Abilities


Abilities are how you define what your character is capable of. There are six Categories of Abilities you can purchase Abilities from, and they provide your Character with opportunities to do everything from wielding weapons and casting spells to picking pockets and growing wings.

THE ROLE OF ABILITIES

USING ABILITIES

WHAT CAN I DO WITH ABILITIES?

ABILITIES are the skills, combat abilities, magical training, and natural gifts available for your CHARACTER to use during play. They represent everything your CHARACTER can do and provide TRAINING as a way for a PLAYER to define and improve their CHARACTER’s expertise with in-game ACTIONS they take using their ABILITIES.

PLAYERS can use their CHARACTERs’ ABILITIES for…

ROLL TYPE ACTIVITY DESCRIPTION
CHALLENGE Actively using an ABILITY, such as swinging a sword, hiding in shadows, or casting a spell.
POSSIBILITY Using an Ability to determine how difficult an ACTION is, how powerful an obstacle is, or the likely outcome of an ACTION.
SAVE Defending yourself from an unexpected CONDITION using an ABILITY.
  • With no TRAINING purchased in an ABILITY, your CHARACTER cannot participate in a CHALLENGE involving that ABILITY.
  • How much TRAINING you have in an ABILITY determines the type of DIE you’ll roll to represent your CHARACTER’s TRAINING in a CHALLENGE.
  • Your CAMPAIGN TYPE determines the maximum TRAINING LEVEL you can purchase for an ABILITY for a new CHARACTER.

ABILITY CATEGORIES

ABILITY CATEGORIES

The types of ABILITIES your Character can purchase are categorized as below - use this as a guide to determine what kinds of ABILITIES you want your CHARACTER to have.

CATEGORY DESCRIPTION EXAMPLES
SKILLED Abilities which are trained and learned Cook, Debater, Sailor
MARTIAL Abilities which are used in physical combat Weapon Use, Shield Use
ANIMA Abilities which allow Characters to bolster their resolve Defiance, Resolve
GIFTED Abilities natural to a Character’s biology Claws, Sixth Sense, Wings
SOURCE Abilities which allow Characters to tap into magical power Sorcery, Wizardry, Abjuration
SCHOOL Abilities which allow Characters to shape magical power Fire, Life, Psyche

PURCHASING ABILITIES FOR YOUR NEW CHARACTER

HOW DO I GET NEW OR UPGRADE ABILITIES?

The section on PROGRESSION later on will lay this out in more detail, but for building new characters:

ACTION COST DETAIL
BUY NEW ABILITY 4 xp New ABILITIES can be used at the NOVICE Training Level (d4).
UPGRADE ABILITY 4 xp TRAINING Level increases by one for each 4 xp spent as an upgrade.
New CHARACTERS cannot purchase a Training Level higher than the MAX MASTERY of the CAMPAIGN TYPE.

ABILITY TRAINING LEVELS

WHAT DO TRAINING LEVELS DO FOR ME?

Each purchased TRAINING LEVEL (TL) grants a TRAINING ROLL, which the CHARACTER will roll (along with their TALENT ROLL, as defined by their SPECIES) when the CHARACTER attempts to take an action with a given ABILITY - otherwise known as a CHALLENGE ROLL. Ability TRAINING LEVELS and their associated rolls are as follows:

TRAINING TITLE MAX VALUE FOR CAMPAIGN DIE TYPE TOTAL XP
1 Novice DOOMED 1d4 4
2 Apprentice NORMAL / AWAKENED 1d6 8
3 Journeyman FATED / CHOSEN 1d8 12
4 Artisan MYTHIC 1d10 16
5 Master n/a 1d12 20
6 Grandmaster* n/a 1d20 n/a

*GRANDMASTER level of training cannot be bought, and can only be earned during play.

SKILLED ABILITIES

SKILLED ABILITIES

SKILLED ABILITIES reflect skills that CHARACTERS have trained to use. They use MIND as their ruling ASPECT, so any BOOSTS applied to SKILLED ABILITIES will usually consume MIND or LUCK points.

Characters buy an entire SKILL GROUP when they purchase a SKILLED ABILITY for 4XP. Purchase includes a “specialization” where the CHARACTER has their primary proficiency. CHARACTERs can attempt to use their SKILLED ABILITY for SPECIALIZATIONS they do not have, but there will be a penalty of at least one die tier on their TRAINING roll.

ARTISANAL SKILL

Produce a finished good from one or more raw materials.
SKILL EFFECT TN
DESIGN Create a new / novel design for a finished good related to your specialization. Possibility Roll
MODIFY Modify an existing finished good to meet a new need (re-sizing jewelry). Item’s Quality
PRODUCE Craft a finished good using a design, an existing good, or prior experience as your template. Template’s Quality
ASSESS Determine the quality of a finished good related to your specialization. Item’s Quality

SPECIALIZATIONS: Brewer, Bowyer, Carpenter, Cook, Leatherworker, Jeweler, Mason, Smith

ARTISTIC SKILL

Express ideas and emotions based on performance or creation.
SKILL EFFECT TN
PLAN Plan an art piece related to your specialization. Possibility Roll
PERFORM Perform or complete a piece of art you have previously planned. Plan’s Quality
CRITIQUE Determine the quality of a finished work of art related to your specialization Art’s Quality
INSPIRE Use your art to grant others a bonus to their TALENT for their next ACTION. Art’s Quality

SPECIALIZATIONS: Actor, Dancer, Instrumentalist, Painter, Singer, Storyteller

ATHLETIC SKILL

Develop the body to excel when attempting unusual physical feats.
SKILL EFFECT TN
ENDURE Use your athletic skill to produce a long-lasting result, like a marathon. Duration
EXERT Use your athletic skill to produce a forceful result, like a sprint. Force
FOCUS Use your athletic skill to produce a specific and targeted result, like landing on a platform. Difficulty

SPECIALIZATIONS: Acrobatics, Climbing, Equestrian, Running, Swimming, Weights

DIPLOMATIC SKILL

Influence the behavior of others using social tactics.
SKILL EFFECT TN
PROFILE Watch a subject to try to identify their diplomatic strengths and weaknesses Possibility Roll
DEBATE Convince a subject to come to your position by way of logical argument and debate. Target’s Logic
FLUSTER Trip up your subject by forcing them to think on their feet. Target’s Composure
INTIMIDATE Attempt to frighten your target into agreement via threats. Target’s Ego
PERSUADE Use honeyed words and subtle suggestion to sway the opinion of your subject. Target’s Assurance
INFLAME Turn your subject against their allies with implication and doubt, or rally your allies and improve their morale. Target’s Loyalty

SPECIALIZATIONS: Academic, Bureaucratic, Military, Political, Populist, Trade

Note: Diplomacy skills operate against target NPC ratings for Logic, Composure, Ego, Presence, and Loyalty. This is covered in-depth in the pillar discussion on Diplomacy Gameplay.

FORAGING SKILL

Locate, nurture, and harvest useful raw materials based on local availability and personal insight.
SKILL EFFECT TN
DEVELOP Cultivate an area of land to support the gathering of resources Possibility Roll
LOCATE Survey an area to determine what kind of resources might be found where. Possibility Roll
IDENTIFY Examine newly-found resources to positively identify them. Target’s Quality
HARVEST Use your skill to harvest cultivated or discovered resources. Target’s Quality

SPECIALIZATIONS: Fisherman, Herbologist, Lumberjack, Miner

OFFICER SKILL

Command others in a militaristic or organizational structure.
SKILL EFFECT TN
STRATEGY Given a battlefield and assets under your control, create a plan to overcome an enemy. Possibility Roll
LOGISTICS Move critical resources to key positions effectively and efficiently Plan Quality
TACTICS Execute a step from a strategic plan. Plan Quality
ADAPT No plan survives contact with the enemy; Adapting allows an officer to revise Strategy or Tactics during an engagement. Possibility Roll

SPECIALIZATIONS: Cavalry, Guild, Infantry, Irregular, Naval, Ranged, Siege, Volunteer

