SYSTEM BASICS
SKILLS
All characters can use all skills, but you start with mastery of 1 skill and gain mastery of another at level 6. Mastery in a skill means the HUD will automatically reroll a failed roll for the skill, giving you a greater chance of success.
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The 7 skills are:
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Athletics: Anything that depends on your strength, agility, or athleticism. Ex. climbing, swimming, pushing something/someone, breaking a door, walking a tightrope. Uses the Prowess Attribute.
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Awareness: Anything that depends on your ability to know that something is happening around you or exists. Ex. noticing someone in stealth, finding a hidden trap or door, finding the needle in a haystack. Uses the Insight Attribute.
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Deception: Anything that requires secretive actions, sleight of hand, or tricks. Ex. keeping a key hidden on yourself through a search, cheating at a game, secretly dropping poison into a cup, slipping someone a note, and disguising yourself. Uses the Insight Attribute.
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Heal: Anything related to non-magical healing, biology, or understanding of substances and curses. Ex. bandaging a wound, diagnosing a condition, knowing the effects of a curse, learning the cause of death. Uses the Wisdom Attribute.
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Stealth: Anything related to keeping yourself completely hidden from the various senses. Ex. creeping stealthily past a guard, keeping silent behind a wall or door, covering one's scent. Uses the Prowess Attribute.
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Survival: Anything related to environmental dangers and surviving in wild and urban areas. Ex. tracking a creature, finding clean water, knowing a creature's hunting grounds, knowing something consumed is off (rotten or poisoned). Uses the Wisdom Attribute.
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Tinker: Anything related to mechanical devices, from creation to disassembly and sabotage. Ex. unlocking a lock, disabling a trap, jamming a lock, sabotaging a cartwheel. Uses the Insight Attribute.
ABILITIES
​All characters start with 1 ability and gain 1 every odd level for a total of 5 by max level.
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Skirmish: +1 physical damage and +1 armor when wearing Light Armor.
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Tough: +1 armor.
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Hardy: +4 HP.
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Armor Mastery: Ignore Medium/Heavy Armor roll penalties except to Stealth.
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Sneak Attack: +3 physical damage on your first successful physical attack against each opponent when using a hand weapon in your main hand.
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Retaliate: +1 physical damage when using a martial weapon and a weapon or shield in your offhand.
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Reckless: +2 physical damage and -1 armor when using a great weapon.
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Aim: +1 physical damage when using a ranged weapon.
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Sunder: Target an opponent's equipment to damage it instead of them with 2 partial successes or a single full success, leaving an item useless until repaired.
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Reflexes: Always go first on Initiative.
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Focus: Pick your target(s). Forgo your Combat Roll on this turn, and on your next turn, your Combat Roll automatically succeeds on the target(s).
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Imbue: Forgo your Combat Roll on this turn to imbue your weapon and have it deal magical damage on your next 2 successful attacks.
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Lucky: Once per combat, forgo your Combat Roll and treat it as a full success.
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Bless: Anoint one item at a time with +1 damage (vs. undead if living, vs. living if undead, and always all monsters) for as long as you are nearby.
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Cure: Attempt to heal 1d8 HP on an ally (effect increased when wielding a focus weapon). This uses your combat action and is rolled using Wisdom.
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Holy Symbol: Deal 1 damage that ignores armor to anyone that successfully attacks you, and your critical hits (12+) heal you for 1 HP. Your Holy Symbol's touch also causes severe pain to the opposing faction (living or undead).
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Faith: When using a focus weapon, gain +2 Armor and the ability to wear Light Armor, but you cannot use Blast.
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Blast: Attempt to deal 1d8 in magical damage (ignores armor and effect increased when wielding a focus weapon). This uses your combat action and is rolled using Insight.
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Ritual: You may perform occult rituals detailed on the rituals page.
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Pet: You have an animal companion or lesser undead minion that, if combat-capable, deals 1 damage to a target of your choice each turn (ignores armor) and is disabled after 1 instance of damage on it.
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Defend: Declare a nearby ally on this turn and receive one attack aimed at that ally until your next turn (a character can only be defended by a single ally at a time).
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Shapeshift: Quickly transform into a nonflying animal and you may use Wisdom instead of Prowess for combat rolls for the rest of the combat. While shapeshifted with a focus weapon, you are considered to be using a great weapon and light armor.
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Music: Forgo your Combat Roll on this turn to give a nearby ally +1 to combat rolls and +4 damage until your next turn.
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Hex: Forgo your Combat Roll on this turn and apply a -4 to combat rolls to one enemy until your next turn.
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Weaponsmith: You can use Expert Crafting for all weapons, allowing Special Materials to be used and Magical versions to be made.
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Armorsmith: You can use Expert Crafting for all armors, allowing Special Materials to be used and Magical versions to be made.
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Alchemist: You can use Expert Crafting for all Food, Drinks, Healing Items, Poisons, and Occult Items.
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Manasmith: You can craft and use Expert Crafting for all Wondrous Items.
​On levels 5, 7, and 9, a character can instead pick from the Advanced Ability list but would need to meet a requirement and can only ever have 2 max.
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Omnicrafter: You are considered to have all crafting abilities.
Requires 1 of Weaponsmith, Armorsmith, Alchemist, or Manasmith -
Indomitable: +1 armor and Ignore the damage of one physical attack per combat when wearing medium or heavy armor.
Requires Armor Mastery -
Flank: Force a successfully attacked target to become Vulnerable before your damage roll for one attack per combat.
Requires Skirmish -
Backstab: +4 physical damage to Vulnerable targets when using a hand weapon in your main hand.
Requires Sneak Attack -
Barrage: +1 physical damage on each successive hit on the same enemy when using a ranged weapon, up to a maximum of +5.
Requires Aim -
Shield Slam: Any attack roll that is a critical hit (12+) ignores armor when using a shield.
Requires Retaliate -
Bloodthirst: Each successful attack with a great weapon heals you for 1 HP.
Requires Reckless -
Split: You may select 2 targets for Blast and Cure but deal -4 damage or healing to each target.
Requires Blast or Cure -
Cleave: You attempt a single Combat Roll with a -3 penalty, but if successful, you may make Damage Rolls against 2 different targets.
Requires Focus -
Rend: Any attack roll that is a critical hit (12+) on an enemy automatically damages a piece of equipment as if you’d rolled a partial success with Sunder.
Requires Sunder -
Mystical: Increases Blast damage and Cure heal by +2 when using a focus weapon.
Requires Blast or Cure -
Curse: Your hex may affect up to 2 enemies.
Requires Hex -
Beast: Your pet now does 2 damage to a target of your choice each turn (ignores armor) and is disabled after 2 instances of damage on it.
Requires Pet -
Greater Ritual: You may perform greater occult rituals detailed on the rituals page
Requires Ritual -
Inspire: Your music may affect up to 2 allies.
Requires Music