Fantasy Tales
Odyssey
Hold Breath
1cc
Cost: 1 PP/Turn
Range: N/A
Duration: Until cancelled.
Criteria: Getting damaged cancels the ability. - Using ability for more than 5 turns, causes player to faint.
Type: Move
Costs no turn. - The Rogue holds their breath, focusing on whatever task they need to do, receiving an Advantage in either:
Stealth,Aiming,Precision, Movement, Senses.
Vandalism
2cc
Cost: N/A
Range: N/A
Duration: N/A
Criteria:
Exotic weapons are everything you may use as a weapon, and is not a weapon.
Type: Passive Skill
You have an advantage with Exotic Weapons.
Animal Companion
3cc
(Archer Branch Ability)
Cost: 1 PP
Range: 20 Yard
Duration: Until pet dies.
Criteria: You may only have one pet at a time. - Each beast has different uses.
Type:
You may try to tame an animal as your companion/pet. - If you succesfully tamed your pet, you may command it to go away, and teach it a signal to come to your aid. Your Pet starts as a Level 1 Beast, even if you tamed a Level 5 beast. - Every time you level up, you can pick 1 out of 3 Pet-spells offered by the DM.
Shadowstep
1cc
Cost: 1 PP
Range: 50 Yards
Duration: 1 Action
Criteria:
Type: Spell
Teleport on a shadow a Rogue can see with their eyes. - After the teleport, the Rogue may perform a melee strike or action.
Hunter's Mark
1cc
(Archer - Branch Ability)
Cost: 1 PP
Range: 100 yards
Duration: Until Marked target dies or fades from sight.
Criteria:
Type: Ability
Mark a target. The Rogue, and any pet/companion will have +1d damage against the target.
Shadow Art: Eyes
2cc
Cost: 1 PP
Range: Eyesight
Duration: 1 Hours
Criteria:
Only one Shadow Art may be active at a time.
Type: Spell, Buff
The Rogue uses one of the many anceint Arts of Shadow, concentrating their energies into their eyes. Allowing the Rogue to:
- Visualise the weak spot of the creature they are looking at, gaining flat 1 damage bonus whanever they succesfully strike that area.
- Track motion as if they were slowed down.
- Track and Memorize patterns more effectively.
Pump Up
1cc
(Bard - Branch Ability)
Cost: 1 PP
Range: 30 Yards
Duration: 1 Turns
Criteria: Using Pump Up on the same target for three times, Overwhelms them, reverting the effect.
Type:
Play an inspiring song for and about the Target, to get them ready for a task, increasing their roll by d1.
Dance of Art
3cc
Cost: 2 PP
Range: R: 30 Yards, A: 200 Yards, B: 50 Yards.
Duration:
Criteria:
Adaptive Move: Effect depends on your character build.
Type: Chanelling, Spell
- Shadow Dance: The Rogue begins to spin rapidly, being spun by dark shadows, throwing knives against up to 5 enemy targets, dealing 1 damage/pTurn.
- Dance of Arrowes: The Archer sends three magically imbued projectiles (arrowes or throwables) against up to three targets. The projectiles will follow the targets. If a Hunter's Mark is applied, all projectiles will follow that target instead.
- Dance of Beauty: The Bard begins to dance, drawing the attention of everyone within 50 Yard radius.
Underground Dialect
1cc
Cost: Free
Range: Eyesight/Vocal Range
Duration: N/A
Criteria:
Type: Active/Passive Skill
You may use a type of language, symbols, or handsigns that is specific to Underground, Criminalish organizations, thieves, bandits, etc. - And you may understand, or recognize these signs. - You may make a Wisdom check to see if you encountered unknown signs before.
Multishot
3cc
Cost: 2 PP
Range: 60 Yard
Duration: N/A
Criteria:
Type: Instant Skill
Shoot up to 5 Arrowes, or throwables against up to 5 targets. Roll for each projectile you shoot.
Critical Strike
ult
Cost: 1 PP
Range: N/A
Duration: Until used Succesfuly.
Criteria: Activating Critical Strike, provides One Combo Point.
Type: Passive / Active Skill
Whanever you spend a PP, receive a Combo Point up to 5. -
Activate to attack perform a basic weapon attack. If it is succesful, deal your Combo Points as additional flat damage.
Shadowshroud
ult
Cost: 1PP
Cooldown: Long Rest
Range: Self
Duration: 1 Action
Criteria:
Ignores turn restrictions.
