- Vitality Creation 1d12 Level Up/Rest 1d8
- Soul Creation 2d8 Level Up/Rest 1d10
- Power Creation 1d8 Level Up/Rest 1d6
- They are limited to their guns, rune cannons, knives, daggers, and throwing weapons.
- Only light or medium armor. No shields.
Gunners use a loud and still not widely known weapon. They are instantly more feared and thus all their Intimidation checks are decreased by one level of difficulty.
You are a pioneer of a new age of combat using a rediscovered weapon. The weapon is loud so you have foregone the ways of stealth. Instead, you carry your weapon with pride and let the natural intimidation flow freely.
The Gunner Profession is all about causing damage from afar. Once they fire their weapon, they are known far and wide. They can provide the perfect distraction for the stealthy types and can cause great damage from a distance. However, their weakness lies in the time it takes to ready their weapon - they must spend both their attack and support to shoot and their defense to reload.
Effects on Weapon Usage
They are limited to their guns, rune cannons, knives, daggers, and throwing weapons.
Effects on Armor Usage
Only light or medium armor. No shields.
Profession Level Progression
Gunners are pioneers of the firearm. They are heard long before they are seen and can cause great damage. Gunners specialize in skills that allow them to not only add a little extra power to their shots, but also to reload more quickly.
Gunners progress following the Gunner Node Chart.
- In order to progress to the next level you need to meet the required nodes and pay the progression XP cost.
- Each node cost XP to acquire.
- You can only acquire the nodes for your profession.
- You can acquire as many nodes as you want, but you must acquire the minimum required nodes to progress to the next level.
- You get your gen dice rolls for Vitality, Soul, and Power at each new level.
Skills
Gunners specialize in skills that deal with firearms and readiness.
Gunner Skills Progression
Gunner Skills
Gunner Skills are categorized into Gun Skills, Rune Cannon Skills, Empowerment Skills, and Proficiency Skills.
Gun Skills
| Skill | Action Type | Skill Types | Stat Cost | Range & Area | Duration | Check Roll | Effects | Requirements |
|---|---|---|---|---|---|---|---|---|
| Aiming | 🔮 Support Action | 🎯 Precision | N/A | self | instant | Easy Perceive |
Roll a 1d6 along with your Focus Check when making a focused attack. For gun use this skill is used with your required Focus check as part of the shot's support action cost. |
N/A |
| Steady Hand | 🔮 Support Action | 🔗 Chain With Other Skill | 2 Soul | self | instant | Normal Insight |
This skill combines with Aiming and the act of shooting your gun or rune cannon. With this skill not only are you applying the Focus penalty to the target's evade from making a Focused Attack, you are also increasing your own Focus for successful gun use by the added effects of Aiming (1d6). |
Aiming |
| Skill | Action Type | Skill Types | Stat Cost | Range & Area | Duration | Check Roll | Effects | Requirements |
|---|---|---|---|---|---|---|---|---|
| Basic Overcharge | 🔗 Skill Chain Action | 🛠️ Utility | N/A | 1 target | instant | Easy Insight |
This skill allows you to overcharge your gun with extra black powder to deal more damage. You will use 1 extra use of black powder and as a result you increase your shot's damage by 1d10. There is a risk however, should you have a misfire, you will roll 1d10 which will be dealt to you as vitality damage which ignores armor. This skill causes a natural 1 to always result in a misfire, no matter the type of lock that is used for the gun. Failing the check to use this skill still consumes the extra black powder; the shot fired will be without the extra damage. |
N/A |
| Greater Overcharge | 🔗 Skill Chain Action | 🛠️ Utility | N/A | 1 target | instant | Challenging Insight |
This skill allows you to overcharge your gun with extra black powder to deal more damage. You will use 3 extra uses of black powder and as a result you increase your shot's damage by 3d8. There is a risk however, should you have a misfire, you will roll 3d8 which will be dealt to you as vitality damage which ignores armor. This skill causes a natural 1, 2, or 3 to always result in a misfire, no matter the type of lock that is used for the gun. Failing the check to use this skill still consumes the extra black powder; the shot fired will be without the extra damage. This skill takes the place of Basic Overcharge and Novice Overcharge - the skills cannot be used together. |
Novice Overcharge |
| Masterful Overcharge | 🔗 Skill Chain Action | 🛠️ Utility | N/A | 1 target | instant | Hard Insight |
