Abilities
Ace of Cards
Managing your Deck
Your deck is an actual deck of cards that you can assemble however you prefer, provided their backs are identical and you follow the restrictions below:
-
The deck contains exactly 30 cards: 2 jokers, plus 28 cards divided into 4 types, called suits; for instance, in a standard poker deck the suits are clubs, diamonds, hearts, and spades. When you create your character's deck, associate each suit to a different damage type among air, earth, fire, and ice. If you use a classic poker deck, the recommended suit types are: air (diamonds), earth (clubs), fire (hearts), and ice (spades).
-
For each suit, the deck contains 7 cards with values 1 to 7.
The simplest approach is to use a poker deck (removing face cards and cards numbered 8 to 10), but you can also use minor arcana from tarot, cards from collectible card games, and much more; just make sure the combinations are easy to identify.
- When a conflict begins, shuffle all 30 cards in your deck and place it face down in front of yourself, then draw 5 cards to form your starting hand.
- If you need to draw cards and your deck doesn't have enough, draw as many as you can, shuffle your discard pile into the deck, place it face down, then keep drawing.
- When you draw cards from your deck, they are put into your hand. Normally only you can see your hand, but you can show it to others if you so wish.
- When you discard cards from your hand, place them face up into your discard pile, in whatever order you prefer. However, the order of cards in your discard pile cannot be modified.
Your deck, your hand, and your discard pile (as well as any Skills and effects related to them) are only available during conflict scenes; at the end of each conflict, shuffle all 30 cards back into your deck and put it aside.
Resolving a Set
To produce a given effect, a set must match its requirements exactly (for instance, resolving a set of 5 cards with the same value will not match the requirements of Jackpot; it has to be composed of exactly 4 cards). When you resolve a set that includes jokers, you choose their suit and value (1 to 7). If a set matches the requirements of two or more effects, you must choose and apply only one of those effects.
Sets
Jackpot
Set Requirements: 4 cards of the same value, none of which is a joker
You and every ally present on the scene recover 777 Hit Points and 777 Mind Points; any PCs who have surrendered but are still part of the scene immediately regain consciousness (this does not cancel the effects of their Surrender).
Magic Flush
Set Requirements: 4 cards of consecutive values and of the same suit
You deal damage equal to 【25 + the total value of the resolved cards】 to each enemy present on the scene; the type of this damage matches the suit of the resolved cards.
Blinding Flush
Set Requirements: 4 cards of consecutive values
You deal damage equal to 【15 + the total value of the resolved cards】 to each enemy present on the scene; the type of this damage is light if the highest value among those cards is even, or dark if that value is odd.
Full Status
Set Requirements: 3 cards of the same value + 2 cards of the same value
Choose two status effects among dazed, shaken, slow, and weak: if 【the highest value among resolved cards】 is even, you and every ally present on the scene recover from the chosen status effects; if odd, each enemy present on the scene suffers them.
Triple Support
Set Requirements: 3 cards of the same value
You and every ally present on the scene regain an amount of Hit Points and Mind Points equal to 【the total value of the resolved cards, multiplied by 3】.
Double Trouble
Set Requirements: 2 cards of the same value + 2 cards of the same value
You deal damage equal to 【10 + the highest value among resolved cards】 to each of up to two different enemies you can see that are present on the scene; the type of this damage is one of your choice among those matching the suits of the resolved cards.
Magic Pair
Set Requirements: 2 cards of the same value
You perform a free attack with a weapon you have equipped. If this attack deals damage, choose a suit among those of the resolved cards; all damage dealt by the attack becomes of the type matching that suit.
Arcanist
Merging with an Arcanum
When you summon an Arcanum, you gain its merge benefits; those benefits last until the Arcanum is dismissed (see page 179). You cannot summon an Arcanum while already merged with one; you must first dismiss the current Arcanum.
Dismissing an Arcanum
An Arcanum can be dismissed in several ways:
- Once the current scene ends, all Arcana are automatically dismissed.
- If you die or fall unconscious while merged with an Arcanum, they are dismissed.
- If you leave the scene while merged with an Arcanum, they are dismissed.
- You may willingly dismiss your Arcanum: this doesn't require an action, but during a conflict it can only be done on your turn, before or after an action.
Dismiss Effects
Most Arcana have a powerful dismiss effect, which may only be activated when you willingly dismiss the Arcanum as described above — if the Arcanum is dismissed for any other reason, the dismiss effect cannot be triggered.If the dismiss effect of an Arcanum deals damage, it will deal 10 extra damage if you are level 20 or higher, or 20 extra damage if you are level 40 or higher.You are also free to ignore the dismiss effect if you don't want to use it.
Domains
Each Arcanum is associated with a few key concepts or domains. The Game Master should use these to establish the trials needed to bind the Arcanum, and to adjudicate Rituals performed through the Ritual Arcanism Skill. If you create new Arcana for your world, make sure to associate them with domains that allow for interesting Rituals.
Arcanums
Arcanum of the Forge (fire, heat, metal)
Merge
You have Resistance to fire damage. Any fire damage you deal ignores Resistances.
Dismiss
When you dismiss this Arcanum, choose Forge or Inferno:
- Forge. You create a basic armor, shield, or weapon of your choice. If you select this option again, the previously created item vanishes. If you create a weapon this way, it deals fire damage instead of physical.
- Inferno. Choose any number of creatures you can see: each of them suffers 30 fire damage. This damage ignores Resistances.
