Hero Forge

Roll the bones, the dark won't wait
Choose your heart and meet your fate
Evil stirs...it's growing loud
Go Forth, hero. Stand unbowed

This is where your hero takes shape. Not just numbers on a sheet but a person with history and something to prove. You'll answer three questions: What are you? Who are you? How do you fight?

Origin covers the first. Your physical nature, your lineage—the stuff you were born with or built from. Personality handles the second. Your temperament, your instincts, the traits that make you you. Disciplines answer the third. The techniques you've mastered, the gambits you pull when steel clears leather.

Don't overthink it. There are no trap choices here. Every combination works. Pick what sounds cool, what fits the character in your head, what makes you want to take action. The mechanics will follow.

Your hero is out there… waiting. Time to meet them.

Building a Hero

Origin

Your physical nature and inherent traits. Origin represents the type of being you are. Are you hardy and resilient, swift and precise, adaptable and versatile? These are modular templates you can flavor to fit any setting. The "Hardy" Origin might be a mountain dwarf in fantasy, a gene-modded labor clone in sci-fi, or a stone golem brought to life.

Personality

Your behavioral traits and natural temperament. This determines which attributes come most naturally to you. Are you Relentless and unstoppable? Cunning and calculating? You'll choose two personality traits that shape your core nature, each granting a +1 bonus to the attribute that aligns with that trait.

Disciplines

Your approach to challenges and combat. Instead of traditional classes, Disciplines are collections of gambits, abilities you can fuel with Stamina and Power, each with their own trade-offs and Limitations. This is your tactical identity, the mechanical expression of how you engage with the world.

Origin

Your Origin defines what you are and where you come from. It's built from two choices: Physical Build (your body type and natural capabilities) and Lineage (your heritage and background).

Swift + Ancient character might be a classic elf or a centuries-old AI in a sleek frame.
Hardy + Wild could be a mountain dwarf or a bear-person from the deep woods.
Adaptable + Common is your standard human.

Each Physical Build grants attribute bonuses and traits tied to your body. Each Lineage grants additional attributes, skills, or special abilities tied to your heritage. Combine them, for your flavor.

Physical Build

Build Description Bonus Trait
HardyStocky, durable, high endurance+1 VigorWithstand harsh environments, and resist poison or disease
SwiftLithe, graceful, quick+1 AgilityMoving across difficult terrain and balance are Easy
MightyLarge, powerful, imposing+1 MightLifting heavy objects, breaking things, are Easy
SmallCompact, nimble, unassuming+1 FinesseHiding, sneaking or picking pockets are Easy
AdaptableBalanced, no extremes, versatile frame+1 to any attributeChoose a task that is Easy for your character

Lineage

Lineage Description Bonus Trait
CommonOrdinary, unremarkable, widespread+1 to any attributeChoose a task that is Easy for your character
AncientLong-lived, patient, steeped in history+1 ReasonRecalling historical facts, understanding ancient texts, and recognizing magic is Easy
WildWild-raised, instinct-driven, nature-bonded+1 InstinctTracking creatures, finding food & water and reading weather is Easy
CraftedPurpose-built, manufactured, designed+1 FinesseRepairing mechanical objects, understanding how devices work, and identify constructs are Easy
BlessedTouched by divine/cosmic forces, fated+1 PresenceResisting fear and despair, inspiring others, and sensing divine or cosmic presence is Easy
CursedMarked by dark forces, outcasts, tainted+1 PresenceDetecting lies and hidden motives, intimidating others, and sensing danger or evil is Easy
HybridMixed heritage, caught between worlds+1 to....
EvolvedAdapted beyond baseline, enhanced, next-step+1 to....

