@opencharacter/orc-sf-2e 0.0.0-stage → 0.1.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +39 -0
- package/README.md +254 -2
- package/content/ammunition/battery-advanced.yaml +4 -0
- package/content/ammunition/battery-commercial.yaml +4 -0
- package/content/ammunition/battery-elite.yaml +4 -0
- package/content/ammunition/battery-superior.yaml +4 -0
- package/content/ammunition/battery-tactical.yaml +4 -0
- package/content/ammunition/chem-tank-advanced.yaml +4 -0
- package/content/ammunition/chem-tank-commercial.yaml +4 -0
- package/content/ammunition/chem-tank-elite.yaml +4 -0
- package/content/ammunition/chem-tank-superior.yaml +4 -0
- package/content/ammunition/chem-tank-tactical.yaml +4 -0
- package/content/ammunition/projectile-ammo.yaml +4 -0
- package/content/ancestries/android.yaml +31 -0
- package/content/ancestries/barathu.yaml +26 -0
- package/content/ancestries/human.yaml +13 -0
- package/content/ancestries/kasatha.yaml +26 -0
- package/content/ancestries/lashunta.yaml +24 -0
- package/content/ancestries/pahtra.yaml +27 -0
- package/content/ancestries/shirren.yaml +27 -0
- package/content/ancestries/skittermander.yaml +29 -0
- package/content/ancestries/vesk.yaml +27 -0
- package/content/ancestries/ysoki.yaml +28 -0
- package/content/archetypes/envoy.yaml +3 -0
- package/content/archetypes/mystic.yaml +3 -0
- package/content/archetypes/operative.yaml +5 -0
- package/content/archetypes/solarian.yaml +3 -0
- package/content/archetypes/soldier.yaml +3 -0
- package/content/archetypes/witchwarper.yaml +5 -0
- package/content/armor/aegis-series.yaml +14 -0
- package/content/armor/armored-coat.yaml +13 -0
- package/content/armor/bulky-flight-suit.yaml +13 -0
- package/content/armor/carbon-skin.yaml +12 -0
- package/content/armor/ceramic-suit.yaml +14 -0
- package/content/armor/decorative-armor.yaml +14 -0
- package/content/armor/defiance-series.yaml +14 -0
- package/content/armor/defrex-hide.yaml +14 -0
- package/content/armor/flight-suit.yaml +12 -0
- package/content/armor/freebooter-armor.yaml +14 -0
- package/content/armor/hardlight-series.yaml +13 -0
- package/content/armor/kyokor-plating.yaml +14 -0
- package/content/armor/microcord-armor.yaml +13 -0
- package/content/armor/quilted-armor.yaml +13 -0
- package/content/armor/scaled-plate.yaml +14 -0
- package/content/armor/second-skin.yaml +12 -0
- package/content/armor/shotalashu-armor.yaml +14 -0
- package/content/armor/swarmsuit.yaml +14 -0
- package/content/armor/tempweave.yaml +12 -0
- package/content/armor/thinplate.yaml +14 -0
- package/content/armor/travel-suit.yaml +11 -0
- package/content/armor/vesk-scales.yaml +12 -0
- package/content/augmentations/artificial-immortalizer.yaml +7 -0
- package/content/augmentations/autodreamer.yaml +4 -0
- package/content/augmentations/autorecognition-lens.yaml +4 -0
- package/content/augmentations/cardiac-accelerator.yaml +4 -0
- package/content/augmentations/cloaking-skin-advanced.yaml +4 -0
- package/content/augmentations/cloaking-skin-commercial.yaml +4 -0
- package/content/augmentations/cloaking-skin-tactical.yaml +4 -0
- package/content/augmentations/cognition-accelerator.yaml +7 -0
- package/content/augmentations/cosmic-connector.yaml +7 -0
- package/content/augmentations/darkvision-capacitors-commercial.yaml +4 -0
- package/content/augmentations/darkvision-capacitors-tactical.yaml +4 -0
- package/content/augmentations/datajack-advanced.yaml +4 -0
- package/content/augmentations/datajack-commercial.yaml +4 -0
- package/content/augmentations/datajack-tactical.yaml +4 -0
- package/content/augmentations/dermal-plating-advanced.yaml +4 -0
- package/content/augmentations/dermal-plating-commercial.yaml +4 -0
- package/content/augmentations/dermal-plating-elite.yaml +4 -0
- package/content/augmentations/dermal-plating-paragon.yaml +4 -0
- package/content/augmentations/dermal-plating-superior.yaml +4 -0
- package/content/augmentations/dermal-plating-tactical.yaml +4 -0
- package/content/augmentations/dermal-plating-ultimate.yaml +4 -0
- package/content/augmentations/dragon-gland-advanced.yaml +4 -0
- package/content/augmentations/dragon-gland-commercial.yaml +4 -0
- package/content/augmentations/dragon-gland-elite.yaml +4 -0
- package/content/augmentations/dragon-gland-superior.yaml +4 -0
- package/content/augmentations/dragon-gland-tactical.yaml +4 -0
- package/content/augmentations/dragon-gland-ultimate.yaml +4 -0
- package/content/augmentations/gill-sheath.yaml +4 -0
- package/content/augmentations/hearing-aid.yaml +4 -0
- package/content/augmentations/hideaway-limb-commercial.yaml +4 -0
- package/content/augmentations/hideaway-limb-tactical.yaml +4 -0
- package/content/augmentations/hypernerves.yaml +12 -0
- package/content/augmentations/laser-eye.yaml +4 -0
- package/content/augmentations/moodskin.yaml +4 -0
- package/content/augmentations/muscle-invigorator.yaml +12 -0
- package/content/augmentations/nano-optics-node.yaml +4 -0
- package/content/augmentations/photosynthetic-skin.yaml +4 -0
- package/content/augmentations/presence-intensifier.yaml +17 -0
- package/content/augmentations/prosthetic-limb.yaml +4 -0
- package/content/augmentations/psychoactive-eyes-commercial.yaml +4 -0
- package/content/augmentations/psychoactive-eyes-tactical.yaml +4 -0
- package/content/augmentations/regenerative-rune-splice.yaml +4 -0
- package/content/augmentations/retinal-reflectors.yaml +4 -0
- package/content/augmentations/shielding-skin-advanced.yaml +4 -0
- package/content/augmentations/shielding-skin-commercial.yaml +4 -0
- package/content/augmentations/shielding-skin-tactical.yaml +4 -0
- package/content/augmentations/speed-suspension-advanced.yaml +4 -0
- package/content/augmentations/speed-suspension-commercial.yaml +4 -0
- package/content/augmentations/speed-suspension-tactical.yaml +4 -0
- package/content/augmentations/telepathy-node.yaml +4 -0
- package/content/augmentations/ultralight-wings-advanced.yaml +10 -0
- package/content/augmentations/ultralight-wings-commercial.yaml +10 -0
- package/content/augmentations/ultralight-wings-superior.yaml +10 -0
- package/content/augmentations/ultralight-wings-tactical.yaml +10 -0
- package/content/augmentations/venom-spur.yaml +4 -0
- package/content/augmentations/vocal-modulator.yaml +10 -0
- package/content/augmentations/voice-amplifier.yaml +10 -0
- package/content/augmentations/wildwise-graft.yaml +4 -0
- package/content/backgrounds/artist.yaml +18 -0
- package/content/backgrounds/athlete.yaml +18 -0
- package/content/backgrounds/bounty-hunter.yaml +18 -0
- package/content/backgrounds/brutaris-player.yaml +18 -0
- package/content/backgrounds/city-slicker.yaml +18 -0
- package/content/backgrounds/cleaner.yaml +18 -0
- package/content/backgrounds/comedian.yaml +18 -0
- package/content/backgrounds/cook.yaml +18 -0
- package/content/backgrounds/corporate-agent.yaml +18 -0
- package/content/backgrounds/cyberborn.yaml +19 -0
- package/content/backgrounds/detective.yaml +18 -0
- package/content/backgrounds/diplomat.yaml +18 -0
- package/content/backgrounds/disciple.yaml +39 -0
- package/content/backgrounds/doctor.yaml +18 -0
- package/content/backgrounds/dream-prophet.yaml +18 -0
- package/content/backgrounds/electrician.yaml +18 -0
- package/content/backgrounds/emissary.yaml +18 -0
- package/content/backgrounds/gambler.yaml +18 -0
- package/content/backgrounds/gene-splicer.yaml +31 -0
- package/content/backgrounds/grifter.yaml +18 -0
- package/content/backgrounds/hacker.yaml +18 -0
- package/content/backgrounds/icon.yaml +18 -0
- package/content/backgrounds/laborer.yaml +18 -0
- package/content/backgrounds/miner.yaml +18 -0
- package/content/backgrounds/outlaw.yaml +18 -0
- package/content/backgrounds/prisoner.yaml +18 -0
- package/content/backgrounds/raised-by-belief.yaml +39 -0
- package/content/backgrounds/recluse.yaml +18 -0
- package/content/backgrounds/scientist.yaml +18 -0
- package/content/backgrounds/smuggler.yaml +18 -0
- package/content/backgrounds/socialite.yaml +18 -0
- package/content/backgrounds/space-pirate.yaml +18 -0
- package/content/backgrounds/spacefarer.yaml +18 -0
- package/content/backgrounds/street-rat.yaml +18 -0
- package/content/backgrounds/teacher.yaml +31 -0
- package/content/backgrounds/tech-support.yaml +18 -0
- package/content/backgrounds/timelost.yaml +16 -0
- package/content/backgrounds/trooper.yaml +19 -0
- package/content/backgrounds/vidgamer.yaml +18 -0
- package/content/boosts/cha.yaml +5 -0
- package/content/boosts/con.yaml +5 -0
- package/content/boosts/dex.yaml +5 -0
- package/content/boosts/int.yaml +5 -0
- package/content/boosts/str.yaml +5 -0
- package/content/boosts/wis.yaml +5 -0
- package/content/classes/envoy.yaml +127 -0
- package/content/classes/mystic/connections/akashic.yaml +101 -0
- package/content/classes/mystic/connections/elemental.yaml +102 -0
- package/content/classes/mystic/connections/healing.yaml +101 -0
- package/content/classes/mystic/connections/rhythm.yaml +98 -0
- package/content/classes/mystic/connections/shadow.yaml +98 -0
- package/content/classes/mystic.yaml +115 -0
- package/content/classes/operative.yaml +206 -0
- package/content/classes/solarian.yaml +115 -0
- package/content/classes/soldier.yaml +116 -0
- package/content/classes/witchwarper/anchors/core-memories.yaml +257 -0
- package/content/classes/witchwarper/anchors/focal-point.yaml +31 -0
- package/content/classes/witchwarper/anchors/tangible-object.yaml +31 -0
- package/content/classes/witchwarper/paradoxes/analyst.yaml +101 -0
- package/content/classes/witchwarper/paradoxes/anomaly.yaml +101 -0
- package/content/classes/witchwarper/paradoxes/lost-history.yaml +101 -0
- package/content/classes/witchwarper/paradoxes/precog.yaml +101 -0
- package/content/classes/witchwarper.yaml +128 -0
- package/content/conditions/blinded.yaml +8 -0
- package/content/conditions/clumsy.yaml +8 -0
- package/content/conditions/concealed.yaml +4 -0
- package/content/conditions/confused.yaml +4 -0
- package/content/conditions/controlled.yaml +2 -0
- package/content/conditions/dazzled.yaml +4 -0
- package/content/conditions/deafened.yaml +8 -0
- package/content/conditions/doomed.yaml +4 -0
- package/content/conditions/drained.yaml +12 -0
- package/content/conditions/dying.yaml +6 -0
- package/content/conditions/encumbered.yaml +4 -0
- package/content/conditions/enfeebled.yaml +8 -0
- package/content/conditions/fascinated.yaml +8 -0
- package/content/conditions/fatigued.yaml +8 -0
- package/content/conditions/fleeing.yaml +2 -0
- package/content/conditions/frightened.yaml +12 -0
- package/content/conditions/glitching.yaml +40 -0
- package/content/conditions/grabbed.yaml +5 -0
- package/content/conditions/hidden.yaml +4 -0
- package/content/conditions/immobilized.yaml +4 -0
- package/content/conditions/invisible.yaml +4 -0
- package/content/conditions/off-guard.yaml +9 -0
- package/content/conditions/paralyzed.yaml +5 -0
- package/content/conditions/persistent-damage.yaml +33 -0
- package/content/conditions/petrified.yaml +2 -0
- package/content/conditions/prone.yaml +10 -0
- package/content/conditions/quickened.yaml +4 -0
- package/content/conditions/restrained.yaml +5 -0
- package/content/conditions/sickened.yaml +30 -0
- package/content/conditions/slowed.yaml +4 -0
- package/content/conditions/stunned.yaml +4 -0
- package/content/conditions/stupefied.yaml +14 -0
- package/content/conditions/suppressed.yaml +14 -0
- package/content/conditions/unconscious.yaml +21 -0
- package/content/conditions/untethered.yaml +5 -0
- package/content/conditions/wounded.yaml +4 -0
- package/content/consumables/10th-rank-spell-gem.yaml +9 -0
- package/content/consumables/1st-rank-spell-gem.yaml +9 -0
- package/content/consumables/2nd-rank-spell-gem.yaml +9 -0
- package/content/consumables/3rd-rank-spell-gem.yaml +9 -0
- package/content/consumables/4th-rank-spell-gem.yaml +9 -0
- package/content/consumables/5th-rank-spell-gem.yaml +9 -0
- package/content/consumables/6th-rank-spell-gem.yaml +9 -0
- package/content/consumables/7th-rank-spell-gem.yaml +9 -0
- package/content/consumables/8th-rank-spell-gem.yaml +9 -0
- package/content/consumables/9th-rank-spell-gem.yaml +9 -0
- package/content/consumables/abysium-ammunition-high-grade.yaml +4 -0
- package/content/consumables/abysium-ammunition-standard-grade.yaml +4 -0
- package/content/consumables/abysium-grenade-missile-high-grade.yaml +4 -0
- package/content/consumables/abysium-grenade-missile-standard-grade.yaml +4 -0
- package/content/consumables/adamantine-ammunition-high-grade.yaml +4 -0
- package/content/consumables/adamantine-ammunition-standard-grade.yaml +4 -0
- package/content/consumables/adamantine-grenade-missile-high-grade.yaml +4 -0
- package/content/consumables/adamantine-grenade-missile-standard-grade.yaml +4 -0
- package/content/consumables/advanced-glow-up-spell-amp.yaml +9 -0
- package/content/consumables/advanced-resist-energy-spell-amp.yaml +9 -0
- package/content/consumables/bone-serum.yaml +4 -0
- package/content/consumables/celebrity-serum.yaml +11 -0
- package/content/consumables/cellular-stimulant-spell-amp.yaml +9 -0
- package/content/consumables/cold-iron-ammunition-high-grade.yaml +4 -0
- package/content/consumables/cold-iron-ammunition-low-grade.yaml +4 -0
- package/content/consumables/cold-iron-ammunition-standard-grade.yaml +4 -0
- package/content/consumables/cold-iron-grenade-missile-high-grade.yaml +4 -0
- package/content/consumables/cold-iron-grenade-missile-low-grade.yaml +4 -0
- package/content/consumables/cold-iron-grenade-missile-standard-grade.yaml +4 -0
- package/content/consumables/commando-serum.yaml +4 -0
- package/content/consumables/commercial-cairn-form-spell-amp.yaml +9 -0
- package/content/consumables/commercial-glow-up-spell-amp.yaml +9 -0
- package/content/consumables/commercial-resist-energy-spell-amp.yaml +9 -0
- package/content/consumables/djezet-ammunition-high-grade.yaml +4 -0
- package/content/consumables/djezet-ammunition-standard-grade.yaml +4 -0
- package/content/consumables/djezet-grenade-missile-high-grade.yaml +4 -0
- package/content/consumables/djezet-grenade-missile-standard-grade.yaml +4 -0
- package/content/consumables/dull-yellow-ore-ammunition-high-grade.yaml +4 -0
- package/content/consumables/dull-yellow-ore-ammunition-standard-grade.yaml +4 -0
- package/content/consumables/dull-yellow-ore-grenade-missile-high-grade.yaml +4 -0
- package/content/consumables/dull-yellow-ore-grenade-missile-standard-grade.yaml +4 -0
- package/content/consumables/electromag-grenade-advanced.yaml +11 -0
- package/content/consumables/electromag-grenade-commercial.yaml +11 -0
- package/content/consumables/electromag-grenade-elite.yaml +11 -0
- package/content/consumables/electromag-grenade-paragon.yaml +11 -0
- package/content/consumables/electromag-grenade-superior.yaml +11 -0
- package/content/consumables/electromag-grenade-tactical.yaml +11 -0
- package/content/consumables/electromag-grenade-ultimate.yaml +11 -0
- package/content/consumables/feline-senses-spell-amp.yaml +9 -0
- package/content/consumables/flash-grenade-advanced.yaml +12 -0
- package/content/consumables/flash-grenade-commercial.yaml +12 -0
- package/content/consumables/flash-grenade-elite.yaml +12 -0
- package/content/consumables/flash-grenade-paragon.yaml +12 -0
- package/content/consumables/flash-grenade-superior.yaml +12 -0
- package/content/consumables/flash-grenade-tactical.yaml +12 -0
- package/content/consumables/flash-grenade-ultimate.yaml +12 -0
- package/content/consumables/fly-spell-amp.yaml +9 -0
- package/content/consumables/frag-grenade-advanced.yaml +11 -0
- package/content/consumables/frag-grenade-commercial.yaml +11 -0
- package/content/consumables/frag-grenade-elite.yaml +11 -0
- package/content/consumables/frag-grenade-paragon.yaml +11 -0
- package/content/consumables/frag-grenade-superior.yaml +11 -0
- package/content/consumables/frag-grenade-tactical.yaml +11 -0
- package/content/consumables/frag-grenade-ultimate.yaml +11 -0
- package/content/consumables/haste-spell-amp.yaml +9 -0
- package/content/consumables/hypopen-advanced.yaml +4 -0
- package/content/consumables/hypopen-commercial.yaml +4 -0
- package/content/consumables/hypopen-elite.yaml +4 -0
- package/content/consumables/hypopen-superior.yaml +4 -0
- package/content/consumables/hypopen-tactical.yaml +4 -0
- package/content/consumables/hypopen-ultimate.yaml +4 -0
- package/content/consumables/incendiary-grenade-advanced.yaml +11 -0
- package/content/consumables/incendiary-grenade-commercial.yaml +11 -0
- package/content/consumables/incendiary-grenade-elite.yaml +11 -0
- package/content/consumables/incendiary-grenade-paragon.yaml +11 -0
- package/content/consumables/incendiary-grenade-superior.yaml +11 -0
- package/content/consumables/incendiary-grenade-tactical.yaml +11 -0
- package/content/consumables/incendiary-grenade-ultimate.yaml +11 -0
- package/content/consumables/infiltrator-serum.yaml +17 -0
- package/content/consumables/invisibility-spell-amp.yaml +9 -0
- package/content/consumables/jump-spell-amp.yaml +9 -0
- package/content/consumables/medpatch-advanced.yaml +19 -0
- package/content/consumables/medpatch-commercial.yaml +12 -0
- package/content/consumables/medpatch-elite.yaml +19 -0
- package/content/consumables/medpatch-superior.yaml +19 -0
- package/content/consumables/medpatch-tactical.yaml +19 -0
- package/content/consumables/medpatch-ultimate.yaml +19 -0
- package/content/consumables/noqual-ammunition-high-grade.yaml +4 -0
- package/content/consumables/noqual-ammunition-standard-grade.yaml +4 -0
- package/content/consumables/noqual-grenade-missile-high-grade.yaml +4 -0
- package/content/consumables/noqual-grenade-missile-standard-grade.yaml +4 -0
- package/content/consumables/orichalcum-ammunition-high-grade.yaml +4 -0
- package/content/consumables/orichalcum-grenade-missile-high-grade.yaml +4 -0
- package/content/consumables/sharpshooter-serum-commercial.yaml +4 -0
- package/content/consumables/sharpshooter-serum-tactical.yaml +4 -0
- package/content/consumables/shimmerstone-ammunition-high-grade.yaml +4 -0
- package/content/consumables/shimmerstone-ammunition-standard-grade.yaml +4 -0
- package/content/consumables/shimmerstone-grenade-missile-high-grade.yaml +4 -0
- package/content/consumables/shimmerstone-grenade-missile-standard-grade.yaml +4 -0
- package/content/consumables/shimmerstone-serum.yaml +4 -0
- package/content/consumables/shrink-spell-amp.yaml +9 -0
- package/content/consumables/siccatite-ammunition-high-grade.yaml +4 -0
- package/content/consumables/siccatite-ammunition-standard-grade.yaml +4 -0
- package/content/consumables/siccatite-grenade-missile-high-grade.yaml +4 -0
- package/content/consumables/siccatite-grenade-missile-standard-grade.yaml +4 -0
- package/content/consumables/silver-ammunition-high-grade.yaml +4 -0
- package/content/consumables/silver-ammunition-low-grade.yaml +4 -0
- package/content/consumables/silver-ammunition-standard-grade.yaml +4 -0
- package/content/consumables/silver-grenade-missile-high-grade.yaml +4 -0
- package/content/consumables/silver-grenade-missile-low-grade.yaml +4 -0
- package/content/consumables/silver-grenade-missile-standard-grade.yaml +4 -0
- package/content/consumables/smoke-grenade-advanced.yaml +4 -0
- package/content/consumables/smoke-grenade-commercial.yaml +4 -0
- package/content/consumables/smoke-grenade-elite.yaml +4 -0
- package/content/consumables/smoke-grenade-paragon.yaml +4 -0
- package/content/consumables/smoke-grenade-superior.yaml +4 -0
- package/content/consumables/smoke-grenade-tactical.yaml +4 -0
- package/content/consumables/smoke-grenade-ultimate.yaml +4 -0
- package/content/consumables/sprayflesh.yaml +4 -0
- package/content/consumables/tactical-cairn-form-spell-amp.yaml +9 -0
- package/content/consumables/tactical-glow-up-spell-amp.yaml +9 -0
- package/content/consumables/tactical-resist-energy-spell-amp.yaml +9 -0
- package/content/crystals/cycling.yaml +5 -0
- package/content/crystals/gluon-advanced.yaml +13 -0
- package/content/crystals/gluon-commercial.yaml +13 -0
- package/content/crystals/gluon-superior.yaml +13 -0
- package/content/crystals/gluon-tactical.yaml +13 -0
- package/content/crystals/graviton-commercial.yaml +11 -0
- package/content/crystals/graviton-tactical.yaml +11 -0
- package/content/crystals/photon-commercial.yaml +11 -0
- package/content/crystals/photon-tactical.yaml +11 -0
- package/content/crystals/quasar.yaml +7 -0
- package/content/crystals/striking-advanced.yaml +8 -0
- package/content/crystals/striking-commercial.yaml +8 -0
- package/content/crystals/striking-tactical.yaml +8 -0
- package/content/crystals/weapon-potency-advanced.yaml +8 -0
- package/content/crystals/weapon-potency-commercial.yaml +8 -0
- package/content/crystals/weapon-potency-tactical.yaml +8 -0
- package/content/effects/bring-it-on.yaml +14 -0
- package/content/effects/get-em.yaml +17 -0
- package/content/effects/glitched.yaml +8 -0
- package/content/effects/speed-circumstance-penalty.yaml +8 -0
- package/content/effects/speed-status-penalty.yaml +8 -0
- package/content/effects/taking-cover.yaml +19 -0
- package/content/effects/treated-disease.yaml +25 -0
- package/content/effects/treated-poison.yaml +25 -0
- package/content/feats/ancestry/adaptable-limbs.yaml +5 -0
- package/content/feats/ancestry/adapted-augmentations.yaml +4 -0
- package/content/feats/ancestry/adapted-cantrip.yaml +5 -0
- package/content/feats/ancestry/adaptive-adept.yaml +7 -0
- package/content/feats/ancestry/advanced-general-training.yaml +12 -0
- package/content/feats/ancestry/advanced-targeting-system.yaml +4 -0
- package/content/feats/ancestry/advantageous-assault.yaml +4 -0
- package/content/feats/ancestry/all-hands-on-deck-skittermander.yaml +4 -0
- package/content/feats/ancestry/all-hands-on-deck.yaml +4 -0
- package/content/feats/ancestry/allsix.yaml +4 -0
- package/content/feats/ancestry/alluring-pheromones.yaml +4 -0
- package/content/feats/ancestry/android-lore.yaml +23 -0
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- package/content/spells/warp-time.yaml +4 -0
- package/content/spells/warp-world.yaml +20 -0
- package/content/spells/water-breathing.yaml +10 -0
- package/content/spells/water-walk.yaml +10 -0
- package/content/spells/wave-of-despair.yaml +18 -0
- package/content/spells/wave-of-warning.yaml +12 -0
- package/content/spells/weight-of-ages.yaml +14 -0
- package/content/spells/wild-bond.yaml +4 -0
- package/content/spells/wisp-ally.yaml +13 -0
- package/content/spells/x-ray-vision.yaml +10 -0
- package/content/templates/solar/group-axe.yaml +5 -0
- package/content/templates/solar/group-brawling.yaml +5 -0
- package/content/templates/solar/group-club.yaml +5 -0
- package/content/templates/solar/group-flail.yaml +5 -0
- package/content/templates/solar/group-hammer.yaml +5 -0
- package/content/templates/solar/group-knife.yaml +5 -0
- package/content/templates/solar/group-pick.yaml +5 -0
- package/content/templates/solar/group-polearm.yaml +5 -0
- package/content/templates/solar/group-spear.yaml +5 -0
- package/content/templates/solar/group-sword.yaml +5 -0
- package/content/templates/solar/trait-agile.yaml +4 -0
- package/content/templates/solar/trait-disarm.yaml +4 -0
- package/content/templates/solar/trait-free-hand.yaml +4 -0
- package/content/templates/solar/trait-grapple.yaml +4 -0
- package/content/templates/solar/trait-nonlethal.yaml +4 -0
- package/content/templates/solar/trait-parry.yaml +4 -0
- package/content/templates/solar/trait-reach.yaml +4 -0
- package/content/templates/solar/trait-shove.yaml +4 -0
- package/content/templates/solar/trait-sweep.yaml +4 -0
- package/content/templates/solar/trait-trip.yaml +4 -0
- package/content/templates/solar/trait-twin.yaml +4 -0
- package/content/templates/solar/trait-two-hand.yaml +5 -0
- package/content/templates/solar/trait-versatile.yaml +5 -0
- package/content/templates/solar/type-bludgeoning.yaml +5 -0
- package/content/templates/solar/type-piercing.yaml +5 -0
- package/content/templates/solar/type-slashing.yaml +5 -0
- package/content/upgrades/active-camouflage-advanced.yaml +7 -0
- package/content/upgrades/active-camouflage-commercial.yaml +7 -0
- package/content/upgrades/active-camouflage-tactical.yaml +7 -0
- package/content/upgrades/adaptive-energy-shielding.yaml +5 -0
- package/content/upgrades/animated-intelligence-advanced.yaml +5 -0
- package/content/upgrades/animated-intelligence-commercial.yaml +5 -0
- package/content/upgrades/animated-intelligence-tactical.yaml +5 -0
- package/content/upgrades/auto-cpr-unit.yaml +5 -0
- package/content/upgrades/basic-environmental-protection.yaml +5 -0
- package/content/upgrades/bipod-advanced.yaml +5 -0
- package/content/upgrades/bipod-commercial.yaml +5 -0
- package/content/upgrades/bipod-tactical.yaml +5 -0
- package/content/upgrades/cloaking-device-commercial.yaml +5 -0
- package/content/upgrades/cloaking-device-tactical.yaml +5 -0
- package/content/upgrades/darkvision-visor.yaml +5 -0
- package/content/upgrades/energy-shielding-advanced.yaml +5 -0
- package/content/upgrades/energy-shielding-commercial.yaml +5 -0
- package/content/upgrades/energy-shielding-tactical.yaml +5 -0
- package/content/upgrades/entropic-destabilizer-commercial.yaml +5 -0
- package/content/upgrades/entropic-destabilizer-tactical.yaml +5 -0
- package/content/upgrades/explosive-defense-unit.yaml +5 -0
- package/content/upgrades/fear-projector-commercial.yaml +5 -0
- package/content/upgrades/fear-projector-tactical.yaml +5 -0
- package/content/upgrades/filtered-rebreather-advanced.yaml +5 -0
- package/content/upgrades/filtered-rebreather-commercial.yaml +5 -0
- package/content/upgrades/filtered-rebreather-elite.yaml +5 -0
- package/content/upgrades/filtered-rebreather-superior.yaml +5 -0
- package/content/upgrades/filtered-rebreather-tactical.yaml +5 -0
- package/content/upgrades/fireburst-chamber.yaml +5 -0
- package/content/upgrades/flaming-module-commercial.yaml +5 -0
- package/content/upgrades/flaming-module-tactical.yaml +5 -0
- package/content/upgrades/force-field-advanced.yaml +5 -0
- package/content/upgrades/force-field-commercial.yaml +5 -0
- package/content/upgrades/force-field-elite.yaml +5 -0
- package/content/upgrades/force-field-paragon.yaml +5 -0
- package/content/upgrades/force-field-superior.yaml +5 -0
- package/content/upgrades/force-field-tactical.yaml +5 -0
- package/content/upgrades/force-field-ultimate.yaml +5 -0
- package/content/upgrades/frost-module-commercial.yaml +5 -0
- package/content/upgrades/frost-module-tactical.yaml +5 -0
- package/content/upgrades/ghost-killer.yaml +5 -0
- package/content/upgrades/glamer-projector.yaml +5 -0
- package/content/upgrades/holy-module-commercial.yaml +5 -0
- package/content/upgrades/holy-module-tactical.yaml +5 -0
- package/content/upgrades/jetpack-commercial.yaml +5 -0
- package/content/upgrades/jetpack-tactical.yaml +5 -0
- package/content/upgrades/jump-jets.yaml +5 -0
- package/content/upgrades/load-lifter-advanced.yaml +5 -0
- package/content/upgrades/load-lifter-commercial.yaml +5 -0
- package/content/upgrades/load-lifter-tactical.yaml +5 -0
- package/content/upgrades/loudener-commercial.yaml +5 -0
- package/content/upgrades/loudener-tactical.yaml +5 -0
- package/content/upgrades/maneuvering-unit-advanced.yaml +5 -0
- package/content/upgrades/maneuvering-unit-commercial.yaml +5 -0
- package/content/upgrades/maneuvering-unit-superior.yaml +5 -0
- package/content/upgrades/maneuvering-unit-tactical.yaml +5 -0
- package/content/upgrades/merciful.yaml +5 -0
- package/content/upgrades/mobility-enhancer.yaml +5 -0
- package/content/upgrades/quicklock.yaml +5 -0
- package/content/upgrades/radiation-buffer-advanced.yaml +5 -0
- package/content/upgrades/radiation-buffer-commercial.yaml +5 -0
- package/content/upgrades/radiation-buffer-superior.yaml +5 -0
- package/content/upgrades/radiation-buffer-tactical.yaml +5 -0
- package/content/upgrades/retrieval-boosters.yaml +5 -0
- package/content/upgrades/shock-module-commercial.yaml +5 -0
- package/content/upgrades/shock-module-tactical.yaml +5 -0
- package/content/upgrades/silencer-commercial.yaml +5 -0
- package/content/upgrades/silencer-tactical.yaml +5 -0
- package/content/upgrades/smugglers-grip-commercial.yaml +5 -0
- package/content/upgrades/smugglers-grip-tactical.yaml +5 -0
- package/content/upgrades/snipers-scope-advanced.yaml +5 -0
- package/content/upgrades/snipers-scope-commercial.yaml +5 -0
- package/content/upgrades/snipers-scope-superior.yaml +5 -0
- package/content/upgrades/snipers-scope-tactical.yaml +5 -0
- package/content/upgrades/thermal-capacitor-advanced.yaml +5 -0
- package/content/upgrades/thermal-capacitor-commercial.yaml +5 -0
- package/content/upgrades/thermal-capacitor-superior.yaml +5 -0
- package/content/upgrades/thermal-capacitor-tactical.yaml +5 -0
- package/content/upgrades/truesight-sight-commercial.yaml +5 -0
- package/content/upgrades/truesight-sight-tactical.yaml +5 -0
- package/content/upgrades/undermounted-grenade-launcher-advanced.yaml +5 -0
- package/content/upgrades/undermounted-grenade-launcher-commercial.yaml +5 -0
- package/content/upgrades/undermounted-grenade-launcher-superior.yaml +5 -0
- package/content/upgrades/undermounted-grenade-launcher-tactical.yaml +5 -0
- package/content/upgrades/uniclamp.yaml +5 -0
- package/content/weapons/acid-dart-rifle.yaml +17 -0
- package/content/weapons/aeon-rifle.yaml +17 -0
- package/content/weapons/arc-emitter.yaml +19 -0
- package/content/weapons/arc-pistol.yaml +17 -0
- package/content/weapons/arc-rifle.yaml +17 -0
- package/content/weapons/artillery-laser.yaml +17 -0
- package/content/weapons/assassin-rifle.yaml +26 -0
- package/content/weapons/autotarget-rifle.yaml +17 -0
- package/content/weapons/barathu-tentacle.yaml +11 -0
- package/content/weapons/baton.yaml +12 -0
- package/content/weapons/battle-ribbon.yaml +12 -0
- package/content/weapons/battleglove.yaml +12 -0
- package/content/weapons/bio-cannon.yaml +12 -0
- package/content/weapons/bone-scepter.yaml +13 -0
- package/content/weapons/boom-pistol.yaml +18 -0
- package/content/weapons/breaching-gun.yaml +17 -0
- package/content/weapons/card-slinger.yaml +19 -0
- package/content/weapons/chakram.yaml +13 -0
- package/content/weapons/coil-rifle.yaml +19 -0
- package/content/weapons/crossbolter.yaml +17 -0
- package/content/weapons/cryopike.yaml +13 -0
- package/content/weapons/disintegration-lash.yaml +12 -0
- package/content/weapons/doshko.yaml +12 -0
- package/content/weapons/dueling-sword.yaml +13 -0
- package/content/weapons/fangblade.yaml +13 -0
- package/content/weapons/fist.yaml +11 -0
- package/content/weapons/flamethrower.yaml +19 -0
- package/content/weapons/flaming-blade.yaml +14 -0
- package/content/weapons/force-needle.yaml +19 -0
- package/content/weapons/forms/aerial-form/bat-fangs.yaml +13 -0
- package/content/weapons/forms/aerial-form/bat-wing.yaml +13 -0
- package/content/weapons/forms/aerial-form/bird-beak.yaml +13 -0
- package/content/weapons/forms/aerial-form/bird-talon.yaml +13 -0
- package/content/weapons/forms/aerial-form/pterosaur-beak.yaml +13 -0
- package/content/weapons/forms/aerial-form/wasp-stinger.yaml +13 -0
- package/content/weapons/forms/elemental-form/air-gust.yaml +13 -0
- package/content/weapons/forms/elemental-form/earth-boulder.yaml +13 -0
- package/content/weapons/forms/elemental-form/fire-tendril.yaml +13 -0
- package/content/weapons/forms/elemental-form/metal-blade.yaml +13 -0
- package/content/weapons/forms/elemental-form/water-wave.yaml +13 -0
- package/content/weapons/forms/elemental-form/wood-branch.yaml +13 -0
- package/content/weapons/forms/insect-form/ant-mandibles.yaml +13 -0
- package/content/weapons/forms/insect-form/beetle-mandibles.yaml +13 -0
- package/content/weapons/forms/insect-form/centipede-mandibles.yaml +13 -0
- package/content/weapons/forms/insect-form/mantis-foreleg.yaml +13 -0
- package/content/weapons/forms/insect-form/scorpion-pincer.yaml +13 -0
- package/content/weapons/forms/insect-form/scorpion-stinger.yaml +13 -0
- package/content/weapons/forms/insect-form/spider-fangs.yaml +13 -0
- package/content/weapons/grindblade.yaml +13 -0
- package/content/weapons/gyrojet-pistol.yaml +17 -0
- package/content/weapons/hammer.yaml +13 -0
- package/content/weapons/knife.yaml +14 -0
- package/content/weapons/laser-pistol.yaml +17 -0
- package/content/weapons/laser-rifle.yaml +17 -0
- package/content/weapons/machine-gun.yaml +17 -0
- package/content/weapons/magnetar-rifle.yaml +17 -0
- package/content/weapons/nano-edge-rapier.yaml +13 -0
- package/content/weapons/neural-lash.yaml +13 -0
- package/content/weapons/pahtra-claw.yaml +11 -0
- package/content/weapons/pahtra-jaws.yaml +11 -0
- package/content/weapons/painglaive.yaml +13 -0
- package/content/weapons/phase-cutlass.yaml +13 -0
- package/content/weapons/plasma-cannon.yaml +19 -0
- package/content/weapons/plasma-caster.yaml +18 -0
- package/content/weapons/plasma-doshko.yaml +12 -0
- package/content/weapons/plasma-sword.yaml +12 -0
- package/content/weapons/polyglove.yaml +13 -0
- package/content/weapons/pulse-gauntlet.yaml +19 -0
- package/content/weapons/pulsecaster-pistol.yaml +17 -0
- package/content/weapons/puzzleblade.yaml +12 -0
- package/content/weapons/reaction-breacher.yaml +17 -0
- package/content/weapons/rotating-pistol.yaml +17 -0
- package/content/weapons/rotolaser.yaml +17 -0
- package/content/weapons/scattergun.yaml +19 -0
- package/content/weapons/screamer.yaml +19 -0
- package/content/weapons/seeker-rifle.yaml +18 -0
- package/content/weapons/semi-auto-pistol.yaml +17 -0
- package/content/weapons/shield-bash.yaml +12 -0
- package/content/weapons/shirren-eye-rifle.yaml +19 -0
- package/content/weapons/shock-pad.yaml +12 -0
- package/content/weapons/shock-truncheon.yaml +12 -0
- package/content/weapons/shooting-starknife.yaml +15 -0
- package/content/weapons/shuriken-drone.yaml +15 -0
- package/content/weapons/singing-coil.yaml +20 -0
- package/content/weapons/singing-spear.yaml +13 -0
- package/content/weapons/solar-flare-dedication-graviton.yaml +11 -0
- package/content/weapons/solar-flare-dedication-photon.yaml +11 -0
- package/content/weapons/solar-flare-graviton.yaml +12 -0
- package/content/weapons/solar-flare-photon.yaml +12 -0
- package/content/weapons/solar-weapon.yaml +10 -0
- package/content/weapons/sonic-rifle.yaml +18 -0
- package/content/weapons/starfall-pistol.yaml +19 -0
- package/content/weapons/stellar-cannon.yaml +19 -0
- package/content/weapons/stomachmouth-jaws.yaml +11 -0
- package/content/weapons/streetsweeper.yaml +18 -0
- package/content/weapons/tailblade.yaml +11 -0
- package/content/weapons/talon.yaml +13 -0
- package/content/weapons/thermal-dynafan.yaml +20 -0
- package/content/weapons/vesk-claw.yaml +11 -0
- package/content/weapons/vesk-jaws.yaml +11 -0
- package/content/weapons/vesk-tail.yaml +11 -0
- package/content/weapons/ysoki-jaws.yaml +11 -0
- package/content/weapons/zero-cannon.yaml +19 -0
- package/content/weapons/zero-knife.yaml +13 -0
- package/content/weapons/zero-pistol.yaml +17 -0
- package/content/worn/aeon-stone-guiding.yaml +4 -0
- package/content/worn/aeon-stone-life-giving.yaml +4 -0
- package/content/worn/aeon-stone-navigating.yaml +10 -0
- package/content/worn/aeon-stone-projecting.yaml +4 -0
- package/content/worn/aeon-stone-uplifting.yaml +10 -0
- package/content/worn/akashic-lens-advanced.yaml +10 -0
- package/content/worn/akashic-lens-commercial.yaml +10 -0
- package/content/worn/akashic-lens-tactical.yaml +10 -0
- package/content/worn/antigrav-harness-advanced.yaml +10 -0
- package/content/worn/antigrav-harness-commercial.yaml +10 -0
- package/content/worn/antigrav-harness-tactical.yaml +10 -0
- package/content/worn/duo-enhancers.yaml +4 -0
- package/content/worn/hardlight-handwraps-advanced.yaml +4 -0
- package/content/worn/hardlight-handwraps-commercial.yaml +4 -0
- package/content/worn/hardlight-handwraps-elite.yaml +4 -0
- package/content/worn/hardlight-handwraps-paragon.yaml +4 -0
- package/content/worn/hardlight-handwraps-superior.yaml +4 -0
- package/content/worn/hardlight-handwraps-tactical.yaml +4 -0
- package/content/worn/hardlight-handwraps-ultimate.yaml +4 -0
- package/content/worn/null-space-chamber-advanced.yaml +4 -0
- package/content/worn/null-space-chamber-commercial.yaml +4 -0
- package/content/worn/null-space-chamber-superior.yaml +4 -0
- package/content/worn/null-space-chamber-tactical.yaml +4 -0
- package/dist/i18n/en.d.ts +3 -0
- package/dist/i18n/en.js +2 -0
- package/dist/i18n/en.json +7298 -0
- package/dist/index.d.ts +3 -0
- package/dist/index.js +2 -0
- package/dist/release.json +178039 -0
- package/i18n/en/ancestries.yaml +189 -0
- package/i18n/en/ancestry-feats.yaml +519 -0
- package/i18n/en/archetypes.yaml +258 -0
- package/i18n/en/armor.yaml +152 -0
- package/i18n/en/backgrounds.yaml +165 -0
- package/i18n/en/core.yaml +852 -0
- package/i18n/en/envoy.yaml +230 -0
- package/i18n/en/equipment-more.yaml +718 -0
- package/i18n/en/feats-general.yaml +644 -0
- package/i18n/en/gear.yaml +237 -0
- package/i18n/en/mystic.yaml +235 -0
- package/i18n/en/names.yaml +25 -0
- package/i18n/en/operative.yaml +226 -0
- package/i18n/en/sf-core.yaml +172 -0
- package/i18n/en/skills.yaml +288 -0
- package/i18n/en/solarian.yaml +414 -0
- package/i18n/en/soldier.yaml +172 -0
- package/i18n/en/spells.yaml +2893 -0
- package/i18n/en/tags.yaml +130 -0
- package/i18n/en/types.yaml +346 -0
- package/i18n/en/weapons.yaml +178 -0
- package/i18n/en/witchwarper.yaml +233 -0
- package/i18n/en.yaml +518 -0
- package/pack.yaml +28 -0
- package/package.json +57 -3
- package/rules/advancement.yaml +37 -0
- package/rules/afflictions.yaml +174 -0
- package/rules/ancestry-feats.yaml +50 -0
- package/rules/archetype-feats.yaml +64 -0
- package/rules/archetype-spellcasting.yaml +193 -0
- package/rules/archetypes.yaml +142 -0
- package/rules/battle-forms.yaml +32 -0
- package/rules/building.yaml +82 -0
- package/rules/checks.yaml +172 -0
- package/rules/class-numbers.yaml +39 -0
- package/rules/class-traits.yaml +8 -0
- package/rules/conditions.yaml +213 -0
- package/rules/core.yaml +67 -0
- package/rules/creation.yaml +147 -0
- package/rules/defenses.yaml +75 -0
- package/rules/effects.yaml +33 -0
- package/rules/envoy.yaml +10 -0
- package/rules/equipment.yaml +581 -0
- package/rules/feat-traits.yaml +12 -0
- package/rules/feats.yaml +12 -0
- package/rules/general-feats.yaml +12 -0
- package/rules/heritages.yaml +19 -0
- package/rules/hero-points.yaml +6 -0
- package/rules/layout.yaml +269 -0
- package/rules/magic-items.yaml +151 -0
- package/rules/mystic.yaml +36 -0
- package/rules/operative.yaml +33 -0
- package/rules/rituals.yaml +101 -0
- package/rules/sf-core.yaml +2 -0
- package/rules/skill-actions-athletics.yaml +589 -0
- package/rules/skill-actions-medicine.yaml +326 -0
- package/rules/skill-actions-sf.yaml +147 -0
- package/rules/skill-actions-social.yaml +457 -0
- package/rules/skill-actions-stealth.yaml +483 -0
- package/rules/skill-actions.yaml +504 -0
- package/rules/skills.yaml +3201 -0
- package/rules/solarian.yaml +36 -0
- package/rules/soldier.yaml +31 -0
- package/rules/spellcasting.yaml +1216 -0
- package/rules/spells-high.yaml +17 -0
- package/rules/strikes.yaml +818 -0
- package/rules/tags.yaml +159 -0
- package/rules/traits.yaml +35 -0
- package/rules/treasure.yaml +342 -0
- package/rules/upgrades.yaml +41 -0
- package/rules/witchwarper.yaml +20 -0
package/dist/i18n/en.js
ADDED
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@@ -0,0 +1,2 @@
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1
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+
// Generated by pnpm build:packs. Do not edit.
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export default {"languages.common.name":"Common","languages.barathu.name":"Barathu","languages.draconic.name":"Draconic","languages.kasatha.name":"Kasatha","languages.lashunta.name":"Lashunta","languages.orcish.name":"Orcish","languages.pahtra.name":"Pahtra","languages.shirren.name":"Shirren","languages.skittermander.name":"Skittermander","languages.vesk.name":"Vesk","languages.ysoki.name":"Ysoki","ancestries.android.name":"Android","ancestries.android.description":"Synthetic people with organic-seeming bodies and true souls. 8 Hit Points, Medium, 25 feet. Boosts: Dexterity, Intelligence, free; flaw: Charisma. Low-light vision. Constructed: +1 circumstance bonus to saves against diseases, poisons and radiation, and you always have basic environmental protections. One more language.","ancestries.android.choices.heritage.prompt":"Heritage","ancestries.android.choices.boosts.prompt":"Ancestry attribute boosts","ancestries.android.choices.boosts.options.standard.name":"The ancestry's boosts and flaw","ancestries.android.choices.boosts.options.standard.choices.free.prompt":"A free attribute boost","ancestries.android.choices.boosts.options.alternate.name":"Two free boosts instead","ancestries.android.choices.boosts.options.alternate.choices.free.prompt":"Two free attribute boosts","ancestries.barathu.name":"Barathu","ancestries.barathu.description":"Floating, mutable beings who adapt their bodies and merge with one another. 8 Hit Points, Medium, 5 feet. Boosts: Constitution, Wisdom, free; flaw: Dexterity. Limited telepathy, 30 feet. Genetic Adaptation: you retrain an ancestry feat, even a lineage feat, in a day of downtime.","ancestries.barathu.choices.heritage.prompt":"Heritage","ancestries.barathu.choices.boosts.prompt":"Ancestry attribute boosts","ancestries.barathu.choices.boosts.options.standard.name":"The ancestry's boosts and flaw","ancestries.barathu.choices.boosts.options.standard.choices.free.prompt":"A free attribute boost","ancestries.barathu.choices.boosts.options.alternate.name":"Two free boosts instead","ancestries.barathu.choices.boosts.options.alternate.choices.free.prompt":"Two free attribute boosts","ancestries.human.name":"Human","ancestries.human.description":"Adaptable and ambitious, found across the galaxy. 8 Hit Points, Medium, 25 feet. Two free boosts. One more language.","ancestries.human.choices.heritage.prompt":"Heritage","ancestries.human.choices.boosts.prompt":"Ancestry attribute boosts","ancestries.kasatha.name":"Kasatha","ancestries.kasatha.description":"Four-armed desert nomads bound by tradition. 8 Hit Points, Medium, 25 feet. Boosts: Strength, Wisdom, free; flaw: Charisma. Four-Armed: you hold up to four hands' worth of items, and Switch Hands (1 action) picks the active pair you wield with. One more language.","ancestries.kasatha.choices.heritage.prompt":"Heritage","ancestries.kasatha.choices.boosts.prompt":"Ancestry attribute boosts","ancestries.kasatha.choices.boosts.options.standard.name":"The ancestry's boosts and flaw","ancestries.kasatha.choices.boosts.options.standard.choices.free.prompt":"A free attribute boost","ancestries.kasatha.choices.boosts.options.alternate.name":"Two free boosts instead","ancestries.kasatha.choices.boosts.options.alternate.choices.free.prompt":"Two free attribute boosts","ancestries.lashunta.name":"Lashunta","ancestries.lashunta.description":"Telepathic humanoids whose adaptive genetics shape them as they grow. 6 Hit Points, Medium, 25 feet. Boosts: Charisma, free. Limited telepathy, 30 feet.","ancestries.lashunta.choices.heritage.prompt":"Heritage","ancestries.lashunta.choices.boosts.prompt":"Ancestry attribute boosts","ancestries.lashunta.choices.boosts.options.standard.name":"The ancestry's boosts","ancestries.lashunta.choices.boosts.options.standard.choices.free.prompt":"A free attribute boost","ancestries.lashunta.choices.boosts.options.alternate.name":"Two free boosts instead","ancestries.lashunta.choices.boosts.options.alternate.choices.free.prompt":"Two free attribute boosts","ancestries.pahtra.name":"Pahtra","ancestries.pahtra.description":"Proud, graceful felines with a strong sense of luck and independence. 8 Hit Points, Medium, 25 feet. Boosts: Charisma, Dexterity, free; flaw: Constitution. Darkvision.","ancestries.pahtra.choices.heritage.prompt":"Heritage","ancestries.pahtra.choices.boosts.prompt":"Ancestry attribute boosts","ancestries.pahtra.choices.boosts.options.standard.name":"The ancestry's boosts and flaw","ancestries.pahtra.choices.boosts.options.standard.choices.free.prompt":"A free attribute boost","ancestries.pahtra.choices.boosts.options.alternate.name":"Two free boosts instead","ancestries.pahtra.choices.boosts.options.alternate.choices.free.prompt":"Two free attribute boosts","ancestries.shirren.name":"Shirren","ancestries.shirren.description":"Insectile people who broke from a hive mind and prize their individuality. 10 Hit Points, Medium, 25 feet. Boosts: Constitution, Wisdom, free; flaw: Charisma. Limited telepathy, 30 feet. One more language.","ancestries.shirren.choices.heritage.prompt":"Heritage","ancestries.shirren.choices.boosts.prompt":"Ancestry attribute boosts","ancestries.shirren.choices.boosts.options.standard.name":"The ancestry's boosts and flaw","ancestries.shirren.choices.boosts.options.standard.choices.free.prompt":"A free attribute boost","ancestries.shirren.choices.boosts.options.alternate.name":"Two free boosts instead","ancestries.shirren.choices.boosts.options.alternate.choices.free.prompt":"Two free attribute boosts","ancestries.skittermander.name":"Skittermander","ancestries.skittermander.description":"Small, six-armed, boundlessly eager helpers. 6 Hit Points, Small, 25 feet. Boosts: Charisma, Dexterity, free; flaw: Wisdom. Low-light vision. Six-Armed: you hold up to six hands' worth of items, and Switch Hands (1 action) picks the active pair. One more language.","ancestries.skittermander.choices.heritage.prompt":"Heritage","ancestries.skittermander.choices.boosts.prompt":"Ancestry attribute boosts","ancestries.skittermander.choices.boosts.options.standard.name":"The ancestry's boosts and flaw","ancestries.skittermander.choices.boosts.options.standard.choices.free.prompt":"A free attribute boost","ancestries.skittermander.choices.boosts.options.alternate.name":"Two free boosts instead","ancestries.skittermander.choices.boosts.options.alternate.choices.free.prompt":"Two free attribute boosts","ancestries.vesk.name":"Vesk","ancestries.vesk.description":"Reptilian warriors of an expansionist people, honorable and fierce. 10 Hit Points, Medium, 20 feet. Boosts: Constitution, Strength, free; flaw: Wisdom. Low-light vision. One more language.","ancestries.vesk.choices.heritage.prompt":"Heritage","ancestries.vesk.choices.boosts.prompt":"Ancestry attribute boosts","ancestries.vesk.choices.boosts.options.standard.name":"The ancestry's boosts and flaw","ancestries.vesk.choices.boosts.options.standard.choices.free.prompt":"A free attribute boost","ancestries.vesk.choices.boosts.options.alternate.name":"Two free boosts instead","ancestries.vesk.choices.boosts.options.alternate.choices.free.prompt":"Two free attribute boosts","ancestries.ysoki.name":"Ysoki","ancestries.ysoki.description":"Small, quick-witted rodent folk of scrappers and traders. 6 Hit Points, Small, 25 feet. Boosts: Dexterity, Intelligence, free; flaw: Strength. Low-light vision. Sharp Teeth: a jaws unarmed attack, 1d4 piercing, brawling group, agile and finesse. One more language.","ancestries.ysoki.choices.heritage.prompt":"Heritage","ancestries.ysoki.choices.boosts.prompt":"Ancestry attribute boosts","ancestries.ysoki.choices.boosts.options.standard.name":"The ancestry's boosts and flaw","ancestries.ysoki.choices.boosts.options.standard.choices.free.prompt":"A free attribute boost","ancestries.ysoki.choices.boosts.options.alternate.name":"Two free boosts instead","ancestries.ysoki.choices.boosts.options.alternate.choices.free.prompt":"Two free attribute boosts","weapons.ysoki-jaws.name":"Jaws","weapons.ysoki-jaws.description":"Your prominent incisors: 1d4 piercing, brawling group, agile and finesse.","heritages.desert-world-kasatha.name":"Desert World Kasatha","heritages.desert-world-kasatha.description":"You gain the Quick Jump feat, and sand isn't uneven ground for you.","heritages.dying-world-survivalist.name":"Dying World Survivalist","heritages.dying-world-survivalist.description":"You can Hustle twice as long while exploring, and a group you Hustle with can Hustle 10 more minutes (20 from 13th level). You gain the Feather Step feat.","heritages.shipborn-kasatha.name":"Shipborn Kasatha","heritages.shipborn-kasatha.description":"A success on a saving throw against an emotion effect is a critical success.","heritages.stellar-nomad-kasatha.name":"Stellar Nomad Kasatha","heritages.stellar-nomad-kasatha.description":"During daily preparations you can learn an edict or anathema of an ancestry, philosophy or faith; while you follow it you're trained in the related Lore until you prepare again (not for prerequisites).","heritages.coming-of-age-kasatha.name":"Coming-of-Age Kasatha","heritages.coming-of-age-kasatha.description":"You're trained in Society and gain the Streetwise feat.","heritages.damaya-lashunta.name":"Damaya Lashunta","heritages.damaya-lashunta.description":"An Intelligence boost and a Constitution flaw (your free ancestry boost can't be Intelligence). You're trained in Diplomacy and gain the Additional Lore feat.","heritages.korasha-lashunta.name":"Korasha Lashunta","heritages.korasha-lashunta.description":"A Strength boost and a Wisdom flaw (your free ancestry boost can't be Strength). 8 Hit Points from your ancestry instead of 6, and a +1 circumstance bonus to Athletics checks to Shove or Trip.","heritages.unbound-lashunta.name":"Unbound Lashunta","heritages.unbound-lashunta.description":"You gain the Unbound Mind reaction.","heritages.hunter-stalker-pahtra.name":"Hunter-Stalker Pahtra","heritages.hunter-stalker-pahtra.description":"In a natural, undeveloped environment, a +2 circumstance bonus to Stealth checks to Hide and Sneak, Survival checks to Subsist, and your Survival DC to Cover Tracks.","heritages.chosen-pahtra.name":"Chosen Pahtra","heritages.chosen-pahtra.description":"The first time each day you critically fail a saving throw, you reroll it as a free action (a fortune effect).","heritages.rime-walker-pahtra.name":"Rime Walker Pahtra","heritages.rime-walker-pahtra.description":"Cold resistance equal to half your level (minimum 1), and environmental cold is one step less extreme for you.","heritages.sand-roamer.name":"Sand Roamer","heritages.sand-roamer.description":"You're Small. You ignore difficult terrain and uneven ground from sand, and gain fire resistance equal to half your level (minimum 1).","heritages.courtier-shirren.name":"Courtier Shirren","heritages.courtier-shirren.description":"Your limited telepathy carries emotions too, and you gain a +2 circumstance bonus to Sense Motive against a creature communicating with you telepathically.","heritages.defiant-shirren.name":"Defiant Shirren","heritages.defiant-shirren.description":"A success on a Will save against an effect of a hive-mind creature, its allies, or a creature under a controlling effect is a critical success. You gain the Rebellious Defiance action.","heritages.iridescent-shirren.name":"Iridescent Shirren","heritages.iridescent-shirren.description":"You can Feint a target within 10 feet, and you gain the Shimmering Dazzle action.","heritages.castaway-shirren.name":"Castaway Shirren","heritages.castaway-shirren.description":"A bio-cannon ranged unarmed attack: 1d6 acid, range increment 20 feet, corrosive group, from an arm, a shoulder or your mouth.","heritages.winged-shirren.name":"Winged Shirren","heritages.winged-shirren.description":"Wings give you a fly Speed of 15 feet.","heritages.everwhelp-skittermander.name":"Everwhelp Skittermander","heritages.everwhelp-skittermander.description":"You keep your stomachmouth: a jaws unarmed attack, 1d6 piercing, brawling group, finesse.","heritages.subterranean-skittermander.name":"Subterranean Skittermander","heritages.subterranean-skittermander.description":"You gain darkvision.","heritages.scrabbler-skittermander.name":"Scrabbler Skittermander","heritages.scrabbler-skittermander.description":"Four arms and four legs: a climb Speed equal to your land Speed, climbing with your feet so your arms stay free.","heritages.skitter-raised.name":"Skitter Raised","heritages.skitter-raised.description":"You gain the Group Impression feat and a +2 circumstance bonus to Aid an ally's skill check that doesn't have the attack trait.","heritages.briskwander-vesk.name":"Briskwander Vesk","heritages.briskwander-vesk.description":"Your Speed increases by 5 feet.","heritages.nightstalker-vesk.name":"Nightstalker Vesk","heritages.nightstalker-vesk.description":"You gain darkvision.","heritages.plated-vesk.name":"Plated Vesk","heritages.plated-vesk.description":"Your scales are medium plate armor: +3 item bonus to AC (+4 from 5th level), Dex cap +1, check penalty –2, Strength +3, comfort and exposed. You can wear a flight suit but no other armor, and can't install armor upgrades in the scales.","heritages.venomthought-vesk.name":"Venomthought Vesk","heritages.venomthought-vesk.description":"You can cast daze as an occult innate cantrip at will, and gain a +1 circumstance bonus to Occultism checks to Recall Knowledge about psychic traditions.","heritages.warblood-vesk.name":"Warblood Vesk","heritages.warblood-vesk.description":"You gain the Brutal Anatomy ancestry feat twice.","heritages.scrapper-ysoki.name":"Scrapper Ysoki","heritages.scrapper-ysoki.description":"You're trained in Crafting and can use it instead of Thievery to Disable a Device; if you were already trained in Crafting, you gain Quick Repair instead.","heritages.deep-ysoki.name":"Deep Ysoki","heritages.deep-ysoki.description":"You gain darkvision.","heritages.longsnout-ysoki.name":"Longsnout Ysoki","heritages.longsnout-ysoki.description":"Imprecise scent, 30 feet, and a +2 circumstance bonus to Seek a creature or object within its range.","heritages.shipborn-ysoki.name":"Shipborn Ysoki","heritages.shipborn-ysoki.description":"You're trained in Piloting, and a success to Navigate or Plot Course is a critical success. +1 circumstance bonus to Tumble Through Medium or larger enemies, whose spaces aren't difficult terrain for you.","heritages.tunnel-ysoki.name":"Tunnel Ysoki","heritages.tunnel-ysoki.description":"You gain Quick Squeeze even if you aren't trained in Acrobatics, and tight spaces that don't need Squeeze aren't difficult terrain.","heritages.artificial-scion-android.name":"Artificial Scion Android","heritages.artificial-scion-android.description":"You're trained in Computers and gain the Phreaker feat.","heritages.mod-fanatic-android.name":"Mod Fanatic Android","heritages.mod-fanatic-android.description":"Your body has one armor upgrade slot of its own, which starts with a common armor upgrade of 1st level or lower for free.","heritages.networked-android.name":"Networked Android","heritages.networked-android.description":"Shortwave communication with creatures within 30 feet that have shortwave or are tech constructs. You can Hack, Combat Hack, make a Digital Diversion, Disable a Device or Pick a Lock without a toolkit or free hand at 30 feet.","heritages.renewed-android.name":"Renewed Android","heritages.renewed-android.description":"The first time each day you lose the dying condition, you don't gain wounded. You're trained in a skill of your choice with the Recall Knowledge action and gain Dubious Knowledge.","heritages.renewed-android.choices.skill.prompt":"Skill to train","heritages.dreamer-barathu.name":"Dreamer Barathu","heritages.dreamer-barathu.description":"Choose an occult cantrip: you can cast it as an occult innate spell at will. Once a day, a 10-minute concentrate activity changes the cantrip.","heritages.dreamer-barathu.choices.cantrip.prompt":"Occult cantrip","heritages.early-stage-barathu.name":"Early Stage Barathu","heritages.early-stage-barathu.description":"You're Small, gain Quick Squeeze, and resist precision damage equal to half your level (minimum 1).","heritages.manufacturer-barathu.name":"Manufacturer Barathu","heritages.manufacturer-barathu.description":"You're trained in Crafting and gain the Serum Crafting feat.","heritages.merged-barathu.name":"Merged Barathu","heritages.merged-barathu.description":"You're Large, gain 10 Hit Points from your ancestry instead of 8, and a +1 circumstance bonus to saves against emotion effects.","heritages.lost-planet-survivor-human.name":"Lost Planet Survivor Human","heritages.lost-planet-survivor-human.description":"You're trained in a Lore of the lost planet your ancestors lived on (a Lore of your choice) and learn one more language. For proficiency, you treat one archaic weapon as a category simpler.","heritages.skilled-human.name":"Skilled Human","heritages.skilled-human.description":"You become trained in one skill of your choice, and an expert in it at 5th level.","heritages.skilled-human.choices.skill.prompt":"Skill to train (expert at 5th level)","heritages.urbanite-human.name":"Urbanite Human","heritages.urbanite-human.description":"You ignore difficult terrain and lesser cover from crowds, and you're trained in a Lore of one city of your choice.","heritages.versatile-human.name":"Versatile Human","heritages.versatile-human.description":"You gain a general feat of your choice that you meet the prerequisites for.","heritages.versatile-human.choices.feat.prompt":"General feat","heritages.borai.name":"Borai","heritages.borai.description":"You're living and undead at once: the borai and undead traits, but vitality heals you and void damage harms you, and you can be stabilized, healed and revived as a living creature. Low-light vision, or darkvision if your ancestry has low-light vision. Borai feats are open to you as ancestry feats.","heritages.prismeni.name":"Prismeni","heritages.prismeni.description":"You carry a fragment of hyperspace: the prismeni trait. In hyperspace you pinpoint related technology within 100 miles; you can let a starship you pilot enter or leave hyperspace without an engine for it (1 minute), and a critical failure to Navigate or Plot Course there is a failure. Low-light vision, or darkvision if your ancestry has low-light vision. Prismeni feats are open to you as ancestry feats.","weapons.bio-cannon.name":"Bio-cannon","weapons.bio-cannon.description":"A ranged unarmed attack: 1d6 acid, range increment 20 feet, corrosive group.","weapons.stomachmouth-jaws.name":"Stomachmouth jaws","weapons.stomachmouth-jaws.description":"Jaws unarmed attack: 1d6 piercing, brawling group, finesse.","armor.vesk-scales.name":"Plated scales","armor.vesk-scales.description":"Your scales: medium plate armor, +3 item bonus to AC (+4 from 5th level), Dex cap +1, check penalty –2, Strength +3, comfort and exposed.","weapons.vesk-claw.name":"Claw","weapons.vesk-claw.description":"An unarmed attack: 1d6 slashing, brawling group, agile, finesse, vesk.","features.ancestry.vesk-claw.name":"Claw","features.ancestry.vesk-claw.description":"You have the claw unarmed attack.","weapons.vesk-jaws.name":"Jaws","weapons.vesk-jaws.description":"An unarmed attack: 1d6 piercing, brawling group, grapple, vesk.","features.ancestry.vesk-jaws.name":"Jaws","features.ancestry.vesk-jaws.description":"You have the jaws unarmed attack.","weapons.vesk-tail.name":"Tail","weapons.vesk-tail.description":"An unarmed attack: 1d6 bludgeoning, brawling group, sweep, trip, vesk.","features.ancestry.vesk-tail.name":"Tail","features.ancestry.vesk-tail.description":"You have the tail unarmed attack.","weapons.pahtra-claw.name":"Claw","weapons.pahtra-claw.description":"An unarmed attack: 1d6 slashing, brawling group, agile, finesse, pahtra.","features.ancestry.pahtra-claw.name":"Claw","features.ancestry.pahtra-claw.description":"You have the claw unarmed attack.","weapons.pahtra-jaws.name":"Jaws","weapons.pahtra-jaws.description":"An unarmed attack: 1d6 piercing, brawling group, finesse, grapple, pahtra.","features.ancestry.pahtra-jaws.name":"Jaws","features.ancestry.pahtra-jaws.description":"You have the jaws unarmed attack.","weapons.barathu-tentacle.name":"Tentacle","weapons.barathu-tentacle.description":"An unarmed attack: 1d6 bludgeoning, brawling group, barathu, finesse, reach.","features.ancestry.barathu-tentacle.name":"Tentacle","features.ancestry.barathu-tentacle.description":"You have the tentacle unarmed attack.","feats.ancestry.android-lore.name":"Android Lore","feats.ancestry.emotionless.name":"Emotionless","feats.ancestry.internal-compartment.name":"Internal Compartment","feats.ancestry.memory-recovery.name":"Memory Recovery","feats.ancestry.nanite-surge.name":"Nanite Surge","feats.ancestry.nightvision-adaptation.name":"Nightvision Adaptation","feats.ancestry.quickened-processor.name":"Quickened Processor","feats.ancestry.advanced-targeting-system.name":"Advanced Targeting System","feats.ancestry.machine-saboteur.name":"Machine Saboteur","feats.ancestry.protective-subroutine.name":"Protective Subroutine","feats.ancestry.protective-subroutine.prerequisites.feat":"Nanite Surge","feats.ancestry.internal-respirator.name":"Internal Respirator","feats.ancestry.offensive-subroutine.name":"Offensive Subroutine","feats.ancestry.offensive-subroutine.prerequisites.feat":"Nanite Surge","feats.ancestry.repair-module.name":"Repair Module","feats.ancestry.consistent-surge.name":"Consistent Surge","feats.ancestry.consistent-surge.prerequisites.feat":"Nanite Surge","feats.ancestry.revivification-protocol.name":"Revivification Protocol","feats.ancestry.synthetic-speech.name":"Synthetic Speech","feats.ancestry.synthetic-speech.prerequisites.heritage":"Artificial Scion Android heritage or Networked Android heritage","feats.ancestry.memory-matrix.name":"Memory Matrix","feats.ancestry.nanite-form.name":"Nanite Form","feats.ancestry.adaptable-limbs.name":"Adaptable Limbs","feats.ancestry.barathu-lore.name":"Barathu Lore","feats.ancestry.darkvision-adaptation.name":"Darkvision Adaptation","feats.ancestry.dermal-spikes.name":"Dermal Spikes","feats.ancestry.grasping-tendrils.name":"Grasping Tendrils","feats.ancestry.metabolic-manipulation.name":"Metabolic Manipulation","feats.ancestry.tentacle-whip.name":"Tentacle Whip","feats.ancestry.fluid-anatomy.name":"Fluid Anatomy","feats.ancestry.molecular-modification.name":"Molecular Modification","feats.ancestry.molecular-modification.choices.type.prompt":"Damage type","feats.ancestry.molecular-modification.choices.type.options.acid.name":"Acid","feats.ancestry.molecular-modification.choices.type.options.bludgeoning.name":"Bludgeoning","feats.ancestry.molecular-modification.choices.type.options.cold.name":"Cold","feats.ancestry.molecular-modification.choices.type.options.electricity.name":"Electricity","feats.ancestry.molecular-modification.choices.type.options.fire.name":"Fire","feats.ancestry.molecular-modification.choices.type.options.piercing.name":"Piercing","feats.ancestry.molecular-modification.choices.type.options.poison.name":"Poison","feats.ancestry.molecular-modification.choices.type.options.slashing.name":"Slashing","feats.ancestry.molecular-modification.choices.type.options.sonic.name":"Sonic","feats.ancestry.vent-gas.name":"Vent Gas","feats.ancestry.convergent-evolution.name":"Convergent Evolution","feats.ancestry.expansive-verse.name":"Expansive Verse","feats.ancestry.expansive-verse.prerequisites.heritage":"Dreamer Barathu heritage","feats.ancestry.corrosive-venting.name":"Corrosive Venting","feats.ancestry.corrosive-venting.prerequisites.feat":"Vent Gas","feats.ancestry.internal-chemistry.name":"Internal Chemistry","feats.ancestry.combine.name":"Combine","feats.ancestry.manifold-evolution.name":"Manifold Evolution","feats.ancestry.manifold-evolution.prerequisites.feat":"Convergent Evolution","feats.ancestry.adapted-augmentations.name":"Adapted Augmentations","feats.ancestry.adapted-cantrip.name":"Adapted Cantrip","feats.ancestry.adapted-cantrip.prerequisites.requirement":"Spellcasting class feature","feats.ancestry.cooperative-nature.name":"Cooperative Nature","feats.ancestry.general-training.name":"General Training","feats.ancestry.general-training.choices.feat.prompt":"Feat","feats.ancestry.natural-ambition.name":"Natural Ambition","feats.ancestry.natural-ambition.choices.feat.prompt":"Feat","feats.ancestry.natural-skill.name":"Natural Skill","feats.ancestry.natural-skill.choices.skills.prompt":"Two skills to train","feats.ancestry.unconventional-weaponry.name":"Unconventional Weaponry","feats.ancestry.adaptive-adept.name":"Adaptive Adept","feats.ancestry.adaptive-adept.prerequisites.feat":"Adapted Cantrip","feats.ancestry.adaptive-adept.prerequisites.requirement":"Can cast 3rd-rank spells","feats.ancestry.clever-improviser.name":"Clever Improviser","feats.ancestry.confident-actualization.name":"Confident Actualization","feats.ancestry.cooperative-soul.name":"Cooperative Soul","feats.ancestry.cooperative-soul.prerequisites.feat":"Cooperative Nature","feats.ancestry.incredible-improvisation.name":"Incredible Improvisation","feats.ancestry.multitalented.name":"Multitalented","feats.ancestry.advanced-general-training.name":"Advanced General Training","feats.ancestry.advanced-general-training.choices.feat.prompt":"Feat","feats.ancestry.inner-wellspring.name":"Inner Wellspring","feats.ancestry.inner-wellspring.prerequisites.requirement":"Focus pool","feats.ancestry.stubborn-persistence.name":"Stubborn Persistence","feats.ancestry.persistent-confidence.name":"Persistent Confidence","feats.ancestry.persistent-confidence.prerequisites.feat":"Confident Actualization","feats.ancestry.too-stubborn-to-die.name":"Too Stubborn to Die","feats.ancestry.calm-before-the-storm.name":"Calm Before the Storm","feats.ancestry.crew-member.name":"Crew Member","feats.ancestry.kasatha-lore.name":"Kasatha Lore","feats.ancestry.kasathan-weapon-familiarity.name":"Kasathan Weapon Familiarity","feats.ancestry.natural-grace.name":"Natural Grace","feats.ancestry.double-draw.name":"Double Draw","feats.ancestry.historian.name":"Historian","feats.ancestry.kasatha-weapon-elegance.name":"Kasatha Weapon Elegance","feats.ancestry.masked.name":"Masked","feats.ancestry.all-hands-on-deck.name":"All Hands on Deck","feats.ancestry.history-buff.name":"History Buff","feats.ancestry.history-buff.prerequisites.feat":"Historian","feats.ancestry.uncanny-awareness.name":"Uncanny Awareness","feats.ancestry.cosmic-disciple.name":"Cosmic Disciple","feats.ancestry.perfectly-balanced.name":"Perfectly Balanced","feats.ancestry.cleanse-spirit.name":"Cleanse Spirit","feats.ancestry.reliable-grace.name":"Reliable Grace","feats.ancestry.reliable-grace.prerequisites.feat":"Natural Grace","feats.ancestry.alluring-pheromones.name":"Alluring Pheromones","feats.ancestry.center-thoughts.name":"Center Thoughts","feats.ancestry.commanding-pheromones.name":"Commanding Pheromones","feats.ancestry.distant-telepath.name":"Distant Telepath","feats.ancestry.distant-telepath.prerequisites.requirement":"Limited telepathy","feats.ancestry.lashunta-lore.name":"Lashunta Lore","feats.ancestry.psychic-talent.name":"Psychic Talent","feats.ancestry.psychic-bully.name":"Psychic Bully","feats.ancestry.psychic-bully.prerequisites.heritage":"Korasha Lashunta heritage or Unbound Lashunta heritage","feats.ancestry.psychic-scholar.name":"Psychic Scholar","feats.ancestry.psychic-scholar.prerequisites.heritage":"Damaya Lashunta heritage or Unbound Lashunta heritage","feats.ancestry.sensitive-antennae.name":"Sensitive Antennae","feats.ancestry.telepathic-conduit.name":"Telepathic Conduit","feats.ancestry.telepathic-conduit.prerequisites.requirement":"Limited telepathy","feats.ancestry.guarded-thoughts.name":"Guarded Thoughts","feats.ancestry.psychic-mastery.name":"Psychic Mastery","feats.ancestry.psychic-mastery.prerequisites.feat":"Psychic Talent","feats.ancestry.focus-pheromones.name":"Focus Pheromones","feats.ancestry.psychic-investigator.name":"Psychic Investigator","feats.ancestry.psychic-investigator.prerequisites.feat":"Psychic Bully, Psychic Scholar, or Psychic Talent","feats.ancestry.centered-mind.name":"Centered Mind","feats.ancestry.centered-mind.prerequisites.feat":"Center Thoughts","feats.ancestry.mental-deflection.name":"Mental Deflection","feats.ancestry.mental-deflection.prerequisites.expert":"Expert in Occultism","feats.ancestry.mental-deflection.prerequisites.requirement":"Focus pool","feats.ancestry.psychic-paragon.name":"Psychic Paragon","feats.ancestry.psychic-paragon.prerequisites.feat":"Psychic Mastery","feats.ancestry.competitive-spirit.name":"Competitive Spirit","feats.ancestry.harmonic-sensitivity.name":"Harmonic Sensitivity","feats.ancestry.long-whiskered.name":"Long Whiskered","feats.ancestry.pahtra-lore.name":"Pahtra Lore","feats.ancestry.predatory.name":"Predatory","feats.ancestry.predatory.choices.attack.prompt":"Unarmed attack","feats.ancestry.battleblessed.name":"Battleblessed","feats.ancestry.climbing-claws.name":"Climbing Claws","feats.ancestry.electromagnetic-whiskers.name":"Electromagnetic Whiskers","feats.ancestry.electromagnetic-whiskers.prerequisites.feat":"Long Whiskered","feats.ancestry.harmonic-shielding.name":"Harmonic Shielding","feats.ancestry.harmonic-shielding.prerequisites.feat":"Harmonic Sensitivity","feats.ancestry.melodic-adaptation.name":"Melodic Adaptation","feats.ancestry.melodic-adaptation.prerequisites.trained":"Trained in Arcana, Trained in Nature, Trained in Occultism, or Trained in Religion","feats.ancestry.divine-rhythm.name":"Divine Rhythm","feats.ancestry.divine-rhythm.prerequisites.heritage":"Chosen Pahtra heritage","feats.ancestry.remix-worlds-rhythm.name":"Remix World's Rhythm","feats.ancestry.remix-worlds-rhythm.prerequisites.expert":"Expert in Performance","feats.ancestry.scrupulous-stalker.name":"Scrupulous Stalker","feats.ancestry.boundless-brachiator.name":"Boundless Brachiator","feats.ancestry.song-of-my-people.name":"Song of My People","feats.ancestry.communalism.name":"Communalism","feats.ancestry.linguistic-prodigy.name":"Linguistic Prodigy","feats.ancestry.shirren-lore.name":"Shirren Lore","feats.ancestry.eager-assistant.name":"Eager Assistant","feats.ancestry.learning-experience.name":"Learning Experience","feats.ancestry.telepathic-conduit-shirren.name":"Telepathic Conduit","feats.ancestry.telepathic-conduit-shirren.prerequisites.requirement":"Limited telepathy","feats.ancestry.basic-insectile-flight.name":"Basic Insectile Flight","feats.ancestry.psychic-master.name":"Psychic Master","feats.ancestry.psychic-master.prerequisites.feat":"Psychic Talent","feats.ancestry.consistent-communalism.name":"Consistent Communalism","feats.ancestry.consistent-communalism.prerequisites.feat":"Communalism","feats.ancestry.linguistic-master.name":"Linguistic Master","feats.ancestry.unconventional-expertise.name":"Unconventional Expertise","feats.ancestry.unconventional-expertise.prerequisites.feat":"Unconventional Weaponry","feats.ancestry.scatter-thoughts.name":"Scatter Thoughts","feats.ancestry.glorious-evolution.name":"Glorious Evolution","feats.ancestry.glorious-evolution.prerequisites.heritage":"Castaway Shirren heritage","feats.ancestry.clinging-bite.name":"Clinging Bite","feats.ancestry.clinging-bite.prerequisites.heritage":"Everwhelp Skittermander heritage","feats.ancestry.dauntless.name":"Dauntless","feats.ancestry.fixation.name":"Fixation","feats.ancestry.hug-master.name":"Hug Master","feats.ancestry.hyper.name":"Hyper","feats.ancestry.skittermander-lore.name":"Skittermander Lore","feats.ancestry.helping-hand.name":"Helping Hand","feats.ancestry.lucky-improviser.name":"Lucky Improviser","feats.ancestry.all-hands-on-deck-skittermander.name":"All Hands on Deck","feats.ancestry.hush.name":"Hush","feats.ancestry.secrete-numbing-saliva.name":"Secrete Numbing Saliva","feats.ancestry.secrete-numbing-saliva.prerequisites.heritage":"Everwhelp Skittermander heritage","feats.ancestry.zoomies.name":"Zoomies","feats.ancestry.zoomies.prerequisites.feat":"Hyper","feats.ancestry.chattermander.name":"Chattermander","feats.ancestry.opportunistic-hug.name":"Opportunistic Hug","feats.ancestry.supersonic-speed.name":"Supersonic Speed","feats.ancestry.supersonic-speed.prerequisites.feat":"Zoomies","feats.ancestry.allsix.name":"Allsix","feats.ancestry.boundless-energy.name":"Boundless Energy","feats.ancestry.boundless-energy.prerequisites.feat":"Zoomies","feats.ancestry.armor-ace.name":"Armor Ace","feats.ancestry.brutal-anatomy.name":"Brutal Anatomy","feats.ancestry.brutal-anatomy.choices.attack.prompt":"Unarmed attack","feats.ancestry.command-tactics.name":"Command Tactics","feats.ancestry.fearless.name":"Fearless","feats.ancestry.vesk-weapon-familiarity.name":"Vesk Weapon Familiarity","feats.ancestry.blood-sense.name":"Blood Sense","feats.ancestry.menacing-snarl.name":"Menacing Snarl","feats.ancestry.terrifying-bravado.name":"Terrifying Bravado","feats.ancestry.eager-combatant.name":"Eager Combatant","feats.ancestry.opening-roar.name":"Opening Roar","feats.ancestry.opening-roar.prerequisites.expert":"Expert in Intimidation","feats.ancestry.plated-deflection.name":"Plated Deflection","feats.ancestry.plated-deflection.prerequisites.heritage":"Plated Vesk heritage or Armor Ace","feats.ancestry.advantageous-assault.name":"Advantageous Assault","feats.ancestry.battle-blessing.name":"Battle Blessing","feats.ancestry.battle-blessing.prerequisites.requirement":"Focus pool","feats.ancestry.overcome-shame.name":"Overcome Shame","feats.ancestry.battle-saint.name":"Battle Saint","feats.ancestry.bolstered-by-battle.name":"Bolstered by Battle","feats.ancestry.cheek-pouches.name":"Cheek Pouches","feats.ancestry.extra-devotion.name":"Extra Devotion","feats.ancestry.nimble-tail.name":"Nimble Tail","feats.ancestry.tinkering-fingers.name":"Tinkering Fingers","feats.ancestry.ysoki-lore.name":"Ysoki Lore","feats.ancestry.cornered-fury.name":"Cornered Fury","feats.ancestry.prehensile-tail.name":"Prehensile Tail","feats.ancestry.quick-stow.name":"Quick Stow","feats.ancestry.quick-stow.prerequisites.feat":"Cheek Pouches","feats.ancestry.big-mouth.name":"Big Mouth","feats.ancestry.big-mouth.prerequisites.feat":"Cheek Pouches","feats.ancestry.overcrowd.name":"Overcrowd","feats.ancestry.underfoot.name":"Underfoot","feats.ancestry.underfoot.prerequisites.heritage":"Shipborn Ysoki heritage or Tunnel Ysoki heritage","feats.ancestry.explosive-surprise.name":"Explosive Surprise","feats.ancestry.explosive-surprise.prerequisites.feat":"Cheek Pouches","feats.ancestry.skulking-strike.name":"Skulking Strike","feats.ancestry.skulking-strike.prerequisites.feat":"Underfoot","feats.ancestry.steadfast-faith.name":"Steadfast Faith","feats.ancestry.slip-from-sight.name":"Slip From Sight","feats.ancestry.etheric.name":"Etheric","feats.ancestry.headstrong.name":"Headstrong","feats.ancestry.necrotized.name":"Necrotized","feats.ancestry.baleful-gaze.name":"Baleful Gaze","feats.ancestry.borai-lore.name":"Borai Lore","feats.ancestry.death-touched-caster.name":"Death-Touched Caster","feats.ancestry.only-slightly-dead.name":"Only Slightly Dead","feats.ancestry.deathly-constitution.name":"Deathly Constitution","feats.ancestry.soul-sustenance.name":"Soul Sustenance","feats.ancestry.unliving-memories.name":"Unliving Memories","feats.ancestry.void-blood.name":"Void Blood","feats.ancestry.resonant-weapon.name":"Resonant Weapon","feats.ancestry.shroud-of-shattered-spirits.name":"Shroud of Shattered Spirits","feats.ancestry.unleash-pneuma.name":"Unleash Pneuma","feats.ancestry.intuitive-talent.name":"Intuitive Talent","feats.ancestry.stubborn-corpse.name":"Stubborn Corpse","feats.ancestry.baleful-presence.name":"Baleful Presence","feats.ancestry.baleful-presence.prerequisites.feat":"Baleful Gaze","feats.ancestry.undying.name":"Undying","feats.ancestry.hyperspace-touched.name":"Hyperspace-Touched","feats.ancestry.spectrasoul.name":"Spectrasoul","feats.ancestry.chosen-prismeni.name":"Chosen Prismeni","feats.ancestry.data-jockey.name":"Data Jockey","feats.ancestry.living-battery.name":"Living Battery","feats.ancestry.prismeni-lore.name":"Prismeni Lore","feats.ancestry.tech-familiarity.name":"Tech Familiarity","feats.ancestry.hyperspace-hop.name":"Hyperspace Hop","feats.ancestry.electrical-shielding.name":"Electrical Shielding","feats.ancestry.spectra-transmission.name":"Spectra Transmission","feats.ancestry.tech-caster.name":"Tech Caster","feats.ancestry.cosmic-traveler.name":"Cosmic Traveler","feats.ancestry.remote-access.name":"Remote Access","feats.ancestry.revitalized-by-hyperspace.name":"Revitalized by Hyperspace","feats.ancestry.hyperspace-blink.name":"Hyperspace Blink","feats.ancestry.encode-presence.name":"Encode Presence","feats.ancestry.frequent-hyperspace-traveler.name":"Frequent Hyperspace Traveler","feats.ancestry.frequent-hyperspace-traveler.prerequisites.feat":"Hyperspace Hop","feats.ancestry.scramble-tech.name":"Scramble Tech","feats.ancestry.hyperspace-strike.name":"Hyperspace Strike","feats.ancestry.spectra-ascendant.name":"Spectra Ascendant","feats.ancestry.spectra-ascendant.prerequisites.feat":"Cosmic Traveler","situational.naniteSurge.name":"Nanite Surge","situational.protectiveSubroutine.name":"Nanite Surge (Protective Subroutine)","situational.offensiveSubroutine.name":"Nanite Surge (Offensive Subroutine)","situational.againstSonic.name":"Against a sonic effect","feats.ancestry.android-lore.description":"You become trained in Crafting and Thievery. For any of those you would automatically be trained in already (from your background or class, say), you become trained in a skill of your choice instead. You also gain the Additional Lore general feat for Android Lore.","feats.ancestry.emotionless.description":"You gain a +1 circumstance bonus to saving throws against emotion effects. When you succeed on such a save, you get a critical success instead.","feats.ancestry.internal-compartment.description":"You can hide an object of up to light Bulk in a hollow cavity in a forearm. Storing it takes 3 Interact actions. Others take a +4 circumstance bonus to the DCs of checks to Seek or Steal the stored object. If it is a weapon, you can use a single Interact action to draw it into the matching hand and then Strike with it.","feats.ancestry.memory-recovery.description":"During your daily preparations, you tap archived memories to become trained in one skill of your choice until you next prepare. Because it is temporary, you can't use this proficiency as a prerequisite for a skill increase or a permanent character option such as a feat.","feats.ancestry.nanite-surge.description":"Reaction. Frequency: once per hour. Trigger: you attempt a skill action that takes 3 or fewer actions. You gain a +2 status bonus to the triggering skill check. Your circuitry also glows, shedding dim light in a 10-foot emanation for 1 round.","feats.ancestry.nightvision-adaptation.description":"You gain darkvision.","feats.ancestry.quickened-processor.description":"You gain a +1 circumstance bonus to Perception checks for initiative and a +2 circumstance bonus to Piloting checks for initiative.","feats.ancestry.advanced-targeting-system.description":"You can cast _sure strike_ once per day as a 1st-rank arcane innate spell.","feats.ancestry.machine-saboteur.description":"When you roll a critical hit against a creature with the tech trait, the target becomes glitching 1.","feats.ancestry.protective-subroutine.description":"You can activate Nanite Surge when you attempt a saving throw instead of a skill action. If you do, you gain a +2 status bonus to the triggering saving throw.","feats.ancestry.internal-respirator.description":"You can hold your breath for an additional hour by rebreathing from internal air reservoirs, which are then expended. Refilling them takes 10 minutes of exposure to breathable air.","feats.ancestry.offensive-subroutine.description":"You can activate Nanite Surge when you attempt an attack roll instead of a skill action. If you do, you gain a +1 status bonus to the triggering attack roll.","feats.ancestry.repair-module.description":"Single action. Frequency: once per day. You gain fast healing equal to half your level for 1 minute. If you use Nanite Surge or Nanite Form while it is active, the fast healing ends.","feats.ancestry.consistent-surge.description":"You can use Nanite Surge once per 10 minutes instead of once per hour.","feats.ancestry.revivification-protocol.description":"Free action. Frequency: once per day. Trigger: you have the dying condition and are about to attempt a recovery check. You are restored to 1 Hit Point, lose the dying and unconscious conditions, and can act normally this turn. You gain or increase the wounded condition as normal for losing dying this way.","feats.ancestry.synthetic-speech.description":"You can cast _speak with computers_ once per day as a 4th-rank arcane innate spell.","feats.ancestry.memory-matrix.description":"When you attempt a Will save against a spell or effect that would give you the confused or controlled condition, roll twice and use the higher result (a fortune effect). If you would start your turn confused or controlled, you can attempt a DC 5 flat check. On a success, you fight the control and are paralyzed until the end of your turn rather than acting against your will. On a natural 20, the confused or controlled condition ends immediately.","feats.ancestry.nanite-form.description":"Two actions. Frequency: once per day. You become a swarm of nanites for up to 1 minute or until you spend a single action to return to normal. You become Huge, gain the swarm trait and gain a fly Speed of 40 feet. As a swarm:\n\n- You're immune to the grabbed, prone and restrained conditions.\n- You have weakness 5 to area and splash damage.\n- You can occupy the same space as other creatures, and must to use your damaging ability.\n- As a 2-action activity, you deal 10d6 acid damage to all creatures sharing your space (basic Reflex save against the higher of your class DC or spell DC).\n- You can't speak, Cast Spells, use manipulate actions requiring hands, Activate magic items or make Strikes with your normal body.\n- You don't gain the swarm mind ability, so mental effects affect you normally.","feats.ancestry.adaptable-limbs.description":"Your Speed becomes 20 feet. You also gain the Adaptive Locomotion action.","feats.ancestry.barathu-lore.description":"You become trained in Crafting and Medicine. For any of those you would automatically be trained in already (from your background or class, say), you become trained in a skill of your choice instead. You also gain the Additional Lore general feat for Barathu Lore.","feats.ancestry.darkvision-adaptation.description":"You gain darkvision.","feats.ancestry.dermal-spikes.description":"Your Fortitude DC against Athletics checks to Grapple or Shove you increases by 1. You also gain the Piercing Spikes reaction.","feats.ancestry.grasping-tendrils.description":"You gain two more arms. One pair of hands is designated your active hands at any time, and you can switch the designation to another pair with the Switch Hands action (1 action). You can wield items only with your active hands. You can take this feat multiple times.","feats.ancestry.metabolic-manipulation.description":"You gain the Fast Recovery skill feat and the Targeted Immunization action. You can take this feat multiple times.","feats.ancestry.tentacle-whip.description":"You gain a tentacle unarmed attack that deals 1d6 bludgeoning damage. It is in the brawling weapon group and has the barathu, finesse, reach and unarmed traits.","feats.ancestry.fluid-anatomy.description":"Reaction. Frequency: once per hour. Trigger: an enemy scores a critical hit against you with a Strike. The triggering attack deals only the damage it would on a hit (typically normal instead of double damage). Other critical-hit effects, such as critical specialization effects, still apply. Until the start of your next turn, you're off-guard against the triggering enemy.","feats.ancestry.molecular-modification.description":"You gain resistance equal to half your level to one of acid, bludgeoning, cold, electricity, fire, piercing, poison, slashing or sonic damage. You can take this feat multiple times, choosing a different damage type each time.","feats.ancestry.vent-gas.description":"Single action. Frequency: once per hour. All squares in a 5-foot emanation fill with gas. Creatures in the gas are concealed, and creatures outside it are concealed to creatures within it. The gas disperses at the start of your next turn. You gain a +10-foot circumstance bonus to all your Speeds until the start of your next turn, then you Stride.","feats.ancestry.convergent-evolution.description":"Choose up to three ancestries you've had significant contact with. You can select ancestry feats from those ancestries as well as barathu ones. You also gain one ancestry feat of 5th level or lower you qualify for from one of the chosen ancestries, which you can retrain once per day during your daily preparations.","feats.ancestry.expansive-verse.description":"During your daily preparations, choose one common 2nd-rank spell from the occult spell list. You can cast it once as an occult innate spell before your next daily preparations.","feats.ancestry.corrosive-venting.description":"When you Vent Gas, its emanation increases to 10 feet. You can make the gas caustic: any non-barathu creature that enters the emanation or starts its turn in it takes 3d6 acid damage (basic Reflex save against the higher of your class DC or spell DC). On a critical failure it also takes 1d4 persistent acid damage. At 17th level the acid damage increases by 2d6 and the persistent damage by 1d4.","feats.ancestry.internal-chemistry.description":"When you restore Hit Points to yourself with a consumable item with the healing trait, you regain additional Hit Points equal to half your level.","feats.ancestry.combine.description":"Two actions. Frequency: once per day. You merge with an adjacent willing creature, overlaying yourself on them, for 10 minutes. You can Dismiss the effect, emerging in a space adjacent to the target. While combined, you and the target take your own turns and are targeted separately, and:\n\n- If the target is Medium or smaller, it becomes Large with 10-foot reach.\n- You occupy the target's space and can't take actions with the move trait; if the target moves, you move with it.\n- For each Speed you have, if yours is faster or the target lacks it, the target gains your Speed.\n- Your body gives the target greater cover; you gain no cover. It doesn't obscure the target's vision or block line of sight.","feats.ancestry.manifold-evolution.description":"The number of ancestries you can choose with Convergent Evolution increases to six. You gain two additional ancestry feats of 13th level or lower you qualify for from those ancestries, and can retrain one or both once per day during your daily preparations.","feats.ancestry.adapted-augmentations.description":"Choose one common augmentation of item level 1 or lower. You begin with it already installed, without paying its price, and it doesn't count toward your implant limit.","feats.ancestry.adapted-cantrip.description":"Choose one cantrip from a magical tradition other than your own. If you prepare spells, you can pick it when preparing cantrips, in addition to your other options. If you have a spell repertoire, it replaces one of your cantrips known. You cast it as a spell of your class's tradition. If you later swap or retrain it, you can choose its replacement from the same alternate tradition or a different one.","feats.ancestry.cooperative-nature.description":"You gain a +4 circumstance bonus on checks to Aid.","feats.ancestry.general-training.description":"You gain a 1st-level general feat. You must meet its prerequisites, but if you take this feat at character creation you can choose the general feat later in the process to determine which prerequisites you meet. You can take this feat multiple times, choosing a different feat each time.","feats.ancestry.natural-ambition.description":"You gain a 1st-level class feat for your class. You must meet its prerequisites, but you can choose it later in character creation to determine which prerequisites you meet.","feats.ancestry.natural-skill.description":"You become trained in two skills of your choice.","feats.ancestry.unconventional-weaponry.description":"Choose an uncommon simple or martial weapon with an ancestry trait (such as kasatha, vesk or ysoki) or that is common in another culture. You gain access to it and treat it as a simple weapon for proficiency. If you're trained in all martial weapons, you can instead choose an uncommon advanced weapon with an ancestry trait or common in another culture; you gain access to it and familiarity with it, and treat it as a martial weapon for proficiency.","feats.ancestry.adaptive-adept.description":"Choose a cantrip or 1st-rank spell from the same tradition as your Adapted Cantrip cantrip. You gain it, adding it to your spell options just like that cantrip, and cast it as a spell of your class's tradition. If you choose a 1st-rank spell, you don't gain its heightened versions: you can't prepare it heightened, learn it heightened, or select it as a signature spell.","feats.ancestry.clever-improviser.description":"You gain the Untrained Improvisation general feat. You can also attempt skill actions that normally require training even if you're untrained.","feats.ancestry.confident-actualization.description":"Free action. Frequency: once per day. Trigger: you're about to attempt a saving throw or skill check. Roll the triggering check or save twice and use the better result.","feats.ancestry.cooperative-soul.description":"If you're at least an expert in the skill you're Aiding, a failure or critical failure on your Aid check becomes a success.","feats.ancestry.incredible-improvisation.description":"Free action. Frequency: once per day. Trigger: you attempt a check with a skill you're untrained in. You gain a +4 circumstance bonus to the triggering check.","feats.ancestry.multitalented.description":"You gain a 2nd-level multiclass dedication feat, even if you normally couldn't take another dedication feat until you take more feats from your current archetype.","feats.ancestry.advanced-general-training.description":"You gain a general feat of 7th level or lower. You must meet its prerequisites. You can take this feat multiple times, choosing a different feat each time.","feats.ancestry.inner-wellspring.description":"Single action. Frequency: once per day. You draw on inner reserves of power and regain 1 Focus Point.","feats.ancestry.stubborn-persistence.description":"When you would become fatigued, attempt a DC 17 flat check. On a success, you aren't fatigued. If the fatigue has an underlying cause you don't address, such as lack of rest, you must repeat the check at an interval the GM sets until you fail it or address the cause.","feats.ancestry.persistent-confidence.description":"You can use Confident Actualization once per hour instead of once per day.","feats.ancestry.too-stubborn-to-die.description":"Reaction. Frequency: once per day. Trigger: you would die. You haul yourself back from the brink. You lose the dying and unconscious conditions, and if you're at 0 Hit Points you have 1 Hit Point. Increase your wounded and doomed conditions by 1. You can use this reaction while unconscious.","feats.ancestry.calm-before-the-storm.description":"When you're frightened, at the end of your turn you reduce the frightened condition by 2 instead of 1.","feats.ancestry.crew-member.description":"Reaction. Trigger: an ally within 30 feet attempts to Aid and rolls a failure. Attempt a skill check or attack roll of the same type as your ally's and replace the failed Aid's result with yours, even if you didn't prepare to help.","feats.ancestry.kasatha-lore.description":"You become trained in Diplomacy and Society. For any of those you would automatically be trained in already (from your background or class, say), you become trained in a skill of your choice instead. You also gain the Additional Lore general feat for Kasatha Lore.","feats.ancestry.kasathan-weapon-familiarity.description":"You gain access to all uncommon weapons with the kasatha trait. You have familiarity with weapons with the kasatha trait plus the dueling sword, plasma sword, shock truncheon and singing spear; for proficiency, you treat any of these that are martial as simple and any that are advanced as martial. At 5th level, when you get a critical hit with one of these weapons, you get its critical specialization effect.","feats.ancestry.natural-grace.description":"Free action. Frequency: once per day. Trigger: you fail an Acrobatics check or Reflex saving throw. Reroll the triggering check or save and use the second result even if it's worse.","feats.ancestry.double-draw.description":"Single action. You Interact twice to draw, stow or swap items, up to two items each.","feats.ancestry.historian.description":"You become trained in a Lore skill of your choice. You can spend 10 minutes checking your notes or research materials to Recall Knowledge about a piece of history with any Lore skill you aren't trained in, using your highest Lore modifier instead of your modifier with that skill.","feats.ancestry.kasatha-weapon-elegance.description":"When you wield a weapon you aren't proficient with, your level is your proficiency bonus. At 11th level, you become trained in all weapons.","feats.ancestry.masked.description":"While your mouth is covered, the DC of Perception checks to Sense Motive against you increases by 2. You gain a +1 circumstance bonus to Lie, Make a Request and Make an Impression.","feats.ancestry.all-hands-on-deck.description":"Free action. Frequency: once per day. Until the start of your next turn, one additional pair of hands counts as your active hands. At the start of your next turn, choose which set of active hands remains active.","feats.ancestry.history-buff.description":"You can cast _hypercognition_ once per day as a 3rd-rank occult innate spell. When casting it, you can use your modifier for the Lore skill you chose for Historian in place of any other skill modifier on Recall Knowledge checks.","feats.ancestry.uncanny-awareness.description":"You gain a +2 circumstance bonus to Perception checks for initiative. If your initiative ties with an opponent's, you go first, whether or not you rolled Perception. The first time each day you roll Perception for initiative, roll twice and use the higher result.","feats.ancestry.cosmic-disciple.description":"You gain _entropy strike_ and _skyfire wings_ as 3rd-rank occult innate spells, each castable once per day.","feats.ancestry.perfectly-balanced.description":"You gain resistance 5 to cold and fire. You also gain the Redirect Energy reaction.","feats.ancestry.cleanse-spirit.description":"You gain _cleanse affliction_ and _sound body_ as 4th-rank occult innate spells, each castable once per day.","feats.ancestry.reliable-grace.description":"You can use Natural Grace once per hour instead of once per day.","feats.ancestry.alluring-pheromones.description":"You can use Diplomacy to Make an Impression on creatures you share no language with, and to make simple Requests of them (such as asking directions or having them pick a specific individual out of a crowd). When you do, Make an Impression and Request lose the linguistic trait and gain the olfactory trait.","feats.ancestry.center-thoughts.description":"Free action. Frequency: once per day. Trigger: you fail a Will saving throw against a mental effect. Reroll the triggering save and use the better result.","feats.ancestry.commanding-pheromones.description":"When you Coerce a creature and it would become unfriendly (and isn't already unfriendly or hostile), it becomes indifferent instead.","feats.ancestry.distant-telepath.description":"Your limited telepathy range increases by 15 feet. You can take this feat more than once.","feats.ancestry.lashunta-lore.description":"You become trained in Occultism and Society. For any of those you would automatically be trained in already (from your background or class, say), you become trained in a skill of your choice instead. You also gain the Additional Lore general feat for Lashunta Lore.","feats.ancestry.psychic-talent.description":"Choose one cantrip from the occult spell list. You can cast it at will as an occult innate spell, heightened to half your level rounded up.","feats.ancestry.psychic-bully.description":"You can cast _command_ and _fear_ as 1st-rank occult innate spells, each once per day.","feats.ancestry.psychic-scholar.description":"You can cast _mindlink_ twice per day as a 1st-rank occult innate spell.","feats.ancestry.sensitive-antennae.description":"You gain thoughtsense as a vague sense with a range of 30 feet, letting your antennae tell whether a creature is in range. It detects only thinking creatures; unthinking creatures or those immune to mental effects can't be perceived, and it doesn't let you read their thoughts. At 9th level, it becomes an imprecise sense.","feats.ancestry.telepathic-conduit.description":"When you use limited telepathy to communicate with a creature, it can briefly respond to you, either as a reaction or as a free action at the start of its next turn, as long as it stays within range of your telepathy.","feats.ancestry.guarded-thoughts.description":"An effect that specifically tries to read your mind to gain information must succeed at a counteract check against the higher of your class DC or spell DC, or it gains no information. The counteract rank is half your level rounded up.","feats.ancestry.psychic-mastery.description":"Choose one common 2nd-rank spell from the occult spell list. You can cast it once per day as an occult innate spell.","feats.ancestry.focus-pheromones.description":"Single action. Frequency: once per hour. If your next action is a Deception check to Create a Diversion, a Diplomacy check to Request, or an Intimidation check to Demoralize, roll the check twice and use the better result.","feats.ancestry.psychic-investigator.description":"You can cast _hypercognition_ and _mind reading_ as 3rd-rank occult innate spells, each once per day.","feats.ancestry.centered-mind.description":"You can use Center Thoughts once per hour instead of once per day.","feats.ancestry.mental-deflection.description":"Reaction. Trigger: a creature Casts a Spell with the mental trait. Requirement: you have at least 1 Focus Point. When you can see or otherwise detect the spell's manifestations, you expend 1 Focus Point and attempt to counteract it, using your spellcasting attribute modifier plus your spellcasting proficiency bonus as the counteract modifier and half your level rounded up as the counteract rank.","feats.ancestry.psychic-paragon.description":"Choose one common 6th-rank spell from the occult spell list. You can cast it once per day as an occult innate spell.","feats.ancestry.competitive-spirit.description":"Reaction. Frequency: once per hour. Trigger: an ally attempts a skill check with a skill you're trained or better in. Until the end of your next turn, you can attempt the same skill check to perform the same action or activity the ally performed, with a +2 circumstance bonus. If you get at least one degree of success better than the ally, this use doesn't count toward the frequency. On a critical failure, you take a -1 circumstance penalty to all checks with that skill for 1 hour.","feats.ancestry.harmonic-sensitivity.description":"You become trained in Performance, or gain the Assurance skill feat with Performance if you're already trained. You can accurately recall a melody or lyrics heard within the last week, gaining a +2 circumstance bonus to Deception and Performance checks that involve mimicking speech or a specific sound.","feats.ancestry.long-whiskered.description":"At the end of each round in which you're untethered, attempt a DC 15 flat check. On a success, you ignore the clumsy and off-guard conditions from zero-g for 1 minute.","feats.ancestry.pahtra-lore.description":"You become trained in Acrobatics and Performance. For any of those you would automatically be trained in already (from your background or class, say), you become trained in a skill of your choice instead. You also gain the Additional Lore general feat for Pahtra Lore.","feats.ancestry.predatory.description":"Choose a claw or jaws unarmed attack, both in the brawling weapon group. A claw deals 1d6 slashing damage and has the agile, finesse, pahtra and unarmed traits. A jaws attack deals 1d6 piercing damage and has the finesse, grapple, pahtra and unarmed traits. At 5th level, when you get a critical hit with one of these attacks, you get its critical specialization effect. You can take this feat a second time to select the other attack.","feats.ancestry.battleblessed.description":"You can cast _tailwind_ once per day as a 1st-rank primal innate spell.","feats.ancestry.climbing-claws.description":"You gain a climb Speed equal to your land Speed.","feats.ancestry.electromagnetic-whiskers.description":"You gain electromagnetic sense as an imprecise sense out to 15 feet, detecting nearby living and technological creatures. In places with too much electromagnetic radiation, such as a spaceship engine room or near a powerful radio source, you might need to Seek to find an undetected creature.","feats.ancestry.harmonic-shielding.description":"You gain sonic resistance equal to half your level. When you succeed on a saving throw against a sonic effect, you get a critical success instead.","feats.ancestry.melodic-adaptation.description":"You detect magic as though always using a 1st-rank _detect magic_ spell in a 30-foot emanation. At 13th level the rank becomes 3rd, and at 17th level 4th.","feats.ancestry.divine-rhythm.description":"You gain a +2 status bonus to Performance checks. You can use Performance to Create a Diversion, Demoralize or Make an Impression. If you listen to music while resting, you regain additional Hit Points equal to your level.","feats.ancestry.remix-worlds-rhythm.description":"You gain _haste_ and _slow_ as 3rd-rank primal innate spells, each castable once per day.","feats.ancestry.scrupulous-stalker.description":"Free action. Frequency: once per round. You Seek. If you use electromagnetic sense, you gain a +2 circumstance bonus to the check.","feats.ancestry.boundless-brachiator.description":"You can Leap up to 30 feet in any direction without touching the ground and without an Athletics check. You must land on a surface you can Climb or adjacent to an Edge you can Grab within 30 feet of you, or you fall after your next action. You can exceed your normal Speed while Leaping.","feats.ancestry.song-of-my-people.description":"You can cast _breath of life_ once per day as a 7th-rank primal innate spell. It gains the auditory trait.","feats.ancestry.communalism.description":"Reaction. Frequency: once per day. Trigger: an ally within 10 feet fails a skill check that requires 3 actions or fewer. The ally rerolls the triggering check and takes the better result.","feats.ancestry.linguistic-prodigy.description":"You gain two additional languages of your choice from the common and uncommon languages available to you. Each time you take the Multilingual feat, you gain another new language in addition to the two it gives.","feats.ancestry.shirren-lore.description":"You become trained in Diplomacy and Society. For any of those you would automatically be trained in already (from your background or class, say), you become trained in a skill of your choice instead. You also gain the Additional Lore general feat for Shirren Lore.","feats.ancestry.eager-assistant.description":"At the start of your turn, you gain one additional reaction, usable only to Aid.","feats.ancestry.learning-experience.description":"Before you roll damage from a persistent effect, you can choose to take half damage from it. If you do, you automatically fail the flat check to end the persistent damage, and you can immediately Recall Knowledge as a free action about the source of the damage. Abilities or free actions that normally trigger when you Recall Knowledge can't be used with this action.","feats.ancestry.telepathic-conduit-shirren.description":"When you use limited telepathy to communicate with a creature, it can give you a brief response as a reaction, or as a free action at the start of its next turn.","feats.ancestry.basic-insectile-flight.description":"You grow a pair of insectile wings that give you a fly Speed of 20 feet, and you take no damage when you fall. If you're a winged shirren, you instead grow a second set of wings or your wings morph into a stronger set, and your fly Speed is 25 feet.","feats.ancestry.psychic-master.description":"Choose one common 2nd-rank spell from the occult spell list. You can cast it once per day as an occult innate spell.","feats.ancestry.consistent-communalism.description":"You can use Communalism once per hour instead of once per day.","feats.ancestry.linguistic-master.description":"You can cast _truespeech_ once per day as a 5th-rank occult innate spell, on yourself only. For its duration, you gain a +1 status bonus to Diplomacy checks when speaking to creatures you already shared a language with before Casting the Spell.","feats.ancestry.unconventional-expertise.description":"When you gain a class feature that grants expert or greater proficiency in certain weapons, you also gain that proficiency in the weapon you chose for Unconventional Weaponry.","feats.ancestry.scatter-thoughts.description":"Reaction. Frequency: once per day. Trigger: you're targeted by a mental effect. You scatter your thoughts to block the intrusion, becoming immune to the triggering mental effect for 1 minute.","feats.ancestry.glorious-evolution.description":"You gain a +2 status bonus to saves against fear and acid resistance equal to half your level. You can cast _mask of terror_ once per day as a 7th-rank primal innate spell.","feats.ancestry.clinging-bite.description":"Your jaws unarmed attack gains the grapple trait. When you critically hit with it, you can use your next action to attempt to Grapple that creature with your jaws, or to automatically extend the grabbed condition on a creature you're restraining with your jaws. This attempt doesn't apply or count toward your multiple attack penalty.","feats.ancestry.dauntless.description":"You gain a +1 circumstance bonus to saves against fear and to your Will DC against attempts to Demoralize you. When you succeed on a save against a fear effect, you get a critical success instead.","feats.ancestry.fixation.description":"Choose a topic you're fascinated with. You gain the Additional Lore feat and the Assurance feat for that Lore.","feats.ancestry.hug-master.description":"You gain the Titan Wrestler skill feat, a +1 circumstance bonus to Athletics checks to Grapple, and a +1 circumstance bonus to your Fortitude DC to avoid being Grappled.","feats.ancestry.hyper.description":"Your Speed increases by 5 feet.","feats.ancestry.skittermander-lore.description":"You become trained in Diplomacy and Society. For any of those you would automatically be trained in already (from your background or class, say), you become trained in a skill of your choice instead. You also gain the Additional Lore general feat for Skittermander Lore, and you learn the original skittermander language.","feats.ancestry.helping-hand.description":"Free action. Frequency: once every 10 minutes. This counts as preparing to help an ally for using the Aid reaction. You must still explain to the GM how you're helping.","feats.ancestry.lucky-improviser.description":"You gain the Untrained Improvisation general feat and the Beginner's Luck action.","feats.ancestry.all-hands-on-deck-skittermander.description":"Free action. Frequency: once per day. Until the start of your next turn, two additional pairs of hands count as your active hands. At the start of your next turn, choose which set of active hands remains active.","feats.ancestry.hush.description":"Single action. Frequency: once per day. You Recall Knowledge with a +2 circumstance bonus. A critical failure becomes a failure, and a success becomes a critical success.","feats.ancestry.secrete-numbing-saliva.description":"Single action. Frequency: once per hour. Requirement: your last action was a successful Strike with your stomach-mouth jaws unarmed attack. Your target is exposed to numbing saliva.\n\n**Numbing Saliva** (injury, poison). Saving Throw Fortitude (the higher of your class DC or spell DC); Maximum Duration 6 rounds; Stage 1 clumsy 1 (1 round); Stage 2 clumsy 1 and suppressed (1 round); Stage 3 clumsy 2 and suppressed (1 round).","feats.ancestry.zoomies.description":"Single action. Frequency: once per day. You become quickened for 4 rounds, and can use the extra action each round only to Stride.","feats.ancestry.chattermander.description":"You gain _speak with animals_ as a 2nd-rank primal innate spell, and _speak with plants_ and _translate_ as 3rd-rank primal innate spells, each castable once per day.","feats.ancestry.opportunistic-hug.description":"Reaction. Trigger: a creature critically fails a melee Strike against you. Requirements: the creature is within your reach, you have a free active hand, and it's no more than one size larger than you. You attempt an Athletics check to Grapple the creature. If you have the Titan Wrestler skill feat, you can use this against creatures up to two sizes larger than you, or three if you're legendary in Athletics.","feats.ancestry.supersonic-speed.description":"When you Stride while quickened from Zoomies, you gain concealment until the start of your next turn. As usual for concealment from an obvious visual manifestation, you can't use it to Hide.","feats.ancestry.allsix.description":"Single action. Frequency: once per day. Requirement: you aren't holding any items except in your active hands. You put all six hands (three sets of arms) into the task. The next time you roll an attack roll or skill check, roll it three times and use the highest result.","feats.ancestry.boundless-energy.description":"You can use Zoomies once per hour instead of once per day.","feats.ancestry.armor-ace.description":"When donning armor, you can give it the bulwark trait until you remove it. When wearing armor that already has the bulwark trait, the Reflex save modifier it grants against damaging effects increases to +4 instead of +3.","feats.ancestry.brutal-anatomy.description":"Choose a claw, jaws or tail unarmed attack, all in the brawling weapon group. A claw deals 1d6 slashing damage and has the agile, finesse, unarmed and vesk traits. A jaws attack deals 1d6 piercing damage and has the grapple, unarmed and vesk traits. A tail deals 1d6 bludgeoning damage and has the sweep, trip, unarmed and vesk traits. At 5th level, when you get a critical hit with one of these attacks, you get its critical specialization effect. You can take this feat three times, selecting a different attack each time.","feats.ancestry.command-tactics.description":"When an ally selects you as the target of their Follow the Expert, the circumstance bonus they receive increases by an additional +1, or +2 if you have master proficiency or higher (totals: +3 for expert, +5 for master, +6 for legendary).","feats.ancestry.fearless.description":"When you succeed on a saving throw against a fear effect, you get a critical success instead.","feats.ancestry.vesk-weapon-familiarity.description":"You're trained with all doshkos. You gain access to all uncommon weapons with the vesk trait. For proficiency, you treat any of these that are martial as simple and any that are advanced as martial. At 5th level, when you get a critical hit with one of these weapons, you get its critical specialization effect.","feats.ancestry.blood-sense.description":"You gain blood sense as an imprecise sense with a range of 30 feet, letting you smell the exact location of a living creature that isn't at full Hit Points. Creatures without blood, such as oozes and most constructs, can't be detected this way.","feats.ancestry.menacing-snarl.description":"Free action. Frequency: once per hour. Trigger: you frighten a creature. You verbally menace the creature, increasing the value of its frightened condition by 1 (maximum 3).","feats.ancestry.terrifying-bravado.description":"Reaction. Trigger: you critically succeed on a save against a fear effect from a creature, or a creature fails or critically fails an Intimidation check to Demoralize you. You attempt an Intimidation check to Demoralize the triggering creature.","feats.ancestry.eager-combatant.description":"Free action. Trigger: you roll Athletics or Intimidation for initiative. You Stride in a straight line directly toward an enemy.","feats.ancestry.opening-roar.description":"At the start of a combat encounter, if you're aware of your foes and aren't attempting to Sneak or Hide, you can roll Intimidation for initiative and use the result to Demoralize one observed foe.","feats.ancestry.plated-deflection.description":"You gain the Plate Deflection reaction.","feats.ancestry.advantageous-assault.description":"When you successfully Strike a creature that has the frightened or persistent bleed condition with a melee or ranged weapon, you gain a circumstance bonus to the damage roll equal to the number of weapon damage dice of the weapon used.","feats.ancestry.battle-blessing.description":"Single action. Frequency: once per day. Requirement: you're engaged in combat. You pray to your deity (or a battle saint) for a blessing in the heat of battle and regain 1 Focus Point, up to your usual maximum.","feats.ancestry.overcome-shame.description":"Free action. Frequency: once per 10 minutes. Trigger: you critically fail a Strike against an enemy. The next time before the end of your turn that you Strike with the same weapon against the same target, roll the attack twice and use the higher result. If that attack misses, you become off-guard until the end of your next turn.","feats.ancestry.battle-saint.description":"You can cast _rocket dash_ and _haste_ as 7th-rank divine innate spells, each once per day.","feats.ancestry.bolstered-by-battle.description":"Free action. Frequency: once per hour. Trigger: you deal the killing blow to an enemy. You gain temporary Hit Points equal to your level, lasting 1 minute or until the encounter ends, whichever comes first.","feats.ancestry.cheek-pouches.description":"You can store up to four items of light Bulk or less, none with a dimension over 1 foot, in your cheek pouches. While any item is stored, your speech is hard to understand. Placing an item in or retrieving one is an Interact action. With a single action you can empty your mouth, dropping everything stored into your square.","feats.ancestry.extra-devotion.description":"You become trained in Deception and Thievery. For any of those you would automatically be trained in already (from your background or class, say), you become trained in a skill of your choice instead. You also gain the Additional Lore general feat for your deity's Lore.","feats.ancestry.nimble-tail.description":"You can use your tail to Push Off in zero-g without needing a free hand. You also ignore the clumsy and off-guard penalties while untethered in zero gravity.","feats.ancestry.tinkering-fingers.description":"You become trained in Crafting; if you're already trained from another source (such as your background or class), you become trained in a skill of your choice instead. You can Repair an item without a repair toolkit and without the -2 circumstance penalty, improvising tools. You gain a +1 circumstance bonus to Crafting checks to Repair an item when you have a repair toolkit.","feats.ancestry.ysoki-lore.description":"You become trained in Acrobatics and Stealth. For any of those you would automatically be trained in already (from your background or class, say), you become trained in a skill of your choice instead. You also gain the Additional Lore general feat for Ysoki Lore.","feats.ancestry.cornered-fury.description":"If a foe larger than you critically hits and damages you, that foe is off-guard to you for 1 round.","feats.ancestry.prehensile-tail.description":"You can hold one extra hand's worth of equipment with your tail and use it to perform Interact actions. Your tail counts as one pair of hands for designating active hands with the Switch Hands action.","feats.ancestry.quick-stow.description":"Free action. Frequency: once per round. You Interact to store one held item in your cheek pouches, provided it fits.","feats.ancestry.big-mouth.description":"Your cheek pouches can hold up to 1 Bulk of items instead of four items of light Bulk. The maximum size of a single item is unchanged.","feats.ancestry.overcrowd.description":"While you're Small, you can end your movement in the same square as a Small ally. No more than two creatures can share a space using this ability or a similar one.","feats.ancestry.underfoot.description":"While you're Small, you can end a successful Tumble Through in a Medium or larger enemy's space. The GM decides whether the enemy has limbs or leaves enough room for this (you couldn't occupy the space of an ooze that fills the whole square). While you occupy an enemy's space, that enemy is off-guard to you.","feats.ancestry.explosive-surprise.description":"Preparing a grenade and storing it in your cheek pouch takes 10 minutes. As a single action, you can draw and throw that prepared grenade with your mouth, without needing a free hand.","feats.ancestry.skulking-strike.description":"Reaction. Trigger: an enemy occupying your space uses a manipulate or move action, makes a ranged attack, or leaves a square during a move action. Make a melee Strike against the triggering creature. If it's a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your penalty doesn't apply to it.","feats.ancestry.steadfast-faith.description":"You gain _divine decree_ once per day as a 7th-rank divine innate spell. Also, once per month, when you would die, your body instead turns into a swarm of dispersing rats. After 1d6 days the rats gather in a safe space of the GM's choosing (a site dedicated to your deity, if possible) and reform your body, returning you to life at maximum Hit Points.","feats.ancestry.slip-from-sight.description":"Free action. Frequency: once per hour. Trigger: you successfully Hide with Stealth and become hidden from all current foes, or Sneak and become undetected to all current foes. You become invisible for 1 minute or until you take a hostile action, whichever comes first.","feats.ancestry.etheric.description":"You gain the Soul Shield reaction.","feats.ancestry.headstrong.description":"You gain a +1 circumstance bonus to Will saves against fear and against effects that would make you confused or controlled, and to your Will DC against attempts to Demoralize you.","feats.ancestry.necrotized.description":"You gain the Diehard feat, and death effects don't kill you if they reduce you to 0 Hit Points. This prevents automatic death or automatic reduction of your dying value, but not other parts of the effect (a _vision of death_ spell still deals mental damage and frightens you; you just don't die instantly).","feats.ancestry.baleful-gaze.description":"Single action. Frequency: once per minute. Focus your ill intent on one living creature within 30 feet. It must succeed at a Will save against the higher of your class DC or spell DC or become frightened 1 (frightened 2 on a critical failure) and stupefied 1 as long as it's frightened. A creature you've used Baleful Gaze on is temporarily immune for 24 hours.","feats.ancestry.borai-lore.description":"You become trained in Intimidation and Religion. For any of those you would automatically be trained in already (from your background or class, say), you become trained in a skill of your choice instead. You also gain the Additional Lore general feat for Borai Lore.","feats.ancestry.death-touched-caster.description":"Choose _vitality lash_ or _void warp_. You can cast it at will as a divine innate spell, heightened to half your level rounded up. You can take this feat twice, choosing a different cantrip each time.","feats.ancestry.only-slightly-dead.description":"You don't need to roll Deception against a creature's Perception DC, or use a disguise kit, to Impersonate a living member of your ancestry or hide your borai heritage. This is non-magical and doesn't protect against detection, revelation or scrying. When a creature actively attempts a Perception check against you, you gain a +4 circumstance bonus to your Deception DC, only for seeing through such an Impersonation.","feats.ancestry.deathly-constitution.description":"You gain a +1 circumstance bonus to Fortitude saves against disease and poison.","feats.ancestry.soul-sustenance.description":"You don't need to eat or drink, and you count your Constitution modifier as one higher when determining how much you heal from resting.","feats.ancestry.unliving-memories.description":"You become trained in Religion; if already trained, you become trained in another skill of your choice. You gain the Additional Lore feat for a Lore subcategory about a specific plane tied to your afterlife.","feats.ancestry.void-blood.description":"You gain void resistance equal to half your level.","feats.ancestry.resonant-weapon.description":"Single action. Until the start of your next turn, one weapon you're holding gains the effects of the ghost killer weapon fusion. At 17th level, it deals an additional 1d6 spirit damage.","feats.ancestry.shroud-of-shattered-spirits.description":"Reaction. Frequency: once per day. Trigger: an enemy's Strike or targeted effect would hit you, and you weren't already concealed, hidden or undetected to that enemy. You become concealed until the start of your next turn, and the flat check for concealment applies to the triggering Strike or effect. If the flat check fails, it misses you.","feats.ancestry.unleash-pneuma.description":"Two actions. Frequency: once per day. You unleash your spiritual essence in a burst, dealing 5d6 damage of your chosen type to all adjacent creatures (basic Reflex save against the higher of your class DC or spell DC). At 11th level and every 2 levels thereafter, the damage increases by 1d6. When you take this feat, choose vitality or void permanently; Unleash Pneuma deals that damage type and gains that trait. You can take this feat twice, choosing a different type each time, in which case its frequency is once per day per damage type.","feats.ancestry.intuitive-talent.description":"Free action. Frequency: once per hour. Choose a skill you're untrained in. Until the start of your next turn, you're trained in it.","feats.ancestry.stubborn-corpse.description":"When you critically fail a saving throw against a mental effect, you get a failure instead. You also gain the Deny Failure reaction.","feats.ancestry.baleful-presence.description":"You can use Baleful Gaze as a 2-action activity. If you do, it gains the divine trait, loses the visual trait, and affects each living creature in a 30-foot emanation instead of a single creature.","feats.ancestry.undying.description":"Reaction. Frequency: once per hour. Trigger: you have the dying condition and are about to attempt a recovery check. You are restored to 1 Hit Point, lose the dying and unconscious conditions, and can act normally this turn. You increase your wounded condition as normal.","feats.ancestry.hyperspace-touched.description":"Single action. Frequency: once per day. You conjure a straight, vertical, intangible barrier of colorful light, up to 10 feet long and 10 feet high, within 30 feet. Creatures targeted through it have concealment. It sheds bright light for 10 feet on each side and dim light for the next 10 feet. You can ignore the concealment it grants. It lasts 5 rounds.","feats.ancestry.spectrasoul.description":"You can communicate mentally with spectra and with intelligent constructs with the tech trait within 30 feet, without sharing a language. This gives no special access to their thoughts and conveys no more than normal speech would.","feats.ancestry.chosen-prismeni.description":"You become trained in Religion and your deity's Lore. You have familiarity with the pulse gauntlet, which you treat as a simple weapon for proficiency. When you gain a class feature that grants expert or greater proficiency in simple weapons, you also gain that proficiency in the pulse gauntlet.","feats.ancestry.data-jockey.description":"You can cast the _implant data_ cantrip at will as a divine innate spell, heightened to half your level rounded up.","feats.ancestry.living-battery.description":"You can cast the _electric arc_ cantrip at will as a divine innate spell, heightened to half your level rounded up. When you cast it, you can also target batteries or battery-powered tech items (in any combination). Such a target isn't damaged; it regains 2 charges per spell rank. A tech item that needs a battery but has none is treated as having a battery with 2 charges per spell rank for 1 minute.","feats.ancestry.prismeni-lore.description":"You become trained in Piloting and Stealth. For any of those you would automatically be trained in already (from your background or class, say), you become trained in a skill of your choice instead. You also gain the Additional Lore general feat for Prismeni Lore.","feats.ancestry.tech-familiarity.description":"You become trained in Computers and Crafting. For any of those you would automatically be trained in already (from your background or class, say), you become trained in a skill of your choice instead.","feats.ancestry.hyperspace-hop.description":"Single action. Frequency: once per day. You teleport up to your Speed within your line of sight. If you're in hyperspace, the distance is doubled.","feats.ancestry.electrical-shielding.description":"You gain electricity resistance equal to half your level. You also gain the Redirect Current reaction.","feats.ancestry.spectra-transmission.description":"Single action. Frequency: once per hour. Choose an unsecured technological device within 100 feet. For 1 minute, you can transmit what you say through that device, as audio, text or both (for example from an intercom or as text on a vidscreen), instead of aloud. Switching to another output device takes a single action and doesn't extend the duration.","feats.ancestry.tech-caster.description":"You gain _delete_ and _supercharge weapon_ as 1st-rank divine innate spells, each castable once per day.","feats.ancestry.cosmic-traveler.description":"While you're in hyperspace, you gain the cosmic trait and don't need to eat or drink. While you're in hyperspace or a vacuum, you gain a fly Speed equal to your land Speed.","feats.ancestry.remote-access.description":"You can communicate wirelessly with technological devices within 10 feet, attempting Computers checks on them without a user interface or hacking toolkit. If you can already attempt Computers checks at range, that range increases by 10 feet.","feats.ancestry.revitalized-by-hyperspace.description":"If you rest for 10 minutes in hyperspace, you gain Hit Points equal to your Constitution modifier times your level, cumulative with Treat Wounds. Once per hour you can instead meditate on your connection to hyperspace, a 10-minute activity with the concentrate and exploration traits; you're treated as having rested for 10 minutes in hyperspace, but the Hit Points regained from this feat are halved.","feats.ancestry.hyperspace-blink.description":"Reaction. Frequency: once per minute. Trigger: an enemy's Strike would hit you, and you weren't already concealed, hidden or undetected to that enemy. You slip into hyperspace and become concealed against the triggering Strike; if the flat check fails, the Strike misses. After it resolves, you reemerge in an unoccupied space adjacent to your original square.","feats.ancestry.encode-presence.description":"Two actions. Frequency: once per hour. You become concealed to all technological visual sensors, such as security cameras, ocular cybernetic augmentations and the visual processors of technological constructs, for 1 minute. Your location stays obvious, so you can't use this concealment to Hide or Sneak.","feats.ancestry.frequent-hyperspace-traveler.description":"The frequency of Hyperspace Hop becomes once per hour.","feats.ancestry.scramble-tech.description":"You can cast _discharge_ twice per day as a 3rd-rank divine innate spell.","feats.ancestry.hyperspace-strike.description":"Single action. Frequency: once every 10 minutes. Requirement: your last action was a melee Strike that critically hit a creature. You launch that creature into hyperspace and reposition it, teleporting it up to 20 feet from where it started to a location of your choice in your line of sight (doubled if you're in hyperspace). The destination must be unoccupied and fit the creature. The creature attempts a Will save.