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Chapter 11

Proficiencies

The actions your PC can perform depend on your character’s Proficiencies. Each Proficiency has a level, which can be no higher than 6. Characters can have several Proficiencies, and may achieve Special Proficiencies when meeting certain conditions.

Proficiencies

You can view Proficiencies as abilities your character possesses, which you can use whenever you want. See a lock you want to pick? Tell the GM you’re using your Thievery Proficiency!

Starting Proficiencies


A new character starts with 10 Proficiency Points to distribute (after you’ve noted your free point given by your race). You can set a maximum of one Proficiency to level 3 and two to level 2. You are allowed to do less as well, you do not necessarily need to set any Proficiency at levels 3 or 2 if you do not want to. If you choose not to start any Proficiency at level 3, you may choose up to three Proficiencies to start at level 2, instead of only two. You can set as many Proficiencies as you want to level 1. You gain points as you gain levels, which you can assign to any Proficiency you like until it reaches level 6.

Using Proficiencies


When a Proficiency refers to “Making a Check”, this means that you roll a number of d6 equal to the level of that Proficiency.
Sometimes a Check is made to counter the Proficiency of another person. In this case, you often use the Proficiency Difficulty, which is equal to half the Proficiency level rounded up.

Tool and Equipment Bonuses


Some tools or equipment may give you bonuses of +1 or +2. You roll a Check as normal, then add that bonus to your rolled Hits. The total bonus you can receive from tools or equipment may be no higher than your related Proficiency Difficulty.

Certain skills under a proficiency can only be acquired after reaching a higher level with the corresponding proficiency.

Intensive Proficiencies


Intensive Proficiencies give you a level of Fatigue each time you practice them for a consecutive number of hours equal to your Proficiency Level, or half an hour if unskilled in the Proficiency. For example, performing an Intensive Proficiency of level 3 for 9 hours will result in 3 points of Fatigue.

The proficiencies you can gain are detailed here.

Agility

Intensive: Yes
Your ability to move swiftly, to both avoid danger and to overcome obstacles. Using this skill, you can dodge, leap and climb to avoid danger or reach specific locations.

Moves


Dodge

Time: Reaction to an incoming threat you can see
Prerequisites: None
Make a Check. If the number of hits equals or exceeds the Difficulty of the incoming threat, you evade it entirely if the terrain allows for it.
For incoming attacks, the Proficiency Difficulty of the attacker in the skill used to attack is used as the Difficulty for the dodge.
Leather armour gives you a +1 Advantage on this Check.

Balance

Time: Reaction to unsteady footing
Prerequisites: None
Make a Check against the Difficulty of the unsteady footing. On a success, you successfully keep your balance.

Catch

Time: Reaction to something flying towards you
Prerequisites: None
Make a Check against the Difficulty determined by the GM. On a success, you successfully catch the object, provided you are physically capable of holding it.

Rescue

Time: Reaction to an incoming threat you can see made on another creature
Prerequisites: None
Make a Check. If the number of hits equals or exceeds the Difficulty of the incoming threat, you protect the original target of the attack by having it hit you instead, as long as you are physically able to put yourself in the path of that attack (you are allowed to use any remaining movement this turn to do so).

Break Fall

Time: Action
Prerequisites: Proficiency Level 3
You can jump down to a place below you which has at least two metres in a line facing away from you. Roll a Check; you reduce the falling damage taken by the rolled Hits.

Alertness

Intensive: No
Your ability to stay alert and discern hidden threats.

Moves


Investigate Person

Time: Action
Prerequisites: None
You investigate a person’s visual appearance, as well as any objects he or she may be carrying. Roll a Check against the target’s Stealth Proficiency Difficulty. On a success, you may notice things the target intends to keep hidden, or which might be hard to spot.

Discern Traps

Time: Action
Prerequisites: Proficiency Level 1
You investigate an object or a specific spot for traps or other hidden danger. Roll a Check; the GM will use the number of Hits to determine how much you can discover.

Detect Stealth

Time: Action
Prerequisites: Proficiency Level 2
Roll a Check. Any creatures using Stealth to hide within your line of sight with a Stealth Difficulty equal to or lower than your rolled Hits become known to you. Advantages or Disadvantages to the target’s Stealth will apply Disadvantages or Advantages to this Check respectively.

Investigate

Time: Action
Prerequisites: None
You investigate an object or area for specific features. Roll a Check against the Difficulty determined by the GM to determine what you learn.

Search Area

Time: Action
Prerequisites: None
You investigate an area to look for a specific object. Roll a Check against the Difficulty determined by the GM. On a success, you either find the object you’re looking for or know that it is not in the area you’re searching.

Animal Handling

Intensive: No
Your ability to interact with animals.

Moves


Calm Creature

Time: Action
Prerequisites: None
You try to calm a frightened or angered animal. Roll a Check against a Difficulty based on the level of distress of the animal. On a success, you calm the creature momentarily.

Tame Creature

Time: 1 Hour
Prerequisites: Proficiency Level 3
You try to tame a wild animal. Roll a Check against a Difficulty based on the level of the animal. On a success, you tame the creature momentarily. If you harm, anger or frighten the creature enough, it will attack or flee from you.

Athletics

Intensive: Yes
Your ability to climb, endure and lift, to both avoid danger and to overcome obstacles. Using this skill, you can perform feats of strength and endurance to avoid danger or reach specific locations.
You gain a level of Fatigue every time you travel a consecutive number of hours equal to your Athletics Proficiency Level without rest. (With Level 3, travelling for 9 hours means 3 levels of Fatigue.)

Moves


Lift

Time: Action
Prerequisites: None
You lift something heavy. Roll a Check; you can successfully lift the object if its weight in kilograms is less than or equal to 10kg plus your rolled Hits times a third of your body weight rounded down.

Climb

Time: Normal movement time, x2
Prerequisites: None
Make a Check against the Difficulty of the object you attempt to climb. On a success, you climb across expending your normal Movement times two.

Leap

Time: Short Action
Prerequisites: None
Make a Check. As you jump, the amount of hits rolled determine the length of your jump in metres. Moving in this way does not expend movement. A running start gives this move a +1 Advantage.

Brace

Time: Reaction to losing your footing
Prerequisites: None
Make a Check to brace yourself in an attempt not to fall down. Can only be used when falling due to the environment, not against grapples. The Difficulty is determined by the GM, usually depending on what caused you to lose your footing.

Blacksmithing

Intensive: Yes
Your ability to work metals into various products. You can take breaks of an hour while performing any move in this Proficiency to prevent Fatigue.

Moves


Refine Ore

Time: 10 Minutes per material Forging Difficulty
Prerequisites: Proficiency Level 1
You use a foundry with a crucible and an ingot mould to refine metals. Roll a Check against the material’s Forging Difficulty. On a success, you refine the metal. It loses weight according to its description. On a failure, you lose half of the ore’s weight but do not manage to refine it. When you roll only Misses, all material is lost.
You can refine 100g of material each time.

Produce Weapon

Time: 2 Hours
Prerequisites: Proficiency Level 1
You use a forge, a hammer and an anvil to create a melee weapon out of steel. Roll a Check to determine the weapon’s quality. One or two Hits create a poor (-1) weapon, three or four make a mundane weapon, while five or six (or higher) create an exquisite (+1) weapon. If six Critical Hits are rolled, the item becomes masterwork (+2).
Note that some weapons require additional components, like wooden handles or leather straps. These must then be combined using the Crafting Proficiency.

