Skills
Skill
|
Stat Cost
|
Range & Area
|
Duration
|
Check Roll
|
Effects
|
Requirements
|
|---|---|---|---|---|---|---|
| Linguistics | 5 Soul | + 10 to Mental to understand, speak, and learn new languages. Each use of this skill gives you a 10% mastery of a new language. You can use this skill on a language until it gets to 100% mastered. |
Level 1: +10 Mental; 5 Soul Level 2: +20 Mental; 10 Soul Level 3: +30 Mental; 15 Soul Level 4: +40 Mental; 20 Soul |
|||
| Sniper Shot | 6 Soul | weapon range affecting 1 target | instant | Normal Hit Chance -2 |
+1 automatically for damage; You can aim for parts on the target. Arms: critical hit causes target to drop weapon or shield Legs: critical hit causes target loss of hit leg, decreasing move by half, if both are hit then target cannot move Torso: critical hit causes extra 1d6 damage Head: critical hit stuns target 1d3 rounds All locations inflict wounds on that location. |
Blind Shot |
| Defense Empowerment | N/A | self | 1d4 rounds | Easy Defense | +1 to Immunity, Endure, and Defense traits | N/A |
| Detect Motive | 5 Soul | +10 to Detect to determine one's motive. |
Level 1: +10; 5 Soul Level 2: +20; 10 Soul Level 3: +30; 15 Soul Level 4: +40; 20 Soul |
|||
| Skilled Concentration | 5 Soul | +10 to Focus per level of mastery for that instance. |
Level 1: +10 Focus; 5 Soul Level 2: +20 Focus; 10 Soul Level 3: +30 Focus; 15 Soul Level 4: +40 Focus; 20 Soul |
|||
| Attention Lock | N/A | +10 to Influence to cause all drawn enemies to stay locked onto you for 1d6 rounds. |
Level 1: +10 Level 2: +20 Level 3: +30 Level 4: +40 |
|||
| Draw Attention | N/A | +10 to Influence to cause all enemies in 3x3 area to target only you for that round. |
Level 1: +10 Level 2: +20 Level 3: +30 Level 4: +40 |
|||
| Dogmatic Convictions | 10 Soul | +10 to Influence with each attack to make target of attack a temporary disciple. This basically inflicts the target with charm. |
Level 1: +10; 10 Soul Level 2: +20; 20 Soul Level 3: +30; 30 Soul Level 4: +40; 40 Soul |
|||
| Poker Face | 5 Soul | +10 to Luck to lie to someone and have them believe it. |
Level 1: +10 to Luck; 5 Soul Level 2: +20 to Luck; 10 Soul Level 3: +30 to Luck; 15 Soul Level 4: +40 to Luck; 20 Soul |
|||
| Translate | 5 Soul | +10 to Mental to translate written foreign or obscure languages. |
Level 1: +10 Mental; 5 Soul Level 2: +20 Mental; 10 Soul Level 3: +30 Mental; 15 Soul Level 4: +40 Mental; 20 Soul |
|||
| Material Identify | 5 Soul | +10 to Perceive to identify a material and its properties. |
Level 1: +10; 5 Soul Level 2: +20; 10 Soul Level 3: +30; 15 Soul Level 4: +40; 20 Soul |
|||
| Pharmaceutical Identify | 5 Soul | +10 to Perceive to identify a medicine and its properties. |
Level 1: +10; 5 Soul Level 2: +20; 10 Soul Level 3: +30; 15 Soul Level 4: +40; 20 Soul |
|||
| Herbal Knowledge | 5 Soul | +10 to Perceive to identify a plant and its properties. |
Level 1: +10; 5 Soul Level 2: +20; 10 Soul Level 3: +30; 15 Soul Level 4: +40; 20 Soul |
|||
| Alchemical Identify | 5 Soul | +10 to Perceive to identify a potion and its properties. |
Level 1: +10; 5 Soul Level 2: +20; 10 Soul Level 3: +30; 15 Soul Level 4: +40; 20 Soul |
|||
| Identify Forgery or Counterfeit | 10 Soul | +10 to Perceive to identify if something is a forgery or counterfeit. |
Level 1: +10 to Perceive; 10 Soul Level 2: +20 to Perceive; 20 Soul Level 3: +30 to Perceive; 30 Soul Level 4: +40 to Perceive; 40 Soul |
|||
| Identification | 15 Soul | +10 to Perceive to identify what an object is by sight and all of its properties. |
Level 1: +10 to Perceive; 15 Soul Level 2: +20 to Perceive; 30 Soul Level 3: +30 to Perceive; 45 Soul Level 4: +40 to Perceive; 60 Soul |
|||
| Roll Counter | N/A | +10 to React Check to counter attack after performing a roll evasion. |
Level 1: +10 Level 2: +20 Level 3: +30 Level 4: +40 |
|||
| Medicine Save | 10 Soul | +10 to react to use Vitality restoring medicine before killing blow can kill you. |
Level 1: +10; 10 Soul Level 2: +20; 20 Soul Level 3: +30; 30 Soul Level 4: +40; 40 Soul |
|||
| Potion Save | 10 Soul | +10 to react to use Vitality restoring potion before killing blow can kill you. |
Level 1: +10; 10 Soul Level 2: +20; 20 Soul Level 3: +30; 30 Soul Level 4: +40; 40 Soul |
|||
| Unshakable Convictions | 10 Soul | +10 to Will to not receive increased damage dealt by positive alignment targets. |
Level 1: +10; 10 Soul Level 2: +20; 20 Soul Level 3: +30; 30 Soul Level 4: +40; 40 Soul |
|||
| Magic Theory | N/A | +1d8 to Runic Energy per level of mastery. |
Level 1: 1d8 Level 2: 2d8 Level 3: 3d8 Level 4: 4d8 |
|||
| Runic Rifle Theory | N/A | +1d8 to Runic Rifle attack value. |
Level 1: +1d8 Level 2: +2d8 Level 3: +3d8 Level 4: +4d8 |
|||
| Bash Defense | N/A | +2 to defense against bash attacks per level of mastery. |
Level 1: +2 Level 2: +4 Level 3: +6 Level 4: +8 |
|||
| Bullet Defense | N/A | +2 to defense against bullet attacks per level of mastery. |
Level 1: +2 Level 2: +4 Level 3: +6 Level 4: +8 |
|||
| Chop Defense | N/A | +2 to defense against chop attacks per level of mastery. |
Level 1: +2 Level 2: +4 Level 3: +6 Level 4: +8 |
|||
| Pierce Defense | N/A | +2 to defense against pierce attacks per level of mastery. This means that your armor will reduce pierce damage by 2 more. |
Level 1: +2 Level 2: +4 Level 3: +6 Level 4: +8 |
|||
| Slash Defense | N/A | +2 to defense against slash attacks per level of mastery. |
Level 1: +2 Level 2: +4 Level 3: +6 Level 4: +8 |
|||
| Light Armor Mastery | N/A | +2 to Evade, +1 to Defense per level of mastery. |
Level 1: +2, +1 Level 2: +4, +2 Level 3: +6, +3 Level 4: +8, +4 |
|||
| Self Defense Techniques | 5 Soul | +2 to Evade, Defense, and Resist per level of mastery for 1d4 rounds. |
Level 1: +2, 1d4 rounds; 5 Soul Level 2: +4, 2d4 rounds; 10 Soul Level 3: +6, 3d4 rounds; 15 Soul Level 4: +8, 4d4 rounds; 20 Soul |
|||
| Divination | 2 Soul | self | 1 hour | Easy Insight | +2 to Insight when using tools of divination. | N/A |
| Breath Defense | N/A | +2 to spirit against breath attacks per level of mastery. |
Level 1: +2 Level 2: +4 Level 3: +6 Level 4: +8 |
|||
| Infallible Dogma | N/A | +20 to Will against any attempt to convert or alter religious belief. |
Level 1: +20 Level 2: +40 Level 3: +60 Level 4: +80 |
|||
| Area of Effect Defense | N/A | +5 to Defense and Spirit against explosions and other area of effect attacks. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
|||
| Hunting | N/A | +5 to Hit Targeting per level of mastery against selected enemy type. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
|||
| Precise Shot | 5 Soul | +5 to Hit Targeting per level. |
Level 1: +5; 5 Soul Level 2: +10; 10 Soul Level 3: +15; 15 Soul Level 4: +20; 20 Soul |
|||
| Trickster | 5 Soul | +5 to Influence to cause target to think target's ally attacked him or her. |
Level 1: +5; 5 Soul Level 2: +10; 10 Soul Level 3: +15; 15 Soul Level 4: +20; 20 Soul |
|||
| Anger | N/A | +5 to Influence to cause your attack to anger target so that target can only attack you. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
|||
| Frustrate | N/A | +5 to Luck to cause angered target to go into berserk for 1d4 rounds and only target you. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
|||
| Blind Shot | 3 Soul | +5 to Luck to hit the target without rolling for hit chance. Basically, with this skill you can shoot and hit the target even if you can't clearly see the target. You can also hit the target even if your hit chance falls under the target's evade. |
Level 1: +5; 3 Soul Level 2: +10; 6 Soul Level 3: +15; 9 Soul Level 4: +20; 12 Soul |
|||
| Diagnose | N/A | +5 to Mental Check to determine status condition so you can provide the right care. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