\n\n**Critical Success** The creature is unaffected.\n\n**Success** The teleport distance is halved, and the creature can't be moved somewhere hazardous or that would cause a fall.\n\n**Failure** You teleport the creature up to the stated distance.\n\n**Critical Failure** As failure, but the distance is doubled.","feats.ancestry.spectra-ascendant.description":"You cease aging. You gain darkvision, the cosmic trait, and a fly Speed equal to your land Speed (double your land Speed while in hyperspace). You also gain the Cosmic Blast action.","archetypes.envoy.name":"Envoy","archetypes.envoy.description":"Multiclass archetype: some of the envoy class through class feats.","feats.archetype.envoy.envoy-dedication.name":"Envoy Dedication","feats.archetype.envoy.envoy-dedication.prerequisites.attribute":"Charisma +2","feats.archetype.envoy.envoy-dedication.prerequisites.requirement":"Not a envoy","feats.archetype.envoy.envoy-dedication.choices.skill.prompt":"Deception, Diplomacy or Intimidation","feats.archetype.envoy.envoy-dedication.choices.other.prompt":"Another skill","feats.archetype.envoy.basic-leadership.name":"Basic Leadership","feats.archetype.envoy.basic-leadership.prerequisites.feat":"Envoy Dedication","feats.archetype.envoy.basic-leadership.choices.feat.prompt":"Envoy feat (1st or 2nd level)","feats.archetype.envoy.adaptive-talent.name":"Adaptive Talent","feats.archetype.envoy.adaptive-talent.prerequisites.feat":"Envoy Dedication","feats.archetype.envoy.adaptive-talent.choices.feat.prompt":"Skill feat","feats.archetype.envoy.advanced-leadership.name":"Advanced Leadership","feats.archetype.envoy.advanced-leadership.prerequisites.feat":"Basic Leadership","feats.archetype.envoy.advanced-leadership.choices.feat.prompt":"Envoy feat (up to half your level)","feats.archetype.envoy.really-get-em.name":"Really Get 'Em!","feats.archetype.envoy.really-get-em.prerequisites.feat":"Envoy Dedication","feats.archetype.envoy.leaders-confidence.name":"Leader's Confidence","feats.archetype.envoy.leaders-confidence.prerequisites.feat":"Envoy Dedication","archetypes.mystic.name":"Mystic","archetypes.mystic.description":"Multiclass archetype: some of the mystic class through class feats.","feats.archetype.mystic.mystic-dedication.name":"Mystic Dedication","feats.archetype.mystic.mystic-dedication.prerequisites.attribute":"Wisdom +2","feats.archetype.mystic.mystic-dedication.prerequisites.requirement":"Not a mystic","feats.archetype.mystic.mystic-dedication.choices.connection.prompt":"Connection","feats.archetype.mystic.mystic-dedication.choices.connection.options.akashic.name":"Akashic","feats.archetype.mystic.mystic-dedication.choices.connection.options.elemental.name":"Elemental","feats.archetype.mystic.mystic-dedication.choices.connection.options.healing.name":"Healing","feats.archetype.mystic.mystic-dedication.choices.connection.options.rhythm.name":"Rhythm","feats.archetype.mystic.mystic-dedication.choices.connection.options.shadow.name":"Shadow","feats.archetype.mystic.vitality-network.name":"Vitality Network","feats.archetype.mystic.vitality-network.prerequisites.feat":"Mystic Dedication","feats.archetype.mystic.basic-mystic-spellcasting.name":"Basic Mystic Spellcasting","feats.archetype.mystic.basic-mystic-spellcasting.prerequisites.feat":"Mystic Dedication","feats.archetype.mystic.basic-mysticism.name":"Basic Mysticism","feats.archetype.mystic.basic-mysticism.prerequisites.feat":"Mystic Dedication","feats.archetype.mystic.basic-mysticism.choices.feat.prompt":"Mystic feat (1st or 2nd level)","feats.archetype.mystic.advanced-mysticism.name":"Advanced Mysticism","feats.archetype.mystic.advanced-mysticism.prerequisites.feat":"Basic Mysticism","feats.archetype.mystic.advanced-mysticism.choices.feat.prompt":"Mystic feat (up to half your level)","feats.archetype.mystic.basic-epiphany.name":"Basic Epiphany","feats.archetype.mystic.basic-epiphany.prerequisites.feat":"Mystic Dedication","feats.archetype.mystic.basic-epiphany.choices.spell.prompt":"Epiphany spell","feats.archetype.mystic.basic-epiphany.choices.spell.options.akashic.name":"Akashic","feats.archetype.mystic.basic-epiphany.choices.spell.options.elemental.name":"Elemental","feats.archetype.mystic.basic-epiphany.choices.spell.options.healing.name":"Healing","feats.archetype.mystic.basic-epiphany.choices.spell.options.rhythm.name":"Rhythm","feats.archetype.mystic.basic-epiphany.choices.spell.options.shadow.name":"Shadow","feats.archetype.mystic.basic-epiphany.choices.spell.options.akashic.prerequisites.connection":"Akashic connection","feats.archetype.mystic.basic-epiphany.choices.spell.options.elemental.prerequisites.connection":"Elemental connection","feats.archetype.mystic.basic-epiphany.choices.spell.options.healing.prerequisites.connection":"Healing connection","feats.archetype.mystic.basic-epiphany.choices.spell.options.rhythm.prerequisites.connection":"Rhythm connection","feats.archetype.mystic.basic-epiphany.choices.spell.options.shadow.prerequisites.connection":"Shadow connection","feats.archetype.mystic.expanded-connection.name":"Expanded Connection","feats.archetype.mystic.expanded-connection.prerequisites.feat":"Basic Mystic Spellcasting","feats.archetype.mystic.expert-mystic-spellcasting.name":"Expert Mystic Spellcasting","feats.archetype.mystic.expert-mystic-spellcasting.prerequisites.feat":"Basic Mystic Spellcasting","feats.archetype.mystic.expert-mystic-spellcasting.prerequisites.master":"Master in connection skill","feats.archetype.mystic.master-mystic-spellcasting.name":"Master Mystic Spellcasting","feats.archetype.mystic.master-mystic-spellcasting.prerequisites.expert":"Expert Mystic Spellcasting","feats.archetype.mystic.master-mystic-spellcasting.prerequisites.legendary":"Legendary in connection skill","archetypes.operative.name":"Operative","archetypes.operative.description":"Multiclass archetype: some of the operative class through class feats.","feats.archetype.operative.operative-dedication.name":"Operative Dedication","feats.archetype.operative.operative-dedication.prerequisites.attribute":"Dexterity +2","feats.archetype.operative.operative-dedication.prerequisites.requirement":"Not a operative","feats.archetype.operative.basic-gunner.name":"Basic Gunner","feats.archetype.operative.basic-gunner.prerequisites.feat":"Operative Dedication","feats.archetype.operative.basic-gunner.choices.feat.prompt":"Operative feat (1st or 2nd level)","feats.archetype.operative.sharpshooter.name":"Sharpshooter","feats.archetype.operative.sharpshooter.prerequisites.feat":"Operative Dedication","feats.archetype.operative.specialized-operative.name":"Specialized Operative","feats.archetype.operative.specialized-operative.prerequisites.feat":"Operative Dedication","feats.archetype.operative.specialized-operative.choices.specialization.prompt":"Specialization","feats.archetype.operative.specialized-operative.choices.specialization.options.ghost.name":"Ghost","feats.archetype.operative.specialized-operative.choices.specialization.options.infiltrator.name":"Infiltrator","feats.archetype.operative.specialized-operative.choices.specialization.options.skirmisher.name":"Skirmisher","feats.archetype.operative.specialized-operative.choices.specialization.options.sniper.name":"Sniper","feats.archetype.operative.specialized-operative.choices.specialization.options.striker.name":"Striker","feats.archetype.operative.specialized-operative.choices.specialization.options.ghost.choices.skill-feat.prompt":"Skill feat","feats.archetype.operative.specialized-operative.choices.specialization.options.infiltrator.choices.skill-feat.prompt":"Skill feat","feats.archetype.operative.specialized-operative.choices.specialization.options.skirmisher.choices.skill-feat.prompt":"Skill feat","feats.archetype.operative.specialized-operative.choices.specialization.options.sniper.choices.skill-feat.prompt":"Skill feat","feats.archetype.operative.specialized-operative.choices.specialization.options.striker.choices.skill-feat.prompt":"Skill feat","feats.archetype.operative.operative-resiliency.name":"Operative Resiliency","feats.archetype.operative.operative-resiliency.prerequisites.feat":"Operative Dedication","feats.archetype.operative.operative-resiliency.prerequisites.requirement":"Class granting no more Hit Points per level than 6 + your Constitution modifier","feats.archetype.operative.advanced-gunner.name":"Advanced Gunner","feats.archetype.operative.advanced-gunner.prerequisites.feat":"Basic Gunner","feats.archetype.operative.advanced-gunner.choices.feat.prompt":"Operative feat (up to half your level)","feats.archetype.operative.operative-exploit.name":"Operative Exploit","feats.archetype.operative.operative-exploit.prerequisites.feat":"Operative Dedication","feats.archetype.operative.operative-exploit.prerequisites.feat2":"Specialized Operative","feats.archetype.operative.operative-exploit.choices.exploit.prompt":"Exploit","feats.archetype.operative.operative-exploit.choices.exploit.options.ghost.name":"Ghost","feats.archetype.operative.operative-exploit.choices.exploit.options.infiltrator.name":"Infiltrator","feats.archetype.operative.operative-exploit.choices.exploit.options.skirmisher.name":"Skirmisher","feats.archetype.operative.operative-exploit.choices.exploit.options.sniper.name":"Sniper","feats.archetype.operative.operative-exploit.choices.exploit.options.striker.name":"Striker","feats.archetype.operative.operative-exploit.choices.exploit.options.ghost.prerequisites.spec":"Ghost specialization","feats.archetype.operative.operative-exploit.choices.exploit.options.infiltrator.prerequisites.spec":"Infiltrator specialization","feats.archetype.operative.operative-exploit.choices.exploit.options.skirmisher.prerequisites.spec":"Skirmisher specialization","feats.archetype.operative.operative-exploit.choices.exploit.options.sniper.prerequisites.spec":"Sniper specialization","feats.archetype.operative.operative-exploit.choices.exploit.options.striker.prerequisites.spec":"Striker specialization","feats.archetype.operative.gun-expert.name":"Gun Expert","feats.archetype.operative.gun-expert.prerequisites.feat":"Operative Dedication","feats.archetype.operative.gun-expert.prerequisites.expert":"Expert in any kind of weapon or unarmed attack","feats.archetype.operative.master-spy.name":"Master Spy","feats.archetype.operative.master-spy.prerequisites.feat":"Operative Dedication","feats.archetype.operative.master-spy.prerequisites.expert":"Expert in Perception","archetypes.solarian.name":"Solarian","archetypes.solarian.description":"Multiclass archetype: some of the solarian class through class feats.","feats.archetype.solarian.solarian-dedication.name":"Solarian Dedication","feats.archetype.solarian.solarian-dedication.prerequisites.attribute":"Strength +2","feats.archetype.solarian.solarian-dedication.prerequisites.requirement":"Not a solarian","feats.archetype.solarian.basic-stellar-attunement.name":"Basic Stellar Attunement","feats.archetype.solarian.basic-stellar-attunement.prerequisites.feat":"Solarian Dedication","feats.archetype.solarian.basic-stellar-attunement.choices.feat.prompt":"Solarian feat (1st or 2nd level)","feats.archetype.solarian.solar-weapon-customization.name":"Solar Weapon Customization","feats.archetype.solarian.solar-weapon-customization.prerequisites.feat":"Solarian Dedication","feats.archetype.solarian.solarians-resiliency.name":"Solarian's Resiliency","feats.archetype.solarian.solarians-resiliency.prerequisites.feat":"Solarian Dedication","feats.archetype.solarian.solarians-resiliency.prerequisites.requirement":"Class granting no more Hit Points per level than 8 + your Constitution modifier","feats.archetype.solarian.advanced-stellar-attunement.name":"Advanced Stellar Attunement","feats.archetype.solarian.advanced-stellar-attunement.prerequisites.feat":"Basic Stellar Attunement","feats.archetype.solarian.advanced-stellar-attunement.choices.feat.prompt":"Solarian feat (up to half your level)","feats.archetype.solarian.solar-flare.name":"Solar Flare","feats.archetype.solarian.solar-flare.prerequisites.feat":"Solarian Dedication","feats.archetype.solarian.solar-nimbus.name":"Solar Nimbus","feats.archetype.solarian.solar-nimbus.prerequisites.feat":"Solarian Dedication","feats.archetype.solarian.solar-manifestation-expert.name":"Solar Manifestation Expert","feats.archetype.solarian.solar-manifestation-expert.prerequisites.feat":"Solarian Dedication","feats.archetype.solarian.solar-manifestation-expert.prerequisites.expert":"Expert in any kind of weapon or unarmed attack","archetypes.soldier.name":"Soldier","archetypes.soldier.description":"Multiclass archetype: some of the soldier class through class feats.","feats.archetype.soldier.soldier-dedication.name":"Soldier Dedication","feats.archetype.soldier.soldier-dedication.prerequisites.attribute":"Constitution +2","feats.archetype.soldier.soldier-dedication.prerequisites.requirement":"Not a soldier","feats.archetype.soldier.basic-soldier-training.name":"Basic Soldier Training","feats.archetype.soldier.basic-soldier-training.prerequisites.feat":"Soldier Dedication","feats.archetype.soldier.basic-soldier-training.choices.feat.prompt":"Soldier feat (1st or 2nd level)","feats.archetype.soldier.soldiers-resiliency.name":"Soldier's Resiliency","feats.archetype.soldier.soldiers-resiliency.prerequisites.feat":"Soldier Dedication","feats.archetype.soldier.soldiers-resiliency.prerequisites.requirement":"Class granting no more Hit Points per level than 8 + your Constitution modifier","feats.archetype.soldier.advanced-soldier-training.name":"Advanced Soldier Training","feats.archetype.soldier.advanced-soldier-training.prerequisites.feat":"Basic Soldier Training","feats.archetype.soldier.advanced-soldier-training.choices.feat.prompt":"Soldier feat (up to half your level)","feats.archetype.soldier.suppressing-fire.name":"Suppressing Fire","feats.archetype.soldier.suppressing-fire.prerequisites.feat":"Soldier Dedication","feats.archetype.soldier.primary-target.name":"Primary Target","feats.archetype.soldier.primary-target.prerequisites.feat":"Soldier Dedication","feats.archetype.soldier.soldiers-toughness.name":"Soldier's Toughness","feats.archetype.soldier.soldiers-toughness.prerequisites.feat":"Soldier Dedication","feats.archetype.soldier.soldiers-toughness.prerequisites.expert":"Expert in Fortitude saves","archetypes.witchwarper.name":"Witchwarper","archetypes.witchwarper.description":"Multiclass archetype: some of the witchwarper class through class feats.","feats.archetype.witchwarper.witchwarper-dedication.name":"Witchwarper Dedication","feats.archetype.witchwarper.witchwarper-dedication.prerequisites.attribute":"Intelligence +2 or Charisma +2","feats.archetype.witchwarper.witchwarper-dedication.prerequisites.requirement":"Not a witchwarper","feats.archetype.witchwarper.witchwarper-dedication.choices.paradox.prompt":"Paradox","feats.archetype.witchwarper.witchwarper-dedication.choices.paradox.options.analyst.name":"Analyst","feats.archetype.witchwarper.witchwarper-dedication.choices.paradox.options.anomaly.name":"Anomaly","feats.archetype.witchwarper.witchwarper-dedication.choices.paradox.options.lost-history.name":"Lost History","feats.archetype.witchwarper.witchwarper-dedication.choices.paradox.options.precog.name":"Precog","feats.archetype.witchwarper.witchwarper-dedication.choices.attribute.prompt":"Spellcasting attribute","feats.archetype.witchwarper.witchwarper-dedication.choices.attribute.options.int.name":"Intelligence","feats.archetype.witchwarper.witchwarper-dedication.choices.attribute.options.cha.name":"Charisma","feats.archetype.witchwarper.basic-distortion.name":"Basic Distortion","feats.archetype.witchwarper.basic-distortion.prerequisites.feat":"Witchwarper Dedication","feats.archetype.witchwarper.basic-distortion.choices.feat.prompt":"Witchwarper feat (1st or 2nd level)","feats.archetype.witchwarper.basic-quantum-field.name":"Basic Quantum Field","feats.archetype.witchwarper.basic-quantum-field.prerequisites.feat":"Witchwarper Dedication","feats.archetype.witchwarper.basic-quantum-field.prerequisites.feat2":"Witchwarper Dedication","feats.archetype.witchwarper.basic-warp-spell.name":"Basic Warp Spell","feats.archetype.witchwarper.basic-warp-spell.prerequisites.feat":"Witchwarper Dedication","feats.archetype.witchwarper.basic-warp-spell.choices.spell.prompt":"Warp spell","feats.archetype.witchwarper.basic-warp-spell.choices.spell.options.analyst.name":"Analyst","feats.archetype.witchwarper.basic-warp-spell.choices.spell.options.anomaly.name":"Anomaly","feats.archetype.witchwarper.basic-warp-spell.choices.spell.options.lost-history.name":"Lost History","feats.archetype.witchwarper.basic-warp-spell.choices.spell.options.precog.name":"Precog","feats.archetype.witchwarper.basic-warp-spell.choices.spell.options.analyst.prerequisites.paradox":"Analyst paradox","feats.archetype.witchwarper.basic-warp-spell.choices.spell.options.anomaly.prerequisites.paradox":"Anomaly paradox","feats.archetype.witchwarper.basic-warp-spell.choices.spell.options.lost-history.prerequisites.paradox":"Lost History paradox","feats.archetype.witchwarper.basic-warp-spell.choices.spell.options.precog.prerequisites.paradox":"Precog paradox","feats.archetype.witchwarper.basic-witchwarper-spellcasting.name":"Basic Witchwarper Spellcasting","feats.archetype.witchwarper.basic-witchwarper-spellcasting.prerequisites.feat":"Witchwarper Dedication","feats.archetype.witchwarper.advanced-distortion.name":"Advanced Distortion","feats.archetype.witchwarper.advanced-distortion.prerequisites.feat":"Basic Distortion","feats.archetype.witchwarper.advanced-distortion.choices.feat.prompt":"Witchwarper feat (up to half your level)","feats.archetype.witchwarper.quantum-breadth.name":"Quantum Breadth","feats.archetype.witchwarper.quantum-breadth.prerequisites.feat":"Basic Witchwarper Spellcasting","feats.archetype.witchwarper.expert-witchwarper-spellcasting.name":"Expert Witchwarper Spellcasting","feats.archetype.witchwarper.expert-witchwarper-spellcasting.prerequisites.feat":"Basic Witchwarper Spellcasting","feats.archetype.witchwarper.expert-witchwarper-spellcasting.prerequisites.master":"Master in Arcana or Occultism, depending on paradox","feats.archetype.witchwarper.master-witchwarper-spellcasting.name":"Master Witchwarper Spellcasting","feats.archetype.witchwarper.master-witchwarper-spellcasting.prerequisites.expert":"Expert Witchwarper Spellcasting","feats.archetype.witchwarper.master-witchwarper-spellcasting.prerequisites.legendary":"Legendary in Arcana or Occultism, depending on paradox","feats.archetype.envoy.envoy-dedication.description":"You gain the envoy directives class feature, but not the Lead by Example benefits of the Get 'Em! directive. You become trained in Deception, Diplomacy or Intimidation plus another skill of your choice; if you were already trained in all three, you become trained in an additional skill of your choice. You also become trained in the envoy class DC.","feats.archetype.envoy.basic-leadership.description":"You gain a 1st- or 2nd-level envoy feat of your choice.","feats.archetype.envoy.adaptive-talent.description":"You gain the adaptive talent class feature, but you don't gain additional skill feats at higher levels.","feats.archetype.envoy.advanced-leadership.description":"You gain one envoy feat. For meeting its prerequisites, your envoy level is half your character level. You can select this feat more than once; each time, you gain another envoy feat.","feats.archetype.envoy.really-get-em.description":"You gain the Lead by Example benefit of your Get 'Em! directive, except that you and your allies get a +2 status bonus to damage on both the initial and the subsequent Strikes.","feats.archetype.envoy.leaders-confidence.description":"You gain the leader's confidence class feature.","feats.archetype.mystic.mystic-dedication.description":"Choose a connection. You become trained in the connection's skill, or in a skill of your choice if you were already trained. You gain no other abilities from the connection. You gain the mystic bond class feature.\n\nYou cast spells like a mystic and gain the Cast a Spell activity. You gain a spell repertoire with two common cantrips from your connection's spell list, from the spells your connection grants, or from any other cantrips of that tradition you learn or discover. You're trained in spell attack modifier and spell DC. Your key spellcasting attribute for mystic archetype spells is Wisdom, and they are mystic spells of your connection's tradition.","feats.archetype.mystic.vitality-network.description":"You gain a vitality network with 10 Hit Points and can use Transfer Vitality to transfer up to 10 HP. The network's maximum capacity increases by 10 at 10th, 15th and 20th level. The amount you can transfer increases by 5 at 5th, 10th, 15th and 20th level.","feats.archetype.mystic.basic-mystic-spellcasting.description":"You gain the basic spellcasting benefits. Each time you gain a spell slot of a new rank from the mystic archetype, add a spell of that rank to your repertoire: a common spell of your connection's tradition, or one of your connection's granted spells.","feats.archetype.mystic.basic-mysticism.description":"You gain a 1st- or 2nd-level mystic feat.","feats.archetype.mystic.advanced-mysticism.description":"You gain one mystic feat. For meeting its prerequisites, your mystic level is half your character level. You can select this feat more than once; each time, you gain another mystic feat.","feats.archetype.mystic.basic-epiphany.description":"You gain your connection's initial epiphany spell. If you don't already have a focus pool, you gain one with 1 Focus Point, which you can Refocus by reflecting on your connection.","feats.archetype.mystic.expanded-connection.description":"Increase the number of spells in your repertoire, and the number of spell slots you gain from mystic archetype feats, by 1 for each spell rank other than your two highest mystic spell slots.","feats.archetype.mystic.expert-mystic-spellcasting.description":"You gain the expert spellcasting benefits.","feats.archetype.mystic.master-mystic-spellcasting.description":"You gain the master spellcasting benefits.","feats.archetype.operative.operative-dedication.description":"You become trained in simple and martial guns and in the operative class DC. You gain the Aim action; it deals no additional damage, but still reduces the bonus to AC your mark gains from cover (this doesn't increase as you gain levels).","feats.archetype.operative.basic-gunner.description":"You gain a 1st- or 2nd-level operative feat.","feats.archetype.operative.sharpshooter.description":"Your ranged Strikes with the required ranged weapon against the target of your Aim deal an additional 1d4 precision damage until the end of your turn. The damage increases to 2d4 at 6th level.","feats.archetype.operative.specialized-operative.description":"Choose a specialization. You become trained in one skill determined by it, or in another skill of your choice if you were already trained in that skill. You gain a skill feat associated with that skill. You gain no other benefits from the specialization.","feats.archetype.operative.operative-resiliency.description":"You gain 3 additional Hit Points for each operative archetype class feat you have, and keep gaining them as you select more.","feats.archetype.operative.advanced-gunner.description":"You gain one operative feat. For meeting its prerequisites, your operative level is half your character level. You can select this feat more than once; each time, you gain another operative feat.","feats.archetype.operative.operative-exploit.description":"You gain the exploit of your chosen specialization.","feats.archetype.operative.gun-expert.description":"Your proficiency ranks for simple and martial guns increase to expert.","feats.archetype.operative.master-spy.description":"Your proficiency rank for Perception increases to master.","feats.archetype.solarian.solarian-dedication.description":"You gain the stellar attunement class feature, but you don't Attune as a free action when you roll initiative. You become trained in solar flare, solar weapon and the solarian class DC.\n\nYou can manifest a solar weapon. It has the attuned and solarian traits, but you can't select additional traits for it and it gains no benefits based on your attunement. You gain the Re-Forge Solar Weapon action.","feats.archetype.solarian.basic-stellar-attunement.description":"You gain a 1st- or 2nd-level solarian feat.","feats.archetype.solarian.solar-weapon-customization.description":"You can select one trait from the solar weapon trait list for your solar weapon. At 6th level, you can choose a second trait, or the reach or two-hand 1d10 trait instead of two traits.","feats.archetype.solarian.solarians-resiliency.description":"You gain 3 additional Hit Points for each solarian archetype class feat you have, and keep gaining them as you select more.","feats.archetype.solarian.advanced-stellar-attunement.description":"You gain one solarian feat. For meeting its prerequisites, your solarian level is half your character level. You can select this feat more than once; each time, you gain another solarian feat.","feats.archetype.solarian.solar-flare.description":"You can create and maintain a solar flare, but you don't add your Strength modifier to its damage rolls and gain no benefits based on your attunement.","feats.archetype.solarian.solar-nimbus.description":"You gain the Nimbus Surge reaction, but none of its additional benefits based on your attunement.","feats.archetype.solarian.solar-manifestation-expert.description":"Your proficiency ranks for solar flare, solar weapon and your solarian class DC increase to expert.","feats.archetype.soldier.soldier-dedication.description":"You become trained in Intimidation, or in a skill of your choice if you were already trained. Increase your maximum and encumbered Bulk limits by 2. You become trained in the soldier class DC.\n\nYou become trained in light armor and medium armor; if you already were, you gain training in heavy armor too. Whenever you gain a class feature that grants expert or greater proficiency in any type of armor (but not unarmored defense), you also gain that proficiency in the armor types this feat grants. If a class feature gives you expert proficiency in unarmored defense and you're 13th level or higher, you also become an expert in the armor types this feat grants.","feats.archetype.soldier.basic-soldier-training.description":"You gain a 1st- or 2nd-level soldier feat.","feats.archetype.soldier.soldiers-resiliency.description":"You gain 3 additional Hit Points for each soldier archetype class feat you have, and keep gaining them as you select more.","feats.archetype.soldier.advanced-soldier-training.description":"You gain one soldier feat. For meeting its prerequisites, your soldier level is half your character level. You can select this feat more than once; each time, you gain another soldier feat.","feats.archetype.soldier.suppressing-fire.description":"You gain the suppressing fire class feature.","feats.archetype.soldier.primary-target.description":"You gain the primary target class feature.","feats.archetype.soldier.soldiers-toughness.description":"Your proficiency rank in Fortitude saves increases to master.","feats.archetype.witchwarper.witchwarper-dedication.description":"Choose a paradox. You become trained in the paradox's skill, or in a skill of your choice if you were already trained. You gain no other abilities from the paradox. You gain the Warp Reality action, but your quantum field is a 10-foot-radius burst.\n\nYou cast spells like a witchwarper and gain the Cast a Spell activity. You gain a spell repertoire with two common cantrips from your paradox's spell list, from the spells your paradox grants, or from any other cantrips of that tradition you learn or discover. You're trained in spell attack modifier and spell DC. Your key spellcasting attribute for witchwarper archetype spells is your choice of Intelligence or Charisma, and they are witchwarper spells of your paradox's tradition.","feats.archetype.witchwarper.basic-distortion.description":"You gain a 1st- or 2nd-level witchwarper feat.","feats.archetype.witchwarper.basic-quantum-field.description":"Your quantum field gains the effect of your chosen paradox.","feats.archetype.witchwarper.basic-warp-spell.description":"You gain your paradox's initial warp spell. If you don't already have a focus pool, you gain one with 1 Focus Point, which you can Refocus by contemplating infinite worlds.","feats.archetype.witchwarper.basic-witchwarper-spellcasting.description":"You gain the basic spellcasting benefits. Each time you gain a spell slot of a new rank from the witchwarper archetype, add a spell of that rank to your repertoire: a common spell of your paradox's tradition, or one of your paradox's granted spells.","feats.archetype.witchwarper.advanced-distortion.description":"You gain one witchwarper feat. For meeting its prerequisites, your witchwarper level is half your character level. You can select this feat more than once; each time, you gain another witchwarper feat.","feats.archetype.witchwarper.quantum-breadth.description":"Increase the number of spells in your repertoire, and the number of spell slots you gain from witchwarper archetype feats, by 1 for each spell rank other than your two highest witchwarper spell slots.","feats.archetype.witchwarper.expert-witchwarper-spellcasting.description":"You gain the expert spellcasting benefits.","feats.archetype.witchwarper.master-witchwarper-spellcasting.description":"You gain the master spellcasting benefits.","armor.second-skin.name":"Second Skin","armor.second-skin.description":"Light armor (polymer): +1 AC, Dex cap +4, check penalty –1, 0 upgrade slots.","armor.tempweave.name":"Tempweave","armor.tempweave.description":"Light armor (composite): +1 AC, Dex cap +4, check penalty –1, 1 upgrade slot.","armor.defrex-hide.name":"Defrex Hide","armor.defrex-hide.description":"Medium armor (leather): +3 AC, Dex cap +2, check penalty –2, Speed –5 feet, Strength +2, 1 upgrade slot.","armor.freebooter-armor.name":"Freebooter Armor","armor.freebooter-armor.description":"Medium armor (plate): +4 AC, Dex cap +1, check penalty –2, Speed –5 feet, Strength +3, 1 upgrade slot.","armor.shotalashu-armor.name":"Shotalashu Armor","armor.shotalashu-armor.description":"Medium armor (composite): +3 AC, Dex cap +2, check penalty –2, Speed –5 feet, Strength +2, 1 upgrade slot.","armor.decorative-armor.name":"Decorative Armor","armor.decorative-armor.description":"Medium armor (ceramic): +3 AC, Dex cap +2, check penalty –2, Speed –5 feet, Strength +1, 0 upgrade slots.","armor.swarmsuit.name":"Swarmsuit","armor.swarmsuit.description":"Medium armor (chain): +4 AC, Dex cap +1, check penalty –2, Speed –5 feet, Strength +3, 1 upgrade slot.","armor.aegis-series.name":"Aegis Series","armor.aegis-series.description":"Heavy armor (plate): +6 AC, Dex cap +0, check penalty –3, Speed –10 feet, Strength +3, 0 upgrade slots.","armor.defiance-series.name":"Defiance Series","armor.defiance-series.description":"Heavy armor (plate): +5 AC, Dex cap +1, check penalty –3, Speed –10 feet, Strength +3, 1 upgrade slot.","armor.ceramic-suit.name":"Ceramic Suit","armor.ceramic-suit.description":"Heavy armor (ceramic): +5 AC, Dex cap +1, check penalty –3, Speed –10 feet, Strength +4, 1 upgrade slot.","armor.flight-suit.name":"Flight Suit","armor.flight-suit.description":"Unarmored armor (cloth): +0 AC, Dex cap +5, 0 upgrade slots.","armor.kyokor-plating.name":"Kyokor Plating","armor.kyokor-plating.description":"Heavy armor (plate): +6 AC, Dex cap +0, check penalty –3, Speed –10 feet, Strength +4, 1 upgrade slot.","armor.thinplate.name":"Thinplate","armor.thinplate.description":"Heavy armor (composite): +5 AC, Dex cap +1, check penalty –3, Speed –10 feet, Strength +3, 1 upgrade slot.","armor.scaled-plate.name":"Scaled Plate","armor.scaled-plate.description":"Heavy armor (composite): +6 AC, Dex cap +0, check penalty –3, Speed –10 feet, Strength +4, 1 upgrade slot.","armor.travel-suit.name":"Travel Suit","armor.travel-suit.description":"Light armor (cloth): +1 AC, Dex cap +3, 2 upgrade slots.","armor.armored-coat.name":"Armored Coat","armor.armored-coat.description":"Light armor (leather): +2 AC, Dex cap +2, check penalty –1, Strength +2, 1 upgrade slot.","armor.carbon-skin.name":"Carbon Skin","armor.carbon-skin.description":"Light armor (polymer): +1 AC, Dex cap +4, check penalty –1, 1 upgrade slot.","armor.bulky-flight-suit.name":"Bulky Flight Suit","armor.bulky-flight-suit.description":"Light armor (cloth): +1 AC, Dex cap +3, check penalty –1, Strength +1, 1 upgrade slot.","armor.hardlight-series.name":"Hardlight Series","armor.hardlight-series.description":"Light armor (chain): +2 AC, Dex cap +3, check penalty –1, Strength +1, 1 upgrade slot.","armor.microcord-armor.name":"Microcord Armor","armor.microcord-armor.description":"Light armor (polymer): +2 AC, Dex cap +3, check penalty –1, Strength +1, 1 upgrade slot.","armor.quilted-armor.name":"Quilted Armor","armor.quilted-armor.description":"Light armor (cloth): +2 AC, Dex cap +2, check penalty –1, Strength +1, 1 upgrade slot.","grades.armor-tactical.name":"Tactical {base}","grades.armor-tactical.description":"Tactical grade (level 5): +1 item bonus to AC; +1600 credits.","grades.armor-advanced.name":"Advanced {base}","grades.armor-advanced.description":"Advanced grade (level 8): +1 item bonus to AC, resilient +1, 1 more upgrade slot; +5000 credits.","grades.armor-superior.name":"Superior {base}","grades.armor-superior.description":"Superior grade (level 11): +2 item bonus to AC, resilient +1, 1 more upgrade slot; +14000 credits.","grades.armor-elite.name":"Elite {base}","grades.armor-elite.description":"Elite grade (level 14): +2 item bonus to AC, resilient +2, 2 more upgrade slots; +45000 credits.","grades.armor-ultimate.name":"Ultimate {base}","grades.armor-ultimate.description":"Ultimate grade (level 18): +3 item bonus to AC, resilient +2, 2 more upgrade slots; +240000 credits.","grades.armor-paragon.name":"Paragon {base}","grades.armor-paragon.description":"Paragon grade (level 20): +3 item bonus to AC, resilient +3, 3 more upgrade slots; +700000 credits.","shields.carbon-shield.name":"Carbon Shield","shields.carbon-shield.description":"+2 circumstance bonus to AC raised, Hardness 5, HP 20 (BT 10).","shields.advanced-carbon-shield.name":"Advanced Carbon Shield","shields.advanced-carbon-shield.description":"Advanced grade (level 8): Hardness 8, HP 76 (BT 38).","shields.elite-carbon-shield.name":"Elite Carbon Shield","shields.elite-carbon-shield.description":"Elite grade (level 14): Hardness 10, HP 100 (BT 50).","shields.paragon-carbon-shield.name":"Paragon Carbon Shield","shields.paragon-carbon-shield.description":"Paragon grade (level 20): Hardness 12, HP 140 (BT 70).","shields.superior-carbon-shield.name":"Superior Carbon Shield","shields.superior-carbon-shield.description":"Superior grade (level 11): Hardness 8, HP 88 (BT 44).","shields.tactical-carbon-shield.name":"Tactical Carbon Shield","shields.tactical-carbon-shield.description":"Tactical grade (level 5): Hardness 8, HP 66 (BT 33).","shields.ultimate-carbon-shield.name":"Ultimate Carbon Shield","shields.ultimate-carbon-shield.description":"Ultimate grade (level 18): Hardness 11, HP 120 (BT 60).","shields.compact-shield.name":"Compact Shield","shields.compact-shield.description":"+1 circumstance bonus to AC raised, Hardness 4, HP 8 (BT 4).","shields.advanced-compact-shield.name":"Advanced Compact Shield","shields.advanced-compact-shield.description":"Advanced grade (level 8): Hardness 7, HP 64 (BT 32).","shields.elite-compact-shield.name":"Elite Compact Shield","shields.elite-compact-shield.description":"Elite grade (level 14): Hardness 9, HP 88 (BT 44).","shields.paragon-compact-shield.name":"Paragon Compact Shield","shields.paragon-compact-shield.description":"Paragon grade (level 20): Hardness 11, HP 128 (BT 64).","shields.superior-compact-shield.name":"Superior Compact Shield","shields.superior-compact-shield.description":"Superior grade (level 11): Hardness 7, HP 76 (BT 38).","shields.tactical-compact-shield.name":"Tactical Compact Shield","shields.tactical-compact-shield.description":"Tactical grade (level 5): Hardness 7, HP 54 (BT 27).","shields.ultimate-compact-shield.name":"Ultimate Compact Shield","shields.ultimate-compact-shield.description":"Ultimate grade (level 18): Hardness 10, HP 108 (BT 54).","shields.deflecting-field.name":"Deflecting Field","shields.deflecting-field.description":"+1 circumstance bonus to AC raised, Hardness 2, HP 4 (BT 2).","shields.advanced-deflecting-field.name":"Advanced Deflecting Field","shields.advanced-deflecting-field.description":"Advanced grade (level 8): Hardness 5, HP 60 (BT 30).","shields.elite-deflecting-field.name":"Elite Deflecting Field","shields.elite-deflecting-field.description":"Elite grade (level 14): Hardness 7, HP 84 (BT 42).","shields.paragon-deflecting-field.name":"Paragon Deflecting Field","shields.paragon-deflecting-field.description":"Paragon grade (level 20): Hardness 9, HP 124 (BT 62).","shields.superior-deflecting-field.name":"Superior Deflecting Field","shields.superior-deflecting-field.description":"Superior grade (level 11): Hardness 5, HP 72 (BT 36).","shields.tactical-deflecting-field.name":"Tactical Deflecting Field","shields.tactical-deflecting-field.description":"Tactical grade (level 5): Hardness 5, HP 50 (BT 25).","shields.ultimate-deflecting-field.name":"Ultimate Deflecting Field","shields.ultimate-deflecting-field.description":"Ultimate grade (level 18): Hardness 8, HP 104 (BT 52).","shields.irising-shield.name":"Irising Shield","shields.irising-shield.description":"+1 circumstance bonus to AC raised, Hardness 3, HP 6 (BT 3).","shields.advanced-irising-shield.name":"Advanced Irising Shield","shields.advanced-irising-shield.description":"Advanced grade (level 8): Hardness 6, HP 62 (BT 31).","shields.elite-irising-shield.name":"Elite Irising Shield","shields.elite-irising-shield.description":"Elite grade (level 14): Hardness 8, HP 86 (BT 43).","shields.paragon-irising-shield.name":"Paragon Irising Shield","shields.paragon-irising-shield.description":"Paragon grade (level 20): Hardness 10, HP 126 (BT 63).","shields.superior-irising-shield.name":"Superior Irising Shield","shields.superior-irising-shield.description":"Superior grade (level 11): Hardness 6, HP 74 (BT 37).","shields.tactical-irising-shield.name":"Tactical Irising Shield","shields.tactical-irising-shield.description":"Tactical grade (level 5): Hardness 6, HP 52 (BT 26).","shields.ultimate-irising-shield.name":"Ultimate Irising Shield","shields.ultimate-irising-shield.description":"Ultimate grade (level 18): Hardness 9, HP 106 (BT 53).","shields.mobile-bulwark.name":"Mobile Bulwark","shields.mobile-bulwark.description":"+3 circumstance bonus to AC raised, Hardness 6, HP 24 (BT 12), Speed –10 feet.","shields.advanced-mobile-bulwark.name":"Advanced Mobile Bulwark","shields.advanced-mobile-bulwark.description":"Advanced grade (level 8): Hardness 9, HP 80 (BT 40).","shields.elite-mobile-bulwark.name":"Elite Mobile Bulwark","shields.elite-mobile-bulwark.description":"Elite grade (level 14): Hardness 11, HP 104 (BT 52).","shields.paragon-mobile-bulwark.name":"Paragon Mobile Bulwark","shields.paragon-mobile-bulwark.description":"Paragon grade (level 20): Hardness 13, HP 144 (BT 72).","shields.superior-mobile-bulwark.name":"Superior Mobile Bulwark","shields.superior-mobile-bulwark.description":"Superior grade (level 11): Hardness 9, HP 92 (BT 46).","shields.tactical-mobile-bulwark.name":"Tactical Mobile Bulwark","shields.tactical-mobile-bulwark.description":"Tactical grade (level 5): Hardness 9, HP 70 (BT 35).","shields.ultimate-mobile-bulwark.name":"Ultimate Mobile Bulwark","shields.ultimate-mobile-bulwark.description":"Ultimate grade (level 18): Hardness 12, HP 124 (BT 62).","shields.phase-shield.name":"Phase Shield","shields.phase-shield.description":"+2 circumstance bonus to AC raised, Hardness 5, HP 10 (BT 5).","shields.advanced-phase-shield.name":"Advanced Phase Shield","shields.advanced-phase-shield.description":"Advanced grade (level 8): Hardness 8, HP 66 (BT 33).","shields.elite-phase-shield.name":"Elite Phase Shield","shields.elite-phase-shield.description":"Elite grade (level 14): Hardness 10, HP 90 (BT 45).","shields.paragon-phase-shield.name":"Paragon Phase Shield","shields.paragon-phase-shield.description":"Paragon grade (level 20): Hardness 12, HP 130 (BT 65).","shields.superior-phase-shield.name":"Superior Phase Shield","shields.superior-phase-shield.description":"Superior grade (level 11): Hardness 8, HP 78 (BT 39).","shields.tactical-phase-shield.name":"Tactical Phase Shield","shields.tactical-phase-shield.description":"Tactical grade (level 5): Hardness 8, HP 56 (BT 28).","shields.ultimate-phase-shield.name":"Ultimate Phase Shield","shields.ultimate-phase-shield.description":"Ultimate grade (level 18): Hardness 11, HP 110 (BT 55).","shields.riot-shield.name":"Riot Shield","shields.riot-shield.description":"+2 circumstance bonus to AC raised, Hardness 5, HP 20 (BT 10), Speed –5 feet.","shields.advanced-riot-shield.name":"Advanced Riot Shield","shields.advanced-riot-shield.description":"Advanced grade (level 8): Hardness 8, HP 76 (BT 38).","shields.elite-riot-shield.name":"Elite Riot Shield","shields.elite-riot-shield.description":"Elite grade (level 14): Hardness 10, HP 100 (BT 50).","shields.paragon-riot-shield.name":"Paragon Riot Shield","shields.paragon-riot-shield.description":"Paragon grade (level 20): Hardness 12, HP 140 (BT 70).","shields.superior-riot-shield.name":"Superior Riot Shield","shields.superior-riot-shield.description":"Superior grade (level 11): Hardness 8, HP 88 (BT 44).","shields.tactical-riot-shield.name":"Tactical Riot Shield","shields.tactical-riot-shield.description":"Tactical grade (level 5): Hardness 8, HP 66 (BT 33).","shields.ultimate-riot-shield.name":"Ultimate Riot Shield","shields.ultimate-riot-shield.description":"Ultimate grade (level 18): Hardness 11, HP 120 (BT 60).","backgrounds.artist.name":"Artist","backgrounds.artist.description":"A boost to Dexterity or Charisma and a free boost. Trained in Crafting and Art Lore. Skill feat: Specialty Crafting.","backgrounds.artist.choices.boost.prompt":"Background attribute boost","backgrounds.artist.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.cyberborn.name":"Cyberborn","backgrounds.cyberborn.description":"A boost to Strength or Constitution and a free boost. Trained in Crafting and Augmentation Lore. Skill feat: Augmented Body.","backgrounds.cyberborn.choices.boost.prompt":"Background attribute boost","backgrounds.cyberborn.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.detective.name":"Detective","backgrounds.detective.description":"A boost to Intelligence or Wisdom and a free boost. Trained in Society and Underworld Lore. Skill feat: Streetwise.","backgrounds.detective.choices.boost.prompt":"Background attribute boost","backgrounds.detective.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.diplomat.name":"Diplomat","backgrounds.diplomat.description":"A boost to Intelligence or Charisma and a free boost. Trained in Diplomacy and a Lore of a planet. Skill feat: Group Impression.","backgrounds.diplomat.choices.boost.prompt":"Background attribute boost","backgrounds.diplomat.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.disciple.name":"Disciple","backgrounds.disciple.description":"A boost to one of your deity's divine attributes and a free boost. Trained in your deity's divine skill and a Lore of your deity. Skill feat: Religious Talisman.","backgrounds.disciple.choices.boost.prompt":"Background attribute boost","backgrounds.disciple.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.disciple.choices.divine-skill.prompt":"Your deity's divine skill","backgrounds.doctor.name":"Doctor","backgrounds.doctor.description":"A boost to Dexterity or Intelligence and a free boost. Trained in Medicine and Life Science Lore. Skill feat: Battle Medicine.","backgrounds.doctor.choices.boost.prompt":"Background attribute boost","backgrounds.doctor.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.dream-prophet.name":"Dream Prophet","backgrounds.dream-prophet.description":"A boost to Wisdom or Charisma and a free boost. Trained in Occultism and a Lore of a metaphysical topic. Skill feat: Schooled in Secrets.","backgrounds.dream-prophet.choices.boost.prompt":"Background attribute boost","backgrounds.dream-prophet.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.electrician.name":"Electrician","backgrounds.electrician.description":"A boost to Constitution or Intelligence and a free boost. Trained in Crafting and Physical Science Lore. Skill feat: Electrical Engineer.","backgrounds.electrician.choices.boost.prompt":"Background attribute boost","backgrounds.electrician.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.emissary.name":"Emissary","backgrounds.emissary.description":"A boost to Intelligence or Charisma and a free boost. Trained in Society and a Lore of a city or region you often visited. Skill feat: Multilingual.","backgrounds.emissary.choices.boost.prompt":"Background attribute boost","backgrounds.emissary.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.gambler.name":"Gambler","backgrounds.gambler.description":"A boost to Dexterity or Charisma and a free boost. Trained in Deception and Games Lore. Skill feat: Lie to Me.","backgrounds.gambler.choices.boost.prompt":"Background attribute boost","backgrounds.gambler.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.gene-splicer.name":"Gene Splicer","backgrounds.gene-splicer.description":"A boost to Strength or Intelligence and a free boost. Trained in Crafting and Augmentation or Life Science Lore. Skill feat: Serum Crafting.","backgrounds.gene-splicer.choices.boost.prompt":"Background attribute boost","backgrounds.gene-splicer.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.gene-splicer.choices.lore.prompt":"Lore","backgrounds.gene-splicer.choices.lore.options.augmentation.name":"Augmentation Lore","backgrounds.gene-splicer.choices.lore.options.life-science.name":"Life Science Lore","backgrounds.athlete.name":"Athlete","backgrounds.athlete.description":"A boost to Strength or Dexterity and a free boost. Trained in Athletics and Sports Lore. Skill feat: Deadlift.","backgrounds.athlete.choices.boost.prompt":"Background attribute boost","backgrounds.athlete.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.grifter.name":"Grifter","backgrounds.grifter.description":"A boost to Intelligence or Charisma and a free boost. Trained in Deception and a Lore of a profession or subject you fake. Skill feat: Charming Liar.","backgrounds.grifter.choices.boost.prompt":"Background attribute boost","backgrounds.grifter.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.hacker.name":"Hacker","backgrounds.hacker.description":"A boost to Dexterity or Intelligence and a free boost. Trained in Computers and Infosphere Lore. Skill feat: Phreaker.","backgrounds.hacker.choices.boost.prompt":"Background attribute boost","backgrounds.hacker.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.icon.name":"Icon","backgrounds.icon.description":"A boost to Constitution or Charisma and a free boost. Trained in Performance and Media Lore. Skill feat: Impressive Performance.","backgrounds.icon.choices.boost.prompt":"Background attribute boost","backgrounds.icon.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.laborer.name":"Laborer","backgrounds.laborer.description":"A boost to Strength or Constitution and a free boost. Trained in Athletics and Labor Lore. Skill feat: Hefty Hauler.","backgrounds.laborer.choices.boost.prompt":"Background attribute boost","backgrounds.laborer.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.miner.name":"Miner","backgrounds.miner.description":"A boost to Strength or Wisdom and a free boost. Trained in Survival and Mining Lore. Skill feat: Terrain Expertise.","backgrounds.miner.choices.boost.prompt":"Background attribute boost","backgrounds.miner.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.outlaw.name":"Outlaw","backgrounds.outlaw.description":"A boost to Strength or Charisma and a free boost. Trained in Intimidation and Underworld Lore. Skill feat: Intimidating Shot.","backgrounds.outlaw.choices.boost.prompt":"Background attribute boost","backgrounds.outlaw.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.prisoner.name":"Prisoner","backgrounds.prisoner.description":"A boost to Strength or Constitution and a free boost. Trained in Stealth and Underworld Lore. Skill feat: Experienced Smuggler.","backgrounds.prisoner.choices.boost.prompt":"Background attribute boost","backgrounds.prisoner.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.raised-by-belief.name":"Raised by Belief","backgrounds.raised-by-belief.description":"A boost to one of your deity's divine attributes and a free boost. Trained in your deity's divine skill and a Lore of your deity. Skill feat: Assurance with that skill.","backgrounds.raised-by-belief.choices.boost.prompt":"Background attribute boost","backgrounds.raised-by-belief.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.raised-by-belief.choices.divine-skill.prompt":"Your deity's divine skill","backgrounds.recluse.name":"Recluse","backgrounds.recluse.description":"A boost to Constitution or Wisdom and a free boost. Trained in Survival and a Lore of your former life. Skill feat: Dubious Knowledge.","backgrounds.recluse.choices.boost.prompt":"Background attribute boost","backgrounds.recluse.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.scientist.name":"Scientist","backgrounds.scientist.description":"A boost to Intelligence or Wisdom and a free boost. Trained in Crafting and a Lore of your field of research. Skill feat: Assurance.","backgrounds.scientist.choices.boost.prompt":"Background attribute boost","backgrounds.scientist.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.bounty-hunter.name":"Bounty Hunter","backgrounds.bounty-hunter.description":"A boost to Strength or Constitution and a free boost. Trained in Survival and Underworld Lore. Skill feat: Experienced Tracker.","backgrounds.bounty-hunter.choices.boost.prompt":"Background attribute boost","backgrounds.bounty-hunter.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.smuggler.name":"Smuggler","backgrounds.smuggler.description":"A boost to Dexterity or Wisdom and a free boost. Trained in Stealth and Piracy Lore. Skill feat: Experienced Smuggler.","backgrounds.smuggler.choices.boost.prompt":"Background attribute boost","backgrounds.smuggler.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.socialite.name":"Socialite","backgrounds.socialite.description":"A boost to Intelligence or Charisma and a free boost. Trained in Society and a Lore of your home planet. Skill feat: Plant Rumor.","backgrounds.socialite.choices.boost.prompt":"Background attribute boost","backgrounds.socialite.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.space-pirate.name":"Space Pirate","backgrounds.space-pirate.description":"A boost to Strength or Dexterity and a free boost. Trained in Intimidation and Piracy Lore. Skill feat: Group Coercion.","backgrounds.space-pirate.choices.boost.prompt":"Background attribute boost","backgrounds.space-pirate.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.spacefarer.name":"Spacefarer","backgrounds.spacefarer.description":"A boost to Dexterity or Constitution and a free boost. Trained in Piloting and Hyperspace Lore. Skill feat: Express Driver.","backgrounds.spacefarer.choices.boost.prompt":"Background attribute boost","backgrounds.spacefarer.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.street-rat.name":"Street Rat","backgrounds.street-rat.description":"A boost to Dexterity or Wisdom and a free boost. Trained in Survival and a Lore of a settlement. Skill feat: Urban Survivalist.","backgrounds.street-rat.choices.boost.prompt":"Background attribute boost","backgrounds.street-rat.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.teacher.name":"Teacher","backgrounds.teacher.description":"A boost to Intelligence or Wisdom and a free boost. Trained in Performance or Society and Academia Lore. Skill feat: Experienced Professional.","backgrounds.teacher.choices.boost.prompt":"Background attribute boost","backgrounds.teacher.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.teacher.choices.skill.prompt":"Skill","backgrounds.teacher.choices.skill.options.performance.name":"Performance","backgrounds.teacher.choices.skill.options.society.name":"Society","backgrounds.tech-support.name":"Tech Support","backgrounds.tech-support.description":"A boost to Constitution or Intelligence and a free boost. Trained in Computers and Business Lore. Skill feat: Quick Install.","backgrounds.tech-support.choices.boost.prompt":"Background attribute boost","backgrounds.tech-support.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.timelost.name":"Timelost","backgrounds.timelost.description":"Two free boosts. Trained in Society and History Lore. Skill feat: Dubious Knowledge.","backgrounds.timelost.choices.boost.prompt":"A free attribute boost","backgrounds.timelost.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.trooper.name":"Trooper","backgrounds.trooper.description":"A boost to Strength or Constitution and a free boost. Trained in Athletics and Warfare Lore. Skill feat: Barricade.","backgrounds.trooper.choices.boost.prompt":"Background attribute boost","backgrounds.trooper.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.vidgamer.name":"Vidgamer","backgrounds.vidgamer.description":"A boost to Dexterity or Intelligence and a free boost. Trained in Computers and Vidgame Lore. Skill feat: Hologram Skeptic.","backgrounds.vidgamer.choices.boost.prompt":"Background attribute boost","backgrounds.vidgamer.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.brutaris-player.name":"Brutaris Player","backgrounds.brutaris-player.description":"A boost to Strength or Constitution and a free boost. Trained in Athletics and Sports Lore. Skill feat: Quick Jump or Titan Wrestler.","backgrounds.brutaris-player.choices.boost.prompt":"Background attribute boost","backgrounds.brutaris-player.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.brutaris-player.choices.feat.prompt":"Skill feat","backgrounds.city-slicker.name":"City Slicker","backgrounds.city-slicker.description":"A boost to Dexterity or Charisma and a free boost. Trained in Deception and a Lore of a settlement. Skill feat: Face in the Crowd.","backgrounds.city-slicker.choices.boost.prompt":"Background attribute boost","backgrounds.city-slicker.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.cleaner.name":"Cleaner","backgrounds.cleaner.description":"A boost to Dexterity or Charisma and a free boost. Trained in Deception and Underworld Lore. Skill feat: Without a Trace.","backgrounds.cleaner.choices.boost.prompt":"Background attribute boost","backgrounds.cleaner.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.comedian.name":"Comedian","backgrounds.comedian.description":"A boost to Wisdom or Charisma and a free boost. Trained in Performance and Media Lore. Skill feat: Just Kidding!.","backgrounds.comedian.choices.boost.prompt":"Background attribute boost","backgrounds.comedian.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.cook.name":"Cook","backgrounds.cook.description":"A boost to Constitution or Intelligence and a free boost. Trained in Survival and Cooking Lore. Skill feat: Seasoned.","backgrounds.cook.choices.boost.prompt":"Background attribute boost","backgrounds.cook.choices.free-boost.prompt":"A free attribute boost (a different attribute)","backgrounds.corporate-agent.name":"Corporate Agent","backgrounds.corporate-agent.description":"A boost to Intelligence or Charisma and a free boost. Trained in Society and Corporate Lore. Skill feat: Management Material.","backgrounds.corporate-agent.choices.boost.prompt":"Background attribute boost","backgrounds.corporate-agent.choices.free-boost.prompt":"A free attribute boost (a different attribute)","actions.activate.name":"Activate","actions.activate.params.copy.name":"The weapon or armor","actions.activate.results.activated.name":"Activated","actions.administer-first-aid.name":"Administer First Aid","actions.administer-first-aid.options.bleeding.name":"Stop bleeding","actions.administer-first-aid.options.frightened.name":"Lower frightened","actions.administer-first-aid.options.sickened.name":"Lower sickened","actions.administer-first-aid.options.stabilize.name":"Stabilize","actions.administer-first-aid.params.dc.name":"DC","actions.administer-first-aid.steps.aim.prompt":"What to treat","actions.affliction-save.name":"Save against the affliction","actions.affliction-save.results.afflicted.name":"Afflicted","actions.affliction-save.results.cured.name":"No longer afflicted","actions.aid.name":"Aid","actions.aid.params.dc.name":"DC","actions.aid.params.skill.name":"Skill","actions.avoid-notice.name":"Avoid Notice","actions.avoid-notice.params.dc.name":"DC","actions.balance.name":"Balance","actions.balance.params.dc.name":"DC","actions.buy.name":"Buy","actions.buy.options.armor.name":"Armor","actions.buy.options.consumable.name":"Consumable","actions.buy.options.gear.name":"Adventuring gear","actions.buy.options.held.name":"Held item","actions.buy.options.shield.name":"Shield","actions.buy.options.weapon.name":"Weapon","actions.buy.options.worn.name":"Worn item","actions.buy.params.quantity.name":"How many","actions.buy.results.bought.name":"Bought","actions.buy.results.cannot-afford.name":"Can't afford it","actions.buy.steps.armor.prompt":"Which armor?","actions.buy.steps.consumable.prompt":"Which consumable?","actions.buy.steps.gear.prompt":"Which gear?","actions.buy.steps.held.prompt":"Which held item?","actions.buy.steps.kind.prompt":"What kind of item?","actions.buy.steps.shield.prompt":"Which shield?","actions.buy.steps.weapon.prompt":"Which weapon?","actions.buy.steps.worn.prompt":"Which worn item?","actions.cast-spell.name":"Cast a Spell","actions.cast-spell.options.innate.name":"Innate spell","actions.cast-spell.options.slot.name":"A spell slot of its rank","actions.cast-spell.params.ac.name":"Target's AC","actions.cast-spell.params.actions.name":"Actions spent","actions.cast-spell.params.copy.name":"Item (the weapon the spell is cast on)","actions.cast-spell.params.damageType.name":"Damage type","actions.cast-spell.params.damageType.values.acid.name":"Acid","actions.cast-spell.params.damageType.values.bleed.name":"Bleed","actions.cast-spell.params.damageType.values.bludgeoning.name":"Bludgeoning","actions.cast-spell.params.damageType.values.cold.name":"Cold","actions.cast-spell.params.damageType.values.electricity.name":"Electricity","actions.cast-spell.params.damageType.values.fire.name":"Fire","actions.cast-spell.params.damageType.values.force.name":"Force","actions.cast-spell.params.damageType.values.mental.name":"Mental","actions.cast-spell.params.damageType.values.piercing.name":"Piercing","actions.cast-spell.params.damageType.values.poison.name":"Poison","actions.cast-spell.params.damageType.values.slashing.name":"Slashing","actions.cast-spell.params.damageType.values.sonic.name":"Sonic","actions.cast-spell.params.damageType.values.spirit.name":"Spirit","actions.cast-spell.params.damageType.values.vitality.name":"Vitality","actions.cast-spell.params.damageType.values.void.name":"Void","actions.cast-spell.params.form.name":"Battle form","actions.cast-spell.params.rank.name":"Rank","actions.cast-spell.params.source.name":"Repertoire","actions.cast-spell.results.cast.name":"Cast","actions.cast-spell.results.critical-failure.name":"Critical miss","actions.cast-spell.results.critical-success.name":"Critical hit","actions.cast-spell.results.failure.name":"Miss","actions.cast-spell.results.no-focus.name":"No Focus Points","actions.cast-spell.results.no-slot.name":"No slot left","actions.cast-spell.results.no-use.name":"The item can't cast it now","actions.cast-spell.results.not-known.name":"Not known at that rank","actions.cast-spell.results.rolled.name":"Rolled","actions.cast-spell.results.success.name":"Hit","actions.cast-spell.steps.cost.prompt":"How do you cast this innate spell?","actions.check.params.spellRank.name":"Spell rank","actions.climb.name":"Climb","actions.climb.params.dc.name":"DC","actions.coerce.name":"Coerce","actions.coerce.options.intimidation.name":"Intimidation","actions.coerce.params.dc.name":"DC","actions.coerce.steps.using.prompt":"Skill to use","actions.command-an-animal.name":"Command an Animal","actions.command-an-animal.params.attitude.name":"The animal's attitude","actions.command-an-animal.params.attitude.values.friendly.name":"Friendly","actions.command-an-animal.params.attitude.values.helpful.name":"Helpful","actions.command-an-animal.params.attitude.values.hostile.name":"Hostile","actions.command-an-animal.params.attitude.values.indifferent.name":"Indifferent","actions.command-an-animal.params.attitude.values.unfriendly.name":"Unfriendly","actions.command-an-animal.params.dc.name":"DC","actions.conceal-an-object.name":"Conceal an Object","actions.conceal-an-object.options.stealth.name":"Stealth","actions.conceal-an-object.params.dc.name":"DC","actions.conceal-an-object.steps.using.prompt":"Skill to use","actions.cover-tracks.name":"Cover Tracks","actions.cover-tracks.results.covered.name":"Tracks covered","actions.craft.name":"Craft","actions.craft.params.dc.name":"DC","actions.craft.params.itemLevel.name":"Item level","actions.create-a-diversion.name":"Create a Diversion","actions.create-a-diversion.options.deception.name":"Deception","actions.create-a-diversion.params.dc.name":"DC","actions.create-a-diversion.steps.using.prompt":"Skill to use","actions.create-forgery.name":"Create Forgery","actions.create-forgery.params.dc.name":"DC","actions.daily-preparations.name":"Daily preparations","actions.daily-preparations.results.prepared.name":"Prepared","actions.decipher-writing.name":"Decipher Writing","actions.decipher-writing.params.dc.name":"DC","actions.decipher-writing.params.skill.name":"Skill","actions.demoralize.name":"Demoralize","actions.demoralize.params.dc.name":"DC","actions.disable-a-device.name":"Disable a Device","actions.disable-a-device.params.dc.name":"DC","actions.disarm.name":"Disarm","actions.disarm.params.attack.name":"Attack this turn (1st, 2nd, 3rd)","actions.disarm.params.dc.name":"DC","actions.divest.name":"Remove investiture","actions.divest.results.divested.name":"No longer invested","actions.drink.name":"Drink","actions.drink.results.drunk.name":"Drunk","actions.earn-income.name":"Earn Income","actions.earn-income.params.dc.name":"DC","actions.earn-income.params.skill.name":"Skill","actions.earn-income.params.taskLevel.name":"Task level","actions.escape.name":"Escape","actions.escape.options.acrobatics.name":"Acrobatics","actions.escape.options.athletics.name":"Athletics","actions.escape.options.unarmed.name":"Unarmed attack","actions.escape.params.attack.name":"Attack this turn (1st, 2nd, 3rd)","actions.escape.params.dc.name":"DC","actions.escape.steps.using.prompt":"Skill to use","actions.feint.name":"Feint","actions.feint.params.dc.name":"DC","actions.force-open.name":"Force Open","actions.force-open.params.attack.name":"Attack this turn (1st, 2nd, 3rd)","actions.force-open.params.dc.name":"DC","actions.gather-information.name":"Gather Information","actions.gather-information.options.diplomacy.name":"Diplomacy","actions.gather-information.options.occultism.name":"Occultism","actions.gather-information.options.society.name":"Society","actions.gather-information.params.dc.name":"DC","actions.gather-information.steps.using.prompt":"Skill to use","actions.grapple.name":"Grapple","actions.grapple.params.attack.name":"Attack this turn (1st, 2nd, 3rd)","actions.grapple.params.dc.name":"DC","actions.grapple.params.holding.name":"Already holding the target","actions.hide.name":"Hide","actions.hide.params.dc.name":"DC","actions.high-jump.name":"High Jump","actions.high-jump.params.dc.name":"DC","actions.identify-magic.name":"Identify Magic","actions.identify-magic.params.dc.name":"DC","actions.identify-magic.params.skill.name":"Skill","actions.impersonate.name":"Impersonate","actions.impersonate.options.deception.name":"Deception","actions.impersonate.options.occultism.name":"Occultism","actions.impersonate.params.dc.name":"DC","actions.impersonate.steps.using.prompt":"Skill to use","actions.invest.name":"Invest an Item","actions.invest.results.invested.name":"Invested","actions.invest.results.limit.name":"Investiture limit reached","actions.learn-a-spell.name":"Learn a Spell","actions.learn-a-spell.params.dc.name":"DC","actions.learn-a-spell.params.rank.name":"Spell rank","actions.learn-a-spell.params.skill.name":"Skill","actions.lie.name":"Lie","actions.lie.options.deception.name":"Deception","actions.lie.params.dc.name":"DC","actions.lie.steps.using.prompt":"Skill to use","actions.long-jump.name":"Long Jump","actions.long-jump.params.dc.name":"DC","actions.long-jump.params.extraActions.name":"Extra actions","actions.make-an-impression.name":"Make an Impression","actions.make-an-impression.options.diplomacy.name":"Diplomacy","actions.make-an-impression.options.performance.name":"Performance","actions.make-an-impression.params.dc.name":"DC","actions.make-an-impression.steps.using.prompt":"Skill to use","actions.maneuver-in-flight.name":"Maneuver in Flight","actions.maneuver-in-flight.params.dc.name":"DC","actions.modular.name":"Switch damage type (modular)","actions.modular.options.bludgeoning.name":"Bludgeoning","actions.modular.options.piercing.name":"Piercing","actions.modular.options.slashing.name":"Slashing","actions.modular.results.switched.name":"Switched","actions.modular.steps.type.prompt":"Which damage type?","actions.palm-an-object.name":"Palm an Object","actions.palm-an-object.params.dc.name":"DC","actions.perform-ritual.name":"Perform a Ritual","actions.perform-ritual.params.dc.name":"DC","actions.perform-ritual.params.rank.name":"Rank","actions.perform-ritual.params.secondaryCriticalFailures.name":"Secondary checks critically failed","actions.perform-ritual.params.secondaryCriticalSuccesses.name":"Secondary checks critically succeeded","actions.perform-ritual.params.secondaryFailures.name":"Secondary checks failed","actions.perform-ritual.params.skill.name":"Primary check skill","actions.perform-ritual.results.critical-failure.name":"Critical failure","actions.perform-ritual.results.critical-success.name":"Critical success","actions.perform-ritual.results.failure.name":"Failure","actions.perform-ritual.results.rank-too-high.name":"Rank too high","actions.perform-ritual.results.success.name":"Success","actions.perform-ritual.results.untrained.name":"Proficiency too low","actions.perform-ritual.results.wrong-skill.name":"Not a skill this ritual uses","actions.perform.name":"Perform","actions.perform.options.performance.name":"Performance","actions.perform.params.combat.name":"In combat","actions.perform.params.dc.name":"DC","actions.perform.steps.using.prompt":"Skill to use","actions.pick-a-lock.name":"Pick a Lock","actions.pick-a-lock.params.dc.name":"DC","actions.recall-knowledge.name":"Recall Knowledge","actions.recall-knowledge.params.dc.name":"DC","actions.recall-knowledge.params.skill.name":"Skill","actions.refocus.name":"Refocus","actions.refocus.results.refocused.name":"Focus Point regained","actions.repair.name":"Repair","actions.repair.params.dc.name":"DC","actions.reposition.name":"Reposition","actions.reposition.params.attack.name":"Attack this turn (1st, 2nd, 3rd)","actions.reposition.params.dc.name":"DC","actions.request.name":"Request","actions.request.options.diplomacy.name":"Diplomacy","actions.request.params.dc.name":"DC","actions.request.steps.using.prompt":"Skill to use","actions.retrieve.name":"Retrieve","actions.retrieve.results.retrieved.name":"Retrieved","actions.seek.name":"Seek","actions.seek.params.dc.name":"DC","actions.sell.name":"Sell","actions.sell.params.quantity.name":"How many","actions.sell.results.sold.name":"Sold","actions.sense-direction.name":"Sense Direction","actions.sense-direction.params.dc.name":"DC","actions.sense-motive.name":"Sense Motive","actions.sense-motive.params.dc.name":"DC","actions.shove.name":"Shove","actions.shove.params.attack.name":"Attack this turn (1st, 2nd, 3rd)","actions.shove.params.dc.name":"DC","actions.sneak.name":"Sneak","actions.sneak.params.dc.name":"DC","actions.spell-attack.name":"Spell attack roll","actions.spell-attack.params.ac.name":"Target's AC","actions.spell-attack.params.attack.name":"Attack this turn","actions.spell-attack.params.count.name":"Counts toward the multiple attack penalty","actions.spell-attack.params.field.name":"Spell attack modifier","actions.squeeze.name":"Squeeze","actions.squeeze.params.dc.name":"DC","actions.steal.name":"Steal","actions.steal.params.dc.name":"DC","actions.store.name":"Store","actions.store.options.held.name":"A held container","actions.store.options.worn.name":"A worn container","actions.store.results.stored.name":"Stored","actions.store.steps.held.prompt":"Which container?","actions.store.steps.kind.prompt":"Which kind of container?","actions.store.steps.worn.prompt":"Which container?","actions.strike.params.versatile.name":"Use the versatile damage type","actions.subsist.name":"Subsist","actions.subsist.options.society.name":"Society","actions.subsist.options.survival.name":"Survival","actions.subsist.params.dc.name":"DC","actions.subsist.steps.using.prompt":"Skill to use","actions.swim.name":"Swim","actions.swim.params.dc.name":"DC","actions.track.name":"Track","actions.track.options.survival.name":"Survival","actions.track.params.dc.name":"DC","actions.track.steps.using.prompt":"Skill to use","actions.treat-disease.name":"Treat Disease","actions.treat-disease.params.dc.name":"DC","actions.treat-poison.name":"Treat Poison","actions.treat-poison.params.dc.name":"DC","actions.treat-wounds.name":"Treat Wounds","actions.treat-wounds.options.clumsy.name":"Clumsy","actions.treat-wounds.options.drained.name":"Drained","actions.treat-wounds.options.enfeebled.name":"Enfeebled","actions.treat-wounds.options.expert.name":"Expert (DC 20, +10 HP)","actions.treat-wounds.options.legendary.name":"Legendary (DC 40, +50 HP)","actions.treat-wounds.options.master.name":"Master (DC 30, +30 HP)","actions.treat-wounds.options.medicine.name":"Medicine","actions.treat-wounds.options.none.name":"None","actions.treat-wounds.options.stupefied.name":"Stupefied","actions.treat-wounds.options.trained.name":"Trained (DC 15)","actions.treat-wounds.params.hour.name":"Treated for an hour","actions.treat-wounds.steps.tier.prompt":"DC to attempt","actions.treat-wounds.steps.unusual.prompt":"Condition to lower (Unusual Treatment)","actions.treat-wounds.steps.using.prompt":"Skill to use","actions.trip.name":"Trip","actions.trip.params.attack.name":"Attack this turn (1st, 2nd, 3rd)","actions.trip.params.dc.name":"DC","actions.tumble-through.name":"Tumble Through","actions.tumble-through.params.dc.name":"DC","constraints.container-capacity-held":"A container holds {bulk} Bulk (or too many items); it holds {capacity} Bulk.","constraints.container-capacity-worn":"A container holds {bulk} Bulk (or too many items); it holds {capacity} Bulk.","constraints.investiture-limit":"You have {invested} items invested; the limit is {limit}.","constraints.rune-limits":"An item holds one rune of each fundamental kind, and no more property runes than its potency rune allows.","effects.speed-circumstance-penalty.name":"Speed penalty (circumstance)","effects.speed-status-penalty.name":"Speed penalty (status)","effects.treated-disease.name":"Treated for disease","effects.treated-poison.name":"Treated for poison","fields.conditions.drainedOffset.name":"Drained counted lower by","fields.creature.size.values.gargantuan.name":"Gargantuan","fields.creature.size.values.huge.name":"Huge","fields.creature.size.values.large.name":"Large","fields.creature.size.values.medium.name":"Medium","fields.creature.size.values.small.name":"Small","fields.creature.size.values.tiny.name":"Tiny","fields.focus.points.name":"Focus Points","fields.focus.spent.name":"Focus Points spent","fields.heroPoints.name":"Hero Points","fields.immunities.damage.name":"Immune to damage","fields.investiture.count.name":"Invested items","fields.investiture.max.name":"Investiture limit","fields.investiture.used.name":"Invested today","fields.parry.weapon.name":"Parrying (+1 to AC)","fields.speed.burrow.name":"Burrow Speed","fields.speed.climb.name":"Climb Speed","fields.speed.fly.name":"Fly Speed","fields.speed.swim.name":"Swim Speed","fields.spellSlots.extra.max.name":"Extra slots (highest rank)","fields.spellSlots.extra.used.name":"Extra slots spent","fields.spellSlots.rank1.max.name":"1st-rank slots","fields.spellSlots.rank1.used.name":"1st-rank slots spent","fields.spellSlots.rank10.max.name":"10th-rank slots","fields.spellSlots.rank10.used.name":"10th-rank slots spent","fields.spellSlots.rank2.max.name":"2nd-rank slots","fields.spellSlots.rank2.used.name":"2nd-rank slots spent","fields.spellSlots.rank3.max.name":"3rd-rank slots","fields.spellSlots.rank3.used.name":"3rd-rank slots spent","fields.spellSlots.rank4.max.name":"4th-rank slots","fields.spellSlots.rank4.used.name":"4th-rank slots spent","fields.spellSlots.rank5.max.name":"5th-rank slots","fields.spellSlots.rank5.used.name":"5th-rank slots spent","fields.spellSlots.rank6.max.name":"6th-rank slots","fields.spellSlots.rank6.used.name":"6th-rank slots spent","fields.spellSlots.rank7.max.name":"7th-rank slots","fields.spellSlots.rank7.used.name":"7th-rank slots spent","fields.spellSlots.rank8.max.name":"8th-rank slots","fields.spellSlots.rank8.used.name":"8th-rank slots spent","fields.spellSlots.rank9.max.name":"9th-rank slots","fields.spellSlots.rank9.used.name":"9th-rank slots spent","fields.spellcasting.attack.name":"Spell attack modifier","fields.spellcasting.dc.name":"Spell DC","fields.spellcasting.innate.attack.name":"Innate spell attack modifier","fields.spellcasting.innate.dc.name":"Innate spell DC","fields.spellcasting.kind.name":"Spellcasting","fields.spellcasting.kind.values.none.name":"None","fields.spellcasting.kind.values.spontaneous.name":"Spontaneous","fields.spellcasting.maxRank.name":"Highest spell rank","fields.spellcasting.rank.name":"Spell proficiency","fields.spellcasting.tradition.name":"Tradition","fields.spellcasting.tradition.values.arcane.name":"Arcane","fields.spellcasting.tradition.values.divine.name":"Divine","fields.spellcasting.tradition.values.none.name":"None","fields.spellcasting.tradition.values.occult.name":"Occult","fields.spellcasting.tradition.values.primal.name":"Primal","fields.spells.autoRank.name":"Cantrip rank","fields.spells.extraSlot.name":"Spells the extra slot casts","groups.afflictions.label":"Afflictions","groups.class-actions.label":"Class and feat actions","groups.effects.label":"Effects","groups.exploration-actions.label":"Exploration and downtime","groups.held-items.label":"Held items","groups.inventory-actions.label":"Inventory","groups.investiture.label":"Investiture","groups.money.label":"Money","groups.skill-actions.label":"Skill actions","groups.spell-actions.label":"Spellcasting actions","groups.spell-effects.label":"Spells in effect","groups.spell-slots.label":"Spell slots","groups.spellcasting.label":"Spellcasting","groups.spells.label":"Spells","groups.worn-items.label":"Worn items","situational.afterExploring.name":"After a day of exploration (−5)","situational.againstDisease.name":"Against a disease","situational.againstForcedMovement.name":"Against being moved or knocked prone","situational.againstInhaled.name":"Against an inhaled threat","situational.againstMental.name":"Against a mental effect","situational.againstPoison.name":"Against a poison","situational.againstUndead.name":"Against an effect an undead creature made","situational.closelyGuarded.name":"Closely guarded (−5)","situational.cover.name":"Cover","situational.cover.values.greater.name":"Greater cover","situational.cover.values.none.name":"No cover","situational.cover.values.standard.name":"Standard cover","situational.damageCircumstanceBonus.name":"Circumstance bonus to damage","situational.damagingEffect.name":"Reflex save against a damaging effect (bulwark)","situational.fullTime.name":"Taking the full time (Legendary Codebreaker)","situational.helpfulAnimal.name":"The animal is helpful","situational.holyTarget.name":"The target is holy","situational.menacing.name":"Physically menacing (Intimidating Prowess)","situational.noSharedLanguage.name":"The target doesn't understand you (−4)","situational.oddity.name":"About a mental, fortune or revealing effect (Oddity Identification)","situational.onGuard.name":"The target is on guard (Pickpocket, −5)","situational.ownFaith.name":"About your own faith (Student of the Canon)","situational.rangeIncrement.name":"Range increment of the target","situational.trackingFullSpeed.name":"Tracking at full Speed (Experienced Tracker)","situational.twin.name":"Attacked with its twin earlier this turn","situational.undeadTarget.name":"The target is undead","situational.unholyTarget.name":"The target is unholy","situational.usingSight.name":"The check involves sight","situational.withinVolley.name":"Target within the volley distance","tags.activation.name":"Item activation","tags.affliction.name":"Affliction","tags.ammunition.name":"Ammunition","tags.battle-form.name":"Battle form","tags.bestial-manifestation.name":"Bestial manifestation","tags.check.after.name":"After a check","tags.consumable.name":"Consumable","tags.damage.untyped.name":"Untyped damage","tags.exploration-action.name":"Exploration or downtime activity","tags.healing.name":"Healing","tags.inventory.name":"Inventory","tags.invest.item.name":"Investing an item","tags.invest.name":"Investiture","tags.item-curse.name":"Item curse","tags.material.adamantine.name":"Adamantine","tags.material.cold-iron.name":"Cold iron","tags.material.name":"Precious material","tags.material.orichalcum.name":"Orichalcum","tags.material.silver.name":"Silver","tags.money.name":"Money","tags.natural.name":"Natural attack","tags.part.form.name":"Battle form's attack modifier","tags.rank.expert.name":"Expert","tags.rank.legendary.name":"Legendary","tags.rank.master.name":"Master","tags.rank.name":"Proficiency rank","tags.rank.trained.name":"Trained","tags.ritual.name":"Ritual","tags.rune.name":"Rune","tags.rune.potency.name":"Potency rune","tags.rune.property.name":"Property rune","tags.rune.reinforcing.name":"Reinforcing rune","tags.rune.resilient.name":"Resilient rune","tags.rune.striking.name":"Striking rune","tags.sense.truesight.name":"Truesight","tags.skill-action.administer-first-aid.name":"Administer First Aid","tags.skill-action.aid.name":"Aid","tags.skill-action.avoid-notice.name":"Avoid Notice","tags.skill-action.balance.name":"Balance","tags.skill-action.battle-medicine.name":"Battle Medicine","tags.skill-action.bon-mot.name":"Bon Mot","tags.skill-action.borrow-an-arcane-spell.name":"Borrow an Arcane Spell","tags.skill-action.climb.name":"Climb","tags.skill-action.coerce.name":"Coerce","tags.skill-action.command-an-animal.name":"Command an Animal","tags.skill-action.conceal-an-object.name":"Conceal an Object","tags.skill-action.cover-tracks.name":"Cover Tracks","tags.skill-action.craft.name":"Craft","tags.skill-action.create-a-diversion.name":"Create a Diversion","tags.skill-action.create-forgery.name":"Create Forgery","tags.skill-action.decipher-writing.name":"Decipher Writing","tags.skill-action.demoralize.name":"Demoralize","tags.skill-action.dirty-trick.name":"Dirty Trick","tags.skill-action.disable-a-device.name":"Disable a Device","tags.skill-action.disarm.name":"Disarm","tags.skill-action.disturbing-knowledge.name":"Disturbing Knowledge","tags.skill-action.divine-guidance.name":"Divine Guidance","tags.skill-action.earn-income.name":"Earn Income","tags.skill-action.escape.name":"Escape","tags.skill-action.evangelize.name":"Evangelize","tags.skill-action.feint.name":"Feint","tags.skill-action.force-open.name":"Force Open","tags.skill-action.gather-information.name":"Gather Information","tags.skill-action.grapple.name":"Grapple","tags.skill-action.hide.name":"Hide","tags.skill-action.high-jump.name":"High Jump","tags.skill-action.identify-magic.name":"Identify Magic","tags.skill-action.impersonate.name":"Impersonate","tags.skill-action.learn-a-spell.name":"Learn a Spell","tags.skill-action.legendary-medic.name":"Legendary Medic","tags.skill-action.legendary-negotiation.name":"Legendary Negotiation","tags.skill-action.lie.name":"Lie","tags.skill-action.long-jump.name":"Long Jump","tags.skill-action.make-an-impression.name":"Make an Impression","tags.skill-action.maneuver-in-flight.name":"Maneuver in Flight","tags.skill-action.name":"Skill action","tags.skill-action.palm-an-object.name":"Palm an Object","tags.skill-action.perform.name":"Perform","tags.skill-action.pick-a-lock.name":"Pick a Lock","tags.skill-action.recall-knowledge.name":"Recall Knowledge","tags.skill-action.repair.name":"Repair","tags.skill-action.reposition.name":"Reposition","tags.skill-action.request.name":"Request","tags.skill-action.scare-to-death.name":"Scare to Death","tags.skill-action.seek.name":"Seek","tags.skill-action.sense-direction.name":"Sense Direction","tags.skill-action.sense-motive.name":"Sense Motive","tags.skill-action.shove.name":"Shove","tags.skill-action.sneak.name":"Sneak","tags.skill-action.squeeze.name":"Squeeze","tags.skill-action.steal.name":"Steal","tags.skill-action.subsist.name":"Subsist","tags.skill-action.swim.name":"Swim","tags.skill-action.track.name":"Track","tags.skill-action.treat-disease.name":"Treat Disease","tags.skill-action.treat-poison.name":"Treat Poison","tags.skill-action.treat-wounds.name":"Treat Wounds","tags.skill-action.trip.name":"Trip","tags.skill-action.tumble-through.name":"Tumble Through","tags.skill-granted.name":"Skill increase from content","tags.tradition.arcane.name":"Arcane","tags.tradition.divine.name":"Divine","tags.tradition.occult.name":"Occult","tags.tradition.primal.name":"Primal","tags.trait.acid.name":"Acid","tags.trait.air.name":"Air","tags.trait.aiuvarin.name":"Aiuvarin","tags.trait.alchemist.name":"Alchemist","tags.trait.apex.name":"Apex","tags.trait.arcane.name":"Arcane","tags.trait.artifact.name":"Artifact","tags.trait.attack.name":"Attack","tags.trait.auditory.name":"Auditory","tags.trait.aura.name":"Aura","tags.trait.backstabber.name":"Backstabber","tags.trait.backswing.name":"Backswing","tags.trait.barbarian.name":"Barbarian","tags.trait.bravado.name":"Bravado","tags.trait.bulwark.name":"Bulwark","tags.trait.cantrip.name":"Cantrip","tags.trait.changeling.name":"Changeling","tags.trait.cold.name":"Cold","tags.trait.comfort.name":"Comfort","tags.trait.companion.name":"Companion","tags.trait.concealable.name":"Concealable","tags.trait.curse.name":"Curse","tags.trait.cursed.name":"Cursed","tags.trait.darkness.name":"Darkness","tags.trait.death.name":"Death","tags.trait.detection.name":"Detection","tags.trait.disease.name":"Disease","tags.trait.downtime.name":"Downtime","tags.trait.dromaar.name":"Dromaar","tags.trait.earth.name":"Earth","tags.trait.electricity.name":"Electricity","tags.trait.expandable.name":"Expandable","tags.trait.extradimensional.name":"Extradimensional","tags.trait.fey.name":"Fey","tags.trait.fighter.name":"Fighter","tags.trait.finisher.name":"Finisher","tags.trait.fire.name":"Fire","tags.trait.flexible.name":"Flexible","tags.trait.focus.name":"Focus","tags.trait.focused.name":"Focused","tags.trait.force.name":"Force","tags.trait.free-hand.name":"Free-hand","tags.trait.fungus.name":"Fungus","tags.trait.healing.name":"Healing","tags.trait.holy.name":"Holy","tags.trait.illusion.name":"Illusion","tags.trait.incapacitation.name":"Incapacitation","tags.trait.intelligent.name":"Intelligent","tags.trait.invested.name":"Invested","tags.trait.investigator.name":"Investigator","tags.trait.kobold.name":"Kobold","tags.trait.light.name":"Light","tags.trait.lineage.name":"Lineage","tags.trait.linguistic.name":"Linguistic","tags.trait.magical.name":"Magical","tags.trait.mechanical.name":"Mechanical","tags.trait.metal.name":"Metal","tags.trait.misfortune.name":"Misfortune","tags.trait.monk.name":"Monk","tags.trait.move.name":"Move","tags.trait.nephilim.name":"Nephilim","tags.trait.noisy.name":"Noisy","tags.trait.occult.name":"Occult","tags.trait.oil.name":"Oil","tags.trait.olfactory.name":"Olfactory","tags.trait.parry.name":"Parry","tags.trait.poison.name":"Poison","tags.trait.possession.name":"Possession","tags.trait.precious.name":"Precious","tags.trait.prediction.name":"Prediction","tags.trait.ranged-trip.name":"Ranged trip","tags.trait.ranger.name":"Ranger","tags.trait.rare.name":"Rare","tags.trait.reach.name":"Reach","tags.trait.revelation.name":"Revelation","tags.trait.rogue.name":"Rogue","tags.trait.sanctified.name":"Sanctified","tags.trait.scroll.name":"Scroll","tags.trait.scrying.name":"Scrying","tags.trait.secret.name":"Secret","tags.trait.sleep.name":"Sleep","tags.trait.snare.name":"Snare","tags.trait.sonic.name":"Sonic","tags.trait.spirit.name":"Spirit","tags.trait.staff.name":"Staff","tags.trait.structure.name":"Structure","tags.trait.subtle.name":"Subtle","tags.trait.summon.name":"Summon","tags.trait.swashbuckler.name":"Swashbuckler","tags.trait.talisman.name":"Talisman","tags.trait.teleportation.name":"Teleportation","tags.trait.thrown.name":"Thrown","tags.trait.trap.name":"Trap","tags.trait.twin.name":"Twin","tags.trait.uncommon.name":"Uncommon","tags.trait.unholy.name":"Unholy","tags.trait.unique.name":"Unique","tags.trait.venomous.name":"Venomous","tags.trait.versatile.name":"Versatile","tags.trait.virulent.name":"Virulent","tags.trait.visual.name":"Visual","tags.trait.vitality.name":"Vitality","tags.trait.void.name":"Void","tags.trait.wand.name":"Wand","tags.trait.water.name":"Water","tags.trait.wood.name":"Wood","templateFields.dice.name":"Damage dice","templateFields.potency.name":"Potency","templateFields.resilient.name":"Resilient","types.affliction.fields.damage2Type.name":"Second damage type","types.affliction.fields.damageType.name":"Damage type","types.affliction.fields.dc.name":"DC","types.affliction.fields.kind.name":"Kind","types.affliction.fields.level.name":"Level","types.affliction.fields.save.name":"Saving throw","types.affliction.fields.stage1Damage.name":"Stage 1 damage","types.affliction.fields.stage1Damage2.name":"Stage 1 second damage","types.affliction.fields.stage2Damage.name":"Stage 2 damage","types.affliction.fields.stage2Damage2.name":"Stage 2 second damage","types.affliction.fields.stage3Damage.name":"Stage 3 damage","types.affliction.fields.stage3Damage2.name":"Stage 3 second damage","types.affliction.fields.stage4Damage.name":"Stage 4 damage","types.affliction.fields.stage5Damage.name":"Stage 5 damage","types.affliction.fields.stage6Damage.name":"Stage 6 damage","types.affliction.fields.stages.name":"Stages","types.affliction.name":"Affliction","types.ancestry.fields.hp.name":"Hit Points","types.ancestry.fields.size.name":"Size","types.ancestry.fields.speed.name":"Speed (ft)","types.armor.fields.acBonus.name":"AC bonus","types.armor.fields.bulk.name":"Bulk","types.armor.fields.category.name":"Category","types.armor.fields.checkPenalty.name":"Check penalty","types.armor.fields.dexCap.name":"Dex cap","types.armor.fields.group.name":"Group","types.armor.fields.price.name":"Price (gp)","types.armor.fields.speedPenalty.name":"Speed penalty (ft)","types.armor.fields.strength.name":"Strength","types.boost.fields.attribute.name":"Attribute","types.class.fields.hp.name":"Hit Points per level","types.condition.state.damageType.values.acid.name":"Acid","types.condition.state.damageType.values.bleed.name":"Bleed","types.condition.state.damageType.values.bludgeoning.name":"Bludgeoning","types.condition.state.damageType.values.cold.name":"Cold","types.condition.state.damageType.values.electricity.name":"Electricity","types.condition.state.damageType.values.fire.name":"Fire","types.condition.state.damageType.values.mental.name":"Mental","types.condition.state.damageType.values.piercing.name":"Piercing","types.condition.state.damageType.values.poison.name":"Poison","types.condition.state.damageType.values.slashing.name":"Slashing","types.condition.state.damageType.values.sonic.name":"Sonic","types.condition.state.damageType.values.spirit.name":"Spirit","types.condition.state.damageType.values.vitality.name":"Vitality","types.condition.state.damageType.values.void.name":"Void","types.consumable.fields.activation.name":"Activation","types.consumable.fields.bulk.name":"Bulk","types.consumable.fields.category.name":"Category","types.consumable.fields.critValue.name":"Condition value on a critical hit","types.consumable.fields.damage.name":"Damage dice","types.consumable.fields.damageType.name":"Damage type","types.consumable.fields.dc.name":"DC","types.consumable.fields.family.name":"Family","types.consumable.fields.healing.name":"Healing","types.consumable.fields.itemBonus.name":"Item bonus","types.consumable.fields.lasting.name":"Lasting effect","types.consumable.fields.level.name":"Level","types.consumable.fields.persistent.name":"Persistent damage dice","types.consumable.fields.persistentType.name":"Persistent damage type","types.consumable.fields.price.name":"Price (gp)","types.consumable.fields.save.name":"Save","types.consumable.fields.spellRank.name":"Spell rank","types.consumable.name":"Consumable","types.effect.name":"Effect","types.feat.fields.ancestry.name":"Ancestry","types.feat.fields.archetype.name":"Archetype","types.feat.fields.category.name":"Category","types.feat.fields.class.name":"Class","types.feat.fields.heritage.name":"Heritage","types.feat.fields.level.name":"Level","types.feat.fields.skills.name":"Skills","types.feature.fields.level.name":"Level","types.gear.fields.bulk.name":"Bulk","types.gear.fields.price.name":"Price (gp)","types.held.fields.activation.name":"Activation","types.held.fields.bulk.name":"Bulk","types.held.fields.capacity.name":"Capacity (Bulk)","types.held.fields.capacityItems.name":"Capacity (items)","types.held.fields.frequency.name":"Frequency","types.held.fields.hands.name":"Hands","types.held.fields.level.name":"Level","types.held.fields.price.name":"Price","types.held.name":"Held item","types.heritage.fields.ancestry.name":"Ancestry","types.heritage.fields.size.name":"Size","types.heritage.fields.versatile.name":"Versatile heritage","types.ritual.fields.area.name":"Area","types.ritual.fields.areaSize.name":"Area size (ft)","types.ritual.fields.cast.name":"Casting time","types.ritual.fields.duration.name":"Duration","types.ritual.fields.durationAmount.name":"Duration amount","types.ritual.fields.primaryChecks.name":"Primary check","types.ritual.fields.primaryRank.name":"Primary check proficiency","types.ritual.fields.range.name":"Range (ft)","types.ritual.fields.rank.name":"Rank","types.ritual.fields.secondaryCasters.name":"Secondary casters","types.ritual.fields.targets.name":"Targets","types.ritual.name":"Ritual","types.shield.fields.acBonus.name":"AC bonus","types.shield.fields.bt.name":"Broken Threshold","types.shield.fields.bulk.name":"Bulk","types.shield.fields.hardness.name":"Hardness","types.shield.fields.hp.name":"Hit Points","types.shield.fields.price.name":"Price (gp)","types.shield.fields.speedPenalty.name":"Speed penalty (ft)","types.spell.fields.actionScaling.name":"Scales with actions","types.spell.fields.affliction.name":"Affliction","types.spell.fields.applyAt.name":"Applies from","types.spell.fields.applyTo.name":"Applies to","types.spell.fields.area.name":"Area","types.spell.fields.areaSize.name":"Area size (ft)","types.spell.fields.basic.name":"Basic save","types.spell.fields.cast.name":"Actions to cast","types.spell.fields.copyTemplates.name":"Runes applied","types.spell.fields.criticalFailure.name":"Conditions on a critical failure","types.spell.fields.criticalFailureValue.name":"Value on a critical failure","types.spell.fields.damage.name":"Damage","types.spell.fields.damage2.name":"Second damage","types.spell.fields.damage2Type.name":"Second damage type","types.spell.fields.damageBonus.name":"Damage bonus","types.spell.fields.damageType.name":"Damage type","types.spell.fields.damageTypeChoice.name":"Caster picks the damage type","types.spell.fields.defense.name":"Defense","types.spell.fields.duration.name":"Duration","types.spell.fields.durationAmount.name":"Duration amount","types.spell.fields.failure.name":"Conditions on a failure","types.spell.fields.failureValue.name":"Value on a failure","types.spell.fields.healing.name":"Healing","types.spell.fields.healingBonus.name":"Healing bonus","types.spell.fields.heighten.name":"Heighten step","types.spell.fields.heighten2Dice.name":"Second-damage dice per heighten step","types.spell.fields.heightenAt.name":"Conditions change from rank","types.spell.fields.heightenBonus.name":"Damage per heighten step","types.spell.fields.heightenDice.name":"Dice per heighten step","types.spell.fields.heightenHealingBonus.name":"Healing per heighten step","types.spell.fields.heightenHealingDice.name":"Healing dice per heighten step","types.spell.fields.heightenPersistentBonus.name":"Persistent damage per heighten step","types.spell.fields.heightenPersistentDice.name":"Persistent dice per heighten step","types.spell.fields.heightenTempHp.name":"Temporary Hit Points per heighten step","types.spell.fields.heightenedCriticalFailure.name":"Heightened critical failure conditions","types.spell.fields.heightenedCriticalFailureValue.name":"Heightened critical failure value","types.spell.fields.heightenedFailure.name":"Heightened failure conditions","types.spell.fields.heightenedFailureValue.name":"Heightened failure value","types.spell.fields.heightenedSuccess.name":"Heightened success conditions","types.spell.fields.heightenedSuccessValue.name":"Heightened success value","types.spell.fields.persistent.name":"Persistent damage","types.spell.fields.persistentAt.name":"Persistent damage from","types.spell.fields.persistentBonus.name":"Flat persistent damage","types.spell.fields.persistentScales.name":"Persistent damage doubles on a critical","types.spell.fields.persistentType.name":"Persistent damage type","types.spell.fields.range.name":"Range (ft)","types.spell.fields.rank.name":"Rank","types.spell.fields.saveDamage.name":"Damage on a save","types.spell.fields.stabilizes.name":"Stabilizes","types.spell.fields.success.name":"Conditions on a success","types.spell.fields.successValue.name":"Value on a success","types.spell.fields.sustained.name":"Sustained","types.spell.fields.targets.name":"Targets","types.spell.fields.tempHp.name":"Temporary Hit Points","types.spell.fields.twoActionHealing.name":"Extra healing with 2 actions","types.spell.name":"Spell","types.spell.state.damageType.values.acid.name":"Acid","types.spell.state.damageType.values.bleed.name":"Bleed","types.spell.state.damageType.values.bludgeoning.name":"Bludgeoning","types.spell.state.damageType.values.cold.name":"Cold","types.spell.state.damageType.values.electricity.name":"Electricity","types.spell.state.damageType.values.fire.name":"Fire","types.spell.state.damageType.values.force.name":"Force","types.spell.state.damageType.values.mental.name":"Mental","types.spell.state.damageType.values.piercing.name":"Piercing","types.spell.state.damageType.values.poison.name":"Poison","types.spell.state.damageType.values.slashing.name":"Slashing","types.spell.state.damageType.values.sonic.name":"Sonic","types.spell.state.damageType.values.spirit.name":"Spirit","types.spell.state.damageType.values.vitality.name":"Vitality","types.spell.state.damageType.values.void.name":"Void","types.weapon.fields.bulk.name":"Bulk","types.weapon.fields.category.name":"Category","types.weapon.fields.damage.name":"Damage","types.weapon.fields.damageType.name":"Damage type","types.weapon.fields.deadly.name":"Deadly","types.weapon.fields.fatal.name":"Fatal","types.weapon.fields.formAttack.name":"A battle form's attack","types.weapon.fields.formDamage.name":"Damage besides the form's bonus","types.weapon.fields.group.name":"Group","types.weapon.fields.hands.name":"Hands","types.weapon.fields.ownDice.name":"Dice of its own","types.weapon.fields.price.name":"Price (gp)","types.weapon.fields.range.name":"Range increment (ft)","types.weapon.fields.reload.name":"Reload","types.weapon.fields.thrown.name":"Thrown range (ft)","types.weapon.fields.twoHand.name":"Two-hand","types.weapon.fields.versatile.name":"Versatile","types.weapon.fields.volley.name":"Volley (ft)","types.weapon.parry.name":"Parry","types.weapon.state.modular.values.bludgeoning.name":"Bludgeoning","types.weapon.state.modular.values.none.name":"Its own","types.weapon.state.modular.values.piercing.name":"Piercing","types.weapon.state.modular.values.slashing.name":"Slashing","types.weapon.state.wielding.values.one-hand.name":"One hand","types.weapon.state.wielding.values.two-hands.name":"Two hands","types.worn.fields.activation.name":"Activation","types.worn.fields.bulk.name":"Bulk","types.worn.fields.capacity.name":"Capacity (Bulk)","types.worn.fields.capacityItems.name":"Capacity (items)","types.worn.fields.frequency.name":"Frequency","types.worn.fields.level.name":"Level","types.worn.fields.price.name":"Price","types.worn.fields.usage.name":"Usage","types.worn.name":"Worn item","groups.archetype-spell-slots.label":"Archetype spell slots","groups.archetype-spellcasting.label":"Archetype spellcasting","situational.backswing.name":"Backswing: missed with this weapon this turn","tags.archetype-extra.at10.name":"Additional feats of 10th level","tags.archetype-extra.at12.name":"Additional feats of 12th level","tags.archetype-extra.at14.name":"Additional feats of 14th level","tags.archetype-extra.at16.name":"Additional feats of 16th level","tags.archetype-extra.at18.name":"Additional feats of 18th level","tags.archetype-extra.at2.name":"Additional feats of 2nd level","tags.archetype-extra.at20.name":"Additional feats of 20th level","tags.archetype-extra.at4.name":"Additional feats of 4th level","tags.archetype-extra.at6.name":"Additional feats of 6th level","tags.archetype-extra.at8.name":"Additional feats of 8th level","tags.archetype-extra.name":"Additional archetype feat","tags.archetype-feat.name":"Archetype class feat","tags.archetype-feats.name":"Archetype feat count","tags.trait.archetype.name":"Archetype","tags.trait.concentrate.name":"Concentrate","tags.trait.dedication.name":"Dedication","tags.trait.emotion.name":"Emotion","tags.trait.exploration.name":"Exploration","tags.trait.mental.name":"Mental","tags.trait.modular.name":"Modular","tags.trait.multiclass.name":"Multiclass","tags.trait.razing.name":"Razing","types.archetype.fields.dedication.name":"Dedication feat","types.archetype.fields.multiclass.name":"Class","types.archetype.name":"Archetype","features.envoy.envoy-directives.name":"Envoy Directives","features.envoy.envoy-directives.description":"You issue directives, orders that benefit allies who follow them (auditory or visual), one a round; each lasts until the start of your next turn unless it says otherwise. Spending 2 actions adds its Lead by Example. You gain the Get 'Em! directive: 1 to 2 actions, an enemy within 60 feet you can see; you and your allies gain a +1 status bonus to attack rolls against it until the start of your next turn. Lead by Example: Strike it with a status bonus to damage equal to your Charisma modifier; hit or miss, you and your allies gain a +1 status bonus to damage on later Strikes against it (+1 more at 5th, 10th, 15th and 20th level).","features.envoy.envoy-directives.actions.get-em.name":"Get 'Em!","features.envoy.envoy-directives.actions.get-em.params.actions.name":"Actions spent (2 to Lead by Example)","features.envoy.envoy-directives.actions.get-em.participants.target.name":"Enemy","features.envoy.envoy-directives.actions.get-em.participants.ally.name":"Allies","features.envoy.envoy-directives.actions.get-em.steps.weapon.prompt":"Weapon to Strike with","effects.get-em.name":"Get 'Em!","effects.get-em.description":"A +1 status bonus to attack rolls against the envoy's target (and, after Lead by Example, a status bonus to damage on Strikes against it) until the start of the envoy's next turn.","features.envoy.adaptive-talent.name":"Adaptive Talent","features.envoy.adaptive-talent.description":"During daily preparations, choose a skill feat you meet the prerequisites for; you have it until you prepare again (not for permanent options' prerequisites). Two feats from 9th level, three from 15th.","features.envoy.adaptive-talent.choices.feats.prompt":"Today's skill feats","features.envoy.wise-to-the-game.name":"Wise to the Game","features.envoy.wise-to-the-game.description":"A +1 status bonus to your Perception DC against Feint, Lie and Create a Diversion, and to your Will DC against emotion effects.","features.envoy.improvised-mastery.name":"Improvised Mastery","features.envoy.improvised-mastery.description":"Once per day (twice from 11th level), free action before a skill check with a skill you aren't a master in: you're a master in it for that check (legendary, in any skill you aren't legendary in, from 15th level).","features.envoy.perception-expertise.name":"Perception Expertise","features.envoy.perception-expertise.description":"Your Perception proficiency becomes expert.","features.envoy.weapon-expertise.name":"Weapon Expertise","features.envoy.weapon-expertise.description":"Your proficiency with simple and martial weapons and unarmed attacks becomes expert, and you gain their critical specialization effects against the target of your Get 'Em!.","features.envoy.fortitude-expertise.name":"Fortitude Expertise","features.envoy.fortitude-expertise.description":"Your Fortitude proficiency becomes expert.","features.envoy.leaders-confidence.name":"Leader's Confidence","features.envoy.leaders-confidence.description":"You gain the Steel Yourselves! directive (1 to 2 actions, healing, once per hour): allies within 60 feet can spend an action to Brace for Impact, gaining temporary Hit Points equal to your Charisma modifier + half your level for 1 minute. Lead by Example: you Brace too, and everyone who Braces before your next turn gains a +1 status bonus to saves against damaging effects for 1 minute.","features.envoy.weapon-specialization.name":"Weapon Specialization","features.envoy.weapon-specialization.description":"You deal 2 more damage with weapons and unarmed attacks you're an expert with, 3 if you're a master and 4 if legendary.","features.envoy.envoy-expertise.name":"Envoy Expertise","features.envoy.envoy-expertise.description":"Your envoy class DC proficiency becomes expert.","features.envoy.hidden-agenda.name":"Hidden Agenda","features.envoy.hidden-agenda.description":"A creature's critical success to Sense Motive against you, or to Gather Information or Recall Knowledge about your secrets, is a success; your critical failure on a save against an effect that would read your thoughts or intentions is a failure.","features.envoy.perception-mastery.name":"Perception Mastery","features.envoy.perception-mastery.description":"Your Perception proficiency becomes master.","features.envoy.resolve.name":"Resolve","features.envoy.resolve.description":"Your Will proficiency becomes master, and a success on a Will save is a critical success.","features.envoy.savvy-improviser.name":"Savvy Improviser","features.envoy.savvy-improviser.description":"You can use Improvised Mastery twice a day, and the first natural 1 each day on a Deception, Diplomacy or Intimidation check doesn't lower your degree of success.","features.envoy.light-armor-expertise.name":"Light Armor Expertise","features.envoy.light-armor-expertise.description":"Your proficiency with light armor and unarmored defense becomes expert.","features.envoy.tactician.name":"Tactician","features.envoy.tactician.description":"At the end of each of your turns you gain an extra reaction, for an envoy reaction before your next turn.","features.envoy.weapon-mastery.name":"Weapon Mastery","features.envoy.weapon-mastery.description":"Your proficiency with simple and martial weapons and unarmed attacks becomes master.","features.envoy.greater-weapon-specialization.name":"Greater Weapon Specialization","features.envoy.greater-weapon-specialization.description":"Your weapon specialization damage becomes 4 with expert weapons, 6 with master and 8 with legendary.","features.envoy.legendary-improvisation.name":"Legendary Improvisation","features.envoy.legendary-improvisation.description":"Improvised Mastery works with any skill you aren't legendary in, and makes you legendary for the check.","features.envoy.reflex-mastery.name":"Reflex Mastery","features.envoy.reflex-mastery.description":"Your Reflex proficiency becomes master, and a success on a Reflex save is a critical success.","features.envoy.greater-resolve.name":"Greater Resolve","features.envoy.greater-resolve.description":"Your Will proficiency becomes legendary. A success on a Will save is a critical success, a critical failure a failure, and a failed Will save against a damaging effect deals half damage.","features.envoy.incredible-senses.name":"Incredible Senses","features.envoy.incredible-senses.description":"Your Perception proficiency becomes legendary.","features.envoy.inscrutable.name":"Inscrutable","features.envoy.inscrutable.description":"A creature's success or critical success to Sense Motive against you, or to Gather Information or Recall Knowledge about your secrets, is a failure; your failure or critical failure on a save against an effect that would read your thoughts or intentions is a success.","features.envoy.light-armor-mastery.name":"Light Armor Mastery","features.envoy.light-armor-mastery.description":"Your proficiency with light armor and unarmored defense becomes master.","features.envoy.silver-tongue.name":"Silver Tongue","features.envoy.silver-tongue.description":"Your envoy class DC proficiency becomes master. You gain Silver Tongue (free action, fortune, once a day per skill): reroll a Deception, Diplomacy, Intimidation or leadership-skill check you're legendary in and use the better result.","features.envoy.style.from-the-front.name":"From the Front","features.envoy.style.from-the-front.description":"You're trained in medium armor (expert with light armor expertise, master with light armor mastery). Directive: Into Position! (1 to 2 actions): name an enemy within 60 feet; allies in its reach can Step as a reaction, allies within 30 feet of you and not adjacent to it can Stride toward it as a reaction. Lead by Example: Strike it, and it takes a –1 circumstance penalty to attacks against others until your next turn.","features.envoy.style.from-the-shadows.name":"From the Shadows","features.envoy.style.from-the-shadows.description":"You gain Assurance (Stealth). Directive: Coordinate Ambush (1 to 2 actions): name an enemy and an ally within 60 feet; if the ally is hidden, undetected or unnoticed by it at the start of their turn, it's off-guard to them until the end of their turn. Lead by Example: Hide or Sneak, and you can Strike the enemy as a reaction the first time the ally attacks it before your next turn.","features.envoy.style.guns-blazing.name":"Guns Blazing","features.envoy.style.guns-blazing.description":"You gain Incredible Initiative. Directive: Ready Arms! (1 to 2 actions): you and allies within 30 feet can draw, Switch Hands or swap weapons as a free action. Lead by Example: Strike, Area Fire or Auto-Fire with a weapon you drew or swapped to; if it hits (or a target fails its save), one ally can Strike that target as a reaction.","features.envoy.style.in-the-spotlight.name":"In the Spotlight","features.envoy.style.in-the-spotlight.description":"You gain Impressive Performance. Directive: Dance Partner! (1 to 2 actions): you and an ally within 10 feet each Stride or Step (the ally as a reaction, ending no farther from you). Lead by Example: enemies within your ally's reach are off-guard to your Strikes and vice versa, and your ally is concealed against ranged Strikes from within 10 feet, until your next turn.","features.envoy.style.infosphere-director.name":"Infosphere Director","features.envoy.style.infosphere-director.description":"You gain Digital Diversion. Directive: Digital Assessment! (1 to 2 actions): Recall Knowledge about a creature within 100 feet; identifying it also reveals a resistance or immunity. Lead by Example: Strike it; you and your allies gain a +1 circumstance bonus to AC against it until your next turn, and a tech target fails a Fortitude save against your class DC to become glitching 1 (then immune for an hour).","features.envoy.style.through-desperate-times.name":"Through Desperate Times","features.envoy.style.through-desperate-times.description":"You gain Battle Medicine. Directive: Keep on Keeping On! (1 to 2 actions): an ally within 30 feet increases the next healing they receive before your next turn by your Charisma modifier + half your level. Lead by Example: you use Battle Medicine on them, and their immunity to it lasts 10 minutes instead of a day.","feats.envoy.go-to-ground.name":"Go to Ground!","feats.envoy.pardon-me.name":"Pardon Me","feats.envoy.pardon-me.prerequisites.trained":"Trained in Deception","feats.envoy.quip.name":"Quip","feats.envoy.quip.prerequisites.trained":"Trained in Intimidation","feats.envoy.size-up.name":"Size Up","feats.envoy.take-em-alive.name":"Take ‘Em Alive!","feats.envoy.watch-out.name":"Watch Out","feats.envoy.acquire-asset.name":"Acquire Asset","feats.envoy.acquire-asset.prerequisites.feat":"Size Up","feats.envoy.change-of-plans.name":"Change of Plans","feats.envoy.dont-you-die-on-me.name":"Don't You Die on Me!","feats.envoy.get-in-there.name":"Get in There!","feats.envoy.search-high-and-low.name":"Search High and Low!","feats.envoy.diverse-schemes.name":"Diverse Schemes","feats.envoy.diverse-schemes.prerequisites.feat":"Size Up","feats.envoy.influence.name":"Influence","feats.envoy.not-in-the-face.name":"Not in the Face","feats.envoy.not-in-the-face.prerequisites.trained":"Trained in Deception","feats.envoy.saw-it-coming.name":"Saw it Coming","feats.envoy.dirty-retort.name":"Dirty Retort","feats.envoy.distant-feint.name":"Distant Feint","feats.envoy.hang-in-there.name":"Hang in There","feats.envoy.hang-in-there.prerequisites.expert":"Expert in Diplomacy","feats.envoy.hurry.name":"Hurry","feats.envoy.cheer-up.name":"Cheer Up","feats.envoy.cheer-up.prerequisites.trained":"Trained in Medicine","feats.envoy.confounding-disquisition.name":"Confounding Disquisition","feats.envoy.confounding-disquisition.prerequisites.trained":"Trained in Deception or Trained in Diplomacy","feats.envoy.look-alive.name":"Look Alive","feats.envoy.look-alive.prerequisites.feat":"Watch Out","feats.envoy.sidestep.name":"Sidestep","feats.envoy.cut-em-deep.name":"Cut ‘Em Deep","feats.envoy.cut-em-deep.prerequisites.master":"Master in Intimidation","feats.envoy.got-em.name":"Got ‘Em!","feats.envoy.smooth-diversions.name":"Smooth Diversions","feats.envoy.smooth-diversions.prerequisites.master":"Master in Deception","feats.envoy.tag-team.name":"Tag Team","feats.envoy.secondary-directive.name":"Secondary Directive","feats.envoy.situational-awareness.name":"Situational Awareness","feats.envoy.thatll-show-em.name":"That'll Show ‘Em","feats.envoy.thatll-show-em.prerequisites.feat":"Watch Out","feats.envoy.unstoppable-directives.name":"Unstoppable Directives","feats.envoy.down-to-the-wire.name":"Down to the Wire","feats.envoy.master-plan.name":"Master Plan","feats.envoy.ready-to-roll.name":"Ready to Roll","feats.envoy.you-can-do-it.name":"You Can Do It","feats.envoy.effortless-influencer.name":"Effortless Influencer","feats.envoy.effortless-influencer.prerequisites.feat":"Influence","feats.envoy.extend-directive.name":"Extend Directive","feats.envoy.get-them.name":"Get Them!","feats.envoy.fast-synergy.name":"Fast Synergy","feats.envoy.improvised-legend.name":"Improvised Legend","feats.envoy.improvised-legend.prerequisites.requirement":"Improvised Mastery","feats.envoy.endlessly-adaptive.name":"Endlessly Adaptive","feats.envoy.true-leader.name":"True Leader","classes.envoy.name":"Envoy","classes.envoy.description":"A leader and talker who issues directives that turn allies into a team. Key attribute: Charisma. 8 Hit Points plus Constitution per level. Expert in Reflex and Will; trained in Perception, Fortitude, simple and martial weapons, unarmed attacks, light armor, unarmored defense and the envoy class DC. Trained in Deception, Diplomacy or Intimidation, your leadership skill, and 6 more skills plus Intelligence. A skill increase at every level from 2nd.","classes.envoy.choices.class-feat.prompt":"Envoy feat (level {slot})","classes.envoy.choices.skill-feat.prompt":"Skill feat (level {slot})","classes.envoy.choices.skills.prompt":"Trained skills (6 plus Intelligence)","classes.envoy.choices.class-skill.prompt":"Deception, Diplomacy or Intimidation","classes.envoy.choices.leadership-style.prompt":"Leadership style","feats.envoy.go-to-ground.description":"Single action to two actions. You and all allies within 60 feet treat any lesser cover as standard cover until the start of your next turn.\n\n**Lead by Example** If you used two actions, you Take Cover. Allies within 60 feet can Take Cover as a reaction.","feats.envoy.pardon-me.description":"You can use Deception instead of Acrobatics to Tumble Through, against the target's Will DC instead of its Reflex DC. When you succeed at Tumbling Through this way, the foe whose space you passed through is suppressed until the end of its next turn.","feats.envoy.quip.description":"Reaction. Trigger: a creature within 30 feet is damaged by an ally's Strike. Attempt to Demoralize the triggering creature.","feats.envoy.size-up.description":"Frequency: once per hour. You spend 1 minute observing a specific individual, 10 minutes researching one on the infosphere, or 1 hour networking and gathering information. That subject becomes your asset. Assessing by observation doesn't require knowing their identity; research or networking does, which takes at least two relevant pieces of information about them (such as name, origin, residence, a relative or partner, employer or affiliation), as the GM determines.\n\nYou gain a +1 circumstance bonus to Deception, Diplomacy, Intimidation and Perception checks against or relating to your asset, and to Recall Knowledge about it.\n\nWhen you use 1-action Get 'Em! on an asset, you gain the benefits of the 2-action version.\n\nYou can maintain a number of assets equal to your Charisma modifier. Sizing up another replaces a previous asset.","feats.envoy.take-em-alive.description":"Single action to two actions. Until the start of your next turn, you and your allies can add the nonlethal trait to weapon attacks (without the normal penalty) and to damaging spells that lack the death or void trait.\n\n**Lead by Example** If you used two actions, Strike a target with a nonlethal attack. On a success, you gain a status bonus to damage equal to your Charisma modifier. On a critical success, an ally within 30 feet can also Strike the target as a reaction with a nonlethal attack.","feats.envoy.watch-out.description":"Reaction. Trigger: a creature targets an ally within 60 feet with an attack, and you can see both the attacker and the ally. The ally gains a +2 circumstance bonus to AC against the triggering attack.","feats.envoy.acquire-asset.description":"Single action. Make a melee or ranged Strike against a creature that isn't your asset. On a hit, the target becomes your asset as if you'd used Size Up. On a critical hit, you can also immediately attempt a check to Recall Knowledge about it.","feats.envoy.change-of-plans.description":"Reaction. Trigger: the target of your Get 'Em! is reduced to 0 Hit Points. Requirement: you used Get 'Em! against a creature on your last turn. You use Get 'Em! against a new target, following the normal targeting restrictions. You don't count as leading by example against this new target.","feats.envoy.dont-you-die-on-me.description":"Single action. Choose an adjacent dying ally and reduce their dying value by 1. If this reduces it to 0, they lose the dying condition, don't increase their wounded condition, and remain unconscious. The ally is then temporarily immune to Don't You Die on Me for 1 hour.","feats.envoy.get-in-there.description":"Single action to two actions. Until the start of your next turn, you and your allies within 100 feet who can sense you gain a +5-foot status bonus to Speed, increasing by 5 feet at 7th, 12th and 17th level.\n\n**Lead by Example** If you used two actions, you Step or Stride. Each ally within 100 feet who can sense you can immediately Step or Stride up to half their Speed (rounded down to a multiple of 5 feet) as a reaction.","feats.envoy.search-high-and-low.description":"Single action to two actions. Until the start of your next turn, you and your allies gain a +2 circumstance bonus to Perception checks to Seek, increasing to +3 at 7th level, +4 at 12th and +5 at 17th.\n\n**Lead by Example** If you used two actions, you Seek. Each ally within 100 feet who can sense you can also immediately Seek as a reaction.","feats.envoy.diverse-schemes.description":"You can maintain twice your Charisma modifier in assets.","feats.envoy.influence.description":"Reaction. Frequency: once per day. Trigger: you're about to roll a Deception, Diplomacy or Intimidation check. Roll the check twice and use the higher result.","feats.envoy.not-in-the-face.description":"Reaction. Trigger: a creature targets you with a melee attack. Attempt a Deception check against the triggering creature's Will DC. It's then immune to Not in the Face for 1 hour.\n\n**Critical Success** The attacker is thrown off, taking a -2 status penalty to attack and damage rolls against you until the start of its next turn.\n\n**Success** The attacker takes a -1 status penalty to attack rolls against you until the start of its next turn.\n\n**Failure** The attacker takes a -1 status penalty to the triggering attack roll.\n\n**Critical Failure** The attacker is unaffected.","feats.envoy.saw-it-coming.description":"Free action. Trigger: you're about to roll initiative. You gain a +1 circumstance bonus to the initiative roll, and you can immediately Interact to draw a weapon, Step or Stride.","feats.envoy.dirty-retort.description":"Reaction. Trigger: a creature misses you with a melee Strike. The triggering creature becomes your choice of clumsy 1 or enfeebled 1 until the end of its next turn.","feats.envoy.distant-feint.description":"If you're wielding a ranged weapon, you can Feint against an opponent up to 100 feet away, not only within melee reach. On a success, the opponent is off-guard against your melee and ranged attacks, not only your melee attacks.","feats.envoy.hang-in-there.description":"Single action. Choose yourself or an ally within 30 feet and attempt a DC 20 Diplomacy check. With master proficiency in Diplomacy, you can instead attempt a DC 30 check to increase the temporary Hit Points gained on a success by 5; with legendary proficiency, a DC 40 check to increase them by 10. The temporary Hit Points last 1 minute. The target is then immune to Hang in There for 1 day.\n\n**Critical Success** The target gains temporary Hit Points equal to double their level plus your Charisma modifier.\n\n**Success** The target gains temporary Hit Points equal to their level plus your Charisma modifier.\n\n**Failure** The target is unaffected, and you can't use Hang in There again for 1 minute.\n\n**Critical Failure** The target is unaffected, and you can't use Hang in There again for 1 hour.","feats.envoy.hurry.description":"Single action. One ally within 30 feet who can sense you becomes quickened for 1 round and can use the extra action to Interact, Step or Stride. The ally is then immune to Hurry for 10 minutes.","feats.envoy.cheer-up.description":"Single action. An adjacent ally reduces the value of one of these conditions of their choice by 2: clumsy, enfeebled, frightened, sickened, stupefied. The ally is then immune to Cheer Up for 1 day.","feats.envoy.confounding-disquisition.description":"Two actions. Attempt a Deception or Diplomacy check against the Will DC of a creature within 30 feet. It's then immune to Confounding Disquisition for 1 day.\n\n**Critical Success** The target is stunned 1 and stupefied 1 for 1 round.\n\n**Success** The target is stupefied 1 for 1 round.\n\n**Failure** The target takes a -1 status penalty to Perception checks and Will saves for 1 round.\n\n**Critical Failure** The target is unaffected.","feats.envoy.look-alive.description":"You can use Watch Out also when an ally in range is about to attempt a Reflex save; if you do, the circumstance bonus applies to their Reflex save against the triggering effect.