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Classes

While all your character creation decisions bear narrative weight, none influences the way you play the game like your choice of class. Your class determines how your hero battles the threats of the timescape and overcomes other obstacles. Do you bend elemental forces to your will through the practiced casting of magic spells? Do you channel the ferocity of the Primordial Chaos as you tear across the battlefield, felling foes left and right? Or do you belt out heroic ballads that give your allies a second wind and inspire them to ever-greater achievements?

Your class provides you with many of your features, most of your abilitiesβ€”your most potent combat moves and noncombat options and a Heroic Resource that fuels many of those abilities. This book presents nine classes to choose from.

Censor: A censor is a trained warrior devoted to a saint or god. They hunt down the forces of evil using melee weapons and magic granted to them by their divine patron, specializing in confronting the wicked and locking down single enemies during combat.

Conduit: A conduit is the devoted priest of a saint or god. They wield divine magic that smites enemies with holy energy and supports their allies, and are renowned for their healing abilities.

Elementalist: An elementalist studies the elemental forces of the timescape and controls earth, fire, the void, and more with magic. Many of their abilities cover wide areas of the battlefield, and they have a versatile array of tricks that allow them to both control combat and manipulate the environment around them when the fight is done.

Fury: Coursing with the ferocity of the Primordial Chaos in their veins, a fury is a mobile warrior who gets up close and personal with enemies to dish out lots of damage. Leaping around the battlefield felling foes and breaking down walls is where the fury lives.

Null: Disciplined and calm, the null is an unarmed warrior who manifests an aura that quells the supernatural and hinders the offensive prowess of their enemies. They use psionics to make their body stronger than any steel and faster than any steed.

Shadow: Stalking from the darkness, the shadow is an expert assassin and thief who fights equally well in melee and at range as they get the drop on their foes. They utilize magic to help them stay mobile on the battlefield and sneak up on their prey.

Tactician: A brilliant strategist and weapons master, the tactician excels at granting allies more movement and actions on the battlefield. They also support allies outside of combat, always inspiring their friends to greatness.

Talent: A talent is the master of psionics, manifesting powers that manipulate objects, minds, and time. These heroes can reach far into themselves to use abilities even when they don't have their Heroic Resource to spareβ€”if they're willing to face the cost.

Troubadour: A troubadour inspires their allies with storytelling and swordplay that is as much an art as it is an act of war. Their quips, songs, poems, and epic tales produce actual magic that harms foes and bolsters allies. They can even use their magic to tweak the campaign's story in real time to better suit their needs.

Subclasses

Each class also has a number of subclasses presented in this book. Your subclass determines many of your hero's abilities and features, and further defines how you interact with the world from 1st level on. You choose a subclass when you create your character.

Abilities

Abilities are special actions, maneuvers, and more that allow you to affect creatures, objects, and the environment. They represent the main activities your character can undertake when the game is in combat or some other time-sensitive scenario. All characters have access to a few basic abilities, including free strikes and maneuvers such as Grab and Knockback (see Maneuvers in Chapter 10: Combat). But your class, ancestry (see Chapter 3), kit (Chapter 6), titles and treasures (Chapter 13: Rewards), and other heroic options give you access to more powerful abilities that make your hero stand out.

Abilities are presented in a special format that first describes the ability, then summarizes its mechanical details, and finally breaks out the ability's power roll (if it has one) and effects.

Abilities in Combat

All the abilities appearing in this book are used as a main action, a maneuver, a triggered action, or some other part of your turn. As such, these abilities are all explicitly usable in combat or some other time-sensitive scenario where the game unfolds as combat rounds. If a creature has an ability that takes 1 minute or longer to use, that ability can't be used in combat.

Name and Story Text

Each ability has an evocative name that sets up what it does in the game, followed by a line or two of flavor text that provides a sense of how the use of the ability might appear if described in an action scene in a story.

The name and story text for abilities sometimes refers to specific ways in which the ability plays outβ€”particularly combat abilities whose names imply specific types of weapons or tactics. However, that narrative flavor has no effect on how an ability can be used. For example, the fury's Impaled ability allows you to grab a target, setting up the idea of harpooning your monstrous foe with a sword to keep them close. But you can use that ability with an axe, a mace, a hammer, or any other weapon.

Heroic Resource Cost

Each class has a Heroic Resource that your hero earns during combat, with some of your class's abilitiesβ€”typically your most potent abilitiesβ€”having a Heroic Resource cost to use them. When you use one of these abilities, you spend some of the Heroic Resource bestowed by your class, then activate the ability.

The nine Heroic Resources in the game are:

  • The censor's wrath
  • The conduit's piety
  • The elementalist's essence
  • The fury's ferocity
  • The null's discipline
  • The shadow's insight
  • The tactician's focus
  • The talent's clarity
  • The troubadour's drama
Heroic Abilities

If an ability has a Heroic Resource cost to activateβ€”as in, you can't use the ability at all without spending some of your Heroic Resourceβ€”then it is a heroic ability. If an effect allows you to use heroic ability when it isn't your turn, you must sill pay its Heroic Resource cost to use it it unless the effect says otherwise.

Some abilities don't cost your Heroic Resource to use but allow you to spend your Heroic Resource to enhance or add effects to the ability, such as the conduit's Healing Grace. These abilities are not heroic abilities unless the baseline ability can't be used without spending your Heroic Resource.

Signature Abilities

Some abilities granted by your class, kit, and other parts of the game are signature abilities. The rules specifically state when an ability is a signature ability. Signature abilities don't require your Heroic Resource to use, but sometimes let you spend your Heroic Resource to enhance or add to their effects.

Ability Keywords

Each ability has one or more keywords that explain how the ability functions. Keywords appear in the first line of the ability beneath the flavor text, on the left side, and can include any of the following entries. (An ability that has no keywords is noted as "β€”".)

Area

Abilities with the Area keyword create an area of effect. Many area abilities deal damage to targets in their area, but such abilities are treated differently than strikes made against specific targets. (See the It's Not All Strikes! sidebar, as well as Strike and Area Abilities below for more information.)

Charge

Abilities with the Charge keyword can be used with the Charge main action instead of a melee free strike. (The Charge main action is described in Main Actions in Chapter 10: Combat.)

Magic

Abilities with the Magic keyword are used by characters who can cast spells, have innate magical features, or wield magic treasures. Such abilities do magical things such as create rays of fire, open swirling portals, or summon creatures.

Melee

Abilities with the Melee keyword can be used only over very short distances, typically within a character's reach, because they require a character to make contact with a creature or object with their body, a weapon, or an implement. (An implement is a special object used by characters channeling magic or psionic power, described in Imbue Treasure in Chapter 12: Downtime Projects.)

Psionic

Abilities with the Psionic keyword are used by characters who can manifest psionic powers, have innate psionic features, or wield psionic items. These abilities might create blasts of psychic energy, move objects with telekinesis, or slow down time with chronopathy.

Ranged

Abilities with the Ranged keyword can be used to affect creatures who are too far away to make contact with.

Strike

Abilities with the Strike keyword (often referred to simply as "strikes") deal damage to or impose a harmful effect on specific creatures or objects.

It's Not All Strikes!

The Strike keyword and phrases such as "makes a strike" are reserved for abilities that have a creature targeting specific creatures or objects (not affecting creatures or objects in an area) and harming those targets in some way by making a power roll. The many abilities in the game that target areas of effect are not strikes. They instead use the Area keyword. That means if a feature distinctly interacts with a strike, that feature has no effect on abilities with the Area keyword.

Weapon

The Weapon keyword is used in abilities that must be used with a blade, a bow, or some other offensive weapon. Weapon abilities also include strikes creatures make with their own bodies, such as a character's unarmed strikes or a monster's punches, kicks, bites, tail slaps, and more.

Your character's kit determines the types of weapons you wield and use with your weapon abilities (see Chapter 6: Kits).

Type

Each ability notes the type of activity required to use it, on the right side of the first line beneath the flavor text. Most abilities require you to use a main action, a maneuver, a move action, a triggered action, a free maneuver, or a free triggered action (with all those terms explained in Taking a Turn in Chapter 10: Combat). For instance, if you use an ability that has "Main Action" as its type entry, you must use your main action to activate the ability.

Trigger

If an ability requires a triggered action or a free triggered action to use, a "Trigger" entry is part of the ability. For example, the trigger for the tactician's Parry ability is: "A creature deals damage to the target." A tactician can use their Parry ability only when that specific triggering event occurs.

Distance

An ability's "Distance" entry, represented by this symbol e, indicates how close you need to be to a creature or object to affect that target with the ability.

Melee

Melee abilities have a distance of "Melee X" and require you to make contact with a creature with your body, a weapon, or an implement. The number X is the maximum distance in squares at which you can physically make contact with another creature or object targeted by the ability. For instance, a distance of "Melee 2" can be used to target creatures or objects within 2 squares of you, while "Melee 1" limits you to adjacent targets (those within 1 square).

Ranged

Ranged abilities have a distance of "Ranged X" and can be used to target creatures or objects too far away for you to make contact with. The number X is the maximum distance in squares at which a creature or object can be targeted by the ability. For instance, a distance of "Ranged 5" can be used to target creatures or objects within 5 squares of you.

If you make a ranged strike while any enemy is adjacent to you (within 1 square), you have a bane on the strike's power roll. (See Edges and Banes in Chapter 1: The Basics.)

Melee or Ranged

Some abilities have a melee distance and a ranged distance. When you use such an ability, you choose whether to use it as a melee or a ranged ability.

An ability never has both the Melee and Ranged keywords at the same time. For example, if you have the Cloak and Dagger kit, which has a weapon damage bonus to melee abilities and a weapon damage bonus to ranged abilities, only one bonus at a time applies to an ability with both the Melee and Ranged keywords. (See Chapter 6: Kits.)

Self

If an ability has a distance of "Self," that ability originates from you, and often affects only you. The ability's description specifies how it works.

Area Abilities

Area abilities cover a number of squares on the battlefield at once, creating an effect within that area that lets you target multiple creatures or objects. When an ability creates an area of effect, it sometimes notes a distance for the effect in the form "within X." The number X tells you how many squares away from you the area can be. If an area ability doesn't have this distance, it originates from you and you are at the center of the area.

If an area ability originates a distance away from you, then one square of the area of effect must be within that distance, and must also be within your line of effect (see below). This square is referred to as the origin square of the area of effect. The area of effect can spread from the origin square however you choose, according to the rules for the shape and arrangement of that particular area.

You can place an area of effect to include one or more squares where you don't have line of effect, as long as you have line of effect to the origin square. Unless otherwise noted, area abilities don't pass through solid barriers such as walls or ceilings, and they don't spread around corners.

An area ability might use any of the following areas of effect.

Aura

When an ability creates an aura, that area is expressed as "X aura." The number X is the radius of the aura, which always originates from you and moves with you for the duration of the ability that created it. A creature or object must be within X squares of you to be targeted by an aura ability.

Burst

When an ability creates a burst area, that area is expressed as "X burst." The number X is the radius of the burst, which always originates from you and lasts only for as long as it takes to affect its targets. A creature or object must be within X squares of you to be targeted by a burst ability.

Cube

When an ability affects a cubic area, that area is expressed as "X cube." The number X is the length of each of the area's sides. A creature or object must be within the area to be targeted by a cube ability.

Line

When an ability affects a linear area, that area is expressed as "A Γ— B line." The number A denotes the line's length in squares, while the number B equals the line's width and height in squares. When you create a line area of effect, the squares in that area must be in a straight line. A creature or object must be within the area to be targeted by a line ability.

Wall

When an ability creates a wall, that area is expressed as "X wall." The number X is how many squares are used to make the wall. When you place a wall, you can build it one square at a time, but each square must share at least one side (not just a corner) with another square of the wall. A creature or object must be within the area to be targeted by a wall ability.

the wall. A creature or object must be within the area to be targeted by a wall ability.

You can stack squares on top of each other to make the wall higher. Unless otherwise stated, a wall can't be placed in occupied squares, and a wall blocks line of effect.

Straight Lines

Talking about a straight line area of effect on an encounter map doesn't mean the line can only be a straight vertical or horizontal line of contiguous squares. It means each square in the line's length must move in the same direction without bending back in an opposite direction. To make a line area quickly, pick your line's origin square, then pick each subsquent square in the line one at a time in a single direction without bending back in an opposite direction.

Likewise, abilities and effects that require a creature to move in a straight line, such as the Charge main action or forced movement that is a push or a pull, don't have to take the form of a straight series of squares on the grid. Simply move the creature one square at a time in a single direction without ever bending back in a direction opposite to where they've already moved.

Target

The "Target" entry of an ability, represented by this symbol x, notes the number of creatures, objects, or both who can be targeted by that ability. You can always affect fewer targets than the number indicated by this entry.

Creature

If an ability targets one or more creatures, it can affect creatures within the ability's distance or area. You aren't an eligible creature target for your own abilities unless those abilities also have "self" as a target (see below), or unless the ability indicates otherwise.

Object

If an ability targets one or more objects, it can affect any object within the ability's distance or area. Unless otherwise noted, objects have poison immunity all and psychic immunity all. (Damage in Chapter 10: Combat has information on damage immunity.)

When an ability can target creatures and objects, the ability can damage objects. However, unless otherwise noted (as with the talent's Minor Telekinesis ability) or if the Director allows it, objects are immune to an ability's other effects. If an ability forces an object to make a test, the object automatically gets a tier 1 result on the test.

Enemy

If an ability targets one or more enemies, it can affect only creatures who are hostile to the creature using the ability. Typically, you decide who counts as an enemy for the purpose of using your hero's abilities, though the Director has the final say.

Ally

If an ability targets one or more allies, it can affect only willing creatures who are friendly to the creature using the ability. Typically, you and any other player whose character you target with an ability decide who counts as an ally, though the Director has the final say.

You aren't an eligible target for your own abilities that target allies unless those abilities also have "self" as a target, or unless the ability indicates otherwise.

Self

If an ability targets "self," it can affect only the creature using the ability. Your own abilities can affect you only if they target "self."

Each Target

If an area ability doesn't provide a number of targets but instead says it applies to each creature, object, enemy, or ally in the area, then all eligible targets for the ability are affected.

Telling Friend From Foe

There might be times when a foe disguises or obscures themself so that they're temporarily seen as an allyβ€”or at least not seen as an enemy. Until the effect ends, such a creature can't be targeted by abilities that would usually target them by targeting enemies. Fear not, though. All classes have access to at least one ability that targets creatures, whether friend or foe.

Ability Roll

If an ability requires a power roll, it has a "Power Roll" entry that tells you which characteristic to add to the 2d10 roll you make when you use the ability. (Chapter 1: The Basics talks about power rolls.)

Unlike power rolls made as tests (see Chapter 9), ability rolls always do something useful. You're rolling to determine the impact of the ability, including how much damage it deals and any other effects it imposes based on the tier outcome of the power roll. For instance, the fury's Brutal Slam ability is a melee strike that targets one adjacent creature (within 1 square), and which has the following effects:

  • Tier 1 (11 or lower): The ability deals damage equal to 3 + your Might score, then pushes the target back 1 square.
  • Tier 2 (12*–*16): The ability deals damage equal to 6 + your Might score, then pushes the target back 2 squares.
  • Tier 3 (17 or higher): The ability deals damage equal to 9 + your Might score, then pushes the target back 4 squares.
Characteristics and Damage

Certain damage-dealing abilities note that damage as a number followed by a plus sign (+) and the letter M , A , R , I , or P . The indicated letter means you add your characteristic scoreβ€”either Might, Agility, Reason, Intuition, or Presenceβ€”to the damage dealt by the ability. Certain abilities let you use your highest characteristic score for the power roll.

Using the fury's Brutal Slam ability as an example again, that ability uses a Might power roll and features the following damage expressions in the three tier outcomes of the power roll:

  • ≀11: 3 + M damage
  • 12-16: 6 + M damage
  • 17+: 9 + M damage

For a fury with a Might of 2, the ability's damage breakdown would be:

  • ≀11: 5
  • 12-16: 8
  • 17+: 11

The damage for these abilities increases at each echelon of play, since your characteristics improve each time you reach a new echelon.

Some abilities, including your free strikes, allow you to pick which characteristic score you add to their damage. Such abilities use a format similar to "7 + M or A damage," indicating that you can add your Might or your Agility to determine the damage.

(Chapter 10: Combat has more information on damage.)

Abilities With Damage and Effects

Strikes and area abilities can deal damage and have an additional effect on a target. The damage and the strength of the effect are determined by the ability roll.

To keep things moving quickly and to make abilities easy to read during play, damage and effects are separated with a semicolon in a power roll tier entry, with effects abbreviated whenever possible. An effect determined by a power roll always applies to the target unless otherwise specified. For example, the Brutal Slam ability mentioned above has the following power roll setup in the ability format:

Power Roll + Might**:**

  • ≀11: 3 + M damage; push 1
  • 12-16: 6 + M damage; push 2
  • 17+: 9 + M damage; push 4

Unless otherwise indicated, any effects that are determined by a power roll's tier outcome occur after the power roll's damage has been dealt to all targets. If an ability roll deals damage to multiple targets but its effect targets the creature using the ability or the Director, such as Muse of Fire, then the effect only occurs once, not once per target. If different tiered outcomes affect multiple targets, the creature using the ability picks which tier of rolled effect applies to them or the Director. If an ability creates multiple effects, those effects resolve in the order in which they are presented.

"During the Move"

Certain ability effects allow you to move and affect other creatures or objects during that move, such as the shadow's One Hundred Throats ability. For such abilities, the move begins in the space you first leave when you start the move and ends in the last space you move into.

Rolled Damage

Certain effects talk about rolled damage, which refers to the variable damage determined by making an ability roll. If an ability or effect deals damage without requiring a power roll, that is not rolled damage, and effects that add to or are triggered by rolled damage don't apply.

Potencies

Many abilities and other effects impose conditions and unique statuses on targets. But creatures sometimes get a chance to resist such effects. After all, a monster with a high Might should be harder to knock prone most of the time than a creature lacking in that characteristic.

Ability effects that have a potency are applied to a target only if the effect's potency value is higher than the target's indicated characteristic score. The characteristic a target uses to resist a potency is based on the ability used, while the value of the potency for your hero's abilities is based on one of your characteristics and determined by your class.

Your character has a weak, an average, and a strong potency value, as follows:

  • Your weak potency value is equal to your highest characteristic score βˆ’ 2.
  • Your average potency value is equal to your highest characteristic score βˆ’ 1.
  • Your strong potency value is equal to your highest characteristic score.

In abilities and other effects, a potency always appears as the single-letter abbreviation for the target's characteristic: M for Might, A for Agility, R for Reason, I for Intuition, or P for Presence. That characteristic is followed by a "less than" sign (\<) and your potency valueβ€”for example, M

As an example, consider the conduit's Judgment's Hammer ability, which has the following power roll:

Power Roll + Intuition:

  • ≀11: 3 + I holy damage; A < WEAK, prone
  • 12-16: 6 + I holy damage; A < AVERAGE, prone
  • 17+: 9 + I holy damage; A < STRONG, prone and can't stand (save ends)

At 1st level, a conduit uses their Intuition score to determine their potency values, and that score is 2. That gives the conduit the following potencies:

  • Weak: 0
  • Average: 1
  • Strong: 2

When writing Judgment's Hammer on their character sheet, the conduit's player updates the damage and converts the weak, average, and strong potencies into their numerical values, knowing that those values won't change until the character hits 2nd echelon and their Intuition score becomes 3. That produces the following:

Power Roll + Intuition:

  • ≀11: 5 holy damage; A < 0, prone
  • 12-16: 8 holy damage; A < 1, prone
  • 17+: 11 holy damage; A < 2, prone and can't stand (save ends)

During a game session, the conduit uses Judgment's Hammer to target a bandit with an Agility score of 0. The ability thus has the following outcomes at each tier:

  • With a tier 1 outcome (11 or lower), the ability deals 5 holy damage to the bandit. But the bandit resists the additional effect because they have Agility 0 (and therefore don't have an Agility of less than 0).
  • With a tier 2 outcome (12–16), the ability deals 8 holy damage. But the bandit is also knocked prone, unable to resist the additional effect because they would need an Agility of 1 or higher to do so. If the bandit had Agility 1 or higher, they would have taken 8 holy damage but stayed standing.
  • With a tier 3 outcome (17 or higher), the bandit takes 11 holy damage and is knocked flat and left struggling to stand, unable to resist the strong potency of the additional effect with a mere Agility 0.
Potency Presentation

Potencies are presented in an abbreviated style in abilities so they don't take up too much space, and so you can read them by saying: "If the target's [characteristic] is less than [potency value], they [suffer effect]." If our 1st-level conduit obtained a tier 2 outcome when using Judgment's Hammer, the player would say, "I deal 8 holy damage, and if the bandit's Agility is less than 1, they fall prone."

Reading the ability this way prevents a lot of back and forth. You don't need to ask, "What's the target's Agility score?", wait for a response, and then give the outcome. You can simply say, "If they don't have an Agility of 1 or higher, they fall prone." Players can let the Director figure out whether the target is prone and keep the game moving, with the Director doing the same in reverse when monsters and other foes use abilities with potencies against the heroes.

Adjusting Potencies

Potencies are made for quick resolution at the table, but a number of triggered actions and other abilitiesβ€”for example, the censor's Judgment ability and the null's Null Field abilityβ€”allow you to manipulate the value of potencies. If you build a hero who can adjust potencies, pay attention during combat! You might be able to help out a friend who needs a little boost to make their ability take full effect, or hinder an enemy about to lock down one of your allies.

Spending Resources on Potencies

If an ability or feature allows you to spend your Heroic Resource on an effect that is entirely dependent on a potency and the target is unaffected because their characteristic is high enough to resist the potency, then you don't spend the Heroic Resource.

For example, the tactician's Overwatch ability allows the tactician to spend 1 focus to impose the slowed condition on a target who has R

This rule also applies to Director-controlled creatures who spend Malice on abilities and features that affect a target using a potency and have no other automatic effects.

Critical Hit

Whenever you make an ability roll as a main action and the roll is a natural 19 or natural 20β€”a total of 19 or 20 before adding your characteristic score or other modifiersβ€”you score a critical hit. A critical hit allows you to immediately take an additional action after resolving the power roll, whether or not it's your turn and even if you are dazed (see Conditions below).

You can't score a critical hit with an ability roll made as a maneuver or any other action type, but you can score a critical hit with a main action you use off your turn. For example, an opportunity attack made as a triggered action or a signature ability used as a free triggered action with the assistance of the tactician's Strike Now ability can be critical hits.

Roll Against Multiple Creatures

When an ability has multiple targets (whether a strike with more than one target or an area affect), you make one power roll and apply the total to all targets. If you have edges or banes (see Chapter 1: The Basics) against some but not all of your targets, you might apply a different tier outcome to individual targets.

For example, if you target three creatures with a strike ability and the power roll totals 11, each of the targets should be affected by the tier 1 outcome of the ability. However, if you gain an edge on strikes against one of the targets to add 2 to the power roll, your total against that target is 13, and they are affected by the tier 2 outcome of the ability.

Surges

A troubadour's battle song, a fury's building ferocity, and a shadow's patient insight can all make a hero more effective in a fight. These advantages are represented by surges, with many abilities granting heroes surges during a battle.

When you gain surges, you keep track of them on your character sheet. Surges can be used in combat to deal extra damage to your foes and increase the value of your potencies, as follows:

  • Whenever you deal rolled damage, you can spend up to 3 surges to deal extra damage to one creature or object targeted by the ability. Each surge you spend deals extra damage equal to your highest characteristic score.
  • Whenever you target one or more creatures with an ability that has a potency, you can spend 2 surges to increase the potency by 1 for one target. You can't increase a potency by more than 1 using surges, though you can spend additional surges to increase the potency for multiple targets.

You lose surges as you spend them. At the end of combat, you lose any surges you have remaining.

Effect

Many abilities that require power rolls also have effect entries describing additional effects or rules for how the ability is used. If an ability doesn't require a power roll, it has an effect entry that describes how it works.

Actions Within Actions

If an ability's effect allows you to take a main action, a maneuver, a move action, or a triggered action, the cost of doing so is subsumed in the ability's type entry on the first line below the flavor text. You never need to spend additional time to use an ability. For example, the shadow's Black Ash Teleport ability is a maneuver that allows you to teleport and then use the Hide maneuver as its overall effect. Using the Hide maneuver is part of the maneuver to use the ability, so that you don't need to have another maneuver available to do so.

Spend Heroic Resource

Some abilities have a "Spend X [Heroic Resource]" entry in the body of the ability. These grant additional effects to an ability, where X is the amount of your Heroic Resource you must spend to activate those effects. If an entry reads "Spend X+ [Heroic Resource]," you can spend as much of your available Heroic Resource as you like in multiples of X to increase the effect's impact, as described in the entry's details.

Stacking Unique Effects

The unique effects of different abilities are combinedβ€”effectively stacking on top of each otherβ€”if their durations and targets overlap. However, the effects of the same ability used multiple times don't stack. Instead, the most impactful effectβ€”such as the highest bonusβ€”from each use of the ability applies. The most recently used ability applies for determining duration.

For example, the null's Null Field ability reduces the potencies of enemies within the field by 1. If two allied nulls each have their Null Field ability active and an enemy cultist is targeted by both abilities, that cultist's potencies are reduced by 1, not by 2.

Different effects that impose the same condition (see Conditions below) don't stack to impose the condition twice. For instance, if a hero is targeted by numerous creatures whose abilities cause a target to become weakened (imposing a bane on the target's power rolls), the target isn't weakened twice to impose a double bane on those rolls. A character who is grabbed by an enemy can't be grabbed again by another enemy. The same holds true for game effects that aren't conditions. For example, if a hero is targeted by multiple abilities or effects that can halve their recovery value, the hero's recovery value is halved only once.

Ending Effects

When a creature suffers a lasting effect, whatever ability, feature, hazard, or other mechanic imposed the effect specifies how long the effect lasts. Unless otherwise noted, all effects and conditions that are imposed on heroes during a combat encounter end when the encounter is over if the hero wants them to, except for being winded, unconscious, or dying. After combat, effects and conditions imposed on other creatures end when it's convenient for the heroes, allowing characters to easily bind or slip away from unconscious foes. However, the Director is free to decide that an unconscious dragon doesn't stay that way long enough to be tied up.

End of Next Turn (EoT)

Many effects last until the end of the target's next turn, abbreviated as "(EoT)" in the tier outcomes for an ability's power roll. A creature suffers from such an effect until the end of their next turn, or the end of their current turn if the effect was imposed on their current turn.

Saving Throw (Save Ends)

If an effect has "(save ends)" at the end of its description, a creature suffering the effect makes a saving throw at the end of each of their turns to remove the effect. A saving throw represents the sheer luck involved in shaking off an effect. Because a target typically had a chance to avoid a "save ends" effect using a characteristic score to resist a potency, it's now down to fate.

To make a saving throw, a creature rolls a d10. On a 6 or higher, the effect ends. Otherwise, it continues.

End of Encounter

Some effects last until the end of the encounter. If such an effect is used outside of combat, it lasts 5 minutes.

Creature Ends an Ability Effect

A creature who imposes an effect on another creature using an ability can end that effect as a free maneuver unless the ability says otherwise.

Adjacent

Many abilities and other options refer to creatures, objects, or spaces that are adjacent to a specified creature. Something is adjacent to a creature if it is within 1 square of that creature.

Line of Effect

To target a creature or object with an ability or effect, including making a strike against them, you must have line of effect to that target. If any solid object, such as a wall or pillar, completely blocks the target from you, then you don't have line of effect.

If you're not sure whether you have line of effect to a target, imagine drawing a straight line from any corner of the space you occupy on an encounter map to any corner of a space the target occupies. If one or more corners of your space connect to any corner of the target's space with no obstruction in between, you have line of effect to the target.

At the Director's discretion, flimsy or fragile obstructions such as a glass window or linen curtains don't block line of effect, and might be automatically broken or torn by strikes or other abilities used through them.

If you use an ability that creates an environmental effect, such as a portal, you must have line of effect to the space where you create the environmental effect. If you want to create an area of effect in a specific area, you must have line of effect to at least one of the squares in that area. See Area Abilities above.

Straight Line

Whenever a creature moves or is subjected to forced movementβ€”a push, pull, or slide (see Chapter 10: Combat)β€”that movement is typically in a straight line. Abilities that allow you to move or to force move another creature often talk about moving straight toward or away from a creature or an object. But even when movement must be in a straight line, it doesn't have to be a horizontal or vertical line on an encounter map. (See the Straight Lines sidebar earlier in this chapter.)

Ground and Ceiling

Some abilities and other effects refer to a hero or their targets being "on the ground." Unless otherwise indicated, "ground" means any surface a creature could typically stand, sit, or lie upon, whether a castle's stone floor, the dirt of a road, the deck of a ship, or a metal platform suspended high in the air.

Likewise, if an effect refers to a "ceiling," that means any solid surface above a creature, whether a wooden tavern ceiling, the rocky roof of a cave, or an invisible wall of force.

Conditions

Some abilities and other effects apply specific negative effects called conditions to a creature. The following conditions show up regularly in the game and can be tracked on your character sheet when they affect your hero.

Bleeding

While a creature is bleeding, whenever they use a main action, use a triggered action, or make a test or ability roll using Might or Agility, they lose Stamina equal to 1d6 + their level after the main action, triggered action, or power roll is resolved. This Stamina loss can't be prevented in any way.

You take damage from this condition when you use a main action off your turn. For example, a signature ability used as a free triggered action with the assistance of the tactician's Strike Now ability triggers the damage from the bleeding condition.

Dazed

A creature who is dazed can do only one thing on their turn: use a main action, use a maneuver, or use a move action. A dazed creature also can't use triggered actions, free triggered actions, or free maneuvers.

Frightened

When a creature is frightened, any ability roll they make against the source of their fear takes a bane. If that source is a creature, their ability rolls made against the frightened creature gain an edge. A frightened creature can't willingly move closer to the source of their fear if they know the location of that source. If a creature gains the frightened condition from one source while already frightened by a different source, the new condition replaces the old one.

Grabbed

A creature who is grabbed has speed 0, can't be force moved except by a creature, object, or effect that has them grabbed, can't use the Knockback maneuver (see Maneuvers in Chapter 10: Combat), and takes a bane on abilities that don't target the creature, object, or effect that has them grabbed. If a creature is grabbed by another creature and that creature moves, they bring the grabbed creature with them. If a creature's size is equal to or less than the size of a creature they have grabbed, their speed is halved while they have that creature grabbed.

A creature who has another creature grabbed can use a maneuver to move the grabbed creature into an unoccupied space adjacent to them.

A creature can release a creature they have grabbed at any time to end that condition (no action required). A grabbed creature can attempt to escape being grabbed using the Escape Grab maneuver (see Chapter 10: Combat). If a grabbed creature teleports, or if either the grabbed creature or the creature grabbing them is force moved so that both creatures are no longer adjacent to each other, that creature is no longer grabbed.

A creature can grab only creatures of their size or smaller. If a creature's Might score is 2 or higher, they can grab any creature larger than them with a size equal to or less than their Might score.

Unless otherwise indicated, a creature can grab only one creature at a time.

Prone

While a creature is prone, they are flat on the ground, any strike they make takes a bane, and melee abilities used against them gain an edge. A prone creature must crawl to move along the ground, which costs 1 additional square of movement for every square crawled. A creature can't climb, jump, swim, or fly while prone. If they are climbing, flying, or jumping when knocked prone, they fall.

Unless the ability or effect that imposed the prone condition says otherwise, a prone creature can stand up using the Stand Up maneuver (see Maneuvers in Chapter 10: Combat). A creature adjacent to a willing prone creature can likewise use the Stand Up maneuver to make that creature stand up.

Restrained

A creature who is restrained has speed 0, can't use the Stand Up maneuver, and can't be force moved. A restrained creature takes a bane on ability rolls and on Might and Agility tests, and abilities used against them gain an edge.

If a creature teleports while restrained, that condition ends.

Slowed

A creature who is slowed has speed 2 unless their speed is already lower, and they can't shift.

Taunted

A creature who is taunted has a double bane on ability rolls for any ability that doesn't target the creature who taunted them, as long as they have line of effect to that creature. If a creature gains the taunted condition from one source while already taunted by a different source, the new condition replaces the old one.

Weakened

A creature who is weakened takes a bane on power rolls.

Abilities in Class Tables

Each class in this chapter includes a table that shows the progression as a hero gains new levels in that class. Each of those tables has an Abilities column and another column that shows abilities granted by the hero's subclass, tracking all the heroic abilities a hero of that class has at each level. Each ability is represented by a numeral noting the ability's Heroic Resource cost.

For example a 6th-level censor has "Signature, 3, 5, 7, 9" in their Abilities column, and "5, 9" in their Order Abilities column (representing the censor's subclass). This means a censor of that level has a signature ability and four heroic abilities costing 3, 5, 7, and 9 wrath respectively, plus an additional two subclass heroic abilities costing 5 and 9 wrath.

Quick Build Gold Icons

Abilities granted by your class that are quick build options are indicated by a gold icon to the left of their name. Look for this icon if you're using the quick build options when creating your hero:

Censor

Demons and deathless fear you. Criminals run from the sight of your shadow. Agents of chaos, blasphemers, and heretics tremble at the sound of your voice. You carry the power of the gods, armed with wrath and sent out into the world first to seek, then censor those whose actionsβ€”or even existenceβ€”are anathema to your church.**

As a censor, you're at your best against the strongest foes. Your judgment terrifies heretics, stops enemies in their tracks, and even hurls them across the battlefield.

"We FIGHT!

Until HELL!

Is EMPTY!"

Sir Vaantikalisax

Basics

Starting Characteristics: You start with a Might of 2 and a Presence of 2, and you can choose one of the following arrays for your other characteristic scores:

  • 2, βˆ’1, βˆ’1
  • 1, 1, βˆ’1
  • 1, 0, 0

Weak Potency: Presence βˆ’ 2

Average Potency: Presence βˆ’ 1

Strong Potency: Presence

Starting Stamina at 1st Level: 21

Stamina Gained at 2nd and Higher Levels: 9

Recoveries: 12

Skills: Choose any two skills from the interpersonal or lore skill groups (see Skills in Chapter 9: Tests). (Quick Build: Intimidate, Religion.)

1st-Level Features

As a 1st-level censor, you gain the following features.

Censor Order

Censors are the will of their god made physically manifest, and you act as your god's agent in the world. As you shoulder that responsibility, you choose a censor order from the following options, each of which grants you a skill. (Quick Build: Paragon.)

  • Exorcist: You specialize in hunting your order's hidden enemies, knowing that an open mind is an unguarded fortress. You have the Read Person skill.
  • Oracle: Corruption has deep tendrils that can be missed, leading you to specialize in uncovering clandestine threats to your order. You have the Magic skill.
  • Paragon: Without a strong example and a firm hand, the weak will be corrupted. You specialize in setting an example for your order. You have the Lead skill.

Your censor order is your subclass, and your choice of order determines many of the features you'll gain as you gain new levels.

Deity and Domains

Choose a god or saint who your character reveres from Chapter 14: Gods and Religion, or ask your Director about the deities in your campaign world. With the Director's permission, you can also create your own deity and choose four domains to be part of their portfolio.

After choosing your deity, pick one domain from their portfolio. Your choice of domain determines many of the features you'll gain from this class. (Quick Build: Cavall as deity and War as domain.)

Censor Advancement Table
Level Features Abilities Order
Abilities
1st Censor Order, Deity and Domains, Wrath,
Judgment, Kit, My Life for Yours, Domain
Feature, Censor Abilities
Signature, 3, 5 β€”
2nd Perk, Order Features, Order Ability Signature, 3, 5 5
3rd Look On My Work and Despair, 7-Wrath
Ability
Signature,
3, 5, 7
5
4th Characteristic Increase, Perk, Skill, Wrath
Beyond Wrath, Domain Feature
Signature,
3, 5, 7
5
5th Order Feature, 9-Wrath Ability Signature, 3,
5, 7, 9
5
6th Implement of Wrath, Perk, Order Ability Signature, 3,
5, 7, 9
5, 9
7th Characteristic Increase, Domain Feature,
Focused Wrath, Skill
Signature, 3,
5, 7, 9
5, 9
8th Perk, Order Feature, 11-Wrath Ability Signature, 3, 5,
7, 9, 11
5, 9
9th Improved Implement of Wrath, Order Ability Signature, 3, 5,
7, 9, 11
5, 9, 11
10th Characteristic Increase, Perk, Skill, Templar,
Virtue, Wrath of the Gods
Signature, 3, 5,
7, 9, 11
5, 9, 11

Wrath

The power you serve grants you a Heroic Resource called wrath, fueling your abilities as you censor those your church deems to be heretics.

Wrath in Combat

At the start of a combat encounter or some other stressful situation tracked in combat rounds (as determined by the Director), you gain wrath equal to your Victories. At the start of each of your turns during combat, you gain 2 wrath.

Additionally, the first time each combat round that a creature judged by you (see Judgment below) deals damage to you, you gain 1 wrath. The first time each combat round that you deal damage to a creature judged by you, you gain 1 wrath.

You lose any remaining wrath at the end of the encounter.

Wrath Outside of Combat

Though you can't gain wrath outside of combat, you can use your heroic abilities and effects that cost wrath without spending it. Whenever you use an ability or effect outside of combat that costs wrath, you can't use that same ability or effect outside of combat again until you earn 1 or more Victories or finish a respite.

When you use an ability outside of combat that lets you spend unlimited wrath on its effect, you can use it as if you had spent an amount of wrath equal to your Victories. (Such abilities aren't part of the core rules for the censor, but they might appear in future products.)

Judgment

You pick out the enemies most worthy of your wrath and place a divine judgment upon them, censoring them with the power of your god. You have the following ability.

Judgment

You utter a prayer that outlines your foe in holy energy.

Magic, Ranged Maneuver
πŸ“ Ranged 10 🎯 One enemy

Effect: The target is judged by you until the end of the encounter, you use this ability again, you willingly end this effect (no action required), or another censor judges the target. Whenever a creature judged by you uses a main action and is within your line of effect, you can use a free triggered action to deal holy damage equal to twice your Presence score to them. When a creature judged by you is reduced to 0 Stamina, you can use a free triggered action to use this ability against a new target. Additionally, you can spend 1 wrath to take one of the following free triggered actions:

  • When an adjacent creature judged by you starts to shift, you make a melee free strike against them and their speed becomes 0 until the end of the current turn, preventing them from shifting.
  • When a creature judged by you within 10 squares makes a power roll, you cause them to take a bane on the roll.
  • When a creature judged by you within 10 squares uses an ability with a potency that targets only one creature, the potency is reduced by 1 for that creature.
  • If you damage a creature judged by you with a melee ability, the creature is taunted by you until the end of their next turn. You can choose only one free triggered action option at a time, even if multiple options are triggered by the same effect.
Judgment Order Benefit

The first time on a turn that you use your Judgment ability to judge a creature, you gain the following benefit based on your order:

  • Exorcist: You can teleport up to a number of squares equal to twice your Presence score. This movement must take you closer to the judged creature. You do not need line of effect to your destination.
  • Oracle: You can deal holy damage equal to twice your Presence score to the judged creature.
  • Paragon: You can vertical pull the judged creature up to a number of squares equal to twice your Presence score.

Kit

You can use and gain the benefits of a kit. See Chapter 6: Kits for more information. (Quick Build: Warrior Priest.)

My Life for Yours

You channel your will to mend your wounds or the wounds of your allies. You have the following ability.

My Life for Yours

You channel some of your vitality into more resilience for you or an ally.

Magic, Ranged Triggered
πŸ“ Ranged 10 🎯 Self or one ally

Trigger: The target starts their turn or takes damage.

Effect: You spend a Recovery and the target regains Stamina equal to your recovery value.

Spend 1 Wrath: You can end one effect on the target that is ended by a saving throw or that ends at the end of their turn, or a prone target can stand up.

1st-Level Domain Feature

You gain a domain feature from your domain, as shown on the 1st-Level Censor Domain Features table. Additionally, you gain a skill from your domain, chosen from the skill group indicated on the table.

1st-Level Censor Domain Features Table
Domain Feature Skill Group
Creation Hands of the Maker Crafting
Death Grave Speech Lore
Fate Oracular Visions Lore
Knowledge Blessing of Comprehension Lore
Life Revitalizing Ritual Exploration
Love Blessing of Compassion Interpersonal
Nature Faithful Friend Exploration
Protection Protective Circle Exploration
Storm Blessing of Fortunate Weather Exploration
Sun Inner Light Lore
Trickery Inspired Deception Intrigue
War Sanctified Weapon Exploration
Blessing of Compassion

You exude a magic presence that can soothe those willing to socially engage with you. You gain an edge on any test made to assist another creature with a test.

Additionally, when you are present at the start of a negotiation, one NPC of your choice has their patience increased by 1 (to a maximum of 5), and the first test made to influence them gains an edge.

Blessing of Comprehension

You can interpret diagrams and charts even if you don't understand the language associated with them. You are considered fluent in all languages for the purpose of understanding the project source for any crafting or research project (see Chapter 12: Downtime Projects).

Blessing of Fortunate Weather

Each time you finish a respite, you can decide the weather conditions within 100 squares. Until you finish another respite, the weather conditions you establish follow you through any mundane outdoor locations. Choose one of the following types of weather, each of which grants a benefit to you and your allies:

Clear: You and your allies gain an edge on tests that use the Search or Navigate skills.

Foggy: You and your allies gain an edge on tests that use the Hide skill.

Overcast: You and your allies gain an edge on tests that use the Endurance skill.

Precipitation: When the ground is muddy or snowy, you and your allies gain an edge on tests that use the Track skill.

If you are in the same area as a creature using this or a similar feature who has chosen a different weather effect, the features negate each other where their areas overlap.

Faithful Friend

You have the following ability.

Faithful Friend

An animal spirit is drawn to you, sharing their senses with you and serving you faithfully.

Magic Main Action
πŸ“ Self 🎯 Self

Effect: You conjure a spirit that takes the form of any animal you have seen. The incorporeal animal has speed 5 and can fly, but can't physically interact with the world. While you are within 10 squares of the spirit, you automatically sense everything that type of animal would sense, in addition to sensing your own surroundings. You can dismiss the spirit at any time (no action required). If the spirit takes any damage, they are dismissed and you take 1d10 psychic damage that can't be reduced in any way.

Grave Speech

You have the following ability.

Grave Speech

You commune with the lingering soul of the recently dead.

Magic Maneuver
πŸ“ Melee 1 🎯 One dead creature

Effect: You can speak to the target if they are a creature who has died within the last 24 hours and who can speak a language you know, even if they are just a head. The target regards you as they would have in life, and you might need to make tests to influence them and convince them to speak with you. The trauma of dying can make a creature's memory of that event hazy, but the target otherwise knows all they knew in life. After 1 minute, the effect ends. You can't use this ability on the same creature twice.

Hands of the Maker

You have the following ability.

Hands of the Maker

You craft objects with the power of your mind.

Magic Manuever
πŸ“ Self 🎯 Self

Effect: You create a mundane object of size 1S or smaller. You can maintain a number of objects created this way equal to your Presence score. You can destroy an object created this way with a thought, no matter how far you are from it (no action required).

Inner Light

Each time you finish a respite, you can choose yourself or one ally who is also finishing a respite to gain the benefit of a divine ritual. You place a ray of morning light into the chosen character's soul, granting them a +1 bonus to saving throws that lasts until you finish another respite.

Inspired Deception

The gods favor your thievery with magic. Whenever you make a test that uses a skill you have from the intrigue skill group, you can use Presence on the test instead of another characteristic.

Oracular Visions

Your deity rewards you with hazy visions of things to come. Each time you earn 1 or more Victories, you earn an equal number of fate points. Whenever you or a creature within 10 squares makes a test, you can spend 1 fate point to tap into a vision of the outcome, granting that creature an edge on the test. You lose any remaining fate points when you finish a respite.

Protective Circle

You can spend 10 uninterrupted minutes to create a protective circle on the ground large enough to hold one size 1 creature. The circle lasts for 24 hours, until you create another, or until you dismiss it (no action required). Only creatures you designate at the time of drawing the circle can enter and exit the area. While in the protective circle, a creature can't be targeted by strikes.

Revitalizing Ritual

Each time you finish a respite, you can choose yourself or one ally who is also finishing a respite to gain the benefit of a divine ritual. The chosen character gains a bonus to their recovery value equal to your level that lasts until you finish another respite.

Sanctified Weapon

As a respite activity, you can bless a weapon. Any creature who wields the weapon gains a +1 bonus to rolled damage with abilities that use the weapon. This benefit lasts until you finish another respite.

Censor Abilities

You use a blend of martial techniques and divine magic to attack your foes and defend your allies.

Signature Ability

Choose one signature ability from the following options. Signature abilities can be used at will. (Quick Build: Your Allies Cannot Save You!)

Back Blasphemer!

You channel power through your weapon to repel foes.

Area, Magic, Melee, Weapon Main Action
πŸ“ 2 cube within 1 🎯 Each enemy in the area

Power Roll + Presence:

  • ≀11: 2 holy damage; push 1
  • 12-16: 4 holy damage; push 2
  • 17+: 6 holy damage; push 3
Every Step … Death!

You show your foe a glimpse of their fate after death. Magic, Ranged, Strike Main action

Magic, Ranged, Strike Main Action
πŸ“ Ranged 10 🎯 One creature

Power Roll + Presence:

  • ≀11: 5 + P psychic damage
  • 12-16: 7 + P psychic damage
  • 17+: 10 + P psychic damage

Effect: Each time the target willingly moves before the end of your next turn, they take 1 psychic damage for each square they move.

Halt Miscreant!

You infuse your weapon with holy magic that makes it difficult for your foe to get away.

Melee, Strike, Weapon Main Action
πŸ“ Melee 1 🎯 One creature or object

Power Roll + Might:

  • ≀11: 2 + M holy damage; P < WEAK, slowed (save ends)
  • 12-16: 5 + M holy damage; P < AVERAGE, slowed (save ends)
  • 17+: 7 + M holy damage; P < STRONG, slowed (save ends)
Your Allies Cannot Save You!

Your magic strike turns your foe's guilt into a burst of holy power.

Melee, Strike, Weapon Main Action
πŸ“ Melee 1 🎯 One creature or object

Power Roll + Might:

  • ≀11: 3 + M holy damage
  • 12-16: 5 + M holy damage
  • 17+: 8 + M holy damage

Effect: Each enemy adjacent to the target is pushed away from the target up to a number of squares equal to your Presence score.

Heroic Abilities

You call upon a number of heroic abilities, all of them bound to your wrath.

3-Wrath Ability

Choose one heroic ability from the following options, each of which costs 3 wrath to use. (Quick Build: The Gods Punish and Defend.)

Behold a Shield of Faith! (3 Wrath)

A mighty blow turns your foe's vitality into a holy light that envelops you and an ally, discouraging enemies who might attack you.

Melee, Strike, Weapon Main Action
πŸ“ Melee 1 🎯 One creature or object

Power Roll + Might:

  • ≀11: 3 + M holy damage
  • 12-16: 6 + M holy damage
  • 17+: 9 + M holy damage

Effect: Until the start of your next turn, enemies take a bane on ability rolls made against you or any ally adjacent to you.

Driving Assault (3 Wrath)

As you force your enemy back with your weapon, you use your faith to stay close.

Melee, Strike, Weapon Main Action
πŸ“ Melee 1 🎯 One creature or object

Power Roll + Might:

  • ≀11: 3 + M damage; push 1
  • 12-16: 6 + M damage; push 3
  • 17+: 9 + M damage; push 5

Effect: You can shift up to your speed in a straight line toward the target after pushing them.

The Gods Punish and Defend (3 Wrath)

You channel holy energy to smite a foe and heal an ally.

Magic, Melee, Strike, Weapon Main Action
πŸ“ Melee 1 🎯 One creature or object

Power Roll + Might:

  • ≀11: 5 + M holy damage
  • 12-16: 8 + M holy damage
  • 17+: 11 + M holy damage

Effect: You can spend a Recovery to allow yourself or one ally within 10 squares to regain Stamina equal to your recovery value.

Repent! (3 Wrath)

You conjure memories of their sins to harry your foes.

Magic, Ranged, Strike Main Action
πŸ“ Ranged 10 🎯 One creature

Power Roll + Presence:

  • ≀11: 5 + P holy damage; I < WEAK, dazed (save ends)
  • 12-16: 8 + P holy damage; I < AVERAGE, dazed (save ends)
  • 17+: 11 + P holy damage; I < STRONG, dazed (save ends)
5-Wrath Ability

Choose one heroic ability from the following options, each of which costs 5 wrath to use. (Quick Build: Purifying Fire.)

Arrest (5 Wrath)

β€œI got you, you son of a bitch.”

Magic, Melee, Strike, Weapon Main Action
πŸ“ Melee 1 🎯 One creature

Power Roll + Might:

  • ≀11: 6 + M holy damage; grabbed
  • 12-16: 9 + M holy damage; grabbed
  • 17+: 13 + M holy damage; grabbed

Effect: If the target makes a strike against a creature while grabbed this way, you can spend 3 wrath to deal holy damage to them equal to your Presence score, then change the target of the strike to another target within the strike's distance.

Behold the Face of Justice! (5 Wrath)

You attack a foe and your enemies behold a vision of the true nature of your resolve.

Magic, Melee, Ranged, Strike, Weapon Main Action
πŸ“ Melee 1 or ranged 5 🎯 One creature

Power Roll + Might:

  • ≀11: 3 + M holy damage; if the target has P < WEAK, each enemy within 2 squares of them is frightened of you (save ends)
  • 12-16: 5 + M holy damage; if the target has P < AVERAGE, each enemy within 2 squares of them is frightened of you (save ends)
  • 17+: 8 + M holy damage; if the target has P < STRONG, each enemy within 2 squares of them is frightened of you (save ends)

Effect: Each enemy frightened this way is pushed up to 2 squares away from the target and takes psychic damage equal to your Presence score.

Censored (5 Wrath)

Judged and sentenced.

Melee, Strike, Weapon Main Action
πŸ“ Melee 1 🎯 One creature

Power Roll + Might:

  • ≀11: 2 + M holy damage
  • 12-16: 3 + M holy damage
  • 17+: 5 + M holy damage

Effect: When a target who is not a leader or solo creature is made winded by this ability, they are reduced to 0 Stamina.

Purifying Fire (5 Wrath)

The gods judge, fire cleanses.

Magic, Melee, Ranged, Strike, Weapon Main Action
πŸ“ Melee 1 or ranged 5 🎯 One creature

Power Roll + Might:

  • ≀11: 5 + M holy damage; M < WEAK, the target has fire weakness 3 (save ends)
  • 12-16: 9 + M holy damage; M < AVERAGE, the target has fire weakness 5 (save ends)
  • 17+: 12 + M holy damage; M < STRONG, the target has fire weakness 7 (save ends)

Effect: While the target has fire weakness from this ability, you can choose to have your abilities deal fire damage to the target instead of holy damage.

2nd-Level Features

As a 2nd-level censor, you gain the following features.

Perk

You gain one interpersonal, lore, or supernatural perk of your choice. See Chapter 7: Perks.

2nd-Level Order Features

Your censor order grants you two features, as shown on the 2nd-Level Order Features table.

2nd-Level Order Features Table
Order Features
Exorcist Saint's Vigilance, A Sense for Truth
Oracle It Was Foretold, Judge of Character
Paragon Lead by Example, Stalwart Icon
It Was Foretold

Your order has trained you to understand fragments of the visions granted to you by your deity, giving you a momentary advantage in challenging situations. At the start of an encounter, you can take one main action before any other creature and before your first turn. Additionally, whenever the Director calls for a montage test, you can make one free test before the montage begins, which counts as an earned success or failure as usual.

Judge of Character

Your focus on your fragmentary visions grants divine insight into the world and its creatures beyond your usual senses. Whenever you would make an Intuition test, you can make a Presence test instead.

Lead by Example

Your devotion to your deity allows you to take command of the battlefield, letting your allies benefit from your wisdom. While you are adjacent to a creature, your allies gain the benefits of flanking against that creature. Additionally, your allies gain an edge on tests made to aid other creatures with their tests.

Saint's Vigilance

You have honed your ability to detect sin and can use it to find those who hide from justice. Any creature judged by you can't use the Hide maneuver. Additionally, you gain an edge when searching for hidden creatures. If you find a hidden creature, you can use your Judgment ability against them as a free triggered action.

A Sense for Truth

You are trained in secret techniques from your order that allow you to discern the truth with supernatural precision. If a creature is of a lower level than you, you automatically know when they are lying, though you don't necessarily know the actual truth behind their lie. Additionally, you gain an edge on tests made to detect lies or hidden motives.

Stalwart Icon

You exhibit a small spark of your deity's power, causing creatures to trust or fear you, depending on what you need. You gain an edge on tests made to intimidate or persuade others.

2nd-Level Order Ability

Your censor order grants your choice of one of two heroic abilities.

2nd-Level Exorcist Ability

Choose one of the following abilities.

It Is Justice You Fear (5 Wrath)

I am but a vessel. Your own deeds weigh upon you.

Magic, Ranged, Strike Main Action
πŸ“ Ranged 10 🎯 One creature

Power Roll + Might:

  • ≀11: 8 + M holy damage; P < WEAK, frightened (save ends)
  • 12-16: 12 + M holy damage; P < AVERAGE, frightened (save ends)
  • 17+: 15 + M holy damage; P < STRONG, frightened (save ends)

Effect: If the target is already frightened of you or another creature and this ability would frighten them again, they instead take psychic damage equal to twice your Presence score.

Revelator (5 Wrath)

You channel holy energy to harm unbelievers and reveal those hidden from your judgment.

Area, Magic Maneuver
πŸ“ 3 burst 🎯 Each enemy in the area

Effect: Each target takes holy damage equal to twice your Presence score. Additionally, each hidden target is automatically revealed and can't become hidden again until the start of your next turn. You can then use your Judgment ability against one target as a free triggered action.

2nd-Level Oracle Ability

Choose one of the following abilities.

Prescient Grace (5 Wrath)

Gifted by a prescient vision, you warn an ally of an impending attack.

Magic, Ranged Triggered
πŸ“ Ranged 10 🎯 Self or one ally

Trigger: An enemy within 10 squares starts their turn.

Effect: You can spend a Recovery to allow the target to regain Stamina equal to your recovery value. The target can then take their turn immediately before the triggering enemy.

With My Blessing (5 Wrath)

A word in prayer, and the gods show the way.

Magic, Ranged Main action
πŸ“ Ranged 10 🎯 Self or one ally

Effect: The target can use a free triggered action to use a strike signature ability or a strike heroic ability, and has a double edge on that ability. If a heroic ability is chosen, reduce its Heroic Resource cost by 3 (to a minimum cost of 0).

2nd-Level Paragon Ability

Choose one of the following abilities.

Blessing of the Faithful (5 Wrath)

The gods reward your faith.

Area, Magic Maneuver
πŸ“ 3 aura 🎯 Self and each ally in the area

Effect: Until the end of the encounter or until you are dying, each target gains 1 surge at the end of each of your turns.

Sentenced (5 Wrath)

The shock of your condemnation freezes your enemy in their boots.

Magic, Melee, Strike, Weapon Main Action
πŸ“ Melee 1 🎯 One creature

Power Roll + Presence:

  • ≀11: 5 + P damage; P < WEAK, restrained (save ends)
  • 12-16: 9 + P damage; P < AVERAGE, restrained (save ends)
  • 17+: 12 + P damage; P < STRONG, restrained (save ends)

Effect: While the target is restrained this way, your abilities that impose forced movement can still move them.

3rd-Level Features

As a 3rd-level censor, you gain the following features.

Look On My Work and Despair

Your judgment has grown in divine power, instilling fear in those you condemn. Whenever you use your Judgment ability, you can spend 1 wrath, and if the target has P < AVERAGE, they are frightened of you (save ends). Additionally, whenever a creature judged by you is reduced to 0 Stamina and you use Judgment as a free triggered action, if the new target has P < STRONG, they are frightened of you (save ends). If the target is already frightened of you, they instead take holy damage equal to twice your Presence score.

7-Wrath Ability

Choose one heroic ability from the following options, each of which costs 7 wrath to use.

