Skills

\*Items with **R** mean the skill can be purchased multiple times.

Skills are general actions or abilties that are perchased with exp, they are devided into the following catagorys.

## **General Skills**

**Name**: Specialisation

**Exp Cost**:500

**Description**:pick a Stat to specialise in, all stat increases beyond starting stat allocation of that stat increase by 1 additional point. This is done retroactively. [Only purchasable once]

**Name**:Statistically better **R**

Exp Cost: 50 X (times this was used on that stat  +1)

Description: gain +1 to a stat of your choice

**Name**:Skillfully Educated **R**

Exp Cost: 25 X (times this was used on that Skill  +1)

Description: gain +1 to a skill of your choice (\*Skills can not have a value that exceeds 2.5\* the stat they inherit from.)

**Name:** Rookie X

**Exp cost:** 50xp

**Description:** May choose one of the following roll categories, when making a roll of that category you may choose to take the average roll value -3 to a minimum of 2, instead of making that roll.

Attacks with Slashing weapons.

Attacks with Piercing weapons.

Attacks with Blunt weapons.

Any single skill check.

Any single Atherion Art.

**Name:** Apprentice X

**Exp cost:** 100xp

**Pre Req:** Rookie X

**Description:**May choose one of the following roll categories, when making a roll of that category you may choose to take the average roll value to a minimum of 2, instead of making that roll.

Attacks with Slashing weapons.

Attacks with Piercing weapons.

Attacks with Blunt weapons.

Any single skill Check.

Any single Atherion School.

**Name**: journeyman X

**Pre Req**: Apprentice X

**Exp cost**: 150xp

**Description**:May choose one of the following roll categories, when making a roll of that category you may choose to take the average roll value +3, instead of making that roll.

Attacks with Slashing weapons.

Attacks with Piercing weapons.

Attacks with Blunt weapons.

Any single skill check.

Any single Atherion Art.

**Name**: Master X

**Pre Req**: Journeyman X

**Exp cost**: 200xp

**Description**:May choose one of the following roll categories, when making a roll of that category you may choose to take the average roll value +6 to a minimum of 2, instead of making that roll.

Attacks with Slashing weapons.

Attacks with Piercing weapons.

Attacks with Blunt weapons.

Any single skill check.

Any single Atherion Art.

## **Tactician Skills**

**Name:** Quick minded

**Exp Cost**:25

**Description:**You may use your int instead of your Agility when rolling for turn order

**Name**:Tactical Marching Order

**Exp Cost**:200

**Description**: at the cost of One Action you may once the Cycle is over assign your teammates any turn order so long as it is below yours, your teammates may choose to refuse this new assignment if they so wish.

**Name:**Out Maneuver

**Exp Cost**:200

**Description:** You may as your action this cycle grant two allies who are flanking a creature 1 bonus basic attack against that creature taken now and damage is made with advantage. The flanked creature loses their PDA against the second fastest flanking ally in the initiative.

**Name**: Rally

**Exp Cost**:300

**Description**: at the cost of One Action during your turn you may call out to all Targets Rallying them and granting them an additional 1D6 to all Rolls for the rest of the turn if this would allow someone to meet or exceed 20 not including stat bonuses or modifiers the value of the original roll is treated as a natural 20, This ability can only be used once per combat.

## **Fighter Skills**

**Name**: Double Strike

**Exp Cost**:200

**Description**: once per turn at the cost of One Action you can make two attacks against a single target, make the second attack with a -3 to hit.

**Name** : Fighters Finesse

**Exp Cost**:150

**Description:** you may apply your Dex in Addition to your Agility Mod when using any one handed dueling weapon, you may only apply this bonus if you are wielding either nothing or a small dagger/buckler in the offhand

**Name** : Wild Strike (weapon type)

**Exp Cost**:150

**Description:** Choose a weapon type (blunt, pierce, slash) when using a weapon of this type you can choose to roll a d6 and subtract it from your to-hit roll and add a d6 to damage

**Name** : Deft (weapon type)

**Exp Cost**:150

**Description:** Choose a weapon type (blunt, pierce, slash) when using a weapon of this type you can choose to roll a d6 and subtract it from your damage roll and add a d6 to to-hit roll

**Name**: Transference Techniques

**Exp Cost:**350

**Description:** Double the Mod bonuses gained from strength and Triple this bonus for 2 handed weapons.

**Name**: Fighters Reflex

**Exp Cost**:350

**Description:** May gain one reaction for the purposes of the block or Parry, this is not treated as one of the reactions given by your Reflex skill.

