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I | P | T | S |
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Heavy Weapons
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I | |||
Heavy Weapons
Granted from Adept
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Light Weapons
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P | |||
Light Weapons
Granted from Adept
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Medium Weapons
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I | |||
Medium Weapons
Granted from Adept
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Trained In All Actions That Involve Seeing Through A Trick, An Illusion, A Rhetorical Ruse Designed To Evade The Issue, Or A Lie
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T | |||
For example, you're better at keeping your eye on the cup containing the hidden ball, sensing an illusion, or realizing if someone is lying to you (but only if you specifically concentrate and use this skill).
Granted from Skeptical
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Trained In Identifying
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T | |||
Granted from Skeptical
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Mod | Skill | Pool | Type | Dmg |
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Punch
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P | M | L | 2 | |
Cost:Free Distance:Immediate
A right jab. Eased by one step from Light weapons. |
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Mind Sliver (Onslaught Mind Slice)
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P | I | M | 2 | |
Cost:1 intellect point Distance:Short
Does 2 Intellect damage, ignores armour |
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Firebolt (Onslaught)
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P | I | M | 4 | |
Cost:1 intellect point Distance:Short
A bolt of fire |
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Eldritch Blast (Arcane Flare)
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P | I | M | 4 | |
Cost:1 Intellect point Distance:Long
Somehow Sid has access to Eldritch Blast, its a placeholder for a spell effect . A ray of force shoots long range and does 4 damage. |
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Special Abilities | |||||
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Arcane Flare | Costs 1 Intellect point | ||||
You enhance the damage of another attack spell with an extra charge of energy so that it deals 1 additional point of damage. Alternatively, you attack a target within long range by projecting a flare of raw magic that inflicts 4 points of damage. Enabler for enhancement; action for long-range attack. | |||||
Granted from Masters Spells
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Hedge Magic | Costs 1 Intellect point | ||||
You can perform small tricks: temporarily change the color or basic appearance of a small object, cause small objects to float through the air, clean a small area, mend a broken object, prepare (but not create) food, and so on. You can't use Hedge Magic to harm another creature or object. Action. | |||||
Granted from Adept
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Magic Training | |||||
You are trained in the basics of magic (including the operation of magic artifacts and cyphers) and can attempt to understand and identify its properties. Enabler. | |||||
Granted from Adept
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Onslaught | Costs 1 Intellect point | ||||
You attack a foe using energies that assail either their physical form or their mind. In either case, you must be able to see your target. If the attack is physical, you emit a short-range ray of force that inflicts 4 points of damage. If the attack is mental, you focus your mental energy to blast the thought processes of another creature within short range. This mindslice inflicts 2 points of Intellect damage (ignores Armor). Some creatures without minds (such as robots) might be immune to your mindslice. Action. | |||||
Granted from Adept
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Ward | |||||
You have a shield of energy around you at all times that helps deflect attacks. You gain +1 to Armor. Enabler. | |||||
Granted from Adept
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Cyphers | ||
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Perfection | Level 8 | |
The user treats their next action as if they had rolled a natural 20. Subtle | ||
Nullification Ray | Level 6 | |
The user can immediately end one ongoing effect within long range that is produced by an artifact, cypher, or special ability. Manifest | ||
Secret | Level 5 | |
The user can ask the GM one question and get a general answer. The GM assigns a level to the question, so the more obscure the answer, the more difficult the task. Generally, knowledge that a PC could find by looking somewhere other than their current location is level 1, and obscure knowledge of the past is level 7. Gaining knowledge of the future is level 10, and such knowledge is always open to interpretation. The cypher cannot provide an answer to a question above its level. Subtle | ||
Limit of 3 |
Armor
1
Money
0
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