Edict of Disruptive Isolation (7 Wrath)

The evil within your foes detonates with holy fire that burns only the guilty.

Area, Magic Maneuver
πŸ“ 2 aura 🎯 Each enemy in the area

Effect: Until the end of the encounter or until you are dying, each target takes holy damage equal to your Presence score at the end of each of your turns. A target takes an extra 2d6 holy damage if they are judged by you or if they are adjacent to any enemy.

Edict of Perfect Order (7 Wrath)

Within the area of your divine presence, your enemies will regret using their fell abilities.

Area, Magic Maneuver
πŸ“ 2 aura 🎯 Each enemy in the area

Effect: Until the end of the encounter or until you are dying, whenever a target uses an ability that costs Malice (see Draw Steel: Monsters), they take holy damage equal to three times your Presence score. A target judged by you takes an extra 2d6 holy damage.

Edict of Purifying Pacifism (7 Wrath)

You shed a righteous energy that punishes enemies who would harm you or your allies.

Area, Magic Maneuver
πŸ“ 2 aura 🎯 Each enemy in the area

Effect: Until the end of the encounter or until you are dying, whenever a target makes a strike, they take holy damage equal to twice your Presence score. A target judged by you takes an extra 2d6 holy damage.

Edict of Stillness (7 Wrath)

The holy aura you project makes it painful for evil-doers to leave your reach.

Area, Magic Maneuver
πŸ“ 2 aura 🎯 Each enemy in the area

Effect: Until the end of the encounter or until you are dying, whenever a target moves or is force moved out of the area, they take holy damage equal to twice your Presence score. A target judged by you who moves willingly takes an extra 2d6 holy damage.

4th-Level Features

As a 4th-level censor, you gain the following features.

Characteristic Increase

Your Might and Presence scores each increase to 3.

Perk

You gain one perk of your choice.

Skill

You gain one skill of your choice. See Skills in Chapter 9: Tests.

Wrath Beyond Wrath

The first time each combat round that you deal damage to a creature judged by you, you gain 2 wrath instead of 1.

4th-Level Domain Feature

You gain a domain feature from your domain, as shown on the 4th-Level Censor Domain Features table.

4th-Level Censor Domain Features Table
Domain Feature
Creation Improved Hands of the Maker
Death Seance
Fate Oracular Warning
Knowledge Saint's Epiphany
Life Blessing of Life
Love Invocation of the Heart
Nature Wode Road
Protection Impervious Touch
Storm Windwalk
Sun Light of Revelation
Trickery Blessing of Secrets
War Improved Sanctified Weapon
Blessing of Life

Your divine presence causes those you deem worthy to recover quickly from a fight. Whenever an ally within distance of your My Life for Yours ability regains Stamina, they regain additional Stamina equal to your Presence score.

Blessing of Secrets

You have the following ability.

Blessing of Secrets

You project an illusory aura that makes you and allies harder to notice.

Magic Maneuver
πŸ“ 3 aura 🎯 Self and each ally in the area

Effect: Each creature in the area has a double edge on tests made to hide or sneak. The aura lasts until you end it (no action required) or until a target harms or deals damage to a creature or object.

Impervious Touch

As a maneuver, you can touch an object with a size equal to your Presence score or smaller and place a protective spell on it. The object has immunity all to untyped damage. You can maintain this spell on a number of objects equal to your Presence score, and you can end the spell on any object at any time (no action required).

Additionally, you can place this spell on a building or vehicle (or a similar structure with the Director's approval) that is of a size larger than your Presence score. You can place the spell on only one such target at a time, and you can maintain the spell on a larger target and a number of objects equal to your Presence score simultaneously.

Improved Hands of the Maker

When you use your Hands of the Maker ability, you can create a mundane object that is size 2 or smaller.

Improved Sanctified Weapon

The weapon improved by your Sanctified Weapon feature grants a +3 bonus to rolled damage instead of +1.

Invocation of the Heart

As a main action, you forge a bond of love and friendship with one willing creature you touch. While this bond is active, you can telepathically speak with the creature over any distance, including across different worlds. Additionally, while this bond is active, you can attempt to assist the creature with any test they make regardless of their proximity to you. You can maintain only one bond at a time, and you can end a bond at any time (no action required).

Light of Revelation

As a maneuver, you make your body shine brightly, illuminating your space and each square within 5 squares until you dismiss the light (no action required). This light shines through any darkness. Hidden creatures in the area are automatically revealed, and creatures in the light, including you, can't hide. While this feature is active, you gain an edge on tests made to notice hidden objects and entrances and to detect supernatural illusions.

Oracular Warning

Each time you finish a respite, you can share the vague dreams of the future granted to you by the gods with allies who finished the respite with you. These premonitions help you and your allies stay alive, granting each of you temporary Stamina equal to 10 + your level that lasts until you finish another respite.

Seance

You can commune with a network of spirits. As a respite activity, you speak the name of a creature who died and isn't undead. If the creature's spirit is free and willing to speak with you, they appear and you can have a conversation with them. During this time, the creature responds to you as they would have in life. If the creature isn't free or willing to appear, you can speak another name or choose another respite activity.

Saint's Epiphany

At the start of a respite, you can inspire yourself or another creature taking the same respite with divine knowledge. If the target makes a project roll during this respite, they can add 1d10 plus your Presence score to the roll.

Windwalk

While you have 5 or more Victories, you can fly. If you can already fly, you have a +2 bonus to speed while flying instead.

Wode Road

As a main action, you touch a living tree and make it part of a divine transportation network. You can maintain a number of trees in your network equal to your Presence score. Whenever you touch any tree in your network, you can use a main action to teleport yourself and any willing creatures within 10 squares of you to a tree in your network on the same world. If a tree in your network dies, it is no longer part of the network. You can remove a tree from your network no matter your distance from it, including across different worlds (no action required).

5th-Level Features

As a 5th-level censor, you gain the following features.

5th-Level Order Feature

Your censor order grants you a feature, as shown on the 5th-Level Order Features table.

5th-Level Order Features Table
Order Feature
Exorcist Evil Revealed
Oracle Prophecy
Paragon Stand Fast!
Evil Revealed

Your order has taught you methods to discern the disguises of both mortals and monsters. You automatically see through disguises and illusions created by creatures of your level or lower, and you gain an edge on tests made to see through the disguises and illusions of more powerful creatures. Whenever you see through a creature's disguise or illusion, you can use your Judgment ability against them as a free triggered action.

Prophecy

You can better sift through the constant fragmentary visions from your deity and act to make them manifest. Each time you earn 1 or more Victories, you can make a number of 2d10 rolls equal to the number of Victories you earned. Record each roll in order. Then whenever you or a creature within 10 squares makes a power roll, you can use a free triggered action to replace the total on the dice with your first recorded roll.

You discard each roll as it is used, and each time you earn Victories, you add new rolls to the bottom of the list. Any unused rolls are discarded when you finish a respite.

Stand Fast!

Your divine spark grows in power, allowing you and your allies to focus and endure. At the start of each of your turns, you can spend 1d6 Stamina to end one effect on you that is ended by a saving throw or that ends at the end of your turn. Any ally who starts their turn within 5 squares of you can also spend Stamina to gain this benefit.

9-Wrath Ability

Choose one heroic ability from the following options, each of which costs 9 wrath to use.

Gods Grant Thee Strength (9 Wrath)

You channel divine force for movement that cannot be stopped.

Ranged Main action
πŸ“ Ranged 10 🎯 Self or one ally

Effect: The target ends any condition or effect on them that is ended by a saving throw or that ends at the end of their turn, or a prone target can stand up. The target then gains 2 surges, can shift up to their speed while ignoring difficult terrain, and can use a strike signature ability as a free triggered action.

Orison of Victory (9 Wrath)

You channel your god's will to overcome hardship and inflict pain.

Area Maneuver
πŸ“ 1 burst 🎯 Self and each ally in the area

Power Roll + Presence:

  • ≀11: Each target gains 1 surge.
  • 12-16: Each target gains 2 surges.
  • 17+: Each target gains 3 surges.

Effect: A target can end one effect on them that is ended by a saving throw or that ends at the end of their turn, or a prone target can stand up.

Righteous Judgment (9 Wrath)

You amplify the power of your judgment.

Melee, Strike, Weapon Main Action
πŸ“ Melee 1 🎯 One creature

Power Roll + Might:

  • ≀11: 10 + M damage
  • 12-16: 14 + M damage
  • 17+: 20 + M damage

Effect: Until the end of the encounter, whenever any ally deals damage to a target judged by you, that ally gains 1 surge.

Shield of the Righteous (9 Wrath)

You strike a foe and create a fleet of divine shields that protect your allies.

Melee, Strike, Weapon Main Action
πŸ“ Melee 1 🎯 One creature

Power Roll + Might:

  • ≀11: 10 + M damage; you and each ally adjacent to you gain 10 temporary Stamina
  • 12-16: 14 + M damage; you and each ally adjacent to you gain 15 temporary Stamina
  • 17+: 20 + M damage; you and each ally adjacent to you gain 20 temporary Stamina

6th-Level Features

As a 6th-level censor, you gain the following features.

Implement of Wrath

Each time you finish a respite, you can choose one hero's weapon, including your own, to channel supernatural power as an implement of your god's wrath. The weapon becomes magic and gains the following benefits until your next respite:

  • Strikes with the weapon deal extra holy damage equal to the wielder's highest characteristic score.
  • Any creature struck by the weapon who has holy weakness and has P < STRONG is frightened and weakened (save ends).
  • Any minion targeted by a strike using the weapon dies. That minion's Stamina maximum is removed from the minion Stamina pool before any damage is applied to the rest of the squad.
  • The weapon's wielder can't be made frightened.

Perk

You gain one interpersonal, lore, or supernatural perk of your choice.

6th-Level Order Ability

Your censor order grants your choice of one of two heroic abilities.

6th-Level Exorcist Abilities

Choose one of the following abilities.

Begone! (9 Wrath)

You terrify your enemies into retreating, creating chaos in their ranks.

Area, Magic Main action
πŸ“ 3 burst 🎯 Each enemy in the area

Power Roll + Presence:

  • ≀11: 4 psychic damage; slide 3
  • 12-16: 6 psychic damage; slide 5
  • 17+: 8 psychic damage; slide 7
Pain of Your Own Making (9 Wrath)

You reverse the effects from an evildoer.

Magic, Ranged Free Triggered
πŸ“ Ranged 10 🎯 Self or one ally

Trigger: The target gains a condition or effect that is ended by a saving throw or that ends at the end of their turn.

Effect: The effect ends on the target and is applied to the creature who imposed the effect on them. That creature also takes damage equal to three times your Presence score.

6th-Level Oracle Abilities

Choose one of the following abilities.

Burden of Evil (9 Wrath)

You reveal a vision of your enemies' fate that causes them to scramble as it staggers them.

Magic, Ranged, Strike Maneuver
πŸ“ Ranged 10 🎯 Three enemies

Power Roll + Presence:

  • ≀11: Slide 3; I < WEAK, dazed (save ends)
  • 12-16: Slide 5; I < AVERAGE, dazed (save ends)
  • 17+: Slide 7; I < STRONG, dazed (save ends)
Edict of Peace (9 Wrath)

You anticipate your foes' moves and deny them.

Area, Magic Maneuver
πŸ“ 3 aura 🎯 Each enemy in the area

Effect: Until the end of the encounter or until you are dying, whenever any target takes a triggered action or a free triggered action, that action is negated and the target takes holy damage equal to your Presence score.

6th-Level Paragon Abilities

Choose one of the following abilities.

Congregation (9 Wrath)

You focus your allies' wrath on a chosen foe.

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature

Power Roll + Might:

  • ≀11: 8 + M damage; as a free triggered action, one ally within 10 squares of the target can use a strike signature ability against the target
  • 12-16: 12 + M damage; as a free triggered action, one ally within 10 squares of the target can use a strike signature ability that gains an edge against the target
  • 17+: 16 + M damage; as a free triggered action, two allies within 10 squares of the target can each use a strike signature ability that gains an edge against the target

Effect: Each ally can shift up to 2 squares and gains 2 surges before making the strike.

Intercede (9 Wrath)

You take your ally's place.

Magic, Ranged Free triggered
πŸ“ Ranged 10 🎯 One ally

Trigger: A creature makes a strike against the target.

Effect: The target is unaffected by the strike and you become the target instead, even if you aren't a valid target for it. You take half the damage from the strike, and the target gains 3 surges.

7th-Level Features

As a 7th-level censor, you gain the following features.

Characteristic Increase

Each of your characteristic scores increases by 1, to a maximum of 4.

7th-Level Domain Feature

You gain a domain feature from your domain, as shown on the 7th-Level Censor Domain Features table.

7th-Level Censor Domain Features Table
Domain Feature
Creation Divine Quartermaster
Death Word of Death Deferred
Fate Word of Fate Denied
Knowledge Gods' Library
Life Font of Grace
Love Covenant of the Heart
Nature Nature's Bounty
Protection Blessing of Iron
Storm Ride the Lightning
Sun Light of the Burning Sun
Trickery Trinity of Trickery
War Your Triumphs Are Remembered
Blessing of Iron

The gods send divine favor to you and your allies. While you are not dying, enemies take a bane on strikes against you or any ally within 3 squares of you.

Covenant of the Heart

You can maintain bonds with up to three willing creatures using your Invocation of the Heart feature. Additionally, you have the following ability.

Guided to Your Side

You concentrate on a friend and teleport to them.

Magic, Ranged Main Action
πŸ“ Ranged 10 🎯 Self and each ally

Effect: Each target is teleported to unoccupied spaces within 5 squares of a willing creature who you are bonded to with your Invocation of the Heart feature. You don't need line of effect to the bonded creature but you must be on the same world.

Divine Quartermaster

Each time you finish a respite, you can choose a treasure with a project goal equal to 50 times your level or less. You gain a divine version of this treasure that lasts until you finish another respite or it is consumed.

Font of Grace

Each time you use your My Life for Yours ability, you gain 1 wrath that can be spent only on that ability during the same turn. If you don't use this wrath, it is lost. Additionally, the target of My Life for Yours gains 10 temporary Stamina.

ing the st

Gods' Library

You can gain access to information you need through prayer, so that you no longer require research materials for crafting and research projects (see Chapter 12: Downtime Projects). Additionally, you add your level to project rolls you make for crafting and research projects. You also have any skills in the lore skill group you don't already have, and you gain a number of skills from any other skill groups equal to the number of skills you had in the lore skill group before you gained this feature.

Light of the Burning Sun

Sun infuses your body. Whenever you use an ability to deal rolled damage to another creature, that ability deals an extra 5 fire damage, or an extra 15 fire damage if the creature is undead. Additionally, you have fire immunity equal to your level, which is added to any other fire immunity you have.

Nature's Bounty

When you finish a respite, you can prepare a magic meal using local flora for any companions who rested with you. Choose two of the following benefits for creatures who consume the meal:

  • Each creature gains immunity to acid, cold, corruption, fire, lightning, poison, or sonic damage equal to your level. You can choose this benefit twice, choosing a different damage immunity each time.
  • Each creature gains 20 temporary Stamina.
  • Each creature gains a +1 bonus to speed.
  • Each creature gains a +1 bonus to saving throws.
  • Each creature gains an edge on tests made to influence other creatures.

Each benefit lasts until the creature who gains it finishes another respite.

Ride the Lightning

Lightning and thunder infuse your body. Whenever you use an ability to deal rolled damage to another creature, the ability deals extra lightning damage equal to your Presence score. Additionally, if you use an ability that force moves a creature, the forced movement distance gains a bonus equal to your Presence score. While you are under the effect of your Windwalk feature, lightning enhances your locomotion to grant you a bonus to speed equal to your Might score. If Windwalk already grants you a bonus to speed, this bonus adds to that.

Trinity of Trickery

You have the following ability.

Trinity of Trickery (9 Wrath)

Hey! I'm over here. No, here, numbskull.

Magic, Ranged Maneuver
πŸ“ Ranged 10 🎯 Self or one ally

Effect: You create two illusory duplicates of the target, which appear anywhere within distance. These duplicates last until the end of the encounter. On each of their turns, the target can move each duplicate up to their speed. If the target is targeted by an ability, they can use a free triggered action to switch places with a duplicate within their line of effect, making the duplicate the target of the ability instead. When either duplicate takes damage, it is destroyed.

Word of Death Deferred

You can stop death from taking your allies. When an ally within distance of your My Life for Yours ability dies and you are not dying, you can use a free triggered action to instead have that ally fall unconscious until they regain Stamina.

Additionally, your abilities deal an extra 5 damage to winded creatures.

Word of Fate Denied

When an ally within 10 squares takes damage that would leave them dying, you can use a free triggered action to make yourself or another willing creature within 10 squares of you the target of the triggering damage instead. The creature you choose takes the damage and suffers any effects associated with it, and that damage can't be reduced in any way.

Your Triumphs Are Remembered

The gods allow you and your companions to bask in the glory of past successes. Whenever you finish a respite, you and any other heroes who rested with you regain 1 Victory after your Victories are converted to XP. This Victory isn't converted into XP at the end of a subsequent respite.

Focused Wrath

When you gain wrath at the start of each of your turns during combat, you gain 3 wrath instead of 2.

Skill

You gain one skill of your choice.

8th-Level Features

As an 8th-level censor, you gain the following features.

Perk

You gain one perk of your choice.

8th-Level Order Feature

Your censor order grants you a feature, as shown on the 8th-Level Order Features table.

8th-Level Order Features Table
Order Feature
Exorcist Demonologist
Oracle Their Past Revealed
Paragon Vow
Demonologist

The most esoteric secrets of your order teach you that to defeat your enemy, you must understand them. You treat your Renown as 2 higher than usual when dealing with demons, devils, and other agents of chaos. If you successfully complete a negotiation with one of these creatures, you gain an edge on power rolls made against them and can use your Judgment ability against them as a free triggered action before an encounter begins.

Their Past Revealed

Your constant fragmentary visions become clearer, and can be honed to understand the past of creatures you interact with. While speaking with any creature, you can make a medium Presence test to see visions from their past. On a success, you see a clear view of any subject related to the creature's past that you wish to understand. On a success with a consequence, you see two visions, one false and one true. On a failure, you lose 2d6 Stamina.

Vow

Your words take on the power of your deity, with all the authority that entails. If you convince a creature to take an oath, they can't break it for 7 days. If you take an oath, you can't break it for 7 days.

11-Wrath Ability

Choose one heroic ability from the following options, each of which costs 11 wrath to use.

Excommunication (11 Wrath)

You curse your foe to become a bane to their allies.

Melee, Stike, Weapon Main Action
πŸ“ Melee 1 🎯 One creature

Power Roll + Might:

  • ≀11: 9 + M damage; I < WEAK, weakened (save ends)
  • 12-16: 13 + M damage; I < AVERAGE, weakened (save ends)
  • 17+: 18 + M damage; I < STRONG, weakened (save ends)

Effect: At the end of each of your turns, a target weakened this way deals holy damage equal to twice your Presence score to each enemy within 2 squares of them. Additionally, a target weakened this way can't be targeted by their allies' abilities.

Hand of the Gods (11 Wrath)

You use your foe as a tool against your enemies.

Ranged, Strike, Weapon Main Action
πŸ“ Ranged 10 🎯 One creature

Power Roll + Might:

  • ≀11: 10 + M damage
  • 12-16: 15 + M damage
  • 17+: 21 + M damage

Effect: Until the end of the encounter, while the target is judged by you, you can choose to make them the source of any of your abilities. Additionally, the target counts as an ally for the purpose of flanking.

Pillar of Holy Fire (11 Wrath)

Your enemy's guilt fuels a holy flame that burns your foes.

Melee, Strike, Weapon Main Action
πŸ“ Melee 1 🎯 One creature

Power Roll + Might:

  • ≀11: 9 + M damage; I < WEAK, dazed (save ends)
  • 12-16: 13 + M damage; I < AVERAGE, dazed (save ends)
  • 17+: 18 + M damage; I < STRONG, dazed (save ends)

Effect: At the end of each of your turns, a target dazed this way deals holy damage equal to twice your Presence score to each enemy within 2 squares of them.

Your Allies Turn on You! (11 Wrath)

You turn your enemies' ire to the target.

Ranged, Strike, Weapon Main Action
πŸ“ Ranged 10 🎯 One creature

Power Roll + Presence:

  • ≀11: 5 + P damage; I < WEAK, slowed (save ends)
  • 12-16: 9 + P damage; I < AVERAGE, slowed (save ends)
  • 17+: 12 + P damage; I < STRONG, slowed (save ends)

Effect: While the target is slowed this way, each ally who starts their turn within 5 squares of them must use a free maneuver to make a free strike against the target. Additionally, while the target is slowed this way, each ally within 5 squares of them who can make a triggered free strike against a different creature must make the free strike against the target instead.

9th-Level Features

As a 9th-level censor, you gain the following features.

Improved Implement of Wrath

The weapon you target with your Implement of Wrath feature gains the following additional benefits:

  • The weapon's wielder and each ally adjacent to them gain a +2 bonus to saving throws.
  • At the end of each of the weapon wielder's turns, each ally adjacent to the wielder makes a saving throw against each effect on them that is ended by a saving throw.
  • The weapon's wielder has corruption immunity 10.

9th-Level Order Ability

Your censor order grants your choice of one of two heroic abilities.

9th-Level Exorcist Abilities

Choose one of the following abilities.

Banish (11 Wrath)

You sever the target's tenuous connection to the world.

Melee, Strike, Weapon Main Action
πŸ“ Melee 1 🎯 One creature

Power Roll + Might:

  • ≀11: 5 + M damage; P < WEAK, the target is banished (save ends)
  • 12-16: 8 + M damage; P < AVERAGE, the target is banished (save ends)
  • 17+: 11 + M damage; P < STRONG, the target is banished (save ends)

Effect: This ability gains an edge against demons, devils, undead, and creatures not native to your current world. If you know the target's true name, this ability has a double edge. While banished, the target is sent to another manifold in the timescape and removed from the encounter map. A banished target can do nothing but make saving throws, and takes 10 holy damage each time they do so. If the target is reduced to 0 Stamina while banished, they are lost to the timescape.

Terror Manifest (11 Wrath)

"I know what you fear."

Magic, Ranged, Strike Main Action
πŸ“ Ranged 10 🎯 One creature

Power Roll + Presence:

  • ≀11: 7 + P psychic damage; P < WEAK, frightened (save ends)
  • 12-16: 10 + P psychic damage; P < AVERAGE, frightened (save ends)
  • 17+: 13 + P psychic damage; P < STRONG, frightened (save ends)

Effect: While frightened this way, if a target who is a leader or solo creature is winded, they take an extra 25 psychic damage. If a target frightened this way is not a leader or solo creature and is winded, they are reduced to 0 Stamina.

9th-Level Oracle Abilities

Choose one of the following abilities.

Blessing and a Curse (11 Wrath)

The gods bless and damn in equal measure.

Magic, Ranged Triggered
πŸ“ Ranged 10 🎯 One creature

Trigger: The target makes a power roll.

Effect: The target obtains a tier 1 or tier 3 outcome on their power roll (your choice). You can then choose another target within distance, who obtains the opposite outcome on their next power roll.

Fulfill Your Destiny (11 Wrath)

You have looked at various futures, and only this one works.

Magic, Ranged Triggered
πŸ“ Ranged 10 🎯 One ally

Trigger: You or another hero ends their turn.

Effect: The target takes their turn after the triggering hero, and immediately removes all conditions and negative effects on themself. During their turn, the target has a double edge on poΒΊwer rolls.

9th-Level Paragon Abilities

Choose one of the following abilities.

Apostate (11 Wrath)

You channel holy energy to seal an enemy's fate.

Melee, Strike, Weapon Main Action
πŸ“ Melee 1 🎯 One creature

Power Roll + Might:

  • ≀11: 13 + M holy damage
  • 12-16: 19 + M holy damage
  • 17+: 26 + M holy damage

Effect: Until the end of the encounter or until you are dying, the target has damage weakness 10.

Edict of Unyielding Resolve (11 Wrath)

You and your allies are clad in shimmering armor.

Area, Magic Maneuver
πŸ“ 2 aura 🎯 Self and each ally in the area

Effect: Until the end of the encounter or until you are dying, each target who starts their turn in the area gains 10 temporary Stamina.

10th-Level Features

As a 10th-level censor, you gain the following features.

Characteristic Increase

Your Might and Presence scores each increase to 5.

Perk

You gain one crafting, lore, or supernatural perk of your choice.

Skill

You gain one skill of your choice.

Templar

You are the ultimate representation of your god's justice in the timescape. Whenever you use your Judgment ability, you can use a free triggered action to use a conduit domain effect (see Domain Piety and Effects in the Conduit section) associated with your chosen domain, or a domain you access with virtue (see below). If the effect calls for the use of your Intuition score, you use your Presence score instead. If the effect uses your conduit level, use your censor level instead.

Additionally, whenever you take a respite, you can open a portal to rest in the presence of your deity and bring along any allies. When you do, you can ask your deity three questions, which the Director must

answer honestly if your deity knows the answers (though they might answer cryptically or incompletely). When you finish your respite, you and your allies can appear at any location in the timescape where someone worships your deity.

While you rest in their presence, your god might also give you priority targets to enact justice upon. You and your allies each have a double edge on power rolls made against such targets. If you attempt to open a portal to your deity again before you have defeated your priority targets, you suffer your god's wrath, as determined by the Director.

Virtue

You have an epic resource called virtue. Each time you finish a respite, you gain virtue equal to the XP you gain. You can spend virtue on your abilities as if it were wrath.

Additionally, you can spend 3 virtue to access one of your deity's domains that you usually don't have access to. When you do, you can use that domain's features until you finish another respite.

Virtue remains until you spend it.

Wrath of the Gods

When you gain wrath at the start of each of your turns during combat, you gain 4 wrath instead of 3.

Conduit

The power of the gods flows through you! As a vessel for divine power, you don't just keep your allies in the fight. You make those allies more effective, even as you rain divine energy down upon your foes. Though the deity or saint you serve might have other faithful and clergy, you are special among worshippers, receiving your abilities from the highest source.

As a conduit, you heal and buff your allies, and debuff your foes while smiting them with divine magic. The spark of divinity within you shines, filling your enemies with awe and making you more worldly and aware.

"The gods judge our actions, and our inaction."

Dazar

Basics

Starting Characteristics: You start with an Intuition of 2, and can choose one of the following arrays for your other characteristic scores:

  • 2, 2, βˆ’1, βˆ’1
  • 2, 1, 1, βˆ’1
  • 2, 1, 0, 0
  • 1, 1, 1, 0

Weak Potency: Intuition - 2

Average Potency: Intuition - 1

Strong Potency: Intuition

Starting Stamina at 1st Level: 18

Stamina Gained at 2nd and Higher Levels: 6

Recoveries: 8

Skills: Choose any two skills from the interpersonal or lore skill groups (see Skills in Chapter 9: Tests). (Quick Build: Read Person, Religion.)

1st-Level Features

As a conduit, you gain the following features.

Deity and Domains

Choose a god or saint who your character reveres from Chapter 14: Gods and Religion, or ask your Director about the deities in your campaign world. With the Director's permission, you can also create your own deity and choose four domains to be part of their portfolio.

After choosing your deity, pick two domains from their portfolio. The two domains you pick make up your subclass, and your choice of domains determines many of the features you'll gain as you gain new levels. (Quick Build: AdΓ»n for deity, and Life and Protection as domains.)

Piety

Your deity grants you a Heroic Resource called piety, letting you heal and empower your allies, and unleash holy power upon your foes.

Piety in Combat

At the start of a combat encounter or some other stressful situation tracked in combat rounds (as determined by the Director), you gain piety equal to your Victories. At the start of each of your turns during combat, you gain 1d3 piety.

Additionally, you can gain more piety by praying to the godsβ€”but beware! Doing so can easily draw their ire, as the gods hate to be annoyed. Before you roll to gain piety at the start of your turn, you can pray (no action required). If you do, your roll gains the following additional effects:

  • If the roll is a 1, you gain 1 additional piety but anger the gods! You take psychic damage equal to 1d6 + your level, which can't be reduced in any way.
  • If the roll is a 2, you gain 1 additional piety.
  • If the roll is a 3, you gain 2 additional piety and can activate a domain effect of your choice (see below).

You lose any remaining piety at the end of the encounter.

Conduit Advancement Table
Level Features Abilities Domain Abilities
1st Deity and Domains, Piety, Domain Feature, Healing Grace, Ray of Wrath, Triggered Action, Prayer, Conduit Ward, Conduit Abilities Two signature, 3, 5 β€”
2nd The Lists of Heaven, Perk, Domain Feature, Domain Ability Two signature, 3, 5 5
3rd Minor Miracle, 7-Piety Ability Two signature, 3, 5, 7 5
4th Blessed Domains, Characteristic Increase, Domain Feature, Perk, Skill Increase Two signature, 3, 5, 7 5
5th Domain Feature, 9-Piety Ability Two signature, 3, 5, 7, 9 5
6th Burgeoning Saint, Perk, Domain Ability Two signature, 3, 5, 7, 9 5, 9
7th Characteristic Increase, Domain Feature, Faithful's Reward, Skill Increase Two signature, 3, 5, 7, 9 5, 9
8th Domain Feature, Perk, 11-Piety Ability Two signature, 3, 5, 7, 9, 11 5, 9
9th Domain Ability, Faith's Sword, Ordained Two signature, 3, 5, 7, 9, 11 5, 9, 11
10th Avatar, Characteristic Increase, Divine Power, Most Pious, Perk, Skill Increase Two signature, 3, 5, 7, 9, 11 5, 9, 11
Piety Outside of Combat

Though you can't gain piety outside of combat, you can use your heroic abilities and effects that cost piety without spending it. Whenever you use an ability or effect outside of combat that costs piety, you can't use that same ability or effect outside of combat again until you earn 1 or more Victories or finish a respite.

When you use an ability outside of combat that lets you spend unlimited piety on its effect, such as Healing Grace, you can use it as if you had spent an amount of piety equal to your Victories.

Domain Piety and Effects

Your choice of domains provides you with two additional ways to earn piety during combat, as triggered by specific events. You might even have a single event trigger both your piety effects. For example, the Sun domain grants piety when a nearby creature takes fire or holy damage, while the War domain grants piety when a nearby creature takes damage of 10 + your level or higher. If you have both those domains and a nearby creature takes an appropriate amount of fire damage, you gain piety from both your domains.

Additionally, whenever you activate a domain effect by praying for piety, you can choose one of your domains and have that domain's prayer effect take effect immediately.

Creation Domain Piety and Effect
  • Piety: You gain 2 piety the first time in an encounter that a creature within 10 squares uses an area ability.
  • Prayer Effect: You summon the forces of creation and create a wall of stone within 10 squares whose size is 5 + your Intuition score. The wall lasts until the end of the encounter.
Death Domain Piety and Effect
  • Piety: You gain 2 piety the first time in an encounter that a creature within 10 squares who isn't a minion is reduced to 0 Stamina, or the first time in an encounter that a solo creature within 10 squares becomes winded.
  • Prayer Effect: You inflict a deadly curse on up to two enemies within 10 squares of you. Each target takes corruption damage equal to twice your Intuition score.
Fate Domain Piety and Effect
  • Piety: You gain 2 piety the first time in an encounter that an ally within 10 squares obtains a tier 3 outcome on a power roll, or an enemy within 10 squares obtains a tier 1 outcome on a power roll.
  • Prayer Effect: You call on the forces of fate to create a reliable future. Choose a creature within 10 squares. That creature automatically obtains a tier 1 or tier 3 outcome (your choice) on their next power roll made before the end of the encounter.
Knowledge Domain Piety and Effect

Piety: You gain 2 piety the first time in an encounter that the Director spends Malice (see Draw Steel: Monsters).

Prayer Effect: Choose up to five allies within 10 squares of you, or choose yourself instead of one ally. Each target gains 1 surge.

Life Domain Piety and Effect
  • Piety: You gain 2 piety the first time in an encounter that a creature within 10 squares regains Stamina.
  • Prayer Effect: Choose yourself or one ally within 10 squares. That character can spend a Recovery, can end one effect on them that is ended by a saving throw or that ends at the end of their turn, or can stand up if they are prone. Alternatively, you or one ally within 10 squares gains temporary Stamina equal to two times your Intuition score.
Love Domain Piety and Effect
  • Piety: You gain 2 piety the first time in an encounter that you or any ally within 10 squares uses the Aid Attack maneuver or an ability that targets an ally.
  • Prayer Effect: Each ally within 10 squares of you gains temporary Stamina equal to two times your Intuition score.
Nature Domain Piety and Effect
  • Piety: You gain 2 piety the first time in an encounter that you or a creature within 10 squares takes acid, cold, fire, lightning, poison, or sonic damage.
  • Prayer Effect: Vines whip up from the floor or ground within 10 squares, wrapping around a number of creatures equal to your Intuition score. You can slide each creature up to a number of squares equal to your Intuition score. The vines then fade away.
Protection Domain Piety and Effect
  • Piety: You gain 2 piety the first time in an encounter that you or any ally within 10 squares gains temporary Stamina, or uses a triggered action to reduce incoming damage or to impose a bane or double bane on an enemy's power roll.
  • Prayer Effect: One ally within 10 squares gains temporary Stamina equal to four times your Intuition score.
Storm Domain Piety and Effect
  • Piety: You gain 2 piety the first time in an encounter that an enemy within 10 squares is force moved.
  • Prayer Effect: Each enemy in a 3 cube within 10 squares takes lightning damage equal to twice your Intuition score.
Sun Domain Piety and Effect
  • Piety: You gain 2 piety the first time in an encounter that an enemy within 10 squares takes fire or holy damage.
  • Prayer Effect: One enemy within 10 squares takes fire damage equal to three times your Intuition score.
Trickery Domain Piety and Effect
  • Piety: You gain 2 piety the first time in an encounter that you or a creature within 10 squares takes the Aid Attack or Hide maneuver.
  • Prayer Effect: You slide one creature within 10 squares of you up to a number of squares equal to 5 + your conduit level.
War Domain Piety and Effect
  • **Piety:**You gain 2 piety the first time in an encounter that you or a creature within 10 squares takes damage greater than 10 + your level in a single turn.
  • Prayer Effect: Choose up to three allies within 10 squares of you, or choose yourself instead of one ally. Each target gains 2 surges.

1st-Level Domain Feature

Choose one of your domains. You gain a domain feature for that domain, as shown on the 1st-Level Conduit Domain Features table. Additionally, you gain a skill from the chosen domain, selected from the skill group indicated on the table. (Quick Build: Revitalizing Ritual and the Heal skill from the Life domain.)

1st-Level Conduit Domain Features Table
Domain Feature Skill Group
Creation Hands of the Maker Crafting
Death Grave Speech Lore
Fate Oracular Visions Lore
Knowledge Blessing of Comprehension Lore
Life Revitalizing Ritual Exploration
Love Blessing of Compassion Interpersonal
Nature Faithful Friend Exploration
Protection Protective Circle Exploration
Storm Blessing of Fortunate Weather Exploration
Sun Inner Light Lore
Trickery Inspired Deception Intrigue
War Sanctified Weapon Exploration
Blessing of Compassion

You exude a magic presence that can soothe those willing to socially engage with you. You gain an edge on any test made to assist another creature with a test.

Additionally, when you are present at the start of a negotiation, one NPC of your choice has their patience increased by 1 (to a maximum of 5), and the first test made to influence them gains an edge.

Blessing of Comprehension

You can interpret diagrams and charts even if you don't understand the language associated with them. You are considered fluent in all languages for the purpose of understanding the project source for any research or crafting project (see Chapter 12: Downtime Projects).

Blessing of Fortunate Weather

Each time you finish a respite, you can decide the weather conditions within 100 squares. Until you finish another respite, the weather conditions you establish follow you through any mundane outdoor locations. Choose one of the following types of weather, each of which grants a benefit to you and your allies:

Clear: You and your allies gain an edge on tests that use the Search or Navigate skills.

Foggy: You and your allies gain an edge on tests that use the Hide skill. Overcast: You and your allies gain an edge on tests that use the Endurance skill.

Precipitation: When the ground is muddy or snowy, you and your allies gain an edge on tests that use the Track skill.

If you are in the same area as a creature using this or a similar feature who has chosen a different weather effect, the features negate each other where their areas overlap.

Faithful Friend

You have the following ability.

Faithful Friend

An animal spirit is drawn to you, sharing their senses with you and serving you faithfully.

Magic Main action
πŸ“ Self 🎯 Self

Effect: You conjure a spirit that takes the form of any animal you have seen. The incorporeal animal has speed 5 and can fly, but can't physically interact with the world. While you are within 10 squares of the spirit, you automatically sense everything that type of animal would sense, in addition to sensing your own surroundings. You can dismiss the spirit at any time (no action required). If the spirit takes any damage, they are dismissed and you take 1d10 psychic damage that can't be reduced in any way.

Grave Speech

You have the following ability.

Grave Speech

You commune with the lingering soul of the recently dead.

Magic Maneuver
πŸ“ Melee 1 🎯 One dead creature

Effect: You can speak to the target if they are a creature who has died within the last 24 hours and who can speak a language you know, even if they are just a head. The target regards you as they would have in life, and you might need to make tests to influence them and convince them to speak with you. The trauma of dying can make a creature's memory of that event hazy, but the target otherwise knows all they knew in life. After 1 minute, the effect ends. You can't use this ability on the same creature twice.

Hands of the Maker

You have the following ability.

Hands of the Maker

You craft objects with the power of your mind.

Magic Maneuver
πŸ“ Self 🎯 Self

Effect: You create a mundane object of size 1S or smaller. You can maintain a number of objects created this way equal to your Intuition score. You can destroy an object created this way with a thought, no matter how far you are from it (no action required).

Inner Light

Each time you finish a respite, you can choose yourself or one ally who is also finishing a respite to gain the benefit of a divine ritual. You place a ray of morning light into the chosen character's soul, granting them a +1 bonus to saving throws that lasts until you finish another respite.

Inspired Deception

The gods favor your thievery with magic. Whenever you make a test that uses a skill you have from the intrigue skill group, you can use Intuition on the test instead of another characteristic.

Oracular Visions

Your deity rewards you with hazy visions of things to come. Each time you earn 1 or more Victories, you earn an equal number of fate points. Whenever you or a creature within 10 squares makes a test, you can spend 1 fate point to tap into a vision of the outcome, granting that creature an edge on the test. You lose any remaining fate points when you finish a respite.

Protective Circle

You can spend 10 uninterrupted minutes to create a protective circle on the ground large enough to hold one size 1 creature. The circle lasts for 24 hours, until you create another, or until you dismiss it (no action required). Only creatures you designate at the time of drawing the circle can enter and exit the area. While in the protective circle, a creature can't be targeted by strikes.

Revitalizing Ritual

Each time you finish a respite, you can choose yourself or one ally who is also finishing a respite to gain the benefit of a divine ritual. The chosen character gains a bonus to their recovery value equal to your level that lasts until you finish another respite.

Sanctified Weapon

As a respite activity, you can bless a weapon. Any creature who wields the weapon gains a +1 bonus to rolled damage with abilities that use the weapon. This benefit lasts until you finish another respite.

Healing Grace

You have the following ability, which you can use once on your turn.

Healing Grace

Your divine energy restores the righteous.

Magic, Ranged Maneuver
πŸ“ Ranged 10 🎯 Self or one ally

Effect: The target can spend a Recovery.

Spend 1+ Piety: For each piety spent, choose one of the following enhancements:

  • You can target one additional ally within distance.
  • You can end one effect on a target that is ended by a saving throw or that ends at the end of their turn.
  • A prone target can stand up.
  • A target can spend 1 additional Recovery.

Ray of Wrath

You have the following ability, which can be used as a ranged free strike.

Ray of Wrath

You unleash a blast of holy light upon your foe.

Magic, Ranged, Strike Main action
πŸ“ Ranged 10 🎯 One creature or object

Power Roll + Intuition:

  • ≀11: 2 + I damage
  • 12-16: 4 + I damage
  • 17+: 6 + I damage

Effect: You can have this ability deal holy damage.

Triggered Action

Choose one of the following triggered actions. (Quick Build: Word of Guidance.)

Word of Guidance

You invigorate an attacking ally with divine energy.

Magic, Ranged Triggered
πŸ“ Ranged 10 🎯 One ally

Trigger: The target makes an ability roll for a damage-dealing ability.

Effect: The power roll gains an edge.

Spend 1 Piety: The power roll has a double edge.

Word of Judgment

Your holy word saps an attacking enemy's strength.

Magic, Ranged Triggered
πŸ“ Ranged 10 🎯 One ally

Trigger: The target would take damage from an ability that uses a power roll.

Effect: The power roll takes a bane against the target.

Spend 1 Piety: The power roll has a double bane against the target.

Prayer

Your god answers a prayer with enhancements to your body and mind. Choose one of the following prayers. You can change your prayer along with your ward (see Conduit Ward below) by praying to your god as a respite activity. (Quick Build: Prayer of Distance.)

Prayer of Destruction

Your god infuses wrath within your being. You gain a +1 bonus to rolled damage with magic abilities.

Prayer of Distance

Your god blesses you with the ability to stretch your divine magic farther. You have a +2 bonus to the distance of your ranged magic abilities.

Prayer of Soldier's Skill

Your god gives your mind the training of a soldier. You can wear light armor and wield light weapons effectively, even though you don't have a kit. While you wear light armor, you gain a +3 bonus to Stamina, and that bonus increases by 3 at 4th, 7th, and 10th levels. While you wield a light weapon, you gain a +1 damage bonus with weapon abilities, including free strikes. You can use light armor treasures and light weapon treasures.

If you have a kit, you can't take this blessing.

Prayer of Speed

Your god blesses your flesh and infuses it with divine quickness. You gain a +1 bonus to speed and to the distance you can shift when you take the Disengage move action.

Prayer of Steel

Your god fills your body with the light of creation, making you harder to hurt and move. You gain a +6 bonus to Stamina, and this bonus increases by 6 at 4th, 7th, and 10th levels. Additionally, you gain a +1 bonus to stability.

Conduit Ward

Your god grants you a ward that protects you from the faithless. Choose one of the following wards. You can change your ward along with your prayer (see Prayer above) by praying to your god as a respite activity. (Quick Build: Bastion Ward.)

Bastion Ward

Your god grants you a holy countenance that protects you at all times. You gain a +1 bonus to saving throws.

Quickness Ward

The gods imbue a divine swiftness within you. Whenever an adjacent creature deals damage to you, you can shift up to a number of squares equal to your Intuition score after the damage is dealt.

Sanctuary Ward

In response to a foe's aggression, your god protects you. Whenever another creature damages you, that creature can't target you with a strike until you harm them or one of their allies, or until the end of their next turn.

Spirit Ward

Invisible spirits surround you if you are harmed. Whenever an adjacent creature deals damage to you, they take corruption damage equal to your Intuition score.

Conduit Abilities

Your training and faith let you specialize in magic that buffs your allies, debuffs your foes, and allows you to hold your own in combat alongside your friends.

Signature Abilities

Choose two signature abilities from the following options. Signature abilities can be used at will. (Quick Build: Blessed Light, Staggering Curse.)

Blessed Light

Burning radiance falls upon your foe, transferring some of their energy to a nearby ally.

Magic, Ranged, Strike Main action
πŸ“ Ranged 10 🎯 One creature or object

Power Roll + Intuition:

  • ≀11: 3 + I holy damage
  • 12–16: 5 + I holy damage
  • 17+: 8 + I holy damage

Effect: One ally within distance gains a number of surges equal to the tier outcome of your power roll.

Drain

You drain the energy from your target to revitalize yourself or an ally.

Magic, Melee, Strike Main action
πŸ“ Melee 1 🎯 One creature

Power Roll + Intuition:

  • ≀11: 2 + I corruption damage
  • 12-16: 5 + I corruption damage
  • 17+: 7 + I corruption damage

Effect: You or one ally within distance can spend a Recovery.

Holy Lash

A tendril of divine energy shoots forth to draw in your foe.

Magic, Ranged, Strike Main action
πŸ“ Ranged 10 🎯 One creature or object

Power Roll + Intuition:

  • ≀11: 3 + I holy damage; vertical pull 2
  • 12-16: 5 + I holy damage; vertical pull 3
  • 17+: 8 + I holy damage; vertical pull 4
Lightfall

A rain of holy light scours your enemies and repositions your allies.

Area, Magic Main action
πŸ“ 2 burst 🎯 Each enemy in the area

Power Roll + Intuition:

  • ≀11: 2 holy damage
  • 12-16: 3 holy damage
  • 17+: 5 holy damage

Effect: You can teleport yourself and each ally in the area to unoccupied spaces in the area.

Sacrificial Offer

Divine magic tears at your foe and defends a nearby friend.

Magic, Ranged, Strike Main action
πŸ“ Ranged 10 🎯 One creature

Power Roll + Intuition:

  • ≀11: 2 + I corruption damage
  • 12-16: 4 + I corruption damage
  • 17+: 6 + I corruption damage

Effect: Choose yourself or one ally within distance. That character can impose a bane on one power roll made against them before the end of their next turn.

Staggering Curse

A blast of judgment disorients your foe.

Magic, Melee, Strike Main action
πŸ“ Melee 1 🎯 One creature or object

Power Roll + Intuition:

  • ≀11: 3 + I holy damage; slide 1
  • 12-16: 5 + I holy damage; slide 2
  • 17+: 8 + I holy damage; slide 3
Warrior's Prayer

Your quickly uttered prayer lends aggressive divine energy to a friend engaged in melee.

Magic, Ranged, Strike Main action
πŸ“ Ranged 10 🎯 One creature

Power Roll + Intuition:

  • ≀11: 3 + I holy damage
  • 12-16: 6 + I holy damage
  • 17+: 9 + I holy damage

Effect: You or one ally within distance gains temporary Stamina equal to your Intuition score.

Wither

A bolt of holy energy saps the life from a foe.

Magic, Ranged, Strike Main action
πŸ“ Ranged 10 🎯 One creature or object

Power Roll + Intuition:

  • ≀11: 3 + I corruption damage; P < WEAK, the target takes a bane on their next power roll
  • 12-16: 5 + I corruption damage; P < AVERAGE, the target takes a bane on their next power roll
  • 17+: 8 + I corruption damage; P < STRONG, the target takes a bane on their next power roll
Heroic Abilities

You make use of a number of heroic abilities, all of which channel piety to empower them.

3-Piety Ability

Choose one heroic ability from the following options, each of which costs 3 piety to use. (Quick Build: Violence Will Not Aid Thee.)

Call the Thunder Down (3 Piety)

You ask your saint for thunder and your prayer is answered.

Area, Magic, Range Main action
πŸ“ 3 cube within 10 🎯 Each enemy in the area

Power Roll + Intuition:

  • ≀11: 2 sonic damage; push 1
  • 12-16: 3 sonic damage; push 2
  • 17+: 5 sonic damage; push 3

Effect: You can push each willing ally in the area the same distance, ignoring stability.

Font of Wrath (3 Piety)

A brilliant column of holy light appears on the battlefield, striking out at nearby enemies.

Magic, Ranged Main action
πŸ“ Ranged 10 🎯 Special

Effect: You summon a spirit of size 2 who can't be harmed, and who appears in an unoccupied space within distance. The spirit lasts until the end of your next turn. You and your allies can move through the spirit's space, but enemies can't. Any enemy who moves within 2 squares of the spirit for the first time in a combat round or starts their turn there takes holy damage equal to your Intuition score.

Judgment's Hammer (3 Piety)

Your divine fury is a hammer that crashes down upon the unrighteous.

Magic, Ranged, Strike Main action
πŸ“ Ranged 10 🎯 One creature or object

Power Roll + Intuition:

  • ≀11: 3 + I holy damage; A < WEAK, prone
  • 12-16: 6 + I holy damage; A < AVERAGE, prone
  • 17+: 9 + I holy damage; A < STRONG, prone and can't stand (save ends)
Violence Will Not Aid Thee (3 Piety)

After some holy lightning, your enemy will think twice about their next attack.

Magic, Ranged, Strike Main action
πŸ“ Ranged 10 🎯 One creature

Power Roll + Intuition:

  • ≀11: 3 + I lightning damage
  • 12-16: 6 + I lightning damage
  • 17+: 9 + I lightning damage

Effect: The first time on a turn that the target deals damage to another creature, the target of this ability takes 1d10 lightning damage (save ends).

5-Piety Ability

Choose one heroic ability from the following options, each of which costs 5 piety to use. (Quick Build: Curse of Terror.)

Corruption's Curse (5 Piety)

Cursed by you, your enemy takes more damage from your allies.

Magic, Ranged, Strike Main action
πŸ“ Ranged 10 🎯 One creature or object

Power Roll + Intuition:

  • ≀11: 3 + I corruption damage; M < WEAK, damage weakness 5 (save ends)
  • 12-16: 6 + I corruption damage; M < AVERAGE, damage weakness 5 (save ends)
  • 17+: 9 + I corruption damage; M < STRONG, damage weakness 5 (save ends)
Curse of Terror (5 Piety)

Fear of divine judgment overwhelms your foe.

Magic, Ranged, Strike Main action
πŸ“ Ranged 10 🎯 One creature

Power Roll + Intuition:

  • ≀11: 6 + I holy damage; I < WEAK, frightened (save ends)
  • 12-16: 9 + I holy damage; I < AVERAGE, frightened (save ends)
  • 17+: 13 + I holy damage; I < STRONG, frightened (save ends)
Faith Is Our Armor (5 Piety)

The heroes' armor glows with golden light, granting divine protection.

Magic, Ranged Maneuver
πŸ“ Ranged 10 🎯 Four allies

Effect: You can target yourself instead of one ally with this ability.

Power Roll + Intuition:

  • ≀11: The target gains 5 temporary Stamina.
  • 12-16: The target gains 10 temporary Stamina.
  • 17+: The target gains 15 temporary Stamina.
Sermon of Grace (5 Piety)

You inspire your allies with tales of your saint's great deeds.

Area, Magic Main action
πŸ“ 4 burst 🎯 Each ally in the area

Effect: Each target can spend a Recovery. Additionally, each target can use a free triggered action to end one effect on them that is ended by a saving throw or that ends at the end of their turn, or to stand up if prone.

2nd-Level Features

As a 2nd-level conduit, you gain the following features.

The Lists of Heaven

Your deity is aware of your growing influence, making it easier to draw their attention and power when you heal your allies. Whenever you allow another creature to spend a Recovery, you can also spend a Recovery.

Perk

You gain one crafting, lore, or supernatural perk of your choice. See Chapter 7: Perks.

2nd-Level Domain Feature

You gain the 1st-level domain feature and ability to choose a skill for the domain you selected at 1st level but whose domain feature you didn't take at that level (see 1st-Level Domain Feature).

2nd-Level Domain Ability

Choose one of your domains. You gain a heroic ability from that domain, as shown on the 2nd-Level Conduit Domain Abilities table.

2nd-Level Conduit Domain Abilities Table
Domain Feature
Creation Statue of Power
Death Reap
Fate Blessing of Fate and Destiny
Knowledge The Gods Command You Obey
Life Wellspring of Grace
Love Our Hearts Your Strength
Nature Nature Judges Thee
Protection Sacred Bond
Storm Saint's Tempest
Sun Morning Light
Trickery Divine Comedy
War Blessing of Insight
Blessing of Fate and Destiny (5 Piety)

Your enemies suffer their fate; your allies embrace their destiny!

Magic, Ranged Main action
πŸ“ Ranged 10 🎯 Three creatures

Effect: You can target yourself instead of one creature with this ability. Choose one of the following effects, which lasts until the end of the encounter or until you are dying:

  • Whenever a target makes a power roll, they can roll three dice and choose which two rolls to use.
  • Whenever a target makes a power roll, they must roll three dice and use the lowest two rolls.
Blessing of Insight (5 Piety)

The gods grant insight revealing where best to strike your enemies.

Magic, Ranged Maneuver
πŸ“ Ranged 10 🎯 Self and each ally

Effect: Until the end of the encounter or until you are dying, each target gains 1 surge at the end of each of your turns.

Divine Comedy (5 Piety)

You and your allies swap places to confound your foes.

Area, Magic Maneuver
πŸ“ 5 burst 🎯 Self and each ally in the area

Effect: Each target can choose another creature in the area, then swap places with that creature. The creature they choose must be able to fit into the space they leave and vice versa.

The Gods Command You Obey (5 Piety)

You speak with the voice of your saint, commanding your enemies.

Magic, Ranged, Strike Main action
πŸ“ Ranged 10 🎯 One creature

Power Roll + Intuition:

  • ≀11: 4 + I holy damage; P < WEAK, before taking damage, the target makes a free strike against a target you choose
  • 12-16: 7 + I holy damage; P < AVERAGE, before taking damage, the target uses an ability of your choice and you choose any targets for that ability
  • 17+: 11 + I holy damage; P < STRONG, before taking damage, the target shifts up to their speed to a location you choose, uses an ability of your choice, and you choose any targets for that ability
Morning Light (5 Piety)

Light shines at your command, burning your foes and blessing your

Area, Magic Main action
πŸ“ 3 burst 🎯 Each enemy in the area

Power Roll + Intuition:

  • ≀11: 4 fire damage
  • 12-16: 6 fire damage
  • 17+: 10 fire damage

Effect: Each ally in the area deals fire damage equal to your Intuition score with their next strike made before the end of their next turn.

Nature Judges Thee (5 Piety)

Mystical thorned vines appear at your bidding and bind your foes.

Area, Magic, Ranged Main action
πŸ“ 3 cube within 10 🎯 Each enemy in the area

Power Roll + Intuition:

  • ≀11: 2 damage; A < WEAK, restrained (save ends)
  • 12-16: 3 damage; A < AVERAGE, restrained (save ends)
  • 17+: 7 damage; A < STRONG, restrained (save ends)
Our Hearts Your Strength (5 Piety)

An ally gains strength from their friends.

Magic, Ranged Maneuver
πŸ“ Ranged 10 🎯 Self and one ally

Effect: Until the end of the encounter or until the target is dying, at the start of each of the target's turns, they gain a bonus to speed and a bonus to rolled damage equal to the number of allies within 10 squares of them. This bonus lasts until the start of their next turn.

Reap (5 Piety)

The gods reward those who smite their foes.

Magic, Ranged Maneuver
πŸ“ Ranged 10 🎯 Each ally

Effect: Until the start of your next turn, each time a target kills an enemy, they regain Stamina equal to 5 + your Intuition score.

Sacred Bond (5 Piety)

You forge a divine connection between two creatures.

Magic, Ranged Maneuver
πŸ“ Ranged 10 🎯 Self and one ally

Effect: Until the end of the encounter, whenever one target takes damage, the other target can use a free triggered action to take the damage instead. The original target suffers any effects associated with the damage. Additionally, whenever one target spends a Recovery, the other target can use a free triggered action to spend a Recovery.

Saint's Tempest (5 Piety)

A raging storm appears, striking your foes with lightning and throwing them around with wind.

Area, Magic, Ranged Main action
πŸ“ 3 cube within 10 🎯 Each enemy in the area

Power Roll + Intuition:

  • ≀11: 2 lightning damage; vertical slide 1
  • 12-16: 5 lightning damage; vertical slide 2
  • 17+: 7 lightning damage; vertical slide 3
Statue of Power (5 Piety)

A marble statue of your deity rises from the earth.

Magic, Ranged Maneuver
πŸ“ Ranged 10 🎯 Special

target icon Special

Effect: A size 2 statue rises out of the ground in an unoccupied space within distance and lasts until the end of the encounter. While within 3 squares of the statue, you gain 1 surge at the start of each of your turns. Each ally within 3 squares of the statue gains this same benefit. The statue is destroyed if it takes 20 or more damage. It has immunity all to poison and psychic damage.

Wellspring of Grace (5 Piety)

A holy light is emitted from your body, healing your allies.

Area, Magic Main action
πŸ“ 3 aura 🎯 Each ally in the area

Effect: Until the end of the encounter or until you are dying, whenever a target starts their turn in the area, they can spend a Recovery.

3rd-Level Features

As a 3rd-level conduit, you gain the following features.

Minor Miracle

As a respite activity, you can perform a religious ritual and beseech the gods to restore a dead creature to life. You must have at least half the creature's remains, and they must have died within the last 24 hours from an effect that isn't age related. The creature's soul must be willing to return to life for the ritual to work. If they are not willing, you instinctively understand that as you start the respite activity and can cease it immediately.

