A fantasy RPG.
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Designer(s) and Publisher(s): Chris Sakkas.
Game: Old School Hack
Get It Gratis
Roll 6d6 and compare each response to this table.
Assign each modifier to one attribute of your choice. You can either list each attribute alongside each modifier, or you can describe your attribute.
|+4||Very Brawny||Very Clever||Very Brave||Very Committed||Very Charming||Very Alert|
Each character has two origins.
First Level: You may take one, both or neither of your origins' keys. You gain the inherent power of both origins.
Although origins are sorted by type, there are no limitations as to which you can choose. You can choose two racial, two regional or two professional origins, or choose a mixture.
You may take keys from your origins. You can also design one key on your own, if you wish. This key should be a motivation for your character.
When you act in accordance with your key ('hitting' it), you gain an awesome point. When your key is no longer applicable to you, either because you've defied it for good or because you've been so successful at it you'll never need it again, ('flipping' it) you gain 5 awesome points.
At any time you may spend 5 awesome points to gain a new key.
For example, I have the key Wild Side from the Nature Boy origin. When I walk into the church muddy and naked, I have hit my key and I gain an awesome point. When I discover my birth father and he turns me into a proper, educated young man, I've flipped my key — I lose it and gain 5 awesome points.
- Key of the Ill Relative: You seek the cure for a relative who sickens with each day.
- Key of Revenge: You hunt for the bandit lord who killed your mother.
- Key of the Inheritance: An ancestor forged a mighty weapon but it has since been stolen and lost.
- Key of the Debtor: You owe a dangerous underworld lord 5 thousand gold pieces.
- Key of the Trophyist: You collect something from every foe you’ve defeated.
- Key of El Derado: You’re obsessed with finding a strange and fantastical place that most people assume is just myth.
- Key of the Revolutionary: A dangerous person in power must be stopped, and you’re the one to do it.
- Key of the Romantic: An old lover has gone missing or is involved in something dangerous.
- Key of the Hunted: An assassin is after you and you don’t know why.
- Key of Ambition: You must prove and test yourself in danger to join the guild/circle/school you desperately want to be a part of.
- Key of the Chosen One: You were mentioned in a portentous prophecy.
- Key of the Larrikin: One of these days you’re going to spit in a dragon’s eye!
Roll 1d12. That's how many gold coins you have.
Roll 2d10. That's how many silver coins you have.
You also begin with two weapons, one weapon and one suit of armour or one weapon and one shield.
Some weapons, armours and treasures are Heavy. They might make you encumbered.
Encumbrance Class: Your Encumbrance Class is equal to your Brawn +1 (minimum 1). If you are carrying a number of Heavy things equal to your Encumbrance Class, you are Encumbered. Very Heavy things count as two Heavy things.
Heavy armours, heavy weapons and heavy shields obviously count as one Heavy item each. Non-heavy armours, weapons and shields count as one Heavy item each after the first two (which don't count towards your Encumbrance Class).
If you acquire more weapons or shields beyond the first two, each additional weapon or shield counts as a Heavy item. (So if you have a light weapon and a reach weapon and you take up a shield, you count as carrying one Heavy item).
Encumbered: You automatically fail every roll you make.
Weapons, Armours and Shields
You can have any weapon that captures your imagination. Just assign it the most sensible weapon type.
Light Weapons: Smaller and quicker than other melee weapons. Short swords, rapiers, one-handed maces, daggers, truncheons, nunchucks, clawed gloves.
1 damage on a successful attack. +2 bonus on weapon rolls when you are in a tight arena. When you make an attack with a light weapon, roll 3d10 instead of 2d10 and ignore the value on the lowest die.
Reach Weapons: These are usually pole-arms or cool chain-based weapons. It’s easier to keep your enemies at bay with a reach weapon. Quarterstaff, poleaxe, spear, flail, net-and-trident, sword-and-chain.
1 damage on a successful attack. +2 bonus on weapon rolls when you are in a hazardous arena. +2 bonus on armour rolls when you wield a reach weapon.
