
Skills
Skill cards have two subtypes: Ability and Technique. An Ability stays in play and provides your characters with additional options to use during your turn or ongoing abilities that improve your stats and provide extra effects. A Technique is a specialized attack, power, or styled maneuver that represents ways that characters battle aside from attacking directly. For the story and Campaign Format purposes, these Skills and how long it takes to learn them can be discussed with your Lore Master.
Some Techniques can be played either as a one-time use card or set as a Hero's Signature Skill. Techniques are designed to act as a specialization for your character, or a "preferred playstyle." Lore-wise, think of a Signature Skill as what truly defines the Hero's reputation as a combatant, or is a staple of their personality. What makes them unique as a card subtype is their ability to be used as a Signature Skill.
With Ability cards, the more copies of each Skill card you have in play, typically, a player gets a bigger bonus to Skill's effects. The more you have, the more you maximize your potential. In Campaign Format, once you have all copies of an Ability-type Skill card in play, you unlock a special Mastery ability tied to that specific Skill.
The Campaign format uses a combination of cards and campaign-specific lore to represent the training, learning, or talents of the characters you encounter and create. Skills are used most of the time in the same way as they are in other formats. In Campaign specifically, there are additional effects that are unique to the format, so as not to be confused with the Arena / Quest card rulings. Whether the Skill is equipped (Ability) or set as a Signature Skill (Technique), its Campaign abilities are listed below.


Skill cards with the Technique subtype can be set as a Signature Skill. Mentioned in the description of each Skill, there is a Campaign-format specific ability tied to having a Technique set as your Hero's Signature Skill. These are meant to symbolize a specific type of attack or ability that your Hero bases their effectiveness around and has improved efficiency with.
Each Signature Skill's description bonus is only active while that specific Skill is set as the Signature Skill (often, they are only active while the Skill is in use). If the set Signature Skill changes, the effect is lost as well!
Cards that affect the number of tokens you create affect the Recharge tokens placed on Signature Skills after they are used. You may be creating additional buff tokens in play, but you have to wait longer to use your Signature Skill. Something to consider!
Whenever a Signature Skill card is removed from a Hero, it is banished. When this happens, any effects that are currently in play and were a result of that Signature Skill card are removed as well.


Skill cards with the Ability subtype are considered "mastered" when a player has played each copy of a specific Skill card included in their deck and controls all of them simultaneously.
Mentioned in the description of each Skill, if there is a card available and the conditions have been met, an additional ability or effect is applied to the Skill.
For Campaign format gameplay, it is recommended that once players "Master" a skill, they mark the card with a token or object to signify that the Skill has been mastered.
Once an Ability Skill card has been "Mastered," it is considered to be mastered for the remainder of the game round.
This means that even if one copy of the card is discarded or banished, you still retain the effect of the Mastery ability. The reasoning behind this is that once learned, Skills cannot be "unlearned," per se, but you can remove copies of the skill to prevent access to those abilities or affect their overall effectiveness, implying a counter-tactic or defense against it from your opponent.
For the Card Images only, please see the gallery below. For the full profile of each Skill and its Campaign Format information, continue on!

When a player tries to perform a Skill, and how effective the results are, first, you need to establish the required skill check value (if there is one). The required skill check value is based on the EXP value of a Skill. This acts as the base Skill check required value, and then additional modifiers such as difficulty, situational events, or character abilities and effects are applied to provide the total required/expected value. As a Lore Master, you can assign whatever value you feel is fair based on how difficult the Skill is to perform for the character.
The game Lore Master can determine if they want to adjust the range of acceptable values, but the general guidelines are:
If the character meets the Skill check value and exceeds the required amount by +5 or greater, the Skill succeeds with the best possible results.

Skill Cards do not always require actions to use (such as an ongoing ability of a Skill), nor do all Skills have a minimum required check to succeed, but using a Skill always takes the amount of time an action is required to perform (in most cases, this would be specified otherwise).
Some Skills do not require a Skill check to use; however, there are extra effects that can be applied by completing a Skill check. Read the Skill description for the specific ability verbiage and ruling.

When a player is instructed to make a Skill check, they follow the process outlined below:

Example A:
Xavier is having a conversation with Olivia about the complexities of sheet music used for classical music composition.
