the Ranger

 

Image by Nicco Salonga

Becoming undetectable or evading danger are the hallmarks of the Ranger, but also foraging for valuables and surviving hazards in the World Beyond the Fall. Choose this class if:

  • You want to play an explorer, a rogue, a detective, or a scavenger

  • You like being decent at a lot of things, rather than being good at a few things.

  • You want to lead your allies in hiding, pursuit, escape, and similar activities.

 

Complexity: Medium to High

Strengths: info gathering, escape/pursuit/conceal skills, flexibility

Weaknesses: not hyper specialized at anything in particular

Role: Support -- mid -- good access to group conceal/escape/etc skills

Role: Resilience -- mid to low -- moderate access to defenses and armor

Role: Damage -- mid to low -- poor access to weapon skills, except for assassinate

Role: Utility -- mid -- good access to lockpicking, gathering info, and evasion

STARTING Aptitude:

At character creation, Rangers may choose one Class Aptitude from the list below. 

  • When you use an Inquiry or Sense skill such as Cold Reading, you can ask two additional questions from that Skill’s list as an Aftereffect.

    Also, you can use the Unveiling action two additional times while you are in the “Perceiving” state if you augment the skill with “Inquisitive”.

  • When you use a Resist, Conceal, Escape, or Pursue-type skill, you are able to affect one willing ally with you as long as their mobility is unhindered.

    Similarly, when an ally within step and arm’s reach uses one of these effects, you may include yourself in them without expending Focus, invoking “Shadow Scout” -- you must adhere to the equipment/mobility requirements of those skills.

  • You may use the “Assassinate” attack of the “Know thy Enemy” skill, allowing you to study a target before striking them with great force.

    However, if you gain the Know thy Enemy skill and have used it on a target within the hour, you gain a better understanding of their weaknesses -- you can use the Assassinate attack after 5 counts of quiet Concentration (aka QConc-5) instead of 15 counts against them.

 

SKill Disciplines 

The following are the Skill Disciplines of the Ranger Class. Each Skill Discipline represents a body of knowledge or a group of similar skills. 

Discover ambushes and pursue fleeing prey.

Scavenge junk and garbage in a Post-Fall World.

Read individuals and discern details

Dodge attacks and flee danger.

Vanish from sight and shoot from the dark

Endure and persist through the perils of the World beyond the Fall.

 

SAMPLE RANGERS

Below are three pre-generated Ranger Characters. By no means are these the only way to build Ranger characters, but they are samples that can be used as-is or altered. This class is a versatile one, capable of granting themselves (and others) mobility and perceptiveness.

The thrill of victory and/or the promise of payment matters most to these bloodhounds.

Much maligned is the scavenger, but all too often do townsfolk and traders turn to these individuals for the rare and the valuable.

Wayfinders make their work guiding allies, family, or employers through forest and field.

Hunter Discipline

 

Image by Nicco Salonga

Also called Perception training, the Hunter Discipline allows for the discovery of ambushes and the pursuit of fleeing prey. Invest in this Discipline if:

  • You want to play a tracker of monsters or a seeker of bounties.

  • You don’t want to be ambushed or miss hidden clues.

  • You want to be able to pursue enemies that use Escape effects.


DISCIPLINE OVERVIEW

BASIC SKILLS

Discern Details: Ascertain characteristics via a close inspection

Keen Perception: Locate Concealed creatures or details after a Concentration count.

Pursue Quarry: Chase down a creature that is using an Escape effect. 

COMPLEX SKILLS

Double Take: Discover details about a nearby individual through observation.

Eagle-Eyed: Uncover and reveal skilled creatures that are attempting to hide.

Lead the Hunt: Chase down an escaping quarry and bring bonded allies with you.

Sharpened Senses: You can quicken Keen Perception and apply it offensively.

ERUDITE SKILLS

Insightful Aspect (ATN): Hone your senses to a fine edge and defend your allies.

Keened Defense: After you use Perception or Deduction, your defenses are heightened

Master Tracker: Have a shot ready for when you close in to your prey.

Perfect Accuracy: You may re-try weapon attacks if you miss or if your Target dodges.

Supreme Awareness (1/P): Quickly use Perception and avoid a Master attack


BASIC SKILLS

DISCERN DETAILS

(Basic Hunter; Active-Focus, Sense, Examine)

Through inspection, you are able to ascertain characteristics from someone or something nearby: This skill has two functions.

Discern Creature (qConc-3; Examine): discover a target’s identity or species

  • Step 1: Point at a creature within 5 paces of you

  • Step 2: While doing so, perform 3-counts of quiet Concentration (aka qConc-3)

  • Step 3: If uninterrupted, invoke “Examine - what are you?”

  • Step 4: Your target answers truthfully OOG with one of the following

-- Option 1: Identity: a common name they are known by

-- Option 2: Species: such as Human or Blood Geist. Or even a specific subtype such as Seraph or Slaughter Geist.

Sense Valuables (Conc-5. -Focus; Sense): When you use the Scavenge baseline skill, you can invoke “Quick Scavenge” and expend 1 Focus after Conc-3. This allows you to quickly loot an inert body but remember that looting other PCs counts as PVP and has a different ruleset.

Discern Flaws (qConc-30; Examine): discern a creature’s weakness or resistances

  • Step 1: Be within arm’s reach of a living or dead creature, ideally immobile

  • Step 2: Perform qConc-30 while remaining in reach and simulating study

  • Step 3: If uninterrupted, ask one of the questions below.

-- Option 1: “Examine <species> - What are you vulnerable to?”

-- Option 2: “Examine <species> - What are you resistant to?”

  • Step 4: If the correct species is spoken, the PC or NPC being asked must answer truthfully OOG. Due to the vastness of the cosmos, there are eldritch entities that defy identity.


KEEN PERCEPTION

(Basic Hunter; Active-Conc/Focus, Ranged/Melee-Sense)

You are able to see Concealed creatures, Concealed items, and ghost-like spirits or shoot at a vital area via the procedure below. Even unactivated, this skill warns you of their presence but not their location/positions.

  • Step 1: Perform 10 counts of Concentration (aka Conc-10)

  • Step 2: Expend 1 Focus

  • Step 3: Loudly invoke "Perception" or “Precise Shot”

  • Step 4: If you invoke “Perception”, you gain the "Perceiving" status for the next 10 minutes (approximately). see below.

While Perceiving:

-- See hidden: You can see Concealed individuals (crossed arms over chest) and Spirits (purple/blue headbands).

-- Talk to spirits: Spirits can understand you if you are within step and arm’s reach

-- Additional info: A Game Marshall may point out a Concealed item to you or clarify an unknown facet of the current situation to you.

-- Unveiling-1: To remove “Concealment” from a target, invoke “Unveil” and touch them with a hand/weapon or ranged packet/dart. This does no damage and it ends your Perceiving status unless you get the ability to do it multiple times.

-- Precise Shot: Instead of gaining “Perceiving” or while in that status, invoke “Keen Shot” and shoot/throw a dart/spell packet at a non-Concealed foe. This does not need a Targ count but it does end Perceiving. This inflicts your normal weapon’s damage, “Mangle”, or “Hobble”. This can be modified by Ballistic Push or by certain Ammo Pack augments.

Limitations: You can act/attack normally except as below.

  • Keep an empty hand to your brow (as though shielding your eyes from the sun) or be holding a lamp/lantern at chest height or higher. Failing to do this ends “Perceiving”

  • This means that you can only attack with one handed weapons.

  • Damage does not disrupt you from Perceiving but being unable to use Active Skills will do so (e.g. being Downed or receiving a Pain effect).

  • This cannot reveal a person that is under a Superior Concealment effect.


PURSUE QUARRY

(Basic Hunter; Active-Focus, Pursuit)

Your tracking skills allow you to follow someone who is attempting to quickly Escape the battlefield through a Skill.

  • Step 1: A character within approximately 30 feet is using an Escape effect,

  • Step 2: As a Reaction and within the next 3 seconds, expend 1 Focus

    • Usually, you cannot use Focus skills if you have 0 Focus.

  • Step 3: Invoke “Pursue”

  • Step 4: When your target goes out of game (OOG) from using the Escape effect, you may follow them.

-- You are OOG until your prey re-enters the game (after Escape 60), putting a hand or a weapon atop your head to signal this.

-- You must not attempt to get closer while you are OOG

Skill Restrictions:

-- Proximity: You must be within approximately 30 feet when the target uses the Escape effect. Also, you must invoke “Pursue Quarry” within the next 3 seconds.

-- Mobility: You cannot be wearing Heavy/Ultraheavy armor or have your movement penalized by a Control effect.

-- Go away: After leaving a battle or a similar situation using this Skill, you may not return to it until at least 10 minutes have passed.

-- Superior Escape effects cannot be Pursued without special mechanics.


COMPLEX SKILLS

CORPSE READER

(Complex Doctor/Hunter/Reader; Active-Conc/Focus, Inquiry)

Requires: Any two Basic Hunter, Doctor, and/or Reader skills

With scrutiny and deduction, you can learn more from a corpse, or a person that does not move away from you.

  • Step 1: Choose a creature or corpse (at least 50% intact) as this skill’s subject.

  • Step 2: Perform a Conc-30 while studying the subject within your arm’s reach.

  • Step 3 Expend 1 Focus

  • Step 4: Invoke “Corpse Reader”

  • Step 5: Ask 1-3 of the questions below. -- Your insight is represented by truthful OOG answers from the subject.

-- Deception skills can negate Inquiry effects but not Examine effects.

-- If there is no corpse prop, direct questions to a Game Marshall during or after the scene via a Clue card left outside of Logistics.

  • -- ATN: “Inquiry -- are you under the effects of <specific attunement/affliction>”?

    -- Control: “Inquiry -- what Control effects are you suffering?”

    -- Death: (corpse only) “Examine -- What killed you?”

    -- Species: “Examine -- what Species are you?”

    -- Wounds: “Examine -- What was a significant attack that hit you in the last hour”

Additional Options: If you have Discern Details, Treat Injury, or Cold Reading, you can choose questions from their lists.

Skill Limitations:

-- 1/Period: You cannot use this skill on the same target again until an hour or a Period has passed (whichever comes last).

-- No distractions: This must be done out of combat (out of sight, hearing, and 50 feet)


EAGLE EYED

(Complex Hunter; Sense/Inquiry-Aug)

Requires: Any two basic Hunter skills including Keen Perception

Your mind and your senses work in tandem to discern extra details. This skill has two subfunctions:

Unveiling-3 (Skill Aug; Sense): You may augment “Keen Perception”, invoking it as “Eagle-eyed Perception”. This allows you to perform up to three Unveiling attempts instead of just one before prematurely ending your Perceiving status.

Additional Info (Inquiry, Examine; Aftereffect): Whenever you use Corpse Reader, or Discern Details, you ask one additional question from the questions list as an Aftereffect.


LEAD THE HUNT

(Complex Hunter; Active-Focus, Aug-Pursuit, Bond)

Requires: Any two basic Hunter skills including the ability to use Pursuit effects

You are able to bring allies with you when you Pursue prey. This skill grants the following benefits:

When you perform a Pursue effect (e.g. use Pursue Quarry), you may bring one or two Bonded allies with you.

-- Limitation 1: Bonded: They must be Bonded to you via Blood, Oath, or Command

-- Limitation 2: Melee reach: They must be within arm’s reach and a step of you

-- Limitation 3: Mobile: They can be wearing any armor but must not be under any effect or status that hinders/prevents them from moving (e.g. Downed, Snared, Hobble)

Furthermore, after your target has completed their Escape count, you may invoke “Resolve 1” to grant it to yourself and those you brought with you.


SHARPENED SENSES

(Complex Hunter; Active-Conc, Sense-Aug)

Requires: Any two basic Hunter skills and any two complex Hunter skills including Keen Perception

Your investigation not only reveals information but allows you to prepare a ranged attack. This skill has two subfunctions:

Swift Perception (Skill Aug; Sense): When you use Keen Perception you can augment it and invoke it as “Swift Perception”. This has the following benefit:

-- Replace the Conc requirement with qConc-5.

Perceptive Smite (Aftereffect): When you use Keen Perception and spend 1 Focus as normal, you gain the attack below as an Aftereffect:

-- Ranged Smite: You can perform a ranged “Smite” as though you had the skills to do so. This costs 0 Focus and has no Targeting count, but it is augmented as “Perceptive Smite” This Smite is an Aftereffect to the use of the Keen Perception and must be used within the next 10 minutes.


