Character Creation1. Distribute 90 points freely among all three Characteristic pools. No Characteristic pool may have a value lower than 15.
2. Pick a Species.
3. Pick a Class. Gain its Signature Action.
4. Pick up to two Quirks.
5. Choose two languages.
6. Spend 100 XP on any eligible Class- or non-Class advances.
7. Gain 500 Pelargon Aurum you may spend to buy gear. You may assume your character possesses several items of everyday life or minor knick-knacks like grooming utensils, diaries, pocket lighters or similar objects without having to pay extra Aurum.
SpeciesHumans as playable characters (Anzeigen)
Characteristics:
+3 Soak, +3 Dash, +3 Focus
Species Traits:
Anybody: Select one skill. Gain Specialization in that Skill.
Choose one:
Tough: +10 Soak
Quick: +10 Dash
Smart: +10 Focus
Cath as playable characters (Anzeigen)
Characteristics:
+7 Dash
Species Traits:
Magnetic Awareness: A Cath can always pinpoint magnetic north and sense periodic fluctuations in the world's magnetic field, effectively knowing what time of day (magnetic cycle) it is at any given moment.
Home Sweet Home: Every Cath has a special place they are emotionally connected to. No matter where they might be, a Cath can always unfailingly pinpoint the direction to their homeplace, but not the distance.
Scent: Cath possess a well-developed sense of smell. Any Perceive checks made by a Cath where scents are involved have their difficulty reduced by one step (Easy checks become automatic successes).
Skaly as playable charachters (Anzeigen)
Characteristics:
+7 Focus
Species Traits:
Build Things: When crafting an item, a Skaly must drain only 4/5 of the required Focus cost.
Fix Things: A Skaly reduces the difficulty of any Tinker check made to repair a complex device by one step (Easy checks become automatic successes).
Scent: Skaly possess a well-developed sense of smell. Any Perceive checks made by a Skaly where scents are involved have their difficulty reduced by one step (Easy checks become automatic successes).
Mykoi as playable characters (Anzeigen)
Characteristics:
Soak: +5, Focus: +5
Species Traits:
Magnetic Awareness: A Mykos can always pinpoint magnetic north and sense periodic fluctuations in the world's magnetic field, effectively knowing what time of day (magnetic cycle) it is at any given moment.
Fungi Physiology: Mykoi are able to regenerate most of their thallus-like body tissue. A Mykos heals 1 Grave Injury per day, regardless of their activity level. As they do not inhale oxygen, Mykoi are immune to the Suffocating condition.
Collective Unconscious: A Mykos may spend 5 Focus to project an idea into another creatures mind via telepathic means. This is a semi-verbal, emotionally colored way of communication which is rather vague.
Mort as playable characters (Anzeigen)
Characteristics:
none
Species Traits:
Night Hunter: In dimly lit or dark areas, Mort reduce the difficulty of any Hide or Perceive check by one step (Easy checks become automatic successes). In areas of bright light, Mort are effectively blind unless they are wearing protective goggles.
Owl's Wings: Mort are natural flyers and can move in all three dimensions unless their wings are restrained.
Koira as playable characters (Anzeigen)
Characteristics:
Dash: +5, Soak: +5
Species Traits:
Fangs Like Daggers: A Koira's fangs, a relict of more feral times, are still capable of inflicting grave wounds. Koira increase their unarmed melee damage by one.
Acute Hearing: Koira possess a well-developed sense of hearing. Any Perceive checks made by a Koira where sounds are involved have their difficulty reduced by one step (Easy checks become automatic successes).
Loyalty: Koira increase the difficulty of any attempt to persuade them into something that clashes with their orders or would bring harm to their pack by one.
Androids as playable characters (Anzeigen)
Characteristics:
+3 Soak, +3 Dash, +3 Focus
Species Traits:
Anybody: Select one skill. Gain Specialization in that Skill.
Mechanic Body: Androids do not heal naturally and cannot be restored via Tend Skill. Instead, a Repair check is required to remove an Android's Grave Injury. When an Android dies, it can be "recrafted" (Drains 500 Focus, minimum of 3 crafting sessions). Androids are immune to Poisoning, Bleeding, Suffocating and Invigoration.
