Nomad

Nomads are attuned to the pulse of the environment. They travel with a close companion, strengthening alongside them. Their partner could’ve been bonded with them through a life changing encounter, or even been destined since birth. Their connection grants them a synergized set of skills that make them a dynamic duo.

Camaraderie

Core – Nomad Trait

You are joined by a companion detailed in a Nomad discipline, which shares your turn in the turn order. 

Your companion follows your vocal command and may act independently of you, should you be unable to command it.

Actions you acquire with the Companionship property can only be performed by your companion, using the companion’s own stats and resources to perform it.

In addition to its core trait, Camaraderie, the Nomad archetype features the following traits, which may be prepared to your focus slots:

Name

Tier I – Artisan Trait

Details.

#

Loyal Beast

Midsize Fauna

Hit Points
70 (init.) — 25 (crit.)

Equip Slots
2 (stan.) — 0 (ench.)

Carrying Capacity
10 unit(s)

Weight
20 unit(s)

AC 2 — Mental

AC 12 — Physical

⚡⚡⚡⚡⚡⚡

+4 ⚡AP/turn

+2 — Concentration
+2 — Initiative
+4 — Wayfinding
+0 — Inspiration

Passives

15 — Perception
12 — Stealth
12 — Insight

Speed

9 meter(s)

Hindered

swimming

Hindered

climbing

flying

Resistances

×2

×½

×0

❤︎

Ment. DC

4

Phys. DC

14

Bestial Traits

Tier IFaithful Bond Trait

You may select two Bestial Traits for your Loyal Beast to start with.

At higher levels, your Loyal Beast may acquire additional Bestial Traits, gaining a new trait at level 4, 7, and 10.

CamouflageView Details…

Your companion gains +2 Resolve.

While Hiding, your companion may perform a single non-Discreet action before revealing itself.

If the action requires an Attack Roll and the attack misses, your companion may remain hidden without revealing itself.

GuileView Details…

Your companion gains +2 Intuition.

Your companion is trained to properly wield and don Equipment.

HasteView Details…

Your companion gains +2 Reflex.

Your companion’s first Movement action on its turn costs 0 ⚡AP.

Thick HideView Details…

Your companion gains +2 Strength.

Your companion’s Physical AC is increased by 2.

VenomView Details…

Your companion gains +2 Dexterity.

Your companion’s unarmed Strikes are coated in a potent venom.

On hit, your companion may choose to inject the target with their venom.

As the venom takes its course, the target is Immobilized for a duration dependent on its size:

  • Teeny: 1 minute.
  • Small: 30 seconds.
  • Midsize: 20 seconds.
  • Large: 10 seconds.
  • Giant or Colossal: No effect.

The venom has no effects on characters immune to poison or disease.

Your companion may only use its venom once per proper rest.

WingsView Details…

Your companion gains +2 Endurance.

Your companion has a Flying Speed equal to its Speed.

More to come…

Soulmate

Midsize Apparition

Hit Points
80 (init.) — 10 (crit.)

Equip Slots
0 (stan.) — 2 (ench.)

Carrying Capacity
10 unit(s)

Weight
0 unit(s)

AC 12 — Mental

AC 4 — Physical

⚡⚡⚡⚡⚡⚡

+4 ⚡AP/turn

+4 — Concentration
+2 — Initiative
+4 — Wayfinding
+0 — Inspiration

Passives

14 — Perception
14 — Stealth
14 — Insight

Speed

8 meter(s)

Hindered

swimming

Hindered

climbing

8 meter(s)

flying

Resistances

×2

Ethereal

×½

×0

❤︎

Ment. DC

16

Phys. DC

8

More to come…

Automaton

Small/Midsize/Large Vessel

You may select whether your Automaton is Small, Midsize, or Large.

Hit Points
90 (init.) — 35 (crit.)

Equip Slots
7 (stan.) — 5 (ench.)

Carrying Capacity
15/20/30 unit(s)

Weight
40/80/160 unit(s)

AC 0 — Mental

AC 18 — Physical

⚡⚡⚡⚡⚡⚡

+4 ⚡AP/turn

-4 — Concentration
+3 — Initiative
+6 — Wayfinding
-3 — Inspiration

Passives

13 — Perception
14/7/0 — Stealth
7 — Insight

Speed

9 meter(s)

Hindered

swimming

Hindered

climbing

flying

Resistances

×2

Shock

×½

×0

Poison/disease, Psychic

❤︎

Ment. DC

-4

Phys. DC

14

Wired Connection

Tier IHardware Link Trait

While within reach of your Automaton, as a 1 AP action, you or your Automaton may link together, physically attaching you to one another.

While linked, attacks targeting your Physical AC target your Automaton instead, and your movement is synchronized, making you move with your Automaton and vice versa.

Either of you may unlink as a 1 AP action—you automatically unlink if your Automaton is fully incapacitated.

More to come…