Weapons included in this section are used with ranged combat skills, including but not limited to Shoot. They are categorized by group, i.e. Pistols, Whips, Bows, etc., and the Weapon Proficiency skill allows for the use of any weapon in the group without suffering modifiers. A separate Weapon Proficiency skill is required for each weapon group and using weapons without the skill carries a Difficult (-4) modifier to any action taken with the weapon.
A single shot weapon that is fired one handed, these weapons use a fixed or removable magazine that can hold up to twelve chemically propelled shells.
Damage: | 22 |
Speed Factor: | 3 |
Damage Type: | Impact |
Damage Class: | Piercing |
Critical Range: | 1-3 |
Modifier: | N/A |
Range: | 35 yards |
Shots: | 12 |
Power Pack: | N/A |
Augment Slots: | 0/0/1/2 |
Size: | Tiny |
Weight: | 2 lb |
Utility Positions: | .5 |
Availability: | 2 |
Poor: | 22 digits |
Good: | 53 digits |
High: | 127 digits |
Best: | 304 digits |
These lightweight, handheld weapons are able to generate an ionic bolt that can be fired at a single target at a distance.
Damage: | 25 |
Speed Factor: | 2 |
Damage Type: | Energy |
Damage Class: | Ionic |
Critical Range: | 1-2 |
Modifier: | N/A |
Range: | 25 yards |
Shots: | 15 |
Power Pack: | Type 1 |
Augment Slots: | 0/0/1/2 |
Size: | Tiny |
Weight: | 1.7 lb |
Utility Positions: | .5 |
Availability: | 2 |
Poor: | 25 digits |
Good: | 60 digits |
High: | 144 digits |
Best: | 346 digits |
These handheld weapons contain a micro-fusion generator that generates a plasma blast, which can be fired at a target a distance away.
Damage: | 20 |
Speed Factor: | 2 |
Damage Type: | Energy |
Damage Class: | Plasma |
Critical Range: | 1-4 |
Modifier: | N/A |
Range: | 20 yards |
Shots: | 15 |
Power Pack: | Type 1 |
Augment Slots: | 0/0/1/2 |
Size: | Tiny |
Weight: | 2 lb |
Utility Positions: | .5 |
Availability: | 3P |
Poor: | 34 digits |
Good: | 82 digits |
High: | 195 digits |
Best: | 470 digits |
These handheld weapons are capable of projecting a flash of energy generated by a particle beam emitter that can be fired at a single target a distance away.
Damage: | 23 |
Speed Factor: | 2 |
Damage Type: | Energy |
Damage Class: | Laser |
Critical Range: | 1-3 |
Modifier: | N/A |
Range: | 30 yards |
Shots: | 15 |
Power Pack: | Type 1 |
Augment Slots: | 0/0/1/2 |
Size: | Tiny |
Weight: | 1.4 lb |
Utility Positions: | .5 |
Availability: | 3P |
Poor: | 31 digits |
Good: | 74 digits |
High: | 179 digits |
Best: | 429 digits |
These short-ranged, hand-held weapons are able to generate a powerful sonic pulse that can be fired at a single target a distance away.
Damage: | 26 |
Speed Factor: | 2 |
Damage Type: | Energy |
Damage Class: | Sonic |
Critical Range: | 1 |
Modifier: | N/A |
Range: | 15 yards |
Shots: | 15 |
Power Pack: | Type 1 |
Augment Slots: | 0/0/1/2 |
Size: | Tiny |
Weight: | 1.1 lb |
Utility Positions: | .5 |
Availability: | 3 |
Poor: | 28 digits |
Good: | 67 digits |
High: | 161 digits |
Best: | 387 digits |
The class of pistols includes any of a variety of single-shot firearms designed for one-handed operation. They are activated with some type of trigger mechanism that discharges a single round from a cartridge or other type of power source. Unless otherwise noted in the description, these weapons may be fired at point-blank range in melee combat at a difficult (-4) modifier.
Name | UP | Dam | Crit | Type | SF | Mod | Range | Wt | Ammo |
---|---|---|---|---|---|---|---|---|---|
Handgun | .5 | 22 | 1-3 | Impact | 3 | N/A | 35 yds. | 2 lb | 12 |
Lightning Pistol | .5 | 25 | 1-2 | Energy | 2 | N/A | 25 yds. | 1.7 lb | 15 |
Plasma Blaster | .5 | 20 | 1-4 | Energy | 2 | N/A | 20 yds. | 1.4 lb | 15 |
Laser Gun | .5 | 23 | 1-3 | Energy | 2 | N/A | 30 yds. | 1.4 lb | 15 |
Pinger | .5 | 26 | 1 | Energy | 2 | N/A | 15 yds. | 1.1 lb | 15 |
These lightweight burst weapons can be hold one or two handed and utilize a removable magazine with quick release for easy reloading.
Damage: | 22 |
Speed Factor: | 3 |
Damage Type: | Impact |
Damage Class: | Piercing |
Critical Range: | 1-3 |
Burst Rate: | 1/3/5 |
Modifier: | -2/burst |
Range: | 30 yards |
Shots: | 36 |
Power Pack: | N/A |
Augment Slots: | 0/0/1/2 |
Size: | Tiny |
Weight: | 2.5 lb |
Utility Positions: | .5 |
Availability: | 2 |
Poor: | 31 digits |
Good: | 74 digits |
High: | 179 digits |
Best: | 429 digits |
This lightwieght weapon is designed to be used one-handed, utilizing a spinning capacitor capable of generating a series of ionic bolts.
Damage: | 25 |
Speed Factor: | 2 |
Damage Type: | Energy |
Damage Class: | Ionic |
Critical Range: | 1-2 |
Burst Rate: | 1/3/5 |
Modifier: | -2/burst |
Range: | 20 yards |
Shots: | 45 |
Power Pack: | Type 2 |
Augment Slots: | 0/0/1/2 |
Size: | Tiny |
Weight: | 2.2 lb |
Utility Positions: | .5 |
Availability: | 3P |
Poor: | 36 digits |
Good: | 86 digits |
High: | 207 digits |
Best: | 498 digits |
A handheld weapon that utilizes a powerful micro-fusion capable of generating a series of plasma bolts that can be fired in succession.
Damage: | 20 |
Speed Factor: | 2 |
Damage Type: | Energy |
Damage Class: | Plasma |
Critical Range: | 1-4 |
Burst Rate: | 1/3/5 |
Modifier: | -2/burst |
Range: | 15 yards |
Shots: | 45 |
Power Pack: | Type 2 |
Augment Slots: | 0/0/1/2 |
Size: | Tiny |
Weight: | 2.5 lb |
Utility Positions: | .5 |
Availability: | 3P |
Poor: | 42 digits |
Good: | 100 digits |
High: | 242 digits |
Best: | 580 digits |
This handheld weapon has a powerful particle beam emitter capable of projecting a series of flash bursts when fired.
Damage: | 23 |
Speed Factor: | 2 |
Damage Type: | Energy |
Damage Class: | Laser |
Critical Range: | 1-3 |
Burst Rate: | 1/3/5 |
Modifier: | -2/burst |
Range: | 30 yards |
Shots: | 45 |
Power Pack: | Type 2 |
Augment Slots: | 0/0/1/2 |
Size: | Tiny |
Weight: | 2 lb |
Utility Positions: | .5 |
Availability: | 3P |
Poor: | 45 digits |
Good: | 108 digits |
High: | 259 digits |
Best: | 622 digits |
A handheld, short-range weapon that utilizes a sequence pulse dynamo that can generate a series of sonic pulses that can be fired in a burst.
Damage: | 26 |
Speed Factor: | 2 |
Damage Type: | Energy |
Damage Class: | Sonic |
Critical Range: | 1 |
Burst Rate: | 1/3/5 |
Modifier: | -2/burst |
Range: | 10 yards |
Shots: | 45 |
Power Pack: | Type 2 |
Augment Slots: | 0/0/1/2 |
Size: | Tiny |
Weight: | 1.7 lb |
Utility Positions: | .5 |
Availability: | 3 |
Poor: | 39 digits |
Good: | 94 digits |
High: | 225 digits |
Best: | 539 digits |
A type of burst firearm designed for one-handed operation and activated by some type of trigger mechanism. When fired, they discharge one or more rounds with every pull from a cartridge or other type of power source, depending on the type of weapon. Unless otherwise noted in the description, these may be fired at point-blank range in melee combat at a difficult (-4) modifier.
Name | UP | Dam | Crit | Type | SF | Mod | Range | Wt | Ammo |
---|---|---|---|---|---|---|---|---|---|
Revolver | .5 | 22 | 1-3 | Impact | 3 | -2/burst | 30 yds. | 2.5 lb | 36 |
Thunderbolt | .5 | 25 | 1-2 | Energy | 2 | -2/burst | 20 yds. | 2.2 lb | 45 |
Plasma Spitter | .5 | 20 | 1-4 | Energy | 2 | -2/burst | 15 yds. | 2.5 lb | 45 |
Ray Spitter | .5 | 23 | 1-3 | Energy | 2 | -2/burst | 25 yds. | 2 lb | 45 |
Screecher | .5 | 26 | 1 | Energy | 2 | -2/burst | 10 yds. | 1.7 lb | 45 |
A long flexible cable with a dart on the end, this weapon is most effective when used to make stabbing attacks. Those skilled in its use can keep the dart in constant motion by spending a free action. After maintaining momentum for two consecutive rounds, the attacker can make two successive strikes in a single action. It can be used to defend against thrown attacks, make disarming attacks, or grapple limbs (all normal difficulty modifiers apply).
Damage: | 14 |
Speed Factor: | 3 |
Damage Type: | Impact |
Damage Class: | Piercing |
Critical Range: | 1-3 |
Modifier: | N/A |
Range: | 5 yards |
Charge: | N/A |
Power Pack: | N/A |
Size: | Small |
Weight: | 2.4 lb |
Utility Positions: | .5 |
Availability: | 2 |
Poor: | 22 digits |
Good: | 52 digits |
High: | 127 digits |
Best: | 304 digits |
Though it appears as little more than a chain with a decorative handle, these weapons are specially linked and weighted to allow for precise control while in motion, requiring a free action. Attacks can be directed over and around barriers and may be used to make disarming or grapple attacks at no modifier. In addition, so long as the motion is continuous for two rounds, the attacker can make two successive strikes in a single action or defend against thrown attacks.
Damage: | 17 |
Speed Factor: | 3 |
Damage Type: | Impact |
Damage Class: | Blunt |
Critical Range: | 1 |
Modifier: | N/A |
Range: | 5 yards |
Charge: | N/A |
Power Pack: | N/A |
Size: | Medium |
Weight: | 5 lb |
Utility Positions: | 1 |
Availability: | 2 |
Poor: | 18 digits |
Good: | 43 digits |
High: | 104 digits |
Best: | 248 digits |
An intricate design that utilizes a series of sharpened disks that make up a segmented lash, the interconnected links allow the blades to move side-to-side, providing a vicious cutting surface. It can be used to make flog or grapple attacks - opponents that are held prone suffer damage for each action spent putting pressure on the chain, up to the speed factor.
Damage: | 16 |
Speed Factor: | 2 |
Damage Type: | Impact |
Damage Class: | Slashing |
Critical Range: | 1-2 |
Modifier: | N/A |
Range: | 5 yards |
Charge: | N/A |
Power Pack: | N/A |
Size: | Small |
Weight: | 3.2 lb |
Utility Positions: | .5 |
Availability: | 3P |
Poor: | 30 digits |
Good: | 72 digits |
High: | 173 digits |
Best: | 415 digits |
The insulated carbon fiber handle of this weapon contains the ionic generator and field initiator, as well as an activation switch and a slider that controls the length of the whip up to five yards. It can be used to make flogging or disarm attacks, but lacks the tangibility to make grapple attacks. The whip crackles and sparks with an uneven radiance when activated, providing it with a malevolent presence.
Damage: | 15 |
Speed Factor: | 2 |
Damage Type: | Energy |
Damage Class: | Ionic |
Critical Range: | 1-2 |
Modifier: | N/A |
Range: | 5 yards |
Charge: | 18 |
Power Pack: | Type 1 |
Size: | Tiny |
Weight: | 1.5 lb |
Utility Positions: | .5 |
Availability: | 3P |
Poor: | 27 digits |
Good: | 65 digits |
High: | 162 digits |
Best: | 389 digits |
Composed of a heat resistant carbonyl iron, the handle contains the plasma generator, field initiator, and activation switch. With the plasma contained in a flexible strand, the lash could be directed over and around barrier and to make flogging or disarm attacks, but lacks the tangibility to make grapple attacks. High and best quality models have the capacity to change the visual aesthetics and add audio properties to the lash.
Damage: | 17 |
Speed Factor: | 2 |
Damage Type: | Energy |
Damage Class: | Plasma |
Critical Range: | 1-4 |
Modifier: | N/A |
Range: | 5 yards |
Charge: | 16 |
Power Pack: | Type 1 |
Size: | Tiny |
Weight: | 1.75 lb |
Utility Positions: | .5 |
Availability: | 3P |
Poor: | 32 digits |
Good: | 77 digits |
High: | 184 digits |
Best: | 442 digits |
Evolving from tools used for pain compliance, these are little more than a long lash composed of either a metal or energy that requires a specialized swing capable of delivering a forceful strike at a distance. Only those proficient with the whip can use them effectively without the risk of self-injury, reducing the non-proficient penalty from (-4) to (-8). A very versatile weapon that can be used to attack in rapid succession or to make effective disarming, grab, or trip type attacks depending on the type of whip, its biggest limitation is its intermediate-range, which requires the attacker to remain on the periphery of melee combat as the weapon is effectively used at a 3-5 yard range, and carries a difficult (-4) modifier at point-blank range.
Name | UP | Dam | Crit | Type | SF | Mod | Range | Wt | Ammo |
---|---|---|---|---|---|---|---|---|---|
Blade Whip | .5 | 14 | 1-3 | Impact | 3 | N/A | 5 yds. | 2.4 lb | N/A |
Chain Whip | 1 | 17 | 1 | Impact | 3 | N/A | 5 yds. | 5 lb | N/A |
Razon Whip | .5 | 16 | 1-2 | Impact | 2 | N/A | 5 yds. | 3.2 lb | N/A |
Shock Ravager | .5 | 15 | 1-2 | Energy | 2 | N/A | 5 yds. | 1.5 lb | N/A |
Plasma Lash | .5 | 17 | 1-4 | Energy | 2 | N/A | 5 yds. | 1.75 lb | N/A |
This string drawn two-handed weapon is used to fire physical arrows that are carried by the attacker at a target a distance away. It is effective at all ranges and may be used in melee combat at point blank range with no penalty.
