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Otherworlds Core Rulebook Classes

Your Character Begins Their Adventure With The Following:


12 Health, 12 Astral.
● Language: Common (this language will be determined by the race you play. Thanks to
the Awakening, all races across the universe speak a commonly understood language,
known simply as, “Common.”), Native (depending on your race).
● 1,000 Gild (WM may adjust this for each character or for all characters, given the
campaign’s story)
● Equipment based on how you build your character. Different equipment is acquired
through different classes.

Additional Health and Astral will be given based on your class. Additionally, when leveling up,
you’ll be able to become more powerful!

Leveling Up!
Listed below is a chart that details what benefits your characters will get per level they gain.
There are five different bonuses that are acquired for leveling up, depending on the level your
character becomes. Each icon represents a corresponding bonus and every character follows
this leveling chart for a streamlined experience.

Icons: Unlocked Lock (Tier Unlock), Star (Skill Point), Puzzle Piece (Discipline), Book
(Proficiency), Arrow Up (Stat Increase).

Leveling

Level 1: Tier 1 Level 2: +3 Level 3: 1 Skill Level 4: +1 Level 5: Tier 2


Unlocked, +1 Attribute Points Point Proficiency Unlocked, 1 Skill
Discipline, Points or +3 Point, +1
1 Tier 1 Skill Health or +3 Discipline
from all your skill Astral
branches.

Level 6: 1 Skill Level 7: +3 Level 8: 1 Skill Level 9: +1 Level 10: Tier 3


Point Attribute Points Point Proficiency Unlocked, 1 Skill
Points or +3 Point, +1
Health or +3 Discipline
Astral

Level 11: 1 Skill Level 12: +3 Level 13: 1 Skill Level 14: +1 Level 15: Tier 4
Point Attribute Points Point Proficiency Unlocked, 1 Skill
Points or +3 Point, +1
Health or +3 Discipline
Astral
Level 16: 1 Skill Level 17: +3 Level 18: 1 Skill Level 19: +1 Level 20: Tier 5
Point Attribute Points Point Proficiency Unlocked, 1 Skill
Points or +3 Point, +1
Health or +3 Discipline
Astral

Story Based Leveling


A character’s level represents their experience and the ways they’ve grown and developed
throughout the course of the story. Instead of making it about numbers that you keep track of, it
should be something that happens naturally through the evolving story.

Whenever a character or the group as a whole has a pivotal moment, whether that’s through
accomplishing their goals or resolving story arcs, the WM can grant them a level. The pace at
which a WM increases character levels depends on the WM. Every character should be kept
within 1-2 levels of each other at a time.

Level Bonus
Whenever you gain a level in Otherworlds, you acquire a skill point that can be spent at any
time to acquire a skill. The new skill must be one within your Skill Tree and it must be in a Tier
Level you have already unlocked. Tier Levels are special categories separating your skills,
beginning with your starting skills and moving all the way up to your ultimate ones! The more
you level up, the higher Tier Level you will acquire. See the reference below:

XP Leveling (Variant)
Gaining experience points (XP) is common in tabletop RPGs and video games. If your WM
prefers this method, at the end of each campaign session the WM will award every character
with XP. The XP given is determined by the WM based on the challenges the players have
faced. Each character can receive different amounts of XP or it can be equal for the whole
group.

Fast Leveling Normal Leveling Slow Leveling


Level Experience Level Experience Level Experience

1 0 1 0 1 0

2 100 2 200 2 400

3 300 3 400 3 600

4 400 4 800 4 1,000

5 500 5 1,600 5 2,000

6 750 6 2,400 6 2,800


7 1,000 7 3,200 7 3,600

8 1,250 8 4,000 8 4,400

9 1,500 9 4,800 9 5,200

10 1,750 10 5,600 10 6,000

11 2,250 11 7,200 11 8,000

12 2,750 12 8,800 12 9,600

13 3,250 13 10,400 13 11,200

14 3,750 14 12,000 14 12,800

15 4,250 15 13,600 15 14,400

16 4,350 16 15,200 16 17,600

17 4,450 17 16,800 17 34,400

18 4,550 18 18,400 18 37,600

19 4,650 19 20,000 19 40,800

20 5,000 20 21,600 20 50,000

Below is a chart detailing how much XP a WM will give out when using the XP variant. The XP
given is the same, regardless of the fast, normal, or slow XP chart is being used.

Level Average XP Given

Tier 1 100-400

Tier 2 500-800

Tier 3 900-1,200

Tier 4 1,300-1,400

Tier 5 1,500

The Classes
Your class determines your character’s specialization and skill sets. Once a class is determined,
you must then design your class’s Skill Tree, which consists of three Skill Branches.
The assassin, for example, has access to the Affliction, Archery, Assassination, Blood,
Darkness, Deception, and Swordsmanship Skill Branches. Assassination is the assassin’s
primary Skill Branch, meaning they will always have access to it. Secondary ones are optional
and may be interchanged through leveling up.

Skill Trees
Every class is represented by a Skill Tree. Skill Trees are made up of three Skill Branches.
Every Skill Branch has a specialty, focusing on specific skills and abilities.

Advanced - Every class listed below has a Skill Tree associated with it. You may choose to
make your own Skill Tree using any combination of Skill Branches. The Skill Trees listed are the
standard way to play and are guidelines.

Skill Branches
Every character’s class consists of three Skill Branches which form a Skill Tree. The list of each
Skill Branch is the following:

Fighter Skill Branches


Blood, Brawl, Endurance, Heavy, Melee, Rage, Ranged, Swordsmanship, War
Mage Skill Branches
Affliction, Arcane, Battle Magic, Curse, Darkness, Divinity, Elemental, Light , Nature, Protection
Rogue Skill Branches
Archery, Assassination, Avarice, Deception, Gambit, Hunt, Medical, Strategy, Tech

Class Archetypes
Every skill branch for your class will be a part of one archetype. The archetype will grant you
additional starting Health, Astral, or increase their proficiencies depending on which you choose.
Player’s that go “all in” to one Archetype can expect to see a bigger bonus overall, but will suffer
in the other two categories.

Each bonus from your class is in addition to your base 12 Health and 12 Astral.

Fighters (+3 Health) - These skill branches are focused on being tough and thus give you a
bonus to Health.
Mages (+3 Astral) - These skill branches are focused on spellcasting and thus give you a
bonus to Astral.
Rogues (+1 Proficiency Point) - These skill branches are your ability to adapt to your
surroundings, thus giving you an additional proficiency point (this points are NOT factored into
your skill trees listed below, so go right ahead and pick up some sweet extra benefits!)

Assassin Battle Mage Berserker


Cloak And Swagger Blastin’ and Castin’ Rage Uncaged
Elusive and deadly at any range. A practitioner of the unorthodox Barbaric warriors fueled by rage.
Assassins specialize in taking out methods of Battle Magic. Battle These behemoths can take just as
single targets and not being spotted mages study the deadliest of spells much damage as they dish.
in the process. and were crucial to the Thousand
Year War. After the conflict, Weapon Proficiencies: Axes or
Weapon Proficiencies: Katanas or because the power of the battle Hammers, Shotguns or Miniguns
Sniper Rifles, and Daggers mages was so deadly, they were Skill Proficiencies: +1 Athletics, +1
Skill Proficiencies: +1 Acrobatics, feared and hunted by troops on Craft, +1 Survival
+1 Silver Tongue, +1 Stealth Anthos. Other Proficiencies: +Climbing
Other Proficiencies: Disguise Kit Tools
or Thieves’ Tools Weapon Proficiencies: Elemental Equipment: Axe or Hammer,
Equipment: Katana or Sniper Rifle, Weapons, Spells Shotgun or Minigun, x3 Bandages
Dagger, x1 Vial of Poison Skill Proficiencies: +1 Astrana, +1 Skill Tree: Rage, Blood, Endurance
Skill Tree: Investigation, +1 Lore
Assassination, Deception, Other Proficiencies: +Divining
Swordsmanship Tools or +Any language of your
choice (standard or exotic)
Equipment: Spell Rifle, Spellbook,
x2 Ethereal Shards
Skill Tree: Battle Magic, Affliction,
Arcane

Defender Grifter Gunslinger


Protect and Swerve Tongue And Cheek Swingin’ and Slingin’
With an oath and a shield, Expert in being underhanded and Deft and agile, gunslingers
defenders seek to protect their not being caught. specialize in dealing tons of damage
allies. to many enemies at once.
Weapon Proficiencies: Pistols or
Weapon Proficiencies: Combat Revolvers, Knives Weapon Proficiencies: Revolvers
Rifles or Knight Swords, Shields Skill Proficiencies: +1 Entertain, or Hand Cannons, Knives or
Skill Proficiencies: +1 Athletics, +1 +1 Silver Tongue, +1 Stealth Shotguns
Influence, +1 Perception Other Proficiencies: +Disguise Kit Skill Proficiencies: +1 Athletics, +1
Other Proficiencies: +Standard or +Thieves’ Tools Engineering, +1 Perception
Language or +Exotic Language Equipment: Pistol or Revolver, Other Proficiencies: +Tinkerer's
Equipment: Combat Rifle or Knight Knife, Gaming Kit Tools or +Thieves’ Tools
Sword, Shield, x3 Standard Auras Skill Tree: Avarice, Deception, Equipment: Revolver or Hand
Skill Tree: Protection, Endurance, Tech Cannon, Knife
Melee Skill Tree: Gambit, Brawl,
Deception

Hunter Reaper Seraph


Tag ’em and Bag ’em Back In Black Get Lit
Specialist in traps and capitalizing Those who are chosen by Dark Casters of light magic. Seraphs are
on enemy weaknesses. Entities to be reborn with dark, paragons of protection and healing.
mystical powers.
Weapon Proficiencies: Combat Weapon Proficiencies: Combat
Rifles, Pistols or Hand Cannons Weapon Proficiencies: Busters or Rifles or Pistols, Maces or Hammers
Skill Proficiencies: +1 Engineering, Scythes and Sub Machine Guns Skill Proficiencies: +1 Astrana, +1
+1 Investigation, +1 Technology Skill Proficiencies: +1 Astrana, +1 Influence, +1 Medical
Other Proficiencies: +Hacking Influence, +1 Investigation Other Proficiencies: +Energy
Tools or +Jet Packs, +Tinkerer’s Other Proficiencies: +Spells and Damage, +Spells
Tools +Ceremonial Kit Equipment: Energy Combat Rifle or
Equipment: Combat Rifle, Pistol or Equipment: Scythe, Sub Machine Energy Pistol, Energy Mace or
Hand Cannon, Jet Pack Gun, Dark Cloak (Cloak) Energy Hammer, x2 Potions
Skill Tree: Archery, Hunt, Tech Skill Tree: Affliction, Curse, Skill Tree: Divinity, Light, Melee
Darkness

Soldier Tank Warrior


Up Your Arsenal Tank You, Come Again! Smash and Slash
The more guns, the better. At least, Explosives and heavy weapons Masters of weapon training, warriors
this is what soldiers think. Soldiers experts. Tanks are hard to deal are capable fighters and a great
are well equipped for any situation. with, and deal massive amounts of addition to any team.
damage over a wide range area.
Weapon Proficiencies: Combat Weapon Proficiencies: Choose
Rifles or Machine Guns, Pistols or Weapon Proficiencies: Rocket any two of the following: Axes,
Sub-Machine Guns Launcher or Grenade Launcher, Clubs, Knives, Swords, Hammers
Skill Proficiencies: +1 Acrobatics, Hammers or Clubs Skill Proficiencies: +1 Acrobatics,
+1 Athletics, +1 Medical Skill Proficiencies: +1 Athletics, +1 +1 Athletics, +1 Survival
Other Proficiencies: +Hacking Engineering, +1 Medical Other Proficiencies: +Climbing
Tools or +First Aid Kit, +Grenades Other Proficiencies: +Grenades Tools or +Navigation Tools
Equipment: Combat Rifle or Equipment: Rocket Launcher or Equipment: Choose any two of the
Machine Gun, Pistol or SubMachine Grenade Launcher, Hammer or following: Axe, Club, Knife, Sword,
Gun, x2 Frag Grenades, x1 Medical Club, x2 Detonators Hammer; x2 Bandages.
Kit Skill Tree: Heavy, Melee, Tech Skill Tree: War, Endurance, Melee
Primary Skill Branch: Medical,
Ranged, Tech

Killer (Assassin) Archer (Warrior) Swordsman (Warrior)


Track ’em And Stack ’em I Used To Be An Adventurer... Slice and Dice
Killers have the lethality of Warriors who specialize in archery. Martial specialists in swords.
assassins with none of the tact.
Weapon Proficiencies: Shortbow Weapon Proficiencies: Sword
Weapon Proficiencies: Knives, or Longbow or Crossbow, Dagger Subtype of your choice (Busters,
Pistols Skill Proficiencies: +1 Acrobatics, Katanas, Knight Swords, Rapiers,
Skill Proficiencies: +1 Acrobatics, +1 Perception, +1 Survival Scimitars)
+2 Athletics Other Proficiencies: +Highland Skill Proficiencies: +1 Acrobatics,
Other Proficiencies: +Disguise Kit Walk or +Wildland Walk, +Fletching +1 Athletics, +1 Lore
or +Poisoner’s Kit Tools Other Proficiencies: +Ceremonial
Equipment: Dagger and Pistol Equipment: Choose any two of the Kit or +Instrument
Skill Tree: Assassination, Blood, following: Shortbow, Longbow, Equipment: Sword of your choice
Darkness, Deception Crossbow, Dagger, x12 arrows or (Buster, Katana, Knight Sword,
crossbow bolts. Rapier, Scimitar)
Skill Tree: Archery, Melee, War Skill Tree: Melee, Swordsmanship,
War

Deceiver (Grifter) Basilisk (Battle Mage) Druid (Seraph)


More Than Meets The Eye Don’t Petrify Me Bro Lions, Tigers, and Bears... and
A grifter armed with the dark arts. Masters of the outlawed Affliction Relevant Spells
magic. Basilisks specialize in Mages who specialize in nature
Weapon Proficiencies: Buster or confusing, warping, and mutilating magic.
Rapier or Claws their enemies with powerful spells.
Skill Proficiencies: +2 Silver Weapon Proficiencies: Elemental
Tongue, +1 Stealth Weapon Proficiencies: Elemental Weapons, Spells
Other Proficiencies: Abyssal Weapons, Spells Skill Proficiencies: +1 Astrana, +1
(Language) or +Whisper Tale, Skill Proficiencies: +1 Astrana, +1 Ride, +1 Survival
+Disguise Kit or +Poisoner’s Kit Investigation, +1 Lore Other Proficiencies: +Navigation
Equipment: Buster or Rapier or Other Proficiencies: +Apothecary Tools or +Any language of your
Claws Kit or Poisoner’s Kit choice (Standard or Exotic)
Skill Tree: Affliction, Deception, Equipment: Spell Rifle, Spellbook, Equipment: Spell Rifle, Spellbook,
Darkness x2 Ethereal Shards x2 Ethereal Shards
Skill Tree: Affliction, Darkness, Skill Tree: Elemental, Nature,
Nature Medical

Combat Medic (Soldier) Strategist (Hunter) Fortress (Defender)


MY LEG! I Knew You’d Say That Bulletproof And Built To Move
Non-magical, medicine-based Strategists perform best when allied Specializes in heavy armor and not
soldiers. with those around them. A taking any damage.
strategist’s tactics are unrivaled by
Weapon Proficiencies: Pistols all on the battlefield. Weapon Proficiencies: Shields,
Skill Proficiencies: +1 Athletics, +2 Clubs or Hammers
Medical Weapon Proficiencies: Combat Skill Proficiencies: +1 Athletics, +2
Other Proficiencies: +First Aid Kit, Rifles, Pistols Craft
+Medical Kit Skill Proficiencies: +2 Influence, Other Proficiencies: +Cooking
Equipment: Pistol, Medical Kit, x2 +1 Technology Tools or +Mining Tools
Potions Other Proficiencies: +Navigation Equipment: Club or Hammer,
Skill Tree: Medical, Melee, War Tools or +Standard language of Shield
choice Skill Tree: Endurance, Melee,
Equipment: Combat Rifle, Pistol Protection
Skill Tree: Deception, Strategy,
Tech

Squire (Warrior) Spellblade Spellbow


Look Alive, Knave! Cast and slash Cast and blast
A practitioner of the fundamentals, A warrior who also practices An archer who uses spellcasting to
squires seek to learn to become the spellcasting. augment their arrow shots.
best fighters they can be. Weapon Proficiencies: Swords Weapon Proficiencies: Bows and
Weapon Proficiencies: Machine (all), shields daggers
Guns, Knight Swords Skill Proficiencies: +1 Athletics, +1 Skill Proficiencies: +1 Acrobatics,
Skill Proficiencies: +1 Athletics, +1 Astrana, +1 Lore +1 Astrana, +1 Craft
Craft, +1 Lore Other Proficiencies: +Climbing Other Proficiencies: +Climbing
Other Proficiencies: +Climbing Tools or +Navigation Tools Tools or +Navigation Tools
Tools or +Navigation Tools Equipment: Sword (any type), Equipment: Bow or crossbow,
Equipment: Machine Gun, shield, x3 Ethereal shards dagger, x12 arrows or x12 bolts
Broadsword, x3 Bandages Skill Tree: Elemental, Melee, Skill Tree: Arcane, Archery,
Skill Tree: Archery, Melee, War Swordsmanship Elemental

Blood
Murder & Mayhem
Powered by their thrill of the kill, using blood as their primary source of power. These fighters
often don’t have spellcasting knowledge, but rather an innate magical attunement through their
blood.
Role: Fighter (+3 Health)

Tier 1 (Level 1+)


Level 1 Skill: Beheader (Passive): Off with their heads!
• You become proficient with axes.
• You don’t lose Edge targeting an enemy unit’s heads or nape.
• You’re familiar with torture devices and how they work, granting you Edge dealing with them.

Blood Doctor (Passive): Your joy of blood allows you to do many things.
• You can’t be intimidated by blood.
• You can stop a unit from bleeding, curing the bleed status effect as an Action/Boost.
• You’re able to deduce all properties of any blood your character is able to touch with close
accuracy. Such properties could be where it’s come from, what race shed the blood, and how
long it's been there.

Path of the Blood Wraith (Passive): You suffered a disastrous fate, and now walk eternally,
seeking to quench your eternal thirst for blood. You gain the Undead status effect. Additionally
you gain the following:
• You gain the Undead unit type.
• You gain Float: 3.
• Bloodthirst: Your first melee attack each turn has Bleed (dealing damage to the enemies
health, causes them to bleed, taking 1d6 at the start of each of their turns).
• Morbid Feast: Your supernatural thirst grows to new heights. You emit a red aura when you
cause others to gain the Bleed status effect. Any time you attack an enemy with Bleed, lifesteal
1d6.

