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In the game, powers are grouped into Archetypes, each with distinct themes and complementary abilities. There are 25 Archetypes, allowing players to mix and match powers from different categories to customize their characters. Each Archetype includes 10 unique powers, resulting in a total of 250 powers available in the game.

Players can combine powers from various Archetypes to create truly unique characters. Additionally, there are no restrictions on flavor. For example, if you want to build your character as a master of fire but are drawn to the Glacial Spear from the Frost Archetype, you can take it and creatively reimagine it as a Flaming Spear.

Below you will find each archetype, art depicting the archetype, and a brief description of their powers. Each power is in an expandable list. Click on the name of a power to learn its flavor text, mechanics, and more. Before you do you should familiarize yourself with how powers are formatted:

Name: The name of the power. If you re-flavor a power, you should re-flavor the Power name to fit the new flavor.

Level: The power level determines the cost of obtaining power when it can be used in combat and the strain of using powers outside of combat.

Cost: Every power comes with an associated cost regarding the action economy.

  • Action: Using this ability will cost you one of your actions during this turn in combat.

  • Reaction: Typically used outside your turn, this action costs one action on your next turn in combat.

  • Passive: No action is required to activate.

  • Special: Some powers do not utilize any of the above options and have a unique and specific cost to use (e.g., 10 minutes).

Capacity: This capacity is closely linked to your power and will determine what you roll when using the strain system. The mechanic texts will also indicate if a power necessitates a capacity check.

Range: This is how far away you can target a creature with a power.

  • Self: You can only target yourself with this power.

  • Touch: You must touch a creature to target it with a power. You can use touch powers on yourself.

  • x Spaces: You can target a creature within the number of spaces listed. You must be able to perceive a creature within range to target them.

  • Other: Most powers use the above ranges, but some are unique and will detail a specific range (e.g. 1 Mile).

Flavor: This is a narrative description of the power in action. Like the power name, it can be rewritten to meet your character's power fantasy.

Mechanics: This is a mechanical description of the power in action. Follow these instructions to resolve the power.

Amplifier

Amplifiers are like mystical artisans, pulsating with latent energy. They serve as the understated supporters of the arcane, capable of transforming basic spells into powerful forces. These enigmatic individuals act as both defenders and enhancers, significantly influencing the outcome of a battle by amplifying the fundamental nature of magic.

  • 1st - Action - Manifest - 6 Spaces

    The Amplifier channels pure arcane energy into an ally, boosting the potency of their magic.

    Choose an ally within 6 spaces. They have advantage on the next Manifest check they make before the end of their next turn.

  • 2nd - Action - Manifest - Touch - Focus - 1 Minute

    The Amplifier bestows an ally with pure magical energy, boosting navigation.

    Touch a creature. For the duration of this power, they have advantage on Navigate checks made other than to take the hide action.

  • 3rd - Action - Manifest - 6 spaces

    The Amplifier creates a protective shield around allies, absorbing incoming damage.

    When an ally within 6 spaces of you rolls an Endure check to avoid taking damage, you can roll a Manifest check as a reaction instead of their Endure check.

  • 4th - Reaction - Manifest - 12 Spaces

    The Amplifier mimics an ally's power, causing it to resonate twice across the battlefield.

    Whenever an ally within range uses a Manifest Power with 1 Action, you can duplicate that power as a reaction. After all powers resolve, increase Escalation by 1 and decrease your Manifest die by 1.

  • 5th - Reaction - Manifest - Sight

    The Amplifier heightens the surrounding magical energy, intensifying the impact of an ally's abilities.

    When an ally damages a foe with a Manifest power, you can use your reaction to increase the damage by an amount equal to half of your current Manifest die. You take escalation damage, and your Manifest die decreases by 1.

  • 1st - Passive - Glean - Self

    The Amplifier tunes into ambient magical energies, extending its senses to detect hidden enchantments and residual spells in the surroundings.

    Whenever you make a Glean check to find or understand an object's or location's magical properties, you do so with advantage.

  • 2nd - 1 Minute - Glean - 1 space

    The Amplifier's mind is flooded with echoes of past magic, revealing invaluable insights and forgotten lore.

    Choose an artifact or location imbued with magic. Perform a Glean check to uncover its origin and magical history. The quality of information improves with a higher roll.

  • 3rd - Passive - Manifest - Self

    The Amplifier channels ambient magical energy into their manifestations, helping to reduce strain.

    When you use a Manifest power outside of combat, you can spend a number of minutes equal to the power's level preparing for any potential strain. If you do, when you roll your manifest die to avoid strain, you can roll with advantage.

  • 4th - Action - Manifest - 24 Spaces

    The Amplifier establishes a mental connection with distant creatures.

    Choose a creature within 24 spaces of you. You can communicate up to 10 words to them. Only the target of this power can hear the communication.

  • 5th - Action - Glean - Self - Focus - 10 Minutes

    The Amplifier mind's eye maps out conduits of power, revealing all local magical items and their effects.

    For the duration of this power, you see a magical glow around any magical artifacts, objects, or locations within your view. You understand the powers or magical effects coming from or acting on the magical items or effects you see.

Battler

Battlers forge their legends with steel and sorcery in the blood-soaked sands of the fighting pits. These combatants are both fighters and performers; every move they make is a blend of deadly precision and theatrical flair. Trained in the crucible of the arena, they thrive on the cheers and gasps of the crowd, transforming each bout into a spectacle of survival and skill.

  • 1st - Action - Attack - Melee

    The Battler delivers a probing strike to an enemy in order to gain a better understanding of their defenses.

    Make a melee attack against a foe. If you miss, your next basic melee attack against that foe before the end of your next turn is made with advantage.

  • 2nd - Action - Glean - Melee

    The Battler executes a complex combat maneuver, a captivating display of swords and movement that impresses spectators and discourages adversaries.

    You cannot use this power if you have willingly moved any spaces this turn. Make an attack with advantage against a foe within range. If you hit, increase the escalation by 1 before resolving damage. Your speed becomes 0 until the end of this turn.

  • 3rd - Action - Influence - 6 spaces

    Letting out a fearsome roar, the Battler sends a wave of intimidation through their enemies, shaking their resolve.

    Choose a foe within 6 spaces of you. They must succeed on a Glean check contested by your Influence die, or they will have disadvantage on their next attack roll.

  • 4th - Reaction - Endure - Self

    No force can move the Battler from the place they choose to hold, no matter how strong.

    When you are forced to move against your will, you can use this reaction to prevent the movement.

  • 5th - Action - Attack - Melee

    The Battler unleashes a devastating blow capable of turning the tide of battle.

    Make a melee attack that is unaffected by advantage and disadvantage. If you hit, raise the escalation by 1 before resolving damage.

  • 1st - Action - Influence - Self - Focus - 1 Minute

    The presence of the Battler demands attention, exuding an aura of confidence and strength.

    For the duration of this power, allies adjacent to you have advantage when making melee attacks. You have disadvantage on Manifest checks while focusing on this power.

  • 2nd - Passive - Influence - Self

    Through recounting past victories and heroic deeds, the Battler inspires pride and unity among allies and listeners.

    Whenever you make an Influence check to persuade another humanoid in good faith, you do so with advantage.

  • 3rd - 10 Minutes - Influence - Self

    The Battler conducts intense training sessions, shoring up combat techniques and strategic insights to their comrades.

    You can select a number of allies up to half of your Influence die. Spend 10 minutes to temporarily boost their Attack die by 1 size. These 10 minutes can be a part of a Breather or a Rest. This temporary increase remains in effect until this Power is used again or the target Rests.

  • 4th - Reaction - Influence - Varies

    The Battler steps forward with decisive leadership, organizing efforts, and inspiring confidence.

    Whenever the escalation reaches 4, you can grant an immediate action to an ally within a number of spaces equal to the maximum value of your Influence die as a reaction.

  • 5th - Action - Glean - 6 spaces - Focus - 1 Minute

    The Battler's sharp observation skills enable them to identify and capitalize on their opponents' weaknesses.

    Choose a target within range. They must succeed on an Influence check against your Manifest die or have disadvantage on the Endure checks to avoid damage from your melee attacks for the duration of this Power.

Binder

Where the veil between realms grows thin, Binders practice their dark arts. These masters of otherworldly control summon entities from beyond, bending spirits to their will with unyielding determination. In the intricate dance of summoning and binding, they exert influence over forces that most mortals fear to even name, negotiating power from the very fabric of the unseen.

  • 1st - Action - Manifest - 6 spaces

    The Binder wraps spectral energy around an enemy, holding them in place.

    Choose an opponent within range. They must succeed on a Navigate check against your Manifest die or their speed is reduced to 0 until the end of their next turn. A foe under this effect can use an action to end it early.

  • 2nd - Action - Manifest - Self - Focus - 1 Minute

    The Binder is cloaked in a shroud of spectral energy, a ghostly armor that wards off blows.

    You cannot be wearing armor to use this power. For the duration of this power, you gain 2 Armor Points. You cannot use this power more than once per combat.

  • 3rd - Action - Manifest - 6 Spaces - Focus - 1 Minute

    The Binder tears the veil and summons a lesser spirit to obey it for a period of time.

    You can summon an ally with the Spirit Statblock in an unoccupied space within 6 spaces of you. The summon lasts for the Duration of this power. The summoned ally acts immediately when your turn ends.

  • 4th - Action - Manifest - 6 Spaces - Focus - 1 Minute

    From the Binder's call, a spectral legionnaire rises, ready for war.

    You can summon a spectral legionnaire ally to an empty space within range. The summon lasts for the Duration of this power. The summoned ally acts immediately when your turn ends.

  • 5th - Action - Manifest - 6 Spaces - Focus - 1 Minute

    The Binder summons a Dread Entity to the battlefield.

    You can summon an ally with the Dread Entity Statblock in an unoccupied space within 6 spaces of you. The summon lasts for the Duration of this power. The summoned ally acts immediately when your turn ends.

  • 1st - Passive - Glean - Self

    The Binder communes with spirits, gathering hidden knowledge and secrets from the beyond.

    Whenever you make a Glean check involving the undead, the recently deceased, or haunted locations, you do so with advantage.