Produce Armour

Time: 5 Hours
Prerequisites: Proficiency Level 2
You use a forge, a hammer and an anvil to create a set of chainmail or plate armour out of steel. Roll a Check to determine the armour’s quality. One or two Hits create a poor (-1) set, three or four make a mundane set, while five or six (or higher) create an exquisite (+1) set. If six Critical Hits are rolled, the item becomes masterwork (+2).

Sharpen Weapon

Time: 5 Minutes
Prerequisites: None
You can use a tool or stone to repair a damaged or chipped weapon you carry in order to restore its condition. Using a tool such as a whetstone (or just a wet flat stone, though this will give a -1 Disadvantage). You cannot use this to fix a blade that has been broken completely.

Improve Weapon

Time: 5 Hours
Prerequisites: Proficiency Level 3
Using up a whetstone and sanding paper, you can increase a poor weapon to a mundane one, or a mundane one into an exquisite one. Roll a Blacksmithing Check. You need 3 Hits to make a poor weapon mundane and 5 to make a mundane weapon exquisite. The whetstone and sanding paper are rendered unusable regardless of your success. Weapons cannot be improved to masterwork quality.

Botany

Intensive: Yes
Your ability to grow and harvest various plants and herbs, splice various plants and to process plants into spices and powders.

Moves


Sow

Time: Action (per metre² of ground sown)
Prerequisites: None
You plant any seeds suitable to the terrain in the ground. Roll a Check;
0 Hits: No plants grow successfully
1 Hit: A few of your plants grow successfully
2 Hits: A moderate amount of plants grow successfully
3 Hits: Most of your plants grow successfully
4 Hits: Most of your plants grow successfully, some of them of exquisite quality
5 Hits: All your plants grow successfully, most of them of exquisite quality
6+ Hits: All your plants grow successfully and are of exquisite quality

Harvest

Time: Action
Prerequisites: None
You attempt to harvest a plant. Roll a Check against the Difficulty of the plant and the area it is planted in. On a success, you successfully harvest.

Identify Plantlife

Time: Action
Prerequisites: Proficiency Level 1
You attempt to identify a piece of plantlife. Roll a Check; on a success, you manage to identify the plant and some of its potential uses.

Charisma

Intensive: No
Your ability to persuade, deceive, intimidate and inspire.

Moves


Persuade

Time: Speech
Prerequisites: None
You attempt to persuade another person. Your persuasion must be somewhat reasonable to the other person. Roll a Check against a Difficulty based on how hard the person is to persuade.

Deceive

Time: Speech or Action
Prerequisites: None
You attempt to deceive another person. Your deception must be somewhat reasonable to the other person. Roll a Check against the other person’s Insight Proficiency Difficulty. On a success, the other person believes your deception to be truth.

Intimidate

Time: Speech or Short Action
Prerequisites: None
You attempt to intimidate another person. Roll a Check against the other person’s Willpower Proficiency Difficulty. You need to have some basis for your intimidation for this move to work.

Inspire

Time: Speech or Short Action
Prerequisites: None
You attempt to inspire bravery or courage in another person. Roll a Check against a Difficulty based on how hard the other person would be to inspire.

Assert Authority

Time: Speech or Short Action
Prerequisites: None
You try to assert your position of rank, skill or otherwise superior trait over others to get them to follow your orders. Roll a Check against a Difficulty based on how much the target(s) respect you and/or your authority.

Ciphering

Intensive: Yes
Your ability to write and decode ciphers and other hidden text and symbols.

Moves


Create Cipher

Time: 1 Minute
Prerequisites: Proficiency Level 1
You create a cipher with which you can create encrypted messages. Anyone you share this cipher with will be able to decipher the messages made with it without making a Check. Roll a Check to determine the Difficulty Level of the cipher.

Decipher

Time: 1 Minute per cipher Difficulty Level
Prerequisites: Proficiency Level 2
Roll a Check against the target cipher Difficulty Level. On a success, you learn the cipher and are able to read encrypted messages written using it freely.

Cooking

Intensive: Yes
Your ability to turn raw ingredients into meals.

Moves


Cook Warm Meal

Time: 20 Minutes per person
Prerequisites: Proficiency Level 1
You prepare various ingredients over a fire, cooking a nice warm meal to warm the body. Roll a Check to determine how successful you were in making a delicious meal. Each creature that eats your meal will be nourished for half a day and will gain a +1 Advantage for any Checks made due to cold temperatures for a number of hours equal to the amount of Hits rolled.

Preserve Food

Time: Varies
Prerequisites: Proficiency Level 1
You treat raw ingredients so that they can be stored for long times without decaying in a sealed container. Roll a Check; food treated will stay good for a number of weeks equal to the amount of Hits rolled, or until their packaging is opened.

Create Rations

Time: 20 Minutes
Prerequisites: Proficiency Level 2
You prepare rations for long journeys that can be kept long and will sustain you during your travels, often made from dried meat and vegetables. Roll a Check; each Hit is a portion of food that can completely satisfy the needs of a single humanoid creature for the entire day (within reason with respect to the amount of ingredients used).

Butcher Carcass

Time: 30 Minutes
Prerequisites: Proficiency Level 2
You dismantle a carcass to extract usable meat and other materials. Roll a Check against a Difficulty determined by the GM; if you succeed, you successfully harvest the carcass for usable materials.

Prepare Refreshing Meal

Time: 5 Minutes per person
Prerequisites: None
You prepare a cold, refreshing dish ideal for a warm day. Roll a Check to determine how successful you were in making a delicious meal. Each creature that eats your meal will be nourished for half a day and will gain a +1 Advantage for any Checks made due to warm temperatures for a number of hours equal to the amount of Hits rolled.

Prepare Luxury Meal

Time: 30 Minutes per person
Prerequisites: Proficiency Level 3
You put as much effort as you can into making a prestigious delicacy. Roll a Check to determine the value of your dish (10 Sel times the amount of Hits rolled). Your dish will nourish a person that eats it for a quarter of a day.

Prepare Breakfast

Time: 1 Minute per person
Prerequisites: None
You prepare a simple meal that will get people started in the day. Roll a Check to determine your success in both taste and energy. A creature that eats this meal will be nourished for half a day and gains an Advantage equal to your rolled number of Hits to one skill of their choice, to be used up whenever making a Check (but before the results are announced). This Advantage can be gained only once per day and only if this is the first meal of that day.

CQC

Intensive: Yes
Your ability to perform special maneuvers in melee.
Using this skill, you can trip opponents, disarm them, etc.

Moves


Unarmed Attack

Time: Action
Prerequisites: None
You attack with your fists, legs, elbows or any other suitable bodypart. Roll a check; each hit equals one point of damage inflicted to the opponent.

Swift Strike

Time: Short Action
Prerequisites: Proficiency Level 1
You make a quick attack with your fists, legs, elbows or any other suitable bodypart. Roll a check with a -1 Disadvantage; each hit equals one point of damage inflicted to the opponent.

Grapple

Time: Action
Prerequisites: None
Make a Check against the target’s CQC Proficiency Difficulty. On a success, you grapple the target and it will be unable to move. You are unable to perform any actions as you are busy keeping the target down, but the target suffers a -1 disadvantage to all actions except Break Free, while your allies get a +1 advantage on attacks made against it. You can use your action to extend your Grapple or to Pin Down if you meet the requirements. A target can use a Dodge to prevent the grapple, but cannot use Dodge while grappled.