PROFESSIONAL SKILL

Provide a specific service based on learned training.
SKILL EFFECT TN
ASSESS Given the parameters of a request, determine what tools and resources will be required. Possibility Roll
PLAN Given an Assessment, create a series of steps to achieve the desired effect. Assessment Quality
PREDICT Given an Assessment and a Plan, plan for difficulties and determine the Plan’s likelihood of success Plan Quality
EXECUTE Attempt to complete one of the Plan’s steps, using the tools and materials at hand. Prediction Quality

SPECIALIZATIONS: Alchemist, Animal Trainer, Healer, Hunter, Sage, Scout, Sailor, Soldier

SAGE SKILL

Provide theories and determine probable answers given domain information.
SKILL EFFECT TN
RESEARCH Determine the potential answers to a question given knowledge at hand. Possibility Roll
SYNTHESIZE Given Research results and a complex question, synthesize a limited number of possible outcomes. Research Quality
PREDICT Given Research results and a simple question, predict an answer. Research Quality

SPECIALIZATIONS: Anatomist, Astrologer, Botanist, Geologist, Historian, Linguist, Sage, Theologist, Vexillologist

SCOUNDREL SKILL

Mislead, distract, or trick others into thinking something that is, isn’t, or vice-versa.
SKILL EFFECT TN
PLAN Plan to act within your specialization Possibility Roll
ENGAGE Use your plan to engage in your specialization. Plan Quality
MISDIRECT Ensure a target is looking where you want them to, rather than where they should be. Target’s Composure
OBSERVE Watch a person, place, or thing carefully to note anything unusual. Target’s Subtlety
SNEAK Move so as to avoid notice, whether in shadows, in a crowd Target’s Awareness

SPECIALIZATIONS: Burglary, Confidence, Forgery, Gambling, Robbery

SURVIVAL SKILL

Ability to live beyond the boundaries of civilization.
SKILL EFFECT TN
DOWSE Attempt to find a source of drinkable water. Terrain’s Water TN
HUNT Attempt to find a source of edible food and harvest it using appropriate methods. Terrain’s Food TN
NAVIGATE Attempt to find your way to a specific destination using natural pathfinding. Terrain’s Navigation TN
TRACK Given a set of tracks, identify or follow those tracks to their destination or origin. Terrain + Weather TN

SPECIALIZATIONS: Desert, Forest, Hills, Mountains, Plains, Swamp, Tundra, Wasteland

TRADE SKILL

Create profit by buying and selling goods and commodities.
SKILL EFFECT TN
APPRAISE Given a trade good you’re familiar with and a marketplace you know, estimate the good’s value. Trade Good Quality
ECONOMIST Attempt to find a source of edible food and harvest it using appropriate methods. Terrain’s Food TN
HAGGLE Given a trade good you’re familiar with and a marketplace you know, attempt to lower the price you want to buy the good at, or raise the price you want to see it at. Terrain’s Navigation TN

SPECIALIZATIONS: Finished Goods, Furs, Luxury Items, Spices,

MARTIAL ABILITIES

MARTIAL ABILITIES

MARTIAL ABILITIES reflect the skill at combat a CHARACTER possesses, and concern themselves with both aggressive actions like attacking

deep reservoir of determination that a hero can pull from when in their most dire moments. They concern themselves with controlling pain, renewing vigor, and re-focusing in order to maintain a CHARACTER’s heroic presence in the scene, right when they look most vulnerable.

Martial Abilities reflect competence with weapons and armor.

  • When characters purchase a MARTIAL ABILITY, they must SPECIALIZE in the form of the ability they’re purchasing - e.g., while SHIELD USE will allow a CHARACTER to use any SHIELD, they’ll only be able to use the special abilities of the shield type they’ve specialized with.
  • Most basic MARTIAL ACTIONS in combat spend MOMENTUM, which is used for both ATTACKS and ACTIVE DEFENSES. However, many advanced MARTIAL abilities will require that you spend BODY, indicating that you’re exerting yourself over and above what’s ordinary to achieve your goals in combat. Costs are noted in Ability Tables.
  • Martial Abilities use BODY as their ruling Aspect, so any BOOSTS applied to MARTIAL ABILITIES will usually consume BODY or LUCK points.

ARMOR USE

Deflect deadly blows by swift positioning of worn armor.

A Character can proficiently wear as many armor types as they have Training Levels in Armor Use.

ACTION EFFECT REQUIRES TN COST
SOAK Reduce the DAMAGE from an attack by your armor’s DEFENSE RATING. Worn Armor Opponent’s AR
ABJURE Use the metallic nature of your armor to try to resist the effects of a SPELL you’ve been targeted with. Specialization, Metal Armor Spell’s Might Rating 1 M
BLOODRUSH Convert 1 BODY point into 1 MOMENTUM point for this round (1/rd only). Specialization, Non-Metal Armor 1 B
UNSTOPPABLE Resist ALL CONDITIONS which would involuntarily stop you from Moving until your next Turn. Can be used as a Reaction to retroactively remove one or more Conditions. Gain 1 Momentum for Movement only. Specialization, Padded Armor Condition’s Severity Rating 1 B
RELENTLESS Resist ALL CONDITIONS which would involuntarily stop you from Attacking until your next Turn. Can be used as a Reaction to retroactively remove one or more Conditions. Gain 1 Momentum for Action only. Specialization, Leather Armor Condition’s Severity Rating 1 B
INDOMITABLE Resist ALL CONDITIONS which would reduce your available MOMENTUM until your next Turn. Can be used as a Reaction to retroactively remove one or more Conditions. Gain 1 Momentum. Specialization, Chain Armor Condition’s Severity Rating 1 B
VIGILANT Resist ALL CONDITIONS which would involuntarily stop you from Reacting until your next Turn. Can be used as a Reaction to retroactively remove one or more conditions. Gain 1 Momentum for Reaction only. Specialization, Brigandine Armor Condition’s Severity Rating 1 B
UNYIELDING Resist ALL CONDITIONS which would involuntarily move you from your current position until your next Turn. Can be used as a Reaction to retroactively remove one or more Conditions. Gain 1 Momentum for Reaction only. Specialization, Plate Armor Condition’s Severity Rating 1 B

SPECIALIZATIONS: Padded, Leather, Ring, Chain, Plate

MANEUVERING

Dodge incoming damage, and leverage combat openings.
ACTION EFFECT REQUIRES TN COST
DODGE Completely avoid an attack. Ineffective against SWEEPING Attacks. Move 5’ any direction Opponent’s AR 1 M
ESCAPE Attempt to dive out of the way of an attack that targets an Area of Effect. Optionally, target an ally to try to knock them out of the way as well. Escape is ineffective if Characters is more than 30’ away from the AoE’s edge. Specialization Attacker’s AR 1 M
DISRUPT After a successful Dodge, move through an enemy square and make a free attack, ending your turn on the opposite side of the enemy; they lose any Reactions against you this Turn. Specialization: Acrobat Attacker’s DR 1 B
DIRTY FIGHTING After a successful Dodge, spend 1 BODY to inflict the [BLIND], [BOUND], [PINNED], or [STUNNED] condition on your enemy. Specialization: Brawler Attacker’s DR 1 B
FLOW OF BATTLE After a successful Dodge, spend 1 BODY; an Enemy in melee range with you loses all additional MOMENTUM points for that Round. Specialization: Duellist Attacker’s AR 1 B
PREDATOR After a successful Dodge, spend 1 BODY to make a ferocious counterattack, doing maximum weapon damage and inflicting the [PRONE] condition on your enemy. Specialization: Survivor Attacker’s DR 1 B
RALLY After a successful Dodge, spend 1 BODY to allow an adjacent ally to immediately spend 1 Momentum however they choose. Specialization: Tactician Attacker’s AR 1 B

SPECIALIZATIONS: Acrobat, Brawler, Duellist, Survivor, Tactician

SHIELD USE

Block incoming damage, and force opponents into less advantageous positions.
ACTION EFFECT REQUIRES TN COST
BLOCK Completely block an attack using your Shield. Ineffective against CRUSHING attacks. Wielded Shield Opponent’s AR 1 M
TANK Lock all MOMENTUM spend this round to Reactions; use 1d20 as your TRAINING roll for SHIELD USE. Specialization 1 B
BASH After a successful BLOCK, spend 1BP to attempt to STUN your enemy. Specialization, Targe Opponent’s DR 1 B
DEFLECT After a successful BLOCK, angle your shield to redirect the attack to another adjacent enemy. Specialization, Kite Opponent’s DR 1 B
INTERCEPT Defend an ally behind or adjacent to you from reach weapons or missile fire. Specialization, Heater Opponent’s AR 1 M
RIPOSTE After a successful BLOCK, you can spend 1BP to make a counterattack. Specialization, Buckler Opponent’s DR 1 B
TURTLE Take cover behind your shield to resist an area of effect attack Specialization, Tower Attack’s AR 1 M

SPECIALIZATIONS: Buckler, Targe, Heater, Kite, Tower

WEAPON USE

Act with your weapon to attack a target, parry an attack, or feint.

