Ability Focuses



Constitution Focuses

Tolerance: Withstanding the effects of potentially harmful substances, whether consumed recreationally or after involuntary exposure.

Cunning Focuses

Forgery: Making false documents look authentic.
Nautical Lore: Knowing the sea, its creatures, ships, and sailing.

Dexterity Focuses

Bite: Fighting with the Bite Natural Weapon Group.
Draining Touch: Fighting with the Draining Touch Natural Weapon Group.
Envelop: Fighting with the Acidic Touch Natural Weapon Group.
Fire Gout: Fighting with the Fire Gout Natural Weapon Group.
Flame Blast: Fighting with the Flame Blast Natural Weapon Group.
Sailing: Operating and maintaining a sailing ship.

Perception Focuses

Intuition: Having a "gut feeling" about things you can’t otherwise sense.
Tasting: Using your gustatory sense.
Touching: Using your tactile sense.

Strength Focuses

Claws: Fighting with the Claws Natural Weapon Group.
Gore: Fighting with the Gore Natural Weapon Group.
Grappling: Proficiency with unarmed techniques intended to immobilize and restrain.
Rock Spike: Fighting with the Rock Spike Natural Weapon Group.
Steel Fist: Fighting with the Steel Fist Natural Weapon Group.
Stone Fist: Fighting with the Stone Fist Natural Weapon Group.
Talon: Fighting with the Talon Natural Weapon Group.

Willpower Focuses

Fishing: Catching fish and other items found in bodies of water.



Talents



Inspire

Classes: Any
Requirement: You must have Communication 2 or higher.

You are inspiring to others. You may be a great speaker or leader, but this talent is more about being an exemplar and source of trust, dependability, and stability than overt interaction skills.

Novice: You inspire calm and courage in your friends and allies. As long as you are conscious and they are within sight of you, any allies gain a +1 bonus to all Willpower tests. Any ally directly defending you from harm when you are unconscious or incapacitated receives the same bonus.

Journeyman: You can inspire greatness in others. As long as you are conscious and they are within sight of you, any ally generating stunt points generates +1 SP. Any ally directly defending you from harm when you are unconscious or incapacitated receives the same bonus.

Master: With you around, things don’t seem as bad. Once per encounter, you can spend two minor actions to offer words of inspiration to your allies. All who hear these words heal 1d6 + your Communication in Health and gain a +2 bonus on their next test.

Performance

Classes: Any
Requirement: You must have the Communication (Performance) focus or the Cunning (Music Lore) focus.

You have a natural talent for music.

Novice: You know how to play an instrument, sing, and write and read music. You are also an accomplished actor and performer. In addition, you may perform one of the following roleplaying stunts for 1 SP less than its normal cost: Jest, Stunned Silence, or Sway the Crowd.

Journeyman: You can get the feel of a room and adapt accordingly. If you have 15 minutes to observe a crowd before performing or speaking in front of them, you gain a +1 bonus to any Communication-based tests to persuade or entertain them. In addition, pick another roleplaying stunt from the Novice degree of this talent to perform at 1 SP less than its normal cost.

Master: When performing, you exude confidence and style. You may perform the With a Flourish exploration stunt while entertaining an audience for 3 SP instead of its usual cost of 5, and its effects last until the end of the day.

Tooth and Claw

Classes: Any
Requirement: You must be either a Mabari War Dog, Werewolf, or Scaled One.

You are skilled at using your animal body and natural weapons in a fight.

Novice: Your bite is fierce and your claws are sharp. You do +2 damage with any of your natural weapons.

Journeyman: Four legs are better, and more stable, than two. You can perform the Knock Prone combat stunt for –1 SP, and those attempting to use the Knock Prone combat stunt on you must pay +1 SP over the normal cost.

Master: You waste no time putting down a vulnerable foe when necessary. You can perform the Mighty or Lethal Blow combat stunts for 1 SP less than normal against any foe who is unarmed, prone, or unaware of your presence.

Spells



Cleansing Aura

Magic School: Creation
Spell Type: Utility   Mana Cost: 3-9
Casting Time: Major Action   Target Number: 15
Test: None
Requirement: Spirit Healer Specialization (Master)

Waves of healing energy radiate from you and aid your nearby allies. You can pick a number of targets up to twice your Willpower, all of whom must be within 10 yards of you. All targets regain 1d6 Health per 3 MP you spend (to a maximum of 3d6 Health for 9 MP). You can designate yourself as one of the targets.