Example Combinations

Adaptable + Common — Standard human
Swift + Ancient — Classic elf
Hardy + Wild — Dwarf raised in wilderness, or bear-folk
Small + Crafted — Gnome artificer, repair drone, minibot
Mighty + Blessed — Aasimar, chosen warrior, divine champion
Hardy + Cursed — Tiefling, mutant, regenerating outcast
Adaptable + Evolved — Augmented human, psionic, gene-enhanced
Swift + Hybrid — Half-elf ranger, chimera, rat-folk

Personality

Your Personality represents your natural temperament and instinctive approach to the world. Are you Observant and detail-focused, or Relentless and unstoppable? Perhaps you're Cunning and calculating, or Compassionate and empathetic? This fundamental trait shapes which attribute comes most naturally to you, granting a +1 bonus to the attribute that aligns with your core nature.

You will choose two of these personality traits for your hero.

Trait Quote Bonus Feature
Fluid"I flow like water"+1 Agility
Nimble"Grace in motion"+1 Agility
Quick"Speed is survival"+1 Agility
Versatile"I adapt to the situation"+1 Agility
Deft"My hands never fail"+1 Finesse
Meticulous"Precision in every motion"+1 Finesse
Precise"Perfection in every motion"+1 Finesse
Shadowy"You never saw me coming"+1 Finesse
Cunning"I'm always three steps ahead"+1 Guile
Deceptive"Believe what I want you to"+1 Guile
Persuasive"I change minds"+1 Guile
Sly"Trust is for the foolish"+1 Guile
Insightful"I read between the lines"+1 Instinct
Observant"I see what others overlook"+1 Instinct
Perceptive"Nothing escapes my attention"+1 Instinct
Primal"I trust my instincts"+1 Instinct
Vigilant"Always watching, always ready"+1 Instinct
Forceful"I break through obstacles"+1 Might
Powerful"Strength is my answer"+1 Might
Relentless"I push harder than anyone"+1 Might
Sturdy"I do the work that needs doing"+1 Might
Bold"Fortune favors the brave"+1 Presence
Compassionate"I feel other's pain"+1 Presence
Engaging"People gravitate to me"+1 Presence
Enthusiastic"Energy is contagious"+1 Presence
Magnanimous"Generosity of spirit"+1 Presence
Menacing"Fear is a weapon"+1 Presence
Passionate"I feel everything intensely"+1 Presence
Astute"Sharp mind, sharper insights"+1 Reason
Deliberate"Every move is intensional"+1 Reason
Ingenious"Cleverness is my tool"+1 Reason
Inventive"I see solutions others miss"+1 ReasonOnce a session repeat a check (yours or allies) with Easy
Sensible"Common sense prevails"+1 Reason
Thorough"I leave no stone unturned"+1 Reason
Balanced"Centered in all things"+1 Vigor
Dauntless"Fear is a stranger to me"+1 Vigor
Determined"I never quit"+1 Vigor
Steadfast"I am the rock"+1 Vigor

Assign Attributes

All eight attributes start at zero. Blank slate.

Your Origin (Physical Build + Lineage) and your two Personality traits each grant +1 to specific attributes. That's 4 points distributed based on who you are. Then you get 4 more points to place wherever you want.

Need more points? Drop any attribute from 0 to -1 and gain a point to spend elsewhere. You can do this as many times as you like, but nothing goes below -2. Weaknesses make heroes interesting.

One rule: no attribute goes above +3. Spread the wealth.

Roll & Effort Bonuses

Each attribute has two values: +Roll (added to your d20) and +Effort (added to your Effort die). By default, both equal your attribute score. Finesse +3 means +3 Roll and +3 Effort.

But you can tune it. Shift points from Roll to Effort, or Effort to Roll, within the same attribute. Want to hit less often but hit harder? Drop Roll, boost Effort. Want precision over power? Do the opposite.

Momentum Pool Diagram
Limitation

Neither Roll nor Effort can exceed +5.

Defenses

Your Defenses determine how hard you are to harm. When something attacks you directly, a sword swing, a psychic assault, the enemy rolls against your Defense. You don't roll. They combine pairs of attributes:

Body

(8) + Might + Agility

Mind

(8) + Instinct + Reason

Soul

(8) + Presence + Vigor

When danger comes your way, you roll against the appropriate Defense.