Tier 2 (Level 5+)

Blood Sponge (Passive): You learn to harness your anger as a means of ignoring the pain.
You develop a reasoning that the more you kill, the less you’ll feel. So kill on! Whenever you
deal damage to an enemy, gain 1 stack of Blood. You may spend 1 stack of Blood to reduce
damage to you by 1.

Blood Sport (Boost): Gaining life this turn through Lifesteal, will grant you double that amount
instead.

Tier 3 (Level 10+)

Brutal Attack (Action): Your immense strength allows you to cleave those beneath you with
the weight of your attacks. Make a melee attack. If successful, the damage dealt is equal to your
Strength + 2d6.

First Blood (Passive): You enter the battlefield with intense aggression and when comrades
see their team members fall at your hands, they are shaken. After your first kill in an encounter,
you may make an Intimidation vs all enemies within your line of sight.
Tier 4 (Level 15+)

Bloodsplosion (Passive): As a Combat Maneuver, you may spend 3 success to triple the
amount of damage you deal. If that enemy would die from this attack, they explode into a
massive burst of blood; inflicting 3d6 explosive damage to all enemies within 20 feet (they do
not roll for defense and this doesn’t hurt you).

Bloodshed (Action): You can inflict the Bleed status effect up to three times per enemy.
Enemies damaged by you must take 1 minute to remove their bleed status effect (even using
magic to help heal them). Additionally, whenever you attack an enemy, before dice are rolled, if
they have 6 or less health, they automatically die.

Tier 5 (Level 20+)

Bloodacalypse (Passive): When using the “Bloodsplosion,” Combat Maneuver, you inflict 6d6
instead of 3d6 explosive damage to all enemies within 30 feet. If any of those targets die, they
also explode, cuasing 6d6 damage to all targets within 30 feet of them.

Brawl
Fist To Fist
You may enjoy being armed with weapons, but your true power lies within your natural weapons
- your fists.
Role: Fighter (+3 Health)

Tier 1 (Level 1+)

Level 1 Skill (Brawl and Beat): Your next attack that deals bludgeoning damage this turn gains
Edge.

Bob & Weave (Movement): You dig your feet into the ground, starring your enemy down,
anticipating their next attack. Target an enemy unit. Lower the success needed for Defense
Combat Maneuvers (to a minimum of 1) when attacked by that enemy during their next turn.

Impacting Fist (Action): Spend 1 Discipline. This attack deals 1d6 damage, for each point of
the enemy unit’s Armor value.

Tier 2 (Level 5+)

Monk Arts (Passive): Your soul is centered. Gain the following:


● Gain +1 Resolve.
● You can’t be inflicted with Blind.
● As a free action on your turn, you may stand up from being knocked prone.
Street Fighter (Passive): You have had to fight on the streets, whether for fun, or simply
because you had to. Gain the following:
● Gain +1 Strength.
● You become proficient in Athletics.
● Whenever you deal damage to an enemy up to 1 size larger, you may spend 1 discipline
to knock them down. You may spend additional Discipline per size increase to knock
them over.

Tavern Brawler (Passive): You drink...a lot, but at least you have grown accustomed to it and
tumbling around in your fights. You gain all of the following:
● Gain a +TL on Edge when making TOU checks.
● Gain Edge on grappling checks.
● After making your first successful unarmed melee attack this turn, after damage is dealt,
you may make a grapple check vs. the defending target. This is considered your attack
action for the turn.

Tier 3 (Level 10+)

Fighting Spirit (Passive): You’ve got the spirit of a fighter, never giving of. Just who the hell do
they think they are? If you’d be lowered to 0 Health, instead you are lowered to 1 Health. Limit
once per day.

Soul Fist (Passive): You may deal damage to enemies astral instead of their health, when
attacking with your fists.

Sucker Punch (Reaction): Make a Dexterity (Stealth) check vs the defending target’s Wisdom
(Perception). If successful, the defending target is inflicted with damage equal to your Attack +
Strength + 1d6. Sucker Punch only works once per encounter.

Wave Fist (Action): You’re able to use your inner astral as chakra that forces its impact on
others at a distance! Attack with your fists against an enemy within a range equal to your Tier
Level.

Tier 4 (Level 15+)

Doom Fist Style (Action): Spend 1 Discipline. Make an unarmed melee attack check. If
successful, roll Xd6 equal to your character’s Strength and apply the following result.
● Deal that much explosive damage to the target and every target adjacent to them other
than you.
OR
● If the result is higher than the defending target’s remaining health, that target dies.

Tier 5 (Level 20+)


Heartache (Action): With extreme mastery, you’re able to send your fist through an enemies
ribcage, holding their heart in your hands. Make a fist attack. If successful, deal 10d6 death
damage.

Endurance
Harder For Longer
Those that train to endure the toughest of circumstances and conditions.
Role: Fighter (+3 Health)

Tier 1 (Level 1+)

Level 1 Skill: Endure (Passive): +3 Health. You may spend 1 Discipline to ignore exhaustion
for the next hour. Additionally, you may treat heavy equipment as if it wasn’t heavy.

Fortitude (Passive): Gain elemental resistance to any element type of your choice (you must
choose an element type at the time of acquiring this skill).

Hold The Line (Reaction): +1d6 to checks that involve you being pushed backwards or
knocked down. Additionally, you and friends gain Edge vs. intimidation checks.

Tier 2 (Level 5+)

Anvil (Boost): Switch your base Strength with your base Toughness.

Ironclad (Passive): You become immune to Pierce damage. Additionally, as long as you have
50% or more Health, you can’t be lowered to 0 Health by one source of damage (your Health
becomes 1 instead).

Indomitable Will (Passive): Whenever you reach 0 Health, roll 1d6. In the result of a 5+, you
remain at 1 Health. Limit once per day.

Tier 3 (Level 10+)

Brace For Impact (Reaction): Reduce 1d6 physical damage.

Shelter From Harm (Reaction): Reduce 1d6 elemental damage.

Tier 4 (Level 15+)

Die Hard (Passive): If you would be lowered to 0 Health, you may spend 1 Discipline to
remain at 1 Health. Additionally, while at 0 Health, you remain conscious. While in this state,
you may continue to take actions, but may not move.
Unstoppable (Passive): +5 Health. You become immune to Daze and Stun damage. Your
movement can’t be reduced by enemy spells or effects (you can still become Immobilized
through physical means).

Tier 5 (Levels 20+)

Alpha Condition (Passive): You automatically succeed any Athletics check with a difficulty of
30 or less. Additionally, you do not gain exhaustion from lack of sleep, eating, or drinking for up
to 3 days.

Heavy
Bigger Is Better
Sometimes when you face big threats, you need a big gun. The heavy skill branch specializes in
the use of various heavy equipment.

Tier (Level 1+)

Level 1 Skill: Provoke (Reaction): Any number of enemy units become provoked if they fail an
INT Check vs your TOU + TL + 1d6. Provoked units must attack your character if able.

Bombcraft (Passive): You’re able to craft grenades with enough time and gild for ingredients.

Fight The Power (Boost): When making an attack with explosive damage, you may reroll any
number of 1’s.

Tier 2 (Level 5+)

Bombard (Action): When throwing a grenade, you may have it affect any number or targeted
areas within 60 feet of you.

Freeloader (Boost): You may reload a heavy weapon for -1 AP after killing 1+ enemies with a
heavy weapon.

Guard Bust (Reaction): When your guard is depleted it deals 1 explosive damage for every TL
you are to all enemies within 10 feet of you (the enemy doesn’t Defend).

Heavy Metal (Boost): While equipped with Heavy Armor you gain the following:
● Gain +1 Impact per TL (Impact gives you bonus Attack, when targeting someone who
Defends instead of Evades).
● Whenever you deal damage with a melee weapon, you may choose to break the
defending enemies weapon or armor. This effect doesn’t work on Legendary equipment.

Tier 3 (Level 10+)


Boom BOOM! (Boost): What’s better than one grenade? TWO grenades! You love grenades
so much, you either forget in your fervor that you have a second one or you’re sure to pack
extra! Whenever you throw a grenade, you have a 50% chance of throwing an extra grenade of
the same type thrown (it’s thrown to the same area as the first).

Blast Off! (Boost): Your heavy weapon gains +1 explosive damage this turn and +2 range.

Real Steel (Reaction): Lowers the Tank Combat Maneuver by 1 to a minimum of 1.


Additionally, reduce ballistic damage and explosive damage by 50% (rounded up).

Detonation (Stack): Killing multiple enemies with a single source of explosive damage gives
you a stack of Blast. For each stack of Blast you spend, your explosives gain +1 explosive.
Stacks empty at the end of day. Limit: 4.

Tier 4 (Level 15+)

Devastation (Action): Make a heavy weapon attack. It’s explosive stat is doubled.

TNT Tag (Action): Make a Strength check vs. an enemy in melee range. If successful, you kick
them back 1d6x10 feet and this attack deals 4d6 explosive damage to them. Defense is not
applied to the damage.

Tier 5 (Level 20+)

Buster Cannon (Action): You convert your heavy weapon into a bigger, badder, and more
awesome buster cannon! With this Buster Cannon, you unleash a devastating blow. This attack
deals 10d6 explosive damage to everyone within 100ft. In the direction you’re facing up to 30
feet wide.

Insurmountable (Reaction): For the next round, prevent all physical damage you’d take. Your
character gains +1 Attack for each damage prevented this way.

Melee
Trained Fighters
The fundamentals of melee weapons.
Role: Fighter (+3 Attack)

Tier 1 (Level 1+)

Level 1 Skill: Melee Weapons Training (Passive): Become proficient with any melee weapon.
You may acquire this skill any number of times (costing 1 Skill Point each time).

Dagger Expertise (Passive): If you’re proficient with Daggers, they gain bleed.
Exotic Weapon Expertise (Passive): If you’re proficient with Exotic Weapons, you may reroll
any 1’s you roll with them up to once each per attack.

Fist Expertise (Passive): If you’re proficient with Fists, they gain daze.

Greatsword Expertise (Passive): If you’re proficient with Greatswords, they gain sweep.

Improvised Weapon Expertise (Passive): If you’re proficient with Improvised Weapons, you
can’t lose Edge when attacking with them.

Rapier Expertise (Passive): If you’re proficient with Rapiers, they ignore armor.

Shield Expertise (Passive): If you’re proficient with Shields, they gain stun.

Spear Expertise (Passive): If you’re proficient with Spears, they ignore armor.

Staff Expertise (Passive): If you’re proficient with Staves, they gain disarm.

Smash & Bash (Boost): The next melee attack you make that deals bludgeoning damage this
turn gains edge.

Hack & Slash (Boost): The next melee attack you make that deals slashing damage this turn
gains edge.

Spring Attack (Passive): Allows you to move and attack any number of times, as long as you
do not exceed your movement or the amount of times you can attack in a turn.

Tier 2 (Level 5+)

Battle Mastery (Passive): Enemies gain no additional bonuses to outnumbering you.


Additionally, you gain +2 Attack with your equipped weapon when two or more enemies are
adjacent to you.

Fury (Passive): You may attack an additional time per turn with weapon’s you're proficient with.

Melee Weapon Duality (Passive): Disregard dual wielding penalties with melee weapons
you’re proficient with.

Weapon Guard (Reaction): You can’t be disarmed. Additionally, gain +2 DEF against the next
melee attack that would target you. Use this skill only if you have a melee weapon equipped.

Tier 3 (Level 10+)


Epic Killer (Passive): You may use an Epic Kill combat maneuver with 2 successes.

Gashing Blow (Action): Attack with a melee weapon, gaining +1d6 if they didn’t take a
movement action during their last turn.

Immobilizing Strike (Action): Make a melee attack. If it deals damage, it halves the enemy
unit’s Defense and Speed (rounded up). This effect lasts until they are healed.

Tier 4 (Level 15+)

Close Quarter Specialist (Boost): Whenever you attack a target, that target cannot use Evade
Combat Maneuvers. Additionally, the attacked target cannot use Defend Combat Maneuvers.

Tier 5 (Level 20+)

Late Bloomer (Passive): You’ve lived a life where people doubted your ability and for a long
time, with good reason. You’re just a simple and humble fighter, but now you’re better than
ever! You become proficient with everything. Additionally all of your attribute stats increase by
+3 to a maximum of 12. You may only acquire this skill if you’ve only acquired skills from this
Skill Branch.

Ranged
Ten-Hut
The fundamentals of ranged weapons.
Role: Fighter (+3 Attack)

Tier 1 (Level 1+)

Level 1 Skill: Ranged Weapons Training (Passive): Become proficient with any ranged
weapon. You may acquire this skill any number of times.

Bow Expertise (Passive): if you’re proficient with bows, you may have your bow attacks gain
lob, allowing you to attack enemies behind cover.

Combat Rifle Expertise (Passive): If you’re proficient with Combat Rifles, they gain +3 range.

Hand Cannon Expertise (Passive): If you’re proficient with hand cannons, they gain
knockdown.

Heavy Weapon Expertise (Passive): If you’re proficient with heavy weapons, they gain
knockback.

Pistol Expertise (Passive): If you’re proficient with pistols, you may reroll any 1’s you roll when
attacking with them up to one time per attack.
Revolver Expertise (Passive): If you’re proficient with revolvers, you may

SMG Expertise (Passive): If you’re proficient with SMG’s, they gain spray-fire.

Sniper Rifle Expertise (Passive): If you’re proficient with sniper rifles, they gain execution.

Locked & Loaded (Boost): Gain Edge when attacking with projectile weapons this turn.

Tier 2 (Level 5+)

Strafe (Movement): Move up to your speed -10 feet and gain Edge when defending ranged
attacks for 1 round.

Ranged Weapon Duality (Passive): Disregard dual wielding penalties with ranged weapons
you’re proficient with.

Quick Reload (Passive): Deft with your hands, you’re able to reload more quickly. Spend 1
Discipline to reduce the AP needed to reload a ranged weapon (so, most weapons can be
reloaded for 0 AP, while others with Slow Reload, would go from 2 AP to 1 AP).

Action Reload (Passive): Whenever you reload a weapon, choose one of the following
keywords for your ranged weapon to gain for 1 round (Burst-Fire, Pierce, Spray-Fire, Trespass).

Run & Gun (Boost): You may attack with guns and make a normal move for 1 Action Point.

Longshot (Boost): Double the range of your ranged weapon until the end of turn. You lose
Edge when attacking with that gun this turn

Setup The Shot (Movement): Your next attack with a ranged weapon cannot be evaded

Tactical Fire (Action): Choose one of the following:


● Your guns gain Burst-Fire this turn.
● Your guns gain Spray-Fire this turn.
● Your guns cause a distraction, having the target enemy lose Edge on their next action.

Tumble (Reaction): If you are attacked by a ranged weapon or targeted by a spell, you may
move 10 feet and fall prone to gain Edge against it.

Take Cover! (Reaction): You any any number of target player's roll 1d6. In the result of 5+ they
are able to use the Evade Combat Maneuver (regardless of their Dexterity and Toughness).
This skill should be used before a Defense roll is made.

Tier 3 (Level 10+)


10,000 Bullets (Stack): Whenever you unload a gun, gain a stack of “Bullets.” You may spend
a stack of “Bullets” as if it were ammunition in your equipped gun. You may spend 3
stacks of “Bullets,” to make an additional attack with an equipped gun you control this turn.

Bulletproof (Reaction): Whenever you take physical damage from guns, reduce the damage

Fury (Passive): You may attack an additional time per turn with weapon’s you're proficient with.

Grenadier (Passive/Boost): You can carry up to twice the amount of grenades you normally
could. You may throw grenades as a boost action. Additionally, you may treat any grenade you
throw as any other grenade you have of the same rarity or lower.

Tier 4 (Level 15+)

Tactical Warfare (Passive): +1 ATK for each different weapon type equipped to your
character. (primary, secondary, and two backups).

Tier 5 (Level 20)

Degrade (Action): Through expert precision and knowledge, the Soldier can deliver
devastating blows to an enemies’ armor and guard rendering them unprotected and easy to gun
down. Make an attack, if successful the damage dealt lowers their Armor value and Guard by
that amount until it's repaired.

Up Your Arsenal (Passive): For each gun when you first attack with it in a day, you gain +1d6
to your attack roll.

Rage
Uncaged Rage
Using rage, a berserker is forced to be reckoned with. Rage focuses on punishing the enemy
with heavy damage dealing attacks, sometimes at the expense of the aggressor’s well-being.
Role: Fighter (+3 Attack)

Tier 1 (Level 1+)

Level 1 Skill: Rage (Boost): You become berserk, gaining the following for 1 minute. You can
Rage up to one time per day equal to your Tier Level.
• During your turn; every attack you make gains Edge.
• +1d6 Absorb for each TL. The amount you heal can’t exceed your Level.
• Gain Edge on Athletics, Charm, Intimidate, Influence, and Mind Control checks.
• You must attack the closest enemy target. This attack can’t be non-lethal.
Dangerous Brute (Passive): As swift as you are menacing, you’re able to deftly dodge lethal
strikes, despite your big size. You gain the following:
• You’re able to use the evade combat maneuvers instead of the defend combat maneuvers
when attacked, even if your toughness is equal to or higher than your dexterity.
• Your first attack on each of your turns gain +TL Attack.
• Anytime you deal damage with an attack, you lower the defending unit’s armor by 1.

Rend (Passive): Honing your rage and willingness to harm your enemies, you aim to hit them
where it hurts the most. You may cause Bleed damage with one success.

Brutal Behemoth (Passive): A force of unrelenting nature. You’re feared among those you
face on the battlefield. Gain the following.
• Whenever you attack an enemy with Armor 6+, gain +1d6 Attack.
• You may give an attack of yours Edge, if you do, enemies will gain Edge attacking you during
their next turn.

Rampage (Passive): Whenever you are attacked, gain +1 ATK until the end of your next turn.
This effect stacks.

Tier 2 (Levels 5+)

Foebreaker (Passive): At the time of acquiring this skill, claim one foe. This foe must be tied to
your character’s story, and give great reason to why they are your foe. Additionally you gain the
following:
• Whenever you are in an encounter with your foe you must attack them if possible, regardless if
they are the closest or not.
• Gain Edge against your foe.
• You can’t become Intimidated by your foe
• Enemies do not block your movement when moving towards your foe. They can’t use
reactions to attack you, when you’re moving.

Gun Goliath (Passive): You gain the following:


● While Rage is active, your equipped guns have +3 Magazine size.
● Whenever you reload a ranged weapon with Rage active, heal 1d6.
● Your guns gain +1d6 explosive damage.