A creature with a willing soul returns to life at the end of the respite with full Stamina and half their Recoveries. You regain only half your Recoveries at the end of the respite.

7-Piety Ability

Choose one heroic ability from the following options, each of which costs 7 piety to use.

Fear of the Gods (7 Piety)

Your divine magic makes a creature appear as what your enemies fear most.

Area, Magic, Ranged Main action
πŸ“ 5 cube within 10 🎯 Each enemy in the area

Power Roll + Intuition:

  • ≀11: 6 psychic damage; I < WEAK, frightened (save ends)
  • 12-16: 9 psychic damage; I < AVERAGE, frightened (save ends)
  • 17+: 13 psychic damage; I < STRONG, frightened (save ends)

Effect: Each target is frightened of you or a creature you choose within distance.

Saint's Raiment (7 Piety)

An ally becomes the wearer of an empowered golden cloak.

Magic, Ranged Maneuver
πŸ“ Ranged 10 🎯 One ally

Effect: The target gains 20 temporary Stamina and 3 surges.

Soul Siphon (7 Piety)

A beam of energy connects a foe to a friend, draining life from one to heal the other.

Magic, Ranged, Strike Main action
πŸ“ Ranged 10 🎯 One enemy

Power Roll + Intuition:

  • ≀11: 7 + I corruption damage
  • 12-16: 10 + I corruption damage
  • 17+: 15 + I corruption damage

Effect: One ally within distance can spend any number of Recoveries.

Words of Wrath and Grace (7 Piety)

Your saint grants your enemies a vision of pain and fills your allies with healing energy.

Area, Magic Main action
πŸ“ 5 burst 🎯 Each enemy in the area

Power Roll + Intuition:

  • ≀11: 2 holy damage
  • 12-16: 5 holy damage
  • 17+: 7 holy damage

Effect: Each ally in the area can spend a Recovery.

4th-Level Features

As a 4th-level conduit, you gain the following features.

Blessed Domain

Whenever you gain piety from a domain feature, you gain 1 additional piety.

Characteristic Increase

Your Intuition score increases to 3. Additionally, you can increase one of your characteristic scores by 1, to a maximum of 3.

Perk

You gain one perk of your choice.

Skill

You gain one skill of your choice. See Skills in Chapter 9: Tests.

4th-Level Domain Feature

Choose one of your domains. You gain a domain feature for that domain, as shown on the 4th-Level Conduit Domain Features table.

4th-Level Conduit Domain Features Table
Domain Feature
Creation Improved Hands of the Maker
Death Seance
Fate Oracular Warning
Knowledge Saint's Epiphany
Life Blessing of Life
Love Invocation of the Heart
Nature Wode Road
Protection Impervious Touch
Storm Windwalk
Sun Light of Revelation
Trickery Blessing of Secrets
War Improved Sanctified Weapon
Blessing of Life

Your divine presence causes those you deem worthy to recover quickly from a fight. Whenever an ally within distance of your Healing Grace ability regains Stamina, they regain additional Stamina equal to your Intuition score.

Blessing of Secrets

You have the following ability.

Blessing of Secrets

You project an illusory aura that makes you and allies harder to notice.

Magic Maneuver
πŸ“ 3 aura 🎯 Self and each ally in the area

Effect: Each creature in the area has a double edge on tests made to hide or sneak. The aura lasts until you end it (no action required) or until a target harms or deals damage to a creature or object.

Impervious Touch

As a maneuver, you can touch an object with a size equal to your Intuition score or smaller and place a protective spell on it. The object has immunity all to untyped damage. You can maintain this spell on a number of objects equal to your Intuition score, and you can end the spell on any object at any time (no action required).

Additionally, you can place this spell on a building or vehicle (or a similar structure with the Director's approval) that is of a size larger than your Intuition score. You can place the spell on only one such target at a time, and you can maintain the spell on a larger target and a number of objects equal to your Intuition score simultaneously.

Improved Hands of the Maker

When you use your Hands of the Maker ability, you can create a mundane object that is size 2 or smaller.

Improved Sanctified Weapon

The weapon improved by your Sanctified Weapon feature grants a +3 bonus to rolled damage instead of +1.

Invocation of the Heart

As a main action, you forge a bond of love and friendship with a willing creature you touch. While this bond is active, you can telepathically speak with the creature over any distance, including across different worlds. Additionally, while this bond is active, you can attempt to assist the creature with any test they make regardless of their proximity to you. You can maintain only one bond at a time, and you can end a bond at any time (no action required).

Light of Revelation

As a maneuver, you make your body shine brightly, illuminating your space and each square within 5 squares. This light shines through any darkness. Hidden creatures in the area are automatically revealed, and creatures in the light, including you, can't hide. While this feature is active, you gain an edge on tests made to notice hidden objects and entrances and to detect supernatural illusions.

Oracular Warning

Each time you finish a respite, you can share the vague dreams of the future granted to you by the gods with allies who finished the respite with you. These premonitions help you and your allies stay alive, granting each of you temporary Stamina equal to 10 + your level that lasts until you finish a respite.

Seance

You can commune with a network of spirits. As a respite activity, you speak the name of a creature who died and isn't undead. If the creature's spirit is free and willing to speak with you, they appear and you can have a conversation with them. During this time, the creature responds to you as they would have in life. If the creature isn't free or willing to appear, you can speak another name or choose another respite activity.

Saint's Epiphany

At the start of a respite, you can inspire yourself or another creature taking the same respite with divine knowledge. If the target makes a project roll during this respite, they can add 1d10 plus your Intuition score to the roll.

Windwalk

While you have 5 or more Victories, you can fly. If you can already fly, you have a +2 bonus to speed while flying instead.

Wode Road

As a main action, you touch a living tree and make it part of a divine transportation network. You can maintain a number of trees in your network equal to your Intuition score. Whenever you touch any tree in your network, you can use a main action to teleport yourself and any willing creatures within 10 squares of you to a tree in your network on the same world. If a tree in your network dies, it is no longer part of the network. You can remove a tree from your network no matter your distance from it, including across different worlds (no action required).

5th-Level Features

As a 5th-level conduit, you gain the following features.

5th-Level Domain Feature

You gain the 4th-level domain feature for the domain whose feature you didn't select at that level (see 4th-Level Domain Feature).

9-Piety Ability

Choose one heroic ability from the following options, each of which costs 9 piety to use.

Beacon of Grace (9 Piety)

You ignite a foe with holy radiance, rewarding allies who attack them.

Magic, Ranged, Strike Main Action
πŸ“ Ranged 10 🎯 One creature

Power Roll + Intuition:

  • ≀11: 8 + I holy damage
  • 12-16: 13 + I holy damage
  • 17+: 17 + I holy damage

Effect: Until the end of the encounter, whenever you or any ally damages the target using an ability, that creature can spend a Recovery. If the target is reduced to 0 Stamina before the end of the encounter, you can use a free triggered action to move this effect to another creature within distance.

Penance (9 Piety)

"If you won't kneel, the gods will make you."

Area, Magic, Ranged Main action
πŸ“ 4 cube within 10 🎯 Each enemy in the area

Power Roll + Intuition:

  • ≀11: 4 corruption damage; I < WEAK, prone and can't stand (save ends)
  • 12-16: 7 corruption damage; I < AVERAGE, prone and can't stand (save ends)
  • 17+: 11 corruption damage; I < STRONG, prone and can't stand (save ends)
Sanctuary (9 Piety)

You send yourself or an ally to a divine manifold to instantaneously regain health.

Magic, Ranged Maneuver
πŸ“ Ranged 10 🎯 Self or one ally

Effect: The target is removed from the encounter map until the start of their next turn and can spend any number of Recoveries. At the start of their turn, the target reappears in the space they left or the nearest unoccupied space of their choice.

Vessel of Retribution (9 Piety)

You infuse yourself or an ally with the retributive energy of the gods, waiting to be unleashed.

Magic, Ranged Maneuver
πŸ“ Ranged 10 🎯 Self or one ally

Effect: The first time the target is dying or winded before the end of the encounter, each enemy within 5 squares of them takes 15 holy damage.

6th-Level Features

As a 6th-level conduit, you gain the following features.

Burgeoning Saint

You are infused with the power your deity reserves for their most worthy instruments. You have the following benefits:

  • You gain an edge on Presence tests made to interact with other creatures.
  • Whenever you deal damage to an enemy, you can spend a Recovery.
  • You have corruption immunity 10 or holy immunity 10 (your choice).
  • Your clothing and equipment changes in a way that reflects your status as your deity's chosen champion, such as ordinary robes turning into gold vestments or a simple dagger becoming a wicked blade with intricate etching.

Perk

You gain one crafting, lore, or supernatural perk of your choice.

6th-Level Domain Ability

Choose one of your domains. You gain a heroic ability from that domain, as shown on the 6th-Level Conduit Domain Abilities table.

6th-Level Conduit Domain Abilities Table
Domain Ability
Creation Gods' Machine
Death Aura of Souls
Fate Your Story Ends Here
Knowledge Invocation of Undoing
Life Revitalizing Grace
Love Lauded by God
Nature Spirit Stampede
Protection Cuirass of the Gods
Storm Lightning Lord
Sun Blessing of the Midday Sun
Trickery Invocation of Mystery
War Blade of the Heavens
Aura of Souls (9 Piety)

A whirlwind of souls of the dead flies around you at your command.

Area, Magic Maneuver
πŸ“ 4 aura 🎯 Each creature in the area

Effect: Until the end of the encounter or until you are dying, at the end of each of your turns, you can slide each creature in the area up to a number of squares equal to your Intuition score. This forced movement ignores stability for your allies.

Blade of the Heavens (9 Piety)

A greatsword streams down from the sky, threatening to pin your foe.

Magic, Ranged, Strike Main action
πŸ“ Ranged 5 🎯 One creature

Power Roll + Intuition:

  • ≀11: 8 + I damage; A < WEAK, prone and restrained (save ends)
  • 12-16: 12 + I damage; A < AVERAGE, prone and restrained (save ends)
  • 17+: 16 + I damage; A < STRONG, prone and restrained (save ends)
Blessing of the Midday Sun (9 Piety)

Your body emits a heat that bakes your enemies and inspires your allies.

Area, Magic Maneuver
πŸ“ 4 aura 🎯 Self and each creature in the area

Effect: Until the end of the encounter or until you are dying, each enemy in the area takes a bane on power rolls, and you and each ally in the area gain 1 surge at the end of each of your turns.

Cuirass of the Gods (9 Piety)

Your allies are covered in spiritual armor.

Area, Magic, Ranged Maneuver
πŸ“ Ranged 10 🎯 Three creatures

Effect: You can target yourself instead of one creature with this ability. Each target has damage immunity 5 until the start of your next turn.

Gods' Machine (9 Piety)

You conjure a whirring tank made of blades and metal.

Magic, Ranged Main action
πŸ“ Ranged 10 🎯 Special

Effect: You conjure a size 2 rolling machine that appears in an unoccupied space within distance. The machine has 50 Stamina and immunity all to poison and psychic damage. It disappears at the end of the encounter, if its Stamina drops to 0, or if you are dying. When the machine first appears, make the following power roll once, targeting each enemy adjacent to it.

Power Roll + Intuition:

  • ≀11: 3 damage
  • 12-16: 5 damage
  • 17+: 8 damage

Once on each subsequent turn, you can use a free maneuver to move the machine a number of squares up to your Intuition score then repeat the power roll.

Invocation of Mystery (9 Piety)

"Now you see us …"

Area, Magic Maneuver
πŸ“ 4 burst 🎯 Self and each ally in the area

Effect: Each target is invisible until the start of your next turn.

Invocation of Undoing (9 Piety)

You utter a secret word of destruction known only to deities.

Area, Magic Main action
πŸ“ 4 burst 🎯 Each enemy in the area

Power Roll + Intuition:

  • ≀11: 3 sonic damage; push 3
  • 12-16: 6 sonic damage; push 5
  • 17+: 9 sonic damage; push 7

Special: You can choose to have this ability deal damage to and push objects, and to deal damage to buildings.

Lauded by God (9 Piety)

You beseech the gods to give your allies what they need to win the day, and the gods answer.

Magic, Ranged Maneuver
πŸ“ Ranged 10 🎯 Two allies

Effect: Each target gains 3 of their Heroic Resource.

Lightning Lord (9 Piety)

Lightning bursts forth from your body in several directions.

Area, Magic Main action
πŸ“ Three 10 Γ— 1 lines within 1 🎯 Each enemy in the area

Power Roll + Intuition:

  • ≀11: 6 lightning damage; push 1
  • 12-16: 9 lightning damage; push 2
  • 17+: 13 lightning damage; push 3

Effect: The targets are force moved one at a time, starting with the target nearest to you, and can be pushed into other targets in the same line.

Revitalizing Grace (9 Piety)

With a gesture, you restore your health and that of your allies.

Area, Magic Main action
πŸ“ 4 burst 🎯 Self and each ally in the area

Effect: Each target can spend any number of Recoveries. Additionally, each target can end one effect on themself that is ended by a saving throw or that ends at the end of their turn, or they can stand up if prone.

Spirit Stampede (9 Piety)

Animal spirits run through the battlefield, trampling your foes.

Area, Magic, Ranged Main action
πŸ“ 10 x 2 line within 5 🎯 Each enemy in the area

Power Roll + Intuition:

  • ≀11: 5 damage; M < WEAK, prone and can't stand (save ends)
  • 12-16: 8 damage; M < AVERAGE, prone and can't stand (save ends)
  • 17+: 11 damage; M < STRONG, prone and can't stand (save ends)
Your Story Ends Here (9 Piety)

You bend the fate of a foe, willing them to die.

Magic, Ranged, Strike Main action
πŸ“ Ranged 10 🎯 One creature

Power Roll + Intuition:

  • ≀11: 9 + I corruption damage; R < WEAK, weakened (save ends)
  • 12-16: 14 + I corruption damage; R < AVERAGE, weakened (save ends)
  • 17+: 19 + I corruption damage; R < STRONG, weakened (save ends)

Effect: If this damage kills the target, you and each ally within distance can spend a Recovery.

7th-Level Features

As a 7th-level conduit, you gain the following features.

Characteristic Increase

Each of your characteristic scores increases by 1, to a maximum of 4.

Faithful's Reward

When you roll for piety at the start of your turn in combat, you gain 1d3 + 1 piety.

Skill

You gain one skill of your choice.

7th-Level Domain Feature

Choose one of your domains. You gain a domain feature for that domain, as shown on the 7th-Level Conduit Domain Features table.

7th-Level Conduit Domain Features Table
Domain Feature
Creation Divine Quartermaster
Death Word of Death Deferred
Fate Word of Fate Denied
Knowledge Gods' Library
Life Font of Grace
Love Covenant of the Heart
Nature Nature's Bounty
Protection Blessing of Iron
Storm Thunderstruck
Sun Light of the Burning Sun
Trickery Trinity of Trickery
War Your Triumphs are Remembered
Blessing of Iron

The gods send divine favor to you and your allies. While you are not dying, enemies take a bane on strikes against you or any ally within 3 squares of you.

Covenant of the Heart

You can maintain bonds with up to three willing creatures using your Invocation of the Heart feature. Additionally, you have the following ability.

Guided to Your Side

You concentrate on a friend and teleport to them.

Magic, Ranged Main action
πŸ“ Ranged 10 🎯 Self and each ally

Effect: Each target is teleported to unoccupied spaces within 5 squares of a willing creature who you are bonded to with your Invocation of the Heart feature. You don't need line of effect to the bonded creature but you must be on the same world.

Divine Quartermaster

Each time you finish a respite, you can choose a treasure with a project goal equal to 50 times your level or less. You gain a divine version of this treasure that lasts until you finish another respite or it is consumed.

Font of Grace

Each time you use your Healing Grace ability, you gain 1 piety that can be spent only on that ability during the same turn. If you don't use this piety, it is lost. Additionally, you can use your Minor Miracle feature to return a creature to life even if you don't have their remains.

Gods' Library

You can gain access to information you need through prayer, so that you no longer require research materials for crafting and research projects (see Chapter 12: Downtime Projects). Additionally, you add your level to project rolls you make for crafting and research projects. You also have any skills in the lore skill group you don't already have, and you gain a number of skills from any other skill groups equal to the number of skills you had in the lore skill group before you gained this feature.

Light of the Burning Sun

Sun infuses your body. Whenever you use an ability to deal rolled damage to another creature, that ability deals an extra 5 fire damage, or an extra 15 fire damage if the creature is undead. Additionally, you have fire immunity equal to your level, which is added to any other fire immunity you have.

Nature's Bounty

When you finish a respite, you can prepare a magic meal using local flora for any companions who rested with you. Choose two of the following benefits for creatures who consume the meal:

  • Each creature gains immunity to acid, cold, corruption, fire, lightning, poison, or sonic damage equal to your level. You can choose this benefit twice, choosing a different damage immunity each time.
  • Each creature gains 20 temporary Stamina.
  • Each creature gains a +1 bonus to speed.
  • Each creature gains a +1 bonus to saving throws.
  • Each creature gains an edge on tests made to influence other creatures.

Each benefit lasts until the creature who gains it finishes another respite.

Thunderstruck

Lightning and thunder infuse your body. Whenever you use an ability to deal lightning or sonic damage to another creature, you gain 1 surge. Additionally, if you use an ability that force moves a creature, the forced movement distance gains a bonus equal to your Intuition score.

Trinity of Trickery

You have the following ability.

Trinity of Trickery (9 Piety)

Hey! I'm over here. No, here, numbskull.

Magic, Ranged Maneuver
πŸ“ Ranged 10 🎯 Self or one ally

Effect: You create two illusory duplicates of the target, which appear anywhere within distance. These duplicates last until the end of the encounter. On each of their turns, the target can move each duplicate up to their speed. If the target is targeted by an ability, they can use a free triggered action to switch places with a duplicate within their line of effect, making the duplicate the target of the ability instead. When either duplicate takes damage, it is destroyed.

Word of Death Deferred

You can stop death from taking your allies. When an ally within distance of your Healing Grace ability dies and you are not dying, you can use a free triggered action to instead have that ally fall unconscious until they regain Stamina.

Additionally, your abilities deal an extra 5 damage to winded creatures.

Word of Fate Denied

When an ally within 10 squares takes damage that would leave them dying, you can use a free triggered action to make yourself or another willing creature within 10 squares of you the target of the triggering damage instead. The creature you choose takes the damage and suffers any effects associated with it, and that damage can't be reduced in any way.

Your Triumphs Are Remembered

The gods allow you and your companions to bask in the glory of past successes. Whenever you finish a respite, you and any other heroes who rested with you regain 1 Victory after your Victories are converted to XP. This Victory isn't converted into XP at the end of a subsequent respite.

8th-Level Features

As an 8th-level conduit, you gain the following features.

Perk

You gain one perk of your choice.

8th-Level Domain Feature

You gain the 7th-level domain feature for the domain whose feature you didn't select at that level (see 7th-Level Domain Feature).

11-Piety Ability

Choose one heroic ability from the following options, each of which costs 11 piety to use.

Arise! (11 Piety)

Your deity rewards you or an ally on the verge of defeat with a miracle burst of strength and resolve.

Magic, Ranged Main action
πŸ“ Ranged 10 🎯 Self or one ally

Effect: The target can spend any number of Recoveries, can end any effects on them that are ended by a saving throw or that end at the end of their turn, and can stand up if they are prone. Additionally, at the start of each of their turns until the end of the encounter or until they are dying, the target gains 3 surges.

Blessing of Steel (11 Piety)

A protective aura defends your allies from harm.

Area, Magic Maneuver
πŸ“ 5 aura 🎯 Self and each ally in the area

Effect: Until the end of the encounter, any ability roll made against a target takes a bane and each target has damage immunity 5.

Blessing of the Blade (11 Piety)

"The power of the gods is within you, friends. Allow me to unleash it."

Area, Magic Maneuver
πŸ“ 5 aura 🎯 Self and each ally in the area

Effect: At the end of each of your turns until the end of the encounter or until you are dying, each target gains 3 surges.

Drag the Unworthy (11 Piety)

You conjure an angel who moves a foe and heals your allies.*

Magic, Ranged, Strike Main action
πŸ“ Ranged 10 🎯 One creature or object

Power Roll + Intuition:

  • ≀11: 9 + I holy damage; slide 3
  • 12-16: 13 + I holy damage; slide 4
  • 17+: 18 + I holy damage; slide 6

Effect: Each ally the target comes adjacent to during the forced movement can spend a Recovery.

9th-Level Features

As a 9th-level conduit, you gain the following features.

Faith's Sword

Each time you finish a respite, you can choose a willing hero ally who finished the respite with you. That ally gains the benefits of your Burgeoning Saint feature until you finish another respite. Additionally, you can spend piety as a free maneuver to give the hero 1 of their Heroic Resource for every 2 piety spent.

Ordained

Your god elevates the power flowing through you. Your characteristic scores are treated as 1 higher for the purpose of resisting potencies. Additionally, while you have 5 or more Victories, you speak with the voice of your deity. You have a double edge on Presence tests made to influence other creatures.

9th-Level Domain Ability

Choose one of your domains. You gain a heroic ability from that domain, as shown on the 9th-Level Conduit Domain Abilities table.

9th-Level Conduit Domain Abilities Table
Domain Ability
Creation Divine Dragon
Death Word of Final Redemption
Fate Bend Fate
Knowledge Word of Weakening
Life Radiance of Grace
Love Alacrity of the Heart
Nature Thorn Cage
Protection Blessing of the Fortress
Storm Godstorm
Sun Solar Flare
Trickery Night Falls
War Righteous Phalanx
Alacrity of the Heart (11 Piety)

You speak inspiring words to a friend and spur them to incredible feats.

Magic, Ranged Maneuver
πŸ“ Ranged 10 🎯 one ally

Effect: The target has an additional main action they can use on their next turn, and gains 3 of their Heroic Resource.

Bend Fate (11 Piety)

The gods know you must prevail, and they bless your fate.

Magic, Ranged Main action
πŸ“ Ranged 10 🎯 Self or one ally

Effect: Until the end of the encounter or until you are dying, each of the target's power rolls has its outcome improved by one tier.

Blessing of the Fortress (11 Piety)

A magic circle extends out from you, barring foes from getting close.

Area, Magic Maneuver
πŸ“ Self; see below 🎯 Self

Effect: Until the end of the encounter or until you are dying, no target can approach within 5 squares of you by moving or by being force moved by any enemy. Targets can be force moved closer to you by you or your allies, or can move closer because of your movement.

Divine Dragon (11 Piety)

From nothing but divine will, you create a powerful ally.

Magic, Ranged Main action
πŸ“ Ranged 10 🎯 Special

Effect: You conjure a size 4 dragon that appears in an unoccupied space within distance. The dragon has speed 6 and can fly, stability 4, 100 Stamina, immunity all to fire damage, and uses your characteristics. The dragon disappears at the end of the encounter, if their Stamina drops to 0, or if you are dying. On subsequent turns, you can use a main action to command the dragon to breathe magic fire in a 3 cube within 1 square of them. Make the following power roll targeting each enemy in the area.

Power Roll + Intuition:

  • ≀11: 5 fire damage
  • 12-16: 9 fire damage
  • 17+: 12 fire damage

Additionally, you can use a maneuver to move the dragon up to their speed, or to make a melee weapon strike with their claw against an adjacent creature or object. The dragon can also make this strike as a free strike.

Power Roll + Intuition:

  • ≀11: 3 + I damage
  • 12-16: 5 + I damage
  • 17+: 8 + I damage
Godstorm (11 Piety)

You summon a divine storm that remains under your control.

Area, Magic, Ranged Main action
πŸ“ 5 cube within 5 🎯 Each enemy in the area

Power Roll + Intuition:

  • ≀11: 2 lightning damage, 2 sonic damage
  • 12-16: 3 lightning damage, 3 sonic damage
  • 17+: 5 lightning damage, 5 sonic damage

Effect: A raging storm fills the area until the end of the encounter or until you are dying. At the start of each of your turns, you can move the storm up to 5 squares (no action required). On subsequent turns while the storm is active, you can use a maneuver to make its power roll.

Night Falls (11 Piety)

You summon darkness that thwarts only your foes.

Area, Magic, Ranged Main action
πŸ“ 5 cube within 10 🎯 Special

Effect: Until the end of the encounter or until you are dying, the area is filled with magic darkness that your enemies can't see through, but you and your allies can.

Radiance of Grace (11 Piety)

Intense light is emitted from your body, healing your allies.

Magic, Ranged Main action
πŸ“ Ranged 10 🎯 Four allies

Effect: You can target yourself instead of one ally with this ability. Each target can spend any number of Recoveries, can end any effects on them that are ended by a saving throw or that end at the end of their turn, and can stand up if they are prone.

Righteous Phalanx (11 Piety)

A wall of spinning swords and knives appears where you wish.

Area, Magic, Ranged Main action
πŸ“ 15 wall within 10 🎯 Special

Effect: The wall lasts until the end of the encounter or until you are dying, and can be placed in occupied squares. Creatures can enter and pass through the wall. Each enemy who enters the area for the first time in a combat round or starts their turn there takes 15 damage.

Solar Flare (11 Piety)

You call down a sphere of fire that burns your foes to ash.

Area, Magic, Ranged Main action
πŸ“ 5 cube within 10 🎯 Each enemy in the area

Power Roll + Intuition:

  • ≀11: 9 fire damage
  • 12-16: 14 fire damage
  • 17+: 19 fire damage
Thorn Cage (11 Piety)

Vines burst forth from the ground and bind your foe, slowly closing around them.

Magic, Ranged, Strike Main action
πŸ“ Ranged 10 🎯 One creature

Power Roll + Intuition:

  • ≀11: 10 + I damage; A < WEAK, restrained (save ends)
  • 12-16: 15 + I damage; A < AVERAGE, restrained (save ends)
  • 17+: 21 + I damage; A < STRONG, restrained (save ends)

Effect: While restrained this way, the target takes 10 damage at the start of each of your turns.

Word of Final Redemption (11 Piety)

Your death will fuel our victory.

Magic, Ranged Free triggered
πŸ“ Ranged 10 🎯 One creature

Trigger: The target dies.

Effect: Before the target dies, you can look at their stat block and force them to use one ability that is a main action or a maneuver. If the ability costs a Heroic Resource or Malice, the creature can use it without any cost. For the purpose of using this ability, your allies and enemies are the target's allies and enemies, and you decide who the ability targets.

Word of Weakening (11 Piety)

You utter a divine word that makes a foe brittle.

Magic, Ranged, Strike Main action
πŸ“ Ranged 10 🎯 One creature or object

Power Roll + Intuition:

  • ≀11: 10 + I corruption damage; A < WEAK, weakened (save ends)
  • 12-16: 15 + I corruption damage; A < AVERAGE, weakened (save ends)
  • 17+: 21 + I corruption damage; A < STRONG, weakened (save ends)

Effect: While weakened this way, the target has damage weakness 10.

10th-Level Features

As a 10th-level conduit, you gain the following features.

Avatar

You are now an avatar of your god! When you use your Prayer feature, you can be affected by up to three prayers at once, and you can change all those prayers and your ward as a respite activity. You can also use a maneuver to activate one of your domain effects (see Domain Piety and Effects) without needing to pray.

Additionally, whenever you take a respite, you can open a portal to rest in the presence of your deity and bring along any allies. When you do, you can ask your deity three questions, which the Director must answer honestly if your deity knows the answers (though they might answer cryptically or incompletely). When you finish your respite, you and your allies can appear at any location in the timescape where someone worships your deity.

Characteristic Increase

Your Intuition score increases to 5. Additionally, you can increase one of your characteristic scores by 1, to a maximum of 5.

Divine Power

You have an epic resource called divine power. Each time you finish a respite, you gain divine power equal to the XP you gain. You can spend divine power on your abilities as if it were piety.

Additionally, you can spend divine power as if it were piety to use any conduit abilities you don't have, as the gods answer your prayers with temporary and unique gifts. If you use a conduit ability you don't have that usually costs no piety, you must spend 1 divine power to use it.

Divine power remains until you spend it.

Most Pious

When you roll for piety at the start of your turn in combat and you pray, you gain 1 additional piety.

Perk

You gain one crafting, lore, or supernatural perk of your choice.

Skill

You gain one skill of your choice.

Elementalist

Air for movement. Earth for permanence. Fire for destruction. Water for change. Green for growth. Rot for death. Void for the mystery that which cannot be known. Years of study and practice and poring over tomes brought you the revelations that allow you to manipulate these building blocks of reality. Now you use your mastery of the seven elements to destroy, create, and warp the world with magic.**

As an elementalist, you can unleash your wrath across a field of foes, debilitate enemies, ward yourself and allies, manipulate terrain, warp space, and more. Your elemental specialization determines which of these talents you excel at.

"Understanding the mystery, requires ignorance of the mystery."

Embers

Basics

Starting Characteristics: You start with a Reason of 2, and you can choose one of the following arrays for your other characteristic scores:

  • 2, 2, βˆ’1, βˆ’1
  • 2, 1, 1, βˆ’1
  • 2, 1, 0, 0
  • 1, 1, 1, 0

Weak Potency: Reason βˆ’ 2

Average Potency: Reason βˆ’ 1

Strong Potency: Reason

Starting Stamina at 1st Level: 18

Stamina Gained at 2nd and Higher Levels: 6

Recoveries: 8

Skills: You gain the Magic skill (see Skills in Chapter 9: Tests). Then choose any three skills from the crafting or lore skill groups. (Quick Build: Alchemy, Blacksmithing, History, Magic.)

1st-Level Features

As a 1st-level elementalist, you gain the following features.

Elemental Specialization

Through your studies, you know and can manipulate the seven primal elements of the timescape:

  • Air is the element of movement. Air abilities allow you to manipulate speed, quickness, flight, and breath.
  • Earth is the element of permanence. Earth abilities bolster your body and grant the power to permanently create and shape physical terrain.
  • Fire is the element of destruction. Fire abilities devastate enemies and melt objects to slag.
  • Green is the element of creation and growth. Green abilities make and manipulate plants, fungi, and other forms of life to hamper foes and nourish your allies.
  • Rot is the element of decay. Rot abilities harm and debuff enemies.
  • Void is the element of the mystery. Void abilities warp space and reality, allowing you to teleport, create illusions, and make things incorporeal.
  • Water is the element of change. Water abilities enhance your allies' power, and alter your enemies' power for the worse.

You choose an elemental specialization from the following options: earth, fire, green, or void. Your elemental specialization is your subclass, and your choice of specialization determines many of the features you'll gain as you gain new levels, including one of the following benefits. (Other elemental specializations will be featured in future products.) (Quick Build: Fire.)

Earth: Acolyte of Earth

You harness the flow of earth magic to become harder to move. Whenever you use an ability that has the Earth and Magic keywords, your stability increases by 1 until the start of your next turn. This benefit is cumulative.

Elementalist Advancement Table
Level Features Abilities
1st Elemental Specialization, Essence, Hurl Element, Persistent Magic, Practical Magic, Specialization Feature, Specialization Triggered Action, Enchantment, Elementalist Ward, Elementalist Abilities Two signature, 3, 5
2nd Perk, Specialization Feature, New 5-Essence Ability Two signature, 3, 5, 5
3rd Specialization Feature, 7-Essence Ability Two signature, 3, 5, 5, 7
4th Characteristic Increase, Font of Essence, Mantle of Essence, Perk, Skill Increase Two signature, 3, 5, 5, 7
5th Specialization Feature, 9-Essence Ability Two signature, 3, 5, 5, 7, 9
6th Perk, Wyrding, New 9-Essence Ability Two signature, 3, 5, 5, 7, 9, 9
7th Characteristic Increase, Mantle of Quintessence, Surging Essence, Skill Increase Two signature, 3, 5, 5, 7, 9, 9
8th Perk, Specialization Feature, 11-Essence Ability Two signature, 3, 5, 5, 7, 9, 9, 11
9th Grand Wyrding, New 11-Essence Ability Two signature, 3, 5, 5, 7, 9, 9, 11
10th Characteristic Increase, Breath, Essential Being, One, Perk, Skill Increase Two signature, 3, 5, 5, 7, 9, 9, 11
Fire: Acolyte of Fire

You become an expert at wielding destructive flames. Your abilities that have the Fire and Magic keywords gain a +1 bonus to rolled damage. Your Hurl Element ability (see below) also gains this bonus when you use it to deal fire damage.

Green: Acolyte of the Green

You harness the residual magic from your green spells to bolster yourself and your allies. Whenever you deal damage to one or more creatures using an ability that has the Green and Magic keywords and that costs essence to use (see below), you or one creature within 10 squares of you gains temporary Stamina equal to your Reason score.

Void: Acolyte of the Mystery

You use your immersion in the mystery of void magic to expand the reach of that magic better than other mages. The distance of all your abilities that have the Magic, Ranged, and Void keywords increases by 2 squares.

Essence

You channel the substance of creation in the form of a Heroic Resource called essence, gathering and burning it to cast and maintain spells.

Essence in Combat

At the start of a combat encounter or some other stressful situation tracked in combat rounds (as determined by the Director), you gain essence equal to your Victories. At the start of each of your turns during combat, you gain 2 essence.

Additionally, the first time each combat round that you or a creature within 10 squares takes damage that isn't untyped or holy damage, you gain 1 essence.

You lose any remaining essence at the end of the encounter.

Essence Outside of Combat

Though you can't gain essence outside of combat, you can use your heroic abilities and effects that cost essence without spending it. Whenever you use an ability or effect outside of combat that costs essence, you can't use that same ability or effect outside of combat again until you earn 1 or more Victories or finish a respite.

When you use a persistent ability outside of combat (see Persistent Magic below), you can maintain it for a number of rounds equal to your Victories.

When you use an ability outside of combat that lets you spend unlimited essence on its effect, you can use it as if you had spent an amount of essence equal to your Victories.

Hurl Element

You have the following ability, which can be used as a ranged free strike.

Hurl Element

You cast a ball of elemental energy at a foe.

Magic, Ranged, Strike Main action
πŸ“ Ranged 10 🎯 One creature or object

Power Roll + Reason:

  • ≀11: 2 + R damage
  • 12-16: 4 + R damage
  • 17+: 6 + R damage

Effect: When you make this strike, choose the damage type from one of the following options: acid, cold, corruption, fire, lightning, poison, or sonic.

Persistent Magic

Some of your heroic abilities have a persistent effect entry. For example, the Instantaneous Excavation ability has an effect noted as "Persistent 1." Whenever you use a persistent ability, you decide whether you want to maintain it, and start doing so immediately after you first use the ability. If you maintain a persistent ability in combat, you reduce the amount of essence you earn at the start of your turn by an amount equal to the ability's persistent value, which enables the ability's persistent effect. All your active persistent abilities end at the end of the encounter.

You can't maintain any abilities that would make you earn a negative amount of essence at the start of your turn. You can stop maintaining an ability at any time (no action required).

If you maintain the same ability on several targets and the effect includes a power roll, you make that roll once and apply the same effect to all targets. A creature can't be affected by multiple instances of a persistent ability.

If you take damage equal to or greater than 5 times your Reason score in one turn, you stop maintaining any persistent abilities. For instance, if you have a Reason score of 2 and are maintaining Instantaneous Excavation, taking 10 or more damage in one turn causes you to stop maintaining the ability.

Practical Magic

You have the following ability.

Practical Magic

Your mastery of elemental power lets you customize your conjurations.

Magic Maneuver
πŸ“ Self; see below 🎯 Self

Effect: Choose one of the following effects:

  • You use the Knockback maneuver (see Chapter 10: Combat), but its distance becomes the range of your Hurl Element ability, and you use Reason instead of Might for the power roll.
  • You choose a creature within the distance of your Hurl Element ability and one of the following damage types: acid, cold, corruption, fire, lightning, poison, or sonic. That creature takes damage of the chosen type equal to your Reason score.
  • You teleport up to a number of squares equal to your Reason score. If you choose this option, you can spend essence to teleport 1 additional square for each essence spent.

1st-Level Specialization Feature

Your elemental specialization grants you a feature, as shown on the 1st-Level Elemental Specialization Features table.

1st-Level Elemental Specialization Features

Specialization Feature
Earth Motivate Earth
Fire Return to Formlessness
Green It Is the Soul Which Hears
Void A Beyonding of Vision
A Beyonding of Vision

You instantly recognize illusions for what they are, you can see invisible creatures, and supernatural effects can't conceal creatures and objects from you. Additionally, you always know if an area or object you observe is magical or affected by magic, and you know the specifics of what that magic can do.

You also gain the following ability.

Shared Void Sense

You grant allies a taste of your unearthly vision.

Magic, Ranged, Void Maneuver
πŸ“ Ranged 10 🎯 Special

Effect: For each Victory you have, you can target one creature. Each target gains the benefit of your A Beyonding of Vision feature until the end of your next turn, but doesn't gain the use of the Shared Void Sense ability.

It Is the Soul Which Hears

You can speak with and understand animals, beasts, and plant creatures, even if they don't share a language with you. Your ability to communicate with these creatures doesn't make them inherently more intelligent, but you can use Reason instead of Presence while making tests to influence them.

Additionally, you can touch a living plant that is not a plant creature to communicate with it telepathically. You can use words to communicate with the plant, but it communicates with you only by transmitting feelings and sensations that can't be overly specific.

Motivate Earth

You have the following ability.

Motivate Earth

The earth rises, falls, or opens up at your command.

Earth, Magic, Melee Main action
πŸ“ Ranged 10 🎯 Special

Effect: You touch a square containing mundane dirt, stone, or metal and create a 5 wall of the same material, which rises up out of the ground and must include the square you touched. Alternatively, you touch a structure made of mundane dirt, stone, or metal that occupies 2 or more squares. You can open a 1-square opening in the structure where you touched it. You can instead touch an existing doorway or other opening that is 1 square or smaller in a mundane dirt, stone, or metal surface. The opening is sealed by the same material that makes up the surface.

Return to Formlessness

You have the following ability.

Return to Formlessness

With the merest touch, you cause an object to turn to slag or ash.

Fire, Magic, Melee Main action
πŸ“ Melee 1 🎯 One mundane object

Effect: You heat the target and cause it to melt or combust, destroying it. If the object is larger than 1 square, then only the square of the object you touch is destroyed.

Specialization Triggered Action

Your elemental specialization grants you a triggered action, as shown on the Specialization Triggered Actions table.

Elemental Specialization Triggered Actions Table
Specialization Triggered Action
Earth Skin Like Castle Walls
Fire Explosive Assistance
Green Breath of Dawn Remembered
Void Subtle Relocation
Breath of Dawn Remembered

The power you channel grants the ability to get back in the fight.

Green, Magic, Ranged Triggered
πŸ“ Ranged 10 🎯 Self or one ally

Trigger: The target starts their turn or takes damage.

Effect: The target can spend a Recovery.

Spend 1+ Essence: The target can spend an additional Recovery for each essence spent.

Explosive Assistance

You add a little magic to an ally's aggression at just the right time.

Fire, Magic, Ranged Triggered
πŸ“ Ranged 10 🎯 Self or one ally

Trigger: The target force moves a creature or object. Effect: The forced movement distance gains a bonus equal to your Reason score.

Spend 1 Essence: The forced movement distance gains a bonus equal to twice your Reason score instead.

Skin Like Castle Walls

You cover yourself or an ally in protective stone.

Earth, Magic, Ranged Triggered
πŸ“ Ranged 10 🎯 Self or one ally

Trigger: The target takes damage.

Effect: The target takes half the damage.

Spend 1 Essence: If the damage has any potency effects associated with it, the potency is reduced by 1 for the target.

Subtle Relocation

You call on the void to swallow and spit out an ally.

Magic, Ranged, Void sTriggered
πŸ“ Ranged 10 🎯 Self or one ally

Trigger: The target starts their turn, moves, or is force moved. Effect: You teleport the target up to a number of squares equal to your Reason score. If the target moves to trigger this ability, you can teleport them at any point during the move.

Spend 1 Essence: You teleport the target up to a number of squares equal to twice your Reason score instead.

Enchantment

You weave an elemental enchantment into your body that enhances your statistics. Choose one of the following enchantments. You can change your enchantment and ward (see Elementalist Ward below) by performing a complex ritual as a respite activity. (Quick Build: Enchantment of Destruction.)

Enchantment of Battle

You can wear light armor and wield light weapons effectively, even though you don't have a kit. While you wear light armor, you gain a +3 bonus to Stamina, and that bonus increases by 3 at 4th, 7th, and 10th levels. While you wield a light weapon, you gain a +1 damage bonus with weapon abilities, including free strikes. You can use light armor treasures and light weapon treasures.

If you have a kit, you can't take this enchantment.

Enchantment of Celerity

You gain a +1 bonus to speed and to the distance you can shift when you take the Disengage move action.

Enchantment of Destruction

You gain a +1 bonus to rolled damage with magic abilities.

Enchantment of Distance

You have a +2 bonus to the distance of your ranged magic abilities.

Enchantment of Permanence

You gain a +6 bonus to Stamina, and this bonus increases by 6 at 4th, 7th, and 10th levels. Additionally, you gain a +1 bonus to stability.

Elementalist Ward

You create an invisible elemental ward that protects you. Choose one of the following wards. You can change your ward and enchantment (see above) by performing a complex ritual as a respite activity. (Quick Build: Ward of Surprising Reactivity.)

Ward of Delightful Consequences

A protective field of void magic absorbs violence aimed at you, then lets you hurl it back at your enemies. The first time each round that you take damage, you gain 1 surge.

Ward of Excellent Protection

You weave a shield of all the elements around yourself, channeling their full protective power. You have immunity to acid, cold, corruption, fire, lightning, poison, or sonic damage equal to your Reason score.

Ward of Nature's Affection

The green energy writhing within your body allows you to produce powerful vines when you're in danger. Whenever a creature within a number of squares equal to your Reason score deals damage to you, you can use a free triggered action to slide that creature up to a number of squares equal to your Reason score.

Ward of Surprising Reactivity

You use the magic of fire to create a ward of explosive energy. Whenever an adjacent creature deals damage to you, you can use a free triggered action to push that creature up to a number of squares equal to twice your Reason score.

Elementalist Abilities

Your understanding of elemental magic grants you unique abilities, letting you damage, move, and debuff your enemies, empower your allies, and alter the terrain around you. You can select abilities from any elemental specialization to broaden your potential, or you can focus on abilities tied to your chosen specialization to establish your mastery of elemental power.

Signature Abilities

Choose two signature abilities from the following options. Signature abilities can be used at will. (Quick Build: Bifurcated Incineration, Viscous Fire.)

Afflict a Bountiful Decay

Your curse causes your foe's flesh to rot off as spores that aid your allies.

Green, Magic, Ranged, Rot, Strike Main action
πŸ“ Ranged 10 🎯 One creature

Power Roll + Reason:

  • ≀11: 2 + R corruption damage
  • 12-16: 4 + R corruption damage
  • 17+: 6 + R corruption damage

Effect: Choose yourself or one ally within distance. That character can end one effect on them that is ended by a saving throw or that ends at the end of their turn.

Bifurcated Incineration

Two jets of flame lance out at your command.

Fire, Magic, Ranged, Strike Main action
πŸ“ Ranged 10 🎯 Two creatures or objects

Power Roll + Reason:

  • ≀11: 2 fire damage
  • 12-16: 4 fire damage
  • 17+: 6 fire damage
Grasp of Beyond

You absorb the life energy of another creature and use it to teleport.

Magic, Melee, Strike, Void Main action
πŸ“ Melee 1 🎯 One creature

Power Roll + Reason:

  • ≀11: 3 + R corruption damage
  • 12-16: 6 + R corruption damage
  • 17+: 9 + R corruption damage

Effect: You can teleport up to a number of squares equal to your Reason score.

The Green Within, the Green Without

Whipping vines erupt from a foe's body to grasp at another close by.

Green, Magic, Ranged, Strike Main action
πŸ“ Ranged 10 🎯 One creature

Power Roll + Reason:

  • ≀11: 2 + R damage
  • 12-16: 5 + R damage
  • 17+: 7 + R damage

Effect: You slide one creature within 10 squares of the target up to 2 squares.

Meteoric Introduction

You give your enemy a gentle tapβ€”like an asteroid impact.

Earth, Magic, Melee, Strike Main action
πŸ“ Melee 1 🎯 One creature or object

Power Roll + Reason:

  • ≀11: 3 + R damage; push 2
  • 12-16: 5 + R damage; push 3
  • 17+: 8 + R damage; push 4
Ry of Agonizing Self-Reflection

You inflict pain and doubt in equal measure.

Magic, Ranged, Strike, Void Main action
πŸ“ Ranged 10 🎯 One creature or object

Power Roll + Reason:

  • ≀11: 2 + R corruption damage; R < WEAK, slowed (save ends)
  • 12-16: 4 + R corruption damage; R < AVERAGE, slowed (save ends)
  • 17+: 6 + R corruption damage; R < STRONG, slowed (save ends)
Unquiet Ground

A sudden storm of detritus assaults your foes and leaves them struggling to move.

Area, Earth, Magic, Ranged Main action
πŸ“ 2 cube within 10 🎯 Each enemy in the area

Power Roll + Reason:

  • ≀11: 2 damage
  • 12-16: 5 damage
  • 17+: 7 damage

Effect: The ground beneath the area is difficult terrain for enemies.

Viscous Fire

A jet of heavy fire erupts where you strike.

Fire, Magic, Ranged, Strike Main action
πŸ“ Ranged 10 🎯 One creature or object

Power Roll + Reason:

  • ≀11: 2 + R fire damage; push 2
  • 12-16: 5 + R fire damage; push 3
  • 17+: 7 + R fire damage; push 4
Heroic Abilities

You channel a variety of heroic abilities, all of them fueled by your essence.

3-Essence Ability

Choose one heroic ability from the following options, each of which costs 3 essence to use. (Quick Build: The Flesh, a Crucible.)

Behold the Mystery (3 Essence)

You open a rift into the void to harry your foes.

Area, Magic, Ranged, Void Main action
πŸ“ 3 cube within 10 🎯 Each enemy in the area

Power Roll + Reason:

  • ≀11: 2 psychic damage
  • 12-16: 4 psychic damage
  • 17+: 6 psychic damage

Persistent 1: At the start of your turn, you can use a maneuver to use this ability again without spending essence.

The Flesh, a Crucible (3 Essence)

Fire engulfs your target and continues to churn.

Fire, Magic, Ranged, Strike Main action
πŸ“ Ranged 10 🎯 One creature or object

Power Roll + Reason:

  • ≀11: 5 + R fire damage
  • 12-16: 8 + R fire damage
  • 17+: 11 + R fire damage

Persistent 1: If the target is within distance at the start of your turn, you can make the power roll again without spending essence (no action required).

Invigorating Growth (3 Essence)

Mushrooms erupt from a foe, sapping their vitality to spread strengthening spores.

Green, Magic, Ranged, Strike Main action
πŸ“ Ranged 10 🎯 One creature

Power Roll + Reason:

  • ≀11: 4 + R poison damage
  • 12-16: 7 + R poison damage
  • 17+: 11 + R poison damage

Effect: Mushrooms cover the target's body. While the mushrooms are on the target, you and any ally adjacent to the target gain 1 surge whenever the target takes damage. The mushrooms can be removed by the target or an adjacent creature as a main action.

Ripples in the Earth (3 Essence)

Like a stone was dropped into a pond, waves in the earth radiate from you.

Area, Earth, Magic Main action
πŸ“ 2 burst 🎯 Each enemy in the area

Power Roll + Reason:

  • ≀11: 3 damage
  • 12-16: 5 damage
  • 17+: 8 damage; M < STRONG, prone

Effect: You must be touching the ground to use this ability. Additionally, you can choose a square of ground in the area that is unoccupied or is occupied by you or any ally. A pillar of earth rises out of the ground in that square, with a height in squares up to your Reason score. The pillar can't collide with any creatures or objects, nor can it force creatures raised by it to collide with other creatures or objects.

5-Essence Ability

Choose one heroic ability from the following options, each of which costs 5 essence to use. (Quick Build: Conflagration.)

Conflagration (5 Essence)

A storm of fire descends upon your enemies.

Area, Fire, Magic, Ranged Main Action
πŸ“ 3 cube within 10 🎯 Each enemy in the area

Power Roll + Reason:

  • ≀11: 4 fire damage
  • 12-16: 6 fire damage
  • 17+: 10 fire damage

Persistent 2: At the start of your turn, you can use a maneuver to use this ability again without spending essence.

Instantaneous Excavation (5 Essence)

The surface of the world around you opens up to swallow foes.

Earth, Magic, Ranged Maneuver
πŸ“ Ranged 10 🎯 Special

Effect: You open up two holes with 1-square openings that are 4 squares deep, which can be placed on any mundane surface within distance. You can place these holes next to each other to create fewer holes with wider openings. When the holes open, make a separate power roll for each creature on the ground above a hole and small enough to fall in. (You can't score a critical hit with this ability because it uses a maneuver.)

Power Roll + Reason:

  • ≀11: The target can shift 1 square from the edge of the hole to the nearest unoccupied space of their choice.
  • 12-16: The target falls into the hole.
  • 17+: The target falls into the hole and can't reduce the height of the fall.

Persistent 1: At the start of your turn, you open another hole, making a power roll against each creature who could fall into the hole when it opens without spending essence.

No More Than a Breeze (5 Essence)

The material substance of a creature shreds away at your command.

Magic, Ranged, Void Maneuver
πŸ“ Ranged 10 🎯 Self or one ally

Effect: Until the start of your next turn, the target can move through solid matter, they ignore difficult terrain, and their movement can't provoke opportunity attacks. If the target ends their turn inside solid matter, they are forced out into the space where they entered it and this effect ends.

Persistent 1: The effect lasts until the start of your next turn.

Test of Rain (5 Essence)

You call down a rain that burns your enemies and restores your allies.

Area, Green, Magic, Raned Main action
πŸ“ 3 cube within 10 🎯 Each enemy in the area

Power Roll + Reason:

  • ≀11: 4 acid damage
  • 12-16: 6 acid damage
  • 17+: 10 acid damage

Effect: You can end one effect on yourself that is ended by a saving throw or that ends at the end of your turn. Each ally in the area also gains this benefit.

2nd-Level Features

As a 2nd-level elementalist, you gain the following features.

Perk

You gain one crafting, lore, or supernatural perk of your choice. See Chapter 7: Perks.

2nd-Level Specialization Feature

Your elemental specialization grants you a feature, as shown on the 2nd-Level Elemental Specialization Features table.

2nd-Level Elemental Specialization Features Table
Specialization Feature
Earth Disciple of Earth
Fire Disciple of Fire
Green Disciple of the Green
Void There Is No Space Between
Disciple of Earth

Your body is strengthened by your mind's connection to the element of permanence. You have a +6 bonus to Stamina, and you gain an additional +3 bonus to Stamina whenever you gain a level past 2nd.

Disciple of Fire

Your connection to fire allows you to protect yourself from it, even as you rip away the protections of others. You have fire immunity equal to 5 plus your level. Additionally, fire damage you deal ignores a target's fire immunity.

At the start of a combat encounter, you gain a number of surges equal to your Victories. Whenever you spend a surge to deal extra damage, you can make that damage fire damage.

Disciple of the Green

You can use a maneuver to shapeshift into a type of creature on the Green Animal Forms table. While in animal form, you can speak, and you use your Reason score to make melee free strikes. Your statistics stay the same except as noted on the table.

Each form has a prerequisite level that you must attain before you can adopt it. Some animal forms grant you temporary Stamina. You lose this temporary Stamina when you revert back to your true form.

You choose a specific animal and appearance while in animal form. For example, if you become a rodent, you might become a mouse, a rat, a shrew, or any other size 1T animal who fits the rodent type. When you take on an animal form, your equipment either melds into your new form or falls undamaged to the ground (your choice). When you return to your true form, any melded gear reappears on your person.

You can revert back to your true form as a maneuver. You can't enter an animal form unless you are in your true form. When you are dying, you revert to your true form and can't turn back into an animal until you are no longer dying.

Green Animal Forms Table
Animal Type Level Temporary Stamina Speed Size Stability Bonus Melee Damage Bonus Special
Canine 2nd 5 7 1M +0 +1/+1/+1 You gain an edge on tests that involve smell.
Fish 2nd 0 5 (swim only) 1T +0 +0/+0/+0 You can breathe in water but can't breathe outside of it.
Rodent 2nd 0 5 (climb) 1T +0 +0/+0/+0 You gain an edge on tests that involve smell.
Bird 3rd 0 5 (fly) 1T +0 +0/+0/+0 β€”
Great cat 3rd 5 6 (climb) 2 +0 +1/+1/+1 As a maneuver, you can jump up to 3 squares in any direction. If you land on
an enemy of your size or smaller, that enemy is knocked prone, and you can
make a melee free strike against them (no action required).
Giant frog 4th 5 5 (swim) 2 +0 +0/+0/+0 Your melee free strike has a distance of melee 3. When you take the Advance
move action, you can high jump or long jump up to half your speed. This
jump can allow you to move more squares than your speed.
Horse 4th 5 8 2 +1 +0/+0/+0 You can use the Charge main action as a maneuver. You can't use two Charge
main actions on the same turn.
Mohler 4th 0 7 (burrow) 1S +1 +0/+0/+0 Your melee distance gains a +1 bonus.
Bear 5th 10 5 (climb) 2 +1 +2/+2/+2 Your melee distance gains a +1 bonus.
Giant bird 5th 0 7 (fly) 2 +0 +1/+1/+1 After making a melee free strike, you can shift up to 3 squares as a free
triggered action.
Giant
salamander
6th 5 5 1L +3 +2/+2/+2 Your melee free strike deals fire damage. Additionally, you have fire immunity
3.
Giant spider 6th 0 5 (climb) 2 +0 +0/+1/+2 You have a double edge on melee free strikes against creatures you are hidden
from.
Giant snake 7th 5 5 3 +0 +0/+1/+2 Whenever you obtain a tier 2 or tier 3 outcome on a melee free strike, you
can automatically grab the target. While grabbed this way, the target takes 2
damage at the start of each of their turns.
Kangaroo 7th 0 7 1L +1 +0/+0/+4 When you score a critical hit with a melee free strike, the target is dazed (save
ends). When you take the Advance move action, you can high jump or long
jump up to half your speed. This jump can allow you to move more squares
than your speed.
Spiny armadillo 7th 10 5 1M +2 +0/+0/+0 Whenever you take damage from an adjacent creature's melee ability, that
creature takes 3 damage.
Ostrich 8th 0 10 2 +0 +1/+1/+1 Your movement does not provoke opportunity attacks.
Shark 8th 0 8 (swim only) 2 +0 +2/+2/+2 You can breathe in water but can't breathe outside of it. Additionally, you gain
an edge on strikes against targets who are bleeding or winded.
Giant octopus 9th 5 5 (swim) 3 +2 +0/+0/+0 You can breathe in water. Additionally, you can target two creatures or objects
with your melee free strike. Whenever you obtain a tier 2 or tier 3 outcome on
a melee free strike, you can automatically grab the target. You can have up to
eight creatures grabbed.
Rhinoceros 9th 10 8 2 +5 +2/+2/+2 Whenever you make a melee free strike as part of the Charge action, that
strike gains an edge.
King terror lizard 10th 20 5 4 +3 +2/+2/+2 Your melee free strike is a 1 burst with the Area and Strike keywords.
There Is No Space Between

You have the following ability.

There Is No Space Between

Knowledge of the mystery reveals that two spaces are the same space.

Magic, Ranged, Void Maneuver
πŸ“ Ranged 10 🎯 Special

Effect: You open two size 1 portals in unoccupied spaces within distance, which last until you move beyond distance from any portal, end the effect as a maneuver, or are dying. Each portal must be placed at a height of no more than 1 square above the ground. When you or any ally touch a portal, that creature can choose to be instantly teleported to an unoccupied space of their choice adjacent to the other portal. If an enemy is force moved into a portal, their forced movement ends and they emerge from the other portal in an unoccupied space chosen by the creature who force moved them.

At the start of each of your turns while the portals are active, you can open a new portal connected to the others. If three or more portals are present, you and your allies choose which portal to emerge from when entering a portal, and a creature who force moves an enemy into a portal chooses that enemy's destination portal.

