Descent Skills
Table of Contents

Overview

This page is for containing the Descent skills so they don't overflow the original page horribly, and also to organize them a bit better. Skill categories will now be organized per-class and then sub-organized alphabetically.

Skill Format is as follows: Name(Skill Tier, Prerequisite(s), Speed)

Skills whose Speed Rating is prefaced by a + are used in conjunction with the user's weapon and modifies their weapon speed accordingly. Skills with Passive have a constant effect or are automatically active under certain circumstances. Non-Combat skills are usable outside of battles and usually consume Stamina when used. Reaction skills can be activated at any time, but usually only make sense to activate in response to someone else's action or the use of another skill.

Skill Tier is the cost in skill points to learn. If Speed is a +X, that means it adds X to the character's weapon speed to determine the actual speed.

When generated, all characters start with the skills labelled Starting Skill which are appropriate to their class.

Skills that are subbed to a class are available only to that class. Generic skills are available to all characters. Heretic skills are only available if you somehow acquire the skill tree or get a trainer to teach you the tree's starting skill(s).

In addition, every talent tree provides a bonus to certain non-combat actions. This bonus is calculated as follows:

Skills Learned Bonus
1 +1
2 +2
4 +3
8 +4
16 +5

What the skill grants a bonus to is listed immediately before the talent tree's Starting Skill(s) and is cumulative with any similar bonuses granted from specific skills.

Skill Combos

It's possible to use up to two skills with speeds/speed-modifiers in the same turn, as well as any number of skills that specifically key off the activation of other skills(usually Reactive skills, for example Echo Strike).

The speed rating of the resulting action is calculated by adding the speeds of the two actions together and then multiplying by 1.5(rounding up). If both skills have a +X speed rating, the base speed(usually a weapon speed) is only added once, likewise if both abilities modify a weapon's attack roll or damage roll/resolution, attack and damage are only rolled once.

Both abilities resolve simultaneously. This means, for instance, that if one ability moves the target, the target isn't moved until both abilities have resolved, preventing the target from suddenly being out of range of the second ability.

Denier

Refusal

Refusal grants a passive bonus to ignoring pain and other hardship, whether physical or mental.

Mind Over Matter(Starting skill, Passive)

The Denier gains a +1 damage bonus per level to all his attacks with Unarmed weapons.

Dismissal(Tier 1, Prerequisite(s): Mind Over Matter, Passive)

The Denier gains a +4 armor bonus as long as he's neither carrying a shield or wearing any armor.

Gravity Well(Tier 1, Prerequisite(s): Dismissal, Passive)

Whenever an enemy leaves or passes through the same range band as the Denier, in the direction of the Denier's farthest range band, they're slowed by 3 Ticks and they can move no farther than the band immediately behind the Denier.

Deny Injury(Tier 1, Prerequisite(s): Mind Over Matter, Speed 3/Non-Combat)

In combat, allows the Denier to undo his own wounds, healing 1 point of health per 2 Adrenaline spent. Outside of combat, allows the Denier to heal his own wounds at a cost of 1 Stamina per point of health.

Defy Matter(Tier 2, Prerequisite(s): Mind Over Matter, Speed +1)

The Denier makes an attack as usual but the damage dealt is armor-ignoring if it hits as the Denier simply refuses to believe in his opponent's defenses. Cost: 4 Adrenaline.

Phase(Tier 1, Prerequisite(s): Defy Matter, Non-Combat)

This allows the Denier to ignore the physical reality of an object and reach/walk through it, though this only works for inanimate objects, not living creatures. Requires a TN15 check to do which, if failed, leaves the Denier partially phased through the object he was trying to penetrate. This doesn't usually do any damage to the Denier, as his body displaces the object's mass, but does cause some work for his friends when they need to free him. Cost: 4 Stamina.

Ignore Gravity(Tier 2, Prerequisite(s): Dismissal, Non-Combat)

With this ability the Denier is able to briefly ignore gravity, essentially moving as though he's walking or running along a flat, solid surface in any direction, no matter whether there's actually a surface there or not. He could, for instance, walk straight up in the air or scale a cliffside simply by pretending it's the ground and it's everyone else who's wrong about gravity. The effect is temporary and requires considerable effort, however. For every minute the Denier uses the ability, he spends 2 Stamina.

Echo Strike(Tier 2, Prerequisite(s): Defy Matter, Reaction)

This ability is activated alongside another ability. Immediately after that ability resolves, take the same action with the same modifiers and rolls(reroll all dice involved). This new action has a speed rating of 0 and costs no adrenaline, instead, add together the adrenaline cost and speed rating of the action that's copied. The Denier takes half that much armor-ignoring Health damage immediately after the second action resolves.

Sever World-Line(Tier 3, Prerequisite(s): Dismissal, Speed 5)

Mark a target and keep track of all damage they do, and all adrenaline spent on skills and attacks targeting them(not range bands they're in, but them specifically) for the next 30 Ticks. If the target is killed within those 30 Ticks, recoup all the tracked damage and adrenaline expended, including the cost of this skill. Cost: 10 Adrenaline.

Unarmed

Unarmed grants a passive bonus to any actions involving hand-eye coordination or dexterity.

Unarmed Expertise(Starting skill, Passive)

The Denier gets a +3 to hit with any unarmed attacks. Some weapons, like heavy gauntlets, brass knuckles and punch daggers are considered "Unarmed," they'll be noted as such in the equipment section.

Survival of the Fittest(Tier 1, Prerequisite(s): Unarmed Expertise, Special)

At any time while resting, the Denier may substitute a hireling or henchman for five Supplies. The "expended" henchman or hireling is removed as a result.

Unarmed Mastery(Tier 3, Prerequisite(s): Unarmed Expertise, Passive)

The Denier gets a further +2 to hit with all unarmed attacks.

Flurry of Strikes(Tier 1, Prerequisite(s): Unarmed Expertise, Speed +3)

For every 3 Adrenaline paid, the Denier can make a basic attack of any kind during this action, at any target within range. These attacks may be distributed among any number of targets.

Sweeping Kick(Tier 1, Prerequisite(s): Unarmed Expertise, Speed +2)

Dealing normal damage, the Denier's attack targets two enemies in the same range band. Only one attack roll is made and applied to both, the same goes for damage. Cost: 2 Adrenaline.

Headbutt(Tier 2, Prerequisite(s): Flurry of Strikes, Speed 5)

The Denier makes an attack doing normal Unarmed damage, with no accuracy modifier. If the attack hits, he takes half as much damage as the target(prior to reduction by armor, but the Denier's own armor applies) and knocks the target down the Initiative track a number of Ticks equal to the amount of damage done post-armor. Cost: 6 Adrenaline.

Dirty Fighting(Tier 2, Prerequisite(s): Sweeping Kick, Speed +1)

The Denier makes a normal attack, which gains a +2 accuracy if it's the first time he uses it in a battle. If the attack hits, the target has all their speed ratings penalized by +2 for their next five actions. Cost: 3 Adrenaline.

Falling Star Strike(Tier 2, Prerequisite(s): Sweeping Kick, Special)

For every point of Adrenaline spent, the Denier may add one point of range to a weapon attack, as well as adding one point of damage, +1 accuracy and +1 speed. Immediately after using Falling Star Strike, the Denier is temporarily removed from the battlefield after choosing a range band to re-appear in. The attack resolves a number of ticks later equal to the amount of adrenaline spent, at which point the Denier re-enters the battlefield in the chosen range band, and makes his attack against any viable target in that range band. If there are no viable targets in the range band, the Denier makes no attack and still re-appears in the range band.

Grapple(Tier 3, Prerequisite(s): Unarmed Expertise, Speed +2)

The Denier makes a range 0 attack doing damage as per his equipped weapon, and at normal accuracy. Until the Denier attacks another target(multi-target attacks included), the victim of the Grapple is unable to leave their current range band, and every action they take they're subject to a free attack from the Denier with their equipped weapon. If anything moves them from the range band they were occupying when Grappled, the Grapple effect is instantly broken. The Grapple is also broken if the Denier moves or is moved from the Range Band they were in when they initiated the Grapple.

The Denier may also choose to end the Grapple by making a range 5 attack at Speed +0, which does weapon damage multiplied by 2 and can target an empty range band or an enemy. If the target is an empty range band, no attack roll is necessary. Whether the attack hits or misses the Grappled target is moved to the targeted range band or the same range band as the targeted enemy and is dealt damage by the ability. If the attack hits, the targeted enemy is also dealt this damage.

Void Whispers

Void Whispers grants a passive bonus to, as well as the ability to attempt it at all, communicate with mindless and alien things. This includes inanimate objects, though most of these won't have anything to say. Successfully communicating with any of these beings doesn't guarantee that they intend to be helpful or non-hostile.

Body Without Mind(Starting skill, Passive)

The Denier gains a +3 to doing anything that requires raw physical strength or adrenaline and little to no thought, as he decouples his mind and his body, allowing him to perfectly ignore straining muscles and the aches of exhaustion. Only works outside of combat as it requires a brief period of meditation that it's hard to find the peace for when someone's trying to beat your head in with a hammer.

Swap Fate(Tier 1, Prerequisite(s): Body Without Mind, Special)

Any time the Denier takes damage, they may sacrifice a henchman or hireling to only take half the damage they would otherwise. Statted combat hirelings receive an instant Wound if they're the target, non-combat hirelings are removed from the party's entourage in a brief and gory way.

Pierce Illusion(Tier 1, Prerequisite(s): Body Without Mind, Passive)

The Denier gains a +3 to seeing through falsehoods as the whispers of the Celestial spirits reveal the truth of the world to him. This includes magical illusions, discerning lies, seeing through disguises and noticing the carpet that someone's put over the spiked pit on the floor.

Terrifying Aura(Tier 1, Prerequisite(s): Body Without Mind, Speed 3)

All combatants are moved one range band away from the Denier as they try to avoid his sudden, terrifying aura. Allies in the same range band as the Denier may choose whether to move up or down a range band, unless they're already at the limit of how far up or down they can go. Cost: 2 Adrenaline.

