Project Istari: Difference between revisions

43 bytes added ,  19:39, 2 March 2023
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! Ability Boosts !! Ability Flaw !! Languages
! Ability Boosts !! Ability Flaw !! Languages
|-
|-
| Might, Spirit, Free || Speed || Creole, Dwarven
| Might, Resolve, Free || Speed || Creole, Dwarven
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==== Unbreakable Stone ====
==== Unbreakable Stone ====
''Dwarf Feature''<br>
''Dwarf Feature''<br>
''Your body and will is unbreakable as the earth itself.'' When you use your Might or Spirit to Defend, you reroll your Defense Die if the result is a 1.
''Your body and will is unbreakable as the earth itself.'' When you use your Might or Resolve to Defend, you reroll your Defense Die if the result is a 1.
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| Psychic, Dwarf, Level 1 || 2 || Dwarf || 1
| Psychic, Dwarf, Level 1 || 2 || Dwarf || 1
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''Your innate psychic abilities, now honed, allow you to subtely alter the emotions of your enemies.'' You can spend 2 Actions and 1 Energy and target a Foe within 10 Meters, you both make Contested Spirit Checks. If you succeed, choose one of your Allies, you choose if the Foe either must, or cannot target that Ally with harmful single-target effects.
''Your innate psychic abilities, now honed, allow you to subtely alter the emotions of your enemies.'' You can spend 2 Actions and 1 Energy and target a Foe within 10 Meters, you both make Contested Resolve Checks. If you succeed, choose one of your Allies, you choose if the Foe either must, or cannot target that Ally with harmful single-target effects.
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! Ability Boosts !! Ability Flaw !! Languages
! Ability Boosts !! Ability Flaw !! Languages
|-
|-
| Speed, Spirit, Free || Lore || Creole, Goblin
| Speed, Resolve, Free || Lore || Creole, Goblin
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|}
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! Ability Boosts !! Ability Flaw !! Languages
! Ability Boosts !! Ability Flaw !! Languages
|-
|-
| Wit, Spirit, Free || Might || Creole, Hobbitan
| Wit, Resolve, Free || Might || Creole, Hobbitan
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==== Unnoticed Stride ====
==== Unnoticed Stride ====
''Hobbit Feature''<br>
''Hobbit Feature''<br>
''Most in the world don't assume much from Hobbit, thinking they are nothing more than peaceful farmers.'' You gain Stealth Proficiency and you can use your Spirit or Wit instead of your Agility when you make a Stealth Check.
''Most in the world don't assume much from Hobbit, thinking they are nothing more than peaceful farmers.'' You gain Stealth Proficiency and you can use your Resolve or Wit instead of your Agility when you make a Stealth Check.
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==== Humblefoot ====
==== Humblefoot ====
''Hobbit Kin''<br>
''Hobbit Kin''<br>
''You come from the Humblefoot family, well known for their peaceful outlook on life and love of exorbatant amounts of food.'' Whenever you attempt to Recover from a Lingering Wound after a Rest, if you eat a large amount of food during the Rest, you can spend 1 Energy to add your Spirit to the Check.
''You come from the Humblefoot family, well known for their peaceful outlook on life and love of exorbatant amounts of food.'' Whenever you attempt to Recover from a Lingering Wound after a Rest, if you eat a large amount of food during the Rest, you can spend 1 Energy to add your Resolve to the Check.
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| Brightvoice, Hobbit, Level 1 || 2 || Hobbit, Sonic || 1
| Brightvoice, Hobbit, Level 1 || 2 || Hobbit, Sonic || 1
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''You have practiced a shrill, ear-piercing screach to get yourself out of danger.'' You can spend 2 Actions and 1 Energy, causing all Creatures within 5 Meters to make an Endurance Check with a DC of [3] + your Spirit. On a failure, a Creature takes 1d6 Damage and gains the Transient Deafness Glancing Wound.
''You have practiced a shrill, ear-piercing screach to get yourself out of danger.'' You can spend 2 Actions and 1 Energy, causing all Creatures within 5 Meters to make an Endurance Check with a DC of [3] + your Resolve. On a failure, a Creature takes 1d6 Damage and gains the Transient Deafness Glancing Wound.