New 5-Essence Ability

Choose one heroic ability from the following options, each of which costs 5 essence to use. Alternatively, you can choose one of the 5-essence abilities you didn't select at 1st level (see 1st-Level Features).

O Flower Aid, O Earth Defend (5 Essence)

Revitalizing plants and jagged stones grow, helping allies and hindering foes.

Area, Earth, Green, Magic, Ranged Maneuver
πŸ“ 3 cube within 10 🎯 Special

Effect: Until the start of your next turn, the area gains the following effects:

  • Once as a free maneuver at the start of your turn, you allow yourself and each ally in the area to spend any number of Recoveries.
  • The area is difficult terrain for enemies.
  • Each enemy who enters the area for the first time in a combat round or starts their turn there takes damage equal to your Reason score.

Persistent 1: The area remains until the start of your next turn. As a maneuver, you can move the area up to 5 squares. This ability ends if the area is ever not within your line of effect.

Subvert the Green Within (5 Essence)

Fungal spores sprout inside your enemy's brain, allowing you to control their actions.

Green, Magic, Ranged, Strike, Void Main action
πŸ“ Ranged 10 🎯 One creature

Effect: The target uses their signature ability against a creature of your choice. This signature ability can target the creature even if it usually wouldn't. You then make a power roll against the target of this ability.

Power Roll + Reason:

  • ≀11: 5 + R poison damage
  • 12-16: 9 + R poison damage
  • 17+: 12 + R poison damage
Translated Through Flame (5 Essence)

Your ally disappears, then reappears in a burst of fire.

Fire, Magic, Ranged, Void Main action
πŸ“ Ranged 10 🎯 Self or one ally

Effect: The target is teleported to another space within distance. Make a power roll that affects each enemy adjacent to the target's new space.

Power Roll + Reason:

  • ≀11: 3 fire damage
  • 12-16: 5 fire damage
  • 17+: 8 fire damage
Volcano's Embrace (5 Essence)

Wrap them up in fire and melting stone.

Earth, Fire, Magic, Ranged, Strike Main action
πŸ“ Ranged 10 🎯 One creature

Power Roll + Reason:

  • ≀11: 5 + R fire damage; A < WEAK, restrained (save ends)
  • 12-16: 9 + R fire damage; A < AVERAGE, restrained (save ends)
  • 17+: 12 + R fire damage; A < STRONG, restrained (save ends)

3rd-Level Features

As a 3rd-level elementalist, you gain the following features.

3rd-Level Specialization Feature

Your elemental specialization grants you a feature, as shown on the 3rd-Level Elemental Specialization Features table.

3rd-Level Elemental Specialization Features Table
Specialization Feature
Earth Earth Accepts Me
Fire A Conversation With Fire
Green Remember Growth and Sun and Rain
Void Distance Is Only Memory
A Conversation With Fire

When you spend 1 uninterrupted minute in front of a fire, you can speak the name of another creature. If that creature is willing to speak to you, their image appears in the fire, and they can see you before them in a shimmering ball of light. The two of you can speak to each other through these images as if you were together in person. As a maneuver, you or the creature can end the conversation.

Distance Is Only Memory

Each time you finish a respite, you can open a two-way portal that leads to any place you have previously been. You and your allies can pass through the portal, which remains open for 1 hour or until you dismiss it as a main action.

Earth Accepts Me

You have the following ability.

Earth Accepts Me

You can slip into the stone.

Earth, Magic Main action
πŸ“ Self 🎯 Self

Effect: You step into a mundane dirt, metal, or stone object (including a wall) that is as large as you or larger. You can remain inside the object for as long as you like. While inside the object, you can observe events and speak to creatures outside it, but you don't have line of effect to anything outside the object and vice versa. You can travel through the object freely until you exit it. If the object you meld with is destroyed, you take 10 damage and exit the object.

Remember Growth and Sun and Rain

You have the following ability.

Remember Growth and Sun and Rain

You stir any wood's memory and learn what it has seen.

Green, Magic, Melee Main action
πŸ“ Melee 1 🎯 One mundane wooden object

Effect: You see and hear any events that have occurred within 10 squares of the object within the last 12 hours, perceiving those events from the object's location as if you were there.

7-Essence Ability

Choose one heroic ability from the following options, each of which costs 7 essence to use.

Erase (7 Essence)

With a flick of the wrist, you phase creatures out of existence.

Magic, Ranged, Strike, Void Main action
πŸ“ Ranged 10 🎯 Special

Special: The number of creatures you target with this ability is determined by your power roll.

Power Roll + Reason:

  • ≀11: One creature
  • 12-16: Two creatures
  • 17+: Three creatures

Effect: Each target begins to fade from existence (save ends). On their first turn while fading from existence, a target takes a bane on power rolls. At the end of their first turn, they have a double bane on power rolls. At the end of their second turn, they fade from existence for 1 hour, after which they reappear in their original space or the nearest unoccupied space.

Maw of Earth (7 Essence)

You open up the ground, spewing out shrapnel of stone and debris.

Area, Earth, Magic, Ranged Main action
πŸ“ 3 cube within 10 🎯 Each enemy in the area

Power Roll + Reason:

  • ≀11: 5 damage
  • 12-16: 9 damage
  • 17+: 12 damage

Effect: The ground in or directly beneath the area drops 3 squares.

Swarm of Spirits (7 Essence)

Guardian animal spirits surround you to harry your foes and bolster your allies.

Area, Green, Magic Main action
πŸ“ 3 aura 🎯 Each enemy in the area

Power Roll + Reason:

  • ≀11: 3 damage
  • 12-16: 6 damage
  • 17+: 9 damage

Effect: Until the end of your next turn, each ally in the area has each of their characteristic scores treated as 1 higher for the purpose of resisting potencies, and has a +1 bonus to saving throws.

Persistent 1: You make the power roll again to target each enemy in the area without spending essence, and the effect lasts until the start of your next turn.

Wall of Fire (7 Essence)

A blazing, beautifully organized inferno erupts at your command.

Area, Fire, Magic, Ranged Maneuver
πŸ“ 10 wall within 10 🎯 Special

Effect: The wall lasts until the start of your next turn, and can be placed in occupied squares. Creatures can enter and pass through the wall. Each enemy who enters the area for the first time in a combat round or starts their turn there takes fire damage equal to your Reason score for each square of the area they start their turn in or enter.

Persistent 1: The wall lasts until the start of your next turn, and you can add a number of squares to the wall equal to your Reason score.

4th-Level Features

As a 4th-level elementalist, you gain the following features.

Characteristic Increase

Your Reason score increases to 3. Additionally, you can increase one of your characteristic scores by 1, to a maximum of 3.

Font of Essence

The first time each combat round that you or a creature within 10 squares takes damage that isn't untyped or holy damage, you gain 2 essence instead of 1.

Mantle of Essence

While you have 3 or more essence and are not dying, you exude an aura of magic whose distance is equal to your Reason score. The effects within the area of the aura are based on your specialization, as shown on the Mantle of Essence Specialization Effects table. You can activate and deactivate the aura at will (no action required).

Mantle of Essence Specialization Effects Table
Specialization Feature
Earth Quaking Earth
Fire Burning Grounds
Green Flowering Bed
Void Veiling Bed
Burning Grounds

At the end of each of your turns, each enemy in the area takes fire damage equal to your Reason score.

Flowering Bed

At the end of each of your turns, each ally in the area gains temporary Stamina equal to your Reason score.

Quaking Earth

At the end of each of your turns, you can push each enemy in the area up to a number of squares equal to your Reason score.

Veiling Bed

The area provides concealment for you and your allies.

Perk

You gain one perk of your choice.

Skill

You gain one skill of your choice. See Skills in Chapter 9: Tests.

5th-Level Features

As a 5th-level elementalist, you gain the following features.

5th-Level Specialization Feature

Your elemental specialization grants you a feature, as shown on the 5th-Level Elemental Specialization Features table.

5th-Level Elemental Specialization Features Table
Specialization Feature
Earth The Mountain Does Not Move
Fire Smoldering Step
Green Hide of Tenfold Shields
Void Pierce the Veil of Substance
Hide of Tenfold Shields

Your animal forms become hardier. You gain temporary Stamina equal to your level when you enter an animal form in combat, which is added to any temporary Stamina provided by the animal form.

Additionally, an adjacent ally can use a maneuver to pet you. If they do so, you can lose temporary Stamina down to a minimum of 0. The ally gains temporary Stamina equal to the amount you lost.

The Mountain Does Not Move

You stand firm and magnetize your allies to stay grounded. Your stability increases by your level.

Additionally, whenever an ally within distance of your Hurl Element ability is force moved, you can use a free triggered action to decrease your stability down to a minimum of 0, then increase the ally's stability by an amount equal to the stability you lost. This change lasts until the end of the round.

Pierce the Veil of Substance

Solidity is merely a suggestion to you. Mundane barriers that are 1 square thick or less do not block your senses or line of effect. You can only sense or have line of effect past one such barrier at a time.

Additionally, whenever you use a void ability, you or one ally within distance of the ability can teleport a number of squares equal to your Reason score.

Smoldering Step

You can use 1 square of movement to walk into an area of fire your size or larger and teleport to any other area of fire your size or larger within 10 squares of the first area.

Additionally, whenever you use a fire ability or are targeted by an ability that deals fire damage, each enemy adjacent to you takes fire damage equal to your Reason score.

9-Essence Ability

Choose one heroic ability from the following options, each of which costs 9 essence to use.

Combustion Deferred (9 Essence)

Your flames dance from kindling to kindling to kindling.

Fire, Magic, Ranged, Strike Main action
πŸ“ Ranged 10 🎯 One creature or object

Power Roll + Reason:

  • ≀11: 8 + R fire damage
  • 12-16: 13 + R fire damage
  • 17+: 17 + R fire damage

Effect: When the target ends their next turn, or if they drop to 0 Stamina before then, each enemy adjacent to them takes fire damage equal to twice your Reason score. Each affected enemy then gains this same effect.

Storm of Sands (9 Essence)

Dirt and debris swirl into a dark, pulsing hurricane.

Area, Earth, Magic, Ranged Main action
πŸ“ 4 cube within 10 🎯 Each enemy in the area

Power Roll + Reason:

  • ≀11: 2 damage
  • 12-16: 5 damage
  • 17+: 7 damage

Effect: The area lasts until the start of your next turn. It is difficult terrain for enemies, and you and your allies have concealment while in the area.

Persistent 1: The area remains until the start of your next turn, and you can move it up to 5 squares (no action required). As a maneuver, you can make the power roll again without spending essence.

Subverted Perception of Space (9 Essence)

You rip an enemy's world in twain.

Magic, Ranged, Strike, Void Main action
πŸ“ Ranged 10 🎯 One creature or object

Power Roll + Reason:

  • ≀11: 9 + R corruption damage
  • 12-16: 10 + R corruption damage; the target has line of effect only to creatures and objects within 4 squares of them until the start of your next turn
  • 17+: 15 + R corruption damage; the target has line of effect only to adjacent creatures and objects until the start of your next turn
Web of All That's Come Before (9 Essence)

Threads you've been weaving through your adventures create a vibrant, pearlescent web.

Area, Green, Magic, Ranged Main action
πŸ“ 4 cube within 10 🎯 Each enemy in the area

Power Roll + Reason:

  • ≀11: 2 corruption damage; A < WEAK, restrained (save ends)
  • 12-16: 3 corruption damage; A < AVERAGE, restrained (save ends)
  • 17+: 5 corruption damage; A < STRONG, restrained (save ends)

Effect: The area is difficult terrain until the start of your next turn. Each enemy who ends their turn in the area is restrained (save ends).

Persistent 1: The area remains until the start of your next turn.

6th-Level Features

As a 6th-level elementalist, you gain the following features.

Perk

You gain one crafting, lore, or supernatural perk of your choice.

Wyrding

You can spend 10 uninterrupted minutes to create a freeform magic spell for a variety of situations. Choose one of the following magical effects:

  • You create a mundane object of a size equal to your Reason score or smaller.
  • You construct a place of shelter suitable for twenty creatures that lasts for 24 hours and can't be detected by enemies.
  • You restore all Stamina to a mundane object of a size equal to your Reason score or smaller.
  • Choose a cube with a size up to your Reason score within 5 squares. You can fill that area with difficult terrain or natural phenomena such as fire, water, or plant life, or can clear the area of those things.
  • You can preserve a corpse or up to 5 pounds of food for a week, or can cause a corpse or that amount of food to instantly rot.
  • You create a seal on a surface that can't be seen or felt by anyone but you. When a creature comes adjacent to the surface, you can see and hear through the seal for as long as the creature remains adjacent to it. When you create the seal, you can decide to limit the number of creatures who activate it by choosing a creature keyword (such as Undead) or a specific name (such as Ajax the Invincible) or organization (such as the Black Iron Pact). If you do, the seal alerts you only when creatures with the keyword, name, or organizational affiliation you provide pass by it. If you create a second seal, the first one disappears. You can dispel a seal at any time (no action required).

New 9-Essence Ability

Choose one heroic ability from the following options, each of which costs 9 essence to use. Alternatively, you can choose one of the 9-assence abilities you didn't select at 5th level (see 5th-Level Features).

Luminous Champion Aloft (9 Essence)

They shine vibrantly, a beautiful diamond in the night sky.

Fire, Green, Magic, Ranged, Void Maneuver
πŸ“ Ranged 10 🎯 Self or one ally

Effect: The target has a +3 bonus to speed, they can fly, and their abilities ignore concealment. Additionally, whenever the target gains their Heroic Resource, they gain 1 additional Heroic Resource. This effect lasts until the start of your next turn.

Persistent 1: The effect lasts until the start of your next turn.

Magma Titan (9 Essence)

Their body swells with lava, mud, and might, towering over their enemies.

Earth, Fire, Green, Magic, Ranged Maneuver
πŸ“ Ranged 10 🎯 Self or one ally

Effect: Until the start of your next turn, the target has the following benefits:

  • Their size and stability increase by 2, with any size 1 target becoming size 3. Each creature who is within the target's new space slides to the nearest unoccupied space, ignoring stability. If the target doesn't have space to grow, they grow as much as they can and become restrained until the effect ends.
  • They have fire immunity 10.
  • Their strikes deal extra fire damage equal to twice your Reason score.
  • When the target force moves a creature or object, the forced movement distance gains a +2 bonus.
  • They can use their highest characteristic instead of Might for Might power rolls.

Persistent 2: The effect lasts until the start of your next turn. Additionally, at the start of your turn, the target can spend 2 Recoveries.

Meteor (9 Essence)

You teleport the target into the air and let the ground and the elemental force of fire do the rest.

Earth, Fire, Magic, Ranged, Void Main action
πŸ“ Ranged 10 🎯 One creature or object

Power Roll + Reason:

  • ≀11: You teleport the target up to 4 squares.
  • 12-16: You teleport the target up to 6 squares.
  • 17+: You teleport the target up to 8 squares.

Effect: If the target is teleported to a space where they would fall, they immediately do so, treating the fall as if their Agility score were 0. The target takes fire damage from the fall, and each enemy within 3 squares of where they land takes the same amount of fire damage. The ground within 3 squares of where the target lands is difficult terrain.

The Wode Remembers and Returns (9 Essence)

You create a terrarium that spans from canopy above to underbrush below.

Area, Earth, Green, Magic, Void Main action
πŸ“ 4 burst 🎯 Special

Effect: The area becomes dark and verdant, with trees and plant life appearing in unoccupied spaces within it until the start of your next turn. The area is difficult terrain for enemies, and any ally who ends their turn in the area has cover.

Persistent 2: The area remains until the start of your next turn. Additionally, at the start of your turn, each ally in the area can spend a Recovery.

7th-Level Features

As a 7th-level elementalist, you gain the following features.

Characteristic Increase

Each of your characteristic scores increases by 1, to a maximum of 4.

Mantle of Quintessence

Your Mantle of Essence feature no longer requires essence.

Additionally, your Mantle of Essence now radiates magic that creates a calming air. Creatures in the area of the mantle's aura have their starting patience increased by 1 (to a maximum of 5) during any negotiation. While in the area, you and any ally gain an edge on tests that use the Handle Animals skill. If you have 5 or more Victories, the bonus to patience increases to 2 and tests that use the Handle Animals skill have a double edge.

Surging Essence

When you gain essence at the start of each of your turns during combat, you gain 3 essence instead of 2.

Skill

You gain one skill of your choice.

8th-Level Features

As an 8th-level elementalist, you gain the following features.

Perk

You gain one perk of your choice.

8th-Level Specialization Feature

Your elemental specialization grants you a feature, as shown on the 8th-Level Elemental Specialization Features table.

8th-Level Elemental Specialization Features Table
Specialization Feature
Earth Summon Source of Earth
Fire The Flame Primordial
Green Chimeric Manifestation
Void Black Hole Star
Black Hole Star

You warp gravity around your heavenly body and can pull even the sturdiest titans toward your core. At the end of each of your turns, you target one creature or object within distance of your Hurl Element ability and vertical pull that target up to 5 squares. If their stability reduces this forced movement, they are pulled a minimum of 2 squares. This forced movement ignores stability for your allies.

Additionally, your Mantle of Essence improves. While in the area of the aura, enemies and objects have their stability reduced by an amount equal to your level.

Chimeric Manifestation

Nature isn't static and unchanging, and neither are you. You can enter or exit your animal form as a free maneuver the first time you use your Disciple of the Green feature on your turn.

Additionally, whenever you use your Disciple of the Green feature, you can select an additional animal form and gain the positive benefits from both forms. You can choose the size of either animal, and if both animal forms grant you the same benefit, you can choose whichever you prefer. You gain the highest speed between the two animal forms and have all types of movement from both forms.

You can only combine animal forms whose levels add up to 12 or less. For example, you can combine a shark (8th level) with a horse (4th level), but you can't combine a shark with a bear (5th level).

The Flame Primordial

You produce a fire that entrances the fates, distracting them from aiding your foes. Whenever you deal fire damage to a creature or object, they take an extra 1d6 fire damage. If you deal fire damage to a mundane object, you can use a free triggered action to target it with your Return to Formlessness ability instead.

Additionally, any enemy who starts their turn adjacent to you has fire weakness equal to your Reason score until the start of their next turn. This increases to twice your Reason score if the enemy is made of or is wearing mostly metal.

Summon Source of Earth

You have the following ability.

Summon Source of Earth

The ground rumbles as an elemental bursts forth, ready to serve.

Earth, Magic, Ranged Main action
πŸ“ Ranged 10 🎯 Special

Effect: A source of earth emerges from an unoccupied space within distance. The source takes their turn immediately after you, moving up to their speed and either taking a main action or a maneuver. The source is dismissed at the start of your next turn. The source starts an encounter at full Stamina, but maintains their current Stamina throughout the encounter, even if they are dismissed and you use this ability again. They can't regain Stamina during the encounter. When the source's Stamina is reduced to 0, you can't use this ability again until you earn 1 or more Victories.

Persistent 2: The source takes another turn. They are dismissed at the start of your next turn.

Source of Earth Statblock
Source of Earth Level 8 BRUTE
Ancestry: Elemental EV:
Stamina: 45 Immunity: -
Speed: 6 Weakness: -
Movement: Burrow With Captain: -
Might: +3 Free Strike: 5
Agility: +1 Melee: -
Reason: -5 Ranged: -
Intuition: -5 Size: 2
Presence: -3 Stability: 5

Earthwalk

Difficult terrain composed of earth and stone doesn't cost the source extra movement.

Tunneler

When the source burrows, they create a size 2 tunnel.

Earth Harness

A creature that has the Earth Accepts Me ability can use it as a free action to meld into the source.

Boulder Bash

Melee, Ranged, Strike, Weapon Signature
πŸ“ Melee 2 or ranged 10 🎯 One creature or object

2d10 + 3:

  • ≀11: 5 damage; push 3
  • 12-16: 9 damage; push 4
  • 17+: 12 damage; push 5

11-Essence Ability

Choose one heroic ability from the following options, each of which costs 11 essence to use.

Heart of the Wode (11 Essence)

You call forth one of the Great Tree's many splinters to provide for your every need.

Green, Magic, Ranged Main action
πŸ“ Ranged 10 🎯 Special

Effect: A size 5 tree appears in an unoccupied space within distance. The tree has 100 Stamina and can't be force moved. You and any ally can touch the tree to use the Catch Breath maneuver as a free maneuver. Additionally, when you start your turn with line of effect to the tree, you can end one effect on yourself that is ended by a saving throw or that ends at the end of your turn, or you can stand up if you are prone. Each ally within distance also gains this benefit.

Each enemy who ends their turn within 3 squares of the tree is restrained until the end of their next turn. A creature restrained this way can use a main action to end the effect early.

Muse of Fire (11 Essence)

The fire burns hot enough to sear the face of any god watching.

Area, Fire, Magic, Ranged Main action
πŸ“ 5 cube within 10 🎯 Each enemy in the area

Power Roll + Reason:

  • ≀11: 7 fire damage; the Director loses 2 Malice (see Draw Steel: Monsters)
  • 12-16: 10 fire damage; the Director loses 3 Malice
  • 17+: 15 fire damage; the Director loses 4 Malice

Effect: The Director's Malice can become negative as a result of this ability.

Return to Oblivion (11 Essence)

You create a tear in reality that could consume everything.

Area, Magic, Ranged, Void Main action
πŸ“ Ranged 10 🎯 Special

Effect: You create a size 1L vortex that lasts until the end of the encounter. At the start of each combat round while the vortex is unoccupied, the vortex vertical pulls 3 each enemy within 5 squares of it. Each enemy who enters the vortex or starts their turn there is knocked prone. At the end of the round, if a winded enemy who is not a leader or solo creature is in the vortex, they are instantly destroyed.

World Torn Asunder (11 Essence)

You stomp your foot and quake the whole world over.

Area, Earth, Magic Main action
πŸ“ 5 burst 🎯 Each enemy in the area

Power Roll + Reason:

  • ≀11: M < WEAK, prone
  • 12-16: M < AVERAGE, prone
  • 17+: M < STRONG, prone

Effect: You create a fissure in the ground adjacent to you that is a 10 Γ— 2 line and 6 squares deep. Each creature in the area who is prone and size 2 or smaller falls in. Other creatures can enter the fissure or can shift to the nearest unoccupied space of their choice outside it.

9th-Level Features

As a 9th-level elementalist, you gain the following features.

Grand Wyrding

You have mastered the magic of shaping a wyrd, and can use your Wyrding feature as a main action.

Additionally, when you have 5 or more Victories, choose one of the following damage types: acid, cold, corruption, fire, lightning, poison, or sonic. You have immunity all to that type.

New 11-Essence Ability

Choose one heroic ability from the following options, each of which costs 11 essence to use. Alternatively, you can choose one of the 11-essence abilities you didn't select at 8th level (see 8th-Level Features).

Earth Rejects You (11 Essence)

Everyone and everything gets blown away in an eruption of rocks and debris.

Area, Earth, Magic, Ranged Main action
πŸ“ 5 cube within 10 🎯 Each enemy and object in the area

Power Roll + Reason:

  • ≀11: 6 damage
  • 12-16: 9 damage
  • 17+: 13 damage

Persistent 2: At the start of your turn, you can use a maneuver to use this ability again without spending essence.

The Green Defends Its Servants (11 Essence)

A luminous green shield shows its true beauty the more it cracks.

Green, Magic, Ranged Maneuver
πŸ“ Ranged 10 🎯 Self or one ally

Effect: You conjure an elemental shield that protects the target until the end of your next turn. While the shield is active, the target can take the Defend main action as a maneuver on each of their turns. The target gains 30 temporary Stamina that lasts until depleted or until the effect ends. If this temporary Stamina disappears, the effect ends and the shield explodes, dealing 10 damage to each enemy within 5 squares of the target.

Persistent 2: The effect lasts until the start of your next turn.

Prism (11 Essence)

You split your essence, allowing you to cast multiple effects at once.

Magic, Void Main action
πŸ“ Self 🎯 Self

Effect: You use up to three heroic abilities whose essence costs total 11 or less, spending no additional essence beyond the cost of this ability. You can shift up to 2 squares between your use of each ability.

Unquenchable Fire (11 Essence)

You let fly a fiery missile braided with pure primal energy.

Fire, Magic, Ranged, Strike Main action
πŸ“ Ranged 10 🎯 One enemy or object

Power Roll + Reason:

  • ≀11: 13 + R fire damage; I < WEAK, dazed (save ends)
  • 12-16: 18 + R fire damage; I < AVERAGE, dazed (save ends)
  • 17+: 25 + Rfire damage; I < STRONG, dazed (save ends)

Effect: This damage ignores immunity.

10th-Level Features

As a 10th-level elementalist, you gain the following features.

Breath

You have an epic resource called breath. Each time you finish a respite, you gain breath equal to the XP you gain. You can spend any number of breath to gain essence (no action required). When you do, 1 breath becomes 3 essence.

Breath remains until you convert it to essence.

Characteristic Increase

Your Reason score increases to 5. Additionally, you can increase one of your characteristic scores by 1, to a maximum of 5.

Essential Being

When you gain essence at the start of each of your turns during combat, you gain 4 essence instead of 3.

One

You become the embodiment of the element of your chosen specialization. Whenever you use magic, elemental motes flit around you and your skin changes to reflect your element, taking on an earthen or stony appearance for earth, appearing like flickering flame for fire, gaining a leaf pattern for green, and becoming a starry expanse for void. Additionally, you gain one of the following benefits, as shown on the One Specialization Features table.

One Specialization Features Table
Specialization Feature
Earth Master of Earth
Fire Master of Fire
Green Master of Green
Void Master of Void
Master of Earth

You have damage immunity 5.

Additionally, as a respite activity, you can shape the mundane earth around you in a 1-mile radius. You can open sinkholes, form mountains, level mundane structures or whole settlements, create canyons, raise islands or sink them in the sea, and perform similar feats. You can't use this respite activity if another creature within 1 mile is already using it. Once you use this respite activity, you can't use it again for 10 days.

Master of Fire

The damage bonus of your Acolyte of Fire feature increases to +5 and applies to all your magic abilities.

Additionally, your Return to Formlessness ability can be used on supernatural objects (but not on artifacts). When you melt a treasure (see Chapter 13: Rewards), you gain breath equal to its echelon.

Master of Green

The number of Recoveries you have increases by 2, and each time you finish a respite, you can grant each ally who finished the respite with you 2 additional Recoveries. Your allies' additional Recoveries disappear when they finish their next respite.

Additionally, as a respite activity, you can perform a ritual that causes a fruit tree to spring from the ground, grow, mature, and produce 1d6 of a treasure called Life Fruit. You can use a respite activity to cause an existing tree to produce another 1d6 Life Fruit, but it does not grow these magic consumables on its own.

As a maneuver, a creature can consume a Life Fruit or feed it to an adjacent willing ally. When a creature eats a Life Fruit, they restore all their Stamina, they can end all conditions or effects on themself, and they can stand up if prone. Additionally, if the creature desires, their aging pauses for 1d10 years. If the creature eats additional Life Fruit and chooses to pause their aging, the effects don't stack. Instead, the creature gains the benefit from the Life Fruit that pauses their aging for the longest time.

Master of Void

Whenever you willingly move, you can teleport.

Additionally, your mind is connected to the mystery and helps you find the answers you seek. You no longer require project sources for research projects. Whenever you use a respite activity to make a project roll for a research project, you automatically complete the project.

Perk

You gain one crafting, lore, or supernatural perk of your choice.

Skill

You gain one skill of your choice.

Fury

You do not temper the heat of battle within you. You unleash it! Your experience in the wild taught you the secrets of predators, and now, like the raptor, the panther, the wolf, you channel unfettered anger into martial prowess. Primordial Chaos is your ally. Let others use finesse to clean up the wreckage left in your wake.

As a fury, you devastate foes with overwhelming might, hurl yourself and enemies around the battlefield, and grow stronger as your ferocity increases. Nature has no concept of fairnessβ€”and neither do you.

"DEATH!"

Khorva

Basics

Starting Characteristics: You start with a Might of 2 and an Agility of 2, and you can choose one of the following arrays for your other characteristic scores:

  • 2, βˆ’1, βˆ’1
  • 1, 1, βˆ’1
  • 1, 0, 0

Weak Potency: Might βˆ’ 2

Average Potency: Might βˆ’ 1

Strong Potency: Might

Starting Stamina at 1st Level: 21

Stamina Gained at 2nd and Higher Levels: 9

Recoveries: 10

Skills: You gain the Nature skill (see Skills in Chapter 9: Tests). Then choose any two skills from the exploration or intrigue skill groups. (Quick Build: Alertness, Jump, Nature.)

1st-Level Features

As a 1st-level fury, you gain the following features.

Primordial Aspect

You are a product of customs older than warfare, older than civilization, older than most of the world. You have undergone a rite of passage that revealed the building blocks of the timescapeβ€”the Primordial Chaosβ€”and that left an aspect of that chaos inside you. You choose a primordial aspect from the following options, each of which grants you a skill. (Quick Build: Berserker.)

  • Berserker: You channel your ferocity into physical might, acting as a living version of the forces that shape the world. You have the Lift skill.
  • Reaver: You channel your ferocity into instinct and cunning, challenging the order of civilization. You have the Hide skill.
  • Stormwight: You channel your ferocity into primordial storms and can take on the form of an animal or an animal hybrid form. You have the Track skill.

Your primordial aspect is your subclass, and your choice of aspect determines many of the features you'll gain as you gain new levels.

Ferocity

Within the heat of battle, your determination and anger grow, fueling a Heroic Resource called ferocity.

Where's My Maneuver?

Since most other classes get a bespoke maneuver, you might find yourself asking, "Where's the special maneuver for the fury?" The answer is that the class doesn't need its own maneuver, because most of the time, the fantasy of the fury has them using the Grab or Knockback maneuvers in combat. They're really good at those maneuvers too, so it doesn't make sense to give you another option that you'll rarely or never use.

Fury Advancement Table
Level Features Abilities Aspect Abilities
1st Primordial Aspect, Ferocity, Growing Ferocity, Aspect Features, Aspect Triggered Action, Mighty Leaps, Fury Abilities Signature, 3, 5 β€”
2nd Perk, Aspect Feature, Aspect Ability Signature, 3, 5 5
3rd Aspect Feature, 7-Ferocity Ability Signature, 3, 5, 7 5
4th Characteristic Increase, Damaging Ferocity, Growing Ferocity Improvement, Perk, Primordial Attunement, Primordial Strike, Skill Signature, 3, 5, 7 5
5th Aspect Feature, 9-Ferocity Ability Signature, 3, 5, 7, 9 5
6th Marauder of the Primordial Chaos, Perk, Aspect Ability Signature, 3, 5, 7, 9 5, 9
7th Characteristic Increase, Elemental Form, Greater Ferocity, Growing Ferocity Improvement, Skill Signature, 3, 5, 7, 9 5, 9
8th Perk, Aspect Feature, 11-Ferocity Ability Signature, 3, 5, 7, 9, 11 5, 9
9th Harbinger of the Primordial Chaos, Aspect Ability Signature, 3, 5, 7, 9, 11 5, 9, 11
10th Chaos Incarnate, Characteristic Increase, Growing Ferocity Improvement, Perk, Primordial Ferocity, Primordial Power, Skill Signature, 3, 5, 7, 9, 11 5, 9, 11
Ferocity in Combat

At the start of a combat encounter or some other stressful situation tracked in combat rounds (as determined by the Director), you gain ferocity equal to your Victories. At the start of each of your turns during combat, you gain 1d3 ferocity.

Additionally, the first time each combat round that you take damage, you gain 1 ferocity. The first time you become winded or are dying in an encounter, you gain 1d3 ferocity.

You lose any remaining ferocity at the end of the encounter.

Ferocity Outside of Combat

Though you can't gain ferocity outside of combat, you can use your heroic abilities and effects that cost ferocity without spending it. Whenever you use an ability or effect outside of combat that costs ferocity, you can't use that same ability or effect outside of combat again until you earn 1 or more Victories or finish a respite.

When you use an ability outside of combat that lets you spend unlimited ferocity on its effect, such as To the Uttermost End, you can use it as if you had spent an amount of ferocity equal to your Victories.

Growing Ferocity

You gain certain benefits in combat based on the amount of ferocity you have (see 1st-Level Aspect Features for details). These benefits last until the end of your turn, even if a benefit would become unavailable to you because of the amount of ferocity you spend during your turn.

Some Growing Ferocity benefits can be applied only if you are a specific level or higher, with the level of those benefits noted in the various Growing Ferocity tables in this section.

Berserker Growing Ferocity Table
Ferocity Benefit
2 Whenever you use the Knockback maneuver, the forced movement distance gains a bonus equal to your Might score.
4 The first time you push a creature on a turn, you gain 1 surge.
6 You gain an edge on Might tests and the Knockback maneuver.
8 (4th level) The first time you push a creature on a turn, you gain 2 surges.
10 (7th level) You have a double edge on Might tests and the Knockback maneuver.
12 (10th level) Whenever you use a heroic ability, you gain 10 temporary Stamina. Additionally, whenever you make a power roll that imposes forced movement on a target, the forced movement distance gains a bonus equal to your Might score.
Reaver Growing Ferocity Table
Ferocity Benefit
2 Whenever you use the Knockback maneuver, the forced movement distance gains a bonus equal to your Agility score.
4 The first time you slide a creature on a turn, you gain 1 surge.
6 You gain an edge on Agility tests and the Knockback maneuver.
8 (4th level) The first time you slide a creature on a turn, you gain 2 surges.
10 (7th level) You have a double edge on Agility tests and the Knockback maneuver.
12 (10th level) Whenever you use a heroic ability, you gain 10 temporary Stamina. Additionally, whenever you make a power roll that imposes forced movement on a target, the forced movement distance gains a bonus equal to your Agility score.

1st-Level Aspect Features

Your primordial aspect grants you two features, as shown on the 1st-Level Aspect Features table.

1st-Level Aspect Features Tables
Aspect Feature
Berserker Kit, Primordial Strength
Reaver Kit, Primordial Cunning
Stormwight Beast Shape, Relentless Hunter
Beast Shape

You can use and gain the benefits of a stormwight kit (see Stormwight Kits). Your stormwight kit grants you a number of benefits, including benefits tied to your Growing Ferocity feature.

Kit

You can use and gain the benefits of a kit. See Chapter 6: Kits for more information. (Quick Build: Panther.)

Primordial Cunning

You are never surprised. Additionally, whenever you would push a target with forced movement, you can slide them instead.

As your ferocity grows, you gain benefits as noted on the Reaver Growing Ferocity table. Benefits are cumulative except where an improved benefit replaces a lesser benefit.

Primordial Strength

Whenever you damage an object with a weapon strike, the strike deals extra damage equal to your Might score. Additionally, whenever you push another creature into an object, the creature takes extra damage equal to your Might score.

As your ferocity grows, you gain benefits as noted on the Berserker Growing Ferocity table. Benefits are cumulative except where an improved benefit replaces a lesser benefit.

Relentless Hunter

You gain an edge on tests made using the Track skill.

Aspect Triggered Action

Your primordial aspect grants you a triggered action, as shown on the Aspect Triggered Actions table.

Aspect Triggered Actions Table
Aspect Triggered Action
Berserker Lines of Force
Reaver Unearthly Reflexes
Stormwight Furious Change
Furious Change

In your anger, you revert to a more bestial form.

- Triggered
πŸ“ Ranged 10 🎯 One enemy

Trigger: You lose Stamina and are not dying.

Effect: You gain temporary Stamina equal to your Might score and can enter your animal form or hybrid form.

Spend 1 Ferocity: If you are not dying, you can spend a Recovery.

Lines of Force
Magic, Melee Triggered
πŸ“ Melee 1 🎯 Self or one creature

Trigger: The target would be force moved.

Effect: You can select a new target of the same size or smaller within distance to be force moved instead. You become the source of the forced movement, determine the new target's destination, and can push the target instead of using the original forced movement type. Additionally, the forced movement distance gains a bonus equal to your Might score.

Spend 1 Ferocity: The forced movement distance gains a bonus equal to twice your Might score instead.

Unearthly Reflexes

You are as elusive as a hummingbird.

- Triggered
πŸ“ Self 🎯 Self

Trigger: You take damage.

Effect: You take half the damage from the triggering effect and can shift up to a number of squares equal to your Agility score.

Spend 1 Ferocity: If the damage has any potency effects associated with it, the potency is reduced by 1 for you.

Mighty Leaps

You can't obtain lower than a tier 2 outcome on any Might test made to jump (see Movement Types in Chapter 10: Combat).

Fury Abilities

You specialize in dealing massive damage on the battlefield, and have mastered unique martial abilities that allow you to strike hard and keep moving.

Signature Ability

Choose one signature ability from the following options. Signature abilities can be used at will. (Quick Build: To the Death!)

Brutal Slam

The heavy impact of your weapon attacks drives your foes ever back.

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature or object

Power Roll + Might:

  • ≀11: 3 + M damage; push 1
  • 12-16: 6 + M damage; push 2
  • 17+: 9 + M damage; push 4
Hit and Run

Staying in constant motion helps you slip out of reach after a brutal assault.

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature or object

Power Roll + Might:

  • ≀11: 2 + M damage
  • 12-16: 5 + M damage
  • 17+: 7 + M damage; A < STRONG, slowed (save ends)

Effect: You can shift 1 square.

Impaled!

You skewer your enemy like a boar upon a spit.

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature of your size or smaller

Power Roll + Might:

  • ≀11: 2 + M damage; M < WEAK, grabbed
  • 12-16: 5 + M damage; M < AVERAGE, grabbed
  • 17+: 7 + M damage; M < STRONG, grabbed
To the Death!

Your reckless assault leaves you tactically vulnerable.

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature or object

Power Roll + Might:

  • ≀11: 3 + M damage**
  • 12-16: 6 + M damage
  • 17+: 9 + M damage

Effect: You gain 2 surges, and the target can make an opportunity attack against you as a free triggered action.

Heroic Abilities

You fight with an array of heroic abilities, all of which cost ferocity to fuel them.

3-Ferocity Ability

Choose one heroic ability from the following options, each of which costs 3 ferocity to use. (Quick Build: Back!)

Back! (3 Ferocity)

You hew about you with your mighty weapon, hurling enemies backward.

Area, Melee, Weapon Main action
πŸ“ 1 burst 🎯 Each enemy in the area

Power Roll + Might:

  • ≀11: 5 damage
  • 12-16: 8 damage; push 1
  • 17+: 11 damage; push 3
Out of the Way! (3 Ferocity)

Your enemies will clear your pathβ€”whether they want to or not.

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature

Power Roll + Might:

  • ≀11: 3 + M damage; slide 2
  • 12-16: 5 + M damage; slide 3
  • 17+: 8 + M damage; slide 5

Effect: When you slide the target, you can move into any square they leave. If you take damage from an opportunity attack by moving this way, the target takes the same damage.

Tide of Death (3 Ferocity)

Teach them the folly of lining up for you.

Melee, Weapon Main action
πŸ“ Self; see below 🎯 Self

Effect: You move up to your speed in a straight line, and enemy squares are not difficult terrain for this movement. You can end this movement in a creature's space and move them to an adjacent unoccupied space. You make one power roll that targets each enemy whose space you move through.

Power Roll + Might:

  • ≀11: 2 damage
  • 12-16: 3 damage
  • 17+: 5 damage

Effect: The last target you damage takes extra damage equal to your Might score for each opportunity attack you trigger during your move.

Your Entrails Are Your Extrails! (3 Ferocity)

Hard for them to fight when they're busy holding in their giblets.

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature or object

Power Roll + Might:

  • ≀11: 3 + M damage; M < WEAK, bleeding (save ends)
  • 12-16: 5 + M damage; M < AVERAGE, bleeding (save ends)
  • 17+: 8 + M damage; M < STRONG, bleeding (save ends)

Effect: While bleeding this way, the target takes damage equal to your Might score at the end of each of your turns.

5-Ferocity Ability

Choose one heroic ability from the following options, each of which costs 5 ferocity to use. (Quick Build: Blood for Blood!)

Blood for Blood! (5 Ferocity)

See how well they fight after you've bled them dry.

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature or object

Power Roll + Might:

  • ≀11: 4 + M damage; M < WEAK, bleeding and weakened (save ends)
  • 12-16: 6 + M damage; M < AVERAGE, bleeding and weakened (save ends)
  • 17+: 10 + M damage; M < STRONG, bleeding and weakened (save ends)

Effect: You can deal 1d6 damage to yourself to deal an extra 1d6 damage to the target.

Make Peace With Your God! (5 Ferocity)

Anger is your energy.

- Free maneuver
πŸ“ Self 🎯 Self

Effect: You gain 1 surge, and the next ability roll you make this turn automatically obtains a tier 3 outcome.

Thunder Roar (5 Ferocity)

You unleash a howl that hurls your enemies back.

Area, Melee, Weapon Main action
πŸ“ 5x1 line within 1 🎯 Each enemy in the area

Effect: The targets are force moved one at a time, starting with the target nearest to you, and can be pushed into other targets in the same line.

To the Uttermost End (5 Ferocity)

You gut your life force to ensure a foe's demise.

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature

Power Roll + Might:

  • ≀11: 7 + M damage
  • 12-16: 11 + M damage
  • 17+: 16 + M damage

Spend 1+ Ferocity: While you are winded, this ability deals an extra 1d6 damage for each ferocity spent. While you are dying, it deals an extra 1d10 damage for each ferocity spent. In either case, you lose 1d6 Stamina after making this strike.

2nd-Level Features

As a 2nd-level fury, you gain the following features.

Perk

You gain one crafting, exploration, or intrigue perk of your choice. See Chapter 7: Perks

2nd-Level Aspect Feature

Your primordial aspect grants you a feature, as shown on the 2nd-Level Aspect Features table.

2nd-Level Aspect Features Table
Aspect Feature
Berserker Unstoppable Force
Reaver Inescapable Wrath
Stormwight Tooth and Claw
Inescapable Wrath

You have a bonus to speed equal to your Agility score, and you ignore difficult terrain.

Tooth and Claw

At the end of each of your turns, each enemy adjacent to you takes damage equal to your Might score.

Unstoppable Force

Whenever you use the Charge main action, you can use a strike signature ability or a strike heroic ability instead of a free strike. Additionally, you can jump as part of your charge.

2nd-Level Aspect Ability

Your primordial aspect grants your choice of one of two heroic abilities.

2nd-Level Berserker Ability

Choose one of the following abilities.

Special Delivery (5 Ferocity)

You ready?

Melee, Weapon Maneuver
πŸ“ Melee 1 🎯 One willing ally

Effect: You vertically push the target up to 4 squares. This forced movement ignores the target's stability, and the target takes no damage from colliding with creatures or objects. At the end of this movement, the target can make a free strike that deals extra damage equal to your Might score.

Wrecking Ball (5 Ferocity)

It's easier to destroy than to create. Much easier, in fact!

Melee, Weapon Maneuver
πŸ“ Self; see below 🎯 Self

Effect: You move up to your speed in a straight line. During this movement, you can move through mundane structures, including walls, which are difficult terrain for you. You automatically destroy each square of structure you move through and leave behind a square of difficult terrain. Additionally, you make one power roll that targets each enemy you move adjacent to during this movement.

Power Roll + Might:

  • ≀11: Push 1
  • 12-16: Push 2
  • 17+: Push 3
2nd-Level Reaver Ability

Choose one of the following abilities.

Death … Death! (5 Ferocity)

Your unbridled rage strikes terror in their hearts.

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature

Power Roll + Might:

  • ≀11: 3 + M damage; P < WEAK, dazed and frightened (save ends)
  • 12-16: 5 + M damage; P < AVERAGE, dazed and frightened (save ends)
  • 17+: 8 + M damage; P < STRONG, dazed and frightened (save ends)
Phalanx-Breaker (5 Ferocity)

Organizing your forces like feckless creatures of Law. Pitiful.

Melee, Weapon Main action
πŸ“ Self; see below 🎯 Self

Effect: You shift up to your speed and make one power roll that targets up to three enemies you move adjacent to during this shift.

Power Roll + Might:

  • ≀11: 2 damage; A < WEAK, dazed (save ends)
  • 12-16: 4 damage; A < AVERAGE, dazed (save ends)
  • 17+: 6 damage; A < STRONG, dazed (save ends)
2nd-Level Stormwight Ability

Choose one of the following abilities. | |

Apex Predator

I will hunt you down.

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature

Power Roll + Might:

  • ≀11: 4 damage; I < WEAK, slowed (save ends)
  • 12-16: 6 damage; I < AVERAGE, slowed (save ends)
  • 17+: 10 damage; I < STRONG, slowed (save ends)

Effect: The target can't be hidden from you for 24 hours. Until the end of the encounter, whenever the target willingly moves, you can use a free triggered action to move.

Visceral Roar (5 Ferocity)

The sound of the storm within you staggers your opponents.

Area, Magic Main action
πŸ“ 2 burst 🎯 Each enemy in the area

Power Roll + Might:

  • ≀11: 2 damage; push 1; M < WEAK, dazed (save ends)
  • 12-16: 5 damage; push 2; M < AVERAGE, dazed (save ends)
  • 17+: 7 damage; push 3; M < STRONG, dazed (save ends)

Effect: This ability deals your primordial damage type (see Stormwight Kits).

3rd-Level Features

As a 3rd-level fury, you gain the following features.

3rd-Level Aspect Feature

Your primordial aspect grants you a feature, as shown on the 3rd-Level Aspect Features table.

3rd-Level Aspect Features Table
Aspect Feature
Berserker Immovable Object
Reaver See Through Their Tricks
Stormwight Nature's Knight
Immovable Object

You add your level to your effective size for the purpose of interacting with creatures and objects, including determining whether you can lift an object, are affected by forced movement, and so forth. This has no effect on whether you can be grabbed.

Additionally, you have a bonus to stability equal to your Might score.

Nature's Knight

You can speak with animals and elementals. Additionally, you automatically sense the presence of animals and elementals within 10 squares of you, even if they are hidden.

When you are in a negotiation with an animal or elemental, you treat your Renown as 1 higher than usual. This stacks with the increase to your effective Renown in a negotiation with an animal of your type while in animal form (see Stormwight Kits).

See Through Their Tricks

You have a double edge on tests made to search for hidden creatures, discern hidden motives, or detect lies. You also have a double edge on tests made to gamble!

7-Ferocity Ability

Choose one heroic ability from the following options, each of which costs 7 ferocity to use.

Demon Unleashed (7 Ferocity)

Foes tremble at the sight of you.

Magic Maneuver
πŸ“ Self 🎯 Self

Effect: Until the end of the encounter or until you are dying, each enemy who starts their turn adjacent to you and has P < STRONG is frightened until the end of their turn.

Face the Storm! (7 Ferocity)

Shocked in the face of your naked brutality, your enemy's instincts take over.

Magic Maneuver
πŸ“ Self 🎯 Self

Effect: Until the end of the encounter or until you are dying, each creature you make a melee strike against who has P < AVERAGE is taunted until the end of their next turn. Additionally, when you use an ability that deals rolled damage against any enemy taunted by you, the ability deals extra damage equal to twice your Might score and increases its potency by 1.

Steelbreaker (7 Ferocity)

See how useless their weapons are!

Magic Maneuver
πŸ“ Self 🎯 Self

Effect: You gain 20 temporary Stamina.

You Are Already Dead (7 Ferocity)

Slash. Walk away.

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature

Effect: If the target is not a leader or solo creature, they are reduced to 0 Stamina at the end of their next turn. If the target is a leader or solo creature, you gain 3 surges and can make a melee free strike against them.

4th-Level Features

As a 4th-level fury, you gain the following features.

Characteristic Increase

Your Might and Agility scores each increase to 3.

Damaging Ferocity

The first time you take damage each combat round, you gain 2 ferocity instead of 1.

Growing Ferocity Improvement

Your Growing Ferocity feature provides additional benefits when you have 8 or more ferocity.

Perk

You gain one perk of your choice.

Primordial Attunement

As your ferocity manifests elemental forces created by the Primordial Chaos, you are aware of how elemental power interacts with those around you. You automatically sense whether any creature within 10 squares has damage immunity or damage weakness to acid, cold, corruption, fire, lightning, poison, or sonic damage, learning whether they have immunity or weakness, the value of that immunity or weakness, and the specific damage type. Additionally, you automatically sense any source of one of those damage types within 10 squares, such as a fire or a source of elemental power.

Primordial Strike

You can manifest your ferocity directly as an elemental force created by the Primordial Chaos. As part of any strike, you can spend 1 ferocity to gain 1 surge that must be used for that strike. The extra damage dealt by the surge can be acid, cold, corruption, fire, lightning, poison, or sonic (your choice).

Skill

You gain one skill of your choice. See Skills in Chapter 9: Tests.

5th-Level Features

As a 5th-level fury, you gain the following features.

5th-Level Aspect Feature

Your primordial aspect grants you a feature, as shown on the 5th-Level Aspect Features table.

5th-Level Aspect Features Table
Aspect Feature
Berserker Bounder
Reaver Unfettered
Stormwight Stormborn
Bounder

Your jump distance and height double (see Movement Types in Chapter 10: Combat). Additionally, when you fall, you reduce the effective height of your fall by a number of squares equal to your jump distance for the purpose of determining damage and whether you land prone (see Falling in Chapter 10). You are not prone after falling and landing on another creature.

Stormborn

You and each ally within 5 squares of you ignore negative effects from inclement weather, such as banes or environmental damage. Additionally, you can use the Blessing of Fortunate Weather feature as if you were a 1st-level conduit (see 1st-Level Domain Feature in the Conduit section).

Unfettered

At the start of your turn, you can end any restrained condition on you. Additionally, you have a double edge on tests made to escape being confined or imprisoned.

9-Ferocity Ability

Choose one heroic ability from the following options, each of which costs 9 ferocity to use.

Debilitating Strike (9 Ferocity)

You need just one blow to sabotage your target.

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature

Power Roll + Might:

  • ≀11: 10 + M damage; M < WEAK, slowed (save ends)
  • 12-16: 14 + M damage; M < AVERAGE, slowed (save ends)
  • 17+: 20 + M damage; M < STRONG, slowed (save ends)

Effect: While slowed this way, the target takes 1 damage for every square they move, including from forced movement.

My Turn! (9 Ferocity)

You quickly strike back at a foe.

Melee, Strike, Weapon Free triggered
πŸ“ Melee 1 🎯 The triggering creature

Trigger: A creature causes you to be winded or dying, or damages you while you are winded or dying.

Power Roll + Might:

  • ≀11: 6 + M damage
  • 12-16: 9 + M damage
  • 17+: 13 + M damage

Effect: You can spend a Recovery.

Rebounding Storm (9 Ferocity)

You knock around enemies like playthings.

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 Two creatures or objects

Power Roll + Might:

  • ≀11: 9 damage; push 3
  • 12-16: 14 damage; push 5
  • 17+: 19 damage; push 7

Effect: When a target would end this forced movement by colliding with a creature or object, they take damage as usual, then are pushed the remaining distance away from the creature or object in the direction they came from. As long as forced movement remains, this effect continues if the target collides with another creature or object.

To Stone! (9 Ferocity)

You channel the Primordial Chaos into blows that petrify your foe … literally.

Magic, Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature

Power Roll + Might:

  • ≀11: 9 + M damage; M < WEAK, slowed (save ends)
  • 12-16: 13 + M damage; M < AVERAGE, slowed (save ends)
  • 17+: 18 + M damage; M < STRONG, restrained (save ends)

Effect: While the target is slowed this way, any other effect that would make the target slowed instead makes them restrained by this ability. Additionally, a creature who fails the saving throw while restrained this way is petrified until they are given a supernatural cure or you choose to reverse the effect (no action required).

6th-Level Features

As a 6th-level fury, you gain the following features.

Marauder of the Primordial Chaos

As your connection to the power of the Primordial Chaos grows ever stronger, you automatically sense any elemental creatures or magic sources of elemental power, such as a lava pool or a lake overlapping with Quintessence, within 1 mile of you.

Additionally, you can speak with elemental creatures, and when you are in a negotiation with an elemental, you treat your Renown as 1 higher than usual. This stacks with the increase to your effective Renown provided by the Nature's Knight aspect feature (see 3rd-Level Features). When any elemental first becomes aware of you in combat, if they have P < AVERAGE, they are frightened of you (save ends).

Primordial Portal

As a main action, you can touch a magic source of elemental power and use it to create a portal to Quintessence. You can then use a main action to teleport yourself and any willing creatures within 10 squares of you through the portal and onto a safe island in Quintessence, or to teleport back again. You can maintain a number of portals equal to your Might score, each leading to the same safe island in Quintessence. If a portal in your network is destroyed, it is no longer part of the network. You can remove a portal from your network no matter your distance from it, including across different worlds (no action required).

(Exploring Quintessence is possible from your island, but continued safety is not guaranteed.)

Perk

You gain one crafting, exploration, or intrigue perk of your choice.

6th-Level Aspect Ability

Your primordial aspect grants your choice of one of two heroic abilities.

6th-Level Berserker Abilities

Choose one of the following abilities.

Avalanche Impact (9 Ferocity)

You leap and crash down, causing a shockwave that devastates foes.

Magic Maneuver
πŸ“ Self 🎯 Self

Effect: You jump up to your maximum jump distance and make one power roll that targets each creature adjacent to the space where you land.

Power Roll + Might:

  • ≀11: 4 damage; push 1
  • 12-16: 7 damage; push 2
  • 17+: 11 damage; push 3
Force of Storms (9 Ferocity)

You strike an enemy hard enough to be a projectile that knocks a crowd of creatures around.

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature

Power Roll + Might:

  • ≀11: 7 + M damage; push 3
  • 12-16: 11 + M damage; push 5
  • 17+: 16 + M damage; push 7

Effect: When the target ends this forced movement, each creature within 2 squares of the target is pushed 3 squares.

6th-Level Reaver Abilities

Choose one of the following abilities.

Death Strike (9 Ferocity)

Once you taste your foe's blood, you become more efficient and turn every killing blow into an opportunity.

Melee, Strike, Weapon Free triggered
πŸ“ Melee 1 🎯 Self

Trigger: You reduce a creature to 0 Stamina with a strike.

Effect: You target a creature adjacent to you with the same strike, using the same power roll as the triggering strike.

Seek and Destroy (9 Ferocity)

You break through the enemy lines to make an example.

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature

Effect: You shift up to your speed.

Power Roll + Might:

  • ≀11: 4 + M damage; P < WEAK, frightened (save ends)
  • 12-16: 6 + M damage; P < AVERAGE, frightened (save ends)
  • 17+: 10 + M damage; P < STRONG, frightened (save ends)

Effect: If a target who is not a leader or solo creature is winded by this strike, they are reduced to 0 Stamina and you choose an enemy within 5 squares of you. If that enemy has P < AVERAGE, they are frightened of you (save ends).

6th-Level Stormwight Abilities

Choose one of the following abilities.

Pounce (9 Ferocity)

You strike at the target like the ultimate predator you are.

Magic, Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature

Power Roll + Might:

  • ≀11: 8 damage; M < WEAK, grabbed
  • 12-16: 13 damage; M < AVERAGE, grabbed
  • 17+: 17 damage; M < STRONG, grabbed

Effect: You can shift up to 4 squares, bringing the target with you. While grabbed this way, the target takes damage equal to twice your Might score at the start of each of your turns.

Riders on the Storm (9 Ferocity)

You focus your connection to the Primordial Chaos into a seething storm.

Area, Magic Maneuver
πŸ“ 3 aura 🎯 Each creature in the area

Effect: Until the end of the encounter or until you are dying, each enemy target takes damage of your primordial damage type equal to twice your Might score at the end of each of your turns. Additionally, you can fly while the aura is active. Each ally target who starts or ends their turn in the area can also fly until the start of their next turn or until the effect ends.

Special: When you use this ability outside of combat without spending ferocity, you must spend 1 uninterrupted minute summoning a primordial storm that fills the area, and you take 1d6 damage before the ability takes effect. The storm lasts for 1 hour or until a combat encounter begins.

7th-Level Features

As a 7th-level fury, you gain the following features.

Characteristic Increase

Each of your characteristic scores increases by 1, to a maximum of 4.

Elemental Form

You exhibit ever-stronger signs of how the force of the Primordial Chaos flows within you. Whenever you show strong emotion or increase your ferocity, elemental motes attuned to your mood flit around you, and your skin changes in appearance to reflect an element of your choice.