ERUDITE SKILLS

KEENED DEFENSES

(Erudite Hunter; Defense-Aug)

Requires: Any two basic Hunter skills

Your senses can warn you of danger when you surveil an area or a person. This skill has two functions:

Perceptive Defense (Skill Aug)

  • Step 1: Spend Focus to use a Sense/Examine/Inquiry skill

  • Step 2: Receive a non-Master attack in the next 10 minutes.

  • Step 3: Use “Block”/“Dodge”/“Parry”, augmented and prefixed with “Perceptive”

  • Step 4: This defense’s Focus cost is waived and its effective vs. Ambush attacks.

Uncanny Dodge/Parry (Skill Aug)

  • Step 1: You receive 1 or more attacks, including an Ambush-type attack

  • Step 2: You are about to use “Dodge” or “Parry” as a Reaction to them.

  • Step 3: Invoke the defense but prefix it with “Uncanny” (e.g. Uncanny Dodge)

  • Step 4: This works as normal, but you can also negate Ambush attacks.

In addition, if you are suffering from a Blind effect of any duration,, you are able to use these “Uncanny Dodge” or “Uncanny “Parry”. Normally, you would not be able to use most defenses while Blinded.


INSIGHTFUL ASPECT

(Erudite Hunter/Reader; Active-Task/ATN, Aspect)

Requires: Any two Basic Reader/Hunter skills and any two Complex Reader/Hunter skills

You may enter into a mental state that enhances your senses and deductive abilities.

  • Step 1: Have no other Aspect ATNs on your person

  • Step 2: Write “Insightful Aspect” to two empty ATN slots

  • Step 3: Perform 5+ minutes of meditation in private

  • Step 4: Gain the benefits and limitations below. This Aspect lasts for 1 Event.

Snap Shot (Self-inflict 2): you may invoke “Snap Shot” to instantly perform a Missile attack with a ranged weapon (except Siege Casters)

Question Everything (Aftereffect, Clue): If you have a skill or aptitude that allows you to ask additional questions as an Aftereffect (e.g. Deep Reader, Keen Inquisitive, Eagle-eyed), you may ask one more question than normal -- this is only on Clue Cards.

Inquiring Riposte (Aftereffect): When you are subject to an Inquiry effect from an adjacent person, you are able to use an applicable Inquiry skill upon them waiving the Conc or conversation requirement., Augment it and prefix it with “Insightful”. This can be an Aftereffect to their Inquiry or to your Inquiry defense.

Improved Senses (0 Focus): When you use the Keen Perception or Pursue Quarry skill and it is after Sunrise but before Sunset or you are holding a light source in your hand, you may augment and prefix it with “Insightful” to waive the Focus cost.

Lookout (-Focus): You may use the Guard and the Intervene defenses to protect your allies from attack.

Quicker Study (-Resolve or Self-inflict 2): You gain Quick Study. If you already have it, you can self-inflict 2 damage to use Quickened Targeting or Quickened Studying - but only if you have no Resolve.

Opened Senses: Your maximum HP may not exceed 7 points.


MASTERFUL TRACKER

(Erudite Hunter; Active-Focus, Pursuit-Aug, Ranged-Attack, Bond)

Requires: Any two complex Hunter skills and any two basic Hunter Skills

Not only are you experienced enough to negotiate any distractions or trickeries that your prey might use to shake you off their trail, but also you also have them lined up for a shot as soon as they come into range.

When you use the Pursue Quarry skill, you are granted the following benefits:

Pursuing Shot: You shoot at your prey as soon as you get a clean shot.

  • Step 1A: Your Pursue Quarry target completes their Escape count and returns to game.

  • Step 1B: You are wielding a ranged weapon or are wearing a Knife Pack

  • Step 2: Invoke “Pursuing Shots”

  • Step 3: Perform 3 ranged attacks within the next 5 seconds without a Targeting count. You may not move your feet while launching these attacks.

  • Step 4: Each inflicts your Basic Ranged Attack damage or a “Hobble Wound”

The Thrill of the Chase (requires Lead the Hunt): Instead of Pursuing Shot above, you can grant “Resolve 5” to yourself and those you took using Lead the Hunt.


PERFECT ACCURACY

(Erudite Hunter/Slinger; Active-Focus, Melee/Ranged-Attack, Self-Inflict)

Requires: Any two complex Hunter/Slinger skills and any two basic Hunter/Slinger skills

When it absolutely counts, you can re-attempt a ranged attack that you missed.

  • Step 1: Your ranged attack missed or was negated by “Dodge” or “Aegis”

  • Step 2: Within the next 3 seconds, invoke “Perfect Accuracy”

  • Step 3: Receive a “Self-inflict 2 damage”, which can’t be reduced or redirected.

  • Step 4: Repeat the missed/dodged attack against the original target.

This skill cannot be used again until at least 10 seconds (approximately) have passed.


SUPREME AWARENESS

(Erudite Hunter; Active-Periodic, Sense-Aug)

Requires: Any two complex Hunter skills and any two basic Hunter Skills

With great effort, you can instantly enter the “Perceiving” status or discern information quickly. This skill is used as per below,

Once per Period, choose one of the options below to use this Skill. As a Periodic Skill, it cannot be used again until the next Period and after you have completed a 10 minute Rest.

— Option 1: All-around vision —

  • Step 1: Invoke “Supreme Awareness”

  • Step 2: As per Keen Perception, gain the “Perceiving” status and follow its mechanics.

    • Unlike Keen Perception, you can use ‘Unveiling” any number of times, but only once per person.

  • Step 3: This status ends after 10 minutes, unless it is ended by failing to fulfill its requirements or receiving an effect that prevents Active skill use.

— Option 2: Instant Answers (Aftereffect) —

  • Step 1: Be out of combat (no fighting within 50 feet, sight, or hearing)

  • Step 2: Invoke “Supreme Awareness”

  • Step 3: Use an Inquiry or Examine skill that you possess while waiving its Conc or Parley requirement.

  • Step 4: This nets you information as per normal, although you still might get a Clue Card instead of instant answers when dealing with deceptive persons.

  • Step 5: As an Aftereffect, you can ask two more questions from the same Skill’s lists (or other lists if that specific Skill allows it)

— Option 3: Saw It Coming —

  • Step 1: You receive an attack, including a Master attack and/or an Ambush attack.

  • Step 2: Invoke “Supreme Awareness, negate”

  • Step 3: You gain “Resolve 5” immediately thereafter. This cannot be increased but it is not decreased by limits to Resolve gain except for the Resolve cap of 5.

JUNKER DISCIPLINE

 

Image by Nicco Salonga

The aptly named Junker Discipline, or Foraging training, is a catch-all discipline dedicated to those who have scrounged and scavenged from the ruins of the old world and from the unfortunates of the new one.

Invest in this Discipline if:

  • You want to play a pack rat, a scavenger, or a treasure seeker.

  • You want to be able to assemble items without being a builder.

  • You want to be able to find things and avoid

DISCIPLINE OVERVIEW

BASIC SKILLS

Conceal Item: Hide certain items on your person and prevent others from finding them

Disarm Device: Disarm a basic lock or trap.

Scrounger: Quickly search a container or a body for items

COMPLEX SKILLS

Clockwork Gadgeteer (Craft): Modify an Advanced Scrap Kit with a useful gadget.

Junk Diver: Quickly repair items or disarm advanced locks and traps.

Junkyard Ingenuity (Craft): Maintain or upkeep an item

Scholastic Scrutiny: Discern details and features of items and creatures

Trap Springer: Defend against a Trap when it springs

ERUDITE SKILLS

Crafty Improvisation (Craft): Assist a Crafting ally in their task

Explosive Elementalist (Craft): Create and use volatile, elemental vials

Metabionic Gadgeteer (Craft): Become an expert in Metabionic tech

Superior Disarmament (1/P): Quickly disarm conjurations and superior devices.

Trophy Hunter: Take a trophy from a creature, gaining some Resolve in the process. 


BASIC SKILLS

CONCEAL ITEM

(Basic Junker/Shadower; Search-Defense, Conceal)

You are able to smuggle items so that they are harder to find upon your person.

  • Smuggle Item: Whenever someone uses Scavenge upon you, you can withhold items items the size of or smaller than a fist or a 2-foot long dagger upon your person. This can’t be used on items you are holding in your hands.

    • This can be defeated by an “Unveiling” effect that is used directly on you while they are next to you.

  • Mask Item: Whenever an individual uses an Inquiry effect that asks about the small items on your person, React with “No effect” if the items are small-sized as per above.

    • Smuggle Item and Mask Item are abstract representations of how well you hide these items. Thus, you can use them even if you are dying, dead or unable to use Defenses.

  • Quickdraw (-Focus): You are able to confuse foes with sleight of hand while using a Knife Pack, Hand Crossbow, or Pistol. While your weapon is holstered or your off-hand hand is empty, invoke “Quickdraw” and expend 1 Focus to perform a basic ranged attack without a Targ count. You can instead inflict “Knockback 5”, “Mangle”, or “Hobble”. Veiled Aspect, Shot in the Dark, and Veiled Visage improves upon this Skill.


DISARM DEVICE

(Basic Junker/Tinker; Active-Conc, Disarm)

You are able to dismantle lockboxes, traps, vine walls, and similar items. Individuals with these skill sets, whether magical or technological, are colloquially called Lockpicks or Defusers.

  • Step 1A: Be within arm’s reach of your target object or creature

  • Step 1B: Have a Scrap Kit and a hand that is not holding anything

  • Step 2: Perform iConc-30 while remaining within reach of the target

  • Step 3: Invoke “Basic Disarm”

  • Step 4: This destroys a lock, trap, or similar device of basic quality or worse. This may accomplish a mission objective or remove an obstacle to doing so.

Such hindrances and hazards are typically clarified or labeled accordingly. Basic Locks are designated with a Padlock symbol or a “L” while Traps are designated with a “<” or a “T”. Advanced Devices are encircled while Superior Devices have their symbols or letters enclosed in a rectangle or a circle and a rectangle.

Cooperative Effort: If you work together with another Lockpick or a Versatile Artisan, you can declare that you are cooperating with them. This functions as the process above except that you collectively designate the action’s leader -- they invoke the Conc count, halting if any of you are disrupted. This lowers the count to iConc-10.

Disarmed Scrap: Disarming a Device using this skill, effectively turns it into useless scrap. You may turn in the Device item tag to Logistics in exchange for a Minor CMP (usually metal or earth).

Prop: It is recommended that you carry a pair of dull scissors or a dull knife for use in cutting strings or tape.


SCROUNGER

(Basic Junker; Active-Concentration, Sense-Aug, Sense)

When you are Concentrating to search an individual or container for items, you may invoke “Scrounger” at the end to augment this action so that it only requires 10-counts of Concentration. Normally, this requires 30-counts of Concentration.

As it is with all role-play, do not touch any other player without their express permission. To simulate a Scavenge action without touching your target, keep your hands at least 1 foot away from the person or item you are Scavenging, but it must be apparent what you are doing and who/what you are doing this to.

Discern Valuables (-Focus; Sense): When you use the Scavenge baseline skill, you can invoke “Quick Scavenge” after at least 3 counts. This costs you 1 Focus.


COMPLEX SKILLS

CLOCKWORK GADGETEER

(Complex Junker/Tinker; Active-Craft/Ritual, Aug)

Requires: Any two basic Junker/Tinker skills

You are skilled with grinding gear and winding spring, able to tease them into instruments of immense utility and flexibility.

Clockwork Equipment (requires Scrap Kit): When you use Device Maker, you have new options below:

-- Clockwork Equipment

-- Warming Lantern

-- Purifying Lantern

Clockwork Gadget Proficiency: Add Clockwork Gadget Augments to your options for when you make/upkeep an Advanced or Superior Scrap Kit. Halve the Concentration required when you use Clockwork Gadgets (rounding up). These cannot be lowered further.

Tweak Skill Kit (requires Scrap Kit, long task): Modify a Skill Kit by adding mini capacitors or heat sinks.

  • Step 1: have an non-Tweaked Skill Kit with a Vial or Gadget augment

  • Step 2: Perform 5+ minutes of simulating this process

  • Step 3: Choose between Flame, Frost, and Lightning (see effect)

  • Step 4: Clarify the effect below, if necessary to the item’s user.

Effect: For the current Period or the next hour (whichever is longer), the user of this Vial or Gadget can have its attacks inflict XX instead of its normal damage type. XX is the choice made by the Tinker.


JUNKYARD INGENUITY

(Complex Junker; Active-Craft, Weapon/Armor/Device)

Requires: Any two basic Junker skills

Your skills in scavenging and improvised maintenance allows you some measure of self-sustenance in keeping together your items.

