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Abilities

Ability Summary
Acrobatics Overcome challenging terrain.
Beastmaster Calm and control animals.
Boat You have a boat.
Brawl You know how to play rough.
Burglary Steal things.
Charisma Socially influence others.
Charlatan Pretend to be something you're not.
Devour Consume others whole.
Glide Glide through the air.
Grit Become tough as nails.
Heal Cure the injured.
Lore Knowledge is power.
Mobility Enhanced movement flexibility.
Networking You make friends easily.
Precision Always have a chance to hit.
Squeeze Fit where you shouldn't be able to.
Stealth Avoid being noticed.
Strength Leverage pure muscle power.
Survival Stay alive in the wild.
Swim Move easily in water.
Twitchy Reflexes and paranoia keep you safe.

Acrobatics

  • Acrobatics. Enhanced overland movement.
    • Catfall. Greatly reduce damage from falling.
      • Parachute. Become completely immune to fall damage.
    • Light Step. Ignore difficult terrain.
      • Surface Runner. Move across the surface of water.
    • Perfect Balance. Balance on anything and have no penalty when doing so.
    • Scale. Become an expert climber.
      • Cling. Climbing is as easy as walking.
    • Springheeled. Make astonishing jumps.
Acrobatics Clamber: You have the ability to climb up and down surfaces roughly equal in difficulty to a rope. While you are climbing, you have an impairment to your movement and attackers gain +2 damage against you with all forms of attack.

Jump: You can jump up to 2 meters in distance or 1 meter high. This increases to 5 meters in distance or 2 meters high if you can get a 20-meter running start in a straight line.

Balance: You can move across areas that require a basic sense of balance (ice, wet floors, fallen logs, etc) without falling prone. While you are balancing, you have an impairment to movement and attackers gain +2 damage against you with all forms of attack.

Land on Your Feet: You take falling damage equal to one point per two meters fallen instead of one point per meter fallen.
Catfall Soft Landing: You take one point of damage per 10 meters fallen instead of 1 point per 2 meters.
Parachute Slow Fall: You are completely immune to falling damage.
Light Step Ignore Difficult Terrain: You ignore difficult terrain (sticky mud, deep snow, shifting sand, etc) by just walking across its surface without sinking in. You take no impairment to movement when on difficult terrain and enemy attacks against you do not get the normal +2 damage bonus. This benefit only applies to land-based difficult terrain- if you're swimming through water-based difficult terrain like thick weeds or whatever you still have to suffer the downsides.
Surface Runner Cross Water: You can walk across the surface of water (or other liquids) as if they were solid ground. You can't start doing this if you're already inside the liquid in question- you have to start from a solid position. If you take any action other than constantly moving while on the surface of a liquid, you sink into it (and must swim from there). You have no special protection from dangerous liquids you walk on such as acid or lava.
Perfect Balance Perfect Balance: You can easily balance on even very difficult surfaces such as tightropes or soapy floors. While you are balancing, you take no impairment to movement and attackers do not gain the normal +2 damage against you.
Scale Improved Climbing: You can climb anything the approximate smoothness of a brick wall or less. While you are climbing, you have an impairment to your movement and attackers gain +2 damage against you with all forms of attack.
Cling Perfect Climb: You can climb anything the approximate smoothness of a pane of glass or less, meaning that there will be very few (if any) surfaces you cannot climb. You can also climb on ceilings and overhangs with the same degree of skill that you climb walls. While you are climbing, you take no impairment to movement and attackers do not gain the normal +2 damage against you.
Springheeled Jump Good: You can jump up to 10 meters in distance or 5 meters high. This increases to 20 meters in distance or 10 meters high if you can get a 20-meter running start in a straight line.

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Beastmaster

  • Beastmaster. Calm and handle animals.
    • Animal Companion. A highly-trained animal has your back.
      • Create Opportunity. You and your companion create combat openings for each other.
      • Combined Maneuvers. Make basic move actions freely.
      • Mutual Defense. Take hits for your companion (and vice versa).
    • Coax. Get a friendly animal to do something for you.
    • Mount. An animal carries you/your stuff.
      • Expert Rider. Defend and control your mount more easily.
    • Wild Empathy. Calm and befriend wild animals.
Beastmaster Animals Defined: For purposes of the Annulus ruleset, an “animal” is anything that doesn't have full sapience, but is not mindless either. All Beastmaster abilities work equally well on robots with low processing speeds or raving abominations as they do on “natural” animals.

Calm Animal: By spending an action to speak soothingly and possibly offering a treat, you can make any domesticated animal in your presence calm and friendly towards you. You cannot calm wild animals in this way.
Animal Companion Best Friend: A companion is no mere disposable minion- they're a true friend and partner that works closely with you. A companion always works towards your interests and cannot be turned against you by any means that couldn't turn you against yourself. You can turn any animal that is friendly towards you into your companion (up to once per session), but cannot ever have more than one animal companion at a time.

Statistics: A companion is an animal whose level is always equal to your own. If the animal's base level is lower than yours when you make them a companion, they immediately level up under your tutelage until they are your equal. Your companion has a static loadout and cannot switch abilities the way a player adventurer can. Companions cannot have their own Animal Companion abilities.

Presence: Your companion does not disappear when you don't have the Animal Companion ability equipped, but they are not under your control and do not aid you in any way unless it is.

Combined Actions: You and your companion have trained to operate as a single creature in a combat situation. Even though there are two of you, you still only get two actions per round that you must split between yourself and your companion as you see fit. For example, you could take both actions and have your companion do nothing for a round, or vice versa, or both you and your companion could take one action each. When not in combat or other situations that have an action economy, you and your companion may both act normally.

Shared Supply: You and your companion share a single source of Supply. If your companion uses Supply, you pay for it. Companions do not contribute any Supply to the shared supply stockpile.
Create Opportunity Make An Opening: Every time you or your companion get a 10+ on the trigger die when hitting a target with any weapon attack, the other may immediately attack that same target for free with one of their own weapons. If the target is not within range of any of the weapons of the second partner, this opportunity is wasted. This may happen an unlimited number of times in a single round.
Combined Maneuvers Independent Movement: Every time you or your companion use one of your two shared actions, the other one may immediately make a basic move action for free if they want. The free movement can happen either immediately before or immediately after the partner's normal action.
Mutual Defense Cover Me: Whenever you and your companion are adjacent to each other (within 1 meter) and one of you is attacked, you may choose for the other one to take the hit instead. The defense rating of the chosen partner is the one used to determine damage taken as normal. This ability does not function when you and your companion are both hit simultaneously with a single attack.

Vengeance: If either you or your companion die, the other gains +5 bonus damage with all weapons when attacking the creature that struck the killing blow. This effect occurs regardless of whether or not the fallen partner gets revived afterwards.
Coax Heed Me: You can convince any animal that is friendly towards you to perform a specific complex action on your behalf that they would normally not be capable of understanding, such as “bring me the keys hanging on the wall over there” or “go widdle in Lord Toastwanker's martini for me”. This requires a few rounds of constant talking to the animal in question to get it to complete the task. You cannot convince an animal to perform a task for you that is strongly against that animal's nature.
Mount Pack Animal: You have a size 6, level 5 animal that is trained to carry burdens. “Burdens” can include yourself using the beast as a mount, if desired. Stats for a typical mount (such as a horse) are below.

Active Control: You must spend an action to direct your mount in order to get it to go where you want. When riding a mount, you use the mount's movement capabilities instead of your own. If you make your mount sprint, they spend the Endurance instead of you. If you wish to have your mount attack or use another ability, that also requires you to spend an action to direct it.

Grazer: Your mount subsists on grass or other vegetation. So long as such exists in your area, you never need to worry about feeding it. When traveling in regions without ample forage, you must spend 1 Supply per day to feed your mount just like yourself.

Replaceable: If your mount gets lost/killed/stolen, you can get a new one by spending 3 Supply anywhere such beasts can be found.

Cart: If desired, your mount can pull a wheeled cart. This effectively allows the mount to haul weight as if it were +1 size categories larger than it actually is, but only across flat or semi-flat terrain. Carts cannot be brought into rough terrain at all.
Expert Rider Defensive Maneuvers: While you are riding your mount, the mount can use any of your combat skill ratings in place of its own for both defensive and offensive purposes. Your mount does not gain this benefit when you aren't actually riding it.

Knee Steering: You no longer have to use an action to direct your mount to move. Directing your mount to use other actions still requires you to spend an action as normal.
Wild Empathy Calm The Savage: You can calm wild animals just like domestic ones. This requires you to spend a point of Supply for every wild creature calmed in this way (wild animals require more offerings of food than domestic ones do).