Additionally, if you are a berserker or reaver, you have immunity to acid, cold, corruption, fire, lightning, poison, and sonic damage equal to your Might score. If you are a stormwight, you have immunity to the damage type of your Primordial Storm feature equal to twice your Might score.

Greater Ferocity

When you gain ferocity at the start of each of your turns during combat, you gain 1d3 + 1 ferocity instead of 1d3.

Growing Ferocity Improvement

Your Growing Ferocity feature provides additional benefits when you have 10 or more ferocity.

Skill

You gain one skill of your choice.

8th-Level Features

As an 8th-level fury, you gain the following features.

Perk

You gain one perk of your choice.

8th-Level Aspect Feature

Your primordial aspect grants you a feature, as shown on the 8th-Level Aspect Features table.

8th-Level Aspect Features Table
Aspect Feature
Berserker Strongest There Is
Reaver A Step Ahead
Stormwight Menagerie
Menagerie

You can use all stormwight kits. During a respite, you can choose to swap your stormwight kit and still take another respite activity. Your Nature's Knight feature now lets you automatically sense the presence of animals within 1 mile of you. Additionally, whenever you make a test to track another creature, you can roll three dice and choose which two to use.

A Step Ahead

You move with legendary grace. Whenever you make an Agility test, you can roll three dice and choose which two to use. Additionally, whenever you use the Disengage move action, the distance you can shift gains a bonus equal to your Agility score.

Strongest There Is

Your strength is unmatched. Whenever you make a Might test, you can roll three dice and choose which two to use. Additionally, whenever you use the Knockback maneuver, the forced movement distance gains a bonus equal to your Might score.

11-Ferocity Ability

Choose one heroic ability from the following options, each of which costs 11 ferocity to use.

Elemental Ferocity (11 Ferocity)

Your primordial energy makes for instant retribution.

Magic Maneuver
πŸ“ Self 🎯 Self

Effect: You gain 10 temporary Stamina. Additionally, choose acid, cold, corruption, fire, lightning, poison, or sonic damage. Until the end of the encounter or until you are dying, whenever an enemy damages you, they take 10 damage of the chosen type. If this damage reduces the enemy to 0 Stamina, you gain 10 temporary Stamina.

Overkill (11 Ferocity)

You strike so no damage is wasted.

Magic, Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature

Power Roll + Might:

  • ≀11: 6 + M damage
  • 12-16: 10 + M damage
  • 17+: 14 + M damage

Effect: If the target is a minion or is winded but isn't a leader or solo creature, they are reduced to 0 Stamina before this ability's damage is dealt. If the target is killed by this damage, you can deal any damage over what was required to kill them to another creature within 5 squares of the target.

Primordial Rage (11 Ferocity)
Magic Maneuver
πŸ“ Self 🎯 Self

Effect: Choose acid, cold, corruption, fire, lightning, poison, or sonic damage. Until the end of the encounter or until you are dying, you can choose one target of any ability you use, with that target taking an extra 15 damage of the chosen type. Additionally, whenever you gain ferocity from taking damage, the source of the damage takes 5 damage of the chosen type.

Relentless Death (11 Ferocity)

You won't escape your fate.

Magic, Melee, Strike, Weapon Main action
πŸ“ Self; see below 🎯 Self

Effect: You shift up to your speed. Each enemy you move adjacent to during this movement takes damage equal to twice your Might score. Then make one power roll that targets each enemy you move adjacent to during this shift. You gain 1 ferocity for each target who dies as a result of this ability (maximum 11 ferocity).

Power Roll + Might:

  • ≀11: Any target whose Stamina is equal to or less than 8 dies.
  • 12-16: Any target whose Stamina is equal to or less than 11 dies.
  • 17+: Any target whose Stamina is equal to or less than 17 dies.

9th-Level Features

As a 9th-level fury, you gain the following features.

Harbinger of the Primordial Chaos

You can create a temporary source of elemental power as a respite activity. This source of elemental power lasts 24 hours after creation, and can be used to create a portal to Quintessence with your Primordial Portal feature. If you do so, the source of elemental power lasts as long as the portal is maintained in your network.

9th-Level Aspect Ability

Your primordial aspect grants your choice of one of two heroic abilities.

9th-Level Berserker Abilities

Choose one of the following abilities.

Death Comes for You All! (11 Ferocity)

You use your weapon to create a destructive shockwave.

Area, Magic, Melee, Weapon Main action
πŸ“ 3 burst 🎯 Each enemy in the area

Power Roll + Might:

  • ≀11: 7 damage; push 3
  • 12-16: 10 damage; push 5
  • 17+: 15 damage; push 7

Effect: If this forced movement causes a target to be hurled through an object, that target takes an extra 10 damage.

Primordial Vortex (11 Ferocity)

You channel the power of the Primordial Chaos to pull foes to you.

Area, Magic, Melee, Weapon Main action
πŸ“ 3 burst 🎯 Each enemy in the area

Power Roll + Might:

  • ≀11: 3 damage; vertical pull 3
  • 12-16: 5 damage; vertical pull 5
  • 17+: 8 damage; vertical pull 7

Effect: If this forced movement causes a target to slam into you, you take no damage from the collision and the target takes the damage you would have taken.

9th-Level Reaver Abilities

Choose one of the following abilities.

Primordial Bane (11 Ferocity)

You attune the target to be weaker to a specific element.

Magic, Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature

Power Roll + Might:

  • ≀11: 11 + M damage
  • 12-16: 16 + M damage
  • 17+: 21 + M damage

Effect: Choose acid, cold, corruption, fire, lightning, poison, or sonic damage. The target loses any damage immunity to the chosen type and gains weakness 10 to the chosen type (save ends).

Shower of Blood (11 Ferocity)

You shock your foes with the brutality of your strike, resetting the balance of combat.

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature

Power Roll + Might:

  • ≀11: 12 + M damage
  • 12-16: 18 + M damage
  • 17+: 24 + M damage

Effect: Each enemy within 5 squares of you is distracted until the end of the round. While a creature is distracted this way, they can't take triggered actions or free triggered actions, ability rolls made against them gain an edge, and their characteristic scores are considered 1 lower for the purpose of resisting potencies.

9th-Level Stormwight Abilities

Choose one of the following abilities.

Death Rattle (11 Ferocity)

You unleash an otherworldly cry that rips through your enemies, killing the weakest of them.

Area, Magic Main action
πŸ“ 3 burst 🎯 Each enemy in the area

Power Roll + Might:

  • ≀11: 4 psychic damage; any target who is a minion is reduced to 0 Stamina
  • 12-16: 6 psychic damage; any target who is a minion is reduced to 0 Stamina, as does one winded target who is not a leader or solo creature
  • 17+: 10 psychic damage; each target who is not a leader or solo creature is winded; any target who is a minion is reduced to 0 Stamina, as does one winded target who is not a leader or solo creature
Deluge (11 Ferocity)

You summon your primordial storm.

Area, Magic, Ranged Main action
πŸ“ 5 cube within 10 🎯 Each enemy in the area

Power Roll + Might:

  • ≀11: 7 damage
  • 12-16: 10 damage
  • 17+: 15 damage

Effect: This ability deals your primordial damage type and ignores damage immunity.

10th-Level Features

As a 10th-level fury, you gain the following features.

Chaos Incarnate

Your mastery of elemental forces protects and emboldens you. If you are a berserker or reaver, you have immunity to acid, cold, corruption, fire, lightning, poison, and sonic damage equal to twice your Might score. If you are a stormwight, your damage immunity from your Primordial Storm feature (see Stormwight Kits) increases to three times your Might score.

When any elemental or any other creature whose abilities deal acid, cold, corruption, fire, lightning, poison, or sonic damage first becomes aware of you in combat, if they have P < STRONG, they are frightened of you (save ends).

Additionally, when you use Primordial Strike, you can spend up to 3 ferocity, gaining 1 surge per ferocity spent to use for that strike.

Characteristic Increase

Your Might and Agility scores each increase to 5.

Growing Ferocity Improvement

Your Growing Ferocity feature provides additional benefits when you have 12 or more ferocity.

Perk

You gain one crafting, exploration, or intrigue perk of your choice.

Primordial Ferocity

The first time you take damage each combat round, you gain 3 ferocity instead of 2.

Primordial Power

You have an epic resource called primordial power. Each time you finish a respite, you gain primordial power equal to the XP you gain. You can spend primordial power on your abilities as if it were ferocity.

Additionally, you can spend any amount of primordial power as a free maneuver, ending one effect on you for each primordial power spent.

You can also spend 3 primordial power to create a portal to Quintessence without needing a source of elemental power.

Primordial power remains until you spend it.

Skill

You gain one skill of your choice.

Stormwight Kits

The stormwight primordial aspect lets you channel your ferocity into the form of an animal and grants you knowledge of one stormwight kit of your choice. You can master additional stormwight kits through play, changing them out during a respite as with any other kit (see Chapter 6: Kits).

Kit Features

All stormwight kits have the following features in common.

Aspect Benefits and Animal Form

Your primordial aspect benefits are always available to you, and you gain additional benefits while in the animal or hybrid form granted by your stormwight kit.

Aspect of the Wild

You have the following ability.

Aspect of the Wild

You assume the form of the animal who channels your ferocity.

Magic Maneuver
πŸ“ Self 🎯 Self

Effect: You can shapeshift into the animal defined by your stormwight kit, into a hybrid form, or back into your true form. While in animal form or hybrid form, you can speak as you usually do, and you can also speak to animals who share your form. If you are in a negotiation with an animal while in animal form, you treat your Renown as 2 higher than usual.

Spend 1 Ferocity: As a free maneuver, you can shapeshift a second time, either into another animal form, into your hybrid form, or back into your true form.

Primordial Storm

Each stormwight kit is associated with a primordial storm, which channels a specific damage type used by some of your abilities.

Equipment

You wear no armor and wield only your unarmed strikesβ€”which become devastating natural weapons as your ferocity grows.

Kit Bonuses

These bonuses apply in your true form, your animal form, and your hybrid form. See Chapter 6: Kits for information on kit bonuses.

Signature Ability

You gain a new signature ability from your kit.

Growing Ferocity

Each stormwight kit grants a set of benefits for your Growing Ferocity feature.

Boren

With this stormwight kit, you channel your primordial ferocity into the form of a bear, becoming large, durable, and imposing. Boren are tied to the craggy, rocky north, and this aspect is associated with the blizzard's bitter cold.

Aspect Benefits

Whenever you use forced movement to push a creature, you can pull that creature instead. Whenever you pull a creature adjacent to you and that creature has M < AVERAGE, you can use a free triggered action to make that creature grabbed by you.

Animal Form: Bear

While you are in your bear form, your size is 2 and you gain a +1 bonus to distance with melee weapon abilities.

Hybrid Form: Bear

While you are in your hybrid form, your size is 2 and you gain a +1 bonus to distance with melee weapon abilities. At 4th level, the first time you take hybrid form in an encounter, you gain 10 temporary Stamina.

Primordial Storm: Blizzard

Your primordial damage type is cold.

Kit Bonuses
  • Stamina Bonus: +9 per echelon
  • Stability Bonus: +2
  • Melee Damage Bonus: +0/+0/+4
Signature Ability
Bear Claws

Attacks with your sharp and deadly claws grab the weak.

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature or object

Power Roll + Might:

  • ≀11: 2 + M damage; M < WEAK, grabbed
  • 12-16: 5 + M damage; M < AVERAGE, grabbed
  • 17+: 11 + M damage; M < STRONG, grabbed
Growing Ferocity

As your ferocity grows, you gain benefits as noted on the Boren Growing Ferocity table. Benefits are cumulative except where an improved benefit replaces a lesser benefit.

Boren Growing Ferocity Table
Ferocity Benefit
2 You can have up to two creatures grabbed at a time. Additionally, whenever you make a strike against a creature you have grabbed, you gain 1 surge.
4 The first time you grab a creature on a turn, you gain 1 surge.
6 You gain an edge on the Grab and Knockback maneuvers.
8 (4th level) The first time you grab a creature on a turn, you gain 2 surges instead of 1.
10 (7th level) You have a double edge on the Grab and Knockback maneuvers.
12 (10th level) Whenever you use a heroic ability, you gain 10 temporary Stamina. Additionally, whenever you have a creature grabbed, any ability roll made against that creature gains a bonus to its potency equal to your Might score.

Corven

With this stormwight kit, you channel your primordial ferocity into the form of a crow, becoming stealthy and quick. Corven are tied to the mountain passes and the hot winds that flow through them. This aspect is associated with the warm and fast-rising anabatic wind.

Aspect Benefits

You gain an edge on tests made to hide and sneak. Additionally, whenever you fall, you can use a free triggered action to use your Aspect of the Wild ability.

Animal Form: Crow

While you are in your crow form, your size is 1T and you can fly. You can use the Hide maneuver as a free maneuver, and you can use your allies as cover when you hide. You can't use any abilities while in this form except for Aspect of the Wild.

Hybrid Form: Crow

While you are in your hybrid form, your size is your choice of 1S or 1M. At 4th level, you can fly.

Primordial Storm: Anabatic Wind

Your primordial damage type is fire.

Kit Bonuses
  • Stamina Bonus: +3 per echelon
  • Speed Bonus: +3
  • Melee Damage Bonus: +2/+2/+2
  • Disengage Bonus: +1
Signature Ability
Wing Buffet

Foes who try to close in around you do so at their peril.

Area, Melee, Weapon Main action
πŸ“ 1 burst 🎯 Each enemy in the area

Power Roll + Agility:

  • ≀11: 3 damage
  • 12-16: 6 damage
  • 17+: 8 damage

Effect: You can shift up to 2 squares before or after making the power roll.

Growing Ferocity

As your ferocity grows, you gain benefits as noted on the Corven Growing Ferocity table. Benefits are cumulative except where an improved benefit replaces a lesser benefit.

Corven Growing Ferocity Table
Ferocity Benefit
2 Whenever you use the Disengage move action, the distance you can shift gains a bonus equal to your Agility score.
4 The first time you shift on a turn, you gain 1 surge.
6 You gain an edge on Agility tests, the Escape Grab maneuver, and the Knockback maneuver.
8 (4th level) The first time you shift on a turn, you gain 2 surges instead of 1.
10 (7th level) You have a double edge on Agility tests, the Escape Grab maneuver, and the Knockback maneuver.
12 (10th level) Whenever you use a heroic ability, you gain 10 temporary Stamina. Additionally, the potency of any effects targeting you is reduced by 2 for you.

Raden

With this stormwight kit, you channel your primordial ferocity into the form of a rat, becoming mobile and elusive. Raden are associated with the wild nature of the rat, before cities became their habitat. This aspect is associated with the rat floodβ€”a surge of corrupted water that draws forth hordes of rats.

Aspect Benefits

You gain an edge on tests made to hide and sneak. Additionally, you ignore difficult terrain.

Animal Form: Rat

While you are in your rat form, your size is 1T and you can automatically climb at full speed while moving. You can use the Hide maneuver as a free maneuver, you can use your allies as cover when you hide, and you can stay hidden while you move through squares occupied by any creature. Additionally, you gain an edge on tests made to climb other creatures. You can't use any abilities while in this form except for Aspect of the Wild.

Hybrid Form: Rat

While you are in your hybrid form, your size is your choice of 1S or 1M. At 4th level, you can automatically climb at full speed while moving.

Primordial Storm: Rat Flood

Your primordial damage type is corruption.

Kit Bonuses
  • Stamina Bonus: +3 per echelon
  • Speed Bonus: +3
  • Melee Damage Bonus: +2/+2/+2
  • Disengage Bonus: +1
Signature Ability
Driving Pounce

Your enemies try in vain to fall back from your pouncing attack.

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature or object

Power Roll + Agility:

  • ≀11: 4 + A damage
  • 12-16: 7 + A damage; push 1
  • 17+: 9 + A damage; push 2

Effect: You can shift up to the same number of squares that you pushed the target.

Growing Ferocity

As your ferocity grows, you gain benefits as noted on the Raden Growing Ferocity table. Benefits are cumulative except where an improved benefit replaces a lesser benefit.

Raden Growing Ferocity Table
Ferocity Benefit
2 Whenever you use the Disengage move action, the distance you can shift gains a bonus equal to your Agility score.
4 The first time you shift on a turn, you gain 1 surge.
6 You gain an edge on Agility tests, the Escape Grab maneuver, and the Knockback maneuver.
8 (4th level) The first time you shift on a turn, you gain 2 surges instead of 1.
10 (7th level) You have a double edge on Agility tests, the Escape Grab maneuver, and the Knockback maneuver
12 (10th level) Whenever you use a heroic ability, you gain 10 temporary Stamina. Additionally, the potency of any effects targeting you is reduced by 2 for you.

Vuken

With this stormwight kit, you channel your primordial ferocity into the form of a wolf, becoming a fleet-footed hunter. Vuken are tied to forests and open steppes, and this aspect is associated with the thunderstorm.

Aspect Benefits

Whenever you use the Knockback maneuver, you can then use the Aid Attack maneuver as a free triggered action.

Animal Form: Wolf

While you are in your wolf form, your size is 1L, you have a +2 bonus to speed, and you ignore difficult terrain.

Hybrid Form: Wolf

While you are in your hybrid form, your size is 1L, you have a +2 bonus to speed, and you ignore difficult terrain. At 4th level, the first time you take hybrid form in an encounter, you gain 10 temporary Stamina.

Primordial Storm: Lightning Storm

Your primordial damage type is lightning.

Kit Bonuses
  • Stamina Bonus: +9 per echelon
  • Speed Bonus: +2
  • Melee Damage Bonus: +2/+2/+2
  • Disengage Bonus: +1
Signature Ability
Unbalancing Attack

A wild assault forces your foe onto their back.

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature or object

Power Roll + Might:

  • ≀11: 4 + M damage; A < WEAK, prone
  • 12-16: 7 + M damage; A < AVERAGE, prone
  • 17+: 9 + M damage; A < STRONG, prone
Growing Ferocity

As your ferocity grows, you gain benefits as noted on the Vuken Growing Ferocity table. Benefits are cumulative except where an improved benefit replaces a lesser benefit.

Vulken Growing Ferocity Table
Ferocity Benefit
2 Whenever you use the Knockback maneuver, you can target one additional creature.
4 The first time on a turn that you push a creature or knock a creature prone, you gain 1 surge.
6 You gain an edge on Agility tests and the Knockback maneuver.
8 (4th level) The first time on a turn that you push a creature or knock a creature prone, you gain 2 surges.
10 (7th level) You have a double edge on Agility tests and the Knockback maneuver.
12 (10th level) Whenever you use a heroic ability, you gain 10 temporary Stamina. Additionally, whenever you make a power roll that imposes forced movement on a target, the forced movement distance gains a bonus equal to your Agility score.

Null

The mind is not separate from the body. Perfection of one requires perfection of the other. You strive for perfect discipline, perfect order, mastery over mind and body, becoming an unarmed psionic warrior who dampens and absorbs magic and psionics. You require no weapons, no tools. You suffice.

As a null, you resist the supernatural forces of the universe with composure and confidence. As you strive for perfect order, you are an enemy of the ultimate expression of chaos: the supernatural. Those who break the laws of nature using sorcery or psionics should fear you.

"Any weapon can be turned against the hand that wields it."

Ardashir

Basics

Starting Characteristics: You start with an Agility of 2 and an Intuition of 2, and you can choose one of the following arrays for your other characteristic scores:

  • 2, βˆ’1, βˆ’1
  • 1, 1, βˆ’1
  • 1, 0, 0

Weak Potency: Intuition βˆ’ 2

Average Potency: Intuition βˆ’ 1

Strong Potency: Intuition

Starting Stamina at 1st Level: 21

Stamina Gained at 2nd and Higher Levels: 9

Recoveries: 8

Skills: You gain the Psionics skill (see Skills in Chapter 9: Tests). Then choose any two skills from the interpersonal or lore skill groups. (Quick Build: Psionics, Read Person, Timescape.)

1st-Level Features

As a 1st-level null, you gain the following features.

Null Tradition

Through extensive physical and psionic training, you have learned to unlock the full potential of your body. As you shape the growth of your power, you choose a null tradition from the following options, each of which grants you a skill. (Quick Build: Chronokinetic and the Monsters skill.)

  • Chronokinetic: Your training unmoors you from temporal reality, allowing you to use the flow of time as another dimension that all things move through. You gain one skill from the lore group.
  • Cryokinetic: You can tap into absolute cold, the most essential energy of myriad manifolds, and manifest its effects in your body. You gain one skill from the crafting group.
  • Metakinetic: You learn to see through the illusions of the universe to more fully understand your body and its psionic potential. You gain one skill from the exploration group.

Your null tradition is your subclass, and your choice of tradition determines many of the features you'll gain as you gain new levels.

Discipline

As your mastery of your body and tradition grows, it imbues you with a Heroic Resource called discipline.

Discipline in Combat

At the start of a combat encounter or some other stressful situation tracked in combat rounds (as determined by the Director), you gain discipline equal to your Victories. At the start of each of your turns during combat, you gain 2 discipline.

Additionally, the first time each combat round that an enemy in the area of your Null Field ability (see below) uses a main action, you gain 1 discipline. The first time each combat round that the Director uses an ability that costs Malice (see Draw Steel: Monsters), you gain 1 discipline.

You lose any remaining discipline at the end of the encounter.

Null Advancement Table
Level Features Abilities Tradition Abilities
1st Null Tradition, Discipline, Null Field, Inertial Shield, Discipline Mastery, Null Speed, Psionic Augmentation, Psionic Martial Arts, Null Abilities Two signature, 3, 5 β€”
2nd Perk, Tradition Feature, Tradition Ability Two signature, 3, 5 5
3rd Psionic Leap, Reorder, 7-Discipline Ability Two signature, 3, 5, 7 5
4th Characteristic Increase, Discipline Mastery Improvement, Enhanced Null Field, Perk, Regenerative Field, Skill Two signature, 3, 5, 7 5
5th Tradition Feature, 9-Discipline Ability Two signature, 3, 5, 7, 9 5
6th Elemental Absorption, Elemental Buffer, Perk, Tradition Ability Two signature, 3, 5, 7, 9 5, 9
7th Characteristic Increase, Discipline Mastery Improvement, Psi Boost, Improved Body, Skill Two signature, 3, 5, 7, 9 5, 9
8th Perk, Tradition Feature, 11-Discipline Ability Two signature, 3, 5, 7, 9, 11 5, 9
9th I Am the Weapon, Tradition Ability Two signature, 3, 5, 7, 9, 11 5, 9, 11
10th Characteristic Increase, Discipline Mastery Improvement, Manifold Body, Manifold Resonance, Order, Perk, Skill Two signature, 3, 5, 7, 9, 11 5, 9, 11
Discipline Outside of Combat

Though you can't gain discipline outside of combat, you can use your heroic abilities and effects that cost discipline without spending it. Whenever you use an ability or effect outside of combat that costs discipline, you can't use that same ability or effect outside of combat again until you earn 1 or more Victories or finish a respite.

When you use an ability outside of combat that lets you spend unlimited discipline on its effect, you can use it as if you had spent an amount of discipline equal to your Victories. (Such abilities aren't part of the core rules for the null, but they might appear in future products.)

Null Field

You project a psionic field of order around your body, dampening the effects of supernatural abilities harmful to you and your allies.

Null Field

You project an aura that dampens the power of your foes.

Area, Psionic Maneuver
πŸ“ 1 aura 🎯 Each enemy in the area

Effect: Each target reduces their potencies by 1.

Once as a free maneuver on each of your turns, you can spend 1 discipline and give your Null Field one of the following additional effects until the start of your next turn:

  • Gravitic Disruption: The first time on a turn that a target takes damage, you can slide them up to 2 squares.
  • Inertial Anchor: Any target who starts their turn in the area can't shift.
  • Synaptic Break: Whenever you or any ally uses an ability against a target that has a potency effect, the potency is increased by 1.

This ability remains active even after an encounter ends. It ends only if you are dying or if you willingly end it (no action required).

Inertial Shield

Your instincts for danger let you predict attacks before they happen.

Inertial Shield

You intuit the course of an incoming attack, reducing its effects.

Psionic Triggered
πŸ“ Self 🎯 Self

Trigger: You take damage.

Effect: You take half the damage.

Spend 1 Discipline: The potency of one effect associated with the damage is reduced by 1 for you.

Discipline Mastery

As you advance in your chosen null tradition, you gain certain benefits in combat, including benefits based on the amount of discipline you have. Benefits based on how much discipline you have last until the end of your turn, even if a benefit would become unavailable to you because of the amount of discipline you spend during your turn.

Some Discipline Mastery benefits can be applied only if you are a specific level or higher, with the level of those benefits noted in the tables below.

Chronokinetic Mastery

Whenever you use the Inertial Shield ability, you can use the Disengage move action as a free triggered action.

Additionally, as your discipline grows, your psionic mastery of your body intensifies, granting benefits from the Chronokinetic Mastery table. Benefits are cumulative except where an improved benefit replaces a lesser benefit.

Chronokinetic Mastery Table
Discipline Benefit
2 Whenever you use the Knockback maneuver, you can use the Disengage move action as a free triggered action either before or after the maneuver.
4 The first time on a turn that you willingly move 1 or more squares as part of an ability, you gain 1 surge.
6 You gain an edge on the Grab and Knockback maneuvers.
8 (4th level) The first time on a turn that you willingly move 1 or more squares as part of an ability, you gain 2 surges.
10 (7th level) You have a double edge on the Grab and Knockback maneuvers.
12 (10th level) Whenever you force move a target, the forced movement distance gains a bonus equal to your Intuition score. Additionally, whenever you use a heroic ability, you gain 10 temporary Stamina.
Cryokinetic Mastery

Whenever you use your Inertial Shield ability, you can then use the Grab maneuver as a free triggered action.

Additionally, as your discipline grows, you strengthen the psionic power suffusing you, granting benefits from the Cryokinetic Mastery table. Benefits are cumulative except where an improved benefit replaces a lesser benefit.

Cryokinetic Mastery Table
Discipline Benefit
2 Whenever you use the Knockback maneuver, you can target one additional creature. Additionally, whenever you deal untyped damage with a psionic ability, you can change it to cold damage instead.
4 The first time on a turn that you grab a creature or an enemy moves 1 or more squares in the area of your Null Field ability, you gain 1 surge.
6 You gain an edge on the Grab and Knockback maneuvers.
8 (4th level) The first time on a turn that you grab a creature or an enemy moves 1 or more squares in the area of your Null Field ability, you gain 2 surges.
10 (7th level) You have a double edge on the Grab and Knockback maneuvers.
12 (10th level) Whenever you force move a target, the forced movement distance gains a bonus equal to your Intuition score. Additionally, whenever you use a heroic ability, you gain 10 temporary Stamina.
Metakinetic Mastery

Whenever you use your Inertial Shield ability, you can then use the Knockback maneuver as a free triggered action.

Additionally, as your discipline grows, your psionic potential is amplified, granting benefits from the Metakinetic Mastery table. Benefits are cumulative except where an improved benefit replaces a lesser benefit.

Metakinetic Mastery Table
Discipline Benefit
2 Whenever you use the Knockback maneuver, the forced movement distance gains a bonus equal to your Intuition score.
4 The first time in a combat round that you take damage or are force moved, you gain 1 surge, even if you resist the effect.
6 You gain an edge on the Grab and Knockback maneuvers.
8 (4th level) The first time in a combat round that you take damage or are force moved, you gain 2 surges, even if you resist the effect.
10 (7th level) You have a double edge on the Grab and Knockback maneuvers.
12 (10th level) Whenever you force move a target, the forced movement distance gains a bonus equal to your Intuition score. Additionally, whenever you use a heroic ability, you gain 10 temporary Stamina.

Null Speed

The flow of psionic power through you allows you to achieve high velocity. You gain a bonus to speed and to the number of squares you can shift when you take the Disengage move action equal to your Agility score.

Psionic Augmentation

Your training has turned your body into the perfect psionic weapon, shaping pathways in your mind that enhance your physical form. Choose one of the following augmentations. You can change your augmentation by undergoing a psionic meditation as a respite activity. (Quick Build: Speed Augmentation.)

Density Augmentation

You gain a +6 bonus to Stamina, and this bonus increases by 6 at 4th, 7th, and 10th levels. Additionally, you gain a +1 bonus to stability.

Force Augmentation

Your damage-dealing psionic abilities gain a +1 bonus to rolled damage.

Speed Augmentation

You gain a +1 bonus to speed and to the distance you can shift when you take the Disengage move action.

Psionic Martial Arts

Whenever you use the Knockback or Grab maneuver, you use Intuition instead of Might for the power roll and for determining if you can target creatures larger than you. Additionally, whenever you use the Knockback maneuver, you can choose to slide the target instead of pushing them.

Null Abilities

You rely on a unique blend of martial techniques and psionic prowess to take down your foes and defend your allies.

Signature Abilities

Choose two signature abilities from the following options. Signature abilities can be used at will. (Quick Build: Faster Than the Eye, Inertial Step.)

Dance of Blows

You strike everywhere at once, tricking an enemy into moving out of position.

Area, Psionic, Weapon Main action
πŸ“ 1 burst 🎯 Each enemy in the area

Power Roll + Agility:

  • ≀11: 3 damage
  • 12-16: 4 damage
  • 17+: 5 damage

Effect: You can slide one adjacent enemy up to a number of squares equal to your Intuition score.

Faster Than the Eye

You strike so quickly that your hands become a blur.

Melee, Psionic, Strike, Weapon Main action
πŸ“ Melee 1 🎯 Two creatures or objects

Power Roll + Agility:

  • ≀11: 4 damage
  • 12-16: 5 damage
  • 17+: 7 damage

Effect: You can deal damage equal to your Agility score to one creature or object adjacent to you.

Inertial Step

You flit about the battlefield and take an opportunistic strike.

Melee, Psionic, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature or object

Power Roll + Agility:

  • ≀11: 5 + A damage
  • 12-16: 7 + A damage
  • 17+: 10 + A damage

Effect: You can shift up to half your speed before or after you make this strike.

Joint Lock

You contort your enemy's body into a stance they struggle to escape from.

Melee, Psionic, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature or object

Power Roll + Agility:

  • ≀11: 4 + A damage; A < WEAK, grabbed
  • 12-16: 7 + A damage; A < AVERAGE, grabbed
  • 17+: 9 + A damage; A < STRONG, grabbed
Kinetic Strike

Your opponent staggers. They cannot ignore you.

Melee, Psionic, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature or object

Power Roll + Agility:

  • ≀11: 4 + A damage; taunted (EoT)
  • 12-16: 5 + A damage; taunted (EoT), slide 1
  • 17+: 6 + A damage; taunted (EoT), slide 2
Magnetic Strike

The force of your blow extends past the limits of your body, pulling your enemy closer.

Melee, Psionic, Strike, Weapon Main action
πŸ“ Melee 2 🎯 One creature

Power Roll + Agility:

  • ≀11: 5 + A psychic damage; vertical pull 1
  • 12-16: 8 + A psychic damage; vertical pull 2
  • 17+: 11 + A psychic damage; vertical pull 3
Phase Inversion Strike

You step momentarily out of phase as you pull an enemy through you.

Melee, Psionic, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature or object

Power Roll + Agility:

  • **≀11:**4 + A damage; push 2
  • 12-16: 6 + A damage; push 4
  • 17+: 8 + A damage; push 6

Effect: Before the push is resolved, you teleport the target to a square adjacent to you and opposite the one they started in. If the target can't be teleported this way, you can't push them.

Pressure Points

You strike at key nerve clusters to leave your foe staggered.

Melee, Psionic, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature or object

Power Roll + Agility:

  • ≀11: 4 + A damage; A < WEAK, weakened (save ends)
  • 12-16: 7 + A damage; A < AVERAGE, weakened (save ends)
  • 17+: 9 + A damage; A < STRONG, weakened (save ends)
Heroic Abilities

You have mastered a range of heroic abilities, all of them channeled through your discipline.

3-Discipline Ability

Choose one heroic ability from the following options, each of which costs 3 discipline to use. (Quick Build: Chronal Spike.)

Chronal Spike (3 Discipline)

You foresee the best moment to strike, then exploit it.

Melee, Psionic, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature or object

Power Roll + Agility:

  • ≀11: 7 + A damage
  • 12-16: 10 + A damage
  • 17+: 13 + A damage

Effect: You can shift up to half your speed before or after you make this strike. Additionally, whenever an effect lets you make a free strike or use a signature ability, you can use this ability instead, paying its discipline cost as usual.

Psychic Pulse (3 Discipline)

A burst of psionic energy interferes with your enemy's synapses.

Area, Psionic Maneuver
πŸ“ 2 burst 🎯 Each enemy in the area

Effect: Each target takes psychic damage equal to twice your Intuition score. Until the start of your next turn, the size of your Null Field ability increases by 1. At the end of your current turn, each enemy in the area of your Null Field ability takes psychic damage equal to your Intuition score.

Relentless Nemesis (3 Discipline)

You strike, and for the next few moments, your enemy can't escape you.

Melee, Psionic, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature or object

Power Roll + Agility:

  • ≀11: 6 + A damage
  • 12-16: 8 + A damage
  • 17+: 12 + A damage

Effect: Until the start of your next turn, whenever the target moves or is force moved, you can use a free triggered action to shift up to your speed. You must end this shift adjacent to the target.

Stunning Blow (3 Discipline)

You focus your psionic technique into a concussive punch.

Melee, Psionic, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature or object

Power Roll + Agility:

  • ≀11: 4 + A damage; I < WEAK, dazed and slowed (save ends)
  • 12-16: 5 + A damage; I < AVERAGE, dazed and slowed (save ends)
  • 17+: 7 + A damage; I < STRONG, dazed and slowed (save ends)
5-Discipline Ability

Choose one heroic ability from the following options, each of which costs 5 discipline to use. (Quick Build: A Squad Unto Myself.)

Arcane Disruptor (5 Discipline)

Your blow reorders a foe's body, causing pain if they attempt to channel sorcery.

Melee, Psionic, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature

Power Roll + Agility:

  • ≀11: 8 + A psychic damage; M < WEAK, weakened (save ends)
  • 12-16: 12 + A psychic damage; M < AVERAGE, weakened (save ends)
  • 17+: 16 + A psychic damage; M < STRONG, weakened (save ends)

Effect: While weakened this way, the target takes damage equal to your Intuition score whenever they use a supernatural ability that costs Malice.

Impart Force (5 Discipline)

A single touch from you, and your enemy flies backward.

Melee, Psionic, Strike, Weapon Maneuver
πŸ“ Melee 1 🎯 One creature or object

Power Roll + Intuition:

  • ≀11: Push 3
  • 12-16: Push 5
  • 17+: Push 7

Effect: An object you target must be your size or smaller. You gain an edge on this ability. Additionally, for each square you push the target, they take 1 psychic damage.

Phase Strike (5 Discipline)

For a moment, your foe slips out of phase with this manifold.

Melee, Psionic, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature

Power Roll + Agility:

  • ≀11: 3 + A psychic damage; I < WEAK, the target goes out of phase (save ends)
  • 12-16: 4 + A psychic damage; I < AVERAGE, the target goes out of phase (save ends)
  • 17+: 6 + A psychic damage; I < STRONG, the target goes out of phase (save ends)

Effect: A target who goes out of phase is slowed, has their stability reduced by 2, and can't obtain a tier 3 outcome on ability rolls.

A Squad Unto Myself (5 Discipline)

You move so quickly, it seems as though an army assaulted your foes.

Area, Psionic, Weapon Main action
πŸ“ 2 burst 🎯 Each enemy in the area

Power Roll + Agility:

  • ≀11: 6 damage
  • 12-16: 9 damage
  • 17+: 13 damage

Effect: You can take the Disengage move action as a free maneuver before or after you use this ability.

2nd-Level Features

As a 2nd-level null, you gain the following features.

Perk

You gain one exploration, interpersonal, or intrigue perk of your choice. See Chapter 7: Perks.

2nd-Level Tradition Feature

Your null tradition grants you a feature, as shown on the 2nd-Level Tradition Features table.

2nd-Level Tradition Features Table
Tradition Feature
Chronokinetic Rapid Processing
Cryokinetic Entropic Adaptability
Metakinetic Inertial Sink
Entropic Adaptability

You have cold immunity equal to twice your Intuition score. Additionally, you ignore difficult terrain related to cold and ice, and you can automatically climb at full speed while moving.

Inertial Sink

You add your Intuition score to your effective size for the purpose of interacting with creatures and objects, such as for determining whether you can lift an object, whether you are affected by forced movement, and so forth. This has no effect on whether you can be grabbed.

Additionally, when you fall, you reduce the effective height of the fall by 5 squares in addition to any other reductions. Whenever you take damage from being force moved, you reduce that damage by an amount equal to your level.

Rapid Processing

As a maneuver, you can read an entire book or process a similar amount of information. Additionally, during any respite, you can take an additional respite activity.

2nd-Level Tradition Ability

Your null tradition grants your choice of one of two abilities.

2nd-Level Chronokinetic Ability

Choose one of the following abilities.

Blur (5 Discipline)

You release stored time, allowing you to act twice.

Psionic Maneuver
πŸ“ Self 🎯 Self

Effect: You can use a signature or heroic ability. You gain an edge on that ability's power rolls.

Force Redirected (5 Discipline)

The force of your strike moves your target in a surprising direction.

Melee, Psionic, Strike, Weapon Main action
πŸ“ Melee 3 🎯 One creature

Power Roll + Agility:

  • ≀11: 8 + A damage; slide 1
  • 12-16: 12 + A damage; slide 3
  • 17+: 16 + A damage; slide 5
2nd-Level Cryokinetic Ability

Choose one of the following heroic abilities.

Entropic Field (5 Discipline)
Area, Psionic, Weapon Main action
πŸ“ 3 cube within 1 🎯 Each enemy in the area

Power Roll + Agility:

  • ≀11: 6 cold damage; A < WEAK, slowed (save ends)
  • 12-16: 9 cold damage; A < AVERAGE, slowed (save ends)
  • 17+: 13 cold damage; A < STRONG, slowed (save ends)
Heat Sink (5 Discipline)

You absorb ambient heat, coating the ground in frost and precipitating snow from the air.

Psionic Maneuver
πŸ“ Self 🎯 Self

Effect: Until the start of your next turn, the size of your Null Field ability increases by 1, and you and any ally benefit from concealment while in the area. At the end of this turn, each enemy in the area takes cold damage equal to your Intuition score.

2nd-Level Metakinetic Ability

Choose one of the following abilities.

Gravitic Strike (5 Discipline)

Your fist emanates gravitic force that pulls a distant enemy closer.

Melee, Psionic, Strike, Weapon Main action
πŸ“ Melee 3 🎯 One creature

Power Roll + Agility:

  • ≀11: 8 + A psychic damage; vertical pull 3
  • 12-16: 12 + A psychic damage; vertical pull 5
  • 17+: 16 + A psychic damage; vertical pull 7
Kinetic Shield (5 Discipline)

You manifest a force barrier that absorbs incoming kinetic energy.

Psionic Maneuver
πŸ“ Self 🎯 Self

Power Roll + Intuition:

  • ≀11: You gain 10 temporary Stamina.
  • 12-16: You gain 15 temporary Stamina.
  • 17+: You gain 20 temporary Stamina.

Effect: While you have temporary Stamina from this ability, you can't be made bleeding even while dying.

3rd-Level Features

As a 3rd-level null, you gain the following features.

Psionic Leap

You can long jump and high jump a distance equal to twice your Agility score without needing to make a test.

Reorder

At the start of each of your turns, you can use a free triggered action to end one effect on you that is ended by a saving throw or that ends at the end of your turn. Alternatively, you can grant this benefit to one creature in the area of your Null Field ability.

7-Discipline Ability

Choose one heroic ability from the following options, each of which costs 7 discipline to use.

Absorption Field (7 Discipline)

Your null field absorbs kinetic energy.

Psionic Maneuver
πŸ“ Self 🎯 Self

Effect: Until the end of the encounter, the size of your Null Field ability increases by 1. While the area of that ability is enlarged this way, each enemy in the area takes a bane on ability rolls.

Molecular Rearrangement Field (7 Discipline)

Your enemies' wounds open, your allies' wounds close.

Psionic Maneuver
πŸ“ Self 🎯 Self

Effect: Until the end of the encounter, the size of your Null Field ability increases by 1. While the area of that ability is enlarged this way, each enemy who has i

Stabilizing Field (7 Discipline)

You project order, making it harder for your enemies to interfere with you and your allies.

Psionic Maneuver
πŸ“ Self 🎯 Self

Effect: Until the end of the encounter, the size of your Null Field ability increases by 1. While the area of that ability is enlarged this way, you ignore difficult terrain and reduce the potency of enemy effects targeting you by 1 for you. You can also use a free triggered action at the start of each of your turns to end one effect on you that is ended by a saving throw or that ends at the end of your turn. Each ally in the area also gains these benefits.

Synapse Field (7 Discipline)

Attacks made by allies in your null field disrupt your enemies' thoughts, causing psychic pain.

Psionic Maneuver
πŸ“ Self 🎯 Self

Effect: Until the end of the encounter, the size of your Null Field ability increases by 1. While the area of that ability is enlarged this way, whenever an enemy in the area takes rolled damage, they take extra psychic damage equal to twice your Intuition score.

4th-Level Features

As a 4th-level null, you gain the following features.

Characteristic Increase

Your Agility and Intuition scores each increase to 3.

Discipline Mastery Improvement

Your Discipline Mastery feature provides additional benefits when you have 8 or more discipline.

Enhanced Null Field

While using your Null Field ability, you disrupt magic and psionic power suffusing the area around you. During combat, any temporary supernatural terrain effects of your level or lower are removed when your aura partially or fully overlaps with their location. Permanent supernatural terrain effects of your level or lower are temporarily negated while your aura overlaps with their location, but return when the aura no longer overlaps with them.

Perk

You gain one perk of your choice.

Regenerative Field

The first time each combat round that an enemy in the area of your Null Field ability uses a main action, you gain 2 discipline instead of 1.

Skill

You gain one skill of your choice. See Skills in Chapter 9: Tests.

As a 5th-level null, you gain the following features.

5th-Level Tradition Feature

Your null tradition grants you a feature, as shown on the 5th-Level Tradition Features table.

Tradition Feature
Chronokinetic Instant Action
Cryokinetic Chilling Readiness
Metakinetic Inertial Fulcrum

Chilling Readiness

You steel yourself for imminent danger by tapping into your body's cold energy. At the start of any combat, you gain a number of surges equal to your Victories.

Inertial Fulcrum

Whenever you use an ability to reduce damage dealt to you or to reduce the distance of forced movement imposed upon you, you can deal damage to one enemy in the area of your Null Field ability equal to your Intuition score.

Instant Action

If you're not surprised at the start of your first turn in combat, you gain an edge on ability rolls and gain 2 surges. If you are surprised, you can spend 3 discipline to no longer be surprised and gain the benefits of this feature.

9-Discipline Ability

Choose one heroic ability from the following options, each of which costs 9 discipline to use.

Anticipating Strike (9 Discipline)

You suddenly strike an enemy, then grab them in a psionically enhanced grip.

Melee, Psionic, Strike, Weapon Free trigger
πŸ“ Melee 1 🎯 One creature

Trigger: The target moves or uses a main action.

Power Roll + Agility:

  • ≀11: 7 + A damage; I < WEAK, restrained (save ends)
  • 12-16: 10 + A damage; I < AVERAGE, restrained (save ends)
  • 17+: 13 + A damage; I < STRONG, restrained (save ends)

Effect: This strike resolves before the triggering movement or main action.

Iron Grip (9 Discipline)

You grab the target with supernatural force.

Melee, Psionic, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature

Power Roll + Agility:

  • ≀11: 10 + A damage; A < WEAK, grabbed
  • 12-16: 14 + A damage; A < AVERAGE, grabbed
  • 17+: 18 + A damage; A < STRONG, grabbed

Effect: While grabbed this way, the target takes a bane on the Escape Grab maneuver. Each time they use that maneuver, they take damage equal to twice your Agility score.

Phase Leap (9 Discipline)

You leap beyond reality, leaving an afterimage of yourself.

Psionic Move
πŸ“ Self 🎯 Self

Effect: You jump up to your speed without provoking opportunity attacks. Until the end of your next turn, a static afterimage of you remains in the space you left, and any enemy adjacent to your afterimage takes a bane on ability rolls. You can use your abilities from your own space or from the space of your afterimage as if you were still there. Additionally, if your Null Field ability is active, your afterimage also projects the aura from that ability, which you control as if you were in the afterimage's space.

Synaptic Reset (9 Discipline)

You expand your nullifying power to mitigate harmful effects.

Area, Psionic Maneuver
πŸ“ 3 burst 🎯 Self and each ally in the area

Effect: Each target can end any conditions or effects on themself, and gains 5 temporary Stamina for each condition or effect removed.

6th-Level Features

As a 6th-level null, you gain the following features.

Elemental Absorption

Whenever you use your Inertial Shield triggered action, you gain immunity to acid, cold, corruption, fire, lightning, poison, and sonic damage equal to your Intuition score against the triggering damage.

Elemental Buffer

Whenever you reduce acid, cold, corruption, fire, lightning, poison, or sonic damage with damage immunity, you gain 2 surges that can be used only to increase the damage of your next strike.

Perk

You gain one exploration, interpersonal, or intrigue perk of your choice.

6th-Level Tradition Ability

Your null tradition grants your choice of one of two heroic abilities.

6th-Level Chronokinetic Abilities

Choose one of the following abilities.

Interphase (9 Discipline)

You slip into a faster timestream to act more quickly.

Psionic Main action
πŸ“ Self 🎯 Self

Effect: You can use up to three signature abilities, each of which gains an edge.

Phase Step (9 Discipline)

You weaken your connection to this manifold, allowing you to move through and damage enemies.

Melee, Psionic, Weapon Main action
πŸ“ Self; see below 🎯 Self

Effect: You can shift up to your speed, and squares occupied by enemies or objects are not difficult terrain for this shift. You make one power roll that targets each enemy you moved through during this shift.

Power Roll + Agility:

  • ≀11: 6 damage; M < WEAK, dazed
  • 12-16: 8 damage; M < AVERAGE, dazed
  • 17+: 12 damage; M < STRONG, dazed
6th-Level Cryokinetic Abilities

Choose one of the following abilities.

Ice Pillars (9 Discipline)

Pillars of ice erupt from the ground and launch your foes into the air.

Psionic, Ranged Main action
πŸ“ Ranged 10 🎯 Three creatures or objects

Power Roll + Reason:

  • ≀11: Vertical slide 6
  • 12-16: Vertical slide 8
  • 17+: Vertical slide 10

Effect: The pillars vanish as soon as the effects of the forced movement are resolved.

Wall of Ice (9 Discipline)

You create a wall of ice.

Area, Psionic, Ranged Main action
πŸ“ 10 wall within 10 🎯 Special

Effect: You can place this wall in occupied squares, sliding each creature in the area into the nearest unoccupied space of your choice. The wall remains until the end of the encounter or until you are dying. The wall's squares are treated as stone squares for the purpose of damage, and you and allies can move freely through the wall. Each enemy who enters a square adjacent to the wall and has M < AVERAGE is slowed (save ends). Each enemy who is force moved into the wall and has M < AVERAGE is restrained (save ends).

6th-Level Metakinetic Abilities

Choose one of the following abilities.

Gravitic Charge (9 Discipline)

You channel your discipline into momentum that defies gravity.

Psionic Maneuver
πŸ“ Self 🎯 Self

Power Roll + Intuition:

  • ≀11: Vertical slide 5
  • 12-16: Vertical slide 7
  • 17+: Vertical slide 9

Effect: This movement ignores stability. If you slide into another creature, you resolve damage to both of you as if your force movement had ended, but you keep moving through that creature's space.

Iron Body (9 Discipline)

You focus until your body becomes as hard as iron.

Psionic Maneuver
πŸ“ Self 🎯 Self

Effect: You gain 20 temporary Stamina. Additionally, until the end of the encounter, your stability gains a bonus equal to your Intuition score.

7th-Level Features

As a 7th-level null, you gain the following features.

Characteristic Increase

Each of your characteristic scores increases by 1, to a maximum of 4.

Discipline Mastery Improvement

Your Discipline Mastery feature provides additional benefits when you have 10 or more discipline.

Psi Boost

Whenever you use an ability that is a main action or a maneuver with the Psionic keyword, you can spend additional discipline to apply a psi boost to it and enhance its effects. A psi boost's effects only last until the end of the turn which the ability is first used. You can apply multiple psi boosts to an ability, but only one instance of each specific boost. You can use the following psi boosts.

Dynamic Power (1 Discipline)

If the ability force moves a target, the forced movement distance gains a bonus equal to your Intuition score.

Expanded Power (3 Discipline)

If the ability targets an area, you increase the size of the area by 1. If the area is a line, you increase the size of one dimension, not both.

Extended Power (1 Discipline)

If the ability is ranged, the distance gains a bonus equal to your Intuition score. If the ability is melee, the distance gains a +2 bonus.

Heightened Power (1 Discipline)

If the ability deals rolled damage, it deals extra damage equal to your Intuition score.

Magnified Power (5 Discipline)

If the ability has a potency, you increase that potency by an amount equal to your Intuition score.

Shared Power (5 Discipline)

If the ability targets individual creatures or objects, you target one additional creature or object within distance.

Sharpened Power (1 Discipline)

If the ability has any power roll, that roll gains an edge.

Improved Body

When you gain discipline at the start of each of your turns during combat, you gain 3 discipline instead of 2.

Skill

You gain one skill of your choice.

8th-Level Features

As an 8th-level null, you gain the following features.

Perk

You gain one perk of your choice.

8th-Level Tradition Feature

Your null tradition grants you a feature, as shown on the 8th-Level Tradition Features table.

8th-Level Tradition Features Table
Tradition Feature
Chronokinetic Shared Momentum
Cryokinetic Synaptic Triage
Metakinetic Inertial Dampener
Inertial Dampener

You and each creature or object of your choice in the area of your Null Field ability gain a bonus to stability equal to your Intuition score. A creature who attempts to force move a target with this bonus takes psychic damage equal to your Intuition score.

Shared Momentum

When you take the Disengage move action, one ally in the area of your Null Field ability can also take the Disengage move action as a free triggered action, using your distance for that move action.

Synaptic Triage

As a free maneuver, you can spend 1d6 Stamina to remove one effect on you. Each creature of your choice in the area of your Null Field ability also gains this benefit.

11-Discipline Ability

Choose one heroic ability from the following options, each of which costs 11 discipline to use.

Arcane Purge (11 Discipline)

You focus your null field into a pressure point strike that prevents your foe from channeling sorcery.

Melee, Psionic, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature

Power Roll + Agility:

  • ≀11: 13 + A damage; M < WEAK, the target is suppressed (save ends)
  • 12-16: 19 + A damage; M < AVERAGE, the target is suppressed (save ends)
  • 17+: 24 + A damage; M < STRONG, the target is suppressed (save ends)

Effect: While suppressed, a target takes psychic damage equal to twice your Intuition score at the start of their turns, whenever they use a supernatural ability, or whenever they use an ability that costs Malice.

Phase Hurl (11 Discipline)

You throw your foe out of phase with this manifold, causing them to harm other enemies as they return.

Melee, Psionic, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature

Power Roll + Agility:

  • ≀11: 9 + A damage; push 5; I < WEAK, dazed (save ends)
  • 12-16: 13 + A damage; push 7; I < AVERAGE, dazed (save ends)
  • 17+: 18 + A damage; push 10; I < STRONG, dazed (save ends)

Effect: The target and each creature or object they collide with from this forced movement takes psychic damage equal to the total number of squares the target was force moved. While the target is dazed this way, they see glimpses of creatures from other parts of the timescape.

Scalar Assault (11 Discipline)

You warp reality to grow a limb for just a moment and make a single devastating attack.

Area, Psionic Main action
πŸ“ 3 cube within 1 🎯 Each enemy in the area

Power Roll + Agility:

  • ≀11: 12 psychic damage; push 3
  • 12-16: 17 psychic damage; push 5
  • 17+: 23 psychic damage; push 7
Synaptic Anchor (11 Discipline)

You disrupt an enemy's strike and create a feedback loop in their mind, preventing them from focusing on future attacks.

Psionic Free triggered
πŸ“ Self; see below 🎯 Self or one creature

Trigger: The target takes damage from another creature's ability while in the area of your Null Field ability.

Effect: The target takes half the damage, and if the triggering crea ture has I < AVERAGE, they are dazed (save ends). While the triggering creature is dazed this way, they take psychic damage equal to your Intuition score whenever they use a main action.

9th-Level Features

As a 9th-level null, you gain the following features.

I Am the Weapon

Your Stamina increases by 21 and you can't be made bleeding even while dying. You no longer age or have need of food. Additionally, you can use Intuition instead of another characteristic when resisting potencies.

9th-Level Tradition Ability

Your null tradition grants your choice of one of two heroic abilities.

9th-Level Chronokinetic Abilities

Choose one of the following abilities.

Arrestor Cycle (11 Discipline)

You trap your foe in a looping cycle of time, where they relive the last few seconds over and over again.

Psionic, Ranged Free triggered
πŸ“ Ranged 10 🎯 One creature

Trigger: The triggering creature starts their turn.

Power Roll + Intuition:

  • ≀11: I < WEAK, the target loses their turn
  • 12-16: I < AVERAGE, the target loses their turn
  • 17+: I < STRONG, the target loses their turn

Effect: If the target loses their turn, the round continues as if they had acted. A target who doesn't lose their turn takes psychic damage equal to twice your Intuition score for each main action they take until the end of their next turn.

Time Loop (11 Discipline)

You show shadows what true speed is.

Psionic Free triggered
πŸ“ Self 🎯 Self

Trigger: Another creature on the encounter map ends their turn.

Effect: You take a bonus turn immediately after the triggering creature. This ability can be used only once per combat round.

9th-Level Cryokinetic Abilities

Choose one of the following abilities.

Absolute Zero (11 Discipline)

You become the coldest thing in the timescape.

Psionic Maneuver
πŸ“ Self 🎯 Self

Power Roll + Intuition:

  • ≀11: You gain 20 temporary Stamina.
  • 12-16: You gain 30 temporary Stamina.
  • 17+: You gain 40 temporary Stamina.

Effect: Until the end of the encounter or until you are dead, you become an avatar of uttermost cold. You gain immunity to all damage equal to the cold damage immunity granted by your Entropic Adaptability trait, you ignore the negative effects of dying, and you have a +2 bonus to potencies.

Heat Drain (11 Discipline)

You drain all the heat from the target.

Melee, Psionic, Strike Maneuver
πŸ“ Melee 1 🎯 One creature

Power Roll + Intuition:

  • ≀11: 8 + I cold damage; M < WEAK, restrained (save ends)
  • 12-16: 11 + I cold damage; M < AVERAGE, restrained (save ends)
  • 17+: 15 + I cold damage; M < STRONG, restrained (save ends)

Effect: While restrained this way, the target takes cold damage equal to your Intuition score at the start of each of your turns. Additionally, whenever the target damages another creature while restrained this way, any potency associated with the damage is reduced by 2.

9th-Level Metakinetic Abilities

Choose one of the following abilities.

Inertial Absorption (11 Discipline)

You absorb an attack to empower your body.

Psionic Free triggered
πŸ“ Self 🎯 Self

Trigger: Another creature damages you using an ability.

Effect: You take half the damage, negate any effects associated with the damage for you, and gain 3 surges.

Realitas (11 Discipline)

Your essential hyperreality disrupts your enemy's connection to existence.

Melee, Psionic, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature

Power Roll + Agility:

  • ≀11: 7 + A psychic damage; I < WEAK, dazed
  • 12-16: 10 + A psychic damage; I < AVERAGE, dazed
  • 17+: 13 + A psychic damage; I < STRONG, dazed

Effect: While dazed this way, the target takes psychic damage equal to twice your Intuition score at the start of each of your turns. If this ability causes a creature who is not a leader or solo creature to become winded, they are instead reduced to 0 Stamina. Any creature reduced to 0 Stamina by this ability is forgotten by all creatures of your level or lower in the timescape who are not present in the encounter. Loved ones of the forgotten creature retain a faint sense of melancholy. This effect can be reversed only at the Director's discretion.