  • 2nd - Action - Glean - 3 spaces

    Summoning a benign spirit, the Binder sends it forth to scout and explore, revealing hidden paths and potential dangers.

    Summon a spirit within 3 spaces of you. This spirit can show you the optimal path for navigating an obstacle or hazard. You and any allies that can see the spirit will have an advantage in navigating the same obstacle or hazard.

  • 3rd - 5 Minutes - Glean - Touch

    The Binder gathers insights into the past and the circumstances of their demise.

    Examine the remains of a deceased creature within range. You see spectral images of their last 5 minutes of life and know the cause of death. The images are limited to the information available to the deceased at the time of their death.

  • 4th - Action - Navigate - Self

    The Binder shifts their form to an ethereal state, allowing them to pass through solid objects and barriers.

    Move up to half of your speed. During this movement, you can move through solid creatures and objects. You must end this movement in an unoccupied space.

  • 5th - Passive - Influence - Self

    The Binder negotiates with spirits to gain their favor or assistance.

    Whenever you make an Influence check contested by an undead creature, you can choose to take the maximum possible value instead of rolling.

Chimeric

In the shadowy depths where mystical energies blend with the principles of radical science, the Chimerics rise—beings of both wonder and fear. These warriors combine their bodies and DNA with the essence of animals, bestowing upon themselves fierce powers and primal instincts. Rejected by those who cannot understand them, they roam the outskirts of society, their very existence a testament to Enigma's unyielding ambition.

  • 1st - Action - Attack - Melee

    With a swift, savage swipe, the Chimeric's claws rend flesh, leaving a bloody trail in their wake.

    Make a melee attack against a foe. If the attack hits, the target takes half escalation damage. At the start of their next turn, they take half escalation damage again.

  • 2nd - Action - Navigate - Melee

    The chimeric springs forward in a blur of motion, closing the gap with terrifying speed.

    Jump up to your speed. Attacks of oppurtunity made against you during this movement are made at disadvantage. If you end this jump adjacent to a foe, you can make a melee attack with advantage against that foe.

  • 3rd - Action - Influence - 3 Spaces

    The Chimeric's chest erupts with a roar of primal fury, resonating with untamed power.

    Every enemy within 3 spaces of you must make an Influence check. On a failure, they move up to half their speed directly away from you. They cannot move into obviously harmful spaces.

  • 4th - Action - Varies - Self - Focus - 1 Minute

    The form of the Chimeric shifts and twists as flesh and bone realign to grant new strengths.

    For the duration of this power your Endure, Navigate, and Attack die are temporarily increased by 1. You can only use powers that require these capacities. When this power ends, decrease the affected capacities by 1 each.

  • 5th - Action - Attack - Melee - Focus - 1 Minute

    Succumbing to an ancient rage, the Chimeric's eyes burn with an untamed fire as they enter a berserk state.

    For the duration of this power, all melee attacks you make are made at advantage. Additionally, all attacks made against you are made at advantage.

  • 1st - Passive - Influence - Self

    The Chimeric communicates with beasts, understanding their language and intentions.

    Whenever you make an Influence check against an animal, you do so with advantage.

  • 2nd - Passive - Glean - Self

    The Chimeric's senses sharpen to a razor's edge to track their prey.

    Whenever you make a Glean check to spot or track a foe, you do so with advantage.

  • 3rd - Passive - Navigate - Self

    The Chimeric's skin and fur adapt to their surroundings, allowing them to blend seamlessly with their environment. environment.

    Whenever you make a Navigate check to hide while in the wild you do so with advantage.

  • 4th - Action - Varies - Self - Focus - 1 Minute

    The Chimeric's primal instincts enhance their senses and aura of dominance.

    For the duration of this power your Influence, Glean, and Manifest die are temporarily increased by 1. You can only use powers that require these capacities. When this power ends, decrease the affected capacities by 1 each.

  • 5th - Reaction - Endure - Self

    Drawing upon nature's regenerative power, the Chimera's wounds close rapidly.

    Whenever you take damage and do not fall into mortal peril, you can roll your endurance die as a reaction, regaining a number of life points equal to the number rolled. Raise escalation by 1.

Chrono

In a realm where the relentless passage of time determines the fate of all, the Chronos emerge as its mysterious rulers. With just a thought, they can accelerate their movements, slow down their enemies, or even undo the events of the past. Their command over temporal forces makes them unpredictable and formidable opponents, moving through the battlefield like phantoms of time itself.

  • 1st - Action - Manifest - 6 Spaces

    The Chrono's hand slows time, capturing enemies in its grasp.

    Choose a foe within 6 spaces. They must succeed on a contested Manifest check or be unable to take reactions until the end of their next turn.

  • 2nd - Action - Manifest - 6 Spaces

    The Chrono envelops an enemy in a swirling vortex of energy, slowing them down.

    Choose an opponent within 6 spaces. They must succeed on a contested Manifest check, or their speed is halved until the end of their next turn.

  • 3rd - Action - Manifest - 6 Spaces

    The Chrono bends time to its will, accelerating an ally's movements.

    Choose an ally within 6 spaces. Their speed is doubled until the end of their next turn.

  • 4th - Reaction - Manifest - Self

    The Chrono manifests a temporal shield that slows incoming blows.

    Whenever you are attacked, you can use your reaction to roll your Manifest die and reduce the damage taken by the number rolled to a minimum of 1.

  • 5th - Action - Manifest - 6 Spaces

    The Chrono creates a rift in time, causing chaos and distorting space and time.

    Consult your party and rearrange your party's turn order. This change takes place at the start of the next round of combat.

  • 1st - Passive - Navigate - Self

    The Chrono's mastery over time grants them lightning-fast reflexes.

    When you need to make a Navigate check to avoid a trap, hazard, or unseen threat, you do so with advantage.

  • 2nd - Passive - Glean - Self

    The Chrono grants themselves a moment of perfect clarity.

    Whenever you make a Glean check that takes no more than one action, you do so with advantage.

  • 3rd - Reaction - Manifest - Self

    The Chrono steps through the fabric of time, briefly moving into the past.

    After completing a Move action, you can teleport back to your starting point as a reaction.

  • 4th - Reaction - Manifest - 6 spaces

    The Chrono rewinds a brief time segment, undoing recent events.

    Whenever a creature makes a Capacity check, you can force them to reroll and they must use the new result. Increase Escalation by 1. You take escalation damage after this power resolves.

  • 5th - 10 Minutes - Glean - 6 Spaces

    The Chrono reaches deep into the fabric of time, unraveling its strands to peer into the past.

    Choose a unit of time (minutes, hours, days, or years) and roll your Manifest die. You experience a vivid vision of events that occurred within a 6-space radius from your current position, a number of your declared units in the past equal to the roll. Once you have used this power you cannot do so again until you finish a Rest.

Dazzler

Dazzlers harness the wild essence of aether, shaping its raw power according to their will. Their mastery turns the battlefield into a stunning display of light and destruction. Each ability they unleash showcases their exceptional command over the fabric of magic—a captivating blend of beauty and devastation that leaves their enemies in wonder and disarray.

  • 1st - Action - Manifest - 12 Spaces

    With a flick of their wrist, the Dazzler releases a concentrated burst of raw aether energy. This spark darts towards a single foe, leaving a trace of searing magic in its wake.

    Choose a foe within range. They must succeed on a Navigate check against your Manifest die or take escalation damage.

    When using this power you can use additional action to have the affected creature to have a disadvantage on their next attack.

  • 2nd - Action - Manifest - 6 Space Line

    Summoning the pure essence of aether, the Dazzler channels it into a focused beam. This radiant stream pierces through enemies, cutting a path of luminous destruction.

    Choose a straight line up to 6 spaces originating from your space. All creatures within that space must succeed on a Navigate check against your Manifest die or take half escalation damage and have disadvantage on their next attack.

  • 3rd - Action - Manifest - 3 Spaces

    A flash of aether light erupts from the Dazzler, blinding all who dare look upon it. Enemies stagger in disarray, their senses overwhelmed by the sudden brilliance.

    All creatures within 3 spaces of you (excluding you) must succeed on a Navigate check against your Manifest die or have disadvantage on Glean and Attack checks until the end of their next turn.

  • 4th - Reaction - Manifest - 6 Spaces

    Weaving a protective barrier of aether, the Dazzler envelops their allies in shimmering energy. This shield absorbs incoming attacks, its radiant glow warding off harm.

    When an ally within 6 spaces would take damage from a Manifest power, you can use your reaction to reduce the damage to 1. After doing this, reduce your Manifest die by 1.

  • 5th - Action - Manifest - 6 spaces

    Drawing deep from the well of aether, the Dazzler unleashes a devastating explosion. The resulting nova engulfs all nearby enemies, leaving a landscape of charred earth and defeated foes.

    Increase escalation by 1. All creatures within 6 spaces of you (excluding you) must succeed on a Navigate check against your Manifest die or take escalation damage. Decrease you Manifest die by 1.

  • 1st - Action - Manifest - 6 Spaces - Focus - 10 Minutes

    The Dazzler summons orbs of aether light to illuminate their surroundings, revealing hidden paths and secrets cloaked in darkness. The soft glow guides their way through the unknown.

    You create 3 motes of glowing light in range. These orbs last for the duration of this power. Each mote of light provides illumination for 6 spaces. You can sustain this power in subsequent rounds for 1 action. Each mote has a speed of 3 can moved once one each of your turns (no action required). These motes disappear if they are ever more than 18 spaces from you.

  • 2nd - 1 Minute - Influence - 1 Mile

    Through subtle manipulations of aether, the Dazzler establishes a link with distant allies, sharing thoughts and strategies across great distances. The connection hums with unseen power.

    Designate a creature within range that you are familiar with. You can cause nearby artificial light sources to flicker, communicating an encoded message of up to 10 words to the target.

  • 3rd - Passive - Navigate - Self

    The Dazzler bends light around themselves or an ally, rendering them invisible to the naked eye. This aetheric cloak allows them to move unseen and avoid detection

    You can take the hide action while in bright light. Creatures immediately notice you if they have a line of sight on you and you are no longer in bright light.

  • 4th - Action - Manifest - Touch - Focus - 1 Minute

    By infusing objects or locations with aether light, the Dazzler enhances their properties, making mundane items glow with enchantment and imbuing structures with protective wards.

