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IronTithe

Skills in Play

Knowledge is power. Purpose is everything. Blood is the price of both.

Every entry below presents a concrete in-play example for each Primary Skill — a scene, the exact dice rolls involved, and the outcome. Examples assume a character with 3 points in the relevant skill unless otherwise noted. Use these as reference at the table when a rule needs a quick illustration.

Acute Senses

Roll: 1d10 + Skill Points | Power of Three: +1 Willpower per 3 pts
In-Play Example

The party moves through a darkened merchant warehouse. Four Skullsmasherz goblins are hiding in the rafters above, waiting to drop. The GM calls for a passive detection check before the ambush triggers.

Roll:1d10 (rolled 6) + 3 (Acute Senses pts) = 9
GM's DV:8— Success by 1

The character catches the faint creak of a rafter and the acrid smell of goblin sweat above the sawdust. The GM tells the player: "Something is wrong above you." The ambush is not entirely foiled — the goblins still act first — but the party is no longer caught completely flat-footed, and the character may spend their first action on a defensive posture rather than a stunned recovery.

Danger Sense

Passive — Threat Radar: act at half initiative even when surprised | +1 Awareness per 3 pts | At 3 pts: Ambush Instinct
In-Play Example

The party walks into a dead-end alley and crossbowmen rise on the rooftops — a clean ambush. Normally the surprised party loses the entire first round. But Sable has 4 points of Danger Sense, and the air went wrong half a beat before the strings drew.

Initiative:1d10 (rolled 8) + 2 (Agility) = 10
Surprise round:acts at half (5)— not locked out

Where her companions stand flat-footed for the opening volley, Sable is already moving — her Threat Radar passive means she acts in the surprise round at half her initiative rather than being shut out entirely. She dives behind a rain barrel and calls the rooftops before the first bolt lands. The ambush still happens, but it does not catch her. This is not a roll she chooses to make — it is always on; the body registers the threat before the mind names it.

Insight

Passive: +1 per point to opposed tests resisting Deceive / Charm / Intimidate / Seduce / Disguise | +1 Awareness per 3 pts | At 3 pts: Read the Room
In-Play Example

A "merchant" spins Petra a grief-stricken story to talk her out of a healing draught — he's running a Deception (5 points) to swindle her. Petra has 4 points of Insight, which she adds to her opposed test to see through him.

Merchant's Deception:1d10 (rolled 7) + 5 = 12
Petra's resist + Insight:1d10 (rolled 9) + 4 (Insight) = 13— Petra wins by 1

The story is good, but the grief never quite reaches his eyes — and Petra's Insight feeds straight into her opposed roll, tipping it just past his lie. She sees through it and keeps the draught. Insight is the counter to every social blade: it adds to your defence whenever someone Deceives, Charms, Intimidates, Seduces, or Disguises against you. At 3 points she could also use Read the Room once per scene — the GM simply tells her whether one specific statement is a deliberate lie.

Lip Reading

Roll: 1d10 + Lip Reading vs GM difficulty; a target concealing their words opposes with 1d10 + Stealth | +1 Awareness per 3 pts
In-Play Example

Across a crowded feast hall, two conspirators murmur over their cups — too far to hear, but not too far to watch. Sable (5 points of Lip Reading) reads their mouths. They are speaking normally, not hiding it, so the GM sets a flat difficulty of 8 for the distance and the bad angle.

Roll:1d10 (rolled 6) + 5 (Lip Reading pts) = 11
GM difficulty:8— Success by 3

She catches most of it: a name, a place, a time. The party learns of the meeting before it happens. Had one conspirator been deliberately shielding his mouth — a hand, a turned head — it would instead be opposed by his 1d10 + Stealth, a contest rather than a flat difficulty. Her Silent Read passive means she can do this with anyone in line of sight, extending the party's ears across any room.

Swift Read

Passive — Speed of Comprehension: read at Swift Read pts × 3 normal speed with full retention | +1 Awareness per 3 pts
In-Play Example

During a tense audience, a duke's open ledger sits on the table for the few seconds it takes a servant to cross the room and close it. Doran has 4 points of Swift Read — and a single glance is enough.

Read speed:4 pts × 3 = 12× normal
Window:~4 seconds— a full page absorbed

In the heartbeat the page is exposed, Doran consumes it whole — figures, a name, a discrepancy in the accounts — with full retention. The party walks out knowing the duke is paying a debt he swore he had cleared. Swift Read rarely calls for a roll; its power is the passive rate of comprehension, turning a careless glance into a complete briefing. The GM may set a test only when the text is damaged, ciphered, or in a hand he must puzzle out.

Athletics

Roll: 1d10 + Skill Points vs DV | +1 Max Wound per pt | Threshold 3+: bonus Ranged Wounds
In-Play Example

A Birn Uluhm slavers' gate is closing. The party needs to clear a twelve-foot chasm and reach the iron lever before the portcullis drops. The GM sets the DV at 10 for the leap.

Roll:1d10 (rolled 8) + 3 (Athletics pts) = 11
DV:10— Success by 1

The character lands hard on the far ledge, fingers catching the edge, pulls through. The portcullis lever is reached with one action to spare. Had the roll failed, the character drops into the pit below — 2d10 fall wounds and the gate closes. The Threshold 3+ bonus also means this character adds bonus wounds on ranged attacks this session, representing legs powerful enough to anchor a bowman's stance.

Acrobatics

Roll: 1d10 + Acrobatics Points vs DV | +1 Agility per 3 pts | Passive — Fluid Movement: no penalty for vaultable difficult terrain
In-Play Example

Sable is fleeing across the rotted rafters of a burning mill, the floor gone beneath her. A beam ahead is half-collapsed and slick with tar — she needs to run its length and reach the window without stopping. The GM sets the DV at 9 for the run.

Roll:1d10 (rolled 6) + 4 (Acrobatics pts) = 10
DV:9— Success by 1

She crosses the beam at a dead run, weight forward, never letting her feet decide they're afraid — and clears the window as the rafter gives way behind her. She reaches the far side without spending a turn to balance. Had she failed, she'd fall through to the floor below (2d10 fall wounds) and lose the lead. Her Fluid Movement passive is why the GM didn't also charge her movement for the broken terrain — to a trained acrobat, the gaps and rubble are just more places to put a foot.

Disguise

Opposed: 1d10 + Disguise vs scrutineer's 1d10 + Insight (untrained: Dis.d10 + Awareness) | +1 Agility per 3 pts | Passive — Second Skin
In-Play Example

Sable has dressed as a Church almoner to walk past the cathedral guard. A suspicious deacon stops her and looks too closely — he has 3 points of Insight. This is a contest: her craft against his eye.

Disguise:1d10 (rolled 5) + 6 (Disguise pts) = 11
Deacon's Insight:1d10 (rolled 7) + 3 = 10— Sable wins by 1

She holds the almoner's stoop and the bored, blessing-weary patience of someone who does this every day — and the deacon's suspicion finds nothing to catch on. The disguise holds; she passes. Note the contest used two different skills (her Disguise against his Insight), and on a tie the scrutineer would have won — the defender holds, and here the "defender" is the eye trying to pierce the lie. Routine, unscrutinised movement through a crowd needs no roll at all; that is her Second Skin passive.

Escapology

Roll: 1d10 + Escapology vs DV; against a living captor opposed by their 1d10 + Brawling (untrained: Dis.d10 + Physique) | +1 Agility per 3 pts
In-Play Example

Captured and roped to a chair by a slaver with 4 points of Brawling, Sable works the knots while the room's attention is elsewhere. Because a living captor tied these bonds, it is opposed — her give-finding against his cinch.

Escapology:1d10 (rolled 9) + 5 (Escapology pts) = 14
Slaver's Brawling:1d10 (rolled 6) + 4 = 10— Sable wins by 4

She finds the one loop that was pulled in haste and works her wrist against it until the whole binding loses its argument. The ropes drop; she is free and unnoticed. Against inert restraints — a dropped net, a magical binding with a fixed strength — the GM would instead set a flat DV rather than roll a captor's Brawling. Had she lost the contest, the knots would only have tightened, and she'd wait for a better moment.

Sleight of Hand

Opposed: 1d10 + Sleight of Hand vs observer's 1d10 + Acute Senses (untrained: Dis.d10 + Awareness) | +1 Agility per 3 pts
In-Play Example

Mid-negotiation with a baron, Sable needs to palm a signet ring from the table and replace it with a duplicate, under the nose of the baron's bodyguard, who has 4 points of Acute Senses. Her hands against his eyes.

Sleight of Hand:1d10 (rolled 8) + 5 (SoH pts) = 13
Guard's Acute Senses:1d10 (rolled 4) + 4 = 8— Sable wins by 5

She lets her other hand gesture wide at exactly the wrong moment for the guard — the eye follows the motion, and the ring is gone and replaced before the glance comes back. The swap lands clean; no one saw the interesting thing happen. Had the guard won the contest, he'd catch the motion and the table would turn cold in an instant. The same skill covers concealing a blade or introducing a small object where it shouldn't be.

Authority

Roll: 1d10 + Skill Points (sets DV) vs Target 1d10 + Will Power | +1 Charisma per 3 pts
In-Play Example

A Kel Thurum gate captain is blocking the party's entry into Theldur. The character steps forward and demands passage by right of emergency — invoking the name of a High Cleric they've worked with.

Authority Roll (DV):1d10 (rolled 7) + 3 = 10
Captain's Resistance:1d10 (rolled 4) + 2 (Will Power) = 6
— Complies

The captain's jaw tightens, but the weight of command in the character's voice overrides his hesitation. He steps aside and orders the gate opened. Note: Authority compels compliance to the best of the target's ability — the captain opens the gate, but he also immediately sends a runner to notify his superior. Compliance doesn't mean loyalty.

Charm

Roll: 1d10 + Skill Points (sets DV) vs Target 1d10 + Awareness or Will Power | +1 Charisma per 3 pts
In-Play Example

The party needs information from a paranoid Altdorf merchant who knows who hired the Skullsmasherz. The character approaches him at the tavern, buying a round and leading into easy conversation.

Charm Roll (DV):1d10 (rolled 9) + 3 = 12
Merchant Awareness Resist:1d10 (rolled 5) + 2 = 7
— Charmed

The merchant relaxes visibly over the second drink. He doesn't volunteer everything at once — the GM may still require follow-up questions — but his guard is down and he won't lie. If the character had also used Perception to pre-read his tells, the GM might grant Advantage on any follow-up Charm attempts this scene.

Deception

Opposed: 1d10 + Deception vs target's 1d10 + Insight (untrained: Dis.d10 + Awareness) | +1 Charisma per 3 pts | Passive — Baseline: no tells
In-Play Example

Sable needs a sentry to abandon his post. She tells him — with the calm of someone relaying orders — that the watch-captain wants him at the east wall, now. She has 6 points of Deception; the sentry has 3 points of Insight. (This is the same contest as the Insight example, seen from the liar's side.)

Deception:1d10 (rolled 7) + 6 (Deception pts) = 13
Sentry's Insight:1d10 (rolled 8) + 3 = 11— Sable wins by 2

The lie works because it is adjacent to the real — there really is an east wall, there really is a captain — and Sable never blinks. The sentry mutters and heads off; the post is empty. Note the contest is Deception against the target's Insight specifically (or raw Awareness if he is untrained in it). Her Baseline passive means casual observers catch no tells from her; only an active, rolled Insight test gets a read. Had the sentry won, he'd have smelled the order as wrong and raised the alarm instead.

Intimidation

Opposed: 1d10 + Intimidation vs target's 1d10 + Zealotry (untrained: Dis.d10 + Willpower) | +1 Charisma per 3 pts | Passive — Weight of Reputation
In-Play Example

A captured cutpurse knows where his gang is holed up. Korr doesn't raise his voice — he simply lets the dwarf's stillness and the weight of his reputation do the work, demanding the location. Korr has 5 points of Intimidation; the cutpurse is untrained in Zealotry, so he resists on raw Willpower.

Intimidation:1d10 (rolled 6) + 5 (Intimidation pts) = 11
Cutpurse resist:Dis.d10 (rolled 4) + 2 (Willpower) = 6— Korr wins by 5

The cutpurse runs the math — the quiet dwarf, the reputation, the lack of any threat that needs voicing — and concludes the numbers do not favour him. He gives up the safehouse. A resolute target (a zealot, a hardened captain) would resist with Zealotry instead of raw Willpower, a far stiffer wall. And anyone who has watched Korr make good on intimidation before takes a further penalty to resist — his Weight of Reputation.