|||
| Runic Tech Repair | N/A | +5 to Mental per level for repairing runic technology with repair skills. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
|||
| Runic Tech Theory | N/A | +5 to Mental per level for understanding runic technology and their principles |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
|||
| Computer Use | N/A | +5 to Mental per level for using computers and computer like interfaces. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
|||
| Robotics | N/A | +5 to Mental per level for using robots and androids. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
|||
| AI Theory | N/A | +5 to Mental per level to program artificial intelligence protocols. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
|||
| Reverse Engineering | N/A | +5 to Mental per level to reverse engineer a computer system to work for you. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
|||
| Programming | N/A | +5 to Mental per level to write working programs. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
|||
| Hacking | N/A | +5 to Mental to hack programs and computers. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
|||
| Heightened Senses | 5 Soul | +5 to Perceive and Detect for 1d4 hours |
Level 1: +5; 5 Soul Level 2: +10; 10 Soul Level 3: +15; 15 Soul Level 4: +20; 20 Soul |
|||
| Evasion Counter | N/A | +5 to React check to counter attack when you are attacked but not hit. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
|||
| Reactive Guard | N/A | +5 to React Check to guard ally in move range when ally is attacked. This is a permanent effect. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
|||
| Keep Self | N/A | +5 to Will against fear, rage, or loss of self for 1 hour. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
|||
| Druid's Companion | 4 Soul | +5 to Will Check per level of mastery to temporarily tame a creature. You can only tame 1 creature per battle. |
Level 1: +5; 4 SA; tame up to 1 creature The tame up to 2-4 creatures doesn't mean you can tame that many creatures with one use of the skill. Instead, you can use this skill to tame up to that many individual creatures over the course of the battle. |
|||
| Fake Strength | 5 Soul | -10 to enemy perceive and detect to appear stronger than you are. |
Level 1: -10; 5 Soul Level 2: -20; 10 Soul Level 3: -30; 15 Soul Level 4: -40; 20 Soul |
|||
| Fake Status Effect | 5 Soul | -10 to enemy perceive and detect to appear to have a status effect, positive or negative. |
Level 1: -10; 5 Soul Level 2: -20; 10 Soul Level 3: -30; 15 Soul Level 4: -40; 20 Soul |
|||
| Hide Motive | 5 Soul | -10 to enemy's Detect allowing you to better hide your motive. |
Level 1: -10; 5 Soul Level 2: -20; 10 Soul Level 3: -30; 15 Soul Level 4: -40; 20 Soul |
|||
| Fake Injury | 5 Soul | -10 to enemy's detect and perceive to fake a serious injury. |
Level 1: -10; 5 Soul Level 2: -20; 10 Soul Level 3: -30; 15 Soul Level 4: -40; 20 Soul |
|||
| Fake Element | 5 Soul | -10 to enemy's perceive and detect to appear to be of a different element. |
Level 1: -10; 5 Soul Level 2: -20; 10 Soul Level 3: -30; 15 Soul Level 4: -40; 20 Soul |
|||
| Fake Alignment | 5 Soul | -10 to enemy's perceive and detect to be of a different moral alignment. |
Level 1: -10; 5 Soul Level 2: -20; 10 Soul Level 3: -30; 15 Soul Level 4: -40; 20 Soul |
|||
| Play Dead | 5 Soul | -10 to enemy's perceive and detect to fake being dead. |
Level 1: -10; 5 Soul Level 2: -20; 10 Soul Level 3: -30; 15 Soul Level 4: -40; 20 Soul |
|||
| Attack & Retreat | 10 Endurance | -10 to target's React check allowing you to attack with stealth and then move. |
Level 1: -10; 10 Endurance Level 2: -20; 20 Endurance Level 3: -30; 30 Endurance Level 4: -40; 40 Endurance |
|||
| Swindle | 5 Soul | 10% bonus to Luck to fool or trick someone. |
Level 1: 10% to Luck; 5 Soul Level 2: 20% to Luck; 10 Soul Level 3: 30% to Luck; 15 Soul Level 4: 40% to Luck; 20 Soul |
|||
| Daze or Stun Defense | N/A | 10% chance of immunity to daze or stun per level of mastery. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
|||
| Knock Down Defense | N/A | 10% chance of immunity to knock down per level of mastery. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
|||
| Potion Recall | N/A | 10% chance that the potion you just used refills automatically. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
|||
| Taunt | N/A | 10% chance that the targeted enemy attacker will target you only. The enemy has to be able to see and hear you. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
|||
| Sure Hit | 10 Soul | 10% chance that you will hit regardless of the target's evade, per level of mastery. |
Level 1: 10%; 10 Soul Level 2: 20%; 20 Soul Level 3: 30%; 30 Soul Level 4: 40%; 40 Soul |
|||
| Shuddering Blade | 6 Soul | 10% chance to cause Fear with each hit. |
Level 1: 10%; 6 Soul Level 2: 20%; 12 Soul Level 3: 30%; 18 Soul Level 4: 40%; 24 Soul |
|||
| Backwards Waltz | 5 Endurance | 10% chance to cause targets in a 3x3 area around you to move opposite than intended for 1d6 rounds. This will 100% affect those who fell asleep to Lullaby when they wake up for 1d6 rounds. |
Level 1: 10%; 5 Endurance Level 2: 20%; 10 Endurance Level 3: 30%; 15 Endurance Level 4: 40%; 20 Endurance |
|||
| Deflect 1-Target Spell | 5 Soul | 10% chance to deflect a 1 target spell with shield or weapon when blocking or parrying, receiving no armor damage. Instead the spell just is pushed away from you. |
Level 1: 10%; 5 Soul Level 2: 20%; 10 Soul Level 3: 30%; 15 Soul Level 4: 40%; 20 Soul |
|||
| Deflect Hit Chance | 5 Endurance | 10% chance to deflect hit with shield or weapon when blocking or parryiong, receiving no armor damage. Instead the hit just is pushed away from you. |
Level 1: 10%; 5 Endurance Level 2: 20%; 10 Endurance Level 3: 30%; 15 Endurance Level 4: 40%; 20 Endurance |
|||
| Joasri’s Dance | 6 Endurance | 10% chance to effect those in a 3x3 area around you causing them to have to make luck checks for their spells to work intended for the next 1d6 rounds. This will not affect those who fell asleep to lullaby. |
Level 1: 10%; 6 Endurance Level 2: 20%; 12 Endurance Level 3: 30%; 18 Endurance Level 4: 40%; 24 Endurance |
|||
| Survive Bullet | 8 Endurance | 10% chance to reduce gun shot damage by 10% of your Fortitude. |
Level 1: 10% chance, 10% , 8 Endurance Level 2: 20% chance, 20% , 16 Endurance Level 3: 30% chance, 30% , 24 Endurance Level 4: 40% chance, 40% , 32 Endurance |
|||
| Magical Vampirism | 5 Soul | 10% of spell damage done to the target's Vitality returns to the user to restore the user's Vitality. |
Level 1: 10%; 5 Soul Level 2: 20%; 10 Soul Level 3: 30%; 15 Soul Level 4: 40%; 20 Soul |
|||
| Staggering Spell | 4 Soul | 10% per level of mastery to daze the hit target for 1 round. |
Level 1: 10%; 4 Soul Level 2: 20%; 8 Soul Level 3: 30%; 12 Soul Level 4: 40%; 16 Soul |
|||
| Poison or Sickness Defense | N/A | 15% chance of immunity to poison or sickness per level of mastery. |
Level 1: 15% Level 2: 30% Level 3: 45% Level 4: 60% |
|||
| Alchemical Immunity | N/A | 15% chance to be immune to the potion used against you. |
Level 1: 15% Level 2: 30% Level 3: 45% Level 4: 60% |
|||
| Protection | 10 Soul | 15% chance to convince 1d6 of the enemy targets to protect you and fight for you for 1d6 rounds. |
Level 1: 15%; 1d6; 10 Soul Level 2: 30%; 2d6; 20 Soul Level 3: 45%; 3d6; 30 Soul Level 4: 60%; 4d6; 40 Soul |
|||
| Coercion | 5 Soul | 15% chance to convince another enemy target that is in hearing and sight range and is able to hear to pay you for protection at an amount that is equal to the target's health. You do not have to provide this protection once it is paid for. |
