Skills

Archery

Command a bow or other ranged weapon with greater accuracy and deadliness.



A character lacking the Archery skill may still attempt to use a ranged weapon. However, they will incur a -5 penalty on their Ranged Attack Roll. See Attack - Ranged Weapon.


Archery  (Basic)
Cost: 1 Character Point
Requirements: 1 STR, 1 DEX

+4 to Ranged Attack Roll
+d4 to Ranged Damage Roll

Bullseye: If the Ranged Attack Roll total is greater than or equal to 23, the Ranged Damage Roll total is doubled. This doubling is factored into any other modifiers (Critical Hit, spells / artifacts, etc.) that affect the Ranged Damage Roll.


Archery  (Advanced)
Cost: 1 Character Point
Requirements: Archery (Basic), 2 STR, 3 DEX

+6 to Ranged Attack Roll
+d6 to Ranged Damage Roll

Bullseye: If the Ranged Attack Roll total is greater than or equal to 22, the Ranged Damage Roll total is doubled. This doubling is factored into any other modifiers (Critical Hit, spells / artifacts, etc.) that affect the Ranged Damage Roll.


Archery  (Expert)
Cost: 2 Character Points
Requirements: Archery (Advanced), 3 STR, 5 DEX

+8 to Ranged Attack Roll
+d8 to Ranged Damage Roll

Bullseye: If the Ranged Attack Roll total is greater than or equal to 21, the Ranged Damage Roll total is doubled. This doubling is factored into any other modifiers (Critical Hit, spells / artifacts, etc.) that affect the Ranged Damage Roll.


Archery  (Master)
Cost: 3 Character Points
Requirements: Archery (Expert), 4 STR, 7 DEX

+10 to Ranged Attack Roll
+d10 to Ranged Damage Roll

Bullseye: If the Ranged Attack Roll total is greater than or equal to 20, the Ranged Damage Roll total is doubled. This doubling is factored into any other modifiers (Critical Hit, spells / artifacts, etc.) that affect the Ranged Damage Roll.

Bluff

Deceive others, keeping a straight face while you spin a falsehood.



A Bluff roll is performed when a Hero attempts to deceive other characters. This roll can be done either at the Hero's request or Zaldar's discretion. Unlike Persuade, Bluff is used when a character is knowingly telling a falsehood.

Conversations between Heros and NPCs don't always require dice rolls. However, a Hero may declare they're attempting to Bluff when they want to achieve a specific outcome in a conversation; conversely, Zaldar may ask a Hero to roll a Bluff roll following something they've said.

Sometimes, NPCs will have fixed target Difficulties in the Quest Book, i.e., a goblin will be convinced that the Heroes are actually high-ranking members of the goblin's gang and thus welcome in their gang's hideout on any successful Difficulty 15+ Bluff roll. In other situations, where a target Difficulty is not noted, Zaldar can set a target Difficulty on the fly based on the circumstances, adding penalties or bonuses to the impromptu target Difficulty as they see fit.

Zaldar can also have the recipients of Bluffs roll Perception checks. If the Perception roll is greater than the Bluff roll, it can be concluded the Bluff was unsuccessful and the intended fools were not convinced by the Hero's tale.

As always, Zaldar should reward players for clever, creative, or provocative roleplaying; however, Zaldar's rulings are final, and while the Heroes have agency to manipulate the world, they should not be allowed to achieve things beyond reason just because the dice rolls were good.


Bluff - Basic
Requirements: 1 INT, 1 CHA

Any character with 1+ INT/CHA can perform a Bluff. By default, a Bluff roll is just a CHA Skill Check, so roll a d12 and add the character's CHA.


Bluff - Intermediate
Cost: 1 Character Point
Requirements: 2 CHA, 2 INT

Gain a +3 on all Bluff rolls. Receive an additional 1d6 Gold when selling at least 30 Gold worth of items.


Bluff - Advanced
Cost: 2 Character Points
Requirements: Bluff - Basic, 3 CHA, 3 INT

Gain a +6 on all Bluff rolls. Receive an additional 2d6 Gold when selling at least 20 Gold worth of items.


Bluff - Expert
Cost: 3 Character Points
Requirements: Bluff - Advanced, 4 CHA, 4 INT

Gain a +9 on all Bluff rolls. Receive an additional (3d6 + CHA) Gold when selling at least 10 Gold worth of items.

Counterattack

Upon being attacked, immediately return with an attack of your own.



Counterattack  (Basic)
Cost: 1 Character Point
Requirements: 2 STR, 2 DEX

If a creature attacks your character and inflicts zero damage following your Defend roll, and the creature that attacked you is within range of your current melee attack, you may immediately make a melee attack against the creature that attacked you, at the cost of 0 Action Points.

You may not use the Aim / Focus action to roll the Critical Hit die with this attack. The attacked creature defends as normal.



Counterattack  (Advanced)
Cost: 1 Character Point
Requirements: Counterattack (Basic), 4 STR, 4 DEX

If a creature attacks your character and inflicts 5 HP damage or less following your Defend roll, and the creature that attacked you is within range of your current melee attack, you may immediately make a melee attack against the creature that attacked you, at the cost of 0 Action Points.

You may also use the Aim / Focus action to roll the Critical Hit die with this attack, at a cost of 0 Action Points and 1 Mind Point. The attacked creature defends as normal.



Counterattack  (Expert)
Cost: 1 Character Point
Requirements: Counterattack (Advanced), 6 STR, 6 DEX

If a creature attacks your character and inflicts any amount of damage following your Defend roll, and the creature that attacked you is within range of your current melee attack, you may immediately make a melee attack against the creature that attacked you, at the cost of 0 Action Points.