Performance

Roll: 1d10 + Performance Points + Charisma modifier vs GM's DV | +1 Charisma per 3 pts | Passive — Command the Room
In-Play Example

The party needs the great hall watching the stage, not the side door. Petra takes the floor with a ballad — buying her companions the cover of a captivated crowd. She has 4 points of Performance and a Charisma modifier of +2. The GM sets a DV of 9 to hold a restless, half-drunk hall.

Roll:1d10 (rolled 6) + 4 (Performance) + 2 (Cha mod) = 12
GM's DV:9— Success by 3

She finds the room's mood and feeds it — the hall leans in, cups forgotten, eyes on her. For the length of the song every face is turned to the stage, and the side door goes unwatched. Note Performance is the one social skill that adds your Charisma modifier on top of skill points, reflecting raw presence. Her Command the Room passive gives an edge whenever she works a crowd rather than a single mark.

Seduction

Opposed: 1d10 + Seduction vs target's 1d10 + Zealotry (untrained: Dis.d10 + Willpower) | +1 Charisma per 3 pts
In-Play Example

Sable works a quartermaster toward signing off supplies the party has no right to — not romance, but making the easy "yes" feel like his own idea. She has 5 points of Seduction; the quartermaster, no zealot, resists on raw Willpower.

Seduction:1d10 (rolled 7) + 5 (Seduction pts) = 12
Quartermaster resist:Dis.d10 (rolled 5) + 3 (Willpower) = 8— Sable wins by 4

She makes saying yes the most appealing option in the room — flattery aimed at his competence, the sense that he alone can solve her problem. The requisition is signed. Seduction here is a lever, not a romance: the application is access, intelligence, and a target who wants to give you what you need. A disciplined or devout mark resists with Zealotry rather than bare Willpower, and is far harder to move.

Dark-Soul

Passive: +1 damage per point vs Good-aligned & consecrated creatures (melee, ranged, or magical) | +1 Charisma per 3 pts
In-Play Example

A Cherubim — a celestial construct, Good-aligned and consecrated — bears down on the party. Most of their blows glance off its bronze hide, but one of them carries the void. The Dark-Souled fighter has 5 points of Dark-Soul, and the holy struggles to find purchase on a soul already given over.

Base strike:weapon damage as normal
Dark-Soul bonus:+5 damage— vs Good/consecrated

Against the celestial, every blow the Dark-Souled fighter lands carries +5 extra damage (1 per point), and the same bonus rides their ranged and magical attacks against it. The thing that should be hardest for a mortal to harm is, for this one, the easiest. This is not a social skill despite its Charisma home — it is a profane affinity, paid for in what the character has let in. The bonus applies only against the pure and the consecrated: celestials, the divine, and the holy. Against everything else, Dark-Soul does nothing.

Combat (Melee)

Proficiency: removes Disadvantage on To-Hit | One purchase per weapon category | Cost varies by race
In-Play Example — Proficiency vs Non-Proficiency

A Human fighter with Swords & Daggers proficiency picks up a fallen enemy's Polearm mid-fight to finish off a charging Beastman. She is not proficient in Polearms & Spears.

Without Proficiency (Disadvantage — roll 2d10 take lower):Rolls 8 and 3 → takes 3
Target Defense:5— Miss
Same scenario with Polearm proficiency:Rolls 8 normally → 8 vs 5— Hit

Without proficiency the fighter fumbles the unfamiliar grip — the Beastman shrugs the clumsy swing aside. The lesson: buying Combat proficiency isn't optional for a frontline fighter. The 25–35 XP cost is the difference between landing attacks and wasting actions. Picking up proficiency in a second weapon category later opens significant tactical options at no ongoing cost.

Combat (Mounted)

Prereqs: Ride (1), Combat Proficiency | Cost: 100 XP | Movement dictates attack options
In-Play Example — The Cavalry Charge

Erik Rose has acquired a light warhorse in Altdorf. Approaching the Skullsmasherz encampment, he spots the Ork Warboss standing in the open. He lowers a lance and charges directly at him, 40 feet of open ground between them.

Cavalry Charge To-Hit:1d10 (rolled 8) + To-Hit bonus = 11
Warboss Defense:7— Hit
Lance Wounds + Mount Momentum bonus:Standard Lance wounds + GM momentum modifier

The charge connects. The mount's momentum is added to the single devastating lance strike — this is the mounted combat payoff, a single hit that hits harder than any standard attack. The trade: only one attack for the entire turn. After the charge, Erik must use his movement to wheel the horse around. Attempting this without the Mounted Combat skill results in the GM calling for a Ride test just to stay in the saddle through the impact.

Combat (Ranged)

Proficiency: removes Disadvantage on To-Hit | Categories: Bows, Crossbows, Firearms, Throwing Weapons
In-Play Example

Erik Rose (Bows proficient, 3 pts Athletics for Lethal Force bonus) spots the Goblin Shaman who escaped Ogruk's camp — now 60 feet away, partially obscured by a fallen log. The GM sets a DV of 8 for the ranged To-Hit.

To-Hit Roll:1d10 (rolled 9) + Ranged To-Hit bonuses = 12
DV:8— Hit. Lethal Force (Athletics 3+) adds bonus wounds to the result.

The arrow finds the Shaman through the gap in the log cover. The Lethal Force bonus from Athletics adds its wounds on top of standard bow damage — this is why Erik's build invests in both skills. Without Bow proficiency, this roll would have been made with Disadvantage, almost certainly missing at range with partial cover. The Shaman's status is now a GM call based on total wounds landed.

Riposte

Trigger: Natural 1 on enemy To-Hit (any miss at 9pts) | Reaction: 1 AP | Governs: Awareness | Costs 1 Action
In-Play Example

A Birn Juggernaut swings its massive fist at the party's Pit Fighter. The GM rolls to hit — and rolls a natural, unmodified 1. The Pit Fighter has 3 pts in Counter and still has 1 Action remaining this round.

Trigger:Enemy natural 1 on To-Hit — Counter activates
Riposte Wounds:1d10 (rolled 7) + 3 (Counter pts) = 10 wounds
— 1 Action consumed from Pit Fighter's pool

The Juggernaut's fist crashes into the stone floor where the Pit Fighter stood half a second ago. She drives her elbow into the exposed joint where the armour plates meet, dealing 10 wounds. Against a large enemy like a Juggernaut this may not be decisive — but it's 10 free wounds delivered outside her normal attack turn. Critical note: if the Pit Fighter had already spent all her Actions this round, the Counter cannot trigger — action economy is the real constraint on this skill.

Discipline

+1 Wound per pt (Composure) | Feeds your Essence pool & Max TN | +1 Willpower per 3 pts | Holding Actions cost 0 AP
In-Play Example

A Devotion healer wants the deepest well of casting she can build before a long delve. Her power is not measured in "slots" but in Essence — the pool every working is paid from. She has 9 Devotion, 6 Discipline, and Charisma 6, and wants to know how much she can spend before her well runs dry.

Essence pool:(vocation 9÷3 + Discipline 6÷3 + Charisma 6÷3) × 3 = (3 + 2 + 2) × 3 = 21
Discipline's share:+6 Essence— the 2 from 6÷3, multiplied by 3

Discipline is the quiet multiplier for every caster and Ki practitioner. It feeds your Essence pool (each working costs its TN in Essence) and lifts your Maximum TN, so investing here means both a deeper well and a higher ceiling. With 21 Essence she could cast a TN 8 Greater Heal twice and still have 5 left, or spread many smaller blessings across a fight. The Composure passive (+1 wound per point) makes Discipline viable for frontline builds too — a Warrior Priest gets survivability and expanded divine capability from one skill — and at 3 points the Willpower bump begins to harden resists. It remains one of the most efficient cross-archetype skills in the compendium.

Druid (Magical Vocation)

+1 Druidic Spell per pt | +1 Awareness per 3 pts | Prereqs: Knowledge Druidic (1), Read/Scribe (1)
In-Play Example — The Firewall (from the Ogruk battle)

Andy's Druid has 3 points in Druid. Surrounded in the narrow mountain pass with the Goblin Shaman's Firewall cutting off retreat, Andy shifts into Bear form using a Druidic transformation spell — bypassing the chokepoint entirely by scaling the cliff wall.

Spell known (1 spell per pt):3 pts = 3 spells memorised — Transformation is one of them
Cast test (per spell rules):Rolled successfully — Bear form achieved for the encounter
— Movement form bypasses the Firewall obstacle

In Bear form the Druid's movement and physical stats shift to the creature profile. The cliff wall that would require an Athletics test for a human is trivial for a bear. Druid's power lies in versatility — each point unlocks another tool. At 3 pts you have three distinct spells covering movement, healing, or battlefield control. The Awareness scaling means a Druid character's passive detection also improves over time, reinforcing the attunement-to-the-world flavour of the discipline.

Enraged

+1 Extra Attack per pt (all with Disadvantage) | Immunity to Fear | Tunnel Vision | 2-turn cooldown
In-Play Example

The Dwarf Slayer Ironhammer faces the two Ogre Henchmen after watching his band be wiped out. He has 3 pts in Enraged and triggers the rage. His standard AP gives him 2 attacks. He is not Exhausted.

Bonus attacks from Enraged (3 pts):+3 attacks on top of standard 2 = 5 total attacks this turn
All 3 bonus attacks:Rolled with Disadvantage (2d10 each, take lower)
Standard 2 attacks:Rolled normally

Ironhammer becomes a whirlwind — five swings against the Ogres, the bonus three wild and inaccurate but generating pressure no sane combatant wants to be inside of. The Tunnel Vision restriction means he cannot choose to target the fleeing Shaman — he must engage the closest threat. The 2-turn cooldown is punishing: after this turn and the next, the rage is spent and cannot be re-triggered. Plan the timing carefully — burning Enraged too early in a long fight is a tactical mistake.

Evaluation (Object)

Roll: 1d10 + Skill Points vs GM DV | Removes Disadvantage on identification | +1 Intellect per 3 pts
In-Play Example

Erik Rose loots Ogruk's body and finds the Magical Flail with the Degeneration quality. Without Evaluation, identifying it is rolled with Disadvantage. Erik has 2 pts in Evaluation — Disadvantage is removed.

Evaluation Roll:1d10 (rolled 6) + 2 = 8
GM DV (unusual magical quality):7— Success by 1

Erik turns the flail over, running his thumb along the unusual black links. He correctly identifies it as enchanted and determines that the enchantment has a wounding-over-time component — the Degeneration quality. He doesn't know the exact mechanic (1 wound/turn until healed) without a higher success, but he knows enough not to be surprised by it in combat. A roll of 9+ might have revealed the full mechanical detail; a failure would have left it as an unidentified "strange flail."

Evasion

+1 Defense, +1 WM, +1 Agility per 3 pts | Agility Tax: armor penalty reduces Defense bonus | WM applies regardless of armor
In-Play Example — The Agility Tax

A Halfling rogue with 6 pts in Evasion (+2 Defense bonus, +2 WM, +2 Agility) equips Chain Mail for a mission into Birn Uluhm. Chain Mail has a –2 Agility penalty.

Evasion Defense bonus (base):+2 (from 6 pts)
Chain Mail Agility penalty:–2 Agility → Defense bonus negated entirely
Evasion WM bonus:+2 WM still applies — armor doesn't cancel this

In Chain Mail the rogue can't dodge — the metal prevents the sharp lateral movement Evasion requires. Her Defense bonus is wiped out, but her WM bonus survives. She still absorbs 2 wounds from every hit that lands, even if more hits land than before. The lesson: Evasion builds want Light Armor. In Heavy Armor, invest in Hard as Nails or Shieldsman for mitigation instead. Rolling with the Punch (WM path) remains viable in any armour, making Evasion still worth having even when a mission demands heavy kit.

Devotion

+1 Blessing per pt | +1 Charisma per 3 pts | Prereqs: Knowledge Theology (1), Read/Scribe (1) | Deity favour can revoke abilities
In-Play Example

The Warrior Priest (3 pts Devotion, 3 Blessings known) invokes a Battle Blessing on the Pit Fighter before a charge into the Skullsmasherz camp. The Blessing requires 1 Action to invoke.

Invocation Test (per Blessing rules):Rolled successfully
Effect:Battle Blessing applied to Pit Fighter — bonus to attacks/wounds for duration

The Warrior Priest's prayer is brief and sharp — not the long liturgy of a temple service but the clipped invocation of a battlefield veteran. The Pit Fighter feels the blessing settle on her like warmth through armour. Key GM note: Faith is deity-dependent. A Warrior Priest of a Sigmar-equivalent who begins looting temples or consorting with Chaos Cultists risks losing these abilities entirely at GM discretion. The power is real — but it comes with an ongoing obligation that other vocations don't carry.