Arcanum of the Frost (cold, ice, silence)
Merge
You have Resistance to ice damage and are immune to enraged. Any ice damage you deal ignores Resistances.
Dismiss
Ice Age. Choose any number of creatures you can see: each of them suffers 30 ice damage. This damage ignores Resistances.
Arcanum of the Gate (space, travel, void)
Merge
You have Resistance to dark damage. You gain a +1 bonus to your Magic Defense.
Dismiss
When you dismiss this Arcanum, choose Oblivion or Warp:
- Oblivion. Choose any number of creatures you can see: each of them suffers 30 dark damage. This damage ignores Resistances.
- Warp. You teleport yourself and up to five other nearby willing creatures to a location you previously visited, if that location is within 1 travel day.
Arcanum of the Grimoire (knowledge, revelations, understanding)
Merge
You are able to read, write, speak and understand all languages. You treat your Insight as if it were one die size higher (up to a maximum of d12).
Dismiss
Oracle. You ask the Game Master a single question. The Game Master must answer truthfully, describing the vision shown to you by the Grimoire. Once used, this dismiss effect will not be available until the next dawn. Furthermore, the same question may never be asked more than once. The Game Master has final say on which questions are too similar to be asked again.
Arcanum of the Oak (earth, plants, poison)
Merge
You have Resistance to earth and poison damage and are immune to poisoned. Whenever you recover Hit Points, you recover 5 extra Hit Points.
Dismiss
Blossom. Choose any number of creatures you can see (you may also choose yourself): each of them recovers from the poisoned status effect and recovers 40 hp. This amount increases to 50 hp if you are level 20 or higher, or to 60 hp if you are level 40 or higher.
Arcanum of the Sky (fog, rain, storms)
Merge
You have Resistance to air and bolt damage. You may use an action to accurately predict weather conditions for the next day within a range of two travel days — the Game Master will tell you what the weather conditions will be.
Dismiss
Thunderstorm. Choose any number of creatures you can see: each of them suffers 30 bolt damage. This damage ignores Resistances.
Arcanum of the Sword (conquest, heroism, leadership)
Merge
Your attacks deal 5 extra damage, and all damage dealt by your attacks is treated as having no type (thus being unaffected by damage Affinities). Damage dealt by your attacks cannot gain a type as long as you are merged with this Arcanum. When you perform an attack, you may have that attack gain the multi (any number of targets) property. If you do, this Arcanum will be automatically dismissed after the attack is resolved (this is not considered a willing dismiss).
Dismiss
This Arcanum has no Dismiss ability.
Arcanum of the Tower (judgment, protection, sacrifice)
Merge
When you summon this Arcanum, choose a damage type: air, bolt, dark, earth, fire, or ice. Until this Arcanum is dismissed, each of your allies present on the scene has Resistance to the chosen damage type (you do not gain this Resistance).
Dismiss
Judgment. Choose any number of creatures you can see: each of them suffers 30 light damage. This damage ignores Resistances.
Arcanum of the Wheel (destiny, speed, time)
Merge
You are immune to slow. You gain a +1 bonus to your Defense.
Dismiss
Time Freeze. Choose any number of creatures you can see: each of them suffers slow. If a creature chosen this way is already slow, that creature will instead perform one fewer action during their next turn (to a minimum of 0 actions).
Chanter
Singing
When you sing a verse, you combine a volume, a key and a tone you learned. These three aspects determine the verse's MP cost, targets and effect. The volume determines the sound intensity of your verse (and the creatures you can reach with it). Each tone determines the general effects of your verse. Each key has an associated damage type, status effect, Attribute and recovery. These modify the effects determined by the tone of your verse. Example: you might combine a low volume with the key of Flame and a haunting tone to inflict shaken on a single creature for 10 Mind Points, or you could combine a medium volume with the key of Iron and an energetic tone to allow your allies to make additional progress on Clocks when using Willpower.
Verses
Volume | MP | Targets |
---|---|---|
Low | 10 | Yourself or another creature you can see who can hear you. |
Medium | 20 | Every ally who can hear you. |
High | 30 | Every enemy who can hear you. |
Key | Type | Status Effect | Attribute | Recovery |
---|---|---|---|---|
Flame | Fire | Shaken | Might | Mind Points |
Frost | Ice | Weak | Willpower | Mind Points |
Iron | Physical | Slow | Willpower | Hit Points |
Radiance | Light | Dazed | Insight | Hit Points |
Shadow | Dark | Weak | Dexterity | Mind Points |
Stone | Earth | Dazed | Might | Hit Points |
Thunder | Bolt | Shaken | Dexterity | Hit Points |
Wind | Air | Slow | Insight | Mind Points |
Tone | Description |
---|---|
Calm | Each target recovers【key recovery】equal to【10 + twice your current Willpower die size】. This amount increases by 10 if you are level 20 or higher, or by 20 if you are level 40 or higher. If this tone causes MP recovery, it has no effect on the character who sings it. |
Energetic | Until the start of your next turn, when a target succeeds on a Check that includes【key Attribute】and that Check allows them to advance or turn back a Clock, they may fill or erase an additional section of that Clock. |
Frantic | Each target suffers【key type】damage equal to twice your current Willpower die size. This tone deals 10 extra damage if you are level 20 or higher, or 20 extra damage if you are level 40 or higher. |
Haunting | Each target suffers【key status effect】. Each target also loses Resistance to【key type】damage (if they have it) until the start of your next turn. |
Lively | Each target treats their【key Attribute】as being one die size higher (up to a maximum of d12) until the start of your next turn. |
Menacing | The first time each target suffers damage before the start of your next turn, that damage becomes【key type】. This can trigger once for each target of the verse, separately. |
Solemn | Each target recovers from【key status effect】. Each target also gains Resistance to【key type】damage until the start of your next turn. |
Dancer
Angel Dance
Duration: Until the start of your next turn
Choose one option: you gain Resistance to light damage; or all damage dealt by your attacks and spells becomes light.