Hip Toss

Time: Reaction to any CQC move used against you
Prerequisites: None
Roll a CQC check against the incoming threat. If your Check is equal to or higher than the check made against you, that check fails, and you instead throw the target to the ground, making it Prone. If the target was Grappling you, you can instead Grapple the target or force the target to release you.

Break Free

Time: Action
Prerequisites: None
Make a Check against the target’s CQC Proficiency Difficulty. On a success, you release yourself from a Grapple.

Trip

Time: Short Action
Prerequisites: None
You trip a target creature. Roll a check against the target’s Alertness Proficiency Difficulty. On a success, the target falls Prone.

Disarm

Time: Action
Prerequisites: Proficiency Level 2
Roll a Check against the opponent’s Melee Fighting Proficiency Difficulty. On a success, you disarm the target. If you have at least one free hand, you can take the weapon instead of throwing it to the ground. Failing this action, the opponent has +1 advantage on its next attack against you. A target can Dodge to prevent the Disarm as well.

Pin Down

Time: Action
Prerequisites: Proficiency Level 2; Have a creature Grappled
Make a Check against the target’s CQC Proficiency Difficulty. On a success you pin the target down on the ground. Target is no longer Grappled, as it is now Pinned. The target has a -1 Disadvantage to Break Free, and cannot use the Dodge action.

Suplex

Time: Action
Prerequisites: Proficiency Level 3; Have a creature Grappled
Make a Check against the target’s CQC Proficiency Difficulty. On a success you suplex the enemy. Roll a Check, every hit equals a point of damage. The target cannot use armour or equipment bonuses to prevent damage from this attack.

Coup de grâce

Time: Action
Prerequisites: Proficiency Level 3; Have a creature Pinned
Make a Check; each Hit counts as if you had rolled a 6 against the opponent.

Crafting

Intensive: Yes
Your ability to create complex mechanisms from components.

Moves


Simple Craft

Time: Varies
Prerequisites: None
You combine components into a simple finished product, often consisting of one or two components, that you have knowledge of. Roll a Check; your Hits must succeed the Quality Difficulty of every component to succeed. (The Quality Difficulty is 1 for poor, 2 for mundane and 3 for exquisite or masterwork.)

Craft

Time: Varies
Prerequisites: Proficiency Level 1
You combine components into a finished product that you have knowledge of. Roll a Check; your Hits must succeed the Quality Difficulty of every component to succeed. (The Quality Difficulty is 1 for poor, 2 for mundane and 3 for exquisite or masterwork.)

Repair

Time: Varies
Prerequisites: Proficiency Level 1
You repair a damaged product that you have knowledge of. Roll a Check; your Hits must succeed the Damage Difficulty to succeed. (The Damage Difficulty is 1 for trivial, 2 for mild, 3 for severe and 4 for catastrophic.)

Invent

Time: Varies
Prerequisites: Proficiency Level 2
You combine components to create something that they weren’t originally intended for, to make something unique. Roll a Check; your Hits must succeed the Quality Difficulty of every component to succeed. (The Quality Difficulty is 2 for poor, 3 for mundane and 4 for exquisite or masterwork.)

Reverse-Engineer

Time: 10 Hours
Prerequisites: Proficiency Level 3
Roll a Check; the number of Hits each decrease the duration of this move by one hour. After the move completes, you figure out how the target was made and how you can replicate it. You need to be able to inspect the working components of the target for this move to succeed.
On zero Hits, you fail to even put the original back together.

First Aid

Intensive: Yes
Your ability to aid the wounded and stabilize the dying. This skill lets you save lives.

Moves


Mend Wounds

Time: 10 Minutes
Prerequisites: None
You patch up a creature with bandages (or a torn piece of cloth) where necessary. Resting for an hour, that creature regains HP. Determine the amount healed with a First Aid Check. You can roll again to heal more for each hour rested without spending more bandages.

Diagnose

Time: 1 Minute
Prerequisites: Proficiency Level 2
You attempt to identify a disease or other physical condition of a target person or creature. Make a Check against the Difficulty of the infliction. On a success, you learn what this infliction is and possibly what could cure it.
On a failure, you may find out enough to know someone that could help you diagnose this infliction, or written information that could help you, to the GM’s discretion.

Restore Bodypart

Time: 1 Hour
Prerequisites: Proficiency Level 3
When another creature with a Crippled bodypart is preparing to rest, you can expend bandages and other medical supplies to help heal a Crippled bodypart. Roll a Check; each Hit scored equals one hit point healed to the selected bodypart over the period of the creature’s rest (minimum of 8 hours).

Brew Healing Potion

Time: 15 Minutes per batch
Prerequisites: Proficiency Level 4
Use a steel pot over a fire to combine a Celestial Lotus with 10 grams of ground up Astral Crystal dust. One batch is as many potions as you have ingredients for. Heals 1d4 damage on a single limb. As higher grades of Astral Crystals do not alter the result, brewers tend to use only grade 1.

Fishing

Intensive: No
Your ability to fish, your knowledge of lures and your ability to sit in one spot for hours on end.

Moves


Fish

Time: Who knows
Prerequisites: None
You use a fishing rod or net to try and catch fish. Roll a Check against the Difficulty of the waters. On a success, you catch a fish… eventually.

Identify Fishlife

Time: Action
Prerequisites: Proficiency Level 1
You inspect the water to estimate the kinds of fish that may live here, as well as your chances of catching them. Roll a Check against the Difficulty of the waters to determine if you succeed.

Spearfishing

Time: Action
Prerequisites: Proficiency Level 2
You use a spear to try and catch fish. Roll a Check against the Difficulty of the waters. On a success, you manage to spear a fish.

Forgery

Intensive: Yes
Your ability to fake official documents, seals and money.

Moves


Forge Document

Time: 10 Minutes
Prerequisites: Proficiency Level 2
You forge a copy of an official document. This can be an original piece, or a copy of an existing document. Roll a Check; the number of Hits determine the forged piece’s quality.

Forge Signature

Time: Action
Prerequisites: Proficiency Level 1
You forge a copy of someone’s signature. You need to have seen the original signature up close once, or you get a -1 Disadvantage on the Check. Roll a Check; the number of Hits determine the forged piece’s quality.

Forge Seal

Time: Action
Prerequisites: Proficiency Level 1
You forge a copy of an official seal. This can be an original piece, or a copy of an existing document. Roll a Check; the number of Hits determine the forged piece’s quality.

Forge Key

Time: Action
Prerequisites: Proficiency Level 3
You forge a copy of a key. You need physical access to the key you want to copy. Roll a Check; the number of Hits determine the forged piece’s quality. As long as the key’s quality equals or exceeds the lock Difficulty, the key will work.

Forge Money

Time: Action
Prerequisites: Proficiency Level 4
You forge counterfeit money. You need enough materials to make the money, as well as a forge. Roll a Check; the number of Hits determine the forged piece’s quality.

Detect Forgery

Time: Action
Prerequisites: Proficiency Level 1
Roll a Check against a suspected forgery. The Difficulty of this Check is equal to the forged piece’s quality. On a success, you recognise the forgery for what it is. When using this move on an authentic piece, the Difficulty doesn’t matter; the move will always fail.

Goldsmithing

Intensive: Yes
Your ability to work precious metals into various products.

Moves


Produce Fine Metalwork

Time: 2 Hours
Prerequisites: Proficiency Level 1
You use a hammer and an anvil to create a piece of fine metalwork, such as casings for watches, compasses, scientific instruments or other decorative or precision items. Roll a Check to determine the produced quality. One or two Hits create a poor (-1) item, three or four make a mundane item, while five or six (or higher) create an exquisite (+1) item. If six Critical Hits are rolled, the item becomes masterwork (+2).
Note that some items require additional components, like wooden handles or leather straps. These must then be combined using the Crafting Proficiency.