Ranged Weapons: Long or shortbow, blowgun, sling, bola, crossbow, throwing spear.
1 damage on a successful attack. +2 bonus on weapon rolls when your target is in an open arena. You can attack targets in an adjacent arena as well as in this arena.
Heavy Weapons: Nice and big. Bastard sword, warhammer, battleaxe, falchion, spiked ball-and-chain.
2 damage on a successful attack. +2 bonus on weapon rolls when you are in a dense arena.
No Armor: Barbarian loincloth, foppish clothes, a stylish hat, wizardly robes with stars and moons.
-2 penalty on armour rolls. If you survive a combat where you wore no armour, you earn 2 awesome points from the Stack.
Light Armor: Regular or studded leathers, chain shirt, a bunch of buckles.
+0 on armour rolls.
Heavy Armor: Breastplate over chainmail with a helmet, scale mail outfit, plates over leather
+2 on armour rolls.
Shield: As an interrupt act, you intercept an attack with your shield. The shield is broken but the damage done by an attack is reduced to just 1 point of damage.
Heavy Shield: A heavy shield acts like a regular shield, except that when broken it can be repaired during rests.
Unarmed and Improvised Weapons
If both opponents are unarmed or improvising, both get an additional +2 to their attacks, and neither can Bleed Out from the fight.
Unarmed: Make an attack roll without an arena bonus but only count the higher die. A player may spend one Awesome Point after rolling to add any Attribute bonus they want, provided they can explain how it helped hit, and then inflict a single point of damage.
Improvised: Make an attack roll without an arena bonus. If you hit, you do 1 damage. Improvising a ranged weapon will cost you 1 AP.
It takes a lot of courage and a little bit of foolhardiness to be an adventurer, and good adventuring is usually about treading that thin line between risking great danger for great reward and reknown, or getting in over your head and losing it all.
A lot of the time these sorts of situations will involve testing your character’s various attributes against the challenge that you’re hoping to resolve. It’s up to the DM to explain the parameters of whatever situation you might find yourself in but it’s usually up to you to decide how your character is going to face it.
Challenging Your Character
While your chosen class might primarily define what you are (or at least what you start off as), it’s your attributes that define what you can do. Generally, directing your character’s actions is as simple as explaining and describing what you are doing, whether in first person or third. Your DM will let you know if you succeed or fail, usually giving you a reason why; but to make it more dramatic, sometimes–lots of times–he (or she) might leave it up to chance and ask you to test one of your attributes to determine your success.
Testing an Attribute
Determine with your DM which one of your character’s six Attributes is most appropriate for the situation.
The DM then decides an Attribute you’re rolling against, whether it’s contested against another person or the work of another person. If they can’t think of one, that’s okay too.
Roll a d12 and add (or subtract) your Attribute bonus to it. The DM also rolls a d12 and adds (or subtracts) an Attribute bonus they think is the most suitable, or leaves it unmodified if one doesn’t seem appropriate.
Meeting or exceeding the DM’s roll* counts as a success. Rolling below or rolling a 1 is always a failure.
(* If you are contesting another Player Character in some way then a tie is just that — a tie, with neither PC getting the upper hand. You can simply try again or call it a draw.)
There are a number of ways of measuring how often an ability can be used.
- Constant: This ability is always active or you can activate it as many times as you like.
- Per-Arena: This ability can be used once per arena you enter.
- Rested: This ability can be used once after every night's sleep.
- Use-Once: Once used, this ability cannot be used again.*
- Per-Day: This ability can only be used once a day.*
- Charged: This ability can be used a limited number of times. Each time you use it, roll 1d10. On a 1, the ability is lost.*
(* These uses typically apply to magic items.)
Time and Delays
There are a number of ways of measuring how long an act takes to complete.
- Free: A free act can be performed at any time and it doesn't require an action. Switching weapons, grabbing something or spending awesome points to recover hit points are free acts.
- Interrupt: An interrupt can be performed at any time and it doesn't require an action. It occurs in such a way that it might stop that which triggered it.