A Character can proficiently use as many weapon types as they have Training levels in Weapon Use.

ACTION EFFECT REQUIRES TN COST
ATTACK Take an ACTION to attack a target with your weapon Wielded Weapon Opponent’s DR 1 M
PARRY Take a REACTION to parry a melee attack. Ineffective against OVERBEARING Attacks. Specialization Opponent’s AR 1 M
FEINT After a successful ATTACK, shift your momentum to fake out your opponent; they lose one MOMENTUM. Specialization, Light Weapon Opponent’s DR 1 B
RIPOSTE After a successful PARRY, land a follow-up attack. Specialization, Light Weapon Opponent’s DR 1 B
DISARM After a successful ATTACK, shift your momentum to attempt to disarm your foe (if they’re wielding a weapon). Specialization, Light Weapon Opponent’s AR 1 B
AMBUSH Bypass all active defenses if striking from surprise or from a blind spot. Specialization, Ambush Weapons Opponent’s DR 1 B
BINDING Attack immobilizes a target’s hands or arms, making ACTIONS and REACTIONS other than ESCAPE impossible Specialization Opponent’s DR 1 B
CRUSH Use the weight of your weapon to land a CRUSHING attack, which prevents attacks from being BLOCKED effectively. Specialization, Blunt Weapon Opponent’s DR 1 B
ENTANGLING Attack stops any MOVEMENT from the target until they are able to ESCAPE. Specialization Opponent’s DR 1 B
OVERBEAR Lean hard into your powerful strike to inflict the [PRONE] or [STAGGERED] Condition. Your attack cannot be PARRIED. Specialization, Heavy Weapon Opponent’s DR 1 B
PIERCE Leverage your weapon to drive deep into your target, preventing them from absorbing the blow with their ARMOR. Specialization, Piercing Weapon Opponent’s DR 1 B
STUN You choose to do nonlethal damage with your weapon; if a target’s BODY drops to 0 from a STUN attack, they are unconscious and not dead. Specialization Opponent’s DR 1 B
SUNDER Your weapon strikes furiously against your opponent’s defenses; if they are foolish enough to try to BLOCK or SOAK your attack, their SHIELD or their ARMOR are disabled for the rest of the fight. Specialization, Heavy Weapon Opponent’s DR 1 B
SWEEP Sweep your target with your blade and prevent them from DODGING your ferocious attack effectively. Specialization, Bladed Weapon Opponent’s DR 1 B

SPECIALIZATIONS: Axes, Bows, Blades, Bludgeons, Crossbows, Freelance, Picks, Polearms, Scoundrel (Ambush + Thrown)

ANIMA ABILITIES

ANIMA ABILITIES

Anima Abilities reflect the deep reservoir of determination that a hero can pull from when in their most dire moments. They concern themselves with controlling pain, renewing vigor, and re-focusing in order to maintain a CHARACTER’s heroic presence in the scene, right when they look most vulnerable.

  • Anima Abilities can be used as many times per SCENE or COMBAT as the CHARACTER has TRAINING in them.
  • Anima does not cost MOMENTUM to use, and can be accessed at almost any time.
    • If the CHARACTER is DEFEATED, only Actions which can affect DEFEAT are available.
  • Anima can be used reactively, in response to an attack, or proactively, before an attack lands - PLAYER’s choice (but must be decided before damage dice are rolled).
  • Anima Abilities use SPIRIT as their ruling Aspect, so any BOOSTS applied to ANIMA ABILITIES will usually consume SPIRIT or LUCK points.

FORTITUDE

Grit your teeth and master your physical state.
ACTION EFFECT SPIRIT COST
WITHSTAND Resist [CHALLENGE ROLL] points of BODY Damage 1
DEFIANCE Resist a CONDITION affecting you physically for one turn or minute 1
INVIGORATION Make your next TALENT ROLL for a Gift or Martial Ability SUPERNAL 1
LAST STAND Resist the effects of Physical DEFEAT for one turn ALL

RESOLVE

Focus your will and master your mental state.
ACTION EFFECT SPIRIT COST
FOCUS Resist [CHALLENGE ROLL] points of MIND Damage 1
WILLPOWER Resist a CONDITION affecting you mentally for one turn or minute 1
INSIGHT Make your next TALENT ROLL for a Skilled or School Ability SUPERNAL 1
FINAL WORD Resist the effects of Mental DEFEAT for one turn ALL

CONVICTION

Gather your faith and master your spiritual state.
ACTION EFFECT BODY COST
COURAGE Resist [CHALLENGE ROLL] points of SPIRIT Damage 1
FAITH Resist a CONDITION affecting you spiritually for one turn or minute 1
INSPIRATION Make your next TALENT ROLL for an Anima or Source Ability SUPERNAL 1
SILENT PRAYER Resist the effects of Spiritual DEFEAT for one turn ALL

NERVE

Close your eyes and let your luck guide you.
ACTION EFFECT LUCK COST
NEVER TELL ME THE ODDS Roll two dice of identical sides as your TALENT roll for any ABILITY. Use the high roll as your CHALLENGE ROLL result, but spend the low roll in LUCK. 1dx
BETTER TO BE LUCKY THAN GOOD Your next Challenge Roll uses your Nerve ABILITY’s TRAINING DIE. 1
PLAY A HUNCH Make a guess about a hidden object, a secret motive, or a mystery you’re investigating, and then roll a NERVE Challenge Roll. If you’re right, restore that much LUCK; if you’re wrong, lose the same amount. *
BET THE FARM Spend all of your LUCK; your next CHALLENGE ROLL is an automatic TRIUMPH. ALL

GIFTED ABILITIES

GIFTED ABILITIES

Gifted Abilities represent capabilities which are natural or endemic to the CHARACTER using them. They can be obvious, like wings, claws, or gills, or hidden, like eidetic memory or natural speed, but in either case there is no way to separate the ABILITY from the CHARACTER.

  • In Combat, Gifts will usually cost MOMENTUM to use, and require that a character not be physically or mentally DEFEATED to use them, though there are some exceptions to this.
  • Many gifts will cost ASPECT points to use or maintain. These costs are noted
  • Usually, Gifted Abilities use BODY as their ruling Aspect, so any BOOSTS applied to ANIMA ABILITIES will usually consume BODY or LUCK points. Those which use MIND or SPIRIT instead of BODY are marked as such and color-coded to match their ASPECT.

AURA

You can activate an aura that inflicts a CONDITION to anyone within melee range of you.
ACTION EFFECT BODY COST
ACTIVATE Turn your AURA on 1
DEACTIVATE Turn your AURA off prematurely 0
SURGE Temporarily (for one Round only) push the area of your AURA out in 5’ increments 1/5'
INFLICT Turn the effects of your AURA inward and inflict yourself with its CONDITION 1
  • Once an AURA is ACTIVATED, it can be maintained effortlessly for 1 hour per level of TRAINING.
  • At the end of the free maintenance period, the AURA will either turn off, or require more BODY to maintain.
  • Any CONDITION can be assigned, but discuss ideas with your REFEREE before play starts.