Focus (Combat Resource)

Pool = total pts | Split between Potency (+wounds) and Penetration (armor pierce) | +1 To-Hit per 3 pts (free, from Precision Threshold)
In-Play Example

A character with 6 pts in Focus faces Thrunn (the Iron Root) in heavy armour. Thrunn has 4 Wound Mitigation from his plate. The character spends 1 AP to Focus before attacking.

Precision Threshold (free bonus):6 pts ÷ 3 = +2 To-Hit automatically applied
Pool allocation (6 pts to split):4 pts → Penetration (bypass 4 WM) | 2 pts → Potency (+2 wounds)
Net result:Thrunn's 4 WM negated. +2 To-Hit. +2 wounds on the strike.

Against a lightly armoured target the character would shift the split — more into Potency, less into Penetration. Against Thrunn's plate, burning all 4 points into Penetration strips his mitigation entirely for this one strike, making even a modest hit deal full wounds. The Precision Threshold +2 To-Hit is always free — it doesn't cost pool points. This is Focus's highest value use: turning a heavily armoured elite into a viable target for a single decisive blow.

Fortitude

+10 Max Wounds per pt (before Size multipliers) | +1 Physique per 3 pts | Most expensive wound-pool skill
In-Play Example

A Dwarf frontliner invests 2 points in Fortitude (90 XP total at Dwarf cost). Their base wounds before Fortitude were 18. They are Medium sized.

Fortitude addition (2 pts):+20 wounds (before size multipliers)
New base before size:18 + 20 = 38 wounds
+6 Physique passively over time from Power of Three progression

Fortitude is the most expensive wound-per-XP skill in the compendium but delivers the largest single pool increase. A Dwarf tank with 2 pts in Fortitude can absorb punishment that would kill two other characters. This is the skill for a character whose role is to stand in front of Korvax's soul-bound army and not die. The Physique scaling also compounds — more Physique means better melee To-Hit, more wounds on attacks, and better Strength Conditioning synergy. Everything feeds forward.

Fortune

+1 Reroll per pt per session | Must accept second result | Resets each session
In-Play Example

Erik Rose rolls to hit Ogruk with his arrow — the decisive moment of the battle. He rolls a natural 1. He has 2 pts in Fortune (2 rerolls this session) and has not used either yet.

Original roll:1d10 = 1— Automatic miss
Fortune expended (1 of 2):Reroll 1d10 = 9— Hit

Arrow to the chest. Ogruk falls. The Fortune point is spent — 1 remains for the rest of the session. The critical rule: you must accept the second result regardless. A player who rerolls a 3 hoping for better and gets a 1 is committed to the 1. Fortune is most valuable spent on pivotal rolls — a final enemy, a critical skill check, a death-saving throw — not burned early on minor tests. Two points in Fortune is a meaningful investment precisely because of moments like this one.

Hard as Nails

+2 Max Wounds per pt | +1 WM (physical) per 2 pts | +1 WM (spell/bless) per 2 pts from 3 pts | Bloody Minded at 6 pts | +1 Willpower per 3 pts
In-Play Example

A Human Pit Fighter with 4 pts in Hard as Nails takes a hit from an Ogre that deals 9 wounds before mitigation. The Pit Fighter wears Studded Leather (2 WM from armour). Hard as Nails adds +2 WM physical (4 pts ÷ 2) — and since 4 pts exceeds the 3pt threshold, also +2 WM against spells and blessings.

Incoming wounds:9
Armour WM:–2
Hard as Nails WM:–2
Final wounds taken: 5

The Ogre's fist connects but the Pit Fighter rolls with it, distributing the impact across a frame that has absorbed ten thousand training blows. 9 incoming becomes 5 actual. Over a long fight, 4 WM negated per hit is the difference between standing and dying. Hard as Nails stacks with armour, with Evasion's WM path, and with Shieldsman's Defensive Stance — and from 3 points onward its WM extends to spell and blessing damage too — a character building all three simultaneously becomes extraordinarily difficult to kill with standard attacks.

Inspire

Roll: 1d10 + Skill Points + Charisma vs Situational DV | Affects allies within 25 ft for 1 turn | Natural 1 always fails
In-Play Example

The Flagellant has just been struck down by Ogruk. The line is wavering. The Warrior Priest spends 1 AP to Inspire the remaining party (4 allies within 25 ft). The GM applies –1 for the fallen ally.

Inspire Roll:1d10 (rolled 8) + 3 (pts) + 1 (Charisma) – 1 (fallen ally) = 11
Score 10–11 on Inspiration Table:+1 Defense / Parry for all affected allies this turn

The Warrior Priest's voice cuts through the chaos — not a prayer, not a sermon, just the flat command of someone who has been here before and knows it isn't over yet. Four surviving party members feel their footing solidify. +1 Defense for one turn is modest but it applies to every incoming attack that turn — in a round where two Ogres and a goblin horde are swinging, that's potentially 3–4 hits softened. Higher Inspire rolls unlock dramatically better table results. Investing in both Inspire and Charisma is the core of a support build.

Iron Will

+2 Wounds per pt | +5 Wounds at 3 pts (one-time) | Death's Door: +1 turn at 0 Wounds per pt | Magical conditions reduce extension
In-Play Example — Death's Door

The Flagellant hits 0 Wounds after Ogruk's hammer blow. He has 3 pts in Iron Will. He is currently Bleeding (physical condition) but not under any magical condition.

Death's Door extension:3 pts × 1 = 3 turns before death
Bleeding condition:Physical — does NOT reduce extension
Active magical conditions:None — full 3 turns available

The Flagellant crashes to the dirt but doesn't die. He has 3 turns of fighting at zero wounds — capable of acting but one hit from permanent death. The High Elf uses this window to reach him with a healing spell on turn 2. Had Ogruk's Shaman Hexed the Flagellant beforehand, one of those turns would have been forfeit. Iron Will doesn't make you invincible — it makes you briefly unkillable, which is enough if your healer acts fast.

Ki (Spiritual Vocation)

Ki Powers = total pts invested | +1 Physique per 3 pts | Prereqs: Knowledge Ki (1), Read/Scribe (1)
In-Play Example

A Human Ki Monk with 4 pts has learned 4 Ki Powers. Entering the narrow Corridor of Treachery in Khugron, she activates a Ki Power that allows her to sense the trap floor's vibration before triggering it — an enhanced perception power.

Ki Power activation (per spiritual rules):Successful invocation — enhanced sense active
Trap floor detection:Character senses the hollow resonance underfoot — 2 ft before the trigger plate
Trap avoided. Party warned.

The Ki Monk steps back and points to the exact location of both trap plates. Ki Powers function like spells for tracking and resource management — they're drawn from the same pool as Blessings and Wizardry. The Physique scaling means the Monk also grows more dangerous in melee over time — Ki is the only vocation that directly increases a physical combat characteristic, making it uniquely suited to a fighter who also wants arcane-adjacent utility.

Knowledge

Roll: 1d10 + pts in specific field vs GM DV | +1 Intellect per 3 pts | Each pt = one specific subject area
In-Play Example — Knowledge: Bestiary

The party encounters a Pyreborn Elder near the Rysahm Ashlands. A character with Knowledge: Bestiary (2 pts) wants to recall what they know about Pyreborn weaknesses and behaviour before engaging.

Knowledge (Bestiary) Roll:1d10 (rolled 7) + 2 = 9
GM DV (well-known monster type):7— Success by 2

The character recalls that Pyreborn are highly susceptible to cold, their strikes leave a burning condition, and Elders carry concentrated verath that is dangerous to mishandle. Succeeding by 2 provides actionable tactical information. A result of 9+ on a harder DV might also reveal the Ashen Mouth specifically, or the Birn hunting campaign context. Failing the roll doesn't mean the character knows nothing — it means they recall inaccurate or incomplete information, which the GM may feed them as misdirection.

Alchemy

Roll: 1d10 + Alchemy Points vs the formula's DV | +1 Intellect per 3 pts | Passive — Identification
In-Play Example

Before the assault, Doran works at a borrowed bench to brew a batch of choking smoke-flasks. The formula is finicky — the GM sets the DV at 11. Doran has 5 points of Alchemy.

Roll:1d10 (rolled 8) + 5 (Alchemy pts) = 13
Formula DV:11— Success by 2

The mixture holds, doesn't ignite, and sets into three usable flasks. The party walks in with smoke to cover the breach. Had he failed badly, the batch could spoil or go off early (GM's call on a steep miss). Alchemy needs no tradition or Church tolerance — only materials, a stable bench, and nerve. His Identification passive also lets him name any compound, poison, or reagent on inspection — useful the moment someone hands the party an unlabelled vial.

Engineering

Roll: 1d10 + Engineering Points vs DV | +1 Intellect per 3 pts | Passive — Structural Eye
In-Play Example

The party is pursued across an old stone bridge and needs to drop it behind them — fast, with the charges they have. Korr, who took up Engineering in his fortress years, reads the span for the one stone that holds the rest. The GM sets the DV at 10.

Roll:1d10 (rolled 7) + 4 (Engineering pts) = 11
DV:10— Success by 1

He sets the charge at the keystone, not the deck, and the span folds into the gorge behind them. The pursuit is cut off. His Structural Eye passive is why he didn't need to roll just to find the weak point — he sees the failure line of any built thing in his sightline automatically; the roll was only for doing the work under pressure. The same skill covers building, trap design, and siege analysis.

Linguistics

Roll: 1d10 + Linguistics Points vs GM's DV (older/stranger scripts = higher DV) | +1 Intellect per 3 pts
In-Play Example

A sealed tablet recovered from a pre-Age ruin is carved in a dead script no living tongue descends from. Read/Write is useless here — this is decipherment. Doran has 6 points of Linguistics; the GM sets the DV at 12 for a script this old.

Roll:1d10 (rolled 7) + 6 (Linguistics pts) = 13
DV:12— Success by 1

The grammar yields, sound by sound, until the tablet speaks: a warning, and a name. The party learns what the ruin was built to contain. Linguistics is the deeper craft beyond Read/Write — codes, ciphers, dead languages, scripts that predate the Age. Higher point totals unlock older and stranger writing; a tablet like this would simply be impossible for a low-point character, no matter the roll.

Medicine

Roll: 1d10 + Medicine Points vs DV | +1 Intellect per 3 pts | Passive — Diagnosis
In-Play Example

A companion has been sick for days — fever, tremor, no obvious wound. This is not a battlefield patch (that is Mending) but methodical diagnosis and treatment. Petra has 5 points of Medicine. The GM sets the DV at 10 to identify and treat the creeping illness.

Roll:1d10 (rolled 6) + 5 (Medicine pts) = 11
DV:10— Success by 1

She names it — a marsh-fever from the crossing days ago — and knows the regimen to break it. The companion will recover with rest and the right tincture. This is the line the rules draw: where Mending is field instinct under fire, Medicine is methodology over time. Her Diagnosis passive means that on examination she identifies injuries, diseases, and conditions accurately without a roll — the roll here was for the treatment, not the naming.

Navigation

Roll: 1d10 + Navigation Points vs DV | +1 Intellect per 3 pts
In-Play Example

A storm has scrubbed the trail and the party is turned around in deep forest with night falling. Sable reads the world for position — moss, shadow-angle, the cut of a streambed. She has 4 points of Navigation; the GM sets the DV at 9 to find true north and the road.

Roll:1d10 (rolled 7) + 4 (Navigation pts) = 11
DV:9— Success by 2

She translates the environment into a heading and walks them back onto the road before full dark. The party avoids a night lost in the deep wood. Had she failed, the GM might rule them further astray — lost time, a worse camp, an unplanned encounter. At its highest levels Navigation reads more than terrain: trade routes, political geography, and the instinct for which direction a threat will come from before it arrives.

Light-Soul

+1 Wound vs Evil targets per pt | +1 WM vs Evil per 3 pts | Evil: Undead, Daemons, Dragons (B/Bl/R/W), Beastmen, Chaos
In-Play Example

The Warrior Priest with 3 pts in Light-Soul attacks a Blight Elf Spirit-Bound undead husk (Undead type — qualifies as Evil). Standard melee damage before Light-Soul would be 7 wounds.

