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Ability Schools / Sentinel

Sentinel

Sentinels are stalwart guardians, focused on protection and endurance. They create space, absorb damage, and provide solid front-line control. A Sentinel excels at holding the line and turning defense into opportunity.

School Mechanic:

You generate Barrier for every AP you spend on your turn (Maximum 2 times your END). You can spend 1 RP to grant your Barrier to a character within 10 feet of you, lasting until the start of its turn.

When you have Barrier, Sentinel abilities cost 1 less RP.

Flow Generation:

Gain 1 Flow when you are the target of an attack.


Signature Point Generation:

Gain 1 SP for every 3 RP used.

Sentinel Abilities:

Body Shield

Category: Physical
Attribute: STR
Cost: 2 RP

Goal to Learn: Use Guard while grappling a hostile character 20 times.

Description:


While grappling a character, you can interpose it between yourself or an adjacent ally and an incoming attack or ability. The grappled character becomes the new target of the triggering effect.


The target of the body shield gains resistance to the damage of area effects.

If the grappled character is reduced to 0 HP by this effect, you may choose to release the grapple as part of the Reaction.


Prerequisites: Grappling, Guard

Bullet Catcher

Category: Physical
Attribute: AGI
Cost: 1 RP

Goal to Learn: Use the Defend reaction when targeted by a ranged weapon attack 30 times.

Description:


Whenever you are the target of a ranged weapon attack, you gain a +1 bonus to your max GP for that attack. If the attack misses or fails to reduce your GP to 0, you can catch the weapon or ammo. This bonus increases by +1 for every 3 points of AGI you have.


Prerequisites: None

Bullet Proof

Category: Physical
Attribute: AGI
Cost: 4 RP
Recharge: 9-10

Goal to Learn: Use the Evasion reaction when targeted by a ranged weapon attack 30 times.

Description:


Until the start of your next turn, the Defend and Evasion reactions require no RP when you are the target of ranged attacks. Whenever you are the target of ranged attacks, you gain a +1 bonus to both Defend and Evasion rolls for every 2 AGI you have.


Prerequisite: Bullet Catcher

Counter

Category: Support
Attribute: INT
Cost: 3 RP
Recharge: 11–12

Goal to Learn: Interrupt or stop an ability 5 times.

Description:


When a character within 30 feet that you can see activates an ability, you can interrupt it. The target must succeed on a Contested Roll. On a failure, the ability is canceled, and its cost is still spent. This ability cannot be used to counter Signature Abilities unless it is used as a base for a Signature Ability.


Prerequisite: 3 Sentinel Abilities Learned

Disarm

Category: Physical
Attribute: —
Cost: 1 RP

Goal to Learn: Successfully disarm an attacker 10 times using this ability. While this goal is set, you can use this ability. Roll a d10. On a 6–10, the ability activates.

Description:


Whenever you are the target of a weapon attack while in melee range, you can attempt to disarm the attacker. Make a contested Athletics or Security roll against a DR equal to the Target's AGI + its Weapon proficiency level. On a success, you take the weapon from them and take 0 damage from the attack. 


If the character is wielding more than one weapon during the attack, you take the one it is using to make the attack.


Prerequisite: None

Draw Fire

Category: Support
Attribute: CHA
Cost: 2 AP

Goal to Learn: Successfully affect 30 targets with this ability. While this goal is set, you can use this ability. Roll a d10. On a 6–10, the ability activates.

Description:


A number of characters within 30 feet of you must make on a Contested roll. On a failure, you become the target for any attacks or damaging abilities the character uses on its next turn. 


Characters must be able to see or hear you to be affected by this ability. This ability affects 1 character for every 3 CHA you have.


Prerequisite: None

Guard

Category: Support
Attribute: —
Cost: 1 RP

Goal to Learn: Protect allies with this ability a total of 15 times. While this goal is set, you can use this ability. Roll a d10. On a 6–10, the ability activates.

Description:


Whenever a character within 5 feet of you is the target of an attack or damaging ability, you place yourself between them, becoming the new target. 


If you use the Evasion reaction to avoid the attack or ability, Guard is nullified, and the original target becomes the target again.


Prerequisite: None

Guardian Field

Category: Warper
Attribute: END
Cost: 3 AP
Recharge: 9–10

Goal to Learn: Hold a choke point 5 times, preventing characters from moving past you.

Description:


You create a shimmering energy field on a flat surface within 30 feet. The field forms a 5 ft radius, 10 ft tall cylinder that lasts until the start of your next turn.


When a character enters or ends its turn inside the cylinder, they must make a Contested Athletics or Resilience Roll.


On a failure, it takes Bludgeoning damage equal to your END and its pushed to the outer edge of the cylinder.


The area is considered difficult terrain for hostile characters.


Prerequisite:  Zone Denial

Harden

Category: Support
Attribute: END
Cost: 1 RP
Recharge: 5-6

Goal to Learn: Take HP damage 15 times in a single combat.

Description:


You gain the Hardened state. This state lasts for a number of hits equal to your END.


Prerequisites: None

Heel Plant

Category: Physical
Attribute: END
Cost: 2 RP
Recharge: 5–6

Goal to Learn: Resist forced movement 10 times.

Description:


When a character or object moves before hitting you, you may use this reaction to dig in and halt your position. 


You become immune to any effects that would force movement and reduce the number of damage dice it rolls by your END before you take damage. 


If the damage would come from an object, such as a vehicle or building, the damage rebounds back. Roll double its original damage dice. The object takes that damage.


Prerequisite: 2 Sentinel Abilities Learned

Life Well

Category: Support
Attribute: END
Cost: 1 AP
Recharge: 9-10

Goal to Learn: Heal yourself a total of 10 times using this ability. While this goal is set, you can use this ability. Roll a d10. On a 6–10, the ability activates.

Description:


You regain 1d10 HP. You regain an additional 1d10 HP for every 3 END you possess.


Prerequisite: None

React

Category: Link
Attribute: —
Cost: —

Goal to Learn: Use a total of 100 RP throughout any number of combat encounters.

Description:


The AP cost of the primary ability becomes an RP cost while combined with this ability. 


You must designate a trigger for the combined Primary to be used as a reaction. You can change this trigger after finishing a long or short rest.


Prerequisites: None

Zone Denial

Category: Physical
Attribute: —
Cost: 3 AP
Recharge: 9–10

Goal to Learn: Prevent a character from moving 10 times.

Description:


You create a 5-foot radius zone around you. Until the start of your next turn, you can make one attack against any character who attempts to enter or move within this area, moving to them if needed. On a hit, the character stops moving and loses the AP spent.


Prerequisites: 2 Sentinel Abilities Learned

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