Void Transformation(Tier 2, Prerequisite(s): Terrifying Aura, Speed 2)

For the Denier's next five actions, his Hands & Feet weapon is replaced with the following two:

Name Damage Range Speed Type Cost Encumbrance
Flaying Tentacle 1d4+2 2 3 Unarmed 0 0
Caustic Vomit 1d4+2 6 3 Unarmed 0 0

Costs 4 Adrenaline to use.

Incorporeality(Tier 2, Prerequisite(s): Pierce Illusion, Speed 2)

For the duration of the next 20 ticks, all damage the Denier takes and deals are halved(round up for damage done, and down for damage taken, to a minimum of 0). Cost: 5 Adrenaline.

Soul-Sealing Strike(Tier 2, Prerequisite(s): Pierce Illusion, Non-Combat)

Punches a Wound off of an ally, but instantly replaces it with one of the following Scars(roll 1d6 to determine which):

1-2: Lost Corporeality. +1 Armor, -1 to all damage done(to a minimum of 1).
3-4: Nightmares. -4 Maximum Stamina, +1 Defense.
5-6: Void Mutation. -1 to all non-intimidation social interaction, recovers 75% Stamina when resting without Rations(this effect doesn't stack on repeated gains of this Scar), +1 damage to unarmed combat attacks.

Costs 2 Stamina to use.

Temporal Tether(Tier 2, Prerequisite(s): Pierce Illusion, Speed 2)

Note down the target's current Range Band, Stamina, Adrenaline, Wounds, Scars and Health. For the next 20 Ticks, at any time, the Denier can revert the target to the noted state. The confusion for the sudden temporal whiplash shunts the target's next action five ticks down the initiative order. Cost: 5 Adrenaline.

Call Celestial Horror(Tier 3, Prerequisite(s): Void Transformation, Speed 6)

For the next 50 Ticks, every 5 Ticks, roll a d10. Counting from the farthest range band on the PC side, everyone in the rolled band(excepting the one the summoning Denier is in) will be subjected to an accuracy +6 attack that does 2d6 damage if it hits. Enemies killed by the Celestial Horror are assumed to be devoured and cannot be looted. Every time the Celestial Horror kills something, extend its duration by 10 Ticks. The Denier may reroll the location of any Celestial Horror attack once at the cost of 2 Adrenaline and then take the result he prefers. Cost: 8 Adrenaline.

Earth Cleric

Defender

Defender grants a passive bonus to any actions that involve physically defending or verbally standing up for others.

Guardian(Starting Skill, Passive)

The Earth Cleric can choose to take half the damage that any ally in his range band would take, splitting the damage before armor is applied. Using this ability costs 2 Adrenaline.

Teamwork(Tier 1, Prerequisite(s): Guardian, Passive OR Non-Combat.)

Any attack the Earth Cleric makes against a target in the same range band as an ally gets a +2 to hit. Out of combat this allows the Earth Cleric to add +2 to any ally's roll if he can reasonably justify that teamwork would help(distracting guards to let someone else sneak by might work, for instance. Be generous in adjudicating this), the cost for the non-combat use is 1 Stamina.

Shield Expertise(Tier 1, Prerequisite(s): Guardian, Passive)

The Earth Cleric increases the armor value of any shield he's using by +1, and adds a +2 modifier to hit any time he has a shield in hand.

Dual Shielding(Tier 1, Prerequisite(s): Shield Expertise, Passive)

This allows the Earth Cleric to wield two shields and no weapons. When wielding two shields the speed penalties and armor bonuses of both shields stack, and for the purpose of any skill that calls on the shields' stats(like Shield Bash), they also stack. For the purpose of any skill that calls on a weapon, consider the Earth Cleric to be Unarmed(Range 0, Speed 3, Damage 1d4).

Barricade(Tier 1, Prerequisite(s): Shield Expertise, Passive)

Whenever an enemy attempts to leave or move through the same range band as the Earth Cleric, in the direction of the Earth Cleric's farthest range band, the Earth Cleric may pay 2 Adrenaline to stop them in his range band.

Ballistic Shield(Tier 1, Prerequisite(s): Shield Expertise, Passive)

The Earth Cleric can equip any shield and ranged weapon at the same time. Attacks with ranged weapons gain +2 to hit if equipped at the same time as a shield.

Shield Bash(Tier 1, Prerequisite(s): Guardian, Speed +1)

Make a normal attack with an equipped melee weapon, but add twice your shield's armor value(modified, not base) as bonus damage if it hits. Cost: 2 Adrenaline.

Shield Throw(Tier 2, Prerequisite(s): Shield Bash, Speed: 5)

A range 4 attack with a +2 accuracy modifier, does damage equal to four times your shield's modified armor value. Cost: 2 Adrenaline

Shield Mastery(Tier 2, Prerequisite(s): Shield Expertise, Passive)

The Earth Cleric increases the armor value of any shield he's using by +1, and adds a +1 modifier to hit any time he has a shield in hand. Additionally, the Earth Cleric gains a +3 to any out-of-combat action where he can reasonably describe that he's using his shield to aid him(a stealth roll aided by hiding behind his shield, rolling to escape pursuers by surfing his shield down a snowy slope, etc. the GM is encouraged to accept any sufficiently creative application.).

Shield Mastery is cumulative with Shield Expertise.

Moon's Orbit(Tier 3, Prerequisite(s): Shield Mastery, Speed 6)

Like the surviving moons orbit and protect the world, the Earth Cleric's shield orbits and protects the party for the next 20 Ticks. Until those Ticks are up, add the shield's armor value to all allies(including modifiers for Shield Expertise and Shield Mastery). While the shield is active, no one, not even the Earth Cleric, suffers from the shield's speed penalty. Additionally, any time an ally is hit by an attack, the Earth Cleric may instantly relocate to their range band before the attack finishes resolving at the cost of 2 Adrenaline. Cost: 8 Adrenaline.

Lithomancy

Lithomancy grants a passive bonus to mining, engineering, geology and related fields of study.

Unsteady Ground(Starting Skill, Speed 5)

All combatants in the target range band are dealt armor-ignoring damage equal to their armor value(up to a maximum of 10 damage), as the ground heaves and buckles below them, throwing them to their feet. They're also moved two ticks farther down the initiative scale. Cost: 4 Adrenaline.

Stone Prison(Tier 1, Prerequisite(s): Unsteady Ground, Speed 5)

Erects tone barriers that prevents any enemies or allies from moving in or out of the target range band. Anyone who wishes to resist the effect is subject to an attack at a +2 modifier which deals 1d6 damage. If they avoid the attack, they may move one range band up or down(unless they're already as near or close as they can be). If they're hit by the attack, the remain constrained to their range band. The effect lasts fifteen ticks. Cost: 4 Adrenaline.

Hurl Boulder(Tier 1, Prerequisite(s): Unsteady Ground, Speed 5)

The Earth Cleric propels a football-sized stone at the target in an attempt to pulp them. This is considered an attack with a +3 modifier to hit and a range of 4, and deals 1d6+2 damage. If the attack hits, the target is forced back 2 range bands. Cost: 4 Adrenaline.

Magma Flow(Tier 2, Prerequisite(s): Stone Prison, Speed 5)

The Earth Cleric begins a Magma Flow which starts, by his choosing, at either the allied or enemy Distant Range Band. Every five ticks, the Magma Flow moves one Range Band towards the opposite Distant Range Band. When it eventually reaches that Range Band, the effect ends. Anyone present in a Range Band when the Magma Flow arrives takes 1d6 armor-ignoring damage. Cost: 4 Adrenaline

Stonecrafter(Tier 1, Prerequisites(s): Hurl Boulder, Passive)

The Earth Cleric becomes familiar with mining, geology, stonework and associated crafts, gaining +3 to any rolls involving performing these tasks or knowledge related to them.

Flesh to Stone(Tier 2, Prerequisite(s): Hurl Boulder, Speed 5)

The Earth Cleric chooses a target and, for the remainder of the combat, they are turned partially to stone. This halves the effectiveness of any range band changes they make(round down) and adds +1 to all their speed ratings, but also increases their armor by 4. The Earth Cleric can voluntarily end this effect at any time. Cost: 4 Adrenaline

Stone Servant(Tier 2, Prerequisite(s): Flesh to Stone, Non-Combat)

Turns a hireling or henchman into a Stone Servant. Stone Servants require no supplies and contribute 75 units of Carrying Capacity, but are destroyed after five Rests. Hirelings or henchmen turned into Stone Servants are considered to have died.

Earthquake(Tier 2, Prerequisite(s): Unsteady Ground, Speed 8 or Non-Combat)

When used, all combatants not in the same range band as the Earth Cleric are moved four Ticks down the initiative track, suffer a -2 accuracy penalty for the next ten Ticks and are dealt armor-ignoring damage equal to their armor rating.

Outside of combat, Earthquake allows the Earth Cleric to call upon a literal Earthquake which can collapse buildings, shift terrain features, etc.. If the Earth Cleric is trying to accomplish something more precise than wanton destruction, like destroying only a specific section of a wall rather than all of it, roll a check boosted by Lithomancy's passive bonus rating against TN 15. If it fails, the Earth Cleric's attempt at precision is flawed.

Cost: 8 Adrenaline OR 4 Stamina.

Mooncall(Tier 3, Prerequisite(s): Magma Flow, Hurl Boulder, Speed 11)

The Earth Cleric calls upon a shard of the shattered moon to come crashing down on his enemies, targeting three adjacent range bands with a +6 accuracy attack which deals 2d10 damage if it hits. However, the attack rolls and damage are only rolled 10 Ticks after the ability is used. Allies will also be affected. Cost: 8 Adrenaline.

Orator

Orator grants a passive bonus to making arguments that rely primarily on emotional impact.

Inspiring Song(Starting skill, Speed 3/Passive)

Every allied character spends Stamina and gains Adrenaline as though they'd just taken an action, also counts as an action for the purpose of calculating Stamina expenditure and Adrenaline gain on the next action. The Earth Cleric is also familiar with musical instruments and has an excellent singing/choir voice, consider them to have a +3 if they attempt to use these abilities for something, as well as a +3 to all attack rolls using Instruments(or their special abilities when one is called for). Cost: 2 Adrenaline.