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Boat

  • Boat. You have a boat.
    • Improved Controls. Move at full speed with a small crew.
    • Ironclad. The boat is immune to burning and acid.
    • Naval Engine. The boat's speed is increased.
    • Naval Ram. The boats pilot can use it to perform equipped Trample attacks.
    • Ship. The boat is larger.
      • Automated Systems. Move a ship without a crew.
      • Grandship. The boat is much larger.
    • Skidbladnir. You can take your boat anywhere.
Boat You're On A Boat: You have a boat fitted with oars and a sail. Pick a size category from 5-7 for your boat to be; the boat counts as that size category for purposes of how much it can carry, how much space it occupies, and the failure chance of any attacks directed at it. You can't change your boat's size category later without getting a whole new one. Your boat is considered to be the same level you are for purposes of how much Flow/Endurance/Vitality it has, and uses the combat abilities of whoever is steering it for defensive purposes. If nobody is steering it, all combat abilities are 0. Boats don't have abilities or supply of their own. Boats are immune to the Choking, Poisoned and Bleeding conditions.

Ride The Ship: When you're in your boat, you can spend an action to move it five meters (along with everything it's carrying, including you.) Only one person can move the boat even if it's carrying multiple people. If another creature in the boat acts as your assistant (manning an oar, adjusting the sails at your command, etc) then the boat's movement speed increases to 10 meters instead. Your assistant must also spend an action whenever you spend an action to move the boat to get this benefit. You can only benefit from a single assistant at a time.

Too Big To Carry: If you go somewhere your boat can't, you can't bring it with you. It stays wherever you left it until you come back for it. You don't have to keep your Boat ability equipped when you're not using your boat.

Boat Insurance: If your boat gets wrecked, lost, stolen, blown to smithereens or is otherwise irretrievable you can get a new one in exchange for five Supply anywhere that boats can be found.

Nautical Know-How: You are proficient with all operations involving boats and watercraft of any kind- building, repairing, sabotaging or whatever.
Improved Controls Short-Handing: You do not need an assistant to move your boat at full speed (10 meters per action). If you also have the Ship or Grandship ability equipped, you can move at full speed (20 meters) with a minimal crew (10 for a ship, 50 for a grandship).
Ironclad Durable Materials: The boat is immune to the Burning and Acid conditions.
Naval Engine Powered Ship: The boat relies primarily on a powered engine of some sort instead of wind/muscle power. Its base movement rate is increased by one step on the 1→2→5→10→20→50→100→ etc scale.
Improved Naval Engine Strong Ship: The boat can carry weight as if it is one size larger than it actually is.

Unhindered: The boat ignores the negative effects of water-based difficult terrain (thick weeds, ice covering, etc) that would otherwise slow it down. It takes no impairment when moving through such spaces and is not considered vulnerable while inside them.
Naval Ram Nautical Scrapper: Your ship is built for close-range smashing of other ships or whatever else gets in its way. If whoever is driving the ship has a Trample weapon attack (including upgrade abilities, if any) equipped, they can use it with the ship.
Ship Big Boat: Your boat is much bigger than usual, counting as size category 8-10 (you pick) for purposes of how much it can carry, how much space it occupies, and the failure chance of any attacks directed at it. A ship's base speed is 10 instead of 5.

Crew: Unlike smaller boats, you cannot effectively operate a ship by yourself. You need a crew of at least ten creatures under your command who all spend actions whenever you spend an action to move the ship. If you have a crew of twenty creatures all working under your command to help move the ship, the ship's base movement speed is 20 instead of 10.

Lifeboats: The ship has two smaller boats on board (stats as the regular Boat ability) that can be used for disembarkation or whatever else the situation requires.

Old Salt: You are considered expert in boat-related operations instead of merely proficient.
Automated Systems Boat Solo: You no longer need a crew to move your ship at its base speed (10 meters). A minimal crew is still required to move at increased speed (20 meters). If you also have the Improved Controls ability equipped, then you can move a ship of any size at full speed completely by yourself.
Grandship Floating Fortress: Your boat is incredibly huge, counting as size category 11-13 for purposes of how much it can carry, how much space it occupies, and the failure chance of any attacks directed at it. A grandship's base speed is 10, just like a normal ship's.

Crew: Grandships require a crew of at least 50 individuals under your command in order to move them. If you have a crew of 100, base speed is increased to 20.

Lifeboats: Grandships have ten lifeboats instead of two.
Skidbladnir Pocket Boat: You can take your boat anywhere you like through some sort of amazing trickery such as folding it up and putting it in your pocket, storing it in an extra-dimensional space when not needed, conjuring it to your side, or making an entirely new one in an instant whenever you want. It takes an action to pull out your boat. Pulling it out when there's no water around won't let you ride around in it, obviously, but maybe you can come up with other uses for a boat.

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Brawl

  • Brawl. You know how to play rough.
    • Bull Rush. Shove targets further by moving into them.
    • Choke Out. Grabbing a target lets you choke them.
    • Hostage Shield. Use a grabbed target to block projectiles.
    • Improved Grab. Always succeed on grab attempts.
    • Improved Trip. Always succeed on trip attempts.
    • Pocket Sand. Throw stuff in their eyes.
    • Tackle. Grab for free at the end of a movement.
Brawl Grapple: As an action, you can attempt to grab a target within 1 meter that doesn't want to be grabbed. Roll a trigger die- if it is 7+, you inflict the Grabbed condition on them. If not, you didn't manage to get a grip. Your odds of success are not affected by the relative size of the target; Brawl can be used to snatch a mouse or cling to the back of a dragon with equal ease.

Shove: As an action, push a target within one meter of you one meter directly away. You can freely shove them off cliffs/into danger in this manner. In order to shove a target, you must be capable of carrying the subject- unless you have the Carrier ability, this means that you are normally restricted to shoving only creatures of your own size or smaller.

Trip: As an action, you can attempt to trip a creature within 1 meter. Roll a trigger die- if the result is 7+, you inflict the Prone condition on them. Tripping subjects is subject to the same size restrictions as shoving them.
Bull Rush Keep Shoving: You can shove a target by moving into their space instead of as a separate action. This moves them back one space as normal, upon which you can continue moving into their space to keep pushing them. Moving into a target's space in order to shove them gives an impairment to your movement for that space.
Choke Out Throttle: When grabbing any subject of up to one size larger than yourself, you may choose to automatically apply the Choking condition to them. This condition cannot be recovered from unless and until the subject escapes your grasp.
Hostage Shield Meat Armor: When grappling a subject, projectile attacks against you only succeed on a 10+. If the trigger die displays anything lower, they strike the creature you are grabbing instead. You may only use this ability with living creatures you've grabbed; dead ones no longer provide useful protection in this way.
Improved Grab Git 'Em: You no longer need to roll a trigger die to grab a target; it automatically succeeds.
Improved Trip Sweep The Leg: You no longer need to roll a trigger die to trip a target; it automatically succeeds (so long as the target is small enough).
Pocket Sand In Your Face: As an action, you throw/spit/excrete/otherwise propel some kind of material into a target's eyes. A target must be facing towards you and be within 5 meters of your position in order for you to use Pocket Sand on them. Targets within 1-2 meters gain the Blind condition, and targets within 3-5 meters gain the Bleary condition.
Tackle Flying Grab: You can attempt to grab a target as part of a movement action so long as you end your movement in a space adjacent to the target. Making a tackle in this way doesn't cost an additional action, it simply happens for free after you move.

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Burglary

  • Burglary. Steal things.
    • Counterfeit. Leave a fake substitute behind.
    • Detonator. Bypass operations by blowing them up instead.
    • Hidden Pockets. Hide objects on your person.
    • Master Thief. Improve odds of theft and become expert in security.
    • Misdirection. Steal in front of a suspicious audience.
    • Pickpocket. Steal things in another's direct possession.
      • Fingersmith. Steal the unstealable.
    • Subtle Sabotage. Leave no apparent sign of your tampering.
Burglary Nimble Fingers: You can steal any small, light object in the environment that isn't too secure (silverware, keycards, wallets, snacks, etc) within 1 meter of your position as an action, even if you are being directly observed. You cannot use this ability to steal objects that are currently in somebody's direct possession. You can only use this ability when all onlookers who would object to your larceny are currently Clueless.

Steal Check: When you use this ability to steal something, roll a trigger die. If you roll a 7+, your theft went unnoticed. Any other result and somebody saw you take the thing.

Security Expert: You are proficient with all operations involving bypassing mechanical security measures (picking locks, disabling booby-traps, cutting camera feeds, shutting off alarms, or similar).
Counterfeit Not The Real McCoy: You can spend a point of Supply when you steal something to replace it with a real-looking, but fake substitute. Close examination or attempts to use the fake will immediately reveal that it is a fake, but casual observation will not.
Detonator Blow This Thing: You can immediately open a lock, disable a trap, or any similar security-based complex action that would normally require an operation to perform by simply blowing up the relevant part with an explosive charge. This requires an action and creates a loud noise that draws attention.