Momentum Pool Diagram

represents someone who has: Might 3, Agility 2, Instinct 1, Reason 3, Presence -1, Vigor 2

Saving Throws

Saving Throws are your response to circumstance. The floor drops out. Poison hits your bloodstream. An NPC lies. Nobody targeted you specifically, the world just happened, and you're reacting.

Attributes double as saves. Danger comes at you and the GM calls for a roll. Dodge that floordrop? Agility. Resist that poison? Vigor. Discover a lie? Instinct. Same rules as any other check: roll d20, add the attribute to beat the TN. This is how you react to what the world throws at you.

Bonds

(Bonds pages contain no additional printed rules text.)

Disciplines

"First blood makes a fighter.
First failure makes a fool.
But the one who rises wiser?
That's the one who'll one day rule."
— Tavern verse, unknown origin

When you advance, you gain access to Disciplines.

Disciplines give you Gambits; techniques and abilities that define what you can do in combat or conversation. These are the things that you can do to help your allies and the world around you.

Go deep and stack Gambits in a single discipline and become a specialist; the unstoppable wall, the untouchable blade, the voice that commands rooms, the all knowing investigator. Or go wide, and pull from multiple disciplines to combine gambits into something no one's seen before. Create your path. Lean into your choices.

There's no wrong way to advance. Become the hero you feel you need to be.

Advancement

You grow by doing. Every Encounter overcome brings you closer to the next level. Every Arc completed marks a turning point in your story.

Victories

Complete an Encounter, earn a Victory. One encounter, one Victory. Doesn't matter if you killed everything, talked your way through, or did what players do....something completely random. The encounter resolved? That's a Victory.

Accumulate enough Victories and you level up.

Levels Victories per Level
1-33
4-64
7-95
106

Tiers

The game is broken into four Tiers:

Tier 1: Levels 1–3
Tier 2: Levels 4–6
Tier 3: Levels 7–9
Tier 4: Level 10

At the end of each tier (levels 3, 6, 9, and 10), you hit an Arc Cap. Victories stop accumulating. You can't grind your way past this point.

To break through, you need a Deed.

Deeds

A Deed is a narrative milestone. Something meaningful accomplished together. Not just any accomplishment. THE accomplishment your story has been building toward.

When you hit an Arc Cap:

  1. 1 Stop tracking Victories
  2. 2 Work with your GM to choose a Deed from the list (or create one that fits your story)
  3. 3 Pursue that Deed
  4. 4 When accomplished, break through to the next tier

One moment that defines this chapter of your story. Until you choose a Deed, nothing on the list counts. You don't stumble into advancement. You earn it.

Deed List

Slay a named enemy
Save innocents from certain doom
Uncover a dangerous secret
Forge an unlikely alliance
Survive against impossible odds
Sacrifice something meaningful for another
Complete a promise made to an NPC
Expose a betrayal
Defend a location against assault
Overcome a personal failure or fear
Recover a lost artifact or relic
Liberate the oppressed
Bring a villain to justice
End a long-standing conflict
Discover a hidden truth about the world

Leveling Up

When you gain a level, consult the Advancement Table. Each level tells you what type of reward you gain. You choose the specifics.

Level Rewards
1Choose a Path + 2 of its Disciplines + 3 Gambits
2+1 Attribute + 1 Gambit
31 New Discipline + 1 Gambit OR +2 Gambits
41 New Discipline + 1 Gambit OR +2 Gambits
5+2 Attribute (distributed) + 1 Gambit
61 New Discipline + 1 Gambit OR +2 Gambits
7+2 Attribute (distributed) + 1 Gambit
81 New Discipline + 1 Gambit OR +2 Gambits
9+2 Attribute (distributed) + 1 Gambit
101 New Discipline + 1 Gambit OR +2 Gambits

Disciplines & Gambits

Your character's combat identity isn't defined by a rigid class, but by the Disciplines you master over time. Each discipline is a thematically cohesive collection of gambits & maneuvers that reflect a specific combat philosophy or style.