    Select an object that you can touch and imbue it with light for the duration of this power. The object can be of any size, but not lager than the highest value of your Manifest die in terms of spaces on any side. The object sheds light for 18 spaces.

  • 5th - Action - Glean - Self - Focus - 1 Hour

    The Dazzler's eyes glow with aetheric energy, allowing them to see through the darkness night.

    For the duration of this power you can see in any darkness as if it was daylight.

Deadeye

Deadeyes are the unseen harbingers of death, possessing unmatched mastery of ranged weaponry. With the precision of a master archer and the adaptability of a seasoned hunter, they strike from the shadows. Their arrows find the hearts of their foes before the enemies even realize they are under attack. Each shot showcases their deadly skill, making them invaluable on the battlefield.

  • 1st - Action - Attack - Ranged

    With a steady hand and a keen eye, the Deadeye fires a shot that rarely misses its mark. This precise attack ensures increased accuracy and deals minor damage to the target.

    You cannot use this power if you have willingly moved any spaces this turn. Make a ranged attack against a foe. This attack is unaffected by disadvantage. Your speed becomes 0 until the end of this turn.

  • 2nd - Action - Attack - Ranged

    The Deadeye unleashes a quick succession of shots in a blur of motion. A foe finds themself under a barrage of projectiles.

    Make 3 separate ranged attacks against the same foe. These attacks are all made at disadvantage. Decrease your attack die by 1.

  • 3rd - Action - Attack - Ranged

    Drawing the bowstring back, the Deadeye releases an arrow that pierces through the enemy ranks, dealing devastating damage to all in its path and leaving a trail of fallen foes.

    Make a ranged attack against a foe. On a hit the foe takes half esclation damage. Additionally, a creature in the space directly behind the original target must succeed on a Navigate check against your original Attack roll or take the same damage.

  • 4th - Action - Glean - Self

    With a moment of focused concentration, the Deadeye's vision sharpens, extending its range.

    Your next ranged attack made against at beyond your range does not suffer from disadvantge.

  • 5th - Action - Attack - Ranged

    The Deadeye excels in making every shot count, ridding the battlefield of foes with effecient lethatlity.

    Make a ranged attack against a foe. On a hit and if you kill them your attack die increase your attack by 1 size. If you do not kill them with this attack decrease your your attack die by 1 size.

  • 1st - Passive - Glean - Melee

    The Deadeye's sharp eyes miss nothing, allowing them to spot hidden dangers, track elusive targets, and notice the subtlest of movements. Their keen observation reveals secrets and threats alike.

    Whenever you must make a Navigate check to notice a hidden creature, you can do so at an advantage.

  • 2nd - Passive - Navigate - Self

    Moving with the stealth of a predator, the Deadeye navigates the environment without a sound. Their footsteps are ghostly whispers, enabling them to approach unnoticed.

    Whenever you make a Navigate check to hide from a creature at a lower elevation, you can do so at advantage.

  • 3rd - Passive - Varies - Self

    Drawing on their extensive wilderness knowledge, the Deadeye identify edible plants, find fresh water, and construct makeshift shelters, ensuring their survival and that of their allies.

    Whenever you must make an Endure, Navigate, or Glean check to survive in the wild, you can do so with an advantage.

  • 4th - Passive - Glean - Self

    With a deep breath, the Deadeye's vision extends far beyond the ordinary, spotting distant landmarks, trails, and potential ambushes. This heightened sight provides strategic advantages in exploration.

    Whenever you need to make a Glean check to visually ascertain information about an object, creature, or location that is beyond the maximum range of your Glean die, you can do so with advantage.

  • 5th - 10 Minutes - Navigate - Self

    The Deadeye uses natural materials and their environment to create effective camouflage for themselves and their companions. This blending with the surroundings provides cover and evades detection.

    You and any chosen allies adjacent to you fall prone and become hidden. While hidden in this manner, foes cannot notice you unless they are adjacent to any of you. This power ends if any of you move or take any hostile action.

Edge

The Edges have built their reputation in the shadows of the Undercity, where every alley carries an air of danger. Masters of single combat, the Edges move with a grace and precision that seems almost supernatural. Their skill in dueling and delivering lethal strikes with unmatched speed makes them formidable opponents, feared and respected by those who understand the true power of a well-placed blow.

  • 1st - Action - Attack - Melee

    With the finesse of a master artisan, the Edge delivers a pinpoint strike, aiming for the enemy's weakest spot.

    Make a melee attack against a foe with disadvantage. On a hit, raise the escalation by 1 before applying damage.

  • 2nd - Rection - Navigate - Self

    The Edge moves like a shadow, evading an incoming attack with a swift dodge.

    Whenever you are the target of a melee attack, you can use your reaction to impose disadvantage on the attacker's roll. Your speed is reduced by half until the end of your next turn.

  • 3rd - Action - Attack - Melee

    Moving with the grace of a dancer, the Edge overexerts themselves to strike multiple enemies, their weapon a blur of lethal elegance.

    Make a melee attack against each foe within range using the same attack roll for each attack. You have disadvantge on Endure checks until the start of your next turn.

  • 4th - Action - Attack - Melee

    Unleashing a rapid series of precise attacks, the Edge overwhelms a single target. Each strike lands with deadly accuracy.

    Make 3 separate ranged attacks against the same foe. These attacks are all made at disadvantage. Decrease your Endure die by 1.

  • 5th - Actions - Attack - Melee

    Channeling all their energy into one devastating strike, the Edge delivers a blow that can turn the tide of any battle.

    Make a melee attack against a foe with advantage. On a hit, raise escalation by an amount equal to the difference between your Attack die and their Endure die before applying damage. Shrink your Attack die by 1.

  • 1st - Reaction - Navigate - Self

    The Edge's reflexes are honed to perfection, allowing them to react swiftly to sudden changes and threats.

    Whenever you make a Navigate check to avoid damage you can use a reaction to do so with advantage.

  • 2nd - Passive - Glean - Self

    The Edge attunes its senses to the presence of metal, detecting hidden weapons and armor. This sensitivity to steel reveals potential threats and provides strategic insights.

    Whenever you make a Glean check to notice hidden or disguised weapons, you do so with advantage.

  • 3rd - Reaction - Influence - Self

    With a blend of charm and intimidation, the Edge navigates social interactions with finesse. Their persuasive skills and commanding presence sway decisions and resolve conflicts.

    Whenever you are required to make an Influence check while acting in good faith, you can add half of your current Navigate die max to the check as a reaction.

  • 4th - Passive - Navigate - Self

    In the tangled maze of the city streets, the Edge slips into the shadows, becoming one with the urban sprawl. When foes look down from their lofty perches, they see nothing but the ebb and flow of the crowd.

    Whenever you make a Navigate check to hide from a creature at a higher elevation, you can do so at advantage.

  • 5th - Action - Glean - Melee - Focus - 1 Minute

    The Edge's experience in dueling grants them an uncanny ability to read opponents' intentions and strategies.

    Choose a foe within 1 space of you. For the duration of this power, you have advantage on melee attacks against that foe and disadvantage on attacks against any other creature.

Electro

In the stormy lands, Electros wield the raw power of the heavens. Their mastery over electricity serves as both a blessing and a curse, as they harness the fury of storms to strike with unmatched speed and precision. Known for their ability to change the course of battle with a single, well-placed bolt of lightning, they embody the relentless and unpredictable nature of the elements they command.

  • 1st - Action - Manifest - 1 Space

    A sudden jolt of electricity leaps from the Electro’s fingertips, delivering a stunning shock to a single target.

    Choose a foe within 1 space of you. They must succeed on a contested Manifest check or take escalation damage and be unable to take reactions until the start of their next turn.

  • 2nd - Action - Manifest - 6 Spaces

    With a fierce command, the Electro channels electricity through the ground, sending energy waves to strike a nearby enemy.

    Select an foe within range. They must succeed on a Navigate check contested by your Manifest die, or they will take escalation damage. On a failed check, one creature adjacent to the original target must also succeed on the Navigate check, or they will take half of escalation in damage.

  • 3rd - Action - Manifest - 18 Spaces

    Calling upon the fury of a storm, the Electro summons a bolt of lightning to smite a target.

    Choose an enemy within 18 spaces of you. They must succeed on a Navigate check contested by your Manifest die. If they fail, they take escalation damage and have disadvantage on Glean checks until the end of thier next turn.

  • 4th - Action - Manfiest - 3 x 3 Space square

    The Electro claps their hands together with such force that it creates a shockwave, sending enemies sprawling.

    Create a 3 x 3 space square originating from you. Any creature within those spaces must succeed on an Endure check against your Manifest die or take escalating damage and be knocked back a number of spaces equal to escalation.

  • 5th - Action - Manifest - 6 Spaces

    Summoning the wrath of a tempest, the Electro calls forth a raging storm. Lightning crashes down upon all enemies.

    Every combatant of your choice within range must pass a Navigate check contested by your Manifest die or take escalation damage.

  • 1st - Passive - Glean - Self

    The Electro tunes into the static charges in the air, sensing hidden movements and electrical disturbances.

    Whenever you make a Glean check to perceive electrically powered hazards or foes, you do so with advantage.

  • 2nd - Action - Manifest - 6 spaces - Focus - 1 Miunte

    The Electro can manipulate electricity with a wave of their hand, gaining control over nearby currents. They can turn objects on or off, disrupt circuits, or disable sections of an electrical fence with precision.

    Choose a set of nearby spaces that are adjacent to each other within range. You can choose a number of spaces up to half of your Manifest die. For the duration of this power you can manipulate electricity in a manner consistent with this power's description.

  • 3rd - Action - Manifest - Touch

    The Electro charges objects and allies with aetheric energy, providing temporary boosts to speed and reflexes.

    Choose an ally within 1 space that you can touch. They take Escalation damage and gain 1 additional action on their next turn.

  • 4th - Action - Manifest - Speed

    By harnessing the power of a storm, the Electro travels swiftly along lightning paths, covering great distances in moments.

    Move up to your speed in a straight line without provoking reactions. Every combatant in a space adjacent to your traveled path must succeed on Navigate check against your Manifest die or take half escalation damage.

  • 5th - Passive - Manifest - Self

    The Electro disables nearby electronic devices and machinery by releasing a controlled burst of electromagnetic energy.

