Simple10 v3.1 Multiclasses
For the core rules, check out the Full Version here: S10 v3.1 FULL
Multiclasses are a mix of two classes. Selecting a Multiclass costs 2 SP, but grants one of the two available Multiclass Skills to the character. The other one can be purchased for a further 2 SP if the player so desires. A Multiclass character can pick skills from both classes it is a mix of.
List of Multiclasses
Table of contents is a work in progress, currently sorted alphabetically by class.
In the original sense, ‘poetry’ was synonymous with ‘ironic punishment’.
Love Poison Spell Recharge 1 after effect ends Infatuates the target, making it more willing to help you if out of combat, or forcing it to deal any counterattack damage to other party members (unless no valid alternatives remain) in combat. Lasts three turns. | Canned Laughter Spell The target becomes prone to comical pratfalls, amusing voice cracks, poorly timed flatulence, Freudian slips and other authority-undermining silliness that severely hinders its credibility and the concentration of those around the target. |
Among fanatical alchemists, obsession with flame evolved into a faith all its own, often blending with other existing belief systems into something far more dangerous.
Phoenix extract Men Recharge 3 after triggering Target needs 2 rolls to stand up, but in doing so regains 2 wounds Wears off after one helplessness + recovery | Vigil Passive In the presence of fires larger than a torch (e.g.: a campfire, forest fire, fireplace), your spells have -1 Recharge to a minimum of 0. |
The mind is mostly just a complex chemical reaction. And complex chemical reactions are fun to experiment with.
Posthumous Potion Men Brew a potion from a dead enemy, gaining one of their skills until you successfully use it. You can only have one of these in effect at a time. Works even on enemies that displayed no active skills in combat, in which case the skill gained is decided by the GM. | Fatal Fear Men Recharge 1 Fear is the mind killer. Heart attacks are the body killer. Reduces the target’s Skill Tier by 1. If it falls below Trivial (0) the target dies instantly. |
Guardians are highly sought after masters of manipulating their own bodies to protect allies.
Reflex Brew Passive When you critically succeed with any roll in combat, one ally does not take counter damage this turn. If no allies were hurt this turn, nothing special happens. | Liquid Link Automatic You and a nearby friendly creature imbibe a potion. As an Instant action, you may switch places. If you switch places in combat, reverse the counterattack damage you would’ve taken for this turn (you take theirs, they take yours). You may have only one Link partner at a time. Lasts one day or until dismissed. |
A common misconception is that there are only female witches. Not that many stumble upon their secret covens and live to communicate this fact.
Spell Spill Men Spell, Recharge 2 Afflict all enemies with all of your Elementalist effects. | Arcane Amplifier Men Spell, Recharge 3 after effect ends Drinks a potion that amplifies all Spells, increasing your Skill Tier and crit limit by 1 when using Spells. The effect lasts until you perform an action that isn’t a spell. |
Peace Walkers travel the world using their knowledge to calm the raging storms inside hearts.
Unstable shake Agi Spell, Recharge 3 Deals standard damage. Crits on 1 less for each time you have been helpless this fight. | Sleeping Brewer Passive You’re so experienced, you could mix in your sleep! You can cast Alchemist skills, or drink a health potion while helpless. |
The Embalmer has found better uses for formaldehyde and cinnabar than simple toxins.
Preservation Passive Your Minions have an additional 5 Hits if they have no Wounds, or 1 extra Wound if they have Wounds. | Soul Jar Men Spell, Recharge 2 once potion is used Kills one of your permanent minions to make a potion that heals the user to double max hits. Does not affect actual max hits, when the overheal is lost it can't be regained. Max one potion at a time. |
Not all Brewmasters are master brewers. They are however masterful combatants with a love of brews.
Mirror Elixir Spell, Recharge 2 after effect ends Coats you in a shiny mirror sheen, reflecting light and magic. The next spell that would hit you is instead reflected upon a target of your choice. | Sturdy Stout Passive When you crit, you cannot go Helpless next turn, instead lingering at 1 Hit. |
Every Toxicologist believes the only good fight is a short fight.
Sudden Death Poison Passive Your basic attacks apply a dose of Sudden Death Poison. When the amount of doses equals the target’s Skill Tier, it instantly dies unless it has resistance to such poisons. | Necrotic Poison Men Affected enemies lose 1 max Hit each time they stand up from Helplessness, to a minimum of 1 |
The most successful farmers bring in the largest sows and apples. Their rituals and fertilizer recipes have been passed down for generations and are closely-guarded secrets.
Controlled Evolution Passive All your minions gain two racials of your choice. | Wax/Wane Men You know the secrets of growing the biggest vegetables in town. Grow or shrink an incapacitated, willing, or inanimate organic target with a potion with effectiveness based on roll. Feed a town with a pocket potato or slip through the bars of a prison. Hits and wounds are not changed by this effect. |
Those who knew their way around chemicals as well as metals were in short supply, but always at the forefront of breakthroughs.
Flux Accelerator Passive You may use skills that are on recharge. If you do so, you lose Wounds equal to the remaining recharge, and then the recharge resets. | Potion Injector Instant Automatic, Recharge 4 If you know Distill Life, Hop Scotch, Dream Wine or Can of Whoopass, you can use any of them as the effect of this skill. Otherwise, you restore 1 Hit and gain +1 Skill Tier for 1 turn. |
Tribals revere medicine men and great hunters equally. It takes a Visionary to master both.
Future Draught Passive When you make a basic attack, you may declare the target after seeing the roll result. | Lure Agi Creates an irresistible lure for whatever type of creature or person you desire. Once placed, a creature of that kind / that person will turn up sooner or later if they are nearby and able to reach the lure. They will then eat the lure. Lures can be poisoned to cause Helplessness in the target for 1 turn. |
Some combatants consider loss of precision an acceptable price for dulled pain and removed inhibition. Others just like to get wasted and beat people up.
Combat Cocktail Recharge 2 after effect ends Gain any number of the following benefits
Your crit fail range increases by 1 per benefit chosen. Effects last until you go Helpless. | Falling Fight Agi Instant, Weapon Can only be used while going Helpless Deal standard damage when going Helpless. Failure deals no extra damage. |
In the original sense, ‘poetry’ was synonymous with ‘ironic punishment’.
Love Poison Spell Recharge 1 after effect ends Infatuates the target, making it more willing to help you if out of combat, or forcing it to deal any counterattack damage to other party members (unless no valid alternatives remain) in combat. Lasts three turns. | Canned Laughter Spell The target becomes prone to comical pratfalls, amusing voice cracks, poorly timed flatulence, Freudian slips and other authority-undermining silliness that severely hinders its credibility and the concentration of those around the target. |
For those who may not listen to the good word, there is always a good song.
Glorify Soc Instant, Recharge 4 With an impromptu sermon or inspiring phrase, you boost a single ally’s next action to autocrit | Virtue Men Recharge 2 Increase the SOC, PHY, AGI or MEN of a target by 2 for 1 turn |
What you can hear from a Frightener isn’t your average fireside spook story. Those are not meant to be factual tales of otherworldly experiences.
Dread prophecy Passive If you crit (success or fail) twice in a row, the fabric of reality is torn and the world around gets you ravaged by forces from beyond time and space. All enemies and the user are rendered helpless or lose 5 hits. | Delusion of Supremacy Soc Recharge 4 after effect ends When an ally falls helpless, the affected target becomes Trivial Tier for 1 turn as it gloats, oblivious to things around it. |
Bold fighters who sing their own heroic tales as they live them.
Overconfidence Phy Instant, recharge 3 Your next roll is a critical, success or fail. | Encore Passive You may continue to take normal actions for the first turn of your helplessness. Failures incur wound damage. |
Spectacular performers, channeling magic through song, dance, and pyrotechnics.
World Warp Men Spell, Recharge 6 after effect ends Give the target delusions: distracts the target while they interact with the fake world. The higher the roll, the more believable the illusion is, and the longer it lasts. Illusion is broken when attacking. | Doppelganger Soc Spell, Recharge 3 Summons a duplicate minion of yourself or the target that can hold physical objects and deal damage if they pick up weapons, has one hit and no wounds |
Freeform in both their thinking and fighting styles, they can produce excellent results by surprising their opponents.
Dance My Minions Passive Every enemy you send helpless becomes a temporary minion. These minions count as 2 skill tiers below yours and break free of your control on the first failure, but also suffer counterattack damage for them. | Stance Dance Passive When you switch stances, you may also roll for an extra attack. |
Famous lamenters and mourners, repaid by the fallen in times of dire need.
Despair Soc Spell, Recharge 1 Reduces the target's Skill Tier by 1. Stacks with itself, but resets to nothing the moment you go Helpless. Nobody is particularly scared of someone helpless. | Echo of Death Passive +1 to to either SOC, PHY, AGI or MEN if there is a fresh corpse nearby. If there are more corpses, up to four, you may choose multiple bonuses but only +1 to each at most. Raised minions do not count as corpses for this purpose. |
Leaders by example and inspiring words, rousing allies and shouting down foes.
Command Soc On success, takes sentient creature as a pet | Inspiring Leadership Passive When you roll a crit, all of your allies (but not you) gain +1 to all rolls next turn. Autocrits apply. |
Con artists who combine charm and sleight of hand before vanishing from sight.
Ruse Agi Once per combat Use this skill when you roll a critical failure, on success it is instead treated as a critical success | Underworld Connection Passive You have knowledge of the local underworld and can call in some old favors like conveniently unlocked doors or missing guards with a bit of prep time |
These mystics are in tune with the land and able to speak with the earth itself.