Produce Accessories

Time: 5 Hours
Prerequisites: Proficiency Level 3
You use a hammer and an anvil to create accessories such as rings, bracelets, necklaces or earrings out of metal. Roll a Check to determine the produced quality. One or two Hits create a poor (-1) item, three or four make a mundane item, while five or six (or higher) create an exquisite (+1) item. If six Critical Hits are rolled, the item becomes masterwork (+2).
A poor item will sell for half the normal value, while an exquisite item may sell for double its value. A masterwork item will easily fetch ten times the normal price.

Health

Intensive: No
Determines how hard you are to kill.
The maximum HP of each of your bodyparts is equal to your Health Proficiency Level (with a minimum of 1).

Moves


Natural Healing

Time: Free reaction to healing
Prerequisites: None
When reducing damage done to a bodypart for any reason other than one caused by the Health Proficiency, make a Health check as reaction. You may reduce additional damage for every hit rolled. (if a single First Aid check lets you remove three points of damage, you may roll Natural Healing once)

Protect Limb

Time: Free reaction to taking damage which would destroy a bodypart
Prerequisites: None
When you receive damage to a bodypart and the resulting HP is at or lower than zero, roll a check with a disadvantage equal to half the negative HP (rounded down) on that bodypart. If you have no hits at all, the bodypart is destroyed. If you have any hits, the bodypart is crippled, but not destroyed. If you roll only critical successes, the bodypart is usable and does not count as crippled.

0HP: 0 Disadvantage. -1HP: 0 Disadvantage. -2HP: 1 Disadvantage. -3HP: 1 Disadvantage. -4HP: 2 Disadvantage. Etc.

Insight

Intensive: No
Your ability to judge character and analyze and identify the behaviour of other people by looking at their movements and outward behaviour, as well as tone of voice and phrasing.

Moves


Estimate Social Status

Time: Action
Prerequisites: None
You attempt to guess the social status of a person based on that person’s interactions with others. Roll a Check against the other person’s Charisma Proficiency Difficulty.

Estimate Disposition

Time: Action
Prerequisites: None
You attempt to guess the disposition of a person to you. Roll a Check against the other person’s Charisma Proficiency Difficulty.

Estimate Trustworthiness

Time: Action
Prerequisites: None
You attempt to guess if a person is being truthful with you, or trying to deceive or otherwise harm you. Roll a Check against the other person’s Charisma Proficiency Difficulty.

Estimate Emotion

Time: Action
Prerequisites: None
You attempt to guess the emotional condition of a person. Roll a Check against the other person’s Charisma Proficiency Difficulty.

Estimate Sanity

Time: Action
Prerequisites: None
You attempt to guess the emotional stability of a person. Roll a Check against the other person’s Charisma Proficiency Difficulty.

Estimate Confidence

Time: Action
Prerequisites: None
You attempt to guess the confidence of a person in that person’s current task or objective. Roll a Check against the other person’s Charisma Proficiency Difficulty.

Jewelering

Intensive: Yes
Your ability to create jewelry and carve gemstones.

Moves


Create Jewelry

Time: 1 Hour
Prerequisites: Proficiency Level 2
You combine gems and precious metals into jewelry. Roll a Check; when no Hits are rolled, your materials are irreparably destroyed. On any other number of Hits, you multiply the total value of all used components with the number of Hits to determine the value of your created piece.

Cut Gem

Time: 1 Hour
Prerequisites: Proficiency Level 1
You cut a raw gem. Roll a Check; the result is the grade of your cut. If you roll only Misses, the gem is ruined. The grade of your cut cannot be higher than the grade of the raw material.

Leatherworking

Intensive: Yes
Your ability to create various products from leather.

Moves


Produce Armour

Time: 5 Hours
Prerequisites: Proficiency Level 1
You use a set of leatherworking tools to create a set of leather armour. Roll a Check to determine the armour’s quality. One or two Hits create a poor (-1) set, three or four make a mundane set, while five or six (or higher) create an exquisite (+1) set. If only Critical Hits are rolled, the item becomes masterwork (+2).
A poor item will sell for half the normal value, while an exquisite item may sell for double its value. A masterwork item will easily fetch ten times the normal price.

Lumbering

Intensive: Yes
Your ability to cut down trees, process logs into blocks and planks, as well as to inspect the health of trees and a forest.

Moves


Fell Tree

Time: Varies; one hour for each 20cm in thickness of the tree
Prerequisites: None
You attempt to fell a tree with an axe or saw. Roll a Check against the Difficulty of the tree. On a success, you fell the tree within a reasonable time. On a failure, you will take much longer than you anticipated. On a fumble, the tree falls in an unfortunate direction. The total time it takes to fell the tree takes into account that you take breaks now and then, to not become fatigued.

The Difficulty is determined by taking the width of the tree in centimetres and dividing it by 20.

Debranch Tree

Time: Varies; an amount of minutes equal to the width of the tree in centimetres times two
Prerequisites: None
You remove branches from a felled tree. Roll a Check; each Hit reduces the time taken by ten minutes.

Identify Tree

Time: Action
Prerequisites: Proficiency Level 1
You attempt to identify a tree. Roll a Check; on a success, you manage to identify the tree and some of the potential uses for its wood.

Melee Fighting

Intensive: Yes
Your ability to inflict damage in melee.
Using this skill you can wield weapons. Some weapons are more powerful than others, giving you an advantage as you attack with them (such as range and damage type).

Moves


Attack

Time: Action
Prerequisites: None
You attack with your equipped weapon. Roll a check; each hit equals one point of damage inflicted to the opponent.

Bash

Time: Short Action
Prerequisites: None
You push or kick a target creature. Roll a check against the target’s Agility Proficiency Difficulty. On a success, the target is pushed back two metres and falls Prone. Using a shield with this move deals damage equal to your Melee Fighting Proficiency Difficulty.

Fast Attack

Time: Short Action
Prerequisites: Proficiency Level 1
You attack with your offhand equipped weapon (or an unarmed attack). Roll a check with a Disadvantage of -1; each hit equals one point of damage inflicted to the opponent.

Parry

Time: Reaction against an incoming melee attack
Prerequisites: Proficiency Level 2
You make a Check. Each hit scored reduces incoming damage by one point.

Fend Off

Time: Reaction against an enemy entering your melee range
Prerequisites: Proficiency Level 2
As the enemy moves to inside your range, you can use your Melee Weapon to force it to either stay out of your range or allow you to make a single Melee Weapon Attack with one disadvantage without using an action.

Heavy Attack

Time: Action
Prerequisites: Proficiency Level 3
You put extra force in a two-handed attack. If your attack is Parried, the Parry reaction is done with a -1 Disadvantage. If it is Dodged, your attack is done with a -1 Disadvantage. Should your attack be Dodged completely, you will lose your balance and go Prone.

Mining

Intensive: Yes
Your ability to mine ores from the ground, survey the land and to smelt ores into ingots.

Moves


Mine

Time: Half an hour
Prerequisites: None
You attempt to successfully mine a mineral you know the location of. If you roll at least an amount of Hits equal to the Difficulty of the material, you mine a number of grams equal to: Rolled Hits × Material Difficulty × Material Batch Size.

Quarry

Time: Ten minutes
Prerequisites: None
You quarry stone suitable as building material. Roll a Check; you excavate an amount of kilogrammes equal to the amount of Hits rolled × 25.