Level 1: 15%; 5 Soul Level 2: 30%; 10 Soul Level 3: 45%; 15 Soul Level 4: 60%; 20 Soul |
|||
| Trade Hit | 5 Soul | 15% chance to convince another enemy target that is in hearing and sight range and is able to hear to take the attack dealt to your character in your place. |
Level 1: 15%; 5 Soul Level 2: 30%; 10 Soul Level 3: 45%; 15 Soul Level 4: 60%; 20 Soul |
|||
| Trade Death | 10 Soul | 15% chance to convince another enemy target that is in hearing and sight range and is able to hear to take the death blow in your place. |
Level 1: 15%; 10 Soul Level 2: 30%; 20 Soul Level 3: 45%; 30 Soul Level 4: 60%; 40 Soul |
|||
| Trade Status Effect or Benefit | 5 Soul | 15% chance to convince another enemy target that is in hearing and sight range and is able to hear to take the negative status effect meant for you in your place or to give you the positive status effect meant for it. |
Level 1: 15%; 5 Soul Level 2: 30%; 10 Soul Level 3: 45%; 15 Soul Level 4: 60%; 20 Soul |
|||
| Haggle | N/A | 1d10 as a percentage discount when buying items or services. 1d12 as a percentage increase in selling costs. |
Level 1: 1d10% buying; 1d12% selling Level 2: 2d10% buying; 2d12% selling Level 3: 3d10% buying; 3d12% selling Level 4: 4d10% buying; 4d12% selling |
|||
| Hired Goons | 10 Soul | 1d6 thugs will join the battle on your side, dealing 2d20 melee damage each for that instance. |
Level 1: 1d6; 10 Soul Level 2: 2d6; 20 Soul Level 3: 3d6; 30 Soul Level 4: 4d6; 40 Soul |
|||
| Binding of the Natural Spirits | 10 Soul | 20% chance to inflict 1d10 poison or remove poison by touch. |
Level 1: 20% chance, 1d10, 10 Soul Level 2: 40% chance, 2d10, 20 Soul Level 3: 60% chance, 3d10, 30 Soul Level 4: 80% chance, 4d10, 40 Soul |
|||
| Radiation Survival | N/A | 20% of Resistance to not be affected by radiation, increased by 10 per level of mastery |
Level 1: 20% Level 2: 30% Level 3: 40% Level 4: 50% |
|||
| Lullaby | 4 Soul | 30% chance to put targets in a 3x3 area around you to sleep, friend or foe. |
Level 1: 30%; 4 Soul Level 2: 40%; 8 Soul Level 3: 50%; 12 Soul Level 4: 60%; 16 Soul |
|||
| Tap Dance | 4 Endurance | 35% chance to inflict confusion on those in a 3x3 area around you, ally or enemy. |
Level 1: 35%; 4 Endurance Level 2: 45%; 8 Endurance Level 3: 55%; 12 Endurance Level 4: 65%; 16 Endurance |
|||
| Sickening Tones | 4 Soul | 40% chance to decrease targets in a 3x3 area around you move by half and potential damage by 10%. Allies or enemies. |
Level 1: 40%; 4 Soul Level 2: 50%; 8 Soul Level 3: 60%; 12 Soul Level 4: 70%; 16 Soul |
|||
| Benevolent Blade | 6 Soul | 5 penalty to target Will Check to attack everytime target is hit by you with this effect. This effects the target for the target's round to attack. |
Level 1: 2 penalty; 6 Soul Level 2: 4 penalty; 12 Soul Level 3: 6 penalty; 18 Soul Level 4: 8 penalty; 24 Soul |
|||
| Control Defense | N/A | 5% chance of immunity to possession or control per level of mastery. |
Level 1: 5% Level 2: 10% Level 3: 15% Level 4: 20% |
|||
| Mortal Shot | 10 Soul | 5% chance per level of shot killing target. |
Level 1: 5%; 10 Soul Level 2: 10%; 20 Soul Level 3: 15%; 30 Soul Level 4: 20%; 40 Soul |
|||
| Break Chance | 8 Endurance | 5% chance to break the attacker's weapon when you are parrying with your weapon. A penalty may be applied if the attacker's weapon is stronger than your weapon, just like a bonus may be applied if your weapon is stronger than the attacker's weapon. There will always at least be a chance with this skill. |
Level 1: 5%; 8 Endurance Level 2: 10%; 16 Endurance Level 3: 15%; 24 Endurance Level 4: 20%; 32 Endurance |
|||
| Quick Evasion | 6 Endurance | 5% chance to completely evade an attack, even if the attacker successfully rolled their Hit Chance to hit you. |
Level 1: 5%; 6 Endurance Level 2: 10%; 12 Endurance Level 3: 15%; 18 Endurance Level 4: 20%; 24 Endurance |
|||
| Relaxing Tones | 4 Soul | 80% chance to restore 1d10 Endurance to all in a 3x3 area around you. |
Level 1: 70%, 1d10; 4 Soul Level 2: 60%, 2d10; 8 Soul Level 3: 50%, 3d10; 12 Soul Level 4: 40%, 4d10; 16 Soul |
|||
| Demonic Protection | 10 Soul | A demon of Xodod protects you and allies from 4d20 damage and counters half damage. |
Level 1: 4d20; 10 Soul Level 2: 8d20; 20 Soul Level 3: 12d20; 30 Soul Level 4: 16d20; 40 Soul |
|||
| Uppercut | 6 Power | 1 space in front affecting 1 target | instant | Hard Athletics | A directed focused punch that comes up from underneath the target's jaw. Increases damage of the attack by 1 and knocks the target down. A critical hit causes stun for 1 round. | Eye Gouger |
| Eye Gouger | 4 Power | 1 space in front affecting 1 target | instant | Normal Hit Chance | A directed hit to one of the target's eyes with 2 fingers which deals 1d3 damage but also causes visual instability for 1d4 rounds. A critical hit will cause blindness for 1d4 rounds followed by visual instability for 1d4 rounds. | Focused Punch |
| Haymaker | 8 Power | 1 space in front affecting 1 target | instant | Impossible Athletics | A focused punch straight to the target's head. Increases damage of the attack by 1d4. Stuns the target for 1 round. A critical hit causes the target to also be dazed for the following 1d4 rounds. | Uppercut |
| Focused Kick | 2 Power | 1 space in front affecting 1 target | instant | Easy Focus | A forward kick dealing 1d6 + Focus + Offensive Power damage. | N/A |
| Focused Punch | 2 Power | 1 space in front affecting 1 target | instant | Easy Focus | A forward punch dealing 1d4 + Focus + Offensive Power damage. | N/A |
| Divine Protection | 10 Soul | A holy spirit protects self and all allies for a total of 1d% damage. |
Level 1: 1d%; 10 Soul Level 2: 2d%: 20 Soul Level 3: 3d%; 30 Soul Level 4: 4d%; 40 Soul |
|||
| Occult Aid | 4 Soul | self | 1 day | Hard Insight | A spirit guide will assist you by giving you a +1d4 to all of your checks. However at the end of the day you have to make an easy spiritual balance check. If you fail you will be possessed while you sleep and will not know what you did during the night. | Occult Guidance |
| Runic Mage Empowerment | N/A | Able to apply runic mage skill effects to potion or item effect values. | N/A | |||
| Blind Throw | 3 Soul | weapon range affecting 1 target | instant | Normal Insight | Able to attack target you cannot see with a thrown weapon. This can be used when the target is out of sight range, obscured due to weather or lack of lighting, hidden, or you have a status effect obscuring vision thus removing those penalties for this attack. | Aiming |
| Blind Throw | 3 Soul | weapon range affecting 1 target | instant | Normal Insight | Able to attack target you cannot see with a thrown weapon. This can be used when the target is out of sight range, obscured due to weather or lack of lighting, hidden, or you have a status effect obscuring vision thus removing those penalties for this attack. | Aiming |
| Blind Shot | 3 Soul | weapon range affecting 1 target | instant | Normal Insight | Able to attack target you cannot see with projectile. This can be used when the target is out of sight range, obscured due to weather or lack of lighting, hidden, or you have a status effect obscuring vision thus removing those penalties for this attack. | Aiming |
| Double Attack | 25 Endurance | Able to attack twice a round. | N/A: only one level | |||
| Runic Tech Combination | N/A | Able to combine similar runic technologies to make a new and improved technology. | N/A: only one level | |||
| Animal Talk | N/A | self | instant | Easy Nature | Able to communicate with animals and understand them. | N/A |
| Runic Tech Crafting | N/A | Able to craft runic technology from blueprints per level of mastery. |
