Polemos: 4th Age - Abilities

Abilities

IMPORTANT NOTE: This document has not been finalized yet and may change in the future

Agkelos Powers

  • Enhances: persuade
  • Requirements: annunciation, commanding celestial approves
  • Effect: Speak on behalf of commanding celestial. +1D6 [persuasion] roll, adjust attitude modifiers based on attitude towards commanding celestial.
  • Cost: 1 MP

  • Requirements: aeliokos or daimonas aspect, commanding celestial available to communicate
  • Effect: Communicate with commanding celestial on one topic telepathically.
  • Cost: 1 MP
  • Targets: self
  • Time: 1 minute
  • Tags:
    • Stealthy

  • Enhances: disguise
  • Requirements: visiting stranger, commanding celestial approves identity
  • Effect: Disguise requires no physical supplies and can include members of other races. +[willpower] to plausibility modifier.
  • Cost: 1 MP
  • Tags:
    • Stealthy

  • Requirements: wing shield
  • Effect: Add wing shield level 1.
  • Cost: 1 SP
  • Targets: self
  • Time: free
  • Tags:
    • Physical
    • Stealthy

Anthegal Powers

  • Requirements: instinctual reflexes
  • Effect: Re-roll a [defense] roll after it has rolled, but before any effects have applied.
  • Cost: 2 FP, add 1 fatigue wound
  • Targets: self
  • Time: free
  • Tags:
    • Physical
    • Stealthy

  • Requirements: judgement stare
  • Effect: Gain knowledge of target's alignment and history if [deception defense] roll > target [willpower] roll. GM determines information' level of detail.
  • Targets: 1 visible creature
  • Time: full
  • Range: 5 squares
  • Tags:
    • Stealthy

Athletics

  • Enhances: take initiative
  • Tier: 1
  • Effect: May spend initiative values to move - 2 initiative value per 1 range. GM determines ordering of this movement with other initiative effects, using original initiative roll values is recommended.
  • Cost: 1 SP
  • Tags:
    • Combat
    • Movement
    • Physical

  • Tier: 1
  • Effect: Set initiative value to (target's initiative value + 1) if (athletics roll - 1D6) > target [initiative] roll. The turn-by-turn order continues from your old initative value after your turn.
  • Cost: 1 SP
  • Targets: 1 creature with higher initiative value
  • Time: secondary
  • Tags:
    • Combat
    • Physical

  • Tier: 1
  • Effect: Remove kneeling or prone from self.
  • Cost: (3 - (athletics / 6), minimum 1) SP
  • Targets: self
  • Time: minor
  • Tags:
    • Physical
    • Stealthy

  • Replaces: Sprint
  • Tier: 1
  • Effect: Move up to maximum range distance. +1D6 to athletics rolls during movement.
  • Cost: 2 SP, add 1 fatigue wound
  • Range: 3 * (athletics / 3 + 2)
  • Tags:
    • Combat
    • Movement
    • Physical

  • Tier: 2
  • Effect: Add hustle.
  • Cost: 2 SP, 1 FP
  • Targets: self
  • Time: minor
  • Tags:
    • Combat
    • Physical
    • Stealthy

  • Enhances: overtake
  • Tier: 2
  • Effect: Perform move before applying overtake effects. For each range not moved add +1 to overtake athletics roll.
  • Cost: 2 SP
  • Tags:
    • Combat
    • Movement
    • Physical

  • Tier: 2
  • Effect: Perform melee attack up to (athletics / 6 + 2) times against the same target as a single attack. Each time (including the first) costs 1 SP and 1 FP. Each time after the first has a cumulative -1D6 accuracy and -1 damage modifier. Add weapons committed to self.
  • Cost: 1 SP
  • Targets: self
  • Time: full
  • Tags:
    • Combat
    • Physical

  • Replaces: hustle
  • Tier: 3
  • Requirements: has highest initiative value without ties at start of round
  • Effect: Add interregnum.
  • Cost: 2 SP, 1 FP, add 1 fatigue wound
  • Tags:
    • Combat
    • Physical
    • Stealthy

Axe

Berserker Axe Style

Berserker axe styles throw caution to the wind and seek to strike fear in the enemy by causing gruesome wounds with a flurry of chopping blows. Stories say some practitioners use herbal or magical means to stave off the inevitable exhaustion of this fighting style.

A.K.A. Nestoi Tarov (Kevska), SanSanAche (Pyrkagia), Osono (Saniori)

  • Tier: 1
  • Effect: +1D6 SP. Deal 1 strain damage to a random body area.
  • Targets: self
  • Time: secondary
  • Tags:
    • Combat
    • Physical

  • Enhances: draught
  • Tier: 2
  • Effect: Double condition level of any added conditions that use condition level for duration. Deal 1 strain damage to abdomen body area.
  • Tags:
    • Physical

  • Replaces: melee attack
  • Tier: 3
  • Effect: Perform melee attack. After an attack, if you have a weapon whose attack has not missed during this ability, you may choose to perform an extra melee attack. Multiple extra attacks may be made this way, each with a cumulative -1 accuracy and -2 damage after the first attack. Axe skill weapons reduce this cumulative penalty by 1 accuracy and 1 damage. Deal 1 strain damage to a random body area. Add weapons committed to self.
  • Cost: 3 SP per extra one-handed attack, or 6 SP per extra two-handed attack
  • Time: full
  • Tags:
    • Combat
    • Melee
    • Physical

Rending Axe Style

Found as an everyman's fighting style throughout the world, rending axe styles focus on using the axe as weapon of finesse as well as power. Hooking, draw cuts, and well-timed hacking blows lead to a versitile style befitting a versitile weapon.

A.K.A. Hakaxtkranst (Vernick), Mar'Kat'Ort (Aeseria), Rukatfan (Umerail)

  • Replaces: melee attack
  • Tier: 1
  • Requirements: axe skill weapon equipped
  • Effect: Add prone condition to target if melee grappling roll (weapon melee skill roll + grappling modifiers) > target wielder [grappling defense] value (not roll).
  • Cost: 1 SP
  • Tags:
    • Combat
    • Melee
    • Physical

  • Enhances: melee attack
  • Tier: 2
  • Requirements: axe skill or slashing damage type weapon equipped
  • Effect: If the attack misses and a defender used a [parry] ability, you may make a second draw cut attack to one of the defenders. The draw cut attack uses slashing damage type with -1 rating. If the weapon does not have a slashing damage type use the bashing damage type instead with -2 rating and -1 damage. The defender may choose to re-use their last defense value with a -1D6 penalty, or reset their defense value and make a second defense.
  • Cost: 1 SP
  • Tags:
    • Combat
    • Melee
    • Physical

  • Enhances: melee attack
  • Tier: 3
  • Requirements: axe skill weapon equipped
  • Effect: Attack must use bashing or bashing (stamina) damage type. +2 accuracy, -2 damage rating. If the attack hits the target's head deal an additional 1D6 bashing (focus) damage. Reduce target initiative value by 1D6. miss May perform draw cut regardless of attack hit or miss result.
  • Cost: 1 FP, 1 SP
  • Tags:
    • Combat
    • Melee
    • Physical

Chained Weapons

Lasher Style

With pinpoint control those using chained weapons are able to perform unexpected feats of coordination, such that attacks seem to easily defeat even the most vigilant defenses.

A.K.A. Silsilafan (Umerail), Purp'hujk (Syphkolk), Cadena-Bellartem (Malia)

  • Enhances: melee attack
  • Tier: 1
  • Requirements: chained weapons skill weapon equipped
  • Effect: Chained weapon skill weapons: target cannot use raised shield defense in place of [melee defense], other effects still apply.
  • Cost: 1 FP
  • Tags:
    • Combat
    • Melee
    • Physical

  • Tier: 2
  • Requirements: defender of your chained weapons skill weapon attack uses an ability
  • Effect: Defender re-rolls a skill roll of your choice, and takes the second result.
  • Cost: 1 SP, 1 FP
  • Targets: ability
  • Time: free
  • Tags:
    • Combat
    • Melee
    • Physical

  • Enhances: false start crack
  • Tier: 3
  • Effect: May choose the result the defender uses instead of taking the second result. May choose to redirect your attack, re-rolling any hit body areas, or re-targeting body areas and applying new accuracy modifier retroactively. If you do not redirect your attack add cooldown to defender ability for (chained weapons / 4 + 1) turns.
  • Cost: 3 SP
  • Tags:
    • Combat
    • Melee
    • Physical

Nunchaku Style

While weak in direct attacks, nunchaku users seek to overwhelm their foes with a flurry of attacks at extreme close range where grappling techniques put longer weapons at a disadvantage.

A.K.A. Nunchakukadou (Touyou)

  • Enhances: melee attack
  • Tier: 1
  • Effect: If any attack misses, may spend 2 additional SP make an additional attack with -1 damage and -1 accuracy. Defender may re-use any defense values from the previous attack.
  • Cost: additional SP
  • Tags:
    • Combat
    • Melee
    • Physical

  • Enhances: parry
  • Tier: 1
  • Requirements: chained weapons skill weapon equipped
  • Effect: May perform melee binding.
  • Cost: 1 SP, 1 FP
  • Tags:
    • Combat
    • Melee
    • Physical

  • Tier: 2
  • Requirements: grappled item
  • Effect: Command movement if melee grappling roll (weapon melee skill roll + grappling modifiers) > target wielder [grappling defense] value (not roll). if movement is commanded, move in a direct path to the wielder of the linked grappled item, move the wielder in a direct path to you, or a combination of both, to an ending distance you desire. If you and the wielder are adjacent after this movement you may move either you or the wielder a second time to a location where you remain adjacent. Chained weapon skill weapons: Movement you make is immune to [interrupt] abilities. Remove grappled item after all movement.
  • Targets: 1 grappled held item
  • Time: secondary
  • Tags:
    • Combat
    • Melee
    • Movement
    • Physical

  • Enhances: melee attack
  • Tier: 3
  • Requirements: chained weapons skill weapon equipped
  • Effect: Double the number of attacks you make. -2 damage and any 1D6 damage rolls are reduced to 1D6/2. Any damage roll is only reduced to a minimum of 1 before being dealt to the defender. Bashing (stamina) damage ignores armor deflection. Damage may not reduce a body area to 0 HP unless it has been hit by a previous attack during this ability. Damage values are totaled across all attacks made during this ability for critical points.
  • Cost: 3 SP
  • Tags:
    • Combat
    • Melee
    • Physical

Chaos Magic

  • Tier: 1
  • Effect: Gain up to ([chaos magic] roll / 5, minimum 1) MP, up to a maximum of the worldtear's tear strength. Reduce tear strength by gained MP.
  • Targets: worldtear location
  • Time: 1 hour
  • Range: 5 squares
  • Tags:
    • Magic

  • Tier: 1
  • Effect: Gain up to ([chaos magic] roll / 5, minimum 1) MP. Add worldtear to location with tear strength of gained MP + 2D6. Cause natural magic backlash on area with severity (2 * gained MP).
  • Targets: non-worldtear location
  • Time: 1 hour
  • Range: 5 squares
  • Tags:
    • Magic

  • Tier: 1
  • Effect: Detect the presence of worldtear locations in target area if [chaos magic] roll > GM determined difficulty. Higher tear strength worldtears are easier to detect from farther distances.
  • Targets: aura
  • Time: secondary
  • Range: 1000 squares
  • Tags:
    • Magic
    • Stealthy

Logomancy

Seeking to understand the very foundations of creation, logomancers focus their power through ancient words.

A.K.A. Logomancy (Agothos), Goryoku (Touyou), Wortzoubar (Vernick)

  • Enhances: Write
  • Tier: 1
  • Effect: After completion written text is magically transformed into the Basis script. Text in the Basis script can be read by anyone literate in any script, and appears to each individual reader as an accurate translation in their native or highest fluency language.
  • Cost: 2 MP
  • Tags:
    • Literacy
    • Magic
    • Stealthy

  • Replaces: Read
  • Tier: 1
  • Effect: Perform an accessible ability written on target. Ability requirements, time, costs, etc. are applied as normal.
  • Cost: 1 FP
  • Targets: 1 visible object with runes of knowledge in literate script
  • Time: varies
  • Tags:
    • Literacy
    • Magic
    • Stealthy

  • Replaces: Write
  • Tier: 1
  • Requirements: medium-appropriate [writing] tools usable
  • Effect: Choose an enchantable [magic] ability and enchantment condition to enchant target with. Write symbolic characters in a literate script, enchanting item with chosen ability and condition if [magic focus] roll > target current maximum MP. Enchantment effect begins active. On failure the new characters disappear. Cause logomancy magic backlash on artifact with severity (chosen ability MP cost / 4, minimum 1).
  • Cost: (chosen ability MP cost / 4, minimum 1) MP
  • Targets: 1 reachable artifact
  • Time: (2 * chosen ability MP cost) hours
  • Tags:
    • Literacy
    • Magic
    • Non-enchantable

  • Replaces: Write
  • Tier: 1
  • Requirements: medium-appropriate [writing] tools usable
  • Effect: Choose a [magic] ability to represent, accessible to you or a willing communicable creature. Write symbolic characters in a literate script that represents chosen ability if [magic focus] roll > (2 * ability MP) cost. Increase difficulty by 4 if the ability is accessible only through another creature. On failure the new characters disappear. The characters act as an enchantment effect of the chosen ability name, but instead of applying the ability effect directly it makes the ability accessible for enchantment to creatures literate in the script. This enchantment effect reserves 0 MP and can be performed on items that have 0 maximum MP.
  • Cost: 6 MP
  • Time: (ability MP cost + SP cost + FP cost, minimum 2) hours
  • Tags:
    • Literacy
    • Magic

  • Replaces: Write
  • Tier: 1
  • Requirements: medium-appropriate [writing] tools usable
  • Effect: Write symbolic characters in a literate script, increase target item maximum MP by 1 if [magic focus] roll > target current maximum MP. On failure the new characters disappear. Cause logomancy magic backlash on item with severity (target new maximum MP / 6, minimum 1).
  • Cost: (target maxmimum MP / 2, minimum 1) MP
  • Targets: 1 reachable item
  • Time: (4 * target maximum MP, minimum 1) hours
  • Tags:
    • Literacy
    • Magic
    • Non-enchantable

  • Replaces: Read
  • Tier: 2
  • Effect: Spend XP to learn an accessible ability written on target with a 1 XP per tier discount (minimum 1 XP per tier).
  • Targets: 1 visible object with runes of knowledge in literate script
  • Time: (ability MP cost) hours
  • Tags:
    • Literacy
    • Magic
    • Stealthy

  • Tier: 2
  • Effect: Add tongue speaking level ([magic power] roll / 3, minimum 1) to target. Cause logomancy magic backlash on target with severity (condition level).
  • Cost: (4 - [magic focus] / 5, minimum 1) MP
  • Targets: self
  • Time: primary
  • Tags:
    • Magic

  • Replaces: tongue speaking
  • Tier: 3
  • Cost: 8 MP
  • Targets: up to [magic focus] / 3 originative creatures
  • Range: [magic power]
  • Tags:
    • Magic

  • Tier: 3
  • Effect: Write symbolic characters in a literate script on the ground, causing a structure or part of a structure of your imagination to build itself slowly over time. Structures less than 12 total squares in size take 7 hours to form, 7 days for less than 24 squares, 7 weeks for larger structures. The structure may extend vertically within range and may include underground structures. The structure can be made of any combination of desired materials, but the GM may require additional MP cost for the use of valuable, exotic, or magical materials. Terrain can be modified or removed as desired to accommodate the structure. The structure may be as simple or complicated as desired, but if physical mechanisms are desired a [magic focus] skill check against a GM determined difficulty should be made. The recommended difficulty is based on the complexity of the most complex mechanism, with an average complexity mechanism having a difficulty of 12. If the skill check fails the characters fade and the structure is not built. Accessible abilities may be used to create magical mechanisms or other magical effects in the structure without additional MP cost. The structure can include portable items such as furniture, of a quality you desire, up to a maximum of (total MP cost, max 8). The GM may impose additional MP cost for excessive item creation. The structure forms slowly enough that creatures can move out of the way, but any creatures that remain in the structure may eventually be crushed or trapped. After completion the structure is affected normally by gravity and material strength. Cause logomancy magic backlash on target area with severity of (2 * total MP cost).
  • Cost: 1 MP per up to 4 squares of structure, additional MP
  • Targets: aura
  • Time: 7 hours
  • Range: 10 * [magic power]
  • Tags:
    • Magic

Clandestine

  • Tier: 1
  • Effect: Place trap in target area. Remove armed trap condition from target trap if [trap] roll > condition disarm defense. If you laid the trap you may re-roll the disarm roll once and have +4 [trap] skill modifier to disarm the trap. If the disarm roll fails and any die shows a 1 the trap is triggered. If the disarm roll succeeds and any die shows a 1 increment damaged item level 1D6 on the trap. The trap is disconnected from any other traps if it is not triggered.
  • Targets: 1 reachable armed trap trap item
  • Time: 10 minutes
  • Range: 1 square
  • Tags:
    • Stealthy

  • Tier: 1
  • Effect: Place trap in target area. Add armed trap to placed trap with ([trap] roll) disarm defense. The trap may be connected to any adjacent traps when placed. May perform camouflage on trap during ability. The GM may allow items suitable for bait to be placed within or around the trap without triggering the trap.
  • Cost: 1 trap item
  • Targets: area
  • Time: 5 minutes
  • Area Size: trap item size squares
  • Tags:
    • Stealthy

Burglar Style

Quick fingers and sleight of hand are often considered essential skills for those who steal for a living.

  • Enhances: inspect area
  • Tier: 1
  • Effect: Automatically learn if detected creatures are cautious or distracted. Automatically learn details about non-hidden security features such as locks, alarm bells, or other factors that might help or hinder clandestine actions.
  • Tags:
    • Stealthy

  • Tier: 1
  • Effect: Cause a distracting sound by throwing an object to a location. Add distracted level (1D6) to creatures within [stealth] range of the location.
  • Cost: 1 SP, 1 reachable rock or light weight throwable object
  • Targets: location
  • Time: primary
  • Range: 10 squares
  • Tags:
    • Stealthy

  • Tier: 1
  • Requirements: [lockpick] usable
  • Effect: Unlock the target lock if ([trap] roll + [lockpick] quality + tension bonus) > lock difficulty. Tension bonus begins at zero, is cumulative to future attempts to pick the same lock, and is reset if you do any other action. If you fail to unlock the lock you may add up to ([trap] / 5 + 1) tension bonus. The [lockpick] item breaks after the lock picking attempt if 1D6 + (tension bonus / 2) > [lockpick] item quality.
  • Cost: 1 SP
  • Targets: 1 reachable lock
  • Time: 2 full
  • Range: 1 square
  • Tags:
    • Stealthy

  • Enhances: draw
  • Tier: 1
  • Effect: Add [stealthy] tag to enhanced ability. Set difficult to detect the act to [pickpocket] roll. The act is not detected by a creature currently within detection range if creature [stealth defense] value (not roll) > detection difficulty. Cautious creatures may use a [stealth defense] roll to detect the act. If the item is in a container worn by a creature that creature gains a GM determined bonus to detection based on how close the container is to the body. The recommended bonus starts at 2 for containers outside the clothes such as a wallet bag hung on a belt.
  • Cost: 1 SP
  • Tags:
    • Stealthy

  • Replaces: distract
  • Tier: 2
  • Effect: Hold a conversation with targets. Add distracted that lasts for the duration of your conversation to targets if ([deception] roll +1D6 +/- attitude modifier) > targets' [deception defense] roll. If your distraction succeeds you may perform a deceive action with +2D6 to [deception] rolls to suggest a course of action for the targets that relates to your conversation.
  • Cost: 1 FP
  • Time: varies

  • Tier: 2
  • Effect: Clean up the area, removing all signs of disturbance or change from the state you found it in. This ability takes a minimum of a full action. Small signs such as missing items, minor amounts of damage, or open doors or containers take a full action to clean up. Larger signs such as bodies or more significant damage take a minute to clean up each. Non-cautious creatures do not detect any signs of change. Set difficulty for cautious creatures to notice signs of change to [stealth] roll. The GM may determine if certain signs are simply impossible to clean up and assign a penalty to the roll. After cleaning up you may perform a sneak or camouflage action on yourself with +1D6 to [stealth] rolls.
  • Cost: 1 SP
  • Targets: area
  • Time: varies
  • Area Size: 25 squares
  • Tags:
    • Stealthy

  • Tier: 3
  • Requirements: varies
  • Effect: Perform an action that produces an item such as write or produce. Make the item appear to have been produced by another creature. Set the difficulty to determine the object is a forgery to [trap] roll. -2D6 [trap] roll if you do not have an example of similar work to compare against.
  • Cost: 2 FP, varies
  • Targets: 1 reachable item
  • Time: varies

Stalker Style

Hunters, scouts, thieves, and spies all appreciate the arts of subtlety and misdirection.

  • Enhances: silent movement
  • Tier: 1
  • Effect: May spend SP to reduce sneak roll penalty. Spend 1 SP to reduce penalty by up to 3, to a minimum of 0 penalty. Additional SP must be spent before rolls.
  • Cost: 1 SP per 3 penalty reduced
  • Tags:
    • Stealthy

  • Tier: 1
  • Effect: Add covered tracks level ([tracking] or [stealth] roll) to self.
  • Cost: 1 FP
  • Targets: up to 3 * [tracking] creatures
  • Time: primary
  • Tags:
    • Search
    • Stealthy

  • Enhances: track creatures
  • Tier: 1
  • Effect: Choose on creature you succeed to track. You detect all tracking signs from this creature and continue to determine its likely path without additional tracking attempts until the path encounters significant terrain changes or environmental differences.
  • Tags:
    • Search
    • Stealthy

  • Tier: 2
  • Effect: Develop a set of covert signals to communicate simple commands with targets. Signs could include animal noises, open windows, ear scratches, or other happenings that would not be out of place in the nearby environment. Signals can be given as a [stealthy] action in this area, with any meaning going unnoticed by non-cautious creatures. Set difficulty for cautious creatures to detect the signals to ([deception] or [tracking] roll). Cautious creatures that detect the signals do not learn their meanings, only that the signals are being given.
  • Targets: 1 or more communicable non-self creatures
  • Time: 5 minutes

  • Tier: 2
  • Requirements: [perception] or [stealth defense] roll made
  • Effect: Re-roll the [perception] or [stealth defense] roll after it has rolled, but before any effects have applied.
  • Cost: 1 FP
  • Time: free
  • Tags:
    • Stealthy

  • Tier: 3
  • Requirements: targets detect one or more objects that were previously not detected
  • Effect: Targets retroactively do not detect objects if ([stealth] roll - number of objects) > target ([willpower] roll + number of targets). If creatures (including self) are retroactively not detected they may make an immediate additional secondary action and can perform silent movement without movement distance stealth penalty. You may take an immediate additional primary action but must first reveal self if hidden. Add cooldown for this ability for 1 minute.
  • Targets: 1 or more creatures
  • Time: free
  • Range: 20 squares

Curse Magic

  • Tier: 1
  • Effect: Gain up to ([curse magic] roll / 10, minimum 1) MP, up to target 2 * [corruption] affliction count. Cause curse magic backlash on target with severity (gained MP).
  • Targets: 1 reachable non-self creature
  • Time: full
  • Range: 1 square
  • Tags:
    • Magic

  • Tier: 1
  • Effect: Determine creature's current stress track value and [corruption] affliction details if [curse magic] roll > target [magic] roll
  • Targets: 1 visible creature
  • Time: full
  • Range: 20 squares
  • Tags:
    • Magic

  • Tier: 1
  • Effect: Choose a magic backlash being created by an ability before it resolves. Gain up to ([curse magic] roll / 10, minimum 1) MP, up to the severity of the magic backlash. Increase the severity of the chosen backlash by gained MP. GM may choose to change the backlash type to curse backlash.
  • Targets: 1 ability causing magic backlash
  • Time: free
  • Range: 20 squares
  • Tags:
    • Magic

Dragoon Powers

  • Requirements: dragon reflexes, [melee] weapon equipped
  • Effect: Use equipped [melee] weapon skill in place of a [ranged defense] skill.
  • Cost: 1 FP, 1SP, add 1 fatigue wound
  • Targets: self
  • Time: defense
  • Tags:
    • Physical
    • Stealthy

  • Enhances: move
  • Requirements: dragoon jump
  • Effect: Movement can clear obstacles up to 10 range high (if ceiling allows). +2 modifier to [melee defense] and [ranged defense] skills until next turn.
  • Tags:
    • Movement
  • Requirements: dragoon, linked spirit available to communicate
  • Effect: Converse with linked spirit on one topic through emotion, and mystical means such as visions or vague whispered phrases.
  • Cost: 1 FP
  • Targets: self
  • Time: 1 hour
  • Tags:
    • Stealthy

Elemental Magic

  • Tier: 1
  • Effect: Deal 1D6 piercing damage if [magic focus] roll > target [ranged defense] value (not roll). Cause elemental magic backlash on object with severity 2.
  • Cost: 1 MP
  • Targets: 1 reachable object
  • Time: primary
  • Range: 6 squares
  • Tags:
    • Magic

  • Replaces: arcane arrow
  • Tier: 1
  • Effect: Deal 1D6 piercing damage to closest ([magic power] / 3 + 1) reachable bodies. Cause elemental magic backlash on area with severity 4.
  • Cost: (4 - [magic focus] / 4, minimum 1) MP
  • Targets: angle
  • Time: primary
  • Range: 4 squares
  • Angle Size: 90°
  • Tags:
    • Magic

  • Replaces: arcane burst
  • Tier: 2
  • Effect: Deal 2 instances of 1D6 piercing damage to closest ([magic power] / 2 + 1) reachable bodies. Cause elemental magic backlash on area with severity 6.
  • Cost: (6 - [magic focus] / 5, minimum 1) MP
  • Time: full
  • Range: [magic power] / 3 + 1
  • Angle Size: 180°
  • Tags:
    • Magic

  • Replaces: arcane burst
  • Tier: 3
  • Effect: Deal 3 instances of 2D6 piercing damage to closest ([magic power] + 1) reachable bodies. Cause elemental magic backlash on area with severity 8.
  • Cost: (9 - [magic focus] / 10, minimum 1) MP
  • Time: full
  • Range: [magic power] / 5 + 1
  • Angle Size: 360°
  • Tags:
    • Magic

Aeromancy

Whether a pleasant breeze or a howling gale, aeromancers are able to summon the winds and the cold they bring.