CHAMELEON

You can shift the tones of your skin/scales/hair to match your surroundings, providing a natural camouflage.
ACTION EFFECT BODY COST
BLEND Use your CHAMELEON ability to blend into any background. 0
SNEAK Use your Ability to move stealthily without being seen by observers. 0
IMITATE Attempt to replicate the look of a visual pattern, makeup, or even another face. 0
  • CHAMELEON can be naturally turned on and off, and can be used in place of the SCOUNDREL Action “Sneak.”
  • Advantages of CHAMELEON over SCOUNDREL/Sneak include being able to hide in broad daylight, to adjust automatically to changing environment cues like lighting or movement, and even to roughly alter facial features and replicate visual patterns.

CLIMB

You can engage special musculature, hooks, suction, or other means to climb effectively without gear.
ACTION EFFECT BODY COST
CLIMB Use your CLIMB ability to climb any surface. 0
SUSPEND Use your Ability to cling immobile to a steady surface at any angle. 0
TRAVERSE With natural grace, move laterally or downwards without movement penalty 0
TREMORSENSE Note unusual vibrations in the earth, helping you to sense nearby movement. 1
  • CLIMB can be naturally used at any time, and can be used in place of the SKILLED/ATHLETE/Climber Specialization.
  • Advantages of CLIMB over ATHLETE/Climber include being able to climb reliably without equipment, to climb unusual surfaces more easily (depending on your specific physical adaptation), to suspend yourself without movement on surfaces at any angle, and to move swiftly across a climbing surface as though it were easy terrain for you.

CORPOREALITY

Enhances the Life School, and allows Characters native to Shadow to materialize in the physical realm.
ACTION EFFECT BODY COST
MANIFEST Use your CORPOREALITY ability to manifest fully in the physical world 1
DISCORPORATE Relinquish your hold on the physical world and return fully to Shadow. 0
DISJUNCTION While Corporeal, manifest part of your body in the Shadow realm. 1
SCAN Shift your senses to the realm you’re not currently in to get the lay of the land. 1
  • Once a CHARACTER has MANIFESTED, they can remain in the physical world effortlessly for 1 hour per level of TRAINING.
  • At the end of the free maintenance period, the CHARACTER will return to Shadow unless they spend more BODY to remain physical.
  • Both DISJUNCTION and SCAN abilities are assumed to last no longer than a combat round or a minute in a SCENE.

EIDETIC MEMORY

Enhances the Sage Skilled Ability; your memory has picture-perfect recall.
ACTION EFFECT MIND COST
COUNTER Predict an opponent’s next move, or an obstacle’s next complication, if you’ve dealt with them before; your next CHALLENGE can be rolled using your Eidetic Memory as the resolving ABILITY. 0
RECALL Access any information your character has encountered previously, in any medium. 0
REWIND Replay and thoroughly examine an event you previously witnessed in perfect detail, allowing you to spot something you may have missed. 1
  • COUNTER can be used for ANY ABILITY the CHARACTER possesses at least one TRAINING LEVEL in.
  • RECALL can be used in place of the SKILLED/PROFESSIONAL/Sage Specialization for any topic, so long as the Character has seen the information in question before.
  • REWIND allows a CHARACTER to thoroughly re-examine the events of a SCENE, even asking the REFEREE specific questions about what they were able to perceive during their experience that they might not have noticed at first. REWIND requires a CHARACTER’s full concentration, and can last as long as the CHARACTER retains their concentration.

EMPATHY

Enhances the Soul School, allowing communications with other living beings via emotional expression.
ACTION EFFECT SPIRIT COST
SENSE Gain insight into the emotional state of a living being. 0
PROJECT Send a simple emotional message to a living being, such as a reassurance or a warning. 0
SOOTHE Attempt to calm a hostile or agitated living being 1
BOND Attempt to create a deeper emotional bond with a willing living being 1
INSPIRE Boost morale and effectiveness of allies through a surge of positive emotion 1/ally
THREATEN Inspire fear amongst enemies through a surge of negative emotion 1/enemy
  • SOOTHE, BOND, INSPIRE, and THREATEN all require CHALLENGE rolls, using your EMPATHY ABILITY.
  • Any willing creature with a BEAST CHASSIS can be TAMED using the BOND ABILITY. Once TAMED, see the section on COMPANIONS to see how to teach them tricks and manage them in various scenarios like combat.
  • A successful INSPIRATION Action will BOOST all nearby Allies’ next CHALLENGE ROLL.
  • A successful THREAT Action will inflict [DREAD] on all nearby Opponents for one Turn.

ENHANCED SENSE

Enhances Scoundrel/Observation, allowing one of your senses to operate better or farther than normal.
ACTION EFFECT BODY COST
OBSERVE Using your enhanced sense, detect subtle details in your environment or about others. 0
AMPLIFY Temporarily (for one Round or Minute only) push the range of your SENSES out in 30ft increments 1/30'
FOCUS Focus your Sense to target a distant enemy or attempt to find weaknesses in an opponent. 1
  • OBSERVE can be used in place of the SKILLED/Scoundrel/Observe Action when in the context of using their unusually developed senses.
  • REWIND allows a CHARACTER to thoroughly re-examine the events of a SCENE, even asking the REFEREE specific questions about what they were able to perceive during their experience that they might not have noticed at first. REWIND requires a CHARACTER’s full concentration, and can last as long as the CHARACTER retains their concentration.

FERVOR

Enter a heightened state where all SPIRIT-related activities are considered Supernal in Talent
ACTION EFFECT SPIRIT COST
IGNITE Enter the state of FERVOR. All CHALLENGE Rolls depending on SPIRIT-based abilities will use a d20 for your TALENT DIE. 0
DOUSE End the state of FERVOR. Each round you spent in FERVOR subtracts 1 SPIRIT. 1/rd
FLARE Make enemies susceptible to SPIRIT effects for the next Turn. 1/enemy
ECLIPSE BOOST an ally’s save against SPIRIT effects for the next Turn. 1/ally
  • ECLIPSE requires a CHALLENGE roll using your FERVOR ABILITY.
  • Successful FLARE Action will inflict [UNHOLY] on all nearby Opponents for one Turn
  • Successful ECLIPSE Action will BOOST all nearby Allies’ next CHALLENGE ROLL against a SPIRIT-based effect of their choice.

FINS

You can engage fins, webbing, or other means to swim effectively without gear.
ACTION EFFECT BODY COST
SWIM Use your SWIM ability to swim in any body of water you can fully submerge in. 0
FLOAT Use your Ability to remain stationary despite current or waves. 0
GLIDE With natural grace, move laterally or upstream without movement penalty 0
WATERSENSE Note unusual vibrations in the water, helping you to sense nearby movement. 1
  • FINS can be naturally used at any time, and can be used in place of the SKILLED/ATHLETE/Swimmer Specialization.
  • Advantages of SWIM over ATHLETE/Swimmer include being able to swim in hazardous waters and against strong currents more easily, and to move swiftly through rough waters as though they were easy terrain for you.

FOCUS

Enter a heightened state where all MIND-related activities are considered Supernal in Talent
ACTION EFFECT MIND COST
HONE Enter the state of FOCUS. All CHALLENGE Rolls depending on MIND-based abilities will use SUPERNAL Talent for the duration of FOCUS. 0
DIFFUSE End the state of FOCUS. Each round you spent in FOCUS subtracts 1 from your SPIRIT POOL. 1/rd
CALIBRATE After observing an opponent or obstacle, your next ACTION in this scene uses SUPERNAL Talent. 1
RATIONALIZE Use your FOCUS to cancel a FEAR or emotion-based negative CONDITION. 1/TN
  • RATIONALIZE requires a CHALLENGE roll using your FERVOR ABILITY against the CONDITION’s SEVERITY RATING.

