | 4 | ‘Grant 2 protection’ | You have a pool of 3 Grant 2 protection effects. This pool starts game full. You can refresh by spending an attribute when, within a Place of Peace, you win a game you play with another person or persons. | 1 Fortitude |
| Breaking the rules | 3 | ‘By Luck…’ | Four times per event you can call upon luck and use a skill that requires Fortitude, Insight or Prowess without spending the attribute. When you use the skill start by saying ‘By Luck…’ | N/A |
Virtuoso
You not only preform, but you create new works of performance art.
| Skill Name | Cost | Verbal | Description | Attribute |
|---|---|---|---|---|
| Performance of battle | Included | ‘Grant Melee attack 2 Damage’ | In a Place of Peace, you can grant a melee attack of 2 damage. If you have just completed a Performance, you can use this skill on up to 4 people. | 1 Fortitude |
| Climactic Moment | 3 | N/A | When you are in a Place of Peace, skills that allow you to provide multiple beneficial effects, gain an additional effect. | Thread Skill |
| Performance of recovery | 4 | ‘Heal 5 by Water’ | If you are in a Place of Peace, upon completing a Short Rest, you can heal 5 by Water to one person. If instead of a Short Rest you have just completed a performance, you can use this skill on up to 4 people. | N/A |
| Find the Stage | 4 | N/A | Once per Long Rest, You may take a Short Rest and upon completion, treat your current location as a Place of Peace for the purpose of one skill from this Expression. Additionally, this ability allows you to perform while you are taking a Short Rest. If you have this skill, you can perform while you are taking your Short Rest. | N/A |