Banshee Dance
Duration: Instantaneous
Choose another creature that is able to see you. If that creature is already slow, they immediately suffer shaken.
Bat Dance
Duration: Until the start of your next turn
Choose one option: you gain Resistance to dark damage; or all damage dealt by your attacks and spells becomes dark.
Golem Dance
Duration: Until the start of your next turn
Choose one option: you gain Resistance to bolt damage; or all damage dealt by your attacks and spells becomes bolt.
Griffin Dance
Duration: Until the start of your next turn
Choose one option: you gain Resistance to air damage; or all damage dealt by your attacks and spells becomes air.
Hydra Dance
Duration: Until the start of your next turn
After you suffer damage, choose one option: you recover 5 Hit Points, or you recover 5 Mind Points.
Kraken Dance
Duration: Instantaneous
Choose another creature that is able to see you. If that creature is already dazed, they immediately suffer slow.
Lion Dance
Duration: Instantaneous
You immediately recover from a single status effect of your choice.
Maenad Dance
Duration: Instantaneous
Choose another creature that is able to see you. That creature loses an amount of Mind Points equal to your current Dexterity die size.
Myrmidon Dance
Duration: Until the start of your next turn
Choose one option: you gain Resistance to earth damage; or all damage dealt by your attacks and spells becomes earth.
Nightmare Dance
Duration: Instantaneous
Choose another creature that is able to see you. If that creature is already shaken, they immediately suffer weak.
Ouroboros Dance
Duration: Instantaneous
Choose one ally you can see who has yet to take a turn during this round. That ally may take their turn immediately after yours during this round.
Peacock Dance
Duration: Instantaneous
Choose another creature that is able to see you. The next time that creature performs an attack or casts an offensive spell (⚡) during this scene, that attack or spell must include you among its targets if possible.
Phoenix Dance
Duration: Until the start of your next turn
Choose one option: you gain Resistance to fire damage; or all damage dealt by your attacks and spells becomes fire.
Satyr Dance
Duration: Instantaneous
Choose another creature that is able to see you. If that creature is already weak, they immediately suffer dazed.
Unicorn Dance
Duration: Instantaneous
Choose an ally that is able to see you and has a Bond towards you: you and that ally both recover an amount of Hit Points equal to your current Dexterity die size. The restored amount increases by 5 Hit Points if you are level 20 or higher, or by 10 Hit Points if you are level 40 or higher.
Yeti Dance
Duration: Until the start of your next turn
Choose one option: you gain Resistance to ice damage; or all damage dealt by your attacks and spells becomes ice.
Esper
Using A Gift
Each gift may be used when a specific event takes place. When this happens, you may spend an amount of Mind Points equal to【the number of filled sections in your Brainwave Clock, multiplied by 5】(minimum 5 Mind Points) in order to apply the effects of that gift to that event. You may only use a single gift per event, and the same gift can only be used once per event. If a gift causes HP or MP recovery, or if it causes MP loss, the amounts increase by 10 if you are level 20 or higher, or by 20 if you are level 40 or higher.
The Brainwave Clock
When you first acquire the Psychic Gifts Skill, you receive a Brainwave Clock. Your Brainwave Clock has 4 sections, and it begins each scene empty. After you resolve one of your gifts, fill 1 section of your Brainwave Clock (you do so after the effects of the Gift have been calculated and applied). Your Brainwave Clock determines your gifts' cost in Mind Points, as well as their effectiveness (see above). You can still use your gifts when the Clock is full. Sections of your Brainwave Clock may not be filled in any way other than described above, and they may only be erased through a change of scene or through the Brainwave Discharge Heroic Skill.
Gifts
Atmokinesis
Event: When you deal damage
That damage becomes air or bolt, and its source deals extra damage equal to【2 + the number of filled sections in your Brainwave Clock】.
Clairvoyance
Event: When an NPC becomes your focus or when you create a Bond towards an NPC
You ask the Game Master a single question about that NPC, and the Game Master answers truthfully; then, you describe what sensation revealed this information to you. You may only use this gift once on the same NPC.
Gravitokinesis
Event: When you deal damage
That damage becomes earth or physical, and its source deals extra damage equal to【2 + the number of filled sections in your Brainwave Clock】. If the source deals damage to one or more flying creatures, they are forced to land immediately.
Life Transference
Event: When you cause one or more creatures to lose HP
Choose yourself or an ally who is your focus: if the chosen creature is in Crisis, they recover an amount of Hit Points equal to【5 + (the number of filled sections in your Brainwave Clock, multiplied by 5)】.
Photokinesis
Event: When you deal damage
That damage becomes dark or light, and its source deals extra damage equal to【2 + the number of filled sections in your Brainwave Clock】.
Psychic Backlash
Event: After an enemy succeeds on an Opposed Check against you or causes you to lose Hit Points
That enemy loses an amount of Mind Points equal to【5 + (the number of filled sections in your Brainwave Clock, multiplied by 5)】. Then, choose one option: that enemy suffers dazed; or that enemy suffers shaken.