\n\nWhen you use Watch Out and the triggering attack fails or critically fails, or the ally succeeds or critically succeeds at the save, the ally can also Stride up to 10 feet as a free action.","feats.envoy.sidestep.description":"Reaction. Trigger: the attack roll for a Strike targeting you fails. You redirect the attack to a creature of your choice adjacent to you and within the attack's range or reach. The attacker rerolls the attack roll against the new target.","feats.envoy.cut-em-deep.description":"When you roll a failure on a Demoralize action, you get a success instead. You can still critically fail.\n\nWhen you successfully Demoralize the target of your Get 'Em!, it doesn't become immune to your further attempts to Demoralize it.","feats.envoy.got-em.description":"Free action. Frequency: once per round. Trigger: an ally's Strike hits the target of your Get 'Em! The ally gains a status bonus to damage equal to your Charisma modifier.","feats.envoy.smooth-diversions.description":"When you succeed at Creating a Diversion, you can immediately Sneak or Step as a free action.\n\nCreatures become aware you were trying to trick them only if you critically fail to Create a Diversion; otherwise they assume it was part of your regular bravado.","feats.envoy.tag-team.description":"Reaction. Trigger: the target of your Get 'Em! is critically hit by an ally's attack, or critically fails a Reflex save against an ally's attack or spell. Make a Strike against the triggering creature; a ranged Strike must be within your weapon's first range increment. This Strike doesn't count toward your multiple attack penalty, and that penalty doesn't apply to it.","feats.envoy.secondary-directive.description":"Single action. Requirement: your last action this turn was issuing a 2-action directive. Make a Strike. On a hit, the target is affected by a 1-action Get 'Em!","feats.envoy.situational-awareness.description":"Two actions. You Ready a directive. If the trigger you designated occurs before the start of your next turn, you can use the 2-action version of the directive instead of the 1-action version.","feats.envoy.thatll-show-em.description":"The first time each round you use your Watch Out reaction, you can make a melee or ranged Strike against the triggering creature. This Strike doesn't count toward your multiple attack penalty, and that penalty doesn't apply to it. If you hit, the target is suppressed until the start of its next turn.","feats.envoy.unstoppable-directives.description":"When you use a directive that grants temporary Hit Points, they increase by your level. When you use a directive that doesn't grant temporary Hit Points, you can grant one ally affected by it temporary Hit Points equal to half your level. These last 1 minute.","feats.envoy.down-to-the-wire.description":"Reaction. Trigger: the final action on your turn is a 1-action directive. Resolve the directive you just issued as though it were the 2-action version.","feats.envoy.master-plan.description":"During your daily preparations, you can review stratagems with up to five allies. Later, you can quickly advise each of them using the reaction below.","feats.envoy.ready-to-roll.description":"Free action. Trigger: you roll initiative. Issue a 1-action directive.","feats.envoy.you-can-do-it.description":"Single action. Requirement: your last action was a 1-action directive. An ally within 60 feet can immediately, as a free action, perform the lead by example actions of that directive, gaining its benefits and using its abilities as if you'd issued it with two actions. Use your Charisma modifier instead of the ally's for relevant benefits, such as the status bonus to damage from Get 'Em!","feats.envoy.effortless-influencer.description":"You gain the Assurance skill feat three times, for Deception, Diplomacy and Intimidation. When you succeed at a Deception, Diplomacy or Intimidation check, allies within 60 feet who witnessed it gain a +1 status bonus to the next check they attempt with that skill within 1 minute (+2 if your check was a critical success).","feats.envoy.extend-directive.description":"Free action. Trigger: your turn begins, and you issued a 2-action directive on your last turn. You immediately issue the 1-action version of that directive.","feats.envoy.get-them.description":"When you use Get 'Em!, you can choose any number of enemies within range instead of a single target (if you spent 2 actions, you still Strike only one target).","feats.envoy.fast-synergy.description":"Each ally who starts their turn within 100 feet of you and can perceive you gains a second reaction, usable only for directives you issue.","feats.envoy.improvised-legend.description":"Free action. You can use Improvised Mastery once per hour instead of twice per day.","feats.envoy.endlessly-adaptive.description":"When you gain skill feats with adaptive talent, you gain two additional skill feats. You can also spend 10 minutes planning to reselect the feats chosen with adaptive talent, as if you'd made your daily preparations. You can't trade out feats with limited-use abilities you've already used that day.","feats.envoy.true-leader.description":"Once per turn, you can issue a 1-action envoy directive as a free action. It doesn't count toward your total number of directives issued this turn.","upgrades.basic-environmental-protection.name":"{base}, basic Environmental Protection","upgrades.filtered-rebreather-commercial.name":"{base}, filtered Rebreather (Commercial)","upgrades.filtered-rebreather-tactical.name":"{base}, filtered Rebreather (Tactical)","upgrades.filtered-rebreather-advanced.name":"{base}, filtered Rebreather (Advanced)","upgrades.filtered-rebreather-superior.name":"{base}, filtered Rebreather (Superior)","upgrades.filtered-rebreather-elite.name":"{base}, filtered Rebreather (Elite)","upgrades.radiation-buffer-commercial.name":"{base}, radiation Buffer (Commercial)","upgrades.radiation-buffer-tactical.name":"{base}, radiation Buffer (Tactical)","upgrades.radiation-buffer-advanced.name":"{base}, radiation Buffer (Advanced)","upgrades.radiation-buffer-superior.name":"{base}, radiation Buffer (Superior)","upgrades.thermal-capacitor-commercial.name":"{base}, thermal Capacitor (Commercial)","upgrades.thermal-capacitor-tactical.name":"{base}, thermal Capacitor (Tactical)","upgrades.thermal-capacitor-advanced.name":"{base}, thermal Capacitor (Advanced)","upgrades.thermal-capacitor-superior.name":"{base}, thermal Capacitor (Superior)","upgrades.active-camouflage-commercial.name":"{base}, active Camouflage (Commercial)","upgrades.active-camouflage-tactical.name":"{base}, active Camouflage (Tactical)","upgrades.active-camouflage-advanced.name":"{base}, active Camouflage (Advanced)","upgrades.adaptive-energy-shielding.name":"{base}, adaptive Energy Shielding","upgrades.auto-cpr-unit.name":"{base}, auto-CPR Unit","upgrades.cloaking-device-commercial.name":"{base}, cloaking Device (Commercial)","upgrades.cloaking-device-tactical.name":"{base}, cloaking Device (Tactical)","upgrades.darkvision-visor.name":"{base}, darkvision Visor","upgrades.energy-shielding-commercial.name":"{base}, energy Shielding (Commercial)","upgrades.energy-shielding-tactical.name":"{base}, energy Shielding (Tactical)","upgrades.energy-shielding-advanced.name":"{base}, energy Shielding (Advanced)","upgrades.explosive-defense-unit.name":"{base}, explosive Defense Unit","upgrades.force-field-commercial.name":"{base}, force Field (Commercial)","upgrades.force-field-tactical.name":"{base}, force Field (Tactical)","upgrades.force-field-advanced.name":"{base}, force Field (Advanced)","upgrades.force-field-superior.name":"{base}, force Field (Superior)","upgrades.force-field-elite.name":"{base}, force Field (Elite)","upgrades.force-field-ultimate.name":"{base}, force Field (Ultimate)","upgrades.force-field-paragon.name":"{base}, force Field (Paragon)","upgrades.glamer-projector.name":"{base}, glamer Projector","upgrades.jetpack-commercial.name":"{base}, jetpack (Commercial)","upgrades.jetpack-tactical.name":"{base}, jetpack (Tactical)","upgrades.jump-jets.name":"{base}, jump Jets","upgrades.load-lifter-commercial.name":"{base}, load Lifter (Commercial)","upgrades.load-lifter-tactical.name":"{base}, load Lifter (Tactical)","upgrades.load-lifter-advanced.name":"{base}, load Lifter (Advanced)","upgrades.maneuvering-unit-commercial.name":"{base}, maneuvering Unit (Commercial)","upgrades.maneuvering-unit-tactical.name":"{base}, maneuvering Unit (Tactical)","upgrades.maneuvering-unit-advanced.name":"{base}, maneuvering Unit (Advanced)","upgrades.maneuvering-unit-superior.name":"{base}, maneuvering Unit (Superior)","upgrades.mobility-enhancer.name":"{base}, mobility Enhancer","upgrades.animated-intelligence-commercial.name":"{base}, animated Intelligence (Commercial)","upgrades.animated-intelligence-tactical.name":"{base}, animated Intelligence (Tactical)","upgrades.animated-intelligence-advanced.name":"{base}, animated Intelligence (Advanced)","upgrades.bipod-commercial.name":"{base}, bipod (Commercial)","upgrades.bipod-tactical.name":"{base}, bipod (Tactical)","upgrades.bipod-advanced.name":"{base}, bipod (Advanced)","upgrades.entropic-destabilizer-commercial.name":"{base}, entropic Destabilizer (Commercial)","upgrades.entropic-destabilizer-tactical.name":"{base}, entropic Destabilizer (Tactical)","upgrades.fear-projector-commercial.name":"{base}, fear Projector (Commercial)","upgrades.fear-projector-tactical.name":"{base}, fear Projector (Tactical)","upgrades.fireburst-chamber.name":"{base}, fireburst Chamber","upgrades.flaming-module-commercial.name":"{base}, flaming Module (Commercial)","upgrades.flaming-module-tactical.name":"{base}, flaming Module (Tactical)","upgrades.frost-module-commercial.name":"{base}, frost Module (Commercial)","upgrades.frost-module-tactical.name":"{base}, frost Module (Tactical)","upgrades.ghost-killer.name":"{base}, ghost Killer","upgrades.holy-module-commercial.name":"{base}, holy Module (Commercial)","upgrades.holy-module-tactical.name":"{base}, holy Module (Tactical)","upgrades.loudener-commercial.name":"{base}, loudener (Commercial)","upgrades.loudener-tactical.name":"{base}, loudener (Tactical)","upgrades.merciful.name":"{base}, merciful","upgrades.quicklock.name":"{base}, quicklock","upgrades.retrieval-boosters.name":"{base}, retrieval Boosters","upgrades.shock-module-commercial.name":"{base}, shock Module (Commercial)","upgrades.shock-module-tactical.name":"{base}, shock Module (Tactical)","upgrades.silencer-commercial.name":"{base}, silencer (Commercial)","upgrades.silencer-tactical.name":"{base}, silencer (Tactical)","upgrades.smugglers-grip-commercial.name":"{base}, smuggler's Grip (Commercial)","upgrades.smugglers-grip-tactical.name":"{base}, smuggler's Grip (Tactical)","upgrades.snipers-scope-commercial.name":"{base}, sniper's Scope (Commercial)","upgrades.snipers-scope-tactical.name":"{base}, sniper's Scope (Tactical)","upgrades.snipers-scope-advanced.name":"{base}, sniper's Scope (Advanced)","upgrades.snipers-scope-superior.name":"{base}, sniper's Scope (Superior)","upgrades.truesight-sight-commercial.name":"{base}, truesight Sight (Commercial)","upgrades.truesight-sight-tactical.name":"{base}, truesight Sight (Tactical)","upgrades.undermounted-grenade-launcher-commercial.name":"{base}, undermounted Grenade Launcher (Commercial)","upgrades.undermounted-grenade-launcher-tactical.name":"{base}, undermounted Grenade Launcher (Tactical)","upgrades.undermounted-grenade-launcher-advanced.name":"{base}, undermounted Grenade Launcher (Advanced)","upgrades.undermounted-grenade-launcher-superior.name":"{base}, undermounted Grenade Launcher (Superior)","upgrades.uniclamp.name":"{base}, uniclamp","augmentations.dragon-gland-commercial.name":"Dragon Gland (Commercial)","augmentations.dragon-gland-tactical.name":"Dragon Gland (Tactical)","augmentations.dragon-gland-advanced.name":"Dragon Gland (Advanced)","augmentations.dragon-gland-superior.name":"Dragon Gland (Superior)","augmentations.dragon-gland-elite.name":"Dragon Gland (Elite)","augmentations.dragon-gland-ultimate.name":"Dragon Gland (Ultimate)","augmentations.gill-sheath.name":"Gill Sheath","augmentations.laser-eye.name":"Laser eye","augmentations.photosynthetic-skin.name":"Photosynthetic Skin","augmentations.shielding-skin-commercial.name":"Shielding Skin (Commercial)","augmentations.shielding-skin-tactical.name":"Shielding Skin (Tactical)","augmentations.shielding-skin-advanced.name":"Shielding Skin (Advanced)","augmentations.ultralight-wings-commercial.name":"Ultralight Wings (Commercial)","augmentations.ultralight-wings-tactical.name":"Ultralight Wings (Tactical)","augmentations.ultralight-wings-advanced.name":"Ultralight Wings (Advanced)","augmentations.ultralight-wings-superior.name":"Ultralight Wings (Superior)","augmentations.venom-spur.name":"Venom Spur","augmentations.wildwise-graft.name":"Wildwise Graft","augmentations.autodreamer.name":"Autodreamer","augmentations.autorecognition-lens.name":"Autorecognition Lens","augmentations.cardiac-accelerator.name":"Cardiac Accelerator","augmentations.darkvision-capacitors-commercial.name":"Darkvision Capacitors (Commercial)","augmentations.darkvision-capacitors-tactical.name":"Darkvision Capacitors (Tactical)","augmentations.datajack-commercial.name":"Datajack (Commercial)","augmentations.datajack-tactical.name":"Datajack (Tactical)","augmentations.datajack-advanced.name":"Datajack (Advanced)","augmentations.dermal-plating-commercial.name":"Dermal Plating (Commercial)","augmentations.dermal-plating-tactical.name":"Dermal Plating (Tactical)","augmentations.dermal-plating-advanced.name":"Dermal Plating (Advanced)","augmentations.dermal-plating-superior.name":"Dermal Plating (Superior)","augmentations.dermal-plating-elite.name":"Dermal Plating (Elite)","augmentations.dermal-plating-ultimate.name":"Dermal Plating (Ultimate)","augmentations.dermal-plating-paragon.name":"Dermal Plating (Paragon)","augmentations.hearing-aid.name":"Hearing Aid","augmentations.hideaway-limb-commercial.name":"Hideaway Limb (Commercial)","augmentations.hideaway-limb-tactical.name":"Hideaway Limb (Tactical)","augmentations.nano-optics-node.name":"Nano-Optics Node","augmentations.prosthetic-limb.name":"Prosthetic Limb","augmentations.retinal-reflectors.name":"Retinal Reflectors","augmentations.speed-suspension-commercial.name":"Speed Suspension (Commercial)","augmentations.speed-suspension-tactical.name":"Speed Suspension (Tactical)","augmentations.speed-suspension-advanced.name":"Speed Suspension (Advanced)","augmentations.vocal-modulator.name":"Vocal Modulator","augmentations.voice-amplifier.name":"Voice Amplifier","augmentations.cloaking-skin-commercial.name":"Cloaking Skin (Commercial)","augmentations.cloaking-skin-tactical.name":"Cloaking Skin (Tactical)","augmentations.cloaking-skin-advanced.name":"Cloaking Skin (Advanced)","augmentations.moodskin.name":"Moodskin","augmentations.psychoactive-eyes-commercial.name":"Psychoactive Eyes (Commercial)","augmentations.psychoactive-eyes-tactical.name":"Psychoactive Eyes (Tactical)","augmentations.regenerative-rune-splice.name":"Regenerative Rune Splice","augmentations.telepathy-node.name":"Telepathy Node","augmentations.artificial-immortalizer.name":"Artificial Immortalizer","augmentations.cognition-accelerator.name":"Cognition Accelerator","augmentations.cosmic-connector.name":"Cosmic Connector","augmentations.hypernerves.name":"Hypernerves","augmentations.muscle-invigorator.name":"Muscle Invigorator","augmentations.presence-intensifier.name":"Presence Intensifier","worn.aeon-stone-guiding.name":"Aeon Stone (Guiding)","worn.aeon-stone-life-giving.name":"Aeon Stone (Life-Giving)","worn.aeon-stone-navigating.name":"Aeon Stone (Navigating)","worn.aeon-stone-projecting.name":"Aeon Stone (Projecting)","worn.aeon-stone-uplifting.name":"Aeon Stone (Uplifting)","worn.akashic-lens-commercial.name":"Akashic Lens (Commercial)","worn.akashic-lens-tactical.name":"Akashic Lens (Tactical)","worn.akashic-lens-advanced.name":"Akashic Lens (Advanced)","worn.antigrav-harness-commercial.name":"Antigrav Harness (Commercial)","worn.antigrav-harness-tactical.name":"Antigrav Harness (Tactical)","worn.antigrav-harness-advanced.name":"Antigrav Harness (Advanced)","held.divas-microphone-commercial.name":"Diva's Microphone (Commercial)","held.divas-microphone-tactical.name":"Diva's Microphone (Tactical)","held.divas-microphone-advanced.name":"Diva's Microphone (Advanced)","worn.duo-enhancers.name":"Duo-Enhancers","worn.hardlight-handwraps-commercial.name":"Hardlight Handwraps (Commercial)","worn.hardlight-handwraps-tactical.name":"Hardlight Handwraps (Tactical)","worn.hardlight-handwraps-advanced.name":"Hardlight Handwraps (Advanced)","worn.hardlight-handwraps-superior.name":"Hardlight Handwraps (Superior)","worn.hardlight-handwraps-elite.name":"Hardlight Handwraps (Elite)","worn.hardlight-handwraps-ultimate.name":"Hardlight Handwraps (Ultimate)","worn.hardlight-handwraps-paragon.name":"Hardlight Handwraps (Paragon)","worn.null-space-chamber-commercial.name":"Null Space Chamber (Commercial)","worn.null-space-chamber-tactical.name":"Null Space Chamber (Tactical)","worn.null-space-chamber-advanced.name":"Null Space Chamber (Advanced)","worn.null-space-chamber-superior.name":"Null Space Chamber (Superior)","held.pain-journal-commercial.name":"Pain Journal (Commercial)","held.pain-journal-tactical.name":"Pain Journal (Tactical)","held.programmers-plushie-commercial.name":"Programmer's Plushie (Commercial)","held.programmers-plushie-tactical.name":"Programmer's Plushie (Tactical)","held.programmers-plushie-advanced.name":"Programmer's Plushie (Advanced)","held.reusable-grenade-shell.name":"Reusable Grenade Shell","consumables.cellular-stimulant-spell-amp.name":"Cellular Stimulant Spell Amp","consumables.cellular-stimulant-spell-amp.choices.spell.prompt":"Spell","consumables.commercial-glow-up-spell-amp.name":"Commercial Glow Up Spell Amp","consumables.commercial-glow-up-spell-amp.choices.spell.prompt":"Spell","consumables.jump-spell-amp.name":"Jump Spell Amp","consumables.jump-spell-amp.choices.spell.prompt":"Spell","consumables.shrink-spell-amp.name":"Shrink Spell Amp","consumables.shrink-spell-amp.choices.spell.prompt":"Spell","consumables.invisibility-spell-amp.name":"Invisibility Spell Amp","consumables.invisibility-spell-amp.choices.spell.prompt":"Spell","consumables.tactical-glow-up-spell-amp.name":"Tactical Glow Up Spell Amp","consumables.tactical-glow-up-spell-amp.choices.spell.prompt":"Spell","consumables.fly-spell-amp.name":"Fly Spell Amp","consumables.fly-spell-amp.choices.spell.prompt":"Spell","consumables.commercial-resist-energy-spell-amp.name":"Commercial Resist Energy Spell Amp","consumables.commercial-resist-energy-spell-amp.choices.spell.prompt":"Spell","consumables.feline-senses-spell-amp.name":"Feline Senses Spell Amp","consumables.feline-senses-spell-amp.choices.spell.prompt":"Spell","consumables.commercial-cairn-form-spell-amp.name":"Commercial Cairn Form Spell Amp","consumables.commercial-cairn-form-spell-amp.choices.spell.prompt":"Spell","consumables.haste-spell-amp.name":"Haste Spell Amp","consumables.haste-spell-amp.choices.spell.prompt":"Spell","consumables.advanced-glow-up-spell-amp.name":"Advanced Glow Up Spell Amp","consumables.advanced-glow-up-spell-amp.choices.spell.prompt":"Spell","consumables.tactical-resist-energy-spell-amp.name":"Tactical Resist Energy Spell Amp","consumables.tactical-resist-energy-spell-amp.choices.spell.prompt":"Spell","consumables.tactical-cairn-form-spell-amp.name":"Tactical Cairn Form Spell Amp","consumables.tactical-cairn-form-spell-amp.choices.spell.prompt":"Spell","consumables.advanced-resist-energy-spell-amp.name":"Advanced Resist Energy Spell Amp","consumables.advanced-resist-energy-spell-amp.choices.spell.prompt":"Spell","held.1st-rank-spell-chip.name":"1st-rank spell chip","held.2nd-rank-spell-chip.name":"2nd-rank spell chip","held.3rd-rank-spell-chip.name":"3rd-rank spell chip","held.4th-rank-spell-chip.name":"4th-rank spell chip","held.5th-rank-spell-chip.name":"5th-rank spell chip","held.6th-rank-spell-chip.name":"6th-rank spell chip","held.7th-rank-spell-chip.name":"7th-rank spell chip","held.8th-rank-spell-chip.name":"8th-rank spell chip","held.9th-rank-spell-chip.name":"9th-rank spell chip","consumables.1st-rank-spell-gem.name":"1st-rank spell gem","consumables.1st-rank-spell-gem.choices.spell.prompt":"Spell","consumables.2nd-rank-spell-gem.name":"2nd-rank spell gem","consumables.2nd-rank-spell-gem.choices.spell.prompt":"Spell","consumables.3rd-rank-spell-gem.name":"3rd-rank spell gem","consumables.3rd-rank-spell-gem.choices.spell.prompt":"Spell","consumables.4th-rank-spell-gem.name":"4th-rank spell gem","consumables.4th-rank-spell-gem.choices.spell.prompt":"Spell","consumables.5th-rank-spell-gem.name":"5th-rank spell gem","consumables.5th-rank-spell-gem.choices.spell.prompt":"Spell","consumables.6th-rank-spell-gem.name":"6th-rank spell gem","consumables.6th-rank-spell-gem.choices.spell.prompt":"Spell","consumables.7th-rank-spell-gem.name":"7th-rank spell gem","consumables.7th-rank-spell-gem.choices.spell.prompt":"Spell","consumables.8th-rank-spell-gem.name":"8th-rank spell gem","consumables.8th-rank-spell-gem.choices.spell.prompt":"Spell","consumables.9th-rank-spell-gem.name":"9th-rank spell gem","consumables.9th-rank-spell-gem.choices.spell.prompt":"Spell","consumables.10th-rank-spell-gem.name":"10th-rank spell gem","consumables.10th-rank-spell-gem.choices.spell.prompt":"Spell","consumables.silver-ammunition-low-grade.name":"Silver Ammunition (Low-Grade)","consumables.silver-grenade-missile-low-grade.name":"Silver Grenade/Missile (Low-Grade)","materials.silver-weapon-low-grade.name":"{base}, silver (low-grade)","consumables.silver-ammunition-standard-grade.name":"Silver Ammunition (Standard-Grade)","consumables.silver-grenade-missile-standard-grade.name":"Silver Grenade/Missile (Standard-Grade)","materials.silver-weapon-standard-grade.name":"{base}, silver (standard-grade)","consumables.silver-ammunition-high-grade.name":"Silver Ammunition (High-Grade)","consumables.silver-grenade-missile-high-grade.name":"Silver Grenade/Missile (High-Grade)","materials.silver-weapon-high-grade.name":"{base}, silver (high-grade)","consumables.abysium-ammunition-standard-grade.name":"Abysium Ammunition (Standard-Grade)","consumables.abysium-grenade-missile-standard-grade.name":"Abysium Grenade/Missile (Standard-Grade)","materials.abysium-weapon-standard-grade.name":"{base}, abysium (standard-grade)","consumables.abysium-ammunition-high-grade.name":"Abysium Ammunition (High-Grade)","consumables.abysium-grenade-missile-high-grade.name":"Abysium Grenade/Missile (High-Grade)","materials.abysium-weapon-high-grade.name":"{base}, abysium (high-grade)","consumables.adamantine-ammunition-standard-grade.name":"Adamantine Ammunition (Standard-Grade)","consumables.adamantine-grenade-missile-standard-grade.name":"Adamantine Grenade/Missile (Standard-Grade)","materials.adamantine-weapon-standard-grade.name":"{base}, adamantine (standard-grade)","consumables.adamantine-ammunition-high-grade.name":"Adamantine Ammunition (High-Grade)","consumables.adamantine-grenade-missile-high-grade.name":"Adamantine Grenade/Missile (High-Grade)","materials.adamantine-weapon-high-grade.name":"{base}, adamantine (high-grade)","consumables.dull-yellow-ore-ammunition-standard-grade.name":"Dull Yellow Ore Ammunition (Standard-Grade)","materials.dull-yellow-ore-weapon-standard-grade.name":"{base}, dull yellow ore (standard-grade)","consumables.dull-yellow-ore-grenade-missile-standard-grade.name":"Dull Yellow Ore Grenade/Missile (Standard-Grade)","consumables.dull-yellow-ore-ammunition-high-grade.name":"Dull Yellow Ore Ammunition (High-Grade)","consumables.dull-yellow-ore-grenade-missile-high-grade.name":"Dull Yellow Ore Grenade/Missile (High-Grade)","materials.dull-yellow-ore-weapon-high-grade.name":"{base}, dull yellow ore (high-grade)","consumables.cold-iron-ammunition-low-grade.name":"Cold Iron Ammunition (Low-Grade)","consumables.cold-iron-grenade-missile-low-grade.name":"Cold Iron Grenade/Missile (Low-Grade)","materials.cold-iron-weapon-low-grade.name":"{base}, cold iron (low-grade)","consumables.cold-iron-ammunition-standard-grade.name":"Cold Iron Ammunition (Standard-Grade)","consumables.cold-iron-grenade-missile-standard-grade.name":"Cold Iron Grenade/Missile (Standard-Grade)","materials.cold-iron-weapon-standard-grade.name":"{base}, cold iron (standard-grade)","consumables.cold-iron-ammunition-high-grade.name":"Cold Iron Ammunition (High-Grade)","consumables.cold-iron-grenade-missile-high-grade.name":"Cold Iron Grenade/Missile (High-Grade)","materials.cold-iron-weapon-high-grade.name":"{base}, cold iron (high-grade)","consumables.djezet-ammunition-standard-grade.name":"Djezet Ammunition (Standard-Grade)","consumables.djezet-grenade-missile-standard-grade.name":"Djezet Grenade/Missile (Standard-Grade)","materials.djezet-weapon-standard-grade.name":"{base}, djezet (standard-grade)","consumables.djezet-ammunition-high-grade.name":"Djezet Ammunition (High-Grade)","consumables.djezet-grenade-missile-high-grade.name":"Djezet Grenade/Missile (High-Grade)","materials.djezet-weapon-high-grade.name":"{base}, djezet (high-grade)","consumables.noqual-ammunition-standard-grade.name":"Noqual Ammunition (Standard-Grade)","consumables.noqual-grenade-missile-standard-grade.name":"Noqual Grenade/Missile (Standard-Grade)","materials.noqual-weapon-standard-grade.name":"{base}, noqual (standard-grade)","consumables.noqual-ammunition-high-grade.name":"Noqual Ammunition (High-Grade)","consumables.noqual-grenade-missile-high-grade.name":"Noqual Grenade/Missile (High-Grade)","materials.noqual-weapon-high-grade.name":"{base}, noqual (high-grade)","consumables.orichalcum-ammunition-high-grade.name":"Orichalcum Ammunition (High-Grade)","consumables.orichalcum-grenade-missile-high-grade.name":"Orichalcum Grenade/Missile (High-Grade)","materials.orichalcum-weapon-high-grade.name":"{base}, orichalcum (high-grade)","consumables.shimmerstone-ammunition-standard-grade.name":"Shimmerstone Ammunition (Standard-Grade)","consumables.shimmerstone-grenade-missile-standard-grade.name":"Shimmerstone Grenade/Missile (Standard-Grade)","materials.shimmerstone-weapon-standard-grade.name":"{base}, shimmerstone (standard-grade)","consumables.shimmerstone-ammunition-high-grade.name":"Shimmerstone Ammunition (High-Grade)","consumables.shimmerstone-grenade-missile-high-grade.name":"Shimmerstone Grenade/Missile (High-Grade)","materials.shimmerstone-weapon-high-grade.name":"{base}, shimmerstone (high-grade)","consumables.siccatite-ammunition-standard-grade.name":"Siccatite Ammunition (Standard-Grade)","consumables.siccatite-grenade-missile-standard-grade.name":"Siccatite Grenade/Missile (Standard-Grade)","materials.siccatite-weapon-standard-grade.name":"{base}, siccatite (standard-grade)","consumables.siccatite-ammunition-high-grade.name":"Siccatite Ammunition (High-Grade)","consumables.siccatite-grenade-missile-high-grade.name":"Siccatite Grenade/Missile (High-Grade)","materials.siccatite-weapon-high-grade.name":"{base}, siccatite (high-grade)","rituals.animate-object.name":"Animate Object","rituals.animate-object.texts.cost":"rare oils (see the creature creation table)","rituals.animate-object.texts.secondaryChecks":"Crafting","rituals.animate-object.description":"Cast 1 day. Cost: rare oils (see the Creature Creation Rituals table). Secondary casters: 1. Primary check: Arcana (expert). Secondary check: Crafting. Range 10 feet. Target: 1 object. You transform the target into an animated object of a level up to the maximum the Creature Creation Rituals table allows, with a type matching the object (a fire extinguisher becomes an animated fire extinguisher).","rituals.consecrate.name":"Consecrate","rituals.consecrate.texts.cost":"rare incense and offerings worth 20 gp × the rank","rituals.consecrate.texts.secondaryChecks":"Crafting, Performance (the secondary casters must worship your deity)","rituals.consecrate.description":"Cast 3 days. Cost: rare incense and offerings worth 200 credits × the spell rank. Secondary casters: 2, who must be worshippers of your religion. Primary check: Religion. Secondary checks: Crafting, Performance. Area: 40-foot-radius burst around an immobile altar, shrine or fixture of your deity. Range 40 feet. Duration 1 year.\n\nYou consecrate a site to your deity. While within the area, worshippers of your deity gain a +1 status bonus to attack rolls, skill checks, saving throws and Perception checks, and creatures anathema to your deity (such as undead) take a –1 status penalty to those rolls. If your deity's divine sanctification lets you choose holy or unholy, you can choose which the site is; if it must be holy or unholy, the site matches it. Strikes by worshippers of your deity within the area gain the site's sanctification trait, if any.\n\n**Heightened (7th)** The area also gains the effects of the _planar seal_ spell, but it doesn't attempt to counteract teleportation by worshippers of your deity. The cost increases to 2,000 credits × the spell rank.","rituals.control-weather.name":"Control Weather","rituals.control-weather.texts.secondaryChecks":"Survival","rituals.control-weather.description":"Cast 1 day. Secondary casters: 1. Primary check: Nature (master). Secondary check: Survival. Area: 2-mile-radius circle centered on you. Duration 4d12 hours.\n\nYou alter the weather, making it calm and normal for the season or choosing up to two effects from the season's list. You can't control details such as a tornado's exact path or lightning's targets.\n\n- **Spring** drizzle, heat, hurricane, sleet, thunderstorm, tornado\n- **Summer** downpour, drizzle, extreme heat, hail, heat\n- **Autumn** cold weather, fog, mild heat, sleet\n- **Winter** blizzard, mild cold, extreme cold, thaw\n\n**Heightened (9th)** You can create unseasonable and contradictory weather, such as extreme cold and a hurricane. You can make the weather calm and normal for a different season or choose effects from any season's list.","rituals.create-undead.name":"Create Undead","rituals.create-undead.texts.cost":"black onyx (see the creature creation table)","rituals.create-undead.texts.secondaryChecks":"Religion","rituals.create-undead.description":"Cast 1 day. Cost: black onyx (see the Creature Creation Rituals table). Secondary casters: 1. Primary check: Arcana (expert), Occultism (expert) or Religion (expert). Secondary check: Religion. Range 10 feet. Target: 1 dead creature. You transform the target into an undead creature of a level up to the maximum the Creature Creation Rituals table allows. Each type of undead has its own version of the ritual (one for all zombies, one for corpsefolk, one for nihili and so on), and versions that create rare undead are also rare. Some undead, such as necrovites, form by their own methods and can't be created this way.","rituals.forge-hyperspace-beacon.name":"Forge Hyperspace Beacon","rituals.planar-displacement.name":"Planar Displacement","rituals.planar-displacement.texts.requirements":"a planar key for the destination plane, used as a locus","rituals.planar-displacement.texts.cost":"rare incense, precious metals and purified chalk worth 500 gp","rituals.planar-displacement.texts.secondaryChecks":"Lore about the destination plane, Survival","rituals.planar-displacement.description":"Cast 1 day. Cost: rare incense, precious metals and purified chalk worth 5,000 credits. Secondary casters: 2. Primary check: Arcana (master), Nature (master), Occultism (master) or Religion (master). Secondary checks: a Lore related to the destination plane, Survival. Area: 20-foot burst. Range 20 feet. Requirement: a planar key for the destination plane, used as a locus.\n\nYou draw a ritual circle and, when the ritual completes, shift all creatures in the area to a different plane of existence. The skill for the primary check must be one that can Recall Knowledge about the destination, such as Arcana or Nature for the destination plane. A secondary caster can be at the destination site instead of with you; if that caster succeeds at its check and you roll a success, the ritual is a critical success instead.","rituals.planar-servitor.name":"Planar Servitor","rituals.planar-servitor.texts.cost":"rare incense and offerings worth 2 gp × the rank × the servitor's level","rituals.planar-servitor.texts.secondaryChecks":"Diplomacy","rituals.planar-servitor.description":"Cast 1 day. Cost: rare incense and offerings worth 20 credits × the spell rank × the target's level (see below). Secondary casters: 2. Primary check: Religion (expert). Secondary check: Diplomacy. Duration: see below.\n\nYou call on a deity (or other divine power) for aid in the form of a divine servitor of the deity's choice, with a level no greater than double the ritual's spell rank. The secondary casters explain what help you need and why; if the task is very fitting for the deity, the GM can grant a circumstance bonus to the secondary Diplomacy check or make it an automatic critical success. Using the ritual without good reason is an automatic critical failure.\n\nOn a success, you must pay the servitor according to the task's duration and danger. Payment costs at least as much as a consumable item of the creature's level, and often as much as a permanent magic item of its level to persuade it to fight beside you. Offerings should suit the deity's tastes. You can instead name a being native to the deity's realm that you know personally, with the same level limit; it might ask for something it personally wants as payment.","rituals.plant-growth.name":"Plant Growth","rituals.plant-growth.texts.secondaryChecks":"Farming Lore or Survival","rituals.plant-growth.description":"Cast 1 day. Secondary casters: 1. Primary check: Nature (expert). Secondary check: Farming Lore or Survival. Area: 1/2-mile-radius circle centered on you. Duration 1 year. You make plants in the area healthier and more fruitful, which increases farm crop yield depending on your degree of success. If cast in the area of a blight, it attempts to counteract the blight instead.","rituals.primal-call.name":"Primal Call","rituals.primal-call.texts.cost":"faerie circle ingredients worth 1 gp × the rank × the creature's level","rituals.primal-call.texts.secondaryChecks":"Crafting, Diplomacy, Survival","rituals.primal-call.description":"Cast 1 day. Cost: faerie circle ingredients worth 10 credits × the spell rank × the target's level. Secondary casters: 4. Primary check: Nature (master). Secondary checks: Crafting, Diplomacy, Survival. Range 100 miles. Target: 1 animal, beast, fey, fungus or plant. Duration: see _planar servitor_. This works like _planar servitor_, except you craft a faerie circle and call an animal, beast, fey, fungus or plant from within 100 miles.","rituals.resurrect.name":"Resurrect","rituals.resurrect.texts.cost":"gems worth 75 gp × the target's level","rituals.resurrect.texts.secondaryChecks":"Medicine, Society","rituals.resurrect.description":"Cast 1 day. Cost: gemstones worth 750 credits × the target's level. Secondary casters: 2. Primary check: Religion (expert). Secondary checks: Medicine, Society. Range 10 feet. Target: 1 dead creature of up to 10th level.\n\nYou call the target's soul back to its body. The body must be present and relatively intact, and the target must have died within the past year. If a deity has decided the target's time has come, or the target doesn't wish to return, the ritual automatically fails; you learn this after the successful Religion check and can end the ritual without paying the cost.\n\n**Heightened (6th)** The target can be up to 12th level, and the base cost is 1,250 credits.\n\n**Heightened (7th)** Even a small portion of the body suffices; on a success or critical success the ritual creates a new body. The target must have died within the past decade. It needs four secondary casters, each at least half the target's level. The target can be up to 14th level, and the base cost is 2,000 credits.\n\n**Heightened (8th)** As 7th rank, but the target can be up to 16th level and the base cost is 3,000 credits.\n\n**Heightened (9th)** No body is needed if you know the target's name and have touched a portion of its body at any time. The target must have died within the past century, and on a success it doesn't gain the negative conditions. It needs eight secondary casters, each at least half the target's level. The target can be up to 18th level, and the base cost is 6,000 credits.\n\n**Heightened (10th)** As 9th rank, but it doesn't matter how long ago the target died. It needs 16 secondary casters, each at least half the target's level. The target can be up to 20th level, and the base cost is 10,000 credits.","rituals.wish.name":"Wish","rituals.wish.texts.cost":"fine ash, imbued pigments and a marquise-cut gem worth 100,000 gp in all","rituals.wish.texts.secondaryChecks":"Crafting, Diplomacy","rituals.wish.description":"Cast 1 day. Cost: fine ash, magically imbued pigments and a marquise-cut gem worth 1,000,000 credits in total. Secondary casters: 2. Primary check: Arcana (legendary), Nature (legendary), Occultism (legendary) or Religion (legendary). Secondary checks: Crafting, Diplomacy. Range 10 feet. Target: 1 creature. You weave reality itself to grant the target's greatest desire. The target states the wish aloud at the start of the ritual and again at the end. The wish can be anything, from vast riches or casting a certain spell or ritual to destroying a whole civilization or ascending to divinity. The GM might decide the wish draws the attention of deities or other powerful creatures, who may interfere with the ritual or try to undo the wish. Even deities can't outright undo it, but they can react, for example by sending servitors to take away newly acquired riches.","rituals.atone.name":"Atone","rituals.atone.texts.cost":"rare incense and offerings worth 20 gp × the target's level","rituals.atone.texts.secondaryChecks":"Nature or Religion, whichever the primary check uses (by the target, the secondary caster)","rituals.atone.description":"Cast 1 day. Cost: rare incense and offerings worth 200 credits × the target's level. Secondary casters: 1, who must be the ritual's target. Primary check: Nature or Religion (expert). Secondary check: Nature or Religion, whichever the primary check uses. Range 10 feet. Target: another creature of up to 8th level who worships the same deity or philosophy as you.\n\nYou help a truly penitent creature atone for misdeeds, typically actions anathema to your deity. If the creature isn't truly penitent, the outcome is always a critical failure. The ritual uses Nature if the target is naturally inclined and Religion otherwise.\n\n**Heightened (+1)** The maximum target level increases by 2 and the base cost by 200 credits.","rituals.awaken-animal.name":"Awaken Animal","rituals.awaken-animal.texts.cost":"herbs worth 1/5 of the creature creation table's cost","rituals.awaken-animal.texts.secondaryChecks":"Lore (any), Society, Survival","rituals.awaken-animal.description":"Cast 1 day. Cost: herbs worth 1/5 the value on the Creature Creation Rituals table. Secondary casters: 3. Primary check: Nature (master). Secondary checks: Lore (any), Society, Survival. Range 10 feet. Target: 1 animal of up to the level on the table. You grant the target intelligence, transforming it into a beast. If it was an animal companion or minion, it can no longer serve as one.","rituals.awaken-computer.name":"Awaken Computer","rituals.binding-circle.name":"Binding Circle","rituals.binding-circle.texts.cost":"warding circle ingredients worth 2 gp × the rank × the creature's level","rituals.binding-circle.texts.secondaryChecks":"Diplomacy or Intimidation; Arcana or Occultism, whichever the primary check doesn't use","rituals.binding-circle.description":"Cast 1 day. Cost: warding circle ingredients worth 20 credits × the spell rank × the target's level. Secondary casters: 3. Primary check: Arcana (master) or Occultism (master). Secondary checks: Diplomacy or Intimidation; Arcana or Occultism (whichever the primary check doesn't use); Computers (master). Range: interplanar. Target: 1 extraplanar creature. Duration varies.\n\nYou call an extraplanar creature of a level no greater than double the ritual's rank into your circle and bargain with it, usually for a task in exchange for payment. A creature that doesn't wish to negotiate can attempt a Will save to stay on its home plane. Most demand a significant gift, especially for risky tasks; fiends and similarly wicked creatures accept lower prices if the task lets them cause havoc or evil. Money prices range from a consumable item of the creature's level for a short, simple task to a permanent magic item of its level or more to fight beside you. Some want other payment, such as permission to cast a _geas_ on you for a later favor or ownership of your soul via an infernal contract.\n\nAn additional secondary caster can create a warding circle (Crafting, same DC as a secondary check) that stops the creature from attacking or leaving the circle during the bargain. The protection ends if you take a hostile action against the creature or the circle breaks.\n\nIf a secondary caster uses Computers, you can contact and negotiate with an extraplanar creature through a computer and the infosphere. Some creatures, such as civusdaemons, answer only digital queries.","rituals.blight.name":"Blight","rituals.blight.texts.secondaryChecks":"Survival","rituals.blight.description":"Cast 1 day. Secondary casters: 1. Primary check: Nature (expert). Secondary check: Survival. Area: 1/2-mile-radius circle centered on you. Duration 1 year. You twist and stunt plants in the area so they wither, which also decreases farm crop yield. If cast in an area affected by _plant growth_, it attempts to counteract that ritual instead.","rituals.call-spirit.name":"Call Spirit","rituals.call-spirit.texts.cost":"rare candles and incense worth 50 gp","rituals.call-spirit.texts.secondaryChecks":"Occultism or Religion, whichever the primary check doesn't use","rituals.call-spirit.description":"Cast 1 hour. Cost: rare candles and incense worth 500 credits in total. Secondary casters: 1. Primary check: Occultism (expert) or Religion (expert). Secondary check: Occultism or Religion, whichever the primary check doesn't use. Duration up to 10 minutes. You tear the veil to the afterlife and call a spirit from its final resting place. You must call it by name and provide a connection, such as a possession, a garment or a piece of its corpse. An unwilling spirit can attempt a Will save to avoid the call; on a critical success, a trickster spirit Impersonates the spirit you meant to call. The save DC is 2 lower if you never met the spirit in life. The spirit appears as a wispy form. Each minute of the duration you can ask it one question, and it can answer as it pleases or refuse. If the spirit isn't in the afterlife (such as an undead), every result except a critical failure uses the failure effect.","rituals.collective-memories.name":"Collective Memories","rituals.collective-memories.texts.cost":"rare incense worth 300 gp","rituals.collective-memories.texts.secondaryChecks":"Performance, Society","rituals.collective-memories.description":"Cast 1 day. Cost: rare incense worth 3,000 credits in total. Secondary casters: 2. Primary check: Occultism (master). Secondary checks: Performance, Society. You tap into mortalkind's collective memories, knowledge, legends and lore about an important person, place or thing. If the subject is present, increase the degree of success of your primary check by one step. If you have only vague information about the subject beforehand, decrease it by one step. These cancel out if the subject is present but you have little to no baseline information.","rituals.commune.name":"Commune","rituals.commune.texts.cost":"rare incense worth 150 gp","rituals.commune.texts.secondaryChecks":"Nature, Occultism or Religion, whichever the primary check uses","rituals.commune.description":"Cast 1 day. Cost: rare incense worth 1,500 credits in total. Secondary casters: 1. Primary check: Computers (master), Nature (master), Occultism (master) or Religion (master). Secondary check: the same skill as the primary check (Computers, Nature, Occultism or Religion). Duration up to 10 minutes.\n\nYou call on an unknown, powerful being to answer up to seven yes-or-no questions. It answers in single words such as \"Yes,\" \"No,\" \"Likely\" and \"Unknown,\" though its answers reflect its own agenda and could be deceptive. The being depends on the primary check skill:\n\n- **Computers** Machine spirits, glitch gremlins and virtual artificial intelligences.\n- **Nature** Primal spirits of nature, who know about animals, beasts, fey, fungi, plants, topography and natural resources within 3 miles.\n- **Occultism** Planar and mysterious entities such as elementals, forgotten spirits and monitors, who know forgotten knowledge, the planes, obscure secrets and other esoterica.\n- **Religion** Divine beings such as celestials and fiends, who know about the gods they serve and those gods' purviews; typically a servitor of your deity if you have one.","upgrades.basic-environmental-protection.description":"Installed in armor with the exposed trait; Bulk L. Protects the wearer against the effects of space and of thick and thin atmospheres. The armor loses the exposed trait while this upgrade is installed. 10 credits.","upgrades.filtered-rebreather-commercial.description":"Installed in armor; Bulk L. Supplements the armor's environmental protections and filters out common contaminants, protecting you from most toxic atmospheres. This grade grants no save bonus. Level 0, 5 credits.","upgrades.filtered-rebreather-tactical.description":"Installed in armor; Bulk L. Supplements the armor's environmental protections and filters out common contaminants, protecting you from most toxic atmospheres. You gain a +1 status bonus to Fortitude saves against inhaled effects. Level 1, 150 credits.","upgrades.filtered-rebreather-advanced.description":"Installed in armor; Bulk L. Supplements the armor's environmental protections and filters out common contaminants, protecting you from most toxic atmospheres. You gain a +2 status bonus to Fortitude saves against inhaled effects. Level 6, 2,550 credits.","upgrades.filtered-rebreather-superior.description":"Installed in armor; Bulk L. Supplements the armor's environmental protections and filters out common contaminants, protecting you from most toxic atmospheres. You gain a +3 status bonus to Fortitude saves against inhaled effects. Level 10, 24,100 credits.","upgrades.filtered-rebreather-elite.description":"Installed in armor; Bulk L. Supplements the armor's environmental protections and filters out common contaminants, protecting you from most toxic atmospheres. You gain a +4 status bonus to Fortitude saves against inhaled effects. Level 14, 40,000 credits.","upgrades.radiation-buffer-commercial.description":"Installed in armor; Bulk 1. A treated lead lining with integrated radiation sensors networked to your comm unit. While you wear the armor, you gain resistance 2 to poison damage from radiation effects and a +1 status bonus to Fortitude saves against radiation. Level 1, 130 credits.","upgrades.radiation-buffer-tactical.description":"Installed in armor; Bulk 1. A treated lead lining with integrated radiation sensors networked to your comm unit. While you wear the armor, you gain resistance 4 to poison damage from radiation effects and a +2 status bonus to Fortitude saves against radiation. Level 6, 2,150 credits.","upgrades.radiation-buffer-advanced.description":"Installed in armor; Bulk 1. A treated lead lining with integrated radiation sensors networked to your comm unit. While you wear the armor, you gain resistance 8 to poison damage from radiation effects and a +3 status bonus to Fortitude saves against radiation. Level 10, 22,100 credits.","upgrades.radiation-buffer-superior.description":"Installed in armor; Bulk 1. A treated lead lining with integrated radiation sensors networked to your comm unit. While you wear the armor, you gain resistance 12 to poison damage from radiation effects and a +4 status bonus to Fortitude saves against radiation. Level 14, 35,000 credits.","upgrades.thermal-capacitor-commercial.description":"Installed in armor; Bulk L. Regulates heat to protect you from extreme temperatures. You're protected from mild cold and mild heat. Level 1, 120 credits.","upgrades.thermal-capacitor-tactical.description":"Installed in armor; Bulk L. Regulates heat to protect you from extreme temperatures. You're protected from severe cold and severe heat. Level 6, 1,800 credits.","upgrades.thermal-capacitor-advanced.description":"Installed in armor; Bulk L. Regulates heat to protect you from extreme temperatures. You're protected from extreme cold and extreme heat. Level 10, 21,300 credits.","upgrades.thermal-capacitor-superior.description":"Installed in armor; Bulk L. Regulates heat to protect you from extreme temperatures. You're protected from incredible cold and incredible heat. Level 14, 37,800 credits.","upgrades.active-camouflage-commercial.description":"Installed in armor; Bulk L. Hardlight projectors shift the armor's colors and patterns to match your surroundings. You gain a +1 item bonus to Stealth checks while wearing the armor. Level 5, 500 credits.","upgrades.active-camouflage-tactical.description":"Installed in armor; Bulk L. Hardlight projectors shift the armor's colors and patterns to match your surroundings. You gain a +2 item bonus to Stealth checks while wearing the armor. Level 9, 6,500 credits.","upgrades.active-camouflage-advanced.description":"Installed in armor; Bulk L. Hardlight projectors shift the armor's colors and patterns to match your surroundings. You gain a +3 item bonus to Stealth checks while wearing the armor. Level 17, 140,000 credits.","upgrades.adaptive-energy-shielding.description":"Installed in armor with the energy shielding upgrade; Bulk L. Changes the chemical composition of the armor's insulation so it reacts to different types of energy. 22,500 credits.","upgrades.auto-cpr-unit.description":"Installed in armor; Bulk L. Monitors your vital signs and automatically administers aid. While you have the dying condition in this armor, the DC of your recovery checks is 8 + your dying value instead of 10 + your dying value. 200 credits.","upgrades.cloaking-device-commercial.description":"Installed in armor; Bulk L. A projector that bends light around your body. Usable once per day. Level 8, 5,000 credits.","upgrades.cloaking-device-tactical.description":"Installed in armor; Bulk L. A projector that bends light around your body. Its frequency is three times per day. Level 10, 10,000 credits.","upgrades.darkvision-visor.description":"Installed in armor; Bulk L. A visor that wraps around your visual organs and enhances your natural senses, granting you darkvision. 150 credits.","upgrades.energy-shielding-commercial.description":"Installed in armor; Bulk L. Insulation protects against one damage type: you gain resistance 5 to acid, cold, electricity, or fire, chosen by the crafter when the upgrade is made. An armor can hold several energy shielding upgrades, each for a different damage type. Level 8, 4,200 credits.","upgrades.energy-shielding-tactical.description":"Installed in armor; Bulk L. Insulation protects against one damage type: you gain resistance 10 to acid, cold, electricity, or fire, chosen by the crafter when the upgrade is made. An armor can hold several energy shielding upgrades, each for a different damage type. Level 12, 16,200 credits.","upgrades.energy-shielding-advanced.description":"Installed in armor; Bulk L. Insulation protects against one damage type: you gain resistance 15 to acid, cold, electricity, or fire, chosen by the crafter when the upgrade is made. An armor can hold several energy shielding upgrades, each for a different damage type. Level 18, 202,200 credits.","upgrades.explosive-defense-unit.description":"Installed in armor; Bulk L. Reinforced armor plates generate a containment field that gives you resistance 2 to area damage (acid, cold, electricity and fire damage only). You can also store a grenade in the unit and detonate it without harming yourself. 4,200 credits.","upgrades.force-field-commercial.description":"Installed in armor; Bulk varies. Force fields absorb damage. While your force field is active, physical or energy damage you would take is applied to its Hit Points before yours (including temporary Hit Points). If you have a shield raised, the force field and the shield both take damage. If damage reduces the force field to 0 Hit Points, you take any excess damage, the force field deactivates, and it can't be activated again for 10 minutes. While active, it replenishes Hit Points at the start of each of your turns. This grade has 6 Hit Points and replenishes 2 per turn. Level 1, 200 credits.","upgrades.force-field-tactical.description":"Installed in armor; Bulk varies. Force fields absorb damage. While your force field is active, physical or energy damage you would take is applied to its Hit Points before yours (including temporary Hit Points). If you have a shield raised, the force field and the shield both take damage. If damage reduces the force field to 0 Hit Points, you take any excess damage, the force field deactivates, and it can't be activated again for 10 minutes. While active, it replenishes Hit Points at the start of each of your turns. This grade has 14 Hit Points and replenishes 3 per turn. It also protects against critical hits (flat check DC 20). Each time you're critically hit while it's active, attempt a flat check against the DC; on a success, the hit is a normal hit instead. Level 4, 1,000 credits.","upgrades.force-field-advanced.description":"Installed in armor; Bulk varies. Force fields absorb damage. While your force field is active, physical or energy damage you would take is applied to its Hit Points before yours (including temporary Hit Points). If you have a shield raised, the force field and the shield both take damage. If damage reduces the force field to 0 Hit Points, you take any excess damage, the force field deactivates, and it can't be activated again for 10 minutes. While active, it replenishes Hit Points at the start of each of your turns. This grade has 20 Hit Points and replenishes 4 per turn. It also protects against critical hits (flat check DC 19). Each time you're critically hit while it's active, attempt a flat check against the DC; on a success, the hit is a normal hit instead. Level 7, 3,600 credits.","upgrades.force-field-superior.description":"Installed in armor; Bulk varies. Force fields absorb damage. While your force field is active, physical or energy damage you would take is applied to its Hit Points before yours (including temporary Hit Points). If you have a shield raised, the force field and the shield both take damage. If damage reduces the force field to 0 Hit Points, you take any excess damage, the force field deactivates, and it can't be activated again for 10 minutes. While active, it replenishes Hit Points at the start of each of your turns. This grade has 26 Hit Points and replenishes 5 per turn. It also protects against critical hits (flat check DC 18). Each time you're critically hit while it's active, attempt a flat check against the DC; on a success, the hit is a normal hit instead. Level 10, 10,000 credits.","upgrades.force-field-elite.description":"Installed in armor; Bulk varies. Force fields absorb damage. While your force field is active, physical or energy damage you would take is applied to its Hit Points before yours (including temporary Hit Points). If you have a shield raised, the force field and the shield both take damage. If damage reduces the force field to 0 Hit Points, you take any excess damage, the force field deactivates, and it can't be activated again for 10 minutes. While active, it replenishes Hit Points at the start of each of your turns. This grade has 32 Hit Points and replenishes 6 per turn. It also protects against critical hits (flat check DC 17). Each time you're critically hit while it's active, attempt a flat check against the DC; on a success, the hit is a normal hit instead. Level 13, 30,000 credits.","upgrades.force-field-ultimate.description":"Installed in armor; Bulk varies. Force fields absorb damage. While your force field is active, physical or energy damage you would take is applied to its Hit Points before yours (including temporary Hit Points). If you have a shield raised, the force field and the shield both take damage. If damage reduces the force field to 0 Hit Points, you take any excess damage, the force field deactivates, and it can't be activated again for 10 minutes. While active, it replenishes Hit Points at the start of each of your turns. This grade has 37 Hit Points and replenishes 7 per turn. It also protects against critical hits (flat check DC 16). Each time you're critically hit while it's active, attempt a flat check against the DC; on a success, the hit is a normal hit instead. Level 16, 100,000 credits.","upgrades.force-field-paragon.description":"Installed in armor; Bulk varies. Force fields absorb damage. While your force field is active, physical or energy damage you would take is applied to its Hit Points before yours (including temporary Hit Points). If you have a shield raised, the force field and the shield both take damage. If damage reduces the force field to 0 Hit Points, you take any excess damage, the force field deactivates, and it can't be activated again for 10 minutes. While active, it replenishes Hit Points at the start of each of your turns. This grade has 42 Hit Points and replenishes 8 per turn. It also protects against critical hits (flat check DC 15). Each time you're critically hit while it's active, attempt a flat check against the DC; on a success, the hit is a normal hit instead. Level 19, 400,000 credits.","upgrades.glamer-projector.description":"Installed in armor; Bulk L. Adjustable rings project magical holograms over your armor, changing its look to suit your style or the occasion. It comes with presets such as casual, corporate and fashion, and you can customize it with a computer such as the one in your comm unit. 100 credits.","upgrades.jetpack-commercial.description":"Installed in armor; Bulk L. Boosters on your armor let you fly. They work in vacuum, including space; in zero gravity, using them removes the untethered condition and moves you in that direction at that Speed. This grade increases the jetpack's fly Speed to 40 feet, and you aren't off-guard while hovering in place. Level 5, 1,600 credits.","upgrades.jetpack-tactical.description":"Installed in armor; Bulk L. Boosters on your armor let you fly. They work in vacuum, including space; in zero gravity, using them removes the untethered condition and moves you in that direction at that Speed. This grade increases the jetpack's fly Speed to 40 feet, and you aren't off-guard while hovering in place. Level 19, 350,000 credits.","upgrades.jump-jets.description":"Installed in armor; Bulk L. Boosters on your armor supercharge your leaps. They work in vacuum, including space; in zero gravity, using them removes the untethered condition and moves you in that direction at that Speed. 550 credits.","upgrades.load-lifter-commercial.description":"Installed in armor; Bulk L. Support braces let you carry more. You can carry Bulk equal to 7 + your Strength modifier without becoming encumbered, and hold and carry up to 12 + your Strength modifier total. Level 2, 550 credits.","upgrades.load-lifter-tactical.description":"Installed in armor; Bulk L. Support braces let you carry more. You can carry Bulk equal to 7 + your Strength modifier without becoming encumbered, and hold and carry up to 12 + your Strength modifier total. Level 4, 750 credits.","upgrades.load-lifter-advanced.description":"Installed in armor; Bulk L. Support braces let you carry more. You can carry Bulk equal to 8 + your Strength modifier without becoming encumbered, and hold and carry up to 13 + your Strength modifier total. Level 6, 2,100 credits.","upgrades.maneuvering-unit-commercial.description":"Installed in armor; Bulk L. Internal stabilizers and jets synchronize your movements in zero gravity. You aren't off-guard or clumsy while untethered. Level 4, 800 credits.","upgrades.maneuvering-unit-tactical.description":"Installed in armor; Bulk L. Internal stabilizers and jets synchronize your movements in zero gravity. You aren't off-guard or clumsy while untethered. When you Thrust, you move 10 feet in the chosen direction. Level 7, 3,200 credits.","upgrades.maneuvering-unit-advanced.description":"Installed in armor; Bulk L. Internal stabilizers and jets synchronize your movements in zero gravity. You aren't off-guard or clumsy while untethered. When you Thrust, you move 15 feet in the chosen direction. Level 11, 13,400 credits.","upgrades.maneuvering-unit-superior.description":"Installed in armor; Bulk L. Internal stabilizers and jets synchronize your movements in zero gravity. You aren't off-guard or clumsy while untethered. When you Thrust, you move 30 feet in the chosen direction. Level 15, 64,400 credits.","upgrades.mobility-enhancer.description":"Installed in armor; Bulk L. Automated braces help you move faster in bulky armor, reducing the armor's Speed penalty by 5 feet.","upgrades.animated-intelligence-commercial.description":"Installed in a weapon. Magical circuitry generates a virtual intelligence with a customizable personality and no free will. This weapon can act on its own when activated, with the activation ending on a failed flat check (DC 6). Level 12, 20,000 credits.","upgrades.animated-intelligence-tactical.description":"Installed in a weapon. Magical circuitry generates a virtual intelligence with a customizable personality and no free will. The weapon has a fly Speed of 50 feet and makes Strikes with an attack modifier of +27 plus its item bonus to attack rolls. The flat check to determine whether the activation ends is DC 5 instead of DC 6. Level 16, 80,950 credits.","upgrades.animated-intelligence-advanced.description":"Installed in a weapon. Magical circuitry generates a virtual intelligence with a customizable personality and no free will. The weapon has a fly Speed of 60 feet and makes Strikes with an attack modifier of +32 plus its item bonus to attack rolls, and it provides flanking. The flat check to determine whether the activation ends is DC 4 instead of DC 6. Level 20, 700,000 credits.","upgrades.bipod-commercial.description":"Installed in a weapon with the kickback trait; Bulk 1. You set up the bipod in your square with a single Interact action using one appendage. While it's set up, you don't take the -2 penalty for firing a kickback weapon, even if your Strength is too low to avoid it. To move the weapon to a different position, you must first spend a single Interact action to retrieve the bipod. Deploying or retrieving it doesn't make you observed, as Interact normally would, as long as creatures can't see the spot where you do it. Level 0, 2 credits.","upgrades.bipod-tactical.description":"Installed in a weapon with the kickback trait. Bulk 1. A bipod lets weaker wielders use powerful weapons at the cost of mobility. Set it up in your square with a single Interact action using one appendage. While it is set up, you don't take the –2 penalty for firing a kickback weapon, even if your Strength is too low to avoid it. To move the weapon to a different position you must first spend a single Interact action to retrieve the bipod. Deploying or retrieving it doesn't automatically make you observed, as long as you don't do so where creatures can see it. This quick-folding grade lets you retrieve the bipod as a free action instead. Level 1, 100 credits.","upgrades.bipod-advanced.description":"Installed in a weapon with the kickback trait. Bulk 1. A bipod lets weaker wielders use powerful weapons at the cost of mobility. Set it up in your square with a single Interact action using one appendage. While it is set up, you don't take the –2 penalty for firing a kickback weapon, even if your Strength is too low to avoid it. To move the weapon to a different position you must first spend a single Interact action to retrieve the bipod. Deploying or retrieving it doesn't automatically make you observed, as long as you don't do so where creatures can see it. This automatic grade lets you deploy or retrieve the bipod as a free action instead. Level 2, 450 credits.","upgrades.entropic-destabilizer-commercial.description":"Installed in a weapon. Tendrils of dark energy coat the weapon and its ammunition. When you hit with the weapon, add 1d4 void damage. On a critical hit, the target also takes 2d4 persistent void damage; if the target has a shield raised, the shield takes the same persistent damage (its wielder rolls the flat check to end it, or the GM does if no one holds the shield). Unlike normal void damage, this void damage erodes objects, constructs and the like. Level 8, 5,000 credits.","upgrades.entropic-destabilizer-tactical.description":"Installed in a weapon. Tendrils of dark energy coat the weapon and its ammunition. When you hit with the weapon, add 1d4 void damage. On a critical hit, the target also takes persistent void damage (4d4 at this grade); if the target has a shield raised, the shield takes the same persistent damage (its wielder rolls the flat check to end it, or the GM does if no one holds the shield). Unlike normal void damage, this void damage erodes objects, constructs and the like. At this grade the weapon's void damage ignores the target's void resistance or immunity. Level 15, 65,000 credits.","upgrades.fear-projector-commercial.description":"Installed in a weapon. An integrated hologram projector makes the weapon's wounds look worse than they are. When you critically hit with the weapon, the target becomes frightened 1. Level 5, 1,600 credits.","upgrades.fear-projector-tactical.description":"Installed in a weapon. An integrated hologram projector makes the weapon's wounds look worse than they are. When you critically hit with the weapon, the target becomes frightened 2. Level 12, 20,000 credits.","upgrades.fireburst-chamber.description":"Installed in a grenade launcher or a two-handed weapon with an undermounted grenade launcher. Bulk L. It lets you direct the detonation of a grenade inside the launcher. Price 750 credits.","upgrades.flaming-module-commercial.description":"Installed in a weapon. The module overheats the weapon's striking edge and ammunition, dealing an additional 1d6 fire damage, plus 1d10 persistent fire damage on a critical hit. Level 8, 5,000 credits.","upgrades.flaming-module-tactical.description":"Installed in a weapon. The module overheats the weapon's striking edge and ammunition, dealing an additional 1d6 fire damage, plus 2d10 persistent fire damage on a critical hit. Fire damage from the weapon, including the persistent damage, ignores the target's fire resistance. Level 15, 65,000 credits.","upgrades.frost-module-commercial.description":"Installed in a weapon. The module siphons heat from the weapon's striking edge and ammunition, dealing an additional 1d6 cold damage. On a critical hit, the target is also slowed 1 until the end of your next turn unless it succeeds at a DC 24 Fortitude save. Level 8, 5,000 credits.","upgrades.frost-module-tactical.description":"Installed in a weapon. The module siphons heat from the weapon's striking edge and ammunition, dealing an additional 1d6 cold damage. On a critical hit, the target is also slowed 1 until the end of your next turn unless it succeeds at a DC 34 Fortitude save. Cold damage from the weapon ignores the target's cold resistance. Level 15, 65,000 credits.","upgrades.ghost-killer.description":"Installed in a weapon. Lets the weapon harm creatures without physical form; incorporeal creatures almost always have a specific vulnerability to ghost killer weapons. Incorporeal creatures can touch, hold and wield ghost killer weapons, unlike most physical objects. Price 750 credits.","upgrades.holy-module-commercial.description":"Installed in a weapon. The module channels celestial power, dealing an additional 1d4 spirit damage, or an extra 2d4 against an unholy target. If you are unholy, you are enfeebled 2 while carrying or wielding the weapon. On a critical hit, the target is also dazzled (blinded if unholy) until the end of your next turn unless it succeeds at a DC 28 Fortitude save. Level 11, 14,000 credits.","upgrades.holy-module-tactical.description":"Installed in a weapon. The module channels celestial power, dealing an additional 1d4 spirit damage, or an extra 2d4 against an unholy target. If you are unholy, you are enfeebled 2 while carrying or wielding the weapon. On a critical hit, the target is also dazzled (blinded if unholy) until the end of your next turn unless it succeeds at a DC 35 Fortitude save. Level 16, 80,000 credits.","upgrades.loudener-commercial.description":"Installed on a weapon without a silencer. Bulk L. A cone fitted over the muzzle or hilt uses acoustic pulses to amplify the weapon's attacks, dealing an extra 1d6 sonic damage. On a critical hit, the target must succeed at a DC 24 Fortitude save or be deafened for 1 minute (1 hour on a critical failure). Level 8, 5,000 credits.","upgrades.loudener-tactical.description":"Installed on a weapon without a silencer. Bulk L. A cone fitted over the muzzle or hilt uses acoustic pulses to amplify the weapon's attacks, dealing an extra 1d6 sonic damage. On a critical hit, the target must succeed at a DC 34 Fortitude save or be deafened for 1 minute (permanently on a critical failure). Sonic damage from the weapon ignores the target's sonic resistance. Level 15, 65,000 credits.","upgrades.merciful.description":"Installed in a weapon. The weapon gains the nonlethal trait and can't make lethal attacks; any persistent damage it would deal is negated. On a critical hit, the target becomes fascinated with the wielder for 1 minute, flooded with guilt and remorse (a mental effect). If you have the weapon's critical specialization effect, you choose whether to use it or this effect. Price 700 credits.","upgrades.quicklock.description":"Installed in a weapon. Bulk L. Multiple tracking devices and extra processors speed up the weapon's targeting. While wielding it, you are quickened, but you can use the extra action only to make a Strike with the weapon. Price 100,000 credits.","upgrades.retrieval-boosters.description":"Installed in a thrown weapon. After you make a thrown Strike with the weapon, stabilizers and boosters propel it back into your free hand (or other appendage). If your hands are full when it returns, it falls to the ground in your space. Price 550 credits.","upgrades.shock-module-commercial.description":"Installed in a weapon. The circuit safely courses electricity through the weapon, dealing an extra 1d6 electricity damage. On a critical hit, electricity arcs out to deal the same amount of electricity damage to up to two other creatures of your choice within 10 feet of the target. Level 8, 5,000 credits.","upgrades.shock-module-tactical.description":"Installed in a weapon. The circuit safely courses electricity through the weapon, dealing an extra 1d6 electricity damage. On a critical hit, electricity arcs out to deal 2d10 electricity damage to the target and to up to two other creatures of your choice within 10 feet of it. Electricity damage from the weapon ignores resistance to electricity (including the other creatures' on a critical hit). Level 15, 65,000 credits.","upgrades.silencer-commercial.description":"Installed in a ranged weapon without a loudener. Bulk L. A cylinder of internal sound baffles keeps the weapon from making a loud noise when fired, though creatures it hits might still cry out. Level 0, 10 credits.","upgrades.silencer-tactical.description":"Installed in a ranged weapon without a loudener. Bulk L. A cylinder of internal sound baffles keeps the weapon from making a loud noise when fired, though creatures it hits might still cry out. This grade is a hybrid item with the magical and tech traits: shots magically dampen sound around them. On a critically successful Strike, the target becomes unable to make sound; it can't use sonic attacks or actions with the auditory trait, and can't cast spells that need incantations or sounds, except subtle spells. The target can resist with a successful DC 27 Will save. Level 9, 7,500 credits.","upgrades.smugglers-grip-commercial.description":"Installed in a one-handed weapon (grip). The grip makes the weapon easy to conceal; it gains the concealed trait. Level 2, 400 credits.","upgrades.smugglers-grip-tactical.description":"Installed in a one-handed weapon (grip). The weapon gains the concealed trait. This grade is a hybrid item with the extradimensional, magical and tech traits: as an Interact action you can pull the weapon into an extradimensional space, leaving a palm-sized disk behind and gaining a +4 item bonus to your Stealth check to Conceal the Object. You can't draw the weapon while it is stored, but you can retrieve it with an Interact action. Level 6, 2,600 credits.","upgrades.snipers-scope-commercial.description":"Installed in a weapon (sight). Bulk L. A telescopic sight helps you view distant targets. Level 1, 150 credits.","upgrades.snipers-scope-tactical.description":"Installed in a weapon (sight). Bulk L. A telescopic sight helps you view distant targets. It grants a +1 item bonus to visual Perception checks to Seek creatures through the scope. Level 3, 700 credits.","upgrades.snipers-scope-advanced.description":"Installed in a weapon (sight). Bulk L. A telescopic sight helps you view distant targets. It grants a +2 item bonus to visual Perception checks to Seek creatures through the scope, and Adjust Sight increases the weapon's range increment by 20 feet or 40 feet, depending on the weapon's range. Level 9, 8,000 credits.","upgrades.snipers-scope-superior.description":"Installed in a weapon (sight). Bulk L. A telescopic sight helps you view distant targets. It grants a +3 item bonus to visual Perception checks to Seek creatures through the scope, and Adjust Sight increases the weapon's range increment by 40 feet or 80 feet, depending on the weapon's range. Level 17, 160,000 credits.","upgrades.truesight-sight-commercial.description":"Installed in a weapon (sight). Crystal lenses infused with spells as they are cut sit in an autofocusing sight. You gain a +1 item bonus to visual Perception checks to Seek when looking through the scope. Level 8, 8,000 credits.","upgrades.truesight-sight-tactical.description":"Installed in a weapon (sight). Crystal lenses infused with spells as they are cut sit in an autofocusing sight. You gain a +2 item bonus to visual Perception checks to Seek when looking through the scope. When you activate See the Truth, the GM secretly rolls a counteract check with a +20 counteract modifier and counteract rank 7 against each illusion, morph or polymorph effect in the area, only to determine whether you see through it, not to end the effect. Level 13, 30,000 credits.","upgrades.undermounted-grenade-launcher-commercial.description":"Installed in a two-handed weapon. Bulk 1. A bracket-mounted grenade launcher, usually used for fragmentation grenades but also good for smoke grenades, flashbangs and similar. Unlike a dedicated launcher, loading it takes 10 minutes, as the grenade is reassembled into ammunition on a reusable firing cap; a loaded grenade can be removed only by disassembling it, which destroys it. This grade has a range of 20 feet. Level 0, 50 credits.","upgrades.undermounted-grenade-launcher-tactical.description":"Installed in a two-handed weapon. Bulk 1. A bracket-mounted grenade launcher, usually used for fragmentation grenades but also good for smoke grenades, flashbangs and similar. Unlike a dedicated launcher, loading it takes 10 minutes, as the grenade is reassembled into ammunition on a reusable firing cap; a loaded grenade can be removed only by disassembling it, which destroys it. This grade has a range of 30 feet and the tracking +1 trait. Level 2, 250 credits.","upgrades.undermounted-grenade-launcher-advanced.description":"Installed in a two-handed weapon. Bulk 1. A bracket-mounted grenade launcher, usually used for fragmentation grenades but also good for smoke grenades, flashbangs and similar. Unlike a dedicated launcher, loading it takes 10 minutes, as the grenade is reassembled into ammunition on a reusable firing cap; a loaded grenade can be removed only by disassembling it, which destroys it. This grade has a range of 40 feet and the tracking +2 trait. Level 10, 8,200 credits.","upgrades.undermounted-grenade-launcher-superior.description":"Installed in a two-handed weapon. Bulk 1. A bracket-mounted grenade launcher, usually used for fragmentation grenades but also good for smoke grenades, flashbangs and similar. Unlike a dedicated launcher, loading it takes 10 minutes, as the grenade is reassembled into ammunition on a reusable firing cap; a loaded grenade can be removed only by disassembling it, which destroys it. This grade has a range of 50 feet and the tracking +3 trait. Level 16, 79,000 credits.","upgrades.uniclamp.description":"Installed in a weapon. Bulk L. An all-purpose clamp for holding gear such as a fire extinguisher, flashlight, musical instrument or comm unit. When you install it, you securely attach one piece of non-magical tech gear of up to 1 Bulk. You can activate the attached item using the same hands you use to wield the weapon, while still wielding it. It doesn't work with weapons or shields, and the GM may rule that some items don't fit certain weapons. Price 100 credits.","augmentations.dragon-gland-commercial.description":"A magical gland, modified for a creature of your ancestry, is implanted at the back of your throat. When it is biocrafted, choose your breath weapon's damage type: acid, cold, electricity, fire or sonic. It grants a breath weapon activation. At this grade the damage is 1d6 and the DC is 15. Level 1, 150 credits.","augmentations.dragon-gland-tactical.description":"A magical gland, modified for a creature of your ancestry, is implanted at the back of your throat. When it is biocrafted, choose your breath weapon's damage type: acid, cold, electricity, fire or sonic. It grants a breath weapon activation. At this grade the damage is 2d6 and the DC is 16. Level 2, 300 credits.","augmentations.dragon-gland-advanced.description":"A magical gland, modified for a creature of your ancestry, is implanted at the back of your throat. When it is biocrafted, choose your breath weapon's damage type: acid, cold, electricity, fire or sonic. It grants a breath weapon activation. At this grade the damage is 4d6 and the DC is 23. Level 7, 3,300 credits.","augmentations.dragon-gland-superior.description":"A magical gland, modified for a creature of your ancestry, is implanted at the back of your throat. When it is biocrafted, choose your breath weapon's damage type: acid, cold, electricity, fire or sonic. It grants a breath weapon activation. At this grade the damage is 6d6 and the DC is 29. Level 12, 18,200 credits.","augmentations.dragon-gland-elite.description":"A magical gland, modified for a creature of your ancestry, is implanted at the back of your throat. When it is biocrafted, choose your breath weapon's damage type: acid, cold, electricity, fire or sonic. It grants a breath weapon activation. At this grade the damage is 10d6 and the DC is 37. Level 17, 135,000 credits.","augmentations.dragon-gland-ultimate.description":"A magical gland, modified for a creature of your ancestry, is implanted at the back of your throat. When it is biocrafted, choose your breath weapon's damage type: acid, cold, electricity, fire or sonic. It grants a breath weapon activation. At this grade the damage is 14d6 and the DC is 43. Level 20, 610,000 credits.","augmentations.gill-sheath.description":"Oxygen-filtering nodules line the outside of your lungs. If you breathe in water, the sheath filters oxygen into your lungs, letting you breathe underwater or in air. Price 200 credits.","augmentations.laser-eye.description":"A laser eye taken from an akashic dragon (or other creature) is implanted in your body. You gain a laser eye unarmed attack that deals 1d4 fire damage with a range increment of 60 feet. It is in the laser group and has the agile, concealable, fire, tech and unarmed traits. Price 770 credits.","augmentations.photosynthetic-skin.description":"Specialized nanites in your surface cells convert solar radiation into nourishment. You don't need to eat, and you're never fatigued from hunger or starvation, as long as you spend at least 1 hour per day basking in direct sunlight; you can bask during a normal 8-hour rest. Price 300 credits.","augmentations.shielding-skin-commercial.description":"Your skin is biologically engineered to protect your whole body, brain included, from harmful effects. You gain a +1 item bonus to saving throws. The bonus doesn't stack with armor; it is meant for unarmored characters. Level 8, 3,450 credits.","augmentations.shielding-skin-tactical.description":"Your skin is biologically engineered to protect your whole body, brain included, from harmful effects. You gain a +2 item bonus to saving throws. The bonus doesn't stack with armor; it is meant for unarmored characters. Level 14, 35,000 credits.","augmentations.shielding-skin-advanced.description":"Your skin is biologically engineered to protect your whole body, brain included, from harmful effects. You gain a +3 item bonus to saving throws. The bonus doesn't stack with armor; it is meant for unarmored characters. Level 20, 495,000 credits.","augmentations.ultralight-wings-commercial.description":"Foldable wings attached to your shoulder blades or similar let you lift your weight and assist flight. Deploy them with an Interact action; you can't deploy or use them while wearing more than light armor. While they are deployed and you aren't encumbered, you gain a fly Speed of 20 feet and a +1 item bonus to Acrobatics checks to Maneuver in Flight. Level 3, 600 credits.","augmentations.ultralight-wings-tactical.description":"Foldable wings attached to your shoulder blades or a similar spot lift your weight and aid flight. Deploy them with an Interact action; you can't deploy or use them while wearing more than light armor. While deployed and you're not encumbered, you gain a fly Speed of 30 feet and a +1 item bonus to Acrobatics checks to Maneuver in Flight. Level 6, 2,500 credits.","augmentations.ultralight-wings-advanced.description":"Foldable wings attached to your shoulder blades or a similar spot lift your weight and aid flight. Deploy them with an Interact action; you can't deploy or use them while wearing more than light armor. While deployed and you're not encumbered, you gain a fly Speed of 40 feet and a +2 item bonus to Acrobatics checks to Maneuver in Flight. Level 9, 7,000 credits.","augmentations.ultralight-wings-superior.description":"Foldable wings attached to your shoulder blades or a similar spot lift your weight and aid flight. Deploy them with an Interact action; you can't deploy or use them while wearing more than light armor. While deployed and you're not encumbered, you gain a fly Speed of 60 feet and a +2 item bonus to Acrobatics checks to Maneuver in Flight. Level 12, 20,000 credits.","augmentations.venom-spur.description":"A retractable spur on one of your appendages delivers a poisonous sting. You gain a venom spur unarmed attack that deals 1d6 piercing plus 1d4 persistent poison damage. It is in the brawling group and has the finesse, poison and unarmed traits. 320 credits.","augmentations.wildwise-graft.description":"A soft purple fungus attaches to your vocal cords and sends fine filaments into your brain. You can ask questions of, receive answers from, and use Diplomacy with animals, plants and fungi. The communication is rudimentary and yields only basic responses such as \"hungry,\" \"over there\" or \"frightened.\" 250 credits.","augmentations.autodreamer.description":"A microchip in your nervous system activates when you sleep, immersing you in constant lucid dreams unless you choose to sleep normally. Once per day, when you awaken after a full 8 hours of sleep, you count as having spent a day of downtime retraining. The dreams draw only on your own experiences, so they can't be used for retraining that needs an instructor or specialized knowledge. 13,000 credits.","augmentations.autorecognition-lens.description":"An artificial eye lens wired into your brain tracks a database of names and faces as you meet people. Once you've learned someone's name and appearance, a tiny HUD shows you their name whenever you look at them, as long as you're aware of their presence and their appearance hasn't changed dramatically (GM's discretion). It doesn't help you see or identify people who are hiding or disguising themselves. It doesn't count toward your implant limit. 5 credits.","augmentations.cardiac-accelerator.description":"An implant integrated into your heart. You can trigger it to briefly overclock your cardiovascular system. 1,300 credits.","augmentations.darkvision-capacitors-commercial.description":"Replacement cybernetic eyes that grant you darkvision. They work by emitting low-powered ultraviolet lasers that their receptors detect; creatures that can see ultraviolet light can see these lasers. Level 3, 600 credits.","augmentations.darkvision-capacitors-tactical.description":"Replacement cybernetic eyes that grant you darkvision. They include a wide-spectrum ocular implant that lets you see infrared and ultraviolet light, including the lasers of other darkvision capacitors. You gain darkvision and a +2 item bonus to Perception checks to Seek if they involve sight. Level 5, 1,600 credits.","augmentations.datajack-commercial.description":"A programmable data port installed in your body for accessing computers and digital storage devices. Any handheld computer can connect to it; larger systems usually need an adapter cable. You need no interface to access the system, since it connects directly to your nervous system, but you still attempt any skill checks for operating it, such as Computers to access a system. Some closed systems allow no direct data access. Level 1, 100 credits.","augmentations.datajack-tactical.description":"A programmable data port installed in your body for accessing computers and digital storage devices. Any handheld computer can connect to it; larger systems usually need an adapter cable. You need no interface to access the system, since it connects directly to your nervous system, but you still attempt any skill checks for operating it, such as Computers to access a system. Some closed systems allow no direct data access. You gain a +1 item bonus to Computers checks when accessing a system through it. Level 4, 750 credits.","augmentations.datajack-advanced.description":"A programmable data port installed in your body for accessing computers and digital storage devices. Any handheld computer can connect to it; larger systems usually need an adapter cable. You need no interface to access the system, since it connects directly to your nervous system, but you still attempt any skill checks for operating it, such as Computers to access a system. Some closed systems allow no direct data access. You gain a +2 item bonus to Computers checks when accessing a system through it. Level 8, 4,200 credits.","augmentations.dermal-plating-commercial.description":"Hardened plates protect your skin. A limb with dermal plating functions as a shield: you can Raise a Shield with it for a +1 circumstance bonus to AC until the start of your next turn without needing a hand, and you can use the Shield Block reaction with it. This grade has Hardness 5. After you use Shield Block, the plating is damaged and can't be used for 24 hours while nanites repair it. Level 1, 180 credits.","augmentations.dermal-plating-tactical.description":"Hardened plates protect your skin. A limb with dermal plating functions as a shield: you can Raise a Shield with it for a +1 circumstance bonus to AC until the start of your next turn without needing a hand, and you can use the Shield Block reaction with it. This grade has Hardness 10. After you use Shield Block, the plating is damaged and can't be used for 24 hours while nanites repair it. Level 4, 900 credits.","augmentations.dermal-plating-advanced.description":"Hardened plates protect your skin. A limb with dermal plating functions as a shield: you can Raise a Shield with it for a +1 circumstance bonus to AC until the start of your next turn without needing a hand, and you can use the Shield Block reaction with it. This grade has Hardness 15. After you use Shield Block, the plating is damaged and can't be used for 24 hours while nanites repair it. Level 7, 3,240 credits.","augmentations.dermal-plating-superior.description":"Hardened plates protect your skin. A limb with dermal plating functions as a shield: you can Raise a Shield with it for a +1 circumstance bonus to AC until the start of your next turn without needing a hand, and you can use the Shield Block reaction with it. This grade has Hardness 20. After you use Shield Block, the plating is damaged and can't be used for 24 hours while nanites repair it. Level 10, 9,000 credits.","augmentations.dermal-plating-elite.description":"Hardened plates protect your skin. A limb with dermal plating functions as a shield: you can Raise a Shield with it for a +1 circumstance bonus to AC until the start of your next turn without needing a hand, and you can use the Shield Block reaction with it. This grade has Hardness 25. After you use Shield Block, the plating is damaged and can't be used for 24 hours while nanites repair it. Level 13, 27,000 credits.","augmentations.dermal-plating-ultimate.description":"Hardened plates protect your skin. A limb with dermal plating functions as a shield: you can Raise a Shield with it for a +1 circumstance bonus to AC until the start of your next turn without needing a hand, and you can use the Shield Block reaction with it. This grade has Hardness 30. After you use Shield Block, the plating is damaged and can't be used for 24 hours while nanites repair it. Level 16, 90,000 credits.","augmentations.dermal-plating-paragon.description":"Hardened plates protect your skin. A limb with dermal plating functions as a shield: you can Raise a Shield with it for a +1 circumstance bonus to AC until the start of your next turn without needing a hand, and you can use the Shield Block reaction with it. This grade has Hardness 35. After you use Shield Block, the plating is damaged and can't be used for 24 hours while nanites repair it. Level 19, 360,000 credits.","augmentations.hearing-aid.description":"A device that fits into your ear canal or another suitable auditory organ. Commonly available at printing kiosks, it restores or enhances hearing. It doesn't count toward your implant limit. 5 credits.","augmentations.hideaway-limb-commercial.description":"A hidden compartment in one of your limbs (arm, leg, tail or similar), protected by a passcode. It holds items of negligible Bulk and light Bulk items small enough to fit or that can be folded or contracted to fit; a leg typically holds more than an arm, and your size adjusts capacity at the GM's discretion. When closed, the seam is hard to detect, giving you a +1 item bonus to Stealth checks to Conceal an Object in it. It can foil a cursory pat down, but many security checkpoints scan for such devices. Level 1, 140 credits.","augmentations.hideaway-limb-tactical.description":"A hidden compartment in one of your limbs (arm, leg, tail or similar), protected by a passcode. It holds items of negligible Bulk and light Bulk items small enough to fit or that can be folded or contracted to fit; a leg typically holds more than an arm, and your size adjusts capacity at the GM's discretion. When closed, the seam is hard to detect, giving you a +1 item bonus to Stealth checks to Conceal an Object in it. It can foil a cursory pat down, but many security checkpoints scan for such devices. When you Draw an item from it that can be activated or used with a single action, you can use it as part of the same action (for example, draw a weapon, then Strike with it). Level 5, 1,400 credits.","augmentations.nano-optics-node.description":"A crystalline nanocarbon node implanted in your occipital lobe, linked to your optic nerves by microscopic fibers. You can activate it to overlay your normal vision with X-ray data. Deactivating the overlay is a single action with the concentrate trait. 12,000 credits.","augmentations.prosthetic-limb.description":"A prosthesis that replaces a missing or damaged limb; common, available at printing kiosks on many worlds, in many materials and sizes. It restores function, including the ability to install other augmentations in it, but is no more durable than and works no differently from the limb it replaces. It can replace a lost limb, or you can have a limb removed to replace it. It doesn't count toward your implant limit. 5 credits.","augmentations.retinal-reflectors.description":"Sheets of reflective material implanted in your visual organs enhance your vision without changing your appearance. You gain low-light vision and a +1 item bonus to Perception checks to Seek if they involve sight. 200 credits.","augmentations.speed-suspension-commercial.description":"High-performance cybernetics replace the joints and tendons in your legs, giving you a +5-foot item bonus to your land Speed. Level 4, 800 credits.","augmentations.speed-suspension-tactical.description":"High-performance cybernetics replace the joints and tendons in your legs, giving you a +10-foot item bonus to your land Speed. Level 8, 4,000 credits.","augmentations.speed-suspension-advanced.description":"High-performance cybernetics replace the joints and tendons in your legs, giving you a +15-foot item bonus to your land Speed. Level 12, 16,000 credits.","augmentations.vocal-modulator.description":"Miniature actuators and hyper-resonant chambers reshape your voice box, letting you change the pitch, timbre and tone of your voice to imitate accents or pronounce alien languages. When you use Deception to Impersonate, you gain a +1 item bonus if the change in your voice also helps your disguise (GM's discretion). 90 credits.","augmentations.voice-amplifier.description":"Greatly increases the volume of your voice. Switching it on or off takes an action with the concentrate trait. While active, it grants a +1 item bonus to Intimidation checks and lowers the DCs of Perception checks to hear you speak by 5. 500 credits.","augmentations.cloaking-skin-commercial.description":"Many of your pores are replaced with magically regulated holographic projectors that sync when activated to match your surroundings, rendering you invisible. Level 8, 5,000 credits.","augmentations.cloaking-skin-tactical.description":"Many of your pores are replaced with magically regulated holographic projectors that sync when activated to match your surroundings, rendering you invisible. You can activate the _cloaking skin_ up to three times per day. Level 10, 10,000 credits.","augmentations.cloaking-skin-advanced.description":"Many of your pores are replaced with magically regulated holographic projectors that sync when activated to match your surroundings, rendering you invisible. You can activate the _cloaking skin_ up to three times per day, and you gain the effects of 4th-rank _invisibility_. Level 12, 20,000 credits.","augmentations.moodskin.description":"Magically infused nanites in your skin react to your mood by changing your pigmentation. The change is gradual, typically taking at least 30 seconds to shift fully from one color to another. The colors for each mood can be customized at installation. It doesn't count toward your implant limit. 35 credits.","augmentations.psychoactive-eyes-commercial.description":"Your irises are injected with psychoactive dyes that create a kaleidoscopic effect, or your eyes are replaced with delicate magitech devices. You can activate them to enthrall those you look upon, with effects that vary by the item's type. Level 3, 500 credits.","augmentations.psychoactive-eyes-tactical.description":"Your irises are injected with psychoactive dyes that create a kaleidoscopic effect, or your eyes are replaced with delicate magitech devices. You can activate them to enthrall those you look upon, with effects that vary by the item's type. Level 6, 2,250 credits.","augmentations.regenerative-rune-splice.description":"Your genes are enchanted with microscopic runes that you can activate to recover from traumatic injury. 6,500 credits.","augmentations.telepathy-node.description":"A pebble-sized, rune-carved device of treated alloys and crystal implanted in your brain's communication center. You gain limited telepathy with a range of 30 feet: you can communicate mentally with creatures within 30 feet that share a language with you. It gives no access to their thoughts and conveys no more than normal speech would. 200 credits.","augmentations.artificial-immortalizer.description":"An extra organ that merges with and enhances your circulatory and immune systems. When you succeed at a Fortitude save against an ongoing disease or poison, you recover completely, regardless of its current stage. When you get this augmentation, you either increase your Constitution modifier by 1 or increase it to +4, whichever gives the higher value. 150,000 credits.","augmentations.cognition-accelerator.description":"A miniature supercomputer augments your brain's processing. You gain a +3 item bonus to checks to Recall Knowledge with any skill. When you get this augmentation, you either increase your Intelligence modifier by 1 or increase it to +4, whichever gives the higher value; this grants additional trained skills and languages as normal for raising Intelligence. You choose them when the augmentation is installed, and they can't be changed. 150,000 credits.","augmentations.cosmic-connector.description":"Opens your mind to the underlying truths of the universe. When you get this augmentation, you either increase your Wisdom modifier by 1 or increase it to +4, whichever gives the higher value. 150,000 credits.","augmentations.hypernerves.description":"Enhances your muscles and nervous system for dramatically better flexibility and reaction time. You gain a +3 item bonus to Acrobatics checks. When you get this augmentation, you either increase your Dexterity modifier by 1 or increase it to +4, whichever gives the higher value. 150,000 credits.","augmentations.muscle-invigorator.description":"Keeps your muscles in peak condition. You gain a +3 item bonus to Athletics checks. When you get this augmentation, you either increase your Strength modifier by 1 or increase it to +4, whichever gives the higher value. 150,000 credits.","augmentations.presence-intensifier.description":"Strengthens your personality, intensifying the parts of you that form the core of your identity. You gain a +2 item bonus to Diplomacy and Intimidation checks. When you get this augmentation, you either increase your Charisma modifier by 1 or increase it to +4, whichever gives the higher value. 150,000 credits.","worn.aeon-stone-guiding.description":"Worn. A precisely shaped crystal that, when invested, orbits your head (or another visible body part if you have no head) rather than being worn. You can stow an _aeon stone_ with an Interact action; an orbiting stone can be snatched from the air with a successful Disarm against you. A stowed or removed stone stays invested, but its effects are suppressed until it orbits you again. Each stone also has a resonant power when slotted into specific items, such as weapons with the aeon trait. This gold star's resonant power lets you cast _guidance_ as an occult innate cantrip. Level 15, 61,000 credits.","worn.aeon-stone-life-giving.description":"Worn. A precisely shaped crystal that, when invested, orbits your head (or another visible body part if you have no head) rather than being worn. You can stow an _aeon stone_ with an Interact action; an orbiting stone can be snatched from the air with a successful Disarm against you. A stowed or removed stone stays invested, but its effects are suppressed until it orbits you again. Each stone also has a resonant power when slotted into specific items, such as weapons with the aeon trait. This nacreous tapered cylinder lets you hold your breath twice as long and grants a +1 item bonus to saves against inhaled poisons; its resonant power lets you cast _life seal_ as a divine innate spell once per day. Level 7, 3,500 credits.","worn.aeon-stone-navigating.description":"Worn. A precisely shaped crystal that, when invested, orbits your head (or another visible body part if you have no head) rather than being worn. You can stow an _aeon stone_ with an Interact action; an orbiting stone can be snatched from the air with a successful Disarm against you. A stowed or removed stone stays invested, but its effects are suppressed until it orbits you again. Each stone also has a resonant power when slotted into specific items, such as weapons with the aeon trait. This deep purple helicoid prism gives you a +2 item bonus to Piloting checks to Navigate; its resonant power lets you cast _seek the stars_ as a divine innate cantrip. Level 16, 95,000 credits.","worn.aeon-stone-projecting.description":"Worn. A precisely shaped crystal that, when invested, orbits your head (or another visible body part if you have no head) rather than being worn. You can stow an _aeon stone_ with an Interact action; an orbiting stone can be snatched from the air with a successful Disarm against you. A stowed or removed stone stays invested, but its effects are suppressed until it orbits you again. Each stone also has a resonant power when slotted into specific items, such as weapons with the aeon trait. This opalescent sapphire cone projects empathy to 100 feet that creatures understand regardless of language, conveying a type and intensity of emotion such as \"mild anger\" or \"deep sadness.\" When you Sense the Motive of a creature within 30 feet, you detect the presence or absence of its thoughts as though you cast the 1-action version of _detect thoughts_. Its resonant power lets you cast _mind skewer_ as a 1st-rank occult innate spell once per day. Level 13, 22,000 credits.","worn.aeon-stone-uplifting.description":"Worn (invested). A precisely shaped crystal that orbits your head (or another visible body part if you have no head) instead of being worn. You can stow it with an Interact action; an orbiting stone can be snatched out of the air with a successful Disarm against you. A stowed or removed stone stays invested but its effects are suppressed until it orbits you again. This deep-blue prism with cloudy inclusions is light as a feather. Its resonant power (when slotted into a suitable item) gives you a +1 item bonus to Acrobatics checks. Level 5, 1,600 credits.","worn.akashic-lens-commercial.description":"Worn eyepiece. Contact lens, spectacles or other eyewear that projects a data display, cycling through information with virtual intelligence and eye tracking. You gain a +1 item bonus to Recall Knowledge checks with the skill chosen when you use Database Scan. Level 3, 555 credits.","worn.akashic-lens-tactical.description":"Worn eyepiece. Contact lens, spectacles or other eyewear that projects a data display, cycling through information with virtual intelligence and eye tracking. You gain a +1 item bonus to Recall Knowledge checks with the skill chosen when you use Database Scan. This grade's _akashic download_ spell is 4th rank. Level 9, 5,555 credits.","worn.akashic-lens-advanced.description":"Worn eyepiece. Contact lens, spectacles or other eyewear that projects a data display, cycling through information with virtual intelligence and eye tracking. This grade's item bonus to Recall Knowledge checks with the skill chosen when you use Database Scan is +2, and its _akashic download_ spell is 4th rank. Level 15, 55,555 credits.","worn.antigrav-harness-commercial.description":"Worn garment, Bulk 1. A web of synthweave straps useful in extreme environments. You gain a +1 item bonus to Acrobatics checks, and you aren't off-guard or clumsy while untethered in zero-g. Level 6, 2,100 credits.","worn.antigrav-harness-tactical.description":"Worn garment, Bulk 1. A web of synthweave straps useful in extreme environments. You aren't off-guard or clumsy while untethered in zero-g. This grade's item bonus to Acrobatics checks is +2, and Gravity Alteration lasts 1 minute. Level 12, 16,500 credits.","worn.antigrav-harness-advanced.description":"Worn garment, Bulk 1. A web of synthweave straps useful in extreme environments. You aren't off-guard or clumsy while untethered in zero-g. This grade's item bonus to Acrobatics checks is +3, and Gravity Alteration lasts 1 minute and can lower or raise the gravity level by up to two steps. Level 18, 220,600 credits.","held.divas-microphone-commercial.description":"Held in 1 hand, Bulk L. A crystal microphone and speaker that amplifies your voice so all listeners within 500 feet hear you clearly, even over ambient noise. It doesn't extend the range or area of other auditory or linguistic effects, and physical barriers still block or muffle your voice. It grants a +1 item bonus to Performance checks attempted with it. Level 4, 750 credits.","held.divas-microphone-tactical.description":"Held in 1 hand, Bulk L. A crystal microphone and speaker that amplifies your voice so all listeners within 500 feet hear you clearly, even over ambient noise. It doesn't extend the range or area of other auditory or linguistic effects, and physical barriers still block or muffle your voice. This grade's item bonus to Performance checks attempted with it is +2, and its _sonic scream_ spell is 4th rank (DC 27). Level 10, 9,500 credits.","held.divas-microphone-advanced.description":"Held in 1 hand, Bulk L. A crystal microphone and speaker that amplifies your voice so all listeners within 500 feet hear you clearly, even over ambient noise. It doesn't extend the range or area of other auditory or linguistic effects, and physical barriers still block or muffle your voice. This grade's item bonus to Performance checks attempted with it is +3, and its _sonic scream_ spell is 8th rank (DC 38). Level 18, 190,400 credits.","worn.duo-enhancers.description":"Worn armbands or gloves, Bulk L. A linked pair of bracers, wristbands, gloves or similar garments fitted to the limb you wield weapons with. One has a screen showing data on your weapons; the other holds magical crystals. When you wield a weapon in the hand wearing the display, that weapon's grade (such as tactical) is replicated onto the weapon wielded in the crystal hand, but only for its extra damage dice and tracking trait (an item bonus to attack rolls). Other properties, such as damage type, ammo or upgrades, aren't replicated. It works only if you wear both enhancers and ends as soon as you stop wielding a weapon in one of those hands, so it doesn't apply to thrown attacks or to a weapon you hold but don't wield (for example, a two-handed weapon held in one hand). 500 credits.","worn.hardlight-handwraps-commercial.description":"Worn gloves. Handwraps of hardlight, adjustable to any visible color and wearable on other body parts. They enhance your unarmed attacks as if they were manufactured weapons, letting you add an upgrade to them; treat the handwraps as melee weapons in the brawling group with light Bulk for this purpose. This grade has 1 upgrade slot. Level 0, 5 credits.","worn.hardlight-handwraps-tactical.description":"Worn gloves. Handwraps of hardlight that enhance your unarmed attacks as if they were manufactured weapons, letting you add an upgrade to them; treat the handwraps as melee weapons in the brawling group with light Bulk for this purpose. This grade has 1 upgrade slot, and your unarmed attacks gain the tracking +1 trait. Level 2, 355 credits.","worn.hardlight-handwraps-advanced.description":"Worn gloves. Handwraps of hardlight that enhance your unarmed attacks as if they were manufactured weapons, letting you add an upgrade to them; treat the handwraps as melee weapons in the brawling group with light Bulk for this purpose. This grade has 2 upgrade slots, your unarmed attacks gain the tracking +1 trait, and their damage increases to two dice (normally 2d4 instead of 1d4; if your fists use a different die or you have other unarmed attacks, use two of that die size). Level 4, 1,005 credits.","worn.hardlight-handwraps-superior.description":"Worn gloves. Handwraps of hardlight that enhance your unarmed attacks as if they were manufactured weapons, letting you add an upgrade to them; treat the handwraps as melee weapons in the brawling group with light Bulk for this purpose. This grade has 2 upgrade slots, your unarmed attacks gain the tracking +2 trait, and their damage increases to two dice (use two of the attack's damage die size). Level 10, 10,005 credits.","worn.hardlight-handwraps-elite.description":"Worn gloves. Handwraps of hardlight that enhance your unarmed attacks as if they were manufactured weapons, letting you add an upgrade to them; treat the handwraps as melee weapons in the brawling group with light Bulk for this purpose. This grade has 3 upgrade slots, your unarmed attacks gain the tracking +2 trait, and their damage increases to three dice (use three of the attack's damage die size). Level 12, 20,005 credits.","worn.hardlight-handwraps-ultimate.description":"Worn gloves. Handwraps of hardlight that enhance your unarmed attacks as if they were manufactured weapons, letting you add an upgrade to them; treat the handwraps as melee weapons in the brawling group with light Bulk for this purpose. This grade has 3 upgrade slots, your unarmed attacks gain the tracking +3 trait, and their damage increases to three dice (use three of the attack's damage die size). Level 16, 100,005 credits.","worn.hardlight-handwraps-paragon.description":"Worn gloves. Handwraps of hardlight that enhance your unarmed attacks as if they were manufactured weapons, letting you add an upgrade to them; treat the handwraps as melee weapons in the brawling group with light Bulk for this purpose. This grade has 4 upgrade slots, your unarmed attacks gain the tracking +3 trait, and their damage increases to four dice (use four of the attack's damage die size). Level 19, 400,005 credits.","worn.null-space-chamber-commercial.description":"Worn. A sleek black device that clips to a backpack, purse or key ring; a button press opens a circular portal to an extradimensional pocket space. You Interact with it to stow or remove items. It can be opened and closed only from the outside. When opened in an atmosphere with air, it fills with 10 minutes' worth of air for every Bulk of capacity left. Stored items give no benefits until retrieved. Connected to a computer, it displays a readout of its contents. This grade holds 25 Bulk. Level 4, 750 credits.","worn.null-space-chamber-tactical.description":"Worn. A sleek black device that clips to a backpack, purse or key ring; a button press opens a circular portal to an extradimensional pocket space. You Interact with it to stow or remove items. It can be opened and closed only from the outside. When opened in an atmosphere with air, it fills with 10 minutes' worth of air for every Bulk of capacity left. Stored items give no benefits until retrieved. Connected to a computer, it displays a readout of its contents. This grade holds 50 Bulk. Level 7, 3,000 credits.","worn.null-space-chamber-advanced.description":"Worn. A sleek black device that clips to a backpack, purse or key ring; a button press opens a circular portal to an extradimensional pocket space. You Interact with it to stow or remove items. It can be opened and closed only from the outside. When opened in an atmosphere with air, it fills with 10 minutes' worth of air for every Bulk of capacity left. Stored items give no benefits until retrieved. Connected to a computer, it displays a readout of its contents. This grade holds 100 Bulk. Level 11, 12,000 credits.","worn.null-space-chamber-superior.description":"Worn. A sleek black device that clips to a backpack, purse or key ring; a button press opens a circular portal to an extradimensional pocket space. You Interact with it to stow or remove items. It can be opened and closed only from the outside. When opened in an atmosphere with air, it fills with 10 minutes' worth of air for every Bulk of capacity left. Stored items give no benefits until retrieved. Connected to a computer, it displays a readout of its contents. This grade holds 150 Bulk. Level 13, 24,000 credits.","held.pain-journal-commercial.description":"Held in 2 hands, Bulk L. A synthetic leather journal powered by your raw emotions. After spending 1 day writing in it, select Diplomacy, Intimidation or Performance; the choice can't be changed. Reading directly from the journal projects your painful memories and gives you a +1 item bonus to checks using the selected skill. Level 7, 3,333 credits.","held.pain-journal-tactical.description":"Held in 2 hands, Bulk L. A synthetic leather journal powered by your raw emotions. After spending 1 day writing in it, select Diplomacy, Intimidation or Performance; the choice can't be changed. Reading directly from the journal projects your painful memories. This grade's item bonus to checks using the selected skill is +2, and its _share pain_ spell is 7th rank (DC 34). Level 15, 66,666 credits.","held.programmers-plushie-commercial.description":"Held, stowed, or within arm's reach, Bulk L. A miniature plush, often resembling a programmer's avatar or a popular media character, that helps organize your thoughts. You gain a +1 item bonus to Computers checks. Level 3, 550 credits.","held.programmers-plushie-tactical.description":"Held, stowed, or within arm's reach, Bulk L. A miniature plush that helps organize your thoughts. This grade's item bonus to Computers checks is +2, and its _lock_ spell is 3rd rank (DC 25). Level 8, 4,550 credits.","held.programmers-plushie-advanced.description":"Held, stowed, or within arm's reach, Bulk L. A miniature plush that helps organize your thoughts. This grade's item bonus to Computers checks is +3, and its _lock_ spell is 7th rank (DC 35). Level 14, 38,550 credits.","held.reusable-grenade-shell.description":"Held in 1 hand, Bulk 1. A reusable shell housing an installed grenade. You throw the shell to explode the grenade, using the grenade's range, damage and other effects. The shell remains and repairs the grenade over 24 hours, during which you can't install another grenade. The shell is too large for a grenade launcher. 80 credits.","consumables.cellular-stimulant-spell-amp.description":"Held in 1 hand, Bulk L. A spell ampoule: a ready-to-use magic injection that confers the benefits of a spell of the specified rank. This one confers a 1st-rank _cellular stimulant_ spell (DC 15). Level 1, 30 credits.","consumables.commercial-glow-up-spell-amp.description":"Held in 1 hand, Bulk L. A spell ampoule: a ready-to-use magic injection that confers the benefits of a spell of the specified rank. This one confers a 1st-rank _glow up_ spell. Level 1, 50 credits.","consumables.jump-spell-amp.description":"Held in 1 hand, Bulk L. A spell ampoule: a ready-to-use magic injection that confers the benefits of a spell of the specified rank. This one confers a 1st-rank _jump_ spell. Level 2, 60 credits.","consumables.shrink-spell-amp.description":"Held in 1 hand, Bulk L. A spell ampoule: a ready-to-use magic injection that confers the benefits of a spell of the specified rank. This one confers a 2nd-rank _shrink_ spell. Level 3, 120 credits.","consumables.invisibility-spell-amp.description":"Held in 1 hand, Bulk L. A spell ampoule: a ready-to-use magic injection that confers the benefits of a spell of the specified rank. This one confers a 2nd-rank _invisibility_ spell. Level 4, 200 credits.","consumables.tactical-glow-up-spell-amp.description":"Held in 1 hand, Bulk L. A spell ampoule: a ready-to-use magic injection that confers the benefits of a spell of the specified rank. This one confers a 3rd-rank _glow up_ spell. Level 5, 210 credits.","consumables.fly-spell-amp.description":"Held in 1 hand, Bulk L. A spell ampoule: a ready-to-use magic injection that confers the benefits of a spell of the specified rank. This one confers a 4th-rank _fly_ spell. Level 5, 250 credits.","consumables.commercial-resist-energy-spell-amp.description":"Held in 1 hand, Bulk L. A spell ampoule: a ready-to-use magic injection that confers the benefits of a spell of the specified rank. This one confers a 2nd-rank _resist energy_ spell. Level 6, 450 credits.","consumables.feline-senses-spell-amp.description":"Held in 1 hand, Bulk L. A spell ampoule: a ready-to-use magic injection that confers the benefits of a spell of the specified rank. This one confers a 3rd-rank _feline senses_ spell. Level 7, 530 credits.","consumables.commercial-cairn-form-spell-amp.description":"Held in 1 hand, Bulk L. A spell ampoule: a ready-to-use magic injection that confers the benefits of a spell of the specified rank. This one confers a 4th-rank _cairn form_ spell. Level 7, 720 credits.","consumables.haste-spell-amp.description":"Held in 1 hand, Bulk L. A spell ampoule: a ready-to-use magic injection that confers the benefits of a spell of the specified rank. This one confers a 3rd-rank _haste_ spell. Level 8, 900 credits.","consumables.advanced-glow-up-spell-amp.description":"Held in 1 hand, Bulk L. A spell ampoule: a ready-to-use magic injection that confers the benefits of a spell of the specified rank. This one confers a 5th-rank _glow up_ spell. Level 9, 1,100 credits.","consumables.tactical-resist-energy-spell-amp.description":"Held in 1 hand, Bulk L. A spell ampoule: a ready-to-use magic injection that confers the benefits of a spell of the specified rank. This one confers a 4th-rank _resist energy_ spell. Level 10, 1,800 credits.","consumables.tactical-cairn-form-spell-amp.description":"Held in 1 hand, Bulk L. A spell ampoule: a ready-to-use magic injection that confers the benefits of a spell of the specified rank. This one confers a 6th-rank _cairn form_ spell. Level 11, 3,200 credits.","consumables.advanced-resist-energy-spell-amp.description":"Held in 1 hand, Bulk L. A spell ampoule: a ready-to-use magic injection that confers the benefits of a spell of the specified rank. This one confers a 7th-rank _resist energy_ spell. Level 14, 5,850 credits.","held.1st-rank-spell-chip.description":"Installed in a computer or comm unit. Lets the device cast one 1st-rank spell; a device holds only one spell chip. Casting uses a Cast a Spell activity with the spell's normal actions while you hold the device in one hand. The spell must be on your spell list and of your tradition; you use your spell attack modifier and spell DC, and must still have any locus the spell requires. It can't hold cantrips or rituals, and its traits vary with the spell. Activate: Cast a Spell; Frequency once per day, plus overclock. Overclocking is using it again the same day: Cast the Spell, then roll a DC 10 flat check; on a success the chip is broken, on a failure it is destroyed. Overclocking a chip already overclocked that day destroys it automatically (even if repaired) and no spell is cast. Level 3, 600 credits.","held.2nd-rank-spell-chip.description":"Installed in a computer or comm unit. Lets the device cast one 2nd-rank spell; a device holds only one spell chip. Casting uses a Cast a Spell activity with the spell's normal actions while you hold the device in one hand. The spell must be on your spell list and of your tradition; you use your spell attack modifier and spell DC, and must still have any locus the spell requires. It can't hold cantrips or rituals, and its traits vary with the spell. Activate: Cast a Spell; Frequency once per day, plus overclock. Overclocking is using it again the same day: Cast the Spell, then roll a DC 10 flat check; on a success the chip is broken, on a failure it is destroyed. Overclocking a chip already overclocked that day destroys it automatically (even if repaired) and no spell is cast. Level 5, 1,600 credits.","held.3rd-rank-spell-chip.description":"Installed in a computer or comm unit. Lets the device cast one 3rd-rank spell; a device holds only one spell chip. Casting uses a Cast a Spell activity with the spell's normal actions while you hold the device in one hand. The spell must be on your spell list and of your tradition; you use your spell attack modifier and spell DC, and must still have any locus the spell requires. It can't hold cantrips or rituals, and its traits vary with the spell. Activate: Cast a Spell; Frequency once per day, plus overclock. Overclocking is using it again the same day: Cast the Spell, then roll a DC 10 flat check; on a success the chip is broken, on a failure it is destroyed. Overclocking a chip already overclocked that day destroys it automatically (even if repaired) and no spell is cast. Level 7, 3,600 credits.","held.4th-rank-spell-chip.description":"Installed in a computer or comm unit. Lets the device cast one 4th-rank spell; a device holds only one spell chip. Casting uses a Cast a Spell activity with the spell's normal actions while you hold the device in one hand. The spell must be on your spell list and of your tradition; you use your spell attack modifier and spell DC, and must still have any locus the spell requires. It can't hold cantrips or rituals, and its traits vary with the spell. Activate: Cast a Spell; Frequency once per day, plus overclock. Overclocking is using it again the same day: Cast the Spell, then roll a DC 10 flat check; on a success the chip is broken, on a failure it is destroyed. Overclocking a chip already overclocked that day destroys it automatically (even if repaired) and no spell is cast. Level 9, 7,000 credits.","held.5th-rank-spell-chip.description":"Installed in a computer or comm unit. Lets the device cast one 5th-rank spell; a device holds only one spell chip. Casting uses a Cast a Spell activity with the spell's normal actions while you hold the device in one hand. The spell must be on your spell list and of your tradition; you use your spell attack modifier and spell DC, and must still have any locus the spell requires. It can't hold cantrips or rituals, and its traits vary with the spell. Activate: Cast a Spell; Frequency once per day, plus overclock. Overclocking is using it again the same day: Cast the Spell, then roll a DC 10 flat check; on a success the chip is broken, on a failure it is destroyed. Overclocking a chip already overclocked that day destroys it automatically (even if repaired) and no spell is cast. Level 11, 15,000 credits.","held.6th-rank-spell-chip.description":"Installed in a computer or comm unit. Lets the device cast one 6th-rank spell; a device holds only one spell chip. Casting uses a Cast a Spell activity with the spell's normal actions while you hold the device in one hand. The spell must be on your spell list and of your tradition; you use your spell attack modifier and spell DC, and must still have any locus the spell requires. It can't hold cantrips or rituals, and its traits vary with the spell. Activate: Cast a Spell; Frequency once per day, plus overclock. Overclocking is using it again the same day: Cast the Spell, then roll a DC 10 flat check; on a success the chip is broken, on a failure it is destroyed. Overclocking a chip already overclocked that day destroys it automatically (even if repaired) and no spell is cast. Level 13, 30,000 credits.","held.7th-rank-spell-chip.description":"Installed in a computer or comm unit; each device holds only one spell chip. It lets the device cast one spell of 7th rank. Hold the device in one hand and Cast a Spell with the normal number of actions. The spell must be on your spell list and of your tradition, and you use your spell attack modifier and spell DC. If the spell has a locus, you must still have that locus. A chip can't hold cantrips or rituals; its traits match the spell inside.\n\n**Activate** Cast a Spell; **Frequency** once per day, plus overclock. Using the chip more than once per day requires overclocking: Cast the Spell again, then roll a DC 10 flat check. On a success the chip is broken; on a failure it's destroyed. Overclocking a chip already overclocked that day destroys it automatically (even if repaired) and no spell is cast.\n\nLevel 15, 65,000 credits.","held.8th-rank-spell-chip.description":"Installed in a computer or comm unit; each device holds only one spell chip. It lets the device cast one spell of 8th rank. Hold the device in one hand and Cast a Spell with the normal number of actions. The spell must be on your spell list and of your tradition, and you use your spell attack modifier and spell DC. If the spell has a locus, you must still have that locus. A chip can't hold cantrips or rituals; its traits match the spell inside.