Want to be durable in a fight? Take Grit. Need to shield your companions from harm? Master Bulwark. Prefer striking from the shadows with lethal precision? Take Opportunist. Each discipline comes with a suite of abilities called Gambits & Maneuvers. These function as either a unique action you can perform or an enhancement that modifies how standard Actions work.

As you level, you'll gain access to additional disciplines, building a unique combination that defines your role on the battlefield. Some disciplines are foundational (anyone can learn them). Others are advanced, requiring prerequisite disciplines to unlock them. For example, Elementalist becomes available only after you've trained in Magecraft.

What Each Gambit Tells You

Gambits are the individual abilities within each discipline. They represent techniques, powers, and maneuvers you've mastered through training and practice. Each Gambit tells you:

What it costs — How much Momentum you must spend
How to activate it — Whether it requires a check, and which Attribute
What it does — The mechanical effect
Who it targets — Range and area of effect
Keywords — How it interacts with your turn economy
Momentum — When referenced refers to Stamina or Power

Stamina vs Power

Gambits specify whether they require Stamina or Power to activate.

Power can substitute for Stamina. If a Gambit requires Stamina, you can spend Power instead. Power is more versatile—it's your combat-ready fuel.

Stamina cannot substitute for Power. Gambits that require Power need that active energy. You must Prepare dice into Power before you can use them.

Checks & Failures

Some Gambits require an Attribute Check to succeed. The Gambit will tell you which Attribute to roll.

Roll your d20 + Attribute modifier against the target number (usually the encounter TN). Your Effort die is rolled simultaneously if the Gambit deals Effort.

On Success: The Gambit takes full effect. Apply all listed benefits and Effort.

On Failure: One of three things happens, depending on the Gambit:

Consolation Effect — The Gambit specifies a reduced effect on a miss.
Refund — If no consolation is listed, you don't spend the Momentum. The dice you would have spent remain in their current pool.
Spent Anyway — Some high-risk Gambits consume Momentum even on a failure. These are clearly marked.

Always Boost: Even when using Gambits, you can still spend additional Momentum to Boost your Check or Effort as usual.

Area of Effect & Range

Every Gambit specifies its Range and Targets.

Range Categories

Self — Affects only you
Touch — Requires physical contact with the target
Close — Affects targets within arm's reach or a few steps
Nearby — Affects targets across the room or battlefield
Far — Affects targets at the edge of sight or extreme range

Targeting

Single Target — Affects one creature or object
Multiple Targets — Affects a specific number of targets
Area — Affects all creatures in a defined space (cone, sphere, line, etc.)

Upgrading Area

Many Gambits let you spend additional Stamina or Power to:

Increase the number of targets
Expand the area of effect
Extend the range

The Gambit will specify the cost for each upgrade.

Locking Dice

Some Gambits require you to Lock Momentum to sustain an ongoing power. This represents maintaining concentration, channeling energy, or holding a stance.

How Locking Works

  1. 1 When you activate the Gambit, move a die from the required pool (Stamina or Power) into a Locked position.
  2. 2 The die remains Locked while the effect persists.
  3. 3 You cannot use that die for anything else while it's Locked.
  4. 4 If you take a Hit, you can choose to move a Locked die to Fatigue (ending the effect).

You have a limited number of Lock slots. You cannot Lock more dice than you have slots.

Sustaining a Lock

The Gambit tells you what's required to keep it going. Four common types:

Automatic — The effect continues until you choose to end it or take a Hit. No additional cost or action required.
Conditional — The effect lasts only while you meet a specific condition: “while Engaged with the target,” “as long as you hit a target each Round,” or “until you move.” If the condition isn't met, the effect ends.
Active — You must spend additional Momentum each Round (usually at the start of your turn). If you don't or can't pay, the effect ends.
Passive — You must forgo Preparing at the start of your turn to keep the effect going.