Psychic Shield
Event: After an enemy you can see performs an Accuracy Check or a Magic Check
You may treat your Defense and Magic Defense scores as being equal to【your current Willpower die size + (the number of filled sections in your Brainwave Clock, multiplied by 2)】against that Check (you may still use your normal scores if better).
Reassuring Presence
Event: After you cover an ally with the Guard action
That ally recovers an amount of Mind Points equal to【10 + (the number of filled sections in your Brainwave Clock, multiplied by 5)】; if they are your focus, they also recover from a single status effect of their choice among dazed, enraged, and shaken.
Thermokinesis
Event: When you deal damage
That damage becomes fire or ice, and its source deals extra damage equal to【2 + the number of filled sections in your Brainwave Clock】.
Mutant
Therioform
Therioforms are mutations that grant powerful abilities; the way they manifest on your character is completely up to you - pterotheria, for instance, might turn you into a person-sized bat or simply give you feathered wings. Once you use the Theriomorphosis Skill, the effects of your therioform(s) last until the end of the scene; these effects also end if you die or fall unconscious, if you perform the Guard action, or if you use the Theriomorphosis Skill again (this includes using it through Genoclepsis). You may end the effects of your Theriomorphosis at any time, but during a conflict you can only do so on your turn, before or after an action. When the scene ends, if you are under the effects of your Theriomorphosis, you may spend 10 Mind Points to extend your current therioform(s) to the next scene you will be a part of.
Amphibia
Genoclepsis Suggestions: Frogs, salamanders, regenerating creatures, aquatic monsters.
You may breathe underwater and your eyes can see perfectly in dim light. When you recover Hit Points, you recover 5 additional Hit Points and you may immediately recover from a single status effect of your choice.
Arpaktida
Genoclepsis Suggestions: Wolves, birds of prey, creatures with sharp hunting senses.
You treat your Insight as if it were one die size higher (to a maximum of d12). When you deal damage to one or more creatures for the first time during your turn, if at least one of them is in Crisis, you deal 5 extra damage to each of those creatures.
Dynamotheria
Genoclepsis Suggestions: Bears, dinosaurs, creatures of massive size and strength.
You treat your Might as if it were one die size higher (to a maximum of d12). When you succeed on a Check to advance or turn back a Clock, if that Check includes Might, you may fill or erase 1 additional section of that Clock.
Electrophora
Genoclepsis Suggestions: Electric creatures, lightning elementals, robots.
When you deal damage with an attack or spell, you may have all that damage become bolt. While your unarmed strikes deal bolt damage, any enemy who loses 20 or more Hit Points due to one of your unarmed strikes also suffers slow.
Neurophagoida
Genoclepsis Suggestions: Parasites, undead, creatures who feed on souls.
When you use the Biophagy Skill, you also recover an amount of Mind Points equal to【4 + (your Skill Level in Theriomorphosis)】.
Placophora
Genoclepsis Suggestions: Crustaceans, turtles, armored creatures and vehicles.
You may treat your Defense score as being equal to【13 + (half your Skill Level in Theriomorphosis)】(you may still use your normal scores if better).
Pneumophora
Genoclepsis Suggestions: Jet-propulsion mollusks, great winged beasts, rockets.
As the Electophora therioform, but the damage is air and the status effect is weak.
Polypoda
Genoclepsis Suggestions: Squids, octopi, creatures with tendrils or vines.
Your attacks with unarmed strikes gain multi (3).
Pterotheria
Genoclepsis Suggestions: Bats, birds, winged insects, flying creatures.
You are able to fly. In addition to the obvious advantages in mobility, your melee attacks can target flying creatures and you cannot be targeted by melee attacks unless the attacker is flying or is somehow able to reach flying targets. These benefits do not apply while you are unable to fly freely (such as when inside a vehicle designed for human-sized creatures, or inside a narrow corridor). Additionally, when you suffer air, bolt or ice damage during a conflict scene, you lose these benefits until the start of your next turn.
Pyrophora
Genoclepsis Suggestions: Bombardier beetles, pistol shrimps, fire elementals.
As the Electophora therioform, but the damage is fire and the status effect is dazed.
Tachytheria
Genoclepsis Suggestions: Cats, gazelles, hares, creatures that are agile and quick.
You treat your Dexterity as if it were one die size higher (to a maximum of d12). When you succeed on a Check to advance or turn back a Clock, if that Check includes Dexterity, you may fill or erase 1 additional section of that Clock.
Toxicophora
Genoclepsis Suggestions: Spiders, snakes, toxic slimes and other venomous creatures.
As the Electophora therioform, but the damage is poison and the status effect is poisoned.
Pilot
Pilot Vehicle
A Pilot's personal vehicle follows a set of special rules.
- Entering the vehicle during a conflict requires the Objective action; normally there is no Check required, but the Game Master may introduce a Clock in case of serious dangers or obstacles. If the vehicle is accessible when the conflict begins, characters may enter it immediately.
- Leaving the vehicle doesn't require an action, but during a conflict it can only be done on your turn, before or after an action.
- The vehicle can hold a variable number of human-sized creatures depending on its frame and modules, but only its Pilot may drive it. Additionally, the other passengers cannot cover creatures when they perform the Guard action.