This conversation is between two friendly characters, so there is no need to make a Skill check for the Speak / Communicate skill, because no other actions or events are occurring simultaneously that would require a check to be made.
If Xavier specifically wanted to make a point to influence or change Olivia’s opinion of this topic, he’d make a Speak / Communicate Skill check, and the Lore Master would determine the required check value to succeed in changing Olivia’s opinion through this action.
Example B:
A character can perform some Skills multiple times, but depending on the Skill and situation, the result may be the same.
The game Lore Master determines whether a Skill can be performed multiple times per scenario.

In the Campaign Format, Skill cards (Ability and Techniques) have expanded functionality; the specifics of these rules and expectations are included in the Skill profiles below. If you're unsure when an effect should be applied, consult your Lore Master. The Lore and descriptive elements of each item are examples and may be adjusted as you see fit for your own adventures.
Skill Keywords
Skill keywords are used to define Skills, but can also cause overlap in how to define a Skill. If you're unsure what situation or scenario is appropriate for a Skill to be used, check with your Lore Master. Skills are assigned specific keywords that instruct players where and when these abilities can be used, as well as what they can be used on. All non-card Skills will be defined by having one or more keywords and types to help determine when and how the skill is used. Depending on the situation, a skill may be used for a substitute purpose if it is the closest comparable effect or skill for the situation that doesn’t exactly apply. In such scenarios, use the types and keywords as a general guide for resolving these instances. Skill cards are always played as a card and follow the card effects, but are still defined by Skill keywords because of how they interact with other game elements.
Skill Keywords include:
Regarding Signature Skills and Skill Mastery:
Please click on a Skill below to learn more about it!
Through training, personality, and dedication, this character can manage and control most types of wildlife and specializes in both raising and training Familiars. Animal Handling skills are important when trying to handle wild animals or when riding trained animals such as performance animals, domesticated animals, mounts, etc. | ||
Card Rule Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
Ongoing: Familiar characters you control get +2 ATK and +2 AC.
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The study of ancient mystical arts, magical spells and incantations, or anything related to Spellcraft, is the subject that the students of Arcana study. Using the magical forces of Havokk to help enrich lives, fulfill destinies, escape danger, and tap raw power are only some of the possibilities for those who master these abilities. | ||
Card Rule Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
Ongoing: At the beginning of your turn, place the top Spell card from your discard pile at the bottom of your deck.
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Having grown accustomed to their armor and the other various types of armor worn by the character, they are now proficient in donning armor, removing it, quickly assembling armor, repairing it, and crafting certain elements required for construction. Characters with Armor Proficiency can take their existing armor and find means to make it more effective through their understanding of what it means to be armored. | ||
Card Rule Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
Ongoing: Increase the AC bonus granted from Armor and Shield Item cards attached to the equipped character by +1.
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Learning the art of blacksmithing is both difficult and rewarding. Blacksmiths work tirelessly to forge, improve, and design methods of creating Items, typically equipment, for characters or animals to use. Blacksmithing is an ancient art passed down from generation to generation, so though it's possible to learn the Skill anywhere, specific tips or tactics vary by region. | ||
Card Rule Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
Action: Remove X Smithy tokens from this card to search your deck for an Item card with an EXP value of X or less, reveal it, then place it into your hand. Shuffle your deck afterward. Ongoing: Whenever you play an Item card, you may place a Smithy token on this card.
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| This character specializes in using raw power in the form of brute force to destroy objects and inflict as much harm as possible. For some, this comes in the form of specialized training and isolating their opponents' weak points or vulnerable areas. For others, this truly is raw physical power and the ability to overpower an opponent and their equipment. | |
Card Rules Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
Ongoing: Whenever the equipped character deals 5 or more attack damage for the first time each turn, you may discard an item attached to the opposing character dealt damage from the attack.
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Learning various styles of martial combat, this character is a formidable fighter, and using these learned maneuvers can defend themselves as well as strike with precision and deadly force. Dedication to specific styles of martial artistry gives the character new combat techniques to make them even more effective in combat. | ||
Card Rules Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
Ongoing: The equipped character may attack twice per combat phase during each of your turns.
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This character’s highly attuned senses can give them an almost precognitive ability to dodge incoming attacks or movements. They can not only predict the trajectory of a projectile or strike but can also reduce its effectiveness even if they are unable to dodge it completely. | ||
Card Rules Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
[Swift Action]: This card may be played outside of normal turn steps and outside of your turn. Use when needed. Swift Action cards, abilities, and effects are resolved in the order they are played.