This skill allows you to overcharge your gun with extra black powder to deal more damage. You will use 4 extra uses of black powder and as a result you increase your shot's damage by 4d8. There is a risk however, should you have a misfire, you will roll 4d8 which will be dealt to you as vitality damage which ignores armor. This skill causes a natural 1, 2, 3, or 4 to always result in a misfire, no matter the type of lock that is used for the gun. Failing the check to use this skill still consumes the extra black powder; the shot fired will be without the extra damage. This skill takes the place of Basic Overcharge, Novice Overcharge, and Greater Overcharge - the skills cannot be used together. |
Greater Overcharge |
| Mortal Shot | 🔗 Skill Chain Action | 🏹 Projectile Attack | 10 Soul | weapon's range affecting 1 target | instant | Hard Critical -1 |
Roll a 1d6 with your shot, a 6 = instant death of target. This skill can be used with any projectile attack skill. |
Sniper Shot |
| Novice Overcharge | 🔗 Skill Chain Action | 🛠️ Utility | N/A | 1 target | instant | Normal Insight |
This skill allows you to overcharge your gun with extra black powder to deal more damage. You will use 2 extra uses of black powder and as a result you increase your shot's damage by 2d8. There is a risk however, should you have a misfire, you will roll 2d8 which will be dealt to you as vitality damage which ignores armor. This skill causes a natural 1 or 2 to always result in a misfire, no matter the type of lock that is used for the gun. Failing the check to use this skill still consumes the extra black powder; the shot fired will be without the extra damage. This skill takes the place of Basic Overcharge - the two cannot be used together. |
Basic Overcharge |
| Skill | Action Type | Skill Types | Stat Cost | Range & Area | Duration | Check Roll | Effects | Requirements |
|---|---|---|---|---|---|---|---|---|
| Precise Shot | ⚔️ Attack Action | 🎯 Precision | 4 Soul | weapon's range affecting 1 target | instant | Challenging Perceive |
Your shot is true and precise, finding the weak point in the target's armor. Target's evade is decreased by Focus + 1d4 and your damage is increased by 1d6. |
Ranger Profession: Lucky Shot Gunner Profession: Steady Hand |
| Puck Shot | ⚔️ Attack Action | 🏹 Projectile Attack | 6 Soul | weapon's range affecting 1-2 targets | instant | Normal Focus |
Bounce projectile off one target or obstacle to hit another in range. Basically, if you have the range of 12 for your projectile weapon, you fire at one target 8 spaces away. There's another target that is 4 spaces from that target, still within the total 12 of your weapon. The first target gets a normal evade chance, the second target gets an evade chance with a +2 bonus. If you hit, you succeed and your ammo will bounce off the first target and hit the second target. Same damage will be dealt to both targets. |
Ranger Profession: Lucky Shot Gunner Profession: Steady Hand |
| Ricochet Projectile | ⚔️ Attack Action | 🏹 Projectile Attack | 8 Soul | weapon's range affecting many targets | instant | Hard Focus |
Bounce projectile off one target or obstacle to hit another in range. Basically, if you have the range of 12 for your projectile weapon, you fire at one target 8 spaces away. There's another target that is 4 spaces from that target, still within the total 12 of your weapon. Your first target gets a normal evade chance, each additional target gets a +2 bonus to evade which is increased by 2 per target so that the third target has a +4, the fourth a +6, and so on. If you succeed your ammo will bounce off the first target and hit the second target. If there's still range on your weapon and targets in range, you can continue to bounce your projectile off each target hitting more and more targets. For bow & arrow damage, the same damage will be dealt to all targets. However for guns this is different, after the second target the gun's damage drops by 20%, with each additional target dropping the damage by another 20%. |
Puck Shot |
| Sniper Shot | ⚔️ Attack Action | 🎯 Precision | 6 Soul | weapon's range affecting 1 target | instant | Challenging Focus |
+1 to damage; You can aim for parts on the target.
All locations inflict wounds on that location. |
Ranger Profession: Blind Shot Gunner Profession: Steady Hand |
| Staggering Shot | ⚔️ Attack Action | 😵💫 Dazed Effect | 5 Power | weapon's range affecting 1 target | instant | Challenging Critical |
Dazes the target for 1d4 rounds. |
Ranger Profession: Bow Drawing Gunner Profession: Steady Hand |
| Trick Shot | ⚔️ Attack Action | 🏹 Projectile Attack | 5 Soul | weapon's range affecting 1 target | instant | Challenging Deception |
Trick your target with a shot that seems aimed elsewhere. This catches the target off guard, increasing their evade chance difficulty up one level. In other words if it is a normal evade chance it becomes a hard evade chance. |
Ranger Profession: Bow Drawing Gunner Profession: Steady Hand |
Rune Cannon Skills