Loophole(Tier 1, Prerequisite(s): Inspiring Song, Non-Combat)

The Earth Cleric may make a roll using his passive Orator bonus(against a TN 15) to shift blame for any action the party has committed on to a henchman or hireling, who will be subjected to swift justice(in some cases, incarceration, in other cases, death). Only those in earshot of the argument will be convinced, and any further attempts to shift blame will require expending further hirelings. For every time the party has used Loophole in the same region, an extra roll is required.

Calming Speech(Tier 1, Prerequisite(s): Inspiring Song, Speed 3)

Resets every allied character's Stamina expenditure and Adrenaline gain as though their next action was their first for the encounter. Character can choose to not be affected by this at no cost. Cost: 0 Adrenaline.

Legend Lore(Tier 1, Prerequisite(s): Inspiring Song, Passive)

The Earth Cleric gains a +3 to any checks involving historical knowledge, myths or identifying an artifact that may have stories about it or attached to it, or legendary/historical creatures.

Victorious Cheer(Tier 1, Prerequisite(s): Inspiring Song, Speed 3)

For every enemy that flees, is knocked out or killed within the next 20 ticks, all allies regain 5 Health and 5 Adrenaline. Cost: 3 Adrenaline

Legendary Strike(Tier 2, Prerequisite(s): Victorious Cheer, Speed +2)

Legendary Strike can be used with either a normal weapon attack or any Guardian skill. If the attack hits, for every point of damage done (after armor) all allies gain one point of Adrenaline. If Legendary Strike misses or fails to do any damage, it cannot be used again in this battle, and all allies add a +2 speed modifier to their next action. Cost: 7 Adrenaline.

Shields Up!(Tier 1, Prerequisite(s): Inspiring Song, Speed 3)

For the next 10 ticks, all allies gain +3 armor against attacks of Range 2 or greater(only applies to attacks that actually USE that range. A range 4 attack used to attack an ally at range 1 wouldn't count). Cost: 2 Adrenaline

Last Stand(Tier 2, Prerequisite(s): Shields Up!, Speed 6)

All allies gain one point of Adrenaline for every two points of difference between their current and maximum Health. This ability can only be used once per battle. Cost: 8 Adrenaline.

Combined Arms(Tier 2, Prerequisite(s): Shields Up!, Speed +2)

The Earth Cleric makes a weapon attack against any enemy in range, and all allies who are also in range of that enemy may choose to make a free weapon attack against the same enemy. For every ally who chooses to make an attack, the Earth Cleric, and all allies joining in, receive +2 Accuracy and +1 Damage. Cost: 6 Adrenaline.

Tactical Guidance(Tier 2, Prerequisite(s): Last Stand, Speed 6)

The Earth Cleric marks an enemy, and for the next 10 Ticks, all allies' first attack against that target is armor-ignoring. Cost: 6 Adrenaline.

Glorious Anthem(Tier 3, Prerequisite(s): Victorious Cheer, Speed 8/+3)

Every 6 Ticks, Glorious Anthem adds a cumulative +1 to all allies' attack rolls and drains 3 Adrenaline from the Earth Cleric, the Earth Cleric can end the anthem as part of any action he takes without any additional speed modifier. While the Anthem is active, however, the Earth Cleric adds a +3 speed modifier to all of his own rolls. Cost: 9 Adrenaline.

Mercenary

Merchant

Merchant grants a passive bonus to any arguments that are based primarily people's self-interest or greed.

Negotiator(Starting skill, Passive)

Any time the Mercenary is negotiating for something(defining as making an offer to exchange one thing for another, or for the payout for providing a service. Figurative offers like "i'll pay you in not having a broken nose if you get off my damn lawn" don't count) he receives a +3 modifier to his roll. Also affects Haggling.

Generous Tip(Tier 1, Prerequisite(s): Negotiator, Non-Combat)

The Mercenary may choose to start any given haggling sequence as though he or she has already succeeded once by offering a henchman or hireling as part of the bargain. The henchman or hireling is sold whether the haggling sequence ends up succeeding or not. This ability doesn't work in any location where henchmen or hirelings can be hired.

Keen Eye(Tier 1, Prerequisite(s): Negotiator, Passive)

The Mercenary gets a +3 modifier to any rolls that might turn up valuables, as he's learned to keep an eye out for anything that can increase his payday. Anything obviously valuable applies: Works of art, gemstones, gilded platemail, items of excellent craftsmanship, etc. but a powerful elixir contained within a dusty, anonymous bottle wouldn't count.

Distraction(Tier 1, Prerequisite(s): Negotiator, Speed 2)

The Mercenary tosses something from his pack into the fray as a distraction and changes his range band by 1 in either direction. If he actually chooses to abandon something valuable from his pack(i.e. money over 10 coins in value or a piece of equipment with utility), he can change his range band by 2 instead. The item is assumed to be lost(snatched up by a rat, dropped into a crack in the ground, broke on impact, etc.). Cost: 1 Adrenaline

Spike Trap(Tier 1, Prerequisite(s): Negotiator, Special)

At the start of combat, the Mercenary may place a Spike Trap in any band within Range 1 of his starting band. The first enemy who enters the same range band as the Spike Trap takes 2d6 damage. If the party successfully ambushes their enemy, the placement range increases to 2. Only one Spike Trap may be placed per Mercenary per Combat. Cost: 4 Stamina.

Pit Trap(Tier 1, Prerequisite(s): Spike Trap, Special)

At the start of combat, the Mercenary may place a Pit Trap in any band within Range 1 of his starting band. The first enemy who enters the same range band as the Pit Trap is slowed by 8 Ticks. If the party successfully ambushes their enemy, the placement range increases to 2. Only one Pit Trap may be placed per Mercenary per Combat. Cost: 4 Stamina.

Explosive Trap(Tier 1, Prerequisite(s): Spike Trap, Special)

At the start of combat, the Mercenary may place a Explosive Trap in any band within Range 1 of his starting band. At the start or end of any of the Mercenary's actions, they may choose to detonate the Explosive Trap, dealing 2d6+2 damage to all targets in the Explosive Trap's range band. If the party successfully ambushes their enemy, the placement range increases to 2. Only one Explosive Trap may be placed per Mercenary per Combat. Cost: 4 Stamina.

Constricting Trap(Tier 1, Prerequisite(s): Spike Trap, Special)

At the start of combat, the Mercenary may place a Constricting Trap in any band within Range 1 of his starting band. The first enemy who enters the same range band as the Constricting Trap is unable to voluntarily move for the next 10 Ticks(all abilities that cause movement have that movement set to 0 Bands for the duration), all involuntary movement is also negated, but for each range band the enemy would otherwise be moved, they instead suffer 3 points of armor-ignoring damage. If the party successfully ambushes their enemy, the placement range increases to 2. Only one Constricting Trap may be placed per Mercenary per Combat. Cost: 4 Stamina.

Expert Trapper(Tier 3, Prerequisite(s): Spike Trap AND Constricting Trap OR Explosive Trap OR Pit Trap, Passive)

The Mercenary can now place traps in combat. All Trap skills are Speed 6 and cost 8 Adrenaline to use, and the traps can be placed at a range of 1, but only in range bands that are not occupied by any enemies.

Catapult Trap(Tier 1, Prerequisite(s): Spike Trap, Expert Trapper, Special)

At the start of combat, the Mercenary may place a Catapult Trap in any band within Range 1 of his starting band. The first enemy who enters the same range band as the Catapult Trap is moved up to 3 range bands away and takes 1d6 points of damage. The range band the target is moved to is determinde when the trap is placed. If the party successfully ambushes their enemy, the placement range increases to 2. Only one Catapult Trap may be placed per Mercenary per Combat. Cost: 4 Stamina.

Swift Escape(Tier 2, Prerequisite(s): Distraction, Speed 2)

The Mercenary instantly moves to the leftmost Range Band. Cost: 4 Adrenaline.

Golden Eye(Tier 2, Prerequisite(s): Keen Eye, Passive)

The Mercenary finds the valuables that others miss. Any time the party finds money(emphasis on FINDS and MONEY. Payments for services rendered aren't included, nor are other valuables), the Mercenary manages to dig up an extra 20%(rounded up), representing coins that rolled into corners, between cracks in the pavestones, were covered in dust, etc.

Enduring Stone(Tier 2, Prerequisite(s): Negotiator, Speed 2)

For the next 30 Ticks, the Enduring Stone combat stance will have the following effects: Stamina expenditure per action is reduced to 1, Adrenaline gain per action is reduced to 2, Armor can reduce damage from attacks to 0, Armor is increased by 2. Enduring Stone cannot be active at the same time as Eroding Water or Flowing Fire. Cost: 1 Adrenaline.

Master Trader(Tier 3, Prerequisite(s): Negotiator, Passive)

Selling prices for the Merchant start at 35% rather than 25%, buying prices for the Merchant start at 90% rather than 100%. This does not affect initial henchman hiring costs, but does allow the Merchant to haggle for those as well as he would normal prices.

Contractual Agreement(Tier 3, Prerequisite(s): Master Trader, Speed 5)

The Merchant instantly pays every henchman and hireling's initial hiring cost again. For every five henchmen and hirelings currently alive(round up), the targeted enemy's Defense drops by 1 point for the next 20 Ticks. Cost: 2 Adrenaline.

Rogue

Rogue grants a passive bonus to any actions involving fine dexterity or precision coordination.

Mechanist(Starting skill, Passive)

The Mercenary gets a +3 modifier to any attempts to disarm mechanical traps or mechanisms, pick locks or otherwise open doors.

Ranged Expertise(Tier 1, Prerequisite(s): Mechanist, Passive)

Any attack with a weapon of range 3 or greater gains a +3 modifier to hit.

Sniper(Tier 1, Prerequisite(s): Ranged Expertise, Speed 10)

Requires a weapon of range 3 or greater to use, pick a target within range of this weapon. After 10 Ticks, make a weapon attack with a weapon of range 3 or greater that has a +10 to hit and does double damage. For every range band the target has moved in the interval, reduce the bonus to hit by 2. Costs 5 Adrenaline to use.

Ranged Mastery(Tier 3, Prerequisite(s): Ranged Expertise, Passive)

Any attack with a weapon of range 3 or greater gains a further +2 modifier to hit.