Can be used anytime.
Type: Passive / Active Skill
Your body is shrouded by shadows.
- You cannot fail Stealth.
- You cannot fail Dodge.
- You are completly resistant to Spells.
- Your cooldowns resets.
Sprint
2cc
Cost: 1 PP
Range: N/A
Duration: 1 Turn
Criteria:
Type: Move
Changing position, even on large distances, is not consuming your current turn. - Gives a speed advantage.
Impressionism
5cc
(Bard Core Ability)
Cost: N/A
Range: Weapon/Tool Range
Duration: N/A
Criteria:
Type: Passive Skill
You have an Advantage within three art styles of your choice:
- Acting
- Singing
- Painting
- Instruments
-Story Telling/Script Writing
Animal Freindship
2cc
Cost: 1 PP
Range: 10 Yard
Duration:
Criteria:
- A beast above Level 3 may be immune to this skill.
- A berserking beast is immune to this skill.
- Any damage done on the beast by you, or friendly targets, cancels the effect.
Type: Active Skill
You may convince an animal, that you and your friends are harmless with persuasion check.
Shadowgraphy
1cc
(Bard - Branch Ability )
Cost: 1 PP
Range: N/A
Duration: Until cancelled.
Criteria: - Must be a dark area, or night time.
- Requires a source of light.
Type: Channeling Skill.
With precise movements of hand, cast shadows that can mimic the shadow of another creature, or object. - Takes up one turn, and is channeling.
Distraction
2cc
Cost: 1 PP
Range: 50 Yards
Duration: N/A
Criteria:
Type: Contineus Skill
Cause a mass distraction, by either Performing to a crowd, or a personal distraction, or a stealth distraction. Each type of distractions will require different rolls.
Shadow Art: Heart
3cc
Cost: 1 PP
Range: N/A
Duration: 1 Hours
Criteria: Only one Shadow Art may be active at a time.
Type: Spell, Buff
The Rogue uses one of the many anceint Arts of Shadow, concentrating their energies into their heart. Allowing the Rogue to:
- Increase Athletics by d1, jumping and sprinting further than they could.
- Carry heavier weapons and objets than a rogue usually is allowed to carry.
- Increase Agility and Might based defense by d1.
- Regenerate 1 Life whanever they skip a turn.
Sleight of Hand
2cc
Cost: Free
Range: N/A
Duration: N/A
Criteria:
Type: Passive Skill
The Rogue has an advantage in Sleight of Hand dexterity. They may use Sleight of Hand to:
- Pickpocket
- Lockpicking
- Distraction (imp/exp)
- Secret Weapons
Sleeping Darts
Lullaby
Quick Nap
3cc
Cost: 1 PP
Range: 50 Yards / 30 Yards
Duration: d4/10 Minutes/1 Turn
Criteria: Adaptive Move: Effect depends on your character build.
Type: Active Skill
Sleeping Darts: Shoot a sleeping dat at a single target. They fall asleep for d4 turns.
---
Lullaby: Play a lullaby, making everyone tired, giving Disadvantage to everyone around you. -> Chanelling the spell on single target, they must make a D1 check to stay awake or wake up every turn. -> Only works on Level 3 or Lower targets.
---
Quick Nap: Take a quick nap, regenerating one life, and one power by skipping a turn.
Kick
Runeshot
Offkey
3cc
Cost: 1 PP
Range: Melee, 50 Yards, 30 Yards
Duration: 1 Turn
Criteria:
Type: Active Skill
Kick the target, Shoot a Runeshot, or Play an Offkey Note that will interrupt the spellcasting of a Target / Everyone in 30 Yard radius.
Sneak Attack
1cc
Cost: Free
Range: N/A
Duration: N/A
Criteria:
Type: Passive Skill
Whanever you leave Stealth willingly and without being caught, you receive an additional d1 for your next attack.
Chakral Darts
ult
Cost: 1 PP
Range: 60 Yards
Cooldown: 3/Long Rest
Criteria: The Darts only last one action. You may shoot the darts anytime you are not unoccupied with an ongoing action.
Type: Active Ability
Shot into the target's chakral area and interrupt their flow:
Crown: Magic Save Disadvantage.
Third Eye: Perception Save dis
Throat: Magic Disadvantage
Heart: Healing disadv
Solar Plexus: Const Disadv
Sacral: Movement Disadv
Root: Will Disadv
Pets of Prey
ult
Cost: 1PP
Cooldown: Short Rest
Range: Self
Duration: 10 Minutes.