| Skill | Action Type | Skill Types | Stat Cost | Range & Area | Duration | Check Roll | Effects | Requirements |
|---|---|---|---|---|---|---|---|---|
| Arcane Aiming | 🔮 Support Action | 🎯 Precision | 1 Soul | self | instant | Easy Arcana |
This skill is only able to be used with a rune cannon. This skill allows you to make a focused attack that reduces the target’s evade by your Arcana instead of your Focus. Should you succeed with this skill you will roll a 1d4 and add that result to your Arcana. Then you can make your Focus check using this skill's Support Action. A successful Focus check gives the target a penalty to their evade that is equal to your Arcana plus what you rolled on the 1d4. Failed use of this skill results in you not being able to make a Focus check and your Soul point is still spent. This skill cannot be used with the skill "Aiming". |
N/A |
| Basic Charging | 🔮 Support Action | 🪄 Runic Tech | 2 Soul | self | instant | Easy Focus |
This skill allows you to charge your rune cannon for the shot fired this turn. This charge allows you to spend the 2 Soul cost of the skill to give your rune cannon blast an extra 1d6 damage. This does require spending your support action. The Soul cost for charging must come from the wielder of the rune cannon. A failed use of this skill still allows you to fire your shot with no increase in damage, however, the Soul cost and Support action are still spent. |
N/A |
| Greater Charging | 🔮 Support Action | 🪄 Runic Tech | 6 Soul | self | instant | Challenging Focus |
This skill allows you to charge your rune cannon for the shot fired this turn. This charge allows you to spend the 6 Soul cost of the skill to give your rune cannon blast an extra 3d6 damage. This does require spending your support action. The Soul cost for charging must come from the wielder of the rune cannon. A failed use of this skill still allows you to fire your shot with no increase in damage, however, the Soul cost and Support action are still spent. |
Novice Charging |
| Identify Element | 🔮 Support Action | 🔍 Identify/Investigate | 1 Soul | 1 target you can see | instant | Easy Insight |
This skill allows you to identify the element of the target you are observing, allowing you to more accurately plan for how to deal with the target. |
N/A |
| Masterful Charging | 🔮 Support Action | 🪄 Runic Tech | 8 Soul | self | instant | Hard Focus |
This skill allows you to charge your rune cannon for the shot fired this turn. This charge allows you to spend the 8 Soul cost of the skill to give your rune cannon blast an extra 4d6 damage. This does require spending your support action. The Soul cost for charging must come from the wielder of the rune cannon. A failed use of this skill still allows you to fire your shot with no increase in damage, however, the Soul cost and Support action are still spent. |
Greater Charging |
| Novice Charging | 🔮 Support Action | 🪄 Runic Tech | 4 Soul | self | instant | Normal Focus |
This skill allows you to charge your rune cannon for the shot fired this turn. This charge allows you to spend the 4 Soul cost of the skill to give your rune cannon blast an extra 2d6 damage. This does require spending your support action. The Soul cost for charging must come from the wielder of the rune cannon. A failed use of this skill still allows you to fire your shot with no increase in damage, however, the Soul cost and Support action are still spent. |
Basic Charging |
| Skill | Action Type | Skill Types | Stat Cost | Range & Area | Duration | Check Roll | Effects | Requirements |
|---|---|---|---|---|---|---|---|---|
| Aura Vacuum | ⚔️ Attack Action | ✨ Magic Related | 2 Soul | self, 1 target | instant | Normal Arcana |
This skill causes your rune cannon shot to deal an additional 1d8 Vitality damage, bypassing any armor or other natural defenses, which is absorbed and used to restore your Vitality. Any healing beyond your maximum Vitality is lost. If the target evades the shot, no damage is absorbed. A failed use of this skill still allows you to fire your shot normally, but the Soul cost is still spent. |
Arcane Aiming |
| Skill | Action Type | Skill Types | Stat Cost | Range & Area | Duration | Check Roll | Effects | Requirements | ||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Elemental Cannon | 🔗 Skill Chain Action | ✨ Magic Related | 4 Soul | self | 1d4 rounds | Challenging Arcana |
This skill allows you to apply different elemental effects depending upon the element of the rune cannon's core. The effects are applied to each shot. If the rune cannon is weak to their element the effects do not apply. If the rune cannon's element is strong against the target's element the elemental damage dice effect is doubled; the added elemental effect however is not doubled. If you fail to use the skill you get none of the skill's effects but still spend the 4 Soul. The effects are listed below.
