CLASSES AND LEVELING UP AND PERKS...
--CLERIC PERK: Divine Aid: With this move, once per day (from dawn to dawn), when you roll a roll? And one of the dice came up as a 1? You can reroll both dice.
--CLERIC PERK: Guidance: Roll 2d6+Charming: At 7 or higher, a symbol of your deity appears before you and gestures towards the direction or course of action your deity would have you take, then disappears. The message is through gesture only; your communication through the spell is very limited. Take +1 forward.
At 6 or lower, nothing happens, and you can't use Guidance again until you use the REST move.
--CLERIC PERK: Bless: Roll 2d6+Charming: At 7 or higher, your deity smiles upon a combatant of your choice (or it could just be you, yourself). They (or you) take +1 ongoing so long as battle continues and they (or you) stand and fight.
At 6 or lower, nothing happens, and you can't use Guidance again until you use the REST move.
--CLERIC PERK: Divine Protection: Roll 2d6+Charming: The next attack against you bounces off, towards another target. (With a 10 or higher, it's not toward an ally. With a 7 to 9, the new target is random).
At 6 or lower, nothing happens, and you can't use Divine Protection again until you use the REST move.
--DRUID PERK: Animal Friendship: Roll 2d6+Charming:
--8 or higher: One target animal (including insects) will become friendly, or at least indifferent, to you (but only you).
At 7 or lower, nothing happens, and you can't use Animal Friendship again until you use the REST move.
THIEF PERK: Trap Expert:
When you spend a moment to survey a dangerous area, roll+Insightful.
* On a 10+, hold 3.
* On a 7–9, hold 1. Spend your hold as you walk through the area to ask these questions:
--Is there a trap here and if so, what activates it?
--What does the trap do when activated?
--What else is hidden here?
THIEF PERK: DRIVES: Choose 2 of these drives. Take +1 forward every time you do either of the two things you chose...
--Defiance: Stand up to a bully or tyrant
--Conscience: Forego comfort or advantage to do the right thing
--Excitement: Cause trouble for your allies by taking an unnecessary risk
--Trickery: Get someone to act on false information
--Survival: Avoid detection or infiltrate a location.
--Greed: Steal, at risk to yourself, when it isn't necessary
--Vengeful: Avenge an insult to you.
--THIEF PERK: Insult To Injury: Whenever an opponent is already at a disadvantage-- they're drugged, poisoned, on fire, freezing, blinded, deafened, hobbled, stunned, one arm is numb, whatever-- in a way that disadvantages them, then with this perk, you can treat an attack result against them as one level higher:
--treat a 6 or lower like 7-9
--treat a 7-9 like 10-12
--treat a 10-12 like a 13 or higher.
--THIEF PERK: Escape Route:
When you’re in too deep and need a way out, name your escape route and roll+Agile.
--On a 10+ you’re gone.
--On a 7–9 you can decide to stay or go, but if you go it costs you: leave something behind (that you wouldn't want to leave behind) or take something with you (that you probably shouldn't be taking with you), the GM will tell you what.
--On a 6 or lower, it doesn't work and you take -1 forward.
--BARD PERK: Bardic Drives: Choose 2 of these drives. Take +1 forward after each time you successfully do one of the things you've chosen...
--Pursuit of knowledge: Uncover forgotten knowledge or discover something new.
--Keeper of the Peace: Avoid a conflict or defuse a tense situation.
--Promise Kept: Deliver on a threat or agreement despite cost.
--The Time Is Now: Spur others to significant and unplanned decisive action.
--Fame: Ensure that others will spread your name
--Wisdom: You get an NPC to act on your honest advice
--MAGE/BLACKSMITH/ARTIFICER PERK: AREA OF EXPERTISE: Your magical studies have particularly focused on one type of magic item. Choose one of the following. It is the only type of magic item you can produce yourself-- you can attempt to move magic from one item of your type to one you own already.
--Rods, Staves, and Wands
--Arms and Armor
--Books and Scrolls
--Potions and Oils
--Automata
--Jewelry and Clothing (excludes armor)
--Everyday Items (ropes, lanterns, torches, mirrors, candles, etc.)
When you spend you an hour or so tinkering with the magic in items, you may attempt to:
--Remove a magic item tag already present and replace it with another by taking a magic item tag from one item and moving it to another. It can be No item you tinker with can have more than 3 magical item tags.
To do this, roll +Insightful:
--10 or higher: you can move the tag over as it is.
--7 to 9: you add a new tag that the GM will choose randomly.
--6 or lower: The GM will tell you what happens.
Example:
--Istvan's friend Grog has asked Istvan to enchant his two-handed axe. Istvan has a potion, a Sword of Sharpness. Istvan tinkers around for at least an hour and manages to enchant the big axe (thereby de-enchanting the Sword of Sharpness)... but Istvan's roll was an 8, so the axe gets a new random tag... it becomes a Two-Handed Axe of Poisoning-- those it injures continue to take 1 damage each round until combat ends. Grog is delighted.
You may take this Perk more than once, in order to add an additional area of expertise (3 times max).
A list of common tags:
--BANE: The item is particularly strong against a particular species or creed.
--COMPASS: The item will always guide you to a certain place, object, person, or creature.
--DEFENDER: The item grants +1 armor or can block an attack.
--EARTHBOUND, FIREBOUND, WATERBOUND, WINDBOUND: The item contains a bound elemental of the appropriate element.
--FIERY, ICY, SHOCKING, THUNDEROUS: The item burns with a powerful fire, is rimed with freezing cold, possessed of a powerful electric charge, or emits blasts of sound, none of which harm the wielder (when operated appropriately).
--GLAMOURED: With a thought from the wielder, this item can take on the form of something else. (Not really, but it looks like it. So a person could make a dagger that could look like a small wrench, or a warhammer that looks like an umbrella.)
--HURLED: The item gains the thrown tag.
--INDESTRUCTABLE: The item cannot be destroyed by mortal means.
--LIFE-LEECH: The item can drain the life force of those it is directed to.
--LIGHT: The item emits a brilliant light under certain circumstances (when it's dark, or in the presence of evil, or the presence of magic (other that that of the party), etc.)
--MYSTIC: You roll +Insightful instead of +Forceful nor +Agile to hack and slash or volley with this item.
--RETURNING: The item, when thrown or put down intentionally, will return at its owner's will.
--SHADOW: The item gives off clouds of smoky darkness.
--MAGE/BLACKSMITH/ARTIFICER PERK: Appraisal: With this move, when you examine an important item or object (your call) for the first time, roll+Insightful.
* On a 10+, ask three questions from the list below.
* On a 7-9, ask two. On a miss, ask one question anyway, but you might not like the answer.
Either way, if you act on the answers while using the item, take +1 forward.
--Does this have magical properties?
--How much is this worth and to whom?
--What has been done to this or with this?
--What is it for?
--Who made this and how old is it?
--AUTOMATA ONLY: --MAGE/BLACKSMITH/ARTIFICER PERK: Upgrade: This perk can only be taken by Automata-- you can add a point of Armor, or upgrade your built-in weapons. Choose one:
--Add a point of Armor (max 3)
--Add a second weapon, doing 1d4 extra melee or ranged damage (you pick when you choose it).
--Upgrade your onboard weaponry to Heavy, 1d10, but you lose a point of Agility.
--Upgrade your sensors-- +1 to hit in melee or ranged (but not both, unless you take this perk more than once).
This perk may be taken more than once.
This message was last edited by the GM at 17:59, Sun 06 Aug 2023.