When the Effect Ends

The Gambit specifies where the Locked die goes:

To Fatigue — The effect was exhausting. The die moves to Fatigue when you release it.
To Stamina — The effect was merely concentration. The die returns to Stamina when you release it.

Limitations

Limitations are restrictions you can voluntarily place on your Actions or Gambits to reduce their Momentum cost. By accepting a drawback or handicap, you make the ability cheaper to use.

When you activate a Gambit or enhanced Action, you may apply one Limitation to reduce its Momentum cost by 1. Not all abilities support Limitations.

Example

You want to use your Power Strike Gambit, which costs 2 Momentum (1 Power & 1 Stamina). You only have 1 die in Power—the rest are fatigued.

So you apply the Reckless Limitation to the attack. Your Check suffers a −5 penalty, but the cost is reduced to 1 Momentum.

Debuffs

Debuffs are narrative tags you put on enemies. Flags that trigger abilities and tell the table “this one's ready to exploit”.

Exposed — Physical vulnerability. Guard down, stance broken, body compromised.
Distracted — Mental disruption. Focus split, senses fooled, reactions delayed.
Rattled — Morale damage. Confidence cracked, will tested, nerve failing.
Pinned — Movement denied. Rooted in place, locked down.
Stunned — Total shutdown. Can't move or act.

Starting Paths

Before you become something unique, you start with a foundation. At 1st level, choose one of the four Paths: Warrior, Rogue, Priest, or Mage.

Each Path contains a set of Disciplines. Pick two. These are your initial areas of training.

From those two Disciplines, choose 3 Gambits. Spread them however you like; all three from one Discipline, or split between both. These are your tools and tricks.

Fighter

You hit hard, stay standing, and make sure the enemy remembers your name.

Rogue

You strike where they're not looking, move where they can't follow, and always have another trick.

Priest

You mend what's broken, shield what matters, and call down wrath when words fail.

Mage

You bend reality, shape destruction, and know secrets the world has forgotten.

Path of the Fighter

Battlecraft

Consistent melee damage increase.

War Stance Lock 1 Stamina to gain +2 Effort per Attack.
Brutal Efficiency Reroll 1s on Attack Effort (Passive).
Cleave 1 Power to attack all Close targets.

Grit

Staying in the fight longer — durability.

Thick Skinned +2 Body Defense (Passive).
Brace Lock 1 Stamina. It absorbs 2 Hits before it moves to Fatigue.
Second Wind Spend 1 Power to Rally 2 Fatigue (Free Action).

Bulwark

Able to protect others from harm.

Taunt Lock 1 Stamina—force a Nearby enemy to target only you. Returns on kill. Switching targets — Fatigue and spend a new Stamina.
Intercept When a Nearby ally is attacked, spend 1 Power move and become the target of the attack (Reaction).
Shield Slam When you Guard, spend 1 Stamina to make a shield attack. Target can either Move or Attack on their turn.

Glory

Ridiculous combat deeds.

Athletic Prowess Physical actions (push, pull, jump, climb) are Easy.
Legend's Fire Lock 1 Power. Gain Empowered. Ends when Hit or you fail an Action.
Relentless When you eliminate an enemy's Heart, spend 1 Stamina to take another Action (Passive).

Path of the Rogue

Opportunist

Striking when enemies are vulnerable.

Exploit Weakness When you attack an Exposed target or strike from hiding, your Effort die is d10 (Passive).
Backstab When your target is Exposed or your attack is Easy, spend 1 Power. Roll 2d10 for Effort.
Setup Strike 1 Stamina and deal normal damage. On hit, the target is Exposed, and next attack against them is Easy.
Twist the Knife When you Graze an Exposed target, double your damage modifier (Passive).

