General Skills Table
Skills which have to do with increasing your Stats and with acting defensively.
Name | Skill Tags | Skill Point Cost | Mana Cost | Prerequisites | Action Cost | Effect |
---|---|---|---|---|---|---|
Here and Now | General | 2 | N/A | N/A | Passive | Level up. Once you've Leveled Up from this Skill, gain -4 Skill Points. |
No Luck, All Skill | General | 0 (Any Number of Ranks) | N/A | N/A | Passive | Permanently lose 1 Exertion Die, then gain 1 Skill Point. ((This is not recommended.)) |
Practiced | General, Devotion | 0 | N/A | N/A | Passive | Gain +2 Skill Points. |
Min-Max | General | 1 | N/A | N/A | Passive | Increase your highest stat among Total Might, Total Skill, and Total Magic by +2, and decrease your lowest among those stats by -4. |
Victory Intention | General | 4 | N/A | N/A | Passive | Gain +1 1d6 Exertion Die. |
Full Exertion | General | 1 | 10 | N/A | Free | Your next d20's result is 20. You must spend 2 Exertion Die to activate this Skill. An attack roll made with this d20 is not a critical hit. |
Maximum Effort | General | 2 | 10 | Full Exertion | Bonus | Your next d20's result is 25. You must spend 2 Exertion Die to activate this Skill. An attack roll made with this d20 is not a critical hit. |
Competence | General, Devotion | 0 | N/A | N/A | Passive | When you would roll 1d20 you may choose to instead roll 2d10. These 2d10 and the result of these 2d10s are in all ways treated as though they were instead 1d20 with the exception that a result of 18 or higher is treated as though it were a 20 on 1d20 (except for in the case of a damage roll). You may increase this Skill's Skill Point Cost by 3 at any time to remove the Devotion Skill Tag. |
Combatant | General, Offensive | 2 (Any Number of Ranks) | N/A | N/A | Passive | Gain +1 Attack per Rank. This skill can only be taken once per 5 levels you have. |
Interested | General | 1 (Up to 5 Ranks) | N/A | N/A | Passive | Gain +1 Interest Point per Rank. This Interest Point cannot increase Athletics, Nimble, or Arcana. |
Hobbyist | General | 2 (Up to 5 Ranks) | N/A | N/A | Passive | Gain +1 Interest Point. |
Massive | General | 2 | N/A | N/A | Passive | Increase your Size by +1. If this Skill would increase your Size above Large, double this Skill's Skill Point Cost. |
Built | General, Devotion | 1 | N/A | N/A | Passive | Increase your Size by +1. If this Skill would increase your Size above Large, double this Skill's Skill Point Cost. |
Peerless Size | General, Devotion | 4 | N/A | N/A | Passive | Increase your Size by +1. |
Dense | General | 2 | N/A | N/A | Passive | Increase your Size Number by +1. |
Gratuity | General | 2 | 6 | N/A | Bonus | Gain +2 Size for 1 minute. Passive: You cannot increase your Size by means besides this Skill. |
Unmoving | General | 1 (Up to 3 Ranks) | N/A | N/A | Passive | Increase your Movement Resistance by +1 Space per Rank. If you have 3 Ranks of this Skill, gain +1 Movement Resistance. |
Toughness | General, Defensive |
1 | N/A | N/A | Passive | Gain +10 Maximum HP. |
Healthy | General, Defensive | 1 (Up to 6 Ranks) | N/A | N/A | Passive | Gain +1 HP Scaling. |
Truculent | General, Defensive | 2 | N/A | N/A | Passive | When you would be reduced beneath 1 HP, you have a 100% chance of instead being reduced to 1 HP. This % chance is reduced by 50% each time this Skill is activated until you sleep for at least 8 hours. |
Unyielding | General, Defensive, Devotion | 4 | N/A | Truculent, 100 Maximum HP | Passive | When you would be reduced beneath 100 HP, you have a 100% chance of instead being reduced to 100 HP. This % chance is reduced by 50% each time this Skill is activated until you sleep for at least 8 hours. |
Unconquerable | General, Defensive | 4 | N/A | Unyielding, 300 Maximum HP | Passive | When you would be reduced beneath 300 HP, you have a 100% chance of instead being reduced to 300 HP. This % chance is reduced by 50% each time this Skill is activated until you sleep for at least 8 hours. |