**Name**: Duelests Defence

**Exp Cost**:150

**Pre Req**: Deft

**Description:** When weilding a Dueling weapon may take 1/2 the Attack roll instead of 1/4 when parrying.

**Name**: Reckless onslaught.

**Exp Cost**:150

**Pre Req**: Wild Strike (weapon type)

**Description:** When you Successfuly land a strike using Wild Strike you may add the D6 gained to damage to all subsiquent Wild Strikes until you miss, The bonus D6 stacks for each successful Strike and all D6's gained this way are lost on a miss.

## **Pugilist Skills**

**Name:** Martial Art X **R**

**Exp Cost**: 100 X (1 + Times purchased)

**Description**: gain one of the below fighting stances, you may apply a fighting stance when unarmed and may assume or switch a fighting stance as a bonus action and remain in such a stance until the end of combat. You may also increase unarmed damage by 1 for each purchase.

**Crashing Waves Style**

When an attack against you is negated by DA the attacker rolls damage, add half that attack’s damage to your Unarmed attack damage, otherwise add a quarter of that damage to your unarmed attack damage. Bonus damage gained from the attacks of others upon you only applies until the end of you’re next turn

**Unmovable Stone Style**

Gain a +2 to unarmed damage rolls for each turn you have occupied the same space up to twice your Strength + Agility Mods.

gain +1 UDR for each turn you have occupied that same space for up to twice your Vitality when not wearing any Medium or Heavy Armours.

**Hidden Viper Style**

When performing an unarmed attack on a target that is not aware of your presence, Triple the dice you roll for damage.

impose disadvantage on their next 2 dice rolls when you land a successful attack.

**Origami Sword Style**

When performing an unarmed attack against an opponent Gain a 1D2 in addition to all other unarmed dice when you strike this opponent, for each cycle you land an attack against this opponent add one dice and increase the sides by one, when an attack misses or you have failed to land an attack this turn bonus dice returns to 1D2

You may attack whilst moving within the same action this stance if this is done damage is assumed to be 1 on a hit ignoring all other mitigating factors but all other damage effects of this stance apply.

**Name**: Strike Form: Rock Form

**Exp Cost**: 75 \* (1+Times Perchased)

**Pre Req**: Martial Art

**Description**: your can assume rock Form as a free action, you may have only a singe Form at the same time, when in Rock Form your unarmed attacks are considered Blunt weapon attacks. with a Blunt value of -1 + (1\*times purchased)

**Name**: Strike Form: Paper Form

**Exp Cost**: 75 \* (1+Times Perchased)

**Pre Req**: Martial Art

**Description**: your can assume rock Form as a free action, you may have only a singe Form at the same time, when in Paper Form your unarmed attacks are considered Slashing weapon attacks. with a Blunt value of -1 + (1\*times purchased)

**Name**: Strike Form: Scissor Form

**Exp Cost**: 75 \* (1+Times Perchased)

**Pre Req**: Martial Art

**Description**: your can assume rock Form as a free action, you may have only a singe Form at the same time, when in Scissor Form your unarmed attacks are considered Pierceing weapon attacks. with a Pierce value of -1 + (1\*times purchased)

**Name**: Re Center

**Exp Cost**: 250

**Pre Req**: Martial Art

**Description**: Restore 3D4 hp once per combat as a bonus action gaining another +1 for every 5 missing hp when this is used.

**Name**: Unburdened fighter

**Exp Cost**: 250

**Pre Req**: Martial Art

**Description**: When carrying/wearing no weapons or armour gain a +2 PDA and +2ADA and may for One Action gain +2D4 UDA against any incoming attacks until the end of turn.

**Name:**  Battle hardened Physique

**Exp Cost:** 300

**Pre Req:** Martial Art

**Description:**  When carrying/wearing no weapons or armour may increase your PDR by 3 and may use the block action when unarmed with this bonus.

## **Rogue Skills**

**Name**: Vanish

**Exp Cost:** 50

**Description:** roll your stealth in combat, whilst not revealed your presence is not known by any enemies

This can’t be utilised whilst in line of sight of an enemy.

**Name**: Nighty Night

**Exp Cost:** 50

**Description:** When Dealing Blunt or Untyped damage you can declare prior to the attack that the attack is a "Subdue" Attack, Should the following attack do enough damage to kill the opponent via HP damage, they instead fall to exactly 0 HP. the target is then unconscious for 15 minutes after which he awakes with Half the Hp they had prior to this attack.

**Name**: A stab in the dark

**Exp Cost:** 100

**Description:** When unseen may roll Damage and add Dex twice and apply this value to the damage dealt by your weapon, this attack must still beat their PDR & PDA.