A.K.A. Aeromancy (Agothos), Fuunouryoku (Touyou), Luftzoubar (Vernick)

  • Tier: 1
  • Effect: Add frostbite level ([magic focus] roll / 5, minimum zero) to target. Any fire on the target is extinguished, removing [fire] conditions. The target is subjected to a few moments of severe freezing temperatures so small amounts of liquid may freeze. Cause aeromancy magic backlash on object with severity (condition level).
  • Cost: 1 MP
  • Targets: 1 visible object
  • Time: primary
  • Range: 8 squares
  • Tags:
    • Magic
    • Wind

  • Enhances: arcane arrow
  • Tier: 1
  • Effect: Change damage type to wind-aligned, may choose between piercing and bashing damage. May either choose between increased range or a push effect. If increased range is chosen increase ability range by 2 for direct target abilities, or 1 for indirect target abilities. If push effect is chosen push any hit body up to ([magic focus] / 6, minimum 1) range in a straight line away from the origin of the effect. If movement is blocked the body stops and takes 1 wind-aligned bashing damage. Change backlash type to aeromancy and add 2 severity. This enhancement's effects are nullified if a [fire] or [light] enhancement is also used.
  • Cost: 1 MP
  • Tags:
    • Magic
    • Wind

  • Tier: 1
  • Effect: Add aura of wind level ([magic focus] roll / 5 + 1) to target. Cause aeromancy magic backlash on object with severity 2.
  • Cost: 2 MP
  • Targets: 1 visible object
  • Time: primary
  • Tags:
    • Magic
    • Wind

  • Tier: 1
  • Effect: Add wind-strike level ([magic focus] roll / 5 + 1) to target. Cause aeromancy magic backlash on object with severity 2.
  • Cost: 2 MP
  • Targets: 1 visible object
  • Time: secondary
  • Tags:
    • Magic
    • Wind

  • Enhances: arcane burst
  • Tier: 2
  • Effect: Add frostbite level ([magic focus] roll / 5, minimum 1) to all targets. Change backlash type to aeromancy and add 2 severity. This enhancement's effects are nullified if a [fire] or [light] enhancement is also used.
  • Cost: 2 MP
  • Tags:
    • Magic
    • Wind

Alchemy

Blurring the lines between magic, philosophy, and religion, the art of alchemy seeks to uncover the deeper meaning behind the world and its elements through symbolic thinking.

A.K.A. Khumeia (Agothos), Alchimia (Malia), Alchemie (Vernick)

  • Tier: 1
  • Effect: Target item disintigrates and is magically refined into one or more [calcination] alchemical substances according to its elemental alignment. If the item has any [elemental] conditions or is made of a material with an elemental tag you may choose one and gain 2 [calcination] substance items aligned to the condition's element and 1 [calcination] substance item of an opposing element of your choice. Otherwise the GM determines the elemental alignment of the target and gain 1 [calcination] substance aligned to the chosen element and 1 [calcination] substance of a GM determined opposing element. The quality of all gained items equals the quality of the target item. Cause alchemy magic backlash on area with severity of (quality / 3, minimum 1).
  • Cost: 1 MP
  • Targets: 1 reachable item
  • Time: 30 minutes
  • Tags:
    • Magic

  • Replaces: produce
  • Tier: 1
  • Effect: Perform production with target design. Add admixture effect to yield's consume effect based on the pairings of [symbolic] ingredients. Admixture pairings are based on materials used in different ingredients. A quantity of items for a single ingredient does not cause a pairing. The admixture effect combines the effect from each possible pairing, but duplicate pairings are not combined. If any pairing causes a nullification no admixture effects are added and only the base consume effect remains. The admixture may be re-named as desired. Cause alchemy magic backlash on area with severity of (quality / 2, minimum 1).
  • Cost: (4 - [magic focus] / 4, minimum 1) MP, target design ingredients
  • Targets: [admixture] item production design
  • Tags:
    • Magic
    • Trade

  • Replaces: take draught
  • Tier: 1
  • Effect: Apply item consume effect to a creature within range. Cause alchemy magic backlash on self with severity of (6 - [magic focus], minimum 1).
  • Cost: 2 MP, 1 reachable liquid item
  • Targets: self
  • Time: full
  • Range: [magic power]
  • Tags:
    • Magic
    • Regeneration

  • Replaces: produce
  • Tier: 1
  • Effect: Perform production with target design.
  • Targets: [chemistry] skill item production design
  • Tags:
    • Trade

  • Enhances: produce
  • Tier: 2
  • Effect: Choose a material and quality for one or more ingredient items to substitute. For each substitution the combined quality of (2 * intended quality - [magic power] / 3, minimum 2) must be paid by having [symbolic] items disintegrate into ash. Substitution items must share an elemental tag with the intended material's elemental tags. Multiple ingredients, both in quantity and type, may be substituted in this way. After substitution the ingredient uses the chosen material and quality normally. If the production fails the substituted ingredients are lost. Cause alchemy magic backlash on area with severity of (combined substituted quality / 5, minimum 1).
  • Cost: 2 MP per ingredient item substituted, substitution items
  • Tags:
    • Magic
    • Trade

  • Replaces: produce
  • Tier: 2
  • Effect: Perform production with target design. Cause alchemy magic backlash on self with severity of (quality / 3, minimum 1).
  • Cost: (8 - [magic power] / 4, minimum 4) MP, target design ingredients
  • Targets: [prima materia] item production design
  • Tags:
    • Magic
    • Trade

  • Enhances: conjoined draught
  • Tier: 2
  • Effect: May apply consume effect to up to ([magic focus] / 2) additional creatures. Add 2 severity to the magic backlash for each additional creature.
  • Cost: 1 MP per additional creature
  • Tags:
    • Magic

  • Enhances: produce
  • Tier: 3
  • Effect: Up to ([magic focus] / 5 + 1) ingredients may use a prima materia mote item as a substitute regardless of requirements. Each ingredient substituted with prima materia mote uses a material of your choice.
  • Cost: (6 - [magic focus] / 4, minimum 2) MP per prima materia mote substitution
  • Tags:
    • Magic
    • Trade

  • Tier: 5
  • Effect: Create and hold a philosopher's stone. If the magus, the number of prima materia motes, the blood, and the sacrifice the blood was obtained though are all *worthy* in every way the stone has the [worthy] tag, otherwise it has the [distorted] tag. If a [worthy] stone is ever held by an unworthy creature it replaces the [worthy] tag with the [distorted] tag. The stone contains one draught of the Elixir of Life. When drunk from by a creature the elixir removes the [mortal] aspect and adds the [immortal] aspect to the creature. The stone will continually speak inaudibly to its holder. A [distorted] stone will describe the holder's deepest desires and the ease with which they could be obtained through the stone, while a [worthy] stone comforts the holder that goodness awaits them should they endure. A wish spoken to a [distorted] stone, even in passing, will cause the stone to grant that wish but with a cataclysmic backlash or warped meaning; the stone disappears after granting the wish. The holder of a [worthy] stone will, at a certain time, be led by the stone through a nearby wilderness to pass on to Paradise. A player should have their GM should review the game master guide section for spoiler information about this topic before planning to pursue this ability.
  • Cost: 4 or 10 or perhaps 14 prima materia motes, life blood from the best sacrifice
  • Targets: self
  • Time: 7 days
  • Tags:
    • Magic

Geomancy

Manipulating the power of earth, geomancers manipulate rocks and soil, along with the life that springs forth from it.

A.K.A. Geomancy (Agothos), Donouryoku (Touyou), Lebenzoubar (Vernick)

  • Tier: 1
  • Effect: Add earth-strike level ([magic focus] roll / 5 + 1) to target. Cause geomancy magic backlash on object with severity 2.
  • Cost: 2 MP
  • Targets: 1 visible object
  • Time: secondary
  • Tags:
    • Earth
    • Magic

  • Tier: 1
  • Effect: Add quake level ([magic focus] roll / 5, minimum zero) to target. The target is shaken violently for a few moments, so inanimate targets such as structures may collapse, objects may be shaken free from containers, and terrain changes may occur underneath the target. Cause geomancy magic backlash on object with severity (condition level).
  • Cost: 1 MP
  • Targets: 1 visible object
  • Time: primary
  • Range: 8 squares
  • Tags:
    • Earth
    • Magic

  • Enhances: arcane arrow
  • Tier: 1
  • Effect: Change damage type to earth-aligned, may choose between piercing and bashing damage. May spend additional MP with 1 MP increasing damage rating by ([magic focus] / 6 + 1) Change backlash type to geomancy and add (2 + additional MP spent for damage rating) severity. This enhancement's effects are nullified if a [poison] or [dark] enhancement is also used.
  • Cost: 1 MP
  • Tags:
    • Earth
    • Magic

  • Tier: 1
  • Effect: Add aura of earth level ([magic focus] roll / 5 + 1) to target. Cause geomancy magic backlash on object with severity 2.
  • Cost: 2 MP
  • Targets: 1 visible object
  • Time: primary
  • Tags:
    • Earth
    • Magic

  • Enhances: arcane burst
  • Tier: 2
  • Effect: Add quake level ([magic focus] roll / 5, minimum 1) to all targets. Change backlash type to geomancy and add 2 severity. This enhancement's effects are nullified if a [poison] or [dark] enhancement is also used.
  • Cost: 2 MP
  • Tags:
    • Earth
    • Magic

Haimamancy

Famously practiced by some Sek-Agkelos, who see the spilling of blood as a fundamental element of creation and even necessary to its salvation. This is controversial with many magi, who accuse haimamancers of being inherently violent and bloodthirsty. The Sek-Agkelos masters refute these charges and point to ancient prophecies from the first age, but this has little effect on the common perception.

A.K.A. Haimamancy (Agothos), Ke-nouryoku (Touyou), Opfarzoubar (Vernick)

  • Tier: 1
  • Effect: Remove [elemental aura] conditions from target. Add aura of blood level ([magic focus] roll / 5 + 1) to target. Cause haimamancy magic backlash on object with severity 2.
  • Cost: 2 MP
  • Targets: 1 visible object
  • Time: primary
  • Tags:
    • Blood
    • Magic

  • Enhances: arcane arrow
  • Tier: 1
  • Effect: Remove all damage type elemental alignment. Change damage type to slashing. Add 1 unknown wound to all targets. Change backlash type to haimamancy and add 2 severity.
  • Cost: 1 MP
  • Tags:
    • Blood
    • Magic

  • Tier: 1
  • Effect: Remove [elemental strike] conditions from target. Add blood-seeking level ([magic focus] roll / 5, minimum zero) to target. Cause haimamancy magic backlash on object with severity 2.
  • Cost: 2 MP
  • Targets: 1 visible object
  • Time: secondary
  • Tags:
    • Blood
    • Magic

  • Enhances: arcane burst
  • Tier: 2
  • Effect: Add bleeding level 1 to ([magic focus] roll / 5, minimum 1) random body areas to all hit targets. Change backlash type to haimamancy and increase severity by 2.
  • Cost: 2 MP
  • Tags:
    • Blood
    • Magic

Hydromancy

Practicing one of the oldest magical arts and harnessing the power of water, hydromancers can bring life and prosperity, or death and destruction.

A.K.A. Hydromancy (Agothos), Suinouryoku (Touyou), Merizoubar (Vernick)

  • Tier: 1
  • Effect: Add drowning level ([magic focus] roll / 5, minimum zero) to target. Any fire on the target is extinguished, and any poison on or contained in the target is purified, removing [fire] and [poison] conditions. If the target is a container able to hold liquid it is filled with clean water up to 5 * condition level gallons, or up to the brim if it cannot hold that amount. Cause hydromancy magic backlash on object with severity (condition level).
  • Cost: 1 MP
  • Targets: 1 visible object
  • Time: primary
  • Range: 6 squares
  • Tags:
    • Magic
    • Water

  • Enhances: arcane arrow
  • Tier: 1
  • Effect: Change damage type to water-aligned bashing damage. The first damage instance against each target also deals 1D6/2 fatigue wounds. Change backlash type to hydromancy and add 2 severity. This enhancement's effects are nullified if a [fire] or [poison] enhancement is also used.
  • Cost: 1 MP
  • Tags:
    • Magic
    • Water

  • Tier: 1
  • Effect: Add aura of water level ([magic focus] roll / 5 + 1) to target. Cause hydromancy magic backlash on object with severity 2.
  • Cost: 2 MP
  • Targets: 1 visible object
  • Time: primary
  • Tags:
    • Magic
    • Water

  • Tier: 1
  • Effect: Add water-strike level ([magic focus] roll / 5 + 1) to target. Cause hydromancy magic backlash on object with severity 2.
  • Cost: 2 MP
  • Targets: 1 visible object
  • Time: secondary
  • Tags:
    • Magic
    • Water

  • Enhances: arcane burst
  • Tier: 2
  • Effect: Add drowning level ([magic focus] roll / 5, minimum 1) to all targets. Change backlash type to hydromancy and add 2 severity. This enhancement's effects are nullified if a [fire] or [poison] enhancement is also used.
  • Cost: 2 MP
  • Tags:
    • Magic
    • Water

Pharmamancy

While many spend their lives fleeing from death, pharmamancers embrace the fate of all creation to sucumb to decay.

A.K.A. Pharmamancy (Agothos), Dokunouryoku (Touyou), Lubbizoubar (Vernick)

  • Tier: 1
  • Effect: Add aura of poison level ([magic focus] roll / 5 + 1) to target. Cause pharmamancy magic backlash on object with severity 2.
  • Cost: 2 MP
  • Targets: 1 visible object
  • Time: primary
  • Tags:
    • Magic
    • Poison

  • Enhances: arcane arrow
  • Tier: 1
  • Effect: Change damage type to poison-aligned. Each creature in ability area of effect, or between you and the target for a direct target ability rolls 1D6 - if result < 3 increment poison level 1 on creature. Change backlash type to pharmamancy and add 2 severity. This enhancement's effects are nullified if a [water] or [earth] enhancement is also used.
  • Cost: 1 MP
  • Tags:
    • Magic
    • Poison

  • Tier: 1
  • Effect: Add poison-strike level ([magic focus] roll / 5 + 1) to target. Cause pharmamancy magic backlash on object with severity 2.
  • Cost: 2 MP
  • Targets: 1 visible object
  • Time: secondary
  • Tags:
    • Magic
    • Poison

  • Tier: 1
  • Effect: Add poison level ([magic focus] roll / 5, minimum zero) to target. If the target is a container holding liquid the liquid applies the poison condition of the same condition level to anything that drinks it. Any metal on the target tarnishes or rusts slightly, if possible. Roll 1D6 - if result equals 6 increment damaged item level 1 to items affected. Cause pharmamancy magic backlash on object with severity (condition level).
  • Cost: 1 MP
  • Targets: 1 visible object
  • Time: primary
  • Range: 6 squares
  • Tags:
    • Magic
    • Poison

  • Enhances: arcane burst
  • Tier: 2
  • Effect: Add poison level ([magic focus] roll / 5, minimum 1) to all targets. Change backlash type to pharmamancy and add 2 severity. This enhancement's effects are nullified if a [water] or [earth] enhancement is also used.
  • Cost: 2 MP
  • Tags:
    • Magic
    • Poison

Photomancy

Harnessing the power of pure light, photomancers are in high demand when creatures of the night prowl.

A.K.A. Photomancy (Agothos), Kounouryoku (Touyou), Lihtizoubar (Vernick)

  • Tier: 1
  • Effect: Add light-strike level ([magic focus] roll / 5 + 1) to target. Cause photomancy magic backlash on object with severity 2.
  • Cost: 2 MP
  • Targets: 1 visible object
  • Time: secondary
  • Tags:
    • Light
    • Magic

  • Enhances: arcane arrow
  • Tier: 1
  • Effect: Change damage type to light-aligned. Increase ability range by 4 for direct target abilities, or 2 for indirect target abilities. Light shines from the effect area or projectile path, illuminating a range of 10 squares for 1 turn. Change backlash type to photomancy and add 2 severity. This enhancement's effects are nullified if a [wind] or [dark] enhancement is also used.
  • Cost: 1 MP
  • Tags:
    • Light
    • Magic

  • Tier: 1
  • Effect: Add aura of light level ([magic focus] roll / 5 + 1) to target. Cause photomancy magic backlash on object with severity 2.
  • Cost: 2 MP
  • Targets: 1 visible object
  • Time: primary
  • Tags:
    • Light
    • Magic

  • Tier: 1
  • Effect: Add blind level ([magic focus] roll / 5, minimum zero) to target. Light shines from the target, removing [dark] conditions and illuminates a range of 10 squares for 1 turn. Cause photomancy magic backlash on object with severity (condition level).
  • Cost: 1 MP
  • Targets: 1 visible object
  • Time: primary
  • Range: 10 squares
  • Tags:
    • Light
    • Magic

  • Enhances: arcane burst
  • Tier: 2
  • Effect: Add blind level ([magic focus] roll / 5, minimum 1) to all targets. Change backlash type to photomancy and add 2 severity. This enhancement's effects are nullified if a [wind] or [dark] enhancement is also used.
  • Cost: 2 MP
  • Tags:
    • Light
    • Magic

Pyromancy

Able to conjure flames out of thin air and spread them beyond natural boundaries, pyromancers are often feared as the fabled uncontrollable magi.

A.K.A. Pyromancy (Agothos), Kanouryoku (Touyou), Fiurzoubar (Vernick)

  • Enhances: arcane arrow
  • Tier: 1
  • Effect: Change damage type to fire-aligned heat damage. The first damage instance against each body deals damage to the hit body area and adjacent body areas. Reduce ability range by 1 (minimum 1). Change backlash type to pyromancy and add 2 severity. This enhancement's effects are nullified if a [water] or [wind] enhancement is also used.
  • Cost: 1 MP
  • Tags:
    • Fire
    • Magic

  • Tier: 1
  • Effect: Add fire-strike level ([magic focus] roll / 5 + 1) to target. Cause pyromancy magic backlash on object with severity 2.
  • Cost: 2 MP
  • Targets: 1 visible object
  • Time: secondary
  • Tags:
    • Fire
    • Magic

  • Tier: 1
  • Effect: Add burning level ([magic focus] roll / 5, minimum zero) to target. If the target is inanimate and flammable the fire continues naturally. Any ice on the target melts, and any water on or contained in the target boils away, removing [water] and [wind] conditions. Cause pyromancy magic backlash on object with severity (condition level).
  • Cost: 1 MP
  • Targets: 1 visible object
  • Time: primary
  • Range: 6 squares
  • Tags:
    • Fire
    • Magic

  • Tier: 1
  • Effect: Add aura of fire level ([magic focus] roll / 5 + 1) to target. Cause pyromancy magic backlash on object with severity 2.
  • Cost: 2 MP
  • Targets: 1 visible object
  • Time: primary
  • Tags:
    • Fire
    • Magic

  • Enhances: arcane burst
  • Tier: 2
  • Effect: Add burning level ([magic focus] roll / 5, minimum 1) to all targets. Change backlash type to pyromancy and add 2 severity. This enhancement's effects are nullified if a [water] or [wind] enhancement is also used.
  • Cost: 2 MP
  • Tags:
    • Fire
    • Magic

Skotomancy

While many rightfully fear the night and the dangers it brings, skotomancers instead harness it's power.

A.K.A. Skotomancy (Agothos), Annouryoku (Touyou), Finstarzoubar (Vernick)

  • Tier: 1
  • Effect: Add curse level ([magic focus] roll / 5, minimum zero) to target. Light sources in the target's location dim to a single square range for a few moments, remove [light] conditions from target. Roll 1D6 - if result equals 6 inanimate targets or a single item on an animate target suddenly breaks, if result equals 1 condition is automatically applied to all creatures within 1D6/3 range of target. Cause skotomancy magic backlash on object with severity (condition level).
  • Cost: 1 MP
  • Targets: 1 visible object
  • Time: primary
  • Range: 7 squares
  • Tags:
    • Dark
    • Magic

  • Tier: 1
  • Effect: Add aura of dark level ([magic focus] roll / 5 + 1) to target. Cause skotomancy magic backlash on object with severity 2.
  • Cost: 2 MP
  • Targets: 1 visible object
  • Time: primary
  • Tags:
    • Dark
    • Magic

  • Enhances: arcane arrow
  • Tier: 1
  • Effect: Change damage type to dark-aligned. For each target roll 1D6 - if result > 3 target damage reduction is set to zero for the attack. Change backlash type to skotomancy and add 2 severity. This enhancement's effects are nullified if an [earth] or [light] enhancement is also used.
  • Cost: 1 MP
  • Tags:
    • Dark
    • Magic

  • Tier: 1
  • Effect: Add dark-strike level ([magic focus] roll / 5 + 1) to target. Cause skotomancy magic backlash on object with severity 2.
  • Cost: 2 MP
  • Targets: 1 visible object
  • Time: secondary
  • Tags:
    • Dark
    • Magic

  • Enhances: arcane burst
  • Tier: 2
  • Effect: Add curse level ([magic focus] roll / 5, minimum 1) to all targets. Change backlash type to skotomancy and add 2 severity. This enhancement's effects are nullified if an [earth] or [light] enhancement is also used.
  • Cost: 2 MP
  • Tags:
    • Dark
    • Magic

Endurance

  • Tier: 1
  • Effect: Ignore up to ([endurance] / 2) encumbrance penalty for the next roll.
  • Cost: 2 SP
  • Targets: self
  • Time: free
  • Tags:
    • Combat
    • Physical

  • Tier: 1
  • Effect: Re-roll a wound progression roll, keep the second result.
  • Cost: add 1 fatigue wound
  • Targets: self
  • Time: free
  • Tags:
    • Physical
    • Stealthy

  • Enhances: eat meal
  • Tier: 1
  • Effect: Remove 1 [fatigue] wound.

  • Tier: 1
  • Effect: +1D6 reveal modifier to the next wound reveal.
  • Cost: 1 SP, add 1 fatigue wound
  • Targets: self
  • Time: free
  • Tags:
    • Combat
    • Physical
    • Stealthy

  • Tier: 2
  • Effect: Add blind rage to self. Deal (1D6 - ([endurance] / 3), minimum 1) strain damage to 4 random body areas.
  • Targets: self
  • Time: free
  • Tags:
    • Combat
    • Physical

  • Enhances: pluck
  • Tier: 2
  • Effect: +1D6 to next wound reveal. Lower the severity of discovered wounds by one (major -> intermediate, intermediate -> minor, minor -> minor).
  • Cost: 2 SP, add 1 fatigue wound
  • Tags:
    • Combat
    • Physical
    • Stealthy

  • Replaces: grit
  • Tier: 2
  • Effect: Lower wound progression thresholds for a wound progression roll by ([endurance] / 2), minimum zero. If the result matches multiple outcomes take the least severe.
  • Tags:
    • Stealthy

  • Tier: 2
  • Effect: Add second wind level ([endurance] / 5 + 1) to self.
  • Targets: self
  • Time: full
  • Tags:
    • Physical
    • Stealthy

  • Enhances: pluck
  • Tier: 3
  • Effect: +1D6 to next wound reveal. For each 6 rolled on the next wound reveal, heal 1 HP on a body area of your choice.
  • Cost: 3 SP, add 1 fatigue wound
  • Tags:
    • Combat
    • Physical
    • Stealthy

Healing

Herbalism

Sometimes confused for "white magic" - herbalism heals ailments with substances derived from the gifts of nature.

A.K.A. Laitenwe (Sildar), Herb-Technica (Malia), Gaersning (Halser)

  • Replaces: wilderness expedition
  • Tier: 1
  • Effect: Perform surveying for a chosen item with exploration method and [botany] skill tag. If any resource sites are discovered, may perform extraction on resources with herbalism method.
  • Tags:
    • Trade

  • Replaces: produce
  • Tier: 1
  • Effect: Perform production with target design.
  • Targets: [botany] item production design
  • Tags:
    • Trade

  • Tier: 2
  • Effect: Set targets' consume effects to the combined effect of targets. Set quality of targets to the lowest quality target. Add [mixed] tag to targets.
  • Cost: 1 FP
  • Targets: 2 reachable non-[mixed] [tonic] items
  • Time: 1 minute
  • Tags:
    • Trade

Hospitaller

The art of healing is an ancient one, with its direct form pre-dating the more subtle arts of the magi.

A.K.A. Althoxenia (Agothos), Haelning (Halser), Nay'Omi'Ort (Aeseria)

  • Effect: Choose a quality value up to target item quality. Add item level (chosen quality) to target. Perform apply bandage as if you had a simple bandage of (chosen quality) with the [improvised] tag.
  • Cost: 2 SP
  • Targets: 1 reachable item with bandage material tag or GM approval
  • Time: 2 full
  • Range: 1 square

  • Effect: Remove bandage from body area, ending bandage effect.
  • Targets: 1 reachable applied bandage on willing creature or self
  • Time: primary
  • Range: 1 square

  • Tier: 1
  • Effect: Apply bandage to body area, adding bandage effect. Halve quality for the purposes of bandage effects, if this ability was used through makeshift ability or if the bandage item has the [improvised] tag. If the bandage item ahs the [improvised] tag, add a minor infection wound to target body area if target creature [endurance] roll < 5.
  • Cost: 1 bandage item, 1 FP
  • Targets: 1 reachable body area without applied bandage
  • Time: full
  • Range: 1 square

  • Tier: 1
  • Effect: +([knowledge] roll / 5, minimum 1) to target non-[vital] wound progression modifier during the ability.
  • Cost: 1 FP
  • Targets: 1 reachable creature
  • Time: 1 hour
  • Range: 1 square

  • Enhances: attentive care
  • Tier: 1
  • Effect: Choose a number of hours to extend the ability time, up to 12 hours.
  • Cost: 2 SP per extended hour

  • Enhances: inspect creature
  • Tier: 1
  • Effect: May use [knowledge] roll in place of [perception] roll. Available details categories also include 1) all non-magical wounds and afflictions 2) current non-magical fitness values (vitality, stamina, and focus)
  • Tags:
    • Stealthy

  • Replaces: inspect wound
  • Tier: 1
  • Effect: Reveal all [unknown] wounds currently on target, add ([knowledge] roll / 4) + target [endurance] to reveal modifier.
  • Cost: 3 FP
  • Time: 2 full

  • Enhances: attentive care
  • Tier: 2
  • Effect: Effects may target a chosen number of creatures in a GM determined area. The recommended area is one that all targets can reasonably be watched over and periodically cared for without neglect due to travel distance.
  • Cost: 1 FP per 2 additional targets, rounded up

  • Enhances: attentive care
  • Tier: 2
  • Effect: May apply to [vital] wound progression. If a target progression results in death, they may re-roll the wound progression with +1D6 and keep the second result.
  • Cost: 1 FP

  • Enhances: take draught
  • Tier: 3
  • Requirements: item is a [tonic], [potion], or otherwise has a medicinal effect
  • Effect: +([knowledge] / 3, minimum 1) to cost item quality for the purposes of applied effect. The item used in this ability counts as two 'doses' instead of one - add a [half dose] tag to cost item instead of consuming the item; the item is fully consumed if it already has a [half dose] tag.
  • Cost: 2 FP

Iatromancy

Breaking the laws of nature to produce miracles on demand, iatromancers are often the most valued of magi and are celebrated by the masses even in cultures that shun magic.

