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< title > Appendix C</ title >
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< body >
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< h1 > Appendix C: Abilities</ h1 >
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+ < div class ="section ">
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+ < h2 > Fighting</ h2 >
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+ < table >
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+ < tr >
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+ < td > Taunt</ td >
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+ < td > At the start of the round you may force an enemy to attack you if possible. Elite enemies can only be
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+ taunted
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+ once per encounter.</ td >
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+ </ tr >
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+ < tr >
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+ < td > Defensive Stance</ td >
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+ < td > In this stance when you guard allies enemies hit you with -1 intensity. You can only be in one stance at a
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+ time.</ td >
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+ </ tr >
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+ < tr >
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+ < td > En Garde</ td >
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+ < td > You may always first strike.</ td >
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+ </ tr >
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+ < tr >
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+ < td > Orders CHARGE</ td >
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+ < td > Sacrifice your next turn. Every ally you choose can attack again at the end of this turn.</ td >
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+ </ tr >
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+ < tr >
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+ < td > Melee Proficiency</ td >
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+ < td > Gain +1 when attacking with a melee weapon. Can use advanced tags on melee weapons.</ td >
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+ </ tr >
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+ < tr >
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+ < td > Wicked Blows</ td >
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+ < td > Status effects you apply with Melee attacks have increase potency</ td >
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+ </ tr >
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+ < tr >
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+ < td > Killer Instinct</ td >
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+ < td > You roll two dice for initiative and take the higher result.</ td >
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+ </ tr >
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+ < tr >
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+ < td > Fast Stance</ td >
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+ < td > In this stance you get an additional action at the end of your turn. You can only be in one stance at a
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+ time.</ td >
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+ </ tr >
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+ < tr >
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+ < td > Boxing</ td >
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+ < td > Unarmed attacks gain the tags Quick and lose the tag Weak.</ td >
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+ </ tr >
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+ < tr >
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+ < td > Bob and Weave</ td >
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+ < td > When you Guard the enemy rolls two attack dice and takes the lowest one.</ td >
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+ </ tr >
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+ < tr >
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+ < td > Adrenaline Rush</ td >
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+ < td > Each turn in combat you get +1 to melee attacks.</ td >
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+ </ tr >
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+ < tr >
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+ < td > Sisu</ td >
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+ < td > You can take an additional critical hit before you die.</ td >
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+ </ tr >
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+ </ table >
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+ </ div >
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+
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+ < div >
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+ < h2 > Ranged Weaponry</ h2 >
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+ < table >
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+ < tr >
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+ < td > Marksmanship</ td >
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+ < td > Ranged attacks have Precise.</ td >
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+ </ tr >
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+ < tr >
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+ < td > Weapon Toss</ td >
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+ < td > You throw your weapon at the enemy. Add the tags Ranged, Deadly, Stunning. Requires a blunt weapon.</ td >
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+ </ tr >
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+ < tr >
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+ < td > Helmsplitter</ td >
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+ < td > You bow attacks gain +1 intensity with Headshots.</ td >
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+ </ tr >
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+ < tr >
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+ < td > Run and Gun</ td >
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+ < td > You may attack with a ranged weapon even if you have been attacked in melee this round.</ td >
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+ </ tr >
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+ < tr >
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+ < td > Gunslinger</ td >
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+ < td > If you have a pistol equipped at the start of combat you may shoot one enemy in sight for free.</ td >
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+ </ tr >
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+ < tr >
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+ < td > Sniper</ td >
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+ < td > Gain Draw a Bead.</ td >
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+ </ tr >
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+ < tr >
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+ < td > Draw a Bead</ td >
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+ < td > While you are out of combat you can take a prone position to increase your accuracy with rifles. When
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+ you're
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+ ready you take the shot, dealing kill damage to any location on the target. Once fired the enemy knows you
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+ are
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+ here.</ td >
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+ </ tr >
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+ < tr >
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+ < td > Boneshaker</ td >
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+ < td > Killing attacks with Shotguns count as 2 Kills for the sake of armor and block. (4 critical wounds).</ td >
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+ </ tr >
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+ </ table >
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+ </ div >
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+
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+ < div >
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+ < h2 > Medical Studies</ h2 >
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+ < table >
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+ < tr >
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+ < td > Medical Intervention</ td >
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+ < td > You can prevent death rolls by working on an ally suffering from critical wounds. Patch Wounds heals Major
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+ Damage instead of Minor Damage.</ td >
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+ </ tr >
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+ < tr >
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+ < td > Analyze</ td >
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+ < td > As an action choose an enemy and a body part. All allies get +1 intensity for attacking that specific spot
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+ once.</ td >
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+ </ tr >
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+ < tr >
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+ < td > Organ Harvest/Medicinal</ td >
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+ < td > You can harvest the origins of the recently deceased. Gain Medicinal.</ td >
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+ </ tr >
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+ < tr >
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+ < td > Medicinal</ td >
