Chapter 3 - Aptitudes
Aptitudes represent the feats your hero can perform through Actions. All aptitudes are based in an ability attribute, be it MIGHT, REFLEX, FORTITUDE, INTELLECT, PERCEPTION, PERSONALITY, APPEARANCE, or MANA.
Aptitudes (by Attribute):
MIGHT
Novice (Tier 1)
-
ATHLETE
Bonus to actions with the "athletic" trait.
-
MELEE
Bonus to ATTACK rolls in melee, and to PARRY defense rolls with an equipped weapon. Additionally, your hero's ATTACK action gains the reaction trait.
Journeyman (Tier 2)
-
BOUNDER
Prereq: ATHLETE | Bonus to JUMP actions.
-
BREAKER
Prereq: ATHLETE | Deal full damage to objects.
-
DEFENDER
Prereq: MELEE | Gain a bonus to parry DEFENSE ROLLS made with a shield.
-
GRAPPLER
Prereq: UNARMED | Deal full damage while grappling.
-
HURLER
Prereq: MARKSMAN | Range for thrown items is doubled.
-
SAVAGE
Prereq: MELEE | Bonus to DAMAGE ROLLS.
-
SLASHER
Prereq: MELEE | Bonus to attack rolls made with a weapon that deals slashing damage.
-
STURDY
Prereq: ATHLETE | Encumberance does not effect you until you exceed your carrying capacity.
Veteran (Tier 3)
-
FARHEAVE
Prereq: HURLER | Range for thrown items is tripled.
-
HAMMERFIST
Prereq: BREAKER | Deal double damage to objects.
-
HIGHBOUND
Prereq: BOUNDER | When you roll MIGHT to determine your hero's jump distance, add 1-unit (5ft) to the effective jump if your hero is adjacent to a wall at the end of the jump.
-
PULLPUNCH
Prereq: ATHLETE | You can choose how many dice you roll for MIGHT, up to your hero's score.
-
WARRIOR
Prereq: STRIKER or DEFENDER | Bonus to initiative rolls.
Peerless (Tier 4)
-
LEAPTALL
Prereq: HIGHBOUND | Bonus to JUMP actions.
-
SHOCKWAVE
Prereq: HAMMERFIST | Take an attack action to stomp the ground, knocking those in the area prone.
Expert (Tier 5)
-
AIRJUMP
Prereq: LEAPTALL | If your hero's last action was a JUMP, they can take another JUMP action, leaping on the air.
-
MIGHTCAPSTONE
Your hero's MIGHT rolls gain +1 per point instead of +1 per two points.
REFLEX
Novice (Tier 1)
-
ACROBAT
Bonus to balance, tumble, escape, and dodge DEFENSE ROLLS.
-
CARPENTER
TBD
-
FLETCHER
TBD
-
LARCENY
Bonus to actions with the larceny trait.
-
MARKSMAN
Gain a bonus to ATTACK ROLLS made with the ranged trait.
-
MASONRY
Your hero has trained as a mason, working stone into various tools and items. Your hero can make a Reflex roll to craft a stone object.
-
STEALTH
Your hero is stealthy. Gain a bonus to rolls made to hide, move silently, or perform sleight of hand.
-
UNARMED
Your hero is adept at fighting unarmed. Gain a bonus to attack rolls made while unarmed. Also, treat unarmed attacks as melee weapon attacks.
Journeyman (Tier 2)
-
AGILE
Prereq: ACROBAT | Your hero has almost preternatural reflexes, gaining an additional bonus to dodge rolls, so long as the attack can be seen.
-
AMBIDEXTROUS
Your hero is more dextrous, gaining the use of the off-hand as a main hand. Reduce the penalty for off-hand actions.
-
ASCETIC
Prereq: UNARMED, FOCUS |
-
BACKSTAB
Prereq: PRECISE | Your hero knows how to deal extra damage by aiming at vital areas. Your hero gains one automatic success on the DAMAGE ROLLS when they hit with an aimed attack. Additionally, when your hero hits from behind, the automatic success they gain on the ATTACK ROLL transfers to DAMAGE as well.
