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Tactics

About

Tactics are minor actions, abilities, or talents that add flavor and interest to your character. They may be used out of combat or in combat as a minor action, but provide no combat benefits.

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Learning Tactics

In order to learn a Tactic, characters must have at least 3 of the appropriate Attribute (Dexterity, Stamina, or Strength). They learn their first Tactic at level 3, and their second Tactic at level 6. Characters may know a maximum of two Tactics (or more by acquiring special magic items).

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Tactics in the Lore

Tactics are usually tricks, flourishes, or other simple actions. Characters who know a tactic might be masters of martial ability or simply ordinary folk who have a cool gimmick. Regardless, learning a Tactic requires a good reason. Learning a new Tactic takes a few weeks of practice.

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Scrolls

Unlike Cantrips, Tactics cannot be inscribed on scrolls and used by anyone.

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Making Your Own Tactics

If your character has a particular type of physical ability that isn't well-represented in the list of Tactics, work with your Storyteller to create a new one. In general, Cantrips should not mimic the effects of Skills, Passives, or Tier Abilities and instead be oriented around performing an unusual, interesting, or unique action. They are not reactive. Custom Tactics must be tangible, proactive actions.

Tactic List

General Martial Tactics

You may learn one of these Tactics if you have 3 Strength, 3 Dexterity, or 3 Stamina.

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Create Makeshift Weapon
You have an unusual penchant for improvisation. Using the materials around you, you patch together a longsword, dagger, or hammer that lasts for at least one combat encounter.

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Healing Herbs
You are accustomed to making poultices and natural remedies. Anywhere in the wilderness, you can use this ability to provide aid and comfort to a wounded character. Your healing herbs qualify as bed rest required to heal a Lingering Injury, but allow the wounded character to continue partaking in light physical activity like walking and riding mounts.

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Iron Lungs

You can hold your breath for up to ten minutes without any difficulty.

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Shieldwall
You use your shield to cover someone or something, granting it a +2 bonus to Defense. (Req. shield)

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Steely Intimidation
You draw your weapon and make a show of your martial prowess, gaining a +5 bonus to Intimidation checks.


Swashbuckling
You can leap from mast to mast, balance on the bowsprit, or scuttle up the shrouds of a ship with practiced ease. You automatically succeed any check made to perform acrobatics on a sailing ship.

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Strength-Based Tactics
You may learn one of these Tactics if you have 3 Strength.
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Agile Runner
You’re accustomed to balancing and climbing precarious surfaces. You run up a vertical surface without making a Climb check for the first 15 feet.

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Barrel the Fish
You initiate a grapple check against up to 4 adjacent targets, and can maintain grapples on up to four targets at once.

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Bowling Ball

If you choose to move at half-speed, you can brace yourself and charge through a legion of enemies, shield wall, crowd, or any other densely packed group of people and scatter them in every direction. Your charges push others out of the way.

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Pugilist’s Power
You can karate chop, punch, or otherwise break through some materials that would otherwise be impossible with your bare hands, including thin stone slabs or wooden doors.

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Rage
You scream a guttural sound and momentarily enlarge in size, immediately shredding any clothing, armor, or items you are wearing including padlocked shackles or bonds of any kind. Roll Strength checks with Advantage until the effect ends, at which point you shrink to your normal size and spend a few moments recovering.

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Skullbash
Headbutt a grappled foe to instantly knock them unconscious if they are below 20 hit points.

 

Vertical Leap
Instantly jump 5 feet vertically.

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Dexterity-Based Tactics
You may learn one of these Tactics if you have 3 Dexterity.
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Cat Burglar’s Cloak
You are an expert at keeping yourself and a partner safe. You allow one other target to use the result of your Stealth checks, so long as you remain in melee range of them.

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Eldritch Aim

After throwing a projectile or firing an arrow, you may change its trajectory once, allowing you to fire around corners or over barriers.

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Fast Hands

Weapons on your person can be drawn instantly without spending a Minor action, even if you were wearing them on your back, or hiding them in your boot, or were tied up and couldn't possibly have reached them.

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Flourish
You are practiced at feats of showmanship with weapons. You complete a simple performative act like swallowing swords or juggling daggers, and automatically succeed as if you’d rolled a natural 20.

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Instant Getaway
You immediately disentangle yourself from a net, knotted rope, wire, or chain bindings as long as there is no padlock present.

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Rooftop Runner
You jump from one rooftop to the next, using your Dexterity Attribute instead of Strength.

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Stealth Takedown
Choke a grappled foe to instantly knock them unconscious if you grappled them after a successful Stealth check.

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Trained Tumble
You are remarkably graceful. If you tumble, take no falling damage from leaps or falls of 30 feet or less. If you fall from higher up, you take only half damage when you land.

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Trick Shot
Whether through uncanny reflexes, remarkable luck, or exquisite skill, you always hit a bullseye with arrows or other projectiles as if you’d rolled a natural 20.

© 2023 by Victoria McKinnon

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