Classes
Ace of Cards
- Permanently increase your maximum Hit Points or Mind Points by 5 (your choice).
Double or Nothing
Before you perform an Accuracy Check, a Magic Check for an offensive spell (⚡), or a Check to advance or turn back a Clock, you may declare double or nothing. If you do and the Check triggers a critical success, double the damage dealt by that attack or spell or the filled or erased sections of that Clock, respectively; however, any other Result is considered a critical failure.
High or Low
When you generate a critical success or a critical failure, you may draw 1 card from your deck. If you do, discard 1 card from your hand.
Magic Cards (✦3)
You gain a deck, a hand and a discard pile (see next page). During a conflict,
you may use an action and spend up to【10 + (SL × 5)】Mind Points (minimum 10). If you do,
resolve 1 card from your hand for every 5 MP spent this way (to a maximum of 5 cards;
these cards form a set). After you resolve the effect of the set (if any), discard these
cards and draw that many cards from your deck.
Information on Sets can be found
here.
Mulligan (✦5)
At the end of your turn during a conflict, you may discard up to【SL】cards from your hand. If you do, draw that many cards from your deck.
Trap Card (✦4)
After an enemy you can see performs an action during a conflict, you may declare one of your deck's suits (after the action has been resolved) and put the first card on the bottom of your deck in your discard pile, face up. If that card is a joker or its suit matches the one you declared, you may immediately perform the Spell action for free, casting a spell with a total Mind Point cost equal to or lower than【SL × 5】(you must still pay its MP cost).
Arcanist
- Permanently increase your maximum Mind Points by 5.
Arcane Circle (✦4)
After you willingly dismiss an Arcanum on your turn during a conflict (see next page), if that Arcanum had not been summoned during this same turn and you have an arcane weapon equipped, you may immediately perform the Spell action for free. The spell you cast this way must have a total Mind Point cost of【SL × 5】or lower (you must still pay the spell's MP cost).
Arcane Regeneration (✦2)
When you summon an Arcanum, you immediately recover【SL × 5】Hit Points.
Bind and Summon
You may bind Arcana to your soul and summon them later. The Game Master will
tell you the details of each binding process when you first encounter the Arcanum in
question. You may use an action and spend 40 mp to summon an Arcanum you have bound: the
details of this process are explained on the next page. If you take this Skill at
character creation, you begin play with one Arcanum of your choice already bound to you,
chosen from the list on the next pages. Other than that, you may only obtain new Arcana
through exploration and story progression.
Information on Arcanum can be found here.
Emergency Arcanum (✦6)
As long as you are in Crisis, the cost for summoning your Arcana is reduced by【SL × 5】Mind Points.
Ritual Arcanism
You may perform Rituals of the Arcanism discipline, as long as their effects fall within the domains of one or more Arcana you have bound (see next pages). Arcanism Rituals use【WLP + WLP】for the Magic Check.
Chanter
- Permanently increase your maximum Mind Points by 5.
Magichant (✦10)
On your turn during a conflict scene, you may use an action and spend a
variable amount of MP to weave voice and music into a magical effect known as a verse.
You may only sing one verse per turn, even if you have access to multiple actions. When
you first acquire this Skill, you learn all three volumes, plus one key and one tone.
Whenever you acquire this Skill again, you may learn one key or one tone (your
choice).
Information on Chants can be found here.
Resonance (✦3)
After you affect one or more enemies with a verse, if you have an arcane weapon equipped, you may choose one option: until the start of your next turn, your allies deal【SL】extra damage to those enemies; OR until the start of your next turn, you recover【SL】Mind Points every time one of those enemies suffers damage (if the same source deals damage to two or more of those enemies at the same time, you recover【SL】MP for each damaged enemy).
Siren's Song
You gain the ability to perform Rituals of the Ritualism discipline; additionally, you may use Ritualism to create hearing-based illusions.
Sound Barrier (✦5)
After you sing a verse with medium or high volume, all physical damage you suffer until the start of your next turn is reduced by【SL】(applied before Affinities).