You may also use the Aim / Focus action to roll the Critical Hit die with this attack, at a cost of 0 Action Points and 0 Mind Points. The attacked creature defends as normal.

First Aid

Use your understanding of medical techniques to restore an ally's health.



First Aid  (Basic)
Cost: 1 Character Point
Requirements: 2 INT

If you or an adjacent creature has 5 or less HP, and you have 1x Cloth and 1x Bottle of Water in your possession, you may spend 3 Action Points to restore 1d4 HP. The Cloth is considered used and may not be used again, however the empty Bottle may be reused.


First Aid  (Advanced)
Cost: 2 Character Points
Requirements: First Aid (Basic), 4 INT

If you or an adjacent creature has 10 or less HP, and you have 1x Cloth and 1x Bottle of Water in your possession, you may spend 3 Action Points to restore 1d8 HP. The Cloth is considered used and may not be used again, however the empty Bottle may be reused.


First Aid  (Expert)
Cost: 3 Character Points
Requirements: First Aid (Advanced), 6 INT

If you have 1x Cloth and 1x Bottle of Water in your possession, you may spend 3 Action Points to restore 1d12 HP to yourself or an adjacent creature. The Cloth is considered used and may not be used again, however the empty Bottle may be reused.

Luck

Your character has amazing luck, which can affect all outcomes.



Luck  (Basic)
Cost: 1 Character Point
Requirements: None

If the total result of any roll (including all modifiers) is 7, you may re-roll any one die involved in that roll. You must keep the second result.


Luck  (Advanced)
Cost: 3 Character Points
Requirements: Luck (Basic)

If the total result of any roll (including all modifiers) is 7, you may re-roll any one die involved in that roll. You may choose which result to keep.

Persuade

Inspire a crowd, spell out arguments, and convince others to align with your interests.



A Persuade roll is performed when a Hero attempts to convince other characters to align with his or her goals. This roll can be done either at the Hero's request or Zaldar's discretion. Unlike Bluff, Persuade is used when a character is not attempting to deceive or mislead another.

Conversations between Heros and NPCs don't always require dice rolls. However, a Hero may declare they're attempting to Persuade when they want to achieve a specific outcome in a conversation; conversely, Zaldar may ask a Hero to roll a Persuade roll following something they've said.

Sometimes, NPCs will have fixed target Difficulties in the Quest Book, i.e., a shy elf will agree it's in her interests to lead the Heroes to the blessed spring on a Difficulty 15+ Persuade roll. In other situations, where a target Difficulty is not noted, Zaldar can set a target Difficulty on the fly based on the circumstances, adding penalties or bonuses to the impromptu target Difficulty as they see fit.

Zaldar can also have the recipients of Persuade attempts roll Perception checks. If the Perception roll is greater than the Persuade roll, it can be concluded the Persuade was unsuccessful and the the audience was unreceptive.

As always, Zaldar should reward players for clever, creative, or provocative roleplaying; however, Zaldar's rulings are final, and while the Heroes have agency to manipulate the world, they should not be allowed to achieve things beyond reason just because the dice rolls were good.


Persuade - Basic
Requirements: 1 INT, 1 CHA

Any character with 1+ INT/CHA can perform a Persuade. By default, a Persuade roll is just a CHA Skill Check, so roll a d12 and add the character's CHA.


Persuade - Intermediate
Cost: 1 Character Point
Requirements: 2 CHA, 2 INT

Gain a +3 on all Persuade rolls. Spend 1 MP at any time to give any character who can hear your voice (per Zaldar's discretion) an additional +1 on their next roll.


Persuade - Advanced
Cost: 2 Character Points
Requirements: Persuade - Basic, 3 CHA, 3 INT

Gain a +6 on all Persuade rolls. Spend 1 MP at any time to give any character who can hear your voice (per Zaldar's discretion) an additional +d4 on their next roll.


Persuade - Expert
Cost: 3 Character Points
Requirements: Persuade - Advanced, 4 CHA, 4 INT

Gain a +9 on all Persuade rolls. Spend 1 MP at any time to give any character who can hear your voice (per Zaldar's discretion) an additional (d12 + your CHA) on their next roll.

Quick Draw

Rapidly exchange items and weapons from your inventory.



Cost:   1 Character Point
Requirements:   5 DEX


A creature with the Quick Draw skill may perform the Equip / Inventory action at a cost of 0 Action Points.

Sorcery

Channel the ancient hidden energies of Emara, and alter the fabric of reality.



Sorcery  (Apprentice)
Cost: 1 Character Point
Requirements: 5+ INT

You may choose a Primary Magic School, and cast spells level 1–2 in that school.


Sorcery  (Spellcaster)
Cost: 2 Character Points
Requirements: Sorcery - Apprentice, 6+ INT

You may cast spells level 1–4 in your Primary Magic School.


Sorcery - Sorcerer
Cost: 2 Character Points, 1 Dark Star
Requirements: Sorcery (Spellcaster), 7+ INT

You may cast spells level 1–6 in your Primary Magic School. You may also choose a Secondary Magic School, and you may cast spells level 1–2 in that school.


Sorcery  (Power Mage)
Cost: 2 Character Points, 2 Dark Stars
Requirements: Sorcery (Sorcerer), 8+ INT

You may cast spells level 1–8 in your Primary Magic School. You may also cast spells level 1–4 in your Secondary Magic School.


Sorcery  (Wizard)
Cost: 3 Character Points, 3 Dark Stars
Requirements: Sorcery (Power Mage), 10+ INT

You may cast all spells in your Primary Magic School. You may also cast spells level 1–7 in your Secondary Magic School. You may cast any level 1–2 spell.