Latest Posts | Skill Forum (Combined Class Trees
===Jester (Rogue + Acrobat)===
Taunt: POWER: Taunt: One enemy per star on an entertainment roll (wisdom) is taunted, these enemies will attack only the jester on their next move, but each will loose 1 star from their roll. COST: 10xp Tricky: TRAIT: Tricky: 1 Dexterity COST: 15xp Trickier: TRAIT: Tricky: 3 Dexterity COST: 20xp, requires Tricky Silly: TRAIT: Humour: 1 Persuasion over NPCs with speech who aren't completely serious POWER: Cheer Up: One ally per star on an entertainment roll gains a buff (tagged ':)' to bravery and magic resistance for 2 turns per star on the entertainment roll COST: 25xp Funny: TRAIT: Humour: 2 Persuasion over NPCs with speech who aren't completely serious COST: 20xp, requires Silly Comedian: TRAIT: Humour: 3 Persuasion over NPCs with speech who aren't completely serious COST: 20xp, requires Funny Dodge and Dance: PASSIVE: The player can make an attack after any successful dodge using the dodge ability, 1 star is removed from this attack before damage is dealt. COST: 15xp Cling and Stab: POWER: An enemy with an exposed back is attacked and takes 1 extra damage than normal. In addition, the Jester clings to the enemy (tagged 'cling' and 'clung' becoming immune to that enemy's attack and transferring 33% of any damage from attacking enemies to the clung enemy. COST: 15xp Flash Powder: POWER: A single target is instantly stunned, in addition the target is blinded, loosing 2 attack dice for X turns where X = the number of stars on a dexterity check divvied by 2 COST: 10xp
===Clown (Mage + Acrobat)===
Fool: TRAIT: Clown: 1 mobility, entertainment COST: 15xp Commedia: TRAIT: Clown: 2 - mobility, entertainment COST: 20xp, requires Fool Ring Master: TRAIT: Clown: 3 mobility, entertainment COST: 20xp, requires Commedia Mulligans: POWER: Mulligan: The player may attempt any roll again, regardless of result, the new total is used (for better or worse). This can only be used once per roll. COST: 10xp Dream Caster: POWER: Create Dream: One ally per star on a magic roll is removed of all status conditions, excess stars are then used to summon a familiar if the player has the Summoner upgrade from the mage tree. POWER: Create Nightmare: One enemy per star on a magic roll is scared. Whilst scared, enemies make a bravery check before acting, if they get a star, they act as normal and fear is removed, if they fail the check they loose a turn and fear remains. Excess stars are then used to summon a familiar if the player has the summoner upgrade from the magic tree. COST: 20xp Luck Caster: POWER: Random Bolt: The player selects an enemy and deals damage based on a magic roll. If the majority of stars were on the left of the dice, the attack damage is decreased by 1, if the majority were on the right, the attack damage increases by 3, for a roll of an odd number, the middle die is discounted. POWER: Create Fortune: For the cost of 2 power, the player can create a turn of good fortune for themselves and their party. This takes the form of an intelligence roll, the more stars, the better the situation. COST: 20xp Juggle: POWER: When this power is activated, the player makes a dexteirty check, the player is tagged as 'juggle: x', where X is the number of stars rolled, this takes a whole turn. On their next turn, the player may then choose to make up to X separate attacks using throwing weapons, if they choose not to do this or are damaged in anyway before their next action, the juggle tag is lost and this special attack cannot be used. COST: 15xp Actor: TRAIT: Actor 2: Persuasion, self-discipline COST: 30xp
===Paladin (Warrior + Holy)===
Templar: Templar: 1 Melee and magical combat COST: 35xp Arch-Templar: Templar: 2 - Melee and magical combat COST: 45xp Battle Mage: POWER: Righteous Fury: This power costs 2 power points. When activated, a normal attack is made and deals 1 damage per star. This damage is then increased by 4. POWER: Redistribute: A magic combat roll is made, if at least 1 star is rolled, a status effect is removed from the player and applied to a selected enemy. If 2 stars are rolled all status effects are transferred to an enemy, and that enemy takes damage equal to half of the players lost life. If 3 or more stars are rolled, all status effects are transferred and the enemy takes damage equal to the full amount of life the player has lost. POWER: Zealous: This power can only be activated within the first round of a combat encounter, it requires no roll. The player receives a 'Zeal' tag and whilst tagged as this, rolls 1 extra die, this tag lasts until the end of the combat encounter. For two power, this ability can be applied to the entire party COST: 33xp Holy Regeneration: ABILITY: Any time the player gains life, they may roll 2 dice, they then regain an additional life point per star. COST: 22xp Martyrs Gift: PASSIVE: When another friendly player would die, the player may choose to die in their place. When the player dies because of this upgrade, everyone in the party gains 1 life and 1 power. When a player dies due to this passive, they cannot be revived, reincarnated or bought back to life in any other way. COST: 15xp
===Vigilante (Rogue + Holy)===
Just: TRAIT: Just: 1 Persuasion over the morally good if you keep a good alignment COST: 15xp Righteous: TRAIT: Just: 2 Persuasion over the morally good if you keep a good alignment COST: 15xp, requires Just True: TRAIT: Just: 3 Persuasion over the morally good if you keep a good alignment COST: 20xp, requires Righteous Peace-Keeper: TRAIT: Lawful: 1 Combat vs evil characters PASSIVE: When rolling Lawful for combat against evil characters, the holy trait can be stacked alongside it. COST: 20xp Protector: TRAIT: Lawful: 2 Combat vs evil characters COST: 25xp, requires Peace-Keeper Enforcer: TRAIT: Lawful: 3 Combat vs evil characters COST: 30xp, requires Protector Play-Off: POWER: Play-Off: When faced with multiple NPCs with conflicting goals, or a group of allied enemies who don't seem to have the same view, The player may make a persuasion check, if at least 1 star per 2 enemies is rolled, the enemies will all turn on each other and fight until combat logically ends. COST: 20xp Free Run: POWER: Free Run: The player may roll a mobility check, the move anywhere on the screen , if the player gets at least 2 stars this is done with no penalty, if the player rolls 1 star, nearby enemies may attack them as they move, if they roll no stars the player may not make the movement. COST: 5xp
===Cleric (Mage + Holy)===
Master Healer: POWER: Heal All: The player rolls for holy magic, every player is instantly gains 1 life, and an additional 1 life per star rolled is divided amongst the party POWER: Revive: This power costs 2 power points. The player selects one ally who has had their life reduced to 0 this round and makes a holy magic roll. The player is then revived and may continue playing with no power and 1 life per 2 stars rolled. If this ability rolls only a single star, the player is not revived. COST: 40xp, requires healer (from the holy tree) Light Caster: POWER: Holy Blast: An enemy is selected and takes 1 damage per star, or 1.3 damage per star if they are associated with evil or the unholy. The enemy is also automatically stunned from this attack. POWER: Read Hearts: This power takes no roll, it can be used at will to find to find out information about a single NPC's morality or feeling, it can also be used to on another player to find out if they have betrayed the party due to The Darkness. COST: 15xp Pure Mind: TRAIT: Pure: 1 Magical resistance, healing COST: 20xp Pure Heart: TRAIT: Pure: 2 Magical resistance, healing COST: 20xp, requires Pure Mind Pure Soul: TRAIT: Pure: 3 Magical resistance, healing COST: 20xp, requires Pure Heart Clarity of Thought: TRAIT: Thoughtful: 1 intelligence, knowledge COST: 15xp