    Whenever you need to make a Manifest check to disturb electronics or constructs, you can choose to take the maximum value of your Manifest die. This does not increase your Manifest die.

Enforcer

Enforcers, dressed in advanced armor and equipped with a blend of magic and technology, act as the guardians of the powerful elite. Their role is to enforce policies, suppress dissent, and maintain the status quo. Tasked with safeguarding their patrons' interests, they represent the relentless force that keeps the machinery of power functioning in a chaotic world.

  • 1st - Action - Attack - Melee

    With a surge of augmented strength, the Enforcer delivers a crushing bash with their enhanced weaponry.

    Make a melee attack on a foe within range. If the attack hits, the target is pushed horizontally into an unoccupied adjacent space.

  • 2nd - Action - Attack - Melee or Ranged

    A precisely aimed attack from the Enforcer's high-tech weaponry temporarily disables an enemy's abilities.

    Make an attack on a foe within range. On a hit, in lieu of damage, choose a Capacity. They have disadvantage on Capacity checks with the chosen capacity until the end of their next turn.

  • 3rd - Reaction - Endure - Melee

    Deploying a shimmering high-tech shield, the Enforcer absorbs incoming damage and reflects a portion at their attackers. This defense protects and serves as a deterrent to further aggression.

    When a melee attack hits you, you can use your reaction to deal half-esclation damage to your attacker.

  • 4th - Action - Attack - 6 Spaces

    The Enforcer strikes with precise, unrelenting force, using their gadgets or martial prowess to halt their foes in their tracks.

    Whenever you successfully hit a foe with a Attack of Opportunity, their speed becomes 0 until the start of their next turn.

  • 5th - Action - Attack - Varies

    Combining the might of both magic and technology, the Enforcer unleashes a devastating attack a foe within range.

    Raise escalation by 1 and make an attack against an opponent within range. On a hit, the target takes escalation damage and has their Endure or Navigate die reduced by 1 (your choice). A creature affected by this power is immune to it until the end of the combat.

  • 1st - Passive - Influence - Self

    The Enforcer's imposing presence commands respect and compliance.

    Whenever you make an influence check to intimidate a creature, you do so with advantage.

  • 2nd - Action - Glean - Melee

    The Enforcer's keen eye for detail and methodical approach aids in uncovering clues and solving mysteries.

    When you make a Glean check to discover clues you do so with advantage.

  • 3rd - Action - Influence - 6 Spaces

    The Enforcer's strategic mind coordinates complex operations, ensuring that allies move precisely and efficiently.

    Choose an ally within range who can hear or see you. They can immediately move up to their half their speed without provoking reaction.

  • 4th - Action - Glean - Slef

    The Enforcer's understanding of security systems allows them to bypass them with ease.

    When you make a Glean to understand security measures you do so with advantage.

  • 5th - Passive - Glean - Self

    The Enforcer's authority grants them access to restricted areas and high-level negotiations.

    When you make a Glean check against a creature with a higher Influence die than you have, you do so with advantage.

Face

In the alleys and parlors of the city, where whispers and glances carry more weight than swords, the Face holds court. Charismatic and cunning, Faces are the silver-tongued diplomats of the arcane punk world, masters of persuasion and deception. They effortlessly navigate the intricate webs of intrigue, and their words can ignite revolutions or calm unrest, making them invaluable in both diplomacy and leadership.

  • 1st - Reaction - Influence - 6 Spaces

    With a voice that can uplift the downtrodden and inspire the weary, the Face delivers a rousing word, boosting an ally’s attack power.

    When an ally you can see within 6 spaces of you would make an Attack check, you can use your reaction to give them advantage on that roll.

  • 2nd - Action - Influence - 6 Spaces

    A single fierce look from the Face roots even the bravest foes in place.

    Choose an opponent within 6 spaces. They must succeed on a Glean check against your Influence die or be unable to move or teleport closer to you until the end of their next turn.

  • 3rd - Action - Influence - Self- Focus - 1 Minute

    The Face can sway even the most steadfast adversary with honeyed words and a charming smile.

    For the duration of this power, you gain advantage on all Influence checks.

  • 4th - Action - Influence - 6 Spaces

    A powerful shout echoes across the battlefield, infusing allies with renewed vigor.

    Roll your Influence die against escalation. If successful, allies within 6 spaces of you recover that amount of life points. Escalation is raised by 1.

  • 5th - Reaction - Influence - 12 Spaces

    The Face exerts an almost supernatural influence over the battlefield, their presence a beacon of hope for allies.

    When an ally you can see within 6 spaces of you would make a Capacity check at disadvantage, you can use your reaction to give them advantage on the roll instead.

  • 1st - Passive - Influence - Self

    The Face's natural charm wins over hearts and minds, making them a beloved figure in any social setting.

    Whenever you make an influence check against a familiar creature, you have advantage on the roll.

  • 2nd - Reaction - Influence - Self

    With a keen eye for detail and a flair for theatrics, the Face can adopt any persona, blending seamlessly into different environments.

    When you are required to make a Navigate check to remain unnoticed, you can use your reaction to make an Influence check instead. Decrease your Influence die by 1.

  • 3rd - 1 Minute - Influence - Self

    The Face's eloquence sways crowds and influences group think.

    As part of an Influence check, you can deliver a 1-minute speech and choose to use the maximum value of your Influence die instead of rolling the check.

  • 4th - Passive - Glean - Self

    The Face's extensive network of allies and informants provides a wealth of information and resources, ensuring they are always in the know and well-connected.

    Whenever you make a Glean check to determine if you know someone who can help with information or resources, you do so with advantage.

  • 5th - Passive - Influence - Self

    The Face's cunning strategies and manipulative tactics outwit opponents and gain advantages.

    When making an Influence check in bad faith, you can use the maximum value of your Influence die instead of rolling.

Frost

In the vast, desolate landscape where the chill of winter is everlasting, the Frosts hold dominion. They are masters of ice and cold, capable of freezing their enemies in place and conjuring powerful barriers of ice. Their control over the battlefield is absolute, enabling them to slow their foes and create defensive structures that can turn the tide of combat.

  • 1st - Action - Manifest - 12 Spaces

    With a flick of their wrist, the Frost hurls a sharp icicle at an enemy, piercing flesh and bone.

    Choose a foe within range. They must succeed on an Endure check against your Manifest die or take escalation damage.

    When using this power you can use additional action to half the speed of the affected creature until the end of their next turn.

  • 2nd - Action - Manifest - Melee - Focus - 1 Minute

    A protective layer of ice envelops an ally, reflecting a portion of the damage back to the attackers.

    For the duration of this power, whenever you are hit by a melee attack, the attacker takes half escalation damage (minimum of 1). Additionally, your speed is halved.

  • 3rd - Action - Manifest - 12 Spaces- Focus - 1 Minute

    The Frost summons a raging blizzard, engulfing an area in a maelstrom of snow and ice.

    Select adjacent spaces up to half of your current Manifest die within range. For the duration of this power the first time a combanat enters or starts their turn in the affected spaces must suceed on Endure check against your Manifest die or take esclation damage, have their speed halved. A combantant can only be affected by this power once per round.

  • 4th - Action - Manifest - 12 Spaces- Focus - 1 Minute

    A towering wall of ice rises at the Frost's command, blocking enemy movement and attacks.

    Select unoccupied adjacent spaces up to half of your Manifest die within Range. For the duration of this power, a glacial wall that is 1 space thick and 2 spaces tall occupies the chosen spaces. The wall breaks line of sight for any combatant that is shorter than the wall. Additionally, the space can not be moved through by normal movement. The wall has a number of life points equal to your Manifest die, and auto fails any check to avoid any damage.

  • 5th - Action - Manifest - 18 Spaces

    With a single, potent gesture, a devastating explosion of ice erupts, freezing everything in its path.

    Increase Escalation by 1. Select a number of adjacent spaces up to your current Manifest die within Range. Every creature within the chosen spaces must succeed on a contested Manifest check or take escalation damage and have thier speed halved until the end of their next turn.

  • 1st - Passive - Endure - Self

    The Frost channels winter's essence, creating a calm in the Winterstorm.

    Whenever you make an Endure check to resist cold or other winter hazards you do so with Advantage.

  • 2nd - Passive - Manifest - Self

    In battle, the Frost uses their life force to enhance their frost powers, making the ice darker, sharper, and more potent.

    Whenever you use a Frost power that requires a Manifest check, you can use this power to roll with advantage. After resolving the power, you take escalation damage.

  • 3rd - Passive - Glean - Self

    The Frost family's sensitivity to cold allows them to detect hidden dangers and traps, revealing threats and secret paths through their awareness of temperature changes.

    Whenever you make a Glean check to detect the presence of cold hazards and traps, you do so with advantage.

  • 4th - Action - Manifest - Self

    As the Frost moves, the ground beneath their feet freezes solid, leaving a trail of ice in their wake.

    Take a move action moving up to your speed. The space you started your move in and each space you move through as part of the move become altered until the start of your next turn. Creatures that move through these altered spaces must suceed on a Navigate check against your Manifest die or fall prone and take escalation damage.

  • 5th - Reaction - Manifest - Self - Focus - 1 Minute

    The Frost encases a fallen ally in ice, temporarily stopping mortal wounds.

    When an ally within 12 spaces falls into Mortal Peril, you can postpone its outcome as a reaction. For the duration of this power the chosen ally's speed becomes 0 and they can't take actions. You take escalation damage each round that you focus on this power including when you first use. If the ally receives healing before the end of this power, they are no longer in mortal peril.

Gazer

The Gazers uncover their purpose within the vast tapestry of the night sky, where the stars tell stories of fate and destiny. As masters of celestial magic, they can interpret the heavens, which allows them to predict events and harness the power of the stars. Their abilities, drawn from the cosmic dance above, enable them to manipulate fate and guide their allies with the universe's wisdom.

  • 1st - Action - Glean - Self- Focus - 1 Minute

    Gazing into the infinite expanse of the cosmos, the Gazer gains foresight, their mind illuminated by starlight.

    For the duration of this power, you can use your Glean die whenever you are required to make a Navigate check to avoid taking damage.

