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Skills And Doctrines

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Level One (1 Turn 2D10)

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detect threat : Through your training, you become wary of your surroundings and have the capability of telling if the person in front of you is ill-intentioned.

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Detects intentions of another character unless target uses ''Fast-Talker''. Then you roll 2d10 vs their 2d10 to determine success or failure.

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Body search : Hours of guard duty has sharpened your senses to find hidden armaments and illicit objects.

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Detects Weapons and objects in a single person's possession. Unless target uses ''Conceal object'' then you roll 2d10 vs their 2d10 to determine success or failure.

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Voice of Authority : You are a man in armor, people listen to you

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Attempt to convince another person to do any peaceful action you say. Roll 2d10 to determine success or failure.

 

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Level Two (2 Turns 3D10)

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Heavy blow : Gather your strength into a more accurate and penetrating attack.

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Hit your enemy hard, increasing your likelihood of breaking through their defence. Roll 3d10 against your enemy.

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Shield Wall : Ready your shield or large weapon and take on a protective positioning.

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Take on a defensive stance, for two turns you roll 3d10 for all defensive actions.

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Assume formation : Through discipline, you know how to form an efficient combat formation with your fellow infantrymen gaining you a benefit in the field depending on how many others you form up with.

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Fall in line and form up with fellow infantry doctrine users. Gain a passive bonus for each person taking formation.

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2 in formation = +1d10 offence (+1d10 defence from ''Fortify Formation'')

4+ in formation = +1d10 offence (+2d10 defence from ''Fortify formation'')

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Level Three (3 Turns 4D10)

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Overwhelming charge : Gather ALL your strength into a savage and brutal attack that will likely devastate your enemies defences and damage them severely.

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Run down your foe and punish them severely. Deal 4d10 on your attack roll and inflict 2 HP of damage if your attack hits.

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entrenchment : The land is your tool. Dig yourself into the surroundings to ready a defensive effort against the enemy.

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Dig in to an impenetrable defensive position. Gain 2d10 to defensive rolls for three turns.

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Fortify Formation : Disciplined soldiers know the importance of bolstering morale as they go into formation. With this ability, you give additional support to a formation already in action. When this skill is used, you automatically join into the formation.

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Support skill. Enhance defence of any formation active and join the line. See ''assume Formation'' for details.

 

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Infantry Doctrine

Skirmisher Doctrine

 

 

 

Level One (1 Turn 2D10)

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Conceal object : Through your knowledge of subterfuge and getting items in that are not meant to be found whether you employ wit or hidden pockets, successful use of this skill will make others around you none the wiser to the hidden object.

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Hide : A good skirmisher is a skirmisher that learns to conceal themselves from their opponents today so that they may fight tomorrow. When successfully used, this skill will allow you to hide from your enemy. However, you may not move, use any items nor speak while this skill is active.

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Fast-talker : With a silver tongue or through other means, you are able to talk your way out of a tight situation. If this skill succeeds you are able to distract or misguide the attention of another to look the other way.

 

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Level Two (2 Turns 3D10)

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Crippling Attack : You are well on your way into becoming a legendary sharpshooter. Your aim becomes steadier and your breathing technique is not nearly as shaky anymore. If you prove successful, your next arrow or attack, if it lands may inflict a wound which limits your enemy's mobility.

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Camouflage : A good skirmisher as well as any spy knows the importance of remaining undetected while operating in the field. With this skill, you must not be noticed but if you succeed you are able to both move and interact with objects undetected.

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Study weakness : Through your combat or hunting experience, you have grown to develop a keen eye for your targets weaknesses which, if used correctly will give you a tactical edge.

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Level Three (3 Turns 4D10)

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Devastating Precision : A very well aimed attack targeting your opponent's vitals. A successful hit will yield painful and accurate results.

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Smoke bomb : Disappear in plain sight. The escape artists trademark. This skill will allow you to flee and hide from any ongoing conflict.

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Apply poison : Knowledge of poisonous substances allows the skirmisher to coat their weapon or ammunition with a potent poison.