10th-Level Features

As a 10th-level null, you gain the following features.

Characteristic Increase

Your Agility and Intuition scores each increase to 5.

Discipline Mastery Improvement

Your Discipline Mastery feature provides additional benefits when you have 12 or more discipline.

Manifold Body

When you gain discipline at the start of each of your turns during combat, you gain 4 discipline instead of 3.

Manifold Resonance

Your body becomes perfected matter, beyond the whims and chaos of the timescape and the restrictions of the manifolds. Each time you finish a respite, you can shift yourself and any creatures in the area of your Null Field ability to any location in the timescape known to you, known to any other creature in the area, or where any supernatural treasure in the area has been before.

Whenever you use an ability, you gain 1 discipline that can be used only to apply a benefit from your Psi Boost feature to that ability. Additionally, you and allies in the area of your Null Field ability ignore banes and double banes on your power rolls.

Order

You have an epic resource called order. Each time you finish a respite, you gain order equal to the XP you gain. You can spend order on your abilities as if it were discipline.

At the start of a combat encounter, you can spend 1 order to increase the size of your Null Field by 1 until the end of the encounter.

Order remains until you spend it.

Perk

You gain one exploration, interpersonal, or intrigue perk of your choice.

Skill

You gain one skill of your choice.

Shadow

Subtlety is your art, the tip of the blade your brush. You studied at a secret college, specializing in alchemy, illusion, or shadow-magics. Your training and knowledge place you among the elite ranks of assassins, spies, and commandos. But more potent than any weapon or sorcery is your insight into your enemies' weaknesses.

As a shadow, you possess abilities that deal significant damage, enable you to move swiftly across the battlefield and evade hazards, and allow you to fade from notice even in the midst of the most intense combat encounters. You also possess more skills than any other hero.

"Whenever there is doubt, there is no doubt." Motto of the College of Black Ash

Basics

Starting Characteristics: You start with an Agility of 2, and you can choose one of the following arrays for your other characteristic scores:

  • 2, 2, βˆ’1, βˆ’1
  • 2, 1, 1, βˆ’1
  • 2, 1, 0, 0
  • 1, 1, 1, 0

Weak Potency: Agility βˆ’ 2

Average Potency: Agility βˆ’ 1

Strong Potency: Agility

Starting Stamina at 1st Level: 18

Stamina Gained at 2nd and Higher Levels: 6

Recoveries: 8

Skills: You gain the Hide and Sneak skills (see Skills in Chapter 9: Tests). Then choose any five skills from Criminal Underworld or the skills of the exploration, interpersonal, or intrigue skill groups. (Quick Build: Criminal Underworld, Hide, Lie, Pick Lock, Pick Pocket, Sabotage, Sneak.)

1st-Level Features

As a 1st-level shadow, you gain the following features.

Shadow College

Shadow colleges are secret institutions that turn ordinary folk into something else. Finding a college is the first step in a rigorous initiation process that tests the mettle of an applicant. Even those who make the cut often wash outβ€”or are kicked outβ€”as the master shadows who teach stealth, magic, and assassination to their students are often less than gentle in their approach.

You graduated from a shadow college chosen from the following options, each of which grants you a skill. (Quick Build: College of Black Ash.)

  • College of Black Ash: The College of Black Ash founded the art of being a shadow. Its graduates are unmatched in mobility, using sorcery to teleport around the battlefield, manipulate shadows, and summon darkness. You have the Magic skill.
  • College of Caustic Alchemy: The College of Caustic Alchemy teaches its students recipes for the acids, bombs, and poisons used in their grim work. Graduates of the college are exceptional assassins. You have the Alchemy skill.
  • College of the Harlequin Mask: Graduates of the College of the Harlequin Mask learn illusion magic, which they use to infiltrate enemy strongholds and create orchestrated chaos in combat. You have the Lie skill.

Your shadow college is your subclass, and your choice of college determines many of the features you'll gain as you gain new levels.

Shadow Advancement Table
Level Features Abilities College Abilities
1st Shadow College, Insight, College Features, College Triggered Action, Hesitation Is Weakness, Kit, Shadow Abilities Signature, 3, 5 β€”
2nd College Feature, Perk, College Ability Signature, 3, 5 5
3rd Careful Observation, 7-Insight Ability Signature, 3, 5, 7 5
4th Characteristic Increase, Keep It Down, Night Watch, Perk, Skill, Surge of Insight Signature, 3, 5, 7 5
5th College Feature, 9-Insight Ability Signature, 3, 5, 7, 9 5
6th Perk, Umbral Form, College Ability Signature, 3, 5, 7, 9 5, 9
7th Characteristic Increase, Keen Insight, Skill, Careful Observation Improvement, Ventriloquist Signature, 3, 5, 7, 9 5, 9
8th College Feature, Perk, 11-Insight Ability Signature, 3, 5, 7, 9, 11 5, 9
9th Gloom Squad, College Ability Signature, 3, 5, 7, 9, 11 5, 9, 11
10th Characteristic Increase, Death Pool, Perk, Skill, Careful Observation Improvement, Improved Umbral Form, Subterfuge Signature, 3, 5, 7, 9, 11 5, 9, 11

Insight

By observing your enemy, you learn how to use their weaknesses against them, building up a Heroic Resource called insight.

Insight in Combat

At the start of a combat encounter or some other stressful situation tracked in combat rounds (as determined by the Director), you gain insight equal to your Victories. At the start of each of your turns during combat, you gain 1d3 insight.

Additionally, the first time each combat round that you deal damage incorporating 1 or more surges, you gain 1 insight.

Whenever you use a heroic ability that makes use of a power roll, that ability costs 1 fewer insight if you have an edge or double edge on it. If the ability has multiple targets, the cost is reduced even if the ability gains an edge or has a double edge against only one target.

You lose any remaining insight at the end of the encounter.

Insight Outside of Combat

Although you can't gain insight outside of combat, you can use your heroic abilities and effects that cost insight without spending it. Whenever you use an ability or effect outside of combat that costs insight, you can't use that same ability or effect outside of combat again until you earn 1 or more Victories or finish a respite.

When you use an ability outside of combat that lets you spend unlimited insight on its effect, such as Black Ash Teleport, you can use it as if you had spent an amount of insight equal to your Victories.

1st-Level College Features

Your shadow college grants you one or two features, as shown on the 1st-Level College Features table.

1st-Level College Features Table
College Feature
Black Ash Black Ash Teleport
Caustic Alchemy Coat the Blade, Smoke Bomb
Harlequin Mask I'm No Threat
Black Ash Teleport

You have the following ability.

Black Ash Teleport

In a swirl of black ash, you step from one place to another.

Magic Maneuver
πŸ“ Self 🎯 Self

Effect: You teleport up to 5 squares. If you have concealment or cover at your destination, you can use the Hide maneuver even if you are observed. If you successfully hide using this maneuver, you gain 1 surge.

Spend 1+ Insight: You teleport 1 additional square for each insight spent.

Coat the Blade

You have the following ability.

Coat the Blade

A little poison goes a long way.

β€” Maneuver
πŸ“ Self **🎯 Self

Effect: You gain 2 surges. Additionally, whenever you use a surge before the end of the encounter, you can choose to have it deal poison damage.

Spend 1+ Insight: For each insight you spend, you gain 1 additional surge.

I'm No Threat

You have the following ability.

I'm No Threat

Taking on an illusory countenance gives you an advantage on subterfuge.

Magic Maneuver
πŸ“ Self **🎯 Self

Effect: You envelop yourself in an illusion that makes you appear nonthreatening and harmless to your enemies. You might take on the appearance of a harmless animal of your size, such as a sheep or capybara, or you might appear as a less heroic and unarmed version of yourself. While this illusion lasts, your strikes gain an edge, and when you take the Disengage move action, you gain a +1 bonus to the distance you can shift. The illusion ends when you harm another creature, when you physically interact with a creature, when you use this ability again, or when you end the illusion (no action required). If you end this illusion by harming another creature, you gain 1 surge.

Spend 1 Insight: Choose a creature whose size is no more than 1 greater than yours and who is within 10 squares. This ability's illusion makes you appear as that creature. This illusion covers your entire body, including clothing and armor, and alters your voice to sound like that of the creature. You gain an edge on tests made to convince the creature's allies that you are the creature.

Smoke Bomb

You always carry a supply of smoke bombs to use for distractions and easy getaways. You can use the Hide maneuver even if you are observed and don't initially have cover or concealment. When you do so, you can shift a number of squares equal to your Agility score. If you end this movement with cover or concealment, you are automatically hidden.

College Triggered Action

Your shadow college grants you a triggered action, as shown on the College Triggered Actions table.

College Triggered Actions Table
College Triggered Action
Black Ash In All This Confusion
Caustic Alchemy Defensive Roll
Harlequin Mask Clever Trick
Clever Trick (1 Insight)

You sow a moment of confusion in combat, to your enemy's peril.

Magic Triggered
πŸ“ Self **🎯 Self

Trigger: An enemy targets you with a strike.

Effect: Choose an enemy within distance of the triggering strike, including the enemy who targeted you. The strike targets that enemy instead.

Defensive Roll

When an enemy attacks, you roll with the impact to reduce the harm.

β€” Triggered
πŸ“ Self 🎯 Self

Trigger: Another creature damages you.

Effect: You take half the triggering damage, then can shift up to 2 squares after the triggering effect resolves. If you end this shift with concealment or cover, you can use the Hide maneuver even if you are observed.

Spend 1 Insight: The potency of any effects associated with the damage are reduced by 1 for you.

In All This Confusion

You vanish in a plume of black smoke to avoid danger.

Magic Triggered
πŸ“ Self **🎯 Self

Trigger: You take damage.

Effect: You take half the damage, then can teleport up to 4 squares after the triggering effect resolves.

Spend 1+ Insight: You teleport 1 additional square for each insight spent.

Hesitation Is Weakness

You have the following ability.

Hesitation Is Weakness (1 Insight)

Keep up the attack. Never give them a moment's grace.

β€” Free triggered
πŸ“ Self 🎯 Self

Trigger: Another hero ends their turn. That hero can't have used this ability to start their turn.

Effect: You take your turn after the triggering hero.

Kit

You can use and gain the benefits of a kit. See Chapter 6: Kits for more information. (Quick Build: Cloak and Dagger.)

Shadow Abilities

You specialize in dealing damage, then getting out of harm's way before the inevitable counterattack. You know a number of unique martial abilities that define your presence on the battlefield.

Signature Ability

Choose one signature ability from the following options. Signature abilities can be used at will. (Quick Build: Teamwork Has Its Place.)

Gasping in Pain

Your precise strikes let your allies take advantage of a target's agony.

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature

Power Roll + Agility:

  • ≀11: 3 + A damage
  • 12-16: 5 + A damage
  • 17+: 8 + A damage; I < STRONG, prone

Effect: One ally within 5 squares of the target gains 1 surge.

I Work Better Alone

"It's better, just you and me. Isn't it?"

Melee, Ranged, Strike, Weapon Main action
πŸ“ Melee 1 or ranged 5 🎯 One creature

Power Roll + Agility:

  • ≀11: 3 + A damage
  • 12-16: 6 + A damage
  • 17+: 9 + A damage

Effect: If the target has none of your allies adjacent to them, you gain 1 surge before making the power roll.

Teamwork Has Its Place

You attack an enemy as an ally exposes their weakness.

Melee, Ranged, Strike, Weapon Main action
πŸ“ Melee 1 or ranged 5 🎯 One creature or object

Power Roll + Agility:

  • ≀11: 3 + A damage
  • 12-16: 6 + A damage
  • 17+: 9 + A damage

Effect: If any ally is adjacent to the target, you gain 1 surge before making the power roll.

You Were Watching the Wrong One

They can't watch both of you at once.

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature

Power Roll + Agility:

  • ≀11: 3 + A damage
  • 12-16: 5 + A damage
  • 17+: 8 + A damage

Effect: As long as you have one or more allies within 5 squares of the target, you gain 1 surge. If you are flanking the target when you use this ability, choose one ally who is flanking with you. That ally also gains 1 surge.

Heroic Abilities

A range of heroic abilities define your combat prowess, all of which make use of your insight.

3-Insight Ability

Choose one heroic ability from the following options, each of which costs 3 insight to use. (Quick Build: Get In Get Out.)

Disorienting Strike (3 Insight)

Your attack leaves them reeling, allowing you to follow up.

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature

Power Roll + Agility:

  • ≀11: 4 + A damage; slide 2
  • 12-16: 6 + A damage; slide 3
  • 17+: 10 + A damage; slide 5

Effect: You can shift into any square the target leaves when you slide them.

Eviscerate (3 Insight)

You leave your foe bleeding out after a devastating attack

Melee, Ranged, Strike, Weapon Main action
πŸ“ Melee 1 or ranged 5 🎯 One creature

Power Roll + Agility:

  • ≀11: 4 + A damage; R < WEAK, bleeding (save ends)
  • 12-16: 6 + A damage; R < AVERAGE, bleeding (save ends)
  • 17+: 10 + A damage; R < STRONG, bleeding (save ends)
Get In Get Out (3 Insight)

Move unexpectedly, strike fast, and be gone!

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature

Power Roll + Agility:

  • ≀11: 5 + A damage
  • 12-16: 8 + A damage
  • 17+: 11 + A damage
Two Throats at Once (3 Insight)

A bargain.

Melee, Ranged, Strike, Weapon Main action
πŸ“ Melee 1 🎯 Two creatures or objects

Power Roll + Agility:

  • ≀11: 4 damage
  • 12-16: 6 damage
  • 17+: 10 damage
5-Insight Ability

Choose one heroic ability from the following options, each of which costs 5 insight to use. (Quick Build: Coup de Grace.)

Coup de Grace (5 Insight)

Your blade might be the last thing they see.

Melee, Ranged, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature

Power Roll + Agility:

  • ≀11: 2d6 + 7 + A damage
  • 12-16: 2d6 + 11 + A damage
  • 17+: 2d6 + 16 + A damage
One Hundred Throats (5 Insight)

As you move across the battlefield, every foe within reach feels your wrath.

Melee, Weapon Main action
πŸ“ Self; see below 🎯 Self

Effect: You shift up to your speed and make one power roll that targets up to three enemies who came adjacent to you during the move.

Power Roll + Agility:

  • ≀11: 3 damage
  • 12-16: 6 damage
  • 17+: 9 damage
Setup (5 Insight)

Your friends will thank you.

Ranged, Strike, Weapon Main action
πŸ“ Ranged 5 🎯 One creature

Power Roll + Agility:

  • ≀11: 6 + A damage; R < WEAK, the target has damage weakness 5 (save ends)
  • 12-16: 9 + A damage; R < AVERAGE, the target has damage weakness 5 (save ends)
  • 17+: 13 + A damage; R < STRONG, the target has damage weakness 5 (save ends)
Shadowstrike (5 Insight)

They have no idea what the college taught you.

Magic, Melee, Ranged Main action
πŸ“ Self; see below 5 🎯 Self

Effect: You use a strike signature ability twice.

2nd-Level Features

As a 2nd-level shadow, you gain the following features.

Perk

You gain one exploration, interpersonal, or intrigue perk of your choice. See Chapter 7: Perks.

2nd-Level College Feature

Your shadow college grants you a feature, as shown on the 2nd-Level College Features table.

2nd-Level College Features
College Feature
Black Ash Burning Ash
Caustic Alchemy Trained Assassin
Harlequin Mask Friend!
Burning Ash

The ash you leave behind burns your foes. The first time on a turn that you use a shadow ability to teleport away from or into a space adjacent to an enemy, that enemy takes fire damage equal to your Agility score.

Friend!

Your illusions make your enemies believe you are their friend in critical moments. Whenever an enemy uses an ability or trait that targets multiple allies and you are within distance of the effect, you can choose to be a target of the effect as well.

Additionally, when you use your I'm No Threat ability, you can take the Disengage move action as part of that ability.

Trained Assassin

You know just where to cut your enemies. Whenever you make a strike that has no bane or double bane, and that incorporates 1 or more surges, you gain 1 additional surge that you can use only on that strike.

2nd-Level College Ability

Your shadow college grants your choice of one of two heroic abilities.

2nd-Level Black Ash Ability

Choose one of the following abilities.

In a Puff of Smoke (5 Insight)

You enchant a strike with your teleportation magic.

Magic, Melee, Ranged, Strike, Weapon Main action
πŸ“ Melee 1 or ranged 5 🎯 One creature

Power Roll + Agility:

  • ≀11: 6 + A damage; you can teleport the target 1 square
  • 12-16: 10 + A damage; you can teleport the target up to 3 squares
  • 17+: 14 + A damage; you can teleport the target up to 5 squares
Too Slow (5 Insight)

Your foe made a big mistake.

- Free triggered
πŸ“ Self; see below 🎯 Self

Trigger: You use your In All This Confusion ability.

Effect: You ignore any effects associated with the damage that triggered your In All This Confusion ability. Before you teleport, you can make a free strike against a creature who damaged you to trigger In All This Confusion. After you teleport, you can spend a Recovery.

2nd-Level Caustic Alchemy Ability

Choose one of the following abilities.

Sticky Bomb (5 Insight)

Explosives are best when they're attached to an enemy.

Ranged Main action
πŸ“ Ranged 10 🎯 One creature

Effect: You attach a small bomb to a creature. If you are hidden from the creature, they don't notice the bomb and you remain hidden. The creature otherwise notices the bomb and can disarm and remove it as a main action. If they don't, at the end of your next turn, the bomb detonates. When the bomb detonates, you make a power roll targeting each enemy within 2 squares of it.

Power Roll + Agility:

  • ≀11: 4 + A fire damage
  • 12-16: 7 + A fire damage
  • 17+: 11 + A fire damage
Stink Bomb (5 Insight)

Putrid yellow gas explodes from a bomb you toss.

Area, Ranged Main action
πŸ“ 3 cube within 10 🎯 Each creature in the area

Power Roll + Agility:

  • ≀11: 2 poison damage
  • 12-16: 5 poison damage
  • 17+: 7 poison damage

Effect: The gas remains in the area until the end of the encounter. Any creature who starts their turn in the area and has M < AVERAGE is weakened (save ends).

2nd-Level Harlequin Mask Ability

Choose one of the following abilities.

Machinations of Sound (5 Insight)

Illusory sounds make your foes reposition themselves as they cower or investigate the disturbance.

Area, Magic, Ranged Maneuver
πŸ“ 3 cube within 10 🎯 Each creature in the area

Power Roll + Agility:

  • ≀11: Slide 4
  • 12-16: Slide 5
  • 17+: Slide 7

Effect: This forced movement ignores stability. Instead, the forced movement is reduced by a number equal to the target's Intuition score.

So Gullible (5 Insight)

When your enemy strikes, you reveal you were in a different place all along.

Magic Free triggered
πŸ“ Self 🎯 Self

Trigger: Another creature targets you with a strike.

Effect: You use your Clever Trick ability with no insight cost against the triggering creature and strike. You can teleport to an unoccupied space within 3 squares of that creature and can make a free strike against them. You can then spend a Recovery.

3rd-Level Features

As a 3rd-level shadow, you gain the following features.

Careful Observation

You have the following ability.

Careful Observation

A moment of focus leaves a foe firmly in your sights.

Ranged Maneuver
πŸ“ Ranged 20 🎯 One creature

Effect: As long as you remain within distance of the target, maintain line of effect to them, and strike no other creature first, you gain an edge on the next strike you make against the assessed creature, and gain 1 surge you can use only on that strike.

7-Insight Ability

Choose one heroic ability from the following options, each of which costs 7 insight to use.

Dancer (7 Insight)

You enter a flow state that makes you nearly impossible to pin down.

β€” Maneuver
πŸ“ Self 🎯 Self

Effect: Until the end of the encounter, whenever an enemy moves or is force moved adjacent to you or damages you, you can take the Disengage move action as a free triggered action.

Misdirecting Strike (7 Insight)

"Why are you looking at ME?!"

Melee, Ranged, Strike, Weapon Main action
πŸ“ Melee 1 or ranged 5 🎯 One creature

Power Roll + Agility:

  • ≀11: 9 + A damage
  • 12-16: 13 + A damage
  • 17+: 18 + A damage

Effect: The target is taunted by a willing ally within 5 squares of you until the end of the target's next turn.

Pinning Shot (7 Insight)

One missileβ€”placed well and placed hard.

Ranged, Strike, Weapon Main action
πŸ“ Ranged 5 🎯 One creature

Power Roll + Agility:

  • ≀11: 8 + A damage; A < WEAK, restrained (save ends)
  • 12-16: 12 + A damage; A < AVERAGE, restrained (save ends)
  • 17+: 16 + A damage; A < STRONG, restrained (save ends)
Staggering Blow (7 Insight)
Melee, Ranged, Strike, Weapon Main action
πŸ“ Melee 1 or ranged 5 🎯 One creature

Power Roll + Agility:

  • ≀11: 7 + A damage; M < WEAK, slowed (save ends)
  • 12-16: 11 + A damage; M < AVERAGE, prone and can't stand (save ends)
  • 17+: 16 + A damage; M < STRONG, prone and can't stand (save ends)

4th-Level Features

As a 4th-level shadow, you gain the following features.

Characteristic Increase

Your Agility score increases to 3. Additionally, you can increase one of your characteristic scores by 1, to a maximum of 3.

Keep It Down

While conversing with any creature you share a language with, you can decide whether anyone else can perceive what you're conveying, even while yelling.

Night Watch

Your sense for stealth shows those around you how to evade notice. While you are hidden, enemies take a bane on tests made to search for you or other hidden creatures within 10 squares of you.

Additionally, you have the following ability.

Night Watch

A steely dagger from out of the blue knocks another weapon off course.

Ranged, Weapon Triggered
πŸ“ Ranged 5 🎯 One ally

Trigger: The target takes damage from another creature's ability while you are hidden.

Effect: The target takes half the damage. You remain hidden.

Perk

You gain one perk of your choice.

Skill

You gain one skill of your choice. See Skills in Chapter 9: Tests.

Surge of Insight

The first time each combat round that you deal damage incorporating 1 or more surges, you gain 2 insight instead of 1.

As a 5th-level shadow, you gain the following features.

5th-Level Features

5th-Level College Feature

Your shadow college grants you a feature, as shown on the 5th-Level College Features table.

5th-Level College Features Table
College Feature
Black Ash Trail of Cinders
Caustic Alchemy Volatile Reagents
Harlequin Mask Harlequin Gambit
Harlequin Gambit

Whenever you reduce an adjacent non-minion creature to 0 Stamina, you can immediately use a free maneuver to use your I'm No Threat ability and then move up to your speed.

If the creature is the same size as you, you can disguise yourself as them using I'm No Threat without spending insight. If you do, while I'm No Threat is active, the creature's body is disguised to look like your body. The illusion ends on their body if another creature physically interacts with it. When the illusion would end for either you or the creature's body, it ends for both.

Trail of Cinders

Whenever you reduce a non-minion creature to 0 Stamina, you can immediately use a free maneuver to use your Black Ash Teleport ability.

Additionally, you can now bring an adjacent willing creature along with you whenever you use a shadow ability to teleport. The creature appears in an unoccupied space adjacent to the space into which you teleported. If no such space exists, they can't teleport with you.

Volatile Reagents

Whenever you take damage, each enemy adjacent to you takes fire, acid, or poison damage (your choice) equal to your Agility score.

Additionally, your Defensive Roll ability now allows you to shift up to 5 squares, including shifting vertically. If you don't end this shift on solid ground and are not flying, you fall.

9-Insight Ability

Choose one heroic ability from the following options, each of which costs 9 insight to use.

Blackout (9 Insight)

You cause a plume of shadow to erupt from your eyes and create a cloud of darkness.

Area, Magic Maneuver
πŸ“ 3 burst 🎯 Special

Effect: A black cloud fills the area until the end of your next turn, granting you and your allies concealment against enemies. While you are in the area, whenever an enemy ends their turn in the area, you can use a free triggered action to shift to a new location within the area and make a free strike against them.

Into the Shadows (9 Insight)

You sweep your foe off their feet and plunge them into absolute darkness.

Magic, Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature or object

Effect: You and the target are removed from the encounter map until the start of your next turn. You reappear in the spaces you left or the nearest unoccupied spaces. Make a power roll upon your return.

Power Roll + Agility:

  • ≀11: 8 + A corruption damage
  • 12-16: 13 + A corruption damage
  • 17+: 17 + A corruption damage
Shadowfall (9 Insight)

You vanish. They fall. You reappear.

Area, Melee, Weapon Main action
πŸ“ 10 Γ— 1 line within 1 🎯 Each enemy in the area

Power Roll + Agility:

  • ≀11: 10 damage
  • 12-16: 14 damage
  • 17+: 20 damage

Effect: You disappear before making the power roll. After the power roll is resolved, you appear in the first unoccupied space at the far end of the line.

You Talk Too Much (9 Insight)

Silence is a virtue. A knife pinning their mouth shut is the next best thing.

Melee, Ranged, Strike, Weapon Main action
πŸ“ Melee 1 or ranged 5 🎯 One creature

Power Roll + Agility:

  • ≀11: 10 + A damage; P < WEAK, dazed (save ends)
  • 12-16: 15 + A damage; P < AVERAGE, dazed (save ends)
  • 17+: 21 + A damage; P < STRONG, dazed (save ends)

Effect: The target can't communicate with anyone until the end of the encounter.

6th-Level Features

As a 6th-level shadow, you gain the following features.

Perk

You gain one perk of your choice.

Umbral Form

As a maneuver, you lose control of yourself, becoming a shadow creature dripping with ash. This transformation lasts until the end of the encounter, until you are dying, or after 1 uninterrupted hour of quiet focus outside of combat. You gain the following effects while in this form:

  • You can automatically climb at full speed while moving.
  • Enemies' spaces don't count as difficult terrain for you. An enemy takes corruption damage equal to your Agility score the first time you pass through their space on a turn.
  • If you end your turn with cover or concealment from another creature, you are automatically hidden from that creature.
  • You gain 1 surge at the start of each of your turns.
  • You have corruption immunity equal to 5 + your level.
  • Creatures gain an edge on strikes against you.
  • You take a bane on Presence tests made to interact with other creatures.

6th-Level College Ability

Your shadow college grants your choice of one of two heroic abilities.

6th-Level Black Ash Abilities

Choose one of the following abilities.

Black Ash Eruption (9 Insight)

Your attack produces a cloud of black ash that launches an enemy into the air.

Magic, Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature

Power Roll + Agility:

  • ≀11: 3 + A damage; vertical push 5
  • 12-16: 6 + A damage; vertical push 10
  • 17+: 9 + A damage; vertical push 15

Effect: A creature force moved by this ability must be moved straight upward.

Cinderstorm (9 Insight)

You teleport your friends in a burst of ash and fire.

Magic Maneuver
πŸ“ 4 burst 🎯 Self and each ally in the area

Effect: Each target can teleport up to 5 squares. For each target in addition to you who teleports away from or into a space adjacent to an enemy, that enemy takes fire damage equal to your Agility score. Additionally, a target who ends this movement in concealment or cover can use the Hide maneuver even if they are observed.

6th-Level Caustic Alchemy Abilities

Choose one of the following abilities.

One Vial Makes You Better (9 Insight)

A well-timed throw of a potion will keep your allies in the fight.

Ranged Maneuver
πŸ“ Ranged 10 🎯 Three creatures

Effect: You ready, hand, or lob a potion to each target, who can immediately quaff the potion (no action required). If they don't drink the potion right away, they must use the Use Consumable maneuver to consume it later. The potion loses its potency at the end of the encounter. A creature who drinks the potion can spend up to 2 Recoveries, and has acid immunity, fire immunity, or poison immunity (their choice) equal to your level until the end of the encounter.

One Vial Makes You Faster (9 Insight)

Each ally who catches a potion you throw can take the battle to the next level.

Ranged Main action
πŸ“ Ranged 10 🎯 Three creatures

Effect: You ready, hand, or lob a potion to each target, who can immediately quaff the potion (no action required). If they don't drink the potion right away, they must use the Use Consumable maneuver to consume it later. The potion loses its potency at the end of the encounter. A creature who drinks the potion receives benefits based on your power roll.

Power Roll + Agility:

  • ≀11: The creature's speed is increased by 2 until the end of the encounter.
  • 12-16: The creature can fly until the end of the encounter.
  • 17+: The creature turns invisible until the end of their next turn.
6th-Level Harlequin Mask Abilities

Choose one of the following abilities.

Look! (9 Insight)

You distract your foes, allowing your allies to take advantage of that distraction.

Area, Magic Maneuver
πŸ“ 5 burst 🎯 Each enemy in the area

Effect: Until the start of your next turn, any ability roll made against a target gains an edge.

Puppet Strings (9 Insight)

You prick little needles on the tips of your fingers into the nerves of your enemies and cause them to lose control.

Magic, Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 Two enemies

Power Roll + Agility:

  • ≀11: 2 damage; if the target has R < WEAK, before the damage is resolved, they make a free strike.
  • 12-16: 5 damage; if the target has R < AVERAGE, before the damage is resolved, they use a main action ability of your choice.
  • 17+: 7 damage; if the target has R < STRONG, before the damage is resolved, they can shift up to their speed and use a main action ability of your choice.

Effect: You choose the new targets for the original target's free strike or ability. Additionally, if you are hidden or disguised, using this ability doesn't cause you to be revealed.

7th-Level Features

As a 7th-level shadow, you gain the following features.

Characteristic Increase

Each of your characteristic scores increases by 1, to a maximum of 4.

Keen Insight

At the start of each of your turns during combat, you gain 1d3 + 1 insight instead of 1d3.

Skill

You gain one skill of your choice.

Careful Observation Improvement

You can target two creatures simultaneously with your Careful Observation ability, observing both simultaneously. Making a strike against one target doesn't end your observation of the other target.

Ventriloquist

Whenever you communicate, you can throw your voice so that it seems to originate from a creature or object within 10 squares. If you are hidden, talking this way doesn't cause you to be revealed.

8th-Level Features

As an 8th-level shadow, you gain the following features.

Perk

You gain one perk of your choice.

8th-Level College Feature

Your shadow college grants you a feature, as shown on the 8th-Level College Features table.

8th-Level College Features Table
College Feature
Black Ash Cinder Step
Caustic Alchemy Time Bomb
Harlequin Mask Parkour
Cinder Step

Whenever you willingly move, you can teleport. When you teleport this way, it counts as using a shadow ability for the purpose of using your Burning Ash and Trail of Cinders features.

Parkour

Your movement no longer provokes opportunity attacks. Additionally, you can use your Harlequin Gambit feature as a free triggered action when a creature is reduced to 0 Stamina by your Clever Trick ability.

Time Bomb

You have damage immunity against area abilities and effects equal to your Agility score. You also have the following ability, which you can use once per round on your turn.

Time Bomb

The longer it cooks, the bigger the boom.

Area, Ranged Free maneuver
πŸ“ 2 cube within 10 🎯 Each enemy in the area

Effect: Each target takes acid, fire, or poison damage (your choice) equal to your Agility score. For each combat round that has passed since this ability was last used in the current encounter, the area increases by 1 and you gain 1 surge that must be used with this ability. After using the ability or at the end of the encounter, its area and surges are reset.

Spend 2+ Insight: For every 2 insight spent, you increase the cube's size by 1 and gain 1 surge that can be used only with this ability.

11-Insight Ability

Choose one heroic ability from the following options, each of which costs 11 insight to use.

Assassinate (11 Insight)

A practiced attack will instantly kill an already weakened foe.

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature or object

Power Roll + Agility:

  • ≀11: 12 + A damage
  • 12-16: 18 + A damage
  • 17+: 24 + A damage

Effect: A target who is not a minion, leader, or solo creature and who is winded after taking this damage is reduced to 0 Stamina.

Shadowgrasp (11 Insight)

The shadows around you give way, allowing the shadow creature within you to grasp at your foes.

Area, Magic Main action
πŸ“ 2 burst 🎯 Each enemy in the area

Power Roll + Agility:

  • ≀11: 11 corruption damage; A < WEAK, restrained (save ends)
  • 12-16: 16 corruption damage; A < AVERAGE, restrained (save ends)
  • 17+: 21 corruption damage; A < STRONG, restrained (save ends)
Speed of Shadows (11 Insight)

You make multiple strikes against a foe before they even notice they're dead.

Magic Main action
πŸ“ Self 🎯 Self

Effect: You can use a strike signature ability four times, use a strike signature ability that gains an edge three times, or use a strike signature ability that has a double edge twice. You can shift up to 2 squares between each use.

They Always Line Up (11 Insight)

You fire a projectile so fast that it passes through a line of foes, hamstringing them.

Area, Ranged, Weapon Main action
πŸ“ 5 Γ— 1 line within 5 🎯 Each enemy in the area

Power Roll + Agility:

  • ≀11: 12 damage; M < WEAK, slowed (save ends)
  • 12-16: 18 damage; M < AVERAGE, slowed (save ends)
  • 17+: 24 damage; M < STRONG, slowed (save ends)

9th-Level Features

As a 9th-level shadow, you gain the following features.

Gloom Squad

At the start of each of your turns, you can forgo gaining insight to create 1d6 clones of yourself in unoccupied adjacent spaces. A clone acts on your turn and uses your statistics, except they have 1 Stamina. They are affected by any conditions and effects on you, and last until the start of your next turn. A clone doesn't have insight and can't use the Careful Observation ability, the Umbral Form feature, or any triggered actions. On their turn, a clone has a move action, a maneuver, and a main action that they can use only to make a free strike. While making a free strike, a clone must choose targets that you or another clone aren't also striking.

Outside of combat, you can have one clone active for every 2 Victories you have. If a clone is destroyed, you must wait 1 hour before creating another one.

9th-Level College Ability

Your shadow college grants your choice of one of two heroic abilities.

9th-Level Black Ash Abilities

Choose one of the following abilities.

Cacophony of Cinders (11 Insight)

You tumble through the battle, stabbing foes and teleporting allies.

Magic, Melee, Weapon Main Action
πŸ“ Self; see below 🎯 Self

Effect: You shift up to twice your speed, making one power roll that targets each creature you come adjacent to during the shift.

Power Roll + Agility:

  • ≀11: An enemy takes 6 damage; an ally can teleport up to 3 squares.
  • 12-16: An enemy takes 10 damage; an ally can teleport up to 5 squares.
  • 17+: An enemy takes 14 damage; an ally can teleport up to 7 squares.
Demon Door (11 Insight)

You create a temporary portal to allow a massive demonic hand to reach through.

Magic, Melee, Strike, Weapon Main action
πŸ“ Melee 3 🎯 One creature

Power Roll + Agility:

  • ≀11: 13 + A corruption damage; push 3
  • 12-16: 18 + A corruption damage; push 5
  • 17+: 25 + A corruption damage; push 7

Effect: On a critical hit, the target is grabbed by the demon and pulled through the portal before it closes, never to be seen again.

9th-Level Caustic Alchemy Abilities

Choose one of the following abilities.

Chain Reaction (11 Insight)

One explosion, an offense. Three explosions, an assault. Nine explosions, a celebration.

Ranged Main action
πŸ“ Ranged 10 🎯 One creature or object

Effect: Each enemy within 3 squares of the target who is not currently targeted by this ability also becomes targeted by this ability. This effect continues until there are no more available targets. The ability deals acid, fire, or poison damage (your choice).

Power Roll + Agility:

  • ≀11: 7 damage
  • 12-16: 10 damage
  • 17+: 15 damage
To the Stars (11 Insight)

You attach your most potent explosive to your foe. Under less pressing

Melee, Ranged, Strike Main action
πŸ“ Melee 1 or ranged 10 🎯 One creature or object

Power Roll + Agility:

  • ≀11: 4 + A fire damage; vertical push 8
  • 12-16: 7 + A fire damage; vertical push 10
  • 17+: 11 + A fire damage; vertical push 15

Effect: The ground beneath a 3-cube area around the target's starting position is difficult terrain.

9th-Level Harlequin Mask Abilities

Choose one of the following abilities.

I Am You (11 Insight)

Your mask reflects your foe's face. Surely they won't need it much longer.

Magic, Ranged Maneuver
πŸ“ Ranged 10 🎯 One creature

Effect: Until the end of the encounter, you gain the target's damage immunities and speed (if they are better than yours), and can use any types of movement they can use. You can also use the target's signature ability, using their bonus for the power roll.

It Was Me All Along (11 Insight)

After everything you've been through together, you twist the blade and make the pain extra personal.

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature or object

Power Roll + Agility:

  • ≀11: 15 + A damage
  • 12-16: 21 + A damage
  • 17+: 28 + A damage

Effect: If you are disguised as a creature the target knew using your I'm No Threat ability, this ability deals extra damage equal to three times your Agility score.

10th-Level Features

As a 10th-level shadow, you gain the following features.

Characteristic Increase

Your Agility score increases to 5. Additionally, you can increase one of your characteristic scores by 1, to a maximum of 5.

Death Pool

The first time each combat round that you deal damage incorporating 1 or more surges, you gain 3 insight instead of 2.

Perk

You gain one perk of your choice.

Skill

You gain one skill of your choice.

Careful Observation Improvement

You can target three creatures simultaneously with your Careful Observation ability.

Improved Umbral Form

You gain full control over the shadow creature you become with your Umbral Form feature, and you can end the transformation at will (no action required). Additionally, you are always wreathed in darkness that grants you concealment while in this form, and creatures no longer gain an edge on strikes against you.

While you are in your umbral form, you can spend 1 uninterrupted minute concentrating on a location where you've been before. At the end of that minute, you and each willing creature of your choice within 10 squares of you can teleport to unoccupied spaces of your choice within that location. Each creature who teleports this way is invisible for 1 hour or until they use an ability.

Subterfuge

You have an epic resource called subterfuge. Each time you finish a respite, you gain subterfuge equal to the XP you gain. You can spend subterfuge on your abilities as if it were insight.

Additionally, you can spend subterfuge to take additional maneuvers on your turn. You can use one maneuver for each subterfuge you spend.

Subterfuge remains until you spend it.

Tactician

Strategist. Defender. Leader. With weapon in hand, you lead allies into the maw of battle, barking out commands that inspire your fellow heroes to move faster and strike more precisely. All the while, you stand between your compatriots and death, taunting the followers of evil to best you if they can.

As a tactician, you have abilities that heal your allies and grant them increased damage, movement, and attacks, even as you leave your enemies struggling to respond.

"Your line is broken, Varrox! Your wizard is dead. Hahah! You should have negotiated!"

Sir John of Tor

Basics

Starting Characteristics: You start with a Might of 2 and a Reason of 2, and you can choose one of the following arrays for your other characteristic scores:

  • 2, βˆ’1, βˆ’1
  • 1, 1, βˆ’1
  • 1, 0, 0

Weak Potency: Reason βˆ’ 2

Average Potency: Reason βˆ’ 1

Strong Potency: Reason

Starting Stamina at 1st Level: 21

Stamina Gained at 2nd and Higher Levels: 9

Recoveries: 10

Skills: You gain the Lead skill (see Skills in Chapter 9: Tests). Then choose any two skills from Alertness, Architecture, Blacksmithing, Brag, Culture, Empathize, Fletching, Mechanics, Monsters, Search, Strategy, or the skills of the exploration skill group. (Quick Build: Lead, Monsters, Strategy.)

1st-Level Features

As a 1st-level tactician, you gain the following features.

Tactical Doctrine

Warfare is as old as civilizationβ€”and perhaps even older. As battle became ever more complex, military leaders invented tactical doctrine, outlining how combatants should be structured, used, and deployed. Doctrine can be learned at war colleges passing on ancient martial traditions, or directly through blood and sweat on the battlefield. Whatever path brought you to your mastery of historically proven tactics, you choose a tactical doctrine from the following options, each of which grants you a skill. (Quick Build: Vanguard and the Intimidate skill.)

  • Insurgent: Doing your duty, playing fair, and dying honorably in battle is your opponent's job. You'll do whatever it takes to keep your allies alive. You gain a skill from the intrigue skill group.
  • Mastermind: You have an encyclopedic knowledge of warfare, viewing the battlefield as a game board and seeking victory by thinking steps ahead of your opponents. You gain a skill from the lore skill group.
  • Vanguard: You have learned the stratagems of ancient heroes, letting you lead from the front lines and seek victory through sheer force of will and personality. You gain a skill from the interpersonal skill group.

Your tactical doctrine is your subclass, and your choice of doctrine determines many of the features you'll gain as you gain new levels.

Focus

The ring of steel panics others but brings order to your mind, granting you a Heroic Resource called focus.

Tactician Advancement Table
Level Features Abilities Doctrine Abilities
1st Tactical Doctrine, Focus, Doctrine Feature, Doctrine Triggered Action, Field Arsenal, Mark, Strike Now, Tactician Abilities 3, 5 β€”
2nd Perk, Doctrine Feature, Doctrine Ability 3, 5 5
3rd Out of Position, 7-Focus Ability 3, 5, 7 5
4th Characteristic Increase, Focus on Their Weakness, Improved Field Arsenal, Perk, Skill 3, 5, 7 5
5th Doctrine Feature, 9-Focus Ability 3, 5, 7, 9 5
6th Master of Arms, Perk, Doctrine Ability 3, 5, 7, 9 5, 9
7th Characteristic Increase, Heightened Focus, Seize the Initiative, Skill, Doctrine Feature 3, 5, 7, 9 5, 9
8th Perk, Doctrine Feature, 11-Focus Ability 3, 5, 7, 9, 11 5, 9
9th Grandmaster of Arms, Doctrine Ability 3, 5, 7, 9, 11 5, 9, 11
10th Characteristic Increase, Command, Perk, Skill, True Focus, Warmaster 3, 5, 7, 9, 11 5, 9, 11
Focus in Combat

At the start of a combat encounter or some other stressful situation tracked in combat rounds (as determined by the Director), you gain focus equal to your Victories. At the start of each of your turns during combat, you gain 2 focus.

Additionally, the first time each combat round that you or any ally damages a creature marked by you (see Mark below), you gain 1 focus. The first time in a combat round that any ally within 10 squares of you uses a heroic ability, you gain 1 focus.

You lose any remaining focus at the end of the encounter.

Focus Outside of Combat

Though you can't gain focus outside of combat, you can use your heroic abilities and effects that cost focus without spending it. Whenever you use an ability or effect outside of combat that costs focus, you can't use that same ability or effect outside of combat again until you earn 1 or more Victories or finish a respite.

When you use an ability outside of combat that lets you spend unlimited focus on its effect, you can use it as if you had spent an amount of focus equal to your Victories. (Such abilities aren't part of the core rules for the tactician, but they might appear in future products.)

Tactician Abilities Explained

Many of the tactician's abilities grant allies extra movement, damage, and actions. But what's happening in the fiction to allow this? The tactician is an incredible strategist and inspiring leader who is quick to give commands and inspiration that causes their allies to act. The tactician can quickly read the battlefield, analyze enemies, and then bark orders and encouragement that pushes their allies to greatness. Many of the names of the tactician's abilities are the actual commands they give their friends!

1st-Level Doctrine Feature

Your tactical doctrine grants you a feature, as shown on the 1st-Level Doctrine Features table.

1st-Level Doctrine Features Table
Doctrine Feature
Insurgent Covert Operations
Mastermind Studied Commander
Vanguard Commanding Presence
Commanding Presence

You command any room you walk into. While you are present during a negotiation, each hero with you treats their Renown as 2 higher than usual. Additionally, each hero with you during a combat encounter has a double edge on tests made to stop combat and start a negotiation.

Covert Operations

While in your presence or working according to your plans, each of your allies gains an edge on tests using any skill from the intrigue skill group. Additionally, you can use the Lead skill to assist another creature with any test made using a skill from the intrigue group.

At the Director's discretion, you and your allies can use skills from the intrigue skill group to attempt research or reconnaissance during a negotiation instead of outside of a negotiation.

Studied Commander

Your encyclopedic knowledge of the history of battle lets you apply that knowledge to current challenges. While you are present, each hero with you treats the Discover Lore project related to a war or battle as one category cheaper. This makes projects seeking common lore free, but such projects still require a respite activity to complete. (See Chapter 12: Downtime Projects for more information.)

Additionally, if you have 24 hours or more before a combat encounter or negotiation, and you have one or more clues or rumors regarding the encounter or negotiation, you can make a Reason test as a respite activity. The following test outcomes apply to a combat encounter:

  • ≀11: The Director tells you the number of creatures in the encounter.
  • 12-16: The Director tells you the number and level of the creatures in the encounter.
  • 17+: The Director tells you the tier 2 outcome information, and when the encounter begins, all enemies are surprised.

The following test outcomes apply to a negotiation:

  • ≀11: The Director gives you three motivations, one of which belongs to an NPC in the negotiation.
  • 12-16: The Director gives you one motivation for an NPC in the negotiation.
  • 17+: The Director tells you the tier 2 outcome information, and you and each of your allies gains an edge on tests made to influence NPCs during the negotiation.

You can make this test only once for any encounter or negotiation.

Doctrine Triggered Action

Your tactical doctrine grants you a triggered action, as shown on the Doctrine Triggered Actions table.

Doctrine Triggered Actions Table
Doctrine Triggered Action
Insurgent Advanced Tactics
Mastermind Overwatch
Vanguard Parry
Advanced Tactics

Your leadership aids an ally.

Ranged Triggered
πŸ“ Ranged 10 🎯 One ally

Trigger: The target deals damage to another creature.

Effect: The target gains 2 surges, which they can use on the triggering damage.

Spend 1 Focus: If the damage has any potency effect associated with it, the potency is increased by 1.

Overwatch

Under your direction, an ally waits for just the right moment to strike.

Ranged Triggered
πŸ“ Ranged 10 🎯 One creature

Trigger: The target moves.

Effect: At any time during the target's movement, one ally can make a free strike against them.

Spend 1 Focus: If the target has R < AVERAGE, they are slowed (EoT).

Parry

Your quick reflexes cost an enemy the precision they seek.

Melee, Weapon Triggered
πŸ“ Melee 2 🎯 Self or one ally

Trigger: A creature deals damage to the target.

Effect: You can shift 1 square. If the target is you, or if you end this shift adjacent to the target, the target takes half the damage. If the damage has any potency effect associated with it, the potency is decreased by 1.

Spend 1 Focus: This ability's distance becomes Melee 1 + your Reason score, and you can shift up to a number of squares equal to your Reason score instead of 1 square.

Field Arsenal

You have drilled with a broad array of arms and armor, and have developed techniques to optimize their use. You can use and gain the benefits of two kits, including both their signature abilities. Whenever you would choose or change one kit, you can choose or change your second kit as well. See Chapter 6: Kits for more information. (Quick Build: Shining Armor, Sniper.)

If both kits grant you the same benefit, you take one or the other and can't change your choice until you finish a respite. (This usually means taking the higher of two bonuses.)

For example, if you take the Shining Armor and Sniper kits, you gain the following benefits overall:

  • Stamina Bonus: +12 per echelon
  • Stability Bonus: +1
  • Melee Damage Bonus: +2/+2/+2
  • Ranged Damage Bonus: +0/+0/+4
  • Speed Bonus: +1
  • Ranged Distance Bonus: +10
  • Disengage Bonus: +1
  • You can use the Patient Shot and Protective Attack signature abilities.

Kit signature abilities have their kit's bonuses already applied, which might require you to adjust the bonuses of the signature abilities you gain from a kit. For example, you might take the Martial Artist kit, which gives a melee weapon damage bonus of +2/+2/+2, and the Mountain kit, which gives a melee weapon damage bonus of +0/+0/+4. If you choose to use the Mountain kit's damage bonus, then the Battle Grace signature ability from the Martial Artist kit loses the +2/+2/+2 bonus from that kit, reducing its usual 5/8/11 damage for its tier 1, tier 2, and tier 3 outcomes to 3/6/9. It then gains the +0/+0/+4 of the Mountain kit to deal 3/6/13 damage.

Mark

You know how to focus the attention of your allies as you push them toward victory. You have the following ability.

Mark

You draw your allies' attention to a specific foeβ€”with devastating effect.

Ranged Maneuver
πŸ“ Ranged 10 🎯 One creature

Effect: The target is marked by you until the end of the encounter, until you are dying, or until you use this ability again. You can willingly end your mark on a creature (no action required), and if another tactician marks a creature, your mark on that creature ends. When a creature marked by you is reduced to 0 Stamina, you can use a free triggered action to mark a new target within distance. You can initially mark only one creature using this ability, though other tactician abilities allow you to mark additional creatures at the same time. The mastermind tactical doctrine's Anticipation feature allows you to target additional creatures with this ability starting at 5th level. While a creature marked by you is within your line of effect, you and allies within your line of effect gain an edge on power rolls made against that creature. Additionally, whenever you or any ally uses an ability to deal rolled damage to a creature marked by you, you can spend 1 focus to gain one of the following benefits as a free triggered action:

  • The ability deals extra damage equal to twice your Reason score.
  • The creature dealing the damage can spend a Recovery.
  • The creature dealing the damage can shift up to a number of squares equal to your Reason score.
  • If you damage a creature marked by you with a melee ability, the creature is taunted by you until the end of their next turn. You can't gain more than one benefit from the same trigger.

Strike Now

You have the following ability.

"Strike Now!"

Your foe left an opening. You point this out to an ally!

Ranged Main action
πŸ“ Ranged 10 🎯 One ally

Effect: The target can use a signature ability as a free triggered action.

Spend 5 Focus: You target two allies instead of one.

Tactician Abilities

You are a formidable combatant in your own right, but your greatest strength is the abilities you wield that let you shape control of the battlefield.

Kit Signature Ability

Each kit from your Field Arsenal feature grants you a signature ability. Signature abilities can be used at will.

Heroic Abilities

Your heroic abilities cover a range of combat tactics, all of which require focus to use.

3-Focus Ability

Choose one heroic ability from the following options, each of which costs 3 focus to use. (Quick Build: Inspiring Strike.)

Battle Cry (3 Focus)

You shout a phrase that galvanizes your team.

Ranged Maneuver
πŸ“ Ranged 10 🎯 Three allies

Power Roll + Reason:

  • ≀11: Each target gains 1 surge.
  • 12-16: Each target gains 2 surges.
  • 17+: Each target gains 3 surges.
Concussive Strike (3 Focus)

Your precise strike leaves your foe struggling to respond.

Melee, Ranged, Strike, Weapon Main action
πŸ“ Melee 1 or ranged 5 🎯 One creature or object

Power Roll + Might:

  • ≀11: 3**+** M damage; M < WEAK, dazed (save ends)
  • 12-16: 5 + M damage; M < AVERAGE, dazed (save ends)
  • 17+: 8**+** M damage; M < STRONG, dazed (save ends)
Inspiring Strike (3 Focus)

Your attack gives an ally hope.

Melee, Ranged, Strike, Weapon Main action
πŸ“ Melee 1 or ranged 5 🎯 One creature or object

Power Roll + Might:

  • ≀11: 3**+** M damage; you or one ally within 10 squares of you can spend a Recovery
  • 12-16: 5 + M damage; you or one ally within 10 squares of you can spend a Recovery
  • 17+: 8**+** M damage; you and one ally within 10 squares of you can spend a Recovery, and each of you gains an edge on the next ability roll you make during the encounter
Squad! Forward! (3 Focus)

On your command, you and your allies force back the enemy line.

Ranged Maneuver
πŸ“ Ranged 10 🎯 Self and two allies

Effect: Each target can move up to their speed.

5-Focus Ability

Choose one heroic ability from the following options, each of which costs 5 focus to use. (Quick Build: Hammer and Anvil.)

Hammer and Anvil (5 Focus)

"Let's not argue about who's the hammer and who's the anvil!"

Melee, Ranged, Strike, Weapon Main action
πŸ“ Melee 1 or ranged 5 🎯 One creature or object

Power Roll + Might:

  • ≀11: 5**+** M damage; one ally within 10 squares of you can use a strike signature ability against the target as a free triggered action
  • 12-16: 9 + M damage; one ally within 10 squares of you can use a strike signature ability that gains an edge against the target as a free triggered action
  • 17+: 12**+** M damage; two allies within 10 squares of you can each use a strike signature ability that gains an edge against the target as a free triggered action

Effect: If the target is reduced to 0 Stamina before one or both chosen allies has made their strike, the ally or allies can pick a different target.

Mind Game (5 Focus)

Your attack demoralizes your foe. Your allies begin to think you can win.

Melee, Ranged, Strike, Weapon Main action
πŸ“ Melee 1 or ranged 5 🎯 One creature or object

Effect: You mark the target.

Power Roll + Might:

  • ≀11: 4**+** M damage; R < WEAK, weakened (save ends)
  • 12-16: 6 + M damage; R < AVERAGE, weakened (save ends)
  • 17+: 10**+** M damage; R < STRONG, weakened (save ends)

Effect: Before the start of your next turn, the first time any ally deals damage to any target marked by you, that ally can spend a Recovery.

Now! (5 Focus)

Your allies wait for your commandβ€”then unleash death!

Ranged Maneuver
πŸ“ Ranged 10 🎯 Three allies

Effect: Each target can make a free strike.

This Is What We Planned For (5 Focus)

All those coordination drills you made them do finally pay off.

Ranged Maneuver
πŸ“ Ranged 10 🎯 Two allies

Effect: Each target who hasn't acted yet this combat round can take their turn in any order immediately after yours.

2nd-Level Features

As a 2nd-level tactician, you gain the following features.

Perk

You gain one exploration, interpersonal, or intrigue perk of your choice. See Chapter 7: Perks.

2nd-Level Doctrine Feature

Your tactical doctrine grants you a feature, as shown on the 2nd-Level Doctrine Features table.

2nd-Level Doctrine Features Table
2nd-Level Doctrine Features
Doctrine Feature
Insurgent Infiltration Tactics
Mastermind Goaded
Vanguard Melee Superiority
Goaded

You have learned to leverage your marked foes' psychology and goad them into acting before they're tactically ready. Whenever a creature marked by you uses a strike that targets you or any ally within your line of effect, you can use a free triggered action to change the target of the strike to you or another ally within your line of effect.

Infiltration Tactics

You have trained your squad to work together, stay silent, and wait for the opportune time to strike. Whenever you or any ally within 10 squares of you becomes hidden, that creature gains 1 surge.

Melee Superiority

After constant drills, you can more accurately anticipate an enemy's plan and thwart their attempts to move across the battlefield. Whenever you make an opportunity attack, the target's speed is reduced to 0 until the end of the current turn.

Mark Benefit: When a creature marked by you attempts to move or shift within distance of your melee free strike, you can use a free triggered action and spend 2 focus to make a melee free strike against that creature.

2nd-Level Doctrine Ability

Your tactical doctrine grants your choice of one of two heroic abilities.

2nd-Level Insurgent Ability

Choose one of the following abilities.

Fog of War (5 Focus)

Your unorthodox strategy causes enemies to lash out in fear, heedless of who they might be attacking.

Ranged Maneuver
πŸ“ Ranged 10 🎯 Two creatures

Effect: Each target is marked by you, and must immediately make a free strike against a creature of your choice within 5 squares of them.

Mark Benefit: Until the end of the encounter, whenever you or any ally makes a strike against a creature marked by you, you can spend 2 focus to force that target to make a free strike against a creature of your choice within 5 squares of them.

Try Me Instead (5 Focus)

"Try picking on someone my size."

Melee, Strike, Weapon Main action
πŸ“ Self; see below 🎯 Self

Effect: You shift up to your speed directly toward an ally, ending adjacent to them, then swapping locations with that ally as long as you can fit into each other's spaces. The ally can spend a Recovery, and you can make the following weapon strike with a distance of melee 1 against a creature.

Power Roll + Reason:

  • ≀11: 2 + R damage; R < WEAK, frightened (save ends)
  • 12-16: 3 + R damage; R < AVERAGE, frightened (save ends)
  • 17+: 4 + R damage; R < STRONG, frightened (save ends)
2nd-Level Mastermind Ability

Choose one of the following abilities.

I've Got Your Back (5 Focus)

Your enemy will think twice about attacking your friend.

Ranged, Strike, Weapon Main action
πŸ“ Ranged 5 🎯 One creature

Power Roll + Reason:

  • ≀11: 5 + R damage; taunted (EoT)
  • 12-16: 9 + R damage; taunted (EoT)
  • 17+: 12 + R damage; taunted (EoT)

Effect: One ally adjacent to the target can spend a Recovery.