Criteria:
Type: Passive / Active Skill
Use a special handsign to call forth different type of pets.
-------------------------------
Birds of Prey: Distract a target. Roll d1 every turn to their damage.
Fishes of Prey: Gives you underwater speend and breath. +d2 defense underwater.
---------------------
Pet Discovery: Send your pet on a discovery to find something for you every long rest. D21.
Aim Mastery
3cc
(Archer Core Ability)
Cost: N/A
Range: Weapon Range
Duration: N/A
Criteria:
Type: Passive Skill
You have an advantage in ranged combat, with either Crossbow, Bow, or Throwables.
Off-Hand Mastery
3cc
(Rogue Core Ability)
Cost: N/A
Range: N/A
Duration: N/A
Criteria:
Type: Passive Skill
You may perform a second melee attack each turn, with the half of your initial attack dies.
Envenom
3cc
Cost: 1 PP.
Range: N/A
Duration: Until Applied on target.
Criteria: Only one venom/poison may be active on one weapon at a time.
Type: Active Skill
Skip a turn. - Apply one posion or venom up to two Weapon(s) or Arrow(es). - You can buy poisons and venoms from merchants, or loot them. - Having this ability however, allowes your character to carry the following poisons permanently:
- Frogskin Venom: Target becomes distracted, having minor hallucinations and insanity.
- Serpentfang Poison: Target receives d4 Dot on hit.
You may apply poisons or venoms to any type of consumables or objects aswell.
Feign Death
3cc
(Bard - Branch Ability)
Cost: 1 PP
Range: N/A
Duration: Until cancelled
Criteria:
Type: Skill, Status
Drop on the floor, and play dead, causing anything with at least the intellect of 1 to leave you with a performance roll. -- You may activate Hold Breath, to give a 100% succes of this ability.
True Charm
1cc
(Bard - Branch Ability)
Cost: Free
Range: N/A
Duration: N/A
Criteria:
Type: Passive, Skill
You mastered the arts of movement and style. You have an advantage in Charm Attempts.
Shadow Art: Feet
1cc
Cost: 1 PP.
Range: N/A
Duration: 1 Hours
Criteria:
Only one Shadow Art may be active at a time.
Type: Spell, Buff
The Rogue uses one of the many ancient Arts of Shadow, concentrating their energies into their feet. Allowing the Rogue to:
- Run up on walls, and any flat terrains.
- Run on water, or any harmless liquid substances.
- Ignore movement restrictions.
- Ignore fall damage as long as they land on feet.
Gambling
3cc
Cost: Free
Range: N/A
Duration: N/A
Criteria:
Type: Passive Skill/Tool
Whanever you can't come over a decision, call an option for heads or tail. Ask the DM for his decision over heads or tail, then toss up a coin. - Execute the result.
With Sleight of Hands: You have a Loaded Dice in your gloves, you have an Advantage on it's roll during gambling. >>> Whanever the DM calls you to roll flat 1, you may use your Loaded Dice.
Ink Bombs
Flare
1cc
Cost: 1 PP
Range: 30 Yards / 8 Miles
Duration: 10 Minutes
Criteria:
Type: Active, Skill
Ink Bombs: Throw Ink bombs on the ground. Any invisible target will have their silhouette covered in ink. - Can use the ink to distract people, decreasing their awareness by 1 level.
---
Flare: Shoot a colorful flare up to the sky to signal your location.
Speak to Animals
2cc
Cost: Free
Range: N/A
Duration: N/A
Criteria: The more you try after failing, the more the animal assumes you were insulting their parents.
Type:
Attempt to commune with any Beast under Level 3.
Vocal Mimicry
2cc
Cost: Free
Range: N/A
Duration: N/A
Criteria:
Type: Passive Skill
You may attempt to mimic the voice of a creature, or a sound the Rogue have heard in their lives, or can imagine.
Kleptomancy
ult
Cost: Free
Cost: N/A
Duration: N/A
Criteria: Effect is not applied to:
- Starting Objects
- If the owner of the object is dead.
Type: Passive Skill
You have a bonus dice, and an Advantage as long as the tool you perform the action with was Stolen.
Glissando
ult
Cost: 1PP
Cooldown: Short Rest
Range: Self
Duration: 1 Turn
Criteria:
Type: Passive / Active Skill
Select a party member, anytime you could play music. Play their special theme. ->
Give the party member +1 Turn.