Path of the Beginner

The Path of the Beginner trains you to be a balanced and independent adventurer.

**Requirements:** None

**Path Completion Bonus:** 100 sp

## Core Abilities

**Dodge**

**Cost**: 200 XP

**Expedited for:** Alacrity

**Activation**: 1 Reaction, X Vim

The ability is usable in response to an attack or other hostile targeted ability. Evade it. Against attacks, this ability costs 1 Vim per 10 Accuracy of the attack (rounded down, min. 0). Against other hostile abilities with no Accuracy, **Dodge** costs 5 Vim.

**Light Attack**

**Cost**: 200 XP

**Expedited for:** Finesse

**Activation**: 1 Action, 2 Vim

Make a skill strike with a weapon you are holding. This attack deals half damage and loses -20 Accuracy.

**Block**

**Unlocks**: Path of the Fighter

**Cost**: 200 XP

**Expedited for:** Rage

**Activation**: 1 Reaction

Until your next turn, whenever you would take damage, you may spend X Vim to reduce the incoming damage by 2X. If you choose to Block damage, you must Block as much as you have the Vim for (you cannot partially Block damage if you have enough Vim to Block all of the damage).

**All-In-One Ratchet**

**Unlocks**: Path of the Tinker

**Cost**: 200 XP

**Expedited for:** Craft, Mind

*You have a useful ratchet.*

You carry a ratchet with you, which can be used with 1 Action to fix a mundane tool, shield, or armor piece, restoring it to be fully functional. The ratchet can also have other effects of minor repair, such as putting out a hex of fire or reinforcing a barricade. Alternatively, the ratchet can be used with 2 Actions as a special melee weapon that deals 1d6+6 damage and uses Technology as its weapon attribute. If you lose your Ratchet, you gain another at the next Intermission, or where appropriate in the story. This weapon deals +3 damage to creatures wearing or made of metal.

**Minor Magicks**

**Unlocks**: Path of the Magician

**Cost**: 200 XP

**Expedited for:** Magic, Mind, Science

**Activation**: 3\* Actions

You can perform minor magical tricks, including but not limited to: lifting small objects, activating objects from 12 meters away, altering something’s appearance, setting nearby flammable objects on fire, or creating dim light within 3 meters of yourself. If you have the Gift of Magic, this ability can be activated with only 1 Action. Only one **Minor Magicks** can be active at a time (or three for those with the Gift of Magic).

**Inquiring Mind**

**Unlocks**: Path of the Scholar

**Cost**: 200 XP

**Expedited for:** Science, Mind

**Activation**: Passive

When making a Wisdom check to solve a Puzzle encounter, you may add your Intelligence to the roll.

## Character Customizations

**Small Creature**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Taken during Character Creation

**Cost**: 500 XP

**Activation**: Passive

*In the canonical setting, creatures which may be small include: halflings, gnomes, and dwarves.*

This ability may only be taken during character creation and with GM approval. You are a small creature, no more than 3 feet tall. You are nimble and agile, but it takes you a while to get anywhere and you often need help reaching things. You take -2 Strength but +1 Agility and Dexterity. Your Speed and overland speed decrease by 2. You can move through enemy hexes and can occupy the same hex as an enemy. In towns that are not a majority of small creatures, weapons and clothing you purchase cost 50% more to be fitted to your size.

**Large Creature**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Taken during Character Creation

**Cost**: 500 XP

**Activation**: Passive

*In the canonical setting, creatures which may be large include: bigguns, alphas, and some automata.*

This ability may only be taken during character creation and with GM approval. You are a large creature, between 8 and 15 feet tall. You excel at reaching the top shelves at the market and lifting heavy objects, but struggle to take cover in combat and squeeze down the narrow passages of dungeons. You take -2 Agility and Dexterity but +2 Strength and +1d6 damage with all Strength-based weapons. In Tactical Scenes, you occupy three hexes (for the purpose of distance and ranges, refer to the closest of your hexes). Your Speed and overland speed increase by 3. In towns that are not a majority of large creatures, weapons and clothing you purchase cost 50% more to be fitted to your size.

## Base Course Set

*Abilities below this point require the Base Course Set.*

**Flawed**

*This ability is not required for the Path Completion Bonus.*

**Unlocks**: Path of the Black

**Cost**: Free

**Activation**: Passive

You are a flawed character, but that makes you more interesting. You can purchase a number of abilities in the Path of the Black equal to half your Level. If you reach this limit, gain its Path Completion Bonus. When you take this ability, gain another Grate and 100 XP.

**In the Spotlight**

*This ability is not required for the Path Completion Bonus.*

**Unlocks**: Path of the Protagonist

**Cost**: 100 XP

**Activation**: Passive

*This is a story about you.*

When you purchase this ability, gain 4 Hero Points. Gain 1 Hero Point whenever you are the only player character in a Scene.