Standard melee wounds:7
Light-Soul bonus (3 pts × +1 vs Evil):+3 wounds
Total wounds dealt: 10 — by any means (this applies to spells and ranged too)

The Warrior Priest's strike lands with a consecrated force that the undead husk's physical form can't mitigate normally. Light-Soul's bonus applies to melee, ranged, and magical attacks simultaneously — there's no need to re-spec depending on range. Against the Vraxxal awakening or any Blight-touched undead, a Light-Soul investment becomes significant quickly. At 6 pts the character also gains WM specifically against Evil attacks — turning them into both an offensive and defensive specialist against the world's darkest threats.

Mending

Healing = pts × 2 | Bleed reduction: –1 wound/turn per pt | Stabilise at 0 wounds with 1 pt | Cannot act while in melee
In-Play Example

After the Ogruk battle the Flagellant is at 0 wounds and Bleeding. The party's field medic has 4 pts in Mending. Both characters are out of melee. The medic spends an action to treat the Flagellant.

Stabilise (0 wounds → safe):1 action — prevents death this turn
Healing (next action, Pts × 2):4 × 2 = 8 wounds restored
Bleed mitigation (4 pts):Flagellant suffers 4 fewer bleed wounds per turn while medic treats

The Flagellant goes from dead to breathing with 8 wounds in two actions. The Bleed mitigation means the haemorrhaging slows enough that the healing gains traction — without it, a bad Bleed can outpace even good Mending. Mending cannot remove the Bleeding condition itself; for that you need magic or a superior tool. The out-of-melee constraint is the critical limitation: Mending requires someone to keep the medic safe while they work, which shapes party positioning significantly.

Perception

XP Cost: All Races (35) | Casting Explosion Chain (all 6 disciplines) | +1 Cast Wound per 3 pts | +1 Ranged To-Hit per 3 pts | +1 Intellect per 3 pts | Counters Charm/Illusion
In-Play Example — Casting Explosion Chain

A Human Wizard with 6 pts in Perception and a casting bonus of +3 casts Arcane Bolt at a target with TN 11. She rolls her To-Cast: 1d10 (rolled 10) + 3 casting bonus = 13. That beats TN 11 — confirmed cast. And because the die showed a natural 10, the dice explode.

Roll 1 (To-Cast):10 + 3 (casting bonus) = 13 — Beats TN 11. Cast confirmed. Natural 10 triggers explosion.
Roll 2 (Explosion):1d10 (rolled 5) + 6 (Perception pts) = 11 — Meets TN 11. Explosion confirmed. +1d10 wounds.
Roll 3 (Chain check):Roll 2 was not a natural 10 — chain ends.
Full spell wounds + 1d10 bonus wounds. The passive +1 wound per 3 pts (2 bonus wounds at 6 pts) also applies to the base damage.

The Wizard's focus sharpens the spell at the moment of release — the extra Perception points on the explosion roll are what bridge the gap between a raw 5 and the TN of 11. Without Perception, that chain dies on Roll 2. With 6 pts, it confirms. If Roll 2 had been a natural 10 (5 + 6 = 11, but the raw die showed 10), Roll 3 would trigger — same rules apply. Perception is the only bonus that applies to casting explosion rolls, making it the premier investment for any caster who wants to push deeper into the chain.

In-Play Example — Countering a Charm Attempt

A Blight Elf agent in SunsReach attempts to Charm a party member into revealing where the fragment is being kept. The Charm roll sets a DV of 11. The party member has 3 pts in Perception.

Blight Elf Charm DV:11
Perception Counter Roll:1d10 (rolled 8) + 3 = 11— Tie: Charm fails (must exceed DV)

The party member catches something wrong — the questions slightly too precise, the interest slightly too focused. The Charm fails. Perception is one of the rare skills that serves combat, casting, and the social layer simultaneously, making it an efficient investment for any build.

Precise Strike

Applies to: Melee & Ranged Explosion Rolls (2nd roll onward) | Passive: +1 To-Hit per 3 pts | Passive: +2 Wounds per 3 pts | Advanced Skill triggers still require beating Defense
In-Play Example — The Explosion Chain

An Elf finesse fighter with 6 pts in Precise Strike (To-Hit bonus +2) attacks a Birn Juggernaut with Defense 12. She rolls her To-Hit: 1d10 (rolled 10) + 2 = 12. Meets Defense — hit confirmed. Natural 10 triggers explosion.

Roll 1 (To-Hit):10 + 2 (To-Hit bonus) = 12 — Meets Defense 12. Hit confirmed. Natural 10 triggers explosion.
Roll 2 (Explosion):1d10 (rolled 6) + 6 (Precise Strike pts) = 12 — Meets Defense 12. Explosion confirmed. +1d10 wounds.
Roll 3 (Chain check):Roll 2 was not a natural 10 — chain ends.
Full hit wounds + 1d10 bonus wounds. The passive +2 wounds per 3 pts (4 bonus wounds at 6 pts) also applies to the base hit.

Without Precise Strike, a raw 6 on the explosion roll is a dead chain against Defense 12. With 6 pts, it confirms cleanly. If Roll 2 had been a natural 10 (6 + 6 = 12, raw die showing 10), Roll 3 would trigger on the same rules. Precise Strike is the only bonus that applies to melee and ranged explosion rolls — it is the premier offensive investment for any martial build that wants to push the chain against high-Defense targets. Note: Precise Strike has no effect on casting explosion rolls — that is Perception's domain.

Quickness

+1 AP per 3 pts | +1 Agility per 3 pts | Mastered Actions (potion, weapon swap, Inspire/Taunt) cost 1 AP
In-Play Example

A character with 3 pts in Quickness has +1 AP (standard 2 AP becomes 3 AP). In a turn they want to: drink a healing potion, swap from melee sword to bow, and fire one arrow at the retreating Goblin Shaman. Pre-Quickness this was three actions on a 2-AP character — impossible in one turn.

AP pool (3 pts Quickness):3 AP available
Action 1 (Mastered):Drink potion — 1 AP
Action 2 (Mastered):Weapon swap to bow — 1 AP
Action 3:Ranged attack — 1 AP. All three in one turn.

Quickness is an action economy skill — the extra AP doesn't just mean one more attack, it means one more everything. The Mastered Actions rule is what makes it particularly potent: mid-combat utility actions (potions, swaps, Inspire calls) that would normally eat a full AP in a standard build become routine. At 6 pts the character has 4 AP and +2 Agility, opening attack combinations and defensive options unavailable to the rest of the party.

Read / Write

+1 Language per pt | +1 Intellect per 3 pts | Prerequisite for most advanced academic and magical skills
In-Play Example

The party discovers an Overseer's Manifesto in the drafting tables of Birn Uluhm. The document is written in an old Dwarven industrial dialect — archaic, technical, and partially ciphered. A character with Read/Write (3 pts) has Common, Old Imperial, and Dwarven recorded. Dwarven covers this dialect.

Language check:Dwarven known (1 pt invested) — no roll required for the language itself
Ciphered portions (GM DV 9):1d10 (rolled 6) + 3 (pts) = 9— Fully decoded

The character reads aloud the Overseer's justification for what was done — the Titan-Blood, the rejection of Kel Thurum's authority, the framing of their exile as enlightenment. The party now has primary source evidence of Birn Uluhm's intentions and history. Without Read/Write: Dwarven, the document would require either a hired translator (a risk) or remaining unread. Read/Write is cheap (15 XP all races) and its prerequisite role for Wizardry, Runes, Ki, Faith, Druid, and Shaman makes it essential for any magical build from session one.

Resolve

Roll: 1d10 + pts vs Fear/Terror/Magic DV | +1 WM vs Blessings/Spells per 3 pts | +1 Max Wounds per pt | +1 Will Power per 3 pts
In-Play Example — Fear Test

The party enters the approach to Khugron and beholds the mountain maw for the first time — the stone warped into something that suggests teeth. The GM calls a Fear test (DV 8) for all characters without prior exposure.

Character A (3 pts Resolve):1d10 (rolled 6) + 3 = 9 vs DV 8— Passes
Character B (0 pts Resolve):1d10 (rolled 4) + Will Power bonus only = 6 vs DV 8— Fails: shaken for 1 turn, –1 to all rolls

Character A presses forward; Character B freezes in the entrance. Against the Vraxxal (who generate Terror at higher DVs) or the Arch-Weaver's presence, Resolve is the difference between acting and being paralysed. The magic WM component makes it doubly valuable in encounters heavy with Blight Elf Spirit-Binding or Vraxxal psychic attacks — physical toughness and arcane resistance in one investment.

Zealotry

The wall against mundane coercion: resist Intimidate / Seduce / Charm with 1d10 + Zealotry | +1 Willpower per 3 pts
In-Play Example

An enemy captain tries to break Petra's nerve before a parley — leaning on her with 5 points of Intimidation. Petra is no untrained mark; she resists on her faith and certainty, rolling Zealotry rather than bare Willpower. She has 4 points of Zealotry. (This is the Intimidation example, seen from the wall's side.)

Captain's Intimidation:1d10 (rolled 7) + 5 = 12
Petra's Zealotry resist:1d10 (rolled 9) + 4 (Zealotry) = 13— Petra holds by 1

The captain's menace finds no fear to seize — Petra's conviction leaves no purchase. She meets his eyes and does not give an inch. Zealotry is the dedicated counter to mundane coercion: the bully finds no fear, the seducer no want, the charmer no vanity. Note the division of labour the rules draw — magical fear and compulsion are endured with Resolve, seeing through a social lie is Insight, and Zealotry is the wall against being coerced by people. An untrained character would resist these on raw Willpower instead, a far softer wall.

Meditation

Governs the mind's capacity to hold a working & recover from the toll of exertion | +1 Willpower per 3 pts
In-Play Example

Doran needs to sustain a concentration spell across several turns of chaos while bolts fly past his head. Where another caster's focus would scatter, his trained stillness holds the working's shape. He has 5 points of Meditation.

Holding the working:+5 (Meditation pts) to resist losing concentration
Disruption test:structure sustained— across the breath between turns

The spell holds its shape turn after turn because Doran's inner space does — the working does not collapse when the world around it does. Meditation governs the mind's capacity to hold: sustaining a working across turns and recovering from the toll of exertion, where other skills merely resist the mind being broken. It is the quiet bedrock under every later mental discipline, and like all skills it lifts your Willpower by 1 every 3 points.

Oathkeeper

Passive — The Sworn State: +1 permanent Wound per point; declare one active Oath, gain a bonus while it is intact | +1 Willpower per 3 pts
In-Play Example

Korr swore an Oath at character creation: never to leave a wounded ally on the field. While that Oath holds, the sworn state lends him strength others don't have. He has 4 points of Oathkeeper. The moment comes — a companion is down under fire and the rest are calling retreat.

Oath:"Never leave a wounded ally" — intact
Sworn bonus:+4 while upheld— plus +4 permanent wounds

Because the act he is about to take is his Oath, Korr moves with the conviction the sworn state grants — he wades back into the fire to drag the ally clear. Oathkeeper turns a roleplay commitment into mechanical power: the character who has sworn does not fight the same fight as the one who merely intends. Break the Oath, though, and the strength it lent goes with it — the anchor only holds while the line is uncut.

Pain Tolerance

Passive — High Threshold: +2 permanent Wounds per point; wound total at which penalties hit raised by pts × 3 | +1 Physique per 3 pts
In-Play Example

Most fighters slow down as the wounds pile up — Disadvantage, lost AP — once they're hurt past a certain point. Korr does not, not as soon. He has 5 points of Pain Tolerance, and pain, to him, is just data to be sorted.

Permanent Wounds:+10 (2 per point)
Penalty threshold raised:+15 wounds— 5 pts × 3

Korr keeps swinging at full effectiveness deep into wound totals that would have another fighter fumbling and short of breath — his penalty threshold sits 15 wounds higher than normal, and he carries +10 permanent wounds besides. He is the last one standing and still fighting clean. Note this is a Physique-governed skill despite reading as mental — it is the body's calibration of what requires stopping for, not numbness.

Willpower Reserve

Lets a caster keep casting after the well should have run dry; add pts to resist losing concentration (higher tiers caster-only) | +1 Willpower per 3 pts
In-Play Example

A long fight has drained Doran's Essence to nothing, but the party still needs one more spell to survive the last wave. Willpower Reserve is what lets the casting continue after the body and will should have given out. He has 4 points.

