1.8. Basic Abilities

There are 19 Basic Abilities that can also be found in the Basic Ability List in the Appendix. In this chapter we will discuss each Ability and give some examples on how to use them.

Basic Attacks

There are three Basic Attacks: Melee Attack, Ranged Attack, and Magic Missile.

These three Abilities form the heart of all the Damage you will deal in the game. Almost all of the Abilities that deal damage will use these Basic Attacks as a starting point, building on them by altering their Damage amounts and Types.

An example of an Ability that builds on the Basic Attacks is the Opportunity Attack Ability.

Melee Attack

Your Melee Attack is a great way to deal Damage at close range. It is based on your Fighter Stat (which is based on your Might Stat) so if you are more of a Rogue or Mage, this Ability might not do as much. That said, unlike the other Basic Attacks, the Melee Attack can still deal Damage on a Low Score, provided that you have a Melee Weapon.

If you Wield a Melee Weapon, you can increase the damage of your Melee Attack by 1 (cannot be stacked.) Rare Melee Weapons (those of a higher Item Grade) can also grant you other bonuses or uses for your Melee Attack.

"Wield" is an Item Tag. Item Tags are common sets of rules that many items can reference at once. All possible Item Tags can be found in the Item Tag List Appendix and will be discussed in more depth in a future chapter (2.3. Inventory Box.)

In short, the Wield tag simply means that you can only use one Wield item at a time. That means you may have to put down your Lockpicks if you want to pick up your Melee Weapon. There are some Abilities that let you Wield a second Item, but even with two Wield Items, you can only modify an Ability using one Wield Item at a time.

Not having a Melee Weapon is not the end of the world. Since a Melee Weapon can only increase your Damage by 1 at most, going in unarmed is generally still a valid strategy. If you use some of the Fighter Upgrades that you have gained from Leveling Up to improve the Damage output of your Melee Attack, then going in unarmed can even be a breeze.

From the Appendix:

Melee Attack

Time: Action Target: any in Swinging Distance(1u)
Trigger: When the target leaves Swinging Distance(1u) of you and is not Sneaky
Test: Fighter Stat
Effect: Attack

Fighter Stat Score:

Melee Weapons. When you Wield a weapon, such as the Melee Weapon, gain the benefits described by that weapon, including increased damage.
Bonuses:
Penalties:
  • Forced Entry. This attack counts as Loud when attacking an object or attempting to force your way into a container, through a door, etc.
  • Improvised Maneuver. Disadvantage when attempting an improvised maneuver to trip or shove an opponent. The GM will describe what may be possible and if there will be a saving throw for your target before you commit to using this Ability.
  • Improvised Weapon. If you are using an improvised weapon, gain the benefits of Wielding a Melee Weapon that matches the improvised weapon used, but gain a Disadvantage on the Test.
Fighter Upgrades:

Opportunity Attack

The Opportunity Attack Ability is a perfect example of an Ability that builds on one of the Basic Attacks. The Opportunity Attack allows you to use your Melee Attack or Ranged Attack the moment a creature would leave Swinging Distance(1u) of you. In a way, this is like adding a Reaction Trigger to the Basic Attacks, though you can also Upgrade your Opportunity Attack to add even more affects to your Basic Attacks.

From the Appendix:

Opportunity Attack

Time: Reaction Target: *see Melee Attack
Trigger: When the target is leaving Swinging Distance(1u) of you
Test: *see Melee Attack or Ranged Attack
Effect: Attack

Make a Melee Attack or Ranged Attack against the target as a part of this Beat.

The Melee Attack also has the following Penalty:

Fighter Upgrades:
Ranged Attacks

When performing a Ranged Attack, the creature must still be leaving Swinging Distance(1u) of you and the usual Penalties for Close Combat will still apply.

Ranged Attack

Your Ranged Attack is very similar to your Melee Attack. The major difference being that a Ranged Attack does not deal any Damage on a Low Score. The Ranged Attack also takes Rogue Upgrades instead of Fighter Upgrades and has a different set of Bonuses and Penalties.

The Ranged Attack can benefit from Wielding a Ranged Weapon in the same way that the Melee Attack benefited from Wielding a Melee Weapon.

If ever you find yourself unarmed, you can often still perform a Ranged Attack by throwing objects around you or that you found in your pack. These count as Improvised Weapons, which give you a +1 to Damage, but a Disadvantage on the Test.