Vibrato
After you sing a verse with low or medium volume, you may perform a free attack with a weapon you have equipped; treat your High Roll (HR) as 0 when calculating damage dealt by this attack.
Chimerist
- Permanently increase your maximum Mind Points by 5.
- You may perform Rituals whose effects fall within the Ritualism discipline.
Consume (✦5)
After you deal damage to one or more creatures with a spell, if you have an arcane, dagger, or flail weapon equipped, you recover【SL × 2】Mind Points.
Feral Speech
You can communicate with creatures of the beast, monster, and plant Species.
Pathogenesis
When you deal damage to one or more creatures with one of your Chimerist spells, each of those creatures that share their Species with the creature you originally learned that spell from suffers poisoned.
Ritual Chimerism
You may perform Rituals whose effects fall within the Chimerism discipline. When you acquire this Skill, choose【INS + WLP】or【MIG + WLP】. From now on, your Chimerism Rituals will use the chosen Attributes for the Magic Check.
Spell Mimic (✦10)
When you see a creature belonging to the beast, monster, or plant Species cast a spell, you may immediately choose to learn that spell as a Chimerist spell of your own: if you do, record the Species of the creature you learned it from. When you first acquire this Skill, choose 【INS + WLP】 or 【MIG + WLP】. From now on, your offensive (⚡) Chimerist spells will use the chosen Attributes for the Magic Check, regardless of the Attributes used by the creature you learned the spell from. You may have up to 【SL + 2】different Chimerist spells memorized this way. If you want to memorize a new Chimerist spell but are already at your limit, you must forget one of your old spells and replace it with the new spell.
Commander
- Permanently increase your maximum Hit Points by 5.
- Gain the ability to equip martial melee weapons and martial ranged weapons.
Bishop's Edict (✦5)
During a conflict, you may use an action and spend 10 mp to choose one option: all MP costs are doubled; OR all sources of damage deal 【SL × 3】extra damage. The chosen effect lasts until the start of your next turn.
Charging Cavalry (✦5)
During a conflict, you may use an action and spend 10 mp to choose one ally that can hear you. That ally may immediately perform a free attack with a weapon they have equipped (or with a basic attack if they are an NPC). They gain a bonus equal to 【SL】 to the Accuracy Check, but treat their High Roll (HR) as 0 when calculating damage.
Crushing Chariot
After you use Bishop's Edict, Charging Cavalry, or King's Castle, you may choose another Player Character that can hear you who has yet to take a turn during this round. That character may take their turn immediately after yours during this round.
King's Castle (✦4)
During a conflict, you may use an action and spend 10 mp to choose one option: no creature can recover Hit Points or Mind Points; OR all effects that restore Mind Points restore【SL × 5】additional Mind Points. The chosen effect lasts until the start of your next turn.
Queen's Gambit (✦6)
During a conflict, you may use an action to perform a free attack with a weapon you have equipped, treating your High Roll (HR) as 0 when calculating damage. After the attack is resolved, choose one option: one ally who is able to hear you recovers 【5 + (SL × 5)】 Hit Points; OR you may immediately use a Skill you acquired among Bishop's Edict, Charging Cavalry, or King's Castle for free (spending the appropriate MP).
Dancer
- Permanently increase your maximum Hit Points or Mind Points by 5 (your choice).
Dance (✦10)
Each time you take this Skill, you learn a dance. On your turn during a
conflict scene, if you have no martial armor equipped, you may spend 10 mp to perform a
dance you have learned. This doesn't require an action, but it can only be done
before or after an action, and only once per turn. If you already performed a different
dance during your previous turn in this scene, the cost of the new dance is reduced to 5
mp. Some dances are instantaneous and resolve immediately, while others have effects
that last until the start of your next turn.
Information on Dances can be found
here.
Follow My Lead
When you perform a dance with a duration of “Until the start of your next turn”, you may spend 10 mp. If you do, choose one ally you can see towards whom you have a Bond of affection: apply the benefits of the dance to that ally as well as yourself (the benefits still last until the start of your next turn).
Frenetic Footwork (✦2)
After you perform a dance with a duration of “Until the start of your next turn”, you gain a bonus equal to 【SL × 2】 to all Opposed Checks that rely on acrobatics, coordination, or speed until the start of your next turn.