===Ranger (Warrior + Nature)===
Bear Heart: TRAIT: Bear Heart: 2 Strength, stamina POWER: Bears' Roar: An intimidation (might) check is made. A star is enough to scare off an animal, humans require 2 stars each and monsters require 3 stars each. COST: 50xp, requires having NO other, or only ONE other animal heart trait. Lion Heart: TRAIT: Lion Heart: 2 Bravery, persuasion POWER: Lions' Leadership: An attack is made on a selected target and damage is applied as normal, if this attack kills the enemy, the nearest ally to the player immediately gains an action. COST: 50xp, requires having NO other, or only ONE other animal heart trait. Cat Heart: TRAIT: Cat Heart: 2 Mobility, safe falling POWER: Lands on Feet: This power requires no roll. It can be activated to instantly negate falling damage and/or a prone status effect. COST: 50xp, requires having NO other, or only ONE other animal heart trait. Ape Heart: TRAIT: Ape Heart: 2 Climbing, intelligence, dexterity POWER: Leaping Strike: An enemy is selected for a melee attack and damaged by normal rules, if this attack deals at least 3 damage, the enemy is knocked prone and the player may attack once more. COST: 50xp, requires having NO other, or only ONE other animal heart trait. Cheetah Heart: TRAIT: Cheetah Heart: 2 Speed POWER: Quick Burst: This power costs two power. The player may roll separately to attack every enemy on screen one at a time on a single turn, after this they are tagged as 'exhausted', this status effect causes them to take double damage for the rest of combat and prevents them from acting again until the encounter is over. COST: 50xp, requires having NO other, or only ONE other animal heart trait. Snake Heart: TRAIT: Snake Heart: 2 Stealth PASSIVE: Poison Immune: No form of poison has any effect on the player. COST: 50xp, requires having NO other, or only ONE other animal heart trait. Eagle Heart: TRAIT: Eagle Heart: 2 - Perception POWER: Mark Weakness: An enemy is selected and a perception check made. The enemy is then tagged as 'DR -X%' where X is equal to the number of stars rolled multiplied by 15. This leads to the enemy takes more damage (a roll of 4 creates 60% -DR, leading to a follow up attack of 5 dealing 8 damage) the weakness decreases by 30% per turn until reaching 0% again COST: 50xp, requires having NO other, or only ONE other animal heart trait. Wolf Heart: TRAIT: Wolf Heart: 2 Sense of Smell, Tracking POWER: Follow the Pack: If the player's target for an attack is the last enemy to be wounded by an ally in direct combat the player deals 50% more damage. COST: 50xp, requires having NO other, or only ONE other animal heart trait. Spirit Animal: POWER: Summon Spirit Animal: A magic check if made and the number of stars multiplied by 2. A spirit version of any and all animal heart traits the player has is then summoned with attack and life equalling this number. COST: 15xp Identify Tracks: PASSIVE: The player will receive warning if a stated type of enemy has been in the area lately when the player enters a new scene. This enemy type is to be stated by the player. Examples include Orcs, Undead, Forest animals, swamp animals etc. COST: 10xp More Identities: PASSIVE: As per the passive above, the player may select a second type of creature to gain warning about. COST: 15xp Second Wind: PASSIVE: When the Survivor ability (from the Warrior tree) saves the player's life, the player regains 50% of maximum life and 1 power point. COST: 10xp, requires Survivor (from the Warrior tree)
===Wanderer (Rogue + Nature)===
Stolen Art: PASSIVE: The player may choose up to 40xp worth of abilities from any other combined class tree or trees and add them to their own character. This can only be done once and can be done in any combination, total XP can reach but must not exceed 40xp whilst doing this. COST: 50xp Exotic Poison: PASSIVE: Players provisioned by the player are tagged at EPOIS, and take 2 damage instead of 1 when failing poison checks. This can stack with Better Poison (from the Rogue tree) to create an EPOIS+ tag, with a difficulty of 2 and a damage of 2. COST: 20xp Wanderers Experience: TRAIT: Experience: 1 Knowledge, intelligence COST: 15xp Travellers Experience: TRAIT: Experience: 2 Knowledge, intelligence COST: 15xp Nomads Experience: TRAIT: Experience: 3 Knowledge, intelligence COST: 15xp All Terrains: TRAIT: All Terrains: 2 Climbing, swimming, stamina COST: 35xp
===Druid (Mage + Nature)===
Thorn Mage: POWER: Summon Thorns: Two squares per star on a magic roll become thorns, moving through thorns requires an agility check, with difficulty of 1 star per square moved through, if failed, 1 damage per square moved through is inflicted on the player or NPC moving through the thorns. POWER: Thorny Armour: One member of the party per star is tagged 'Thorns' for the remainder of combat, a roll of 1 die is then made against any enemy attack with melee and if a star is rolled they are damaged. POWER: Thorny Weapon: A single player is tagged 'Thr/Wep' for 1 turn per star rolled, this allows them to roll an additional dice in all melee or ranged attacks and stack the Nature trait onto attacks if they have it. COST: 35xp Talk to Nature: POWER: The player may make a wisdom check to speak with a single animal or plant of choice and grant that animal or plant human intelligence for the conversation. The animal or plant may speak for 3 sentences per star rolled. COST: 20xp Consult Bestiary: ABILITY: The player may wisdom check an enemy animal or monster to learn of it's lore and weaknesses, this takes an entire turn. COST: 5xp Turn Wild: POWER: One plant per two stars becomes animate and begins to attack any enemies nearby. COST: 15xp Spore Assault: POWER: Spore Assault: A magical nature roll is made, each star effects one player or NPC starting with the closest and working outwards. Affected allies gain 1 life and affected enemies take 1 damage, excess stars then reset back to the first enemy, healing or damaging for another point. COST: 20xp Reincarnate: POWER: This power costs 2 power points. A dead ally is selected and reincarnated as a weaker creature, this creature has set stats (by summoning rules) and no access to powers, the reincarnated player is also limited to that animal's abilities (lack of speech, bipedal walking, use of weaponry etc.) COST: 35xp Polymorph: POWER: A magic check is made, with difficult equal to a quarter of the enemies original maximum life, if the check is passed, the enemy is transformed into a none aggressive sheep with 1 life and 1 attack COST: 20xp
===Knight (Warrior + Influence)===