From the Appendix:

Ranged Attack

Time: Action Target: any in Shooting Distance(16u)
Requirements: An Improvised Weapon or a Ranged Weapon and access to your pack for ammo
Test: Rogue Stat
Effect: Attack

Rogue Stat Score:

Ranged Weapons. When you Wield a ranged weapon, such as the Ranged Weapon, gain the benefits described by that weapon, such as increased Damage.
Bonuses:
Penalties:
  • Close Combat. Disadvantage if a hostile is in Swinging Distance(1u) of you.
  • Concealed. Disadvantage if the target is behind at least half cover or is Prone and more than Swinging Distance(1u) away from you, laterally.
  • Improvised Maneuver. Disadvantage when attempting an improvised maneuver, like trying to shoot an item out of someone's hand or pin their sleeve to the wall. The GM will describe what may be possible and if there will be a Save Test for your target before you decide to roll.
  • Improvised Weapon. Can be a nearby object or junk from your pack. You can gain the benefits of Wielding a Ranged Weapon that matches the improvised weapon used, but gain a Disadvantage on the Test.
Rogue Upgrades:

Magic Missile

The last of the Basic Attacks is the Magic Missile Ability. To use this Ability, you will need to know at least one Spell Ability.

Magic Missile deals 1 less Damage compared to the Ranged Attack, and its Damage Type is Fluid/Blunt Damage. Its Damage can be increased by Wielding a Magic Weapon.

Of the three Basic Attacks, this one is the one most commonly built upon. Abilities like Elemental Blast and Planar Blast simply add-on effects to Magic Missile, changing its Damage Type or adding Status Conditions that it can inflict.

From the Appendix:

Time: Action Target: any in Throwing Distance(8u)
Requirements: You must know one Spell Ability
Test: Mage Stat
Effect: Attack

Mage Stat Score:

Magic Weapons. When you Wield a magic weapon, such as the Magic Weapon, gain the benefits described by that weapon, such as increased Damage. This increase to Damage also affects Low Scores, bringing the Damage up to 1.
When dealing 0 Damage, it is also still possible to inflict Status Conditions. This Ability has no Status Conditions of its own, but other Abilities can augment or build on this one, adding Status Conditions to it.
Bonuses:
Penalties:

Using a Shape Upgrade makes the Test for this Ability Strained and imposes a stack of Strained if you Pass the Test. Only one Shape Upgrade can be used at a time. Doing so replaces the original target with a Shape target.

Mage Upgrades:

Combat Utility Abilities

There are several other Abilities that you will want to know in order to stay alive and well when a fight breaks out. The Dash Ability will help you run a further distance than you would otherwise be able to. The Dodge Ability lets you avoid some Damage altogether. There are also three Abilities for restoring your Dodge Points, Shield, Health, and Vitality. They are: Dodges Up, Shields Up, and Heal Up.

Dash

The Dash Ability allows you to give up a Beat to move further than you otherwise could. If you ever use it a second time within the same Round, you will need to Pass an Athletics Test or gain a stack of Slowed.

From the Appendix:

Dash

Time: Action Target: Self
Test: *Athletics
Effect: Movement

Gain your Movement and Movement Ranges for the Round a second time.

Your first use of Dash each Round does not require a Test. If you attempt to Dash a second time in the same Round, you must make an Athletics Test:

Rogue Upgrades:

Dodge

The Dodge Ability is a reaction that you can use when being targeted with an Ability. Dodge allows you to reduce any incoming Damage and possibly give yourself an Advantage or two on Saves.

The number of times you can use the Dodge Ability is limited, however, by your Dodge Points. Dodge Points can mostly only be recovered using the Dodges Up Ability (discussed next) which is a Slow Action. As such, you will want to use your Dodge Points wisely, plan ahead, and not let Encounters drag on too long if you are running out of Dodge Points.

From the Appendix:

Dodge

Time: Reaction Target: Self
Trigger: When you would take Damage from an Ability
Requirements: 1 Dodge Point
Test: Rogue Stat
Effect: Defense

Rogue Score:

Penalties:
Note: Dodge Points can be restored by using the Dodges Up Ability.

Dodges Up

When you run low on Dodge Points, you can use the Dodges Up Ability to regain them. Take care when you use it, however, as it is a Slow Action. Gaining upgrades in the Dodges Up Ability also lets you have a higher maximum number of Dodge Points.

Time: Slow Action Target: Self
Effect: Healing

Restore 1 Dodge Point up to a max of 1 Dodge Point.

