1.9. Basic Abilities

The Basic Ability List (in the Appendix) contains 19 Basic Abilities that all PCs start with. In this chapter we will discuss each Ability and give some examples on how to use them.

Basic Attacks

You will have three Basic Attacks: Melee Attack, Ranged Attack, and Magic Attack.

These three Abilities form the heart of all the Damage you will deal in the game. Most Abilities that deal damage will use these Basic Attacks as a base, building on them by altering their Damage amounts and Damage Type. For example, if you learn the Elemental Blast Spell and choose the "Frigid Bolt" Flavor, you can use your Elemental Blast to enhance your Magic Attack so it deals Fluid/Ice Damage and slows your target.

Melee Attack

Your Melee Attack is a great way to deal Damage at close range. The Melee Attack Test uses your Fighter Stat, so if you are more of a Rogue or Mage, this Ability won't not do as much.

The Melee Attack, unlike the other Basic Attacks, can still deal Damage on a Low Score. This makes it more reliable than the Ranged Attack and the Magic Attack.

You will almost always want to Wield a weapon when you Melee Attack. Doing so will increase the Damage you deal by 1. You will generally want to pick up a Melee Weapon at Level 1. If you can roll a Melee Weapon of a higher Item Grade, you may even be able to gain other benefits to your Melee Attack, like greater reach or a chance to trip enemies.

The Melee Weapon has the "Wield" Item Tag. Item Tags are common sets of rules that Items reference as a short-hand. You can find all the Item Tags in the Item Tags List in the Appendix. The chapter on the 2.6. Wealth Box will also cover Item Tags in more depth. In short, the Wield tag limits you to the effects of using one Wield Item at a time.

Not having a Melee Weapon is not the end of the world.

Since a Melee Weapon increases your Damage by 1 at most, going in unarmed is generally still a viable 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:

See Melee Weapon. Grants +1 Damage. Only one can be used per Melee Attack.
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, you can Wield it as a Melee Weapon that matches, but gain a Disadvantage on the Test.
Basic Ability or 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, You can also Upgrade your Opportunity Attack to add even more affects to your Basic Attacks.

Its worth noting that this Ability uses a Melee Attack or Ranged Attack in its description. As such, it can deal more Damage if you Wield a Melee Weapon or a Ranged Weapon.

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:

Basic Ability or 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 like your Melee Attack, but your Ranged Attack does not deal any Damage on a Low Score. The Ranged Attack also has different Bonuses and Penalties and takes Rogue Upgrades instead of Fighter Upgrades.

Wielding a Ranged Weapon improves your Ranged Attack in the same ways that a Melee Weapon improves your Melee Attack.

If ever you find yourself unarmed, you can often still perform a Ranged Attack by throwing objects around you or throwing mundane objects from your pack. These count as an Improvised Weapon, which give you a +1 to Damage, but a Disadvantage on the Ranged Attack 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:

See Ranged Weapon. Grants +1 Damage. Only one can be used per Ranged Attack.
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.
Basic Ability or Rogue Upgrades:

Magic Attack

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

Magic Attack deals 1 less Damage compared to the Ranged Attack, and its Damage Type is Fluid/Blunt Damage. You can increase its Damage 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 add effects to Magic Attack, 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:

See Magic Weapon. Grants +1 Damage. Only one can be used per Magic Missile.
Tip: Status Conditions

Even if you "Miss" or deal 0 Damage, the target still must perform any relevant Saves. This Ability imposes no Save of its own, but other Abilities can augment or build on this one, adding Saves and effects 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.

Basic Ability or Mage Upgrades:

Combat Utility Abilities

You will want to learn the following Abilities, as they will help you stay alive and avoid Damage 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 Damage and the Dodges Up, Shields Up, and Heal Up Abilities let you restore your Dodge Points, Shield, and your Health or Vitality.

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

Double the Distance for your Movement Styles until the end of your Turn.

If you attempt to Dash a second time in one Round, you must make an Athletics Test:

Basic Ability or Rogue Upgrades:

Dodge

You can use the Dodge Ability when someone targets you with an Ability. Dodge allows you to reduce any incoming Damage and possibly give yourself Advantage(s) on Saves.

The Dodge Ability takes a Dodge Point as a Component, meaning you will have a Disadvantage on the Dodge Test if you do not spend a Dodge Point. You can regain your Dodge Points using the Dodges Up Ability (discussed next) which is a Slow Action. As such, you will want to save your Dodge Points for when you need them most.

From the Appendix:

Dodge

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

Rogue Score:

Penalties:
Note: You can restore Dodge Points by using the Dodges Up Ability.

Dodges Up

When you run low on Dodge Points, you can use the Dodges Up Ability to regain one. Dodges Up is a Slow Action, so you will need to use it before you get into too much trouble. Gaining upgrades for Dodges Up lets you have a higher max number of Dodge Points, meaning you will generally start each Encounter with more Dodge Points.

Time: Slow Action Target: Self
Effect: Healing

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

Basic Ability or Rogue Upgrades:

Shields Up

The Shields Up Ability lets you reset your Shield. If you pick up the Fighter Upgrades for it, you restore your Shield to a higher value and, if you still have some Shield left over, boost your Shield to an even higher value. Using Shields Up takes a Beat, so you may have to give up attacking to use it.

From the Appendix:

Shields Up

Time: Action Target: Self
Effect: Healing

Set your Shield to 2.

Basic Ability or 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 until the start of your next Turn, when it will take effect.