Targets of Opportunity (5 Focus)

You point out easy targets to your friends, allowing them to include more enemies in their attacks.

Ranged Maneuver
πŸ“ Ranged 5 🎯 Two creatures

Effect: Each target is marked by you, and you gain two surges. Mark Benefit: Until the end of the encounter, whenever you or any ally makes a strike against a creature marked by you, you can spend 2 focus to add one additional target to the strike.

2nd-Level Vanguard Ability

Choose one of the following abilities.

No Dying on My Watch (5 Focus)

You prioritize saving an ally over your own safety.

Ranged, Strike, Weapon Triggered
πŸ“ Ranged 5 🎯 One enemy

Trigger: The target deals damage to an ally.

Effect: You move up to your speed toward the triggering ally, ending this movement adjacent to them or in the nearest square if you can't reach an adjacent square. The triggering ally can spend a Recovery and gains 5 temporary Stamina for each enemy you came adjacent to during the move. You then make a power roll against the target.

Power Roll + Might:

  • ≀11: R < WEAK, the target is frightened of the triggering ally (save ends)
  • 12-16: R < AVERAGE, the target is frightened of the triggering ally (save ends)
  • 17+: R < STRONG, the target is frightened of the triggering ally (save ends)
Squad! On Me! (5 Focus)

Together we are invincible!

Area Maneuver
πŸ“ 1 burst 🎯 Self and each ally in the area

Effect: Until the start of your next turn, each target has a bonus to stability equal to your Might score. Additionally, each target gains 2 surges.

3rd-Level Features

As a 3rd-level tactician, you gain the following features.

Out of Position

Even before battle begins, your enemies struggle to keep up with your tactics. At the start of an encounter, you can use a free triggered action to use your Mark ability against one enemy you have line of effect to, even if you are surprised. You can then slide the marked target up to 3 squares, ignoring stability. The target can't be moved in a way that would harm them (such as over a cliff), leave them dying, or result in them suffering a condition or other negative effect.

7-Focus Ability

Choose one heroic ability from the following options, each of which costs 7 focus to use.

Frontal Assault (7 Focus)

The purpose of a charge is to break their morale and force a retreat.

- Maneuver
πŸ“ Self 🎯 Self

Effect: Until the end of the encounter or until you are dying, the first time on a turn that you or any ally deals damage to a target marked by you, the creature who dealt the damage can push the target up to 2 squares and then shift up to 2 squares. Additionally, any ally using the Charge main action to target a creature marked by you can use a melee strike signature ability or a melee strike heroic ability instead of a melee free strike.

Hit 'Em Hard! (7 Focus)

Your allies see the advantages in attacking the targets you select.

- Maneuver
πŸ“ Self 🎯 Self

Effect: Until the end of the encounter or until you are dying, whenever you or any ally deals damage to a target marked by you, that creature gains 2 surges, which they can use immediately.

Rout (7 Focus)

The tide begins to turn.

- Maneuver
πŸ“ Self 🎯 Self

Effect: Until the end of the encounter or until you are dying, whenever you or any ally deals damage to a target marked by you who has R < AVERAGE, the target is frightened of the creature who dealt the damage (save ends).

Stay Strong and Focus! (7 Focus)

"We can do this! Keep faith and hold fast!"

- Maneuver
πŸ“ Self 🎯 Self

Effect: Until the end of the encounter or until you are dying, whenever you or any ally deals damage to a target marked by you, the creature who dealt the damage can spend a Recovery.

4th-Level Features

As a 4th-level tactician, you gain the following features.

Characteristic Increase

Your Might and Reason scores each increase to 3.

Focus on Their Weaknesses

The first time each combat round that you or any ally damages a target marked by you, you gain 2 focus instead of 1.

Improved Field Arsenal

Your expertise with weapons has grown. Whenever you use a signature ability from one of your equipped kits or make a free strike using a weapon from one of your equipped kits, you gain an edge.

Perk

You gain one perk of your choice.

Skill

You gain one skill of your choice. See Skills in Chapter 9: Tests.

5th-Level Features

As a 5th-level tactician, you gain the following features.

5th-Level Doctrine Features

Your tactical doctrine grants you two features, as shown on the 5th-Level Doctrine Features table.

5th-Level Doctrine Features Table
Doctrine Features
Insurgent Distracted, Leave No Trace
Mastermind Anticipation, I Predicted That
Vanguard Shake It Off, Tactical Offensive
Anticipation

You have learned to be more preemptive on the battlefield, thinking more steps ahead than your opponents. You can target two creatures with your Mark ability.

Distracted

You have mastered the ability to distract your foes, allowing you and your allies to take advantage of their gaps in attention. Whenever you or any ally attempts to hide, any creature marked by you doesn't count as an observer. Additionally, you and your allies can use other allies as cover for the purpose of hiding.

I Predicted That

Your expertise in history and lore allows you and your allies to outthink rivals in the present day. You and any ally within 10 squares of you gain an edge on Reason tests.

Leave No Trace

You and any ally within 10 squares of you can move at full speed while sneaking. Additionally, enemies within 10 squares of you take a bane on tests made to search for you or your allies while any of you are hidden.

Shake It Off

As a free maneuver, you can spend 1d6 Stamina to ignore a consequence from a test, or to end one effect on you that is ended by a saving throw or that ends at the end of your turn. Any ally adjacent to you can also spend Stamina as a free maneuver to gain this benefit.

Tactical Offensive

When you use the Charge main action to attack a creature marked by you, you can use a signature or heroic ability with the Melee and Strike keywords instead of a melee free strike.

9-Focus Ability

Choose one heroic ability from the following options, each of which costs 9 focus to use.

Squad! Gear Check! (9 Focus)

You distract a foe while your allies secure their defensive gear.

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature

Power Roll + Might:

  • ≀11: 9 + M damage
  • 12-16: 13 + M damage
  • 17+: 18 + M damage

Effect: You and each ally adjacent to the target gain 10 temporary Stamina.

Squad! Remember Your Training! (9 Focus)

You remind your allies how to best use their gear.

Ranged Main action
πŸ“ Ranged 10 🎯 Self and two allies

Effect: Each target gains 1 surge and can use a signature ability that has a double edge.

Win This Day! (9 Focus)

You inspire your allies to recover and gather their strength.

Area Main action
πŸ“ 3 burst 🎯 Self and each ally in the area

Effect: Each target gains 2 surges. Additionally, they can spend a Recovery, remove any conditions or effects on them, and stand up if they are prone.

You've Still Got Something Left (9 Focus)

You push an ally to use a heroic ability sooner than they otherwise would.

Ranged Main action
πŸ“ Ranged 10 🎯 One ally

Effect: The target uses a heroic ability with the Strike keyword as a free triggered action, and deals extra damage with that ability equal to your Reason score. The ability has its Heroic Resource cost reduced by 1 + your Reason score (minimum cost 0).

6th-Level Features

As a 6th-level tactician, you gain the following features.

Master of Arms

Your expertise with weapons has grown to true mastery. Whenever you use a signature ability from one of your equipped kits or make a free strike using a weapon from one of your equipped kits, you can negate a bane on the power roll or reduce a double bane to a bane.

Perk

You gain one exploration, interpersonal, or intrigue perk of your choice.

6th-Level Doctrine Ability

Your tactical doctrine grants your choice of one of two heroic abilities.

6th-Level Insurgent Abilities

Choose one of the following abilities.

Coordinated Execution (9 Focus)

You direct your ally to make a killing blow.

Ranged Free triggered
πŸ“ Ranged 10 🎯 One ally

Trigger: The target uses an ability to deal rolled damage to a creature while hidden.

Effect: If the target of the triggering ability is not a leader or solo creature, they are reduced to 0 Stamina. If the target of the triggering ability is a minion, the entire squad is killed. If the target of the triggering ability is a leader or solo creature, the triggering ability's power roll automatically obtains a tier 3 outcome.

Panic in Their Lines (9 Focus)

You confuse your foes, causing them to turn on each other.

Melee, Ranged, Strike, Weapon Main action
πŸ“ Melee 1 or ranged 5 🎯 Two creatures

Power Roll + Might:

  • ≀11: 6 + M damage; slide 1
  • 12-16: 9 + M damage; slide 3
  • 17+: 13 + M damage; slide 5

Effect: If a target is force moved into another creature, they must make a free strike against that creature.

6th-Level Mastermind Abilities

Choose one of the following abilities.

Battle Plan (9 Focus)

With new understanding of your foes, you create the perfect plan to win the battle.

Ranged Maneuver
πŸ“ Ranged 10 🎯 Three creatures

Effect: Each target is marked by you. Immediately and until the end of the encounter, the Director tells you if any creatures marked by you have damage immunity or weakness and the value of that immunity or weakness. Additionally, you and each ally within 3 squares of you gains 2 surges.

Mark Benefit: Until the end of the encounter, whenever you or any ally makes a strike against a creature marked by you, you can spend 2 focus to make the strike ignore damage immunity and deal extra damage equal to three times your Reason score.

Hustle! (9 Focus)

You and your allies coordinate to form a new battle line.

Area Maneuver
πŸ“ 2 burst 🎯 Self and each ally in the area

Effect: You mark two enemies within 10 squares of you. Each target can shift up to their speed. You and each target gain 2 surges.

6th-Level Vanguard Abilities

Choose one of the following abilities.

Instant Retaliation (9 Focus)
Melee, Weapon Free triggered
πŸ“ Melee 1 🎯 One ally

Trigger: A creature deals damage to the target.

Effect: The target takes half the damage. You then make a power roll against the triggering creature.

Power Roll + Might:

  • ≀11: A < WEAK, dazed (save ends)
  • 12-16: A < AVERAGE, dazed (save ends)
  • 17+: A < STRONG, dazed (save ends)
To Me Squad! (9 Focus)

You lead your allies in a charge.

Charge, Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature

Power Roll + Might:

  • ≀11: 6**+** M damage; one ally within 10 squares can use the Charge main action as a free triggered action, and can use a melee strike signature ability instead of a free strike for the charge
  • 12-16: 9 + M damage; one ally within 10 squares can use the Charge main action as a free triggered action, and can use a melee strike signature ability that gains an edge instead of a free strike for the charge
  • 17+: 13**+** M damage; two allies within 10 squares can use the Charge main action as a free triggered action, and can each use a melee strike signature ability that gains an edge instead of a free strike for the charge

Effect: If the target is hit with two or more strikes as part of this ability and they have R < STRONG, they are dazed (save ends). If the target is reduced to 0 Stamina before one or both allies has made their strike, the ally or allies can pick a different target.

7th-Level Features

As a 7th-level tactician, you gain the following features.

Characteristic Increase

Each of your characteristic scores increases by 1, to a maximum of 4.

Heightened Focus

When you gain focus at the start of each of your turns during combat, you gain 3 focus instead of 2.

Seize the Initiative

If you are not surprised when combat begins, your side gets to go first. If an enemy has an ability that allows their side to go first, you roll as usual to determine who goes first.

Skill

You gain one skill of your choice.

7th-Level Doctrine Feature

Your tactical doctrine grants you a feature, as shown on the 7th-Level Doctrine Features table.

7th-Level Doctrine Features Table
Doctrine Feature
Insurgent Asymmetric Warfare
Mastermind Grand Strategy
Vanguard Shock and Awe
Asymmetric Warfare

You have advanced your skills in subterfuge, now directing full battlefield strategy and logistics. During a montage test or negotiation, you can obtain one automatic success on a test made using a skill from the intrigue skill group. Additionally, you can use skills from the intrigue skill group to conceal large groups of people, such as escaping civilians and groups of guerilla warriors.

Grand Strategy

You have grown your skills in strategy, wielding intricate battlefield tactics and plans. During a montage test or negotiation, you can obtain one automatic success on a test made using a skill from the lore skill group. Additionally, when you take a respite, you can make a project roll for a research project in addition to undertaking another respite activity.

Shock and Awe

You have expanded your leadership skills, strengthening your followers' morale and providing logistical support. During a montage test or negotiation, you can obtain one automatic success on a test made using a skill from the interpersonal skill group. Additionally, you can convince a group of people to help you with a crafting project during a respite. If these people are available when you take a respite, you can make a project roll for a crafting project in addition to undertaking another respite activity.

8th-Level Features

As an 8th-level tactician, you gain the following features.

Perk

You gain one perk of your choice.

8th-Level Doctrine Feature

Your tactical doctrine grants you a feature, as shown on the 8th-Level Doctrine Features table.

8th-Level Doctrine Features Table
Doctrine Feature
Insurgent Bait and Ambush
Mastermind Pincer Movement
Vanguard See Your Enemies Driven Before You
Bait and Ambush

You have trained your squad to be silent ambushers.

Mark Benefit: When you or any ally makes a strike against a creature marked by you, you can spend 2 focus to let the character making the strike shift up to a number of squares equal to your Reason score and use the Hide maneuver as a free maneuver once during the shift. The creature can shift before or after the strike is resolved.

Pincer Movement

You have trained your squad to coordinate their movements to maximize combat impact.

Mark Benefit: When you or any ally makes a strike against a creature marked by you, you can spend 2 focus to have the character making the strike shift up to a number of squares equal to your Reason score before the strike is resolved. If you didn't make the strike, you can make this shift as well. If you did make the strike, one ally within 10 squares of you can make this shift as well.

See Your Enemies Driven Before You

You have trained your squad to maximize impact and break enemy lines when they attack.

Mark Benefit: When you or any ally makes a melee strike against a creature marked by you, you can spend 2 focus to have the character making the strike push the target up to a number of squares equal to your Reason score. That character can then shift up to a number of squares equal to your Reason score, ending this shift adjacent to the target.

11-Focus Ability

Choose one heroic ability from the following options, each of which costs 11 focus to use.

Go Now and Speed Well (11 Focus)

You direct an attack to strike true.

Ranged Main action
πŸ“ Ranged 10 🎯 Self or one ally

Effect: The target gains 2 surges and can use a signature or heroic ability as a free triggered action. The ability has a double edge on the power roll, ignores damage immunity, and increases the potency of any potency effects by 1.

Finish Them! (11 Focus)

You point out an opening to your ally so they can land a killing blow.

Ranged Free triggered
πŸ“ Ranged 10 🎯 One creature

Trigger: The target is not a leader or solo creature, and becomes winded.

Effect: The target is killed. Additionally, the creature who caused the target to be winded can spend a Recovery.

Floodgates Open (11 Focus)
Ranged Main action
πŸ“ Ranged 10 🎯 Three allies

Effect: Each target gains 1 surge and can use a signature ability as a free triggered action. That ability gains an edge on the power roll and increases the potency of any potency effects by 1.

I'll Open and You'll Close (11 Focus)

You create an opening for an ally.

Melee, Ranged, Strike, Weapon Main action
πŸ“ Melee 1 or ranged 5 🎯 One creature

Power Roll + Might:

  • ≀11: 6 + M damage
  • 12-16: 10 + M damage
  • 17+: 14 + M damage

Effect: One ally within 10 squares of you can use a heroic ability against the target as a free triggered action without spending any of their Heroic Resource, as long as they have enough Heroic Resource to pay for the ability. If the target is reduced to 0 Stamina before the chosen ally has used their ability, the ally can pick a different target.

9th-Level Features

As a 9th-level tactician, you gain the following features.

Grandmaster of Arms

Your expertise with weapons has grown to true mastery. Whenever you use a signature ability from one of your equipped kits or make a free strike using a weapon from one of your equipped kits, you automatically obtain a tier 3 outcome on the power roll. You can still roll to determine if you score a critical hit.

9th-Level Doctrine Ability

Your tactical doctrine grants your choice of one of two heroic abilities.

9th-Level Insurgent Abilities

Choose one of the following abilities.

Squad! Hit and Run! (11 Focus)

I had to pry this secret from the shadow colleges.

Ranged Main action
πŸ“ Ranged 10 🎯 Self and two allies

Effect: Each target gains 2 surges, and can use a free triggered action to use a signature ability that gains an edge. After resolving their ability, each target can shift up to 2 squares and become hidden even if they have no cover or concealment, or if they are observed.

Their Lack of Focus Is Their Undoing (11 Focus)

You trick your enemies into attacking each other and leave them

Magic, Ranged, Weapon Main action
πŸ“ Ranged 10 🎯 Three enemies

Effect: Each target uses a signature ability against one or more targets of your choosing, with each ability automatically obtaining a tier 3 outcome on the power roll. After resolving the targets' abilities, you make a power roll against each original target.

Power Roll + Might:

  • ≀11: R < WEAK, dazed (save ends)
  • 12-16: R < AVERAGE, dazed (save ends)
  • 17+: R < STRONG, dazed (save ends)
9th-Level Mastermind Abilities

Choose one of the following abilities.

Blot Out the Sun! (11 Focus)

What makes a good soldier? The ability to fire four shots a minute in any weather.

Area Main action
πŸ“ 3 burst 🎯 Self and each ally in the area

Effect: Each target can make a ranged free strike that gains an edge against any enemy marked by you within distance of their ranged free strike. A target ignores banes and double banes when making this strike.

Counterstrategy (11 Focus)

I've identified a way to negate their strengths.

β€” Main action
πŸ“ Self 🎯 Self

Effect: You gain 6 surges. Until the end of the encounter or until you are dying, whenever the Director spends Malice (see Draw Steel: Monsters), choose yourself or one ally within 10 squares. The chosen character gains 2 of their Heroic Resource.

9th-Level Vanguard Abilities

Choose one of the following abilities.

  • ≀11: 11 + M damage
  • 12-16: 16 + M damage
  • 17+: 21 + M damage

Effect: If you use this ability as part of the Charge main action, enemies' spaces don't count as difficult terrain for your movement. Additionally, if you move through any creature's space, you can slide that creature 1 square out of the path of your charge.

That One Is Mine! (11 Focus)

You focus on making an enemy irrelevant.

Melee, Ranged, Strike, Weapon Main Action
πŸ“ Melee 1 or ranged 5 🎯 One creature

Effect: The target is marked by you.

Power Roll + Might:

  • ≀11: 8 + M damage
  • 12-16: 13 + M damage
  • 17+: 17 + M damage

Effect: Until the end of the encounter or until you are dying, you can use a signature or heroic ability instead of a free strike against any target marked by you.

10th-Level Features

As a 10th-level tactician, you gain the following features.

Characteristic Increase

Your Might and Reason scores each increase to 5.

Command

You have an epic resource called command. Each time you finish a respite, you gain command equal to the XP you gain. You can spend command on your abilities as if it were focus.

Additionally, whenever you or any ally uses an ability to deal rolled damage to a creature marked by you, you can spend 1 command as a free triggered action to increase the power roll outcome for that target by one tier. Whenever an enemy marked by you makes an ability roll, you can spend 1 command as a free triggered action to decrease the power roll outcome by one tier.

Command remains until you spend it.

Perk

You gain one exploration, interpersonal, or intrigue perk of your choice.

Skill

You gain one skill of your choice.

True Focus

When you gain focus at the start of each of your turns during combat, you gain 4 focus instead of 3.

Warmaster

You have mastered the entirety of possible strategies and tactics. Whenever you or any ally makes an ability roll against a target marked by you, the character making the roll can roll three dice and choose which two to use.

Additionally, whenever an ally uses a heroic ability that targets one or more creatures marked by you, they spend 2 fewer of their Heroic Resource on that ability (minimum 1).

Talent

Arare few people are born with the potential to harness psionic power, but only those who experience an awakening, a significant event that activates a talent's abilities, can tap into the mind's full potential. You are one of those peopleβ€”a master of psionics and a source of incredible power created through sheer force of will. You can move and change matter, time, gravity, the laws of physics, or another creature's mind.

As a talent, you are limited only by the strength of your mind. But the ability to wield multiple powers at once and change reality at will involves a gamble. Every manifestation has a chance of harming you, and talents who use too much power too quickly pay a deadly price.

"I've seen what you can do! There is NO LIMIT to your power! All you have to do … is BELIEVE!"

Khorva

Basics

Starting Characteristics: You start with a Reason of 2 and a Presence of 2, and you can choose one of the following arrays for your other characteristic scores:

  • 2, βˆ’1, βˆ’1
  • 1, 1, βˆ’1
  • 1, 0, 0

Weak Potency: Reason βˆ’ 2

Average Potency: Reason βˆ’ 1

Strong Potency: Reason

Starting Stamina at 1st Level: 18

Stamina Gained at 2nd and Higher Levels: 6

Recoveries: 8

Skills: You gain the Psionics and Read Person skills (see Skills in Chapter 9: Tests). Then choose any two skills from the interpersonal or lore skill groups. (Quick Build: Empathize, Psionics, Read Person, Timescape.)

1st-Level Features

As a 1st-level talent, you gain the following features.

Talent Tradition

Psionic abilities are grouped into categories according to their effects, with each category comprising one of many talent traditions:

  • Animapathy abilities allow you to manipulate, meld, and exchange the souls of living things.
  • Chronopathy abilities allow you to view future and past events, and to manipulate time to aid allies and hinder foes.
  • Cryokinesis abilities allow you to manifest and manipulate absolute cold to enemies and the environment alike.
  • Metamorphosis abilities allow you to strengthen and manipulate your body and the bodies of others to perform preternatural exploits.
  • Pyrokinesis abilities allow you to create and manipulate fire by interacting with the potential energy found in all things.
  • Resopathy abilities allow you to manipulate matter and space to create, alter, or displace your environment and the creatures and objects in it.
  • Telekinesis abilities allow you to physically manipulate creatures and objects.
  • Telepathy abilities allow you to communicate with, read, and influence the minds of other creatures.

You choose a talent tradition from the following options: chronopathy, telekinesis, or telepathy. Your talent tradition is your subclass, and your choice of tradition determines many of the features you'll gain as you gain new levels. (Other talent traditions will be featured in future products.) (Quick Build: Telekinesis.)

Clarity and Strain

The focus and precision of your thoughts grant you a Heroic Resource called clarity that empowers your psionic abilities.

Clarity in Combat

At the start of a combat encounter or some other stressful situation tracked in combat rounds (as determined by the Director), you gain clarity equal to your Victories. At the start of each of your turns during combat, you gain 1d3 clarity.

Additionally, the first time each combat round that a creature is force moved, you gain 1 clarity.

You can spend clarity you don't have, pushing that Heroic Resource into negative numbers to a maximum negative value equal to 1 + your Reason score. At the end of each of your turns, you take 1 damage for each negative point of clarity.

Whenever you have clarity below 0, you are strained. Some psionic abilities have additional effects if you are already strained or become strained when you use them. Strained effects can still impact you even after you are no longer strained.

You lose any remaining clarity or reset any negative clarity at the end of the encounter.

Talent Advancement Table
Level Features Abilities Tradition Abilities
1st Talent Tradition, Clarity and Strain, Mind Spike, Psionic Augmentation, Talent Ward, Telepathic Speech, Tradition Features, Talent Abilities Two signature, 3, 5 β€”
2nd Perk, Tradition Feature, Tradition Ability Two signature, 3, 5 5
3rd Scan, 7-Clarity Ability Two signature, 3, 5, 7 5
4th Characteristic Increase, Mind Projection, Mind Recovery, Perk, Skill Suspensor Field Two signature, 3, 5, 7 5
5th Tradition Feature, 9-Clarity Ability Two signature, 3, 5, 7, 9 5
6th Perk, Psi Boost, Tradition Ability Two signature, 3, 5, 7, 9 5, 9
7th Ancestral Memory, Cascading Strain, Characteristic Increase, Lucid Mind, Skill Two signature, 3, 5, 7, 9 5, 9
8th Perk, Tradition Feature, 11-Clarity Ability Two signature, 3, 5, 7, 9, 11 5, 9
9th Fortress of Perfect Thought, Tradition Ability Two signature, 3, 5, 7, 9, 11 5, 9, 11
10th Characteristic Increase, Clear Mind, Omnisensory, Perk, Psion, Skill, Vision Two signature, 3, 5, 7, 9, 11 5, 9, 11
Clarity Outside of Combat

Though you can't gain clarity outside of combat, you can use your heroic abilities and effects that cost clarity without spending it. Whenever you use an ability or effect outside of combat that costs clarity, you can't use that same ability or effect outside of combat again until you earn 1 or more Victories or finish a respite.

Additionally, whenever you use any ability or effect that costs clarity within 1 minute of using another such ability, you take 1d6 damage and incur any strain effect from using the new ability.

When you use an ability outside of combat that lets you spend unlimited clarity on its effect, such as Minor Telekinesis, you can use it as if you had spent an amount of clarity equal to your Victories.

Mind Spike

You have the following ability, which can be used as a ranged free strike.

Mind Spike

A telepathic bolt instantly zaps a creature's brain.

Psionic, Ranged, Strike, Telepathy Main action
πŸ“ Ranged 10 🎯 One creature

Power Roll + Reason:

  • ≀11: 2 + R psychic damage
  • 12-16: 4 + R psychic damage
  • 17+: 6 + R psychic damage

Strained: The target takes an extra 2 psychic damage. You also take 2 psychic damage that can't be reduced in any way.

Psionic Augmentation

Through meditation, you create pathways in your mind that enhance your statistics. Choose one of the following augmentations. You can change your augmentation and ward (see Talent Ward below) by undergoing a psionic meditation as a respite activity. (Quick Build: Force Augmentation.)

Battle Augmentation

You can wear light armor and wield light weapons effectively, even though you don't have a kit. While you wear light armor, you gain a +3 bonus to Stamina, and that bonus increases by 3 at 4th, 7th, and 10th levels. While you wield a light weapon, you gain a +1 damage bonus with weapon abilities, including free strikes. You can use light armor treasures and light weapon treasures.

If you have a kit, you can't take this augmentation.

Density Augmentation

You gain a +6 bonus to Stamina, and this bonus increases by 6 at 4th, 7th, and 10th levels. Additionally, you gain a +1 bonus to stability.

Distance Augmentation

Your ranged psionic abilities gain a +2 bonus to distance.

Force Augmentation

Your damage-dealing psionic abilities gain a +1 bonus to rolled damage.

Speed Augmentation

You gain a +1 bonus to speed and to the distance you can shift when you take the Disengage move action.

Talent Ward

Through meditation, you create a ward that protects you. Choose one of the following wards. You can change your ward and psionic augmentation (see above) by undergoing a psionic meditation as a respite activity. (Quick Build: Repulsive Ward.)

Entropy Ward

Your ward slows time for your enemies. Whenever a creature deals damage to you, their speed is reduced by an amount equal to your Reason score and they can't use triggered actions until the end of their next turn.

Repulsive Ward

You surround yourself with an invisible ward of telekinetic energy. Whenever an adjacent creature deals damage to you, you can use a free triggered action to push them up to a number of squares equal to your Reason score.

Steel Ward

Your ward reacts to danger, protecting you from future harm. Whenever you take damage, after the damage resolves, you gain damage immunity equal to your Reason score until the end of your next turn.

Vanishing Ward

Your ward allows you to slip away from threats. Whenever you take damage, you become invisible until the end of your next turn.

Telepathic Speech

You know the Mindspeech language (see Languages in Orden in Chapter 4: Background). Additionally, you can telepathically communicate with any creatures within distance of your Mind Spike ability if they share a language with you and you know of each other. When you communicate with someone this way, they can respond telepathically.

1st-Level Tradition Features

Your talent tradition grants you two features, as shown on the 1st-Level Tradition Features table.

1st-Level Tradition Features Table
Tradition Features
Chronopathy Accelerate, Again
Telekinesis Minor Telekinesis, Repel
Telepathy Feedback Loop, Remote Assistance
Accelerate

You have the following ability.

Accelerate

To your ally, it seems as though the world has slowed down.

Psionic, Ranged Maneuver
πŸ“ Ranged 10 🎯 Self or one creature

Effect: The target shifts up to a number of squares equal to your Reason score.

Spend 2 Clarity: The target can use a maneuver.

Again

You have the following ability.

Again

You step back a split second to see if things play out a little differently.

Psionic, Ranged Triggered
πŸ“ Ranged 10 🎯 Self or one creature

Trigger: The target makes an ability roll.

Effect: You can use this ability after seeing the result of the triggering roll. The target must reroll the power roll and use the new roll.

Feedback Loop

You have the following ability.

Feedback Loop

Creating a brief psychic link between an enemy and their target gives that foe a taste of their own medicine.

Psionic, Ranged Triggered
πŸ“ Ranged 10 🎯 One creature

Trigger: The target deals damage to an ally.

Effect: The target takes psychic damage equal to half the triggering damage.

Minor Telekinesis

You have the following ability.

Minor Telekinesis

Wisps of psychic energy ripple visibly from your brain as you force the target to move using only your mind.

Psionic, Ranged Maneuver
πŸ“ Ranged 10 🎯 Self or one size 1 creature or object

Effect: You slide the target up to a number of squares equal to your Reason score.

Spend 2+ Clarity: The size of the creature or object you can target increases by 1 for every 2 clarity spent.

Spend 3 Clarity: You can vertical slide the target.

Remote Assistance

You have the following ability.

Remote Assistance

An ally gains the benefit of your intellect.

Psionic, Ranged Maneuver
πŸ“ Ranged 10 🎯 One creature or object

Effect: The next ability roll an ally makes against the target before the start of your next turn gains an edge.

Spend 1 Clarity: You target one additional creature or object.

Repel

You have the following ability.

Repel

They aren't going anywhere, but you might!

Psionic, Ranged Triggered
πŸ“ Ranged 10 🎯 Self or one ally

Trigger: The target takes damage or is force moved.

Effect: The target takes half the triggering damage, or the distance of the triggering forced movement is reduced by a number of squares equal to your Reason score. If the target took damage and was force moved, you choose the effect. If the forced movement is reduced to 0 squares, the target can push the source of the forced movement a number of squares equal to your Reason score.

Talent Abilities

You manifest a variety of psionic powers that let you impact the environment, bolster your allies, and empower yourself. You can choose abilities across different talent traditions or focus on abilities tied to your chosen tradition to dedicate yourself to its power.

Signature Abilities

Choose two signature abilities from the following options. Signature abilities can be used at will. (Quick Build: Incinerate, Kinetic Grip.)

Entropic Bolt

You advance an enemy's age for a moment.

Chronopathy, Psionic, Ranged, Strike Main action
πŸ“ Ranged 10 🎯 One creature or object

Power Roll + Presence:

  • ≀11: 2 + P corruption damage; p
  • 12-16: 3 + P corruption damage; p
  • 17+: 5 + P corruption damage; p

Effect: The target takes an extra 1 corruption damage for each additional time they are targeted by this ability during the encounter.

Strained: You gain 1 clarity when you obtain a tier 2 or tier 3 outcome on the power roll.

Hoarfrost

You blast a foe with a pulse of cold energy.

Cryokinesis, Psionic, Ranged, Strike Main action
πŸ“ Ranged 10 🎯 One creature

Power Roll + Reason:

  • ≀11: 2 + R cold damage; M < WEAK, slowed (EoT)
  • 12-16: 4 + R cold damage; M < AVERAGE, slowed (EoT)
  • 17+: 6 + R cold damage; M < STRONG, slowed (EoT)

Strained: You are slowed until the end of your next turn. Additionally, a target slowed by this ability is restrained instead.

Incinerate

The air erupts into a column of smokeless flame.

Area, Fire, Psionic, Pyrokinesis, Ranged Main action
πŸ“ 3 cube within 10 🎯 Each enemy in the area

Power Roll + Reason:

  • ≀11: 2 fire damage
  • 12-16: 4 fire damage
  • 17+: 6 fire damage

Effect: A column of fire remains in the area until the start of your next turn. Each enemy who enters the area for the first time in a combat round or starts their turn there takes 2 fire damage.

Strained: The size of the cube increases by 2, but the fire disappears at the end of your turn.

Kinetic Grip

You lift and hurl your foe away from you.

Psionic, Ranged, Telekinesis Main action
πŸ“ Ranged 10 🎯 One creature or object

Power Roll + Reason:

  • ≀11: Slide 2 + R
  • 12-16: Slide 4 + R
  • 17+: Slide 6 + R; prone

Strained: You must vertical push the target instead of sliding them.

Kinetic Pulse

The force of your mind hurls enemies backward.

Area, Psionic, Telepathy Main action
πŸ“ 1 burst 🎯 Each enemy in the area

Power Roll + Reason:

  • ≀11: 2 psychic damage
  • 12-16: 5 psychic damage; push 1
  • 17+: 7 psychic damage; push 2

Strained: The size of the burst increases by 2, and you are bleeding until the start of your next turn.

Materialize

You picture an object in your mind and give it formβ€”directly above your opponent's head.

Psionic, Ranged, Resopathy, Strike Main action
πŸ“ Ranged 10 🎯 One creature or object

Power Roll + Reason:

  • ≀11: 3 + R damage
  • 12-16: 5 + R damage
  • 17+: 8 + R damage

Effect: A worthless size 1M object drops onto the target to deal the damage, then rolls into an adjacent unoccupied space of your choice. The object is made of wood, stone, or metal (your choice).

Strained: The object explodes after the damage is dealt, and each creature adjacent to the target takes damage equal to your Reason score. You also take damage equal to your Reason score that can't be reduced in any way.

Optic Blast

Your eyes emit rays of powerful enervating force.

Metamorphosis, Psionic, Ranged, Strike Main action
πŸ“ Ranged 10 🎯 One creature or object

Power Roll + Reason:

  • ≀11: 2 + R damage; M < WEAK, prone
  • 12-16: 4 + R damage; M < AVERAGE, prone
  • 17+: 6 + R damage; M < STRONG, prone

Effect: When targeting an object with a solid reflective surface or a creature carrying or wearing such an object (such as a mirror, an unpainted metal shield, or shiny metal plate armor), you can target one additional creature or object within 3 squares of the first target.

Strained: You gain 1 surge that you can use immediately, and you take damage equal to your Reason score that can't be reduced in any way.

Spirit Sword

You form a blade of mind energy and stab your target, invigorating yourself.

Animapathy, Melee, Psionic, Strike Main action
πŸ“ Melee 2 🎯 One creature or object

Power Roll + Presence:

  • ≀11: 3 + P damage
  • 12-16: 6 + P damage
  • 17+: 9 + P damage

Effect: You gain 1 surge.

Strained: The target takes an extra 3 damage. You also take 3 damage that can't be reduced in any way.

Heroic Abilities

You know a range of heroic abilities, all of which cost clarity to fuel them.

3-Clarity Ability

Choose one heroic ability from the following options, each of which costs 3 clarity to use. (Quick Build: Choke.)

Awe (3 Clarity)

You project psionic energy out to a creature and take on a new visage in their mind.

Psionic, Ranged, Strike, Telepathy Main action
πŸ“ Ranged 10 🎯 One creature

Effect: If you target an ally, they gain temporary Stamina equal to three times your Presence score, and they can end one effect on them that is ended by a saving throw or that ends at the end of their turn. If you target an enemy, you make a power roll.

Power Roll + Presence:

3 + P psychic damage; I < WEAK, frightened (save ends) 6 + P psychic damage; I < AVERAGE, frightened (save ends) 9 + P psychic damage; I < STRONG, frightened (save ends)

Choke (3 Clarity)

You crush a foe in a telekinetic grip.

Psionic, Ranged, Strike, Telekinesis Main action
πŸ“ Ranged 10 🎯 One creature

Power Roll + Reason:

  • ≀11: 3 + R damage; M < WEAK, slowed (save ends)
  • 12-16: 5 + R damage; M < AVERAGE, slowed (save ends)
  • 17+: 8 + R damage; M < STRONG, restrained (save ends)

Effect: You can vertical pull the target up to 2 squares. If the target is made restrained by this ability, this forced movement ignores their stability.

Precognition (3 Clarity)

You give a target a glimpse into the future so that they're ready for what comes next.

Chronopathy, Melee, Psionic Main action
πŸ“ Melee 2 🎯 Self or one ally

Effect: Ability rolls made against the target take a bane until the start of your next turn. Whenever the target takes damage while under this effect, they can use a triggered action to make a free strike against the source of the damage.

Smolder (3 Clarity)

Smoke flows from your enemy like tears as their skin begins to blacken and flake.

Psionic, Pyrokinesis, Ranged, Strike Main action
πŸ“ Ranged 10 🎯 One creature

Effect: Choose the damage type and the weakness for this ability from one of the following: acid, corruption, or fire. The target takes damage before this ability imposes any weakness.

Power Roll + Reason:

  • ≀11: 3 + R damage; R < WEAK, the target has weakness 5 (save ends)
  • 12-16: 6 + R damage; R < AVERAGE, the target has weakness 5 (save ends)
  • 17+: 9 + R damage; R < STRONG, the target has weakness equal to 5 + your Reason score (save ends)
5-Clarity Ability

Choose one heroic ability from the following options, each of which costs 5 clarity to use. (Quick Build: Inertia Soak.)

Flashback (5 Clarity)

The target is thrown several seconds back through time and gets to do it all again.

Chronopathy, Psionic, Ranged Maneuver
πŸ“ Ranged 10 🎯 Self or one ally

Effect: The target uses an ability with a base Heroic Resource cost of 7 or lower that they've previously used this round, without needing to spend the base cost. Augmentations to the ability can be paid for as usual.

Strained: You take 1d6 damage and are slowed (save ends).

Inertia Soak (5 Clarity)

Your psionic energy surrounds the target and pushes everything else away from them.

Psionic, Ranged, Telekinesis Maneuver
πŸ“ Ranged 10 🎯 Self or one ally

Effect: The target ignores difficult terrain and takes no damage from forced movement until the start of your next turn. Whenever the target enters a square while under this effect, they can push one adjacent creature up to a number of squares equal to your Reason score. When pushing an ally, the target can ignore that ally's stability. A creature can only be force moved this way once a turn.

Strained: You are weakened (save ends). While you are weakened this way, whenever you are force moved, the forced movement distance gains a +5 bonus.

Iron (5 Clarity)

The target's skin turns to hard, dark metal, impenetrable and dense.

Metamorphosis, Psionic, Ranged Maneuver
πŸ“ Ranged 10 🎯 Self or one ally

Effect: The target's stability increases by an amount equal to your Reason score, and they gain 10 temporary Stamina and 2 surges. This stability increase lasts until the target no longer has temporary Stamina from this ability.

Strained: You can't use maneuvers (save ends).

Perfect Clarity (5 Clarity)

You clear the mind of nothing but the goal.

Psionic, Ranged, Telepathy Maneuver
πŸ“ Ranged 10 🎯 Self or one ally

Effect: Until the start of your next turn, the target gains a +3 bonus to speed, and they have a double edge on the next power roll they make. If the target obtains a tier 3 outcome on that roll, you gain 1 clarity.

Strained: You take 1d6 damage, and you can't use triggered actions (save ends).

2nd-Level Features

As a 2nd-level talent, you gain the following features.

Perk

You gain one interpersonal, lore, or supernatural perk of your choice. See Chapter 7: Perks.

2nd-Level Tradition Feature

Your talent tradition grants you a feature, as shown on the 2nd-Level Tradition Features table.

2nd-Level Tradition Features Table
Tradition Features
Chronopathy Ease the Hours
Telekinesis Ease Their Fall
Telepathy Ease the Mind
Ease the Hours

You can increase the number of rounds in a montage test by 1 if the test would end before the heroes hit the success limit.

Ease the Mind

You gain an edge on tests made to stop combat and start a negotiation. Additionally, if you are present during a negotiation, any NPC who has a hostile or suspicious starting attitude has their patience increased by 1 (to a maximum of 5).

Ease Their Fall

Whenever you land after a fall, or if any falling creature lands within 2 squares of you, you can use a free triggered action to reduce the falling damage by an amount equal to 2 + your Reason score.

2nd-Level Tradition Ability

Your talent tradition grants your choice of one of two heroic abilities.

2nd-Level Chronopathy Ability

Choose one of the following abilities.

Applied Chronometrics (5 Clarity)

Time slows down around you. Your heartbeat is the only gauge of the extra moments you've gained.

Chronopathy, Psionic, Ranged Maneuver
πŸ“ Ranged 10 🎯 Special

Power Roll + Presence:

  • ≀11: You target two creatures, one of which can be you.
  • 12-16: You target three creatures, one of which can be you.
  • 17+: You target four creatures, one of which can be you.

Effect: Until the start of your next turn, each target gains a +5 bonus to speed, they can't be made dazed, and they can use an additional maneuver on their turn. If a target is already dazed, that condition ends for them.

Strained: Your speed is halved until the end of the encounter.

Slow (5 Clarity)

Perhaps they wonder why everyone else is moving so quickly?

Chronopathy, Psionic, Ranged Maneuver
πŸ“ Ranged 10 🎯 Three creatures or objects

Power Roll + Presence:

  • ≀11: The target's speed is halved (save ends), or if p
  • 12-16: The target is slowed (save ends), or if P < AVERAGE, the target's speed is 0 (save ends).
  • 17+: The target is slowed (save ends), or if P < STRONG, the target's speed is 0 (save ends).

Effect: A target can't use triggered actions while their speed is reduced this way.

Strained: The potency of this ability increases by 1 and you take 1d6 damage. At the start of each combat round while any target is affected by this ability, you take 1d6 damage. You can end the effect on all affected targets at any time (no action required).

2nd-Level Telekinesis Ability

Choose one of the following abilities.

Gravitic Burst (5 Clarity)

Everyone get away from me!

Area, Psionic, Telekinesis Main action
πŸ“ 1 burst 🎯 Each enemy in the area

Power Roll + Reason:

  • ≀11: 3 damage; vertical push 2
  • 12-16: 6 damage; vertical push 4
  • 17+: 9 damage; vertical push 6

Strained: The size of the burst increases by 1, and you are weakened until the end of your turn.

Levity and Gravity (5 Clarity)

You raise the target slightly into the air, then smother them against the ground.

Psionic, Ranged, Strike, Telekinesis Main action
πŸ“ Ranged 10 🎯 One creature or object

Power Roll + Reason:

  • ≀11: 6 + R damage; M < WEAK, prone
  • 12-16: 10 + R damage; M < AVERAGE, prone
  • 17+: 14 + R damage; M < STRONG, prone and can't stand (save ends)

Strained: You take half the damage the target takes.

2nd-Level Telepathy Ability

Choose one of the following abilities.

Overwhelm (5 Clarity)

You overload their senses, turning all their subconscious thoughts into conscious ones.

Psionic, Ranged, Strike, Telepathy Main action
πŸ“ Ranged 10 🎯 One creature

Power Roll + Reason:

  • ≀11: 6 + R psychic damage; I < WEAK, slowed (save ends)
  • 12-16: 10 + R psychic damage; I < AVERAGE, weakened (save ends)
  • 17+: 14 + R psychic damage; I < STRONG, dazed (save ends)

Strained: You start crying, and you can't use triggered actions or make free strikes until the end of the target's next turn.

Synaptic Override (5 Clarity)

You control an enemy's nervous system. How pleasant for them.

Psionic, Ranged, Telepathy Main action
πŸ“ Ranged 10 🎯 One enemy

Power Roll + Reason:

  • ≀11: The target makes a free strike against one enemy of your choice.
  • 12-16: The target shifts up to their speed and uses their signature ability against any enemies of your choice.
  • 17+: The target moves up to their speed and uses their signature ability against any enemies of your choice.

Effect: You control the target's movement. The target can't be moved in a way that would harm them (such as over a cliff), leave them dying, or result in them suffering a condition or other negative effect. However, you can move them to provoke opportunity attacks.

Strained: You take 1d6 damage and are weakened until the end of your turn.

3rd-Level Features

As a 3rd-level talent, you gain the following features.

Scan

You can extend your psionic senses beyond their usual range. Once on each of your turns, you can search for hidden creatures as a free maneuver (see Hide and Sneak in Chapter 9: Tests). Additionally, once you establish line of effect to a thinking creature within distance of your Mind Spike ability, you always have line of effect to that creature until they move beyond that distance.

7-Clarity Ability

Choose one heroic ability from the following options, each of which costs 7 clarity to use.

Fling Through Time (7 Clarity)

You hurl the target through the annals of time, forcing them to witness every moment of their existence all at once.

Chronopathy, Psionic, Ranged, Strike Main action
πŸ“ Ranged 10 🎯 One creature or object

Power Roll + Presence:

  • ≀11: 3 + P corruption damage; P < WEAK, weakened (save ends)
  • 12-16: 5 + P corruption damage; the target is flung through time, and if P < AVERAGER, they are weakened (save ends)
  • 17+: 8 + P corruption damage; the target is flung through time, and if P < STRONG, they are weakened (save ends)

Effect: A target who is flung through time is removed from the encounter map until the end of their next turn, reappearing in their original space or the nearest unoccupied space.

Strained: You take 2d6 damage and permanently grow visibly older (the equivalent of 10 years for a human). If you obtain a tier 3 outcome on the power roll, you gain 2 clarity.

Force Orbs (7 Clarity)

Spheres of solid psionic energy float around you.

Psionic, Ranged, Strike, Telekinesis Main Action
πŸ“ Self; see below 🎯 Self

Effect: You create three size 1T orbs that orbit your body. Each orb gives you a cumulative damage immunity 1. Each time you take damage, you lose 1 orb. Once on each of your turns, you can use a free maneuver to fire an orb at a creature or object within 5 squares as a ranged strike, losing the orb after the strike.

Power Roll + Reason:

  • ≀11: 2 damage
  • 12-16: 3 damage
  • 17+: 5 damage

Strained: You create five orbs, and you are weakened while you have any orbs active.

Reflector Field (7 Clarity)

A protective field reverses the momentum of incoming attacks.

Area, Psionic, Telepathy Main action
πŸ“ 3 aura 🎯 Special

Effect: The aura lasts until the start of your next turn. Whenever an enemy targets an ally in the area with a ranged ability, the ability is negated on the ally and reflected back at the enemy. The ability deals half the damage to the enemy that it would have dealt to the ally and loses any additional effects.

Strained: The size of the aura increases by 1. Whenever your aura reflects an ability, you take 2d6 damage and forget a memory, as determined by you and the Director.

Soul Burn (7 Clarity)

You blast their soul out of their body, leaving it to helplessly float back to a weakened husk.

Animapathy, Psionic, Ranged, Strike Main action
πŸ“ Ranged 10 🎯 One creature

Power Roll + Presence:

  • ≀11: 6 + P damage; P < WEAK, dazed (save ends)
  • 12-16: 10 + P damage; P < AVERAGE, dazed (save ends)
  • 17+: 14 + P damage; P < STRONG, dazed (save ends)

Effect: The target takes a bane on Presence tests until the end of the encounter.

Strained: The potency of this ability increases by 1. You take 2d6 damage and gain 3 surges that you can use immediately.

4th-Level Features

As a 4th-level talent, you gain the following features.

Characteristic Increase

Your Reason and Presence scores each increase to 3.

Mind Projection

As a maneuver, you project your mind outside your body. While you are in this state, your body remains unconscious and prone, and your mind is a separate entity with size 1T. Your mind automatically has concealment, and can freely move through solid matter. If you end your turn inside solid matter, you are forced out into the space where you entered it.

Any abilities or features you use originate from your mind. Both your mind and your body can take damage while separated, with any such damage applied to your Stamina. Your mind is instantly forced back into your body if you take any damage, and you can immediately return to your body as a free maneuver.

Mind Recovery

Whenever you spend a Recovery to regain Stamina while strained, you can forgo the Stamina and gain 3 clarity instead.

Additionally, the first time each combat round that a creature is force moved, you gain 2 clarity instead of 1.

Perk

You gain one perk of your choice.

Skill

You gain one skill of your choice. See Skills in Chapter 9: Tests.

Suspensor Field

You can fly. While flying, your stability is reduced to 0 and can't be increased. If you can already fly, you have a +2 bonus to speed while flying instead.

If you are strained while flying and are force moved, the forced movement distance gains a +2 bonus.

5th-Level Features

As a 5th-level talent, you gain the following features.

5th-Level Tradition Features

Your talent tradition grants you two features, as shown on the 5th-Level Tradition Features table.

5th-Level Tradition Features Table
Tradition Features
Chronopathy Distortion Temporal, Speed of Thought
Telekinesis Kinetic Amplifier, Triangulate
Telepathy Compulsion, Remote Amplification
Compulsion

Whenever you obtain a success on a test using a skill from the interpersonal skill group while interacting with an NPC, you can ask them a question using your Telepathic Speech feature. The NPC must answer the question truthfully to the best of their ability.

Distortion Temporal

While you are not dying, time behaves irregularly around you in a 3 aura. That area is difficult terrain for enemies. Additionally, when an ally enters the area for the first time in a combat round or starts their turn there, they gain a +2 bonus to speed until the end of the turn.

Kinetic Amplifier

Whenever you force move a creature, you can spend up to 2 surges. For each surge spent, the forced movement distance gains a bonus equal to your Reason score.

Remote Amplification

The distance of your ranged psionic abilities increases by 5. Additionally, the range of your Telepathic Speech feature increases to 1 mile.

Speed of Thought

Once per combat round while you are not dying, you can spend 2 clarity when you use a triggered action to turn it into a free triggered action.

Triangulate

Whenever an ally uses a ranged ability while you are within the ability's distance, you can spend 1 clarity as a free triggered action to allow them to use the ability as if they were in your space.

9-Clarity Ability

Choose one heroic ability from the following options, each of which costs 9 clarity to use.

Exothermic Shield (9 Clarity)

You encase the target in psionic flame and allow them to flicker without fear of burning out.

Pyrokinesis, Psionic, Ranged Maneuver
πŸ“ Ranged 10 🎯 Self or one ally

Effect: Until the start of your next turn, the target has cold immunity 10 and fire immunity 10, and their strikes deal extra fire damage equal to twice your Reason score. Additionally, whenever an enemy attempts uses a melee ability against the target while they are under this effect, the enemy takes 5 fire damage.

Strained: The target gains 2 surges. You are weakened and slowed (save ends).

Hypersonic (9 Clarity)

You move fast enough to turn around and watch your foes feel the aftermath.

Area, Charge, Psionic, Telekinesis Main action
πŸ“ 5 Γ— 2 line within 1 🎯 Each enemy in the area

Effect: You teleport to a square on the opposite side of the area before making the power roll.

Power Roll + Reason:

  • ≀11: 12 sonic damage
  • 12-16: 18 sonic damage
  • 17+: 24 sonic damage

Strained: If you obtain a tier 2 outcome or better, you are slowed until the end of your turn and each target is slowed until the end of their turn.

Mind Snare (9 Clarity)

You latch onto your prey's brain and don't let go, like a song they can't get out of their head.

Psionic, Ranged, Strike, Telepathy Main action
πŸ“ Ranged 10 🎯 One creature

Power Roll + Reason:

  • ≀11: 10 + R psychic damage; R < WEAK, slowed (save ends)
  • 12-16: 14 + R psychic damage; R < AVERAGE, slowed (save ends)
  • 17+: 20 + R psychic damage; R < STRONG, slowed (save ends)

Effect: While slowed this way, the target takes 3 psychic damage for each square they willingly leave.

Strained: While slowed this way, the target instead takes 5 psychic damage for each square they willingly leave. You have a double bane on ability rolls made against the target while they are slowed this way.

Soulbound (9 Clarity)

You fire a piercing bolt of psychic energy that lances through two foes and leaves a faint intangible thread between them.

Animapathy, Psionic, Ranged, Strike Main action
πŸ“ Ranged 10 🎯 Two enemies

Power Roll + Presence:

  • ≀11: 8 damage; A < WEAK, the target is stitched to the other target (save ends)
  • 12-16: 13 damage; A < AVERAGE, the target is stitched to the other target (save ends)
  • 17+: 17 damage; A < STRONG, the target is stitched to the other target (save ends)

Effect: If any target becomes stitched to the other, both targets are stitched together. While stitched together, a target takes a bane on power rolls while not adjacent to a creature they're stitched to. Whenever a stitched target takes damage that wasn't dealt by or also taken by another stitched target, each other stitched target takes half the damage the initial target took.

Strained: You target yourself and three enemies instead.

6th-Level Features

As a 6th-level talent, you gain the following features.

Perk

You gain one interpersonal, lore, or supernatural perk of your choice.

Psi Boost

Whenever you use an ability that is a main action or a maneuver with the Psionic keyword, you can spend additional clarity to apply a psi boost to it and enhance its effects. A psi boost's effects only last until the end of the turn which the ability is first used. You can apply multiple psi boosts to an ability, but only one instance of each specific boost. You can use the following psi boosts.

Dynamic Power (1 Clarity)

If the ability force moves a target, the forced movement distance gains a bonus equal to your Reason score.

Expanded Power (3 Clarity)

If the ability targets an area, you increase the size of the area by 1. If the area is a line, you increase the size of one dimension, not both.

Extended Power (1 Clarity)

If the ability is ranged, the distance gains a bonus equal to your Reason score. If the ability is melee, the distance gains a +2 bonus.

Heightened Power (1 Clarity)

If the ability deals rolled damage, it deals extra damage equal to your Reason score.

Magnified Power (5 Clarity)

If the ability has a potency, you increase that potency by an amount equal to your Reason score.

Shared Power (5 Clarity)

If the ability targets individual creatures or objects, you target one additional creature or object within distance.

Sharpened Power (1 Clarity)

If the ability has any power roll, that roll gains an edge.

6th-Level Tradition Ability

Your talent tradition grants your choice of one of two heroic abilities.

6th-Level Chronopathy Abilities

Choose one of the following abilities.

Fate (9 Clarity)

Your foe gets a glimpse of how it will end for them.

Chronopathy, Psionic, Melee Main action
πŸ“ Melee 2 🎯 One enemy

Effect: The target has damage weakness 5 until the end of your next turn. Whenever the target takes damage while they have this weakness, they are knocked prone.

Strained: This ability gains the Strike keyword as the vision hurts the target's psyche. You make a power roll, then are weakened (save ends).

Power Roll + Presence:

  • ≀11: 8 + P psychic damage
  • 12-16: 13 + P psychic damage
  • 17+: 17 + P psychic damage
Stasis Field (9 Clarity)

Keep everything as it was. Ignore everything that will be.

Area, Chronopathy, Psionic, Ranged Main Action
πŸ“ 4 cube within 10 🎯 Each creature and object in the area

Effect: The area is frozen in time until the start of your next turn. Each object in the area is restrained and can't fall until the effect ends. Until the effect ends, creatures in the area who are reduced to 0 Stamina or would die stay alive, and objects in the area that are reduced to 0 Stamina remain undestroyed. Make a power roll that targets each enemy in the area.

Power Roll + Presence:

  • ≀11: P < WEAK, the target is slowed until the effect ends
  • 12-16: P < AVERAGE, the target's speed is 0 until the effect ends
  • 17+: P < STRONG, the target is restrained until the effect ends

Strained: Any creature or object force moved in the area takes 2 corruption damage for each square of the area they enter. Creatures and objects restrained in the area can be force moved. You are restrained until the effect ends.

6th-Level Telekinesis Abilities

Choose one of the following abilities.

Gravitic Well (9 Clarity)

You bend gravity into a fine point and pull your foes toward it.

Area, Psionic, Ranged, Telekinesis Main Action
πŸ“ 4 cube within 10 🎯 Each creature and object in the area

Power Roll + Reason:

  • ≀11: 6 damage; vertical pull 5 toward the center of the area
  • 12-16: 9 damage; vertical pull 7 toward the center of the area
  • 17+: 13 damage; vertical pull 10 toward the center of the area

Effect: Targets closest to the center of the area are pulled first.

Strained: The size of the area increases by 2. You also target yourself and each ally within distance.

Greater Kinetic Grip (9 Clarity)

You raise the target into the air without breaking a sweat.

Psionic, Ranged, Strike, Telekinesis Main action
πŸ“ Ranged 10 🎯 One creature or object

Power Roll + Reason:

  • ≀11: Slide 4 + R; M < WEAK, the forced movement is vertical
  • 12-16: Slide 8 + R; M < AVERAGE, the forced movement is vertical
  • 17+: Slide 12 + R; prone; M < STRONG, the forced movement is vertical

Strained: The forced movement ignores stability. You take 2d6 damage and are weakened (save ends).

6th-Level Telepathy Abilities

Choose one of the following abilities.

Synaptic Conditioning (9 Clarity)

It's a subtle mindset shift. It's not that they're your enemyβ€”you just don't like them!