Essence:empty — nothing left in the well
Casting past empty:reserve drawn— one more working when it counts

Where another caster simply has nothing left, Doran reaches into the reserve and pulls one more working out of an empty well — the spell that turns the fight lands when it had no right to. Willpower Reserve does not make spells stronger; it governs how long you can keep casting when everything else has run dry, and adds your points to any test to hold concentration under fire. Its higher tiers benefit only those who can channel a discipline — a pure martial gains little from it beyond the Willpower every 3 points provides.

Ride (Mount)

Roll: 1d10 + pts vs GM DV to control beast | Pts unlock mount tiers | Prerequisite for Mounted Combat | Max: Physique
In-Play Example — Staying in the Saddle

Erik Rose is mounted on his light warhorse during the Skullsmasherz assault. An Ork axe lands on him for 6 wounds. The GM calls a Ride test (DV 7) to absorb the impact and stay mounted.

Ride Test:1d10 (rolled 5) + 2 (Ride pts) = 7— Exactly meets DV. Stays mounted.
If failed:Dismounted — 1d6 fall wounds + prone condition + horse may panic

Erik lurches in the saddle but digs his heels in and holds. The narrow success keeps the cavalry option open for the rest of the fight. Failing by even 1 would have ended the mounted combat entirely and potentially caused the horse to bolt. The Physique cap on Ride points reflects the physical strength needed to control a war beast — a character whose Physique hasn't kept pace with their Ride investment hits a hard ceiling on mount tier regardless of XP spent.

Rugged

+2 Max Wounds per pt | +1 Physique per 3 pts | Most cost-efficient wound investment at 15 XP all races
In-Play Example

A Human mercenary starting character invests their first 15 XP into Rugged (1 pt). Base wounds were 12. They're heading into the mountain dungeon, Earth's Core, for Session 01.

Base wounds:12
Rugged (1 pt):+2 wounds = 14
At 3 pts (45 XP total):+6 wounds + 1 Physique permanently = 18 wounds

At 15 XP per point, Rugged delivers 2 wounds per 15 XP — the best pure wound-per-XP ratio in the compendium for early investment. It's the first thing any physical character should buy. The Physique progression at 3 pts creates compounding returns — more Physique improves melee To-Hit, Strength Conditioning scaling, and grapple effectiveness simultaneously. A Rugged/Strength Conditioning/Athletics stack is the foundation of any melee build in IronTithe.

Runes (Ancestral Vocation)

1–3 pts: Minor Temp Runes | 4–6: Greater Runes (session-long) | 7+: Permanent Enchantments | Mutually exclusive with Wizardry
In-Play Example — Greater Rune (5 pts)

A Dwarven Runesmith (5 pts in Runes) spends the night before assaulting Khugron inscribing a Greater Rune of Warding onto the Pit Fighter's shield. The rune will last the full session.

Runesmith test (DV set by rune complexity):1d10 (rolled 7) + 5 = 12 vs DV 10— Inscription successful
Effect:Greater Rune of Warding: +2 WM vs Lithomancy/Earth attacks for the session

The Runesmith's chisel bites into the shield's iron boss with deliberate, unhurried strokes. The completed rune glows faintly and holds. At 7+ pts the Runesmith could inscribe Permanent Enchantments directly onto weapons and armour — creating lasting magical items that grow in value as the campaign progresses. The Wizardry lockout is the hardest trade-off in the compendium: the two paths are philosophically and mechanically incompatible. Choose at character creation — Runes rewards patience and preparation; Wizardry rewards flexibility and raw power.

Shaman (Spiritual Vocation)

+1 Shamanistic Spell per pt | +1 Will Power per 3 pts | Light Armour only | Medium/Heavy armour grounds the magic
In-Play Example

A Halfling Shaman with 3 pts attempts to Spirit-Bind a wandering undead husk outside the Pale Weald — bringing it under temporary control to use as a distraction. The Shaman is in leather armour (Light — no penalty). She invokes the Spirit-Binding spell from her 3-spell repertoire.

Cast test (per Shaman spell rules):Rolled successfully against the husk's resistance
Husk bound — controlled for the encounter duration or until the Shaman breaks concentration

The husk turns and begins walking toward the Birn patrol — away from the party. The Shaman's dual-energy spell list means she can flip between binding and withering in the same encounter, making her the most tactically flexible magical vocation at low investment. The armour restriction is real — stepping into Birn Uluhm's metal-heavy interior will suppress her casting entirely unless she plans around it. A Shaman in heavy armour is just a Halfling with a rattle.

Shieldsman

Declare stance at turn start | Defensive: +1 WM per pt | Offensive: +1 wound per pt on Shield Bash | +1 To-Hit on Bash/Unarmed per 3 pts
In-Play Example — Stance Decision

A Dwarf frontliner with 4 pts in Shieldsman faces a Birn Juggernaut at the start of his turn. He must declare his stance before the Juggernaut acts. He expects 2–3 incoming hits.

Defensive Stance (4 pts):+4 WM vs all incoming melee and ranged this turn
Offensive Stance (4 pts):+4 wounds on Shield Bash — but no WM bonus
Decision — facing 2–3 incoming:Defensive Stance chosen. 4 WM reduces each hit significantly.

Against 3 incoming attacks of 8 wounds each, Defensive Stance absorbs 12 total wounds across the turn — potentially the difference between taking 24 wounds and 12. The stance declaration is the core tactical decision of Shieldsman: if the enemy has high attack count, go Defensive; if the character has a single decisive opening, go Offensive for the Bash bonus. The Brawler's Synergy adding Shieldsman pts to Unarmed tests makes this viable for non-sword builds who want to fight dirty in tight quarters.

Spirit

+1 wound received from Blessings per pt | +1 Magic WM per 3 pts | +1 Will Power per 3 pts
In-Play Example

The party's Warrior Priest casts a Healing Blessing on a wounded ally. Base Blessing heals 8 wounds. The ally has 3 pts in Spirit.

Blessing heal (base):8 wounds
Spirit bonus (3 pts × +1 per pt):+3 wounds received
Total restored: 11 wounds

The Spirit investment amplifies every Blessing that lands on this character — not just healing, but buffing Blessings too. At 3 pts, Spirit turns an 8-wound heal into an 11-wound heal without the Priest investing anything additional. The Magic WM at 3 pts also kicks in here, reducing incoming damage from hostile spells. Spirit is the cleaner's best friend: it rewards characters who expect to be healed regularly by making every heal more efficient, and it defends against the Blight Elf Spirit-Binding and Vraxxal psychic attacks simultaneously.

Stamina

+1 Max Wound per pt | +1 turn before Exhaustion per pt | Toxin/Disease/Bleed/Poison WM: 1 per 2 pts + threshold bonus | +1 Awareness per 3 pts
In-Play Example — Poison Resistance

Crossing into the Pale Weald's outer edge, a character is nicked by a Blight-tipped bolt. The poison deals 3 wounds per turn. The character has 4 pts in Stamina.

Base Toxin WM (4 pts ÷ 2):–2 wounds per turn from poison
Threshold bonus (3 pts reached → +1 WM):–1 additional = –3 total
Poison net effect: 0 wounds per turn. Neutralised.

The Blight toxin courses through but finds nothing to grip — this body has been marching through swamps and eating field rations for years. The poison is entirely neutralised at 4 pts Stamina. Against a 5-wound-per-turn poison it would still deal 2 — but the mitigation stacks. The Exhaustion delay is equally significant in long fights or chase scenes: while other characters flag after their standard turns, the Stamina character keeps moving. Combined with Survival (similar resistance profile), a dedicated wilderness build becomes extremely difficult to attrition down.

Stealth

Opposed vs Awareness (passive) or Acute Senses (active) | Backstab: ×2 wounds | Ambush: Advantage on first hit | Follow/Shadow: Advantage on sustained tracking
In-Play Example — Backstab

The party's Halfling rogue has successfully shadowed a Birn scout through the Khugron corridor. The scout is unaware, engaged in examining the wall runes. The rogue attempts a Backstab from behind.

Backstab Test (target Unaware/not engaged):Stealth + Advantage vs Target Awareness + Disadvantage
Rogue: 1d10 (takes higher of 2 rolls — rolled 7,9) + 3 Stealth = 12
Scout: 1d10 (takes lower of 2 rolls — rolled 4,2) + 2 Awareness = 4— Backstab succeeds
Wounds dealt:Standard dagger hit × 2 (Backstab multiplier)

The rogue's blade finds the gap between the scout's gorget and pauldron. Standard dagger wounds doubled — the scout drops without raising an alarm. The Advantage/Disadvantage asymmetry on the test reflects how lopsided this engagement is: the scout doesn't know to look, so their detection is hampered while the rogue's execution is guided by preparation. Against a target who is Aware/Engaged, both sides roll normally — the ×2 multiplier remains but landing it becomes significantly harder.

Strength Conditioning & Grapple

+2 Wounds per pt | +2 Melee Wounds per 3 pts | +1 Physique per 3 pts | Grapple: Advantage on Bars/Doors/Subdues | Restrained condition
In-Play Example — The Grapple

The party needs to capture Thrunn (the Iron Root) alive for interrogation rather than kill him. The Pit Fighter with 3 pts in Strength Conditioning attempts to Grapple him instead of a standard weapon attack on her turn.

Grapple test (opposed):Pit Fighter Physique + 1d10 (rolled 7) + 3 (Advantage bonus) = 13
Thrunn resistance:Physique + 1d10 (rolled 5) = 10— Restrained

Thrunn is locked — Movement 0, cannot use 2H weapons, Disadvantage on all Defense/Parry rolls, and external attackers have Disadvantage (Ranged) or –2 (Melee) to hit him. The party's casters can now work on him without risk of him swinging. Breaking free costs Thrunn his next action and an opposed Physique roll — unlikely given the Pit Fighter's investment. The +2 Melee Wounds per 3 pts also means this character's regular attacks throughout the session deal more wound damage, making Strength Conditioning both a utility and offensive investment simultaneously.

Brawling

Passive — Always Armed: unarmed strikes deal 1d10 + Physique mod + Brawling pts | imposes Disadvantage on unprepared/untrained foes | +1 Physique per 3 pts
In-Play Example

Disarmed and pinned against a tavern wall, Korr has no weapon — but Brawling means he never truly does. He has 5 points of Brawling and a Physique modifier of +3. He drives an elbow into the thug crowding him.

Unarmed strike:1d10 (rolled 6) + 3 (Phys mod) + 5 (Brawling pts) = 14 wounds
vs an untrained brawler:Disadvantage imposed— he fights at a penalty

The elbow lands like a dropped anvil — 14 wounds with nothing but his own body. Because the thug has no unarmed training, Korr's Always Armed passive also forces the man to fight back at Disadvantage, turning a close-quarters scramble into Korr's kind of fight. This is the same skill a captor rolls to keep someone bound — it opposes a prisoner's Escapology.

Climbing

Roll: 1d10 + Climbing Points vs DV for difficult ascents | +1 Physique per 3 pts | Passive — Vertical Movement (half speed, no test in standard conditions)
In-Play Example

The only way into the keep is up a sheer, rain-slick outer wall — wet stone, few holds, a long fall. Mira goes first with the rope. She has 4 points of Climbing; the GM sets the DV at 11 for the conditions.

Roll:1d10 (rolled 9) + 4 (Climbing pts) = 13
DV:11— Success by 2

She reads the wall for the holds that will bear weight and threads the wet stretch without slipping, fixing the rope at the top for the rest. The party has a way in. Had she failed, the fall is the GM's to adjudicate (height in fall wounds). Note her Vertical Movement passive means routine climbs — rough stone, timber, a natural cliff in fair conditions — need no roll at all; the DV here was for the rain and the sheer face.

Endurance

Passive — Iron Constitution: +1 permanent Wound per point; half normal recovery time between encounters | +1 Physique per 3 pts
In-Play Example

A forced march through freezing passes, then a fight at the end of it. This is not a single roll — it is the difference between a character who arrives able to fight and one who arrives spent. Korr has 6 points of Endurance.

Permanent Wounds:+6 (1 per point)
Recovery between encounters:half normal time— full wounds sooner

Where his companions are flagging, Korr is still moving — his +6 permanent wounds give him a deeper reserve to spend, and his Iron Constitution means he recovers to full between fights in half the time the others need. Endurance rarely calls for a roll; it is the body that simply does not stop. It is one of the purest "always on" investments in the game — every point is a permanent wound and a faster bounce-back.

Steadfast

Passive: +1 per point to resist forced movement, shove, push, pull, grapple, Prone | +1 Physique per 3 pts | At 6 pts — Immovable: forced movement halved before any test
In-Play Example

A wizard hits the party with Barometric Crush — a TN 12 working that pins everyone in the area and tries to slam them Prone (Physique TN 12 + Resist or fall). Korr, the anchor of the line, has 5 points of Steadfast, which he adds to the resist.

