Crossroads MVP
Paths - Physical
Using Physical Skills
Physical Skills usually require the character to have certain types of Equipment, such as Weapons or Armour. Most Skills are unable to be used if the Character is afflicted by certain Conditions, or is Out of Action.
Required Equipment
Certain skills often involve using weapons, armour, or other equipment. Unsurprisingly, these are required to perform the skill, though some skills may not require any equipment, or may be done with improvised equipment. Some skills may be performed with similar equipment, however.
Whether or not a Skill can be performed without the expected Equipment is usually up to the GM.
Range and Duration
Range
All ranges will be given in rough approximations. These are defined below, though these may be changed if you wish. A rough rule is that each range is double the previous range.
Physical Skills may sometimes be used up to one increment above their range, but receive d1 on any Attack or Damage. If used at shorter ranges, they might also receive d1 on Attack or Damage.
Duration
All durations will be given in rough approximations. These are defined below, though these may be changed if you wish. You may also allow certain factors such as environment or character attributes such as [P] affect the duration.
Certain spells or abilities may be refreshed in order to last longer, or require concentration instead of being given a set duration. For many spells the duration is not important and may be automatically refreshed, and the duration will represent how long the spell will last without any attention.
Duration | |
Short | until end of encounter |
Medium | until the end of the scene |
Long | until the end of the day |
Physical Skills
Weapon Families
Path of Cutting
- Trait
- Cutting Weapons
- Use Cutting Weapons that deal sharp damage, such as Light Blades, Daggers, Axes, and Swords
- First Step
- Slash
- On a Critical Hit using Speed, deal an additional D sharp damage.
- Blade Turning
- Gain Momentum from Parry Avoidance Rolls.
- On a Critical Hit on a Parry Avoidance Roll, make a free Disarm manoeuvre.
- Second Step
- Gash
- On a Critical Hit with sharp weapon, the target starts Bleeding.
- Chop
- Gain a1 on Attack Rolls with sharp weapons when attacking equipment or targets weak to cutting.
- For example: straps, rope, string, exposed tendons
- Third Step
- Slice
- Sever a target's tendons, preventing them from using a limb.
- Instead of normal damage, deal D sharp damage and choose a limb.
- Damaging a leg prevents movement.
- Damaging an arm means it can't be used.
- Twist
- When fighting with Speed, you may re-roll any result of 2.
Path of Bashing
- Trait
- Bashing Weapons
- Use Bashing Weapons that deal blunt damage, such as Maces, Hammers, Staves, and Clubs
- First Step
- Bash
- On a Critical Hit using Strength, deal an additional DD blunt damage to AV.
- Shatter
- Gain additional Momentum if an attack damages AV.
- On a Critical Hit using Skill, make a free Sunder manoeuvre.
- Second Step
- Whack
- On a Critical Hit with a blunt weapon, the target is Disoriented.
- — Resist Roll: Roll [b] vs. [b]
- Batter
- Shielded opponents stand little chance against unrelenting assault.
- Opponents gain d1 on Block Avoidance Rolls.
- Third Step
- Crush
- Attacks with blunt weapons gain a1 Damage if the target is wearing Medium or Heavy armour.
- Smash
- Gain a1 on Attack Rolls when making sunder or disarm Manoeuvres.
Path of Piercing
- Trait
- Piercing Weapons
- Use Piercing Weapons that deal puncturing damage, such as Light Blades, Daggers, Spears, and Picks
- First Step
- Pierce
- On a Critical Hit using Skill, targets may not use A to absorb puncturing damage.
- May use [p] instead of [d] when Attacking with Skill.
- Skewer
- Gain additional Momentum from causing the Injured condition to enemies.
- On a Critical Hit with a puncturing weapon, make a free Hinder manoeuvre.
- Second Step
- Backstab
- Gain a1 on Damage if the target is vulnerable or distracted.
- Focus
- When fighting with Skill, you may re-roll a single die.
- Third Step
- Thrust
- "Everyone has a weakspot."
- Take d1 on the Attack Roll to gain a1 on puncturing Damage.
- Impale
- After dealing puncturing Damage, you may leave the weapon in the opponent's limb.
- The target gains d1 on all actions using that limb until the weapon is (painfully) removed.