Psionic, Melee, Strike, Telepathy Main action
πŸ“ Melee 2 🎯 One creature

Power Roll + Reason:

  • ≀11: 10 psychic damage; the target takes a bane on ability rolls made to harm you or your allies (save ends)
  • 12-16: 14 psychic damage; the target has a double bane on ability rolls made to harm you or your allies (save ends)
  • 17+: 20 psychic damage; the target considers you and your allies to be their allies when using abilities and features (save ends)

Strained: While the target is under this effect, you no longer consider your enemies to be your enemies when using your abilities and features.

Synaptic Dissipation (9 Clarity)

You manipulate your enemies' minds and make them wonder if you were ever really there in the first place.

Psionic, Ranged, Strike, Telepathy Maneuver
πŸ“ Ranged 10 🎯 Special

Effect: You target a number of creatures with this ability determined by the outcome of your power roll. You and your allies are invisible to each target until the start of your next turn.

Power Roll + Reason:

  • ≀11: Two creatures
  • 12-16: Three creatures
  • 17+: Five creatures

Strained: The effect ends early if you take damage from an enemy's ability.

7th-Level Features

As a 7th-level talent, you gain the following features.

Ancestral Memory

Each time you finish a respite, you can choose a number of skills you have up to your Reason score and replace them with an equal number of skills from the interpersonal and lore skill groups. These replacements last unil the end of your next respite.

Cascading Strain

Whenever you take damage from a strained effect or from having negative clarity, you can choose one enemy within distance of your Mind Spike ability to take the same damage.

Characteristic Increase

Each of your characteristic scores increases by 1, to a maximum of 4.

Lucid Mind

At the start of each of your turns during combat, you gain 1d3 + 1 clarity instead of 1d3.

Skill

You gain one skill of your choice.

8th-Level Features

As an 8th-level talent, you gain the following features.

Perk

You gain one perk of your choice.

8th-Level Tradition Features

Your talent tradition grants you two features, as shown on the 8th-Level Tradition Features table.

8th-Level Tradition Features Table
Tradition Features
Chronopathy Doubling the Hours, Stasis Shield
Telekinesis Levitation Field, Low Gravity
Telepathy Mindlink, Universal Connection
Doubling the Hours

While you have 5 or more Victories, you can undertake an additional respite activity during a respite.

Levitation Field

You have the following ability.

Levitation Field

You manipulate the air around your allies so they can move as freely through the sky as you can.

Area, Psionic Maneuver
πŸ“ 3 burst 🎯 Each ally in the area

Effect: Each target can fly until the start of your next turn, and can immediately shift up to their speed. You can also shift up to your speed. While flying, a target's stability is reduced to 0 and can't be increased.

Spend 5 Clarity: The effects last for 1 hour instead.

Low Gravity

Your mind can carry your body through tough times. You ignore difficult terrain and don't need to spend additional movement while prone.

During a respite, you can choose a number of creatures up to your Reason score who you have communicated with using your Telepathic Speech feature, creating a telepathic link among all of you. Whenever a linked creature spends one or more Recoveries, each other linked creature can spend a Recovery.

Stasis Shield

You have the following ability.

Stasis Shield (3 Clarity)

You freeze time just long enough to bring the victim to safety!

Psionic, Ranged Triggered
πŸ“ Ranged 10 🎯 Self, or one creature or object

Trigger: The target takes damage.

Effect: The target is teleported to an unoccupied space adjacent to you, taking no damage and suffering no additional effects if this movement would get them out of harm's way.

Strained: You can't target yourself, and you take the damage and any additional effects instead of the target.

Universal Connection

The range of your Telepathic Speech feature increases to anywhere on the same world.

11-Clarity Ability

Choose one heroic ability from the following options, each of which costs 11 clarity to use.

Doubt (11 Clarity)

You tug at the strings of the foe's anima and unravel them, allowing someone else to take advantage of their drive.

Animapathy, Psionic, Ranged, Strike Main action
πŸ“ Ranged 10 🎯 One creature or object

Power Roll + Presence:

  • ≀11: 10 + P damage; P < WEAK, weakened (save ends)
  • 12-16: 14 + P damage; P < AVERAGE, weakened (save ends)
  • 17+: 20 + P damage; P < STRONG, weakened and slowed (save ends)

Effect: This ability gains an edge against a target with a soul (see Draw Steel: Monsters). After you make the power roll, you or one ally within distance have a double edge on the next power roll you make before the end of the encounter.

Strained: You feel dispirited until you finish a respite. If you obtain a tier 3 outcome on the power roll, you and the target each have damage weakness 5 (save ends).

Mindwipe (11 Clarity)

You attempt to make them forget all their training.

Melee, Psionic, Strike, Telepathy Main action
πŸ“ Melee 2 🎯 One creature

Power Roll + Reason

  • ≀11: 12 + R damage; R < WEAK, the target takes a bane on their next power roll
  • 12-16: 17 + R damage; R < AVERAGE, the target takes a bane on power rolls (save ends)
  • 17+: 23 + R damage; R < STRONG, the target has a double bane on power rolls (save ends)

Effect: The target can't communicate with anyone until the end of the encounter.

Strained: You take 3d6 damage.

Rejuvenate (11 Clarity)

You reshape the flow of time in the target's body to return it to an earlier state.

Chronopathy, Psionic, Ranged Maneuver
πŸ“ Ranged 10 🎯 Self or one ally

Effect: Choose two of the following effects:

  • The target can spend any number of Recoveries.
  • The target gains 1 of their Heroic Resource, and can end any effects on them that are ended by a saving throw or that end at the end of their turn.
  • The target gains 2 surges, and gains a +3 bonus to speed until the end of the encounter.

Strained: You and the target both permanently grow visibly younger (the equivalent of 20 human years, to the minimum of an 18-yearold). Additionally, you are weakened and slowed (save ends).

Steel (11 Clarity)

The target's skin becomes covered in tough metal.

Metamorphosis, Psionic, Ranged Maneuver
πŸ“ Ranged 10 🎯 Self or one ally

Effect: The target has damage immunity 5 and can't be made slowed or weakened until the start of your next turn. Whenever the target force moves a creature or object while under this effect, the forced movement distance gains a +5 bonus.

Strained: You can't use maneuvers (save ends).

9th-Level Features

As a 9th-level talent, you gain the following features.

Fortress of Perfect Thought

Your mind is an impenetrable palace that shields you from danger. You gain the following effects:

  • You can breathe even when there is no breathable air.
  • You have psychic immunity 10.
  • Creatures can't read your thoughts unless you allow them to.
  • Your Reason and Intuition are treated as 2 higher for the purpose of resisting the potency of abilities.
  • You can't be made taunted or frightened.

9th-Level Tradition Ability

Your talent tradition grants your choice of one of two heroic abilities.

9th-Level Chronopathy Abilities

Choose one of the following abilities.

Acceleration Field (11 Clarity)

You forcibly stuff more moments into a critical point in time, knowing full well you might need to steal some of your own.

Chronopathy, Psionic, Ranged Main action
πŸ“ Ranged 5 🎯 Three allies

Effect: Each target can use any main action available to them as a free triggered action, but they lose their main action on their next turn.

Strained: Make a power roll that targets you and each enemy within distance.

Power Roll + Presence:

  • ≀11: 4 corruption damage; slowed (save ends)
  • 12-16: 6 corruption damage; slowed (save ends)
  • 17+: 10 corruption damage; slowed (save ends)
Borrow From the Future (11 Clarity)

You lean on future heroism to assist you in the now.

Area, Chronopathy, Psionic Maneuver
πŸ“ 2 burst 🎯 Each ally in the area

Effect: The targets share 6 of their Heroic Resource among themselves, as you determine. A target can't gain more than 3 of their Heroic Resource this way. After using this ability, you can't gain any clarity until the end of the next combat round.

9th-Level Telekinesis Abilities

Choose one of the following abilities.

Fulcrum (11 Clarity)

You precisely manipulate the creatures around you.

Area, Psionic, Telekinesis Main action
πŸ“ Special 🎯 Each enemy and object in the area

Effect: Make a power roll to determine the area of this ability. Each target is vertical pushed 6 squares. You can target only objects of size 1L or smaller.

Power Roll + Reason:

  • ≀11: 2 burst
  • 12-16: 3 burst
  • 17+: 4 burst

Strained: You can choose to reduce the size of the burst by 2 (to a minimum of 1 burst) to give the forced movement distance a +2 bonus. You take half the total damage all targets take from forced movement.

Gravitic Nova (11 Clarity)

Unbridled psionic energy erupts from your body and flashes outward, hurling your foes back.

Area, Psionic, Telekinesis Main action
πŸ“ 3 burst 🎯 Each enemy and object in the area

Power Roll + Reason:

  • ≀11: 6 damage; push 7
  • 12-16: 9 damage; push 10
  • 17+: 13 damage; push 15

Effect: On a critical hit, the size of the area increases by 3, and this ability deals an extra 10 damage.

Strained: You are weakened (save ends). If you scored a critical hit with this ability, you die.

9th-Level Telepathy Abilities

Choose one of the following abilities.

Resonant Mind Spike (11 Clarity)

You fire a telepathic bolt empowered by every consciousness within reach directly into your foe's mind.

Psionic, Ranged, Strike, Telepathy Main action
πŸ“ Ranged 10 🎯 One creature

Power Roll + Reason:

  • ≀11: 15 + R psychic damage
  • 12-16: 24 + R psychic damage
  • 17+: 28 + R psychic damage

Effect: This ability ignores cover and concealment.

Strained: The ability roll scores a critical hit on a natural 17 or higher. You take half the damage the target takes, and you can't reduce this damage in any way.

Synaptic Terror (11 Clarity)

You project a terrifying image into the brains of your foes, and their fear psionically invigorates your allies.

Area, Psionic, Telepathy Main action
πŸ“ 3 burst 🎯 Each ally and enemy in the area

Effect: You and each target ally can't obtain lower than a tier 2 outcome on power rolls until the start of your next turn. Each target enemy is affected by the ability's power roll.

Power Roll + Reason:

  • ≀11: R < WEAK, frightened (save ends)
  • 12-16: R < AVERAGE, frightened (save ends)
  • 17+: R < STRONG, frightened (save ends)

Strained: You can't use this ability if doing so would cause you to have negative clarity.

10th-Level Features

As a 10th-level talent, you gain the following features.

Characteristic Increase

Your Reason and Presence scores each increase to 5.

Clear Mind

The first time each combat round that a creature is force moved, you gain 3 clarity instead of 2.

Omnisensory

You have a +10 bonus to the distance of your ranged abilities. Addition ally, you don't need line of effect to a target of a ranged ability if the target is a creature capable of thought who you have previously had line of effect to.

Perk

You gain one interpersonal, lore, or supernatural perk of your choice.

Psion

At the start of each of your turns during combat, you gain 1d3 + 2 clarity instead of 1d3 + 1.

Additionally, you can choose to not take damage from having negative clarity. You can also choose to take on any ability's strained effect even if you're not strained.

Skill

You gain one skill of your choice.

Vision

You have an epic resource called vision. Each time you finish a respite, you gain vision equal to the XP you gain. You can spend vision on your abilities as if it were clarity.

Additionally, you can spend vision to use one additional psionic ability on your turn, provided you pay the entire cost of the ability in vision. If you choose to use a psionic ability that usually costs no clarity, you must spend 1 vision to use it.

Vision remains until you spend it.

Troubadour

The whole world's a stage, and everyone on it, an actor. No one knows this better than the troubadour. You find energy in the drama of everyday life and know how to draw spectacle forth from even the most mundane of situations. You accent highs and deepen lows in service to whoever might witness your performance.

As a troubadour, you chase drama. The insurmountable dangers of the world might cause many a hero to cower. But you take to that world stage not intending to die, but to find out if you are truly alive.

"History is a tale. Each of us is just a story we tell ourselves. Change the story, and you change the world." Jackson Bootblack

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Basics

Starting Characteristics: You start with an Agility of 2 and a Presence of 2, and you can choose one of the following arrays for your other characteristic scores:

  • 2, βˆ’1, βˆ’1
  • 1, 1, βˆ’1
  • 1, 0, 0

Weak Potency: Presence βˆ’ 2

Average Potency: Presence βˆ’ 1

Strong Potency: Presence

Starting Stamina at 1st Level: 18

Stamina Gained at 2nd and Higher Levels: 6

Recoveries: 8

Skills: You gain the Read Person skill (see Skills in Chapter 9: Tests). Then choose two skills from the interpersonal skill group and one skill from the intrigue or lore skill groups. (Quick Build: Brag, Read Person, Rumors, Society.)

1st-Level Features

As a 1st-level troubadour, you gain the following features.

Troubadour Class Act

Panache, melody, and depiction. Some troubadours have it all, but everyone starts somewhere. Your troubadour class act is your art form, summing up the manner in which the world becomes your stage. As you go about unearthing the drama of everyday life and strife, you choose a troubadour class act from the following options, each of which grants you a skill. (Quick Build: Virtuoso.)

  • Auteur: You seek drama from story and recount, using your magic to manipulate the sequence of events unfolding before you. You have the Brag skill.
  • Duelist: Drama infuses your every movement done in tandem with another. You perform dances of death, putting trust in your opponent to return your passion in kind. You have the Gymnastics skill.
  • Virtuoso: You find drama in music and song, weaving magic between vibrations and filling the audience with your pathos. You have the Music skill and can play an instrument.

Your troubadour class act is your subclass, and your choice of class act determines many of the features you'll gain as you gain new levels.

Drama

During battles, you are fueled by the dynamic ups, downs, and upside downs of the fray, from which you derive a Heroic Resource called drama.

Troubadour Advancement Table
Level Features Abilities Class Act Abilities
1st Troubadour Class Act, Drama, Kit, Scene Partner, Routines, Class Act Features, Class Act Triggered Action, Troubadour Abilities Signature, 3, 5 β€”
2nd Appeal to the Muses, Invocation, Perk, Class Act Ability Signature, 3, 5 5
3rd Class Act Feature, 7-Drama Ability Signature, 3, 5, 7 5
4th Characteristic Increase, Melodrama, Perk, Skill, Zeitgeist Signature, 3, 5, 7 5
5th Class Act Feature, 9-Drama Ability Signature, 3, 5, 7, 9 5
6th Perk, Spotlight, Class Act Ability Signature, 3, 5, 7, 9 5, 9
7th Characteristic Increase, A Muse's Muse, Equal Billing, Skill Signature, 5, 7, 9 5, 9
8th Perk, Class Act Feature, 11-Drama Ability Signature, 3, 5, 7, 9, 11 5, 9, 11
9th Roar of the Crowd, Class Act Ability Signature, 3, 5, 7, 9, 11 5, 9, 11
10th Applause, Characteristic Increase, Dramaturgy, Greatest of All Time, Perk, Skill Signature, 3, 5, 7, 9, 11 5, 9, 11
Drama in Combat

At the start of a combat encounter or some other stressful situation tracked in combat rounds (as determined by the Director), you gain drama equal to your Victories. At the start of each of your turns during combat, you gain 1d3 drama.

Additionally, you gain drama when certain events occur during a combat encounter:

  • The first time three or more heroes use an ability on the same turn, you gain 2 drama.
  • The first time any hero is made winded during the encounter, you gain 2 drama.
  • Whenever a creature within your line of effect rolls a natural 19 or 20, you gain 3 drama.
  • When you or another hero dies, you gain 10 drama.

When you are dead, you continue to gain drama during combat as long as your body is intact. If you have 30 drama during the encounter in which you died, you can come back to life with 1 Stamina and 0 drama (no action required). If you are still dead after the encounter in which you died, you can't gain drama during future encounters.

You lose any remaining drama at the end of the encounter.

Drama Outside of Combat

Though you can't gain drama outside of combat, you can use your heroic abilities and effects that cost drama without spending it. Whenever you use an ability or effect outside of combat that costs drama, you can't use that same ability or effect outside of combat again until you earn 1 or more Victories or finish a respite.

When you use an ability outside of combat that lets you spend unlimited drama on its effect, such as Artful Flourish, you can use it as if you had spent an amount of drama equal to your Victories.

The Auteur Troubadour

Abilities like Guest Star, Missed Cue, and Twist at the End allow the auteur to rewrite bits of what happens in the battle by temporarily removing creatures from an encounter, bringing people back to life, or causing a new ally to appear. These abilities and features are no more powerful than any other, but they're narratively different from shooting rays of fire or swinging a sword.

This is because, uniquely among all the subclasses in Draw Steel, the auteur knows that the combat encounter playing out at your table is really a story being told sometime later, probably in a tavern.

When the auteur uses these abilities, they are changing that story. They rewrite stories to make them more dramatic in the telling. What actually happened is a matter of some debate. Even the people who were there don't agree on exactly what took place. How people remember it is what's important!

This is pretty weird, but also very fun. If it's too weird for you or your table, you could always interpret those abilities as a kind of magic. A school of conjuring that really does change the battlefield, which the auteur merely flavors as rewriting the story.

Kit

You can use and gain the benefits of a kit. See Chapter 6: Kits for more information. (Quick Build: Swashbuckler.)

Scene Partner

Whenever you obtain a success on a test to interact with an NPC using a skill from the interpersonal group, you can form a bond with that NPC. When you enter into a negotiation with a bonded NPC, their patience increases by 1 (to a maximum of 5). Additionally, the first time during a negotiation that you personally make an argument that would increase a bonded NPC's interest by 1, you instead increase their interest by 2 (to a maximum of 5).

You can have a number of bonds active equal to your level. When you form a bond with a new NPC that would exceed the limit, you must choose which of your active bonds to lose.

Routines

You enter every battle with a set of performance abilities at the ready. Performances are magical presentations (such as songs, dances, poems, or gymnastic feats) that your allies can participate in. These abilities have the Performance keyword. At the start of each combat round, as long as you are not dazed, dead, or surprised, you can either choose a new performance or maintain your current performance (no action required). Your performance lasts until you are unable to maintain it or until the end of the encounter.

You start off with the Choreography and Revitalizing Limerick performance abilities. Your choice of class act grants you additional performances.

Choreography

Taps, kicks, steps. It's all "choreography."

Area, Magic, Performance No action
πŸ“ 5 aura 🎯 Self and each ally in the area

Effect: While this performance is active, each target who starts their turn in the area gains a +2 bonus to speed until the end of their turn.

Revitalizing Limerick

There once was a man from Capital ...

Area, Magic, Performance No action
πŸ“ 5 aura 🎯 Self and each ally in the area

Effect: At the end of each of your turns while this performance is active, you can choose up to a number of targets equal to your Presence score. Each chosen target can spend a Recovery.

1st-Level Class Act Features

Your troubadour class act grants you two features, as shown on the 1st-Level Class Act Features table.

1st-Level Class Act Features Table
Class Act Features
Auteur Blocking, Dramatic Monologue
Duelist Acrobatics, Star Power
Virtuoso Power Chord, Virtuoso Performances
Acrobatics

You have the following performance ability, which is usable with your Routines feature.

Acrobatics

Folks love a good tumble.

Area, Magic, Performance No action
πŸ“ 5 aura 🎯 Self and each ally in the area

Effect: While this performance is active, each target who starts their turn in the area can automatically obtain a tier 3 outcome on one test made to jump, tumble, or climb as part of their movement before the end of their turn.

Blocking

You have the following performance ability, which is usable with your Routines feature.

Blocking

No, no, no, you lose the audience that way. Try it like this …

Area, Magic, Performance No action
πŸ“ 2 aura 🎯 Each creature in the area

Effect: At the end of each of your turns while this performance is active, you can choose up to a number of targets equal to your Presence score and teleport those targets to unoccupied spaces in the area. A target can't be teleported in a way that would harm them (such as over a cliff), leave them dying, or result in them suffering a condition or other negative effect.

Dramatic Monologue

You have the following ability.

Dramatic Monologue

It doesn't need to make sense. Just say it with emotion.

Magic, Ranged Maneuver
πŸ“ Ranged 10 🎯 Special

Effect: Choose one of the following effects:

  • You orate a rousing tale of victory. One ally within distance gains an edge on the next power roll they make before the start of your next turn.
  • You weave a tale of high-stakes heroics. One ally within distance gains 1 surge.
  • You insult a foe where they're most vulnerable. One enemy within distance takes a bane on the next power roll they make before the end of their next turn.

Spend 1 Drama: You can choose two targets for the chosen effect.

Power Chord

You have the following ability.

Power Chord

Your instrument rings true and your music blows everyone away.

Area, Magic Maneuver
πŸ“ 2 burst 🎯 Each enemy in the area

Power Roll + Presence:

  • ≀11: Push 1
  • 12-16: Push 2
  • 17+: Push 3
Star Power

You have the following ability.

Star Power (1 Drama)

Your years of practicing fencing and dancing pay off on the battlefield.

β€” Maneuver
πŸ“ Self 🎯 Self

Effect: You gain a +2 bonus to speed until the end of your turn. Additionally, the next power roll you make this turn can't have an outcome lower than tier 2.

Spend 1 Drama: You gain a +4 bonus to speed instead.

Virtuoso Performances

You have the following performance abilities, which are usable with your Routines feature.

"Thunder Mother"

All for thunder motherrr! β™ͺ Run and hide for coverrr!β™ͺ

Magic, Performance, Ranged, Strike No action
πŸ“ Ranged 10 🎯 One creature

Effect: At the end of each combat round while this performance is active, you can make a power roll against the target that ignores cover. You can't target the same creature twice with this effect.

Power Roll + Presence:

  • ≀11: Lightning damage equal to your level
  • 12-16: Lightning damage equal to 5 + your level
  • 17+: Lightning damage equal to 10 + your level

"Ballad of the Beast"

Teeth are bare! β™ͺ Eyes black! β™ͺ No escaping the beast!β™ͺ

Area, Magic, Performance No action
πŸ“ 5 aura 🎯 Self and each ally in the area

Effect: While this performance is active, each target who starts their turn in the area gains 1 surge.

Class Act Triggered Action

Your troubadour class act grants you a triggered action, as shown on the Class Act Triggered Actions table.

Class Act Triggered Action Table
Class Act Triggered Action
Auteur Turnabout Is Fair Play
Duelist Riposte
Virtuoso Harmonize
Harmonize (3 Drama)

Give the chorus a little punch.

Ranged Triggered
πŸ“ Ranged 5 🎯 One ally

Trigger: The target uses an ability that targets only one enemy and costs 3 or fewer of their Heroic Resource.

Effect: The target can choose one additional target for the triggering ability. Any damage dealt to the additional target is sonic damage.

Spend 1+ Drama: You can trigger this ability when a target uses an ability that has a Heroic Resource cost of 3 + each additional drama spent.

Riposte

"I'd have brought treats had I known I'd be fighting a dog."

Melee Triggered
πŸ“ Melee 1 🎯 Self or one ally

Trigger: The target takes damage from a melee strike.

Effect: The target makes a free strike against the creature who made the triggering strike.

Turnabout Is Fair Play

All's fair in love and whatever.

Ranged Triggered
πŸ“ Ranged 10 🎯 One creature

Trigger: The target makes an ability roll that has an edge, a double edge, a bane, or a double bane.

Effect: An edge on the triggering roll becomes a bane, or a double edge becomes an edge. A bane becomes an edge, or a double bane becomes a bane.

Spend 3 Drama: An edge on the triggering roll becomes a double bane, or a double edge is negated. A bane becomes a double edge, or a double bane is negated.

Troubadour Abilities

Your performance centers around maneuvering through the scene of battle, maintaining its momentum so that the story flows as dramatically as possible.

Signature Ability

Choose one signature ability from the following options. Signature abilities can be used at will. (Quick Build: Witty Banter.)

Artful Flourish

And they said practicing fencing was a waste!

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 Two creatures or objects

Power Roll + Agility:

  • ≀11: 2 damage
  • 12-16: 5 damage
  • 17+: 7 damage

Effect: You can shift up to 3 squares.

Spend 2+ Drama: You can target one additional creature or object for every 2 drama spent.

Cutting Sarcasm

There you are, radiating your usual charisma.

Magic, Ranged, Strike, Weapon Main action
πŸ“ Ranged 10 🎯 One creature

Power Roll + Presence:

  • ≀11: 2 + P psychic damage; P < WEAK, bleeding (save ends)
  • 12-16: 5 + P psychic damage; P < AVERAGE, bleeding (save ends)
  • 17+: 7 + P psychic damage; P < STRONG, bleeding (save ends)
Instigator

I didn't do it! What?

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature

Power Roll + Presence:

  • ≀11: 3 + P damage
  • 12-16: 6 + P damage
  • 17+: 9 + P damage

Effect: The target is taunted by you or a willing ally adjacent to you until the end of the target's next turn.

Witty Banter

A lyrical (and physical) jab insults an enemy and inspires an ally.

Maigc, Melee, Ranged, Strike Main action
πŸ“ Melee 1 or ranged 5 🎯 One creature

Power Roll + Presence:

  • ≀11: 4 + P psychic damage
  • 12-16: 5 + P psychic damage
  • 17+: 7 + P psychic damage

Effect: One ally within 10 squares of you can end one effect on them that is ended by a saving throw or that ends at the end of their turn.

Spend 1 Drama: The chosen ally can spend a Recovery.

Heroic Abilities

You master a range of heroic abilities, all of which cost drama to empower them.

3-Drama Ability

Choose one heroic ability from the following options, each of which costs 3 drama to use. (Quick Build: Harsh Critic.)

Harsh Critic (3 Drama)

Just one bad review will ruin their day.

Magic, Melee, Ranged, Strike Main Action
πŸ“ Melee 1 or ranged 10 🎯 One creature or object

Power Roll + Presence:

  • ≀11: 7 + P sonic damage
  • 12-16: 10 + P sonic damage
  • 17+: 13 + P sonic damage

Effect: The first time the target uses an ability before the start of your next turn, any effects from the ability's tier outcomes other than damage are negated for all targets. Ability effects that always happen regardless of the power roll work as usual.

Hypnotic Overtones (3 Drama)

You produce an entrancing note that twists the senses in a spectacular fashion.

Area, Magic Main action
πŸ“ 2 burst 🎯 Each enemy in the area

Power Roll + Presence:

  • ≀11: Slide 1; I < WEAK, dazed (save ends)
  • 12-16: Slide 1; I < AVERAGE, dazed (save ends)
  • 17+: Slide 2; I < STRONG, dazed (save ends)

Spend 2+ Drama: The size of the burst increases by 1 for every 2 drama spent.

Quick Rewrite (3 Drama)

You write something unexpected into the scene that hinders your enemy.

Area, Magic, Ranged Main Action
πŸ“ 3 cube within 10 🎯 Each enemy in the area

Power Roll + Presence:

  • ≀11: 4 damage; P < WEAK, slowed (save ends)
  • 12-16: 5 damage; P < AVERAGE, slowed (save ends)
  • 17+: 6 damage; P < STRONG, restrained (save ends)

Effect: The area is difficult terrain for enemies.

Upstage (3 Drama)

As you bob and weave through the crowd, you can't help but leave the audience wanting more.

Melee, Strike, Weapon Maneuver
πŸ“ Self; see below 🎯 Self

Effect: You shift up to your speed. You make one power roll that targets each enemy you move adjacent to during this shift.

Power Roll + Agility or Presence:

  • ≀11: Taunted (EoT); A < WEAK, prone
  • 12-16: Taunted (EoT); A < AVERAGE, prone
  • 17+: Taunted (EoT); A < STRONG, prone and can't stand (EoT)
5-Drama Ability

Choose one heroic ability from the following options, each of which costs 5 drama to use. (Quick Build: Dramatic Reversal.)

Dramatic Reversal (5 Drama)

Give the audience a surprise.

Area, Magic Main action
πŸ“ 3 burst 🎯 Self and each ally in the area

Power Roll + Presence:

  • ≀11: The target can shift 1 square and make a free strike.
  • 12-16: The target can shift up to 2 squares and make a free strike that gains an edge.
  • 17+: The target can shift up to 3 squares and make a free strike that gains an edge, then can spend a Recovery.
Fake Your Death (5 Drama)

O happy dagger, this is thy sheath!

Magic Maneuver
πŸ“ Self 🎯 Self

Effect: You turn invisible and create a magical illusion of your corpse falling in your space. While you are invisible, you gain a +3 bonus to speed and you ignore difficult terrain. The illusion and your invisibility last until the end of your next turn, or until the illusion is interacted with, you take damage, or you use a main action or a maneuver.

Flip the Script (5 Drama)

You try a different take on events, justifying the new locations everyone ended up in.

Area, Magic Main action
πŸ“ 3 burst 🎯 Self and each ally in the area

Effect: Each target can teleport up to 5 squares. Any teleported target who was slowed is no longer slowed.

Method Acting (5 Drama)

They're so hurt by your performance, you start to believe it yourself.

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature

Power Roll + Agility:

  • ≀11: 6 + A damage; P < WEAK, weakened (save ends)
  • 12-16: 10 + A damage; P < AVERAGE, weakened (save ends)
  • 17+: 14 + A damage; P < STRONG, weakened (save ends)

Effect: You can become bleeding (save ends) to deal an extra 5 corruption damage to the target.

2nd-Level Features

As a 2nd-level troubadour, you gain the following features.

Appeal to the Muses

You can give a rousing speech, invoke your inspirations, or lift your fellows' spirits, appealing to the muses to heighten a battle's drama. However, irony is eager to hand your fortune to the villain to achieve the same end.

Before you roll to gain drama at the start of your turn, you can make your appeal (no action required). If you do, your roll gains the following additional effects:

  • If the roll is a 1, you gain 1 additional drama. The Director gains 1d3 Malice (see Draw Steel: Monsters).
  • If the roll is a 2, you gain 1 Heroic Resource, which you can keep or give to an ally within the distance of your active performance. The Director gains 1 Malice.
  • If the roll is a 3, you gain 2 of a Heroic Resource, which you can distribute among yourself and any allies within the distance of your active performance.

Invocation

You have a specific manner that helps define your presence on the battlefield. Choose one of the following features.

Allow Me to Introduce Tonight's Players

Whenever you take the first turn in a combat encounter, you can use a main action to introduce yourself and your allies to your opponents. Each ally can shift up to their speed, and ability rolls made against them have a double bane until the end of the combat round. Additionally, any surprised enemy is no longer surprised.

Formal Introductions

As a respite activity, you can scribe a notice of your arrival (such as a calling card or a formal letter) addressed to an enemy. You can deliver the notice to the target personally if you are in the same general area, send it by courier, or leave it in a covert location for the target to find. You can have only one notice active at a time.

The Director determines when the target receives your notice. When the target receives the notice, they become alarmed and take desperate measures to stop you. The Director gains 1 additional Malice per combat round during encounters involving the target. The heroes start each such encounter with 2 additional hero tokens (Chapter 1: The Basics). These hero tokens disappear at the end of the encounter.

My Reputation Precedes Me

You can invoke your reputation at the start of a social interaction with one or more NPCs who haven't met you before, automatically creating a bond with one of those NPCs from that group as if using your Scene Partner feature (above). This bond counts against the limit on active bonds from your Scene Partner feature. While the bond is active, all heroes present treat their Renown as 2 higher than usual for the purpose of entering into a negotiation with the bonded NPC.

The Director can award the heroes 1 hero token to make you infamous among the group of creatures instead, and preventing you from forming this bond. Until you take action to improve your reputation, all heroes present take a bane on tests made to interact with creatures in the group using skills from the interpersonal skill group. You can still use your Scene Partner feature to find allies within the group.

Perk

You gain one interpersonal, lore, or supernatural perk of your choice. See Chapter 7: Perks.

2nd-Level Class Act Ability

Your troubadour class act grants your choice of one of two heroic abilities.

2nd-Level Auteur Ability

Choose one of the following abilities.

Guest Star (5 Drama)
Magic, Ranged Main action
πŸ“ Ranged 10 🎯 Special

Effect: A guest star appears to help you during the encounter: either a bystander within distance uplifted by your magic, or a mysterious new hero who appears in an unoccupied space within distance. This guest star is controlled by you, has their own turn, and shares your characteristics. Their Stamina maximum is half yours. They have no abilities other than your melee and ranged free strikes. At the end of the encounter, or when the guest star is reduced to 0 Stamina, they retreat or revert to a bystander. The same bystander can't be uplifted this way more than once during an encounter.

Twist at the End (5 Drama)

You didn't see that coming, did you?!

Magic, Ranged Main action
πŸ“ Ranged 10 🎯 One dead enemy

Effect: A target who is not a leader or solo creature comes back to life with half their Stamina and becomes an ally under the Director's control. The players can work with the Director to determine when the target takes their turn each combat round. At the end of the encounter, the target turns to dust and is blown away.

2nd-Level Duelist Ability

Choose one of the following abilities.

Classic Chandelier Stunt (5 Drama)

Audiences love this bit.

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 Self and one willing ally

Effect: Each target can shift up to 5 squares, including vertically, but must end this movement adjacent to the other target and on solid ground. Each target can then make a melee free strike that deals extra damage equal to twice their highest characteristic score.

En Garde! (5 Drama)

Wait, it's … Guard! Turn! Parry! Dodge! Spin! Thrust! Ha!

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature

Power Roll + Agility:

  • ≀11: 7 + A damage
  • 12-16: 11 + A damage
  • 17+: 16 + A damage

Effect: The target can make a melee free strike against you. If they do, you can make a melee free strike against the target.

2nd-Level Virtuoso Ability

Choose one of the following abilities.

Encore (5 Drama)

Again! Again!

Magic, Strike Main action
πŸ“ Special 🎯 Special

Effect: You use an ability that you have observed being used this combat round. The ability must have the Strike keyword, cost 5 or fewer of a Heroic Resource, and cost no Malice. When you make the strike, you use your Presence score for any power rolls, and any damage you deal is sonic damage.

Tough Crowd (5 Drama)

Your fans don't seem to like the opening act …

Area, Magic, Ranged Main action
πŸ“ 3 cube within 10 🎯 Special

Effect: The area is haunted by a swirling horde of phantoms until the end of the encounter. Allies can enter any square of the area without spending movement. At the end of each of your turns, you can make one power roll that targets each enemy in the area.

Power Roll + Presence:

  • ≀11: 5 corruption damage; M < WEAK, pull 1 toward the center of the area
  • 12-16: 9 corruption damage; M < AVERAGE, pull 2 toward the center of the area
  • 17+: 12 corruption damage; M < STRONG, pull 3 toward the center of the area

3rd-Level Features

As a 3rd-level troubadour, you gain the following features.

3rd-Level Class Act Feature

Your troubadour class act grants you a feature, as shown on the 3rd-Level Class Act Features table.

3rd-Level Class Act Features Table
Class Act Features
Auteur Missed Cue
Duelist Foil
Virtuoso Second Album
Foil

At the start of an encounter, choose one creature within your line of effect. You have a double edge on power rolls made against or in competition with that creature. The chosen creature also has a double edge on power rolls made against or in competition with you. If the chosen creature is reduced to 0 Stamina, you can choose a new foil at the start of the next combat round.

Missed Cue

If you aren't surprised at the start of an encounter, you can choose one enemy within your line of effect who is not a leader or solo creature. The Director temporarily removes the chosen creature from the encounter. The chosen creature enters the encounter at the start of the second combat round. You must earn 3 Victories before you can use this feature again.

Second Album

You have the following performance abilities, which are usable with your Routines feature.

"Fire Up the Night"

Maybe you and I β™ͺ We can still bring the light!β™ͺ

Area, Magic, Performance No action
πŸ“ 5 aura 🎯 Self and each ally in the area

Effect: While this performance is active, each target who starts their turn in the area doesn't take a bane on strikes against creatures with concealment. Once during their turn, they can search for hidden creatures as a free maneuver (see Hide and Sneak in Chapter 9: Tests).

"Never-Ending Hero"

And toniiight we can truly say β™ͺ They will alllways find a way!β™ͺ

Area, Magic, Performance No action
πŸ“ 5 aura 🎯 Self and each ally in the area

Effect: While this performance is active, each target who starts their turn dying while in the area gains an edge on power rolls and ignores the effects of bleeding until the end of their turn.

7-Drama Ability

Choose one heroic ability from the following options, each of which costs 7 drama to use.

Extensive Rewrites (7 Drama)

No, this isn't right. That foe was over there!

Area, Magic No action
πŸ“ 4 burst 🎯 Each enemy in the area

Power Roll + Presence:

  • ≀11: Slide 3; P < WEAK, this slide ignores the target's stability
  • 12-16: Slide 5; P < AVERAGE, this slide ignores the target's stability
  • 17+: Slide 7; P < STRONG, this slide ignores the target's stability

Effect: Instead of sliding a target, you can swap their location with another target as long as each can fit into the other's space. You can't slide targets into other creatures or objects using this ability.

Infernal Gavotte (7 Drama)

A spicy performance lights a fire under your allies' feet.

Area, Magic, Melee, Weapon Main action
πŸ“ 3 burst 🎯 Each enemy in the area

Power Roll + Presence:

  • ≀11: 5 fire damage; A < WEAK, weakened (save ends)
  • 12-16: 7 fire damage; A < AVERAGE, weakened (save ends)
  • 17+: 10 fire damage; A < STRONG, weakened (save ends)

Effect: Each ally in the area can shift up to 2 squares.

Star Solo (7 Drama)

Your performance travels and doesn't stop moving until your audience is completely rocked.

Magic, Melee, Ranged, Strike, Weapon Main action
πŸ“ Melee 1 or ranged 10 🎯 One creature or object

Power Roll + Presence:

  • ≀11: 5 + P damage
  • 12-16: 8 + P damage; push 3
  • 17+: 11 + P damage; push 5

Effect: You can choose to have this ability deal sonic damage. Additionally, you can use this ability against the same target for the next 2 combat rounds without spending drama.

We Meet at Last (7 Drama)

You magically intertwine your fate with another creatureβ€”for better or worse.

Magic, Ranged Maneuver
πŸ“ Ranged 10 🎯 One creature

Effect: Until the end of the encounter, both you and the target can target each other with abilities even if you are beyond distance, with the distance of this ability replacing those abilities' distances. The target can't be force moved by an ability used beyond distance this way. Additionally, once on each of your turns, you can use a free maneuver to communicate a motivating or dispiriting message to the target, either granting them 2 surges or forcing them to take a bane on the next ability roll they make before the start of your next turn.

4th-Level Features

As a 4th-level troubadour, you gain the following features.

Characteristic Increase

Your Agility and Presence scores each increase to 3.

Melodrama

You have more ways of getting the most drama out of a situation. Choose two of the following events to add to the events that grant you drama during battle:

  • Whenever a creature rolls a natural 2 on a power roll, you gain 2 drama.
  • The first time the Director deals damage to a hero using a Villain action or an ability that costs Malice, you gain 2 drama.
  • The first time a hero unwillingly falls 5 or more squares, you gain 2 drama.
  • The first time a hero deals damage with 3 surges, you gain 2 drama.
  • Whenever a hero spends their last Recovery, you gain 2 drama.

Alternatively, you can forgo choosing a new event to choose one event you already have (including an event gained with this feature). Whenever the chosen event grants you drama, you gain 1 additional drama.

Perk

You gain one perk of your choice.

Skill

You gain one skill of your choice. See Skills in Chapter 9: Tests.

Zeitgeist

You always have your ear to the ground, your finger on the pulse. When you start or finish a respite, choose one of the following effects.

Foreshadowing

You can ask the Director for two clues regarding an upcoming encounter or negotiation. One of the clues can be false.

Hear Ye, Hear Ye!

By bragging, intimidating, leading, or lying, you attempt to spread one piece of information into the local area. Make a Presence test:

  • ≀11: Your information reaches no one.
  • 12-16: Your information reaches the nearest populated area of town size or larger. You and each ally present when you make the test gain an edge on Presence tests in that area until one of you spends a Recovery.
  • 17+: Your information reaches the nearest populated area of town size or larger, plus the next closest such population. You and allies present for your test gain an edge on Presence tests made in those areas until you start your next respite.
Latest Goss

You can ask the Director for three rumors regarding the area you're in or an area you plan on entering before your next respite. One of the rumors can be false.

5th-Level Features

As a 5th-level troubadour, you gain the following features.

5th-Level Class Act Feature

Your troubadour class act grants your choice of one of two features.

Auteur Features

Choose one of the following features.

Fix It in Post

Once on each of your turns, you can use a free maneuver to change one condition affecting a creature within distance of your Dramatic Monologue ability. Choose one of the following conditions on the target: bleeding, frightened, prone, slowed, or taunted. You change that condition to another of those conditions, maintaining the duration and origin of the original condition. A target who is no longer prone can stand up.

Take Two!

You have the following performance ability, which is usable with your Routines feature.

Take Two!

One more, and this time make it interesting.

Area, Magic, Performance No action
πŸ“ 5 aura 🎯 Self and each ally in the area

Effect: While this performance is active, each target who starts their turn in the area can reroll the first power roll that turn that obtains a tier 2 outcome. They must use the new roll.

Duelist Features

Choose one of the following features.

Verbal Duel

Once on each of your turns while the target of your Foil feature is adjacent to you, you can use a free maneuver to exchange words with them. Make an opposed Presence test with the target. Whoever gets the higher result can make a free strike, which deals psychic damage instead of its usual damage.

We Can't Be Upstaged!

You have the following performance ability, which is usable with your Routines feature.

We Can't Be Upstaged!

Swordplay so graceful it looks like you all practiced this.

Area, Magic, Performance No action
πŸ“ 5 aura 🎯 Self and each ally in the area

Effect: While this performance is active, a target who starts their turn in the area gains a bonus to the distance they can shift equal to your Presence score until the end of their turn.

Virtuoso Features

Choose one of the following features.

Bolstering Banter

Once on each of your turns, you can use a free maneuver to exchange words with a target of your current performance, other than yourself. The target can spend a Recovery to gain temporary Stamina equal to their recovery value.

Medley

You can maintain two performances at a time using your Routines feature.

9-Drama Ability

Choose one heroic ability from the following options, each of which costs 9 drama to use.

Action Hero (9 Drama)

You wield your weapon at blistering speed, leaving everyone around you fighting for their lives.

Area, Melee, Weapon Main action
πŸ“ 3 burst 🎯 Each enemy in the area

Power Roll + Agility:

  • ≀11: 10 damage
  • 12-16: 14 damage
  • 17+: 20 damage

Effect: Unless you score a critical hit, this ability can't reduce a non-minion target below 1 Stamina.

Continuity Error (9 Drama)

Your subject is written into two places at once.

Magic, Ranged Maneuver
πŸ“ Ranged 10 🎯 One enemy or object

Effect: The target is split into two separate entities, one of which remains in the target's space while the other appears in an unoccupied space of your choice within distance. If the target is a creature, this creates a new creature under the Director's control. Each entity has half the original target's Stamina, is weakened, and takes 1d6 corruption damage at the start of each of their turns. If either entity is reduced to 0 Stamina, the other entity persists as the original entity and this effect ends. The effect also ends if both entities occupy the same space, causing them to automatically merge and combine their current Stamina.

Love Song (9 Drama)

You play a small ditty that plants you inside your target's heart.

Magic, Ranged Maneuver
πŸ“ Ranged 10 🎯 One creature or object

Effect: The target gains 20 temporary Stamina. Until the end of the encounter, whenever the target takes damage while you're within distance, you can choose to take the damage instead of the target.

Patter Song (9 Drama)

Dazzle them with your fancy patter and they forget where they were.

Magic, Ranged Maneuver
πŸ“ Ranged 10 🎯 Special

Power Roll + Presence:

  • ≀11: One ally within distance can take their turn immediately after yours.
  • 12-16: Two allies within distance can take their turns immediately after yours in any order.
  • 17+: Three allies within distance can take their turns immediately after yours in any order. One of those allies can have already taken a turn this combat round.

6th-Level Features

As a 6th-level troubadour, you gain the following features.

Perk

You gain one interpersonal, lore, or supernatural perk of your choice.

Spotlight

You have the following performance ability, which is usable with your Routines feature.

Spotlight

The audience is watching, so you'd better give them a show.

Area, Magic, Performance No action
πŸ“ 5 aura 🎯 Self and each ally in the area

Effect: While this performance is active, each target who starts their turn in the area gains 1 of their Heroic Resource. This Heroic Resource disappears at the end of the target's turn if they don't spend it.

6th-Level Class Act Ability

Your troubadour class act grants your choice of one of two heroic abilities.

6th-Level Auteur Abilities

Choose one of the following abilities.

Here's How Your Story Ends (9 Drama)

You give away the ending of this battle, and it's not great for them.

Area, Magic Main action
πŸ“ 5 burst 🎯 Each enemy in the area

Power Roll + Presence:

  • ≀11: 2 psychic damage; P < WEAK, frightened (save ends)
  • 12-16: 5 psychic damage; P < AVERAGE, frightened (save ends)
  • 17+: 7 damage; P < STRONG, frightened (save ends)
You're All My Understudies (9 Drama)

It's important for everyone to know each other's lines, just in case …

Area, Magic Maneuver
πŸ“ 5 burst 🎯 Each ally in the area

Effect: Until the end of the encounter, each target gains the speed bonus, weapon distance bonus, disengage bonus, and stability bonus of your currently equipped kit in addition to their own kit's bonuses.

6th-Level Duelist Abilities

Choose one of the following abilities.

Blood on the Stage (9 Drama)

It's love and blood or drama and blood. Either way, there's always blood.

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature or object

Power Roll + Agility:

  • ≀11: 12 + A damage; M < WEAK, bleeding (save ends)
  • 12-16: 18 + A damage; M < AVERAGE, bleeding (save ends)
  • 17+: 24 + A damage; bleeding (EoT), or if M < STRONG, bleeding (save ends)
Fight Choreography (9 Drama)

You and your partner make a flashy show of derring-do, then get back to your corners.

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature

Effect: You and the target each make a melee free strike that targets each enemy within 3 squares of either of you, dividing the enemies between each of you. You choose which enemies your free strike targets and which enemies the target creature's free strike targets. You then slide the target 5 squares, ignoring stability.

6th-Level Virtuoso Abilities

Choose one of the following abilities.

Feedback (9 Drama)

Your music pounds the crowd to the beat until their hearts can't stand it anymore.

Area, Magic Main action
πŸ“ Three 3 cubes within 1 🎯 Each enemy in the area

Effect: A prone target ignores this ability.

Power Roll + Presence:

  • ≀11: 7 sonic damage; P < WEAK, prone
  • 12-16: 10 sonic damage; P < AVERAGE, prone
  • 17+: 13 sonic damage; P < STRONG, prone
Legendary Drum Fill (9 Drama)

You start a drumroll that roars like thunder with every impact the heroes make.

Area, Magic Maneuver
πŸ“ 4 burst 🎯 Self and each ally in the area

Effect: Each target gains 1 surge, then gains 1 surge at the start of each combat round until the end of the encounter.

7th-Level Features

As a 7th-level troubadour, you gain the following features.

Characteristic Increase

Each of your characteristic scores increases by 1, to a maximum of 4.

Equal Billing

You can use your Scene Partner feature to form a bond with one willing hero instead of an NPC you interact with using a test. If you bond with another hero, you lose your existing bond with a hero.

Additionally, you and creatures you are bonded with gain a +1 bonus to saving throws. Whenever you or a bonded creature succeeds on a saving throw, you and each creature you are bonded with gains temporary Stamina equal to your level.

A Muse's Muse

At the start of each of your turns during combat, you gain 1d3 + 1 drama instead of 1d3.

Skill

You gain one skill of your choice.

8th-Level Features

As an 8th-level troubadour, you gain the following features.

Perk

You gain one perk of your choice.

8th-Level Class Act Feature

Your troubadour class act grants you a feature, as shown on the 8th-Level Class Act Features table.

8th-Level Class Act Features Table
Class Act Feature
Auteur Deleted Scene
Duelist Masterwork
Virtuoso Crowd Favorites
Crowd Favorites

You have the following performance abilities, which are usable with your Routines feature.

Moonlight Sonata

Music pours out of your heart, filling the area with the utmost delicacy and without damper.

Area, Magic, Performance No action
πŸ“ 5 aura 🎯 Each ally in the area

Effect: While this performance is active, each target who is dead can choose to continue taking turns after death. On each of their turns, a target can move and use either a main action or a maneuver, but can't spend Recoveries or use triggered actions At the end of the encounter, each target who chose to take turns this way turns to dust and blows away.

Radical Fantasia

𝅘𝅥𝅮β™ͺViras, my Viras, will you hold their hands as they cryyy-aaaiigh?β™ͺ

Area, Magic, Performance No action
πŸ“ 5 aura 🎯 Self and each ally in the area

Effect: While this performance is active, each target who starts their turn in the area ignores difficult terrain, and any ability they use that imposes forced movement gains a +2 bonus to the forced movement distance until the end of their turn. Additionally, once per combat round, each target can use a triggered action as a free triggered action.

Deleted Scene

Whenever a creature within distance of your Dramatic Monologue ability makes a power roll, you can spend 1 drama as a free triggered action to use Dramatic Monologue, targeting only one creature.

Masterwork

Choose one of your signature abilities and name it after yourself. You always have this ability available, even if it is sourced from a kit you switch out. Whenever you use this ability, you gain an edge and 1 surge that you can use only on this ability.

Additionally, when your named signature ability is the last ability you use in an encounter, you can immediately use the Hear Ye, Hear Ye! effect of your Zeitgeist feature to tell tales of your exploits after the encounter ends.

11-Drama Ability

Choose one heroic ability from the following options, each of which costs 11 drama to use.

Dramatic Reveal (11 Drama)

A little stage trickery, and where once stood a foe, now stands a friend!

Magic Maneuver
πŸ“ Self 🎯 Self

Effect: Until the end of the encounter, whenever you reduce a creature to 0 Stamina using an ability, you can use a free triggered action to teleport an ally within distance of that ability into the creature's space in a plume of rose petals. You or the teleported ally can then make a melee free strike.

Power Ballad (11 Drama)

A song for the brokenhearted wraps itself around the target and blossoms into a ward of thorns.

Magic, Ranged Maneuver
πŸ“ Ranged 10 🎯 Self or one ally

Effect: Until the end of the encounter, whenever the target takes damage while winded, they can use a free triggered action to deal half the damage they took to the source of the damage.

Saved in the Edit (11 Drama)

You shout a word of power that allows you to rewrite reality to your whims.

Magic Maneuver
πŸ“ Self 🎯 Self

Effect: Until the end of the encounter, whenever you deal rolled damage to a creature or object, or enable a creature to spend a Recovery, you can use a free triggered action to give that creature or object one of the following effects until the start of your next turn. If this ability is triggered by multiple targets taking damage or multiple creatures spending Recoveries simultaneously, each target receives the same effect:

  • The target has damage weakness equal to your Presence score against any magic, psionic, or weapon ability.
  • The target has damage immunity equal to your Presence score.
  • The target has a bonus to stability and a penalty to speed equal to your Presence score.
  • The target has a bonus to speed and a penalty to stability equal to your Presence score.
The Show Must Go On (11 Drama)

You shine a bright light on the players on the stage and compel them to finish the performance.

Area, Magic, Ranged Maneuver
πŸ“ 5 cube within 10 🎯 Each enemy in the area

Power Roll + Presence:

  • ≀11: 6 damage; P < WEAK, the target can't willingly leave the area (EoT)
  • 12-16: 8 damage; P < AVERAGE, the target can't willingly leave the area (save ends)
  • 17+: 12 damage; the target can't willingly leave the area (EoT); if P < STRONG, they can't willingly leave the area (save ends)

Effect: Each ally within distance can't obtain lower than a tier 2 outcome on the next test they make before the start of your next turn.

9th-Level Features

As a 9th-level troubadour, you gain the following features.

Roar of the Crowd

You are empowered by your audience, near and far. You can't be made frightened, and if you are prone, you can stand up as a free maneuver.

Additionally, whenever you spend a Recovery, you can forgo regaining Stamina to invoke the roar of an invisible applauding audience. You and each ally within 3 squares of you gains temporary Stamina equal to 10 + the number of active bonds from your Scene Partner feature + either your Victories or the number of players in your game (whichever is higher).

9th-Level Class Act Ability

Your troubadour class act grants your choice of one of two heroic abilities.

9th-Level Auteur Abilities

Choose one of the following abilities.

Epic (11 Drama)

Your story tells a tale of the villain's waning power and how the heroes rose to the occasion to stop them.

Magic, Melee, Ranged Maneuver
πŸ“ Melee 1 or ranged 10 🎯 One creature

Power Roll + Presence:

  • ≀11: The target takes a bane on ability rolls (save ends).
  • 12-16: The target has a double bane on ability rolls (save ends).
  • 17+: The target has a double bane on power rolls (save ends).

Effect: Choose one ally within distance. While the target is affected by this ability, each time they use an ability, that ally can make a free strike against them after the ability is resolved.

Rising Tension (11 Drama)

You narrate the tension of the scene and put all hope into your protagonist to turn things around.

Magic, Ranged Maneuver
πŸ“ Ranged 10 🎯 One ally

Effect: The target gains 3 of their Heroic Resource, has a double edge on a power roll of their choice made during their next turn, is no longer slowed or weakened if they were before, and can immediately take their turn after yours if they have not taken their turn already this round.

9th-Level Duelist Abilities

Choose one of the following abilities.

Expert Fencer (11 Drama)

If you can land the strike, the crowd goes wild.

Charge, Melee, Strike, Weapon Main action
πŸ“ Melee 3 🎯 One creature or object

Power Roll + Agility:

  • ≀11: 15 + A damage
  • 12-16: 21 + A damage
  • 17+: 28 + A damage; M < STRONG, bleeding (save ends)

Effect: This ability can't obtain better than a tier 2 outcome unless the target is at maximum distance. If you obtain a tier 3 outcome with a natural 17 or higher, you gain 3 surges that you can use immediately.

Renegotiated Contract (11 Drama)

No, no. You don't die until the sequel.

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature

Effect: Add your current Stamina to your target's current Stamina, then you have half that total Stamina and the target has the remainder. If either of you would gain more Stamina this way than their Stamina maximum, the difference in Stamina between what that creature would gain and their maximum is gained by the other creature. Neither of you can gain more Stamina than your maximum this way. You then make a power roll.

Power Roll + Presence:

  • ≀11: You and the target can each end one effect on yourselves that is ended by a saving throw or that ends at the end of your turns.
  • 12-16: You and the target can end any effects on yourselves that are ended by a saving throw or that end at the end of your turns.
  • 17+: You can choose any of the current effects on you and the target that are ended by a saving throw or that end at the end of your turns, apply the chosen effects to the target, and end the rest.
9th-Level Virtuoso Abilities

Choose one of the following abilities.

Jam Session (11 Drama)

Your jam session creates new genres that compel everyone to get up and move.

Area, Magic Main action
πŸ“ 5 burst 🎯 Each enemy in the area

Power Roll + Presence:

  • ≀11: 8 sonic damage
  • 12-16: 11 sonic damage
  • 17+: 15 sonic damage

Effect: Each creature within distance gains a +5 bonus to speed until the end of their next turn. While under this effect, each target must use their full movement during their turn.

Melt Their Faces (11 Drama)

The power of music rips through the reality around the target and blows them away.

Magic, Melee, Ranged, Strike Main action
πŸ“ Melee 1 or ranged 10 🎯 One creature or object

Power Roll + Presence:

  • ≀11: 12 + P sonic damage; push 5
  • 12-16: 16 + P sonic damage; push 10
  • 17+: 22 + P sonic damage; push 15

Effect: Forced movement from this ability ignores stability.

10th-Level Features

As a 10th-level troubadour, you gain the following features.

Applause

You have an epic resource called applause. Each time you finish a respite, you gain applause equal to the XP you gain. You can spend applause on your abilities as if it were drama.

Additionally, whenever you or a creature within 3 squares would obtain a failure or a tier 1 outcome on a test, you can spend 1 applause to improve the outcome by 1 tier.

Applause remains until you spend it.

Characteristic Increase

Your Agility and Presence scores each increase to 5.

Dramaturgy

You gain 1 additional drama or other Heroic Resource whenever you use your Appeal to the Muses feature. Additionally, your performances no longer have a distance, but can affect any target on the encounter map within your line of effect.

Greatest of All Time

Whenever you obtain a success on a test, each NPC within your line of effect has their Impression score decreased by 4 during a negotiation (to a minimum of 1), and each ally within 3 squares of you gains an edge on their next test. These effects last until you start your next respite.

Perk

You gain one interpersonal, lore, or supernatural perk of your choice.

Skill

You gain one skill of your choice.