Damage: | 16 |
Speed Factor: | 3 |
Damage Type: | Impact |
Damage Class: | Piercing |
Critical Range: | 1-3 |
Modifier: | N/A |
Range: | 40 yards |
Shots: | * |
Power Pack: | N/A |
Augment Slots: | 0/0/0/1 |
Size: | Medium |
Weight: | 2 lb |
Utility Positions: | * |
Availability: | 1 |
Poor: | 10 digits |
Good: | 24 digits |
High: | 58 digits |
Best: | 138 digits |
This large, string drawn two-handed weapon is typically five to six feet long and used to fire physical arrows at a target a distance away. It is ineffective in melee combat or point blank distance, suffering a difficult (-4) modifier to hit.
Damage: | 20 |
Speed Factor: | 2 |
Damage Type: | Impact |
Damage Class: | Piercing |
Critical Range: | 1-3 |
Modifier: | N/A |
Range: | 60 yards |
Shots: | * |
Power Pack: | N/A |
Augment Slots: | 0/0/1/2 |
Size: | Large |
Weight: | 3 lb |
Utility Positions: | * |
Availability: | 1 |
Poor: | 14 digits |
Good: | 33 digits |
High: | 80 digits |
Best: | 194 digits |
A string drawn weapon that uses a levering system consisting of eccentric pulleys for stronger pulls, allowing it to reach greater distances but with the capability of firing while in melee combat or at point blank range with no modifiers.
Damage: | 22 |
Speed Factor: | 2 |
Damage Type: | Impact |
Damage Class: | Piercing |
Critical Range: | 1-3 |
Modifier: | N/A |
Range: | 50 yards |
Shots: | * |
Power Pack: | N/A |
Augment Slots: | 0/0/1/2 |
Size: | Large |
Weight: | 3.5 lb |
Utility Positions: | * |
Availability: | 1 |
Poor: | 18 digits |
Good: | 43 digits |
High: | 104 digits |
Best: | 249 digits |
When charged, the string of this bow takes on an ionic glow that when interrupted forms an ionic bolt that can be fired at a target a distance away. The action of "pulling" the string allows the bolt to be aimed, lining the target up with markings on the framework.
Damage: | 24 |
Speed Factor: | 2 |
Damage Type: | Energy |
Damage Class: | Ionic |
Critical Range: | 1-2 |
Modifier: | N/A |
Range: | 15 yards |
Shots: | 18 |
Power Pack: | Type 1 |
Augment Slots: | 0/0/1/2 |
Size: | Medium |
Weight: | 2 lb |
Utility Positions: | * |
Availability: | 2 |
Poor: | 30 digits |
Good: | 72 digits |
High: | 173 digits |
Best: | 415 digits |
This weapon is a bow is shape only, with an arm that is pulled back to open the lens of a particle beam emitter, which projects a bolt of flash energy at a target a distance away. The weapon folds up for easy travel, and has extra space for enhancements.
Damage: | 18 |
Speed Factor: | 2 |
Damage Type: | Energy |
Damage Class: | Laser |
Critical Range: | 1-3 |
Modifier: | N/A |
Range: | 20 yards |
Shots: | 18 |
Power Pack: | Type 1 |
Augment Slots: | 0/1/2/4 |
Size: | Large |
Weight: | 2.7 lb |
Utility Positions: | 1 |
Availability: | 2 |
Poor: | 34 digits |
Good: | 81 digits |
High: | 196 digits |
Best: | 470 digits |
This class includes weapons composed of a flexible arc that is pulled taught with a string, cord, or other filament, that joins the two ends of the bow and from which shafted projectiles are shot. The factor that differentiates a bow from other types of ranged weapons is the drawing process and type of ammunition. Additional damage effects can be gained with the use of specialized arrows. whose stats are used in place of the weapon stats where applicable.
Name | UP | Dam | Crit | Type | SF | Mod | Range | Wt | Ammo |
---|---|---|---|---|---|---|---|---|---|
Shortbow | * | 16 | 1-3 | Impact | 3 | N/A | 40 yds. | 2 lb | * |
Longbow | * | 20 | 1-3 | Impact | 2 | N/A | 60 yds. | 3 lb | * |
Compound Bow | * | 22 | 1-3 | Impact | 2 | N/A | 50 yds. | 3.5 lb | * |
Energy Bow | * | 24 | 1-2 | Energy | 2 | N/A | 15 yds. | 1.5 lb | 18 |
Laser Bow | 1 | 18 | 1-3 | Energy | 2 | N/A | 20 yds. | 2.7 lb | 18 |
Name | UP | Dam | Crit | Type | SF | Mod | Range | Wt | Ammo |
---|---|---|---|---|---|---|---|---|---|
Explosive | .25 | 16 | 1 | Blast | N/A | N/A | 3 yds. | .4 lb | N/A |
Armor Piercing | .25 | +2 | 1-3 | Piercing | N/A | -2 | N/A | .2 lb | N/A |
String Shock | .25 | 22 | 1-2 | Bubble | N/A | N/A | 5 yds. | .5 lb | N/A |
Plasma Blast | .25 | 24 | 1 | Splash | N/A | N/A | 3 yds. | .3 lb | N/A |
Sonic Burst | .25 | 18 | 1-3 | Wave | N/A | N/A | 10 yds. | .5 lb | N/A |
A compact charge that detonates on impact, causing damage to all within a radius equal to the listed range. On a critical hit, anyone within a 1 yard radius of the specified hit location takes body damage. The arrow is destroyed upon detonation. Damage for the specialty arrow replaces normal weapon damage.
Poor: | 12 digits |
Good: | 29 digits |
High: | 69 digits |
Best: | 166 digits |
These arrow-heads are composed of a carbon steel alloy and designed specifically to penetrate impact armors, giving a damage bonus and ignoring physical armor modifiers. A lack of aerodynamics in the design cause a negative modifier to hit, and the head is destroyed on impact. Damage for the specialty arrow replaces normal weapon damage.
Poor: | -- digits |
Good: | 35 digits |
High: | 84 digits |
Best: | 194 digits |
Designed to release an ionic charge on impact - it releases a surge in a circular area equal to the range. The electrical charge covers the area making it impossible to take cover. After the charge has been expended, the head may be recharged if it's not damaged. Damage for the specialty arrow replaces normal weapon damage.
Poor: | -- digits |
Good: | 26 digits |
High: | 62 digits |
Best: | 149 digits |
This arrowhead contains chemically inert substances that combine on impact to release a burst of plasma that splashes across the area. Due to its fluid nature, cover is reduced by one level, i.e. full to 3/4, 3/4 to 1/2, etc., and the arrow is destroyed upon detonation. Damage for the specialty arrow replaces normal weapon damage.
Poor: | -- digits |
Good: | 31 digits |
High: | 75 digits |
Best: | 179 digits |
Specifically designed to be non-lethal, these arrows release a pitched wail designed to incapacitate targets in the area of effect for up to five rounds. The sound surges from the center to cover the area of the range for three rounds. A Stamina save is required each round to negate the effect, and the head may be recharged if it is not damaged. Damage for the specialty arrow replaces normal weapon damage.
Poor: | -- digits |
Good: | 31 digits |
High: | 75 digits |
Best: | 179 digits |
This weapon sports a miniature horizontal bow-like assembly that is mounted on a stock pistol that fires specialized bolts. Accurate at short-range, it has an automatic reset and can be used in melee combat at point-blank range with no penalty.
Damage: | 16 |
Speed Factor: | 2 |
Damage Type: | Impact |
Damage Class: | Piercing |
Critical Range: | 1-3 |
Modifier: | N/A |
Range: | 15 yards |
Shots: | * |
Power Pack: | N/A |
Augment Slots: | 0/0/1/2 |
Size: | Small |
Weight: | 2.4 lb |
Utility Positions: | 1 |
Availability: | 1 |
Poor: | 16 digits |
Good: | 38 digits |
High: | 92 digits |
Best: | 221 digits |
A heavy, two-handed weapon with a three-foot horizontal bow mounted onto a stock, often with an automated reset catapult. It is effective at mid-range, with a difficult (-4) modifier to hit in melee combat or at point-blank range.
Damage: | 24 |
Speed Factor: | 2 |
Damage Type: | Impact |
Damage Class: | Piercing |
Critical Range: | 1-3 |
Modifier: | N/A |
Range: | 35 yards |
Shots: | * |
Power Pack: | N/A |
Augment Slots: | 0/1/2/3 |
Size: | Large |
Weight: | 12 lb |
Utility Positions: | * |
Availability: | 1 |
Poor: | 12 digits |
Good: | 29 digits |
High: | 69 digits |
Best: | 221 digits |
While this weapon follows the standard design of a crossbow, it's largely aesthetic. An ionic generator in the stock manifests a powerful bolt that can be fired at a target a distance away, with a difficult (-4) modifier in melee combat or point-blank range.
Damage: | 26 |
Speed Factor: | 2 |
Damage Type: | Energy |
Damage Class: | Ionic |
Critical Range: | 1-2 |
Modifier: | N/A |
Range: | 25 yards |
Shots: | 15 |
Power Pack: | Type 1 |
Augment Slots: | 0/1/2/3 |
Size: | Large |
Weight: | 8.5 lb |
Utility Positions: | * |
Availability: | 3 |
Poor: | 21 digits |
Good: | 50 digits |
High: | 121 digits |
Best: | 290 digits |
Utilizing an aesthetic crossbow design with foldaway arms on either side of a barreled launcher, this weapon has a micro-fusion generator that produces powerful plasma bolts. It is effective at mid-range, carrying a difficult (-4) modifier in melee combat and at point blank range.
Damage: | 24 |
Speed Factor: | 2 |
Damage Type: | Energy |
Damage Class: | Plasma |
Critical Range: | 1-4 |
Modifier: | N/A |
Range: | 20 yards |
Shots: | 12 |
Power Pack: | Type 1 |
Augment Slots: | 0/1/2/3 |
Size: | Large |
Weight: | 10 lb |
Utility Positions: | * |
Availability: | 2 |
Poor: | 34 digits |
Good: | 81 digits |
High: | 196 digits |
Best: | 469 digits |
These advanced weapons utilize an inverted horizontal bow that channels energy from the beam emitter to produce powerful blasts of light energy. Accurate in mid-range combat, it has a difficult (-4) modifier in melee combat and point blank range.
Damage: | 25 |
Speed Factor: | 3 |
Damage Type: | Energy |
Damage Class: | Laser |
Critical Range: | 1-3 |
Modifier: | N/A |
Range: | 30 yards |
Shots: | 15 |
Power Pack: | Type 1 |
Augment Slots: | 0/1/2/3 |
Size: | Large |
Weight: | 9.2 lb |
Utility Positions: | * |
Availability: | 3 |
Poor: | 37 digits |
Good: | 89 digits |
High: | 213 digits |
Best: | 511 digits |
These weapons consist of a horizontal bow-like assembly that is mounted onto a specialized stock and shoots projectiles called bolts. While they are aimed and shot like a standard firearm, additional damage effects can be gained with the use of specialized bolts, whose stats are used in place of the weapon stats where applicable.
Name | UP | Dam | Crit | Type | SF | Mod | Range | Wt | Ammo |
---|---|---|---|---|---|---|---|---|---|
Hand Crossbow | .5 | 16 | 1-3 | Impact | 2 | N/A | 15 yds. | 2.4 lb | * |
War Crossbow | * | 24 | 1-3 | Impact | 2 | N/A | 35 yds. | 12 lb | * |
Ion Caster | * | 26 | 1-2 | Energy | 2 | N/A | 25 yds. | 8.5 lb | 15 |
Plasma Caster | * | 24 | 1-4 | Energy | 2 | N/A | 20 yds. | 10 lb | 12 |
Laser Caster | * | 25 | 1-3 | Energy | 3 | N/A | 30 yds. | 9.2 lb | 15 |
Name | UP | Dam | Crit | Type | SF | Mod | Range | Wt | Ammo |
---|---|---|---|---|---|---|---|---|---|
Explosive | .25 | 16 | 1 | Blast | N/A | N/A | 3 yds. | .6 lb | N/A |
Armor Piercing | .25 | +2 | 1-3 | Impact | N/A | -2 | N/A | .4 lb | N/A |
String Shock | .25 | 22 | 1-2 | Bubble | N/A | N/A | 5 yds. | .6 lb | N/A |
Plasma Blast | .25 | 24 | 1 | Bubble | N/A | N/A | 3 yds. | .5 lb | N/A |
Sonic Burst | .25 | 18 | 1-3 | Bubble | N/A | N/A | 10 yds. | .5 lb | N/A |
A compact charge that detonates on impact, causing damage to all within a radius equal to the listed range. On a critical hit, anyone within a 1 yard radius of the specified hit location takes body damage. The bolt is destroyed upon detonation. Damage for the specialty bolt replaces normal weapon damage.
Poor: | 18 digits |
Good: | 43 digits |
High: | 104 digits |
Best: | 249 digits |
These bolt-heads are composed of a carbon steel alloy and designed specifically to penetrate impact armors, giving a damage bonus and ignoring physical armor modifiers. A lack of aerodynamics in the design cause a negative modifier to hit, and the head is destroyed on impact. Damage for the specialty bolt replaces normal weapon damage.
Poor: | -- digits |
Good: | 42 digits |
High: | 98 digits |
Best: | 236 digits |
Designed to release an ionic charge on impact - it releases a surge in a circular area equal to the range. The electrical charge covers the area making it impossible to take cover. After the charge has been expended, the head may be recharged if it's not damaged. Damage for the specialty bolt replaces normal weapon damage.
Poor: | -- digits |
Good: | 30 digits |
High: | 72 digits |
Best: | 173 digits |
This bolt head contains chemically inert substances that combine on impact to release a burst of plasma that splashes across the area. Due to its fluid nature, cover is reduced by one level, i.e. full to 3/4, 3/4 to 1/2, etc., and the bolt is destroyed upon detonation. Damage for the specialty bolt replaces normal weapon damage.
Poor: | -- digits |
Good: | 38 digits |
High: | 91 digits |
Best: | 218 digits |
Specifically designed to be non-lethal, these bolts release a pitched wail designed to incapacitate targets in the area of effect for up to five rounds. The sound surges from the center to cover the area of the range for three rounds. A Stamina save is required each round to negate the effect, and the head may be recharged if it is not damaged. Damage for the specialty bolt replaces normal weapon damage.
