Chapter 10: The 12 Skill Trees
Organization of the four Stat groups, the four Stat 20+ Masteries, the twelve skills with their verbs and modifiers, and the Master Modifier Reference.
Organization
| Stat | Basic Tree | Learned Tree 1 | Learned Tree 2 |
|---|---|---|---|
| Dexterity | Move | Strike | Conceal |
| Constitution | Block | Exert | Shape |
| Intent | Focus | Channel | Surge |
| Spirit | Consume | Mend | Commune |
Each tree has one verb and two modifiers.
Stat 20+ Mastery Unlocks
When a Stat reaches 20 or higher, the Contractor unlocks a mastery.
| Stat 20+ | Unlock | Effect |
|---|---|---|
| Constitution | Heavy Armor Mastery | Wear heavy armor effectively. Without this, heavy armor imposes -4 Dexterity and disadvantage on physical Skill Checks. With it, use the normal heavy armor values. |
| Dexterity | Dual Wielding | Wield a one-handed weapon in each hand. Strike attacks hit with both weapons simultaneously, combining damage before subtracting AP. |
| Intent | Magik Amplifier | Attune one Crystal Shard to a staff or Coiltech item as a permanent focus. When making a Channel or Surge Skill Check through that focus, you may reroll either the tens die or the ones die once. You must keep the new result. The attuned shard is consumed during attunement. |
| Spirit | Connection Mastery | Bond with a Paca as a permanent familiar and commune with elder natural creatures without immediate hostility. |
A Stat can reach 20 through base roll, race modifier, gear, accessory, prosthetic, Coiltech, or other specific equipment sources. Once unlocked, a mastery remains unlocked even if the Stat later drops.
Move: Dexterity Basic
Move is getting somewhere or getting out of the way.
| Skill | Cost | Rule |
|---|---|---|
| Move | Free | Traverse space. Reactively, dodge an incoming attack with Dexterity. |
| Speed | 5 Motivation | Add a free Move to the action. |
| Evasion | 5 Motivation | On success, avoid exposure, retaliation, or positional cost attached to the action. On a reactive dodge, the attacker cannot target you again until your next turn. Failure still has normal consequences. |
Block: Constitution Basic
Block is taking the hit, standing between danger and what it wants to reach.
| Skill | Cost | Rule |
|---|---|---|
| Block | Free | Roll Constitution to keep incoming damage from adding to the marked damage against protection. |
| Fortitude | 5 Motivation | Make a bracing, resisting, holding, enduring, or blocking action guaranteed. No Skill Check. |
| Protection | 5 Motivation | Redirect the action to benefit or shield an ally within reach. |
Focus: Intent Basic
Focus is noticing, understanding, concentrating, and holding the mind steady.
| Skill | Cost | Rule |
|---|---|---|
| Focus | Free | Study a target, perceive, concentrate, or mentally defend. Successful Focus grants advantage on the next relevant action. |
| Perception | 5 Motivation | Reveal hidden information through the action. |
| Resolve | 5 Motivation | Harden the action against interruption. A sustained effect established with Resolve can be sustained without spending an Action until the scene changes. |
Focus can identify specific parts: hand, eye, armor seam, wing, mechanical joint, exposed power coupling. A follow-up hit can affect that part in addition to normal damage.
Consume: Spirit Basic
Consume is taking something in, processing it, or drawing from it.
| Skill | Cost | Rule |
|---|---|---|
| Consume | Free | Eat, drink, channel a Crystal Shard, meditate, or absorb something into the body. |
| Drain | 5 Motivation | Extract something from the target. Deal 1 damage ignoring AP and heal yourself for the same. |
| Darkness | 5 Motivation | Remove light and visibility around the action. |
Strike: Dexterity Learned
Strike is hitting something.
| Skill | Cost | Rule |
|---|---|---|
| Strike | Free | Deal weapon damage to a target. Most basic attacks use Dexterity. |
| Precision | 5 Motivation | Ignore AP. Against Contractors, exclude the ignored protection from the AP calculation for that hit. |
| Momentum | 5 Motivation | Attack and move in one fluid action. |
Conceal: Dexterity Learned
Conceal is hiding, deceiving, and controlling what others perceive.
