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Player Character Talents

Page history last edited by Adrian 4 years, 6 months ago

Immunities

 

Ancestry  Asleep Charmed Diseased Dmg from Disease Dmg from Poison  Fatigued  Poisoned 
Clockwork  X   X
Goblin    X      
Faun              
Halfling              
Human               
Orc              
Revenant      X

 

Group Theme

 

Embattled Survivors

Blooded: While within short range of at least one other member of the group, you make challegne rolls to resist the frightening and horrifying traits with 1 boon. 

 

Ancestry Talents

 

Clockwork

 

Key: You have a key somewhere on your body that you cannot reach. When the key is cranked and turning, you count as a creature. When it stops, you become an object. Your key stops turning when you become incapacitated. It also stops turning at the end of any round in which you get a total of 0 or lower on an attack roll or challenge roll.

While your are an object, you cannot use actions, move, talk, or perceive your surroundings. Any creature that can reach you can use an action to wind up your key. If you are not incapacitated, you become a creature once more. If you are incapacitated, roll a d6. On a 3 or lower, there is no effect. On a 4 or higher, you heal 1 damage and become a creature at the end of the round.

Although you are an object while you are incapacitated, you are still subject to the rules for incapacitated creatures.

 

Mechanical Body: You do not eat, drink or breathe. You do not age and you cannot be transformed into an undead creature. Your mechanical body makes it impossible for you to swim, so you sink to the bottom when you are submerged in liquid.

 

Repairing Damage: When you are a creature, you heal damage as any other creature. If you are an object, a creature can use an action to start repairing you with a tool kit. The creature must work for at least 4 hours. At the end of this time, it makes an Intellect challenge roll with 1 bane. On a success, you heal damage equal to your healing rate.

 

Faun

 

Quick Step: When you use an action, you can move 1 yard before or after the action, provided your Speed is greater than 0.

 

Shadowsight: You see in areas obscured by shadows as if those areas were lit.

 

Skittish: You make Will challenge rolls with 1 bane.

 

Goblin

 

Iron Vulnerability: You are impaired while you are in contact with iron.

 

Shadowsight: You see in areas obscured by shadows as if those areas were lit.

 

Sneaky: When you roll to become hidden or move silently, you make the Agility challenge roll with 1 boon.

 

Halfling

 

Good Fortune: Whenever a creature within short range rolls a 1 on any die, you can use a triggered action to discard the roll and let the creature roll the die again.

 

Uncommon Courage: When you become frightened, you can use a triggered action to make a Will challenge roll. On a success, you remove the affliction.

 

Human

 

Determined: When you roll a 1 on the die from a boon, you can reroll the die and choose to use the new number.

 

Orc 

 

Shadowsight: You see in areas obscured by shadows as if those areas were lit.

 

Tough as Nails: Increase your Health by 4. Also, when you are not wearing medium or heavy armour you gain a +1 bonus to Defence.

 

Revenant

 

Darksight: You can see in areas obscured by shadows and darkness within medium range as if those areas were lit. Beyond this distance, you treat darkness as shadows and shadows as lit.

 

Eternal Returns: You die instantly when you become incapacitated, and you remain dead for 1d3 hours. At the end of this time, if your head is still attached to your body, you return to life, heal damage equal to your healing rate, and gain 1d3 insanity. Otherwise, you are destroyed.

 

One Foot in the Grave: You heal only half the normal amount of damage from magic and potions.

 

Path Talents

 

Cleric

 

Conviction: You make Will challenge rolls with 1 boon when you roll to resist the effects of frightening and horrifying traits.

 

Icon of Faith: Choose one tradition that you have already discovered and is associated with your religion. When you cast an attack spell from that tradition while you're wielding or wearing a holy symbol, you make the attack roll with 1 boon and creatures rolling to resist the attack make their challenge rolls with 1 bane.

 

Fighter

 

Fight with Anything: If you attack with a weapon or improvised weapon whose damage die is less than 1d6, you treat the damage die as 1d6. In addition, when you attack with a weapon or improvised weapon, you make the attack roll with 1 boon. Finally, your Strength counts as 2 higher for the purpose of meeting armour and weapon requirements.

 

Fighter Talent - Powerful Attack: When you attack with a heavy weapon, you can make the attack roll with 1 bane to deal 2d6 extra damage.

 

Magician

 

Cantrip: Whenever you discover a tradition, you learn an extra rank 0 spell from that tradition.