Supply-Driven: Roll a trigger die every time you use this ability; if the result is a 1-3 you lose one Supply. You cannot use this ability if you have no Supply remaining.
Hidden Pockets Stash: You can hide anything reasonably small and light on your person in a place impossible to find. No amount of searching (or stripping) will reveal it. You can only hide one such item at a time.
Master Thief Deft Touch: You successfully steal things on a die result of 4+ instead of 7+.

Safecracker: You are considered expert in security-bypassing operations instead of merely proficient.
Misdirection Sleight of Hand: You can attempt to steal things even while being directly observed by creatures that are not in the Clueless state.
Pickpocket Easy Mark: You can steal small, light objects that are in a creature's direct possession. This requires a check as normal.
Fingersmith Tricky Mark: You can steal objects that are in a creature's direct possession that wouldn't normally be possible to steal without drawing attention, such as their pants.
Subtle Sabotage Situation Normal: When you perform an operation to bypass or subvert security systems, you never leave any trace or sign of your work. Interacting with the system will reveal your tampering, but casual observation will not.

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Charisma

  • Charisma. Socially influence others.
    • Allure. Use attraction as leverage.
      • Succubus. Be attractive to everything.
    • Distraction. Draw all attention to yourself.
      • Shift Consequences. A scapegoat takes the blame.
    • Silvertongue. Become expert in social operations.
    • Tongue Slip. Trick a subject into revealing something.
      • Reassurance. Subjects don't know they've been tricked.
Charisma Smooth Talker: You are proficient with all operations involving any sort of social interaction (persuasion, seduction, interrogation, negotiation, etc).

Convincing Liar: When telling a quick, simple lie you are believed on a 4+ instead of a 7+.
Allure Charming: You know how to be highly attractive when you want to be. Everything interested in you reacts positively to your flirting, even if you have nothing else to offer and the target should really know better. Targets that are not romantically/sexually interested in your particular species/gender are immune to this ability. Whether you have to follow through on your flirting or not and in what way will vary depending on the specific circumstances.

In Control: You can turn off your allure any time you want. It never affects the game's events unless you're specifically using it to do so.
Succubus Universal Allure: You are attractive to literally any creature that has a sex drive regardless of individual preferences. Sexless creatures are still immune to your wiles.
Distraction Look At Me: You can seize and hold the attention of everyone within 20 meters of your location. They all turn in your direction and pay exclusive attention to you for up to 10 rounds (you can end the effect prematurely at any time). Some might move closer to get a better view unless they have a specific reason to stay where they are (guards posted at doors will stay by their doors, but still look at you.) Depending on context, you might get escorted from the premises or suffer similar consequences afterwards. People or creatures that are in combat or feel actively threatened are immune to being distracted by this ability. Your allies are unaffected by this ability (unless they choose to be).
Shift Consequences Why I Never: You can make yourself seem like a victim or unfortunate bystander of your own distraction and somebody else as the instigator. If there are any consequences to your stunt, the selected other creature suffers them instead of you.
Silvertongue Master Negotiator: You are considered expert in social operations instead of merely proficient.
Tongue Slip Conversational Trickery: You have a way of making others talk about themselves even when they don't want or mean to. If you can engage a subject in conversation for at least a few minutes, you may compel them to truthfully answer any personal question you ask of them, such as their greatest fear, marital status, true loyalty, or whatever. You can only compel personal information using this ability- for example, a captured spy will freely tell you he likes getting spanked by ladies dressed as turkeys but will remain tight-lipped about what he was after. The GM has final decision on what constitutes a “personal” vs a “business” question.

Embarrassing Slip-up: After providing the answer to your question, the subject will be more guarded around you and won't answer anything else through the use of this ability for the rest of the session.
Reassurance You're Doing Fine: When you use Tongue Slip to trick information out of a target, they don't notice or realize that they revealed anything at all. You are still limited to one piece of information per target per session.

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Charlatan

  • Charlatan. Pretend to be something you're not.
    • Alter Ego. Establish a secondary identity.
    • Face Artist. Disguise others and rapidly change your own.
    • Fashionista. Obtain any sort of clothing on demand.
    • Feign Death. Pretend to be dead.
      • Keel Over. Quickly pretend to be dead.
    • Flawless Mask. Your bullshit cannot fail.
    • Impersonation. Master the art of looking and acting like a specific other person.
      • Infiltrator. Disappear, then appear again when dramatically appropriate.
    • Morph. Your disguises are much more durable and versatile.
Charlatan Disguise: You make yourself not recognizable as yourself through the use of makeup, latex, illusion or similar aesthetic trickery. You can freely change your perceived coloration, age, weight, ethnicity, sex, or similar. You cannot change your perceived species or radically change your body type, nor can you make yourself look precisely like another creature who already exists. Your voice, scent, and mannerisms remain unchanged.

Slow Application: It takes 10 rounds of continuous work to apply a disguise. You can remove a disguise as a single action.

Skin-Deep: Your disguise only works when nobody examines it too closely. Makeup tends to smudge off, wigs go askew, etc. If you partake in too much physical activity, get soaked in water, get intimate with somebody, or some similar circumstance your disguise is ruined. The GM decides when and if this happens and will probably warn you of the potential for such if possible.

Ability-Dependent: If you unequip the Charlatan ability for any reason, all disguises you have crafted with it are automatically and immediately ruined.

Non-Stranger Danger: Those who are familiar with you have a chance to see through your disguise. When encountering such, roll a trigger die. If the result is 1-4, they immediately recognize you. If not, they don't. You only need to check once per session per familiar person.
Alter Ego Second Identity: You have an alternative identity you can switch to by switching up your disguise. Your alternate identity has their own name, reputation and everything required to exist (if you play in a setting with social security numbers and credit cards, your alternate identity has their own). Those who are familiar with you can still possibly recognize you when you are in the guise of your alternative identity. You can burn an identity at any time and create a new one in its place, but your new identity won't be available until the beginning of the next session.
Face Artist Shared: You can apply disguises to other (willing) creatures as well as yourself.

Quickchange: You can apply disguises to yourself (but not others) as a single action instead of 10 rounds of work.
Fashionista Bottomless Closet: You can provide any sort of clothing, uniform or costume in your own size on demand. Doing so requires 10 rounds of work (20 actions) as you dig through your collection. You can also provide clothing for someone else that isn't in or near your own size, but this takes a few in-game hours for you to find/borrow/modify/create the outfit in question for them. Changing clothing requires a couple rounds of work.
Feign Death Play Possum: You can convincingly pretend to be dead through self-hypnosis, chemical assistance or other trickery- your heartbeat slows, your breathing lessens, and your temperature drops. When a creature examines your “corpse”, roll a trigger die. On a 1-4 they notice that you're faking it, but otherwise they do not. You remain fully aware while feigning death and can stop at any time.

Put Yourself Under: Convincingly faking your own death requires 10 rounds of uninterrupted concentration to pull off.
Keel Over I Am Slain: You can pretend you are dead instantly at any time, including as an immediate reaction to taking damage (so you can make it look like the damage killed you).
Flawless Mask Impenetrable: You never risk anyone seeing through your disguises. Whenever the Charlatan rules require you to roll a trigger die and your disguise is ruined or you suffer consequences on a 1-4, you simply no longer need to roll at all.
Impersonation Mirroring: You can craft disguises that look exactly like another creature that already exists. You must be familiar with the creature you are impersonating in order to disguise yourself as them.

Mimickry: You disguise also alters your voice and your mannerisms.

Increased Danger: When disguised as a specific other individual, you run the risk of being discovered not only by those who are familiar with you, but also those who are familiar with the one you are impersonating.
Infiltrator Dramatic Reveal: At any time during a session, you can go off on your own. Later, you can declare that some chump background character in the vicinity of the rest of your party reveals themselves as you in disguise. For instance, when your party is facing off against Lord Toastwanker you could interrupt the proceedings by saying that Toast-Henchman #3 was actually you all along and immediately stab Lord Toastwanker in the back.

Complications and Limits: Roll a trigger die when you reveal yourself: if the result is a 1-4 whoever you were impersonating immediately shows up right as you pull off the disguise (and they may have brought help). You can't choose to reveal yourself anywhere except in the vicinity of the rest of your party (so if they failed to get past the toast-guards, so did you). While you are gone the game goes on without you and you don't have any direct effect on the proceedings until you rejoin by revealing your disguise.
Morph Deep Change: The disguise is either incredibly durable or actually physically changes your body somehow, making it biological in nature rather than mere trickery. The disguise cannot be ruined by any external circumstances. Disguises are still automatically ruined if you unequip the Charlatan ability as normal.