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| Strongstomach, Hobbit, Level 1 || N/A || Hobbit || N/A
| Strongstomach, Hobbit, Level 1 || N/A || Hobbit || N/A
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''Some Strongstomachs learn how to not only resist poison, but use it.'' You gain Poisoner's Kit Proficiency, and you can use your Spirit when using the Poisoner's Kit instead of Might or Wit.
''Some Strongstomachs learn how to not only resist poison, but use it.'' You gain Poisoner's Kit Proficiency, and you can use your Resolve when using the Poisoner's Kit instead of Might or Wit.
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| Human, Level 1 || N/A || Auditory, Human, Will || N/A
| Human, Level 1 || N/A || Auditory, Human, Will || N/A
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''"If Gondor has such men still in these days of fading, great must have been its glory in the days of its rising." - Legolas, The Return of the King.'' You, and any allies who can see or hear you, can use Spirit instead of Wit or Lore when defending or when resisting Fear or Wounds.
''"If Gondor has such men still in these days of fading, great must have been its glory in the days of its rising." - Legolas, The Return of the King.'' You, and any allies who can see or hear you, can use Resolve instead of Wit or Lore when defending or when resisting Fear or Wounds.
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! Ability Boosts !! Ability Flaw !! Languages
! Ability Boosts !! Ability Flaw !! Languages
|-
|-
| Might, Wit/Spirit/Speed, Free || Lore || Creole, Orcish
| Might, Wit/Resolve/Speed, Free || Lore || Creole, Orcish
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|}
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! Ability Boosts !! Ability Flaw !! Languages
! Ability Boosts !! Ability Flaw !! Languages
|-
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| Might, Wit, Free || Spirit || Creole, Skinchanger
| Might, Wit, Free || Resolve || Creole, Skinchanger
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==== Performer ====
==== Performer ====
''2 Points''<br>
''2 Points''<br>
''You have worked to entertain people, whether that be reciting tales and playing a lute in a tavern, by acting on the front stage of a theater, by singing in the streets, or some other means.'' You gain Performance Lore and Diplomacy Proficiency. Your Spirit increases by 1.
''You have worked to entertain people, whether that be reciting tales and playing a lute in a tavern, by acting on the front stage of a theater, by singing in the streets, or some other means.'' You gain Performance Lore and Diplomacy Proficiency. Your Resolve increases by 1.
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! Traits !! Recovery Stats
! Traits !! Recovery Stats
|-
|-
| Glancing Wound, Bludgeoning, Mental || Might, Spirit (DC5)
| Glancing Wound, Bludgeoning, Mental || Might, Resolve (DC5)
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''Your mind has been muddles, usually either by a concussive blow to your head or a magical muddying.'' It takes 1 fewer Action to Recover from this Wound. At the start of each of your Turns, you must attempt to Recover from this Wound.
''Your mind has been muddles, usually either by a concussive blow to your head or a magical muddying.'' It takes 1 fewer Action to Recover from this Wound. At the start of each of your Turns, you must attempt to Recover from this Wound.
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! Traits !! Recovery Stats
! Traits !! Recovery Stats
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|-
| Glancing Wound, Mental, Fear || Spirit (DC5)
| Glancing Wound, Mental, Fear || Resolve (DC5)
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|}
''You have been struck with great power and shaken to your core.'' You gain a Passing Fear. At the start of your next Turn, you Recover from this Wound.
''You have been struck with great power and shaken to your core.'' You gain a Passing Fear. At the start of your next Turn, you Recover from this Wound.
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! Traits !! Recovery Stats
! Traits !! Recovery Stats
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|-
| Glancing Wound, Bludgeoning, Breath || Might, Spirit (DC3)
| Glancing Wound, Bludgeoning, Breath || Might, Resolve (DC3)
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''You've had the wind knocked out of you, and you need to take a moment to regather yourself.'' At the start of your next Turn, you can attempt to Recover from this Wound as a Free Action, and you lose 2 Actions for that Turn if you fail the Check. At the end of that Turn, you Recover from this Wound.
''You've had the wind knocked out of you, and you need to take a moment to regather yourself.'' At the start of your next Turn, you can attempt to Recover from this Wound as a Free Action, and you lose 2 Actions for that Turn if you fail the Check. At the end of that Turn, you Recover from this Wound.
