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 | about an hour |
Very Long | a few hours |
Day | until the following dawn |
Night | until dawn |
Daytime | until dusk |
Physical Skills
Weapon Families
Path of Cutting
- Trait
- Cutting Weapon Skill
- Able to draw a one-handed weapon as part of a Charge Action.
- Skilled with sharp weapons.
- You may choose to use [D] on Attack Rolls.
- First Step
- Slash
- If the target does not use AV to absorb damage, deal an additional D sharp Damage.
- Second Step
- Gash
- Attacks with sharp weapons may gain d1 on Damage but inflict a Bleed on the target.
- Targets immune to Bleed are (obviously) immune to this effect.
- Bleeding lasts until the wound is bound or healed.
- Third Step
- Sever
- Take d1 on Attack Roll to disable an opponent’s limb with a slashing attack.
- Target limb may not be used.
- Targets immune to bleed are immune to this effect.
- — Resist Roll: Roll [A] vs. [B]
Path of Bashing
- Trait
- Bashing Weapon Skill
- Able to draw a one-handed weapon as part of a Charge Action.
- Skilled with blunt Weapons.
- You may choose to use [D] on Attack Rolls.
- First Step
- Bash
- Attacks with blunt weapons gain a1 on Damage if the opponent uses AV to absorb some of the damage.
- Second Step
- Whack
- Attacks with blunt weapons may stun instead of dealing damage.
- — Resist Roll: Roll [B] vs. [B]
- Third Step
- Crush
- Attacks with blunt weapons deal full damage to AV in addition to normal damage.
- Smash
- Gain a1 on Attack Rolls when trying to destroy equipment or other objects.
- May use [B] on Attack Rolls.
- Targets gain d1 on Block or Parry attempts but a1 on Dodge attempts.
Path of Piercing
- Trait
- Piercing Weapon Skill
- Able to draw a one-handed weapon as part of a Charge Action.
- Skilled with puncturing weapons.
- You may choose to use [D] on Attack Rolls.
- First Step
- Chinks in their Armour
- Targets may not use A to absorb puncturing Damage.
- Second Step
- Backstab
- Gain a1 on Damage if the target is vulnerable or distracted.
- Third Step
- Find Weakspot
- Take d1 on Attack Roll to gain a1 on puncturing Damage.
Path of Shooting
- Trait
- Shooting Weapon Skill
- Skilled with ranged weapons (except Slings).
- You may choose to use [D] on Attack Rolls.
- First Step
- 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.
- Reload
- May reload a weapon as part of an Attack Action with that weapon.
- Counts as a single reload action.
- May not be used with Quick Attack Actions.
- Second Step
- Deadly Shot
- May opt to take d1 on the Attack Roll to gain a1 on damage.
- May not be used with Quick Attack Actions.
- Longhot
- Reduce by d1 any penalty for targets beyond weapon range.
- See Weapon Range for additional details
- Improved Shooting Weapon Skill
- Skilled with ranged weapons, including Slings.
- You may choose to use [D] on Attack Rolls.
- Third Step
- Quick Shot
- Remove the penalty for shooting targets within Close Range.
- Reduce the RV of any weapon you use by 1.
- Quick Attack Actions with shooting weapons no longer have the d1 modifier on Attack Rolls.
- Improved Aim
- May Aim as part of an Attack Action if the Weapon is already loaded.
- May not be used with Quick Attack Actions.
Path of Striking
- Trait
- Unarmed Fighter
- Skilled with Unarmed Strikes and Battle Gloves
- Attack Rolls with Unarmed Strikes and Battle Gloves may use [B], [A], or [D].
- Possible to deal damage with both hands on a Great Success result.
- First Step
- Armed and Deadly
- Hands count as weapons for the purpose of other skills or abilities.
- Can make Parry Avoidance Rolls without other weapons.
- Able to cause lethal damage with Unarmed Strikes.