Chivalry: TRAIT: Chivalrous: 1 Persuasion over women, children, lords and the military COST: 15xp Gallantry: TRAIT: Chivalrous: 2 Persuasion over women, children, lords and the military COST: 15xp, requires Chivalry Challenge: POWER: Challenge: The player may select an enemy and make a influence check, if at least 1 star is rolled, that enemy and the player will be locked in single combat and no other players or NPCs will be able to target them for attacks (though they may be secondary targets of area attacks) this difficulty rises to 3 against the undead, animals or other creatures without human intelligence COST: 10xp Order of the Light: TRAIT: Light Knight: 2 Intelligence, magic resistance, stamina COST: 35 xp, requires NOT having another order Order of the Champions: TRAIT: Champion Knight: 2- Combat vs humans and humanoids COST: 35 xp, requires NOT having another order Order of the Hunters: TRAIT: Hunter Knight: 2 Combat vs animals and monsters COST: 35 xp, requires NOT having another order Order of the Arrow: TRAIT: Arrow Knight: 2 Perception, dexterity, ranged combat COST: 35 xp, requires NOT having another order Order of the Blade: TRAIT: Blade Knight: 2 Melee Combat, defensive action, bravery COST: 35 xp, requires NOT having another order Order Master: TRAIT: The order trait the player selected rises to +3 COST: 25xp, requires having an order Sword-Blocker Armour: PASSIVE: All melee attacks that would deal 1 or 2 damage are negated. COST: 25xp, requires NOT having another type of armour Arrow-Crusher Armour: PASSIVE: All ranged attacks that would deal 1 or 2 damage are negated COST: 25xp, requires NOT having another type of armour Enchanted Armour: PASSIVE: All magical attacks that would deal 1 or 2 damage are negated COST: 25xp, requires NOT having another type of armour Plant Banner: POWER: Plant Banner: This power requires no roll. A banner miniature appears on the battle-mat that boosts all allied attack by an additional die if they stand on an adjacent square. COST: 15xp Push Harder: POWER: Push Harder: The player, or a selected ally takes up to 3 damage (Resisted by a stamina check) and gains a +33% attack buff for the remainder of the encounter. COST: 10xp
===Thief (Rogue + Influence)===
Roguish Charm: TRAIT: Charm: 1 Persuasion over humans COST: 15xp Dashing Looks: TRAIT: Charm: 2 Persuasion over humans COST: 15xp, requires Roguish Charm Master of Seduction: TRAIT: Charm: 3 Persuasion over the humans POWER: Seduce: An enemy is selected and a persuasion check made, with a difficulty of a third of the enemy's life, if the roll is success, the enemy will join the party as an ally but leave at the end of the combat encounter. COST: 25xp, requires Dashing Looks Quick Getaway: TRAIT: Escapist: 1 - Speed, mobility, climbing, jumping, safe falling COST: 20xp Escape Area: TRAIT: Escapist: 2 - Speed, mobility, climbing, jumping, safe falling COST: 20xp Rapid Escape: TRAIT: Escapist: 3 - Speed, mobility, climbing, jumping, safe falling POWER: Retreat and Rest: A speed check is made and the player leaves combat. After X turns, where X is 5 minus the number of stars on a quickness roll, the player returns to the fight with an additional life point to when they left. COST: 25xp, requires Quick Getaway Skeleton Keys: PASSIVE: The player may instantly open any lock without making a roll. COST: 8xp Better Criticals: PASSIVE: Critical hits (from the Rogue skill tree) improve to +66% damage. COST: 10xp Steal Move: POWER: Steal Move: For 2 power points, the player may attempt any power an ally has that does not cost 2 power. COST: 12xp
===Psychic (Mage + Influence)===
Mind's Eye: TRAIT: Mind's Eye: 1 - Intelligence, perception COST: 20xp Inward Eye: TRAIT: Mind's Eye: 2 Intelligence, perception COST: 20xp, requires Mind's Eye Mind Control: POWER: Force Thought: The player makes a magic roll against an enemy or neutral NPC or player and the selected NPC or Player rolls a magic resistance check against this. If the player rolls more than the target they can take any single action as the target. POWER: Mind Shackle: The player selects an enemy or neutral being and makes a magic roll, the enemy then makes a magic resistance check. If the player rolls more stars the target becomes a mind slave and does whatever the player tells it to. If the enemy rolls more, the player takes 1 damage and is stunned. POWER: Possess: This power costs two power points, the player makes a magic roll and the enemy rolls stamina or magic resistance against it. If the player rolls more stars they inhabit and gain full control of the enemy's body and gain all of their stats and abilities. When this new body is damage half of this damage is subtracted from the player's life. The players body remains on the battle mat and attacks against it deal double damage. COST: 40xp Telekinetic: POWER: Telekinesis: The player may move any object, small enemy or ally two squares per star on a magic roll. POWER: Animate Weapon: A weapon becomes animated for 1 turn per star, it cannot be attacked or deafened but attacks on the player's turn with attack dice equal to 150% of the player's raw might stat COST: 20xp Silence: POWER: A selected enemy cannot cast any spells, speak of do anything else requiring vocals for 1 turn per 2 stars rolled. COST: 15xp Mind Reader: POWER: Read Mind: This power takes no roll, it can be used at will to find to find out information about a single NPC's motivation and whether they are being truthful. It can also be used to on another player to find out if they have betrayed the party due to The Darkness. POWER: Predict Actions: The player makes a magic roll and all enemies roll magic resistance against it needing only half the star. All that fail are tagged 'PA:character name' and will attack that player next. The player tagged will also be allowed to make a free dodging, defending, blocking, enduring or any other kind of save roll against an attack from this enemy, each star rolled will reduce damage by 1. COST: 20xp Mind Over Body: PASSIVE: The player may choose to loose any multiple of 2 life to gain half the amount of power. COST: 15xp
===Spell-Sword (Warrior + Mystic)===
Magical Strength: Mage Strength: 2 Strength, melee combat, stamina COST: 40xp, requires NOT having Magical Dexterity Magical Dexterity: Mage Dexterity: 2 Dexterity, ranged combat, perception COST: 40xp, requires NOT having Magical Strength Power of Fire: POWER: Fire Sword: An attack roll is made and a single target takes 1 damage per star. If 2 or more stars are rolled the target is burnt, risking damage each turn (stamina check, difficulty 1) and if at least 4 stars are rolled, the target is ignited and takes 1 damage per turn automatically until the fire is extinguished. PASSIVE: Fire Armour: When the player is hit for 3 or more damage, all players and NPCs (friend or foe) on the same square, or in adjacent squares to the player take 1 damage and make a stamina check. If this check is failed, they are also burnt. COST: 25xp, requires NOT having another elemental power. Power of Water: POWER: Water Enchantment: An attack roll is made by standard rules against a primary target and that target takes 1 damage per star. All in adjacent squares to the target take damage equal to half of the initial attack rolls and those adjacent to that take damage equal to a quarter of the roll, this continues in this matter until damage falls below 1. PASSIVE: Water Armour: When the player is hit for 3 or more damage, they instantly recover 1 life, all allies and enemies on the same square or on an adjacent square then roll for magic, and if they get at least 1 star gain 1 life too. COST: 25xp, requires NOT having another elemental power. Power of Earth: POWER: Earth Enchantment An attack roll is made against a single enemy and that enemy takes 1 damage per star. The enemy is automatically stunned, and if at least 3 stars are rolled, the enemy is also knocked prone. PASSIVE: Earth Armour: When the player is hit for 3 or more damage, all enemies and allies on the same square or on an adjacent square are automatically stunned. COST: 25xp, requires NOT having another elemental power. Power of Wind: POWER: Wind Enchantment: An attack roll is made against a single enemy, that enemy takes 1 damage per star, and is also moved back 1 space per point of damage it takes. If the enemy