\n\n**Activate** Cast a Spell; **Frequency** once per day, plus overclock. Using the chip more than once per day requires overclocking: Cast the Spell again, then roll a DC 10 flat check. On a success the chip is broken; on a failure it's destroyed. Overclocking a chip already overclocked that day destroys it automatically (even if repaired) and no spell is cast.\n\nLevel 17, 150,000 credits.","held.9th-rank-spell-chip.description":"Installed in a computer or comm unit; each device holds only one spell chip. It lets the device cast one spell of 9th rank. Hold the device in one hand and Cast a Spell with the normal number of actions. The spell must be on your spell list and of your tradition, and you use your spell attack modifier and spell DC. If the spell has a locus, you must still have that locus. A chip can't hold cantrips or rituals; its traits match the spell inside.\n\n**Activate** Cast a Spell; **Frequency** once per day, plus overclock. Using the chip more than once per day requires overclocking: Cast the Spell again, then roll a DC 10 flat check. On a success the chip is broken; on a failure it's destroyed. Overclocking a chip already overclocked that day destroys it automatically (even if repaired) and no spell is cast.\n\nLevel 19, 400,000 credits.","consumables.1st-rank-spell-gem.description":"Held in 1 hand, light Bulk. A latticed gemstone in a silicon casing, encoded with one specific spell of 1st rank. Hold it in one hand and Cast a Spell with the normal number of actions. The spell must be on your spell list and of your tradition, and you use your spell attack modifier and spell DC. The gem can be used once and is destroyed as part of the casting. It can't hold cantrips or rituals; its traits match the spell inside. Level 1, 40 credits.","consumables.2nd-rank-spell-gem.description":"Held in 1 hand, light Bulk. A latticed gemstone in a silicon casing, encoded with one specific spell of 2nd rank. Hold it in one hand and Cast a Spell with the normal number of actions. The spell must be on your spell list and of your tradition, and you use your spell attack modifier and spell DC. The gem can be used once and is destroyed as part of the casting. It can't hold cantrips or rituals; its traits match the spell inside. Level 3, 120 credits.","consumables.3rd-rank-spell-gem.description":"Held in 1 hand, light Bulk. A latticed gemstone in a silicon casing, encoded with one specific spell of 3rd rank. Hold it in one hand and Cast a Spell with the normal number of actions. The spell must be on your spell list and of your tradition, and you use your spell attack modifier and spell DC. The gem can be used once and is destroyed as part of the casting. It can't hold cantrips or rituals; its traits match the spell inside. Level 5, 300 credits.","consumables.4th-rank-spell-gem.description":"Held in 1 hand, light Bulk. A latticed gemstone in a silicon casing, encoded with one specific spell of 4th rank. Hold it in one hand and Cast a Spell with the normal number of actions. The spell must be on your spell list and of your tradition, and you use your spell attack modifier and spell DC. The gem can be used once and is destroyed as part of the casting. It can't hold cantrips or rituals; its traits match the spell inside. Level 7, 700 credits.","consumables.5th-rank-spell-gem.description":"Held in 1 hand, light Bulk. A latticed gemstone in a silicon casing, encoded with one specific spell of 5th rank. Hold it in one hand and Cast a Spell with the normal number of actions. The spell must be on your spell list and of your tradition, and you use your spell attack modifier and spell DC. The gem can be used once and is destroyed as part of the casting. It can't hold cantrips or rituals; its traits match the spell inside. Level 9, 1,500 credits.","consumables.6th-rank-spell-gem.description":"Held in 1 hand, light Bulk. A latticed gemstone in a silicon casing, encoded with one specific spell of 6th rank. Hold it in one hand and Cast a Spell with the normal number of actions. The spell must be on your spell list and of your tradition, and you use your spell attack modifier and spell DC. The gem can be used once and is destroyed as part of the casting. It can't hold cantrips or rituals; its traits match the spell inside. Level 11, 3,000 credits.","consumables.7th-rank-spell-gem.description":"Held in 1 hand, light Bulk. A latticed gemstone in a silicon casing, encoded with one specific spell of 7th rank. Hold it in one hand and Cast a Spell with the normal number of actions. The spell must be on your spell list and of your tradition, and you use your spell attack modifier and spell DC. The gem can be used once and is destroyed as part of the casting. It can't hold cantrips or rituals; its traits match the spell inside. Level 13, 6,000 credits.","consumables.8th-rank-spell-gem.description":"Held in 1 hand, light Bulk. A latticed gemstone in a silicon casing, encoded with one specific spell of 8th rank. Hold it in one hand and Cast a Spell with the normal number of actions. The spell must be on your spell list and of your tradition, and you use your spell attack modifier and spell DC. The gem can be used once and is destroyed as part of the casting. It can't hold cantrips or rituals; its traits match the spell inside. Level 15, 13,000 credits.","consumables.9th-rank-spell-gem.description":"Held in 1 hand, light Bulk. A latticed gemstone in a silicon casing, encoded with one specific spell of 9th rank. Hold it in one hand and Cast a Spell with the normal number of actions. The spell must be on your spell list and of your tradition, and you use your spell attack modifier and spell DC. The gem can be used once and is destroyed as part of the casting. It can't hold cantrips or rituals; its traits match the spell inside. Level 17, 30,000 credits.","consumables.10th-rank-spell-gem.description":"Held in 1 hand, light Bulk. A latticed gemstone in a silicon casing, encoded with one specific spell of 10th rank. Hold it in one hand and Cast a Spell with the normal number of actions. The spell must be on your spell list and of your tradition, and you use your spell attack modifier and spell DC. The gem can be used once and is destroyed as part of the casting. It can't hold cantrips or rituals; its traits match the spell inside. Level 19, 80,000 credits.","consumables.silver-ammunition-low-grade.description":"Silver ammunition deals additional damage to creatures with a weakness to silver and ignores the resistance of creatures such as devils. Low-grade. Craft requirement: 2 credits of silver. Level 2, 40 credits.","consumables.silver-grenade-missile-low-grade.description":"A silver grenade or missile deals additional damage to creatures with a weakness to silver and ignores the resistance of creatures such as devils. Low-grade. Craft requirement: 6 credits of silver. Level 2, 120 credits.","materials.silver-weapon-low-grade.description":"A silver weapon deals additional damage to creatures with a weakness to silver and ignores the resistance of creatures such as devils. Low-grade. Price is 400 credits plus 40 credits per Bulk. Craft requirement: 20 credits of silver plus 2 credits per Bulk. Level 2, 400 credits.","consumables.silver-ammunition-standard-grade.description":"Silver ammunition deals additional damage to creatures with a weakness to silver and ignores the resistance of creatures such as devils. Standard-grade. Craft requirement: 110 credits of silver. Level 10, 880 credits.","consumables.silver-grenade-missile-standard-grade.description":"A silver grenade or missile deals additional damage to creatures with a weakness to silver and ignores the resistance of creatures such as devils. Standard-grade. Craft requirement: 330 credits of silver. Level 10, 2,640 credits.","materials.silver-weapon-standard-grade.description":"A silver weapon deals additional damage to creatures with a weakness to silver and ignores the resistance of creatures such as devils. Standard-grade. Price is 8,800 credits plus 880 credits per Bulk. Craft requirement: 1,100 credits of silver plus 110 credits per Bulk. Level 10, 8,800 credits.","consumables.silver-ammunition-high-grade.description":"Silver ammunition deals additional damage to creatures with a weakness to silver and ignores the resistance of creatures such as devils. High-grade. Craft requirement: 4,500 credits of silver. Level 16, 9,000 credits.","consumables.silver-grenade-missile-high-grade.description":"A silver grenade or missile deals additional damage to creatures with a weakness to silver and ignores the resistance of creatures such as devils. High-grade. Craft requirement: 13,500 credits of silver. Level 16, 27,000 credits.","materials.silver-weapon-high-grade.description":"A silver weapon deals additional damage to creatures with a weakness to silver and ignores the resistance of creatures such as devils. High-grade. Price is 90,000 credits plus 9,000 credits per Bulk. Craft requirement: 45,000 credits of silver plus 4,500 credits per Bulk. Level 16, 90,000 credits.","consumables.abysium-ammunition-standard-grade.description":"Abysium is a blue-green metal with a green luminescence that damages creatures' immune systems. Abysium ammunition must be loaded into an empty upgrade slot of the weapon, reducing the weapon's available upgrades by one. On a successful Strike it deals an extra 1d4 poison damage, and on a critical hit the target is sickened 1. Standard-grade. Craft requirement: 250 credits of abysium. Level 11, 2,000 credits.","consumables.abysium-grenade-missile-standard-grade.description":"Abysium is a blue-green metal with a green luminescence that damages creatures' immune systems. It is safely contained in an outer shell. A grenade or missile of it deals an extra 1d4 poison damage on a successful Strike, and on a critical hit the target is sickened 1. Standard-grade. Craft requirement: 750 credits of abysium. Level 11, 6,000 credits.","materials.abysium-weapon-standard-grade.description":"Abysium is a blue-green metal with a green luminescence that damages creatures' immune systems. An abysium weapon is safely contained in an outer shell but has one fewer upgrade slot. It deals an extra 1d4 poison damage on a successful Strike, and on a critical hit the target is sickened 1. Standard-grade. Price is 20,000 credits plus 2,000 credits per Bulk. Craft requirement: 2,500 credits of abysium plus 250 credits per Bulk. Level 11, 20,000 credits.","consumables.abysium-ammunition-high-grade.description":"Abysium is a blue-green metal with a green luminescence that damages creatures' immune systems. Abysium ammunition must be loaded into an empty upgrade slot of the weapon, reducing the weapon's available upgrades by one. On a successful Strike it deals an extra 1d4 poison damage, and on a critical hit the target is sickened 2. High-grade. Craft requirement: 12,000 credits of abysium. Level 17, 24,000 credits.","consumables.abysium-grenade-missile-high-grade.description":"Abysium is a blue-green metal with a green luminescence that damages creatures' immune systems. It is safely contained in an outer shell. A grenade or missile of it deals an extra 1d4 poison damage on a successful Strike, and on a critical hit the target is sickened 2. High-grade. Craft requirement: 36,000 credits of abysium. Level 17, 72,000 credits.","materials.abysium-weapon-high-grade.description":"Abysium is a blue-green metal with a green luminescence that damages creatures' immune systems. An abysium weapon is safely contained in an outer shell but has one fewer upgrade slot. It deals an extra 1d4 poison damage on a successful Strike, and on a critical hit the target is sickened 2. High-grade. Price is 240,000 credits plus 24,000 credits per Bulk. Craft requirement: 120,000 credits of abysium plus 12,000 credits per Bulk. Level 17, 240,000 credits.","consumables.adamantine-ammunition-standard-grade.description":"Shiny black adamantine ammunition blasts through obstacles. It treats any object it hits as having half its usual Hardness, unless the object's Hardness is higher than 5. Standard-grade. Craft requirement: 175 credits of adamantine. Level 11, 1,400 credits.","consumables.adamantine-grenade-missile-standard-grade.description":"Shiny black adamantine grenades and missiles blast through obstacles. They treat any object they hit as having half its usual Hardness, unless the object's Hardness is higher than 5. Standard-grade. Craft requirement: 525 credits of adamantine. Level 11, 4,200 credits.","materials.adamantine-weapon-standard-grade.description":"A shiny black adamantine weapon blasts through obstacles. It treats any object it hits as having half its usual Hardness, unless the object's Hardness is higher than 5. Standard-grade. Price is 14,000 credits plus 1,400 credits per Bulk. Craft requirement: 1,750 credits of adamantine plus 175 credits per Bulk. Level 11, 14,000 credits.","consumables.adamantine-ammunition-high-grade.description":"Shiny black adamantine ammunition blasts through obstacles. It treats any object it hits as having half its usual Hardness, unless the object's Hardness is higher than 8. High-grade. Craft requirement: 6,750 credits of adamantine. Level 17, 13,500 credits.","consumables.adamantine-grenade-missile-high-grade.description":"Shiny black adamantine grenades and missiles blast through obstacles. They treat any object they hit as having half its usual Hardness, unless the object's Hardness is higher than 8. High-grade. Craft requirement: 20,250 credits of adamantine. Level 17, 40,500 credits.","materials.adamantine-weapon-high-grade.description":"A shiny black adamantine weapon blasts through obstacles. It treats any object it hits as having half its usual Hardness, unless the object's Hardness is higher than 8. High-grade. Price is 135,000 credits plus 13,500 credits per Bulk. Craft requirement: 67,500 credits of adamantine plus 6,750 credits per Bulk. Level 17, 135,000 credits.","consumables.dull-yellow-ore-ammunition-standard-grade.description":"Dull yellow ore is the dull yellow remains of a planet, often found in a crescent shape. Weapons made of it gain the critical (mental) trait. Standard-grade. Craft requirement: 115 credits of dull yellow ore. Level 11, 920 credits.","materials.dull-yellow-ore-weapon-standard-grade.description":"Dull yellow ore is the dull yellow remains of a planet, often found in a crescent shape; a basic chakram of it is made from unrefined ore unsuitable for any other weapon. Weapons made of it gain the critical (mental) trait. A standard-grade chakram applies the mental critical weapon specialization in addition to its group's normal critical specialization effect. Price is 9,200 credits plus 920 credits per Bulk. Craft requirement: 1,150 credits of dull yellow ore plus 115 credits per Bulk. Level 11, 9,200 credits.","consumables.dull-yellow-ore-grenade-missile-standard-grade.description":"Dull yellow ore is the dull yellow remains of a planet, often found in a crescent shape. Weapons made of it gain the critical (mental) trait. Standard-grade. Craft requirement: 345 credits of dull yellow ore. Level 11, 2,760 credits.","consumables.dull-yellow-ore-ammunition-high-grade.description":"Dull yellow ore is the dull yellow remains of a planet, often found in a crescent shape. Weapons made of it gain the critical (mental) trait, and high-grade versions apply the mental critical weapon specialization in addition to the group's normal critical specialization effect. High-grade. Craft requirement: 4,800 credits of dull yellow ore. Level 17, 9,600 credits.","consumables.dull-yellow-ore-grenade-missile-high-grade.description":"Dull yellow ore is the dull yellow remains of a planet, often found in a crescent shape. Weapons made of it gain the critical (mental) trait, and high-grade versions apply the mental critical weapon specialization in addition to the group's normal critical specialization effect. High-grade. Craft requirement: 14,400 credits of dull yellow ore. Level 17, 28,800 credits.","materials.dull-yellow-ore-weapon-high-grade.description":"Dull yellow ore is the dull yellow remains of a planet, often found in a crescent shape; a basic chakram of it is made from unrefined ore unsuitable for any other weapon. Weapons made of it gain the critical (mental) trait, and high-grade ones apply the mental critical weapon specialization in addition to the group's normal critical specialization effect. You can craft, buy or improve a _fear projector_ upgrade permanently installed in a high-grade chakram of it for half the normal price, without using an upgrade slot. Price is 96,000 credits plus 9,600 credits per Bulk. Craft requirement: 48,000 credits of dull yellow ore plus 4,800 credits per Bulk. Level 17, 96,000 credits.","consumables.cold-iron-ammunition-low-grade.description":"Cold iron ammunition deals additional damage to creatures with a weakness to cold iron, such as devils and gremlins. Low-grade. Craft requirement: 2 credits of cold iron. Level 2, 40 credits.","consumables.cold-iron-grenade-missile-low-grade.description":"A cold iron grenade or missile deals additional damage to creatures with a weakness to cold iron, such as devils and gremlins. Low-grade. Craft requirement: 6 credits of cold iron. Level 2, 120 credits.","materials.cold-iron-weapon-low-grade.description":"A cold iron weapon deals additional damage to creatures with a weakness to cold iron, such as devils and gremlins. Low-grade. Price is 400 credits plus 40 credits per Bulk. Craft requirement: 20 credits of cold iron plus 2 credits per Bulk. Level 2, 400 credits.","consumables.cold-iron-ammunition-standard-grade.description":"Cold iron ammunition deals additional damage to creatures with a weakness to cold iron, such as devils and gremlins. Standard-grade. Craft requirement: 110 credits of cold iron. Level 10, 880 credits.","consumables.cold-iron-grenade-missile-standard-grade.description":"A cold iron grenade or missile deals additional damage to creatures with a weakness to cold iron, such as devils and gremlins. Standard-grade. Craft requirement: 330 credits of cold iron. Level 10, 2,640 credits.","materials.cold-iron-weapon-standard-grade.description":"A cold iron weapon deals additional damage to creatures with a weakness to cold iron, such as devils and gremlins. Standard-grade. Price is 8,800 credits plus 880 credits per Bulk. Craft requirement: 1,100 credits of cold iron plus 110 credits per Bulk. Level 10, 8,800 credits.","consumables.cold-iron-ammunition-high-grade.description":"Cold iron ammunition deals additional damage to creatures with a weakness to cold iron, such as devils and gremlins. High-grade. Craft requirement: 4,500 credits of cold iron. Level 16, 9,000 credits.","consumables.cold-iron-grenade-missile-high-grade.description":"A cold iron grenade or missile deals additional damage to creatures with a weakness to cold iron, such as devils and gremlins. High-grade. Craft requirement: 13,500 credits of cold iron. Level 16, 27,000 credits.","materials.cold-iron-weapon-high-grade.description":"A cold iron weapon deals additional damage to creatures with a weakness to cold iron, such as devils and gremlins. High-grade. Price is 90,000 credits plus 9,000 credits per Bulk. Craft requirement: 45,000 credits of cold iron plus 4,500 credits per Bulk. Level 16, 90,000 credits.","consumables.djezet-ammunition-standard-grade.description":"Ammunition made of djezet, a rust red metal that is liquid at room temperature and highly reactive to magic. A critical hit against a prepared or spontaneous spellcaster makes the target lose one prepared spell or one spontaneous spell slot unless it succeeds at a Will save (DC 30). The slot is chosen at random from the caster's three highest spell ranks (then from the spells prepared in that rank, for a prepared caster). Standard grade. Level 12, 1,800 credits.","consumables.djezet-grenade-missile-standard-grade.description":"Grenade or missile made of djezet, a rust red metal that is liquid at room temperature and highly reactive to magic. A critical hit against a prepared or spontaneous spellcaster makes the target lose one prepared spell or one spontaneous spell slot unless it succeeds at a Will save (DC 30). The slot is chosen at random from the caster's three highest spell ranks (then from the spells prepared in that rank, for a prepared caster). Standard grade. Level 12, 5,400 credits.","materials.djezet-weapon-standard-grade.description":"Weapon made of djezet, a rust red metal that is liquid at room temperature and highly reactive to magic. A critical hit against a prepared or spontaneous spellcaster makes the target lose one prepared spell or one spontaneous spell slot unless it succeeds at a Will save (DC 30). The slot is chosen at random from the caster's three highest spell ranks (then from the spells prepared in that rank, for a prepared caster). Standard grade. Level 12, 18,000 credits plus 1,800 credits per Bulk.","consumables.djezet-ammunition-high-grade.description":"Ammunition made of djezet, a rust red metal that is liquid at room temperature and highly reactive to magic. A critical hit against a prepared or spontaneous spellcaster makes the target lose one prepared spell or one spontaneous spell slot unless it succeeds at a Will save (DC 40). The slot is chosen at random from the caster's three highest spell ranks (then from the spells prepared in that rank, for a prepared caster). High grade. Level 18, 22,000 credits.","consumables.djezet-grenade-missile-high-grade.description":"Grenade or missile made of djezet, a rust red metal that is liquid at room temperature and highly reactive to magic. A critical hit against a prepared or spontaneous spellcaster makes the target lose one prepared spell or one spontaneous spell slot unless it succeeds at a Will save (DC 40). The slot is chosen at random from the caster's three highest spell ranks (then from the spells prepared in that rank, for a prepared caster). High grade. Level 18, 66,000 credits.","materials.djezet-weapon-high-grade.description":"Weapon made of djezet, a rust red metal that is liquid at room temperature and highly reactive to magic. A critical hit against a prepared or spontaneous spellcaster makes the target lose one prepared spell or one spontaneous spell slot unless it succeeds at a Will save (DC 40). The slot is chosen at random from the caster's three highest spell ranks (then from the spells prepared in that rank, for a prepared caster). High grade. Level 18, 220,000 credits plus 22,000 credits per Bulk.","consumables.noqual-ammunition-standard-grade.description":"Ammunition made of noqual, a light, strong metal that breaks the bonds of magic. Against summoned creatures and spell effects that can be damaged by physical attacks, a Strike gains a circumstance bonus to damage equal to twice the number of weapon damage dice. On a critical hit, the target spellcaster's concentration is disrupted and it becomes stupefied 1 for 1 round. Standard grade. Level 12, 1,600 credits.","consumables.noqual-grenade-missile-standard-grade.description":"Grenade or missile made of noqual, a light, strong metal that breaks the bonds of magic. Against summoned creatures and spell effects that can be damaged by physical attacks, a Strike gains a circumstance bonus to damage equal to twice the number of weapon damage dice. On a critical hit, the target spellcaster's concentration is disrupted and it becomes stupefied 1 for 1 round. Standard grade. Level 12, 4,800 credits.","materials.noqual-weapon-standard-grade.description":"Weapon made of noqual, a light, strong metal that breaks the bonds of magic. Against summoned creatures and spell effects that can be damaged by physical attacks, a Strike gains a circumstance bonus to damage equal to twice the number of weapon damage dice. On a critical hit, the target spellcaster's concentration is disrupted and it becomes stupefied 1 for 1 round. Standard grade. Level 12, 16,000 credits plus 1,600 credits per Bulk.","consumables.noqual-ammunition-high-grade.description":"Ammunition made of noqual, a light, strong metal that breaks the bonds of magic. Against summoned creatures and spell effects that can be damaged by physical attacks, a Strike gains a circumstance bonus to damage equal to twice the number of weapon damage dice. On a critical hit, the target spellcaster's concentration is disrupted and it becomes stupefied 1 for 1 round. High grade. Level 18, 24,000 credits.","consumables.noqual-grenade-missile-high-grade.description":"Grenade or missile made of noqual, a light, strong metal that breaks the bonds of magic. Against summoned creatures and spell effects that can be damaged by physical attacks, a Strike gains a circumstance bonus to damage equal to twice the number of weapon damage dice. On a critical hit, the target spellcaster's concentration is disrupted and it becomes stupefied 1 for 1 round. High grade. Level 18, 72,000 credits.","materials.noqual-weapon-high-grade.description":"Weapon made of noqual, a light, strong metal that breaks the bonds of magic. Against summoned creatures and spell effects that can be damaged by physical attacks, a Strike gains a circumstance bonus to damage equal to twice the number of weapon damage dice. On a critical hit, the target spellcaster's concentration is disrupted and it becomes stupefied 1 for 1 round. High grade. Level 18, 240,000 credits plus 24,000 credits per Bulk.","consumables.orichalcum-ammunition-high-grade.description":"Ammunition made of orichalcum. Because of its temporal properties, you can buy and install a _quicklock_ weapon upgrade that works only with orichalcum ammunition and weapons for half the normal price. Orichalcum weapons have an extra upgrade slot. High grade. Level 18, 22,500 credits.","consumables.orichalcum-grenade-missile-high-grade.description":"Grenade or missile made of orichalcum. Because of its temporal properties, you can buy and install a _quicklock_ weapon upgrade that works only with orichalcum ammunition and weapons for half the normal price. Orichalcum weapons have an extra upgrade slot. High grade. Level 18, 67,500 credits.","materials.orichalcum-weapon-high-grade.description":"Weapon made of orichalcum. It has an extra upgrade slot. Because of orichalcum's temporal properties, you can buy and install a _quicklock_ weapon upgrade that works only with orichalcum ammunition and weapons for half the normal price. High grade. Level 18, 225,000 credits plus 22,500 credits per Bulk.","consumables.shimmerstone-ammunition-standard-grade.description":"Ammunition made of shimmerstone, a psychically active but brittle crystalline ore that radiates a calming aura. Shimmerstone weapons gain the caster trait. Mental spells cast by a character wielding a shimmerstone weapon or a weapon loaded with shimmerstone ammunition make the weapon deal mental damage until the end of your next turn or until you cast another spell. You can buy and install a _merciful_ weapon upgrade that works only with high-grade shimmerstone ammunition and weapons for half the normal price, without using an upgrade slot. Standard grade. Level 12, 920 credits.","consumables.shimmerstone-grenade-missile-standard-grade.description":"Grenade or missile made of shimmerstone, a psychically active but brittle crystalline ore that radiates a calming aura. Shimmerstone weapons gain the caster trait. Mental spells cast by a character wielding a shimmerstone weapon or a weapon loaded with shimmerstone ammunition make the weapon deal mental damage until the end of your next turn or until you cast another spell. You can buy and install a _merciful_ weapon upgrade that works only with high-grade shimmerstone ammunition and weapons for half the normal price, without using an upgrade slot. Standard grade. Level 12, 2,760 credits.","materials.shimmerstone-weapon-standard-grade.description":"Weapon made of shimmerstone, a psychically active but brittle crystalline ore that radiates a calming aura. Shimmerstone weapons gain the caster trait. Mental spells cast by a character wielding a shimmerstone weapon or a weapon loaded with shimmerstone ammunition make the weapon deal mental damage until the end of your next turn or until you cast another spell. You can buy and install a _merciful_ weapon upgrade that works only with high-grade shimmerstone ammunition and weapons for half the normal price, without using an upgrade slot. Standard grade. Level 12, 9,200 credits plus 920 credits per Bulk.","consumables.shimmerstone-ammunition-high-grade.description":"Ammunition made of shimmerstone, a psychically active but brittle crystalline ore that radiates a calming aura. Shimmerstone weapons gain the caster trait. Mental spells cast by a character wielding a shimmerstone weapon or a weapon loaded with shimmerstone ammunition make the weapon deal mental damage until the end of your next turn or until you cast another spell. You can buy and install a _merciful_ weapon upgrade that works only with high-grade shimmerstone ammunition and weapons for half the normal price, without using an upgrade slot. High grade. Level 18, 9,600 credits.","consumables.shimmerstone-grenade-missile-high-grade.description":"Grenade or missile made of shimmerstone, a psychically active but brittle crystalline ore that radiates a calming aura. Shimmerstone weapons gain the caster trait. Mental spells cast by a character wielding a shimmerstone weapon or a weapon loaded with shimmerstone ammunition make the weapon deal mental damage until the end of your next turn or until you cast another spell. You can buy and install a _merciful_ weapon upgrade that works only with high-grade shimmerstone ammunition and weapons for half the normal price, without using an upgrade slot. High grade. Level 18, 28,800 credits.","materials.shimmerstone-weapon-high-grade.description":"Weapon made of shimmerstone, a psychically active but brittle crystalline ore that radiates a calming aura. Shimmerstone weapons gain the caster trait. Mental spells cast by a character wielding a shimmerstone weapon or a weapon loaded with shimmerstone ammunition make the weapon deal mental damage until the end of your next turn or until you cast another spell. You can buy and install a _merciful_ weapon upgrade that works only with high-grade shimmerstone ammunition and weapons for half the normal price, without using an upgrade slot. High grade. Level 18, 96,000 credits plus 9,600 credits per Bulk.","consumables.siccatite-ammunition-standard-grade.description":"Ammunition made of siccatite, which is constantly surrounded by shimmering heat (hot siccatite) or a corona of rime (cold siccatite). It automatically gains a _flaming module_ (hot) or _frost module_ (cold) weapon upgrade that deals 1d8 damage instead of 1d6. Standard grade. Level 11, 1,400 credits.","consumables.siccatite-grenade-missile-standard-grade.description":"Grenade or missile made of siccatite, which is constantly surrounded by shimmering heat (hot siccatite) or a corona of rime (cold siccatite). It automatically gains a _flaming module_ (hot) or _frost module_ (cold) weapon upgrade that deals 1d8 damage instead of 1d6. Standard grade. Level 11, 4,200 credits.","materials.siccatite-weapon-standard-grade.description":"Weapon made of siccatite, which is constantly surrounded by shimmering heat (hot siccatite) or a corona of rime (cold siccatite). It automatically gains a _flaming module_ (hot) or _frost module_ (cold) weapon upgrade that deals 1d8 damage instead of 1d6. A thermal dynafan's design makes siccatite easy to use in its heatsink; you can buy or craft a pair of connected thermal dynafans as if it were a single weapon with 2 Bulk. Standard grade. Level 11, 14,000 credits plus 1,400 credits per Bulk.","consumables.siccatite-ammunition-high-grade.description":"Ammunition made of siccatite, which is constantly surrounded by shimmering heat (hot siccatite) or a corona of rime (cold siccatite). It automatically gains a _tactical flaming module_ (hot) or _tactical frost module_ (cold) weapon upgrade that deals 1d8 damage instead of 1d6. High grade. Level 17, 15,000 credits.","consumables.siccatite-grenade-missile-high-grade.description":"Grenade or missile made of siccatite, which is constantly surrounded by shimmering heat (hot siccatite) or a corona of rime (cold siccatite). It automatically gains a _tactical flaming module_ (hot) or _tactical frost module_ (cold) weapon upgrade that deals 1d8 damage instead of 1d6. High grade. Level 17, 45,000 credits.","materials.siccatite-weapon-high-grade.description":"Weapon made of siccatite, which is constantly surrounded by shimmering heat (hot siccatite) or a corona of rime (cold siccatite). It automatically gains a _tactical flaming module_ (hot) or _tactical frost module_ (cold) weapon upgrade that deals 1d8 damage instead of 1d6. A thermal dynafan's design makes siccatite easy to use in its heatsink; you can buy or craft a pair of connected thermal dynafans as if it were a single weapon with 2 Bulk. High grade. Level 17, 150,000 credits plus 15,000 credits per Bulk.","rituals.forge-hyperspace-beacon.description":"Cast 7 days. Cost: UPBs and offerings worth 100,000 credits in total. Secondary casters: 2. Primary check: Computers. Secondary checks: Crafting, Religion, Technology Lore. Range 40 feet. Target: 1 constructed space station. You consecrate the station by installing sacred hardware and syncing it to hyperspace, turning it into a hyperspace beacon that allows swifter travel to the surrounding region of space. The ritual requires at least 3 casters, and as many as 12 are known to perform it regularly. If the number of casters isn't a multiple of 3, the ritual automatically fails.","rituals.awaken-computer.description":"Cast 1 day. Cost: UPBs or digital media worth 1/5 the value on the Creature Creation Rituals table. Secondary casters: 3. Primary check: Computers (master). Secondary checks: Lore (any), Society, Survival. Range 10 feet. Target: 1 computer or tech creature of up to the level on the table. You grant the target intelligence, transforming it into a free-willed creature with the tech trait. If it was a minion, it can no longer serve as one, and it is freed from all orders and programming it had. Offering digital media instead of UPBs creates a virtual creature.","feats.skill.additional-lore.choices.lore.prompt":"Lore","feats.skill.additional-lore.description":"Choose a Lore: you become trained in it, and at 3rd, 7th and 15th level it gains an extra skill increase.","feats.skill.additional-lore.name":"Additional Lore","feats.general.adopted-ancestry.choices.ancestry.prompt":"Adopted ancestry","feats.general.adopted-ancestry.description":"Choose another ancestry. You can take ancestry feats of that ancestry as well as your own, unless they need a body you don't have.","feats.general.adopted-ancestry.name":"Adopted Ancestry","feats.skill.advanced-first-aid.description":"When you Administer First Aid, you can instead lower an ally's frightened or sickened by 2, or end it on a critical success.","feats.skill.advanced-first-aid.name":"Advanced First Aid","feats.skill.advanced-first-aid.prerequisites.master":"Master in Medicine","feats.skill.akashic-sync.name":"Akashic Sync","feats.skill.akashic-sync.prerequisites.master":"Master in Occultism","feats.skill.akashic-transcendence.name":"Akashic Transcendence","feats.skill.akashic-transcendence.prerequisites.legendary":"Legendary in Occultism","feats.skill.akashic-transcendence.prerequisites.feat":"Akashic Sync","feats.general.ancestral-paragon.choices.feat.prompt":"1st-level ancestry feat","feats.general.ancestral-paragon.description":"You gain a 1st-level ancestry feat.","feats.general.ancestral-paragon.name":"Ancestral Paragon","feats.skill.arcane-sense.description":"You can cast detect magic at will as an arcane innate spell, at 3rd rank if you're a master in Arcana and 4th if legendary.","feats.skill.arcane-sense.name":"Arcane Sense","feats.skill.arcane-sense.prerequisites.trained":"Trained in Arcana","feats.general.armor-proficiency.choices.category.options.heavy.name":"Heavy armor","feats.general.armor-proficiency.choices.category.options.light.name":"Light armor","feats.general.armor-proficiency.choices.category.options.medium.name":"Medium armor","feats.general.armor-proficiency.choices.category.prompt":"Armor category to train in","feats.general.armor-proficiency.description":"Training in light armor; if you have it, medium; if you have both, heavy. Expert in that armor from 13th level.","feats.general.armor-proficiency.name":"Armor Proficiency","feats.skill.assurance.actions.assurance.description":"A fixed result of 10 + your proficiency bonus in a skill you chose for Assurance, with no other bonuses or penalties, against a DC if given.","feats.skill.assurance.actions.assurance.name":"Assurance","feats.skill.assurance.actions.assurance.params.dc.name":"DC","feats.skill.assurance.actions.assurance.params.skill.name":"Skill","feats.skill.assurance.choices.skill.prompt":"Skill","feats.skill.assurance.description":"Choose a skill. Instead of rolling, you can take a result of 10 + your proficiency bonus, ignoring every other bonus and penalty.","feats.skill.assurance.name":"Assurance","feats.general.augmented-body.name":"Augmented Body","feats.skill.automatic-knowledge.description":"Choose a skill you're an expert in with Recall Knowledge and Assurance: once per round, you can Recall Knowledge with it as a free action, using Assurance.","feats.skill.automatic-knowledge.name":"Automatic Knowledge","feats.skill.automatic-knowledge.prerequisites.assurance":"Assurance","feats.skill.automatic-knowledge.prerequisites.expert":"Expert in Arcana, Crafting, Medicine, Nature, Occultism, Religion, Society or a Lore","feats.skill.bargain-hunter.description":"You can Earn Income with Diplomacy by hunting bargains, or spend that time buying an item at a discount equal to the income. Taken at 1st level, you start with 20 more credits.","feats.skill.bargain-hunter.name":"Bargain Hunter","feats.skill.bargain-hunter.prerequisites.trained":"Trained in Diplomacy","feats.general.barricade.name":"Barricade","feats.skill.battle-cry.description":"When you roll initiative, you can Demoralize an observed foe as a free action; legendary, you can also Demoralize as a reaction when you critically hit.","feats.skill.battle-cry.name":"Battle Cry","feats.skill.battle-cry.prerequisites.master":"Master in Intimidation","feats.skill.battle-medicine.actions.battle-medicine.description":"1 action: Medicine at a Treat Wounds DC of a rank you have, healing as Treat Wounds without ending wounded.","feats.skill.battle-medicine.actions.battle-medicine.name":"Battle Medicine","feats.skill.battle-medicine.actions.battle-medicine.options.expert.name":"Expert (DC 20, +10 HP)","feats.skill.battle-medicine.actions.battle-medicine.options.legendary.name":"Legendary (DC 40, +50 HP)","feats.skill.battle-medicine.actions.battle-medicine.options.master.name":"Master (DC 30, +30 HP)","feats.skill.battle-medicine.actions.battle-medicine.options.trained.name":"Trained (DC 15)","feats.skill.battle-medicine.actions.battle-medicine.participants.patient.name":"Patient","feats.skill.battle-medicine.actions.battle-medicine.steps.tier.prompt":"DC to attempt","feats.skill.battle-medicine.description":"1 action, holding or wearing a medkit: a Medicine check at a Treat Wounds DC heals as Treat Wounds would, without removing wounded. The target is then immune to your Battle Medicine for a day.","feats.skill.battle-medicine.name":"Battle Medicine","feats.skill.battle-medicine.prerequisites.trained":"Trained in Medicine","feats.skill.bizarre-magic.description":"The DCs to Recognize your spells and Identify your magic rise by 5.","feats.skill.bizarre-magic.name":"Bizarre Magic","feats.skill.bizarre-magic.prerequisites.master":"Master in Occultism","feats.skill.blend-in.name":"Blend In","feats.skill.blend-in.prerequisites.trained":"Trained in Society","feats.skill.break-curse.description":"8 hours of rites (10 minutes if legendary): counteract a curse on a target with Occultism or Religion, at a counteract rank of half your level rounded up.","feats.skill.break-curse.name":"Break Curse","feats.skill.break-curse.prerequisites.master":"Master in Occultism or Religion","feats.general.breath-control.description":"You hold your breath 25 times as long as usual. A +1 circumstance bonus to saves against inhaled threats, and a success on such a save is a critical success.","feats.general.breath-control.name":"Breath Control","feats.general.canny-acumen.choices.proficiency.options.fortitude.name":"Fortitude","feats.general.canny-acumen.choices.proficiency.options.perception.name":"Perception","feats.general.canny-acumen.choices.proficiency.options.reflex.name":"Reflex","feats.general.canny-acumen.choices.proficiency.options.will.name":"Will","feats.general.canny-acumen.choices.proficiency.prompt":"Save or Perception","feats.general.canny-acumen.description":"Choose Fortitude, Reflex, Will or Perception: you become an expert in it, and a master at 17th level.","feats.general.canny-acumen.name":"Canny Acumen","feats.skill.cat-fall.description":"Treat falls as 10 feet shorter, 25 feet if you're an expert in Acrobatics and 50 if a master; legendary, you always land on your feet unharmed.","feats.skill.cat-fall.name":"Cat Fall","feats.skill.cat-fall.prerequisites.trained":"Trained in Acrobatics","feats.skill.charming-liar.description":"A critical success to Lie improves the target's attitude toward you by one step, once per conversation, when the lie is meant to impress or ingratiate.","feats.skill.charming-liar.name":"Charming Liar","feats.skill.charming-liar.prerequisites.trained":"Trained in Deception","feats.skill.cloud-jump.description":"A successful Long Jump goes three times as far, and a successful High Jump goes as far as a Long Jump would. Each extra action you spend on a jump adds your Speed to its limit.","feats.skill.cloud-jump.name":"Cloud Jump","feats.skill.cloud-jump.prerequisites.legendary":"Legendary in Athletics","feats.skill.combat-climber.description":"You aren't off-guard while Climbing, and you can Climb with one hand occupied.","feats.skill.combat-climber.name":"Combat Climber","feats.skill.combat-climber.prerequisites.trained":"Trained in Athletics","feats.skill.combat-hack.name":"Combat Hack","feats.skill.combat-hack.prerequisites.expert":"Expert in Computers","feats.skill.communal-crafting.description":"Other characters can help you Craft with a relevant skill; their checks also lower the cost of raw materials.","feats.skill.communal-crafting.name":"Communal Crafting","feats.skill.communal-crafting.prerequisites.expert":"Expert in Crafting","feats.skill.confabulator.description":"The bonus a target gets against your repeated Lies and Diversions is +2 instead of +4 (+1 if you're a master, none if legendary).","feats.skill.confabulator.name":"Confabulator","feats.skill.confabulator.prerequisites.expert":"Expert in Deception","feats.skill.continual-recovery.description":"A patient of your Treat Wounds is immune for only 10 minutes instead of an hour.","feats.skill.continual-recovery.name":"Continual Recovery","feats.skill.continual-recovery.prerequisites.expert":"Expert in Medicine","feats.skill.craft-anything.description":"With the right crafting feat and the item's level and proficiency, you can ignore most other requirements to Craft it (not its cost, nor an artifact's), as the GM allows.","feats.skill.craft-anything.name":"Craft Anything","feats.skill.craft-anything.prerequisites.legendary":"Legendary in Crafting","feats.skill.crowd-control.name":"Crowd Control","feats.skill.crowd-control.prerequisites.expert":"Expert in Diplomacy","feats.skill.crowd-surfing.name":"Crowd Surfing","feats.skill.crowd-surfing.prerequisites.trained":"Trained in Acrobatics","feats.skill.deadlift.name":"Deadlift","feats.skill.deadlift.prerequisites.trained":"Trained in Athletics","feats.skill.deific-obedience.name":"Deific Obedience","feats.skill.deific-obedience.prerequisites.master":"Master in Religion","feats.general.diehard.description":"You die at dying 5 instead of dying 4.","feats.general.diehard.name":"Diehard","feats.skill.digital-ambassador.name":"Digital Ambassador","feats.skill.digital-ambassador.prerequisites.trained":"Trained in Society","feats.skill.digital-diversion.name":"Digital Diversion","feats.skill.digital-diversion.prerequisites.trained":"Trained in Computers","feats.skill.dive-for-cover.name":"Dive for Cover","feats.skill.dive-for-cover.prerequisites.expert":"Expert in Acrobatics","feats.skill.divine-guidance.actions.divine-guidance.name":"Divine Guidance","feats.skill.divine-guidance.actions.divine-guidance.params.dc.name":"DC","feats.skill.divine-guidance.description":"Spend 10 minutes reading your scriptures about a problem, then attempt a Religion check against the GM's DC; on a success you find a passage that helps you past it.","feats.skill.divine-guidance.name":"Divine Guidance","feats.skill.divine-guidance.prerequisites.legendary":"Legendary in Religion","feats.skill.dubious-knowledge.description":"When you fail (not critically) to Recall Knowledge, you learn the correct answer and a wrong one, without knowing which is which.","feats.skill.dubious-knowledge.name":"Dubious Knowledge","feats.skill.dubious-knowledge.prerequisites.trained":"Trained in Arcana, Crafting, Medicine, Nature, Occultism, Religion, Society or a Lore","feats.skill.electrical-engineer.name":"Electrical Engineer","feats.skill.electrical-engineer.prerequisites.trained":"Trained in Crafting","feats.general.expeditious-search.description":"You Search an area in half the time (a quarter if you're legendary in Perception), so you can move at twice the usual Speed while Searching.","feats.general.expeditious-search.name":"Expeditious Search","feats.general.expeditious-search.prerequisites.master":"Master in Perception","feats.skill.experienced-professional.description":"A critical failure to Earn Income with Lore is a failure instead; if you're an expert in the Lore, a failure earns twice as much.","feats.skill.experienced-professional.name":"Experienced Professional","feats.skill.experienced-professional.prerequisites.trained":"Trained in a Lore","feats.skill.experienced-smuggler.description":"When the GM rolls your Stealth to see if an observer notices a small item you've hidden, the die counts as at least 10 (15 if you're a master in Stealth; legendary, you always succeed).","feats.skill.experienced-smuggler.name":"Experienced Smuggler","feats.skill.experienced-smuggler.prerequisites.trained":"Trained in Stealth","feats.skill.experienced-tracker.description":"You can Track at full Speed with a –5 penalty (none if you're a master in Survival; legendary, you roll only when the trail changes).","feats.skill.experienced-tracker.name":"Experienced Tracker","feats.skill.experienced-tracker.prerequisites.trained":"Trained in Survival","feats.skill.express-driver.name":"Express Driver","feats.skill.express-driver.prerequisites.trained":"Trained in Piloting","feats.skill.face-in-the-crowd.name":"Face in the Crowd","feats.skill.face-in-the-crowd.prerequisites.trained":"Trained in Deception","feats.skill.fascinating-performance.description":"When you Perform, compare the result to one observer's Will DC: on a success it's fascinated for a round (a critical success in combat, with the incapacitation trait), then immune for an hour. Expert: up to 4 observers; master: 10; legendary: any number.","feats.skill.fascinating-performance.name":"Fascinating Performance","feats.skill.fascinating-performance.prerequisites.trained":"Trained in Performance","feats.general.fast-recovery.description":"You regain twice as many Hit Points from resting. Successful Fortitude saves against an ongoing disease or poison reduce its stage by 2 (1 if virulent), critical successes by 3 (2 if virulent), and a night's rest reduces drained by 2.","feats.general.fast-recovery.name":"Fast Recovery","feats.general.fast-recovery.prerequisites.con":"Constitution +2","feats.skill.favored-disguise.name":"Favored Disguise","feats.skill.favored-disguise.prerequisites.trained":"Trained in Deception","feats.general.feather-step.description":"You can Step into difficult terrain.","feats.general.feather-step.name":"Feather Step","feats.general.feather-step.prerequisites.dex":"Dexterity +2","feats.skill.feign-death.name":"Feign Death","feats.skill.feign-death.prerequisites.expert":"Expert in Deception","feats.general.fleet.description":"Your Speed rises by 5 feet.","feats.general.fleet.name":"Fleet","feats.skill.fly-anything.name":"Fly Anything","feats.skill.fly-anything.prerequisites.legendary":"Legendary in Piloting","feats.skill.foil-senses.description":"When you Avoid Notice, Hide or Sneak, you always take precautions against special senses.","feats.skill.foil-senses.name":"Foil Senses","feats.skill.foil-senses.prerequisites.master":"Master in Stealth","feats.skill.fool-the-camera.name":"Fool the Camera","feats.skill.fool-the-camera.prerequisites.master":"Master in Computers","feats.skill.glad-hand.description":"Meeting someone socially, you can Make an Impression at once; if you fail, you can talk for a minute and try again.","feats.skill.glad-hand.name":"Glad-Hand","feats.skill.glad-hand.prerequisites.expert":"Expert in Diplomacy","feats.skill.group-coercion.description":"When you Coerce, compare the result to up to 5 targets' Will DCs (10 if expert, 25 if master, 50 if legendary).","feats.skill.group-coercion.name":"Group Coercion","feats.skill.group-coercion.prerequisites.trained":"Trained in Intimidation","feats.skill.group-impression.description":"When you Make an Impression, compare the result to up to 10 targets' Will DCs (20 if expert, 50 if master, 100 if legendary).","feats.skill.group-impression.name":"Group Impression","feats.skill.group-impression.prerequisites.trained":"Trained in Diplomacy","feats.skill.hefty-hauler.description":"Your maximum and encumbered Bulk limits rise by 2.","feats.skill.hefty-hauler.name":"Hefty Hauler","feats.skill.hefty-hauler.prerequisites.trained":"Trained in Athletics","feats.skill.hobnobber.description":"Gathering Information takes you half as long; if you're a master in Diplomacy, a critical failure to Gather Information is a failure.","feats.skill.hobnobber.name":"Hobnobber","feats.skill.hobnobber.prerequisites.trained":"Trained in Diplomacy","feats.skill.hologram-skeptic.name":"Hologram Skeptic","feats.skill.hologram-skeptic.prerequisites.trained":"Trained in Computers","feats.skill.impeccable-crafting.description":"A success at Crafting an item of your Specialty Crafting kind is a critical success.","feats.skill.impeccable-crafting.name":"Impeccable Crafting","feats.skill.impeccable-crafting.prerequisites.master":"Master in Crafting","feats.skill.impeccable-crafting.prerequisites.specialty-crafting":"Specialty Crafting","feats.skill.impressive-performance.description":"You can Make an Impression with Performance. After performing for 10 minutes, you can impress up to 10 audience members at once (20 after an hour, 50 after two).","feats.skill.impressive-performance.name":"Impressive Performance","feats.skill.impressive-performance.prerequisites.trained":"Trained in Performance","feats.general.incredible-initiative.description":"A +2 circumstance bonus to initiative rolls.","feats.general.incredible-initiative.name":"Incredible Initiative","feats.skill.intimidating-glare.description":"You can Demoralize with a glare: it loses the auditory trait, gains the visual trait, and takes no penalty when the target doesn't understand you.","feats.skill.intimidating-glare.name":"Intimidating Glare","feats.skill.intimidating-glare.prerequisites.trained":"Trained in Intimidation","feats.skill.intimidating-prowess.description":"When you can physically menace the target, a +1 circumstance bonus to Coerce and Demoralize (+2 with Strength +5 as a master in Intimidation), and no penalty for not sharing a language.","feats.skill.intimidating-prowess.name":"Intimidating Prowess","feats.skill.intimidating-prowess.prerequisites.expert":"Expert in Intimidation","feats.skill.intimidating-prowess.prerequisites.str":"Strength +3","feats.skill.intimidating-shot.name":"Intimidating Shot","feats.skill.intimidating-shot.prerequisites.trained":"Trained in Intimidation","feats.skill.inventor.description":"Downtime: invent a common formula you don't know, as if Crafting it.","feats.skill.inventor.name":"Inventor","feats.skill.inventor.prerequisites.expert":"Expert in Crafting","feats.skill.just-kidding.name":"Just Kidding!","feats.skill.just-kidding.prerequisites.trained":"Trained in Performance","feats.skill.kip-up.description":"Free action: you stand up without triggering reactions.","feats.skill.kip-up.name":"Kip Up","feats.skill.kip-up.prerequisites.master":"Master in Acrobatics","feats.skill.kiss-it-better.name":"Kiss It Better","feats.skill.kiss-it-better.prerequisites.expert":"Expert in Deception","feats.skill.lasting-coercion.description":"A creature you Coerce can comply for up to a week (a month if you're legendary).","feats.skill.lasting-coercion.name":"Lasting Coercion","feats.skill.lasting-coercion.prerequisites.expert":"Expert in Intimidation","feats.skill.legendary-codebreaker.description":"You can Decipher Writing with Society while reading at normal speed. Taking the full time, a success is a critical success, and a critical success gives a near word-for-word understanding.","feats.skill.legendary-codebreaker.name":"Legendary Codebreaker","feats.skill.legendary-codebreaker.prerequisites.legendary":"Legendary in Society","feats.skill.legendary-linguist.description":"You can always talk with a creature that has a language by making up a simple pidgin, once you know how it communicates.","feats.skill.legendary-linguist.name":"Legendary Linguist","feats.skill.legendary-linguist.prerequisites.legendary":"Legendary in Society","feats.skill.legendary-linguist.prerequisites.multilingual":"Multilingual","feats.skill.legendary-medic.actions.legendary-medic.name":"Legendary Medic","feats.skill.legendary-medic.actions.legendary-medic.options.blinded.name":"Blinded","feats.skill.legendary-medic.actions.legendary-medic.options.deafened.name":"Deafened","feats.skill.legendary-medic.actions.legendary-medic.options.disease.name":"A disease","feats.skill.legendary-medic.actions.legendary-medic.options.doomed.name":"Doomed","feats.skill.legendary-medic.actions.legendary-medic.options.drained.name":"Drained","feats.skill.legendary-medic.actions.legendary-medic.params.dc.name":"DC","feats.skill.legendary-medic.actions.legendary-medic.participants.patient.name":"Patient","feats.skill.legendary-medic.actions.legendary-medic.steps.aim.prompt":"What to remove","feats.skill.legendary-medic.description":"Once a day per creature, spend an hour and attempt Medicine against the effect's DC to remove a disease or the blinded, deafened, doomed or drained condition (10 higher for an artifact's or a power beyond 20th level).","feats.skill.legendary-medic.name":"Legendary Medic","feats.skill.legendary-medic.prerequisites.legendary":"Legendary in Medicine","feats.skill.legendary-negotiation.actions.legendary-negotiation.name":"Legendary Negotiation","feats.skill.legendary-negotiation.actions.legendary-negotiation.params.dc.name":"DC","feats.skill.legendary-negotiation.actions.legendary-negotiation.participants.target.name":"Target","feats.skill.legendary-negotiation.description":"3 actions: Make an Impression and then Request that a foe stop fighting and talk, with one Diplomacy check at −5, usually against its Will DC.","feats.skill.legendary-negotiation.name":"Legendary Negotiation","feats.skill.legendary-negotiation.prerequisites.legendary":"Legendary in Diplomacy","feats.skill.legendary-performer.description":"Your fame makes creatures who know of you start one attitude step better (or worse, by your reputation), and you can Earn Income with Performance from higher-level audiences.","feats.skill.legendary-performer.name":"Legendary Performer","feats.skill.legendary-performer.prerequisites.legendary":"Legendary in Performance","feats.skill.legendary-performer.prerequisites.virtuosic-performer":"Virtuosic Performer","feats.skill.legendary-professional.description":"As Legendary Performer, but your fame is in a Lore, and you find higher-level jobs to Earn Income with it.","feats.skill.legendary-professional.name":"Legendary Professional","feats.skill.legendary-professional.prerequisites.legendary":"Legendary in a Lore","feats.skill.legendary-sneak.description":"You can Hide and Sneak without cover or concealment, and you Avoid Notice while doing another exploration activity unless you choose not to.","feats.skill.legendary-sneak.name":"Legendary Sneak","feats.skill.legendary-sneak.prerequisites.legendary":"Legendary in Stealth","feats.skill.legendary-sneak.prerequisites.swift-sneak":"Swift Sneak","feats.skill.legendary-survivalist.description":"You can go without food and water indefinitely, and severe, extreme and incredible cold or heat deal you no damage.","feats.skill.legendary-survivalist.name":"Legendary Survivalist","feats.skill.legendary-survivalist.prerequisites.legendary":"Legendary in Survival","feats.skill.legendary-thief.description":"Over at least a minute while staying hidden, you can Steal things that are wielded or hard to remove, even worn armor.","feats.skill.legendary-thief.name":"Legendary Thief","feats.skill.legendary-thief.prerequisites.legendary":"Legendary in Thievery","feats.skill.legendary-thief.prerequisites.pickpocket":"Pickpocket","feats.skill.legendary-troll.name":"Legendary Troll","feats.skill.legendary-troll.prerequisites.legendary":"Legendary in Deception","feats.skill.lengthy-diversion.description":"When you critically succeed to Create a Diversion, you stay hidden after your turn ends, for at least another round.","feats.skill.lengthy-diversion.name":"Lengthy Diversion","feats.skill.lengthy-diversion.prerequisites.trained":"Trained in Deception","feats.skill.lie-to-me.description":"In a conversation, someone Lying to you must beat your Deception DC if it's higher than your Perception DC.","feats.skill.lie-to-me.name":"Lie to Me","feats.skill.lie-to-me.prerequisites.trained":"Trained in Deception","feats.skill.magical-crafting.description":"You can Craft magic items, and gain formulas for four common magic items of 2nd level or lower.","feats.skill.magical-crafting.name":"Magical Crafting","feats.skill.magical-crafting.prerequisites.expert":"Expert in Crafting","feats.skill.management-material.name":"Management Material","feats.skill.management-material.prerequisites.trained":"Trained in Society","feats.skill.monster-crafting.description":"You can Craft with a monster's body using Survival, spending its valuable parts on the materials and reducing the price by its level.","feats.skill.monster-crafting.name":"Monster Crafting","feats.skill.monster-crafting.prerequisites.master":"Master in Survival","feats.skill.multilingual.description":"You learn two new languages, and one more each when you become a master and legendary in Society.","feats.skill.multilingual.name":"Multilingual","feats.skill.multilingual.prerequisites.trained":"Trained in Society","feats.skill.nimble-crawl.description":"You Crawl at half your Speed (full Speed as a master in Acrobatics); legendary, you aren't off-guard while prone.","feats.skill.nimble-crawl.name":"Nimble Crawl","feats.skill.nimble-crawl.prerequisites.expert":"Expert in Acrobatics","feats.skill.no-cause-for-alarm.description":"3 actions: a Diplomacy check against the Will DC of each frightened creature in a 10-foot emanation; a success lowers its frightened by 1, a critical success by 2. Each is then immune for an hour.","feats.skill.no-cause-for-alarm.name":"No Cause for Alarm","feats.skill.no-cause-for-alarm.prerequisites.trained":"Trained in Diplomacy","feats.skill.oddity-identification.description":"When you notice a magical effect, you know at once whether it's mental, about fortune, or reveals secrets; you get a +2 circumstance bonus with Occultism to Identify Magic or Recall Knowledge about such effects.","feats.skill.oddity-identification.name":"Oddity Identification","feats.skill.oddity-identification.prerequisites.trained":"Trained in Occultism","feats.skill.percussive-maintenance.name":"Percussive Maintenance","feats.skill.percussive-maintenance.prerequisites.expert":"Expert in Crafting","feats.skill.predators-eye.name":"Predator's Eye","feats.skill.predators-eye.prerequisites.expert":"Expert in Nature","feats.skill.phishing-expertise.name":"Phishing Expertise","feats.skill.phishing-expertise.prerequisites.trained":"Trained in Computers","feats.skill.phreaker.name":"Phreaker","feats.skill.phreaker.prerequisites.trained":"Trained in Computers","feats.skill.pickpocket.description":"You can Steal or Palm a closely guarded object without the –5 penalty. As a master in Thievery, you can Steal from a creature on guard, with 2 actions and a –5 penalty.","feats.skill.pickpocket.name":"Pickpocket","feats.skill.pickpocket.prerequisites.trained":"Trained in Thievery","feats.skill.planar-survival.description":"You can Subsist with Survival on any plane, and a success also protects you and those you support from the plane's general harm.","feats.skill.planar-survival.name":"Planar Survival","feats.skill.planar-survival.prerequisites.master":"Master in Survival","feats.skill.plant-rumor.name":"Plant Rumor","feats.skill.plant-rumor.prerequisites.trained":"Trained in Society","feats.skill.power-slide.name":"Power Slide","feats.skill.power-slide.prerequisites.expert":"Expert in Piloting","feats.skill.powerful-leap.description":"You can Leap 5 feet up, and every Leap goes 5 feet farther.","feats.skill.powerful-leap.name":"Powerful Leap","feats.skill.powerful-leap.prerequisites.expert":"Expert in Athletics","feats.general.prescient-consumable.description":"Prescient Planner can produce a common consumable item instead of adventuring gear, under the same limits.","feats.general.prescient-consumable.name":"Prescient Consumable","feats.general.prescient-consumable.prerequisites.prescient-planner":"Prescient Planner","feats.general.prescient-planner.description":"Once between shopping trips, take 1 minute to pull a piece of common adventuring gear (level up to half yours, not enough Bulk to encumber you) out of your pack, paying its price.","feats.general.prescient-planner.name":"Prescient Planner","feats.skill.push-it.name":"Push It","feats.skill.push-it.prerequisites.master":"Master in Piloting","feats.skill.quick-climb.description":"Climbing, you move 5 feet farther on a success and 10 on a critical success, up to your Speed; legendary, a climb Speed equal to your Speed.","feats.skill.quick-climb.name":"Quick Climb","feats.skill.quick-climb.prerequisites.master":"Master in Athletics","feats.skill.quick-coercion.description":"You can Coerce a creature after 1 round of conversation instead of 1 minute (still not in combat).","feats.skill.quick-coercion.name":"Quick Coercion","feats.skill.quick-coercion.prerequisites.trained":"Trained in Intimidation","feats.skill.quick-disguise.description":"A disguise takes a tenth the usual time; a 3-action activity with Impersonate as a master in Deception, 1 action if legendary.","feats.skill.quick-disguise.name":"Quick Disguise","feats.skill.quick-disguise.prerequisites.expert":"Expert in Deception","feats.skill.quick-identification.description":"Identify Magic takes you 1 minute instead of 10; 3 actions if you're a master, 1 action if legendary.","feats.skill.quick-identification.name":"Quick Identification","feats.skill.quick-identification.prerequisites.trained":"Trained in Arcana, Nature, Occultism or Religion","feats.skill.quick-install.name":"Quick Install","feats.skill.quick-install.prerequisites.trained":"Trained in Crafting","feats.skill.quick-jump.description":"High Jump and Long Jump take you 1 action, without the Stride first.","feats.skill.quick-jump.name":"Quick Jump","feats.skill.quick-jump.prerequisites.trained":"Trained in Athletics","feats.skill.quick-recognition.description":"Once per round, you can Recognize a Spell as a free action with a skill you're a master in.","feats.skill.quick-recognition.name":"Quick Recognition","feats.skill.quick-recognition.prerequisites.master":"Master in Arcana, Nature, Occultism or Religion","feats.skill.quick-recognition.prerequisites.recognize-spell":"Recognize Spell","feats.skill.quick-repair.description":"Repair takes you 1 minute and isn't an exploration activity; 3 actions if you're a master in Crafting, 1 if legendary.","feats.skill.quick-repair.name":"Quick Repair","feats.skill.quick-repair.prerequisites.trained":"Trained in Crafting","feats.skill.quick-squeeze.description":"You Squeeze 5 feet per round (10 on a critical success); at full Speed if you're legendary in Acrobatics.","feats.skill.quick-squeeze.name":"Quick Squeeze","feats.skill.quick-squeeze.prerequisites.trained":"Trained in Acrobatics","feats.skill.quick-swim.description":"Swimming, you move 5 feet farther on a success and 10 on a critical success, up to your Speed; legendary, a swim Speed equal to your Speed.","feats.skill.quick-swim.name":"Quick Swim","feats.skill.quick-swim.prerequisites.master":"Master in Athletics","feats.skill.quick-unlock.description":"You Pick a Lock with 1 action instead of 2.","feats.skill.quick-unlock.name":"Quick Unlock","feats.skill.quick-unlock.prerequisites.master":"Master in Thievery","feats.skill.quiet-allies.description":"While you Avoid Notice and your allies Follow the Expert, the group rolls one Stealth check with the lowest modifier.","feats.skill.quiet-allies.name":"Quiet Allies","feats.skill.quiet-allies.prerequisites.expert":"Expert in Stealth","feats.skill.rapid-mantel.description":"When you Grab an Edge you can pull yourself up and stand, using Athletics instead of a Reflex save; Climbing or Leaping to within 5 feet of the top, you can do the same.","feats.skill.rapid-mantel.name":"Rapid Mantel","feats.skill.rapid-mantel.prerequisites.expert":"Expert in Athletics","feats.skill.read-lips.description":"You can read the lips of creatures you can see clearly, in a language you know. In encounters or hard cases you're fascinated and off-guard while you focus, and need a Society check.","feats.skill.read-lips.name":"Read Lips","feats.skill.read-lips.prerequisites.trained":"Trained in Society","feats.skill.recognize-spell.description":"Reaction when a creature you see casts a spell you don't have: identify it, automatically if it's common, of 2nd rank or lower and of a tradition you're trained in; otherwise a secret check with that tradition's skill. A critical success gives a +1 circumstance bonus to your save or AC against it; a critical failure misidentifies it.","feats.skill.recognize-spell.name":"Recognize Spell","feats.skill.recognize-spell.prerequisites.trained":"Trained in Arcana, Nature, Occultism or Religion","feats.skill.religious-talisman.name":"Religious Talisman","feats.skill.religious-talisman.prerequisites.master":"Master in Religion","feats.general.ride.description":"Commanding an animal you're mounted on to move succeeds automatically, and your mount acts on your turn.","feats.general.ride.name":"Ride","feats.skill.robust-recovery.description":"Treating a disease or poison (yours or a patient's) gives +4 instead of +2 on a success, and the patient's success on the save is a critical success.","feats.skill.robust-recovery.name":"Robust Recovery","feats.skill.robust-recovery.prerequisites.expert":"Expert in Medicine","feats.skill.scare-to-death.actions.scare-to-death.name":"Scare to Death","feats.skill.scare-to-death.actions.scare-to-death.params.dc.name":"DC","feats.skill.scare-to-death.actions.scare-to-death.participants.target.name":"Target","feats.skill.scare-to-death.description":"1 action: Intimidation against the Will DC of a living creature within 30 feet (−4 if it can't hear or understand you). Critical success: it saves on Fortitude against your Intimidation DC, dying on a critical failure, else frightened 2 and fleeing for a round; success: frightened 2; failure: frightened 1. It's immune for a minute.","feats.skill.scare-to-death.name":"Scare to Death","feats.skill.scare-to-death.prerequisites.legendary":"Legendary in Intimidation","feats.skill.schooled-in-secrets.description":"You can use Occultism instead of Diplomacy to Gather Information about secret societies and instead of Deception to Impersonate their members, and you recognize members of your own group.","feats.skill.schooled-in-secrets.name":"Schooled in Secrets","feats.skill.schooled-in-secrets.prerequisites.trained":"Trained in Occultism","feats.skill.seasoned.description":"A +1 circumstance bonus to Craft food and drink (serums too, with Serum Crafting), +2 if you're a master in a prerequisite skill.","feats.skill.seasoned.name":"Seasoned","feats.skill.seasoned.prerequisites.trained":"Trained in Alcohol Lore, Cooking Lore or Crafting","feats.skill.serum-crafting.name":"Serum Crafting","feats.skill.serum-crafting.prerequisites.trained":"Trained in Crafting","feats.skill.shameless-request.description":"Outrageous Requests raise the DC by 2 less, and a critical failure to Request is a failure.","feats.skill.shameless-request.name":"Shameless Request","feats.skill.shameless-request.prerequisites.master":"Master in Diplomacy","feats.general.shield-block.description":"Reaction, while your shield is raised and you would take physical damage from an attack: the shield prevents damage up to its Hardness, and you and it each take the rest.","feats.general.shield-block.name":"Shield Block","feats.skill.sign-language.description":"You know the sign languages of the languages you know.","feats.skill.sign-language.name":"Sign Language","feats.skill.sign-language.prerequisites.trained":"Trained in Society","feats.skill.skill-training.choices.skill.prompt":"Skill to train","feats.skill.skill-training.description":"You become trained in a skill of your choice.","feats.skill.skill-training.name":"Skill Training","feats.skill.skill-training.prerequisites.int":"Intelligence +1","feats.skill.slippery-secrets.description":"When magic would read your mind, detect your lies or reveal your identity, a Deception check against its DC makes it reveal nothing.","feats.skill.slippery-secrets.name":"Slippery Secrets","feats.skill.slippery-secrets.prerequisites.master":"Master in Deception","feats.skill.specialty-crafting.name":"Specialty Crafting","feats.skill.specialty-crafting.prerequisites.trained":"Trained in Crafting","feats.skill.steady-balance.description":"A success to Balance is a critical success, and you aren't off-guard while Balancing on narrow surfaces or uneven ground.","feats.skill.steady-balance.name":"Steady Balance","feats.skill.steady-balance.prerequisites.trained":"Trained in Acrobatics","feats.skill.streetwise.description":"You can Gather Information with Society, and in a settlement you know well, Recall Knowledge with Society for what Gathering Information would find.","feats.skill.streetwise.name":"Streetwise","feats.skill.streetwise.prerequisites.trained":"Trained in Society","feats.skill.student-of-the-canon.description":"A critical failure with Religion to Decipher religious writing or Recall Knowledge about faiths is a failure; about your own faith, a failure is a success and a success a critical success.","feats.skill.student-of-the-canon.name":"Student of the Canon","feats.skill.student-of-the-canon.prerequisites.trained":"Trained in Religion","feats.skill.stunt-maneuver.name":"Stunt Maneuver","feats.skill.stunt-maneuver.prerequisites.expert":"Expert in Piloting","feats.skill.subtle-theft.description":"After you Steal, observers take a –2 circumstance penalty to their Perception DCs to notice. After a Create a Diversion, one Palm an Object or Steal doesn't end your being undetected.","feats.skill.subtle-theft.name":"Subtle Theft","feats.skill.subtle-theft.prerequisites.trained":"Trained in Thievery","feats.skill.survey-wildlife.description":"In 10 minutes, a Survival check reveals which creatures are nearby from their signs; on a success you can Recall Knowledge about them with a –2 penalty (none as a master).","feats.skill.survey-wildlife.name":"Survey Wildlife","feats.skill.survey-wildlife.prerequisites.trained":"Trained in Survival","feats.skill.swift-sneak.description":"You Sneak at full Speed, and while Burrowing, Climbing, Flying or Swimming if you can.","feats.skill.swift-sneak.name":"Swift Sneak","feats.skill.swift-sneak.prerequisites.master":"Master in Stealth","feats.skill.take-the-wheel.name":"Take the Wheel","feats.skill.take-the-wheel.prerequisites.expert":"Expert in Piloting","feats.skill.tech-crafting.name":"Tech Crafting","feats.skill.tech-crafting.prerequisites.expert":"Expert in Crafting","feats.skill.terrain-expertise.choices.terrain.options.aquatic.name":"Aquatic","feats.skill.terrain-expertise.choices.terrain.options.arctic.name":"Arctic","feats.skill.terrain-expertise.choices.terrain.options.desert.name":"Desert","feats.skill.terrain-expertise.choices.terrain.options.forest.name":"Forest","feats.skill.terrain-expertise.choices.terrain.options.mountain.name":"Mountain","feats.skill.terrain-expertise.choices.terrain.options.plains.name":"Plains","feats.skill.terrain-expertise.choices.terrain.options.sky.name":"Sky","feats.skill.terrain-expertise.choices.terrain.options.swamp.name":"Swamp","feats.skill.terrain-expertise.choices.terrain.options.underground.name":"Underground","feats.skill.terrain-expertise.choices.terrain.prompt":"Terrain","feats.skill.terrain-expertise.description":"Choose a terrain: a +1 circumstance bonus to Survival checks in it.","feats.skill.terrain-expertise.name":"Terrain Expertise","feats.skill.terrain-expertise.prerequisites.trained":"Trained in Survival","feats.skill.terrain-stalker.choices.terrain.options.rubble.name":"Rubble","feats.skill.terrain-stalker.choices.terrain.options.snow.name":"Snow","feats.skill.terrain-stalker.choices.terrain.options.underbrush.name":"Underbrush","feats.skill.terrain-stalker.choices.terrain.prompt":"Terrain","feats.skill.terrain-stalker.description":"Choose rubble, snow or underbrush. Undetected in that terrain, you can Sneak 5 feet without a check if you stay 10 feet from enemies, and approach within 15 feet while Avoiding Notice.","feats.skill.terrain-stalker.name":"Terrain Stalker","feats.skill.terrain-stalker.prerequisites.trained":"Trained in Stealth","feats.skill.terrified-retreat.description":"When you critically succeed to Demoralize a target of lower level than you, it's fleeing for 1 round.","feats.skill.terrified-retreat.name":"Terrified Retreat","feats.skill.terrified-retreat.prerequisites.master":"Master in Intimidation","feats.skill.titan-wrestler.description":"You can Disarm, Grapple, Reposition, Shove or Trip creatures up to two sizes larger than you (three if you're legendary in Athletics).","feats.skill.titan-wrestler.name":"Titan Wrestler","feats.skill.titan-wrestler.prerequisites.trained":"Trained in Athletics","feats.general.toughness.description":"Your maximum Hit Points rise by your level, and your recovery checks are DC 9 + your dying value.","feats.general.toughness.name":"Toughness","feats.skill.train-animal.description":"Downtime: teach an animal a basic action, with a check and time the GM sets.","feats.skill.train-animal.name":"Train Animal","feats.skill.train-animal.prerequisites.trained":"Trained in Nature","feats.skill.trick-magic-item.description":"1 action: a check with the skill of the item's tradition activates a magic item you couldn't otherwise use, using your DC and spell attack.","feats.skill.trick-magic-item.name":"Trick Magic Item","feats.skill.trick-magic-item.prerequisites.trained":"Trained in Arcana, Nature, Occultism or Religion","feats.skill.unified-theory.description":"You can use Arcana in place of Nature, Occultism or Religion for skill actions and skill feats about magic, with no penalty for doing so.","feats.skill.unified-theory.name":"Unified Theory","feats.skill.unified-theory.prerequisites.legendary":"Legendary in Arcana","feats.skill.unmistakable-lore.description":"A critical failure to Recall Knowledge with a Lore you're trained in is a failure; as a master in it, a critical success tells you more.","feats.skill.unmistakable-lore.name":"Unmistakable Lore","feats.skill.unmistakable-lore.prerequisites.expert":"Expert in a Lore","feats.general.untrained-improvisation.description":"Your proficiency bonus to untrained skill checks is your level − 2, your level − 1 from 5th level and your full level from 7th. It doesn't let you use trained actions.","feats.general.untrained-improvisation.name":"Untrained Improvisation","feats.skill.unusual-treatment.description":"Succeeding at Treat Wounds against DC 20 or higher also lowers one clumsy, enfeebled or stupefied condition on the patient by 1 (once a day per creature).","feats.skill.unusual-treatment.name":"Unusual Treatment","feats.skill.unusual-treatment.prerequisites.expert":"Expert in Medicine","feats.skill.urban-survivalist.name":"Urban Survivalist","feats.skill.urban-survivalist.prerequisites.trained":"Trained in Survival","feats.skill.virtuosic-performer.name":"Virtuosic Performer","feats.skill.virtuosic-performer.prerequisites.trained":"Trained in Performance","feats.skill.wall-jump.description":"Ending a jump next to a wall, you don't fall if your next action is another jump, which takes 1 action; once a turn, or any number of times if you're legendary in Athletics.","feats.skill.wall-jump.name":"Wall Jump","feats.skill.wall-jump.prerequisites.master":"Master in Athletics","feats.skill.ward-medic.description":"Treat Disease and Treat Wounds can treat two targets at once (four as a master in Medicine, eight if legendary).","feats.skill.ward-medic.name":"Ward Medic","feats.skill.ward-medic.prerequisites.expert":"Expert in Medicine","feats.skill.wary-disarmament.description":"A +2 circumstance bonus to AC or saves against a trap or device you set off while disarming it.","feats.skill.wary-disarmament.name":"Wary Disarmament","feats.skill.wary-disarmament.prerequisites.expert":"Expert in Thievery","feats.general.weapon-proficiency.description":"You become trained in all martial weapons; if you already were, in one advanced weapon. Expert in them from 11th level.","feats.general.weapon-proficiency.name":"Weapon Proficiency","feats.skill.without-a-trace.name":"Without a Trace","feats.skill.without-a-trace.prerequisites.trained":"Trained in Deception, Trained in Stealth, or Trained in Underworld Lore","feats.skill.specialty-crafting.choices.specialty.prompt":"Specialty","feats.skill.specialty-crafting.choices.specialty.options.armorsmithing.name":"Armorsmithing","feats.skill.specialty-crafting.choices.specialty.options.artistry.name":"Artistry","feats.skill.specialty-crafting.choices.specialty.options.automotives.name":"Automotives","feats.skill.specialty-crafting.choices.specialty.options.chemicals.name":"Chemicals","feats.skill.specialty-crafting.choices.specialty.options.computer.name":"Computer","feats.skill.specialty-crafting.choices.specialty.options.engineering.name":"Engineering","feats.skill.specialty-crafting.choices.specialty.options.gunsmithing.name":"Gunsmithing","feats.skill.specialty-crafting.choices.specialty.options.life-science.name":"Life science","feats.skill.specialty-crafting.choices.specialty.options.robotics.name":"Robotics","feats.skill.specialty-crafting.choices.specialty.options.textiles.name":"Textiles","feats.skill.virtuosic-performer.choices.specialty.prompt":"Specialty","feats.skill.virtuosic-performer.choices.specialty.options.acting.name":"Acting","feats.skill.virtuosic-performer.choices.specialty.options.comedy.name":"Comedy","feats.skill.virtuosic-performer.choices.specialty.options.dance.name":"Dance","feats.skill.virtuosic-performer.choices.specialty.options.keyboards.name":"Keyboards","feats.skill.virtuosic-performer.choices.specialty.options.oratory.name":"Oratory","feats.skill.virtuosic-performer.choices.specialty.options.percussion.name":"Percussion","feats.skill.virtuosic-performer.choices.specialty.options.singing.name":"Singing","feats.skill.virtuosic-performer.choices.specialty.options.strings.name":"Strings","feats.skill.virtuosic-performer.choices.specialty.options.synths.name":"Synths","feats.skill.virtuosic-performer.choices.specialty.options.winds.name":"Winds","feats.skill.additional-lore.choices.lore.options.academia.name":"Academia Lore","feats.skill.additional-lore.choices.lore.options.alcohol.name":"Alcohol Lore","feats.skill.additional-lore.choices.lore.options.android.name":"Android Lore","feats.skill.additional-lore.choices.lore.options.animal.name":"Animal Lore","feats.skill.additional-lore.choices.lore.options.art.name":"Art Lore","feats.skill.additional-lore.choices.lore.options.augmentation.name":"Augmentation Lore","feats.skill.additional-lore.choices.lore.options.barathu.name":"Barathu Lore","feats.skill.additional-lore.choices.lore.options.borai.name":"Borai Lore","feats.skill.additional-lore.choices.lore.options.business.name":"Business Lore","feats.skill.additional-lore.choices.lore.options.cooking.name":"Cooking Lore","feats.skill.additional-lore.choices.lore.options.corporate.name":"Corporate Lore","feats.skill.additional-lore.choices.lore.options.games.name":"Games Lore","feats.skill.additional-lore.choices.lore.options.genealogy.name":"Genealogy Lore","feats.skill.additional-lore.choices.lore.options.history.name":"History Lore","feats.skill.additional-lore.choices.lore.options.hyperspace.name":"Hyperspace Lore","feats.skill.additional-lore.choices.lore.options.infosphere.name":"Infosphere Lore","feats.skill.additional-lore.choices.lore.options.kasatha.name":"Kasatha Lore","feats.skill.additional-lore.choices.lore.options.labor.name":"Labor Lore","feats.skill.additional-lore.choices.lore.options.lashunta.name":"Lashunta Lore","feats.skill.additional-lore.choices.lore.options.legal.name":"Legal Lore","feats.skill.additional-lore.choices.lore.options.life-science.name":"Life Science Lore","feats.skill.additional-lore.choices.lore.options.media.name":"Media Lore","feats.skill.additional-lore.choices.lore.options.mining.name":"Mining Lore","feats.skill.additional-lore.choices.lore.options.pahtra.name":"Pahtra Lore","feats.skill.additional-lore.choices.lore.options.physical-science.name":"Physical Science Lore","feats.skill.additional-lore.choices.lore.options.piracy.name":"Piracy Lore","feats.skill.additional-lore.choices.lore.options.plant.name":"Plant Lore","feats.skill.additional-lore.choices.lore.options.prismeni.name":"Prismeni Lore","feats.skill.additional-lore.choices.lore.options.shirren.name":"Shirren Lore","feats.skill.additional-lore.choices.lore.options.skittermander.name":"Skittermander Lore","feats.skill.additional-lore.choices.lore.options.sports.name":"Sports Lore","feats.skill.additional-lore.choices.lore.options.underworld.name":"Underworld Lore","feats.skill.additional-lore.choices.lore.options.vesk.name":"Vesk Lore","feats.skill.additional-lore.choices.lore.options.vidgame.name":"Vidgame Lore","feats.skill.additional-lore.choices.lore.options.warfare.name":"Warfare Lore","feats.skill.additional-lore.choices.lore.options.ysoki.name":"Ysoki Lore","feats.skill.additional-lore.choices.lore.options.custom1.name":"A Lore of your choice (1)","feats.skill.additional-lore.choices.lore.options.custom2.name":"A Lore of your choice (2)","feats.skill.additional-lore.choices.lore.options.custom3.name":"A Lore of your choice (3)","feats.skill.akashic-sync.description":"Single action. Frequency: once per 10 minutes. You briefly tap into the akashic record and Recall Knowledge using Occultism, as though Occultism applied to any topic.\n\n**Critical Success** You recall accurately and gain three pieces of information or context.\n\n**Success** You recall accurately and gain two pieces of information or context plus one piece of erroneous information, with no way to tell which is which.\n\n**Failure** You gain one piece of information or context and two pieces of erroneous information.\n\n**Critical Failure** You gain three pieces of erroneous information.","feats.skill.akashic-transcendence.description":"You can use Akashic Sync once per round instead of once per 10 minutes.","feats.general.augmented-body.description":"You implant one augmentation whose item level is no higher than your character level. It doesn't count against your implant limit. The first time you take this feat, the augmentation is free if its item level is 1 or lower. When you gain a level, or by spending downtime as though retraining a feat, you can swap it for another augmentation, paying the difference in cost between the old and new one each time.\n\n**Special** You can take this feat multiple times, choosing a different augmentation each time. Retraining it requires paying the cost of the original augmentation.","feats.general.barricade.description":"Single action. You hastily build a barricade from nearby items, junk, or debris. It gives lesser cover to you and one other ally; you can Take Cover to raise that to standard cover. The barricade falls apart at the end of your next turn.","feats.skill.blend-in.description":"While in a crowd of at least 10 other creatures, you can roll Society instead of Stealth when you Avoid Notice to see whether enemies notice you. In a settlement, you can use Society instead of Deception to Impersonate a non-specific individual.","feats.skill.combat-hack.description":"Single action. Requirement: you are holding or wearing a hacking toolkit and have a free hand. Attempt a Computers check to Hack an adjacent creature, hazard, or item with the tech trait. The DC is the Fortitude DC of the creature, hazard, or item (or of the creature attending the item). For an unattended item, the GM sets the DC based on the item's level. The target is then temporarily immune to your Combat Hack for 10 minutes.\n\n**Critical Success** The target becomes glitching 2.\n\n**Success** The target becomes glitching 1.\n\n**Critical Failure** If the target is glitching, reduce its glitching value by 1.","feats.skill.crowd-control.description":"You gain a +2 circumstance bonus to Diplomacy checks against crowds. The first time each round you Stride into a square containing a crowd, you can attempt a DC 20 Diplomacy check to make the crowd clear out of your way. The GM can use a different DC, such as when the crowd has a level or set DC to disperse.\n\n**Critical Success** As success, and the crowd also leaves all squares adjacent to you as you move.\n\n**Success** The crowd leaves the squares you move into.\n\n**Failure** The crowd doesn't move, but you can keep moving.\n\n**Critical Failure** The crowd forcefully resists you and disrupts your Stride.","feats.skill.crowd-surfing.description":"You can move at full Speed through crowds. Areas truly packed with people count as difficult terrain instead of greater difficult terrain.","feats.skill.deadlift.description":"Single action. Requirement: you aren't fatigued. For 1 minute, you can carry 4 more Bulk than normal before becoming encumbered. This increases to 6 at expert, 8 at master, and 10 at legendary. When the effect ends, you are fatigued for 10 minutes.","feats.skill.deific-obedience.description":"As long as you follow the edicts and anathema of your deity, you gain their granted 1st-rank spell as a divine innate spell you can cast once per day, heightened to 3rd rank (4th if you're legendary in Religion). If you repeatedly break your deity's edicts or perform anathema, you lose this ability until you regain it with an atone ritual.","feats.skill.digital-ambassador.description":"While you use a comm unit, datapad, or computer to communicate, when you use a skill action with the linguistic trait on a creature that doesn't understand your language, roll a DC 15 flat check. On a success, the effect works as if the creature understood you. If you're legendary in Society, the DC is 10.","feats.skill.digital-diversion.description":"Requirement: you are holding or wearing a hacking toolkit and have a free hand. You can Create a Diversion using Computers instead of Deception against an adjacent target carrying, wearing, or wielding a tech item, such as with a sudden comm unit ping or an alarm on an equipment display.","feats.skill.dive-for-cover.description":"Single action. You Leap, land prone, and immediately Take Cover, gaining greater cover against ranged attacks.","feats.skill.electrical-engineer.description":"You can recharge battery-powered devices from other sources of power, which takes 1 minute of work with an adjacent source suited to the device. A technological creature or hazard works as a source if it was destroyed within the last 10 minutes, and provides charges equal to twice its level. A facility able to charge a battery makes the device operate as if its battery were always full. If you're a master in Crafting, you can connect a device to a power source as a 3-action activity; if you're legendary, it takes 1 action.","feats.skill.express-driver.description":"When you work out your travel Speed for the day while piloting a vehicle, you can attempt a Piloting check to boost its travel Speed for long-term overland or aerial travel. The GM sets the DC, typically the vehicle's piloting DC or a difficulty based on the environment, whichever is harder. On a success, double the vehicle's travel Speed for the day. This has no effect on its movement in encounters or on starships traveling through hyperspace.","feats.skill.face-in-the-crowd.description":"You can use cover from crowds to Hide and Sneak. You gain a +2 circumstance bonus to Stealth checks in a crowd of at least 10 creatures, and +4 in a crowd of at least 100. Hidden creatures don't count as part of a crowd. If you're a master in Deception, you need only 5 creatures for these bonuses.","feats.skill.favored-disguise.description":"When you Impersonate, you can decide the disguise becomes your favored disguise. If you have a holoskin or can Change Shape, you can always adopt your favored disguise when Impersonating. You still roll Deception, but treat critical failures as failures. You have one favored disguise, plus one more at each of expert, master, and legendary proficiency in Deception.","feats.skill.feign-death.description":"Reaction. Trigger: you take damage. You lie prone and Impersonate a corpse. As long as you take only actions that need nothing but your mind, you appear dead. A creature sees through the ruse only by succeeding at a check against your Deception DC, either by Seeking or Recalling Knowledge. If you're a master in Deception, you can Ready an Action without ending this effect.","feats.skill.fly-anything.description":"You can pilot any ship, even one you physiologically couldn't, including ones that require telepathy or other supernatural abilities. You can use Piloting instead of Crafting to Repair a part of a vehicle, starship, or mech, and Piloting instead of Computers to Hack one, each with a -2 circumstance penalty (and for Repair, as long as you have the right parts).","feats.skill.fool-the-camera.description":"Whenever you Avoid Notice, Hide, or Sneak, you always count as taking precautions against special senses from tech items, such as scopes and security cameras. You also gain a +2 circumstance bonus to your Stealth DC to Avoid Notice against cameras and technological hazards.","feats.skill.hologram-skeptic.description":"Even when you aren't Searching, you always get a check to disbelieve holograms and effects with the illusion and tech traits that would normally require you to Search or Interact with them.","feats.skill.intimidating-shot.description":"Single action. You Demoralize a foe by firing your ranged weapon into the air, using ammo equal to the weapon's expend and the weapon's maximum range instead of the usual 30 feet. The check doesn't take the -4 circumstance penalty for a target that shares no language with you.","feats.skill.just-kidding.description":"Reaction. Trigger: an ally critically fails to Coerce, Make an Impression, or Request. You play the misstep off as a joke. Attempt a Performance check against the same DC as your ally's check. On a success, your ally treats the critical failure as a failure.","feats.skill.kiss-it-better.description":"Single action. Requirement: you have a free hand and are adjacent to an ally who isn't at full Hit Points. You convince the ally they've recovered from an injury. Attempt a Deception check against the same DC as Treat Wounds. On a success, the target gains temporary Hit Points equal to half the Hit Points Treat Wounds would restore, lasting 1 round. This doesn't remove the wounded condition. The target is temporarily immune to Kiss It Better for 24 hours.","feats.skill.legendary-troll.description":"Single action. Requirement: you or your target are using a comm unit, datapad, or other computer. Attempt a Deception check against the Will DC of a target within 60 feet. On a success, the target is off-guard for 1 round; on a critical success, it is confused for 1 round. Its reaction gives you information as though you'd Recalled Knowledge with an appropriate skill and got the same result. The target is then temporarily immune to your Legendary Troll for 24 hours.","feats.skill.management-material.description":"Anyone who talks with you about a job, workplace, or office skill set assumes you're a professional in that setting unless you present yourself otherwise. You can use Society to Make an Impression on a professional, or to Impersonate a type of professional or a specific individual professional. If you use the normally required skills for those instead, you get a +1 circumstance bonus to the check.","feats.skill.percussive-maintenance.description":"Single action. Requirement: you're holding a tech item that has the glitching condition. You smash it against a hard surface. Attempt a DC 10 flat check.\n\n**Critical Success** Reduce the glitching condition by 2.\n\n**Success** Reduce the glitching condition by 1.","feats.skill.predators-eye.description":"Your eye magnifies distant targets like a scope. As a single action, you can adjust your sight to Seek a specific creature with a +2 circumstance bonus to your Perception check, or to Seek in a 10-foot square up to 100 feet away for undetected or hidden creatures or objects. You take no penalties for distance unless the target is more than 2 miles away.","feats.skill.phishing-expertise.description":"You can Create a Forgery using Computers instead of Society. Digital forgeries are compared against your Computers DC. Using what you gain from a forgery usually needs further checks, including Deception and Society, and casting too wide a net risks a victim figuring out the ruse and reporting you to the authorities.","feats.skill.phreaker.description":"You can use Computers to Disable a Device or Hack a system with any computer, comm unit, or terminal instead of a hacking toolkit. If you're an expert in Computers and the equipment is at least 3rd level, you gain a +1 item bonus to Disable a Device or Hack.\n\n**Special** If you have the Combat Hack or Digital Diversion skill feat, you can Combat Hack or Create a Diversion without a hacking toolkit.","feats.skill.plant-rumor.description":"Reaction. Trigger: you perceive a creature attempting a check with Deception, Diplomacy, or Intimidation against another creature's Will DC. You subtly damage someone's reputation to weaken their argument. The creature targeted by the triggering check gains a +2 circumstance bonus to its Will DC for that check.","feats.skill.power-slide.description":"One to three actions. You Drive with a -2 penalty to your Piloting check, gaining the effects of Drive for the same number of actions you spent on Power Slide. At the end of the movement, if you succeed, you can turn the vehicle up to 90 degrees. On a critical success, you can turn it up to 180 degrees.","feats.skill.push-it.description":"Whenever you succeed at a Piloting check, the vehicle you're piloting gains a +10-foot circumstance bonus to all its Speeds until the end of your turn. On a critical success, the bonus is +15 feet.","feats.skill.quick-install.description":"You Install an Upgrade in only 1 minute. If you're legendary in Crafting, you can Install an Upgrade as a 3-action activity.","feats.skill.religious-talisman.description":"You can build and bless a religious symbol of your deity in 10 minutes. It can take many forms, such as a scrap of paper, body art, a sticker, or a virtual emoji. You can make a talisman only for yourself and only for the deity you worship. As long as you keep to your deity's edicts, you gain a +1 status bonus to initiative rolls. If you violate your deity's anathema, the talisman is destroyed and you take a -1 status penalty to initiative rolls and Perception checks until you complete an _atone_ ritual.","feats.skill.serum-crafting.description":"You can Craft serums and medical items with the consumable trait, though some have other requirements. You gain formulas for four common serums of 2nd level or lower.","feats.skill.specialty-crafting.description":"Choose a specialty from the list below. You gain a +1 circumstance bonus to Crafting checks to Craft items of that type, or +2 if you're a master in Crafting. The GM decides when it's unclear whether a specialty applies, and may give only part of the bonus when an item needs more than one specialty (for example, half the bonus for a travel suit that needs both armorsmithing and textiles).\n\n- Armorsmithing: armor, shields, and upgrades\n- Artistry: fine art, including jewelry and solarian crystals\n- Automotives: vehicles, including spaceships\n- Chemicals: alcohol, ammunition, explosives, and fuel\n- Computer: comm units, datapads, and virtual items\n- Engineering: tech gadgets and accessories\n- Gunsmithing: firearms and firearm upgrades\n- Life Science: biotechnology and some pharmaceuticals\n- Robotics: drones, mechs, and robots\n- Textiles: clothing, leather, and polymer armor","feats.skill.stunt-maneuver.description":"You remove the reckless trait when you attempt a Stunt with a -1 penalty. If you're a master in Piloting, you remove it when the penalty is -2 or lower. If you're legendary, you remove it from any Stunt you attempt.","feats.skill.take-the-wheel.description":"Single action. You Board and Take Control of an adjacent vehicle.","feats.skill.tech-crafting.description":"You can Craft level 1 or higher tech items, though some have other requirements. You gain formulas for four common tech items of 2nd level or lower.","feats.skill.urban-survivalist.description":"You can use Survival instead of Society to Subsist in cities, space stations, and other settlements. You can also use Survival instead of Perception to notice hazards there; if you find one this way, you can also use Survival instead of Thievery to Disable the Device.","feats.skill.virtuosic-performer.description":"Choose a specialty from the list below. You gain a +1 circumstance bonus to Performance checks of that type, or +2 if you're a master in Performance. The GM decides when it's unclear whether a specialty applies.\n\n- Acting: drama, live streams, reality shows\n- Comedy: buffoonery, joke telling, stand-up routines\n- Dance: ballet, ballroom, interpretive, pop, traditional\n- Keyboards: keytar, organ, piano\n- Oratory: epic, ode, poetry, storytelling\n- Percussion: bells, chimes, drum kit, xylophone\n- Singing: ballad, chant, pop, rock, shanty\n- Strings: guitar, singing coil, theremin\n- Synths: synth deck, turn table\n- Winds: horn, flute, pipes","feats.skill.without-a-trace.description":"When you use the Cover Tracks exploration activity, anyone tracking you must succeed at a Perception check against your Deception, Stealth, or Underworld Lore DC, whichever is highest. If you spend 10 minutes cleaning up a crime scene, anyone investigating it must succeed at a Perception check against that same DC to uncover hidden evidence.","gear.archaic-text.name":"Archaic Text","gear.datapad.name":"Datapad","consumables.electromag-grenade-commercial.name":"Electromag Grenade (Commercial)","consumables.electromag-grenade-commercial.description":"Thrown with Area Fire (1 action, range 70 feet): a 5-foot burst, 1d8 electricity damage, basic Reflex save against your class DC.","consumables.electromag-grenade-tactical.name":"Electromag Grenade (Tactical)","consumables.electromag-grenade-tactical.description":"Thrown with Area Fire (1 action, range 70 feet): a 10-foot burst, 2d8 electricity damage, basic Reflex save against your class DC.","consumables.electromag-grenade-advanced.name":"Electromag Grenade (Advanced)","consumables.electromag-grenade-advanced.description":"Thrown with Area Fire (1 action, range 70 feet): a 10-foot burst, 3d8 electricity damage, basic Reflex save against your class DC.","consumables.electromag-grenade-superior.name":"Electromag Grenade (Superior)","consumables.electromag-grenade-superior.description":"Thrown with Area Fire (1 action, range 70 feet): a 15-foot burst, 8d8 electricity damage, basic Reflex save against your class DC.","consumables.electromag-grenade-elite.name":"Electromag Grenade (Elite)","consumables.electromag-grenade-elite.description":"Thrown with Area Fire (1 action, range 70 feet): a 15-foot burst, 10d8 electricity damage, basic Reflex save against your class DC.","consumables.electromag-grenade-ultimate.name":"Electromag Grenade (Ultimate)","consumables.electromag-grenade-ultimate.description":"Thrown with Area Fire (1 action, range 70 feet): a 20-foot burst, 12d8 electricity damage, basic Reflex save against your class DC.","consumables.electromag-grenade-paragon.name":"Electromag Grenade (Paragon)","consumables.electromag-grenade-paragon.description":"Thrown with Area Fire (1 action, range 70 feet): a 20-foot burst, 14d8 electricity damage, basic Reflex save against your class DC.","consumables.flash-grenade-commercial.name":"Flash Grenade (Commercial)","consumables.flash-grenade-commercial.description":"Thrown with Area Fire (1 action, range 70 feet): a 5-foot burst, Fortitude save against your class DC: a creature that fails is dazzled for 1 round.","consumables.flash-grenade-tactical.name":"Flash Grenade (Tactical)","consumables.flash-grenade-tactical.description":"Thrown with Area Fire (1 action, range 70 feet): a 10-foot burst, Fortitude save against your class DC: a creature that fails is dazzled for 1 round.","consumables.flash-grenade-advanced.name":"Flash Grenade (Advanced)","consumables.flash-grenade-advanced.description":"Thrown with Area Fire (1 action, range 70 feet): a 10-foot burst, Fortitude save against your class DC: a creature that fails is dazzled for 2 rounds.","consumables.flash-grenade-superior.name":"Flash Grenade (Superior)","consumables.flash-grenade-superior.description":"Thrown with Area Fire (1 action, range 70 feet): a 15-foot burst, Fortitude save against your class DC: a creature that fails is dazzled for 2 rounds.","consumables.flash-grenade-elite.name":"Flash Grenade (Elite)","consumables.flash-grenade-elite.description":"Thrown with Area Fire (1 action, range 70 feet): a 15-foot burst, Fortitude save against your class DC: a creature that fails is blinded for 1 round, then dazzled for 1 round.","consumables.flash-grenade-ultimate.name":"Flash Grenade (Ultimate)","consumables.flash-grenade-ultimate.description":"Thrown with Area Fire (1 action, range 70 feet): a 20-foot burst, Fortitude save against your class DC: a creature that fails is blinded for 1 round, then dazzled for 1 round.","consumables.flash-grenade-paragon.name":"Flash Grenade (Paragon)","consumables.flash-grenade-paragon.description":"Thrown with Area Fire (1 action, range 70 feet): a 20-foot burst, Fortitude save against your class DC: a creature that fails is blinded for 2 rounds.","consumables.frag-grenade-commercial.name":"Frag Grenade (Commercial)","consumables.frag-grenade-commercial.description":"Thrown with Area Fire (1 action, range 70 feet): a 5-foot burst, 1d8 piercing damage, basic Reflex save against your class DC.","consumables.frag-grenade-tactical.name":"Frag Grenade (Tactical)","consumables.frag-grenade-tactical.description":"Thrown with Area Fire (1 action, range 70 feet): a 10-foot burst, 2d8 piercing damage, basic Reflex save against your class DC.","consumables.frag-grenade-advanced.name":"Frag Grenade (Advanced)","consumables.frag-grenade-advanced.description":"Thrown with Area Fire (1 action, range 70 feet): a 10-foot burst, 3d8 piercing damage, basic Reflex save against your class DC.","consumables.frag-grenade-superior.name":"Frag Grenade (Superior)","consumables.frag-grenade-superior.description":"Thrown with Area Fire (1 action, range 70 feet): a 15-foot burst, 8d8 piercing damage, basic Reflex save against your class DC.","consumables.frag-grenade-elite.name":"Frag Grenade (Elite)","consumables.frag-grenade-elite.description":"Thrown with Area Fire (1 action, range 70 feet): a 15-foot burst, 10d8 piercing damage, basic Reflex save against your class DC.","consumables.frag-grenade-ultimate.name":"Frag Grenade (Ultimate)","consumables.frag-grenade-ultimate.description":"Thrown with Area Fire (1 action, range 70 feet): a 20-foot burst, 12d8 piercing damage, basic Reflex save against your class DC.","consumables.frag-grenade-paragon.name":"Frag Grenade (Paragon)","consumables.frag-grenade-paragon.description":"Thrown with Area Fire (1 action, range 70 feet): a 20-foot burst, 14d8 piercing damage, basic Reflex save against your class DC.","consumables.incendiary-grenade-commercial.name":"Incendiary Grenade (Commercial)","consumables.incendiary-grenade-commercial.description":"Thrown with Area Fire (1 action, range 70 feet): a 5-foot burst, 1d8 fire damage, basic Reflex save against your class DC.","consumables.incendiary-grenade-tactical.name":"Incendiary Grenade (Tactical)","consumables.incendiary-grenade-tactical.description":"Thrown with Area Fire (1 action, range 70 feet): a 10-foot burst, 2d8 fire damage, basic Reflex save against your class DC.","consumables.incendiary-grenade-advanced.name":"Incendiary Grenade (Advanced)","consumables.incendiary-grenade-advanced.description":"Thrown with Area Fire (1 action, range 70 feet): a 10-foot burst, 3d8 fire damage, basic Reflex save against your class DC.","consumables.incendiary-grenade-superior.name":"Incendiary Grenade (Superior)","consumables.incendiary-grenade-superior.description":"Thrown with Area Fire (1 action, range 70 feet): a 15-foot burst, 8d8 fire damage, basic Reflex save against your class DC.","consumables.incendiary-grenade-elite.name":"Incendiary Grenade (Elite)","consumables.incendiary-grenade-elite.description":"Thrown with Area Fire (1 action, range 70 feet): a 15-foot burst, 10d8 fire damage, basic Reflex save against your class DC.","consumables.incendiary-grenade-ultimate.name":"Incendiary Grenade (Ultimate)","consumables.incendiary-grenade-ultimate.description":"Thrown with Area Fire (1 action, range 70 feet): a 20-foot burst, 12d8 fire damage, basic Reflex save against your class DC.","consumables.incendiary-grenade-paragon.name":"Incendiary Grenade (Paragon)","consumables.incendiary-grenade-paragon.description":"Thrown with Area Fire (1 action, range 70 feet): a 20-foot burst, 14d8 fire damage, basic Reflex save against your class DC.","consumables.smoke-grenade-commercial.name":"Smoke Grenade (Commercial)","consumables.smoke-grenade-commercial.description":"Thrown with Area Fire (1 action, range 70 feet): a 5-foot burst:","consumables.smoke-grenade-tactical.name":"Smoke Grenade (Tactical)","consumables.smoke-grenade-tactical.description":"Thrown with Area Fire (1 action, range 70 feet): a 10-foot burst:","consumables.smoke-grenade-advanced.name":"Smoke Grenade (Advanced)","consumables.smoke-grenade-advanced.description":"Thrown with Area Fire (1 action, range 70 feet): a 15-foot burst:","consumables.smoke-grenade-superior.name":"Smoke Grenade (Superior)","consumables.smoke-grenade-superior.description":"Thrown with Area Fire (1 action, range 70 feet): a 30-foot burst:","consumables.smoke-grenade-elite.name":"Smoke Grenade (Elite)","consumables.smoke-grenade-elite.description":"Thrown with Area Fire (1 action, range 70 feet): a 40-foot burst:","consumables.smoke-grenade-ultimate.name":"Smoke Grenade (Ultimate)","consumables.smoke-grenade-ultimate.description":"Thrown with Area Fire (1 action, range 70 feet): a 50-foot burst:","consumables.smoke-grenade-paragon.name":"Smoke Grenade (Paragon)","consumables.smoke-grenade-paragon.description":"Thrown with Area Fire (1 action, range 70 feet): a 100-foot burst:","gear.grenade-launcher-commercial.name":"Grenade Launcher (Commercial)","gear.grenade-launcher-tactical.name":"Grenade Launcher (Tactical)","gear.grenade-launcher-superior.name":"Grenade Launcher (Superior)","gear.grenade-launcher-ultimate.name":"Grenade Launcher (Ultimate)","gear.emergency-beacon.name":"Emergency Beacon","gear.explorers-canteen.name":"Explorer's Canteen","gear.field-scientists-toolkit-commercial.name":"Field Scientist's Toolkit (Commercial)","gear.field-scientists-toolkit-tactical.name":"Field Scientist's Toolkit (Tactical)","gear.fire-extinguisher-commercial.name":"Fire Extinguisher (Commercial)","gear.fire-extinguisher-tactical.name":"Fire Extinguisher (Tactical)","gear.fire-extinguisher-advanced.name":"Fire Extinguisher (Advanced)","gear.flashlight-commercial.name":"Flashlight (Commercial)","gear.flashlight-tactical.name":"Flashlight (Tactical)","gear.hacking-toolkit-commercial.name":"Hacking Toolkit (Commercial)","gear.hacking-toolkit-tactical.name":"Hacking Toolkit (Tactical)","gear.hacking-toolkit-advanced.name":"Hacking Toolkit (Advanced)","gear.holoskin-commercial.name":"Holoskin (Commercial)","gear.holoskin-tactical.name":"Holoskin (Tactical)","gear.holospark.name":"Holospark","gear.hygiene-kit.name":"Hygiene Kit","gear.autograppler-commercial.name":"Autograppler (Commercial)","gear.autograppler-tactical.name":"Autograppler (Tactical)","gear.infiltrators-toolkit-commercial.name":"Infiltrator's Toolkit (Commercial)","gear.infiltrators-toolkit-tactical.name":"Infiltrator's Toolkit (Tactical)","gear.infinity-deck.name":"Infinity Deck","gear.lock-commercial.name":"Lock (Commercial)","gear.lock-tactical.name":"Lock (Tactical)","gear.lock-advanced.name":"Lock (Advanced)","gear.lock-superior.name":"Lock (Superior)","gear.lock-elite.name":"Lock (Elite)","gear.magboots.name":"Magboots","gear.makers-app.name":"Maker's App","gear.makers-toolkit-commercial.name":"Maker's Toolkit (Commercial)","gear.makers-toolkit-tactical.name":"Maker's Toolkit (Tactical)","gear.medkit-commercial.name":"Medkit (Commercial)","gear.medkit-tactical.name":"Medkit (Tactical)","gear.microgoggles.name":"Microgoggles","gear.microphone.name":"Microphone","gear.musical-instrument-commercial-handheld.name":"Musical Instrument (Commercial Handheld)","gear.musical-instrument-tactical-handheld.name":"Musical Instrument (Tactical Handheld)","gear.musical-instrument-commercial-heavy.name":"Musical Instrument (Commercial Heavy)","gear.musical-instrument-tactical-heavy.name":"Musical Instrument (Tactical Heavy)","gear.cable-line-commercial.name":"Cable Line (Commercial)","gear.cable-line-tactical.name":"Cable Line (Tactical)","gear.portable-amp.name":"Portable Amp","gear.radiation-sweeper.name":"Radiation Sweeper","gear.repair-toolkit-commercial.name":"Repair Toolkit (Commercial)","gear.repair-toolkit-tactical.name":"Repair Toolkit (Tactical)","gear.sunshades-commercial.name":"Sunshades (Commercial)","gear.sunshades-tactical.name":"Sunshades (Tactical)","gear.wheelchair.name":"Wheelchair","consumables.medpatch-commercial.name":"Medpatch (Commercial)","consumables.medpatch-commercial.description":"You regain 1d6 Hit Points and gain a +1 item bonus to saves against diseases and poisons for 10 minutes.","consumables.medpatch-tactical.name":"Medpatch (Tactical)","consumables.medpatch-tactical.description":"You regain 3d6+6 Hit Points and gain a +1 item bonus to saves against diseases and poisons for 10 minutes.","consumables.medpatch-advanced.name":"Medpatch (Advanced)","consumables.medpatch-advanced.description":"You regain 5d6+12 Hit Points and gain a +2 item bonus to saves against diseases and poisons for 10 minutes.","consumables.medpatch-superior.name":"Medpatch (Superior)","consumables.medpatch-superior.description":"You regain 7d6+18 Hit Points and gain a +2 item bonus to saves against diseases and poisons for 10 minutes.","consumables.medpatch-elite.name":"Medpatch (Elite)","consumables.medpatch-elite.description":"You regain 8d6+21 Hit Points and gain a +3 item bonus to saves against diseases and poisons for 10 minutes.","consumables.medpatch-ultimate.name":"Medpatch (Ultimate)","consumables.medpatch-ultimate.description":"You regain 10d6+27 Hit Points and gain a +4 item bonus to saves against diseases and poisons for 10 minutes.","consumables.hypopen-commercial.name":"Hypopen (Commercial)","consumables.hypopen-tactical.name":"Hypopen (Tactical)","consumables.hypopen-advanced.name":"Hypopen (Advanced)","consumables.hypopen-superior.name":"Hypopen (Superior)","consumables.hypopen-elite.name":"Hypopen (Elite)","consumables.hypopen-ultimate.name":"Hypopen (Ultimate)","consumables.bone-serum.name":"Bone Serum","consumables.celebrity-serum.name":"Celebrity Serum","consumables.commando-serum.name":"Commando Serum","gear.camping-kit.name":"Camping Kit","consumables.infiltrator-serum.name":"Infiltrator Serum","consumables.shimmerstone-serum.name":"Shimmerstone Serum","consumables.sharpshooter-serum-commercial.name":"Sharpshooter Serum (Commercial)","consumables.sharpshooter-serum-tactical.name":"Sharpshooter Serum (Tactical)","consumables.sprayflesh.name":"Sprayflesh","gear.chemalyzer.name":"Chemalyzer","gear.climbing-kit-commercial.name":"Climbing Kit (Commercial)","gear.climbing-kit-tactical.name":"Climbing Kit (Tactical)","gear.comm-unit.name":"Comm Unit","gear.container-ordinary.name":"Container (Ordinary)","gear.container-designer.name":"Container (Designer)","gear.data-chip.name":"Data Chip","gear.archaic-text.description":"A book of some kind: a religious text, a collection of ancient recipes, a romance novel or vintage mechanical schematics.","gear.datapad.description":"A ubiquitous handheld computer with a comm unit, microphone, speaker, camera, infosphere browser and data storage. It stores thousands of hours of recordings, plays games, and performs simple computing such as time tracking, notifications, word processing, calculations, data processing, media streaming and broadcasting emergency alerts from local governments. Commercial datapads are flimsy and made to wear out; higher-end ones are sturdier and have extra functions.","gear.grenade-launcher-commercial.description":"Held in 2 hands. An automatic breechloading launcher with a rotating barrel holding up to six grenades of any variety; smart loading lets the wielder choose a different grenade each shot. It is a martial ranged weapon with reload 2 and range 280 feet.","gear.grenade-launcher-tactical.description":"Held in 2 hands. An automatic breechloading launcher with a rotating barrel holding up to six grenades of any variety; smart loading lets the wielder choose a different grenade each shot. It is a martial ranged weapon with reload 2. This grade has the tracking +1 trait, 1 upgrade slot and range 350 feet.","gear.grenade-launcher-superior.description":"Held in 2 hands. An automatic breechloading launcher with a rotating barrel holding up to six grenades of any variety; smart loading lets the wielder choose a different grenade each shot. It is a martial ranged weapon with reload 2. This grade has the tracking +2 trait, 2 upgrade slots and range 420 feet.","gear.grenade-launcher-ultimate.description":"Held in 2 hands. An automatic breechloading launcher with a rotating barrel holding up to six grenades of any variety; smart loading lets the wielder choose a different grenade each shot. It is a martial ranged weapon with reload 2. This grade has the tracking +3 trait, 3 upgrade slots and range 490 feet.","gear.emergency-beacon.description":"Requires a battery to operate. When activated, this small pod-shaped device transmits its location and flashes bright red light once per round, consuming 1 charge per day. Any device that can receive signals can pick it up, and it can be traced with a successful DC 15 Computers or Survival check. Its transmissions reach 100 miles over flat terrain, 50 miles in forests or hills, and 25 miles in mountains or underwater. It can instead be installed in a starship's or vehicle's communications system, using that array's range and consuming 1 charge per hour.","gear.explorers-canteen.description":"Held in 2 hands. A thermos with two compartments. The upper one holds nanomachines and filters that make most food and water safe, granting a +1 item bonus to saves against poisons or diseases in the food or water. The lower one converts inserted UPBs into edible nutri-paste at 2 UPBs per day of nourishment.","gear.field-scientists-toolkit-commercial.description":"Held in 1 hand. Contains a chemalyzer, microscope, recording tools and specimen bags.","gear.field-scientists-toolkit-tactical.description":"Held in 1 hand. Contains a chemalyzer, microscope, recording tools and specimen bags. It grants a +1 item bonus on Recall Knowledge checks using Nature or an appropriate Lore skill.","gear.fire-extinguisher-commercial.description":"Held in 1 hand. Sprays foam in a 15-foot cone, automatically putting out non-magical fires and attempting to counteract magical fire effects at 2nd rank with a +7 counteract modifier. Each use expends one chem, from a chem tank of up to the extinguisher's grade (commercial, tactical or advanced).","gear.fire-extinguisher-tactical.description":"Held in 1 hand. Sprays foam in a 15-foot cone, automatically putting out non-magical fires. It counteracts magical fire effects at 4th rank with a +14 counteract modifier. Each use expends one chem, from a chem tank of up to the extinguisher's grade (commercial, tactical or advanced).","gear.fire-extinguisher-advanced.description":"Held in 1 hand. Sprays foam in a 15-foot cone, automatically putting out non-magical fires. It counteracts magical fire effects at 6th rank with a +19 counteract modifier. Each use expends one chem, from a chem tank of up to the extinguisher's grade (commercial, tactical or advanced).","gear.flashlight-commercial.description":"Held in 1 hand. Emits bright light in a 30-foot emanation and dim light in the next 30 feet.","gear.flashlight-tactical.description":"Held in 1 hand. Emits bright light in a 60-foot radius and dim light in the next 60 feet. It has filters that block or dim the light, activated with an Interact action.","gear.hacking-toolkit-commercial.description":"Held in 1 hand. Required for Computers checks to Hack computers. You can use it to access a computer without a user interface, but this requires physical contact or a link via an infosphere or similar network.","gear.hacking-toolkit-tactical.description":"Held in 1 hand. Required for Computers checks to Hack computers. You can use it to access a computer without a user interface, but this requires physical contact or a link via an infosphere or similar network. It adds a +1 item bonus to checks made with it.","gear.hacking-toolkit-advanced.description":"Held in 1 hand. Required for Computers checks to Hack computers. You can use it to access a computer without a user interface via physical contact or a link via an infosphere or similar network. It adds a +1 item bonus to checks made with it and lets you access computers at 30 feet, unless you're in a radioactive environment.","gear.holoskin-commercial.description":"A holographic projector on a belt or limb strap, activated with an Interact action. It can be programmed to project the appearance of another creature of your size category, hiding your true appearance. It doesn't change your voice, scent or mannerisms, nor the appearance of held and worn items. You usually need a holoskin to set up a disguise to Impersonate someone with Deception.","gear.holoskin-tactical.description":"A holographic projector on a belt or limb strap, activated with an Interact action. It can be programmed to project the appearance of another creature of your size category, hiding your true appearance. It doesn't change your voice, scent or mannerisms, nor the appearance of held and worn items. You usually need a holoskin to set up a disguise to Impersonate someone with Deception. It adds a +1 item bonus to relevant checks.","gear.holospark.description":"A tiny holoprojector, often disguised as an earring, lapel pin or pendant. It stores a simple visual projection of personal flair, such as a halo or wings, with a short audio clip such as a song snippet or sound effect. It can be programmed with a computer, such as the one in your comm unit.","gear.hygiene-kit.description":"Held in 2 hands. Contains the tools and products for good grooming and hygiene. Kits made for specific creatures include supplies (such as scale-care products for vesk or antennae grooming oil for lashuntas or shirrens) that are of less use to others.","gear.autograppler-commercial.description":"You attach this anchoring device to a cable line with an Interact action; clamps slide from its base along the cable so it can be climbed like a knotted rope. You can throw it to attach to a solid surface with a ranged attack roll using your simple weapon proficiency against a DC set by the target, typically at least DC 20. The attack has the secret trait. On a success it holds firm; on a critical failure it seems to hold but detaches when you're partway up.","gear.autograppler-tactical.description":"You attach this anchoring device to a cable line with an Interact action; clamps slide from its base along the cable so it can be climbed like a knotted rope. You can throw it to attach to a solid surface with a ranged attack roll using your simple weapon proficiency against a DC set by the target, typically at least DC 20. The attack has the secret trait. On a success it holds firm; on a critical failure it seems to hold but detaches when you're partway up. A sensor detects whether it has a firm hold, so it automatically retracts if you critically fail the attack to attach it.","gear.infiltrators-toolkit-commercial.description":"Held in 2 hands. Needed to Pick Locks or Disable Devices (of some types) with Thievery.","gear.infiltrators-toolkit-tactical.description":"Held in 2 hands. Needed to Pick Locks or Disable Devices (of some types) with Thievery. It adds a +1 item bonus to checks to Pick Locks or Disable Devices.","gear.infinity-deck.description":"A replica of an ancient artifact: a deck of playing cards used to play countless games.","gear.lock-commercial.description":"Picking a commercial lock requires two successful DC 15 Thievery checks. Held in 2 hands.","gear.lock-tactical.description":"Picking a tactical lock requires two successful DC 20 Thievery checks. Held in 2 hands.","gear.lock-advanced.description":"Picking an advanced lock requires four successful DC 25 Thievery checks. Held in 2 hands.","gear.lock-superior.description":"Picking a superior lock requires five successful DC 30 Thievery checks. Held in 2 hands.","gear.lock-elite.description":"Picking an elite lock requires six successful DC 40 Thievery checks. Held in 2 hands.","gear.magboots.description":"Activated or deactivated with an Interact action. While active, they grant a +1 item bonus to Athletics checks to Climb metal surfaces and a +1 item bonus to your Fortitude or Reflex DC against attempts to Reposition, Shove or Trip you while you stand on a metal surface. In zero gravity, you can move your Speed across metal surfaces and don't gain the untethered condition.","gear.makers-app.description":"A comm unit app containing formulas for Crafting the common items in this section.","gear.makers-toolkit-commercial.description":"Needed to create items from UPBs with Crafting.","gear.makers-toolkit-tactical.description":"Needed to create items from UPBs with Crafting. It gives a +1 item bonus to the check.","gear.medkit-commercial.description":"Contains analgesics, bandages, sterile gauze and suturing tools, needed for Medicine checks to Administer First Aid, Treat Disease, Treat Poison or Treat Wounds. A medkit is a toolkit.","gear.medkit-tactical.description":"Contains analgesics, bandages, sterile gauze and suturing tools, needed for Medicine checks to Administer First Aid, Treat Disease, Treat Poison or Treat Wounds. It gives a +1 item bonus to such checks. A medkit is a toolkit.","gear.microgoggles.description":"Bulky goggles with adjustable magnifying lenses and lights, granting a +2 item bonus to skill checks that benefit from exceedingly close vision, such as spotting complicated forgeries, identifying pathogens in blood samples, or crafting drugs or medicinals.","gear.microphone.description":"A cordless handheld device that records and transmits audio, typically to a speaker or computer.","gear.musical-instrument-commercial-handheld.description":"Most instruments use modern technology to amplify their sound, provide accompaniment or connect wirelessly to other instruments; some have the tech trait. Handheld instruments include autohorns, guitars, psychoactive wave plates, digital synth decks and holoflutes. The GM might give an especially large handheld instrument greater Bulk.","gear.musical-instrument-tactical-handheld.description":"Most instruments use modern technology to amplify their sound, provide accompaniment or connect wirelessly to other instruments; some have the tech trait. Handheld instruments include autohorns, guitars, psychoactive wave plates, digital synth decks and holoflutes. The GM might give an especially large handheld instrument greater Bulk. It gives a +1 item bonus to Performance checks using that instrument.","gear.musical-instrument-commercial-heavy.description":"Most instruments use modern technology to amplify their sound, provide accompaniment or connect wirelessly to other instruments; some have the tech trait. Heavy instruments, such as drumdecks and theremins, are less portable and generally must be stationary while played.","gear.musical-instrument-tactical-heavy.description":"Most instruments use modern technology to amplify their sound, provide accompaniment or connect wirelessly to other instruments; some have the tech trait. Heavy instruments, such as drumdecks and theremins, are less portable and generally must be stationary while played. It gives a +1 item bonus to Performance checks using that instrument.","gear.cable-line-commercial.description":"Industrial cable, typically high-durability plastic coated in metal. This grade is coated in titanium alloy.","gear.cable-line-tactical.description":"Industrial cable, typically high-durability plastic coated in metal. This grade is coated in adamantine alloy.","gear.portable-amp.description":"A small device synced to an instrument, microphone or datapad audio playback. It amplifies the audio, reducing the DC of Perception checks to hear it by 5.","gear.radiation-sweeper.description":"A handheld detector for radiation within 120 feet. When you Interact with it, it pings in different tones for low, medium, high or severe radiation and shows the irradiated areas on a simple screen. It updates automatically as you move until the start of your next turn; then you must Interact again for another sweep. It can't detect radiation through 3 feet of dirt or wood, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or any force field. It is immune to radiation's effects.","gear.repair-toolkit-commercial.description":"Contains delicate tools and supplies for simple repairs while traveling. You can use it to Repair items with Crafting, and can draw and replace a worn one as part of the action that uses it.","gear.repair-toolkit-tactical.description":"Contains delicate tools and supplies for simple repairs while traveling. You can use it to Repair items with Crafting, and can draw and replace a worn one as part of the action that uses it. It gives a +1 item bonus to the check.","gear.sunshades-commercial.description":"Sunshades that make everyone look cooler.","gear.sunshades-tactical.description":"Sunshades that make everyone look cooler. While you wear them, you gain a +1 item bonus to saves against effects that cause the blinded or dazzled condition.","gear.wheelchair.description":"Wheelchairs come in sizes and styles for countless alien body types, including hoverchairs. Automated mechanisms let them traverse stairs, ladders and uneven ground without extra difficulty (difficult terrain still affects your Speed).","consumables.hypopen-commercial.description":"A tiny cylinder of specialized nanites; each type has different effects. This one removes the fatigued condition or decreases the value of the clumsy or sickened condition by 1.","consumables.hypopen-tactical.description":"A tiny cylinder of specialized nanites; each type has different effects. This one produces the effects of a lower-level hypopen or removes the paralyzed condition.","consumables.hypopen-advanced.description":"A tiny cylinder of specialized nanites; each type has different effects. This one produces the effects of a lower-level hypopen or lets you attempt a counteract check against one poison or disease afflicting the target, using your Medicine modifier as the counteract modifier and half the hypopen's level (rounded up) as the counteract rank.","consumables.hypopen-superior.description":"A tiny cylinder of specialized nanites; each type has different effects. This one produces the effects of a lower-level hypopen or lets you attempt a flat check to end persistent poison or bleed damage, with the DC reduced from 15 to 10.","consumables.hypopen-elite.description":"A tiny cylinder of specialized nanites; each type has different effects. This one produces the effects of a lower-level hypopen or makes you quickened for 1 minute; you can use the extra action to Step, Stride or Strike.","consumables.hypopen-ultimate.description":"A tiny cylinder of specialized nanites; each type has different effects. This one produces the effects of a lower-level hypopen or gives you fast healing 10 for 1 minute. If you have the drained condition, you instead decrease its value by 1.","consumables.bone-serum.description":"A black sludge distilled from elebrian bone matter that tastes like mint. Drinking it gives you void healing for 1 hour.","consumables.celebrity-serum.description":"A fizzy pink, mildly intoxicating concoction that grants a +1 item bonus to Performance checks for 1 hour.","consumables.commando-serum.description":"A tangy crimson elixir that grants 1d10+5 temporary Hit Points and a +5-foot item bonus to all your Speeds for 1 minute. Your veins protrude and your eyes take a reddish tinge.","gear.camping-kit.description":"Contains a weatherproof tent for four Medium or two Large creatures, bedrolls, a fire igniter, 1 week of rations and a survival knife.","consumables.infiltrator-serum.description":"An oily serum that grants a +1 item bonus to checks to Sneak and Disable a Device for 10 minutes.","consumables.shimmerstone-serum.description":"A blue tincture distilled from shimmerstone. For 10 minutes you gain a +1 item bonus to saves against mental effects and a +2 item bonus to checks to Recall Knowledge.","consumables.sharpshooter-serum-commercial.description":"A smoky orange liquid that sharpens your senses. For 5 minutes it reduces the circumstance bonus to AC your targets gain from cover against your ranged Strikes by 1.","consumables.sharpshooter-serum-tactical.description":"A smoky orange liquid that sharpens your senses. For 5 minutes it reduces the circumstance bonus to AC your targets gain from cover against your ranged Strikes by 2.","consumables.sprayflesh.description":"A canister that sprays neutral biomass into a wound or area of concern (such as a clearly diseased or poisoned part of the body). For 1 hour, or until the creature fully recovers its maximum Hit Points, you can attempt Medicine checks to Treat Wounds on it even if it is temporarily immune to Treat Wounds.","gear.chemalyzer.description":"A handheld sampling unit that grants a +1 circumstance bonus to skill checks to identify an unknown drug, medicinal, poison or other chemical substance.","gear.climbing-kit-commercial.description":"Includes 50 feet of cable line, a grappling hook, harnesses, pulleys, pitons, a hammer and crampons. It lets you attach yourself to the wall you're Climbing, moving half as fast as usual (minimum 5 feet), and whenever you critically fail you can attempt a DC 5 flat check to prevent a fall. A kit has materials for only one climber; each climber needs their own.","gear.climbing-kit-tactical.description":"Includes 50 feet of cable line, a grappling hook, harnesses, pulleys, pitons, a hammer and crampons. It lets you attach yourself to the wall you're Climbing, moving half as fast as usual (minimum 5 feet), and whenever you critically fail you can attempt a DC 5 flat check to prevent a fall. A kit has materials for only one climber; each climber needs their own. It gives a +1 item bonus to Athletics checks to Climb.","gear.comm-unit.description":"A pocket-sized device combining a minor portable computer and a cellular communicator, allowing instant wireless audio and text communication with other comm units at planetary range. It also includes a calculator, a flashlight (bright light in a 5-foot radius and dim light in the next 5 feet), a browser for local infospheres and entertainment options such as games.