- Previously: Unarmed Strikes deal non-lethal damage and do not count as weapons.
- Second Step
- Uppercut
- Target might be knocked Unconscious or 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 Grapple attempts.
- Improved Unarmed Fighter
- Able to deal damage with both hands on a Success Attack Result.
- Third Step
- Haymaker
- Make a single heavy punch that gains a1 on damage.
Slow: Opponents gain a1 on Dodge Avoidance Rolls. - Gain d1 on Attack Avoidance rolls until your next turn.
- Weapons Handling
- Able to catch enemy weapons in combat after a Hit Parry Avoidance Roll.
- Gain a1 when trying to Disarm opponents.
Path of Throwing
- Trait
- Thrown Weapon Skill
- Skilled with ranged weapons.
- Able to add [D] to attacks with Thrown Weapons.
- First Step
- Quick Draw
- You may draw a Thrown Weapon as part of an Attack Action.
- Longer Throw
- Thrown Weapons now have Medium Range instead of Close Range.
- Second Step
- Quick Throw
- Quick Attacks with Thrown Weapons no longer have the d1 modifier on Attack Rolls.
- Improved Thrown Weapon SKill
- Thrown Weapon Skills may be used when using improvised throwing weapons.
- Third Step
- Quick Hands
- Gain a1 when hiding Daggers and other small Thrown Weapons.
- May throw a weapon with each hand but gain d1 on the Attack Roll.
- May not be used with Quick Attack Actions.
- Deadly Throw
- May opt to take d1 on the Attack Roll to gain a1 on damage.
- May not be used with Quick Attack Actions.
- Hurl
- Thrown Weapons gain the impact special rule.
Path of Two-Handed Fighting
- Trait
- Two-handed Weapon Skills
- Able to Parry with certain Two-handed Weapons.
- Skilled with two-handed weapons.
- You may choose to use [D] on Attack Rolls.
- First Step
- Pommel Strike
- Instead of using the main part of the weapon, the fighter lashes out with the pommel of their weapon, staggering their opponent.
- Gain a1 on your Attack Roll.
- Attack deals no damage, but the target is Disoriented
- — Resist Roll: Roll [B] vs. [B]
- Second Step
- Power Strike
- Put additional force behind your swing
- Gain d1 on your Attack Roll to gain a1 on Damage.
- May use [B] on Attack Rolls.
- Requires a Two-handed Weapon
- Unable to make any Avoidance Rolls until your following turn.
- Mighty Swings
- May use [B] on Attack Rolls with Two-handed Weapons.
- Targets gain d1 on Block or Parry attempts but a1 on Dodge attempts.
- Improved Pommel Strike
- Successful Pommel Strikes may also deal D blunt damage
- Third Step
- Cleave
- Make a single attack against all nearby enemies
- Each opponent gets an Avoidance Roll.
- Use the same Attack Roll for each target.
- Unable to make any Avoidance Rolls until your following turn.
- Improved Power Strike
- Targets gain d1 on Block or Parry Avoidance Rolls.
- Greater Pommel Strike
- When an attack is a Compensating Failure, you may decide to Pommel Strike instead of receiving another advantage.
- The Pommel Strike hits automatically, but deals no damage and you gain no other advantage.
Path of One-Handed Fighting
- Trait
- One-handed Weapon Skill
- Able to draw a one-handed weapon as part of a Charge Action.
- Attack Rolls with one-handed weapons may use [D].
- You may choose to use [D] or [A].
- First Step
- Technique
- Gain an effect based off of your weapon damage type
- Sharp – Slash
- If the target does not use AV to absorb damage, deal an additional D sharp Damage.
- Blunt – Bash
- Attacks with blunt weapons gain a1 on Damage if the opponent uses AV to absorb some of the damage.
- Puncturing – Precision
- Targets may not use A to absorb puncturing Damage.