- Reaction: A reaction can be performed at any time and it doesn't require an action. It occurs immediately after it is triggered.
- Regular: A regular act can be performed as an action and it takes place immediately.
- Focused: A focused act only requires an action, but it takes a whole round to complete.
- Slow: A slow act takes a minute. If you were in the middle of a slow act when combat begins, you can continue to perform the slow act — it takes a focused act each round. At Turn 7, roll 1d6. On a 6, the slow act has been completed.
When a player character attacks, make a weapon roll. Roll 2d10 and add them together, plus any bonuses from other sources.
If the result exceeds the target's Armour Class, the target is hit and takes the damage listed under the weapon plus any bonuses from other sources.
Face Die: One of the d10s rolled should be red. This is the 'face die'. When a ten is rolled on this die, the attack does an additional point of damage if it is successful (it hits them in the face).
When a player character is attacked, make an armour roll. Roll 2d10 and add them together, plus any bonuses from other sources.
If the result does not exceed the attacker's Weapon Class, you are hit and take the damage listed under the attacker's details plus any bonuses from other sources.
Face Die: One of the d10s rolled should be red. This is the 'face die'. When a 1 is rolled on this die, the attack does an additional point of damage if it is successful (it hits you in the face).
Player Characters Attacking Player Characters
If this happens, assume that the person being attacked rolled an 11 on their armour roll. (And did not roll a 1 on their face die.)
If you are reduced to 0 hit points (you start with five), you must roll to see if you are Knocked Out or Bleeding Out.
Roll a d10. On a 4 or higher, you are Knocked Out. On a 1-3, you are Bleeding Out.
Knocked Out: You have to sit out the rest of combat recovering and gathering your strength again (unless someone manages to heal you somehow), at the end of which you get to pick yourself up and heal one hit point.
Bleeding Out: You need attention and some sort of immediate healing! Without that healing, at the end of combat your character will have to make a successful Commitment check of ten or better or die.
Saving your Bacon
A character can take a regular act in Turn 1 to staunch your wounds if you are Bleeding Out. Your status becomes Knocked Out. The character must be in the same arena as you.
Healing After Combat
Three or more hit points remaining: If you can rest for an hour or so, catch your breath, maybe get a bite to eat or drink, you heal all damage.
Two or fewer hit points remaining: You'll need at least a full day's bed rest to recover all your hit points. Once you've done so, you acquire a scar.
A Round of combat is played in this order.
Each combatant gets to choose only one of these actions to perform each round. NOTE: Turn 7 cannot be chosen, as it’s part of Turn 1.
Multiple Creatures in One Turn
If multiple creatures take the same action (and therefore act in the same turn) then they all act simultaneously. Two enemies may kill one another at the same moment.
Awesome points and talents can change this, of course.
When it comes to your turn, you can choose instead to take a different action on any later round — or the same action on any later round. For example, if you chose to Move you could change your mind and Melee instead — or still Move, but only after the Melee.
Anything that only takes a free action usually takes place on this turn.
Miscellaneous actions also usually take place on this turn.
If you use something with a focused duration, it’s at this point you announce what you’re starting to do and enter a period of vulnerability before its effects go off on Turn Seven.
Alternately you can attempt to Impede someone, spending your round preventing them performing the action they attempted to perform. To do so requires testing your Daring against their Cunning. If you succeed, you may have also managed to Corner them (see Turn Seven).
Alternately you can attempt to Command one or more NPCs. You may assign your henchmen to any actions of your choice. If your focus is broken, no further henchmen act in this round.
2. Defensive Stance
Choose two of the following four options:
- Choosing to Counter-attack means you make an attack against everyone that successfully hits you in the attack turn of this round.
- Choosing to Defend means that you gain a +2 bonus on your armor roll.
- Choosing to Protect means any attacks this round that target a chosen friend in your arena will attack you instead.
- Choosing to Block means that you make an attack against any creature that attempts to move into your arena. If you do damage, the creature remains in its arena and does not enter yours (where feasible).