Immortal | General, Defensive | 2 | 10 | Unyielding | Free | While your HP matches your Maximum HP and your HP would be reduced beneath your Maximum HP, you have a 100% chance of instead not taking damage. This % chance is reduced by 40% each time this Skill is activated until you sleep for at least 8 hours. |
The Ten Seals of the Deathless | General, Defensive, Devotion | 2 | N/A | Unconquerable, Immortal | Free | The skills Truculent, Unyielding, Unconquerable, and Immortal have no Effect. When you would be reduced beneath 300 HP, 100 HP, or 1 HP, you have a 400% chance of instead being reduced to 300 HP, 100 HP, and 1 HP respectively. This % chance is reduced by 40% each time this Skill is activated until you sleep for at least 8 hours. |
Second Wind | General, Defensive | 2 | 1* | N/A | Defensive or Bonus | Heal +1d6 per 1 Mana spent to activate this Skill. You may choose to take the average result of your dice instead of rolling them, before you roll them (3 times the number of d6s you would roll). |
Good Cardio | General | 1 | N/A | N/A | Passive | Gain +5 Maximum Mana. |
Energetic | General | 1 (Up to 3 Ranks) | N/A | N/A | Passive | Gain +1 Mana Scaling per Rank. |
Tireless | General | 3 (Up to 3 Ranks) | N/A | N/A | Passive | Gain +1 Mana Scaling per Rank. |
Warlock | General | 1 | N/A | N/A | Passive | Whenever you would spend Mana or your Mana would be reduced, you may instead choose to take 3 True Damage per point of Mana lost Halve the True Damage taken from spending Mana beneath 0 Mana. |
Magnificent Might | General, Offensive | 1 | 6 | N/A | Bonus | Gain +1 Total Might for 1 minute. This bonus increases by +1 per odd Level you have (including Level 1). |
Strong Back | General | 1 | N/A | N/A | Passive | Increase your Carrying Capacity by +10. |
Magnificent Mastery | General, Offensive | 1 | 10 | N/A | Bonus | Gain +1 Total Skill for 1 minute. This bonus increases by +1 per odd Level you have (including Level 1). |
Quick Hands | General | 1 (Up to 2 Ranks) | N/A | N/A | Passive | You may use the Manipulate Object action as a Free Action +1 times per turn per Rank. |
Magnificent Magic | General, Offensive | 1 | 10 | N/A | Bonus | Gain +1 Total Magic for 1 minute. This bonus increases by +1 per odd Level you have (including Level 1). |
Stable Mind | General | 4 | N/A | N/A | Passive | You may maintain 2 Concentrations at the same time. |
Simply Magnificent | General, Offensive | 2 (Up to 3 Ranks) | N/A | Magnificent Might, or Magnificent Mastery, or Magnificent Magic |
Passive | Choose one of the Following skills each time you take this Skill: Magnificent Might, Magnificent Mastery, Magnificent Magic. Halve the bonus granted by the chosen Skill(s). Gain this bonus from the chosen skill passively. If you activate the skill Moment of Truth, lose this Skill until you have slept for 8 hours. |
Moment of Truth | General, Offensive, Devotion | 2 | 4 | Magnificent Might, or Magnificent Mastery, or Magnificent Magic |
Free | When you activate Magnificent Might, Magnificent Mastery, or Magnificent Magic make the bonus granted equal to your Level instead. At the end of your current turn you take an amount of True Damage equal to double the current granted bonus, the skill ends, then you become Staggered until next you sleep. You become Staggered even if you would typically be immune (though it can still be mitigated by skills such as Push Beyond). You cannot activate this Skill while Staggered. Staggered: You cannot use two chosen actions, which you choose and would otherwise be able to use. If you would become Staggered, but you are already Staggered, you instead become Stunned. |
God in Your Hands | General, Offensive | 1 | N/A | Moment of Truth | Passive | While Moment of Truth is active, your attacks cannot miss. |
