recursal/Fanatic-Fandom huggingface dataset:
Skill School: Contraption

## Summary

Contraptions are mostly spring-loaded devices which create an effect once they have been sprung.

## Talents

### Trip Wire

 Action
 Item Cost
 Duration
 Range
 Effect

## Techniques

### Extendable Stick

 Action
 Item Cost
 Duration
 Range
 Effect

### Grappling Crank

 Action
 Item Cost
 Duration
 Range
 Effect

### Jaw Trap

 Action
 Item Cost
 Duration
 Range
 Effect

### Music Box

 Action
 Item Cost
 Duration
 Range
 Effect

### Net Trap

 Action
 Item Cost
 Duration
 Range
 Effect

### Noise Trap

 Action
 Item Cost
 Duration
 Range
 Effect

### Parachute

 Action
 Item Cost
 Duration
 Range
 Effect

### Shredder Trap

 Action
 Item Cost
 Duration
 Range
 Effect

### Spring Trap

 Action
 Item Cost
 Duration
 Range
 Effect

### Water Jet

 Action
 Item Cost
 Duration
 Range
 Effect
Skill School: Arcane Projectiles

## Summary

### Imbuing Ammunition

This character may imbue missile weapon ammunition to shoot at their opponents. Imbuing ammunition is a magical process requiring the user to cast a spell into a single piece of ammunition. While in the ammunition, the archer may carry the spell ready to use during battle. Imbued ammunition is inert in the hands of a non-arcane-projectile specialist (characters with this this skill may exchange ammunition).

### Using Ammunition

Once fired, if the ammunition misses the target, nothing happens. If the ammunition hits, the spell is unleashed upon that target. As such only spells which target opponents or points may be imbued. An *Arcane Projectile* user may imbue any spell they know into an ammunition as long as it has an appropriate target and range.

*Some spells make little sense in ammunition such as spells which induce sleep.*

### Ammunition Cost

Each piece of Ammunition counts as a *Crafted Item*. Ammunition imbued with a spell has a cost of 1 *Crafted Item* per 2 Mana of the spell.

## Actions

### Imbue Ammunition

 Action
 Mana Cost
 Duration
 Range
 Effect

## Techniques

### Deadly Ammunition

 Requirements
 Action
 Imbue Cost
 Duration
 Range
 Effect

### Distant Ammunition

 Action
 Imbue Cost
 Duration
 Range
 Effect

### Enchanted Ammunition

 Action
 Imbue Cost
 Duration
 Range
 Effect

### Hailstorm Ammunition

 Action
 Imbue Cost
 Duration
 Range
 Effect

### Linking Ammunition

 Action
 Imbue Cost
 Duration
 Range
 Effect

### Seeking Ammunition

 Action
 Imbue Cost
 Duration
 Range
 Effect

### Splitting Ammunition

 Action
 Imbue Cost
 Duration
 Range
 Effect
Skill School: Automata

## Summary

Automata are specially designed constructions which emulate limbs and other machinery.

## Rules

### Creating Automata

Unlike many other crafted items, Automata take a large amount of equipment, materials and work to get functioning. Fortunatey, Automata are rarely the work of a single day and a skilled Technician can spend many weeks putting together their new toys. Once built however, Automata only require a small amount of maintenance.

### Maintaining Automata

Automata require constant attention or they will cease to function. Maintaining Automata works similarly to maintaining crafted items. If Automata is not maintained, it will still function for a number of days equal to the crafter's *Intellect*, after which further use will result in it becoming damaged.

## Actions

### Maintain Prosthetic

 Action
 Item Cost
 Duration
 Range
 Effect

## Techniques

### Extensor Pistons

 Action
 Item Cost
 Duration
 Range
 Effect

### Mecha Automata

 Action
 Item Cost
 Duration
 Range
 Effect

### Mechanical Arm

 Action
 Item Cost
 Duration
 Range
 Effect

### Mechanical Claw

 Action
 Item Cost
 Duration
 Range
 Effect

### Mechanical Leg

 Action
 Item Cost
 Duration
 Range
 Effect

### Mechanical Wings

 Action
 Item Cost
 Duration
 Range
 Effect

### Weapon Loader

 Action
 Item Cost
 Duration
 Range
 Effect
Skill School: Place

## Summary

Place Magic undoes tacit understandings of location, using the aether to travel instantaneously from one location to another.

## Actions

### Filch

 Action
 Mana Cost
 Duration
 Range
 Effect

### Plant

 Action
 Mana Cost
 Duration
 Range
 Effect

## Techniques

### Blink Dodge

 Action
 Mana Cost
 Duration
 Range
 Effect

### Blink Step

 Action
 Mana Cost
 Duration
 Range
 Effect

### Establish Circle

 Action
 Mana Cost
 Duration
 Range
 Effect

### Exchange Location

 Action
 Mana Cost
 Duration
 Range
 Effect

### Impromptu Portal

 Action
 Mana Cost
 Duration
 Range
 Effect

### Instant Equip

 Action
 Mana Cost
 Duration
 Range
 Effect

### Malicious Blink

 Action
 Mana Cost
 Duration
 Range
 Effect

### Teleportation

 Action
 Mana Cost
 Duration
 Range
 Effect
Skill School: Dinoformia

## Summary

Dinosaurs are a diverse array of creatures.

## Quick List

In general, the structure of the armour forces a bipedal Gnomanoid to act as if quadrupedal for the duration.

### Azrex Form

 Action
 Morph Cost
 Duration
 Range
 Effect
While in Azrex Form, your character gains:
* Medium Size
* *Caste Bloodline*
* *Cold Blooded*

Each character only has access to a singular form of Azrex and as such this ability may not be used to impersonate specific Azrex.