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== Lingering Wounds ==
== Lingering Wounds ==
At the end of a Rest, you can attempt to Recover from a number of Lingering Wounds whose Recovery Condition you meet, equal to your Spirit.
At the end of a Rest, you can attempt to Recover from a number of Lingering Wounds whose Recovery Condition you meet, equal to your Resolve.
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! Traits !! Recovery Stats
! Traits !! Recovery Stats
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|-
| Lingering Wound || Might, Spirit (DC8)
| Lingering Wound || Might, Resolve (DC8)
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''A wheezing injury has weakened your respiratory system, making it difficult and even painful to breathe deeply.'' Your Might is reduced by 2.<br>
''A wheezing injury has weakened your respiratory system, making it difficult and even painful to breathe deeply.'' Your Might is reduced by 2.<br>
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! Traits !! Recovery Stats
! Traits !! Recovery Stats
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|-
| Lingering Wound, Auditory, Mental || Might, Spirit (DC8)
| Lingering Wound, Auditory, Mental || Might, Resolve (DC8)
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''"You spin me right 'round, baby, right 'round, like a record, baby, right 'round, 'round, 'round …" -  Dead or Alive.'' You struggle to maintain your balance. Your Agility is reduced by 2 and your Movement is reduced by 1.<br>
''"You spin me right 'round, baby, right 'round, like a record, baby, right 'round, 'round, 'round …" -  Dead or Alive.'' You struggle to maintain your balance. Your Agility is reduced by 2 and your Movement is reduced by 1.<br>
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! Traits !! Recovery Stats
! Traits !! Recovery Stats
|-
|-
| Lingering Wound || Might, Spirit (DC8)
| Lingering Wound || Might, Resolve (DC8)
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''Your body has been battered and bruised, and the scars and shrapnel wounds ache with every moment.'' Whenever you take Damage, the amount of Damage you take is increased by 1.<br>
''Your body has been battered and bruised, and the scars and shrapnel wounds ache with every moment.'' Whenever you take Damage, the amount of Damage you take is increased by 1.<br>
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! Traits !! Recovery Stats
! Traits !! Recovery Stats
|-
|-
| Grievous Wound, Death || Might, Spirit (DC10)
| Grievous Wound, Death || Might, Resolve (DC10)
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|}
''You have begun to fully die, and may soon leave this world.'' You gain the Unconscious Condition. At the start of your Turn, you can attempt to Recover from this Wound as a Free Action, if you fail the Check, you gain an Fate. At the end of your Turn, make a DC4 Flat Check. If you fail the Check, you die.
''You have begun to fully die, and may soon leave this world.'' You gain the Unconscious Condition. At the start of your Turn, you can attempt to Recover from this Wound as a Free Action, if you fail the Check, you gain an Fate. At the end of your Turn, make a DC4 Flat Check. If you fail the Check, you die.
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! Traits !! Recovery Stats
! Traits !! Recovery Stats
|-
|-
| Grievous Wound, Death || Spirit (DC10)
| Grievous Wound, Death || Resolve (DC10)
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|}
''Your will has begun to falter, and soon you will fall.'' You can only use a number of features per Round equal to your Spirit. Whenever you suffer a Wound ''(including this one)'', make a Spirit Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the ''At Death's Door'' Grievous Wound and Recover from this Wound.<br>
''Your will has begun to falter, and soon you will fall.'' You can only use a number of features per Round equal to your Resolve. Whenever you suffer a Wound ''(including this one)'', make a Resolve Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the ''At Death's Door'' Grievous Wound and Recover from this Wound.<br>
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.