**Name:** Taking advantage

**Exp Cost:** 100

**Description:**  When an enemy is suffering from any form of status you gain advantage to both Hit and damage against that target

**Name:** Well Miss that **R**

**Pre Req:** not wearing Heavy or Medium armour or using shields.

**Exp Cost:** 150

**Description**: 1/combat per purchase may reduce any incoming damage by half before applying damage reductions.

## **Magi Skills**

**Name:** Focus

**Exp Cost:** 150

**Description:** Grants the user the ability to lower the Strain or complexity of their next Atherion Art by one level by spending an action focusing, this reduction is stackable up to 3 times.

**Name:** Artful Magnitudes **R**

**Exp Cost:**300 \* (1 + Times purchased)

**Pre Req**: Preform Arts

**Description**: Grants the ability to cast spells of up to 3 more Focus and complexity for your Primary Nature and your secondary by up to 1 more focus and complexity.

**Name:** Preform Arts

**Exp Cost**:200

**Description:** Grants the ability to use non cantrip arts when using your Primary Atherion nature, This can be repurchased for 250 to grant access to the same with Secondary Natures.

**Name:** Enchant

**Exp Cost**: 150

**Pre Req**: Preform Arts

**Description:** Allows the user to Enchant items utilising their Atherion Natures.

**Name:** Threading

**Exp Cost**: 200

**Pre Req**: Preform Arts X2

**Description:** Allows a Atherion user to compound their Primary and Secondary Nature into a single Art.

## **Guardian Skills**

**Name:** Guard

**Exp Cost:** 75

**Pre Req:** Wielding shield

**Description:** When within 5ft of a nearby ally can grant them the bonuses of your shield when calculating damage dealt to them. This can be used as a Reaction if you have a reaction available to you.

**Name:** My Shield For Others

**Exp Cost:** 100

**Pre Req:** Guard

**Description:** When using Guard, you may deny yourself the Benifits your shield grants for this round to give an ally you Guard twice the normal bonus.

**Name:** Dramatic Rescue!

**Exp Cost**:120

**Description**: After spending an Action may in reply to any attacks against allies that occur before the end of the turn, Make a Leap or Sprint Check and divide the result by 2 and then times the result by 5 for the amount of feet your are able to cover, if any allies are in range of the attackers attack you may intercept the strike taking it upon yourself instead of the intended target.

**Name:** Decisive Stance **R**

**Exp Cost**:200

**Pre Req:** Heavy armour Or Large shields.

**Description:** Loose all Actions this cycle, Gain Double PDR or PDN from Shields and armour this turn. Can be performed once/combat per purchase.

**Name**: Shield Bash!

**Exp Cost:**100

**Pre Req:**Wielding shield

**Description:** Strike the attacker with a Shield, Attacker must make a Resistance DC equal to 10+ the (DR or DN which ever is highest of your shield)\*2 Failing this they lose all actions for the rest of this turn. On a successful save reduce their Turn order value by your shields DR or DN which ever is highest

## **Crafters Skills**

**Name:** Apprentice Craftsman **R**

**Exp Cost**:50

**Pre Req:**none

**Description:** May aid by granting either advantage or a flat +5 to the craft roll used in the chosen crafting professions: Blacksmithing, Leatherworking, Clothier, Carpenter, Alchemist, Writer, Cooking.

**Name**: Journeyman Craftsman **R**

**Exp Cost:**150

**Pre Req:**Apprentice Craftsman

**Description:** Grants access to one of the following Crafting abilities, Blacksmithing, Leatherworking, Clothier, Carpenter, Alchemist, Writer, Cooking.

**Name:** Expert craft

**Exp Cost:**100

**Pre Req:** Journeyman Craftsman

**Description**: Grants a +10 to a craft roll for each day of prep work on the craft item being made, stacks up to 3 times.

**Name:** Reedo **R**

**Exp Cost:** 50

**Pre Req:**Apprentice Craftsman

**Description:** May grant those your assisting a single reroll on any diceroll made within crafting per perchase of this skill.

the reroll must be taken instead of the original value if rolled.

when you obtain Journyman Craftsmen you may reroll any diceroll made within the crafting process for yourself once.

**Name**: Fine Tweaks

**Exp Cost:** 75

**Pre Req:**Journeyman Craftsman

**Description:** May consume an additional resource of the the same object used within the craft and in doing so roll 1DX to add to the crafting roll where X is the CP value of the resource consumed, any Resources applied this way do not count to the Total resource cap, this can only be applied up to 3 times.