Prospect

Time: Action
Prerequisites: Proficiency Level 2
You investigate a patch of ore or stone, trying to ascertain the potential yield if mined. Roll a Check against the Difficulty of the terrain. On a success, you will find out each material that can be mined here, so long as the material’s Difficulty is equal to or lower than your rolled Hits.

Music

Intensive: Yes
Your ability to play musical instruments.

Moves


Soothing Melody

Time: At least 1 Minute
Prerequisites: Proficiency Level 1
You play a melody to soothe your audience. Roll a Check; all creatures that can hear your music get a Disadvantage equal to your rolled Hits to their Willpower Proficiency. If this means their Willpower Proficiency Difficulty becomes zero or less, they become charmed by you for as long as you continue to play.

Inspiring Melody

Time: At least 1 Minute
Prerequisites: Proficiency Level 1
You play a melody to inspire your audience. Roll a Check; all creatures that can hear your music get an Advantage (or a Disadvantage if they are hostile to you) equal to your rolled Hits to their Willpower Proficiency. Hostile creatures that have their Willpower Proficiency Difficulty reduced to zero or below become frightened of you and your allies as long as you continue to play.

Impressing Melody

Time: At least 1 Minute
Prerequisites: Proficiency Level 1
You play a melody to impress your audience. Roll a Check to determine the impressiveness of your music.

Navigating

Intensive: No
Your ability to find your way regardless of where you are.

Moves


Sense of Direction

Time: Action
Prerequisites: Must be on land
You take a moment to figure out which way is north and where you currently are. Roll a Check against a Difficulty determined by the GM. On a success, you manage to determine your position.

Sense of Distance

Time: Action
Prerequisites: Must be on land
You take a moment to figure out how far you are from a given location you know of. Roll a Check against a Difficulty determined by the GM. On a success, you manage to determine the approximate distance.

Plot Course

Time: 1 Minute
Prerequisites: None
You use a map to plan a path from where you are to your destination. As long as you follow this path, you get a +1 Advantage to all Navigating Proficiency Checks.

Anchor

Time: Action
Prerequisites: Proficiency Level 1
You make a mental note of where you are by leaving something behind as a marker or carving a sign into a nearby object. Roll a Check; each Hit is one hour where you will memorize your path relative to this point. Within this time, you will always be able to find your way back to this position by retracing your steps in your mind. Any effects to make you lose your way must succeed on a Check of a related Proficiency (GM’s discretion) against your Navigating Proficiency Difficulty in order to succeed.

Get Bearing

Time: 1 Minute
Prerequisites: Proficiency Level 2
Using a Compass, a Sextant and a Clock (or a Navigator’s Kit), you find your current position and bearing. Roll a Check against a Difficulty determined by the GM. On a success, you manage to discover your current location and heading. If you have a destination in mind, you will know in which direction to go in order to get there.

Piloting

Intensive: Yes
Your ability to operate various powered vehicles.

Moves


Pilot Small Land or Water Vehicle

Time: -
Prerequisites: Proficiency Level 1
You can pilot small land or water vehicles, generally supporting one to three passengers.

Recover

Time: Reaction to losing control of a vehicle
Prerequisites: Proficiency Level 2
Roll a Check against the Difficulty of whatever caused you to lose control of the vehicle. On a success, you recover and do not crash (or lessen the impact if a crash cannot be averted).

Pilot Large Land or Water Vehicle

Time: -
Prerequisites: Proficiency Level 3
You can pilot larger vehicles, such as those with the capacity to carry a large amount of passengers or cargo.

Flying Vehicles

Time: -
Prerequisites: Proficiency Level 4
You can pilot flying vehicles such as airships and gliders.

Expert Maneuvering

Time: Reaction to incoming danger
Prerequisites: Proficiency Level 5
You can use a Dodge action while using vehicles. For most vehicles, you use your Agility Proficiency. Airships have their own Agility score.

Pyromancy

Intensive: Yes
Your ability to gain wisdom through the power granted to the races by Daios. Using this skill, you can harness the power of fire to see what cannot be seen and command the flames for yourself.

Moves


Create Flame

Time: Short Action
Prerequisites: Proficiency Level 1
You create a small flame in your hand. This flame is strong enough to light flammable objects and creates a light bright enough to see in dark places.

Shape Fire

Time: Action
Prerequisites: Proficiency Level 1
Make a Check against the fire’s Difficulty. On a success, you can freely shape it to your will. If the target flame is produced by another person using the Pyromancy Proficiency, the Difficulty will be his or her Pyromancy Proficiency Difficulty. If you produced it yourself on the same turn, you automatically succeed. If not created on the same turn, you use your own Difficulty.

If you use this move to shape fire onto a creature, roll a Check against that creature’s Agility Proficiency Difficulty. On a success, the target is Set on Fire with a Difficulty of 1. If the target is already Set on Fire, roll a Check against that fire’s Difficulty. If you beat it, increase the fire’s Difficulty by 1. A target can Dodge this move to prevent being set on fire.

The maximum range at which you can shape fire is your Proficiency Level in metres.

Flames’ Fortune

Time: Action
Prerequisites: Proficiency Level 1
You peer into a fire to glimpse what lies ahead of you, or to seek wisdom from the flames. Roll a Check; the GM will give you a hint to events that will transpire depending on your roll.

Protection from Flame

Time: Short Action
Prerequisites: Proficiency Level 2
Duration: 1 Minute. You, or another person or creature you touch, gains immunity to Fire. Make a Check; any Fire damage dealt to the target which does not exceed your amount of hits rolled is cancelled.

Imbue Flame

Time: Action
Prerequisites: Proficiency Level 3
Duration: 1 Minute. You charge magical flame into a melee or ranged weapon. Roll a Check; the amount of hits turns into a positive advantage gained when using the target weapon for a melee or ranged attack. The original attack must do at least one point of damage before this bonus is applied. Damage made using this advantage is counted as Fire damage.

Ranged Combat

Intensive: Yes
Your ability to inflict damage from afar.
Using this skill, you can fire arrows from great lengths to hurt your foe before it reaches you. Ranged weapons require ammo to be shot, though this skill also governs thrown weapons.

Moves


Ranged Attack

Time: Action
Prerequisites: None
You expend a piece of ammunition for your equipped weapon and fire it at a target within range. Make a Check; each hit equals one point of damage dealt to the target.

Rapid Attack

Time: Short Action
Prerequisites: Proficiency Level 1
You expend a piece of ammunition for your equipped weapon and fire it at a target within range. Make a Check with a -1 Disadvantage; each hit equals one point of damage dealt to the target.

Throw

Time: Action
Prerequisites: None
You expend an item either in your inventory or near you to use as a projectile to strike a distant target within 20 metres. Depending on the object, the GM may give you disadvantage on the throw.

Fire Airship Cannon

Time: Action
Prerequisites: Proficiency Level 2
You use an Airship Weapon Emplacement to make an attack. See Airships and Equipment for rules regarding these attacks.

Debilitating Shot

Time: Short Action
Prerequisites: Proficiency Level 3
You take an extra moment to carefully aim at a critical spot on your target for your next Ranged Attack. You may choose to designate the target bodypart for an extra damage caused by hits with a 5 and up, instead of a 6 only.

Resistance

Intensive: No
Your ability to resist poison and infections.

Moves


Resist Poison

Time: Free Reaction to being poisoned
Prerequisites: None
Roll a Check. If the Hits rolled equal or exceed the poison’s Difficulty, it does not affect you.