Keg Bearer (Passive): You may assemble one of the following kegs with 100GL worth of
materials, and 1 hour of time:
• Powder Keg: Explosive damage equal to your TL.
• Beer Keg: Filled to the top with a mighty fine beverage
• Kong Keg: A massive keg that can be thrown at people. It’s attack value is equal to your TOU.
Breakthrough (Movement): Use the Charge movement action. When moving into an obstacle
you have a chance of breaking through it. If a check is required, gain 2 Edge. If successful you
destroy the obstacle and move through it without it counting towards your movement.

Raging Influence (Reaction): Due to your terrifying rage, you can *sometimes* make wizards
piss themselves. Target enemy casting a spell must make an opposed Resolve (Influence)
check. If they fail, their spell is negated and they become Intimidated, losing Edge and are
unable to move towards you until they pass the check. You must be the closest enemy to them
to use this skill.

Return to Rage (Reaction): When you reach 6 or less Health, you may go use your Rage skill,
even if you’ve exceeded the amount of times you’ve used it this day. Limit once per day.

Thunder Maul (Boost): Consume 2 Astral when attacking with a melee weapon to add +1d6
lightning damage to your attack.

Tier 3 (Levels 10+)

Blood Howl (Boost): Your friends gain +1d6 Attack for one round. Use this skill only if Rage is
activated.

Break Face (Boost): The next enemy you attack this turn can’t use the Evade or Counter
Attack Combat Maneuvers.

Frenzy (Passive): You may use a Speed Attack combat maneuver with 1 Critical.

War Aura (Action): Consume 1d6 Astral to gain +2 Attack, +2 Defense, and +6 Absorb. This
effect lasts until your Absorb or Astral reaches 0. You may only have one War Aura at a time.

Warmonger (Passive): Those that see you, see you as a hero, a ravenous, bloodthirsty,
intimidating hero, but a hero nonetheless, and as such, they're more than happy to supply you
with weapons. Weapons cost -50 gild less for you to purchase per RES you have to a minimum
of 10 gild. Additionally, you gain +1 ATK.

Blood Rage (Stack): Any time you kill an enemy, gain a stack of “Blood.” Whenever you
activate “Rage” roll 1d6. If the result is 3+, then gain 5 stacks of blood. You may spend a stack
of Blood to gain +1 ATK or +1 DEF until the end of turn, or to heal by 2.

Tier 4 (Levels 15+)

Butcherer (Passive): You have become known as “the Butcherer” cleaving through massive
piles of enemies, bathing in their blood. You gain the following:
● Whenever you attack an enemy that didn’t move during their last turn, gain +1d6 attack.
● You may have your attacks deal death damage.

Infectious Bloodlust (Action): Any number of willing friends become Berserk (gaining +1d6 to
their attack rolls, but can only take basic attack actions and movement actions, targeting the
closest enemy). Berserk lasts for the duration of the encounter.

Voracious Ferocity (Boost): Gain +1 ATK for each point of Health missing. This can’t exceed
your character’s level. Limit once per day.

Warforged (Passive): Whenever you succeed a Death Check, gain a +1 Attack bonus. (This
bonus lasts indefinitely and is applied to whatever method of attacking you do).

Warlord (Passive): Once per round whenever you damage an enemy, you may expose their
weakest spot to attack to any friend, that friend gains Edge attacking that enemy during their
next turn. Additionally gain +1 ATK.

Tier 5 (Levels 20+)

Deathless Rage (Passive): While berserk you do not become downed from reaching 0 Health.
Instead, make a Toughness check with a difficulty of 12. If you succeed, your character remains
at 1 Health. Each successive time this skill activates, the difficulty level increases by 3, until
you’re downed.

War Incarnate (Action): You transform into an incarnation of war. You cannot use skills as
“War Incarnate.” If something would cause you to make a check of a stat not listed below, use
your character’s normal stat. Your equipment aside from your equipped weapons are usable.
Once you reach 0 Health, you resume your normal form at the same health you were at before
transforming. Limit once per day.

Health: 100
Attack: 30 + Weapon Attack
Defense: 10
Armor: 6 (natural)
Speed: 10
Multi-Attack: 3

Medic
Who Needs Healing?
You're trained in the art of medicine. Medical uses non-magical means to keep those around
you safe and alive.
Role: Fighter (+3 Health)

Tier 1 (Level 1+)


Level 1 Skill: Medical Training: You become proficient with medical kits. Additionally, you may
do any of the following as an action.
● Remove bleed damage.
● Remove poison (if the poison is highly dangerous your WM may have you make a roll,
but with you gaining edge against the check)
Revive a downed target, healing them by 1.

Back Alley Doctor (Action): You’ve learned to scrounge up healing supplies from just about
anything, but it’s not always sanitary. Roll 1d6 to see what you find! Limit once per day.
1: Nothing 2: Bandage 3: First Aid Kit, 4: Medical Kit, 5: Potion, 6: Greater Potion. The item you
acquire has a 50% chance to to have its effect replaced with, “Poison: 1.”

Healing Hands (Passive): Gain a +1 bonus to healing equal to your Tier Level.

Combat Medic (Passive): Gain a +2 Toughness bonus when determining any penalties for
wearing light, medium, or heavy armor.

Throw Item (Passive): Allows you to throw an item to anyone within range. As a reaction they
may use the item immediately.

Tier 2 (Level 5+)

Cauterize (Passive): You cannot be inflicted with the “Bleed” status effect. Additionally, those
you heal can’t be affected with the “Bleed” status effect for the next 30 minutes.

Waste Not, Want Not (Passive): Upon using a potion or beverage, you have a 50% chance not
to deplete it.

Tier 3 (Level 10+)

Auto-Healer (Reaction): You may use a potion automatically after being attacked. Healing
takes place immediately after damage is dealt.

Surgical Strike (Boost): Years of practice behind the knife has made you great in knowing
where to strike your enemies. You can perform any of the below Combat Maneuvers with 1
success.
• Bleeding Strike: The unit gains the Bleed status effect.
• Blinding Strike: The unit gains the Blind status effect.
• Hindering Strike: The target can’t take reactions for the next 1 minute.
• Poisoning Strike: The target is inflicted with poison 2.

Tier 4 (Level 15+)


Careful Concoction (Passive): Whenever you use an item that restores health, you may also
have it remove blind, poison, and any non-magical effects on the target that lower any of their
stats. If you are proficient with spells, then this also removes all magical debuffs as well.

Extra Heal (Passive): You may use healing items or actions up to twice for 1 AP.

Tier 5 (Level 20+)

Frontline Savior (Reaction): Whenever a friend within 100 feet is reduced to 0 Health, you
may move up to them (regardless of your Speed or difficult terrain), as long as there is a path
that can be moved. You may then make an action as a reaction to heal that target. Limit once
per day.

Strategy
Checkmate
A non-magical skill set focusing on outsmarting your enemies.
Role: Fighter (+3 Health)

Tier 1 (Level 1+)

Level 1 Skill: The Plan (Passive): Every day you may formulate a plan for any mission. This
plan can be something worked on entirely by you or with your party. At any time, 1 Discipline
may be spent to reroll any roll involving you or your friends involving the plan.

Analytical (Boost): You may scan a target as a boost action.

Command (Boost): When Initiative is calculated, you may grant any single friendly unit a +1
bonus for every Tier Level you have. Additionally, as a Boost Action, you may lower the amount
of success needed for a friendly unit to perform a Combat Maneuver by 1 (to a minimum of 1).

Social Network (Passive): If you’ve spent at least 1 week in a populated area, you’re able to
form friendly connections with enough people to provide the following at a minimum.
● Give you and a few friends a place to rest.
● Offer a small discount.
● Offering a helping hand for a small and non dangerous task.

Tier 2 (Level 5+)

Battlebond (Passive): You understand the movements of your friends through a combination
of getting to know them and understanding people to a masterful level, allowing you to be able
to determine their future actions before they take them. This allows you to do the following:
● You may understand anything they want you to understand as long as you can see
them, even if their speech is hindered by the Silence status effect or loud noises.
● When two or more friends surround an enemy unit, they gain Edge attacking them. Two
friendly units within 10 feet of each other, may defend for each other.

Respite (Passive): After an encounter, you and your friends feel a surge of growth, healing
Health and Astral by 1d6. Additionally, you and all friendly units can take short rest and long rest
in half the time for the same result.

Tier 3 (Level 10+)

Mastermind (Passive): Your clever mind is able to play everyone like pieces in a board game.
You may spend 1 Discipline to add or subtract 1 from any roll before it’s rolled. This can be used
for any roll (this doesn’t make dice explode).

Out Maneuver (Movement): You’re able to lead your enemies where you want to, often
leading to very advantageous situations for yourself. Move up to half your speed and force an
enemy unit to move half of their speed (rounded up).

Perplex (Passive): You’re able to bend convention rules in unorthodox ways to your favor. You
may spend 1 Discipline to use your Intelligence instead of your Wisdom stat and vice versa.

Tier 4 (Level 15+)

Impeccable Discernment (Passive): Your eyes allow you to see all, through genius level
intelligence, analytics, and deductions. When you’re looking at anything, gain Edge on any
checks involving it.

Tier 5 (Level 20)

Conquer (Passive): When seeking to take over a territory, location, enemy base, etc. you’re
able to discern all relevant details about the area in 24 hours of time. The size observed can’t be
larger than 1 mile. Relevant details could be, but aren’t limited to, types of enemies, obstacles,
and traps. All information about them is scanned, allowing you to discern every detail. Those
with a higher level than you may be immune to this.

Swordsmanship
Sharp and Dangerous
With your sword by your side as an extension of yourself, you stand untested in combat.
Role: Fighter (+3 Health)

Tier 1 (Level 1+)

Level 1 Skill: Prepare To Strike (Boost): Your next melee attack is considered a success on a
roll of 5 or higher. You must use this skill before rolling.
Intrepidus (Action): A sword skill learned by a valiant swordsman. Make a sword attack with
Edge if you or any friends had to make an Intimidation check this encounter.

Jack of All Blades (Passive): Gain +1 Discipline for each sword subtype you are proficient
with. You become proficient with all sword subtypes (The sword sub-types are great swords,
katanas, knight swords, and rapiers).

Superior Sword Style (Boost): You’ve learned several sword techniques. At each Tier Level
acquire the following effects that can be applied as a boost action:
● Tier 1: Your sword deals slashing damage or bludgeoning damage.
● Tier 2: Your sword gains sweep or swing.
● Tier 3: Your sword gains clutch or bleed.
● Tier 4: Your sword gains pierce or trespass.

Tier 2 (Level 5+)

Hampering Blow (Action): Make a melee attack. If this attack deals damage, the defending
targets speed is reduced by half for 1 minute (rounded up).

Incredible Sword Defense (Reaction): Choose any of the following effects to resolve.
● Gain Parry (Edge when defending). You must be wielding a sword with both hands.
● Gain +2 Defense vs target melee attack.
● Spend 2 Discipline, ignore all melee damage from the attacker and disarm them.

Wind Slash (Boost): You channel energy into your sword and unleash it at range, slicing your
foes with wind. Your next melee attack this turn with a sword gains +3 Range and deals
slashing wind damage.

Tier 3 (Level 10+)

Iai Blow (Action): Spend 1 Discipline. Make a melee attack with a sword. This attack deals half
damage. If the defending target receives any damage, they must make a death check.

Shimmering Swallow Strike (Action): Spend 1 Discipline. Make a melee attack with a sword.
If the defending target receives any damage, they must make an opposed Resolve check, if
they fail, they become confused for 1 round.

Slice & Dice (Action): Spend 1 Discipline. Move up to 20 feet and make a sword attack. Then
repeat this up to two more times.

Tier 4 (Level 15+)

Blade Deflect (Reaction): Spend 1 Discipline. Roll 1d6. In the result of 1-3, take 50%
damage. In the result of 4-9, you take no damage. This skill can only reduce physical damage. If
you roll 10+, you may redirect the attack back at the attacker as a counter attack (they can’t
defend). You may spend an additional 1 Discipline to use this reaction an additional time in one
round.

Seismic Cross (Boost): Consume any amount of Astral to gain that much Attack and Range
with a melee weapon you control this turn. This attack has Sweep. You can’t consume more
Astral this way than your current TL.

Tier 5 (Level 20)

Infinity Slash (Action): Spend 1 Discipline. Move up to your speed and make a melee attack
check with an equipped sword. This attack gains Pierce, Trespass, and deals double
damage. You may spend an additional 1 Discipline to repeat this as a free action.

War
Battle Tested
A fighting skillset that specializes in punishing enemies over reliance on their greatest strengths.
Role: Fighter (+3 Health)

Tier 1 (Level 1+)

Level 1 Skill: Battle Master (Boost): You’re a warrior and trained in battle. As such, you’ve
learned some great techniques with your weapons. You can do any of the following:
● Your melee weapon gains Sweep this turn.
● Your melee weapon gains Swing this turn.
● Switch your primary, secondary, and backup weapon without using AP.

Tier 2 (Level 5+)

Audacious Strike (Action): Make a melee attack. If successful, this attack deals damage to
Astral instead of Health.

Out For Blood (Stack): Whenever you deal damage to a target, gain a stack of “Blood.” You
may spend a stack of “Blood” to gain +1 Attack or heal 1. You may spend three stacks of
“Blood” to attack an additional time. Limit: 5. Stacks empty at the end of day.

Punishing Blow (Reaction): Whenever you roll a 6 while defending, you may inflict damage to
the target that attacked you equal to your Dexterity + 1d6.

Tier 3 (Level 10+)

Breaker (Action): You learn the art of discerning your enemies equipment and finding out how
to destroy them with your attacks. Make a melee attack, if your Defense is higher than the
defending enemy, then destroy their weapon OR armor OR an equipped item OR reduce their
Defense by 50% (rounded up).

Grievously Fatal (Boost): When attacking an enemy unit with Bleed, you may cause their
bleeding to stack, a second time with one success.

Lay Waste (Action): Make a melee attack. If successful, the target doesn’t get to roll and make
a defense roll for one round.

Maw of Strife (Action): Make a melee attack with an additional +1d6 when attacking an enemy
who has reloaded their weapon during their last turn.

Tier 4 (Level 15+)

Death Blow (Action): Make a melee attack that deals 100% death damage (magical damage
that lowers their maximum Health by the amount of damage dealt).

Fissure Strike (Action): Unleash a devastating wave of energy from your weapon, that causes
a fissure in the ground, striking your enemy with deadly force. Make a melee attack. Consume
any number of AST. For every 3 AST consumed, your Attack gains +2. This attack has a range
of 40ft. as long as you have consumed 6 or more AST.

Relentless Strike (Boost): If your melee attack deals 0 damage, you may make an additional
attack. Limit once per Encounter.

Tier 5 (Level 20+)

First Strike (Reaction): When attacked by a melee weapon, you may attack that enemy
preemptively as a counter attack (they don’t roll for defense).

Shattering Force (Action): Attack an enemy unit with a melee weapon and choose one of the
following:
● Destroy all weapons equipped to the defending unit.
● Destroy all armor equipped to the defending unit.
● Destroy all items equipped to the defending unit.

Mage Skill Trees

Affliction
All Harm, All Foul
Casters of dark and powerful magic, focused on weakening your enemies through debilitating
status effects that will distort their mind, vision, and ability to act. Affliction is an ancient type of
magic that was outlawed all throughout the land during the Thousand Year War, and even other
planets viewed the magic as taboo and corrupt. Those that practiced affliction magic were
executed, even by people of their own allegiance. Only the most twisted seek affliction
magic...or perhaps, the ones most ambitious.
Role: Mage (+3 Astral)
Spell Technique: Verbal

Tier 1 (Level 1+)

Level 1 Skill: Afflict (Action): You learn affliction magic. Consume any amount of AST and
choose an enemy unit up to 100 feet away. Roll 1d6 for every 3 Astral consumed this way. You
may cast any of the following spells:
● Anxiety: If the amount rolled is higher than the target’s Resolve, the target becomes
Intimidated, losing Edge on all rolls against you and cannot move towards you until 1
minute passes.
● Demotivate: If the amount rolled is higher than the target’s Resolve, the target becomes
demotivated, receiving -1d6 Dexterity and -1d6 Resolve until 1 minute passes.
● Distraction: If the amount rolled is higher than the target’s Wisdom, the target becomes
distracted, receiving -1d6 Discipline and the target becomes staggered until 1 minute
passes.

Poisoner (Passive): You study the art of decay. To you, there is no such thing as a lifetime
guarantee. You gain the following:
• Increase your poison damage by 1 per TL
• You gain Petrify Resistance
• You gain Poison Resistance

Slither (Movement): You may move up to an additional diagonal space. Additionally, you may
have all units who are adjacent at any point during your movement action, must make a
Toughness check with a difficulty of 10. If they fail, they take 1d6 poison damage.

Tier 2 (Level 5+)

Afflict II (Action): You learn higher levels of Affliction magic. You learn two of the listed spells
below (you may spend additional Skill Points to learn more). Consume any number of AST and
target an enemy unit up to 100 feet away. Roll 1d6 for every 3 Astral consumed this way.
Allowing you to cast these additional spell:
● Blind: If the amount rolled is higher than the target’s Toughness, the target becomes
Blind for 1 minute.
● Blood Break: If the amount rolled is higher than the target’s Toughness, the target’s link
to blood becomes removed, removing any life steal bonuses the target would gain for 1
minute.
● Dread (Passive): Reduces the enemy unit’s Speed to 0 when affected by your Anxiety
spell.
● Empower: If the amount rolled is higher than the target’s Resolve, then drain the
defending target’s Astral by TLd6.
● Invigorate: If the amount rolled is higher than the target’s Resolve, then drain the
defending target’s Health by TLd6.
● Paralyze: If the amount rolled is higher than the target's Toughness, the target becomes
Immobilized (can’t take actions). This spell’s effect lasts for 1 minute or until the
defending target succeeds a check at the end of its turn.
● Silence: If the amount rolled is higher than the target’s Resolve, the target becomes
Silenced, losing all spell based abilities. Any action the target would make that would
consume sastral is negated until 1 minute passes.
● Sleep: If the amount rolled is higher than the target’s Resolve, the target becomes
asleep. Sleep targets do not take turns, and are considered immobilized. A target
remains asleep from this spell until they are damaged, shaken or slapped by someone
(or something), or when 1 minute passes. Undead are unaffected by this spell.