Social Stigma: As they are viewed as "non-people" by many, Androids have difficult times communicating with sentient beings. Increase the Difficulty of any Influence check attempted by an Android by one step.
Tellians as playable characters (Anzeigen)
Characteristics:
+7 Soak, +3 Focus
Species Traits:
Elemental body: Tellians sustain themselves on metal, stones and minerals and are able to dig their way through obstacles made from those materials. Provided they have access to sufficient rations, Tellians heal one Grave Injury every two days, regardles of their activity level. Tellians are immune to Suffocation.
Sluggish: Whenever a Tellian is called to spend Dash on any kind of movement, they must spend 2 addidtional Dash.
Amorphous: In stony areas, Tellians reduce the difficulty of any Hide check they attempt by one step (Easy checks become automatic successes).
Ophidians as playable characters (Anzeigen)
Characteristics:
Soldier: +5 Soak, +5 Dash
Worker: +5 Soak, +5 Fokus
Officer: +5 Dash, +5 Fokus
Queen: not playable
Species Traits:
Muliple Arms: An Ophidian may perform a bonus Handle Object Trivial every round.
Amphibious snake-body: Ophidians can as easily breath water as they can breath air. To survive on land, an Ophidian requires triple the amount of water a human would need. All checks made by Ophidians to move in or underwater have their difficulties reduced by one step. In dimly lit or dark areas, Ophidians reduce the difficulty of any Perceive check by one step (Easy checks become automatic successes). In areas of bright light, Ophidians are effectively blind unless they are wearing protective goggles. Ophidians are vulnerable to heat or fire; whenever they take damage from exposure to high temperatures, they suffer 2 more points of damage (applied to every instance of damage, even conditions).
Venom: Ophidians' unique venom robs land-dwellers of their ability to breath air. Once every 24 hours, an Ophidian may inject their venom into a victims body (this requires a successful unarmed attack). Until the end of the current scene, the victim must immerse their head in water or Suffocate.
ClassesIn Skyless:Geondia, a Class can represent a character's job (like Bodyguard or Navigator), their modus operandi in critical situations (like Diplomat or Blademaster) or an well-honed area of expertise (like Pyromancer or Jockey). A Class is by no means a life-time sentence – once a character has achieved perfection in one area, they can move on and broaden their horizon.
Each Class has a Primary, a Secondary and a Tertiary characteristic.
Primary – starts at +10, advance cost 3 XP per point.
Secondary – starts at +5, advance cost 6 XP per point.
Tertiary – starts at +0, advance cost 9 XP per point.
Bodyguard (Anzeigen)
Primary: Soak, Secondary: Dash, Tertiary: Focus
Signature Action:
Interpose: Spend 3 Soak to redirect non-condition damage recieved by an engaged ally to themselves.
Specializations: Melee (Cost: 30 XP), Perceive (Cost 30 XP).
Advanced Actions:
Meat Shield: Spend Dash to reduce damage before applying it to Soak (3 Dash per point of damage). No Action required. Cost: 30 XP
Resolve: Spend Focus to regain Soak (2 Focus per point of Soak). Cost: 60 XP
Brace for Impact: Spend 10 Dash to halve every instance of non-condition damage received until next turn. Cost: 90 XP.
Healer (Anzeigen)
Primary: Focus, Secondary: Soak, Tertiary: Dash
Signature Action:
Mend: Spend Focus to restore an engaged ally's Soak (2 Focus per point of Soak)
Specializations: Tend (Cost: 30 XP), Science (Cost 30 XP).
Advanced Actions:
Imbue: Spend 5 Focus to imbue an engaged ally with restorative energy, bestowing Invigoration upon them for 3 turns. Cost: 30 XP
Healing Circle: Spend Focus to restore all engaged allies' Soak (3 Focus per point of Soak). Cost: 60 XP
Profund Healing: Drain 20 Focus to cure 1 Grave Injury on an engaged ally. Cost: 90 XP
Blademaster (Anzeigen)
Primary: Dash, Secondary: Soak, Tertiary: Focus
Signature Action:
Parry: [Prerequisite: bladed weapon] Spend an amount of Dash equal to incoming non-condition damage to avoid the attack completely.
Specializations: Melee (Cost: 30 XP), Acrobatics (Cost: 30 XP).