- The maximum number of modules active at the same time on the vehicle is equal to【3 + its Pilot's Skill Level in Personal Vehicle】. The Pilot may freely reassign their vehicle's active and inactive modules outside conflicts. The standard frames and modules are listed in the upcoming pages. Note that whenever a module's text mentions 'you', it is referring to the Pilot that the module's vehicle belongs to.
Example: you might create an armored motorbike by combining the Steed frame with the Heavy Plating and Turbo modules; or create a flying combat armor by combining an Exoskeleton frame with the Aerial, Runic Plating, Rifle and Sword modules.
Armor Modules
While driving a vehicle with an active armor module, a Pilot does not have access to the normal contents of their armor slot. Instead, that slot is considered occupied by the vehicle's armor module. If the vehicle has no active armor modules, the Pilot can keep using their equipped armor as normal.
- As soon as the Pilot is no longer driving a vehicle with an active armor module, they immediately regain access to their normal equipped armor.
- Armor modules marked with Martial (✦) are considered martial armors for the sake of Skills and other effects, and they set the Pilot's Defense and Magic Defense to fixed scores (bonuses from shields and other effects still apply). Note that a Pilot can still equip these modules even if they normally lack the ability to equip martial armors. For instance, a Pilot with the Guardian Class can gain the benefits of Defensive Mastery while driving a vehicle with an active Heavy Plating module; at the same time, that Pilot would not be able to benefit from the Rogue's Dodge Skill.
Weapon Modules
While driving a vehicle with one or more active weapon modules, a Pilot does not have access to the normal contents of their hand slots. Instead, those slots are considered occupied by the vehicle's weapon modules. If the vehicle has no active weapon modules, the Pilot can keep using their equipped items as normal.
- As soon as the Pilot is no longer driving a vehicle with active weapon modules, they immediately regain access to their normal equipped weapons and shields.
- Each weapon module counts as a one-handed weapon for the sake of character Skills and effects (with the exception of the Shield module, which is treated as a shield). When you set up your vehicle's weapon modules, declare which module will occupy your main hand slot and which module will occupy your off-hand slot.
- Some weapon modules are complex or cumbersome and prevent you from having other weapon modules (including Shield modules!) active on the same vehicle. For instance, an Axe module can be used to Counterattack, and a Rifle module can be used for Crossfire. Because each weapon module is treated as a one-handed weapon, a Pilot driving a vehicle with two active weapon modules that share the same Category benefits from the rules for two-weapon fighting - and if they have the Ambidexterous Heroic Skill, this can be done with any two weapon modules!
Support Modules
Support modules provide a variety of miscellaneous benefits; these benefits often apply to the vehicle's passengers in addition to the Pilot themselves.
- A vehicle cannot have two or more active support modules with the same name.
- Some support modules are particularly complex or cumbersome and count as two modules towards the limit on total active modules.
Damage and Repairs
A Pilot's vehicle doesn't have its own separate stats and is treated as an extension of the Pilot themselves. It can be damaged or rendered temporarily unusable as a narrative consequence of the Pilot's surrender, but cannot be destroyed unless the Player agrees to it. Repairing a narratively damaged vehicle requires an amount of zenit equal to the Pilot's Skill Level in Personal Vehicle, multiplied by 100; on the other hand, rebuilding a destroyed vehicle should be achieved as part of the Pilot's narrative arc (which is why it should only be done if the Player is okay with it).
List Of Frames
Exoskeleton
Passengers: None. Distance: No Modifier.
This vehicle may have up to 2 active weapon modules, up to 1 active armor module, and any number of active support modules. If you use the Compression Tech Skill with this vehicle, ignore the IP cost.
Mech
Passengers: None. Distance: x2.
This vehicle may have up to 2 active weapon modules, up to 1 active armor module, and any number of active support modules.
Steed
Passengers: Up to one. Distance: x2.
This vehicle may have up to 1 active weapon module, up to 1 active armor module, and any number of active support modules. If you use the Heart in the Engine Skill with this vehicle, ignore the MP cost.
Important: 'passengers' indicates human-sized creatures transported in addition to the Pilot; 'distance' refers to the distance traveled during a travel day; remember that the maximum number of total active modules on your vehicle is based on your Skill Level in Personal Vehicle.
List Of Armor Modules
Important: these benefits only apply to the Pilot who is driving the vehicle; the scores granted by the Heavy, Runic, and Standard Plating modules can be extended to passengers through the Expanded Plating module.
