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		<updated>2026-04-04T03:11:50Z</updated>
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	<entry>
		<id>http://weirlands.com/index.php?title=Book:Post-Death_Traditions_and_Myths&amp;diff=1145</id>
		<title>Book:Post-Death Traditions and Myths</title>
		<link rel="alternate" type="text/html" href="http://weirlands.com/index.php?title=Book:Post-Death_Traditions_and_Myths&amp;diff=1145"/>
				<updated>2020-09-14T15:21:29Z</updated>
		
		<summary type="html">&lt;p&gt;Weirfish: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Metmer'ah, the Everhall==&lt;br /&gt;
&lt;br /&gt;
{{Quotation&lt;br /&gt;
|Every developed culture that academia is aware of has some element of an afterworld or post-life. One of the more well-understood is that of the Dwarves, which tells of Damidra Danii, the Everhungry. Damidra Danii are said to be natural denizens of the dwarvern afterworld, Metmer'ah. Most Dwarven ecclesiastical philologists describe them as tall, gaunt, humanoid figures, whose lower abdomen is essentially missing, leaving a void forward of the spine and pelvis, below and extending up behind the rib cage. Per the relevant students, these beings were created to inhabit the afterworld, as our more commonly encountered beings were created to inhabit our plane of existence. However, as neither hunger nor physical damage are a considerable threat in their realm, they had no reason to develop any kind of civilisation, and most are content to wander and talk.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;It is said that, when a being enters Metmer'ah from our world, they will be met with disdain by the inhabitants. Whether this is because they desire to live with us and cannot, or we are simply interlopers in their land, is unknown. Part of the dwarvern funeral rite is to provide fresh fruit for the deceased to carry with them. It is said that this fruit can be given as a gift to the first Damidra Danius they strike a conversation with, which forms a bond with the being that can assist in allowing their continued passage without interruption. The fruit will be consumed by the being, via the normal oral orifice, and proceed to pass through the void in their trunk, falling to the floor as so much dust. This same transformation can be seen in the conlocal (as opposed to contemporal) counterpart; observers can witness the fruit decay in a manner unlike that of normal spoiled fruit.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;There are three accepted practices in selecting the fruit provided for offering; the rarest, such that the offering is unique, the most expensive, such that the offering is prestigious, or the most intensely pungent/flavoured, such that the offering is impactful. It is the opinion of the author that, as these beings are said to be ageless and have no significant threats, intensity is the better selection criteria; they must all, over time, encounter every flavour.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;It is not well understood why fruit specifically must be offered, where other sensorally intense objects are not accepted. Sight and touch are often described as diminished within their realm, and loud sounds may be considered rude; it would not be enjoyable if a being entered our reality and began yelling constantly. Appealing to the senses of taste and smell is logical, therefore, as they are both more personal and not diminished. However, incense, vegetables, meat, stock, pastries, etc, cannot fulfil the same role within these rites, by tradition.&lt;br /&gt;
|Unknown Scholar&lt;br /&gt;
|Post-Death Traditions and Myths&lt;br /&gt;
|c2158&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Weirfish</name></author>	</entry>

	<entry>
		<id>http://weirlands.com/index.php?title=Book:Post-Death_Traditions_and_Myths&amp;diff=1144</id>
		<title>Book:Post-Death Traditions and Myths</title>
		<link rel="alternate" type="text/html" href="http://weirlands.com/index.php?title=Book:Post-Death_Traditions_and_Myths&amp;diff=1144"/>
				<updated>2020-09-14T15:21:14Z</updated>
		
		<summary type="html">&lt;p&gt;Weirfish: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Metmer'ah, the Everhall==&lt;br /&gt;
&lt;br /&gt;
{{Quotation&lt;br /&gt;
|...&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Every developed culture that academia is aware of has some element of an afterworld or post-life. One of the more well-understood is that of the Dwarves, which tells of Damidra Danii, the Everhungry. Damidra Danii are said to be natural denizens of the dwarvern afterworld, Metmer'ah. Most Dwarven ecclesiastical philologists describe them as tall, gaunt, humanoid figures, whose lower abdomen is essentially missing, leaving a void forward of the spine and pelvis, below and extending up behind the rib cage. Per the relevant students, these beings were created to inhabit the afterworld, as our more commonly encountered beings were created to inhabit our plane of existence. However, as neither hunger nor physical damage are a considerable threat in their realm, they had no reason to develop any kind of civilisation, and most are content to wander and talk.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;It is said that, when a being enters Metmer'ah from our world, they will be met with disdain by the inhabitants. Whether this is because they desire to live with us and cannot, or we are simply interlopers in their land, is unknown. Part of the dwarvern funeral rite is to provide fresh fruit for the deceased to carry with them. It is said that this fruit can be given as a gift to the first Damidra Danius they strike a conversation with, which forms a bond with the being that can assist in allowing their continued passage without interruption. The fruit will be consumed by the being, via the normal oral orifice, and proceed to pass through the void in their trunk, falling to the floor as so much dust. This same transformation can be seen in the conlocal (as opposed to contemporal) counterpart; observers can witness the fruit decay in a manner unlike that of normal spoiled fruit.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;There are three accepted practices in selecting the fruit provided for offering; the rarest, such that the offering is unique, the most expensive, such that the offering is prestigious, or the most intensely pungent/flavoured, such that the offering is impactful. It is the opinion of the author that, as these beings are said to be ageless and have no significant threats, intensity is the better selection criteria; they must all, over time, encounter every flavour.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;It is not well understood why fruit specifically must be offered, where other sensorally intense objects are not accepted. Sight and touch are often described as diminished within their realm, and loud sounds may be considered rude; it would not be enjoyable if a being entered our reality and began yelling constantly. Appealing to the senses of taste and smell is logical, therefore, as they are both more personal and not diminished. However, incense, vegetables, meat, stock, pastries, etc, cannot fulfil the same role within these rites, by tradition.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;...&lt;br /&gt;
|Unknown Scholar&lt;br /&gt;
|Post-Death Traditions and Myths&lt;br /&gt;
|c2158&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Weirfish</name></author>	</entry>

	<entry>
		<id>http://weirlands.com/index.php?title=Book:Post-Death_Traditions_and_Myths&amp;diff=1143</id>
		<title>Book:Post-Death Traditions and Myths</title>
		<link rel="alternate" type="text/html" href="http://weirlands.com/index.php?title=Book:Post-Death_Traditions_and_Myths&amp;diff=1143"/>
				<updated>2020-09-14T15:20:51Z</updated>
		
		<summary type="html">&lt;p&gt;Weirfish: /* Metmer'ah, the Everhall */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Metmer'ah, the Everhall==&lt;br /&gt;
&lt;br /&gt;
{{Quotation&lt;br /&gt;
|...&amp;lt;br /&amp;gt;Every developed culture that academia is aware of has some element of an afterworld or post-life. One of the more well-understood is that of the Dwarves, which tells of Damidra Danii, the Everhungry. Damidra Danii are said to be natural denizens of the dwarvern afterworld, Metmer'ah. Most Dwarven ecclesiastical philologists describe them as tall, gaunt, humanoid figures, whose lower abdomen is essentially missing, leaving a void forward of the spine and pelvis, below and extending up behind the rib cage. Per the relevant students, these beings were created to inhabit the afterworld, as our more commonly encountered beings were created to inhabit our plane of existence. However, as neither hunger nor physical damage are a considerable threat in their realm, they had no reason to develop any kind of civilisation, and most are content to wander and talk.&amp;lt;br /&amp;gt;It is said that, when a being enters Metmer'ah from our world, they will be met with disdain by the inhabitants. Whether this is because they desire to live with us and cannot, or we are simply interlopers in their land, is unknown. Part of the dwarvern funeral rite is to provide fresh fruit for the deceased to carry with them. It is said that this fruit can be given as a gift to the first Damidra Danius they strike a conversation with, which forms a bond with the being that can assist in allowing their continued passage without interruption. The fruit will be consumed by the being, via the normal oral orifice, and proceed to pass through the void in their trunk, falling to the floor as so much dust. This same transformation can be seen in the conlocal (as opposed to contemporal) counterpart; observers can witness the fruit decay in a manner unlike that of normal spoiled fruit.&amp;lt;br /&amp;gt;There are three accepted practices in selecting the fruit provided for offering; the rarest, such that the offering is unique, the most expensive, such that the offering is prestigious, or the most intensely pungent/flavoured, such that the offering is impactful. It is the opinion of the author that, as these beings are said to be ageless and have no significant threats, intensity is the better selection criteria; they must all, over time, encounter every flavour.&amp;lt;br /&amp;gt;It is not well understood why fruit specifically must be offered, where other sensorally intense objects are not accepted. Sight and touch are often described as diminished within their realm, and loud sounds may be considered rude; it would not be enjoyable if a being entered our reality and began yelling constantly. Appealing to the senses of taste and smell is logical, therefore, as they are both more personal and not diminished. However, incense, vegetables, meat, stock, pastries, etc, cannot fulfil the same role within these rites, by tradition.&amp;lt;br /&amp;gt;...&lt;br /&gt;
|Unknown Scholar&lt;br /&gt;
|Post-Death Traditions and Myths&lt;br /&gt;
|c2158&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Weirfish</name></author>	</entry>

	<entry>
		<id>http://weirlands.com/index.php?title=Book:Post-Death_Traditions_and_Myths&amp;diff=1142</id>
		<title>Book:Post-Death Traditions and Myths</title>
		<link rel="alternate" type="text/html" href="http://weirlands.com/index.php?title=Book:Post-Death_Traditions_and_Myths&amp;diff=1142"/>
				<updated>2020-09-14T15:20:34Z</updated>
		
		<summary type="html">&lt;p&gt;Weirfish: /* Metmer'ah, the Everhall */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Metmer'ah, the Everhall==&lt;br /&gt;
&lt;br /&gt;
{{Quotation&lt;br /&gt;
|...&amp;lt;br /&amp;gt;Every developed culture that academia is aware of has some element of an afterworld or post-life. One of the more well-understood is that of the Dwarves, which tells of Damidra Danii, the Everhungry. Damidra Danii are said to be natural denizens of the dwarvern afterworld, Metmer'ah. Most Dwarven ecclesiastical philologists describe them as tall, gaunt, humanoid figures, whose lower abdomen is essentially missing, leaving a void forward of the spine and pelvis, below and extending up behind the rib cage. Per the relevant students, these beings were created to inhabit the afterworld, as our more commonly encountered beings were created to inhabit our plane of existence. However, as neither hunger nor physical damage are a considerable threat in their realm, they had no reason to develop any kind of civilisation, and most are content to wander and talk. &amp;lt;/br&amp;gt;It is said that, when a being enters Metmer'ah from our world, they will be met with disdain by the inhabitants. Whether this is because they desire to live with us and cannot, or we are simply interlopers in their land, is unknown. Part of the dwarvern funeral rite is to provide fresh fruit for the deceased to carry with them. It is said that this fruit can be given as a gift to the first Damidra Danius they strike a conversation with, which forms a bond with the being that can assist in allowing their continued passage without interruption. The fruit will be consumed by the being, via the normal oral orifice, and proceed to pass through the void in their trunk, falling to the floor as so much dust. This same transformation can be seen in the conlocal (as opposed to contemporal) counterpart; observers can witness the fruit decay in a manner unlike that of normal spoiled fruit.&amp;lt;/br&amp;gt;There are three accepted practices in selecting the fruit provided for offering; the rarest, such that the offering is unique, the most expensive, such that the offering is prestigious, or the most intensely pungent/flavoured, such that the offering is impactful. It is the opinion of the author that, as these beings are said to be ageless and have no significant threats, intensity is the better selection criteria; they must all, over time, encounter every flavour.&amp;lt;/br&amp;gt;It is not well understood why fruit specifically must be offered, where other sensorally intense objects are not accepted. Sight and touch are often described as diminished within their realm, and loud sounds may be considered rude; it would not be enjoyable if a being entered our reality and began yelling constantly. Appealing to the senses of taste and smell is logical, therefore, as they are both more personal and not diminished. However, incense, vegetables, meat, stock, pastries, etc, cannot fulfil the same role within these rites, by tradition. &amp;lt;/br&amp;gt;...&lt;br /&gt;
|Unknown Scholar&lt;br /&gt;
|Post-Death Traditions and Myths&lt;br /&gt;
|c2158&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Weirfish</name></author>	</entry>

	<entry>
		<id>http://weirlands.com/index.php?title=Book:Post-Death_Traditions_and_Myths&amp;diff=1141</id>
		<title>Book:Post-Death Traditions and Myths</title>
		<link rel="alternate" type="text/html" href="http://weirlands.com/index.php?title=Book:Post-Death_Traditions_and_Myths&amp;diff=1141"/>
				<updated>2020-09-14T15:20:20Z</updated>
		
		<summary type="html">&lt;p&gt;Weirfish: Created page with &amp;quot;== Metmer'ah, the Everhall==  {{Quotation |...&amp;lt;/br&amp;gt;Every developed culture that academia is aware of has some element of an afterworld or post-life. One of the more well-under...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Metmer'ah, the Everhall==&lt;br /&gt;
&lt;br /&gt;
{{Quotation&lt;br /&gt;
|...&amp;lt;/br&amp;gt;Every developed culture that academia is aware of has some element of an afterworld or post-life. One of the more well-understood is that of the Dwarves, which tells of Damidra Danii, the Everhungry. Damidra Danii are said to be natural denizens of the dwarvern afterworld, Metmer'ah. Most Dwarven ecclesiastical philologists describe them as tall, gaunt, humanoid figures, whose lower abdomen is essentially missing, leaving a void forward of the spine and pelvis, below and extending up behind the rib cage. Per the relevant students, these beings were created to inhabit the afterworld, as our more commonly encountered beings were created to inhabit our plane of existence. However, as neither hunger nor physical damage are a considerable threat in their realm, they had no reason to develop any kind of civilisation, and most are content to wander and talk. &amp;lt;/br&amp;gt;It is said that, when a being enters Metmer'ah from our world, they will be met with disdain by the inhabitants. Whether this is because they desire to live with us and cannot, or we are simply interlopers in their land, is unknown. Part of the dwarvern funeral rite is to provide fresh fruit for the deceased to carry with them. It is said that this fruit can be given as a gift to the first Damidra Danius they strike a conversation with, which forms a bond with the being that can assist in allowing their continued passage without interruption. The fruit will be consumed by the being, via the normal oral orifice, and proceed to pass through the void in their trunk, falling to the floor as so much dust. This same transformation can be seen in the conlocal (as opposed to contemporal) counterpart; observers can witness the fruit decay in a manner unlike that of normal spoiled fruit.&amp;lt;/br&amp;gt;There are three accepted practices in selecting the fruit provided for offering; the rarest, such that the offering is unique, the most expensive, such that the offering is prestigious, or the most intensely pungent/flavoured, such that the offering is impactful. It is the opinion of the author that, as these beings are said to be ageless and have no significant threats, intensity is the better selection criteria; they must all, over time, encounter every flavour.&amp;lt;/br&amp;gt;It is not well understood why fruit specifically must be offered, where other sensorally intense objects are not accepted. Sight and touch are often described as diminished within their realm, and loud sounds may be considered rude; it would not be enjoyable if a being entered our reality and began yelling constantly. Appealing to the senses of taste and smell is logical, therefore, as they are both more personal and not diminished. However, incense, vegetables, meat, stock, pastries, etc, cannot fulfil the same role within these rites, by tradition. &amp;lt;/br&amp;gt;...&lt;br /&gt;
|Unknown Scholar&lt;br /&gt;
|Post-Death Traditions and Myths&lt;br /&gt;
|c2158&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Weirfish</name></author>	</entry>

