Skills home

Skill Stat Cost Range Area Duration Requirements Effects Success Roll
Mortal Guard 6 Soul self self instant Knock Down Defense You can use this skill to give yourself +1d6 to Vitality Save for that instance to avoid a one hit kill, instant death, or other related situation. Survival -2
Mortal Shot 6 Soul weapon range 1 target instant Sniper Shot With this skill you have a 1 in 6 chance of instantly killing the target. This is decided by rolling a 1d6, where 6 = death. Perceive -8
Nature's Armor 6 Soul self self 1d8 rounds Nature's Nurturing

With this skill nature will help protect you. This skill can only be used in environments that are natural. With this skill nature provides you with your Arcana stat as extra protection against physical and magical attacks.

Nature -5
Nature's Blessing 8 Soul self self 1d8 rounds Nature's Armor

With this skill nature blesses you with more power. This skill can only be used in natural places. This skill adds your Nature score to Runic Power, Offensive Power, and Bow Power.

Nature -5
Nature's Nurturing 4 Soul self self 1d8 rounds 3 druid skills and 2 druid abilities

With this skill you can have yourself sustained by nature. This skill can only be used within natural environments, including caves. This skill cannot be used in an environment that has no nature. When you use this skill you select Vitality, Soul, or Power. During the duration the selected stat will be recovered by 1d8 per round.

Nature -5
Nature's Wrath 10 Soul self self 1d8 rounds Nature's Blessing

With this skill nature will counter attack for you. This skill can only be used in natural places. During the skill's duration every time you are attacked nature will attack the attacker. The damage dealt is your Nature score + Arcana Score + 1d12. This always hits.

Nature -5
Neck Breaker 6 Power whips range 1 target instant Equip Whip; Choke Hold This skill is used with the skill Choke Hold. With this skill a critical hit has a 1 in 6 chance of killing the target. This is decided by rolling a 1d6, with 6 = death. This skill increases your Critical chance by +2. Critical +2
Negative Energy 8 Soul any in area a 3x3 space area around you 1d6 rounds Religious Sanctuary

This skill produces an aura around you that causes enemies in the aura to suffer a 1d6 penalty to any trait check, stat check, skill check, or spell cast check as long as they are in the aura. If you are a servant of Joasri you will need to make a normal Luck check to prevent this from affecting your allies while your enemies get an extra 2 to this penalty.

Focus -4
Ninja Run 4 Power move range self instant Inner Chi With this skill you can run across water and up walls, but only for the duration of your movement range. Athletics -2
Norvus's Performance 4 Soul any in area a 3x3 space area around you 1d6 rounds (effects only) Ava Breve Aria

This deep melody grants you and all in the area (friend or foe) 1d10 + Perform physical and magical protection.

Perform -2
Novice Bashing Proficiency 2 Power self self 1d10 rounds Basic Bashing Proficiency

Using this skill allows you to draw on your proficiency with bashing or blunt weapons. This is basically hitting someone with a blunt weapon in a swinging motion. Blunt weapons are any weapons that you can bash with, such as hammers, mallets, rods, staffs, whips, planks, tonfa, and clubs. Any weapon that can have a bashing attack can be used with this skill. This skill provides the following:

  • Increases damage of weapon by 2
  • Increases attack value of skills used with weapon by 2
  • Decreases difficulty of skills used with weapon by 2
  • Causes wounds to unarmored targets
  • Dazes unarmored targets for 1d3 rounds

This skill cannot be used with Basic Bashing Proficiency

Insight -2
Novice Bludgeoning Proficiency 2 Power self self 1d10 rounds Basic Bludgeoning Proficiency

Using this skill allows you to draw on your proficiency with bludgeoning or blunt weapons. This is basically ramming someone with a blunt weapon in a thrusting motion. Blunt weapons are any weapons that you can bludgeon with, such as rods, staffs, tonfa, fists, feet, handle of most weapons, and clubs. Any weapon that can have a bludgeoning attack can be used with this skill. This skill provides the following:

  • Increases damage of weapon by 2
  • Increases attack value of skills used with weapon by 2
  • Decreases difficulty of skills used with weapon by 2
  • Causes wounds to unarmored targets
  • Critical Hit stuns unarmored targets for 1d3 rounds

This skill cannot be used with Basic Bludgeoning Proficiency

Insight -2
Novice Chopping Proficiency 2 Power self self 1d10 rounds Basic Chopping Proficiency

Using this skill allows you to draw on your proficiency with chopping weapons. Chopping weapons are any weapons that you can chop with, such as axes, hatchets, falchion, and scythes. Any weapon that can have a chopping attack can be used with this skill. This skill provides the following:

  • Increases damage of weapon by 2
  • Increases attack value of skills used with weapon by 2
  • Decreases difficulty of skills used with weapon by 2
  • Causes 1d4 bleed damage per round to unarmored targets
  • Critical Hit breaks wooden shields

This skill cannot be used with Basic Chopping Proficiency

Insight -2
Novice Crafting 2 Soul self self 2 hours (required time) Basic Crafting

This skill allows for novice crafting.