### Combat Tail

 Action
 Morph Cost
 Duration
 Range
 Effect

### Dryosaurus Form

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Small Ornithopod Form*, your character gains:
* +1 Agility (replacing racial bonuses)
* Small Size
* 40 ft Base Speed
* *Small Bite* & *Small Claws*
* *Avian Feathers*

### Ichthyosaur Form

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Ichthyosaur Form*, this character gains:
* +1 Dexterity, +1 Agility (replacing racial bonuses)
* Medium Size
* 50 ft Swim Speed
* +4 Stamina
* *Medium Bite* & *Medium Claws*
* +1 *Resistance* against all damage types

### Liopleurodon Form

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Liopleurodon Form*, this character gains:
* +2 Strength, +2 Agility
* Large Size
* 50 ft Swim Speed
* +12 Stamina
* *Large Bite*
* +1 *Resistance* against all damage types
* *Improved Olfaction*

### Pterosaur Form

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Pterosaur Form*, your character gains:
* +2 Dexterity, +2 Agility, -1 Fortitude
* Medium Size
* 10 ft Base Speed, 50 ft Fly Speed
* +4 Stamina
* *Medium Bite*
* +2 *Resistance* against all damage types

### Stegosaurus Form

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Stegosaurus Form*, your character gains:
* +3 Strength, -1 Dexterity (replacing racial bonuses)
* Large Size
* 20 ft Base Speed
* +8 Stamina
* *Medium Bite* & *Large Slam* (As Combat Tail)
* +4 *Resistance* against all damage types

### Tyrannosaurus Form

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Tyrannosaurus Form*, this character gains:
* +6 Strength, -2 Dexterity (replacing racial bonuses)
* Giant Size
* 40 ft Base Speed
* +12 Stamina
* *Small Claws* & *Mammoth Bite*
* +4 *Resistance* against all damage types

### Velociraptor Form

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Velociraptor Form*, this character gains:
* +3 Agility, -2 Strength (replacing racial bonuses)
* Small Size
* 60ft Base Speed
* *Small Bite*& *Small Claws*
* +D6 to *Jump* checks
* +1 *Resistance* against all damage types
Skill School: Divine Mind

## Summary

The Divine Mind concerns the maintenance and restoration of clarity of thinking.

## Actions

### Restore Confidence

 Action
 Favour Cost
 Duration
 Range
 Effect

## Techniques

### Calm the Mind

 Action
 Favour Cost
 Duration
 Range
 Effect

### Clear Madness

 Action
 Favour Cost
 Duration
 Range
 Effect

### Clear Mind

 Action
 Favour Cost
 Duration
 Range
 Effect

### Determination

 Action
 Favour Cost
 Duration
 Range
 Effect

### Exorcism

 Action
 Favour Cost
 Duration
 Range
 Effect

### Internal Command

 Action
 Favour Cost
 Duration
 Range
 Effect

### Restoration of the Psyche

 Action
 Favour Cost
 Duration
 Range
 Effect

### Serenity

 Action
 Favour Cost
 Duration
 Range
 Effect

### Share Memory

 Action
 Favour Cost
 Duration
 Range
 Effect

### Shared Calm

 Action
 Favour Cost
 Duration
 Range
 Effect

### Stow Memory

 Action
 Favour Cost
 Duration
 Range
 Effect

### Unlock Knowledge

 Action
 Favour Cost
 Duration
 Range
 Effect
Skill School: Space

## Summary

Space Magic involves the bending of space, whether it be enlarging, reducing or twisting.

## Actions

### Create Space

 Action
 Mana Cost
 Duration
 Range
 Effect

## Techniques

### Alter Weapon

 Action
 Mana Cost
 Duration
 Range
 Effect

### Bend Portal

 Action
 Mana Cost
 Duration
 Range
 Effect

### Bend Space

 Action
 Mana Cost
 Duration
 Range
 Effect

### Bending Strike

 Action
 Mana Cost
 Duration
 Range
 Effect

### Enlarge Creature

 Action
 Mana Cost
 Duration
 Range
 Effect

### Pit of Despair

 Action
 Mana Cost
 Duration
 Range
 Effect

### Pocket of Space

 Action
 Mana Cost
 Duration
 Range
 Effect

### Shrink Creature

 Action
 Mana Cost
 Duration
 Range
 Effect

### The Shortest Path

 Action
 Mana Cost
 Duration
 Range
 Effect
Skill School: Desert Lore

### Special

This character adds half their Desert Lore ranks (rounded down) to their Initiative checks while in Deserts.

## Summary

Lore of the desert is knowledge of water. Where to find it, how to conserve it and how to drink as little as possible. In addition, it covers desert weather, from surviving the heat, predicting sandstorms, avoiding sinkholes and surviving the freeze overnight.

## Techniques

### Sense Well

 Action
 Duration
 Range
 Effect
Skill School: Pyrotechnics

## Actions

### Burning Rod

 Action
 Item Cost
 Duration
 Range
 Effect

### Pyrotorch Fuel

 Action
 Item Cost
 Duration
 Range
 Effect

## Techniques

### Burning Sweep

 Action
 Item Cost
 Duration
 Range
 Effect

### Flare

 Action
 Item Cost
 Duration
 Range
 Effect

### Flashbang

 Action
 Item Cost
 Duration
 Range
 Effect

### Rocket

 Action
 Item Cost
 Duration
 Range
 Effect

### Rocket Array

 Action
 Item Cost
 Duration
 Range
 Effect

### Smokebomb

 Action
 Item Cost
 Duration
 Range
 Effect

### Terrorbomb

 Action
 Item Cost
 Duration
 Range
 Effect
Skill School: Way of the Heavens

## Summary

The Way of the Heavens are Qi techniques aimed at mobility and agility. Character proficient in the Way of the Heavens use their balance with the universe to defy physics such as weightlessly leaping adversaries.

## Actions

### Crouching Tiger

 Cost
 Qi Cost
 Duration
 Range
 Effect

## Techniques

### Flying Attack

 Cost
 Qi Cost
 Duration
 Range
 Effect

### Let Go Your Earthly Tether

 Cost
 Qi Cost
 Duration
 Range
 Effect

### Lost in the Folds

 Cost
 Qi Cost
 Duration
 Range
 Effect

### Stand upon the Clouds

 Cost
 Qi Cost
 Duration
 Range
 Effect

### Tortoise Leap

 Cost
 Qi Cost
 Duration
 Range
 Effect

### Weightless Step

 Cost
 Qi Cost
 Duration
 Range
 Effect

### Wings of the Swan

 Cost
 Qi Cost
 Duration
 Range
 Effect
Race: Azrex

## Summary

The Azrex are a race of reptilian gnomanoids native to the New World. The Azrex are a highly hierarchical society where the genetic traits of your ancestors predetermine your place in society.

As the new world is largely separated from the rest of Patera, Azrex are normally seen as an anomaly.