	<entry>
		<id>http://weirlands.com/index.php?title=Barbarian&amp;diff=1140</id>
		<title>Barbarian</title>
		<link rel="alternate" type="text/html" href="http://weirlands.com/index.php?title=Barbarian&amp;diff=1140"/>
				<updated>2019-06-27T16:15:25Z</updated>
		
		<summary type="html">&lt;p&gt;Weirfish: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Barbarian''' is a [[Power Source#Martial|Martial]] [[Classes|class]] which excels in its offensive capabilities. The core of their offensive capability comes from their ability to harness the anger within them and channel it out of their body and into their enemies' bodies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toclimit-3&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Power source==&lt;br /&gt;
&lt;br /&gt;
Barbarians have access to the [[Power Source#Martial|Martial]] power source. They have access to the Rage training, and two of Slashing, Bludgeoning, Piercing, Ranged, and Thrown trainings.&lt;br /&gt;
&lt;br /&gt;
==Summary Table==&lt;br /&gt;
&lt;br /&gt;
{{ClassTable|name=Barbarian|skill=2|hd=10|corp=1|spirit=0|visc=1|pp=3|type=Offense}}&lt;br /&gt;
&lt;br /&gt;
==Expertise==&lt;br /&gt;
===Rager===&lt;br /&gt;
====Rager 1====&lt;br /&gt;
Ragers are renowned for their ferocity on the battlefield. A rager is able to initiate a Rage as a minor action. When Raging, the Barbarian receives +4 to Physical Potential and Physical Aptitude, +2 to Physical Durability, and -2 to all Mental attributes. This rage lasts for 1 round plus 1 round for every 2 Barbarian levels (round up), and cannot be ended early. A rager can rage like this once per day.&lt;br /&gt;
&lt;br /&gt;
====Rager 2====&lt;br /&gt;
A Rager's strength knows no bounds. They receive +2 to PPot at all times.&lt;br /&gt;
&lt;br /&gt;
====Rager 3====&lt;br /&gt;
If they survive long enough, Ragers' find ways to prolong their anger. The Rager is able to rage a number of times per day equal to half their Rager level (round up), and each rage lasts 3 rounds plus 1 round for every 2 Barbarian levels.&lt;br /&gt;
&lt;br /&gt;
====Rager X====&lt;br /&gt;
Few Ragers reach the pinnacle of their fury. An aged Rager's rage burns brightly, the Rager receiving +6 to PPot and PApt, +4 to PDur, and +1 PP Limit to attacks while raging. This supercedes the previous bonus.&lt;br /&gt;
===Dervish===&lt;br /&gt;
====Dervish 1====&lt;br /&gt;
Dervishes whirl through the battlefield in a typhoon of steel and blood. They gain the following minor effect&lt;br /&gt;
{{MinorEffect:Cyclone}}&lt;br /&gt;
&lt;br /&gt;
====Dervish 2====&lt;br /&gt;
Dervishes are well known for their expertise in battle. They receive +2 to PApt at all times.&lt;br /&gt;
&lt;br /&gt;
====Dervish 3====&lt;br /&gt;
Dervishes are masters of jumping into combat and taking on all comers. A sufficiently experienced Dervish cannot be flanked, and doesn't suffer from Attacks of Opportunity when moving out of threatened space.&lt;br /&gt;
&lt;br /&gt;
====Dervish X====&lt;br /&gt;
A master Dervish is no stranger to being surrounded. They receive +4 to Physical and Mental Defence when they would be flanked.&lt;br /&gt;
===Relentless===&lt;br /&gt;
====Relentless 1====&lt;br /&gt;
A Relentless is both an immovable object and an irresistable force. They receive Damage Reduction equal to 1/3 of their Barbarian level (round up), and +1 to Physical and Mental defences for each enemy within 15ft.&lt;br /&gt;
&lt;br /&gt;
====Relentless 2====&lt;br /&gt;
Relentless Barbarians are truely difficult to kill. They receive +2 to PDur at all times.&lt;br /&gt;
&lt;br /&gt;
====Relentless 3====&lt;br /&gt;
A Relentless is a dangerous target. Whenever they are hit by an Attack of Opportunity, they deal half as much damage back to their assailant.&lt;br /&gt;
&lt;br /&gt;
====Relentless X====&lt;br /&gt;
Master Relentless' are more scar tissue than flesh. They gain additional DR equal to 1/2 of their Relentless level.&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Martial Power Source]]&lt;/div&gt;</summary>
		<author><name>Weirfish</name></author>	</entry>

	<entry>
		<id>http://weirlands.com/index.php?title=Barbarian&amp;diff=1139</id>
		<title>Barbarian</title>
		<link rel="alternate" type="text/html" href="http://weirlands.com/index.php?title=Barbarian&amp;diff=1139"/>
				<updated>2019-06-27T16:15:02Z</updated>
		
		<summary type="html">&lt;p&gt;Weirfish: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Barbarian''' is a [[Power Source#Martial|Martial]] [[Classes|class]] which excels in its offensive capabilities. The core of their offensive capability comes from their ability to harness the anger within them and channel it out of their body and into their enemies' bodies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toclimit-2&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Power source==&lt;br /&gt;
&lt;br /&gt;
Barbarians have access to the [[Power Source#Martial|Martial]] power source. They have access to the Rage training, and two of Slashing, Bludgeoning, Piercing, Ranged, and Thrown trainings.&lt;br /&gt;
&lt;br /&gt;
==Summary Table==&lt;br /&gt;
&lt;br /&gt;
{{ClassTable|name=Barbarian|skill=2|hd=10|corp=1|spirit=0|visc=1|pp=3|type=Offense}}&lt;br /&gt;
&lt;br /&gt;
==Expertise==&lt;br /&gt;
===Rager===&lt;br /&gt;
====Rager 1====&lt;br /&gt;
Ragers are renowned for their ferocity on the battlefield. A rager is able to initiate a Rage as a minor action. When Raging, the Barbarian receives +4 to Physical Potential and Physical Aptitude, +2 to Physical Durability, and -2 to all Mental attributes. This rage lasts for 1 round plus 1 round for every 2 Barbarian levels (round up), and cannot be ended early. A rager can rage like this once per day.&lt;br /&gt;
&lt;br /&gt;
====Rager 2====&lt;br /&gt;
A Rager's strength knows no bounds. They receive +2 to PPot at all times.&lt;br /&gt;
&lt;br /&gt;
====Rager 3====&lt;br /&gt;
If they survive long enough, Ragers' find ways to prolong their anger. The Rager is able to rage a number of times per day equal to half their Rager level (round up), and each rage lasts 3 rounds plus 1 round for every 2 Barbarian levels.&lt;br /&gt;
&lt;br /&gt;
====Rager X====&lt;br /&gt;
Few Ragers reach the pinnacle of their fury. An aged Rager's rage burns brightly, the Rager receiving +6 to PPot and PApt, +4 to PDur, and +1 PP Limit to attacks while raging. This supercedes the previous bonus.&lt;br /&gt;
===Dervish===&lt;br /&gt;
====Dervish 1====&lt;br /&gt;
Dervishes whirl through the battlefield in a typhoon of steel and blood. They gain the following minor effect&lt;br /&gt;
{{MinorEffect:Cyclone}}&lt;br /&gt;
&lt;br /&gt;
====Dervish 2====&lt;br /&gt;
Dervishes are well known for their expertise in battle. They receive +2 to PApt at all times.&lt;br /&gt;
&lt;br /&gt;
====Dervish 3====&lt;br /&gt;
Dervishes are masters of jumping into combat and taking on all comers. A sufficiently experienced Dervish cannot be flanked, and doesn't suffer from Attacks of Opportunity when moving out of threatened space.&lt;br /&gt;
&lt;br /&gt;
====Dervish X====&lt;br /&gt;
A master Dervish is no stranger to being surrounded. They receive +4 to Physical and Mental Defence when they would be flanked.&lt;br /&gt;
===Relentless===&lt;br /&gt;
====Relentless 1====&lt;br /&gt;
A Relentless is both an immovable object and an irresistable force. They receive Damage Reduction equal to 1/3 of their Barbarian level (round up), and +1 to Physical and Mental defences for each enemy within 15ft.&lt;br /&gt;
&lt;br /&gt;
====Relentless 2====&lt;br /&gt;
Relentless Barbarians are truely difficult to kill. They receive +2 to PDur at all times.&lt;br /&gt;
&lt;br /&gt;
====Relentless 3====&lt;br /&gt;
A Relentless is a dangerous target. Whenever they are hit by an Attack of Opportunity, they deal half as much damage back to their assailant.&lt;br /&gt;
&lt;br /&gt;
====Relentless X====&lt;br /&gt;
Master Relentless' are more scar tissue than flesh. They gain additional DR equal to 1/2 of their Relentless level.&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Martial Power Source]]&lt;/div&gt;</summary>
		<author><name>Weirfish</name></author>	</entry>

	<entry>
		<id>http://weirlands.com/index.php?title=Wizard&amp;diff=1138</id>
		<title>Wizard</title>
		<link rel="alternate" type="text/html" href="http://weirlands.com/index.php?title=Wizard&amp;diff=1138"/>
				<updated>2018-12-22T12:48:24Z</updated>
		
		<summary type="html">&lt;p&gt;Weirfish: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Wizard''' is an [[Mechanics:Arcane|Arcane]] class which excels by studying and unlocking the mysteries of the world.&lt;br /&gt;
&lt;br /&gt;
==Power Source==&lt;br /&gt;
==Summary Table==&lt;br /&gt;
{{ClassTable|name=Wizard|skill=4|hd=4|corp=0|spirit=1|visc=1|pp=5|type=Skill}}&lt;br /&gt;
&lt;br /&gt;
==Expertise==&lt;br /&gt;
===Concomitant===&lt;br /&gt;
====Concomitant 1====&lt;br /&gt;
A Concomitant is never far from their familiar. Their familiar grants them a +2 bonus to certain activities, depending on the type of familiar.&lt;br /&gt;
Crow        MApt&lt;br /&gt;
Owl         MPot&lt;br /&gt;
Hedgehog    MDur&lt;br /&gt;
Cat         PApt&lt;br /&gt;
Rat         MDur&lt;br /&gt;
Toad        MPot&lt;br /&gt;
====Concomitant 2====&lt;br /&gt;
&lt;br /&gt;
As Concomitants develop, they learn how best to protect their familiar, and receive protection from them. They and their familiar receive +4 to all saves.&lt;br /&gt;
====Concomitant 3====&lt;br /&gt;
&lt;br /&gt;
Adept Concomitants develop a unique bond with their familiar. This bond allows them to see and speak through their familiar, and also understand creatures of the familiar's race.&lt;br /&gt;
====Concomitant X====&lt;br /&gt;
&lt;br /&gt;
Master Concomitants procure methods of channelling power through their familiars. They may evoke their powers through their familiar, if they are in a different location.&lt;br /&gt;
&lt;br /&gt;
===Professor===&lt;br /&gt;
===Scrivener===&lt;br /&gt;
&lt;br /&gt;
==Proficiencies==&lt;br /&gt;
&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Arcane Power Source]]&lt;/div&gt;</summary>
		<author><name>Weirfish</name></author>	</entry>

	<entry>
		<id>http://weirlands.com/index.php?title=Bard&amp;diff=1137</id>
		<title>Bard</title>
		<link rel="alternate" type="text/html" href="http://weirlands.com/index.php?title=Bard&amp;diff=1137"/>
				<updated>2018-12-22T12:48:19Z</updated>
		
		<summary type="html">&lt;p&gt;Weirfish: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Bard''' is an [[Mechanics:Arcane|Arcane]] class which finds power in lyric and melody, inspiring their allies and enchanting their enemies. &lt;br /&gt;
&lt;br /&gt;
==Power Source==&lt;br /&gt;
==Summary Table==&lt;br /&gt;
&lt;br /&gt;
{{ClassTable|name=Bard|skill=8|hd=8|corp=0|spirit=1|visc=1|pp=4|type=Defense}}&lt;br /&gt;
&lt;br /&gt;
==Expertise==&lt;br /&gt;
===Phase-Finder===&lt;br /&gt;
====Phasefinder 1====&lt;br /&gt;
&lt;br /&gt;
Phasefinders understand that there is an underlying music behind all of existance, and they can use it to their benefit. They receive advantage on all attacks against objects.&lt;br /&gt;
====Phasefinder 2====&lt;br /&gt;
&lt;br /&gt;
A Phasefinder is an expert in identifying the resonence of an object. They receive +2 PP and PP Lim on powers that do not target anything biological.&lt;br /&gt;
====Phasefinder 3====&lt;br /&gt;
&lt;br /&gt;
Understanding the breaking points and shatter patterns of an object is Phasefinder 101. Damaging an object held by an entity deals half as much damage to the entity holding the object.&lt;br /&gt;
====Phasefinder X====&lt;br /&gt;
&lt;br /&gt;
The destruction of personal property can be all the more effective when targetted correctly. When a worn object is destroyed by a Phasefinder, the Phasefinder may choose to inflict a level 1 status appropriate for the location of the object shattered.&lt;br /&gt;
===Battlesinger===&lt;br /&gt;
====Battlesinger 1====&lt;br /&gt;
A Battlesinger is the heart and soul of a squad. They gain the following minor power:&lt;br /&gt;
&amp;lt;Effect&amp;gt;&lt;br /&gt;
name=Minor Encourage&lt;br /&gt;
cost=2&lt;br /&gt;
effect=Target gains +2 to their next roll.&lt;br /&gt;
applicable to=Buffs&lt;br /&gt;
&amp;lt;/Effect&amp;gt;&lt;br /&gt;
====Battlesinger 2====&lt;br /&gt;
&lt;br /&gt;
A Battlesinger's encouragement is worth more than its words. As long as an ally has a Battlesinger's Encouragement, they get +2 to all saves they would make. When a Battlesinger Encourages someone, they gain +2 to all saves until the end of their next turn.&lt;br /&gt;
====Battlesinger 3====&lt;br /&gt;
&lt;br /&gt;
Battlesinger's encouragement gets better over time. Minor Encourage is replaced with the following minor power:&lt;br /&gt;
&amp;lt;Effect&amp;gt;&lt;br /&gt;
name=Encourage&lt;br /&gt;
cost=2&lt;br /&gt;
effect=The target gains a bonus to their next roll equal to 1/2 of your Battlesinger level.&lt;br /&gt;
applicable to=Buffs&lt;br /&gt;
&amp;lt;/Effect&amp;gt;&lt;br /&gt;
====Battlesinger X====&lt;br /&gt;
&lt;br /&gt;
Master Battlesingers song can be heard far and wide. Encourage is replaced with the following minor power:&lt;br /&gt;
&amp;lt;Effect&amp;gt;&lt;br /&gt;
name=Major Encourage&lt;br /&gt;
cost=2&lt;br /&gt;
effect=The target gains a bonus equal to 1/2 of your Battlesinger level, to all rolls they make until the end of their next turn.&lt;br /&gt;
&amp;lt;/Effect&amp;gt;&lt;br /&gt;
===Loremaster===&lt;br /&gt;
====Loremaster 1====&lt;br /&gt;
Loremasters have a breadth of knowledge that is rivalled rarely. As a minor action, they may make a DC15 MApt Knowledge check. For every 2 points by which they succeed, they gain +1 to the next action involving the target. If they critically fail, they suffer disadvantage. This bonus may be conferred to an ally as a move action.&lt;br /&gt;
====Loremaster 2====&lt;br /&gt;
&lt;br /&gt;
A Loremastere's knowledge is all-encompassing. They receive +4 to all MApt Knowledge.&lt;br /&gt;
====Loremaster 3====&lt;br /&gt;
&lt;br /&gt;
An adept Loremaster's mind is a well-ordered repository. Their Lore action is now free, may be transferred as a minor action. It may be used once per turn. It may also be made as a reaction to an attack or save. If it is made as a reaction to an attack, the Loremaster instead gains +1 to all defences against that attack.&lt;br /&gt;
====Loremaster X====&lt;br /&gt;
&lt;br /&gt;
Once per day, as a free action, an expert Loremaster may make a Lore check at DC5 instead of DC15. This check cannot critically fail.&lt;br /&gt;
&lt;br /&gt;
==Proficiencies==&lt;br /&gt;
&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Arcane Power Source]]&lt;/div&gt;</summary>
		<author><name>Weirfish</name></author>	</entry>

