Perks: Essence Abilities

 

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Essence Abilities

Harness your Essence to power magnificent battlefield combat abilities. Some use their Essence for spellcasting, but you’ve found a more straightforward use. These can allow you to imbue your weapons and armor with magic energy, change your appearance, or grant all kinds of mystical powers. Unless otherwise stated all Essence Ability Perks use a Free action that you can use on your Turn. Whether or not there are effects that happen when you use your Essence Ability is entirely up to you. All Essence Abilities may be used Discreetly. The CR to Counterspell or Dispel an Essence Ability is Tier + 2.

Amplify
Tier 2
Choose one Stat when you take this Perk. You can spend 2 Essence to gain Advantage on one roll with that Stat.
Special: You can take this Perk multiple times. Each time choose a different stat.

Augment Attack, I
Tier 1
You can spend 2 Essence to augment a Melee or Ranged Attack on a single Target. After you hit the Target you can choose to inflict Deafened, Disadvantage, Prone, Shocked or Slowed on the Target for 1 Round.

Augment Attack, II
Tier 2
You can spend 3 Essence to augment a Melee or Ranged Attack on a single Target. After you hit the Target you can choose to inflict Blinded, Confused, Stuck, Stunned, Vulnerable (all): 2, or Weakened on the Target for 1 Round.

Augment Attack, III
Tier 3
You can spend 4 Essence to augment a Melee or Ranged Attack on a single Target. After you hit the Target you can choose to inflict Staggered, Vulnerable (all): 5, or Wounded: 5 on the Target for 1 Round.

Control Beast
Tier 3
Spend 3 Essence to Dominate one Beast for a Scene. You can not Dominate more than one Beast at a time with this Perk.

Detect Magic
Tier 1
Spend 1 Essence for a Scene. You gain Advantage when rolling to detect Cantrips, Spells, spell effects or magical traps or items.

Displacement
Tier 2
You can spend 3 Essence to gain +1 to all Defenses for 1 Round.

Double Strike
Tier 2
You can use your Secondary Action and spend 3 Essence to make a Melee or Ranged Attack.

Essence Fuel
Tier 2
After you roll, you can spend 2 Essence for every Ace you roll. You add +1 Success for every 2 Essence you spend. You may spend as much Essence you want.

Essence Shield
Tier 2
When you take damage, you can negate 2 damage per Essence spent. You may spend as much Essence you want.

Face Dancer
Tier 3
You can alter your appearance based on how much Essence you spend. The changes last until your character becomes unconscious either from sleep or being reduced to 0 Health.
2 Essence: You can change one small feature such as hair, or eye color
3 Essence: You can change a major feature such as skin color, height or weight. You must remain the same Size category.
4 Essence: You can change your appearance to look like another member of your race. You may also change your gender.
5 Essence: You can change your appearance to look like any other race and may alter your size as well.

Fleet of Foot
Tier 1
You can spend 1 Essence to gain +5 Movement once per Round.

Grounded
Tier 1
When you are subjected to forced Movement you can negate 2 hexes of forced Movement per Essence spent. You may spend as much Essence you want.

Guided Shot
Tier 2
You can spend 1 Essence to gain Advantage on a Melee or Ranged Attack.

Hasty
Tier 2
You can spend 5 Essence to gain an extra Primary action once per Round.

Hit the Unhittable
Tier 1
You can spend 1 Essence to be able to hit Intangible enemies with Attacks Targeting PD for 1 Round. You can spend 1 additional Essence to increase the duration to Combat.

Hurl Weapon
Tier 2
Spend 3 Essence and use your Primary Action to make a Melee Attack against all Targets in a Line: 10 from Self area. Your weapon returns to you after this attack.

Imbue Weapon
Tier 2
When you hit on single Target attacks, you can deal 1 extra weapon damage per Essence spent. You may spend as much Essence you want.

Inner Power, Improved
Tier 2
You can spend 1 Essence to heal 1d4 Tenacity once per Round.

Invisibility
Tier 3
Spend 2 Essence to become Invisible for 1 Round or until you make an attack roll. Spend 6 Essence to become Invisible for 1 Scene or until you make an attack roll.

Know Your Terrain
Tier 2
Spend 2 Essence to gain all the advantages of having Cover even if you have none.

Leaper
Tier 1
Before you use Athletics to jump, you can spend 1 Essence to double the distance you jump. You can spend 1 additional Essence to triple the distance you jump. Jumping distance is no longer limited by your Speed when you spend Essence for this Perk.

Melee Flurry
Tier 3
You can use your Primary Action and spend 3 Essence to make a Melee Attack against all Targets within Reach. You are Strengthened on these Attacks.

Pass Through Walls
Tier 2
When you use Movement, you can spend 2 Essence to become Intangible while moving during your Turn. This allows you to pass through solid objects and ignore penalties from Obstructed and Occupied hexes. You remain Intangible against any Action triggered by your Movement.

Power Climb
Tier 1
Spend 1 Essence to gain the Climb Movement method for 1 Round.

Power Flight
Tier 2
Spend 2 Essence to gain the Flight Movement method for 1 Round.

Power Swim
Tier 1
Spend 1 Essence to gain the Swim Movement method for 1 Round.

Projectile Storm
Tier 3
Primary l Long and Blast: 3 or Cone: 5 from Self l Foes
You can spend 3 Essence and make a Ranged Attack roll against all foes within the area. Range penalties do not apply to these Attacks. You are Strengthened on these Attacks. On a miss, Targets take Finesse damage.

Recover
Tier 2
You can spend 3 Essence to remove a Status Effect.

See the Invisible
Tier 1
You can spend 1 Essence to see Invisible creatures. You ignore the effects of Invisibility for 1 Round. You can spend 3 Essence to increase the duration to Scene.

Stretch
Tier 2
You gain Reach: +1 for every 2 Essence spent.

Summon Weapon
Tier 1
You can spend a Secondary Action and 1 Essence to summon a weapon. This weapon may be materialized by you or a weapon that you have previously designated as summonable. If you choose to materialize a weapon rather than summon an existing one, that weapon disappears at the end of combat. You can only summon up to 2 weapons with the same Action in this way.
If you summon a thrown weapon, it automatically returns to you after you use it. If you summon a Ranged weapon, ammunition also magically appears.

Teleport
Tier 2
You can spend 1 Essence to teleport 2 hexes. If you choose to teleport into an Occupied hex you spend the Essence but the teleport does not happen. You may spend as much Essence you want.

Time Hop
Tier 2
You can spend 4 Essence and disappear at the end of your Turn. You reappear in the same hex at the beginning of your Turn the next Round. If that hex is occupied you appear in a hex Adjacent to it.

Third Eye
Tier 2
You can spend Essence to gain extra forms of vision for a Scene:
1 Essence: Night Vision
2 Essence: Spatial Awareness: 3
3 Essence: Spatial Awareness: 8

Uncanny Awareness
Tier 1
Spend 3 Essence and roll your Awareness. Your MD increases by the number of Successes for 1 Round.

Uncanny Composure
Tier 1
Spend 3 Essence and roll your Composure. Your AD increases by the number of Successes for 1 Round.

Uncanny Reflexes
Tier 2
Spend 3 Essence and roll your Reflexes. Your PD increases by the number of Successes for 1 Round.

Zippy
Tier 2
You can spend 3 Essence to gain an extra Secondary Action.

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