Rogue Upgrades:

Shields Up

The Shields Up Ability lets you reset your Shield. If you pick up the Fighter Upgrades for it, you can not only restore your Shield to a higher value, but if you still have some Shield, you may be able to gain a little boost to your Shield as well! Using Shields Up does take a Beat, so you may have to give up attacking in order to use it.

From the Appendix:

Shields Up

Time: Action Target: Self
Effect: Healing

Set your Shield to 2.

Fighter Upgrades:
  • Big(1).
    • You can now set your Shield to 3 instead of 2.
    • If your Shield was at 1 or higher, you can instead set your Shield to 4.
  • Big(2).
    • If your Shield is was at 1 or higher, you can instead set your Shield to 5.
  • Big(3).
    • You can now set your Shield to 4 instead of 2.
    • If your Shield was at 1 or higher, you can instead set your Shield to 6.

Heal Up

The Heal Up Ability lets you regain Health or Vitality.

Since Heal Up is a Slow Action, you will need to make sure you are out of harm's way, otherwise you could be left vulnerable while you attempt to heal yourself.

In order to restore Health or Vitality, you will also need to spend one Recovery point or use a First Aid Kit. Restoring your Shield or Dodge Points does not have any extra Requirements.

From the Appendix:

Heal Up

Time: Slow Action Target: Self
Requirements: *1 Recovery or 1 First Aid Kit
Effect: Healing

Spends 1 Recovery or 1 First Aid Kit, then choose a result:

Take Cover

If you can Take Cover so that only half of yourself (or less) is visible, then you can reduce any incoming Solid Damage by half (rounded down.) This Resistance is available to anyone, so take care that you have a clear shot of your opponents when a fight breaks out!

!Take Cover

Covert Abilities

There are four basic Abilities that will allow you to sink into the shadows or wield those shadows to dodge, move, and attack. These were covered a bit in the last chapter (1.7. Covert Operations) but it will help to see their full text laid out.

Sneak

The Sneak Ability is perfect for avoiding Opportunity Attacks or setting up to use one of the other Covert Reactions.

Simply put, the Ability gives you the Sneaky status.

From the Appendix:

Sneak

Time: Action Target: Self
Effect: Buff

You become Sneaky.

While Sneaky, you will have an Advantage when targeting creatures with Abilities. Being Sneaky is also a Requirement of the Sneak Attack, Sneak Dash, and Sneak Evade Reactions.

You can lose your Sneaky status in the following ways:

  • If you deal damage to a creature without killing it.
  • If you use the Sneak Attack, Sneak Dash, or Sneak Evade Reaction and its effect states that you lose your Sneaky status.
  • If an NPC gains more than two stacks of the Alert Status Condition (most likely from you doing poorly on a Covert Skill Test.)
  • If an NPC takes a turn to act and you are caught out in the open without any cover or camouflage. (Outside of an Encounter, the GM will generally try to make it clear when this danger is approaching, like by informing you that the person appears to have finished writing their letter and is scooting out their chair to stand up.)

Sneak Attack

The Sneak Attack requires that you have the Sneaky status, but can allow you to deal large amounts of Damage, especially if you gain its Rogue Upgrades.

From the Appendix:

Sneak Attack

Time: Reaction Target: *see Melee Attack or Ranged Attack
Trigger: The target uses Movement or starts an Ability while in range of your Melee Attack or Ranged Attack
Requirements: Sneaky
Test: Sleight Skill followed by a Melee Attack or Ranged Attack
Effect: Attack

Perform a Melee Attack or a Ranged Attack as a part of this Beat. The attack takes effect before a triggering Ability's effects become active, but after the triggering Ability starts and its targets are chosen.

You lose your Sneaky status immediately after your attack.

Your Sleight Skill Score may affect your Melee Attack or Ranged Attack:

  • [..6] No change.
  • [7..] The attack deals 1 extra Damage.
Rogue Upgrades:

Sneak Dash

The Sneak Dash Ability builds on the Dash Ability, allowing you to attempt to Dash as a Reaction against enemies getting close to you or targeting you. The effects of Sneak Dash are not guaranteed, though. You will need to Pass a Sneaking Skill Test for it to work.

From the Appendix:

Sneak Dash

Time: Reaction Target: Self
Trigger: A non-ally creature enters Swinging Distance(1u) of you or starts an Ability that would affect you in some way
Requirements: Sneaky
Test: Sneaking Skill possibly followed by a Dash Test
Effect: Movement

Rogue Score:

Sneak Evade

The Sneak Evade Ability gives you a chance to completely evade an Ability altogether.