Poor: | -- digits |
Good: | 49 digits |
High: | 118 digits |
Best: | 282 digits |
A compact single-fire weapon that uses a cartridge and shells, requiring two-hands with which to shoot effectively. It is effective in mid to long-range, with a difficult (-4) modifier to hit in melee combat and point blank range.
Damage: | 28 |
Speed Factor: | 3 |
Damage Type: | Impact |
Damage Class: | Piercing |
Critical Range: | 1-3 |
Modifier: | N/A |
Range: | 50 yards |
Shots: | 16 |
Power Pack: | N/A |
Augment Slots: | 0/1/1/2 |
Size: | Medium |
Weight: | 6.5 lb |
Utility Positions: | * |
Availability: | 2P |
Poor: | 50 digits |
Good: | 120 digits |
High: | 288 digits |
Best: | 691 digits |
A two-handed weapon that fires from the shoulder, utilizing a cartridge and shells, that is designed for accuracy over greater distances than other rifles. It is effective in mid to long-range, and cannot be used in melee combat or point-blank range.
Damage: | 26 |
Speed Factor: | 3 |
Damage Type: | Impact |
Damage Class: | Piercing |
Critical Range: | 1-3 |
Modifier: | N/A |
Range: | 300 yards |
Shots: | 16 |
Power Pack: | N/A |
Augment Slots: | 0/1/2/4 |
Size: | Large |
Weight: | 5 lb |
Utility Positions: | * |
Availability: | 5P |
Poor: | -- digits |
Good: | -- digits |
High: | 430 digits |
Best: | 1029 digits |
A two-handed weapon that generates a spinning ionic bolt that can be fired at a target a distance away. It is effective in mid to long-range, with a difficult (-4) modifier in melee combat and at point-blank range.
Damage: | 30 |
Speed Factor: | 2 |
Damage Type: | Energy |
Damage Class: | Ionic |
Critical Range: | 1-2 |
Modifier: | N/A |
Range: | 35 yards |
Shots: | 15 |
Power Pack: | Type 2 |
Augment Slots: | 0/0/1/3 |
Size: | Medium |
Weight: | 7.5 lb |
Utility Positions: | * |
Availability: | 3P |
Poor: | 70 digits |
Good: | 168 digits |
High: | 403 digits |
Best: | 967 digits |
A shoulder-fired weapon that is powered by a micro fusion generator capable of firing a plasma blast at a target a distance away. It cannot be fired in melee combat or at point-blank range.
Damage: | 24 |
Speed Factor: | 2 |
Damage Type: | Energy |
Damage Class: | Plasma |
Critical Range: | 1-4 |
Modifier: | N/A |
Range: | 30 yards |
Shots: | 15 |
Power Pack: | Type 2 |
Augment Slots: | 0/1/2/3 |
Size: | Large |
Weight: | 5.8 lb |
Utility Positions: | * |
Availability: | 3P |
Poor: | 59 digits |
Good: | 141 digits |
High: | 339 digits |
Best: | 815 digits |
This shoulder-fired weapon has a powerful particle beam emitter capable of firing an energy flash at a target a distance away. It cannot be fired in melee combat or at point blank range.
Damage: | 26 |
Speed Factor: | 2 |
Damage Type: | Energy |
Damage Class: | Laser |
Critical Range: | 1-3 |
Modifier: | N/A |
Range: | 40 yards |
Shots: | 15 |
Power Pack: | Type 2 |
Augment Slots: | 0/1/2/3 |
Size: | Large |
Weight: | 6 lb |
Utility Positions: | * |
Availability: | 3P |
Poor: | 65 digits |
Good: | 156 digits |
High: | 374 digits |
Best: | 899 digits |
These are a variety of firearms that are designed to be fired from the shoulder with a specialized barrel length and grooving based on the type of projectile and method of propulsion. Rounds are discharged from a cartridge or other type of power source. They may not be fired at point-blank range in melee combat unless otherwise noted in the description.
Name | UP | Dam | Crit | Type | SF | Mod | Range | Wt | Ammo |
---|---|---|---|---|---|---|---|---|---|
Impact Rifle | * | 28 | 1-3 | Impact | 3 | N/A | 50 yds. | 6.5 lb | 16 |
Sniper Rifle | * | 26 | 1-3 | Impact | 3 | N/A | 300 yds. | 5 lb | 16 |
Lightning Carbine | * | 30 | 1-2 | Energy | 2 | N/A | 35 yds. | 7.5 lb | 15 |
Searing Rifle | * | 24 | 1-4 | Energy | 2 | N/A | 30 yds. | 5.8 lb | 15 |
Laser Rifle | * | 26 | 1-3 | Energy | 3 | N/A | 40 yds. | 6 lb | 15 |
This shoulder-fired weapon projects a burst of piercing rounds from a single shell stored in a cartridge. It is a mid-range weapon that can be fired in melee combat or at point-blank range, at a difficult (-4) modifier.
Damage: | 30 |
Speed Factor: | 2 |
Damage Type: | Impact |
Damage Class: | Piercing |
Critical Range: | 1-3 |
Modifier: | N/A |
Range: | 16 yards |
Shots: | 8 |
Power Pack: | N/A |
Augment Slots: | 0/0/0/1 |
Size: | Medium |
Weight: | 6 lb |
Utility Positions: | * |
Availability: | 2P |
Poor: | 44 digits |
Good: | 105 digits |
High: | 253 digits |
Best: | 633 digits |
These weapons are able to generate a powerful ball of ionic energy at a single target at a distance. It is effective at short-range, with a difficult (-4) modifier to fire in melee combat or at point-blank range.
Damage: | 33 |
Speed Factor: | 2 |
Damage Type: | Energy |
Damage Class: | Ionic |
Critical Range: | 1-2 |
Modifier: | N/A |
Range: | 12 yards |
Shots: | 15 |
Power Pack: | Type 2 |
Augment Slots: | 0/0/1/2 |
Size: | Medium |
Weight: | 5.3 lb |
Utility Positions: | * |
Availability: | 3P |
Poor: | 48 digits |
Good: | 115 digits |
High: | 277 digits |
Best: | 664 digits |
This shoulder-fired weapon utilizes a micro fusion generator capable of generating a powerful plasma burst. It is effective at short to mid-range, with a difficult (-4) modifier to hit in melee combat or at point-blank range.
Damage: | 20 |
Speed Factor: | 2 |
Damage Type: | Energy |
Damage Class: | Plasma |
Critical Range: | 1-4 |
Modifier: | N/A |
Range: | 20 yards |
Shots: | 12 |
Power Pack: | Type 2 |
Augment Slots: | 0/0/1/2 |
Size: | Large |
Weight: | 2 lb |
Utility Positions: | .5 |
Availability: | 3P |
Poor: | 34 digits |
Good: | 82 digits |
High: | 195 digits |
Best: | 470 digits |
The powerful beam emitter in this shoulder-fired weapon is able to simultaneously fire a grouped series of tiny energy flashes at a single target. A short to mid range weapon, it carries a difficult (-4) modifier when fired in melee combat or at point-blank range.
Damage: | 30 |
Speed Factor: | 2 |
Damage Type: | Energy |
Damage Class: | Laser |
Critical Range: | 1-3 |
Modifier: | N/A |
Range: | 20 yards |
Shots: | 15 |
Power Pack: | Type 2 |
Augment Slots: | 0/0/1/2 |
Size: | Medium |
Weight: | 5 lb |
Utility Positions: | * |
Availability: | 3P |
Poor: | 45 digits |
Good: | 108 digits |
High: | 259 digits |
Best: | 622 digits |
A shoulder-fired weapon that utilizes a powerful pulse generator that produces a low pitched burst at a single target. An effective short-range weapon, it has a difficult (-4) modifier when fired in melee combat or at point-blank range.
Damage: | 35 |
Speed Factor: | 2 |
Damage Type: | Energy |
Damage Class: | Sonic |
Critical Range: | 1 |
Modifier: | N/A |
Range: | 10 yards |
Shots: | 15 |
Power Pack: | Type 2 |
Augment Slots: | 0/0/1/2 |
Size: | Medium |
Weight: | 5.5 lb |
Utility Positions: | * |
Availability: | 5P |
Poor: | 52 digits |
Good: | 124 digits |
High: | 299 digits |
Best: | 719 digits |
This class of short-range weapon is designed to be fired from the shoulder, and discharge rounds in a close quarter blast from a cartridge or other type of power source. They may be fired at point blank-range in melee combat at a difficult (-4) modifier, unless otherwise noted in the description.
Name | UP | Dam | Crit | Type | SF | Mod | Range | Wt | Ammo |
---|---|---|---|---|---|---|---|---|---|
Slug Thrower | * | 30 | 1-3 | Impact | 2 | N/A | 16 yds. | 6 lb | 8 |
Thundershot | * | 33 | 1-2 | Energy | 2 | N/A | 12 yds. | 5.3 lb | 15 |
Big Fiery Blast (BFB) | * | 28 | 1-4 | Energy | 2 | N/A | 14 yds. | 4.8 lb | 12 |
Blazing Shot | * | 30 | 1-3 | Energy | 2 | N/A | 20 yds. | 5 lb | 15 |
Growler | * | 35 | 1 | Energy | 2 | N/A | 10 yds. | 5.5 lb | 15 |
These heavy two-handed weapons are designed to be intimidating, but their size prevents use in melee combat or at point-blank range. They are mid-range weapons that utilize a drum of ammo and are typically equipped with a strap or harness to help distribute the weight.
Damage: | 30 |
Speed Factor: | 3 |
Damage Type: | Impact |
Damage Class: | Piercing |
Critical Range: | 1-3 |
Burst Rate: | 2/4/8 |
Modifier: | -4/burst |
Range: | 20 yards |
Shots: | 200 |
Power Pack: | N/A |
Augment Slots: | 0/1/2/4 |
Size: | Large |
Weight: | 48 lb |
Utility Positions: | * |
Availability: | 2P |
Poor: | -- digits |
Good: | 180 digits |
High: | 432 digits |
Best: | 1036 digits |
With it's combined lighter weight and quick change ammo magazine, this shoulder-fired weapon fires at a higher rate and with greater accuracy than most other repeaters. It cannot be fired at a melee combatant or at point blank range.
Damage: | 26 |
Speed Factor: | 3 |
Damage Type: | Impact |
Damage Class: | Piercing |
Critical Range: | 1-3 |
Burst Rate: | 1/3/6 |
Modifier: | -2/burst |
Range: | 50 yards |
Shots: | 66 |
Power Pack: | N/A |
Augment Slots: | 0/1/2/3 |
Size: | Large |
Weight: | 15 lb |
Utility Positions: | * |
Availability: | 5P |
Poor: | 70 digits |
Good: | 168 digits |
High: | 400 digits |
Best: | 967 digits |
A heavy, two handed weapon built around a powerful spinning capacitor capable of rapidly generating and firing a series of ionic bolts. It is a short to mid-range weapon that cannot be fired while in melee combat or at point blank range.
Damage: | 35 |
Speed Factor: | 2 |
Damage Type: | Energy |
Damage Class: | Ionic |
Critical Range: | 1-2 |
Burst Rate: | 1/3/9 |
Modifier: | -4/burst |
Range: | 25 yards |
Shots: | 90 |
Power Pack: | Type 3 |
Augment Slots: | 0/1/2/4 |
Size: | Large |
Weight: | 26 lb |
Utility Positions: | * |
Availability: | 3P |
Poor: | -- digits |
Good: | 200 digits |
High: | 480 digits |
Best: | 1152 digits |
Utilizing three micro-fusion generators to produce plasma blasts to be rapidly fired in succession, this two handed weapon generates a lot of heat, requiring a long barrel for dispersal. It cannot be fired while in melee combat or at point blank range.
Damage: | 24 |
Speed Factor: | 2 |
Damage Type: | Energy |
Damage Class: | Plasma |
Critical Range: | 1-4 |
Burst Rate: | 1/3/9 |
Modifier: | -4/burst |
Range: | 20 yards |
Shots: | 70 |
Power Pack: | Type 3 |
Augment Slots: | 0/1/2/4 |
Size: | Large |
Weight: | 27 lb |
Utility Positions: | * |
Availability: | 3P |
Poor: | -- digits |
Good: | 216 digits |
High: | 518 digits |
Best: | 1244 digits |
This bulky, shoulder-fired weapon utilizes a powerful particle beam emitter capable of producing and firing a rapid succession of flash energy bursts. Due to its size, it cannot be fired while in melee combat or at point blank range.
Damage: | 26 |
Speed Factor: | 3 |
Damage Type: | Energy |
Damage Class: | Laser |
Critical Range: | 1-3 |
Burst Rate: | 1/3/9 |
Modifier: | -4/burst |
Range: | 30 yards |
Shots: | 90 |
Power Pack: | Type 3 |
Augment Slots: | 0/1/2/3 |
Size: | Large |
Weight: | 12 lb |
Utility Positions: | * |
Availability: | 3P |
Poor: | -- digits |
Good: | 190 digits |
High: | 456 digits |
Best: | 1094 digits |
These include any of a variety of burst rifles that are held with two hands that are activated by some type of trigger mechanism. With each activation, they discharge one or more rounds from a cartridge or other type of power source, based on type. They may not be fired at point-blank range in melee combat, unless otherwise noted in the description.
Name | UP | Dam | Crit | Type | SF | Mod | Range | Wt | Ammo |
---|---|---|---|---|---|---|---|---|---|
Assault Repeater | * | 30 | 1-3 | Impact | 3 | -4/burst | 20 yds. | 48 lb | 200 |
Heavy Repeater | * | 26 | 1-3 | Impact | 3 | -2/burst | 50 yds. | 15 lb | 66 |
Tempest Blaster | * | 35 | 1-2 | Energy | 2 | -4/burst | 25 yds. | 26 lb | 90 |
Super Nova | * | 24 | 1-4 | Energy | 2 | -4/burst | 20 yds. | 27 lb | 70 |
Death Glare | * | 26 | 1-3 | Energy | 3 | -4/burst | 30 yds. | 12 lb | 90 |
Attribute: Influence
Type: Defend
Time: One Action
Description: This skill is used to protect another with the power of the character’s faith, blocking melee or ranged attacks with an upraised palm. The target must be within a range of 1 yard per 2 points in the skill tree and the attack is turned away as if blocked. The use of this skill begins a communal state.