|
Aura Vacuum |
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| Empowered Blast | 🔗 Skill Chain Action | 🎯 Precision | 3 Soul per target | rune cannon's range | instant | Hard Focus |
This skill allows you to empower your rune cannon blast to pass through targets and affect additional targets beyond them. For every 3 Soul spent, your blast can pass through one target to affect another target in a straight line in the direction you are firing. The damage dealt by the blast is reduced by 10% for each target it passes through. This damage reduction is completely removed if your rune cannon has the Piercing Tip channel applied. This skill can be chained with any rune cannon skill except Power Blast. You can use Spell Cannon with Empowered Blast, allowing the spell's effects to reach every target affected by the blast. All successfully activated chained skill effects apply to every target the blast passes through. All targets affected must be in a straight line from you, in the direction you are firing. No targets beyond the rune cannon's normal range can be affected unless you have the Piercing Tip channel. If your rune cannon has the Piercing Tip channel, the blast can continue beyond its normal range to affect additional targets equal to your Arcana trait score. Each additional target affected beyond the cannon's normal range still costs 3 Soul. |
Piercing Blast |
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| Piercing Blast | 🔗 Skill Chain Action | 🎯 Precision | 3 Soul | 1 target | instant | Challenging Arcana |
This skill causes your rune cannon blast to deal 20% Vitality piercing damage. |
Aura Vacuum |
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| Power Blast | 🔗 Skill Chain Action | 🎯 Precision | 2 Soul per space added | 1 space added per 2 Soul spent | instant | Challenging Focus |
This skill allows you to increase the affected area of your rune cannon blast and can be used with any rune cannon skill. For every 2 Soul you spend on this skill, you can increase the affected area by 1 step. The initial 2 Soul changes the affected area from a single target to a single space. Each additional 2 Soul spent increases the affected area by 1 space. The affected spaces must surround the initial target. You cannot create a straight line of affected spaces; instead, the blast forms a ring of affected spaces around and including the initial target. Anyone within the affected area is affected by the blast. The maximum area increase is limited by your Arcana trait score. Each step (2 Soul spent) of the increase counts toward this limit, including the initial step that changes the affected area from a single target to a single space. For example, if you have an Arcana score of 3, you can increase the affected area by a maximum of 3 steps. If you have sufficient Arcana and Soul, you can create multiple rings of affected spaces around the initial target. If you fail this skill, any other connected skills that succeed can still be used, but the blast does not gain the increased area. The declared Soul cost for Power Blast is still spent. |
Elemental Cannon |
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| Power Charging | 🔗 Skill Chain Action | 🛠️ Utility | 4 Power | self | instant | Challenging Insight |
This skill is used with the charging skills: Basic Charging, Novice Charging, Greater Charging, and Masterful Charging. Successful use of this skill allows you to spend the extra 4 Power cost of the skill to gain + 1d12 worth of increased damage. There is a risk, however, for adding so much extra energy to the skill. If the roll for the skill you are chaining with or the roll for this skill is a natural 1, you will lose double the total Soul costs of the charging skill as well as double the Power cost of this skill. This replaces the normal amount of Soul and Power lost, and both skills automatically fail with the shot firing with no bonuses applied. If you fail at this skill but succeeded at the charging skill, you will still perform the charging skill as normal with no added effect, and the extra 4 Power cost of this skill will still be spent. If you fail at the charging skill you cannot use this skill, and its Power cost is not spent. This skill can be chained and used with Soul Charging and Vitality Charging. Only the skills involved in the natural 1 apply their doubled cost. |
Soul Charging |
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| Soul Charging | 🔗 Skill Chain Action | 🛠️ Utility | 4 Soul | self | instant | Normal Insight |
This skill is used with the charging skills: Basic Charging, Novice Charging, Greater Charging, and Masterful Charging. Successful use of this skill allows you to spend the extra 4 Soul cost of the skill to gain + 2d6 worth of increased damage. There is a risk, however, for adding so much extra Soul to the skill. If the roll for the skill you are chaining with or the roll for this skill is a natural 1, you will lose double the total Soul costs of both skills combined. This replaces the normal amount of Soul lost, and both skills automatically fail with the shot firing with no bonuses applied. If you fail at this skill but succeeded at the charging skill, you will still perform the charging skill as normal with no added effect, and the extra 4 Soul cost of this skill will still be spent. If you fail at the charging skill you cannot use this skill, and its Soul cost is not spent. This skill can be chained and used with Soul Charging and Power Charging. Only the skills involved in the natural 1 apply their doubled cost. |
Basic Charging |
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| Vitality Charging | 🔗 Skill Chain Action | 🛠️ Utility | 4 Vitality | self | instant | Challenging Insight |