Tier 3 (Level 10+)

Afflict III (Action): You learn higher levels of Affliction magic. You learn two of the listed spells
below (you may spend additional Skill Points to learn more). Consume any amount of AST and
choose an enemy unit up to 100 feet away. Roll 1d6 for every 3 Astral consumed this way.
● Delirium: If the amount rolled is higher than the target’s Resolve, then the defending
target becomes Confused until 1 minute passes.
● Fervor: If the amount rolled is higher than the target’s Resolve, then the target becomes
Berserk until 1 minute passes.
● Harmony: If the amount rolled is higher than the target’s Resolve, then remove the
target of all absorb, health regeneration, astral regeneration, and any other temporary
bonuses.
● N - Grave: If the result is equal to or higher than the target’s Tier Level, the target gains
all status effects another target of your choice has. (Confusion, bleed, poison, lowered
stats, etc.) This doesn’t remove any status effects.
● Wax Wings: If the amount rolled is higher than the target’s Toughness, the target loses
flight and can’t gain flight for the next minute. If the target was in flight, the target would
fall, taking damage depending on the distance fallen.

Basilisk Skin (Passive): Gain Petrify Resistance and Poison Resistance.


• Improved Basilisk Skin: +50% Chance to ignore Blind, Confuse, Immobilize, and Sleep.

Soften (Action): Make a melee attack. DEX + X AST + 1d6 > defending TOU + 1d6. If
successful, the enemy loses all Resistances as well as receives double damage from magic.
This effect lasts for 10 minutes.

Venom Strike (Boost): Adds +1 poison per Tier Level you are to your next attack or spell.
Weak Link (Action): You’re able to rewrite the DNA strands in a living target, forcing them to
gain weaknesses they wouldn’t normally have. Switch all Weaknesses and Resistances of a
target within 100 feet of you for the next 1 minute (so if an enemy is weak to fire and resistance
to lightning, they now become weak to lightning and resistant to fire).

Tier 4 (Level 15+)


Afflict IIII (Action): You learn the highest level of affliction magic. Consume any amount of
AST and choose an enemy unit up to 100 feet away. Roll 1d6 for every 3 Astral consumed this
way. You may cast any of the following spells:
● Feeble: If the amount rolled is higher than the target’s Toughness, the target becomes
physically weakened, receiving -1d6 Strength and -1d6 Toughness for 1 minute.
● Stupor: If the amount rolled is higher than the target’s Wisdom, the target becomes
caught in a stupor, receiving -1d6 Intelligence and -1d6 Wisdom for 1 minute.

Behold (Action): Calling upon the powers of an ancient horror, you’re able to inflict abhorrent
misery on a target. Consume 5 Astral. Roll 1d6 and apply the following effect:
1: The target becomes exhausted for the next 1d6x6 seconds.
2: The target loses 50% of their health (rounded up).
3: The target loses their ability to consume Astral for the next 1d6x6 seconds.
4: The target receives poison 4.
5: The target turns to stone for 1d6x6 seconds.
6: The target’s Health becomes 0.

Petrify (Action): Consume 5 AST. A target within 60 feet of you must succeed a Toughness
check with a difficulty equal to your Wisdom + 5 + 1d6. If they fail, the target receives 5d6
petrify damage.

Tier 5 (Level 20+)

Behold II (Action): Whenever you cast Behold you may choose to remove 3 of the possible
results. The remaining 3 results you must apply to 1-2, 3-4, and 5-6 (you must attain Behold
before acquiring this skill).

Arcane
Ancient Teachings
Mages that specialize the ancient teachings of astral magic, learn powerful arcane arts that
reach phenomenal heights. Such heights include, but certainly are not limited to, bending time
to your whim, creating black holes, and conjuring a massive amount of force to push away your
enemies.
Role: Mage (+3 Astral)
Spell Technique: Somatic

Tier 1 (Level 1+)


Level 1 Skill: Thaumaturgy (Boost): Using thaumaturgy you can create harmless but
magnificent miracles. Such miracles can be any of the following:
● Projecting a sound up to three times its original volume.
● Creating a unique sound that’s eerie or vaguely mimics a sound you’ve heard before.
● Change the color of an object.
● Moving an object no heavier than 10lbs. within your line of sight.

Augury (Ritual): You employ some divining tool that will grant you a message from an
otherworldly presence. This will result in an omen of grand or woeful outcomes. This is
represented by the WM’s discretion. A grand outcome could be represented by a flower
blooming, as a woeful omen could be determined by a rabbit being picked up and torn apart by
a murder of crows. Nothing may happen if the omen is determined as neither good nor bad.

Tier 2 (Level 5+)

Animate Object (Action/Ritual): Consume 3 AST. You bestow magical energy into an object
that is equal in weight to your character level x 10 lbs. The object moves to your command up to
1 hour. The object when out of your sight, will no longer move, unless given a specific
command. Commanding the animated object does not use a turn point.

Arcane Resonance (Passive): Whenever you’re adjacent to a friend with proficiency in spells,
you gain edge with spells. The same effect applies to them (this doesn’t stack).

Signal Sense (Ritual): Conjures an invisible magical area up to your discretion. Once any tiny
or larger target moves into this invisible magical field, it will trigger an alarming sense in your
mind. This field lasts until it’s diminished free of action or up to 3 hours + TL Hours.

Tier 3 (Level 10+)

Invisible Servant (Action/Ritual): Consume 3 AST to conjure an invisible servant with stats
considered “0,” with the exception of its strength which is considered 2 and its speed which is
considered 7. This servant will vanish once it takes any damage. The invisible servant cannot
attack, but can perform basic tasks. Once the servant is beyond 60 feet of you, it will vanish.

Magic Key (Action): With 1 minute of time you’re able to conjure a magical key able to open
any locked door. If the door is locked by magical means, you must make an Intelligence check
vs its Difficulty Level.

Miracle (Action/Ritual): You’re able to perform higher level miraculous effects, bestowing units
extraordinary feats. For 2 Astral per unit and your concentration to do many things, such as the
following:
● Grant someone the ability to move across any liquid surface as if it were solid ground.
● Grant someone the ability to no longer require to breathe.
● Grant someone the ability to fly, their speed is equal to 6.
● You're able to transform an appearance to your discretion. The size and weight may
change, but it can’t change different size categories.

Riddlespeech (Passive): You’re able to speak to any number of targets that are able to hear
you in riddles and puzzling words. Only the targets you intend can understand.

Tier 4 (Level 15+)

Telepathy (Action): Make an Intelligence check against an enemy, if successful, you’re able to
read the targets thoughts. This does not harm nor alarm the target, whose thoughts you are
reading. You may only read the thoughts of one target at a time.

Teleportation Circle (Ritual): You and up to 10 targets within 40 feet are able to teleport to any
one location in the same plane of existence you are currently in. You must have been to this
location before. Your target may be an object, but that object cannot be larger than a 10-foot
cube.

Vafrous (Passive): +25% Intelligence. This only counts your base stat

Tier 5 (Level 20+)

Ultimatum (Action): An arcanist’s favorite technique, mastered over dozens of years. You
challenge a creature with intelligence to a mental battle, in which its loss will cause serious
harm to the creature’s physical being through immense arcane force. Consume 5 AST; target
within line of sight must make an opposed Intelligence check, with a difficulty equal to your
Intelligence + 1d6. If the defending target fails, they receive 6d6 psychic damage. “There really
isn’t a choice.”

Battle Magic
Magical Offense
Not all mages sit on the sidelines, mumbling spells to themselves, as they hope to hit their
enemies with their fireballs. Battle Mages head into the fray of battle, equipped with weapons,
armor, and a mix of spells to give them the advantage over their enemies.

Battle Magic was formed combining the best of the arcane arts to maximize destruction during
the Thousand Year War. Almost a century later, Battle Magic is looked down upon by those who
remember its roots, but it’s practices still make for a powerful asset for mages.
Role: Mage (+3 Astral)
Spell Technique: Somatic

Tier 1 (Level 1+)

Level 1 Skill: Sorcerous Projectile (Action): A Battle Mages go to technique. The Sorcerous
Projectile increases in effectiveness as its user becomes better. Consume 2 AST to attack a
target within 80/100/120/140/160ft. The attack of this spell is equal to your Resolve + TLd6. You
may attack multiple targets with this skill. This skill requires 2 additional AST per additional
target. This skill levels up per tier level.

Astral Sense (Passive): You learn to sense strong levels of astral energy. As long as you are
concentrating, you’re able to sense anything that emits astral within 10 feet of you per
Intelligence.

Astral Steed (Action/Ritual): Learned halfway through the Thousand Years’ War to increase
mobility on the battlefield. Consume 5 AST to conjure a steed composed of astral within 10 feet
of you. This steed's stats are considered “0,” with the exception of its speed which is considered
10. The Astral Steed will vanish once it takes any damage. Any target you allow is able to ride
the steed.

Summon Weapon (Action/Ritual): Consume 3 Astral to summon one weapon of your choice
to your side. Weapons summoned this way are considered magical. If you’re proficient with a
weapon summoned this way, it’s bonuses apply. The summoned weapon lasts for up to 1
minute per level you are. At the end of the duration, the weapon disappears.
● Greater Summon Weapon (Action/Ritual): You may summon a number of weapons at
once equal to your Tier Level For each weapon summoned this way, you must consume
3 Astral.
● Summoned Weapon Strike (Action): Attacks any number of enemies up to a range of
100 feet with the weapons you have summoned by firing at them. For each attack, make
an attack check using the weapons base Attack value + your Resolve. If successful, deal
damage equal to the weapon’s ATK + 1d6 damage per success. If the weapon has an
effect, such as, “pierce,” it applies as well. After attacking with a summoned weapon this
way, it disappears.

Spell Sniper (Boost): Double your spell’s range this turn.

Toil and Trouble (Boost): By concentrating your arcane abilities, you’re able to strengthen the
lethality of your spells. Gain Edge with spells that you consume 10 or less AST for.

Tier 2 (Level 5+)

Blink (Movement): Consume any number of AST. Teleport 10 feet per 1 AST consumed this
way + your Speed (consuming 3 AST with a speed of 5 would teleport you 80 feet. 50 of which
comes from your speed). Teleporting ignores heights. You may also teleport through obstacles
as long as your character doesn’t end their turn in an obstacle.

Dispel (Reaction): Consume any number of AST and then roll 1d6. Add that amount to the
AST consumed to negate a spell’s effect if it consumed less astral than that total. Range: 50
Feet per an additional +10 ft. per Tier Level unlocked.
Dream Grasp (Action): Your hands can tap into people’s minds and souls with a simple,
magical, touch. Make an opposed Resolve check with an adjacent enemy. If successful, you
may either A.) drain that enemy unit’s Astral by 1d6 or B.) the enemy receives the Sleep status
effect. The duration will be TL + 1d6 minutes. At the time of using this action you may increase
the range of it by 10 feet for each 1 Astral you consume.

Force Blade (Action): You can consume Astral to form a magical blade. For no cost of astral,
you can form a blade capable of cutting objects as a knife would, but the blade won’t be
optimized for enemies without consuming astral. At will you can consume astral to increase the
potency of the Force Blade. For each astral consumed, the attack of the Force Blade is
increased by 1. The limit of the Force Blade’s attack is your TL x 2.

Protection from Fey (Passive): When the kingdoms used fairies to send the opposing troops
to sleep, the Lancen knew they had to form countermeasures. The scientists captured the
fairies, testing their magical abilities and devised a spell to protect their troop from the fey. Gain
Edge defending against charm, influence, and sleep checks.

Rift Walk (Movement): Those that didn’t like drawing attention, riding a steed throughout the
battle, sought a new mode of transportation. The Battle Mages learned a way to move
themselves quickly, without exhausting their astral energy. Teleport up to a distance equal to
your movement speed. When performing this skill, you can’t be attacked.

Roast (Action): The conflicts of The Thousand Years War were predominately knights wearing
heavy armor. Like any good mage, they saw this obstacle as opportunity. Consume 10 AST. For
each armor value the enemy has, roll 1d6 and deal that much fire damage to an enemy unit
within 60 feet.

Time Manipulation (Action): You learn the basics of time magic, allowing you to cast two
powerful spells. Consume any amount of AST up to your TL A target within 60 feet. .
● Delay: The enemy makes a WIS check. AST + 1d6 > WIS + 1d6. If successful, that
target gains -X SPD, where X is the amount of AST consumed. If 3 or more AST is
consumed this way; that target also loses Edge when being attacked. In addition that
target can’t use reaction skills or attack more than once during their turn. This skill lasts
until they succeed the check or 3 rounds pass.
● Haste: The unit gains +3 Speed. If 3 or more AST is consumed, then the unit gains
Edge on combat rolls and may make an additional action during their turn. This effect
lasts for 3 rounds and can’t stack.

Tier 3 (Level 10+)

Arcane Arms (Action): Consume 4 AST. You summon four magical ephemeral arms around
you in the color of your choice. These arms may make melee attacks on enemies within 20 feet
of you. These arms have an attack value equal to your Intelligence attribute. You can attack up
to four times, but cannot attack the same target with Arcane Arms more than twice. Arcane
Arms last for 1 hour or until you end its effects at will. Arcane Arms loses its effect if you lose
concentration.

Cascade (Boost): Gain Edge when attacking with a weapon the turn after casting a spell or
vice versa.

Cripple (Action): Through manipulating the laws of physics you can create a sphere of
discomfort for an enemy, crushing them. Consume any amount of AST. For every 3 AST
consumed this way, roll 1d6 and add an additional bonus equal to your INT. If the result is equal
to or higher than the enemy unit’s STR, then that unit loses 50% of their Health (rounded up).

Hex Barrier (Action): A spell that was once designed and used to capture war leaders. Hex
Barrier now has extended uses. Consume 6 AST to conjure a Hex Barrier with a 10ft. radius
within 60 feet for 2 rounds, nothing may leave or enter the barrier regardless of abilities or
effects.

Kinetic Charge (Action): You’re able to charge an object with magical energy. Consume any
amount of AST to kinetically charge an object. That object gains explosive 1d6 for every 2 Astral
you consumed and will explode in one minute.

Magic Chains (Action): You create ethereal chains to bind your enemy. Consume any amount
of AST. For every 3 AST consumed this way, roll 1d6. If the total result is higher than the enemy
unit’s STR, then the enemy becomes immobilized. At the end of the enemies turn, they can
make a STR check to attempt to break the chains.

Magical Breath (Action/Ritual): An imitation of the dragons, magical breath wasn’t seen on
many planets until an exchanging of teachings between mages took place. Those that practice
battle magic, have used this to their benefit. Consume 3 AST to grant any target the ability to
breathe fire of the dragons for the next hour. This is considered a ranged attack up to a cone of
30 feet. Intelligence + Resolve + 3d6. All damage done is the element of your choice between
the following: Acid, Fire, Ice, or Lightning.

Mind Blast (Action): Unleashes a devastating psychonic attack, destroying one's concept of
thought and paralyzing their mind in the process. X AST + Intelligence + 1d6 > Intelligence +
1d6. The target takes the difference to health as psychic damage, and loses an equal amount of
Intelligence. This intelligence is lost until they succeed a Resolve check at the end of their turns
vs. your total number or until 1 minute passes.

Power (Stack): Whenever you use a skill that consumes 5 or more AST, you may gain a stack
of “Power.” You may use a stack of “Power” as if it were X AST., where X is your TL. Stacks
empty at the end of day.

Power Ball (Action): You conjure a powerful ball of elemental energy. At the time of casting,
augment your power ball with acid , fire, light, frost, or lightning damage. Consume 4 + X Astral
and make a melee touch attack against the defending unit. If successful, deal 1d6 elemental
damage for every 2 AST consumed.

Pulse Trap (Action): Consume 2 AST to conjure a pulse trap anywhere within 30ft. of you. A
target that steps on the pulse trap takes 50% of their health in damage.

Singularity (Action): Target 10ft. area becomes a singularity, pulling all enemy targets to it that
fail a STR check. Targets that lose this check are moved 10ft. per difference towards the
singularity. X AST + INT + 1d6 > STR + 1d6.

Stoic Surge (Reaction): Upon receiving damage, gain an equal amount of AST.

Tier 4 (Level 15+)

Astral Blades (Action): Summons a flurry of swirling astral blades around you, eviscerating
anything adjacent to you. Once during each of your turns free of action, adjacent targets of your
choice take damage equal to your remaining Astral. This is considered direct damage.

Kinetic Lock (Action): Consume 4 AST. Make a Resolve check vs a defending unit’s
Toughness. If successful, the enemy is immobilized during their next turn.

Magiply (Ritual): With 1 hour of time you are able to conjure a magical circle that covers a 3x3
radius. For the next 24 hours, all spells cast in this circle become twice as potent for half the
cost. (While standing in the circle, half the amount of astral needed to consume for spells, your
spells deal double damage, you take double damage from spells, spells you cast and are
targeted by last twice as long).

Mass Cast (Action/Ritual): A spell technique that allows you to take one spell and apply it to
many. Whenever you cast a spell, you may choose any number of targets within range of the
spell as a target. You must consume 5 Astral per additional target.

Spellbound (Action): A double edged technique learned among Battle Mages. This technique
when first discovered, was seen as being the innovation to win the Thousand Years’ War. There
had been surprising results, namely that the casters were happy with this newfound power, that
was until they had a bolt of lightning utterly destroy them. As is with all power, use it
responsibility. Consume 6 AST to mark a target with Spellbound. A target marked with
Spellbound gains double damage with spells and takes double damage from spells for the next
1 minute.

Tier 5 (Level 20+)

Black Hole (Action): The ultimate technique of a Battle Mage utilizing space magic. Only two
have ever learned this fearsome skill before. Consume 10 AST to create a black hole any area
within 60ft. This black hole takes up a 10 foot area and takes an entire round, after casting,
before it's active. Once this spell is cast, the targeted space can’t be changed without spending
2 AP. During each enemy unit’s turn they must make a STR check. If their total roll is under 15,
they get pulled towards the Black Hole equal to the difference. A unit standing on top of the
black hole is sucked into oblivion. At the beginning of your turn, you must consume an additional
3 AST to keep the Black Hole active.

Curse
Dark Gifts
Dark magic gifted to those that are chosen to become reapers.
Role: Mage (+3 Astral)
Spell Technique: Verbal

Tier 1 (Level 1+)

Level 1 Skill: Soul Control (Passive): You have been given the gift of sensing and controlling
your soul to do the following:
● Soul Protect: Your soul and its aura is guarded. Those of an equal or lower level than
you, can’t sense you.
● Soul Search: You are able to sense and read the soul of any object that contains a soul
(living beings). Sensing their soul allows you to decipher how honest and pure they are
as well as how corrupted they may be. Level + 1d6 > Level + 1d6.

Spirit Sense (Passive): You’re able to sense the presence of spirits up to 1 mile for every level
you are.

Death Sickle (Action): Conjures a grimacing scythe of dark astral, capable of dealing
menacing blows. Consume 6 AST. Your Death Sickle has an Attack value equal to your
Resolve and deals 100% slashing death damage.

