Third Party Content

This page lists miscellaneous third party content until it can be organized further.

For full third party paths, see Category:Third Party Content.

**Die Explosion**

From: Path of the Gunslinger

**Cost**: 350 XP

**Expedited** (**Finesse**): 200 XP

**Expedited** (**Science**): 200 XP

**Expedited** (**Craft**): 200 XP

**Activation**: Attack, 5 SP

*"You see, we call it Die Explosion because exploding bullets make you die."*

You are able to craft, buy, or alchemize exploding bullets for 5 SP each. You need only spend this amount when you want to use the skill. Activate when you roll a 6 for your Sidearm, Rifle, or Cannon's damage roll. You may add another d6 to the pool, and reroll all dice. If you roll another 6, you may add another d6 to the pool and reroll again without paying this skill's activation cost again. This continues until you do not roll a 6 or decide to just do your damage.

**Supremely Obnoxious and Noisy Guitar  (S.O.N.G.)**

**From**: Path of the Bard

**Prerequisite: Tinker's Training** (**Engineer**) or **Tinker's Training** (**Alchemist**)

**DC:** 3

**BC:** 40sp

**Bulk:** 3

**Cost:** 250 XP

**Expedited (Craft):** 150 XP

**Expedited (Charm):** 150 XP

**Expedited (Finesse):** 150 XP

*"Try smashing this on the stage, and you'll probably cut the stage in half."*

This is a Brutal Weapon that uses CHA as its weapon attribute. For 1 VP, you may strum it hard enough to create a blasting shockwave of sound, allowing it to make an attack at a range of CHA + DEX.

**Overwatch**

From: Path of the Tactician

**Cost**: 400 XP

**Expedited for**: Mind, Alertness

**Activation:** 2 Reactions

Target one ally and one moving enemy within range of that ally. That ally may make a Light Attack on that enemy.

**Engineered Armored Robotic Terrain-Harming Excavation Drone (E.A.R.T.H.E.D.)**

From: Path of the Tinker

**Partially Unlocks:** Path of the Automaton Tinker

**DC:** 5

**BC:** 30sp

**Bulk:** 5

**Cost:** 250 XP

**Expedited (Craft):** 150 XP

**Expedited (Finesse):** 150 XP

*"A little mole-like autonomous drone. Used by the military both to dig fortifications, and dig them up."*

When this item is held or is in your inventory, once per Act, it can upset fortifications like walls, towers and gates. This gives any attempt to break down grounded fortifications Up 2. Can also be used once per Act as a Grenade that creates Very Rough terrain for 3 meters around the target.

**Jolt Armament Brawlers (J.A.B.)**

From: Path of the Tinker

**DC:** 5

**Cost:** 200 XP

**Expedited (Craft):** 100 XP

*"Turns out electricity is one of those things you can build up an immunity to, like measles, iocaine powder, or bullets."*

This Masterwork Brawling Weapon uses TEK as its attack attribute. While held, you can't be Stunned or Paralyzed.

**Multiple Orb Armament Replicator (M.O.A.R.)**

From: Path of the Tinker

**DC:** 5

**Bulk:** 6

**Cost:** 250 XP

**Expedited (Craft):** 150 XP

**Expedited (Science):** 150 XP

*"A creepy crab-like machine. Feeding it grenades sometimes causes it to make more. Sometimes it just hisses at you, though..."*

When this item is held or is in your inventory, when you throw a Grenade, roll a d8. If your roll is less than or equal to your Technology, you may keep the Grenade.

**Protective Light Armor Tensile Enhancement (P.L.A.T.E.)**

From: Path of the Tinker

**Partially Unlocks:** Path of the Automaton Tinker

**DC:** 5

**Cost:** 250 XP

**Expedited (Rage):** 150 XP

**Expedited (Craft):** 150 XP

"*Doesn't matter what kind of armor it is, bolting metal plates to it always improves it. Just make sure they're not wearing the armor.*"

Create a piece of armor. Its cost is 40sp, and its armor is 2. You can also target a pre-existing piece of armor to have it gain these properties.