Just a Moment Longer | General, Offensive | 1 | 6 | Moment of Truth | Defensive | Moment of Truth's bonuses last until the end of your next turn, and its drawbacks do not trigger until the end of your next turn. Instead of being Staggered, you are Unconscious. You cannot in any way mitigate this Unconsciousness. You wake up after one hour, and are Staggered until you sleep. Unconscious You cannot use actions. |
Limitless Truth | General, Offensive | 1 | N/A | Just a Moment Longer | Free | When you activate Moment of Truth, it instead lasts indefinitely. When next you sleep, you die. You must sleep at some point within 24 hours after the activation of this Skill. |
Force of Will | General | 2 (Any number of Ranks) | N/A | N/A | Passive | Permanently replace one of your 1d6 exertion die with 1d8. OR Permanently replace one of your 1d6 exertion die with 1d6+1. |
Determination | General |
1 | N/A | N/A | Passive | Permanently replace one of your 1d6+1 or 1d8 Exertion Die with 1d10 OR Permanently replace one of your 1d6+1 or 1d8 Exertion Die with 1d8+1 |
Precise | General, Offensive | 1 (Up to 4 Ranks) | N/A | N/A | Passive | Gain +1 Hit per Rank. |
Improve Dodge | Defensive, Dodge | 1(Up to 2 Ranks) | N/A | N/A | Passive | Gain +2 Dodge per Rank. |
Deft Dodge | Defensive, Dodge | 1 | 5 | N/A | Free | Make your Dodge roll at advantage. |
Absolute Dodge | Defensive, Dodge | 2 | 8 | N/A | Free | Do not roll your Dodge roll. Your Dodge roll's result is 12. |
Dash | Defensive, Dodge | 1 | N/A | N/A | Passive | If you reduce the damage taken from an AoE, Line, or Cone to or beneath 3 by dodging, you may move to any adjacent Space outside of the damaging area. You may spend 6 Mana to instead move to a Space within 2 Spaces outside of the damaging area. |
Armored Dodge | Defensive, Dodge | 1 (up to 2 Ranks) | N/A | N/A | Passive | Gain +1 Dodge while wearing Armor and also +2 Dodge per Rank while wearing Armor up to a maximum of +3 while wearing Light Armor, +5 While wearing Medium Armor or Heavy Armor. |
Like Stone | General, Defensive | 1 | N/A | N/A | Reaction | Gain 10 Damage Threshold until the start of your next turn. Passive: Gain 4 Damage Threshold. If you would take damage in an amount equal or less than your damage threshold, you instead take 0 damage. (If you take damage above your damage threshold, it is not reduced in any way by your damage threshold.) True Damage is unaffected by Damage Threshold. If you have multiple sources of damage threshold, they do not stack (use the highest one.) |
Earth's Endurance | General, Defensive | 2 | 2 | Like Stone |
Reaction | Gain 13 Damage Threshold until the start of your next turn. Passive: Gain 6 Damage Threshold. |
Bedrock Being | General, Defensive | 2 | 2 | Earth's Endurance |
Reaction | Gain 16 Damage Threshold until the start of your next turn. Passive: Gain 8 Damage Threshold. |
Adamantine Effigy | General, Defensive, Devotion | 2 | 2 | Bedrock Being |
Reaction | Gain 19 Damage Threshold until the start of your next turn. Passive: If your Damage Threshold is bypassed in any way, reduce the damage taken by 6. |
Grit Those Teeth | Defensive, Anti-Critical | 1 | 6 | N/A | Reaction | Trigger: You are critically hit. Effect: The critical hit is treated as a regular hit against you. |
Brave | General, Defensive, Emotion | 1 | N/A | N/A | Passive | Whenever you would become Panicked, instead become Afraid. Afraid: You cannot move towards the source of your fear. |
Courageous | General, Defensive, Emotion | 1 | N/A | Brave | Passive | Whenever you would become Afraid, you may choose to instead become Unnerved (-1). Also, your (number) minimum is increased, as seen below. Unnerved: Gain (number) to all d20 rolls. For example, if you are under the effects of Unnerved (-2), reduce the result of all d20 rolls you make by 2. Multiple instances of Unnerved stack up to a maximum of (5) and a minimum of (-5). If this (number) becomes lower than (-2) you also become Afraid of the target which Unnerved you. |
