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Abilities
Represent a common kind of skills or knowledge and a character’s level of proficiency and practice. They are basically available to every character, regardless of if they are player or non-player characters, their characteristics or classification; and form the base for actions that can be carried out in the game world. Those skills are less specialized and their effect however usually takes place in close coordination with the narrator.
Skill groups are a summary of certain thematically relevant skills for a specific category or archetype. They however have no influence on how characters interact with their environment, objects and other characters using certain skills included. They only serve to simplify the game
[ACTION] A character making use of this movement action can immediately move this character within a certain range or onto an otherwise inaccessible environment like a ledge, platform or to pass a chasm. Movement might however be limited by a character’s size and weight class.
Depending on the desired distance and height, it may be necessary for a certain character to pass an athletics or acrobatics check and also consult their size and weight class, in order to successfully perform this movement action. Failing a check might however also involve consequences up to a lethal harm. The narrator should coincide with the group about difficulty class, speed and distance of the movement
[ACTION] A character making use of this action must spend another action in addition to activate this effect. The character performs a free movement action immediately followed by a free bonus attack. They get advantage until the end of their turn. A character having advantage may make their turn before any other character without advantage.
A character may use this skill before a turn based combat encounter occurs or another target character isn’t involved in combat, in order to get advantage over that target character or group of characters. This may also be performed as a group action in order to ambush a certain target character or group
[ACTION] A character making use of this action can recover another target character with zero hit-points. The target character restores at least 1 hit-point. They may however perform bonus actions only until the end of their next turn. Remove all status effects from the target character
Hit points can be restored by medicine and similar consumable items as a bonus action during the target character’s next turn. It may however not move or perform any regular actions until the end of their next turn. That character counts as being healed and death is prevented until the next time it reaches zero hit points
A character with an improved vitality adds a bonus to their strength checks, equal to this skill’s proficiency level
A character with an improved stamina adds a bonus to their athletics checks, equal to this skill’s proficiency level
A character with an improved agility adds a bonus to their acrobatics checks, equal to this skill’s proficiency level
A character with a trained mind in craftiness adds a bonus to their ingenuity checks, equal to this skill’s proficiency level
A stubborn character adds a bonus to their focus checks, equal to this skill’s proficiency level
A character proficient in feigning adds a bonus to their deception checks, equal to this skill’s proficiency level
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