Sword Staff

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

StatBasic TreeLearned Tree 1Learned Tree 2
DexterityMoveStrikeConceal
ConstitutionBlockExertShape
IntentFocusChannelSurge
SpiritConsumeMendCommune

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+UnlockEffect
ConstitutionHeavy Armor MasteryWear heavy armor effectively. Without this, heavy armor imposes -4 Dexterity and disadvantage on physical Skill Checks. With it, use the normal heavy armor values.
DexterityDual WieldingWield a one-handed weapon in each hand. Strike attacks hit with both weapons simultaneously, combining damage before subtracting AP.
IntentMagik AmplifierAttune 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.
SpiritConnection MasteryBond 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.

SkillCostRule
MoveFreeTraverse space. Reactively, dodge an incoming attack with Dexterity.
Speed5 MotivationAdd a free Move to the action.
Evasion5 MotivationOn 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.

SkillCostRule
BlockFreeRoll Constitution to keep incoming damage from adding to the marked damage against protection.
Fortitude5 MotivationMake a bracing, resisting, holding, enduring, or blocking action guaranteed. No Skill Check.
Protection5 MotivationRedirect the action to benefit or shield an ally within reach.

Focus: Intent Basic

Focus is noticing, understanding, concentrating, and holding the mind steady.

SkillCostRule
FocusFreeStudy a target, perceive, concentrate, or mentally defend. Successful Focus grants advantage on the next relevant action.
Perception5 MotivationReveal hidden information through the action.
Resolve5 MotivationHarden 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.

SkillCostRule
ConsumeFreeEat, drink, channel a Crystal Shard, meditate, or absorb something into the body.
Drain5 MotivationExtract something from the target. Deal 1 damage ignoring AP and heal yourself for the same.
Darkness5 MotivationRemove light and visibility around the action.

Strike: Dexterity Learned

Strike is hitting something.

SkillCostRule
StrikeFreeDeal weapon damage to a target. Most basic attacks use Dexterity.
Precision5 MotivationIgnore AP. Against Contractors, exclude the ignored protection from the AP calculation for that hit.
Momentum5 MotivationAttack and move in one fluid action.

Conceal: Dexterity Learned

Conceal is hiding, deceiving, and controlling what others perceive.

SkillCostRule
ConcealFreeHide yourself or an object from detection.
Silence5 MotivationMake the action undetectable by sound.
Deception5 MotivationCreate a false alternative reality for observers.

Exert: Constitution Learned

Exert is applying raw physical force.

SkillCostRule
ExertFreeShove, break, force, tackle, power swing, or apply brute strength.
Fury5 MotivationDouble effect on success. On failure, attacks against you have advantage until your next turn.
Sweep5 MotivationSpread the effect across all valid Adjacent targets.

Shape: Constitution Learned

Shape is making, fixing, and modifying physical things.

SkillCostRule
ShapeFreeManipulate materials, repair gear, restore quality, improvise tools, patch equipment.
Improvisation5 MotivationWork with whatever is available. Results are temporary.
Enhancement5 MotivationAdd 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.

SkillCostRule
ChannelFreePush steady energy through hands, staff, weapon, or body.
Fire5 MotivationAdd heat and combustion.
Frost5 MotivationAdd cold and ice.

Surge: Intent Learned

Surge is sudden, volatile energy.

SkillCostRule
SurgeFreeRelease a burst: tremor, pulse, shock, sudden force.
Lightning5 MotivationAdd electrical force. Ignores metal armor AP.
Gale5 MotivationAdd kinetic wind force.

Mend: Spirit Learned

Mend restores living bodies.

SkillCostRule
MendFreeHeal 1d5 Current HP or stabilize injuries.
Vitality5 MotivationRestore 2d5 Current HP or remove one non-Maimed Wound.
Purifying5 MotivationRemove 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.

SkillCostRule
CommuneFreeInspire, communicate, read nature, connect with animals or allies.
Inspiration5 MotivationAll allies in range regain 2 Motivation on success.
Growth5 MotivationUse or command plant life if natural material is nearby.

Master Modifier Reference

ModifierHome TreeStatUniversal Meaning
SpeedMoveDexterityAdd a free Move to the action.
EvasionMoveDexterityAvoid exposure or follow-up trouble on success.
PrecisionStrikeDexterityBypass defenses and protections.
MomentumStrikeDexterityFuse the action with forward motion.
SilenceConcealDexterityMake the action undetectable by sound.
DeceptionConcealDexterityCreate a false alternative reality.
FortitudeBlockConstitutionGuarantee bracing, resisting, holding, enduring, or blocking.
ProtectionBlockConstitutionRedirect action to shield an ally.
FuryExertConstitutionDouble effect on success, expose self on failure.
SweepExertConstitutionSpread action across targets in reach.
ImprovisationShapeConstitutionUse available materials temporarily.
EnhancementShapeConstitutionImprove existing target with a property.
PerceptionFocusIntentReveal hidden information.
ResolveFocusIntentProtect concentration and sustain effects.
FireChannelIntentAdd heat and combustion.
FrostChannelIntentAdd cold and ice.
LightningSurgeIntentAdd electrical force.
GaleSurgeIntentAdd kinetic wind.
DrainConsumeSpiritExtract something from the target.
DarknessConsumeSpiritRemove light and visibility.
VitalityMendSpiritRestore HP or remove a wound.
PurifyingMendSpiritRemove a negative condition.
InspirationCommuneSpiritBolster allies.
GrowthCommuneSpiritUse or command plant life.

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