Defy Death (Passive): Gain resistance to Death damage.

Fear The Reaper (Passive): When you encounter enemies, you may use your Reaction for the
round to invoke fear upon them, making an Intimidation check.

Tier 2 (Level 5+)

Curse (Reaction): You may spend 1 Discipline to make any other target reroll a single die.

Dark Pact (Passive): You assemble a pact with a dark entity. A dark entity is a supernatural
being who lives in the nether realm, unlike demons however, these dark entities play no part in
bringing harm to others. They are merely the ones that maintain balance within their plane.
Much as these entities maintain balance, so must a reaper. Calling upon the aid of a dark entity,
allows the reaper to gain their benefits. You gain a new skill based on your entity, every Tier
Level, beginning at Tier 2.
Gravedigger (Action): Perform a melee attack with a large weapon. If your attack lowers the
defending target’s Health to 0. You may use this action again.

Persist (Passive): If you would die during battle, you come back to life at 1 Health at the start of
your next turn. Limit once per day.

Ride The Wind (Movement): Gifted with manipulating the wind around you, you’re able to glide
short distances without touching the ground. You also gain +2 to your acrobatics proficiency.
This ability consumes 1 AST per 20ft. traveled.

Speak Through Others (Boost): You may force a target within your line of sight to speak the
words you’re saying. These words will be projected in their voice and will only be spoken if the
target is currently able to speak. A target affected by this spell may attempt a Resolve (Astrana)
check with a difficulty equal to your characters Resolve + 1d6 to resist the effects of this spell.
This spell lasts until the target is able to resist it and can’t be used again on that target for
another 24 hours.

Spine Chiller (Action): Make an attack. If successful, the enemy gets a -1/-2/-3/-4 penalty to all
of their rolls. They may spend their entire turn to rid themselves of all stat penalties. This skill
levels up per Tier Level unlocked.

Terrify (Action): Target enemy makes a Resolve check. TL + 1d6 > Resolve + 1d6. If
successful, the target becomes overcome with pure fear; move that target as far away as
possible from you, regardless of what’s ahead of them. They can’t be moved further than their
SPD will allow.

Veritareveal (Action): A lost dark art, capable of learning a person’s deepest and darkest
thoughts. Target must make an opposed Resolve Check with a difficulty equal to your character
level. If the enemy fails, you can command them to tell you either their deepest desire, or their
darkest secret.

Tier 3 (Level 10+)

Blood On My Hands (Passive): Your body reacts to blood a little bit differently. Whenever you
kill an enemy, you may consume 3 AST to gain 1d6 Health.

Dark Miracle (Reaction): A welcoming supernatural event for you, a surprising and tragic
moment for your enemies. You may spend a stack of Soul and a Discipline to change any roll
to a 1.

Deadly Fate (Action): An ability learned by those who become consumed with holding the
fates of others in the palms of their hands. Consume 5 AST to reduce a random enemy unit’s
Health to 0. This skill doesn’t affect epic targets.
Death Speech (Passive): A useful skill by dark practitioners, allowing them to speak with the
dead. Allows you to install the essence of life into a corpse, to temporarily commune with the
dead. This interaction lasts for a minute per your level, and can only be used once per corpse.
The corpse only has information the body knew before death, and must be able to communicate
verbally, to speak. Their speech is muttered, saying only basic words or in vague description.

From The Gallows (Boost): The spirits you’ve become acquainted with assist you by adding
baleful energy to your attack. Gain +1 ATK for each stack of Soul you have. This bonus can’t
exceed your Tier Level.

Hollow Strike (Action): Supernatural interference curses your foe before your strike, leaving
your foe to fatefully die by your hands. A melee attack that ignores immunity and resistance to
physical damage.

Reap The Wind (Action): Baleful energy turned galeful. A melee attack with lifesteal that
consumes 4 AST. Enemy units damaged by this attack are considered scanned, revealing their
stats to you.

Skeleport (Movement/Ritual): Teleport to a location where a non-epic undead unit is or where


a corpse is. That target is destroyed. This may be performed as a ritual to use with an undead
unit or corpse you’ve seen before within the last 24 hours, but can’t currently see. When used
as a ritual, this spell has a range of 1 mile.

Soul Purge (Stack): Whenever an enemy dies, you gain a stack of Soul. You may spend a
stack of “Soul” to heal 2 or recover 2 AST.

White Wind (Action): A reaper’s most unique ability. While most reapers don’t accurately fulfill
their roles, often prioritizing death over life. Some reapers act responsibility to ensure others
don’t meet an untimely demise. Consume any amount of AST. This attack heals a unit by that
amount.

Tier 4 (Level 15+)

Blood Harvest (Passive): Blood is life and life is worth sharing. Whenever you would gain life
through damaging an enemy, your friends adjacent to you also heal by the same amount.

Death Storm (Action): You may conjure a storm of blood and steel or a storm of souls. Both
consume your astral for the cost of your enemies lives. Consume 4 AST. Attack all adjacent
enemies, revealing their stats as if they were scanned. Additionally, apply one of the following:
A.) They can’t heal for 1 round or B.) You may spend stacks of Soul to increase this attack by
+1 per stack.
Doom’s Wake (Action): Your command over death has a grave effect on all of your enemies.
Any numbers of enemies are inflicted with death damage equal to your TL. This skill consumes
AST equal to the amount of death damage dealt this way.

Last Breath (Action): Guide a soul to the afterlife. Consume 6 AST. An enemy unit makes a
TOU check with a difficulty of 9 + your Resolve. If they fail, their Health is reduced to 0.

No One Is Exempt (Boost): You can’t cheat death. Consume 3 AST. Defending enemies lose
all affinities, immunities, and resistances to your attacks this turn.

Rites of Undying (Action/Ritual): You’ve tapped into the dark arts of necromancy, allowing
you to perform deeds of resurrection. Consume 6 AST to do one of the following:
● A unit can’t die for the next hour If the target would die, instead they lose a limb or suffer
an equally major injury chosen by the attacker or World Master.
● Roll 2d6. If the result is equal to or higher than the enemies Resolve, then the target is
resurrected from death by an amount equal to your Resolve + 1d6. The target is now
considered Undead. Additionally, if the resurrected unit fails a death check, they are
resurrected at a Health equal to their Resolve in 1d6 minutes. This may only be used
once per unit.

Vitalize (Passive): +25% Resolve. This only counts your base stat.

Tier 5 (Level 20+)

99 Soul Reap (Boost): By harnessing your astrality in its darkest form, you deal a most
devastating strike upon those most deserving to die. You may spend a stack of Soul reap to
gain +99 Reap to your next attack (you gain +99 attack when attacking an enemy with 50% or
less Health). A target attacked by this skill can’t reach below 1 Health this round.

Summon Dark Entity (Action): By spending any amount of stacks of Soul and that amount of
AST, you’re able to summon a dark entity. Different entities require a different amount of souls
and AST to be summoned.

Darkness
Hello Darkness, My Friend
Focus on dark astral, allowing the user to bend shadows to their benefit.
Role: Mage (+3 Astral)
Spell Technique: Verbal

Tier 1 (Level 1+)

Level 1 Skill: Darkness Control (Boost): You have the ability to manipulate and bend the
shadows to your will. With this power you can do the following:
● Darken: Casts a shroud of darkness in a 10-foot radius. Targets with darksight can’t see
through this darkness, and non magical light can’t illuminate it. If Darken is cast on an
object and the object moves, so too does the darkness. The darkness lasts up to 1
minute per Wisdom you have.
● You Can’t Hide From Shadows: Enemies lose Edge when trying to spot you.

Aphonia (Action): Attacks the enemy, dealing a devastating blow to one's throat. Consume 3
AST. Make an attack. If successful, silences the enemy for 10 minutes.

Living Shadow (Passive): Your shadow grants you +Tier Level x 2 Spirit. Additionally, as a
spell, you may consume 6 Spirit in order to lower any attribute of an enemy by TL + 1d6. This
lasts for 1 minute.

Tier 2 (Level 5+)

Ague (Action): Attacks the enemy with conjured darkness, sending a shivering fever to their
body. Consume 3 AST. Make an attack. If successful, the enemy becomes exhausted until a
short rest.

Blackout (Action): Attacks the enemy with conjured darkness, obscuring their sight. Consume
3 AST. Make an attack. If successful, the enemy becomes blinded for one round.

Grasp of Darkness (Action): Conjure a magical hand from the abyss. Consume 4 AST. The
hand has a reach of up to 60 feet and a strength equal to 6/8/10/13. The hand remains conjured
as long as you’re concentrated (this skill increases in power with your TL).

Shadow Bind (Action): Mystical shadow chains are summoned from dark portals, restraining
your target. Consume 3 AST. Make a Wisdom check against the defending enemies Strength. .
If successful, the target is considered immobilized until they succeed the check during the
beginning of their turn or you break concentration.

No Trace of Shadow (Action): Consume 2 AST to grant yourself or a friend invisibility, granting
them Concealed. While Concealed the friend can’t be detected or seen for up to one hour per
Tier Level or until they attack.

Shadow Serpent (Passive): You may take the conceal action for one 1 Action Point.

Shadowshift (Movement): You may teleport between shadows as a movement skill up to 10ft.
away per WIS. You may only Shadowshift if you are already in stealth.

Tier 3 (Level 10+)

Blood Magic (Passive): You may consume Health instead of Astral for skills.
Dark Weapon (Action): Using dark astral, you’re able to conjure a wide variety of dark-based
weapons. These weapons deal void damage and can vanish instantly at will, free of action.
Weapons conjured this way can be of any shape or form. (Use the basic equipment table to
determine the stats). Each attack with the conjured weapon, costs 3 AST.

Ghosting (Movement): You’re able to phase between this realm and the next temporarily. You
may pass through solid objects. Ghosting consumes 1 AST per 10ft. traveled. Additionally, as a
reaction you may reduce physical damage done onto you by 50%.

Nightmare (Action): Consume 3 AST. Make an attack check. If successful, the target has a
chance of becoming confused. If the attack check is successful, roll 1d6. In the result of
5+/4+/3+ the defending target becomes confused during their next turn. This skill levels up per
Tier Level.

Shadow Counter (Reaction): By manipulating the shadows, you’re able to fool the enemy
attacking you and counter them with a lethal blow. As a Defend or Evade Combat Maneuver,
you can spend two degrees of success to instantly kill a non-epic target attacking you. Spending
four degrees of success will result in instantly killing the target, regardless if they are an epic
enemy or not.

Shadow Run (Movement): By bending the shadows to your will, you’re able to temporarily
manifest yourself into them, allowing you to travel a great distance in a dark smoke-like
appearance. Consume any amount of AST, move 10ft. per the amount consumed this way. The
astral consumed this way can’t exceed your WIS. Ignore any terrain, but you may not remain on
difficult terrain when you’re finished moving.

Shadow Sludge (Action): Consume any amount of AST. The defending target must make a
Resolve (Influence) check with a difficulty of 6 + X (the amount of astral you consumed). If that
target fails, their speed is lowered to 0. They regain 1 speed at the beginning of each of their
turns until they reach their normal speed.

Tier 4 (Level 15+)

Twin Shadow (Action): Consume 6 Astral and 50% of your current Health rounded up, to
summon your shadow as a shade companion. This companion has the same skills and
equipment as you, except their Health is considered Absorb and is equal to the amount of
Health consumed to summon this companion. Additionally, they gain Ghost, are considered
undead, and are completely absent of color. The shade may be retracted at any time during
your turn free of action. Once the shade is destroyed, it can’t be summoned for another 24
hours. If the shade is retracted, it can’t be summoned for another hour. While you are unable to
summon your shadow, there will be no shadow visible made by your character. The shade’s
equipment can’t be used by any other units.

Divinity
Divine arts gifted by celestials.

Role: Mage (+3 Astral)


Spell Technique: Verbal

Tier 1 (Level 1+)

Level 1 Skill: Consecrate (Action): Consume 3 AST to create a 1x1 consecrated ground
covering up to 10ft. on target space within 30ft. Targets that stand on the consecrated ground
gain health regeneration 1d6. The consecrated ground lasts for 5/10/15/20/25 seconds. The
consecrated ground will vanish once the Seraph that conjured it is unconscious, dies, or
chooses to end the spell free of action.
● Greater Consecrate (Passive): Increase the size of consecrated ground from a 10 foot
radius to a 90 foot radius. (1x1 to 3x3)
● Hallowed Ground (Passive): Undead enemies within consecrated ground are inflicted
with 2d6 damage at the beginning of each of their turns, instead of 1d6. (They do not get
to make a Defense roll).

Ethereal Armor (Action): Consume up to X AST where X is your TL. Gain +X Armor. This
effect lasts for one hour and replaces your current armor value. Ethereal Armor is weightless
and the weight of your armor is determined by your previous armor.
● Faith Unbroken: Whenever your astral becomes 0, restore it by 1d6. Additionally gain
+2 Attack and +2 Defense for the next 10 minutes. Limit once per day. (Reaction)
● Reckoner: You specialize in destroying the undead. Ridding them of their corrupted
existence, is your calling. Gain resistance vs the living dead. Additionally the living dead
sense your power to eradicate them, making them intimidated by you unless they
succeed an opposed Resolve (Influence) check.

Prayer (Passive): You close your hands and eyes, calling upon the strength and guidance of a
higher power, this faith manifests itself into something tangible. Gain +1 to healing per Tier
Level.

Testament of Faith (Action): Consume 3 AST to create a wall up to X feet tall and X feet wide,
where X is your TL times 10. This wall has armor 10 and absorb 30 and doesn’t roll for defense.
You may spend an additional 3 AST to double the absorb of this wall or to cast this spell as a
reaction.

Tier 2 (Level 5+)

Angel Divinity (Passive): As a seraph your light energy is empowered by angels from the
celestial plane. Choose the angel you wish to empower you. They will give you a bonus per Tier
Level you unlock, starting with Tier 2. You can only be empowered by one angel divinity at a
time.
Angel of Fury
Tier 2: Gain resistance from fire damage
Tier 3: When you would take fire damage, gain that much Health instead
Tier 4: You can invoke the power of the divine through your weapon. Make an attack with your
weapon, gain +1d6 fire damage.

Angel of Hope (Passive)


Tier 2: Gain resistance from holy damage
Tier 3: When you would take holy damage, gain that much Health instead
Tier 4: You can invoke the power of the divine through your weapon. Make an attack with your
weapon, gain +1d6 holy damage.

Angel Of Mercy (Passive)


Tier 2: Gain resistance from ice damage
Tier 3: When you would take frost damage, gain that much Health instead
Tier 4: You can invoke the power of the divine through your weapon. Make an attack with your
weapon, gain +1d6 frost damage.

Angel of Wrath (Passive)


Tier 2: Gain resistance from lightning damage
Tier 3: When you would take lightning damage, gain that much Health instead
Tier 4: You can invoke the power of the divine through your weapon. Make an attack with your
weapon, gain +1d6 lightning damage.

Sarelia SA-rel-ee-Ah (Valor): A red-headed angel noted for her courage against evil. Those
that follow Sarelia are inspired to never fear any evil. (+RES vs. Intimidation Checks)
Condemn: Your character gains +X ATK vs. the living dead, where X is your TL.

Convoke (Passive): Friends within 20 feet of you may consume their AST count towards your
skills.

Dark Ward (Boost): Consume 2 AST to put a ward on a target. Enemies do not gain a stealth
bonus when attacking the target that is warded. This effect lasts for an hour.

Divine Blessing (Action): Through your connection with the divine, you’re able to bless any
weapon with 1 minute of time. Blessed weapons deal holy damage gain Edge vs Demons,
Monsters, and Undead. The blessing lasts for 1 day.

Graceful (Passive): Healing with your hands, you’ve learned how to keep them steady; this
has proven useful in combat as well. You can’t fail healing checks with a difficulty of 25 or less,
also you gain +1 ATK.

Ephemeral Wings (Boost): Bestow yourself with angelic like wings made of light astrality that
grant flight. These wings consume 5/4/3 AST per hour.
● Gifted Wings: You may now bestow targets within 30 feet of you with Ephemeral
Wings.

Ethereal Weapon (Action): Using light astral, you’re able to conjure a wide variety of light-
based weapons. These weapons deal energy damage and can vanish instantly at will, free of
action. Weapons conjured this way can be of any shape or form. (Use the basic equipment table
to determine the stats). Each attack with the conjured weapon, costs 2 AST.

Arm The Righteous (Action): Consume 4 AST to summon an Astral Rifle or Astral Pistols. The
stats of the rifle are 10/00/7. The pistols each have 7/00/7 and neither weapon has to be
reloaded; however each shot consumes 2 AST. You may dissipate the Astral weapon free of
action at any time.

Light Grenade (Action): Using astral energy you’re able to construct and use light grenades.
Consume 5 AST to throw a Light Grenade with explosive 2 +2 vs. Living Dead. If the Light
Grenade deals damage, it blinds the target for one round.

Sword Of The Archangel (Action): Consume up to 12 AST to create an Archangel


Broadsword. The Sword has X ATK where X equals the AST consumed. Additionally as an
action you may heal a target by 1d6. This weapon consumes 2 AST after attacking or healing.

Sanctuary (Passive): Friends within consecrated ground gain resistance to elemental damage.
also you gain +3 bonus when detecting undead.

Sixth Sense (Passive): Ignore affinity, immunity, and resistances of undead units you target.

Stars Fall (Reaction): When a friend’s Health is reduced to 0, they may roll 1d6. In the result of
a 5+ they are revived at 1 Health.

Swift Mercy (Reaction): You may create consecrated ground as a reaction at the additional
cost of 2 AST. (You must have acquired the “Consecrated Ground” skill first)

Savior (Stack): Whenever you heal an ally with a spell, gain a stack of “Savior.” You may use a
stack of “Savior” to heal any target by 2. Stacks empty at the end of day.

Tier 4 (Level 15+)

Bless (Action): You’re gifted with the ability to bestow a magical restorative healing on your
friends. Consume 3 AST to give target health regeneration. During each of their turns they roll
1d6 and heal by that amount. Bonuses you may have to healing do not apply. Bless lasts until
the end of battle.
Light of Life (Passive): People that are near you, cherish you. Your presence brings comfort
and happiness to those that are around you. Your friends gain +1d6 natural temporary health at
the start of each day as long as you’re with them.

The Holy Strike (Action): Consume any number of AST to conjure 7 astral blades. At any time
free of action you may attack a target up to 60ft. away by dismissing one of the blades. The
Attack of the astral blades is equal to the AST consumed + RES + 1d6.

Vitalize (Passive): +25% Resolve. This only counts your base stat.

Witness (Passive): Whenever a friend attacks an enemy that’s standing on consecrated


ground, they gain an additional 1d6 attack roll.