  • 2nd - Reaction - Glean - 6 Spaces

    The Gazer uses the wisdom of the stars to guide a trusted companion, shaping their endeavors with celestial insight.

    When an ally you can see within 6 spaces of you makes a Capacity check, you can use your reaction to grant them advantage on the roll. Reduce your Glean die by 1.

  • 3rd - Action - Glean - 18 Spaces- Focus - 1 Minute

    The Gazer uses starlight to reveal all creatures within its range, making them vulnerable and unable to stay hidden or invisible.

    Select a number of adjacent spaces within range. For the duration of this power, Starlight illuminates the chosen spaces, making it impossible for any creatures to be invisible or hidden within them.

  • 4th - Reaction - Glean - 6 spaces

    With a whisper of the stars' ancient wisdom, the Gazer imbues their allies with celestial power.

    Whenever you see an ally within range making an Attack or Endure check, you can use your reaction to allow them to reroll the check.

  • 5th - Action - Glean - 6 Spaces

    The Gazer reaches into the tapestry of time, pulling at the threads of destiny to alter the course of events.

    You can select a number of fighters within range, up to the maximum value of your Glean die, and give them either advantage or disadvantage on all of their Capacity checks until the start of your next turn. Increase escalation by 1 and reduce your Glean die by 1. A creature that has been affected by this power is immune to it until they finish a rest.

  • 1st - Passive - Navigate - Self

    The Gazer reads the stars to guide their way through uncharted territories and treacherous landscapes.

    Whenever you attempt a Navigate check and can see a source of Starlight, you have advantage on the roll.

  • 2nd - Passive - Glean - Self

    The Gazer's dreams are filled with visions of possible futures.

    During your next period of rest, you have the opportunity to seek insights into upcoming events. You should inform the Game Master of a specific future activity you plan to undertake. After declaring your intended activity, roll the Glean die to determine the depth of insight you might receive. While resting, you will experience dreams related to the declared activity, the clarity of which will be influenced by the outcome of your roll with the Glean die. When you awake decrease your glean die by 1.

  • 3rd - 10 Minutes - Influence - Self

    The Gazer communes with the Stellers, seeking their wisdom and guidance.

    As long as you can see the stars, you can use this ability to spend 10 minutes prior to making a Glean check, choosing to take the maximum value of your Glean die instead of rolling.

  • 4th - Reaction - Glean - Self

    The Gazer uses their understanding of celestial forces to preserve mental clarity.

    When an effect would cause your Glean capacity to decrease, you can instead reduce another capacity of your choice as a reaction. If the effect was a Gazer power no action is required to use Equilibrium.

  • 5th - 1 Hour - Glean - Self

    The Gazer creates detailed star maps, charting the heavens and revealing the positions of celestial bodies.

    Over an hour, you can attempt to map out areas unknown to you by making a Glean check. The number of key details you can discern equals the number you rolled. To map out an area, you must be somewhat familiar with it. For instance, you can map out a fort that you have never been inside of but have walked past before. You could gain a loose idea of the locations of key gates, towers, or guards. Once you have created a Star Map of an area, you cannot create another one for the same area.

Grav

In a world where the laws of nature can be manipulated, Gravs are the masters of gravity's unseen force. They have the ability to control the weight of their surroundings, allowing them to perform incredible feats of strength and agility. Their enemies, disoriented and overwhelmed by the relentless pull of gravity, often find themselves powerless against such a formidable opponent.

  • 1st - Action - Manifest - 6 Spaces

    The Grav creates a localized gravitational field, which pulls a creature towards itself.

    Choose a creature that you can see within 6 spaces. They must succeed on a contested Manifest check or move a number of spaces equal to your Manifest check in a straight line towards you. If they hit another object or creature along that path, the movement stops, and both the target and the object/creature they collide with take escalation damage.

  • 2nd - Action - Manifest - 6 Spaces

    The Grav generates a localized gravitational field, which repels a creature away from itself.

    Choose a creature that you can see within 6 spaces. They must succeed on a contested Manifest check, or move a number of spaces equal to the difference in a straight line directly away from you. If they hit another object or creature along that path, the movement stops, and both the target and the object/creature they collide with take escalation damage. Creatures with the Solo tag are move half as many spaces rounded down.

  • 3th - Action - Manifest - Melee

    The Grav strikes with the force of gravity, trapping their foe within a powerful gravitational field.

    Make a melee attack on a foe within range. On a hit, they must succeed on a contested Manifest check or have their speed reduced to 0 until the end of their next turn.

  • 4th - Action - Manifest - 6 Spaces

    The Grav warrior crushes an enemy with intense gravitational forces.

    Choose a foe within range. They must succeed in a contested Manifest check or take escalation damage and have their speed reduced to 0 until the end of their next turn.

  • 5th - Action - Manifest - Self- Focus - 1 Minute

    Summoning a miniature black hole, the Grav warrior creates a singularity that draws in all nearby enemies.

    For the duration of this power, all combatants adjacent to you must succeed on a contested manifest check to move away from you with the move action.

  • 1st - Action - Manifest - 6 Spaces- Focus - 1 Minute

    The Grav uses their control over gravity to levitate objects, aid in transportation, and easily lift heavy burdens.

    Choose an object within range that weighs no more than the maximum value of your Manifest die in pounds. For the duration of this power you can freely levitate the chosen object as if you were carrying it from one place to another. This power ends early if the object is more than 12 spaces away from you.

  • 2nd - Action - Navigate - Self

    For a brief moment, the Grav can defy gravity itself, running off cliffs, across chasms, or over obstacles as if the ground were beneath their feet.

    Take a move action up to your speed. Throughout this movement, you are unaffected by gravity and can move along spaces that are in midair. You must end this movement on solid ground or fall as normal.

  • 3rd - 1 Minute - Manifest - 6 Spaces - Focus - 10 Minutes

    The Grav can manipulate gravity in a specific area, creating an anti-gravity field that lifts those within it upward at their command.

    Create an anti-gravity lift in a designated space within range after making a Manifest check. The lift can elevate any creature that steps into it to a maximum height equal to 10 times the result of your Manifest check. It functions as a one-way elevator, raising creatures up smoothly, but not allowing them to descend through the same field. This power ends early if you cast it again.

  • 4th - Reaction - Manifest - Self

    Manipulating gravity, the Grav warrior creates a zero-gravity environment, allowing for effortless movement and exploration of difficult terrains.

    When you fall and take damage, you can use your manifest die to reduce the damage you take. You can also extend this benefit to any allies within 6 spaces of you who would also be damaged from the fall. If you choose to help your allies, your Manifest die is reduced by one.

  • 5th - Action - Navigate - Self- Focus - 1 Minute

    The Grav lifts off free from Gravity’s limits and can fly.

    For the duration of this power, you can move by flying through unoccupied spaces in any direction. You can also hover in mid-air as if you were on solid ground.

Gunner

In the chaos of battle, where smoke and fury prevail, Gunners emerge as the unmatched experts of ranged combat. By combining magical abilities with advanced technology, they wield firearms that unleash a commanding force. Versatile and deadly, these fighters control the battlefield from a distance, launching devastating attacks on their enemies with unwavering precision.

  • 1st - Reaction - Attack - Ranged

    The Gunner’s reflexes allow them to react faster than anyone else, seizing the first move with deadly accuracy.

    At the start of combat, you can take a reaction to make a ranged attack against one foe within range. On a hit, increase the escalation die by 1 before applying damage. Your speed becomes 0 until the end of your next turn.

  • 2nd - Action - Attack - Range

    The Gunner loads an explosive projectile and launches it into the midst of their enemies.

    Make a Ranged attack against a foe within range at disadvantage. On a hit every creature adjcanet to the original target nyst succeed on a Navigate check against the attack roll you made as part of this power or take half escalation damage.

  • 3rd - Action - Attack - Ranged

    The Gunner grips their weapon with practiced precision, laying down a relentless stream of suppressive fire.

    Move up to your speed in a straight line. All combatants within a straight line, within range from your starting position, must succeed on a Navigate check against your attack roll or take escalation damage. Decrease your Attack die by 1.

  • 4th - Action - Attack - 12 Spaces - Focus - 1 Minute

    The Enforcer unleashes a barrage of covering fire, dealing moderate damage to enemies and suppressing their attack power.

    Select a foe within 12 spaces. For the duration of this power, whenever they take the move action or use a power on any creature but themselves you can make attack on them as a reaction. This power will end prematurely if you attack any other creature or move.

  • 5th - Action - Attack - Ranged

    The Gunner unleashes a full barrage, raining down upon all enemies.

    Raise the escalation level by 1. Every combatant within a 12-space cone must succeed on a Navigate check against your Attack die or take escalation damage. Decrease your Glean die by 1.

  • 1st - Passive - Glean - Self

    The Gunner uses their advanced optics and scouting skills to survey the battlefield from a distance.

    Whenever you attempt a Glean check to identify potential tactical advantages on the battlefield, you can do so with advantage.

  • 2nd - Reaction - Glean - Ranged

    The Gunner's expertise in firearms allows them to adjust their shots to improve their groupings.

    Whenever you miss a ranged attack, you can use your reaction to make another attack with advantage. Reduce your Glean die by 1 after using this power.

  • 3rd - Reaction - Glean - 6 Spaces

    The Gunner's training regimen sharpens their shooting skills and improves their accuracy.

    When an ally you can see within 6 spaces of you makes a ranged attack, you can use your reaction to grant them advantage on the attack.

  • 4th - Action - Attack - Self- Focus - 1 Minute

    The Gunner plants their feet firmly, grounding themselves with an unyielding stance.

    For the duration of this power, your ranged attacks cannot be affected by disadvantage regardless of circumstances; your speed becomes 0, and melee attacks against you have an advantage.

  • 5th - Action - Attack - 12 Spaces- Focus - 1 Minute

    The Gunner unleashes a stream of suppressive fire, forcing enemies to take cover and allowing their allies to advance.

    For the duration of this power, allies that you can see can move through spaces within 12 spaces of you without provoking attacks of oppurtunity.

Hexer

In the dark and mysterious corners of the world, where light hesitates to shine, Hexers harness their formidable power. By forming pacts with otherworldly beings, these warriors channel void energy and summon eerie creatures. As masters of ancient and forbidden rituals, they cast powerful curses and create talismans, manipulating unseen forces to become feared and formidable fighters on any battlefield.