## Physical Appearance

Azrex differ markedly in appearance depending on the social caste from which they hail. All that can be said definitively is that they are reptilian gnomanoids covered in tough scales with some possessing feather-like growths along their forearms. Azrex range in colour from light and dark browns to greens, blacks and the occasional blue or red.

## Cultural Appearance

The Azrex usually wear sleeveless tunics and colourful cloaks. Those in the higher ranks wear clothes made from rich fabrics adorned with feathers.

## Trait Summary

 Default Flaws
 Racial Traits
* Carrion Eater
* Nose for Prey
 Cultural Traits
* Caste Awareness
* Child of the Jungle
* Sacrificial Rites
* Song of Shields

## Cultural Traits

### Child of the Jungle

 Effects
If this character has more ranks in *Jungle Lore* than their level, they may instead re-roll a failed *Ice Lore* check once per day.
Race: Svalbat

## Summary

The Svalbat are a race of flying bat-like mammals who live in the Northern Islands of Svalbat.

## Physical Description

Svalbats are small, gnomanoid-like bats with large, membraneous wings extending between their wrists, hips, and shoulders. While Svalbats have gnomanoid hands on the end of their arms, these cannot easily be manipulated during flight.

## Trait Summary

 Default Flaws
 Racial Traits
 Cultural Traits
* Sword Dance

## Default Traits

###  Winged Flyer

 Effect
* *Flying* speed is 40 ft
* This character is proficient at *Flight* and *Wings* and may use their character level as skill ranks for the purpose of fulfilling requirements for *Talents* and *Techniques*.

### Clawed Feet

 Effect
Kicks with clawed feet are counted as having Bestial Claws, but incur a -2 to hit.

### Flaw: Upside-down

 Effect
* If unable to do so, this character becomes *Fatigued* for the next day and regains no *Vitality*, *Morph points*, or *Song points.*
* in addition, this character is treated as non-proficient on all *intelligence*-related checks.

## Racial Traits

### Bat Senses

 Effects
* Echolocation
* Infravision
* Low-light vision
* Improved Olfaction

## Cultural Traits

###
Skill School: Light

## Summary

Light Magic involves the creation of light whether it be simple incandescence or more complex imagery.

## Rules

### Figments

Figments are visual illusions that may resemble all manner of things. They are composed of light and thus do not have any physical substance (i.e. one can walk through them). The appearance of an illusion is limited by the user's imagination and skill at *Light Magic*.

## Actions

### Glowing Orb

 Action
 Mana Cost
 Duration
 Range
 Effect

## Techniques

### Blinding Flash

 Action
 Mana Cost
 Duration
 Range
 Effect

### False Image

 Action
 Mana Cost
 Duration
 Range
 Effect

### False Visage

 Action
 Mana Cost
 Duration
 Range
 Effect

### Grand Image

 Action
 Mana Cost
 Duration
 Range
 Effect

### Hypnotic Light Show

 Action
 Mana Cost
 Duration
 Range
 Effect

### Minor Image

 Action
 Mana Cost
 Duration
 Range
 Effect

### Phosphorescent Scintillation

 Action
 Mana Cost
 Duration
 Range
 Effect

### Wall of Light

 Action
 Mana Cost
 Duration
 Range
 Effect
Natural Hazards

## Summary

There are many ways to die outside of monsters and traps. You could always just drown or fall down a hill or choke on some food.

## Environmental Hazards

* Sea
* Wind

## General Rules

### Freezing

Freezing occurs when a character is present in a very cold environment for an extended period.

* Cold compounds over time requiring a check:
	+ For every hour you spend in a cold-wet environment (< 5°)
	+ For every ten minutes you spend in a freezing environment (< -20°)
	+ For every minute you spend in a frozen environment (< -40°)
* The TS starts at 10 but increases by +1 with each subsequent check
* A failed check results in becoming *Exhausted* and D6 *Frost* damage which ignores armour

### Suffocation

Suffocation can occur for numerous reasons.

* Characters which are unable to breath can hold their breath for a number of turns equal to the Fortitude score.
	+ Taking an action during any of these turns reduces the number of turns by 2 (rather than 1).
* At the end of this period, they must make a Fortitude save each turn (TS = 14 + number of turns without breathing) or fall Unconscious.
* For every turn after the first a character is unconscious they suffer 1 permanent damage to each mental score.
Patera Wiki

## Welcome to the Patera Wiki

Patera is a D20-based role-playing game. It is loosely similar to Dungeons and Dragons or Pathfinder, but has major changes in the rules for Character Creation and Action Economy.

## Main Features

* Character level is still a main feature while character class has been removed and replaced with skills
* Skills determine your bonuses to rolls but also grant access to talents (passive bonuses) and techniques (active abilities such as a combat manoeuvres, spells and prayers)
* Player turns are taken together (to encourage teamwork) and consist of two *Regular Actions*, one *Bonus Action* and a *Reaction*
* Some out-of-combat activities have been formalised to improve their play in games (Stealth, Chases etc)

## Setting

*The default setting for Patera is its namesake Patera (Latin for Bowl). Patera is a bowl-shaped world consisting of large continents on its periphery and a central ocean. Patera is ringed by a range of highly-non-Euclidean mountains creating a effective boundary to the edge of the world.*

*The races of Patera are an idiosyncratic hybrid of ancient cultures (Greek, Roman, Chinese etc) and classic RPG races (Elves, Dwarves, Orcs) etc.*

* Geopolitics
* Patera
* Metaphysics
* Supernatural

## Mechanics

### Guides

* Character Creation
* Sample Characters

### Resources

* Background
* Bestiary
* Chase Obstacles
* Disease
* Equipment
* Races
* Rules
* Skills
* Traps
* Treasure

## Admin

* Character Concepts
* Ideas
* Missing Equipment

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Fandom's Video Library.

File:Placeholder
Monster Market

### Bears, Bears, Bears!

 Brown Bear
 Froskian Bear
 Owlbear

### Gnemlins R' Us

 Gnemlin, Dozen (BEST VALUE!!!)
* 8 Gnemlin Sneakers
* 3 Gnemlin Trappers
 Gnemlin, single pyromancer
 Gnemlin, single chemist
 Gnemlin, single legionnaire

### Monster Bargain Bin

 Valais Herd
 Hydra

### Mysteries of the Dunes

 Hippopotamus
* 4 Hyegnoll Raiders or Harriers
* 1 Hyegnoll Cackler
* 1 Hyegnoll Fanatic
 Hyenas
* 1 Earth Sprite
Skill School: Air

## Summary

Air is one of the three basic material elements. It comes in many forms, each gas having its own particular flavour, but in essence they are all the same. Air magic is quick, light and subtle, used to control more than to injure.