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Tactician Doctrine

 

Level One (1 Turn 2D10)

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Assign orders : You give orders to your allies to improve their effectiveness in combat. Your orders improve their defensive capacity.

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Search Area : Counter skill against skirmishers. Conduct a quick search of the immediate surroundings. If anyone is hiding nearby, you may potentially discover them.

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Boost morale : Whether through words of encouragement or threats of severe consequences, you bolster the morale of your fellow combatants.

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Level Two (2 Turns 3D10)

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Defensive position : Order your allies to take on a defensive readiness. This skill will make all friendly combatants more resilient to being damaged.

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Secure Area : Counter skill against skirmishers. Make a thorough search of the area employing techniques learned from long and vigilant watch duties. You have the opportunity of discovering not only hidden agents with higher efficiency but a chance to uncover camouflaged intruders as well.

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Warcry : Shout or rally your allies to ready them for an offensive initiative. This skill will make all friendly combatants more likely to hit the enemy.

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Level Three (3 Turns 4D10)

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At my command! : Cry out orders for your troops to take defensive measures and only strike at your command. This skill will increase the defence of your allies for an extended period of time.

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Inspiring Presence : Encourage your allies to embody a strategy of both offence and defence for a time. This skill will give a longer boost to attack and defence to all friendly combatants.

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Battle Rhythm : Get into the rhythm of true combat. You set the standard for a high pacing and show the way for a deadly offensive. Allies who benefit from your use of this skill will receive a strong boost to their attack for a longer time.

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Medicus Doctrine

 

Level One (1 Turn 2D10)

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Diagnose : Through your medical training, you are able to determine the cause of pain, suffering or disability in your patient.

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Lesser cure : Administer a weak curative to help alleviate status effects or impairments from a single ally.

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Calming presence : Serene by nature, you have the ability to talk sense into people when it is time to fight and time to hold back. With this skill, you may be able to hinder combat from breaking out.

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Level Two (2 Turns 3D10)

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Treatment : Using your medical knowledge and supplies, you are able to treat and tend a lesser wound in the field. This can be done in the heat of battle but requires a steady hand.

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Cure : Prepare and use a more powerful curative to counter more severe debilitations and status effects on a single ally.

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Elixir : Increase a single ally with an attribute boost. This skill can be useful in as well as out of combat.

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Level Three (3 Turns 4D10)

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Field Surgery : The horrors of war are many but you have the miraculous power to turn them around. This skill allows you to heal an ally for more health but you must keep a steady hand through the entire procedure.

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Exotic Powders : Boost a single ally with a substance that increases one attribute with a more significant effect. This skill can be useful in as well as out of combat.

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Use Smelling Salts : Scatter a curative dose of smelling salts that affects all your allies and cures them of status effects.

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Magus Doctrine

 

 

 

Level One (1 Turn 2D10)

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cantrip : Cast a simple spell providing a single effect of a selection of different magics.

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Detect Magic : Sense the weave of magic nearby. Making you aware of magical devices and spells in effect in your closeness.

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Telekinesis : Use an object in your surroundings as a weapon or bring an object to yourself a short distance away.

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Level Two (2 Turns 3D10)

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Spell : Cast a more sophisticated spell providing effects depending on which one is cast.

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Divination : Use this ability to be able to see what lies ahead of you such as in a room you have yet to enter, an item that used to belong to someone to determine what happened when they last held it.

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Invisibility : Turn yourself or another person invisible through magic. While this may fool your average guard, other magi will not be so easily deceived. Keep in mind that any items you pick up that were not on your person at the time of casting will be completely visible and you still generate noise.

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Level Three (3 Turns 4D10)

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Advanced Spell : Cast the most complex of spells with effects to match depending on which spell you chose to perform.

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Bestow/Lift Curse : Inflicts or undoes a lasting curse which reduces a single person's attributes.

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Polymorph : Alter your own appearance to be indistinguishable from another creature. You must know what the creature looks like in order to use this spell. Your physical form will become that of your chosen life form as if it was naturally so. This spell lasts for a long time.

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© 2018 Draconeum by Francois Gryson

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