Refurbish Item (Craft): You may expend a Craft action and at least 10 minutes of simulated repair to Upkeep an Advanced Skill Kit, Weaponry or Weaver item -- this also reapplies any Augments that it had. This skill requires a Scrap Kit (unless the Skill Kit in question is being upkept) and the normal CMP cost for the task at hand.

This skill also allows you to Upkeep an item up to two Events after it has regressed to its Basic version, so long as you can tell what it was before and its owner still has access to its Item tag. This can be used to recreate items that have been destroyed.

Augmented Crafting: If this Craft action is Augmented (e.g. when done during Market Hour), choose one of the two choices below:

  • Bonus Output: you may upkeep two additional items.

  • Bonus Quality: you may upkeep a Superior-quality item


JUNK DIVER

(Complex Junker; Active-Conc, Disarm)

Requires: Any two Basic Junker skills

This Skill represents a Junker’s expertise in scavenging, manipulating, and re-using technological items.

When you use the Disarm Device skill, its functionality is improved by this skill At the end of your Concentration count you may invoke one of the following below instead of “Basic Disarm”

-- Greater Disarm: Disarm locks or traps of Advanced quality or worse, turning them into scrap.

-- Disrupt Conjuration: Disrupt a Conjuration or drive away a Spirit within melee reach for 10 minutes. This does not require that you Concentrate next to your target.

-- Dive System: Dive into a Pre-Fall computer to peruse its contents.

Ancient Tech: This skill also grants you some knowledge of Ancient Tech and you are able to understand the majority of a computer’s files. Take note that most files are corrupted and the amount of information that you can glean from a Pre-Fall computational device is incredibly limited, if such devices have not been destroyed by the Magnetic Mana Storms that ravage the planet.

Junkyard Repair: You may field repair weapons and armor, similar to the Repair Weaponry and Repair Armor skill. However, you cannot utilize their Quick Use subfunctions.

Cooperative Defusing (requires Scrap Kit, iConc-30): If you have 2 other Lockpicks or Versatile Artisans working with you, the leading Lockpick can invoke a “Superior Disarm” after an iConc-30 which cannot be lowered (even by Cooperative Effort). This allows you to disarm Superior Traps and Superior Locks, but your Conc is disrupted if any of your group is disrupted.

This is usable with Explosive Elementalist below.


SCHOLASTIC SCRUTINY

(Complex Junker/Scholar; Active-Conc, Examine)

Requires: Any two Basic Scholar/Junker skills

With this skill, you are better able to study and discern things of greater complexity.

Discern Creature (qConc-3): This works like the Lorekeeper and Discern Details subfunction of the same name.

Discern Flaws (qConc-30; Examine): discern a creature’s weakness or resistances

  • Step 1: Be within arm’s reach of a living or dead creature, ideally immobile

  • Step 2: Perform qConc-30 while remaining in reach and simulating study

  • Step 3: If uninterrupted, ask one of the questions below.

-- Option 1: “Examine <species> - What are you vulnerable to?”

-- Option 2: “Examine <species> - What are you resistant to?”

  • Step 4: If the correct species is spoken, the PC or NPC being asked must answer truthfully OOG. Due to the vast cosmos, there are entities that defy identification.

Read Ancient/Alien Script (qConc-10): After a qConc-10 wherein you study some writing, you may read notes that are marked as “Ancient Script” or “Alien Script”. Said notes must be within arm’s reach of you while you are Concentrating but this subfunction’s benefit lasts for the next 10 minutes.

Identify Item (qConc-30, Examine): When you use Discern Flaws above, you can instead target an item that someone is holding/carrying that you can see. Add the following questions to the options:

  • Item Augment: “Examine! What are these item’s Augments?”

  • Type/Quality: “Examine! What is this item’s type and quality?”

Research Item (Craft, Aug): You can take a deep dive into an item’s characteristics and/or history. This allows you to Research an item, as per the Researcher Skill. If you already have Researcher or Detect Truth, you can augment either so that you ask a second question. Both questions must be concerning the same object or a related object.


TRAP SPRINGER

(Complex Junker; Active-Focus, Trap-Defense)

Requires: Any two basic Chemist/Junker skills

Reflecting years of bad experiences in adventuring, you may also use this Skill to reduce the damage inflicted upon you by Traps, Hazards, or Backlash effects from volatile corpses and creatures.

  • Step 1: You OR an ally within arm’s reach receive 5 or less points of damage from a Trap or a Backlash.

  • Step 2: As a Reaction to this, expend 1 Focus and invoke “Trap Springer”

  • Step 3: If you are defending an ally, tap their shoulder

  • Step 4: Stop forward momentum or step away from the attack’s source

  • Step 5: This negates the damage (and only the damage) from the Trap or Backlash, even if it is a “Master” effect.

Master of Elements, Uncanny Defenses, or Supreme Disarmament skill: You can negate a Trap or Backlash of 10 damage or lower.


ERUDITE SKILLS

CRAFTY IMPROVISATION

(Erudite Junker/Scholar; Active-Craft, Admixture)

Requires: Any two Complex Junker/Scholar skills and any two basic Junker/Scholar skills

You have delved into many books on theories and ideas, some crazier than others. This has given you your own ideas on several matters, including that of crafting.

As a Craft action, you may assist up to five individuals’ Craft/Ritual/Task actions, provided that they are doing that action within the next hour. Take note, after performing a Craft-Ritual action, you cannot perform another one until the current Period has passed.

This Skill allows you to choose one CMP type (e.g Earth, Fire, etc) -- the individuals you are assisting may consider the Minor, Basic, and Rare CMP that they are using to also be of that type. You need to be actively assisting at all of these actions.

Quench Element (requires Herb Kit and a prop): Your knowledge allows you to extinguish flame and neutralize acid, similar to a Chemist.

  • Step 1: You OR an ally within arm’s reach are hit by Frost, Flame or Corrosive damage of 3 points or less.. This cannot be used vs. Ambush or Master-type attacks.

  • Step 2: As a Reaction, invoke “Quench”

  • Step 3: Stop forward momentum or step away from the attack.

  • Step 4: pat the damaged area with a rag prop. If you are using Quench on an ally, you may only pat their shoulder with a rag unless you have explicit permission.

  • Step 5: This negates the Frost, Flame or Corrosive attack.

Use Limit: Once this is used, you need to prepare a new concoction via a qConc-10 on your Herb Kit before you can use it again.


EXPLOSIVE ELEMENTALIST

(Erudite Chemist/Junker; Active-Craft, Create-Aug, Disarm)

Requires: Any two complex Chemist/Junker skills and any two basic Chemist/Junker skills

You are able to create chem vials of greater potency and use chemicals to destroy locks, traps and conjurations.

Controlled Splash: When using attacks from the Chemical Vial Augment, your ranged attacks may be prefixed with “Piercing”. This allows them to affect the wielders of weaponry you hit.

Elemental Vials: if you are able to craft/upkeep an Advanced or Superior Herb Kit, this skill lets you choose from the Elemental Vials list when doing so. Also, halve the required Targeting (round down) when you use Elemental Vial Augments. When lowered, the required count may not be lowered further.

Greater Disarm (requires Herb Kit): Bust items open with the use of your Herb Kit. This also allows you to assist individuals with Disarm Device, Tech Diver, Junk Diver, and similar skills as a “Lockpick”.

  • Step 1: Be within arm’s reach of your target object or creature

  • Step 2: Perform iConc-30 while remaining within reach

  • Step 3: Invoke “Greater Disarm” or “Disrupt Conjuration”

  • Step 4: This destroys a lock, trap, or similar device of advanced quality or worse. Alternatively, it disrupts standard-tier Conjurations.


METABIONIC GADGETEER

(Erudite Junker/Tinker; Active-Craft, Aug)

Requires: Any two complex Junker/Tinker skills and any two basic Junker/Tinker skills and the ability to craft or upkeep Scrap Kits

You are learned of the new sciences aka Nueva Ciencia, especially magnetic mana technology. This skill allows you to create and utilize these knowledges accordingly.

Magna Tech Engineering: When you use Device Maker, you can now choose from the options below. Some of them require that the crafter generates a Magna Field to power the creation process and the product. Skill Kits with the Magna Batt augment and the Magna Forge Workshop are the main methods of doing so, but other ways exist.

-- Magna Forge (requires Scrap Kit)

-- Magna Powered Gadget Augments for Scrap Kits

-- Magna Tech Lantern

-- Motorized Equipment (requires Magna Field)

-- Scrap Shop

-- Superior Scrap Kit (2 Augs)

-- Superior Herb Kit (2 Augs)

-- Superior Weaver Item (Requires Scrap Kit; has 2 Augs)

Magna Tech Resistance (requires Scrap Kit): Constant use of Magna Tech has granted you the use of the Resist Magna Storm skill as though you had it, with the following exception:

-- You must be wielding a Shield or a metal/mostly metal weapon when you use this Skill. Furthermore, whenever you use Resist Magna Storm, stomp your foot or raise your shield/metal item to ground the electricity.

Metabionic Surgery: You can implant of Metabionic equipment into a person.

  • Implant Metabionic Graft: You are able to grant the Metabionic Stigmata on a willing, non-Grafted ally This painful process is outlined in the Metabionic Stigmata section.

  • Implant Metabionic Trait: You can implant a Metabionic Trait upon a willing Metabionic ally (see Metabionic Stigmata)


SUPERIOR DISARMAMENT

(Erudite Junker/Tinker; Active-Conc/Periodic, Disarm)

Requires: Any two complex Junker/Tinker and any two basic Junker/Tinker skills

You can leverage mechanical expertise and precision into a single moment of prowess.

Once per Period, while wearing a Scrap Kit, perform a Conc-5 and then choose one of the options below to use this Skill. As a Periodic Skill, it cannot be used again until the next Period and after you have completed a 10 minute Rest.

Option 1: “Supreme Disarm” - This instantly disarms a Superior Lock or Superior Trap. If there is an item or effect tag for the trap, you may return it to the Logistics room in exchange for a minor CMP, as per Disarm Device

Option 2: “Supreme Mending” - This allows you to imbue a “Field-Repair” on up to five Sundered Weaponry items you touch in the next 5 seconds. You may not move your feet or this skill’s use is disrupted.

Option 3: “Supreme Patch” - This allows you to Quick Patch up to five armored allies you touch in the next 5 seconds. You may not move your feet or this skill’s use is disrupted. You can choose yourself as one of the targets.


TROPHY HUNTER

(Erudite Junker; Active-Conc, Sense, +Resolve)

Requires: Any two basic Junker skills and any two complex Junker skills

The thrill of discovery and finding things can push you further to greater things, even when you come up empty handed.

Carve a Trophy: If you use the Scavenge skill and you find nothing, you can opt to carve out a minor trophy or keepsake for yourself if you are wearing an Herb Kit or a Scrap Kit. This immediately grants you 1 point of Resolve as an Aftereffect. Invoke this as “Trophy Hunter, Resolve 1”.

Will to Survive, Willful Tenacity, and Tough as Nails skills: If you also have Attunements from all three mentioned skills, then this grants Resolve 2 instead.

Weaponized Trophies: Within the next hour or current Period (whichever ends last), you can Tweak your weapon, similar to the Chemist’s Venomologist skill. However, this only allows you to Tweak a melee weapon or ammo pack to a damage-type that was inflicted by your Trophy target. Sometimes this is easy (e.g. Flame Geist) and other times it’s less obvious (e.g. Forge Beast) -- but if you saw it and don’t remember, ask Game Staff.

 

Reader Discipline

 

Image by Nicco Salonga

Sometimes called the Deduction Discipline, this Discipline represents the keening of senses and intuition. Invest in this skill if

  • You want to discover NPCs’ characteristics by reading their speech

  • You want to study an enemy’s weak points and strike for high damage

  • You want to play an sly assassin, a clever detective, a wily inquisitor, or simply, keen judge of character.

Special Rule: Ponder a Clue - Some NPCs can only partially block Inquiries/Examines. In lieu of answering, they will invoke “Clue” or give out a “Clue Card”. To use it:

Write your chosen question(s) on the Clue Card or an index card. If you have multiple questions, they must all be there. You may add “if-then” contingencies on which to ask.

Include your name or CSN, whichever you wish.

Post it outside of Logistics and inform Game Staff after the current scenario.

You will get your answer from Game Staff ASAP, reflecting your musings on the matter. However, if a Clue Card/Clue is unused, it disappears at the end of the Event.

DISCIPLINE OVERVIEW

BASIC SKILLS

Cold Reading: Gain medical details about someone you examine

Defensive Reading: Read an attacker to avoid their attack against you.

Mental Deduction: Gain personal details about someone you are conversing with.

COMPLEX SKILLS

Corpse Reader: Gain information from a corpse, including how they died.