A.K.A. Iatromancy (Agothos), Yunoryouku (Touyou), Uetasoi (Sildar)

  • Tier: 1
  • Effect: Remove wound. See wound rules for wound removal. Cause iatromancy magic backlash on area with severity 6.
  • Cost: (6 - [magic focus] / 4, minimum 1) MP
  • Targets: 1 reachable wound
  • Time: full
  • Range: 1 square
  • Tags:
    • Magic

  • Replaces: relaxing invocation
  • Tier: 1
  • Effect: Heal target up to ([magic focus roll] / 4) total HP, spread across one or more body areas. Cause iatromancy magic backlash on area with severity (2 * healed HP).
  • Cost: (5 - [magic power] / 6, minimum 1) MP
  • Tags:
    • Magic

  • Tier: 1
  • Effect: Remove one non-[posture] condition from target, or ignore the effect of the condition for 3 turns. See conditions rules for condition removal. Cause iatromancy magic backlash on area with severity 4.
  • Cost: (4 - [magic focus] / 4, minimum 1) MP
  • Targets: 1 visible creature or self
  • Time: primary
  • Range: 6 squares
  • Tags:
    • Magic

  • Tier: 1
  • Effect: Heal target up to 1D6/3 HP on up to ([magic power] roll / 6, minimum 1) body area(s). Cause iatromancy magic backlash on area with severity 2.
  • Cost: 2 MP
  • Targets: 1 reachable creature or self
  • Time: full
  • Range: 1 square
  • Tags:
    • Magic

  • Enhances: relaxing invocation
  • Tier: 1
  • Effect: May pay ability MP cost in full with a single choice of HP, FP, or SP instead. Paying HP deals 1 damage to a chosen body area for each point of MP. Paying FP costs 1 FP for each point of MP. Paying SP costs 3 SP for each point of SP. Magic backlash still occurs as normal.
  • Tags:
    • Magic

  • Replaces: relaxing invocation
  • Tier: 1
  • Effect: Heal target up to ([magic focus roll] / 3) FP. Cause iatromancy magic backlash on area with severity (healed FP).
  • Cost: (3 - [magic power] / 6, minimum 1) MP
  • Tags:
    • Magic

  • Tier: 1
  • Effect: Heal target up to ([magic focus] roll / 2) SP. Cause iatromancy magic backlash on area with severity 1.
  • Cost: 1 MP
  • Targets: 1 visible creature or self
  • Time: primary
  • Tags:
    • Magic

  • Enhances: relaxing invocation
  • Tier: 2
  • Effect: Ability may be performed as a full action. If performed as a full action increment chant of regeneration condition level 1 on self.
  • Tags:
    • Magic
    • Regeneration

  • Replaces: relaxing invocation
  • Tier: 2
  • Effect: Heal target up to ([magic focus roll] / 3) MP. Cause iatromancy magic backlash on area with severity (healed MP).
  • Cost: (4 - [magic power] / 6, minimum 1) MP
  • Tags:
    • Magic

  • Enhances: relaxing invocation
  • Tier: 2
  • Effect: May target up to ([magic focus] / 3) additional willing visible creatures. Each additional target receives the full healing effect. Add 2 severity to the magic backlash for each additional target.
  • Cost: 2 MP per additional target
  • Tags:
    • Magic

  • Enhances: mind over matter
  • Tier: 2
  • Effect: May distribute ability MP cost between HP, MP, FP, and SP as desired. Non-MP cost is paid in the same manner as mind over matter.
  • Tags:
    • Magic

  • Enhances: healing wave
  • Tier: 3
  • Effect: Healing effects can be distributed as desired across targets. Add 1 severity to the magic backlash for each additional target.
  • Cost: 1 MP per additional target
  • Tags:
    • Magic

  • Tier: 3
  • Effect: Remove a single affliction from target. See affliction rules for affliction removal. Cause iatromancy magic backlash on area with severity (12 - [magic focus] roll / 6, minimum 3 severity).
  • Cost: (8 - [magic power] / 5, minimum 1) MP
  • Targets: 1 reachable creature or self
  • Time: 2 full
  • Range: 1 square
  • Tags:
    • Magic

  • Enhances: relaxing invocation
  • Tier: 3
  • Effect: Ability cost may be divided among yourself and up to ([magic focus] /2) additional willing visible creatures.
  • Tags:
    • Magic

  • Tier: 4
  • Requirements: target died less than 40 minutes ago
  • Effect: Target returns from the dead if [magic focus] roll > GM determined difficulty, usually 2 * the number of body areas at less than 1 HP. If successful remove all [vital] wounds, reset all [bleeding] conditions, +1 HP to all 0 HP body areas, and increment unnatural resurrection level 1D6. Cause iatromancy magic backlash on area with severity 12.
  • Cost: (12 - [magic power] / 3, minimum 1) MP
  • Targets: 1 reachable dead creature
  • Time: 3 full
  • Range: 1 square
  • Tags:
    • Magic

Human Powers

  • Enhances: negotiate
  • Requirements: entrepreneurial
  • Effect: +2 attitude to this negotiation. Monetary purchases will include terms of at least a 5% discount if possible.

  • Requirements: desperation
  • Effect: Use any [defense] skill value or roll in place of another, even if it would not normally apply.
  • Cost: add 2 fatigue wounds
  • Targets: self
  • Time: free
  • Tags:
    • Physical
    • Stealthy

  • Requirements: down but not out
  • Effect: Ignore the effect of one condition this turn. Add cooldown for this ability for 4 hours.
  • Cost: add 1 fatigue wound
  • Targets: self
  • Time: free
  • Tags:
    • Physical
    • Stealthy

Leadership

  • Effect: Add fellowship linked between all targets and self.
  • Targets: (leadership) willing creatures
  • Time: full

  • Tier: 1
  • Requirements: fellowship
  • Effect: Add called target level (leadership roll / 5) to target linked to fellowship.
  • Cost: 1 FP
  • Targets: 1 visible object
  • Time: primary
  • Tags:
    • Combat
    • Physical

  • Tier: 1
  • Requirements: fellowship
  • Effect: Add infiltration to fellowship members, linked to fellowship.
  • Cost: 1 FP
  • Targets: fellowship
  • Time: free
  • Tags:
    • Combat
    • Physical

  • Tier: 1
  • Requirements: fellowship
  • Effect: Add inspired discipline level (leadership roll) to fellowship members. Each six that occurs during the leadership roll reduces stress of fellowship members by 1. Add cooldown for this ability for 1 day.
  • Cost: 1 FP, add 1 stress
  • Targets: fellowship
  • Time: 1 minute
  • Tags:
    • Combat
    • Physical

Long Arm

Arbalist Style

Focused on a relatively new fighting style of massed high speed projectiles, arbalists also rely on the use of cover to protect themselves from other arbalists.

A.K.A. Fiurskieltkranst (Vernick), Abieboo'Ort (Aeseria), Choikostratios (Eredocia)

  • Replaces: take cover
  • Tier: 1
  • Cost: 1 SP
  • Time: secondary
  • Tags:
    • Combat
    • Physical
    • Stealthy

  • Replaces: charge bolt
  • Tier: 1
  • Cost: 1 SP
  • Time: primary
  • Tags:
    • Combat
    • Physical
    • Stealthy

  • Tier: 2
  • Requirements: [stable cover] shield equipped
  • Effect: Plant shield in target location. Shield may be used as cover for the take cover ability.
  • Cost: 1 SP
  • Targets: location
  • Time: full
  • Range: 0
  • Tags:
    • Combat
    • Physical
    • Stealthy

  • Enhances: ranged attack
  • Tier: 3
  • Effect: Projectile skill tag weapons: Do not remove taking cover condition for making attack.
  • Cost: 1 SP
  • Tags:
    • Combat
    • Physical
    • Ranged
    • Stealthy

Blowgun Style

Using the advantages of air pressured projectiles, blowgun users trade velocity for stealth, often relying on poisons to achieve lethality.

A.K.A. Phataksoya (Hepput), Elauqnuabmol (Delfoon), Sumu Sindano (Okomo)

  • Replaces: stealth ranged attack
  • Tier: 1
  • Requirements: hidden, dart ammunition weapon equipped
  • Effect: Targets that do not detect you may not use free abilities during this ability. Add [stealthy] tag to enhanced ability. Lower hidden detection defense by 2.
  • Cost: 1 SP
  • Tags:
    • Combat
    • Physical
    • Ranged
    • Stealthy

  • Replaces: load blowgun
  • Tier: 1
  • Effect: May unload target weapon and store unloaded item in compatible reachable container. Load target weapon with a reachable dart.
  • Targets: equipped weapon using darts
  • Time: secondary

  • Enhances: ranged attack
  • Tier: 2
  • Effect: Projectile skill tag weapons: Attacks that hit deal a minimum of one damage, regardless of deflection or other damage reduction. Do not generate critical damage points.
  • Cost: 1 FP
  • Tags:
    • Combat
    • Physical
    • Ranged
    • Stealthy

  • Enhances: muffled shot
  • Tier: 3
  • Requirements: dart ammunition weapon equipped
  • Effect: Set difficulty to detect that the attack occurred at (original accuracy roll - target defense value). May reduce attack damage - each point of damage reduced adds +2 detection difficulty. Cautious creatures within range 5 may make [stealth defense] rolls against the difficulty to detect the attack. All targets of the attack are assumed to be cautious until this ability is resolved. After the ability resolves the dart remains hidden with detection difficulty of half the attack detection difficulty.
  • Cost: 2 SP
  • Tags:
    • Combat
    • Physical
    • Ranged
    • Stealthy

Long Blade

Knight Style

While knights may wield a variety of weapons they are best known for their iconic longsword. Used with or without armor, knightly styles focus on brutally efficient use of medium and long swords.

A.K.A. Soterplate-tekna (Agothos), Ridmenwig (Halser), Rysta Serdtse (Kevska)

  • Enhances: melee attack
  • Tier: 1
  • Effect: Add planned blade level (long blade / 3 + 1).
  • Cost: 1 SP, 1 FP
  • Tags:
    • Combat
    • Movement

  • Tier: 2
  • Requirements: long blade skill weapon equipped using both hands
  • Effect: Add half-sword stance to self.
  • Targets: self
  • Time: minor
  • Tags:
    • Combat
    • Melee
    • Physical
    • Stealthy

  • Tier: 3
  • Requirements: planned blade
  • Effect: Perform melee attack or primary action replacements.
  • Time: secondary
  • Tags:
    • Combat
    • Melee
    • Physical

Samurai Style

Obsessed with efficiency in motion and weapon care, samurai styles have almost mystical insights into effective ways to kill men with the blade.

A.K.A. Bushidou (Touyou)

  • Enhances: melee attack
  • Tier: 1
  • Requirements: long blade skill weapon equipped
  • Effect: Long blade skill weapons: +1 range. Add overextended level (2 - long blade / 6, minimum zero) to self.
  • Cost: 2 SP
  • Tags:
    • Combat
    • Melee
    • Physical

  • Enhances: melee attack
  • Tier: 1
  • Effect: May perform draw before attack and consider drawn weapon for ability requirements. Long blade skill weapons: +1 slashing damage rating.
  • Cost: 2 SP, 1 FP
  • Tags:
    • Combat
    • Melee
    • Physical

  • Tier: 2
  • Effect: Long blade skill has [willpower] tag until ability is resolved. May spend an additional 1 FP for +1D6 long blade skill rolls.
  • Cost: 1 FP
  • Targets: ability
  • Time: free
  • Tags:
    • Combat
    • Melee
    • Physical

  • Replaces: quick-draw attack
  • Tier: 3
  • Requirements: long blade skill weapon equipped or available to draw
  • Effect: Add exposed level 2 to target if ([initiative] or [willpower] roll - 1D6) > target ([initiative] or [willpower] roll), otherwise add exposed level 2 to self. Choose to attack or defend. If attack is chosen may perform move with current ability range to move as directly as possible to the target with movement immune to [interrupt] abilities, then perform melee attack on target. The attack has +1D6 accuracy and +(additional FP spent) damage rating. The attack may spend critical damage points to shift the hit body area to an adjacent body area. If defend is chosen remove exposed from self and add counterattack level (additional SP spent) to self.
  • Cost: 2 FP, additional FP, additional SP
  • Targets: 1 reachable creature
  • Time: full
  • Range: long blade / 2, minimum 1
  • Tags:
    • Combat
    • Melee
    • Physical

Long Bow

Bullseye Style

Found in tournaments, hunting lodges, and and guard towers the world over, bullseye archers divide between success and failure by a mere inch. They also favor long bows for increased range and projectile speed.

A.K.A. Sceotending (Halser), Gongfu (Xi), Quinga Ohta (Sildar)

  • Replaces: called ranged shot
  • Tier: 1
  • Effect: Perform ranged attack, ignore target body area accuracy modifier.
  • Cost: 3 FP
  • Time: 2 full
  • Tags:
    • Combat
    • Physical
    • Ranged

  • Enhances: ranged shot
  • Tier: 2
  • Effect: May choose a number of FP to spend to decrease armor rating of hit body areas. For each 2 FP the piercing armor rating of armor on hit body areas is decreased by 1 for this attack.
  • Tags:
    • Combat
    • Physical
    • Ranged

  • Enhances: called ranged shot
  • Tier: 3
  • Effect: Disarm items held in a hit hand body item if the body area is reduced to 0 HP. May spend critical damage points to disarm all items held in a hit hand body area. long bow skill weapons: +2 damage to limb body areas. Disarmed item is thrown 1D6/2 squares away in a random (or GM determined) direction.
  • Cost: 1 FP
  • Tags:
    • Combat
    • Physical
    • Ranged

Volley Style

Raining waves of arrows on their opponents from afar, volley style archers are an almost universal sight on the battlefield. Though they favor massed attacks those that assume their shots are random do so at their peril.

A.K.A. Toxotai-tekna (Agothos), Hredankranst (Vernick), Saggitari-Bellartem (Malia)

  • Replaces: ranged attack
  • Tier: 1
  • Effect: Perform ranged attack. Bow skill tag weapons: +1 piercing damage rating. Long bow skill weapons: +2 range.
  • Cost: 3 SP
  • Time: full
  • Tags:
    • Combat
    • Physical
    • Ranged

  • Enhances: ranged attack
  • Tier: 2
  • Effect: May target objects that are not normally reachable as long as they are within weapon range and not covered from attacks from above. Long bow skill weapons: +50% range. For targets at range 5 or closer the ceiling must have additional clearance - 3 squares high for 5 range, 6 squares high for 4 range, 9 squares high for 3 range, etc.
  • Cost: 1 SP, 2 FP
  • Tags:
    • Combat
    • Physical
    • Ranged

  • Tier: 3
  • Requirements: loaded ranged attack weapon equipped
  • Effect: Fire weapon into random location in target area. Consume 1 loaded ammunition item. Add range spotted field condition to target area linked to current location.
  • Cost: 1 FP
  • Targets: reachable area
  • Time: full
  • Range: 2 * weapon range
  • Area Size: 9 squares
  • Tags:
    • Combat
    • Physical
    • Ranged

Mace

Drummer Style

Dual wielding blunt - often improvised - weapons, drummer styles focus on flexibility between offense and defense, and overwhelming opponents with flurries of attacks.

A.K.A. Natk'kam (Khenswun), Manlopp Brak (Anthian), Rugauto (Dharu)

  • Enhances: dual melee attack
  • Tier: 1
  • Requirements: 2 mace skill weapons equipped
  • Effect: Choose one attack to deal 1D6 weapon damage and ignore -1D6 accuracy penalty. May spend an additional 1 FP and 1 SP to choose both attacks.
  • Cost: 1 SP
  • Tags:
    • Combat
    • Melee
    • Physical

  • Enhances: dual melee attack
  • Tier: 2
  • Requirements: 2 mace skill weapons equipped
  • Effect: -1 damage. Do not add weapons committed to self.
  • Cost: 1 SP
  • Tags:
    • Combat
    • Melee
    • Physical

  • Replaces: parry
  • Tier: 3
  • Requirements: 2 melee attack weapons equipped
  • Effect: Add counterattack to self. Perform parry. May move up to maximum range distance. Mace skill weapons: +2 accuracy.
  • Cost: (4 - 2 * number of [parry] abilities used this turn, minimum 0) FP
  • Range: athletics / 3 + 2
  • Tags:
    • Combat
    • Melee
    • Physical

Paladin Style

Named for mythical battle monks that swore oaths not to kill with the sword, paladin styles focus on defeating heavily armored professionals with nimble maces and war axes.

A.K.A. Passathruo (Agothos), Palaststrieter (Vernick), Seth'Ort'Nef (Aeseria)

  • Enhances: melee attack
  • Tier: 1
  • Requirements: single weapon equipped in two hands
  • Effect: -2D6 to defenders' [parry] ability rolls. +1 damage.
  • Cost: 2 SP
  • Tags:
    • Combat
    • Melee
    • Physical

  • Enhances: melee attack
  • Tier: 2
  • Requirements: [bashing] skill tag weapon equipped
  • Effect: [bashing] skill tag weapons: add laceration wound instead of dealing damage.
  • Cost: 2 SP
  • Tags:
    • Combat
    • Melee
    • Physical

  • Enhances: melee attack
  • Tier: 3
  • Requirements: [bashing] skill tag weapon equipped
  • Effect: -2 accuracy. If attack hits add 1 unknown wound and add damaged joints to any armor layer item of hit body area.
  • Cost: 1 SP, 1 FP
  • Tags:
    • Combat
    • Melee
    • Physical

Melee

  • Enhances: melee attack
  • Tier: 1
  • Effect: May spend critical damage points gained from dealing melee bashing damage to 1) increment buckled armor level 2 to a piece of [plate armor] armor or 2) apply an unknown [bashing] wound that is immediately revealed with a -6 reveal modifier.
  • Tags:
    • Combat
    • Melee
    • Physical

  • Enhances: melee attack
  • Tier: 1
  • Effect: May spend critical damage points gained from dealing melee piercing damage to 1) move the target 1 square away from you with movement immune to [interrupt] abilities and in a direction the GM approves or 2) apply an unknown [piercing] wound that is immediately revealed with a -6 reveal modifier.
  • Tags:
    • Combat
    • Melee
    • Physical

  • Enhances: melee attack
  • Tier: 1
  • Effect: May spend critical damage points gained from dealing melee slashing damage to 1) you move 1 square with movement immune to [interrupt] abilities or 2) apply an unknown [slashing] wound that is immediately revealed with a -6 reveal modifier.
  • Tags:
    • Combat
    • Melee
    • Physical

Duelist Style

A broad set of art forms that cross weapon styles and cultures, duelist styles focus on the ability to quickly defeat a similarly armed opponent through weapon mastery and finesse. The principles taught such as maneuvering, deflections, and ripostes are often used as a foundation for more specialized martial arts.

A.K.A. Polemarchas (Agothos), Ferro-Technica (Malia), Gekihendou (Touyou)

  • Enhances: melee attack
  • Tier: 1
  • Effect: Target ignores up to (weapon melee skill / 3 + 1) damage reduction from the effects of raised shield.
  • Cost: 1 FP
  • Tags:
    • Combat
    • Melee
    • Physical

  • Enhances: melee attack
  • Tier: 1
  • Effect: Before attack resolves place one card face down that reads either "bluff" or "attack". Target places on card face down that reads either "doubt" or "defend" After both cards are placed reveal both cards. If bluff card is used the rest of the attack is canceled and no attack effects occur. If attack card is used the attack effect continues. If target used defend card on a bluff card then add exposed level 2 to target. If target used doubt card on an attack card then attack accuracy roll succeeds automatically.
  • Cost: 1 FP
  • Tags:
    • Combat
    • Melee
    • Physical

  • Tier: 1
  • Requirements: melee attack weapon equipped
  • Effect: Choose an available weapon. May use weapon melee skill in place of [initiative] this turn.
  • Cost: 1 FP
  • Targets: self
  • Time: minor
  • Tags:
    • Combat
    • Melee
    • Physical

  • Tier: 1
  • Requirements: melee attack weapon equipped
  • Effect: Choose an available weapon. Add counterattack level (weapon melee skill / 5 + 1).
  • Cost: 2 FP
  • Targets: self
  • Time: primary
  • Tags:
    • Combat
    • Melee
    • Physical
    • Stealthy

  • Enhances: parry
  • Tier: 2
  • Effect: Add overextended level (weapon melee skill / 5 + 1) to attacker if any attack fails.
  • Cost: 2 FP
  • Tags:
    • Combat
    • Melee
    • Off Hand
    • Physical

  • Enhances: ready counterattack
  • Tier: 3
  • Effect: Perform melee attack and add provoked level (melee attack weapon melee skill / 5 + 1) to melee attack target linked to self.
  • Cost: 1 SP, 2 FP
  • Tags:
    • Combat
    • Melee
    • Physical
    • Stealthy

Guardian Style

Defensive art forms that seek to protect vital areas, guard others from attack, and ultimately outlast opponents. Guardian styles wear down opponents and watch for opportune moments to strike, and provide a solid base to build other defensive styles from.

A.K.A. Atletkrig (Anthian), Langkranst (Vernick), Kae'Ort (Aeseria)

  • Tier: 1
  • Effect: Add guarded stance level ([melee] roll / 5, minimum 1) to self.
  • Targets: self
  • Time: secondary
  • Tags:
    • Combat
    • Melee
    • Physical
    • Stealthy

  • Enhances: melee attack
  • Tier: 1
  • Effect: Heal 1 SP, -2 accuracy, deal half damage.
  • Tags:
    • Combat
    • Melee
    • Physical

  • Tier: 1
  • Requirements: target moves out of location within range
  • Effect: Whenever target moves a square, you may move to a square so that the target remains within range. Moving in this manner after (athletics / 3 + 1) cost 1 SP for each square.
  • Cost: 1 FP
  • Targets: 1 reachable object
  • Time: free
  • Range: weapon melee attack range
  • Tags:
    • Combat
    • Physical

  • Enhances: melee attack
  • Tier: 1
  • Effect: Deal additional 1D6 bashing (stamina) damage if attack hits.
  • Cost: 1 SP
  • Tags:
    • Combat
    • Melee
    • Physical

  • Tier: 2
  • Requirements: guarded stance, target of [physical] ability
  • Effect: When determining a random body area, roll twice and choose the result.
  • Cost: 2 SP
  • Targets: self
  • Time: free
  • Tags:
    • Combat
    • Physical

  • Replaces: melee attack
  • Tier: 2
  • Effect: Choose an available weapon. Add stun level 1 to target if weapon melee accuracy roll > target [melee defense] value (not roll).
  • Cost: 3 SP
  • Time: full
  • Tags:
    • Combat
    • Melee
    • Physical

  • Tier: 3
  • Requirements: guarded stance, target receiving damage from attack that could be physically blocked
  • Effect: If target is another object you receive the damage instead. Damage is dealt to a body area of your choice.
  • Cost: 2 SP, 1 FP
  • Targets: self or reachable object
  • Time: free
  • Range: 1 square
  • Tags:
    • Combat

Ranger Style

A.K.A.

Hidden Style - Discuss with GM about best ways to justify learning abilities from this style.

  • Tier: 1
  • Effect: May use a [melee] skill value in place of another [melee] skill value. May use a [ranged] skill in place of another [ranged] skill value. May spend 1 FP to ignore accuracy penalties.
  • Cost: 1 SP
  • Targets: ability
  • Time: free
  • Tags:
    • Combat
    • Physical

  • Tier: 2
  • Requirements: 2 melee attack weapons equipeed
  • Effect: Spend a number of FP, minimum 2. Add whirling perseverance condition level (spent FP / 2) to self.
  • Cost: 2 SP
  • Targets: self
  • Time: secondary
  • Tags:
    • Combat
    • Melee
    • Parry
    • Physical

Ravager Style

A general art form that focuses on application of strength and athletic ability, suitable for further specialization. Ravager styles seek to overpower opponents and eliminate their weapons and defenses through efficient and brutal force.

A.K.A. Schien Feyt (Vernick), Hashark (Osgani), Magil'naqa (Aeseria)

  • Enhances: melee attack
  • Tier: 1
  • Effect: +([melee] skill / 5 + 1) grappling modifier.
  • Cost: 1 SP
  • Tags:
    • Combat
    • Grappling
    • Melee
    • Physical

  • Replaces: melee attack
  • Tier: 1
  • Effect: Choose an available melee attack weapon. Add unsteady shield to target if melee grappling roll (weapon melee skill roll + grappling modifiers) > target raised shield condition defense + 1D6. If 1D6 = 1, increment damaged item level 1 to all your used weapons.
  • Cost: 2 SP
  • Targets: 1 reachable creature with raised shield
  • Tags:
    • Combat
    • Grappling
    • Melee
    • Physical

  • Enhances: melee attack
  • Tier: 1
  • Effect: Increment damaged item level 1 to weapons target uses in [parry] abilities. If 1D6 = 1, increment damaged item level 1 to all your used weapons.
  • Cost: 1 SP
  • Tags:
    • Combat
    • Melee
    • Physical

  • Replaces: ravager attack
  • Tier: 1
  • Effect: Choose an available melee attack weapon. Target item is thrown 1D6 squares away in a random (or GM determined) direction if melee grappling roll (weapon melee skill roll + grappling modifiers) > target wielder [grappling defense] value (not roll) + 1D6. If 1D6 = 1, increment damaged item level 1 to all your used weapons.
  • Cost: 2 SP
  • Targets: 1 reachable held item
  • Time: full
  • Tags:
    • Combat
    • Grappling
    • Melee
    • Physical

  • Enhances: pummel shield
  • Tier: 2
  • Effect: Increment damaged item level 1D6/2 to target equipped shield(s).
  • Cost: 2 SP
  • Tags:
    • Combat
    • Melee
    • Physical

  • Enhances: ravager attack
  • Tier: 2
  • Effect: +1 damage.
  • Cost: 2 SP
  • Tags:
    • Combat
    • Melee
    • Physical

  • Enhances: melee attack
  • Tier: 3
  • Effect: Increment damaged item level ([melee] skill / 5 + 1) to any armor worn by target(s) on any hit body area(s). Increment damaged item level 1 to all your used weapons.
  • Cost: 3 SP
  • Tags:
    • Combat
    • Melee
    • Physical

Mounted

Eredocian Style

A.K.A.

Hidden Style - Discuss with GM about best ways to justify learning abilities from this style.

Outrider Style

An essential post found in Halser caravans, outriders spend days scouting alone with their steed. Over time their bond becomes their key strength - man and animal acting as one.

A.K.A. Forideweard (Halser), Dusohippuetes (Dythos), Barmit Mori (Osgani)

  • Tier: 1
  • Requirements: driving
  • Effect: Add encouraged mount level 2D6 to targets with ([persuasion] / 2) encouragement.
  • Cost: 1 SP
  • Targets: 1 current vehicle animal
  • Time: secondary

  • Tier: 1
  • Requirements: mounted
  • Effect: Add steady riding level 1 to self.
  • Cost: 1 FP
  • Targets: self
  • Time: secondary
  • Tags:
    • Combat

  • Tier: 1
  • Effect: Target gains 1 loyalty to you if [persuasion] roll > (3 * current loyalty). Add trained mount to target.
  • Cost: 2 FP, 2 SP
  • Targets: 1 vehicle animal
  • Time: 1 day

  • Replaces: encourage mount
  • Tier: 2
  • Targets: up to [driving] vehicle animals
  • Range: 30 squares

Natural Magic

  • Replaces: harvest arcanum
  • Tier: 1
  • Effect: Gain up to ([natural magic] roll / 5, minimum 1) MP. Cause natural magic backlash on object with severity (gained MP + 1D6).
  • Targets: object
  • Time: secondary
  • Range: 10 squares
  • Tags:
    • Magic

  • Tier: 1
  • Effect: Gain up to ([natural magic] roll / 5, minimum 1) MP. Cause natural magic backlash on area with severity (gained MP).
  • Targets: area
  • Time: 1 hour
  • Range: 1000 squares
  • Area Size: 1000 squares
  • Tags:
    • Magic

  • Tier: 1
  • Effect: Detect the presence of magical (i.e. non-natural) abilities, effects, and creatures in target area if [natural magic] roll > GM determined difficulty. Information about the magic should contain vague details.
  • Targets: area
  • Time: secondary
  • Range: 1000 squares
  • Area Size: 10 squares
  • Tags:
    • Magic
    • Stealthy

  • Replaces: harvest arcanum
  • Tier: 1
  • Effect: Gain up to ([natural magic] roll / 5, minimum 1) MP. Cause natural magic backlash on area with severity (gained MP + 2D6).
  • Targets: area
  • Time: secondary
  • Range: 10 squares
  • Area Size: 4 squares
  • Tags:
    • Magic

Asteromancy

Harnessing the power of the thunderbolt, asteromancers can perform spectacular feats of power but must be wary of unleashing a deadly and uncontrollable storm.

