Special Abilities | |||||
---|---|---|---|---|---|
Combat Prowess | |||||
You add +1 damage to one type of weapon attack of your choice: melee weapon attacks or ranged weapon attacks. Enabler. Granted from Warrior | |||||
|
|||||
Innate Power | |||||
Choose either your Might Pool or your Speed Pool. When spending points to activate your focus abilities, you can spend points from this Pool instead of your Intellect Pool (in which case you use your Might Edge or Speed Edge instead of your Intellect Edge, as appropriate). Enabler Granted from Wields An Enchanted Weapon | |||||
|
|||||
Vulnerability | |||||
When you fail an Intellect defense roll to avoid damage, you take 1 extra point of damage. Granted from Dwarf | |||||
|
|||||
|
---|
Charge Weapon
|
As part of making an attack with your enchanted weapon, you charge it with magical power, inflicting 2 additional points of energy damage. If you make more than one attack on your turn, you choose whether to spend the cost for this ability before you make each attack. Enabler.
Costs 2+ Intellect.
|
Enchanted Weapon
|
You attune yourself to a physical weapon, such as a sword, hammer, or bow. You know exactly where it is if it is within a short distance of you, and you know its general direction and distance if farther away. All of your other focus abilities require you to be holding or wielding this weapon. You can be attuned to only one weapon at a time; attuning yourself to a second weapon loses the attunement to the first one. Action to initiate, ten minutes to complete. Enabler.
If you attune yourself to a different weapon, come up with a story reason for why you are able to do that and why you chose this new weapon. Costs 1 Intellect. |
Power Crash
|
You strike your enchanted weapon against the ground (or a similar large surface), creating an explosion of energy that affects an area up to immediate range from that point. (If your enchanted weapon is a ranged weapon, you can instead target a point within close range to be the center of the explosion.) The blast inflicts 2 points of damage to all creatures or objects within the area (except for you). Because this is an area attack, adding Effort to increase your damage works differently than it does for single-target attacks. If you apply a level of Effort to increase the damage, add 2 points of damage for each target, and even if you fail your attack roll, all targets in the area still take 1 point of damage. Action.
Costs 3 Intellect.
|
Control The Field
|
This melee attack inflicts 1 less point of damage than normal, and regardless of whether you hit the target, you maneuver it into a position you desire within immediate range. Action.
Costs 1 Might.
|
Crushing Blow
|
When you use a bashing or bladed weapon in both hands and apply Effort on the attack, you get a free level of Effort on the damage. (If fighting unarmed, this attack is made with both fists or both feet together.) Action.
Costs 2 Might.
|
Danger Sense
|
Your initiative task is eased. You pay the cost each time the ability is used. Enabler.
Costs 1 Speed.
|
Physical Skills
|
You are trained in two skills in which you are not already trained. Choose two of the following: balancing, climbing, jumping, running, or swimming. You can select this ability multiple times. Each time you select it, you must choose two different skills. Enabler.
Trained.
|
Skill With Attacks
|
Choose one type of attack in which you are not already trained: light bashing, light bladed, light ranged, medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy ranged. You are trained in attacks using that type of weapon. You can select this ability multiple times. Each time you select it, you must choose a different type of attack. Enabler.
Trained.
|
Trained In Might Defense Rolls
|
Trained.
|
Trained In Tasks Related To Stone, Including Sensing Stonework Traps, Knowing The History Of A Particular Piece Of Stonecraft, And Knowing Your Distance Beneath The Surface
|
Trained.
|
Trained In Using The Tools Required To Shape And Mine Stone
|
Trained.
|
Heavy Weapons
|
Practiced.
|
Light Weapons
|
Practiced.
|
Medium Weapons
|
Practiced.
|
Practiced In Using Axes
|
Practiced.
|
|
Dmg | Skill | Pool | Type |
---|---|---|---|---|
Light Weapon
|
2 | P | S | L |
Mod:0 Cost:Free Skill:Practiced Distance:Immediate
A light weapon of your choice. Granted from Starting Equipment. Attacks are eased by 1 for Light weapons |
||||
Heavy Weapon
|
6 | P | M | H |
Mod:0 Cost:Free Skill:Practiced Distance:Immediate
A heavy weapon of your choice. Granted from Starting Equipment. Requires two hands |
||||
Punch
|
2 | P | M | L |
Mod:0 Cost:Free Skill:Practiced Distance:Immediate
A right jab. Attacks are eased by 1 for Light weapons |
||||
Axe
|
4 | P | M | M |
Mod:0 Cost:Free Skill:Practiced Distance:Immediate
A sturdy axe. Granted from Dwarf. |
||||
Enchanted Medium Weapon
|
4 | P | M | M |
Mod:0 Cost:Free Skill:Practiced Distance:Immediate
A medium weapon of your choice. Granted from Enchanted Weapon. |
||||
Cyphers | ||
---|---|---|
Death Bringer | Level: 6 | |
For the next minute, when the user strikes an NPC or creature of the cypher level or lower, they can choose to make a second attack roll. If the second attack roll is a success, the target is killed. If the target is a PC, the character instead moves down one step on the damage track. Manifest | ||
Tracer | Level: 4 | |
Fires a microscopic tracer that clings to any surface within short range. For the next twenty-four hours, the launcher shows the distance and direction to the tracer, as long as it is within 1 mile (100 miles if the cypher is level 3 or higher, in the same dimension if the cypher is level 6 or higher). Manifest | ||
Limit 2 |
Equipment |
---|
Appropriate clothing and two weapons of your choice, plus one expensive item, two moderately priced items, and up to four inexpensive items. Granted from Starting Equipment. |
You have an axe. Granted from Dwarf. |
You have an Enchanted Weapon. Granted from Enchanted Weapon. |
Armor 0
Money
0
|