	<entry>
		<id>http://weirlands.com/index.php?title=Sorcerer&amp;diff=1136</id>
		<title>Sorcerer</title>
		<link rel="alternate" type="text/html" href="http://weirlands.com/index.php?title=Sorcerer&amp;diff=1136"/>
				<updated>2018-12-22T12:47:52Z</updated>
		
		<summary type="html">&lt;p&gt;Weirfish: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Sorcerer''' is an [[Mechanics:Arcane|Arcane]] class which taps into its practitioner's natural magical abilities. &lt;br /&gt;
&lt;br /&gt;
==Power Source==&lt;br /&gt;
==Summary Table==&lt;br /&gt;
&lt;br /&gt;
{{ClassTable|name=Sorcerer|skill=6|hd=6|corp=1|spirit=1|visc=0|pp=3|type=Offense}}&lt;br /&gt;
&lt;br /&gt;
==Expertise==&lt;br /&gt;
===Experimenter===&lt;br /&gt;
====Experimenter 1====&lt;br /&gt;
&lt;br /&gt;
Experimenters are always looking to improve their prowess in new and interesting ways. The first time they use each Base Effect in a turn, it gains +1 PP Lim&lt;br /&gt;
====Experimenter 2====&lt;br /&gt;
&lt;br /&gt;
Experimenters can quickly make connections between a momentary opening and just the right angle of attack. THe first time they use each Base Effect in a turn, if that effect requires an attack roll, it gains Advantage.&lt;br /&gt;
====Experimenter 3====&lt;br /&gt;
&lt;br /&gt;
Experimenters become more brazen and self-confident that their methodology is appropriate and correct over time. THe first time they use each Base Effect in a turn, it gains +3 PP Lim. This supercedes the previous PP Lim bonus.&lt;br /&gt;
====Experimenter X====&lt;br /&gt;
&lt;br /&gt;
Master Experimenters can flow between their various powers, turning the feedback from each into a source of power for the next. THe first time they use each Base Effect in a turn, it gains +3 PP.&lt;br /&gt;
===Supremacist===&lt;br /&gt;
====Supremacist 1====&lt;br /&gt;
Supremacists are proficient in enforcing their will upon the world. Whenever they counter another power, they may choose to deal damage to the origin of that power equal to the PP spent to counter it.&lt;br /&gt;
====Supremacist 2====&lt;br /&gt;
&lt;br /&gt;
Supremacists' will is expansive and ironclad. They receive +2 PP and PP Lim when countering powers.&lt;br /&gt;
====Supremacist 3====&lt;br /&gt;
&lt;br /&gt;
The route to a person's power isn't unilateral. Supremacists may steal PP equal to 1/2 of their Sorcerer level when countering a spell. They can only gain as much PP as the target has to lose.&lt;br /&gt;
====Supremacist X====&lt;br /&gt;
&lt;br /&gt;
A master Supremacist can weave a little of their own magic into the channels of their foes. Whenever they counter a spell, they may apply a secondary effect that is applicable to a power that deals damage, targets an enemy, or is otherwise appropriate to attach to the Supremacist's action.&lt;br /&gt;
===Authority===&lt;br /&gt;
====Authority 1====&lt;br /&gt;
An Authority focuses their study on a specific area of arcane magic. Choose one school. Powers an Authority uses from that school gain +2 PP Lim.&lt;br /&gt;
====Authority 2====&lt;br /&gt;
&lt;br /&gt;
Authorities aren't just experts in using their particular school. They gain +4 to all saves and checks relating to their school.&lt;br /&gt;
====Authority 3====&lt;br /&gt;
&lt;br /&gt;
Authorities understand certain effects and powers on more than an intellectual level. They gain +2 PP to any powers based in their school.&lt;br /&gt;
====Authority X====&lt;br /&gt;
&lt;br /&gt;
Eventually, certain energies and powers become almost innate to an authority. They gain a further +2 PP to any powers based in their school, for a total of +4.&lt;br /&gt;
&lt;br /&gt;
==Proficiencies==&lt;br /&gt;
&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Arcane Power Source]]&lt;/div&gt;</summary>
		<author><name>Weirfish</name></author>	</entry>

	<entry>
		<id>http://weirlands.com/index.php?title=Priest&amp;diff=1135</id>
		<title>Priest</title>
		<link rel="alternate" type="text/html" href="http://weirlands.com/index.php?title=Priest&amp;diff=1135"/>
				<updated>2018-12-22T12:44:37Z</updated>
		
		<summary type="html">&lt;p&gt;Weirfish: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Priest''' is a [[Mechanics:Divine|Divine]] class that concerns itself with the gods themselves, interpreting their actions and preempting their whims. On occasion, they are able to curry favour from them.&lt;br /&gt;
&lt;br /&gt;
==Power Source==&lt;br /&gt;
==Summary Table==&lt;br /&gt;
&lt;br /&gt;
{{ClassTable|name=Priest|skill=8|hd=6|corp=0|spirit=1|visc=1|pp=4|type=Skill}}&lt;br /&gt;
&lt;br /&gt;
==Expertise==&lt;br /&gt;
===Liturgist===&lt;br /&gt;
====Liturgist 1====&lt;br /&gt;
&lt;br /&gt;
Liturgists are practiced in ritual casting. They may complete rituals in half the listed time, and for half the listed PP cost.&lt;br /&gt;
====Liturgist 2====&lt;br /&gt;
&lt;br /&gt;
As practice makes perfect, Liturgists find the strain of ritual casting to be lessened. They receive +2 PP on Ritual casting.&lt;br /&gt;
====Liturgist 3====&lt;br /&gt;
&lt;br /&gt;
Rote learning and careful study lends an experienced Liturgist advantage to all Ritual checks.&lt;br /&gt;
====Liturgist X====&lt;br /&gt;
&lt;br /&gt;
Master Liturgists do not need to provide material goods in exchange for their ritual magics. They may forgo their PP cost bonuses in order to remove the Material cost for any ritual they cast.&lt;br /&gt;
===Ministrator===&lt;br /&gt;
====Ministrator 1====&lt;br /&gt;
Ministrators are practiced in helping others. Any buffs they apply to allies gain +2 Duration.&lt;br /&gt;
====Ministrator 2====&lt;br /&gt;
&lt;br /&gt;
Whenever an adept Ministrator helps another character with a check, their ally gains an additional +4 to the roll.&lt;br /&gt;
====Ministrator 3====&lt;br /&gt;
&lt;br /&gt;
Ministrators learn the best ways in which they can help, They have +2 PP and +2 PP Limit to buffs.&lt;br /&gt;
====Ministrator X====&lt;br /&gt;
&lt;br /&gt;
A master Ministrator's help is lasting. At the end of a Ministrator's buff duration, the target of the buff retains the bonus until they next use it.&lt;br /&gt;
===Hectorer===&lt;br /&gt;
====Hectorer 1====&lt;br /&gt;
Hectorers use repeated motion and word to invoke power. They gain the following minor effect:&lt;br /&gt;
&amp;lt;Effect&amp;gt;&lt;br /&gt;
name=Hector&lt;br /&gt;
cost=1&lt;br /&gt;
effect=The supported power gains +1 Damage or +1 Effect.&lt;br /&gt;
applicable to=Any&lt;br /&gt;
&amp;lt;/Effect&amp;gt;&lt;br /&gt;
====Hectorer 2====&lt;br /&gt;
&lt;br /&gt;
Hectorers can find the right scripture to affect anyone. Allies targetted by a Hectoring power gain +2 to all saves until the end of their next turn. Enemies targetted by a Hectoring power gain -2 to all saves until the end of their next turn. The Hectorer also gains +2 to all saves until the end of their next turn.&lt;br /&gt;
====Hectorer 3====&lt;br /&gt;
&lt;br /&gt;
Experienced Hectorers can bolster or damage their targets psyche. Enemies targetted by a Hectoring attack can be either Dazed, Nauseated, or Confused. Allies are granted a save against these statuses.&lt;br /&gt;
====Hectorer X====&lt;br /&gt;
&lt;br /&gt;
Master Hectorers develop methods of physically affecting their targets. Whenever a target is Hectored, they gain (allies) or lose (enemies) 1 life for each successive turn they have been Hectored beyond the first.&lt;br /&gt;
&lt;br /&gt;
==Proficiencies==&lt;br /&gt;
&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Divine Power Source]]&lt;/div&gt;</summary>
		<author><name>Weirfish</name></author>	</entry>

	<entry>
		<id>http://weirlands.com/index.php?title=Paladin&amp;diff=1134</id>
		<title>Paladin</title>
		<link rel="alternate" type="text/html" href="http://weirlands.com/index.php?title=Paladin&amp;diff=1134"/>
				<updated>2018-12-22T12:43:14Z</updated>
		
		<summary type="html">&lt;p&gt;Weirfish: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Paladin''' is a [[Mechanics:Divine|Divine]] class that crusades for a cause, often in the name of a deity. Their power comes from their faith in the cause, and they are able to inspire such faith in others.&lt;br /&gt;
&lt;br /&gt;
==Power Source==&lt;br /&gt;
Clerics have access to the [[Mechanics:Power Source#Divine|Divine]] power source. They have access to the War domain, one of the Good, Evil, Chaos, or Stasis domains, and one more of the Good, Evil, Chaos, Stasis, Positive, Negative, or Society domains.&lt;br /&gt;
&lt;br /&gt;
==Summary Table==&lt;br /&gt;
&lt;br /&gt;
{{ClassTable|name=Paladin|skill=4|hd=10|corp=1|spirit=1|visc=0|pp=2|type=Defense}}&lt;br /&gt;
&lt;br /&gt;
==Expertise==&lt;br /&gt;
===Chastiser===&lt;br /&gt;
====Chastiser 1====&lt;br /&gt;
&lt;br /&gt;
Chastisers aren't known to suffer fools lightly. They gain the following minor effect:&lt;br /&gt;
&amp;lt;Effect&amp;gt;&lt;br /&gt;
Name=Smite&lt;br /&gt;
Cost=1&lt;br /&gt;
Effect=This attack deals half damage on a miss.&lt;br /&gt;
&amp;lt;/Effect&amp;gt;&lt;br /&gt;
====Chastiser 2====&lt;br /&gt;
&lt;br /&gt;
Chastisers are wary of those worthy of a smiting. They receive +4 to defend against attacks from those they last smited.&lt;br /&gt;
====Chastiser 3====&lt;br /&gt;
&lt;br /&gt;
Chastisers know how best to strike their targets. A Smiting attack now hits on a miss, and misses only on a critical miss.&lt;br /&gt;
====Chastiser X====&lt;br /&gt;
&lt;br /&gt;
Master Chastisers are fearsome on the battlefield, capable of cutting even the most overwhelming foes down to size. If a Smiting attack would crit, instead of dealing bonus damage, the Chastiser may choose to reduce their target's remaining health by half. This happens after the damage from the attack itself.&lt;br /&gt;
===Mantlebearer===&lt;br /&gt;
====Mantlebearer 1====&lt;br /&gt;
Mantlebearers project the strength of their belief upon the world. A Mantlebearer may Mantle one of the following effects as a Standard Action:&lt;br /&gt;
+2 to any two Attributes&lt;br /&gt;
+2 PP to buffs&lt;br /&gt;
+2 PP to debuffs&lt;br /&gt;
+2 to Ritual checks&lt;br /&gt;
The bonuses last until the next long rest, or until the Mantlebearer replaces them with a different Mantle.&lt;br /&gt;
====Mantlebearer 2====&lt;br /&gt;
&lt;br /&gt;
Mantlebearers are protected by their faith. While mantling an effect, they receive +2 to all saves.&lt;br /&gt;
====Mantlebearer 3====&lt;br /&gt;
&lt;br /&gt;
Expert Mantlebearers strengthen their imposition of piety. All Mantle effects are doubled.&lt;br /&gt;
====Mantlebearer  X====&lt;br /&gt;
&lt;br /&gt;
Master Mantlebearers can split their focus. They may Mantle two effects at once.&lt;br /&gt;
===Persuant===&lt;br /&gt;
====Persuant 1====&lt;br /&gt;
Persuants hunt those who have degraded or slandered their beliefs, or act against their gods. They may swear an Oath against a single target. Until the target of their oath is brought to justice, they may not change it. While actively chasing their Oath target, they receive +4 to all defences against attacks of opportunity, and advantage to all saves that would hinder their ability to make chase.&lt;br /&gt;
Note: &amp;quot;Actively chasing&amp;quot; does not necessarily mean moving explicitly towards their target, but rather refers to taking actions that bring them closer to bringing their target to justice. Equally, it does not include nebulous &amp;quot;it could help&amp;quot; actions; progression must be concrete and actionable.&lt;br /&gt;
====Persuant 2====&lt;br /&gt;
&lt;br /&gt;
Persuants gain +4 to attacking their Oath target, and +4 to all defences when attacked by their Oath target.&lt;br /&gt;
====Persuant 3====&lt;br /&gt;
&lt;br /&gt;
The Oath now provides a +20 to all movement speeds when actively chasing the target of the oath.&lt;br /&gt;
====Persuant X====&lt;br /&gt;
&lt;br /&gt;
The Oath now allows the Persuant to ignore 50% of concealment and cover while attacking their Oath target.&lt;br /&gt;
&lt;br /&gt;
==Proficiencies==&lt;br /&gt;
&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Divine Power Source]]&lt;/div&gt;</summary>
		<author><name>Weirfish</name></author>	</entry>

	<entry>
		<id>http://weirlands.com/index.php?title=Cleric&amp;diff=1133</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="http://weirlands.com/index.php?title=Cleric&amp;diff=1133"/>
				<updated>2018-12-22T12:42:35Z</updated>
		