GEOAFFINITY

Enhances the Earth School, granting you unique abilities to sense and manipulate your environment.
ACTION EFFECT SPIRIT COST
SENSE Determine basic information about the earth immediately around you, including your direction, depth, and stability. 0
LOCATE Use your ABILITY to locate minerals, water, or hollow pockets in a radius around you. 1/30'
PATHFIND Reduces time required to traverse difficult terrain while exploring. 1/hr
TREMORSENSE Detect objects or beings which are moving in or on the earth around you. 1/30'

GILLS

You can breathe effectively underwater.
ACTION EFFECT BODY COST
RESPIRE Use your GILLS ability to breathe water instead of air. 1/H
FILTER Detect and remove toxins in a liquid before you consume it. 1/TN
  • GILLS can be naturally used at any time, and provide 1 hour of water-breathing capacity for each level of TRAINING.
  • GILLS can be “reversed” to provide LUNGS to a creature which is normally aquatic-only.
  • FILTERING requires a CHALLENGE ROLL against the SEVERITY of the contaminant in the liquid.

LEAP

You can engage special musculature to leap through the air and land safely from great heights.
ACTION EFFECT BODY COST
LEAP Use your LEAP ability to leap forward. 1/10'
VAULT Use your LEAP ability to vault straight up. 1/5'
LAND With natural grace, land from a long fall. 1/10'
POUNCE LEAP and make a MELEE attack against a distant target with SURPRISE. 1
  • LEAP can be naturally used at any time, and can be used in place of the SKILLED/ATHLETE/Acrobat Specialization.

NATURAL ARMOR

Provides a natural layer of armor which can be used identically to equipped armor to soak damage.
ACTION EFFECT BODY COST
MITIGATE Use your Natural Armor in Combat to soak DAMAGE. 0
BULWARK Act as HALF-COVER for CHARACTERS behind you against ranged attacks. You cannot use an active defense this Round, but you take half damage (after armor mitigation) from all ranged attacks. 1
  • A CHARACTER using NATURAL ARMOR to mitigate blows in Combat rolls their NATURAL ARMOR Ability for the CHALLENGE Roll, not ARMOR USE.
  • NATURAL ARMOR will MITIGATE as many points of DAMAGE per attack as the CHARACTER has TRAINING LEVELS in NATURAL ARMOR.

NATURAL WEAPON

Provides your manipulative limbs with the ability to attack in melee as a deadly weapon.
ACTION EFFECT BODY COST
STRIKE Use your NATURAL WEAPONS to cause damage. 0
PARRY Parry a weapons blow with your NATURAL WEAPON, if the weapon is not RANGED. 0
GOUGE Tear a chunk out of an earthen or wooden surface, either to damage or to establish a grip. 1
  • A NATURAL WEAPON must be classified as either RANGED or MELEE, not both.
  • MELEE NATURAL WEAPONS can also PARRY attacks, while RANGED NATURAL WEAPONS cannot.
  • A CHARACTER using NATURAL WEAPONS to ATTACK or PARRY blows in Combat rolls their NATURAL WEAPON Ability for the CHALLENGE Roll, not WEAPON USE.
  • NATURAL WEAPONS do damage equivalent to their TRAINING LEVEL die in their CHALLENGE ROLL.
  • GOUGE allows the CHARACTER to do STRUCTURAL DAMAGE with their next ATTACK Action.

NON-CORPOREALITY

Enhances the Shadow School, and allows Characters native to the Physical realm to materialize in the Shadow realm.
ACTION EFFECT BODY COST
FADE Use your NON-CORPOREALITY ability to manifest fully in the Shadow world 1
RECORPORATE Relinquish your hold on the Shadow world and return fully to the physical. 0
DISJUNCTION While Non-Corporeal, manifest part of your body in the Physical realm. 1
SCAN Shift your senses to the realm you’re not currently in to get the lay of the land. 1
  • Once a CHARACTER has FADED, they can remain in the Shadow Realm effortlessly for 1 hour per level of TRAINING.
  • At the end of the free maintenance period, the CHARACTER will return to the physical world unless they spend more BODY to remain physical.
  • Both DISJUNCTION and SCAN abilities are assumed to last no longer than a combat round or a minute in a SCENE.

PRECOGNITION

Allows a Character to know ahead of time what another’ fate will be - for good or ill.
ACTION EFFECT SPIRIT COST
FORSEE Once per Scene, you may FORSEE the events that will transpire. Roll your PRECOGNITION Ability, and replace any one roll which is not your own during that scene with your roll. 1
DEFY Once per Scene, you may DEFY the fates. Roll your PRECOGNITION Ability against your Target’s Abjuration; if successful, an ally may re-roll a failed or Botched defense against the Target’s last offensive Action. 1
OMEN Once per Session, you may dive into your visions of the multiverse and request a critical insight from the referee regarding the adventure, or about a known being, object, event, or place. The insight you receive does not have to be a straight answer, and can come in the form of prose, verse, puzzles, visions, dreams, or symbols. All

QUICKNESS

Allows a Character to enter a heightened state to gain additional Actions.
ACTION EFFECT BODY COST
ACCELERATE Enter the state of QUICKNESS. Gain as many MOMENTUM points as you have TRAINING LEVELS, specifically for ACTIONS. 0
REST End the state of QUICKNESS. Lose any remaining MOMENTUM points and gain the EXHAUSTED Condition. 0

RAGE

Enter a heightened state where all BODY-related activities are considered Supernal in Talent
ACTION EFFECT BODY COST
UNLEASH Enter the state of RAGE. All CHALLENGE Rolls depending on BODY-based abilities will use SUPERNAL Talent for the duration of FOCUS. 0
SUBDUE End the state of RAGE. Each round you spent in RAGE subtracts 1 from your BODY POOL. 1/rd
FEROCITY Your next attack against an opponent who has struck you in Combat can be done with Supernal TALENT. 1
FRENZY Focus your fury to cancel a CONDITION which prevents you from MOVING or ACTING. 1/TN
SMASH Summon your might to obliterate earth, wood, or even stone. 1
  • FRENZY requires a CHALLENGE roll using your RAGE ABILITY against the CONDITION’s SEVERITY RATING.
  • SMASH allows the CHARACTER to do STRUCTURAL DAMAGE with their next ATTACK Action.

REFLEXES

Allows a Character to enter a heightened state to gain additional Reactions.
ACTION EFFECT BODY COST
SURGE Enter the state of REFLEXES. Gain as many MOMENTUM points as you have TRAINING LEVELS, specifically for REACTIONS. 0
ABATE End the state of REFLEXES. Lose any remaining MOMENTUM points and gain the WEAKNESS Condition. 0

SHAPESHIFT

Enhances the Alteration School, and allows Characters to shift into an organic form of roughly their mass.
ACTION EFFECT BODY COST
ADOPT Given a piece of organic matter, memorize a shape so you can adopt it later. 1
SHIFT Use your SHAPESHIFTING ability to take on a physical form you’ve adopted. 1/h
MORPH Manifest one GIFT from an ADOPTED form while in your NATURAL form, or in another ADOPTED form. 1/h
BLOAT Consume enough cellular material to increase your mass by one size class 1
EXPEL Eliminate enough cellular material to decrease your mass by one size class 1
REVERT Relinquish your adopted shape and morphs and return to your natural form. 0
  • A SHAPESHIFTER may only shift into a shape they have ADOPTED. ADOPTING a SHAPE entails procuring live tissue or recently harvested bone, hair, claw, teeth, or scales from a living target.
  • A SHAPESHIFTER can ADOPT as many forms at one time as they have TRAINING levels.
  • Once SHIFTED, a CHARACTER can remain in their new shape for as many hours as they have TRAINING levels in the ABILITY.
  • A SHIFTED CHARACTER gains the use of ALL GIFTED ABILITIES that the ADOPTED form possesses, at the level that the ADOPTED form has them trained to.
  • A SHIFTED CHARACTER can MORPH any one GIFTED ABILITY to use with their current FORM, whether it’s their natural form or another ADOPTED form
  • BLOATING requires as much edible organic material as the size class the CHARACTER is attempting to assume, and an hour for consumption.
  • EXPULSION requires a half hour to complete the process, and leaves behind a stinking greyish residue with a consistency not unlike oatmeal.
  • At the end of the free maintenance period, the CHARACTER will return to their natural shape unless they spend more BODY to remain in the adopted shape.