From the Appendix:

Sneak Evade

Time: Reaction Target: A creature
Trigger: The target creature starts an Ability that would affect you in some way
Requirements: Sneaky
Test: Hiding Skill
Effect: Defense

Hiding Score:

  • [..6] You are no longer Sneaky. Your Beat is refunded.
  • [7..] You remain Sneaky. The target's Ability has no effect on you.

Item and Inventory Abilities

These next three Basic Abilities all deal with your inventory and the items in your pack. This will be discussed more in 2.3. Inventory Box, but in short, you pack will contain generic resources called "Goods" rather than specific items. These Goods come in 4 flavors: General Goods, Grey Goods, Obscure Goods, and Fine Goods.

The Goods are representative of all the items you've gathered, without requiring the GM provide specifics. These Goods also take the place of any money you would have otherwise had to have.

Whenever you need a more specific Item, you can use Goods with the Item Search Ability in order to turn those Goods into Items.

You can also use the Item Sell Ability to turn Items back into Goods or the Item Trade Ability to swap one type of Good for another.

At any time you can perform an Item Search to try to turn your Goods into actually specific items.

For example, if you needed a rope, you could use 1 General Good with the Item Search Ability to try to turn that Good into an rope for use in the game. To do so, you would simply give up your 1 General Good, then roll your General Wealth Skill. The Score you get would determine whether you found the rope or not. As indicated in the "Improvised Items" portion of the Item Search Ability, you'd need to get a Passing Score, otherwise you may not find a rope or the rope you do fine might be frayed or weaker. The GM will set the difficulty of Improvised Item searches and will describe the results of your Tests.

There are many Items you can gain that are not Improvised Items, but can be found in the Item List Appendix. These such Items will describe their own Test and whether you get the item or if it has any bonuses or weaknesses based on your Test.

Each Item will be organized into one of the 4 types of Goods: General Goods, Grey Goods, Obscure Goods, and Fine Goods. You will need to spend a Good that matches the type of item you want.

From the Appendix:

Item Search

Time: Action Target: Your own pack
Requirements: 1 Good, access to your pack
Test: The Wealth Skill of the Item being searched for
Effect: Gain Item

Choose an item you want from the Item List in the appendix. Spend 1 Good from the item's Wealth Category, then roll a Test using that Wealth Category's Wealth Skill.

The Item you chose will either specify a Score that you need to roll to get that item or a set of Score Ranges and item alterations for each Score Range.

Bonuses:

Improvised Items

You can improvise items not found in the Item List, but that would be reasonably found in the world. The GM will offer you a Score that you then need to reach for that item. Falling short of the Score for that item will result in not having that item or having a flawed, poor quality version of that item (like a fraying rope or a rusted sword.) Below are example improvised items for each Score Range:

  • General Wealth
    • [..6] F Tier: Raw Materials & simple items: Bell, Candle, Raw Food, Hammer, Knife, Oil, Soap, String(10 ft), Water, Writing Supplies.
    • [7..9] C Tier: Common Manufactured Items: Commoner Foods, Compass, Crowbar, Lantern, Pickaxe, Sledge, Rope(50 ft), Tongs.
    • [10..] A Tier: Standard Shields, Armor, Weapons, Better Foods.
  • Grey Wealth
    • [7..9] C Tier: Basic Traps & Hobbyist Tools/Kits: Climbing Kit, Lock-picks, Scalpel.
    • [10..] A Tier: Advanced Traps & Artisan Tools/Kits: Forger Kit, Jeweler Kit, Leatherwork Kit.
  • Obscure Wealth
    • [7..9] C Tier: Strange Ingredients & Basic Magic Tools: Dowsing Rod, Eye of Newt, Pendulum.
    • [10..] A Tier: More Rare Ingredients & Magic Tools: Crystal Ball, Dragon's scale, Void Crystals.
  • Spend Fine Wealth
    • Any of the above: Will be higher quality, made of materials like gold, or come in a greater quantity.

Item Sell

If ever you wish to sell an Item that you previously found or got from the Item Search Ability, you can do so using the Item Sell Ability.

You will need to give up the Item before rolling the Item Sell Ability. If you Fail the following Test, you will not get anything in return. The item was likely too damaged, flawed, or in some other way not worth anything. For all other Score Ranges, you can get back a Good or at least half a Good. The Good(s) regained will be of the same type used to create the Item in the first place, or of the type listed on the Item or chosen by the GM.

