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LEVEL: ??

PREFERRED WEAPON: 

SKILL POINTS: XX/110

 

WEAPON SKILLS

Sword and Board:

Hand to Hand:

Bladed:

Blunt:

Axes:

Warglaives:

Pole weapons:

Bows:

Crossbows:

Firearms:

Wands:

 

SCHOOLS OF MAGIC

Nature:

Spirit:

Water:

Earth:

Arcane:

Shadow:

Necromantic:

Air:

Fire:

Fel:

Light:

 

TECHNOLOGY SKILLS

Khaz Modani:

Thalassian:

Goblin:

Naaru:

Mo'Arg:

Ethereal:

 

SUPPORT SKILLS

First aid:

Endurance:

Magical Defense:

Physical Defense:

Command:

Perception:

Bromance:

 

 

You get 1 skill point per in-game level.

You can't put more than 20 points in any skill.

The number of skill points also represents how proficient your character is. 

 

Someone with 20 points would be a master, where-as someone in a lower range might be learning.

Not just the First Aid skill can improve healing. Skill in Shadow Magic can be used to Shadowmend someone otherwise unable to be healed by more pure forms of healing. Arcane, Nature and Spirit can be used in a support capacity as well.

Technology skill modifiers come into play when using Magitech devices such as Mana-Grenades and the Spellistae. Magitech Engineers often combine this with main offense rolls.

5 or less skillpoints: /roll 4, that's how much you heal.
6-11 skillpoints: /roll 8
12-16 skillpoints: /roll 12
17-19 skillpoints: /roll 16
20 skillpoints (maxed): /roll 12-20

Put your healing dice also in your TRP description so you can quickly check what dice you roll for healing.

First Aid is for non-magical medicines and gives you Disadvantage on your Defense roll if you attempt it in combat. Disadvantage means you have to roll twice, and you must take the lowest of the two rolls.

Endurance is for HP. Multiply your skill points in Endurance by 5, and then add an additional 10 for your HP total.


 

Example:

Endurance: 10
10x5=50 + 5 = 55

I put 55/55 HP in my TRP3 Currently, adjusting it as my character takes damage or is healed. This helps healers on the battlefield quickly tell who is injured the most.

Perception is how keenly you would notice something.

Spellbows no longer need to put points into Bow for attacks, they rely upon their skill in the magical schools for arrows of each magic.

At the end of this page, there are some Perks that can be purchased with Skill Points.

Magical defense is the skill you roll with against magical attacks. It takes the form of anti-magic wards, shields of the Light or Spellbreaker training.

Physical defense is the skill you roll with against physical attacks, including ranged. It takes the form of armour, shields, or in agility dodging out of the way.

Command modifies the following:

Attempts to intimidate, coerce, convince or order an NPC.

Pet attack skills, HP and defense skills. Your pet also gets to do its own ATK and DEF rolls alongside yours.

Bromance is a support skill that allows you to buff up another's rolls. These can be used to help someone succeed a defense roll, but that sacrifices your follow-up attack phase. You can also use it on an attack phase instead of your attack.

5 Skill Points = +2

10 Skill Points = +4

15 Skill Points = +6

20 Skill Points = +8

Perks

Glamour

Once a day, you may use your magical wiles to convince an NPC into an action.

10 Skill Points

Merciful Touch

[Unique]

Your healing spells now affect an additional player for half.

10 Skill Points

Lifebond

Once a day, you may heal your companion to full with this magical salve.

10 Skill Points

Crusader

[Unique]

You sacrifice your healing dice for a single 1d8, and in exchange, you can attack and heal on the same Attack Phase.

10 Skill Points

Aegis

If you take 0 DMG from an attack, you can choose to intervene and take another player’s damage for them.

10 Skill Points

Abjurer's Touch

Once a day you may use your Arcane Skill on a Defense Phase to manifest a shield around you or another. The shield blocks damage equal to Arcane Skill.

10 Skill Points

Resourceful

Once a day, you may loot a non-boss enemy for some goodies.

10 Skill Points

Divine Intervention

Requires 20 in Light
Requires In-Character Faith
Once a day you may attempt to call upon the Light to intervene for you. /roll 100 and if 10 or lower, it is successful. The DM will emote what happens. Once Divine Intervention succeeds, it cannot be used for 7 days.

 

10 Skill Points

Final Word

When an attack reduces you to 0 HP, you instead hold out at 1 HP for the following Attack Phase. Then, you go down.

10 Skill Points

Onward!

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