## Actions

### Gust

 Action
 Mana Cost
 Duration
 Range
 Effect
* Extinguishing a small unguarded flame
* Causing paper or similarly objects to move up to 5ft
* Tap someone on the shoulder (metaphorically)

## Techniques

### Buffeting Gust

 Action
 Mana Cost
 Duration
 Range
 Effect

### Calm Winds

 Action
 Mana Cost
 Duration
 Range
 Effect

### Featherfall

 Action
 Mana Cost
 Duration
 Range
 Effect

### Manipulate Winds

 Action
 Mana Cost
 Duration
 Range
 Effect

### Pinning Blast

 Action
 Mana Cost
 Duration
 Range
 Effect

### Slamming Gust

 Action
 Mana Cost
 Duration
 Range
 Effect

### Sudden Updraft

 Action
 Mana Cost
 Duration
 Range
 Effect

### Sudden Vortex

 Action
 Mana Cost
 Duration
 Range
 Effect

### Tornado

 Action
 Mana Cost
 Duration
 Range
 Effect

### Wall of Wind

 Action
 Mana Cost
 Duration
 Range
 Effect

### Wind Shield

 Action
 Mana Cost
 Duration
 Range
 Effect

### Windwalking

 Action
 Mana Cost
 Duration
 Range
 Effect
Material: Skysteel

## Description

*Skysteel is a refined form of steel incorporating rare mineral compounds. It is significantly lighter than regular steel which makes it effective for those seeking a light-weight but strong armour. It is more resilient than other materials.*

### Material Rules

* Steel is treated as *Super* *Steel* for the purposes of *Material Strength.*

### Crafting Rules

* Skysteel weapons have the following effects:
	+ +1 to Attack Rolls and Defence
	+ Weight is reduced by 50%

* Skysteel armour has the following effects:
	+ Agility penalty is reduced by 1 (i.e. -1 becomes 0, -2 becomes -1)
	+ Mana penalty is reduced by 1
	+ Stamina requirement is reduced by 1
	+ Weight is reduced by 50%

### Cost

*Skysteel is a very niche material requiring numerous rare minerals as well as a forge specialised for heating and working the material.*

Skysteel items have their cost increased by 10g per pound. This is based on the original weight (not the reduced weight).
Skill School: Animal Training

### Special

For every two ranks in Animal Training, this character may teach an animal an additional Trick.

## Summary

Animal training is a long and arduous process requiring painstaking discipline and a huge amount of patience.

The rules for Training Animals are detailed here.

## Actions

### Train Animal

 Action
 Duration
 Range
 Effect

## Techniques

### Improvised Trick

 Action
 Duration
 Range
 Effect
Skill School: Amoebaformia

## Summary

Amoebas are single celled organisms which engulf their prey to suffocate and digest them.

## Actions

### Slimy Exterior

 Action
 Morph Cost
 Duration
 Range
 Effect

## Techniques

### Ooze Form

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Ooze Form*, this character gains:
* -4 Strength, -4 Fortitude, -4 Dexterity, -4 Agility (replacing racial bonuses)
* No Stamina
* Medium Size
* 30 ft (Base Speed)
* +3 *Resistance* against all damage types
* *Tremorsense*
* *Acidic Grasp*
* Immune to *Bleeding* damage

## Special

### Acidic Grasp

 Action
 Duration
 Range
 Effect
Skill School: Way of the Stream

## Summary

The Way of the Stream emphasises the flow of Qi through the universe, never causing it to start or stop, simply allowing it to go where it will.

## Actions

### Redirect Object (The River Bends)

 Cost
 Qi Type
 Duration
 Range
 Effect

## Techniques

### Drowning Plunge

 Cost
 Qi Cost
 Duration
 Range
 Effect

### Gathering Waves

 Cost
 Qi Cost
 Duration
 Range
 Effect

### Stance of the Stream

 Cost
 Qi Cost
 Duration
 Range
 Effect

### The Crests Clash

 Cost
 Qi Cost
 Duration
 Range
 Effect

### The Currents Spiral

 Cost
 Qi Cost
 Duration
 Range
 Effect

### The Ocean Washes All Away

 Cost
 Qi Cost
 Duration
 Range
 Effect

### The Tide Flows Out

 Cost
 Qi Cost
 Duration
 Range
 Effect

### The Waterfall

 Cost
 Qi Cost
 Duration
 Range
 Effect

### The Waterspout

 Cost
 Qi Cost
 Duration
 Range
 Effect

### The Wave Crashes

 Cost
 Qi Cost
 Duration
 Range
 Effect

### Tidal Wave

 Cost
 Qi Cost
 Duration
 Range
 Effect

### Wave after Wave

 Cost
 Qi Cost
 Duration
 Range
 Effect
Skill School: Lathers

## Summary

Lathers are oils which can be rubbed into skin and clothing. Lathers usually generate protective effects such as stopping sunburn or granting resistance to acid.

## Rules

### Applying a Lather

Applying a lather is a laborious task.

* Applying a lather requires 1 minute of uninterrupted concentration
* Characters wearing metal armour may not apply Lathers
* Leather and natural skins may be lathered
* Characters may only have one lather applied at a time, otherwise it causes a serious allergic reaction

### Duration

Lathers last a number of hours equal to this character's ranks in Lathers, unless otherwise stated.

### Specific Lather Application

Lathers may be applied to a subset of the user's skin. This requires a full round action, however the Lather only applies its benefits to the lathered location. Some lathers are ineffective when used in this manner.

## Actions

### Soap

 Action
 Item Cost
 Duration
 Range
 Effect

## Techniques

### Aether Repellent

 Action
 Item Cost
 Duration
 Range
 Effect

### Basic Lather

 Action
 Item Cost
 Duration
 Range
 Effect

### Burning Boy

 Action
 Item Cost
 Duration
 Range
 Effect

### Chilli Lather

 Action
 Item Cost
 Duration
 Range
 Effect

###  Endothermic Moisturiser

 Action
 Item Cost
 Duration
 Range
 Effect

### Exothermic Blubber

 Action
 Item Cost
 Duration
 Range
 Effect

###  Hydrophobic Coating

 Action
 Item Cost
 Duration
 Range
 Effect

### Insulating Lather

 Action
 Item Cost
 Duration
 Range
 Effect

### Lightbending Balm

 Action
 Item Cost
 Duration
 Range
 Effect

###  Pheromones

 Action
 Item Cost
 Duration
 Range
 Effect

### Protective Balm

 Action
 Item Cost
 Duration
 Range
 Effect

### Thickened Composite

 Action
 Item Cost
 Duration
 Range
 Effect
Skill School: Ride

## Summary

The art of riding is a combination of animal handling, agility and instinct.