Heal Up has a Requirement of one Recovery. That means you will need to spend one Recovery before you can restore Health or Vitality. If you run out of Recoveries, you can use a First Aid Kit to gain more.

From the Appendix:

Heal Up

Time: Slow Action Target: Self
Requirements: 1 Recovery
Effect: Healing

Spends 1 Recovery, then choose a result:

If you have no Recoveries, see First Aid Kit.
Basic Ability Upgrades:

Covert Abilities

The four covert Basic Abilities allow you to dodge, move, and attack in unexpected ways. The next chapter (1.10. Covert Operations) will cover the Sneaky status in more detail and give full examples of covert operations in action.

Sneak

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

In short, the Ability gives you the Sneaky status and describes its benefits and how you can lose it.

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 deal large amounts of Damage. You can also increase that Damage with 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.
Basic Ability or 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. You will need to Pass a Sneaking Skill Test for the Dash to take effect. If you use your Movement from this Ability to get behind cover, you can make yourself into an invalid target, thus causing the triggering Ability to Fail.

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 an easier way to evade an Ability altogether while remaining Sneaky. Sneak Evade is a lot like Sneak Dash, but it makes avoiding damage and other effects far easier to achieve, as you don't have to find cover for it to work.

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. The chapter on the 2.6. Wealth Box will go over Wealth in more detail, but in summary, you pack will contain generic resources called "Goods" that represent generic loot you've gathered. These Goods come in 4 categories: General Goods, Grey Goods, Obscure Goods, and Fine Goods.

The Goods allow the GM to hand out rewards without providing specifics of what you got. These Goods also take the place of any money you would have otherwise had to have.

Whenever you need a concrete item to help you, you can spend your Goods using the Item Search Ability to turn those Goods into concrete items.

You can also use the Item Sell Ability to turn Items back into Goods. The Item Trade Ability allows you to swap one category of Good for another.

At any time you can perform an Item Search to try to turn your amorphous Goods into concrete Items.

For example, if you needed a rope, you could use 1 General Good with the Item Search Ability to turn that Good into an rope. To do so, you would give up your 1 General Good, then roll your General Wealth Skill. The Score you get would determine whether you found the rope in your pack or not. As indicated in the "Improvised Items" section of the Item Search Ability, you'd need to get a Passing Score to gain a rope, otherwise you may find a frayed, weaker rope or no rope at all. The GM will set the difficulty of finding Improvised Items and will describe the results of your Item Search Tests.

Items in the Item List Appendix don't count as Improvised Items and will instead provide their own Score Ranges. Some Items from the Item List will come with weaknesses if you get a Low Score, while others will cause you to gain no Item at all.

The Item List organizes the Items into the 4 categories of Good: General Goods, Grey Goods, Obscure Goods, and Fine Goods. You will need to spend a Good that matches the category of the Item that 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 a concrete Item (turning it back into a Good) 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 Test, you will not get anything in return. The item was likely too damaged or flawed to turn a real profit. For all other Score Ranges, the Good(s) you regain will be of the same type that you used to create the Item in the first place. For Items from the Item List, you will gain their matching category of Good. If you cannot determine the category of Good, the GM will choose one that they think matches best.

From the Appendix:

Item Sell

Time: Montage 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 Test, allowing you to exchange Goods at the listed exchange rates.

From the Appendix:

Item Trade

Time: Montage Target: A marketplace
Requirements: Goods

Choose one of the following:

Grapple

The Grapple Ability comes with some complexity, but it can come in handy in a pinch. In short, you can inflict Status Conditions on someone that you otherwise may not be able to inflict. (See 2.7. Status Conditions and Saving Throws.)

You will choose what effects you want to inflict after determining your Fighter Score. The target will modify their Save Test based on your Score (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.) Their Save Score will then determine how many of your chosen effects they can avoid.

From the Appendix:

Grapple

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

Fighter Score:

  • [..6] You start with 1 effect choice.
  • [7..9] You start with 2 effect choices.
  • [10..] You start with 3 effect choices.

Choose from the following effects. You can choose each effect more than once:

If the target Passes their Grit or Edge Save, they can remove 2 of your chosen effects. The target can remove 1 effect at the end of each of their Turns. You can use this Ability again to effectively refresh a grapple by adding effects to a grappled target.

The grapple ends if:

While grappling the target:

  • You are Blunted against all but the grapple target.
  • If the target of your grapple moves, you can use a Free Reaction to use Movement from your next Turn to move with them (preventing the end of the grapple.)
Penalties
  • Outsized. You have a Disadvantage for each Size your target is beyond your own Size. You can skip this Penalty if you choose 'Mount' as all your effect choices.

Investigate

You can Investigate each Location once per Episode. A Location is a distinct area, such as a room, a clearing, or the depths of a large pond, etc. When you Investigate a new Location, 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. You can hold your questions, asking them after engaging with the Location in other ways.

The GM will respond to each question with basic, but accurate information. Answers gained from this Ability will generally never put you in danger or reveal you. You can gain further info by engaging with the Location, but that can put you in harms way or draw unwanted attention. Your deeper prodding into a Location may also 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: Free Action Target: Current Location
Test: Choose a Perception Skill (Recon, Analysis, or Sensing)
Effect: Knowledge

Each room or area can 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 and if so, approximately where?
    • Is a General, Grey, or Obscure Good (choose one) nearby? If so, where?
  • Sensing
    • Has magic been cast within the last hour and 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: 1.6. Damage