From the Appendix:

Item Sell

Time: 10 min Target: A marketplace
Requirements: 1 Item
Test: Required Item's Wealth Skill

  • [..6] No effect. You had to give it up for next to nothing.
  • [7..9] You gain half of a Good of the same type as the Item.
  • [8..10] You gain one Good of the same type as the Item.
  • [10!] You gain one and a half Goods of the same type as the Item.
Bonuses:
Penalties:

Item Trade

If ever the 4 types of Goods in your pack become unbalanced and you wish to trade one type for another, you can do so using the Item Trade Ability. This Ability requires no roll and instead allows you to simply exchange things at the going rates.

Note that the exchange rate from Fine Goods to other types of Goods is at a rate of 1 to 5 instead of the usual 1 to 1.

From the Appendix:

Item Trade

==Time: 10 min** Target: A marketplace
Requirements: Goods

Choose one of the following:

Grapple

The Grapple Ability is one of the lesser-used Abilities and comes with some complexity, but it can really come in handy in a pinch. In short, you have 3 options you can try to use against a target: Grab, Mount, or Move.

After choosing an effect option for your Grapple, you will need to roll a Fighter Test, which will determine, as usual, if your target must modify their Save Test. If you got a High Score, they must roll with a Disadvantage. If you got a Low Score, the target can roll with an Advantage. If the target Fails their Save, then the Grapple takes effect.

Most of the effects of the Grapple Ability deal with Status Conditions. These will be discussed further in a later chapter. Each Status Condition is a set of effects that help form a common set of rules that many Abilities can reference.

From the Appendix:

Grapple

Time: : Action Target: any in Swinging Distance(1u)
Test: Fighter Save: *Grit or *Edge
Effect: Attack, Control

Choose one of the following options:

A target that is a Size equal to or less than you gains a second stack of Held or Mounted. A target Held or Mounted by multiple creatures uses their combined size to determine if they get two stacks of the condition.

While a target has two stacks of Mounted, and at least one is from you, you gain an addition option:

While a target has two stacks of Held, and at least one is from you, you gain an addition option:

A target remains Held or Mounted until you lose your Grappling condition.

Investigate

The Investigate Ability will often be the first thing you do when entering a new room or area. Investigate is a Reaction to the GM describing a new location and allows you to ask probing questions about the area without having to walk around or touch things.

When you Investigate a new area, you will first choose if you are using Recon, Analysis, or Sensing to do it. The Perception Skill you choose will affect what types of questions you get to ask as a result.

The GM will respond with basic, but accurate information. Answers gained from this Ability will generally never put you in danger or reveal you. Further info can be gained by engaging with the location, but that can be dangerous. Such investigations may yet require further Skill Tests.

Clarifying Questions are Free

If ever a GM's description of a room or area is lacking or confusing, feel free to ask clarifying questions. These questions will not count toward the number you get from the Investigate Ability, though the GM may require your character take some exploratory action before revealing the answer. If those exploratory actions carry with them a risk, like if those actions would be Loud, the GM should warn you of the danger first.

From the Appendix:

Investigate

Time: Reaction Target: Current Location
Trigger: After you enter a new location and the GM describes it
Test: Choose a Perception Skill (Recon, Analysis, or Sensing)
Effect: Knowledge

Each room or area can only be the target of this Ability once per Episode.

Your chosen Perception Skill's Score:

  • [..6] You don't get to ask any questions.
  • [7..9] You can ask 1 question below.
  • [10..] You can ask 2 question below.
  • [10!] You can ask a third question from any category below.

You can save questions, taking other actions between each question asked.

The questions you may ask depend on what Perception Skill you chose:

  • Recon
    • What is the best way in or out?
    • What sorts of creatures are here or nearby?
    • What's one feature that holds a hidden danger?
    • What seen threat is the biggest threat (to me or someone else)?
    • Is there a General Good nearby? If so, where?
  • Analysis
    • How does this mechanism or setup work?
    • Is a given wall an internal, external, or boundary wall?
    • What wear patterns do I see and which worn paths are most/least used?
    • Is a specific item likely to be here? If so, approximately where is it?
    • Is a General, Grey, or Obscure Good (choose one) nearby? If so, where?
  • Sensing
    • Has magic been cast within the last hour? If so, where are the afterimages?
    • Is there an invisible thing in this area?
    • Is there an active magical effect or aura in this area?
    • Is that item or feature magical?
    • Is there an Obscure Good nearby? If so, where is it?

Next Up: 1.9. Damage