  • 1st - Action - Manifest - 12 Spaces

    A bolt of dark energy erupts from the Hexer's hand, striking an enemy with malevolent force.

    Select an opponent within range. They must succeed on a contested Manifest check or suffer escalation damage.

    When using this power you can use additional action to cause affected creatures to have disadvantage on the next capacity check.

  • 2nd - Action - Manifest - 3 Spaces

    The Hexer extends their hand, casting dark tendrils of void energy that snake out and reach toward their enemies with a malevolent hunger.

    Every creature within a 3-space radius must pass an Endure Check against your Manifest die or suffer escalation damage. You regain 1 health point for every 2 targets that fail their Endurance check.

  • 3rd - Action - Manifest - 6 Spaces- Focus - 1 Minute

    A malevolent curse emanates from the Hexer’s lips, latching onto their target like a leech.

    Choose one opponent within range. The target must succeed on a contested Manifest check or have disadvantage on either Endure or Navigate checks (your choice) for the duration of this power. An affected target can use an action to reroll the contested check, ending the power early on a sucess.

  • 4th - Reaction - Manifest - Self

    The Hexer conjures a aura of dark energy around themselves.

    Whenever you take damage from failing a contested Manifest check, you can cause the other contestant to take the same damage as a reaction.

  • 5th - Action - Manifest - 12 Spaces

    Invoking ancient and terrible powers, the Hexer summons a storm of dark energy.

    Choose a space within range. All creatures in or adjacent to the space must succeed on an Endure check against your Manifest die or take escalation damage and have disadvantage on their next Capacity check.

  • 1st - Passive - Glean - Self

    The Hexer's connection to otherworldly entities grants them access to forbidden knowledge and ancient secrets.

    Whenever you make a Glean check to understand or recall lore about otherworldly entities, you do so with advantage.

  • 2nd - Action - Glean - Melee

    The Hexer's attunement to the void allows them to sense the presence of supernatural beings and arcane energies.

    Whenever you attempt a Glean check to locate or track Supernatural creatures, you do so with advantage.

  • 3rd - Passive - Manifest - Self

    The Hexer calls upon forbidden blood magic, drawing upon their own life force to fuel their dark powers.

    When you make a Manifest check, you can choose to take escalation damage to roll with advantage.

  • 4th - Passive - Influence - Self

    The Hexer communicates with void entities, seeking their guidance and assistance.

    Whenever you attempt an Influence check to communicate with Supernatural creatures, you do so with an advantage.

  • 5th - 1 Minute - Manifest - Touch

    The Hexer imbues an object with an Eldritch curse that befalls the unaware.

    Touch an object for at least 1 minute. The object can weigh no more than the maximum value of your Manifest die in pounds. The object becomes cursed. As an action, you can utter the command word (chosen by you when you curse the object) to trigger the curse. When the curse is triggered, any creature carrying the cursed object must succeed on a contested Manifest check or take 5 points of damage. Raise escalation to at least 5 upon resolving this power.

Hyrdro

Amid storms and the tranquil depths of the ocean, the Hydros reign supreme. As masters of water in all its forms, they can summon waves and manipulate liquids to meet their needs. Versatile and formidable, they have the power to relocate allies, create barriers, and overwhelm their enemies with floods of their own making.

  • 1st - Action - Manifest - 12 Spaces

    Conjuring a whip of pure water, the Hydro strikes an enemy swiftly.

    Choose a foe within range. They must succeed on an Endure check against your Manifest die or take escalation damage .

    When using this power you can use additional action to push an affected creature 1 space into an adjacent unoccupied space.

  • 2nd - Action - Manifest - 6 Spaces

    The Hydro summons a towering wave that crashes over their enemies.

    Choose a 3 x 3 cube of spaces. At least one of these spaces must be adjacent to you. All creatures within the chosen space must succeed on an Endure check against your Manifest die or take escalation damage and be knocked prone.

  • 3rd - Action - Manifest - 6 Spaces - Focus - 1 Minute

    The Hydro creates a serene pool of healing water.

    Choose a space within range. For the duration of this power, any combatant in the chosen space can use an Action to heal for half of Escalation in Life Points.

  • 4th - Reaction - Manifest - 6 Spaces

    The Hydro encircles an ally in a protective embrace.

    Whenever an ally within range takes damage from a Manifest power, you can reduce that damage by rolling your Manifest die, to a minimum of 1. Reduce your Manifest die by 1.

  • 5th - Action - Manifest - 12 spaces - Focus - 1 Minute

    The Hydro calls forth a violent whirlpool, its waters churning with relentless force.

    Choose a 6-space radius circle within range. Combatants starting their turn inside the circle must succeed on an Endure check against your Manifest die or take escalation damage and be moved to the nearest unoccupied space at the center. A creature can only be affected by the Maelstrom once per round.

  • 1st - 1 Minute - Manifest - Touch

    The Hydro purifies contaminated water sources, making them safe for drinking and other uses.

    You can purify any body of water no larger in spaces than your Manifest die maximum. You make the affected water safe to drink and remove any hazards. This purification lasts until you use this power again.

  • 2nd - Action - Manifest - Self- Focus - 1 Minute

    The Hydros have the ability to use their magic to walk on water.

    For the duration of this power, you can move across any body of water as if it were solid ground.

  • 3rd - Passive - Glean - Self

    The Hydro uses water to scry and reveal distant locations and hidden secrets.

    Whenever you make a Glean check to find and track objects or creatures in the water, you do so with advantage.

  • 4th - Passive - Navigate - Self

    The Hydro influences tides and water currents.

    Whenever you make a Navigate check to swim or sail through water, you do so with advantage.

  • 5th - Action - Manifest - Self - Focus - 1 Minute

    The Hydro's mastery of water allows them to breathe underwater and easily move through aquatic environments.

    For the duration of this power, you can breathe underwater and maintain your normal swimming speed.

Inferno

In the midst of battle, where chaos reigns and flames dance, the Infernos command the powers of fire and heat. Their mastery of pyromancy enables them to incinerate foes and create searing barriers, giving them control over the battlefield. With each incantation, they unleash the fury of the inferno, leaving only ashes behind.

  • 1st - Action - Manifest - 12 Spaces

    The Inferno unleashes a burst of fire, scorching the flesh of their enemies.

    Choose a foe within range. They must succeed on a Navigate check against your Manifest die or suffer escalation damage.

    When using this power you can use additional action to cause creatures that failed their checks also suffered half-escalation damage at the start of their next turn.

  • 2nd - Action - Manifest - 12 Spaces - Focus - 1 Minute

    The Inferno conjures a towering wall of fire.

    Select up to 6 unoccupied adjacent spaces within range. Combatants starting their turn in or moving through these spaces must pass a Navigate check against your Manifest die or take escalation damage. A combatant can only be affected by Hellfire barricade once per round. The barricade is opaque.

  • 3rd - Action - Manifest - 12 spaces

    The Inferno engulfs all within range with a fiery explosion.

    Choose a space within range. All combatants in or adjacent to the chosen space must pass a Navigate check against your Manifest die or take escalation damage.

    When using this power you can use additional action to cause creatures that failed their checks also suffered half-escalation damage at the start of their next turn.

  • 4th - Action - Manifest - Self - Focus - 1 Minute

    The Inferno surrounds themselves with a deadly aura that burns attacking enemies.

    For the duration of this power, any creature that hits you with a melee attack take Escalation damage.

  • 5th - Action - Manifest - Self

    The Inferno summons a cataclysmic eruption of fire.

    Raise escalation by 1. All combatants within 12 spaces of you must succeed on a Navigate check against your Manifest die or take escalation damage.

    When using this power you can use additional action to cause creatures that failed their checks to also suffered half-escalation damage at the start of their next turn.

  • 1st - Action - Manifest - Self - Focus - 1 Minute

    The Inferno's control over heat allows them to manipulate temperatures.

    For the duration of this power, you can raise or lower the temperature in your space and adjacent spaces enough to melt ice or freeze water.

  • 2nd - Passive - Manifest - Self

    The Inferno uses thier inner heat to fuel their fire.

    When you use Inferno Power, requiring a Manifest check, you can roll with advantage. After using the power, you suffer escalation damage.

  • 3rd - Action - Manifest - Self - Focus - 1 Minute

    The Inferno generates a halo of pure fire to provide light in dark environments.

    For the duration of this power, you shed bright light in spaces within 12 spaces. Additionally, any creature that Shoves or Grapples you takes Escalation damage when they do.

  • 4th - Action - Glean - Self - Focus - 1 Minute

    The Inferno's attunement to heat grants them thermal vision, allowing them to see heat signatures and detect hidden beings.

    For the duration of this power, you can see creatures and objects that emit heat, even through up to 3 spaces of cover. You can use an Action to maintain this power on subsequent rounds.

  • 5th - Reaction - Endure - Self

    The Inferno utilizes their mastery of fire to increase their resilience to flame.

    Whenever you would take damage from an Inferno power or a fire source, you can use a reaction to reduce the damage by rolling your manifest die to a minimum of 1.

Luminarch

In the heart of bustling cities and shadowy outskirts, the Luminarchs harness the power of light and shadow, blending these elements into a harmonious and deadly force. These enigmatic warriors wield their command over illumination to dazzle, deceive, and devastate their foes. With every flicker of light and shadow they manipulate, Luminarchs transform the battlefield into a dynamic canvas of brilliance and darkness.

  • 1st - Action - Attack - Melee

    The Luminarch delivers a swift slash that momentarily blinds its target.

    Make a melee attack on a foe. On a hit, they take half escalation damage, and the next attack on them has advantage.

  • 2nd - Action - Manifest - Self - Focus - 1 Minute

    Cloaking itself in shadows, the Luminarch becomes nearly invisible in darkness.

    For the duration of this power, you are considered invisible while in darkness. This power ends early if you are exposed to illumination.

  • 3rd - Action - Manifest - 12 Spaces

    The Luminarch releases a burst of concentrated light temporarily blinding all in range.

    Choose a space within range. Any creature in or adjacent to the chosen space must succeed on an Endure check against your Manifest die or have disadvantage on Glean or Attack checks until the end of their next turn.