A.K.A. Asteromancy (Agothos), Raikouryoku (Touyou), Bliczoubar (Vernick)

  • Replaces: magnetize object
  • Tier: 1
  • Effect: Increment electric charge level ([magic focus] roll / 4, minimum zero) on target. Cause asteromancy magic backlash on object with severity (incremented condition level).
  • Cost: 1 MP
  • Range: 8 squares
  • Tags:
    • Magic

  • Tier: 1
  • Effect: Deal 1D6/2 electric damage. Roll 1D6 - if > 4 then deal electric (focus) damage instead, if < 3 deal electric (stamina) damage instead. Increment electric charge level 1 on target. Cause asteromancy magic backlash on object with severity 2.
  • Cost: 1 MP
  • Targets: 1 reachable object
  • Time: primary
  • Range: [magic focus] + 2
  • Tags:
    • Magic

  • Replaces: magnetize object
  • Tier: 1
  • Effect: Add electric grounding level ([magic focus] roll / 3 + 1) to target. Cause asteromancy magic backlash on object with severity (condition level).
  • Cost: 1 MP
  • Range: 8 squares
  • Tags:
    • Magic

  • Tier: 1
  • Effect: Increment magnetic level ([magic focus] roll / 3 + 1) on target. Cause asteromancy magic backlash on object with severity (incremented condition level).
  • Cost: 1 MP
  • Targets: 1 visible object
  • Time: primary
  • Range: 4 squares
  • Tags:
    • Magic

  • Enhances: magnetize object
  • Tier: 2
  • Effect: May choose to add magnetic grip to targets that have the magnetic condition, linked to that condition. For each target chosen increase backlash severity by 1.
  • Tags:
    • Magic

  • Enhances: magnetize object
  • Tier: 2
  • Effect: May choose to add magnetic shell to targets that have the magnetic condition, linked to that condition. For each target chosen increase backlash severity by 1.
  • Tags:
    • Magic

  • Enhances: magnetize object
  • Tier: 2
  • Effect: Conditions added/incremented effect all bodies up to range ([magic power] / 3 + 1). Increase backlash severity by 1D6.
  • Tags:
    • Magic

  • Enhances: electric shock
  • Tier: 2
  • Effect: Do not roll for damage type. May choose between electric, electric (stamina), or electric (focus) damage. Increase backlash severity by 1.
  • Cost: 1 MP
  • Tags:
    • Magic

  • Replaces: electric shock
  • Tier: 2
  • Requirements: target open to sky
  • Effect: Deal (1D6 + [magic power] / 4) electric damage. Increment electric charge level 2 on target. Cause asteromancy magic backlash on object with severity (damage roll).
  • Cost: (4 - [magic focus] / 4, minimum 1) MP
  • Targets: 1 visible object
  • Time: full
  • Range: 20 squares
  • Tags:
    • Magic

  • Enhances: magic armor
  • Tier: 3
  • Effect: Add lightning armor level ([magic power] / 4 + 1) to created walls or armor. Change backlash type to asteromancy and add 4 severity.
  • Cost: (5 - [magic focus] / 4, minimum 1) MP
  • Tags:
    • Magic

  • Replaces: lightning strike
  • Tier: 3
  • Effect: Deal 1D6 electric damage to closest ([magic focus] / 2) reachable bodies within ([magic power] / 5 + 1) range of target location. Increment electric charge level 2 on all objects within ([magic power] / 4) range of target location. Cause asteromancy magic backlash on object with severity 10.
  • Cost: (10 - [magic focus] / 5, minimum 1) MP
  • Targets: location
  • Time: full
  • Range: 8 squares
  • Tags:
    • Magic

Dynomancy

Manipulating the natural force of force itself, dynomancers excel at a focused and general manipulation of objects.

A.K.A. Dynomancy (Agothos), Nendouryoku (Touyou), Biweganzoubar (Vernick)

  • Enhances: mind punch
  • Tier: 1
  • Effect: All bashing damage may be replaced with bashing (stamina) or bashing (focus) damage instead.
  • Tags:
    • Magic

  • Tier: 1
  • Effect: Apply a small force to the object or one of its visible components if [magic focus] roll > GM determined difficulty. Recommended difficulty starts at 4, and is increased based on complexity and power of force. Force complexity starts as a simple push force, similar to a flick or slap, and can be increased with extra difficulty to include three dimensional rotation, but is applied in a single moment of time. Power starts at a light force similar to what an average person can apply with a single finger, and can be increased with extra difficulty, but never rises to the power that would cause any damage. If the focus roll fails the force may be mis-applied or fizzle.
  • Targets: 1 visible object
  • Time: primary
  • Range: [magic power]
  • Tags:
    • Magic

  • Tier: 1
  • Effect: Add levitated level ([magic focus] roll / 2) to target at a desired height no greater than [magic power]. Cause dynomancy magic backlash on object with severity 1.
  • Cost: 2 MP
  • Targets: 1 reachable object or self
  • Time: primary
  • Range: 1 square
  • Tags:
    • Magic

  • Tier: 1
  • Effect: Deal 1D6 bashing damage (rating [magic power] / 2, minimum zero) to hit body area if [magic focus] accuracy roll > target [ranged defense] value (not roll). Cause dynomancy magic backlash on object with severity 1.
  • Cost: 1 MP
  • Targets: 1 reachable object
  • Time: primary
  • Range: 3 squares
  • Tags:
    • Magic

  • Enhances: mind punch
  • Tier: 1
  • Effect: Add prone condition to any hit target if [magic power] roll > target [strength] roll. Add 2 magic backlash severity.
  • Cost: 2 MP
  • Tags:
    • Magic

  • Tier: 1
  • Effect: Item is ripped from the user'hand if [magic focus] roll > target [strength] roll. If disarmed the item lands at a chosen location up to [magic power] range. Cause dynomancy magic backlash on item with severity 2.
  • Cost: 1 MP
  • Targets: 1 visible held item
  • Time: primary
  • Range: 6 squares
  • Tags:
    • Magic

  • Enhances: mind punch
  • Tier: 1
  • Effect: Push any hit body up to [magic focus] range in a straight line away from the origin of the effect. If movement is blocked the body stops and takes GM determined damage, usually up to the original damage received. Add 2 magic backlash severity.
  • Cost: 2 MP
  • Tags:
    • Magic

  • Tier: 2
  • Effect: Move the target up to ([magic focus] roll / 3) range, may change desired height, but to no greater than [magic power]. Cause dynomancy magic backlash on object with severity 1.
  • Targets: 1 levitated object or levitated self
  • Time: secondary
  • Range: [magic power]
  • Tags:
    • Magic

  • Replaces: mind punch
  • Tier: 2
  • Effect: Deal 2 instances of 1D6 bashing damage to closest ([magic power] / 2 + 1) reachable bodies. Cause dynomancy magic backlash on area with severity 6.
  • Cost: (5 - [magic focus] / 4, minimum 1) MP
  • Targets: angle
  • Range: 5 squares
  • Angle Size: 180°
  • Tags:
    • Magic

  • Tier: 2
  • Effect: Until next turn, anytime you push a body you can instead move the body in any direction you wish up to ([magic focus] / 4) range. Each time you do this costs 1 MP and causes an adds 2 severity to an existing magic backlash, or causes a new magic backlash with severity 2.
  • Cost: 1 FP
  • Time: free
  • Tags:
    • Magic

  • Replaces: mind wave
  • Tier: 3
  • Effect: Deal 4 instances of 1D6 bashing damage to all reachable bodies. Cause dynomancy magic backlash on area with severity 10.
  • Cost: (9 - [magic focus] / 5, minimum 1) MP
  • Time: full
  • Range: [magic power] / 3 + 1
  • Angle Size: 360°
  • Tags:
    • Magic

  • Tier: 3
  • Effect: Until next turn, [magic] abilities cost an extra 25% and cause an additional 2 magic backlash severity, and effects originate from a visible location of your choosing within (2 * [magic power]) range.
  • Time: minor
  • Tags:
    • Magic

Hulomancy

Hulomancers delve deep into the secrets of the nature of shape and substance.

A.K.A. Hulomancy (Agothos), Busshitsuryoku (Touyou), Dickizoubar (Vernick)

  • Tier: 1
  • Effect: Add translucent surface up to level ([magic focus] roll) to target with condition origin set to where you touch the object.
  • Cost: 2 MP
  • Targets: 1 reachable object
  • Time: full
  • Range: 1 square
  • Tags:
    • Magic

  • Tier: 1
  • Effect: Add de-solidified up to level ([magic focus] roll / 10, minimum 1) to target. Cause hulomancy magic backlash on object with severity equal to condition level.
  • Cost: 3 MP
  • Targets: 1 object
  • Time: primary
  • Range: 2 squares
  • Tags:
    • Magic

  • Tier: 1
  • Effect: Add magic armor up to level ([magic focus] roll / 2, minimum 1). Cause hulomancy magic backlash on self with severity equal to (condition level / 2, minimum 1).
  • Cost: 2 MP
  • Targets: self
  • Time: free
  • Tags:
    • Magic

  • Replaces: magic armor
  • Tier: 1
  • Effect: Choose an unoccupied 180° angle in the location - form a solid translucent wall 1 range high and 1 range wide that blocks the location from that direction in both ways. The wall has the magical creation aspect, has up to ([magic focus] roll / 3, minimum 1) vitality, can support a weight of 1 ton per vitality, and is destroyed if a heavier object remains on it longer than one round. The wall lasts up to 24 hours if not otherwise destroyed. Cause hulomancy magic backlash on location with severity equal to (vitality / 2, minimum 1).
  • Cost: 2 MP
  • Targets: 1 location
  • Time: primary
  • Range: 2 * [magic power]
  • Tags:
    • Magic

  • Tier: 1
  • Effect: Gain knowledge of the layout of all locations within range that are not completely solid (such as structures or terrain) and are connected to your current location through at least some amount of empty space. Areas with solid seals between them that are water/air-tight do not generally count as connected. This knowledge is sufficient for the create map ability for the layout of the spaces and thresholds like unsealed doors, but not the contents of the spaces. Cause hulomancy magic backlash on self with severity 1.
  • Cost: 1 MP
  • Targets: self
  • Time: full
  • Range: 50 * [magic focus]
  • Tags:
    • Magic
    • Stealthy

  • Replaces: magic armor
  • Tier: 2
  • Targets: 1 object
  • Range: 8 squares
  • Tags:
    • Magic

  • Tier: 2
  • Effect: Form a structure or part of a structure of your imagination out of inanimate or plant materials that fits within target area. Multiple materials can be used and terrain within the target area can be modified or removed as desired. The target area may extend vertically up to [magic power] distance. The structure may be as simple or complicated as desired, but if mechanisms or other complex components are desired a [magic focus] skill check against a GM determined difficulty should be made. The recommended difficulty is based on the complexity of the most complex mechanism, with an average complexity mechanism having a difficulty of 12. If the skill check fails the ability must either be extended for another day, allowing for another skill check, or the ability is ended without the structure being shaped. Mechanisms can be physical or magical in nature, though the GM may require additional MP cost for complex or powerful magical effects. The structure can include portable items such as furniture, of a quality you desire, up to a maximum of 8. The GM may impose additional MP cost for excessive item creation. The structure forms at the end of the ability, and any creatures that remain in the target area may be crushed, trapped, or fall. After completion the formation is affected normally by gravity and material strength. Cause hulomancy magic backlash on target area with severity of (2 * total MP cost).
  • Cost: 6 MP, 1 MP per doubling of area size, additional MP
  • Targets: area
  • Time: 1 day
  • Range: [magic power]
  • Area Size: 4 squares
  • Tags:
    • Magic

  • Enhances: magic wall
  • Tier: 2
  • Effect: Each wall section may either have the difficult terrain condition, or may negate the effect of an existing difficult terrain condition if the surface of the wall is parallel to the difficult terrain, for example when the wall is used as a floor. Add 2 severity to the magic backlash.
  • Cost: (7 - [magic focus] / 3, minimum 2) MP
  • Tags:
    • Magic

  • Enhances: magic armor
  • Tier: 3
  • Effect: Magic walls and armor created have ([magic power] roll / 10, minimum 1) deflection, and may have up to one [elemental aura] condition applied with condition level equal to current magic armor condition level. Add 1 severity to the magic backlash.
  • Cost: (5 - [magic focus] / 4, minimum 1) MP
  • Tags:
    • Magic

  • Enhances: magic wall
  • Tier: 3
  • Effect: Extend the wall 1 range in any unoccupied direction up to (2 * [magic power] roll) times to form a contiguous section or a right angle. These sections inherit all properties of the initial wall. Add 1 severity to the magic backlash for each 2 additional sections formed, minimum 1 extra severity.
  • Cost: 1 MP per 3 extra sections, minimum 1 MP
  • Tags:
    • Magic

Thelgomancy

Thelgomancers infuse magical energy into natural objects, creating artifacts beyond what a master craftsman can produce.

A.K.A. Thelgomancy (Agothos), Tetsuseiryoku (Touyou), Swertzoubar (Vernick)

  • Effect: Disable zero or more enchantment effects on artifact, removing enchantment MP reservations. Activate zero or more enchantment effects available on artifact, reserving artifact MP up to maximum MP.
  • Cost: 1 MP
  • Targets: 1 reachable artifact
  • Time: 10 minutes
  • Tags:
    • Magic

  • Tier: 1
  • Effect: Remove one enchantment effect from target artifact if ([magic focus] + time bonus) roll > (3 * enchantment effect reserved MP). Details of the enchantment effect must be known to be removed. Each additional hour spent adds a cumulative +2 as a time bonus.
  • Cost: (removed enchantment effect reserved MP / 2, minimum 1) MP
  • Targets: 1 reachable artifact
  • Time: varies, minimum 2 hours
  • Tags:
    • Magic

  • Tier: 1
  • Effect: Increase target item maximum MP by 1 if [magic power] roll > target current maximum MP. Cause thelgomancy magic backlash on item with severity (target new maximum MP / 3, minimum 1).
  • Cost: (3 - ([magic focus] / 4), minimum 1) MP
  • Targets: 1 reachable item
  • Time: 4 hours
  • Tags:
    • Magic
    • Non-enchantable

  • Tier: 1
  • Effect: Choose an enchantable [magic] ability and enchantment condition to enchant target with. Enchant item with chosen ability and condition if [magic focus] roll > 2 * chosen ability MP cost and item has sufficient free maximum MP to reserve. Enchantment effect begins active. Cause thelgomancy magic backlash on artifact with severity (chosen ability MP cost / 2, minimum 1).
  • Cost: (3 - ([magic power] / 4), minimum 1) MP
  • Targets: 1 reachable artifact
  • Time: 4 hours
  • Tags:
    • Magic
    • Non-enchantable

  • Enhances: enchant artifact
  • Tier: 1
  • Effect: Set difficulty to discover details of enchantment to [magic focus] roll. Difficulty does not apply to abilities determining basic information such as if the item is magical or how much MP is reserved by the enchantment, but the difficulty must be beat to determine the details of the enchantment such as the condition and effect. Add 1 severity to the magic backlash.
  • Cost: 1 MP
  • Tags:
    • Magic

  • Tier: 2
  • Effect: Choose a magic backlash being created by an ability before it resolves, and a reachable artifact. Decrease the severity of the chosen backlash by up to (artifact maximum MP). If the severity is reduced to zero or below, the backlash is canceled. If the reduced severity is equal to artifact maximum MP, increment damaged item level 1 on artifact and increase artifact maximum MP by 1.
  • Cost: (reduced severity) MP
  • Targets: 1 ability causing magic backlash
  • Time: free
  • Range: 10 squares
  • Tags:
    • Magic

  • Tier: 2
  • Effect: Bind target to a reachable item if [magic focus] roll > target [willpower] roll or target is willing, Add possessed item condition level up to (2 * [magic power]) to item if successful. If you take damage of any kind the ability is interrupted and must be restarted. If target is a [natural] creature the creature dies, leaving their body behind and binding the spirit only. Cause thelgomancy magic backlash on item with severity (target maximum MP, minimum 1).
  • Cost: (target maximum MP, minimum 4) MP
  • Targets: 1 visible creature
  • Time: 5 full
  • Range: [magic power]
  • Tags:
    • Magic

  • Tier: 2
  • Effect: Disable up to one enchantment effects on target, removing enchantment MP reservations. Decrease target maximum MP by 1 if target has at least 1 un-reserved MP available. Gain up to (2 + [magic focus] / 5) MP.
  • Cost: 1 FP
  • Targets: 1 reachable artifact
  • Time: full
  • Tags:
    • Magic

  • Replaces: unleash artifact
  • Tier: 3
  • Effect: Perform unleash artifact with +1D6 gained MP. Gained MP may temporarily go over you maximum MP, but MP over maximum MP is lost after all current unresolved actions are resolved.
  • Cost: 2 SP
  • Time: free
  • Tags:
    • Magic

  • Replaces: write
  • Effect: Draw a map of a desired area if [cartography] roll > GM determined difficulty. Difficulty is based on amount of detail, extent of area, and level of knowledge of the area compared to the desired detail level. Intentional inaccuracies may be added and do not increase difficulty. A crude map of landmarks usually takes 1 minute; detailed nautical maps might take hours or days to make. Failure may indicate the map is illegible, may be incorrect and provide extra difficulty to [pathfinding] rolls, could not be completed for some reason, or the writing medium is damaged in some way.
  • Tags:
    • Survival
    • Trade

  • Effect: Attempt to find a route to a desired destination, either within sight or overland, if [pathfinding] roll > GM determined difficulty. Difficulty is based on knowledge of the area, quality of maps available, length of path, and the level of concealment on valid paths. High quality maps reduce the difficulty, while low quality or incorrect maps may increase the difficulty. Failure may indicate a dangerous path is taken, the user becomes lost, or a navigable path simply doesn't exist.
  • Targets: self
  • Time: 1 minute
  • Tags:
    • Survival

  • Effect: Determine your current locations and cardinal directions if [pathfinding] roll > GM determined difficulty. Difficulty is based on knowledge of the area, quality of maps available, and number of landmarks available. High quality maps reduce the difficulty, while low quality or incorrect maps may increase the difficulty. Failure may indicate the user is unable to determine the current location and is lost, or determines an incorrect location, potentially causing automatic failures to future navigation.
  • Targets: self
  • Time: 1 minute
  • Tags:
    • Survival

Orthophysi

  • Enhances: any [magic] ability
  • Tier: 1
  • Effect: For any magic backlash caused by this ability, the backlash is determined normally but does not take effect for a GM determined time, usually at least 24 hours.
  • Cost: 1 FP
  • Tags:
    • Magic

  • Enhances: any [magic] ability
  • Tier: 1
  • Effect: For any magic backlash caused by this ability, choose between (severity / 6 + 2) choices for a backlash effect determined by the normal backlash determination method or otherwise presented by the GM.
  • Cost: 1 FP
  • Tags:
    • Magic

Diamancy

Diamagi (or, anti-magi) seek to prevent magical arts through the application of their own magical energy, ideally in an equal amount in the opposite 'direction'. Criminal magi, reformed or otherwise, are sometimes forced into diamagi service as a way to settle their debts to society while making use of their prior talents. For this reason, while most orthophysi are friendly towards diamagus, they are not always able to fully trust them.

A.K.A. Diamancy (Agothos), Hexsturensuchen (Vernick), Gaendri (Halser)

  • Tier: 1
  • Effect: Nullify target ability effect (including magic backlashes) if [magic focus] roll > target user [magic focus] roll, higher initiative winning ties. If this ability is targeted by a counter spell, or if multiple magi are involved in a counter spell chain, roll only once for all counter spell abilities. The winner (higher initiative wins ties) may choose one magi (likely themselves) whose abilities' effects occur, with all other magi's counter spell effects being ignored.
  • Cost: target ability MP cost, minimum 1 MP
  • Targets: [magic] ability
  • Time: free
  • Range: 8 squares
  • Tags:
    • Magic

  • Tier: 1
  • Effect: Reduce target tear strength by up to ([magic focus] / 2). Gain up to (reduced tear strength / 2) MP.
  • Cost: 1 FP
  • Targets: worldtear location
  • Time: 3 full
  • Range: 6 squares
  • Tags:
    • Magic

  • Tier: 1
  • Effect: Learn the current and maximum MP, [magic power] and [magic focus] skill values, and the name and circumstances of the last (your [magic power]) [magic] abilities target used if [magic focus] roll > target [magic focus] roll.
  • Cost: 1 MP
  • Targets: 1 creature
  • Time: primary
  • Range: 12 squares
  • Tags:
    • Magic

  • Tier: 1
  • Effect: Choose suspected magical ability that affected or was used from target area. Learn details about the ability and its user if [magic focus] roll > ability inspection difficulty or GM determined difficulty. GM determines details learned based on magnitude of success, and might include ability name, cost, effects, details or visions of the situation when the ability was used, or the partial or full identity of the ability's user or targets.
  • Cost: 3 MP
  • Targets: area
  • Time: 1 minute
  • Range: 3 squares
  • Area Size: 1 squares
  • Tags:
    • Magic

  • Tier: 2
  • Effect: Spend FP to lower a magic backlash severity (2 FP for each 1 severity), to a minimum of 1 severity.
  • Cost: varies
  • Targets: [magic] ability
  • Time: free
  • Tags:
    • Magic

  • Replaces: counter spell
  • Tier: 2
  • Cost: 2 FP; half target ability MP cost, round down, minimum 1 MP
  • Tags:
    • Magic

  • Tier: 2
  • Effect: Remove one [magic] condition from target if target is willing or [magic focus] roll > target (or target wielder's) [magic focus] roll. See conditions rules for condition removal.
  • Cost: 4 MP
  • Targets: 1 visible object
  • Time: full
  • Range: 12 squares
  • Tags:
    • Magic

  • Enhances: counter spell
  • Tier: 3
  • Effect: Instead of complete nullification you may also choose to nullify or re-target one individual component of the target ability effect. If re-targeting the new target must meet all original requirements for the ability target.
  • Cost: 3 FP, 2 MP
  • Tags:
    • Magic

Kamf Agovander

A martial art developed by the nephilim and rarely seen outside their hidden kingdoms, practitioners are able to bring incredible self-control to their physical attacks, purging magical energies from the natural world.

Hidden Style - Discuss with GM about best ways to justify learning abilities from this style.

  • Replaces: melee attack
  • Tier: 1
  • Effect: Choose an available weapon or unarmed. Deal 1D6/2 nature (magic) damage if weapon melee/unarmed accuracy roll > target [melee defense] value (not roll). Any damage taken by target beyond 0 MP degrades to nature (focus) damage.
  • Tags:
    • Magic
    • Melee
    • Physical

  • Tier: 1
  • Effect: Reduce toal magic backlash severity of ability by up to ([combat] roll / 2) and deal damage back to the ability user. Deal either (severity reduced) nature damage or (severity reduced / 2) magic damage.
  • Cost: 2 SP
  • Targets: [magic] ability
  • Time: free
  • Range: 1 square
  • Tags:
    • Magic
    • Melee
    • Physical

  • Tier: 1
  • Requirements: target of [magic] ability
  • Effect: Nullify ability effects on self if [dodge] roll > ability user [magic focus] roll, higher initiative winning ties.
  • Cost: 1 FP
  • Targets: self
  • Time: free
  • Tags:
    • Dodge
    • Stealthy

  • Enhances: agovander ute grun
  • Tier: 2
  • Effect: +2 nature (magic) damage. If attack hits add soul fatigue level (total damage / 2) to target.
  • Cost: 2 FP
  • Tags:
    • Magic
    • Melee
    • Physical

  • Enhances: agovander ute grun
  • Tier: 2
  • Effect: Gain (MP damage dealt - 1, minimum zero) MP.
  • Cost: 2 SP
  • Tags:
    • Magic
    • Melee
    • Physical

  • Replaces: agovander ute grun
  • Tier: 3
  • Effect: Choose an available weapon or unarmed. Add geistwunt to target if weapon melee/unarmed accuracy roll > target [melee defense] value (not roll).
  • Cost: 4 FP
  • Tags:
    • Magic
    • Melee
    • Physical

Magiology

Through insightful study of magi and their casting rituals, magiologist are able to nullify the magical arts with natural objects and the fundamental energies of creation. Stricter magiological schools consider the practice of using magical energy in any way as counterproductive at best, and self-corrupting and dangerous at worst.

A.K.A. Magiology (Agothos), Tollamnevander (anthegals), Dreoge (Halser)

  • Requirements: originative, seal of creation or seal of order learned, target location has [seal] field condition
  • Effect: Increment condition level of [seal] field conditions in target location by 2D6, up to a maximum of (2 * [knowledge]). Match [seal] condition levels to all connected locations to match target location.
  • Cost: 1 maximum MP from reachable artifact
  • Targets: location
  • Tags:
    • Magic

  • Tier: 1
  • Requirements: originative
  • Effect: Destroy one or more reachable items to reduce magic backlash severity, to a minimum of zero. If the severity is reduced to zero or below, the backlash is canceled. Each [fundament] item destroyed reduces severity by 2. Each [transcendent] item destroyed reduces severity by 4. Any other item destroyed reduces severity by 1. A maximum of ([knowledge] / 5 + 1) items can be destroyed. May decrease 1 maximum MP from reachable artifact to double total severity reduction. Add [magic] tag to ability if MP is used.
  • Cost: varies
  • Targets: [magic] ability
  • Time: free

  • Tier: 1
  • Effect: Detect the prescense of magical (i.e. non-natural) abilities, effects, and creatures in target area if [knowledge] roll > GM determined difficulty. Information about the magic should contain vague details. The difficulty is immune to effects from other [magic] abilities (e.g. veil, etc.).
  • Cost: 1 equipped [fundament] item
  • Targets: area
  • Time: full
  • Range: 1000 squares
  • Area Size: (4 * [fundament] item quality) squares

  • Tier: 1
  • Requirements: originative
  • Effect: Add seal of creation level ([knowledge] roll / 3) to target area as a field condition. May decrease 1 maximum MP from reachable artifact to either double area size or condition level. Add [magic] tag to ability if MP is used.
  • Cost: 1 equipped [fundament] item
  • Targets: area
  • Time: 2 full
  • Range: 1 square
  • Area Size: (2 * [fundament] item quality) squares

  • Tier: 1
  • Requirements: originative
  • Effect: Permanently reduce the quality of one or more usable [fundament] items, by up to ([knowledge] roll) total points across all items. Items reduced to 0 quality disintegrate into dust. Reduce target tear strength by (total quality reduction). May choose a usable item to empower, increasing the maximum MP of a usable item by (total quality reduction / 12), or by (total quality reduction / 6) if the item is [transcendent].
  • Targets: worldtear location
  • Time: 3 hours
  • Range: 1 square

  • Enhances: detect magic
  • Tier: 2
  • Requirements: originative
  • Effect: May perform follow-up investigations to find specific details about a successfully detected magic effect in the target area. Each investigation extends the ability by 1 hour and requires either destroying a usable [transcendent] item or decreasing 1 maximum MP from a usable artifact. Each investigation reveals 1 detail of your choice. Add [magic] tag to ability if MP is used.

  • Replaces: calculated sacrifice
  • Tier: 2
  • Requirements: originative
  • Effect: Destroy one or more reachable [fundament] items to nullify target ability effect (including magic backlashes). Total item quality must be > (3 * target ability MP cost). [transcendent] items may be destroyed and contribute double their item quality to the total, but at least one [fundament] item must be destroyed. May decrease 1 maximum MP from reachable artifact to double all effective item quality for the purposes of this ability. Add [magic] tag to ability if MP is used.