If you have a Ranged Weapon, you may make an attack against anyone in your arena or in an adjacent arena.
Not just “moving around” (which anyone can usually do as they like within the arena they’re in), this action allows you to Move your character into an adjacent arena, possibly even one you suggest to the DM on the spot.
However, moving to a new arena may require a successful Attribute test if the arena is difficult to get to (climbing onto a roof or jumping over a pit, for example). Hopefully your DM will warn you of this beforehand.
This action allows you to attack anybody you share the arena with.
Be sure to describe your attack in an exciting way, preferably with lots of hand gestures.
6. Push or Throw
You can attempt to move yourself and any number of opponents into an adjacent (and easily-accessible) arena by Pushing them, which requires testing a single Cunning roll against each of their Commitment rolls. If any of them win the test, none of you move.
Alternately you can attempt to Throw a single opponent into another arena by testing your Brawn versus either their Awareness or their Commitment (their choice).
7. Focused Events
At this point any Focused actions go off but only if the focuser remained undamaged until now.
If you successfully Impeded someone, and also didn’t take any damage since then, the Impede turns into a Cornering and they cannot choose the same action next round either.
Tight Arenas: Narrow places that often limit your mobility somehow.
Hazardous Arenas: Places where footing is difficult or visibility is limited and requires care.
Open Arenas: Stark, wide-open areas where there is little to no cover.
Dense Arenas: A crowded environment that has lots of fiddly but smashable bits that might get in the way.
The DM has a big old pile of Awesome Points. This is called The Stack.
In the middle of the table is a bowl of Awesome Points as well. This is called, for lack of a better term, The Bowl. A game session usually starts off
with the DM putting about 2.5 x the number of players worth of points into the bowl, rounding up.
At any time–whether during character creation, someone saying something hilarious about the current events, a particularly slick move by a player character, whatever–when someone does something awesome, anyone can reach into the bowl and give that someone an Awesome Point.
Hopefully throughout the game lots of awesome stuff is happening and you should start running out of points in The Bowl. Sometimes the rules specifically say something you do deserves an Awesome Point (like surviving a fight without any armor, or making significant progress on an Adventuring Goal), and when that happens you should make a big deal of it and the DM should give you your Awesome Points directly out of The Stack.
Sometimes crappy things happen to the players.
Sometimes the DM pumps up the damage that the bad guys do to you, or heals them a bit after you’ve hit them particularly hard; sometimes the DM says things like, “unfortunately, there are just too many guards and they manage to tie you up and throw you into jail,” or reinforcements show up to help the guys you’re fighting, or the DM decides that an evil villain manages to shrug off your spell and get away (the bastard), and when he or she does that the DM should just own up to what’s going on and put a bunch more Awesome Points in The Bowl from The Stack.
Some Ways You Might End up Spending Your Awesome Points
- Add a +2 to any Attribute Roll.
- Have something handy or nearby within reach.
- Add a cool effect to an Attack or Attribute Roll.
- Use a per-arena talent again in the same arena
- Do one more point of damage after a successful attack.
- Heal a single point of damage that you’ve just taken.
- Create an NPC you have a relationship with.
- Recharge a rested Talent outside of combat.
- Use a Talent from your class that you don’t have yet.
- Don’t forget to check off an experience box on your class sheet!
NOTE: Generally, spending Awesome Points doesn’t constitute as some sort of action in and of itself, it just adds to an action you’re doing.
You level up when everybody at the table has spent (and checked off) twelve Awesome Points on their class sheets. Sometimes there’s one or two people lagging behind the rest of you, and you should keep in mind that that’s probably your fault for not rewarding them enough when they do something awesome, so see what you can do to help with that.
When that final Awesome Point is spent, try to get in a good cheer around the table and trade some high-fives but then go back to finishing your combat or the scene you’re in or whatever’s going on when it happens, because leveling up doesn’t actually happen until your characters get a moment of peace and realize they have new abilities.