Prerequisites: The (E) Aegis skill, the (E) Sanctify skill, and eight points in the skill tree
Attribute: Influence
Type: Attack
Time: One Action
Description: Characters use this skill to call upon the deity or entity to bring their wrath down on an opponent. On a successful skill check, a target within a range of 1 yard per point in the skill tree is knocked prone and inflicted with a fatigue state that lasts for one round per 2 points in the skill tree, beginning immediately and ending at the end of the expiration round. The target gets a Stamina save with a -1 modifier per 3 points in the skill tree to resist the Smite, with the knockdown affecting up to large-sized beings. The use of this skill begins a communal state.
Prerequisites: The rebuke skill and four points in the skill tree
Attribute: Influence
Type: Utility
Time: One Action
Description: This skill is used to take a contribution of life energy from a target for the benefit of the character. With a successful skill check, a number of health points equal to the skill tree rank (Novice), or a number of body points equal to the number of points in the skill tree (Expert) may be taken from a donor to heal the character at a 1:1 rate. An unwilling donor gets a Stamina save to resist. If the skill check fails or the target saves, there is no transfer. How this skill is used depends greatly on the dogma of the deity or entity and could have dire consequences. The use of this skill begins a communal state.
Specialization: (Required) Deity or entity
Attribute: Influence
Type: Defend
Time: One Action
Description: This skill is used to call upon the deity or entity to stop a target from attacking a specific individual. On a successful skill check, the target cannot attack the protected individual for one round per 4 points in the skill tree and can choose to attack another or wait out the effect. Should the protected individual attack that target, the effect is broken. It can only be used against a specific target one time per encounter. The use of this skill begins a communal state.
Prerequisites: The Aegis skill and four points in the skill tree
Attribute: Constitution
Type: Utility
Time: One Action
Description: Those with this skill can lay on hands to absorb significant wounds, healing the target while taking on their body damage. The character can choose to exchange any number of body points and heal the target at a 1:1 ratio, though upon taking on the damage, they immediately enter a damaged condition (-4 modifier to all actions). The target’s damaged condition is not removed unless all body damage is healed. The use of this skill begins a communal state.
Prerequisites: The Offering skill and four points in the skill tree
Attribute: Constitution
Type: Utility
Time: One Action
Description: A character with this skill can lay on hands to transfer minor wounds, healing the target while taking on their health damage. The character can choose to exchange any number of health points at a 1:1 rate. The use of this skill begins a communal state.
Specialization: (Required) Deity or entity
Attribute: Constitution
Type: Utility
Time: Two Actions
Description: Those with this skill can lay hands on a target to draw a disease or poison out and into themselves. The ally is immediately cured of the effect, and the character gets a save against it, with a +1 modifier per two points in the skill tree. If the save fails, the character suffers the effects until they pass or are relieved. The use of this skill begins a communal state.
Specialization: (Required) Deity or entity
Attribute: Influence
Type: Defend
Time: One Action
Description: Characters with this skill are protected by their faith and, when communing with their deity, can block attacks with only an upraised palm. They are able to turn away ranged attacks (Novice), melee attacks (Expert), and ranged or melee attacks when On-Guard and magical attacks (Master). The use of this skill begins a communal state.
Specialization: (Required) Deity or entity
Attribute: Strength
Type: Attack
Time: One Action
Description: With this skill, a character can make sweeping attacks with a pole weapon. It can be used to attack all targets in a frontal 180º arc within reach of the weapon at no modifier, make a spinning attack to strike all targets in a 360º arc around the character within reach of the weapon at a difficult (-4) modifier, or strike at the legs (with a called shot modifier) to make a trip attack at targets in a frontal 90º arc (Reaction save to negate the trip attack). Characters can choose to change their facing by spending one free action to take up to a 90º pivot. Because of its aggressive nature, this attack action may not be used with a defensive stance or the On-Guard defense, and the use of it negates any defensive modifiers gained by skill-based stances, i.e. Defensive form, Counter form, etc. On a successful skill check, the target is hit and may defend normally; if the skill check fails or the target makes a successful defend, the attack misses.
Specializations: (Required) Proficient weapon(s) with reach capabilities
Attribute: Strength
Type: Attack
Time: One Action
Description: A character with this skill can make a ferocious, forceful attack with the intent of destroying a foe. For this attack, the Strength modifier for weapon damage is increased by one per two points in the skill tree. Due to its aggressive nature, this attack action may not be used with a defensive stance or the On-Guard defense, and the use of it negates any defensive modifiers gained by skill-based stances, i.e. Defensive form, Counter form, etc. On a successful skill check, the target is hit and may defend normally. It may be used with any Novice attack skill in this tree, with all related and general combat modifiers applied normally. If the skill check fails or the target successfully defends, the attack misses.
Prerequisites: Four points in the skill tree
Type: | Attack |
Domain: | Change |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Stamina negates |
Description: Those targeted with this spell are magically aged to an elderly state for their particular race. While under the effects of the spell, all attack, defend, and move skills have a difficult (-4) modifier, move rates are cut in half, and all armor ratings are reduced by 2. If the caster fails to maintain the spell or the target moves out of the caster’s spell reach, the effect ends immediately. The material component is a cut of rotting scalp from a corpse dead for at least a year that is held in the palm and consumed in the casting.
Type: | Utility |
Domain: | Change |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | One Action |
Resistance: | Willpower |
Description: This spell is used to shape death energies to camouflage signs of undeath for a period of time. The Death Eater gets a defend save based on Casting Rank to Observation and Search skills to notice the signs of undeath, with the duration based on the Constitution score and character rank, i.e., Novice – minutes, Expert – hours, Master – days. Alternatively, it can be used to create a ghostly image of a specific person, mimicking their voice in the apparition, or allow the caster can take on the image and project the voice of a recently deceased person. Those who choose to disbelieve the illusion will get a Willpower save to see through the ruse. The material component is a strip of death shroud and piece of dead flesh (used up) that is held in the palm while casting.
Type: | Attack |
Domain: | Damage |
Range: | Touch |
Area of Effect: | Individual |
Duration: | Instant |
Components: | V, S, M |
Casting Time: | One Action |
Resistance: | Stamina negates |
Description: This spell inflicts the target with death energy and transfers their life energy to the caster. If the target does not make the save, they take up to skill rank damage which is transferred to the caster, healing Health damage first, and then Body damage. Armor is ineffective against the spell. The material component is a humanoid or animal tooth in a small vial of blood, that is consumed upon casting.
Type: | Attack |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Instant |
Components: | V, S, M |
Casting Time: | One Action |
Resistance: | Willpower negates |
Description: With this spell, the Death Eater can effectively avert the undead, causing them to stop their current actions and wander away. Undead of a lower character rank get no save and will simply cease whatever actions they are taking and calmly depart the vicinity, while those of equal character rank get a Willpower save to resist. The spell is ineffective against undead of a greater character rank than the Death Eater. So long as there is no contact with them, the undead will ignore everything and everyone in the vicinity of the caster. The material component is a bone wrapped in corpse flesh that is tossed away and consumed during casting.
Type: | Attack |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Instant |
Components: | V, S, M |
Casting Time: | One Action |
Resistance: | Willpower negates |
Description: This spell is used to scare a target so badly that they are able to only stand in place and quake at the sight of the Death Eater. The target is allowed a Willpower save to avoid the effect, but those who succumb are overwhelmed with terror and will stand prone staring wide-eyed at the caster for the remainder of the round and the next, in addition to entering a Fatigue condition while in the presence or vicinity of the Death Eater. While in the prone state, they are susceptible to a kill shot, though if the attack fails, the prone effect ends immediately. The second-round prone effect may be broken with assistance from an ally, requiring one action for the target and ally. The material component is a humanoid eye that is held in the palm and consumed during the casting.
Type: | Attack |
Domain: | Create |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Reaction |
Description: The Death Eater can use this spell to literally suffocate those in the area of effect with death energy. When cast, shadowy wisps with no substance reach out from the caster to engulf the area of effect, requiring a Reaction save for anyone in the area. If the save is successful, the targets may use move actions to escape the AoE. However, anyone who enters the AoE after it is cast but while it is being maintained, is subject to the spell effect. Anyone caught in the area at the end of the round becomes trapped and begins to drown in the death energies, requiring a Stamina save each round, with a progressive -2 modifier each round. A failed save indicates that the target has passed out and, without assistance, will regain consciousness six rounds after the effect ends. If the caster fails to maintain the spell or the target moves out of the caster’s spell reach, the effect ends immediately. The material component is a used death shroud wrapped around the caster’s throat.
Type: | Attack |
Domain: | Control |
Range: | Reach |
Area of Effect: | Group |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Willpower negates |
Description: With this spell, the Death Eater can horrify a target within the range of the spell that spreads to affect all in the AoE. Any who fail the save run off screaming in a random direction for the duration of the spell without concern for anything but getting away from the caster. The spell has a difficult (-4) modifier to cast, giving the target a difficult (-4) save to resist. After the duration ends, any target affected by the spell is left in a Fatigue condition while in the general vicinity and presence of the Death Eater. The material components are a death mask worn by the caster and a small vial of urine that is poured out and used up during the casting.
Type: | Utility |
Domain: | Summon |
Range: | Personal |
Area of Effect: | Individual |
Duration: | Instant |
Components: | V, S, M |
Casting Time: | One Action |
Resistance: | N/A |
Description: With this spell, the Death Eater can cause blood-covered bones to grow out of the flesh of their hands, forming living cestus that can be used to make unarmed melee attacks. Claw attacks are made with the Casting skill (Str+6, magic damage, SF 4, Crit 1, Small Size) and require the caster to have a Weapon Proficiency in Gore Gloves. The gloves can take whatever form the caster desires, so long as they maintain a small size, and once the casting state ends, the gloves and the spell must be recast. The material component is a small amount of the caster’s blood, either stored in a vial or from a small wound.
Type: | Attack |
Domain: | Damage |
Range: | Touch |
Area of Effect: | Individual |
Duration: | Instant |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Stamina negates |
Description: This spell is used to afflict a living being with death energy, disrupting their life force with the chill touch of the grave. The spell causes sixteen (16) points of damage, if the target takes any damage, their flesh immediately turns cool and pallid, putting them in a Fatigue condition until that damage is healed. All damage saves are made against the Magic Armor total (Constitution plus relevant armor plus bonus modifiers) casters add their Basic Hits to the armor total against spells from the same magic foundation. Those who die while under the effect of this spell will immediately rise as a feeder and attack the nearest living being. The material components are a piece of used death shroud (used up) and a chunk of a gravestone or a coffin nail held in the palm during casting.
Type: | Attack |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | None |
Description: With this spell, Death Eaters can take control of and issue commands to any rotter of lower rank within range, temporarily bringing it into their employ. The effect is instant and there is no save. A rotter will remain under the caster’s influence for the duration of the spell, and while a broken spell may provoke an attack from the undead, most often they will either wander away or remain nearby, docile unless provoked. If trying to usurp control over a rotter that is under the control of another caster, that caster is allowed a Willpower save to retain control and becomes aware of the attempt. The material component is a cut of corpse flesh (used up) and a link from an iron chain that is held in the palm during casting.
Type: | Utility |
Domain: | Summon |
Range: | Touch |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Three Actions |
Resistance: | N/A |
Description: The Death Eater uses this spell to raise and control the skeleton of a corpse with death energy, directing it with simple commands. Any dead humanoid may be raised in this manner, with any remaining flesh dissipating into dust. These skeletons are marionettes, whose threat rating is based on the caster’s Character Rank, i.e., Novice – Brute, Expert – Hunter, Master – Warling, though casters may attempt to animate a more powerful skeleton with a progressive -4 modifier per threat rank increase. Whether moving or standing still, the bones clack but make no other noise. If the caster fails to maintain the spell or the skeleton moves out of the caster’s spell reach, the skeleton collapses into a pile of bones unless the caster collects three bones and wires them together while the spell is being maintained. So long as this bone armature is kept intact and the skeleton remains within the caster’s spell reach, the death energy does not dissipate, and the caster need only hold the armature to issue commands. The material component is an intact atlas vertebrae placed at the base of the skull that is used up in the casting.
Attribute: Strength
Type: Attack
Time: One Action
Description: This skill is used to make a sharp or forceful straight-arm punch attack with a physical shield, based on character rank. At Novice rank, characters may make one shield bash attack after weapon SF with no off-hand attack penalties. At Expert rank, characters can make up to two shield bash attacks after weapon SF (up to shield SF) with no off-hand attack penalties and if the target takes damage from the attack, a Stamina save is required to avoid being stunned for the remainder of the round. At Master rank, if the target takes damage from the attack, a Stamina save is required to avoid being staggered for the remainder of the round and the next round. The number of shield bash attacks cannot exceed the total number of actions in the round. On a successful skill check, the target is hit and may defend normally; if the skill check fails or the target makes a successful defend, the attack misses.
Specializations: (Required) Specific type of physical shield, i.e. small, medium, large, etc.
Attribute: Knowledge
Type: Utility
Time: N/A
Description: A combat style employing two weapons. Imposing and dynamic, it allows the combatant to make a full round of weapon attacks, allowing characters to use the full speed factor of each weapon (within the total number of available actions in the round), and potentially causing two different types of damage. Learners are instructed in two forms that carry specific attack/defend modifiers. The Balanced form offers no modifiers and used to assess threats or in group tactics. The Break Guard form is an assertive stance that offers a greater chance to hit with a +4 modifier to attack, but a -2 modifier to defend; its daunting nature gives opponents a -2 modifier to defend, while the attacker is wielding two proficient melee weapons. During combat the forms can be changed at the start of each round, but may not be changed during the round, carrying over to the next round if no change is announced. It may be used with any attack or defend skills in the tree, and the modifiers stack with all combat modifiers (including off-hand penalties). Only one stance may be purchased during character generation, but others can be selected as the character advances.
Specializations: (Required) Proficient weapon
Form Attack/Defend
Break Guard +4/-2
-defender has –/-2
Attribute: Agility
Type: Attack
Time: One Action
Description: Those with this skill can make damaging or disabling attacks to the upper body causing physical damage equal to [Strength] + [Basic Hits]. All punch attacks have a speed factor of 4, a critical hit range of 1, and the difficulty to hit is based on location and damage type (blunt or disable). While this skill may be advanced normally, it may not be used with any Expert or Master level combat skills.
Specialization: None
Attribute: Agility
Type: Attack
Time: One Action
Description: A character with this skill can make damaging or disabling attacks to the midsection, lower limbs, or those low to the ground or prone, causing damage equal to [Strength] + [Basic Hits] +2. All kick attacks have a speed factor of 2 and a critical hit range of 1, and the difficulty to hit is based on location and damage type (blunt or disable). While this skill may be advanced normally, it may not be used with any Expert or Master level combat skills.