This skill is used with the charging skills: Basic Charging, Novice Charging, Greater Charging, and Masterful Charging. Successful use of this skill allows you to spend the extra 4 Vitality cost of the skill to gain + 2d8 worth of increased damage. There is a risk, however, for adding so much extra energy to the skill. If the roll for the skill you are chaining with or the roll for this skill is a natural 1, you will lose double the total Soul costs of the charging skill as well as double the Vitality cost of this skill. This replaces the normal amount of Soul and Vitality lost, and both skills automatically fail with the shot firing with no bonuses applied. If you fail at this skill but succeeded at the charging skill, you will still perform the charging skill as normal with no added effect, and the extra 4 Vitality cost of this skill will still be spent. If you fail at the charging skill you cannot use this skill, and its Vitality cost is not spent. This skill can be chained and used with Soul Charging and Power Charging. Only the skills involved in the natural 1 apply their doubled cost. |
Power Charging |
| Skill | Action Type | Skill Types | Stat Cost | Range & Area | Duration | Check Roll | Effects | Requirements |
|---|---|---|---|---|---|---|---|---|
| Elemental Cannon Dominance | ✨ Magic Action | ✨ Magic Related | 4 Soul | self | 1d6 rounds | Normal Arcana |
The rune cannon’s blast treats the target as if it were of an element weak to the cannon’s element, applying the strong-against bonus to the shot. This does not work on targets whose element the cannon’s element is weak to. This does not combine or stack with the Runic Mage ability “Elemental Dominance.” |
Identify Element |
| Elemental Cannon Lord | ✨ Magic Action | 🔗 Chain With Other Skill | 3 Soul | self | duration of Elemental Cannon Dominance | Challenging Arcana |
This skill chains with Elemental Cannon Dominance so that it now also works on targets whose element the cannon’s element is weak to. This does not combine or stack with the Runic Mage ability “Elemental Lord.” Both skills must be performed, but only at the action cost of 1 magic action. Should you fail with performing this skill but have succeeded with performing Elemental Cannon Dominance, the effects of Elemental Cannon Dominance still take place. If you fail to use Elemental Cannon Dominance, you cannot use this skill and its Soul cost is not spent. |
Elemental Cannon Dominance |
| Spell Cannon | ✨ Magic Action | 🔗 Chain With Other Skill | 4 Soul + cost of spell | self | instant | Hard Arcana |
This skill allows you to discharge a spell through your rune cannon, combining the shot and the spell into a single action. The shot, including any successfully activated chained skill effects, occurs alongside the spell. The target of the shot becomes the target of the spell. The spell's normal range, targeting restrictions, and area of effect are overridden by the rune cannon's range and affected area. If Power Blast increases the affected area of the shot, the spell's affected area expands to match it. The spell must be successfully cast for Spell Cannon to work. You must make the spell's casting check separately from the Spell Cannon skill check. If you fail the Spell Cannon skill check, you spend the 4 Soul cost but cannot cast the spell through the cannon. If you succeed at the Spell Cannon check but fail the spell's casting check, you spend the stat costs for both actions, but the spell is not cast. The shot and any successfully activated chained skills still take place. Spell Cannon uses your Magic Action. You cannot cast another spell later in the same round. The spell must also be capable of being cast immediately. You must have sufficient Runic Speed to cast the spell instantly; otherwise, the spell and Spell Cannon fail. The spell retains its normal effects and duration when cast through the rune cannon. Important Interaction Rules
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Power Blast |
Empowerment Skills
| Skill | Action Type | Skill Types | Stat Cost | Range & Area | Duration | Check Roll | Effects | Requirements |
|---|---|---|---|---|---|---|---|---|
| Focus Empowerment | 🔮 Support Action | 💪 Empowerment | N/A | self | 1d10 hours | Easy Focus |
You can empower your Focus by 1d4. |
Adventurer Profession: N/A Gunner Profession: Perceive Empowerment |
| Initiative Empowerment | 🔮 Support Action | 💪 Empowerment | N/A | self | 1d10 hours | Normal Initiative |
You can empower your Initiative by 1d4. |
Adventurer Profession: Perceive Empowerment Gunner Profession: Soul Empowerment |
| Perceive Empowerment | 🔮 Support Action | 💪 Empowerment | N/A | self | 1d10 hours | Easy Perceive |
You can empower your Perceive by 1d4. |
N/A |
| Soul Empowerment | 🔮 Support Action | 💪 Empowerment | N/A | self | 1d6 rounds | Hard Arcana |
Increase Soul by 1d20. |
Runic Mage Profession: Magic Break Gunner Profession: Focus Empowerment |
Proficiency Skills
| Skill | Action Type | Skill Types | Stat Cost | Range & Area | Duration | Check Roll | Effects | Requirements |
|---|---|---|---|---|---|---|---|---|
| Advanced Gun Proficiency | 🔮 Support Action | 📜 Proficiency | N/A | self | 1d6 rounds | Hard Critical |
Increases Focus by 1, decreases target's Evade by 2, and increases total gun damage by 1d8. Misfire range drops by 1 but will not decrease to less than 1 (locks that never misfire are unaffected). This does not reduce or override the misfire ranges set by the Overcharge skills. Your attacks will also daze targets for 1 round with each attack. Rolling a natural 20 on skill activation stuns the target for 1 round and dazes the target for the following 1d4 rounds once the target comes out of stun. The target can be stun-locked with each shot, with the daze taking place afterwards. The daze duration does not stack. This is a Support Action skill, but it can be activated as part of the Support action used to fire your gun. On the turn you activate it, no other skills can be chained to that shot. |