### Adept Rider

This character may add half their *Ride* ranks (fractions round down) to any *Ride* they make.

## Actions

### Mount/Unmount

 Action
 Duration
 Range
 Effect

### Soft Landing

 Action
 Duration
 Range
 Effect

## Techniques

### Direct Mount

 Action
 Duration
 Range
 Effect

### Into the Saddle

 Action
 Duration
 Range
 Effect

### Mounted Leap

 Action
 Duration
 Range
 Effect

### One with the Mount

 Action
 Duration
 Range
 Effect

### Side Ride

 Action
 Duration
 Range
 Effect
While riding side-ride style:
* All *Ride* checks are made with a -4 penalty.
* This character may, interact with objects on the ground.
* This character has cover from attacks on the opposite side.

### Spur Mount

 Action
 Duration
 Range
 Effect
Skill School: Divine Word

## Summary

Divine Words turn the words of man into the word of the gods.

## Actions

### Divine Voice

 Action
 Favour Cost
 Duration
 Range
 Effect

## Techniques

### Calamitous Shout

 Action
 Favour Cost
 Duration
 Range
 Effect

### Commandment

 Action
 Favour Cost
 Duration
 Range
 Effect

### Deafening Shout

 Action
 Favour Cost
 Duration
 Range
 Effect

### Divine Edict

 Action
 Favour Cost
 Duration
 Range
 Effect

### Hand of Friendship

 Action
 Favour Cost
 Duration
 Range
 Effect

### Make Peace

 Action
 Favour Cost
 Duration
 Range
 Effect

### Servant of a Greater Power

 Action
 Favour Cost
 Duration
 Range
 Effect

### Thunderous Words

 Action
 Favour Cost
 Duration
 Range
 Effect

### Words of Praise

 Action
 Favour Cost
 Duration
 Range
 Effect
Skill School: Sleight of Hand

## Summary

Sleight of Hand is the art of making manoeuvres with one's hands without observers noticing what has happened. This can be legerdemain and other tricks or thieving items from stalls or even from the pockets of unsuspecting victims.

## Actions

### Palm Item

 Action
 Duration
 Range
 Effect

## Techniques

### False Thief

 Action
 Duration
 Range
 Effect

### Feint

 Action
 Duration
 Range
 Effect

### Instant Draw

 Action
 Duration
 Range
 Effect

### Tangle Foe

 Action
 Duration
 Range
 Effect

### Thieving Feint

 Action
 Duration
 Range
 Effect
Skill School: Slam

## Summary

Slam weapons represent animals which injure their enemies by physically crashing into them.

### Slam Weapons

When using a *bodypart,* such as a tail, the weapon size is considered the same as the creature size. For example a Large Allosaurus using it's tail to slam an opponent would use large slam. When using the *entire body* to conduct a slam attack an additional die of the same type is added to the damage role.

## Techniques

###
Skill School: Divine Thought

## Summary

Divine Thought is the practice of joining minds with others directly.

## Actions

### Meld Minds

 Action
 Favour Cost
 Duration
 Range
 Effect

## Techniques

### Delve Thoughts

 Action
 Favour Cost
 Duration
 Range
 Effect

### Read Thoughts

 Action
 Favour Cost
 Duration
 Range
 Effect

### Silence Mind

 Action
 Favour Cost
 Duration
 Range
 Effect

### Telepathic Bond

 Action
 Favour Cost
 Duration
 Range
 Effect

### Telepathic Pedestal

 Action
 Favour Cost
 Duration
 Range
 Effect

### Transfer Consciousness

 Action
 Favour Cost
 Duration
 Range
 Effect
Skill School: Divine Soul

## Summary

The Divine Soul represents knowledge of the spirit world. A practitioner learns how to contact the dead.

## Rules

### Spirit Creatures

A *Spirit Creature* is a creature which possess a soul, but lacks a body. These include *Ghosts*, *Spectres* and creatures trying to *Possess* other creatures.

## Actions

### Know Spirit

 Action
 Favour Cost
 Duration
 Range
 Effect

## Techniques

### Bind Soul

 Action
 Favour Cost
 Duration
 Range
 Effect

### Call Soul

 Action
 Favour Cost
 Duration
 Range
 Effect

### Calm Spirit

 Action
 Favour Cost
 Duration
 Range
 Effect

### Command Spirit

 Action
 Favour Cost
 Duration
 Range
 Effect

### Commune

 Action
 Favour Cost
 Duration
 Range
 Effect

### Cow Spirit

 Action
 Favour Cost
 Duration
 Range
 Effect

### Detect Spirits

 Action
 Favour Cost
 Duration
 Range
 Effect

### Soul Prison

 Action
 Favour Cost
 Duration
 Range
 Effect

### Soul Ward

 Action
 Favour Cost
 Duration
 Range
 Effect
Skill School: Feliformia

## Summary

Oh well I never, was there ever, a cat so clever as... murder cats!

## Quick List

* -2 Strength, -1 Fortitude, +1 Dexterity, +2 Agility (replacing racial bonuses)
* Tiny Size
* 40 ft Base Speed & 20 ft Climb speed
* *Tiny Bite* & *Tiny Claws*
* *Low-light Vision*
* +D6 to *Agility* checks for *Balance*

### Cat Pounce

 Action
 Morph Cost
 Duration
 Range
 Effect

### Cheetah Form

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Cheetah Form*, this character gains:
* +1 Dexterity, +1 Agility (replacing racial bonuses)
* Medium Size
* 50 ft Base Speed
* *Medium Claws* & *Medium Bite*
* +1 *Resistance* against all damage types
* *Cheetah Sprint*, (once per minute when *Sprinting* this character may move up to eight times their *Base Speed*).