TWO THINGS HAPPEN WHEN YOU LEVEL UP
Improve an attribute
Choose one of your six Attributes and increase the written bonus by one.
Gain new powers
Second Level: Choose the talent from one of your origins.
Third Level: Choose the talent from the remaining origin.
Fourth Level: You gain the face smash powers of both origins.
Fifth Level: You gain the ascension power of one of your origins.
Creating Encounters & Running Combat
Some Example Arenas
Tight: Narrow corridors, stairs, balconies, back alleys, doorways, tunnels, closets, etc.
Hazardous: Crumbly rooftops, floors next to open pits, thin ledges or planks over precipices, spiky areas, murky swamps, foggy or smoky room with poor visibility, etc.
Open: The open sky (for flying), large chambers, big caverns, open water, courtyard or town square, an actual gladiatorial arena, etc.
Dense: The crowded shop, the thick forest, the thatch village, the store room or warehouse, the deck of a ship, the clockwork chamber, etc.
Adjudicating the Round
Sometimes players will want to do something that doesn’t fall under one of the standard actions. Some guidelines:
IS IT SOMETHING CLUNKY?
make it a Focus action.
IS IT SOMETHING ATTACK-Y?
make it an Attack action.
IS IT SOMETHING ELSE?
Decide whether it’s worth really losing a whole round for, then either let the player add it to a regular action or simply choose when would be the most appropriate phase in the round.
Monsters & Powers
Minions & Vermin
These are 1-hit-point guys that you should feel free to spill onto the combat scene in great numbers (up to double the number of players, give or take, is pretty safe).
Their undefined weapons (or claws) are crappy and never get an arena bonus (though they might be ranged), and they only get to roll 1d10 each to attack (not a face die), meaning they’re almost always harmless one-on-one.
They do like to gang up, however. When you roll for two or more Minions attacking the same PC, take the top 2 rolls and add them together, discarding the rest. If it hits, the minions managed to do a point of damage, and if you’re feeling nasty you can feed a couple of Awesome Points into the Bowl to make it two*.
They usually have Light Armor or AC 10.
Guards & Creatures
Tougher than Minions, Guards have two hit points, roll 2d10 (or 3d10 if using Light) to attack, and have one of the Weapon Types which will grant them an arena bonus. Armor Class can vary, but if they are humanoid I often like to equip them with Light Shields just to make sure that they survive that first attack (see the Shield rules). I usually then flip the token over to help track who’s wounded or not.
Bad Guys, Monsters & Evil Villains
These guys have 5 to 10 hit points or so and along with all the benefits of Guards or Creatures have access to various Powers, which can either be Talents from the class sheets, something from the sidebar, or something else you come up with, either beforehand or on the spot.
Freaky Big Monsters
These are the 15 hit point things (sometimes even more) with the Power Attack talent that have access to multiple Powers and can often reach into Adjacent Arenas with impunity.
Save them for when your players are really stocked up on Awesome Points and short on humility.
IN ANY COMBAT, YOU CAN FEED THE BOWL (usually about 2AP each) IN ORDER TO…
- “Pump” damage done in some gleefully descriptive way.
- Impose some sort of Condition or Effect with a successful attack (set on fire, temporarily blind, etc) that the player can roll to avoid (usually Commitment).
- Bring in Reinforcements (a la 2-AP cost of “creating an NPC relationship).
- Anything else that would be awesomely interesting and challenging.
Some Possible Powers
Flying creatures usually have access to the “Open Sky” arena and don’t often have a problem moving from one Arena to another.
Pulling: a favorite of Giant Spiders and long-tongued Frog Demons, this is the ability to yank a PC from an adjacent Arena into their own and attack them. Alternately, Siren-like creatures like to open a combat by Pulling everybody into their arena with a Focus action.
Poison or Energy Drain: Really nasty Assassins or Undead favor attacks that force Commitment checks when they damage that have the potential to place negatives on all die rolls.
Blast Effect: This attack requires everyone in an Arena to make a Cunning or Daring check or take damage.