  • 4th - Action - Manifest - Self - Focus - 1 Minute

    The Luminarch banishes shadows and illuminates the battlefield.

    All areas within 6 spaces of you are filled with bright light for the duration of this power.

  • 5th - Action - Manifest - 12 Spaces

    The Luminarch unleashes an explosion of blinding radiance.

    Increase Escalation by 1. Choose a space within range. Any creature in or within 2 spaces of the chosen space must succeed on an Endure check against your Manifest die or take escalation damage and have disadvantage on Attack checks until the end of your next turn. Decrease your Endure die by 1.

  • 1st - Action - Manifest - Touch - Focus - 1 Minute

    The Luminarch summons light to illuminate dark areas.

    Choose a number of objects up to half of your Manifest die. For the duration of this power, the selected objects emit bright light in a 3-space radius. The objects can weigh no more than 10 lbs each.

  • 2nd - Action - Navigate - 6 Spaces

    The Luminarch moves through shadows, teleporting short distances and bypassing obstacles.

    If you are in darkness, you can teleport to another unoccupied space in darkness within range.

  • 3rd - Action - Manifest - 12 Spaces

    The Luminarch manipulates the photons of a light source to its advantage.

    Choose a light source within range. You can expand or reduce the radius of the light it emits by a roll of your Manifest die. This effect remains active until you use this ability again or until 1 minute has passed.

  • 4th - Action - Manifest - Self - Focus - 1 Minute

    The Luminarch plunges the surroundings into sudden darkness.

    All areas within 6 spaces of you are filled with darkness for the duration of this power.

  • 5th - Action - Manifest - Self

    The Luminarch summons the encroaching twilight of dusk, enveloping the battlefield in a shadowy haze.

    Increase Escalation by 1. Choose a space within range. Any creature in or within 2 spaces of the chosen space must succeed on an Endure check against your Manifest die or take escalation damage. Additionally, the next attack on each of them has advantage. Descrease your Endure die by 1.

Mirage

The Mirages skillfully craft their elaborate deceptions in the bustling streets and ornate palaces. As masters of illusion, they blur the lines between reality and fantasy, leaving their enemies confused and exposed. With a simple flick of their fingers, they can turn the ordinary into something extraordinary, making allies seem invincible while causing foes to tremble in uncertainty.

  • 1st - Action - Manifest - 6 Spaces - Focus - 1 Minute

    The Mirage weaves light and shadow to conjure a phantom duplicate of themselves.

    Create an Echo of yourself in an unoccupied space within range. For the duration of this power you can use this Echo to make melee attacks from either your or the image's position. You can move the Echo up to half your speed as an Action. This power ends early if you are ever more than 6 spaces from the Echo.

  • 2nd - Action - Manifest - Self - Focus - 1 Minute

    The Mirage creates a mirror image of itself, confusing enemies and protecting against attacks.

    For the duration of this power, foes have a disadvantage on attacks against you. A foe can make a Glean Check contested by your Manifest die, ending the power early on a success.

  • 3rd - Action - Manifest - Self - Focus - 1 Minute

    The Mirage becomes invisible, slipping through the battlefield unseen.

    For the duration of this power, you become invisible. You have advantage on Navigate checks to hide or stay hidden. This power ends early if you force another creature to make any other Capacity check other than Glean checks to notice you.

  • 4th - Action - Manifest - 12 Spaces - Focus - 1 Minute

    The Mirage twists the perceptions of their foes in a moment of manipulated clarity.

    Choose a foe within range. The target must suceed on a Glean check against your Manifest die or be affected. For the duration of this power, the affected target will perceive an illusion that only they can perceive. Determine the nature of the illusion. Each round, you can alter the illusion but limited to what the illusion would be able to do with 1 action. If the foe interacts with this Illusion, the power ends.

  • 5th - Action - Manifest - Self

    The Mirage unleashes a wave of energy that obliterates all illusions within range.

    All illusions within 12 spaces of you are dispelled, revealing the true nature of the spaces they occupy.

  • 1st - Action - Influence - 12 Spaces - Focus - 1 Minute

    The Mirage conjures a detailed illusion with a subtle gesture.

    Create a static illusion within range, no more than 1 space in size. Creatures that interact with the illusion understand its nature. Others can make a Glean check against your Manifest die to see through the illusion. This power ends early if a creature interacts with it or passes the Glean check to see through the Illusion.

  • 2nd - Action - Manifest - 18 Spaces - Focus - 1 Minute

    The Mirage creates a life-like decoy of themselves used to distract and disorientate enemies.

    Create a lifelike illusory copy of yourself within range and issue it a command of up to 10 words. For the duration of thepower the copy will attempt to follow the command. Creatures that interact with the illusion understand its nature. Others can make a Glean check against your Manifest die to see through the illusion. This power ends early if a creature interacts with it or passes the Glean check to see through the Illusion.

  • 3rd - Action - Manifest - 18 Spaces - Focus - 1 Minute

    The Mirage creates sounds and voices to mislead and manipulate.

    You can create a lifelike sound within range, mimicking any sound or speech up to seven words that you have heard before. As an action, creatures can make a Glean check against your Manifest die to understand the true nature of the sound. This power ends early, once a foe is able to understand its true nature.

  • 4th - Action - IManifest - 12 Spaces - Focus - 1 Minute

    The Mirage conjures an even more complicated Illusion of their choice to befuddle foes and bystanders.

    You create a lifelike illuison of your choice within a certain distance. The illusion can be as large as your Manifest die in spaces. The illusion effects all the senese. Creatures that interact with the illusion understand its nature. Others can make a Glean check against your Manifest die to see through the illusion. This power ends early if a creature interacts with it or passes the Glean check to see through the Illusion.

  • 5th - Special - Manifest - Same Plane of Existence

    The Mirage infiltrates a creatures dreams, influencing their thoughts and manipulating their subconscious as if creating a waking reality.

    Choose a sleeping creature you have met before on the same plane of existence. The target must make a Glean check against your Manifest die. If the target fails, you can implant a specific idea, belief, or emotion into their dream, subtly influencing their thoughts or actions after they awaken. The Mirage must remain asleep during the power's duration, leaving their body vulnerable. If the target succeeds on the Glean check they are aware of your attempt to influence them. Regardless of success or failure, you cannot use the power again for 7 days.

Mixer

Mixers are skilled alchemists who can create powerful concoctions with a variety of effects. They are versatile individuals capable of healing, providing buffs, or dealing damage through their mixtures. With their expertise in alchemy and herbs, they offer crucial support in any situation, helping to turn the tide of battle and ensure the well-being of their allies.

  • 1st - Action - Glean - Self

    The Mixer swiftly assembles a Smoke, a cylindrical device designed to disorient and obscure the battlefield.

    You create a temporary Smoke that lasts for 1 minute, until consumed, or until you use this power again.

  • 2nd - Action - Glean - Self

    The Mixer deftly constructs a Flash, a compact device designed to overwhelm enemies' senses with a burst of intense light and sound.

    You create a temporary Flash that lasts for 1 minute, until detonated, or until you use this power again.

  • 3rd - Action - Glean - Self

    The Mixer expertly assembles a Frag, a deadly explosive designed to unleash a storm of shrapnel upon detonation.

    You create a temporary Frag that lasts for 1 minute, until detonated, or until you use this power again.

  • 4th - Action - Glean - Self

    The Mixer skillfully constructs a Fix-Stick, a tool capable of saving lives in the heat of battle.

    You create a temporary Fixstick that lasts for 1 minute, until consumed, or until you use this power again.

  • 5th - Action - Glean - Self

    The Mixer demonstrates mastery of arcanotech, swiftly crafting two consumables in the heat of battle.

    You create two temporary arcanotech items (Frag, Flash, Smoke, or Fix-Stick) of your choice. These items last for 1 minute, until used, or until you use any mix power again.

  • 1st - Passive - Glean - Self

    The Mixer’s expertise in the subtle nuances of chemical compounds, toxins, and potions is unparalleled.

    Whenever you attempt to detect, identify, or understand poisons, potions, or other chemical compounds, you do so with advantage.

  • 2nd - Passive - Glean - Self

    The Mixer can recognize the rarest herbs and plants, knowing how to utilize their unique properties for alchemical purposes.

    Whenever you attempt to locate, identify, or prepare plants and herbs for alchemical use, you do so with advantage.

  • 3rd - Passive - Glean - Self

    The Mixer has learned to harvest and manipulate creature parts including bones, scales, venom, and more.

    Whenever you attempt to identify, harvest, or analyze creature parts for alchemical purposes, you do so with advantage.

  • 4th - Passive - Glean - Self

    The Mixer’s understanding of metals, gems, and inorganic elements allows them to see their hidden potential.

    Whenever you attempt to identify, refine, or manipulate metals, gems, and other inorganic materials, you do so with advantage.

  • 5th - Passive - Glean - Self

    The Mixer can craft and deploy their arcane consumables with astonishing speed and efficiency.

    You gain an additional action whenever you use one of your Mix powers. This action can only be used to use an item you have Mixed or pass it to an ally within 3 spaces.

Phaser

Phasers are masters of quantum manipulation. These fighters navigate through the fabric of existence, becoming intangible at will. Their enemies never know when or where they will strike, making them both feared and respected.

  • 1st - Reaction - Navigate - Self

    The Phaser briefly slips out of reality, avoiding an attack and reappearing at a more advantageous position.

    When a melee attack hits you, you can use a reaction to teleport to another unoccupied space adjacent to your attacker, causing the attack to miss. Take half escalation damage or reduce your Navigate die by 1.

  • 2nd - Action - Navigate - 6 Spaces

    The Phaser phases through the fabric of reality, reappearing directly beside its target before delivering a devastating strike.

    Teleport to an enemy that you are not currently in melee with that is within range and make a melee attack against them with advantage. Decrease your Navigate die by 1.

  • 3rd - Action - Navigate - 12 Spaces

    The Phaser briefly steps out of the current plane, slipping through the folds of reality before reappearing elsewhere.

    Teleport to an unoccupied space you can see within range.

  • 4th - Action - Manifest - 24 Spaces

    The Phaser and a chosen ally are whisked away, disappearing from one point and reappearing far away.