-
BUTTSTRIKE
Prereq: MELEE | Your hero has trained to be versatile with ranged weapons even in melee. Bonus to ATTACK ROLLS made with a weapon with the Loading property.
-
CLANDESTINE
Prereq: LARCENY, STEALTH | TBD
-
EXECUTIONER
Prereq: MELEE, STEALTH |
-
FINESSE
Prereq: MELEE | Your hero has trained with light weapons to be more precise in combat. Your hero can make REFLEX rolls instead of MIGHT for their melee attack rolls, so long as their wielded weapon has the light property.
-
HUNTER
Prereq: MARKSMAN, SURVIVAL |
-
NIMBLE
Prereq: ACROBAT | Your hero is quick, gaining an additional bonus to dodge DEFENSE ROLLS against opportunity attacks, unless the attacker also has NIMBLE.
-
SHARPSHOOTER
Prereq: MARKSMAN | Gain a bonus to attacks made with a ranged weapon while aiming. If your hero also has FARSIGHTED, reduce the penalty to ranged ATTACK ROLLS outside the weapon's range increment.
-
STRIKER
Prereq: MELEE | Your hero is adept at striking at their opponent. Gain a bonus to melee weapon ATTACK ROLLS. Additionally, your hero's attack actions only cost 2-ticks.
-
VANGUARD
Prereq: MELEE |
Veteran (Tier 3)
-
DEFT
Prereq: AMBIDEXTROUS | Your hero is good with their hands. Remove the penalty for off-hand actions.
-
DUELIST
Prereq: FINESSE | TBD
-
GRACEFUL
Prereq: NIMBLE | TBD
-
MOBILE
Prereq: NIMBLE | Your hero can move. Gain an additional unit (5ft) to your hero's base movement speed. Additionally, your movement does not provoke opportunity attacks unless the attacker has UNTOUCHABLE.
-
SCOUT
Prereq: AWARE | TBD
-
SNEAKATTACK
Prereq: CLANDESTINE | Your hero gains one automatic success on the DAMAGE ROLLS when they hit with an attack from hiding.
-
THIEF
Prereq: CLANDESTINE | TBD
-
UNTOUCHABLE
Prereq: AGILE | Your hero's reflexes are indeed preternatural. Gain an additional bonus to dodge, and remove the "sight" restriction.
Peerless (Tier 4)
-
DEFLECTMISSILES
Prereq: ASCETIC | Your hero has trained to parry even ranged weapon attacks.
-
TRACKSTAR
Prereq: MOBILE | Your hero is likely one of the fastest alive. An attacker must have EAGLEEYE to be able to target your hero with an attack while they move.
-
WILLOWASPECT
Prereq: UNTOUCHABLE | As part of a dodge defense action, you can move up to your speed, during which you gain an automatic success to your hero's dodge DEFENSE rolls.
Expert (Tier 5)
-
REFLEXCAPSTONE
Your hero's REFLEX rolls gain +1 per point instead of +1 per two points.
-
SPEEDSTER
Prereq: TRACKSTAR | Your hero moves in a blur. An attacker must have TELESCOPICSENSE to target your hero, who dodges with one automatic success. Gain an additional unit (5ft) to your hero's base movement speed.
FORTITUDE
Novice (Tier 1)
-
ENDURANCE
Your hero has trained in feats of endurance, gaining a bonus to rolls against fatigue or environmental factors.
-
RAGE
Your hero can channel their inner fury into outer power, gaining access to the ENRAGE action.
-
SMITHING
Your hero has trained as a smith, working hot metal to make armor and weapons. Your hero can make a Fortitude roll to craft metal weapons and armor (and other smithable items.)
-
STAMINA
Your hero has trained in feats of stamina, gaining a bonus to rolls against damage.
Journeyman (Tier 2)
-
BERSERKER
Prereq: RAGE | Your hero takes less damage while raging.
-
HARDY
Prereq: ENDURANCE | Your hero is more durable than most, gaining an additional bonus to rolls against fatigue or environmental factors.