- Removing the weapon deals another A bleed Damage
Path of Pugilism
- Trait
- Unarmed Fighter
- Use Unarmed Strikes and Battle Gloves
- First Step
- Armed and Deadly
- Hands count as weapons for the purpose of other skills or abilities.
- Able to cause lethal damage with Unarmed Strikes.
- Can make Parry Avoidance Rolls without other weapons.
- The One-Two
- On a Critical Hit using Speed, deal damage with both hands causing an additional D damage.
- Second Step
- Uppercut
- On a Critical Hit using Strength, target might be Stunned.
- — Resist Roll: Roll [b] vs. [b]
- Elbows Up
- Able to make Parry Avoidance Rolls against Ranged Attacks, but with d1.
- Gain a1 on Parry Avoidance Rolls against Unarmed Attacks or Manoeuvre attempts.
- Flurry of Blows
- Third Step
- Duck and Weave
- Gain a1 on Dodge Avoidance Rolls when fighting a single opponent.
- Gain a1 on Attack Rolls if you've dodged that target's attack.
- When using Speed, gain a1 on Trip and Reposition Manoeuvres.
- Float or Sting
- Able to deal puncturing damage with Unarmed Strikes.
- When using Strength, gain a1 on Push and Pull Manoeuvres.
- Grab and Twist
- May attempt a Disarm Reaction after a Hit (1) or better Parry Avoidance Roll.
- When using Skill, gain a1 on Disarm Manoeuvres.
-
Quick Attack Actions with Unarmed Strikes no longer have the d1 modifier on Attack Rolls.
Path of Shooting
- Trait
- Shooting Weapons
- Use Ranged Weapons, such as Bows, Crossbows, and Slings
- Certain skills might also be used by Bolt Spells.
- First Step
- Reload
- May reload a ranged weapon as part of an Attack Action with that weapon.
- Counts as a single Reload Action.
- May not be used with Quick Attack Actions.
- Deadly Shot
- Using Precision, may opt to take d1 on the Attack Roll to gain a1 on damage.
- May not be used with Quick Attack Actions.
- On a Critical Hit using Precision, targets may not use A to absorb puncturing damage.
- Suppressing Fire
- Using Prowess, make Hinder Manoeuvres with Ranged Attacks.
- On a Critical Hit using Prowess, Hinder an additional nearby opponent.
- Second Step
- Pinning Shot
- Using Prowess, instead of dealing damage, may prevent a target from moving.
- May not be used with Quick Attack Actions.
- On a Critical Hit, target may be Bound instead.
- Aim
- Spend an action aiming to gain a1 on your next Attack Roll.
- Bonus is lost if any other action is performed before the Attack Roll.
- May not be used with Quick Attack Actions.
- Using Precision, gain Aim against a target if you attacked the same target on your previous turn.
- Quick Shot
- Using Prowess, remove the penalty for shooting targets within Close Range.
- Quick Attack Actions using Prowess no longer have the d1 modifier on Attack Rolls.
- Spend additional Ammunition to add +1 to an Attack Roll.
- Third Step
- Marksman
- Using Precision, Counter opponent Block Avoidance Rolls.
- Using Prowess, Counter opponent Dodge Avoidance Rolls.
- Trick Shot
- Shoot something alongside or instead of the arrow.
- Can be a bomb, other weapon, or an important item.
- Friendly targets can catch the item.
- Enemy targets are affected by the item.
- Using Precision, make Sunder or Trip Manoeuvres with ranged attacks.
- Using Prowess, make Disarm or Reposition Manoeuvres with ranged attacks.
- Volley
- Send a hail of missiles at an enemy or group of enemies.
- Make a single Attack Roll with d1 against all enemies in a small area.
- Targets gain d1 on Dodge Avoidance Rolls.
- Gain d1 to Damage dealt by the Attack.
- This attack uses a lot of Ammunition.
Path of Throwing
- Trait
- Thrown Weapons
- Use Thrown Weapons, such as Axes, Daggers, and Javelins
- First Step
- Quick Hands
- May draw a Thrown Weapon as part of an Attack Action.
- Gain a1 when hiding Daggers and other small Thrown Weapons.
- Using Prowess, remove the penalty for attacking targets within Close Range.