Combo(Tier 1, Prerequisite(s): Mechanist, Reaction)

Every time the Mercenary successfully uses an ability that requires an attack roll, he may instantly use another ability at half its usual Speed rating after paying 2 Adrenaline. There is no limit to the number of successive actions as long as the Mercenary continues to hit and continues to pay the Adrenaline cost.

Riposte(Tier 1, Prerequisite(s): Hamstring, Speed 4)

For the next 10 Ticks, every time the Mercenary is targeted by an attack, before that attack resolves, he may make a normal weapon attack against his attacker(if in in range) with his equipped weapon, with a +3 accuracy modifier. Cost: 5 Adrenaline.

Hamstring(Tier 1, Prerequisite(s): Mechanist, Speed +1)

Does normal weapon damage. For the remainder of the fight, any effects that change the target's range band(willingly or forced) deal +4 armor-ignoring damage. Cost: 4 Adrenaline.

Stealthy(Tier 1, Prerequisite(s): Mechanist, Passive)

Out of combat this adds a +3 to any thieving ventures based on stealth or dexterity(not including those affected by Mechanist), i.e. sneaking, picking pockets, palming small objects or cheating at cards, things of that caliber. In-Combat, this allows the character to reposition by 1 range band after initiative has been rolled and everyone has been placed in their starting bands.

Assassin(Tier 3, Prerequisite(s): Stealthy, Passive)

Out of combat, this allows the character to perform stealthy takedowns(lethal or non-lethal) if he succeeds at a TN15 check(modified for any relevant passives like being stealthy), thus delaying the point where the victim's guards or friends show up and start waving swords around or asking difficult questions like "how many pieces would you like be chopped into." In-combat, any time the party gains surprise, the Mercenary may choose to attempt to assassinate an enemy. This consists of a normal attack roll against a randomly chosen enemy. If the attack roll succeeds, that enemy enters combat at half health. In either case, the Mercenary is placed in the same range band as the enemy.

Always Prepared(Tier 2, Prerequisite(s): Mechanist, Non-Combat AND Passive)

If the Mercenary is missing any sort of conventional tool(rope, grappling hook, lockpicks, a wrench, a dozen screws, a soup bone, a bag of flour, etc.) for something he wants to do, he conveniently finds that he remembered to pack it after all. The item is lost or expended in use and cannot be re-used. The Mercenary also suffers no speed penalty for switching and stowing weapons, though picking up dropped weapons and equipment has a speed penalty as usual. Costs 2 Stamina to use.

Grappling Hook(Tier 2, Prerequisite(s): Always Prepared, Non-Combat OR Speed 5)

Grappling Hook is an accuracy +2 attack with range 5. If it hits, the target is moved into the same range band as the Mercenary, but suffers no damage. Cost: 5 Adrenaline.

Out of combat, Grappling Hook serves as a +3 to any attempts to do any climbing, mountaineering or abseiling.

Lightning Reflexes(Tier 2, Prerequisite(s): Ranged Expertise, Reaction)

When being targeted by an attack, the Mercenary can spend Adrenaline at a ratio of 2:1 to improve his Defense only for the purposes of resisting this attack if he uses this ability prior to the attack being rolled. After the attack is rolled, he can still increase his Defense but now at a cost of 3:1. The change to Defense expires as soon as the attack is resolved.

Eroding Water(Tier 2, Prerequisite(s): Ranged Expertise, Speed 2)

For the next 30 Ticks, the Eroding Water combat stance will have the following effects: All damage done is halved(round up), all enemy armor is ignored, the speed of all actions is increased by 1. Eroding Water cannot be active at the same time as Enduring Stone or Flowing Fire. Cost: 1 Adrenaline.

Barrage(Tier 3, Prerequisite(s): Ranged Expertise, Speed SPECIAL)

This ability requires a weapon with range 2 or greater. For every four Adrenaline paid into this ability, the Mercenary makes another attack with this ability(the first attack is free). For every 12 Adrenaline, add a fourth attack "free." Any Adrenaline paid to affect the accuracy of this skill affects all attacks made with it. The base speed is the Mercenary's weapon speed, +2 for every attack beyond the first. Attacks are distributed randomly among all enemies on the battlefield, with no limits on range or penalties for range.

Warrior

Warrior grants a passive bonus to any actions involving brute application of strength.

Charge!(Starting skill, Speed 4)

The Warrior moves ahead two range bands or until he enters the same range band as an enemy, he may then make an attack with his equipped weapon against an enemy in range. If he's already in the same range band as an enemy, this ability cannot be used. Cost: 2 Adrenaline.

Improvised Weapon(Tier 2, Prerequisite(s): Charge!, Speed 4)

Thinking quickly, the Warrior uses a henchman or hireling to make a Range 1 attack which deals 3d4+2 damage and counts as using a weapon for the purpose of any passive modifiers. The used henchman or hireling does not survive this. Pack animals, riding animals and unusual hirelings may have alternate ranges, damages or effects. Cost: 2 Adrenaline.

Melee Expertise(Tier 1, Prerequisite(s): Charge!, Passive)

Any attack with a weapon of range 0 or 1 gains a +3 modifier to hit.

Melee Mastery(Tier 3, Prerequisite(s): Melee Expertise, Passive)

Any attack with a weapon of range 0 or 1 gains a further +2 modifier to hit.

Heavy Strike(Tier 1, Prerequisite(s): Charge!, Speed +1)

Does +4 damage and knocks the target back 1 range band. Uses the character's weapon range and requires a melee weapon.

Tackle(Tier 1, Prerequisite(s): Heavy Strike, Passive)

Any time an enemy leaves the range band the Mercenary is in, the Mercenary may make a free attack against them with his wielded weapon. Movement "across" his range(for instance, starting a band in front of him and then moving to a band behind him) also triggers this ability.

Throw Ally(Tier 1, Prerequisite(s): Heavy Strike, Speed 2)

If an ally is in the same range band as the Mercenary, this ability allows the Mercenary to move the ally up to three range bands away. On landing, treat the ally as though they've just entered the range band for the purposes of any passive effects. Cost: 3 Adrenaline.

Throw Enemy(Tier 2, Prerequisite(s): Throw Ally, Speed 8)

The Mercenary makes a melee attack roll against an enemy in the same range band. If successful, the enemy is moved up to three range bands away and takes 2d4+2 points of damage. If there are any enemies in the same range band, make an attack roll as though with a thrown/range 3 weapon and if it succeeds against the enemies in that range band, they take 2d4+2 damage as well. Cost: 6 Adrenaline.

Parry(Tier 1, Prerequisite(s): Melee Expertise, Speed 4)

For the next 10 Ticks, the Mercenary gains temporary Health equal to the maximum damage dealt by their equipped weapon, doubled if they're also equipped with a shield. Damage taken is subtracted from the temporary Health first and damage dealt to temporary health is armor-ignoring by default. Until the ability ends, the Mercenary's Defense is reduced to 10. When the ability ends, the Mercenary gains Adrenaline equal to half the amount of temporary Health lost while the ability was active. Cost: 4 Adrenaline.

Juggernaut(Tier 2, Prerequisite(s): Parry, Speed 2)

For the next 20 Ticks, the Mercenary does bonus damage equal to their Armor rating. Cost: 8 Adrenaline.

"Death Before Dishonor!"(Tier 2, Prerequisite(s): Melee Expertise, Speed 2)

While this ability is active, the Mercenary cannot be moved away into more distant range bands by any abilities. Instead, for every range band he would be moved, he takes 3 points of armor-ignoring damage. This ability can only be de-activated on the Mercenary's own turn, de-activating it costs no Adrenaline and has no speed rating associated with it and does not consume the action. Costs 2 Adrenaline to use.

Leadership(Tier 2, Prerequisite(s): Melee Expertise, Passive)

+3 to any rolls involving inspiring or coordinating others, the hiring price of followers and henchmen is reduced by 25%(round up) and the supply consumption of pack and riding animals are reduced by 50%(again, round up).

Melee Brutality(Tier 2, Prerequisite(s): Melee Expertise, Passive)

Any attack with a weapon of range 1 or 2 gains a +2 modifier to damage.

Wind Blade(Tier 1, Prerequisite(s): Heavy Strike, Speed +3)

Draws all enemies within 2 range bands, 1 range band closer and then attacks all enemies in range with a normal weapon attack(roll one attack and check it against the enemies' defenses individually, but roll damage per enemy). All enemies hit are pushed back 2 range bands. Cost: 5 Adrenaline.

Flowing Fire(Tier 2, Prerequisite(s): Melee Expertise, Speed 2)

For the next 30 Ticks, the Flowing Fire combat stance will have the following effects: Every turn the Mercenary expends as much Health as he does Stamina, every turn the Mercenary gains twice as much Adrenaline as he normally would, if the Mercenary lacks enough Stamina to spend, the remainder is taken out of his Health instead, the speed of all actions is reduced by 1. Flowing Fire cannot be active at the same time as Enduring Stone or Eroding Water.

Declare Challenge(Tier 3, Prerequisite(s): Flowing Fire, Speed 4)

The Mercenary marks an enemy. For the next 20 Ticks, this enemy takes double damage from the Mercenary(damage is doubled prior to armor), and half damage from all other sources(round down, armor can reduce this damage to 0). Cost: 4 Adrenaline.

Sorcerer

Alchemy

Alchemy grants a bonus to identifying chemical substances and poisons.

Grenade(Starting Skill, Speed: 5)

Grenade is a range 3 attack which targets every character in a given range band(i.e. it includes allies if they're present in the band), making a single attack and damage roll that applies to all characters affected. The damage dealt is 2d6. Cost: 2 Adrenaline.

Caustic Mixture(Tier 1, Prerequisite(s): Grenade, Speed 5)

Caustic Mixture is a range 3 attack with +1 accuracy which targets every character in a given range band(i.e. it includes allies if targeted at Melee range), making a single attack and damage roll that applies to all characters affected. The damage dealt is 2d4. Affected targets lose one point of armor for every 3 damage dealt(round up), this lasts until the end of the fight. Cost: 2 Adrenaline.

Smoke Bomb(Tier 1, Prerequisite(s): Grenade, Speed 3)

Smoke Bomb targets any range band and covers it with thick, choking smoke. The smoke does no damage, but any attack aimed in of, out of, or across the range band is made at a -3, affecting both allies and enemies. Cost: 2 Adrenaline.