Crush effect:surpass Physique TN 12 + Resist or fall Prone + 1 Stunned
Korr's resist + Steadfast:1d10 (rolled 6) + 3 (Physique) + 5 (Steadfast) = 14— surpasses 12, stays up

The pressure drives the rest of the party to their knees, but Korr plants his feet and rides it standing — the line holds because he does. Steadfast is the dedicated counter to every shove, charge, grapple, and arcane shunt. At 6 points his Immovable tier would halve the forced movement before he even rolls, making him nearly impossible to displace.

Swimming

Roll: 1d10 + Swimming Points vs DV for difficult water | +1 Physique per 3 pts | Passive — Water Competency (move/hold breath by pts)
In-Play Example

A bridge collapse drops the party into a fast, cold river in spate, gear and all. Sable has to reach the far bank and a trailing companion before the current takes them past the bend. She has 4 points of Swimming; the GM sets the DV at 10 for the rough water.

Roll:1d10 (rolled 8) + 4 (Swimming pts) = 12
DV:10— Success by 2

She cuts across the current rather than fighting it, reaches the companion, and drags them both to the shallows. No one is lost to the river. Her Water Competency passive is why calm water needs no roll — she moves through it at speed and can hold her breath for Swimming pts × 2 minutes — and the roll here was only for the spate. Failure in fast water risks being swept downstream (GM's call) and the panic that drowns the untrained.

Survival

+1 Max Wound per pt | Half rations required | Advantage vs Cold/Heat/Hunger | +1 Magic WM per 3 pts | +1 Will Power per 3 pts
In-Play Example — Extreme Environment

The party enters the Rysahm Ashlands without magical heat warding. The GM rules that the extreme heat halves Wound Mitigation for outsiders. A character with 3 pts in Survival rolls to resist heat exhaustion (DV 8).

Survival Roll (Advantage vs extreme heat):1d10 (takes higher — rolled 6, 9) + 3 = 12vs DV 8 — Passes
Without Survival (no Advantage, no bonus):1d10 (rolled 3) = 3vs DV 8 — Fails: exhaustion begins

The Survival character presses on, managing hydration and shade in ways the rest of the party doesn't instinctively understand. The Advantage on environmental resistance tests is the skill's defining feature in wilderness and hazardous terrain — the Ashlands, the deep underground cold of Birn Uluhm's lower levels, the toxic fog periphery of the Pale Weald. The half-rations rule also matters on long expeditions: a character with Survival costs half the food resources of a non-Survival character, stretching supplies in extended campaigns significantly.

Thieving

Roll: 1d10 + pts vs target (untrained: Dis.d10 + Agility) | Maneuvers: Pick Lock, Pick Pocket, Disarm Trap, Set Trap, Dirty Card | Failure costs: DV+2 (minor) or lock-out (major)
In-Play Example — Trap Disarm (Corridor of Treachery)

The party has identified the trap floor in Khugron's Corridor of Treachery (thanks to the Ki Monk). A Halfling with 3 pts in Thieving attempts to disarm the first pressure plate. The GM sets DV 9 for this mechanism.

Thieving Roll:1d10 (rolled 4) + 3 (pts) + 1 (Agility bonus) = 8
DV:9— Failed by 1 (Minor Failure)
Minor Failure consequence:DV increases to 11 on retry. Pins jammed.

The pick slips — the mechanism stiffens. The trap is now harder to disarm but has not triggered. The Halfling can try again at DV 11. A second minor failure would push to DV 13. A major failure (failing by 3+) would lock the attempt entirely — requiring superior tools or a different approach. Crucially: failing by 4 or more on a Disarm attempt triggers the trap immediately — dropping both characters down 30 feet into the Oubliette. The stakes are real and the margin is narrow.

Tumble

Power of Three: +1 Agility per 3 pts | Cost: Halfling (15) | Elf (20) | Human (25) | Dwarf (30) | Min. Req: None | Governs: Agility
📖 What Is It?

The art of controlled falling and dynamic evasion. Where Evasion avoids a targeted strike, Tumble handles the chaos — AoE explosions, knockbacks, grapples, and every force that tries to rob you of your position. Each point grants +1 to tests made to avoid Prone, Pushed, or Grappled.

⚡ At 3 Points — Emergency Roll

Spend 1 AP as a reaction to roll clear of any AoE effect, moving up to 10 Ft in any direction before it resolves.

Example: A Wizard detonates a Fireball in your square. You spend 1 AP — you roll clear, ending up 10 Ft away, outside the blast.
⚡ At 6 Points — Sure Footing

Falling no longer knocks you Prone. You also ignore the first Prone condition applied to you each encounter.

⚡ At 9 Points — Death Roll

Once per encounter, when reduced to 0 wounds by a physical impact (falling, knockback, being thrown), make a Tumble test against TN 12. On success, remain at 1 wound on your feet.

Example: A Giant hurls you into a wall. You roll TN 12 — success. You land in a crouch, 1 wound remaining, still standing.

Tracking

Roll: 1d10 + pts vs DV (untrained: Dis.d10 + Awareness) | +1 detail per 2 pts over DV | +1 Awareness per 3 pts
In-Play Example

The party follows the trail of Birn hunters who passed through the Grey Mountains two days ago in fresh snowfall. The GM sets DV 6 (recent tracks, soft terrain). A Ranger with 3 pts in Tracking and +1 Awareness bonus rolls.

Tracking Roll:1d10 (rolled 7) + 3 (pts) + 1 (Awareness) = 11
DV:6— Succeeded by 5. Gain 2 additional details (1 per 2 pts over).

Base success reveals the tracks exist and the general direction. The 5-over margin provides 2 bonus details: (1) the Ranger identifies approximately six individuals by gait depth and boot pattern — a small hunting party, not a war band; (2) one set of tracks is heavier than the rest, dragging slightly — something is being carried, likely a captive or a carcass. This intelligence changes the tactical approach entirely: a 6-person team with cargo is an ambush, not a frontal assault. Tracking doesn't just find trails — it reads intention.

Wizardry (The High Arcane)

+1 Spell known per pt | +1 Intellect per 3 pts | Prereqs: Knowledge Magic (1), Read/Scribe (1) | Trained-only | Mutually exclusive with Runes
In-Play Example — Tom reaching Level 3

Tom (Human Wizard, 3 pts Wizardry, 2 pts Discipline) invests his new point into Wizardry — learning a 4th spell and raising his casting ceiling by 1. The Power of Three already paid out +1 Intellect at 3 pts. He selects a new offensive spell from the Wizardry list.

Spells known after new pt:4 — one learned per Wizardry point
Maximum TN (the casting ceiling):Wizardry 4 + (Discipline 2 ÷ 6) = TN 4 — Discipline adds +1 at 6 pts
New spell added. To-Cast: 1d10 + casting bonuses vs the spell’s TN (trained-only — untrained is no roll at all). His Discipline 2 also holds 2 sustained workings.

Tom's reach grows with every point — each Wizardry point is both a new spell learned and +1 to his Maximum TN, the ceiling of what he may attempt. Casting above the ceiling is Overreach — possible, never free; the weave bites back. The Duverger Penalty (40 XP for Dwarves vs 35 XP for Humans) reflects the lore: Dwarves who pursue Wizardry are fighting their own nature to do it. The Runes lockout is permanent — choosing Wizardry at point 1 closes the Runesmith path forever. Choose deliberately.

Advanced Skills in Play

The mastered techniques — reactions, finishing strikes, and disciplines earned with hard-won XP. Many are reactions or specializations; the examples below show the moment each one earns its cost.

Block (Advanced)

Reaction: spend 1 AP when hit by melee to brace; negates ALL wounds if attacker is your size or smaller | XP 100
In-Play Example

A Beastman raider swings a heavy axe at Korr. The hit lands — but Korr has Block, and a tower shield. As the blow connects he spends his reaction to brace the shield into its arc. The raider is roughly his size (Large or smaller), so the bracing holds.

Attack:hits — would deal full axe wounds
Block (1 AP reaction):all wounds negated— attacker is his size or smaller

The axe rings off the braced shield and Korr takes nothing — no roll, no partial mitigation, the full blow simply stopped. That reliability is Block’s identity. Its hard limit: it does nothing against a creature larger than Korr — a Giant or a Titan’s blow shatters the brace and lands in full. Against a charging Aethon, Block is worthless; against a man-sized foe, it is an iron wall.

Deflect (Advanced)

Reaction: spend 1 AP when hit by melee, opposed roll (1d10 + Agility/Melee) to mitigate all wounds; same size or smaller | XP 50 | Spec Revert-Back returns the damage
In-Play Example

A swordsman lands a thrust on Mira. Rather than absorb it, she spends her reaction to Deflect — guiding the blade aside with her spear. This is a contest: her parry against his strike. She rolls Agility-based; the GM uses his attack total of 12 as the value to beat.

Deflect (1 AP reaction):1d10 (rolled 8) + 5 (Agility) = 13
vs attack total:12— Mira wins, all wounds mitigated

Her spear catches the thrust and turns it wide — no wounds land. Unlike Block (automatic but size-capped), Deflect is a contest: cheaper to learn (50 XP) and it can fail if the roll falls short, but a master rarely misses. Had she taken the Revert-Back specialization, winning the contest wouldn’t just stop the blade — it would feed the attacker’s own momentum back into them for a counter-hit.

Dodge (Advanced)

Reaction: declare after a hit, before wounds rolled — attack becomes a total miss, no on-hit effects | ignores size, works on any attack type | XP 200
In-Play Example

A Titan’s massive foot comes down where Sable is standing — an attack Block could never stop and Deflect couldn’t contest. The hit is scored. Before wounds are rolled, Sable declares a Dodge and throws herself clear.

Attack:Titan stomp — hits, size-irrelevant
Dodge (1 AP reaction):total miss— no damage, no on-hit effects

The foot crashes down on empty stone — Sable is simply elsewhere. This is why Dodge costs 200 XP, four times Deflect: it is the only defensive reaction that ignores size entirely and converts a landed hit into a clean miss. An arrow, a dagger, the stomp of a mountain — all the same to a true Dodge. The premium price buys the one thing the other two can’t: no exceptions.

Deviation (Advanced)

Caster: after a successful To-Cast but before wounds, spend 1 AP to switch the spell's target to any valid creature in range | XP 200
In-Play Example

Doran looses a fire working at a charging cultist — and as the spell forms, the cultist’s ally tackles him out of the way, putting a far better target (their leader) in the open. Doran spends 1 Action to Deviate, flowing the already-cast spell onto the leader instead.

To-Cast:already succeeded — spell is live
Deviation (1 AP):target switched— to any valid creature in range

The fire curves mid-air and takes the leader full instead of the expendable underling — no re-cast, no wasted Essence. Deviation is not a defense; it is a caster’s tactical pivot, saving a committed spell from a target that just stopped being worth it. At the crit tier (Divergence), excess energy even arcs to a second creature nearby. It rewards casters who commit early and adapt late.

Impale (Advanced)

1H: Normal + 1d10 + 1 Bleeding | 2H: Normal + 1d10 + 2 Bleeding | Passive +1 Melee Wound | XP 200 | the bleed engine, not an armor-defeat skill
In-Play Example

Mira drives her spear (a 2H weapon) into a cultist’s flank. Her base spear damage is, say, 10, plus her +1 Melee Wound passive. Impale isn’t about getting through armor — it’s about leaving a wound that keeps killing after she’s moved on.

Wounds:Normal (11) + 1d10 (rolled 6) = 17
2H bonus:2 Bleeding conditions— the channel runs deep

17 wounds up front, and the cultist now bleeds for 2 stacks every turn until treated — the spear left an open channel. Note what Impale does not do: it ignores armor entirely. It doesn’t pierce plate or find gaps — that’s Expose Armor’s job. Impale is the bleed engine: pure deep damage over time. The Skewer spec (2 AP) doubles the dice and stacks even more Bleeding, committing her full weight to anchor the strike.

Sunder (Advanced)

Heavy/2H weapon. Dents shields (negate Def bonus, −1 WM) or, opposed Physique, Damages weapons (−2 Wounds until repaired) | XP 100 | breaks gear, not bodies
In-Play Example

An enemy knight is turtled behind a heavy shield Korr can’t get around. Rather than chip at the man, Korr swings his warhammer (a 2H weapon) at the shield itself — Sunder targets the gear.