Deep Reader: Gain more information from your skill use

Know thy Enemy: Identify and strike at target’s weak spots

Quick Study: Quicken your ability to read or study your targets

ERUDITE SKILLS

Insightful Aspect (ATN): Sharpen your senses to a fine edge

Mind Reader: Gain the answer to three questions from deduction.

Precise Assassin: Expend Focus to strengthen your Assassinate or wound your target.

Ruthless Assassin: When you perform Assassinate, you may attack again.

Supreme Observation (1/P): Glean a person’s details from afar


BASIC SKILLS

COLD READING

(Basic Reader; Active-Conc/Focus, Inquiry, Examine)

You are able to swiftly determine what ails a nearby person. Using Cold Reading follows the steps below, though take note that Deception skills can negate such attempts.

  • Step 1: Perform iConc-5. staying in arm’s reach of your target

    • This is interlinked Concentration - it is disrupted if your target received damage or a control effect.

  • Step 2: Expend 1 Focus.

  • Step 3: Put your hand/weapon over your head.

  • Step 4: Invoke “Inquiry” then ask one question OOG from the list below or invoke “Clue” (see Ponder a Clue). If needed, clarify that the Target must truthfully answer. Some NPCs may invoke a “Clue”, or give a “Clue card” instead or upon request

  • Disease/Curse: “Inquiry! What Diseases (or Curses) are affecting you?”

    Control: “Inquiry! What Control effects are affecting you? (e.g. Dominate, Pain)”

    Fatalities: “Inquiry - How many Grave Scars do you have?”

    Health: “Inquiry - Are you Healthy, Bloodied, Downed, or Critical?”

    Species: “Inquiry! What are you? (e.g. human, blood geist)”

Diagnosis (iConc-5 & -Focus): Replace the Examine/Inquiry effect by imbuing “Painful Revive” on your target. If you have Treat Injury, use one of its functions instead of Examine.

Sense Valuables (iConc-5. -Focus; Sense): When using the Scavenge baseline skill, complete a Conc-3 and expend 1 Focus, to perform and invoke a “Quick Scavenge”. This allows you to quickly loot an inert body. Remember that looting other PCs counts as PVP and has a different ruleset.

Corpse Reader and Discern Details skill: You can choose questions from the question lists of these skills, if you have them.


DEFENSIVE READING

(Basic Reader; Active-Focus, Melee/ranged-Defense)

You can read the attacks of others and move your body defensively in response. This is reflected in the functions below:

Dodge (-Focus): as a Reaction to being attacked, invoke “Dodge!” and expend 1 Focus to negate all melee and ranged attacks that hit you within the last second. However, the following conditions must be fulfilled:

  • No Armor: You are not wearing Armor (see Scrapper’s Armored Dodge)

  • Not impaired: Your character’s legs are not impaired in-game (e.g. Mangle, Grapple, tied up, etc)

  • No Ambush attacks: None of the attacks come from behind you and hit your back torso (aka Ambush attacks)

  • No Master attacks: None of the attacks are prefixed with “Master” (e.g. Master 3 damage)

Insightful Defense (Skill Aug, Aftereffect): Against an individual that received one of your Inquiry effects this Period or one that you’ve studied via a Conc-30 within the same Period, you may use your insight of them to your advantage. For the purposes of this skill, an NPC respawning as the same type of foe counts as the same individual.

When you use Dodge or Parry against such a person, augment it and prefix it with “Insightful”. This has the following effect: within the next 10 seconds, invoke “Negate” against the next attack you receive from your attacker unless it is a Master-type attack.


MENTAL DEDUCTION

(Basic Reader; Active-Parley/Focus, Inquiry)

With this Skill, you can discern information about a person after a short conversation. The subjects of this skill are vaguely aware of your scrutiny but not the specifics thereof. To use this skill,

Step 0: Have no fighting within 50 ft/sight/hearing

Step 1: while in step and arm’s reach have a 30+ second conversation with the target

Step 2: Expend 1 Focus

Step 3: Ask one of the questions below out of game OR invoke “Clue” as per Cold Reading. Clarify this if needed: They must negate this, invoke “Clue”, or truthfully answer in a whisper. “I don’t know” is a valid answer

  • Attunement: “Inquiry! Are you under the effects of [specific Attunement/Affliction]?”

    Faction : “Inquiry! Are you aligned* with [specific Archfaction or organization]?”

    Identity: “Inquiry! Are you [specific individual’s name]?”

    Loyalty: “Inquiry! What Loyalty tier are you with <Archfaction only>”

    Item: “Inquiry! Are you carrying [item type or a specific item]?”

    *Being Aligned with an organization assumes occasional/frequent work and/or significant loyalty.

Special Note: Once used on a target, this Skill can’t be used on them until the next Period or next Hour (whichever happens last). Your targets are vaguely aware of being scrutinized, which may render them hostile or difficult.

Spirit Speaker (Conc-10): Invoke “Spirit Speaker” to sharpen your sight enough to see spirits (wears purple headband) and speak to them. This lasts 10 minutes.

Additional Options: If you have Discern Details, Corpse Reader, Treat Injury, Scholastic Scrutiny, or Cold Reading, you can choose Inquiry or Examine questions from their lists.


COMPLEX SKILLS

CORPSE READER

(Complex Doctor/Hunter/Reader; Active-Conc/Focus, Inquiry)

Requires: Any two Basic Hunter, Doctor, and/or Reader skills

With scrutiny and deduction, you can learn more from a corpse, or a person that does not move away from you.

  • Step 1: Choose a creature or corpse (at least 50% intact) as this skill’s subject.

  • Step 2: Perform a Conc-30 while studying the subject within your arm’s reach.

  • Step 3 Expend 1 Focus

  • Step 4: Invoke “Corpse Reader”

  • Step 5: Ask 1-2 of the questions below. -- Your insight is represented by truthful OOG answers from the subject.

-- Deception skills can negate Inquiry effects but not Examine effects.

-- If there is no corpse prop, direct questions to a Game Marshall during or after the scene via a Clue card left outside of Logistics.

  • ATN: “Inquiry -- are you under the effects of <specific attunement/affliction>”?

    Control: “Inquiry -- what Control effects are you suffering?”

    Death: (corpse only) “Examine -- What kind of attack killed you?”

    Species: “Examine -- what Species are you?”

    Wounds: “Examine -- Name an attack/damage that hit you within the last hour”

Additional Options: If you have Discern Details, Treat Injury, or Cold Reading, you can choose questions from their lists.

Skill Limitations:

-- 1/Period: You cannot use this skill on the same target again until an hour or a Period has passed (whichever comes last).

-- No distractions: This must be done out of combat (out of sight, hearing, and 50 feet)


DEEP READER

(Complex Reader; Active-Focus/Conc/Craft, Inquiry-Aug, Parley, Research)

Requires: Any two Basic Reader skills

In addition to a growing proficiency in reading other people through observation and hypothesis, you also learn how to read people with a greater capability.

Deep Inquiry: You may augment and invoke “Inquiry” as “Deep Inquiry”. As an Aftereffect, ask a second question from the same list as the first, when using Cold Reading or Mental Deduction.

Combat Inquiry: Using Inquiry or Examine or Unveil on another Character counts as Studying them, for the purposes of the Know thy Enemy, the Defensive Reading, Sharpshooter Aspect (Dead-eye), and the Battle Aspect (Kensai) Skills.

Discern Creature: Discover a target’s identity or species

  • Step 1: Point at a creature within 5 paces of you

  • Step 2: While doing so, perform 3-counts of quiet Concentration (aka qConc-3)

  • Step 3: If uninterrupted, invoke “Examine - what are you?”

  • Step 4: Your target answers truthfully OOG with one of the following

-- Option 1: Identity: a common name they are known by

-- Option 2: Species: such as Human or Blood Geist. Or even a specific subtype such as Seraph or Slaughter Geist.

Rumormonger (Craft): You can try to gather information about and/or contemplate the information you’ve heard about someone you’ve met. This functions exactly as the limited version of Counselor’s Researcher skill except that the question must focus around a person you have met.


KNOW THY ENEMY

(Complex Reader; Active-Conc, Attack-Aug, Ambush-Melee, LOS)

Requires: Any two basic Reader skills

You may designate a single creature, studying them for weakness before striking out at them for a significant amount of damage.

  • Step 1: Designate a target you can see

  • Step 2: Perform a qConc-15 while maintaining Line of Sight with them

  • Step 3: Upon competition, gain one use of “Assassinate” against them. You may only have one use of Assassinate per target at a time.

Effect: Within the next hour, you can use the Assassinate attack against them. This can only be done with a Small or Medium-type weapon (48” or smaller). To do this, invoke “Assassinate” and strike a target’s back torso while you are behind them. You may invoke and inflict one of the two effects below:

  • Assassinate Option 1: “3 damage”*

  • Assassinate Option 2: “Hobble”

*Assassinate’s damage cannot be increased but its type may be altered by items, skills, and other effects that affect Smite damage. However, it does not cost Focus to use.

Special Cases: If a creature has no rear torso or a back area (such as a non-humanoid monster), you may hit its “torso” or the nearest analogue to it. A creature with no such body part is immune to this attack.

Similar to Defensive Reading, an NPC respawning as the same type of foe counts as the same individual for the purposes of this skill.


QUICK STUDY

(Complex Reader; Active-Resolve/Conc)

Requires: Any two Basic Reader skills

Training and experience have allowed you to make a quick study of your targets and your opponents,.

Quickened Studying (-Resolve): Whenever you have to perform a Conc count to study an opponent (e.g. the Defensive Reading skill or the Know thy Enemy skill), you may augment it and invoke it as “Quick Concentration 1, Quick Concentration 2, etc”. If you also expend all of your Resolve (at least 1), you can reduce that Conc requirement to only 5 counts.

Quickened Targeting (-Resolve): Whenever you perform a Targ count, you may augment it and invoke as “Quick Targeting 1, Quick Targeting 2, etc). If you also expend all of your Resolve you can reduce it to Targ-2 if its less than Targ-10 originally or Targ-5 if it is 10 or more.

Insightful Aspect (Self-inflict 2): If you are attuned to Insightful Aspect, you can self-inflict 2 damage to use Quickened Targeting or Quickened Studying if you do not have Resolve to use.


ERUDITE SKILLS 

INSIGHTFUL ASPECT

(Erudite Hunter/Reader; Active-Task/ATN, Aspect)

Requires: Any two Basic Reader/Hunter skills and any two Complex Reader/Hunter skills

You may enter into a mental state that enhances your senses and deductive abilities.

  • Step 1: Have no other Aspect ATNs on your person

  • Step 2: Write “Insightful Aspect” to two empty ATN slots

  • Step 3: Perform 5+ minutes of meditation in private

  • Step 4: Gain the benefits and limitations below. This Aspect lasts for 1 Event.

Snap Shot (Self-inflict 2): you may invoke “Snap Shot” to instantly perform a Missile attack with a ranged weapon (except Siege Casters)

Question Everything (Aftereffect, Clue): If you have a skill or aptitude that allows you to ask additional questions as an Aftereffect (e.g. Deep Reader, Keen Inquisitive, Eagle-eyed), you may ask one more question than normal -- this is only on Clue Cards.

Inquiring Riposte (Aftereffect): When you are subject to an Inquiry effect from an adjacent person, you are able to use an applicable Inquiry skill upon them waiving the Conc or conversation requirement., Augment it and prefix it with “Insightful”. This can be an Aftereffect to their Inquiry or to your Inquiry defense.

Improved Senses (0 Focus): When you use the Keen Perception or Pursue Quarry skill and it is after Sunrise but before Sunset or you are holding a light source in your hand, you may augment and prefix it with “Insightful” to waive the Focus cost.

Lookout (-Focus): You may use the Guard and the Intervene defenses to protect your allies from attack.

Quicker Study (-Resolve or Self-inflict 2): You gain Quick Study. If you already have it, you can self-inflict 2 damage to use Quickened Targeting or Quickened Studying - but only if you have no Resolve.

Opened Senses: Your maximum HP may not exceed 7 points.


MIND READER

(Erudite Reader; Active-Focus/Parley, Inquiry)

Requires: Any two Basic Reader skills and any two Complex Reader skills

You are able to pick facts out from thin air as though you could read your target’s mind..

With this skill, augment your Mental Deduction skill (augmenting and invoking it as “Invasive Inquiry”) to instead ask them one of the following questions below (answered to the best of their out-of-game knowledge). Unlike the Mental Deduction skill, these questions are not in the “yes or no” format.

You must have personally and significantly experienced the specific attribute, trait or condition that you are asking about (i.e., you cannot look for something you have no knowledge of).