- Disable
- Using Precision, make Hinder or Sunder Manoeuvres with ranged attacks.
- Using Prowess, make Reposition or Disarm Manoeuvres with ranged attacks.
- Second Step
- Hurl
- Using Prowess, Thrown Weapons now have Far Range instead of Close Range.
- May use [b] instead of [d] when Attacking with Prowess.
- Using Prowess, Thrown Weapons gain the Impact special rule.
- Impact: gain a1 on Damage Rolls if the target is within Close Range
- Lightning Hands
- Quick Attacks with Thrown Weapons no longer have the d1 modifier on Attack Rolls.
- On a Critical Hit using Prowess, make an additional Quick Attack action.
- Using Prowess, make an additional Quick Attack with a Thrown Weapon as part of a Charge Action.
- Deadly Throw
- Using Precision, may opt to take d1 on the Attack Roll to gain a1 on damage.
- May not be used with Quick Attack Actions.
- On a Critical Hit using Precision, targets may not use A to absorb puncturing damage.
- Third Step
- Throw Anything
- Thrown Weapon Skills may be used when using Improvised Thrown Weapons.
- Gain a1 when throwing an item for an Ally to catch.
- Double Trouble
- May throw a weapon with each hand.
- May target one or two enemies, but gain gain d1 on each Attack Roll if the enemies are not Adjacent to each other.
- May not be used with Quick Attack Actions.
- Throwing Arc
- Enemies gain no advantage from cover.
Fighting Styles
Path of Two-Handed Fighting
- Trait
- Two-handed Style
- Fight with weapons needing both hands.
- First Step
- Pommel Strike
- Lash out with the haft or pommel of the weapon, staggering the opponent.
- Gain a1 on the Attack Roll.
- Deals no damage, but the target is Disoriented.
- — Resist Roll: Roll [b] vs. [b]
- On a Critical Hit, Pommel Strike may also deal D blunt damage
- Sweeping Strikes
- On a Critical Hit using Strength, deal D damage to a nearby Enemy.
- On a Critical Hit using Skill, gain a1 on Parry Avoidance Rolls next turn.
- Second Step
- Power Strike
- Using Strength, gain d1 on your Attack Roll to gain a1 on Damage.
- Targets gain d1 on Block or Parry Avoidance Rolls.
- Meteor Charge
- Using Speed, gain a1 on damage when attacking as part of a Charge.
- Follow Through
- If an enemy is put Out-of-action by an attack, any remaining Damage may be dealt to Adjacent Opponents.
- Third Step
- Cleave
- Using Speed, make a single attack against all nearby enemies.
- Each opponent gets an Avoidance Roll.
- Use the same Attack Roll for each target.
- Gain d1 any Avoidance Rolls until the following turn.
- Guard Break
- When using Strength, gain a1 on Sunder and Push Manoeuvres.
- Superior Handling
- When using Skill, opponents gain d1 on Dodge or Parry Avoidance Rolls.
- When using Speed, gain a1 on Disarm and Reposition Manoeuvres.
Path of Duelling UNF
- Trait
- Main Gauche Style
- Fight with with a Dagger in your Off-hand and a Light Blade in your Main-hand.
- First Step
- Supporting Weapon
- Off-hand Weapon may be used for Offence or Defence.
- May be changed on your turn, choose before Attacking.
- Offence
- Gain a1 on Attack Rolls.
- Defence
- Gain a1 on Parry Avoidance Rolls.
- On a Critical Hit using Skill, you may change after attacking.
- Second Step
- Off-hand Strike
- Attack with your Off-hand weapon instead of your Main-hand Weapon, catching your opponent off guard.
- Opponent gains d1 on any Avoidance Rolls.
- Deal D damage.
- On a Critical Hit using Speed, deal D damage.
- Riposte
- On a Critical Hit Parry Avoidance Roll, deal damage with your Off-hand Weapon.
- Third Step UNF
- Two-Pronged
- Fully utilise your off-hand weapon for Offence or Defence.
- Gain the effects of Supporting Weapon and additional effects below:
- Offence
- When an attack Result is a Compensating Failure [0], you may decide to Off-hand Strike instead of receiving another advantage.
- The attack hits automatically, but gains no other advantage.