Hit the shield:success — shield Dented
Effect:Def bonus negated this turn, −1 WM permanent— until repaired

The shield buckles — its Defense bonus is gone for the turn, opening the knight up for the rest of the party, and it’s permanently weakened until someone repairs it. Korr dealt no wounds to the knight at all, and that’s the point: Sunder is the only skill in this group that attacks equipment rather than flesh. Against a weapon it’s an opposed Physique test; the Shatterpoint spec can outright destroy gear (or Ruin worn armor). The dedicated answer to a foe whose strength is their kit.

Expose Armor (Advanced)

On hit, reduce target's armor DM for that strike by Awareness + 1d10 | Passive +1 Melee Wound | XP 100 | the dedicated anti-armor tool
In-Play Example

A foe in heavy plate (armor DM 8) is shrugging off the party’s blows. A fighter with Expose Armor (Awareness 5) doesn’t hit harder — she hits the strap, the gap, the weak point, dropping their protection for this one strike.

DM reduction:Awareness (5) + 1d10 (rolled 6) = 11
Target's armor DM 8:reduced to 0 for this hit— 11 reduction exceeds 8

For that one strike the plate may as well not be there — the full weapon damage lands on flesh. This is the cluster’s true anti-armor specialist: it doesn’t break the armor (that’s Sunder) or bleed them (that’s Impale) — it momentarily negates protection so a hit bites clean. The Undress spec zeroes worn armor entirely, and against natural hide/scales (which can’t be unbuckled) it tears a catastrophic opening for (2 × Agility) + 2d10 reduction plus Bleeding — the answer to armored beasts as much as armored men.

Nimble Strike (Advanced)

Wounds = Normal + Agility + Awareness | Passive +1 Melee Wound | Shadow Strike spec sets up a Backstab | XP 100 | finesse speed, not armor-defeat
In-Play Example

Sable (Agility 6, Awareness 4) faces a lightly-armored skirmisher. She doesn’t try to overpower him — she lands clean before his guard arrives, her speed and read of the fight doing the work her arms can’t. Her base dagger damage is 6.

Wounds:Normal (6) + Agility (6) + Awareness (4) = 16
vs a heavy plate target:no special armor effect— this is damage, not penetration

A light dagger becomes a 16-wound strike because Sable’s finesse stats carry it — raw Agility and Awareness added straight to the wound (no division; the score itself). Note the deliberate contrast with Expose Armor: Nimble Strike is pure fast precise damage and does nothing special against heavy armor — it shines against the lightly-armored and the quick. Its Shadow Strike setup uses smoke to Disorder a foe and turn her next hit into a Backstab, the finesse fighter’s opener.

Cleave (Advanced)

On a melee hit, apply the same To-Hit to a 2nd adjacent enemy; 2nd takes ½ Normal | +1 Wound vs 2+ foes | XP 100 | Whirlwind spec (2 AP) hits all in reach
In-Play Example

Two goblins crowd Mira at once. She swings her greatsword (2H) through the first and lets the momentum carry into the second standing beside it. Her base damage is 12; her +1 Wound passive applies since she’s facing 2+ foes.

Primary target:Normal 13 (full)
Adjacent 2nd target:½ Normal = 6— same To-Hit applied

One swing, two goblins down — the first takes the full 13, the second takes 6 from the follow-through. Cleave turns being outnumbered into being surrounded by targets. Its whole identity is breadth: it’s the only melee skill here that hits more than one enemy. The Whirlwind spec (now 2 AP) makes a single roll against everything in reach for Normal + (2 × Physique), with a crit that knocks the whole circle Prone.

Impact (Advanced)

1H/Throw: Normal + Physique | 2H: Normal + (2 × Physique) + 1 Stunned | Passive +2 Melee Wound | XP 200 | raw-force crusher
In-Play Example

Korr (Physique 7) brings his two-handed maul down on an armored sergeant. Impact is about sheer mass — a blow that staggers through plate where a finesse strike would glance off. His base maul damage is 12, plus his +2 Melee Wound passive.

Wounds (2H):Normal (14) + (2 × Physique 7) = 14 + 14 = 28
2H bonus:1 Stunned condition— the shockwave rattles them

28 wounds and a Stun — the maul’s mass does the work, scaling hard off raw Physique (the score doubled, no division). Impact is the brute-force crusher: where Tune-up relies on precision placement, Impact relies on overwhelming mass. The Full-Weight spec (now 2 AP, down from 3) caves in breastplates for Normal + (4 × Physique) + 2d10 and stacks 2 Stuns — the big committed swing, now one action cheaper to throw.

Tune-up (Advanced)

2 AP: Wounds = Normal + 1d10 + Physique, target suffers 2 Stunned | XP 200 | precision concussion, not raw force
In-Play Example

Sable (Physique 4) needs to take a sentry out of the fight without the raw strength of a bruiser. She doesn’t overpower him — she lands the pommel on the exact spot where the jaw meets the skull. Base weapon damage 6.

Wounds:Normal (6) + 1d10 (rolled 5) + Physique (4) = 15
Effect:2 Stunned conditions— the lights go out

Modest damage, but 2 Stuns — the sentry loses his next actions entirely, effectively removed from the fight without a kill. This is the key contrast with Impact: where Impact relies on raw mass, Tune-up relies on placement — even a low-Physique character lands the disabling blow because it’s about the switch, not the swing. The Lights-Out spec (2 AP) stacks 3 Stuns and a 2-turn Prone — a near-total incapacitation for a precision fighter.

Throat Slice (Advanced)

2 AP: Wounds = Normal + 1d10 + (2 × Agility), 2 Bleeding | Crit Mutes (no spells/cries) | Passive +1 Melee Wound | XP 200 | anti-caster assassination
In-Play Example

An enemy sorcerer is mid-incantation, about to drop a working on the party. Sable (Agility 6) slips in behind and draws a cold line across his throat — the dedicated answer to anyone whose power comes out of their mouth. Base dagger damage 6.

Wounds:Normal (6) + 1d10 (rolled 7) + (2 × Agility 6) = 6 + 7 + 12 = 25
Effect:2 Bleeding + (on crit) Muted— no vocal spells, no alarms

25 wounds and heavy bleeding — and on a crit the sorcerer is Muted, unable to cast a vocal spell, call for help, or rally his troops. Throat Slice is the anti-caster assassination tool: it scales off Agility (doubled, raw) and specifically punishes anyone who relies on speech. The Slash spec (2 AP) nearly decapitates — 3 Bleeding, an automatic Mute, and a Stun. A spellcaster’s worst nightmare in melee range.

Shield Rush (Advanced)

Charge (needs 25ft momentum): To-Hit + Shieldsman pts; Wounds = 1d10 + (2 × Physique) + Unused Shieldsman pts | XP 50 | initiation/knockback
In-Play Example

An enemy archer is about to loose on Petra. Korr (Physique 7, Shieldsman 4) has 25 feet of open ground — he lowers his shield and sprints, turning the charge into a kinetic hammer to break up the shot.

To-Hit:+4 (Shieldsman points)
Wounds:1d10 (rolled 6) + (2 × Physique 7) + Unused Shieldsman = 6 + 14 + 4 = 24

The archer is bowled over before the arrow flies — 24 wounds from the charge and the shot disrupted. Shield Rush is initiation and disruption: it needs room to build momentum, but for only 50 XP it closes distance and hits hard. The Blitz spec turns it into a juggernaut (2d10 + 4 × Physique + 2 Stuns). Cheap, situational, and devastating when the ground allows the run-up.

Battle-Ready (Advanced)

Stance (1 Minor AP): negate flanking/swarm/outnumber bonuses of up to 3 foes from front & sides | breaks if surrounded or hit from behind | XP 200 | Berserker spec = reckless offense
In-Play Example

Mira is holding a doorway against three raiders at once. Normally being outnumbered hands them flanking bonuses — but she enters the Battle-Ready stance, reading the fight as a rhythm rather than a mob, and turns the three-on-one into three manageable duels.

Stance (1 Minor AP):negate numerical advantage of up to 3 foes
Constraint:front & sides only— breaks if a 4th joins or one gets behind her

The three raiders lose every bonus their numbers should grant — Mira fights them as if one at a time. Battle-Ready is the anti-flanking positioning skill: it doesn’t deal damage, it removes the penalty for being outnumbered, which is why a doorway (no one behind her) is the perfect place to use it. Its Berserker spec trades that defensive control for reckless offense — ignore Disadvantage and add 1d10 to every hit, at the cost of −1 Defense. This replaced the old Enraged primary skill.

Marksman (Advanced)

Wounds = Normal + Awareness + 1d10 | Passive +2 Ranged Wound | XP 100 | the precision shooter; Sniper spec adds Agility + Bleeding
In-Play Example

Sable (Awareness 5) has a clear line on an enemy officer across a courtyard. No melee, no cover — just a clean shot. This is Marksman’s home: the patient, precise kill. Her bow’s base damage is 7, and her +2 Ranged Wound passive is always on.

Wounds:Normal (9) + Awareness (5) + 1d10 (rolled 8) = 22
Deadeye (nat 10):Normal + (2 × Awareness) + 2d10— catastrophic on a crit

22 wounds from a single arrow — raw Awareness carries the shot (the score itself, added straight in). Marksman is the generalist precision shooter, the 100-XP foundation of any ranged build. Its Sniper spec (2 AP) folds in Agility too and adds Bleeding — the patient one-shot from the treeline. Contrast the specialist platforms below: at 100 XP Marksman is the all-purpose archer; the 200-XP skills do something it can’t.

Opportunist (Advanced)

Ignore all penalties shooting into melee / partial cover; on hit reduce target DM by Awareness | Passive +1 Ranged Wound | XP 100 | the shoot-into-the-scrum shooter
In-Play Example

Mira is locked in melee with a brute, and a lesser archer wouldn’t dare shoot for fear of hitting her. Sable (Awareness 5) has Opportunist — the chaos doesn’t blind her, it opens gaps. She fires into the tangle at the brute.

Penalties for shooting into melee:ignored (Chaos Eye)
On hit:brute's DM reduced by Awareness (5)— finds the gap

The arrow threads past Mira and bites the brute clean, ignoring the usual penalty for firing into a melee — and it punches through 5 points of his armor besides. Opportunist is the battlefield shooter: where Marksman wants a clean line, Opportunist thrives in the mess, shooting into melee and obscured targets others can’t. Its Seeker spec “locks on” for Advantage and Normal + 1d10 + (3 × Awareness) + Agility — a guided killing shot.

Heavy Arbalest (Advanced)

Bolts ignore up to 2 Armor Mitigation; Passive +1 Ranged Wound | XP 200 | Linebreaker spec ignores ALL worn armor + pass-through | the anti-armor crossbow
In-Play Example

A heavily-plated knight (armor DM 8) is advancing on the party, shrugging off normal arrows. A crossbowman with Heavy Arbalest cranks a bolt — the arbalest is built to treat plate like wet parchment.

Standard bolt:ignores 2 Armor Mitigation (DM 8 → 6 effective)
Linebreaker spec (2 AP):ignores ALL worn armor— + Normal + 2d10 + (2 × Awareness)

Every bolt shaves 2 off the knight’s armor automatically, and the Linebreaker spec ignores his plate entirely while punching through to a second man behind him. This is the dedicated anti-armor platform — it costs 200 XP (twice Marksman) precisely because armor-bypass is a powerful, specialized job a generalist bow can’t do. Note the clean tier logic: generalist ranged skills cost 100 (Marksman, Opportunist); specialist weapon platforms like the arbalest cost 200.

Thunderstrike (Advanced)

Blackpowder: every hit causes 1 Stunned; Passive +2 Ranged Wound | XP 200 | the stun/shock disruptor; Point-Blank spec can't be blocked by shields
In-Play Example

A blackpowder-wielding mercenary levels her weapon at a charging berserker. Where the other ranged skills kill quietly or pierce armor, Thunderstrike is a scream — every hit rattles the target senseless. Base shot damage 10.

Hit:Normal (12, incl +2 passive) damage
Concussion:1 Stunned condition on every hit— the deafening roar

The shot lands and the berserker reels — every successful Thunderstrike hit Stuns, no crit required. That reliable stun is its identity: it’s the ranged disruptor, breaking momentum and morale rather than maximizing raw damage. The Point-Blank Execution spec (2 AP, 5ft range) steps into their shadow for Normal + 3d10 + (2 × Awareness), knocks Prone, and cannot be parried or blocked by shields — the panic-button when something closes the distance. Like the arbalest, a 200-XP specialist platform.

