Skills & Abilities
Costs:
Rank I Skills - 5 XP
Rank II Skills - 10 XP
Rank III Skills - 15 XP
Rank I Abilities - 5 XP
Rank II Abilities - 5 XP
Rank III Abilities - 5 XP
Order of Ability Purchases:
Already Owned
Purchase First
Purchase Second
Purchase Third
R3 R3 R3
R2 R2 R2 R2 R2 R2
R1 → R1 R1 → R1 R1 R1 → R1 R1 R1 R1
Costs:
Rank I Skills - 5 XP
Rank II Skills - 10 XP
Rank III Skills - 15 XP
Rank I Abilities - 5 XP
Rank II Abilities - 5 XP
Rank III Abilities - 5 XP
Order of Ability Purchases:
Already Owned
Purchase First
Purchase Second
Purchase Third
R3 R3 R3
R2 R2 R2 R2 R2 R2
R1 → R1 R1 → R1 R1 R1 → R1 R1 R1 R1
Abbreviations:
HP - Health Points
DR - Damage reduction
DC - Damage cap
XP - Experience points
New characters begin with 15 XP, and most start with three of the skills/abilities in their base class. See the Classes page for descriptions of the base classes. A character’s first Weapon Dexterity is free.
Classless
Organic Crafting
The player can only craft in a town but can repair items on the road during rest. The player must experiment with all non-base materials prior to using them. Here you can find a list of obtainable modifications.
(Rank I) The player can extract 3 basic materials from a creature and can make and repair basic organic weapons and armor. The player may learn to craft 2 one-slot modifications and 1 two-slot modification.
(Rank II) The player can extract up to 5 items from a creature and can make and repair non-mythic organic weapons and armor. The player may learn to craft 2 additional one-slot modifications and 1 two-slot modification.
(Rank III) The player can extract all materials from any creature and can make and repair all organic weapons and armor if they have the materials. The player may learn to craft 4 additional one-slot modifications and 2 two-slot modifications. The player can create their own modification, subject to GM approval.
Constitution
Adds to a player’s max carrying capacity.
Sense
When purchased the player selects 1 of 5 senses to be particularly good with. The player may focus for 10 seconds to use this skill.
Smithing
Can only smith in a town. The player can repair items on the road during their rest action. The player must experiment with all non-base materials to learn how to use them. A list of Modifications is available.
Weapon Dexterity
Every class of weapon requires its own dexterity to use to its fullest extent.
Magical Crafting
The player can produce magical scrolls or enchant magical gems that can be used to produce a variety of magical effects. This talent provides a number of magical points for each purchase per OOGD. These magical crafting points can be spent to recreate the effect of a spell using the costs shown below. Scrolls can only reproduce the effects of spells (or abilities for clerics and spellbinders) the player can access. Gemstones can be used to reproduce the effect of a spell for a reduced cost, or to produce the effect of a magical crafting recipe. Gemstones have a maximum number of magical crafting points that can be used on them. Magically crafted items disappear when used. To make a new recipe, players can create their own recipe once per event by including their intended creation during downtime. The GM will give the player an item card with the recipe at the next event.
You get a certain number of crafting points per out-of-game day per purchase.
(Rank I) +2
(Rank II) +3
(Rank III) +6
Cleric
Elixirs
Take a roleplay action to use. Elixirs can only be made in town.
(Rank I) The player can make Rank I elixirs if they have the materials. The player receives 2 random herbs or flowers OPOOGD.
Heal
Each purchase adds points to a pool of Healing points. Self-targeted uses of Healing are half as effective, rounding down to a minimum of 1. Healing cannot be used on a target with 0 HP. (If healing self during the same encounter, cannot heal for 1 repeatedly)
Mend
Each purchase adds points to a pool of Mending points. The player can mend any basic armor and can fix a basic weapon with 10 mending points. Self-targeted uses of Mending are half as effective, rounding down to a minimum of 1. (If mending self during the same encounter, cannot mend for 1 repeatedly)
Renewing Ground
The player calls Renewing Ground and focuses for 5 seconds, during which they are shielded from any non-talent attacks. At the end of the focus, the player calls either “heal x” or “mend x” to heal or mend every ally in a 5’ radius. If the focus is interrupted, the talent is lost.
Shell
Gives a target a full-body non-regional shield over their armor.
Soothsayer
*The player cannot target themselves with Soothsayer targeted talents
Born Anew
Revives an unconscious target.
Invulnerability
The player calls invulnerability to a target within touch cast range and must focus while counting down for a duration. The target cannot receive damage during the duration of the player's countdown. If the target cannot hear the counting or the counting stops the effect ends and the talent is used.
Metamorph
The player is stuck in place/in an object and cannot move, attack, or use talents (except during rank III) While metamorphed the object the caster inhabits slightly glows, and can still be heard.