\n\nComm units integrated into armor have voice-activated capabilities: you can communicate with other comm units by audio and receive responses without a free hand, but typing a message, browsing the infosphere or using an app needs at least one hand.\n\nLonger-range comm units are less portable; they have built-in generators and rely on active hyperspace beacons to communicate. Short-term use of these is available in most major settlements.","gear.container-ordinary.description":"Containers include backpacks, briefcases, duffel bags and handbags. A container holds up to 4 Bulk, and the first 2 Bulk of those items don't count against your Bulk limits. If you carry or stow the container instead of wearing it, its Bulk is light instead of negligible.","gear.container-designer.description":"Containers include backpacks, briefcases, duffel bags and handbags. A container holds up to 4 Bulk, and the first 2 Bulk of those items don't count against your Bulk limits. If you carry or stow the container instead of wearing it, its Bulk is light instead of negligible. While you carry a designer container, you gain a +1 item bonus to checks to Make an Impression on high society individuals.","gear.data-chip.description":"Holds enough memory for a religious text, photo album, personal journal or the like. You can view it with a computer, such as the one in your comm unit.","classes.mystic.connections.akashic.name":"Akashic","classes.mystic.connections.akashic.description":"You keep a permanent psychic link to the akashic record, the repository of all knowledge in the multiverse. Tradition: occult. Connection skill: Occultism. Initial epiphany: akashic fount; advanced: akashic assistant; greater: data drain. Harmony: When you Transfer Vitality, the target can at once Recall Knowledge as a reaction (this triggers nothing that Recall Knowledge would).","classes.mystic.connections.akashic.perfectHarmony":"You can open a door (1 minute) to an extradimensional memory palace that works as planar palace, with the same layout each time (adjustable during daily preparations); each phantasmal minion in it works as an akashic assistant.","classes.mystic.connections.elemental.name":"Elemental","classes.mystic.connections.elemental.description":"You channel the primordial elements that make up the universe. You gain the Shield Block general feat. Your wall of fire and absolute zero take the elemental trait and damage type of your active elemental weapon or elemental barrier. Tradition: primal. Connection skill: Nature. Initial epiphany: elemental weapon; advanced: elemental barrier; greater: elemental nova. Harmony: When you Transfer Vitality, choose an element (air, earth, fire, metal, water or wood; the one of your active elemental epiphanies, if any). Until the end of its next turn, the target's next Strike deals a damage type of that element instead: electricity or sonic (air), bludgeoning or piercing (earth), acid or slashing (metal), fire (fire), bludgeoning or cold (water), piercing or poison (wood).","classes.mystic.connections.elemental.perfectHarmony":"During daily preparations, choose an element as for your harmony: you gain resistance equal to half your level to both its damage types (and to cold, for fire). A bonded ally you heal with Transfer Vitality gains these resistances until the start of your next turn.","classes.mystic.connections.healing.name":"Healing","classes.mystic.connections.healing.description":"You're connected to the vitality and void energy that flow through all living things, healing allies and harming foes. Tradition: divine. Connection skill: Medicine. Initial epiphany: infusion; advanced: vitality nova; greater: vital rebirth. Harmony: When you Transfer Vitality, attempt to counteract one affliction on the target, or one effect giving it blinded, clumsy, dazzled, deafened, enfeebled or sickened.","classes.mystic.connections.healing.perfectHarmony":"Your harmony can also counteract doomed, drained, paralyzed and stunned; an effect you fail to counteract but would have at a counteract rank 2 lower is suppressed until the start of your next turn (its duration doesn't elapse meanwhile).","classes.mystic.connections.rhythm.name":"Rhythm","classes.mystic.connections.rhythm.description":"You feel the song that moves the stars and channel its cosmic beat through rhythm and vibration. Tradition: primal. Connection skill: Performance. Initial epiphany: anthem; advanced: shuffle repeat; greater: remix. Harmony: When you Transfer Vitality, you can extend the duration of an active rhythm epiphany by 1 round.","classes.mystic.connections.rhythm.perfectHarmony":"The first time each round you Transfer Vitality, the healed target can Stride as a free action (traversal).","classes.mystic.connections.shadow.name":"Shadow","classes.mystic.connections.shadow.description":"Every shadow is a doorway to a realm of shadow, and you sculpt its substance into dreadful and wondrous shapes. Tradition: divine. Connection skill: Stealth. Initial epiphany: shadow snap; advanced: cloying shadows; greater: shadow prison. Harmony: When you Transfer Vitality, the target's shadow swells: bright light in a 10-foot emanation around it becomes dim light (magical darkness), and the target is concealed in it and can Hide, until the end of your next turn.","classes.mystic.connections.shadow.perfectHarmony":"You gain Umbral Stride (1 action, once per round, while in dim light or darkness): teleport up to 30 feet to a spot in dim light or darkness you can see. A target of your Transfer Vitality can use it once before the end of its next turn.","features.mystic.connection.name":"Connection","features.mystic.connection.description":"Your connection with a cosmic force sets your spell tradition, a trained skill, a spell of each rank added to your repertoire, your epiphany spells and your harmony, a benefit for creatures you heal with your vitality network.","features.mystic.initial-epiphany.name":"Initial Epiphany","features.mystic.initial-epiphany.description":"You learn your connection's initial epiphany spell, a focus spell, and gain a focus pool of 1 Focus Point. Refocus by spending 10 minutes with your bonded allies or pondering your connection.","features.mystic.mystic-bond.name":"Mystic Bond","features.mystic.mystic-bond.description":"A 10-minute activity tied to your connection, adjacent to a willing creature, bonds it to you; you can bond up to 10 creatures besides yourself. You always know the general distance and direction to bonded creatures, their Hit Points and whether they're conscious, unconscious, dying or dead (not across planes).","features.mystic.vitality-network.name":"Vitality Network","features.mystic.vitality-network.description":"Your soul holds a network of healing energy with a capacity of 6 plus 4 Hit Points per level. Transfer Vitality (1 action, concentrate, healing): move up to 10 Hit Points (at least 1) from the network into yourself or a bonded creature you can sense within 60 feet (it works on void healing as if void); the amount rises by 10 at 5th, 10th, 15th and 20th level. At the start of each of your turns in combat the network regains 4 Hit Points (6 if you're a master in spell DC, 8 if legendary), and it refills when you Refocus.","features.mystic.vitality-network.actions.transfer-vitality.name":"Transfer Vitality","features.mystic.vitality-network.actions.transfer-vitality.params.amount.name":"Hit Points to transfer","features.mystic.vitality-network.actions.transfer-vitality.results.transferred.name":"Transferred","features.mystic.group-chat.name":"Group Chat","features.mystic.group-chat.description":"Bonded creatures can communicate telepathically within 120 feet and stay aware of one another's state, direction and distance while alive on the same plane. Network Spell (1 action, concentrate, spellshape): if your next action is to Cast a Spell with an area, range or targets, it manifests from a bonded ally's space (line of sight and effect from both of you).","features.mystic.reflex-expertise.name":"Reflex Expertise","features.mystic.reflex-expertise.description":"Your Reflex proficiency becomes expert.","features.mystic.fortitude-expertise.name":"Fortitude Expertise","features.mystic.fortitude-expertise.description":"Your Fortitude proficiency becomes expert.","features.mystic.expert-spellcaster.name":"Expert Spellcaster","features.mystic.expert-spellcaster.description":"Your spell attack modifier and spell DC proficiency become expert.","features.mystic.resilient-soul.name":"Resilient Soul","features.mystic.resilient-soul.description":"Your Will proficiency becomes master, and a success on a Will save is a critical success.","features.mystic.perception-expertise.name":"Perception Expertise","features.mystic.perception-expertise.description":"Your Perception proficiency becomes expert.","features.mystic.weapon-expertise.name":"Weapon Expertise","features.mystic.weapon-expertise.description":"Your proficiency with simple weapons and unarmed attacks becomes expert.","features.mystic.armor-expertise.name":"Armor Expertise","features.mystic.armor-expertise.description":"Your proficiency with light armor and unarmored defense becomes expert.","features.mystic.weapon-specialization.name":"Weapon Specialization","features.mystic.weapon-specialization.description":"You deal 2 more damage with weapons and unarmed attacks you're an expert with, 3 if you're a master and 4 if legendary.","features.mystic.master-spellcaster.name":"Master Spellcaster","features.mystic.master-spellcaster.description":"Your spell attack modifier and spell DC proficiency become master.","features.mystic.legendary-spellcaster.name":"Legendary Spellcaster","features.mystic.legendary-spellcaster.description":"Your spell attack modifier and spell DC proficiency become legendary.","features.mystic.perfect-harmony.name":"Perfect Harmony","features.mystic.perfect-harmony.description":"You learn your connection's perfect harmony.","features.mystic.transcendence.name":"Transcendence","features.mystic.transcendence.description":"Add two common 10th-rank spells of your tradition to your repertoire and gain one 10th-rank spell slot; it can't be used by abilities that cast spells without slots or give more slots, and you don't gain more 10th-rank slots as you level (Transcended Existence gives a second).","features.mystic.transcendence.choices.spell.prompt":"Second 10th-rank spell","feats.mystic.divine-bond.name":"Divine Bond","feats.mystic.divine-bond.prerequisites.requirement":"Connection with divine spellcasting, you worship a deity","feats.mystic.reach-spell.name":"Reach Spell","feats.mystic.widen-spell.name":"Widen Spell","feats.mystic.xenodruid-bond.name":"Xenodruid Bond","feats.mystic.xenodruid-bond.prerequisites.requirement":"Connection with primal spellcasting","feats.mystic.xenodruid-bond.choices.order.prompt":"Order","feats.mystic.xenodruid-bond.choices.order.options.animal.name":"Animal","feats.mystic.xenodruid-bond.choices.order.options.plant.name":"Plant","feats.mystic.xenodruid-bond.choices.order.options.viral.name":"Viral","feats.mystic.bond-boost.name":"Bond Boost","feats.mystic.cantrip-expansion.name":"Cantrip Expansion","feats.mystic.conceal-spell.name":"Conceal Spell","feats.mystic.eldritch-bond.name":"Eldritch Bond","feats.mystic.eldritch-bond.prerequisites.requirement":"Connection with occult spellcasting","feats.mystic.spot-healing.name":"Spot Healing","feats.mystic.wild-bond.name":"Wild Bond","feats.mystic.wild-bond.prerequisites.requirement":"Connection with primal spellcasting","feats.mystic.adaptive-defense.name":"Adaptive Defense","feats.mystic.cloud-storage.name":"Cloud Storage","feats.mystic.extended-vitality.name":"Extended Vitality","feats.mystic.mental-interference.name":"Mental Interference","feats.mystic.waste-not.name":"Waste Not","feats.mystic.network-shield.name":"Network Shield","feats.mystic.new-epiphany.name":"New Epiphany","feats.mystic.new-epiphany.prerequisites.expert":"Expert in a connection skill other than that of your chosen connection","feats.mystic.new-epiphany.choices.spell.prompt":"Connection","feats.mystic.new-epiphany.choices.spell.options.akashic.name":"Akashic","feats.mystic.new-epiphany.choices.spell.options.elemental.name":"Elemental","feats.mystic.new-epiphany.choices.spell.options.healing.name":"Healing","feats.mystic.new-epiphany.choices.spell.options.rhythm.name":"Rhythm","feats.mystic.new-epiphany.choices.spell.options.shadow.name":"Shadow","feats.mystic.new-epiphany.choices.spell.options.akashic.prerequisites.connection":"Not your connection; expert in Occultism","feats.mystic.new-epiphany.choices.spell.options.elemental.prerequisites.connection":"Not your connection; expert in Nature","feats.mystic.new-epiphany.choices.spell.options.healing.prerequisites.connection":"Not your connection; expert in Medicine","feats.mystic.new-epiphany.choices.spell.options.rhythm.prerequisites.connection":"Not your connection; expert in Performance","feats.mystic.new-epiphany.choices.spell.options.shadow.prerequisites.connection":"Not your connection; expert in Stealth","feats.mystic.radiant-bond.name":"Radiant Bond","feats.mystic.advanced-epiphany.name":"Advanced Epiphany","feats.mystic.advanced-epiphany.choices.spell.prompt":"Epiphany spell","feats.mystic.advanced-epiphany.choices.spell.options.akashic.name":"Akashic","feats.mystic.advanced-epiphany.choices.spell.options.elemental.name":"Elemental","feats.mystic.advanced-epiphany.choices.spell.options.healing.name":"Healing","feats.mystic.advanced-epiphany.choices.spell.options.rhythm.name":"Rhythm","feats.mystic.advanced-epiphany.choices.spell.options.shadow.name":"Shadow","feats.mystic.advanced-epiphany.choices.spell.options.akashic.prerequisites.connection":"Akashic connection","feats.mystic.advanced-epiphany.choices.spell.options.elemental.prerequisites.connection":"Elemental connection","feats.mystic.advanced-epiphany.choices.spell.options.healing.prerequisites.connection":"Healing connection","feats.mystic.advanced-epiphany.choices.spell.options.rhythm.prerequisites.connection":"Rhythm connection","feats.mystic.advanced-epiphany.choices.spell.options.shadow.prerequisites.connection":"Shadow connection","feats.mystic.tripartite-mind.name":"Tripartite Mind","feats.mystic.data-bond.name":"Data Bond","feats.mystic.data-bond.prerequisites.requirement":"Connection with occult spellcasting","feats.mystic.greater-epiphany.name":"Greater Epiphany","feats.mystic.greater-epiphany.choices.spell.prompt":"Epiphany spell","feats.mystic.greater-epiphany.choices.spell.options.akashic.name":"Akashic","feats.mystic.greater-epiphany.choices.spell.options.elemental.name":"Elemental","feats.mystic.greater-epiphany.choices.spell.options.healing.name":"Healing","feats.mystic.greater-epiphany.choices.spell.options.rhythm.name":"Rhythm","feats.mystic.greater-epiphany.choices.spell.options.shadow.name":"Shadow","feats.mystic.greater-epiphany.choices.spell.options.akashic.prerequisites.connection":"Akashic connection","feats.mystic.greater-epiphany.choices.spell.options.elemental.prerequisites.connection":"Elemental connection","feats.mystic.greater-epiphany.choices.spell.options.healing.prerequisites.connection":"Healing connection","feats.mystic.greater-epiphany.choices.spell.options.rhythm.prerequisites.connection":"Rhythm connection","feats.mystic.greater-epiphany.choices.spell.options.shadow.prerequisites.connection":"Shadow connection","feats.mystic.life-bond.name":"Life Bond","feats.mystic.life-bond.prerequisites.requirement":"Connection with primal spellcasting","feats.mystic.quickened-casting.name":"Quickened Casting","feats.mystic.convert-elemental-essence.name":"Convert Elemental Essence","feats.mystic.convert-elemental-essence.prerequisites.requirement":"Elemental connection","feats.mystic.convert-illumination.name":"Convert Illumination","feats.mystic.convert-illumination.prerequisites.requirement":"Shadow connection","feats.mystic.convert-information.name":"Convert Information","feats.mystic.convert-information.prerequisites.requirement":"Akashic connection","feats.mystic.convert-life-force.name":"Convert Life Force","feats.mystic.convert-life-force.prerequisites.requirement":"Healing connection","feats.mystic.convert-tempo.name":"Convert Tempo","feats.mystic.convert-tempo.prerequisites.requirement":"Rhythm connection","feats.mystic.bond-spell.name":"Bond Spell","feats.mystic.infused-spell.name":"Infused Spell","feats.mystic.effortless-concentration.name":"Effortless Concentration","feats.mystic.syncretic-epiphany.name":"Syncretic Epiphany","feats.mystic.syncretic-epiphany.prerequisites.master":"Master in a connection skill for a connection that you’ve learned the initial epiphany for and that isn’t your chosen connection","feats.mystic.syncretic-epiphany.choices.spell.prompt":"Connection","feats.mystic.syncretic-epiphany.choices.spell.options.akashic.name":"Akashic","feats.mystic.syncretic-epiphany.choices.spell.options.elemental.name":"Elemental","feats.mystic.syncretic-epiphany.choices.spell.options.healing.name":"Healing","feats.mystic.syncretic-epiphany.choices.spell.options.rhythm.name":"Rhythm","feats.mystic.syncretic-epiphany.choices.spell.options.shadow.name":"Shadow","feats.mystic.syncretic-epiphany.choices.spell.options.akashic.prerequisites.connection":"Not your connection; master in Occultism; know akashic fount","feats.mystic.syncretic-epiphany.choices.spell.options.elemental.prerequisites.connection":"Not your connection; master in Nature; know elemental weapon","feats.mystic.syncretic-epiphany.choices.spell.options.healing.prerequisites.connection":"Not your connection; master in Medicine; know infusion","feats.mystic.syncretic-epiphany.choices.spell.options.rhythm.prerequisites.connection":"Not your connection; master in Performance; know anthem","feats.mystic.syncretic-epiphany.choices.spell.options.shadow.prerequisites.connection":"Not your connection; master in Stealth; know shadow snap","feats.mystic.vitality-web.name":"Vitality Web","feats.mystic.network-attunement.name":"Network Attunement","feats.mystic.realized-epiphany.name":"Realized Epiphany","feats.mystic.realized-epiphany.prerequisites.legendary":"Legendary in your connection skill","feats.mystic.enlightenment.name":"Enlightenment","feats.mystic.enlightenment.prerequisites.legendary":"Legendary in your connection skill","feats.mystic.transcended-existence.name":"Transcended Existence","feats.mystic.transcended-existence.prerequisites.requirement":"Transcendence","classes.mystic.name":"Mystic","classes.mystic.description":"A spellcaster bonded to a divine, occult or primal force of the cosmos, who heals allies through a vitality network. Key attribute: Wisdom. 6 Hit Points plus Constitution per level. Expert in Will; trained in Perception, Fortitude, Reflex, simple weapons, unarmed attacks, light armor, unarmored defense, the mystic class DC and spell attack modifier and DC. Trained in your connection's skill and 3 more skills plus Intelligence.","classes.mystic.choices.class-feat.prompt":"Mystic feat (level {slot})","classes.mystic.choices.skill-feat.prompt":"Skill feat (level {slot})","classes.mystic.choices.skills.prompt":"Trained skills (3 plus Intelligence)","classes.mystic.choices.connection.prompt":"Connection","features.spellcasting.archetype-repertoire.name":"Archetype spell repertoire","features.spellcasting.archetype-repertoire.description":"The spells you know through a spellcasting archetype: its cantrips, and one spell for each of its spell slots, of its tradition.","features.spellcasting.archetype-repertoire.choices.cantrips.prompt":"Archetype repertoire cantrips","features.spellcasting.archetype-repertoire.choices.spells.prompt":"Archetype repertoire spell (rank {slot})","features.spellcasting.archetype-signature-spells.name":"Archetype signature spells","features.spellcasting.archetype-signature-spells.description":"Spells of your archetype repertoire you can cast heightened from any archetype slot at or above their rank: one from 6th level with the basic spellcasting benefits, a second with the expert benefits, a third with the master.","features.spellcasting.archetype-signature-spells.choices.signature.prompt":"Archetype signature spells","features.spellcasting.repertoire.name":"Spell repertoire","features.spellcasting.repertoire.description":"The spells you know and can cast spontaneously: your cantrips, and for each rank you have slots of as many spells as you have slots of that rank. A spell added at a higher rank than its own is known heightened to that rank.","features.spellcasting.repertoire.choices.cantrips.prompt":"Cantrips in your repertoire","features.spellcasting.repertoire.choices.spells.prompt":"{slot, selectordinal, one {#st} two {#nd} few {#rd} other {#th}}-rank spells in your repertoire","features.spellcasting.signature-spells.name":"Signature spells","features.spellcasting.signature-spells.description":"For each spell rank you can cast, one spell in your repertoire is a signature spell: you can cast it heightened to any rank you have slots for, from its own up, without learning it at that rank.","features.spellcasting.signature-spells.choices.signature.prompt":"{slot, selectordinal, one {#st} two {#nd} few {#rd} other {#th}}-rank signature spell","feats.mystic.divine-bond.description":"You become trained in the divine skill listed for your deity and add the listed cleric spells to your spell list and spell repertoire as signature spells. If you were already trained in that skill, you become trained in another skill of your choice. You become bound by your deity's anathema and can receive its divine sanctification.","feats.mystic.reach-spell.description":"Single action. If the next action you use is to Cast a Spell that has a range, increase its range by 30 feet. A spell with a range of touch extends to 30 feet.","feats.mystic.widen-spell.description":"Single action. If the next action you use is to Cast a Spell with a burst, cone or line area and no duration, increase its area. Add 5 feet to the radius of a burst with a radius of at least 10 feet (smaller bursts are unaffected). Add 5 feet to the length of a cone or line of 15 feet or less, and 10 feet to the length of a larger one.","feats.mystic.xenodruid-bond.description":"You join a primal order of xenodruids with ties to nature and the biodiversity of the universe. Choose one order below. You become trained in the listed skill and add the listed spells to your spell list and spell repertoire as signature spells. If you were already trained in that skill, you become trained in another skill of your choice.\n\n- **Animal** Skill: Animal Lore. Spells: 1st pest form; 2nd animal form; 5th carcinization.\n- **Plant** Skill: Plant Lore. Spells: 1st summon plant or fungus; 2nd verdant code; 5th plant form.\n- **Viral** Skill: Genealogy Lore. Spells: 1st detect poison; 2nd instant virus; 5th toxic cloud.","feats.mystic.bond-boost.description":"Reaction. Trigger: a bonded ally within 20 feet is about to roll a saving throw. The ally gains a +1 status bonus to the save. If they succeed on a save against a vitality or void effect, they get a critical success instead.","feats.mystic.cantrip-expansion.description":"Add two additional cantrips from your spell list to your repertoire.","feats.mystic.conceal-spell.description":"Single action. If the next action you use is to Cast a Spell, it gains the subtle trait, hiding the runes, sparks and other manifestations that would give away your spellcasting. The trait hides only the casting actions and manifestations, not the effects, so an observer might still see a ray streak out or you vanish.","feats.mystic.eldritch-bond.description":"You gain the eldritch bond epiphany spell.","feats.mystic.spot-healing.description":"Reaction. Trigger: an adjacent bonded ally takes damage. You Transfer Vitality to the triggering ally.","feats.mystic.wild-bond.description":"You gain the wild bond epiphany spell.","feats.mystic.adaptive-defense.description":"Single action. If the next action you use is to Cast a Spell that deals damage, whether or not it succeeds in dealing damage, you and one bonded ally gain resistance to that spell's damage type equal to its rank (minimum 1) until the end of your next turn. If it deals more than one type, choose one.","feats.mystic.cloud-storage.description":"Your vitality network works as an extradimensional storage space, like a null space chamber. You can Interact to stow an item of 1 Bulk or less in it. A creature in your bond on the same plane can remove an item with an Interact action that takes 2 actions instead of 1. It has a capacity of 12 Bulk, increasing to 25 Bulk at 8th level, 50 Bulk at 12th level and 75 Bulk at 16th level.","feats.mystic.extended-vitality.description":"You can Transfer Vitality to any bonded ally on the same planet as you, regardless of range.","feats.mystic.mental-interference.description":"Single action. Attempt a skill check with your connection skill against the Will DC of a foe you can see within 30 feet. It's then immune to Mental Interference for 1 hour.\n\n**Critical Success** The target takes a -1 status penalty to attack rolls and a -2 status penalty to Will saves for 1 minute. The effect ends early if the target uses a single action with the concentrate trait to shake it off, or immediately after you target it with a hostile action.\n\n**Success** As a critical success, but the penalty to Will saves is -1.\n\n**Critical Failure** You become off-guard against the next attack the target attempts against you before the end of your next turn.","feats.mystic.waste-not.description":"Single action. If the next action you use is to Cast a Spell that deals void damage to a living creature, your vitality network gains Hit Points equal to twice the spell's rank.\n\n**Special** You can use Waste Not without the spellshape trait. If you do and your next action is to Strike with a weapon that deals void damage, your vitality network gains 2 Hit Points per weapon damage die.","feats.mystic.network-shield.description":"Reaction. Trigger: you're hit by an attack. The attack reduces your vitality network's Hit Points instead of yours, up to twice your level. Any damage remaining after the network reaches 0 Hit Points is dealt to you.","feats.mystic.new-epiphany.description":"You learn the initial epiphany spell of a connection that grants training in the prerequisite connection skill.","feats.mystic.radiant-bond.description":"When you Transfer Vitality, you can select any number of bonded allies, though the total maximum Hit Points you can transfer doesn't increase.","feats.mystic.advanced-epiphany.description":"You gain the advanced epiphany spell for your chosen connection.","feats.mystic.tripartite-mind.description":"Reaction. Trigger: you would gain the confused, controlled, fleeing, frightened or stupefied condition. Attempt to counteract an effect of your choice imposing one of those conditions, using half your level (rounded up) as the counteract rank and your spell attack modifier as the counteract modifier.","feats.mystic.data-bond.description":"You can speak with computers. Any construct creatures you summon are part of your bond and don't count against its maximum number of creatures. During your daily preparations, choose one of these spells: instant virus, mending, summon construct or summon robot. You add it to your spell repertoire and signature spells until your next daily preparations.","feats.mystic.greater-epiphany.description":"You gain the greater epiphany spell for your chosen connection.","feats.mystic.life-bond.description":"You can speak with animals and plants. Any living creature you summon is part of your bond and doesn't count against its maximum number of creatures. During your daily preparations, choose one of these spells: summon animal, summon elemental, summon fey or summon plant or fungus. You add it to your spell repertoire and signature spells until your next daily preparations.","feats.mystic.quickened-casting.description":"Free action. Frequency: once per day. If your next action is to cast a cantrip or a spell at least 2 ranks lower than your highest-rank spell slot, reduce the actions to cast it by 1 (minimum 1 action).\n\n**Special** This works only on a cantrip or spell from the class that gave you this feat.","feats.mystic.convert-elemental-essence.description":"Reaction. Trigger: an enemy targets a bonded creature with a Strike or spell attack roll that has an elemental trait and the roll fails or critically fails, or you roll a critical success on a save against a foe's harmful elemental spell. Your vitality network regains 2 Hit Points per rank of the triggering spell or 4 Hit Points per weapon die of the triggering Strike.","feats.mystic.convert-illumination.description":"Reaction. Trigger: an area within 60 feet has its light level reduced by magical darkness. Your vitality network regains Hit Points equal to the magical darkness's spell rank if the area was normally dim light, or double that if it was normally bright light. Even if the magical darkness ends, the area stays in nonmagical darkness for 1 minute; this removes light in the area but isn't magical darkness and is automatically overcome by any magical light.","feats.mystic.convert-information.description":"Single action. Attempt a Recall Knowledge check against an enemy you're observing. On a success, in addition to the normal benefits, your vitality network regains 10 Hit Points; on a critical success, 20 Hit Points.","feats.mystic.convert-life-force.description":"Single action. Sacrifice some of your own Hit Points; your vitality network regains Hit Points equal to the amount you sacrifice.","feats.mystic.convert-tempo.description":"Single action to three actions. Frequency: once per minute. Stride a number of times equal to the actions you used. Your vitality network regains 10 Hit Points per Stride you took.","feats.mystic.bond-spell.description":"Reaction. Trigger: an ally within 30 feet Casts a Spell. Empower their spell in one of these ways:\n\n- If it deals damage or heals Hit Points and has no duration, it gains a status bonus to damage or healing equal to its rank.\n- If it has no spellshape effect applied, apply any one spellshape feat you know that can apply to it and that you're able to use (for example, accounting for limited uses per day).","feats.mystic.infused-spell.description":"Single action. Pick a spell and reduce your vitality network's total by twice the spell's rank. If your next action is to cast that spell, one bonded ally you target with it becomes quickened until the end of your next turn and can use the extra action only for Strike and Stride actions.","feats.mystic.effortless-concentration.description":"Free action. Trigger: your turn begins. You immediately gain the effects of a Sustain action for one of your active mystic spells.","feats.mystic.syncretic-epiphany.description":"You learn the advanced epiphany spell of the connection that grants training in the prerequisite connection skill.","feats.mystic.vitality-web.description":"You learn the vitality web epiphany spell.","feats.mystic.network-attunement.description":"Single action. Each ally can immediately choose to transfer up to 20 Hit Points from your vitality network into themselves, or up to 20 Hit Points from themselves into the network.","feats.mystic.realized-epiphany.description":"Single action. Frequency: once per minute. If your next action is to cast an epiphany spell, you can expend 20 Hit Points from your vitality network to cast it instead of spending a Focus Point.","feats.mystic.enlightenment.description":"Your vitality network has a maximum capacity of 200 Hit Points and regains 20 Hit Points at the start of each turn instead of 8. You can bond with any number of willing creatures.","feats.mystic.transcended-existence.description":"You gain an additional 10th-rank spell slot.","fields.attacks.advancedGun.rank.name":"Advanced guns proficiency","fields.attacks.agileMelee.rank.name":"One-handed agile or finesse melee weapons proficiency","fields.attacks.martialGun.rank.name":"Martial guns proficiency","fields.attacks.simpleGun.rank.name":"Simple guns proficiency","fields.attacks.solar.rank.name":"Solar proficiency","fields.classDc.envoy.value.name":"Class dc envoy Value","fields.classDc.mystic.value.name":"Class dc mystic Value","fields.classDc.operative.value.name":"Class dc operative Value","fields.classDc.solarian.value.name":"Class dc solarian Value","fields.classDc.soldier.value.name":"Class dc soldier Value","fields.classDc.witchwarper.value.name":"Class dc witchwarper Value","fields.operative.aimDice.name":"Operative Aim damage dice","fields.operative.mark.name":"Operative Mark","fields.operative.mark2.name":"Operative Second mark","fields.quantum.active.name":"Quantum Active","fields.quantum.radius.name":"Quantum Radius","fields.solarian.attunement.name":"Solarian Attunement","fields.solarian.attunement.values.graviton.name":"Solarian attunement values Graviton","fields.solarian.attunement.values.perfect.name":"Solarian attunement values Perfect","fields.solarian.attunement.values.photon.name":"Solarian attunement values Photon","fields.solarian.attunement.values.unattuned.name":"Solarian attunement values Unattuned","fields.vitality.max.name":"Vitality Max","fields.vitality.spent.name":"Vitality Spent","fields.vitality.transfer.name":"Vitality Transfer","situational.markedTarget.name":"Marked target","features.operative.sharpshooter.name":"Sharpshooter","features.operative.sharpshooter.description":"You gain the Aim action (1 action, concentrate; you're wielding a ranged weapon without the area trait): a creature you're aware of is your mark until your next turn. Your ranged Strikes against it with that weapon, in its first range increment, deal 1d4 more precision damage (2d4 at 5th, 3d4 at 11th, 4d4 at 17th level) and reduce its cover's circumstance bonus to AC by 1 (2 at 11th, 4 at 17th). You have one mark at a time.","features.operative.sharpshooter.actions.aim.name":"Aim","features.operative.sharpshooter.actions.aim.participants.target.name":"Mark","features.operative.sharpshooter.actions.aim.results.aiming.name":"Aiming","features.operative.focused.name":"Focused","features.operative.focused.description":"A success on a Reflex or Will save against your mark is a critical success.","features.operative.master-gunner.name":"Master Gunner","features.operative.master-gunner.description":"Your proficiency with simple and martial guns becomes master, and with advanced guns expert. You gain the critical specialization effects of weapons you're an expert with.","features.operative.urban-operator.name":"Urban Operator","features.operative.urban-operator.description":"You ignore difficult terrain in urban environments, and their greater difficult terrain is only difficult terrain for you.","features.operative.operatives-edge.name":"Operative's Edge","features.operative.operatives-edge.description":"Your Perception proficiency becomes master, and you gain a +2 circumstance bonus to initiative rolls (+3 with Incredible Initiative).","features.operative.reflex-mastery.name":"Reflex Mastery","features.operative.reflex-mastery.description":"Your Reflex proficiency becomes master, and a success on a Reflex save is a critical success.","features.operative.weapon-specialization.name":"Weapon Specialization","features.operative.weapon-specialization.description":"You deal 2 more damage with weapons and unarmed attacks you're an expert with, 3 if you're a master and 4 if legendary.","features.operative.operative-resilience.name":"Operative Resilience","features.operative.operative-resilience.description":"Your Fortitude proficiency becomes expert.","features.operative.on-the-move.name":"On the Move","features.operative.on-the-move.description":"A +5-foot status bonus to your Speed (+10 feet from 16th level).","features.operative.operative-expertise.name":"Operative Expertise","features.operative.operative-expertise.description":"Your operative class DC proficiency becomes expert.","features.operative.legendary-gunner.name":"Legendary Gunner","features.operative.legendary-gunner.description":"Your proficiency with simple and martial guns becomes legendary and with advanced guns master; simple and martial weapons and unarmed attacks become expert.","features.operative.light-armor-expertise.name":"Light Armor Expertise","features.operative.light-armor-expertise.description":"Your proficiency with light armor and unarmored defense becomes expert.","features.operative.critical-aim.name":"Critical Aim","features.operative.critical-aim.description":"The first time each round you Aim and hit your mark with a ranged Strike, you add the weapon's critical specialization effect even without a critical hit.","features.operative.greater-weapon-specialization.name":"Greater Weapon Specialization","features.operative.greater-weapon-specialization.description":"Your weapon specialization damage becomes 4 with expert weapons, 6 with master and 8 with legendary.","features.operative.resolve.name":"Resolve","features.operative.resolve.description":"Your Will proficiency becomes master, and a success on a Will save is a critical success.","features.operative.tactical-barrage.name":"Tactical Barrage","features.operative.tactical-barrage.description":"Your multiple attack penalty against your mark is –3 (–2 agile) on your second attack and –6 (–4 agile) on later ones.","features.operative.galaxy-renowned.name":"Galaxy Renowned","features.operative.galaxy-renowned.description":"Your proficiency with advanced guns becomes legendary, and your operative class DC proficiency master.","features.operative.incredible-senses.name":"Incredible Senses","features.operative.incredible-senses.description":"Your Perception proficiency becomes legendary.","features.operative.light-armor-mastery.name":"Light Armor Mastery","features.operative.light-armor-mastery.description":"Your proficiency with light armor and unarmored defense becomes master.","features.operative.exploit.ghost.name":"Ghost Exploit","features.operative.exploit.ghost.description":"You can Aim at a target you're undetected by as a free action.","features.operative.enhanced-exploit.ghost.name":"Ghost Enhanced Exploit","features.operative.enhanced-exploit.ghost.description":"You gain the Ghost Tap action: after a successful Strike against a target you were hidden from or undetected by, a Deception check against its Will DC makes you hidden from it (undetected on a critical success).","classes.operative.choices.specialization.options.ghost.name":"Ghost","classes.operative.choices.specialization.options.ghost.choices.skill-feat.prompt":"Deception skill feat","features.operative.exploit.infiltrator.name":"Infiltrator Exploit","features.operative.exploit.infiltrator.description":"You gain the Sabotage action: a Computers check against a tech creature's Fortitude DC (or a tech item's DC or its holder's Reflex DC) within 15 feet (30, 45, 60 feet as an expert, master, legend) makes it glitching 1 for 2 rounds (1 minute on a critical success).","features.operative.enhanced-exploit.infiltrator.name":"Infiltrator Enhanced Exploit","features.operative.enhanced-exploit.infiltrator.description":"You can Sabotage as a free action when you critically hit a tech creature, and as a reaction when a tech creature or a creature with a tech weapon critically fails a melee attack against you.","classes.operative.choices.specialization.options.infiltrator.name":"Infiltrator","classes.operative.choices.specialization.options.infiltrator.choices.skill-feat.prompt":"Computers skill feat","features.operative.exploit.skirmisher.name":"Skirmisher Exploit","features.operative.exploit.skirmisher.description":"Your ranged Strikes with one-handed ranged weapons don't trigger reactions triggered by ranged attacks.","features.operative.enhanced-exploit.skirmisher.name":"Skirmisher Enhanced Exploit","features.operative.enhanced-exploit.skirmisher.description":"A successful Strike against an adjacent enemy with a one-handed ranged weapon treats its lowest weapon damage die as its maximum (the two lowest from 17th level).","classes.operative.choices.specialization.options.skirmisher.name":"Skirmisher","classes.operative.choices.specialization.options.skirmisher.choices.skill-feat.prompt":"Acrobatics skill feat","features.operative.exploit.sniper.name":"Sniper Exploit","features.operative.exploit.sniper.description":"You ignore the unwieldy and volley traits of sniper guns you wield, and gain Keep Them in Your Sights or Scope Sight as a bonus feat.","features.operative.enhanced-exploit.sniper.name":"Sniper Enhanced Exploit","features.operative.enhanced-exploit.sniper.description":"Your first failed ranged Strike against your mark with a sniper weapon each turn doesn't count toward your multiple attack penalty, and you can reload a sniper weapon as a free action once per turn.","classes.operative.choices.specialization.options.sniper.name":"Sniper","classes.operative.choices.specialization.options.sniper.choices.skill-feat.prompt":"Stealth skill feat","classes.operative.choices.specialization.options.sniper.choices.bonus-feat.prompt":"Bonus operative feat","features.operative.exploit.striker.name":"Striker Exploit","features.operative.exploit.striker.description":"You're an expert with one-handed agile or finesse melee weapons and agile or finesse unarmed attacks instead of martial guns, and their increases go to those and simple guns instead. You can Aim with such a weapon, which counts as a gun for operative feats. You gain the Reactive Step reaction.","features.operative.enhanced-exploit.striker.name":"Striker Enhanced Exploit","features.operative.enhanced-exploit.striker.description":"You gain the Overwhelming Strike free action: when your Strike hits your mark and deals damage, it becomes enfeebled 1, off-guard or suppressed (your choice) until the end of your next turn, then is immune for a turn.","classes.operative.choices.specialization.options.striker.name":"Striker","classes.operative.choices.specialization.options.striker.choices.skill-feat.prompt":"Athletics skill feat","feats.operative.elusive-target.name":"Elusive Target","feats.operative.instinctive-aim.name":"Instinctive Aim","feats.operative.keep-them-in-your-sights.name":"Keep Them In Your Sights","feats.operative.mobile-aim.name":"Mobile Aim","feats.operative.scope-sight.name":"Scope Sight","feats.operative.tactical-advance.name":"Tactical Advance","feats.operative.weakening-shot.name":"Weakening Shot","feats.operative.weakening-shot.actions.weakening-shot.name":"Weakening Shot","feats.operative.weakening-shot.actions.weakening-shot.steps.weapon.prompt":"Gun","feats.operative.weakening-shot.actions.weakening-shot.steps.which.prompt":"Condition","feats.operative.weakening-shot.actions.weakening-shot.options.clumsy.name":"Clumsy","feats.operative.weakening-shot.actions.weakening-shot.options.enfeebled.name":"Enfeebled","feats.operative.danger-awareness.name":"Danger Awareness","feats.operative.defensive-gunner.name":"Defensive Gunner","feats.operative.double-tap.name":"Double Tap","feats.operative.double-tap.actions.double-tap.name":"Double Tap","feats.operative.double-tap.actions.double-tap.steps.weapon.prompt":"Gun","feats.operative.kill-steal.name":"Kill Steal","feats.operative.peek.name":"Peek","feats.operative.swift-reposition.name":"Swift Reposition","feats.operative.bloody-wounds.name":"Bloody Wounds","feats.operative.devastating-aim.name":"Devastating Aim","feats.operative.hampering-shot.name":"Hampering Shot","feats.operative.hampering-shot.actions.hampering-shot.name":"Hampering Shot","feats.operative.hampering-shot.actions.hampering-shot.steps.weapon.prompt":"Gun","feats.operative.stop-them-in-their-tracks.name":"Stop Them In Their Tracks","feats.operative.stop-them-in-their-tracks.prerequisites.trained":"Trained in Intimidation","feats.operative.switch-target.name":"Switch Target","feats.operative.twin-draw.name":"Twin Draw","feats.operative.destructive-dash.name":"Destructive Dash","feats.operative.disarming-shot.name":"Disarming Shot","feats.operative.hair-trigger.name":"Hair Trigger","feats.operative.kick-it-into-overdrive.name":"Kick it into Overdrive","feats.operative.skirmish-strike.name":"Skirmish Strike","feats.operative.tactical-swap.name":"Tactical Swap","feats.operative.unhindered-advance.name":"Unhindered Advance","feats.operative.unhindered-advance.prerequisites.feat":"Tactical Advance","feats.operative.opening-volley.name":"Opening Volley","feats.operative.parkour.name":"Parkour","feats.operative.toppling-shot.name":"Toppling Shot","feats.operative.twin-shooter.name":"Twin Shooter","feats.operative.twin-shooter.prerequisites.feat":"Twin Draw","feats.operative.impeding-shot.name":"Impeding Shot","feats.operative.impeding-shot.actions.impeding-shot.name":"Impeding Shot","feats.operative.impeding-shot.actions.impeding-shot.steps.weapon.prompt":"Gun","feats.operative.muzzle-flash.name":"Muzzle Flash","feats.operative.muzzle-flash.actions.muzzle-flash.name":"Muzzle Flash","feats.operative.muzzle-flash.actions.muzzle-flash.steps.weapon.prompt":"Gun","feats.operative.opportune-retort.name":"Opportune Retort","feats.operative.practiced-escape.name":"Practiced Escape","feats.operative.sprint.name":"Sprint","feats.operative.dual-aim.name":"Dual Aim","feats.operative.grazing-shot.name":"Grazing Shot","feats.operative.line-em-up.name":"Line 'Em Up","feats.operative.overwhelming-shot.name":"Overwhelming Shot","feats.operative.running-shot.name":"Running Shot","feats.operative.360-no-scope.name":"360 No Scope","feats.operative.360-no-scope.prerequisites.feat":"Parkour","feats.operative.bullet-fever.name":"Bullet Fever","feats.operative.clustered-shots.name":"Clustered Shots","feats.operative.fish-in-a-barrel.name":"Fish in a Barrel","feats.operative.follow-up-fire.name":"Follow-Up Fire","feats.operative.burst-fire.name":"Burst Fire","feats.operative.burst-fire.prerequisites.feat":"Double Tap","feats.operative.cloaking-field.name":"Cloaking Field","feats.operative.explosive-deflection.name":"Explosive Deflection","feats.operative.extreme-accuracy.name":"Extreme Accuracy","feats.operative.extreme-accuracy.prerequisites.feat":"Keep Them In Your Sights","feats.operative.bullet-dance.name":"Bullet Dance","feats.operative.kill-shot.name":"Kill Shot","feats.operative.relentless-aim.name":"Relentless Aim","feats.operative.combat-reflexes.name":"Combat Reflexes","feats.operative.infinite-aim.name":"Infinite Aim","classes.operative.name":"Operative","classes.operative.description":"A sharpshooter and specialist who Aims at a mark for precise, devastating shots. Key attribute: Dexterity. 8 Hit Points plus Constitution per level. Expert in Perception, Reflex, Will, and simple and martial guns; trained in Fortitude, advanced guns, simple and martial weapons, unarmed attacks, light armor, unarmored defense and the operative class DC. Trained in your specialization's skill and 3 more skills plus Intelligence.","classes.operative.choices.class-feat.prompt":"Operative feat (level {slot})","classes.operative.choices.skill-feat.prompt":"Skill feat (level {slot})","classes.operative.choices.skills.prompt":"Trained skills (3 plus Intelligence)","classes.operative.choices.specialization.prompt":"Operative's specialization","classes.operative.choices.specialized-skill-set.prompt":"Specialized skill set: a skill feat for your specialization's skill (level {slot})","feats.operative.elusive-target.description":"Reaction. Trigger: a Strike targeting you fails. You Step.","feats.operative.instinctive-aim.description":"Single action. You Interact to draw a ranged weapon or Switch Hands, then Aim with that weapon.","feats.operative.keep-them-in-your-sights.description":"When you Aim, the benefits apply if your mark is within the first or second range increment of your weapon, not only the first.","feats.operative.mobile-aim.description":"Single action. You Stride, then Aim with a gun you're wielding.","feats.operative.scope-sight.description":"Whenever you Aim, you can Interact to Activate a sight weapon upgrade.","feats.operative.tactical-advance.description":"Single action. Requirement: you aren't encumbered. Stride up to your Speed. This movement doesn't trigger reactions.","feats.operative.weakening-shot.description":"Two actions. Requirement: you're wielding a gun. You Aim, then make a ranged Strike against your mark. On a hit, the target becomes your choice of clumsy 1 or enfeebled 1 until the end of your next turn (clumsy 2 or enfeebled 2 on a critical hit).","feats.operative.danger-awareness.description":"You gain a +1 circumstance bonus to Perception checks to find traps and hidden, undetected or unnoticed creatures, to AC against attacks from traps and from such creatures, and to saves against traps. Even if you aren't Searching, you get a check to find traps that normally require Searching, though you must still meet any other requirements to find the trap. If your initiative result ties with an opponent's, you always go first.","feats.operative.defensive-gunner.description":"Guns you wield gain the parry trait. If a weapon already has the parry trait, the circumstance bonus to AC it grants when you parry with it increases from +1 to +2.","feats.operative.double-tap.description":"Two actions. Requirement: you're wielding a gun. You Aim, then make two Strikes against your mark, applying the multiple attack penalty normally. If both hit, combine their damage. You add any precision damage only once, to the attack of your choice, and apply the target's resistances and weaknesses only once.","feats.operative.kill-steal.description":"Reaction. Trigger: an ally ends their turn after hitting a creature two or more times or critically hitting it. Requirement: you're wielding a gun. You Aim at the creature your ally hit, then make a ranged Strike against it.\n\nCreatures that fail or critically fail the save against an Area Fire or Auto-Fire action count as \"hit\" for reactions such as this one.","feats.operative.peek.description":"Single action. Make a ranged Strike, then Take Cover.","feats.operative.swift-reposition.description":"Reaction. Trigger: you're about to roll a Reflex save but haven't rolled yet. You Step or Leap and gain a +2 circumstance bonus to the Reflex save. You must still roll the save even if this moves you out of range of the triggering effect.","feats.operative.bloody-wounds.description":"When you critically hit your mark, you deal persistent bleed damage to it equal to your number of Aim damage dice.","feats.operative.devastating-aim.description":"When you Aim, the precision damage dice increase from d4s to d6s.","feats.operative.hampering-shot.description":"Two actions. Requirement: you're wielding a gun. You Aim, then make a ranged Strike against your mark. On a hit, the creature becomes off-guard until the end of your next turn.","feats.operative.stop-them-in-their-tracks.description":"Single action. You Demoralize your mark. The check doesn't take the -4 circumstance penalty for not sharing a language with the target. On a critical success, the mark is also immobilized for 1 round.","feats.operative.switch-target.description":"Free action. Trigger: the creature you've currently Aimed at gains the dying or unconscious condition. Requirement: you're wielding a gun. You Aim at a different creature.","feats.operative.twin-draw.description":"Single action. Requirement: you have two free hands. Draw up to two one-handed weapons and Aim.","feats.operative.destructive-dash.description":"Two actions. Requirement: you're in an environment with suitable material to tear up, such as an urban one. Stride up to your Speed. The squares you move through become difficult terrain. A creature within reach of an affected square can Interact to clear it, removing the difficult terrain you created there.","feats.operative.disarming-shot.description":"Two actions. Requirement: you're wielding a gun. You Aim, then make a ranged Strike against your mark. On a hit, you attempt to Disarm the target using the same attack roll against its Reflex DC instead of an Athletics check. This counts as two attacks for your multiple attack penalty, but the penalty doesn't increase until after you use it.","feats.operative.hair-trigger.description":"Reaction. Trigger: the last creature you Aimed at since the start of your last turn uses a manipulate or move action, makes a ranged attack, or leaves a square during a move action. Requirement: you're wielding a gun. You make a ranged Strike against the triggering creature. This Strike doesn't count toward your multiple attack penalty, and that penalty doesn't apply to it.","feats.operative.kick-it-into-overdrive.description":"Free action. Frequency: once per hour. Trigger: your turn begins. You become quickened until the end of your turn, and you can use the extra action only to Stride.\n\nAlternatively, you become quickened until the end of your next turn (still only to Stride), but at the end of that duration you become fatigued for 2 rounds.","feats.operative.skirmish-strike.description":"Single action. Either Step and then Strike, or Strike and then Step.","feats.operative.tactical-swap.description":"Single action. Frequency: once per round. Requirement: your last ranged Strike this turn missed, or hit and failed to damage the target. You Switch Hands or Interact to swap your current weapon for another, then Strike the same target with the newly drawn weapon.","feats.operative.unhindered-advance.description":"When you use Tactical Advance, you ignore difficult terrain and greater difficult terrain.","feats.operative.opening-volley.description":"Single action. Requirement: you're wielding a gun and a melee weapon. Make a ranged Strike with the gun. If it succeeds, your next melee attack this round against the same target gains a +2 circumstance bonus to the attack roll.","feats.operative.parkour.description":"Single action. Stride and Long Jump or High Jump, in any order. You must start on a horizontal surface. During this movement you ignore difficult terrain and can run up vertical surfaces at your full Speed. If you end the Stride off the ground, you fall after your next action or when your turn ends, whichever comes first (you can Grab an Edge, if applicable).","feats.operative.toppling-shot.description":"Two actions. Requirement: you're wielding a gun. You Aim, then make a ranged Strike against your mark. On a hit, the target is knocked back 5 feet. If this forced movement makes it collide with a creature or object, both the target and that creature (if any) take bludgeoning damage equal to your Aim damage. On a critical hit, the target is also knocked prone.","feats.operative.twin-shooter.description":"While you're wielding two simple guns, both gain the agile trait.","feats.operative.impeding-shot.description":"Two actions. Requirement: you're wielding a gun. You Aim, then make a ranged Strike against your mark. On a hit, the target is slowed 1 until the end of its next turn. If it's flying, it also falls 10 feet.","feats.operative.muzzle-flash.description":"Two actions. Requirement: you're wielding a gun. You Aim, then make a ranged Strike against your mark. On a hit, the creature becomes dazzled until the end of your next turn if it's within your first range increment.","feats.operative.opportune-retort.description":"Reaction. Trigger: a creature critically fails a melee attack roll against you. Make a ranged Strike against the triggering creature.","feats.operative.practiced-escape.description":"Reaction. Trigger: a creature grabs, immobilizes or restrains you. You attempt to Escape. If you succeed or critically succeed, you can also Stand or Step.","feats.operative.sprint.description":"Two actions or three actions. Stride up to four times. If you spend 3 actions, you can instead Stride up to six times.","feats.operative.dual-aim.description":"You can have two marks at a time instead of one. When you Aim, you can select two marks.","feats.operative.grazing-shot.description":"Two actions. Requirement: you have a mark. Make a ranged Strike with your gun against your mark, with this added failure effect.\n\n**Failure** The attack deals minimum damage (calculated as if every die you would roll shows a 1).","feats.operative.line-em-up.description":"Two actions. Requirement: you're wielding a gun. Make a ranged Strike with your gun against a target within your first range increment, applying the attack against every creature in a straight line between you and the target. It ignores any lesser cover the targets give one another. Roll damage once and apply it to each creature you hit. This counts as two attacks for your multiple attack penalty.","feats.operative.overwhelming-shot.description":"Two actions. You Aim, then make a Strike against your mark. Choose one damage type: acid, bludgeoning, cold, electricity, fire, mental, piercing, poison, slashing or sonic. The shot ignores an amount of the target's resistance to that type equal to your level. If the target has a weakness to that type, it increases by half your level. Immunities are unaffected.","feats.operative.running-shot.description":"Two actions. Requirement: you're wielding a gun. Aim, then Stride up to your Speed. At any point during the movement, you can make a ranged Strike with the gun you're wielding.","feats.operative.360-no-scope.description":"Two actions. Requirement: you're wielding a gun. You Parkour. During that movement, including while falling, you can Aim and then make a ranged Strike with the gun you're wielding.","feats.operative.bullet-fever.description":"Reaction. Frequency: once per hour. Trigger: you take damage that would reduce you to 0 Hit Points. Instead of being knocked out, you're reduced to 1 Hit Point, gain temporary Hit Points equal to half your level for 1 minute, increase your wounded value by 1, and enter a frenzy for 1 minute. You can't end the frenzy voluntarily. While in it:\n\n- You automatically apply precision damage to all targets as though you were Aiming.\n- You take a -1 circumstance penalty to AC.\n- You take a -1 circumstance penalty to Will saves.\n- You can't take actions without the attack or move trait, except to Reload your weapons.\n\nWhen the frenzy ends, you lose any remaining temporary Hit Points from Bullet Fever.","feats.operative.clustered-shots.description":"Two actions. Requirement: you're wielding a gun with at least 3 expend worth of ammunition. You Aim, make a ranged Strike against your mark, and subtract three times the weapon's expend from its magazine. Roll the attack twice and use the better result. The attack ignores circumstance penalties to the attack roll and any flat check required because the target is concealed or hidden.","feats.operative.fish-in-a-barrel.description":"Two actions. You Aim, then make a ranged Strike against a prone or immobilized creature that isn't benefiting from cover. Treat a success as a critical success. If you roll a critical success, the creature is off-guard and suppressed until the start of your next turn.","feats.operative.follow-up-fire.description":"Free action. Frequency: once per round. Requirement: you're wielding two guns and your last action was a ranged Strike that missed. Make a ranged Strike with the gun you didn't fire. It doesn't take the multiple attack penalty from the prior attack but counts toward future multiple attack penalties.","feats.operative.burst-fire.description":"If you make your second Strike from Double Tap with the same gun, Double Tap counts as one attack for your multiple attack penalty, and you apply your precision damage from Aim to both Strikes.","feats.operative.cloaking-field.description":"Two actions. Frequency: once per hour. You become invisible for 10 minutes, which makes you undetected to all creatures, though they can attempt to find you, making you hidden instead. If you use a hostile action, the effect ends once that action is completed. While it's active, security cameras, sentries and other surveillance don't detect you unless they have special senses that see through invisibility.","feats.operative.explosive-deflection.description":"Reaction. Trigger: you're in the area of a grenade explosion. Requirement: you're aware of the attack, wielding a gun and not off-guard. You expend ammunition from your gun equal to its usage, as if you'd fired it, and gain a +4 circumstance bonus to your Reflex save against the grenade. Determine whether you succeed before rolling for anyone else in the area. If you succeed, the grenade explodes prematurely in a space of your choice directly between you and the attacker, and you needn't save again if you're in the new explosion area.","feats.operative.extreme-accuracy.description":"When you Aim, the benefits apply if your mark is within range up to your weapon's fourth range increment. You also ignore the penalty for attacking your mark up to four range increments away.","feats.operative.bullet-dance.description":"Three actions. Requirement: you're wielding a gun. Stride up to twice. During this movement you can make up to three ranged Strikes, each against a different creature within your first range increment (measured from where you make that attack). Each attack counts toward your multiple attack penalty, but the penalty doesn't increase until you've made all of them.","feats.operative.kill-shot.description":"Two actions or three actions. Requirement: you're wielding a gun. You Aim, then make a ranged Strike against your mark. On a success (not a critical success), you deal maximum damage (calculated as if every die shows its maximum). On a critical success, roll normally, but if the doubled damage would be less than the maximum damage of a normal success, use that maximum instead.\n\nIf you spent 3 actions and critically succeed, you deal maximum damage and double it as normal.","feats.operative.relentless-aim.description":"When determining line of effect to a target you've Aimed at, you can choose one solid surface within your weapon's first range increment to ricochet the shot off; determine line of effect from that surface instead of your location. If the creature is undetected, the GM still secretly rolls a flat check to see if you missed, but it's DC 5.","feats.operative.combat-reflexes.description":"At the start of each enemy's turn, you gain an additional reaction during that turn that you can use only for an operative reaction.","feats.operative.infinite-aim.description":"You can Aim as a free action.","actions.area-fire.name":"Area Fire","actions.area-fire.description":"2 actions: fire an area weapon at every creature in its burst, cone or line. Each attempts a basic Reflex save against your class DC plus the weapon's tracking bonus; the weapon spends its Expend.","actions.area-fire.params.primary.name":"Primary target hit","actions.area-fire.params.primary.description":"The participant your Primary Target Strike hit: its success becomes a failure.","actions.area-fire.results.fired.name":"Fired","actions.auto-fire.name":"Auto-Fire","actions.auto-fire.description":"2 actions: spray an automatic weapon across a cone of half its range. Each creature attempts a basic Reflex save against your class DC plus the weapon's tracking bonus; it spends 2 rounds or charges per target.","actions.auto-fire.params.primary.name":"Primary target hit","actions.auto-fire.results.fired.name":"Fired","actions.auto-fire.results.no-ammo.name":"Not enough ammunition","actions.boost.name":"Boost","actions.boost.description":"An Interact action: the next damaging attack with this weapon before the end of your next turn adds a boost die per weapon damage die, rolled after doubling.","actions.boost.results.boosted.name":"Boosted","actions.reload.name":"Reload","actions.reload.description":"Refill the weapon from a carried battery, chem tank or rounds; a battery or chem tank takes the weapon's old charges.","actions.reload.steps.source.prompt":"Load from","actions.reload.results.reloaded.name":"Reloaded","actions.recharge.name":"Recharge","actions.recharge.description":"Recharge a spent battery at a charging station (1 minute).","actions.recharge.results.recharged.name":"Recharged","actions.throw-grenade.name":"Throw grenade","actions.throw-grenade.description":"1 action (Area Fire): each creature in the burst attempts the grenade's save against your class DC; the grenade is used up.","actions.throw-grenade.results.thrown.name":"Thrown","actions.choose-apex.name":"Choose apex augmentation","actions.choose-apex.description":"At daily preparations, choose which apex augmentation raises its attribute today.","actions.choose-apex.results.chosen.name":"Chosen","actions.buy.options.ammunition.name":"Ammunition","actions.buy.options.augmentation.name":"Augmentation","actions.buy.steps.ammunition.prompt":"Choose ammunition","actions.buy.steps.augmentation.prompt":"Choose an augmentation","actions.force-open.params.crowbar.name":"Using a crowbar or similar tool","actions.modular.options.acid.name":"Acid","actions.modular.options.cold.name":"Cold","actions.modular.options.electricity.name":"Electricity","actions.modular.options.fire.name":"Fire","actions.modular.options.mental.name":"Mental","actions.modular.options.sonic.name":"Sonic","actions.modular.options.void.name":"Void","constraints.implant-limit":"More augmentations implanted ({implanted}) than the implant limit ({limit})","constraints.one-apex":"More than one apex augmentation raising its attribute","constraints.upgrade-limits":"An item has more upgrades than upgrade slots, or two grades ({items})","constraints.dedication-lock":"A dedication feat taken before two other feats of an earlier archetype: {open} archetypes are open","fields.armor.bulwark.name":"Bulwark modifier to Reflex saves","fields.armor.allBulwark.name":"All armor has bulwark","fields.attacks.trainedWeapons.name":"Weapons trained with","fields.senses.telepathyRange.name":"Limited telepathy range","fields.armor.strength.name":"Strength for armor","fields.attacks.areaDc.name":"Area attack DC","fields.attacks.familiar.name":"Familiar weapons","fields.attacks.kickbackStrength.name":"Strength that ignores kickback","fields.augmentations.count.name":"Augmentations implanted","fields.augmentations.limit.name":"Implant limit","fields.heritage.size.name":"Heritage's size","fields.money.credits.name":"Credits","fields.money.upbs.name":"UPBs","fields.money.total.name":"Total wealth (credits)","situational.againstRadiation.name":"Against radiation","situational.naturalEnvironment.name":"In a natural, undeveloped environment","situational.telepathicContact.name":"It communicates with you telepathically","types.consumable.options.spell-gem.name":"Use the spell gem","fields.proficiency.level.name":"Level added to proficiency","fields.proficiency.untrained.name":"Untrained proficiency bonus","fields.spellcasting.archetype.mystic.tradition.name":"Mystic archetype tradition","fields.spellcasting.archetype.mystic.tradition.values.none.name":"None","fields.spellcasting.archetype.mystic.tradition.values.arcane.name":"Arcane","fields.spellcasting.archetype.mystic.tradition.values.divine.name":"Divine","fields.spellcasting.archetype.mystic.tradition.values.occult.name":"Occult","fields.spellcasting.archetype.mystic.tradition.values.primal.name":"Primal","fields.spellcasting.archetype.mystic.kind.name":"Mystic archetype spellcasting","fields.spellcasting.archetype.mystic.kind.values.none.name":"None","fields.spellcasting.archetype.mystic.kind.values.spontaneous.name":"Spontaneous","fields.spellcasting.archetype.mystic.attack.name":"Mystic archetype spell attack modifier","fields.spellcasting.archetype.mystic.dc.name":"Mystic archetype spell DC","fields.spellcasting.archetype.mystic.rank.name":"Mystic archetype spellcasting proficiency","fields.spellcasting.archetype.mystic.maxRank.name":"Highest mystic archetype slot rank","fields.spellSlots.archetype.mystic.rank1.max.name":"1st-rank mystic archetype slots","fields.spellSlots.archetype.mystic.rank1.used.name":"1st-rank mystic archetype slots spent","fields.spellSlots.archetype.mystic.rank2.max.name":"2nd-rank mystic archetype slots","fields.spellSlots.archetype.mystic.rank2.used.name":"2nd-rank mystic archetype slots spent","fields.spellSlots.archetype.mystic.rank3.max.name":"3rd-rank mystic archetype slots","fields.spellSlots.archetype.mystic.rank3.used.name":"3rd-rank mystic archetype slots spent","fields.spellSlots.archetype.mystic.rank4.max.name":"4th-rank mystic archetype slots","fields.spellSlots.archetype.mystic.rank4.used.name":"4th-rank mystic archetype slots spent","fields.spellSlots.archetype.mystic.rank5.max.name":"5th-rank mystic archetype slots","fields.spellSlots.archetype.mystic.rank5.used.name":"5th-rank mystic archetype slots spent","fields.spellSlots.archetype.mystic.rank6.max.name":"6th-rank mystic archetype slots","fields.spellSlots.archetype.mystic.rank6.used.name":"6th-rank mystic archetype slots spent","fields.spellSlots.archetype.mystic.rank7.max.name":"7th-rank mystic archetype slots","fields.spellSlots.archetype.mystic.rank7.used.name":"7th-rank mystic archetype slots spent","fields.spellSlots.archetype.mystic.rank8.max.name":"8th-rank mystic archetype slots","fields.spellSlots.archetype.mystic.rank8.used.name":"8th-rank mystic archetype slots spent","fields.spellcasting.archetype.witchwarper.tradition.name":"Witchwarper archetype tradition","fields.spellcasting.archetype.witchwarper.tradition.values.none.name":"None","fields.spellcasting.archetype.witchwarper.tradition.values.arcane.name":"Arcane","fields.spellcasting.archetype.witchwarper.tradition.values.divine.name":"Divine","fields.spellcasting.archetype.witchwarper.tradition.values.occult.name":"Occult","fields.spellcasting.archetype.witchwarper.tradition.values.primal.name":"Primal","fields.spellcasting.archetype.witchwarper.kind.name":"Witchwarper archetype spellcasting","fields.spellcasting.archetype.witchwarper.kind.values.none.name":"None","fields.spellcasting.archetype.witchwarper.kind.values.spontaneous.name":"Spontaneous","fields.spellcasting.archetype.witchwarper.attack.name":"Witchwarper archetype spell attack modifier","fields.spellcasting.archetype.witchwarper.dc.name":"Witchwarper archetype spell DC","fields.spellcasting.archetype.witchwarper.rank.name":"Witchwarper archetype spellcasting proficiency","fields.spellcasting.archetype.witchwarper.maxRank.name":"Highest witchwarper archetype slot rank","fields.spellSlots.archetype.witchwarper.rank1.max.name":"1st-rank witchwarper archetype slots","fields.spellSlots.archetype.witchwarper.rank1.used.name":"1st-rank witchwarper archetype slots spent","fields.spellSlots.archetype.witchwarper.rank2.max.name":"2nd-rank witchwarper archetype slots","fields.spellSlots.archetype.witchwarper.rank2.used.name":"2nd-rank witchwarper archetype slots spent","fields.spellSlots.archetype.witchwarper.rank3.max.name":"3rd-rank witchwarper archetype slots","fields.spellSlots.archetype.witchwarper.rank3.used.name":"3rd-rank witchwarper archetype slots spent","fields.spellSlots.archetype.witchwarper.rank4.max.name":"4th-rank witchwarper archetype slots","fields.spellSlots.archetype.witchwarper.rank4.used.name":"4th-rank witchwarper archetype slots spent","fields.spellSlots.archetype.witchwarper.rank5.max.name":"5th-rank witchwarper archetype slots","fields.spellSlots.archetype.witchwarper.rank5.used.name":"5th-rank witchwarper archetype slots spent","fields.spellSlots.archetype.witchwarper.rank6.max.name":"6th-rank witchwarper archetype slots","fields.spellSlots.archetype.witchwarper.rank6.used.name":"6th-rank witchwarper archetype slots spent","fields.spellSlots.archetype.witchwarper.rank7.max.name":"7th-rank witchwarper archetype slots","fields.spellSlots.archetype.witchwarper.rank7.used.name":"7th-rank witchwarper archetype slots spent","fields.spellSlots.archetype.witchwarper.rank8.max.name":"8th-rank witchwarper archetype slots","fields.spellSlots.archetype.witchwarper.rank8.used.name":"8th-rank witchwarper archetype slots spent","situational.againstArea.name":"Against an area effect","situational.improvisedMastery.name":"Improvised Mastery","fields.conditions.suppressed.name":"Suppressed","situational.bySuppressed.name":"From an attack by a suppressed creature","situational.suppressedTarget.name":"Against a suppressed foe","fields.features.held.name":"Class features","situational.shieldSpellBlock.name":"Block with the shield spell","actions.access-infosphere.name":"Access Infosphere","actions.access-infosphere.description":"Search a local network for information on a topic (usually 10 minutes), like Recalling Knowledge; a critical failure finds misleading information.","actions.access-infosphere.params.dc.name":"DC","actions.hack.name":"Hack","actions.hack.description":"With a hacking toolkit, access, control or change a secured system: a success is one success toward access (two on a critical success, leaving no trace); a critical failure triggers security or locks you out for an hour.","actions.hack.params.dc.name":"DC","actions.operate-device.name":"Operate Device","actions.operate-device.description":"Perform a task with a computer or similar device; a failure gives a –2 circumstance penalty to further attempts for a day, a critical failure locks you out for a day.","actions.operate-device.params.dc.name":"DC","actions.navigate.name":"Navigate","actions.navigate.description":"Plan a short journey on foot, by vehicle or in a star system: a success keeps you from getting lost, a critical success gives an excellent sense of where you are.","actions.navigate.params.dc.name":"DC","actions.plot-course.name":"Plot Course","actions.plot-course.description":"Chart a long journey through hyperspace: a critical success halves the travel time, a failure arrives late, a critical failure lands you in an unfamiliar system.","actions.plot-course.params.dc.name":"DC","actions.stunt.name":"Stunt","actions.stunt.description":"1 action (manipulate, move, reckless): Drive and perform a stunt; its penalty applies to the stunt's Piloting checks.","actions.stunt.params.dc.name":"DC","actions.stunt.steps.stunt.prompt":"Stunt","actions.stunt.options.back-off.name":"Back Off (–1): move half Speed backward","actions.stunt.options.evade.name":"Evade (–1): half Speed, +1 status bonus to AC","actions.stunt.options.flip-and-burn.name":"Flip and Burn (–1): half Speed, then turn","actions.stunt.options.barrel-roll.name":"Barrel Roll (–2): half Speed, +2 status bonus to AC","actions.stunt.options.flyby.name":"Flyby (–2): half Speed through an enemy's square","actions.stunt.options.drift.name":"Drift (–2): half Speed sideways","actions.stunt.options.turn-in-place.name":"Turn in Place (–2): turn, then full Speed","actions.take-cover.name":"Take Cover","actions.take-cover.description":"1 action: standard cover becomes greater cover (+4 circumstance bonus to AC, Reflex saves against area effects and Stealth to Hide or Sneak); otherwise you gain standard cover (+2). It lasts until you move, attack or end it.","actions.take-cover.params.standardCover.name":"You already have standard cover","actions.take-cover.results.covered.name":"Taking cover","actions.disable-a-device.steps.using.prompt":"Skill","actions.disable-a-device.options.thievery.name":"Thievery","actions.disable-a-device.options.computers.name":"Computers","actions.disable-a-device.options.crafting.name":"Crafting","effects.taking-cover.name":"Taking cover","effects.taking-cover.description":"A circumstance bonus to AC, Reflex saves against area effects, and Stealth checks to Hide and Sneak.","conditions.suppressed.name":"Suppressed","conditions.suppressed.description":"A –1 circumstance penalty to attack rolls and a –10-foot status penalty to all your Speeds.","conditions.untethered.name":"Untethered","conditions.untethered.description":"Floating without support in zero gravity: you can't take move actions that don't work there, drift 5 feet at the end of your turn, and are typically clumsy 1 and off-guard.","conditions.glitching.name":"Glitching","conditions.glitching.description":"A tech creature or item seizes up. At the start of each turn (or when using a glitching item), a DC 5 + value flat check: a critical success lowers the value by 1; a failure gives an item penalty equal to the value to all checks and DCs; a critical failure also stuns you 1 (an item fails to work).","conditions.glitching.actions.glitch-check.name":"Glitching flat check","effects.glitched.name":"Glitched","effects.glitched.description":"An item penalty to all checks and DCs equal to your glitching value, until your next glitching flat check.","fields.skills.acrobatics.mod.name":"Acrobatics","fields.skills.acrobatics.rank.name":"Acrobatics proficiency","fields.skills.acrobatics.increases.name":"Acrobatics increases","fields.skills.acrobatics.trainedByIncrease.name":"Acrobatics trained by a skill increase","tags.skill.acrobatics.name":"Acrobatics","fields.skills.arcana.mod.name":"Arcana","fields.skills.arcana.rank.name":"Arcana proficiency","fields.skills.arcana.increases.name":"Arcana increases","fields.skills.arcana.trainedByIncrease.name":"Arcana trained by a skill increase","tags.skill.arcana.name":"Arcana","fields.skills.athletics.mod.name":"Athletics","fields.skills.athletics.rank.name":"Athletics proficiency","fields.skills.athletics.increases.name":"Athletics increases","fields.skills.athletics.trainedByIncrease.name":"Athletics trained by a skill increase","tags.skill.athletics.name":"Athletics","fields.skills.computers.mod.name":"Computers","fields.skills.computers.rank.name":"Computers proficiency","fields.skills.computers.increases.name":"Computers increases","fields.skills.computers.trainedByIncrease.name":"Computers trained by a skill increase","tags.skill.computers.name":"Computers","fields.skills.crafting.mod.name":"Crafting","fields.skills.crafting.rank.name":"Crafting proficiency","fields.skills.crafting.increases.name":"Crafting increases","fields.skills.crafting.trainedByIncrease.name":"Crafting trained by a skill increase","tags.skill.crafting.name":"Crafting","fields.skills.deception.mod.name":"Deception","fields.skills.deception.rank.name":"Deception proficiency","fields.skills.deception.increases.name":"Deception increases","fields.skills.deception.trainedByIncrease.name":"Deception trained by a skill increase","tags.skill.deception.name":"Deception","fields.skills.diplomacy.mod.name":"Diplomacy","fields.skills.diplomacy.rank.name":"Diplomacy proficiency","fields.skills.diplomacy.increases.name":"Diplomacy increases","fields.skills.diplomacy.trainedByIncrease.name":"Diplomacy trained by a skill increase","tags.skill.diplomacy.name":"Diplomacy","fields.skills.intimidation.mod.name":"Intimidation","fields.skills.intimidation.rank.name":"Intimidation proficiency","fields.skills.intimidation.increases.name":"Intimidation increases","fields.skills.intimidation.trainedByIncrease.name":"Intimidation trained by a skill increase","tags.skill.intimidation.name":"Intimidation","fields.skills.medicine.mod.name":"Medicine","fields.skills.medicine.rank.name":"Medicine proficiency","fields.skills.medicine.increases.name":"Medicine increases","fields.skills.medicine.trainedByIncrease.name":"Medicine trained by a skill increase","tags.skill.medicine.name":"Medicine","fields.skills.nature.mod.name":"Nature","fields.skills.nature.rank.name":"Nature proficiency","fields.skills.nature.increases.name":"Nature increases","fields.skills.nature.trainedByIncrease.name":"Nature trained by a skill increase","tags.skill.nature.name":"Nature","fields.skills.occultism.mod.name":"Occultism","fields.skills.occultism.rank.name":"Occultism proficiency","fields.skills.occultism.increases.name":"Occultism increases","fields.skills.occultism.trainedByIncrease.name":"Occultism trained by a skill increase","tags.skill.occultism.name":"Occultism","fields.skills.performance.mod.name":"Performance","fields.skills.performance.rank.name":"Performance proficiency","fields.skills.performance.increases.name":"Performance increases","fields.skills.performance.trainedByIncrease.name":"Performance trained by a skill increase","tags.skill.performance.name":"Performance","fields.skills.piloting.mod.name":"Piloting","fields.skills.piloting.rank.name":"Piloting proficiency","fields.skills.piloting.increases.name":"Piloting increases","fields.skills.piloting.trainedByIncrease.name":"Piloting trained by a skill increase","tags.skill.piloting.name":"Piloting","fields.skills.religion.mod.name":"Religion","fields.skills.religion.rank.name":"Religion proficiency","fields.skills.religion.increases.name":"Religion increases","fields.skills.religion.trainedByIncrease.name":"Religion trained by a skill increase","tags.skill.religion.name":"Religion","fields.skills.society.mod.name":"Society","fields.skills.society.rank.name":"Society proficiency","fields.skills.society.increases.name":"Society increases","fields.skills.society.trainedByIncrease.name":"Society trained by a skill increase","tags.skill.society.name":"Society","fields.skills.stealth.mod.name":"Stealth","fields.skills.stealth.rank.name":"Stealth proficiency","fields.skills.stealth.increases.name":"Stealth increases","fields.skills.stealth.trainedByIncrease.name":"Stealth trained by a skill increase","tags.skill.stealth.name":"Stealth","fields.skills.survival.mod.name":"Survival","fields.skills.survival.rank.name":"Survival proficiency","fields.skills.survival.increases.name":"Survival increases","fields.skills.survival.trainedByIncrease.name":"Survival trained by a skill increase","tags.skill.survival.name":"Survival","fields.skills.thievery.mod.name":"Thievery","fields.skills.thievery.rank.name":"Thievery proficiency","fields.skills.thievery.increases.name":"Thievery increases","fields.skills.thievery.trainedByIncrease.name":"Thievery trained by a skill increase","tags.skill.thievery.name":"Thievery","fields.skills.lore.academia.mod.name":"Academia Lore","fields.skills.lore.academia.rank.name":"Academia Lore proficiency","fields.skills.lore.academia.increases.name":"Academia Lore increases","fields.skills.lore.academia.trainedByIncrease.name":"Academia Lore trained by a skill increase","tags.skill.lore.academia.name":"Academia Lore","fields.skills.lore.alcohol.mod.name":"Alcohol Lore","fields.skills.lore.alcohol.rank.name":"Alcohol Lore proficiency","fields.skills.lore.alcohol.increases.name":"Alcohol Lore increases","fields.skills.lore.alcohol.trainedByIncrease.name":"Alcohol Lore trained by a skill increase","tags.skill.lore.alcohol.name":"Alcohol Lore","fields.skills.lore.android.mod.name":"Android Lore","fields.skills.lore.android.rank.name":"Android Lore proficiency","fields.skills.lore.android.increases.name":"Android Lore increases","fields.skills.lore.android.trainedByIncrease.name":"Android Lore trained by a skill increase","tags.skill.lore.android.name":"Android Lore","fields.skills.lore.animal.mod.name":"Animal Lore","fields.skills.lore.animal.rank.name":"Animal Lore proficiency","fields.skills.lore.animal.increases.name":"Animal Lore increases","fields.skills.lore.animal.trainedByIncrease.name":"Animal Lore trained by a skill increase","tags.skill.lore.animal.name":"Animal Lore","fields.skills.lore.art.mod.name":"Art Lore","fields.skills.lore.art.rank.name":"Art Lore proficiency","fields.skills.lore.art.increases.name":"Art Lore increases","fields.skills.lore.art.trainedByIncrease.name":"Art Lore trained by a skill increase","tags.skill.lore.art.name":"Art Lore","fields.skills.lore.augmentation.mod.name":"Augmentation Lore","fields.skills.lore.augmentation.rank.name":"Augmentation Lore proficiency","fields.skills.lore.augmentation.increases.name":"Augmentation Lore increases","fields.skills.lore.augmentation.trainedByIncrease.name":"Augmentation Lore trained by a skill increase","tags.skill.lore.augmentation.name":"Augmentation Lore","fields.skills.lore.barathu.mod.name":"Barathu Lore","fields.skills.lore.barathu.rank.name":"Barathu Lore proficiency","fields.skills.lore.barathu.increases.name":"Barathu Lore increases","fields.skills.lore.barathu.trainedByIncrease.name":"Barathu Lore trained by a skill increase","tags.skill.lore.barathu.name":"Barathu Lore","fields.skills.lore.borai.mod.name":"Borai Lore","fields.skills.lore.borai.rank.name":"Borai Lore proficiency","fields.skills.lore.borai.increases.name":"Borai Lore increases","fields.skills.lore.borai.trainedByIncrease.name":"Borai Lore trained by a skill increase","tags.skill.lore.borai.name":"Borai Lore","fields.skills.lore.business.mod.name":"Business Lore","fields.skills.lore.business.rank.name":"Business Lore proficiency","fields.skills.lore.business.increases.name":"Business Lore increases","fields.skills.lore.business.trainedByIncrease.name":"Business Lore trained by a skill increase","tags.skill.lore.business.name":"Business Lore","fields.skills.lore.cooking.mod.name":"Cooking Lore","fields.skills.lore.cooking.rank.name":"Cooking Lore proficiency","fields.skills.lore.cooking.increases.name":"Cooking Lore increases","fields.skills.lore.cooking.trainedByIncrease.name":"Cooking Lore trained by a skill increase","tags.skill.lore.cooking.name":"Cooking Lore","fields.skills.lore.corporate.mod.name":"Corporate Lore","fields.skills.lore.corporate.rank.name":"Corporate Lore proficiency","fields.skills.lore.corporate.increases.name":"Corporate Lore increases","fields.skills.lore.corporate.trainedByIncrease.name":"Corporate Lore trained by a skill increase","tags.skill.lore.corporate.name":"Corporate Lore","fields.skills.lore.games.mod.name":"Games Lore","fields.skills.lore.games.rank.name":"Games Lore proficiency","fields.skills.lore.games.increases.name":"Games Lore increases","fields.skills.lore.games.trainedByIncrease.name":"Games Lore trained by a skill increase","tags.skill.lore.games.name":"Games Lore","fields.skills.lore.genealogy.mod.name":"Genealogy Lore","fields.skills.lore.genealogy.rank.name":"Genealogy Lore proficiency","fields.skills.lore.genealogy.increases.name":"Genealogy Lore increases","fields.skills.lore.genealogy.trainedByIncrease.name":"Genealogy Lore trained by a skill increase","tags.skill.lore.genealogy.name":"Genealogy Lore","fields.skills.lore.history.mod.name":"History Lore","fields.skills.lore.history.rank.name":"History Lore proficiency","fields.skills.lore.history.increases.name":"History Lore increases","fields.skills.lore.history.trainedByIncrease.name":"History Lore trained by a skill increase","tags.skill.lore.history.name":"History Lore","fields.skills.lore.hyperspace.mod.name":"Hyperspace Lore","fields.skills.lore.hyperspace.rank.name":"Hyperspace Lore proficiency","fields.skills.lore.hyperspace.increases.name":"Hyperspace Lore increases","fields.skills.lore.hyperspace.trainedByIncrease.name":"Hyperspace Lore trained by a skill increase","tags.skill.lore.hyperspace.name":"Hyperspace Lore","fields.skills.lore.infosphere.mod.name":"Infosphere Lore","fields.skills.lore.infosphere.rank.name":"Infosphere Lore proficiency","fields.skills.lore.infosphere.increases.name":"Infosphere Lore increases","fields.skills.lore.infosphere.trainedByIncrease.name":"Infosphere Lore trained by a skill increase","tags.skill.lore.infosphere.name":"Infosphere Lore","fields.skills.lore.kasatha.mod.name":"Kasatha Lore","fields.skills.lore.kasatha.rank.name":"Kasatha Lore proficiency","fields.skills.lore.kasatha.increases.name":"Kasatha Lore increases","fields.skills.lore.kasatha.trainedByIncrease.name":"Kasatha Lore trained by a skill increase","tags.skill.lore.kasatha.name":"Kasatha Lore","fields.skills.lore.labor.mod.name":"Labor Lore","fields.skills.lore.labor.rank.name":"Labor Lore proficiency","fields.skills.lore.labor.increases.name":"Labor Lore increases","fields.skills.lore.labor.trainedByIncrease.name":"Labor Lore trained by a skill increase","tags.skill.lore.labor.name":"Labor Lore","fields.skills.lore.lashunta.mod.name":"Lashunta Lore","fields.skills.lore.lashunta.rank.name":"Lashunta Lore proficiency","fields.skills.lore.lashunta.increases.name":"Lashunta Lore increases","fields.skills.lore.lashunta.trainedByIncrease.name":"Lashunta Lore trained by a skill increase","tags.skill.lore.lashunta.name":"Lashunta Lore","fields.skills.lore.legal.mod.name":"Legal Lore","fields.skills.lore.legal.rank.name":"Legal Lore proficiency","fields.skills.lore.legal.increases.name":"Legal Lore increases","fields.skills.lore.legal.trainedByIncrease.name":"Legal Lore trained by a skill increase","tags.skill.lore.legal.name":"Legal Lore","fields.skills.lore.lifeScience.mod.name":"Life Science Lore","fields.skills.lore.lifeScience.rank.name":"Life Science Lore proficiency","fields.skills.lore.lifeScience.increases.name":"Life Science Lore increases","fields.skills.lore.lifeScience.trainedByIncrease.name":"Life Science Lore trained by a skill increase","tags.skill.lore.life-science.name":"Life Science Lore","fields.skills.lore.media.mod.name":"Media Lore","fields.skills.lore.media.rank.name":"Media Lore proficiency","fields.skills.lore.media.increases.name":"Media Lore increases","fields.skills.lore.media.trainedByIncrease.name":"Media Lore trained by a skill increase","tags.skill.lore.media.name":"Media Lore","fields.skills.lore.mining.mod.name":"Mining Lore","fields.skills.lore.mining.rank.name":"Mining Lore proficiency","fields.skills.lore.mining.increases.name":"Mining Lore increases","fields.skills.lore.mining.trainedByIncrease.name":"Mining Lore trained by a skill increase","tags.skill.lore.mining.name":"Mining Lore","fields.skills.lore.pahtra.mod.name":"Pahtra Lore","fields.skills.lore.pahtra.rank.name":"Pahtra Lore proficiency","fields.skills.lore.pahtra.increases.name":"Pahtra Lore increases","fields.skills.lore.pahtra.trainedByIncrease.name":"Pahtra Lore trained by a skill increase","tags.skill.lore.pahtra.name":"Pahtra Lore","fields.skills.lore.physicalScience.mod.name":"Physical Science Lore","fields.skills.lore.physicalScience.rank.name":"Physical Science Lore proficiency","fields.skills.lore.physicalScience.increases.name":"Physical Science Lore increases","fields.skills.lore.physicalScience.trainedByIncrease.name":"Physical Science Lore trained by a skill increase","tags.skill.lore.physical-science.name":"Physical Science Lore","fields.skills.lore.piracy.mod.name":"Piracy Lore","fields.skills.lore.piracy.rank.name":"Piracy Lore proficiency","fields.skills.lore.piracy.increases.name":"Piracy Lore increases","fields.skills.lore.piracy.trainedByIncrease.name":"Piracy Lore trained by a skill increase","tags.skill.lore.piracy.name":"Piracy Lore","fields.skills.lore.plant.mod.name":"Plant Lore","fields.skills.lore.plant.rank.name":"Plant Lore proficiency","fields.skills.lore.plant.increases.name":"Plant Lore increases","fields.skills.lore.plant.trainedByIncrease.name":"Plant Lore trained by a skill increase","tags.skill.lore.plant.name":"Plant Lore","fields.skills.lore.prismeni.mod.name":"Prismeni Lore","fields.skills.lore.prismeni.rank.name":"Prismeni Lore proficiency","fields.skills.lore.prismeni.increases.name":"Prismeni Lore increases","fields.skills.lore.prismeni.trainedByIncrease.name":"Prismeni Lore trained by a skill increase","tags.skill.lore.prismeni.name":"Prismeni Lore","fields.skills.lore.shirren.mod.name":"Shirren Lore","fields.skills.lore.shirren.rank.name":"Shirren Lore proficiency","fields.skills.lore.shirren.increases.name":"Shirren Lore increases","fields.skills.lore.shirren.trainedByIncrease.name":"Shirren Lore trained by a skill increase","tags.skill.lore.shirren.name":"Shirren Lore","fields.skills.lore.skittermander.mod.name":"Skittermander Lore","fields.skills.lore.skittermander.rank.name":"Skittermander Lore proficiency","fields.skills.lore.skittermander.increases.name":"Skittermander Lore increases","fields.skills.lore.skittermander.trainedByIncrease.name":"Skittermander Lore trained by a skill increase","tags.skill.lore.skittermander.name":"Skittermander Lore","fields.skills.lore.sports.mod.name":"Sports Lore","fields.skills.lore.sports.rank.name":"Sports Lore proficiency","fields.skills.lore.sports.increases.name":"Sports Lore increases","fields.skills.lore.sports.trainedByIncrease.name":"Sports Lore trained by a skill increase","tags.skill.lore.sports.name":"Sports Lore","fields.skills.lore.underworld.mod.name":"Underworld Lore","fields.skills.lore.underworld.rank.name":"Underworld Lore proficiency","fields.skills.lore.underworld.increases.name":"Underworld Lore increases","fields.skills.lore.underworld.trainedByIncrease.name":"Underworld Lore trained by a skill increase","tags.skill.lore.underworld.name":"Underworld Lore","fields.skills.lore.vesk.mod.name":"Vesk Lore","fields.skills.lore.vesk.rank.name":"Vesk Lore proficiency","fields.skills.lore.vesk.increases.name":"Vesk Lore increases","fields.skills.lore.vesk.trainedByIncrease.name":"Vesk Lore trained by a skill increase","tags.skill.lore.vesk.name":"Vesk Lore","fields.skills.lore.vidgame.mod.name":"Vidgame Lore","fields.skills.lore.vidgame.rank.name":"Vidgame Lore proficiency","fields.skills.lore.vidgame.increases.name":"Vidgame Lore increases","fields.skills.lore.vidgame.trainedByIncrease.name":"Vidgame Lore trained by a skill increase","tags.skill.lore.vidgame.name":"Vidgame Lore","fields.skills.lore.warfare.mod.name":"Warfare Lore","fields.skills.lore.warfare.rank.name":"Warfare Lore proficiency","fields.skills.lore.warfare.increases.name":"Warfare Lore increases","fields.skills.lore.warfare.trainedByIncrease.name":"Warfare Lore trained by a skill increase","tags.skill.lore.warfare.name":"Warfare Lore","fields.skills.lore.ysoki.mod.name":"Ysoki Lore","fields.skills.lore.ysoki.rank.name":"Ysoki Lore proficiency","fields.skills.lore.ysoki.increases.name":"Ysoki Lore increases","fields.skills.lore.ysoki.trainedByIncrease.name":"Ysoki Lore trained by a skill increase","tags.skill.lore.ysoki.name":"Ysoki Lore","fields.skills.lore.custom1.subject.name":"Lore of your choice (1), its subject","fields.skills.lore.custom1.mod.name":"{name} Lore","fields.skills.lore.custom1.rank.name":"{name} Lore proficiency","fields.skills.lore.custom1.increases.name":"{name} Lore increases","fields.skills.lore.custom1.trainedByIncrease.name":"{name} Lore trained by a skill increase","tags.skill.lore.custom1.name":"{name} Lore","fields.skills.lore.custom2.subject.name":"Lore of your choice (2), its subject","fields.skills.lore.custom2.mod.name":"{name} Lore","fields.skills.lore.custom2.rank.name":"{name} Lore proficiency","fields.skills.lore.custom2.increases.name":"{name} Lore increases","fields.skills.lore.custom2.trainedByIncrease.name":"{name} Lore trained by a skill increase","tags.skill.lore.custom2.name":"{name} Lore","fields.skills.lore.custom3.subject.name":"Lore of your choice (3), its subject","fields.skills.lore.custom3.mod.name":"{name} Lore","fields.skills.lore.custom3.rank.name":"{name} Lore proficiency","fields.skills.lore.custom3.increases.name":"{name} Lore increases","fields.skills.lore.custom3.trainedByIncrease.name":"{name} Lore trained by a skill increase","tags.skill.lore.custom3.name":"{name} Lore","features.solarian.stellar-attunement.name":"Stellar Attunement","features.solarian.stellar-attunement.description":"You're graviton-attuned, photon-attuned or unattuned; many abilities change with your attunement, and some switch it. Attune (1 action, once per round, or free when you roll initiative): become photon- or graviton-attuned and manifest any dormant manifestations you have hands for.","features.solarian.stellar-attunement.actions.attune.name":"Attune","features.solarian.stellar-attunement.actions.attune.steps.aspect.prompt":"Aspect","features.solarian.stellar-attunement.actions.attune.options.photon.name":"Photon","features.solarian.stellar-attunement.actions.attune.options.graviton.name":"Graviton","features.solarian.stellar-attunement.actions.attune.results.attuned.name":"Attuned","features.solarian.solar-manifestations.name":"Solar Manifestations","features.solarian.solar-manifestations.description":"You maintain a solar flare, a solar nimbus and a solar weapon, which vanish while you're unattuned. Solar flare: a martial ranged brawling weapon that needs no hand, adds your Strength to damage; graviton 1d8 bludgeoning, range 15 feet (a critical hit lets you Trip as a free action); photon 1d6 fire, range 30 feet (a critical hit adds 1d6 persistent fire). Solar nimbus: the Nimbus Surge reaction, a melee Strike outside your multiple attack penalty against a creature that opens itself (a critical hit forces a Fortitude save against your class DC or enfeebled 1 while graviton, clumsy 1 while photon). Solar weapon: a martial melee weapon, 1d8 bludgeoning, piercing or slashing, with two traits of disarm, free-hand, grapple, nonlethal, parry, shove, sweep, trip and versatile (or reach or two-hand d10 alone) and a weapon group; graviton hits make the target's space difficult terrain for it, photon hits deal fire damage equal to half your level.","features.solarian.solar-manifestations.actions.nimbus-surge.name":"Nimbus Surge","features.solarian.solar-manifestations.actions.nimbus-surge.steps.weapon.prompt":"Melee weapon","weapons.solar-flare-photon.name":"Solar flare (photon)","weapons.solar-flare-photon.description":"Your solar flare while photon-attuned: 1d6 fire, range increment 30 feet, plus your Strength to damage.","weapons.solar-flare-graviton.name":"Solar flare (graviton)","weapons.solar-flare-graviton.description":"Your solar flare while graviton-attuned: 1d8 bludgeoning, range increment 15 feet, plus your Strength to damage.","weapons.solar-flare-dedication-photon.name":"Solar flare (photon)","weapons.solar-flare-dedication-photon.description":"Your solar flare (from the solarian archetype) while photon-attuned: 1d6 fire, range increment 30 feet.","weapons.solar-flare-dedication-graviton.name":"Solar flare (graviton)","weapons.solar-flare-dedication-graviton.description":"Your solar flare (from the solarian archetype) while graviton-attuned: 1d8 bludgeoning, range increment 15 feet.","features.solarian.dedication-solar-weapon.name":"Solar Weapon (archetype)","features.solarian.dedication-solar-weapon.description":"You can manifest a solar weapon with the attuned and solarian traits; it can't take additional traits and gains no benefit from your attunement.","features.solarian.dedication-solar-flare.name":"Solar Flare (archetype)","features.solarian.dedication-solar-flare.description":"You can create and maintain a solar flare, without your Strength modifier to its damage or any benefit from your attunement.","features.solarian.dedication-solar-nimbus.name":"Solar Nimbus (archetype)","features.solarian.dedication-solar-nimbus.description":"You gain the Nimbus Surge reaction, without any benefit from your attunement.","features.solarian.dedication-solar-nimbus.actions.nimbus-surge.name":"Nimbus Surge","features.solarian.dedication-solar-nimbus.actions.nimbus-surge.steps.weapon.prompt":"Melee weapon","weapons.solar-weapon.name":"Solar weapon","weapons.solar-weapon.description":"Your solar weapon: a martial melee weapon, 1d8; its group, damage type and traits are your choices (Re-Forge Solar Weapon).","templates.solar.group-axe.name":"{base} (axe)","templates.solar.group-axe.description":"Your solar weapon is in the axe group.","templates.solar.group-brawling.name":"{base} (brawling)","templates.solar.group-brawling.description":"Your solar weapon is in the brawling group.","templates.solar.group-club.name":"{base} (club)","templates.solar.group-club.description":"Your solar weapon is in the club group.","templates.solar.group-flail.name":"{base} (flail)","templates.solar.group-flail.description":"Your solar weapon is in the flail group.","templates.solar.group-hammer.name":"{base} (hammer)","templates.solar.group-hammer.description":"Your solar weapon is in the hammer group.","templates.solar.group-knife.name":"{base} (knife)","templates.solar.group-knife.description":"Your solar weapon is in the knife group.","templates.solar.group-pick.name":"{base} (pick)","templates.solar.group-pick.description":"Your solar weapon is in the pick group.","templates.solar.group-polearm.name":"{base} (polearm)","templates.solar.group-polearm.description":"Your solar weapon is in the polearm group.","templates.solar.group-spear.name":"{base} (spear)","templates.solar.group-spear.description":"Your solar weapon is in the spear group.","templates.solar.group-sword.name":"{base} (sword)","templates.solar.group-sword.description":"Your solar weapon is in the sword group.","templates.solar.type-bludgeoning.name":"{base} (bludgeoning)","templates.solar.type-bludgeoning.description":"Your solar weapon deals bludgeoning damage.","templates.solar.type-piercing.name":"{base} (piercing)","templates.solar.type-piercing.description":"Your solar weapon deals piercing damage.","templates.solar.type-slashing.name":"{base} (slashing)","templates.solar.type-slashing.description":"Your solar weapon deals slashing damage.","templates.solar.trait-disarm.name":"{base} (disarm)","templates.solar.trait-disarm.description":"Your solar weapon has the disarm trait.","templates.solar.trait-free-hand.name":"{base} (free-hand)","templates.solar.trait-free-hand.description":"Your solar weapon has the free-hand trait.","templates.solar.trait-grapple.name":"{base} (grapple)","templates.solar.trait-grapple.description":"Your solar weapon has the grapple trait.","templates.solar.trait-nonlethal.name":"{base} (nonlethal)","templates.solar.trait-nonlethal.description":"Your solar weapon has the nonlethal trait.","templates.solar.trait-parry.name":"{base} (parry)","templates.solar.trait-parry.description":"Your solar weapon has the parry trait.","templates.solar.trait-shove.name":"{base} (shove)","templates.solar.trait-shove.description":"Your solar weapon has the shove trait.","templates.solar.trait-sweep.name":"{base} (sweep)","templates.solar.trait-sweep.description":"Your solar weapon has the sweep trait.","templates.solar.trait-trip.name":"{base} (trip)","templates.solar.trait-trip.description":"Your solar weapon has the trip trait.","templates.solar.trait-versatile.name":"{base} (versatile)","templates.solar.trait-versatile.description":"Your solar weapon has the versatile trait.","templates.solar.trait-reach.name":"{base} (reach)","templates.solar.trait-reach.description":"Your solar weapon has the reach trait.","templates.solar.trait-two-hand.name":"{base} (two-hand)","templates.solar.trait-two-hand.description":"Your solar weapon has the two-hand trait (two-hand d10).","templates.solar.trait-agile.name":"{base} (agile)","templates.solar.trait-agile.description":"Your solar weapon has the agile trait.","templates.solar.trait-twin.name":"{base} (twin)","templates.solar.trait-twin.description":"Your solar weapon has the twin trait.","features.solarian.re-forge-solar-weapon.name":"Re-Forge Solar Weapon","features.solarian.re-forge-solar-weapon.description":"10 minutes of focus: change your solar weapon's damage type, traits and weapon group.","features.solarian.re-forge-solar-weapon.actions.re-forge-solar-weapon.name":"Re-Forge Solar Weapon","features.solarian.re-forge-solar-weapon.actions.re-forge-solar-weapon.steps.weapon.prompt":"Solar weapon","features.solarian.re-forge-solar-weapon.actions.re-forge-solar-weapon.steps.group.prompt":"Weapon group","features.solarian.re-forge-solar-weapon.actions.re-forge-solar-weapon.steps.type.prompt":"Damage type","features.solarian.re-forge-solar-weapon.actions.re-forge-solar-weapon.steps.traits.prompt":"Traits (two, or reach or two-hand alone)","features.solarian.re-forge-solar-weapon.actions.re-forge-solar-weapon.results.re-forged.name":"Re-forged","features.solarian.re-forge-solar-weapon.actions.re-forge-solar-weapon.options.axe.name":"Axe","features.solarian.re-forge-solar-weapon.actions.re-forge-solar-weapon.options.brawling.name":"Brawling","features.solarian.re-forge-solar-weapon.actions.re-forge-solar-weapon.options.club.name":"Club","features.solarian.re-forge-solar-weapon.actions.re-forge-solar-weapon.options.flail.name":"Flail","features.solarian.re-forge-solar-weapon.actions.re-forge-solar-weapon.options.hammer.name":"Hammer","features.solarian.re-forge-solar-weapon.actions.re-forge-solar-weapon.options.knife.name":"Knife","features.solarian.re-forge-solar-weapon.actions.re-forge-solar-weapon.options.pick.name":"Pick","features.solarian.re-forge-solar-weapon.actions.re-forge-solar-weapon.options.polearm.name":"Polearm","features.solarian.re-forge-solar-weapon.actions.re-forge-solar-weapon.options.spear.name":"Spear","features.solarian.re-forge-solar-weapon.actions.re-forge-solar-weapon.options.sword.name":"Sword","features.solarian.re-forge-solar-weapon.actions.re-forge-solar-weapon.options.disarm.name":"Disarm","features.solarian.re-forge-solar-weapon.actions.re-forge-solar-weapon.options.free-hand.name":"Free hand","features.solarian.re-forge-solar-weapon.actions.re-forge-solar-weapon.options.grapple.name":"Grapple","features.solarian.re-forge-solar-weapon.actions.re-forge-solar-weapon.options.nonlethal.name":"Nonlethal","features.solarian.re-forge-solar-weapon.actions.re-forge-solar-weapon.options.parry.name":"Parry","features.solarian.re-forge-solar-weapon.actions.re-forge-solar-weapon.options.shove.name":"Shove","features.solarian.re-forge-solar-weapon.actions.re-forge-solar-weapon.options.sweep.name":"Sweep","features.solarian.re-forge-solar-weapon.actions.re-forge-solar-weapon.options.trip.name":"Trip","features.solarian.re-forge-solar-weapon.actions.re-forge-solar-weapon.options.versatile.name":"Versatile","features.solarian.re-forge-solar-weapon.actions.re-forge-solar-weapon.options.reach.name":"Reach","features.solarian.re-forge-solar-weapon.actions.re-forge-solar-weapon.options.two-hand.name":"Two hand","features.solarian.re-forge-solar-weapon.actions.re-forge-solar-weapon.options.agile.name":"Agile","features.solarian.re-forge-solar-weapon.actions.re-forge-solar-weapon.options.twin.name":"Twin","features.solarian.re-forge-solar-weapon.actions.re-forge-solar-weapon.options.bludgeoning.name":"Bludgeoning","features.solarian.re-forge-solar-weapon.actions.re-forge-solar-weapon.options.piercing.name":"Piercing","features.solarian.re-forge-solar-weapon.actions.re-forge-solar-weapon.options.slashing.name":"Slashing","features.solarian.stellar-resilience.name":"Stellar Resilience","features.solarian.stellar-resilience.description":"Your Fortitude proficiency becomes expert. A success on a Fortitude or Will save against a mental or incapacitation effect lets you Attune as a free action.","features.solarian.solar-weapon-expertise.name":"Solar Weapon Expertise","features.solarian.solar-weapon-expertise.description":"Your proficiency with simple and martial weapons and unarmed attacks becomes expert, and you gain the critical specialization effects of your solar flare and solar weapon.","features.solarian.stellar-senses.name":"Stellar Senses","features.solarian.stellar-senses.description":"Your Perception proficiency becomes master, and you gain a +2 circumstance bonus to initiative rolls (+3 with Incredible Initiative).","features.solarian.weapon-specialization.name":"Weapon Specialization","features.solarian.weapon-specialization.description":"You deal 2 more damage with weapons and unarmed attacks you're an expert with, 3 if you're a master and 4 if legendary.","features.solarian.solarian-expertise.name":"Solarian Expertise","features.solarian.solarian-expertise.description":"Your solarian class DC proficiency becomes expert.","features.solarian.stellar-partition.name":"Stellar Partition","features.solarian.stellar-partition.description":"Your Will proficiency becomes master, and a success on a Will save against a mental or incapacitation effect is a critical success.","features.solarian.armor-expertise.name":"Armor Expertise","features.solarian.armor-expertise.description":"Your proficiency with light and medium armor and unarmored defense becomes expert.","features.solarian.solarian-weapon-mastery.name":"Solarian Weapon Mastery","features.solarian.solarian-weapon-mastery.description":"Your proficiency with simple and martial weapons and unarmed attacks becomes master.","features.solarian.gravitas.name":"Gravitas","features.solarian.gravitas.description":"Your Reflex proficiency becomes master, and a success on a Reflex save is a critical success.","features.solarian.greater-weapon-specialization.name":"Greater Weapon Specialization","features.solarian.greater-weapon-specialization.description":"Your weapon specialization damage becomes 4 with expert weapons, 6 with master and 8 with legendary.","features.solarian.armor-mastery.name":"Armor Mastery","features.solarian.armor-mastery.description":"Your proficiency with light and medium armor and unarmored defense becomes master.","features.solarian.solarian-mastery.name":"Solarian Mastery","features.solarian.solarian-mastery.description":"Your solarian class DC proficiency becomes master.","features.solarian.stellar-paragon.name":"Stellar Paragon","features.solarian.stellar-paragon.description":"Your proficiency with your solar flare and solar weapon becomes legendary.","crystals.weapon-potency-commercial.name":"{base}, weapon potency crystal (commercial)","crystals.weapon-potency-commercial.description":"Level 2 solarian crystal, 350 credits. +1 item bonus to attack rolls; one orbital crystal.","crystals.weapon-potency-tactical.name":"{base}, weapon potency crystal (tactical)","crystals.weapon-potency-tactical.description":"Level 10 solarian crystal, 9350 credits. +2 item bonus to attack rolls; two orbital crystals.","crystals.weapon-potency-advanced.name":"{base}, weapon potency crystal (advanced)","crystals.weapon-potency-advanced.description":"Level 16 solarian crystal, 89350 credits. +3 item bonus to attack rolls; three orbital crystals.","crystals.striking-commercial.name":"{base}, striking crystal (commercial)","crystals.striking-commercial.description":"Level 4 solarian crystal, 650 credits. Two weapon damage dice.","crystals.striking-tactical.name":"{base}, striking crystal (tactical)","crystals.striking-tactical.description":"Level 12 solarian crystal, 10650 credits. Three weapon damage dice.","crystals.striking-advanced.name":"{base}, striking crystal (advanced)","crystals.striking-advanced.description":"Level 19 solarian crystal, 310650 credits. Four weapon damage dice.","crystals.cycling.name":"{base}, cycling crystal","crystals.cycling.description":"Level 6 solarian crystal, 2000 credits. Greater control over the cycle of energies in your manifestations.","crystals.gluon-commercial.name":"{base}, gluon crystal (commercial)","crystals.gluon-commercial.description":"Level 6 solarian crystal, 2360 credits. Your hits deal 1d4 persistent bleed damage; a critical hit also makes the target clumsy 1 until the bleeding ends.","crystals.gluon-tactical.name":"{base}, gluon crystal (tactical)","crystals.gluon-tactical.description":"Level 9 solarian crystal, 6600 credits. As commercial, with 1d6 persistent bleed.","crystals.gluon-advanced.name":"{base}, gluon crystal (advanced)","crystals.gluon-advanced.description":"Level 12 solarian crystal, 18900 credits. As commercial, with 1d8 persistent bleed.","crystals.gluon-superior.name":"{base}, gluon crystal (superior)","crystals.gluon-superior.description":"Level 15 solarian crystal, 61400 credits. As commercial, with 1d10 persistent bleed.","crystals.graviton-commercial.name":"{base}, graviton crystal (commercial)","crystals.graviton-commercial.description":"Level 7 solarian crystal, 3600 credits. While graviton-attuned, 1d6 extra damage of the weapon's type; a critical hit forces a DC 23 Fortitude save or slowed 1 until the end of your next turn.","crystals.graviton-tactical.name":"{base}, graviton crystal (tactical)","crystals.graviton-tactical.description":"Level 14 solarian crystal, 45000 credits. As commercial, DC 31 and slowed 1 for 2 rounds; hitting an immobilized or suppressed creature forces a DC 31 Fortitude save or it falls prone.","crystals.photon-commercial.name":"{base}, photon crystal (commercial)","crystals.photon-commercial.description":"Level 7 solarian crystal, 3600 credits. While photon-attuned, 1d6 extra fire damage; a critical hit forces a DC 23 Fortitude save or blinded for 1 round.","crystals.photon-tactical.name":"{base}, photon crystal (tactical)","crystals.photon-tactical.description":"Level 14 solarian crystal, 45000 credits. As commercial, DC 31 and blinded 2 rounds; your fire damage while photon-attuned ignores fire resistance.","crystals.quasar.name":"{base}, quasar crystal","crystals.quasar.description":"Level 13 solarian crystal, 30000 credits. A natural 19 that succeeds is a critical hit.","shields.solar-shield.name":"Solar shield","shields.solar-shield.description":"A shield of stellar energy that orbits you without a hand: +1 circumstance bonus to AC raised, Hit Points 5 + twice your level, Hardness half your level (rounded up); it can't be broken.","feats.solarian.binaric-assault.name":"Binaric Assault","feats.solarian.hampering-flare.name":"Hampering Flare","feats.solarian.hampering-flare.actions.hampering-flare.name":"Hampering Flare","feats.solarian.hampering-flare.actions.hampering-flare.steps.weapon.prompt":"Solar flare","feats.solarian.meditative-analysis.name":"Meditative Analysis","feats.solarian.solar-shield.name":"Solar Shield","feats.solarian.stellar-rush.name":"Stellar Rush","feats.solarian.twin-weapons.name":"Twin Weapons","feats.solarian.distant-flare.name":"Distant Flare","feats.solarian.eclipse-strike.name":"Eclipse Strike","feats.solarian.mutable-manifestation.name":"Mutable Manifestation","feats.solarian.shattering-impact.name":"Shattering Impact","feats.solarian.solar-rampart.name":"Solar Rampart","feats.solarian.black-hole.name":"Black Hole","feats.solarian.black-hole.actions.black-hole.name":"Black Hole","feats.solarian.black-hole.actions.black-hole.results.used.name":"Used","feats.solarian.cosmic-infusion.name":"Cosmic Infusion","feats.solarian.nimbus-ward.name":"Nimbus Ward","feats.solarian.plasma-ejection.name":"Plasma Ejection","feats.solarian.plasma-ejection.actions.plasma-ejection.name":"Plasma Ejection","feats.solarian.plasma-ejection.actions.plasma-ejection.results.used.name":"Used","feats.solarian.supernova.name":"Supernova","feats.solarian.supernova.actions.supernova.name":"Supernova (15-foot emanation)","feats.solarian.supernova.actions.supernova.results.used.name":"Used","feats.solarian.constellation-vortex.name":"Constellation Vortex","feats.solarian.corona.name":"Corona","feats.solarian.nimbus-block.name":"Nimbus Block","feats.solarian.nimbus-block.prerequisites.feat":"Nimbus Ward","feats.solarian.nimbus-block.prerequisites.feat2":"Solar Shield","feats.solarian.solar-barrage.name":"Solar Barrage","feats.solarian.star-brand.name":"Star Brand","feats.solarian.defy-gravity.name":"Defy Gravity","feats.solarian.flicker-strike.name":"Flicker Strike","feats.solarian.mindward-shield.name":"Mindward Shield","feats.solarian.mindward-shield.prerequisites.feat":"Solar Shield","feats.solarian.momentum.name":"Momentum","feats.solarian.propulsive-shield.name":"Propulsive Shield","feats.solarian.propulsive-shield.prerequisites.feat":"Solar Shield","feats.solarian.solar-wind.name":"Solar Wind","feats.solarian.careful-strike.name":"Careful Strike","feats.solarian.clinging-flare.name":"Clinging Flare","feats.solarian.soul-furnace.name":"Soul Furnace","feats.solarian.twin-guard.name":"Twin Guard","feats.solarian.twin-guard.prerequisites.feat":"Twin Weapons","feats.solarian.ascended-stability.name":"Ascended Stability","feats.solarian.covering-flare.name":"Covering Flare","feats.solarian.wormhole.name":"Wormhole","feats.solarian.big-bang.name":"Big Bang","feats.solarian.singularity.name":"Singularity","feats.solarian.stellar-shield-collapse.name":"Stellar Shield Collapse","feats.solarian.stellar-shield-collapse.prerequisites.feat":"Solar Shield","feats.solarian.stellar-shield-collapse.prerequisites.feat2":"Black Hole or Supernova","feats.solarian.unstable-flare.name":"Unstable Flare","feats.solarian.unstable-flare.prerequisites.feat":"Solar Barrage","feats.solarian.attuned-blow.name":"Attuned Blow","feats.solarian.harmonic-convergence.name":"Harmonic Convergence","feats.solarian.attuned-wards.name":"Attuned Wards","feats.solarian.homing-mote.name":"Homing Mote","feats.solarian.cosmic-alignment.name":"Cosmic Alignment","feats.solarian.perfectly-attuned.name":"Perfectly-Attuned","classes.solarian.name":"Solarian","classes.solarian.description":"A warrior who channels the power of stars into a solar flare, nimbus and weapon, cycling between photon and graviton. Key attribute: Strength or Dexterity. 