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KEY |
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Game |
The entire game |
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C |
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Cycle |
From a characters turn till there next turn |
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Turn |
A single char's actions |
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Unlimited |
Char may perform these actions as many times as they have attacks or
actions (depending on ability) |
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Special |
See Ability description |
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Note: |
No one character may have two abilities being actively used at the same
time |
Abilities |
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Fighter |
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Uses |
Per |
Required |
Effect |
Feint |
Passive |
x |
T |
Weapon |
Roll a Stk, if it would miss (not critically) get +1 stk on next attack. |
Hiding |
Active |
1 |
T |
Cloak |
May use 1 act to declare "Hiding" Def +3 until next turn, breaks LOS.
Ends turn |
Needle |
Active |
1 |
T |
Dagger |
Take two attacks for the cost of 1 att and 2 act |
Backstab |
Active |
1 |
T |
Dagger |
For only attack this cycle you may ignore soak and defense (autohit) |
Iron Fist |
Active |
x |
T |
Weaponless |
Fist Dam =4 |
Reflexes |
Active |
1 |
C |
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On any char's first defendable attack during a cycle use one extra def
die |
Toughness |
Passive |
Sp |
G |
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Soak all dam from first three melee hits |
Hipocratic Oath |
Passive |
x |
T |
Magic |
Heal spell heals 2d6+6. Char may not use the Death school. |
Firestarter |
Passive |
x |
T |
Magic |
Critical Magic effects on 9 or 10 with Fire school spells. |
Light Stepper |
Active |
1 |
T |
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As long as character hasn't attacked take two extra non-attack actions
at the end of each round. |
Weathered |
Passive |
Sp |
G |
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First 15 points of damage soaked (normal soak applied after this) |
Reach |
Passive |
x |
T |
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Grab a treasure or an item, pass an item (range: 2) |