Insight -2
Novice Piercing Proficiency 2 Power self self 1d10 rounds Basic Piercing Proficiency

Using this skill allows you to draw on your proficiency with piercing weapons. Piercing weapons are any weapons that you can stab and pierce with, such as knives, swords, spears, hira-shuriken, darts, and arrows. Any weapon that can have a piercing attack can be used with this skill. This skill provides the following:

  • Increases damage of weapon by 2
  • Increases attack value of skills used with weapon by 2
  • Decreases difficulty of skills used with weapon by 2
  • 10% of damage dealt ignores armor
  • Causes 1d4 bleed damage per round to unarmored targets

This skill cannot be used with Basic Piercing Proficiency

Insight -2
Novice Runic Crafting 4 Soul self self 2 hours Basic Runic Crafting and Better Crafting

This skill allows you to create novice runic technology from blueprints. This includes novice elemental contructs.

Arcana -2
Novice Slashing Proficiency 2 Power self self 1d10 rounds Basic Slashing Proficiency

Using this skill allows you to draw on your proficiency with slashing weapons. Slashing weapons are any weapons that you can slash with, such as knives, daggers, swords, scythes, chakram, blade knuckles, and claws. Any weapon that can have a slashing attack can be used with this skill. This skill provides the following:

  • Increases damage of weapon by 2
  • Increases attack value of skills used with weapon by 2
  • Decreases difficulty of skills used with weapon by 2
  • Causes 1d4 bleed damage per round to unarmored targets

This skill cannot be used with Basic Slashing Proficiency

Insight -2
Occult Aid 4 Soul self or 1 ally self or 1 ally 1d4 hours Occult Guidance This skill grants you aide from your runic soul to assist with stat checks. You or your ally get a 1d6 to roll with any check during the duration of this skill's effect. Insight -3
Occult Empowerment 4 Soul self or 1 ally self or 1 ally 1d6 rounds Occult Aid Your guardian spirit assists you or your ally with spell casting, increasing the spell's effects. Any damaging, healing, buffing, or debuffing effect that has a numerical or dice value is increased by an extra 1d10. Insight -5
Occult Guidance 1 Soul self self instant Divination This skill allows you to use tarot cards for answers to questions. The accuracy is not always for certain. Basically, if you fail at the skill check, you will still perform the skill but it will not give you a true or accurate answer. If you succeed, you may get a true and accurate answer. The GM can apply different challenge levels to this and different conditions. Tarot cards can also have a chance to summon an agent of the deity tied to that deck of cards or to you, with the results of that summon completely depending upon the deity and the GM. If used in battle with a magic spell, the card pulled may or may not cause an effect, again up to the GM and the situation. Insight -2
One Hit Toss 6 Soul throw range 1 target instant Precise Throw With this skill you have a 1 in 6 chance of instantly killing the target. This is decided by rolling a 1d6, where 6 = death. Perceive -5
Partial Polymorphing 1 Soul self self 1d10 rounds or hours Able to change parts of body into any form whose properties are known. You could change our arms into weapons, feet into flippers, etc. The boy part would take on those properties, for example if you changed your arms into swords they would have the attack value of standard short swords. Body part changed cannot be more than 25% larger or smaller than original size. Arcana +2; +1 per level
Perceive Empowerment 2 Soul self self 1 hour N/A This skill increases your Perceive by 1d4. Perceive
Pick Locks 1 Soul self self instant N/A This skill allows you to pick locks. The success roll is a luck check, however the type of luck check depends upon the complexity of the luck and could be easy, normal, hard, or impossible. Luck
Pick Magic Locks 2 Soul self self instant Pick Locks This skill allows you to pick magic locks. The success roll is a luck check, however the type of check depends upon the complexity of the magic lock and could be easy, normal, hard, or impossible. Luck
Pick Trapped Locks 3 Soul self self instant Pick Magic Locks This skill allows you to pick a trapped lock without setting off the trap. Hard Luck or Impossible Luck
Pierce Defense 2 Power self self 1d4 rounds N/A This reduces all piercing damage against you by 20%. Defense
Piercing Attack 1 Power weapon's range 1 target instant Basic Attack This skill allows you to do piercing damage with your sword. athletics -1
Piercing Spell 2 Soul self self instant Spell Slinger Using this skill with your spell causes your spell pierce through armor. This increases your spell's damage power by 1d6. Arcana
Pin Target 4 Power jump range 1 target 1 round N/A With this skill you jump onto the target pinning the target to the ground. The target is unable to move or act during this time. The target can make an atheltics check, with your atheltics being a penalty. You also must spend an entire round of not acting to hold this target down. Once the target is free or the round is over, you must make a focus check to not lose the next round. Athletics -2