Strife Specibi, Armor, and Accessories

Every character begins play at level one knowing how to use one strife specibus. They also have their armor, or wardrobe. Both start at Tier 0.

On the Mechanics tab, you can choose what two stats the armor uses when calculating your Armor Class. Maybe you’re fast and smart and you use your DEX and INT to avoid blows. Or you’re hearty like an ox and wise like the owl, and you use CON and WIS. Or you’re strong and gorgeous and the world hates to see you marred, so you use STR and CHA. The only limitation is that only Sentinels can choose Constitution as one of their two stats.

Your AC is equal to 10 + the average of your chosen two stats’ mods + your wardrobe’s tier, but no worries, the sheet automatically calculates this for you!

You then have accessories. These are trinkets, decorations, and other things that your character carries on them. Your character can start with any number of accessories at Tier 0, though you should think twice about wearing three pairs of glasses.

Strife specibi come in many shapes and varieties. Every specibus is marked with certain tags to help identify how they work (which we will quickly cover below). Each specibus has a number of unique abilitechs, which come in several varieties.

  • Basic Abilitechs are fundamental to the given specibus: everyone knows how to use them. A basic abilitech’s name is listed in bold.
  • Special Abilitechs are more specialized trick with a specibus; martials begin play with all of their special abilitechs known, but hybrids have to learn them and psions can’t use them at all.
  • Certain abilitechs aren’t tied to a specibus. These typically come from Steps in PnP.

To use an abilitech with a specibus, expend the type of action listed (such as a major action or minor action). For an attack roll, you then roll a d20 and add your Proficiency (P) and the specibus’ associated Stat Modifier. If your attack hits, roll damage according to the listed damage for that attack.

Speaking of hands, a specibus may be held in either one or two hands when attacking, and will be marked according to how many hands are required.

But some weapons are versatile, meaning you are able to use it with one hand (damage values listed assume such), or switch to using both to increase the damage of your attacks by one die step.

There is also the occasional double weapon, which is a specibus that has two pieces held in each hand, which are generally used together for combo attacks. These require two hands to wield, but unlike a two-handed weapon it is possible to drop one half of a double weapon to free a hand and continue fighting, but you cannot combo (by itself; you can still combo if your other hand has a combo specibus or is free to use a combo subpower) or use any special abilitechs with only half of the specibus.

Specibi fall under one of three broad categories.

  • Melee Specibi are primarily useful for up close and personal fights.
  • Ranged Specibi will always use Dexterity (DEX), and are useful at a normal range (listed in the specibus itself), and a little less useful when extended to their maximum range (this is called their long range, not all ranged specibi have this) and adjacency (within 5 ft.). If making an attack at long range or adjacency, you roll at disadvantage to hit.
    • Thrown Specibi are much like ranged specibi, only they do not suffer from disadvantage at certain ranges, and might be used with Strength (STR) instead. However, they tend towards a much shorter range.
  • And Special Specibi are the snowflakes that do not fit well into the above two groups for one reason or another. It either mixes melee and ranged attacks to not fit into the melee or ranged categories, has a large abilitech list but some of the abilitechs provide support and utility than damage, or the specibus is another being in its own right!

And they can have certain tags about them.

  • Brutality always utilizes your Strength (STR) modifier.
  • Finesse allows you to choose between STR and Dexterity (DEX).
  • Esoteric always utilizes whatever modifier is listed for it.
  • Reload specibi requires ammunition (which you are considered to keep in ample supply, no worries!) and can hold a certain number of rounds/charges. You cannot use an abilitech that expends ammo if you do not have the ammo to spend; once all rounds have been expended, the specibus must be reloaded to continue attacking.
  • Combo tagged abilitechs (or subpowers!) allow for combo attacks, allowing you to make a combo attack as a major action, then another as a minor action. This minor action attack’s damage roll doesn’t add any listed stat mods to damage. Combo attack abilitechs are italicised.
    • If you make two abilitech combo attacks, you make them with each hand, requiring you to have the appropriate weapon in each hand, with two halves of a double weapon in your hands, two copies of a one-handed specibus in your hands, or a two-handed specibus.
    • If you make two subpower combo attacks, you must do so with both hands free to use the power (or powers, if you roll that way). However, the damage from combo subpowers ignore the +1 die size for wielding a versatile power with both hands.
    • Yes, you can mix abilitech and subpower combo attacks together, just have a combo weapon in one hand and the other hand available to use the combo subpower.
  • Cache tagged specibi also require ammunition to use most or all abilitechs, but these cannot be restored during strife once they are spent, instead replenished during a short rest (you are able to replenish your cache, you do not have to tediously scrounge for supplies).
  • Control tagged specibi have a control radius in which the specibus can act (and do not act if taken out of this range); rideable specibi like bikes and controllable specibi like puppets fall into this category. They move on your turn as you will them, but cannot perform any other actions without you. You’ll notice your abilitechs specify that your minion is the one doing them, but just as you would roll to hit with a sword or roll to grapple with a whip, you provide any rolls on your minion’s behalf.
    • All control specibi count as minions while in use; more specifically, they count as allies while in use, for certain Steps and other abilities that might rely on this. However, this specibi also comes with its own hit points; if it is reduced to 0 HP, it is rendered unusable and requires a short rest to restore to full HP.

Phew! Did you catch all of that? Good! Remember, everyone (usually…) gets at least one! Your character begins play with one T0 weapon allocated to each specibus, the details of which are up to you to describe. If you need more than two spaces, or you have a psionic power that needs more room, you can unhide it on the left of the sheet!