Earthsong Soc Ask plants and earth for info, suffers penalties in urban environs | Treant Whisperer Men Allows you to bring a plant to life as your minion, plant becomes mobile. Said plant can’t talk or communicate in any way. |
Great stories are written of the greatest hits of heroes, brought to them by the greatest of arms
Glory Days Passive When you naturally crit, your next success autocrits. | Lucky Number Seven Passive Rolling a 7, disregarding any and all modifiers, counts as a natural crit. |
Dance and martial prowess make these adventurers exceptionally agile.
Wardance Passive Deals 1 hit of damage to your target enemy when taking counterattack hits. This damage increases by 1 per Social Mastery you have. | Whirlwind Agi Weapon, Recharge 4 Keep rolling until you fail. Every success hits all nearby foes |
Some of the greatest feats of warriors are preserved in songs of war, shouted at blood red skies with lungs of iron and hearts of fire.
Power Metal Soc Recharge 3 On success, deals standard damage to all enemies and increases the skill tier of all allies by 1 for 1 turn. On a crit, also lowers crit limit for all allies by 1. | Bronus Phy Instant, Recharge 2 Share your roll bonuses with an ally for one turn. Both parties gain all bonuses. |
Among fanatical alchemists, obsession with flame evolved into a faith all its own, often blending with other existing belief systems into something far more dangerous.
Phoenix extract Men Recharge 3 after triggering Target needs 2 rolls to stand up, but in doing so regains 2 wounds Wears off after one helplessness + recovery | Vigil Passive In the presence of fires larger than a torch (e.g.: a campfire, forest fire, fireplace), your spells have -1 Recharge to a minimum of 0. |
For those who may not listen to the good word, there is always a good song.
Glorify Soc Instant, Recharge 4 With an impromptu sermon or inspiring phrase, you boost a single ally’s next action to autocrit | Virtue Men Recharge 2 Increase the SOC, PHY, AGI or MEN of a target by 2 for 1 turn |
For the minds that are too disturbed to find solace in anything but the occult.
Brothers in Madness Soc Once per place You may roll to find some like-minded allies wherever you go, and if you succeed, gain their aid. Sometimes that means shelter from angry guards, at others a surprise assault of angry cultists when you most direly need it, or even just a special room in the basement of an otherwise stacked inn. | Healing Cancer Men Spell, Recharge 2 once the healing ends Heals Hits every turn, healing 1 more each subsequent turn (+1 hit when cast, +2 next turn, +3 after that and so on). This healing can go beyond max hits. If it reaches double the target’s max hits, the target instead falls Helpless. Lasts until the target falls helpless either way. |
Frontline soldiers with powers of healing and protection.
Flagellate Automatic Instant, Recharge 3 after effect triggers The next time you roll a non-critical failure you heal that many hits instead of losing them | Martyr Soc Recharge 4 Lift all helpless allies, you become helpless |
Scholars without peer, ever thirsty for knowledge of the metaphysical.
Magic Boon Automatic Instant, Spell, Recharge 4 Your next successful Spell also restores a single Wound or 3 Hits on yourself. | Master Caster Passive +1 to all Spell rolls in combat. Outside combat, Spells become Automatic. |
It is easy to feel no pain, once you understand that pain is but the passing of weakness. If only your patients would share your view too…
Healing Pain Passive Whenever you suffer counterattack damage, one non-helpless ally recovers a hit. | Koan Soc Instant, Recharge 3 You know a variety of ancient sayings that provoke thought and inspire success. You may roll to turn an ally's noncritical failure into a noncritical success. May be used while helpless. |
Masters of life and death, rumored to hold the key to immortality. This can lead to a lessened sense of self preservation.
Reincarnation Automatic, Once per gameplay session Returns to life in a safe place close to where you died. Cannot be used in combat. | Patchwreck Men Spell, Recharge 2. Pull off a limb and turn it into a minion. This Minion has as many max Wounds as you sacrifice from your own, 5 hits and knows all your Skills. If you give it one of your eyes you can also see what it sees. You can make as many of these as you have Wounds to spare. You can also stitch them back onto you but only outside combat. Aesthetic damage inevitable. |
The pinnacle of devotion, drawing limitless power from their unbreakable faith.
Empower Weapon Automatic Instant, Spell, Recharge 4 after it ends Caster or single ally gains +3 bonus to normal attacks. Each successful hit reduces the bonus by 1 until it reaches 0, ending the effect. | Healing Hammer Phy Instant Spell Can direct your other action at an ally, healing them for as much as it would have damaged a foe, or damaging them on a failure |
Assassins and clergy alike, these devout servants are without inhibition.
A Word In Your Ear Soc Recharge 3 On success, control a single target for one turn. Cannot be used to force target to hurt or kill itself. Unless aware of your abilities, the target will not realize what has happened once the duration ceases. Player characters can choose to roll a perception check to realize they have been mind controlled. | Snake Oil Agi Your inoffensive skills can be used as offensive ones when targeted at enemies (Heal deals hits, Mend re-opens old wounds, Inure weakens against elements, etc). Doing so adds +2 to their recharge. |
Invokers of nature's power, driven by mysticism and mystery.
Animal Totem Automatic Instant, Recharge 5 after effect ends You shapeshift into a Mystic or War animal for 3 turns (chosen when you learn this skill), gaining a bonus: Mystic +1 to both Social and Mental skills, can cast a shaman or cleric spell up to two points, that you do not know, chosen upon gaining this skill; War +1 bonus to both Physical and Agility skills, can use Cleave. May be combined with Nature Elemental. | Calm Until Provoked Passive You may never take an offensive action until hit in combat. After that, you gain +2 and Autocrit to all rolls for one turn, and may act normally afterwards. Outside combat, you may apply this to anyone who is outright hostile to you |
To those with the right technology, few things are impossible to put back together no matter how mangled they are.
Mechanical Limb Men Instant, Recharge 2 You may attempt to perform any relatively simple task even if your hands are occupied with fighting. Rolling a failure on this extra task, so long as it’s not an attack or skill, does not incur counterattacks. The rig is not designed for combat, but can still be used for that in an emergency. Rolling an offensive action using the Mechanical Limb has a crit fail range of 3-. | Triage Soc Instant, Recharge 2 Restores one wound. On crit, restores all wounds. |
Travelers of the world, spreading their doctrine to distant places.
Don’t Die On Me Soc Spell, Recharge 1 Target recovers from helplessness or is healed for one wound, with +1 bonus for each wound of damage on the target and the caster | Lifelink Agi Weapon, Recharge 3 after effect ends Shoot a special ammo life-linked to you or someone in your party. For every wound of damage inflicted on the affected target, restore one wound or hit on the linked ally. The link lasts 3 turns. |
Bringer of death and well-being in equal measure, warrior priests have earned enough respect to not have the lack of originality in their name called out any more.
Healing Blood Phy Weapon, Recharge 2 Deals standard damage. Heals one ally for as much damage as you deal with this attack. | Healing Before Hurting Passive Whenever you successfully perform an action that helps allies (heals, buffs, assisting helpless allies to stand up, etc) your next offensive action gains +1 to its roll. |
The mind is mostly a complex chemical reaction. And complex chemical reactions are fun to experiment with.
Posthumous Potion Men It's not vegetarian, it's humanitarian Brew a potion from a dead enemy, gaining one of their skills until you successfully use it. You can only have one of these in effect at a time. Works even on enemies that displayed no active skills in combat, in which case the skill gained is decided by the GM. | Fatal Fear Men Recharge 1 Fear is the mind killer. Heart attacks are the body killer. Reduces the target’s Skill Tier by 1. If it falls below Trivial (0) the target dies instantly. |
What you can hear from a Frightener isn’t your average fireside spook story. Those are not meant to be factual tales of otherworldly experiences.
Dread prophecy Passive If you crit (success or fail) twice in a row, the fabric of reality is torn and the world around gets you ravaged by forces from beyond time and space. All enemies and the user are rendered helpless or lose 5 hits. | Delusion of Supremacy Soc Recharge 4 after effect ends When an ally falls helpless, the affected target becomes Trivial Tier for 1 turn as it gloats, oblivious to things around it. |
For the minds that are too disturbed to find solace in anything but the occult.
Brothers in Madness Soc Once per place You may roll to find some like-minded allies wherever you go, and if you succeed, gain their aid. Sometimes that means shelter from angry guards, at others a surprise assault of angry cultists when you most direly need it, or even just a special room in the basement of an otherwise stacked inn. | Healing Cancer Men Spell, Recharge 2 once the healing ends Places a pulsating tumor on the target, healing it until the tumor inevitably bursts. Heals Hits every turn, healing 1 more each subsequent turn (+1 hit when cast, +2 next turn, +3 after that and so on). This healing can go beyond max hits. If it reaches double the target’s max hits, the target instead falls Helpless. Lasts until the target falls helpless either way. |
Stout defenders who wage their battles with steel, flesh and dread.
Living Armor Passive Grow a shell of living armor around you. You start combat with 3 additional Hits and 1 Wound, which you must lose before losing any of your actual Hits or Wounds. These cannot be healed, but grow back at the start of next combat | Void Sacrifice Phy Recharge 4 Sacrifice 5 Hits, granting all allies +2 to their next roll. |
When you mix advanced magic with rituals to invoke nightmares from beyond the realm of sanity, you are guaranteed to have a fun time.