Uncanny Mobility

Impossible to pin down.

Nimble Tumbling, flipping, swinging, and acrobatic checks are Easy. (Passive)
Evasion Lock 1 Power to avoid a Hit. During your next Prepare, move it to Stamina as an option (Reaction).
Burst of Speed Spend Stamina to gain additional Move action(s) 1 Stamina for 1 Move.
Unhindered Difficult terrain costs no extra movement, and you can't be Trapped (Passive).

Tricks & Subterfuge

Cunning and misdirection.

Deft Hands Sleight of hand, picking pockets, and disabling traps are Easy. (Passive)
Dirty Trick 1 Stamina, your next action this turn is Easy. The target is Distracted until end of round. (Free Action)
Misdirect 1 Power when an ally Close to you is attacked, attacker rerolls and take the lower result. (Reaction)

Path of the Priest

Charisma

Social manipulation and fast-talking.

Charlatan Lying, fast-talking, and reading people are Easy. You know when someone's lying. (Passive)
Cutting Words When an enemy attacks, move 1 Power to Stamina. Reduce attack by 3 (6 if the target is Rattled) (Reaction)
Fascinating Presence Lock 1 die. One target who can hear you is Rattled & Distracted. Ends if you attack them, or become Shaken or Dazed.

Healing

Restoration and recovery.

Shield of Faith When you Rally an ally, they also gain Protected until your next turn. (Passive)
Heal Lock 1 Power. Touch a Close ally, they recover 2 Fatigue. Die returns to Stamina during Prepare.
Cleanse Spend 2 Power. Remove one negative Condition from a Close ally. (Interact)
Wellspring Lock 1 die. At the start of each of your turns, one Close ally Rallies 1 die for free.

Commanding

Leadership and divine authority.

Aura of Morale Close allies have Easy rolls targeting Soul Defense. (Passive)
Blessing Spend 1 Stamina. Choose a Close ally. Their next Action is Easy. (Free Action)
Diplomacy Engaging in courtly conversation is Easy for you. (Free Action)
Bolstering Word 1 Stamina, a Close ally gains Favored on their next Action. (Free Action).
Pain into Purpose When Hit, move 1 Power to Stamina. Move 1 of your Momentum to Building. (Passive).

Path of the Mage

Divine Wards

Protection through faith.

Sacred Ward Lock 1 Power. You or a Close ally gains +3 to a chosen Defense while locked. (Free Action)
Sanctuary 1 Stamina. Touch an ally. Until they attack, enemies cannot target them with direct attacks.
Holy Rampart 2 Power. Create a barrier at Close range. Blocks line of sight, grants Cover. Lasts until destroyed (3 Hits) or encounter ends.
Turn Undead Close Undead and Fiends are Rattled. 1 Power to destroy one Undead or Fiend Heart. (Free Action)

Divine Wrath

Holy destruction.

Holy Vengeance Your attacks deal +2 Effort against undead, fiends, and creatures of darkness. (Passive)
Sacred Flame 1 Power ranged attack (Nearby), uses Presence and does d12 Effort, and target loses any Cover.
Smite On a melee hit, spend 1-3 Power. Deal +1d8 Effort per Power spent.
Spiritual Weapon Lock 1 Power. A spectral weapon appears Close. Once per round (Free Action), it attacks a Close target; d6 Effort, uses Presence.

Divination

Knowledge from beyond.

Divine Sense You can sense the presence of magic, undead, or celestial beings within Nearby range. (Passive)
Guidance Before an ally makes a check, Spend and roll a Momentum to add to it. (Reaction).
Commune 1 Power, ask the GM one yes/no question. They must answer truthfully (once per scene).
Foresight Lock 1 die. At the start of each round, the GM rolls Tactics Dice for an enemy you choose. You see what's coming.

Cantrips

Arcane problem-solving, minor magics.

