Basic Powers
Disarm
You knock an item out of a creature’s hand
You knock an item out of a creature’s hand
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 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
You grab a creature and hold them in place
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 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
You try to inspire a specific emotion in another creature
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 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
You interrupt the turn order, taking the next turn
You interrupt the normal turn order. Instead of the triggering creature deciding who takes the next turn, you take the next turn.
Seek
You try to gain information about the world in some way
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.
Stride
You move from one location to another
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
You attack a target with a weapon
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
You concentrate on a spell, extending its 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.