-
SECONDWIND
Prereq: STAMINA | Your hero knows how to catch a second wind, can make a roll to reduce hits.
-
TOUGH
Prereq: STAMINA | Your hero is tougher than normal, gaining an additional bonus to rolls against damage.
Veteran (Tier 3)
-
HARDHEADED
Prereq: HARDY | Your hero is resistant to being stunned, bonus to rolls against stun.
-
IRONGUT
Prereq: HARDY | Your hero has a "cast iron stomach", gaining a bonus to rolls against poison and intoxication.
-
SELFHEALING
Prereq: SECOND WIND | Your hero has superior healing capabilities, reducing hits by the minute instead of by the hour.
-
SURGE
Prereq: SECONDWIND | Your hero can dig deep, gaining one 3-tick Action, after which their turn ends.
-
THICKBLOOD
Prereq: HARDY | Your hero's blood is quick to coagulate, granting a bonus to rolls against bleeding.
Peerless (Tier 4)
-
REGENERATION
Prereq: SELF HEALING | Your hero can reduce even certain injuries, such as bleeding, or maimed. Also can regrow a lost limb in the course of a day per lost limb.
Expert (Tier 5)
-
FORTITUDECAPSTONE
Your hero's FORTITUDE rolls gain +1 per point instead of +1 per two points.
-
INDOMITABLE
Prereq: REGENERATION | Your hero can fail a FORTITUDE save by less than 30 and treat it as if they had only failed by 17.
INTELLECT
Novice (Tier 1)
-
ALCHEMY
Your hero has trained as an alchemist, and gains bonus to rolls made to craft alchemical items, such as elixirs, tinctures, and potions.
-
AVIATOR
Your hero gains bonus to rolls made to pilot an air vehicle, be it fixed wing or rotary.
-
CARTOGRAPHER
TBD
-
CHARIOTEER
Your hero gains bonus on rolls made to drive a chariot, wagon, carriage, or other animal-drawn vehicle.
-
COOK
Bonus to rolls made to craft (cook) food.
-
FOCUS
Your hero gains bonus to rolls made to concentrate.
-
INSIGHT
Your hero's ability to recall information relevant to the current situation. Bonus to rolls regarding your hero's knowledge.
-
INVESTIGATOR
Your hero gains bonus to rolls made to investigate a room or research a topic.
-
SAILOR
Your hero gains bonus to rolls made to sail a boat or ship with sails and/or a rudder/engine.
-
SURVIVALIST
Your hero gains bonus to rolls made to hunt, forage, navigate in the wilderness, identify plants and animals, etc.
-
TAILORING
Your hero gains bonus to rolls made to craft cloth items, or to repair cloth items.
-
WHEELMAN
Your hero gains bonus to drive a wheeled vehicle not drawn by a horse or other animal.
Journeyman (Tier 2)
-
ANATOMIST
Prereq: INSIGHT | TBD
-
ARCANIST
Your hero has studied the intricacies of magic, granting a bonus to INTELLECT rolls regarding magic.
-
ARCHITECT
Prereq: INSIGHT| TBD
-
ASTRONOMER
Prereq: INSIGHT | TBD
-
BOTANIST
Prereq: INSIGHT | TBD
-
CHEF
Prereq: COOK | TBD
-
CHEMIST
Prereq: INSIGHT | TBD
-
CONFECTIONER
Prereq: COOK | TBD
-
GEOLOGIST
Prereq: INSIGHT | TBD
-
HISTORIAN
Prereq: INSIGHT | Your hero gains a bonus to rolls made to recall historical knowledge.
-
KEEN
Prereq: INSIGHT | Your hero has a keen mind, gaining an additional bonus to rolls involving recollection of knowledge. Additionally, you always know the hour of the day, and can always discern true north.
-
LINGUIST
Prereq: FOCUS | Your hero gains a bonus to rolls made to learn a new language.
-
MEDIC
Prereq: INSIGHT | Your hero gains a bonus to rolls made to administer first aid or healing.
-
NATURALIST
Prereq: INSIGHT | Your hero gains a bonus to rolls made involving wilderness survival.