SIXTH SENSE

You possess an uncanny awareness, allowing you to detect dangers and opportunities that elude others.
ACTION EFFECT SPIRIT COST
AWARENESS Use your SIXTH SENSE as your roll for INITIATIVE. When doing so, you cannot be SURPRISED. 0
ALERT Use SIXTH SENSE instead of Scoundrel/Observe when first entering a SCENE to get a feel if anything is out of place. 0
UNVEIL Use your SIXTH SENSE to pinpoint the location of a hidden or obscured trap, object, or being 1

SPECIAL ATTACK

Add a Condition of your choice to your Natural Weapon Attacks.
ACTION EFFECT BODY COST
TAG Tag an ATTACK with your NATURAL WEAPONS with the CONDITION you’ve selected for this ABILITY. 1/SEV
INFLICT Use your SPECIAL ATTACK on a target outside of Combat. 1/SEV
  • You can select any CONDITION for your SPECIAL ATTACK which:
    • WOUNDS or DRAINS an ASPECT or ABILITY, or
    • BREAKS a target’s ability to ACT, REACT, MOVE, or use a SENSE, and
    • Has a DURATION limitation of SCENE.
  • Severity of the CONDITION inflicted is determined by the number of BODY the CHARACTER spends when TAGGING their ATTACK. This generally indicates the number of dice rolled for damage, the duration of the CONDITION, and/or the difficulty of curing the CONDITION.
  • DIE TIER for damaging Special Attacks is determined by TRAINING LEVEL.

SWIFTNESS

Allows a Character to enter a heightened state to gain additional Movement.
ACTION EFFECT BODY COST
SPRINT Enter the state of SWIFTNESS. Gain as many MOMENTUM points as you have TRAINING LEVELS, specifically for MOVEMENT. 0
REST End the state of SWIFTNESS. Lose any remaining MOMENTUM points and gain the SLOWED Condition. 0

TELEPATHY

Enhances the Psyche School, allowing mind-reading and nonverbal mind-to-mind communication between sentient beings.
ACTION EFFECT SPIRIT COST
LISTEN Hear the surface thoughts of a specific individual. 0
CONNECT Establish two-way communication between yourself and another willing sentient. 0
CONFER Establish communications between yourself and up to your TRAINING LEVEL in other CONNECTIONS. 1
SUGGEST Create a short, subtle connection in an attempt to emulate another sentient’s inner voice and suggest a course of action to them. 1
DISTRACT Create a short, noisy connection to another sentient in an attempt to distract them or impair their performance at a critical moment. 1
INVADE Search intrusively through another’s memories. 1/rd
  • SUGGEST, DISTRACT, and INVADE all require CHALLENGE rolls, using your TELEPATHY ABILITY.
  • Any willing sentient can be CONNECTED to using the CONNECT ABILITY. This connection can be maintained while conscious; your TRAINING LEVEL limits the number of CONNECTIONS you can have at any one time.
  • SUGGEST may or may not have an immediate effect, or any effect at all, depending on the success of the roll and how in- or out-of character the suggestion is for the target.
  • DISTRACT can only occur once per target per scene, as they’ll be on guard against its usage afterwards.
  • INVASION can be is dangerous, as the depth of the connection means that a poor roll will allow the CHARACTER’s target to search through their memories as well.

TOUGHNESS

Allows a Character to enter a heightened state where Armor Mitigation and amount are enhanced.
ACTION EFFECT BODY COST
GRIT Enter the state of TOUGHNESS. All ARMOR USE rolls are made with SUPERNAL Talent, and ARMOR SOAK values are doubled. 0
UNCLENCH End the state of TOUGHNESS. Gain the VULNERABLE Condition. 0
IGNORE PAIN Ignore any damage which is non-lethal in nature for a round. 1
REBOUND Once per Scene or Combat, instead of being DEFEATED, you are left with 1 ASPECT POINT. 0
ENDURE End any CONDITION which acts as a drain or break on your BODY, MIND, or SPIRIT Aspects 1/TN

WINGS

Provides wings and sufficient physiological changes to allow a Character to fly.
ACTION EFFECT BODY COST
FLY Use your WINGS to provide you with normal movement while in the air. 1/hr
LAND Glide back to earth and land with balance. 0
GLIDE Use your WINGS to slow yourself during a fall; you take no damage. 0
SWOOP Perform a quick diving attack during combat without remaining in melee range. 1
DIVE While Corporeal, manifest part of your body in the Shadow realm. 1
BUFFET Extend your wings in combat in an attempt to disorient opponents at your flanks 0
  • CHARACTERS are elliptical fliers, which means they cannot hover. A character which cannot continue to move aloft for even one round will LAND.
  • Once a CHARACTER has begun to FLY, they can remain aloft effortlessly for 1 hour per level of TRAINING so long as the above condition is met.
  • At the end of the free maintenance period, the CHARACTER will glide back to the earth unless they spend more BODY to remain aloft.
  • A CHARACTER can only make one GLIDE attack per target per combat turn, though if there are multiple targets in a line they can make as many attacks as they have remaining MOMENTUM

SOURCE ABILITIES

SOURCE ABILITIES

Source Abilities are the means by which a Character accesses and channels magical power, although access to Source alone is not enough to cast a Spell. The means to direct magic and manifest its power must also be provided via the Schools a CHARACTER knows. The process of spellcasting, like combat, has several steps, and is covered in detail under GAMEPLAY.

  • SOURCE ABILITIES can be used as many times per SCENE or COMBAT as the CHARACTER has TRAINING in them.
  • In Combat, SOURCE costs MOMENTUM to use.
    • If the CHARACTER is DEFEATED, SOURCE is generally inaccessible, unless there were Contingent SPELLS cast for just such an occasion.
  • Source Abilities use SPIRIT as their ruling Aspect, so any BOOSTS applied to SOURCE ABILITIES will usually consume SPIRIT or LUCK points.

ALGOMANCY

Channelers of Algomancy, often known as Agonists or Painweavers, borrow their powers directly from their own life force. They can convert BODY directly into SPIRIT points at any time as a free action, recharging their spellcasting abilities in mid-battle if need be.

You draw your magical powers from your body alone.
ACTION EFFECT ASPECT COST
RESTORE Call upon your inner strength to restore your SPIRIT. Spend 1 BODY and roll your PSYCHOMETRY Challenge Roll, and restore that much SPIRIT. BODY 1
SANGUINARY Shift the nature of your CHANNEL and power your Spells directly with BODY for the rest of the SCENE or COMBAT.
CHANNEL Use your PSYCHOMETRY to create a CHANNEL for your SPELLS. This costs one MOMENTUM in Combat, and costs 1 SPIRIT per MIGHT level of the CHANNEL to be created. SPIRIT 1/TN
BREACH Attempt to forcibly shut the CHANNEL of an opposing spellcaster by entangling it with yours. SPIRIT 1/TN
  • RESTORE can only take place once per SCENE or COMBAT.
  • A CHANNEL must be created before you can cast SPELLS. The total cost of a spell is limited by the size of the CHANNEL created.
  • A successful BREACH will shut both your and your opponent’s CHANNEL.

DIVINITY

Channelers of Divinity, often known as Channelers or Priests, borrow their powers directly from the Immortals they worship. They can convert FAITH directly into SPIRIT points at any time as a free action, recharging their spellcasting abilities in mid-battle if need be

You draw your magical powers from your powers of belief… or unbelief.
ACTION EFFECT ASPECT COST
RESTORE Call upon your immortal patron (or your personal vows) to use your DIVINITY to restore your SPIRIT. Spend 1 FAVOR and roll your DIVINITY Challenge Roll, and restore that much SPIRIT. FAVOR 1
BESEECH Pray to your Immortal, promising a future service in exchange for Divine Favor now. Success is automatic unless the Immortal is already owed a service.
CHANNEL Use your DIVINITY to create a CHANNEL for your SPELLS. This costs one MOMENTUM in Combat, and costs 1 SPIRIT per MIGHT level of the CHANNEL to be created. SPIRIT 1/TN
BREACH Attempt to forcibly shut the CHANNEL of an opposing spellcaster by entangling it with yours. SPIRIT 1/TN
  • RESTORE can only take place once per SCENE or COMBAT.
  • A CHANNEL must be created before you can cast SPELLS. The total cost of a spell is limited by the size of the CHANNEL created.
  • A successful BREACH will shut both your and your opponent’s CHANNEL.