Quick-Change
After you perform a dance, you may perform the Equipment action for free.
Wardancer (✦5)
After you perform a dance, your attacks with brawling, dagger, flail, and thrown weapons deal 【SL】 extra damage until the start of your next turn. If you have an arcane weapon equipped, offensive spells (⚡) you cast also deal 【SL】 extra damage until the start of your next turn.
Darkblade
- Permanently increase your maximum Hit Points by 5.
- Gain the ability to equip martial melee weapons and martial armor.
Agony (✦5)
After you deal damage to one or more creatures, if you have a Bond towards at least one of those creatures, you may recover【SL × 2】Hit Points and【SL × 2】Mind Points.
Dark Blood
As long as you are in Crisis, you have Resistance to dark damage and poison damage.
Heart of Darkness
Once per scene upon entering Crisis, you may choose a specific creature you can see that you don't have a Bond towards. If you do, create a Bond of hatred towards that creature.
Painful Lessons (✦3)
After another creature causes you to lose Hit Points (with an attack, a spell or any other method), you may immediately perform the Study action on that creature (see page 74) for free. If you do, gain a bonus equal to【SL】to your Check. Remember, you can study the same aspect of a creature only once.
Shadow Strike (✦5)
You have learned to channel your vital force into your attacks. You may use an action to perform a Shadow Strike: roll your current Might die and lose an amount of Hit Points equal to 【the number rolled on your Might die】. If this didn't reduce your Hit Points to 0, you may perform a free attack with a weapon you have equipped: if this attack hits one or more targets, it deals extra damage equal to 【SL + the number rolled on your Might die】. However, all damage dealt by this attack becomes dark and its damage type cannot be changed.
Elementalist
- Permanently increase your maximum Mind Points by 5.
- You may perform Rituals whose effects fall within the Ritualism discipline.
Cataclysm (✦3)
When you cast an instantaneous spell, if you have an arcane weapon equipped, you may increase the spell's total MP cost by up to 【SL × 10】 Mind Points. If you do so and the spell deals damage to one or more creatures, it will deal 5 extra damage to each creature for every 10 Mind Points by which you increased its total MP cost.
Elemental Magic (✦10)
Each time you acquire this Skill, learn one Elementalist spell. Offensive (⚡)
Elementalist spells use 【INS + WLP】 for the Magic Check.
Information on
Elementalist Spells can be found here.
Magic Artillery (✦3)
When you cast an offensive (⚡) spell, if you have an arcane weapon equipped, you gain a bonus to your Magic Check equal to 【SL × 2】.
Ritual Elementalism
You may perform Rituals whose effects fall within the Elementalism discipline. Elementalism Rituals use【INS + WLP】for the Magic Check.
Spellblade (✦4)
When you cast an offensive (⚡) spell targeting a single creature, if the spell has a total Mind Point cost of 【SL × 10】 or lower and you have one or more bow, brawling, dagger, flail, spear, or sword weapons equipped, you may choose one of those weapons. If you do, your Magic Check for the spell will use the chosen weapon's Accuracy Check formula; for instance, the Magic Check for an Elementalist spell cast through a bronze sword (Core Rulebook, page 131) will be 【DEX + MIG】+1 instead of 【INS + WLP】.
Entropist
- Permanently increase your maximum Mind Points by 5.
- You may perform Rituals whose effects fall within the Ritualism discipline.
Absorb MP (✦5)
After you suffer damage, you may immediately recover 【SL × 2】 Mind Points.
Entropic Magic (✦10)
Each time you acquire this Skill, learn one Entropist spell. Offensive (⚡)
Entropist spells use 【INS + WLP】 for the Magic Check.
Information on Entropist
Spells can be found here.
Lucky Seven
You have a lucky number; at the beginning of each session, that number is 7. Once per scene after you perform a Check, you may replace the value shown on one of the dice you rolled with your lucky number (even if this would give an impossible Result, such as a value of 7 on a d6). If you do, the replaced value becomes your new lucky number.