		<summary type="html">&lt;p&gt;Weirfish: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Cleric''' is a [[Mechanics:Divine|Divine]] class that excels in channelling positive and negative energies. Their ability to heal and harm gives them great potential in a party.&lt;br /&gt;
&lt;br /&gt;
==Power Source==&lt;br /&gt;
Clerics have access to the [[Mechanics:Power Source#Divine|Divine]] power source. They have access to any 4 Divine domains.&lt;br /&gt;
&lt;br /&gt;
==Summary Table==&lt;br /&gt;
&lt;br /&gt;
{{ClassTable|name=Cleric|skill=6|hd=8|corp=0|spirit=1|visc=1|pp=3|type=Offense}}&lt;br /&gt;
&lt;br /&gt;
==Expertise==&lt;br /&gt;
===Vitalist===&lt;br /&gt;
====Vitalist 1====&lt;br /&gt;
Vitalists are masters of lifecrafting. Whenever they use the Harm or Heal powers, they may reroll any 1s on the effect dice.&lt;br /&gt;
====Vitalist 2====&lt;br /&gt;
Vitalists' focus on the whims of life give them strength in their duty. They receive +1 PP Limit and +1 PP to any Heal or Harm powers.&lt;br /&gt;
====Vitalist 3====&lt;br /&gt;
Occasionally, a Vitalist can perform great feats of lifecrafting. The critical range of Heal and Harm are doubled. This is applied after any additive modifiers.&lt;br /&gt;
====Vitalist X====&lt;br /&gt;
Master Lifecrafters are truely the lords of life and death. They may reroll 1s and 2s when using Heal or Harm powers.&lt;br /&gt;
===Worshipper===&lt;br /&gt;
====Worshipper 1====&lt;br /&gt;
Initiate Worshippers choose a domain, and are granted bonuses relating to it.&lt;br /&gt;
Fire: +1 to all damage rolls&lt;br /&gt;
Water: +1 Target or Effect to all buffs&lt;br /&gt;
Air: +10ft all movements&lt;br /&gt;
Earth: +2 to all defences and saves&lt;br /&gt;
====Worshipper 2====&lt;br /&gt;
Apprentice Worshippers receive +1 PP Limit and +2 PP to the Power matching their domain.&lt;br /&gt;
====Worshipper 3====&lt;br /&gt;
Novice Worshippers gain a second domain, and receive all appropriate bonuses to and from that domain.&lt;br /&gt;
====Worshipper X====&lt;br /&gt;
Expert Worshippers double all bonuses given by their domain.&lt;br /&gt;
===Spherewalker===&lt;br /&gt;
&lt;br /&gt;
====Spherewalker 1====&lt;br /&gt;
Spherewalkers are experts in travel and life on the various planes. They receive the following effect:&lt;br /&gt;
&amp;lt;Effect&amp;gt;&lt;br /&gt;
Name=Banish&lt;br /&gt;
Cost=1&lt;br /&gt;
Effect=Target makes a save with DC equal to 10 + the Spherewalker's level, against the higher of their MDur and PDur. If they fail, they suffer damage equal to twice the Spherewalker's level.&lt;br /&gt;
Applicable to=Attacks against extraplanar entities&lt;br /&gt;
&amp;lt;/Effect&amp;gt;&lt;br /&gt;
====Spherewalker 2====&lt;br /&gt;
&lt;br /&gt;
Spherewalkers are known for their ability to exorcise their foes. They receive +4 to attack rolls against outsiders.&lt;br /&gt;
====Spherewalker 3====&lt;br /&gt;
&lt;br /&gt;
A Spherewalker's focus is undeniable. Banished foes are forced to shift 5ft and are Stunned for 1 round&lt;br /&gt;
====Spherewalker X====&lt;br /&gt;
&lt;br /&gt;
Masterful Spherewalkers are able to banish their foes almost for good. When a Banishing attack crits, its critical strike bonus is doubled.&lt;br /&gt;
==Proficiencies==&lt;br /&gt;
&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Divine Power Source]]&lt;/div&gt;</summary>
		<author><name>Weirfish</name></author>	</entry>

	<entry>
		<id>http://weirlands.com/index.php?title=Warlord&amp;diff=1132</id>
		<title>Warlord</title>
		<link rel="alternate" type="text/html" href="http://weirlands.com/index.php?title=Warlord&amp;diff=1132"/>
				<updated>2018-12-22T12:37:46Z</updated>
		
		<summary type="html">&lt;p&gt;Weirfish: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Warlord''' is a [[Mechanics:Martial|Martial]] class that empowers allies in combat. It can allow better and more actions for its allies, in exchange for its own.&lt;br /&gt;
&lt;br /&gt;
==Power Source==&lt;br /&gt;
&lt;br /&gt;
Warlords have access to the [[Mechanics:Power Source#Martial|Martial]] power source. They have access to the Command training, and two of Slashing, Bludgeoning, Piercing, Ranged, Thrown, and Defence trainings.&lt;br /&gt;
&lt;br /&gt;
==Summary Table==&lt;br /&gt;
&lt;br /&gt;
{{ClassTable|name=Warlord|skill=6|hd=8|corp=1|spirit=1|visc=0|pp=4|type=Skill}}&lt;br /&gt;
&lt;br /&gt;
==Expertise==&lt;br /&gt;
===Field Martial===&lt;br /&gt;
====Field Marshal 1====&lt;br /&gt;
Field Marshals are able to inspire greatness in their subordinates. They gain the following minor effect:&lt;br /&gt;
&amp;lt;Effect&amp;gt;&lt;br /&gt;
Name=Minor Inspire&lt;br /&gt;
Cost=1&lt;br /&gt;
Effect=You permit the target an additional minor action. If this action is not used by the end of their next turn, it is lost.&lt;br /&gt;
Applicable to=Buffs&lt;br /&gt;
&amp;lt;/Effect&amp;gt;&lt;br /&gt;
====Field Marshal 2====&lt;br /&gt;
Field Marshals find their place on the battlefield avoiding the depths of combat and ordering their people from the rear. They receive +1 PP Limit and +1 PP to powers that affect others.&lt;br /&gt;
====Field Marshal 3====&lt;br /&gt;
Experienced Field Marshals improve their ability to encourage their alies. Minor Inspire can now give a move action.&lt;br /&gt;
====Field Marshal X====&lt;br /&gt;
Master Field Marshals are able to wrangle great feats from their allies. Minor Inspire can now give a standard action.&lt;br /&gt;
===Sustainer===&lt;br /&gt;
&lt;br /&gt;
====Sustainer 1====&lt;br /&gt;
Sustainers are capable of providing great fortitude to their allies. They gain the following minor effect:&lt;br /&gt;
&amp;lt;Effect&amp;gt;&lt;br /&gt;
Name=Shield&lt;br /&gt;
Action=Minor&lt;br /&gt;
Cost=2&lt;br /&gt;
Effect=You give the target one save against every ongoing effect they would otherwise save against during their turn&lt;br /&gt;
Target=Any&lt;br /&gt;
Range=Touch&lt;br /&gt;
&amp;lt;/Effect&amp;gt;&lt;br /&gt;
====Sustainer 2====&lt;br /&gt;
Sustainers are not limited to helping themselves. They get a +3 bonus to all saves.&lt;br /&gt;
====Sustainer 3====&lt;br /&gt;
Journeyman Sustainers can embed a little restorative magic into their shielding. For each save granted, the target heals 2 HP.&lt;br /&gt;
====Sustainer X====&lt;br /&gt;
Master Sustainers's shields are especially potent. All saves granted by the Shield minor power are rolled with advantage.&lt;br /&gt;
===Quartermaster===&lt;br /&gt;
====Quartermaster 1====&lt;br /&gt;
Quartermasters are experts in maintaining equipment. They gain the following ritual:&lt;br /&gt;
&amp;lt;Ritual&amp;gt;&lt;br /&gt;
Name=Hone&lt;br /&gt;
Effect=Item is treated as masterwork&lt;br /&gt;
&amp;lt;/Ritual&amp;gt;&lt;br /&gt;
====Quartermaster 2====&lt;br /&gt;
Quartermasters are practiced in their rites. They receive a +4 bonus to all checks made as part of a ritual.&lt;br /&gt;
====Quartermaster 3====&lt;br /&gt;
Experienced Quartermasters may replicate minor magical enchantments. Any items subject to their Hone ritual may be given a temporary magical bonus equal to 1/3 of the Quartermaster's Warlord level, up to +5. This bonus lasts 24 hours.&lt;br /&gt;
====Quartermaster X====&lt;br /&gt;
Master Quartermasters are able to replicate major magical enchantments. Any items subject to their Hone ritual may be given a temporary magical bonus equal to 1/2 of the Quartermaster's Warlord level, up to +10. This bonus lasts 24 hours.&lt;br /&gt;
&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Martial Power Source]]&lt;/div&gt;</summary>
		<author><name>Weirfish</name></author>	</entry>

	<entry>
		<id>http://weirlands.com/index.php?title=Warlord&amp;diff=1131</id>
		<title>Warlord</title>
		<link rel="alternate" type="text/html" href="http://weirlands.com/index.php?title=Warlord&amp;diff=1131"/>
				<updated>2018-12-22T12:37:34Z</updated>
		
		<summary type="html">&lt;p&gt;Weirfish: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Warlord''' is a [[Mechanics:Martial|Martial]] class that empowers allies in combat. It can allow better and more actions for its allies, in exchange for its own.&lt;br /&gt;
&lt;br /&gt;
==Power Source==&lt;br /&gt;
&lt;br /&gt;
Warlords have access to the [[Mechanics:Power Source#Martial|Martial]] power source. They have access to the Command training, and two of Slashing, Bludgeoning, Piercing, Ranged, Thrown, and Defence trainings.&lt;br /&gt;
&lt;br /&gt;
==Summary Table==&lt;br /&gt;
&lt;br /&gt;
{{ClassTable|name=Warlord|skill=6|hd=8|corp=1|spirit=1|visc=0|pp=4|type=Skill}}&lt;br /&gt;
&lt;br /&gt;
==Expertise==&lt;br /&gt;
===Field Martial=======Field Marshal 1====&lt;br /&gt;
Field Marshals are able to inspire greatness in their subordinates. They gain the following minor effect:&lt;br /&gt;
&amp;lt;Effect&amp;gt;&lt;br /&gt;
Name=Minor Inspire&lt;br /&gt;
Cost=1&lt;br /&gt;
Effect=You permit the target an additional minor action. If this action is not used by the end of their next turn, it is lost.&lt;br /&gt;
Applicable to=Buffs&lt;br /&gt;
&amp;lt;/Effect&amp;gt;&lt;br /&gt;
====Field Marshal 2====&lt;br /&gt;
Field Marshals find their place on the battlefield avoiding the depths of combat and ordering their people from the rear. They receive +1 PP Limit and +1 PP to powers that affect others.&lt;br /&gt;
====Field Marshal 3====&lt;br /&gt;
Experienced Field Marshals improve their ability to encourage their alies. Minor Inspire can now give a move action.&lt;br /&gt;
====Field Marshal X====&lt;br /&gt;
Master Field Marshals are able to wrangle great feats from their allies. Minor Inspire can now give a standard action.&lt;br /&gt;
===Sustainer===&lt;br /&gt;
&lt;br /&gt;
====Sustainer 1====&lt;br /&gt;
Sustainers are capable of providing great fortitude to their allies. They gain the following minor effect:&lt;br /&gt;
&amp;lt;Effect&amp;gt;&lt;br /&gt;
Name=Shield&lt;br /&gt;
Action=Minor&lt;br /&gt;
Cost=2&lt;br /&gt;
Effect=You give the target one save against every ongoing effect they would otherwise save against during their turn&lt;br /&gt;
Target=Any&lt;br /&gt;
Range=Touch&lt;br /&gt;
&amp;lt;/Effect&amp;gt;&lt;br /&gt;
====Sustainer 2====&lt;br /&gt;
Sustainers are not limited to helping themselves. They get a +3 bonus to all saves.&lt;br /&gt;
====Sustainer 3====&lt;br /&gt;
Journeyman Sustainers can embed a little restorative magic into their shielding. For each save granted, the target heals 2 HP.&lt;br /&gt;
====Sustainer X====&lt;br /&gt;
Master Sustainers's shields are especially potent. All saves granted by the Shield minor power are rolled with advantage.&lt;br /&gt;
===Quartermaster===&lt;br /&gt;
====Quartermaster 1====&lt;br /&gt;
Quartermasters are experts in maintaining equipment. They gain the following ritual:&lt;br /&gt;
&amp;lt;Ritual&amp;gt;&lt;br /&gt;
Name=Hone&lt;br /&gt;
Effect=Item is treated as masterwork&lt;br /&gt;
&amp;lt;/Ritual&amp;gt;&lt;br /&gt;
====Quartermaster 2====&lt;br /&gt;
Quartermasters are practiced in their rites. They receive a +4 bonus to all checks made as part of a ritual.&lt;br /&gt;
====Quartermaster 3====&lt;br /&gt;
Experienced Quartermasters may replicate minor magical enchantments. Any items subject to their Hone ritual may be given a temporary magical bonus equal to 1/3 of the Quartermaster's Warlord level, up to +5. This bonus lasts 24 hours.&lt;br /&gt;
====Quartermaster X====&lt;br /&gt;
Master Quartermasters are able to replicate major magical enchantments. Any items subject to their Hone ritual may be given a temporary magical bonus equal to 1/2 of the Quartermaster's Warlord level, up to +10. This bonus lasts 24 hours.&lt;br /&gt;
&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Martial Power Source]]&lt;/div&gt;</summary>
		<author><name>Weirfish</name></author>	</entry>

	<entry>
		<id>http://weirlands.com/index.php?title=Fighter&amp;diff=1130</id>
		<title>Fighter</title>
		<link rel="alternate" type="text/html" href="http://weirlands.com/index.php?title=Fighter&amp;diff=1130"/>
				<updated>2018-12-22T00:23:23Z</updated>
		