Restore
The player focuses for 5 seconds on a target within touch cast range. At the end of the focus, the player will restore the target’s talents. If they restore multiple of a talent, it must restore all of the same talent (i.e. you cannot split the restore between a rogue’s vanish and blind, they must select either of the two to restore 2 rank 1s of)
(Rank III) The player can restore 1 Rank 3, 2 Rank 2s, 3 Rank 1s, or 3 rankless talents of the target.
Safeguard
(Rankless) The player calls “safeguard” on a target. The target can then activate safeguard to return to the player by walking while invulnerable. If the target drops to 0HP and doesn't use Adrenaline, the talent activates automatically, sending the body to the Soothsayer unless movement is fully blocked.
Paladin
Protective Ward
The player may hand out wards to allies that are on the quest with them. The player cannot wear their own wards.
List of potential ward effects:
(Rank III) Allows the player to make a total of 4 wards. All wards gain a masterwork effect made by the player.
Unbreakable
Can spend 5 uninterrupted seconds enabling or disabling it.
Challenge
Divert
Can redirect any talent used by an enemy on an ally to the player
(Rank III) The target may be anywhere. The enemy talent effect becomes 5 damage.
Protection
(Rank III) The player shields a target from any non-talent attack for 20 seconds.
Noble
Charisma
Can be used with spoken words, to imply intent through a look, physical actions (i.e. a bow or while giving a target a flower.), or to give credibility to their party.
Decorum
Income
Tactician
Must call out the name of a talent that the target has. The called ability must be the next talent used, or the use is lost. Cannot self-target.
Training
Knight
Advanced Training
Squire
Hardened
This ability cannot stack with itself. Cannot stack with any other source of DR. It lasts until the end of the encounter.
Morale
This ability cannot stack. Lasts until the end of the encounter.
War Cry
Lord
*The player cannot target themselves with Lord targeted talents
Erudite
Languages
Guidance
Takes 5 uninterrupted seconds of explanation. The ability cannot be void-based, interplanar, or magical. The source of this ability cannot be from the player using Guidance. Any talent that has restrictions, the restrictions still apply to the target. A target can only have one unused ability from Guidance at a time. (You cannot stack uses of Guidance on a target)
Rally
A target cannot have more than one Rally applied to them at a time.
Steward
Ranger
*All throwing weapons deal 1 less damage if used with a talent. Unless otherwise clarified, Ranger, Marksmen, and Stalker skills and abilities must be used with ranged weapons.*
Fletching
The player can craft additional specialty ammunition. The amount of specialty ammunition they can bring on a quest depends on rank. They can also modify ranged weapons.
Point Blank
The player must be holding a ranged weapon, but does not use a physrep. The player point casts to a target within 7’.
(Rank I) The target stumbles and is shaken for 5 seconds.
(Rank II) The target stumbles and is shaken for 10 seconds.
(Rank III) The target stumbles and is shaken for 20 seconds.
Reveal
Affects all targets within a 10’ radius.
Stagger
The player must hit their target with a projectile
Iaijutsu
Allows the player to halt combat with all targets within 5' and any vanishing targets in the encounter. Any targets outside of the talent’s range can’t attack targets within the talent’s range. The player may switch to or draw a weapon during an Iaijutsu. The ability ends after attacking.
(Rank I) The player can make one melee attack with planted feet.
(Rank II) The player may take two steps and attack once.
(Rank III) The player can either attack once for their damage and Knockdown, or may use any non-focused ability. The player may move anywhere within 5' of where they started the ability.
Marksman
Artillerist
The player gains bonus damage as long as they remain within a 5’ radius of the spot they fired from previously. The first attack in an encounter gains the bonus damage. The player must focus for 10 seconds if they want to change the location of the spot to a location further than 5’ from their current spot
(Rank I) Adds 1 base damage to the player’s ranged attacks.
(Rank II) Adds 2 base damage to the player’s ranged attacks.
(Rank III) Adds 4 base damage to the player’s ranged attacks.
Sniper
(Rank I) After focusing for 15 uninterrupted seconds, the player can point cast an attack and cannot miss their target. Cannot be stacked with other talents.
(Rank II) After focusing for 10 uninterrupted seconds, the player can point cast an attack and cannot miss their target. Cannot be stacked with other talents.
(Rank III) After focusing for 5 uninterrupted seconds, the player can point cast an attack or ability and cannot miss as long as they are aware of the target.
Deadeye
Can only be used with ranged weapons. Must be called before the first arrow is loosed. If blocked with a weapon or shield, damage is done to the arm.
(Rank I) The player's next attack is piercing.
(Rank II) The player's next two attacks are piercing.
(Rank III) The player's next three attacks, or all attacks until the player moves, are piercing.
Heavy Draw
(Rank I) The player makes a ranged attack for 4 additional damage.