- Defence
- Deal D damage with your off-hand weapon when an opponent’s Attack Roll is reduced to a Failure [-1] by your Parry Avoidance Roll.
- Requires a Hit (1) or better Parry Avoidance Roll.
- Ambidextrous
- Able to fight with a Light Blade in your Off-hand.
- May treat either hand as your Off-hand or Main-hand.
- Off-Hand Strike may deal weapon damage instead of only D.
Path of Shielding
- Trait
- Shield Style
- Fight with with a Shield in one hand (and a weapon in the other).
- First Step
- Shieldwall
- Able to make Block Avoidance Rolls for nearby Allies.
- Gain d1 on these rolls.
- Unable to make Block Avoidance Rolls for yourself until your next turn.
- Gain a1 on Block Avoidance Rolls if you are beside Blocking Allies.
- These Allies must also be able to block the attack.
- Barricade
- Defensive Stance causes Attack Rolls to only gain d1 if only Block Avoidance Rolls are used.
- Previously: Defensive Stance causes Attack Rolls to gain d2
- Can Block two Ranged Attacks before suffering penalties.
- Previously: Gain d1 for every Block Avoidance Roll after the first.
- Second Step
- Shield Bash
- Attack an enemy with your shield instead of your weapon.
- Unable to make Block Avoidance Rolls until your next turn.
- Can be used to Strike or to Push them back.
- Strike
- Deal D blunt damage.
- Opponent gains d1 on any Avoidance Rolls.
- Target is Disoriented.
- — Resist Roll: Roll [b] vs. [b]
- Gain d1 when using Heavy Shields.
- Push
- Gain a1 on Manoeuvre Roll.
- Move the enemy in any direction away from you.
- — Resist Roll: Roll [b] vs. [b]
- Impenetrable
- Can Block two Melee Attacks before suffering penalties.
- Previously: Gain d1 for every Block Avoidance Roll after the first.
- Third Step
- Indomitable
- May sacrifice one Action to gain an additional a1 on Block Avoidance Rolls.
- May not make Dodge Avoidance Rolls.
- Shield Charge
- May make a Shield Bash attack in addition to a regular attack as part of a Charge Action.
- Improved Shield Bash
- No longer prevents Block Avoidance Rolls until your next turn.
- Strike:
- Add D to Shield Bash damage.
- Push:
- Target can be knocked Prone
- — Resist Roll: Roll [b] vs. [a]
Path of Swordcery
- Trait
- Spellfighter Style
- Fight with with a Melee Weapon in one hand, keeping the other hand free to cast spells.
- Alternatively, fight using Ranged Weapons or Thrown Weapons.
- This Fighting Style requires the use of a Magical Path.
- First Step
- Spell Strike
- On a Critical Hit, deal an additional D type damage.
- The type damage should match with one of your Bolt spells.
- Chosen Weapon
- Designate a weapon as a Chosen Weapon.
- Range: Touch
- Duration: Long
- May only have one Chosen Weapon at a time.
- Summon Weapon
- Summon the Chosen Weapon, causing it to fly through the air into the caster's hand.
- Deals weapon damage to anyone in the way that doesn't Avoid it.
- Make Avoidance Rolls as normal.
- Second Step
- Spellsword
- Using Prowess, remove the penalty for Bolt spells within Close Range.
- On a Critical Hit using Skill, Mark your target.
- Gain a1 on your next spell against a Marked target.
- When using a Chosen Weapon:
- Attacks may deal magic damage, or any type matching your Bolt spells.
- Generate ammunition for Ranged Weapons as easily as reloading.
- Touch Range spells may target anything touching the Chosen Weapon or a projectile it fired.
- The Chosen Weapon does not need to be in your hands.
- Only count the most recently fired projectile.
- Mental Dexterity
- When using a Chosen Weapon:
- May use [w] instead of [d] when Attacking with Skill.
- May use [w] instead of [d] when Attacking with Prowess.
- May use [w] instead of [d] for Parry Avoidance Rolls.
- Third Step
- Living Weapon
- Enchant the Chosen Weapon to fight by itself.
- Living Chosen Weapon may Move, Quick Attack, or Assist each turn.
- Assist lets the weapon make a Parry Avoidance Roll for an adjacent Ally.