Smell Right: Your scent is changed to match your disguise.

More Versatility: You can disguise yourself as a similar or related species. For example, a human could be disguised as an elf or a chimp but not as a squid. You gain no special qualities or abilities of your new form, only its shape and appearance.

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Devour

  • Devour. Consume others whole.
    • Gluttony. Hold more in your stomach.
      • Insatiable. Hold even more in your stomach.
    • Holding Pouch. Gain a second, safe stomach for storage.
    • Hyperdigestion. Instantly digest things that die in your stomach.
    • Sucking Maw. You don't need to grab something before you devour it.
      • Reaching Maw. Devour from a greater distance away.
Devour Consume: You can choose to spend an action to devour/engulf/absorb an adjacent creature. You can freely devour Clueless creatures or those which you have inflicted the Grabbed condition on in some manner (the Brawl ability tree is the easiest but by no means the only option for grabbing targets).

Stomach Capacity: Your stomach can hold at most one creature that is two sizes smaller than you, or the equivalent in smaller creatures (four creatures of a given size are equivalent in mass to a single creature one size larger.) You can't devour a creature if your stomach doesn't have enough room for it.

Struggling Prey: A devoured creature cannot be targeted by any further attacks, including yours. Devoured creatures are considered grabbed by you but cannot move on their own and cannot target anyone with an attack except for you (and they suffer failure chances on attacks against you from being grabbed, if applicable). A creature inside your stomach can escape by personally dealing at least 1 point of damage to your Vitality (or if you are dead and have no Vitality left, simply by making a successful attack against you), which opens up a hole in your stomach long enough for them to slip out and appear adjacent to you. The hole closes on your next turn. Escaping your stomach automatically removes the Grabbed condition from a creature. Alternately, if you die then a devoured creature's allies can cut them out of your stomach with an action.

Digest: Your stomach has no air, so creatures inside it have the Burn condition removed (if applicable) but gain unrecoverable Choking and Acid conditions that cannot be recovered from as long as they remain in your stomach. Escaping your stomach removes the Choking condition automatically but not the Acid condition. If a creature dies in your stomach, it disappears after one in-game day, freeing up room for you to devour something else.

Sustenance: Any day in which one or more creatures die in your stomach is a day in which you don't need to spend any Supply on rations for yourself. If you consume a very large number/mass of creatures, the GM can choose to extend this effect for a few/several days instead of only one (but beware of bloating, constipation, and flatulence).
Gluttony Big Stomach: Your stomach can hold a creature one size smaller than yourself or the equivalent in smaller creatures.
Insatiable Huge Stomach: Your stomach can hold a creature up to your own size or the equivalent in smaller creatures.
Holding Pouch Safekeeping: You have a second stomach or internal cavity that has air and does not harm any creature or object placed in it. When you devour something, you can choose which stomach it goes to. You can safely disgorge anything in your holding pouch as an action.
Hyperdigestion Rapid Metabolism: When something dies in your stomach, it gets digested/disposed of instantly. This frees up the space they were occupying and allows you to immediately devour something else.
Sucking Maw Inhale Your Food: You can devour any adjacent creature without needing to grab them first.
Reaching Maw Draw In: You can pull in and devour any creature within 5 meters of your positoin without needing to grab them first.

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Grit

  • Grit. Become tough as nails.
    • Adversity. Deal more damage the closer you are to death.
    • Die Hard. Become difficult to kill.
      • Discharge. Sacrifice Supply to keep yourself alive.
    • Disease Immunity. Become immune to diseases.
    • Fast Healing. Slowly regain lost Vitality over time.
    • Regeneration. Automatically regain lost Endurance.
      • Soothing Regen. Regain associated Flow along with Endurance.
    • Resurgence. Recover from up to two conditions per round.
Grit More Vitality: You have one more point of Vitality per five levels you have than normal and a matching point of both Endurance and Flow as well. For example, if you are at least level 5 then Grit grants +1 Vitality, but at level 10 it grants +2 and at level 15 it grants +3 and so on.

Removal Clause: If you unequip the ability, you immediately lose the additional Vitality. If you don't have enough Vitality left to pay the price, this will kill you (your grit was the only thing keeping you alive.)
Adversity Returned Agony: If you have currently lost at least one point of Vitality, you deal +2 damage with all attacks. If you have lost at least half your Vitality, you deal +5 damage with all attacks.
Die Hard Stay Fighting: When you take damage that would remove your last Vitality point and kill you, roll a trigger die. If the result is a 7+, you are left with 1 Vitality remaining and do not die. There is no limit to how often this ability can let you cheat death except your luck.

Swan Song: If you are killed despite having Die Hard active, your death is delayed until the end of your next turn. You are invincible until you die and cannot be further harmed or stopped by damage in any way.
Discharge Bail Out: If your check on the trigger die to stay alive fails, you can still avoid death by losing one Supply. If you have no Supply left, you cannot use this ability to cheat death.
Disease Immunity Hale and Hearty: You are completely immune to diseases. If you are suffering from a disease, equipping this ability removes it.

Limited Switchups: When this ability is equipped it cannot be unequipped again until the beginning of the next game day.
Fast Healing Rapid Recuperation: You regain one point of lost Vitality per day automatically after getting a good sleep.

Limited Switchups: When this ability is equipped it cannot be unequipped again until the beginning of the next game day.
Regeneration Regenerate Endurance: At the beginning of each of your turns before you take any actions, you regain 1 point of Endurance automatically. This happens after you regain lost Flow.
Soothing Regen Feels Good: As normal Regeneration, but you regain the point of Endurance before you regain lost Flow instead of after.
Resurgence Double Recovery: You may make recovery attempts against up to two different conditions at the end of each round instead of the normal one.

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Glide

  • Glide. Glide through the air.
    • Aerial Maneuvers. Change to any direction you want.
      • Aerial Ballet. Change directions as much as you want.
    • Air-Adapted. Gain increased movement speed, but impairments when not flying.
      • Jet-Powered. Gain greatly increased movement speed, but near-helplessness when not flying.
    • Air Brakes. Fly at less than maximum speed if desired.
      • Hover. Stay still in mid-air.
    • Powered Flight. No longer lose elevation automatically.
      • VTOL. You can convert horizontal movement into vertical movement.
    • Skyborn. You no longer have the Vulnerable condition while flying.
    • Strong Flier. You can fly while carrying heavy loads.
Glide Fall Horizontal: As a form of movement, you can glide through the air. Gliding requires constant attention and balance and provides no upwards thrust. For every action you spend to continue gliding, you lose 1 meter of elevation immediately after moving. When you spend an action to do anything else (such as attack or use another effect that is not a free action to activate), you lose 20 meters in elevation immediately afterwards.

Full Speed: Every action you take to continue gliding requires you to travel your full movement distance (if possible).

Always Forward: You cannot turn quickly or nimbly while gliding. You may make one direction change per action spent gliding. This direction cannot be more than a single hex's deviation (60 degrees) from your previous flight path.

Updraft Rider: If you glide through an updraft (such as from a bonfire , heat vent, or similar) you immediately gain 20 meters in elevation whether you want to or not.

Vulnerable Flight: Due to awkwardness, you have the Vulnerable condition for as long as you are in flight.

Gotta Be Light: If you are carrying enough weight to give you an impairment to movement, you cannot glide at all.
Aerial Maneuvers Spin: When making your one direction change per movement action, you can now go any direction you want instead of being limited to 60 degrees (one hex's deviation) from your prior path.
Aerial Ballet Holy Crap: You can change direction as many times per movement as you want.
Air-Adapted Skyblazer: Your movement speed is increased by one step on the 1→ 2→ 5→ 10→ 20→ 50→ 100→ etc scale. However, when using any form of movement other than flight you take two impairments.
Jet-Powered Cleave The Skies: Your movement speed is further increased by one step on the 1→ 2→ 5→ 10→ 20→ 50→ 100→ etc scale (for a total of two increases with Air-Adapted). However, you can barely function at all when using any other form of movement, taking three impairments and being unable to handle stairs or rough terrain. You require long, flat runways in order to take off and land.
Air Brakes Slow Fly: When making a movement action through the air, you no longer are required to go the maximum distance possible after every move. You must still go a minimum of one meter every movement action, but are not required to go any further to avoid falling.

