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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:

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

Skills
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.

  • Tough: +1 armor.

  • Hardy: +4 HP.

  • Armor Mastery: Ignore Medium/Heavy Armor roll penalties except to Stealth.

  • Sneak Attack: +3 physical damage on your first successful physical attack against each opponent when using a hand weapon in your main hand.

  • Retaliate: +1 physical damage when using a martial weapon and a weapon or shield in your offhand.

  • Reckless: +2 physical damage and -1 armor when using a great weapon.

  • Aim: +1 physical damage when using a ranged weapon.

  • 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.

  • Reflexes: Always go first on Initiative.

  • 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).

  • Imbue: Forgo your Combat Roll on this turn to imbue your weapon and have it deal magical damage on your next 2 successful attacks.

  • Lucky: Once per combat, forgo your Combat Roll and treat it as a full success.

  • 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.

  • 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.

  • 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).

  • Faith: When using a focus weapon, gain +2 Armor and the ability to wear Light Armor, but you cannot use Blast.

  • 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.

  • Ritual: You may perform occult rituals detailed on the rituals page.

  • 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.

  • 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).

  • 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.

  • Music: Forgo your Combat Roll on this turn to give a nearby ally +1 to combat rolls and +4 damage until your next turn.

  • Hex: Forgo your Combat Roll on this turn and apply a -4 to combat rolls to one enemy until your next turn.

  • Weaponsmith: You can use Expert Crafting for all weapons, allowing Special Materials to be used and Magical versions to be made.

  • Armorsmith: You can use Expert Crafting for all armors, allowing Special Materials to be used and Magical versions to be made.

  • Alchemist: You can use Expert Crafting for all Food, Drinks, Healing Items, Poisons, and Occult Items.

  • Manasmith: You can craft and use Expert Crafting for all Wondrous Items.

Abilities

​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

ADVANCED ABILITIES
Advanced Abilities
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