  • Replaces: nullify magic
  • Tier: 3
  • Requirements: originative
  • Effect: Add seal of order level ([knowledge] roll / 3) to target area as a field condition. May decrease 1 maximum MP from reachable artifact to either double area size or condition level. Add [magic] tag to ability if MP is used.
  • Cost: 1 equipped [fundament] item
  • Targets: area
  • Time: 3 full
  • Range: 1 square
  • Area Size: ([fundament] item quality) squares

Personal Magic

  • Tier: 1
  • Effect: Learn the internal components and general inner workings, up to [personal magic] range away, of the object or structure. Learned components count as visible, but not reachable, until the object undergoes a non-trivial internal change. For creature targets this includes all character statistics if [personal magic] roll > target [personal magic] roll.
  • Targets: 1 reachable object
  • Time: full
  • Range: 1 square
  • Tags:
    • Magic
    • Stealthy

  • Replaces: Kinesthetics
  • Tier: 1
  • Time: secondary
  • Range: 10 squares
  • Tags:
    • Magic
    • Stealthy

  • Tier: 1
  • Effect: Determine creature's current focus, stamina, magic, and vitality for all body areas if [personal magic] roll > target [personal magic] roll.
  • Targets: 1 visible creature
  • Time: secondary
  • Range: 10 squares
  • Tags:
    • Magic
    • Stealthy

  • Tier: 1
  • Effect: Gain up to ([personal magic] roll / 10, minimum 1) MP. Cause personal magic backlash on self with severity (gained MP / 2, minimum 1).
  • Targets: self
  • Time: secondary
  • Tags:
    • Magic
    • Stealthy

  • Replaces: supernatural effort
  • Tier: 2
  • Effect: Gain up to ([personal magic] roll / 5, minimum 1) MP. Cause personal magic backlash on self with severity (gained MP + 1D6 / 2).
  • Time: full
  • Tags:
    • Stealthy

Beltiomancy

Manipulating the esoteric influences of the body, mind, and soul, beltiomancers climb the mountain of transcendence and control the fate of those around them.

A.K.A. Beltiomancy (Agothos), Kinouryoku (Touyou), Shen-Hu (Xia)

  • Tier: 1
  • Effect: Add a single available condition with level 1 to all targets. Available conditions include inner burst and inner vex. Cause beltiomancy backlash with severity 1.
  • Cost: 2 MP
  • Targets: self
  • Time: minor
  • Tags:
    • Magic
    • Stealthy

  • Replaces: destiny loop
  • Tier: 1
  • Effect: Add a single available condition with level ([magic focus] roll) to all targets. Available conditions include inner burst, inner drive, inner vex, and inner burden. Cause beltiomancy backlash with severity 3.
  • Cost: (3 - [magic focus] / 4, minimum 1) MP
  • Time: primary
  • Tags:
    • Magic

  • Enhances: destiny loop
  • Tier: 1
  • Effect: May change ability time to a full action to change ability targets to a single creature within ([magic power] / 2) range.
  • Cost: 1 MP
  • Tags:
    • Magic

  • Enhances: destiny loop
  • Tier: 2
  • Effect: May change ability time to a 2 full action to change ability targets to up to [magic focus] chosen creature(s) within [magic power] range. For each target increase backlash severity by 1.
  • Cost: 2 MP per target
  • Tags:
    • Magic

  • Enhances: destiny loop
  • Tier: 2
  • Effect: Condition(s) may be chosen individually per target. For each target increase backlash severity by 1.
  • Tags:
    • Magic

  • Enhances: destiny loop
  • Tier: 3
  • Effect: May add up to ([magic power] / 4) additional available conditions on each target at the same condition level. For each additional condition added on any target increase backlash severity by 1.
  • Tags:
    • Magic
    • Stealthy

Pole Arm

Pikeman Style

Often seen in large squares that can independently fight or protect ranged units, pikeman styles favor the use of hooked pole arms to trip up opponents.

A.K.A. Murtaziqfan (Umerail), Mautspis Fiora (Vernick), Eebo'Ort (Aeseria)

  • Tier: 1
  • Requirements: pole arm skill weapon equipped in two hands
  • Effect: Add prone condition to target if melee grappling roll (weapon melee skill roll + grappling modifiers) > target wielder [grappling defense] value (not roll)..
  • Cost: 2 SP
  • Targets: 1 reachable object
  • Time: primary
  • Range: weapon melee attack range
  • Tags:
    • Combat
    • Grappling
    • Melee
    • Physical

  • Enhances: melee attack
  • Tier: 2
  • Requirements: [hafted] skill tag weapon equipped in two hands
  • Effect: May target objects that are not normally reachable as long as they are within (weapon range + 1) and not covered from attacks from above. Pole arm skill weapons: +(weapon weight) damage rating for bashing damage type, +(weapon weight / 2) damage rating for other damage types. Only body areas of the upper half of the creature are available to be hit or targeted - for humanoid creatures this means the head, neck, chest, arms, and hands. Add weapons committed to self.
  • Cost: 2 SP
  • Tags:
    • Combat
    • Melee
    • Physical

  • Replaces: disarm grappled item
  • Tier: 3
  • Requirements: grappled pole arm skill weapon equipped in two hands
  • Effect: Increment damaged item level (1D6 + bashing damage modifier - 3) to target if melee grappling roll (weapon melee skill roll + grappling modifiers) > target wielder [grappling defense] value (not roll). Remove grappled item from target.
  • Cost: 3 SP
  • Targets: 1 grappled weapon
  • Tags:
    • Combat
    • Grappling
    • Melee
    • Physical

Pilgrim Style

Useful for those wishing to appear otherwise harmless and unarmed, pilgrim styles allow martial use of the humble walking staff.

A.K.A. Staefaraning (Halser), Ranyar Tharkun (Sildar), Yazhu'xo (Zulithan)

  • Enhances: melee attack
  • Tier: 1
  • Effect: May move 1 square away from the target after attack with movement immune to [interrupt] abilities.
  • Cost: 1 SP
  • Tags:
    • Combat
    • Melee
    • Movement
    • Physical

  • Replaces: melee attack
  • Tier: 1
  • Requirements: single weapon equipped in two hands with effective melee range > 1
  • Effect: Perform melee attack with weapon to all reachable bodies within range 1 with single accuracy roll. Defenders may not use [parry] abilities for defense. Add prone condition to each hit target instead of dealing damage.
  • Cost: 2 SP
  • Targets: angle
  • Angle Size: 360°
  • Tags:
    • Combat
    • Melee
    • Physical

  • Replaces: melee attack
  • Tier: 2
  • Requirements: [hafted] skill tag melee attack weapon equipped
  • Effect: Choose an available [hafted] skill tag weapon. Perform melee attack with weapon to all reachable bodies with single accuracy roll. -1 damage modifier for each target past one.
  • Cost: 3 SP
  • Targets: angle
  • Angle Size: 180°
  • Tags:
    • Combat
    • Melee
    • Physical

  • Enhances: melee attack
  • Tier: 3
  • Effect: +1 [hafted] skill tag weapon range. -2 damage rating and -2 damage modifier.
  • Cost: 1 SP
  • Tags:
    • Combat
    • Melee
    • Physical

Ranged

  • Enhances: ranged attack
  • Tier: 1
  • Effect: May spend critical damage points gained from dealing ranged or thrown piercing damage to 1) increase the damage rating by 1 while lowering the damage points by 2 (this does not recalculate the number of critical damage points gained) or 2) apply an unknown [piercing] wound that is immediately revealed with a -4 reveal modifier.
  • Tags:
    • Combat
    • Physical
    • Ranged

Lineman Style

A traditional style suitable for most any ranged weapon, linemen use massed attacks at a safe distance and attempt to stay out the chaos of the melee.

A.K.A. Aphetoris (Agothos), Kyuudou (Touyou), Nasqasti (Qhashdea)

  • Tier: 1
  • Effect: Replace ammunition in target weapon with item in compatible reachable container.
  • Targets: 1 equipped loaded weapon
  • Time: secondary
  • Range: 1 square
  • Tags:
    • Stealthy

  • Enhances: ranged attack
  • Tier: 1
  • Effect: For random body area rolls, roll twice, and take the result closer to the chest body area (or largest body area for non-humanoids).
  • Cost: 2 FP
  • Tags:
    • Combat
    • Physical
    • Ranged
    • Stealthy

  • Tier: 1
  • Effect: Increment focused aim level 1 to self, linked to target. If a previous focused aim condition exists, replace it if previous condition is linked to a different target, otherwise increment condition level by 1 (up to condition maximum) and reset condition duration.
  • Targets: 1 visible object
  • Time: secondary
  • Tags:
    • Combat
    • Physical
    • Ranged
    • Stealthy

  • Tier: 1
  • Effect: Add holding ground level ([ranged] skill / 5 + 1).
  • Targets: self
  • Time: minor
  • Tags:
    • Combat
    • Physical
    • Ranged
    • Stealthy

  • Tier: 1
  • Effect: Swap locations with target.
  • Targets: 1 willing reachable non-self creature or object
  • Time: secondary
  • Range: 1 square
  • Tags:
    • Combat
    • Movement
    • Physical

  • Enhances: ranged attack
  • Tier: 2
  • Effect: Increase ability range by 50%; -1D6 accuracy.
  • Cost: 2 FP
  • Tags:
    • Combat
    • Physical
    • Ranged
    • Stealthy

  • Tier: 3
  • Effect: Perform ranged attack with -2 accuracy and +1 piercing damage rating. Add laceration wound to hit body area(s) that don't already have a [bleeding] condition.
  • Cost: 1 SP, 3 FP
  • Time: full
  • Tags:
    • Combat
    • Physical
    • Ranged

Skirmisher Style

A broad fighting style that is further specialized, skirmishers focus on making quick attacks using ranged or thrown weapons, then retreating to the safety of more heavily armored allies. Commonly used by young or inexperienced soldiers, even in the most professional military.

A.K.A. Velites-Bellartem (Malia), Hapsimakhias (Agothos), Tiral'Ura (Pyrkagia)

  • Enhances: move
  • Tier: 1
  • Effect: -1 movement cost to enter locations (minimum 1).
  • Cost: 1 SP
  • Tags:
    • Combat
    • Movement
    • Physical
    • Stealthy

  • Enhances: ranged attack
  • Tier: 1
  • Effect: Can use an adjacent square as the origin of attacks for the purposes of line of sight and reachability.
  • Cost: 1 SP
  • Tags:
    • Combat
    • Physical
    • Ranged

  • Enhances: move
  • Tier: 1
  • Effect: May make [ranged] actions at any point during movement, spending actions normally.
  • Cost: 1 SP, 1 FP
  • Tags:
    • Combat
    • Physical
    • Ranged

  • Tier: 1
  • Effect: Perform ranged attack with -1D6 skill rolls and -2 damage.
  • Cost: 1 FP
  • Time: minor
  • Tags:
    • Combat
    • Physical
    • Ranged

  • Enhances: stealth ranged attack
  • Tier: 2
  • Effect: +1 damage; Add 1 extra critical damage point if attack hits.
  • Cost: 2 FP
  • Tags:
    • Combat
    • Physical
    • Stealthy

  • Enhances: move
  • Tier: 2
  • Effect: Immune to [interrupt] abilities during this movement.
  • Cost: 2 SP, 2 FP
  • Tags:
    • Combat
    • Movement
    • Physical
    • Stealthy

  • Replaces: sprint
  • Tier: 3
  • Cost: 2 SP, 2 FP, add 1 fatigue wound
  • Time: secondary
  • Tags:
    • Movement

Reflex

  • Tier: 1
  • Requirements: target of [interrupt] ability
  • Effect: May continue unfinished movement after defending against interrupting attacks.
  • Cost: (3 - (reflex / 5), minimum 1) SP
  • Targets: ability
  • Time: free
  • Tags:
    • Combat
    • Physical

  • Replaces: dodge
  • Tier: 1
  • Cost: 1 SP
  • Tags:
    • Combat
    • Dodge
    • Stealthy

  • Tier: 1
  • Requirements: target of ability
  • Effect: Perform a minor action after target ability resolves if relfex roll > target abilty user [initiative] roll.
  • Cost: 1 SP
  • Targets: ability
  • Time: free
  • Tags:
    • Combat
    • Physical

  • Tier: 1
  • Requirements: target of [interrupt] ability
  • Effect: May use reflex roll in place of a skill roll made during resolving the ability.
  • Cost: 2 SP
  • Targets: ability
  • Time: free
  • Tags:
    • Combat
    • Physical

  • Replaces: juke
  • Tier: 2
  • Cost: 1 SP
  • Tags:
    • Combat
    • Dodge
    • Stealthy

  • Replaces: muscle memory
  • Tier: 2
  • Effect: Perform a minor action after target ability is declared but before the target ability resolves. If reflex roll > target abilty user [initiative] roll the target ability cannot be changed and resolves, otherwise the target ability user may declare a new abilty instead after your action resolves.
  • Cost: 2 SP, 1 FP
  • Tags:
    • Combat
    • Physical

  • Replaces: quick reflexes
  • Tier: 3
  • Effect: Perform a secondary action after target ability is declared but before the target ability resolves. If reflex roll > target abilty user [initiative] roll the target ability cannot be changed and resolvese, otherwise the target ability user may declare a new abilty instead after your action resolves.
  • Cost: 4 SP, 2 FP
  • Tags:
    • Combat
    • Physical

Scribe

  • Effect: Read text on object if [reading] roll > GM determined difficulty. Difficulty is based on complexity of text and compatibility with known languages and script. Reading short, simple text is usually a free action.
  • Targets: 1 visible object
  • Time: varies
  • Tags:
    • Literacy
    • Stealthy
    • Trade

  • Effect: Gain 1 fluency rating in a language if (2D6 + ([knowledge] / 5)) > (8 + (current fluency rating / 2)). The target must have at least 1 more fluency rating in the language than you and must spend the ability time primarily teaching the language. +2 difficulty if you do not share a common language of at least fluency rating 4. Add cooldown for this ability for 2 days.
  • Targets: 1 willing communicable non-self creature
  • Time: 1 day
  • Range: 10 squares
  • Tags:
    • Trade

  • Effect: Gain literacy in a script if (2D6 + [knowledge] / 5)) > (12 + difficulty modifiers). The target must be literate in the script and must spend the ability time primarily teaching the script. -4 difficulty if you have at least 4 fluency rating in a language that commonly uses the script.
  • Targets: 1 willing communicable non-self creature
  • Time: 1 day
  • Range: 10 squares
  • Tags:
    • Literacy

  • Requirements: surfance-appropriate and medium-appropriate [writing] tools usable
  • Effect: Write desired text in desired script on target if [writing] roll > GM determined difficulty. Difficulty is based on complexity of text and compatibility with known languages and script. Writing short, simple text is usually a secondary action. Failure may indicate the text is illegible, could not be completed for some reason, or the writing medium is damaged in some way.
  • Cost: surface-appropriate [writing medium] item if necessary
  • Targets: 1 reachable object
  • Time: varies
  • Tags:
    • Literacy
    • Trade

Shapeshifter Powers

  • Enhances: impersonate
  • Requirements: doppleganger
  • Effect: Remove cost of [cosmetic supplies]. Reduce time to full action. +8 to plausibility modifier if you have met the individual in person; +4 to if you have reference images or sketches from multiple angles; +2 otherwise.

  • Replaces: silent movement
  • Effect: Add [stealthy] tag to move ability. Roll (sneak skill - 1D6) twice and choose a result to reset condition detection defense.
  • Tags:
    • Movement
    • Stealthy

  • Requirements: animal forms
  • Effect: Remove [animal form] conditions.
  • Targets: self
  • Time: full
  • Tags:
    • Animal Form
    • Stealthy

  • Requirements: quick shift
  • Effect: Perform known [animal form] ability.
  • Cost: 1 SP
  • Targets: self
  • Time: minor
  • Tags:
    • Stealthy

  • Tier: 1
  • Requirements: animal forms
  • Effect: Add bear form.
  • Targets: self
  • Time: full
  • Tags:
    • Animal Form
    • Stealthy

  • Tier: 1
  • Requirements: animal forms
  • Effect: Add bird form.
  • Targets: self
  • Time: full
  • Tags:
    • Animal Form
    • Stealthy

  • Tier: 1
  • Requirements: animal forms
  • Effect: Add owl form.
  • Targets: self
  • Time: full
  • Tags:
    • Animal Form
    • Stealthy

  • Tier: 1
  • Requirements: animal forms
  • Effect: Add tiger form.
  • Targets: self
  • Time: full
  • Tags:
    • Animal Form
    • Stealthy

Shield

Gladiator Style

Gladiator shield styles focus on mixed offensive and defensive use of the shield, seeking to integrate it into a holistic and flexible fighting art. They generally favor nimble bucklers and other lighter shield patterns.

A.K.A. Modela-Pugulus (Malia), Janas'Ort (Aeseria), Hufsariefan (Umerail)

  • Replaces: melee attack
  • Tier: 1
  • Requirements: [shield] equipped
  • Effect: Deal 1D6 bashing damage if shield accuracy roll (shield roll + shield accuracy modifier) > target [melee defense] value (not roll). Use shield skill value (maximum shield rating) for damage rating.
  • Cost: 1 SP
  • Range: 1 square
  • Tags:
    • Combat
    • Melee
    • Physical

  • Tier: 1
  • Requirements: [shield] equipped
  • Effect: Add shield feint level ((shield skill / 5, minimum zero) + shield accuracy modifier).
  • Cost: 1 + (shield encumbrance) SP
  • Targets: self
  • Time: secondary
  • Tags:
    • Combat
    • Off-Hand
    • Physical

  • Replaces: raise shield
  • Tier: 1
  • Requirements: [shield] equipped, target of ability
  • Effect: Choose an equipped [shield]. Add raised shield to self with (shield roll + shield accuracy modifier) defense and (shield deflection modifier) damage reduction. Remove condition after target ability is resolved.
  • Cost: 2 SP
  • Targets: ability
  • Time: free
  • Tags:
    • Combat
    • Off-Hand
    • Physical

  • Replaces: shield sweep
  • Tier: 2
  • Effect: Choose an equipped [shield]. Add raised shield to self with (shield roll + shield accuracy modifier) defense and (shield deflection modifier) damage reduction.
  • Cost: 2 SP, 1 FP
  • Tags:
    • Combat
    • Off-Hand
    • Physical

  • Tier: 2
  • Requirements: [shield] equippped, target of [melee] ability
  • Effect: Choose an equipped [shield]. After attack resolves, add linked grappled item to a weapon used in the target ability of your choice if shield grappling roll (shield roll + shield accuracy modifier) > target wielder [grappling defense] value (not roll).
  • Cost: 1 SP, 2 FP
  • Targets: ability
  • Time: free
  • Tags:
    • Combat
    • Grappling
    • Off-Hand
    • Physical

  • Tier: 3
  • Requirements: [shield] equippped, target of [melee] ability
  • Effect: Use (shield roll + shield accuracy modifier) in place of [melee defense] for target ability. Add overextended level (shield deflection modifier, minimum shield skill / 5) to target ability user if any attack fails.
  • Cost: 3 SP, 2 FP
  • Targets: ability
  • Time: free
  • Tags:
    • Combat
    • Off-Hand
    • Physical

Vanguard Style

A staple of militaries across the world, vanguard styles focus on using overlapping shields in organized units, ranging from shield walls to more advanced arrangements. Vanguard techniques take advantage of the larger surface area of heavy shields, but can readily be applied to lighter variants.

A.K.A. Hoplares (Agothos), Shufkranst (Vernick), Scutum-Bellartem (Malia)

  • Tier: 1
  • Requirements: [shield] equipped
  • Effect: Move target 1 square in any direction opposite to you, following into the square the target left, if shield push roll (shield roll + shield deflection modifier) > target [strength] roll. If movement is blocked, the target takes 1D6 bashing damage (rating shield skill) instead.
  • Cost: 3 SP
  • Targets: 1 reachable object
  • Time: primary
  • Range: 1 square
  • Tags:
    • Combat
    • Physical

  • Enhances: raise shield
  • Tier: 1
  • Effect: Add shield wall level (shield roll / 10, minimum 1) to self.
  • Tags:
    • Combat
    • Off Hand
    • Stealthy

  • Replaces: raise shield
  • Tier: 1
  • Cost: 1 SP
  • Time: minor
  • Tags:
    • Combat
    • Off Hand
    • Stealthy

  • Enhances: shield push
  • Tier: 2
  • Effect: The effects of shield push may be repeated up to (shield skill / 3) times, up to your maximum movement range. Each additional push requires an additional 1 SP in cost, but does not require an additional shield push roll.
  • Tags:
    • Combat
    • Physical

  • Tier: 2
  • Requirements: [shield] equipped, raised shield
  • Effect: Copy and add current raised shield from self to targets.
  • Cost: 1 SP, 1 FP
  • Targets: up to (shield skill / 3, minimum 1, maximum shield deflection) willing reachable non-self creature(s) or object(s)
  • Time: primary
  • Tags:
    • Combat
    • Physical
    • Stealthy

  • Replaces: shield cover
  • Tier: 3
  • Effect: Add aegis level (shield roll / 5, minimum 1) to all targets, linked to you and your current raised shield.
  • Tags:
    • Combat
    • Physical
    • Stealthy

Short Blade

Assassin Style

Quick with the dagger, assassin styles rely on misdirection and hidden blades for quick and lethal attacks.

A.K.A. Murhataide (Delfoon), CachLameAche (Pyrkagia), Sangrumba-Bellartem (Malia)

  • Enhances: melee attack
  • Tier: 1
  • Effect: Short blade skill weapons: ignore abdomen body area accuracy penalty for piercing damage attacks, +1 piercing damage.
  • Cost: 1 SP, 1 FP
  • Tags:
    • Combat
    • Melee
    • Physical
    • Stealthy

  • Tier: 2
  • Effect: Perform called melee attack. If attack hits deal no damage and add overextended to target with level equal to (target body area accuracy penalty).
  • Cost: 1 SP, 1 FP
  • Targets: 1 reachable object
  • Time: secondary
  • Range: 1 square
  • Tags:
    • Combat
    • Melee
    • Off-Hand
    • Physical

  • Enhances: melee attack
  • Tier: 3
  • Requirements: targets do not detect you
  • Effect: Ignore body area accuracy penalties. Short blade skill weapons: +2 damage rating.
  • Cost: 1 SP, 3 FP
  • Tags:
    • Combat
    • Melee
    • Physical
    • Stealthy

Blade Master Style

Commonly using dual wielded short blades for hooking and parrying, blade master styles favor a close-quarters fight where their shorter blades have the advantage.

A.K.A. Lupideni-Bellartem (Malia), Uwvak Drovq (Drakontas), Eltimpine Macar (Sildar)

  • Enhances: melee attack
  • Tier: 1
  • Effect: Add [off hand] tag to ability.
  • Cost: 1 FP
  • Tags:
    • Combat
    • Melee
    • Off Hand
    • Physical

  • Enhances: parry
  • Tier: 2
  • Effect: May perform melee binding if attack fails. Short blade weapons: use weapon accuracy in place of weapon grappling modifier.
  • Cost: 2 SP
  • Tags:
    • Combat
    • Melee
    • Off Hand
    • Physical

  • Tier: 3
  • Requirements: 2 short blade skill weapons equipped, 1 weapon not used in [parry] abiliy this turn
  • Effect: Choose to perform disarm grappled item using short blade skill in place of [strength], or to perform called melee attack targeting a body area holding linked grappled item with no body area accuracy modifier. Add weapons committed.
  • Cost: 1 SP, 1 FP
  • Time: free
  • Tags:
    • Combat
    • Melee
    • Off Hand
    • Physical

Short Bow

Horse Archer Style

From the swift tribesmen on the Osgani steppes to the armored cataphracts on the tundra of Hyperborea, horse archers are the superior military force anywhere they find enough room to maneuver. Those facing them on foot are often only left with the choice to die quickly or die tired.

A.K.A. Dain Urlang (Osgani), Hippotoxotai-tekna (Agothos/Eredocia), Caoyunfu (Xi)

  • Enhances: drive
  • Tier: 1
  • Effect: May use ability without a free hand. driving does not reserve the use of a hand. -4 [driving] skill modifier to driving effect. This skill modifier can be ignored each turn by spending 1 FP or 1 SP.
  • Tags:
    • Combat
    • Physical

  • Enhances: ranged attack
  • Tier: 2
  • Effect: May perform notch arrow before attack. Short bow skill weapons: reduce vehicle speed accuracy penalty (e.g. from mounted condition) by up to (short bow / 2) (minimum zero penalty).
  • Cost: 1 SP
  • Tags:
    • Combat
    • Physical
    • Ranged

  • Replaces: maneuver
  • Tier: 3
  • Effect: Assign desired path for vehicle movement next turn. May perform drive. May perform accelerate or decelerate. May Perform ranged attack. Whenever a [riding] or [bow] skill roll is made may spend 2 SP to make both a [riding] and [bow] skill roll and choose the result to take.
  • Cost: 1 SP, additional SP
  • Time: full
  • Tags:
    • Combat
    • Physical
    • Ranged

Hunter Style

A skill learned by many for simple survival, hunters often favor portable bows and rely on keen planning to fell targets with a single shot. Those skills are easily transfered when the prey is on the battlefield.

A.K.A. Waoning (Halser), Quinga Fara (Sildar), Ya'ata (Saniori)

  • Enhances: called ranged shot
  • Tier: 1
  • Effect: Spend a number of FP, minimum 1. Reduce body area accuracy penalty of vital body areas by (spent FP), to a minimum of zero.
  • Tags:
    • Combat
    • Physical
    • Ranged
  • Replaces: active search
  • Tier: 2
  • Effect: Detect any hidden objects in area if [stealth defense] roll > object detection difficulty. Ignore up to 6 detection difficulty due to field conditions, partial concealment, or other environmental bonuses.
  • Targets: area
  • Time: 2 full
  • Area Size: 100 squares
  • Tags:
    • Search
    • Stealthy

  • Enhances: ranged attack
  • Tier: 3
  • Effect: If the attack deals at least 1 damage to a body area, deal an additional damage roll to an adjacent body area of your choice with a -2 damage modifier that ignores deflection. Bow skill tag weapons: add an unknown wound to each body area that takes damage.
  • Cost: 3 FP
  • Tags:

Sidearm

Pistolero Style

Taking advantage of a sidearm's ability to be armed ahead of time, pistoleros often maximize fire rate by leave worrying about reloading for the future.

A.K.A. Qursanfan (Umerail)

  • Enhances: ranged attack
  • Tier: 1
  • Effect: Add [off-hand] tag to ability. Sidearm skill weapons: +1 accuracy.
  • Cost: 1 SP
  • Tags:
    • Combat
    • Off-Hand
    • Physical
    • Ranged

  • Enhances: ranged attack
  • Tier: 2
  • Effect: May perform draw for any free hand before attack and consider drawn weapons for ability requirements.
  • Cost: 1 SP, 1 FP
  • Tags:
    • Combat
    • Physical
    • Ranged

  • Replaces: ranged attack
  • Tier: 3
  • Requirements: 2 loaded ranged attack weapons equipped
  • Effect: Make 2 attacks, one with each equipped weapon. For each weapon choose a target and available range damage type for weapon. Deal 1D6 weapon damage of chosen type if weapon ranged accuracy roll (weapon ranged skill roll + ranged accuracy modifiers - 1D6) > target [ranged defense] value (not roll). Consume 1 loaded ammunition item from each weapon.
  • Cost: 1 FP
  • Targets: up to 2 reachable objects
  • Time: full
  • Range: weapon ranged attack ranges
  • Tags:
    • Combat
    • Physical
    • Ranged

Slinger Style

An economic and vital role in many skirmishing units, the slinger's skilled use of cord and shot allows even the lowest to overcome heavily armed opponents.