Strafe: If you travel half or less of your maximum during a move, you can take an attack action for free immediately afterwards.
Hover Levitation: You can spend an action to switch to “hover mode”. While in hover mode, you no longer need to move at all in order to stay airborne and can simply remain in place, taking any other actions you please. You still lose elevation for every movement taken as normal. As soon as you take a move, hover mode is off and you'll need to spend another action to turn it back on again.
Powered Flight Self-Propulsion: You have some way of propelling yourself through the air. You no longer lose elevation automatically, and can choose to gain 1 meter of elevation for every move action you take instead. If you have a faster than normal movement speed (such as from sprinting or the Giant Strides or Beast Speed abilities), the elevation gained per move is also increased on the 1→ 2→ 5→ 10→ 20→50→ 100→ etc scale by the same number of steps as your total movement rate is.
VTOL Vertical Ascent: You can choose to convert any amount of normal horizontal movement speed into vertical movement speed instead during a move. This additional vertical movement speed stacks with the normal amount of vertical ascension you get for free as part of a powered flight movement.
Skyborn Do a Barrel Roll: You do not have the Vulnerable condition while airborne.
Strong Flier Air Freight: You can fly while carrying enough weight to give you an impairment. You still cannot fly if carrying enough weight to immobilize you, obviously.

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Heal

  • Heal. Cure the injured.
    • Antitoxin. Treat and prevent poisoning.
    • Cleanse. Speed the recovery of the sick.
    • Coagulants. Treat and prevent bleeding.
    • Contingent. Automatically treat yourself when need is dire.
    • First Aid. Treatment also restores one point of Vitality.
      • Revive. Treatment can bring back the recently dead.
    • Throw Medicine. Treat others at throwing range.
    • Medical Expert. Become expert in related operations.
Heal Treatment: As an action, you can give medical treatment to yourself or any creature adjacent to you. Giving a creature medical treatment immediately restores all lost Endurance to that creature. Lost Vitality, if any, is not restored. Each point of Endurance must have a corresponding point of Vitality to support it or it is lost.

Supply-Driven: Roll a trigger die when you use Heal to give medical treatment. If the result is a 1-6, the action consumed a point of Supply. You cannot use this ability if you have no Supply remaining.

Medical Training: You are proficient with all operations involving any sort of medical or anatomical procedure (performing surgery, delivering babies, stitching together abominations, performing autopsies, or similar).
Antitoxin Halt Poison: Treating someone immediately removes the Poisoned condition from them if they have it.

Temporary Protection: The subject becomes immune to the Poisoned condition until the end of the current conflict (or for about a minute if there is no current conflict.)
Cleanse Suspend Disease: If the treated subject is currently afflicted with a disease, the single next time they roll to fight the disease they treat all “worsen” results (where the disease progresses to a worse stage) as neutral results instead (the disease neither worsens nor gets better).
Coagulants Stop Bleeding: Treating someone immediately removes the Bleeding condition from them if they have it.

Temporary Protection: The medicated subject becomes immune to the Bleeding condition until the end of the current conflict (or for about a minute if there is no current conflict.)
Contingent Automatic: You instantly and automatically medically treat yourself as a free action after you take damage that removes your last Endurance, even if it is not your turn. This requires Supply to perform as usual. If the damage that removed your last Endurance also removed one or more points of Vitality, then this is resolved before the healing happens.
First Aid Restore Vitality: When you medically treat a subject, they also regain a single point of lost Vitality. The Vitality is restored immediately before the Endurance that covers it.
Revive Kickstart a Heart: You can use First Aid to restore vitality to a subject that has none left, so long as they died in the past three rounds and still have a fairly intact body. Subjects that have been dead more than three rounds cannot be revived and are truly dead.
Throw Medicine Chuck A Potion: You can medically treat other creatures within throwing range (0-10 meters) of your position. If for some reason a creature does not wish to be healed by you, attempting to heal them has no effect.
Medical Expert Expert Operator: You are considered expert in medical/anatomical operations instead of merely proficient.

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Lore

  • Lore. Knowledge is power.
    • Bullshitter. Convince others you know what you're talking about.
    • Historian. Discern if things are of historical interest.
    • Lawyer. You know all about laws.
    • Loremaster. Become expert in related operations.
    • Photographic Memory. Remember details with perfect accuracy.
    • Polyglot. Speak all common languages.
      • Babel Fish. Speak all languages.
    • Teratology. Get information about monsters.
Lore Thoroughly Educated: You are proficient with all operations involving any sort of intellectual or academic knowledge (deciphering codes, performing rituals, auditing a business, hacking a computer, etc).
Bullshitter Smart-Seeming: You have just enough actual knowledge and vocabulary to make yourself seem to be much more intelligent than you actually are. Given time to make a long-winded speech about a topic, anybody listening to you will be convinced that you know what you're talking about in relation to that topic.

See Right Through You: Any actual experts in the topic at hand will be able to see through your bullshit, as will anybody else that also has the Bullshitter ability equipped. You can't bullshit a bullshitter.
Historian Records: You know a lot about history. You may ask the GM any time if a given location, object, or person is of historical interest and if so, how. This ability only works for recorded history- things from the distant past that have been forgotten or otherwise not recorded in the history books are not known by you.
Lawyer Legal Eagle: You have in-depth knowledge of laws and the legal system. You may ask the GM at any time about the legality of any given action and the most likely punishments for carrying it out (if applicable). If you run afoul of the law the GM will tell you the best avenues for defending yourself. Conversely, if you work on the side of the law you know all the proper procedures to make sure a scumbag doesn't walk.
Loremaster Master Scholar: You are considered expert in scholarly operations instead of merely proficient.
Photographic Memory Perfect Recall: You can remember and recreate with perfect accuracy anything that you saw, heard, or otherwise sensed during the current session no matter how brief the exposure. Anything that happened in a previous session can only be remembered with the normal human level of accuracy.
Polyglot Translation: When this ability is equipped, you understand and can make yourself understood in all languages commonly spoken in your campaign world. Ancient, dead and obscure languages are still unknown to you.
Babel Fish Universal Translation: You understand and can make yourself understood in every language.
Teratology Monster Lore: You know a tremendous amount about monsters. When you encounter a monster in the flesh or secondhand via a picture or description, you may ask the GM for the monster's most common name or names as well as a quick overview of its capabilities, temperament and intelligence. If the monster in question is famous enough the GM might also tell you something of its individual history or any other details they desire. Teratology does not reveal any information about things that are not considered monsters, such as other humans/humanoids.

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Mobility

  • Mobility. Enhanced movement flexibility.
    • Beast Speed. Increased move speed at the cost of hands.
    • Bodyguard. Take hits in place of an ally.
    • Dodge. Evade a melee attack.
      • Projectile Dodge. Evade projectiles.
      • Redirection. Pick a new target for a dodged attack.
      • Uncanny Dodge. Dodge attacks you cannot see coming.
    • Evasive Sprint. Sprinting grants partial concealment.
    • Skirmish. Take other actions while moving.
    • Swarm. Swap positions with other members of your swarm.
Mobility Sprinter: Every time you sprint (spend a point of Endurance to move more quickly) roll a trigger die immediately after moving. If the result is a 7+, then it didn't cost any Endurance after all.

Swap Spaces: As an action, you can trade places with any willing ally within 1 meter of you.

Hit The Deck: If a projectile weapon attack is used against you, you can choose to inflict the Prone condition on yourself immediately after the dice are rolled but before the attack is resolved. The Prone condition persists until you recover from it as normal.
Beast Speed Move Faster: Your movement speed is increased by one step on the 1, 2, 5, 10, 20, 50, 100, 200, 500, etc scale. For example, if you have the standard movement speed of 5 it becomes 10 instead with this ability.

Gotta Go Fast: All abilities that allow you to move in any way are also enhanced by the Beast Speed ability in the exact same fashion, such as the distance you can jump with the Acrobatics ability or dodge with the Dodge ability.

Ain't Handy: You have no hands or ability for fine manipulation while this ability is equipped. You might be able to pick up objects in a crude way (such as by carrying them in your mouth), but you won't be able to handle doorknobs or anything more complex.

Not For Humans: This ability represents a bestial body accustomed to going on all fours. If you are humanoid in shape, you cannot learn this ability under normal circumstances.
Bodyguard Ward: When any ally adjacent to you is targeted by any attack, you can choose to immediately interrupt the attack by moving into your allies' space and moving them into any space adjacent to their previous space that you choose. The attack is then executed normally. If it was a melee or projectile attack, it targets you instead of the intended target. If it was an area attack, it targets everyone inside of its target zone as normal (but you could potentially have moved your ally outside of its target zone, thus sparing them from the effect).