collides with an environmental hazard it will likely take damage. If it collides with another NPC, both will be damaged. If it collides with another player, than player will be permitted a bonus attack if they use melee, or will take collision damage if a user of ranged or magic. If the push-back knocks the target off a high ledge they may instantly die. PASSIVE: Wind Armour: When the player is hit for 3 or more damage, all enemies and allies on the same square or on an adjacent square are moved 2 squares away from the the player. If the enemy collides with an environmental hazard it will likely take damage. If it collides with another NPC, both will be damaged. If it collides with another player, than player will be permitted a bonus attack if they use melee, or will take collision damage if a user of ranged or magic. If the push-back knocks the target off a high ledge they may instantly die. COST: 25xp, requires NOT having another elemental power. Vampiric Blade: PASSIVE: Every-time 4 or more damage is dealt by the player in a single attack, they regain 1 life. COST: 15xp Powerful Focus: POWER: The player may spend an additional power point on a power without a cost of 2 to deal 50% more damage with it, and lower/raise the difficulty of other rolls relating to that power by 1 in their favour. After doing this, the player will also loose 1 life. COST: 20xp Mystic Weapon: POWER: Sleepy Weapon: The enemy is hit for 1 damage per star, then makes a magic resistance check with a difficulty of half the damage they were hit for. If they roll less than this they fall asleep and require an intelligence roll to awake each turn, this status remains until the enemy awakens, sleeping enemies have an additional attack die rolled against them. POWER: Warping Weapon: The enemy is hit for 1 damage per star, and is then moved to anywhere on the battle-mat of the player's choice. The enemy makes a magic resistance check and can move this position anywhere within X squares, where X is double the number of squares rolled. The position of the enemy may cause them to fall down a pit, onto spikes or onto another enemy, causing damage or instant death. POWER: Piercing Weapon: The enemy is hit for 1 damage per star, and all defensive abilities are ignored. POWER: Immobilising Weapon: The enemy is hit for 1 damage per star and cannot move for 1 turn per damage taken. POWER: Big Weapon: Two enemies next to each other for 1 damage per star on a magic check, if they take at least 3 damage, they are also knocked prone. COST: 40xp Call Blade: ABILITY: The player may make a free magic roll on their turn, if they roll at least 1 star, they gain a new weapon, countering a disarm status effect. COST: 10xp
===Shadow (Rogue + Mystic)===
Shadow Dancer: TRAIT: Shadow: 1 Mobility, stealth, resistance to spells that aren't holy, light or fire related. COST: 20xp Shadow Tamer: TRAIT: Shadow: 2 - Mobility, stealth, resistance to spells that aren't holy, light or fire related. COST: 25xp, requires Shadow Dancer Shadow Master: TRAIT: Shadow: 3 - Mobility, stealth, resistance to spells that aren't holy, light or fire related. COST: 35xp, requires Shadow Tamer Shadow Powers: POWER: Invisibility: A magic roll is made, and the player becomes invisible for 1 turn per star rolled. In addition, another party member becomes invisible per every 3 stars rolled. Invisible players can still be detected by sound, smell or touch and mystic players can always detect them. POWER: Wall Shadow: The player becomes two dimension and sticks to walls, they can then move anywhere along that surface, but cannot cross to another surface. POWER: Shadow Decoys: 1 decoy per star on a magic roll appears on the field that act as decoy's, they have life equal to 1/4 of the player's and no attack dice, but they act in the same way as the player on the same target to make the true player indistinguishable. In PvP, the player is removed from the mat and tagged 'hidden' and an additional decoy is placed on the table. one Decoy is in reality the player (The player must message the GM which one they are.) POWER: Turn Incorporeal: The player becomes incorporeal, becoming immune to physical damage and being able to move through solid, none magical, objects and walls, the player may stay incorporeal for as long as they wish but are unable to make any form of attack whilst in this form. This power can be used in or out of combat, and even on an enemy's turn (with an increased cost of 2 power.) A player may become corporeal again at will. POWER: Vanquish Light: A magic roll is made and a radius of X squares, where X is the number of stars rolled, becomes totally pitch black. POWER: Nightmare Sleep: A magic roll is made against a target in melee range and the opponent rolls against it using magic resistance, if the opponent rolls less stars they fall asleep and require a intelligence check on their turn to awake. In addition, every time they fail this check, the enemy takes 1 damage. COST: 50xp Dark Honour: TRAIT: Dark Honour: 1 Persuasion over evil or chaotic aligned characters and shadow based monsters. COST: 15xp Dark Deals: TRAIT: Dark Honour: 2 - Persuasion over evil or chaotic aligned characters and shadow based monsters. COST: 20xp, requires Dark Honour
===Arcane Master (Mage + Mystic)===
Archaic: TRAIT: Archaic: 1 Casts magic spells. COST: 20xp Master Archaic: TRAIT: Archaic: 2 Casts magic spells. COST: 30xp, requires Archaic Teleportation: POWER: Teleother: The player may select any ally and move then anywhere on the map without making a roll. If the player does not want to be teleported, the power automatically fails, the caster does not regain power. POWER: Telegroup: This spell costs two power. The player rolls for magic, and 1 ally per star rolled is effected. The player may move to anywhere on the map with sufficient adjacent squares, all party members effected are then instantly moved to one of these adjacent squares each, with no players sharing a square. COST: 15xp, requires Elder Mage Unleash Power: POWER: Unleash: This power costs two power points. The player makes a magic roll and every enemy on the battle-mat is hit for 1 damage per star. The player then makes a stamina roll to reduce 4 damage by 1 per star, and is automatically stunned unless they roll 2 or more excess stars COST: 25xp Confuse: POWER: Confuse: The player makes a magic roll, and the enemy is hit for 1 damage per 2 stars. The enemy also rolls for magic resist and if they roll less stars than on the original magic roll, they become confused. Confused enemies must make an intelligence check before attack, and if they roll no stars, loose an action. COST: 10xp Weaken: POWER: Weaken: The player makes a magic roll, and the enemy is hit for 1 damage per 2 stars. The enemy also rolls for magic resist and if they roll less stars than on the original magic roll, they become weakened. Weakened enemies roll 1 less die when attacking COST: 10xp Curse: POWER: Curse: The player makes a magic roll, and the enemy is hit for 1 damage per 2 stars. The enemy also rolls for magic resist and if they roll less stars than on the original magic roll, they become cursed. Cursed enemies take 33% more damage from all sources. COST: 10xp Bind: POWER: Bind: The player makes a magic roll, and the enemy is hit for 1 damage per 2 stars. The enemy also rolls for magic resist and if they roll less stars than on the original magic roll, they become bound. Bound enemies cannot move until the status condition is removed, but can attack as normal. COST: 10xp Dream State: POWER: Dream State: This power takes no roll. The player is tagged 'dreamy' and gains 1 life per turn as long as this status condition is active but the player must make an intelligence check every round before acting. If this check is failed the player looses the dreamy effect and falls asleep instead, requiring further wisdom checks to wake back up. COST: 20xp