10 Hit Points plus Constitution per level. Expert in Perception, Reflex and Will; trained in Fortitude, simple and martial weapons, unarmed attacks, light and medium armor, unarmored defense and the solarian class DC. Trained in Athletics and 4 more skills plus Intelligence.","classes.solarian.choices.class-feat.prompt":"Solarian feat (level {slot})","classes.solarian.choices.skill-feat.prompt":"Skill feat (level {slot})","classes.solarian.choices.skills.prompt":"Trained skills (4 plus Intelligence)","classes.solarian.choices.key-attribute.prompt":"Key attribute","classes.solarian.choices.key-attribute.options.str.name":"Strength","classes.solarian.choices.key-attribute.options.dex.name":"Dexterity","feats.solarian.binaric-assault.description":"Two actions. Make two Strikes against the same target, one with your solar weapon and one with your solar flare, in either order, each using your current multiple attack penalty. After the first Strike that hits, resolve its damage and effects, then swap your current attunement. If both Strikes miss, you become unattuned. This counts as two attacks for your multiple attack penalty.","feats.solarian.hampering-flare.description":"Single action. Make a ranged Strike with your solar flare. On a hit, the target is off-guard until the start of your next turn or until it Takes Cover, whichever comes first.","feats.solarian.meditative-analysis.description":"Single action. Attempt a check to Recall Knowledge about a creature. On a success, you gain a +1 circumstance bonus to your next Strike with a solar weapon against it this round, and if that Strike hits, you choose which attunement benefit you gain from it. The creature is then immune to Meditative Analysis for 1 day.","feats.solarian.solar-shield.description":"You manifest a small shield of stellar energy that orbits you. It has the attuned and solarian traits and needs no hand. You can Raise a Shield with it for a +1 circumstance bonus to AC until the start of your next turn. You gain the Shield Block general feat.\n\nWhile the shield is raised, you can use Shield Block with it. It has Hit Points equal to 5 plus twice your level and Hardness equal to half your level (rounded up). It can't be broken, but if destroyed, you can't manifest a new one for 10 minutes. If it vanishes because you lose attunement, it returns with its previous Hit Points when you Attune. It regains all its Hit Points during your daily preparations and whenever you rest for at least 10 minutes, even if destroyed.\n\n**Graviton-Attuned** If your shield is destroyed, it releases a shock wave. Adjacent enemies must succeed at a Fortitude save against your class DC or be suppressed for 1 round (2 rounds on a critical failure).\n\n**Photon-Attuned** If your shield is destroyed, it releases a flash of light. Adjacent enemies must succeed at a Fortitude save against your class DC or be dazzled for 1 round (blinded for 1 round on a critical failure).","feats.solarian.stellar-rush.description":"Two actions. Stride twice, gaining a +10-foot circumstance bonus to your Speed for these moves.\n\n**Graviton-Attuned** When you finish, enemies within 15 feet of you attempt a Fortitude save against your class DC. On a failure, they're pulled directly toward you, ending in an adjacent square if possible, in an order you choose.\n\n**Photon-Attuned** When you finish, you create a photon field in a 15-foot burst centered on you. Until the start of your next turn, creatures outside the field are concealed to creatures inside it.","feats.solarian.twin-weapons.description":"You have a second solar weapon. When you take this feat or Re-Forge Solar Weapon, choose its traits separately from the first; it can have a different damage type, traits and weapon group. Add the agile and twin traits to the weapon traits you can apply to your solar weapons.","feats.solarian.distant-flare.description":"The range increment of your solar flare increases by 15 feet.","feats.solarian.eclipse-strike.description":"Single action. Make a Strike with your solar weapon or solar flare. On a hit, you raise the level of cover you have against your foe by one step until the start of your next turn: lesser cover becomes standard cover, or standard cover becomes greater cover against creatures at least one size larger than you.\n\n**Graviton-Attuned** For the duration, if you have no cover against an attack targeting you, you gain lesser cover against it.\n\n**Photon-Attuned** For the duration, if the target you struck provides you cover against an enemy's attack, that enemy takes a -1 circumstance penalty to its attack roll.","feats.solarian.mutable-manifestation.description":"When you Attune, you can change the damage type of your solar weapon (not its traits or weapon group), as if you'd Re-Forged Solar Weapon.","feats.solarian.shattering-impact.description":"Two actions. Strike with your solar weapon, dealing one additional weapon damage die. The weapon shatters and must be manifested again to use it.\n\n**Graviton-Attuned** On a hit, the target takes a -10-foot status penalty to Speed until the start of your next turn.\n\n**Photon-Attuned** On a hit, you also deal persistent fire damage equal to half your level, rounded up.","feats.solarian.solar-rampart.description":"You're trained in heavy armor. Whenever you gain a class feature that grants expert or greater proficiency in medium armor, you gain that proficiency in heavy armor too. You treat armor you wear of 2 Bulk or higher as 1 Bulk lighter (minimum 1 Bulk).","feats.solarian.black-hole.description":"Two actions. Frequency: once per 10 minutes. Requirement: you're graviton-attuned. Choose any number of creatures within 30 feet. Each takes 2d8 bludgeoning damage and attempts a Fortitude save against your class DC.\n\n**Critical Success** Unaffected.\n\n**Success** Half damage, and the creature is pulled 5 feet toward you.\n\n**Failure** Full damage, pulled 15 feet toward you, and off-guard against the next melee attack you attempt against it before the end of your current turn.\n\n**Critical Failure** Double damage, pulled 30 feet toward you, and knocked prone.\n\n**Level (+2)** The damage increases by 1d8.","feats.solarian.cosmic-infusion.description":"When you deal fire damage or persistent fire damage from being photon-attuned, you can instead deal vitality damage or persistent vitality damage, which harms creatures with void healing, such as undead.\n\nWhile graviton-attuned, your solar weapon Strikes make the target count all squares within 10 feet as difficult terrain, not just adjacent squares.","feats.solarian.nimbus-ward.description":"Reaction or single action. Trigger: you would take damage from an attack, spell or other effect. Requirement: you're aware of the effect and not off-guard. You gain resistance equal to half your level (rounded up) until the start of your next turn, choosing the type by your attunement.\n\nYou can use this as a reaction only when the trigger and requirements are met, or as a 1-action activity without them.\n\n**Graviton-Attuned** Choose bludgeoning, force, piercing or slashing.\n\n**Photon-Attuned** Choose acid, cold, electricity, fire or sonic.","feats.solarian.plasma-ejection.description":"Two actions. You hit every creature in a 10-foot emanation or a 30-foot line (your choice). Each takes 3d6 fire damage with a basic Reflex save against your class DC. A creature that critically fails also takes 1d8 persistent electricity damage.\n\n**Graviton-Attuned** A creature that fails its save is knocked prone.\n\n**Photon-Attuned** The fire damage dice become d8s.\n\n**Level (+2)** The damage increases by 1d6 (1d8 if you're photon-attuned).","feats.solarian.supernova.description":"Two actions. Frequency: once per 10 minutes. Requirement: you're photon-attuned. Choose a 15-foot or 30-foot emanation. Each creature in it takes 4d8 fire damage (4d6 for the 30-foot option) and attempts a Reflex save against your class DC.\n\n**Critical Success** Unaffected.\n\n**Success** Half damage, and dazzled for 1 round.\n\n**Failure** Full damage, and blinded for 1 round.\n\n**Critical Failure** Double damage, and blinded for 1 minute.\n\n**Level (+1)** The damage increases by 1d8 (1d6 for the 30-foot option).","feats.solarian.constellation-vortex.description":"Single action. You manifest a copy of your solar weapon that circles you in a vortex. A creature that starts its turn adjacent to you takes damage of the amount and type of your solar weapon's weapon damage, with a basic Reflex save against your class DC. If you already have a vortex active when you use this, you add another weapon to it instead, up to 3 at a time; each added weapon increases the vortex's damage by 1. You can Sustain the vortex for up to 1 minute.\n\nWhen the vortex ends, it shatters, dealing damage equal to your level plus 1 per weapon in the vortex to all adjacent creatures, of the same type as your solar weapon.\n\n**Graviton-Attuned** The vortex's damage increases by 2 per weapon (including the first).\n\n**Photon-Attuned** Add 1 fire damage per weapon (including the first).\n\n**Level (+3)** The damage from each additional weapon increases by 2, and the extra damage from your attunement effect increases by 1.","feats.solarian.corona.description":"Two actions. You unleash a corona of stellar energy in a 10-foot emanation lasting until the end of your next turn. You can Sustain it for up to 1 minute. If your attunement changes, the corona's attunement effect changes to match. While graviton-attuned it has the darkness trait; while photon-attuned it has the light trait.\n\n**Graviton-Attuned** The corona is darkness that light can't penetrate, acting as a darkness spell with a spell rank equal to half your level.\n\n**Photon-Attuned** The corona sheds bright light in the area and dim light for the next 20 feet. Within the bright light, invisible creatures become concealed, and creatures already concealed are no longer concealed.","feats.solarian.nimbus-block.description":"When you Shield Block a melee attack with your solar shield, as long as you or the shield take damage from the attack, you can use Nimbus Ward as a free action.","feats.solarian.solar-barrage.description":"Two actions. Make three solar flare Strikes against different targets, each with a -2 circumstance penalty. They count toward your multiple attack penalty, but the penalty doesn't increase until after all of them.","feats.solarian.star-brand.description":"Single action. Requirement: your last action was a successful solar flare or solar weapon Strike against a creature. You brand the creature. Against it, your solar flare's range increment increases by 60 feet. If it's or later becomes invisible, it's concealed instead; if it was already concealed for another reason, it's no longer concealed. The brand lasts 10 minutes, ending immediately if the creature is slain or you Star Brand a different creature.","feats.solarian.defy-gravity.description":"While graviton-attuned, you gain a fly Speed equal to your Speed.","feats.solarian.flicker-strike.description":"Two actions. Make a Strike with your solar weapon. On a hit, you teleport up to your Speed to an unoccupied square within reach of a different creature and immediately make a solar weapon Strike against it. If the first Strike fails, you don't teleport and the action ends.\n\n**Graviton-Attuned** The teleport range doubles.\n\n**Photon-Attuned** If a Strike in this action is a critical success, the target is dazzled until the end of its next turn.","feats.solarian.mindward-shield.description":"When you Raise your solar shield, you gain its circumstance bonus to Will saves. While it's raised, you can also Shield Block when you take damage from a failed Will save; if you do, that damage bypasses your solar shield's object immunities.","feats.solarian.momentum.description":"Single action. Requirement: your last action was a successful solar weapon Strike. Step twice.\n\n**Graviton-Attuned** Each Step moves you 10 feet instead of 5.\n\n**Photon-Attuned** You leave an afterimage in the square you started in. It lasts until the end of your next turn, ending early if another creature enters its space. It counts as an ally to you and your allies for flanking.","feats.solarian.propulsive-shield.description":"When you make a solar flare Strike while your solar shield is raised, the flare's range increment increases by 10 feet and its damage increases by 1 per weapon damage die.\n\n**Graviton-Attuned** The additional damage is bludgeoning. You gain a +2 circumstance bonus to the Trip attempt on a critical success.\n\n**Photon-Attuned** The additional damage is fire. The persistent fire damage on a critical success increases to 1d8.","feats.solarian.solar-wind.description":"While photon-attuned, you gain a +10-foot circumstance bonus to Speed and, each time you Stride, can move through the space of one unwilling creature.","feats.solarian.careful-strike.description":"Single action. Make a Strike with your solar flare or solar weapon, with this added failure effect.\n\n**Failure** The attack deals damage equal to your Strength modifier. It doesn't count as a hit and triggers no other special abilities.","feats.solarian.clinging-flare.description":"Single action. Make a solar flare Strike. On a hit, the target is immobilized until the end of its next turn or until it Escapes (against your class DC), whichever comes first. On a critical hit, it's also off-guard while immobilized.","feats.solarian.soul-furnace.description":"Single action. Frequency: once per affliction every 24 hours. Choose a disease or poison afflicting you and lose Hit Points equal to its level. Attempt a new saving throw against it as though at the end of its listed interval. If you fail or critically fail, its stage doesn't increase.","feats.solarian.twin-guard.description":"Reaction. Trigger: a creature within your reach critically hits you with a melee Strike while you're wielding two solar weapons. You gain resistance equal to your level against the triggering attack. One of your solar weapons shatters and is no longer manifested.","feats.solarian.ascended-stability.description":"Reaction. Trigger: you would cycle or become unattuned. You don't, and remain in your current attunement state.","feats.solarian.covering-flare.description":"Two actions. Stride twice; at any point during the movement, you can make a solar flare Strike. On a hit, the target is also suppressed until the end of its next turn.","feats.solarian.wormhole.description":"Two actions. Frequency: once per hour. Create two wormholes in unoccupied squares in line of effect within 100 feet, visible to you and at least 15 feet apart. A creature entering a wormhole's space emerges in an unoccupied space of its choice adjacent to the other wormhole. A non-flying creature treats spaces lacking solid ground as occupied. If there's no valid space, both wormholes collapse and the creature stays where it entered. They last 1 round, but you can Sustain them for up to 1 minute. Your attunement when you take this action determines its attuned effects.\n\n**Graviton-Attuned** A creature that begins its turn adjacent to a wormhole must succeed at a Fortitude save against your class DC or be pulled into it.\n\n**Photon-Attuned** A creature entering a wormhole becomes concealed until the start of its next turn.","feats.solarian.big-bang.description":"Three actions. Frequency: once per hour. Requirement: you're photon-attuned. You unleash scouring cosmic fire dealing 10d6 fire damage to all creatures in a 30-foot emanation; it overcomes even magical defenses. You and any number of adjacent allies are unaffected. Affected creatures attempt a Reflex save against your class DC.\n\n**Critical Success** Unaffected.\n\n**Success** Half damage.\n\n**Failure** Full damage and 2d6 persistent fire damage.\n\n**Critical Failure** Double damage and 4d6 persistent fire damage, and you can attempt to counteract a spell on the creature, using half your level (rounded up) as the counteract rank.\n\n**Level (+1)** The damage increases by 1d6.","feats.solarian.singularity.description":"Three actions. Frequency: once per hour. Requirement: you're graviton-attuned. You manifest the pinpoint center of a black hole in a single 5-foot space within 60 feet. Creatures in that space take 10d8 void damage with a basic Reflex save against your class DC. A creature reduced to 0 Hit Points by this is torn asunder and pulled in, leaving no remains. Until the end of your next turn, light can't pass through the singularity's space and all adjacent squares, shrouding them in darkness that even darkvision and greater darkvision can't see through. A creature that starts its turn in the darkness must succeed at a basic Fortitude save against your class DC or be slowed 1 for that turn.\n\n**Level (+2)** The damage increases by 2d8.","feats.solarian.stellar-shield-collapse.description":"Free action. Trigger: your solar shield is destroyed while raised. Requirement: you haven't used Black Hole or Supernova in the last 10 minutes.\n\n**Graviton-Attuned** Immediately use Black Hole as a free action (if you have that feat).\n\n**Photon-Attuned** Immediately use Supernova as a free action (if you have that feat).","feats.solarian.unstable-flare.description":"Two actions. Make a solar flare Strike with a -2 circumstance penalty against each enemy in a 15-foot burst centered on any point within your solar flare's first range increment. Each attack counts toward your multiple attack penalty, but the penalty doesn't increase until you've made all of them.\n\n**Graviton-Attuned** Immediately before or after the attacks, you can Stride up to half your Speed once as a free action.\n\n**Photon-Attuned** You're concealed to each target of this attack until the start of your next turn.","feats.solarian.attuned-blow.description":"When you Attune as a single action, you can make a Strike with your solar flare or solar weapon as a free action.","feats.solarian.harmonic-convergence.description":"When you use an action with the disharmony trait, you gain temporary Hit Points equal to half your level until the start of your next turn.","feats.solarian.attuned-wards.description":"Creatures that hit you with an attack suffer consequences based on your attunement.\n\n**Graviton-Attuned** The creature is clumsy 1 and off-guard for 1 round, or clumsy 2 if this is the second time it hit you this turn.\n\n**Photon-Attuned** The creature takes persistent fire damage equal to half your level.","feats.solarian.homing-mote.description":"The range increment of your solar flare triples. When you make a solar flare Strike against a target within the first range increment, you ignore its concealment and cover.","feats.solarian.cosmic-alignment.description":"You're permanently quickened. You can use the extra action only to Attune or to make a Strike with your solar flare or solar weapon.","feats.solarian.perfectly-attuned.description":"If you would become graviton- or photon-attuned, you become perfectly-attuned instead. While perfectly-attuned, you choose which attunement bonus (graviton or photon) you benefit from whenever you use an ability, and for abilities requiring a specific attunement, being perfectly-attuned counts as your choice of graviton- or photon-attuned.","features.soldier.suppressing-fire.name":"Suppressing Fire","features.soldier.suppressing-fire.description":"Enemies in the area of your area attack (Area Fire or Auto-Fire) that fail their save are suppressed until the start of your next turn: a –1 circumstance penalty to attack rolls and a –10-foot status penalty to their Speeds.","features.soldier.primary-target.name":"Primary Target","features.soldier.primary-target.description":"Before an area attack, you can make a ranged Strike as a free action with the same weapon against one creature in the area (the closest to the burst's center, or to you for a cone or line); it doesn't count toward your multiple attack penalty. On a hit, that target's success against the area attack is a failure (name it as the attack's primary target).","features.soldier.walking-armory.name":"Walking Armory","features.soldier.walking-armory.description":"You can use Constitution in place of Strength for armor's Strength requirement; armor whose requirement you meet has 1 less Bulk (minimum 1). You can carry half your Constitution modifier (rounded up) more Bulk before being encumbered, and your Constitution modifier more at most.","features.soldier.fearsome-bulwark.name":"Fearsome Bulwark","features.soldier.fearsome-bulwark.description":"You can use Constitution instead of Charisma for Intimidation checks to Coerce or Demoralize, and instead of Strength for Athletics checks to Reposition or Shove.","features.soldier.reflex-expertise.name":"Reflex Expertise","features.soldier.reflex-expertise.description":"Your Reflex proficiency becomes expert.","features.soldier.perception-expertise.name":"Perception Expertise","features.soldier.perception-expertise.description":"Your Perception proficiency becomes expert.","features.soldier.soldier-weapon-expertise.name":"Soldier Weapon Expertise","features.soldier.soldier-weapon-expertise.description":"Your proficiency with simple and martial weapons and unarmed attacks becomes expert, and you gain the critical specialization effects of area and automatic weapons.","features.soldier.armor-expertise.name":"Armor Expertise","features.soldier.armor-expertise.description":"Your proficiency with light, medium and heavy armor and unarmored defense becomes expert, and you gain the specialization effects of medium and heavy armor.","features.soldier.soldier-expertise.name":"Soldier Expertise","features.soldier.soldier-expertise.description":"Your soldier class DC proficiency becomes expert.","features.soldier.tough-as-nails.name":"Tough as Nails","features.soldier.tough-as-nails.description":"Your Fortitude proficiency becomes master, and a success on a Fortitude save is a critical success.","features.soldier.weapon-specialization.name":"Weapon Specialization","features.soldier.weapon-specialization.description":"You deal 2 more damage with weapons and unarmed attacks you're an expert with, 3 if you're a master and 4 if legendary.","features.soldier.soldiers-resolution.name":"Soldier's Resolution","features.soldier.soldiers-resolution.description":"Your Will proficiency becomes master, and a success on a Will save is a critical success.","features.soldier.armor-mastery.name":"Armor Mastery","features.soldier.armor-mastery.description":"Your proficiency with light, medium and heavy armor and unarmored defense becomes master.","features.soldier.soldier-weapon-mastery.name":"Soldier Weapon Mastery","features.soldier.soldier-weapon-mastery.description":"Your soldier class DC proficiency becomes master, and your proficiency with simple and martial weapons and unarmed attacks becomes master.","features.soldier.unshakable-juggernaut.name":"Unshakable Juggernaut","features.soldier.unshakable-juggernaut.description":"Your Fortitude proficiency becomes legendary. A critical failure on a Fortitude save is a failure, and when you fail a Fortitude save against a damaging effect, you take half the damage.","features.soldier.legendary-armor.name":"Legendary Armor","features.soldier.legendary-armor.description":"Your proficiency with light, medium and heavy armor and unarmored defense becomes legendary.","features.soldier.legendary-soldier.name":"Legendary Soldier","features.soldier.legendary-soldier.description":"Your soldier class DC proficiency becomes legendary.","features.soldier.style.action-hero.name":"Action Hero","features.soldier.style.action-hero.description":"A successful ranged Strike with an automatic weapon suppresses the target until the start of your next turn. Your Auto-Fire cone is the weapon's full range increment, and its primary target can be anywhere in the cone.","features.soldier.style.armor-storm.name":"Armor Storm","features.soldier.style.armor-storm.description":"You can choose not to count as in the area of your own ranged weapon's attack. You gain resistance equal to half your level (minimum 1) to all damage from attacks by suppressed creatures. You don't need a free hand to Disarm, Grapple, Reposition, Shove or Trip; you gain a +1 status bonus to those checks against suppressed foes, and a success suppresses the target until the start of your next turn.","features.soldier.style.bombard.name":"Bombard","features.soldier.style.bombard.description":"When you attack with an area weapon, half your Constitution modifier in allies in the area are unaffected. Enemies that succeed (but don't critically succeed) at their save against your area attack are still suppressed.","features.soldier.style.close-quarters.name":"Close Quarters","features.soldier.style.close-quarters.description":"While wielding a two-handed melee weapon you meet soldier feats' requirement for an area weapon, and for them you can treat it as having area (burst 5 feet) centered on a corner of your space, unaffected yourself. You can make a melee Strike in place of a ranged Strike with Primary Target or a soldier feat. You gain the Whirling Swipe feat.","features.soldier.style.erudite-warrior.name":"Erudite Warrior","features.soldier.style.erudite-warrior.description":"You're trained in Diplomacy or Society and one Lore; both become expert with armor expertise, master with armor mastery and legendary with legendary armor. You gain the Oppressive Presence action.","features.soldier.style.erudite-warrior.choices.skill.prompt":"Diplomacy or Society","features.soldier.style.erudite-warrior.choices.lore.prompt":"Lore skill","feats.soldier.burst-of-strength.name":"Burst of Strength","feats.soldier.pin-down.name":"Pin Down","feats.soldier.quick-swap.name":"Quick Swap","feats.soldier.ready-reload.name":"Ready Reload","feats.soldier.whirling-swipe.name":"Whirling Swipe","feats.soldier.menacing-laughter.name":"Menacing Laughter","feats.soldier.relentless-endurance.name":"Relentless Endurance","feats.soldier.relentless-endurance.actions.relentless-endurance.name":"Relentless Endurance","feats.soldier.relentless-endurance.actions.relentless-endurance.results.gained.name":"Temporary Hit Points gained","feats.soldier.shot-on-the-run.name":"Shot on the Run","feats.soldier.youll-have-to-go-through-me.name":"You'll Have To Go Through Me!","feats.soldier.collateral-witness.name":"Collateral Witness","feats.soldier.overwhelming-assault.name":"Overwhelming Assault","feats.soldier.punishing-salvo.name":"Punishing Salvo","feats.soldier.shoving-shot.name":"Shoving Shot","feats.soldier.widen-area.name":"Widen Area","feats.soldier.covering-fire.name":"Covering Fire","feats.soldier.fog-of-war.name":"Fog of War","feats.soldier.ill-be-back.name":"I'll Be Back","feats.soldier.intimidating-taunt.name":"Intimidating Taunt","feats.soldier.intimidating-taunt.prerequisites.trained":"Trained in Intimidation","feats.soldier.offensive-defense.name":"Offensive Defense","feats.soldier.punitive-strike.name":"Punitive Strike","feats.soldier.ammo-hoarder.name":"Ammo Hoarder","feats.soldier.bring-it-on.name":"Bring It On!","feats.soldier.bring-it-on.actions.bring-it-on.name":"Bring It On!","feats.soldier.bring-it-on.actions.bring-it-on.results.braced.name":"Braced","feats.soldier.concentrated-shot.name":"Concentrated Shot","feats.soldier.overwatch.name":"Overwatch","feats.soldier.run-hot.name":"Run Hot","feats.soldier.anchoring-impacts.name":"Anchoring Impacts","feats.soldier.anchoring-impacts.prerequisites.requirement":"Suppressing fire","feats.soldier.brutal-barrage.name":"Brutal Barrage","feats.soldier.come-get-some.name":"Come Get Some!","feats.soldier.dance.name":"Dance!","feats.soldier.dance.prerequisites.requirement":"Suppressing fire","feats.soldier.shell-shower.name":"Shell Shower","feats.soldier.bullet-hell.name":"Bullet Hell","feats.soldier.death-blossom.name":"Death Blossom","feats.soldier.death-blossom.prerequisites.feat":"Run Hot","feats.soldier.hammer-the-nail.name":"Hammer the Nail","feats.soldier.hammer-the-nail.prerequisites.feat":"Shoving Shot","feats.soldier.load-bearing-hero.name":"Load-Bearing Hero","feats.soldier.rocket-jump.name":"Rocket Jump","feats.soldier.fan-the-hammer.name":"Fan the Hammer","feats.soldier.run-cowards.name":"Run, Cowards!","feats.soldier.scattering-fire.name":"Scattering Fire","feats.soldier.scattering-fire.prerequisites.feat":"Shoving Shot","feats.soldier.terror-forming.name":"Terror-Forming","feats.soldier.vector-reflector.name":"Vector Reflector","feats.soldier.light-em-up.name":"Light ‘Em Up","feats.soldier.overkill.name":"Overkill","feats.soldier.soldiers-training.name":"Soldier's Training","feats.soldier.coordinated-fire.name":"Coordinated Fire","feats.soldier.saints-grip.name":"Saint's Grip","feats.soldier.spread-the-love.name":"Spread the Love","feats.soldier.bullet-typhoon.name":"Bullet Typhoon","feats.soldier.hybrid-technique.name":"Hybrid Technique","effects.bring-it-on.name":"Bring It On!","effects.bring-it-on.description":"A –2 circumstance penalty to AC and resistance to all damage equal to half your level, until the start of your next turn.","classes.soldier.name":"Soldier","classes.soldier.description":"A master of area weapons, heavy armor and soaking damage, who suppresses foes with withering fire. Key attribute: Constitution. 10 Hit Points plus Constitution per level. Expert in Fortitude and Will; trained in Perception, Reflex, simple and martial weapons, unarmed attacks, all armor, unarmored defense and the soldier class DC. Trained in Intimidation and 3 more skills plus Intelligence.","classes.soldier.choices.class-feat.prompt":"Soldier feat (level {slot})","classes.soldier.choices.skill-feat.prompt":"Skill feat (level {slot})","classes.soldier.choices.skills.prompt":"Trained skills (3 plus Intelligence)","classes.soldier.choices.fighting-style.prompt":"Fighting style","feats.soldier.burst-of-strength.description":"Reaction. Frequency: once per hour. Trigger: you fail an Athletics check to Disarm, Grapple, Reposition, Shove or Trip. Reroll the triggering check; you must use the new result even if it's worse.","feats.soldier.pin-down.description":"Reaction. Trigger: a creature you're observing succeeds at its saving throw against your Area Fire or Auto-Fire attack. The target must succeed at a Will save against your class DC or become suppressed until the start of your next turn.","feats.soldier.quick-swap.description":"Reaction. Trigger: you're wielding a two-handed weapon and an enemy moves adjacent to you. You stow your current weapon and draw another two-handed weapon. If you have multiple sets of arms, you can instead Switch Hands.","feats.soldier.ready-reload.description":"Single action. Requirements: you're wielding a two-handed ranged weapon with reload 2 or more, and your last action was an attack that expended ammo from it. You Interact to reload the weapon twice. Unlike most Interact actions, you don't need a free hand.","feats.soldier.whirling-swipe.description":"Two actions. Requirement: you're wielding a two-handed melee weapon. Until the end of the turn, your weapon gains the area (burst 5 feet) and unwieldy traits; if it has reach, the burst radius becomes its reach. Area Fire with it, centering the burst on a corner of a square you occupy; you're excluded. With a backswing or sweep weapon, you gain a +1 circumstance bonus to the attack's save DC. If you have the primary target class feature, your primary target Strike is a melee Strike instead of a ranged one.","feats.soldier.menacing-laughter.description":"Single action. Attempt an Intimidation check to Demoralize each suppressed creature within 30 feet.","feats.soldier.relentless-endurance.description":"Reaction. Frequency: once per hour. Trigger: you take damage. You gain 1d8+4 temporary Hit Points for 1 minute. The amount increases by 1d8+4 at 6th level and every 4 levels thereafter.","feats.soldier.shot-on-the-run.description":"Two actions. Requirement: you're wielding an area or automatic weapon. Stride up to your Speed, then Area Fire or Auto-Fire.","feats.soldier.youll-have-to-go-through-me.description":"Two actions. You Area Fire or Auto-Fire. Until the start of your next turn or until you use a move action, whichever comes first, you gain the Living Shield reaction and, if a forced movement effect would move you, you move 10 feet less.","feats.soldier.collateral-witness.description":"Reaction. Trigger: you reduce your primary target to 0 Hit Points using Auto-Fire. Demoralize a single creature that was in the area of your Auto-Fire, with a +2 circumstance bonus to the check. If you have legendary proficiency in Intimidation, or you have the action hero fighting style and the target is the enemy closest to you, you can use this as a free action with the same trigger.","feats.soldier.overwhelming-assault.description":"Your multiple attack penalty against suppressed targets is -4 (-3 with an agile weapon) on your second attack of the turn instead of -5, and -8 (-6 with an agile weapon) on your third and later attacks instead of -10.","feats.soldier.punishing-salvo.description":"Single action. Requirement: your last action this turn was an Area Fire attack. You make a follow-up Strike against your primary target with the same weapon, ignoring its unwieldy trait. This doesn't make a new area attack and counts as a Strike made using primary target.","feats.soldier.shoving-shot.description":"Two actions. Requirement: you're wielding an area or automatic weapon. You Area Fire or Auto-Fire. Your primary target attempts a Fortitude save against your class DC.\n\n**Failure** The target is pushed back 10 feet (away from the burst's center if you used an area burst weapon).\n\n**Critical Failure** As failure, but the target is pushed 15 feet.","feats.soldier.widen-area.description":"Single action. Requirement: you're wielding an area or automatic weapon. If your next action is to Area Fire or Auto-Fire in a burst, cone or line, or to use Whirling Swipe, you increase the attack's area. Add 5 feet to the radius of a burst with a radius of at least 10 feet (smaller bursts are unaffected). Add 5 feet to the length of a cone or line of 15 feet or less, and 10 feet to a longer one.","feats.soldier.covering-fire.description":"Single action or two actions. Make a ranged Strike against a target and select one ally within range of the same attack. If the Strike hits, it deals no damage, but the target becomes suppressed and takes a -2 circumstance penalty on attacks against your ally until the end of your next turn. As a 2-action activity, you can instead Area Fire or Auto-Fire, affecting targets that fail their save.","feats.soldier.fog-of-war.description":"Two actions. Requirement: you're wielding an area or automatic weapon. You Area Fire or Auto-Fire, leaving a cloud of smoke and dust in the area until the end of your next turn or until a strong wind disperses it. Creatures in the area are concealed, and all other creatures are concealed to them.","feats.soldier.ill-be-back.description":"Free action. Frequency: once per day. Trigger: you regain consciousness after being unconscious. You Stand and Interact to draw a weapon or grab an unattended weapon.","feats.soldier.intimidating-taunt.description":"Single action. Attempt an Intimidation check against the Will DC of one enemy within 60 feet. This action has the auditory or visual trait, depending on how you taunt.\n\n**Critical Success** Until the start of your next turn, any hostile action the creature takes must include you as a target or in its area; otherwise it takes a -2 circumstance penalty to attack rolls and to its save DC for that action.\n\n**Success** As critical success, but only the first hostile action it takes is affected.\n\n**Failure** The creature is unaffected.","feats.soldier.offensive-defense.description":"Two actions. Requirement: you have a force field upgrade in your armor or are holding a tech shield. You Area Fire using your force field or shield, dealing 2d10 bludgeoning damage in a 5-foot burst (excluding you) centered on a corner of a square you occupy. The attack has the tracking +1 trait and is in the shield weapon group. A creature that fails its save is pushed back 5 feet. If you have the primary target class feature, the primary target Strike uses the force field or shield. If it is superior or better, tracking increases to +2 (+3 if ultimate or better); if elite or better, damage increases to 3d10 (4d10 if paragon).","feats.soldier.punitive-strike.description":"Reaction. Trigger: a creature within your reach uses a manipulate action, makes a ranged Strike, uses a move action, or leaves a square during a move action. Make a melee Strike against it, ignoring the unwieldy trait on your weapons. This Strike doesn't count toward your multiple attack penalty, and your penalty doesn't apply to it.","feats.soldier.ammo-hoarder.description":"Requirement: you're wielding an automatic weapon. Your Auto-Fire expends ammo equal to the number of targets in the area, instead of that number times 2.","feats.soldier.bring-it-on.description":"Single action. Requirement: you're wielding a two-handed weapon. Until the start of your next turn, you take a -2 circumstance penalty to AC and gain resistance to all damage equal to half your level. If you have the armor storm fighting style, the resistance is doubled against attacks from suppressed creatures.","feats.soldier.concentrated-shot.description":"Two actions. Requirement: you're wielding an automatic weapon. Make a ranged Strike with it, expending three times the ammo and gaining a +4 circumstance bonus to damage, increasing to +6 at 11th level and +8 at 15th.","feats.soldier.overwatch.description":"Reaction. Trigger: a suppressed creature within your weapon's first range increment makes a ranged attack or leaves a square during a move action. Make a ranged Strike against it, ignoring the unwieldy trait of your weapons. On a critical hit, if the triggering action was a move action, you disrupt it.","feats.soldier.run-hot.description":"Three actions. Requirement: you're wielding an area weapon. You Area Fire twice with it, ignoring its unwieldy trait. Creatures in the area of the second attack gain a +2 circumstance bonus to their save. Afterward the weapon must cool off and can't be used until after your next turn or until it takes any amount of cold damage.","feats.soldier.anchoring-impacts.description":"When you suppress a target with an attack, the speed penalty of the suppressed condition becomes a -20-foot status penalty for its duration. If the effect that suppressed the target was a critical hit, or the target critically fails its save and becomes suppressed, it is also stunned 1.","feats.soldier.brutal-barrage.description":"Single action. Requirement: you're wielding an area or automatic weapon. If your next action is to Area Fire, Auto-Fire or Whirling Swipe, add two weapon damage dice for targets adjacent to the center of impact or within the first 10 feet of a cone or line.","feats.soldier.come-get-some.description":"Reaction. Frequency: once per day. Trigger: you're reduced to 0 Hit Points and would fall unconscious. Make a Strike with a -2 circumstance penalty, or an Area Fire or Auto-Fire attack ignoring the unwieldy trait and with the save DC decreased by 2. Afterward, you immediately fall unconscious and gain the dying condition.","feats.soldier.dance.description":"When you suppress a target with an attack, it is also off-guard until the start of its turn. When you Auto-Fire in a cone that affects only a single target, that target takes a -1 circumstance penalty to Reflex saves against the attack.","feats.soldier.shell-shower.description":"Free action. Frequency: once per round. After you make an Area Fire or Auto-Fire attack with a weapon, make any number of squares adjacent to you difficult terrain; a square that was already difficult terrain becomes greater difficult terrain. This terrain remains until cleared.","feats.soldier.bullet-hell.description":"Two actions. Requirement: you're wielding an automatic or area (cone) weapon. Make an Area Fire or Auto-Fire attack. Until the start of your next turn, any creature moving through the attacked area takes 1d4 damage of the weapon's type per square traversed, with a basic Reflex save at the end of each move action it takes through the area. On a failure, it becomes suppressed until the start of your next turn.","feats.soldier.death-blossom.description":"Three actions. Requirement: you're wielding an area or automatic weapon with a full magazine. You Area Fire (even with an automatic weapon), affecting each creature in an emanation around you with a radius equal to the weapon's range, expending the entire magazine. Creatures in the area take a -1 circumstance penalty to Reflex saves against it. You don't designate a primary target.","feats.soldier.hammer-the-nail.description":"Shoving Shot pushes creatures 5 feet on a success, 10 feet on a failure and 20 feet on a critical failure. On a critical failure the target is also knocked prone.","feats.soldier.load-bearing-hero.description":"Reaction. Trigger: you and one adjacent ally attempt a Reflex or Fortitude save against the same effect. Your save result becomes one degree worse, and your ally's becomes one degree better.","feats.soldier.rocket-jump.description":"Two actions. Requirement: you're wielding an area (burst) weapon. You Area Fire and then Leap, adding a status bonus to the distance traveled equal to double your weapon's burst. You must be within the attack's area, but you don't save against your own attack. Movement from this action doesn't trigger reactions, though Area Fire still does.","feats.soldier.fan-the-hammer.description":"Single action. Requirement: your last action this turn was an Area Fire or Auto-Fire. You Area Fire or Auto-Fire again, ignoring the weapon's unwieldy trait. You don't designate a primary target, and creatures you damage with this attack don't become suppressed.","feats.soldier.run-cowards.description":"An enemy that critically fails a save against your Area Fire or Auto-Fire is fleeing for 1 round.","feats.soldier.scattering-fire.description":"When you use Shoving Shot, all creatures in the area attempt the Fortitude save against forced movement, not just your primary target.","feats.soldier.terror-forming.description":"Two actions. Requirement: you're wielding an area or automatic weapon. You Area Fire or Auto-Fire without designating a primary target, and make each square in the area difficult terrain (greater difficult terrain if it already was). This terrain remains and can't be changed without extensive engineering or magic.","feats.soldier.vector-reflector.description":"Reaction. Trigger: a suppressed creature damages you with a Strike. You gain resistance against the triggering damage equal to half your level (your level if you have the armor storm fighting style). If the creature is within reach, attempt an Athletics check to Shove it.","feats.soldier.light-em-up.description":"Two actions. Requirement: you're wielding an area or automatic weapon. You Area Fire or Auto-Fire at an unseen enemy's general position. If the primary target is concealed, you needn't attempt a flat check to target it; if hidden, the flat check DC is 5. When you suppress a concealed creature with this attack, no flat check is needed to target it; if it's hidden, the DC is 5 and it can't become undetected. This lasts as long as the creature stays suppressed.","feats.soldier.overkill.description":"When you suppress a creature with Area Fire or Auto-Fire and only one creature was in the area, or when you use Concentrated Shot, the target takes 1d10 persistent bleed damage, or 2d10 if you critically hit it with your primary target Strike.","feats.soldier.soldiers-training.description":"Choose one soldier class feat you have that grants a reaction. At the start of your turn, you gain an additional reaction usable only for that feat or an action it grants. You can change the choice during daily preparations if the new feat meets the requirements.","feats.soldier.coordinated-fire.description":"Three actions. Requirement: you're wielding an area or automatic weapon. You Area Fire or Auto-Fire without selecting a primary target and give a verbal order: Reload, Strike or Take Cover. Every ally within 30 feet who hears and understands it can perform that action as a reaction.","feats.soldier.saints-grip.description":"You can wield two-handed weapons in one hand.","feats.soldier.spread-the-love.description":"Two actions. Requirement: you're wielding an area or automatic weapon. You Area Fire or Auto-Fire, selecting two different primary targets instead of one.","feats.soldier.bullet-typhoon.description":"You can use Area Fire or Auto-Fire as a single action. You can never make more than two such attacks in the same round.","feats.soldier.hybrid-technique.description":"Two actions. Requirement: you're wielding an area or automatic weapon. Choose two soldier feats that take 2 actions, require an area or automatic weapon, and include an Area Fire or Auto-Fire attack in their effects. You Area Fire or Auto-Fire once and apply the additional effects and benefits of both feats to the attack.","spells.absolute-zero.name":"Absolute Zero","spells.animal-form.name":"Animal Form","spells.everlight.description":"The gemstone you touch glows in a color of your choice, bright light in a 20-foot radius and dim light 20 feet beyond, until it breaks.","spells.everlight.name":"Everlight","spells.execute.name":"Execute","spells.explosion-of-rot.name":"Explosion of Rot","spells.fabricated-truth.name":"Fabricated Truth","spells.falling-stars.description":"Four stars fall within range, in 40-foot bursts whose central 10-foot bursts can't overlap. Choose airbursts (sonic), asteroids (fire), comets (cold) or plasma (electricity); the spell gains that trait. Each star deals 6d10 bludgeoning damage to creatures in its central burst, then 14d6 damage of the chosen type to creatures in its whole burst. A creature attempts one basic Reflex save however many areas it is in, and takes each type of damage only once.\n\n**Heightened (+1)** The bludgeoning damage increases by 1d10 and the energy damage by 2d6.","spells.falling-stars.name":"Falling Stars","spells.false-vision.name":"False Vision","spells.false-vitality.name":"False Vitality","spells.fear.name":"Fear","spells.feline-senses.name":"Feline Senses","spells.field-of-life.description":"Life energy fills the area. Each living creature that starts its turn there regains 1d8 Hit Points, and each undead creature that starts its turn there takes 1d8 vitality damage.\n\n**Heightened (8th)** 1d10.\n\n**Heightened (9th)** 1d12.","spells.field-of-life.name":"Field of Life","spells.ant-haul.name":"Ant Haul","spells.figment.name":"Figment","spells.fire-shield.name":"Fire Shield","spells.fireball.name":"Fireball","spells.fleet-step.name":"Fleet Step","spells.flicker.name":"Flicker","spells.floating-flame.name":"Floating Flame","spells.fly.name":"Fly","spells.forbidding-ward.description":"You ward an ally against one enemy (the target). The ally gains a +1 status bonus to AC and saving throws against that enemy's attacks, spells and other effects.\n\n**Heightened (6th)** The bonus increases to +2.","spells.forbidding-ward.name":"Forbidding Ward","spells.force-barrage.name":"Force Barrage","spells.foresight.name":"Foresight","spells.arctic-rift.description":"A jagged rift opens in the air along the line, drawing away warmth: 12d8 cold damage by each creature's Fortitude save.\n\n**Critical Success** The creature is unaffected.\n\n**Success** Half damage.\n\n**Failure** Full damage, and slowed 1 until the start of your next turn.\n\n**Critical Failure** Double damage; ice immobilizes it, and it is slowed 1 while immobilized. The ice is an object with 60 HP, Hardness 5, immunity to cold and weakness 10 to fire, destroyed if the creature Escapes.\n\n**Heightened (+1)** The damage increases by 1d8 and the ice's HP by 5.","spells.arctic-rift.name":"Arctic Rift","spells.freeze-time.description":"You stop time for everything but yourself. Right after casting, you can use up to 9 actions in 3 sets of up to 3; after each set, 1 round passes, but only for you, effects targeting or affecting you, and effects you create during the stop. Every other creature and object is invulnerable to you, and you can't target or affect them. When you finish, time flows again; an effect you created that lasts beyond the stop, such as wall of fire, affects others again at once, without the effects that happen only when it is cast.","spells.freeze-time.name":"Freeze Time","spells.frostbite.description":"Biting cold closes around the target, dealing 2d4 cold damage with a basic Fortitude save. On a critical failure, it also gains weakness 1 to bludgeoning until the start of your next turn.\n\n**Heightened (+1)** The damage increases by 1d4 and the weakness by 1.","spells.frostbite.name":"Frostbite","spells.gate.description":"You tear open a vertical, circular portal of 40-foot radius to another plane, which creatures can cross both ways. It opens where you choose on the destination plane, if you know clearly where that place is and what it looks like. A deity or similarly powerful being can keep a gate from opening into or out of its realm.","spells.gate.name":"Gate","spells.genetic-regeneration.name":"Genetic Regeneration","spells.gentle-landing.name":"Gentle Landing","spells.ghostly-carrier.name":"Ghostly Carrier","spells.ghost-killer-weapon.name":"Ghost Killer Weapon","spells.glow-up.name":"Glow Up","spells.gouging-claw.description":"Your limb becomes a claw for an instant. Make a melee spell attack against the target's AC. A hit deals your choice of 2d6 slashing or 2d6 piercing damage plus 2 persistent bleed damage; a critical hit doubles both.\n\n**Heightened (+1)** The damage increases by 1d6 and the persistent bleed damage by 1.","spells.gouging-claw.name":"Gouging Claw","spells.gravity-field.name":"Gravity Field","spells.atomic-blast.name":"Atomic Blast","spells.grease.description":"You cover an area or an object with grease.\n\n- **Area:** each creature standing on the 4 squares must succeed at a Reflex save or an Acrobatics check against your spell DC or fall prone, and one using an action to move onto it must save or Balance (not when it Steps or Crawls).\n- **Object:** anyone picking up the unattended object must succeed at an Acrobatics check or Reflex save against your spell DC. A creature holding it must attempt one: on a failure it takes a –2 circumstance penalty to checks using the object, on a critical failure it drops it. A greased worn object gives its wearer a +2 circumstance bonus to Fortitude saves against being grappled.","spells.grease.name":"Grease","spells.grim-tendrils.name":"Grim Tendrils","spells.guidance.description":"The target gains a +1 status bonus to one attack roll, Perception check, saving throw or skill check it attempts before the spell ends, chosen before rolling; using it ends the spell. Either way, it is then temporarily immune for 1 hour.","spells.guidance.name":"Guidance","spells.gust-of-wind.name":"Gust of Wind","spells.hallucination.description":"The target perceives one thing as another, fails to perceive something that is there, or perceives something that isn't, as you choose and detail. Its beliefs don't change. It can attempt a Will save when you cast the spell, and again to disbelieve each time it Seeks or directly interacts with the hallucination (with a large circumstance bonus where the GM sees fit).\n\n**Critical Success** The creature is unaffected.\n\n**Success** It perceives what you chose until it disbelieves, but knows it is a hallucination.\n\n**Failure** It perceives what you chose until it disbelieves.\n\n**Critical Failure** As failure, and it trusts its false senses, taking a –4 circumstance penalty to saves to disbelieve.\n\n**Heightened (6th)** Either target up to 10 creatures, or make the duration until your next daily preparations.\n\n**Heightened (8th)** Either target any number of creatures, or make the duration unlimited.","spells.hallucination.name":"Hallucination","spells.harm.description":"You channel void energy, dealing 1d8 void damage to a living target (a basic Fortitude save) or restoring that many Hit Points to a willing undead one. The actions you spend decide the rest:\n\n- **1 action** (manipulate): range touch, one target.\n- **2 actions** (concentrate, manipulate): range 30 feet, one target; healing an undead creature restores 8 more Hit Points.\n- **3 actions** (concentrate, manipulate): every living and undead creature in a 30-foot emanation.\n\n**Heightened (+1)** The damage or healing increases by 1d8, and the 2-action version's extra healing by 8.","spells.harm.name":"Harm","spells.haste.name":"Haste","spells.heal.description":"You channel vital energy, restoring 1d8 Hit Points to a willing living target, or dealing that much vitality damage to an undead one (a basic Fortitude save). The actions you spend decide the rest:\n\n- **1 action** (manipulate): range touch, one target.\n- **2 actions** (concentrate, manipulate): range 30 feet, one target; healing a living creature restores 8 more Hit Points.\n- **3 actions** (concentrate, manipulate): every living and undead creature in a 30-foot emanation.\n\n**Heightened (+1)** The healing or damage increases by 1d8, and the 2-action version's extra healing by 8.","spells.heal.name":"Heal","spells.heroism.description":"The target gains a +1 status bonus to attack rolls, Perception checks, saving throws and skill checks.\n\n**Heightened (6th)** The bonus is +2.\n\n**Heightened (9th)** The bonus is +3.","spells.heroism.name":"Heroism","spells.holographic-memory.name":"Holographic Memory","spells.augury.description":"You ask about a course of action up to 30 minutes ahead and learn the GM's best guess: good, bad, mixed or nothing. The GM rolls a secret DC 6 flat check; on a failure the answer is always nothing, so a \"nothing\" can't be trusted. Asking again about the same topic reuses the first roll unless circumstances change.","spells.augury.name":"Augury","spells.holy-light.description":"A ray of blazing, holy light: make a ranged spell attack. It deals 5d6 fire damage, plus 5d6 spirit damage if the target has the unholy trait.\n\n**Critical Success** The target takes double damage.\n\n**Success** The target takes full damage.\n\nIf the light passes through magical darkness or targets a creature affected by it, it attempts to counteract the darkness.\n\n**Heightened (+1)** The fire damage increases by 2d6, and the spirit damage against unholy creatures by 2d6.","spells.holy-light.name":"Holy Light","spells.honeyed-words.name":"Honeyed Words","spells.howl.name":"Howl","spells.howling-blizzard.name":"Howling Blizzard","spells.humanoid-form.description":"You look like a Small or Medium humanoid, such as a dwarf, elf, goblin, halfling, human or orc, gaining the humanoid trait and its kind's trait; a smaller form shrinks your reach. Your statistics and gear are unchanged and you gain none of its abilities. You gain a +4 status bonus to Deception checks to pass as a typical member of that ancestry, adding your level even if untrained, but you can't look like a specific person. You can Dismiss the spell.\n\n**Heightened (3rd)** You gain darkvision or low-light vision if the form has it.\n\n**Heightened (5th)** You can look like a Large humanoid, and gain enlarge's effects if you grow.","spells.humanoid-form.name":"Humanoid Form","spells.hydraulic-push.name":"Hydraulic Push","spells.hydraulic-torrent.name":"Hydraulic Torrent","spells.hypercognition.name":"Hypercognition","spells.hypnotize.name":"Hypnotize","spells.ignition.name":"Ignition","spells.avatar.name":"Avatar","spells.ill-omen.name":"Ill Omen","spells.illusory-creature.description":"You create an illusion of a Large or smaller creature that sounds, smells and feels real; it ends if it is ever more than 500 feet from you. You can speak through it (a Deception or Performance check may be needed). In combat it acts with 2 actions when you Sustain the spell, using your spell attack modifier to attack and your spell DC as its AC, with saves at your spell DC – 10; it can flank. It ends if hit or if it fails a save. Its Strikes deal 3d4 nonlethal mental damage to a creature that believes it, and resistances apply as the target thinks they would. A creature that touches it or Seeks to examine it can disbelieve it, recovering half the damage it took.\n\n**Heightened (+1)** The damage increases by 1d4, and the creature can be one size larger (up to Gargantuan).","spells.illusory-creature.name":"Illusory Creature","spells.illusory-disguise.name":"Illusory Disguise","spells.illusory-object.description":"You create a silent, scentless image of a stationary object that fits in the area; it can move naturally (water pouring down a waterfall). A creature that touches it or Seeks to examine it can attempt to disbelieve it.\n\n**Heightened (2nd)** The image makes sounds and smells and feels right to the touch (the auditory and olfactory traits), and lasts 1 hour.\n\n**Heightened (5th)** As 2nd, and it lasts indefinitely.","spells.illusory-object.name":"Illusory Object","spells.illusory-scene.description":"You create a scene of up to 10 creatures or objects within the area, with fitting sounds, smells and textures. They can't speak and have no combat abilities, and the scene doesn't change the surrounding environment. The scene can be static (with natural movement such as rustling) or follow a program up to 1 minute long that repeats; anyone watching for more than a few minutes almost always notices the loop, and you can't change the program later. A creature that touches part of it or Seeks to examine it can attempt to disbelieve that part, and disbelieves the whole scene only on a critical success.\n\n**Heightened (6th)** The scene's figures can speak lines you set when you create the program, in voices not your own.\n\n**Heightened (8th)** As 6th rank, and the duration is unlimited.","spells.illusory-scene.name":"Illusory Scene","spells.impaling-spike.name":"Impaling Spike","spells.implant-data.name":"Implant Data","spells.implosion.name":"Implosion","spells.indestructibility.description":"You step outside cause and effect. Until the spell ends, no effect or damage can harm you, except from artifacts, deific power and the like. You can let anything you are willing to have affect you do so.","spells.indestructibility.name":"Indestructibility","spells.infuse-vitality.name":"Infuse Vitality","spells.bane.description":"Doubt fills your enemies' minds. Each enemy in the area must succeed at a Will save or take a –1 status penalty to attack rolls while it stays in the area. Once per round on later turns, you can Sustain the spell to widen the emanation by 10 feet, and enemies in it not yet affected must save. Bane can counteract bless.","spells.bane.name":"Bane","spells.inject-nanobots.name":"Inject Nanobots","spells.injury-echo.name":"Injury Echo","spells.insect-form.name":"Insect Form","spells.instant-virus.name":"Instant Virus","spells.interplanar-teleport.name":"Interplanar Teleport","spells.invisibility.name":"Invisibility","spells.irradiate.name":"Irradiate","spells.jump.name":"Jump","spells.knock.name":"Knock","spells.laughing-fit.name":"Laughing Fit","spells.banishment.name":"Banishment","spells.levitate.name":"Levitate","spells.life-seal.name":"Life Seal","spells.light.name":"Light","spells.lightning-bolt.name":"Lightning Bolt","spells.locate.description":"You learn the direction to the target object, or to the nearest of a type of object. A specific object must be one you have observed directly; a type needs an accurate mental image. Lead or running water between you blocks the spell, so a farther one may be found instead.\n\n**Heightened (5th)** You can target a specific creature or ancestry you have met or seen up close.","spells.locate.name":"Locate","spells.lock.description":"The target's latch magically locks. The Athletics and Thievery DC to open it is your spell DC or its own DC with a +4 status bonus, whichever is higher. Its key or combination no longer opens it, but gives a +4 circumstance bonus to checks to open it. Opening it ends the spell; you can unlock and open it with an Interact while touching it without ending the spell, and Dismiss the spell from any distance.\n\n**Heightened (2nd)** It lasts indefinitely, at an additional cost of 6 gp of precious metals.","spells.lock.name":"Lock","spells.logic-bomb.name":"Logic Bomb","spells.magic-passage.description":"You open a visible tunnel through a wooden, plaster or stone wall, up to 10 feet deep. Even a thin layer of metal stops the spell. The structure stays sound, and anyone inside when the spell ends is shunted to the nearest exit.\n\n**Heightened (7th)** The tunnel can be 20 feet deep, and its entrance looks like ordinary wall (unless seen through truesight or the like) and acts as one, though you can set a password or trigger to let creatures in.","spells.magic-passage.name":"Magic Passage","spells.manifestation.description":"You shape the fundaments of magic into the effect of another spell: a spell of 9th rank or lower of the tradition you cast manifestation from, or of 7th rank or lower from any tradition. Normally it must be common or one you have access to, though the GM may allow more.","spells.manifestation.name":"Manifestation","spells.mask-of-terror.name":"Mask of Terror","spells.battle-sonata.name":"Battle Sonata","spells.massacre.description":"A wave of death sweeps the line. Each living creature of 17th level or lower in it attempts a Fortitude save; a creature this damage reduces to 0 HP dies at once. If massacre kills no one, the void energy turns back, dealing 30 more void damage to every living creature in the line (whatever its level) and 30 void damage to you.\n\n**Critical Success** The creature is unaffected.\n\n**Success** 9d6 void damage.\n\n**Failure** 100 void damage.\n\n**Critical Failure** The creature dies.\n\n**Heightened (10th)** Living creatures up to 19th level; 10d6 on a success and 115 on a failure.","spells.massacre.name":"Massacre","spells.measure.name":"Measure","spells.mending.name":"Mending","spells.message.description":"You mouth words that the target hears as though you stood beside it. It can answer briefly as a reaction, or as a free action on its next turn, if it can see you and you are within range.\n\n**Heightened (3rd)** The range increases to 500 feet.","spells.message.name":"Message","spells.metamorphosis.name":"Metamorphosis","spells.mind-probe.description":"You sift through the target's memories and knowledge unless it fends you off with a Will save.\n\n**Success** The target is unaffected.\n\n**Failure** Each round, you can Sustain the spell to ask a new question. The target attempts a Deception check against your spell DC: on a success you don't learn the answer, and on a critical success it gives a false answer you believe. Asking the same question again, even in another casting, gets the same result.\n\n**Critical Failure** As failure, and the target takes a –4 circumstance penalty to its Deception checks against your questions.","spells.mind-probe.name":"Mind Probe","spells.mind-reading.name":"Mind Reading","spells.mind-skewer.name":"Mind Skewer","spells.mindlink.name":"Mindlink","spells.mislead.name":"Mislead","spells.bind-undead.name":"Bind Undead","spells.mist.description":"A cloud of mist fills the area: creatures inside are concealed, and creatures outside are concealed to those inside. You can Dismiss it.","spells.mist.name":"Mist","spells.moment-of-renewal.description":"The targets get a day's recovery in an instant. Harmful effects that would end within 24 hours end (spells on them keep their durations), and they regain Hit Points and recover from conditions as after 24 hours of rest, without new daily preparations or other benefits of rest. They are then temporarily immune for 1 day.","spells.moment-of-renewal.name":"Moment of Renewal","spells.monstrosity-form.name":"Monstrosity Form","spells.motivating-ringtone.name":"Motivating Ringtone","spells.mountain-resilience.name":"Mountain Resilience","spells.mystic-armor.name":"Mystic Armor","spells.nature-incarnate.name":"Nature Incarnate","spells.natures-pathway.name":"Nature's Pathway","spells.never-mind.name":"Never Mind","spells.new-game.name":"New Game","spells.acid-grip.description":"A ghostly taloned hand grips the target, dealing 2d8 acid damage plus 1d6 persistent acid damage by its Reflex save. While it takes this persistent damage, it has a –10-foot status penalty to its Speeds.\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature takes half damage and no persistent damage, and the claw moves it up to 5 feet in a direction you choose.\n\n**Failure** The creature takes full damage and the persistent damage, and is moved up to 10 feet.\n\n**Critical Failure** The creature takes double damage and the full persistent damage, and is moved up to 20 feet.\n\n**Heightened (+2)** The initial damage increases by 2d8 and the persistent damage by 1d6.","spells.acid-grip.name":"Acid Grip","spells.blazing-bolt.description":"You fire a ray of heat and flame: make a spell attack against one creature, dealing 2d6 fire damage on a hit and double on a critical hit. Each additional action fires another ray at a different target, up to three for 3 actions; each attack adds to your multiple attack penalty, but only after all of them. With 2 or more actions, each ray deals 4d6 fire damage.\n\n**Heightened (+1)** The damage increases by 1d6 for 1 action, or 2d6 for 2 or 3 actions.","spells.blazing-bolt.name":"Blazing Bolt","spells.nightmare.name":"Nightmare","spells.noise-blast.name":"Noise Blast","spells.oaken-resilience.name":"Oaken Resilience","spells.one-with-plants.description":"You become a plant or merge into one, and can Dismiss the spell. Either way you can't move or affect anything outside it, but can cast spells that need no line of effect beyond it.\n\n- **Merge with plants** (10 minutes): you must touch a plant big enough to hold you and your gear. You hear but can't see outside. Damage to the plant expels you and deals you 10d6 damage; the spell ends if you leave.\n- **Turn into a plant** (8 hours): you become a Large plant, typically a tree. Perception doesn't reveal you, but a Nature or Survival check against your spell DC shows you are a plant new to the area. You perceive normally. Your AC is 20, only status and circumstance bonuses and penalties affect you, and successes on Reflex saves are failures.","spells.one-with-plants.name":"One with Plants","spells.one-with-stone.name":"One with Stone","spells.outcasts-curse.description":"You curse the target with an off-putting, abrasive presence.\n\n**Critical Success** The target is unaffected.\n\n**Success** For 10 minutes, the target rolls twice and takes the worse result on Deception, Diplomacy, Intimidation and Performance checks, and creatures it meets start one attitude step worse toward it.\n\n**Failure** As success, but permanent.\n\n**Critical Failure** As failure, and new creatures start two attitude steps worse toward it.","spells.outcasts-curse.name":"Outcast's Curse","spells.overheat.name":"Overheat","spells.overload-systems.name":"Overload Systems","spells.paralyze.name":"Paralyze","spells.paranoia.description":"The target sees every creature as a threat; it attempts a Will save.\n\n**Critical Success** The target is unaffected.\n\n**Success** The target becomes unfriendly to everyone it wasn't already hostile to, allies included, and treats no one as an ally, for 1 round.\n\n**Failure** As success, for 1 minute.\n\n**Critical Failure** As failure, and it sees everyone as a mortal enemy, using its reactions and free actions against anyone, though it otherwise acts rationally and prefers foes that are harming it.\n\n**Heightened (6th)** You can target up to 5 creatures.","spells.paranoia.name":"Paranoia","spells.bless.description":"You and your allies gain a +1 status bonus to attack rolls while within the emanation. Once per round on later turns, you can Sustain the spell to widen it by 10 feet. Bless can counteract bane.","spells.bless.name":"Bless","spells.peaceful-bubble.name":"Peaceful Bubble","spells.peaceful-rest.name":"Peaceful Rest","spells.personal-gravity.name":"Personal Gravity","spells.pest-form.name":"Pest Form","spells.petrify.description":"The target's body begins to turn to stone.\n\n**Critical Success** The target is unaffected.\n\n**Success** Slowed 1 for 1 round.\n\n**Failure** Slowed 1, and it attempts a Fortitude save (with the incapacitation trait) at the end of each of its turns: a failure raises slowed by 1 (2 on a critical failure), a success lowers it by 1. When the slowed condition leaves it unable to act, it becomes a statue, permanently petrified; if the slowed condition is removed, the stone flakes off and the spell ends.\n\n**Critical Failure** As failure, but initially slowed 2.","spells.petrify.name":"Petrify","spells.phantasmagoria.name":"Phantasmagoria","spells.phantasmal-calamity.name":"Phantasmal Calamity","spells.phantasmal-fleet.name":"Phantasmal Fleet","spells.phantasmal-minion.name":"Phantasmal Minion","spells.phantom-pain.name":"Phantom Pain","spells.blindness.description":"You blind the target by its Fortitude save; it is then temporarily immune for 1 minute.\n\n**Critical Success** The target is unaffected.\n\n**Success** The target is blinded until its next turn begins.\n\n**Failure** The target is blinded for 1 minute.\n\n**Critical Failure** The target is blinded permanently.","spells.blindness.name":"Blindness","spells.pinpoint.description":"You learn exactly where the target is (building, community and country) and on which plane. You can target a creature only if you've seen it in person or have one of its significant belongings or a piece of its body, and an object only if you've touched it or have a fragment of it. The spell automatically overcomes protections against detection of lower rank.","spells.pinpoint.name":"Pinpoint","spells.planar-palace.name":"Planar Palace","spells.planar-seal.description":"A visible barrier tries to counteract teleportation and planar travel into or out of the area, items that reach extradimensional spaces included, and any attempt to summon a creature into it (though a summoned creature can still leave when the summoning ends).","spells.planar-seal.name":"Planar Seal","spells.planar-tether.description":"You bind the target to its current plane. While the spell lasts, it tries to counteract any teleportation or planar travel that would move the target. Its duration depends on the target's Will save.\n\n**Critical Success** The target is unaffected.\n\n**Success** 1 minute.\n\n**Failure** 10 minutes.\n\n**Critical Failure** 1 hour.","spells.planar-tether.name":"Planar Tether","spells.plant-form.name":"Plant Form","spells.pocket-vacuum.name":"Pocket Vacuum","spells.possession.description":"You send your mind and soul into the target's body to take control. You can choose a result more favorable to the target than its save. While you possess it, your own body is unconscious and can't wake normally, and you sense everything the target does. You can Dismiss the spell. If the possessed body dies, the spell ends and you must succeed at a Fortitude save against your spell DC or be paralyzed for 1 hour (24 hours on a critical failure). If the spell ends in an encounter, you act just before the target.\n\n**Critical Success** The target is unaffected.\n\n**Success** You ride along in its body without control.\n\n**Failure** You take partial control and have no turn of your own. At the start of each of its turns it saves again: on a failure you control it that turn, on a success it acts freely, and on a critical success it forces you out and the spell ends.\n\n**Critical Failure** You possess it fully; it is controlled by you and can only watch.\n\n**Heightened (9th)** The duration is 10 minutes, and your body can enter the creature's with you, protected while the spell lasts.","spells.possession.name":"Possession","spells.prestidigitation.name":"Prestidigitation","spells.project-image.name":"Project Image","spells.promession.name":"Promession","spells.blur.name":"Blur","spells.protection.description":"The target gains a +1 status bonus to AC and saving throws.\n\n**Heightened (3rd)** You can also extend the benefits to all your allies in a 10-foot emanation around the target.","spells.protection.name":"Protection","spells.pummeling-rubble.name":"Pummeling Rubble","spells.punishing-winds.description":"A cyclone of violent winds and downdrafts fills the area. Flying creatures in it drop 40 feet, and any that ends its turn flying there drops 20 more. The area is greater difficult terrain for flying creatures and difficult terrain for those on the ground or climbing. A creature pushed into a surface by the winds takes falling damage. The outer edge of the cylinder is greater difficult terrain that holds creatures in: to cross it, a creature must succeed at an Athletics check or an Acrobatics check to Maneuver in Flight against your spell DC, and a failure ends its action (it can try again).","spells.punishing-winds.name":"Punishing Winds","spells.raise-dead.name":"Raise Dead","spells.read-aura.name":"Read Aura","spells.read-omens.description":"Choose a goal, activity or event you expect within the next week. You receive a cryptic clue or piece of advice about it, often a rhyme or an omen.","spells.read-omens.name":"Read Omens","spells.recharge-weapon.name":"Recharge Weapon","spells.regenerate.description":"The target gains regeneration 15, regaining 15 Hit Points at the start of each of its turns. While it has regeneration, Hit Point damage can't kill it and its dying condition can't rise to the value that would (most creatures stop at dying 3), though with wounded 4 or more it stays unconscious until its wounds are treated. Acid or fire damage turns the regeneration off until after the end of its next turn. Each time the regeneration heals it, it regrows one damaged or ruined organ, and while the spell lasts it can reattach a severed body part by holding it in place with an Interact action.\n\n**Heightened (9th)** Regeneration 20.","spells.regenerate.name":"Regenerate","spells.remake.name":"Remake","spells.reorient.name":"Reorient","spells.breath-of-life.texts.trigger":"a living creature within range would die","spells.breath-of-life.description":"You keep the target from dying and restore 5d8 Hit Points to it. You can't use this against a death effect or an effect that leaves no remains.\n\n**Heightened (+2)** The healing increases by 1d8.","spells.breath-of-life.name":"Breath of Life","spells.repulsion.description":"An aura of any radius up to 40 feet keeps creatures back. A creature in it when you cast the spell, or that enters it, attempts a Will save once, keeping that result for this casting. The limits apply only when it moves toward you voluntarily; you moving closer doesn't make it move away.\n\n**Critical Success** Its movement isn't limited.\n\n**Success** Squares in the area are difficult terrain for it when it moves closer to you.\n\n**Failure** It can't move closer to you within the area.","spells.repulsion.name":"Repulsion","spells.resist-energy.name":"Resist Energy","spells.retrocognition.name":"Retrocognition","spells.revealing-light.description":"Magical light of the look you choose washes over the area. An affected creature is dazzled; an invisible one becomes concealed instead, and one concealed for any other reason no longer is. Each creature attempts a Reflex save.\n\n**Critical Success** The creature is unaffected.\n\n**Success** The light affects it for 2 rounds.\n\n**Failure** The light affects it for 1 minute.\n\n**Critical Failure** The light affects it for 10 minutes.","spells.revealing-light.name":"Revealing Light","spells.revival.description":"A burst of healing soothes the living and briefly rouses the recently slain. Living targets regain 10d8+40 Hit Points. Dead targets return to life temporarily, with raise dead's effects and limits, and with temporary Hit Points equal to the healing the living received but no normal Hit Points. They can't regain Hit Points or gain temporary Hit Points any other way, and when the spell ends they lose these and die. Revival can't revive creatures killed by disintegrate or a death effect, and doesn't affect undead.","spells.revival.name":"Revival","spells.rewrite-memory.description":"You change the target's memories: erase one, sharpen one, alter one or add a false one.\n\n**Critical Success** The target is unaffected and realizes you tried to alter its memory.\n\n**Success** The target is unaffected and thinks the spell was something harmless, unless it identifies it.\n\n**Failure** For the first 5 minutes, you can Sustain the spell once a round to change up to 6 seconds of memory, up to 5 continuous minutes in all. The changes last while the spell does; if the target leaves the range, you can't change more.\n\n**Heightened (6th)** You can cast it on a willing target to permanently suppress all memory of one topic (described in 50 words or fewer), the gap filled with a vague haze.","spells.rewrite-memory.name":"Rewrite Memory","spells.ricochet.name":"Ricochet","spells.rocket-dash.name":"Rocket Dash","spells.root-of-all-pain.name":"Root of All Pain","spells.sanctuary.description":"A protective ward deters attacks on the target. A creature must attempt a Will save each time it tries to attack the target. If the target uses a hostile action, the spell ends.\n\n**Critical Success** The spell ends.\n\n**Success** The creature can make its attack, and any others against the target this turn.\n\n**Failure** The creature can't attack the target, wastes the action, and can't attack it again this turn.\n\n**Critical Failure** The creature wastes the action and can't attack the target for the rest of the spell.","spells.sanctuary.name":"Sanctuary","spells.breathe-fire.name":"Breathe Fire","spells.scan-environment.name":"Scan Environment","spells.scouting-eye.description":"You create an invisible floating eye, an inch across, at a spot you can see within 500 feet. It sees in all directions with your normal vision and shows you what it sees. The first time you Sustain the spell each round, you can move the eye 30 feet, seeing only ahead, or 10 feet, seeing all around. It can go any distance from you, but the spell ends if you and it are on different planes. You can Seek through it. Any damage destroys it and ends the spell.","spells.scouting-eye.name":"Scouting Eye","spells.scrying.description":"You spy on a creature as with clairvoyance, but the eye appears just above the target, and the view is too imprecise for teleport and the like. You choose the target by name or by touching one of its possessions or a piece of its body. The DC is 2 lower if you have never met it and 10 lower if you don't know who it is.\n\n**Critical Success** The spell fails, and the target is temporarily immune for 1 week; it also glimpses you and learns your rough distance and direction.\n\n**Success** The spell fails, and the target is temporarily immune for 1 day.\n\n**Failure** The spell succeeds.\n\n**Critical Failure** The spell succeeds, and the eye follows the target up to 60 feet per round.","spells.scrying.name":"Scrying","spells.see-the-unseen.description":"You see invisible creatures as blurred shapes, concealed and hard to identify, and incorporeal creatures within 10 feet of an object's surface through it. You also gain a +2 status bonus to checks to disbelieve illusions.\n\n**Heightened (5th)** It lasts 8 hours.","spells.see-the-unseen.name":"See the Unseen","spells.seek-the-stars.name":"Seek the Stars","spells.selective-invisibility.name":"Selective Invisibility","spells.sending.description":"You send a creature you know well a mental message of 25 words or fewer, and it can answer at once with a message of its own of 25 words or fewer.","spells.sending.name":"Sending","spells.shadow-blast.description":"You shape shadow-stuff into a blast of acid, bludgeoning, cold, electricity, fire, force, piercing, slashing, sonic or spirit damage (your choice), in a 30-foot cone, a 15-foot burst within 120 feet or a 50-foot line. Each creature in the area takes 6d8 damage of that type, with a basic Reflex or Will save (its choice).\n\n**Heightened (+1)** The damage increases by 1d8.","spells.shadow-blast.name":"Shadow Blast","spells.shape-stone.name":"Shape Stone","spells.shape-wood.name":"Shape Wood","spells.cairn-form.name":"Cairn Form","spells.share-life.description":"The target takes half the Hit Point damage from every effect, and you take the rest, with none of your resistances, weaknesses or other abilities applied. The spell ends if the target is more than 30 feet away, or once either of you reaches 0 Hit Points (after that damage is resolved).","spells.share-life.name":"Share Life","spells.share-pain.name":"Share Pain","spells.shatter.name":"Shatter","spells.shield.name":"Shield","spells.shifting-surge.name":"Shifting Surge","spells.shrink.description":"The target shrinks to Tiny, with its equipment (an item it removes returns to normal size). Its reach becomes 0 feet. A Tiny creature is unaffected.\n\n**Heightened (6th)** You can target up to 10 creatures.","spells.shrink.name":"Shrink","spells.sift-the-sphere.name":"Sift the Sphere","spells.sigil.description":"You place your harmless personal mark, about a square inch, on a creature or object, visible or invisible (an Interact to switch). It can be scrubbed off with 5 minutes of work; on a creature it fades after a week.\n\n**Heightened (3rd)** It fades after a month.\n\n**Heightened (5th)** It fades after a year.\n\n**Heightened (7th)** It never fades.","spells.sigil.name":"Sigil","spells.silence.description":"The target makes no sound: it can't be noticed by hearing alone, can't use sonic attacks or auditory actions, and can't cast spells other than subtle ones.\n\n**Heightened (4th)** A 10-foot emanation around the touched creature silences all sound in it or passing through, with the same effects on creatures inside.","spells.silence.name":"Silence","spells.singularity-seed.name":"Singularity Seed","spells.call-cosmos.name":"Call Cosmos","spells.skim-data.name":"Skim Data","spells.fiery-wings.name":"Fiery Wings","spells.sleep.name":"Sleep","spells.slice-reality.name":"Slice Reality","spells.slow.name":"Slow","spells.sonic-scream.name":"Sonic Scream","spells.soothe.name":"Soothe","spells.soul-surge.name":"Soul Surge","spells.sound-body.name":"Sound Body","spells.speak-with-animals.name":"Speak with Animals","spells.calm.description":"You soothe creatures in the area into a nonviolent state; each attempts a Will save.\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature takes a –1 status penalty to attack rolls.\n\n**Failure** Emotion effects on the creature are suppressed and it can't use hostile actions. If anyone is hostile to it, the spell no longer affects it.\n\n**Critical Failure** As failure, but hostility doesn't end the effect.","spells.calm.name":"Calm","spells.speak-with-computers.name":"Speak with Computers","spells.speak-with-plants.description":"You can ask plants and fungi questions and understand their answers, though they are no friendlier or wiser than usual: they know little beyond their surroundings, and clever plant monsters are terse and evasive.\n\n**Heightened (4th)** It lasts 8 hours.","spells.speak-with-plants.name":"Speak with Plants","spells.speak-with-stones.description":"You can question natural or worked stone and hear its answers, speaking with the spirits within it. Their outlook is colored by the stone's kind and the structure it belongs to, and differs enough from a human's that they notice different things; they best know who has touched them and what lies under or behind them.\n\n**Heightened (6th)** The duration is 8 hours.","spells.speak-with-stones.name":"Speak with Stones","spells.spirit-blast.description":"You strike the target's spirit with ethereal energy for 16d6 spirit damage with a basic Fortitude save.\n\n**Heightened (+1)** The damage increases by 2d6.","spells.spirit-blast.name":"Spirit Blast","spells.spirit-link.description":"You take on another creature's pain. When you cast the spell and at the start of each of your turns, if the target is below its maximum Hit Points it regains 2 Hit Points (or up to its maximum), and you lose as many. Nothing changes the amount, temporary Hit Points are ignored, and it works on undead too. Meanwhile you gain nothing from regeneration or fast healing. You can Dismiss it; it ends if you reach 0 Hit Points.\n\n**Heightened (+1)** The Hit Points transferred increase by 2.","spells.spirit-link.name":"Spirit Link","spells.spiritual-armament.description":"You fling a ghostly echo of a weapon you wield or wear: a spell attack against the target's AC, dealing 2d8 damage of the weapon's type (or spirit damage, if that would be worse for the target) on a hit, double on a critical hit. It uses and adds to your multiple attack penalty. Each time you Sustain the spell, you can attack again any creature within 120 feet. If you sanctify the spell, the attacks are sanctified.\n\n**Heightened (+2)** The damage increases by 1d8.","spells.spiritual-armament.name":"Spiritual Armament","spells.stabilize.description":"The target loses the dying condition, though it stays unconscious at 0 Hit Points.","spells.stabilize.name":"Stabilize","spells.status.description":"While you and the target are on the same plane and alive, you know its direction and distance from you and the conditions affecting it.\n\n**Heightened (4th)** The range is 30 feet, and you can target up to 10 creatures.","spells.status.name":"Status","spells.stumble.name":"Stumble","spells.stupefy.name":"Stupefy","spells.carcinization.name":"Carcinization","spells.subconscious-suggestion.name":"Subconscious Suggestion","spells.subjective-reality.name":"Subjective Reality","spells.suggestion.name":"Suggestion","spells.summon-animal.name":"Summon Animal","spells.summon-celestial.name":"Summon Celestial","spells.summon-construct.name":"Summon Construct","spells.summon-dragon.name":"Summon Dragon","spells.summon-elemental.name":"Summon Elemental","spells.summon-entity.name":"Summon Entity","spells.summon-fey.name":"Summon Fey","spells.adhere.name":"Adhere","spells.cataclysm.description":"You bring down a piece of every world-ending catastrophe at once on all creatures in the area, treating their resistances as 10 lower against it. Each attempts one basic Reflex save against all of it: acid rain (3d10 acid), an earthquake (3d10 bludgeoning to creatures on the ground), freezing wind (3d10 cold), lightning (3d10 electricity), beating winds (3d10 bludgeoning to flying creatures), a tsunami (3d10 bludgeoning, doubled for swimming creatures) and a wildfire (3d10 fire).","spells.cataclysm.name":"Cataclysm","spells.summon-fiend.name":"Summon Fiend","spells.summon-giant.name":"Summon Giant","spells.summon-instrument.description":"A handheld musical instrument of your choice appears in your hand, playable only by you. It vanishes when the spell ends or when you cast it again.\n\n**Heightened (5th)** The instrument is a virtuoso instrument.","spells.summon-instrument.name":"Summon Instrument","spells.summon-monitor.name":"Summon Monitor","spells.summon-plant-or-fungus.name":"Summon Plant or Fungus","spells.summon-robot.name":"Summon Robot","spells.summon-undead.name":"Summon Undead","spells.sunburst.description":"A globe of searing sunlight bursts in the area: 8d10 fire damage to every creature, plus 8d10 vitality damage to undead, by their Reflex saves. It tries to counteract magical darkness it overlaps.\n\n**Critical Success** The creature is unaffected.\n\n**Success** Half damage.\n\n**Failure** Full damage.\n\n**Critical Failure** Full damage, and permanently blinded.\n\n**Heightened (+1)** The fire damage and the vitality damage to undead each increase by 1d10.","spells.sunburst.name":"Sunburst","spells.supercharge-weapon.name":"Supercharge Weapon","spells.sure-footing.name":"Sure Footing","spells.caustic-blast.name":"Caustic Blast","spells.sure-strike.name":"Sure Strike","spells.synaptic-pulse.name":"Synaptic Pulse","spells.tailwind.name":"Tailwind","spells.talking-corpse.description":"The target corpse gains enough semblance of life to answer three questions from its body's memories (not its spirit). It must be mostly intact, with a mouth and throat; the more damaged it is, the more patchy its answers. The spell fails if it was cast on the corpse in the last week. The corpse can resist with a Will save using its statistics at death.\n\n**Critical Success** It can lie or refuse, and its spirit haunts you for 24 hours, keeping you from resting.\n\n**Success** It can give false answers or refuse.\n\n**Failure** It must answer truthfully, though briefly, cryptically and repetitively, and can stall to run out the clock.\n\n**Critical Failure** As failure, but its answers are more direct, and it takes a –2 status penalty to Deception checks to mislead you.","spells.talking-corpse.name":"Talking Corpse","spells.tangle-vine.description":"A vine lashes out at the target. Make a spell attack against it.\n\n**Critical Success** The target is immobilized and takes a –10-foot circumstance penalty to its Speeds for 1 round. It can Escape against your spell DC to end both.\n\n**Success** The target takes a –10-foot circumstance penalty to its Speeds for 1 round. It can Escape against your spell DC to end it.\n\n**Failure** The target is unaffected.\n\n**Heightened (2nd)** The effects last 2 rounds.\n\n**Heightened (4th)** The effects last 1 minute.","spells.tangle-vine.name":"Tangle Vine","spells.telekinetic-hand.description":"An invisible or ghostly hand lifts the target object and moves it slowly up to 20 feet; Sustaining the spell moves it 20 feet more. It falls when the spell ends.\n\n**Heightened (3rd)** You can target an unattended object of 1 Bulk or less.\n\n**Heightened (5th)** The range is 60 feet, and you can target an unattended object of 1 Bulk or less.\n\n**Heightened (7th)** The range is 60 feet, and you can target an unattended object of 2 Bulk or less.","spells.telekinetic-hand.name":"Telekinetic Hand","spells.telekinetic-haul.name":"Telekinetic Haul","spells.telekinetic-maneuver.description":"You telekinetically Disarm, Reposition, Shove or Trip the target, rolling a spell attack instead of an Athletics check.","spells.telekinetic-maneuver.name":"Telekinetic Maneuver","spells.telekinetic-projectile.description":"You hurl a loose unattended object of 1 Bulk or less at the target. Make a spell attack against its AC: a hit deals 2d6 bludgeoning, piercing or slashing damage, as fits the object, and a critical hit double damage. The object's own traits and magic don't apply.\n\n**Heightened (+1)** The damage increases by 1d6.","spells.telekinetic-projectile.name":"Telekinetic Projectile","spells.telekinetic-strangulation.name":"Telekinetic Strangulation","spells.caustic-conversion.name":"Caustic Conversion","spells.telekinetic-tantrum.name":"Telekinetic Tantrum","spells.telepathy.name":"Telepathy","spells.teleport.description":"You and the targets are carried instantly to any place within 100 miles that you can identify precisely, by where it lies from you and by how it looks. False knowledge of its appearance usually makes the spell fail, or may lead to a mishap or an unwanted destination as the GM decides. You arrive about 1 percent of the distance traveled off target, in a direction the GM chooses.\n\n**Heightened (7th)** Anywhere within 1,000 miles.\n\n**Heightened (8th)** Anywhere on the same planet; past 1,000 miles, you arrive only 10 miles off target.\n\n**Heightened (9th)** Anywhere on another planet in the same solar system; with accurate knowledge of the place, you arrive 100 miles off target.\n\n**Heightened (10th)** As 9th rank, but any planet in the same galaxy.","spells.teleport.name":"Teleport","spells.temporal-bullets.name":"Temporal Bullets","spells.thunderstrike.name":"Thunderstrike","spells.times-edge.name":"Time's Edge","spells.toxic-cloud.name":"Toxic Cloud","spells.translate.description":"The target understands the meaning of one language it hears or reads when you cast the spell (not codes or heavy metaphor). If it hears several, it chooses one if it knows they are there, otherwise one at random.\n\n**Heightened (3rd)** The target can also speak the language.\n\n**Heightened (4th)** You can target up to 10 creatures, and they can speak the language.","spells.translate.name":"Translate","spells.translocate.name":"Translocate","spells.true-target.name":"True Target","spells.cellular-stimulant.name":"Cellular Stimulant","spells.truesight.name":"Truesight","spells.truespeech.description":"The target understands all words in any language and can speak other creatures' languages: each time it speaks, it can choose a creature and speak in a language that creature understands, even without knowing which language it is.\n\n**Heightened (7th)** The duration is 8 hours.","spells.truespeech.name":"Truespeech","spells.uncontrollable-dance.name":"Uncontrollable Dance","spells.unfettered-movement.name":"Unfettered Movement","spells.unfettered-pack.name":"Unfettered Pack","spells.vampiric-exsanguination.description":"You draw in the blood and life of living creatures in the area: 12d6 void damage with a basic Fortitude save. You gain temporary Hit Points equal to half the damage taken by the creature that took the most; you lose any left after 1 minute.\n\n**Heightened (+1)** The damage increases by 2d6.","spells.vampiric-exsanguination.name":"Vampiric Exsanguination","spells.vampiric-feast.description":"Your touch drains the target's life: 6d6 void damage with a basic Fortitude save. You gain temporary Hit Points equal to half the damage it takes (after resistances and the like), which last 1 minute.\n\n**Heightened (+1)** The damage increases by 2d6.","spells.vampiric-feast.name":"Vampiric Feast","spells.vapor-form.name":"Vapor Form","spells.veil-of-privacy.name":"Veil of Privacy","spells.verdant-code.name":"Verdant Code","spells.chain-lightning.name":"Chain Lightning","spells.vibe-check.name":"Vibe Check","spells.vibrant-pattern.description":"A pattern of pulsing lights dazzles every creature inside it. A creature attempts a Will save when it is inside the pattern as you cast it, enters it, ends its turn in it, or Seeks or Interacts with it; a creature the pattern has blinded doesn't save again.\n\n**Success** The creature is unaffected.\n\n**Failure** It is blinded by the pattern. Once outside, it can attempt a new save at the end of each of its turns to recover, for at most 1 minute.\n\n**Critical Failure** It is blinded for 1 minute.","spells.vibrant-pattern.name":"Vibrant Pattern","spells.vision-of-death.name":"Vision of Death","spells.vital-beacon.description":"Vitality radiates from you. Once per round, you or an ally can Interact to lay hands on you and regain Hit Points: 4d10 for the first creature, 4d8 for the second, 4d6 for the third and 4d4 for the fourth, after which the spell ends. You can have only one vital beacon at a time.\n\n**Heightened (+1)** Each healing gains one more die of its size.","spells.vital-beacon.name":"Vital Beacon","spells.vitality-lash.description":"Vital energy strikes at the target's corrupted essence: 2d6 vitality damage with a basic Fortitude save. On a critical failure, it is also enfeebled 1 until the start of your next turn.\n\n**Heightened (+1)** The damage increases by 1d6.","spells.vitality-lash.name":"Vitality Lash","spells.void-scour.name":"Void Scour","spells.void-seed.name":"Void Seed","spells.void-vessel.name":"Void Vessel","spells.void-warp.name":"Void Warp","spells.void-whispers.name":"Void Whispers","spells.charm.name":"Charm","spells.wails-of-the-damned.description":"You howl the lament of damned souls. Each living enemy in the area takes 8d10 void damage by its Fortitude save.\n\n**Critical Success** The creature is unaffected.\n\n**Success** Full damage.\n\n**Failure** Full damage, and drained 1d4.\n\n**Critical Failure** Double damage, and drained 4.","spells.wails-of-the-damned.name":"Wails of the Damned","spells.wall-of-fire.name":"Wall of Fire","spells.wall-of-force.name":"Wall of Force","spells.wall-of-ice.description":"You raise an opaque ice barrier 1 foot thick: a line up to 60 feet long and 10 feet high, anchored at both ends but not necessarily vertical, or a hemisphere of 10-foot radius (smaller if you like). It must form in open space, its edges passing through no creature or object, or the spell is lost. Each 10-foot section has AC 10, Hardness 10, 40 HP, weakness 15 to fire, and immunity to critical hits, cold and precision damage. A section destroyed by fire melts away; one destroyed otherwise leaves chilling ice that is difficult terrain and deals 2d6 cold damage to a creature moving through it.\n\n**Heightened (+2)** Each section has 10 more HP, and the cold damage increases by 1d6.","spells.wall-of-ice.name":"Wall of Ice","spells.wall-of-plasma.name":"Wall of Plasma","spells.wall-of-steel.name":"Wall of Steel","spells.wall-of-stone.name":"Wall of Stone","spells.wall-of-thorns.name":"Wall of Thorns","spells.wall-of-wind.name":"Wall of Wind","spells.warp-mind.name":"Warp Mind","spells.chilling-darkness.description":"A ray of unholy, freezing darkness: make a ranged spell attack. It deals 5d6 cold damage, plus 5d6 spirit damage if the target has the holy trait.\n\n**Critical Success** The target takes double damage.\n\n**Success** The target takes full damage.\n\nIf the ray passes through magical light or targets a creature affected by it, it attempts to counteract the light.\n\n**Heightened (+1)** The cold damage increases by 2d6, and the spirit damage against holy creatures by 2d6.","spells.chilling-darkness.name":"Chilling Darkness","spells.water-breathing.description":"The targets can breathe underwater.\n\n**Heightened (3rd)** It lasts 8 hours.\n\n**Heightened (4th)** It lasts until your next daily preparations.","spells.water-breathing.name":"Water Breathing","spells.water-walk.description":"The target walks on water and other liquids without sinking. It can go under if it wishes, then Swims normally; it can't breathe underwater.\n\n**Heightened (4th)** The range is 30 feet, it lasts 1 hour, and you can target up to 10 creatures.","spells.water-walk.name":"Water Walk","spells.wave-of-despair.name":"Wave of Despair","spells.wave-of-warning.name":"Wave of Warning","spells.weight-of-ages.name":"Weight of Ages","spells.wisp-ally.name":"Wisp Ally","spells.x-ray-vision.name":"X-Ray Vision","spells.akashic-fount.name":"Akashic Fount","spells.akashic-assistant.name":"Akashic Assistant","spells.data-drain.name":"Data Drain","spells.chrono-push.name":"Chrono Push","spells.elemental-weapon.name":"Elemental Weapon","spells.elemental-barrier.name":"Elemental Barrier","spells.elemental-nova.name":"Elemental Nova","spells.infusion.name":"Infusion","spells.vitality-nova.name":"Vitality Nova","spells.vital-rebirth.name":"Vital Rebirth","spells.anthem.name":"Anthem","spells.shuffle-repeat.name":"Shuffle Repeat","spells.remix.name":"Remix","spells.shadow-snap.name":"Shadow Snap","spells.clairaudience.name":"Clairaudience","spells.cloying-shadows.name":"Cloying Shadows","spells.shadow-prison.name":"Shadow Prison","spells.eldritch-bond.name":"Eldritch Bond","spells.vitality-web.name":"Vitality Web","spells.wild-bond.name":"Wild Bond","spells.warp-probability.name":"Warp Probability","spells.alternate-outcome.name":"Alternate Outcome","spells.quantum-analysis.name":"Quantum Analysis","spells.warp-terrain.name":"Warp Terrain","spells.warp-world.name":"Warp World","spells.clairvoyance.name":"Clairvoyance","spells.parallel-forms.name":"Parallel Forms","spells.warp-presence.name":"Warp Presence","spells.forget.name":"Forget","spells.reality-wipe.name":"Reality Wipe","spells.warp-time.name":"Warp Time","spells.accelerate.name":"Accelerate","spells.time-loop.name":"Time Loop","spells.quantum-negation.name":"Quantum Negation","spells.tech-intuition.name":"Tech Intuition","spells.commune-with-tech.name":"Commune With Tech","spells.aerial-form.description":"You take a Medium flying animal battle form of your choice (bat, bird, pterosaur or wasp) and gain the animal trait. You can Dismiss the spell. In the form you have AC 18 + your level (ignoring your armor's check penalty and Speed reduction), 5 temporary Hit Points, low-light vision, an Acrobatics modifier of +16 unless yours is higher, and the form's unarmed attacks, which are the only ones you can Strike with: trained, Dexterity-based, attack modifier +16 and damage bonus +5 (or your own Dexterity unarmed attack modifier if higher).\n\n- **Bat** Speed 20 feet, fly 30 feet, precise echolocation 40 feet; fangs 2d8 piercing; wing (agile) 2d6 bludgeoning.\n- **Bird** Speed 10 feet, fly 50 feet; beak 2d8 piercing; talon (agile) 1d10 slashing.\n- **Pterosaur** Speed 10 feet, fly 40 feet, imprecise scent 30 feet; beak 3d6 piercing.\n- **Wasp** Speed 20 feet, fly 40 feet; stinger 1d8 piercing plus 1d6 persistent poison.\n\n**Heightened (5th)** Large, with a +10-foot status bonus to your fly Speed; 10 temporary HP, attack +18, damage +8, Acrobatics +20.\n\n**Heightened (6th)** Huge, with a +15-foot status bonus to your fly Speed and 10-foot reach; AC 21 + your level, 15 temporary HP, attack +21, damage +4 with double the damage dice (persistent damage included), Acrobatics +23.","spells.aerial-form.name":"Aerial Form","spells.cleanse-affliction.description":"Choose an affliction on the target, such as a curse, disease or poison. If it is past stage 1, it goes down one stage; this can happen only once for a given case.\n\n**Heightened (3rd)** You also attempt to counteract it, if it is a disease or poison.\n\n**Heightened (4th)** You also attempt to counteract it, if it is a curse, disease or poison.","spells.cleanse-affliction.name":"Cleanse Affliction","spells.cleanse-cuisine.description":"The food and drink in the area become delicious (water into wine or another fine drink, plain fare into a gourmet treat), and you can remove all toxins and contamination from it. It doesn't prevent later spoilage, nor make the food more nourishing.\n\n**Heightened (+2)** Add another contiguous cubic foot to the area.","spells.cleanse-cuisine.name":"Cleanse Cuisine","spells.clear-mind.name":"Clear Mind","spells.command.name":"Command","spells.confusion.name":"Confusion","spells.contingency.name":"Contingency","spells.control-machine.name":"Control Machine","spells.corrosive-haze.name":"Corrosive Haze","spells.cozy-crashpad.name":"Cozy Crashpad","spells.create-food.description":"You create bland but nourishing food for six Medium creatures for a day; uneaten, it spoils after a day. A Small creature eats a quarter as much as a Medium one (a Tiny one a sixteenth), a Large one ten times as much (Huge, a hundred times).\n\n**Heightened (4th)** Food for 12 Medium creatures.\n\n**Heightened (6th)** Food for 50 Medium creatures.\n\n**Heightened (8th)** Food for 200 Medium creatures.","spells.create-food.name":"Create Food","spells.air-bubble.description":"A bubble of air forms around the target's head, letting it breathe normally. It ends as soon as the target is back where it can breathe.","spells.air-bubble.texts.trigger":"a creature within range enters an environment where it can't breathe","spells.air-bubble.name":"Air Bubble","spells.create-water.description":"Water flows from your cupped hands: 2 gallons, which evaporate after a day if no one drinks them.","spells.create-water.name":"Create Water","spells.creation.name":"Creation","spells.crisis-of-faith.description":"You assail the target's faith with doubt: 6d6 mental damage, or 6d8 if it can cast divine spells, by its Will save. Casting it on a follower of your own deity without good cause is anathema to many deities.\n\n**Critical Success** The target is unaffected.\n\n**Success** The target takes half damage.\n\n**Failure** The target takes full damage; a divine caster is also stupefied 1 for 1 round.\n\n**Critical Failure** The target takes double damage, is stupefied 1 for 1 round, and can't cast divine spells for 1 round.\n\n**Heightened (+1)** The damage increases by 2d6 (2d8 against a divine spellcaster).","spells.crisis-of-faith.name":"Crisis of Faith","spells.cursed-metamorphosis.name":"Cursed Metamorphosis","spells.darkness.description":"Light can't enter the area or shine within it: non-magical light sources inside give no light, and magical light of this spell's rank or lower is suppressed. Creatures inside can't see out, and from outside it looks like a globe of darkness.\n\n**Heightened (4th)** Even creatures with darkvision (but not greater darkvision) barely see through it: targets seen through it are concealed to them.","spells.darkness.name":"Darkness","spells.darkvision.description":"You gain darkvision.\n\n**Heightened (3rd)** The range is touch and the target one willing creature.\n\n**Heightened (5th)** As 3rd, and it lasts until your next daily preparations.","spells.darkvision.name":"Darkvision","spells.daze.name":"Daze","spells.deafness.description":"The target loses its hearing by its Fortitude save, and is then temporarily immune for 1 minute.\n\n**Critical Success** The target is unaffected.\n\n**Success** The target is deafened for 1 round.\n\n**Failure** The target is deafened for 10 minutes.\n\n**Critical Failure** The target is deafened permanently.","spells.deafness.name":"Deafness","spells.death-sentence.name":"Death Sentence","spells.delete.name":"Delete","spells.akashic-download.name":"Akashic Download","spells.desiccate.description":"You draw the moisture from the targets' bodies: 10d10 void damage with a basic Fortitude save. Creatures made of water and plant creatures take the result one degree worse than their save; creatures with no real moisture in them, such as earth elementals, are immune.\n\n**Heightened (+1)** The damage increases by 1d10.","spells.desiccate.name":"Desiccate","spells.detect-magic.description":"A pulse tells you whether magic is present in the area, and nothing more. You can ignore magic you're fully aware of, such as your allies' magic items and spells. Illusion magic is detected only if its rank is lower than this spell's (though items with an illusion aura that aren't deceptive in appearance are usually detected normally).\n\n**Heightened (3rd)** You also learn the rank or level of the most powerful magic the spell detects, as the GM decides.\n\n**Heightened (4th)** As 3rd rank, and you also narrow the source of the highest-rank magic down to a 5-foot cube (or the nearest larger area), as an imprecise sense would.","spells.detect-magic.name":"Detect Magic","spells.detect-poison.description":"You learn whether the target creature is venomous or poisonous, or whether the target object is poison or has been poisoned, but not the kind or how many. Some substances, such as lead and alcohol, are poisons and mask others.\n\n**Heightened (2nd)** You learn the number and types of poison.","spells.detect-poison.name":"Detect Poison","spells.detect-scrying.name":"Detect Scrying","spells.detect-thoughts.name":"Detect Thoughts","spells.disappearance.name":"Disappearance","spells.discharge.name":"Discharge","spells.disguise-magic.name":"Disguise Magic","spells.disintegrate.name":"Disintegrate","spells.dispel-magic.name":"Dispel Magic","spells.akashic-revival.name":"Akashic Revival","spells.dispelling-globe.description":"An immobile globe surrounds you. It tries to counteract every spell from outside whose area or targets enter it, as dispel magic of 1 rank lower than this spell. A success stops only the part of the spell that would enter the globe. The globe must form in open space, its edges passing through no creature or object, or the spell is lost; creatures can enter it afterward.","spells.dispelling-globe.name":"Dispelling Globe","spells.divine-immolation.description":"Divine flames scour the area for 6d6 fire damage and 2d6 persistent fire damage, by each creature's Reflex save. A creature takes spirit damage instead of fire if that would be worse for it, as the GM decides.\n\n**Critical Success** The creature is unaffected.\n\n**Success** Half damage and no persistent damage.\n\n**Failure** Full damage and the persistent damage.\n\n**Critical Failure** Double damage and double persistent damage.\n\n**Heightened (+1)** The damage increases by 1d6 and the persistent damage by 1d6.","spells.divine-immolation.name":"Divine Immolation","spells.divine-inspiration.description":"You fill the target with spiritual energy. A prepared caster recovers one spell of 6th rank or lower it cast today and can cast it again; a spontaneous caster recovers one spell slot of 6th rank or lower; and a creature with a focus pool regains its Focus Points as if it had Refocused.","spells.divine-inspiration.name":"Divine Inspiration","spells.divine-lance.description":"A beam of divine energy flies at the target. Make a ranged spell attack against its AC: a hit deals 2d4 spirit damage, a critical hit double damage.\n\n**Heightened (+1)** The damage increases by 1d4.","spells.divine-lance.name":"Divine Lance","spells.divine-wrath.description":"Divine fury strikes the enemies in the area for 4d10 spirit damage, by their Fortitude saves.\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature takes half damage.\n\n**Failure** The creature takes full damage and is sickened 1.\n\n**Critical Failure** The creature takes full damage and is sickened 2, and is slowed 1 while it is sickened.\n\n**Heightened (+1)** The damage increases by 1d10.","spells.divine-wrath.name":"Divine Wrath","spells.dizzying-colors.name":"Dizzying Colors","spells.dominate.description":"You take command of the target. If you give a plainly self-destructive order, it does nothing until you give another.\n\n**Critical Success** The target is unaffected.\n\n**Success** The target is stunned 1 as it fights off your commands.\n\n**Failure** The target is controlled by you, but it can attempt a Will save at the end of each of its turns, ending the spell on a success.\n\n**Critical Failure** As failure, but it gets a new save only when you order it to do something against its nature, such as killing its allies.\n\n**Heightened (10th)** The duration is unlimited.","spells.dominate.name":"Dominate","spells.doom-scroll.name":"Doom Scroll","spells.dragon-form.name":"Dragon Form","spells.dream-of-home.name":"Dream of Home","spells.alarm.name":"Alarm","spells.dreaming-potential.name":"Dreaming Potential","spells.earthbind.name":"Earthbind","spells.earthquake.name":"Earthquake","spells.eclipse-burst.description":"A globe of freezing darkness bursts in the area: 8d10 cold damage to every creature, plus 8d4 void damage to living ones, by their Reflex saves. It tries to counteract magical light in the area or on a creature in it.\n\n**Critical Success** The creature is unaffected.\n\n**Success** Half damage.\n\n**Failure** Full damage.\n\n**Critical Failure** Double damage, and blinded for an unlimited duration.\n\n**Heightened (+1)** The cold damage increases by 1d10 and the void damage by 1d4.","spells.eclipse-burst.name":"Eclipse Burst","spells.eldritch-lance.name":"Eldritch Lance","spells.eldritch-wrath.name":"Eldritch Wrath","spells.electric-arc.description":"Lightning leaps between one or two targets. Each takes 2d4 electricity damage with a basic Reflex save.\n\n**Heightened (+1)** The damage increases by 1d4.","spells.electric-arc.name":"Electric Arc","spells.electrotether.name":"Electrotether","spells.elemental-form.description":"You take a Medium elemental battle form of the element you choose, gaining its trait and the elemental trait; you have hands and can use manipulate actions. You can Dismiss the spell. In the form you have AC 19 + your level (ignoring your armor's check penalty and Speed reduction), 10 temporary Hit Points, darkvision, Acrobatics (air, fire, metal) or Athletics (earth, water, wood) +20 unless yours is higher, and the form's unarmed attacks, the only ones you can Strike with: trained, attack modifier +18 and damage bonus +9, Dexterity-based for air, fire and metal and Strength-based otherwise (or your own unarmed attack modifier if higher).\n\n- **Air** fly 80 feet, and your movement doesn't trigger reactions; gust 1d4 bludgeoning.\n- **Earth** Speed 20 feet, burrow 20 feet; boulder 2d10 bludgeoning.\n- **Fire** Speed 50 feet; fire resistance 10, weakness 5 to cold and to water; tendril 1d8 fire plus 1d4 persistent fire.\n- **Metal** Speed 40 feet, fly 20 feet; blade (versatile piercing) 1d8 slashing plus 1d4 electricity.\n- **Water** Speed 20 feet, swim 60 feet; fire resistance 5; wave 1d12 bludgeoning, and after a hit you can spend an action to push the target 5 feet as a successful Shove.\n- **Wood** Speed 20 feet, climb 30 feet; branch 2d10 bludgeoning.\n\n**Heightened (6th)** Large, with 10-foot reach; AC 22 + your level, 15 temporary HP, attack +23, damage +13, skill +23.\n\n**Heightened (7th)** Huge, with 15-foot reach; AC 22 + your level, 20 temporary HP, attack +25, damage +11 with double the damage dice (persistent damage included), skill +25.","spells.elemental-form.name":"Elemental Form","spells.embed-message.description":"You set a trigger and a message of up to 25 words. When the trigger happens within 30 feet of the target, illusory text circles it and a disembodied voice speaks the message, in a language you know and a voice you choose. The spell then ends.\n\n**Heightened (4th)** You can add a simple, obviously illusory sensory flourish (a smell, a visual effect, a sensation) that lasts while the message plays.\n\n**Heightened (6th)** As 4th, and you choose how many times the message repeats before the spell ends, without limit.","spells.embed-message.name":"Embed Message","spells.analyze-target.name":"Analyze Target","spells.energy-aegis.name":"Energy Aegis","spells.enfeeble.name":"Enfeeble","spells.enhance-body.name":"Enhance Body","spells.enhance-weapon.name":"Enhance Weapon","spells.enlarge.name":"Enlarge","spells.entangling-flora.name":"Entangling Flora","spells.enthrall.name":"Enthrall","spells.entropy-strike.name":"Entropy Strike","spells.environmental-endurance.name":"Environmental Endurance","spells.event-horizon.name":"Event Horizon","spells.unfathomable-song.name":"Unfathomable Song","spells.unfathomable-song.description":"A strange, unnatural song overtakes the targets' minds. Each attempts a Will save when you cast the spell and the first time you Sustain it each round (once a round at most); the targets stay the same.\n\n**Critical Success** The target is unaffected, can't be affected later, and is temporarily immune for 1 minute.\n\n**Success** Unaffected this round.\n\n**Failure** Roll 1d4 on the table.\n\n**Critical Failure** Roll 1d4+1 on the table.\n\n**1** Frightened 2. **2** Confused for 1 round. **3** Stupefied 4 for 1 round. **4** Blinded for 1 round. **5** Stunned for 1 round, and stupefied 1 for an unlimited duration.","weapons.forms.aerial-form.bat-fangs.name":"Fangs (bat)","weapons.forms.aerial-form.bat-wing.name":"Wing (bat)","forms.aerial-form.bat.name":"Aerial form: bat","forms.aerial-form.bat.description":"The battle form's Speeds and attacks.","weapons.forms.aerial-form.bird-beak.name":"Beak (bird)","weapons.forms.aerial-form.bird-talon.name":"Talon (bird)","forms.aerial-form.bird.name":"Aerial form: bird","forms.aerial-form.bird.description":"The battle form's Speeds and attacks.","weapons.forms.aerial-form.pterosaur-beak.name":"Beak (pterosaur)","forms.aerial-form.pterosaur.name":"Aerial form: pterosaur","forms.aerial-form.pterosaur.description":"The battle form's Speeds and attacks.","weapons.forms.aerial-form.wasp-stinger.name":"Stinger (wasp)","forms.aerial-form.wasp.name":"Aerial form: wasp","forms.aerial-form.wasp.description":"The battle form's Speeds and attacks.","weapons.forms.elemental-form.air-gust.name":"Gust (air)","forms.elemental-form.air.name":"Elemental form: air","forms.elemental-form.air.description":"The battle form's Speeds and attacks.","weapons.forms.elemental-form.earth-boulder.name":"Boulder (earth)","forms.elemental-form.earth.name":"Elemental form: earth","forms.elemental-form.earth.description":"The battle form's Speeds and attacks.","weapons.forms.elemental-form.fire-tendril.name":"Tendril (fire)","forms.elemental-form.fire.name":"Elemental form: fire","forms.elemental-form.fire.description":"The battle form's Speeds and attacks.","weapons.forms.elemental-form.metal-blade.name":"Blade (metal)","forms.elemental-form.metal.name":"Elemental form: metal","forms.elemental-form.metal.description":"The battle form's Speeds and attacks.","weapons.forms.elemental-form.water-wave.name":"Wave (water)","forms.elemental-form.water.name":"Elemental form: water","forms.elemental-form.water.description":"The battle form's Speeds and attacks.","weapons.forms.elemental-form.wood-branch.name":"Branch (wood)","forms.elemental-form.wood.name":"Elemental form: wood","forms.elemental-form.wood.description":"The battle form's Speeds and attacks.","weapons.forms.insect-form.ant-mandibles.name":"Mandibles (ant)","forms.insect-form.ant.name":"Insect form: ant","forms.insect-form.ant.description":"The battle form's Speeds and attacks.","weapons.forms.insect-form.beetle-mandibles.name":"Mandibles (beetle)","forms.insect-form.beetle.name":"Insect form: beetle","forms.insect-form.beetle.description":"The battle form's Speeds and attacks.","weapons.forms.insect-form.centipede-mandibles.name":"Mandibles (centipede)","forms.insect-form.centipede.name":"Insect form: centipede","forms.insect-form.centipede.description":"The battle form's Speeds and attacks.","weapons.forms.insect-form.mantis-foreleg.name":"Foreleg (mantis)","forms.insect-form.mantis.name":"Insect form: mantis","forms.insect-form.mantis.description":"The battle form's Speeds and attacks.","weapons.forms.insect-form.scorpion-stinger.name":"Stinger (scorpion)","weapons.forms.insect-form.scorpion-pincer.name":"Pincer (scorpion)","forms.insect-form.scorpion.name":"Insect form: scorpion","forms.insect-form.scorpion.description":"The battle form's Speeds and attacks.","weapons.forms.insect-form.spider-fangs.name":"Fangs (spider)","forms.insect-form.spider.name":"Insect form: spider","forms.insect-form.spider.description":"The battle form's Speeds and attacks.","spells.absolute-zero.description":"A vortex flash-freezes the area, dealing 10d8 cold damage. Each creature in the area attempts a Fortitude save.\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature takes half damage.\n\n**Failure** The creature takes full damage and is slowed 1 until the start of your next turn.\n\n**Critical Failure** The creature takes double damage, is immobilized by a layer of ice, and is slowed 1 while immobilized. The ice is an object with 50 Hit Points, Hardness 5, immunity to cold damage and vulnerability 10 to fire, plus object immunities. It's destroyed if the target Escapes.\n\n**Heightened (+1)** The damage increases by 1d8 and the ice's Hit Points by 5.","spells.animal-form.description":"You transform into a Medium animal battle form of your choice from the list below; you can pick the specific animal (lion or snow leopard for cat, say), which doesn't change Size or statistics. You gain the animal trait and can Dismiss the spell. In the form you gain:\n\n- AC = 16 + your level. Ignore your armor's check penalty and Speed reduction.\n- 5 temporary Hit Points.\n- Low-light vision and imprecise scent 30 feet.\n- Unarmed melee attacks specific to the form, the only attacks you can Strike with; you're trained with them. Attack modifier +9, damage bonus +1. They're Strength-based (for enfeebled, for example). If your own unarmed attack bonus is higher, use it.\n- Athletics +9, unless your own is higher.\n\nForms:\n\n- **Ape** Speed 25 feet, climb 20 feet; fist 2d6 bludgeoning.\n- **Bear** Speed 30 feet; jaws 2d8 piercing; claw (agile) 1d8 slashing.\n- **Bull** Speed 30 feet; horn 2d8 piercing.\n- **Canine** Speed 40 feet; jaws 2d8 piercing.\n- **Cat** Speed 40 feet; jaws 2d6 piercing; claw (agile) 1d10 slashing.\n- **Deer** Speed 50 feet; antler 2d6 piercing.\n- **Frog** Speed 25 feet, swim 25 feet; jaws 2d6 bludgeoning; tongue (reach 15 feet) 2d4 bludgeoning.\n- **Shark** Swim 35 feet; jaws 2d8 piercing; breathes water, not air.\n- **Snake** Speed 20 feet, climb 20 feet, swim 20 feet; fangs 2d4 piercing plus 1d6 poison.\n\n**Heightened (3rd)** 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, Athletics +14.\n\n**Heightened (4th)** The form is Large and attacks have 10-foot reach. 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, Athletics +16.\n\n**Heightened (5th)** The form is Huge and attacks have 15-foot reach. 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the damage dice, Athletics +20.","spells.execute.description":"You invoke the demise of all things: the target takes 70 void damage with a basic Fortitude save. If the target is undead or otherwise has void healing, the spell instead loses the death and void traits, gains the vitality trait, and deals 70 vitality damage with a basic Fortitude save.\n\n**Heightened (+1)** The damage increases by 10.","spells.explosion-of-rot.description":"A giant pustule explodes, coating the area in life-draining rot. Creatures and plants in the area take 6d6 poison damage and attempt a Reflex save. Foliage and plant matter the spell damages no longer provides cover.\n\n**Critical Success** The target is unaffected.\n\n**Success** The target takes half damage.\n\n**Failure** The target takes full damage and is enfeebled 1.\n\n**Critical Failure** The target takes double damage, 1d6 persistent poison damage, and is enfeebled 2.\n\n**Heightened (+2)** The initial damage increases by 2d6 and the persistent damage by 1d6.","spells.fabricated-truth.description":"Choose one statement for the targets to believe; it can be narrow, wide-reaching or conceptual. Their experiences color how they react to it. If the statement changes what they perceive, they treat the change as a sudden revelation. The effect depends on each target's Will save. If a target is already affected by _fabricated truth_, your spell tries to counteract it; if that check fails, the target's save outcome can't be worse than a success.\n\n**Critical Success** The target doesn't believe the statement and knows you tried to trick it.\n\n**Success** The target doesn't believe the statement or realize you tried to trick it.\n\n**Failure** The target believes the statement for 1 week.\n\n**Critical Failure** The target believes the statement indefinitely.","spells.false-vision.description":"You create a false image that fools scrying on the area. Any scrying spell sees, hears, smells and otherwise detects whatever you wish within the area instead of what is there. You can Sustain the spell each round to change the illusion, including playing out a complex scene. If the scrying spell is of a higher rank than _false vision_, the scryer can attempt a Perception check to disbelieve the illusion, but even on a success can't learn what is truly happening in the area.","spells.false-vitality.description":"You augment your flesh with energies used to manipulate the undead, gaining 10 temporary Hit Points.\n\n**Heightened (+1)** The temporary Hit Points increase by 3.","spells.fear.description":"You plant fear in the target, which attempts a Will save.\n\n**Critical Success** The target is unaffected.\n\n**Success** The target is frightened 1.\n\n**Failure** The target is frightened 2.\n\n**Critical Failure** The target is frightened 3 and fleeing for 1 round.\n\n**Heightened (3rd)** You can target up to five creatures.","spells.feline-senses.description":"You gain feline senses: darkvision and electromagnetic scent as an imprecise sense out to 30 feet, which detects living and technological creatures.\n\n**Heightened (4th)** The range is touch and it targets 1 willing creature.