Grave Robber

Magic School: Blood
Spell Type: Utility   Mana Cost: 7
Casting Time: Major Action   Target Number: 15
Test: None   Requirement: Blood Mage Specialization

You draw upon the life force of the dying to replenish yourself. For the rest of the encounter, whenever a living creature dies within 6 yards of you while the spell is in effect, you can choose to regain either 1d6 Health or 1d6 Magic Points. This replenishment cannot increase either above their normal maximum.

Gravitic Ring

Magic School: Spirit
Spell Type: Utility   Mana Cost: 5
Casting Time: Major Action   Target Number: 13
Test: Strength (Might) or Willpower (Self-Discipline) vs. Spellpower
Requirement: Telekinetic Burst

You drastically alter the gravity around one creature. If you increase its gravity, it suffers a –6 penalty to its Speed, –1 to melee attack rolls, and –1 to its Defense. The creature may make a Strength (Might) test to avoid this effect of the spell. If you decrease its gravity, the creature can be pushed up to the amount on the stunt die in yards each time another creature makes a successful attack on it. The creature may make a Willpower (Self-Discipline) test to avoid this effect of the spell. The spell lasts a number of rounds equal to half your Willpower rounded up.

Mystical Negation

Magic School: Spirit
Spell Type: Utility   Mana Cost: 18
Casting Time: Major Action   Target Number: 17
Test: None   Requirement: Force Field

You create an area of null-magic, draining and suppressing magical effects. Choose an area up to 10 yards across within 20 yards of you. If your casting roll succeeds, that area becomes an arcane void, deadened to any use of magic. For the remainder of the encounter, any magical talent or ability used in the arcane void automatically fails. Ongoing magical effects are suppressed. Summoned creatures in the area are banished to their place of origin. Purely magical beings that enter or start their turn in the arcane void take 1d6 penetrating damage as their magic “bleeds” away. The creator of the arcane void can dispel it – ending the effect – at any time, as a minor action.

Nature's Vengeance

Magic School: Primal
Spell Type: Attack   Mana Cost: 8
Casting Time: Major Action   Target Number: 11
Test: Dexterity (Acrobatics) vs. Spellpower
Requirement: Keeper Specialization (Master), Ensnare

Tough, gnarled roots spring up from the ground to grab and entangle targets in a 4 yard by 4 yard area within 20 yards of you that you designate. Those affected must make a Dexterity (Acrobatics) test against your Spellpower. Failure means the target is trapped and rooted to that spot for the duration of the encounter (though they can fire ranged weapons, cast spells, and take other actions that do not involve moving). Trapped targets can make a Strength (Might) check against your Spellpower as a major action to tear free of the ensnaring roots. Anyone moving through the area affected by the spell has a –5 penalty to speed.

Wall of Fire

Magic School: Primal
Spell Type: Utility   Mana Cost: 10
Casting Time: Major Action   Target Number: 16
Test: Dexterity (Acrobatics) vs. Spellpower
Requirement: Fireball

You conjure a wall of roaring flames to block your enemies. This wall can be up to 10 yards long, 3 yards high, and 1 yard deep, starting at a point within 30 yards of you. You can shape the line of the wall however you wish, including forming a circle or arc. The wall of fire blocks sight and inflicts 3d6 + Willpower damage upon any creature crossing or starting its turn within it; those succeeding on a Dexterity (Acrobatics) test vs. your Spellpower take only 1d6 + Willpower damage. A wall of fire lasts for one minute, and you can pay an addition 10 MP to extend the spell’s duration another minute.

Wall of Ice

Magic School: Primal
Spell Type: Defense   Mana Cost: 6
Casting Time: Major Action   Target Number: 11
Test: Strength (Might) vs. Spellpower
Requirement: Cone of Cold

You conjure a wall of solid ice, up to 3 yards long and 1 yard wide. It blocks all lightning attacks from passing through it, and anyone trying to attack through it takes a –2 penalty on their attack rolls. Anyone attempting to cross through the Ice Wall must make a Strength (Might) test vs. your Spellpower or be frozen. If you cast this spell more than once in an encounter, you can link together the sections into one continuous wall. The ice wall lasts until the end of the encounter, although you can end it earlier as a free action if you so choose.

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