===Gladiator (Warrior + Performance)===
Bestiarius: TRAIT: Bestiaries: 1 Combat vs animals POWER: Slay Beast: This power requires no roll. An animal with 3 or less life remaining is instantly defeated, or an animal with 5 or less life remaining that is prone, stunned or otherwise debilitated is instantly defeated. COST: 25xp, requires having no other OR only one other gladiator type Cestus: TRAIT: Cestus: 1 Unarmed combat POWER: Grapple: An enemy is selected and tagged 'grapple' the player then rolls raw strength or unarmed combat against the enemy. The one with less stars is knocked prone and takes 1 damage. The grapple then continues, with the enemy being unable to act for as long as the player keeps the hold. When doing this, the player rolls for strength or unarmed combat and the enemy rolls for strength of mobility, If the enemy rolls more stars the pin is broken and they are no longer prone, all excess stars from the player cause 2 damage. COST: 25xp, requires having no other OR only one other gladiator type Dimachaerus: TRAIT: Dimachaerus: 1 melee combat POWER: Duel-Wield: The player may attack twice this turn with melee on enemies near each other. This may be on the same target or different targets and may be with the same weapon or different weapons. COST: 25xp, requires having no other OR only one other gladiator type Laquearius: TRAIT: Laquearius: 1 Use of ropes POWER: Lasso: The player rolls for throwing a rope (Agilty + throwing combat + rope use), and the enemy is allowed a single roll to dodge, needing half the number of stars. If they fail to dodge, they are knocked prone, take 1 damage are moved to a square next to the player and tagged as 'tied' needing to pass a strength check before acting. (1 star to break free, 2 stars to break free and still act that turn.) COST: 25xp, requires having no other OR only one other gladiator type Provocator: TRAIT :Provocator: 1 Defensive action, stamina POWER: Turtle Formation: The entire party gains 5% DR per star rolled, and warriors in the party. (DR X%, where X = (Number of Warriors + Number of stars)*5)) COST: 25xp, requires having no other OR only one other gladiator type Retiarious: TRAIT: Reitarious: 1 Trident, dagger and net combat POWER: Throw net: An enemy is selected and takes 1 damage per 2 star on a throwing combat roll with a net. They are then tagged as 'net' needing to pass a strength check before acting. (1 star to break free, 2 stars to break free and still act that turn.) COST: 25xp, requires having no other OR only one other gladiator type Sagittarius: TRAIT: Sagittarius: 1 Archery PASSIVE: Sniper: Rolls an additional die when attacking an enemy more than 8 square away but looses an attack die when attacking an enemy who is 1, 2 or 3 squares away. COST: 25xp, requires having no other OR only one other gladiator type Experienced Gladiator: STAT: Both of the player's gladiator type traits rise to +2 COST: 50xp, requires having TWO gladiator type traits Master Gladiator: STAT: A single gladiator type trait rises to +3 COST: 35xp, requires Experienced Gladiator Behead: POWER: Behead: A target is selected an an attack roll made against him. If the damage from this would kill the enemy, the enemy is killed and all enemies of the same type roll bravery and retreat automatically if they fail (difficulty 1 + 1 per 2 excess stars). If the attack wouldn't kill, it deals only 50% of damage. COST: 15xp
===Bard (Rogue + Performance)===
Music Man: TRAIT: Musician: 1 Music COST: 15xp Major Musician: TRAIT: Musician: 2 Music COST: 20xp, requires Music Man Virtuoso: TRAIT: Musician: 3 Music COST: 20xp, requires Major Musician Dazing Noise: POWER: Dazing Noise: A music roll is made, and all enemies with remaining life less than double the number of stars rolled are stunned, loosing their next action, if 5 or more stars are rolled, all enemies also take 1 damage. COST: 15xp Calming Song: POWER: Calming Song: A music roll is made against an enemy that is aggressive due to fear, hatred, anger or similar emotional reason, the enemy becomes none aggressive if the player rolls at least 1 star per 2 attack dice on that enemy. COST: 15xp Song of Rage: POWER: Song of Rage: An ally deals 10% extra damage per health point they have lost for 1 turn per star on a music roll. COST: 15xp Lullaby: POWER: Lullaby: A music roll is made, and the enemy rolls stamina, intelligence or magic resistance against it, if they roll less stars, they fall asleep, requiring an intelligence check to wake up again. COST: 10xp Piper's Charm: POWER: Piper's Charm: This power costs 2 power points. A music roll is made, and all enemies of a single selected type with attack dice or maximum life less than the number of stars roll leave combat immediately. COST: 20xp Purifying Song: POWER: Purifying Song: One player per star rolled on a music roll is cleared of all harmful status effects. Excess stars then are reapplied to each member of the party, preventing status effects for 1 turn. COST: 15xp Frenzy Song: POWER: Frenzy Song: The player makes a music roll, and all enemies roll against it using stamina, intelligence or magic resistance, all that fail are tagged 'frenzy' and will attack the nearest creature to them, friend or foe. COST: 15xp
===Magician (Mage + Performance)===
Stage Magician: TRAIT: Stage Mage: 1 Performance, magic COST: 25xp, requires not being a Street Magician Street Magician: TRAIT: Street Mage: 1 Reaction, influence, magic COST: 25xp, requires not being a Stage Magician Sleight of Hand: TRAIT: S.o.h.: 2 Dexterity COST: 20xp Card Sharp: TRAIT S.o.h.: 2 - Dexterity, speed, perception NOTE: This increases' the S.o.h. trait's area of influence, it is NOT a new trait. COST: 20xp, requires Sleight of Hand Levitation: POWER: Levitate: This power costs two power points, The player levitates off the ground for 1 turn per 1 star on a magic roll, allowing unrestricted movement and granting immunity to melee attacks. COST: 20xp Magical Hat: POWER: Out of the Hat: The player may attempt to summon any animal, monster or item out of their hat. This spell will have a set difficulty to reach set by the GM and will either pass completely or fail completely. POWER: Summon Hats: 2 friendly players or NPCs, and an additional player for every two stars rolled on a magic check, are replaced by identical miniatures and randomly shuffled around, becoming indistinguishable. In PvP, all players will be replaced by new minis and receive a private message from the GM as to which one they are COST: 25xp Switcharoo: POWER: Switcharoo: This power requires no roll. 2 items, creatures or people of a similar weight instantly switch places. For two power, a reaction check can be made to attempt this when an enemy attacks. COST: 15xp Illusionist: POWER: Illusion of Fear: A magic roll is made, and all enemies roll bravery against it, if they roll less stars than half of the magic roll, they instantly retreat from battle. POWER: Illusion of Disguise: 1 player per star rolled on a magic check will look identical to the enemy, increasing chances of sneaking by. POWER: Doubling Illusion: 1 player per star on a magic check gains an illusionary duplicate that does not make attacks, when this illusion is destroyed, the player the illusion is of takes 1 damage and the enemy who destroyed it is stunned. COST: 35xp