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| Longbow || 1d8 || Agility, Speed || Agility, Speed || Bow, Piercing || Hands (2), Ranged (8 Meters)
| Longbow || 1d8 || Agility, Speed || Agility, Speed || Bow, Piercing || Hands (2), Ranged (8 Meters)
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|-
| Longsword || 1d8 || Might, Spirit || Might, Agility || Sword, Versatile (Piercing or Slashing) || Hands (1), Melee
| Longsword || 1d8 || Might, Resolve || Might, Agility || Sword, Versatile (Piercing or Slashing) || Hands (1), Melee
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|-
| Quarterstaff || 1d6 || Wit, Lore || Might, Agility || Staff, Bludgeoning, Concussive || Hands (1), Melee, Sturdy
| Quarterstaff || 1d6 || Wit, Lore || Might, Agility || Staff, Bludgeoning, Concussive || Hands (1), Melee, Sturdy
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| Shortsword || 1d6 || Might, Agility || Might, Agility || Sword, Versatile (Piercing or Slashing) || Hands (1), Melee, Paired (Reduce Target's Defense Die by 1 Step)
| Shortsword || 1d6 || Might, Agility || Might, Agility || Sword, Versatile (Piercing or Slashing) || Hands (1), Melee, Paired (Reduce Target's Defense Die by 1 Step)
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|-
| Warhammer || 1d8 || Might, Spirit || Agility, Spirit || Hammer, Bludgeoning, Concussive || Hands (2), Melee, Follow-Through
| Warhammer || 1d8 || Might, Resolve || Agility, Resolve || Hammer, Bludgeoning, Concussive || Hands (2), Melee, Follow-Through
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==== Spread Curse ====
==== Spread Curse ====
''2nd Level Cursed Feature'' (rename)<br>
''2nd Level Cursed Feature'' (rename)<br>
''Your own curse manifests in the ability to spread similar curses to others.'' When you Wound a Foe, you can spend 1 Energy to force it to make a Conteseted Spirit Check against you. If you Win, choose one of your Curse Options to apply to that Foe.
''Your own curse manifests in the ability to spread similar curses to others.'' When you Wound a Foe, you can spend 1 Energy to force it to make a Conteseted Resolve Check against you. If you Win, choose one of your Curse Options to apply to that Foe.
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''1st Level Curse of the Lycanthrope Feature''<br>
''1st Level Curse of the Lycanthrope Feature''<br>
''Your curse manifests in the ability to shift into a animal-hybrid, as well as some supernatural hardiness''. You gain Perception and Tracking Proficiency, Nightvision, and you gain Resistance 2 to effects without the ''Magic'' or ''Silver Trait''. You also gain the ''Lycanthrope'', ''Shapeshifter'', and ''Cursed Traits''.<br>
''Your curse manifests in the ability to shift into a animal-hybrid, as well as some supernatural hardiness''. You gain Perception and Tracking Proficiency, Nightvision, and you gain Resistance 2 to effects without the ''Magic'' or ''Silver Trait''. You also gain the ''Lycanthrope'', ''Shapeshifter'', and ''Cursed Traits''.<br>
You also gain a Hybrid Form [There will be rules on Forms, but you can swap between your Forms as an Action as a general rule]. While in your Hybrid Form, you take on some of the animalistic traits of the animal you are a lycanthrope of, while still remaining in your rough body-shape of your Standard Form. Your Movement also increases by 2 while in this Form, and you gain a Claws and a Bite Attack. The Claw uses Agility or Spirit, and targets the Foe's choice of Might or Spirit, it uses a d6, has the Slashing Trait, and the Melee, Follow-Through, Natural, and Hands (0) Keywords. The Bite uses Might or Spirit, target's the Foe's choice of Agility or Wit, it uses a d8, has the Piercing Trait, and the Melee, Natural, and Hands (0) Keywords.
You also gain a Hybrid Form [There will be rules on Forms, but you can swap between your Forms as an Action as a general rule]. While in your Hybrid Form, you take on some of the animalistic traits of the animal you are a lycanthrope of, while still remaining in your rough body-shape of your Standard Form. Your Movement also increases by 2 while in this Form, and you gain a Claws and a Bite Attack. The Claw uses Agility or Resolve, and targets the Foe's choice of Might or Resolve, it uses a d6, has the Slashing Trait, and the Melee, Follow-Through, Natural, and Hands (0) Keywords. The Bite uses Might or Resolve, target's the Foe's choice of Agility or Wit, it uses a d8, has the Piercing Trait, and the Melee, Natural, and Hands (0) Keywords.
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''1st Level Sorcerer Feature''<br>
''1st Level Sorcerer Feature''<br>
You gain two of the following ''Spells'' of your choice:
You gain two of the following ''Spells'' of your choice:
*'''Energy Blast.''' ''Magic. Spell. Single-target.'' ''Energy sits in the palm of your hand, and can be used in anyway you wish.'' You can treat this feature as a Weapon with an Attack Die of 1d8, a Used Stat of Spirit, Target Stats of Agility or Speed (target's choice), and the Keywords "Hands (1), Ranged (8 Meters)." Whenever you Attack with this feature, add one of the ''Traits'' from another ''Spell'' you know to the Attack.