Alchemical Ammo(Tier 1, Prerequisite(s): Grenade, Passive)

All weapons of range 2 or greater used by the Alchemist gain a +2 to all damage done.

Quicksilver Slug(Tier 1, Prerequisite(s): Alchemical Ammo, Speed +2)

Rolls a standard weapon attack, but targets every target(both friendly and hostile) out to maximum range without range penalties, and reducing damage done by 2 to subsequent targets for every target hit. Cost: 5 Adrenaline.

Explosive Shot(Tier 1, Prerequisite(s): Alchemical Ammo, Speed +2)

A standard weapon attack which is made against both the intended target and all other characters and enemies in the same range band. Cost: 5 Adrenaline.

Concussive Shot(Tier 1, Prerequisite(s): Alchemical Ammo, Speed +2)

A standard weapon attack which does half damage(rounded up) but moves the target two range bands away from the Sorcerer. Cost: 3 Adrenaline.

Conductive Bomb(Tier 2, Prerequisite(s): Grenade, Speed 5)

Conductive Bomb is a range 3 attack that does 2d6 damage to a single enemy. However, if it succeeds, immediately make another attack against a target within range 0 or 1. Continue doing this until you run out of targets(each can only be targeted once) or Conductive Bomb misses. If only allies are available within range, one of them must be targeted, but they only take 1d6 damage if hit. Cost: 4 Adrenaline.

Strong Throwing Arm(Tier 2, Prerequisite(s): Grenade, Passive)

Adds +1 range to any Alchemy skill or to any thrown weapon.

Throwing Expertise(Tier 2, Prerequisite(s): Grenade, Passive)

Adds +3 to the attack roll of any Alchemy skill or any thrown weapon.

Throwing Mastery(Tier 3, Prerequisite(s): Throwing Expertise, Passive)

Adds +2 to the attack roll of any Alchemy skill or any thrown weapon.

Caustic Vial(Tier 2, Prerequisite(s): Caustic Mixture, Non-Combat)

Allows the Sorcerer a +5 to disabling mechanisms/traps and picking locks via the use of vials of powerful, acidic liquids. If the attempt fails, however, it will almost certainly trigger the mechanism disastrously, fuse the lock together, etc.

Bolstering Mixture(Tier 2, Prerequisite(s): Caustic Mixture, Non-Combat)

Allows the Sorcerer to mix up a batch of chemicals that makes the recipient calmer and almost completely immune to fear. Costs 1 Stamina per recipient, and lasts until the next Rest. Affected recipients only gain as much Adrenaline as they spend Stamina, rather than twice as much, but start the fight with 10 Adrenaline.

Berserker Pack(Tier 3, Prerequisite(s): Bolstering Mixture, Speed 4)

For the next 10 Ticks, the targeted ally subtracts 2 from the speed of their wielded weapon(to a minimum of 1) and will continue fighting even when reduced below 0 Health(if reduced to 0 Health or less, Wounds and unconsciousness are applied when the Berserker Pack's effect ends). Cost: 6 Adrenaline.

Elementalist

Elementalist grants a passive bonus to conjuring small amounts of fire, ice or cold out of combat and using them to resolve problems. Failures generally result in misjudging the amount conjured.

Elemental Spark(Starting Skill, Speed: 3)

Elemental Spark is a range 3 attack that targets a single enemy with a spark of unfocused elemental energy. This attack is made with a +2 to hit and does 1d6+2 damage. Cost: 2 Adrenaline

Burning Touch(Tier 1, Prerequisite(s): Elemental Spark, Speed 3 OR Out of Combat)

Burning Touch is a range 0 attack that lights the Sorcerer's hands on fire and allows him to strike all enemies in the targeted range band with it. The attack does 1d6+2 damage. Cost: 2 Adrenaline.

Out of combat, Burning Touch allows the Sorcerer to effortlessly conjure small flames for starting fires or providing small amounts of light.

Fireball(Tier 2, Prerequisite(s): Burning Touch, Speed 5)

Fireball is a range 5 attack, +2 accuracy attack that targets all enemies in the chosen range band(make one attack roll and compare it to each defender's defense individually). The attack does 1d6+2 damage. Cost: 4 Adrenaline.

Cauterize(Tier 2, Prerequisite(s): Burning Touch, Non-Combat OR Speed 5)

Cauterize instantly restores all of a character's lost HP, as well as turning all their existing Wounds into their appropriate Scars. However, it also generates a new Wound for the character. Cost: 4 Stamina/8 Adrenaline.

Cauterized: All Adrenaline gain is halved(round up), Stamina drain is unaffected. Scar: Once Burned. The character gains +1 to their base Defense, but anything that moves them into the same range band as an enemy drains 2 Adrenaline from them(cannot reduce them to less than zero Adrenaline).

Firestorm(Tier 3, Prerequisite(s): Burning Touch, Speed 8)

The Sorcerer creates a Firestorm in any range band no more than 5 bands away, which lasts for the next 20 Ticks. Any combatants entering the band take 2d6 damage, and every 5 Ticks the Firestorm deals 2d6 damage to any combatants present in the same range band.

Ice Shard(Tier 1, Prerequisite(s): Elemental Spark, Speed 3)

Ice Shard is a range 3 attack with +3 accuracy that targets a single enemy with a sharp and heavy lump of ice. The attack does 1d4+2 damage. If the attack hits, the target is forced back one range band. Cost: 2 Adrenaline.

Frost Wall(Tier 2, Prerequisite(s): Ice Shard, Speed 5)

Frost Wall creates a wall in the targeted range band. All attacks that bypass the Wall(i.e. any attack that crosses that range band or starts in it and isn't Range 0) are at a -3 to hit. The wall lasts until destroyed, and is automatically hit by any attack made at it. The wall has 12 Health and 2 Armor. Cost: 4 Adrenaline.

Frozen Ground(Tier 2, Prerequisite(s): Ice Shard, Speed 5)

For the next 20 Ticks, all movement is doubled, and must be made in increments of 2. Cost: 3 Adrenaline.

Absolute Zero(Tier 3, Prerequisite(s): Ice Shard, Speed 6)

For the next 20 Ticks, increase the target's armor by 2 and penalize the speed of all their actions by 3. Cost: 5 Adrenaline.

Lightning Bolt(Tier 1, Prerequisite(s): Elemental Spark, Speed 3)

Lightning Bolt is a range 6 attack that targets a single enemy with a blast of lightning. The attack has a +3 to hit. The attack does 1d6+2 damage. Cost: 3 Adrenaline.

Speed of Lightning(Tier 2, Prerequisite(s): Lightning Bolt, Speed 5)

Speed of Lightning affects an ally for the next 20 Ticks. While affected, the ally may move up to two Range Bands alongside every action they take for free and all their actions have a -1 speed modifier(to a minimum of 1, actions cannot be reduced to speed 0 or negative speed). Cost: 6 Adrenaline.

Thunderclap(Tier 2, Prerequisite(s): Lightning Bolt, Speed 5)

Thunderclap targets a Range Band, all enemies and allies are pushed two squares away from the target Band. Anyone in the band chooses the direction in which they are pushed. Cost: 2 Adrenaline.

Thunder Hammer(Tier 3, Prerequisite(s): Thunderclap, Speed 2)

For the next 20 ticks, the Elementalist is armed with a Thunder Hammer instead of his previous weapon, and he has a +2 to hit with all Thunder Hammer attacks. Any time either Thunder Hammer attack strikes, move the target two range bands away from the Elementalist. Cost: 8 Adrenaline.

Name Damage Range Speed Type Cost Encumbrance
Thunder Hammer Strike 2d4+2 0 3 Melee 0 0
Thunder Hammer Throw 2d4+2 4 5 Thrown 0 0

Elemental Expertise(Tier 2, Prerequisite(s): Lightning Bolt, Burning Touch, Ice Shard, Passive)

Adds a +2 to hit to all Elementalist skills.

Photomancy

Photomancy grants a passive bonus to perception and detecting hidden items/creatures/characters.

Illuminate(Starting Skill, Speed 3)

Conjures up a flare of blinding light. All attacks aimed at the chosen range band gain a +2 to hit for the next five ticks. Cost: 2 Adrenaline.

Soulfire(Tier 1, Prerequisite(s): Illuminate, Speed 4 OR Non-Combat)

The Sorcerer ignites a henchman or hireling to provide an extremely bright distraction or brief flare to light up an area. This obviously consumes the henchman or hireling entirely. In combat the Sorcerer chooses a range band within range 2 and all enemies are moved 1 range band away from it.

Shroud of Shadows(Starting Skill, Speed 3)

Clouds an area in darkness. All attacks aimed at the chosen range band are penalized by a -2 to hit for the next five ticks. Cost: 2 Adrenaline

Shadowgate(Tier 1, Prerequisite(s): Shroud of Shadows, Special)

The Sorcerer sacrifices a henchman or hireling, allowing the next skill or attack he uses within 10 Ticks to affect any chosen range band with no range penalties, even if it would normally be out of range. Cost: 4 Adrenaline.

Illusion(Tier 1, Prerequisite(s): Illuminate, Non-Combat)

Allows the Sorcerer to call up audible and visible illusions(they won't affect any other senses besides sight and sound, though), with a +3 to his rolls to make them believable. This will only determine whether the Sorcerer makes them look real, though, people may still be able to reason that there probably isn't actually a kraken inside the outhouse, and ignore the giant thrashing tentacles. Cost: 2 Stamina to use.

Invisibility(Tier 1, Prerequisite(s): Call Shadows, Non-Combat)

Allows the Sorcerer to cloak someone's presence from the senses of sight and sound, giving a +5 to any attempts they make to remain unseen and unheard. If they attack anyone, whether the target is killed or not, the disguise is broken, though they can otherwise speak and interact with objects without giving themselves away. The effect lasts for a few minutes(i.e. as long as is dramatically appropriate). Cost: 2 Stamina per hidden target.