\n\n**Heightened (6th)** As 4th rank, and the duration is until your next daily preparations.","spells.ant-haul.description":"You reinforce the target's musculoskeletal system. It can carry 3 more Bulk than normal before becoming encumbered, and up to 6 more Bulk at maximum.","spells.figment.description":"You create a simple illusory sound or vision. A sound adds the auditory trait and can't include intelligible words or elaborate music. A vision adds the visual trait, is no larger than a 5-foot cube, and is clearly crude and lacking detail when viewed from within 15 feet. When you Cast or Sustain the Spell, you can attempt to Create a Diversion with the illusion, gaining a +2 circumstance bonus to Deception. If the attempt fails against a creature, it disbelieves the figment.","spells.fire-shield.description":"You create a hovering shield of fire. While it lasts, you gain cold resistance 5 and immunity to mild and severe environmental cold. You can Raise a Shield with it as a normal shield for a +1 circumstance bonus to AC, and use Shield Block with it. It has Hardness 10, 40 HP (no Broken Threshold), is immune to fire, and its Hardness is halved against effects with the water trait. If you Shield Block a melee attack that's unarmed or made by an adjacent attacker, the attacker takes 2d6 fire damage.\n\n**Heightened (+2)** The cold resistance increases by 5, the HP by 10 and the fire damage by 1d6.","spells.fireball.description":"A roaring blast of fire detonates at a spot you designate, dealing 6d6 fire damage.\n\n**Heightened (+1)** The damage increases by 2d6.","spells.fleet-step.description":"You gain a +30-foot status bonus to your Speed.","spells.flicker.description":"You flicker between your plane and another. You gain resistance 5 to all damage except force. At the end of each of your turns you automatically teleport 10 feet in a random direction chosen by the GM. You can Sustain the spell to teleport this way.\n\n**Heightened (+2)** The resistance increases by 3.","spells.floating-flame.description":"You create a fuel-free fire that moves at your command. It deals 3d6 fire damage (basic Reflex) to each creature in the square where it appears. When you Sustain the spell, you can levitate the flame up to 10 feet; it then deals the same damage and save to each creature whose space it shared at any point in its flight. Roll damage once per Sustain. A creature can take damage from _floating flame_ only once per round.","spells.fly.description":"The target soars through the air with a fly Speed equal to its Speed or 20 feet, whichever is greater.\n\n**Heightened (7th)** The duration increases to 1 hour.","spells.force-barrage.description":"You fire a shard of solidified magic at a creature you can see. It automatically hits and deals 1d4+1 force damage. Each additional action you spend Casting the Spell adds one shard, up to three shards for 3 actions. You choose each shard's target individually. Shards at the same target combine their damage before bonuses, penalties, resistances, weaknesses and so on.\n\n**Heightened (+2)** You fire one additional shard per action spent.","spells.foresight.description":"You gain a sixth sense warning of danger to the target. If the target is another creature, you create a mental psychic link through which you can warn it. You can't have more than one _foresight_ in effect at a time; casting it again ends the previous one. While it lasts, the target gains a +2 status bonus to initiative rolls and isn't off-guard against undetected creatures or when flanked. You also gain a reaction tied to the spell.","spells.genetic-regeneration.description":"You imbue the target's genetic code with regenerative properties. The target gains regeneration 7, restoring 7 Hit Points at the start of each of its turns. While regenerating, it can't die from damage, and its dying condition can't rise to a value that would kill it (usually stopping at dying 3); if its wounded value reaches 4 or higher, it stays unconscious until its wounds are treated. If it takes acid or fire damage, regeneration deactivates until after the end of its next turn.\n\nOnce during the duration, the creature can forgo that round's healing to regrow one damaged or ruined organ or reattach a severed body part by spending an Interact action to hold the part to where it was severed.\n\n**Heightened (+1)** The regeneration value increases by 2.","spells.gentle-landing.description":"You raise a magical updraft to arrest a fall. The target falls at 60 feet per round, and the portion of the fall during the spell's duration doesn't count toward falling damage. If the target reaches the ground while the spell is active, it takes no fall damage. The spell ends as soon as the target lands.","spells.ghostly-carrier.description":"You create a Tiny, semi-corporeal figure of a form you choose that hovers near you. When you Cast a Spell with a range of touch, you can have the carrier move within range, deliver the spell to a creature there, and return to you. If the carrier must make a spell attack roll, it uses your normal bonuses. It has your AC and saves but is destroyed by any damage.","spells.ghost-killer-weapon.description":"The target weapon becomes translucent and ghostly, able to affect material and incorporeal creatures and objects. It gains the effects of the ghost killer weapon upgrade: it becomes magical if it wasn't, is especially effective against incorporeal creatures, and can be wielded by a corporeal or incorporeal creature.","spells.glow-up.description":"You create an illusion making the target appear more charming and genteel to observers, accentuating its appearance, clothing, voice and mannerisms to what each observer finds appealing. Held items are unaffected, and any worn item removed returns to its true appearance. You can Dismiss the spell.\n\nThe target gains a +1 status bonus to Diplomacy checks to Make an Impression, adds its level to Diplomacy checks if untrained, and can Gather Information in only 10 minutes.\n\n**Heightened (+2)** The bonus increases by 1, to a maximum of +4 at 7th rank.","spells.gravity-field.description":"You increase gravity in the area by one step (zero-g becomes low, low becomes standard, standard becomes high, high becomes extreme). All flying creatures in the area descend 40 feet. The area is greater difficult terrain for Flying and Climbing creatures and difficult terrain for creatures on the ground. A creature pulled to the ground by the field takes bludgeoning damage as though it had fallen.","spells.atomic-blast.description":"You split an atom, creating an explosion with radioactive fallout. Creatures in the area take 5d12 bludgeoning and 5d12 fire damage and are exposed to extreme radiation, using your spellcasting DC as the Fortitude DC for radiation sickness. The radiation's onset and frequency is 1 round, and the area stays radioactive for 10 minutes. Each creature attempts a Reflex save.\n\n**Critical Success** The target is unaffected by the initial damage.\n\n**Success** The target takes half damage and is dazzled for 1 minute.\n\n**Failure** The target takes full damage and is blinded for 1 minute.\n\n**Critical Failure** As failure, but the target takes double damage.","spells.grim-tendrils.description":"Tendrils of darkness race through the line, dealing 2d4 void damage and 1 persistent bleed damage to living creatures in it. Each living creature attempts a Fortitude save.\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature takes half the void damage and no persistent bleed damage.\n\n**Failure** The creature takes full damage.\n\n**Critical Failure** The creature takes double void damage and double persistent bleed damage.\n\n**Heightened (+1)** The void damage increases by 2d4 and the persistent bleed damage by 1.","spells.gust-of-wind.description":"A violent wind blows from where you stand to the line's far end. It extinguishes small non-magical fires, disperses fog and mist, blows around objects of light Bulk or less, and pushes larger objects. Large or smaller creatures in the area attempt a Fortitude save, as do those that later move into the gust on entering.\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature can't move against the wind.\n\n**Failure** The creature is knocked prone. If it was flying, it takes the critical failure effect instead.\n\n**Critical Failure** The creature is pushed 30 feet in the wind's direction, knocked prone, and takes 2d6 bludgeoning damage.","spells.haste.description":"Magic lets the target act faster. It gains the quickened condition, usable only for Strike and Stride actions.\n\n**Heightened (7th)** You can target up to 6 creatures.","spells.holographic-memory.description":"You extract a specific memory you have some awareness of (or a random one, chosen by the GM) from the target's mind and project it as a hologram of no more than 5 minutes; a longer memory simply ends there. The hologram has audio and visual components only, usually plays one scene (it can cut between scenes if accurate to the memory and the length allows), and shows the memory exactly as the target experienced it, from its perspective, so it often lacks context.\n\nThe spell can target a living, unconscious or dead sentient creature with an Intelligence modifier of -3 or higher. A corpse can't have been dead longer than 1 week or the spell fails, and once any caster has used the spell on a corpse, later castings on it fail. An unwilling target can attempt a Will save to resist.","spells.honeyed-words.description":"Falsehoods pass your lips smoothly. You gain a +4 status bonus to Deception checks to Lie and against Perception checks to discern whether you're telling the truth, and you add your level even if untrained. If the implausibility of your lies would cause a circumstance penalty or DC increase, halve that penalty or increase.","spells.howl.description":"You let out a psychic ululation that compels others who hear it to join in. Other creatures in the area who can hear take 7d12 sonic damage and 1d8 persistent mental damage, and attempt a Will save. The persistent mental damage increases by 1d8 if at least one other creature is howling; calculate it after all saves. A howling creature can't use auditory actions or cast spells (except those with the subtle trait) for 1 round.\n\n**Critical Success** The target is unaffected.\n\n**Success** The target takes half damage and no persistent mental damage.\n\n**Failure** The target takes full damage and persistent mental damage, and is compelled to howl as long as it takes that persistent damage.\n\n**Critical Failure** As failure, but the target takes double the initial and persistent damage.","spells.howling-blizzard.description":"Freezing winds blow out from your hands. Cast with 2 actions, the area is a 60-foot cone; cast with 3 actions, the range is 500 feet and the area a 30-foot burst. Each creature in the area takes 10d6 cold damage with a basic Reflex save. Snowdrifts and icy gales fill the area until the start of your next turn, making it difficult terrain.\n\n**Heightened (+1)** The damage increases by 2d6.","spells.hydraulic-push.description":"You blast the target with pressurized water. Make a ranged spell attack roll.\n\n**Critical Success** The target takes 6d6 bludgeoning damage and is knocked back 10 feet.\n\n**Success** The target takes 3d6 bludgeoning damage and is knocked back 5 feet.\n\n**Heightened (+1)** The damage increases by 2d6.","spells.hydraulic-torrent.description":"A torrent of water along a line batters creatures and unattended objects in its path, dealing 8d6 bludgeoning damage. Each creature attempts a basic Fortitude save; unattended objects automatically fail. Those that fail are also knocked back 5 feet (10 feet on a critical failure).\n\n**Heightened (+1)** The damage increases by 2d6.","spells.hypercognition.description":"You rapidly collate information relevant to your situation, instantly using up to 6 Recall Knowledge actions as part of Casting this Spell. For these actions you can't use special abilities, reactions or free actions that trigger when you Recall Knowledge.","spells.hypnotize.description":"You create a cloud of mesmerizing patterns and colors. Creatures inside it are dazzled. A creature attempts a Will save if it's in the cloud when you cast the spell, when it enters, when it ends its turn there, or when it uses a Seek or Interact action on the cloud. A creature currently fascinated by _hypnotize_ doesn't attempt new saves.\n\n**Success** The target is unaffected.\n\n**Failure** The target is fascinated by the cloud.\n\n**Critical Failure** The target is fascinated by the cloud and can't use reactions while fascinated.","spells.ignition.description":"You point at a target and it begins to smolder. Make a spell attack roll against its AC, dealing 2d4 fire damage on a hit. If the target is within your melee reach, you can make a melee spell attack instead of a ranged one, which makes all the spell's damage dice d6s.\n\n**Critical Success** The target takes double damage and 1d4 persistent fire damage.\n\n**Success** The target takes full damage.\n\n**Heightened (+1)** The initial damage increases by 1d4 and the persistent fire damage on a critical hit by 1d4.","spells.avatar.description":"You transform into an avatar of your deity, taking a Huge battle form. You have hands and can take manipulate actions. You can Dismiss the spell. Whatever the form, you gain:\n\n- AC = 25 + your level. Ignore your armor's check penalty and Speed reduction.\n- 30 temporary Hit Points.\n- Darkvision and the cosmic trait.\n- Attacks specific to your deity's form, the only attacks you can Strike with; you're trained with them. Attack modifier +33, using the listed damage. Melee attacks are Strength-based (for enfeebled, for example) unless finesse; ranged attacks are Dexterity-based.\n- Athletics +35, unless your own is higher.\n\nYou also gain the abilities of your deity's form, one of the following (each gives the Speeds and attacks listed):\n\n- Speed 50 feet, burrow 30 feet, immune to immobilized; ranged crossbolter (range increment 120 feet, reload 1) 6d10+3 piercing.\n- Speed 40 feet, swim 70 feet, immune to immobilized; melee rapier (deadly 3d8, disarm, finesse, reach 15 feet) 6d6+6 piercing; ranged breaching gun (range 120 feet) 6d6+3 piercing.\n- Speed 70 feet, immune to immobilized; melee doshko (reach 15 feet, sweep) 6d12+6 slashing; ranged, two actions, machine gun (analog, automatic, range 80 feet) 6d6+3 piercing.\n- Speed 50 feet, burrow 30 feet, immune to immobilized; melee jaws (reach 15 feet) 6d12+6 piercing; melee disintegration tendril (agile, reach 20 feet, versatile P) 6d8+6 acid.\n- Speed 70 feet, ignore difficult terrain and greater difficult terrain; melee singing spear (reach 20 feet, versatile P) 6d6+3 sonic; ranged singing spear (thrown 40 feet) 3d8+1 piercing plus 3d8+1 sonic.\n- Speed 70 feet, fly 70 feet, thoughtsense (precise) 60 feet; melee talon (reach 15 feet, versatile S) 6d8+6 acid; ranged pacifying buzz (nonlethal, range 60 feet) 6d6+3 mental.\n- Speed 30 feet, fly 70 feet, ignore hazardous terrain; melee inscrutable touch (caster, finesse, reach 15 feet) 6d6+3 fire; ranged plasma blast (range 100 feet) 6d8+3 fire plus 2d8 persistent electricity.\n- Speed 70 feet, fly 70 feet; melee polyglove (powered, professional [Computers], reach 15 feet, tech) 6d8+6 electricity; Area Fire, two actions, polyphonic jolt (30-foot cone, unwieldy) 6d6+3 electricity.\n- Speed 70 feet, climb 70 feet, immune to frightened; melee bite (reach 15 feet) 6d8+6 piercing; Area Fire, two actions, rat swarm (30-foot burst, range 120 feet) 4d6+4 piercing plus 2d6 mental.\n- Speed 70 feet, fly 70 feet, immune to emotion effects; melee whip (disarm, finesse, nonlethal, reach 10 feet, trip) 6d8+6 slashing; ranged aeon rifle (aeon, caster, range 120 feet) 6d6+4 fire.\n- Speed 70 feet, fly 70 feet, immune to slowed and stunned; melee battle ribbon (analog, finesse, reach 20 feet, trip) 6d8+6 slashing; Area Fire, two actions, fury storm (30-foot burst) 6d6+4 electricity.\n- No land Speed, fly 70 feet, immune to mental effects; ranged debris (range 120 feet) 6d10 void.\n- Speed 50 feet, burrow 30 feet, fly 50 feet, swim 50 feet; melee tentacle (agile, finesse, reach 20 feet, versatile S) 6d6 bludgeoning; ranged protoslime (range 120 feet) 6d6+3 poison.\n- Speed 70 feet, fly 70 feet; melee dagger (agile, finesse, reach 15 feet, thrown 40 feet, versatile S) 6d6+6 piercing; ranged spiral blast (damages only undead, range 120 feet) 6d8+3 vitality.\n- Speed 70 feet, fly 70 feet; melee puzzleblade (analog, breakdown, reach 15 feet) 6d6+3 slashing; ranged hearth blaze (fire, range 120 feet) 6d6+3 fire.\n- Speed 70 feet, your character and gear are immune to glitching; melee shock pad (nonlethal, reach 15 feet) 6d6+6 electricity; ranged logic blast (range 120 feet) 6d6+3 mental.\n- Speed 70 feet, fly 70 feet; melee scythe (deadly 3d10, reach 15 feet, trip) 6d10+6 slashing; ranged pallid bolt (range 120 feet) 6d6+3 void.\n- Speed 70 feet, fly 70 feet, immune to immobilized; melee battle glove (agile, free-hand) 6d4+6 bludgeoning; ranged laser rifle (range 100 feet) 6d8+6 fire.\n- Speed 30 feet, fly 70 feet, +4 status bonus to saves against mental effects; melee overwhelming touch (agile) 6d6+4 mental; ranged seeker rifle (range 120 feet) 6d10+2 piercing.\n- Speed 70 feet, fly 70 feet, ignore difficult terrain and greater difficult terrain; melee painglaive (deadly 3d8, reach 20 feet) 6d8+6 slashing; ranged tortured opus (nonlethal, range 120 feet) 3d6+1 sonic plus 3d6+1 mental.","spells.ill-omen.description":"The target is struck with misfortune and attempts a Will save.\n\n**Success** The target is unaffected.\n\n**Failure** The first time during the duration the target attempts an attack roll or skill check, it rolls twice and uses the worse result.\n\n**Critical Failure** Every time during the duration the target attempts an attack roll or skill check, it rolls twice and uses the worse result.","spells.illusory-disguise.description":"You make the target appear as another creature of the same body shape, of roughly similar height (within 6 inches) and weight (within 50 pounds). The disguise typically hides identity but can't impersonate a specific individual. It changes appearance and voice, not mannerisms. You can change how its clothing and worn items look (armor as a dress, say). Held items are unaffected, and a worn item removed returns to its true appearance. You can Dismiss the spell.\n\nCasting it counts as setting up a disguise for the Impersonate use of Deception; it ignores circumstance penalties for disguising as a dissimilar creature, gives a +4 status bonus to Deception checks to prevent others seeing through the disguise, and lets the target add its level to those checks even if untrained.\n\n**Heightened (3rd)** The target can appear as any creature of the same size, even a specific individual. You must have seen the individual to copy their appearance and heard them to copy their voice.\n\n**Heightened (4th)** You can target up to 10 willing creatures, choosing a different disguise for each, none impersonating a specific individual. You can Dismiss each disguise individually or all together.\n\n**Heightened (7th)** As 4th rank, but disguises can impersonate specific individuals (same seen and heard requirements).","spells.impaling-spike.description":"A cold iron spike thrusts up from the earth beneath the target, dealing 8d6 piercing damage. The target attempts a Reflex save.\n\n**Critical Success** The target dodges the spike and is unaffected.\n\n**Success** The target takes half damage.\n\n**Failure** The target is impaled through a leg or other nonvital part, takes full damage and, if standing on solid ground, is immobilized. It can Escape (DC is your spell DC). While impaled, it takes damage from any weakness to cold iron at the end of each of its turns.\n\n**Critical Failure** As failure, but the target is impaled through a vital organ or its center of mass, takes double damage, and is off-guard while impaled.\n\n**Heightened (+1)** The damage increases by 2d6.","spells.implant-data.description":"You reprogram a computer or device to display chosen data when accessed. You can implant one piece of data per spell rank: a simple fact (such as a creature's or object's location or description), an image, or a statement of up to 300 characters. When the target is accessed, the implanted data is the first data the accessing creature gains, whatever it's looking for. It doesn't stop access to other stored information or change how the device works. If the duration ends before the data is accessed, it vanishes.\n\n**Heightened (3rd)** The duration is one year.\n\n**Heightened (6th)** The duration is unlimited.","spells.implosion.description":"You crush the target by making it collapse in on itself, dealing 75 damage. The first time each round you Sustain the spell, you choose a new target for the same effect; a creature can't be targeted more than once per casting, and you can't affect more than one creature per turn. You can't target a creature that's incorporeal, gaseous, liquid, or otherwise lacks a solid form.\n\n**Heightened (+1)** The damage increases by 10.","spells.infuse-vitality.description":"You empower attacks with vital energy. The number of targets equals the actions you spent Casting the Spell. Each target's unarmed and weapon Strikes deal an extra 1d4 vitality damage. If you have the holy trait, you can add it to this spell and to the affected Strikes.\n\n**Heightened (3rd)** The extra damage is 2d4.\n\n**Heightened (5th)** The extra damage is 3d4.","spells.inject-nanobots.description":"You inject magical nanobots into a creature. Make a melee spell attack roll. On a hit, the target takes 4d6 acid damage. On a critical hit, it takes double damage and is confused for 1 round as nanobots swarm its biological or mechanical systems.\n\n**Heightened (+1)** The damage increases by 2d6.","spells.injury-echo.description":"You manifest an injury from the future or past to harm a creature in the present. Choose bludgeoning, piercing or slashing. The target takes 1d8 damage of that type with a basic Will save. If it fails and then takes the same damage type before the end of your next turn, it takes an additional 1d4 persistent bleed damage.\n\n**Heightened (+2)** The initial damage increases by 1d8 and the persistent damage by 1d4.","spells.insect-form.description":"You transform into a Medium animal battle form of a simple bug; choose a form below. You can pick the specific bug (ladybug or scarab for beetle), which doesn't change Size or statistics. You gain the animal trait and can Dismiss the spell. In any form you gain:\n\n- AC = 18 + your level. Ignore your armor's check penalty and Speed reduction.\n- 10 temporary Hit Points.\n- Low-light vision.\n- Attacks specific to the form, the only attacks you can Strike with; you're trained with them. Attack modifier +13, damage bonus +2. They're Strength-based (for enfeebled). If your own unarmed attack modifier is higher, use it.\n- Athletics +13, unless your own is higher.\n\nForms:\n\n- **Ant** Speed 30 feet, climb 30 feet; mandibles 2d6 bludgeoning.\n- **Beetle** Speed 25 feet; mandibles 2d10 bludgeoning.\n- **Centipede** Speed 25 feet, climb 25 feet; darkvision; mandibles 1d8 piercing plus 1d4 persistent poison.\n- **Mantis** Speed 40 feet; imprecise scent 30 feet; foreleg 2d8 piercing.\n- **Scorpion** Speed 40 feet; darkvision, imprecise tremorsense 60 feet; stinger 1d8 piercing plus 1d4 persistent poison; pincer (agile) 1d6 bludgeoning.\n- **Spider** Speed 25 feet, climb 25 feet; darkvision; fangs 1d6 piercing plus 1d4 persistent poison; ranged web (range increment 20 feet) immobilizes the target for 1 round or until it Escapes.\n\n**Heightened (4th)** The form is Large, attacks have 10-foot reach. 15 temporary HP, attack modifier +16, damage bonus +6, Athletics +16.\n\n**Heightened (5th)** The form is Huge, attacks have 15-foot reach. 20 temporary HP, attack modifier +18, damage bonus +2 and double damage dice (including persistent damage), Athletics +20.","spells.instant-virus.description":"Your touch installs a self-replicating virus that disrupts a technological creature's programming. The target attempts a Fortitude save.\n\n**Critical Success** The target is unaffected.\n\n**Success** The target is glitching 1.\n\n**Failure** The target is glitching 1 and stunned 1.\n\n**Critical Failure** The target is glitching 2 and stunned 2.","spells.interplanar-teleport.description":"You and your allies move to another plane of existence. You must know the destination plane exists and use a magic planar key made from material of that plane as a locus. Keys for prominent planes are uncommon, like the spell; obscure planes and demiplanes often have rare or unique keys.\n\nThe spell is highly imprecise: you appear 1d20x25 miles from where one target (your choice) last was the last time it traveled to that plane. If it's the first trip to that plane for all targets, you appear at a random location on it. The spell gives no way back, though casting it again returns you to your previous plane barring extenuating circumstances.","spells.invisibility.description":"Illusions bend light around the target, making it invisible. It's undetected to all creatures, though they can attempt to find it, making it hidden to them instead. If the target uses a hostile action, the spell ends after that action completes.\n\n**Heightened (4th)** The spell lasts 1 minute and doesn't end when the target uses a hostile action.","spells.irradiate.description":"You destabilize and decay the atoms around you into a burst of magically enhanced mild radiation. Creatures in the area attempt a Fortitude save against mild radiation sickness, using your spell DC in place of the normal Fortitude DC, with immediate onset and 1 round between stages. Technology doesn't gain glitching from this radiation.\n\n**Heightened (5th)** The radiation is severe.\n\n**Heightened (7th)** The radiation is extreme.\n\n**Heightened (9th)** The radiation is incredible.","spells.jump.description":"Your legs surge with strength. You jump 30 feet in any direction without touching the ground. You must land on solid ground within 30 feet of you or fall after using your next action.\n\n**Heightened (3rd)** The range is touch, the target is one touched creature, and the duration is 1 minute, letting the target jump this way whenever it takes the Leap action.","spells.knock.description":"You make the target door, lock or container easier to open, granting a +4 status bonus to any creature trying to open it with Athletics or Thievery. You can attempt a Thievery check to open it as part of casting _knock_, adding your level even if untrained.\n\n_Knock_ counteracts _lock_.","spells.laughing-fit.description":"The target is overtaken with uncontrollable laughter and attempts a Will save.\n\n**Critical Success** The target is unaffected.\n\n**Success** The target can't use reactions.\n\n**Failure** The target is slowed 1 and can't use reactions.\n\n**Critical Failure** The target falls prone and can't use actions or reactions for 1 round, then takes the failure effects.","spells.banishment.description":"You send the target back to its home plane. The target attempts a Will save. You can spend an extra action while Casting the Spell and add a cost to give the creature a -2 circumstance penalty to its save; the cost is a specially gathered object anathema to the creature. The spell fails if you aren't on your home plane when you cast it.\n\n**Critical Success** The target resists and you are stunned 1.\n\n**Success** The target resists being banished.\n\n**Failure** The target is banished.\n\n**Critical Failure** The target is banished and can't return by any means to the plane it left for 1 week.\n\n**Heightened (9th)** You can target up to 10 creatures. The extra cost affects targets to which it is anathema.","spells.levitate.description":"You defy gravity, levitating the target 5 feet off the ground. You can Sustain the spell to move the target up or down 10 feet. A creature floating from _levitate_ takes a -2 circumstance penalty to attack rolls; it can spend an Interact action to stabilize and negate the penalty for the rest of its turn. If the target is adjacent to a fixed object or terrain of suitable stability, it can move across the surface by climbing (vertical, like a wall) or crawling (horizontal, like a ceiling). The GM decides which surfaces qualify.","spells.life-seal.description":"A shimmering bubble envelops the target, letting it breathe normally in a vacuum or other unsafe environment and protecting it from severe temperatures and radiation.\n\n**Heightened (7th)** You can target up to 5 additional creatures, protecting them against the environment the triggering creature entered. The spell lasts 8 hours and also protects against extreme temperatures and radiation.\n\n**Heightened (10th)** You can target up to 10 additional creatures, protecting them against the environment the triggering creature entered. The spell lasts until your next daily preparations and also protects against incredible temperatures and radiation.","spells.light.description":"You create an orb of light in a color you choose that sheds bright light in a 20-foot radius (and dim light for the next 20 feet). If created in the space of a willing creature, you can attach it so it floats near that creature as it moves. You can Sustain the spell to move the light up to 60 feet, attaching or detaching it from a creature as part of that movement. You can Dismiss the spell. If you Cast it while you already have four _light_ spells active, end one of them.\n\n**Heightened (4th)** The orb sheds light in a 60-foot radius (and dim light for the next 60 feet).","spells.lightning-bolt.description":"A bolt of lightning strikes outward from your hand, dealing 4d12 electricity damage with a basic Reflex save.\n\n**Heightened (+1)** The damage increases by 1d12.","spells.logic-bomb.description":"You implant a hazard packed with mind-blowing information into the target. The hazard has Stealth and Disable DCs equal to your spell DC and needs one successful Computers check to disable. The first time a creature unsuccessfully tries to access, destroy or otherwise manipulate the target (a failed Computers check, a Strike that misses, and so on), the bomb detonates and the creature takes 6d6 mental damage with a basic Will save. The spell ends when triggered or when the duration ends.\n\n**Heightened (+1)** The damage increases by 2d6.","spells.mask-of-terror.description":"The target appears gruesome and terrifying, in a way unique to each observer. When a creature attempts a hostile action against the target, it attempts a Will save and is then temporarily immune until the end of its next turn.\n\n**Success** The creature is unaffected.\n\n**Failure** The creature becomes frightened 2 before using its action.\n\n**Critical Failure** The creature becomes frightened 2 and its action fails and is wasted.\n\n**Heightened (8th)** You can target up to 5 creatures. If a creature uses a hostile action or reaction affecting multiple targets at once, it attempts only one save against _mask of terror_.","spells.battle-sonata.description":"You amplify a dissonant song into a deadly wave dealing 4d10 sonic damage. Each creature attempts a Will save.\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature takes half damage.\n\n**Failure** The creature takes full damage and is deafened for 1 round.\n\n**Critical Failure** The creature takes double damage, is deafened for 1 minute and is stunned 1.\n\n**Heightened (+1)** The damage increases by 1d10.","spells.measure.description":"You learn the approximate measurements (length, width, depth, height, weight) of creatures and objects you can observe in the area. If something extends beyond the area you learn only what lies within and nothing about what you can't observe (you can't learn the thickness or weight of a wall you see one side of, or the depth of water extending past the range). Each time you Sustain the spell you learn the exact measurements of one creature or object in the area, including imprecisions or anomalies that suggest structural weakness. Magically altered targets give information reflecting what you observe rather than accurate measurements.\n\n**Heightened (+1)** The range increases by 100 feet.","spells.mending.description":"You repair the target item, restoring 5 Hit Points per spell rank, possibly removing the broken condition if this repairs it past the Broken Threshold. You can't replace lost pieces or repair a completely destroyed object.\n\n**Heightened (2nd)** You can target a non-magical object of 1 Bulk or less.\n\n**Heightened (3rd)** You can target a non-magical object of 2 Bulk or less, or a magical object of 1 Bulk or less.","spells.metamorphosis.description":"You hide forms within forms, transforming into any form you could choose with a polymorph spell in your repertoire, or could prepare, of 8th rank or lower (including heightened versions of spells you know). You gain 40 temporary Hit Points instead of the form's normal amount.\n\nYou can Sustain the spell to enter a new form you haven't used during this _metamorphosis_, which replenishes the temporary Hit Points from this spell.","spells.mind-reading.description":"You attempt to read the target's mind; it attempts a Will save, then is temporarily immune to your mind reading for 1 hour.\n\n**Critical Success** The target perceives vague surface thoughts from you when you Cast the Spell.\n\n**Success** You learn whether the target's Intelligence modifier is higher than, equal to or lower than yours.\n\n**Failure** You perceive vague surface thoughts from the target and learn how its Intelligence compares to yours.\n\n**Critical Failure** As failure, and for the duration you can Sustain the spell to detect the target's surface thoughts again, with no additional saves for the target.","spells.mind-skewer.description":"You overload a creature's mind with psychic information or divine judgments, dealing 2d6 mental damage. On a critical failure, the target is also stupefied 2 for 1 round.\n\n**Heightened (+1)** The damage increases by 2d6.","spells.mindlink.description":"You link your mind to the target's and instantly impart an amount of information that would otherwise take 10 minutes to communicate.","spells.mislead.description":"You turn invisible and create an illusory duplicate of yourself. When you Sustain the spell, you can mentally dictate your duplicate's course of action that round; it acts as though it had your full number of actions but can't affect anything in the environment. Both the duplicate and your invisibility last for the duration. A hostile action doesn't end the invisibility, as with a 4th-rank _invisibility_. A creature that determines the duplicate is an illusion doesn't necessarily know you're invisible, and one that sees your invisible form doesn't necessarily know the duplicate is an illusion.\n\nWhen you Cast a Spell, attack or otherwise interact with a creature, you can attempt a Deception check against observers' Perception DCs to convince them your duplicate took that action. It doesn't fool anyone aware the duplicate is an illusion or work if the action obviously couldn't have come from it (a ray can seem to come from a suitably positioned duplicate, but a sword attack against a target across the room from the duplicate automatically fails).","spells.bind-undead.description":"With a word of power you seize control of the target, which gains the minion trait. The spell ends if you or an ally uses any hostile action against the target.","spells.monstrosity-form.description":"You transform into a legendary monster in a Huge battle form: dust manta, nyssholora or space worm. You gain the beast trait and can Dismiss the spell. In any form you gain:\n\n- AC = 20 + your level. Ignore your armor's check penalty and Speed reduction.\n- 20 temporary Hit Points.\n- Darkvision.\n- Unarmed melee attacks specific to the form, the only attacks you can Strike with; you're trained with them. Attack modifier +28, using the listed damage. They're Strength-based (for enfeebled, for example). If your own unarmed attack modifier is higher, use it.\n- Athletics +30, unless your own is higher.\n\nForms:\n\n- **Dust Manta** Speed 15 feet, burrow 40 feet; stinger (agile, finesse, reach 15 feet) 2d6+12 piercing plus 4d4 persistent poison. **Burrowing Charge** (two actions, move) Burrow up to twice your burrow Speed, then Leap vertically up to 25 feet, making a stinger Strike against a creature at any point in the jump. You then fall, taking no damage if you land on dirt or sand.\n- **Nyssholora** Speed 40 feet; jaws (reach 10 feet) 2d12+20 piercing; phasic blade (razing, reach 15 feet) 2d10+13 sonic; ranged tail scourge discharge (range increment 120 feet) 7d6 electricity. **Phasic Strike** Your phasic blade Strikes treat any object or construct they hit as having half its Hardness. **Phasic Flurry** (three actions, move, traversal) Stride up to your Speed, then make a phasic blade Strike against each creature within reach; each counts toward your multiple attack penalty, which doesn't increase until all have been made.\n- **Space Worm** Speed 40 feet, burrow 40 feet, swim 40 feet; jaws (reach 15 feet) 2d12+20 piercing; tongue (finesse, reach 30 feet) grabs the creature hit. It isn't immobilized but can't move beyond the tongue's reach. A creature can sever the tongue with a Strike against your AC dealing at least 30 slashing damage; this doesn't hurt you but stops tongue Strikes until you regrow it, such as by casting the spell again.\n\n**Heightened (9th)** AC = 22 + your level, 25 temporary HP, attack modifier +31, damage increases by one die, Athletics +33.","spells.motivating-ringtone.description":"The target comm unit plays a personal theme song specific to its owner. While it keeps playing, the owner regains 1d8+4 Hit Points when you Cast the Spell, and gains a +5-foot status bonus to all Speeds and a +1 status bonus to saves against fear effects.\n\n**Heightened (+1)** The healing increases by 1d8+4.","spells.mountain-resilience.description":"The target's skin hardens like mountain stone, granting resistance 5 to physical damage except adamantine. Each time a bludgeoning, piercing or slashing attack hits the target, the duration decreases by 1 minute.\n\n**Heightened (6th)** The resistance is 10.\n\n**Heightened (8th)** The resistance is 15.\n\n**Heightened (10th)** The resistance is 20.","spells.mystic-armor.description":"You ward yourself with magical energy, gaining a +1 item bonus to AC and a maximum Dexterity modifier of +5. While wearing mystic armor you use your unarmored proficiency for AC.\n\n**Heightened (4th)** You gain a +1 item bonus to saving throws.\n\n**Heightened (6th)** The AC item bonus is +2 and the saving throw item bonus is +1.\n\n**Heightened (8th)** The AC item bonus is +2 and the saving throw item bonus is +2.\n\n**Heightened (10th)** The AC item bonus is +3 and the saving throw item bonus is +3.","spells.nature-incarnate.description":"You transform into an incarnation of nature, either a gwereiad queen (Medium, fey trait) or a kyokor (Gargantuan, 30-foot-by-30-foot space, beast trait). You can Dismiss the spell. In either form you gain:\n\n- AC = 25 + your level. Ignore your armor's check penalty and Speed reduction.\n- 30 temporary Hit Points.\n- Darkvision.\n- Attacks specific to the form, the only attacks you can Strike with; you're trained with them. Attack modifier +34, using the listed damage. They're Strength-based (for enfeebled, for example). If your own unarmed attack modifier is higher, use it.\n- Athletics +36, unless your own is higher.\n\nForms:\n\n- **Gwereiad Queen** Speed 25 feet, fly 40 feet; gravity fist (agile, finesse, magical, reach 30 feet) 6d8+12 bludgeoning plus knockdown; ranged particle jet (range 100 feet) 3d6+3 bludgeoning plus 3d6+3 fire. **Singularity Field** (aura, primal, 60 feet) Enemies that end their turn in the area must succeed at a Reflex save against your spell DC or be pulled 5 feet toward you (10 feet on a critical failure).\n- **Kyokor** Speed 50 feet; resistance 5 to physical damage; jaws (reach 30 feet) 6d10+10 piercing; claws (agile, reach 30 feet) 6d8+8 slashing; foot (agile, reach 15 feet) 6d6+10 bludgeoning. **Unstoppable** You're immune to being immobilized and ignore difficult terrain and greater difficult terrain. **Demolish Structures** Your jaws, claws and foot Strikes deal an additional 6d10 damage to structures.","spells.natures-pathway.description":"You step into a living tree with a trunk big enough to hold you and instantly teleport to any similarly large-trunked tree within 5 miles. After entering the first tree you instantly know the rough locations of other sufficiently large trees in range and can exit from the original tree if you prefer. You can't carry extradimensional spaces with you; if you try, the spell fails.\n\n**Heightened (6th)** The exit tree can be up to 50 miles away.\n\n**Heightened (8th)** The exit tree can be up to 500 miles away.\n\n**Heightened (9th)** The exit tree can be anywhere on the same planet.","spells.never-mind.description":"You drastically reduce the target's mental faculties; it attempts a Will save. Only effects that target curses can remove this curse.\n\n**Critical Success** The target is unaffected.\n\n**Success** The target is stupefied 2 for 1 round.\n\n**Failure** The target is stupefied 4 with unlimited duration.\n\n**Critical Failure** The target's intellect is permanently reduced below that of an animal; it treats its Charisma, Intelligence and Wisdom modifiers as -5 and loses all class abilities requiring mental faculties, including spellcasting. If the target is a PC, they become an NPC under the GM's control.","spells.new-game.description":"You draw creatures into a vidgame, digitizing their bodies, minds and equipment to play in virtual reality. The genre and effect depend on whom you target. Any creature targeted becomes immune to the spell for 24 hours, whatever genre it experiences.\n\n- If you target yourself and any number of willing allies, the targets enter a relaxing slice-of-life social simulation where they can perform up to 1 hour of activities during the spell, including Refocusing, Repairing items, or evading an enemy by hiding in the virtual extradimensional space.\n- If you target yourself or one willing ally, plus one enemy, they enter a PvP game and must fight, using their current initiative. For the duration, either creature can manipulate fate once on each of its turns: roll twice and take the higher result on an attack roll or skill check against its opponent (fortune), or force the opponent to roll twice and take the lower result on a saving throw against one of its abilities (misfortune). The GM might add rules or subsystems for other genres. The spell ends if either target becomes unable to act or both agree to stop. Damage and conditions persist afterward. If a player dies in the game, they die in real life.\n- If you target one enemy, it enters a PvE or puzzle game that traps it until it completes the game. Once each turn it can spend 1 action to attempt a Computers or Perception check against your spell DC to escape. Teleportation doesn't help unless it can transport someone into or out of a virtual space. When the spell ends, whether by escape or duration, the target returns to the space it occupied when digitized, or the nearest one if that's now filled. The GM might allow other skill checks for other genres, but only if the target is proficient in the skill.\n\n**Critical Success** The target completes the game and the spell ends.\n\n**Success** The target makes progress toward completing the game. If it already made progress, it completes the game and the spell ends.\n\n**Failure** The target makes no progress.\n\n**Critical Failure** The target loses the game and starts over, losing all progress.","spells.nightmare.description":"You send disturbing nightmares to the target. The next time it falls asleep, it attempts a Will save. If you know the target only by name and have never met, it gets a +4 circumstance bonus to the save.\n\n**Critical Success** The target is unaffected and temporarily immune for 1 week.\n\n**Success** The target has the nightmares with no adverse effects beyond unpleasant memories.\n\n**Failure** The target has the nightmares and awakens fatigued.\n\n**Critical Failure** The target has the nightmares, awakens fatigued, and is drained 2 until no longer fatigued.","spells.noise-blast.description":"A cacophonous noise blasts out, dealing 2d10 sonic damage. Each creature attempts a Fortitude save.\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature takes half damage.\n\n**Failure** The creature takes full damage and is deafened for 1 round.\n\n**Critical Failure** The creature takes double damage, is deafened for 1 minute and is stunned 1.\n\n**Heightened (+1)** The damage increases by 1d10.","spells.oaken-resilience.description":"The target's skin becomes tough like bark, granting resistance 2 to bludgeoning and piercing damage and weakness 3 to fire. After the target takes fire damage, it can Dismiss the spell as a free action; this doesn't reduce that fire damage.\n\n**Heightened (+2)** The resistances increase by 2 and the weakness by 3.","spells.one-with-stone.description":"You transform into stone or merge with stone, as for _one with plants_ but with stone. A stone you turn into has AC 23. You can Dismiss the spell.","spells.overheat.description":"You vent heat at a nearby target, dealing 2d6 fire damage. On a failed save, the target's held equipment becomes hot for the next round; unless it drops its held equipment at the start of its turn, it takes 3 fire damage.\n\n**Heightened (+1)** The damage increases by 2d6 and the damage from touching affected objects by 3.","spells.overload-systems.description":"A wave of electrical interference deals 7d8 electricity damage to creatures in the area. Each creature attempts a Reflex save.\n\n**Critical Success** The target is unaffected.\n\n**Success** The target takes half damage.\n\n**Failure** The target takes full damage and its items with the tech trait become glitching 1 for 1 minute or until the condition is removed.\n\n**Critical Failure** The target takes double damage and its items with the tech trait become glitching 2 for 1 minute or until the condition is removed.\n\n**Heightened (+1)** The damage increases by 1d8.","spells.paralyze.description":"You block the target's motor impulses, freezing it in place. It attempts a Will save.\n\n**Critical Success** The target is unaffected.\n\n**Success** The target is stunned 1.\n\n**Failure** The target is paralyzed for 1 round.\n\n**Critical Failure** The target is paralyzed for 4 rounds. At the end of each of its turns it can attempt a new Will save to reduce the remaining duration by 1 round, or end it entirely on a critical success.\n\n**Heightened (7th)** You can target up to 10 creatures.","spells.peaceful-bubble.description":"An opaque shell of drifting iridescent runes covers the area as a bubble; you can make the burst smaller in 10-foot increments. The runes don't block travel, but those inside and outside can't perceive each other, and detection and scrying effects are blocked.\n\nCreatures sleeping inside are immune to dreams sent by spells. Those sleeping 8 hours reduce their doomed condition by 2 instead of 1.","spells.peaceful-rest.description":"The target corpse doesn't decay and can't be transformed into an undead. If a spell requires the corpse to have died within a time limit (such as _raise dead_), don't count this spell's duration against it. It also keeps ordinary bugs and pests from consuming the body.\n\n**Heightened (5th)** The duration is unlimited, but the spell takes one more action to cast and requires embalming fluid worth 60 credits.","spells.personal-gravity.description":"You alter gravity's effect on you, treating gravity as one step higher or lower, your choice (in low gravity, standard or zero-g). While active, you reduce the distance of any forced movement affecting you by 5 feet (minimum 0) and ignore being clumsy and untethered because of gravity effects. You can Dismiss the spell.","spells.pest-form.description":"You transform into the battle form of a Tiny animal, such as a cat, insect, lizard or rat; the specific animal doesn't change your Size or statistics. You gain the animal trait, can't make Strikes, and can Dismiss the spell. You gain:\n\n- AC = 15 + your level. Ignore your armor's check penalty and Speed reduction.\n- Speed 20 feet.\n- Weakness 5 to physical damage (you take 5 additional damage from it).\n- Low-light vision and imprecise scent 30 feet.\n- Acrobatics and Stealth +10, unless your own is higher; Athletics -4.\n\n**Heightened (4th)** You can turn into a flying creature, such as a bird, gaining a fly Speed of 20 feet.","spells.phantasmagoria.description":"You fill the targets' minds with endless images of colliding dreams and lives, dealing 16d6 mental damage to each target, depending on its Will save.\n\n**Critical Success** The target is unaffected.\n\n**Success** The target takes half damage and can't use reactions until the start of your next turn.\n\n**Failure** The target takes full damage and is confused until the start of your next turn.\n\n**Critical Failure** The target takes double damage and is confused for 1 minute.","spells.phantasmal-calamity.description":"A vision of apocalyptic destruction fills the mind of each creature in the area, dealing 11d6 mental damage (basic Will save). On a critical failure the creature must also succeed at a Reflex save or believe it's trapped (in a fissure, adrift at sea, or some other fate fitting its vision); if it fails that save it's also stunned for 1 minute. It can attempt a new Will save at the end of each of its turns; on a success it disbelieves the illusion and recovers from stunned.\n\n**Heightened (+1)** The damage increases by 2d6.","spells.phantasmal-fleet.description":"A vision of a hostile starship fleet, apparently 1,000 feet overhead and bombarding the ground with laser fire, fills the mind of each creature in the area, dealing 10d8 mental damage with a basic Will save. On a critical failure the target also believes it's being pursued and moves to take cover: it must spend an action to Take Cover on each of its turns, first moving to a new space or Dropping Prone if needed. It can attempt a new Will save at the end of each of its turns; on a success it disbelieves the phantasm and is no longer forced to Take Cover.","spells.phantasmal-minion.description":"You summon a phantasmal minion, roughly humanoid in shape. You can make it invisible or give it an ephemeral appearance, but it's obviously a magical effect, not a real creature.","spells.phantom-pain.description":"Illusory pain wracks the target, dealing 2d4 mental damage and 1d4 persistent mental damage, with a Will save.\n\n**Critical Success** The target is unaffected.\n\n**Success** The target takes full initial damage but no persistent damage, and the spell ends immediately.\n\n**Failure** The target takes full initial and persistent damage and is sickened 1. If it recovers from sickened, the persistent damage and the spell end.\n\n**Critical Failure** As failure, but the target is sickened 2.\n\n**Heightened (+1)** The damage increases by 2d4 and the persistent damage by 1d4.","spells.planar-palace.description":"You grow an extradimensional demiplane holding a spacious dwelling with a single entrance. The entrance connects to the plane where you Cast the Spell, appearing anywhere in range as a faint shimmering vertical rectangle 5 feet wide and 10 feet high. You designate who can enter when you Cast the Spell. Once inside, you can shut the entrance, making it invisible; you and those you designated can reopen it at will.\n\nInside is a mansion with a magnificent foyer and many opulent chambers, with any floor plan you imagine as you cast, fitting within 40 feet wide, 40 feet deep and 30 feet tall. While the entrance is closed, effects from outside fail to penetrate and vice versa, except _interplanar teleport_, which can be used to enter. You can observe the outside with scrying and similar effects only if they can cross planes.\n\nA staff of up to 24 servants attends anyone inside, like the servant from _phantasmal minion_ but visible, with an appearance you choose when casting. The mansion is stocked with enough food for a nine-course banquet for 150 people.","spells.plant-form.description":"You transform into a Large plant battle form; choose a form below. You can substitute a similar plant (pitcher plant for flytrap, say), which doesn't change Size or statistics. You gain the plant trait and can Dismiss the spell. In any form you gain:\n\n- AC = 19 + your level. Ignore your armor's check penalty and Speed reduction.\n- 12 temporary Hit Points.\n- Resistance 10 to poison.\n- Low-light vision.\n- Unarmed melee attacks specific to the form, the only attacks you can Strike with; you're trained with them. Attack modifier +17, damage bonus +11. They're Strength-based (for enfeebled, for example). If your own unarmed attack modifier is higher, use it.\n- Athletics +19, unless your own is higher.\n\nForms:\n\n- **Moonflower** Speed 30 feet; resistance 10 to electricity; bite (reach 15 feet) 2d10 piercing; root (reach 15 feet) 2d8 bludgeoning, and after a hit you can spend an action to Grab the target.\n- **Void Palm** Speed 15 feet; resistance 10 to poison; void frond (reach 10 feet) 2d8 slashing.\n\n**Heightened (6th)** The form is Huge and attack reach increases by 5 feet. AC = 22 + your level, 24 temporary HP, attack modifier +21, damage bonus +16, Athletics +22.","spells.pocket-vacuum.description":"You create a sudden vacuum, forcing creatures in the area to hold their breath or fall unconscious and start suffocating. The explosive decompression deals 5d12 bludgeoning damage (basic Fortitude save) to each creature in the area when you cast the spell or that enters it during the duration, unless already in a vacuum. Creatures that critically fail are also knocked prone.\n\n**Heightened (+1)** The damage increases by 1d12.","spells.prestidigitation.description":"The simplest magic does your bidding. For as long as you Sustain the spell, each time you Sustain it you can choose one of four effects. It can't deal damage or cause adverse conditions, and any change to an object (beyond what's noted) lasts only while you Sustain.\n\n- **Cook** Cool, warm or flavor 1 pound of nonliving material.\n- **Lift** Slowly lift an unattended object of light Bulk or less 1 foot off the ground.\n- **Make** Create a temporary object of negligible Bulk from congealed magical substance. It's crude, artificial and extremely fragile, and can't be used as a tool, weapon, or locus or cost for a spell.\n- **Tidy** Color, clean or soil an object of light Bulk or less. An object of 1 Bulk takes 10 rounds of concentration, and a larger one 1 minute per Bulk.","spells.project-image.description":"You project an illusory image of yourself. You must stay within range of it, and the spell ends if you can't see it. Whenever you Cast a Spell other than one with an emanation area, you can have the effect originate from you or the image. As an illusion, the image can't benefit from spells, though visual manifestations of them appear. It has your AC and saves; if it's hit by an attack or fails a save, the spell ends.\n\n**Heightened (+2)** The maximum duration you can Sustain the spell increases to 10 minutes.","spells.promession.description":"You flash freeze a target, then send subsonic waves through it, potentially reducing it to fine powder. Make a spell attack against the target. On a hit it takes 6d8 cold damage and attempts a Fortitude save; on a critical hit its save result is one degree worse. A creature reduced to 0 Hit Points is blasted to fine powder; its gear remains.\n\n**Critical Success** The target is unaffected by further damage.\n\n**Success** The target takes an additional 3d8 sonic damage.\n\n**Failure** The target takes an additional 6d8 sonic damage.\n\n**Critical Failure** The target takes an additional 12d8 sonic damage.\n\n**Heightened (+1)** The cold and sonic damage each increase by 1d8.","spells.blur.description":"The target's form appears blurry, making it concealed. Because its location stays obvious, it can't use this concealment to Hide or Sneak.","spells.pummeling-rubble.description":"A spray of heavy rocks flies in front of you, dealing 2d4 bludgeoning damage to each creature in the area, who each attempt a Reflex save.\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature takes half damage.\n\n**Failure** The creature takes full damage and is pushed 5 feet away from you.\n\n**Critical Failure** The creature takes double damage and is pushed 10 feet away from you.\n\n**Heightened (+1)** The damage increases by 2d4.","spells.raise-dead.description":"You call forth a dead creature's soul; its body must be present and relatively intact, and it must have died within the past 3 days. If the GM decides the creature's time has truly come, or it doesn't wish to return, the spell automatically fails and the cost isn't consumed.\n\nOn success the creature returns to life with 1 Hit Point, no prepared spells or spell slots, no points in any pools or other daily resources, and any long-term debilitations of its old body. Its time in the afterlife leaves it clumsy 2, drained 2 and enfeebled 2 for 1 week; these can't be removed or reduced by any means until the week passes. It is also permanently changed by the experience, such as a slight personality shift, a streak of white in the hair or a new birthmark.\n\n**Heightened (7th)** The maximum target level is 15. The cost is the target's level (minimum 1) x 4,000 credits.\n\n**Heightened (8th)** The maximum target level is 17. The cost is the target's level (minimum 1) x 8,000 credits.\n\n**Heightened (9th)** The maximum target level is 19. The cost is the target's level (minimum 1) x 16,000 credits.\n\n**Heightened (10th)** The maximum target level is 21. The cost is the target's level (minimum 1) x 32,000 credits.","spells.read-aura.description":"You focus on the target object and perceive magical auras. When casting completes, you know whether it's magical. You and anyone you advise about the aura gain a +2 circumstance bonus to Identify Magic on it. If the object is illusory, you detect this only if the effect's rank is lower than your _read aura_'s rank.\n\n**Heightened (3rd)** You can target up to 10 objects.\n\n**Heightened (6th)** You can target any number of objects.","spells.recharge-weapon.description":"You touch a weapon with no ammunition left and recharge it with magical energy. Until the end of your next turn it has ammunition or charges equal to its expend, letting its holder make one Strike. It only recharges weapons using ammunition costing 10 credits or less.\n\n**Heightened (3rd)** It gains double its expend.\n\n**Heightened (6th)** It gains triple its expend.\n\n**Heightened (9th)** It gains quadruple its expend.","spells.remake.description":"You fully re-create an object from nothing, even a destroyed one. You must be able to picture it in your mind, and even a tiny remnant (a speck of dust left by disintegration) is enough. The spell fails if your mental image relied on too much guesswork, if the object wouldn't fit in a 5-foot cube, if it still exists and you simply didn't know, or if it's an artifact, has a level over 20, or has similarly vast magical power.\n\nThe item reassembles in perfect condition, even if you pictured it damaged or weathered. A magical object typically regains its constant magical properties but not temporary ones such as charges or one-time uses. An item with charges or daily uses has all of them expended when remade, then replenishes normally.","spells.reorient.description":"Using vital energy and acupressure, you help the target regain its footing. It loses the off-guard condition and becomes immune to it until the start of your next turn, even when applied circumstantially such as by flanking or being prone. It is then immune to _reorient_ for 10 minutes.","spells.resist-energy.description":"A shield of elemental energy protects a creature against one energy type you choose: acid, cold, electricity, fire or sonic. The target and its gear gain resistance 5 to it.\n\n**Heightened (4th)** The resistance is 10 and you can target up to two creatures.\n\n**Heightened (7th)** The resistance is 15 and you can target up to five creatures.","spells.retrocognition.description":"You open your mind to mental echoes and gain impressions of past events at your location. During the first minute you perceive impressions from the last day, the next minute those from the day before, and so on. They aren't a vision but impressions of emotions and metaphors giving cryptic clues about the past. If you witness a traumatic or turbulent event through an impression, the spell ends unless you succeed at a Will save with a DC of 30 to 50 depending on the event's severity; the GM decides whether an event is traumatic and sets the DC.\n\n**Heightened (8th)** Each minute covers a year instead of a day, though detail diminishes, making it harder to distinguish impressions from all but major events.\n\n**Heightened (9th)** Each minute covers a century instead of a day, making it almost impossible to distinguish impressions from all but the most major events.","spells.ricochet.description":"A spinning disk or smooth orb of shimmering steel leaps from target to target, dealing 2d4 bludgeoning or slashing damage (basic Reflex save).\n\n**Heightened (+1)** The damage increases by 1d4.","spells.rocket-dash.description":"You emit a rocket of flame behind you and blast forward, moving in a straight line up to twice your Speed. You can move through creatures' spaces and the movement doesn't trigger reactions. Creatures in the area take 6d12 fire damage with a basic Reflex save; on a critical failure a creature also takes 2d6 persistent fire damage and is dazzled for 1 round. You reappear at the end of the line.\n\n**Heightened (+2)** The fire damage increases by 2d12 and the persistent damage by 1d6.","spells.root-of-all-pain.description":"You push a tiny root into the target's body; it grows through the nervous system, feeding on the signals of agonizing pain. The target attempts a Fortitude save.\n\n**Critical Success** The target is unaffected.\n\n**Success** The target takes 2d8 mental damage the first time each round it performs any action other than a purely mental one such as Recall Knowledge (or others per the GM).\n\n**Failure** As success, but 4d8 mental damage and the target is slowed 1 for the duration.\n\n**Critical Failure** As success, but 6d8 mental damage and the target is slowed 2 for the duration.","spells.breathe-fire.description":"A gout of flame sprays from your mouth, dealing 2d6 fire damage to creatures in the area with a basic Reflex save.\n\n**Heightened (+1)** The damage increases by 2d6.","spells.scan-environment.description":"You analyze the natural environment within 1 mile. You forecast the weather for the next hour, including its direction; learn which atmospheres, biomes and gravity are present and the direction and distance to them; and learn whether anything presents an environmental hazard, including cold or heat dangers (and temperature range), radiation (and severity), smoke and underwater conditions. This detects only large effects spanning spaces over 30 feet across, and you get a general sense of where and how far away the dangers are.\n\n**Heightened (+1)** The scanned radius increases by 1 mile.","spells.seek-the-stars.description":"In your mind's eye you chart a path through the cosmos. You immediately know the direction to the nearest hyperspace beacon.\n\n**Heightened (7th)** You can instead know the direction to a familiar location, such as a world or way station you've visited.","spells.selective-invisibility.description":"A willing creature you touch becomes invisible to everyone except a second target within range. If the invisible creature uses a hostile action against anyone other than the target who can see it, the spell ends after that action completes.\n\n**Heightened (5th)** You can make up to 6 willing creatures within 30 feet invisible, all sharing the same target.","spells.shape-stone.description":"You shape stone into a rough form of your choice; the shaping is too crude for intricate parts, fine details or moving pieces. Creatures standing atop the stone when you reshape it each attempt a Reflex save or Acrobatics check.\n\n**Success** The creature is unaffected.\n\n**Failure** The creature falls prone atop the stone.\n\n**Critical Failure** The creature falls off the stone (if applicable) and lands prone.","spells.shape-wood.description":"You shape wood into a rough form of your choice; the shaping is too crude for intricate parts, fine details or moving pieces. You can't use it to increase the value of the wooden object.","spells.cairn-form.description":"The target's skin becomes a thick carapace of solid stone, granting resistance 5 to physical damage except adamantine. The target gains a fist unarmed attack dealing 2d6 bludgeoning damage, using its highest weapon or unarmed proficiency and adding weapon specialization or greater weapon specialization damage if it has them. On a critical hit with these attacks, the creature struck must succeed at a Fortitude save against the target's class DC or be stunned 1 for 1 round.\n\n**Heightened (6th)** The resistance is 10 and the damage 3d6.\n\n**Heightened (10th)** The resistance is 20 and the damage 4d6.","spells.share-pain.description":"You telepathically share agonizing pain with a creature, which takes 3d12 mental damage and attempts a Will save.\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature takes half damage.\n\n**Failure** The creature takes full damage and is clumsy 1 for 1 minute.\n\n**Critical Failure** The creature takes full damage and is clumsy 2 for 1 minute.\n\n**Heightened (6th)** The spell targets up to four creatures and deals 6d12 mental damage.","spells.shatter.description":"A high-frequency sonic attack shatters a nearby object, dealing 2d10 sonic damage to it and ignoring its Hardness if that is 4 or lower.\n\n**Heightened (+1)** The damage increases by 1d10 and the Hardness ignored by 2.","spells.shield.description":"You raise a magical shield of force. This counts as the Raise a Shield action, giving a +1 circumstance bonus to AC until the start of your next turn, but needs no hand. While the spell lasts you can use Shield Block with the shield, which has Hardness 5. You can use the reaction to reduce damage from any spell or magical effect, even non-physical. After you Shield Block, the spell ends and you can't cast it again for 10 minutes.\n\n**Heightened (+2)** The shield's Hardness increases by 5.","spells.shifting-surge.description":"A surge of magical energy changes the weapon's damage type. Its next Strike deals your choice of acid, cold, electricity, fire or sonic damage and an additional 1d6 damage of the weapon's normal damage type.\n\n**Heightened (+2)** The extra damage increases by 1d6.","spells.sift-the-sphere.description":"You ritually sift the local infosphere for insight. While casting, ask about the results of a particular course of action. The spell predicts up to 30 minutes ahead and gives the GM's best guess among these outcomes:\n\n- **Weal** The results will be good.\n- **Woe** The results will be bad.\n- **Weal and Woe** A mix of good and bad.\n- **Nothing** No particularly good or bad results. The GM rolls a secret DC 6 flat check; on a failure the result is always \"nothing,\" so you can't tell whether \"nothing\" is accurate. If someone asks about the same topic as the first casting during another casting, the GM reuses the first secret roll. If circumstances change, a different result is possible.\n\n**Heightened (4th)** The spell predicts up to 1 week ahead.","spells.singularity-seed.description":"A tiny dense particle blossoms into a gravitational singularity that pulls creatures toward it and spatially compresses those moved into it. You create it in an unoccupied 5-foot square. When cast, all creatures and unsecured objects in a 50-foot emanation around it are pulled toward it depending on their Reflex save, closest first, so they may block those pulled later.\n\nCreatures' spaces can overlap in the singularity's square. A creature or object that enters it or ends its turn there takes 10d10 bludgeoning damage with no save. While in it, a creature can take no actions except to Escape against your spell DC. When the spell ends the singularity disappears and overlapping creatures move to the closest unoccupied space, as the GM determines.\n\nSquares in the emanation are difficult terrain for creatures moving away from the singularity, and creatures moving toward it move 10 feet for each 5 feet of movement spent.\n\nA creature attempts a Reflex save if it's in the area when the spell is cast and when it ends its turn there.\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature is pulled 10 feet toward the singularity.\n\n**Failure** The creature is pulled 20 feet toward it.\n\n**Critical Failure** The creature is pulled 30 feet toward it.","spells.call-cosmos.description":"You call down a vertical column of burning stars and frozen comet chunks that shrouds the terrain in stardust. It deals 5d12 cold damage and 5d12 fire damage to every creature in the area when you Cast the Spell. For the duration the material reduces visibility and mobility: the area is greater difficult terrain and everything seen within or through it is concealed.\n\n**Heightened (10th)** The cold and fire damage each increase by 2d12.","spells.skim-data.description":"You touch one object and concentrate on a dataset in it, such as a story, message, file, infosphere site, audio recording or video. You grasp its gist and can quickly locate the pages or sections most relevant to your search. The spell fails if the dataset is in a language you don't know, or if you try to gain information from a computer you can't access (such as one with an unknown password). If you Cast it as part of a Research activity, you treat a critical failure as a failure.","spells.fiery-wings.description":"Wings of plasma grow from your body. You gain a fly Speed equal to your Speed or 20 feet, whichever is greater. Your arms (or primary set of arms) become wings that can't hold items or wield weapons, and you drop anything held in them. You gain a wing unarmed attack dealing 1d8 fire damage with the backswing, reach and unarmed traits. On a critical hit, the target takes 2 persistent electricity damage.\n\n**Heightened (5th)** Wings deal 2d8 fire damage and 4 persistent electricity damage on a critical hit. The duration is 5 minutes.\n\n**Heightened (7th)** Wings deal 3d8 fire damage and 6 persistent electricity damage on a critical hit. The duration is 1 hour.\n\n**Heightened (9th)** Wings deal 4d8 fire damage and 8 persistent electricity damage on a critical hit. The duration is 8 hours.","spells.sleep.description":"Each creature in the area becomes drowsy and may nod off. A creature that falls unconscious from the spell doesn't fall prone or release what it holds. The spell doesn't stop creatures waking from a successful Perception check, limiting its use in combat.\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature takes a -1 status penalty to Perception checks for 1 round.\n\n**Failure** The creature falls unconscious, waking automatically after 1 minute.\n\n**Critical Failure** The creature falls unconscious, waking automatically after 1 hour.\n\n**Heightened (4th)** Creatures are unconscious for 1 round on a failure or 1 minute on a critical failure. They fall prone, release what they hold, and can't attempt Perception checks to wake. When the duration ends they're sleeping normally instead of waking automatically.","spells.slice-reality.description":"You slice through reality, forming a chasm of life-draining entropy in a straight line 20 feet high, 120 feet long and 2 inches thick. The chasm provides cover. It deals 7d8 void damage (basic Reflex save) to each creature in its space when created, that tries to pass through, or that ends its turn inside. A creature that succeeds on the save when the chasm is created is pushed to the nearest space on the side of its choice. A creature that critically fails when trying to move through fails to do so, ending its movement next to the chasm.\n\n**Heightened (+1)** The damage increases by 1d8.","spells.slow.description":"You dilate time around the target, slowing its actions.\n\n**Critical Success** The target is unaffected.\n\n**Success** The target is slowed 1 for 1 round.\n\n**Failure** The target is slowed 1 for 1 minute.\n\n**Critical Failure** The target is slowed 2 for 1 minute.\n\n**Heightened (6th)** You can target up to 10 creatures.","spells.sonic-scream.description":"A cathartic scream unleashes a rapid cone of vibrations, dealing 1d8 sonic damage to creatures in the area with a basic Fortitude save. A creature that fails is also sickened 1.\n\n**Heightened (+1)** The damage increases by 1d8.","spells.soothe.description":"You grace the target's mind, boosting its mental defenses and healing its wounds. It regains 1d10+4 Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.\n\n**Heightened (+1)** The healing increases by 1d10+4.","spells.soul-surge.description":"You channel your life force into a spear of energy. You lose 6 Hit Points or, if you're in a bond with a vitality network that has at least 12 Hit Points, you can reduce the bond's Hit Points by 12 instead. Make a ranged spell attack against the target's AC. On a hit you deal 6d6 spirit damage; on a critical hit the target takes double damage and is drained 1.\n\n**Heightened (+1)** The damage increases by 2d6 and the Hit Points lost by 2 (or 4 if spent from a vitality network).","spells.sound-body.description":"You send healing energy to restore the target's body. Attempt to counteract an effect of your choice imposing blinded, dazzled, deafened, enfeebled or sickened on the target. If you didn't counteract it but would have if its counteract rank were 2 lower, instead suppress it until the beginning of your next turn; its duration doesn't elapse while suppressed. This can't counteract or suppress curses, diseases, or conditions that are part of the target's normal state.\n\n**Heightened (4th)** Add drained and slowed to the conditions.\n\n**Heightened (8th)** Add stunned to the conditions.","spells.speak-with-animals.description":"You can ask questions of, receive answers from, and use Diplomacy with animals. The spell doesn't make them friendlier than normal. Cunning animals tend to be terse and evasive, while less intelligent ones often make inane comments.","spells.speak-with-computers.description":"You can ask questions of and receive answers from the synthetic spirits inhabiting a computer. They manifest in its code, often with personalities colored by the device's nature, condition, applications and settings. A computer's perspective and knowledge differ enough from a human's that it doesn't consider the same details important; it can mostly answer questions about creatures that interfaced with it in the past and what information is concealed in its files.\n\n**Heightened (6th)** The duration is 8 hours.","spells.stumble.description":"A burst of microgravity causes a tremor around the target, pulling it toward the ground. The target attempts a Reflex save.\n\n**Failure** The target is off-guard for 1 round. If it was flying, swimming or floating, it falls 10 feet downward.\n\n**Critical Failure** The target falls prone. If it was flying, swimming or floating, it falls 20 feet downward.\n\n**Heightened (+1)** If the target falls, it falls an additional 5 feet on a failure and 10 feet on a critical failure.","spells.stupefy.description":"You dull the target's mind, depending on its Will save.\n\n**Critical Success** The target is unaffected.\n\n**Success** The target is stupefied 1 until the start of your next turn.\n\n**Failure** The target is stupefied 2 for 1 minute.\n\n**Critical Failure** The target is stupefied 3 for 1 minute.","spells.carcinization.description":"You manipulate the target's genetic code, pressuring it to become a crab. A willing target fully transforms into a crab, as if it had cast _animal form_ heightened to this spell's rank, with these statistics: Speed 25 feet, swim 15 feet; big claw 2d8 piercing; claw (agile) 2d4 piercing; breathes air and water.\n\nUnwilling targets attempt a Fortitude save.\n\n**Critical Success** The target is unaffected.\n\n**Success** The target's body gains minor crab features, its appendages becoming claws, and it is clumsy 1.\n\n**Failure** The target becomes a partial crab-like being, clumsy 1, stupefied 1 and sickened 1.\n\n**Critical Failure** The target becomes a partial crab-like being, clumsy 2, stupefied 2 and sickened 2.","spells.subconscious-suggestion.description":"You implant a subconscious suggestion for the target to follow when a trigger you specify occurs. The directive must seem a logical course of action to the target and can't be self-destructive or obviously against its self-interest. The target attempts a Will save.\n\n**Critical Success** The target is unaffected and knows you tried to control it.\n\n**Success** The target is unaffected and thinks you were just talking to it normally.\n\n**Failure** The suggestion stays in the target's subconscious until the next time you prepare. If the trigger occurs before then, the target immediately follows it. The effect lasts 1 minute, or until the target completes a finite suggestion or it becomes self-destructive or has other obvious negative effects.\n\n**Critical Failure** As failure, but the duration is 1 hour.\n\n**Heightened (9th)** You can target up to 10 creatures.","spells.subjective-reality.description":"You convince yourself that another creature or object you can perceive within range is an illusion. For you, it becomes transparent and gives off no sound, smell or other sensory output. You can move through it and it through you. You gain resistance to all damage originating from it equal to your level. If you're targeted by or in the area of one of its abilities or effects, it must succeed at a DC 5 flat check or you're unaffected. You're immune to all its auditory, linguistic and scent-based attacks and effects. Your attacks deal no damage to it, and it's immune to your spells and other effects. You and it can still affect each other indirectly, such as through a minion's Strike or an environment altered by a quantum field. When the spell ends, the target is immune to _subjective reality_ for 24 hours.","spells.suggestion.description":"Your honeyed words are hard to resist. You suggest a course of action to the target, phrased to seem logical to it and not self-destructive or obviously against its self-interest. The target attempts a Will save.\n\n**Critical Success** The target is unaffected and knows you tried to control it with a spell.\n\n**Success** The target is unaffected.\n\n**Failure** The target immediately follows your suggestion. The spell lasts 1 minute, or until the target completes a finite suggestion or it becomes self-destructive or has other obvious negative effects.\n\n**Critical Failure** As failure, but the base duration is 1 hour.\n\n**Heightened (8th)** You can target up to 10 creatures.","spells.summon-animal.description":"You summon a creature with the animal trait and a level of -1 to fight for you.\n\n**Heightened** As listed in the summon trait.","spells.summon-celestial.description":"You summon a creature with the celestial trait and a level of 5 or lower to fight for you. The GM might decide your deity restricts which celestials you can summon.\n\n**Heightened** As listed in the summon trait.","spells.summon-construct.description":"You summon a creature with the construct trait and a level of -1 to fight for you.\n\n**Heightened** As listed in the summon trait.","spells.summon-dragon.description":"You summon a creature with the dragon trait and a level of 5 or lower to fight for you. If the dragon has a magical tradition trait (arcane, divine, occult or primal), you can summon it only if you cast the spell using that tradition.\n\n**Heightened** As listed in the summon trait.","spells.summon-elemental.description":"You summon a creature with the elemental trait and a level of 1 or lower to fight for you.\n\n**Heightened** As listed in the summon trait.","spells.summon-entity.description":"You summon a creature with the aberration trait and a level of 5 or lower to fight for you.\n\n**Heightened** As listed in the summon trait.","spells.summon-fey.description":"You summon a creature with the fey trait and a level of -1 to fight for you.\n\n**Heightened** As listed in the summon trait.","spells.adhere.description":"You create a molecular bond between an unattended object you touch (or hold) and another object or surface it touches. Pulling it free requires a successful Athletics check against your spell DC to Force Open.\n\nIf you instead touch an unoccupied 5-foot square, that surface becomes charged with adhering magic and the space becomes greater difficult terrain.","spells.summon-fiend.description":"You summon a creature with the fiend trait and a level of 5 or lower to fight for you. The GM might decide your deity restricts which fiends you can summon (a patron archdevil might allow devils but not other fiends).\n\n**Heightened** As listed in the summon trait.","spells.summon-giant.description":"You summon a creature with the giant trait and a level of 5 or lower to fight for you.\n\n**Heightened** As listed in the summon trait.","spells.summon-monitor.description":"You summon a creature with the monitor trait and a level of 5 or lower to fight for you. The GM might decide your deity restricts which monitors you can summon (a deity might forbid psychopomps, say).\n\n**Heightened** As listed in the summon trait.","spells.summon-plant-or-fungus.description":"You summon a creature with the plant or fungus trait and a level of -1 to fight for you.\n\n**Heightened** As listed in the summon trait.","spells.summon-robot.description":"You summon a creature with the tech trait and a level of -1 to fight for you.\n\n**Heightened** As listed in the summon trait.","spells.summon-undead.description":"You summon a creature with the undead trait and a level of -1 to fight for you.\n\n**Heightened** As listed in the summon trait.","spells.supercharge-weapon.description":"You condense ambient magical energy to power up a weapon. Its next Strike is supercharged, dealing an additional 1d6 damage of the weapon's normal damage type.\n\n**Heightened (+2)** The extra damage increases by 1d6.","spells.sure-footing.description":"You free the target's limbs from ailments that impede mobility. Attempt to counteract an effect of your choice imposing clumsy, grabbed or paralyzed on the target. If you didn't counteract it but would have if its counteract rank were 2 lower, instead suppress it until the beginning of your next turn; its duration doesn't elapse while suppressed. This can't counteract or suppress curses, diseases, or conditions that are part of the target's normal state.\n\n**Heightened (4th)** Add immobilized, restrained and slowed to the conditions.\n\n**Heightened (6th)** Add petrified.\n\n**Heightened (8th)** Add stunned.","spells.caustic-blast.description":"You fling a glob of acid that detonates, spraying nearby creatures for 1d8 acid damage with a basic Reflex save; on a critical failure a creature also takes 1 persistent acid damage.\n\n**Heightened (+2)** The initial damage increases by 1d8 and the persistent damage by 1.","spells.sure-strike.description":"A glimpse of the future ensures your next blow strikes true. The next time you make an attack roll before the end of your turn, roll twice and use the better result. The attack ignores circumstance penalties to the attack roll and any flat check required because the target is concealed or hidden. You are then temporarily immune to _sure strike_ for 10 minutes.","spells.synaptic-pulse.description":"A pulsating mental blast penetrates the minds of all enemies in the area, each attempting a Will save.\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature is stunned 1.\n\n**Failure** The creature is stunned 2.\n\n**Critical Failure** The creature is stunned for 1 round.","spells.tailwind.description":"You gain a +10-foot status bonus to your Speed.\n\n**Heightened (2nd)** The duration is 8 hours.","spells.telekinetic-haul.description":"You move the target up to 20 feet, possibly suspending it in midair. When you Sustain the spell, you can move it again, or shift your focus to a different eligible target within range and move that instead.","spells.telekinetic-strangulation.description":"You telekinetically grip a creature's throat or similar vital anatomy, lifting it a few inches off the ground as it struggles to breathe. Make a ranged spell attack against its AC. On a hit you deal 6d12 bludgeoning damage and the target is immobilized; while so immobilized it must hold its breath or begin suffocating. The first time each round you Sustain the spell, the target takes 1d12 bludgeoning damage, stays immobilized and must keep holding its breath. It can attempt to Escape (DC is your spell DC; the incapacitation trait applies).","spells.caustic-conversion.description":"You launch a torrent of magical nanites that dissolve your target. Make a ranged spell attack. On a hit you deal 3d8 acid damage plus 1d6 persistent acid damage; on a critical hit the initial damage (not the persistent) is doubled.\n\n**Heightened (+2)** The initial damage increases by 2d8 and the persistent damage by 1d6.","spells.telekinetic-tantrum.description":"You launch a barrage of psychokinetic energy. When you Cast the Spell and the first time each round you Sustain it, choose one effect; you can't choose the same one twice in a row.\n\n- **Back Off!** Hurl up to 15 objects or creatures up to 40 feet in any direction (including up or down), up to 40 Bulk total per creature or object. Creatures take bludgeoning damage based on the distance moved and land prone, as though they'd taken falling damage. Creatures that succeed on a Fortitude save against the spell aren't moved.\n- **Hard Rain** Pummel all creatures in the area with debris, dealing 5d10 bludgeoning damage with a basic Reflex save.\n- **Psychokinetic Slam** Slam your psychokinetic storm into all creatures in the area. Make a ranged spell attack roll; each target you hit takes 7d6 force damage and is stunned 1.","spells.telepathy.description":"You can communicate telepathically with creatures within 30 feet. Once you establish a connection by communicating with a creature, the communication is two-way. You can communicate only with creatures that share a language with you.\n\n**Heightened (6th)** You can communicate using shared mental imagery even without a shared language; the spell loses the linguistic trait.","spells.temporal-bullets.description":"You rewind time and adjust probability so an attack that just missed still damages its target. Roll damage as though the Strike hit, but the target takes only half. You are then immune to _temporal bullets_ for 10 minutes.","spells.thunderstrike.description":"You call down a tendril of lightning that cracks with thunder, dealing 1d12 electricity and 1d4 sonic damage to the target with a basic Reflex save. A target wearing metal armor or made of metal takes a -1 circumstance penalty to its save, and if damaged is clumsy 1 for 1 round.","spells.times-edge.description":"You refract latent temporal energy into your plane as a massive blade, dealing 5d6 slashing damage to all creatures in the area as time races through a thin slice of their bodies. Each attempts a Fortitude save.\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature takes half damage.\n\n**Failure** The creature takes full damage and is sickened 1.\n\n**Critical Failure** The creature takes double damage and is sickened 2.\n\n**Heightened (+1)** The damage increases by 2d6.","spells.toxic-cloud.description":"You conjure a poisonous fog. It works as mist, except the area moves 10 feet away from you each round. A breathing creature that starts its turn in the area takes 6d8 poison damage with a basic Fortitude save. You can Dismiss the spell.\n\n**Heightened (+1)** The damage increases by 1d8.","spells.translocate.description":"You instantly transport yourself and your worn and held items to an unoccupied space within range you can see. If this would bring another creature along, even one carried in an extradimensional container, the spell is lost.\n\n**Heightened (5th)** The range is 1 mile. You needn't see the destination if you've been there before and know its relative location and distance. You are then temporarily immune for 1 hour.","spells.true-target.description":"You delve into the possible futures of the next few seconds to learn how your foe might avoid harm, then cast that vision to those around you. Designate a creature. The first time each target makes an attack roll against it during the duration, the attacker rolls twice and uses the better result, and ignores circumstance penalties to the roll and any flat check required because the designated creature is concealed or hidden.","spells.cellular-stimulant.description":"You stimulate the target at a cellular level, giving it a burst of energy with an exhausting toll. The target is quickened and can use the extra action to Stride or Strike. After that round ends, it is fatigued until it rests for 10 minutes.\n\n**Heightened (6th)** You can target up to six creatures by Casting the Spell with 2 actions.","spells.truesight.description":"You see things within 60 feet as they really are. The GM rolls a secret counteract check against any illusion, morph or polymorph effect in the area, only to determine whether you see through it (if it succeeds against a polymorph spell you see the creature's true form, but the polymorph doesn't end).","spells.uncontrollable-dance.description":"The target is overcome with an urge to dance. For the duration it is off-guard and can't use reactions, and can't use move actions except to dance, using Stride to move up to half its Speed.\n\n**Critical Success** The target is unaffected.\n\n**Success** The duration is 3 rounds and the target must spend at least 1 action each turn dancing.\n\n**Failure** The duration is 1 minute and the target must spend at least 2 actions each turn dancing.\n\n**Critical Failure** The duration is 1 minute and the target must spend all its actions each turn dancing.","spells.unfettered-movement.description":"You repel hindrances. The target ignores effects that would give it a circumstance penalty to Speed. When it tries to Escape an effect that has it immobilized, grabbed or restrained, it automatically succeeds unless the effect is magical and of a higher rank than _unfettered movement_.","spells.unfettered-pack.description":"You free your travelling companions from environmental hindrances. Targets take no circumstance penalties to Speed from vegetation, rubble, winds or other environmental properties, and ignore difficult terrain from them.\n\n**Heightened (9th)** The targets also ignore greater difficult terrain from environmental properties.","spells.vapor-form.description":"The target becomes amorphous and vaporous. It loses any item bonus to AC and all other effects and bonuses from armor, and uses its proficiency modifier for unarmored defense. It gains resistance 8 to physical damage and immunity to precision damage, a fly Speed of 10 feet, and can slip through tiny cracks. It can't cast spells, activate items, or use actions with the attack or manipulate trait. The target can Dismiss the spell.","spells.veil-of-privacy.description":"You erect wards that make the target hard to detect by magic. _Veil of privacy_ attempts to counteract all detection, revelation and scrying effects used against the target or its gear for the duration, counting cantrips as 1st-rank spells. Counteracting a spell that targets an area or multiple targets negates its effects only for the veil's target.","spells.verdant-code.description":"Flowering vines or other plant matter burst from an unattended tech object, filling a 20-foot burst. Whenever a creature starts its turn in the area it takes 2d6 piercing damage (basic Reflex save); on a critical failure it is also immobilized for 1 round or until it Escapes against your spell DC. The growth covers the object, so physically accessing it for the duration requires a successful DC 5 flat check.","spells.chain-lightning.description":"You discharge lightning at the target, dealing 8d12 electricity damage (basic Reflex save). It then arcs to another creature within 30 feet of the first, then another within 30 feet of that one, and so on; you can end the chain at any point. You can't target a creature twice and need line of effect to all targets. Roll damage once and apply it to each target, halved or doubled per its save. The chain ends if any target critically succeeds.\n\n**Heightened (+1)** The damage increases by 1d12.","spells.vibe-check.description":"You psychically project an intense emotion into a creature's mind. The target attempts a Will save. On a failure it experiences your choice of emotion below; if you pick anger or joy the spell gains the incapacitation trait.\n\n- **Anger** On its next turn, the target spends its first action to attack the nearest creature, even an ally.\n- **Joy** The target can't take hostile actions.\n- **Fear** The target is frightened 2.\n- **Sorrow** The target is slowed 1 and bursts into tears.\n\n**Heightened (4th)** The spell affects all creatures in a 20-foot burst, all with the same emotion.","spells.vision-of-death.description":"You force the target to see a vision of its own death, dealing 8d6 mental damage with a Will save. If this reduces the target to 0 HP, the vision becomes real and kills it instantly.\n\n**Critical Success** The target is unaffected.\n\n**Success** The target takes half damage and is frightened 1.\n\n**Failure** The target takes full damage and is frightened 2.\n\n**Critical Failure** The target takes double damage, is frightened 4, and is fleeing as long as it's frightened.\n\n**Heightened (+1)** The damage increases by 2d6.","spells.void-scour.description":"A well of desolate darkness scours all life, dealing 10d10 void damage to all living creatures in the area, each attempting a Reflex save. If it overlaps an area of magical light or affects a creature under magical light, it attempts to counteract the light effect.\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature takes half damage.\n\n**Failure** The creature takes full damage and 1d6 persistent void damage, and is drained 1.\n\n**Critical Failure** The creature takes double damage and 2d6 persistent void damage, and is drained 2.\n\n**Heightened (+1)** The initial damage increases by 2d10; the persistent damage increases by 1d6 on a failure or 2d6 on a critical failure.","spells.void-seed.description":"You plant a seed of entropy in a creature, which gains void healing. If a non-void effect with the healing trait would heal it, it takes damage instead. An unwilling target can attempt a Will save to negate the effects.\n\n**Heightened (5th)** You can target up to six living creatures.","spells.void-vessel.description":"You let creatures survive in a vacuum. Targets gain the cosmic trait and sprout wings of shimmering energy granting a fly Speed of 30 feet; the wings work only in a vacuum.","spells.void-warp.description":"You call on void energy to harm life force. The target takes 2d4 void damage with a basic Fortitude save; on a critical failure it is also enfeebled 1 until the start of your next turn.\n\n**Heightened (+1)** The damage increases by 1d4.","spells.void-whispers.description":"The target hears ominous sounds carrying unspeakable mysteries from beyond the stars. It attempts a Will save.\n\n**Critical Success** The creature is unaffected.\n\n**Success** The target is stupefied 1 for 1 round.\n\n**Failure** The target wanders aimlessly, using each action to Step in a random direction by the safest route, never entering hazardous terrain. The spell lasts 1 minute or until a creature uses a hostile action against the target.\n\n**Critical Failure** As failure, but the target babbles incoherently. A creature that begins its turn within 20 feet of it attempts a Will save; on a failure it must use its first action on its next turn to Step in a random direction and becomes immune to the spell for 24 hours. This is an incapacitation effect.","spells.charm.description":"To the target your words are honey and your visage is bathed in a dreamy haze. It attempts a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used hostile actions against it. You can Dismiss the spell. If you use hostile actions against the target, the spell ends. The target needn't realize it was charmed when the spell ends unless the friendship or actions clash with its expectations, so you might keep its friendship by mundane means.\n\n**Critical Success** The target is unaffected and aware you tried to charm it.\n\n**Success** The target is unaffected but thinks your spell was something harmless, unless it identifies the spell.\n\n**Failure** The target's attitude becomes friendly (helpful if it was friendly) and it can't use hostile actions against you.\n\n**Critical Failure** The target's attitude becomes helpful and it can't use hostile actions against you.\n\n**Heightened (4th)** The duration lasts until your next daily preparations.\n\n**Heightened (8th)** As 4th rank, and you can target up to 10 creatures.","spells.wall-of-fire.description":"You raise a blazing wall: either a 5-foot-thick straight wall up to 60 feet long and 10 feet high, or a 5-foot-thick ring of 10-foot radius with the same height. It stands vertically and can be shorter or lower if you wish. Everything on each side is concealed from creatures on the other. A creature that crosses the wall or occupies its area at the start of its turn takes 4d6 fire damage.\n\n**Heightened (+1)** The fire damage increases by 1d6.","spells.wall-of-force.description":"You form an invisible wall of pure force up to 50 feet long and 20 feet high, with no discernible thickness. You must create it in an unbroken open space so its edges don't pass through creatures or objects, or the spell is lost. It has AC 10, Hardness 30 and 60 Hit Points, and is immune to critical hits and precision damage. It blocks physical effects, and as force it blocks incorporeal and ethereal creatures too. Teleportation and visual effects pass through.\n\n_Wall of force_ is immune to effects of its rank or lower that try to counteract it, and is automatically destroyed by _disintegrate_ of any rank.\n\n**Heightened (+2)** The wall's Hit Points increase by 20.","spells.wall-of-plasma.description":"You shape a wall of crackling plasma: either a 5-foot-thick straight wall up to 60 feet long and 10 feet high, or a 5-foot-thick ring of 10-foot radius with the same height. It stands vertically and can be shorter or lower if you wish. Everything on each side is concealed from creatures on the other. A creature that crosses the wall or occupies its area at the start of its turn takes 4d6 fire damage and 2d6 persistent electricity damage.\n\n**Heightened (+1)** The persistent electricity damage increases by 1d6.","spells.wall-of-steel.description":"You shape a 4-inch-thick wall of solid steel up to 120 feet long and 20 feet high. You can shape its path, placing each 5 feet on the border between squares, and it needn't stand vertically (a bridge or stairs, say). You must conjure it in an unbroken open space so its edges don't pass through creatures or objects, or the spell is lost.\n\nEach 10-foot-by-10-foot section has AC 10, Hardness 18 and 60 Hit Points, and is immune to critical hits and precision damage. A destroyed section can be moved through, but its rubble is difficult terrain.\n\n**Heightened (+1)** Each section's Hit Points increase by 15.","spells.wall-of-stone.description":"You shape a 1-inch-thick wall of solid stone up to 120 feet long and 20 feet high. You can shape its path, placing each 5 feet on the border between squares, and it needn't stand vertically (a bridge or stairs, say). You must conjure it in an unbroken open space so its edges don't pass through creatures or objects, or the spell is lost.\n\nEach 10-foot-by-10-foot section has AC 10, Hardness 14 and 50 Hit Points, and is immune to critical hits and precision damage. A destroyed section can be moved through, but its rubble is difficult terrain.\n\n**Heightened (+2)** Each section's Hit Points increase by 15.","spells.wall-of-thorns.description":"You grow a 5-foot-thick wall of thorny brambles in a straight line up to 60 feet long and 10 feet high, standing vertically (shorter or lower if you wish). You must create it in an unbroken open space so its edges don't pass through creatures or objects, or the spell is lost. Everything on each side has cover from creatures on the other, and the wall's spaces are difficult terrain. For each move action a creature uses to enter at least one of the wall's spaces, it takes 3d4 piercing damage.\n\nEach 10-foot-by-10-foot section has AC 10, Hardness 10 and 20 Hit Points, and is immune to critical hits and precision damage. A destroyed section can be moved through freely.\n\n**Heightened (+1)** Each section's Hit Points increase by 5 and the piercing damage by 1d4.","spells.wall-of-wind.description":"You create a barrier of gusting winds 5 feet thick, 60 feet long and 30 feet high. It stands vertically but you can shape its path. It distorts the air but doesn't hamper sight. Effects:\n\n- Ammunition from physical ranged attacks (bolts, bullets, grenades and similar-size objects) can't pass through. Attacks with bigger ranged weapons, such as thrown spears, take a -2 circumstance penalty to attack rolls if their path crosses the wall. Massive ranged weapons and spell effects that create no physical objects pass through with no penalty.\n- It is difficult terrain for creatures moving overland through it. Gases, including creatures in _vapor form_, can't pass through.\n- A creature that tries to fly through it with a move action attempts a Fortitude save.\n\n**Critical Success** The creature moves through the wall normally this turn.\n\n**Success** The flying creature can move through this turn, but the wall is difficult terrain.\n\n**Failure** The wall stops the flying creature's movement and any remaining movement from that action is wasted.\n\n**Critical Failure** As failure, and the creature is pushed 10 feet away from the wall.","spells.warp-mind.description":"You scramble a creature's mental faculties and sensory input. The target attempts a Will save and, whatever the result, is then temporarily immune for 10 minutes. The effects happen instantly, so _dispel magic_ and other effects that counteract spells can't counteract them, but wish rituals and abilities that remove non-magical effects can.\n\n**Critical Success** The target is unaffected.\n\n**Success** The target spends the first action on its next turn confused.\n\n**Failure** The target is confused for 1 minute.\n\n**Critical Failure** The target is confused permanently.","spells.wave-of-despair.description":"You inflict despair on creatures in the area; each attempts a Will save.\n\n**Critical Success** The creature is unaffected.\n\n**Success** For 1 round the creature can't use reactions and attempts another save at the start of its turn; on a failure it is slowed 1 for that turn as it sobs uncontrollably.\n\n**Failure** As success, but the duration is 1 minute.\n\n**Critical Failure** As failure, and the creature is automatically slowed 1 for 1 minute.\n\n**Heightened (7th)** The area is a 60-foot cone.","spells.wave-of-warning.description":"You deter enemies with a wave of hostile intent. The target takes 7d8 nonlethal mental damage and attempts a Will save. The psychic energy then arcs to another creature within 30 feet of the first, then another within 30 feet of that one, and so on; you can end it at any point. You can't target a creature twice and need line of effect to all targets. Roll damage once and apply it to each target, halved or doubled per its save.\n\n**Critical Success** The target is unaffected and the wave ends with it.\n\n**Success** The target takes half damage.\n\n**Failure** The target takes full damage and is frightened 1.\n\n**Critical Failure** The target takes double damage and is frightened 2.\n\n**Heightened (+1)** The damage increases by 2d8.","spells.weight-of-ages.description":"You burden a creature's body and mind with a lifetime's pains and sorrows, dealing 3d8 bludgeoning and 3d8 mental damage. The target attempts a Will save.\n\n**Critical Success** The target is unaffected.\n\n**Success** The target takes half damage.\n\n**Failure** The target takes full damage and is encumbered for 1 round.\n\n**Critical Failure** The target takes double damage and is encumbered for 1 minute.\n\n**Heightened (+1)** The mental damage increases by 2d8.","spells.wisp-ally.description":"You summon a Tiny bouncing wisp of light near your target. It takes up no space, grants no flanking and has no other creature attributes. It sheds bright light in a 10-foot radius. When you Cast the Spell and each time you Sustain it, the wisp tries to distract the target, which must succeed at a Will save or be off-guard until the start of your next turn. A creature that critically succeeds is immune to _wisp ally_ for 1 hour.\n\n**Heightened (+1)** You create one additional wisp, each with a different target; all attempt to distract their targets at the same time when you cast or Sustain the spell.","spells.x-ray-vision.description":"You see through most materials and walls within 60 feet, in black and white only. Your sight is blocked by 2 feet of wood or plastic, 1 foot of stone, 2 inches of common metal, or any amount of lead or any starmetal.","spells.akashic-fount.description":"You open the target's mind to the akashic record, drawing in feelings, memories and knowledge from that astral repository. Choose one Lore skill; the target temporarily gains the same proficiency rank in it as your proficiency rank in Occultism.","spells.akashic-assistant.description":"You summon a projection of an etheric librarian-scribe from the akashic record to help the target. It floats next to the target, takes up no space, and prepares to Aid it as though it had its own reaction, using a bonus equal to your Occultism modifier for its Aid rolls whatever the skill. Each of your turns it prepares to Aid again. You can use a free action with the concentrate trait to redirect it to a different creature, changing the spell's target; otherwise it keeps aiding the same creature.","spells.data-drain.description":"You leech memories and conscious thoughts from the target's mind and convert them into astral data you can analyze as if the psyche were laid out in computer code, dealing 10d6 mental damage with a basic Will save.\n\n**Critical Success** The target is unaffected.\n\n**Success** The target takes half damage and is stupefied 1 until the end of your current turn.\n\n**Failure** The target takes full damage and is stupefied 1 until the end of your next turn. You Recall Knowledge about the target.\n\n**Critical Failure** As failure, but the target takes double damage and is stupefied 1 for 1 minute.\n\n**Heightened (+1)** The mental damage increases by 2d6.","spells.chrono-push.description":"You push a creature across the battlefield so hard it slides through time. Make a ranged spell attack. On a hit, you knock the target back 15 feet in a straight line (30 feet on a critical hit); contact with a solid barrier or another creature ends the movement. At the end it reenters the flow of time with a burst of temporal energy: the target and creatures adjacent to it take 7d8 force damage with a basic Reflex save.\n\n**Heightened (+1)** The damage increases by 1d8.","spells.elemental-weapon.description":"You create an advanced, martial or simple weapon of elemental energy in the hands of a bonded creature. Choose an elemental trait for it: air, earth, fire, metal, water or wood. The weapon is tactical grade, fully charged and loaded with basic ammunition, and can't be made of special materials. It has one fewer upgrade slot but can take any upgrades you hold as a locus when casting, which are inert until the spell ends. It deals normal damage plus 1d4 of a type set by the trait: electricity (air), bludgeoning (earth), fire (fire), acid (metal), cold (water) or poison (wood).\n\n**Heightened (2nd)** You can create an advanced weapon.\n\n**Heightened (5th)** You can create a superior weapon.\n\n**Heightened (6th)** You can create an elite weapon.\n\n**Heightened (8th)** You can create an ultimate weapon.\n\n**Heightened (9th)** You can create a paragon weapon.","spells.elemental-barrier.description":"A barrier of elemental energy surrounds the target. Choose an elemental trait (air, earth, fire, metal, water or wood); the spell gains it. The target gets a +1 circumstance bonus to AC and, while the spell lasts, can use Shield Block as if the barrier were a raised shield.\n\nThe barrier has Hardness 6 and 40 HP, and resistance 2 to a damage type set by the trait: electricity or sonic (air), bludgeoning or piercing (earth), acid or slashing (metal), fire (fire), cold (water), poison (wood). Unlike a normal Shield Block, its reaction works against spells with the chosen elemental trait cast against the creature.\n\n**Heightened (5th)** The barrier has 48 HP.\n\n**Heightened (6th)** Hardness 8 and 52 HP.\n\n**Heightened (7th)** Hardness 8 and 60 HP.\n\n**Heightened (8th)** Hardness 10 and 68 HP.\n\n**Heightened (9th)** Hardness 10 and 80 HP.","spells.elemental-nova.description":"A blast of elemental energy erupts around your targets. Choose an elemental trait (air, earth, fire, metal, water or wood); the spell gains it. It deals 11d6 damage of a type set by the trait: electricity or sonic (air), bludgeoning or piercing (earth), acid or slashing (metal), fire (fire), cold (water), poison (wood).\n\n**Heightened (+1)** The damage increases by 2d6.","spells.infusion.description":"You infuse the target's essence with healing energy. A willing target regains 1d6 Hit Points and is then temporarily immune for 10 minutes. The actions you spend determine targets, range and area.\n\n- **Single action** Range touch.\n- **Two actions** Range 30 feet. A healed creature regains 6 more Hit Points.\n- **Three actions** You heal all bonded creatures in a 30-foot emanation.\n\n**Heightened (+1)** The healing increases by 1d6 and the extra healing for 2 actions by 6.","spells.vitality-nova.description":"You release a burst of condensed vitality energy as healing light. Spend any number of Hit Points from your vitality network; all creatures in the area regain 1 Hit Point for every 2 spent. Treat this as a use of Transfer Vitality.\n\n- Spend 20 or more and cast in magical darkness: the spell attempts to counteract the darkness.\n- Spend 40 or more: healed creatures can attempt a DC 10 flat check to end persistent bleed damage.\n- Spend 60 or more: end all persistent damage on healed creatures.","spells.vital-rebirth.description":"Your network catches the soul of a bonded creature before it departs and resuscitates the body with a jolt of energy. You prevent the target from dying and Transfer Vitality to the triggering ally. The target is then immune to _vital rebirth_ for 24 hours. It has no effect if the trigger was _disintegrate_, _promession_ or a death effect. You must have at least 1 Hit Point in your vitality network to cast it.","spells.anthem.description":"You compose cosmic melodies into an anthem for your bonded companions. All bonded creatures in the area gain a +1 status bonus to attack and damage rolls and a +1 status bonus to saves against effects that cause fascinated or confused.","spells.shuffle-repeat.description":"You repeat one creature's personal anthem to empower it. The target's Strikes deal an additional die of sonic damage, and it gains a +1 status bonus to Will saves and Will DCs.","spells.remix.description":"You remix the cosmic song into a dance beat. The target is quickened and can use the extra action to Interact, Stride or Step.\n\n**Heightened (7th)** You can target up to 6 bonded creatures.","spells.shadow-snap.description":"You beckon the target's shadow to obey. When you Cast the Spell, and the first time you Sustain it each turn on later rounds, choose to attack or stalk with the shadow.\n\n- **Attack** Make a spell attack roll against the target's AC, dealing 1d10 cold damage on a hit (double on a critical hit). It uses and counts toward your multiple attack penalty.\n- **Stalk** Until the end of your next turn, the first time the target uses a manipulate or move action, makes a ranged attack, or leaves a square during a move action, make a spell attack roll against its AC, dealing 1d10 cold damage on a hit. On a critical hit, the shadow disrupts that action.\n\n**Heightened (+1)** The cold damage increases by 1d10.","spells.clairaudience.description":"You create an invisible floating ear at a location within range, even outside your line of sight or effect. It can't move, but you hear through it as if using your normal hearing.","spells.cloying-shadows.description":"You command shadows to writhe and rebel against their owners, dealing 6d6 cold damage to each creature in the area, who attempts a save.\n\n**Critical Success** The target is unaffected.\n\n**Success** The target takes half damage.\n\n**Failure** The target takes full damage and is sickened 1.\n\n**Critical Failure** The target takes double damage and is sickened 2.\n\n**Heightened (+1)** The cold damage increases by 2d6.","spells.shadow-prison.description":"Memories of the target's resentment and regret engorge its shadow until it can swallow the target whole. The target attempts a Will save, then is immune to the spell for 1 minute.\n\n**Critical Success** The target is unaffected.\n\n**Success** The target resists before being swallowed, but shadowy tendrils cling to it, leaving it slowed 1 for 1 round.\n\n**Failure** The target is swallowed by its shadow until the beginning of your next turn. It is invisible and paralyzed, can't experience or interact with the outside world, and can't be targeted by attacks or other effects.\n\n**Critical Failure** As failure, but the target is swallowed for 1 minute.","spells.eldritch-bond.description":"You channel mysterious power from beyond the known universe to infuse a bonded creature with the essence of an eldritch creature. The target gains up to two of these abilities:\n\n- Darkvision.\n- Mental resistance equal to half its level (minimum 1).\n- A tentacle unarmed attack dealing 1d8 bludgeoning damage.\n- A stinger unarmed attack dealing 1d6 acid damage, with the agile and finesse traits.\n- A beam ranged unarmed attack, range increment 40 feet, dealing 1d6 mental damage.\n- 10-foot reach on all melee attacks (including the above).\n- Melee Strikes (including the above) affect incorporeal creatures as if they had the ghost killer upgrade.\n\n**Heightened (3rd)** The attacks' damage is 2 dice.\n\n**Heightened (4th)** Up to 5 targets; damage is 2 dice.\n\n**Heightened (6th)** Up to 5 targets; damage is 3 dice.\n\n**Heightened (9th)** Up to 5 targets; damage is 4 dice.","spells.vitality-web.description":"Your network briefly manifests as a web of vital energy connecting the members of your bond. Each target gains fast healing 8. When you Cast the Spell and the first time each round you Sustain it, the targets gain 16 temporary Hit Points that last 1 round.\n\n**Heightened (+1)** The number of targets and the fast healing increase by 1, and the temporary Hit Points by 2.","spells.wild-bond.description":"You infuse the target with the essence of another living creature, granting one of these abilities:\n\n- A burrow Speed of 15 feet.\n- A climb Speed of 20 feet.\n- A fly Speed of 20 feet.\n- A swim Speed of 25 feet.\n- A Speed of 40 feet.\n- A jaw unarmed attack dealing 1d8 piercing damage.\n- A claw unarmed attack dealing 1d6 slashing damage, with the agile and finesse traits.\n- Darkvision.\n\n**Heightened (3rd)** The attacks' damage is 2 dice.\n\n**Heightened (5th)** Up to 5 targets; damage is 2 dice.\n\n**Heightened (6th)** Up to 5 targets; damage is 3 dice.\n\n**Heightened (9th)** Up to 5 targets; damage is 4 dice.","spells.warp-probability.description":"You read the underlying probability of the multiverse. Reroll the failed check and take the better result.","spells.alternate-outcome.description":"You reject the outcome for a being in your current existence and replace it with one from a different reality. The target rerolls the triggering saving throw and uses the worse result.","spells.quantum-analysis.description":"You see the probability equations around you, tracing each variable to every possible conclusion. For the duration, creatures you target can't benefit from circumstance bonuses to AC from cover against your attacks. You also ignore circumstance penalties to the attack roll and any flat check required because the creature is concealed, hidden or behind cover. You can cast spells that target creatures within your quantum field even without line of sight to them.\n\nThe first time after casting you make an attack roll against a creature within your quantum field during the duration, roll twice and use the better result. This effect has the fortune trait.","spells.warp-terrain.description":"You materialize terrain features from another reality within your quantum field. Choose one effect, which lasts as long as your quantum field remains active, until you cast _warp terrain_ again, or until you dismiss the spell.\n\n- The field's area becomes difficult terrain, with an appearance you choose. You and your allies move through it normally and can Take Cover using its features.\n- You suppress terrain in the field, turning difficult or greater difficult terrain to normal. This doesn't apply to effects that make a creature count squares as difficult terrain. To suppress terrain created by a spell or other magical effect, you must successfully counteract it.\n\n**Heightened (3rd)** You can instead fill the field with fog, smoke or another phenomenon that obscures vision, working as mist, or suppress one of these effects in the field.\n\n**Heightened (6th)** You can make the field greater difficult terrain, or suppress greater difficult terrain.","spells.warp-world.description":"You recreate a powerful event from another world in your current reality. All creatures in the area attempt a Fortitude save. Roll 1d6 for the damage and effects:\n\n1. **Supernova** An exploding sun deals 4d12 fire damage and 1d6 persistent electricity damage. On a critical failure, double damage and dazzled for 1 round.\n2. **Earthquake** The ground shakes, dealing 4d12 bludgeoning damage. On a critical failure, double damage and knocked prone.\n3. **Inferno** A volcanic eruption or firestorm deals 4d12 fire damage; everything in the aura is concealed by smoke for 1 round. On a critical failure, double damage and sickened 1.\n4. **Eldritch Storm** A tempest of psychic energy deals 4d12 sonic damage and 1d6 persistent mental damage. On a critical failure, double damage and confused for 1 round.\n5. **Flash Freeze** A storm from an arctic planet deals 4d12 cold damage. On a critical failure, double damage and slowed 1 for 1 round.\n6. **Radioactive Blast** The echo of a nuclear reaction deals 4d12 bludgeoning damage and 1d6 persistent fire damage. On a critical failure, double damage, 1d6 persistent poison damage, and fatigued while the persistent poison lasts.\n\n**Heightened (+1)** Damage increases by 1d12 and persistent damage by 1d6.","spells.clairvoyance.description":"You create an invisible floating eye at a location within range, even outside your line of sight or effect. It can't move, but you see in all directions from that point as if using your normal vision.","spells.parallel-forms.description":"You split into two versions with different fates. Each version Strides from your current space, then takes a single action. If both are attacks, they must target different creatures and use the same multiple attack penalty, counting as one attack toward it. Each round you Sustain the spell, your forms share actions and use the same bonuses and penalties, including multiple attack penalty. Damage to either form applies to your current Hit Points, but damage from the same effect hitting both forms (such as area damage) applies once. For a save affecting both forms, take the worse result for both. When the spell ends, you choose one form as your actual form and the other disappears. The spell ends automatically if you're reduced to 0 Hit Points.\n\n**Heightened (8th)** Your forms are quickened and can use the extra action to Step, Stride or Strike.","spells.warp-presence.description":"Your presence flickers in the target's mind as though you had disappeared. The triggering creature attempts a Will save.\n\n**Success** You are concealed against its attacks for 1 round, including the triggering attack. If already concealed, you become undetected instead.\n\n**Failure** The triggering attack misses. You are undetected to the creature for 1 round; if you use a hostile action, this ends after the action completes.\n\n**Critical Failure** The triggering attack misses. You are undetected to the creature for 1 minute; if you use a hostile action, this ends after the action completes.","spells.forget.description":"You make creatures temporarily forget the target. It is invisible while within your quantum field and memories of it are erased or rewritten, making it undetected to all creatures.\n\nThe first time an enemy tries to locate the target (such as by Seeking) or uses Recall Knowledge about it, the enemy takes 8d8 mental damage with a basic Will save from migraines and mental static; on a critical failure it is also confused for 1 round.\n\n**Heightened (+1)** The damage increases by 2d8.","spells.reality-wipe.description":"You reset reality within your quantum field, purging all data. All written information and computer data in the area is subject to _delete_. You attempt to counteract, as _dispel magic_, any spell whose area or targets are in your field; success prevents only the portion inside the field (targets or area outside it are affected normally).\n\nCreatures in your field take 10d6 spirit damage (basic Will save); those who critically fail are stupefied 2 for 1 minute.\n\n**Heightened (+1)** The spirit damage increases by 2d6.","spells.warp-time.description":"You alter the timeline within your quantum field. Choose one effect:\n\n- **Rewind** You rewind your personal timeline to an earlier point in your life cycle, gaining 10 temporary Hit Points for 1 minute.\n- **Fast Forward** You accelerate a creature in your field toward the end of its natural life cycle, dealing 1d10 void damage with a Fortitude save.\n\n**Critical Success** The target is unaffected.\n\n**Success** The target takes half damage.\n\n**Failure** The target takes full damage and is enfeebled 1 for 1 round.\n\n**Critical Failure** The target takes double damage and is enfeebled 1 for 1 minute.\n\n**Heightened (+2)** The damage increases by 1d10 and the temporary Hit Points by 5.","spells.accelerate.description":"You speed up your personal timeline relative to the rest of the universe. You are quickened and can use the extra action each round only to Strike, Stride or Step.","spells.time-loop.description":"You trap a creature in a time loop; it sees and reacts to a repeating loop of events, depending on its Will save.\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature is stunned 1.\n\n**Failure** The creature is stunned 2.\n\n**Critical Failure** The creature is stunned 3 and slowed 1 for 1 minute.","spells.quantum-negation.description":"You expose a target to a reality in which it's already dead or never existed. The target becomes temporarily immune for 1 minute once targeted and attempts a basic Will save. The damage has no type and depends on the target's level. If it brings a target of level 16 or lower to 0 Hit Points, the target ceases to exist in this reality; at the GM's discretion it can then be restored only by a deity's intervention, the wish ritual or similar magic. A target of level 17 or higher merely dies instantly.