Level 1: Level 1 crafting Level 2: Level 2 crafting Level 3: Level 3 crafting Level 4: Level 4 crafting |
|||
| Runic Tech Upgrade | N/A | Able to craft upgrades for existing runic technology based on level of mastery. |
Level 1: Level 1 upgrades Level 2: Level 2 upgrades Level 3: Level 3 upgrades Level 4: Level 4 upgrades |
|||
| Mech Suit Upgrade | N/A | Able to craft upgrades for mech suits based on level of mastery. |
Level 1: Level 1 upgrades Level 2: Level 2 upgrades Level 3: Level 3 upgrades Level 4: Level 4 upgrades |
|||
| Vehicle Upgrade | N/A | Able to craft upgrades for vehicle based on level of mastery. |
Level 1: Level 1 upgrades Level 2: Level 2 upgrades Level 3: Level 3 upgrades Level 4: Level 4 upgrades |
|||
| Runic Tech Creation | N/A | Able to create new kinds of runic technology. | N/A: only one level | |||
| Biometric Locks | N/A | Able to disable or set biometric locks, must be used with Lock Picking and Electronic Locks. |
Level 1: level 1 biometric locks Level 2: level 2 biometric locks Level 3: level 3 biometric locks Level 4: level 4 biometric locks |
|||
| Double Support | 5 Endurance | Able to do 2 supportive actions instead of 1. | N/A | |||
| Advanced Vehicle Operation | N/A | Able to drive and operate advanced vehicles. | N/A: only one level | |||
| Airship Operation | N/A | Able to drive and operate airships. | N/A: only one level | |||
| Vehicle Operation | N/A | Able to drive and operate simple vehicles. | N/A: only one level | |||
| Tone & Rhythm | N/A | Able to hold a beat and sing or play instruments. | N/A: only one level | |||
| Tone & Rhythm | N/A | Able to hold a beat and sing or play instruments. | N/A: only one level | |||
| Double Movement | 10 Endurance | Able to move twice a round. | N/A: only one level | |||
| Money Laundering | N/A | Able to reprocess stolen money as legal money. | N/A | |||
| Resuscitation | 20 Soul | Able to restore target to consciousness using First Aid as long as Vitality remains above -10. | N/A: only one level | |||
| Ninja Run | 4 Soul | self | instant | Hard Focus | Able to run up a wall or across a body of water for that movement instance. | Inner Chi |
| Electronic Locks | N/A | Able to set electronic locks. Use with lock picking to crack electronic locks. |
Level 1: level 1 electronic locks Level 2: level 2 electronic locks Level 3: level 3 electronic locks Level 4: level 4 electronic locks |
|||
| Familiar Sync | 10 Soul | Able to sync with your natural familiar and have certain benefits depending upon level of mastery. |
Level 1: Familiar's Sight; 10 Soul Level 2: Become one with familiar; 20 Soul Level 3: Switch places on map with familiar; 30 Soul Level 4: Transform into familiar for 1 hour; 40 Soul |
|||
| Treat Burns | 12 Soul | Able to treat up to 4 levels of burns without meds |
Level 1: 1d4; 12 Soul Level 2: 1d6; 24 Soul Level 3: 1d8; 36 Soul Level 4: 1d10; 48 Soul |
|||
| Treat Psychosis | 15 Soul | Able to treat up to 4 levels of mental issues without meds. |
Level 1: 1d10; 15 Soul Level 2: 2d10; 30 Soul Level 3: 3d10; 45 Soul Level 4: 4d10; 60 Soul |
|||
| Treat Poison | 8 Soul | Able to treat up to 4 levels of poison without meds. |
Level 1: 1d4 Poisons; 8 Soul Level 2: 1d6 Poisons; 16 Soul Level 3: 1d8 Poisons; 24 Soul Level 4: 1d10 Poisons; 32 Soul |
|||
| Treat Radiation | 15 Soul | Able to treat up to 4 levels of radiation poisoning without meds. |
Level 1: 1d10; 15 Soul Level 2: 2d10; 30 Soul Level 3: 3d10; 45 Soul Level 4: 4d10; 60 Soul |
|||
| Use Medicine As Defense | N/A | Able to use a medicine in defensive stance. | N/A: only one level | |||
| Use Potion as Spell | N/A | Able to use a potion as a magic action. | N/A | |||
| Use Potion as Defense | N/A | Able to use a potion in defensive stance. | N/A: only one level | |||
| Mech Suit Operation | N/A | Able to use mech suits | N/A: only one level | |||
| Airship Repair | N/A | Able to use repair skill to repair airships. | N/A: only one level | |||
| Advanced Vehicle Repair | N/A | Able to use repair skills on Advanced vehicles. | N/A: only one level | |||
| Mech Suit Repair | N/A | Able to use repair skills on mech suits | N/A: only one level | |||
| Vehicle Repair | N/A | Able to use repair skills on simple vehicles. | N/A: only one level | |||
| Occult Guidance | 3 Soul | self | instant | Normal Insight | Able to use tarot cards to gain answers and predictions. You will use the card whether you fail the skill or succeed, however only a success will grant accurate answers. Still, you must be careful because even when accurate you never know what kind of entity is answering you. | Divination |
| Treat Visual Instability | 5 Soul | Able treat up to 3 levels of visual impairment without meds. |
Level 1: Visual Instability; 5 Soul Level 2: Visual Distortion; 10 Soul Level 3: Blindness; 15 Soul |
|||
| Magic Absorb | 5 Soul | Absorb 5% of the magical damage that gets through your armor. That will reduce the damage that gets through by 5%. That 5% is applied to your next spell cast or any attack that uses Runic Energy, whether it successfully hits or not, thus not only reducing your damage taking but also increasing the damage you deal, or healing power. |
Level 1: 5%; 5 Soul Level 2: 10%; 10 Soul Level 3: 15%; 15 Soul Level 4: 20%; 20 Soul |
|||
| Damage Absorb | 5 Endurance | Absorb 5% of the physical damage that gets through your armor. That will reduce the damage that gets through by 5%. That 5% is applied to your next melee strike, whether it successfully hits or not, thus not only reducing your damage taking but also increasing the damage you deal. |
Level 1: 5%; 5 Endurance Level 2: 10%; 10 Endurance Level 3: 15%; 15 Endurance Level 4: 20%; 20 Endurance |
|||
| Aura Weapon | 2 Soul | Absorbs 20% of damage dealt to restore Vitality. |
Level 1: 20%; 2 Soul Level 2: 40%; 4 Soul Level 3: 60%; 6 Soul Level 4: 80%; 8 Soul |
|||
| Aura Vacuum | 2 Soul | Absorbs 20% of damage dealt to restore Vitality. |
Level 1: 20%; 2 Soul Level 2: 40%; 4 Soul Level 3: 60%; 8 Soul Level 4: 80%; 10 Soul |
|||
| Death's Opera | 5 Soul | Add 5% chance of instant death to all targets affected by Sickening Tones. |
Level 1: 5%; 5 Soul Level 2: 10%; 10 Soul Level 3: 15%; 15 Soul Level 4: 20%; 20 Soul |
|||
| Spector's Waltz | 5 Soul | Add 5% chance of instant death to all targets affected by Tap Dance. |
Level 1: 5%; 5 Soul Level 2: 10%; 10 Soul Level 3: 15%; 15 Soul Level 4: 20%; 20 Soul |
|||
| Inner Chi | 5 Soul | Add Runic Energy to Attack. Adds runic energy once per level of mastery. |
Level 1: Runic Energy + Attack; 5 Soul Level 2: Runic Energy x 2 + Attack; 10 Soul Level 3: Runic Energy x 3 + Attack; 15 Soul Level 4: Runic Energy x 4 + Attack; 20 Soul |
|||
| Aria of Blood | 4 Soul | Add to Sickening Tones and Damaging Shrill. Add Runic Energy to damage. Returns 10% to self and allies to heal Vitality. |
Level 1: 10%; 4 Soul Level 2: 20%; 8 Soul Level 3: 30%; 12 Soul Level 4: 40%; 16 Soul |
|||
| False Love | 8 Soul | Adds 10% chance per affected target that they will kill themselves should you fall in battle. |
Level 1: 10%; 8 Soul Level 2: 20%; 16 Soul Level 3: 30%; 24 Soul Level 4: 40%; 32 Soul |
|||
| Healing Tones | 4 Soul | adds 1d10 Vitality restore to Relaxing Tones. |
Level 1: 1d10; 4 Soul Level 2: 2d10; 8 Soul Level 3: 3d10; 12 Soul Level 4: 4d10; 16 Soul |
|||
| Restoring Tones | 4 Soul | Adds 1d8 Soul restore to Relaxing Tones. |
Level 1: 1d8; 4 Soul Level 2: 2d8; 8 Soul Level 3: 3d8; 12 Soul Level 4: 4d8; 16 Soul |
|||
| Purifying Tones | 5 Soul | Adds poison, nausea, and sickness removal to Relaxing Tones. | N/A: only one level | |||
| Soul Moves | 4 Soul | Adds Runic Energy as Vitality damage to affected targets of Tap Dance. | N/A: only one level | |||