A.K.A. Aiorema-tekna (Agothos), Okotelal (Qhashdea), Kala (Lahamel)

  • Tier: 1
  • Effect: Sidearm and thrown weapons skills may be interchanged until ability is resolved.
  • Targets: ability
  • Time: free
  • Tags:
    • Combat
    • Physical
    • Ranged

  • Replaces: ranged attack
  • Tier: 2
  • Requirements: [sling] weapon equipped
  • Effect: Perform ranged attack. Sidearm skill [sling] weapons: +(number of full turns spent on ability, maximum 3) damage rating, minimum damage of (number of full turns spent on ability, maximum 3).
  • Cost: 2 SP per turn
  • Time: varies, at least 1 full
  • Tags:
    • Combat
    • Physical
    • Ranged

  • Enhances: power sling
  • Tier: 3
  • Effect: May make secondary or minor actions this turn and still consider the full turn spent performing power sling as long as the hand holding the [sling] weapon is not used.
  • Cost: 2 FP
  • Tags:
    • Combat
    • Physical
    • Ranged

Spear

Lancer Style

Focusing on mounted use of the spear for charges and chases, lancer styles are foundational in light calvary units across the world.

A.K.A. Kataphrak-tekna (Agothos/Eredocia), Bucellarii-Technica (Malia), Aorenweard (Halser)

  • Enhances: drive
  • Tier: 1
  • Effect: Add [off-hand] tag to ability. driving does not fully reserve the use of driving hand, but driving hand may not be used in attacks.
  • Tags:
    • Combat
    • Off-Hand
    • Physical

  • Tier: 3
  • Effect: Add couched riding to self.
  • Cost: 2 SP
  • Targets: self
  • Time: primary
  • Tags:
    • Combat
    • Physical

Spear Wall Style

Favoring the spear and shield, spear wall styles gain advantage from their weapon's reach, with attacks often coming from behind the shield wall, but rely on long lines to guard against flanking.

A.K.A. Phalanx-tekna (Agothos), Phalangea-Technica (Malia), Uris'Uva (Aeseria)

  • Enhances: melee attack
  • Tier: 1
  • Requirements: spear skill weapon equipped
  • Effect: Spear skill weapons: +2 accuracy and +1 piercing damage rating when a willing creature is between you and your target.
  • Cost: 2 SP
  • Tags:
    • Combat
    • Melee
    • Physical

  • Tier: 2
  • Requirements: raised shield
  • Effect: Heal 1 SP.
  • Targets: self
  • Time: primary
  • Tags:
    • Combat
    • Physical
    • Stealthy

  • Tier: 3
  • Requirements: raised shield, target of attack
  • Effect: Ignore any push effect from target ability for you and objects who you stand in between the origin of the ability effect. If the target ability is [physical] may use shield skill in place of any other skill. If the target ability is [magic] any added conditions target your shield instead of you. Lower raised shield condition defense by 1D6.
  • Cost: 2 SP
  • Targets: ability
  • Time: free
  • Tags:
    • Combat
    • Physical

Spiritual Magic

  • Tier: 1
  • Effect: Gain MP by transferring MP from one or more loyal pledged spirits. Cause spiritual magic backlash on self with severity (gained MP - [spiritual magic] roll /5, minimum 1).
  • Targets: self
  • Time: 1 hour
  • Tags:
    • Magic

  • Tier: 1
  • Effect: Using a ritual call a spirit you know the name of, or a category of spirit you wish (e.g. a type of wisp you wish to form a pact with, the ghost of someone who died in the location, etc), to communicate with. If [spiritual magic] roll > GM determined difficulty the spirit answers and a short verbal conversation hear-able to observers can be had. Most spirits speak Omankhal but a common language is required for communication. Other originative creatures willingly participating in the ritual give a cumulative +1 to the [spiritual magic] roll (only the caster pays the cost). Cause spiritual magic backlash to each creature participating in the ritual (including the caster) of 2D6/2.
  • Cost: 1 MP
  • Targets: self
  • Time: 12 hours
  • Tags:
    • Magic

  • Tier: 1
  • Effect: Detect the presence of celestial creatures and originative natural creatures in target area if [spiritual magic] roll > GM determined difficulty. Details learned about presence only includes origin, i.e. natural or supernatural.
  • Targets: area
  • Time: secondary
  • Range: 20 squares
  • Area Size: 9 squares
  • Tags:
    • Magic
    • Stealthy

  • Tier: 1
  • Requirements: target true name known
  • Effect: Spirit is now considered pledged to the magus. The spirit begins loyal.
  • Targets: 1 willing communicable spirit
  • Time: full
  • Tags:
    • Magic

Exomancy

Exomancers seek to communicate with the spirits in a more direct way, preferably face-to-face.

A.K.A. Exomancy (Agothos), Kuchiyoseryouku (Touyou), Gitrogzoubar (Vernick)

  • Requirements: command spirit learned
  • Effect: Target spirit is sent back to the celestial realms, or its physical residence. Remove commanded spirit from target.
  • Targets: 1 loyal spirit with commanded spirit you command
  • Time: full
  • Tags:
    • Magic

  • Tier: 1
  • Effect: Choose a loyal pledged communicable spirit. Summon spirit centered at the target location with full vitality, stamina, and focus. Add commanded spirit condition to spirit with you as summoner. If the spirit is not already present within one mile, the target location must have a worldtear condition with a tear strength at least that of the spirit's maximum MP. If the location does not have a worldtear, or its tear strength is not sufficient, add worldtear to location and increase its tear strength as required. Cause exomancy magic backlash to self with severity (spent MP).
  • Cost: (spirit maximum MP / 4, minimum 1) MP
  • Targets: location
  • Time: full
  • Range: [magic focus]
  • Tags:
    • Magic

  • Tier: 1
  • Effect: Using a ritual ask a single sentence question to the celestial realms. If [spiritual magic] roll > GM determined difficulty an answer will come from a random or GM determined spirit who claims to have knowledge to answer the question. Due to the nature of the celestial realms spirits may claim knowledge about the future, past, hidden truths, esoteric knowledge, or any other topic. The answer will be a short, often a binary positive/negative or a single word, but the answer will be relevant to the question. Depending on the personality and goals of the answering spirit the answer may be indirect, vague, or deceptive, but will only be an outright lie if the spirit is extremely malicious. The answer comes through non-verbal cues if they are available from the ritual such as patterns in thrown dice, the ordering of shuffled sticks, or the size of various organs of a sacrificed animal. A verbal answer only comes if no other alternative is available, and is communicated as a ghostly whisper. Follow-up single sentence questions may be asked during the ritual and will be answered by the same spirit. Each additional question adds 1 stress and requires another skill roll against a cumulative +2 difficulty. The spirit must give a name if asked, but it may be a false name. If any skill roll fails the remainder of the ritual time elapses without an answer.
  • Cost: 1 MP, add 1 stress per follow-up question
  • Targets: self
  • Time: 30 minutes
  • Tags:
    • Magic

  • Tier: 1
  • Effect: Expel the target spirit to a random location in the celestial realms if [magic focus] roll > target expel defense ([magic focus] roll), or GM determined difficulty. Remove commanded spirit from target if expelled.
  • Cost: 3 MP
  • Targets: 1 visible spirit
  • Time: full
  • Range: [magic power]
  • Tags:
    • Magic

  • Tier: 1
  • Effect: Remove shattered spirit from target.
  • Cost: (spirit maximum MP / 4, minimum 1) MP
  • Targets: loyal pledged spirit with shattered spirit
  • Time: 1 hour per spent MP
  • Tags:
    • Magic

  • Tier: 2
  • Effect: For any skill roll during target ability roll both the spirit's skill and (your skill or [magic focus] skill), and choose a result to use.
  • Cost: 2 FP
  • Targets: 1 ability performed by spirit with commanded spirit you command
  • Time: free
  • Range: [magic power] / 2, minimum 1
  • Tags:
    • Magic

  • Enhances: summon spirit
  • Tier: 2
  • Effect: The spirit being summoned may spend MP to reduce the ability MP cost (and backlash severity), but you must pay at least 1 MP.
  • Tags:
    • Magic

  • Tier: 2
  • Effect: Add spirit overdrive condition level [magic power] roll to target. Cause exomancy magic backlash on target with severity (spent MP).
  • Cost: (12 - [magic focus], minimum 3) MP
  • Targets: 1 loyal spirit with commanded spirit you summoned
  • Time: full
  • Tags:
    • Magic

  • Tier: 3
  • Effect: Perform target spirit ability as if you were the spirit for purposes of requirements. You make all skill roles and pay all costs, except MP cost may be shared between you and the spirit.
  • Targets: non-[overdrive] ability known by loyal pledged spirit
  • Time: target ability time
  • Tags:
    • Magic

Thumomancy

Thumomancers teach that to name something is to know it, and that the deepest magic manipulates raw meaning.

A.K.A. Thumomancy (Agothos), Kokororyouku (Touyou), Selazoubar (Vernick)

  • Tier: 1
  • Effect: Learn the true name and all aspects of target if [magic focus] roll > ability inspection difficulty or GM determined difficulty.
  • Cost: 3 MP
  • Targets: 1 visible creature
  • Time: 1 minute
  • Range: 8 squares
  • Tags:
    • Magic

  • Tier: 1
  • Effect: Add ethereal condition level ([magic focus] roll / 5) to target(s). Cause thumomancy magic backlash on self with severity (2 * condition level).
  • Cost: 4 MP
  • Targets: ([magic power] / 4) visible objects or ([magic power] / 2) visible weapons or [magic power] visible armor pieces
  • Time: full
  • Range: 6 squares
  • Tags:
    • Magic

  • Tier: 1
  • Effect: Add magic exposure or magic seclusion level ([magic focus] roll / 3) to target. Cause thumomancy backlash on self with severity (condition level).
  • Cost: 4 MP
  • Targets: 1 visible creature or self
  • Time: primary
  • Range: [magic power]
  • Tags:
    • Magic

  • Tier: 1
  • Effect: Add magic harmony or magic discord level ([magic focus] roll / 3) to target. Cause thumomancy backlash on self with severity (condition level).
  • Cost: 3 MP
  • Targets: 1 visible creature or self
  • Time: primary
  • Range: [magic power]
  • Tags:
    • Magic

  • Tier: 1
  • Effect: Add stasis condition level ([magic focus] roll / 5) to target. Cause thumomancy magic backlash on self with severity (2 * condition level).
  • Cost: 3 MP
  • Targets: 1 visible body
  • Time: primary
  • Range: [magic power] / 2
  • Tags:
    • Magic

  • Tier: 1
  • Effect: Set difficulty to inspect target using [magic] abilities (e.g. sense magic, trace magic, divine identity, etc.) to [magic focus] roll.
  • Cost: 1 MP
  • Targets: [magic] ability or creature or self
  • Time: free
  • Range: 2 squares
  • Tags:
    • Magic
    • Stealthy

  • Tier: 2
  • Effect: Deal up to (1D6 / 2 + ([magic power] / 3)) magic damage to target. Damage cannot be reduced in any way, and can be spread across body areas of your choice. Cause thumomancy magic backlash on self with severity (3 * damage dealt).
  • Cost: 4 MP
  • Targets: 1 visible object
  • Time: full
  • Range: [magic focus] / 3
  • Tags:
    • Magic

  • Tier: 2
  • Effect: Remove up to ([magic focus] / 4 + 1) [magic] conditions, wounds, or afflictions. See conditions rules, wounds rules, and affliction rules for removal. Cause thelgomancy magic backlash on self with severity ((number of conditions removed) + (2 * number of wounds removed) + (4 * number of afflictions removed)).
  • Cost: 3 MP per condition, 6 MP per affliction
  • Targets: 1 visible creature or self
  • Time: full
  • Tags:
    • Magic

  • Tier: 2
  • Effect: Choose up to [magic focus] creatures you know the true name of to be immune to being targeted by the ability. If the ability specifies a specific number of targets the number is not reduced and additional targets are chosen based on the ability's targeting rules. Increase backlash of target ability by (2 * number of immune creatures).
  • Cost: (6 - [magic power] / 3, minimum 1) MP
  • Targets: [magic] ability
  • Time: free
  • Range: 2 squares
  • Tags:
    • Magic

  • Tier: 2
  • Effect: Add spirit walk condition level ([magic focus] roll / 3) to target. Cause thumomancy magic backlash on self with severity (2 * condition level).
  • Cost: 5 MP
  • Targets: 1 visible creature or self
  • Time: primary
  • Tags:
    • Magic

  • Enhances: deconstruction
  • Tier: 3
  • Effect: May spend 1 MP to target an additional object, up to ([magic power] / 2) objects. Damage is spread across targets and not duplicated. May spend 4 MP to increase total damage to spread by 50%, or may spend 8 MP to double total damage to spread. Damage increases are mutually exclusive. Increase magic backlash severity by (additional spent MP).
  • Cost: additional MP
  • Tags:
    • Magic

  • Tier: 3
  • Effect: Re-target ability if [magic focus] roll > target user [magic focus] roll, higher initiative winning ties, or target user willing. Re-target to a single creature you know the true name of regardless of range, detection, visibility, reachability, or communicability. Cause thumomancy magic backlash on self with severity 2D6.
  • Cost: target ability MP cost, minimum 2 MP
  • Targets: [magic] ability
  • Time: free
  • Range: 2 squares
  • Tags:
    • Magic

  • Tier: 4
  • Effect: Target returns from the dead. Add an [undeath] aspect to target, or add the undead aspect and work with the GM to add an aspect that determines the details of undeath, which must include how the target can be destroyed. The GM may impose additional MP cost for powerful undeath aspects or effects. The wight aspect is recommended as
  • Cost: 12 - [magic power] / 2, minimum 4) MP, additional MP
  • Targets: 1 dead body or 1 dead creature you know the true name of
  • Time:
  • Range: 6 squares
  • Tags:
    • Magic

Standard Abilities

  • Requirements: turn-by-turn
  • Effect: Lower current initiative value by a chosen amount if [initiative] roll > the intended new initiative value. If successful take a turn at the new initiative value as normal.
  • Targets: self
  • Time: full
  • Tags:
    • Stealthy

  • Effect: Reduce gained stress by half (rounded up), to a minimum of zero, if [willpower] roll > 2 * current stress value.
  • Cost: 1 FP
  • Targets: self
  • Time: free
  • Tags:
    • Stealthy

  • Effect: Remove and hold or equip an item from a reachable container.
  • Targets: 1 reachable item
  • Time: secondary
  • Range: 1 square

  • Effect: Drop one or more held item onto current location.
  • Targets: one or more held items
  • Time: minor
  • Tags:
    • Restrained

  • Enhances: relax
  • Effect: Apply consumed item effect. Add full belly to self.
  • Cost: 1 reachable meal item

  • Replaces: repair
  • Requirements: target item design required tools usable
  • Effect: Reduce condition level of one [item damage] condition on target item if (design skill + lowest tool quality) roll > design difficulty. Remove condition if condition level is reduced to zero or reduced condition does not have a condition level.
  • Time: 2 * target item production design time
  • Tags:
    • Trade

  • Effect: Perform a described action with a non-magical effect using GM determined skill or skill tag if skill roll > GM determined difficulty, or opposed skill roll. Complex actions or actions that closely match a listed learned ability may require the use of makeshift ability instead.
  • Targets: varies
  • Time: varies

  • Replaces: relax
  • Effect: Heal 1 stress.
  • Time: 12 hours

  • Enhances: repair
  • Effect: May target items without learned production design. May use a [trade] skill of your choice for design difficulty roll. -1D6 [trade] skill roll.
  • Cost: 2 FP
  • Tags:
    • Trade

  • Effect: Learn GM determined details about the area and non-hidden objects in it if [perception] roll > GM determined difficulty. Conclusions based on these details can be drawn by performing recall knowledge or a free generic skill action of a GM determined skill.
  • Targets: area
  • Time: full
  • Range: 20 squares
  • Area Size: 100 squares
  • Tags:
    • Stealthy

  • Effect: Learn one detail category about target if [perception] roll > target [deception] roll, or if you are not detected by the target, or if the target is willing. Available detail categories include 1) all visible aspects and afflictions 2) all visible conditions and wounds 3) all [combat] skill values 4) stats of all visible equipment 5) maximum non-magical fitness values (vitality, stamina, and focus) 6) current non-magical track values (fatigue and stress) 7) Intended actions for next turn, if the target is a non-player creature.
  • Targets: 1 visible creature
  • Time: secondary
  • Range: 20 squares
  • Tags:
    • Stealthy

  • Effect: Reveal all [unknown] wounds currently on target, add target [endurance] to reveal modifier.
  • Targets: 1 reachable creature
  • Time: 5 minutes
  • Range: 1 square
  • Tags:
    • Stealthy

  • Effect: Perform a non-[magic] ability that you have not learned with GM approval and GM determined details. This may include listed abilities, but also a described action with a non-magical effect that is more complex than a generic skill action. -1D6 skill rolls and -6 skill modifier for ability. If successful on a described action, GM may assign a tier, formalize ability details, and allow the ability to be learned in the future.
  • Cost: varies
  • Targets: varies
  • Time: varies

  • Effect: Perform a described action with a magical effect with GM approval and GM determined details. -1D6 [magic focus] skill for this ability. [magic focus] skill may determine successfulness, efficiency, or precision of spell. [magic power] skill may determine magnitude or efficiency of spell. Cause magic backlash on target with GM determined severity. If effect is successful GM may assign a tier, formalize ability details, and allow the ability to be learned in the future.
  • Cost: varies, minimum 1 MP
  • Targets: varies
  • Time: varies
  • Tags:
    • Magic

  • Requirements: target unlocked
  • Effect: Open or close target unlocked door, window, etc.
  • Targets: 1 reachable object
  • Time: secondary
  • Range: 1 square

  • Effect: Pick up and hold or equip an item that is in current or adjacent location.
  • Targets: 1 reachable non-[unportable] item
  • Time: secondary
  • Range: 1 square
  • Tags:
    • Stealthy

  • Requirements: target design required facility & tools usable
  • Effect: Perform production with target design. Do not generate CP. -2 yield quality. Replacement abilities remove production penalties.
  • Cost: target design ingredients
  • Targets: item production design
  • Time: target design time
  • Tags:
    • Trade

  • Effect: Add readied to self.
  • Targets: self
  • Time: primary
  • Tags:
    • Stealthy

  • Effect: Recall knowledge of some event or subject if [knowledge] roll > GM determined difficulty. Difficulty is based on how common or hidden knowledge is. GM determines which [knowledge] skills apply for this roll.
  • Targets: self
  • Time: free
  • Tags:
    • Stealthy

  • Replaces: rest
  • Effect: Heal 1 SP per turn. Remove 1 [fatigue] wound. May spend XP.
  • Targets: self
  • Time: 1 hour

  • Requirements: target item design required facility & tools usable
  • Effect: Remove all [item damage] conditions on target item if (design skill + lowest tool quality) roll > design difficulty.
  • Targets: 1 reachable item with learned production design
  • Time: target item production design time
  • Tags:
    • Trade

  • Effect: Heal 1 SP, -2D6 to [defense] rolls until next turn.
  • Targets: self
  • Time: full
  • Tags:
    • Stealthy

  • Replaces: relax
  • Effect: Heal 1 SP per turn. Heal 1 FP. Remove 1 [fatigue] wound. May spend XP. Add fatigue - unconscious to self, remove when action ends.

  • Effect: Store a held or equipped item into a compatible reachable container.
  • Targets: 1 held item
  • Time: secondary
  • Range: 1 square

  • Requirements: 1 free hand
  • Effect: Remove an item held or equipped in one hand and hold or equip it in another (currently empty) hand.
  • Targets: 1 equipped item
  • Time: minor
  • Tags:
    • Stealthy

  • Replaces: switch hand
  • Requirements: 2 items held
  • Effect: Swap hands of held items.
  • Time: secondary
  • Tags:
    • Stealthy

  • Effect: Apply item consume effect to target.
  • Cost: 1 reachable liquid item
  • Targets: 1 willing reachable creature or self
  • Time: secondary
  • Range: 1 square
  • Tags:
    • Stealthy

  • Requirements: entering turn-by-turn situation without initiative value
  • Effect: Set initiative value to ([initiative] roll). Add GM determined stress based on the danger involved in the turn-by-turn situation. Recommended value is 1 stress for combat where death is unlikely, 2 stress for life-threatening combat, and 3 or more stress for combat against imposing odds.
  • Targets: self
  • Time: free
  • Tags:
    • Stealthy

Standard Abilities - Clandestine

  • Effect: Detect any hidden objects in area if [stealth defense] roll > object detection difficulty.
  • Targets: area
  • Time: 1 minute
  • Area Size: 10 squares
  • Tags:
    • Search

  • Effect: Add hidden to target with (concealment roll) detection defense if no unwilling searching creatures currently within detection range.
  • Targets: 1 reachable body area, object or self
  • Time: 3 full
  • Range: 1 square
  • Tags:
    • Stealthy

  • Effect: Add cautious level ([stealth defense] roll / 5, minimum 1) to self.
  • Cost: 1 FP
  • Targets: self
  • Time: minor
  • Tags:
    • Stealthy

  • Effect: Detect any hidden objects (including in worn containers) on target if [stealth defense] roll > object detection difficulty.
  • Targets: 1 willing reachable creature
  • Time: 1 minute
  • Range: 1 square
  • Tags:
    • Search
  • Effect: Detect any hidden objects in area if [stealth defense] value (not roll) > (object detection difficulty + (distance / 5)).
  • Targets: aura
  • Time: secondary
  • Range: 20 squares
  • Tags:
    • Search
    • Stealthy

  • Requirements: hidden
  • Effect: Remove hidden condition.
  • Targets: self
  • Time: free
  • Tags:
    • Stealthy

  • Enhances: move
  • Requirements: hidden
  • Effect: Add [stealthy] tag to enhanced ability. Reset hidden condition detection defense to (sneak roll - distance moved * 3).
  • Tags:
    • Stealthy

  • Replaces: stow
  • Effect: Add hidden to target item with (concealment roll) detection defense. -1D6 detection defense for every unwilling searching creature within detection range when the item is first hidden.
  • Time: full
  • Tags:
    • Stealthy

  • Effect: Add hidden with (sneak roll) detection defense if sneak skill value (not roll) > all [stealth defense] rolls from unwilling searching creatures currently within detection range.
  • Time: secondary

  • Enhances: melee attack
  • Requirements: hidden
  • Effect: Targets that do not detect you may not use free abilities during this ability. +2 damage to targets that do not detect you.
  • Tags:
    • Melee
    • Stealthy

  • Enhances: ranged attack
  • Requirements: hidden
  • Effect: Targets that do not detect you may not use free abilities during this ability. If all targets are > 3 range then add [stealthy] tag to enhanced ability and reduce hidden condition detection defense by 1D6.
  • Tags:
    • Ranged
    • Stealthy

  • Effect: Learn the rough physical characteristics and the direction creatures exited the area in the past if [tracking] roll > creature tracking difficulty or GM determined difficulty.
  • Targets: area
  • Time: 1 minute
  • Area Size: 10 squares
  • Tags:
    • Search
    • Stealthy

Standard Abilities - Defense

  • Requirements: target of [physical] attack
  • Effect: Use a skill roll of a [dodge] skill in place of that skill's value until attack is resolved.
  • Targets: self
  • Time: free
  • Tags:
    • Dodge
    • Stealthy

  • Requirements: targety of [grappling] attack
  • Effect: Use a [grappling defense] skill roll in place of a [grappling defense] skill value until attack is resolved.
  • Targets: self
  • Time: free
  • Tags:
    • Physical
    • Stealthy

  • Requirements: restrained body area
  • Effect: Remove restrained from target body area if ([strength] roll + grappling modifiers) > ([strength] roll + grappling modifiers) of linked creature or restraint item release difficulty.
  • Targets: 1 restrained body area
  • Time: minor

  • Effect: Discover the concealment and cover benefits of objects in the area, as well as what direction those benefits apply to.
  • Targets: visible area
  • Time: free
  • Area Size: 30 squares
  • Tags:
    • Combat
    • Firearm

  • Requirements: grappled item
  • Effect: Remove grappled item from target if ([strength] roll + grappling modifiers) > ([stength] roll + grappling modifiers) of linked condition wielder.
  • Targets: 1 held grappled item
  • Time: primary

  • Requirements: melee attack weapon equipped not used in [parry] ability this turn, target of [melee] attack
  • Effect: Choose a valid melee attack weapon. Make melee accuracy roll (weapon melee skill roll + melee accuracy modifiers) and use result in place of [melee defense] until attack is resolved.
  • Targets: self
  • Time: free
  • Tags:
    • Melee
    • Off Hand
    • Parry

  • Requirements: [shield] equipped
  • Effect: Choose an equipped [shield]. Add raised shield with (shield roll + shield accuracy modifier) defense, (shield rating) rating, and (shield deflection modifier) damage reduction.
  • Targets: self
  • Time: secondary
  • Tags:
    • Off Hand
    • Stealthy

  • Replaces: parry
  • Effect: Choose a valid melee attack weapon. Make melee accuracy roll (weapon melee skill roll + melee accuracy modifiers - 1D6) and use result in place of [melee defense] until attack is resolved.
  • Tags:
    • Melee
    • Off Hand
    • Parry

  • Effect: Add taking cover condition.
  • Targets: location
  • Time: primary
  • Range: 0
  • Tags:
    • Stealthy

Standard Abilities - Lights

  • Requirements: extinguish tool usable if necessary
  • Effect: Remove lit from target.
  • Cost: water if necessary
  • Targets: 1 reachable lit item
  • Time: 1 full

  • Requirements: [fire starter] or lit [light source] item equipped
  • Effect: Add lit to target. If the target is not visible or otherwise difficult to light the condition is added if [coordination] > GM determined difficulty. Recommended difficulty starts at 6.
  • Targets: 1 reachable unlit [light source] item
  • Time: 3 full

  • Requirements: fuel usable
  • Effect: Set target fuel to cost item.
  • Cost: 1 item of target fuel source
  • Targets: 1 reachable [light source] item with non-self fuel source
  • Time: 1 minute

Standard Abilities - Melee

  • Requirements: restraint item equipped with free restraining links
  • Effect: Remove restrained condition from target body area. Add restrained to target body area linked to item.
  • Targets: 1 reachable restrained body area
  • Time: primary

  • Replaces: melee attack
  • Effect: Perform melee attack with target body area accuracy modifier.
  • Targets: 1 reachable body area

  • Effect: Add coated item condition to target with liquid as cooating substance.
  • Cost: 1 [coating] liquid
  • Targets: 1 reachable non-coated item weapon or ammunition
  • Time: 2 full

  • Enhances: melee attack
  • Requirements: target prone
  • Effect: +2 damage rating, +1 damage, reduce body area accuracy penalty by 2 to a minimum of zero.
  • Cost: 3 SP
  • Tags:
    • Combat
    • Melee
    • Physical

  • Requirements: grappled item
  • Effect: Linked grappled item is dropped to the current location of wielder if ([strength] roll + grappling modifiers) > ([stength] roll + grappling modifiers) of linked condition wielder.
  • Targets: 1 grappled held item
  • Time: primary

  • Replaces: melee attack
  • Requirements: 2 melee attack weapons equipped
  • Effect: Make 2 attacks, one with each equipped weapon. For each weapon choose a target and available melee damage type for weapon. Deal 1D6/2 weapon damage of chosen type if weapon melee accuracy roll (weapon melee skill roll + melee accuracy modifiers - 1D6) > target [melee defense] value (not roll). Add weapons committed to self.
  • Targets: up to 2 reachable objects
  • Time: full
  • Range: min(weapon melee attack ranges)

  • Requirements: melee attack weapon equipped, target within range makes an action that only includes targets outside your weapon melee attack range
  • Effect: Perform melee attack on target if athletics roll > target athletics roll.
  • Targets: 1 reachable object
  • Time: free
  • Range: weapon melee attack range
  • Tags:
    • Interrupt
    • Physical

  • Requirements: melee attack weapon equipped, target moves out of location within range
  • Effect: Cancel unfinished target movement and perform melee attack on target if [initiative] roll > target [initiative] roll.
  • Targets: 1 reachable object
  • Time: free
  • Range: weapon melee attack range
  • Tags:
    • Interrupt
    • Physical

  • Replaces: melee attack
  • Requirements: held item equipped
  • Effect: Choose an available item. Perform melee attack with chosen item as if it had a melee attack with -2 accuracy, [melee] skill, and [combat] skill tag. Bashing, bashing (stamina), piercing, or slashing damage type may be chosen with GM approval with (item quality - 4) damage rating, or zero rating if the item has no quality rating. One handed items have a -1 damage modifier, while two handed items have a +1 damage modifier. The item may break or have Damaged item condition added after the attack based on GM determination.