Shield of Light(Tier 2, Prerequisite(s): Illusion, Speed 4)

Surrounds the target in confusing illusionary shapes and auras, making them difficult to hit. For the next 10 Ticks, their Base Defense is increased by 2. Cost: 2 Adrenaline

Summon Shadows(Tier 2, Prerequisite(s): Invisibility, Speed 5)

The Sorcerer pulls deep shadows out of every dark nook and cranny, infusing them with magical power to make them pseudo-real. For the next 20 Ticks, the Sorcerer is accompanied by two Shadows which occupy the same Range Band as him. They act on the same Tick he does without costing any further Adrenaline or affecting his Speed. Enemies will not target the Shadows, but they can be hit by attacks that hit the Sorcerer's entire Range Band, and have a Base Defense of 15 and a Health of 10. On the Sorcerer's tick, they can either make an Accuracy +2, Range 0, 1d6 Damage attack OR an Accuracy +2, Range 3, 1d6 damage attack. Damage done by the Shadows ignore all Armor. Cost: 6 Adrenaline

Shadow Tesseract(Tier 2, Prerequisite(s): Invisibility, Speed 5 OR Non-Combat)

The Sorcerer makes a range 3 attack with a +4 accuracy modifier against a target. If the attack hits, the target is removed from the battlefield for (25-Armor-Defense) ticks, during which he cannot attack and cannot be attacked. The target is shifted a number of ticks down the initiative track equal to the number of ticks he is removed from the battlefield. Any effects tied directly to the target continue to count down, though if, for instance, a Phoenix Cultist's Phoenix Brand cooks off while he's Tesseracted, it will affect him fully, but not the battlefield. When the target is returned to the battlefield, he is returned to the band he was in when he was removed, and is subjected to effects as though he just entered the band.

Out of combat, this ability allows the Sorcerer to temporarily banish human-sized and smaller people, creatures and objects for a span of no more than a minute.

Cost: 6 Adrenaline OR 3 Stamina.

Stellar Aura(Tier 3, Prerequisite(s): Shield of Light, Speed 8)

For the next 15 Ticks, every 5 Ticks(as well as when Stellar Aura is cast), all combatants are moved one range band closer to the Sorcerer. Any enemy combatant entering the Sorcerer's range band is dealt 2d8 damage. If they're present in the range band when Stellar Aura updates, they will also suffer 2d8 damage. Cost: 8 Adrenaline.

Shadow Transformation(Tier 3, Prerequisite(s): Summon Shadows, Non-Combat OR Speed 6)

In combat, Shadow Transformation turns the Sorcerer or a chosen ally into a shadow form, allowing them to instantly reposition to any range band of their choice, as well as ignoring any effects that would normally be triggered by movement(reactions from bypassed enemies, skills currently affecting specific range bands, etc.). Cost: 6 Adrenaline.

Out of Combat, Shadow Transformation turns the Sorcerer and/or any number of allies the Sorcerer pays for into two-dimensional shadows, temporarily allowing them to slip under doors, through cracks in walls, avoid traps, sneak past unaware enemies, etc. Any attempts at stealth in this state receive a +5. Shadows are, however, limited to moving along surfaces, so they would be unable to cross a chasm in this form except by going down first one side, across the bottom, and then up the other. In practical terms the out-of-combat transformation lasts approximately a few minutes(i.e. enough to bypass one or maybe two obstacles if they're close together). Cost: 3 Adrenaline per target.

Item Skills

These skills are unrelated to any class and are instead granted by specific equipment or unique items.

Disruptor Strike(Granted by: Disruptor Lance OR Disruptor Mace, Speed: +3)

Disruptor weapons were formerly wielded by the guards proctors of the Universities, used for subduing and capturing specimens or unruly students. Disruptor Strike is a weapon-based attack that rolls damage as usual, but instead of applying the damage to the target's Health, instead knocks them that many Ticks down the initiative scale. Armor subtracts from the "damage" done as usual. Cost: 5 Adrenaline.

Get Over Here!(Granted by: Stinger Gauntlets, Speed: +2)

The range of this attack is equal to half the amount of Adrenaline spent on it. If it hits, it does weapon damage as normal and pulls the target into the user's range band. Cost: Variable Adrenaline.

Frost Bolt(Granted by: Thermal Gauntlets, Speed: +2)

This is a range 4 attack using weapon damage, with an accuracy bonus of +2. If it hits, the target's movement is halved(rounded down) and the next damage they suffer within 10 Ticks deals double damage. Cost: 4 Adrenaline.

Boomerang Strike(Granted by: Boomerang Shuriken, Speed: +3)

This is a normal attack with the Boomerang Shuriken, but doing +2 damage. The attack, when rolled, is also made against all targets between the attacker and the target, both friendly and hostile(roll the attack and damage once, and compare them against each target individually). Cost: 3 Adrenaline.

Lightning Rod(Granted by: Channelling Scepter, Passive)

As long as the Channelling Scepter is equipped, all Sorcerer skills used by this character have their range increased by 1 and whenever an ally takes any action that costs Adrenaline, the character gains a point of Adrenaline.

Chaos(Granted by: Chaos Drone, Speed: 2)

The warbling music of the Chaos Drone is designed to reduce the sentient mind to mulch. All combatants within 3 range bands of the user(including the user) are moved 1d10 Ticks down the initiative track. Cost: 1 Adrenaline.

Armormelt(Granted by: Resonating Horn, Speed 5)

The user targets a line of five bands starting in his own band and makes an attack roll at +3. All targets hit by this roll lose 1d4 armor(to a minimum of -2). Cost: 8 Adrenaline.

Generic Skills

Combat Expertise(Tier 1, Prerequisite(s): None, Passive)

Gain a +1 to hit with Unarmed, Melee, Thrown or Ranged weapons. Can be taken once for each type of weapon.

Combat Specialist(Tier 2, Prerequisite(s): Combat Expertise, Passive)

Gain a +1 to hit with Unarmed, Melee, Thrown or Ranged weapons. Can be taken once for each type of weapon, even for weapons already improved by Combat Expertise.

Combat Mastery(Tier 3, Prerequisite(s): Combat Specialist, Passive)

Gain a +1 to hit with Unarmed, Melee, Thrown or Ranged weapons. Can be taken once for each type of weapon, even for weapons already improved by Combat Expertise and Combat Specialist.

Apprentice(Tier 1, Prerequisite(s): None, Passive)

Gain a +2 to a chosen trade, skill or field of knowledge. Can be chosen once for a given category.

Journeyman(Tier 2, Prerequisite(s): Apprentice, Passive)

Gain a +2 to a chosen trade, skill or field of knowledge already improved by Apprentice. Can only be chosen once for each category improved by Apprentice.

Master(Tier 3, Prerequisite(s): Journeyman, Passive)

Gain a +2 to a chosen trade, skill or field of knowledge already improved by Journeyman. Can only be chosen once for each category improved by Journeyman.

Healthy(Tier 1, Prerequisite(s): None)

Gain a +5 to max Health, can be taken any number of times, but the Tier rises by 1 each time.

Lucky(Tier 1, Prerequisite(s): None)

Once per combat, the character may spend Adrenaline after rolling an attack, at the same rate as before rolling the attack.

Heretic Skills

These are abilities that no devout son or daughter of the Earth would ever consider learning, much less employing. Probably if someone did somehow come into possession of any of these talents, they would do well to keep them hidden from anyone they didn't trust.

Ember Guard

Ember Guard grants a passive bonus to any attempts at physical sabotage and demolition.

Ember Mail(Starting Skill, Non-Combat/Passive)

The user may choose whether activate Ember Mail at the start of combat and only at the start of combat. While active, all targets in the same range band as the user take 1d6 damage every time the user takes a turn, and the user takes 2 armor-ignoring damage every time they take a turn. In addition, the user gains +2 armor. Cost: 5 Stamina after every Rest or it remains unavailable until the next Rest.

Burning Blows(Tier 1, Prerequisite(s): Ember Mail, Passive)

All the user's attacks of range 0 or 1 deal +2 damage. Only active while Ember Mail is active.

Flame Burst(Tier 1, Prerequisite(s): Ember Mail, Speed 5)

Make an attack at +5, all combatants within range 2 are dealt 2d6 damage. Can only be used while Ember Mail is active. Cost: 5 Adrenaline.

Meteoric Strike(Tier 1, Prerequisite(s): Ember Mail, Speed 6)

Move up to 5 range bands and make a weapon attack at +2 accuracy and +4 damage immediately on arrival, ignoring the weapon's speed. Can only be used while Ember Mail is active. Cost: 8 Adrenaline.

Ember Fortress(Tier 2, Prerequisite(s): Ember Mail, Non-Combat/Passive)

The user may choose whether activate Ember Fortress at the start of combat and only at the start of combat. While active, all targets in the same range band as the user take 2d6 damage every time the user takes a turn, and the user takes 3 armor-ignoring damage every time they take a turn. In addition, the user gains +4 armor. Cost: 8 Stamina after every Rest or it remains unavailable until the next Rest. Counts as active Ember Mail for the purpose of active passive abilities and using active abilities.

Guardian Flames(Tier 1, Prerequisite(s): Ember Fortress, Passive)

Every time an ally takes damage from Ember Fortress' passive flame effect, they gain that much armor for the next 10 Ticks.

Speed of Fire(Tier 1, Prerequisite(s): Ember Fortress, Passive)

Every time an ally takes damage from Ember Fortress' passive flame effect, their next action is reduced in speed by the same amount(to a minimum of speed 1).

Consuming Flame(Tier 1, Prerequisite(s): Ember Fortress, Speed 6)

This is a range 0 attack with a +3 to hit. If it hits, the target suffers 2d8 damage and the user regains an amount of health equal to the damage done. Can only be used while Ember Fortress is active. Cost: 4 Adrenaline.

Ember Titan(Tier 3, Prerequisite(s): Ember Fortress, Non-Combat/Passive)

The user may choose whether activate Ember Titan at the start of combat and only at the start of combat. While active, all targets in the same range bands as the user take 3d6 damage every time the user takes a turn, and the user takes 4 armor-ignoring damage every time they take a turn. In addition, the user gains +6 armor and counts as being present in the range bands adjacent to him. Cost: 12 Stamina after every Rest or it remains unavailable until the next Rest. Counts as active Ember Mail and Ember Fortress for the purpose of active passive abilities and using active abilities.

Titan Stomp(Tier 1, Prerequisite(s): Ember Titan, Speed 3)

All targets in the same range bands as the user are moved to the nearest band not occupied by the user(if there's an equal distance, the user chooses which band they're moved to) and take 3d6 damage. Can only be used while Ember Titan is active. Cost: 8 Adrenaline.