| Aura of Lust | N/A | Adds seduction effect to singing or dancing, affecting a 3x3 area around you. | N/A: only one level | |||
| Weapon Dance | 5 Endurance | Adds weapon attack to Tap Dance, hitting those around you. Do full weapon damage to all targets, ally or enemy, including melee power. This skill can only be used with melee weapons or punching or kicking. | N/A: only one level | |||
| Sly Persuasion | N/A | self | instant | Easy Deception | Adds your Deception score to Persuade to make it easier to persuade the target. | N/A |
| Sly Deception | N/A | self | instant | Normal Deception | Adds your deception score to your deception score making it easier to deceive your target. | Sly Persuasion |
| Sly Intimidation | N/A | self | instant | Hard Deception | Adds your Deception score to your Intimidate score, making it easier to intimidate your target. | Sly Deception |
| Runic Item Empowerment | N/A | All items you use or create are increased by your mental as a percentage. | N/A | |||
| Elemental Creations | N/A | All items you use or create are increased by your Runic Energy. | N/A | |||
| Runic Potion Empowerment | N/A | All potions you use or create are increased by your runic energy as a percentage. | N/A | |||
| Elemental Potions | N/A | All potions you use or create are increased by your runic energy. | N/A | |||
| Frustrate | 4 Soul | any enemy targets within a 3x3 space area | 1d4 rounds | Hard Intimidate | All targets in the affected area must make a hard mental balance check. If they fail they will be berserk for 1d4 rounds, and you can be their only target for the next round. | Anger |
| Stat Targeting | N/A | Allows for 10% of your attack to go against the target's Soul or Endurance per level of mastery. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
|||
| Critical Shot | N/A | Allows for a Luck Chance +5 per level of mastery to add ammo attack value twice. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
|||
| Runic Block | 5 Soul | Allows for block value using shields to be used to block magic. | N/A: only one level | |||
| Critical Chance | 10 Endurance | Allows for critical hits with a crossbow and long guns. Without this skill, crossbows or long guns wouldn't have the ability to make critical hits. The critical hit damage of a crossbow or long gun will be double ammo damage. | N/A: only one level | |||
| Witch Runes | 4 Soul | Allows for doing different things with special runes. Witch Runes are special runes written with ylem ink and an alchemical ingredient or two. The ink can be mixed with up to 3 ingredients. The runes written hold a spell that is 1/2 as powerful as being cast, however once read the spell will take effect - no matter how many times it has been read or how long ago it was written. If the runes are still readable, the spell effect and half power will take place. The effect will be empowered by the ingredients containing the ingredients effects as well in the spell. These spells will not require a casting speed, just a reading speed which can be determined by the GM based on the complexities of the spell and what is going on. Furthermore this spell will not cost any stat points. |
Level 1: Read Witch Runes; 4 Soul Level 2: Write Witch Runes; 8 Soul Level 3: Empower Witch Runes; 12 Soul |
|||
| Magical Components | 5 Soul | Allows for improving the effects of ingredients for sorcery by 10% of Runic Energy. |
Level 1: 10%; 5 Soul Level 2: 20%; 10 Soul Level 3: 30%; 15 Soul Level 4: 40%; 20 Soul |
|||
| Dual Guns Proficiency | N/A | Allows for using skills with hand gun in second hand. This can only be used with hand guns. Basically, this allows you to have a hand gun in each hand. Normally you would only be able to use the gun skills with the hand gun in your prominent hand, however with this skill you can also use those skills with the gun in your off hand. | N/A: only one level | |||
| Magic Ink | 8 Soul | Allows for writing spell scrolls. The spells written on these scrolls can be used as if they were from rune stones, however they will be 75% as effective. You must have mastered the spell from a rune stone before you can write it into a scroll. | N/A: only one level | |||
| Shadow Walk | 2 Soul | movement rate | instant | Normal Focus | Allows the user to disappear into and navigate the area through the shadows at normal movement rates, and reappear from the shadows when their movement is complete. | N/A |
| Blend | 10 Soul | Allows the wood elf to blend in with natural environments, giving targets a -15 penalty to their perception to find you. |
Level 1: -15; 10 Soul Level 2: -30; 20 Soul Level 3: -45; 30 Soul Level 4: -60; 40 Soul |
|||
| Sorcery | N/A | Allows use of alchemical ingredients for spell crafting. Refer to the rules for Sorcery. | N/A: only one level | |||
| Potion Craft | N/A | Allows use of alchemical potions for spell crafting, giving the spells the effects from the potions. | N/A | |||
| Thief Shot | N/A | Allows using Thief and Assassin skills with Hunter skills. | N/A | |||
| Purify Object | 5 Soul | Allows you to break curses on objects, not people. Level of curse that you can break depends on level of mastery of this skill. It is up to the GM to determine how powerful of a curse it is in a level 1 to level 4 system, which should be decided upon when using Identify Curse. Please understand, for some epic cursed objects, this skill will not work. |
Level 1: lift Level 1 Curse; 5 Soul Level 2: lift Level 2 Curse; 10 Soul Level 3: lift Level 3 Curse; 15 Soul Level 4: lift Level 4 Curse; 20 Soul |
|||
| Revoke Curse | 5 Soul | Allows you to break curses on people, not objects. Level of curse that you can break depends on level of mastery of this skill. It is up to the GM to determine how powerful of a curse it is in a level 1 to level 4 system, which should be decided upon when using Identify Curse. |
Level 1: lift Level 1 Curse; 5 Soul Level 2: lift Level 2 Curse; 10 Soul Level 3: lift Level 3 Curse; 15 Soul Level 4: lift Level 4 Curse; 20 Soul |
|||
| Advanced Crafting | N/A | self | 10 hours | Hard Insight | Allows you to craft advanced items. | Better Crafting |
| Advanced Runic Crafting | 10 Soul | self | 16 hours | Impossible Arcana | Allows you to craft advanced runic items. | Better Runic Crafting |
| Basic Runic Crafting | 4 Soul | self | 3 hours | Normal Arcana -2 | Allows you to craft basic runic items. | Arcane Materials and Novice Crafting |
| Better Crafting | N/A | self | 6 hours | Normal Insight -2 | Allows you to craft better items. | Novice Crafting |
| Better Runic Crafting | 8 Soul | self | 12 hours | Hard Arcana -2 | Allows you to craft better runic items. | Novice Runic Crafting and Advanced Crafting |
| Novice Crafting | N/A | self | 3 hours | Normal Insight | Allows you to craft novice items. | Basic Crafting |
| Novice Runic Crafting | 6 Soul | self | 8 hours | Hard Arcana | Allows you to craft novice runic items | Basic Runic Crafting and Better Crafting |
| Create Advanced Potions | N/A | self | instant | Hard Insight | Allows you to create advanced potions. | Create Better Potions |
| Elemental Awakening | 10 Soul | self | 1 day | depends on level |
Allows you to create and awaken an elemental representative of your element. Hard Arcana: Runic Elemental Impossible Arcana: Runic Construct Impossible Arcana -3: Runic Avatar |
Soul Empowerment |
| Create Basic Arcane Potions | 4 Soul | self | instant | Normal Arcana | Allows you to create basic arcane potions | Create Basic Potions |
| Basic Crafting | N/A | self | 1 hour | Easy Insight | Allows you to create basic items. | N/A |
| Create Basic Potions | N/A | self | instant | Easy Insight | Allows you to create basic potions. | N/A |