Mutating Magic Passive Spells that can benefit from Elementalist now cause the target to mutate, automatically applying Gift of Change on success. This stacks with the normal Gift if both are used on the same target. | Failsafe Spell, Automatic Instant, Recharge 1 Redirect a failed spell before it goes critical. Deals 1 damage to all enemies. Can only be cast when you fail to cast another spell, be it a normal or crit fail. Benefits from Elementalist. |
Most folks consider mutations ugly and frightening. Others find fantastic new opportunities in them.
Mutant Regeneration Passive Your flesh is mutated with interesting healing properties. When you get up from helplessness, you gain a temporary +1 hit per time you've been helpless this battle. You cannot be healed until these temporary hits have been spent, and they cannot be recovered via healing. | Extra Arms Phy Instant, Recharge 3 Deals standard damage. Roll twice and pick the result you prefer. |
It takes a dedicated lack of caring to tap into some of the most backfire-prone bad ideas hidden in magic.
Demonhost Men Spell, Recharge 3 Raise a nearby corpse with the spirit of a being from beyond this world bound to it. This Minion crits on a 8+ and crit fails on a 3-. On a Crit when summoning it, it also counts as 1 Skill Tier above the caster. | Zombie Apocalypse Passive Any enemy killed by your Undead Minions becomes a neutral Undead that may attack other enemies… or the party. These extras can be dismissed with an Automatic action, causing them to crumble on the spot. |
The nightmares that haunt the cracks between reality can grant great gifts to those willing to fight in their name.
Draining Strike Soc Weapon, recharge 2 Bleed out the essence of your enemies to nourish your own power On crit, gain +1 to SPAM of your choice for the remainder of the battle | Unleash Nightmare Phy Weapon, Recharge 3 Unleash the nightmares residing in your foe, weakening them with fear. If this attack renders the target Helpless, you gain +1 to all rolls next turn Autocrits against targets of a lower Skill Tier |
Those who are able to lurk in the shadows of shadows are truly the sneakiest creeps of all
Borrowed Body Soc Take over an unaware target's body, taking their appearance and gaining limited access to their powers, if any. The possession breaks if you are attacked, and you must roll a Soc check whenever talking to avoid blowing your cover. Regardless of how the possession ends, the target goes Helpless when released. | Slip Through Agi Attempt to slip through the cracks of reality, walking past loosely hinged doors, thin walls, windows and other lesser obstacles without harming them or yourself. Has no effect on barriers thicker than half a meter. |
Just because their pets happen to have more limbs and fleshy protuberances instead of fur doesn’t mean they aren’t real shamans!
Mythic Monster Men Spell, Recharge 4 after monster is gone Most people think monsters only exist in myths and stories. Mostly because those who know better never lived to tell the tale. Summons a Hero Tier monster as a Minion that lasts until it misses an attack. If the caster is already Hero Tier, the monster is instead 2 tiers above the caster. | Eldritch Environment Men Spell, Recharge 2 once effect ends Summons a patch of land from those dark places in your nightmares, where you are perfectly at home, but most are hopelessly lost. The local area now counts as natural terrain for you. All enemies suffer 1 hit and lower their Skill Tier by 1 for 3 turns as they stumble and trip in this impossible, unfamiliar terrain. |
Just insert the trichotometric indicator support to the ambihelical hexnut and tighten firmly, you fool. Trust me. This time will be different!
Insane Modification Men Recharge 2 Improve an ally’s weapon in your own special kind of insane way. Increases an ally’s weapon crit AND crit fail limit by 1. This can be stacked. Lasts for the duration of the battle, or until the weapon’s owner dismisses the effect with an Instant Automatic action. | MAD-sterwork Passive You build something that is probably a fantastic set of equipment in some nightmare dimension between dreams and reality. You gain 2 bonuses from the Masterwork list (see Smith), but also suffer from a permanent increase of 1 to your Crit Fail limit. |
The smell of fear and adrenaline is exhilarating. And very easy to track.
Fleshy Bola Agi Ranged, Recharge 3 once effect ends Tie up your enemy with something most people would rather not even imagine On hit, the target’s skill tier becomes Trivial until someone fails an attack against it. | Terror Ammo Passive Spikes the target with terror and panic, making them flail around wildly Affected targets deal 1 Hit of damage to a random enemy when counterattacking. Benefits all skills that can benefit from Trick Ammo. |
The most devoted of warriors fight selflessly for their causes, to the point of being unnerving, as if possessed or something.
Object of Worship Passive Pick one ally as your object of obsessive worship. You can accurately locate this target regardless of distance. If this ally falls Helpless in combat, you gain Autocrit against the enemy who caused it, until that enemy is Helpless or three successes against it if it cannot go Helpless. | Possessed Weapon Passive Your weapons are possessed by a power from the great beyond. They have limited sentience and can reveal strange facts about the world if talked to. When you go Helpless, you can keep using basic Attacks and Weapon skills until your next failure, at which point you go Helpless as normal. This effect also ends if you are Healed. You also gain 1 Skill Tier for the duration. |
Guardians are highly sought after masters of manipulating their own bodies to protect allies.
Reflex Brew Passive When you critically succeed with any roll in combat, one ally does not take counter damage this turn. If no allies were hurt this turn, nothing special happens. | Liquid Link Automatic You and a nearby friendly creature imbibe a potion. As an Instant action, you may switch places. If you switch places in combat, reverse the counterattack damage you would’ve taken for this turn (you take theirs, they take yours). You may have only one Link partner at a time. Lasts one day or until dismissed. |
Bold fighters who sing their own heroic tales as they live them.
Overconfidence Phy Instant, recharge 3 Your next roll is a critical, success or fail. | Encore Passive You may continue to take normal actions for the first turn of your helplessness. Failures incur wound damage. |
Frontline soldiers with powers of healing and protection.
Flagellate Automatic Instant, Recharge 3 after effect triggers The next time you roll a non-critical failure you heal that many hits instead of losing them | Martyr Soc Recharge 4 Lift all helpless allies, you become helpless |
Stout defenders who wage their battles with steel, flesh and dread.
Living Armor Passive Grow a shell of living armor around you. You start combat with 3 additional Hits and 1 Wound, which you must lose before losing any of your actual Hits or Wounds. These cannot be healed, but grow back at the start of next combat | Void Sacrifice Phy Recharge 4 Sacrifice 5 Hits, granting all allies +2 to their next roll. |
When steel alone is not enough, some knights turn to sorcery.
Ethereal Weapon Automatic Instant, Spell, recharge 3 after effect ends Summon an Ethereal weapon. Ethereal weapons are not wholly real, existing between this world and the next. Their ghostly forms pass through all materials as if through air. While using an Ethereal Weapon your basic attacks and Weapon skills count as MEN and ignore nonmagical damage reduction. Last until you fall helpless. | Protective Bubble Men Spell, Recharge 4 after effect ends Conjure a magic shield that absorbs up to two failures or one critical failure |
Often bound by an ancient code, these warriors tend to be hardy.
Bushido Passive A critical failure in combat causes you to take four hits instead of instantly rendering you helpless. | Revolving Blade Phy Recharge 3 Autocrits. A critical hit by any other skill or attack refreshes this ability immediately. |
Some knights choose dark power. Some necromancers choose heavy equipment.
Meat Shield Passive So long as you have a minion, you cannot go helpless from non-critical failures. Instead, the minion takes the damage for you. Critical failures still send you helpless. | Sacrifice Automatic Instant Destroy one of your permanent minions to recover from helplessness and heal all wounds |
Devoted knights and defenders of their cause.
I Can Still Stand Passive Every time you successfully stand up from helplessness, add +1 to all future attempts to get up. This bonus also applies to anyone trying to help you up. Lasts until combat ends. | Vanguard Passive You and all allies ignore first damage taken in combat, including critical failures. This does not negate non-damage effects. |
Shock troops with an uncanny talent for moving silently in armor.
Oppress Passive +1 to all normal attacks if you have more Hits than your target. | Overwhelm Passive +1 to all bonuses to rolls. If your skill tier is higher than the target, it counts as one higher still. |
Wardens of the land, said to be unkillable on their native soil.
Earthbound Passive While in natural environs, regenerate 1 wound every 2 turns unless you’re on fire. | Miracle Grow Men You seem to have a talent for nurturing just the right plant for the job. On success, rapidly grow anything from edible fruit, to poisonous plants, to bioluminescent mushrooms, to climbable vines! |
Those who make their weapons, know their weapons. And knowing is half the battle. The other half is violence.
Heart of Iron Passive; Once per combat When you first go down to 1 wound or less, you are instantly restored to 3 wounds. | Made to Last Passive Any positive effects applied to you or by you last one additional turn. |
Paragons of survival, these individuals are hardy in all climes and conditions.
Ranged Support Passive All your skills have the Ranged and Weapon tags | Supreme Hunter Passive Following a Critical hit you gain 1 Skill Tier until you go Helpless |
Clad in armor as heavy as their arsenal of weapons, Conquerors are an immovable object swinging an unstoppable force
Greatshield Passive Requires a Shield Your Shield, in addition to everything else, provides an additional +1 Hit and reduces counter damage from Weapon Skills and normal attacks by 1. | Hyper Armor Instant Automatic You may elect to have a roll count as a minimum success even if it failed. If you do, you suffer 1 additional hit in addition to normal counterattack damage. |
A common misconception is that there are only female witches. Not that many stumble upon their secret covens and live to communicate this fact.
Spell Spill Men Spell, Recharge 2 Afflict all enemies with all of your Elementalist effects. | Arcane Amplifier Men Spell, Recharge 3 after effect ends Drinks a potion that amplifies all Spells, increasing your Skill Tier and crit limit by 1 when using Spells. The effect lasts until you perform an action that isn’t a spell. |
Spectacular performers, channeling magic through song, dance, and pyrotechnics.