- Chosen weapon uses the caster's [w] for Parry Avoidance Roll and attacking with Skill or Prowess.
- Chosen weapon cannot use any other skills or abilities.
- Duration: Short
- Requires Concentration.
- Combat Focus
- As part of an Attack Action, may also cast a spell targeting the caster or the attack target.
- May Attack or Parry without affecting Concentration.
- Gain d1 on all of these rolls.
- Send Weapon
- Chosen Weapon may be Sent to an Ally or an Enemy
- Ally
- Ally can the weapon easily if they wish.
- Touch Range spells may affect this Ally.
- Ally gains d1 on Parry Avoidance Rolls.
- Enemy
- Make an Attack Roll as normal if it is a Melee or Thrown Weapon.
Path of Two-Handed Fighting
- Trait
- Two-handed Style
- Fight with weapons needing both hands.
- First Step
- Pommel Strike
- Lash out with the haft or pommel of the weapon, staggering the opponent.
- Gain a1 on the Attack Roll.
- Deals no damage, but the target is Disoriented.
- — Resist Roll: Roll [b] vs. [b]
- On a Critical Hit, Pommel Strike may also deal D blunt damage
- Sweeping Strikes
- On a Critical Hit using Strength, deal D damage to a nearby Enemy.
- On a Critical Hit using Skill, gain a1 on Parry Avoidance Rolls next turn.
- Second Step
- Power Strike
- Using Strength, gain d1 on your Attack Roll to gain a1 on Damage.
- Targets gain d1 on Block or Parry Avoidance Rolls.
- Meteor Charge
- Using Speed, gain a1 on damage when attacking as part of a Charge.
- Follow Through
- If an enemy is put Out-of-action by an attack, any remaining Damage may be dealt to Adjacent Opponents.
- Third Step
- Cleave
- Using Speed, make a single attack against all nearby enemies.
- Each opponent gets an Avoidance Roll.
- Use the same Attack Roll for each target.
- Gain d1 any Avoidance Rolls until the following turn.
- Guard Break
- When using Strength, gain a1 on Sunder and Push Manoeuvres.
- Superior Handling
- When using Skill, opponents gain d1 on Dodge or Parry Avoidance Rolls.
- When using Speed, gain a1 on Disarm and Reposition Manoeuvres.
Path of Duelling UNF
- Trait
- Main Gauche Style
- Fight with with a Dagger in your Off-hand and a Light Blade in your Main-hand.
- First Step
- Supporting Weapon
- Off-hand Weapon may be used for Offence or Defence.
- May be changed on your turn, choose before Attacking.
- Offence
- Gain a1 on Attack Rolls.
- Defence
- Gain a1 on Parry Avoidance Rolls.
- On a Critical Hit using Skill, you may change after attacking.
- Second Step
- Off-hand Strike
- Attack with your Off-hand weapon instead of your Main-hand Weapon, catching your opponent off guard.
- Opponent gains d1 on any Avoidance Rolls.
- Deal D damage.
- On a Critical Hit using Speed, deal D damage.
- Riposte
- On a Critical Hit Parry Avoidance Roll, deal damage with your Off-hand Weapon.
- Third Step UNF
- Two-Pronged
- Fully utilise your off-hand weapon for Offence or Defence.
- Gain the effects of Supporting Weapon and additional effects below:
- Offence
- When an attack Result is a Compensating Failure [0], you may decide to Off-hand Strike instead of receiving another advantage.
- The attack hits automatically, but gains no other advantage.
- Defence
- Deal D damage with your off-hand weapon when an opponent’s Attack Roll is reduced to a Failure [-1] by your Parry Avoidance Roll.
- Requires a Hit (1) or better Parry Avoidance Roll.
- Ambidextrous
- Able to fight with a Light Blade in your Off-hand.
- May treat either hand as your Off-hand or Main-hand.
- Off-Hand Strike may deal weapon damage instead of only D.
Path of Shielding
- Trait
- Shield Style
- Fight with with a Shield in one hand (and a weapon in the other).
- First Step
- Shieldwall
- Able to make Block Avoidance Rolls for nearby Allies.
- Gain d1 on these rolls.
- Unable to make Block Avoidance Rolls for yourself until your next turn.