Tier 5 (Level 20)

Retribution (Action): Consume 7 AST. Deal damage piercing holy damage to target enemy
within 160 feet of you. The damage is equal to the amount of damage you’ve taken this last
round.

Salvation (Action): Heal yourself and all friends by 1d6 for each Wisdom you have. Limit once
per day.

Elemental
Those that are able to manipulate astral to the elements of the world.

Role: Mage (+3 Astral)


Spell Technique: Verbal

Tier 1 (Level 1+)

Level 1 Skill: Elemental Control (Passive): You harness the power of the elements, allowing
you to do extraordinary things such as the following:
● Elemental Touch: Deal 1d6 damage of the type of your choice to a target within touch
range. (Acid, Burn, Frost, Petrify, and Shock).
● Element Manipulation: You may manipulate fire, wind, water, and earth to small effect,
such as increasing the size of a fire by twice its original size. Increasing wind speeds by
double. Moving boulders or manipulating up to 5 feet of water, changing its direction or
freezing it. None of these manipulations are powerful enough to cause much harm if any,
in themselves.

Acid Spit (Action): Make a ranged attack check up to 30 feet away. This ranged attack check
is equal to your DEX + TL + 1d6. If successful, deal TL acid damage to the defending target.
Element Bloom (Action): Make an attack that gains up to +TLd6 of an element of your choice.
You must consume 3 AST per die added this way.

Lightning Weapon (Action): Consume 4 AST to conjure a lightning melee weapon with the
following stats: 6/--/1 +100% lightning damage. This weapon gains +2 Attack per additional TL
you unlock (for a maximum of 14).

Tier 2 (Level 5+)

Astral Lightning (Action): Consume any number of AST. For every 3 AST consumed this way,
roll 1d6 and add it to your Resolve. If the result is equal to or higher than the defending target’s
Resolve, they take TLd6 shock damage. Range 110ft.
● Astral Storm: You may attack up to three targets with Astral Lightning. You roll once
and apply that result to all targets.

Cold Shoulder (Movement): Consume 2 AST and move up to your SPD + 3 in a straight line.
If you stop your movement adjacent to a target, deal STR + TLd6 ice damage to the target.
They get to roll for defense.

Corrosive Cloud (Action): Consume any number of AST to create a 3x3 area of corrosive gas
that deals 2/3/4/5 poison damage to all targets within the affected area. During the start of a
turn, If a target is within the affected 3x3 area, they receive 1 direct Acid damage equal to the
amount of AST consumed.

Element Mantle (Boost): Learn one of the following Corrosive Mantle, Ice Mantle, Fire Mantle,
and Thunder Mantle. This spell deals damage of the elemental type selected (Acid, Frost, Burn,
and Shock) respectively. Consume up to TL astral to gain absorb of an equal amount.
Whenever you move adjacent to an enemy target or an enemy target moves adjacent to you,
they are inflicted with elemental damage equal to the amount of absorb you have.

Flash Freeze (Action): Consume any amount of AST. This attack deals 1 frost damage for
every AST consumed + WIS + 1d6 to all adjacent enemies.

Tier 3 (Level 10+)

Fireball (Action): A small ball of fire forms in the palm of your hand. By casting the ball from
your hand, it hits with a massive destructive force of fire, incinerating all in its wake. Consume
any amount of AST. For every 3 AST consumed this way deal 1d6 fire damage in a 40 foot
radius at a range up to 160 feet away. They may make a Dexterity (Acrobatics) check with a
difficulty equal to your Wisdom. If they succeed, the damage they take is halved before damage
is calculated.

Rift Bolt (Action): Consume 6 AST set a bolt trap at a location within 100 feet away. During the
beginning of your next turn, you may use a turn point to attack with the Rift Bolt, sending it up to
100 feet from the destination of the bolt trap. The attack of the Rift Bolt is WIS + TL + 6 + 1d6
shock damage

Spectral Fire (Action): Consume any number of AST. For every 3 AST consumed this way, roll
1d6 and add it to your Wisdom. If the result is equal to or higher than the enemies Resolve, they
take TLd6 fire damage. This attack ignores all fire resistance and has a range of 60 feet.

Wild Magic (Action): Consume any number of AST, then roll 1d6. This spell’s damage type is
determined by the result rolled. 1: Poison, 2: Shock, 3: Acid, 4: Burn, 5: Frost, 6: Petrify. This
spell’s attack is equal to the AST consumed to cast this spell + Wisdom +1d6 x2.

Tier 4 (Level 15+)

Demon Bolt (Action): Consume any amount of AST. For every 3 AST consumed this way, roll
1d6 and add it to your WIS. If the result is equal to or higher than the enemies Resolve, they
take TLd6 fire and lightning damage up to a range of 130 feet.

Disintegrate (Action): Consume any amount of AST and select an enemy up to 70 feet away.
Roll 1d6 for every 3 Astral consumed this way. The defending target makes a Toughness check,
if they lose the check, the target takes 10d6 fire damage. If their Health reaches 0, they are
disintegrated.

Elemental Auger (Boost): Consume 7/6/5 AST. Your next attack deals 100% damage of the
element of your choice between acid, fire, lightning, and frost.

Firestorm (Action): Consume 8 AST to deal 8 + 8d6 burn damage to all targets within 60 feet
of the targeted area.

Tier 5 (Level 20+)

Summon War Elemental (Action): Once per day, In 1 hour of time, you are able to summon a
war elemental. This war elemental will follow your commands. You’re able to commune with this
elemental telepathically. This elemental’s stats are as follows.

Health: 60 Attack: 30 Defense: 19 Armor: 8


Size: Large Speed: 3 Type: Elemental

Strength: 18 Dexterity: 2 Toughness: 18


Intelligence: 1 Wisdom: 8 Resolve: 8

Skills
Proficiencies: +5 Astrana
Epic Actions: 3
Affinity: Elemental Damage
Elemental Blast (Action): Make a ranged attack check up to 100 feet. The attack is 20 + 1d6.
If successful, this attack deals 7 + 2d6 lightning damage, then 7 + 2d6 acid damage, then 7 +
2d6 fire damage.

Light
Guide Our Way
Those that master using astral in its purest form, are gifted with abilities to heal, restore, and
prevent multiple forms of damage.
Role: Mage (+3 Astral)
Spell Technique: Verbal

Tier 1 (Level 1+)

Level 1 Skill: Light Control (Passive): Being a gift of light, you’re able to control it do many
things, including the following:
● Brighten: Increases the brightness of an area to being twice as bright as it currently is.
● Highlight: Causes a target to emit a dim glowing light that leaves a 5-foot trail behind it,
making it more visible to all targets.
● Light: Creates a small orb of light the size of your hand. You may move this orb free of
action to any location within sight. All areas up to 20 feet away from the orb become lit.

Ward (Action): Consume 2 AST to grant resistance to a specific type of damage done to target
unit for the next minute. The types you can ward against are ballistic, blade, bludgeon, and
elemental damage.

Cure (Action): Heals a unit up to X AST + TL + 1d6. X Cannot be lower than 1.

Light The Way (Action): Uses astral energy to create emitting light. This light burns bright,
casting vision up to 70ft. away. All enemy targets within 30ft. must make a Wisdom check.
Wisdom + 1d6 > wisdom + 1d6. Targets that fail this check are blinded for a turn.

Tier 2 (Level 5+)

Channel Light (Action): Channel light into an object up to 1 feet wide per Tier Level. If that
object is used as a weapon, it deals 1d6 energy damage on top of its normal damage applied.
Additionally the object casts a light of up to 30 feet from where the object is.

Recover (Reaction): When a target is damaged, you may use this 1


skill, if you do, consume 3 AST and heal that target 1d6. “Our biggest weakness is giving up.
Give it another try.”

Remedy (Action): Consume 6/5/4/3 AST to cure a target of status effects. Curing a target of
magical status effects requires a wisdom (medical) check vs the DL determined by the World
Master.
Restoration (Boost): Whenever you deal damage this turn, you may convert that damage to
health. For each damage converted to health this way, you must consume 2 AST. (Boost)

Tier 3 (Level 10+)

Resplendence (Action): Roll 1d6 for each friend. Assign 1d6 to each one and heal that ally by
the amount assigned to them. Consume AST equal to the amount healed, if you can’t you’re
AST becomes 0 and you become Exhausted. Limit once per day.

Reflection (Action): Consume 6 AST. A target within 70 feet gains Reflect (If a target with
Reflect is targeted by a spell or effect, then it is redirected back at the attacker).
● Greater Reflect (Reaction): You may cast Reflect as a Reaction.

Silence (Action): Removes a target's ability to speak. They may resist this by making a
Resolve check vs. your Resolve + Influence. If they fail, they become silenced for 10 minutes
per TL or until you cancel its effect at will.
● Sphere of Silence (Action): Removes all targets ability to speak within an area of up to
10ft. per Resolve of the caster. A target may resist this by making a Resolve check vs.
your Resolve + Influence. If they fail, they become silenced for 10 minutes per your TL or
until you cancel its effect at will.

Wall (Action/Ritual): Consume 5 AST. Casts a protective wall up to 100 feet that can be
distributed between its width and height. The wall has an absorb level equal to the caster’s
Level x 20. The wall is considered defenseless.

Tier 4 (Level 15+)

Cast Out (Action/Ritual): Consume 3 AST to emit a powerful light up to 100ft. of you in all
directions. This light diminishes even magical darkness.

Reflect (Action/Ritual): Consume 6 AST to cast Reflect on a target within 100 feet. If they
become targeted by a spell within the next hour, it will be redirected back at its caster.
● Greater Reflect: When a spell is redirected back at its caster, if that spell would deal
damage, it is doubled.

Revive (Action/Ritual): Consume 10 AST. Make a Wisdom check. Tier Level + Wisdom + 1d6
with a difficulty of 20. If you succeed, the target is resurrected from death at 1 Health. The
difficulty of this increases by 2 per day that the target has been deceased (beginning at 20).

Nature
Bear With Me
Those that are connected with nature. Also, bears.
Role: Mage (+3 Astral)
Spell Technique: Verbal

Tier 1 (Level 1+)

Level 1 Skill: Commune With Nature (Passive): Allows you to speak, understand, and
otherwise communicate with beasts.

Gust of Speed (Action): You’re able to form a windball that you’re able to ride atop of to travel
at great speeds. Gain wind resistance and +TL Speed until the end of your turn.

Leaf Fall (Passive): You’re able to carry yourself with the grace of the leaves blowing in the
wind. You suffer no fall damage as long as it is voluntary. If you are knocked down from an
effect, you take halve damage (rounded up).

Monster Sense (Passive): You feel attuned to the world around you. Connected with nature,
you see what it has seen. Through concentration you’re able to sense the presence of beasts
up to 1 mile for every level you are. Additionally, you’re able to see all directions and actions
made by beasts in the area you’re concentrating on.

Rock Armor (Action): Consume 5 AST to conjure rock armor on an object up to 60 feet away.
That object's armor becomes 6 and is considered to be wearing heavy armor. At Tier 3, you’re
able to cast Rock Armor as a reaction.

Shapeshift (Action): You’ve attuned yourself with nature, allowing you to shape your body to it.
At each level you may select 1 unit with a Level equal to or less than your level. You may
transform as the creature as an action, gaining its stats and abilities, but not it’s knowledge.
When you transform into a creature, your health becomes that creature’s health. When your
health drops to 0, you transform back into your normal form, carrying over any damage the
creature suffered. If you would transform into another creature, you retain the health you had
when in your creature’s form.

Web Mantle (Action): Consume up to TL astral to gain absorb of an equal amount. Whenever
you move adjacent to an enemy target or an enemy target moves adjacent to you, they must
make a grapple check (8 + 1d6). If they fail, they become grappled until they break free, or you
are no longer adjacent to the target.

Wind Slam (Action): Make a ranged attack equal to your Resolve + TLd6. This attack hits all in
a vertical line and loses 1d6 per 10 feet. This attack deals bludgeoning wind damage. Those
that take 5 or more damage from this attack are knocked prone. Additionally, you may have the
wind bellow, attacking all enemies within 30 feet of you instead of attacking in a vertical line.

Tier 2 (Level 5+)


Entangling Vines (Action): Manipulate the vines of nearby wildlife to grasp a target. Consume
any amount of AST. The defending target must make a Dexterity (Acrobatics) check vs your
Wisdom + the AST consumed this way. If they fail, they are entangled in the vines, becoming
immobilized. At the start of each of their turns, they may attempt to break out by making a
successful Strength (Athletics) check.

Monster Growth (Action/Ritual): Consume 5 AST to make a target grow a size. That target
gains +5 STR and +10 Absorb. This spell lasts up to 10 minutes. If the target is not willing, they
may make an opposed Resolve (Astrana) check against you.

Root Force (Action): Manipulate the roots of nearby wildlife to forcefully thrust its way at an
area up to 70 feet away. Attack – 20 + 1d6. You must be in wildlands or next to a large tree to
use this skill.

Wind Wall (Action/Ritual): Consume 5 AST to conjure a wind wall up to 30 feet away. This
wind wall has an absorb of 10 x your Wisdom. The Wind Wall stops all objects from passing
through without your permission. The Wind Wall lasts until you dismiss it, it loses its absorb, or
you lose concentration.
• Face The Wind (Reaction): You may cast Wind Wall as a Reaction.

Tier 3 (Level 10+)

Bird Song (Passive): Learn the “Bird Song” language spoken among rangers of the woods.
Additionally, you can communicate with birds and gain Edge when making checks to influence
them.

Bloom (Movement): Teleport yourself adjacent to any plant within line of sight. You must be
able to consume 1 astral per 10 feet traveled this way, otherwise the spell will not work.

Primal Strength (Action/Ritual): Consume X astral up to your Tier Level. A target within 100
feet of you gains +X Strength, where X is equal to the amount of astral consumed this way. This
effect lasts for the next 1 hour or until you cancel its effects free of action.

Shrink (Action/Ritual): Consume 5 AST to make a target shrink in size. That target becomes,
“Tiny,” and can be anywhere from 2 feet tall to a smaller size of your discretion. A “Tiny” target
can use “Evade” combat maneuvers on rolls 4+ against medium targets. Additionally their
strength and toughness becomes 1. If the target is not willing, they may make an opposed
Resolve (Astrana) check against you.

Storm (Action/Ritual): You learn to harness the power of conjuring storms. Consume 8 Astral.
Whenever you conjure a storm, you must decide which type of storm is formed:
• Lightning Storm: Roll 1d6 and make that many ranged attacks against all enemies within 300
feet of the targeted area. Lightning Storm’s Attack is 17 + TLd6 lightning damage.
• Firestorm: Deal 8d6 fire damage to all targets within a 8x8 area.
• Hail Storm: Deal 4d6 slashing damage to all targets within an 8x8 area. This damage ignores
50% of armor and if this attack damages a target, they lose half their speed (rounded up) for the
next 1 minute.
• Sand Storm: Deal 5d6 bludgeon damage to all targets within an 8x8 area. Damage dealt by
this spell is doubled and knocks over any enemies dealt 5 or more damage.

Tree Speak (Passive): Allows the user to speak with a target tree for up to 1 minute. The
duration is increased by 1 minute per Tier Level.

Tier 4 (Level 15+)

Lignify (Action): Consume any amount of AST. to turn an object into a tree. If that target is
living, they make a defending Toughness check. If the result is higher than the amount of astral
you have consumed + your Wisdom, then the target is unaffected.

Regeneration (Action): Consume 3 AST to grant a target of your choice within 100 feet of you,
health regeneration. At the beginning of each of their turns, they heal by your Wisdom + 1d6.
This effect lasts for 18 seconds.

Tier 5 (Level 20+)

One With Nature (Passive): Your aging slows dramatically. For every 10 years, it’s as if you’ve
only aged 1 year. Additionally, you may use the Shapeshift skill as many times per day as you
want.

Protection
A Duty To Protect
Those that protect, have something to protect. Protection grants various magical and non-
magical boosts to defending those you value the most.
Role: Mage (+3 Astral)
Spell Technique: Verbal

Tier 1 (Level 1+)

Level 1 Skill: Oath: A Defender’s Oath aligns their path, and is a duty they hold sacred to
themselves. Select any Oath below. You may only have one Oath.

Defend (Passive): A signature technique for those who seek to protect. You may redirect any
attack done to any ally; to yourself. The ally you’re defending must be within 10ft. of you. Limit to
once per round per Tier Level.
● Defender’s Avatar (Reaction): Manifest your spirit into its own being, protecting a
friend. Consume 2 Astral to manifest a Defender’s Avatar adjacent to a friend.
Whenever a friend adjacent to Defender's Avatar would take damage, it’s deal to the
Defender’s Avatar instead. This counts towards your Defend limit.
● Advanced Block (Reaction): The shield is rather an iconic symbol for a Defender.
They learn the best ways to protect themselves. +2 DEF when equipped with a Shield.
● Superior Defend: Increase the range of Defend by 10ft.

Oath of the Sword: You have an unquestioned loyalty to honor above all else. This honor is
represented through your sword, which serves as an extension of your justice.
Gain the following benefits:
● Sword Discipline: The time trained with your sword, is Immeasurable. Gain +1
Discipline. You become proficient with a type of sword of your choice. Learn one Tier 1
Skill in the Swordsman skill branch (even if you don’t have that skill branch).
● Shield Blow: +1 Attack with shields.
● Shield Slam (Action): Make an attack with your shield. If damage is dealt, the
defending enemy is dazed for one round.
● Smite (Action): Make a melee attack with +TLd6 light damage. If you’re attacking a
demon, monster, or undead, then they take double damage. Limit once per day.

Oath of Devotion: You are devoted to your own moral compass and belief system. This belief
is usually guided by a celestial entity and compels you to act on your beliefs.
Gain the following benefits:
● Persecute: Your devotion to your cause, has led you to being respected by all forms of
order. Gain Edge when making a check to convince any number of people that someone
is guilty and/or evil.
● Zeal (Boost): Gain Edge in combat. You must attack the closest enemy target.

Oath of Crown: You fight for your land, your people, and the laws of society.
Gain the following benefits:
● King’s Power: You gain the power of the king. Select one weapon or armor. Your power
is channeled through that equipment. If the equipment is destroyed, you lose your ability
to cast spells until the equipment is restored by magical means. Weapon: +2 Attack
bonus, +damage done by this weapon is considered magical damage. Armor: +2 Armor
bonus. +Spell resistance.
● King’s Speech: Gain a +2 bonus to Resolve (Influence) checks when speaking to a
crowd of 7 or more people.