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+ < td > You may sacrifice an organ to cure ailments for you or other characters:
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+ < ul >
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+ < li > Liver (Poisoned)</ li >
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+ < li > Kidney (Nausea)</ li >
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+ < li > Eye (Blindness)</ li >
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+ < li > Heart (Bleeding)</ li >
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+ < li > Parathyroid glands (Fracture)</ li >
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+ < li > Thymus (Infection)</ li >
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+ </ ul >
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+ </ td >
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+ </ tr >
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+ < tr >
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+ < td > Magna-Medicinal</ td >
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+ < td > Sacrifice a limb to restore someone from death. Remove a limb to heal a recently deceased character to 1
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+ Major wound.</ td >
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+ </ tr >
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+ < tr >
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+ < td > Psychology</ td >
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+ < td > Gain Therapy.</ td >
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+ </ tr >
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+ < tr >
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+ < td > Therapy</ td >
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+ < td > During Downtime when you have time and emotional intimacy with a PC or NPC you can read them more deeply
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+ than normal.< br >
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+ Roll+Bookish or Roll+Persuasive. On a 10+ choose 2. On a 7-9, choose 1:
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+ < ul >
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+ < li > What was the character's lowest moment?</ li >
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+ < li > For what does the character crave forgiveness, and of whom?</ li >
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+ < li > What are the character's secret pains?</ li >
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+ < li > In what ways are the character's mind and soul vulnerable?</ li >
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+ </ ul >
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+ On a miss, choose 1, but the DM makes a soft move.< br >
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+ Either way the character receives 20 Mind
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+ </ td >
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+ </ tr >
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+ </ table >
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+ </ div >
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+
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+ < div >
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+ < h2 > Magic</ h2 >
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+ < table >
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+ < tr >
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+ < td > Bury the Trauma</ td >
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+ < td > Take half Mind damage (round down). Does not apply to spells or abilities with a Mind cost.</ td >
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+ </ tr >
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+ < tr >
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+ < td > Meditation</ td >
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+ < td > At the start of Downtime you regain 10 Mind.</ td >
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+ </ tr >
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+ < tr >
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+ < td > Occultism</ td >
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+ < td > Gain an additional Rev Token at the start of combat.</ td >
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+ </ tr >
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+ < tr >
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+ < td > Blood Sacrifice</ td >
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+ < td > You may inflict a Major wound on yourself to cast a spell instead of a spell with a Mind cost.</ td >
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+ </ tr >
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+ < tr >
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+ < td > La Danse Macabre</ td >
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+ < td > You do the ritualistic dance of the Yellow Mages enhancing your magical power. You gain +1 to your spells
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+ every turn of combat.</ td >
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+ </ tr >
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+ < tr >
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+ < td > Engraving</ td >
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+ < td > Carve the rune of an Old God on your flesh to gain their power. You may only carve one rune and you need
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+ at least 1 Affinity with the Old God.
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+ < ul >
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+ < li > Gro-Goroth: +1 Occult (Max 3)</ li >
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+ < li > Sylvian: +1 Persuasive (Max 3)</ li >
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+ < li > Vinushka: +1 Bookish (Max 3)</ li >
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+ < li > Rher: +25 Max Mind (Max 150)</ li >
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+ < li > Astrea: +1 Clever (Max 3)</ li >
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+ < li > All-mer: +1 Sturdy (Max 3)</ li >
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+ </ ul >
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+ </ td >
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+ </ tr >
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+ < tr >
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+ < td > Advanced Occultism</ td >
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+ < td > Gain a Rev Token at the start of each round of combat.</ td >
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+ </ tr >
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+ < tr >
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+ < td > Counter Magic</ td >
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+ < td > You may dispel magical runes or other magical effects out of combat. Magic attacks against you roll twice
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+ and take the lower result.</ td >
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+ </ tr >
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+ < tr >
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+ < td > Spice Forge</ td >
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+ < td > During Downtime you may enhance three of your spells with powerful Eastern Sanctuary spices. Each spell
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+ can
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+ only have one enhancement.
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+ < ul >
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+ < li > First: You may cast this spell as soon as combat starts before any character takes an action.</ li >
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+ < li > Double: When you cast this spell you cast it twice. Each cast takes Mind cost.</ li >
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+ < li > Greater: You reduce the Mind cost of the spell by ⅓ (round down).</ li >
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+ </ ul >
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+ </ td >
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+ </ tr >
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+ </ table >
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+ </ div >
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+
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+ < div >
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+ < h2 > Survival</ h2 >
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+ < table >
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+ < tr >
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+ < td > Survivalist</ td >
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+ < td > You always have a 10+ on Scrounge for Food.</ td >
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+ </ tr >
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+ < tr >
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+ < td > Resourceful</ td >
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+ < td > All Downtime Moves cost 1 less point.</ td >
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+ </ tr >
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+ < tr >
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+ < td > Fast Learner</ td >
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+ < td > Once per Downtime you may use any Downtime Move your party members have. You may repeat a Downtime move.
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+ </ td >
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+ </ tr >
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+ < tr >
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+ < td > Devour</ td >
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+ < td > Can eat the corpses for bonuses. The effect lasts until the next downtime.