Specialization: None
Attribute: Knowledge
Type: Utility
Time: N/A
Description: This skill is used to protect against spell interrupts. After successfully casting an Active Duration spell with any Casting skill in this tree, the caster can layer the same spell with this skill, maintaining the spell through any disrupt, including dispelling, moving out of range, loss of concentration, failing to use an action to maintain, etc., for one round per layer added. The spell effect ends if the caster does not maintain the original casting after all added spell layers expire. So long as the target is under the effect of the original casting, there is no save against the layered spell, and there is no limit to the number of times a spell can be layered. Spell details can be found in the Core Rules: Magic Users section.
Tactical Use: After a Hold spell is cast and the target fails the Willpower save, the effect is activated. In the next round, a second Hold spell is cast on the same target, adding a layer; if a Dispel is used or the caster fails to maintain the spell, moves out of range, etc., the spell continues into the next round and that layer is lost, leaving only the original casting which must be maintained normally.
Specialization: (Required) Magical Foundation, i.e. Mystic, Land Strider, Wind Rider, Fire Walker, Wave Runner
Type: | Attack |
Domain: | Control |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Special |
Description: This spell allows the caster to create a hand of shimmering magic of the same color and/or texture as their focus object. When cast, it can be used to make an immediate punch attack, causing twenty (20) points of magic damage, make a push attack to a target prone, or lift or hurl objects up to the caster’s carrying capacity a distance equal to the Influence score in yards, causing ten (10) points of damage plus the weight modifier. While the spell is being maintained, the caster may spend one action (in addition to any active spell maintenance requirements) to take any of the described actions once per round to affect any targets in the locus, though hurling objects requires a casting skill check to hit. A Reaction save and move are required to escape the area of effect, and targets must use a defend action to avoid hurled objects. The spell effect ends immediately if the caster doesn’t maintain the spell or moves away from the locus, past the caster’s spell reach.
Type: | Attack |
Domain: | Control |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Special |
Description: With this spell, the caster can create a flaming fist in the same color as their focus object, that strikes from above. The fist causes twenty (20) points of elemental damage to all in an area equal to the Influence score /2, which sets the locus area on fire, causing twenty (20) points of elemental damage the next round and for each subsequent round the spell is maintained. A Reaction save and move is required to avoid the flaming fist; afterward, move actions are required to escape the AoE fire. The spell effect ends immediately if the caster doesn’t maintain the spell or moves away from the locus, past the caster’s spell reach.
Type: | Attack |
Domain: | Control |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Special |
Description: Casters with this spell can fashion a hand of ice of the same color as the focus object. It can be used to make punch attacks, causing 20 points of magic damage, grab opponents and crush them causing 12 points of elemental damage, or lift or hurl objects up to the caster’s carrying capacity a distance equal to the Influence score in yards, causing ten (10) points of impact damage plus the weight modifier. While the spell is being maintained, the caster may spend one action (in addition to any active spell maintenance requirements) to take any of the described actions once per round to affect any targets in the locus, though hurling objects requires a casting skill check to hit and grabbed targets may attempt to escape, requiring two actions to grab and crush. A Reaction save and move are required to escape the area of effect, and targets must use a defend action to avoid hurled objects. The spell effect ends immediately if the caster doesn’t maintain the spell or moves away from the locus, past the caster’s spell reach.
Type: | Attack |
Domain: | Control |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Special |
Description: A caster with this spell can produce a fist made of powerful winds the color of the focus objects to strike targets in an area equal to the Influence score in yards. Those struck are thrown 10 yards into the air and 10 yards back, taking D20+10 falling damage (Elemental damage) and knocked prone. While the spell is being maintained, the caster may spend one action (in addition to any active spell maintenance requirements) to move the locus and affect any targets in range. Targets must make a Reaction save and take a move action to get out of the AoE. The effect ends immediately if the caster doesn’t maintain the spell.
Type: | Attack |
Domain: | Control |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Special |
Description: Those with this spell are able to cause a series of stone fists of the same color and/or texture as the focus object to shoot up from the ground, striking those in the AoE. A number of fists equal to the Influence score strikes each target, causing 4 points of impact damage times the number of fists, i.e., 8 stone fists cause 32 impact damage, 9 stone fists cause 36 impact damage, etc., for each round while the spell is maintained A Reaction save and move is required to avoid the initial attack and escape the AoE; afterward, move actions are required to escape the AoE.
Type: | Attack (L) |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Willpower Negates |
Description: This spell can be used to temporarily immobilize animals, enemies, and monsters. Targets are held in place with a series of chains of the same color and/or texture as the caster’s focus object, remaining aware of their surroundings but unable to move or speak. If the caster fails to maintain the spell or moves out of the spell reach, the effect ends immediately. Anyone who makes contact with an affected target is subject to the spell effects as above, making the effect stronger and increasing its brightness, and adding a progressive -2 save modifier per affected target to others who make contact with an affected individual. In addition, once four or more targets are affected, the brightness of the effect will temporarily blind anyone within the spell reach. When layered, the progressive modifier increases by 2 for each affected target, i.e., one affected target -4, two affected targets -8, etc. Those under the effect of this spell are not subject to a kill shot. If the caster fails to maintain the spell or moves out of the spell’s reach, the effect ends immediately for all affected targets.
Type: | Attack (L) |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Willpower Negates |
Description: When cast, animals, enemies, or monsters are temporarily trapped in a micro tornado, causing them to rapidly spin around, putting them in a fatigue condition (-2 modifier to all attack, defend, or move actions) that lasts three rounds for each round spent under the spell effect. If the caster fails to maintain the spell or moves out of the spell’s reach, the effect ends immediately. Anyone who makes contact with an affected target immediately breaks the effect, because of this, those under the effect of this spell are not subject to kill shots. When layered, each casting must be interrupted individually to break the effect of the spell.
Type: | Attack (L) |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Willpower Negates |
Description: Those with this spell are able to trap animals, enemies, and monsters in a fiery band, which causes twelve (12) points of elemental damage each round, on top of the other effects. Targets are bound in fire of the same color as the caster’s focus object, remaining aware of their surroundings but unable to move or speak. When layered, the total amount of elemental damage increases by four (4) per additional casting. If the caster fails to maintain the spell or moves out of the spell’s reach, the effect ends immediately. Anyone who makes contact with an affected target takes the elemental damage and immediately breaks the spell effect. Because of this, those under the effect of this spell are not subject to kill shots.
Type: | Attack (L) |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Willpower Negates |
Description: With this spell, the caster summons a series of roots, either stone or plant-based, to coil around the target, temporarily immobilizing animals, enemies, or monsters. The roots take on the same color and/or texture as the caster’s focus object, and while remaining aware of their surroundings those affected are unable to move. Anyone who makes contact with an affected target is subject to the spell effects as above, increasing the number of roots, making the effect stronger, and adding a progressive -2 save modifier per affected target to others who make contact with an affected individual, i.e., one affected target -2. two affected targets -4, etc. When layered, the progressive modifier increases by 2 for each affected target, i.e., one affected target -4, two affected targets -8, etc. Those under the effect of this spell are not subject to a kill shot. If the caster fails to maintain the spell or moves out of the spell’s reach, the effect ends immediately for all affected targets.
Type: | Attack (L) |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Willpower Negates |
Description: This spell engulfs an animal, enemy, or monster in a sheath of water that holds them in place and causes them to begin drowning after two rounds. Targets get a save on their initiative turn each round to avoid the drowning effect. If the caster fails to maintain the spell or moves out of the spell reach, the effect ends immediately, at which point the sheath pops, splashing to the ground and leaving the target soaked. In addition to standard spell interrupts, if the sheath is struck from the outside with a sharp weapon, the caster gets a save against the casting skill. If the check fails, the sheath pops, subjecting those in melee to the water splash. When layered, each casting must be interrupted or popped individually to break the spell. Those under the effect of this spell are not subject to kill shots.
Type: | Attack (L) |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Reaction Negates |
Description: This spell is used to surround the target with a ball of lightning causing sixteen (16) points of damage. The effect lasts four rounds, but on the fourth round, the ball will discharge sheets of lightning in all directions, causing twenty-four (24) points of damage to anyone in an area equal to the Influence score /2, with a Reaction save to reduce the damage by half. The ball of lightning engulfs the target and remains on them for the duration of the spell. All damage saves are made against the Magic Armor total (Basic Hits plus relevant armor plus bonus modifiers).
Type: | Attack (L) |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Reaction Negates |
Description: Those with this spell can engulf a target with a volatile burst of magic that causes sixteen (16) points of damage. The effect lasts four rounds, but on the fourth round, the magic detonates causing twenty-four (24) points of damage to anyone in an area equal to the Influence score /2, with a Reaction save to reduce the damage by half. The spell appears as a colorful, pulsating symbol that grows more complex with each round before finally exploding in a display of light and sound. All damage saves are made against the Magic Armor total (Basic Hits plus relevant armor plus bonus modifiers).
Type: | Attack (L) |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Reaction Negates |
Description: With this spell, the caster can wreath a target in fire, causing sixteen (16) points of damage. The effect lasts four rounds, but on the fourth round, a ring of fire will erupt from the target, causing twenty-four (24) points of damage to anyone in an area equal to the Influence score /2, with a Reaction save to reduce the damage by half. Those engulfed in flame burn for the duration, though it doesn’t cause them to catch on fire; however, when the spell detonates any flammable items worn or carried by anyone in the AoE will catch fire and burn for three rounds or until snuffed. All damage saves are made against the Magic Armor total (Basic Hits plus relevant armor plus bonus modifiers).
Type: | Attack (L) |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Reaction Negates |
Description: When this spell is cast, it causes the target to shudder and shake, taking fourteen (14) points of damage and suffering a-2 modifier to all actions. The effect lasts four rounds, but on the fourth round, the magic will release a powerful shockwave, causing twenty (20) points of damage and knocking prone anyone in an area equal to the Influence score /2, with a Reaction save to reduce the damage by half and resist the knockdown effect. Those affected by this spell appear to strobe in place, while the shockwave appears as a blur of motion. All damage saves are made against the Magic Armor total (Basic Hits plus relevant armor plus bonus modifiers).
Type: | Attack (L) |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Reaction Negates |
Description: With this spell, the caster is able to instantly freeze water in the air around the target, causing sixteen (16) points of damage. The effect lasts four rounds, but on the fourth round, the magic immediately releases an icy wave of cold that causes twenty (24) points of damage to anyone in an area equal to the Influence score /2, with a Reaction save to reduce the damage by half. Those who are afflicted with this spell take on a bluish hue and have fogging breath and a series of tiny ice shards accompany the blast of intense cold when it explodes. All damage saves are made against the Magic Armor total (Basic Hits plus relevant armor plus bonus modifiers).
Type: | Defend |
Domain: | Summon |
Range: | Reach |
Area of Effect: | Personal |
Duration: | Instant |
Components: | V or S |
Casting Time: | One Action |
Resistance: | N/A |
Description: With this spell, the caster can call on the winds from the realm of air to instantly travel in any direction, up to the Influence score in yards. It can be used as a defend action (the caster must move at least one yard) or to move tactically. If the caster moves to a point in the air, they’ll fall slowly at a rate of two yards per action. The caster appears as an immaterial blur moving from point to point, though they are visible and can be tracked.
Type: | Attack |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Instant |
Components: | V, S |
Casting Time: | Two Actions |
Resistance: | Reaction |
Description: When this spell is cast, it initiates an eruption of magical energy centered on an area as defined by the caster. Anyone in the defined area must make a Reaction save, if successful, they may use move actions to escape the AoE, and anyone caught in the AoE suffers twenty (20) points of magic damage. The spell effect appears as a colorful circle filled with runes, that explodes into a series of lights and sounds. All damage saves are made against the Magic Armor total (Basic Hits plus relevant armor bonus modifiers).
Type: | Attack |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Instant |
Components: | V, S |
Casting Time: | Two Actions |
Resistance: | Reaction |
Description: Those with this spell are able to rain lightning in an area defined by the caster. Anyone in the defined area must make a Reaction save, if successful, they may use move actions to escape the AoE, and anyone caught in the AoE suffers eighteen (18) points of magic damage. The bolts strike targets in the area and the ground, with each accompanied by a crash of thunder, leaving a thick cloud behind that obscures vision, giving all in the AoE a -2 modifier to all actions for the remainder of the round and the next before dissipating. All damage saves are made against the Magic Armor total (Basic Hits plus relevant armor bonus modifiers).
Type: | Attack |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Instant |
Components: | V, S |
Casting Time: | Two Actions |
Resistance: | Reaction |
Description: With this spell, the caster launches a massive ball of fire, where it will explode in an area defined by the caster. Anyone in the defined area must make a Reaction save, if successful, they may use move actions to escape the AoE, and anyone caught in the AoE suffers twenty (20) points of magic damage. Unless an action is taken to put out the flames, the effect continues to burn into the next round, causing one point of Health damage, plus one per point in the skill tree. It appears as a wide flaming sphere that races at the target area. All damage saves are made against the Magic Armor total (Basic Hits plus relevant armor bonus modifiers).
Type: | Attack |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Instant |
Components: | V, S |
Casting Time: | Two Actions |
Resistance: | Reaction |
Description: This spell can be used to produce a shockwave of energy centered on an area as defined by the caster. Anyone in the defined area must make a Reaction save, if successful, they may use move actions to escape the AoE, and anyone caught in the AoE suffers eighteen (18) points of magic damage. The force of the shockwave causes the ground to crack in front of the caster and knocks all targets in the AoE prone. If used underground or in buildings, it could cause structural damage. All damage saves are made against the Magic Armor total (Basic Hits plus relevant armor bonus modifiers).
Type: | Attack |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Instant |
Components: | V, S |
Casting Time: | Two Actions |
Resistance: | Reaction |
Description: Those with this spell can generate a maelstrom of water that strikes targets in an area as defined by the caster. Anyone in the defined area must make a Reaction save, if successful, they may use move actions to escape the AoE, and anyone caught in the AoE suffers twenty (20) points of magic damage. It appears as a series of powerful water streams that drive through the AoE from various directions and angles, soaking everyone and extinguishing lanterns and torches. All damage saves are made against the Magic Armor total (Basic Hits plus relevant armor bonus modifiers).
Type: | Attack |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Instant |
Components: | V, S |
Casting Time: | One Action |
Resistance: | Reaction Negates |
Description: This spell is used to create a blast of magic from the caster’s hands that strikes an individual target, causing twenty-two (22) points of damage. It appears as a colorful globe or ray and may have an accompanying sound effect. All damage saves are made against the Magic Armor total (Basic Hits plus relevant armor bonus modifiers).