| Create Better Arcane Potions | 8 Soul | self | instant | Hard Arcana | Allows you to create better arcane potions. | Create Novice Arcane Potions and Create Better Potions |
| Create Better Potions | N/A | self | instant | Normal Insight -2 | Allows you to create better potions | Create Novice Potions |
| Create Novice Arcane Potions | 6 Soul | self | instant | Normal Arcana -2 | Allows you to create novice arcane potions. | Create Basic Arcane Potions and Create Novice Potions |
| Create Novice Potions | N/A | self | instant | Normal Insight | Allows you to create novice potions. | Create Basic Potions |
| Elemental Imbuing | 4 Soul | 1 item in hand | instant | Normal Arcana -2 | Allows you to give material the element of a spell stored in a rune stone at the cost of that rune stone. | Arcane Materials |
| Elemental Imbuing | 20 Soul | Allows you to give material the element of spell stored in rune stone at the cost of the rune stone. | N/A | |||
| Identify Curse | 10 Soul | Allows you to identify any curse and its properties by sight. | N/A | |||
| Enchantment | N/A | Allows you to imbue elemental materials with spell effect, charges dependent upon level of mastery. |
Level 1: 25 charges Level 2: 50 charges Level 3: 75 charges Level 4: 100 charges |
|||
| Enchantment | Soul Spent | 1 item in hand | instant | Hard Arcana | Allows you to imbue materials that have already received elemental imbuing with a spell effect. Charges are double to the Soul spent. If you spend 10 Soul it has 20 charges. You can use this skill on an enchanted item to increase or replenish its charges. | Elemental Imbuing |
| Animal Magicks | N/A | Allows you to learn and master skills and spells that your bonded creature would have. | N/A | |||
| Hide In Plain Sight | 2 Soul | self | instant | Normal Stealth -2 | Allows you to make yourself seem small and hide out in the open. By becoming still, no one seems to notice you unless they stumble upon you or make a Normal Perceive check on you. If you move or make a sound you are no longer hiding. | Hide |
| Battle Waltz | 10 Endurance | Allows you to move with your dance, affecting a 3x3 area along your movement path. | N/A: only one level | |||
| Stealth Opportunity | 2 Soul | self | instant | Normal Stealth | Allows you to move without causing an attack of opportunity. Also allows you to take an attack of opportunity when the target is not aware, increasing their evade chance difficulty up one level. In other words if it is a normal evade chance it becomes a hard evade chance. | Silent Hit and Hide |
| Quick Cast | 8 Soul | Allows you to quickly cast an additional instant or 1 round cast spell with no runic energy added. |
Level 1: 1 extra cast; 8 Soul Level 2: 2 extra casts; 16 Soul Level 3: 3 extra casts; 24 Soul Level 4: 4 extra casts; 32 Soul |
|||
| Use Others as Shield | N/A | self and any nearby target | instant | Normal React | Allows you to quickly move behind anyone else, friend or foe, making them take the hit instead. | N/A |
| Magic Sense | N/A | self | instant | Easy Arcana | Allows you to sense magic and its element. You can sense the magic in a room or 100x100 square foot area. | N/A |
| Magic Sense | N/A | a room or 100x100 square foot area | instant | Easy Arcana | Allows you to sense magic and its element. You can sense the magic in a room or 100x100 square foot area. | N/A |
| Roll Evasion | 20 Endurance | Allows you to slide and/or roll to behind the attacker when the attack is dodged. | N/A | |||
| Side Step | 10 Endurance | Allows you to step to left or right at half battle movement rate for each dodged attack. | N/A | |||
| Vitality Empowerment | 2 Soul | self | 1d6 rounds | Normal Defense | Allows you to temporarily increase your Vitality by your secondary Gen Dice. | N/A |
| Magic Break | N/A | Allows you to throw up to 25% of Soul per level to break a spell lock or trap. |
Level 1: 25% Level 2: 50% Level 3: 75% Level 4: 100% |
|||
| Creature Transformation | 20 Soul | Allows you to transform into your bonded creature for 1d6 rounds (battle) or 1 hour (out of battle). | N/A | |||
| Use Potion as Defense | N/A | self | instant | Easy React | Allows you to use potion as a defense action. | N/A |
| Spell Necessity | N/A | Allows you to use Vitality to fuel spell if you do not have enough Soul. Basically, without this skill, if you used a spell that cost 10 Soul and you only had 5, the other 5 would come from your Awareness. With this skill that other 5 would come from your Vitality. | N/A: only one level | |||
| Invoked Spirit | N/A | Allows you to use your moral points as a bonus against targets of an opposite alignment. This can be an opposite if either of your alignments. For example, If you are lawful good, you could use this against a target who is chaotic good since chaotic is the opposite of lawful. If both alignments are opposite of yours, such as you being lawful good and the target being chaotic evil, then you will apply this skill's effect twice. The moral points you add is a combination of all moral points, and it does not decrease your moral points. | N/A | |||
| Magical Counter | 10 Soul | Allows your counter attack action to be a spell cast. | N/A: only one level | |||
| Damaging Shrill | 3 Soul | Also cause Runic Energy + 1d8 damage with Sickening Tones. |
Level 1: 1d8; 3 Soul Level 2: 2d8; 6 Soul Level 3: 3d8; 9 Soul Level 4: 4d8; 12 Soul |
|||
| Critical Chi | N/A | Any Critical Hit with an attack that uses Chi also adds double Runic Energy. | N/A: only one level | |||
| Cursed Ground Tango | 25 Endurance | Anyone in a 3x3 space area around you will suffer your Runic Energy worth of Vitality damage with each space they move for 1d6 rounds. | N/A: only one level | |||
| Spore Release | 1 Soul | a 1x1 space area around the namaran | instant | Normal Critical | Anytime a namaran is hit with a physical hit, the namaran can make release a cloud of toxic spores. The cloud covers the adjacent spaces next to the namaran and inflict the targets in the area with Sickness and Visual Instability. | N/A |
| Chain Natural Healing | N/A | Applies Natural Healing to allies that are 1 space away. Chain healing to allies 1 space away from affected ally per level. Basically at level 1 any ally that is next to you will get natural healing as well, at level 2 any ally that is next to the affected ally will also get natural healing, and so forth. |
Level 1: ally 1 space from you Level 2: ally 1 space from affected ally of level 1 Level 3: ally 1 space from affected ally of level 2 Level 4: ally 1 space from affected ally of level 3 |
|||
| Runic Effect Blast | 25 Soul | Applies the effects of whatever is stored in the 2nd rune stone automatically to the attack, crit or not. | N/A | |||
| Pharmaceutical Application | N/A | Apply compound to weapon giving weapon its effects. | N/A: only one level | |||
| Alchemical Application | N/A | Apply potion to weapon giving weapon its effects. | N/A: only one level | |||
| Runic Carvings | N/A | Apply Rune Tattoo to elemental construct. | N/A | |||
| Rage Attack | 6 Power | 1 target in weapon range | instant | Normal Critical -2 | Attack 1d4 + 1 times causing full weapon damage with melee power damage each hit. No critical hits can be dealt with this skill. Must make a normal mental balance check afterwards to see if inflicted with rage. | Advanced Swordplay |
| Elemental Wave | 4 Soul | Attack sends out wave of runic energy that is 1 space on both sides dealing double runic energy damage. |
Level 1: 1 space on both sides; 4 Soul Level 2: 2 spaces on both sides; 8 Soul Level 3: 3 spaces on both sides; 12 Soul Level 4: 4 spaces on both sides; 16 Soul |
|||