**Granulated Uranium Needler (G.U.N.)**

From: Path of the Tinker

**DC:** 3

**Cost:** 250 XP

**Expedited (Finesse):** 150 XP

**Expedited (Craft):** 150 XP

**Expedited (Wisdom):** 150 XP

*"We've found that sleeping by the ammo is actually more dangerous than being shot by it."*

This Masterwork Sidearm Weapon uses WIS as its attack attribute. Up to TEK times per Act (min. 0), you may choose to deal its damage as Poison damage.

**Arcane Sacrifice**

From: Path of the Magician

**Cost**: 200 XP

**Expedited** (**Magic**): 150 XP

**Activation**: 1 Reaction, 1 VP

*You focus your energy on one problem at a time, at the cost of your mind, body, and spirit.*

Choose two Attributes: decrease one by -1 and increase the other by +2 for the rest of the scene. This ability is usable once per Act.

**Mystical Torpedo**

From: Path of the Magician

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

**Prerequisites**: Gift of Magic, **Spell Training** (**Magician**)

**Cost**: 200 XP

**Activation**: 2 Actions, [0 / 1 / 1] MP

**Casting DL:** [7 / 10 / 13]

Deal [3/1d6/2d6] + Spirit damage to up to [Level / 3 / Level] enemies within 9 meters. This is a ranged attack, but targeted foes cannot benefit from cover.

**Embolden**

**Cost:** 200 XP

**Expedited (Magic):** 150 XP

**Expedited (Charm):** 150 XP

**Activation:** 1 Reaction, [1, 3, 3] MP

**Casting DL:** [8 / 10 / 8]

*"Fight hard, for the Gods are with you. And perhaps, more importantly, so am I."*

Target one ally within Spirit \* [1 / 1 / 3] meters. That ally gains [3 / Spirit / 6] to attack rolls. This spell can only be cast once per scene.

**Holify**

From: Path of the Thaumaturge

**Cost:** 300 XP

**Expedited** (**Magic**): 200 XP

**Activation:** 2 Actions, [1, 2, 3] MP

**Casting DL:** [10 / 12 / 14]

*"I bless the blade. I bless the barrel. I bless the bullet." -Famous Battlepriest Mantra*

Target one weapon an ally is holding. That weapon does magic damage, and does an additional [2 / 1d3 / 1d6] once per turn per enemy, to undead enemies.

**Kindness**

From: Path of the Thaumaturge

**Cost**: 300XP

**Expedited** (**Magic**): 200XP

**Expedited** (**Charm**): 200XP

*"Centuries of acclimation have associated light with trust. Odd, that. Who's ever been blinded by darkness?"*

If you have Spirit 3 or higher, gain Flow 1 on CHA checks.

**Martyrdom**

From: Path of the Thaumaturge

**Cost**: 400 XP

**Expedited** (**Magic**): 300 XP

**Expedited** (**Charm**): 300 XP

**Activation:** 1 Reaction, X MP

*"There is no greater love than this, to make yourself useless for your friends."*

Once per Act, target one ally within X \* Spirit Meters. They gain 4 \* X HP, and your MP becomes 0.

### **Universal Language**

From: Path of the Bard

**Prerequisite: Spell Training** (**Magician**)

**Cost:** 200 XP

**Expedited (Magic):** 150 XP

**Expedited (Charm):** 150 XP

**Activation:** [3, 3, 3] MP

**Casting DL:** [10 / 14 / 18]

**Arcana: DIVINATION**

*"Ever since this spell was invented, GU's languages department has been sadly dusty."*

Cast on [a willing target / every willing target within earshot / any number of targets within earshot]. The target(s) is/are now capable of speaking and comprehending any language spoken by the caster, and vice versa. This does not grant literacy of languages.

**Arcane Focus**

From: Path of the Spellcaster

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

**Cost**: 500 XP

**Expedited** (**Magic**): 350 XP (If **THAUMATURGY** or **ELEMENTAL** or **NECROMANCY**)

**Expedited** (**Craft**): 350 XP (If **TINKER**)

**Expedited** (**Rage**): 350 XP (If **RAW** or **BLOOD**)

**Expedited** (**Alertness**): 350 XP (If **DIVINATION**)

**Expedited** (**Charm**): 350 XP (If **SUMMONING**)

**Expedited** (**Mind**): 350 XP (If **CONJURATION**)

*"There's a universe of possibilities out there, but you still need to pick one to start with."*

You may specialize in one Arcana, gaining a +1 to Spellcasting rolls within that Arcana, and Up 1 on Intelligence or Wisdom checks relating to that Arcana. However, you must also pick one Arcana in which to gain -1 to Spellcasting rolls, and Down 1 on Intelligence and Wisdom checks relating to that Arcana. Finally, gain a Tide reflecting your focus on that Arcana, unless you already have one.

