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General Tasks
- Careful – Listening, Finding Secret Doors and Finding Traps range of success is increased by 1.
- Gifted – increase one chosen Attribute by 2.
- Linguistics – you learn a new language.
- Tough – +1 to all damage dealt and Unlocking Doors range of success is increased by 1.
- Charming – while trying to influence people or creatures you are able to adjust a reaction roll up or down one category.
- Light Step – you activate traps only when the Referee rolls 1 on a d6.
- Mounted Combat – fight from horseback (or other mount) without standard -2 penalty.
- Fending – A character with this skill, on foot, using a weapon more than five feet long, may make a Fending attack to keep an opponent at bay. If this attack has a successful ‘Hit’, their opponent takes 2 HP damage and must roll a Save vs Death to be able to attack this round. The PC making the Fend attack may fend off one opponent per two HD, rounding up (Ex.: a L3 Fighter may use an eight foot long spear to fend off two attackers, rolling to hit against each of them).
- Meditation II – Attain a trance-state in which a character’s body is able to Heal 1d4 HP.
- Meditation I – Attain a trance-state in which a character’s body is able to remove one level of Fatigue.
- Climbing walls or cliffs. The percentage chance is what the PC needs to climb a wall that others cannot climb. If the wall is more difficult than normal (very slippery, for example), the referee may lower a PC ’s chances of success. In general, if a normal person has a chance to climb a wall, a trained climber can most likely do it automatically.
- Delicate tasks. This skill is used for disabling small mechanical traps like poisoned needles, and is also used for picking pockets. The skill is also used to detect whether a mechanism, keyhole, or other small location contains a trap that can be removed.
- Hearing sounds. A PC can learn to hear well when concentrating; this mainly includes listening at doors.
- Hiding in shadows. PCs can make themselves very hard to see when lurking in the shadows. Anyone can hide, of course, but those trained in the skill are virtually invisible and can move around while hiding.
- Moving silently. PCs can move quietly, without being heard. As long as they are in light armor, non-metallic.
- Opening Locks. Anyone can pick locks; some locks might be un- usually difficult, in which case the Referee might reduce the percentage chance as appropriate.
- Dance – The character is an expert dancer, knowing several formal forms and able to improvise with grace and skill.
- Delver – Listening, Finding Secret Doors and Finding Traps range of success is increased by 1.
- Rash – you achieve Critical Hits on 19 and 20.
Magic-User Tasks
- Disruption – you may forget any prepared spell and cast Cause Light Wounds (d6+1 HP Damage) instead.
- Fearless – The magic-user may prepare a Hex, written in blood or ink upon their body. Until the next sunrise you are immune to fear.
- Supernatural Aura – The magic-user may prepare a Hex, written in blood or ink upon their body. Until the next sunrise, all damage you receive is reduced by 2.
- Spell Specialization – choose one spell from your list that you know. You may cast that spell once per day without gaining a DDM tally.
- Simple Counter-spells – The magic-user may prepare a Hex, written in blood or ink upon their body, which provides +2 to Saving Throws vs. Magic until the following sunrise.
- Complex Counter-spells – The magic-user may prepare a Hex, written in blood or ink upon their body, which provides +4 to Saving Throws vs. Magic until the following sunrise. (pre-req: must learn Simple Counter-spells first)
- Body Alchemy – +2 to Saving Throws vs. poisons and diseases.
- Bodily Purge – Attain a trance state where, over the course of an hour, the character’s body is able to purge itself of any poisons, toxins or parasites. Damage or other effects are not healed, but no death or further damage occurs.
- Natural Armor – your AC is improved by -1 [+1] when standing in tall grass or water.
- Memory Palace – you can prepare one extra spell which can be retained up to one week, but can be cast instantaneously.
- Magical Aura – an invisible magic shield improves your AC by -2 [+2] for one Turn per level of experience.
- Magical Calligraphy: A magic-user may write from one to five known spells onto a scroll, creating a single-use magical device, at a cost of 300 SP in special equipment/supplies plus (d4+2) x100 SP per spell. Materials may include the finest vellum, paper, or papyrus; a Quill of Scribing; and sorcerer’s ink, such as sepia. This involved process requires d4+4 days per spell. The Magic User may re-roll the Arcane Lore check (free) at the end of scribing each spell.
- A Quill of Scribing costs 200 SP + 2 HP, and takes two weeks to create.
- A magic user must create their own Quill.
- The Quill lasts for up to three re-rolls of the Arcane Lore check.
Fighting Man Tasks
- Cleave – you may perform another attack immediately after killing an enemy.
- Dodge – AC improved by -1 [+1].
- Eagle Eye – you always choose the target when firing a ranged weapon into melee.
- Iron Will – +2 to all Saving Throws.
- Persistence – Hit Points increased by 3.
- Weapon Specialist – choose a weapon type (swords, axes, hammers…). +1 To-Hit and Damage Bonus when using those.
- Exotic Weaponry – +1 to damage and To-Hit while fighting with exotic weapons (nunchaku, meteor hammers, butterfly swords, etc).
- Iron Fists – +1 to damage while fighting unarmed
- Disruptor – +2 to damage against undead and demons.
- Swashbuckler – +1 to damage when fighting with two light blades (Knife, Dagger, Short Sword, Rapier).
Cultist Tasks