(Rank II) The player makes a ranged attack for 8 additional damage.
(Rank III) The player makes a ranged attack for 12 additional damage.
Volley
Deals damage to all enemies in a 5' radius of the attack. Cannot be stacked with other talents.
Stalker
Adaptable
The player can set up traps out of combat preemptively on the ground, objects, or people. Traps cause additional effects or do additional damage depending on the setting. The player gets 2 additional damage on their first attack against a target caught in a trap.
The player gains an advantage depending on the type of environment. (Every encounter will fall under one of these environments.)
Agile
The player must be at least 5’ away from their last shot to gain the bonus.
Vigilant
Hide
Offensive actions, being seen while moving, or being run into breaks the Hide. Cannot be seen while holding still.
Multi-Shot
Can only be used with ranged weapons. Can be used during a Vanish.
Rogue
Poison
Takes a roleplay action to apply. Cannot stack multiple. Any rank of poison can be applied with rank I poison. A player with Poison may choose when to use an applied poison. A player without this talent must use it on their next attack with the poisoned weapon. Poisons can only be made in town.
Bag of Tricks
(Rankless) When used, the player may choose one of the following effects:
Blind
Must hit with a weapon or a spell packet.
Disguise
Disguise lasts indefinitely, so long as a player does not take any offensive action, sleep, or choose to remove it.
Vanish
Takes effect instantaneously in-game, halting the movement of all other characters. The player cannot move through people or objects, or use any talents or items during the vanish. Taking or giving any offensive action breaks the vanish.
(Rank III) The player has full range of motion and can take another willing target. They have 15 seconds to go as far as they want.
Assassin
Assassinate
Precision
Must use a one-handed weapon. The player can focus for 10 seconds to regain the effect.
Expose
Ghost Blade
The player may mark a target by calling “Ghost Blade.” The mark is equal to the base damage of the melee or thrown attack. When the marked target attacks, blocks, uses or is affected by a talent, the player may call “Ghost Blade” to deal damage based on the mark. The target hit with the initial talent call takes damage to the last location hit when the ability was called on recast.
(Rank III) Triples the marks damage plus 10 or quadruple the marks damage and automatically redirects hits to the torso, excluding weapons and shields.
Invisibility
Taking any offensive action breaks the ability. Can instantly use another cast to maintain the invisibility. Can use “Shadow” during an invisibility on a target, following behind them, pausing the current invisibility countdown. While shadowing a target, if the target is in or enters combat, or is searched, the Shadow will break and the invisibility countdown will resume. You cannot Shadow a target that already has a Shadow.
(Rank III) Allows the player to be invisible and completely silent for an encounter. Can use previous ranks of invisibility on ally targets. Ally targets cannot use Shadow.
Thief
Skirmisher
Sleight of Hand
Usable once per target.
(Rank I) Can pick 3 objects to pickpocket. Must guess all 3 objects correctly to succeed. Can only pickpocket coins. Allows the player to conceal up to 1 weight or up to 100 copper. Can pick locks in 30 seconds.
(Rank II) Can pick 3 objects to pickpocket. Must guess at least 2 correctly to succeed. Can pickpocket coins and any item that would fit in a purse or bag. Allows the player to conceal up to 2 weight, or up to 500 copper. Can pick locks in 15 seconds.
(Rank III) Can pick 3 objects to pickpocket. Must guess at least 1 correctly to succeed. Can pickpocket any item that is not equipped. Allows the player to conceal 3 weight, as well as any amount of copper. They can also conceal any parietal weight item on another target. Can pick locks in 5 seconds.
Acrobatics
The player can jump and flip making them immune to damage and effects. Acrobatics can be used to jump over obstacles and remove collision damage. Can ignore traps and can attack or use an ability during each move
(Rank I) The player can move for 5 seconds.
(Rank II) The player can move 2 times in a row, 5 seconds each time.
(Rank III) The player can move 3 times in a row, 5 seconds each time.
Daze
Can be cast through a packet or weapon attack
Facade
Negates potentially combative encounters due to a failed action (sleight of hand or otherwise).
(Rank I) Allows the player to remove suspicion from themselves or to throw their voice to distract a target for 30 seconds.
(Rank II) Allows the player to completely remove suspicion from themselves, allowing them to re-attempt the failed action, or to throw their voice to distract two targets for 30 seconds.
Spellbinder
Unless clarified otherwise, talents can be cast with a weapon hit or spell packet.
Void (Innate)
Void is a reactionary ability that negates a magic spell that hits the Spellbinder. For an AOE spell, if the Spellbinder is the primary target or hit by the magic's thrown spell packet, they may void the entire spell. Otherwise they may void only the effect they themselves would have taken.
For every 10xp worth of Spellbinder/Harbinger/Sentinel talents purchased the Spellbinder gains 1 use of void, up to a maximum of 12 (upon 120 spent xp).