Action: [Swift Action]: Reveal the top card of your deck. If the revealed card's EXP value is greater than the damage dealt, reduce the damage dealt by half, rounded up. Place the revealed card at the bottom of your deck afterward.
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This character is an adept fighter and has enough experience in brawls to know that in some situations, anything goes – and that includes what you can use as a weapon or means of defense. They can use practically any object as a weapon and use it effectively as one. | ||
Card Rules Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
Ongoing: Whenever the equipped character attacks, you may discard an Item you control from play to increase the attack damage dealt by that character by 1. If the discarded Item's EXP value was 6 or greater, increase the damage dealt by 2 instead.
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Training to follow tracks, identify scents, and listen for movement are some of the benefits of being a well-aware character. Having an increased perception of the world around you makes you more capable of making informed decisions, as well as making you more effective at knowing when other beings are nearby. Your highly attuned senses can detect those who would otherwise not wish to be found. | ||
Card Rules Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
Ongoing: This character ignores the Hidden ability on other characters and gets +2 AC against characters with [Hidden].
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Omni-Spellcasters are those who can cast multiple spells simultaneously or duplicate a spell as it’s being used on an opponent. A Skill of veteran spellcasters, favored by combat mages. The Mage accomplishes this by altering and changing the nature of the magic they wield. This is why this Skill is so potentially dangerous to the untrained and is often only learned by powerful mages. | ||
Card Rule Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
[Swift Action]: This card may be played outside of normal turn steps and outside of your turn. Use when needed. Swift Action cards, abilities, and effects are resolved in the order they are played.
Action: [Swift Action]: Discard a Spell card from your hand when playing a Spell card to copy it. Resolve the first Spell before the copy. Copied Spells do not cost an action to play this way.
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Your connection to Havokk is strong, which allows you to socialize with familiars and wildlife from all regions. Unlike other social skills, this one is more specific to Havokk's wild beings rather than species such as Sharkmen, Nelven, or Mortals. You can communicate with the wildlife of Havokk as you would any other social conversation through a deep magical bond, allowing you to hear the animal's feelings and thoughts. | ||
Card Rules Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
Ongoing: The equipped character gets +1 ATK and +1 AC until the beginning of your next turn whenever you play a Familiar card.
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Those who choose to master the art of sleight of hand are not just those who wish to steal – this skill is used to hide objects, move objects, and also perform some actions either without being noticed or in such a way that it can confuse or disorient others. These characters are typically very dexterous, and their movement is well-choreographed and rehearsed, so they are never caught using their abilities. | ||
Card Rules Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
Ongoing: When this character deals attack damage to an opposing Hero for the first time each turn, that Hero’s controller discards a card.
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Characters who commit to the Templar Order are submitted to intense, rigorous trials and training and are expected both to uphold a strict moral regimen and to receive combat-specific training and implementation of combat skills for both offensive and defensive purposes. Their teachings embolden the student as a person in body and mind, leaving them ready for any scenario.
Specific to the Campaign format: characters may join the Templar Order; see more details on the Renown page. | ||
Card Rule Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
[Light characters only.]
Ongoing: Whenever the equipped character blocks three or more attacks without taking attack damage during a turn, heal 2 damage from them and draw a card at the end of combat.
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The Void promises power and glory to any of those who sacrifice their own will to the will of the Void. Those who follow the teachings of the Void are no stranger to pain, torment, and sacrifice – both to their victims and themselves. The very nature of the Void is the absence of life, so to truly give oneself to the Void, you must truly sacrifice yourself for its power. The dark etchings in the tomes passed from this dark place to Havokk teach characters a variety of awful tactics and abilities that will augment their abilities, but at a steep cost.
Specific to the Campaign format: characters may join the Chancellors of the Void; see more details on the Renown page. | ||
Card Rule Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
[Dark characters only.]
Ongoing: You may increase the amount of HP paid with the Anima ability by +1 to play a +1 ATK and +1 AC token on the equipped character. Ongoing: Increase the Toxic abilities you control by +1.