| Stunning Hit | 6 Soul | weapon range affecting 1 target | instant | Hard Critical | Attack stuns target for 1 round. | Sleeper Hit |
| Divine Knight | N/A | Attacks against those with more dark morality points than light morality points is increased by 15% automatically. |
Level 1: 15% Level 2: 30% Level 3: 45% Level 4: 60% |
|||
| Fallen Knight | N/A | Attacks against those with more light morality points than dark morality points is increased by 15% automatically. |
Level 1: 15% Level 2: 30% Level 3: 45% Level 4: 60% |
|||
| Disregard Tax | N/A | Automatically reduces the costs of all items by 20%. | N/A: only one level | |||
| Wrist Snap | 2 Power | weapon range affecting 1 target | instant | Easy Acrobatics | Basic whip attack skill that adds an additional 1d4 to the attack. | Must equip whip |
| 2-Hit Combo | 4 Power | weapon's range affecting 1-2 targets | instant | Normal React Check | Before 2 basic attacks at the same time affecting 1 to 2 targets that are within your melee weapon range. | Basic Attack |
| Avian Kinship | N/A | Birds in the area will treat you as friend and not attack you. Luck chance for aid from area birds. | N/A: only one level | |||
| Block or Parry | 1 Power | self | instant | Easy Defense | Block or parry an attack with your weapon or shield, subtracting the weapon's damage value by your block or parry value. If your block or parry value is greater, you take no damage. | N/A |
| Creature Bonding | 10 Soul | Bond tamed creature to make creature a permanent companion. Limit of 2. | N/A: only one level | |||
| Puck Shot | 6 Soul | weapon's range affecting 1-2 targets | instant | Normal Hit Chance, -2 for second target | 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. | Blind Shot |
| Ricochet Projectile | 8 Soul | weapon's range affecting many targets | instant | Hard Hit Chance, penalties add per target | 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. | Puck Shot |
| Dual Fist / Throw Proficiency | N/A | By default you do not add Melee Power or Throw Power to your second hand when you are using both hands to punch or throw. This skill allows you to add some melee power or throw to your second hand when punching or throwing, thusly allowing you to punch and throw effectively with both hands. |
Level 1: Add 1/2 Melee or Throw Power to 2nd Hand Level 2: Add full Melee or Throw Power to 2nd Hand |
|||
| Dual Wielding Proficiency | N/A | By default you do not add Melee Power to your second hand when you are dual wielding. This skill allows you to add some melee power to the weapon in your second hand, making it more powerful. |
Level 1: Add 1/2 Melee Power to 2nd Hand Level 2: Add full Melee Power to 2nd Hand |
|||
| Casting Strike | 5 Soul | Can cast a spell with casting speed of 1 or less per level with your attack. Spell stat cost is still spent and must be rolled for, however this adds the spell to your attack effectively allowing you to cast a spell with your attack action and still able to cast a spell during your magic action. |
Level 1: Runic Casting Speed 1 or less; 5 Soul Level 2: Runic Casting Speed 2 or less; 10 Soul Level 3: Runic Casting Speed 3 or less; 15 Soul Level 4: Runic Casting Speed 4 or less; 20 Soul |
|||
| Navigation | N/A | self | instant | Easy Perceive | Can find where you are and nearest town based on what you see. | N/A |
| Breath Holding | 5 Endurance | Can hold breath for 1d4 +1 minutes, the 1d4 increases with level of mastery. Basically, with this skill you could hold your breath from 2 minutes to 5 minutes, at the first level of mastery. |
Level 1: 1d4; 5 Endurance Level 2: 2d4; 10 Endurance Level 3: 3d4; 15 Endurance Level 4: 4d4; 20 Endurance |
|||
| Fast Use | N/A | Can use +1 medicine per level of mastery as a support move. |
Level 1: +1 medicine Level 2: +2 medicine Level 3: +3 medicine Level 4: +4 medicine |
|||
| Fast Potion | N/A | Can use +1 potion per level of mastery as a support move. |
Level 1: +1 potions Level 2: +2 potions Level 3: +3 potions Level 4: +4 potions |
|||
| Joint Attack | N/A | weapon or movement range | instant | Normal React +1 | Canids are hyper loyal to their pack of friends and adventurers, to the point that they desire to assist them. Should the target an ally is attacking be within weapon range, this skill gives the canid a chance to attack the target at the same time as his or her ally does. Should the react check be successful, this skill gives the canid one physical attack. The canid can use one attack skill and can use melee, throw, or ranged attacks. Offensive and Bow Power does apply as does a crit chance. | N/A |
| Casting Strike | 4 Soul | 1 ally | 1d6 rounds | Normal Arcana | Cast an offensive spell on the weapon of your ally. Whenever your ally makes a critical hit with that weapon, the spell will cast. | Spell Slinger |
| Cat Leap | 2 Power | self | instant | Normal Acrobatics | Cathars, like their feline cousins, are able to leap to greater heights and across greater distances. Normally to jump up is half your movement range and to leap across is half your movement range. With this skill, you can jump up or across double your movement range. | N/A |
| Splitting Magic | 4 Soul | Causes a single target spell to split to an additional nearby target spell (within 5 spaces) per level of mastery. |
Level 1: +1 target; 4 Soul Level 2: +2 target; 8 Soul Level 3: +3 target; 12 Soul Level 4: +4 target; 16 Soul |
|||
| Inciteful Energy | 30 Soul | Causes all within a 3x3 space area around you to be berserked, the area lasts for 1d4 rounds. | N/A | |||
| Magic Grace | N/A | Causes spells that affect everyone in an area to not harm allies or benefit enemies. | N/A: only one level | |||
| Piercing Spell | 4 Soul | Causes spells to pierce 5% per level beyond spirit and affect Vitality. |
Level 1: 5%; 4 Soul Level 2: 10%; 8 Soul Level 3: 15%; 12 Soul Level 4: 20%; 16 Soul |
|||
| Seduced Haggle | 5 Soul | Causes the skill Haggle to always be successful against seduced targets. | N/A: only one level | |||
| Dance Training | N/A | Causes your dancing skills to cost 25% less Endurance to use. | N/A: only one level | |||
| Voice Training | N/A | Causes your singing skills to cost 25% less Soul to use. | N/A: only one level | |||
| Natural Familiar | 30 Soul | Change 1 bonded creature into a spiritually linked creature that you can control. You can only have 1 natural familiar. | N/A: only one level | |||
| Spell Bomb | 10 Soul | Changes a single target spell into a spell that affects all surrounding spaces around the target. | N/A: only one level | |||
| Splitting Magic | 4 Soul | self | instant | Hard Arcana | Changes the single target spell causing it to split to affect 2 targets next to each other. Spell damage is halved among them. | Piercing Spell |
| Demonic Transformation | 40 Soul | Changes you into a terrigying demon allowing double use of all dark knight skills and double attacks for 1d6 rounds. | N/A | |||
| Seduction | 1 Soul | 1 target within 6 spaces | 1d6 rounds | Normal Charm | Charm chance to seduce target to fight for you and defend you. | N/A |
| Spirit Barrier | 10 Soul | Coats allies with spirit energy giving +5 Spirit for 1d4 rounds. This skill only works on allies, not yourself. It works on all allies. If you are a follower of Zodo, increase spirit by 1d6. |
Level 1: +5; 10 Soul Level 2: +10; 20 Soul Level 3: +15; 30 Soul Level 4: +20; 40 Soul |
|||
| Compound Magic | 25 Soul | Combine 2 spells, using only the casting speed of the slowest spell (the spell with the highest casting speed). | N/A | |||