Type: | Attack |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Instant |
Components: | V, S |
Casting Time: | One Action |
Resistance: | Reaction Negates |
Description: When cast, this spell throws a bolt of lightning from the caster’s hands that strikes for twenty-two (22) points of damage. It can appear as a sheet, bolt, ribbon, etc, and may crackle or thunder. All damage saves are made against the Magic Armor total (Basic Hits plus relevant armor bonus modifiers).
Type: | Attack |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Instant |
Components: | V, S |
Casting Time: | One Action |
Resistance: | Reaction Negates |
Description: Those with this spell can generate a lance of fire, striking for twenty-two (22) points of damage. Unless an action is taken to put out the flames, the effect continues to burn into the next round, causing one point of health damage, plus one per point in the skill tree. The spell can appear as a stream, funnel, etc. All damage saves are made against the Magic Armor total (Basic Hits plus relevant armor bonus modifiers).
Type: | Attack |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Instant |
Components: | V, S |
Casting Time: | One Action |
Resistance: | Reaction Negates |
Description: This spell is used to create a directed seism that drives up through the ground, striking for twenty-two (22) points of damage, and knocking the target down. Although the shock wave is not visible, the displaced land and a thunderous rumble from the area are obvious. Use of this spell could cause structural damage if cast in buildings or underground. All damage saves are made against the Magic Armor total (Basic Hits plus relevant armor bonus modifiers).
Type: | Attack |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Instant |
Components: | V, S |
Casting Time: | One Action |
Resistance: | Reaction Negates |
Description: When cast, this spell sends a stream of water at the target, striking for twenty-two (22) points of damage and causing knockback. While there is little actual water in the attack, the force of it is enough to extinguish lanterns or torches. All damage saves are made against the Magic Armor total (Basic Hits plus relevant armor bonus modifiers).
Type: | Utility |
Domain: | Divination |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | N/A |
Description: This spell allows the caster to see through most types of deceptions, including magic and natural form altering, camouflage, and even verbal deceptions, such as lying. The caster’s focus object must be set in the center of the forehead, whether worn or held, acting as a third eye through which they view the deception. Once cast, the spell will reveal deceptions by enveloping the specified area of effect in a magic aura highlighting the deception. The caster is required to interpret the deception, though often it is obvious from the context of the situation. Deceptions created by magic get an opposed save using the casting skill check to negate the effect of this spell.
Type: | Attack |
Domain: | Summon |
Range: | Personal |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | N/A |
Description: Those with this spell can summon and control an elemental from the realm of Water. The strength of the elemental is based on Character Rank, i.e., Novice – Lesser, Expert – Greater, Master – Primal, though casters may attempt to summon a more powerful elemental with a progressive -2 modifier per threat rating increase, i.e., Lesser to Greater -2, Lesser to Primal -4. Whoever holds the caster’s focus object may command the elemental, though an initial Willpower save is required by the individual to whom the focus object is passed in order to gain control. Water Elementals despise being summoned, and if the elemental’s overall Threat Rating is higher than the Character Rank it will attempt to break free every 3 rounds, requiring the controller to make a Willpower save to retain control. When summoned, it appears adjacent to the caster, and if its Health is reduced to zero, it dissipates in a splash that soaks anyone directly adjacent. Control ends immediately if the caster doesn’t maintain the spell, passed control fails, or the elemental moves out of the spell reach of the focus object. A free elemental may immediately return to the Realm of Water. but will more likely choose to attack, getting a Willpower save to resist the caster’s attempts to regain control.
Type: | Attack |
Domain: | Summon |
Range: | Personal |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | N/A |
Description: With this spell, the caster can summon and control an elemental from the realm of Land. The strength of the elemental is based on Character Rank, i.e., Novice – Lesser, Expert – Greater, Master – Primal, though casters may attempt to summon a more powerful elemental with a progressive -4 modifier per threat rating increase, i.e., Lesser to Greater -4, Lesser to Primal -8. Whoever holds the caster’s focus object may command the elemental. Unless treated poorly, Land elementals typically do not mind being summoned and will go out of their way to aid whoever holds the focus object, though if treated badly, an initial Willpower save is required to gain control, and it will immediately return to the realm of land if the caster fails to maintain the spell or the elemental moves out of the caster’s spell reach. When summoned, it appears adjacent to the caster, and if its Health is reduced to zero, it dissolves into the ground.
Type: | Attack |
Domain: | Summon |
Range: | Personal |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | N/A |
Description: Those with this spell can summon and control an elemental from the realm of Air. The strength of the elemental is based on Character Rank, i.e., Novice – Lesser, Expert – Greater, Master – Primal, though casters may attempt to summon a more powerful elemental with a progressive -4 modifier per threat rating increase, i.e., Lesser to Greater -4, Lesser to Primal -8. Whoever holds the caster’s focus object may command the elemental, though an initial Willpower save is required by the individual to whom the focus object is passed in order to gain control. In addition, if the elemental’s overall Threat Rating is higher than the Character Rank it may attempt to break free, requiring the controller to make a Willpower save to retain control. When summoned, it appears adjacent to the caster, and if its Health is reduced to zero, a series of winds carry its form away in different directions. Control ends immediately if the caster doesn’t maintain the spell, passed control fails, or the elemental moves out of the spell reach of the focus object. A free elemental will choose its own targets and/or return to the Realm of Air as it wishes.
Type: | Attack |
Domain: | Summon |
Range: | Personal |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | N/A |
Description: When cast, this spell summons and controls an elemental from the realm of Fire. The strength of the elemental is based on Character Rank, i.e., Novice – Lesser, Expert – Greater, Master – Primal, though casters may attempt to summon a more powerful elemental with a progressive -4 modifier per threat rating increase, i.e., Lesser to Greater -4, Lesser to Primal -8. Whoever holds the caster’s focus object may command the elemental, though an initial Willpower save is required by the individual to whom the focus object is passed in order to gain control. In addition, if the elemental’s overall Threat Rating is higher than the Character Rank it may attempt to break free, requiring the controller to make a Willpower save to retain control. Fire elementals despise being controlled and will seek every opportunity to break free and kill the caster who summoned them and perhaps their companions out of spite, before returning to the Realm of Fire. When summoned, it appears adjacent to the caster, curses the caster continuously, and if its Health is reduced to zero, it spittles and sparks into oblivion, swearing eternal vengeance on the caster. Control ends immediately if the caster doesn’t maintain the spell, passed control fails, or the elemental moves out of the spell reach of the focus object. A free elemental may immediately return to the Realm of Fire or choose to attack, getting a Willpower save to resist the caster’s attempts to regain control.
Type: | Attack |
Domain: | Summon |
Range: | Personal |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | N/A |
Description: This spell is used to summon an elemental from the Mystic Realm over which the caster has full control. The Arcane Beast appears the same color and general shape as the caster’s focus object, with a power level based on Character Rank, i.e., Novice – Lesser, Expert – Greater, Master – Primal. Casters may direct the monster with free actions, but the directions must be simple and clear, and once both free actions are used, additional actions are required. When summoned, it appears adjacent to the caster and fades back into the Mystic Realm if the caster doesn’t maintain the spell, the elemental moves out of the caster’s spell reach, or its hit points are reduced to zero.
Type: | Utility |
Domain: | Change |
Range: | Touch |
Area of Effect: | Individual or Object |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | N/A |
Description: With this spell, a caster can decrease the size scale of an individual or object by up to two size categories. As targets are decreased in scale their weight class is decreased by the same value, reducing the amount of damage they cause and can mitigate. All armors, gear, clothing, and weapons are decreased proportionally, but the effectiveness is not, i.e., a shrunken healing balm will simply require less of it to be as effective. For common items and objects, there is no save and the change affects the durability in that there is less of it, i.e., one inch of steel is not as strong as three inches of steel. A mirror of the talisman remains with the shrunken character, visually linking them to the caster for the duration of the spell. The spell effect ends immediately if the caster doesn’t maintain the spell or the target moves out of the caster’s spell reach.
Type: | Attack (L) |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | One Action |
Resistance: | Willpower negates |
Description: When cast, this spell causes the target to become extremely lethargic, reducing their number of actions in the round by three for the duration of the effect. Those under the effect of the spell appear to be hampered by magical bonds in the color and/or texture of the caster’s focus object. In addition to losing three actions, the target’s move rate per action becomes the move rate per round, and the speed factor/rate of fire for all weapons and spell casting is reduced to one. If the caster fails to maintain the spell or the target moves out of the caster’s spell reach, the effect ends immediately.
Type: | Attack (L) |
Domain: | Change |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | One Action |
Resistance: | Willpower negates |
Description: Those with this spell can completely suppress all sound in an area around the target, surrounding them in a soft glow the same color as the focus object. Should the save fail, the target is unable to hear anything or make any sound vocally or with movement, in addition, anyone in an area around the target equal to the Influence score /2, is similarly silenced with no save, though they may step out of the effect by exiting the AoE. The spell may be cast on a willing target without requiring a Willpower save, but the visual display makes the effect fairly obvious in most instances.
Type: | Attack (L) |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | One Action |
Resistance: | Stamina negates |
Description: A damaging spell that escalates as it endures, causing eight (8) points of magic damage in the first round and increasing by four (4) points each round thereafter until the caster fails to maintain the spell or the target moves out of the caster’s spell reach. The agony generated causes those under the effect to enter a fatigue condition (-2 to all actions) for the duration of the spell. To the target, the effect appears to be generated by the caster’s focus object, with any body damage sustained imprinted into the flesh in its shape. All damage saves are made against the Magic Armor total (Constitution plus relevant armor plus bonus modifiers) casters add their Basic Hits to the armor total against spells from the same magic foundation. This spell typically needs to last for multiple rounds to be effective, and due to its vicious nature and the way it often elicits screams from the target, use of it is morally questionable for most schools of magic and among most casters. This spell is ineffective on animals and monsters.
Type: | Attack |
Domain: | Create |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Instant |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Reaction negates |
Description: When cast, this spell creates a bright burst of light that can be used to blind foes, signal a companion, etc. The shape and color of the light is based on the character’s focus object. Targets within the area of effect, friends and foes alike, get a Reaction save to avoid the effect. Those who make the save see spots but suffer no modifiers, but those who fail the save are blinded, suffering a very difficult (-8) modifier to all attack, defend, and move actions for three rounds, reduced to a difficult (-4) modifier for three additional round. If a warning is issued to allies, no save is required, though the warning itself may alert savvy opponents, likely giving them a bonus modifier to the save.
Type: | Attack |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Passive |
Components: | V, S |
Casting Time: | Three Actions |
Resistance: | Willpower Negates |
Description: This spell is used to persuade a target to view the caster as an ally for up to one hour per point in the Influence attribute. The target gets a Willpower save initially, and a modified Willpower save if asked to perform any act or action that they would find morally questionable. This spell may be cast upon NPC’s or enemies but is ineffective against animals and monsters. The target is fully aware and will not knowingly engage in a life-threatening activity, in addition, any aggressive action directed at the target will break the spell without requiring a save.
Type: | Utility |
Domain: | Change |
Range: | Touch |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | N/A |
Description: This spell is used to increase the scale of an individual or object by up to two size categories. For items and objects, the change affects the durability in that there is simply more of it, i.e. three inches steel is stronger than one inch of steel. Targets increased to large class increase to a hulking weight class, while those that go to giant class increase to a massive weight class. All armors, gear, clothing, and weapons are increased proportionally, but the effectiveness is not, i.e. a large healing balm requires more of it to be as effective. A mirror of the talisman remains with the enlarged character, linking them to the caster for the duration of the spell. The spell effect ends immediately if the caster doesn’t maintain the spell or the target moves out of the caster’s spell reach.
Type: | Utility |
Domain: | Summon |
Range: | Touch |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Three Actions |
Resistance: | N/A |
Description: This spell is used to raise and control the recently dead by imbuing them with death energy and then issuing simple commands. These rotters are marionettes, whose threat rating is based on the caster’s Character Rank, i.e., Novice – Rotter, Expert – Shambler, Master – Stalker, Epic – Demilich, though casters may attempt to animate a more powerful rotter with a progressive -4 modifier per threat rank increase. Although they lack emotion and personality, they are driven to complete a given task. Eerily silent when still, anytime a rotter moves they make a haunting wail, often leaving a trail of gore, depending on the condition of the corpse. If the caster fails to maintain the spell or the rotter moves out of the caster’s spell reach, the rotter simply stops moving and remains still. The death energy dissipates an hour after the spell effect ends unless the caster collects at least a quarter of the rotter’s heart while the spell is being maintained. So long as the heart is kept intact and the rotter remains within the caster’s spell reach, the death energy does not dissipate, and the caster need only hold the heart to issue commands. The material component required to animate is a quarter of any humanoid heart placed on the chest that is used up in the casting.
Type: | Attack (L) |
Domain: | Summon |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Special |
Description: With this spell, the caster can summon a ground covering of thorny foliage in a particular area. The effect of the thorns varies by character rank, those in the AoE become snarled, reducing move actions by half and requiring an action to break free before taking a move action (Novice), while suffering eighteen (18) points of impact damage for each move action taken (Expert), and becoming immobilized after two rounds in the AoE, taking damage from every action (Master). The spell may be cast on any natural terrain, or upon dirt or wood flooring, during which spherules rush to the area and plunge into the surface, instantly growing into the foliage.
Type: | Utility (L) |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | N/A |
Description: When cast, this spell will remove Condition effects, including fatigue and damage, and combat effects, including stun, stagger, and sensory deprivation effects, i.e. blind, deaf, etc. It will also revive those knocked out but have positive health or body points remaining. After the effect ends, targets return to their previous state, but those who have been revived remain conscious. While the spell effect removes modifiers for attacking, defending, and move actions immediately, a target that’s been knocked out must still wait for their initiative turn to stand from prone. If the caster fails to maintain the spell or the target moves out of the caster’s spell reach, the effect ends immediately. A continuous burst of spherules accompanies the effect until the spell ends.
Type: | Attack (L) |
Domain: | Control |
Range: | Touch |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Willpower negates |
Description: This spell is used on animals, enemies, or monsters providing a degree of calm to counter the fight or flight response. When under the effect of the spell, the target ceases all aggressiveness, anger, hostility, or desire for combat for the duration, allowing for roleplay opportunity to resolve combat. Any aggressive act, including verbal threats, made against the target will negate the spell, and the spell effect ends immediately if the caster doesn’t maintain the spell or the target moves out of the caster’s spell reach. Targets are fully aware of what’s going on around them, and while animals or monsters may lose interest and wander away, enemies will typically interact with the caster. For the duration of the spell effect, slow-moving spherules run between the caster and target, linking them.
