Basic Powers

Command

You command a minion you control to take an action

You command a Minion creature you control to immediately take a turn. This turn doesn’t count as part of the normal turn order. This power can’t let a creature take two turns in the same round.

Disarm

You knock an item out of a creature’s hand

Target
One creature you can reach

Pick one item your target is holding. Make a Strength attack roll against the higher of your target’s Strength DC or Agility DC.

Critical Success
You knock the item out of the target’s grasp. It falls to the ground in a space of your choice within 15 feet of your target.
Success
You knock the item out of the target’s grasp. It falls to the ground in the target’s space.

Escape

You escape for any kind of effect that’s immobilizing you

You attempt to escape from being immobilized or restrained. Choose one effect imposing any of these conditions on you. Make a Strength or Agility attack roll against the DC of the effect (such as the Strength DC of a creature grabbing you, or the Magic DC of a spell effect).

Success
You end the chosen effect on yourself

Grapple

You grab a creature and hold them in place

Requirements
You have at least one free hand
Target
One creature you can reach
Duration
Until the end of your next turn, until you can no longer reach your target, or until you decide to end it

Make a Strength attack roll against your target’s Strength DC.

Critical Success
Your target is restrained
Success
Your target is flat-footed and immobilized
Failure
This power ends immediately

You are slowed, but when you use a Move power, you can choose to move your target along with you.

You can use the Maintain Grapple power.

Help

You command a Minion you control to take an action

You try to help your ally with a task. The task but be something you could reasonably help with, at the GM’s discretion. Your ally has advantage on one die roll related to the task.

Inspire

You try to inspire a specific emotion in another creature

Range
60 feet

Choose an emotion you’re trying to inspire in your target. Make a Spirit roll against your target’s Spirit DC. You can add a skill to this roll depending on the emotion you’re trying to inspire:

  • Eloquence is good for inspiring pride, respect, or trust.
  • Perform is good for inspiring awe, courage, or joy.
  • Provoke is good for inspiring anger, fear, or sadness.
Critical Success
Your target strongly feels the emotion you’re trying to inspire
Success
Your target somewhat feels the emotion you’re trying to inspire
Critical Failure
Your target somewhat feels the opposite of the emotion you’re trying to inspire

Interact

You interact with an object in the environment in some way

You use your hand or hands to manipulate an object or the terrain. You draw or stow any number of items that are secured in easily accessible locations, such as a weapon in its holster or a potion in a belt pouch. Alternatively, you can grab an unattended or stored object, open a door, or produce some similar effect. If you’re interacting with the external world, you might have to attempt a die roll to determine if your Interact power was successful.

Interrupt

You interrupt the turn order, taking the next turn

Trigger
A creature ends its turn
Requirements
That creature targeted you with an Attack power on its turn, you haven’t taken a turn yet this round, and you are not surprised

You interrupt the normal turn order. Instead of the triggering creature deciding who takes the next turn, you take the next turn.

Repeat

You use a Free power a second time on your turn

Use a power of your choice.

This lets you use the same power twice in one turn. For instance, you could Stride twice to move twice as far, Interact twice to interact with more objects, or Sustain twice to keep more spells active at once.

Seek

You try to gain information about the world in some way

You seek out a specific piece of information about the world, such as by looking for a creature or trying to recall a fact. If you’re trying to do something difficult, such as finding a hidden creature or recalling an obscure bit of knowledge, you ight have to attempt a die roll to determine if your Seek power was successful. This die roll is usually an Intellect roll, such as an Intellect+Notice roll to spot a hidden creature or an Intellect+Society roll to recall information about a culture.

Shove

You push a creature away from you

Target
One creature you can reach

Make a Strength attack roll against the higher of your target’s Strength DC or Agility DC.

Critical Success
You push your target up to 10 feet away from you
Success
You push your target back 5 feet

Stand

You stand up, and are no longer prone

Requirements
You are prone

You stand up so that you are no longer prone.

Stride

You move from one location to another

Move a distance up to your Speed. If you move across extremely difficult or hazardous terrain, the GM might ask you make a die roll to determine if your Stride power was successful.

Strike

You attack a target with a weapon

Target
One creature within your reach (for a melee attack) or within your weapon’s range (for a ranged attack)

Make an attack roll against the target’s Defense. The attack roll is a Strength roll for melee weapons or an Agility roll for ranged weapons. Weapons with the Finesse trait let you choose either Strength or Agility for the attack roll.

When you make a ranged Strike, you can optionally choose to make a long-range Strike to try to hit a distant target. If you do, you have disadvantage on the attack roll, but your Strike has double the range.

Critical Success
You deal damage equal to 2 * the weapon’s base damage + the attack roll’s attribute
Success
You deal damage equal to the weapon’s base damage + the attack roll’s attribute

Sustain

You concentrate on a spell, extending its duration

Requirements
You have at least one spell active with a sustained duration

Choose one spell with a sustained duration you have in effect. The duration of that spell continues until the end of your next turn. Some spells might have slightly different or expanded effects if you sustain them. If your Sustain power is disrupted, the spell immediately ends.

If the spell you sustain has the Attack trait, you must repeat the attack roll. Apply the result of this attack roll as if you had cast the spell again. If you get a Failure on this roll, you cannot sustain this spell again. The spell still continues until the end of your next turn.

Trip

You knock a creature to the ground

Target
One creature you can reach

Make a Strength attack roll against the higher of your target’s Strength DC or Agility DC.

Success
The target falls and lands prone