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This character is especially efficient with weapons of all varieties, but sometimes this is specific to a grouping of weapon types. Through training, crafting, and understanding weapons, the character is more effective with them, knowing how to use them with deadly efficiency and to their strengths. Proper care of weaponry increases its durability and effectiveness, and this also contributes to this character’s weapon prowess. | ||
Card Rule Text: [Equip]: This card enters play attached to a character you control. This card must be equipped to use its abilities. While attached to a character, they count as an “equipped character.”
Ongoing: Increase the ATK bonus granted by Weapon and Shield Item cards attached to the equipped character by +1.
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| As time and tribulation grow, it is often that civilizations, no matter how civilized, will develop the methods of combat and warfare used to decimate foes, creating even more brutalized tactics and techniques to destroy the opposing forces. Some individuals are specifically adept at dispatching opponents and do not spend time or energy wondering whether or not they should, only if they can, and how hard when they do.
Brutal Rend is a technique used by warriors of great strength, who often strike down lesser opponents with a single blow. It synergizes well with combat-focused Heroes. | |
Card Rules Text: Defeat an opposing Non-Hero character with an EXP value less than or equal to your Hero's damage value. If the defeated character's EXP value was 4 or greater, draw a card.
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| At various points in history, noble Heroes will sometimes represent their entire armed forces in honorable combat rather than sacrificing lives and resources in widespread conflict. Challenging an opponent to a duel can be seen as a gesture of confidence, arrogance, or remarkable bravery. Characters such as Avisary evoke challenges regularly as their defensive combat tactics rely on the opponent making the first move.
Characters may present their challenge to their opponents however they prefer, so long as it's clear that the challenge to combat has been made. Some Heroes specialize in one-on-one combat, so this will draw out Heroes from behind their wall. Make sure you have a defense if your Hero doesn't do well in combat! | |
Card Rules Text: During each player's next turn, those players can only attack or block attacks with their Hero characters, and those characters must attack your Hero if able.
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Causing physical ailments and affecting the way your opponents are able to defend themselves against you gives you an edge against them. Traumatic injuries, such as concussions or broken limbs, can drastically affect the overall effectiveness of your opponent and are powerful tactics to employ.
Concuss can be portrayed and used as any hard, blunt impact strike with force against an opponent so strongly that it disorients them, potentially stunning them. Weapons such as clubs and maces are effective at doing this. Unarmed (or gauntlets) would typically be direct head strikes to the opponent. | ||
Card Rules Text: [Swift Action]: This card may be played outside of normal turn steps and outside of your turn. Use when needed. Swift Action cards, abilities, and effects are resolved in the order they are played.
Choose a character and deal 3 damage to it. That character cannot attack this turn.
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Getting hurt is not conducive to prolonged life expectancy. Sometimes, you need to do a barrel roll to escape. Sometimes, an expedient dodge. Whatever the situation, being aware of your surroundings and using whatever resources or landscape available to you will drastically improve your chances of avoiding harm.
Cunning Evasion has to be used defensively, which is why it cannot be set as a Signature Skill (that replaces your Hero's attack during your Combat Phase). This is best used when a character truly needs to "survive" a turn of combat. | ||
Card Rules Text: [Swift Action]: This card may be played outside of normal turn steps and outside of your turn. Use when needed. Swift Action cards, abilities, and effects are resolved in the order they are played.
Choose a character you control. The character cannot be attacked this turn.
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Having trained with various throwing blades, this character is now adept at throwing and wielding many weapons simultaneously. With a single throw, they can throw multiple bladed weapons out, striking enemies with blinding speed and deadly accuracy. The Skill can be used with other objects, because the technique is the same for the user. They calculate the adjusted weight and wind in the air. Objects like swords, spears, shields, and even bows have all been used as thrown weapons.
Fan of Daggers is great for decks with a constant flow of resources, or when you want to periodically pressure an opponent with damage or status effects. When set as your Hero's Signature Skill, this carries over their abilities (such as Toxic) to your Fan of Dagger ability damage, turning 1 damage into a hefty amount over time! You have plenty of options to synergize. | ||
Card Rules Text Discard an Item card from your hand to deal 1 damage to X opposing characters, where X is the EXP value of the discarded card.
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Grigor is specifically known for his brutal tactics of dispatching marks, and his "calling card," as it were, is rigging the remains of his victims to cause further death, destruction, and dismay upon their discovery. His specific favorite tactic is rigging the corpse of a victim to release a poisonous gas when disturbed, to potentially rid the scene of any witnesses following his crimes.