Concentrate (Advanced)

2 AP channel: Advantage to-cast; spell deals Normal + Intellect | Passive +3 to all Spell Wounds | XP 200 | the offensive spell amplifier
In-Play Example

Doran (Intellect 7) wants a fire working to truly land on a pack of ghouls — no fizzle, maximum bite. He takes two actions to Concentrate, placing every syllable with care before he releases. His base spell damage is 14 (including his +3 Spell Wounds passive).

To-Cast:Advantage (roll twice, take higher)
Wounds:Normal (14) + Intellect (7) = 21— Empowered Resonance

The spell lands with Advantage (almost certain to hit) and deals 21 — raw Intellect added straight to the wounds. Concentrate is the offensive amplifier: it costs 2 actions and trades speed for certainty and power, the caster equivalent of a committed heavy swing. Its +3 Spell Wounds passive lifts every spell Doran casts, even when he isn’t channeling. The Intensify spec pushes the payload even higher for the killing cast.

Arcane Duelist (Advanced)

Counter-Cast at any time without spending AP on a Reactive Stance | Spell-Eater spec: on a successful counter, regain 1 Spirit OR add the eaten spell's TN to your next cast | XP 200
In-Play Example

An enemy sorcerer looses a TN 7 working at Petra. Normally Doran would have had to spend an action earlier in the turn entering a Reactive Stance to counter — but he’s an Arcane Duelist, and he reads the spell forming and answers instantly. He has the AP to match it.

Counter-Cast:no Reactive Stance needed — react anytime
Spell-Eater (on success):regain 1 Spirit OR +7 (eaten TN) to next cast— drink what spills out

Doran tears the incoming working apart before it reaches Petra — and because he took the Spell-Eater spec, he doesn’t just neutralize it: he feeds on it, either reclaiming a Spirit point or banking the unraveled spell’s TN (7) onto his next offensive cast. This is the dedicated counter-mage: it makes Counter-Casting free of the usual stance tax, turning Doran into a constant threat to enemy casters. (Requires Magic 8 & Discipline 3 — a deep investment for a specialist role.)

Infusion of Arcana (Advanced)

Convert an offensive spell (TN≤7) aimed at an ally into healing = ½ the wounds it would have dealt; crit heals 100% | XP 200 | Wizardry 6
In-Play Example

The party has no dedicated healer, but Doran is a Wizard — and with Infusion of Arcana, the same spark that burns can mend. Mira is badly hurt; Doran takes an offensive spell that would have dealt 18 wounds and harmonizes it into healing for her instead.

Spell's normal damage:would have been 18 wounds
Healing output:½ Normal = 9 healed— 100% on a crit

Mira recovers 9 wounds from a spell that was built to kill — arcane damage, inverted into restoration. This is what lets a Wizard cover the healer’s role in a party without one: it’s not as efficient as true Devotion healing (you only get half the value), but it means no party is helpless just because they brought no priest. On a crit, the harmony is perfect and the ally receives the full wound value as healing. (Distinct from Divinity, which empowers actual healing invocations rather than converting damage.)

Divinity (Advanced)

Healing invocations (TN≤7) heal Normal + Devotion pts; crit heals Normal + (2 × Devotion pts) and clears 1 Bleeding | XP 100 | Devotion 6
In-Play Example

Petra (Devotion 8) calls a healing blessing on Korr, who’s taken a beating. Divinity doesn’t convert damage like Infusion — it empowers her real healing prayers, the gods answering with physical weight. Her blessing’s base healing is 10.

Healing:Normal (10) + Devotion pts (8) = 18
True Blessing (nat 10):Normal + (2 × Devotion) + clear 1 Bleeding— a flood of grace

Korr recovers 18 — her Devotion skill points pour straight into the heal (raw, no division). Divinity is the dedicated healing amplifier for true believers: where Infusion of Arcana gives a Wizard a half-strength emergency heal, Divinity makes a Devotion caster’s real blessings hit far harder, and on a crit even purges a Bleeding condition. The Sanctity spec (Devotion 9) turns her into a fortress of restoration for the whole party.

Cleric (Advanced)

Passive +1 DM all damage, +1 Wound recovered when healed; 1 AP activates a 60ft Aura of Light (allies +1 Fear tests, detect Evil), bonus WM vs Evil | XP 100 | Devotion 3 + Light Soul 2
In-Play Example

The party descends into an undead crypt. Petra, who has taken Cleric, becomes the beacon against the dark — spending an action to raise a 60ft Aura of Light as the Cherubim and lesser undead close in.

Passive (always on):+1 DM all damage, +1 Wound when healed
Aura of Light (1 AP):60ft — allies +1 Fear tests, auto-detect Evil— bonus WM vs Evil targets

The aura steadies the party’s nerve against the crypt’s horrors and lights up every Evil thing within 60 feet, and Petra’s strikes against them bite harder. Cleric is the anti-Evil support skill — not a healer or a blaster, but a hardened beacon: its passive +1 DM and bonus-healing-received make the Cleric durable, while the aura turns a fight against the unholy in the party’s favor. The natural pairing for anyone expecting to face undead, demons, or the consecrated dark.

Primal Aspect (Advanced)

2 AP, sustained (1 Spirit/turn): shapeshift. Lose non-nature casting; gain Primal Strikes = 1d10 + Aspect Characteristic + Druidism Rank + a form (Predator/Guardian/Skybound) | XP 200 | Druidism 9
In-Play Example

A Druid (Druidism rank 9, the form’s Aspect Characteristic 6) drops her spells and becomes the Hunt — taking the Guardian form to tank a charging ogre while the party regroups behind her. She shifts (2 AP), paying 1 Spirit per turn to sustain it.

Primal Strike:1d10 (rolled 7) + Aspect (6) + Druidism Rank (9) = 22
Guardian form:+2 Physique, +3 DM, +10 Max Wounds— the tank shape

She becomes a wall of fang and hide — 22-wound natural strikes, +3 DM and +10 wounds to soak the ogre’s charge. Primal Aspect is the shapeshifter’s capstone: while shifted she can’t cast non-nature spells, but she gains a whole combat identity. The Predator form is a bleeding striker (+2 Agility, Bleeding attacks), Guardian the tank shown here, and Skybound grants flight. One skill, three battlefield roles — the deepest single investment a Druid can make (Druidism 9 required).

Sovereign Mind (Advanced)

Passive +1 to Willpower Defense & Fear checks; 1 AP to REMOVE a mental condition (Fear/Confusion) with +Willpower, or grant self Advantage on a forced Willpower test | XP 100
In-Play Example

A horror’s aura has struck Doran (Willpower 6) with Fear — he’s about to lose his turn to panic. Where Resolve and Zealotry resist the mind being seized, Sovereign Mind lets him actively shake it off. He spends an action to surge his will against the condition.

Mind over Malady (1 AP):remove condition test + Willpower (6)
Result:Fear condition cleared— the fortress holds

Doran throws off the Fear and acts normally — the condition is gone, not merely endured. That’s the key distinction from the primary Willpower skills: Resolve and Zealotry are passive walls (they help you not get afflicted), while Sovereign Mind is the active cure (it removes an affliction that already landed). Its passive also gives +1 to all Willpower defenses, and Mental Shielding can pre-empt a forced test with Advantage. The mind made into a fortress that can repair its own walls.

Command (Advanced)

1 AP: grant an ally in earshot 1 AP to use immediately + your Charisma to their next roll | Passive +1 ally Fear/Morale within 30ft | crit grants 2 AP | XP 100
In-Play Example

The fight hangs on a knife’s edge and Mira has already spent her actions — but the killing blow is right there if she could swing once more. Korr (Charisma 5, the party’s commander) shouts the order, lending her the action to take it.

The Directive (1 AP):ally gains 1 AP immediately + Korr's Charisma (5) to next roll
Perfect Order (nat 10):ally gains 2 AP instead— flawless command

Mira gets one more swing — with a +5 to the roll from Korr’s shouted order — and lands the finisher. Command is the force-multiplier: it doesn’t make Korr stronger, it makes the party act more often and more reliably, effectively spending his action to buy an ally a better one. The 30ft Fear/Morale aura steadies everyone nearby, and the Blood Rally spec pushes that battlefield-leader role even harder. A whole build can be founded on turning one leader’s voice into extra party actions.

Master Thievery (Advanced)

Passive: Advantage on non-combat Thievery; 1 AP to steal a small item from an engaged enemy (Combat Larceny) or tamper with their gear (Sabotage → Disadvantage) | XP 200 | Thievery 10
In-Play Example

Mid-fight, an enemy captain is about to quaff a healing potion that would turn the duel. Sable doesn’t kill him faster — she simply takes the potion off his belt with Combat Larceny before he can reach it.

Combat Larceny (1 AP):steal a small item from an engaged enemy
Or Sabotage (1 AP):tamper with gear → Disadvantage next use— cut a bowstring, loosen a strap

The captain reaches for a potion that isn’t there anymore — Sable is now holding it. Master Thievery extends a rogue’s larceny into combat: stealing the key, the potion, the holy symbol mid-duel, or sabotaging a weapon to fail at the worst moment. Out of combat its passive grants Advantage on all lockpicking and pickpocketing. It demands deep investment (Thievery 10) but it weaponizes theft itself — sometimes the best counter to a threat is simply to take it away.

Phantom Assassin (Advanced)

Passive +2 Melee Wound (always on); attacking an unaware target = Advantage + Normal + 1d10 + (2 × Agility) + Silence 1 turn | XP 200 | Stealth 3
In-Play Example

Sable (Agility 6) slips up behind an unaware sentry, dagger drawn. Phantom Assassin turns a quiet approach into a killing strike — and even when she’s fighting in the open, her +2 Melee Wound passive is always on. Base dagger 6. Against the unaware sentry she has Advantage.

Wounds (unaware target):Normal (8, incl +2 passive) + 1d10 (rolled 7) + (2 × Agility 6) = 27
Effect:Silence 1 turn— no spell, no alarm raised

27 wounds from a dagger to an unaware target — and the Silence means the sentry can’t scream a warning or cast as he falls. Phantom Assassin is the stealth-kill specialist: devastating against the unaware (Advantage + Agility-scaled damage + Silence), but note the passive +2 is now always on, so she’s lethal even in a stand-up fight, not just from the shadows. The Artery Sever spec, launched from full Stealth, is a surgical execution. The party’s answer to sentries, casters, and anyone who needs to die quietly.

Unwavering (Epic Vocation)

Passive +3 DM all damage; 2 AP: mitigate all incoming wounds by Willpower this turn; if dropped to 0, pass Willpower DV 12 to stay up for one final action | XP 300
In-Play Example

Korr (Willpower 6) is the last one standing between the party and a rampaging troll. A blow drops him to 0 wounds — he should fall. But Unwavering is an Epic Vocation: his body no longer has permission to fail while there’s a fight to finish.

Passive (always on):+3 DM vs all damage
Last Breath (at 0 wounds):Willpower DV 12 test— pass: stay up for one final action

Korr makes the test and stays on his feet for one more action — enough to land the blow that fells the troll before he goes down himself. This is why Unwavering costs 300 XP and is flagged an Epic Vocation: it’s build-defining. Its +3 DM is permanent, its Iron Shell can wall off a full turn of damage with raw Willpower, and Last Breath cheats death itself for a final, decisive moment. The unbreakable anchor of a party.

Rebirth (Epic Vocation)

Passive +3 to all Druid Healing Spells; once/day, on being dropped to 0 (no active DOTs), spend 5 sequential Actions to resurrect: restored to 1d10 + Willpower wounds | XP 400 | Druidism 12
In-Play Example

A Druid (Willpower 5, Druidism 12) is slain outright in a brutal fight — not Bleeding or Burning, simply struck to 0. To the Earth Mother her blood is not an ending but a seed. Rebirth triggers automatically, and over the next turns her body begins to knit itself back together.

Trigger:dropped to 0, no active DOTs — once per day
Action Toll:5 sequential Actions to complete the restoration
Restored to:1d10 (rolled 6) + Willpower (5) = 11 wounds— risen from the soil

Five actions after she fell, the Druid rises again with 11 wounds — resurrection, once per day, paid for with a long and vulnerable recovery. This is the single most expensive skill in the compendium (400 XP, Druidism 12 — near-mastery) and it earns every point: it is literal return from death. The 5-action toll is the balance — she’s helpless while it completes, and active damage-over-time (Burn, Poison) stops it cold. The ultimate expression of the Druid’s creed that death is only a change of season.

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