Advanced Actions:
Blade Flurry: [Prerequisite: bladed weapon] Spend 10 Dash to automatically hit up to two engaged opponents for weapon damage x1,5. Cost: 30 XP
Charge: Spend 10 Dash to move 1 range increment and automatically hit an enemy at your destination for weapon damage x1,5. Spend additional 5 Dash to move 2 range increments instead of 1. Spend additional 10 Dash to deal weapon damage x2. Cost: 60 XP
Deep Cut: [Prerequisite: bladed weapon] Spend 15 Dash to automatically hit an engaged enemy, inflicting weapon damage x2 and a Grave Injury. Cost: 90 XP
Pyromancer (Anzeigen)
Primary: Focus, Secondary: Dash, Tertiary: Soak
Signature Action:
Conjure Flame: Spend 1 Focus to create a candle-sized flame. Spend 3 Focus to create a palm-sized flame usable as as weapon if actually wielded by the pyromancer.
Specializations: Science (Cost: 30 XP), Influence (Cost: 30 XP).
Advanced Actions:
Spontaneous Combustion: Spend 5 Focus to set an opponent within 1 range increment aflame. Targeted opponent Burns for 3 turns. Spend additional Focus to increase duration (3 Focus per turn). Cost: 30 XP
Hurl Flame: Spend 10 Focus to hurl a blazing sphere. Targets any creature within 2 range increments. Target creature and all creatures it is engaged with suffer 5 damage and Burn for 3 turns. Spend additional Focus to increase increase initial damage (3 Focus per point of damage) or Burning duration (3 Focus per turn). Cost: 60 XP
Wall of Fire: Spend 10 Focus to conjure an X m long wall of fire within 1 range increment. Any creature passing through Burn for 5 turns. The wall exists for 5 turns. Afterwards, you may spend 3 Focus each turn to maintain it. Cost: 90 XP
Geomancer (Anzeigen)
Primary: Focus, Secondary: Soak, Tertiary: Dash
Signature Action:
Pebble Armor: Spend 5 Focus to wrap yourself in a fluid pebble layer. Pebble Armor mitigates every instance of damage before it is applied to Soak by ¼. Lasts for 3 turns. Afterwards, you may spend 2 Focus each turn to maintain it.
Specializations: Science (Cost: 30 XP), Survive (Cost: 30 XP).
Advanced Actions:
Immovable Object: Spend 5 Focus to make yourself immune to any instances of involuntary movement (such as being pushed, pulled, knocked down, hurled etc.) for 1 turn. Afterwards, you may spend 3 Focus each turn to maintain this effect. Cost: 30 XP
Pebble Shower: Target a creature within 1 range increment and spend 7 Focus. Target creature and every creature it is engaged with suffer 5 damage. Spend additional Focus to increase damage dealt (2 Focus for every point of damage). Cost: 60 XP
Earthquake: Spend 15 Focus to make the ground around you tremble. Every creature within 0 range increments of you suffers 8 damage and is knocked prone unless it is able to fly or spends 10 Dash. Spend additional 10 Focus to increase the radius of this ability by 1 range increment. Spend additional Focus to make avoiding knockdown cost more Dash (2 Focus for every point of Dash cost). Cost: 90 XP
Maleficus (Anzeigen)
Primary: Focus, Secondary: Dash, Tertiary: Soak
Signature Action:
Curse: Spend 5 Focus to target a creature within 1 range increment. Targeted creature must spend 3 more characteristic points whenever it spends points from its characteristic pools to perform Trivials, Actions and Skill checks. This effect lasts for 5 turns. Afterwards, you may spend 2 Focus each turn to maintain it.
Specializations: Science (Cost: 30 XP), Hide (Cost: 30 XP).