  • Requirements: melee attack weapon equipped
  • Effect: Choose an available weapon and available melee damage type for weapon. Deal 1D6 weapon damage of chosen type if weapon melee accuracy roll (weapon melee skill roll + melee accuracy modifiers) > target [melee defense] value (not roll).
  • Targets: 1 reachable object
  • Time: primary
  • Range: weapon melee attack range
  • Tags:
    • Melee
    • Physical

  • Replaces: melee attack
  • Effect: Choose an available melee attack weapon. Add linked grappled item to target and chosen weapon if melee grappling roll (weapon melee skill roll + grappling modifiers) > target wielder [grappling defense] value (not roll).
  • Targets: 1 reachable held item
  • Tags:
    • Grappling
    • Melee
    • Physical

  • Enhances: melee attack
  • Effect: May use rolls of the melee attack type's skill tag in place of melee attack type's skill rolls with -2 modifier.

  • Enhances: melee attack
  • Effect: May use [melee] rolls in place of melee attack type's skill rolls with -4 modifier.

  • Requirements: 1 free hand
  • Effect: Choose a free hand. Add restrained to target body area linked to chosen hand if ([strength] roll + grappling modifiers) > target [grappling defense] value (not roll), or target willing.
  • Targets: 1 reachable body area
  • Time: primary
  • Range: 1 square
  • Tags:
    • Grappling
    • Melee
    • Physical
    • Unarmed

  • Replaces: melee attack
  • Effect: Choose bashing or bashing (stamina) damage type. Deal 1D6/2 damage of chosen type if unarmed accuracy roll (unarmed roll) > target [melee defense] value (not roll).
  • Range: 1 square
  • Tags:
    • Melee
    • Physical
    • Unarmed

Standard Abilities - Movement

  • Requirements: brief flight
  • Effect: Add flying level ([endurance] roll / 2).
  • Targets: self
  • Time: minor
  • Tags:
    • Fly
    • Movement

  • Effect: If [strength] roll > GM determined difficulty Move up to 2 * (athletics / 3 + 2) squares. Difficulty determined by weight of target, including carry weight. Default difficulty for a grown male human with zero carry weight is usually around 6. Choose an empty reachable adjacent square for your target to move to after you end your movement.
  • Targets: 1 willing reachable non-self creature or object
  • Time: full
  • Range: 1 square
  • Tags:
    • Movement

  • Effect: Move up to (athletics / 3 + 2) squares. Each square you move the target follows you into the square you left.
  • Targets: 1 willing reachable prone non-self creature or object
  • Time: full
  • Range: 1 square
  • Tags:
    • Movement

  • Effect: Add prone to self.
  • Targets: self
  • Time: secondary
  • Tags:
    • Movement

  • Replaces: brief flight
  • Requirements: flying
  • Effect: Add flying until removed.
  • Targets: self
  • Time: minor
  • Tags:
    • Fly
    • Movement

  • Requirements: Standing
  • Effect: Add kneeling to self.
  • Targets: self
  • Time: minor
  • Tags:
    • Movement
    • Stealthy

  • Effect: Add kneeling from self.
  • Targets: self
  • Time: secondary
  • Tags:
    • Movement
    • Stealthy

  • Requirements: flying
  • Effect: Remove flying.
  • Targets: self
  • Time: minor
  • Tags:
    • Movement

  • Enhances: move
  • Effect: Movement can clear obstacles up to 1 range high (if ceiling allows). May spend an additional 1 SP to either clear obstacles up to (2 + ([strength] or [agility] / 5)) range high (if ceiling allows), or +([strength] or [agility] roll / 6) ability range. -1D6 for skill rolls made for [interrupt] abilities during this movement.
  • Cost: 1 SP, additional SP
  • Tags:
    • Movement

  • Effect: Move up to maximum range distance.
  • Targets: self
  • Time: secondary
  • Range: athletics / 3 + 2
  • Tags:
    • Movement

  • Replaces: move
  • Requirements: Standing
  • Effect: Move up to maximum range distance. Add movement depleted to self.
  • Time: full
  • Range: 2 * (athletics / 3 + 2)
  • Tags:
    • Movement

  • Effect: Remove kneeling from self.
  • Targets: self
  • Time: secondary
  • Tags:
    • Movement
    • Stealthy

  • Effect: Remove prone from self.
  • Targets: self
  • Time: primary
  • Tags:
    • Movement

Standard Abilities - Ranged

  • Replaces: ranged attack
  • Effect: Perform ranged attack with target body area accuracy modifier.
  • Targets: 1 reachable body area
  • Tags:
    • Physical
    • Ranged

  • Effect: Load target weapon with a reachable bolt.
  • Targets: equipped unloaded weapon using bolts
  • Time: full
  • Range: 1 square

  • Replaces: load firearm
  • Effect: Load target weapon with a reachable dart.
  • Targets: equipped unloaded weapon using darts
  • Time: primary

  • Effect: Load target weapon with a reachable bullet and gunpowder charge.
  • Targets: equipped unloaded [firearm] weapon using bullets
  • Time: 1 minute
  • Range: 1 square

  • Replaces: load firearm
  • Effect: Load target weapon with a reachable bullet.
  • Targets: equipped unloaded [sling] weapon using bullets
  • Time: secondary

  • Effect: Load target weapon with a reachable arrow.
  • Targets: equipped unloaded weapon using arrows
  • Time: secondary
  • Range: 1 square
  • Tags:
    • Stealthy

  • Requirements: loaded ranged attack weapon equipped
  • Effect: Choose an available ranged damage type for weapon. Deal 1D6 weapon damage of chosen type if weapon ranged accuracy roll (weapon ranged skill roll + ranged accuracy modifiers) > target [ranged defense] value (not roll). Consume 1 loaded ammunition item.
  • Targets: 1 reachable object
  • Time: primary
  • Range: weapon ranged attack range
  • Tags:
    • Physical
    • Ranged

  • Enhances: ranged attack
  • Effect: May use rolls of the ranged attack type's skill tag in place of ranged attack type's skill rolls with -2 modifier.

  • Enhances: ranged attack
  • Effect: May use [ranged] rolls in place of ranged attack type's skill rolls with -4 modifier.

  • Effect: Unload target weapon, store unloaded item in compatible reachable container.
  • Targets: 1 equipped loaded weapon
  • Time: secondary
  • Range: 1 square
  • Tags:
    • Stealthy

Standard Abilities - Social

  • Effect: Convince targets of some fact, opinion, idea, or plan of action if ([deception] roll +/- attitude modifier) > targets' [deception defense] roll. This ability cannot be used when the social strategy does not involve a notable aspect of insincerity or manipulation, based on the GMs determination.
  • Targets: 1 or more communicable non-self creatures
  • Time: varies

  • Requirements: suitable clothes
  • Effect: Don a disguise for a general identity (ex: soldier of a certain faction). Remove any disguised/impersonating conditions. Add disguised with GM determined plausibility modifier.
  • Targets: self
  • Time: 5 minutes
  • Tags:
    • Stealthy

  • Effect: Add distracted level 1D6 to targets if ([deception] roll +/- attitude modifier) > targets' [deception defense] roll. Each repeated use of this ability in a time frame determined by the GM has at least a -1D6 penalty to the [deception] roll.
  • Targets: 1 or more communicable non-self creatures
  • Time: varies

  • Replaces: disguise
  • Requirements: suitable clothes, 1 [cosmetic supplies]
  • Effect: Don a disguise for a specific identity you have seen in person or have an image or sketch of. Remove any disguised/impersonating conditions. Add impersonating with GM determined plausibility modifier.
  • Time: 20 minutes
  • Tags:
    • Stealthy

  • Requirements: trade deal on offer
  • Effect: Convince target to accept a proposed trade counter-offer if ([negotiation] roll +/- attitude modifier) > target's [negotiation] roll. Difference between original offer and counter-offer may add a temporary attitude modifier for this ability. Repeated use of this ability for a given deal may also add cumulative attitude modifiers.
  • Targets: 1 communicable non-self creature
  • Time: varies

  • Effect: Convince targets of some fact, opinion, idea, or plan of action if ([persuasion] roll +/- attitude modifier) > GM determined difficulty. Difficulty usually based on targets' [willpower] skill, compatibility of persuasion skill used, and specific social strategy used. This ability cannot be used when the social strategy is not reasonably honest or sincere, based on the GMs determination.
  • Targets: 1 or more communicable non-self creatures
  • Time: varies

  • Effect: Expose disguises/impersonations if [deception defense] roll > targets' (disguise roll +/- plausibility modifier).
  • Targets: 1 or more visible, communicable non-self creatures
  • Time: secondary
  • Range: 10 squares
  • Tags:
    • Stealthy

Standard Abilities - Thrown

  • Replaces: thrown attack
  • Requirements: held item equipped
  • Effect: Choose an available item or melee attack weapon. Perform thrown attack with chosen item as if it had a thrown attack with -2 accuracy, thrown weapons weapon skill, and [thrown] skill tag. If the item is a melee attack weapon a melee damage type of the item may be used, and may use the melee damage type's rating. For non-melee attack items bashing and bashing (stamina) damage are available with (item quality - 4) damage rating, or zero rating if the item has no quality rating. One handed items have range 6 and -1 damage modifier, while two handed items have range 4 and +1 damage modifier. The item may break or have Damaged item condition added after the attack based on GM determination.

  • Replaces: ranged attack
  • Requirements: thrown attack weapon equipped
  • Effect: Choose an available thrown damage type for weapon. Deal 1D6 weapon damage of chosen type if weapon thrown accuracy roll (weapon thrown skill roll + thrown accuracy modifiers) > target [ranged defense] value (not roll). Weapon falls at location of target.
  • Range: weapon thrown attack range

  • Enhances: thrown attack
  • Effect: May use rolls of the thrown attack type's skill tag in place of thrown attack type's skill rolls with -2 modifier.

  • Enhances: thrown attack
  • Effect: May use [ranged] rolls in place of thrown attack type's skill rolls with -4 modifier.

Standard Abilities - Vehicles

  • Requirements: driving - in control
  • Effect: Increase vehicle speed by up to vehicle acceleration. Speed cannot exceed vehicle maximum speed, or lowest draft animal maximum speed in an animal-powered vehicle.
  • Time: full

  • Requirements: mounted
  • Effect: Move to empty spot within range. Remove driving from self.
  • Targets: currently mounted vehicle
  • Time: full
  • Range: 1 square

  • Replaces: accelerate
  • Effect: Decrease vehicle speed by up to vehicle braking.

  • Requirements: mounted
  • Effect: Move to adjacent location outside vehicle. Remove mounted and driving conditions. Suffer thrown vehicle mishap if current vehicle speed is not zero.
  • Targets: self
  • Time: full

  • Requirements: mounted, in driver's spot, no other occupant is driving, at least one hand free
  • Effect: Add driving to self.
  • Targets: self
  • Time: free

  • Requirements: driving - in control
  • Effect: Assign desired path for vehicle movement next turn.
  • Time: free

  • Effect: Move to free spot on target vehicle. Add mounted to self.
  • Targets: ridable vehicle
  • Time: 2 full
  • Range: 1 square

  • Requirements: driving
  • Effect: Remove driving from self.
  • Targets: self
  • Time: free

  • Replaces: changed seat
  • Effect: Apply change seat effect if [riding] roll > (difference in vehicle speed + 2D6). Suffer thrown vehicle mishap if roll fails.
  • Targets: rideable vehicle
  • Range: 2 * (athletics / 3 + 2)

Standard Abilities - Wearable Items

  • Requirements: 2 free hands
  • Effect: Equip a held [wearable] item on self or willing reachable creature.
  • Targets: 1 reachable [wearable] item
  • Time: 3 full
  • Range: 1 square

  • Requirements: 2 free hands
  • Effect: Remove and hold an equipped [wearable] item from self or willing reachable creature.
  • Targets: 1 reachable [wearable] item
  • Time: 3 full
  • Range: 1 square

Summoned Spirit Abilities

  • Requirements: nashtar
  • Effect: Perform inspect with +1D6 [perception] rolls and all objects counting as visible. May spend 1 MP to remove [undetected] conditions from all objects within 7 range. See conditions rules for condition removal.
  • Targets: aura
  • Time: full
  • Range: 77 squares
  • Tags:
    • Magic

  • Requirements: astrian, spirit overdrive
  • Effect: Add level (aberrancy roll) to target creatures.
  • Targets: up to [magic focus] visible creatures
  • Time: 1 minute
  • Tags:
    • Magic
    • Overdrive

  • Requirements: chimera
  • Effect: Create a pair of [calcination] items with opposing elemental materials. Add cooldown for this ability for 1 week.
  • Cost: 4 MP
  • Targets: self
  • Time: 7 hours
  • Tags:
    • Magic

  • Requirements: sealed golem
  • Effect: Add aura of creation level ([magic focus] roll / 4, minimum zero) to self.
  • Cost: 1 MP
  • Targets: self
  • Time: primary
  • Tags:
    • Magic

  • Requirements: dryad
  • Effect: Add magic armor up to level ([magic focus] roll / 4, minimum 1) to up to ([magic power] / 2) objects chosen by the current summoner.
  • Cost: 1 MP
  • Targets: aura
  • Time: full
  • Range: 2 squares
  • Tags:
    • Magic

  • Requirements: gray wisp
  • Effect: Learn the true name and approximate location of any creature with spilled blood in the target location. Perform unsummon.
  • Targets: location
  • Time: full
  • Range: 12 squares

  • Requirements: pegasus stallion
  • Effect: Choose aura of wind or aura of light. Increment condition level 1D6/2 on all creatures in target aura.
  • Cost: 1 MP
  • Targets: aura
  • Time: full
  • Range: [magic power], minimum 1
  • Tags:
    • Magic

  • Requirements: dryad
  • Effect: Add difficult terrain field condition to target locations.
  • Cost: 1 MP
  • Targets: up to [magic focus] locations
  • Time: full
  • Range: 2 * [magic power]
  • Tags:
    • Magic

  • Requirements: mer
  • Effect: Choose aura of water or aura of poison. Increment condition level 1D6/2 on all creatures in target aura.
  • Cost: 1 MP
  • Targets: aura
  • Time: full
  • Range: [magic power], minimum 1
  • Tags:
    • Magic

  • Requirements: hudokros, spirit overdrive
  • Effect: Perform melee attack with any tier 1 enhancements or replacements considered learned.
  • Cost: 2 MP
  • Targets: self
  • Time: primary
  • Tags:
    • Magic
    • Overdrive

  • Requirements: mer, spirit overdrive
  • Effect: Choose a water surface location known to the spirit. Add dark water portal field condition to target location linked to chosen location.
  • Cost: 2 MP
  • Targets: location with water surface
  • Time: 2 full
  • Tags:
    • Magic
    • Overdrive

  • Requirements: dusty wisp
  • Effect: Detect and communicate layout of underground caverns or structures within range. This information is sufficient for create map or other navigation purposes. Perform unsummon.
  • Targets: aura
  • Time: full
  • Range: 1000 squares

  • Requirements: wraith, spirit overdrive
  • Effect: Heal 2D6 total points across creatures within 10 range as determined by the current summoner. Each point of healing can heal 1 HP, 1 FP, or 2 SP. Target body disappears.
  • Cost: 1 MP
  • Targets: 1 reachable dead creature
  • Time: 2 full
  • Range: 3 squares
  • Tags:
    • Magic
    • Overdrive

  • Requirements: chimera
  • Effect: If the target is a magical creation deal (50% of current HP) magic damage. Reduce the current condition level of [magic armor] conditions on target by 50%.
  • Cost: 2 MP
  • Targets: 1 visible object
  • Time: primary
  • Range: 6 squares
  • Tags:
    • Magic

  • Requirements: octotortoise, spirit overdrive, hardened shell
  • Effect: Add hardened shell to one or more objects in target aura. Condition level is spread across objects, up to a total condition level of (2 * self condition level), with a maximum condition level for each object of (self condition level).
  • Targets: aura
  • Time: full
  • Range: 8 squares
  • Tags:
    • Magic
    • Overdrive

  • Requirements: chimera, spirit overdrive, target of attack
  • Effect: Ignore [elemental aura] condition effects based on the elemental alignment of damage.
  • Targets: 1 visible creature
  • Time: free
  • Tags:
    • Magic
    • Overdrive

  • Requirements: hudokros
  • Effect: Deal 1D6 magic damage of desired elemental alignment to all reachable bodies.
  • Cost: 2 MP
  • Targets: angle
  • Time: primary
  • Range: ([magic power] / 6) + 2
  • Angle Size: 90°
  • Tags:
    • Magic

  • Requirements: sealed golem
  • Effect: May remove an [elemental aura] condition on self. Add an [elemental aura] condition of your choice at condition level ([magic focus] roll / 3, minimum zero).
  • Cost: 1 MP
  • Targets: self
  • Time: free
  • Tags:
    • Magic

  • Requirements: reaper
  • Effect: Add (1D6 / 2) stress to all creatures in target aura. Add fear level 1D6 to up to ([magic focus] / 2) creatures in target aura with fear level ([magic power] / 2).
  • Cost: 1 MP
  • Targets: aura
  • Time: primary
  • Range: [magic power] / 3, minimum 1
  • Tags:
    • Magic

  • Requirements: phoenix
  • Effect: Choose aura of fire or aura of light. Increment condition level 1D6/2 on all creatures in target aura.
  • Cost: 1 MP
  • Targets: aura
  • Time: full
  • Range: [magic power], minimum 1
  • Tags:
    • Magic

  • Requirements: troll
  • Effect: Choose aura of earth or aura of dark. Increment condition level 1D6/2 on all creatures in target aura.
  • Cost: 1 MP
  • Targets: aura
  • Time: full
  • Range: [magic power], minimum 1
  • Tags:
    • Magic

  • Requirements: gnosuraean, spirit overdrive
  • Effect: Learn the answer to a single sentence question. The answer will be short, often shrouded in symbolism or open to interpretation, but will be relevant and truthful. The answer is also revealed to the summoner.
  • Cost: 6 MP
  • Targets: self
  • Time: 1 day
  • Tags:
    • Magic
    • Overdrive

  • Requirements: reaper
  • Effect: Add heavy fog field condition to target area.
  • Cost: 1 MP
  • Targets: area
  • Time: 2 full
  • Range: 20 squares
  • Area Size: 4 * [magic power] squares
  • Tags:
    • Magic

  • Requirements: octotortoise
  • Effect: Increment hardened shell on self by level 1D6, up to a maximum of (endurance + 6).
  • Targets: self
  • Time: secondary
  • Tags:
    • Magic

  • Requirements: elendil, spirit overdrive
  • Effect: Add harmonious accord field condition level 2D6 to target aura linked to summoner.
  • Targets: aura
  • Time: primary
  • Range: up to (2 * Lore)
  • Tags:
    • Magic
    • Overdrive

  • Requirements: dryad, spirit overdrive
  • Effect: Up to [magic focus] creatures choosen by the current summoner are healed. Healed creatures may choose one effect from: remove one wound, heal one body area to full HP, heal half maximum FP, or heal maximum SP.
  • Cost: 2 MP
  • Targets: aura
  • Time: 2 full
  • Range: 3 squares
  • Tags:
    • Magic
    • Overdrive

  • Requirements: nosasru, spirit overdrive
  • Effect: A pit opens in target area 6 range deep. Add worldtear with starting tear strength [magic focus] at the GM determined center of the pit. When the pit opens any occupying creatures may make a [coordination] or [agility] skill roll of base difficulty 9 to cling to a nearby edge, but otherwise fall into the worldtear. Add hell pit field condition to target area.
  • Targets: area
  • Time: 2 full
  • Range: 3 squares
  • Area Size: [magic focus] squares
  • Tags:
    • Magic
    • Overdrive

  • Requirements: hudokros
  • Effect: Add flying level 2D6 to self.
  • Cost: 1 MP
  • Targets: self
  • Time: secondary
  • Tags:
    • Magic

  • Requirements: centaur, spirit overdrive
  • Effect: Choose a creature to track that target has seen, or knows the true name of, or has physical evidence of their past actions such as through track creature. Add spirit tracking level [tracking] linked to chosen creature.
  • Cost: 1 MP
  • Targets: 1 communicable creature
  • Time: 2 full
  • Range: 6 squares
  • Tags:
    • Magic
    • Overdrive

  • Requirements: manticore
  • Effect: Choose aura of poison or aura of earth. Increment condition level 1D6/2 on all creatures in target aura.
  • Cost: 1 MP
  • Targets: aura
  • Time: full
  • Range: [magic power], minimum 1
  • Tags:
    • Magic

  • Enhances: move
  • Requirements: centaur
  • Effect: Movement can clear obstacles up to 3 range high (if ceiling allows). +2 maximum movement range.
  • Tags:
    • Movement

  • Requirements: reaper
  • Effect: Choose aura of dark or aura of wind. Increment condition level 1D6/2 on all creatures in target aura.
  • Cost: 1 MP
  • Targets: aura
  • Time: full
  • Range: [magic power], minimum 1
  • Tags:
    • Magic

  • Requirements: mer
  • Effect: Deal 1D6 water-aligned or poison-aligned suffocation damage to closest ([magic power] / 2 + 1) reachable bodies. Add drowning or poison level ([magic focus] roll / 3, minimum 1) to all bodies that are not immune to the damage.
  • Cost: 3 MP
  • Targets: angle
  • Time: primary
  • Angle Size: 90°
  • Tags:
    • Magic

  • Requirements: pegasus stallion, spirit overdrive
  • Effect: Summon a team of lesser pegasi, applying command spirit effects with the current summoner as normal. The total herd size cannot exceed ([magic focus] / 2) skill value. The lesser pegasi have no MP and gain no MP, but reserve only 1 FP. The herd unsummons after 12 hours.
  • Cost: herd size MP
  • Targets: area
  • Time: 1 minute
  • Range: 100 squares
  • Area Size: herd size squares
  • Tags:
    • Magic
    • Overdrive

  • Requirements: shadow wisp
  • Effect: Add low light field condition that lasts 1 hour to area locations that do not have another [shadow] field condition. Perform unsummon.
  • Targets: area
  • Time: full
  • Area Size: 2D6 squares

  • Requirements: manticore
  • Effect: Deal 1 poison-aligned piercing damage with [magic power] rating if Unarmed roll > target [ranged defense] value (not roll). Add poison level 1D6 if damage is not deflected.
  • Cost: 1 MP
  • Targets: 1 reachable object
  • Time: primary
  • Range: 6 squares
  • Tags:
    • Magic

  • Requirements: reaper, spirit overdrive, target of attack
  • Effect: Nullify all effects of attack, even if effects cannot be reduced.
  • Cost: 2 MP
  • Targets: 1 visible creature
  • Time: free
  • Tags:
    • Magic
    • Overdrive

  • Requirements: sealed golem
  • Effect: Increment aura of blood condition level 1D6/2 on all creatures in target aura. Refund ability MP cost if a separate 1D6 > 3.
  • Cost: 1 MP
  • Targets: aura
  • Time: full
  • Range: [magic power], minimum 1
  • Tags:
    • Magic

  • Requirements: mismar, spirit overdrive
  • Effect: Creatures in target area take ([corruption] affliction count)D6 light-aligned nature damage. Damage cannot be reduced in any way, and can be spread across body areas of your choice. Increment damaged item level 2D6 to items in target area.
  • Targets: area
  • Time: 2 full
  • Range: 12 squares
  • Area Size: up to [magic focus] squares
  • Tags:
    • Magic
    • Overdrive

  • Enhances: unarmed attack
  • Requirements: manticore
  • Effect: Set piercing damage rating to unarmed skill value.
  • Tags:
    • Magic

  • Requirements: salamander, spirit overdrive
  • Effect: Add burning level 1 to all reachable bodies.
  • Cost: 1 MP
  • Targets: angle
  • Time: 2 full
  • Range: 3 squares
  • Angle Size: 90°
  • Tags:
    • Magic
    • Overdrive

  • Requirements: nahamrua, spirit overdrive
  • Effect: Add sanctuary field condition level ([magic focus] roll) to target aura.
  • Targets: aura
  • Time: primary
  • Range: up to (2 * community)
  • Tags:
    • Magic
    • Overdrive

  • Requirements: nashtar
  • Effect: Deal 1D6/2 light aligned nature damage, or add stun level 1D6/3, if [magic focus] roll > target [ranged defense] value (not roll). Ignore body area accuracy penalties.
  • Cost: 2 MP
  • Targets: 1 visible body area
  • Time: full
  • Range: 12 squares
  • Tags:
    • Magic

  • Requirements: troll, damage taken from sunlight
  • Effect: Nullify damage and other effects of sunlight. Add shattered spirit to self.
  • Targets: self
  • Time: free
  • Tags:
    • Magic

  • Requirements: phoenix
  • Effect: Deal 1D6 fire-aligned or light-aligned heat damage to closest ([magic power] / 2 + 1) reachable bodies. Add burning or blind level ([magic focus] roll / 3, minimum 1) to all bodies that are not immune to the damage.
  • Cost: 3 MP
  • Targets: angle
  • Time: primary
  • Angle Size: 90°
  • Tags:
    • Magic

  • Requirements: hen-hag
  • Effect: Add daze level 1D6/2 to all creatures with 3D6 > target willpower roll.
  • Cost: 1 MP
  • Targets: angle
  • Time: full
  • Range: 3 squares
  • Angle Size: 90°
  • Tags:
    • Magic

  • Requirements: pegasus stallion
  • Effect: Heal target up to ([magic focus roll] / 4) total HP, spread across one or more body areas.
  • Cost: 1 MP
  • Targets: 1 reachable creature or self
  • Time: full
  • Range: 4 squares
  • Tags:
    • Magic

  • Requirements: playful wisp
  • Effect: Heal 1 HP, or 1 FP, or 2 SP. Perform unsummon.
  • Targets: 1 reachable creature
  • Time: full
  • Range: 1 square