### Greatcat Form

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Greatcat Form*, this character gains:
* +1 Strength, +2 Dexterity (replacing racial bonuses)
* Large Size
* 40 ft Base Speed
* +8 Stamina
* *Large Claws* & *Large Bite*
* +1 *Resistance* against all damage types
* *Low-light Vision*

### Hyegnoll Form

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Hyegnoll* Form, your character gains:
* Medium Size
* 30 ft Base Speed
* *Hyegnoll Cowardice*
* *Hyena Laugh*

Each character only has access to a singular form of *Hyegnoll* and as such this ability may not be used to impersonate specific *Hyegnoll*.

### Hyena Form

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Hyena Form*, this character gains:
* +1 Strength (replacing racial bonuses)
* Medium Size
* 40 ft Base Speed
* +4 Stamina
* *Medium Bite*
* +2 *Resistance* against all damage types
* *Hyena Laugh*

### Jaguar Bite

 Action
 Morph Cost
 Duration
 Range
 Effect

### Meowi Form

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Meowi* Form, your character gains:
* Medium Size
* 30 ft Base Speed
* *Meowi Balance*
* *Kitten Nape*

Each character only has access to a singular form of *Meowi* and as such this ability may not be used to impersonate specific *Meowi*.

### Smilodon Form

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Smilodon Form*, this character gains:
* +3 Strength, +1 Fortitude, +2 Dexterity, -2 Agility (replacing racial bonuses)
* Giant Size
* 40 ft Base Speed
* +12 Stamina
* *Giant Claws* & *Giant Bite*
* +4 *Resistance* against all damage types

### Treecat Form

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Treecat Form*, this character gains:
* -1 Strength, -1 Fortitude, +2 Dexterity (replacing racial bonuses)
* Medium Size
* 40 ft Base Speed & 20 ft Climb speed
* +4 Stamina
* *Medium Claws* & *Medium Bite*
* *Low-light Vision*
* +D6 to *Agility* checks for *Balance*

### Wildcat Form

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Wildcat Form*, this character gains:
* -1 Strength, -1 Fortitude, +2 Dexterity (replacing racial bonuses)
* Small Size
* 40 ft Base Speed
* *Small Bite* & *Small Claws*
* *Low-light Vision*
* +D6 to *Agility* checks for *Balance*

## Special

### Hyena Laugh

 Action
 Duration
 Range
 Effect
Skill School: Dust

## Summary

Dust magic combines the air-moving skills of Air magic with the earth-moving skills of Earth magic to create light suspended particles which move rapidly through the air, obscuring vision.

## Actions

### Dust Cloud

 Action
 Mana Cost
 Duration
 Range
 Effect

### Swirling Dust

 Action
 Mana Cost
 Duration
 Range
 Effect

## Techniques

### Dust in the Eyes

 Action
 Mana Cost
 Duration
 Range
 Effect

### Sand Sarcophagus

 Action
 Mana Cost
 Duration
 Range
 Effect

### Sandy Tomb

 Action
 Mana Cost
 Duration
 Range
 Effect

### Shard Vortex

 Action
 Mana Cost
 Duration
 Range
 Effect

### Wall of Sand

 Action
 Mana Cost
 Duration
 Range
 Effect
Skill School: Hymn

## Actions

### Religious Hymn

 Action
 Song Point
 Duration
 Range
 Effect

## Techniques

### Hymn of Revelation

 Action
 Song Point
 Duration
 Range
 Effect

### Ode of Sanctuary

 Action
 Song Point
 Duration
 Range
 Effect

### Otherworldly Chorus

 Action
 Song Point
 Duration
 Range
 Effect

### Righteous Condemnation

 Action
 Song Point
 Duration
 Range
 Effect

### The Word of God

 Action
 Song Point
 Duration
 Range
 Effect

## Hybrid Techniques

### Chorale of Recovery

 Action
 Song Point
 Duration
 Range
 Effect

### Song of the Wilds

 Action
 Song Point
 Duration
 Range
 Effect
Skill School: Acid

## Summary

Acid magic uses caustic liquids to damage enemies.

## Actions

### Denature Foodstuffs

 Action
 Mana Cost
 Duration
 Range
 Effect

## Techniques

### Absorb Acid

 Action
 Mana Cost
 Duration
 Range
 Effect

### Acid Glob

 Action
 Mana Cost
 Duration
 Range
 Effect

### Belch Acid

 Action
 Mana Cost
 Duration
 Range
 Effect

### Caustic Sphere

 Action
 Mana Cost
 Duration
 Range
 Effect

### Caustic Wave

 Action
 Mana Cost
 Duration
 Range
 Effect

### Caustic Weapon

 Action
 Mana Cost
 Duration
 Range
 Effect

### Wall of Acid

 Action
 Mana Cost
 Duration
 Range
 Effect
Skill School: Acrobatics

## Summary

Acrobatics represents a character's ability to leap, dodge, tumble and otherwise act like Jackie Chan.

### Expert Jumper

This character may add half their *Acrobatics* ranks (fractions round down) to any *Jump* they make.

## Actions

### Break Fall

 Action
 Duration
 Range
 Effect

### Judge Distance

 Action
 Duration
 Range
 Effect

## Techniques

### Falling Dodge

 Action
 Duration
 Range
 Effect

### Kick Flip

 Action
 Duration
 Range
 Effect

### Leaping Strike

 Action
 Duration
 Range
 Effect
 See Also
* *Pounce* (Meowi Technique)

### Somersault

 Action
 Duration
 Range
 Effect

### Springing Strike

 Action
 Duration
 Range
 Effect
 See Also

### Tumble

 Action
 Duration
 Range
 Effect

### Vaulting Strike

 Action
 Duration
 Range
 Effect

### Wall Leap

 Action
 Duration
 Range
 Effect
Skill School: Sonar

## Summary

Sonar involves using ones voice to direct messages, sense the world, and directly attack opponents

## Actions

### Echolocation Pulse

 Action
 Duration
 Range
 Effect

## Techniques

### Deafen

 Action
 Duration
 Range

### Earburst

 Action
 Cost
 Duration
 Range
 Effect

### Organ Rupture

 Action
 Cost
 Duration
 Range
 Effect

###  Sonar Burst

 Action
 Cost
 Duration
 Range

### Sonic Disarm

 Action
 Duration
 Range
 Effect

### Sonar Jam

 Action
 Duration
 Range
 Effect

### Sonar Pulse

 Action
 Duration
 Range
 Effect
Skill School: Chord

## Summary

Chords are the effect of blending different sounds together to produce powerful sound waves.