Advanced Actions:
Venom: Spend 5 Focus to target a creature within 1 range increment. Targeted creature is Poisoned for 10 turns. Afterwards, you may spend 1 Focus each turn to maintain this effect. Cost: 30 XP
Phantom Pain: Spend 8 Focus to target a creature within 1 range increment. Whenever targeted creature suffers damage, it suffers 1 additional point of damage. Whenever it performs a Trivial, it suffers 3 damage. Whenever it regains Soak, it regains ¼ less Soak. This effect lasts for 5 turns. Afterwards, you may spend 3 Focus each turn to maintain it. Cost: 60 XP
Adders' Nest: Spend 15 Focus to target a creature within 1 range increment. Targeted creature and all creatures it is engaged with suffer 3 damage and become Poisoned for 15 turns and Slowed for 1 turn. Spend additional Focus to increase initial damage (3 Focus per point of damage). Spend additional 8 Focus to increase range to 2 range increments. Cost: 90 XP
Marksman (Anzeigen)
Primary: Dash, Secondary: Focus, Tertiary: Soak
Signature Action:
Take Aim: [Prerequisite: ranged weapon] Spend 5 Dash to increase next Ranged attack Action's success chance by 15% and damage dealt by 2 points. If the attack hits automatically, increase damage dealt by 1,5 instead.
Specializations: Ranged (Cost: 30 XP), Perceive (Cost: 30 XP).
Advanced Actions:
Sharpshooter: [Prerequisite: ranged weapon] Spend 5 Dash and make a regular Shoot check using your weapon. Its range values are doubled. Cost: 30 XP
Sure Shot: [Prerequisite: ranged weapon] Spend 7 Dash to perform an attack using your weapon. This attack hits automatically. Cost: 60 XP
Last Man Standing: [Prerequisite: ranged weapon] Spend 15 Dash to perform two Basic Attack Actions with your weapon, ignoring its usual reload rules. Cost 90 XP
Gunslinger (Anzeigen)
Primary: Dash, Secondary: Focus, Tertiary: Soak
Signature Action:
Hip Shooting: [Prerequisite: ranged weapon] Spend 2 Dash to draw a ranged weapon as a part of any Action used to attack with that weapon.
Specializations: Ranged (Cost: 30 XP), Influence (Cost: 30 XP).
Advanced Actions:
Staredown: Spend 5 Focus to target an enemy within 1 range increment. For 2 turns, all their attacks directed against you have their difficulties increased by 1 step. For 1 turn, all your attacks against them have their difficulties decreased by 1 step. Cost: 30 XP
Hit and Run: [Prerequisite: ranged weapon] Spend 10 Dash to move 1 range increment, perform a regular Shoot check with your weapon and move 1 range increment again. This movement ignores Disengage rules. Cost: 60 XP
Point Blank: [Prerequisite: ranged weapon] Spend 7 Dash to automatically hit an enemy within 1 range increment with your weapon. Spend additional Dash to increase damage dealt (3 Dash per point of damage). Cost: 90 XP
Scoundrel (Anzeigen)
Primary: Dash, Secondary: Focus, Tertiary: Soak
Signature Action:
Not Me!: Spend 3 Focus to Disengage and break line of sight. Counts as a Trivial.
Specializations: Hide (Cost: 30 XP), Steal (Cost: 30 XP).
Advanced Actions:
Get Away: Spend 10 Dash to move 3 range increments. Cost: 30 XP
It's Gone: Spend 10 Dash to conceal a small object on your body. For the rest of the scene, it becomes impossible to find unless you are Helpless or Incapacitated. Cost: 60 XP
Vanish: Spend 15 Dash to break line of sight to every creature present, move 1 range increment and become Hidden (Spot Difficulty Heroic) for 1 turn. Cost: 90 XP
Brute (Anzeigen)
Primary: Soak, Secondary: Dash, Tertiary: Focus
Signature Action:
Pummel: [Prerequisite: blunt weapon] Spend 3 Dash and make a regular Melee attack with your weapon. On a successful hit, target suffers damage as normal and is shoved back 1 range increment.
Specializations: Melee (Cost: 30 XP), Survive (Cost: 30 XP).
Advanced Actions:
Punish: [Prerequisite: blunt weapon] Spend 10 Dash to automatically hit an engaged enemy for regular weapon damage. Target is Dazed for 1 turn and either knocked prone or shoved back 1 range increment (your choice). Cost: 30 XP
Headcrack: [Prerequisite: blunt weapon] Spend 10 Dash to automatically hit an engaged enemy for regular damage. Target also loses Focus equal to the amount of damage dealt. Cost: 60 XP
Crush: [Prerequisite: blunt weapon] Spend 15 Dash to automatically hit an engaged enemy, inflicting weapon damage x1,5 and a Grave Injury and also Stunning them for 2 turns. Cost: 90 XP
Jockey (Anzeigen)
Primary: Dash, Secondary: Focus, Tertiary: Soak
Signature Action:
Ride Ho!: Spend 7 Dash to seize controll over a vehicle (or its helm in case of large vehicles) within 1 range increment and move 1 range increment on vehicle scale.