| Skill | Cost | Rule |
|---|---|---|
| Conceal | Free | Hide yourself or an object from detection. |
| Silence | 5 Motivation | Make the action undetectable by sound. |
| Deception | 5 Motivation | Create a false alternative reality for observers. |
Exert: Constitution Learned
Exert is applying raw physical force.
| Skill | Cost | Rule |
|---|---|---|
| Exert | Free | Shove, break, force, tackle, power swing, or apply brute strength. |
| Fury | 5 Motivation | Double effect on success. On failure, attacks against you have advantage until your next turn. |
| Sweep | 5 Motivation | Spread the effect across all valid Adjacent targets. |
Shape: Constitution Learned
Shape is making, fixing, and modifying physical things.
| Skill | Cost | Rule |
|---|---|---|
| Shape | Free | Manipulate materials, repair gear, restore quality, improvise tools, patch equipment. |
| Improvisation | 5 Motivation | Work with whatever is available. Results are temporary. |
| Enhancement | 5 Motivation | Add a property to gear until Town Leave. |
Shape is the primary field repair verb.
Channel: Intent Learned
Channel is controlled, sustained energy through a medium.
| Skill | Cost | Rule |
|---|---|---|
| Channel | Free | Push steady energy through hands, staff, weapon, or body. |
| Fire | 5 Motivation | Add heat and combustion. |
| Frost | 5 Motivation | Add cold and ice. |
Surge: Intent Learned
Surge is sudden, volatile energy.
| Skill | Cost | Rule |
|---|---|---|
| Surge | Free | Release a burst: tremor, pulse, shock, sudden force. |
| Lightning | 5 Motivation | Add electrical force. Ignores metal armor AP. |
| Gale | 5 Motivation | Add kinetic wind force. |
Mend: Spirit Learned
Mend restores living bodies.
| Skill | Cost | Rule |
|---|---|---|
| Mend | Free | Heal 1d5 Current HP or stabilize injuries. |
| Vitality | 5 Motivation | Restore 2d5 Current HP or remove one non-Maimed Wound. |
| Purifying | 5 Motivation | Remove one negative condition. |
Mend can stop bleeding from Laceration or Puncture even if the Wound itself persists.
Commune: Spirit Learned
Commune connects with living beings and systems.
| Skill | Cost | Rule |
|---|---|---|
| Commune | Free | Inspire, communicate, read nature, connect with animals or allies. |
| Inspiration | 5 Motivation | All allies in range regain 2 Motivation on success. |
| Growth | 5 Motivation | Use or command plant life if natural material is nearby. |
Master Modifier Reference
| Modifier | Home Tree | Stat | Universal Meaning |
|---|---|---|---|
| Speed | Move | Dexterity | Add a free Move to the action. |
| Evasion | Move | Dexterity | Avoid exposure or follow-up trouble on success. |
| Precision | Strike | Dexterity | Bypass defenses and protections. |
| Momentum | Strike | Dexterity | Fuse the action with forward motion. |
| Silence | Conceal | Dexterity | Make the action undetectable by sound. |
| Deception | Conceal | Dexterity | Create a false alternative reality. |
| Fortitude | Block | Constitution | Guarantee bracing, resisting, holding, enduring, or blocking. |
| Protection | Block | Constitution | Redirect action to shield an ally. |
| Fury | Exert | Constitution | Double effect on success, expose self on failure. |
| Sweep | Exert | Constitution | Spread action across targets in reach. |
| Improvisation | Shape | Constitution | Use available materials temporarily. |
| Enhancement | Shape | Constitution | Improve existing target with a property. |
| Perception | Focus | Intent | Reveal hidden information. |
| Resolve | Focus | Intent | Protect concentration and sustain effects. |
| Fire | Channel | Intent | Add heat and combustion. |
| Frost | Channel | Intent | Add cold and ice. |
| Lightning | Surge | Intent | Add electrical force. |
| Gale | Surge | Intent | Add kinetic wind. |
| Drain | Consume | Spirit | Extract something from the target. |
| Darkness | Consume | Spirit | Remove light and visibility. |
| Vitality | Mend | Spirit | Restore HP or remove a wound. |
| Purifying | Mend | Spirit | Remove a negative condition. |
| Inspiration | Commune | Spirit | Bolster allies. |
| Growth | Commune | Spirit | Use or command plant life. |