===Juggernaut (Warrior + Dwarf)===
Juggernaut(1): STAT: Maximum life increases by 1. COST: 20xp Juggernaut(2): STAT: Maximum life increases by 1. COST: 20xp Juggernaut(3): STAT: Maximum life increases by 1. COST: 20xp Juggernaut(4): STAT: Maximum life increases by 1. COST: 20xp Juggernaut(5): STAT: Maximum life increases by 1. COST: 20xp Juggernaut(6): STAT: Maximum life increases by 1. COST: 20xp Resilient: TRAIT: Resilient: 1 Stamina, magic resistance COST: 15xp Immovable Object: PASSIVE: The player cannot be knocked back or knocked prone. COST: 15xp
===Dungeoneer (Rogue + Dwarf)===
Cave Forager: TRAIT: Forager: 1 Perception, survival skills, tinkering, building, repairing COST: 20xp Pit Forager: TRAIT: Forager: 2 Perception, survival skills, tinkering, building, repairing COST: 20xp, requires Cave Forager Dungeon Forager: TRAIT: Forager: 3 Perception, survival skills, tinkering, building, repairing COST: 25xp, requires Pit Forager Master Climber: TRAIT: Climber: 3 Climbing, balance COST: 50xp Greedy: POWER: Greedy Turn: This power costs 2 power points and requires no roll. The player may act again in the turn order this round after at least 1 other player has acted. COST: 15xp Tumble Through: PASSIVE: The player may move through all allies or enemies blocking the way. COST: 5xp Bitter Death: ABILITY: When a player with this ability is killed, they may make on final attack on the enemy that killed them if they can target said enemy without moving. This attack deals 2 damage per star. COST: 10xp
===Rune Caster (Dwarf + Mage)===
Elemental Runes: POWER Rune of Winds: This power requires no roll, but takes a full turn. All enemies, allies and movable objects are moved back 2 squares from the player, those that collide with hazards or fall of ledges take damage accordingly. If 2 opposing players or NPCS collide they roll for melee attack against each other, If 2 allies collide they take 1 damage each. POWER Rune of Waters: This power requires no roll, but takes a full turn. All allies and enemies gain 1 life and are cleansed of all negative status conditions. POWER: Rune of the Earth: This power requires no roll, but takes a full turn. The 8 tiles surrounding the player become earth walls that are impassible until the player's next turn, any allies or enemies on these tiles take 1 damage and are stunned. POWER: Rune of Fire: This power requires no roll, but takes a full turn. All players and NPCs on the battle-mat roll for dodging, magic resistance or stamina, those that fail to get at least 1 star take 2 damage COST: 40xp Runes of Life: POWER: Mind Rune: This power requires no roll, but takes a full turn. A single enemy is selected and they roll magic resistance or stamina to reduce 3 damage by 1 per stat. POWER: Body Rune: This power requires no roll, but takes a full turn. A single ally is selected, they regain 1 life and gain 50% DR until their turn in the following round. POWER: Soul Rune: This power requires no roll, but takes a full turn. All enemies and allies make a magic check, the top half of those that roll gain 20% DR and +20% damage for the rest of the combat encounter, the lower half loose 20% DR and 20% damage for the rest of the combat encounter. POWER: Blood Rune: This power requires no roll, but takes a full turn. All enemies and allies on the battle-mat gain 2 life and all enemies and allies are inflicted with a bleed. POWER: Nature Rune: This power requires no roll, but takes a full turn. A nature elemental is placed on the field anywhere the player wishes. This monster always has 6 attack and 8 life, it is aggressive to both players and enemies. COST: 50xp Runes of Destruction: POWER: Chaos Rune: This power requires no roll, but takes a full turn. A roll of 1 die is made by the GM to for every NPC and player, those that show stars automatically take 2 damage and their place on the battle-mat is swapped with the next player or NPC to be hit. POWER: Death Rune: This power requires no roll, but takes a full turn. All players and NPCs on the battle-mat roll magic resistance, A single player or NPC with the worst roll (After tie breaks) Is automatically killed. This will only count as a PvP kill if the player is cursed or accidentally kills one who is cursed. COST: 20xp Ancient Knowledge: TRAIT: Ancient: 2 Intelligence, knowledge, magic resistance COST: 40xp
===Eagle Eye (Warrior + Elf)===
Sharp Eye: TRAIT: Eagle Eye: 1 Perception, archery COST: 20xp Falcon's Eye: TRAIT: Eagle Eye: 2 Perception, archery COST: 20xp, requires Sharp Eye Eagle Eye: TRAIT: Eagle Eye: 3 Perception, archery COST: 30xp, requires Falcon's Eye Bow Mastery: STAT: The Bow Specialist upgrade (from the Warrior tree) rises to +3 COST: 24xp, requires Bow Specialist (from the Warrior tree) Archery Skills A: POWER: Point Blank Shot: The player may attack an enemy within 3 spaces with a bow, when attacking like this they half their attack dice (rounding down) but each star rolled deals 2.5 damage. POWER: Focused Shot: An enemy is attacked with ranged combat and takes damage by normal rules, this attack always deals at least 2 damage. PASSIVE: Silent Shot: When attacking with a bow, the player makes no noise and the enemy dies silently, making the player undetectable via sound. COST: 28xp Archery Skills B: POWER: Piercing Shot: A primary target is selected and hit for ranged combat damage, the arrow then continues in a straight line (GM's discretion) and hits every other enemy or ally along this line for the same amount of damage. POWER: Targeted Shot: The player may select a specific body part on the enemy and make an attack, dealing damage as normal and also applying a relevant status effect, for example blinding the enemy by aiming for the eyes, or aiming at the wrist to disarm them. POWER: Blunt Arrow: When attacking with this arrow type, the enemy takes only half damage, but is knocked back 1 space per 2 stars and stunned if 2 or more damage is dealt. COST: 28xp
===Spy (Rogue + Elf)===
Field Expertise: TRAIT: Field Experience: 1 Survival skills, influence, mobility COST: 20xp Field Veteran: TRAIT: Field Experience: 2 Survival skills, influence, mobility COST: 25xp, requires Field Expertise Field Master: TRAIT: Field Experience: 3 Survival skills, influence, mobility COST: 30p, requires Field Veteran Stealthy: TRAIT: Stealthy: 1 Stealth COST: 15xp Stealthier: TRAIT: Stealthy: 2 Stealth COST: 15xp, requires Stealthy Stealthiest: TRAIT: Stealthy: 3 Stealth PASSIVE: Silent: The player never makes any sound when moving or attacking, becoming effectively undetectable via sound. COST: 25xp, requires Stealthier Spy Ahead: POWER: This power requires no roll. The player is shown the next scene of the campaign and may then return to the party as if they have scouted it to tell of challenges ahead. COST: 5xp Double Agent: PASSIVE: When players are cursed and told of their allies by the GM, they will always be told that the player is cursed, whether or not they actually are. COST: 10xp Unreadable: PASSIVE: Is immune to both the Read Hearts and Read Minds skills in PvP. COST: 5xp
===Elder (Mage + Elf)===