 

Spell Recovery: You can use an action to heal damage equal to your healing rate and regain one casting you expended of a spell you learned. Once you use this talent you cannot use it again until after you complete a rest.

 

Paladin

 

Divine Cause: When you would make a challenge roll to resist an attack, you can expend the casting of a spell. You make the roll with a number of boons equal to the rank of the spell whose casting you expended (minimum 1 boon).

 

Divine Smite: When you get a success on an attack with a weapon, you can expend the casting of a spell. The attack deals 1d6 extra damage per rank of the spell whose casting you expended (minimum 1d6 extra damage). If the target of your attack was a demon, devil, faerie, spirit or undead, you increase the extra damage by 1d6.

 

Faith Healing: You can use an action to touch one living creature you can reach that has 0 Corruption and expend a casting of a spell. Choose one of the following effects:

  • The target heals 1d6 damage per rank of the spell expended (minimum 1d6).
  • If you expended a rank 2 or higher spell, you can remove the diseased or poisoned affliction from the target.

 

Priest

 

Prayer: When a creature within short range of you makes an attack roll or challenge roll, you can use a triggered action to grant 1 boon on the triggering roll.

 

Selfless Recovery: Choose up to two creatures within short range of you. Each target heals damage equal to its healing rate. Once you use this talent, you cannot use it again until you complete a rest.

 

Shared Recovery: You can use an action to heal damage equal to your healing rate. Then, choose one creature other than you within short range. The target also heals damage equal to its healing rate. Once you use this talent, you cannot use it again until after you complete a rest.

 

Rogue

 

Nimble Recovery: You can use an action to heal damage equal to your healing rate and then move up to half your Speed without triggering free attacks. Once you use this talent, you cannot use it again until after you complete a rest.

 

Trickery: Once per round, you can make an attack roll or challenge roll with 1 boon. If you attack with 1 boon from this talent, your attack deals 1d6 extra damage.

 

Exploit Opportunity: Once per round, when the total of your attack roll is 20 or higher and exceeds the target number by at least 5, you can take another turn at any point before the end of the round.

 

Roguery Talent - Skirmish: You can use an action to move up to half your Speed. This movement does not trigger free attacks. During the move, you can make an attack. You make the attack roll with 1 bane, but the attack deals 1d6 extra damage. If you choose this talent a second time, you can move up to your Speed instead of half your Speed.

 

Silhouette

  

Gather Shadows: You can use an action to gather a number of shadows equal to 1 + your Power score. You retain these shadows until you expend them or use this talent again.

 

Shadow Blend: When you are in an area obscured by shadows or darkness, you can use a triggered action to become invisible for 1 minute. If you move or use an action, the effect ends immediately.

 

Shadow Guard: When you are attacked by a creature that can see you, you can use a triggered action to expend a shadow and impose 1 bane on the triggering attack roll.

 

Shadowed Eyes: When you are in an area obscured by shadows or darkness, you can use a triggered action to expend a shadow and gain the darksight trait for 1 minute.

 

Warrior

 

Catch Your Breath: You can use an action or a triggered action on your turn to heal damage equal to your healing rate. Once you use this talent, you cannot use it again until after you complete a rest.

 

Weapon Training: When attacking with a weapon, you make the attack roll with 1 boon.

 

Combat Prowess: Your attacks with weapons deal 1d6 extra damage.

 

Forceful Strike: When the total of your attack roll is 20 or higher and exceeds the target number by at least 5, the attack deals 1d6 extra damage.

 

Wizard

 

Grimoire: You acquire a tome filled with magical lore. The tome grants 1 boon on Intellect challenge rolls you make to recall information about magic. In addition, the tome also contains spells you have discovered during your travels. 

 

Your grimoire holds three spells of a rank you can cast. The spells can belong to any tradition, even a tradition you have not yet discovered. For the purposes of gaining Corruption from learning certain spells, choosing a spell to include in your Grimoire counts as learning it. Finally, if you learn a spell already in your Grimoire, you can add another spell to your Grimoire of a rank you can learn and cast.

 

You can create additional Grimoires to hold more spells or to replace a Grimoire you have lost. To create a Grimoire, you must spend 48 hours creating a book using exotic materials worth 5 gc. When you complete your work, you can inscribe any three spells of a rank you can cast inside the book.

 

Grimoire Casting: If you are holding a Grimoire, you can cast a spell it contains by expending the casting of a spell you have learned of the same or higher rank.

 

Spellbinder

 

Spellbound Weapon: Refer to Spells. 

 

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