Ritual Entropism
You may perform Rituals whose effects fall within the Entropism discipline. Entropism Rituals use 【INS + WLP】 for the Magic Check. Rules for Rituals can be found on (Core Rulebook, page 118) of the core rulebook.
Stolen Time (✦4)
During a conflict, you may use an action to interfere with the flow of time by spending up to 【SL × 5】 Mind Points. For every 5 Mind Points you spend this way, choose one option: one creature you can see suffers slow; or one creature you can see recovers from slow; or one creature you can see may immediately perform the Equipment action for free; OR 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. Each option can only be chosen once per use of this Skill.
Esper
- Permanently increase your maximum Mind Points by 5.
Cognitive Focus (✦5)
At the start of your turn during a conflict, you may choose one ally who is able to hear you or one enemy you can see that is suffering from dazed, enraged, and/or shaken. Until the start of your next turn, the chosen creature becomes your focus. You gain a bonus equal to 【SL】 to Checks you perform to examine your focus, as well as to your Accuracy Checks and Magic Checks for attacks and offensive spells (⚡) that include your focus among the targets. When you cause your focus to recover Hit Points and/or Mind Points, they recover 【SL × 2】 additional HP and/or MP, respectively.
Hypercognition (✦5)
The total MP cost of your spells and verses (High Fantasy, page 138) that include your focus among their targets is reduced by 【SL】, or by 【SL × 2】 if your focus is the only target (up to a minimum cost of 0 Mind Points).
Navigator
You can communicate telepathically with any conscious ally within 1 travel day of you; you are able to hear each other for the sake of Skills and effects. You gain the ability to perform Rituals of the Ritualism discipline. Additionally, you may use Ritualism to transport creatures in and out of the soul network, and to gain information and track entities while inside the soul network.
Psychic Gifts (✦5)
Each time you take this Skill, you gain a gift.
Information on Gifts
can be found here.
Psychokinesis
When you perform an Accuracy Check, you may replace one of the Attribute dice with Willpower (such as 【DEX + WLP】 for a shortbow). Additionally, your melee attacks with weapons belonging to the arcane or sword Categories may target flying creatures.
Fury
- Permanently increase your maximum Hit Points by 5.
- Gain the ability to equip martial melee weapons and martial armor.
Adrenaline (✦5)
As long as you are in Crisis, you deal 【SL × 2】extra damage (be it with attacks, spells, Arcana, items or any other method).
Frenzy
Your Accuracy Checks with brawling, dagger, flail, and thrown weapons trigger a critical success if both dice show the same number (and the Check is not a fumble).
Indomitable Spirit (✦4)
When you spend one or more Fabula Points, you get an additional benefit — choose one option: you recover 【SL × 5】 Hit Points; OR you recover 【SL × 5】 Mind Points; or you recover from a single status effect of your choice.
Provoke (✦5)
You may use an action and spend 5 mp to perform an Opposed 【MIG + WLP】 Check against a creature you can see — describe how you taunt them! If you succeed, the target suffers enraged and is compelled to focus their attention on you (their attacks and offensive spells must include you among the targets if possible). This compulsion ends if you fall unconscious or leave the scene, if the creature is no longer enraged, or if they are successfully provoked by someone else. You gain a bonus equal to 【SL】 to your 【MIG + WLP】 Checks for this Skill.
Withstand (✦5)
When you perform the guard action, if you choose not to provide cover to another creature, you recover Hit Points equal to 【SL, multiplied by the highest strength among your Bonds】 and choose Might or Willpower: you treat the chosen Attribute as being one die size higher (up to a maximum of d12) until the end of your next turn.
Guardian
- Permanently increase your maximum Hit Points by 5.
- Gain the ability to equip martial armor and martial shields.
Bodyguard
If you perform the guard action and choose to provide cover to another creature, that creature gains Resistance to all damage types until the start of your next turn.
Defensive Mastery (✦5)
As long as you have a shield or a martial armor equipped, all damage you suffer is reduced by 【SL】(applied before damage Affinities).