World Warp Men Spell, Recharge 6 after effect ends Give the target delusions: distracts the target while they interact with the fake world. The higher the roll, the more believable the illusion is, and the longer it lasts. Illusion is broken when attacking. | Doppelganger Soc Spell, Recharge 3 Summons a duplicate minion of yourself or the target that can hold physical objects and deal damage if they pick up weapons, has one hit and no wounds |
Scholars without peer, ever thirsty for knowledge of the metaphysical.
Magic Boon Automatic Instant, Spell, Recharge 4 Your next successful Spell also restores a single Wound or 3 Hits on yourself. | Master Caster Passive +1 to all Spell rolls in combat. Outside combat, Spells become Automatic. |
When you mix advanced magic with rituals to invoke nightmares from beyond the realm of sanity, you are guaranteed to have a fun time.
Mutating Magic Passive Spells that can benefit from Elementalist now cause the target to mutate, automatically applying Gift of Change on success. This stacks with the normal Gift if both are used on the same target. | Failsafe Spell, Automatic Instant, Recharge 1 Redirect a failed spell before it goes critical. Deals 1 damage to all enemies. Can only be cast when you fail to cast another spell, be it a normal or crit fail. Benefits from Elementalist. |
When steel alone is not enough, some knights turn to sorcery.
Ethereal Weapon Automatic Instant, Spell, recharge 3 after effect ends Summon an Ethereal weapon. Ethereal weapons are not wholly real, existing between this world and the next. Their ghostly forms pass through all materials as if through air. While using an Ethereal Weapon your basic attacks and Weapon skills count as MEN and ignore nonmagical damage reduction. Last until you fall helpless. | Protective Bubble Men Spell, Recharge 4 after effect ends Conjure a magic shield that absorbs up to two failures or one critical failure |
Few things are more mysterious than a mystic and their curious ways of casting.
Arcane Arms Agi Spell, Weapon, Recharge 1 Counts as a normal attack, benefits from elementalist | Inner Spirit Passive Your abilities lose the Spell tag. They can be cast without a catalyst, and silence effects do not affect them. |
At the risk of their souls, these masters of magic tread the line of madness.
Tartarian Power Agi Spell, Recharge 1 Demonic power fuels your minion, and their rolls are all critical, hit or miss, until combat ends or you take an action to end the effect; critfail makes target berserk, hostile, or possessed. Can target willing allies. The target can take an action to end the effect. | Unholy Elementalist Passive Can use Raise Dead on natural elemental sources such as fires or bodies of water. Minions raised this way carry elemental properties as per Elementalist, but are otherwise relative in size and power to normal raised minions. Gives one pet mastery point. |
Wielders of both arcane and spiritual power, serving their faith with unmatched fervor.
Armed Ally Soc Spell, Recharge 1 Turns your current weapon into a 5/1 minion armed with itself. Turning it back into a weapon is Automatic. If the minion dies in battle, it reverts into a normal weapon. | Conjure Weapon Men Instant Spell, Recharge 3 Conjures a magic weapon of any one type for the duration of combat. Can apply any Elementalist effect you know. Crit applies Quality +1 to the weapon. Summoning a second weapon destroys the old one. |
A knife in the back is not always enough. A magical knife usually is.
Shadow Casting Passive Successful spellcasting does not break Stealth | Visibly Unarmed Passive You never appear armed or indeed all that threatening. If searched, no weapons will be found on you. Yet you can still use your seemingly spectral weapons to harm foes as if they were normal, fine steel |
Unpredictable fusions of arcane and spiritual magic.
Hex Passive +1 to all successful rolls, -1 to all failed rolls | Polymorph Men Spell, Recharge 5 after effect ends Turns an enemy into a harmless Trivial creature that cannot cause counterattack damage for three turns. If it goes helpless or someone crit fails against it, the effect ends instantly. Can’t polymorph the same creature twice. If the target is more than 2 Skill Tiers above you, it is only reduced to your tier. |
Capable of duplicating spells, or at least creating equally effective alternative solutions, a spellwright is truly a master of the unexpected.
Spell Emulator Passive. The smith gains access to 2 points worth of Spells, taken from any class or mix of classes. These spells can be used normally, but obey all their usual restrictions. | Spellcatcher Men Instant Use this skill when an ally casts a spell. On success, you store a single copy of the spell in a Spellcatcher; you can later use a normal action to cast the spell, emptying the Spellcatcher. If you use this skill again while a copy is already stored, the old copy is replaced by the new copy. |
In brightest day and blackest night, no target can escape their arcane sight.
Elemental Ammo Passive You gain any two Elementalist effects. You may apply Elementalist effects as normal, and as though they were Trick Ammo with the same limitations. If you also have Trick Ammo, the Elemental effect and Trick effect can be combined. | Fourth Eye Men Spell, Recharge 3 You can see beyond walls, barriers, illusions, lies and the fourth wall. Can make one roll to tap into meta information and listen in on out of character discussion. |
Sufficiently advanced application of large weapons to the face is indistinguishable from magic
Weaponized Catalyst All your Spells count as Physical or Agile (chosen when the skill is picked) and Weapon regardless of their original tags. Your Weapon also counts as a Catalyst Weapon | Spell and Blade Passive When you crit with a normal attack, you may instantly cast one of your Spells. When you crit with a Spell, you may instantly perform a normal attack. |
Peace Walkers travel the world using their knowledge to calm the raging storms inside hearts.
Unstable shake Agi Spell, Recharge 3 Deals standard damage. Crits on 1 less for each time you have been helpless this fight. | Sleeping Brewer Passive You’re so experienced, you could mix in your sleep! You can cast Alchemist skills, or drink a health potion while helpless. |
Freeform in both their thinking and fighting styles, they can produce excellent results by surprising their opponents.
Dance My Minions Passive Every enemy you send helpless becomes a temporary minion. These minions count as 2 skill tiers below yours and break free of your control on the first failure, but also suffer counterattack damage for them. | Stance Dance Passive When you switch stances, you may also roll for an extra attack. |
It is easy to feel no pain, once you understand that pain is but the passing of weakness. If only your patients would share your view too…
Healing Pain Passive Whenever you suffer counterattack damage, one non-helpless ally recovers a hit. | Koan Soc Instant, Recharge 3 You know a variety of ancient sayings that provoke thought and inspire success. You may roll to turn an ally's noncritical failure into a noncritical success. May be used while helpless. |
Most folks consider mutations ugly and frightening. Others find fantastic new opportunities in them.
Mutant Regeneration Passive Your flesh is mutated with interesting healing properties. When you get up from helplessness, you gain a temporary +1 hit per time you've been helpless this battle. You cannot be healed until these temporary hits have been spent, and they cannot be recovered via healing. | Extra Arms Phy Instant, Recharge 3 Deals standard damage. Roll twice and pick the result you prefer. |
Often bound by an ancient code, these warriors tend to be hardy.
Bushido Passive A critical failure in combat causes you to take four hits instead of instantly rendering you helpless. | Revolving Blade Phy Recharge 3 Autocrits. A critical hit by any other skill or attack refreshes this ability immediately. |
Tampering with spirits is a dangerous art, but those who get good at it can find unexpected amounts of aid at times of need.
Cursed Seal Men Recharge 2 Turns a living enemy into a walking corpse. For all intents and purposes this target now counts as Undead and a corpse. This effect ends if someone removes the seal from their body. | Grave Strike Agi Spell, Recharge 4 Every corpse near the target springs to life momentarily and attacks it before keeling over again. The damage increases by 1 when the amount of corpses near the target doubles. |
With impregnable defenses and impetuous style, a God Hand will never grovel at anyone's feet.
Fists of Fury Instant Automatic, Recharge 1 You cannot use any weapons, but your hands can count as any single weapon type. Changing this type is an instant automatic action, and the type lasts until changed. However, you need to change types before you roll an attack, not after. | One Inch Punch Agi Recharge 3 Hits on a 2+ regardless of Tiers. Only deals 1 damage (before bonuses) to enemies your roll would normally not have hit. |
Uncanny in the art of evasion, Ninjas don't seem to die even when they are killed.
Ninja Flip Passive Always suffer one less hit of counterattack damage. | Substitute Agi Recharge 3 after effect triggers The next time you would take counterattack damage, you instead leave a substitute in your place and disappear into hiding, making you impossible to detect and making your next roll Autocrit. |
Forsaking defense, reason and occasionally clothing for sheer bloody-minded anger, a Berserker will often not even stop fighting when they are already down for the count.
Grounding Strike Phy Weapon, Recharge 3 Autocrits helpless foes. Can be used while helpless. | Regeneration Passive All healing effects grant you double the benefit. |
Like a union of raging bellows, the Iron Fist marries body and weapon in ways that make them impossible to tell apart.
Stagger Agi Recharge 2 On success, in addition to damage, lowers the target’s maximum Hits by one. This effect is cumulative. | Treasure Passive Can use weapons to perform unarmed attacks. |
Trained in the most absurd conditions the world has to offer, a Sherpa can shrug off anything the land can throw at him without so much as changing expression
Enjoyable Hardship Passive Every time you get up from Helplessness, your next action has its crit limit lowered by 3 | You Call This Rough? Passive Lowers the Skill Tier of all environmental rolls such as climbing, digging, swimming etc by 2. |
Unorthodox grapplers and flashy fighters, wrestlers exemplify the less common aspects of unarmed combat. With style.