#### **Blood Bullets**

From: Path of the Spellcaster

**Cost:** 350 XP

**Expedited (Rage):** 300 XP

**Activation:** 2 Actions, Take [1, 3, 5] Damage

**Casting DL:** [7 / 10/ 13]

**Arcana: BLOOD**

*"This is going to hurt you more than it's going to hurt me... and it's going to hurt me a lot."*

Deal [5 / 1d6 + 4 / 2d6 + 6] damage to up to [Level / 3 / Level] enemies within 9 meters. This is a ranged attack, but targeted foes cannot benefit from cover.

#### **Conjure Perfectly Generic Object**

From: Path of the Spellcaster

**Cost:** 250 XP

**Expedited (Magic):** 200 XP

**Activation:** 3 Actions, [0, 3, 9] MP

**Casting DL:** [8 / 10/ 15]

*"If you put this in front of someone's front door, they might be stuck. Stuck at home. One might even say they're home, stuck."*

In an adjacent square, you create a green cube with beveled edges, a perfect representation of the concept of existence. This cube is [1 / 27 / 125] cubic meters, and has a bulk and HP total equal to that meterage. This spell automatically fails if you don't have room to conjure the cube.

#### **Cremate**

From: Path of the Spellcaster

**Cost:** 250 XP

**Expedited (Magic):** 200 XP

**Activation:** Free, [0, 3, 6] MP, **CONCENTRATED**

**Casting DL:** [0 / 10/ 13]

**Arcana: ELEMENTAL**

*"It's a messy job, but there's someone on every team who's a bit too happy to do it."*

You ignite your hands, turning them white-hot. If something is capable of taking burn damage, you may reduce it to ethereal ashes with [30 / 10 / 1] second(s) of uninterrupted skin-to-surface contact per 1 bulk. (A medium-size person is considered 20 bulk for this purpose.) This is considered a form of magical destruction that leaves no physical traces.

#### **Foresight**

From: Path of the Spellcaster

**Cost:** 250 XP

**Expedited (Magic):** 200 XP

**Expedited (Alertness):** 200 XP

**Expedited (Science):** 200 XP

**Activation:** 2 Reactions, [2, 4, 8] MP

**Arcana: DIVINATION**

*"I'm five rounds ahead of you and everyone else."*

Touch an adjacent creature. The touched creature gains a [ +2 / +3 / +6 ] bonus to Wisdom checks made to sense threats for the next hour and may reroll up to [ 1 / 2 / 4 ] Perception checks while this spell is active. You may use this spell on yourself.

#### **Brilliant Leader**

From: Path of the Leader

**Cost**: 500 XP

**Expedited** (**Charm**): 250 XP

**Activation**: 1 Reaction

*"We would all give our lives up for our lord, but I know he would give his away a thousand times before he would ever accept one of ours."*

Up to CHA times per Act, but only once per roll, activate when an ally rolls 3d6 for any reason, before the result of the roll is revealed. They may roll a die with a number of sides equal to your Charisma, and add that roll to that result. In the event that it is not possible to roll a, say, 3-sided die... well, figure it out. Do you expect me to tell you everything? A leader shows his followers the way, he doesn't walk them down it.

#### **Dervish**

From: Path of the Leader

**Prerequisite: Attack Command** (**Attacker**)

**Cost**: 400 XP

**Expedited** (**Rage**): 250 XP

**Expedited** (**Charm**): 250 XP

**Expedited** (**Finesse**): 250 XP

**Activation**: 3 Actions, 3 Reactions, 3 VP

*"Massacre is a messy word. So I'll just say 'kill' them. Messily."*

Designate a target. Every ally within range of that target may make a Light Attack on them.