Module | DEF | M.DEF |
---|---|---|
Flexible Plating Module | DEX+2 | INS+1 |
Heavy Plating Module✦ | 12 | 8 |
Runic Plating Module✦ | 10 | 11 |
Standard Plating Module✦ | 11 | 10 |
List Of Weapon Modules
Module | Accuracy | Damage | Qualities |
---|---|---|---|
Arcane Module | 【DEX + WLP】 | 【HR + 8】physical | Arcane. Melee. |
Axe Module | 【DEX + INS】 | 【HR + 12】physical | Heavy. Melee. |
Blade Module | 【DEX + INS】+ 1 | 【HR + 6】physical | Dagger. Melee. |
Bow Module | 【DEX + INS】+1 | 【HR + 12】physical | Bow. Ranged. While this module is active on a vehicle, that vehicle may have no other active weapon modules. |
Cannon Module | 【DEX + INS】 | 【HR + 14】physical | Firearm. Ranged. While this module is active on a vehicle, that vehicle may have no other active weapon modules. |
Claw Module | 【DEX + INS】 | 【HR + 8】physical | Brawling. Melee. This weapon can be used to interact with the scene as if it were an empty hand. |
Claymore Module | 【DEX + INS】+1 | 【HR + 14】physical | Sword. Melee. While this module is active on a vehicle, that vehicle may have no other active weapon modules. |
Esoteric Module | 【DEX + WLP】 | 【HR + 12】physical | Arcane Melee. While this module is active on a vehicle, that vehicle may have no other active weapon modules. |
Flail Module | 【DEX + INS】 | 【HR + 10】physical | Flail. Melee. |
Flamer Module | 【DEX + INS】 | 【HR + 8】fire | Firearm. Ranged. |
Machine Gun Module | 【DEX + INS】 | 【HR + 10】physical | Firearm. Ranged. While this module is active on a vehicle, that vehicle may have no other active weapon modules. When you perform the Attack action and attack with this weapon module, you may perform two separate attacks instead of one (against the same target or against different targets). If you do, both attacks follow the rules for two-weapon fighting: each attack loses the multi property and cannot gain it, and you treat the High Roll of each Accuracy Check as being equal to 0 when determining damage. |
Rifle Module | 【DEX + INS】 | 【HR + 10】physical | Firearm. Ranged. |
Scythe Module | 【DEX + INS】 | 【HR + 16】physical | Heavy. Melee. While this module is active on a vehicle, that vehicle may have no other active weapon modules. |
Shield Module (Exoskeleton and Mech Only) | - | - | While driving this vehicle, you gain a +2 bonus to Defense and a +2 bonus to Magic Defense. This weapon module does not count as a 'weapon': instead, it counts as an equipped shield for the sake of Skills and effects. It cannot be equipped in your main hand slot, unless you have acquired the Dual Shieldbearer Skill; if you have acquired that Skill, your Twin Shields deal 2 extra damage (this is cumulative if you have two active Shield modules). |
Spear Module | 【DEX + INS】 | 【HR + 10】physical | Spear. Melee. |
Sword Module | 【DEX + INS】+1 | 【HR + 8】physical | Sword. Melee. |
Trident Module | 【DEX + INS】+1 | 【HR + 14】physical | Spear. Melee. While this module is active on a vehicle, that vehicle may have no other active weapon modules. |
List Of Support Modules
Aerial Module (counts as two active modules)
This vehicle can fly, and its 'distance' becomes ×3. While you are driving this vehicle, your melee attacks can target flying creatures, and all creatures inside the vehicle cannot be targeted by melee attacks (unless the attacker is flying or is somehow able to reach flying targets). These benefits do not apply while the vehicle is inactive or grounded, while you are in Crisis, or while you are covering another creature with the Guard action. Additionally, if a creature aboard this vehicle suffers air, bolt or ice damage during a conflict scene, the benefits of this module cease until the start of your next turn.
Anti-Element Module
Each time you make this module active on your vehicle, choose a damage type: air, bolt, earth, fire or ice. Creatures aboard this vehicle are treated as being Resistant to the chosen damage type until this module remains active.
Advanced Targeting Module
While driving this vehicle, you gain a +2 bonus to your Accuracy Checks and to Magic Checks for offensive spells (⚡) you cast.
Counterstrike Module
After a creature aboard this vehicle is hit by a ranged attack, if you are driving this vehicle, you may spend 1 Inventory Point. If you do, the attacker suffers 10 physical damage (after their attack has been resolved). This amount increases by 5 damage if you are level 20 or higher, or by 10 damage if you are level 40 or higher.
Excavation Module
This vehicle can burrow through the ground and is equipped with powerful lights.
Expanded Plating Module (Mech and Steed only)
While you are driving this vehicle, if it has an active Heavy, Runic, or Standard Plating module, all passengers aboard may treat their Defense and Magic Defense scores as being equal to those provided by the armor module in question (they may still use their normal scores if those would be better).
Magistatic Module
After you pay the MP cost of an Arcanum, spell, or verse, if you are driving this vehicle and have an arcane weapon equipped, you recover 5 Mind Points; you instead recover 10 Mind Points if that cost was equal to or higher than 30 MP.
Power Module (Exoskeleton and Mech only)
While driving this vehicle, you gain a +2 bonus to all Opposed Checks that rely on brute force or physical resistance.
Rapid Interface Module
When you enter your vehicle on your turn during a conflict, you may immediately perform an additional action.
Seafarer Module
This vehicle can travel on water and underwater.
Seat Module (Mech and Steed only)
This vehicle can transport an additional human-sized passenger.
Secondary Offensive (Exoskeleton and Mecha frames only)
Each time you enable this module on your personal vehicle, choose one of its disabled weapon modules. As long as the chosen module is disabled and this module is enabled, you may use an action to perform a free attack with that weapon module.
Sensor Module
While driving this vehicle, you gain a +2 bonus to Open Checks made to examine nearby creatures, items and locations.
Turbo Module
While driving this vehicle, you gain a +2 bonus to all Opposed Checks that rely on speed and rapid maneuvers.
Symbolist
Symbol
Symbols follow a set of special rules.
- A creature may only bear one symbol at a time — if they receive a new symbol, regardless of source, any previous symbol is destroyed.
- Symbols and their effects have unlimited durations until destroyed.
- If a Symbolist dies, each symbol they created is immediately and automatically destroyed.
- If a creature bearing a symbol dies, that symbol is also destroyed. However, if the creature is a NPC that simply changes its form and statistics when reduced to 0 Hit Points, that does not remove the symbol: in short, the symbol is "narratively" tied to that specific character, not to their current manifestation and parameters.