Suplex Phy Recharge 3 Damage will never be lower than half of target’s Skill Tier | Living Weapon Phy Recharge 3 Pick up an enemy and hit someone else with it. Deals equal damage to both the wielded enemy and the target. If either goes helpless, they both do |
The Embalmer has found better uses for formaldehyde and cinnabar than simple toxins.
Preservation Passive Your Minions have an additional 5 Hits if they have no Wounds, or 1 extra Wound if they have Wounds. | Soul Jar Men Spell, Recharge 2 once potion is used Kills one of your permanent minions to make a potion that heals the user to double max hits. Does not affect actual max hits, when the overheal is lost it can't be regained. Max one potion at a time. |
Famous lamenters and mourners, repaid by the fallen in times of dire need.
Despair Soc Spell, Recharge 1 Reduces the target's Skill Tier by 1. Stacks with itself, but resets to nothing the moment you go Helpless. Nobody is particularly scared of someone helpless. | Echo of Death Passive +1 to to either SOC, PHY, AGI or MEN if there is a fresh corpse nearby. If there are more corpses, up to four, you may choose multiple bonuses but only +1 to each at most. Raised minions do not count as corpses for this purpose. |
Masters of life and death, rumored to hold the key to immortality. This can lead to a lessened sense of self preservation.
Reincarnation Automatic, Once per gameplay session Returns to life in a safe place close to where you died. Cannot be used in combat. | Patchwreck Men Spell, Recharge 2. Pull off a limb and turn it into a minion. This Minion has as many max Wounds as you sacrifice from your own, 5 hits and knows all your Skills. If you give it one of your eyes you can also see what it sees. You can make as many of these as you have Wounds to spare. You can also stitch them back onto you but only outside combat. Aesthetic damage inevitable. |
It takes a dedicated lack of caring to tap into some of the most backfire-prone bad ideas hidden in magic.
Demonhost Men Spell, Recharge 3 Raise a nearby corpse with the spirit of a being from beyond this world bound to it. This Minion crits on a 8+ and crit fails on a 3-. On a Crit when summoning it, it also counts as 1 Skill Tier above the caster. | Zombie Apocalypse Passive Any enemy killed by your Undead Minions becomes a neutral Undead that may attack other enemies… or the party. These extras can be dismissed with an Automatic action, causing them to crumble on the spot. |
At the risk of their souls, these masters of magic tread the line of madness.
Tartarian Power Agi Spell, Recharge 1 Demonic power fuels your minion, and their rolls are all critical, hit or miss, until combat ends or you take an action to end the effect; critfail makes target berserk, hostile, or possessed. Can target willing allies. The target can take an action to end the effect. | Unholy Elementalist Passive Can use Raise Dead on natural elemental sources such as fires or bodies of water. Minions raised this way carry elemental properties as per Elementalist, but are otherwise relative in size and power to normal raised minions. Gives one pet mastery point. |
Tampering with spirits is a dangerous art, but those who get good at it can find unexpected amounts of aid at times of need.
Cursed Seal Men Recharge 2 Turns a living enemy into a walking corpse. For all intents and purposes this target now counts as Undead and a corpse. This effect ends if someone removes the seal from their body. | Grave Strike Agi Spell, Recharge 4 Every corpse near the target springs to life momentarily and attacks it before keeling over again. The damage increases by 1 when the amount of corpses near the target doubles. |
These brave few balance dark arts with inner spirit.
Death Blow Phy Weapon, Recharge 2 Target rises as undead minion upon death, provided you have Minion slots for it. | Army of the Fallen passive You gain +1 to all your rolls this turn if one of your minions damages an enemy this turn. |
Whether by dagger or dark arts, you'll always be able to make new "friends."
Awakening Blade Passive Any enemy killed by the Deathmaster returns to life as a weak minion. These minions do not count against your maximum amount of minions, but only have 3 hits and 1 wound. | Death Puppet Agi On success, raise enemy killed last turn that fools its former allies |
Those who peer past the veil can make friends on the other side.
Friends on the Other Side Passive Can count shadows of characters as targets for commune and raise dead. Gives one pet mastery point. | Voodoo Doll Men Recharge 3 after failing Can forego taking other actions to force an enemy to attack its allies, stop fighting your party temporarily or use one of its skills on whatever target you desire as if he was your Minion. |
The art of forging souls into metal is feared for a reason. Things made through such means often take on an eerily lifelike form.
Necromachines Men Spell, Recharge 3 after effect ends Asserts control over the tiny organisms inside a body to ensure temporary countermeasures against mortality. An affected target will remain standing after death, and can be targeted as normal. It is not undead, but if it was hostile, the Necromancer now controls it while it lasts. If it is an ally, it can still be saved with healing. Anyone affected with Necromachines lives for 1d10 turns after death, rolled at the moment of death. Only one target can be affected by Necromachines at the same time. | Spell Bleed Passive You may cast any spell you know at multiple targets, but doing so increases the crit fail range to the number of targets +1 |
The dead do tell tales, and offer clues to these hunters.
Cursed Arrows Passive Your Minions gain +1 to their next roll after you land a Critical Hit | Deathly Volley Men Recharge 4 On success, all of your minions may use one of your skills this turn, or make an additional attack |
Even in death, warriors of old will gladly join the fight when a worthy leader calls for them.
Arms of the Dead Passive Your minions benefit from all your Weapon bonuses and are armed with weapon types of your choice. This includes Ultimate Weapon’s bonuses if you have that skill. | Valhallan Vanguard Passive Your Minions know a single 1pt Warrior skill each |
Not all Brewmasters are master brewers. They are however masterful combatants with a love of brews.
Mirror Elixir Spell, Recharge 2 after effect ends Coats you in a shiny mirror sheen, reflecting light and magic. The next spell that would hit you is instead reflected upon a target of your choice. | Sturdy Stout Passive When you crit, you cannot go Helpless next turn, instead lingering at 1 Hit. |
Leaders by example and inspiring words, rousing allies and shouting down foes.
Command Soc On success, takes sentient creature as a pet | Inspiring Leadership Passive When you roll a crit, all of your allies (but not you) gain +1 to all rolls next turn. Autocrits apply. |
The pinnacle of devotion, drawing limitless power from their unbreakable faith.
Empower Weapon Automatic Instant, Spell, Recharge 4 after it ends Caster or single ally gains +3 bonus to normal attacks. Each successful hit reduces the bonus by 1 until it reaches 0, ending the effect. | Healing Hammer Phy Instant Spell Can direct your other action at an ally, healing them for as much as it would have damaged a foe, or damaging them on a failure |
The nightmares that haunt the cracks between reality can grant great gifts to those willing to fight in their name.
Draining Strike Soc Weapon, recharge 2 Bleed out the essence of your enemies to nourish your own power On crit, gain +1 to SPAM of your choice for the remainder of the battle | Unleash Nightmare Phy Weapon, Recharge 3 Unleash the nightmares residing in your foe, weakening them with fear. If this attack renders the target Helpless, you gain +1 to all rolls next turn Autocrits against targets of a lower Skill Tier |
Devoted knights and defenders of their cause.
I Can Still Stand Passive Every time you successfully stand up from helplessness, add +1 to all future attempts to get up. This bonus also applies to anyone trying to help you up. Lasts until combat ends. | Vanguard Passive You and all allies ignore first damage taken in combat, including critical failures. This does not negate non-damage effects. |
Wielders of both arcane and spiritual power, serving their faith with unmatched fervor.
Armed Ally Soc Spell, Recharge 1 Turns your current weapon into a 5/1 minion armed with itself. Turning it back into a weapon is Automatic. If the minion dies in battle, it reverts into a normal weapon. | Conjure Weapon Men Instant Spell, Recharge 3 Conjures a magic weapon of any one type for the duration of combat. Can apply any Elementalist effect you know. Crit applies Quality +1 to the weapon. Summoning a second weapon destroys the old one. |
With impregnable defenses and impetuous style, a God Hand will never grovel at anyone's feet.
Fists of Fury Instant Automatic, Recharge 1 You cannot use any weapons, but your hands can count as any single weapon type. Changing this type is an instant automatic action, and the type lasts until changed. However, you need to change types before you roll an attack, not after. | One Inch Punch Agi Recharge 3 Hits on a 2+ regardless of Tiers. Only deals 1 damage (before bonuses) to enemies your roll would normally not have hit. |
These brave few balance dark arts with inner spirit.
Death Blow Phy Weapon, Recharge 2 Target rises as undead minion upon death, provided you have Minion slots for it. | Army of the Fallen passive You gain +1 to all your rolls this turn if one of your minions damages an enemy this turn. |
However noble or wicked, every cause needs assassins.
Brotherhood Passive Summons a temporary assassin to fight alongside you until combat ends. This minion can be any class, has 5 points worth of skills, and has basic gear. Unaffected by Pet Mastery. | Patsy Agi Recharge 3 after effect ends On success, flags one enemy as a “traitor”. The next counterattack meant for the Lordblade or his partner is instead directed at the flagged enemy. |
Keepers and protectors of the wild, striking down those who would defile nature.
Anima Men Once per combat Your spirit animal appears as a 5/5 minion one Skill Tier higher than you until combat ends. While it remains you and it both have a +2 bonus to recover from helplessness | Wild Hunt Passive After rendering a foe helpless, the Wildguard's next action becomes Automatic. Rendering another foe helpless with this action does not grant a further automatic action. |
Heroes of the front line, and if need be, the entire front line all by themselves. Truly no title for a goofus.
Hold the Line Phy Instant, Recharge 2 All party members take 1 less counterattack damage this turn. | Battle Forged Passive When you Crit, your weapon gains +1 Quality until you go Helpless or the battle ends. |
Hunters of the fallen and blasphemous, sparing no cost to claim their quarry.