-
ORNITHOLOGIST
Prereq: INSIGHT | TBD
-
PRODIGY
Your hero is a fast learner. Bonus to rolls to learn new skill.
-
SAVANT
Prereq: INSIGHT | Your hero is knowledgeable on a wide range of topics, granting bonus to ...
-
THEOLOGIAN
Prereq: INSIGHT | Your hero gains a bonus to rolls made involving religious knowledge.
Veteran (Tier 3)
-
GOURMAND
Prereq: CHEF | TBD
-
WELL-READ
Prereq: INSIGHT | TBD
Peerless (Tier 4)
Expert (Tier 5)
-
INTELLECTCAPSTONE
Your hero's INTELLECT rolls gain +1 per point instead of +1 per two points.
PERCEPTION
Novice (Tier 1)
-
AWARE
Bonus to rolls made to notice surroundings.
-
EMPATHY
Bonus to rolls made to read others' emotional state.
Journeyman (Tier 2)
-
BLINDSENSE
Prereq: AWARE | Reduce the penalties associated with attacking an unseen target.
-
FARSIGHTED
Prereq: AWARE | Double your hero's visual range.
-
OBSERVANT
Prereq: AWARE | TBD
-
PRECISE
Bonus to rolls made with REFLEX while aiming.
-
WARY
Prereq: AWARE | TBD
Veteran (Tier 3)
-
ALERT
Prereq: WARY |
-
HAWKEYE
Prereq: FARSIGHTED | when firing at an opponent with cover, bonus TBD
Peerless (Tier 4)
-
ATTUNED
Prereq: | TBD
-
EAGLEEYE
Prereq: HAWKEYE | Double your hero's visual range.
Expert (Tier 5)
-
PERCEPTIONCAPSTONE
Your hero's PERCEPTION rolls gain +1 per point instead of +1 per two points.
-
TELESCOPICSENSE
Prereq: EAGLEEYE | TBD
PERSONALITY
Novice (Tier 1)
-
INTERACT
Your hero gains a bonus to rolls made while interacting with others.
-
MUSIC
Your hero is skilled at musical art, gaining a bonus to the roll.
-
PAINTING
Your hero is skilled at painting, gaining a bonus to the roll.
-
SCULPTING
Your hero is skilled at sculpting, gaining a bonus to the roll.
-
SKETCHING
Your hero is skilled at sketching, gaining a bonus to the roll.
Journeyman (Tier 2)
-
CHARISMATIC
Prereq: INTERACT | Bonus to rolls with the interact trait.
-
CHARMING
Prereq: INTERACT | Bonus to rolls with the influence trait.
-
COORDINATOR
Your hero can coordinate strikes with allies. Allies participating must attack on the same tick, and those that do receive a bonus to their roll equal to the number of attackers.
-
CURIOUS
Bonus to search rolls.
-
DECEPTIVE
Bonus to rolls made to lie. If your hero has INTERACT, can use the lie action to improve a target's attitude.
-
LEADER
Prereq: INTERACT | TBD
-
SENSITIVE
Prereq: EMPATHY | TBD
-
VIRTUOSO
Prereq: MUSIC, INTERACT | Your hero can take the perform action to inspire allies. This is an easy 2-die challenge, and on a success, each ally in range gains a bonus to their next action.
Veteran (Tier 3)
-
DRAMATIC
TBD
-
ENTHRALLING
Prereq: CHARMING | Bonus to rolls made to divert by allies while your hero is engaging in an action with the interact trait.
-
INSPIRATIONAL
Prereq: CHARISMATIC | TBD
-
PERSUASIVE
Prereq: CHARISMATIC | TBD
Peerless (Tier 4)
-
HYPNOTIC
Prereq: ENTHRALLING | Targets who are engaged with your hero while they perform an action with the influence trait lose a die from PERCEPTION rolls to perceive something other than your hero.
Expert (Tier 5)
-
PERSONALITYCAPSTONE
Your hero's PERSONALITY rolls gain +1 per point instead of +1 per two points.