*'''Energy Blast.''' ''Magic. Spell. Single-target.'' ''Energy sits in the palm of your hand, and can be used in anyway you wish.'' You can treat this feature as a Weapon with an Attack Die of 1d8, a Used Stat of Resolve, Target Stats of Agility or Speed (target's choice), and the Keywords "Hands (1), Ranged (8 Meters)." Whenever you Attack with this feature, add one of the ''Traits'' from another ''Spell'' you know to the Attack.
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*'''Cryomancy.''' ''Magic. Spell. Frost. Area.'' ''Ice and frost heeds your call, freezing what you wish creeping through foes.'' By spending 2 Actions, you can magically chill a 1-Meter-Radius Sphere within 4 Meters of you, reducing the area's temperature to freezing and dealing 1d6 + Spirit Damage (defended with Might) to anything vulnerable to cold (such as most Creatures) within the area.
*'''Cryomancy.''' ''Magic. Spell. Frost. Area.'' ''Ice and frost heeds your call, freezing what you wish creeping through foes.'' By spending 2 Actions, you can magically chill a 1-Meter-Radius Sphere within 4 Meters of you, reducing the area's temperature to freezing and dealing 1d6 + Resolve Damage (defended with Might) to anything vulnerable to cold (such as most Creatures) within the area.
:You can spend 1–3 Energy to increase the Sphere's Radius by 1 Meter for each Energy spent.
:You can spend 1–3 Energy to increase the Sphere's Radius by 1 Meter for each Energy spent.
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*'''Pyromancy.''' ''Magic. Spell. Fire. Area.'' ''Fire and flame heed your call, striking in a flaming nova and roasting your enemies.'' By spending 1 Action, you can cause flames to erupt from you or a source of fire within 4 Meters. The flames jump up to 4 Meters to another space of your choice, dealing 1d6 + Spirit Damage (defended with Agility) to anything within that space (possibly lighting them on fire).
*'''Pyromancy.''' ''Magic. Spell. Fire. Area.'' ''Fire and flame heed your call, striking in a flaming nova and roasting your enemies.'' By spending 1 Action, you can cause flames to erupt from you or a source of fire within 4 Meters. The flames jump up to 4 Meters to another space of your choice, dealing 1d6 + Resolve Damage (defended with Agility) to anything within that space (possibly lighting them on fire).
:You can spend 1–3 Energy to cause an additional burst of flames in this manner for each Energy spent.
:You can spend 1–3 Energy to cause an additional burst of flames in this manner for each Energy spent.
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*'''Telekinesis.''' ''Magic. Spell. Mental. Single-target.'' By spending 1 Action, you can magically lift, move, and manipulate a Creature or Item that weighs 1 kilogram or less as if you had one hand holding it, provided it is within 4 Meters of you. You can spend additional Actions or Energy to increase the weight you can manipulate by 1 kilogram per Action or Energy spent, up to a maximum number of kilograms equal to your Spirit.
*'''Telekinesis.''' ''Magic. Spell. Mental. Single-target.'' By spending 1 Action, you can magically lift, move, and manipulate a Creature or Item that weighs 1 kilogram or less as if you had one hand holding it, provided it is within 4 Meters of you. You can spend additional Actions or Energy to increase the weight you can manipulate by 1 kilogram per Action or Energy spent, up to a maximum number of kilograms equal to your Resolve.
:You can move the Creature or Item a number of Spaces equal to your Spirit ''(minimum of 1)''. If you use the Creature or Item to perform an Attack, it is magically empowered to use an Attack Die of 1d8, a Used Stat of Spirit, and Target Stats of Agility or Speed (target's choice).<br>
:You can move the Creature or Item a number of Spaces equal to your Resolve ''(minimum of 1)''. If you use the Creature or Item to perform an Attack, it is magically empowered to use an Attack Die of 1d8, a Used Stat of Resolve, and Target Stats of Agility or Speed (target's choice).<br>
:The Creature or Item remains in your telekinetic grasp until the end of your next Turn (for example, an Item you lift is suspended in mid-air only until your next Turn ends, at which point it falls unless you continue to spend Actions and/or Energy to renew your control over the Item).