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+ < ul >
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+ < li > Human - Next Downtime you do not need to eat.</ li >
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+ < li > Beast - +1 to all melee attacks.</ li >
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+ < li > Construct - +1 natural armor.</ li >
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+ < li > Wizard - +1 to all spells.</ li >
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+ < li > Horror - +1 to all rolls.</ li >
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+ </ ul >
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+ </ td >
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+ </ tr >
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+ < tr >
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+ < td > Coolheaded</ td >
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+ < td > When making a Pressure roll replace the bonus of the stat with +3.</ td >
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+ </ tr >
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+ </ table >
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+ </ div >
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+
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+ < div >
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+ < h2 > Herbalism</ h2 >
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+ < table >
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+ < tr >
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+ < td > Botany</ td >
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+ < td > During downtime you can forage for herbs and helpful plants. You find 1+Bookish Herbs.</ td >
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+ </ tr >
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+ < tr >
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+ < td > Expert Botany</ td >
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+ < td > Gain Undergrowth Awareness.</ td >
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+ </ tr >
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+ < tr >
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+ < td > Undergrowth Awareness</ td >
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+ < td > Gather advanced herbs and plants used for specific alchemic recipes. You can gather 1+Bookish of the
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+ following:
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+ < ul >
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+ < li > Golden Chantell</ li >
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+ < li > Fly Antima</ li >
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+ < li > Hemlock</ li >
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+ < li > Nettle</ li >
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+ </ ul >
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+ </ td >
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+ </ tr >
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+ < tr >
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+ < td > Toxicology</ td >
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+ < td > During Downtime you can create potent poisons.
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+ < ul >
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+ < li > Concentrated Hemlock (2 Hemlock + 1 Herb)</ li >
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+ < li > Concentrated Nettle (2 Nettle + 1 Herb)</ li >
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+ </ ul >
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+ You may also add the Tag: Poison to your weapon.
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+ </ td >
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+ </ tr >
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+ < tr >
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+ < td > Basic Alchemy</ td >
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+ < td > During Downtime you can create potions and tinctures from Herbs. Each costs 2 Herbs.
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+ < ul >
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+ < li > Blue Vial</ li >
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+ < li > Red Vial</ li >
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+ < li > Antidote</ li >
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+ < li > Drugs</ li >
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+ </ ul >
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+ </ td >
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+ </ tr >
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+ < tr >
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+ < td > Advanced Alchemy</ td >
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+ < td > During Downtime you can create advanced potions.
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+ < ul >
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+ < li > Light Blue Vial (4 Herbs)</ li >
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+ < li > Stimulant (Golden Chantell + Blue Vial)</ li >
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+ < li > Adrenaline Potion (Golden Chantell + Fly Antima)</ li >
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+ < li > Psychedelics (Fly Antima + Drugs)</ li >
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+ </ ul >
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+ </ td >
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+ </ tr >
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+ </ table >
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+ </ div >
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+
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+ < div >
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+ < h2 > Tinkering</ h2 >
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+ < table >
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+ < tr >
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+ < td > Trapcraft</ td >
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+ < td > During Downtime you can create traps. Each trap costs 2 Scrap.
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+ < ul >
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+ < li > Molotov Cocktail</ li >
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+ < li > Shrapnel Grenade</ li >
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+ < li > Bear Trap</ li >
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+ </ ul >
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+ </ td >
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+ </ tr >
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+ < tr >
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+ < td > Weaponcraft</ td >
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+ < td > During Downtime you can augment a weapon. Choose a weapon and give it a new tag. Tags do not stack.
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+ < ul >
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+ < li > Sharpened - Tag: Bleeding</ li >
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+ < li > Extended - Tag: Long</ li >
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+ < li > Honed - Tag: Deadly</ li >
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+ < li > Forceful - Tag: Stunning</ li >
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+ < li > Balanced - Tag: Versatile</ li >
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+ < li > Accurate - Tag: Precise</ li >
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+ < li > Light - Tag: Quick</ li >
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+ </ ul >
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+ </ td >
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+ </ tr >
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+ < tr >
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+ < td > Find Scrap</ td >
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+ < td > During downtime you can search for mechanical Scrap. You find 1+Clever Scrap.</ td >
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+ </ tr >
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+ < tr >
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+ < td > Armorer</ td >
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+ < td > Mend Armor costs 2 less points and 1 less Scrap.</ td >
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+ </ tr >
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+ < tr >
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+ < td > Explosives</ td >
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+ < td > During Downtime you can create explosives. Cool. Each costs 4 Scrap.
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+ < ul >
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+ < li > Landmine</ li >
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+ < li > Pipe Bomb</ li >
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+ </ ul >
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+ </ td >
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+ </ tr >
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+ </ table >
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+ </ div >
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+ < div >
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+ < h2 > Other Skills</ h2 >
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+ < table >
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+ < tr >
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+ < td > Adaptability</ td >
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+ < td > You can always take adaptability. You can only take adaptability once. Choose a basic ability (abilities
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+ in the inner ring of the hexen). After the next downtime gain that ability.</ td >
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+ </ tr >
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+ </ table >
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+ </ div >
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