    • Afflictions: “Invasive Inquiry! Name three Diseases or Curses you have, if any”

    • ATN: “Inquiry! Name three, if any, Attunements that are currently affecting you”

    • Bonds: “Inquiry! Name three people, if any, that you are Bonded to”

    • Items: “Inquiry! Name three, if any, Advanced or Superior Items are you carrying”

    • Loyalties: “Inquiry! Name one organization or archfaction that you are aligned with”

Improved Defensive Reading (-Focus, requires Defensive Reading): Your skill at Mind Reading also affects your defensive capability. Your Insightful Dodge or Parry allows you to “negate” two attacks within the next 10 seconds instead of only one attack.


PRECISE ASSASSIN

(Erudite Reader; Active-Conc/Focus, Ambush-Melee)

Requires: Any two complex Reader skills and any two basic Reader skills

You strike with precision and viciousness, blinding your enemy with agony or impaling their lungs.

When you perform an Assassinate attack, you may expend 1 Focus to vastly increase its power. When you do this, you must invoke it as “Focused Assassinate” instead but you have a choice of several options:

  • Control: You inflict your choice of “Blind Wound”, “Snare Wound”, or a “Silence Wound”.

  • Damage: You may choose to inflict damage instead with this attack. This inflicts 3 damage, plus any bonuses to Smite attacks or changes to its damage type -- this may not exceed 7 points of damage.


RUTHLESS ASSASSIN

(Erudite Reader; Active-Conc/Focus, Ambush-Melee, Aftereffect)

Requires: Any two complex Reader skills and any two basic Reader skills

Your skill at striking at weakness is such that you are able to strike a second time to ensure your target’s demise or brutalize two unwary enemies.

When you use the Assassinate attack, you gain the following advantage below:

You may perform a second Assassinate attack against them or another creature within the next 10 seconds -- this need not hit their back. As an Aftereffect, invoke this second attack as “Cleave” before invoking its damage or effect. If you benefit from this skill, none of these attacks may be turned into Piercing attacks.

  • Option 1: Aftereffect - Control: If the first attack is a Control effect, you may inflict the same effect on a different target using this Aftereffect.

  • Option 2: Aftereffect - Damage: If the Assassinate inflicts damage, the special attack from this Skill inflicts the same amount and type of damage.

  • Option 3: Aftereffect - Death: If you Down your target, invoke “Instant Death Blow!” instead of “Cleave”, inflicting one point of physical damage. This need not hit their back.

  • Option 4: Aftereffect - Resolve: If you expended Focus, you get the option to grant yourself “Resolve 3” instead of invoking “Cleave” and making a secondary attack. If you have the Willful Tenacity ATN, you can gain “Resolve 4” instead.


SUPREME OBSERVATION

(Erudite Reader; Active-Periodic/Conc, Inquiry, LOS)

Requires: Any two Basic Reader skills and any two Complex Reader skills

Your powers of observation allow you to glean details or weaknesses from afar.

Once per Period, choose one of the options below to use this Skill. As a Periodic Skill, once this is used, it cannot be used again until the next Period and after you have completed a 10 minute Rest.

Option 1: Remote Observation - While out of combat, you can study a target from afar.

  • Step 1: Write down your questions* on two index cards

  • Step 2: Maintain line of sight with your target while performing a qConc-30

  • Step 3: Give the index card(s) to a courier: a Game Marshall or a Bonded ally

  • Step 4: Within an hour, Your courier will hand over the index card

Effect: Out of game, your target will need to answer its contents, negate them if it can, or use “Clue” (NPC only). They are aware of being scrutinized but not of the card’s origin unless you made yourself obvious. Lastly, they are unable to use retributive abilities like Mind Games or Death Masque to hurt you because of your elusiveness.

Questions: You may choose two questions from the lists of the following Skills, if you have them: Cold Reading, Corpse Reader, Treat Injury, Discern Details, Detect Secret, Mental Deduction, Scholastic Scrutiny, or Mind Reader. However, you cannot follow this up with any Aftereffect.

Option 2: No Words for the Dead - Invoke “Supreme Observation” to gain one use of Assassinate on every enemy you can see at that moment. These uses expire after approximately one hour, if unexpended.

Runner Discipline

 

Image by Nicco Salonga

The Runner Discipline, sometimes called the Dexterity Discipline, involves itself with dodging attacks and fleeing danger.

Invest in this Discipline if:

  • You want the ability to exit danger without pursuit

  • You want to focus on the Dodge defense and improving it.

  • You want to play an elusive fugitive, a shadowy scout, or an agile swashbuckler

DISCIPLINE OVERVIEW

BASIC SKILLS

Artful Dodger: Expend 1 Focus to negate attacks upon your person

Flee the Scene: After studying your situation, exit an area without being pursued.

Fleet of Foot: Use “Flee the Scene” without expending Focus

COMPLEX SKILLS

Armored Dodge: Gain the ability to Dodge while wearing Armor.

Athletics: Perform certain feats of athleticism.

Escape Artist: Use Flee the Scene and elude pursuers. 

Lead the Exodus: Bring others with you when you escape an area.

ERUDITE SKILLS

Dodger Aspect (ATN): Assume an aspect of swiftness to allow you to Dodge easily

Doubled Defenses: Augment your defenses to use them quickly in succession.

Like the Wind: Elude all but the most Skilled attempts to follow you when you Escape.

Supreme Exodus (1/P): Suddenly hide or escape.

Uncanny Defense: Augment your Dodge so that you can even Dodge attacks from behind.


BASIC SKILLS

ARTFUL DODGER

(Basic Runner; Active-Focus, Defense, +Resolve)

You gain the use of the Dodge defense as per below, also gaining Resolve after doing so.

Dodge: Invoke “Dodge!” and expend 1 Focus to negate all melee and ranged attacks that hit you within the last second. The following conditions must be fulfilled

  • No Armor: You are not wearing any Armor (see Armored Dodge skill below)

  • Mobility: Your character’s legs are not impaired in-game such as through Mangle, Snare, Grapple or similar effects.

  • No Ambush attacks: None of the attacks come from behind you and hit your back torso (aka Ambush attacks)

  • No Master attacks: None of the attacks are Master-type attacks

Artful Alacrity: As a response to using the Dodge defense to negate an attack, invoke and gain “Resolve 1” as an Aftereffect. This represents your artful poise while dodging. If you have Ironsoul Bravado or the Willful Tenacity ATN active, you gain “Resolve 2” instead.

Take note, you may only use one Aftereffect at a time in response to a specific action or event. Your Aftereffects may never trigger other Aftereffects from you. Additionally note that gaining Resolve overlaps with and does not add to your current Resolve.


FLEE THE SCENE

(Basic Runner; Active-Conc/Focus, Escape)

You may attempt to leave an area so quickly that only someone extremely skilled may attempt pursuit. Needless to say, this is useful for those who wish to survive a losing fight or leave an ambush.

You must fulfill the following requirements beforehand. You must be:

  • Unencumbered: No Heavy/Ultraheavy Armor

  • Mobile: You must not be immobilized by any effect (e.g. being tied up/hobbled)

Not Trapped: You must be in a place where you can run away. Locked rooms, prisons, pocket dimensions, etc will prevent the use of this skill.

To activate this skill, follow the instructions below.

  • Step 1: Perform qConc-10 while studying the area and looking for a way out.

  • Step 2: Expend 1 Focus. If you do not have any Focus, you cannot use this skill.

  • Step 3: Invoke "Flee the Scene"

  • Step 4: Begin an audible “Escape count” that goes up to 60, while slow or fast walking.

-- Put your hand or weapon atop your head to show that you are "out of game".

-- No one may interact with or pursue you without the proper Skills.

  • Step 5: Ensure that these last 10 counts of the Escape effect are extra audible to indicate your return to the game environment

  • Step 6: At “Escape 60”, lower your hand/weapon from your head, going back “in-game”. Take note that you may not return to the place where you fled from for 10 minutes.

Pursuit effects: Other creatures may use “Pursuit” effects to follow you. They will exit the game and enter the game at the same time you do so. Similarly, other characters may join your escape by using their Skill simultaneously to your own use.


FLEET OF FOOT

(Basic Runner; Active-Fleeing/Focus, Escape-Aug)

This skill grants you a greater expertise in escaping and eluding the danger of battle, allowing you to do so even when you are tired and unfocused.

If you have Flee the Scene, you can augment and invoke the skill as “Expert Flee the Scene”. This has the following adjustments:

  • Waive the Skill’s Focus cost

  • It requires qConc-15 instead of qConc-10

  • You take a “Self-inflict 2 damage” effect, which cannot be negated by the user or redirected to someone else, although it can be cured or healed.

  • Since this use of Flee the Scene is Augmented, it cannot be Augmented further.


COMPLEX SKILLS

ARMORED DODGE 

(Complex Runner; Defense-Aug)

Requires: Any two Basic Scrapper or Runner skills

  • Armored Dodge (requires Dodge; Skill Aug, -Focus): You may augment and invoke the Dodge Defense as “Armored Dodge”. This has the following benefit: this use of Dodge can be done while wearing Body Armor or Heavy Armor, but not Ultraheavy Armor.

  • Uncanny Aegis (Skill Aug, -Aegis): If you are wearing Heavy or Ultraheavy Armor, you are able to augment the Aegis defense and invoke it as “Uncanny Aegis”. This augmented defense can be used against Ambush-type attacks to negate them.

    • Ambush attacks are those ranged/melee attacks that come from behind and hit your back torso.


ATHLETICS

(Complex Fighter/Runner; Active-Self-Inflict/Focus, Aug)

Requires: Any two basic Runner or Fighter skills

You can exhaust yourself to perform feats of physical quickness and skill.

  • Step 1: Invoke “Athletics”

  • Step 2: Receive a “self-inflict 2”, mentally deducting 2 points from your HP.

    • Self-inflicts cannot be negated or redirected.

  • Step 3: If you still have 1+ HP, you can choose one of the effects below

Climb: Halve (round up) the required Climb count of an obstacle (Normally Climb-10). This requires one or two free hands

Dash: If you use Flee the Scene, augment and invoke it as “Athletic Flee the Scene”. This reduces the required Concentration count to a Conc-3.

Duck: If you use the Dodge defense, you can augment it and invoke it as “Athletic Dodge”. When you do this, you may respond “Negate” to 3 different Ranged attacks within the next 3 seconds.

Slip Free: Escape a Basic Rope or Chain while it is binding you

Swim: In a hazardous water or quicksand scenario, invoke “Athletics, 5 seconds” to keep afloat and move normally for 5 seconds before you sink and drown (unless you can breathe water). This requires one or two free hands. Normally, characters can swim and float in calm waters.

Other: Game Staff may designate a scenario specific use for “Athletics”

Use Focus (1 Focus): You can augment this Skill, invoking it “Focused Athletics”. This allows you to spend 1 Focus instead of receiving “Self-inflict 2”


ESCAPE ARTIST

(Complex Runner; Active-Conc/Focus, Escape, Resolve, Cure Strike)

Requires: Any two Basic Runner skills including Flee the Scene

You cannot be easily captured or made helpless, a true artist of escaping.

When you use the Flee the Scene skill,, you augment and invoke the skill as “Artful Flee the Scene, Cure Strike (or Slip Free)”. This has the following effects:

  • It clears Strike effects from you, if they would prevent you from Escaping.

  • You can use the Skill while being bound by a Basic/Advanced Rope or Chain.

  • Since this use of Flee the Scene is Augmented, it cannot be Augmented further.

  • When you re-enter the game environment after using an Escape effect, gain “Resolve 3” as an Aftereffect.

Slip Free (Self-inflict 2): You can also invoke “Escape Artist” to Slip Free of a Basic Rope or Chain that is binding you. If you also have Athletics, Escape Artist allows you to slip free of Advanced Rope or Chain as well as Grapple effects.


LEAD THE EXODUS

(Complex Runner; Active-Conc/Focus, Escape, Resolve, Cure Strike)

Requires: Any two Basic Runner skills

When you escape a dangerous situation, you can take allies with you.

When you use the Flee the Scene skill, you may choose to gain the following benefit:

  • You may bring along one ally with you.

  • They must be within an arm’s reach and a step of you.

  • If any of them are disrupted (i.e. made ineligible by an effect or Downed), you must either leave them behind or restart your own count.

The mechanics for escaping remain the same as above although your allies can wear Heavy or Ultraheavy Armor.

Bonded Allies: You may bring up to two allies with you if they are Bonded to you via Blood, Oath, or Allegiance.

This is not a Skill Augment, therefore Flee the Scene can still be Augmented by other effects such as Athletic, Artful, or Expert.