Brand Phy Recharge 4 Interferes with target’s spellcasting, causing chaotic and unexpected effects if they use magic during the next 3 turns. In PvP, consider any failed spells as critical failures | Antimagic Passive Gain +1 against any enemy that hits the Inquisitor with a magical attack. This is raised to +2 if a spell renders the Inquisitor helpless. |
Blessed blades forged in battle, Swordsaints are among the foremost weapon masters around.
Ascended Form Soc Spell, Recharge 3 Ascend into a higher state of being by divine right Gain +2 Skill Tiers, +1 damage and increase crit fail range by 1. Stacks with itself, lasts until helpless. Starts on recharge. | Divine Weapon Passive Your weapon can have three Tags at once (Single, Great, Dual, Ranged, Shield), but is stuck at -1 Quality due to its power overwhelming your ability to wield it. These tags can be switched at any time outside combat as you invoke new powers in your weapon |
Every Toxicologist believes the only good fight is a short fight.
Sudden Death Poison Passive Your basic attacks apply a dose of Sudden Death Poison. When the amount of doses equals the target’s Skill Tier, it instantly dies unless it has resistance to such poisons. | Necrotic Poison Men Spell, Recharge 3 Affected enemies lose 1 max Hit each time they stand up from Helplessness, to a minimum of 1 |
Con artists who combine charm and sleight of hand before vanishing from sight.
Ruse Agi Once per combat Use this skill when you roll a critical failure, on success it is instead treated as a critical success | Underworld Connection Passive You have knowledge of the local underworld and can call in some old favors like conveniently unlocked doors or missing guards with a bit of prep time |
Assassins and clergy alike, these devout servants are without inhibition.
A Word In Your Ear Soc Recharge 3 On success, control a single target for one turn. Cannot be used to force target to hurt or kill itself. Unless aware of your abilities, the target will not realize what has happened once the duration ceases. Player characters can choose to roll a perception check to realize they have been mind controlled. | Snake Oil Agi Your inoffensive skills can be used as offensive ones when targeted at enemies (Heal deals hits, Mend re-opens old wounds, Inure weakens against elements, etc). Doing so adds +2 to their recharge. |
Those who are able to lurk in the shadows of shadows are truly the sneakiest creeps of all
Borrowed Body Soc Take over an unaware target's body, taking their appearance and gaining limited access to their powers, if any. The possession breaks if you are attacked, and you must roll a Soc check whenever talking to avoid blowing your cover. Regardless of how the possession ends, the target goes Helpless when released. | Slip Through Agi Attempt to slip through the cracks of reality, walking past loosely hinged doors, thin walls, windows and other lesser obstacles without harming them or yourself. Has no effect on barriers thicker than half a meter. |
Shock troops with an uncanny talent for moving silently in armor.
Oppress Passive +1 to all normal attacks if you have more Hits than your target. | Overwhelm Passive +1 to all bonuses to rolls. If your skill tier is higher than the target, it counts as one higher still. |
A knife in the back is not always enough. A magical knife usually is.
Shadow Casting Passive Successful spellcasting does not break Stealth | Visibly Unarmed Passive You never appear armed or indeed all that threatening. If searched, no weapons will be found on you. Yet you can still use your seemingly spectral weapons to harm foes as if they were normal, fine steel |
Uncanny in the art of evasion, Ninjas don't seem to die even when they are killed.
Ninja Flip Passive Always suffer one less hit of counterattack damage. | Substitute Agi Recharge 3 after effect triggers The next time you would take counterattack damage, you instead leave a substitute in your place and disappear into hiding, making you impossible to detect and making your next roll Autocrit. |
Whether by dagger or dark arts, you'll always be able to make new "friends."
Awakening Blade Passive Any enemy killed by the Deathmaster returns to life as a weak minion. These minions do not count against your maximum amount of minions, but only have 3 hits and 1 wound. | Death Puppet Agi On success, raise enemy killed last turn that fools its former allies |
However noble or wicked, every cause needs assassins.
Brotherhood Passive Summons a temporary assassin to fight alongside you until combat ends. This minion can be any class, has 5 points worth of skills, and has basic gear. Unaffected by Pet Mastery. | Patsy Agi Recharge 3 after effect ends On success, flags one enemy as a “traitor”. The next counterattack meant for the Lordblade or his partner is instead directed at the flagged enemy. |
Though not much to look at at first glance, a Hermit can hide much power under his inoffensive exterior
Innocent Passive Appear unimportant, uninteresting and generally like a forgettable bystander. Unless you are caught doing something illegal, you will at most be escorted outside, but more likely you'll just be ignored by guards and the like | Stranglevine Instant, Recharge 1; Silences the target by strangling them. Deals damage and interrupts talking and spellcasting for one turn |
There are few things that can between a well prepared Sapper and his goal, as his foes will often find their luck turning against them at the worst possible moment.
Cloaking Device You carry one curious device that renders one thing invisible. You cannot make another, but then, you cann’t lose the one you have either. Anything the device is placed on and activated, disappears from sight as if it had Stealth. This can affect living beings as well as objects. Cloaked things can only be found by touching them, or otherwise knowing where they are (for instance, by remembering where you left them, or by smelling them). | Sabotage Recharge 3 Ensures something will go horribly, horribly wrong when it needs to. Takes one turn to rig the target. Once rigged, the Smith can, at will, call a single critical hit on it starting from the next turn. Aware, alert, complex and large targets are hard to rig. Doesn't break stealth on success. No more than one "untriggered" sabotage may be on a target at once. |
Walking in the shadow, you will know them only by the trail of dead.
Camouflage Passive Always enter combat stealthed, making your next attack autocrit. | Unseen Foe Automatic Instant, Recharge 1 Makes a fast attack from the shadows before retreating again. Your other action this turn will not break Stealth, but also cannot crit. |
Methodical and brutal, commandos are masters of sending a message and getting the job done.
Hostage Passive Enemies you render helpless provide protection from 1 noncritical miss each. | Surgical Strike Agi Attack an increasingly specific point on the target, increasing crit limit as much as you wish, but crit fail limit an equal amount (ex. crits on a 8, crit fails on a 3) |
The most successful farmers bring in the largest sows and apples. Their rituals and fertilizer recipes have been passed down for generations and are closely-guarded secrets.
Controlled Evolution Passive All your minions gain two racials of your choice. | Wax/Wane Men You know the secrets of growing the biggest vegetables in town. Grow or shrink an incapacitated, willing, or inanimate organic target with a potion with effectiveness based on roll. Feed a town with a pocket potato or slip through the bars of a prison. Hits and wounds are not changed by this effect. |
These mystics are in tune with the land and able to speak with the earth itself.
Earthsong Soc Ask plants and earth for info, suffers penalties in urban environs | Treant Whisperer Men Allows you to bring a plant to life as your minion, plant becomes mobile. Said plant can’t talk or communicate in any way. |
Invokers of nature's power, driven by mysticism and mystery.
Animal Totem Automatic Instant, Recharge 5 after effect ends You shapeshift into a Mystic or War animal for 3 turns (chosen when you learn this skill), gaining a bonus: Mystic +1 to both Social and Mental skills, can cast a shaman or cleric spell up to two points, that you do not know, chosen upon gaining this skill; War +1 bonus to both Physical and Agility skills, can use Cleave. May be combined with Nature Elemental. | Calm Until Provoked Passive You may never take an offensive action until hit in combat. After that, you gain +2 and Autocrit to all rolls for one turn, and may act normally afterwards. Outside combat, you may apply this to anyone who is outright hostile to you |
Just because their pets happen to have more limbs and fleshy protuberances instead of fur doesn’t mean they aren’t real shamans!
Mythic Monster Men Spell, Recharge 4 after monster is gone Most people think monsters only exist in myths and stories. Mostly because those who know better never lived to tell the tale. Summons a Hero Tier monster as a Minion that lasts until it misses an attack. If the caster is already Hero Tier, the monster is instead 2 tiers above the caster. | Eldritch Environment Men Spell, Recharge 2 once effect ends Summons a patch of land from those dark places in your nightmares, where you are perfectly at home, but most are hopelessly lost. The local area now counts as natural terrain for you. All enemies suffer 1 hit and lower their Skill Tier by 1 for 3 turns as they stumble and trip in this impossible, unfamiliar terrain. |
Wardens of the land, said to be unkillable on their native soil.
Earthbound Passive While in natural environs, regenerate 1 wound every 2 turns unless you’re on fire. | Miracle Grow Men You seem to have a talent for nurturing just the right plant for the job. On success, rapidly grow anything from edible fruit, to poisonous plants, to bioluminescent mushrooms, to climbable vines! |
Unpredictable fusions of arcane and spiritual magic.
Hex Passive +1 to all successful rolls, -1 to all failed rolls | Polymorph Men Spell, Recharge 5 after effect ends Turns an enemy into a harmless Trivial creature that cannot cause counterattack damage for three turns. If it goes helpless or someone crit fails against it, the effect ends instantly. Can’t polymorph the same creature twice. If the target is more than 2 Skill Tiers above you, it is only reduced to your tier. |
Forsaking defense, reason and occasionally clothing for sheer bloody-minded anger, a Berserker will often not even stop fighting when they are already down for the count.
Grounding Strike Phy Weapon, Recharge 3 Autocrits helpless foes. Can be used while helpless. | Regeneration Passive All healing effects grant you double the benefit. |
Those who peer past the veil can make friends on the other side.