		<summary type="html">&lt;p&gt;Weirfish: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fighters are amongst the most versatile professional adventurers. The abilities of any one fighter are almost unique. They most commonly use this ability to study defensive tactics, as it is far better to live to take another contract, than to die early on.&lt;br /&gt;
&lt;br /&gt;
==Power Source==&lt;br /&gt;
&lt;br /&gt;
Fighters have access to the [[Mechanics:Power Source#Martial|Martial]] power source. They have access to the Defence training, and two of Slashing, Bludgeoning, Piercing, Ranged, and Thrown trainings.&lt;br /&gt;
&lt;br /&gt;
==Summary Table==&lt;br /&gt;
&lt;br /&gt;
{{ClassTable|name=Fighter|skill=4|hd=12|corp=1|spirit=0|visc=1|pp=2|type=Defense}}&lt;br /&gt;
&lt;br /&gt;
==Expertise==&lt;br /&gt;
===Knight===&lt;br /&gt;
====Knight 1====&lt;br /&gt;
Knights are masters of single combat. They gain the ability to Mark a target. That target suffers a -2 to attack rolls against targets other than the Knight, and the Knight receives a +2 to attacks and damage to their Mark.&lt;br /&gt;
&lt;br /&gt;
====Knight 2====&lt;br /&gt;
Knights are able to read their Marks better than anyone else on the battlefield. They receive +2 to saves and defences on effects and attacks made by their Mark.&lt;br /&gt;
====Knight 3====&lt;br /&gt;
A Knight is able to find vulnerabilities in their Mark's defences. They receive +1 to Critical Strike Range against their mark.&lt;br /&gt;
====Knight X====&lt;br /&gt;
Master Knights are singular in their focus. All bonuses and maluses associated with marking a target are doubled.&lt;br /&gt;
===Bodyguard===&lt;br /&gt;
====Bodyguard 1====&lt;br /&gt;
Bodyguards are practiced in defending their charges. A Bodyguard may spend their move action for their next turn as an interrupt when an adjacent ally is successfully attacked. If they do so, they swap places with their ally, and receive the damage their ally would have taken.&lt;br /&gt;
====Bodyguard 2====&lt;br /&gt;
A Bodyguard in action is primed for further combat. After swapping with an ally, until the end of their next turn, the Bodyguard and their ally both receive +2 to defences and saves.&lt;br /&gt;
====Bodyguard 3====&lt;br /&gt;
A seasoned bodyguard can move with explosive speed to save their friends. The bodyguard no longer needs to be adjacent to their ally, and can move up to their normal movement speed into the space of their ally. The ally shifts into the previous space occupied by the bodyguard.&lt;br /&gt;
====Bodyguard X====&lt;br /&gt;
Few Bodyguards survive long enough to master their craft, but those that do are formidable. When swapping with an ally, the enemy making the attack is forced to reroll their attack against the Bodyguard, at disadvantage.&lt;br /&gt;
===Brawler===&lt;br /&gt;
====Brawler 1====&lt;br /&gt;
A Brawler is most at home in a rowdy tavern or street brawl. They gain the following minor effect:&lt;br /&gt;
{{MinorEffect:Brawl}}&lt;br /&gt;
====Brawler 2====&lt;br /&gt;
Brawlers are practiced in using whatever is nearby in order to defend themselves. They receive +2 to attacks and defences when using improvised weapons.&lt;br /&gt;
====Brawler 3====&lt;br /&gt;
Knowing just where to strike with a stein is a tricky skill, but one that Brawlers master. They may choose to have their improvised weapons and unarmed strikes do lethal damage. If they do so, they receive a +1 to critical strike range.&lt;br /&gt;
====Brawler X====&lt;br /&gt;
Brawlers truely know how to get the most out of their collections of random objects. The damage dice of any improvised weapons and unarmed strikes are increased by 1 size.&lt;br /&gt;
&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Martial Power Source]]&lt;/div&gt;</summary>
		<author><name>Weirfish</name></author>	</entry>

	<entry>
		<id>http://weirlands.com/index.php?title=Template:MinorEffect:Brawl&amp;diff=1129</id>
		<title>Template:MinorEffect:Brawl</title>
		<link rel="alternate" type="text/html" href="http://weirlands.com/index.php?title=Template:MinorEffect:Brawl&amp;diff=1129"/>
				<updated>2018-12-22T00:22:53Z</updated>
		
		<summary type="html">&lt;p&gt;Weirfish: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MinorEffect&lt;br /&gt;
|name=Brawl&lt;br /&gt;
|cost=1&lt;br /&gt;
|effect=You ignore penalties for improvised weaponry. Treat them as normal, nonlethal weaponry of appropriate size and damage type.&lt;br /&gt;
|applicable=Any attack with improvised weaponry.&lt;br /&gt;
|stackable=No&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Weirfish</name></author>	</entry>

	<entry>
		<id>http://weirlands.com/index.php?title=Template:MinorEffect:Brawl&amp;diff=1128</id>
		<title>Template:MinorEffect:Brawl</title>
		<link rel="alternate" type="text/html" href="http://weirlands.com/index.php?title=Template:MinorEffect:Brawl&amp;diff=1128"/>
				<updated>2018-12-22T00:22:45Z</updated>
		
		<summary type="html">&lt;p&gt;Weirfish: Created page with &amp;quot;{{MinorEffect |name=Brawl |cost=1 |effect=You ignore penalties for improvised weaponry. Treat them as normal, nonlethal weaponry of appropriate size and damage type. |applicab...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MinorEffect&lt;br /&gt;
|name=Brawl&lt;br /&gt;
|cost=1&lt;br /&gt;
|effect=You ignore penalties for improvised weaponry. Treat them as normal, nonlethal weaponry of appropriate size and damage type.&lt;br /&gt;
|applicable=Any attack with improvised weaponry.&lt;br /&gt;
|stackable=No&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Weirfish</name></author>	</entry>

	<entry>
		<id>http://weirlands.com/index.php?title=Barbarian&amp;diff=1127</id>
		<title>Barbarian</title>
		<link rel="alternate" type="text/html" href="http://weirlands.com/index.php?title=Barbarian&amp;diff=1127"/>
				<updated>2018-12-21T23:44:36Z</updated>
		
		<summary type="html">&lt;p&gt;Weirfish: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Barbarian''' is a [[Power Source#Martial|Martial]] [[Classes|class]] which excels in its offensive capabilities. The core of their offensive capability comes from their ability to harness the anger within them and channel it out of their body and into their enemies' bodies.&lt;br /&gt;
&lt;br /&gt;
==Power source==&lt;br /&gt;
&lt;br /&gt;
Barbarians have access to the [[Power Source#Martial|Martial]] power source. They have access to the Rage training, and two of Slashing, Bludgeoning, Piercing, Ranged, and Thrown trainings.&lt;br /&gt;
&lt;br /&gt;
==Summary Table==&lt;br /&gt;
&lt;br /&gt;
{{ClassTable|name=Barbarian|skill=2|hd=10|corp=1|spirit=0|visc=1|pp=3|type=Offense}}&lt;br /&gt;
&lt;br /&gt;
==Expertise==&lt;br /&gt;
===Rager===&lt;br /&gt;
====Rager 1====&lt;br /&gt;
Ragers are renowned for their ferocity on the battlefield. A rager is able to initiate a Rage as a minor action. When Raging, the Barbarian receives +4 to Physical Potential and Physical Aptitude, +2 to Physical Durability, and -2 to all Mental attributes. This rage lasts for 1 round plus 1 round for every 2 Barbarian levels (round up), and cannot be ended early. A rager can rage like this once per day.&lt;br /&gt;
&lt;br /&gt;
====Rager 2====&lt;br /&gt;
A Rager's strength knows no bounds. They receive +2 to PPot at all times.&lt;br /&gt;
&lt;br /&gt;
====Rager 3====&lt;br /&gt;
If they survive long enough, Ragers' find ways to prolong their anger. The Rager is able to rage a number of times per day equal to half their Rager level (round up), and each rage lasts 3 rounds plus 1 round for every 2 Barbarian levels.&lt;br /&gt;
&lt;br /&gt;
====Rager X====&lt;br /&gt;
Few Ragers reach the pinnacle of their fury. An aged Rager's rage burns brightly, the Rager receiving +6 to PPot and PApt, +4 to PDur, and +1 PP Limit to attacks while raging. This supercedes the previous bonus.&lt;br /&gt;
===Dervish===&lt;br /&gt;
====Dervish 1====&lt;br /&gt;
Dervishes whirl through the battlefield in a typhoon of steel and blood. They gain the following minor effect&lt;br /&gt;
{{MinorEffect:Cyclone}}&lt;br /&gt;
&lt;br /&gt;
====Dervish 2====&lt;br /&gt;
Dervishes are well known for their expertise in battle. They receive +2 to PApt at all times.&lt;br /&gt;
&lt;br /&gt;
====Dervish 3====&lt;br /&gt;
Dervishes are masters of jumping into combat and taking on all comers. A sufficiently experienced Dervish cannot be flanked, and doesn't suffer from Attacks of Opportunity when moving out of threatened space.&lt;br /&gt;
&lt;br /&gt;
====Dervish X====&lt;br /&gt;
A master Dervish is no stranger to being surrounded. They receive +4 to Physical and Mental Defence when they would be flanked.&lt;br /&gt;
===Relentless===&lt;br /&gt;
====Relentless 1====&lt;br /&gt;
A Relentless is both an immovable object and an irresistable force. They receive Damage Reduction equal to 1/3 of their Barbarian level (round up), and +1 to Physical and Mental defences for each enemy within 15ft.&lt;br /&gt;
&lt;br /&gt;
====Relentless 2====&lt;br /&gt;
Relentless Barbarians are truely difficult to kill. They receive +2 to PDur at all times.&lt;br /&gt;
&lt;br /&gt;
====Relentless 3====&lt;br /&gt;
A Relentless is a dangerous target. Whenever they are hit by an Attack of Opportunity, they deal half as much damage back to their assailant.&lt;br /&gt;
&lt;br /&gt;
====Relentless X====&lt;br /&gt;
Master Relentless' are more scar tissue than flesh. They gain additional DR equal to 1/2 of their Relentless level.&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Martial Power Source]]&lt;/div&gt;</summary>
		<author><name>Weirfish</name></author>	</entry>

	<entry>
		<id>http://weirlands.com/index.php?title=Template:MinorEffect:Cyclone&amp;diff=1125</id>
		<title>Template:MinorEffect:Cyclone</title>
		<link rel="alternate" type="text/html" href="http://weirlands.com/index.php?title=Template:MinorEffect:Cyclone&amp;diff=1125"/>
				<updated>2018-12-21T23:43:31Z</updated>
		
		<summary type="html">&lt;p&gt;Weirfish: Weirfish moved page Template:Effect:Cyclone to Template:MinorEffect:Cyclone&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MinorEffect&lt;br /&gt;
|name=Cyclone&lt;br /&gt;
|cost=2&lt;br /&gt;
|effect=You may move 5ft between targets. +1 to all attacks this turn per target of the attack.&lt;br /&gt;
|applicable=Any attack&lt;br /&gt;
|stackable=Yes&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Weirfish</name></author>	</entry>

	<entry>
		<id>http://weirlands.com/index.php?title=Template:Effect:Cyclone&amp;diff=1126</id>
		<title>Template:Effect:Cyclone</title>
		<link rel="alternate" type="text/html" href="http://weirlands.com/index.php?title=Template:Effect:Cyclone&amp;diff=1126"/>
				<updated>2018-12-21T23:43:31Z</updated>
		
		<summary type="html">&lt;p&gt;Weirfish: Weirfish moved page Template:Effect:Cyclone to Template:MinorEffect:Cyclone&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Template:MinorEffect:Cyclone]]&lt;/div&gt;</summary>
		<author><name>Weirfish</name></author>	</entry>

	<entry>
		<id>http://weirlands.com/index.php?title=Template:MinorEffect:Cyclone&amp;diff=1124</id>
		<title>Template:MinorEffect:Cyclone</title>
		<link rel="alternate" type="text/html" href="http://weirlands.com/index.php?title=Template:MinorEffect:Cyclone&amp;diff=1124"/>
				<updated>2018-12-21T23:42:51Z</updated>
		
		<summary type="html">&lt;p&gt;Weirfish: Created page with &amp;quot;{{MinorEffect |name=Cyclone |cost=2 |effect=You may move 5ft between targets. +1 to all attacks this turn per target of the attack. |applicable=Any attack |stackable=Yes }}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MinorEffect&lt;br /&gt;
|name=Cyclone&lt;br /&gt;
|cost=2&lt;br /&gt;
|effect=You may move 5ft between targets. +1 to all attacks this turn per target of the attack.&lt;br /&gt;
|applicable=Any attack&lt;br /&gt;
|stackable=Yes&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Weirfish</name></author>	</entry>

	<entry>
		<id>http://weirlands.com/index.php?title=Template:MinorEffect&amp;diff=1123</id>
		<title>Template:MinorEffect</title>
		<link rel="alternate" type="text/html" href="http://weirlands.com/index.php?title=Template:MinorEffect&amp;diff=1123"/>
				<updated>2018-12-21T23:42:40Z</updated>
		
		<summary type="html">&lt;p&gt;Weirfish: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
!colspan=4 style=&amp;quot;font-size:16px&amp;quot;| Name&lt;br /&gt;
|colspan=2|{{{name}}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=4|Effect&lt;br /&gt;
!colspan=2|Cost&lt;br /&gt;
|-&lt;br /&gt;
!Base&lt;br /&gt;
|colspan=3|{{{effect}}}&lt;br /&gt;
|colspan=2|{{{cost}}}&lt;br /&gt;
|-&lt;br /&gt;
!Stackable&lt;br /&gt;
|colspan=2|{{{stackable|No}}}&lt;br /&gt;
!Applicable To&lt;br /&gt;
|colspan=2|{{{applicable}}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Weirfish</name></author>	</entry>

	<entry>
		<id>http://weirlands.com/index.php?title=Template:MinorEffect&amp;diff=1122</id>
		<title>Template:MinorEffect</title>
		<link rel="alternate" type="text/html" href="http://weirlands.com/index.php?title=Template:MinorEffect&amp;diff=1122"/>
				<updated>2018-12-21T23:41:23Z</updated>
		
		<summary type="html">&lt;p&gt;Weirfish: Created page with &amp;quot;{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; !colspan=4 style=&amp;quot;font-size:16px&amp;quot;| Name |colspan=2|{{{name}}} |- !colspan=4|Effect !colspan=2|Cost |- !Base |colspan=3|{{{seco...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
!colspan=4 style=&amp;quot;font-size:16px&amp;quot;| Name&lt;br /&gt;
|colspan=2|{{{name}}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=4|Effect&lt;br /&gt;
!colspan=2|Cost&lt;br /&gt;
|-&lt;br /&gt;
!Base&lt;br /&gt;
|colspan=3|{{{secondary_effect}}}&lt;br /&gt;
|colspan=2|{{{secondary_cost}}}&lt;br /&gt;
|-&lt;br /&gt;
!Stackable&lt;br /&gt;
|colspan=2|{{{secondary_stackable|No}}}&lt;br /&gt;
!Applicable To&lt;br /&gt;
|colspan=2|{{{secondary_applicable}}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Weirfish</name></author>	</entry>

	<entry>
		<id>http://weirlands.com/index.php?title=Barbarian&amp;diff=1121</id>
		<title>Barbarian</title>
		<link rel="alternate" type="text/html" href="http://weirlands.com/index.php?title=Barbarian&amp;diff=1121"/>
				<updated>2018-12-21T23:38:44Z</updated>
		
		<summary type="html">&lt;p&gt;Weirfish: /* Rager 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Barbarian''' is a [[Power Source#Martial|Martial]] [[Classes|class]] which excels in its offensive capabilities. The core of their offensive capability comes from their ability to harness the anger within them and channel it out of their body and into their enemies' bodies.&lt;br /&gt;
&lt;br /&gt;
==Power source==&lt;br /&gt;
&lt;br /&gt;
Barbarians have access to the [[Power Source#Martial|Martial]] power source. They have access to the Rage training, and two of Slashing, Bludgeoning, Piercing, Ranged, and Thrown trainings.&lt;br /&gt;
&lt;br /&gt;
==Summary Table==&lt;br /&gt;
&lt;br /&gt;
{{ClassTable|name=Barbarian|skill=2|hd=10|corp=1|spirit=0|visc=1|pp=3|type=Offense}}&lt;br /&gt;
&lt;br /&gt;
==Expertise==&lt;br /&gt;
===Rager===&lt;br /&gt;
====Rager 1====&lt;br /&gt;
Ragers are renowned for their ferocity on the battlefield. A rager is able to initiate a Rage as a minor action. When Raging, the Barbarian receives +4 to Physical Potential and Physical Aptitude, +2 to Physical Durability, and -2 to all Mental attributes. This rage lasts for 1 round plus 1 round for every 2 Barbarian levels (round up), and cannot be ended early. A rager can rage like this once per day.&lt;br /&gt;
&lt;br /&gt;
====Rager 2====&lt;br /&gt;
A Rager's strength knows no bounds. They receive +2 to PPot at all times.&lt;br /&gt;
&lt;br /&gt;
====Rager 3====&lt;br /&gt;
If they survive long enough, Ragers' find ways to prolong their anger. The Rager is able to rage a number of times per day equal to half their Rager level (round up), and each rage lasts 3 rounds plus 1 round for every 2 Barbarian levels.&lt;br /&gt;
&lt;br /&gt;
====Rager X====&lt;br /&gt;
Few Ragers reach the pinnacle of their fury. An aged Rager's rage burns brightly, the Rager receiving +6 to PPot and PApt, +4 to PDur, and +1 PP Limit to attacks while raging. This supercedes the previous bonus.&lt;br /&gt;
===Dervish===&lt;br /&gt;
===Relentless===&lt;br /&gt;
&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Martial Power Source]]&lt;/div&gt;</summary>
		<author><name>Weirfish</name></author>	</entry>