SORCERY

Channelers of Sorcery, often known as Sorcerers or Blood Mages, borrow their powers directly from deadly and fickle Shadow. They can convert VOID directly into SPIRIT points at any time as a free action, recharging their spellcasting abilities in mid-battle if need be. They also learn how to SACRIFICE souls to the Shadow in order to intentionally gain VOID points.

You draw your magical powers by taking it from the Shadow.
ACTION EFFECT ASPECT COST
RESTORE Call upon your connection to SHADOW to use your VOID to restore your SPIRIT. Exchange 1 VOID and roll your SORCERY Challenge Roll, and restore that much SPIRIT. VOID 1
PACT With a ritual, condemn a sentient being to the Shadow and gain a VOID point in return. Roll your SORCERY Challenge Roll against the helpless target’s SPIRIT TN; on a success, they fade into the void, leaving behind their belongings and the vile residue of Shadow. SPIRIT 0
CHANNEL Use your SORCERY to create a CHANNEL for your SPELLS. This costs one MOMENTUM in Combat, and costs 1 SPIRIT per MIGHT level of the CHANNEL to be created. SPIRIT 1/TN
BREACH Attempt to forcibly shut the CHANNEL of an opposing spellcaster by entangling it with yours. SPIRIT 1/TN
  • RESTORE can only take place once per SCENE or COMBAT.
  • While a successful PACT leaves only the condemned’s possessions behind, the area used for the ritual is contaminated with Shadow, allowing a magical Inquisitor to detect foul play for a week afterwards.
  • A CHANNEL must be created before you can cast SPELLS. The total cost of a spell is limited by the size of the CHANNEL created.
  • A successful BREACH will shut both your and your opponent’s CHANNEL.

THAUMATURGY

Channelers of Psychometry, often known as Wizards or Mages, borrow their powers directly from the secret channels and ley lines they’ve studied that surround them. They can convert MIND directly into SPIRIT points at any time as a free action, recharging their spellcasting abilities in mid-battle if need be

You draw your magical powers by tapping into your studies into arcane mysteries.
ACTION EFFECT ASPECT COST
RESTORE Call upon your arcane studies to restore your SPIRIT. Spend 1 MIND and roll your WIZARDRY Challenge Roll to restore as much SPIRIT as the full value of the ROLL. MIND 1
TAP LEY LINE Using your deep arcane knowledge, locate a nearby Ley Line and tap into its power. Your next Spell can exceed the size of the CHANNEL you’ve created by any amount, but your ability to CHANNEL is disrupted and will remain closed for the rest of the SCENE or COMBAT. MIND 1
CHANNEL Use your WIZARDRY to create a CHANNEL for your SPELLS. This costs one MOMENTUM in Combat, and costs 1 SPIRIT per MIGHT level of the CHANNEL to be created. SPIRIT 1/TN
BREACH Attempt to forcibly shut the CHANNEL of an opposing spellcaster by entangling it with yours. SPIRIT 1/TN
  • RESTORE can only take place once per SCENE or COMBAT.
  • A CHANNEL must be created before you can cast SPELLS. The total cost of a spell is limited by the size of the CHANNEL created.
  • A successful BREACH will shut both your and your opponent’s CHANNEL.

SCHOOL ABILITIES

SCHOOL ABILITIES

Where Source Abilities allow a CHARACTER to access magical power, SCHOOLS provide the training and knowledge required to focus, direct, and contain that power. The process of SPELLCASTING, like SKIRMISHES, has several steps, and is covered in detail under GAMEPLAY.

SCHOOL USAGE DESCRIPTION
Limits per SCENE or COMBAT None. SCHOOL ABILITIES can be used so long as the CHARACTER still has SPIRIT points to spend.
Limits per COMBAT ROUND Spellcasting costs MOMENTUM to use, just like weapon attacks.
Limits when DEFEATED SCHOOLS are inaccessible when a CHARACTER is STUNNED.
Ruling ASPECT SCHOOLS use MIND as their ruling ASPECT, so BOOSTS will consume MIND or LUCK ASPECT points.

ELEMENTAL AIR

Focus your channeled magic into the Element of Air.
ACTIONS AND EFFECTS
ACTION EFFECT
CREATE Base TN to “create” a quantity of normal, breathable air is 1
DESTROY As above, only in reverse. Note that the abrupt destruction of a quantity of air in a region may have other consequences, such as sonic disturbances, wind rushes, or even physical damage.
OTHER GASES Toxic gases (or gases with other effects) will have a TN for their creation set at their TOXICITY or RARITY Rating
A selection of spells made possible by the manipulation of the Element of Air.
SAMPLE SPELLS
WIND SHIELD

A globe of wind encircles the target, reducing the RATING of all enemy missile attacks by the MIGHT of the spell.

MIGHT RANGE AOE DURATION PATTERN TN
1+ 0 0 1+ - 2+
CHOKING MIASMA

A cloud of noxious fumes spawns at your target, causing [POISON] damage based on the spell’s MIGHT within the designated Area of Effect for as long as the Spell’s Duration lasts.

MIGHT RANGE AOE DURATION PATTERN
1+ 1+ 1+ 1+ *

*note that if the spell is patterned with Kinetics, the miasma can be moved after creation

THUNDERCLAP

Briefly remove all air from an area you can see; overcoming targets’ ABJURATION or SOURCE RESISTANCE will deliver [CRUSHING] damage based on the spell’s MIGHT, as well as apply the [DEAFENED] condition to them for the rest of the Scene.

MIGHT RANGE AOE DURATION PATTERN
1+ 1+ 1+ 0 -
AIR POCKET

Create a circulating sphere of air, centered on yourself, to allow yourself to breathe normally in areas with poisonous gas or even underwater.

MIGHT RANGE AOE DURATION PATTERN
1+ 0 1 2 -
WIND GUST

Summon a strong wind; affected targets in the gust’s path must MANEUVER against the Spell’s MIGHT or be rendered [PRONE].

MIGHT RANGE AOE DURATION PATTERN
1+ 1+ 1+ - Kinetics

ELEMENTAL EARTH

Focus your channeled magic into the Element of Earth.
ACTION EFFECT
CREATE Base TN to create a quantity of normal soft earth is 1.
DESTROY As above, only in reverse. The sudden disappearance of a volume of earth can have other significant consequences.
OTHER SOLIDS Harder solids will have a TN for creation set at their RESISTANCE or RARITY RATING. As a rule of thumb, the Mohs Hardness scale will usually provide the TN for the creation of a given solid.
SAMPLE SPELLS
SPELL NAME DESCRIPTION MIGHT RANGE AOE DURATION PATTERN
Earth Shield Acts as additional damage resistance to complement worn armor. Each level of MIGHT stops an additional point of damage from a blow or a fall. 1+ 0 0 1+ -
Pit Simple but effective. Might must equal the hardness of the ground. When the spell ends, anything which fell into the Pit is ejected. 1+ 1+ 1+ 1+ -
Mire Shift an area of Earth to Mud, forcing anyone in the area to spend twice as much time (or MOMENTUM) to move in that area without specific adaptations. 1 0+ 1+ 1+ Water
Hail of Rocks Rocks dig themselves out of the ground to throw themselves at the target for [CRUSHING] damage. 1+ 0+ 0 0 Kinetics
Temper Earth Metal and rock in the area becomes hot (or cold), causing discomfort or burns to the wearer of metal armor, additional [FIRE] damage for wielded weapons, or enough heat to cook (or cold to preserve) food. 1+ 0+ 0+ 1+ Fire

ELEMENTAL FIRE

Focus your channeled magic into the Element of Fire.
ACTION EFFECT
CREATE Base TN to create a quantity of normal fire, with heat as if from a wood fire, is 1.
DESTROY As above, only in reverse.
INTENSITY Hotter fires will require a higher TN to produce; the table below describes useful breakpoints and TNs for summoning fires capable of specific function.