Dual Shieldbearer
You may now equip a shield in your main hand slot. As long as you have two shields equipped, you gain the benefits of both items and may treat them as the following combined two-handed melee brawling weapon: Twin Shields【MIG + MIG】【HR + 5】 physical Deals extra damage equal to your 【SL】 in Defensive Mastery.
Fortress (✦5)
Permanently increase your maximum Hit Points by 【SL × 3】.
Protect
When another creature is threatened by an attack, spell, or other danger, you may take their place (any Checks that are part of the danger will be performed against you; you may declare the use of this Skill before or after the Checks have been made). If the danger already affected you, it affects you twice (resolve both instances separately); you also cannot protect multiple creatures from the same danger. If you use this Skill during a conflict, you cannot use it again until the start of your next turn.
Loremaster
- Permanently increase your maximum Mind Points by 5.
Flash of Insight (✦3)
When you roll a 13 or higher on a Check performed to investigate a creature, item or location — this includes using the Study action during a conflict — you may ask the Game Master up to 【SL】 questions concerning the subject of your investigation. You may ask these questions immediately or save them for later; whenever you ask one of these questions, the Game Master will answer truthfully and you will describe your character's deductive process. This Skill may only be used once on the same creature, item or location.
Focused (✦5)
Permanently increase your maximum Mind Points by 【SL × 3】. When you perform an Open Check using 【INS + INS】, you gain a bonus equal to 【SL】 on that Check (this only applies to Open Checks).
Knowledge Is Power
When you perform an Accuracy Check, you may replace one of the Attribute dice with Insight (such as 【INS + INS】 for a pistol or 【INS + MIG】 for a waraxe).
Quick Assessment (✦6)
At the start of a conflict, you may spend up to 【SL × 5】 Mind Points. For every 5 Mind Points you spend this way, choose one option: choose a creature you can see and the GM reveals one of their Traits; or name a damage type and choose a creature you can see, and the GM reveals that creature's Affinity towards that damage type.
Trained Memory
You may perfectly recall the details of any scene you have visited within the past week. You can "go back in time" within your mind in order to examine and investigate such scenes again — your Flash of Insight Skill will apply to these memories as well.
Mutant
- Permanently increase your maximum Hit Points by 5.
Akromorphosis (✦3)
Your unarmed strikes deal 【6 + (SL × 2)】 extra damage, and you gain a bonus equal to 【SL】 to your Accuracy Checks with them. At the start of your turn during a conflict, you may choose a weapon Category other than brawling. If you do, your unarmed strikes now belong to the chosen Category; if you choose bow, firearm or thrown, they become ranged weapons instead of melee; if you choose dagger or sword, they cannot be used with Triple Slash (see High Fantasy Atlas, page 161). These changes last until the start of your next turn.
Biophagy (✦4)
After one of your attacks or offensive spells (⚡) causes one or more enemies to lose Hit Points, if you are in Crisis, you may recover 【SL × 5】 Hit Points.
Ecdysis
After you lose Hit Points due to damage, if that damage had a type other than physical, you may spend 10 hp]to gain Resistance to that damage type until you use this Skill again. You cannot use this Skill if doing so would reduce you to 0 HP
Genoclepsis (✦2)
When you deal damage to one or more NPCs, you learn their Species and the GM chooses 【SL】 therioforms appropriate to those NPCs (see next page): if you have acquired the Theriomorphosis Skill, you may immediately pay its HP cost and use it to manifest those therioforms (even if they are not among those you have learned).
Theriomorphosis (✦6)
Each time you acquire this Skill, you learn a therioform. You may use an
action and spend one third of your current Hit Points (rounded down) to manifest the
effects of up to two therioforms you have learned. The details of this transformation
are explained on the next page.
Information on Therioforms can be found here.
Necromancer
- Permanently increase your maximum Hit Points or Mind Points by 5 (your choice).
Beyond The Realms Of Death (✦5)
When another creature you can see loses Hit Points while in Crisis, if they are not undead, you gain 1 Grave Point. You may never have more than 【SL + 1】 Grave Points. When you are reduced to 0 Hit Points, you lose all Grave Points; then, if you lost at least 1 Grave Point this way and this is the first time you are reduced to 0 HP during this scene, you do not Surrender nor Sacrifice yourself: instead, you recover an amount of HP equal to 【SL, multiplied by the amount of Grave Points you lost this way】 .