	<entry>
		<id>http://weirlands.com/index.php?title=Barbarian&amp;diff=1120</id>
		<title>Barbarian</title>
		<link rel="alternate" type="text/html" href="http://weirlands.com/index.php?title=Barbarian&amp;diff=1120"/>
				<updated>2018-12-21T23:37:43Z</updated>
		
		<summary type="html">&lt;p&gt;Weirfish: /* Expertise */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Barbarian''' is a [[Power Source#Martial|Martial]] [[Classes|class]] which excels in its offensive capabilities. The core of their offensive capability comes from their ability to harness the anger within them and channel it out of their body and into their enemies' bodies.&lt;br /&gt;
&lt;br /&gt;
==Power source==&lt;br /&gt;
&lt;br /&gt;
Barbarians have access to the [[Power Source#Martial|Martial]] power source. They have access to the Rage training, and two of Slashing, Bludgeoning, Piercing, Ranged, and Thrown trainings.&lt;br /&gt;
&lt;br /&gt;
==Summary Table==&lt;br /&gt;
&lt;br /&gt;
{{ClassTable|name=Barbarian|skill=2|hd=10|corp=1|spirit=0|visc=1|pp=3|type=Offense}}&lt;br /&gt;
&lt;br /&gt;
==Expertise==&lt;br /&gt;
===Rager===&lt;br /&gt;
====Rager 1====&lt;br /&gt;
Ragers are renouned for their ferocity on the battlefield. A rager is able to initiate a Rage as a minor action. When Raging, the Barbarian receives +4 to PPot and PAPt, +2 to PDur, and -2 to MPot, MApt, and MDur. This rage lasts for 1 round plus 1 round for every 2 Barbarian levels (round up), and cannot be ended early. A rager can rage like this once per day.&lt;br /&gt;
&lt;br /&gt;
====Rager 2====&lt;br /&gt;
A Rager's strength knows no bounds. They receive +2 to PPot at all times.&lt;br /&gt;
&lt;br /&gt;
====Rager 3====&lt;br /&gt;
If they survive long enough, Ragers' find ways to prolong their anger. The Rager is able to rage a number of times per day equal to half their Rager level (round up), and each rage lasts 3 rounds plus 1 round for every 2 Barbarian levels.&lt;br /&gt;
&lt;br /&gt;
====Rager X====&lt;br /&gt;
Few Ragers reach the pinnacle of their fury. An aged Rager's rage burns brightly, the Rager receiving +6 to PPot and PApt, +4 to PDur, and +1 PP Limit to attacks while raging. This supercedes the previous bonus.&lt;br /&gt;
===Dervish===&lt;br /&gt;
===Relentless===&lt;br /&gt;
&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Martial Power Source]]&lt;/div&gt;</summary>
		<author><name>Weirfish</name></author>	</entry>

	<entry>
		<id>http://weirlands.com/index.php?title=Rogue&amp;diff=1118</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="http://weirlands.com/index.php?title=Rogue&amp;diff=1118"/>
				<updated>2018-12-21T23:30:08Z</updated>
		
		<summary type="html">&lt;p&gt;Weirfish: /* Ability Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Rogue''' is a [[Mechanics:Shadow|Shadow]] class which understands the foibles and fancies of the underclasses and darker areas of the world.&lt;br /&gt;
&lt;br /&gt;
==Power Source==&lt;br /&gt;
==Summary Table==&lt;br /&gt;
{{ClassTable|name=Rogue|skill=10|hd=4|corp=1|spirit=0|visc=1|pp=4|type=Skill}}&lt;br /&gt;
&lt;br /&gt;
==Expertise==&lt;br /&gt;
===Tinker===&lt;br /&gt;
===Shyster===&lt;br /&gt;
===Scout===&lt;br /&gt;
&lt;br /&gt;
==Proficiencies==&lt;br /&gt;
&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Shadow Power Source]]&lt;/div&gt;</summary>
		<author><name>Weirfish</name></author>	</entry>

	<entry>
		<id>http://weirlands.com/index.php?title=Hexcaster&amp;diff=1117</id>
		<title>Hexcaster</title>
		<link rel="alternate" type="text/html" href="http://weirlands.com/index.php?title=Hexcaster&amp;diff=1117"/>
				<updated>2018-12-21T23:29:56Z</updated>
		
		<summary type="html">&lt;p&gt;Weirfish: /* Ability Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Hexcaster''' is a [[Mechanics:Shadow|Shadow]] class which manipulates the fates, drawing the worst misfortunes to their foes.&lt;br /&gt;
&lt;br /&gt;
==Power Source==&lt;br /&gt;
==Summary Table==&lt;br /&gt;
{{ClassTable|name=Hexcaster|skill=8|hd=8|corp=0|spirit=1|visc=1|pp=4|type=Defense}}&lt;br /&gt;
&lt;br /&gt;
==Expertise==&lt;br /&gt;
===Occultist===&lt;br /&gt;
===Obfuscator===&lt;br /&gt;
===Black Argot===&lt;br /&gt;
&lt;br /&gt;
==Proficiencies==&lt;br /&gt;
&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Shadow Power Source]]&lt;/div&gt;</summary>
		<author><name>Weirfish</name></author>	</entry>

	<entry>
		<id>http://weirlands.com/index.php?title=Assassin&amp;diff=1116</id>
		<title>Assassin</title>
		<link rel="alternate" type="text/html" href="http://weirlands.com/index.php?title=Assassin&amp;diff=1116"/>
				<updated>2018-12-21T23:29:42Z</updated>
		
		<summary type="html">&lt;p&gt;Weirfish: /* Ability Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Assassin''' is a [[Mechanics:Shadow|Shadow]] class which uses darkness and subtletly to deliver decisive and extremely lethal blows.&lt;br /&gt;
&lt;br /&gt;
==Power Source==&lt;br /&gt;
==Summary Table==&lt;br /&gt;
{{ClassTable|name=Assassin|skill=6|hd=6|corp=1|spirit=0|visc=1|pp=3|type=Offense}}&lt;br /&gt;
&lt;br /&gt;
==Expertise==&lt;br /&gt;
===Tainted===&lt;br /&gt;
===Executor===&lt;br /&gt;
===Roughneck===&lt;br /&gt;
&lt;br /&gt;
==Proficiencies==&lt;br /&gt;
&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Shadow Power Source]]&lt;/div&gt;</summary>
		<author><name>Weirfish</name></author>	</entry>

	<entry>
		<id>http://weirlands.com/index.php?title=Seeker&amp;diff=1115</id>
		<title>Seeker</title>
		<link rel="alternate" type="text/html" href="http://weirlands.com/index.php?title=Seeker&amp;diff=1115"/>
				<updated>2018-12-21T23:29:28Z</updated>
		
		<summary type="html">&lt;p&gt;Weirfish: /* Ability Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Seeker''' is a [[Mechanics:Primal|Primal]] class which mirrors the ruthless efficacy and tirelessness of an apex hunter.&lt;br /&gt;
&lt;br /&gt;
==Power Source==&lt;br /&gt;
==Summary Table==&lt;br /&gt;
{{ClassTable|name=Seeker|skill=6|hd=6|corp=1|spirit=1|visc=0|pp=3|type=Skill}}&lt;br /&gt;
&lt;br /&gt;
==Expertise==&lt;br /&gt;
===Hunter===&lt;br /&gt;
===Totemic===&lt;br /&gt;
===Survivalist===&lt;br /&gt;
&lt;br /&gt;
==Proficiencies==&lt;br /&gt;
&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Primal Power Source]]&lt;/div&gt;</summary>
		<author><name>Weirfish</name></author>	</entry>

	<entry>
		<id>http://weirlands.com/index.php?title=Warden&amp;diff=1114</id>
		<title>Warden</title>
		<link rel="alternate" type="text/html" href="http://weirlands.com/index.php?title=Warden&amp;diff=1114"/>
				<updated>2018-12-21T23:29:11Z</updated>
		
		<summary type="html">&lt;p&gt;Weirfish: /* Ability Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Warden''' is a [[Mechanics:Primal|Primal]] class which represents the resilience of natural world.&lt;br /&gt;
&lt;br /&gt;
==Power Source==&lt;br /&gt;
==Summary Table==&lt;br /&gt;
{{ClassTable|name=Warden|skill=6|hd=10|corp=1|spirit=0|visc=1|pp=2|type=Defense}}&lt;br /&gt;
&lt;br /&gt;
==Expertise==&lt;br /&gt;
===Stonewalker===&lt;br /&gt;
===Flor===&lt;br /&gt;
===Convalescent===&lt;br /&gt;
&lt;br /&gt;
==Proficiencies==&lt;br /&gt;
&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Primal Power Source]]&lt;/div&gt;</summary>
		<author><name>Weirfish</name></author>	</entry>

	<entry>
		<id>http://weirlands.com/index.php?title=Druid&amp;diff=1113</id>
		<title>Druid</title>
		<link rel="alternate" type="text/html" href="http://weirlands.com/index.php?title=Druid&amp;diff=1113"/>
				<updated>2018-12-21T23:28:55Z</updated>
		
		<summary type="html">&lt;p&gt;Weirfish: /* Expertise */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Druid''' is a [[Mechanics:Primal|Primal]] class which acts as an emissary of the will of the wilds.&lt;br /&gt;
&lt;br /&gt;
==Power Source==&lt;br /&gt;
==Summary Table==&lt;br /&gt;
{{ClassTable|name=Druid|skill=4|hd=8|corp=1|spirit=1|visc=0|pp=4|type=Offense}}&lt;br /&gt;
&lt;br /&gt;
==Expertise==&lt;br /&gt;
===Wildshaper===&lt;br /&gt;
===Host of Nature===&lt;br /&gt;
===Elementalist===&lt;br /&gt;
&lt;br /&gt;
==Proficiencies==&lt;br /&gt;
&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Primal Power Source]]&lt;/div&gt;</summary>
		<author><name>Weirfish</name></author>	</entry>

	<entry>
		<id>http://weirlands.com/index.php?title=Monk&amp;diff=1112</id>
		<title>Monk</title>
		<link rel="alternate" type="text/html" href="http://weirlands.com/index.php?title=Monk&amp;diff=1112"/>
				<updated>2018-12-21T23:28:32Z</updated>
		
		<summary type="html">&lt;p&gt;Weirfish: /* Expertise */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Monk''' is a [[Mechanics:Psionic|Psionic]] class which, rather than intentionally affecting the world, passively taps into their inner strength to enhance their effectiveness.&lt;br /&gt;
&lt;br /&gt;
==Power Source==&lt;br /&gt;
==Summary Table==&lt;br /&gt;
{{ClassTable|name=Monk|skill=8|hd=4|corp=0|spirit=1|visc=1|pp=3|type=Skill}}&lt;br /&gt;
&lt;br /&gt;
==Expertise==&lt;br /&gt;
===Ascetic===&lt;br /&gt;
===Aerialist===&lt;br /&gt;
===Extruder===&lt;br /&gt;
&lt;br /&gt;
==Proficiencies==&lt;br /&gt;
&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Psionic Power Source]]&lt;/div&gt;</summary>
		<author><name>Weirfish</name></author>	</entry>

	<entry>
		<id>http://weirlands.com/index.php?title=Ardent&amp;diff=1111</id>
		<title>Ardent</title>
		<link rel="alternate" type="text/html" href="http://weirlands.com/index.php?title=Ardent&amp;diff=1111"/>
				<updated>2018-12-21T23:28:06Z</updated>
		
		<summary type="html">&lt;p&gt;Weirfish: /* Expertise */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Ardent''' is a [[Mechanics:Psionic|Psionic]] class which improves its own resilience and combat ability, believing intensely in mind over matter.&lt;br /&gt;
&lt;br /&gt;
==Power Source==&lt;br /&gt;
==Summary Table==&lt;br /&gt;
{{ClassTable|name=Ardent|skill=6|hd=8|corp=1|spirit=0|visc=1|pp=4|type=Defense}}&lt;br /&gt;
&lt;br /&gt;
==Expertise==&lt;br /&gt;
===Mindblade===&lt;br /&gt;
===Energizer===&lt;br /&gt;
===Elocator===&lt;br /&gt;
&lt;br /&gt;
==Proficiencies==&lt;br /&gt;
&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Psionic Power Source]]&lt;/div&gt;</summary>
		<author><name>Weirfish</name></author>	</entry>

	<entry>
		<id>http://weirlands.com/index.php?title=Manifester&amp;diff=1110</id>
		<title>Manifester</title>
		<link rel="alternate" type="text/html" href="http://weirlands.com/index.php?title=Manifester&amp;diff=1110"/>
				<updated>2018-12-21T23:27:55Z</updated>
		
		<summary type="html">&lt;p&gt;Weirfish: /* Expertise */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Manifester''' is a [[Mechanics:Psionic|Psionic]] class which grants the ability to affect the world by the force of one's own will.&lt;br /&gt;
&lt;br /&gt;
==Power Source==&lt;br /&gt;
==Summary Table==&lt;br /&gt;
{{ClassTable|name=Manifester|skill=8|hd=6|corp=1|spirit=0|visc=1|pp=5|type=Offense}}&lt;br /&gt;
&lt;br /&gt;
==Expertise==&lt;br /&gt;
===Azoicist===&lt;br /&gt;
===Inexorable===&lt;br /&gt;
===Ephemeric===&lt;br /&gt;
&lt;br /&gt;
==Proficiencies==&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Psionic Power Source]]&lt;/div&gt;</summary>
		<author><name>Weirfish</name></author>	</entry>

	<entry>
		<id>http://weirlands.com/index.php?title=Wizard&amp;diff=1109</id>
		<title>Wizard</title>
		<link rel="alternate" type="text/html" href="http://weirlands.com/index.php?title=Wizard&amp;diff=1109"/>
				<updated>2018-12-21T23:27:35Z</updated>
		
		<summary type="html">&lt;p&gt;Weirfish: /* Expertise */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Wizard''' is an [[Mechanics:Arcane|Arcane]] class which excels by studying and unlocking the mysteries of the world.&lt;br /&gt;
&lt;br /&gt;
==Power Source==&lt;br /&gt;
==Summary Table==&lt;br /&gt;
{{ClassTable|name=Wizard|skill=4|hd=4|corp=0|spirit=1|visc=1|pp=5|type=Skill}}&lt;br /&gt;
&lt;br /&gt;
==Expertise==&lt;br /&gt;
===Concomitant===&lt;br /&gt;
===Professor===&lt;br /&gt;
===Scrivener===&lt;br /&gt;
&lt;br /&gt;
==Proficiencies==&lt;br /&gt;
&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Arcane Power Source]]&lt;/div&gt;</summary>
		<author><name>Weirfish</name></author>	</entry>