:The Creature or Item remains in your telekinetic grasp until the end of your next Turn (for example, an Item you lift is suspended in mid-air only until your next Turn ends, at which point it falls unless you continue to spend Actions and/or Energy to renew your control over the Item).
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*'''Sleight of Hand.''' ''Magic. Spell.'' You can spend 1 Action to  magically sequester an Item you are holding that weighs 1 kilogram or less, causing it to disappear until you bring it forth again by spending 1 Action.<br>
*'''Sleight of Hand.''' ''Magic. Spell.'' You can spend 1 Action to  magically sequester an Item you are holding that weighs 1 kilogram or less, causing it to disappear until you bring it forth again by spending 1 Action.<br>
:You can spend Energy to increase the weight you can manipulate by 1 kilogram per Energy spent, up to a maximum number of kilograms equal to your Spirit.
:You can spend Energy to increase the weight you can manipulate by 1 kilogram per Energy spent, up to a maximum number of kilograms equal to your Resolve.
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*'''Illusory Duplicate.''' ''Magic. Spell. Illusion.'' By spending 2 Actions, you create an illusory copy of a Creature or Item you can see, or one with which you are intimately familiar. The chosen Creature or Item cannot weigh more than a number of kilograms equal to your Level. The illusion behaves as you expect the original Creature or Item would; a Creature will act as you believe it would, and a flame would be quenched by water. However, the illusion is incapable of directly causing Damage.<br>
*'''Illusory Duplicate.''' ''Magic. Spell. Illusion.'' By spending 2 Actions, you create an illusory copy of a Creature or Item you can see, or one with which you are intimately familiar. The chosen Creature or Item cannot weigh more than a number of kilograms equal to your Level. The illusion behaves as you expect the original Creature or Item would; a Creature will act as you believe it would, and a flame would be quenched by water. However, the illusion is incapable of directly causing Damage.<br>
:When you create the illusion, choose sight, taste and smell, hearing, or touch. The illusion is imperceptible to the chosen sense, but is perceptible and apparently real to all other senses.<br>
:When you create the illusion, choose sight, taste and smell, hearing, or touch. The illusion is imperceptible to the chosen sense, but is perceptible and apparently real to all other senses.<br>
:Every Action a Creature spends investigating or otherwise inspecting the illusion, it makes a Contested Perception Check against your Spirit Check, determining the illusion as fake and perceiving through it on a succesful Check.
:Every Action a Creature spends investigating or otherwise inspecting the illusion, it makes a Contested Perception Check against your Resolve Check, determining the illusion as fake and perceiving through it on a succesful Check.
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==== Halt ====
==== Halt ====
''1st Level Warrior Feature''<br>
''1st Level Warrior Feature''<br>
''Your stalward defense can stop enemies in their tracks.'' You can spend 1 Action and roll a d4 + Spirit. All adjacent enemies lose the first Movement they gain equal to that result.
''Your stalward defense can stop enemies in their tracks.'' You can spend 1 Action and roll a d4 + Resolve. All adjacent enemies lose the first Movement they gain equal to that result.
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==== Strong-Willed ====
==== Strong-Willed ====
''1st Level Warrior Feature''<br>
''1st Level Warrior Feature''<br>
''You refine your abilities to resist and avoid hostile situtations.'' At the end of a Rest, you can choose 1 Might or Spirit Skill to gain Proficiency in until your next Rest. You can also spend 1 Energy as a Free Action to swap which Skill you chose.
''You refine your abilities to resist and avoid hostile situtations.'' At the end of a Rest, you can choose 1 Might or Resolve Skill to gain Proficiency in until your next Rest. You can also spend 1 Energy as a Free Action to swap which Skill you chose.
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*Lore: 1
*Lore: 1
*Wit: 4
*Wit: 4
*Spirit: 0
*Resolve: 0


'''Attacks'''
'''Attacks'''
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*Lore: -2
*Lore: -2
*Wit: 1
*Wit: 1
*Spirit: -1
*Resolve: -1


'''Attacks'''
'''Attacks'''