Type: | Utility (L) |
Domain: | Summon |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | N/A |
Description: This spell is used to create an exact copy of the caster in the current circumstances, appearing up to a distance away equal to the spell reach, extending the caster’s overall spell reach from each individual projection. The number of projections is based on character rank, i.e., Novice = 1, Expert = 2, Master = 4, with each capable of independent movement, defend actions, and speech. When used with layering, one additional projection may be added per casting. Casters are able to transfer their physical form between the projections by spending one action in the round as a move or defend action, though a casting check is required to transfer the physical form as a defend action, and the transferred projection may not take any defend actions. If a projection is struck, it explodes into spherules, requiring a recasting to be restored. When the caster takes an attack-type action, all projections mimic it, which may make it difficult to determine which is the true physical form, depending on the situation, i.e., a ranged attack can appear to come from all projections at once, but a melee strike from a projection at range will not fool anyone. If the caster fails to maintain the spell or a projection goes beyond the caster’s spell reach, the projection dissipates immediately, requiring a recasting to be restored. During casting, spherules briefly shroud the caster and projections as they appear.
Type: | Utility (L) |
Domain: | Change |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Stamina neg |
Description: With this spell, the caster can link the life energy of two beings, causing one to endure the effects that are visited on the other. The type of effect endured is based on character rank, one of which is selected by the caster, i.e., impact or elemental damage – Novice; magic damage or healing effects – Expert; recent death or physical location – Master. Multiple effects can be layered onto one target. When cast upon willing targets, no save is required, while unwilling targets are allowed an initial Stamina save. If the caster fails to maintain the spell or one of the targets moves out of the caster’s spell reach, the effect ends immediately. Upon casting, a line of spherules runs between the targets, growing from transfer target to enduring target.
Type: | Utility (L) |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | N/A |
Description: This spell regenerates health or body damage per round based on Character Rank, up to the maximum scores. The healing effect takes place on the caster’s initiative turn, restoring health/body damage (Novice 2/1, Expert 4/2, Master 6/3) depending upon the casting. Only one type of damage may be healed per target per casting, requiring a new casting check to change the type of healing, although a single target can have the effect layered to heal both health and body points. The spell effect ends immediately if the caster doesn’t maintain the spell or the target moves out of the caster’s spell reach. Spherules from the caster will move to the target and crawl or roll over them for the duration of the spell.
Type: | Attack |
Domain: | Summon |
Range: | Reach |
Area of Effect: | Locus |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Willpower |
Description: When cast, this spell summons life energy from the surrounding area and concentrates it in a particular location. Living creatures in the area of effect are overwhelmed with a radiant energy that suppresses all negative actions and emotions, trapping them in a peaceful trance-like state so long as the spell is maintained. Targets are not subject to an attack of opportunity while in the trance and an attack breaks the effect, though if the effect is broken or the target makes the initial save, they must move out of the area of effect before the end of the round or become trapped. Any undead beings in the area of effect become trapped within the barrier of life energy and suffer sixteen (16) points of magic damage each round, though they may escape the area of effect by using a full round of move actions to push out of it. All damage saves are made against the Magic Armor total (Constitution plus relevant armor plus bonus modifiers), and undead casters add their Basic Hits to the armor total against spells from the same magic foundation. The spell effect ends immediately if the caster doesn’t maintain the spell or the target moves out of the caster’s spell reach. When cast, spherules rush in from the surrounding area and flitter through the area of effect so long as the spell is maintained.
Type: | Defend |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | N/A |
Description: This spell fills the target with mystical adrenaline, temporarily increasing their effectiveness, based on Character Rank. Targets may be granted a bonus modifier to the Constitution score to resist damage (Novice +1, Expert +3, Master +5), a bonus modifier to the Strength score to cause damage (Novice +2, Expert +4, Master +6), or a per action movement increase (Novice +3, Expert +6, Master +9). These do not stack with similar effects, targets get the better modifier. When the effect of the spell effect ends, the target is left physically drained and is immediately subject to the normal effects of fatigue (-2 modifier to all actions) for a period of time based on Character Rank, i.e. Novice 1 hour, Expert 30 minutes, Master 10 minutes. If the caster fails to maintain the spell or the target moves out of the caster’s spell reach, the effect ends immediately. The spherules dance excitedly about the target for the duration of the spell, mimicking the effect.
Type: | Attack (L) |
Domain: | Damage |
Range: | Touch |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Stamina negates |
Description: The Death Eater can use this spell to afflict the target with a virulent disease that puts them in a fatigue state and causes sixteen (16) points of magic damage each round. All damage saves are made against the Magic Armor total (Constitution plus relevant armor plus bonus modifiers) and casters add their Basic Hits to the armor total against spells from the same magic foundation. If the target takes damage, their flesh begins to swell and blister, growing puss-leaking abscesses for as long as the spell is maintained. If the caster fails to maintain the spell or the target moves out of the caster’s spell reach, the effect ends immediately. The material component is a cut of maggot-ridden flesh that is held in the palm and used up in casting.
Type: | Attack (L) |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Stamina negates |
Description: Those targeted by this spell suffer a magical fatigue, giving them a -2 modifier to all attack, defend, and move-based skills and reducing the number of available actions by one (1). In addition, Expert level castings reduce the number of the target’s available actions by 2, and Master level Castings by 3. Targets of this spell are outwardly weary, appearing out of breath with a constant burn in their muscles with every action. The spell effect ends immediately if the caster doesn’t maintain the spell or the target moves out of the caster’s range.
Type: | Utility |
Domain: | Divination |
Range: | Touch |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Four Actions |
Resistance: | Special |
Description: With this spell, the Death Eater can gather the death energies surrounding a corpse to animate it enough to communicate. The spell doesn’t recall the spirit, rather it collects memory imprinted on the remains, allowing the corpse to intelligently answer questions and offer details about its life without the rage against the living that comes with animate dead. The target may choose to refuse to answer questions by making a difficult Willpower save, but most often will require a favor of some type before answering. This will often be a message to be delivered, though it may be far more complex, and those who do not honor the promise will typically find themselves haunted. Once the spell effect ends, the remains decompose rapidly and turn to dust. If the caster fails to maintain the spell or moves out of the spell reach, the effect ends immediately. The material component is a humanoid tongue placed into the mouth of the skull, that is consumed on casting.
Type: | Attack (L) |
Domain: | Control |
Range: | Reach |
Area of Effect: | Group |
Duration: | Active |
Components: | V, S, M |
Casting Time: | One Action |
Resistance: | Willpower negates |
Description: This spell is used to evoke panic in a target within the range of the spell that spreads to affect all in the AoE. Any who fail the save are overwhelmed with a wave of panic and may take only defensive actions for the remainder of the round. In each subsequent round that the spell is active, targets suffer a modifier to all attack, defend, and move actions based on the caster’s Character Rank, i.e., Novice -2, Expert -4, Master -6, Epic -8. The spell effect ends immediately if the caster doesn’t maintain the spell or the target moves out of the caster’s spell reach, and the material component is a skeletal vertebra that is held in the palm and used up during casting.
Type: | Attack |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Willpower negates |
Description: Death Eaters can use this spell to enact their will over any existing undead being and force them to serve. If the target’s save fails, they remain under the caster’s control until the spell is released, though a feeder with a higher Threat Rating than the caster’s Character Rank may attempt to break free, requiring the caster to make a successful Willpower save to maintain control. If trying to usurp control over a feeder that is under the control of another caster, the controlling caster is allowed a Willpower save to retain control and becomes aware of the attempt. While dominated undead are subject to the will of the caster, the moment the magic is dispelled, they regain their autonomy. If the caster fails to maintain the spell or the target moves out of the caster’s spell reach, the effect ends immediately. The material component is a severed finger (used up) in a small wrought iron cage that is dangled before the target.
Type: | Utility |
Domain: | Summon |
Range: | Touch |
Area of Effect: | Individual |
Duration: | Passive |
Components: | V, S, M |
Casting Time: | Four Actions |
Resistance: | N/A |
Description: Used to raise and control the dead, the creation of a feeder comes with the risk of losing control over it. Unlike the other animations, so long as they feed, the death energy will sustain them until the body is destroyed by weapon or time. In addition, they maintain a degree of independence and awareness, possibly requiring additional spell casting to properly control. When imbued with death energy, remnants of the person they were, including personality traits, are rekindled along with a bitter hatred for all living things. The type of sustenance the feeder requires is based on character rank, i.e., Novice – living flesh, Expert – blood, Master – life energy, Epic – emotion, as is their threat rating, i.e., Novice – Feeder, Expert – Ghoul, Master – Vampire, Epic – Lich, though casters may attempt to animate a more powerful feeder with a progressive -4 modifier per threat rating increase. Feeders whose overall Threat Rating is lower than the caster’s Character Rank are compelled to obey, however, those of an equal rating or higher may attempt to break free (typically in moments of distraction), requiring the caster to make a Willpower save to maintain control. So long as they are able to feed to maintain and restore themselves, feeders will generally follow the will of the caster. The material component is a high-value black onyx gem encased in brain matter, that is placed in the mouth and consumed upon casting.
Type: | Attack (L) |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Willpower negates |
Description: With this spell, the Death Eater causes the target to become enraged, acting without concern for their own well-being or that of their allies. While under the influence of the spell, the target takes no defend actions, will not retreat from combat, and refrains from any action that aids another. The spell effect ends immediately if the caster doesn’t maintain the spell or the target moves out of the caster’s spell reach. The material component is a vial of blood (used up) that is held in the palm and boils away during casting.
Type: | Attack (L) |
Domain: | Damage |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Stamina negates |
Description: When this spell is cast, a bloody gash opens on the target’s flesh, causing sixteen (16) points of magic damage for each round the caster maintains the effect. In addition, a new wound is opened each subsequent round, adding a progressive two (2) points of damage to the damage total. All damage saves are made against the Magic Armor total (Constitution plus relevant armor plus bonus modifiers) casters add their Basic Hits to the armor total against spells from the same magic foundation. If the caster fails to maintain the spell or the target moves out of the caster’s spell reach, the effect ends immediately. The material component is a small vial of blood that is poured into the open palm and used up during casting.
Type: | Attack |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Reaction negates |
Description: This spell allows the caster to raise the target off the ground a number of yards equal to the Influence score, negating the ability to take move or defend actions or engage in melee combat. Targets are engulfed in a colorful display resembling the caster’s focus object for the duration of the spell. While levitating, any movement the target takes will cause them to tumble in place, giving them a very difficult (-8) modifier to cast spells, make ranged attacks, or perform virtually any other attack or utility action. The spell effect ends immediately if the caster doesn’t maintain the spell or moves out of the spell reach, causing the target to fall, suffering normal falling damage.
Type: | Attack |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Reaction negates |
Description: With this spell, the caster can raise the target off the ground a number of yards equal to the Influence score within a mini-tornado the color of their focus object. Targets inside this mini-tornado are spun continuously, negating the ability to take any action, and requiring a Stamina save to avoid becoming ill, entering a fatigue state for 1 minute per round spent under the spell effect. The spell effect ends immediately if the caster doesn’t maintain the spell or moves out of the spell reach, causing the target to fall, suffering normal falling damage.
Type: | Attack |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Reaction negates |
Description: This spell is used to create a hand of dirt the same color and/or texture as the caster’s focus object that throws the target a number of yards into the air equal to the Influence score, negating the ability to take any action. Targets are tossed into the air and caught four times per round, causing them to drop items they are holding (Reaction save each round) and may cause any loose gear to fall away. The spell effect ends immediately if the caster doesn’t maintain the spell or moves out of the spell reach, causing the hand of dirt to make a final toss straight up a distance in yards equal to the Influence score x2 and then dissipates into the ground allowing the target to fall, suffering normal falling damage.
Type: | Attack |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | Reaction negates |
Description: Those with this spell can create a small geyser the color of the caster’s focus object that sends a target up off the ground a number of yards equal to the Influence score, negating the ability to take move or defend actions or engage in melee combat. While the spell is maintained, targets will bounce up and down on a foaming column of water, causing them to become completely soaked and giving them a very difficult (-8) modifier to cast spells, make ranged attacks, or perform virtually any other attack or utility action. The spell effect ends immediately if the caster doesn’t maintain the spell or moves out of the spell reach, causing the target to fall, suffering normal falling damage.
Type: | Attack (L) |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S |
Casting Time: | Three Actions |
Resistance: | Willpower negates |
Description: This spell is used to take control of humanoid beings, bending their will to act at the whim of the caster. The controlled being will attack, defend, and move per the instructions of the caster, and may be made to perform acts such as attacking an ally or walking off a ledge. Those controlled carry a magic replica of the caster’s focus object, appear placid at all times, do not react to external stimuli, and speak in a slow monotone, often in the caster’s voice. While under control, the target is aware of every action, but they can do nothing but go along for the ride. Commands will be taken literally and the caster may be required to spend actions to direct the target in complex tasks. If the caster fails to maintain the spell or the target moves out of the caster’s spell reach, the effect ends immediately. This spell is ineffective on animals and monsters.
Type: | Attack (L) |
Domain: | Change |
Range: | Touch |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S |
Casting Time: | Three Actions |
Resistance: | Willpower Negates |
Description: This spell is used to change the form of the target to make them combat ineffective. All armors, weapons, and items the target is carrying on their person are affected by the change, which takes the form of a small fantastic creature, i.e., jackalope, wolpertinger, etc. The form is never immediately fatal, and the spell is broken if the target is struck, whether or not they sustain any damage, because of that, those affected by this spell are not susceptible to a kill shot. The target is aware of the change but is left extremely disoriented, allowing for limited movement within the capabilities of the form, and an inability to perform any aggressive act. If the caster fails to maintain the spell or the target moves out of the caster’s spell reach, the effect ends immediately.
Type: | Attack (L) |
Domain: | Change |
Range: | Touch |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S |
Casting Time: | Three Actions |
Resistance: | Willpower Negates |
Description: This spell is used to change the form of the target to make them combat ineffective. All armors, weapons, and items the target is carrying on their person are affected by the change, which takes the form of a small flying animal, i.e., birds, bats, etc. The form is never immediately fatal, and the spell is broken if the target is struck, whether or not they sustain any damage, because of that, those affected by this spell are not susceptible to a kill shot. The target is aware of the change but is left extremely disoriented, allowing for limited movement within the capabilities of the form, and an inability to perform any aggressive act. If the caster fails to maintain the spell or the target moves out of the caster’s spell reach, the effect ends immediately.