    Teleport yourself and one willing creature you are touching to unoccupied adjacent spaces that you can see within range.

  • 5th - 1 Minute - Manifest - 6 Spaces

    The Phaser and their chosen allies are instantly transported across vast distances.

    Teleport yourself and willing creatures within range to a location up to a number of miles equal to your Manifest die. Shrink your Manifest die by 1.

  • 1st - Action - Navigate - Self

    The Phaser moves through solid objects and barriers.

    Move up to half your speed through solid objects such as a wall. You must end this movement in an occupied space.

    Whenever you use this power, you can use a second action to move up to half your speed again, following the rules of this power.

  • 2nd - Action - Glean - 24 Spaces

    The Phaser is adept at uncovering hidden doorways between worlds.

    You are able to magically locate hidden passages, planar rifts, or other dimensional doorways within range.

  • 3rd - Action - Glean - 6 Spaces

    The Phaser glimpses what lies beyond a portal as if looking through a doorway.

    You see up to six spaces on the other side of the portal within range. This vision reveals details as if you were standing just beyond the portal's threshold.

  • 4th - Reaction - Manfiest - 12 Spaces

    The Phaser reaches out to stop a creature trying to teleport.

    When a creature within 12 spaces of you attempts to teleport, you can use your reaction to contest the teleport. The creature must succeed on a contested Manifest check or their teleport fails.

  • 5th - 10 Minutes - Manifest - 3 Spaces

    The Phaser manipulates the boundaries between planes, creating a rift to another realm.

    Declare a location where you have previously been on a different plane of existence. You and willing creatures within range are transported to that destination. Shrink your Manifest die by 1

Rager

In a world where only the strongest can survive, the Rager represents a primal force of nature. Fueled by raw, unrestrained rage, these warriors become unstoppable in combat, gaining unparalleled power and resilience from their fury. When a Rager enters the battlefield, obstacles fall, and enemies tremble, as their berserk state unleashes chaos and destruction.

  • 1st - Action - Attack - Self - Focus - 1 Minute

    With a primal roar, the Rager lets loose their inner fury, entering a berserk state that fuels their attacks with untamed power.

    For the duration of this power, you have advantage on all melee attacks. However, melee attacks made against you also have advantage. Additionally, when you take damage from an attack, that damage is reduced by half, to a minimum of 1. However, you cannot use Manifest powers while Raging.

  • 2nd - Action - Attack - Melee

    (Only usable while Raging)

    The Rager throws their full weight into their next strike, knocking foes back with raw, overwhelming force.

    Make a melee attack against a foe. On a hit, you can push them straight back a number of spaces equal to escalation. They must end this movement in an unoccupied space. You move with the affected foe, ending your movement in a space adjacent to them.

  • 3rd - Action - Navigate - Speed

    (Only usable while Raging)

    The Rager's bloodlust drives them forward, leaping through the air toward their next victim.

    You can leap up to your speed in spaces to an unoccupied space. The leap allows you to soar over foes and obstacles in your path that are no more than 1 space tall.

  • 4th - Reaction - Attack - Melee

    (Only usable while Raging)

    When hit, the Rager’s lashes out in a brutal counterstrike,.

    When a creature hits you with a melee attack, you can use your reaction to make a melee attack against them immediately.

  • 5th - Passive - Attack - Melee

    (Only usable while Raging)

    Each enemy that falls only sharpens the Rager's hunger for more destruction.

    Whenever you reduce a creature to 0 Life Points, you can immediately move up to half of your speed and make an extra melee attack against another creature within range. Your speed is reduced by half until the end of your next turn.

  • 1st - Passive - Navigate - Self

    The Rager's instincts are finely honed, allowing them to sense danger and react swiftly.

    Whenever you make a Navigate check to avoid damage from a source you can see, smell, or hear that is not an Attack you do so with advantage.

  • 2nd - Passive - Endure - Self

    The Rager's body is designed to withstand extreme exhaustion and push forward when others falter.

    Whenever you make an Endure check to resist fatigue, hunger, or other physical hardships, you do so with advantage.

  • 3rd - Passive - Navigate - Self

    Obstacles crumble before the Rager, and no foe can resist their overwhelming power.

    Whenever you make a Navigate check to grapple, shove, push, pull, or lift a creature or object—or perform any other feat of strength—you can do so with advantage.

  • 4th - Passive - Attack - Self

    The Rager's mere presence instills fear and respect.

    Whenever you need to make an Influence check to initimdate a creature you can instead make an Attack check.

  • 5th - Passive - Endure - Self

    The Rager's knowledge of survival techniques ensures they thrive in harsh conditions.

    Whenever you make a Party Supplies check while in the wild, you do so with advantage

Stitcher

Stitchers are the unsung heroes who mend the injured and revive the fallen. These skilled healers combine ancient remedies with cutting-edge technology to treat wounds, cleanse poisons, and restore life to their comrades. Ever steadfast, they serve as the backbone of any team, ensuring that their allies can rise again to confront the horrors of battle.

  • 1st - Action - Manifest - Touch

    The Sticher swiftly mends minor injuries, restoring a small amount of health to an ally.

    Choose an ally within range. They regain Life Points equal to the Level of Escalation. A creature that has regained Life Points from this power cannot do so again until they have taken a breather or a rest.

  • 2nd - Action - Manifest - Touch - Focus - 1 Minute

    The Stitcher ensures their ally can keep fighting through continuous healing.

    Choose a creature within range. For the duration of this power the target heals an amount of Life Points equal to half the current level of Escalation (rounded down, to a minimum of 1). The power ends early if use it again.

  • 3rd - Action - Manifest - Touch

    The Stitcher transfers some of their vitality to their ally to restore their strength but at a personal cost.

    Touch a creature whose capacity die has shrunk below its default value. Increase the chosen capacity die by 1 size up to its default. Reduce 1 of your capacity dies (your choice).

  • 4th - Action - Manifest - 6 Spaces

    The Stitcher provides extensive medical care to the entire team and heals all allies within range.

    Choose any number of allies within range. They each regain Life Points equal to the Maximum value of your Manifest die. A creature that has regained Life Points from this power cannot do so again until they have taken a breather or a rest.

  • 5th - Reaction - Manifest - 12 Spaces

    The Sticher tethers their life force to an ally, absorbing the damage meant to take them down.

    When an ally you can see within range would fall into Mortal Peril due to damage, you can take the damage yourself instead. The damage is transferred entirely to you, bypassing your ally and leaving them unharmed.

  • 1st - Passive - Glean - Self

    The Stitcher can scan for internal injuries and hidden ailments using advanced medical equipment.

    Whenever you make a Glean check to understand and injuries or illnesses a creature is suffering you do so with advantage.

  • 2nd - Passive - Manifest - 12 Spaces

    The Stitcher sets up a temporary medical station, providing a safe space for allies to receive treatment and rest.

    Whenever an ally takes a Breather within 12 spaces of you they can add half of your Manifest die to the Life Points they regain.

  • 3rd - Action - Manifest - 6 Spaces - Focus - 1 Minute

    The Stitcher radiates a calming energy that soothes pain and accelerates the healing process of those nearby.

    For the duraiton of this power, whenever an ally in range recovers Life points from a source other than your powers, they can recover extra Life points equal to half the half of your current Manifest die.

  • 4th - Passive - Glean - Self

    The Stitcher uses their knowledge of natural herbs to create poultices and salves that provide long-term healing and relief from ailments.

    Whenever an ally takes a Rest within 12 spaces of you, they regain their full Life Points instead of rolling their Endure die.

  • 5th - Passive - Navigate - Self

    The Stitcher assesses the severity of injuries quickly and efficiently, prioritizing treatment to save as many lives as possible.

    The range of your other Sticher powers increases by 3.

Techno

Technos are the epitome of innovation and intellect. These masters of cybernetic enhancement and arcane engineering wield devices that merge magic and machinery, creating a symphony of technological marvels.

  • 1st - Action - Glean - 6 Spaces

    The Techno releases a burst of disruptive energy into an enemy's arcanotech or the synaptic pathways in their brain.

    Choose a foe within range. They must succeed on a contested Glean check or take escalation damage.

    Whenever you use this power you can use an addtional action to cause the affected foe to have disadvantge on their next Glean check.

  • 2nd - Action - Glean - 12 Spaces - Focus - 1 Minute

    The Techno uploads a debilitating virus into the target’s system.

    Choose a target within range. They must succeed on a contested Glean check. On a failure the target has disadvanagte on all Glean checks for the duration of this power.

  • 2nd - Reaction - Varies - Self

    The Techno disrupts the system with a surge of arcanotech energy.

    When a foe within 6 spaces activates arcanotech or a Techno power, you can use this reaction to make a contested Glean check against the foe. If the foe fails, the device or power does not activated and is wasted.

  • 4th - Action - Glean - 6 Spaces

    The Hacker delivers a precise neural attack, slowing the target's body

    Choose a creature within range. The target must make a contested Glean check against your Glean die. If they fail, they suffer escalation damage, and their speed is reduced by half until the end of their next turn.

  • 5th - Action - Glean - Touch

    The Techno sends out energy waves that can completely shut down systems and incapacitate foes.

    Touch a foe within range. They must succeed on a contested Glean check or lose one Action on their next turn to a minimun of 1 action.

  • 1st - Passive - Glean - Self

    The Techno utilizes a holographic interface to interact with and control devices.

    Whenever you make a Glean check to interface with technology, you do so with advantage.

  • 2nd - Reaction - Varies - Self

    2nd - Breather - Glean - Touch

    The Techno’s advanced repair skills allow them to restore armor in the field.

    Whenever you take a breather, you can restore the armor points to full of one creature you can touch.

  • 3rd - Passive - Glean - Self

    Techno's expertise in hacking systems allows him to remotely hack into technology.

    When making a Glean check to interface with technology, you can do so from a range up to the maximum value of your current Glean die.

  • 4th - Passive - Glean - Self

    The Techno is able to infiltrate systems without leaving a trace.

    Any Glean check a foe makes to track or trace your interfaces with technology are made at disadvantage.

  • 5th - Passive - Glean - Self

    The Techno has become an unparalleled hacker, capable of manipulating even the most secure systems at their whim.

    Whenever you make a Glean check as part of a Techno Power you do so with advantage.