ERUDITE SKILLS

DODGER ASPECT 

(Erudite Runner; Active-Task/ATN,, Defense-Aug, Aspect, Aftereffect)

Requires: Any two Basic Runner skills and any two Complex Runner skills

This skill allows you to mantle your body and mind with swift athleticism and preternatural awareness, to the exclusion of other aspects of your personality. When you learn this Skill, you choose one of the Dodger Aspects below and you are stuck with that choice unless you unlearn this Skill and learn it again.

  • Becoming Valorous: Strike an enemy in melee to become Valorous for 5 minutes, until you expend it, or until you take any damage or Control effect. Also, you cannot become Valorous while suffering a Control effect.

    Expending Valorous: Augment a Dodge as “Dancer Dodge” to waive the Focus cost. You may only use this defense against an opponent you’ve struck within the last minute (approx). As an Aftereffect, you self-inflict “Pain 10” immediately afterward from the strain of doing so - you cannot replace this Aftereffect.

    Restriction 1: Unfettered -- You may not become or remain “Valorous” while wearing Body Armor, Heavy Armor, or Ultraheavy Armor.

    Restriction 2: Distracted Mindset -- The Healing or Resolve you grant to yourself or others may not exceed 1 point. Individuals with this Aspect are prone to be easily distracted or prone to multitasking as they attempt to pay attention to as many stimuli as possible.

  • Becoming Valorous: After taking 15 steps that cover at least 15 feet away from where you started counting, you become Valorous for 5 minutes, until you expend it, or you stop moving for more than 5 seconds, or take any damage/Control effect.

    Expending Valorous: Augment a Dodge as “Zephyr Dodge” to waive the Focus cost. As an Aftereffect, you self-inflict “Pain 10” immediately afterward from the strain of doing so - you cannot replace this Aftereffect.

    Restriction 1: Unfettered -- You may not gain or expend “Valorous” while wearing Body Armor, Heavy Armor, or Ultraheavy Armor.

    Restriction 2: Distracted Mindset -- The Healing or Resolve you grant to yourself or others may not exceed 1 point. Individuals with this Aspect are prone to be easily distracted or prone to multitasking as they attempt to pay attention to as many stimuli as possible.


DOUBLED DEFENSES

(Erudite Defender/Runner; Defense-Aftereffect)

Requires: Any two basic Defender skills and any two Complex Defender skills

Your skill allows you to buttress your defensive techniques with even more defense.

Any Style (Aftereffect)

  • Step 1: Use “Dodge”, “Parry” or “Guard”

  • Step 2: Within the next 3 seconds, invoke “Expert Guard” to defend a nearby ally.

-- “Expert Guard” is augmented and is an Aftereffect to the initial defense and does not cost additional Focus to use.

Beastclaw Style (Aftereffect)

  • Step 1: Use “Parry” while wielding two Small/Medium weapons,

  • Step 2: Within the next 3 seconds, invoke “Off-hand Parry” to negate a melee attack

-- “Off-hand Parry” is augmented and is an Aftereffect to the initial defense.

Phalanx Style (Aftereffect)

  • Step 1: Use “Block”

  • Step 2: Within the next 3 seconds, invoke “Off-hand Block” to negate an attack

-- “Off-hand Block” is augmented and is an Aftereffect to the initial defense and does not cost additional Focus to use.


LIKE THE WIND

(Erudite Runner; Active-Fleeing/Focus, Escape, Pursuit-Defense)

Requires: Any two Basic Runner Skills and any two Complex Runner skills

You are swift as the wind and more slippery than a shadow. When you flee, you twist through labyrinthine paths, turning corners, and leaving branches untouched.

When you use the Flee the Scene skill and expend 1 Focus, you may invoke its effect as “Superior Escape” to prevent those with Pursue skills from following. Only a “Master Pursuit” skill may allow someone to chase you.

Supreme Exodus -- You can use Like the Wind and Supreme Exodus together, to quickly grant yourself a “Superior Escape” effect


SUPREME EXODUS

(Erudite Runner/Shadower; Active-Periodic/Concentration, Conceal/Escape)

Requires: Any two complex Shadower or Runner skills and any two basic Shadower or Runner skills

Your mastery of evasion and subterfuge has led you to this Skill, which allows you to immediately vanish from the sight of everyone there, although whether you are still present or have left the area is up to question.

Once per Period, invoke “Supreme Exodus”. This has one of two effects, chosen by you at the time of the Skill’s use.

  • Instant Concealment: You instantly enter Concealment. You must still fulfill all the normal requirements except the Concentration count and the Focus cost.

  • Instant Exodus: Grant yourself a Basic Escape effect. You must still fulfill all the normal requirements except for the Concentration count and the Focus cost.

Fade into Shadows skill: If you have this skill, you may imbue yourself with a Superior Conceal effect when using Supreme Exodus. When affected by an Unveiling, you may respond with “Superior Conceal” to continue hiding and take up to three steps away from your position. Only the incredibly rare “Master Unveiling” may reveal your location.

Like the Wind skill: If you have this skill, you may imbue yourself with a Superior Escape effect when using Supreme Exodus. When someone attempts to use a Pursue effect upon you, pause your count and clarify the effects of a Superior Escape if necessary. Only the incredibly rare “Master Pursue” may see through your evasions.


UNCANNY DEFENSE

(Erudite Defender/Runner; Defense-Aug)

Requires: Any two Basic Defender/Runner Skills and any two Complex Defender/Runner skills

Your skills are honed well enough to protect you even from sneak attacks.

  • Step 1: You receive 1 or more attacks, including an Ambush-type attack

  • Step 2: You are about to use “Block”, “Dodge”, or “Parry” as a Reaction to them.

  • Step 3: Invoke the defense but prefix it with “Uncanny” (e.g. Uncanny Dodge)

  • Step 4: This works as normal, but you can also negate Ambush attacks.

In addition, if you are suffering from a Blind effect of any duration,, you are able to use these augmented defenses. Normally, you would not be able to use most defenses while Blinded.

Shadower Discipline

 

Image by Nicco Salonga

Also called Concealment training, this Discipline is learned by those who wish to be invisible and undetectable, whether it is for defensive measures or for other more nefarious ends.

Invest in this Discipline if:

  • You want to be able to hide yourself and others from immediate view.

  • You want to play an assassin that can strike hard from Concealment

  • You want to play a sneaky ambusher or an elusive prowler

DISCIPLINE OVERVIEW

BASIC SKILLS

Camouflage: Render yourself invisible to the unwary, while stationary.

Conceal Item: Hide certain items on your person and prevent others from finding them

Set the Ambush: You can render yourself and your allies invisible. 

COMPLEX SKILLS

Art of War: Hide body movements from attackers, allowing you to avoid attacks

Expert Shadower: Conceal yourself faster and you can walk while concealed. 

Hide in Shadows: Emerge from concealment while shielded by trickery and shadows.

Shot in the Dark: Your first ranged attack from Concealment hits hard

ERUDITE SKILLS

Distracting Defenses: Augment your defenses, deflecting an attack into another target

Duck and Cover: Use cover as a defense, allowing it to absorb attacks in your stead.

Fade into Shadow: You can flee from your hiding place or prepare something potent. 

Supreme Exodus (1/P): Suddenly hide or escape.

Veiled Aspect (ATN): Enshroud your movements to become more difficult to read


BASIC SKILLS

CAMOUFLAGE

(Basic Shadower; Active-Conc/Focus, Conceal)

You are able to fade into invisibility, preventing most folk from sensing your exact location.

To use this spell, you must fulfill the following requirements:

  • Position: Lean against immovable cover (e.g. wall, tree, shrub) with a minimum of 50% coverage. You don’t need to be behind it.

  • Equipment: No Ultraheavy/Heavy armor, held items over 4 feet long, or active light sources (unless covered).

When these positional and item requirements are fulfilled, do the following:

  • Step 1: Perform 30-counts of quiet Concentration (aka qConc-30).

  • Step 2: Expend 1 Focus. If you don’t have any Focus, you cannot use this skill.

  • Step 3: If you are uninterrupted, invoke "Camouflage"

  • Step 4: You are imbued with the "Concealed" status and must follow the points below or lose said condition.

    • Crossed Arms: Cross your arms over your chest. You may hold items.

    • Stand Still: Don’t move from your location, Concentrate, or use any Skills/Defenses.

    • Stay Silent: You may not say anything, except for out-of-game clarifies.

Concealed Creatures: You cannot be seen or pinpointed, but you can see normally. Other Characters can vaguely sense your presence (i.e. "I think we're being watched"). When hit by an attack, respond with "Immune, I am Concealed" -- the only effects that will hit you and remove Concealment are Unveiling effects and Global effects

Being Unveiled: Even if the restrictions above are followed, you can be removed from Concealment if you are hit by an Unveiling effect or a Global effect. The former comes from individuals under the “Perceiving” status. The latter is an effect that hits the whole area.


CONCEAL ITEM

(Basic Junker/Shadower; Active-Focus, Sense/Inquiry-Defense, Conceal, Deception)

You are able to smuggle items so that they are harder to find upon your person.

  • Smuggle Item: Whenever someone uses Scavenge upon you, you can withhold items items the size of or smaller than a fist or a 2-foot long dagger upon your person. This can’t be used on items you are holding in your hands.

    • This can be defeated by an “Unveiling” effect that is used directly on you while they are next to you.

  • Mask Item: Whenever an individual uses an Inquiry effect that asks about the small items on your person, React with “No effect” if the items are small-sized as per above.

  • Smuggle Item and Mask Item are abstract representations of how well you hide these items. Thus, you can use them even if you are dying, dead or unable to use Defenses.

Quickdraw (-Focus): Use swift sleight of hand with a Knife Pack/Hand Crossbow/Pistol.

  • Step 1: Your weapon is holstered or one hand is empty

  • Step 2: Expend 1 Focus

  • Step 3: Invoke “Quick Draw”

  • Step 4: Perform a basic ranged attack without a Targ count.

Effect: Invoke your weapon’s damage or “Knockback”, “Mangle”, or “Hobble”. Veiled Aspect, Shot in the Dark, and Veiled Visage improves upon this Skill, as does Gunsmith and Ballistic Push and certain Item Augments.


SET THE AMBUSH

(Basic Shadower; Active-Conc/Focus, Conceal-Aug, Bond)

When an ambush is needed, they call upon you and your skills for the grisly task.

If you have Camouflage and use it, you may also Conceal an ally who is within a step and arm’s reach (aka close range) of you. They must fulfill the position, equipment, and gesture requirements, except that they can be wearing Heavy or Ultraheavy Armor.

You and those you have affected remain visible to each other, although the restrictions prevent you from communicating with each other easily. A Concealed individual’s actions do not affect the Concealment of the others.

  • Bonded allies: If you have allies that are Bonded to you by Blood, Oath, or Liege, you can Conceal two Bonded allies instead of just one non-Bonded ally.

  • Shot in the Dark: If you have this skill, then Shot in the Dark can apply to yourself and the allies you effect with Group Conceal. However, they can only inflict Strike effects, not Wound effects.


COMPLEX SKILLS

ART OF WAR

(Complex Shadower; Active-Focus, Defense)

Requires: Any two Basic Masker or Shadower skills

Deception and manipulation are central to the art of war. You are able to bring your talents in them both to assist you in the heat of battle.

You gain the ability to use the Parry defense as per below.

Parry (-Focus): As a Reaction to receiving an attack, invoke “Parry”and expend 1 Focus. This negates all melee attacks that hit you within the last second. The following conditions must be fulfilled:

  • Wield a melee weapon: Be wielding a melee weapon that is not Sundered.

  • No Ranged attacks: None of the attacks are ranged attacks (see Masked Parry below)

  • No Ambush attacks: None of the attacks come from behind you and hit your back torso (aka Ambush attacks)

  • No Master attacks: None of the attacks are invoked as “Master” attacks

Masked Parry (-Focus; Skill Aug, Aftereffect): While wielding a Small/Medium weapon tied with colorful tassels or a colorful fan/scarf/cloth, you may flourish it to use an Augmented version of Parry. Invoke this as “Masked Parry”, modifying the defense as follows

  • Negate Ranged Attacks (Unless they are Ambush or Master attacks)

  • A Colorful Fan/Scarf/Cloth counts as a melee weapon for this skill’s requirements.

  • Aftereffect: In the next 3 seconds, make a melee attack and invoke “Blind 10” in mid-swing.

  • If you hit, your target takes the Blind effect for 10 seconds.

  • The Masker’s Mind Games skill grants an alternative Aftereffect to the above.