## Actions

### Offending Note

 Action
 Song Point
 Duration
 Range
 Effect

## Techniques

### Blaring Note

 Action
 Song Point
 Duration
 Range
 Effect

### Blasting Note

 Action
 Song Point
 Duration
 Range
 Effect

### Buffeting Note

 Action
 Song Point
 Duration
 Range
 Effect

### Calamitous Note

 Action
 Song Point
 Duration
 Range
 Effect

### Concerted Ostinato

 Action
 Song Point
 Duration
 Range
 Effect

### Deadly Note

 Action
 Song Point
 Duration
 Range
 Effect

### Deafening Note

 Action
 Song Point
 Duration
 Range
 Effect

### Disarming Note

 Action
 Song Point
 Duration
 Range
 Effect

### Discordant Note

 Action
 Song Point
 Duration
 Range
 Effect

### Rousing Note

 Action
 Song Point
 Duration
 Range
 Effect
Skill School: Bombs

## Quick Table

* All creatures made of metal or wearing metal armour are subject to a *Shove* attempt. Creatures moved this way are moved towards the epicentre of the pulse.
* All creatures carrying metallic weapons or objects are subject to a *Disarm* attempt. Weapons *Disarmed* this way are placed at the epicentre of the pulse.
* Creatures that collide suffers 2D8 *Crushing* damage.

### Shockbomb

 Action
 Item Cost
 Duration
 Range
 Effect

### Shrapnelbomb

 Action
 Item Cost
 Duration
 Range
 Effect
Zhao Ruoxi

## **Appearance**

She had a unique temperament, a quality that belonged to no one but her.

In this cold, rough, dreary world, this girl resembled a Dutchman's pipe, a flower that bloomed quietly in the night. However, this blooming appearance made her all the more hair-raising, as if she could pass away any moment.

Where she stood, the world was black and white. She was the only bit of white left in a now black world. Only her lips retained their color in this world, a thin vermillion that seemed to be formed from all of the world’s sadness. Every movement of her lips tugged at the softest spot in one’s heart, triggering heartache.

## **History**

Inherited the Red Spider Lily and Qianye's Origin Crystal (some people didn't care about Qianye, as he was a "bastard" ), she born with a weak physique and when she was a child her vitality was already waning, so the main wife was ruthless and performed the illegal operation of origin stealing on him, soon after he was kidnapped and abandoned in the dump.

She also uses a bit of her lifespan every time that she uses the Red Spider Lily. The origin crystal helps her with her weak body, mitigating the harms of using the Red Spider Lily.
Skill School: Fire

## Actions

### Ignite

 Action
 Mana Cost
 Duration
 Range
 Effect

## Techniques

### Burning Vision

 Action
 Mana Cost
 Duration
 Range
 Effect

### Burning Weapon

 Action
 Mana Cost
 Duration
 Range
 Effect

### Eat the Flames

 Action
 Mana Cost
 Duration
 Range
 Effect

### Fireball

 Action
 Mana Cost
 Duration
 Range
 Effect

### Flamebolt

 Action
 Mana Cost
 Duration
 Range
 Effect

### Flamewave

 Action
 Mana Cost
 Duration
 Range
 Effect

### Gout of Flames

 Action
 Mana Cost
 Duration
 Range
 Effect

### Incinerate

 Action
 Mana Cost
 Duration
 Range
 Effect

### Infernal Conflagration

 Action
 Mana Cost
 Duration
 Range
 Effect

### Manipulate Flames

 Action
 Mana Cost
 Duration
 Range
 Effect

### Wall of Flames

 Action
 Mana Cost
 Duration
 Range
 Effect
Skill School: Brawling

## Talents

### Sailor's Fist

 Requirements
 Effect
* Sailing provides Skill Synergy to Brawling
* This character's unarmed attacks deal an extra 2 damage.

## Technique

### Battering Ram

 Requirements
 Action
 Duration
 Range
 Effect

### Clobber

 Requirements
 Action
 Duration
 Range
 Effect

### Disable Dagger

 Requirements
 Action
 Duration
 Range
 Effect

### Discombobulate

 Requirements
 Action
 Duration
 Range
 Effect

### Headbutt

 Requirements
 Action
 Duration
 Range
 Effect

### Throw

 Action
 Duration
 Range
 Effect

### Headbutt

 Cost
 Duration
 Range
 Effect
Rolling Dice

This page covers the basics rules around rolling dice.

* Halve the number after the D, (i.e. D12->D6)
	+ Fractions round up (D3->D2)

* Either roll an appropriate dice (if one exists) or roll a normal dice and halve the result (fractions round up)

### Critical Success

*Occasionally, despite the severest odds, sometimes success is possible.*

* Whenever a natural 20 is rolled on a D20 dice roll, the action automatically succeeds with the following caveats:
	+ The action must be explainable, that is to say, a peasant cannot summon a daemon king simply by waving their hands, nor can a human leap over a mountain simply because they rolled a natural 20. Common sense prevails.
* After rolling a natural 20, a player may roll again. If the second roll is a success, the action is considered to be particularly successful (or lucky).
	+ This rule is determined by the Arbiter depending on context.

### Critical Failure

*Occasionally, despite overwhelming simplicity something will go wrong.*

* Whenever a natural 1 is rolled on a D20 dice roll, the action automatically fails with the following caveats:
	+ The action must be explainable, that is to say, the challenge must be conceivably failable
* After rolling a natural 1, the player must roll again. If the second roll is also a failure, the action is considered to be particularly blunderous
	+ This rule is determined by the Arbiter depending on context. *It is advised that the player who rolled the natural 1 suggests a result to the Arbiter which is fun and amusing.*

### Fizzle Dice

*There are a large reasons why a task might become more challenging.*

* Whenever a player is called on to roll a *Fizzle* dice, roll D4 in addition to the regular D20 check.
	+ If a 1 is rolled on the *Fizzle* dice, the check is automatically failed.
* If the player receives a bonus from another *Bonus Dice*, cancel on a 1-for-1 basis one *Bonus Dice* and one *Fizzle Dice* (i.e. do not roll either). The highest *Bonus Dice* is cancelled first.

### Aid

*Working together can yield great outcomes*.