The player cannot use void on an ongoing spell that is effecting someone else.
Void refreshes like an ability.
Absorb
Arcane Mark
Jump
Phase
(Rank I) Damage from the player’s next 2 non-talent attacks go to the target's torso even if the player’s attacks make contact with a limb, weapon, or shield.
(Rank II) The player adds 1 damage to their next 2 non-talent attacks. Damage from the player’s next 2 non-talent attacks go to the target's torso even if the player’s attacks make contact with a limb, weapon, or shield.
(Rank III) The player adds 2 damage to their next 2 non-talent attacks. Damage from the player’s next 2 non-talent attacks go to the target's torso even if the player’s attacks make contact with a limb, weapon, or shield.
Vortex
The player must throw a packet to use Vortex. Physical obstructions (tree, wall, etc.) can stop a target from traveling to the location of the packet. If the target is hindered from reaching the packet location, they must remain against the obstruction for the amount of time normally required at the packet location.
Sentinel
Fortify
Can be cast through a spell packet.
Void Casing
The player can choose to switch any number of their Void Casings between their AP and DR forms with a 5 second focus.
Delirium
Delirium can be cast alone or in combination with other frenzies: If a frenzied target hits the player during a Fortify, the player gets a free use of Delirium toward that target (of the same rank of frenzy that is already on a target) after the Fortify focus time.
Rend
The player can cast Rend through a packet or weapon attack. This will be indicated by just pointing so the person hit knows where to go so the target doesn’t have to keep track of how many feet there are per rank
Void Rift
Targets in a Void Rift are untargetable, cannot move, cannot attack, cannot use talents, and cannot take damage.
Harbinger
Implode
Implode requires 4 stacks to activate. The player can only have stacks on 1 target at a time; if they choose to switch targets the stacks are reset to 0. Stacks can be added by basic attacking, throwing a spell packet, or successfully using a talent against the target. The player calls “implode” or “collapse” to point-cast the total damage.
Void Gate
The player creates and opens a Void Gate by placing a spell packet (the player does not need to focus for the initial creation and opening of a Gate). The player calls “Void Gate” to return to a Gate location and is untargetable while returning. Once the player returns to a Void Gate, the Gate closes.
Distort
The player adds base damage to an ally target’s next 4 weapon attacks. Each successful weapon attack counts as a stack for implode.
(Rank I) +1
(Rank II) +2
(Rank III) +3
Lockdown
The player forces a target to walk (the target cannot run). The target cannot use or be affected by any talents that would make them move or become untargetable. The player may use the effect on themselves to prevent any forced movement effects for the duration without the walking restriction.
Void Walk
The player can blink through a target they hit with a spell packet, pausing battle for the player and target. The player ends up 5’ away, directly opposite of the target.
Warrior
Block
Crushing Blow
Disarm
Gimp
Knockdown
Berserker
Adrenaline
Usable once per quest. The Player can activate whenever they want while above 0 HP or as soon as they hit 0 HP. If the player isn't in combat with an enemy for more than 5 seconds, they will either drop to 1 HP if activated when they have HP remaining or to 0 HP if activated when they hit 0 HP. The player sheds any remaining armor when going into this state. All Stun effects can be ignored for 3 HP. Can’t have more than 24 HP. Can’t receive any positive or restorative effect from allies or use items other than weapons. Can’t receive any bonuses from anything other than warrior talents.
Berserk
Whenever a target drops to 0 HP within 5 seconds of the player dealing damage to them. The player’s base damage increases by 1.
Brace
Brutal Swing
Rage
The target stops if they hit something, taking standard collision damage.
(Rank III) Can slam a target 20' in a direction. The target knocks down any living being in their path.
Champion
Armor Piercer
Duelist
Whenever the player is hit by or blocks a talent from a target, or uses an ability against a target. The player can only have increased damage to 1 target at a time; if they choose to switch targets the increased damage is reset to 0. This damage increase goes away at the end of the encounter.
Parry-Riposte
If the player blocks a talent with their weapon/buckler from an enemy target they must call Parry, the player gets +2 bonus damage on their next attack.
(Rank I) +2 damage on next attack.
(Rank II) If the player blocks a non magic talent with their weapon/buckler, they may call parry to delay the effect. The player negates the effect as long as the riposte connects, if not they receive the original effect.
(Rank III) If the player blocks a non magic talent with their weapon/buckler, when they call parry they may riposte either the talent or extra damage to a target. If the attack would normally break the Champion's weapon, their weapon will not break if the riposte is successful.
Counter
If the player has any stacks of duelist on a target that hits an ally, as long as the player has a counter available, they may use Counter for free on that target.
Dodge
The player may use abilities during the Dodge, but cannot use regular weapon attacks. The player may choose to end the effect early.