Ember Mark(Tier 1, Prerequisite(s): Ember Titan, Speed 3)

The next time the targeted combatant takes damage, all combatants in the same range band not affected by Ember Mail, Ember Fortress or Ember Titan take 3d6 damage. Cost: 5 Adrenaline.

Meteor Shower(Tier 1, Prerequisite(s): Ember Titan, Speed 10)

The Ember Titan targets a range band, and every 5 Ticks for the next 20 Ticks all combatants in that range band are dealt 3d6 damage. Can only be used while Ember Titan is active. Cost: 10 Adrenaline.

Phoenix Cultist

Phoenix Cultist adds a passive bonus to any actions that involve self-sacrifice(only counts if it actually results in a loss of Flints/Stamina/Health).

Phoenix Brand(Starting Skill, Speed 2)

The Phoenix Brand activates 10 Ticks after the skill is used, if the user is still alive, doing damage equal to the user's lost health within range 1 and instantly reducing the user to 0 Health. Cost: 4 Adrenaline.

Chain Grapple(Tier 1, Prerequisite(s): Phoenix Brand, Speed 5)

Chain Grapple is a range 0 attack with +3 accuracy. If it hits, for the next 10 Ticks, any time the target relocates to a new range band, the user of Chain Grapple is relocated to the same band. Cost: 6 Adrenaline.

Revolutionary Fervor(Tier 1, Prerequisite(s): Phoenix Brand, Passive)

This character spends stamina and gains adrenaline as though his first action in combat is his third.

Guerilla(Tier 1, Prerequisite(s): Phoenix Brand, Passive)

Add a +1 to all random encounter rolls during overland travel, this ability stacks with other characters who have the same ability.

Dual Strike(Tier 2, Prerequisite(s): Chain Grapple, Speed SPECIAL)

In the same action, the character makes an attack with both his equipped weapon and any chosen weapon he's carrying. Both attacks are resolved as normal, and the resulting speed of the action is the average of the two weapons' speeds(round down). The attack rolls are made separately and boosts for them are spent separately. Cost: 3 Adrenaline.

Faceless Rebel(Tier 2, Prerequisite(s): Guerilla, Passive)

The character gains a +2 to any attempts to disguise himself, obfuscate his identity or otherwise convince someone that he isn't who he actually is.

Bishop(Tier 3, Prerequisite(s): Faceless Rebel, Passive)

This character is allowed to purchase Phoenix Cultists as hirelings.

Name Hiring Price Daily/Service Price Duty
Phoenix Cultist 10 50 per death When successfully surprising an enemy, before combat begins, up to 10 Phoenix Cultists may be expended to suicide-rush the enemy. Each Cultist can either be used to add 1d6 damage, or +1 to the attack roll. Roll the attack against all enemies, and divide the damage done against each by the number of enemies present(not hit). Armor reduces the damage done as normal.

Erosion Cultist

Erosion Cultist adds a passive bonus to any attempts at lying.

Harmless(Starting Skill, Passive)

Add a +3 to any attempt to convince someone that you're no threat and/or have no hostile intentions towards them.

Toxic Blow(Tier 1, Prerequisite(s): Harmless, Speed +2)

Make a normal weapon attack, if it hits, double the damage done after armor is subtracted. Cost: 6 Adrenaline.

Sudden But Inevitable(Tier 1, Prerequisite(s): Harmless, Non-Combat)

Add a +6 to any roll that involves betraying someone, assuming they actually considered you to be on their side in the first place. Cost: 3 Stamina.

Appeal For Unity(Tier 1, Prerequisite(s): Harmless, Non-Combat)

When using this ability, even if combat is immediately about to break out, everyone will stop and listen to your argument before doing anything else, though they may go right back to fighting afterwards if you don't convince them or if someone starts doing something hostile during your argument(so no, it's not a way to make someone calmly listen while you disembowel them). This ability can be used to delay the outbreak of combat before surprise is rolled for, which will turn it into a both-sides-in-formation scenario. Cost: 10 Stamina.

Mend/Unravel(Tier 2, Prerequisite(s): Toxic Blow, Non-Combat/Speed 10)

In combat, this ability allows you to heal injuries at a cost of 1 Health for every Adrenaline spent, and requires the target to be in the same range band as you. Out of combat, it heals 2 Health for every Stamina spent. However, at any time, the character can undo any healing he's provided in the past, doing double the damage formerly healed(in story terms, mild injuries are suddenly grievous, and grievous injuries repaired are almost inevitably fatal). Against NPC's, it allows the character to heal practically any injury, 2 Stamina for minor injuries, 5 for anything involving broken or crippled limbs, and 10 for anything that would kill the NPC without immediate help. Cost: Variable.

Disintegrating Aura(Tier 2, Prerequisite(s): Mend/Unravel, Speed 3)

For the next 20 Ticks, all combatants in the same range band as the character(but not the character himself) have their armor reduced by 1d6+2 points(roll it when the ability is activated and apply the same loss to all those affected), this can reduce armor to negative values. Cost: 6 Adrenaline.

Threaded Fates(Tier 3, Prerequisite(s): Mend/Unravel, Speed 6)

The character targets any number of allies OR any number of enemies. For the next 40 Ticks, all their Health is a single pool, and no individual will die unless the entire pool is emptied, at which point they all die. Everyone contributing to the pool still uses their own Armor and Defense stats. When the effect ends, all Health in the pool is evenly redistributed to the participants. Any participants allotted more health than their maximum gain only their maximum, and the remaining Health is lost. Cost: 6 Adrenaline.

Wavebreaker

Wavebreaker adds a passive bonus to any attempts to destroy physical objects.

Turbulence(Starting Skill, Passive)

At the start of combat, roll 1d10 twice to choose two range bands, ignoring the user's range band and rerolling one die if the result is the same. Each chosen range band contains a Wave which allows the owner to move into and out of its range band without expending any adrenaline or affecting his speed if he's in the range band or adjacent to it.

Flow and Ebb(Tier 1, Prerequisite(s): Turbulence, Passive)

At the start of every turn, roll 1d6-3 and apply this modifier to all attack and damage rolls for the turn. Once the turn ends, the bonus or penalty ends as well.

Surf(Tier 1, Prerequisite(s): Turbulence, Speed 2)

If he's in the same range band as one Wave, this ability allows the owner to move himself to the range band containing the other Wave. Cost: 3 Adrenaline.

Undertow(Tier 1, Prerequisite(s): Turbulence, Speed 3)

Move all combatants one range band closer to the Wave nearest to them(if the range is equal, the user of the ability decides which Wave they're moved towards). Cost: 2 Adrenaline.

Vortex(Tier 1, Prerequisite(s): Turbulence, Speed 3)

Either reroll the positions of both Waves or move one of them a single range band. Cost: 2 Adrenaline.

Command Water(Tier 1, Prerequisite(s): Turbulence, Passive)

Allows the user to massively increase the viscosity of an area of water, temporarily preventing it from flowing, creating surfaces to walk on, etc. Fine manipulation(i.e. building a ladder out of water) or control of masses of water greater than a small stream requires a roll vs TN 15, with an inherent +1.

Cavitating Strike(Tier 2, Prerequisite(s): Surf, Speed 5)

When present in the same range band as one Wave, the owner can instantly move to the other wave, making an attack against every target in between the two Waves as though he was present in the same range band as them, with a +2 to hit and a +2 to damage done. Cost: 5 Adrenaline.

Geyser(Tier 2, Prerequisite(s): Undertow, Speed 5)

Choose a Wave and deal 2d6+2 damage to all combatants in the same range band, as well as moving them two range bands away. Cost: 6 Adrenaline.

Tsunami(Tier 2, Prerequisite(s): Vortex, Speed 5)

For the next 15 Ticks, treat all range bands as though they contain a Wave. Cost: 8 Adrenaline.

Tidecaller(Tier 2, Prerequisite(s): Flow and Ebb, Passive)

Allows rerolling a Flow and Ebb roll once per turn, and choosing the preferred of the two rolls, at the cost of 2 Adrenaline.

Watershaping(Tier 2, Prerequisite(s): Command Water, Non-Combat OR Speed 3)

Allows for shaping water into working analogues of other objects, like tools, weapons, etc.(in-combat allows for the replication of any standard weapon, which will last until the end of combat). In-combat, or when not near a body of water, it costs 2 Supplies to attain the necessary amount of water. Cost: 2 Stamina OR 4 Adrenaline.

Dream Smith

Dream Smith adds a bonus to any attempts to interact with sleeping characters or creatures, or their dreams. Sufficiently alien or powerful minds may have more difficult dreams to interact with.

Dreamer(Starting Skill, Passive)

At the start of combat, the Dreamer may choose to spend the combat asleep. If they do, their defense drops to 10 and their are represented on the battlefield by a Self and a Projection. The Self is immobile(though it can be moved by other characters' and enemies' abilities) and takes no actions, but can be targeted as normal. The Projection cannot be targeted by any abilities, friendly or hostile, but in all other ways is considered to be the player's position on the battlefield(i.e. range 0 for the player's abilities is the Projection's range band, the Projection is the one that's moved, etc.). The Projection also suffers only half the speed penalty from armor as the waking character does, rounded down. The Projection starts in the same range band as the Self.

Dream Geometry(Tier 1, Prerequisite(s): Dreamer, Speed 5)

The Projection moves to any range band of its choosing. Cost: 4 Adrenaline.

Sleepwalker(Tier 1, Prerequisite(s): Dreamer, Speed 6)

The Self moves 1 range band. Cost: 2 Adrenaline.

Dream Surgeon(Tier 1, Prerequisite(s): Dreamer, Non-Combat)

Dream Surgeon allows the Dreamer to alter the dreams of any sleeping creature. In broad terms, this can be used to make the creature irrationally terrified of or favourable towards something until it sleeps again. Mechanically this translates to a +3 to any attempts to manipulate the creature via its newly gained phobia or desire. This still does not make it possible to get someone to do something immensely stupid(i.e. they cannot have a desire to jump off a cliff or a fear of not giving away everything they own), but they could be given a fear of heights so threatening to shove them off a building works more effectively, or they could be made to view the PC's more favourably in business so the bonus would apply to trading rolls against them. Dream Surgeon requires that the target be in view to be used. Cost: 4 Stamina.