- A Villain may, during a Game Master scene, spend 1 Ultima Point to destroy any number of symbols borne by themselves and by any of their allies that are present during that scene. This is the only possible way to remove a symbol against the will of the Symbolist who created it, save for the use of an opportunity appropriate to the scene or an NPC Skill specifically created by the GM (but this should be done no more than two or three times per campaign).
- A Symbolist may destroy any number of their symbols at any time, no action required.
- If a symbol requires you to make a choice when it is created, that choice applies to all copies of the symbol created with that action (but does not affect any copies of that symbol created through previous actions).
For instance, if a Symbolist applies two symbols of weakness (fire) through the Symbolism Skill, combining it with an attack with the multi (2) property, the creatures who receive those symbols will suffer extra damage from fire. If shortly afterwards the Symbolist applies a symbol of weakness (bolt) on a third creature, the two previous creatures will still receive extra damage from fire, not bolt.
- Remember that the maximum number of symbols you may have active at the same time is based on your Skill Level in Symbolism.
Symbols
Symbol of Binding
The current Attribute die sizes of the creature bearing this symbol can never be higher than that creature’s corresponding base Attribute die sizes (this does not end any spells or effects, but it will negate their influence over the creature’s Attributes).
Symbol of Creation
When the creature bearing this symbol needs to spend Inventory Points during a conflict, they may instead destroy this symbol to spend no Inventory Points.
Symbol of Despair
When the creature bearing this symbol recovers Hit Points and/or Mind Points during conflicts, instead they only recover half the normal amount of Hit Points and/or Mind Points, respectively.
Symbol of Destiny
After the creature bearing this symbol makes a Check, if you are able to see them, you may spend 1 Fabula Point to force that creature to reroll both dice. You may only do so once per Check, and only if the Result was not a critical success or fumble.
Symbol of Elements
When you create this symbol, choose a damage type: air, bolt, dark, earth, fire, ice, light, or poison. When the creature bearing this symbol deals damage to one or more creatures, if you can see the creature bearing this symbol, you may spend an amount of Mind Points equal to one third of the total damage being inflicted to those creatures. (including any sources of extra damage). If you do, all damage dealt this way changes type to the type chosen when you created this symbol.
Symbol of Enmity
As long as the creature bearing this symbol is in Crisis, any of that creature’s enemies who are able to see them must include them among the targets of their attacks and offensive spells (⚡), if possible.
Symbol of Flux
When you create this symbol, choose a status effect: dazed, shaken, slow, or weak. Then, choose one option: the creature bearing this symbol gains immunity to the chosen status effect; or the creature bearing this symbol loses immunity to the chosen status effect and cannot gain it.
Symbol of Forbiddance
When you create this symbol, choose an action type: Attack, Guard, Objective, Spell, or Skill. When the creature bearing this symbol performs the chosen action, they lose 5 Hit Points and 5 Mind Points (before performing that action). Both amounts increase to 10 if you are level 20 or higher, or to 20 if you are level 40 or higher.
Symbol of Growth
Spells with a target of "Up to three creatures" cast by the creature bearing this symbol have a target of "Up to four creatures" instead. The creature still needs to spend additional Mind Points for a fourth target.
Symbol of Metamorphosis
When you create this symbol, choose a Species: beast, construct, demon, elemental, monster, plant, or undead. The creature bearing this symbol is treated as belonging to the chosen Species for the sake of Skills and effects, instead of their normal Species (this does not otherwise alter any of the creature’s profile, such as their Affinities or any special rules they may have). This symbol cannot be applied to Player Characters.
Symbol of Prosperity
When the creature bearing this symbol spends 1 Fabula Point to invoke a Trait or Bond, they also receive 100 zenit.
Symbol of Protection
When you create this symbol, choose a damage type: air, bolt, dark, earth, fire, ice, light, or poison. The creature bearing this symbol gains Resistance to the chosen damage type.
Symbol of Rebellion
If a Villain is present on the scene, any Opposed Checks made by the creature bearing this symbol trigger a critical success when both dice show the same number (as long as the Check is not a fumble).
Symbol of Rebirth
If the creature bearing this symbol is about to be reduced to 0 Hit Points, they may destroy this symbol: if they do, they are instead reduced to exactly 1 Hit Point.
Symbol of Revenge
When a creature in Crisis hits the creature bearing this symbol with an attack or offensive spell (⚡), the creature in Crisis recovers 5 Hit Points and 5 Mind Points.
Symbol of Sacrifice
When the creature bearing this symbol suffers damage, if you are able to see them, you may destroy this symbol: if you do, you suffer the same amount of damage instead of that creature.
Symbol of Sorcery
The total Mind Point cost of spells that target the creature bearing this symbol is reduced by 5 MP (to a minimum total cost of 5 MP). If a spell targets multiple creatures bearing this symbol, the effect will be cumulative.
Symbol of Truth
Checks performed to examine or locate the creature bearing this symbol, as well as Accuracy Checks and Magic Checks for attacks and offensive spells (⚡) that include the creature bearing this symbol among their targets, gain a +2 bonus. If an attack or spell targets multiple creatures bearing this symbol, the effect will be cumulative.
Symbol of Weakness
When you create this symbol, choose a damage type: air, bolt, dark, earth, fire, ice, light, or poison. The creature bearing this symbol suffers 5 extra damage from sources dealing damage of the chosen type.