APPEARANCE
Novice (Tier 1)
-
PERFORMER
Bonus to performance actions.
Journeyman (Tier 2)
-
ACTOR
Prereq: PERFORMER | Bonus to actions involving acting.
-
ATTRACTIVE
You can choose to roll APPEARANCE instead of PERSONALITY for the actions with the influence trait.
-
DREADFUL
Bonus to rolls made to coerce or demoralize.
-
FORGETTABLE
Bonus to rolls with the clandestine trait.
-
ORATOR
Prereq: PERFORMER | Bonus to actions involving public speaking.
-
SINGER
Prereq: PERFORMER | Bonus to actions involving singing a performance.
-
UNFORGETTABLE
TBD
Veteran (Tier 3)
-
BECKONING
Prereq: ATTRACTIVE | Your hero can, using just a look (and thus use APPEARANCE instead of PERSONALITY), impress or divert a target. Reduce the tick cost of the action used.
-
MENACING
Prereq: DREADFUL | Your hero can demoralize or coerce with just a look, removing the requirement for the target to share a language with your hero, and reducing the cost of the action.
Peerless (Tier 4)
-
GAZE
Prereq: BECKONING or MENACING | TBD
Expert (Tier 5)
-
APPEARANCECAPSTONE
Your hero's APPEARANCE rolls gain +1 per point instead of +1 per two points.
MANA
Novice (Tier 1)
-
ACID
-
ACOLYTE
-
AFFLICT
-
AIR
-
BEAMCASTER
-
COLD
-
COMMUNE
-
CONECASTER
-
CURE
-
DARKNESS
-
DISPEL
-
EARTH
-
ENTICE
-
FAMILIAR
-
FIRE
-
FORCE
-
LIGHT
-
LIGHTNING
-
MAGICCIRCLE
-
POOL
-
RAYCASTER
-
SONIC
-
SUMMON
-
TRANSMUTE
-
USEARTIFACT
-
WATER
Journeyman (Tier 2)
-
ABJURER
-
ADEPT
-
ANIMATE
-
ARTILLERIST
-
BANISH
-
CELERITY
-
CLOUDCASTER
-
COMPEL
-
CONFUSE
-
DIVINER
-
EMPOWERED
-
ENCHANTER
-
EVOKER
-
FARSHAPER
-
FEAR
-
FIGMENT
-
FOCUSEDSHAPER
-
GLAMER
-
HARM
-
HEALER
-
ILLUSIONIST
-
LEVITATE
-
MENTALIST
-
NECROMANCER
-
PAIN
-
PATTERN
-
POLYMORPHIST
-
PROPHECY
-
QUICKSHAPER
-
RESTORE
-
RITUALIST
-
SCROLLSCRIBE
-
SCRY
-
SLEEP
-
SPELLSWORD
-
SPHERICASTER
-
SPLITRAY
-
STUN
-
SUMMONER
-
TELEPATHY
-
VESSEL
-
VORACIOUSDISPELLER
-
WALLCASTER
-
WIDESHAPER
-
WILDSHAPE
Veteran (Tier 3)
-
ARTIFICER
-
BLEEDOFF
-
CALL
-
DOMINATE
-
FABRICATE
-
FLY
-
HYPNOSIS
-
LEECH
-
MANATHROTTLE
-
METAMAGE
-
NETHEREVOCATION
-
NETHERMANCER
-
NETHERMANCY
-
NETHERTELEPORT
-
REFLECT
-
SEER
-
SMITE
-
TELEPORT
-
TELESHAPER
-
THIRSTYDISPEL
-
UNDEATH
-
UNFETTERED
-
WARLOCK
-
WITCH
Peerless (Tier 4)
-
DEATH
-
DRAIN
-
GATE
-
HIGHOCTANE
-
PAUSE
-
PERMANENCY
-
PHANTASM
-
PSYCHOMANCY
-
RESURRECT
-
TELEKINESIS
Expert (Tier 5)
-
MANACAPSTONE
For explanations of the individual MANA Aptitudes, please see Chapter 6:Magic