Friends on the Other Side Passive Can count shadows of characters as targets for commune and raise dead. Gives one pet mastery point. | Voodoo Doll Men Recharge 3 after failing Can forego taking other actions to force an enemy to attack its allies, stop fighting your party temporarily or use one of its skills on whatever target you desire as if he was your Minion. |
Keepers and protectors of the wild, striking down those who would defile nature.
Anima Men Once per combat Your spirit animal appears as a 5/5 minion one Skill Tier higher than you until combat ends. While it remains you and it both have a +2 bonus to recover from helplessness | Wild Hunt Passive After rendering a foe helpless, the Wildguard's next action becomes Automatic. Rendering another foe helpless with this action does not grant a further automatic action. |
Though not much to look at at first glance, a Hermit can hide much power under his inoffensive exterior
Innocent Passive Appear unimportant, uninteresting and generally like a forgettable bystander. Unless you are caught doing something illegal, you will at most be escorted outside, but more likely you'll just be ignored by guards and the like | Stranglevine Instant, Recharge 1; Silences the target by strangling them. Deals damage and interrupts talking and spellcasting for one turn |
Before there was steel, there was wood. And as any Wildshaper can tell you, killing things was just as easy back then.
Living Steel Passive Lowers critfail range by 2 for all skills and attacks with a minimum of 1 | Naturally Unnatural Passive Manmade and natural become interchangeable for you. Engineering and Tinker work on natural targets. Child of Gaia works even in unnatural environments, Animal mastery lets you talk to machines. |
An unparalleled master of nature and all things in it, the Monster Hunter loves nothing more than playing his most dangerous game.
Big Game Hunter Passive +1 to all rolls against enemies of a higher Skill Tier. | Portable Cage Men Can trap one helpless, but still living, enemy inside. An enemy inside the Portable Cage cannot escape unless they are remarkably powerful. Enemies of a higher Skill Tier need to be wounded before they can be captured. The cage can be opened any time as an Automatic action, releasing whatever was inside at a desired location. Only one thing can be inside the cage at a time. Things inside the cage cannot be targeted by skills or attacks. |
Those exposed to the truths of bear lore never quite recover. But do not worry, there is no pawsible claws for alarm, unless ursaing this has become unbearable
Bear Arms Recharge 4 after transformation ends. You channel traditional transformation into your weapon, Weapon gains 2 racial abilities, retains all bonuses and benefits your weapon hand and becomes a 3/1 minion. Once it goes helpless it becomes its normal state again. | Rip And Bear Phy Recharge 4 after streak ends This skill is Recharge 0 and Instant so long as you can keep rolling higher than your previous roll on it. |
Those who knew their way around chemicals as well as metals were in short supply, but always at the forefront of breakthroughs.
Flux Accelerator Passive You may use skills that are on recharge. If you do so, you lose Wounds equal to the remaining recharge, and then the recharge resets. | Potion Injector Instant Automatic, Recharge 4 If you know Distill Life, Hop Scotch, Dream Wine or Can of Whoopass, you can use any of them as the effect of this skill. Otherwise, you restore 1 Hit and gain +1 Skill Tier for 1 turn. |
Great stories are written of the greatest hits of heroes, brought to them by the greatest of arms
Glory Days: passive; When you naturally crit, your next success autocrits. | Lucky Number Seven: passive; Rolling a 7, disregarding any and all modifiers, counts as a natural crit. |
To those with the right technology, few things are impossible to put back together no matter how mangled they are.
Mechanical Limb Men Instant, Recharge 2 You may attempt to perform any relatively simple task even if your hands are occupied with fighting. Rolling a failure on this extra task, so long as it’s not an attack or skill, does not incur counterattacks. The rig is not designed for combat, but can still be used for that in an emergency. Rolling an offensive action using the Mechanical Limb has a crit fail range of 3-. | Triage Soc Instant, Recharge 2 Restores one wound. On crit, restores all wounds. |
Just insert the trichotometric indicator support to the ambihelical hexnut and tighten firmly, you fool. Trust me. This time will be different!
Insane Modification Men Recharge 2 Improve an ally’s weapon in your own special kind of insane way. Increases an ally’s weapon crit AND crit fail limit by 1. This can be stacked. Lasts for the duration of the battle, or until the weapon’s owner dismisses the effect with an Instant Automatic action. | MAD-sterwork Passive You build something that is probably a fantastic set of equipment in some nightmare dimension between dreams and reality. You gain 2 bonuses from the Masterwork list (see Smith), but also suffer from a permanent increase of 1 to your Crit Fail limit. |
Those who make their weapons, know their weapons. And knowing is half the battle. The other half is violence.
Heart of Iron Passive; Once per combat When you first go down to 1 wound or less, you are instantly restored to 3 wounds. | Made to Last Passive Any positive effects applied to you or by you last one additional turn. |
Capable of duplicating spells, or at least creating equally effective alternative solutions, a spellwright is truly a master of the unexpected.
Spell Emulator Passive. The smith gains access to 2 points worth of Spells, taken from any class or mix of classes. These spells can be used normally, but obey all their usual restrictions. | Spellcatcher Men Instant Use this skill when an ally casts a spell. On success, you store a single copy of the spell in a Spellcatcher; you can later use a normal action to cast the spell, emptying the Spellcatcher. If you use this skill again while a copy is already stored, the old copy is replaced by the new copy. |
Like a union of raging bellows, the Iron Fist marries body and weapon in ways that make them impossible to tell apart.
Stagger Agi Recharge 2 On success, in addition to damage, lowers the target’s maximum Hits by one. This effect is cumulative. | Treasure Passive Can use weapons to perform unarmed attacks. |
The art of forging souls into metal is feared for a reason. Things made through such means often take on an eerily lifelike form.
Necromachines Men Spell, Recharge 3 after effect ends Asserts control over the tiny organisms inside a body to ensure temporary countermeasures against mortality. An affected target will remain standing after death, and can be targeted as normal. It is not undead, but if it was hostile, the Necromancer now controls it while it lasts. If it is an ally, it can still be saved with healing. Anyone affected with Necromachines lives for 1d10 turns after death, rolled at the moment of death. Only one target can be affected by Necromachines at the same time. | Spell Bleed Passive You may cast any spell you know at multiple targets, but doing so increases the crit fail range to the number of targets +1 |
Heroes of the front line, and if need be, the entire front line all by themselves. Truly no title for a goofus.
Hold the Line Phy Instant, Recharge 2 All party members take 1 less counterattack damage this turn. | Battle Forged Passive When you Crit, your weapon gains +1 Quality until you go Helpless or the battle ends. |
There are few things that can between a well prepared Sapper and his goal, as his foes will often find their luck turning against them at the worst possible moment.
Cloaking Device You carry one curious device that renders one thing invisible. You cannot make another, but then, you cann’t lose the one you have either. Anything the device is placed on and activated, disappears from sight as if it had Stealth. This can affect living beings as well as objects. Cloaked things can only be found by touching them, or otherwise knowing where they are (for instance, by remembering where you left them, or by smelling them). | Sabotage Recharge 3 Ensures something will go horribly, horribly wrong when it needs to. Takes one turn to rig the target. Once rigged, the Smith can, at will, call a single critical hit on it starting from the next turn. Aware, alert, complex and large targets are hard to rig. Doesn't break stealth on success. No more than one "untriggered" sabotage may be on a target at once. |
Before there was steel, there was wood. And as any Wildshaper can tell you, killing things was just as easy back then.
Living Steel Passive Lowers critfail range by 2 for all skills and attacks with a minimum of 1 | Naturally Unnatural Passive Manmade and natural become interchangeable for you. Engineering and Tinker work on natural targets. Child of Gaia works even in unnatural environments, Animal mastery lets you talk to machines. |
Even when it seems possible, Pathfinders open up new ways to stride. If there is a wall they will tear it down. If there is no path, they will make one with their own hands.
Preptime Agi Recharge 1 You build a trap of sorts that mimics one of your skills. You may place as many traps as you have skills, but only one per skills. When triggered, declare which trap(s) you trigger. Triggering a trap is Instant. Triggering a trap does not activate a skill’s recharge. | Remote Charge Agi Ranged, Recharge 1 Fires a sticky explosive onto any surface or target, which can be detonated as an Instant Automatic action. The explosion hits anything nearby, friend or foe, and can damage structures, clear light rubble or even knock down doors |
Those who both wield weapons and forge weapons often find more kinship among weapons than people
Assimilate Armor Phy Recharge 2 Deals damage and gives +1 Hit. This can take you above your normal max Hits. | Reclaimed Weapon Phy Recharge 3 Disarms the target, making them unable to counterattack for more than 1 Hit next turn. You may also change your Weapon Type, if you so desire. |
Tribals revere medicine men and great hunters equally. It takes a Visionary to master both.
Future Draught Passive When you make a basic attack, you may declare the target after seeing the roll result. | Lure Agi Creates an irresistible lure for whatever type of creature or person you desire. Once placed, a creature of that kind / that person will turn up sooner or later if they are nearby and able to reach the lure. They will then eat the lure. Lures can be poisoned to cause Helplessness in the target for 1 turn. |
Dance and martial prowess make these adventurers exceptionally agile.
Wardance Passive Deals 1 hit of damage to your target enemy when taking counterattack hits. This damage increases by 1 per Social Mastery you have. | Whirlwind Agi Weapon, Recharge 4 Keep rolling until you fail. Every success hits all nearby foes |
Travelers of the world, spreading their doctrine to distant places.