Novice Gun Proficiency |
| Advanced Rune Cannon Proficiency | 🔮 Support Action | 📜 Proficiency | N/A | self | 1d6 rounds | Hard Critical |
Decreases target's evade by 2 and increases base rune cannon damage by 1d8. Soul Cost to fire rune cannon is halved, rounded up. Rolling a natural 20 on skill's activation doubles the evade penalty and the 1d8 extra damage result. |
Novice Rune Cannon Proficiency |
| Basic Gun Proficiency | 🔮 Support Action | 📜 Proficiency | N/A | self | 1d6 rounds | Normal Critical |
Decreases target's evade by 1 and increases total gun damage by 1. This is a Support Action skill, but it can be activated as part of the Support action used to fire your gun. On the turn you activate it, no other skills can be chained to that shot. |
N/A |
| Basic Rune Cannon Proficiency | 🔮 Support Action | 📜 Proficiency | N/A | self | 1d6 rounds | Normal Critical |
Decreases target's evade by 1 and increases base rune cannon damage by 1. |
N/A |
| Master Gun Proficiency | 🔮 Support Action | 📜 Proficiency | N/A | self | 1d6 rounds | Impossible Critical |
Increases Focus by 3, decreases target's Evade by 3, and increases total gun damage by 1d10. All shots automatically deal 10% piercing damage to Vitality which can be increased by (added to) any piercing effects or armor piercing bullets. Misfire range drops by 1 but will not decrease to less than 1 (locks that never misfire are unaffected). Clearing a misfire costs no action, and the gun remains loaded. This does not reduce or override the misfire ranges set by the Overcharge skills. Your attacks will also daze targets for 1 round with each attack. Rolling a natural 20 on skill activation stuns the target for 1 round and dazes the target for the following 1d4 rounds once the target comes out of stun. The target can be stun-locked with each shot, with the daze taking place afterwards. The daze duration does not stack. This is a Support Action skill, but it can be activated as part of the Support action used to fire your gun. On the turn you activate it, no other skills can be chained to that shot. |
Advanced Gun Proficiency |
| Master Rune Cannon Proficiency | 🔮 Support Action | 📜 Proficiency | N/A | self | 1d6 rounds | Impossible Critical |
Decreases target's evade by 3 and increases base rune cannon damage by 1d12. Soul Cost to fire rune cannon is halved, rounded down. All shots automatically deal 10% piercing damage to Vitality which can be increased by (added to) any piercing effects. Rolling a natural 20 on skill's activation doubles the evade penalty and the 1d12 extra damage result as well as increasing the damage by your Arcana score. |
Advanced Rune Cannon Proficiency |
| Novice Gun Proficiency | 🔮 Support Action | 📜 Proficiency | N/A | self | 1d6 rounds | Challenging Critical |
Decreases target's evade by 1 and increases total gun damage by 1d4. Your attacks will also daze targets for 1 round with each attack. Rolling a natural 20 on skill activation stuns the target for 1 round and dazes the target for the following 1d4 rounds once the target comes out of stun. The daze duration does not stack. The target cannot be stun-locked, the 1d4 rounds of daze must play out before the same target can be stunned again. This is a Support Action skill, but it can be activated as part of the Support action used to fire your gun. On the turn you activate it, no other skills can be chained to that shot. |
Basic Gun Proficiency |
| Novice Rune Cannon Proficiency | 🔮 Support Action | 📜 Proficiency | N/A | self | 1d6 rounds | Challenging Critical |
Decreases target's evade by 1 and increases base rune cannon damage by 1d4. Rolling a natural 20 on skill's activation doubles the evade penalty and the 1d4 extra damage result. |
Basic Rune Cannon Proficiency |
Gunner Abilities
These are abilities that are unique to the gunner profession. Only gunners can obtain and use these abilities:
| Ability | Ability Type | Effects | Requirements |
|---|---|---|---|
| Arcane Focus | ⚡ Activated Ability |
By spending Soul you can increase your Focus. You can increase your Focus by 1 per every 1 Soul spent. You may increase your Focus by up to your Arcana trait score. For example, if your Arcana is 4, you can increase your Focus an additional 4 points. The increase is only for one round. This ability is activated by declaring its use and spending the Soul; it does not require an action. |
Focus Improvement |
| Arcane Sharpshooter | 🛡️ Passive Ability |
All rune cannon attacks and skills cost 25% less Soul to use, rounded up. Apply this reduction before any other effect that reduces Soul costs. Additionally, whenever your rune cannon deals damage to a target, that target suffers additional Vitality damage equal to half your Arcana trait score, rounded down. This additional damage ignores all armor, Spirit defense, and magic blocks. This Vitality damage is treated separate from any other rune cannon damage. |
Soul Imbuement |
| Battery Overcharging | 🛠️ Utility Ability |
The Rune Stone Battery option that you can acquire for your rune cannon allows you to have a battery that the rune cannon uses for its attacks so that the rune cannon's Soul cost does not affect you. But, once the Soul runs out, you are left with an empty ylem stone attached to your rune cannon. This ability allows you to overcharge the stone, using the same rules that apply to making rune stones. If the ylem stone can normally take 20 Soul, this allows you to put in 40. With this ability you can double the capacity of your rune stone battery. The stone now is holding double the amount of Soul until it is empty again. During this time the stone cannot be recharged - it must first be fully used up. Each overcharging causes visible cracks in the stone that leak runic energy. After the third overcharging, the stone may explode. The explosion isn't instant and only happens when receiving stress, such as being hit, thrown, or used by a rune cannon. Each time a stress causing event happens - including each time the stone is used by a rune cannon - a Hard Luck check is rolled. Failing means the stone explodes. If anyone is near the stone (one space) they receive the stored Soul amount of magic damage. The stone cannot be used again after depleting its third overcharge, even if the stone does not explode. Some have found that making the stone explode serves as a novel magical weapon, when used correctly. |