* If two characters are both performing an action together, one may aid the other.
	+ The aiding character must succeed with a check whose TS is 5 lower than the target.
	+ If successful, they may add D4 to the other character's check.
Skill School: Medicine

## Summary

Medicine is the art of the body, understanding how each system within the body works and knowing how to remedy damage and disease. Medicine is defined by the balancing of the four humours.

### Anatomy Specialist

For every two ranks in *Medicine* this character has, they may specify a *Preferred Gnomanoid*. This character may add +3 to their Medicine checks when treating *Gnomanoids* of that type.

### Medical Mind

This character may take bonus techniques from *Life* and *Death* prayers.

## Actions

### Calm Patient

 Action
 Duration
 Range
 Effect

### Identify Disease

 Action
 Duration
 Range
 Effect

### Identify Poison

 Action
 Duration
 Range
 Effect

### Staunch Bleeding

 Action
 Duration
 Range
 Effect

## Techniques

### Induce Headache

 Action
 Duration
 Range
 Effect

### Minor Surgery

 Action
 Duration
 Range
 Effect

### Sample Disease

 Action
 Duration
 Range
 Effect

### Sterilize Tools

 Requirements
 Action
 Duration
 Range
 Effect

### Triage assessment

 Action
 Duration
 Range
 Effect

## Todo

### Grorko-Gnoman Medical Tradition

###
Skill School: Hunting

### Special

Grants StaminaCharacters with one or more ranks in Hunting gain a number of Favoured Quarry equal to half their ranks in Hunting (fractions rounded down).

## Summary

Hunting requires skill, patience and intuition, especially against intelligent adversaries. Hunters spend hours honing their skills against specific targets learning their gait, movement patterns and even weak points in their defences.

### Favoured Quarry

A character with ranks in *Hunting* gains a number of *Favoured Quarries* equal to half their ranks in *Hunting* (fractions rounded down). A character with a *Favoured Quarry* (including other sources) may use the *Study Target* action (see below) against a *Favoured Quarry*. This character only requires 1 turn to use the *Study Target* technique against a *Favoured Quarry*.

### Favoured Quarry List

A character with one more *Favoured Quarries* may choose from the following table.

 Camboa
 Duo-Fu
 Gnome
 Grork
 Kymerlian
 Huntaur
 Meowi
 Nagu

 Quick Table

## Actions

### Study Target

 Action
 Duration
 Range
 Effect

## Techniques

### Assign Nemesis

 Action
 Duration
 Range
 Effect

### Disable Quarry

 Action
 Duration
 Range
 Effect

### Hamper Prey

 Action
 Duration
 Range
 Effect

### Know Repertoire

 Action
 Duration
 Range
 Effect

### Mark Target

 Action
 Duration
 Range
 Effect

### Pack Alpha

 Action
 Duration
 Range
 Effect

### Predict Quarry

 Action
 Duration
 Range
 Effect
Race: Frosk

## Summary

Frosks are a race of frog-like gnomanoids which live in the far northern extensions of the greater western continent.

## Lineage: Raid Target

Raiding is a foundation experience for all growing Frosk. The only thing that changes is where they fight. The Frosk raid frequently and lengthily, often returning to the same shores many years in a row, and sometimes even remaining for months in hostile lands to winter.

Each Frosk character may choose a *Favoured Quarry* as well as a bonus *Cultural Trait* from their *Favoured Quarry* culture list.

 The New World
 Shores of Asu
 Shores of Ereb
 Medipateran Archipelago
 The Shores of the Burning Sea
* Bonus Favoured Quarry Cultural trait.

## Trait Summary

 Default Flaws
 Racial Traits
* Born of Blizzard
* Instinctual Swimmer
* Leapfrog
* Quick and Feeble
* Reverberating Membranes
 Cultural Traits
* Hall of the Ancestors Awaits
* Keen Trader
* Prayer on the White
* Raid Excursion
* Veteran Raider

## Default Traits

### Flaw/Bonus: Permeable Skin

 Effect
* Frosk must make two saves against gas and liquid poison that comes into contact with their skin, and take the lower.
* Once per day while in a dry environment or whenever they take more than their level *Fire* damage in a single turn, Frosk must make a *Fortitude* save (TS = 14) or become *Dried Out*.
	+ While *Dried Out*, Frosk must roll a *Fizzle Dice* for all skills, saves and checks and base speed is halved. Frosk can be revived with water, but this process takes 1 hour to allow the water reach all tissues and organs.

## Racial Traits

### Instinctual Swimmer

 Effect
If this character has more ranks in *Swim* than their level, they may instead re-roll a failed *Swim* check once per day.

### Leapfrog

 Effect
If this character has more ranks in *Acrobatics* than their level, they may instead re-roll a failed *Acrobatics* check once per day.

## Cultural Traits

### Child of the Snow

 Effects
If this character has more ranks in *Ice Lore* than their level, they may instead re-roll a failed *Ice Lore* check once per day.
Skill School: Axe

## Summary

The Axe skill school covers proficiency with all kinds of hafted weapons which end in a heavy blade including hatchets, hand-axes, battleaxes and great-axes. Polearms such as poleaxes are not include in this skill category (see Sweeping Polearms). Axe techniques and talents revolve around powerful attacks that cause grievous injuries.

## Techniques

### Cleaving Strike

 Action
 Duration
 Range
 Effect

### Crescent Strike

 Action
 Duration
 Range
 Effect

### Decapitate

 Action
 Duration
 Range
 Effect

### Hook and Strike

 Action
 Duration
 Range
 Effect

### Hook Shield

 Action
 Duration
 Range
 Effect

### Overhead Hew

 Action
 Duration
 Range
 Effect
Skill School: Divine Conveyance

## Summary

Divine Conveyance is the domain of priests who need to travel from place to place in a great hurry. Such priests employ their feet as well as supernatural creatures to get from place to place.

## Actions

### Sudden Step

 Action
 Favour Cost
 Duration
 Range
 Effect

## Techniques

### Divine Flight

 Action
 Favour Cost
 Duration
 Range
 Effect

### Divine Haste

 Action
 Favour Cost
 Duration
 Range
 Effect

### Divine Haven

 Action
 Favour Cost
 Duration
 Range
 Effect

### Divine Interception

 Action
 Favour Cost
 Duration
 Range
 Effect

### Divine Pegasus

 Action
 Favour Cost
 Duration
 Range
 Effect

### Divine Steed

 Action
 Favour Cost
 Duration
 Range
 Effect