Leech: Rolling a 10 on any attack die allows this monster to regain a hit point.
Some Monsters and Magic-wielding Bad Guys have the power to Change the Arena type (often to “Hazardous”) with a successful Focus action. Others may be able to Create a new Arena and force PCs into it by Awesome-Point pumping an attack, like, say, swallowing someone whole into their Stomach (tight).
Most of the Freaky Big Monsters are able to do an extra action if a specific action is successful, like being able to Throw or Corner an opponent with every successful Attack.
Magic Items & Treasure
However much you wish to heed them, Magic Items in Old School Hack have the following rules:
- Magic Items can only be found, stolen, or received as gifts; they cannot be purchased, unless it is from what certainly must be the strangest store ever - the finding of which should have been an adventure in and of itself.
- Magic Items are rare and are usually inscribed with runes or decorations and have many rumors floating around about them. Therefore, every magic item must come with a Story.
Many such treasures will not even function unless the story is known. When the players find a Magic Item, either the DM or the players must come up with the story behind it, unless the DM wishes it to remain a mystery to be solved.
Magic Items essentially function as equipment that, when carried, worn or used, will give you access to Talent-like Powers, many of which involve some balance of positive and negative benefits. Unlike Talents, the Powers granted from Magic Items come in four different categories, and are not rechargeable through the use of Awesome Points.
Appendix 1: Racial Origins
You were raised by animals.
WILD SIDE ● Key
You don't understand this big city life, its rules or expectations, or its laws. Maybe you can't even speak a human language.
ANIMAL MAGNETISM ● Innate
You can constantly speak to animals, and often they take a shine to you.
Once per arena, in combat, you can ensorcel an animal. It makes an immediate attack against an adjacent enemy of your choice – whether the animal is allied with you or not.
ANIMAL FORM ● Talent; once after rest; focused
You take the form of any animal you choose. After you have transformed, you cannot return to your own form until sunset or sunrise.
The animal form grants you a +1 bonus to whichever attribute seems appropriate.
RAGE ● Face smash
You gain a +2 bonus to Brawn and do one extra damage. If the round ends and you have done no damage this round, your rage ends.
ASCENDED ANIMAL ● Ascension
Even in human form you take on animal-like features. You gain a formidable sense of smell. You can communicate through subtle signals, smells and sounds with all animals. Animals acknowledge you as a god. You can summon your closest animal friend by letting out a call; at most it takes them one hour to reach you — no matter where you are. You can perform a ritual to grant one animal the attributes of another.
PRIDE ● Key
You are arrogant and dangerously confident in your abilities and self-sufficiency.
PERFECT BODY ● Innate; once per arena
Ignore a condition imposed upon you.
FLY ● Talent; constant
You can fly!
HYPERSENSE ● Face Smash
You learn something you should, by rights, not know.
PERFECT BEING ● Ascension
Choose any non-ascension power. You have that power. You can only choose one such additional power at a time.
Appendix 2: Regional Origins
CLAN HONOUR ● Key
You are sworn to protect your clan, its people and its reputation, and you cannot allow anything to threaten that.
ROUGH FIGHTING ● Innate
If fighting in a Hazardous arena, each round you go without taking damage you successfully Corner every foe in that arena.
CHARGE-BY ● Talent; once per arena
When you Push one or more targets, as well as moving into the arena with them to may then move one further arena (though not back into the arena you just left).
Your one use of this power per arena is expended at the end of this action, meaning you must move arenas before using it again.
BATTLECRY ● Face Smash
All your allies receive a +1 bonus to attack rolls for the rest of the encounter.
SHEPHERD OF YOUR PEOPLE ● Ascension
All the clans could unite behind one such as you. At least two clans swear allegiance to you. You receive or acquire one of the artifacts of the old Great Chieftains. A lost or hidden clan emerges and present themselves to you.
GREY MARCHES FOLK
THAT STRANGE ACCENT ● Key
You and all your kind speak a thick brogue which immediately marks you as an outsider and – in the eyes of many – a good-for-nothing thief.