Oath of Redemption: You have gone through a long journey of past regrets, but you have
learned that the past doesn’t define you. What defines you are the actions you make here and
now, and it’s those actions that are shedding darkness. Gain the following benefits:
● Rebuke (Reaction): Whenever a friend within 20 feet of you is damaged, you may have
the attacker take the damage they dealt, directly to them. The enemy has a 50% chance
to reduce this damage by half.
● Reconcile: You may have a successful melee attack deal no damage. If you do, make a
Resolve (Influence) check vs the defending target’s Resolve. If successful, the target’s
heart is filled with hope, causing them to not want to fight any longer, (If they are then
attacked by you, they will continue fighting as normal).
Oath of Vengeance: You are committed to slaying all that oppose your beliefs.
Gain the following benefits:
● Penance: You put the fear of your deity into the souls of those you face. Make an
intimidation check against a target. If successful, the target is not only intimidated, but
also has its speed reduced to 0 until it loses intimidation.
● Relentless Conviction: You gain 2 Edge when defending against Intimidation checks.

Tier 2 (Level 5+)

Counter Blow (Boost): Roll an additional 1d6 for your next attack, if you used Advanced Block
last turn and took no damage. The strongest ally is time and patience.

Shield Parry (Passive): Gain Edge when defending with a shield.

Shield Toss (Action): Throws your shield at the enemy. Your equipped shield can be thrown
by 1 space for each point of Strength you have.
● Shield Ricochet: Allows you to attack an additional target within range, with Shield
Toss.

Stand Ready (Movement): You dig your feet into the ground and prepare your shield. Gain +1
DEF or gain +2 Defense if you’re equipped with a shield. This effect lasts until your next turn.

Serve & Protect (Action): Consume 2 AST. All friends gain +2 Defense until your next turn.

Safe Guard (Action): Consume 2 AST to give any target +TL Absorb. You may only have Safe
Guard active on one target at any time and many cancel its effect at any time free of action.

Stand Against (Action): Creates a 30ft. wide hollow barrier adjacent to you. The barrier can
absorb up to X damage where X is the amount of AST consumed for this ability times 2/3/4/5.
The barrier is depleted once it takes X damage.
● Superior Stand Against: Doubles the amount of damage your hollow barrier can
absorb

Steadfast (Reaction): Gain +TL against toughness, wisdom, and resolve checks until your next
turn.
● Superior Steadfast: Steadfast can now target adjacent allies

Tier 3 (Level 10+)

Bulwark (Reaction): Covering yourself in a thin light blue layer of hardened astral, you’re able
to strengthen your body's armor. Consume 6 AST, prevent the next 5/6/7 damage done to you.
Limit once per day.
Defiance (Stack): Each time you are attacked and receive 0 damage, add a stack of Defiance.
Spend a stack of Defiance to gain +1 resistance to status effects, elemental damage or spells.
Stacks empty at the end of day. Limit: 5

Energy Syphon (Action): Harnessing your defensive astral abilities, you’re able to syphon the
energy produced by your guard, and use its properties to heal your allies. Deplete a guard
you control to heal you or an ally by its guard capacity. You may only use this skill up to your
Tier Level times per day.

Resolute (Reaction): Gain Edge defending against spells (roll an additional 1d6 and remove
the lowest result).

Shelter (Action): You’re able to conjure a magical barrier that protects the target in a coat in an
ethereal barrier. Consume 3 AST. Target gains elemental resistance for the next 1 hour.

Shield Barrage (Action): Relentless with your shield attacks, you’re able to bash all those who
dare venture close. Attack any number of targets equal to or lower than your Tier Level with an
equipped shield (you only roll once for this attack).

Tier 4 (Level 15+)

Rebound (Reaction): With great perception and timing, you’re able to use Astral Energy to
redirect an enemy attack. As a Defense Combat Maneuver with 2 success, you may redirect an
attack to any target within range by consuming 3 AST. This is treated as a counter attack (they
don’t get to apply Defense).

Shield of Aegis (Action): Consume 6 AST to create a golden layer of energy around you,
making you indestructible (you can’t take damage while indestructible). This lasts for one round.
Limit once per day.

Valiant (Passive): +25% Toughness. This only counts your base stat.

Tier 5 (Level 20)

Might of the Courageous (Passive): Seeing your allies downed in battle infuriates you,
causing adrenaline to give you unprecedented strength. Whenever a friendly unit’s Health is
reduced to 0, heal 50% of your missing Health and for one round you gain +X ATK and +X DEF
where X is 1d6.

Unbreakable (Reaction): Your spirit is resolute and strong. Consume 3 Astral and roll 1d6. In
the result of 3+ you heal 50% of your missing Health (rounded up).

Rogues
Archery
The Archery Branch covers proficiency with bows and siege weapons. Such things include firing
multiple arrows at once, or learning to shoot your arrows further.
Role: Rogue (+1 Proficiency Point)

Tier 1 (Level 1+)

Level 1 Skill: Pull and Release (Boost): You have grown accustomed to the motions of firing
your bow, it’s become second nature to you. Your next attack with a bow this turns gains Edge
(Roll an additional 1d6 and choose the highest result).

Archer’s Agility (Reaction): You gain Edge when defending against projectiles and thrown
weapons. If you took no damage, you may catch the projectile or thrown weapon.

Arrow Eyes (Boost): As an archer, you pay a meticulous attention to detail. Gain Edge with
Perception. Additionally, Increase the amount of criticals needed for an enemy unit to use a
Combat Maneuver by 1.

Fletch (Passive): You gain a proficiency in Craft. Additionally, you’re able to skillfully craft
arrows. You’re able to craft any arrow located in the ammunition section or any arrow you and
your WM discuss. The cost of materials is 50% (rounded up) of the cost of the arrows from the
ammunition table. The time it takes to craft the arrow(s) is equal to 1 hour x 100GL. This time is
reduced by 1 hour for each level you are, to a minimum of 10 minutes. For example, if a bundle
of arrows costs 500GL, it would take 5 hours to craft. If you’re level 5, then the arrows can be
crafted in 10 minutes of time.

Tier 2 (Level 5+)

Double Arrow (Passive): You may apply any effects of arrows you attack with by 2 without
expending an additional arrow.

Vantage Point (Movement): You're able to scope out advantageous areas to attack with bow
and other ranged weaponry. Move up to your speed, gaining edge when climbing or traversing
difficult terrain.

Volley (Boost): Your bow gains +3 Range and your attacks gain Lob, allowing you to fire over
cover.

Tier 3 (Level 10+)

Arrow Storm (Action): You send a flurry of arrows at the enemy. Make a bow attack. If
successful, inflict TLd6 damage.
Disabling Shot (Action): You may spend 1 Discipline to make a ranged weapon attack. If
successful, choose one of the following. A.) Disarm the enemy target’s primary or secondary
weapon, B.) The enemy takes an arrow to the knee, hampering their movement in half (rounded
up) until they are healed, C.) You may target any spot of the enemy without losing edge.

Explosive Arrow (Action): You prepare an explosive arrow to attack your foe with. Your next
bow attack gains explosive damage, damaging all surrounding targets.

Immediate Shot (Passive): During your first turn in an encounter, you may attack with your
bow.

Piercing Arrow (Action): You attack an enemy unit, capitalizing on their weakest point. This
attack with your bow has pierce.

Poisoned Arrow (Action): Make a ranged attack with a bow. That bow has poison equal to
your Tier Level.

Tier 4 (Level 15+)

Forked Arrows (Boost): Allows you to fire three arrows as a single attack, giving your bow
Spread-Fire for your next attack.

Quick Shot (Boost): Attack with your bow.

Silver Arrow (Action): Make an attack with a bow. This attack deals double damage vs.
monsters and undead.

Tier 5 (Level 20+)

Kyudo: You learn the ancient mysteries of the bow, allowing you to perform superhuman feats.
You can’t lose Edge when attacking with a bow. Additionally, your bows gain double range, and
also upon a defending unit receiving damage from you, they lose all bonuses applied to their
stats. (Bonuses applied through magical effects and skills).

Assassin
Hide And Sneak
The art of stealth and the unseen kill. The Assassination Branch focuses on single target
elimination from up close or from a distance.

Role: Rogue (+1 Proficiency Point)

Tier 1 (Level 1+)


Level 1 Skill: Assassinate (Boost): Deal double damage vs. a target that has not taken a turn
yet or is immobilized.

Sharpened: +1 Attack with weapons that deal slashing damage. Additionally, you may have
slashing damage you deal, do piercing damage as a Combat Maneuver with 1 critical.

Sniper Training: You specialize in taking out enemies from afar. When you study your target
for at least 1 minute, you gain an additional +1d6 attack bonus when attacking them with sniper
rifles. Additionally, your sniper rifles gain +1 Attack and +1 Range.

Path of the Mage Killer: You specialize in killing mages. Perhaps, this is because a mage
once destroyed your family, or maybe it’s just because you simply hate magic, either way,
mages will learn to fear you. Gain a +1 Defense bonus when attacked by a spell. Additionally,
you learn the following skills (each skill must be learned in any order by spending 1 Skill Point).
● Mage Disrupt (Boost): A target damaged by you, cannot cast a spell until your next
turn.
● Mage Strike (Reaction): Whenever an adjacent enemy casts a spell, you may make an
attack against that target prior.
● Mage Ward (Reaction): Reduce damage done to you by a spell by 50% (rounded up).

Tier 2 (Level 5+)

Assassin’s Dodge (Reaction): Reduce the next physical damage you would take this turn by
50% (rounded up). Additionally, you may Counter Attack with an equipped dagger.

Backstab (Action): Attack a +1d6 attack when targeting an enemy unit’s rear with a dagger. A
Tier 4, you get this bonus when attacking with any melee weapon.

Death Mark (Boost): Consume 2 AST to Death Mark an enemy. You and friends gain +1
Attack when attacking a Death Marked target.

Hidden Blade (Passive): Being a master of stealth, you’re able to conceal and carry small
weapons on you that others will not notice such as small throwing knives, daggers and small
firearms. These weapons do not have to be in your equipped slots, but it should be designated
that they are on you. Additionally you are armed with a hidden blade weapon. The Attack of this
weapon is 4 if you have proficiency in Stealth and is 8 if you’ve mastered Stealth. The range of
this weapon is 1. This weapon does not take up a weapon slot.

Lethal Striker (Passive): Gain Edge when throwing precision weapons (roll an additional die
and remove the lowest result).

Pinpoint (Boost): You’re able to aim deftly, attacking fast moving targets and where your
enemies are weak, striking their vital spots. You can do any of the following:
● Your next attack with a sniper rifle gains +TL Swift. (Swift gives you +X attack, as long
as the defending target attempts to evade. You must declare using this skill as you
attack).
● As a Combat Maneuver with 1 success, you may ignore 50% of the defending target’s
Armor.
● Make an attack ignoring the defending enemies resistances. This doesn't ignore Affinity
or Immunities the enemy may have..

Say Goodnight (Action): Make a melee attack check. If successful the target is rendered
asleep for 1d6 x 1 minutes. If the target is attacked in any way, they will wake.

Tier 3 (Level 10+)

Blinking Strike (Movement): Using your speed, you’re able to kill within the blink of an eye. An
enemy within 30 feet makes a WIS check with a difficulty equal to your Dexterity +1d6. If they
fail, teleport adjacent to them and roll 1d6 equal to your TL. This skill does poison damage
directly to the enemies Health (ignore all damage reduction). You must be equipped with a
bladed weapon to use this skill.

Disabling Strike (Attack): Make an attack and apply one of the following effects:
● Disable the enemy unit’s arm. If damage is dealt, then they can’t use their disabled arm
until it’s healed.
● Disable the enemy unit’s leg. If damage is dealt, then they can’t use their disabled leg
until it’s healed, reducing their speed to 1.
● Disable the enemy unit’s weapon. No damage is dealt. The weapon can’t be used until
it’s repaired.

Killjoy (Stack): Any time you attack a target and kill them with your first attack, you gain a stack
of Kill Joy. For every stack of KillJoy, gain +1 ATK. Stacks empty at the end of day. Max: 5

Lie in Wait (Passive): While prone gain a +2 Stealth bonus, +2 ATK, and +2 RAN with sniper
rifles.

Serpent Strike (Action): By precisely throwing a dagger faceted to a chain, you’re able to stab
people from a distance with it, allowing you to not only deal damage, but pull them close to you.
Make a ranged attack up to 60 feet. This attack is equal to your DEX + TL + 1d6. If this attack
deals any damage, pull the target towards you any number of spaces. You can’t pull the target if
they are a size bigger than you.

Spider Grapple (Movement): Spend 1 Discipline and move up to 20 feet and make a Dexterity
(Acrobatics) check with a difficulty of 13. If successful, you latch yourself onto the enemy. That
enemy is considered grappled and immobilized until they succeed a grapple check vs. your
Dexterity (Acrobatics) check at the start of their turn. This may only be attempted once per
target.
Sting (Action): Make a melee attack check or a ranged attack check with a thrown weapon. If
successful, deal DEX + 1d6 damage to the target. If 6 or more damage is dealt this way, you
may spend 1 Discipline to use this skill again immediately.

Tier 4 (Level 15+)

Dreadbore (Action): You learn an ability to harness your innate astral and channel it to your
gun, unleashing a powerful attack to do any of the following:
● A gun attack with pierce (ignores armor) that consumes 4 AST.
● A gun attack with trespass (ignores guard and absorb) that consumes 4 AST.
*You may spend an additional 2 AST to apply both. You may spend an additional 2 AST to
ignore 10 feet Of terrain (this may be stacked).

Pure Death (Passive): You’ve learned how to kill at a whim and to do so in a way that utterly
removes them from existence. Such mastery allows you to kill those around you faster than a
blink of an eye. Gain the following:
● When killing a target, you may choose to kill them in such a way that they are beyond
reviving. In doing so, whether by technological or magical ways, to resurrect a target
that’s died this way, would have a Difficulty Level of 30.
● Spend 1 Discipline to destroy a non-epic enemy adjacent to you.
● You may make an additional attack with a bladed weapon.

Tier 5 (Level 20)

Go For The Throat (Action): You’ve become an expert at inflicting the most damage to the
most vulnerable places. If you attack a target from stealth, you may use 1 Critical, if you do,
change the total damage you deal 30 piercing damage (ignoring armor). If this attack would
miss, the damage from this skill isn’t dealt.

Guillotine Strike (Action): While in stealth, you deal double damage to targets with 50%+
Health. While not in stealth, you deal double damage to all targets with 50% or less health.

Avarice
Made In The Shade
Those influenced by the weight of coin, this skill-set offers bonuses to using currency as a form
of competitive advantage.
Role: Rogue (+1 Proficiency Point)

Tier 1 (Level 1+)


Level 1 Skill: Dark Dealings (Passive): Once per week you may attempt to acquire any item of
your choice. You must be able to purchase said item to obtain it. The difficulty level is
determined by the rarity of the item. Intelligence + Silver Tongue + 1d6.
Common: 6 Uncommon: 9 Rare: 12 Epic: 15 Legendary: 18

Merchant’s Trade Secrets (Passive): You gain the following:


● You’re able to counterfeit money, deceiving all who make a failed Intelligence check with
a difficulty of 6. Counterfeit currency won’t work on vendors.
● Make an Intelligence check to decipher an item's true price, rarity, and properties.
Difficulty level is determined by the rarity of the item and the Tier Level of your character.
● You’re able to leave coded messages in a language known as Whisper Tale, that only
those familiar with it black market dealings can read.

Treasure Sense (Boost): Make a Resolve (Astrana) Once a day you can check to locate the
most valuable treasure within 100 feet.

Pack A Punch (Boost): Gain +1d6 attack with your handgun the first time you attack in an
encounter. If you’re attacking from Stealth, you don’t receive this bonus. An enemy may make a
Wisdom (Perception) check against your Dexterity (Stealth) to negate this bonus.

Tier 2 (Level 5+)

Crowd Pleaser: You gain the following:


● Whenever you succeed in a check involving a social situation, those nearby within sight
are affected by the brilliance you have displayed. You will gain Edge for the next 10
minutes when making Entertain, Silver Tongue, and Resolve checks against them.
● You’re able to make all the right friends in the right places. Once per day you may make
an Intelligence (Silver Tongue) check with a difficulty of 12. If successful, someone of
notoriety will give you a favor (World Master’s discretion).
● You may always react with up to a sentence worth of dialogue or a gesture directed to
any number of targets.

Merchant’s Dodge (Reaction): You avoid a threatening attack at any cost. You can do any of
the following:
● Redirect any attack that targets, onto an adjacent friend (they may roll for defense).
● Roll 3d6 and choose an odd result on one of the dice among them, use that result as
your Defense roll.

Rabble Rouser (Boost): You’re able to do any of the following:


● By insulting a target, you’re able to incite them, making them give into what makes them
mad. The defending target makes an opposed Intelligence (Silver Tongue) check. If they
fail, they become berserk for the next 1d6 rounds.
● Once per day you may have rumors spread about a target. The defending target makes
an opposed Intelligence (Silver Tongue) check. If the defending target fails, they receive
a -X penalty to all of their rolls, where X is the difference. This penalty lasts for the next
1d6 rounds.
Sleight of Hand (Passive): You’re able to do any of the following:
● Enemies get -2/3/4/5 to Perception checks when attempting to spot a Stealth check
using at least one of your hands. This skill levels up per Tier Level.
● You’re able to swindle others. Whenever you purchase something, you may choose to
pay less without being noticed. 100GL per Tier Level. This cannot reduce a price by
more than 50% of its original value.

Tier 3 (Level 10+)

Blood Money Barterer (Passive): Whenever you acquire gild from looting, you may convert
that amount into Health. 1 Health per 100 Gild. Additionally, You’re able to convince others that
what you have for trade is worth of equal value to theirs (even if it isn’t).The difference you’re
able to convince is your intelligence - the target’s intelligence. 100GL per difference.

Gotcha! (Stack): Whenever an attacked enemy rolls a 1, gain a stack of “Gotcha!” You may
spend a stack of “Gotcha!” to add +1 to any roll.

Master of Wits (Passive): Whenever you get at least two success with a Silver Tongue or
Influence check, you may convince the target of anything as long as they are an equal or lower
level to you.

Smuggler Secrets (Passive): Gain the following:


● At any time you may have a single item concealed (as long as it’s not cumbersome).
This item becomes revealed to all within line of sight once used.
● Whenever you gain Gild, you may gain an additional 100GL.

Tier 4 (Level 15+)

Fact or Fiction (Boost): Roll 1 die in secrecy and declare a result. The World Master then
chooses to say whether the number is Fact or Fiction. If claimed to be Fact, then you get to use
the result. If the WM claims it as Fiction and is right, then your result becomes 0. If the World
Master calls incorrectly, then the drifters result becomes a 6.