Children Of The Grave
You can always communicate verbally with undead creatures. Once per scene, you may ask an undead a single question; they are compelled to answer truthfully.
Fear Is The Key (✦3)
After you cause one or more enemies to lose Hit Points, if you have acquired the Beyond the Realms of Death Skill and at least one of them is suffering from shaken and/or weak, you gain 1 Grave Point and recover 【SL × 2】 Hit Points and Mind Points.
For Whom The Bell Tolls (✦3)
When you deal damage to a creature with a spell, if that spell only deals damage to that creature, you may spend 1 Grave Point. If you do, choose one option: if that creature is suffering from one or more status effects, the spell deals extra damage equal to 【(SL × 2) + the number of status effects on that creature】; or if that creature is suffering from no status effects, they suffer shaken.
Rondo Of Nightmare
When you cast an offensive spell (⚡) with a target of “One creature”, you may spend 2 Grave Points to have it target all creatures you can see that are present on the scene (perform a single Magic Check and confront it with the Magic Defense of each target). If you do, all damage dealt by the spell becomes dark and its type cannot change.
Orator
- Permanently increase your maximum Mind Points by 5.
Condemn (✦4)
You may use an action and spend 5 mp to perform an Opposed 【INS + WLP】 Check against a creature that can hear and understand you — describe your accusations! If you succeed, the target loses 【SL × 10】 Mind Points and suffers dazed or shaken (your choice). You gain a bonus equal to 【SL】 to your 【INS + WLP】 Checks for this Skill.
Encourage (✦6)
During a conflict, you may use an action and spend 5 mp to choose another creature that can hear and understand you. That creature recovers 【SL × 5】 Hit Points and chooses Dexterity, Insight, Might, or Willpower: they treat the chosen Attribute as being one die size higher (up to a maximum of d12) until the start of your next turn.
My Trust In You (✦2)
After another Player Character who is able to hear you performs a Check, you may spend 1 Fabula Point and invoke one of their Traits or Bonds in order to let them reroll dice or improve the Result of the Check (following the normal rules). Then, if you have a Bond towards that character, they recover 【SL × 10】 Mind Points.
Persuasive (✦2)
When you successfully perform a Check to fill or erase sections of a Clock, if your approach relied on charm, diplomacy, deception, or intimidation, you may spend up to 【SL × 20】 Mind Points. If you do, fill or erase an additional section of that Clock for every 20 Mind Points you spend this way.
Unexpected Ally
You may use an action and spend 1 Fabula Point to choose a non-hostile creature able to hear and understand you. If you do, that creature becomes helpful towards you so long as you are kind and respectful to them and your requests are reasonable.
Pilot
- Permanently increase your maximum Hit Points by 5.
- Gain the ability to equip martial melee weapons and martial ranged weapons.
Compression Tech
As long as there is no one aboard your personal vehicle, you may have it safely disappear from the game world at any time. What magic or technology allows it?If your personal vehicle is not present in the game world and you are in a space big enough to contain it, you may perform the Inventory action and spend 2 ip to have the vehicle appear near you and enter it for free.
Flexible Configuration (✦4)
When you perform the Equipment or Guard action while driving your personal vehicle, you may choose up to 【SL】 of its enabled modules and disable them. If you do, choose up to an equal amount of its disabled modules and enable them.
Heart in the Engine (✦3)
At the start of your turn during a conflict, if you are driving your personal vehicle, you may spend 10 mp. If you do, choose one option: the next time you deal damage during this turn, deal 【SL × 2】 extra damage; or, the next time you suffer damage before the start of your next turn, that damage is reduced by 【SL × 2】(applied before damage Affinities); or, you recover from a status effect of your choice among slow and weak.
Personal Vehicle (✦5)
When you acquire this Skill, you gain a personal vehicle with a frame of your
choice and three different modules of your choice. Whenever you acquire this Skill
again, you acquire two additional modules of your choice.
Information on Personal
Vehicles can be found here.