- Second Step
- Greater Technique
- Gain an ability based off of your weapon damage type
- Sharp – Bleed
- Attacks with sharp weapons may gain d1 on Damage but inflict a Bleed on the target.
- Targets immune to Bleed are immune to this effect.
- Bleeding lasts until the wound is bound or healed.
- Blunt – Daze
- Attacks with blunt weapons may stun instead of dealing damage.
- — Resist Roll: Roll [B] vs. [B]
- Puncturing – Backstab
- Gain a1 on Damage if the target is vulnerable or distracted.
- Third Step
- Elite Technique
- Gain an effect or ability based off of your weapon damage type
- Sharp – Sever
- Take d1 on Attack Roll to disable an opponent’s limb with a slashing attack.
- Target limb may not be used.
- Targets immune to bleed are immune to this effect.
- — Resist Roll: Roll vs. [B]
- Blunt – Crush
- Attacks deal full damage to AV in addition to normal damage.
- Puncturing – Find Weak Spot
- Take d1 on Attack Roll to gain a1 on Puncturing Damage.
Fighting Styles
Path of Duelling
- Trait
- Main Gauche
- Able to fight with a dagger in your off-hand.
- Non-dominant hand.
- First Step
- Supporting Weapon
- Off-hand Weapon may be used for Offence or Defence.
- Offence
- Gain a1 on Attack Rolls.
- Defence
- Gain a1 on Parry Avoidance Rolls.
- May be changed on your turn.
- Must choose before attacking.
- Second Step
- Off-hand Strike
- Attack suddenly with your off-hand weapon instead of your Primary Weapon.
- Opponent gains d1 on any Avoidance Rolls.
- Deal D damage without any additional modifiers.
- Third Step
- Two-Pronged
- Fully utilise your off-hand weapon for Offence or Defence.
- Offence
- When an attack Result is a Compensating Failure, 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 by your Parry Avoidance Roll.
- Improved Main Gauche
- Able to fight with a light blade in your off-hand.
- May treat either hand as your off-hand or main-hand.
- Improved Off-hand Strike
- May deal weapon damage without any additional modifiers.
Path of Shielding
- Trait
- Shield Expertise
- 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
- First Step
- Shieldwall
- Gain a1 on Block Avoidance Rolls if you are beside Blocking Allies
- Allies must also be able to block the attack.
- Improved Shield Expertise
- May Block two Ranged Attacks before suffering penalties.
- Normally: Gain d1 for every Block Avoidance Roll after the first.
- Second Step
- Shield Bash
- Attack an enemy with your shield instead of your weapon.
- Can be used to Strike or to Push them back.
- You are unable to Block until your next turn if either ability is used.
- Gain d1 when using Heavy Shields.
- Strike
- Deal D blunt damage.
- Opponent gains d1 on any Avoidance Rolls.
- Target is Dazed and loses one action in their next turn.
- — Resist Roll: Roll [B] vs. [B]
- No modifiers may apply to this damage
- Push
- — Resist Roll: Roll [B] vs. [B]
- Move the enemy in any direction away from you.
- Greater Shield Expertise
- May now Block any two Attacks before suffering penalties.
- 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 blocking 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 Spellfighting
- Trait
- Spellfighter
- Able to cast a spell without dropping your guard.
- Do not gain d1 on Avoidance Rolls.
- You usually fight with a weapon in one hand and a spell in the other.
- First Step
- Side-spell
- May cast a spell as part of an Attack Action.
- Gain d1 on both the Attack and Spell rolls.
- Spell must be First Step.
- Spell must not take more than one Action.
- Second Step
- Split Concentration
- May Attack or Parry without breaking Concentration.
- Gain d1 on these rolls
- Third Step
- Spell Defence
- Use Spell energies to dazzle opponents.
- May use [W] instead of Weapon Skill for Parry Avoidance Rolls.
- Improved Split Concentration
- No longer receive d1 for parrying while concentrating.
- May parry without breaking Total Concentration.