Cool | General, Defensive, Emotion | 1 | N/A | Brave | Passive | The minimum (number) your Unnerved can be is increased by +3. |
Persistent | General, Defensive | 1 | N/A | N/A | Passive | Whenever you would become Paralyzed, instead become Stunned. |
Push Beyond | General, Defensive | 1 | N/A | Persistent | Passive | Whenever you would become Stunned, instead become Staggered. |
Force of Nature | General, Defensive, Mobility |
2 | 7 | N/A | Defensive, Bonus, or Reaction | Become Immune to the effects of Difficult Terrain, Jarred, Staggered, Unconscious, Rooted, Tired, Lethargic, Disabled, Unnerved, and Afraid, conditions until the start of your next turn. |
Omnipresent | General, Defensive | 1 | N/A | Force of Nature | Passive | You may activate Force of Nature while you are Unconscious. |
Endure | General, Defensive |
2 | 4 | N/A | Free (Concentration) | When you take damage, you may choose to activate this Skill and take 0 damage instead. Add all damage which you have not taken because of this activation of this Skill together, and reduce your HP by that amount once you lose Concentration. This is not damage. If this HP reduction would bring you beneath 0 HP once you lose Concentration, double this Skill's Mana Cost until you lose Concentration. |
Quick Step | General, Mobility | 2 | 4* | A Walk Speed | Bonus | Gain +1 Walk Speed per 4 Mana you spend to activate this Skill (up to maximum of +3 Walk Speed). |
Silent Step | General, Mobility | 1 | N/A | N/A | Passive | You may choose not to leave footprints, becoming untraceable by your footprints. You may choose for your footsteps to be completely silent, regardless of terrain. |
Elven Step | General, Mobility | 2 | N/A | Silent Step | Passive | You may choose to walk on top of snow, leaves, sand dunes, tall grass, or any other natural impediment without being impeded, becoming immune to natural Difficult Terrain. |
Capable Swimmer | General, Mobility | 1 | N/A | A Walk Speed | Passive | Gain a Swim Speed equal to your Walk Speed. |
Swift Swimmer | General, Mobility | 2 | 4* | A Swim Speed | Bonus | Gain +1 Swim Speed per 4 Mana you spend to activate this Skill (up to maximum of +3 Swim Speed). |
Long Leaper | General, Mobility | 2 | 4* | N/A | Bonus | Gain +1 Leap Speed per 4 Mana you spend to activate this Skill (up to maximum of +3 Leap Speed). |
Fast Flier | General, Mobility | 2 | 4* | A Fly Speed | Bonus | Gain +1 Fly Speed per 4 Mana you spend to activate this Skill (up to maximum of +3 Fly Speed). |
Quick Climber | General, Mobility | 1 | N/A | N/A | Passive | Do not consume additional Walk Speed while climbing. |
Quick Crawler | General, Mobility | 1 | N/A | N/A | Passive | Do not consume additional Walk Speed while Prone. |
Wall Walk | General, Mobility | 2 | N/A | Quick Climber | Passive | You may walk on vertical surfaces without falling, so long as you are on a surface you would not usually fall off of at the end of your turn. |
Water Walk | General, Mobility | 2 | N/A | N/A | Passive | You may walk on liquids without falling in, so long as you are not standing on a liquid at the end of your turn. If you would take damage from touching a liquid, this Skill halves that damage as you are not fully submerged, and otherwise does nothing to mitigate the harm you would take from contacting a surface. |
Wherever I May Roam | Mobility | 1 | N/A | Wall Walk, Water Walk | Passive | You may walk on any vertical or horizontal surface without hindrance such as falling (though this Skill does not make you immune to difficult terrain). For example, you could walk up a waterfall, or stand on a wall or ceiling without falling, and so on. If you would take damage from touching the surface, this Skill does not alter that damage in any way. |
Tireless Defender | Defensive | 1 (Up to 3 Ranks) | N/A | N/A | Passive | While using the Block Action, gain +3 Guard per Rank. |