#### **General Knowledge**

From: Path of the Leader

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

**Prerequisite: Attack Command** (**Attacker**) or **Defend Command** (**Defender**) or **Tactician's Command** (**Tactician**) or **Captain's Command** (**Captain**)

**Cost**: 200 XP

**Expedited** (**Mind**): 150 XP

*"I have studied every battle this nation has ever fought, and what I've learned is there's really only one way to lose: Have weak leaders."*

You may spend VP in place of, or in addition to, the Reactions the prerequisite abilities of this skill require.

#### **Home Territory**

From: Path of the Leader

*This ability can be purchased multiple times.*

**Partially Unlocks**: Path of the Captain

**Cost**: 250 XP

**Expedited** (**Charm**): 150 XP

*"The General's bastion, the Captain's ship, the Wizard's tower... Never engage them on their own territory."*

After you have spent an appropriate amount of time there, about three days for one football-field sized area, you may declare one building or large vehicle as your "home territory." While within that area, all rolls you make have a +1 bonus. You may switch the place one instance of Home Territory refers to during an Intermission, provided you've spent enough time in the new location sometime within the past week.

#### **Allied Territory**

From: Path of the Leader

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

*This ability can be purchased multiple times.*

**Cost**: 500 XP

**Expedited** (**Charm**): 300 XP

*"What did I say!? Never engage them on their own territory! Now look at you, you've walked right into an ambush!"*

The effect of one instance of **Home Territory** applies to your allies, too.

#### **I Outnumber You**

From: Path of the Leader

**Cost**: 200 XP

**Expedited** (**Rage**): 150 XP

**Expedited** (**Charm**): 150 XP

*"All of you... against all of me."*

If you and your allies outnumber someone you are trying to intimidate, gain Flow 1 on your Strength rolls made to intimidate.

#### **Unfallen King**

From: Path of the Leader

**Prerequisite: Ignore Pain** (**Fighter**)

**Cost**: 200 XP

**Expedited** (**Rage**): 150 XP

**Activation**: 1 Reaction, 1 VP

*"My life is not my own to lose."*

Activate when hit by an oncoming attack. This attack cannot drop your health past 1, and if you are at 1 HP after being hit by it, any special damage the attack would do has no effect.

#### **Take Point**

From: Path of the Leader

**Cost**: 200 XP

**Expedited** (**Charm**): 150 XP

**Activation**: 1 Reaction

*"In my experience, delegation is incredibly overrated."*

Once per Scene, after an ally makes a check, but before the result is revealed, you may make the same check. You cannot be assisted in this new check.

#### **Standard Bearer**

From: Path of the Leader

**Cost**: 400 XP

**Expedited** (**Charm**): 250 XP

**Activation**: 1 Reaction

*"The general promised not to die until he'd planted our flag on the throne of the king. Well, he's been dead for a couple hundred years, but he's still fighting."*

Once per Act, you may declare you want to hoist a standard of your own design for the next Scene. This can be embroidered, enhanced, enchanted, or otherwise aesthetically customised however you want. While the standard is hoisted, you take a -3 penalty to defense, and can be easily seen by everyone within five-hundred meters. However, every ally who can see you gains +1 Spirit and Flow on Spirit and Strength checks. If you drop the effect of this ability before the Scene is over, or fall in battle, then all allies previously affected by this bonus lose 1 Spirit.

***Don't* Lie**

From: Path of the Detective

**Cost**: 300 XP

**Expedited (Rage)**: 200 XP

**Expedited (Charm)**: 200 XP

**Activation**: 1 Action, 1 VP

*"Lying blackens the tongue. Do that again, and I might just take it out for you."*

Once Per Scene, you may reroll a Charm or Strength check made to determine if someone is lying to you. If this reroll determines, without a doubt, that the target is lying to you, all future (intimidation) Strength or Charm checks made against this person have a base value of Flow 1.

**Have You Seen This Man?**

From: Path of the Detective

**Cost**: 200 XP

**Expedited (Charm)**: 150 XP

**Expedited (Rage)**: 150 XP

*"Ya can cry all ya want about your missing husband, lady, but your eyes are telling me he's not bein' missed."*

While attempting to track the whereabouts of a person or thing that passed through a populated environment, instead of PER, you may use CHA or STR checks at Up 1 to track them down.