| Create Magical Totem | 10 Soul | Create a magical totem. This ability allows you to transform something you already possess into a magical totem. The totem decreases the casting costs of any spell you are casting by 1 and the stat cost by 10%. However, the totem has only as much Soul that you put into it. The totem will lose the spell's Soul cost in Soul each time you cast a spell while holding the totem, and once the Soul cost is depleted, the totem becomes a normal object again, no longer providing its effect. To create a totem, simply hold the object you wish to enchant and spend your Soul into it, 10 Soul at a time, until you are satisfied. Every 10 Soul spent takes 1 minute of game time. This ability can't be used in combat. This is best used when using spells you've already mastered from your rune stones. | N/A: only one level | |||
| Sleeper Strike | 15 Soul | Critical Hit inflicts Sleep on target. | N/A | |||
| Casting Out Strike | N/A | Critical Hit instantly frees target of possession. | N/A | |||
| Sleeper Hit (thief) | 4 Soul | weapon range affecting 1 target | instant | Normal Critical | Critical hit puts target to sleep until awakened. | Silent Hit |
| Inflict Wounds - Long Guns | N/A | Critical hit with long gun inflicts 1d12 bleeding wound damage, non stacking. |
Level 1: 1d12 Level 2: 2d12 Level 3: 3d12 Level 4: 4d12 |
|||
| Inflict Wounds - Revolvers | N/A | Critical Hits inflicts 1d6 bleeding wound damage, non stacking. |
Level 1: 1d6 Level 2: 2d6 Level 3: 3d6 Level 4: 4d6 |
|||
| Shadow Hide | N/A | Dark Elves are at home in the shadows and can hide in them easily. When using Hide, if the place is low lit or they are in a shadowy area, other targets are unable to perceive them. | N/A: only one level | |||
| Dagger Berserk | 10 Endurance | Dark Elves are masters of the dagger, and can use daggers better than most other races. As long as the dark elf wields a dagger, he or she can use this ability. With this skill you need to make a Speed Check with a 5 point bonus. If successful, you get 1d4 extra attacks with your dagger, no melee power added however. |
Level 1: +5, 1d4, 10 Endurance Level 2: +10, 2d4, 20 Endurance Level 3: +15, 3d4, 30 Endurance Level 4: +20, 4d4, 40 Endurance |
|||
| Shadow Warrior | N/A | Darkness is an ally to the dark elf. Whenever they are fighting in dark environments or at night, they receive a +5 to Melee Power, Throw Power, and Bow Power. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
|||
| Staggering Shot | 5 Power | weapon range affecting 1 target | instant | Normal Critical -2 | Dazes the target for 1d4 rounds. | Bow Drawing |
| Rage Attack (monk) | 8 Power | 1 space in front affecting 1 target | instant | Impossible Critical | Deal 1d6 focused punches on the one target. No critical attacks allowed. | Powered Blow |
| Trick Hit | N/A | Deceive your target to hit decreasing target's evade by 5. |
Level 1: -5 Level 2: -10 Level 3: -15 Level 4: -20 |
|||
| Rationing | N/A | Decrease skill or spell stat costs by 15% per level of mastery. |
Level 1: 15% Level 2: 30% Level 3: 45% Level 4: 60% |
|||
| Trained Endurance | N/A | Decrease Soul or Endurance cost of skill (not spell) by 10% per level of mastery. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
|||
| Basic Bashing Proficiency | N/A | self | 1d6 rounds | Normal Critical | Decrease target's evade by 1 and increase bashing damage by 1. | Must equip a bashing weapon. |
| Basic Bludgeoning Proficiency | N/A | self | 1d6 rounds | Normal Critical | Decrease target's evade by 1 and increase bludgeoning damage by 1. | Must have a bludgeoning weapon equipped. |
| Novice Bashing Proficiency | N/A | self | 1d6 rounds | Normal Critical -2 | Decreases target's evade by 1 and increases bashing damage by 1d6. Dazes target for 1d4 rounds. | Basic Bashing Proficiency |
| Novice Bludgeoning Proficiency | N/A | self | 1d6 rounds | Normal Critical -2 | Decreases target's evade by 1 and increases bludgeoning damage by 1d4. Dazes target for 1d4 rounds. Critical knocks target to the ground. 10% chance to knock air out of target rendering target stunned for 1 round. | Basic Bludgeoning Proficiency |
| Basic Chopping Proficiency | N/A | self | 1d6 rounds | Normal Critical | Decreases target's evade by 1 and increases chopping damage by 1. | Must equip axe or chopping weapon. |
| Novice Chopping Proficiency | N/A | self | 1d6 rounds | Normal Critical -2 | Decreases target's evade by 1 and increases chopping damage by 1d4. 1d4 bleeding out damage per round until healed. | Basic Chopping Proficiency |
| Basic Piercing Proficiency | N/A | self | 1d6 rounds | Normal Critical | Decreases target's evade by 1 and increases piercing damage by 1. | Must have a piercing weapon equipped. |
| Novice Piercing Proficiency | N/A | self | 1d6 rounds | Normal Critical -2 | Decreases target's evade by 1 and increases piercing damage by 1d4. Minimum damage of attack to affect Vitality will be 1d4 damage instead of 1 damage. If unarmored, 1 bleeding out damage per round until healed. | Basic Piercing Proficiency |
| Basic Slashing Proficiency | N/A | self | 1d6 rounds | Normal Critical | Decreases target's evade by 1 and increases slashing damage by 1. | Must equip a slashing weapon. |
| Novice Slashing Proficiency | N/A | self | 1d6 rounds | Normal Critical -2 | Decreases target's evade by 1 and increases slashing damage by 1d4. Causes 1 wound damage per round until healed. | Basic Slashing Proficiency |
| Master Bashing Proficiency | N/A | self | 1d6 rounds | Impossible Critical | Decreases target's evade by 2 and bashing damage by 1d10. Dazes target for 1d4 rounds following stun. Stuns target for 1d3 rounds. 20% chance to break bone of location hit. | Advanced Bashing Proficiency |
| Master Bludgeoning Proficiency | N/A | self | 1d6 rounds | Impossible Critical | Decreases target's evade by 2 and bludgeoning damage by 1d8. Dazes target for 1d4 rounds after stun. Knocks target to the ground. Stuns target for 1d3 rounds. 1d6 wound damage per round until cured. | Advanced Bludgeoning Proficiency |
| Master Chopping Proficiency | N/A | self | 1d6 rounds | Impossible Critical | Decreases target's evade by 2 and chopping damage by 1d8. 1d8 bleeding out damage per round until healed. 10% chance of amputation if striking a limb. | Advanced Chopping Proficiency |
| Master Piercing Proficiency | N/A | self | 1d6 rounds | Impossible Critical | Decreases target's evade by 2 and piercing damage by 1d8. Minimum damage of attack to affect Vitality will be 1d8 damage instead of 1 damage. 1d6 bleeding out damage per round until healed. | Advanced Piercing Proficiency |
| Master Slashing Proficiency | N/A | self | 1d6 rounds | Impossible Critical | Decreases target's evade by 2 and slashing damage by 1d8. Causes 1d6 wound damage per round until healed. If unarmored causes 1d4 bleeding out damage until healed. | Advanced Slashing Proficiency |
| Steady Hand | 5 Endurance | Decreases target's evade by 5 when using revolvers. |
Level 1: -5; 5 Endurance Level 2: -10; 10 Endurance Level 3: -15; 15 Endurance Level 4: -20; 20 Endurance |
|||
| Lucky Shot | 3 Soul | self | instant | Normal Luck | Decreases target's Evade by Luck score for the shot. | Bow Empowerment |
| Lucky Throw | 3 Soul | self | instant | Normal Luck | Decreases target's Evade by Luck score for the thrown attack. | Throw Empowerment |
| Lucky Throw | 3 Soul | self | instant | Normal Luck | Decreases target's Evade by Luck score for the thrown attack. | Throw Empowerment |
| Wall Clinging | 2 Endurance | Deztunians can cling to walls and ceilings, allowing them to scale walls and walk on ceilings almost as effortless as walking. | N/A: only one level | |||
| Targeting | 25 Soul | Double the effects of Hit Targeting Empowerment. | N/A | |||
| Holy Rage | 25 Soul | Double the effects of Rage Attack against enemies of a negative alignment. | N/A |