  • Requirements: spirit steed
  • Effect: Summon a team of spectral steeds, applying command spirit effects with the current summoner as normal. The total herd size cannot exceed [magic focus] skill value.
  • Cost: 2 MP
  • Targets: area
  • Time: 1 minute
  • Range: 100 squares
  • Area Size: herd size squares
  • Tags:
    • Magic

  • Enhances: melee attack
  • Requirements: spirit weapon, spirit overdrive
  • Effect: Perform the attack as if the weapon you are mimicking is made of a desired material and quality.
  • Cost: 2 MP
  • Tags:
    • Magic
    • Overdrive

  • Requirements: playful wisp
  • Effect: Deal 1D6/2 electric damage. Perform unsummon.
  • Targets: 1 reachable creature
  • Time: full
  • Range: 1 square

  • Requirements: shade, spirit overdrive
  • Effect: Gain 1 fluency rating in the language used in the majority of speech by target creatures within range. Targets may change during the ability, for example listening to a crowded market. No fluency is gained if GM determines too little speech occurs during the ability.
  • Cost: 2 MP
  • Targets: 2 or more communicable non-self creatures
  • Time: 1 hour
  • Range: 10 squares
  • Tags:
    • Magic
    • Overdrive

  • Requirements: centaur
  • Effect: Create and hold a weapon of up to ([magic focus] / 2 + 1) quality and of a desired material. Drop one or more held items onto current location necessary to hold the created weapon. Weapon material must be valid based on weapon quality. If the weapon has a ranged attack that requires ammunition 3D6 ammunition of a GM determined type is created with a container and worn. All created items disappear 1 minute after the spirit is no longer near the items.
  • Cost: 1 MP
  • Time: free
  • Tags:
    • Magic

  • Requirements: hudokros
  • Effect: Create and hold a weapon set of up to ([magic focus] / 2 + 1) quality and of a desired material. A weapon set consists of either one weapon, two one-handed weapons, or a one-handed weapon and a shield. Drop one or more held items onto current location necessary to hold the created weapon set. Weapon material must be valid based on weapon quality. All created items disappear 1 minute after the spirit is no longer near the items.
  • Cost: 2 MP
  • Time: free
  • Tags:
    • Magic

  • Requirements: chimera
  • Effect: Choose aura of fire or aura of water. Increment condition level 1D6/2 on all creatures in target aura.
  • Cost: 1 MP
  • Targets: aura
  • Time: full
  • Range: [magic power], minimum 1
  • Tags:
    • Magic

  • Requirements: octotortoise, target performing [interrupt] ability
  • Effect: +1D6 target [initiative] rolls. Target may re-roll [initiative] roll once.
  • Cost: 1 MP
  • Targets: 1 visible creature or self
  • Time: free
  • Range: 4 squares
  • Tags:
    • Magic

  • Requirements: mer
  • Effect: Create a vial of any [poison] [tonic] liquid. Add cooldown for this ability for 1 day.
  • Targets: self
  • Time: 6 hours
  • Tags:
    • Magic

  • Requirements: miasma wisp
  • Effect: Detect and communicate details on all poisons or ill effects that would occur from handling or consuming target. Perform unsummon.
  • Targets: 1 reachable object
  • Time: full
  • Range: 1 square

  • Enhances: move
  • Requirements: centaur
  • Effect: Movement is not ended by [interrupt] abilities. May move through one occupied location, dealing 1D6 bashing damage (rating [magic power] / 4, minimum zero) to any object in location.
  • Cost: 1 MP
  • Tags:
    • Movement

  • Requirements: troll
  • Effect: Add regeneration level 1D6 to self.
  • Cost: 1 MP
  • Targets: self
  • Time: minor
  • Tags:
    • Magic

  • Requirements: nashtar, spirit overdrive
  • Effect: Add watcher's seal field condition level [magic focus] to all locations in target aura.
  • Targets: aura
  • Range: 3 squares
  • Tags:
    • Magic
    • Overdrive

  • Requirements: snowflake wisp
  • Effect: Detect and communicate details of the current wind direction, wind speed, and likely weather for the next 24 hours.
  • Targets: self
  • Time: full

  • Requirements: pegasus stallion
  • Effect: Deal 1D6 wind-aligned or light-aligned freezing damage to closest ([magic power] / 2 + 1) reachable bodies. Add frostbite or blind level ([magic focus] roll / 3, minimum 1) to all bodies that are not immune to the damage.
  • Cost: 3 MP
  • Targets: angle
  • Time: primary
  • Angle Size: 90°
  • Tags:
    • Magic

Tactics

  • Enhances: take initiative
  • Tier: 1
  • Effect: Make an additional [initiative] roll and choose the result to use for initiative value.
  • Cost: 1 FP
  • Tags:
    • Combat
    • Stealthy

  • Enhances: inspect creature
  • Tier: 1
  • Effect: May use tactics roll in place of [perception] roll.
  • Tags:
    • Combat
    • Stealthy

  • Tier: 1
  • Effect: Move up to maximum range distance. Immune to [interrupt] abilities during this movement.
  • Cost: 1 FP
  • Targets: self
  • Time: secondary
  • Range: tactics skill / 3, minimum 1
  • Tags:
    • Combat
    • Movement

  • Tier: 1
  • Effect: Raise or lower target initiative value by up to 1D6 if tactics roll > target [initiative] roll, or target willing. If target has already acted this round they do not act again in the round.
  • Cost: 1 FP
  • Targets: 1 non-self creature
  • Time: secondary
  • Tags:
    • Combat

  • Tier: 2
  • Requirements: willing non-self creature able to attack target next turn
  • Effect: Add flanked to target. Add overextended level (tactics / 5 + 1) to target if tactics roll > target tactics roll.
  • Cost: 2 FP
  • Targets: 1 visible creature with lower initiative
  • Time: secondary
  • Tags:
    • Combat

  • Replaces: inspect creature
  • Tier: 2
  • Effect: May learn up to (tactics / 2 + 1) detail categories. Increase range to 50.
  • Cost: 1 FP
  • Time: minor
  • Tags:
    • Combat
    • Stealthy

  • Replaces: tactical advantage
  • Tier: 2
  • Effect: Add exposed level (tactics / 5 + 1) to target if tactics roll > target [defense] roll.
  • Cost: 2 FP
  • Targets: 1 visible creature with lower initiative
  • Time: primary
  • Tags:
    • Combat

  • Tier: 3
  • Effect: Choose a language understood by you, defender, and attacker that can communicate tactical instructions. Add fatal reversal level (tactics roll / 5, minimum 1) to self linked to target, defender, and attacker. If the target also understands the chosen language, then they are aware of the identity of the defender and attacker. If the target is a player and does not understand the chosen language, the identity of the defender and attacker should be shared to the GM in secret.
  • Cost: 2 FP
  • Targets: 1 visible creature (target), 1 willing creature (defender), 1 willing non-self creature (attacker) not adjacent to defender
  • Time: full
  • Tags:
    • Combat

Thrown Weapons

Focus Thrower Style

Relying on small and light projectiles for precise throws, focus throwers may not be common on massed battlefields but can be indispensable for exploiting weaknesses in small unit combat and providing entertainment during festivals.

A.K.A. Messekunstobar (Vernick), Billweoning (Halser), Tihadaf Yarmi (Umerail)

  • Enhances: thrown attack
  • Tier: 1
  • Effect: May perform draw before attack and consider drawn weapon for ability requirements. -1 defender [ranged defense] if the drawn weapon is 0.5 weight or less. -1 defender [ranged defense] if you are wearing a covering or otherwise have GM determined clothing that conceals your draw.
  • Cost: 1 SP, 1 FP
  • Tags:
    • Combat
    • Physical

  • Tier: 2
  • Effect: Add finger grip level (thrown weapons / 5 + 1) to self. May perform draw repeatedly up until you cannot hold additional weapons.
  • Cost: 2 SP
  • Targets: self
  • Time: primary
  • Tags:
    • Combat
    • Physical

  • Tier: 3
  • Effect: Perform thrown attack twice. thrown attack combo abilities may be re-used. May spend 1 additional SP and 1 additional FP, up to (thrown weapons / 3) times, to perform thrown attack again.
  • Cost: 2 SP, additional SP, 2 FP, additional FP, add 1 fatigue wound
  • Targets: self
  • Time: full
  • Tags:
    • Combat
    • Physical

Power Thrower Style

Favoring heavy, often barbed, weapons power throwers are often found on the battlefield in both skirmishing and massed attack capacities. Each deadly missle is impossible to ignore, and even the most armored formations will quickly wish for cover.

A.K.A. Sperwekrig (Anthian), Pilum-Bellartem (Malia), Biaoangfu (Xi)

  • Enhances: thrown attack
  • Tier: 1
  • Effect: + (number of squares moved this turn / 3) range, up to a maximum of double the weapons range.
  • Cost: 1 SP
  • Tags:
    • Combat
    • Physical

  • Enhances: called thrown attack
  • Tier: 2
  • Effect: Add pinned to target if attack hits a leg or foot body area.
  • Cost: 1 FP
  • Tags:
    • Combat
    • Physical

  • Enhances: thrown attack
  • Tier: 3
  • Effect: May target objects that are not normally reachable as long as they are within weapon range and not covered from attacks from above. +2 piercing damage rating. For targets at range 3 or closer the ceiling must have additional clearance - 2 squares high for 3 range, 3 squares high for 2 range, 4 squares high for 1 range.
  • Cost: 2 SP, 1 FP
  • Tags:
    • Combat
    • Physical

Trade - Entertainment

  • Enhances: performance
  • Tier: 1
  • Effect: If the performance is acceptable, add motivated level ([entertainment] / 3) to audience members who give attention to the performance for at least 30 minutes.
  • Cost: 1 FP
  • Tags:
    • Trade
  • Enhances: performance
  • Tier: 1
  • Effect: An acceptable performance yields a GM determined amount of voluntary donations from the audience, either in currency, items, offers of patronage, or other friendly social interactions. A recommended value for an acceptable performance starts at 0.1 silver for working class audience and 0.5 silver for a wealthy audience. Donation amounts may be modified based on the quality of the performance (or lack thereof).
  • Tags:
    • Trade

  • Tier: 1
  • Effect: Perform an entertaining display for nearby people. The audience will find the performance acceptable if [entertainment] roll > GM determined difficulty. The recommended difficulty starts at 7, and may be modified based on the social class of the audience, the cultural popularity of the type of performance, the ability of the audience to see or hear the performance, or other factors. If the performance is acceptable, audience members who give attention to the performance for at least 30 minutes heal 1 stress. Each focus point of ability cost may be paid by adding 1 fatigue wound instead.
  • Cost: 2 FP
  • Targets: aura
  • Time: 2 hours
  • Range: 20 squares
  • Tags:
    • Trade

  • Enhances: performance
  • Tier: 1
  • Effect: If the performance is acceptable, audience members may perform rest while still giving attention to the performance, and have a +4 attitude modifier to other audience members during the performance.
  • Cost: 1 FP
  • Tags:
    • Trade

  • Enhances: performance
  • Tier: 1
  • Effect: The performance may be made while moving if the performance type does not require stationary objects or facilities.
  • Cost: 1 FP
  • Tags:
    • Movement
    • Trade

  • Enhances: performance
  • Tier: 2
  • Effect: If the performance is acceptable, may perform a single fellowship target ability that takes less time than the performance. Audience members who give attention to the performance for at least 30 minutes gain the effects of the ability as if they were in the targeted fellowship.
  • Tags:
    • Trade

  • Enhances: performance
  • Tier: 2
  • Effect: You may lead the performance while other people participate as additional performers. Each performer pays the cost of the base performance ability, and may use different performance enhancements they know which are combined to the final effect of the performance. Each performer pays enhancement cost individually. A single acceptance roll is made by the leader. Each additional performer adds 2 difficulty to acceptance unless their [entertainment] skill value > 2. Only 2 different performance types can be performed together.
  • Tags:
    • Trade

  • Enhances: performance
  • Tier: 3
  • Effect: May perform one [magic] ability during the performance that can target audience members or the audience area. The ability's target limit is increased to be able to target any audience member that gives attention to the performance for at least 30 minutes. May set difficulty to sense or inspect the magic ability to [entertainment] roll.
  • Cost: 4 MP
  • Tags:
    • Trade

Trade - Extraction

  • Tier: 1
  • Requirements: target carcass resource site and required tools usable
  • Effect: Perform extraction on target with butchering method.
  • Targets: carcass resource site with butchering method
  • Time: 1 hour
  • Range: 1 square
  • Tags:
    • Trade

  • Tier: 1
  • Requirements: [shovel] and [pick] usable
  • Effect: Choose to dig a shaft or tunnel up to (([digging] roll + lowest tool quality) / 2, minimum 1) squares deep as terrain allows. If digging a shaft it will be necessary to climb out afterwards.
  • Targets: area
  • Time: 8 hours
  • Range: 1 square
  • Area Size: 9 squares
  • Tags:
    • Trade

  • Tier: 1
  • Requirements: target plant resource site and required tools usable
  • Effect: Perform extraction on target with farming method.
  • Targets: plant resource site with farming method
  • Time: 4 hours
  • Range: 1 square
  • Tags:
    • Trade

  • Tier: 1
  • Requirements: target timber resource site and required tools usable
  • Effect: Perform extraction on target with logging method.
  • Targets: timber resource site with logging method
  • Time: 2 hours
  • Range: 1 square
  • Tags:
    • Trade

  • Tier: 1
  • Requirements: target animal resource site and required tools usable
  • Effect: Perform extraction on target with animal husbandry method.
  • Targets: animal resource site with animal husbandry method
  • Time: 2 hours
  • Range: 1 square
  • Tags:
    • Trade

  • Tier: 1
  • Requirements: target mineral resource site and required tools usable
  • Effect: Perform extraction on target with surface mining method.
  • Targets: mineral resource site with surface mining method
  • Time: 2 hours
  • Range: 1 square
  • Tags:
    • Trade

  • Replaces: surface mining
  • Tier: 2
  • Effect: Perform extraction on target with underground mining method.
  • Targets: mineral resource site with underground mining method
  • Tags:
    • Trade

Trade - Production

  • Replaces: produce
  • Effect: Perform production with target design. Do not generate CP.
  • Targets: [cooking] skill meal production design with [meager] tag
  • Tags:
    • Trade

  • Replaces: produce
  • Tier: 1
  • Effect: Perform production with target design.
  • Targets: [gemcutting] skill item production design
  • Tags:
    • Trade

  • Enhances: prepared cooking
  • Tier: 1
  • Effect: May spend 1 CP to add a meal or liquid item as an ingredient, and increase design difficulty by 2. Multiple CP may be spent in this way. All added ingredients and the result item must have unique materials. For each ingredient added, choose 1 component of the ingredient's effect to combine to the result item effect.
  • Tags:
    • Trade

  • Replaces: produce
  • Tier: 1
  • Effect: Perform production with target design.
  • Targets: [masonry] skill item production design
  • Tags:
    • Trade

  • Replaces: cook meager meal
  • Tier: 1
  • Effect: Perform production with target design. Design ingredients and yield can be multiplied proportionally by up to a factor of 5. The yield may be re-named according to its ingredients, local custom, or narrative purposes.
  • Targets: [cooking] skill production design
  • Tags:
    • Trade

  • Replaces: produce
  • Tier: 1
  • Effect: Perform production with target design.
  • Targets: [chemistry] skill item production design
  • Tags:
    • Trade

  • Replaces: produce
  • Tier: 1
  • Effect: Perform production with target design.
  • Targets: [smelting] skill item production design
  • Tags:
    • Trade

  • Replaces: produce
  • Tier: 1
  • Effect: Perform production with target design.
  • Targets: [smithing] skill item production design
  • Tags:
    • Trade

  • Replaces: produce
  • Tier: 1
  • Effect: Perform production with target design.
  • Targets: [tailoring] skill item production design
  • Tags:
    • Trade

  • Replaces: produce
  • Tier: 1
  • Effect: Perform production with target design.
  • Targets: [tinkering] skill item production design
  • Tags:
    • Trade

  • Replaces: produce
  • Tier: 1
  • Effect: Perform production with target design.
  • Targets: [weaving] skill item production design
  • Tags:
    • Trade

  • Replaces: produce
  • Tier: 1
  • Effect: Perform production with target design.
  • Targets: [woodworking] skill item production design
  • Tags:
    • Trade

Trade - Surveying

  • Tier: 1
  • Effect: Perform surveying for a chosen timber item with logging method.
  • Targets: area
  • Time: 2 hours
  • Range: 1 square
  • Area Size: 100 squares
  • Tags:
    • Trade

  • Tier: 1
  • Requirements: [shovel] usable
  • Effect: Perform surveying for a chosen mineral item with surface mining method.
  • Targets: area
  • Time: 2 hours
  • Range: 1 square
  • Area Size: 100 squares
  • Tags:
    • Trade

  • Replaces: surface mineral survey
  • Tier: 2
  • Requirements: [shovel] and [pick] usable
  • Effect: Perform surveying for a chosen mineral item with underground mining method.
  • Area Size: 50 squares
  • Tags:
    • Trade

Trade - Wilderness

  • Effect: Create campfire factility at target location. Fuel item may be gathered from the local area if readily usuable (e.g. fallen branches) by increasing ability time by 20 additional minutes.
  • Cost: 1 item of fuel
  • Targets: 1 unoccupied reachable location
  • Time: 10 minutes
  • Range: 1 square
  • Tags:
    • Trade

  • Effect: Perform surveying for a chosen item with exploration method. If any resource sites are discovered, may perform extraction on resources with any extraction method. Do not generate CP for extraction.
  • Targets: area
  • Time: 2 hours
  • Range: 1 square
  • Area Size: 1000 squares
  • Tags:
    • Trade

  • Tier: 1
  • Effect: Perform surveying for a chosen [acquatic] animal item with fishing method. Fishing resource sites may be temporary, such as school of fish passing by, or may be periodically occupied like spawning grounds or stocked lakes. Up to 1D6 animals can be killed, yielding their carcasses.
  • Targets: area
  • Time: 2 hours
  • Range: 1 square
  • Area Size: 1000 squares
  • Tags:
    • Trade

  • Tier: 1
  • Effect: Perform surveying for a chosen animal item with hunting method. Hunting resource sites may be temporary, such as an animal passing by, or may be periodically occupied like nests or dens. Any animals discovered can be attacked and killed as part of the expedition time, yielding their carcasses. Preparation abilities, like sneak or camouflage or lay trap or others, can be used before discovery to aid in killing the animal. Any animals that escape attacks can be pursued and attacked again by extending the expedition time by 1 hour and succeed another survey attempt with a cumulative -3 penalty. Any killed animals during the expedition can be gained as carcass items of GM determined quality.
  • Targets: area
  • Time: 3 hours
  • Range: 1 square
  • Area Size: 100000 squares
  • Tags:
    • Trade

  • Enhances: hunting expedition
  • Tier: 1
  • Effect: Spooked or attacking animals can be led to trapped locations. The animal has a -([observant] / 3) modifier to [sealth defense] skills to detect traps.
  • Tags:
    • Trade

Unarmed

Flowing Water Style

Whether for pacifistic rules or effiency of motion, flowing water styles do not teach how to attack. Rather they focus on how to bend or otherwise affect any incoming force for some greater purpose.

A.K.A. Kudaki Naguridou (Touyou), Zomfluz (Anthian)

  • Replaces: unarmed attack
  • Tier: 1
  • Effect: Move target up to (strength / 5 + 1) squares in any direction opposite to you if unarmed accuracy roll (unarmed roll) > target [melee defense] value (not roll). If movement is blocked, the target takes 1D6 bashing damage (rating unarmed skill / 2) instead. Movement is immune to [interrupt] abilities from you, but not from other creatures.
  • Cost: 1 SP
  • Tags:
    • Combat
    • Physical
    • Unarmed

  • Replaces: unarmed attack
  • Tier: 1
  • Effect: Swap locations with target if unarmed accuracy roll (unarmed roll) > target [melee defense] value (not roll). Movement is immune to [interrupt] abilities from you or the target, but not from other creatures.
  • Cost: 1 SP
  • Tags:
    • Combat
    • Movement
    • Physical
    • Unarmed

  • Enhances: parry
  • Tier: 1
  • Requirements: 1 free hand not used in [parry] ability this turn
  • Effect: May use free hand to parry.
  • Tags:
    • Combat
    • Melee
    • Parry
    • Physical
    • Unarmed

  • Enhances: parry
  • Tier: 2
  • Effect: If attack misses and 1D6 = 6, choose one item used in attack to disarm. Disarmed item is thrown 1D6/2 squares away in a random (or GM determined) direction.
  • Tags:
    • Combat
    • Parry
    • Physical
    • Unarmed

  • Enhances: unarmed attack
  • Tier: 2
  • Effect: Damage is changed to bashing (focus).
  • Cost: 1 FP, 1 SP
  • Tags:
    • Combat
    • Physical
    • Unarmed

  • Tier: 3
  • Effect: Add torrential deflection level (unarmed / 3) to self.
  • Cost: 1 FP, 2 SP
  • Targets: self
  • Time: secondary
  • Tags:
    • Combat
    • Physical
    • Unarmed

Grappling Style

Considered by many to be both a sport and foundational fighting style, grappling or wrestling is a common every-man martial art found across the world.

A.K.A. Pale (Agothos), Manus-Pugulus (Malia), Brottafon (Anthian)

  • Replaces: restrain
  • Tier: 1
  • Requirements: 2 free hands
  • Effect: Choose a free hand and limb body area of target (arm, leg, or neck). Add prone to target and restrained to chosen body area linked to chosen hand if (unarmed roll + grappling modifiers) > target [grappling defense] value (not roll).
  • Cost: 1 SP
  • Targets: 1 reachable creature
  • Time: primary
  • Range: 1 square
  • Tags:
    • Combat
    • Grappling
    • Physical
    • Unarmed

  • Tier: 1
  • Requirements: prone, target of attack
  • Effect: Ignore prone [melee defense] penalty until attack is resolved. +1D6 [strength] skill values until attack is resolved.
  • Cost: 1 SP
  • Targets: self
  • Time: free
  • Tags:
    • Combat
    • Grappling
    • Physical
    • Unarmed

  • Replaces: restrain
  • Tier: 1
  • Effect: Optionally perform sprint. Deal 1D6 bashing (stamina) damage and add prone to target if (unarmed roll + grappling modifiers) > target [grappling defense] value (not roll). Add prone to self. Deal 1D6 bashing (stamina) damage to self if attack misses.
  • Cost: 2 SP
  • Targets: 1 reachable creature
  • Time: full
  • Range: 1 square
  • Tags:
    • Combat
    • Grappling
    • Physical
    • Unarmed

  • Replaces: unarmed attack
  • Tier: 2
  • Requirements: target body area has restrained linked to you
  • Effect: Deal 1D6/2 hold (stamina) damage and add 1D6/3 fatigue wounds to target. If target is at zero SP before taking damage deal 1 suffocation damage to target chest body area.
  • Cost: 1 SP
  • Targets: 1 reachable body area
  • Time: full
  • Range: 1 square
  • Tags:
    • Combat
    • Grappling
    • Physical
    • Unarmed

  • Replaces: unarmed attack
  • Tier: 2
  • Requirements: target body area has restrained linked to you
  • Effect: Deal 1D6 + (unarmed / 5) snapping damage to target body area if ([strength] roll + grappling modifiers) > target [grappling defense] value (not roll).
  • Cost: 1 SP
  • Targets: 1 reachable body area
  • Time: full
  • Range: 1 square
  • Tags:
    • Combat
    • Grappling
    • Physical
    • Unarmed

  • Enhances: restrain
  • Tier: 3
  • Effect: When adding restrained to a body area, may add restrained to up to (unarmed / 5) additional body areas of the same creature, linked to tbe same object.
  • Cost: 2 SP
  • Tags:
    • Combat
    • Grappling
    • Physical
    • Unarmed

Living Weapon Style

An unarmed style that focuses on direct, effecient, full-force strikes, turning every piece of the practitioner into a lethal weapon.

A.K.A. Drakon Clyral (Drakontas), Chokodou (Touyou), Bleihand (Vernick)

  • Enhances: unarmed attack
  • Tier: 1
  • Effect: +2 bashing (stamina) damage. May spend critical damage points for +2 bashing (stamina) damage.
  • Cost: 1 SP
  • Tags:
    • Combat
    • Physical
    • Unarmed

  • Replaces: unarmed attack
  • Tier: 1
  • Requirements: 1 free hand
  • Effect: Deal 1D6 bashing damage (rating unarmed / 2, minimum 0) if unarmed accuracy roll (unarmed roll) > target [melee defense] value (not roll). Add haymaker recoil to self.
  • Tags:
    • Combat
    • Physical

  • Enhances: unarmed attack
  • Tier: 1
  • Effect: Choose one half of target body, for example the upper half or right side. Damaged body area is selected from chosen half.
  • Cost: 1 FP
  • Tags:
    • Combat
    • Physical
    • Unarmed

  • Enhances: unarmed attack
  • Tier: 2
  • Effect: Choose a free hand or a foot to make the attack. Attack uses (chosen body area bashing armor rating) damage rating. + (chosen body area bashing deflection / 3 + 1) damage.
  • Tags:
    • Combat
    • Physical
    • Unarmed

  • Enhances: unarmed attack
  • Tier: 2
  • Effect: Targets perform inspect wounds on the first unknown wound you apply to each target with this attack, with a -3 reveal modifier.
  • Cost: 2 SP
  • Tags:
    • Combat
    • Physical
    • Unarmed

  • Enhances: unarmed attack
  • Tier: 3
  • Effect: Targets cannot use [dodge] abilities during attack.
  • Cost: 4 SP
  • Tags:
    • Combat
    • Physical
    • Unarmed

Vampirism

  • Replaces: unarmed attack
  • Requirements: vampirism
  • Effect: Choose to deal 1 or 1D6 piercing damage to target body area if unarmed accuracy roll (unarmed roll) > target [grappling defense] value (not roll), or target willing, or target fatigue - unconscious. If damage is dealt add 1 vampiric power to self, add blood thirst disease to target creature, and add vampiric thrall to target creature linked to self.
  • Targets: 1 reachable neck body area
  • Time: full
  • Range: 1 square
  • Tags:
    • Magic
    • Melee
    • Physical
    • Unarmed

Willpower

  • Replaces: ready
  • Tier: 1
  • Effect: +([willpower] / 6 + 1)D6 to a single skill roll this turn. Declare bonus roll use immediately.
  • Cost: 2 FP, add 1 stress
  • Time: secondary
  • Tags:
    • Stealthy

  • Tier: 1
  • Effect: Roll 1D6 for a gambling modifier: 1 = -3, 2 = -2, 3 = -1, 4 = 1, 5 = 2, 6 = 3. Increment gambling condition level ([willpower] / 6 + 1) and modifying cumulative gambling modifier based on result.
  • Targets: self
  • Time: minor
  • Tags:
    • Stealthy

  • Tier: 2
  • Requirements: 1 free hand
  • Effect: Make an additional secondary action with -1D6 skill rolls - action may not be an attack or movement, and may only use up to one hand.
  • Cost: (3 - [willpower] / 5, minimum 1) FP
  • Targets: self
  • Time: minor
  • Tags:
    • Stealthy

  • Tier: 3
  • Effect: Add will to surive level ([willpower] / 4 + 1) to self.
  • Cost: 3 FP, add 2 stress
  • Targets: self
  • Time: free
  • Tags:
    • Combat
    • Stealthy