Resist Disease

Time: Free Reaction to contracting a disease
Prerequisites: None
Roll a Check. If the Hits rolled equal or exceed the disease’s Difficulty, it does not affect you.

Endure Temperature

Time: Free Reaction to extreme temperatures
Prerequisites: None
Roll a Check. If the Hits rolled equal or exceed the temperature’s Difficulty, it does not affect you. On a failure, gain a level of Fatigue.

Riding

Intensive: Yes
Your ability to mount and ride various animals.

Moves


Ride Mount

Time: -
Prerequisites: Proficiency Level 1
You can ride tamed animals with a saddle.

Steady Mount

Time: Action
Prerequisites: Proficiency Level 2
You can calm startled or otherwise distressed mounts you are riding.

Ride Cart

Time: -
Prerequisites: Proficiency Level 3
You can ride drawn or carried carts.

Fast Movement

Time: Action
Prerequisites: Proficiency Level 4
You can push your mount beyond its normal limits for a period of time, doubling its movement speed. Roll a Check; the resulting Hits are the amount of minutes you can keep up the increased speed.

Flying Mounts

Time: -
Prerequisites: Proficiency Level 5
You can ride flying mounts.

Expert Maneuvering

Time: Reaction to incoming danger
Prerequisites: Proficiency Level 6
When using a Dodge action while mounted, you can have this action apply for your mount as well.

Stealth

Intensive: No
Your ability to hide and sneak, as well as conceal carried items.

Moves


Hide

Time: Movement
Prerequisites: None
You carefully attempt to conceal yourself. Roll a Check; the hits determine how well you are hidden. Any creatures with an Alertness Proficiency Difficulty equal to or higher than this value will be able to spot you passively without having to make a Check.

Sneak

Time: Movement
Prerequisites: None
You carefully attempt to move silently and without being seen. Moving this way doubles the movement spent. Roll a Check; the hits determine how well you are hidden. Any creatures with an Alertness Proficiency Difficulty equal to or higher than this value will be able to spot you passively without having to make a Check.

Conceal Item

Time: Reaction to being investigated
Prerequisites: None
Roll a Check against the other creature’s rolled Investigation Check. If you match or exceed it, you can choose which items the creature can and cannot find, as long as those items can be reasonably hidden on your person.

Sneak Attack

Time: Short Action
Prerequisites: Proficiency Level 2
Roll a Check; the hits determine how well you are hidden. Any creatures with an Alertness Proficiency Difficulty equal to or higher than this value will be able to spot you. If you are not spotted, you gain an advantage to your next melee or ranged attack equal to your Stealth Proficiency Difficulty.

Stonecarving

Intensive: Yes
Your ability to carve stone into various products.

Moves


Carve Stone

Time: 1 Hour per m³ of stone carved
Prerequisites: Proficiency Level 1
You carve stone into a desired shape. Roll a Check against a Difficulty based on how hard the type of stone you desire to carve is.

Survival

Intensive: Yes
Your ability to survive in the wilds. Using this skill, you can forage for food, create campfires, track wild animals and create a place for people to rest safely.

Moves


Forage

Time: 1 Hour
Prerequisites: None
You search the terrain around you, if it allows it, for food. Roll a Check against the terrain Difficulty. On a success, you find enough to feed you and your party for the day.

Track

Time: Varies
Prerequisites: Proficiency Level 1
You track the trail of a wild animal. Make a Check, multiplying your hits by 100. This number represents the distance that you’ll be able to track the trail. Your GM will use this to decide if you encounter the creature. If the target is using its Stealth Proficiency to hide, the hits rolled must exceed the target’s Stealth Proficiency Difficulty.

Create Campfire

Time: Varies
Prerequisites: None
Using tinderboxes, flints or even just sticks, you create a fire. Make a Check. The number of hits represents the time in hours that the fire will burn.

Set up Camp

Time: 1 Hour
Prerequisites: None
You create a suitable resting place in the wilderness. Make a Check. The number of hits determine how likely it is that your camp will be intruded while you sleep. This number will be used as Difficulty for people or animals trying to track you.

Identify Poison

Time: 1 Minute
Prerequisites: Proficiency Level 2
You try to determine if a target object or creature is poisonous and which effects the poison will have. Make a Check against the target’s Difficulty. On a success, you learn if the object or creature is poisoned and what the effects are.

Thievery

Intensive: No
Your ability to open locks, steal and pickpocket.

Moves


Pick Lock

Time: Action
Prerequisites: Proficiency Level 1
You attempt to use a lockpick to open a lock. Roll a Check; if the hits scored are equal or higher than the lock’s Difficulty, you open it.

Pickpocket

Time: Action
Prerequisites: None
You attempt to steal something from another person’s pockets or bag. Roll a Check against the target’s Alertness Proficiency Difficulty. On a success, you take the item without the target’s knowledge.

Weaving

Intensive: Yes
Your ability to create clothing and other products from cloth.

Moves


Produce Clothing

Time: 5 Hours
Prerequisites: Proficiency Level 1
You use a set of tailor’s tools to create a set of clothing. Roll a Check to determine the item’s quality. One or two Hits create a poor (-1) set, three or four make a mundane set, while five or six (or higher) create an exquisite (+1) set. If only Critical Hits are rolled, the item becomes masterwork (+2).
A poor item will sell for half the normal value, while an exquisite item may sell for double its value. A masterwork item will easily fetch ten times the normal price.

Willpower

Intensive: No
Your ability to resist charms, mind-control and psychic magic, as well as Intimidation.

Moves


Break Charm

Time: None
Prerequisites: None
Roll a Check. If the Hits rolled match or exceed the Willpower Proficiency Difficulty of the person or creature that charmed you, you break free from the charm.

Wizardry

Intensive: Yes
You use the Astral to tinker with reality, shaping and bending it to your will. Using this skill, you make the impossible trivial.

When you gain your first level in Wizardry, you learn a number of Magic Words of your choosing from each category outlined in the Magic Words section. The rest must be obtained in your adventures.

Moves


Cast a Spell

Time: Varies
Prerequisites: Proficiency Level 1
You harness arcane power and cast a spell. Make a Check. If the number of hits matches or exceeds the Spell Level, you resolve the spell’s effects. The Spell Level of a spell is determined by the amount of Words used in a spell, though Alteration words may increase or decrease the effective spell level.
Casting the spell while within melee range of an opponent allows that opponent to use a reaction to make an attack against you.
A spell’s range is 'touch' unless specified otherwise.

Identify Magic

Time: 1 Minute
Prerequisites: Proficiency Level 3
You investigate a magical effect or object. Make a Check against the Difficulty of the target. (When this is a Wizardry spell cast by another person, the Spell Level is the difficulty.)
On a success, you learn the effects of the magic (you cannot learn spells or Words this way!). On a failure, you do not. On the GM’s discretion, you may find out just enough to know who could tell you more about this, or where you can find the information you seek.

Woodworking

Intensive: Yes
Your ability to work wood into various products.

Moves


Create Arrow Shaft

Time: 10 Minutes per arrow
Prerequisites: None
You use a straight stick and a knife to make arrow shafts. You'll need to attach feathers before they're usable.
Roll a Check for each arrow. On only Misses, the wood breaks. On one success, the quality is poor. On two successes, the quality is mundane. On three or more, the quality is exquisite. On only Critical Hits, the quality is masterwork.