Tinkerer
Gadgets - Alchemy
You may perform the Inventory action to rapidly craft a potion with powerful but somewhat unpredictable effects. When you do so, choose one type of mix among those you have unlocked ( basic, advanced or superior ) and spend the appropriate amount of Inventory Points. When you create a mix, roll the amount of twenty-sided dice indicated by that mix, then assign one of those rolls to the target table and one to the effect table. Discard all remaining dice, then describe the effects of the mix! The two effects marked with ' Any ' on the effect table are always available and can be chosen if none of the available effects appeal to you.
Alchemy Tables
Mix
Mix | IP Cost | Description |
---|---|---|
Basic | 3 | Roll two d20 s and assign one to target and one to effect. |
Advanced | 4 | Roll three d20 s and assign one to target and one to effect. |
Superior | 5 | Roll four d20 s and assign one to target and one to effect. |
Target
Die | The potion affects... |
---|---|
1-6 | ... you or one ally you can see that is present on the scene. |
7-11 | ... one enemy you can see that is present on the scene. |
12-16 | ... you and every ally present on the scene. |
17-20 | ... every enemy present on the scene. |
Effect
Die | Each creature affected by the potion... |
---|---|
Any | ... suffers 20 poison damage. |
Any | ... recovers 30 Hit Points. |
1 | ... treats their Dexterity and Might dice as if they were one size higher (up to a maximum of d12 ) until the end of your next turn. |
2 | As effect 1, but with Insight and Willpower. |
3 | ... suffers 20 air damage. This amount increases to 30 damage if you are level 20 or higher, or to 40 damage if you are level 40 or higher. |
4 | As effect 3, but with bolt damage. |
5 | As effect 3, but with dark damage. |
6 | As effect 3, but with earth damage. |
7 | As effect 3, but with fire damage. |
8 | As effect 3, but with ice damage. |
9 | ... gains Resistance to air and fire damage until the end of the scene. |
10 | As effect 9, but with bolt and ice damage. |
11 | As effect 9, but with dark and earth damage. |
12 | ... suffers enraged. |
13 | ... suffers poisoned. |
14 | ... suffers dazed, shaken, slow and weak. |
15 | ... recovers from all status effects. |
16-17 | ... recovers 50 Hit Points and 50 Mind Points. |
18 | ... recovers 100 Hit Points. |
19 | ... recovers 100 Mind Points. |
20 | ... recovers 100 Hit Points and 100 Mind Points. |
Gadgets - Infusions
When you successfully hit one or more targets with an attack, you may spend 2 Inventory Points to produce a special infusion and apply the corresponding effect to that attack (if the attack had the multi property, apply the effects of the infusion to each target). You cannot apply more than one infusion to the same attack; producing and using an infusion are both part of the action you used to attack with the weapon.
Infusions
Infusion | Benefit Level | Effect |
---|---|---|
Cryo | Basic Infusion | The attack deals 5 extra damage, and its damage becomes ice. |
Pyro | Basic Infusion | The attack deals 5 extra damage, and its damage becomes fire. |
Volt | Basic Infusion | The attack deals 5 extra damage, and its damage becomes bolt. |
Cyclone | Advance Infusion | The attack deals 5 extra damage, and its damage becomes air. |
Exorcism | Advance Infusion | The attack deals 5 extra damage, and its damage becomes light. |
Seismic | Advance Infusion | The attack deals 5 extra damage, and its damage becomes earth. |
Shadow | Advance Infusion | The attack deals 5 extra damage, and its damage becomes dark. |
Vampire | Superior Infusion | Choose one option: you recover an amount of HP equal to half the HP loss suffered by the target of the attack; or you recover an amount of MP equal to half the HP loss suffered by the target of the attack. This infusion can only be used if the attack targeted a single creature. |
Venom | Superior Infusion | The attack deals 5 extra damage, its damage becomes poison, and each creature hit by the attack suffers poisoned. |
Gadgets - Magitech
This invention type grants a variety of different benefits
Magitech Override (Basic)
You may use an action and spend 10 Mind Points to perform an Opposed 【INS + INS】Check against a nearby soldier-rank construct you can see (the Game Master must tell you who is a valid target). If you succeed, you gain control of the creature until the end of the scene (the Game Master gives you its profile). You may only control one construct at any given time, but may set it free whenever you want; the construct is also set free as soon as it is harmed by you or by one of your allies. Once free, the construct is again in control of its actions and might turn against you.
Magicannon (Advanced)
You may perform the Inventory action and spend 3 Inventory Points to create a firearm weapon known as a magicannon (see below). The magicannon will crumble to pieces as soon as you use create a new magicannon. When you create a magicannon, choose the type of damage it deals (air, bolt, earth, fire, ice, or physical).
Magicannon. Accuracy:【DEX + INS】+1. Damage:【HR + 10】. Qualities: Two-handed. Ranged.
Magispheres (Superior)
You develop three magisphere prototypes; each of them can replicate a spell chosen from the following lists: Elementalist, Entropist and Spiritist. The spells you choose may come from the same list or different lists. You also develop two more prototypes upon reaching level 20, and another two upon reaching level 40 (the same applies if you already reached those levels). You may perform the Inventory action and spend 2 Inventory Points to create a magisphere and immediately perform the Spell action for free, casting one of the spells you have developed a prototype for. The spell follows the normal rules (including MP costs and Magic Checks) and the magisphere is destroyed upon use.