Prop requirement: A colorful fan, scarf or a Small/Medium Weapon tied with colorful tassels


EXPERT SHADOWER

(Complex Shadower; Conceal, Defense-Sense, Attack-Ranged)

Requires: Any two basic Shadower skills including Camouflage

With this skill, you have additional functions with the Camouflage skill representing advanced proficiency in the art of obscurement.

Shadow Walk (-Focus, Conceal): While you are Concealed, you may expend 1 Focus to slow walk up to 10 steps instead of standing still. You must remain touching Cover, whether it is the same one you were touching previously or a different one. You have an additional limitation on your movement, you may not move toward any Character you can see.

Silent Preparation (Aftereffect): If you spend Focus to become Concealed and remain so for at least 60 seconds, you are considered to have performed any necessary Targeting, Concentration, or Etheric Concentration count for a skill. As an Aftereffect, you may break your Concealment with this attack, skill, or spell (non-Erudite only), Augmenting it and prefixing it with “Silent” -- this also waives the Focus cost of what you are doing but prevents you from Augmenting it further.

Swift Camouflage (-Focus, qConc-5): You may augment the Camouflage Skill and invoke its effect as “Swift Camouflage”. This may be preceded by a qConc-5 instead of a qConc-30.


HIDE IN SHADOWS

(Complex Shadower; Conceal, Impervious, Aftereffect)

Requires: Any two basic Shadower skills including Camouflage

You are able to use shadows and distractions to emerge safely from Concealment, whether willingly or when Unveiled.

As an Aftereffect to losing Concealment, either through your own actions, or via an Global or Unveiling effect, you may choose to benefit from a 5-second “Emerging” count that must be invoked.

While “Emerging”, you are “Impervious” (details below)

  • -- Usage: Invoke “Impervious 1, Impervious 2…” to “Impervious 5” in a FIRM voice. You may move at a slow or fast walk.

    -- Minimal Damage: While doing so, you take no damage from basic melee attacks although they still stop forward momentum. -- Other damaging attacks are reduced to “1 damage”. Control effects work normally.

    -- Weak to Bane and Siege: Bane damage and Siege damage inflict their normal amount and end the effect prematurely.

    -- Other actions: You may use defenses to negate attacks while Impervious and you may make melee basic attacks. However, you may not perform Concentration or use any other Active Skills while Shielded

However, if you move while “Emerging”, you may not move toward any Player or Non-player characters unless it is to move past them and elude them. This is meant as an aid to disengaging, not a way for characters to maneuver behind their enemies.


SHOT IN THE DARK

(Complex Shadower; Active-Attack, Aug-Ranged, Conceal, Aftereffect)

Requires: Any two basic Shadower skills

Your skills in subterfuge allow you to launch a devastating shot upon your emergence.

If you spent a Focus to Conceal yourself or on Expert Shadower’s Shadow Walk, you may waive the Targeting count of your first ranged weapon attack if you choose to break your Concealment with that attack. This is an Aftereffect of your Concealment and thus, mutually exclusive with other Aftereffects like Hide in Shadows.

You may preface this attack with “Shot in the Dark” -- it inflicts “5 damage” and its damage type can be changed by your Items or Traits that affect Smite attacks. Alternatively, you may inflict a “Blind Wound”, “Silence Wound” or “Hobble Wound”.

Set the Ambush: If you have this skill, then Shot in the Dark can apply to yourself and the allies you effect with Group Conceal. However, they can only inflict Strike effects, not Wound effects.

Vorpal Quickdraw (-Focus): If you can use Quickdraw (see Conceal Item or the Masker’s Masked Mind), the damage cap for this attack is 7 instead of 5, but it cannot be Piercing if it exceeds 5 damage.

ERUDITE SKILLS

DISTRACTING DEFENSES

(Erudite Shadower; Active-Focus, Aug-Defense, Aftereffect)

Requires: Any two Basic Masker/Shadower skills and any two Complex Masker/Shadower skills

Your skills at misdirection have been honed to a knife’s edge and applied to your physical defenses.

When you use the Parry Defense, you may augment and invoke it as “Veering Parry” or “Fading Parry”

Veering Parry (-Focus, Aftereffect): Redirect an attack to a different target.

  • Step 1: Be subject to an attack

  • Step 2: Use the Parry defense to negate the attack.

  • Step 3: Augment and invoke the defense as ”Veering Parry”

  • Step 4 As an Aftereffect, make a melee attack against a different creature

  • Step 5: In mid-swing, invoke “Piercing” followed by one of the damage or effects you just negated.

-- This may not target the source of the original attack

-- You may not take more than one step during the Aftereffect.

Fading Parry (-Focus, Skill Aug, Aftereffect): Mitigate another attack afterward

  • Step 1: Be subject to an attack

  • Step 2: Augment and invoke the defense as ”Fading Parry”

  • Step 3: Aftereffect -- In the next 10 seconds, invoke “Minimal” once and stop forward momentum to reduce the damage of an attack you received to 1 point. It keeps its damage type. This has no effect on Control effects or basic attacks,

Effect: This negates the attack unless it is a “Master” or “Ambush” attack.


DUCK AND COVER

(Erudite Shadower; Active-Self inflict, Ranged-Defense)

Requires: Any two Basic Shadower skills and any two Complex Shadower skills

You are able to leverage your shadowing and Concealment skills toward your own defense.

Deflecting Cover (Self-inflict 2): While you are touching “Cover” that you can use to hide, you can instead use it to defend yourself from attack. Invoke “Duck and Cover” and self-inflict 2 damage to negate all the Ranged attacks that you have received within the last second. This does not apply to Melee, Piercing, Master or Ambush attacks.

Immediately after you use this Defense, you receive a Master Knockback from your Cover. If you are not in a position to take at least 5 steps away from this Cover (i.e. you are cornered), then you are unable to use this Skill.

Hunker Down (Self-inflict 2): If you are hit by a Global effect while Camouflaged, you can invoke “Duck and Cover” to negate that effect and remain Concealed -- unless it was a Master effect. This only works against Global effects but it doesn’t force you to move away from your Cover.


FADE INTO SHADOW

(Erudite Shadower; Aug-Conceal)

Requires Any two Basic Shadower skills and any two Complex Shadower skills, including Camouflage

Your skill in shadowing arts borders on the supernatural. Those who try to find you will find the dust of your departure instead. Furthermore, while you wait and hide, power and discipline suffuses you toward a dangerous emergence.

Devour Shadows (-Focus. Resolve): If you have spent Focus on becoming Concealed, you gain “Resolve 5” if you spend at least 60 seconds Concealed.

Fleeting Camouflage (-Focus, Escape, Aftereffect): If you are Unveiled or willingly leave Concealment, you may immediately use an Escape effect. This is an Aftereffect and similar to the Flee the Scene skill, costing an additional Focus to use. If you are within arm’s reach of your Concealed allies, you can bring them with you if they are willing.

Salvo in the Dark (Aftereffect): When you use the Shot in the Dark skill, you may expend all of your Resolve (at least 3 Resolve) to turn the attack into a Barrage 3 -- this allows you to make three ranged attacks instead of only one attack. You have 5 seconds or until you move your feet to make all three attacks (whichever comes first).

Supreme Exodus skill: Fade into Shadow can be used with Supreme Exodus to gain the Superior Conceal effect


SUPREME EXODUS

(Erudite Runner/Shadower; Active-Periodic/Concentration, Conceal/Escape)

Requires: Any two complex Shadower/Runner skills and any two basic Shadower/ Runner skills

Your mastery of evasion and subterfuge has led you to this Skill, which allows you to immediately vanish from the sight of everyone there, although whether you are still present or have left the area is up to question

Once per Period, invoke “Supreme Exodus”. As a Periodic Skill, once this is used, it cannot be used again until the next Period and after you have completed a 10 minute Rest. This has one of two effects, chosen by you at the time of the Skill’s use.

  • Concealment: You instantly gain the Concealment status. You must still fulfill all the normal requirements except the Concentration count and the Focus cost.

  • Escape: Alternatively, you may grant yourself a Basic Escape effect. You must still fulfill all the normal requirements except the necessary footsteps and the Focus cost.


Fade into Shadow: If you have this skill, you may imbue yourself with a Superior Conceal effect. When affected by an Unveiling, you may respond with “Superior Conceal” to continue hiding and take up to three steps away from your position. Only the incredibly rare “Master Unveiling” may reveal your location.

Like the Wind: If you have this skill, you may imbue yourself with a Superior Escape effect. When someone attempts to use a Pursue effect upon you, pause your count and clarify the effects of a Superior Escape if necessary. Only the incredibly rare “Master Pursue” may see through your evasions.


VEILED ASPECT 

(Erudite Masker/Shadower; Active-ATN, Aspect)

Requires: Any two Basic Shadower/Masker skills and any two Complex Shadower/Masker skills

You may enter into a mental state that greatly enhances your ability to elude detection and deceive senses at the cost of some vulnerability.

  • Step 1: Have no other Aspect ATNs on your person (see Lord of Lies)

  • Step 2: Write “Veiled Aspect” to two empty ATN slots

  • Step 3: Perform 5+ minutes of meditation in private

  • Step 4: Gain the benefits and limitations below. This Aspect lasts for 1 Event.

After you have completed these requirements above, you gain the following effects below.

Swift Camouflage (Conceal): You may use the Camouflage skill as though you had it. If you actually have Expert Shadower, you can augment Camouflage and invoke it as “Swift Camouflage” to require only a qConc-3 instead of qConc-5.

Veiled Cover (Self-inflict 2): You can use the Shadower’s Duck and Cover as though you had it. If you do have it, you can augment and invoke it as “Veiled Cover” so that it can defend against ranged Piercing and ranged Ambush attacks.

Veiled Essence (Self-inflict 2): When a creature uses Harmonize to synergize with and target your spirit, you can ward it off through strength of will and sheer duplicity. Invoke “Veiled Aspect, negate” as a Reaction to “Harmonize”.

Veiled Exodus (Escape): You may use the Flee the Scene skill as though you had it. If you actually have Fleet of Foot, you can augment Flee the Scene and invoke it as “Veiled Flee the Scene” to waive the Focus cost without the increased Conc count.

Veiled Intent (Deception): You may use the Masked Mind skill as though you had it. If you actually have Veiled Visage, this counts as wearing the necessary props.

Veiled Reversal (-Focus, Self-inflict): You may augment Parry as per the Nimble Defense skill, allowing you to negate an attack and redirect it elsewhere.

Nimble Defense or Distracting Defenses: If you have these skills, you can redirect one melee attack into its source, though it is not a Piercing attack. This technique Self-inflicts 2 damage.

Exhausting Presence -- Being able to deceive others with ease leaves you vulnerable. Your maximum HP may not exceed 7 HP.

Survivor Discipline

 

Image by Nicco Salonga

Also called Survival or Outdoorsmanship, this Discipline concerns itself with enduring and persisting through the perils of the World beyond the Fall. Invest in this Discipline if you:

  • Want to improve your resilience to damage and hazards

  • Want to play a rugged survivalist, a back-up healer, or a tough as nails explorer.

  • Want to be incredibly difficult to put down and keep down



DISCIPLINE OVERVIEW

BASIC SKILLS

Armor Expertise: Use and repair armor that you are wearing

Treat Injury: Use a Herb Kit to cure wounds and heal your allies.

Will to Survive (ATN): Dedicate an attunement to increase your Health

COMPLEX SKILLS

Resist Blizzard: Protect yourself from Blizzard attacks and Blizzard creatures.

Resist Magna-Storm:  Protect yourself from Storm auras and Storm creatures.

Resist Radiation: Protect yourself from Radiation attacks and Irradiated creatures.

Resist Toxin: Protect yourself from Toxic attacks and Toxic creatures.

Willful Tenacity (ATN): Dedicate up to two attunements to increase your Health

ERUDITE SKILLS

Endure Plague: Negate diseases and blights upon yourself.

Iron Fortitude: Recover more quickly from minor attacks

Stim Shivers (ATN): You may retain two Elixirs, at some cost

Supreme Toughness (1/P): Shrug off all Strikes, Wounds, and Blight and heal yourself.

Tough as Nails (ATN): Dedicate up to three attunements to increase your Health.


BASIC SKILLS

ARMOR EXPERTISE

(Basic Scrapper/Survivor/Weaver; Active-Armor, Defense-Melee/Ranged)

You are skilled in wearing armor and using its defense to deflect blows. This skill starts you with a “Maximum Aegis” of 1 Aegis and has several subfunctions:

Use Aegis (-Aegis)

  • Step 1: Wear Body, Heavy,, or Ultraheavy Armor and receive an attack

  • Step 2: As a Reaction, expend 1 Aegis. If you have 0 Aegis, stop here.