Create Weapon Handle

Time: 1 Hour
Prerequisites: Proficiency Level 1
You use a set of woodcarving tools to create a wooden handle for a specific weapon. Roll a Check; one or two Hits create a poor (-1) handle, three or four make a mundane handle, while five or six (or higher) create an exquisite (+1) handle.
When combining this handle with the other components of a weapon, you take an average of the quality of both (rounded down). When combining a masterwork item with something other than masterwork, treat it as exquisite.
Poor + Mundane = Poor, Mundane + Exquisite = Mundane, Poor + Exquisite = Mundane.

Produce Ranged Weapon

Time: 2 Hours
Prerequisites: Proficiency Level 3
You use a set of woodcarving tools to create a ranged weapon out of wood. Roll a Check to determine the weapon’s quality. One or two Hits create a poor (-1) weapon, three or four make a mundane weapon, while five or six (or higher) create an exquisite (+1) weapon. If six Critical Hits are rolled, the item becomes masterwork (+2).
Note that some weapons require additional components, like bowstrings. These must then be combined using the Crafting Proficiency.

Special Proficiencies

There are some proficiencies labeled as “Special”. You cannot gain these as you would normally, by investing a point into it. Instead, you must meet certain specific requirements. When that happens, you get a free first point in the relevant Special Proficiency. After this, you can spend points on it as you would for a normal Proficiency to level it further. (Optionally, when starting at higher levels, your GM may allow you to take a Special Proficiency in exchange for a Proficiency Point. Discuss this with your GM when making a character.)

Creation Magic

Those that have experienced enlightenment and found the truth behind the arcane find their shackles removed. Capable of manifesting their very thoughts into reality, a Wizard capable of Creation Magic is a dangerous foe.

Requirements

  • A Wizardry Proficiency Level of 6
  • You must know the ‘Manifest’ word
  • You must study Astral forces in a site overflowing with Astral Energy

Traits

  • The word ‘Manifest’ can be used to create a wider range of Material words
  • Failing a casting of a spell using Manifest for any Material word that is not either Energy or Sensory Effect gives you points of Fatigue equal to the Spell Level minus the rolled Hits in your Check
  • The energy spent to manifest objects exceeds any nutritional value it gives you, and as such this Proficiency cannot be used to effectively nourish yourself

Moves

Elemental Substance Mastery

Time: -
Prerequisites: Proficiency Level 1
You are capable of Manifesting Material words with the ‘Elemental Substance’ trait.
The maximum volume of your Manifested substance is 0.5m³ + 0.5m³ per Alteration Level.

Organic Substance Mastery

Time: -
Prerequisites: Proficiency Level 2
You are capable of Manifesting Material words with the ‘Organic Substance’ trait.
The maximum volume of your Manifested substance is 0.5m³ + 0.5m³ per Alteration Level.

Artificial Substance Mastery

Time: -
Prerequisites: Proficiency Level 4
You are capable of Manifesting Material words with the ‘Artificial Substance’ trait.
The maximum volume of your Manifested substance is 0.5m³ + 0.5m³ per Alteration Level.

Creation Magic Mastery

Time: -
Prerequisites: Proficiency Level 6
You are capable of Manifesting Material words with the ‘Living Being’ trait, limited to non-sapient beings only. The created creatures do not necessarily obey you.
The maximum volume of your Manifested substance is 0.5m³ + 0.5m³ per Alteration Level.

Druid

A Druid is a protector and guardian of a natural area. Druids preserve the natural balance in that area, ensuring that the cycle of life is undisturbed and that the plant life is protected from external harm.

Requirements

  • You must have resided in a specific natural area for at least a year, having attuned your innate energy to the aura of your chosen natural area.

Traits

  • When taking a rest, any benefits of that rest are only applied if that rest was performed in nature, away from civilisation
  • You are allergic to iron. You have a -1 Disadvantage to every Check you make while in contact with iron
  • Plants you touch become healthier and stronger. Withered plants will regrow because of this
  • Wild animals seldomly attack you unprovoked

Moves

Communicate with Animals

Time: Action
Prerequisites: Proficiency Level 1
You can communicate simple ideas to animals. They are not forced to listen or obey, but they can understand your meaning.

Minor Shift

Time: Action
Prerequisites: Proficiency Level 2
You can take on the form of a small animal, no larger than half a metre tall and no smaller than 10 centimetres. While in this form, any damage you take is applied to all of your limbs at the same time, making you significantly more vulnerable. You do not return to your own form when unconscious or dead. Returning to your own form takes an Action. Attacks made in your animal shape are done with your Druid Proficiency.

Aquatic Shift

Time: Action
Prerequisites: Proficiency Level 4
You can shift into animals that breathe water, following the same limitations as Minor Shift.

Aerial Shift

Time: Action
Prerequisites: Proficiency Level 6
You can shift into flying animals, following the same limitations as Minor Shift. The size limitation of all your Shift moves is increased to a maximum of one metre upon gaining access to this move.

Lichdom

A Lich is a type of undead that has its soul tethered to a high-grade Astral Crystal. While its body decays, its soul remains active. Lichdom is achieved through high level wizardry, and so Liches are often powerful wizards.

Requirements

  • Your soul must be successfully tethered to a grade 6 Astral Crystal via a successful Difficulty 6 Wizardry Check by you or someone else. On a failure, the rolled Hits are applied as damage to your head. On a success, you die instantly and become undead, with the Astral Crystal becoming your Soul Gem. Your Soul Gem has 6 HP.

Traits

  • You cannot eat normal food
  • You are immortal and cannot die from old age
  • Your body is dead, and as such still decays
  • First-Aid Checks have no effect on you
  • On death through damage to your body, your body turns to dust and reforms near your Soul Gem over the course of six hours. Only your skeleton regenerates in this way
  • You are immune to suffocation, poison and disease
  • You cannot rest or otherwise become unconscious
  • You cannot gain Fatigue through exhaustion or extreme temperatures
  • You gain a level of Fatigue if you have not used Consume Soul successfully for a month
  • When your Soul Gem is destroyed, you die immediately (and permanently)

Moves

Consume Soul

Time: Action
Prerequisites: Proficiency Level 1
You consume the soul of a sleeping, grappled or otherwise immobilized creature. Roll a Check. If your roll equals or exceeds the target’s remaining Head health, the target dies immediately and you restore a level of Fatigue.

Draining Touch

Time: Action
Prerequisites: Proficiency Level 2
You touch a creature. Roll a Check; each Critical Hit scored applies a level of Fatigue to the target.

Paralyze

Time: Action
Prerequisites: Proficiency Level 4
You can touch a living being and roll a Lichdom Check against its Willpower proficiency. On a success, the target is Stunned for an amount of turns equal to your rolled hits.

Improved Consume Soul

Time: Reaction to successfully Consuming a Soul while having no Fatigue
Prerequisites: Proficiency Level 6
After Consuming a Soul, you refill Power Points equal to your rolled Hits for Consuming the Soul.

Necromancy

Necromancers are Wizardry practitioners who learn to manipulate astral impressions left on deceased creatures in order to bind the soul to service. The practice is banned in the Halsand Empire and Othenia, while in Isilia it is generally frowned upon, but not expressly forbidden. Nomadic tribes in Droquia allow the practice, believing it can help guide the un-reincarnated back to the land of the living.

Requirements

  • You must have at least three levels in Wizardry and two in Pyromancy. You can then be taught by another Necromancer, or learn the practice from books left behind by them.

Traits

  • Any Flames’ Fortune checks made will exclusively show visions of the recently deceased.
  • Any flame created by your Pyromancy burns a bright green.

