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
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
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
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
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 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
| 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
| 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
| 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
| 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
| 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
| 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
| 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
| 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
| 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
| 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
| 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 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
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
| 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
| 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
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 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
| 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
| 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
| 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
| 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 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
| 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
| 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
| 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
| 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
| 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
| 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
| 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
| 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
| 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
| 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
| 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
| 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
| 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
| 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
| 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
| 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
| 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
| 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
| 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
| 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
| 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
| 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
| 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
| 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
| 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
| 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
| 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 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.
| 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
| 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.
| 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
| 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
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
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 |
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
| 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
| 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
| 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
| 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
| 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
| 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
| 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
| 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
| 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
| 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
| 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
| 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. |
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.