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Capabilities, effects, and primitive paths grouped by what grants them.

Aster Farwake

Character Sheet

Aster Farwake

L16MEDIUM· Skyborn· Mystic
Versions1
Budget
Level16
DM Bonus
Item BU30 (separate)
Debt
L-bracket L13-L16
Remaining-16 BU
Budget usage99.5%
Debt usage0%
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Capabilities and effects with their outputs

Filters

Character origins

Lineage, upbringing, and manifest

3 active sources

Heritage channel

lineage

1 bundle · 0 direct

LINEAGE · v7 · 52 BU

Available
Capabilities1
v2
ACTIVE4 BU

Spread a gliding surface during a fall and steer within the primitive's stated descent ratio. This never grants hovering or a flying speed.

Direct primitives1
v1

With room to spread wings or a similar surface, guide a fall and travel sideways up to 30 feet for each 10 feet descended. This does not create lift, hovering, or a flying speed. The table determines whether the space and surface permit gliding.

Direct lineage primitives5
v4

Grant flight to self.

Requires constant forward momentum to stay aloft.

v2

Add 2 to Awareness checks.

Add 2 to Awareness checks while active, whether or not the character is proficient. This is a flat check bonus, not a proficiency grant or an extra Proficiency Bonus. A mirrored use subtracts 2.

v2

Add 2 to Physical saving throws.

Add 2 to Physical saving throws while active. This does not grant proficiency, affect the other two saving throws, or alter the character's one DC. A mirrored use subtracts 2.

v1

Add 30 to Flying Speed.

Add 30 feet to flying speed while active. A positive flying speed permits flight at that speed. It does not grant hovering or protection from falling. Other movement speeds are unchanged. A mirrored use reduces this speed by 30 feet, with a zero minimum.

v1

Take half cold damage, rounding the final damage up. A mirrored use takes double cold damage.

Take half cold damage, rounding the final damage up. A mirrored use takes double cold damage. It applies only while this primitive is active and only to the named damage type.

Direct lineage pieces

0

No direct pieces in this heritage channel.

Heritage channel

upbringing

1 bundle · 0 direct

UPBRINGING · v7 · 14 BU

Available
Capabilities1
v2
ACTIVE6 BU

Mark and survey one route before travel. On that route, use the linked Fieldcraft benefit when its authored condition holds; the table decides changed terrain.

Direct primitives2
v2

Add 2 to Fieldcraft checks.

Add 2 to Fieldcraft checks while active, whether or not the character is proficient. This is a flat check bonus, not a proficiency grant or an extra Proficiency Bonus. A mirrored use subtracts 2.

v2

Mark a reachable route with a carried substance or tool. An observer who knows the marks can follow them until they are erased, covered, or the route changes.

Effects1
v2
2 BU

One route is surveyed and marked before travel until its conditions materially change. The table decides which checks concern that route; this effect has no automatic Fieldcraft bonus.

v2

Mark a reachable route with a carried substance or tool. An observer who knows the marks can follow them until they are erased, covered, or the route changes.

Direct upbringing primitives3
v2

Add 2 to Knowledge checks.

Add 2 to Knowledge checks while active, whether or not the character is proficient. This is a flat check bonus, not a proficiency grant or an extra Proficiency Bonus. A mirrored use subtracts 2.

v2

Mark a reachable route with a carried substance or tool. An observer who knows the marks can follow them until they are erased, covered, or the route changes.

v2

With a visible familiar sky and known landmarks, estimate direction and progress at night. Cloud, unfamiliar stars, and changed terrain limit the reading.

Direct upbringing pieces

0

No direct pieces in this heritage channel.

Heritage channel

manifest

1 bundle · 8 direct

MANIFEST · v7 · 34 BU

Available
Capabilities1
v2
ACTIVE6 BU

With the purchased Light domain, make a visible signal at a chosen reachable point for allies who know its code. It does not illuminate through cover.

Direct primitives2
v4

Grant [light] domain access.

This Tier I domain covers visible light, brightness, color, reflection, refraction, and ordinary optical concealment. It grants vocabulary for building capabilities about this subject; the chosen verb tier, range, structure, targeting, duration, and other primitives determine the specific action and limits.

v2

Make simple rehearsed visual signals to observers who can see and know the code. Darkness, cover, distance, and unfamiliar observers can defeat the signal.

Effects1
v2
2 BU

A visible signal remains available at a chosen point while its source can be seen. Only observers who know the code understand it; cover or extinguishing ends it.

v2

Make simple rehearsed visual signals to observers who can see and know the code. Darkness, cover, distance, and unfamiliar observers can defeat the signal.

Direct manifest primitives5
v7

Set maximum range to Near (30 ft).

The capability can reach a target up to 30 feet away, covering close combat, a small room, or the nearby part of a battlefield.

v3

Encounter-length, sustained presence in scene

v6

Grant [Tier II] verb access.

Unlock the complete Tier II verb vocabulary for changing existing states and properties: alter, combine, separate, enhance, weaken, suppress, extend, compress, reshape, redirect, convert, stabilize, amplify, reduce, transfer, infuse, extract, bind, disrupt, and channel. Buying this primitive grants the whole tier; it is not the purchase of a single verb.

v4

Grant [light] domain access.

This Tier I domain covers visible light, brightness, color, reflection, refraction, and ordinary optical concealment. It grants vocabulary for building capabilities about this subject; the chosen verb tier, range, structure, targeting, duration, and other primitives determine the specific action and limits.

v6

Unlock [1d10] damage or healing output.

Use a d10 for concentrated high-impact damage or healing. This die sets the output intensity while the capability defines what produces it and who receives it.

Direct manifest pieces

8
capability18 BUAvailable

Resolve a purchased Force action to pull one unattended object no heavier than 5 lb up to 10 ft toward the actor along a clear path. Record movement manually.

capability26 BUAvailable

Resolve one purchased Light delivery against two legal named targets. Split the rolled 1d4 total as agreed before rolling rather than duplicating it; round any divided amounts up under SwordWeave convention. Resolve saves and Vitality manually.

capability12 BUAvailable

Make one normal thrown action and guide the shard back through a clear legal path. Catch with a free hand; returning adds no second hit.

v5
verb tier12 BUAvailable

Grant [Tier III] verb access.

Control over the internal structure of systems and entities. Includes restructure, reconfigure, invert, synchronize, entangle, merge or split systems, override local rules, impose constraints, unlock latent states, collapse subsystems, and redirect bounded causal chains.

v7
range12 BUAvailable

Set maximum range to Very Far (120 ft).

The capability can reach a target up to 120 feet away, spanning most battlefields and other long but directly observable distances.

v6
intensity dice4 BUAvailable

Add +1d8 to Action.Damage.

Use a d8 when this capability produces a heavy but still conventional amount of damage or healing. The die inherits the capability's execution source, target, range, and delivery rules.

v2
sheet augment20 BUAvailable

Add 3 to Magical.

While active, add 3 to Magical. Checks, saving throws, and the one Attack Bonus/DC when this is the selected proficient attribute use the resulting attribute value. A mirrored use subtracts the same amount.

v2
sheet augment15 BUAvailable

Add 5 to Magical saving throws.

Add 5 to Magical saving throws while active. This does not grant proficiency, affect the other two saving throws, or alter the character's one DC. A mirrored use subtracts 5.