Supreme Will: TRAIT: Will: 2 Magic resistance, willpower. POWER: Will Success: This power requires no roll, the player selects another roll recently made and a star is added to that rolls' success. POWER: Will Failure: This power requires no roll, the player selects another roll recently made and that roll is then treated as if a skull was rolled on it POWER: Will Survival: This power costs 2 power points. When an ally would die, the player may spend 2 power to allow them to survive with 1 life. When using this in conjunction with the warrior's survival passive, this must be done before the survivor roll and cannot be used after it. COST: 65xp Magical Blast: POWER: Magical Blast: A magic attack is made and all enemies within 1 square are effected, in addition each enemy must roll for stamina to resist becoming stunned. COST: 10xp White Mage: PASSIVE: The player may add to their character sheet up to 35xp worth of upgrades from the Cleric tree. This can be any combination of upgrades as long as the cost does does not exceed 35. COST: 45xp, requires NOT being a mage of another colour Green Mage: PASSIVE: The player may add to their character sheet up to 35xp worth of upgrades from the Druid tree. This can be any combination of upgrades as long as the cost does does not exceed 35. COST: 45xp, requires NOT being a mage of another colour Purple Mage: PASSIVE: The player may add to their character sheet up to 35xp worth of upgrades from the Physic tree. This can be any combination of upgrades as long as the cost does does not exceed 35. COST: 45xp, requires NOT being a mage of another colour Mage of Many Colours: PASSIVE: The player may add to their character sheet up to 30xp worth of upgrades from any combined class trees that require being a mage. This can be any combination of upgrades as long as the cost does does not exceed 30. COST: 45xp, requires NOT being a mage of another colour Elder Elf: TRAIT: Elf 2 - keen senses, resist magic, intelligence, disease resistance, balance, mobility, dexterity, magic COST: 30xp, requires High Elf (from the Elf tree)
===Watchman (Warrior + Halfling)===
Bounder: TRAIT: Watchman: 1 Perception, grappling COST: 15xp Shirrif: TRAIT: Watchman: 2 Perception, grappling COST: 20xp, requires Bounder Watch Chief: TRAIT: Watchman: 3 Perception, grappling COST: 20xp, requires Shirrif Peace Keeper; TRAIT: Peace Keeper: 2 Melee combat, defensive action COST: 35xp Knock-Out: POWER: Knock-Out: This power can only be used on an enemy that hasn't detected the player. The player rolls for melee combat and each star is temporarily treated as 3 damage each. If this would be enough to kill the target, the target is knocked out and takes 1 damage per star rolled. If it would not be enough to kill the enemy, the enemy takes 1 damage per star as usual. COST: 10xp Sleeper Hold: POWER: Sleeper Hold: The player engages in a grapple with the enemy. Each round the player and the grappled enemy roll strength. If the player rolls more the enemy takes 2 damage per excess star, if the enemy wins the player takes 1 damage per excess star. If the player can keep this hold for 3 rounds, the enemy is instantly knocked out. If anyone attacks either the player or the enemy in this grapple, the hold is instantly broken, but the damage of the attack is spread evenly between both the player and the target. COST: 10xp Swipe Legs: POWER: Swipe Legs: The enemy is attacked with melee and takes 1 damage per 2 stars, the enemy then rolls for balance, and if they get less stars than the player initially rolled, they are knocked prone. COST: 10xp Burning Herbs: POWER: Burning Herbs: A roll for dexterity is made against an enemy in melee range, the enemy is blinded and takes 1 damage per 2 stars rolled. COST: 10xp Arrest: ABILITY: Arrest: A vulnerable enemy (asleep, stunned, low life etc.) is selected and becomes hand-cuffed becoming unable to use their hands properly. COST: 10xp Lantern: PASSIVE: Lantern: The area within 2 squares of the player never grow dark. COST: 10xp
==Burglar (Rogue + Halfling)===
Petty Burglar: TRAIT: Burglar: 1 Stealth, climbing, lock-picking COST: 20xp Cat Burglar: TRAIT: Burglar: 2 Stealth, climbing, lock-picking COST: 23xp Master Burglar: TRAIT: Burglar: 3 Stealth, climbing, lock-picking COST: 25xp Pass Unseen: POWER: Pass Unseen: This power costs 2 power points but requires no roll. The player avoids all enemies and passes to the next scene. If the party catches up the game continues as normal, if the party is defeated without the player, the player is defeated also and the last man standing bonus goes to last player to die apart from the burglar. Once the player has used this power, they cannot return to combat. COST: 15xp Escape Artist: POWER: Escape Artist: This power can be added to any roll to escape any form of entrapment or binding and guarantees success on that check. COST: 11xp Steal Move: POWER: Steal Move: For 2 power points, the player may attempt any power an ally has that does not cost 2 power. COST: 12xp Over There!: POWER: Over There!: This power can only be used when hidden. One enemy per star on a dexterity roll is drawn to and fascinated by a place on the board selected by the player COST: 12xp Sleeping Smoke: POWER: All enemies on the battle-mat roll for stamina or magic resist and any who fail to get at least 1 star fall asleep, requiring a wisdom roll to wake up. COST: 10xp Sure Footed: PASSIVE: The player is immune to floor based hazards. They will not set off floor based traps or be effected by hazards such as spikes or broken glass. COST: 20xp Secret Signs: ABILITY: At each check point, the player may roll for wisdom. The player will then be given information from the GM regarding dangers and challenges before the next checkpoint and receive more detail if they roll more stars. COST: 12xp
===Artificer (Mage + Halfling)===
Knight's Helm: STAT: Maximum life increases by 1, or by 2 if the player also has Knight's Body COST: 30xp, requires NOT having another head item Band of Shadows: TRAIT: Shadow Gear: 1 Stealth, magic resistance NOTE: This rises to +2 if Cloak of Shadows is also selected. COST: 30xp Helm of Thirdeye: TRAIT: Thirdeye: 1 Perception, reaction COST: 30xp Cloak of Shadows: TRAIT: Shadow Gear: 1 Stealth, magic resistance NOTE: This rises to +2 if Band of Shadows is also selected. COST: 30xp Camouflage Cloak: PASSIVE: The player gains excellent camouflage (and thus is unlikely to be spotted) in a single type of terrain of their choice. lucky cloak Knight's Body: STAT: Maximum life increases by 1, or by 2 if the player also has Knight's Helm COST: 30xp, requires NOT having another body item Ancestral Body: STAT: The player's sub-race trait (from the Halfling tree) increases to +3 COST: 30xp, requires NOT having another body item Regenerating Robe: PASSIVE: The player regains 1 life after the end of every combat encounter. COST: 30xp, requires NOT having another body item Ring of Invisibility: PASSIVE: The player may choose to turn invisible, becoming undetectable via sight. They can remain invisible for as long as they like, but on each turn they remain invisible, they take 3 damage, reduced by 1 per star on a magic resistance roll. COST: 30xp, requires NOT having another ring. Ring of Received Power: PASSIVE: The player is given permanent access to a power another player has, this must be given willingly (via enchantment) from that player and once a power is chosen, it is chosen permanently. Use of this received power is limited to once per session and still has the power cost from the selected power. COST: 30xp, requires NOT having another ring. Ring of Enhancement: STAT: The magical body part trait chosen by the player from the mage tree rises to +3 COST: 30xp, requires NOT having another ring. Orb of Power: STAT: The player's maximum power increases by 2. COST: 35xp, requires NOT having another Trophy. Skull of the Necromancer: PASSIVE: The player gains 1 life and 1 power every time their battle ranking hits a multiple of 20. COST: 35xp, requires NOT having another Trophy.