Type: | Attack (L) |
Domain: | Change |
Range: | Touch |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S |
Casting Time: | Three Actions |
Resistance: | Willpower Negates |
Description: This spell is used to change the form of the target to make them combat ineffective. All armors, weapons, and items the target is carrying on their person are affected by the change, which takes the form of a small animal, i.e., salamander, imp, etc. The form is never immediately fatal, and the spell is broken if the target is struck, whether or not they sustain any damage, because of that, those affected by this spell are not susceptible to a kill shot. The target is aware of the change but is left extremely disoriented, allowing for limited movement within the capabilities of the form, and an inability to perform any aggressive act. If the caster fails to maintain the spell or the target moves out of the caster’s spell reach, the effect ends immediately.
Type: | Attack (L) |
Domain: | Change |
Range: | Touch |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S |
Casting Time: | Three Actions |
Resistance: | Willpower Negates |
Description: This spell is used to change the form of the target to make them combat ineffective. All armors, weapons, and items the target is carrying on their person are affected by the change, which takes the form of a small forest animal, i.e., rabbit, squirrel, etc. The form is never immediately fatal, and the spell is broken if the target is struck, whether or not they sustain any damage, because of that, those affected by this spell are not susceptible to a kill shot. The target is aware of the change but is left extremely disoriented, allowing for limited movement within the capabilities of the form, and an inability to perform any aggressive act. If the caster fails to maintain the spell or the target moves out of the caster’s spell reach, the effect ends immediately.
Type: | Attack (L) |
Domain: | Change |
Range: | Touch |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S |
Casting Time: | Three Actions |
Resistance: | Willpower Negates |
Description: This spell is used to change the form of the target to make them combat ineffective. All armors, weapons, and items the target is carrying on their person are affected by the change, which takes the form of a small swimming animal, i.e., frog, muskrat, etc. The form is never immediately fatal and the spell is broken if the target is struck, whether or not they sustain any damage, because of that, those affected by this spell are not susceptible to a kill shot. The target is aware of the change but is left extremely disoriented, allowing for limited movement within the capabilities of the form, and an inability to perform any aggressive act. If the caster fails to maintain the spell or the target moves out of the caster’s spell reach, the effect ends immediately.
Type: | Move |
Domain: | Control |
Range: | Touch |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S, M |
Casting Time: | Two Actions |
Resistance: | N/A |
Description: When cast, this spell enhances the target, allowing them to move and think faster than normal, gaining one additional action per round for the duration of the effect (additional actions do not stack with similar effects). While under the effect of the spell, the target leaves brief after images in the color and/or texture of the caster’s focus object. The additional action can be used to attack, defend, or move, increasing the speed factor for spells or medium and large melee or ranged weapons by one, and doubling the speed factor for tiny or small weapons. This magical enhancement has a downside, once the effect wears off the target is left physically drained and immediately enters a fatigue state (-2 modifier to all actions). The spell effect ends immediately if the caster doesn’t maintain the spell or the target moves out of the caster’s spell reach.
Type: | Attack (L) |
Domain: | Control |
Range: | Reach |
Area of Effect: | Individual |
Duration: | Active |
Components: | V, S |
Casting Time: | One Action |
Resistance: | Stamina Negates |
Description: A vicious spell that afflicts the target with either gnarled hands, leg cramps, or a twisted tongue. The caster may choose the effect during casting, and all three effects may be applied to one target with three separate casts. Each effect uses a unique mechanic. Those afflicted by gnarled hands have a difficult (-4) modifier to attack and defend actions with a melee weapon, requiring a Reaction save each round to maintain their grip. Leg cramps reduce the target’s move rate by half and adds a difficult (-4) modifier to move skills. Those affected by twisted tongue are unable to communicate, this includes giving orders or casting spells. The spell effect ends immediately if the caster doesn’t maintain the spell or the target moves out of the caster’s range.
Attribute: Strength
Type: Utility
Time: N/A
Description: A character with this skill understands the dynamics of moving heavy objects and has received training in hoisting, heaving, or hauling objects that exceed their normal carrying capacity. When calculating the character’s Carrying Capacity and Lifting Capacity, this skill rank is used in place of the Strength attribute score, and when lifting something that exceeds the Lifting Capacity, they know how to improvise a fulcrum and lever, assuming available materials. The actual amount of weight that can be moved depends on the length and tensile strength of the lever and the stability of the fulcrum. In addition, when trying to break a grapple or pin, the character can use this skill in place of the Strength attribute score, though normal modifiers apply.
Tactical Use: Move crates to make a barrier, carry a companion, or pry open a stuck gate
Specialization: None
Attribute: Agility
Type: Attack
Time: One Action
Description: Characters with this skill are able to make devastating strikes against unaware foes. With a successful skill check, the target is hit with an attack that doesn’t allow for a defend action (like an Attack of Opportunity); the attack results in a critical hit causing body damage, and carries an additional stun effect, normal saves apply. The target must be unaware of the attack, typically with the use of Stealth or a blindsiding attack, though it may also be used on flanked opponents. Those with this skill may choose to act one segment faster in the round, i.e., make melee attacks during the Ambush segment, make ranged attacks during the Melee segment, etc. This attack may only be used once against a particular target in a round, as the attack will make them aware of the attacker. If the skill check fails, the attack misses.
Prerequisites: The Stealth skill and eight points in the skill tree
Attribute: Constitution
Type: Attack
Time: One Action
Description: This skill is used to make a jaw-grinding Bite attack, causing disabling damage, while pinning a specific limb. With a successful skill check, the target takes physical damage equal to the normal Bite attack +2, suffering that damage with each shake of the head, requiring an action but no skill check, so long as the hold is maintained. The target is required to save against the appropriate disabling effect based on the body part struck and damage taken, and suffers damage to their health and/or body as is appropriate each time damage is caused. Escape attempts are made at a difficult (-4) modifier, -1 per two points in the skill tree. Both the attacker and defender are considered to be prone for the duration of the attack. If the skill check fails the attack is unsuccessful.
Prerequisites: The Biting skill and eight points in the skill tree
Attribute: Constitution
Type: Attack
Time: One Action
Description: Characters with this skill can leverage their strength and mass to compress a prone or pinned target with the intent to destroy. With a successful skill check, the attacker causes physical damage equal to Strength plus basic hits directly to Body points. The attack may be attempted up to two times per round. Due to the aggressive nature of the attack, the defender is allowed an escape attempt (assuming available actions), if successful, no damage is suffered from the attack, though this does not free them from the prone or pin position. If the skill check fails the attack is unsuccessful.
Prerequisites: Eight points in the skill tree
Attribute: Constitution
Type: Attack
Time: One Action
Description: Characters with this skill have a reinforced cranium, horns, or other such head protrusions used to strike an opponent in melee combat. On a successful skill check, the attack succeeds causing physical damage equal to the Strength score (forehead plate, horns, etc.) damage +2, + 1 per three skill points in the tree. It may be used as a strike to the head to attempt a knockout, with a -4 modifier to hit. Targets get a Stamina save to avoid the knockout effect, -1 per two points in the skill tree. If the skill check fails or the target successfully defends, the attack misses.
Specialization: None
Attribute: Strength
Type: Attack
Time: One Action
Description: This skill is used to hold a target prone while causing damage. It may only be used on a foe that has been grabbed. With a successful skill check, the attacker wraps their arms around a defender’s torso with the hands locked, causing physical damage equal to the attacker’s Strength plus basic hits, with a speed factor of two. One action must be spent each round to maintain the hold. Once in the hold, the defender has a -1 modifier per two points in the skill tree for any break or escape attempt. This skill can be used to counter a break or escape, assuming available actions. Both the attacker and defender are prone during the move and this skill cannot be used to defend against attacks made by the target. If the skill check fails, the move has not been applied correctly and the opponent gets a simple (+4) modifier to break the grapple.
Specialization: None
Attribute: Knowledge
Type: Utility
Time: N/A
Description: Characters who select this path are continually looking for ways to increase the effectiveness of their spell casting. With this skill, they can store a number of unmodified instant or passive spells (casting time of two actions or less) on the talisman based on Character Rank – Novice 2, Expert 4, Master 6, Epic 8. Stored spells are cast with a free action, requiring a skill check at this skill tree rank and using this skill tree rank for all relevant spell factors. One spell may be cast off the talisman per round, and a particular spell may only be cast once per encounter, but the number of spells that can be cast in an encounter is based on Character Rank – Novice 1, Expert 2, Master 3, Epic 4. In addition, at Expert level, those taking this path may choose to cast one segment faster in the round with stored spells, i.e., make melee casts during the Ambush segment, make ranged casts during the Melee segment, etc., and continue any available casting or attack actions in a later segment. The talisman must be large enough for the spells to be crafted on it (medium size), a spell can be crafted on it multiple times, and the talisman must be modified in order to make changes, per the Talisman Construction rules.
Specialization: (Required) Magic Foundation, i.e. Mystic, Land Strider, Wind Rider, Fire Walker, Wave Runner
Attribute: Constitution
Type: Attack
Time: Two Action
Description: This skill is used to make a Bite attack, pulling the target down and hauling them across the ground. With a successful skill check, the target takes damage equal to the Bite +2, plus one per two points in the skill tree, and is yanked down into a prone position to be dragged, causing physical damage equal to the move rate plus the attacker’s basic hits. As a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used and allows any remaining attack actions to be used after this attack, or the remaining action may be used to continue dragging the target. Due to the aggressive nature of the attack, the defender is allowed an escape attempt (assuming available actions), before being dragged, if successful, they are freed from the bite and not knocked prone. While being dragged, the target is considered prone. If the skill check fails the attack is unsuccessful.
Prerequisites: The Biting skill and eight points in the skill tree
Attribute: Agility
Type: Utility
Time: N/A
Description: A character with this skill can add an attack as part of any ground-based move skill in this tree as part of their attack actions in Initiative. Only tiny or small weapons can be used for this attack, and all speed factor rules apply. Attack actions are used during the Movement segment, continuing from attack actions used in previous segments and allowing any remaining attack actions to be used after the movement. It may be used with any novice attack skill that the character has, with all related and general combat modifiers applied normally.
Prerequisites: The (E) Gymnastics skill and eight points in the skill tree
Attribute: Agility
Type: Utility
Time: N/A
Description: A character with this skill can add an attack as part of any aerial-based move skill in this tree. Only tiny or small weapons can be used for this attack, and all speed factor rules apply. Attack actions are used during the Movement segment, continuing from attack actions used in previous segments and allowing any remaining attack actions to be used after the movement. It may be used with any novice attack skill that the character has, with all related and general combat modifiers applied normally.
Prerequisites: The (E) Parkour skill and eight points in the skill tree
Attribute: Constitution
Type: Move
Time: One Action
Description: A character with this skill can maintain a stable longitudinal and latitudinal position, while holding a particular orientation, in mobile combat (assuming that the technology or racial ability has this capability). With a successful skill check, the character may attack, defend, or use any relevant skill with no modifier while hovering. In addition, movement from a hover position may be initiated as a free action, moving a number of yards equal to the number of points in this skill tree. If the skill check fails, all normal move modifiers apply, with a possible loss of control that could lead to a collision or crash.
Prerequisites: The Combat Maneuvers skill and four points in the skill tree
Attribute: Agility
Type: Move
Time: One Action
Description: Those with this skill can make a diving action in mobile combat to make an attack. It can be used as a rush attack with a melee weapon using move rate instead of Strength for damage, a strafing attack with a ranged weapon, etc. Any attack and defend actions taken during the swoop have a -2 modifier regardless of type due to velocity. During a melee pass a single target can be attacked once. As a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used, but no further attacks may be made unless all attack actions are held for the Movement segment. If the skill check fails, the character may suffer a loss of control that could lead to a collision or crash.
Specialization: (Required) Method of mobility, i.e. wings, technology, vehicle, etc.
Attribute: Perception
Type: Move
Time: One Action
Description: Those with this skill are able to make a ranged attack during a mobile move. All speed factor and movement rules still apply. This skill may be used with any Novice ranged attack skill and move skill in this tree (assuming that the character has the skill), with all related and general combat modifiers applied normally. As a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used and allows any remaining attack actions to be used after this attack. If the skill check fails or the target successfully defends, the attack misses, with a possible loss of control that could lead to a collision or crash.
Prerequisites: The Combat Maneuvers skill and four points in the skill tree
Attribute: Agility
Type: Move
Time: One Action
Description: Those with this skill are able to make a melee attack during a mobile move. This includes moving through or out of a foe’s threat range, without drawing an Attack of Opportunity. All speed factor and movement rules apply. This skill may be used with any Novice melee attack skill and move skill in this tree (assuming that the character possesses the skill), with related and general combat modifiers applied normally. As a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used and allows any remaining attack actions to be used after this attack. If the skill check fails or the target successfully defends, the attack misses and leaves the character open to an attack of opportunity if they are moving out of or through an opponent’s threat range which may result in loss of control that could lead to a collision or crash.
Prerequisites: The Combat Maneuvers skill and four points in the skill tree
Attribute: Constitution
Type: Move
Time: One Action
Description: This skill is used to make a controlled collision, with the intent to control the opponent’s course, while causing damage. With a successful skill check, this maneuver disrupts any move action currently being taken and forces the target to move in a particular direction. Because it is a controlled collision, the ramming damage is reduced by one level for combatants (see Flight-to-Flight and Flight-to-Ground rules for more information). As a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used, and allows any remaining attack actions to be used after this attack. If hit, the defender is allowed a Piloting skill check to maintain their course, with a -1 modifier per point in the skill tree. If the skill check fails or the target makes a successful defend, the attack misses.
Tactical Use: Force an opponent to land, crash into a solid object, or collide with another vehicle
Prerequisites: The Combat Gambits skill and eight points in the skill tree
Attribute: Constitution
Type: Move
Time: One Action
Description: Those with this skill can use momentum to make a devastating melee attack against an opponent. For this attack, the damage of the weapon is increased by one per point in the skill tree and current the single action flight move rate is used in place of strength when calculating damage. On a successful skill check, the target is hit and may defend normally. It may be used as a Hack, Stab, or Swing attack (assuming the character has the skill), though a single target may only be struck once during a pass, with all related and general combat modifiers applied normally. As a move-type skill, this may be used to strike a foe in the Movement segment after other attack actions are used and allows any remaining attack actions to be used after this attack. If the skill check fails or the target makes a successful defend, the attack misses; in addition, on a failed skill check, the character may experience a loss of control that could result in a collision.