DON'T MAKE ME LAUGH ● Innate; per arena
Ignore an attack that does only one damage.
ME 'N MY MATES ● Talent; rested; out of combat
In a scrape you can call up half a dozen or more of your muscled friends to give you a hand on something that needs doing.
FOUR-FINGERED DISCOUNT ● Face Smash
You take an item from the person you damaged or affected.
GREY MARCHES RUMBLINGS ● Ascension
You ain't a king, or nuffin' like that. But you know a man what's worthy for the kingship of the Marches, and by damn you're gonna get him it.
If there is gossip in the Grey Marches, you know it. Your resolution on any dispute is immediately and unquestionably accepted. People begin bringing their disputes to you. You and your men develop a new fighting technique. Women show great interest in you. You discover you have a son.
Appendix 3: Profession Origins
LONELY ● Key
For all the strength of your mind and your powers, there are none who understand you or whom you truly understand.
PSYCHIC SENSE ● Innate
You and your allies always win initiative.
MIND RUPTURE ● Talent; per arena; immediate
You change an enemy's choice of action of this round. All other particulars of the action are still GM controlled.
BRAINWAVE ● Face Smash
You can ask up to five minutes worth of questions of the person you just damaged or affected. If you killed them, their mind is downloaded into your own for you to search at leisure.
MAELSTROM'S CENTRE ● Ascension
Whenever someone calls out for help without expecting to be heard, you hear them.
THE PAST IS A FOREIGN COUNTRY ● Key
Whispers from conversations yet to come or flashes of times before you were born distract and confuse you.
TIME AND TIME AGAIN ● Innate; rested
Every die rolled this round is rolled twice. You can pick to use the second roll instead of the first on three such rolls – after seeing the results.
TEMPORAL SWAP ● Talent; once per arena; focused
Use this at the beginning of the round. Choose any two turns and swap them for this round. If Turn 7 is swapped, all focused powers activate if their users have not yet been injured – but if the user is later damaged this round its effects are reversed.
If this power doesn't result in a hero being dramatically killed and then revivified at the last moment, you're doing it wrong.
TIME BLAST ● Face Smash
A creature in this arena or an adjacent one disappears and will return in 1d10 rounds.
MASTER ● Ascension
You can travel to any time of your choosing, though you cannot change the past, the future you see may not eventuate and you do not change location when you time shift.
STEAL FROM THE RICH ● Key
You have a staunch but unusual code of justice that permits you only to exploit the rich and to serve the poor.
BAND OF BROTHERS ● Innate; per arena; immediate reaction
Use this power when an ally's focus was interrupted. If an ally is in the same arena as the one who was interrupted, the focus remains.
TO ME ● Talent; rested; focused
All of your allies may move one arena closer to you if they so desire.
THE KING'S SLICE ● Face Smash; weapon's range
You kill every minion in one arena.
OUTLAW KING ● Ascension
You gain followers, towns and tributaries worthy of a king, though they are spread through different lands. All outlaws and bandits know and respect you, no matter how far away they live. You can spot any ambush or trap well before it threatens you, and turn the ambush or trap back upon the person who set it up.
KNIGHT OF THE PEARL
SERVANT OF THE SARGASSO PRINCESS ● Key
You have sworn to serve the beautiful and good nymph called the Sargasso Princess. Her wish is your command.
RIGHTEOUS PUSH ● Innate; rested
Every enemy in an arena of your choice is moved to one or more adjacent arenas of your choice. If this would result in them taking damage or dying, you must beat their Commitment with your own.
EBB AND FLOW ● Talent; per arena
A wave of energy dispels the effects of a spell or enchantment of your choice. Alternatively, it doubles the effect for one round, as you wish.
LIKE WATER ● Face Smash
The next time you are the target of an attack, Push, Throw or the like, it fails.
PRINCESS' CONSORT ● Ascension
The Sargasso Princess asks for your hand in marriage. Your wish is her command.