Specializations: Ride/Pilot (Cost: 30 XP), Tinker (Cost: 30 XP).
Advanced Actions:
Push the Limits: Spend 10 Dash to make piloted vehicle move 3 range increments on vehicle scale. Cost: 30 XP
Catch Me if You Can!: Spend 15 Dash to make your piloted vehicle impossible to target for 1 turn. Cost: 60 XP
Stunt: Spend 20 Dash to perform a nearly suicidal stunt with your piloted vehicle. Every passenger (including you) loses 7 Soak or Focus (their choice). Cost: 90 XP
Navigator (Anzeigen)
Primary: Focus, Secondary: Dash, Tertiary: Soak
Signature Action:
Chart Course: Spend 10 Focus to chart the quickest, most effecient route for travelling between two known destinations. Regular travel time is reduced by one quarter.
Specializations: Science (Cost: 30 XP), Survive (Cost: 30 XP).
Advanced Actions:
Shortcut: Spend 10 Focus to double a vehicle's movement for 1 turn. Cost: 30 XP
Maps Memorized: Spend 10 Focus to automatically pinpoint direction and distance to a known landmark. Cost: 60 XP
Hidden Passage: Spend 20 Focus to conceal a vehicle's movement from observers for a scene. Cost: 90 XP.
Diplomat (Anzeigen)
Primary: Focus, Secondary: Dash, Tertiary: Soak
Signature Action:
Well Met: Spend 3 Focus to automatically make a good and favorable impression on a person you just met.
Specializations: Influence (Cost: 30 XP), Perceive (Cost: 30 XP).
Advanced Actions:
Silver Tongue: Spend 10 Focus to convince a person or party that your cause is worth supporting (if they are not openly hostile to you and your cause) or worth ignoring (if they are). The actual nature of their support is for them to decide, though (although it may be influenced by appropriate skill checks). Cost: 30 XP
Parley: Spend 7 Focus to make foes able to hear and undestand you refrain from attacking you for 1 turn. Spend additional Focus to extend this protection to your allies (1 additional Focus per ally included). Parley's effect ends immediately when you or an affected ally attacks or openly provokes hostilities. Cost: 60 XP
Dirty Laundry: Spend 5 Focus to make an opponent who is able to hear and understand you lose 4 Focus. Spend additional Focus to increase Focus loss (2 Focus per point of Focus loss). This may also harm target's reputation. Cost: 90 XP
Field Researcher (Anzeigen)
Primary: Focus, Secondary: Dash, Tertiary: Soak
Signature Action:
Know the Theory: Spend 7 Focus to determine the most efficient way to deal with a given dangerous situation. You might not have the most efficient means available, though.
Specializations: Science (Cost: 30 XP), Survival (Cost: 30 XP).
Advanced Actions:
Smatterings: Spend 5 Focus to communicate a simple concept to a person or group of people you do not share any fluently spoken languages with. Alternatively, spend 5 Focus to grasp the rough meaning of a message you would be unable to understand otherwise. Cost: 30 XP
That Belongs in a Museum: Spend 15 Focus to unfailingly pinpoint a magnificient, museum-worthy item or specimen within 1 range increment of you. If there is absolutely nothing to find, you spend 5 Focus only. Cost: 60 XP
Improvise: Spend 5 Dash to make your next Attack cause Bleeding (5 turns), Burning (3 turns), Blinding (1 turn), Restrain (5 Dash) or Deafening (3 turns). Cost: 90 XP
Operative (Anzeigen)
Primary: Focus, Secondary: Dash, Tertiary: Soak
Signature Action:
Alter Ego: Spend 15 Focus to credibly impersonate another person for the scene's duration. If you spend at least 15 minutes disguising your appearance, you only spend 7 Focus. Of course, you cannot impersonate an individual you bear no resemblance to without a proper disguise.