Guard Sprint: Normally you move yourself and your warded ally a total of 2 meters (1 for you, 1 for them). You can instead move yourself and your warded ally a total of 5 meters if you sacrifice a point of Endurance to do so. You must stop moving in the same spot where your warded ally was standing before you dashed in to save them from a hit. This is considered a standard sprint action and thus having the Mobility ability equipped gives a chance for no Endurance cost.
Dodge Jump Clear: When you are targeted by a Melee-type weapon, you can immediately choose to dodge it after seeing the dice result but before actually suffering the effect. You can only dodge attacks that you see; you cannot choose to dodge an attacker that is behind you or that has complete concealment from you. Dodging allows you to move up to two meters from your current position, or alternately up to 5 meters if you also take the Prone condition immediately after moving. You cannot opt for the further dodge if you are already prone. The attack targets the place you were, not the place you are (and thus has no effect on you).

Conservation of Energy: Every time you dodge, you get one fewer action on your next turn. You cannot dodge more than twice per turn.
Projectile Dodge Bullet Time: You can also dodge Projectile attacks.
Redirection Sow Chaos: When you successfully dodge an attack, you can chose to have the attack you dodged target any space adjacent to your original position. You cannot redirect an attack back against its attacker, nor can the attack target a space that it normally couldn't have (such as one that's out of reach of a Melee attack.)
Uncanny Dodge Didn't See That Coming: You can dodge attacks from attackers that you cannot see. You must still at least be aware of the existence of the attacker in order to dodge them.
Evasive Sprint Can't Get A Bead On: You sprint wildly and erratically, making you harder to hit. Every time you sprint, you gain partial concealment until the beginning of your next turn. If you end your turn inside an area that already has partial concealment, you gain full concealment instead.
Skirmish Run n' Gun: When making a movement action you can move part of your allotted distance, take another action, and then continue moving the rest of the way. Skirmish does not increase your movement speed in any way, merely allows you to embed other actions in the middle of it.
Swarm Rotate In: As an action, you may switch positions with a willing ally that also has the Swarm ability equipped. After taking the action, you end up where they were and they end up where you were. The ally you are switching positions with must be either adjacent to you or within the same contiguous body of adjacent allied creatures that all have the Swarm ability.

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Networking

  • Networking. You make friends easily.
    • Charming. Make friends extremely easily.
    • Connected. Become expert in social networking.
    • Employer. Hire temporary help.
      • Intriguing Offer. You can employ higher-level hirelings.
      • Loyalty. Hirelings are much less likely to desert.
      • Mercenaries. Hirelings willingly fight for you.
    • I Know You. Declare previous relationships with new NPCs.
    • VIP. You're always on the list.
Networking Likable: When rolling to either befriend an NPC or increase an already-existing friendship to a bond, you succeed on a 7+ instead of a 10+.

Contacts: You are proficient with all operations involving social networking including gathering information, planting rumors, and similar.
Charming Popular: When rolling to either befriend an NPC or increase an already-existing friendship to a bond, you succeed on a 4+ instead of a 10+.
Connected Shadow Lore: You are considered expert in social networking-related operations instead of merely proficient.
Employer Hirelings: You can spend Supply to hire lackeys, minions or assistants that will accompany you on adventures. Hirelings are defined as sentient, free-willed creatures that work for you in exchange for material compensation. You control the actions of your hirelings for as long as they remain in your service.

Hiring Process: A hireling costs one Supply per three levels they have (rounded down, minimum 1) in order to hire them, paid up front. You can only recruit hirelings in civilized areas where such help could reasonably be found (although you might be able to make a hireling out of random rescued prisoners, wandering minstrels, friendly monsters or whatever during play). A hireling's services last until the end of the session, in which case they either leave your service or require you to re-pay their fee to retain them at the beginning of the next session. Hirelings will not fight or perform other explicitly hazardous tasks for you. You must be able to communicate clearly with a hireling in order to employ them. You cannot employ a hireling whose level exceeds your own.

Friend Discount: If a creature you wish to employ as a hireling was already your friend, their hiring fee is reduced to 1 per 5 levels they have (rounded down, minimum 1). If you have a bond with a prospective hireling, the employment fee is reduced even further to 1 per 7 levels they have (rounded down, minimum 1).

NPCs: Hirelings are considered NPCs and as such are subject to all NPC restrictions. This means that a hireling has only one static loadout that cannot be changed mid-stream, has no operation knacks, and has a limited amount of Supply (1 per 3 levels instead of 1 per level like adventurers do.) If a hireling uses up a point of Supply, it gets taken from their personal pool. Players can gift their own supply to a hireling, but hirelings will not and cannot gift their supply back to players. The supply used to employ the hireling in the first place is irretrievably gone the moment the transaction is made.

Morale: If hirelings are mistreated, put in danger, or simply decide that your expedition isn't worth what they're being paid they have a chance to desert your service. When such a circumstance happens, roll a trigger die. If the result is 1-6, the hireling deserts you either immediately or at the next possible moment. If you are deliberately cruel or careless with your hirelings, the GM can rule that they desert automatically with no check allowed.

Command: You only have direct control over your hirelings while you have the Employer ability equipped. If you unequip it your hirelings simply stay put or head back to base camp to await further orders and no longer provide any help to you until you equip it again.
Intriguing Offer Worth Your While: You can employ hirelings whose level exceeds your own.
Loyalty Trustworthy Leadership: When making a morale check for a hireling, they only desert on a 1 instead of a 1-6.
Mercenaries Combat-Ready: Your hirelings are willing and ready to fight with/for you. Getting them killed still triggers morale checks from the others.
I Know You Long Time No See: When encountering or interacting with a nameless NPC (a bartender, clerk, policeman, evil henchman #4, or similar) you can declare that you have actually met them before by spending a point of Supply. Roll a trigger die; if the result is 4+ the target NPC also remembers you. If the result is a 10+, you already have a Friendship-level relationship with the NPC. The GM has the right to disallow you from using this ability on NPCs that already have names and backgrounds, but there's no hard rule that disallows such either.
VIP Free Admission: You can get into any exclusive establishment, event, or social gathering in the game world simply by showing up and asking to be let in. Allies that lack this ability might or might not be allowed in with you depending on circumstances. This ability does not guarantee you entrance into classified areas or private residences (unless there's a party or something going on in there). Unequipping the ability will get you un-invited and possibly physically thrown out.

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Precision

  • Precision. Always have a chance to hit.
    • Blind-Fight. Ignore partial concealment.
      • Improved Blind-Fight. Reduce penalties for full concealment.
    • Bloodletter. Inflict bleeding more often.
    • Giant Slayer. More easily attack larger targets.
    • Improved Critical. Deal more frequent and devastating critical hits.
    • Point Blank. Projectiles no longer have minimum range.
    • Runt Stomper. More easily attack smaller targets.
    • Snipe. Perform ranged assassinations.
    • Spotter. Your allies benefit from your precision.
Precision Unerring Strike: You always hit your target with a weapon attack when you roll a 10+ on the trigger die, even if stacking failure chances would make hitting impossible. The only circumstance Precision does not allow you to beat the odds with is when a target has complete cover (there is a solid object between you and them that completely blocks line-of-effect.)
Blind-Fight Unerring: You ignore the failure chance for attacks against targets with partial concealment. Attacks against creatures with total concealment are unaffected.
Improved Blind-Fight Lucky Guesser: Attacks against creatures with total concealment have a failure chance of 4 instead of 8.
Bloodletter Make 'Em Bleed: All weapon attacks inflict the Bleeding condition to their target on a die result of 10+ instead of 12.
Giant Slayer Goliath Buster: You may act as if you were up to one size larger than you actually are for purposes of weapon failure chance. This can reduce failure chance from attacking a larger target to 0 but not below 0. Your size does not actually change, only your ability to effectively attack things larger than you are.

Scaling Bonus: You may treat yourself as being up to one size category larger than before for every five levels you have attained. This means that at level 10 you may act as two sizes larger, at level 15 three sizes larger, and so on.
Improved Critical Find The Gap: All weapon attacks critically hit (ignore defense) on a trigger die result of 11+ instead of a 12. Weapons that critically hit on a 10+ (such as firearms and crossbows) now critically hit on a 9+ instead.

Make Them Hurt: Every time you critically hit with any weapon attack, you deal +2 damage in addition to ignoring the target's defenses.
Point Blank In Your Face: When using Bow, Firearm or Beam weapon abilities you have no minimum range and can freely target creatures 5 meters or closer to your position.
Runt Stomper Precision Tracking: You may act as if you were up to one size smaller than you actually are for purposes of weapon failure chance. This can reduce failure chance from attacking a smaller target to 0 but not below 0. Your size does not actually change, only your ability to effectively attack things smaller than you are.

Scaling Bonus: You may treat yourself as being up to one size category smaller than before for every five levels you have attained. This means that at level 10 you may act as two sizes smaller, at level 15 three sizes smaller, and so on.
Snipe Ranged Slayer: You may assassinate (instantly kill) creatures of your own level or lower that are in the Clueless state with any projectile weapon.
Spotter On My Mark: You may take an action to advise all allies within 2 meters of your location. Until the end of your side's action phase, all affected allies' attacks will act as if they had the Precision ability and all upgrade abilities to Precision that you currently had equipped when you advised them.

