Dungeoneer

Dungeoneer

"There are worlds under our feet, whole worlds, and you will never see them. Or at least not survive seeing them. Not without my help. Back on Earth, spelunking was just dangerous. Here it's lethal, even for the experienced. Going deep into the Krubera Cave was lonely, but under the surface of Arianth, you are never alone. That's someone's home you are tromping through, and believe me, they know you are there.

"Luckily, lots of the advice you'd get on Earth apply here: have a plan, know where to enter and where to leave, bring light and equipment, and stay with the group. The right equipment might be a sword and a wand, your way in might be a magical gate, but you stay with the group because the goblins don't like tresspassers."

Erika Quinn, former holder of the world depth record (Earth)

Dungeoneer Skills

Caves and Ruins 0 CP

You gain Weapon as an attack trait for melee and missile attacks, Earth as an attack trait, and Craft and Shadow as flavor traits.

Trap Spotter 2 CP (Once per event)

Once per event you may call out “Avoid” to negate the effect of any one trap. This does not prevent the destruction of the contents of boxes, only harm to yourself.

Equipment Method: Borrowed Tools 2 CP

Your powers take the form of limited magic items, pouches of healing herbs, or other handy consumables. You may own up to three such items, and must have at least one on you to use your powers. When you use a power, add “With this (item name)” to the beginning of the effect call.

Monster Lore 3 CP

Three times per battle, when the target of one of your attacks responds with a “No effect” or “Spirit” defense, your attack and any associated endurance costs are not expended.

Read Ancient Script 2 CP

You have learned to read the ancient writings found in many ruins, caves, and monuments all over Ariath. You may also translate these writings and write them in plain language for others to read.

While the Getting’s Good 2 CP

When a guide leads you through the Paths to a destination, or when you lead a group to a destination with the Excursion skill, you are able to safely return. You may lead yourself and any number of people who accompanied you on your journey back to town, so long as you return promptly by the same route you took.

This skill will not open gates or allow you to bypass other obstacles on your way back, and will only help you on the Paths.

Excavation Planner 3 CP (Once per event)

Your knowledge of ruins and the underground is literally life-saving. While in a place where there is a roof between you and the sky above you, your time to bleed out is increased to two minutes. In addition, once per event you may call out “By my voice, ambient Stabilize by Luck.” If you have a Community trait, you may instead call “By my voice, ambient Stabilize to (Community trait) by Luck.”

You may use this voice effect even if you are unconscious or dead, so long as you have not yet become a spirit.

Nimble 2 CP (Three times per battle)

Up to three times per battle, you may expend a point of Endurance to negate the effect of stepping on a dangerous section of floor by calling “Avoid.” This skill will not protect you from effects caused by moving through barriers, and you cannot use it if both feet are on dangerous flooring at the time.

Weapon Master 5 CP

You are skilled in all one-handed and two-handed melee weapons, and all melee weapon styles listed under Open Skills.

Luck 2 CP (Once per event)

Sometimes fortune favors you when your life is in danger. When you are about to bleed out, you may instead become stable. No effect call is needed for this skill, and it can be used while Stricken.

Excursion 4 CP

(Requires 3 skills in this theme.)

With enough time, you may be able to find a way through the Paths to a remote location. Between events, submit a planned destination to plot. Success is not guaranteed, but the more you know about your destination, the more likely you are to find a way. You may need to pay your sources of information with coin, gems, or other valuables, and if you fail to provide all that is asked of you, the directions you get may be unreliable or deceptive.

Be warned that finding the place you’re looking for is one thing, and surviving the trip is another. This skill gives you no information about dangers at your destination, or your chances of leaving intact.

This is a between-events skill. You may only use one such skill after each event you attend.

Preparation 2 CP (Once per event)

(Requires 3 skills in this theme.)

Once per event call out “With [Heroic Quality,] Refresh (skill name) by Craft” to refresh one per event skill.

Canny Deflection 5 CP (Once per battle, 1 endurance)

(Requires 5 skills in this theme)

Once per battle, call “Parry” to negate a melee, missile, packet, or firearms attack.

Cave-In [Epic]

When things are looking bad, sometimes all you need is a moment’s respite to turn things around. If you’re canny enough, you can create one by exploiting a weak spot in a cavern or structure.

Once per event, while in a place where there is a roof between you and the sky above you, you may call “To the room, Agony by Earth.” You must take the effect also, and you cannot use a defense to negate or purge it.

Refuge [Epic]

Four times per event, you may touch an ally (not yourself) with a packet and call "Imbue Safe Place." This will allow the recipient to rest once to refresh Per Battle skills, as though they were in a Safe Place. In addition, you may also use this ability once per event on yourself.

You may not use other skills to refresh uses of Refuge.