===Tech Blade (Warrior + Gnome)===
Techie: TRAIT: Techie: 1 Devices, combat with a single weapon of choice. COST: 20xp Techno: TRAIT: Techie: 2 Devices, combat with a single weapon of choice. COST: 20xp Tech Wielder: TRAIT: Techie: 3 Devices, combat with a single weapon of choice. COST: 25xp Electro-blade: POWER: Blade with Current: A melee or ranged attack is made against a single enemy, and deals 1 damage per star. The amount of damage then becomes a dice value and is rolled again to deal damage to the enemy once more. This continues to chain down in this manner and if the attack hits for at least 1 damage 3 or more times, the enemy is also stunned. POWER: Zap: A devices roll is made to deal ranged magical damage to a single enemy at 1.5 damage per star, the player is then hit for 2 damage which can be decreased with a magical resistance roll. COST: 25xp Blade Cannon: POWER: Blade Cannon: A melee attack roll is made that is treated as a ranged attack, dealing 1.5 damage per star and also pinning the opponent to any nearby object, using this ability automatically disarms the player COST: 15xp Power Armour: STAT: Maximum life increases by 2 TRAIT: Power Armour: 1 - Stamina, strength, dexterity COST: 45xp
===Trap Master (Rogue + Gnome)===
Lay Traps: POWER: Snare Trap: A snare trap is lain on a single square of the battle-mat, when an enemy steps on this square, the snare attacks for damage equal to the device roll that was used to lay it and the enemy becomes bound. POWER: Bear Trap: A bear trap is lain on a single square of the battle-mat, when an enemy steps on this square, it attacks for with 2 dice per star on the devices roll used to lay it. If this deal 4 or more damage, the enemy's limb is shattered. POWER: Pit Trap: A pit trap is dug in a 2 by 2 grid. Any enemies that step here take up to X damage, reduced by safe falling, and require a climbing check with difficulty X/2 to escape. In both cases X = a device roll made to dig the trap. COST: 40xp Baits: PASSIVE: The player carries and can lay at will gold or meat as a bait, this will attract enemies that desire meat or money to that specific location COST: 15xp Trapper's Hands: TRAIT: Trap Hands: 2 Dexterity, reaction COST: 35xp Disarm Traps: TRAIT: Trap Remover: 2 Devices, traps POWER: Remove Trap: A trap is instantly removed, requiring no roll. PASSIVE: When a trap is disarmed by the trap-master, if they roll 2 or more excess stars, the trap is added to their inventory and they can lay it later in the game at will. COST: 45xp Detect Traps: POWER: This power costs 2 power points, but instantly reveals all traps in the area and gives information about what each one does. COST: 15xp
===Technomancer (Mage + Gnome)===
Technomancer: TRAIT: Technomancer: 2 Devices, casts magic spells. COST: 50xp Mind Chip: TRAIT: Tech Mind: 2 Increased knowledge and wisdom POWER: Inhabit Technology: A magic + device rolls is made against a device and this device falls into the player's control for 1 turn per 2 stars. COST: 45xp, requires NOT having another tech body-part Metal Muscles: TRAIT: Tech Body: 2 Increased strength and stamina POWER: Power Punch: A strength roll is made adding all device traits, dealing 1 damage per star. The enemy then rolls stamina or balance against the damage dealth to resist being knocked prone, requiring half the amour of stars COST: 45xp, requires NOT having another tech body-part Cyber Soul: TRAIT: Tech Soul: 2 Increased magical resistance and perception POWER: Consume Technology: A device is destroyed in order for the player to gain 1 life per star rolled on a devices roll. COST: 45xp, requires NOT having another tech body-part Electric Neurons: TRAIT: Tech Neurons: 2 Increased speed and reactions POWER: Over-Drive: This power costs 2 power points, the player may attack 3 times on this action, but takes an automatic 2 damage in doing so. COST: 45xp, requires NOT having another tech body-part Haywire: POWER: Haywire: A magic + devices roll is made, and 1 device in the area per star goes haywire, acting differently and chaotically. COST: 15xp Kamikaze Golems: POWER: A magic roll is made, and 1 Golem per star is summoned. These golems have 0 attack and 1 life. When defeated, these Golems deal 1 damage automatically to all enemies in adjacent squares. COST: 15xp Mechanical Spider: PASSIVE: The player is treated as having 4 arms and 4 legs (2 of each being normal, and an additional 2 mechanical) COST: 25xp Please log in to add a comment. |
Assassin's Combat: POWER: Insidious Poison: any enemy attacked with this power is tagged 'IP:x' where X = 10 - number of stars on a separate wisdom check. This number then decreases by 1 per turn. When it reaches 0 the enemy is instantly killed, or takes huge amounts of damage.
POWER: Crowd Blend: This power takes no roll of any kind. The player may instantly enter an area with 3 or more friendly or neutral NPCs to instantly become undetectable by enemies for as long as they remain there.
POWER: Create Opening: The enemy is hit with a standard attack and takes damage by normal rules. The enemy is then tagged as 'DR -X%' where X is equal to the number of stars rolled multiplied by 20. This leads to the enemy takes more damage (a roll of 3 creates 60% -DR, leading to a follow up attack of 5 dealing 8 damage) the weakness decreases by 30% per turn until reaching 0% again and is removed instantly on heal.
POWER: Cheap Shot: The enemy is hit for half of the normal damage on a combat roll and cannot be killed by this attack. The enemy then makes a stamina check and if they roll less than the player's original combat roll + 1 per 2 damage inflicted on them, they are instantly stunned and knocked prone.
POWER: Assassinate: The player makes a combat roll against any enemy, the enemy then rolls for strength, stamina or agility, if the player fails to roll at least half of the player's combat check, they are instantly killed.
COST: 38xp
Deadly Strikes: PASSIVE: If a set of attack dice display 3 stars in a row without any blanks in-between them, the attack becomes a Deadly Strike and deals 33% more damage.
COST: 12xp
Stalker: TRAIT: Stalker: 1 Balance, mobility, speed, climbing, stealth
COST: 20xp
Chaser: TRAIT: Stalker: 2 Balance, mobility, speed, climbing, stealth
COST: 20xp, requires Stalker
Pursuer: TRAIT: Stalker: 3 Balance, mobility, speed, climbing, stealth
COST: 30xp, requires Chaser
Sword Practitioner: TRAIT: Swordsman: 1 Skilled with swords and other one handed blades.
PASSIVE: When the player rolls 3 or more stars with a sword, the opponent is disarmed.
COST: 30xp, requires NOT having another Practician (NOTE: If you master and practise the same weapon, the trait becomes a single trait at +3)
Bow Practitioner: TRAIT: Bowman: 1 Skilled with bows and other ranged weaponry
PASSIVE: When the player rolls 3 or more stars with a bow, an enemy behind the damaged target also takes damage.
COST: 30xp, requires NOT having another Practician (NOTE: If you master and practise the same weapon, the trait becomes a single trait at +3)
Javelin Practitioner: TRAIT: Javelinist: 1 Skilled with javelins and other throwing weapons
PASSIVE: when the player rolls 2 or more stars with a Javelin, the enemy is pinned to a nearby wall or object if one is available.
COST: 30xp, requires NOT having another Practician (NOTE: If you master and practise the same weapon, the trait becomes a single trait at +3)
Dart Practitioner: TRAIT: Dartman: 1 Skilled with darts and other pipe-blown projectiles
PASSIVE: when the player rolls 2 or more stars with a dart, the enemy will not notice the attack, leaving the player still undetected (if previously undetected) and making poison only a matter of time.
COST: 30xp, requires NOT having another Practician (NOTE: If you master and practise the same weapon, the trait becomes a single trait at +3)
Dagger Practitioner: TRAIT: Daggerman: 1 Skilled with daggers and other small blades
PASSIVE: When the player rolls 4 or more stars with a dagger, they may immediately attack again, if this attack rolls more than 4 stars they can continue attacking.
COST: 30xp, requires NOT having another Practician (NOTE: If you master and practise the same weapon, the trait becomes a single trait at +3)
Scimitar Practitioner: TRAIT: Scimitarist: 1 Skilled with scimitars and other curved blades
PASSIVE: When an enemy is killed by a scimitar, the player may attack again, after rolling a star is subtracted before damage is applied.
COST: 30xp, requires NOT having another Practician (NOTE: If you master and practise the same weapon, the trait becomes a single trait at +3)