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Squeeze

  • Squeeze. Fit where you shouldn't be able to.
    • Amorphous. Become a liquid.
      • Incorporeal. Pass through solid matter.
    • Escape Artist. Throw off bonds with ease.
    • Slippery. Move through spaces occupied by allies.
      • Artful Dodger. Move through spaces occupied by anyone.
    • Slither. Suffer no negative effects while squeezing.
Squeeze Hunker Down: You can occupy space and pass through gaps as if you were one size smaller than you actually are. While squeezing yourself down, you take an impairment to movement and have an unrecoverable version of the Vulnerable condition that goes away as soon as you stop squeezing.
Amorphous Melt: You can change yourself into a liquid, which allows you to flow through cracks or crevices of any size. Being in liquid form carries all the same downsides as squeezing (impairment to movement, vulnerability). Being in liquid form gives you no special method of breathing or otherwise surviving in cramped, airless spaces.
Incorporeal Ghostly: You can walk through walls and solid barriers by concentrating. This carries the normal squeezing penalties (impairment to movement, vulnerability) but also adds two more impairments to movement that cannot be counteracted with the Slither upgrade ability.
Escape Artist Get Loose: You can spend an action to remove the Grabbed, Stuck, or Wrapped conditions. If you are under multiple such conditions at a time, you can only remove one of them per action.

Lemmiwinks: You can also escape from a creature that has consumed you via a Devour ability, although this requires two actions: one to crawl up its throat/whatever and another to tumble out its mouth/whatever. Upon escaping a creature's stomach, you end up in any adjacent space to that creature.
Slippery Squeeze By: You may freely move through (but not stop inside) spaces occupied by your allies and neutral parties that are willing to let you through. This doesn't require you to squeeze down, you just do it.
Artful Dodger Can't Stop Me: You may freely move through (but not stop inside) any occupied spaces.
Slither Flexible: You no longer take an impairment to movement or are vulnerable while squeezing.

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Stealth

  • Stealth. Avoid being noticed.
    • Camouflage. Hide without concealment.
      • Invisibility. Quickly hide without concealment.
    • Creep. You can move without breaking cover.
    • Fade. Hide while being observed.
    • Flit. Sneak quickly.
    • Hush. Lead others in stealth.
    • Master Shadow. Succeed at stealth more often.
    • Traceless. Leave no path or scent behind.
Stealth Stealth Check: Using stealth always carries a risk you might be noticed when you don't want to be. During any round in which you use stealth in such a way that might get you noticed, you roll a trigger die. If you get a 7+, you're good and nobody noticed. If you didn't, then any Clueless observers become Suspicious and any Suspicious observers become Alert. No matter how many observers there are or how many stealthy things you do, you only roll a maximum of once per round this way.

Hide In Shadows: When in an area of partial concealment (dim light, partial fog, etc), you may instead treat it as full concealment. If another creature looks at your location, they might see you if you failed your stealth check. Taking any actions while hiding gives you away automatically. You can't hide if somebody is directly observing you when you do it.

Sneak: When you move, you can choose to sneak. Sneaking gives you an impairment to movement speed, but potentially hides your presence. Normally when you move through a space or spaces within standard detection distance (10 meters or the same room, whichever is less) of a creature, they hear you moving and know your general location. If you instead sneak through, you get through unheard if you pass the stealth check.

Secret Lore: You are proficient with all operations involving hiding things (such as secret doors, buried treasure, or whatever).
Camouflage In Plain Sight: You can spend ten rounds carefully applying camouflage to yourself specific to a given environment, such as “tundra” or “deep forest.” As long as you are in the selected environment, you can hide anywhere, not just places with partial concealment. Your camouflage ceases functioning as soon as you enter a new environment or the situation changes. For example, a creature with forest camouflage gains no benefit from it if they enter a forest meadow, even if the forest is close-by.
Invisibility Chameleon: You can hide in areas with no concealment no matter the terrain.
Creep Low Profile: You can move or make operation actions without betraying your presence. Taking other actions such as attacking or whatever will still give you away.
Fade Vanish: You can hide from a creature even when they are directly observing you.
Flit Fast Sneaking: You do not take an impairment to movement when sneaking. You are always assumed to be sneaking by default unless you specifically state otherwise.
Hush Stealth Leader: You can lead a small group of other creatures in stealth. So long as they stay within 2 meters of you and do what you say, they all benefit from your equipped stealth skills and use whatever your roll was as their own. If one of them goes off on their own, they no longer gain this benefit.
Master Shadow Expert Stealth: When you roll a stealth check, you succeed on a check result of 4+ instead of 7+.

Shadow Lore: You are considered expert in hiding-related operations instead of merely proficient.
Traceless No Trail: You leave no tracks, scent or other signs of your passing. Tracking you is a Near Impossible difficulty operations challenge no matter what.

Strength

  • Strength. Leverage pure muscle power.
    • Berserker. Enter a destructive fury.
      • Rage Control. Enter and leave berserk mode easily.
      • Terrifying Rage. Your raging strikes inflict fear.
    • Door Kicker. Smash up wooden stuff.
      • Bend Bars, Lift Gates. Smash up metal stuff.
    • Feat of Strength. Gain incredible strength for short periods.
    • Pack Mule. Carry even more than usual.
    • Rooted. Become immovable.
Strength Enhanced Carrying: Normally you can carry up to half your own bulk (two creatures of a size category one lower than yours) without any penalty, and up to your own bulk with an impairment to movement speed. With Strength equipped, you can carry up to your own bulk with no penalty and up to double your own bulk (two creatures of your own size category) with a penalty.
Berserker Rage Mode: Use an action to enter berserk mode. You cannot choose to end the berserk effect until all enemies are defeated (dead, fleeing or surrendered). You gain no benefits from the Berserker ability unless and until you enter berserk mode.

Reckless Power: When using a Melee attack ability, you deal +5 damage with all melee weapons. However, while you are in berserk mode you also have an unrecoverable version of the Vulnerable condition that lasts until you stop berserking.

Unstoppable: While in berserk mode, you are completely immune to the Fear and Pacified conditions. If these conditions were in place on you before, entering berserk mode removes them instantly.

Focused: While in berserk mode, you cannot perform any actions other than attacking enemies in melee or moving into position to do so.
Rage Control Smoother Berserking: You may enter berserk mode as a free action at any time you want, even when it's not your turn.

Come Down Off It: You may end berserk mode prematurely by spending an action to calm yourself down. You must spend at least one full round in berserk mode before you can choose to calm down.
Terrifying Rage Scatter Them: If the trigger die is 10+ on any melee attack made while in berserk mode, you apply the Fear condition to the subject you struck.
Door Kicker Here's Johnny: As an action, you can smash any door-sized or smaller object made of wood or another material of similar durability. This is mostly useful for knocking down locked doors, but could also be used in other circumstances to destroy inconvenient obstacles.

Noisy: Smashing things makes a lot of noise and draws the attention of everything in the general vicinity.
Bend Bars, Lift Gates Rampage: As Door Kicker, but you can also smash up objects made of tough materials like stone or metal. Smashing things still makes noise.
Feat of Strength Holy Shit: You can spend a point of Supply in order to carry weight as if you were two sizes larger than you actually are until the beginning of your next turn. If you also have the Pack Mule ability equipped, you carry weight as if you were three sizes larger.
Pack Mule Superstrength: You carry weight as if you were one size category larger than you actually are (up to two creatures of your own size with no penalty, up to a creature one size larger with an impairment).
Rooted Ain't Going Nowhere: You can spend an action to firmly plant yourself in place. Until you voluntarily move from your chosen position, you become immune to the Prone condition and cannot be moved against your will by any means (including shoving, pulling, or being devoured).

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Survival

  • Survival. Stay alive in the wild.
    • Endure Temperature. Stay comfortable in hot and cold environments.
    • Expert Tracker. Become expert at tracking operations.
    • Extreme Foraging. Easily find food in sparse environments.
    • Pathfinder. Never get lost.
    • Scent. Have a powerful sense of smell.
      • Powerful Nose. Your sense of smell is further enhanced.
    • Skilled Hunter. Feed others as well as yourself.
      • Field Butcher. Turn dead things into extra rations.
    • Weather Eye. Predict or control the weather.
Survival Forager: When traveling in an area that has a lot of life and/or resources (cities, forests, grasslands, etc) you no longer need to spend Supply in order to feed yourself- you can hunt for berries, catch fish, dumpster dive, or whatever. When traveling in a more sparse environment that is lower on resources (such as deserts, tundra, the open ocean, etc) roll a trigger die every day. You can feed yourself (and avoid spending Supply) when the die displays a result of 7+, but if not you have to eat from your stocks as normal. When traveling in an entirely barren environment (the vacuum of space, perhaps) there is nothing to forage and this ability is useless.