- Gain a1 on Block Avoidance Rolls if you are beside Blocking Allies.
- These Allies must also be able to block the attack.
- Barricade
- Defensive Stance causes Attack Rolls to only gain d1 if only Block Avoidance Rolls are used.
- Previously: Defensive Stance causes Attack Rolls to gain d2
- Can Block two Ranged Attacks before suffering penalties.
- Previously: Gain d1 for every Block Avoidance Roll after the first.
- Second Step
- Shield Bash
- Attack an enemy with your shield instead of your weapon.
- Unable to make Block Avoidance Rolls until your next turn.
- Can be used to Strike or to Push them back.
- Strike
- Deal D blunt damage.
- Opponent gains d1 on any Avoidance Rolls.
- Target is Disoriented.
- — Resist Roll: Roll [b] vs. [b]
- Gain d1 when using Heavy Shields.
- Push
- Gain a1 on Manoeuvre Roll.
- Move the enemy in any direction away from you.
- — Resist Roll: Roll [b] vs. [b]
- Impenetrable
- Can Block two Melee Attacks before suffering penalties.
- Previously: Gain d1 for every Block Avoidance Roll after the first.
- Third Step
- Indomitable
- May sacrifice one Action to gain an additional a1 on Block Avoidance Rolls.
- May not make Dodge Avoidance Rolls.
- Shield Charge
- May make a Shield Bash attack in addition to a regular attack as part of a Charge Action.
- Improved Shield Bash
- No longer prevents Block Avoidance Rolls until your next turn.
- Strike:
- Add D to Shield Bash damage.
- Push:
- Target can be knocked Prone
- — Resist Roll: Roll [b] vs. [a]
Path of Swordcery
- Trait
- Spellfighter Style
- Fight with with a Melee Weapon in one hand, keeping the other hand free to cast spells.
- Alternatively, fight using Ranged Weapons or Thrown Weapons.
- This Fighting Style requires the use of a Magical Path.
- First Step
- Spell Strike
- On a Critical Hit, deal an additional D type damage.
- The type damage should match with one of your Bolt spells.
- Chosen Weapon
- Designate a weapon as a Chosen Weapon.
- Range: Touch
- Duration: Long
- May only have one Chosen Weapon at a time.
- Summon Weapon
- Summon the Chosen Weapon, causing it to fly through the air into the caster's hand.
- Deals weapon damage to anyone in the way that doesn't Avoid it.
- Make Avoidance Rolls as normal.
- Second Step
- Spellsword
- Using Prowess, remove the penalty for Bolt spells within Close Range.
- On a Critical Hit using Skill, Mark your target.
- Gain a1 on your next spell against a Marked target.
- When using a Chosen Weapon:
- Attacks may deal magic damage, or any type matching your Bolt spells.
- Generate ammunition for Ranged Weapons as easily as reloading.
- Touch Range spells may target anything touching the Chosen Weapon or a projectile it fired.
- The Chosen Weapon does not need to be in your hands.
- Only count the most recently fired projectile.
- Mental Dexterity
- When using a Chosen Weapon:
- May use [w] instead of [d] when Attacking with Skill.
- May use [w] instead of [d] when Attacking with Prowess.
- May use [w] instead of [d] for Parry Avoidance Rolls.
- Third Step
- Living Weapon
- Enchant the Chosen Weapon to fight by itself.
- Living Chosen Weapon may Move, Quick Attack, or Assist each turn.
- Assist lets the weapon make a Parry Avoidance Roll for an adjacent Ally.
- Chosen weapon uses the caster's [w] for Parry Avoidance Roll and attacking with Skill or Prowess.
- Chosen weapon cannot use any other skills or abilities.
- Duration: Short
- Requires Concentration.
- Combat Focus
- As part of an Attack Action, may also cast a spell targeting the caster or the attack target.
- May Attack or Parry without affecting Concentration.
- Gain d1 on all of these rolls.
- Send Weapon
- Chosen Weapon may be Sent to an Ally or an Enemy
- Ally
- Ally can the weapon easily if they wish.
- Touch Range spells may affect this Ally.
- Ally gains d1 on Parry Avoidance Rolls.
- Enemy
- Make an Attack Roll as normal if it is a Melee or Thrown Weapon.