Traps are the tools of clever hunters, but they do take time to set up and specific conditions for them to work as intended. In the Campaign format, you may need to work with the game's Lore Master to decide how to best describe and use this card's effect. | ||
Card Rules Text: Banish a character card from an opponent's discard pile, then deal 3 damage to an opposing character that player controls with granted [Toxic 3].
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Among Grigor's talents are a diverse and intricate knowledge of poisons, paralytic agents, and chemical component knowledge, which he uses to create a variety of dark tools. Using modified smokebombs, he releases a poisonous mist rather than a solely obscuring gas. The poisonous gas debilitates his foes, allowing him to escape when he is outnumbered or provide coverage to engage without being seen.
Ninjas and Assassins have also used this technique for many generations. Grigor merely adapted his to use his unique blend of toxic agents. Whether being used to conceal or with the intention to harm, the gas cloud provides a veil for the user to act in. | ||
Card Rules Text: [Swift Action]: This card may be played outside of normal turn steps and outside of your turn. Use when needed. Swift Action cards, abilities, and effects are resolved in the order they are played.
Deal 1 damage to each attacking character with granted [Toxic 1]. Prevent all damage dealt to your Hero this combat. Banish after use.
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Through dedicated training, will, and precision, this character has become an expert marksman, both with projectiles and delivering blows to critical weak spots and vulnerabilities their opponents possess. Through carefully placed strikes, even a small character can topple a mighty opponent by exposing their weakness and punishing them for it.
How this skill is performed and portrayed varies by character. The specific element, though, is that the strike or attack is targeting the weak point or an area of weakness on the target. | ||
Card Rules Text: Deal 3 damage to an opposing character that ignores [Hidden]. For the remainder of the turn, increase the damage dealt to that character by 1.
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Using the stocky, hard frame of a shield, this character strikes against an opponent, using both their physical force and their shield to bulldoze through an opponent. The attack can be either a defensive or offensive maneuver, depending on the situation, and this makes it a powerful tool in the arsenal of those who use shields.
Shield Bash will offset your opponents by having them worry about your defense being an attack issue just as much as your character is offensive. This skill is a common technique used by knights, warriors, and paladins. | ||
Card Rules Text: Choose a character you control with a Shield equipped. Place an attack with +X ATK, where X is the EXP value of the equipped Shield. The attack deals additional damage equal to the AC bonus of the equipped Shield.
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You were molded by the shadows, raised by them. Subterfuge and concealment have always come naturally to you, and you find the most effective way to take an opponent down is before they even know you’re there. Sneak Attack takes advantage of a character’s ability to hide themselves so they can strike unprovoked at unsuspecting prey.
Sneak Attack may be performed in numerous ways, but the requirement to be hidden, concealed, or invisible is still there. By surprising the enemy and catching them off guard, you can take advantage of their weak spot. | ||
Card Rules Text: Choose a character you control with the [Hidden] ability to perform an attack that deals double damage if successful.
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Delivering a powerful sweeping strike, this character strikes multiple opponents at once – the force from the blow and what is required to hit the enemies simultaneously can sometimes leave opponents disoriented. This maneuver is sometimes considered a defense “pushback” technique to distance a fighter from being surrounded or allow them to escape.
The attack is effective both as an offensive and a defensive maneuver. Depending on your character, you may have additional benefits or an attack radius. Axel, for example, can sweep with his tail or his leg, even both! If you're unsure where your character's Skill range is, refer to your Lore Master for guidance. | ||
Card Rules Text: Deal 2 damage to up to X opposing characters, where X is your Hero’s damage value. Characters dealt damage this way get -2 ATK until the end of their next turn.
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Claws, Talons, Blades, or other weaponry created through Void energy. Characters who use their claws, talons, or similar weapons this way often enjoy the pain they are inflicting or know that they are causing great harm with no consequence. Dark characters learn this as one of their first lessons of the void, generating “Void claws” to use upon foes. By harnessing Void energy and gathering it consistently, this is one of the first signs of their loyalty to its purpose.
It's a technique normally specific to Dark alignment characters, but others have found use in its ability to break or cut through objects like ropes and doors. Just because your character isn't a dark alignment character doesn't mean they have to use those powers for the will of the Void! | ||
Card Rules Text: [Anima 1]: When you play this card, you may pay (1) HP from your Hero character. There is a secondary effect of the card or ability that only applies when the HP is paid. The HP is paid when the card is played, you must declare if you are paying the Anima cost before any other part of the card is resolved.
