| Actions |
| Arsonist | 2 | 6 | DEX | 0 | Action | 1d6+2 | |
| Charm | 1 | 4 | CHA | 0 | Action | 1d4+1 | Attempt to persuade another creature to your will. |
| Comfort | 1 | 4 | CHA | 0 | Action | 1d4+1 | Makes humanoid creatures feel better |
| Find Traps | 1 | 6 | WIS | 0 | Action | 1d6+1 | Find any traps within your area |
| Firebolt | 2 | 4 | INT | 2 | Action | 1d4+2 | Shoots a mote of fire at an enemy. On a hit, the target is dealt the normal damage and is also set on fire; targets on fire receive an explodable d4 of damage every turn until it takes an action to put itself out. |
| Frightsaber | 1 | 8 | STR | 0 | Action | 1d8+1 | On hit, causes DC 4 Fear, opposed by Resist Magic. |
| Heal | 1 | 4 | INT | 2 | Action | 1d4+1 | Heals 4 HP. |
| Identify | 4 | 4 | INT | 0 | Action | 1d4+4 | Can determine the name and description of a target or item. For creatures, also shows race, class, and level. |
| Kayfabe | 4 | 4 | CHA | 2 | Action | 1d4+4 | Non-crawlers will "commit to the bit" on whatever your narrative is. This could include believing you about the nature of a situation they just encountered, buying a story about something in the past, or even "heel-face turns" to temporarily recruit enemies. More unlikely bits might require a check or some MP, or both, to put into motion. |
| Mechanics | 1 | 4 | INT | 0 | Action | 1d4+1 | |
| Melee | 1 | 8 | STR | 0 | Action | 1d8+1 | A standard, unarmed strength-based attack. |
| Rebar | 1 | 8 | STR | 0 | Action | 1d8+1 | Metal rod go whack |
| Rifle (Marksmanship) | 1 | 6 | DEX | 0 | Action | 1d6+1 | Long Range Pew-Pew |
| Status Report | 1 | 4 | INT | 2 | Action | 1d4+1 | Provides the HP, MP, highest and lowest attributes of a target creature. Contested by Resist Effect. |
| The People's Elbow | 2 | 8 | STR | 3 | Action | 1d8+7 | A powerful diving elbow attack. When making contact with the ground or a target, a fireball explodes in flames in a 20ft sphere from where the elbow meets the ground. Additionally, for each 10ft of height you drop from when using this skill, you'll take 1 damage, but also expand the impact radius by 5ft, and deal an additional 2 damage to affected targets. |
| Thunderstick | 2 | 6 | DEX | 0 | Action | 1d6+2 | Lobs a stick of dynamite that immediately explodes on landing within a 10ft radius. All creatures caught within radius must oppose. |
| Vibe Check | 1 | 6 | WIS | 0 | Action | 1d6+1 | Take a social read of the situation |
| Wrasslin | 2 | 8 | STR | 0 | Action | 1d8+2 | Chokin' people out, armlocks, etsetra. But like, fightin', not fuckin' ('less you payin'). Applies the <grappled> condition contested by a target's dodge. |
| Bonus Actions |
| Shared Sight | 2 | 6 | WIS | 2 | Bonus Action | 1d6+2 | Allows you to perceive something through another wearing a matching friendship bracelet |
| Tag Out | 1 | 6 | DEX | 0 | Bonus Action | 1d6+1 | Swap locations with anyone in your party within range. On an explosion, you can move an additional 4 squares in addition to your movement. |
| Reactions |
| Dodge | 2 | 6 | DEX | 0 | Reaction | 1d6+2 | Evade attacks. Add skill value only to contested rolls when attacked. Cannot be used with Endure. |
| Get Down Mr. President | 6 | 6 | DEX | 0 | Reaction | 1d6+7 | Can choose to receive the damage for an ally within 1 square of yourself, reducing the damage by the amount rolled. Any additional damage is dealt directly to you. |