- Gain d2 on these Parry Avoidance Rolls
- Improved Side-spell
- No longer gain d1 on the Attack Roll the spell if the spell is targeting yourself or your weapon.
- May cast spells up to Second Step.
Path of Fending TO DO
- First Step
- Brace
- Gain a1 when attacking Charging enemies.
- Second Step
- Hold
- Gain a1 when trying to prevent enemies from moving closer.
- Third Step
- Phalanx?
- Gain a1 when beside an ally that also threatens the target.
Path of Duelling
- Trait
- Main Gauche
- Able to fight with a dagger in your off-hand.
- Non-dominant hand.
- First Step
- Supporting Weapon
- Off-hand Weapon may be used for Offence or Defence.
- Offence
- Gain a1 on Attack Rolls.
- Defence
- Gain a1 on Parry Avoidance Rolls.
- May be changed on your turn.
- Must choose before attacking.
- Second Step
- Off-hand Strike
- Attack suddenly with your off-hand weapon instead of your Primary Weapon.
- Opponent gains d1 on any Avoidance Rolls.
- Deal D damage without any additional modifiers.
- Third Step
- Two-Pronged
- Fully utilise your off-hand weapon for Offence or Defence.
- Offence
- When an attack Result is a Compensating Failure, 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 by your Parry Avoidance Roll.
- Improved Main Gauche
- Able to fight with a light blade in your off-hand.
- May treat either hand as your off-hand or main-hand.
- Improved Off-hand Strike
- May deal weapon damage without any additional modifiers.
Path of Shielding
- Trait
- Shield Expertise
- 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
- First Step
- Shieldwall
- Gain a1 on Block Avoidance Rolls if you are beside Blocking Allies
- Allies must also be able to block the attack.
- Improved Shield Expertise
- May Block two Ranged Attacks before suffering penalties.
- Normally: Gain d1 for every Block Avoidance Roll after the first.
- Second Step
- Shield Bash
- Attack an enemy with your shield instead of your weapon.
- Can be used to Strike or to Push them back.
- You are unable to Block until your next turn if either ability is used.
- Gain d1 when using Heavy Shields.
- Strike
- Deal D blunt damage.
- Opponent gains d1 on any Avoidance Rolls.
- Target is Dazed and loses one action in their next turn.
- — Resist Roll: Roll [B] vs. [B]
- No modifiers may apply to this damage
- Push
- — Resist Roll: Roll [B] vs. [B]
- Move the enemy in any direction away from you.
- Greater Shield Expertise
- May now Block any two Attacks before suffering penalties.
- 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 blocking 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 Spellfighting
- Trait
- Spellfighter
- Able to cast a spell without dropping your guard.
- Do not gain d1 on Avoidance Rolls.
- You usually fight with a weapon in one hand and a spell in the other.
- First Step
- Side-spell
- May cast a spell as part of an Attack Action.
- Gain d1 on both the Attack and Spell rolls.
- Spell must be First Step.
- Spell must not take more than one Action.
- Second Step
- Split Concentration
- May Attack or Parry without breaking Concentration.
- Gain d1 on these rolls
- Third Step
- Spell Defence
- Use Spell energies to dazzle opponents.
- May use [W] instead of Weapon Skill for Parry Avoidance Rolls.
- Improved Split Concentration
- No longer receive d1 for parrying while concentrating.
- May parry without breaking Total Concentration.
- Gain d2 on these Parry Avoidance Rolls
- Improved Side-spell
- No longer gain d1 on the Attack Roll the spell if the spell is targeting yourself or your weapon.
- May cast spells up to Second Step.
Path of Fending TO DO
- First Step
- Brace
- Gain a1 when attacking Charging enemies.
- Second Step
- Hold
- Gain a1 when trying to prevent enemies from moving closer.
- Third Step
- Phalanx?
- Gain a1 when beside an ally that also threatens the target.