Tracker: You are proficient with all operations made to track a creature by following its trail.
Endure TemperatureGoldilocks: You can comfortably travel in unusually hot or cold environments without any negative effect.
Expert Tracker No Escape: You are considered expert in operations made to track targets instead of merely proficient.
Extreme Foraging Not Picky: You can easily find food even where others couldn't. You treat sparse and low-resource environments (deserts, tundra, the open ocean, etc) as lush, resource rich environments for purposes of foraging.
Pathfinder Direction Sense: You always know which direction is which and how to get back to any place you've been before, no matter how disorienting your environment is.
Scent Sniff Sniff: You have a highly-developed sense of smell. You can identify the presence of unusual smells within 5 meters, and identify the precise location of their source with an action. You can recognize the smells of types of creature or specific individuals if you've encountered them before. Smells linger in an area for a few hours even after their source has left.

Interference: If there is a powerful wind blowing, your ability to smell things is altered. You may only smell things within 2 meters downwind from your location, but out to 10 meters upwind of your location. You cannot smell things in water or that crossed a body of water.
Powerful Nose Expanded Range: You can detect smells out to a range of 20 meters, or 10 meters downwind/50 meters upwind.

Shark Snout: Water no longer ruins scent for you.

Old Scents: You can detect the scent of things that have left the area up to a few days before rather than a few hours.
Skilled Hunter Extra Grub: When traveling in an area that has a lot of resources, roll a trigger die. On a 1-4 you find enough to feed only yourself as normal, but on a 5-8 you find enough for one other person and on a 9+ you find enough for two other people. These extra rations can be given to others for immediate consumption or saved for later- saved rations can be used to feed yourself on a later day without spending Supply, but cannot be converted into Supply.

Vittles: This ability also helps when traveling through regions with less resources, although it is less effective. When rolling to see if you find anything, you find enough for one other person if the trigger die is a 10+.
Field Butcher Them's Good Eatin': You can turn any dead organic creature into extra rations. A butchered creature produces four days of rations for another creature of equivalent size. Larger creatures are equivalent in bulk to four creatures of the next-smaller size, so butchering a horse (size 6) would produce sixteen human-size (size 5) rations.
Weather Eye Elemental Advantage: You can accurately predict the weather and even control it on a metagame level. If desired, roll a trigger die at the beginning of the day. If the result is 7+, you can define what sort of weather the local area will have for that day, so long as it is a fairly typical weather pattern (you can't make a deluge in the desert or summon up a hurricane, but you could cover a seaside town in fog or blanket the earth in snow during winter.)

Commitment: If you successfully use the Weather Eye ability to define the weather of an area, you cannot unequip it again until the next game day.

Player Exclusive: Only player-controlled adventurers may have this ability.

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Swim

  • Swim. Move easily in water.
    • Ballast. Become immune to the Prone condition in water.
    • Sandswim. Treat sand as water.
    • Splash. Toss water at a target.
      • Acid Splash. Toss acid instead of water.
      • Torrent. A powerful jet of water knocks targets down.
    • Water Adapted. Swim freely and breathe water.
      • Aquatic Predator. Deal additional damage against clumsy swimmers.
    • Wavebreaker. Ignore difficult water-based terrain.
Swim Improved Swimming: You have one impairment to movement speed when swimming instead of two.

Submersion: You can swim underneath the surface of water as well as on the surface of it. Swimming under the surface inflicts the Choking condition on you until you reach air again.

Aquatic Defense: You are no longer vulnerable while in water.
Ballast Swimming Stability: You become completely immune to the Prone condition while swimming. If you already have the Prone condition, getting into water will instantly remove it.
Sandswim Desert Shark: If desired, you can treat sand as water for purposes of swimming in it. Every Swim ability upgrade applies fully when “swimming” in sand.
Splash Water Toss: As an action, throw a bunch of water anywhere within throwing range (0-10 meters).

Water Effects: If you throw the water at a creature with the Burning condition, the condition is instantly and automatically removed. If you throw it at a space that is currently burning, it puts out the fire in that space. Light sources such as torches that are not shielded from water will be extinguished. You can provide enough water to satisfy a creature's thirst for an entire day with one use of this ability.

Supply-Driven: When you use a Splash ability, roll a trigger die. The ability consumes one Supply when the trigger die displays a 1-3. You cannot use the ability at all if you have no Supply remaining. If you are swimming when you use the Splash ability, it costs no Supply at all and can be used freely as much as you like.
Acid Splash Corrosive Liquid: Instead of throwing water, you can choose to throw acid. Any creature you make wet with your Splash ability gains the Acid condition.
Torrent Geyser: You fire a powerful stream of water instead of a single burst. Targeted creatures of your own size or smaller immediately gain the Prone condition. If the target is smaller than you, it also gets pushed directly back 1 meter per difference in size (for example, a size 5 creature using Torrent on a size 3 creature would push them back 2 meters). Only creatures that get knocked prone by the torrent are knocked away- creatures that were already prone or are immune to being prone for whatever reason are immune to the knockback effect.
Water Adapted Native Swimming: You have no impairment to your movement speed while swimming at all.

Breathe: You can breathe both air and water, or else hold your breath long enough that deep diving isn't an issue. You no longer gain the Choking condition when underwater.
Aquatic Predator Killer From The Deep: You deal +2 damage with all weapons when attacking any target that does not have the Water Adapted ability that is currently swimming. If the target does not have the Swim ability either, the bonus damage increases to +5.
Wavebreaker Coming Through: You ignore the negative effects of water-based difficult terrain (thick weeds, ice covering, etc) that would otherwise slow you down when swimming. You take no impairment when moving through such spaces and are not considered vulnerable while inside them.

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Twitchy

  • Twitchy. Reflexes and paranoia keep you safe.
    • Click. Quickly escape from triggered traps.
    • Improved Initiative. Always act first.
      • Danger Sense. Never get ambushed.
    • Kip Up. Stand up from prone quickly.
    • Light Sleeper. Stay alert when asleep.
    • Opening Strike. Deal heavy damage to the flat-footed.
    • Quick Draw. Arm yourself with no Supply cost.
    • Running Drop. Drop throwable effects behind you as you move.
    • Whirl. Face every direction at once.
Twitchy Turnabout: You can change which direction you are facing at any time, even when it is not your turn or as an immediate interrupt to an enemy's attack against you that is resolved before the attack in question.

Supply-Driven: Every time you use Twitchy to change which direction you are facing, roll a trigger die. If the result is a 1-3, you lose one Supply. You cannot use Twitchy if you have no Supply remaining.
Click Out Of Danger: If you personally trigger a trap, landmine, pressure-plate or other mechanism by moving over/near it you may make a single move action immediately before the mechanism goes off (quite likely allowing you to get out of harm's way entirely). You do not get this defense against traps triggered by others.
Improved Initiative Improved Initiative: You always act twice during an initiative round without needing to make a check.

Players Only: Due to the way initiative is checked, this ability is only available to player-controlled adventurers.
Danger Sense Uncanny Initiative: You act first (taking two actions) even when your party is surprised by an enemy encounter. You then take your normal two actions again after the enemy surprise phase is over during the initiative round.
Kip Up Never Gonna Keep Me Down: Any time you start your turn with the Prone condition, you automatically remove it by getting up again as a free action. You can only do this at the beginning of your turn.
Light Sleeper One Eye Open: You can be woken up by the slightest thing out of the ordinary. Abilities and effects that would mask a creature's noise or presence to an awake person (such as the Stealth ability tree) still work against you.
Opening Strike Surprise, Chump: You deal +5 damage with all weapon attacks against targets that have not yet taken an action in the current conflict. Once a creature has taken an action, this ability no longer functions against them.
Quick Draw Suddenly Armed: Changing your loadout costs no Supply so long as you only equip weapon abilities and their upgrades. Equipping non-weapon abilities causes the loadout change to cost Supply as normal.
Running Drop In Your Wake: You can use any thrown effect as part of a movement without spending an action to do so. The thrown effect targets the space you were in at the beginning of your move, and comes into effect immediately after you finish moving. If you were moving through open space (such as through jumping, flying, or similar) then the thrown effect is dropped down to the ground below your starting location. You can only drop one throwable per movement action you take.
Whirl Dervish: You are always considered to be facing every direction at once. This ability gives you no special methods of seeing other than removing facing as a consideration.

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new_concept.1492019219.txt.gz · Last modified: 2017/04/12 11:46 by kyle