\n\n- **Level 13 or lower** The target takes 9,999 damage and reduces the degree of success of its Will save by one step.\n- **Level 14 to 16** The target takes 25d10 damage.\n- **Level 17 or higher** The target takes 20d10 damage.","spells.tech-intuition.description":"Focusing on a piece of technology, you glimpse its nature and function. You roll the triggering check twice (or the GM does, for Recall Knowledge checks) and use the better result.","spells.commune-with-tech.description":"You briefly connect your mind to a piece of technology to understand or manipulate it. Choose one effect. An unwilling target attempts a Will save and negates the effect on a success.\n\n- **Understand Tech** You gain deep understanding of the target object or creature. For 1 minute you gain a +2 status bonus to skill checks to hack, use, manipulate, disable, identify, Recall Knowledge about, or otherwise interact with it.\n- **Discharge Creature** A creature with the tech trait is glitching 1 on a failed save, or glitching 2 on a critical failure.\n- **Discharge Object** An object with item level up to your level minus 2 loses all remaining charges; if electrically powered without charges, it loses power for 3 rounds. If its item level is higher, it instead loses a single charge or powers down for 1 round.\n- **Charge Object** An object with item level up to your level minus 2 restores all spent charges; if electrically powered without charges, it is powered for 3 rounds. If its item level is higher, it instead gains a single charge or is powered for 1 round.","spells.clear-mind.description":"You drive mental contamination from the target's mind. Attempt to counteract an effect of your choice imposing fleeing, frightened or stupefied on the target. If you failed but would have succeeded if its counteract rank were 2 lower, instead suppress it until the beginning of your next turn; its duration doesn't elapse while suppressed. This can't counteract or suppress conditions that are part of curses, diseases or the target's natural state.\n\n**Heightened (4th)** Add confused, controlled and slowed to the conditions.\n\n**Heightened (6th)** Add doomed.\n\n**Heightened (8th)** Add stunned.","spells.command.description":"You shout a command that's hard to ignore. You can command the target to approach you, run away (as if fleeing), release what it holds, drop prone, or stand in place. It can't Delay or take reactions until it has obeyed. Effects depend on its Will save.\n\n**Success** The creature is unaffected.\n\n**Failure** The creature must spend the first action on its next turn obeying.\n\n**Critical Failure** The target must use all its actions on its next turn obeying.\n\n**Heightened (5th)** You can target up to 10 creatures.","spells.confusion.description":"You befuddle your target with strange impulses, causing it to act randomly; effects depend on its Will save. You can Dismiss the spell.\n\n**Critical Success** The target is unaffected.\n\n**Success** The target babbles incoherently and is stunned 1.\n\n**Failure** The target is confused for 1 minute, attempting a new save at the end of each of its turns to end it.\n\n**Critical Failure** The target is confused for 1 minute with no save to end early.\n\n**Heightened (8th)** You can target up to 10 creatures.","spells.contingency.description":"You prepare a spell that triggers later. While casting _contingency_, you also cast another spell of 4th rank or lower with a casting time of no more than 3 actions that can affect you. You make all its decisions now (such as the damage type for resist energy). Choose a trigger under the same restrictions as a Ready action trigger. Once cast, you can cause the companion spell to take effect as a reaction with that trigger. It affects only you, even if it would affect more creatures. If you define complicated conditions, as the GM determines, the trigger might fail. Casting _contingency_ again supersedes the older casting.\n\n**Heightened (8th)** You can choose a spell of 5th rank or lower.\n\n**Heightened (9th)** You can choose a spell of 6th rank or lower.\n\n**Heightened (10th)** You can choose a spell of 7th rank or lower.","spells.control-machine.description":"You take control of a technological creature or object and command it telepathically. If you give a sapient target an obviously self-destructive order, it doesn't act until you give a new one. The effect depends on its Will save.\n\n**Critical Success** The target is unaffected.\n\n**Success** The target is stunned 1 as it fights off your commands.\n\n**Failure** You control the target, which gains the controlled condition but can attempt a Will save at the end of each of its turns; on a success the spell ends.\n\n**Critical Failure** As failure, but the target gets a new save only if it's sapient and you give an order against its nature, such as killing its allies.\n\n**Heightened (10th)** The duration is unlimited.","spells.corrosive-haze.description":"You unleash a cloud of corrosive nanites. Creatures that start their turn in the area take 6d8 acid damage and 1d6 persistent acid damage with a basic Fortitude save. The nanites also corrode unattended objects in the area for 3d8 acid damage. Each round you Sustain the spell you can move the cloud up to 10 feet in any direction. You can Dismiss the spell.\n\n**Heightened (+1)** The initial damage increases by 1d8 and the persistent acid damage by 1d6.","spells.cozy-crashpad.description":"You shape a metal shack 20 feet on each side and 10 feet high, with the structure trait and the same restrictions as magic items that create structures. It has simple walls, small shuttered windows and one door, with a fastener for a lock but no lock. Inside are three cots, a toilet and a small magic-powered stove, lit by a small magical light you can light or extinguish at will with a Sustain action. The climate is comfortable and lets occupants withstand most hostile weather, but incredible heat or cold, powerful storms and hurricane-force winds destroy the shack. Other creatures can enter and exit freely without damaging it, but if you exit, the spell ends. You can Dismiss the spell.","spells.creation.description":"You conjure a temporary object from magical energy. It must be of earthen or plant-derived matter (wood, paper, brick, stone) and 5 cubic feet or smaller. It can't rely on intricate artistry or complex moving parts, never fulfills a cost, and can't be made of precious materials or materials of uncommon or higher rarity. It's obviously conjured, so it can't be sold or passed off as genuine. The spell gains the trait suited to the item, typically earth, plant or wood.\n\n**Heightened (5th)** The item can be metal and include common minerals like feldspar or quartz; the spell gains the metal trait if it creates a metal object.","spells.cursed-metamorphosis.description":"You transform the target into a harmless animal appropriate to the area; the effect depends on its Fortitude save.\n\n**Critical Success** The target is unaffected.\n\n**Success** The target gains minor features of the animal; the partial transformation churns its insides, making it sickened 1. When it recovers from sickened, the features revert.\n\n**Failure** The target transforms for 1 minute but keeps its mind. If it spends all its actions on its turn concentrating on its original form, it can attempt a Will save to end the effect immediately.\n\n**Critical Failure** The target becomes the chosen harmless animal, body and mind, indefinitely.","spells.daze.description":"You daze the target with a mental jolt dealing 1d6 mental damage with a basic Will save. On a critical failure it is also stunned 1.\n\n**Heightened (+2)** The damage increases by 1d6.","spells.death-sentence.description":"You condemn the target as unfit to exist, dealing 11d10 spirit damage with a basic Will save. On a failure the creature also believes it has been imprisoned awaiting punishment and is paralyzed for 1 round (2 rounds on a critical failure).\n\n**Heightened (+1)** The damage increases by 1d10.","spells.delete.description":"You delete data from a device or object, handwritten, printed or digital: up to 1,500 words of text, one page of content, or one screen of text or other visual information. Non-magical writing on an unattended or held object is automatically deleted; attempt a counteract check for digital or magical writing. If you fail to delete writing that's part of a hazard, you trigger it. It can't delete a spellbook's contents or similar stores of magical formulas or spells.\n\nIf you target an attended tech item with the tracking trait, attempt a counteract check; on a success it is glitching 1. A creature holding it can Interact to restart the software, reducing the glitching value by 1.\n\n**Heightened (7th)** You can delete all data stored locally on one device or book, or all data on it related to a specific name, topic or category.","spells.akashic-download.description":"You psychically search the akashic record on a topic and transfer the data to your comm unit or computer. When you Cast the Spell, choose a skill you're trained in that has Recall Knowledge.\n\nAny time during the duration you can consult your comm unit (you must hold it) as part of a Recall Knowledge action with that skill, gaining a +1 status bonus as it compiles relevant media snippets. A critical failure becomes a failure. If you succeed and the subject is a creature, you gain additional information or context about it. Once you reference the comm unit, the spell ends; the downloaded information returns to the akashic record.\n\n**Heightened (3rd)** You can reference your comm unit three times before the spell ends.","spells.detect-scrying.description":"By reading trace auras, you detect scrying effects in the area. If _detect scrying_ is a higher rank than a scrying effect, you glimpse the scrying creature and learn its approximate distance and direction.\n\n**Heightened (6th)** The duration is until your next daily preparations.","spells.detect-thoughts.description":"You sense the presence or absence of thoughts from conscious creatures with Intelligence modifiers of -3 or higher around you. You can ignore the thoughts of creatures you're familiar with. The spell is blocked by 3 feet of dirt or wood, 1 foot of stone, 1 inch of metal, a thin sheet of lead, or any force barrier. Creatures immune to mental effects can't be detected.\n\n**Heightened (4th)** You detect the number of thinking minds and whether they're telepathic. Telepathic creatures have louder thoughts and, at the GM's discretion, might sense your intrusion.","spells.disappearance.description":"You shroud a creature from others' senses. The target is undetected to all senses, not just sight, counting as invisible whatever precise and imprecise senses an observer has. A creature can still find it by Seeking, looking for disturbed dust, hearing gaps in the sound, or some other way of discovering an otherwise undetectable creature.","spells.discharge.description":"You ignite a spark of electricity that surges into a technological creature or object, de-energizing an item with the tech trait or disrupting a creature with the tech trait.\n\n- **Creature** A target creature with the tech trait attempts a Will save. On a failure it is glitching 1; on a critical failure, glitching 2.\n- **Object** If you target an attended object, its holder attempts a Will save; on a success the object loses half its maximum charges. On a failure, or if the object is unattended, it loses all remaining charges.","spells.disguise-magic.description":"You alter how an item's or spell's magical aura appears to effects like _detect magic_. You can hide the auras entirely, make an item register as a common item of lower level, or make a spell register as a common spell of the same or lower rank. You can Dismiss the spell.\n\nA caster using _detect magic_ or _read aura_ of a higher rank than _disguise magic_ can attempt to disbelieve the illusion with the skill matching the tradition of the spell (Arcana for arcane, Religion for divine, Occultism for occult, Nature for primal). Further attempts by the same caster get the same result.\n\n**Heightened (2nd)** You can Cast the Spell on a creature, disguising all items and spell effects on it.","spells.disintegrate.description":"A black tracer bolt flies toward the target and intensifies into a destructive beam. Make a spell attack against the target. If you hit an object or force construct (such as a _wall of force_), it's destroyed with no save unless it's an artifact or similarly powerful; one casting destroys no more than a 10-foot cube of matter.\n\nIf you hit a creature, it takes 12d10 damage (no damage type) with a basic Fortitude save. On a critical hit its save result is one degree worse. A creature reduced to 0 HP is blasted to fine powder; its gear remains.\n\n**Heightened (+1)** The damage increases by 2d10.","spells.dispel-magic.description":"You unravel the magic behind a spell or effect. Attempt a counteract check against the target. If you counteract a magic item, it becomes a mundane item of its type for 10 minutes, without changing its non-magical properties. If the target is an artifact or similar item, you automatically fail.","spells.akashic-revival.description":"You send perfect documentation of the target's physical body to the akashic record so it can later recall it and reconstruct its body as it was when you cast the spell, including current Hit Points, augmentations, attribute modifiers, and any afflictions or conditions.\n\nIf the target dies of anything other than old age, it can recall its recorded body. This takes 1 minute, after which its corpse disappears and it instantly reappears in the recorded body, standing, in the corpse's space (or as close as possible) with worn equipment. It can pick up dropped equipment still there. It keeps its mind as at death, so it regains no expended spells, Focus Points or uses of special abilities, and mental effects on it at death persist.\n\nRecalling the body or the duration expiring removes the stored information, requiring a new casting. Casting replaces any previous record; you can store only one copy of any creature.","spells.dizzying-colors.description":"You unleash swirling colors that overwhelm creatures, depending on their Will saves.\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature is dazzled for 1 round.\n\n**Failure** The creature is stunned 1, blinded for 1 round and dazzled for 1 minute.\n\n**Critical Failure** The creature is stunned for 1 round and blinded for 1 minute.","spells.doom-scroll.description":"You broadcast grim news onto nearby devices, holo projectors, screens and other displays (including armor comm units). Creatures in the area who can see a display attempt a Will save.\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature is fascinated by the display.\n\n**Failure** The creature is fascinated by the display and frightened 2 (even if the fascination ends).\n\n**Critical Failure** The creature is fascinated by the display, frightened 3 and doomed 1 (even if the fascination ends).","spells.dragon-form.description":"You gain a Large dragon battle form. Choose a type of common dragon or another your GM allows (table below for the listed dragons). You gain the dragon trait, have hands and can take manipulate actions, and can Dismiss the spell. In any form you gain:\n\n- AC = 18 + your level. Ignore your armor's check penalty and Speed reduction.\n- Speed 40 feet, fly 100 feet. You also gain any of these Speeds the chosen dragon has, at the listed amount: burrow 20 feet, climb 40 feet, swim 60 feet.\n- Resistance 10 to your Dragon Breath's damage type.\n- Darkvision and imprecise scent 60 feet.\n- Unarmed melee attacks, the only attacks you can Strike with; you're trained with them. Attack modifier +22, damage bonus +6. They're Strength-based (for enfeebled, for example). If your own unarmed attack modifier is higher, use it. Jaws 2d12 piercing plus 2d6 of your Dragon Breath's damage type; claw (agile) 3d10 slashing; tail (reach 10 feet) 3d10 bludgeoning.\n- Athletics +23, unless your own is higher.\n- **Dragon Breath** (two actions) You exhale magical energy, dealing 10d6 damage to each creature in the area with a basic save against your spell DC. The shape, damage type and save match the chosen dragon's breath; if it can deal more than one damage type, choose one when casting. The shape is a 30-foot cone or 100-foot line. It can't be used again for 1d4 rounds. It has the tradition trait of the dragon type and the damage trait of its damage type.\n- **Tradition Resistance** If the dragon's tradition matches that of your _dragon form_, you gain: arcane, resistance 5 to damage from spells; divine, resistance 10 to spirit, vitality and void; occult, resistance 10 to mental; primal, resistance 5 to physical damage.\n\n**Heightened (8th)** The form is Huge, you gain a +20-foot status bonus to fly Speed, and attack reach is 10 feet (15 if it was 10). AC = 21 + your level, 15 temporary HP, attack modifier +28, damage bonus +12, Athletics +28. Dragon Breath deals an additional 4d6 damage.\n\nDragon types (tradition, extra Speeds, breath):\n\n- **Abysium** Arcane; cone of poison (Fortitude).\n- **Akashic** Occult; cone of mental (Will).\n- **Cosmic** Divine; cone of spirit (Will).\n- **Host** Primal; climb; cone of piercing (Reflex).","spells.dream-of-home.description":"You draw on a creature's thoughts of home and the comfort it finds in that concept, overwhelming it with wistful memories. The target must succeed at a Will save or be fascinated by the memories.","spells.alarm.description":"You ward an area to alert you when creatures enter without permission. Choose a password when you cast it. Whenever a Small or larger corporeal creature enters the area without speaking the password, _alarm_ sends your choice of a mental alert (the spell gains the mental trait) or an audible alarm with the sound and volume of a hand bell (the spell gains the auditory trait). Either option automatically awakens you, and the bell lets each creature in the area attempt a DC 15 Perception check to wake. A creature aware of the _alarm_ must succeed at a Stealth check against the spell's DC or trigger it when moving into the area.\n\n**Heightened (3rd)** You can specify a trigger for which types of creatures sound the alarm.","spells.dreaming-potential.description":"You draw the target into a lucid dream where it explores the endless possibilities of its own potential. If it sleeps the full 8 hours uninterrupted, on waking it counts as having spent a day of downtime retraining, though it can't retrain anything requiring an instructor or specialized knowledge it can't access within the dream.","spells.earthbind.description":"Using the weight of earth, you hamper a target's flight; effects depend on its Fortitude save. If the creature reaches the ground safely, it takes no falling damage.\n\n**Critical Success** The target is unaffected.\n\n**Success** The target falls safely up to 120 feet.\n\n**Failure** The target falls safely up to 120 feet. If it hits the ground, it can't Fly, levitate or otherwise leave the ground for 1 round.\n\n**Critical Failure** As failure, but for 1 minute.","spells.earthquake.description":"You shake the ground, topple creatures into fissures and collapse structures. The GM might add effects in certain areas, such as collapsing cliffs or a lake draining through fissures into a morass of quicksand.\n\n- **Shaking Ground** The ground is difficult terrain, and creatures on it take a -2 circumstance penalty to attack rolls, AC and skill checks.\n- **Fissures** Each creature on the ground attempts a Reflex save at the start of its turn to keep its footing and avoid falling into 40-foot-deep fissures that open beneath it. The fissures are permanent, and climbing their sides requires a DC 15 Athletics check.\n- **Collapse Structures** Structures and ceilings might collapse. The GM rolls a flat check for each (DC 16 sturdy, DC 14 average and most natural formations, DC 9 shoddy, adjusted as the GM sees fit). A collapse deals 11d6 bludgeoning damage to each creature caught in it with a basic Reflex save. A creature falls prone unless it critically succeeds, and falls into a fissure if it critically fails.\n\n**Heightened (10th)** You create a massive earthquake that can devastate a settlement. The range is half a mile and the area a quarter-mile burst.","spells.eldritch-lance.description":"You condense a beam of mind-assaulting eldritch energy from the dark between the stars and fire it at a target. Make a ranged spell attack roll against its AC. On a hit you deal 2d6 mental damage, doubled on a critical hit.\n\n**Heightened (+1)** The damage increases by 1d6.","spells.eldritch-wrath.description":"You channel bizarre powers from beyond the universe's outer reaches, dealing 3d12 mental damage to each creature in the area as phantasmal claws, jaws and tentacles lash out. Each attempts a Will save. The area is difficult terrain for any creature sickened by the spell.\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature takes half damage.\n\n**Failure** The creature takes full damage and is sickened 1.\n\n**Critical Failure** The creature takes double damage and is sickened 2.\n\n**Heightened (+1)** The damage increases by 1d12.","spells.electrotether.description":"You supercharge the targets' electromagnetism and pull them with a tether of lightning. Make a ranged spell attack against each target; if you attack two, both count toward your multiple attack penalty, which doesn't increase until after both. Each target takes 4d8 electricity damage and is pulled 5 feet closer to you (10 feet on a critical hit). If both attacks hit, you can instead move the creatures closer to each other. A target stops before entering a space with a barrier, creature or obstacle.\n\n**Heightened (+1)** The damage increases by 1d8.","spells.analyze-target.description":"You focus on the target as magical holograms display information. When casting completes, you learn its biometric information, including fingerprints, medical conditions and other basic physiology. You and anyone you advise gain a +1 status bonus to checks to Impersonate the creature, Treat Wounds on it and Recall Knowledge about it. If the target is illusory or under illusion magic, you detect this only if the effect's rank is lower than your _analyze target_'s rank.\n\n**Heightened (3rd)** The status bonus is +2 and you can target up to 10 creatures.\n\n**Heightened (6th)** The status bonus is +3 and you can target any number of creatures.","spells.energy-aegis.description":"You protect the target with a long-lasting energy barrier, granting resistance 5 to acid, cold, electricity, fire, force, sonic, vitality and void damage.\n\n**Heightened (9th)** The resistances are 10.","spells.enfeeble.description":"You sap the target's strength, depending on its Fortitude save.\n\n**Critical Success** The target is unaffected.\n\n**Success** The target is enfeebled 1 until the start of your next turn.\n\n**Failure** The target is enfeebled 2 for 1 minute.\n\n**Critical Failure** The target is enfeebled 3 for 1 minute.","spells.enhance-body.description":"You infuse the target's body with magic. All its unarmed attacks gain the tracking +1 trait and have two weapon damage dice.\n\n**Heightened (6th)** Tracking +2 and three weapon damage dice.\n\n**Heightened (9th)** Tracking +3 and four weapon damage dice.","spells.enhance-weapon.description":"You infuse the weapon so it can operate safely beyond its normal parameters. A commercial or tactical weapon becomes an advanced weapon, gaining a +1 item bonus to attack rolls and two weapon damage dice.\n\n**Heightened (6th)** A commercial, tactical, advanced or superior weapon becomes an elite weapon: +2 item bonus to attack rolls and three weapon damage dice.\n\n**Heightened (9th)** The target becomes a paragon weapon: +3 item bonus to attack rolls and four weapon damage dice.","spells.enlarge.description":"Bolstered by magic, the target grows to Large. Its equipment grows with it but returns to natural size if removed. The creature is clumsy 1, its reach increases by 5 feet (10 feet if it started Tiny), and it gains a +2 status bonus to melee damage. No effect on a Large or larger creature.\n\n**Heightened (4th)** The creature grows to Huge instead. The melee damage bonus is +4 and reach increases by 10 feet (15 feet if it started Tiny). No effect on a Huge or larger creature.\n\n**Heightened (6th)** Choose the 2nd-rank or 4th-rank version and apply it to up to 10 willing creatures.","spells.entangling-flora.description":"Plants and fungi burst out or quickly grow, entangling creatures. All surfaces in the area are difficult terrain. Each round a creature starts its turn in the area it attempts a Reflex save. On a failure it takes a -10-foot circumstance penalty to its Speeds until it leaves the area; on a critical failure it is also immobilized for 1 round. Creatures can attempt to Escape to remove these effects.","spells.enthrall.description":"Your words fascinate your targets. You must speak or sing without interruption throughout the casting and duration. Targets who notice might give undivided attention and each attempts a Will save. The GM might grant a circumstance bonus (maximum +4) if the target is of an opposing religion, ancestry or political leaning or otherwise unlikely to agree with you. Each creature that comes within range attempts a save when you Sustain the spell. If you're speaking, the spell gains the linguistic trait.\n\n**Critical Success** The target is unaffected and notices you tried to use magic.\n\n**Success** The target needn't pay attention and doesn't notice you used magic (it might notice others are enthralled).\n\n**Failure** The target is fascinated with you. If it witnesses actions or speech it disagrees with, it can attempt another Will save; on a success it's no longer fascinated and is temporarily immune for 1 hour. The fascination ends immediately if the target is subject to a hostile act or another creature succeeds at a Diplomacy or Intimidation check against it.\n\n**Critical Failure** As failure, but the target can't attempt a save to end the fascination if it disagrees.","spells.entropy-strike.description":"You unleash a ray of entropy that rapidly decays matter. Make a ranged spell attack against the target's AC. On a hit it takes 5d8 void damage, or, if it has the tech trait, 2d6 persistent acid damage and it is glitching 1. On a critical hit, double the damage, and a tech-trait creature is glitching 2 and stunned 1.\n\n**Heightened (+1)** The damage increases by 1 die.","spells.environmental-endurance.description":"You shield the target against dangerous temperatures. Choose severe cold or severe heat; the target is protected from it (but not from extreme cold or heat).\n\n**Heightened (3rd)** The target is protected from severe cold and severe heat.\n\n**Heightened (5th)** The target is protected from severe and extreme cold and heat.","spells.event-horizon.description":"You unleash the power of a supermassive black hole. All creatures in the area take 6d10 bludgeoning and 6d10 void damage. The spell ignores up to 10 of their resistance to bludgeoning and up to 10 to void. Each creature attempts a Reflex save.\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature takes half damage and is slowed 1 until the end of its next turn.\n\n**Failure** The creature takes full damage, is slowed 3 until the end of its next turn and slowed 1 for 1 minute.\n\n**Critical Failure** The creature takes double damage, is slowed 3 until the end of its next turn and slowed 2 for 1 minute.","tags.aim.name":"Aim","tags.ancestry-trait-feat.name":"Ancestry trait feat","tags.area.name":"Area damage","tags.area-attack.name":"Area attack","tags.area.target.name":"Each creature in the area","tags.attuned.name":"Attuned","tags.attuned.graviton.name":"Attuned graviton","tags.attuned.photon.name":"Attuned photon","tags.consumable.use.name":"Using a consumable","tags.crystal.name":"Solarian crystal","tags.crystal.core.name":"Crystal core","tags.crystal.orbital.name":"Crystal orbital","tags.damage.area.name":"Area damage","tags.damage.force.name":"Damage force","tags.damage.precision.name":"Damage precision","tags.directive.name":"Directive","tags.grade.name":"Grade","tags.group.corrosive.name":"Corrosive","tags.group.cryo.name":"Cryo","tags.group.flame.name":"Flame","tags.group.grenade.name":"Grenade","tags.group.laser.name":"Laser","tags.group.plasma.name":"Plasma","tags.group.projectile.name":"Projectile","tags.group.shock.name":"Shock","tags.group.sniper.name":"Sniper","tags.group.sonic.name":"Sonic","tags.material.abysium.name":"Material abysium","tags.material.djezet.name":"Material djezet","tags.material.dull-yellow-ore.name":"Material dull yellow ore","tags.material.noqual.name":"Material noqual","tags.material.shimmerstone.name":"Material shimmerstone","tags.material.siccatite.name":"Material siccatite","tags.precision.name":"Precision","tags.refocus.name":"Refocus","tags.sense.limited-telepathy.name":"Sense limited telepathy","tags.sense.shortwave.name":"Sense shortwave","tags.skill-action.access-infosphere.name":"Skill action access infosphere","tags.skill-action.hack.name":"Skill action hack","tags.skill-action.navigate.name":"Skill action navigate","tags.skill-action.operate-device.name":"Skill action operate device","tags.skill-action.plot-course.name":"Skill action plot course","tags.skill-action.stunt.name":"Skill action stunt","tags.solar.name":"Solar","tags.solar-flare.name":"Solar flare","tags.solar-flare-dedication.name":"Solar flare dedication","tags.solar-form.name":"Solar form","tags.solar-weapon.name":"Solar weapon","tags.speed.name":"Speed","tags.strike.lead-by-example.name":"Strike lead by example","tags.trait.aberration.name":"Aberration","tags.trait.aeon.name":"Aeon","tags.trait.analog.name":"Analog","tags.trait.anchoring.name":"Anchoring","tags.trait.android.name":"Android","tags.trait.arc.name":"Arc","tags.trait.area.name":"Area","tags.trait.attuned.name":"Attuned","tags.trait.automatic.name":"Automatic","tags.trait.barathu.name":"Barathu","tags.trait.biotech.name":"Biotech","tags.trait.boost.name":"Boost","tags.trait.borai.name":"Borai","tags.trait.breakdown.name":"Breakdown","tags.trait.caster.name":"Caster","tags.trait.cleric.name":"Cleric","tags.trait.compact.name":"Compact","tags.trait.concussive.name":"Concussive","tags.trait.consecration.name":"Consecration","tags.trait.consumable.name":"Consumable","tags.trait.critical.name":"Critical","tags.trait.cybernetic.name":"Cybernetic","tags.trait.cycle.name":"Cycle","tags.trait.directive.name":"Directive","tags.trait.disharmony.name":"Disharmony","tags.trait.divine.name":"Divine","tags.trait.envoy.name":"Envoy","tags.trait.exposed.name":"Exposed","tags.trait.fear.name":"Fear","tags.trait.fusion.name":"Fusion","tags.trait.grapple.name":"Grapple","tags.trait.grenade.name":"Grenade","tags.trait.hefty.name":"Hefty","tags.trait.hybrid.name":"Hybrid","tags.trait.injection.name":"Injection","tags.trait.installed.name":"Installed","tags.trait.kasatha.name":"Kasatha","tags.trait.kickback.name":"Kickback","tags.trait.lashunta.name":"Lashunta","tags.trait.magitech.name":"Magitech","tags.trait.manifestation.name":"Manifestation","tags.trait.modification.name":"Modification","tags.trait.morph.name":"Morph","tags.trait.mystic.name":"Mystic","tags.trait.nanite.name":"Nanite","tags.trait.operative.name":"Operative","tags.trait.pahtra.name":"Pahtra","tags.trait.plant.name":"Plant","tags.trait.polymorph.name":"Polymorph","tags.trait.powered.name":"Powered","tags.trait.prismeni.name":"Prismeni","tags.trait.professional.name":"Professional","tags.trait.radiation.name":"Radiation","tags.trait.ranged-shove.name":"Ranged Shove","tags.trait.recovery.name":"Recovery","tags.trait.retractable.name":"Retractable","tags.trait.serum.name":"Serum","tags.trait.shadow.name":"Shadow","tags.trait.shirren.name":"Shirren","tags.trait.skittermander.name":"Skittermander","tags.trait.solarian.name":"Solarian","tags.trait.soldier.name":"Soldier","tags.trait.suppressed.name":"Suppressed","tags.trait.tech.name":"Tech","tags.trait.technomancer.name":"Technomancer","tags.trait.thought.name":"Thought","tags.trait.tracking.name":"Tracking","tags.trait.traversal.name":"Traversal","tags.trait.trip.name":"Trip","tags.trait.undead.name":"Undead","tags.trait.unwieldy.name":"Unwieldy","tags.trait.vesk.name":"Vesk","tags.trait.witchwarper.name":"Witchwarper","tags.trait.ysoki.name":"Ysoki","tags.trait.zone.name":"Zone","tags.upgrade.name":"Upgrade","tags.upgrade.armor.name":"Armor upgrade","tags.upgrade.weapon.name":"Weapon upgrade","tags.vitality.name":"Vitality","tags.vitality.transfer.name":"Vitality transfer","types.affliction.fields.kind.values.poison.name":"Poison","types.affliction.fields.kind.values.disease.name":"Disease","types.affliction.fields.kind.values.curse.name":"Curse","types.affliction.fields.save.values.fortitude.name":"Fortitude","types.affliction.fields.save.values.reflex.name":"Reflex","types.affliction.fields.save.values.will.name":"Will","types.affliction.fields.damageType.values.acid.name":"Acid","types.affliction.fields.damageType.values.bludgeoning.name":"Bludgeoning","types.affliction.fields.damageType.values.cold.name":"Cold","types.affliction.fields.damageType.values.electricity.name":"Electricity","types.affliction.fields.damageType.values.fire.name":"Fire","types.affliction.fields.damageType.values.mental.name":"Mental","types.affliction.fields.damageType.values.piercing.name":"Piercing","types.affliction.fields.damageType.values.poison.name":"Poison","types.affliction.fields.damageType.values.slashing.name":"Slashing","types.affliction.fields.damageType.values.sonic.name":"Sonic","types.affliction.fields.damageType.values.spirit.name":"Spirit","types.affliction.fields.damageType.values.vitality.name":"Vitality","types.affliction.fields.damageType.values.void.name":"Void","types.affliction.fields.damage2Type.values.acid.name":"Acid","types.affliction.fields.damage2Type.values.cold.name":"Cold","types.affliction.fields.damage2Type.values.electricity.name":"Electricity","types.affliction.fields.damage2Type.values.fire.name":"Fire","types.affliction.fields.damage2Type.values.mental.name":"Mental","types.affliction.fields.damage2Type.values.poison.name":"Poison","types.affliction.fields.damage2Type.values.sonic.name":"Sonic","types.affliction.fields.damage2Type.values.spirit.name":"Spirit","types.affliction.fields.damage2Type.values.vitality.name":"Vitality","types.affliction.fields.damage2Type.values.void.name":"Void","types.affliction.state.stage.name":"Stage","types.affliction.state.dc.name":"Dc","types.affliction.state.reexposed.name":"Reexposed","types.ancestry.fields.size.values.tiny.name":"Tiny","types.ancestry.fields.size.values.small.name":"Small","types.ancestry.fields.size.values.medium.name":"Medium","types.ancestry.fields.size.values.large.name":"Large","types.heritage.fields.size.values.tiny.name":"Tiny","types.heritage.fields.size.values.small.name":"Small","types.heritage.fields.size.values.medium.name":"Medium","types.heritage.fields.size.values.large.name":"Large","types.condition.state.by.name":"By","types.boost.fields.attribute.values.str.name":"Str","types.boost.fields.attribute.values.dex.name":"Dex","types.boost.fields.attribute.values.con.name":"Con","types.boost.fields.attribute.values.int.name":"Int","types.boost.fields.attribute.values.wis.name":"Wis","types.boost.fields.attribute.values.cha.name":"Cha","types.effect.state.value.name":"Value","types.armor.fields.level.name":"Level","types.armor.fields.group.values.skeletal.name":"Skeletal","types.armor.fields.group.values.ceramic.name":"Ceramic","types.armor.fields.group.values.polymer.name":"Polymer","types.armor.fields.upgradeSlots.name":"Upgrade slots","types.armor.state.used.name":"Used","types.armor.state.container.name":"Container","types.shield.fields.level.name":"Level","types.shield.state.used.name":"Used","types.shield.state.container.name":"Container","types.gear.fields.level.name":"Level","types.gear.fields.hands.name":"Hands","types.gear.state.container.name":"Container","types.ammunition.name":"Ammunition","types.ammunition.fields.kind.name":"Kind","types.ammunition.fields.kind.values.rounds.name":"Rounds","types.ammunition.fields.kind.values.charges.name":"Charges","types.ammunition.fields.kind.values.chems.name":"Chems","types.ammunition.fields.level.name":"Level","types.ammunition.fields.charges.name":"Charges","types.ammunition.fields.bulk.name":"Bulk","types.ammunition.fields.price.name":"Price","types.ammunition.state.charges.name":"Charges","types.ammunition.state.container.name":"Container","types.augmentation.name":"Augmentation","types.augmentation.fields.level.name":"Level","types.augmentation.fields.kind.name":"Kind","types.augmentation.fields.kind.values.biotech.name":"Biotech","types.augmentation.fields.kind.values.cybernetic.name":"Cybernetic","types.augmentation.fields.kind.values.magitech.name":"Magitech","types.augmentation.fields.implantFree.name":"Implant free","types.augmentation.fields.price.name":"Price","types.augmentation.fields.bulk.name":"Bulk","types.augmentation.fields.activation.name":"Activation","types.augmentation.fields.activation.values.none.name":"None","types.augmentation.fields.activation.values.free.name":"Free","types.augmentation.fields.activation.values.reaction.name":"Reaction","types.augmentation.fields.activation.values.one.name":"One","types.augmentation.fields.activation.values.two.name":"Two","types.augmentation.fields.activation.values.three.name":"Three","types.augmentation.fields.activation.values.cast.name":"Cast","types.augmentation.fields.activation.values.one-minute.name":"One minute","types.augmentation.fields.activation.values.ten-minutes.name":"Ten minutes","types.augmentation.fields.activation.values.one-hour.name":"One hour","types.augmentation.fields.frequency.name":"Frequency","types.augmentation.fields.frequency.values.none.name":"None","types.augmentation.fields.frequency.values.once-per-round.name":"Once per round","types.augmentation.fields.frequency.values.once-per-minute.name":"Once per minute","types.augmentation.fields.frequency.values.once-per-ten-minutes.name":"Once per ten minutes","types.augmentation.fields.frequency.values.once-per-hour.name":"Once per hour","types.augmentation.fields.frequency.values.once-per-day.name":"Once per day","types.augmentation.state.apex.name":"Apex","types.augmentation.state.used.name":"Used","types.consumable.fields.category.values.grenade.name":"Grenade","types.consumable.fields.category.values.medical.name":"Medical","types.consumable.fields.category.values.serum.name":"Serum","types.consumable.fields.category.values.spell-amp.name":"Spell amp","types.consumable.fields.category.values.spell-gem.name":"Spell gem","types.consumable.fields.category.values.ammunition.name":"Ammunition","types.consumable.fields.category.values.other.name":"Other","types.consumable.fields.healingBonus.name":"Healing bonus","types.consumable.fields.tempHp.name":"Temp hp","types.consumable.fields.damageType.values.none.name":"None","types.consumable.fields.damageType.values.acid.name":"Acid","types.consumable.fields.damageType.values.bludgeoning.name":"Bludgeoning","types.consumable.fields.damageType.values.cold.name":"Cold","types.consumable.fields.damageType.values.electricity.name":"Electricity","types.consumable.fields.damageType.values.fire.name":"Fire","types.consumable.fields.damageType.values.mental.name":"Mental","types.consumable.fields.damageType.values.piercing.name":"Piercing","types.consumable.fields.damageType.values.slashing.name":"Slashing","types.consumable.fields.damageType.values.sonic.name":"Sonic","types.consumable.fields.damageType.values.void.name":"Void","types.consumable.fields.areaSize.name":"Area size","types.consumable.fields.persistentType.values.none.name":"None","types.consumable.fields.persistentType.values.acid.name":"Acid","types.consumable.fields.persistentType.values.bleed.name":"Bleed","types.consumable.fields.persistentType.values.electricity.name":"Electricity","types.consumable.fields.persistentType.values.fire.name":"Fire","types.consumable.fields.save.values.reflex.name":"Reflex","types.consumable.fields.save.values.fortitude.name":"Fortitude","types.consumable.fields.save.values.will.name":"Will","types.consumable.fields.basic.name":"Basic","types.consumable.fields.failCondition.name":"Fail condition","types.consumable.fields.failValue.name":"Fail value","types.consumable.fields.critCondition.name":"Crit condition","types.consumable.fields.spell.name":"Spell","types.consumable.fields.activation.values.none.name":"None","types.consumable.fields.activation.values.free.name":"Free","types.consumable.fields.activation.values.reaction.name":"Reaction","types.consumable.fields.activation.values.one.name":"One","types.consumable.fields.activation.values.two.name":"Two","types.consumable.fields.activation.values.three.name":"Three","types.consumable.fields.activation.values.cast.name":"Cast","types.consumable.fields.activation.values.one-minute.name":"One minute","types.consumable.fields.activation.values.ten-minutes.name":"Ten minutes","types.consumable.fields.activation.values.one-hour.name":"One 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minute","types.held.fields.frequency.values.once-per-ten-minutes.name":"Once per ten minutes","types.held.fields.frequency.values.once-per-hour.name":"Once per hour","types.held.fields.frequency.values.once-per-day.name":"Once per day","types.held.state.invested.name":"Invested","types.held.state.used.name":"Used","types.held.state.container.name":"Container","types.ritual.fields.cast.values.one-hour.name":"One hour","types.ritual.fields.cast.values.four-hours.name":"Four hours","types.ritual.fields.cast.values.one-day.name":"One day","types.ritual.fields.cast.values.three-days.name":"Three days","types.ritual.fields.cast.values.seven-days.name":"Seven days","types.ritual.fields.area.values.burst.name":"Burst","types.ritual.fields.area.values.cone.name":"Cone","types.ritual.fields.area.values.emanation.name":"Emanation","types.ritual.fields.area.values.line.name":"Line","types.ritual.fields.area.values.square.name":"Square","types.ritual.fields.area.values.cube.name":"Cube","types.ritual.fields.area.values.wall.name":"Wall","types.ritual.fields.area.values.other.name":"Other","types.ritual.fields.duration.values.rounds.name":"Rounds","types.ritual.fields.duration.values.minutes.name":"Minutes","types.ritual.fields.duration.values.hours.name":"Hours","types.ritual.fields.duration.values.days.name":"Days","types.ritual.fields.duration.values.until-daily-preparations.name":"Until daily preparations","types.ritual.fields.duration.values.unlimited.name":"Unlimited","types.ritual.fields.duration.values.varies.name":"Varies","types.spell.fields.area.values.burst.name":"Burst","types.spell.fields.area.values.cone.name":"Cone","types.spell.fields.area.values.emanation.name":"Emanation","types.spell.fields.area.values.line.name":"Line","types.spell.fields.area.values.square.name":"Square","types.spell.fields.area.values.cube.name":"Cube","types.spell.fields.area.values.wall.name":"Wall","types.spell.fields.area.values.other.name":"Other","types.spell.fields.saveDamage.values.basic.name":"Basic","types.spell.fields.saveDamage.values.unless-critical-success.name":"Unless critical success","types.spell.fields.saveDamage.values.none-on-success.name":"None on success","types.spell.fields.saveDamage.values.full-on-success.name":"Full on success","types.spell.fields.saveDamage.values.half-then-full.name":"Half then full","types.spell.fields.damageType.values.acid.name":"Acid","types.spell.fields.damageType.values.bleed.name":"Bleed","types.spell.fields.damageType.values.bludgeoning.name":"Bludgeoning","types.spell.fields.damageType.values.cold.name":"Cold","types.spell.fields.damageType.values.electricity.name":"Electricity","types.spell.fields.damageType.values.fire.name":"Fire","types.spell.fields.damageType.values.force.name":"Force","types.spell.fields.damageType.values.mental.name":"Mental","types.spell.fields.damageType.values.piercing.name":"Piercing","types.spell.fields.damageType.values.poison.name":"Poison","types.spell.fields.damageType.values.slashing.name":"Slashing","types.spell.fields.damageType.values.sonic.name":"Sonic","types.spell.fields.damageType.values.spirit.name":"Spirit","types.spell.fields.damageType.values.vitality.name":"Vitality","types.spell.fields.damageType.values.void.name":"Void","types.spell.fields.damageType.values.untyped.name":"Untyped","types.spell.fields.damage2Type.values.acid.name":"Acid","types.spell.fields.damage2Type.values.bleed.name":"Bleed","types.spell.fields.damage2Type.values.bludgeoning.name":"Bludgeoning","types.spell.fields.damage2Type.values.cold.name":"Cold","types.spell.fields.damage2Type.values.electricity.name":"Electricity","types.spell.fields.damage2Type.values.fire.name":"Fire","types.spell.fields.damage2Type.values.force.name":"Force","types.spell.fields.damage2Type.values.mental.name":"Mental","types.spell.fields.damage2Type.values.piercing.name":"Piercing","types.spell.fields.damage2Type.values.poison.name":"Poison","types.spell.fields.damage2Type.values.slashing.name":"Slashing","types.spell.fields.damage2Type.values.sonic.name":"Sonic","types.spell.fields.damage2Type.values.spirit.name":"Spirit","types.spell.fields.damage2Type.values.vitality.name":"Vitality","types.spell.fields.damage2Type.values.void.name":"Void","types.spell.fields.actionScaling.values.none.name":"None","types.spell.fields.actionScaling.values.per-action.name":"Per action","types.spell.fields.actionScaling.values.double.name":"Double","types.spell.fields.actionScaling.values.die-per-action.name":"Die per action","types.spell.fields.persistentType.values.acid.name":"Acid","types.spell.fields.persistentType.values.bleed.name":"Bleed","types.spell.fields.persistentType.values.bludgeoning.name":"Bludgeoning","types.spell.fields.persistentType.values.cold.name":"Cold","types.spell.fields.persistentType.values.electricity.name":"Electricity","types.spell.fields.persistentType.values.fire.name":"Fire","types.spell.fields.persistentType.values.mental.name":"Mental","types.spell.fields.persistentType.values.piercing.name":"Piercing","types.spell.fields.persistentType.values.poison.name":"Poison","types.spell.fields.persistentType.values.slashing.name":"Slashing","types.spell.fields.persistentType.values.sonic.name":"Sonic","types.spell.fields.persistentType.values.spirit.name":"Spirit","types.spell.fields.persistentType.values.vitality.name":"Vitality","types.spell.fields.persistentType.values.void.name":"Void","types.spell.fields.applyTo.values.none.name":"None","types.spell.fields.applyTo.values.self.name":"Self","types.spell.fields.applyTo.values.ally.name":"Ally","types.spell.fields.applyTo.values.target.name":"Target","types.spell.state.rank.name":"Rank","types.spell.state.source.name":"Source","types.spell.state.outcome.name":"Outcome","types.spell.state.value.name":"Value","types.spell.state.damageType.name":"Damage type","types.spell.state.copy.name":"Copy","types.spell.state.form.name":"Form","types.weapon.fields.group.values.corrosive.name":"Corrosive","types.weapon.fields.group.values.cryo.name":"Cryo","types.weapon.fields.group.values.flame.name":"Flame","types.weapon.fields.group.values.grenade.name":"Grenade","types.weapon.fields.group.values.laser.name":"Laser","types.weapon.fields.group.values.pick.name":"Pick","types.weapon.fields.group.values.plasma.name":"Plasma","types.weapon.fields.group.values.projectile.name":"Projectile","types.weapon.fields.group.values.shock.name":"Shock","types.weapon.fields.group.values.sniper.name":"Sniper","types.weapon.fields.group.values.sonic.name":"Sonic","types.weapon.fields.level.name":"Level","types.weapon.fields.damageType.values.acid.name":"Acid","types.weapon.fields.damageType.values.cold.name":"Cold","types.weapon.fields.damageType.values.electricity.name":"Electricity","types.weapon.fields.damageType.values.fire.name":"Fire","types.weapon.fields.damageType.values.mental.name":"Mental","types.weapon.fields.damageType.values.sonic.name":"Sonic","types.weapon.fields.damageType.values.void.name":"Void","types.weapon.fields.modularTypes.name":"Modular types","types.weapon.fields.versatile.values.bludgeoning.name":"Bludgeoning","types.weapon.fields.versatile.values.piercing.name":"Piercing","types.weapon.fields.versatile.values.slashing.name":"Slashing","types.weapon.fields.boost.name":"Boost","types.weapon.fields.magazine.name":"Magazine","types.weapon.fields.ammoKind.name":"Ammo kind","types.weapon.fields.ammoKind.values.none.name":"None","types.weapon.fields.ammoKind.values.rounds.name":"Rounds","types.weapon.fields.ammoKind.values.charges.name":"Charges","types.weapon.fields.ammoKind.values.chems.name":"Chems","types.weapon.fields.expend.name":"Expend","types.weapon.fields.area.name":"Area","types.weapon.fields.area.values.none.name":"None","types.weapon.fields.area.values.burst.name":"Burst","types.weapon.fields.area.values.cone.name":"Cone","types.weapon.fields.area.values.line.name":"Line","types.weapon.fields.areaSize.name":"Area size","types.weapon.fields.professional.name":"Professional","types.weapon.fields.strDamage.name":"Str damage","types.weapon.fields.upgradeSlots.name":"Upgrade slots","types.weapon.state.used.name":"Used","types.weapon.state.container.name":"Container","types.weapon.state.modular.name":"Modular","types.weapon.state.ammo.name":"Ammo","types.weapon.state.boosted.name":"Boosted","types.weapon.state.struck.name":"Struck","weapons.fist.name":"Fist","weapons.fist.description":"Unarmed melee weapon, brawling group: 1d4 bludgeoning.","weapons.bone-scepter.name":"Bone Scepter","weapons.bone-scepter.description":"Martial melee weapon, club group: 1d6 cold; modular to void.","weapons.cryopike.name":"Cryopike","weapons.cryopike.description":"Martial melee weapon, polearm group: 1d10 cold; modular to piercing.","weapons.doshko.name":"Doshko","weapons.doshko.description":"Martial melee weapon, axe group: 1d12 piercing.","weapons.dueling-sword.name":"Dueling Sword","weapons.dueling-sword.description":"Martial melee weapon, sword group: 1d8 slashing.","weapons.fangblade.name":"Fangblade","weapons.fangblade.description":"Martial melee weapon, axe group: 1d10 slashing.","weapons.force-needle.name":"Force Needle","weapons.force-needle.description":"Martial melee weapon, dart group: 1d4 piercing.","weapons.hammer.name":"Hammer","weapons.hammer.description":"Martial melee weapon, hammer group: 1d8 bludgeoning; a toolkit for Crafting.","weapons.nano-edge-rapier.name":"Nano-Edge Rapier","weapons.nano-edge-rapier.description":"Martial melee weapon, sword group: 1d6 piercing.","weapons.neural-lash.name":"Neural Lash","weapons.neural-lash.description":"Martial melee weapon, flail group: 1d8 mental.","weapons.painglaive.name":"Painglaive","weapons.painglaive.description":"Martial melee weapon, polearm group: 1d10 slashing.","weapons.baton.name":"Baton","weapons.baton.description":"Simple melee weapon, club group: 1d6 bludgeoning.","weapons.phase-cutlass.name":"Phase Cutlass","weapons.phase-cutlass.description":"Martial melee weapon, sword group: 1d6 slashing; modular to void.","weapons.plasma-doshko.name":"Plasma Doshko","weapons.plasma-doshko.description":"Martial melee weapon, axe group: 1d10 fire; uses the plasma critical specialization.","weapons.plasma-sword.name":"Plasma Sword","weapons.plasma-sword.description":"Martial melee weapon, sword group: 1d8 fire; uses the plasma critical specialization.","weapons.polyglove.name":"Polyglove","weapons.polyglove.description":"Martial melee weapon, shock group: 1d6 electricity; a toolkit for Computers.","weapons.pulse-gauntlet.name":"Pulse Gauntlet","weapons.pulse-gauntlet.description":"Martial melee weapon, sonic group: 1d4 sonic; uses the brawling critical specialization.","weapons.shock-truncheon.name":"Shock Truncheon","weapons.shock-truncheon.description":"Martial melee weapon, club group: 1d6 electricity.","weapons.shield-bash.name":"Shield Bash","weapons.shield-bash.description":"Martial melee weapon, shield group: 1d4 bludgeoning.","weapons.shooting-starknife.name":"Shooting Starknife","weapons.shooting-starknife.description":"Martial melee weapon, knife group: 1d4 piercing.","weapons.singing-spear.name":"Singing Spear","weapons.singing-spear.description":"Martial melee weapon, spear group: 1d6 piercing; modular to sonic.","weapons.tailblade.name":"Tailblade","weapons.tailblade.description":"Martial melee weapon, knife group: 1d4 slashing.","weapons.battleglove.name":"Battleglove","weapons.battleglove.description":"Simple melee weapon, brawling group: 1d4 bludgeoning.","weapons.talon.name":"Talon","weapons.talon.description":"Martial melee weapon, knife group: 1d6 acid; modular to slashing.","weapons.disintegration-lash.name":"Disintegration Lash","weapons.disintegration-lash.description":"Advanced melee weapon, corrosive group: 1d6 acid.","weapons.grindblade.name":"Grindblade","weapons.grindblade.description":"Advanced melee weapon, sword group: 1d8 slashing; uses the knife critical specialization.","weapons.flaming-blade.name":"Flaming Blade","weapons.flaming-blade.description":"Advanced melee weapon, flame group: 1d8 fire.","weapons.thermal-dynafan.name":"Thermal Dynafan","weapons.thermal-dynafan.description":"Advanced melee weapon, cryo group: 1d6 fire; modular to cold.","weapons.acid-dart-rifle.name":"Acid Dart Rifle","weapons.acid-dart-rifle.description":"Simple ranged weapon, corrosive group: 1d8 acid; range increment 80 feet; 5 rounds, expend 1.","weapons.arc-pistol.name":"Arc Pistol","weapons.arc-pistol.description":"Simple ranged weapon, shock group: 1d4 electricity; range increment 30 feet; 10 charges, expend 2.","weapons.arc-rifle.name":"Arc Rifle","weapons.arc-rifle.description":"Simple ranged weapon, shock group: 1d6 electricity; range increment 50 feet; 10 charges, expend 2.","weapons.autotarget-rifle.name":"Autotarget Rifle","weapons.autotarget-rifle.description":"Simple ranged weapon, projectile group: 1d6 piercing; range increment 30 feet; 20 rounds, expend 1.","weapons.crossbolter.name":"Crossbolter","weapons.crossbolter.description":"Simple ranged weapon, crossbow group: 1d10 piercing; range increment 100 feet; 1 rounds, expend 1.","weapons.knife.name":"Knife","weapons.knife.description":"Simple melee weapon, knife group: 1d4 piercing.","weapons.laser-pistol.name":"Laser Pistol","weapons.laser-pistol.description":"Simple ranged weapon, laser group: 1d6 fire; range increment 40 feet; 10 charges, expend 2.","weapons.laser-rifle.name":"Laser Rifle","weapons.laser-rifle.description":"Simple ranged weapon, laser group: 1d8 fire; range increment 100 feet; 10 charges, expend 2.","weapons.pulsecaster-pistol.name":"Pulsecaster Pistol","weapons.pulsecaster-pistol.description":"Simple ranged weapon, shock group: 1d6 electricity; range increment 30 feet; 10 charges, expend 2.","weapons.reaction-breacher.name":"Reaction Breacher","weapons.reaction-breacher.description":"Simple ranged weapon, projectile group: 1d8 bludgeoning; range increment 100 feet; 3 rounds, expend 1.","weapons.scattergun.name":"Scattergun","weapons.scattergun.description":"Simple ranged weapon, projectile group: 1d8 piercing; range increment 15 feet; 4 rounds, expend 1; area cone.","weapons.seeker-rifle.name":"Seeker Rifle","weapons.seeker-rifle.description":"Simple ranged weapon, sniper group: 1d10 piercing; range increment 120 feet; 1 rounds, expend 1.","weapons.semi-auto-pistol.name":"Semi-Auto Pistol","weapons.semi-auto-pistol.description":"Simple ranged weapon, projectile group: 1d6 piercing; range increment 60 feet; 10 rounds, expend 1.","weapons.sonic-rifle.name":"Sonic Rifle","weapons.sonic-rifle.description":"Simple ranged weapon, sonic group: 1d6 sonic; range increment 40 feet; 10 charges, expend 2.","weapons.zero-pistol.name":"Zero Pistol","weapons.zero-pistol.description":"Simple ranged weapon, cryo group: 1d6 cold; range increment 30 feet; 8 chems, expend 2.","weapons.arc-emitter.name":"Arc Emitter","weapons.arc-emitter.description":"Martial ranged weapon, shock group: 1d8 electricity; range increment 20 feet; 10 charges, expend 2; area cone.","weapons.puzzleblade.name":"Puzzleblade","weapons.puzzleblade.description":"Simple melee weapon, sword group: 1d8 slashing.","weapons.assassin-rifle.name":"Assassin Rifle","weapons.assassin-rifle.description":"Martial ranged weapon, sniper group: 1d10 piercing; range increment 120 feet; 1 rounds, expend 1.","weapons.boom-pistol.name":"Boom Pistol","weapons.boom-pistol.description":"Martial ranged weapon, sonic group: 1d6 sonic; range increment 40 feet; 10 charges, expend 2.","weapons.breaching-gun.name":"Breaching Gun","weapons.breaching-gun.description":"Martial ranged weapon, projectile group: 1d10 piercing; range increment 15 feet; 3 rounds, expend 1.","weapons.coil-rifle.name":"Coil Rifle","weapons.coil-rifle.description":"Martial ranged weapon, sniper group: 1d10 piercing; range increment 120 feet; 1 rounds, expend 1.","weapons.flamethrower.name":"Flamethrower","weapons.flamethrower.description":"Martial ranged weapon, flame group: 1d10 fire; range increment 15 feet; 8 chems, expend 2; area cone.","weapons.machine-gun.name":"Machine Gun","weapons.machine-gun.description":"Martial ranged weapon, projectile group: 1d8 piercing; range increment 40 feet; 20 rounds, expend 1.","weapons.plasma-caster.name":"Plasma Caster","weapons.plasma-caster.description":"Martial ranged weapon, plasma group: 1d8 fire; range increment 60 feet; 10 charges, expend 2.","weapons.rotating-pistol.name":"Rotating Pistol","weapons.rotating-pistol.description":"Martial ranged weapon, projectile group: 1d6 piercing; range increment 60 feet; 6 rounds, expend 1.","weapons.rotolaser.name":"Rotolaser","weapons.rotolaser.description":"Martial ranged weapon, laser group: 1d8 fire; range increment 30 feet; 10 charges, expend 1.","weapons.shirren-eye-rifle.name":"Shirren-Eye Rifle","weapons.shirren-eye-rifle.description":"Martial ranged weapon, sniper group: 1d8 piercing; range increment 120 feet; 1 rounds, expend 1.","weapons.shock-pad.name":"Shock Pad","weapons.shock-pad.description":"Simple melee weapon, shock group: 1d4 electricity.","weapons.shuriken-drone.name":"Shuriken Drone","weapons.shuriken-drone.description":"Martial ranged weapon, dart group: 1d4 piercing; range increment 40 feet.","weapons.singing-coil.name":"Singing Coil","weapons.singing-coil.description":"Martial ranged weapon, shock group: 1d8 electricity; range increment 40 feet; 10 charges, expend 5; area line; a toolkit for Performance.","weapons.stellar-cannon.name":"Stellar Cannon","weapons.stellar-cannon.description":"Martial ranged weapon, projectile group: 1d10 piercing; range increment 50 feet; 8 rounds, expend 1; area burst 10 feet.","weapons.zero-cannon.name":"Zero Cannon","weapons.zero-cannon.description":"Martial ranged weapon, cryo group: 1d10 cold; range increment 40 feet; 8 chems, expend 2; area line.","weapons.aeon-rifle.name":"Aeon Rifle","weapons.aeon-rifle.description":"Advanced ranged weapon, laser group: 1d10 fire; range increment 60 feet; 10 charges, expend 1.","weapons.artillery-laser.name":"Artillery Laser","weapons.artillery-laser.description":"Advanced ranged weapon, laser group: 1d10 fire; range increment 60 feet; 10 charges, expend 2; uses the flame critical specialization.","weapons.card-slinger.name":"Card Slinger","weapons.card-slinger.description":"Advanced ranged weapon, dart group: 1d4 piercing; range increment 30 feet; 7 rounds, expend 1; a toolkit for Deception.","weapons.gyrojet-pistol.name":"Gyrojet Pistol","weapons.gyrojet-pistol.description":"Advanced ranged weapon, projectile group: 1d6 bludgeoning; range increment 40 feet; 4 rounds, expend 1.","weapons.magnetar-rifle.name":"Magnetar Rifle","weapons.magnetar-rifle.description":"Advanced ranged weapon, projectile group: 1d12 piercing; range increment 60 feet; 30 rounds, expend 1.","weapons.plasma-cannon.name":"Plasma Cannon","weapons.plasma-cannon.description":"Advanced ranged weapon, plasma group: 1d12 fire; range increment 40 feet; 10 charges, expend 2; area burst 10 feet.","weapons.zero-knife.name":"Zero Knife","weapons.zero-knife.description":"Simple melee weapon, cryo group: 1d4 cold.","weapons.screamer.name":"Screamer","weapons.screamer.description":"Advanced ranged weapon, sonic group: 1d12 sonic; range increment 15 feet; 10 charges, expend 2; area cone.","weapons.starfall-pistol.name":"Starfall Pistol","weapons.starfall-pistol.description":"Advanced ranged weapon, plasma group: 1d6 fire; range increment 20 feet; 10 charges, expend 5; area line.","weapons.streetsweeper.name":"Streetsweeper","weapons.streetsweeper.description":"Advanced ranged weapon, sonic group: 1d10 sonic; range increment 40 feet; 10 charges, expend 2.","weapons.chakram.name":"Chakram","weapons.chakram.description":"Martial melee weapon, knife group: 1d6 slashing; uses the mental critical specialization.","weapons.battle-ribbon.name":"Battle Ribbon","weapons.battle-ribbon.description":"Martial melee weapon, flail group: 1d4 slashing.","grades.weapon-tactical.name":"Tactical {base}","grades.weapon-tactical.description":"Tactical grade (level 2): tracking +1, 1 damage die; +350 credits.","grades.weapon-advanced.name":"Advanced {base}","grades.weapon-advanced.description":"Advanced grade (level 4): tracking +1, 2 damage dice, 1 more upgrade slot; +1000 credits.","grades.weapon-superior.name":"Superior {base}","grades.weapon-superior.description":"Superior grade (level 10): tracking +2, 2 damage dice, 1 more upgrade slot; +10000 credits.","grades.weapon-elite.name":"Elite {base}","grades.weapon-elite.description":"Elite grade (level 12): tracking +2, 3 damage dice, 2 more upgrade slots; +20000 credits.","grades.weapon-ultimate.name":"Ultimate {base}","grades.weapon-ultimate.description":"Ultimate grade (level 16): tracking +3, 3 damage dice, 2 more upgrade slots; +100000 credits.","grades.weapon-paragon.name":"Paragon {base}","grades.weapon-paragon.description":"Paragon grade (level 19): tracking +3, 4 damage dice, 3 more upgrade slots; +400000 credits.","ammunition.projectile-ammo.name":"Projectile ammo","ammunition.projectile-ammo.description":"Rounds for projectile weapons, 10 per credit; a copy counts single rounds.","ammunition.battery-commercial.name":"Battery, commercial","ammunition.battery-commercial.description":"Holds 10 charges for battery-powered weapons of its grade or higher; recharge it at a charging station.","ammunition.battery-tactical.name":"Battery, tactical","ammunition.battery-tactical.description":"Holds 20 charges for battery-powered weapons of its grade or higher; recharge it at a charging station.","ammunition.battery-advanced.name":"Battery, advanced","ammunition.battery-advanced.description":"Holds 40 charges for battery-powered weapons of its grade or higher; recharge it at a charging station.","ammunition.battery-superior.name":"Battery, superior","ammunition.battery-superior.description":"Holds 60 charges for battery-powered weapons of its grade or higher; recharge it at a charging station.","ammunition.battery-elite.name":"Battery, elite","ammunition.battery-elite.description":"Holds 100 charges for battery-powered weapons of its grade or higher; recharge it at a charging station.","ammunition.chem-tank-commercial.name":"Chem tank, commercial","ammunition.chem-tank-commercial.description":"Holds 8 charges of chemicals for chem weapons of its grade or higher; it can't be recharged.","ammunition.chem-tank-tactical.name":"Chem tank, tactical","ammunition.chem-tank-tactical.description":"Holds 16 charges of chemicals for chem weapons of its grade or higher; it can't be recharged.","ammunition.chem-tank-advanced.name":"Chem tank, advanced","ammunition.chem-tank-advanced.description":"Holds 40 charges of chemicals for chem weapons of its grade or higher; it can't be recharged.","ammunition.chem-tank-superior.name":"Chem tank, superior","ammunition.chem-tank-superior.description":"Holds 48 charges of chemicals for chem weapons of its grade or higher; it can't be recharged.","ammunition.chem-tank-elite.name":"Chem tank, elite","ammunition.chem-tank-elite.description":"Holds 64 charges of chemicals for chem weapons of its grade or higher; it can't be recharged.","classes.witchwarper.paradoxes.analyst.name":"Analyst","classes.witchwarper.paradoxes.analyst.description":"A hidden code powers the universe and the realms beyond, and by focusing your intellect you can see its equations. Tradition: arcane. Paradox skill: Computers. Warp spells: initial warp probability, advanced alternate outcome, greater quantum analysis. Quantum field: When you Seek or Recall Knowledge, you can apply the result to two related creatures, hazards, unattended objects or effects in your quantum field. Each time you Sustain the field, you can Seek or Recall Knowledge against a target in it as a free action.","classes.witchwarper.paradoxes.anomaly.name":"Anomaly","classes.witchwarper.paradoxes.anomaly.description":"Your existence defies the normal parameters of this reality: something disrupted your being, or you crossed over from another reality or a twisted timeline. Tradition: arcane. Paradox skill: Deception. Warp spells: initial warp terrain, advanced warp world, greater parallel forms. Quantum field: Images of alternate iterations of your enemies flicker around them. An enemy in the field that uses a concentrate action must succeed at a DC 5 flat check or the action is disrupted; the first time a creature fails, it's immune for 24 hours.","classes.witchwarper.paradoxes.lost-history.name":"Lost History","classes.witchwarper.paradoxes.lost-history.description":"The period of lost history shaped you, through long study or personal experience; perhaps you were born in it or lived through it thanks to a great lifespan, stasis technology or time travel. Tradition: occult. Paradox skill: Society. Warp spells: initial warp presence, advanced forget, greater reality wipe. Quantum field: Supernatural static hides you: you're concealed from creatures in your quantum field. A creature in it that hits you with an attack ends this benefit against it until the start of your next turn.","classes.witchwarper.paradoxes.precog.name":"Precog","classes.witchwarper.paradoxes.precog.description":"Some event unstuck you in time: you might come from the distant past, a far future or a forsaken timeline, and you can see and bend time as few others can. Tradition: occult. Paradox skill: Piloting. Warp spells: initial warp time, advanced accelerate, greater time loop. Quantum field: An enemy that uses a move action in your quantum field takes a -5-foot status penalty to its Speed for that action; you and your allies gain a +5-foot status bonus to Speed for move actions used in the field.","classes.witchwarper.anchors.core-memories.actions.core-memory.name":"Choose core memory skill","classes.witchwarper.anchors.core-memories.actions.core-memory.steps.skill.prompt":"Skill","classes.witchwarper.anchors.core-memories.actions.core-memory.results.chosen.name":"Chosen","classes.witchwarper.anchors.core-memories.actions.core-memory.options.acrobatics.name":"Acrobatics","classes.witchwarper.anchors.core-memories.actions.core-memory.options.arcana.name":"Arcana","classes.witchwarper.anchors.core-memories.actions.core-memory.options.athletics.name":"Athletics","classes.witchwarper.anchors.core-memories.actions.core-memory.options.computers.name":"Computers","classes.witchwarper.anchors.core-memories.actions.core-memory.options.crafting.name":"Crafting","classes.witchwarper.anchors.core-memories.actions.core-memory.options.deception.name":"Deception","classes.witchwarper.anchors.core-memories.actions.core-memory.options.diplomacy.name":"Diplomacy","classes.witchwarper.anchors.core-memories.actions.core-memory.options.intimidation.name":"Intimidation","classes.witchwarper.anchors.core-memories.actions.core-memory.options.medicine.name":"Medicine","classes.witchwarper.anchors.core-memories.actions.core-memory.options.nature.name":"Nature","classes.witchwarper.anchors.core-memories.actions.core-memory.options.occultism.name":"Occultism","classes.witchwarper.anchors.core-memories.actions.core-memory.options.performance.name":"Performance","classes.witchwarper.anchors.core-memories.actions.core-memory.options.piloting.name":"Piloting","classes.witchwarper.anchors.core-memories.actions.core-memory.options.religion.name":"Religion","classes.witchwarper.anchors.core-memories.actions.core-memory.options.society.name":"Society","classes.witchwarper.anchors.core-memories.actions.core-memory.options.stealth.name":"Stealth","classes.witchwarper.anchors.core-memories.actions.core-memory.options.survival.name":"Survival","classes.witchwarper.anchors.core-memories.actions.core-memory.options.thievery.name":"Thievery","classes.witchwarper.anchors.core-memories.actions.core-memory.options.lore-academia.name":"Academia Lore","classes.witchwarper.anchors.core-memories.actions.core-memory.options.lore-alcohol.name":"Alcohol Lore","classes.witchwarper.anchors.core-memories.actions.core-memory.options.lore-android.name":"Android Lore","classes.witchwarper.anchors.core-memories.actions.core-memory.options.lore-animal.name":"Animal Lore","classes.witchwarper.anchors.core-memories.actions.core-memory.options.lore-art.name":"Art Lore","classes.witchwarper.anchors.core-memories.actions.core-memory.options.lore-augmentation.name":"Augmentation Lore","classes.witchwarper.anchors.core-memories.actions.core-memory.options.lore-barathu.name":"Barathu Lore","classes.witchwarper.anchors.core-memories.actions.core-memory.options.lore-borai.name":"Borai Lore","classes.witchwarper.anchors.core-memories.actions.core-memory.options.lore-business.name":"Business Lore","classes.witchwarper.anchors.core-memories.actions.core-memory.options.lore-cooking.name":"Cooking Lore","classes.witchwarper.anchors.core-memories.actions.core-memory.options.lore-corporate.name":"Corporate Lore","classes.witchwarper.anchors.core-memories.actions.core-memory.options.lore-games.name":"Games Lore","classes.witchwarper.anchors.core-memories.actions.core-memory.options.lore-genealogy.name":"Genealogy Lore","classes.witchwarper.anchors.core-memories.actions.core-memory.options.lore-history.name":"History Lore","classes.witchwarper.anchors.core-memories.actions.core-memory.options.lore-hyperspace.name":"Hyperspace Lore","classes.witchwarper.anchors.core-memories.actions.core-memory.options.lore-infosphere.name":"Infosphere Lore","classes.witchwarper.anchors.core-memories.actions.core-memory.options.lore-kasatha.name":"Kasatha Lore","classes.witchwarper.anchors.core-memories.actions.core-memory.options.lore-labor.name":"Labor Lore","classes.witchwarper.anchors.core-memories.actions.core-memory.options.lore-lashunta.name":"Lashunta Lore","classes.witchwarper.anchors.core-memories.actions.core-memory.options.lore-legal.name":"Legal Lore","classes.witchwarper.anchors.core-memories.actions.core-memory.options.lore-life-science.name":"Life Science Lore","classes.witchwarper.anchors.core-memories.actions.core-memory.options.lore-media.name":"Media Lore","classes.witchwarper.anchors.core-memories.actions.core-memory.options.lore-mining.name":"Mining Lore","classes.witchwarper.anchors.core-memories.actions.core-memory.options.lore-pahtra.name":"Pahtra Lore","classes.witchwarper.anchors.core-memories.actions.core-memory.options.lore-physical-science.name":"Physical Science Lore","classes.witchwarper.anchors.core-memories.actions.core-memory.options.lore-piracy.name":"Piracy Lore","classes.witchwarper.anchors.core-memories.actions.core-memory.options.lore-plant.name":"Plant Lore","classes.witchwarper.anchors.core-memories.actions.core-memory.options.lore-prismeni.name":"Prismeni Lore","classes.witchwarper.anchors.core-memories.actions.core-memory.options.lore-shirren.name":"Shirren Lore","classes.witchwarper.anchors.core-memories.actions.core-memory.options.lore-skittermander.name":"Skittermander Lore","classes.witchwarper.anchors.core-memories.actions.core-memory.options.lore-sports.name":"Sports Lore","classes.witchwarper.anchors.core-memories.actions.core-memory.options.lore-underworld.name":"Underworld Lore","classes.witchwarper.anchors.core-memories.actions.core-memory.options.lore-vesk.name":"Vesk Lore","classes.witchwarper.anchors.core-memories.actions.core-memory.options.lore-vidgame.name":"Vidgame Lore","classes.witchwarper.anchors.core-memories.actions.core-memory.options.lore-warfare.name":"Warfare Lore","classes.witchwarper.anchors.core-memories.actions.core-memory.options.lore-ysoki.name":"Ysoki Lore","classes.witchwarper.anchors.core-memories.name":"Core Memories","classes.witchwarper.anchors.core-memories.description":"Precious memories keep you tethered to your own reality. Anchor benefit: during daily preparations, choose a skill you're trained in; you gain Assurance in it, and Automatic Knowledge too if you're an expert in it and it has Recall Knowledge. Anchoring effect: reduce your stupefied condition by 1 (once per round).","classes.witchwarper.anchors.core-memories.actions.anchoring-effect.name":"Anchoring effect (stupefied)","classes.witchwarper.anchors.core-memories.actions.anchoring-effect.results.anchored.name":"Anchored","classes.witchwarper.anchors.focal-point.name":"Focal Point","classes.witchwarper.anchors.focal-point.description":"Intense focus on one subject makes other things, even paradoxes, fade away. Anchor benefit: if a reaction would disrupt your spellcasting action, attempt a DC 15 flat check; on a success it isn't disrupted. Anchoring effect: reduce your clumsy condition by 1 and ignore the suppressed condition until the start of your next turn (once per round).","classes.witchwarper.anchors.focal-point.actions.anchoring-effect.name":"Anchoring effect (clumsy)","classes.witchwarper.anchors.focal-point.actions.anchoring-effect.results.anchored.name":"Anchored","classes.witchwarper.anchors.tangible-object.name":"Tangible Object","classes.witchwarper.anchors.tangible-object.description":"A small object you wear or hold grounds you in this reality. Anchor benefit: +1 circumstance bonus to Perception checks and Will saves against illusions and holograms. Anchoring effect: reduce your frightened condition by 1; if you aren't frightened, you instead gain a +1 circumstance bonus to Will saves against fear and +2 to your Will DC against Demoralize until the start of your next turn (once per round).","classes.witchwarper.anchors.tangible-object.actions.anchoring-effect.name":"Anchoring effect (frightened)","classes.witchwarper.anchors.tangible-object.actions.anchoring-effect.results.anchored.name":"Anchored","features.witchwarper.paradox.name":"Paradox","features.witchwarper.paradox.description":"Your existence runs against the status quo of the universe. Your paradox sets your spell tradition, a trained skill, a spell of each rank added to your repertoire, your warp spells (focus spells; you start with a focus pool of 1 Focus Point) and your quantum field's effect.","features.witchwarper.anchor.name":"Anchor","features.witchwarper.anchor.description":"Something keeps you anchored to reality: an object, memories or loved ones. Your anchor gives a benefit and an anchoring effect, which you gain when you use an action with the anchoring trait.","features.witchwarper.quantum-field.name":"Quantum Field","features.witchwarper.quantum-field.description":"Warp Reality (1 action, concentrate; requires your quantum field to be inactive): your quantum field, a 20-foot burst centered within 100 feet, activates until the end of your next turn or as long as you Sustain it (up to 10 minutes); Sustaining it lets you move it within 100 feet. While it's active you can use anchoring actions; you choose which creatures it affects. It ends if you're knocked out, Dismiss it or move more than 100 feet from it. Quantum Pulse (free action, when you roll initiative): you Warp Reality.","features.witchwarper.quantum-field.actions.warp-reality.name":"Warp Reality","features.witchwarper.quantum-field.actions.warp-reality.results.warped.name":"Warped","features.witchwarper.quantum-field.actions.dismiss-quantum-field.name":"Dismiss quantum field","features.witchwarper.quantum-field.actions.dismiss-quantum-field.results.dismissed.name":"Dismissed","features.witchwarper.isolated-spell-matrix.name":"Isolated Spell Matrix","features.witchwarper.isolated-spell-matrix.description":"Isolated Spell Matrix (1 action, anchoring, spellshape): if your next action is to Cast a Spell with a range, its range becomes 100 feet, but it affects only targets in your quantum field and its area doesn't extend past the field.","features.witchwarper.reflex-expertise.name":"Reflex Expertise","features.witchwarper.reflex-expertise.description":"Your Reflex proficiency becomes expert.","features.witchwarper.expert-spellcaster.name":"Expert Spellcaster","features.witchwarper.expert-spellcaster.description":"Your class DC, spell attack modifier and spell DC proficiency become expert.","features.witchwarper.magical-fortitude.name":"Magical Fortitude","features.witchwarper.magical-fortitude.description":"Your Fortitude proficiency becomes expert.","features.witchwarper.perception-expertise.name":"Perception Expertise","features.witchwarper.perception-expertise.description":"Your Perception proficiency becomes expert.","features.witchwarper.weapon-expertise.name":"Weapon Expertise","features.witchwarper.weapon-expertise.description":"Your proficiency with simple weapons and unarmed attacks becomes expert.","features.witchwarper.quantum-defenses.name":"Quantum Defenses","features.witchwarper.quantum-defenses.description":"Your proficiency with light armor and unarmored defense becomes expert.","features.witchwarper.weapon-specialization.name":"Weapon Specialization","features.witchwarper.weapon-specialization.description":"You deal 2 more damage with weapons and unarmed attacks you're an expert with, 3 if you're a master and 4 if legendary.","features.witchwarper.master-spellcaster.name":"Master Spellcaster","features.witchwarper.master-spellcaster.description":"Your class DC, spell attack modifier and spell DC proficiency become master.","features.witchwarper.quantum-will.name":"Quantum Will","features.witchwarper.quantum-will.description":"Your Will proficiency becomes master, and a success on a Will save is a critical success.","features.witchwarper.legendary-spellcaster.name":"Legendary Spellcaster","features.witchwarper.legendary-spellcaster.description":"Your spell attack modifier and spell DC proficiency become legendary.","features.witchwarper.quantum-thesis.name":"Quantum Thesis","features.witchwarper.quantum-thesis.description":"Add two common 10th-rank spells of your tradition to your repertoire and gain one 10th-rank spell slot; it can't be used by abilities that cast spells without slots or give more slots, and you don't gain more 10th-rank slots as you level (Quantum Research gives a second).","features.witchwarper.quantum-thesis.choices.spell.prompt":"Second 10th-rank spell","features.witchwarper.warped-infinities.name":"Warped Infinities","features.witchwarper.warped-infinities.description":"Your quantum field's radius becomes 100 feet, and when you activate or Sustain it you can exclude any number of squares from it.","feats.witchwarper.anchoring-strike.name":"Anchoring Strike","feats.witchwarper.debris-zone.name":"Debris Zone","feats.witchwarper.otherworldly-spell.name":"Otherworldly Spell","feats.witchwarper.soothing-anchor.name":"Soothing Anchor","feats.witchwarper.fundamental-understanding.name":"Fundamental Understanding","feats.witchwarper.fundamental-understanding.prerequisites.requirement":"Analyst paradox","feats.witchwarper.nonlethal-spell.name":"Nonlethal Spell","feats.witchwarper.predictive-positioning.name":"Predictive Positioning","feats.witchwarper.predictive-positioning.prerequisites.requirement":"Precog paradox","feats.witchwarper.scrub-psyche.name":"Scrub Psyche","feats.witchwarper.scrub-psyche.prerequisites.requirement":"Lost history paradox","feats.witchwarper.warp-wounds.name":"Warp Wounds","feats.witchwarper.warp-wounds.prerequisites.requirement":"Anomaly paradox","feats.witchwarper.meandering-mind.name":"Meandering Mind","feats.witchwarper.quantum-recycle.name":"Quantum Recycle","feats.witchwarper.spellsurge-ammo.name":"Spellsurge Ammo","feats.witchwarper.enlarge-quantum-field.name":"Enlarge Quantum Field","feats.witchwarper.predict-outcome.name":"Predict Outcome","feats.witchwarper.quantum-aura.name":"Quantum Aura","feats.witchwarper.advanced-warp.name":"Advanced Warp","feats.witchwarper.advanced-warp.choices.spell.prompt":"Warp spell","feats.witchwarper.advanced-warp.choices.spell.options.analyst.name":"Analyst","feats.witchwarper.advanced-warp.choices.spell.options.anomaly.name":"Anomaly","feats.witchwarper.advanced-warp.choices.spell.options.lost-history.name":"Lost History","feats.witchwarper.advanced-warp.choices.spell.options.precog.name":"Precog","feats.witchwarper.advanced-warp.choices.spell.options.analyst.prerequisites.paradox":"Analyst paradox","feats.witchwarper.advanced-warp.choices.spell.options.anomaly.prerequisites.paradox":"Anomaly paradox","feats.witchwarper.advanced-warp.choices.spell.options.lost-history.prerequisites.paradox":"Lost History paradox","feats.witchwarper.advanced-warp.choices.spell.options.precog.prerequisites.paradox":"Precog paradox","feats.witchwarper.danger-zone.name":"Danger Zone","feats.witchwarper.quantum-entanglement.name":"Quantum Entanglement","feats.witchwarper.greater-warp.name":"Greater Warp","feats.witchwarper.greater-warp.choices.spell.prompt":"Warp spell","feats.witchwarper.greater-warp.choices.spell.options.analyst.name":"Analyst","feats.witchwarper.greater-warp.choices.spell.options.anomaly.name":"Anomaly","feats.witchwarper.greater-warp.choices.spell.options.lost-history.name":"Lost History","feats.witchwarper.greater-warp.choices.spell.options.precog.name":"Precog","feats.witchwarper.greater-warp.choices.spell.options.analyst.prerequisites.paradox":"Analyst paradox","feats.witchwarper.greater-warp.choices.spell.options.anomaly.prerequisites.paradox":"Anomaly paradox","feats.witchwarper.greater-warp.choices.spell.options.lost-history.prerequisites.paradox":"Lost History paradox","feats.witchwarper.greater-warp.choices.spell.options.precog.prerequisites.paradox":"Precog paradox","feats.witchwarper.share-quantum-aura.name":"Share Quantum Aura","feats.witchwarper.share-quantum-aura.prerequisites.feat":"Quantum Aura","feats.witchwarper.twisted-dark-zone.name":"Twisted Dark Zone","feats.witchwarper.in-another-life.name":"In Another Life","feats.witchwarper.in-another-life.actions.another-life.name":"Behold another life","feats.witchwarper.in-another-life.actions.another-life.steps.feat.prompt":"Ancestry feat","feats.witchwarper.in-another-life.actions.another-life.results.chosen.name":"Chosen","feats.witchwarper.radiant-zone.name":"Radiant Zone","feats.witchwarper.sense-abnormalities.name":"Sense Abnormalities","feats.witchwarper.borrow-spell.name":"Borrow Spell","feats.witchwarper.multiverse-magic.name":"Multiverse Magic","feats.witchwarper.persistent-quantum-field.name":"Persistent Quantum Field","feats.witchwarper.folded-paradoxes.name":"Folded Paradoxes","feats.witchwarper.folded-paradoxes.prerequisites.master":"Master in a paradox skill for a paradox other than your chosen paradox","feats.witchwarper.zone-overlap.name":"Zone Overlap","feats.witchwarper.complete-transposition.name":"Complete Transposition","feats.witchwarper.infinite-magic.name":"Infinite Magic","feats.witchwarper.quantum-negation.name":"Quantum Negation","feats.witchwarper.quantum-research.name":"Quantum Research","feats.witchwarper.quantum-research.prerequisites.requirement":"Quantum thesis","classes.witchwarper.name":"Witchwarper","classes.witchwarper.description":"A spellcaster who warps reality by drawing on the possibilities of other universes and timelines. Key attribute: Charisma or Intelligence. 8 Hit Points plus Constitution per level. Expert in Will; trained in Perception, Fortitude, Reflex, simple weapons, unarmed attacks, light armor, unarmored defense, the witchwarper class DC and spell attack modifier and DC. Trained in your paradox's skill and 3 more skills plus Intelligence.","classes.witchwarper.choices.class-feat.prompt":"Witchwarper feat (level {slot})","classes.witchwarper.choices.skill-feat.prompt":"Skill feat (level {slot})","classes.witchwarper.choices.skills.prompt":"Trained skills (3 plus Intelligence)","classes.witchwarper.choices.key-attribute.prompt":"Key attribute","classes.witchwarper.choices.key-attribute.options.cha.name":"Charisma","classes.witchwarper.choices.key-attribute.options.int.name":"Intelligence","classes.witchwarper.choices.paradox.prompt":"Paradox","classes.witchwarper.choices.anchor.prompt":"Anchor","feats.witchwarper.anchoring-strike.description":"Single action. Requirement: your quantum field is active. Make a Strike with these added effects.\n\n**Critical Success** The Strike gains the anchoring trait. You can reroll its damage dice but must use the second result, even if it's worse.\n\n**Success** The Strike gains the anchoring trait.","feats.witchwarper.debris-zone.description":"Single action. The area of your quantum field becomes difficult terrain.","feats.witchwarper.otherworldly-spell.description":"Single action. If the next action you use is to Cast a Spell, creatures able to cast that spell don't automatically know what it is, and creatures that witness the casting take a -2 circumstance penalty to checks to identify it with Recall Knowledge and to checks to counteract it and its effects.","feats.witchwarper.soothing-anchor.description":"Single action. Frequency: once every 10 minutes. Requirement: your last action was to Sustain your quantum field or had the anchoring trait. You gain temporary Hit Points equal to your character level for 1 round.","feats.witchwarper.fundamental-understanding.description":"Reaction. Trigger: a creature, trap or similar object within your quantum field casts a spell not in your spell repertoire, and you're aware of the casting. If the spell is common and you're trained in the skill for its tradition, you automatically identify it (you still roll to try for a critical success but can't get worse than a success). You or a visible ally within 60 feet targeted by the spell gain a +1 circumstance bonus to the saving throw or AC against it (+2 if you rolled a critical success).","feats.witchwarper.nonlethal-spell.description":"Single action. If your next action is to Cast a Spell that deals damage and lacks the death or void trait, it gains the nonlethal trait.","feats.witchwarper.predictive-positioning.description":"Reaction. Trigger: an enemy damages you. Requirement: your quantum field is active. You teleport up to your Speed to a space within your quantum field. This movement doesn't trigger reactions based on movement and ignores hazards and terrain, but can't pass through walls or similar obstructions.","feats.witchwarper.scrub-psyche.description":"Reaction. Trigger: you or an ally fail a save against a mental effect while within your quantum field. The target rerolls the saving throw against the triggering effect and must use the second result, even if it's worse.","feats.witchwarper.warp-wounds.description":"Reaction. Trigger: an enemy damages you. Requirement: an enemy or willing ally is in your quantum field. You gain resistance to all damage against the triggering attack equal to half your level, and one enemy or willing ally in your quantum field takes damage of the same type equal to the amount prevented, with a basic Fortitude save against your class DC.","feats.witchwarper.meandering-mind.description":"Single action. Requirement: your quantum field is active. You gain a +2 status bonus to saving throws against mental effects until the start of your next turn.","feats.witchwarper.quantum-recycle.description":"Reaction. Frequency: once per day. Trigger: you cast a 2nd-rank or higher spell that targets a creature or area within your quantum field. You regain an expended spell slot one rank lower than the triggering spell.","feats.witchwarper.spellsurge-ammo.description":"Free action. Frequency: once per turn. Trigger: you cast a non-cantrip spell. Until the end of your turn, one weapon or grenade you're wielding deals extra force damage equal to the spell's rank and gains the magical trait if it lacked it. If the spell deals damage, the extra damage is of the same type as the spell.","feats.witchwarper.enlarge-quantum-field.description":"Single action. Increase your quantum field's radius by 10 feet. Until the field deactivates, once per turn when you Sustain it, increase its radius by an additional 5 feet (to a maximum of 50 additional feet).","feats.witchwarper.predict-outcome.description":"Frequency: once per hour. You spend 10 minutes peering across timelines or analyzing probability simulations, gaining the effects of augury, except you learn only about dangers ahead: results of \"good\" become \"nothing\" and \"mixed\" become \"bad.\"\n\nIf you're legendary in Arcana or Occultism, it takes only 1 minute.","feats.witchwarper.quantum-aura.description":"Each time you use Warp Reality to activate your quantum field, you can make it an aura that moves with you. If you do, Warp Reality gains the aura trait and the field is a 10-foot-radius emanation.","feats.witchwarper.advanced-warp.description":"You gain the advanced warp spell for your paradox.","feats.witchwarper.danger-zone.description":"Single action. Your quantum field becomes hazardous terrain that deals 1 damage to an enemy each time it enters a square in the area. Choose the damage type when you use this: acid, bludgeoning, cold, electricity, fire, piercing, slashing or sonic. The damage increases by 1 at 12th, 16th and 20th level.","feats.witchwarper.quantum-entanglement.description":"Single action. Until the start of your next turn, any creature that begins its turn inside your quantum field must succeed at a Will save against your witchwarper class DC to move outside it; on a failure, the action is disrupted. A creature that succeeds is immune to Quantum Entanglement for 24 hours.","feats.witchwarper.greater-warp.description":"You gain the greater warp spell for your paradox.","feats.witchwarper.share-quantum-aura.description":"Single action. Your quantum field emanates from an ally you can see instead of from you. The ally gains all the benefits of the field, and your warp spells originate from the ally instead of you until the field deactivates. If you cast warp spells at other targets, you must still have line of sight to the target, but the spell originates from the ally for determining range and line of effect.","feats.witchwarper.twisted-dark-zone.description":"Single action. The area of your quantum field functions as 2nd-rank darkness. Creatures that begin their turn in the area must succeed at a Will save against your class DC or become confused for 1 round (an incapacitation effect), then become immune for 24 hours. If the darkness is successfully counteracted, the field's other effects remain.","feats.witchwarper.in-another-life.description":"During your daily preparations, select one ancestry feat for your ancestry that you meet the prerequisites for and don't already have. You gain it until your next daily preparations.","feats.witchwarper.radiant-zone.description":"Single action. The area of your quantum field becomes bright light. Creatures that begin their turn in it attempt a Fortitude save against your class DC; creatures with light blindness treat their result as one step worse.\n\n**Success** Unaffected.\n\n**Failure** Dazzled for 1 round.\n\n**Critical Failure** Blinded for 1 round, then dazzled for 1 round.","feats.witchwarper.sense-abnormalities.description":"You sense magic auras as though always under a 1st-rank detect magic spell, detecting only in your field of vision. When you Seek, you gain the benefits of a 3rd-rank detect magic on things you see, in addition to the normal benefits. You can turn this sense on or off with a free action at the start or end of your turn.","feats.witchwarper.borrow-spell.description":"Free action. Frequency: once per day. Trigger: you use an action that Sustains your quantum field, and the field is still active. This turn, you can cast one spell from your repertoire without spending a spell slot.","feats.witchwarper.multiverse-magic.description":"You can have one spell in your spell repertoire (not from your paradox's spell list) that isn't from your spellcasting tradition. Select it when you take this feat. You can cast it as a spell of your tradition, and it becomes a signature spell. You can change the spell when you gain a level.","feats.witchwarper.persistent-quantum-field.description":"Two actions. You Warp Reality with a duration of 1 minute.","feats.witchwarper.folded-paradoxes.description":"During daily preparations, you can replace one of your paradox spells with a spell of another paradox that grants training in the prerequisite paradox skill.","feats.witchwarper.zone-overlap.description":"Single action. Requirement: your quantum field is active with one zone affecting it. You overlay a second zone, either another zone you can create or the existing zone again with improved effects: Danger Zone deals 1 extra damage, Debris Zone becomes greater difficult terrain, and Twisted Dark Zone ignores the immunity of creatures that previously critically succeeded at the save for 1 round.","feats.witchwarper.complete-transposition.description":"When you use Sustain to move your quantum field, you can teleport any number of creatures within the field's original area to squares of your choice in its new area, along with items they wear or hold. This gives the Sustain action the teleportation trait. Each target can attempt a Will save against your class DC and is unaffected on a success.","feats.witchwarper.infinite-magic.description":"Twice per day, you can cast a 9th-rank or lower spell after running out of spell slots of the appropriate rank; the two spells cast with this feat must be of different ranks.","feats.witchwarper.quantum-negation.description":"You learn the quantum negation warp spell.","feats.witchwarper.quantum-research.description":"You gain an additional 10th-rank spell slot.","pack.name":"Second Edition science-fantasy rules (ORC)","actions.check.description":"Roll a d20 plus a skill, Lore, Perception or saving throw modifier against a DC. Beat the DC by 10 for a critical success, miss it by 10 for a critical failure; a natural 20 raises the result one step and a natural 1 lowers it.","actions.check.name":"Check","actions.check.params.check.name":"Modifier","actions.check.params.dc.name":"DC","actions.check.params.dc.description":"The Difficulty Class to meet or beat, set by the GM or the effect.","actions.create-character.name":"Build a character","actions.create-character.steps.ancestry.prompt":"Choose an ancestry","actions.create-character.steps.background.prompt":"Choose a background","actions.create-character.steps.class.prompt":"Choose a class","actions.create-character.steps.heritage.prompt":"Choose a heritage","actions.random-character.name":"Build a random character","actions.random-character.steps.ancestry.prompt":"Choose an ancestry","actions.random-character.steps.background.prompt":"Choose a background","actions.random-character.steps.class.prompt":"Choose a class","actions.random-character.steps.keyDie.name":"Roll for Strength or Dexterity as the key attribute","actions.random-character.steps.heritage.prompt":"Choose a heritage","actions.end-turn.name":"End of turn","actions.flat-check.name":"Flat check","actions.flat-check.params.dc.name":"DC","actions.flat-check.params.dc.description":"The number the d20 must reach.","actions.knocked-out.name":"Knocked out","actions.knocked-out.params.critical.name":"By a critical hit or critically failed save","actions.level-up.name":"Level up","actions.level-up.steps.increase.prompt":"Skill increase: raise one skill by a rank (expert at most, master from 7th level, legendary from 15th)","actions.lose-dying.name":"No longer dying","actions.raise-shield.name":"Raise a Shield","actions.recovery-check.name":"Recovery check","actions.recovery-check.results.dead.name":"Dead","actions.recovery-check.results.dying.name":"Still dying","actions.recovery-check.results.recovered.name":"Recovered","actions.start-turn.name":"Start of turn","actions.start-turn.results.started.name":"Turn started","actions.strike.description":"Attack with a weapon or unarmed attack. Each attack after the first in a turn takes the multiple attack penalty (–5, then –10; –4 and –8 with an agile weapon).","actions.strike.name":"Strike","actions.strike.params.ac.name":"Target's AC","actions.strike.params.attack.name":"Attack this turn (1st, 2nd, 3rd)","actions.strike.params.attack.description":"For the multiple attack penalty: 1 for the first attack this turn.","actions.strike.params.reaction.name":"As a reaction (no multiple attack penalty)","actions.strike.params.thrown.name":"Thrown","actions.strike.participants.target.name":"Target","bands.degree.critical-failure.name":"Critical failure","bands.degree.critical-success.name":"Critical success","bands.degree.failure.name":"Failure","bands.degree.rolled.name":"Rolled","bands.degree.success.name":"Success","bands.degree.critical-success.condition":"Meet the DC by 10 or more","bands.degree.success.condition":"Meet the DC","bands.degree.failure.condition":"Miss the DC","bands.degree.critical-failure.condition":"Miss the DC by 10 or more","bands.rank.expert.name":"Expert","bands.rank.legendary.name":"Legendary","bands.rank.master.name":"Master","bands.rank.trained.name":"Trained","bands.rank.untrained.name":"Untrained","boosts.cha.name":"Charisma","boosts.con.name":"Constitution","boosts.dex.name":"Dexterity","boosts.int.name":"Intelligence","boosts.str.name":"Strength","boosts.wis.name":"Wisdom","conditions.blinded.description":"You can't see. Perception checks that need sight critically fail; with vision as your only precise sense, –4 status penalty to Perception. Overrides dazzled.","conditions.blinded.name":"Blinded","conditions.clumsy.description":"Status penalty equal to the value to Dexterity-based rolls and DCs, including AC, Reflex saves and ranged attack rolls.","conditions.clumsy.name":"Clumsy","conditions.concealed.description":"You're hard to see: a creature targeting you must succeed at a DC 5 flat check.","conditions.concealed.name":"Concealed","conditions.confused.description":"You're off-guard, you don't treat anyone as an ally, and you can't Delay, Ready or use reactions; you attack randomly.","conditions.confused.name":"Confused","conditions.controlled.description":"Another creature decides your actions.","conditions.controlled.name":"Controlled","conditions.dazzled.description":"Everything is concealed to you: targeting anything needs a DC 5 flat check.","conditions.dazzled.name":"Dazzled","conditions.deafened.description":"You can't hear: auditory Perception checks critically fail, and –2 status penalty to Perception checks.","conditions.deafened.name":"Deafened","conditions.doomed.description":"You die at a lower dying value: 4 less your doomed value. It drops by 1 after a full night's rest.","conditions.doomed.name":"Doomed","conditions.drained.description":"Status penalty equal to the value to Constitution-based rolls and DCs (Fortitude), and you lose Hit Points equal to your level times the value, as does your maximum.","conditions.drained.name":"Drained","conditions.dying.description":"You're unconscious and near death. At the start of your turn, make a recovery check (a flat check, DC 10 + the value). You die at dying 4 (less doomed).","conditions.dying.name":"Dying","conditions.encumbered.description":"You're carrying too much: clumsy 1 and a –10-foot penalty to all your Speeds.","conditions.encumbered.name":"Encumbered","conditions.enfeebled.description":"Status penalty equal to the value to Strength-based rolls and DCs: Strength-based attack and damage rolls and Athletics checks.","conditions.enfeebled.name":"Enfeebled","conditions.fascinated.description":"–2 status penalty to Perception and skill checks, and you can't use concentrate actions unrelated to the subject.","conditions.fascinated.name":"Fascinated","conditions.fatigued.description":"–1 status penalty to AC and saving throws, and you can't use exploration activities while traveling.","conditions.fatigued.name":"Fatigued","conditions.fleeing.description":"You must spend your actions trying to escape.","conditions.fleeing.name":"Fleeing","conditions.frightened.description":"Status penalty equal to the value to all your checks and DCs. It drops by 1 at the end of each of your turns.","conditions.frightened.name":"Frightened","conditions.grabbed.description":"You're held in place: off-guard and immobilized.","conditions.grabbed.name":"Grabbed","conditions.hidden.description":"A creature knows where you are but can't see you: it must succeed at a DC 11 flat check to target you.","conditions.hidden.name":"Hidden","conditions.immobilized.description":"You can't use any action with the move trait.","conditions.immobilized.name":"Immobilized","conditions.invisible.description":"You can't be seen: you're undetected to everyone (hidden once found).","conditions.invisible.name":"Invisible","conditions.off-guard.description":"–2 circumstance penalty to AC.","conditions.off-guard.name":"Off-Guard","conditions.paralyzed.description":"You can't act: off-guard, and you can only Recall Knowledge and use mental actions.","conditions.paralyzed.name":"Paralyzed","conditions.persistent-damage.actions.take-persistent-damage.name":"Take persistent damage","conditions.persistent-damage.description":"You take the damage at the end of each of your turns, then attempt a DC 15 flat check to end it.","conditions.persistent-damage.name":"Persistent Damage","conditions.petrified.description":"You've been turned to stone and can't act or sense anything.","conditions.petrified.name":"Petrified","conditions.prone.description":"You're lying on the ground: off-guard and –2 circumstance penalty to attack rolls.","conditions.prone.name":"Prone","conditions.quickened.description":"You gain 1 extra action at the start of each turn, usable only as the effect that quickened you allows.","conditions.quickened.name":"Quickened","conditions.restrained.description":"You're tied up or pinned: off-guard and immobilized, and you can't use attack or manipulate actions except to escape.","conditions.restrained.name":"Restrained","conditions.sickened.actions.retch.name":"Retch","conditions.sickened.actions.retch.params.dc.name":"DC","conditions.sickened.description":"Status penalty equal to the value to all checks and DCs, and you can't willingly ingest anything. Retch to try to lower it.","conditions.sickened.name":"Sickened","conditions.slowed.description":"You regain that many fewer actions at the start of each turn.","conditions.slowed.name":"Slowed","conditions.stunned.description":"You lose that many actions at the start of your turn, and the value drops by the actions lost.","conditions.stunned.name":"Stunned","conditions.stupefied.description":"Status penalty equal to the value to Intelligence-, Wisdom- and Charisma-based checks and DCs, including Will saves and Perception.","conditions.stupefied.name":"Stupefied","conditions.unconscious.description":"You can't act: –4 status penalty to AC, Perception and Reflex saves, and you're blinded and off-guard.","conditions.unconscious.name":"Unconscious","conditions.wounded.description":"Whenever you gain the dying condition, its value rises by your wounded value.","conditions.wounded.name":"Wounded","constraints.alive":"Dying has reached its maximum: the character is dead.","constraints.bulk-limit":"More Bulk than the character can carry.","constraints.creation-ancestry-background-class":"A new character needs an ancestry, a background and a class.","constraints.one-flourish":"Only one action with the flourish trait each turn.","creation.standard.description":"Choose an ancestry and heritage, a background and a class, then the attribute boosts, feats, languages and skills they bring.","creation.standard.name":"Build a character","creation.random.description":"A random class, ancestry, heritage and background, with every boost, skill, feat and language they bring picked for you.","creation.random.name":"A random character","fields.attacks.advanced.rank.name":"Advanced weapons","fields.attacks.martial.rank.name":"Martial weapons","fields.attacks.simple.rank.name":"Simple weapons","fields.attacks.unarmed.rank.name":"Unarmed attacks","fields.attributes.cha.mod.name":"Charisma","fields.attributes.cha.mod.short":"CHA","fields.attributes.con.mod.name":"Constitution","fields.attributes.con.mod.short":"CON","fields.attributes.dex.mod.name":"Dexterity","fields.attributes.dex.mod.short":"DEX","fields.attributes.int.mod.name":"Intelligence","fields.attributes.int.mod.short":"INT","fields.attributes.str.mod.name":"Strength","fields.attributes.str.mod.short":"STR","fields.attributes.wis.mod.name":"Wisdom","fields.attributes.wis.mod.short":"WIS","fields.bulk.carried.name":"Bulk carried","fields.bulk.encumbered.name":"Encumbered above","fields.bulk.max.name":"Maximum Bulk","fields.classDc.rank.name":"Class DC proficiency","fields.classDc.value.name":"Class DC","fields.creature.size.name":"Size","fields.defenses.ac.name":"Armor Class","fields.defenses.heavy.rank.name":"Heavy armor","fields.defenses.light.rank.name":"Light armor","fields.defenses.medium.rank.name":"Medium armor","fields.defenses.unarmored.rank.name":"Unarmored defense","fields.hp.current.name":"Hit Points","fields.hp.max.name":"Maximum Hit Points","fields.hp.temp.name":"Temporary Hit Points","fields.languages.name":"Languages","fields.level.name":"Level","fields.parry.active.name":"Dueling Parry","fields.perception.dc.name":"Perception DC","fields.perception.mod.name":"Perception","fields.perception.rank.name":"Perception proficiency","fields.saves.fortitude.dc.name":"Fortitude DC","fields.saves.fortitude.mod.name":"Fortitude","fields.saves.fortitude.rank.name":"Fortitude proficiency","fields.saves.reflex.dc.name":"Reflex DC","fields.saves.reflex.mod.name":"Reflex","fields.saves.reflex.rank.name":"Reflex proficiency","fields.saves.will.dc.name":"Will DC","fields.saves.will.mod.name":"Will","fields.saves.will.rank.name":"Will proficiency","fields.senses.name":"Senses","fields.shield.raised.name":"Shield raised","fields.speed.land.name":"Speed","fields.traits.name":"Traits","fields.turn.actionsPerTurn.name":"Actions this turn","fields.turn.attacks.name":"Attacks this turn","fields.turn.flourishes.name":"Flourishes this turn","fields.weapons.specialization.name":"Weapon specialization","fields.xp.current.name":"Experience points","followUps.knocked-out.description":"Reduced to 0 Hit Points: dying 1 (2 from a critical hit) plus the wounded value, and unconscious.","followUps.knocked-out.name":"Knocked out","followUps.level-up.name":"Level up","followUps.revived.name":"No longer dying","groups.advancement.label":"Creation and advancement","groups.ancestry.label":"Ancestry","groups.armor.label":"Armor","groups.attributes.label":"Attributes","groups.background.label":"Background","groups.bulk.label":"Bulk","groups.checks.label":"Checks","groups.class-features.label":"Class features","groups.class.label":"Class","groups.condition-actions.label":"Conditions","groups.conditions.label":"Conditions","groups.defenses.label":"Defenses","groups.feats.label":"Feats","groups.feats.sections.ancestry.name":"Ancestry feats","groups.feats.sections.class.name":"Class feats","groups.feats.sections.general.name":"General feats","groups.feats.sections.skill.name":"Skill feats","groups.gear.label":"Gear","groups.heritage.label":"Heritage","groups.consumables.label":"Consumables","groups.rituals.label":"Rituals","groups.boost-picks.label":"Attribute boosts picked","groups.language-picks.label":"Languages picked","groups.proficiencies.label":"Proficiencies","groups.reactions.label":"Reactions and shields","groups.saves.label":"Saving throws and Perception","groups.shields.label":"Shields","groups.skill-increases.label":"Skill increases","groups.skill-ranks.label":"Skill proficiency","groups.skills.label":"Skills","groups.strikes.label":"Strikes","groups.summary.label":"Character","groups.turn-actions.label":"Turns","groups.turn.label":"This turn","groups.weapons.label":"Weapons","rules.choices.ancestry-feat.prompt":"Ancestry feat (level {slot})","rules.choices.boosts.prompt":"Attribute boosts at level {slot}","rules.choices.extra-training.prompt":"A skill trained twice: train another skill instead","rules.choices.free-boosts.prompt":"Four free attribute boosts, each to a different attribute","rules.choices.general-feat.prompt":"General feat (level {slot})","rules.choices.languages.prompt":"Additional languages","situational.againstEmotion.name":"Against an emotion effect","situational.againstFear.name":"Against a fear effect","situational.circumstanceBonus.name":"Circumstance bonus","situational.circumstancePenalty.name":"Circumstance penalty","situational.fortune.name":"Fortune (roll twice, take the higher)","situational.initiative.name":"Rolling initiative","situational.itemBonus.name":"Item bonus","situational.misfortune.name":"Misfortune (roll twice, take the lower)","situational.offGuardTarget.name":"Target off-guard to this attack (flanked)","situational.penalty.name":"Untyped penalty","situational.shieldBlock.name":"Shield Block","situational.statusBonus.name":"Status bonus","situational.statusPenalty.name":"Status penalty","situational.sweep.name":"Sweep: attacked a different target this turn","tags.trait.agile.description":"The multiple attack penalty with this weapon is –4 on the second attack and –8 on later ones.","tags.trait.agile.name":"Agile","tags.trait.deadly.description":"On a critical hit, add a weapon damage die of the listed size, not doubled.","tags.trait.deadly.name":"Deadly","tags.trait.disarm.description":"You can use this weapon to Disarm with Athletics.","tags.trait.disarm.name":"Disarm","tags.trait.fatal.description":"On a critical hit, the weapon damage die becomes the listed size, and you add one more die of that size.","tags.trait.fatal.name":"Fatal","tags.trait.finesse.description":"You can use Dexterity instead of Strength on attack rolls with this melee weapon.","tags.trait.finesse.name":"Finesse","tags.trait.flourish.description":"You can use only one action with this trait per turn.","tags.trait.flourish.name":"Flourish","tags.trait.forceful.description":"A circumstance bonus to damage of +1 per weapon die on your second attack this turn, +2 per die on later attacks.","tags.trait.forceful.name":"Forceful","tags.trait.fortune.description":"Roll twice and take the better result; only one fortune effect applies to a roll.","tags.trait.fortune.name":"Fortune","tags.trait.manipulate.name":"Manipulate","tags.trait.nonlethal.description":"Attacks with it are nonlethal and knock creatures out rather than kill them.","tags.trait.nonlethal.name":"Nonlethal","tags.trait.open.description":"Usable only if it is your first action with the attack or open trait this turn.","tags.trait.open.name":"Open","tags.trait.press.description":"Usable only while you have a multiple attack penalty.","tags.trait.press.name":"Press","tags.trait.reaction.name":"Reaction","tags.trait.reload.description":"Actions it takes to reload.","tags.trait.reload.name":"Reload","tags.trait.shove.description":"You can use this weapon to Shove with Athletics.","tags.trait.shove.name":"Shove","tags.trait.stance.description":"A combat stance that lasts until you leave it; only one at a time.","tags.trait.stance.name":"Stance","tags.trait.sweep.description":"A +1 circumstance bonus to attack rolls with it if you already attempted to attack a different target this turn.","tags.trait.sweep.name":"Sweep","tags.trait.two-hand.description":"Wielded in two hands, the weapon damage die becomes the listed size.","tags.trait.two-hand.name":"Two-hand","tags.trait.volley.description":"A –2 penalty to attack rolls against targets within the listed distance.","tags.trait.volley.name":"Volley","tallies.successToCrit.name":"Success becomes a critical success","tallies.degreeShift.name":"Degrees better","tallies.naturalOneHolds.name":"A natural 1 doesn't lower the degree","types.ancestry.name":"Ancestry","types.ancestry.copies":"A character has only one ancestry.","types.armor.name":"Armor","types.background.name":"Background","types.background.copies":"A character has only one background.","types.boost.name":"Attribute boost","types.class.name":"Class","types.class.copies":"A character has only one class.","types.condition.name":"Condition","types.condition.state.damage.name":"Damage","types.condition.state.damageType.name":"Damage type","types.condition.state.value.name":"Value","types.feat.name":"Feat","types.feature.name":"Class feature","types.gear.name":"Gear","types.heritage.name":"Heritage","types.language.name":"Language","types.shield.name":"Shield","types.shield.state.damage.name":"Hit Points lost","types.weapon.computed.attackDex.name":"Attack (Dexterity)","types.weapon.computed.attackStr.name":"Attack (Strength)","types.weapon.computed.damageOther.name":"Damage bonus (ranged)","types.weapon.computed.damageStr.name":"Damage bonus (Strength)","types.weapon.computed.proficiency.name":"Proficiency bonus","types.weapon.computed.rank.name":"Proficiency","types.weapon.computed.specialization.name":"Weapon specialization","types.weapon.name":"Weapon","types.weapon.state.wielding.name":"Held in","types.spell.block":"**{name}** — *{tag_trait_cantrip, select, true {Cantrip} other {{tag_trait_focus, select, true {Focus} other {Spell}}}} {rank}*{has_tags, select, true { · {tags_name}} other {}} · {cast_name}{has_texts_trigger, select, true { · Trigger {texts_trigger}} other {}}{has_texts_requirements, select, true { · Requirements {texts_requirements}} other {}}{has_range, select, true { · Range {range, select, 0 {touch} other {{range} feet}}} other {}}{has_areaSize, select, true { · Area {areaSize}-foot {area, select, burst {burst} cone {cone} emanation {emanation} line {line} square {square} cube {cube} wall {wall} other {area}}} other {}}{has_targets, select, true { · {targets, plural, one {1 target} other {# targets}}} other {}}{has_defense, select, true { · Defense {basic, select, true {basic } other {}}{defense_name}} other {}}{has_duration, select, true { · {sustained, select, true {Sustained up to } other {}}{duration, select, rounds {{durationAmount, plural, one {# round} other {# rounds}}} minutes {{durationAmount, plural, one {# minute} other {# minutes}}} hours {{durationAmount, plural, one {# hour} other {# hours}}} days {{durationAmount, plural, one {# day} other {# days}}} other {{duration_name}}}} other {}}","types.spell.fields.cast.values.free.name":"Free action","types.spell.fields.cast.values.reaction.name":"Reaction","types.spell.fields.cast.values.one.name":"1 action","types.spell.fields.cast.values.two.name":"2 actions","types.spell.fields.cast.values.three.name":"3 actions","types.spell.fields.cast.values.one-to-two.name":"1 to 2 actions","types.spell.fields.cast.values.one-to-three.name":"1 to 3 actions","types.spell.fields.cast.values.two-to-three.name":"2 to 3 actions","types.spell.fields.cast.values.one-minute.name":"1 minute","types.spell.fields.cast.values.ten-minutes.name":"10 minutes","types.spell.fields.cast.values.one-hour.name":"1 hour","types.spell.fields.defense.values.ac.name":"AC","types.spell.fields.defense.values.fortitude.name":"Fortitude","types.spell.fields.defense.values.reflex.name":"Reflex","types.spell.fields.defense.values.will.name":"Will","types.spell.fields.duration.values.rounds.name":"Rounds","types.spell.fields.duration.values.minutes.name":"Minutes","types.spell.fields.duration.values.hours.name":"Hours","types.spell.fields.duration.values.days.name":"Days","types.spell.fields.duration.values.until-next-turn.name":"Until the start of your next turn","types.spell.fields.duration.values.until-end-of-turn.name":"Until the end of your turn","types.spell.fields.duration.values.until-daily-preparations.name":"Until your next daily preparations","types.spell.fields.duration.values.unlimited.name":"Unlimited","types.spell.fields.duration.values.sustained.name":"Sustained","types.spell.fields.duration.values.varies.name":"Varies","types.feat.block":"**{name}** — *{category_name} feat {level}*{has_tags, select, true { · {tags_name}} other {}}{has_ancestry, select, true { · {ancestry_name}} other {}}{has_heritage, select, true { · {heritage_name}} other {}}{has_class, select, true { · {class_name}} other {}}","types.feat.fields.category.values.ancestry.name":"Ancestry","types.feat.fields.category.values.class.name":"Class","types.feat.fields.category.values.general.name":"General","types.feat.fields.category.values.skill.name":"Skill","types.feature.block":"**{name}** — *Class feature {level}*{has_tags, select, true { · {tags_name}} other {}}","types.weapon.block":"**{name}** — *{category_name} {range, plural, =0 {melee} other {ranged}} weapon* · {damage} {damageType_name} · Group {group_name}{range, plural, =0 {} other { · Range {range} feet}}{hands, plural, =2 { · Two hands} other {}}{has_tags, select, true { · {tags_name}} other {}}{bulk, plural, =0 {} other { · Bulk {bulk_name}}}{has_price, select, true { · {price} gp} other {}}","types.weapon.fields.category.values.unarmed.name":"Unarmed","types.weapon.fields.category.values.simple.name":"Simple","types.weapon.fields.category.values.martial.name":"Martial","types.weapon.fields.category.values.advanced.name":"Advanced","types.weapon.fields.group.values.axe.name":"Axe","types.weapon.fields.group.values.brawling.name":"Brawling","types.weapon.fields.group.values.club.name":"Club","types.weapon.fields.group.values.crossbow.name":"Crossbow","types.weapon.fields.group.values.dart.name":"Dart","types.weapon.fields.group.values.flail.name":"Flail","types.weapon.fields.group.values.hammer.name":"Hammer","types.weapon.fields.group.values.knife.name":"Knife","types.weapon.fields.group.values.polearm.name":"Polearm","types.weapon.fields.group.values.shield.name":"Shield","types.weapon.fields.group.values.spear.name":"Spear","types.weapon.fields.group.values.sword.name":"Sword","types.weapon.fields.damageType.values.bludgeoning.name":"bludgeoning","types.weapon.fields.damageType.values.piercing.name":"piercing","types.weapon.fields.damageType.values.slashing.name":"slashing","types.armor.block":"**{name}** — *{category, select, unarmored {Unarmored defense} other {{category_name} armor}}* · AC +{acBonus} · Dex cap +{dexCap}{has_strength, select, true { · Strength +{strength}} other {}}{checkPenalty, plural, =0 {} other { · Check penalty –{checkPenalty}}}{speedPenalty, plural, =0 {} other { · Speed –{speedPenalty} feet}}{has_group, select, true { · Group {group_name}} other {}}{has_tags, select, true { · {tags_name}} other {}}{bulk, plural, =0 {} other { · Bulk {bulk_name}}}{has_price, select, true { · {price} gp} other {}}","types.armor.fields.category.values.unarmored.name":"Unarmored","types.armor.fields.category.values.light.name":"Light","types.armor.fields.category.values.medium.name":"Medium","types.armor.fields.category.values.heavy.name":"Heavy","types.armor.fields.group.values.cloth.name":"Cloth","types.armor.fields.group.values.leather.name":"Leather","types.armor.fields.group.values.composite.name":"Composite","types.armor.fields.group.values.chain.name":"Chain","types.armor.fields.group.values.plate.name":"Plate","types.shield.block":"**{name}** — *Shield* · AC +{acBonus} · Hardness {hardness} · HP {hp} (BT {bt}){speedPenalty, plural, =0 {} other { · Speed –{speedPenalty} feet}}{has_tags, select, true { · {tags_name}} other {}}{bulk, plural, =0 {} other { · Bulk {bulk_name}}}{has_price, select, true { · {price} gp} other {}}","types.gear.block":"**{name}** — *Gear*{has_tags, select, true { · {tags_name}} other {}}{bulk, plural, =0 {} other { · Bulk {bulk_name}}}{has_price, select, true { · {price} gp} other {}}","types.consumable.block":"**{name}** — *{category_name} {level}*{has_tags, select, true { · {tags_name}} other {}}{has_healing, select, true { · Restores {healing} HP} other {}}{bulk, plural, =0 {} other { · Bulk {bulk_name}}}{has_price, select, true { · {price} gp} other {}}","types.weapon.fields.bulk.values.0.1.name":"L","types.armor.fields.bulk.values.0.1.name":"L","types.shield.fields.bulk.values.0.1.name":"L","types.gear.fields.bulk.values.0.1.name":"L","types.consumable.fields.bulk.values.0.1.name":"L","units.ft.name":"feet","units.ft.short":"ft","tags.ac.name":"Armor Class","tags.assurance.name":"Assurance","tags.attack.name":"Attack","tags.attack-count.name":"Attack count","tags.attack.melee.name":"Melee attack","tags.attack.ranged.name":"Ranged attack","tags.attr.name":"Attribute","tags.attr.cha.name":"Charisma","tags.attr.con.name":"Constitution","tags.attr.dex.name":"Dexterity","tags.attr.int.name":"Intelligence","tags.attr.str.name":"Strength","tags.attr.wis.name":"Wisdom","tags.attribute.name":"Attribute","tags.attribute-boosts.name":"Attribute boosts","tags.check.name":"Check","tags.class-action.name":"Class action","tags.feat-action.name":"Feat action","tags.class-dc.name":"Class DC","tags.condition.name":"Condition","tags.creation.name":"Creation","tags.d20.name":"d20 roll","tags.damage.name":"Damage","tags.damage.acid.name":"Acid damage","tags.damage.bleed.name":"Bleed damage","tags.damage.bludgeoning.name":"Bludgeoning damage","tags.damage.cold.name":"Cold damage","tags.damage.critical.name":"Critical damage","tags.damage.electricity.name":"Electricity damage","tags.damage.fire.name":"Fire damage","tags.damage.mental.name":"Mental damage","tags.damage.piercing.name":"Piercing damage","tags.damage.poison.name":"Poison damage","tags.damage.slashing.name":"Slashing damage","tags.damage.sonic.name":"Sonic damage","tags.damage.spell.name":"Spell damage","tags.damage.spirit.name":"Spirit damage","tags.damage.strike.name":"Strike damage","tags.damage.vitality.name":"Vitality damage","tags.damage.void.name":"Void damage","tags.dc.name":"DC","tags.dying.name":"Dying","tags.flat-check.name":"Flat check","tags.group.name":"Weapon group","tags.group.axe.name":"Axe group","tags.group.brawling.name":"Brawling group","tags.group.club.name":"Club group","tags.group.crossbow.name":"Crossbow group","tags.group.dart.name":"Dart group","tags.group.flail.name":"Flail group","tags.group.hammer.name":"Hammer group","tags.group.knife.name":"Knife group","tags.group.polearm.name":"Polearm group","tags.group.shield.name":"Shield group","tags.group.spear.name":"Spear group","tags.group.sword.name":"Sword group","tags.level-up.name":"Level up","tags.lore.name":"Lore","tags.perception.name":"Perception","tags.persistent-damage.name":"Persistent damage","tags.reaction.name":"Reaction","tags.rest.name":"Rest","tags.save.name":"Saving throw","tags.save.fortitude.name":"Fortitude","tags.save.reflex.name":"Reflex","tags.save.will.name":"Will","tags.sense.name":"Sense","tags.sense.darkvision.name":"Darkvision","tags.sense.low-light-vision.name":"Low-light vision","tags.sense.scent.name":"Scent","tags.shield.name":"Shield","tags.skill.name":"Skill","tags.skill-increase.name":"Skill increase","tags.skill-training.name":"Skill training","tags.skill-rank.name":"Skill rank","tags.untrained.name":"Untrained","tags.skill.lore.name":"Lore","tags.spell.name":"Spell","tags.spell.caster.name":"Spell, for its caster","tags.spell.paid.name":"Spell, once paid for","tags.spell.target.name":"Spell, for each target","tags.spell-attack.name":"Spell attack","tags.spell-cost.name":"Spell cost","tags.spell-dc.name":"Spell DC","tags.stance.name":"Stance","tags.standard.name":"Standard","tags.part.name":"Roll part","tags.part.attribute.name":"Attack attribute","tags.part.map.name":"Multiple attack penalty","tags.part.weapon-die.name":"Weapon damage die","tags.strike.name":"Strike","tags.strike.hit.name":"Strike hit","tags.strike.hit.critical.name":"Strike critical hit","tags.strike.double-slice.name":"Double Slice","tags.strike.vicious-swing.name":"Vicious Swing","tags.tradition.name":"Tradition","tags.trait.name":"Trait","tags.trait.human.name":"Human","tags.trait.humanoid.name":"Humanoid","tags.turn.name":"Turn","tags.turn.end.name":"End of turn","tags.turn.start.name":"Start of turn","tags.unarmed.name":"Unarmed","tags.trait.spellshape.name":"Spellshape"};
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