LEVELS OF FIRE

TN TEMP EXAMPLE DESCRIPTION
1 600 C Campfire Basic warmth, simple cooking
2 800 C Hearthfire Complex cooking, soft metalcrafting
3 1100 C Forgefire Working with iron and other similar metals; intensity of a forest fire.
4 1700 C Kilnfire Hot enough to melt glass
5 2500 C Meltfire Hot enough to weld most metals
6 3500 C Starfire Hot enough to cut through most metals
7 5000 C Dragonfire Hot enough to cut through minerals
8 8000 C Volcano’s Heart Hot enough to burn through anything with enough time
9 15000 C Sunfire Similar heat to a meteor undergoing atmospheric re-entry
10 30000 C Lightning’s Fury Similar heat to the instantaneous blast of a lightning strike.
SAMPLE SPELLS
SPELL NAME DESCRIPTION MIGHT RANGE AOE DURATION PATTERN
Fire Shield Blocks no damage, but inflicts FIRE damage on any characters in melee range long enough to attempt an attack on the caster. 1+ 0 0 1+ -
Flame Jet Simple but effective. Creates a jet of fire that projects from the caster’s palm and does FIRE damage to targets in a straight line. 1+ 1+ 1+ 1+ -
Inferno Blast Creates a large explosion of fire centered on a point the caster chooses. Does area of effect FIRE damage. Requires Patterning with Air to add an oxygen-fueled burst. 1 0+ 1+ 0 Air
Flaming Weapon Enchants a weapon to be wreathed in flame, adding FIRE damage to attacks. Requires Patterning with Spellbinding in order to maintain the spell’s connection to the inanimate object. 1+ 0 0 1+ Spellbinding
Pyroclasm Creates a stream of molten lava that flows in a direction chosen by the caster. Does FIRE and CRUSHING damage. Requires Patterning with Earth for the creation of molten rock and Kinetics for movement. 1+ 0+ 0+ 1+ Earth, Kinetics

ELEMENTAL WATER

Focus your channeled magic into the Element of Water.
ACTION EFFECT
CREATE
DESTROY
SHAPE
MOVE
ATTACK Create a blast of air, forcing opponents PRONE unless they save against the MIGHT of the spell.
DEFENSE Create a barrier of wind, reducing the TN of all enemy missile attacks by the MIGHT of the spell.

ELEMENTAL ENERGY

Focus your channeled magic into the Element of Energy.
ACTION EFFECT
CREATE
DESTROY
SHAPE
MOVE
ATTACK Create a blast of air, forcing opponents PRONE unless they save against the MIGHT of the spell.
DEFENSE Create a barrier of wind, reducing the TN of all enemy missile attacks by the MIGHT of the spell.

ELEMENTAL SHADOW

Focus your channeled magic into the Element of Shadow.
ACTION EFFECT
CREATE
DESTROY
SHAPE
MOVE
ATTACK Create a blast of air, forcing opponents PRONE unless they save against the MIGHT of the spell.
DEFENSE Create a barrier of wind, reducing the TN of all enemy missile attacks by the MIGHT of the spell.

ALTERATION

Focus your channeled magic into altering something into something else.
ACTION EFFECT
CREATE
DESTROY
SHAPE
MOVE
ATTACK Create a blast of air, forcing opponents PRONE unless they save against the MIGHT of the spell.
DEFENSE Create a barrier of wind, reducing the TN of all enemy missile attacks by the MIGHT of the spell.

KINETICS

Focus your channeled magic into moving something from where it is to where you want it.
ACTION EFFECT
CREATE
DESTROY
SHAPE
MOVE
ATTACK Create a blast of air, forcing opponents PRONE unless they save against the MIGHT of the spell.
DEFENSE Create a barrier of wind, reducing the TN of all enemy missile attacks by the MIGHT of the spell.

LIFE

Focus your channeled magic into physical healing or enhancement.
ACTION EFFECT
CREATE
DESTROY
SHAPE
MOVE
ATTACK Create a blast of air, forcing opponents PRONE unless they save against the MIGHT of the spell.
DEFENSE Create a barrier of wind, reducing the TN of all enemy missile attacks by the MIGHT of the spell.

PSYCHE

Focus your channeled magic into mental healing, enhancement, or manipulation.
ACTION EFFECT
CREATE
DESTROY
SHAPE
MOVE
ATTACK Create a blast of air, forcing opponents PRONE unless they save against the MIGHT of the spell.
DEFENSE Create a barrier of wind, reducing the TN of all enemy missile attacks by the MIGHT of the spell.

SOUL

Focus your channeled magic into communion with the Immortals, necromancy, and resurrection.
ACTION EFFECT
CREATE
DESTROY
SHAPE
MOVE
ATTACK Create a blast of air, forcing opponents PRONE unless they save against the MIGHT of the spell.
DEFENSE Create a barrier of wind, reducing the TN of all enemy missile attacks by the MIGHT of the spell.

PATTERNING

Focus your channeled magic into communion with the Immortals, necromancy, and resurrection.
ACTION EFFECT
CREATE
DESTROY
SHAPE
MOVE
ATTACK Create a blast of air, forcing opponents PRONE unless they save against the MIGHT of the spell.
DEFENSE Create a barrier of wind, reducing the TN of all enemy missile attacks by the MIGHT of the spell.

FERAL

Let your magic run wild, depending on ancient artifacts and words of power to control it.
ACTION EFFECT
CREATE
DESTROY
SHAPE
MOVE
ATTACK Create a blast of air, forcing opponents PRONE unless they save against the MIGHT of the spell.
DEFENSE Create a barrier of wind, reducing the TN of all enemy missile attacks by the MIGHT of the spell.
PEET GETS LEET

As we saw from the section on ASPECTS, Brett rolled a total of 32 points for Peet, which he then spread across his ASPECT POOLS. What he also does, now, is use those 32 points to buy Peet’s new abilities.

We also know that the group jointly decided to play at the NORMAL CAMPAIGN TYPE, so Peet’s Abilities will be limited to APPRENTICE level training - two levels of training at most.

Given Brett’s thinking process when selecting the kâlindivaal as Peet’s SPECIES, we know he’s looking for Peet to be:

  • Broadly capable in general terms,
  • Not particularly strong in a fight,
  • Not physically unusual, and
  • Not capable of magic.

This leaves us with SKILLED Abilities, which Peet is STRONG with, and ANIMA Abilities, which Peet is AVERAGE with. He’ll now spend those 32 points!

ABILITY TALENT TRAINING COST LEFT
SCOUNDREL (skilled) Strong (1d10) Apprentice (1d6) 8 24
TRADER (skilled) Strong (1d10) Novice (1d4) 4 20
ATHLETE/ACROBAT (skilled) Strong (1d10) Novice (1d4) 4 16
FORTITUDE (anima) Average (1d8) Novice (1d4) 4 12
DEFIANCE (anima) Average (1d8) Novice (1d4) 4 8
MANEUVERING (martial) Weak (1d6) Novice (1d4) 4 4
ABJURATION (source) Average (1d8) Novice (1d4) 4 0
  • As a reminder, TALENT is from SPECIES selection, and TRAINING is from ABILITY purchase
  • Brett already knows he wants Peet to be a sneaky little thieving jerk, so he spends 8XP of his 32 XP on the SCOUNDREL SKILLED ABILITY to get APPRENTICE TRAINING, 4XP on TRADER SKILLED ABILITY and ATHLETE SKILLED ABILITY to get NOVICE TRAINING This will let Peet misdirect others, pick pockets, sneak around, get into hard-to get-places, and sell his ill-gotten gains with a reasonable amount of skill.
  • Peet relies on his strong spirit to keep him safe more often than he realizes. As such, Brett has purchased the FORTITUDE ANIMA ABILITY and the DEFIANCE ANIMA ABILITY to allow Peet to both deflect damage to his SPIRIT pool, and to regenerate his BODY pool when things look tough.
  • Though he’s neither a front-liner nor a mage, Peet knows how to stay out of the way of threats. Brett has chosen to invest 4XP in MANEUVERING MARTIAL ABILITY and 4XP in ABJURATION SOURCE ABILITY. These give him a reasonable chance to actively dodge in a fight, and to resist magical effects without tapping into his Aspect Pools.