Dream Hammer(Tier 1, Prerequisite(s): Dream Geometry, Speed 3)

The Dreamer's equipped weapon is replaced with a Dream Hammer which does 2d4 points of damage, has a speed of 5, has a range of 0 and uses the Dreamer's best passive accuracy bonus no matter which category of weapons its for. Cost: 3 Adrenaline.

Hammer Toss(Tier 1, Prerequisite(s): Dream Hammer, Speed +3)

If the Dreamer has a Dream Hammer equipped, it can be used to make a range 3 attack. Cost: 3 Adrenaline.

Anvil Echo(Tier 2, Prerequisite(s): Dream Hammer, Speed +3)

This allows the Dreamer to make a weapon attack with the Dream Hammer which, if it hits, does the rolled damage again to all enemies within range 1. This second damage is armor-ignoring. Cost: 7 Adrenaline.

Dominate(Tier 1, Prerequisite(s): Sleepwalker, Speed 5)

This allows the Dreamer to cause an enemy to use one of its Tier 1 abilities against a target of the Dreamer's choosing. Cost: 6 Adrenaline.

Lucid Dreamer(Tier 1, Prerequisite(s): Sleepwalker, Passive)

The Dreamer's Projection gains a global +1 to Accuracy and +1 to all damage done.

Dream Prison(Tier 2, Prerequisite(s): Sleepwalker, Speed 8)

For every point of Adrenaline spent, the target is shifted one Tick down the initiative track. However, for every point of damage the target takes(after armor mitigation), they are moved one Tick back towards their original initiative rating. Until the target takes an action again, their Defense is also reduced to 10. Cost: Special.

Dream Thief(Tier 1, Prerequisite(s): Dream Surgeon, Non-Combat)

If the Dreamer succeeds at a TN 15 check against a dreaming creature, he may ask them one question which they must answer truthfully if they are able. The creature remains asleep during this, and will have no recollection of having answered the Dreamer. Dream Thief can only be used on targets in view. Cost: 4 Stamina.

The Dreaming Dead(Tier 1, Prerequisite(s): Dream Surgeon, Passive)

This ability allows Dream Thief to be used on the remains of the dead. The dead only have the knowledge in death that they had in life, and those who have been re-animated as undead may have less than that.

Dream Hound(Tier 2, Prerequisite(s): Dream Surgeon)

This ability allows the Dreamer to seek sleeping entities while they, themselves, are asleep. They can either specify a specific entity that they know, one that fulfills certain requirements(a certain species, age, gender, etc.) or simply the nearest sleeping creature that the Dreamer's dream hounds encounter. This allows the Dreamer to know roughly where the entity is, as well as allowing them to use Dream Surgeon and Dream Thief on them before waking up. All Stamina costs associated with using Dream Hound are subtracted before the Dreamer recovers Stamina from Resting. Cost: 4 Stamina.

Dream Legion(Tier 3, Prerequisite(s): Dream Prison, Anvil Echo, Dream Hound, Speed 8)

The Dreamer creates another Projection, which spawns in the same range band as his Self. This Projection has a separate initiative position from the first, but its first action will be on the same Tick. Adrenaline gain and Stamina use only update when the first Projection takes an action. Cost: 10 Adrenaline.

Blood Mage

Blood Mage adds a passive bonus to any checks involving medical care or forensics.

Sacrifice(Starting Skill, Passive)

The Blood Mage can spend Health at a 1:1 ratio in the place of Stamina.

Sacrificial Knife(Tier 1, Prerequisite(s): Sacrifice, Speed +2)

The Blood Mage makes a weapon attack, if it strikes, they or an ally within 1 range of the target gain 1 point of Health for every two points of damage done after Armor mitigation. Cost: 3 Adrenaline.

Sanguine Effigy(Tier 1, Prerequisite(s): Sacrificial Knife, Speed 5)

An enemy is marked for 10 Ticks. If the enemy is killed within this period, all allies within 1 range of the target gain Health equal to half the enemy's maximum Health, and Adrenaline equal to half the Health they gain.. Cost: 6 Adrenaline.

Platelet Mail(Tier 1, Prerequisite(s): Sacrificial Knife, Speed 5)

For every two points of Health the Blood Mage sacrificies, the Blood Mage or an Ally gain 1 point of Armor for the next 20 Ticks. Cost: 0 Adrenaline.

Blood Wave(Tier 2, Prerequisite(s): Sanguine Effigy, Platelet Mail, Speed 4)

All targets within range 1 of the Blood Mage are moved until they are 2 range bands away from the Blood Mage and are slowed by 3 Ticks. The Blood Mage loses 5 points of Health. Cost: 5 Adrenaline

Altar of Blood(Tier 1, Prerequisite(s): Sacrifice, Non-Combat)

By making a sacrifice of an animal or sentient(if an animal, must be a pack animal or other creature with value, sacrificed sentients can be henchmen) immediately after a Rest, the Blood Mage increases his or an ally's max and current Stamina by +25% until the next Rest. Multiple uses of Altar of Blood will stack additively(+75% if used three times, for instance) not multiplicatively(i.e. you won't multiply by 1.25 and then by 1.25 again and then by 1.25 again if you use it three times). Most sentients will object to this treatment, and so will need to be restrained or subdued in some way.

Ritual Scarring(Tier 1, Prerequisite(s): Altar of Blood, Passive)

The Blood Mage gets a permanent +6 to all attempts at intimidating others, but even a cursory search will reveal scars that clearly show he's a heretic. This can also be used to easily prove to someone that he's not a servant of the established Imperial order.

Hear Heartbeat(Tier 1, Prerequisite(s): Altar of Blood, Passive)

After spending a few minutes in focus, the Blood Mage can identify the number of living creatures within any radius up to a kilometer from his current location. Large numbers of living creatures may affect the precision, however.

Leech(Tier 2, Prerequisite(s): Ritual Scarring, Hear Heartbeat, Passive)

Any time anyone loses Health within 2 range bands of the Blood Mage, the Blood Mage gains 1 point of Adrenaline per 3 points of Health lost(round up).

Blood Golem(Tier 3, Prerequisite(s): Leech, Blood Wave, Non-Combat)

As long as the Blood Golem exists, the Blood Mage's maximum Health is reduced by 25%(rounded down), and the Blood Golem can be created any time immediately after a Rest. It can be banished at any time, though this will leave a disgusting pool of half-coagulated blood behind. The Blood Golem functions as a henchman that modifies party encumbrance by -200, can assist in physical labour to add +3 to any actions involving brute physical force or stamina and can be sent into combat in the Blood Mage's stead in the same way as a henchman.

In combat, the Blood Golem has access to all of the Blood Mage's Blood Mage skills, as well as any other skills he has that are not Tier 3. It starts the fight with Adrenaline equal to three times the amount of Health the Blood Mage has lost to create it, but cannot gain any more. It can use any melee weapons, but cannot wear any armor, and has a +3 speed modifier.

Being accompanied by a Blood Golem is a clear sign of heresy, however, and it cannot be disguised by any means.

Druid

Druid adds a passive bonus to pacify animals, farming, identifying plants and identifying animals.

Lashing Vines(Starting Skill, Passive)

Whenever the Druid makes a weapon attack within range 2, add +2 damage to the roll.

Soothing Pollen(Tier 1, Prerequisite(s): Lashing Vines, Speed 4)

All targets except for the Druid within range 2 are slowed by 2 Ticks. Cost: 5 Adrenaline.

Overgrowth(Tier 1, Prerequisite(s): Soothing Pollen, Speed 6)

For the next 10 Ticks, all movement by targets other than the Druid is halved(round down). This includes being moved by other characters' or enemies' skills. Cost: 5 Adrenaline.

Pitcher Plant(Tier 1, Prerequisite(s): Soothing Pollen, Speed 8)

Creates a Pitcher Plant in an empty range band on the battlefield. The Pitcher Plant has Defense 0, Armor 0 and 20 Health. Any target entering the Pitcher Plant's range band are rendered unable to move and all their abilities are reduced to range 0(abilities which affect more than one range band still do so, but their ground zero will always be at range 0), until the Pitcher Plant is destroyed. Captured targets moved by a skill(their own or others') can only be moved one range band. Cost: 8 Adrenaline.

Root and Bark(Tier 2, Prerequisite(s): Overgrowth, Pitcher Plant, Speed 2)

For the next 20 Ticks, the Druid gains 5 Armor and cannot be moved involuntarily. Cost: 4 Adrenaline.

Whispering Leaves(Tier 1, Prerequisite(s): Lashing Vines, Passive)

The Druid gains a +2 to Initiative rolls in Forests, Swamps and Jungles. If the Druid is leading the party, he also has a +2 to rolls to achieve or avoid ambush in Forests, Swamps and Jungles.

Nature's Bounty(Tier 1, Prerequisite(s): Whispering Leaves, Passive)

The Druid consumes no Supplies when resting in Forest, Swamp or Jungle hexes. If any other effect causes the Druid not to consume any supplies, he instead generates unit of Supplies when resting in Forest, Swamp or Jungle hexes.

Saprophagy(Tier 1, Prerequisite(s): Whispering Leaves, Passive)

All defeated opponents who are killed produce a unit of Supplies at the end of combat.

Symbiotic Relationship(Tier 2, Prerequisite(s): Nature's Bounty, Saprophagy, Passive)

At the start of combat, the Druid may choose an ally to enter Symbiosis with. Both the Druid and that Ally gain a bonus to their maximum and current Health equal to 50% of their pooled maximum Health for the remainder of the battle. For the remaidner of the battle, all damage dealt to one of them, after armor reduction, is also dealt to the other as armor-ignoring damage.

Parasitic Growth(Tier 3, Prerequisite(s): Symbiotic Relationship, Root and Bark, Speed 5)

The Druid makes a range 5 attack against an enemy with an accuracy bonus of +3. If the attack hits, for the remainder of the battle or until the enemy is removed from the battle, the Druid gains 2 Adrenaline every time the target is damaged by an ally's skills or attacks. Cost: 8 Adrenaline.

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