Defiant Defender | Defensive | 2 | N/A | N/A | Reaction | Gain +1 Guard per 1 Mana you spend to activate this Skill, then become Jarred until the end of your next turn. Jarred: You cannot use single chosen action, which you choose. The chosen action must be a Primary, Defensive, or Move action. You must be otherwise able to use the chosen action. If you would become Jarred, but you are already Jarred, you instead become Staggered. |
Defender's Retribution | Offensive, Defensive | 2 | N/A | N/A | Any | Until the start of your next turn, any adjacent target which deals damage to your Guard takes an equal amount of damage. Choose for this damage to be Piercing or Bludgeoning (chosen when you take this Skill). If your Total Magic is greater than 12 you may instead choose for this to be Arcane Damage. |
Defender's Banishment | Defensive | 1 | N/A | N/A | Any | Until the start of your next turn, any adjacent target which deals damage to your Guard is moved 1 Square in a direction of your choice. |
Guard of the Absolute | Defensive, Devotion | 2 | N/A | N/A | Passive | No damage can ever, under any circumstances, be treated as Crushing when it would deal damage to your Guard.When you successfully reduce any damage by any amount with your Guard, gain +1 Guard per 2 Levels you have. |
Protector | Defensive, Supportive | 1 | N/A | N/A | Passive | When you use Guard to reduce damage dealt to others, gain +1 Guard per Level (minimum +4) which can only benefit others. |
Phalanx | Defensive, Supportive, Teamwork | 1 | 2 | Protector | Free | You and any number of consenting adjacent targets with Guard may add your collective Guards together into a pool called a Phalanx until the start of your next turn. Your Guards are not broken until the Phalanx runs out of Guard. The Phalanx counts as each of your respective Guards for the purposes of skills (for example, if one of you has the skill Guard of the Absolute, the Phalanx counts as their Guard and so cannot be effected by Crushing Damage). |
Sacrifice Shield | Defensive, Anti-Critical | 1 | N/A | N/A | Reaction | Trigger: A valid Block target is critically hit, or would take damage which would reduce them beneath 1 HP. Effect: Take 0 damage. Your Shield becomes Useless. |
Resist Hot Weather | General, Defensive | 1 | N/A | N/A | Passive | Gain Resistance to Warm Weather, Hot Weather, and Volcanic Heat. |
Hot Weather Immunity | General, Defensive | 1 | N/A | Resistance to Fire Damage | Passive | Gain Immunity to Warm Weather, Hot Weather, and Volcanic Heat. |
Resist Cold Weather | General, Defensive | 1 | N/A | N/A | Passive | Gain Resistance to Cool Weather, Cold Weather, and Freezing Weather. |
Cold Weather Immunity | General, Defensive | 2 | N/A | Resistance to Cold Damage | Passive | Gain Immunity to Cool Weather, Cold Weather, and Freezing Weather. |
Resist Cold | General, Defensive | 2 | N/A | N/A | Passive | Gain Resistance to Cold Damage. |
Cold Immunity | General, Defensive | 2 | N/A | Resistance to Cold Damage | Passive | Gain Immunity to Cold Damage. |
Resist Fire | General, Defensive | 2 | N/A | N/A | Passive | Gain Resistance to Fire Damage. |
Fire Immunity | General, Defensive | 2 | N/A | Resistance to Fire Damage | Passive | Gain Immunity to Fire Damage. |
Resist Magma | General, Defensive | 2 | N/A | Immunity to Fire Damage | Passive | Gain Resistance to Magma Damage. |
Magma Immunity | General, Defensive | 2 | N/A | Resistance to Magma Damage | Passive | Gain Immunity to Magma Damage. |
Resist Lightning | General, Defensive | 2 | N/A | N/A | Passive | Gain Resistance to Lightning Damage. |
Lightning Immunity | General, Defensive | 2 | N/A | Resistance to Lightning Damage | Passive | Gain Immunity to Lightning Damage. |
Resist Acid | General, Defensive | 2 | N/A | N/A | Passive | Gain Resistance to Acid Damage. |
Acid immunity | General, Defensive | 2 | N/A | Resistance to Acid Damage | Passive | Gain Immunity to Acid Damage. |