Strong Grip
When you perform an Accuracy Check with a weapon module, you may replace one of the Attributes with Might (such as 【MIG + WLP】 for an Arcane module).
Rogue
- Permanently increase your maximum Inventory Points by 2.
Cheap Shot (✦5)
When you hit a creature with an attack, if the attack only targeted that creature and they are suffering from one or more status effects, you may have it deal extra damage equal to 【SL + the number of status effects on the creature】.
Dodge (✦3)
As long as you have no shields and no martial armor equipped, your Defense score is increased by 【SL】.
High Speed (✦3)
At the start of a conflict, you may spend 10 mp. If you do, choose one option and apply it before the start of the first round: perform a free attack with a weapon you have equipped; OR perform a Hinder or Objective action. You also gain a bonus equal to 【SL】 to all Checks you perform as part of the chosen option.
See You Later
You may use an action and spend 1 Fabula Point to vanish from the current scene, reappearing whenever you want during a different scene in which another Player Character is present. Describe how you escaped and miraculously got here!
Soul Steal (✦5)
You may use an action to perform a 【DEX + WLP】 Check against the Magic Defense of a creature you can see. If you succeed and the target is a soldier, you recover 【SL】 Inventory Points; if they are an elite or champion, the GM gives you the target's soul treasure, an item worth an amount of zenit equal to or lower than 【the target's level multiplied by 30, or by 50 if they are a Villain】. This soul treasure will appear inside your backpack; a creature can be successfully stolen from with this Skill only once. You gain a bonus equal to 【SL】 to your 【DEX + WLP】 Checks for this Skill.
Sharpshooter
- Permanently increase your maximum Hit Points by 5.
- Gain the ability to equip martial ranged weapons and martial shields.
Barrage
When you perform a ranged attack, you may spend 10 mp to choose one option: the attack gains multi (2); or you increase the attack's multi property by one, up to a maximum of multi (3).
Crossfire
After a creature you can see performs a ranged attack, you may spend an amount of Mind Points equal to the total Result of their Accuracy Check in order to have the attack fail automatically against all targets. You can only use this Skill if you have a ranged weapon equipped, and it has no effect if the Accuracy Check was a critical success.
Hawkeye (✦5)
When you perform the Guard action, if you choose not to provide cover to another creature, you may choose one option: the next ranged attack you perform before the end of the current scene will deal 【SL × 2】 extra damage; OR you may immediately perform a free attack with a bow or firearm you have equipped, treating your High Roll (HR) as 0 when calculating damage dealt by this attack.
Ranged Weapon Mastery (✦4)
You gain a bonus equal to 【SL】 to all Accuracy Checks with ranged weapons.
Warning Shot (✦4)
When you hit one or more targets with a ranged attack that would deal damage, you may have the attack deal no damage. If you do, choose one option: inflict shaken on each target hit by the attack; OR inflict slow on each target hit by the attack; or each target hit by the attack loses 【SL × 10】 Mind Points. Describe your maneuver!
Spiritist
- Permanently increase your maximum Mind Points by 5.
- You may perform Rituals whose effects fall within the Ritualism discipline.
Healing Power (✦2)
When you cast a spell that targets one or more allies, if you have an arcane weapon equipped, you may have each of those allies recover an amount of Hit Points equal to 【SL, multiplied by the number of Bonds you have】. This healing is separate from any healing caused by the effects of the spell.
Ritual Spiritism
You may perform Rituals whose effects fall within the Spiritism discipline. Spiritism Rituals use【INS + WLP】for the Magic Check.
Spiritual Magic (✦10)
Each time you acquire this Skill, learn one Spiritist spell. Offensive (⚡)
Spiritist spells use 【INS + WLP】 for the Magic Check.
Information on Spiritist
Spells can be found here.
Support Magic
When you cast a spell that targets one or more allies, if you have an arcane weapon equipped, you may choose one of those allies you have a Bond towards. If you do, that ally gains a bonus to the next Check they perform during the current scene; this bonus is equal to the strength of your Bond towards them.