Specializations: Perceive (30 XP), Influence (30 XP).
Advanced Actions:
Eye for the Detail: When investigating a scene, spend 10 Focus to automatically notice a single inconspicous detail in some way related to the matter you're investigating. Cost: 30 XP
Mad Chase: When pursuing a fleeing character, spend 10 Dash to cancel Restrained condition and move 2 range increments. Cost: 60 XP
Close Call: When you become Incapacitated, spend 15 Focus to ignore this condition for 2 turns. Cost: 90 XP
Weird scientist (Anzeigen)
Primary: Focus, Secondary: Dash, Tertiary: Soak
Signature Action:
Enhance: Spend 5 Focus to add or remove one Weapon Property from a weapon you can touch until the end of the current encounter.
Specializations: Tinker (Cost: 30 XP), Science (Cost: 30 XP).
Advanced Actions:
Maniacal Cackle: Spend 3 Focus to unnerve one enemy that can hear you and threaten them with your greatest invention yet to come. The difficulty of their next check is increased by one step. Cost: 30 XP.
For Science!: With time science can solve every problem. If you have enough time (several minutes at least), you can fashion a device to help you with the application of any single Skill. Treat all appropriate Skill checks as if you used the Science or Tinker skill until the end of the current encounter. Cost: 60 XP.
Tinkerer: Spend 20 Focus to fashion an item or device that can help you solve one of your current problems. It breaks after one use and can bet vetoed by the Game Master. Cost: 90 XP.
Aeromancer (Anzeigen)
Primary: Focus, Secondary: Dash, Tertiary: Soak
Signature Action:
Freedom of Movement: Spend 1 Focus to not be hampered in movement by any means for 1 turn. Spend 3 Focus to break free from any kind of holding.
Specializations: Science (Cost: 30 XP), Ride/Pilot (Cost: 30 XP).
Advanced Actions:
Hurl Anything: Spend 5 Focus to sent an object up to the size of a football flying. This movement can resemble a shot or telekinesis. You may attack with a Shoot check (difficulty brackets 2-3-4-5) doing so, dealing 2-4 damage on hit (depending on the object's actual size and weight). You may spend Focus each turn to maintain control over the object (3 Focus per turn). Cost: 30 XP
Fly: Spend 10 Focus to give yourself or somebody the ability to fly for 1 turn. A flying creature's speed is the same as its ground speed. You can maintain this effect after the first turn (3 Focus per turn). Complicated maneuvers require Ride/Pilot checks to succeed. Cost: 60 XP
Storm: Spend 15 Focus to create a storm with yourself at the center. Every creature within 1 range increment of you is slowed and loses its ability to fly unless it spends 10 Soak. Spend additional 10 Focus to increase the radius of this ability by 1 range increment. Since objects are also influenced, everybody standing in the effects area might be damaged by falling debris. Cost: 90 XP
Aquamancer (Anzeigen)
Primary: Focus, Secondary: Soak, Tertiary: Dash
Signature Action:
Spawn water: You need a drop of water to start from, but by spending 1 Focus you can create 1,5 liters of drinkable, invigorating water.
Specializations: Science (Cost: 30 XP), Acrobatics (Cost: 30 XP).
Advanced Actions:
Create Icy Object: By spending 5 Focus you can create one object (up to the size of an armor). An object created in this way is as hard as stell in the first turn, then, depending on heat an humidity, it melts slowly (not as fast as real ice). To avoid this, you can maintain it by spending 3 Focus per turn. Cost: 30 XP
Blizzard/Fog: Spend 10 Focus to create a blizzard at any point within 2 range increments. The effect has a radius of 2 range increments and lasts for 1 turn. Everybody caught within its area is blinded for 1 turn and takes 5 damage. In the following 2 turns the blizzards dissolves into thick fog; in areas of stagnant air it persists for 5 turns instead of two. Cost: 60 XP
Clones: By using an amount of water equal to a creature's weight, you may spend 15 Focus to create a clone of the target. This clone can perform simple task by itself, complex maneuvers require your full telepathic concentration, effectively using up your Action. If it takes damage, you must spend Focus equal to the amount of damage dealt, otherwise, it dissolves instantanely. Cost: 90 XP
QuirksQuirks reflect minor or major aptitudes or personality traits that have an impact on their abilities. Quirks grant minor bonusses, or greater advantages combined with drawbacks.