	<entry>
		<id>http://weirlands.com/index.php?title=Bard&amp;diff=1108</id>
		<title>Bard</title>
		<link rel="alternate" type="text/html" href="http://weirlands.com/index.php?title=Bard&amp;diff=1108"/>
				<updated>2018-12-21T23:27:24Z</updated>
		
		<summary type="html">&lt;p&gt;Weirfish: /* Expertise */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Bard''' is an [[Mechanics:Arcane|Arcane]] class which finds power in lyric and melody, inspiring their allies and enchanting their enemies. &lt;br /&gt;
&lt;br /&gt;
==Power Source==&lt;br /&gt;
==Summary Table==&lt;br /&gt;
&lt;br /&gt;
{{ClassTable|name=Bard|skill=8|hd=8|corp=0|spirit=1|visc=1|pp=4|type=Defense}}&lt;br /&gt;
&lt;br /&gt;
==Expertise==&lt;br /&gt;
===Phase-Finder===&lt;br /&gt;
===Battlesinger===&lt;br /&gt;
===Loremaster===&lt;br /&gt;
&lt;br /&gt;
==Proficiencies==&lt;br /&gt;
&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Arcane Power Source]]&lt;/div&gt;</summary>
		<author><name>Weirfish</name></author>	</entry>

	<entry>
		<id>http://weirlands.com/index.php?title=Sorcerer&amp;diff=1107</id>
		<title>Sorcerer</title>
		<link rel="alternate" type="text/html" href="http://weirlands.com/index.php?title=Sorcerer&amp;diff=1107"/>
				<updated>2018-12-21T23:27:05Z</updated>
		
		<summary type="html">&lt;p&gt;Weirfish: /* Expertise */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Sorcerer''' is an [[Mechanics:Arcane|Arcane]] class which taps into its practitioner's natural magical abilities. &lt;br /&gt;
&lt;br /&gt;
==Power Source==&lt;br /&gt;
==Summary Table==&lt;br /&gt;
&lt;br /&gt;
{{ClassTable|name=Sorcerer|skill=6|hd=6|corp=1|spirit=1|visc=0|pp=3|type=Offense}}&lt;br /&gt;
&lt;br /&gt;
==Expertise==&lt;br /&gt;
===Experimentor===&lt;br /&gt;
===Supremacist===&lt;br /&gt;
===Authority===&lt;br /&gt;
&lt;br /&gt;
==Proficiencies==&lt;br /&gt;
&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Arcane Power Source]]&lt;/div&gt;</summary>
		<author><name>Weirfish</name></author>	</entry>

	<entry>
		<id>http://weirlands.com/index.php?title=Priest&amp;diff=1106</id>
		<title>Priest</title>
		<link rel="alternate" type="text/html" href="http://weirlands.com/index.php?title=Priest&amp;diff=1106"/>
				<updated>2018-12-21T23:26:46Z</updated>
		
		<summary type="html">&lt;p&gt;Weirfish: /* Expertise */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Priest''' is a [[Mechanics:Divine|Divine]] class that concerns itself with the gods themselves, interpreting their actions and preempting their whims. On occasion, they are able to curry favour from them.&lt;br /&gt;
&lt;br /&gt;
==Power Source==&lt;br /&gt;
==Summary Table==&lt;br /&gt;
&lt;br /&gt;
{{ClassTable|name=Priest|skill=8|hd=6|corp=0|spirit=1|visc=1|pp=4|type=Skill}}&lt;br /&gt;
&lt;br /&gt;
==Expertise==&lt;br /&gt;
===Liturgist===&lt;br /&gt;
===Ministrator===&lt;br /&gt;
===Hectorer===&lt;br /&gt;
&lt;br /&gt;
==Proficiencies==&lt;br /&gt;
&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Divine Power Source]]&lt;/div&gt;</summary>
		<author><name>Weirfish</name></author>	</entry>

	<entry>
		<id>http://weirlands.com/index.php?title=Cleric&amp;diff=1105</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="http://weirlands.com/index.php?title=Cleric&amp;diff=1105"/>
				<updated>2018-12-21T23:26:27Z</updated>
		
		<summary type="html">&lt;p&gt;Weirfish: /* Expertise */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Cleric''' is a [[Mechanics:Divine|Divine]] class that excels in channelling positive and negative energies. Their ability to heal and harm gives them great potential in a party.&lt;br /&gt;
&lt;br /&gt;
==Power Source==&lt;br /&gt;
Clerics have access to the [[Mechanics:Power Source#Divine|Divine]] power source. They have access to any 4 Divine domains.&lt;br /&gt;
&lt;br /&gt;
==Summary Table==&lt;br /&gt;
&lt;br /&gt;
{{ClassTable|name=Cleric|skill=6|hd=8|corp=0|spirit=1|visc=1|pp=3|type=Offense}}&lt;br /&gt;
&lt;br /&gt;
==Expertise==&lt;br /&gt;
===Vitalist===&lt;br /&gt;
===Worshipper===&lt;br /&gt;
===Spherewalker===&lt;br /&gt;
&lt;br /&gt;
==Proficiencies==&lt;br /&gt;
&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Divine Power Source]]&lt;/div&gt;</summary>
		<author><name>Weirfish</name></author>	</entry>

	<entry>
		<id>http://weirlands.com/index.php?title=Paladin&amp;diff=1104</id>
		<title>Paladin</title>
		<link rel="alternate" type="text/html" href="http://weirlands.com/index.php?title=Paladin&amp;diff=1104"/>
				<updated>2018-12-21T23:26:12Z</updated>
		
		<summary type="html">&lt;p&gt;Weirfish: /* Expertise */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Paladin''' is a [[Mechanics:Divine|Divine]] class that crusades for a cause, often in the name of a deity. Their power comes from their faith in the cause, and they are able to inspire such faith in others.&lt;br /&gt;
&lt;br /&gt;
==Power Source==&lt;br /&gt;
Clerics have access to the [[Mechanics:Power Source#Divine|Divine]] power source. They have access to the War domain, one of the Good, Evil, Chaos, or Stasis domains, and one more of the Good, Evil, Chaos, Stasis, Positive, Negative, or Society domains.&lt;br /&gt;
&lt;br /&gt;
==Summary Table==&lt;br /&gt;
&lt;br /&gt;
{{ClassTable|name=Paladin|skill=4|hd=10|corp=1|spirit=1|visc=0|pp=2|type=Defense}}&lt;br /&gt;
&lt;br /&gt;
==Expertise==&lt;br /&gt;
===Chastiser===&lt;br /&gt;
===Mantlebearer===&lt;br /&gt;
===Persuant===&lt;br /&gt;
&lt;br /&gt;
==Proficiencies==&lt;br /&gt;
&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Divine Power Source]]&lt;/div&gt;</summary>
		<author><name>Weirfish</name></author>	</entry>

	<entry>
		<id>http://weirlands.com/index.php?title=Barbarian&amp;diff=1103</id>
		<title>Barbarian</title>
		<link rel="alternate" type="text/html" href="http://weirlands.com/index.php?title=Barbarian&amp;diff=1103"/>
				<updated>2018-12-21T23:23:46Z</updated>
		
		<summary type="html">&lt;p&gt;Weirfish: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Barbarian''' is a [[Power Source#Martial|Martial]] [[Classes|class]] which excels in its offensive capabilities. The core of their offensive capability comes from their ability to harness the anger within them and channel it out of their body and into their enemies' bodies.&lt;br /&gt;
&lt;br /&gt;
==Power source==&lt;br /&gt;
&lt;br /&gt;
Barbarians have access to the [[Power Source#Martial|Martial]] power source. They have access to the Rage training, and two of Slashing, Bludgeoning, Piercing, Ranged, and Thrown trainings.&lt;br /&gt;
&lt;br /&gt;
==Summary Table==&lt;br /&gt;
&lt;br /&gt;
{{ClassTable|name=Barbarian|skill=2|hd=10|corp=1|spirit=0|visc=1|pp=3|type=Offense}}&lt;br /&gt;
&lt;br /&gt;
==Expertise==&lt;br /&gt;
===Rager===&lt;br /&gt;
===Dervish===&lt;br /&gt;
===Relentless===&lt;br /&gt;
&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Martial Power Source]]&lt;/div&gt;</summary>
		<author><name>Weirfish</name></author>	</entry>

	<entry>
		<id>http://weirlands.com/index.php?title=Fighter&amp;diff=1102</id>
		<title>Fighter</title>
		<link rel="alternate" type="text/html" href="http://weirlands.com/index.php?title=Fighter&amp;diff=1102"/>
				<updated>2018-12-21T23:23:31Z</updated>
		
		<summary type="html">&lt;p&gt;Weirfish: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fighters are amongst the most versatile professional adventurers. The abilities of any one fighter are almost unique. They most commonly use this ability to study defensive tactics, as it is far better to live to take another contract, than to die early on.&lt;br /&gt;
&lt;br /&gt;
==Power Source==&lt;br /&gt;
&lt;br /&gt;
Fighters have access to the [[Mechanics:Power Source#Martial|Martial]] power source. They have access to the Defence training, and two of Slashing, Bludgeoning, Piercing, Ranged, and Thrown trainings.&lt;br /&gt;
&lt;br /&gt;
==Summary Table==&lt;br /&gt;
&lt;br /&gt;
{{ClassTable|name=Fighter|skill=4|hd=12|corp=1|spirit=0|visc=1|pp=2|type=Defense}}&lt;br /&gt;
&lt;br /&gt;
==Expertise==&lt;br /&gt;
===Knight===&lt;br /&gt;
===Bodyguard===&lt;br /&gt;
===Brawler===&lt;br /&gt;
&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Martial Power Source]]&lt;/div&gt;</summary>
		<author><name>Weirfish</name></author>	</entry>

	<entry>
		<id>http://weirlands.com/index.php?title=Fighter&amp;diff=1101</id>
		<title>Fighter</title>
		<link rel="alternate" type="text/html" href="http://weirlands.com/index.php?title=Fighter&amp;diff=1101"/>
				<updated>2018-12-21T23:23:14Z</updated>
		
		<summary type="html">&lt;p&gt;Weirfish: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fighters are amongst the most versatile professional adventurers. The abilities of any one fighter are almost unique. They most commonly use this ability to study defensive tactics, as it is far better to live to take another contract, than to die early on.&lt;br /&gt;
&lt;br /&gt;
==Power Source==&lt;br /&gt;
&lt;br /&gt;
Fighters have access to the [[Mechanics:Power Source#Martial|Martial]] power source. They have access to the Defence training, and two of Slashing, Bludgeoning, Piercing, Ranged, and Thrown trainings.&lt;br /&gt;
&lt;br /&gt;
==Summary Table==&lt;br /&gt;
&lt;br /&gt;
{{ClassTable|name=Fighter|skill=4|hd=12|corp=1|spirit=0|visc=1|pp=2|type=Defense}}&lt;br /&gt;
&lt;br /&gt;
==Expertise==&lt;br /&gt;
===Knight===&lt;br /&gt;
===Bodyguard===&lt;br /&gt;
===Brawler===&lt;/div&gt;</summary>
		<author><name>Weirfish</name></author>	</entry>

	<entry>
		<id>http://weirlands.com/index.php?title=Warlord&amp;diff=1100</id>
		<title>Warlord</title>
		<link rel="alternate" type="text/html" href="http://weirlands.com/index.php?title=Warlord&amp;diff=1100"/>
				<updated>2018-12-21T23:22:54Z</updated>
		
		<summary type="html">&lt;p&gt;Weirfish: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Warlord''' is a [[Mechanics:Martial|Martial]] class that empowers allies in combat. It can allow better and more actions for its allies, in exchange for its own.&lt;br /&gt;
&lt;br /&gt;
==Power Source==&lt;br /&gt;
&lt;br /&gt;
Warlords have access to the [[Mechanics:Power Source#Martial|Martial]] power source. They have access to the Command training, and two of Slashing, Bludgeoning, Piercing, Ranged, Thrown, and Defence trainings.&lt;br /&gt;
&lt;br /&gt;
==Summary Table==&lt;br /&gt;
&lt;br /&gt;
{{ClassTable|name=Warlord|skill=6|hd=8|corp=1|spirit=1|visc=0|pp=4|type=Skill}}&lt;br /&gt;
&lt;br /&gt;
==Expertise==&lt;br /&gt;
===Field Martial===&lt;br /&gt;
===Sustainer===&lt;br /&gt;
===Quartermaster===&lt;br /&gt;
&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Martial Power Source]]&lt;/div&gt;</summary>
		<author><name>Weirfish</name></author>	</entry>

	<entry>
		<id>http://weirlands.com/index.php?title=Fighter&amp;diff=1099</id>
		<title>Fighter</title>
		<link rel="alternate" type="text/html" href="http://weirlands.com/index.php?title=Fighter&amp;diff=1099"/>
				<updated>2018-12-21T23:22:17Z</updated>
		
		<summary type="html">&lt;p&gt;Weirfish: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fighters are amongst the most versatile professional adventurers. The abilities of any one fighter are almost unique. They most commonly use this ability to study defensive tactics, as it is far better to live to take another contract, than to die early on.&lt;br /&gt;
&lt;br /&gt;
==Power Source==&lt;br /&gt;
&lt;br /&gt;
Fighters have access to the [[Mechanics:Power Source#Martial|Martial]] power source. They have access to the Defence training, and two of Slashing, Bludgeoning, Piercing, Ranged, and Thrown trainings.&lt;br /&gt;
&lt;br /&gt;
==Summary Table==&lt;br /&gt;
&lt;br /&gt;
{{ClassTable|name=Fighter|skill=4|hd=12|corp=1|spirit=0|visc=1|pp=2|type=Defense}}&lt;br /&gt;
&lt;br /&gt;
==Expertise==&lt;br /&gt;
===Knight===&lt;br /&gt;
===Bodyguard===&lt;br /&gt;
===Brawler===&lt;br /&gt;
&lt;br /&gt;
==Proficiencies==&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
Fighters gain proficiency in Intimidate, Perception, Athletics and Acrobatics. Fighters may also gain proficiency in a number of other skills equal to their Intelligence Modifier (limit 0). They may chose between:&lt;br /&gt;
&lt;br /&gt;
* Stealth&lt;br /&gt;
* Sense Motive&lt;br /&gt;
* Survival&lt;br /&gt;
* Bluff&lt;br /&gt;
* Diplomacy&lt;br /&gt;
* Craft&lt;br /&gt;
* Knowledge&lt;br /&gt;
&lt;br /&gt;
===Weapons and Armor===&lt;br /&gt;
&lt;br /&gt;
Fighters gain proficiency in all armor, as well as Light and Heavy shields.&lt;br /&gt;
&lt;br /&gt;
Fighters gain proficiency with all simple weapons and all martial weapons.&lt;br /&gt;
&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Martial Power Source]]&lt;/div&gt;</summary>
		<author><name>Weirfish</name></author>	</entry>

	<entry>
		<id>http://weirlands.com/index.php?title=Barbarian&amp;diff=1098</id>
		<title>Barbarian</title>
		<link rel="alternate" type="text/html" href="http://weirlands.com/index.php?title=Barbarian&amp;diff=1098"/>
				<updated>2018-12-21T23:21:48Z</updated>
		