Moves

Communicate with the Dead

Time: Short Action
Prerequisites: Proficiency Level 1
Roll a Check; if the rolled hits are equal to or higher than the amount of decades a target corpse has been dead, you can force its soul of back into the corpse, allowing you to target the corpse with Divulge as if it were still alive. The soul will be unable to move the body, as it is still dead, but will be able to sense its surroundings and hear you. The soul will be unable to leave the corpse until you intentionally release it as a Free Action, or move further than 10 metres away.

Command Wraith

Time: Short Action
Prerequisites: Proficiency Level 2
Roll a Check against the strength of a Wraith. If your rolled hits are equal to or higher than the target’s strength, the target is compelled to obey a spoken command.

Raise Dead

Time: Action
Prerequisites: Proficiency Level 3
Targeting a dead humanoid creature, you use an artificial Wraith to reanimate it as an undead loyal to your every command. The undead is not sentient, but can obey spoken orders. The undead has a Melee Fighting Proficiency equal to half your Lichdom Difficulty. All other Proficiencies are treated as Unskilled. The undead cannot speak or communicate in an intelligent fashion, or perform complex tasks.
You must roll a Necromancy check when you order your undead to perform any task, with a Disadvantage equaling the amount of undead in your service that exceed your Necromancy Proficiency Level.

Corrupt Spirit

Time: Action
Prerequisites: Proficiency Level 4
You channel your energy into a Spirit within 10 metres of you and roll a Necromancy Check. If the rolled hits are equal to or higher than the Spirit’s strength, you regain one Fatigue point and the Spirit is turned into a Wraith.

Spirit Guide

A spirit guide is a patron for good-natured spirits. Spirit Guides protect the balance between the spiritual world and the mundane world, performing tasks for Spirits ranging from mediating disputes to defeating Wraiths. Spirit Guides are tied to the spiritual world, and as such need to be careful to keep their own soul pure.

Requirements

  • You must be blessed with this ability and appointed to a Guide by a powerful Spirit. This must be a consensual act for both the Spirit and the new Guide.

Traits

  • Spirits can sense your presence from up to 10 kilometres away, becoming more faint the more distance there is to you
  • Spirits will come to you for help with both mundane trivial issues, as well as to task you with defeating Wraiths which are causing problems nearby
  • Performing obviously evil acts (as determined by your GM) will cause you to gain a level of Fatigue. Only actions done in pure malice count, not simple thoughtlessness or incompetence
  • You can sense Spirits when they are within a kilometre of you
  • Spirits will perform small favors for you when asked

Moves

Spiritual Communication

Time: N/A
Prerequisites: Proficiency Level 1
You can communicate with Spirits. Spirits can understand you regardless of whether or not you share a language, and you will be able to understand them in the same way, even if said Spirit is incapable of speech.

Spiritual Sense

Time: Action
Prerequisites: Proficiency Level 2
You can sense Spirits within 10 kilometres of you, and Wraiths within 5 kilometres.

Summon Protector

Time: Action
Prerequisites: Proficiency Level 4
You call forth a small Spirit, manifesting as a tiny light, which will protect a target party member. Roll a Check to determine the amount of damage the Spirit can block before fading away. The Spirit will remain attached to the target until it has blocked all the damage it can.

Spiritual Observation

Time: Reaction to successfully Consuming a Soul while having no Fatigue
Prerequisites: Proficiency Level 6
You can sense through the senses of a willing Spirit or Wraith. The Spirit must be within a kilometre of you. The link breaks when the Spirit moves further than 10 kilometres from your body. Any Alertness Checks are instead performed with your Spirit Guide Proficiency Level.
If the target Spirit is unwilling, roll a Check against the Spirit’s Willpower must be performed.

Vampirism

Vampires are a type of undead that feast on the blood of the living to sustain themselves.

Requirements

  • You must be bitten by a Vampire with a Vampirism Proficiency Level of 6, who must then choose to infect you with vampirism.

Traits

  • You have no mirror image
  • You are immortal and do not die from old age
  • You cannot eat normal food
  • You cannot enter a personal house uninvited (if you are forced in, you gain a level of Fatigue)
  • You gain a level of Fatigue for each day you don’t Drink Blood
  • You get a level of Fatigue when crossing running water (crossing a bridge over a stream counts!)
  • You are killed immediately when a wooden stake is impaled through your heart (Coup de Grâce)
  • Your destroyed limbs heal as if they were not destroyed. Should the destruction of a limb kill you, you are instead merely incapacitated and unconscious.

Moves

Drink Blood

Time: Action
Prerequisites: Proficiency Level 1
You drink the blood of a sleeping, grappled or otherwise immobilized creature. Roll a Check; the resulting Hits are dealt to the target as damage and restored as health to yourself. If at least one Hit is successfully applied, you also restore a level of Fatigue.

Vampiric Transformation

Time: Action
Prerequisites: Proficiency Level 2
You transform into a small black creature with webbed leathery wings. When taking damage, apply the points to all limbs instead of one of your choice. You can fly at double your normal movement speed.

Enthrall

Time: Reaction to successfully Drinking Blood
Prerequisites: Proficiency Level 4
Your bite victim is charmed and enthralled. Make a Check against its Willpower Proficiency. On a success, it will obey any command given to it by you without question until it dies.

Spread Vampirism

Time: Reaction to successfully Drinking Blood
Prerequisites: Proficiency Level 6
You infect your victim with vampirism. It gains its first level in the Vampirism Special Proficiency if it has no other Special Proficiency already.

Void Magic

Those that have pondered the true meaning of the world, and have internalized the concept of ‘Nothing’, have the potential to manifest the essence of ‘Nothing’ into this world—Void Magic.
Void Magic is almost entirely unknown; most mages that learn it don’t live long enough to document their findings, consumed by their own magics.

Requirements

  • A Wizardry Proficiency Level of 6
  • You must know the ‘Manifest’ word
  • You must have encountered Void

Traits

  • You learn the Material word “Void”, a Null Energy
  • Void is an un-erasable energy that irrevocably consumes anything it touches
  • Void has a limitless internal volume, despite how small it may be on the outside. Anything consumed by Void will appear inside of it
  • Anything entirely enveloped by Void becomes trapped inside, unable to leave it unless in contact with something else that is not completely enveloped (e.g. a rope, ladder, or larger structure that is partially inside the Void)
  • Anything completely emerged in the Void no longer experiences gravity
  • Void cannot be destroyed by any means—it is already nothing. It can only be removed by the level 6 Move from this Proficiency
  • There is no air in the Void; no air friction to stop things from floating, no oxygen to breathe
  • Void has friction when moving through ambient Astral Energy, which is everywhere. Due to this, any Void in motion will slowly stop. It loses roughly ten percent of its inertia every second

Moves

Void’s Embrace

Time: N/A
Prerequisites: Proficiency Level 2
You are capable of freely leaving the Void, provided an unobstructed entry exists. An entry will exist within the Void wherever Void manifests itself on the outside.

Void’s Breath

Time: N/A
Prerequisites: Proficiency Level 3
You can breathe inside the Void.

Spatial Void Manipulation

Time: Action
Prerequisites: Proficiency Level 4
You are able to freely move inside the Void at a speed equal to your Void Magic Proficiency Level, as if you are flying.

Absolution

Time: Action
Prerequisites: Proficiency Level 6
You are able to cleanse Void from the world. If your rolled Hits exceed the volume in m³ of the target Void, it is restored. If you fail, it grows by one m³. If you roll only Misses, the Void doubles in size.