Don’t Die On Me Soc Spell, Recharge 1 Target recovers from helplessness or is healed for one wound, with +1 bonus for each wound of damage on the target and the caster | Lifelink Agi Weapon, Recharge 3 after effect ends Shoot a special ammo life-linked to you or someone in your party. For every wound of damage inflicted on the affected target, restore one wound or hit on the linked ally. The link lasts 3 turns. |
The smell of fear and adrenaline is exhilarating. And very easy to track.
Fleshy Bola Agi Ranged, Recharge 3 once effect ends Tie up your enemy with something most people would rather not even imagine On hit, the target’s skill tier becomes Trivial until someone fails an attack against it. | Terror Ammo Passive Spikes the target with terror and panic, making them flail around wildly Affected targets deal 1 Hit of damage to a random enemy when counterattacking. Benefits all skills that can benefit from Trick Ammo. |
Paragons of survival, these individuals are hardy in all climes and conditions.
Ranged Support Passive All your skills have the Ranged and Weapon tags | Supreme Hunter Passive Following a Critical hit you gain 1 Skill Tier until you go Helpless |
In brightest day and blackest night, no target can escape their arcane sight.
Elemental Ammo Passive You gain any two Elementalist effects. You may apply Elementalist effects as normal, and as though they were Trick Ammo with the same limitations. If you also have Trick Ammo, the Elemental effect and Trick effect can be combined. | Fourth Eye Men Spell, Recharge 3 You can see beyond walls, barriers, illusions, lies and the fourth wall. Can make one roll to tap into meta information and listen in on out of character discussion. |
Trained in the most absurd conditions the world has to offer, a Sherpa can shrug off anything the land can throw at him without so much as changing expression
Enjoyable Hardship Passive Every time you get up from Helplessness, your next action has its crit limit lowered by 3 | You Call This Rough? Passive Lowers the Skill Tier of all environmental rolls such as climbing, digging, swimming etc by 2. |
The dead do tell tales, and offer clues to these hunters.
Cursed Arrows Passive Your Minions gain +1 to their next roll after you land a Critical Hit | Deathly Volley Men Recharge 4 On success, all of your minions may use one of your skills this turn, or make an additional attack |
Hunters of the fallen and blasphemous, sparing no cost to claim their quarry.
Brand Phy Recharge 4 Interferes with target’s spellcasting, causing chaotic and unexpected effects if they use magic during the next 3 turns. In PvP, consider any failed spells as critical failures | Antimagic Passive Gain +1 against any enemy that hits the Inquisitor with a magical attack. This is raised to +2 if a spell renders the Inquisitor helpless. |
Walking in the shadow, you will know them only by the trail of dead.
Camouflage Passive Always enter combat stealthed, making your next attack autocrit. | Unseen Foe Automatic Instant, Recharge 1 Makes a fast attack from the shadows before retreating again. Your other action this turn will not break Stealth, but also cannot crit. |
An unparalleled master of nature and all things in it, the Monster Hunter loves nothing more than playing his most dangerous game.
Big Game Hunter Passive +1 to all rolls against enemies of a higher Skill Tier. | Portable Cage Men Can trap one helpless, but still living, enemy inside. An enemy inside the Portable Cage cannot escape unless they are remarkably powerful. Enemies of a higher Skill Tier need to be wounded before they can be captured. The cage can be opened any time as an Automatic action, releasing whatever was inside at a desired location. Only one thing can be inside the cage at a time. Things inside the cage cannot be targeted by skills or attacks. |
Even when it seems possible, Pathfinders open up new ways to stride. If there is a wall they will tear it down. If there is no path, they will make one with their own hands.
Preptime Agi Recharge 1 You build a trap of sorts that mimics one of your skills. You may place as many traps as you have skills, but only one per skills. When triggered, declare which trap(s) you trigger. Triggering a trap is Instant. Triggering a trap does not activate a skill’s recharge. | Remote Charge Agi Ranged, Recharge 1 Fires a sticky explosive onto any surface or target, which can be detonated as an Instant Automatic action. The explosion hits anything nearby, friend or foe, and can damage structures, clear light rubble or even knock down doors |
Sniper Passive +1 to ranged skills and attacks with ranged weapons | That One! Agi Ranged, Recharge 3 Next turn all actions against target are Instant |
Some combatants consider loss of precision an acceptable price for dulled pain and removed inhibition. Others just like to get wasted and beat people up.
Combat Cocktail Recharge 2 after effect ends Gain any number of the following benefits
Your crit fail range increases by 1 per benefit chosen. Effects last until you go Helpless. | Falling Fight Agi Instant, Weapon Can only be used while going Helpless Deal standard damage when going Helpless. Failure deals no extra damage. |
Some of the greatest feats of warriors are preserved in songs of war, shouted at blood red skies with lungs of iron and hearts of fire.
Power Metal Soc Recharge 3 On success, deals standard damage to all enemies and increases the skill tier of all allies by 1 for 1 turn. On a crit, also lowers crit limit for all allies by 1. | Bronus Phy Instant, Recharge 2 Share your roll bonuses with an ally for one turn. Both parties gain all bonuses. |
Bringer of death and well-being in equal measure, warrior priests have earned enough respect to not have the lack of originality in their name called out any more.
Healing Blood Phy Weapon, Recharge 2 Deals standard damage. Heals one ally for as much damage as you deal with this attack. | Healing Before Hurting Passive Whenever you successfully perform an action that helps allies (heals, buffs, assisting helpless allies to stand up, etc) your next offensive action gains +1 to its roll. |
The most devoted of warriors fight selflessly for their causes, to the point of being unnerving, as if possessed or something.
Object of Worship Passive Pick one ally as your object of obsessive worship. You can accurately locate this target regardless of distance. If this ally falls Helpless in combat, you gain Autocrit against the enemy who caused it, until that enemy is Helpless or three successes against it if it cannot go Helpless. | Possessed Weapon Passive Your weapons are possessed by a power from the great beyond. They have limited sentience and can reveal strange facts about the world if talked to. When you go Helpless, you can keep using basic Attacks and Weapon skills until your next failure, at which point you go Helpless as normal. This effect also ends if you are Healed. You also gain 1 Skill Tier for the duration. |
Clad in armor as heavy as their arsenal of weapons, Conquerors are an immovable object swinging an unstoppable force
Greatshield Passive Requires a Shield Your Shield, in addition to everything else, provides an additional +1 Hit and reduces counter damage from Weapon Skills and normal attacks by 1. | Hyper Armor Instant Automatic You may elect to have a roll count as a minimum success even if it failed. If you do, you suffer 1 additional hit in addition to normal counterattack damage. |
Sufficiently advanced application of large weapons to the face is indistinguishable from magic
Weaponized Catalyst All your Spells count as Physical or Agile (chosen when the skill is picked) and Weapon regardless of their original tags. Your Weapon also counts as a Catalyst Weapon | Spell and Blade Passive When you crit with a normal attack, you may instantly cast one of your Spells. When you crit with a Spell, you may instantly perform a normal attack. |
Unorthodox grapplers and flashy fighters, wrestlers exemplify the less common aspects of unarmed combat. With style.
Suplex Phy Recharge 3 Damage will never be lower than half of target’s Skill Tier | Living Weapon Phy Recharge 3 Pick up an enemy and hit someone else with it. Deals equal damage to both the wielded enemy and the target. If either goes helpless, they both do |
Even in death, warriors of old will gladly join the fight when a worthy leader calls for them.
Arms of the Dead Passive Your minions benefit from all your Weapon bonuses and are armed with weapon types of your choice. This includes Ultimate Weapon’s bonuses if you have that skill. | Valhallan Vanguard Passive Your Minions know a single 1pt Warrior skill each |
Blessed blades forged in battle, Swordsaints are among the foremost weapon masters around.
Ascended Form Soc Spell, Recharge 3 Ascend into a higher state of being by divine right Gain +2 Skill Tiers, +1 damage and increase crit fail range by 1. Stacks with itself, lasts until helpless. Starts on recharge. | Divine Weapon Passive Your weapon can have three Tags at once (Single, Great, Dual, Ranged, Shield), but is stuck at -1 Quality due to its power overwhelming your ability to wield it. These tags can be switched at any time outside combat as you invoke new powers in your weapon |
Methodical and brutal, commandos are masters of sending a message and getting the job done.
Hostage Passive Enemies you render helpless provide protection from 1 noncritical miss each. | Surgical Strike Agi Attack an increasingly specific point on the target, increasing crit limit as much as you wish, but crit fail limit an equal amount (ex. crits on a 8, crit fails on a 3) |
Those exposed to the truths of bear lore never quite recover. But do not worry, there is no pawsible claws for alarm, unless ursaing this has become unbearable
Bear Arms Recharge 4 after transformation ends. You channel traditional transformation into your weapon, Weapon gains 2 racial abilities, retains all bonuses and benefits your weapon hand and becomes a 3/1 minion. Once it goes helpless it becomes its normal state again. | Rip And Bear Phy Recharge 4 after streak ends This skill is Recharge 0 and Instant so long as you can keep rolling higher than your previous roll on it. |
Those who both wield weapons and forge weapons often find more kinship among weapons than people
Assimilate Armor Phy Recharge 2 Deals damage and gives +1 Hit. This can take you above your normal max Hits. | Reclaimed Weapon Phy Recharge 3 Disarms the target, making them unable to counterattack for more than 1 Hit next turn. You may also change your Weapon Type, if you so desire. |
Where sword arts are usually seen as the romantic standard, lifelong training with ranged weapons can be all the more lethal
Sniper Passive +1 to ranged skills and attacks with ranged weapons | That One! Agi Ranged, Recharge 3 Next turn all actions against target are Instant |