Resist Poison | General, Defensive | 1 | N/A | N/A | Passive | Gain Resistance to Poison and Poison Damage. |
Poison Immunity | General, Defensive | 2 | N/A | Resistance to Poison | Passive | Gain Immunity to Acid Damage. |
Resist Arcane | General, Defensive | 1 | N/A | Beneath 14 Magic | Passive | Gain Resistance to Arcane Damage. |
Arcane Immunity | General, Defensive | 2 | N/A | Resistance to Arcane Damage | Passive | Gain Immunity to Arcane Damage. |
Wait | General | 2 | 0 | N/A | Primary | Gain +1 Reaction until the start of your next turn. |
Reaction Time | General | 2 | 6 | N/A | Bonus | Gain +1 Reaction until the start of your next turn. |
Mutate Arms | Mutation, Devotion | 4 | N/A | N/A | Passive | Gain +2 arms, -2 Total Might and -2 Total Skill. You may choose for these arms to be "normal" shoulders, arms, and hands or to be boneless tentacles. |
Mutate Tail | Mutation | 1 | N/A | N/A | Passive | Gain +1 prehensile tail. |
Mutate Head | Mutation | 3 | N/A | N/A | Passive | Gain +1 head. You may choose for this head to have its own personality and/or physical appearance/voice. If you do not have the skill Hydra gain one of the following bonuses of your choice, chosen when you take this Skill: -Gain +2 Total Magic. -If the head has its own personality, gain +2 Skill Points, +1 Skill Point per Level, +20 Total Mana, and +1 Primary Action each turn, all of which may only be spent by that personality. That personality has none of your Skills. You may not exchange Skill Points between the heads. That personality is considered to have the skill Hydra for the purposes of this Skill. Any heads gained from that personality do not count towards the skill Hydra's Number of Heads. |
Gambler's Life | General, Defensive, Gambling | 1 | N/A | N/A | Passive | You do not increase your Maximum HP with HP Scaling, and you must roll 1d8 + (HP Scaling - 4) at advantage to determine your HP when you level up, and for all previous levels for which you gained HP Scaling instead. |
Gambler | General, Gambling | 2 | N/A | N/A | Passive | Reduce your Total Might, Total Skill, and Total Magic to 0. Roll 3d6 at advantage, and gain that much Total Might. Repeat this process for Total Skill and Total Magic respectively ((This yields a minimum of 3 on very rare occasions, and yields 18 much more often, but most often yields 12.)) |
Exertion Loan | Gambling | 1 | 2 | N/A | Free | Gain +1 Exertion Die, and use it immediately. Do not regain the next 2 Exertion Die you would usually regain. You may only activate this Skill once per day. |
Lucky | Gambling | 2 | 5 | N/A | Bonus | Spend an Exertion Die to make any d20 roll at advantage. |
Double Down!! | Offensive, Gambling | 2 | 2 | N/A | Free | When you would deal damage, but have not yet, flip a coin instead. Heads: Double the damage. Tails: Reduce the damage to 0 or divide the damage you would deal evenly between you and all other targets. |
Call It! | Gambling | 1 | 4 | N/A | Free | When you would roll a d20, but have not yet, flip a coin instead. Heads: treat it as though you had rolled a 20. Tails: treat it as though you had rolled a 1. |
Exploding Dice | Gambling | 1 | N/A | N/A | Passive | When you roll the maximum result on a damage die, roll again, increasing the damage dealt by any amount rolled, and stop rolling once you did not roll the maximum result. When you roll the minimum result on a damage die, roll again, decreasing the damage dealt by any amount rolled, and stop rolling once you did not roll the minimum result. |
Exploding Exertion | Gambling | 2 | N/A | Exploding Dice | Passive | When you roll the maximum result on an Exertion Die, roll again, increasing the roll by any amount rolled, and stop rolling once you did not roll the maximum result. When you roll the minimum result on an Exertion Die, roll again, decreasing the roll by any amount rolled, and stop rolling once you did not roll the minimum result. |