**Name**: a Fine Template

**Exp Cost:** 75

**Pre Req:**Journeyman Craftsman

**Description:** May take any craft you make and make a template of it reducing the total craft roll by 3 and keeping the total materials & time used to make it as part of that template you may recreate versions of that craft from that template without needing to make a crafting roll.

**Name**: See The Potential **R**

**Exp Cost:** 100 \* 1[Times purchased]

**Pre Req:**Journeyman Craftsman

**Description:** May increase the Sides of the dice rolled for crafting rolls by 5

**Name**: Upgrades People Upgrades! **R**

**Exp Cost:** 75

**Pre Req:**Fine Tweaks

**Description:** May replace an amount of resources used in the craft of an item up to the amount of purchases you have in this skill with a new item and re spend any additional value gained, the item is still considered the same Item for all other purposes (Curses, Blessings, plot, narrative,ect).

**Name**: This One is Mine

**Exp Cost:** 200

**Pre Req: Na**

**Description:** You create an item spesificly designed for yourself, you may add 1/2 of your chosen stat to any value that item has with the exclusion of dice number. this can be PD,AD,Attack roll, Damage, potion effect value ect. the bonus only applies to yourself and in the hands of someone else it acts as a reduction by that same amount.

Doing this to any item increase the time taken to produce it by 1 hour.

**Name**: Like a Glove.

**Exp Cost:** 350

**Pre Req:**This One is Mine

**Description:** You create an item spesificly designed for someone you know well or someone you spend a day assessing, you may add 1/2 of Their chosen stat to any value that item has with the exclusion of dice number. this can be PD,AD,Attack roll, Damage, potion effect value ect. the bonus only applies to The user this was made for and in the hands of someone else it acts as a reduction by that same amount.

Doing this to any item increase the time taken to produce it by 1 day.

**Name**: MASTERWORK **R**

**Exp Cost:** 1000[Per Masterwork item]

**Pre Req:** over 1500xp total spent on craft skills for the craft this was perchased for.

**Description:** you can create 1 masterwork item, this item has +50 to craft roll and allows your craft roll to explode if it rolls above its avrage value. its value is trippled and is Impervious to effects that would dull, break, weaken or otherwise tarnish the item.

## **Mercantile Skills**

**Name**:A discerning Eye.

**Exp Cost:**125

**Description:** Grants Advantage on perception and Appraise checks and on rolls of 9 or less on such checks to ascertain value or the use of objects are treated as a rolled value of 10.

**Name**: The going rate.

**Exp Cost:** 150

**Description:** When in a City/town/village or hamlet may identify popular commodities and any resource produced by the settlement and ascertain how far it deviates from standard market value. Also grants access to the Market Value list.

**Name:** Good Goods

**Exp Cost:**150

**Pre Req:**A discerning Eye

**Description:** May identify if an object is of Poor, Average, good, or superior quality and may address the pros or cons of such to the owner and also ascertain its change in relative value. Poor = -15% value Average +0% value Good +15% value Superior +20% value

**Name**:Purchase Tactics **R**

**Exp Cost:**200

**Description:** Any Items purchased are done so for 5 less cost (per item) to the player to a maximum of 10% of the item's total Adjusted local value.

**Name:**Sales Tactics **R**

**Exp Cost:**200

**Description:** Any Items sold are done for 5 more cost (per item) to the Purchaser to a maximum of 10% of the item's total Adjusted local value.

## **Scout Skills**

**Name:** Evaluate

**Exp Cost**: 50

**Pre Req:** perception> +5

**Description:** Choose one of the following to ascertain from a target in LOS as a free action during your cycle

* Total hit points
* Stat spread
* Atherion natures
* Abilities/Skills

**Name:** Camouflage

**Exp Cost**: 100

**Pre Req**: Int > 3

**Description:** You may take an action to choose one target Type, Spirit,Beast,Demon,Undead,Humanoid and cammoflague yourself against them, when you do gain a +10 Stealth bonus against targets of that type, this bonus is doubled if you did not move this turn.

**Name**: Tracker

**Exp** **Cost**: 150

**Pre** **Req**: Investigation > +5

**Description**: When tracking a target in any form of non urban environment gain a +10 to that check and may ascertain a target species if known, number and general direction even on a failed check lest there are no valid tracking targets.

**Name**: Wild Wiles

**Exp** **Cost**:200

**Description**: May create a simple poison in under 3 minutes with relevant resources based on the environment the resources were gathered in, and can find enough resources for at least 3 does of this poison unless no flora exists in the area. This can be done once per day, and such poisions will expire after 1D3 days.