Prestidigitation You can perform minor magical effects at will; light a candle, clean an object, chill a drink, make small sounds, float tiny objects briefly. (Action)
Mage Hand Lock 1 Stamina. Create an invisible force that manipulates objects within Nearby. Lasts for Lock.
Arcane Key 1 Stamina, magically lock or unlock a door, chest, or similar object at Close range.
Arcane Eye Lock 1 Power. Create an invisible sensor within Far range. You see through it. (Sustain with Stamina)

Preparedness

Always having the right spell.

Contingency Once per scene, declare you "prepared for this." Cast any spell as a Reaction. (Passive)
Ritual Casting Forgo an action to cast a spell on your next turn without paying the Power cost.
Spell Components Once a turn you can spend a Gear Slot as a Power or Stamina. (Passive).

Scholars of Knowledge

Expert researcher and lifelong learner.

Lorekeeper Recalling lore, identifying spells, and understanding arcane texts are Easy. (Passive)
Identify 1 Stamina, touch an object or creature to learn its magical properties and history.
Foe Archives 1 Stamina, and make yourself or an ally Favored against an enemy this round (Free Action).

Spell Shaping

Magical efficiency.

Swift Spell You can cast one spell as a Free Action, paying an additional Power (or Building Momentum).
Sculpt Spell 1 Momentum to alter a spell's shape and/or exclude a number of creatures equal to your Reason (Free)
Efficient Casting When you roll maximum on your Effort die for a spell, immediately Rally. (Passive)
Extend Spell 1 Momentum to change the range of your spell (Free Action).

Battlefield Control

Manipulating the fight.

Grease Create a Nearby area of slippery terrain. Creatures entering or moving within it go half speed and make Hard attacks.
Hold Lock 1 Power and make a Reason check. On success the target is Stunned (Sustain with Power), on fail the target is Pinned.
Fog Cloud Lock 1 die. Fill a Nearby area with fog. Creatures inside have Cover from those outside (Sustain with Stamina)
Counterspell When a Nearby creature casts a spell, spend 1 Power, and make a Reason check to negate it. (Reaction)

Battle Magic

Shaping destructive magic.

Arcane Bolt 1 Power, ranged attack (Nearby), dealing 2d6 Effort.
Magic Missile 1 Stamina. Automatically hit one target (Far), 1d4+Reason Effort. Additional Missile(s) for Power spent.
Elemental Blast 1 Power, close cone doing d10 Effort. Choose an element that you are using.
Sustained Infliction Lock 1 Momentum after casting a spell on a target. They take 1d4 Effort at the start of each of their turns until the lock ends.

Shared Disciplines

Sharpshooter

Ranged combat mastery.

Sharp Eye Cover doesn't make it Hard to hit targets with ranged attacks. (Passive)
Deadeye When you use Power to boost your ranged Effort, you gain Overkill on that attack. (Passive)
Rapid Fire 2 Power, attack all targets within a single range band (Close, Nearby, or Far) within a cone.
Suppression Fire 1 Stamina to choose a single target to either Move or Attack this round. 1 Power to make it a group of enemies Close to each other.
Focused Aim Lock 1 Power. Your ranged weapon Effort becomes d8.
Steady Hand Lock 1 die. All Finesse Checks are Easy while locked.

Planeshifting

Movement between planes.

Blink Strike 1 Power. Teleport Close and make an immediate attack. 1 additional Stamina to teleport back.
Gate 2 Power, open a rift from Close to Far that others can walk through. Stays open d4 rounds.
Phase Defense 1 Power, roll the die and add the result to your Body Defense until the start of your next turn (Reaction)
Anchor Lock 1 Stamina, mark your current location. As a Move Action, return to that location (Free Action).
Dimensional Pocket Lock 1 die, store any object (up to your size) in a dimensional pocket while locked.
Planar Push 2 Power. On a hit, target is shunted to a random location on the battlefield (GM Random Location Die).