Deal 2 damage to up to three opposing characters. If you paid this card’s [Anima] cost, your Hero gets +2 ATK until end of turn for each character dealt damage this way.
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Using momentum from their weapons and spinning around in a deadly flurry of blows, this character performs a whirlwind strike, attacking multiple enemies simultaneously. The sheer ferocity of the character is so intense that they can drive off multiple enemies with one attack, the force both physically pushing them away, and the impact capable of stunning them.
Whirlwind Strike is extremely powerful, and for those who specialize in combat, it is essential. However, to make the most of it, one must truly commit themselves to the blade and the intention, since the amount of energy and focus it takes to spin, strike each foe, and continue on, is more than some characters can sustain for prolonged periods. | ||
Card Rules Text: [Swift Action]: This card may be played outside of normal turn steps and outside of your turn. Use when needed. Swift Action cards, abilities, and effects are resolved in the order they are played.
Choose up to X opposing characters and place an attack with your Hero against those characters, where X is your Hero’s damage value. If you choose five or more characters this way, reduce the damage dealt to each character by 1.
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Speak / Communicate This Skill is used as a primary method of communication between two sentient beings and is the Skill used to determine if what a character says or has said is delivered the way they intended.
When players want to interact with other characters, this does not always require a Skill check or action to be performed, such as in a casual conversation or where turn order is not needed.
An example of when this Skill check would be used is if you are trying to communicate with an unknown person or entity, or where the verbiage you are using needs to carry a specific tone or hidden message with it. | Rules Text: Action: Your character uses the Speak/Communicate Skill to convey a message.
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Listen This Skill is used to focus on specific sounds, hearing nearby characters or objects. You can also make a Listen Skill check when someone is trying to get your attention verbally or from a sound to determine if your character acknowledges the request.
Listening to ambient sounds, such as environmental noises (wildlife, crowd chatter, passing conversation), does not require an action, but trying to pick up on a specific conversation or parts of a conversation, or a specific sound would require a Skill check. The harder it is to hear a specific target, the greater the difficulty of the skill. | Rules Text: Action: Your character uses the Listen Skill to hear.
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Diplomacy / Reason This skill is used when your character is using their personality, wisdom, logic, and experience to either convince another character to join their cause, align with their specific purpose.
You can also use this Skill to try and diffuse an elevated situation between characters. Reason is sometimes used to decipher puzzles or use logic-based actions to resolve a complicated scenario, but it can also be used to assist in social situations through logical and rational interjection or conversation. | Rules Text: Action: Your character uses the Diplomacy/Reason Skill to interact with another character or object.
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Intimidate / Threaten This Skill uses verbal or physical force to get your way, typically through violence or physical altercations. Characters may attempt to intimidate another character or creature into following or escaping from them, as well as threaten sentient beings in the same manner.
Using this Skill, you can control people against their will or have them act on your behalf through fear of retaliation. | Rules Text: Action: Your character uses the Intimidate/Threaten Skill to interact with another character or object.
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Performance This skill is used when characters are performing a talent, dance, art, or other learned ability which is intended to be performed in front of one or many individuals. Performances can be used to create distractions, entertain nobles, bring joy to others, or for a variety of purposes.
Whenever the character is specifically making a point to be noticed by performing, they make a Performance Skill check to determine how successfully entertaining, captivating, or distracting their performance is. | Rules Text: Action: Your character uses the Performance Skill to display a performance for one or more characters or objects.
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Search A generalized skill available to all characters. The basic ability to "search" is inherent to all sentient beings. The process performed and the effectiveness of the search is variable depending on the character performing the search and the area/object being searched. | Rules Text: Action: Your character uses the Search Skill to investigate an area for items, characters, information, or other objects.
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Using the Cards
Included in this section are the rules and descriptions associated with card-related elements and using the game cards themselves. Characters, Events, Items, Skills, Spellcraft are covered in more detail, and the rules corresponding to them.
Expanding your Realm
Included in this section are the resources related to non-card game elements, such as the Player leveling system, Alignments & Factions, Movement, and other related items.
Lore Master Rules
Included in this section are the resources available to Lore Masters, expectations for their rule, and recommendations on running Campaign Format adventures.