Runic Amplification |
| Better Stability | 🛠️ Utility Ability |
With this ability you have a greater chance of avoiding misfires when firing your gun. This ability does not remove the chance, it only makes it less likely to happen. With this ability, any time you roll what would cause a misfire when making your Focus check, you may spend 2 Soul to reroll. If the second chance roll still lands on a misfire, the misfire happens. Otherwise, the shot simply misses. |
Basic Overcharge skill |
| Black Powder Rationing | 🛡️ Passive Ability |
Through careful measurement and efficient packing, you use half the black powder normally required to fire your gun (rounded up). For example, a War Musket requiring 3 uses of black powder needs only 2. This does not reduce the extra black powder used by Overcharge skills. Requires the Powder Measure tool. |
Gunsmith's Eye |
| Bullet Defense | 🛡️ Passive Ability |
Being trained with guns you have learned also how to better defend against them. This allows you to increase your armor's Defense score by 1 for every gun skill you possess when making a defense check against a gun attack. Rune Cannon, Proficiency, and Empowerment skills do not count. The Overcharging skills also do not count towards this bonus. Only the skills listed as Gun Skills count. |
Reloading Stance |
| Charging Improvement | 🛠️ Utility Ability |
This ability is used with the Charging skills. This ability allows you to make a choice - to decrease the Soul Cost of the Charging skill by 1 (based on tier level) or to increase the damage bonus of the Charging skill by +2 (based on tier level). You cannot choose both. The decrease in cost or increase in damage is as follows:
The decrease in cost or increase in damage only affects Basic, Novice, Greater, and Masterful Charging.. All other skills chained to it do not get the same effects. |
Basic Charging skill |
| Critical Rune Cannon | ⚡ Activated Ability |
This ability allows a gunner to make a 1d20 roll firing a rune cannon. If the gunner rolls 15 or greater, it is counted as a critical hit, allowing you to add the maximum of your runic power to the attack. For example, if your runic power is 2d8, you will add 16 to your rune cannon blast. If you roll a 20 on the 1d20, you will also do maximum rune cannon damage along with maximum runic power. All other rules concerning criticals and critical hits also apply. |
Rune Cannon Theory |
| Critical Shot | 🛡️ Passive Ability |
With this ability it becomes more possible to make a critical shot with your gun. Normally when firing a gun you only get a critical when you roll a natural 20 on your Focus check, allowing you to roll double the gun's attack value only (not the bullet's attack value). With this ability the chance to crit increases to rolling a 15 - as long as the Focus check succeeds. Also now when you roll a 20 you will add double the bullet's attack values rolls. |
N/A |
| Disarming Shot | ⚡ Activated Ability |
Declare before firing. On a successful hit, instead of dealing full damage, you deal half damage and the target drops their held weapon. Picking it back up costs the target a movement action. Targets wielding two-handed weapons or natural weapons (claws, bites) cannot be disarmed. |
Point Blank (gunner ability) |
| Dual Pistols Mastery | 🛡️ Passive Ability |
This ability allows you to wield 2 pistols, and use them both with the one focus check to fire. Each pistol must be reloaded separately; one Defense action reloads one pistol. This allows you to start the combat able to fire both pistols in your first attack, but after that, you can only fire both again once both pistols have been reloaded. The results of the Focus check (natural 1 or natural 20, or Critical Shot results) apply to both pistols. Each pistol still uses its required ammo and powder. |
Dual Pistols Proficiency |
| Dual Pistols Proficiency | 🛡️ Passive Ability |
This ability allows you to use a pistol in both hands, but to fire both you must make a Hard React Check and then succeed with the Focus Checks on both. If you do not make the Hard React check, you cannot fire both, but may still be able to fire one. Each pistol must be reloaded separately; one Defense action reloads one pistol. Each pistol still uses its required ammo and powder. |
N/A |
| Field Repair | 🛠️ Utility Ability |
You can repair damaged guns and rune cannons in the field without a gunsmith. You may also replace barrels (major repair) and other simple parts (minor repair) as long as you have the parts to replace them with. Repairing requires a Normal Insight check and 1 hour of work for minor damage, or a Challenging Insight check and 4 hours for major damage. In combat, you may clear a misfire using your movement action. The gun remains loaded and ready to fire on your next turn. Requires a Gunsmith's Kit. |
N/A |
| Focus Improvement | 🛡️ Passive Ability |
Your Focus is increased by 2. |
Monk Profession: Power Improvement Gunner Profession: Perceive Improvement |
| Gunsmith’s Eye | 🛠️ Utility Ability |
With a glance, you can identify a gun’s maker, quality, condition, and any enhancements fitted to it with an Easy Insight check. You can also tell what type of ammunition a gun is loaded with, and estimate its fair market value. Ancient or relic guns may require a harder check, at the GM’s discretion. |