Animal Whisperer (Anzeigen)Your best friend is a cat, a horse, or maybe a fat and fuzzy spider. You may make Influence checks to pacify or manipulate animals. A starving wolf would still eat you – unless you provide it a tasty alternative.
Child of the Modern Age (Anzeigen)All these marvellous vehicles and devices! You keep wondering how people have coped with riding horses and draft animals for countless centuries. Decrease the difficulty of any Ride/Pilot check you make to steer a motorized vehicle by one step. Increase the difficulty of any Ride/Pilot check you make to handle a riding or draft beast by one step.
Geek (Anzeigen)You are a genius when it comes to theoretical knowledge, but you have hard times communicating your intentions. Decrease the difficulty of any Science check you make by one step. Increase the difficulty of any Influence check you attempt by one step.
Herold of Entropy (Anzeigen)When you're around, things often turn messy for no obvious reason. Whenever you or any creature within 1 range increments of you roll a double, the check's target suffers Bleeding (if it is a living being) or becomes impaired in its function (if it is an object) for 1 turn.
Kleptomaniac (Anzeigen)You don't even know what you need all those knick-knacks for, but they keep finding their way into your pockets. Decrease the difficulty of any Steal check you make by one step. Whenever you come across a small unattached object, you must spend 4 Focus or attempt to steal it (and face any possible consequences).
Linguist (Anzeigen)You have a natural talent for grasping foreign languages. You start with three additional languages known.
Optimist (Anzeigen)Your boundless optimism can be quite annoying, but why should you quit being cheerful? Whenever you succeed on a Heroic check, regain 2 Focus. If you don't, you'll fare better next time, for sure!
Pacifist (Anzeigen)You strongly believe violence is the wrong way to settle conflicts. Whenever you attempt to harm a living being (whether successfully or not), you lose 5 Focus. Whenever you peacefully resolve a conflict (you don't have to do it alone, but you have to play a significant role in its resolution), you regain 5 Focus.
Paranoid (Anzeigen)They're after you, you just know it! Decrease the difficulty of any Perceive check you make to notice hidden things by one step. Increase the difficulty of any Perceive check you make to discern a person's true intentions by one step.
Skinny (Anzeigen)All skin and bones, poor you. Decrease the difficulty of any Hide check you make by one step. Whenever you Drain characteristic points due to fatigue, Drain one additional point.
Social Butterfly (Anzeigen)You have a knack for making people act or think the way you want them to. You don't manage well being on your own, though. Decrease the difficulty of any Influence check you make by one step. Increase the difficulty of any Survive check you attempt by one step.
Whacky Repairs (Anzeigen)Most people think than repairing delicate machines requires precise work, knowledge and skill, but you do not think like most people. If something isn't working and you are in doubt, just whack it really good and it will work. You may spend Dash instead of Focus on Tinker tests. However, if you do so and roll doubles, you break the device you've been trying to fix.
Up Close and Dirty (Anzeigen)You love the feeling of close combat, to fight your enemy directly, to look them in the eyes while you overpower them. The first time you spend Dash on an melee attack in an encounter, you spend only half the usual cost. Increase the difficulty of any Shoot check by one step.
The Sniper's Eye (Anzeigen)You prefer staying a little bit farther away while you keep your target in your crosshairs. Close combat confuses you. The first time you spend Dash on an ranged attack in an encounter, you spend only half the usual cost. Increase the difficulty of any Melee check by one step.
Character ProgressionA character must master their current Class before they can pick a new one. Mastering a Class requires purchasing all eligible class Specializations and all three Advanced Actions. XP spent to raise characteristics or purchase non-Class advances do not count toward mastering a Class.
Once a character has mastered a Class, they may opt to choose a new one. When doing so, they keep all abilities gained from previously mastered Classes and gain their new Class's Signature Action. From this moment on, the newly selected Class becomes the character's current Class and determines their current advancement options (characteristic improvement costs, Specializations and Advanced Actions).
Non-Class Advances:Non-Class Specialization (Cost: 60 XP)
Language (Cost: 30 XP)
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