		<summary type="html">&lt;p&gt;Weirfish: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Barbarian''' is a [[Power Source#Martial|Martial]] [[Classes|class]] which excels in its offensive capabilities. The core of their offensive capability comes from their ability to harness the anger within them and channel it out of their body and into their enemies' bodies.&lt;br /&gt;
&lt;br /&gt;
==Power source==&lt;br /&gt;
&lt;br /&gt;
Barbarians have access to the [[Power Source#Martial|Martial]] power source. They have access to the Rage training, and two of Slashing, Bludgeoning, Piercing, Ranged, and Thrown trainings.&lt;br /&gt;
&lt;br /&gt;
==Summary Table==&lt;br /&gt;
&lt;br /&gt;
{{ClassTable|name=Barbarian|skill=2|hd=10|corp=1|spirit=0|visc=1|pp=3|type=Offense}}&lt;br /&gt;
&lt;br /&gt;
==Expertise==&lt;br /&gt;
===Rager===&lt;br /&gt;
===Dervish===&lt;br /&gt;
===Relentless===&lt;br /&gt;
&lt;br /&gt;
==Proficiencies==&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
Barbarians gain proficiency in Survival, Athletics and Acrobatics. Barbarians may also gain proficiency in a number of other skills equal to their Intelligence Modifier (limit 0). They may chose between:&lt;br /&gt;
&lt;br /&gt;
* Perception&lt;br /&gt;
* Stealth&lt;br /&gt;
* Sense Motive&lt;br /&gt;
* Intimidate&lt;br /&gt;
* Perform&lt;br /&gt;
&lt;br /&gt;
===Weapons and Armor===&lt;br /&gt;
&lt;br /&gt;
Barbarians gain proficiency in light and medium armor. They are not proficient with any shields.&lt;br /&gt;
&lt;br /&gt;
Barbarians gain proficiency with all simple weapons, and martial weapons from categories matching their trainings.&lt;br /&gt;
&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Martial Power Source]]&lt;/div&gt;</summary>
		<author><name>Weirfish</name></author>	</entry>

	<entry>
		<id>http://weirlands.com/index.php?title=Combat_Encounters&amp;diff=1097</id>
		<title>Combat Encounters</title>
		<link rel="alternate" type="text/html" href="http://weirlands.com/index.php?title=Combat_Encounters&amp;diff=1097"/>
				<updated>2018-10-02T21:13:10Z</updated>
		
		<summary type="html">&lt;p&gt;Weirfish: /* Defences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A combat encounter is part of an adventure that involves physical conflict. Most adventures will include at least one combat encounter, and it is not uncommon for an adventure's encounters to be majority combat-oriented. Such encounters often have very immediate stakes and consequences to failure, be it injury, capture, or even death. &lt;br /&gt;
&lt;br /&gt;
These encounters are turn-based. An initiative order is generated, and each of the actors in the encounter announce and execute their actions in turn. It is worth noting that this does not perfectly represent real life; when in doubt, simultaneous actions do not exist within a combat encounter. There may be some instances where two separate actions can be narratively described as simultaneous, but mechanically speaking, they were sequential. For example, a drawbridge is held in place by two windlasses. A faster character gets into position to unwind theirs, and readies an action to do so when a slower character unwinds the other. The slower character then reaches their windlass, and unwinds it, inviting any reactionary behaviours that they may trigger. The faster character is then permitted to unwind theirs, and does so, inviting a separate round of potentially reactionary behaviours. While each of these events happens sequentially, the two characters could be described as racing over to each of the windlasses and unwinding them in unison.&lt;br /&gt;
&lt;br /&gt;
This may seem to be an issue in terms of ludo-narrative consonance, but the majority of the time, it should not present an issue as long as no one at the table thinks about it too hard.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
&lt;br /&gt;
There are a number of different types of actions you can take in combat. Normally, you can choose to take a Full Round Action, or 1 Standard, 1 Move, and 1 Minor in each of your turns. Extended actions take multiple turns to complete, and Free actions take so little time that they don't count.&lt;br /&gt;
&lt;br /&gt;
===Action Types===&lt;br /&gt;
====Standard Actions====&lt;br /&gt;
Standard actions are amongst the most common action you're likely to take. Most [[Powers|Powers]] are performed as a standard action. Additionally, most in-combat non-attacking checks are considered standard actions.&lt;br /&gt;
&lt;br /&gt;
You may use a Standard action to withdraw from combat. This action is used to move from a threatened area to a non-threatened area without provoking opportunity attacks. &lt;br /&gt;
&lt;br /&gt;
You may also elect to devolve a standard action into either a [[#Move Actions|Move]] or a [[#Minor Actions|Minor]] action, should you need one of those actions more urgently.&lt;br /&gt;
&lt;br /&gt;
====Move Actions====&lt;br /&gt;
Move actions are also very common actions. With a move action, you may move up to your speed, in any direction. The [[Movement Speed|speed]] that you use should be appropriate to the medium; you can't use your Fly speed to move underwater, or your Land speed to move underground. Most in-combat checks involving movement are made as a move action, and most non-standard actions that involve manipulating the world are also move actions; fetching objects from packs or saddlebags, directing a [[Mounts|mount]], etc.&lt;br /&gt;
&lt;br /&gt;
You may also elect to devolve a move action into a [[#Minor Actions|minor action]].&lt;br /&gt;
&lt;br /&gt;
====Minor Actions====&lt;br /&gt;
Minor actions are small actions that require more time or consideration than none. These include things like drawing weapons, flipping obvious switches, pulling well-maintained levers, etc. Most in-combat Some in-combat checks are minor actions, such as checks involving knowledge or spotting something.&lt;br /&gt;
&lt;br /&gt;
Minor actions are also used to maintain ongoing effects. &lt;br /&gt;
&lt;br /&gt;
====Full Round Actions====&lt;br /&gt;
Full Round Actions take your entire round to complete. Powers that normally require a Standard action can be used as a Full Round action. If they are, you gain +2 to the Point Limit of that power. &lt;br /&gt;
&lt;br /&gt;
You may Run as a full round action. If you do, you may move up to 4 times your move speed. &lt;br /&gt;
&lt;br /&gt;
====Extended Actions====&lt;br /&gt;
Extended actions take multiple rounds to complete. This type of action is uncommon in combat, as most are extended move actions and are handled as separate movements.&lt;br /&gt;
&lt;br /&gt;
One example of an Extended action is a [[Rituals|ritual]]. A ritual will normally take at least several minutes to conclude, once started. Since they require concentration and prescribed actions, it is inadvisable to attempt them in combat, but if you do, it will be done as an extended action.&lt;br /&gt;
&lt;br /&gt;
====Free Actions====&lt;br /&gt;
Free actions are actions that take such little time or effort that they're not worth considering. However, there is a reasonable limit on what you can do for free; barking an order is free, but reciting the Art of War is not.&lt;br /&gt;
&lt;br /&gt;
Typical free actions are:&lt;br /&gt;
&lt;br /&gt;
* Talking&lt;br /&gt;
* Dropping an item&lt;br /&gt;
* Voluntarily falling prone&lt;br /&gt;
&lt;br /&gt;
====Reactions====&lt;br /&gt;
Reactions are free actions made in response to something. There are no prescribed reactions, except those made by Readied actions.&lt;br /&gt;
&lt;br /&gt;
===Readied Actions===&lt;br /&gt;
A Readied action is a [[#Full-Round Actions|Full-Round]], [[#Standard Actions|Standard]], [[#Move Actions|Move]] or [[#Minor Actions|Minor]] action that has a condition attached to it. You sacrifice the appropriate action in your turn, and declare the triggering condition. &lt;br /&gt;
&lt;br /&gt;
If the condition is met, then you may choose to perform the action. If you do, you perform the action as normal as a reaction to the triggering action. Your initiative position changes to be after whoever triggered your readied action.&lt;br /&gt;
&lt;br /&gt;
If the condition is not met, you lose the action but your initiative position doesn't change.&lt;br /&gt;
&lt;br /&gt;
The trigger may be nearly anything. Some examples include:&lt;br /&gt;
&lt;br /&gt;
* A door opening&lt;br /&gt;
* An ally being attacked&lt;br /&gt;
* A [[Powers|Power]] being used&lt;br /&gt;
&lt;br /&gt;
===Delaying===&lt;br /&gt;
Delaying can also change your initiative order. On your turn, you can choose not to act at all, in order to take your turn at a later date. To do so, declare that you are delaying. You may then declare that you're taking your turn any time another entity's turn ends, but before the next entity takes an action.&lt;br /&gt;
&lt;br /&gt;
== Starting Combat ==&lt;br /&gt;
&lt;br /&gt;
== Attacking ==&lt;br /&gt;
&lt;br /&gt;
When you decide to attack an enemy, first decide which power you are going to use. Ensure you have enough [[power points]] to use the power, and that your targets are valid. Assuming that these check out, you must make an '''attack roll'''. An attack roll is made as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;math&amp;gt;d20 + \text{the highest of [PApt] or [MApt]} + \text{Other Modifiers}&amp;lt;/math&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This roll must be made against all unwilling targets in combat, individually. The primary effect of the power you're attacking with will inform the defence opposing your attacks.&lt;br /&gt;
&lt;br /&gt;
== Defences ==&lt;br /&gt;
&lt;br /&gt;
Defences are what protect you from that which would harm you. When you are attacked by another entity, they will be attacking one of your Defences. When the environment is acting against you, or an attack that affects you is not directed at you specifically, you will be asked to make a [[Attributes#Saves|Save]].&lt;br /&gt;
&lt;br /&gt;
=== Physical Defence ===&lt;br /&gt;
&lt;br /&gt;
Physical defence protects you from attacks against your body. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;10 + \text{the highest of [PApt] or [PDur]} + \text{Armour bonus} + \text{Shield bonus}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mental Defence ===&lt;br /&gt;
&lt;br /&gt;
Mental defence protects you from attacks against your mind.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;10 + \text{the highest of [MApt] or [MDur]} + \text{Armour bonus} + \text{Shield bonus}&amp;lt;/math&amp;gt;&lt;/div&gt;</summary>
		<author><name>Weirfish</name></author>	</entry>

	<entry>
		<id>http://weirlands.com/index.php?title=Armor&amp;diff=1096</id>
		<title>Armor</title>
		<link rel="alternate" type="text/html" href="http://weirlands.com/index.php?title=Armor&amp;diff=1096"/>
				<updated>2018-10-02T21:10:02Z</updated>
		
		<summary type="html">&lt;p&gt;Weirfish: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Armor is worn to protect an entity's body from physical damage. There are several types of armor available.&lt;br /&gt;
&lt;br /&gt;
Armor is split into three classes, depending on the amount of protection it gives: light, medium, and heavy.&lt;br /&gt;
&lt;br /&gt;
Each set of armor is comprised of four pieces: a helmet, a body suit, gloves and boots (or extremities), and a shield. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! '''Slot'''&lt;br /&gt;
! '''Class'''&lt;br /&gt;
! '''Physical Defence'''&lt;br /&gt;
! '''Mental Defence'''&lt;br /&gt;
|-&lt;br /&gt;
| Head&lt;br /&gt;
| rowspan=4|Light&lt;br /&gt;
| +0&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| Body&lt;br /&gt;
| -1&lt;br /&gt;
| +3&lt;br /&gt;
|-&lt;br /&gt;
| Extremities&lt;br /&gt;
| +0&lt;br /&gt;
| +2&lt;br /&gt;
|- style=&amp;quot;border-bottom:2px solid #aaa&amp;quot;&lt;br /&gt;
| Shield&lt;br /&gt;
| +1&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| Head&lt;br /&gt;
| rowspan=4|Medium&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| Body&lt;br /&gt;
| +2&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| Extremities&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
|- style=&amp;quot;border-bottom:2px solid #aaa&amp;quot;&lt;br /&gt;
| Shield&lt;br /&gt;
| +2&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| Head&lt;br /&gt;
| rowspan=4|Heavy&lt;br /&gt;
| +2&lt;br /&gt;
| +0&lt;br /&gt;
|-&lt;br /&gt;
| Body&lt;br /&gt;
| +3&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Extremities&lt;br /&gt;
| +2&lt;br /&gt;
| +0&lt;br /&gt;
|- style=&amp;quot;border-bottom:2px solid #aaa&amp;quot;&lt;br /&gt;
| Shield&lt;br /&gt;
| +2&lt;br /&gt;
| +1&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Weirfish</name></author>	</entry>

	<entry>
		<id>http://weirlands.com/index.php?title=Armor&amp;diff=1095</id>
		<title>Armor</title>
		<link rel="alternate" type="text/html" href="http://weirlands.com/index.php?title=Armor&amp;diff=1095"/>
				<updated>2018-10-02T21:09:04Z</updated>
		
		<summary type="html">&lt;p&gt;Weirfish: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Armor is worn to protect an entity's body from physical damage. There are several types of armor available.&lt;br /&gt;
&lt;br /&gt;
Armor is split into three classes, depending on the amount of protection it gives: light, medium, and heavy.&lt;br /&gt;
&lt;br /&gt;
Each set of armor is comprised of four pieces: a helmet, a body suit, gloves and boots (or extremities), and a shield. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! '''Slot'''&lt;br /&gt;
! '''Class'''&lt;br /&gt;
! '''Physical Defence'''&lt;br /&gt;
! '''Mental Defence'''&lt;br /&gt;
|-&lt;br /&gt;
| Head&lt;br /&gt;
| rowspan=4|Light&lt;br /&gt;
| +0&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| Body&lt;br /&gt;
| -1&lt;br /&gt;
| +3&lt;br /&gt;
|-&lt;br /&gt;
| Extremities&lt;br /&gt;
| +0&lt;br /&gt;
| +2&lt;br /&gt;
|- style=&amp;quot;border-bottom:2px solid #aaa&amp;quot;&lt;br /&gt;
| Shield&lt;br /&gt;
| +1&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| Head&lt;br /&gt;
| rowspan=4|Medium&lt;br /&gt;
| +3&lt;br /&gt;
| -2 Per&lt;br /&gt;
|-&lt;br /&gt;
| Body&lt;br /&gt;
| +2&lt;br /&gt;
| -3 Dex&lt;br /&gt;
|-&lt;br /&gt;
| Extremities&lt;br /&gt;
| +1&lt;br /&gt;
| -1 Dex&lt;br /&gt;
|- style=&amp;quot;border-bottom:2px solid #aaa&amp;quot;&lt;br /&gt;
| Shield&lt;br /&gt;
| +2&lt;br /&gt;
| -5ft / -1sq&lt;br /&gt;
|-&lt;br /&gt;
| Head&lt;br /&gt;
| rowspan=4|Heavy&lt;br /&gt;
| +5&lt;br /&gt;
| -3 Per&lt;br /&gt;
|-&lt;br /&gt;
| Body&lt;br /&gt;
| +3&lt;br /&gt;
| -5 Dex&lt;br /&gt;
|-&lt;br /&gt;
| Extremities&lt;br /&gt;
| +2&lt;br /&gt;
| -2 Dex&lt;br /&gt;
|-&lt;br /&gt;
| Shield&lt;br /&gt;
| +4&lt;br /&gt;
| -10ft / -2sq&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Weirfish</name></author>	</entry>

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