Foil: (Reaction): Through absolute shenanigans you’re able to foil other people's plans.
Whenever an enemy goes to use a skill you can negate it at the cost of skipping your next turn.
Creating an imaginative, yet silly reason for this happening is completely encouraged!

Grim Exchange (Reaction): Make an Intelligence check (Silver Tongue) vs a defending target
making an attack against you. If successful, the target skips their attack, and you lose life equal
to the defending target’s health. “Sure sure…I’ll hurt myself a little, to not be hurt a lot.”

Make It Rain (Passive): Whenever an enemy is killed, you may “Make It Rain” by discarding
500 Gild. If you do, all friends gain a +2 bonus to their next roll.
Vafrous: +25% Intelligence. This only counts your base stat.

Tier 5 (Level 20)

Last Ditch Effort: Whenever you critically fail, you may make another roll. If that result is
higher, then use that result instead. “Balls to the wall.”

One Shot/One Chance: Your first attack per day automatically is considered to have three
degrees of success, regardless of what the opposing target rolls. “This opportunity might only
come once in a lifetime.”

Deception
Just because it’s not a lie, doesn’t mean it’s not deceptive.
The art of deceiving. Deception focuses on fooling your enemies, usually through hand and
mental tricks.
Role: Rogue (+1 Proficiency Point)

Tier 1 (Level 1+)

Level 1 Skill: Tap The Table (Passive): You are able to communicate with those that you have
aligned yourself with. You can give silent signals to any target with no chance of being caught.
The signal you give can be of any meaning, but the target must be within line of sight. (Verbally
communicate with the player, but in the game, you’re signaling the player silently).

Path of the Con Artist (Passive): You’re great at using your words and your ways to deceive
others. You gain the following:
● You have a false alias, registered number, I.D, and information, detailing you as
someone you’re not.
● When playing a card or board game, your character can make a stealth check with
Edge. If successful, you have a guaranteed victory by cheating the game. If you fail,
you are caught trying to cheat in the game.
● You’re able to play any part, allowing you the ability to assemble any disguise, and act in
any way which will have others believe you’re someone you’re really not.

Path of the Dodger (Passive): Your actions can speak louder than your words. You use your
wits to evade suspicion and avoid danger. At the time of selecting this path, acquire any skill
below. Acquire additional skills below for an additional skill point per skill.
● You see danger right before it happens and are able to think fast on your feet, allowing
you to make quick decisions in the blink of an eye. Whenever initiative is determined,
you may move up to half of your speed rounded up free of action.
● You’re able to blend into large crowds of enemies with ease. Gain Edge when making a
stealth check while in a crowd. A crowd is considered to be at least seven people.
● You’re always ready to move to a better position, and react quickly when blood hits the
pavement. Gain +X to your initiative, where X is your Tier Level.
Free Runner (Boost): You may move through enemies as if they were friends. You may ignore
difficult terrain that is 10 feet in size or smaller. Additionally, you take 50% damage from falling
and don’t lose Edge when attacked while climbing.

Tier 2 (Level 5+)

Apply Poison (Action): Applies poison to an object or melee weapon of your choice in 5
minutes of time unless you are proficient with spells. The poison level is equal to you Tier Level.

Exploit Attack (Reaction): Whenever you successfully evade an attack, negate it and inflict
1d6 + DEX damage to the target that attacked you.

Mirror Mockery (Passive): At any point you may copy a characteristic trait of any target
character. Gain a +2 bonus when influencing someone with the same characteristic trait as you.

Mockery (Reaction): Upon being attacked, you make an insult that throws off the enemy,
causing them to lose -X to their next attack this turn. X equals 1d6 to a maximum of your
Intelligence.

Mug (Action): Make a melee attack check. If successful, replace the damage you would deal
with gild. This Action only works once per target NPC. The gild you gain is 1d6 x 10GL. Using
this action on a target is considered an attack.

Snatch (Reaction): Roll an additional 1d6 for defending when a weapon or item is thrown at
you. If that result is higher than the enemy target’s Dexterity then you catch that weapon or item.
You must have a free hand open to do so.

The Slip (Passive): Gain a +TL bonus to grapple checks. Additionally, you’re unable to be
followed or tracked by targets of a lower level than you, unless they succeed in an Intelligence
(Investigation) check with a difficulty equal to your Intelligence (Stealth).

Zig-Zag (Movement): Move up to your speed. Until your next turn, you receive a +2 DEF bonus
when evading.

Tier 3 (Level 10+)

Exploit Ally (Reaction): You may negate a player’s roll to add that roll to your next roll. “Sorry, I
just need to borrow this for a second.”

Express Yourself (Boost): Gain Edge when using a check that involves your characteristics
traits.
Foresight (Boost): Force a defending target to roll a die. That is considered their result the next
time they need to roll that type.

Feign Death (Passive): As a free action you may feign death, collapsing to the ground.
Defending targets may make an opposed Intelligence check, with you gaining a bonus equal to
your Silver Tongue proficiency. If you succeed, the target will consider you dead and ignore you,
as long as there is something else to preoccupy them. Your next attack is considered a surprise
attack, granting you a +1d6 attack bonus vs. defending target’s that failed this check.

Lucky: For one reason or another, you’ve managed to survive perilous encounters against all
odds, it’s as if luck has favored you. Gain 3 Discipline. You may spend a discipline to reroll any
of your dice rolls. You may keep the higher result.

Tier 4 (Level 15+)

Imitate: You’re able to imitate any sound of any creature or person whose voice or sound
you’ve heard clearly.

Tier 5 (Level 20)

Mimic: Spend 1 Discipline to copy the last skill used within your line of sight. This effect is
negated if the skill was a magical effect, unless you are proficient with spells, in which case,
you’re able to copy it as well.

Gunslinger
Let’s See Who Lady Luck Favors...
Those that live by the ways of the waste, adopt a ride or die mentality, that lends itself to
outlasting their foes with keen eyes, well-timed shots, enough luck to survive the most hellish of
circumstances.

“The first rule is to shoot them before they shoot you.”


Role: Fighter (+3 Health)

Tier 1 (Level 1+)

Level 1 Skill: Loaded Dice (Passive): You may spend 1 Discipline to convert any attack roll to
a 6 (it doesn’t explode).

Eagle Eye (Passive): Your hand guns have an increased optimal range of 10 feet per TL you
are.

Lady Luck (Passive):


● Whenever you roll two successes, you may gain +1 Discipline.
● You may spend 1 Discipline to reroll one of your dice rolls. You may choose the higher
result of the two.

Tier 2 (Level 5+)

Bite The Bullet (Reaction): Roll any number of dice. If the total rolled is exactly equal to the
amount of damage being dealt to you, prevent that damage and gain +1 Discipline.

Blast The Lock (Action): Roll 1d6. In the result of a 5+/4+/3+/2+ you successfully are able to
blast off a lock to a door or chest without causing harm to the contents inside. This skill levels up
with your Tier Level. Gain +1 Discipline.

Hasted Handed Gambler (Boost): You have a 50% chance to perform any of the following:
● Add +4 ATK to your next attack. If you fail, your attack’s damage is halved (rounded up).
● Reload all held weapons.
● Move 20 feet.

Gunslinger’s Dodge (Reaction): Spend 1 Discipline to change your defense roll to a 6 (it
doesn’t explode). You may spend an additional 1 Discipline to attack with a handgun (they still
roll for Defense).

Quick Draw (Passive): You may switch to a backup weapon free of action if that backup
weapon is a handgun.

Snake Eye (Passive): If you roll a 1 for an attack roll, then your attack cannot be evaded.
● Snake Bitten (Passive): When you roll a 1 for an attack roll, the attacked target cannot
roll a defense roll.

Showdown (Action): Make any number of attack checks against any number of targets within
sight up to your Tier Level. Inflict TL + 1d6 ballistic damage to each target hit. You must spend a
round of ammunition per attacked target.
● High Noon (Passive): You may spend a Discipline to gain +1d6 damage for
Showdown. (Limit once per use)

Make My Day (Passive): Gain +2 attack with handguns.

Mise (Action): You may spend 1 Discipline. Choose a number and then roll 1d6 for each TL
you are. If you roll the chosen number, then you find a random healing item.

Tier 3 (Level 10+)

A Twist of Fate (Boost): Spend 1 Discipline. No enemies can succeed Stealth checks against
you for the next hour. Friends gain edge when attacking any enemy whose failed a Stealth
check against you in the last hour.
Arc Bullet Style (Passive): You learn a technique that few have mastered. You’re able to whip
your guns and use astral to spiral them in the directions of your choosing, making sure they
land their mark. You may attack any enemy within range of guns regardless of whether or not
they are behind an obstacle. Ignore any cover and any cover bonuses to their Defense that they
would normally have. This skill consumes 1 AST per bullet fired this way.

Chance (Passive): Whenever you have a die explode, gain 1 Discipline.

Dispense Justice (Passive): Gain +1 Discipline. You may spend 1 Discipline to attack an
additional time (this can be stacked).

Fan The Hammer (Boost): Whenever you attack with a revolver, you may spend an additional
2 ammunition (a total of 3) to gain Edge attacking with it. You may spend all ammunition to
“bleed the hammer” to deal bleed damage (regardless of how much ammo it was).

I Shot First (Reaction): Upon being attacked by an target within range, you may use a point of
Discipline in order to counter attack that target. You do not get to make a defense roll until your
next turn. The target attacking you still goes through, if they survive getting shot first.

Tier 4 (Level 15+)

Bullet Rain (Action): Unleash a storm of bullets into the sky that are cast down in a deadly
array of bullets that rain from the sky onto your victims. Expend all ammunition from your
equipped gun(s) and consume an amount of AST equal to that amount. Bullet Rain deals 1d6 +
X ballistic damage up to 1d6 defending targets. X equals the amount of ammo expended for this
skill.

Dead Eye (Boost): With uncanny precision, your bullets always land true on their mark.
Handguns you attack with can’t be evaded this turn. Additionally dice you roll with this attack will
explode on the result of 5+.

Face Full of Bullets (Boost): You may spend 1 Discipline to double damage with your
handgun.

Vivacious: +25% Dexterity. This only counts your base stat.

Tier 5 (Level 20)

Relentless Chaos (Boost): Roll 1d6 and attack that many times. Limit once per day.

The Odds Are Always In My Favor (Boost): Fortunately for you, your enemies can’t seem to
get enough bad luck. For one round you roll an additional 1d6 and target enemy rolls one less
1d6. Limit once per day.
Hunter
Thrill Of The Hunt
Focused on trap-crafting, and stunning your foes for capture.
Role: Rogue (+1 Proficiency Point)

Tier 1 (Level 1+)

Level 1 Skill: Trap Craft (Passive): Enables you the ability to craft a number of complex and
deadly traps. At any point during the day, for the appropriate amount of time and gild required,
you’re able to make unique traps. Refer to the traps section on pg. ???

Specialized Hunter: While you hunt many types, you have significant experience hunting a
specific type of enemy. Select one enemy type. You gain the following benefits for the selected
enemy type. Gain a bonus equal to your TL when making Intelligence (Investigation),
Intelligence (Lore), Wisdom (Perception), Wisdom (Survival) checks on enemies of the chosen
type. Additionally, you can speak any language they know, if any at all. At every Tier Level you
unlock, you can select a new enemy type you specialize in.

Prime Target (Boost): You study your targets, you find your target’s weakness, and you
capture your targets. Gain +2 Attack when attacking a target of the chosen type. Limit once per
day.
● Specialized Defense: Gain +2 Defense when defending against a target of the chosen
type.

Path of the Bounty Hunter: Your tech and resources give you the advantage when tracking
bounties. You may use your Intelligence for Perception checks instead of Wisdom.

Capture (Action): Consume 3 AST to remove an adjacent non-epic target from battle. Capture
only works on stunned targets. For each captured target; gain 100 Gild.

Incapacitate (Action): Make a melee attack check, if successful stun the enemy equal to the
difference.

Path of the Ranger (Passive): You may use your Wisdom for Investigation checks instead of
Intelligence.

Salvage Trap (Action): Make an intelligence check [10]. If successful, you can salvage the trap
for your use.

Scout Traps: You gain a +Tier Level bonus when performing a scan to detect traps.
Weapon Mastery: Gain proficiency with any weapon subtype of your choice. Additionally, you
may choose an additional weapon time to gain proficiency for every Tier Level you unlock.
Tier 2 (Level 5+)

Bounty (Boost): Scan a target to see if there is a bounty on their head. If so, you gain gild
when the enemy is killed. In the result of 5+, there is a bounty on the target’s head. The money
you gain upon their capture is equal to 1d6 x 100GL.

Predetermined Plan (Passive): At the beginning of every encounter before initiative is rolled,
you may set up a trap within range.

Set to Stun (Action): Make an attack check with a ranged weapon. If successful, deal damage
as stun damage.

Trap Specialist (Passive): You gain the following:


● Ignore the penalty of traps on the roll of 5+/4+/3+/2+ (this skill levels up as you unlock
TL).
● Crafting traps takes 20 minutes less per Tier Level with a minimum of 5 minutes.
● Lower the difficulty of traps you go to deactivate by 6.

Trophy Hunter (Passive): You hunt for the trophies. The more monster heads you hang up on
your wall, the more revered as a master hunter you are. You can claim the heads and other
scavenged parts of dead enemies in half the time. Additionally, for each claimed monster head
you acquire, you get a discount when purchasing from other hunters. The discount is equal to
100 gild x Character Level.

Vengeance Hunter (Passive): You hunt for vengeance. The monster you hunt isn’t out of fun,
but to slay. The foes you hunt have done something terrible to you, or you just flat out hate
them. Whenever you kill an enemy unit of the chosen type, you may make an additional attack
as a free action at the cost of 1 Discipline.

Tier 3 (Level 10+)

Shellshock (Reaction): Whenever your guard is depleted deal stun damage to all adjacent
enemy units. The amount of stun damage dealt is equal to your level (they don’t roll for
Defense. Armor and other damage reduction still apply).

Shock n’ Load (Boost): Whenever you deplete an enemies guard, they receive 1 Stun damage
for every INT you have.

Stun Grenade (Action): Consume 2 AST to throw a stun grenade that deals explosive 3/4/5
damage. All damage is dealt as stun damage.

The Most Dangerous Game (Passive): Whenever your traps deal damage, they gain +1d6
damage.
Trapster (Action): Negate the effect of a trap.

Verdict (Stack): Whenever you deal damage to a target with a critical hit, gain a stack of
“Verdict.” For each stack of “Verdict,” you gain +1 ATK. Max : 5. Stacks empty at the end of day.

Tier 4 (Level 15+)

Guard Disabler (Action): Make an attack. If it deals any damage then reduce the defending
enemies Guard and Absorb to 0.

Turbo Stun (Boost): Your next attack deals all stun damage.

Vivacious: +25% Dexterity. This only counts your base stat.

Tier 5 (Level 20)

Amplify (Boost): Consume 10 AST. You deal double the amount of stun damage this turn.

Critical Thinking (Action): Make an Intelligence check. The difficulty is equal to the targeted
enemies Level. If successful, you’re able to highlight the enemies weak spots, allowing you and
friends to explode on die rolls of 5+ (instead of 6).

Tech
Let's Get Technical
A skill-set focused on mechanical and technology advances. Perfect for those that love getting
their hands dirty with machinery.
Role: Rogue (+1 Proficiency Point)

Tier 1 (Level 1+)

Level 1 Skill: Reverse Engineer (Passive): With a maximum of 1 day’s time, you are able to
figure out how anything works as long as it is not alien rarity. Additionally, you are able to create
anything you reverse engineer with the appropriate time and money.

Aerial Maneuvers (Passive): Gain Edge when defending while in flight. Additionally you gain
the following.
● Gain +1 Discipline.
● You may spend 1 Discipline to reroll any Defense roll you make while in flight.
● Gain +2 Speed when flying.

Cybernetic Augmenter: Your body has become attuned to cybernetics.


● Ignore any Health penalty of a single cybernetic augmentation you have.
● Gain shock resistance.
Maintenance (Reaction): If an enemy would cause an equipped item you control to become
broken or have its armor value lowered, they need to succeed an Attack Check vs your Wisdom
(Craft) or Intelligence (Technology), if they fail, the effect is negated.

Tier 2 (Level 5+)

Master’s Toolkit (Passive): As long as you have a Toolkit equipped you may do any of the
following:
● You may throw a container of oil, spreading it in a 3x3 area. All targets within the area of
effect lose resistance to fire and gain weakness to fire until they are able to wash it off.
● Any tool that is needed, you just happen to have it on your person. (You must have the
appropriate amount of gild to purchase the tool at the time of its use, priced determined
by WM).

Pedal to the Metal (Passive):


● Vehicles you operate gain +50% Speed and +25% Durability (rounded up).
● Gain edge when attacking with your vehicle.
● Roll an additional 1d6 when rolling for initiative while operating a vehicle.

Spark of Imagination (Passive): Your machines are an extension of who you are, and with
your head wrapped all up in them, it causes you to get the best ideas when you least expect
them. Gain Edge for any check you make (roll an additional 1d6 and choose the highest result).
Limit once per day.

Rummage (Passive): You’re always on the lookout for the next shiny thing to use for your shiny
things! Add +TL bonus when attempting to spot rare items, or looting. If the WM initiated the roll
and you found nothing, then instead you may choose to find anything worth 100 gild or less.

Tier 3 (Level 10+)

Death From Above (Boost): You're a master of the skies and can strike those beneath you
with great lethality. When attacking an enemy from at least 10 feet above them, gain 2 Edge
with your attack.

Deconstructing Blow (Action): Becoming accustomed to how several machines work, you’re
able to quickly analyze the enemy and figure out where it’s weakest, to deliver a hefty blow.
Make a melee attack against a construct. If successful, deal damage equal to your STR + 3d6.
Use this skill only if you have used the scan action against the target within the last day.

Quick Repairs (Action): When you’re in a pinch, you know how to get things operating, even if
it’s not the best habit to get into.
● Fix any broken structure or machinery. Any time that structure or machinery has to be
used, it loses 1d6 durability before its use activates.
● You can fix an object by making a Wisdom (Craft) or Intelligence (Technology) check in
half of the required time. If you do so, the repair will break down within 1 Hour of use.

Tier 4 (Level 15+)

Fragmentize (Action): Consume 4 AST. Make a melee attack, destroying target equipment
and all positive status effects on them.

Overload (Boost): A new technique devised by tech specialists in the advent of Guard
technology. Whenever you perform an action, you may deplete your guard to add that amount
to your next roll.

Tier 5 (Level 20+)

Built To Last (Passive): You may spend 24 hours of a day to reinforce any construct, weapons
and armor. Constructs receive +25% durability and +5 Armor. Weapons and Armor become
+Indestructible (Unable to be destroyed). This costs 1,000 gild worth of supplies per
reinforcement.

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