  • Step 3: Invoke “Aegis” as a defense

  • Step 4: Safely stop your momentum and/or take a step away from your attackers

  • Step 5: This will negate all the attacks you received in the last second except as below

-- No “Master” attacks: These will be prefixed with “Master” (e.g. “Master: 5 damage”)

-- No “Ambush” attacks: These are usually not prefixed but they hit a subject from behind AND upon their back torso.

Refit Armor (long task): The primary method of regaining expended Aegis is to spend 5+ minutes roleplaying your armor’s upkeep and resting. Upon completion, you regain 2 Aegis, up to your maximum Aegis for every 5 minutes spent. Take note your Aegis cannot exceed the Aegis cap of 5.

Patched Status: Some skills can give armor wearers the Patched status. While “Patched”, an individual can expend it to use “Aegis” without spending from their own Aegis pool.

This is invoked as “Patch Aegis” and cannot be augmented further. Unless granted as a “Lasting Patch”, this status falls off after 10 minutes or after the current combat ends (whichever happens last). “Lasting Patches” fall off at the Event’s end, if unused.

Prop Requirements: Body Armor, Heavy Armor, or Ultraheavy Armor


TREAT INJURY

(Basic Doctor/Soother/Survivor; Active-Conc/Focus, Imbue-Heal/Cure, Inquiry, Aug)

You are able to quickly patch an ally, even through the stress of combat.

  • Step 1: Wear an Herb Kit

  • Step 2: With an empty hand, touch with your patient’s shoulder with one empty hand and/or simulate bandaging them

  • Step 3: Perform iConc-7 while doing the above

  • Step 4: Upon completion, invoke one of the options below to bestow their effects

    • Option 1: “Remedy - Heal 1”

    • Option 2: ”Remedy - Cure Wounds”

    • Option 3 ”Examine - What Diseases are affecting you”

    • Option 4: ”Examine - How many Grave Scars do you have”

    • Option 5: ”Examine - What Control effects are you suffering?”

Swift Remedy (-Focus): If you expend 1 Focus when using this skill, you can invoke “Remedy” as “Swift Remedy” to lower the required iConc to iConc-2, and increase the effect to “Heal 3”.


WILL TO SURVIVE

(Basic Survivor; Active-Conc/ATN, +HP)

You can increase your capacity to suffer damage through sheer will.

After qConc-30, you may occupy one Attunement (aka ATN) with this Skill and mark it down on your back sheet. This has the effect of increasing your maximum HP by 1 for the rest of the current Event.. This Skill will not allow you to increase your Maximum HP beyond 10 HP.

This Skill allows for only a maximum of one Attunement to be expended in this way per Event.


COMPLEX SKILLS

RESIST BLIZZARD

(Complex Survivor; Active-Resolve, Aura/Blizzard/Frost-Defense, Resist)

Requires: Any two Basic Survivor skills

This Skill allows its user some protection against the cold and freezing temperatures. Those who dare to hunt such wintry creatures would do well to have this Skill or an item that simulates it.

Resist Blizzard (Resolve)

  • Step 1: Have Resolve 1 or more and receive a “Blizzard” attack (e.g. Blizzard Aura, Blizzard)

  • Step 2: As a Reaction, invoke “Resist Blizzard”

  • Step 3: You negate this attack.

  • Step 4: For the next minute approximately, you can negate such attacks by taking 2 steps away after being struck.

** Creatures using the Blizzard Aura ability inflict Frost damage to anyone that hits them in melee. Resist Blizzard allows you to engage such foes with less danger.

Withstand Blizzard (-Focus): Use this if you do not have Resolve to use Resist Blizzard

  • Step 1: Receive a Blizzard attack

  • Step 2: As a Reaction, expend 1 Focus

  • Step 3: invoke “Withstand Blizzard ”

  • Step 4: This negates the attack and imbues you with “Resolve 3”

  • Step 5: Mentally take note of your Resolve total

Endure Frost (-Focus): You can make yourself resistant to Frost damage.

  • Step 1: Receive an attack that inflicts Frost-type damage. You cannot use Endure Frost if you were struck with non-Frost damage within the last second.

  • Step 2: As a Reaction, expend 1 Focus

  • Step 3: invoke “Endure Frost ”

  • Step 4: This negates the attack

  • Step 5: This endurance persists for the next 10 seconds You can invoke “Negate” against the next 3 Frost attacks you receive, nullifying said attack,

Relevant Rules - Resolve is a special resource pool that persists until depleted, until 10 minutes pass, or until the current combat ends. Receiving any damage depletes Resolve before it depletes HP. Some effects can increase this amount. Receiving Resolve always overlaps with and never adds to your current Resolve total.


RESIST MAGNA-STORM

(Complex Survivor; Active-Resolve, Aura/Storm/Lightning-Defense, Resist))

Requires: Any two Basic Survivor skills

This Skill allows its user some protection against the lightning and stormy situations. Folk who deal with Magna storms or even Ancient Tech (aka An-Tech) would do well to have this Skill or an effect/item that grants it.

Resist Magna Storm (Resolve): This works exactly as Resist Blizzard except that it functions against “Storm” attacks.

Withstand Magna Storm (-Focus): Use this if you do not have Resolve to use Resist Magna Storm. This is otherwise as per Withstand Blizzard , except against “Storm” attacks.

Endure Lightning (-Focus): You can make yourself resistant to Lightning damage. This is as per Endure Frost, except against Lightning.


RESIST RADIATION

(Complex Survivor; Active-Resolve, Aura/Radiation/Flame-Defense)

Requires: Any two basic Survivor skills

This Skill allows its user some protection against heat and radiation. This is an absolute necessity for those who fight radioactive or fiery entities on a regular basis.

Resist Radiation (Resolve): This works exactly as Resist Blizzard except that it functions against “Radiation” attacks.

Withstand Radiation (-Focus): Use this if you do not have Resolve to use Resist Radiation. This is otherwise as per Withstand Blizzard, except against “Radiation” attacks.

Endure Flame (-Focus): You can make yourself resistant to Flame damage. This is as per Endure Frost, except against Flame.


RESIST TOXIN

(Complex Survivor; Active-Resolve, Aura/Toxic/Corrosive-Defense, Resist))

Requires: Any two Basic Survivor skills

This Skill allows its user some protection against acid and poison. For those who fight venomous monstrosities on a regular basis, having this Skill or an item that grants its effects is a must-have.

Resist Toxin (Resolve): This works exactly as Resist Blizzard except that it functions against “Toxin” attacks.

Withstand Toxin (-Focus): Use this if you do not have Resolve to use Resist Toxin. This is otherwise as per Withstand Blizzard, except against “Toxin” attacks.

Endure Corrosive (-Focus): You can make yourself resistant to Corrosive damage. This is as per Endure Frost, except against Corrosive.


WILLFUL TENACITY

(Complex Survivor; Active-Conc/ATN, +HP, +Resolve, Aftereffect)

Requires: Any two basic Survivor skills, including Will to Survive

You may occupy up to two ATN to use the Will to Survive skill, increasing your maximum HP by +1 per ATN. Label the second ATN as Willful Tenacity.

Tenacious Determination: While you are attuned to Will to Survive and Willful Tenacity, you gain the following benefit: everytime you receive Resolve, increase the amount you gain by 1 and invoke the new value. If you also have the Ironsoul Bravado Aptitude, increase this by 2 instead. This is an Aftereffect and may not exceed Resolve 5.


ERUDITE SKILLS

ENDURE PLAGUE

(Erudite Doctor/Survivor; Active-Focus/Resolve, Defense-Blight/Disease, Resist)

Requires: Any two complex Survivor/Doctor skills and any two basic survivor/Doctor skills

Your medical skill or resilience is such that you can deal with an infection or a poison before it can truly take root. This is reflected in the subfunctions below:

Endure Plague (-Focus):

  • Step 1: Receive a Blight effect or Basic/Greater Disease

  • Step 2: As a Reaction, expend 1 Focus

  • Step 3: Invoke “Endure Plague”

  • Step 4: This negates the attack and imbues you with “Resolve 3”

  • Step 5: Mentally take note of your Resolve total

Resist Plague (requires Herb Kit, Resolve): If you are currently wearing an Herb Kit and have at least “Resolve 1”, then you may waive the Focus cost of “Endure Plague”, Invoke this augmented skill as “Resist Plague"


IRON FORTITUDE

(Erudite Scrapper/Survivor; Active-Concentration, Self-Revive)

Requires: Any two Complex Scrapper/Survivor skills and any two Basic Scrapper/Survivor skills

To use this skill, you must be wearing Heavy or Ultraheavy Armor. Optionally, you can use this if your maximum HP is 10. This has the following benefits:

  • If you are brought to 0 HP by a melee or ranged attack that inflicts only 1 point of damage, your Self-Revive while Downed requires only 10 counts instead of 30 counts.

  • Replace “first aid” with “Iron Fortitude (e.g. “Iron Fortitude 1, Iron Fortitude 2, etc).

You are not able to use this Skill while you are in your Critical Death Count or if you receive 2 or more damage (any type) from a single attack while you are Downed.


STIM SHIVERS

(Erudite Brewer/Survivor; Attunement-Aug)

Requires: Any two complex Brewer/Survivor skills and any two basic Brewer/Survivor skills

This skill represents intense training and experimentation with Elixirs and Ichors, allowing you to have up to two Elixir/Ichor Attunements upon your person.

Unfortunately, this has the side effect of infecting you with the “Stim Shivers”, an Incurable Disease that persists until you have less than two Elixir/Ichor Attunements.

  • You are afflicted with a nervous shakiness that occurs at random and makes certain movements difficult.

    Effect 1: Shivering Smite - Gain the ability to perform a melee “Smite” as per the Fighter Discipline. Your damage with such attacks is increased by one by Stim Shivers.

    Effect 2: Shivering Steps - Gain the ability to perform the “Dodge” and “Parry” defenses. Also, you can augment these with “Uncanny” to use them against Ambush attacks. (e.g. Uncanny Dodge)

    Effect 3: Hindered Precision: Craft-Ritual actions take an extra 5 minutes to perform.

    Effect 4: Mental Duress: You cannot use abilities that negate or cure yourself of Frenzy or Dominate.

    Prop requirement: Make-up that reflects sunken eyes and/or blackened veins on the sides of your face from your bodily stress.


SUPREME TOUGHNESS 

(Erudite Scrapper/Survivor; Active-Periodic, Defense, Step, Resolve, Cure-Blight)

Requires: Any two Complex Scrapper/Survivor skills and any two Basic Scrapper/Survivor skills

Your grit and resilience allows you to withstand the worst of attacks with a grin.

Once per Period, choose one of the options below to use this Skill. As a Periodic Skill, it cannot be used again until the next Period and after you have completed a 10 minute Rest.

— Option 1: Is that all? —

  • Step 1: Receive a melee or ranged attack or a trap

  • Step 2: As a Reaction, invoke “Supreme Toughness, no effect”

  • Step 3: Stop your forward momentum and/or take a step away from your attacker.

  • Step 4: This negates all attacks that you just received within the last second. This includes Ambush-type attacks and those prefixed with “Master”.

  • Step 5: As an Aftereffect, invoke “Resolve 5” and gain this effect. This bypasses any limitation on granting Resolve that you may have but it cannot be increased.

— Option 2: Juggernaut —

  • Step 1: Invoke “Supreme Toughness”

  • Step 2: gain the “Impervious-10” status and begin counting “Impervious 1, Impervious 2, etc”

  • Step 3: When this status ends, invoke “Resolve 5” and gain this effect. .This bypasses any limitation on granting Resolve that you may have but it cannot be increased.

Relevant Rule: Impervious-10 status

-- This lasts for 10 counts or 10 seconds (whichever comes first)

-- No damage from basic melee attacks and they stop forward momentum

-- Other attacks have their damage reduced to 1 point except for Bane damage and Siege damage (i.e. Piercing 7+ damage), which disrupts this status

-- Maximum of a fast walk for speed

-- For this Skill use, Shadow damage is bane to you unless something else is your Bane. In that case, use the Banes that are inherent to you.


TOUGH AS NAILS

(Erudite Survivor; Active-Conc/ATN, +HP, +Resolve, Aftereffect)

Requires: Any two complex Survivor skills and any two basic Survivor skills

You may now expend up to three ATN to use the Will to Survive skill, increasing your maximum HP by +1 per ATN expended for a total of +3. Label the third ATN as “Tough as Nails”

If you have expended three ATN using this skill, Willful Tenacity, and Will to Survive, you gain the following benefit:

Survivor’s Reprieve: Whenever you heal yourself with Treat Injury or a spell, you can invoke a “Heal 2” instead of the normal heal amount. This is not an additive bonus to healing.