N/A |
| Hunting | ⚡ Activated Ability |
For 1d10 hours you can select a beast type and declare you are hunting that type. You will do an extra 1d10 against any creature of that beast type. You cannot change beast type that you are hunting until 1d10 hours has passed. |
Tracking |
| Inflict Wounds | 🛡️ Passive Ability |
Your critical shots also inflict the Wounds status effect. When you roll a natural 20 on the Focus check for a successful shot using Critical Shot, the target is inflicted with Bleeding Out instead of Wounds. |
Critical Shot |
| Intimidating Report | 🛡️ Passive Ability |
The thunderous report of your gun shakes the resolve of your enemies. After your first gunshot in combat, all enemies within hearing range must make a Normal Mental Balance check or suffer Fear. Each enemy only needs to make this check once per combat. Creatures without a mind to frighten, such as constructs or mindless undead, are unaffected, at the GM’s discretion. |
Taking The Shot |
| Long Shot | 🛡️ Passive Ability |
Add your Perceive trait to the range of any gun you fire. Shots fired beyond the gun’s normal range use this extended range before the Focus check difficulty increases. |
Point Blank (gunner ability) |
| Perceive Improvement | 🛡️ Passive Ability |
Your Perceive is increased by 2. |
N/A |
| Phantom Hunting | 🛡️ Passive Ability |
You will do full damage against spirits. |
Hunting |
| Point Blank (gunner ability) | 🛡️ Passive Ability |
With this ability you can use your long gun in the same space as another target. You also deal an extra 1d8 damage to your target if they are in the same space as you or one space away. This applies to all guns except rune cannons. |
Aiming skill |
| Quick Draw | 🛡️ Passive Ability |
At the start of combat, if you have a loaded pistol, you gain +2 to initiative. If you act first in the round, your first shot may be fired before any other combatant acts. |
Quick React |
| Quick Focus | 🛡️ Passive Ability |
With this ability, the Focus check required to fire a gun no longer uses your Support action. This frees up your support action so that you may use it for other things. This is only for 1 Focus check per round and that focus check must be a check used when firing your gun. |
Basic Gun Proficiency and 1 gun skill |
| Quick React | 🛡️ Passive Ability |
By default, gunners must make a React check against each attack made on them during the defensive round, since their defense is spent reloading. This ability improves those checks by adding the gunner’s Acrobatics trait score to their React. This increase applies only to React checks made during the defensive round while reloading. |
Quick Focus |
| Quick Reload |
This ability allows you to clear and reload your gun more quickly, though you must still do both. While reloading, you must pass a React check before defending against the first attack made against you each Defensive Turn. You may defend against each subsequent attack normally, without a React check. Against a single attack, this ability provides no benefit. |
Reloading Stance |
|
| Reloading Stance | 🛡️ Passive Ability |
This ability places the gunner in a constant reactive stance during the defensive turn. This increases the gunner's React, Evade, Defense trait, and Spirit trait by +2. These increases only happen during the gunner's defensive turn, allowing the gunner to both be able to react to an attack and defend against an attack easier during the time they are normally spending reloading their fire arm. |
Quick Focus |
| Rune Cannon Theory | 🛡️ Passive Ability |
Increases the attack value of rune cannons by + 2. |
N/A |
| Runic Amplification | ⚡ Activated Ability |
This ability allows you to increase the rune cannon's elemental effect on magical damage. It does so by allowing you to increase it from "Double Runic Power for attacks against those of the element you are strong against" to "triple runic power". It costs half your runic power in soul (rounded up) - which must be rolled for each time you declare you are using this ability, and cannot be reduced. The element is dependent upon the rune cannon's core. |
N/A |
| Soul Imbuement | 🛡️ Passive Ability |
If you make a Critical Hit with Critical Rune Cannon, you can further increase the damage dealt by spending extra Soul. The rate is for every 1 Soul spent you increase the damage dealt by 1. The amount of Soul you can imbue is double your Arcana trait. This ability can only be activated if you have more than 10% of your maximum Soul remaining. |
Critical Rune Cannon |
| Taking the Shot | ⚡ Activated Ability |
When an enemy you can see attacks an ally, and your gun is loaded, you may spend your Defense action to immediately fire at that enemy. This shot still requires a Focus check. Since your Defense action is spent, you cannot reload or defend normally this round, and all attacks against you require React checks. |
N/A |
| Tracking | 🛠️ Utility Ability |
+2 to Nature to identify and follow tracks. |
N/A |
| Vitality Block | 🛠️ Utility Ability |
This ability comes into play when you are using an Overcharging skill and you suffer a misfire. This ability allows you to block some of the resulting Vitality damage that you would otherwise receive. You do so by replacing the Vitality damage with another stat; Power or Soul. The damage is then done to the other stat, except for 1 point of damage that must still affect your Vitality. You can choose to split the damage between Power and Soul. Also you should be aware that you cannot deplete your Power or Soul past zero. Any remainder damage will automatically apply to your Vitality. Should your Power or Soul drop to 0, the normal rules for reaching 0 in that stat apply. |
Better Stability |