Vismagus
When you cast a spell, if you don't have enough Mind Points to pay for its total cost, you may choose to spend twice as many Hit Points instead. You cannot use this Skill if doing so would reduce you to 0 Hit Points. If a spell cast this way would cause you to recover Hit Points, you instead recover no Hit Points (the spell functions normally on any other target).
Symbolist
- Permanently increase your maximum Inventory Points by 2.
Magic Symbols (✦3)
If an ally bears one of your symbols, that ally may perform the Spell action and destroy that symbol to cast a single spell among those you know, as long as it has a total Mind Point cost equal to or lower than 【SL × 10】 (that ally must still pay the MP cost).
Mirage
You gain the ability to perform Rituals of the Ritualism discipline; additionally, you may use Ritualism to create sight-based illusions.
Personal Touch (✦5)
When a creature you can see that is bearing one of your symbols suffers damage or recovers Hit Points and/or Mind Points, you may have that creature suffer 【SL】 extra damage or recover 【SL】 additional Hit Points and/or Mind Points, respectively).
Symbolic Connection
You always know the exact direction in which to find any creature bearing one of your symbols, as long as that creature is within 2 travel days of your position.
Symbolism (✦5)
Each time you acquire this Skill, you learn two symbols. You may have up to
【SL + 1】 symbols active at the same time; if you create more while at your limit, you
must first choose and destroy some of your previous symbols. You may perform the
Inventory action and spend 2 ip to create a symbol you have learned and choose one
option: apply that symbol to yourself; OR apply that symbol to an ally you can see; OR
perform a free attack with a weapon you have equipped. This attack deals no damage, but
you apply a copy of the chosen symbol to each enemy hit by the attack (each copy counts
as a separate symbol towards your limit or 【 SL + 1】 active symbols).
Information
on Symbols can be found here.
Tinkerer
- Permanently increase your maximum Inventory Points by 2.
- You may initiate Projects.
Emergency Item
Once per conflict scene, if you are in Crisis, you may perform an additional action on your turn. This action must be the Inventory action.
Gadgets (✦5)
When you first acquire this Skill, choose a gadget type: Alchemy, Infusion, or
Magitech. You gain its basic benefits. Whenever you take this Skill again, choose one
option: you gain the basic benefits of a new gadget type; OR you gain the advanced
benefits of a gadget type whose basic benefits you already obtained; OR you gain the
superior benefits of a gadget type whose advanced benefits you already
obtained.
Information on Gadgets can be found here.
Potion Rain (✦2)
When you create a potion that restores a single creature's HP and/or MP, you may have it affect up to 【SL】 additional creatures. If you do, the potion only restores half the normal amount of HP and MP to each creature.
Secret Formula (✦5)
When you create a potion or magisphere whose effects restore HP and/or MP, each restored amount is increased by 【SL × 5】. When you create an elemental shard, potion, or magisphere that deals damage, that item deals 【SL】 extra damage.
Visionary (✦5)
When you work on a Project, up to 【SL × 100】 zenit of material costs are automatically paid; additionally, you generate an additional 【SL】 progress every day. If multiple characters with this Skill work on the same Project, the effects will be cumulative.
Wayfarer
- Permanently increase your maximum Inventory Points by 2.
Faithful Companion (✦5)
Together with your group, create a level 5 beast, construct, elemental or plant NPC (see page 302) that becomes your companion: this creature has no initiative score and does not level up, can have a maximum of two basic attacks, gains a bonus equal to 【SL】 to Accuracy Checks and Magic Checks, and their maximum Hit Points are equal to 【(SL, multiplied by the companion's base Might size) + half your level】. Your companion doesn't get an independent turn during conflicts, but you can use an action to have them perform an action (once per turn). If your companion is affected by any turn-related effects (page 77), these are based on your turn. Your companion joins and leaves scenes when you do, and gains your same benefits for rests. If reduced to 0 HP, your companion flees the scene and rejoins you at the start of the next scene in which you are present, with current HP equal to their Crisis score.
Resourceful (✦4)
You recover 【SL】 Inventory Points after each travel roll.
Tavern Talk (✦3)
When you rest inside an inn or tavern, you may ask the Game Master up to 【SL】 questions about your surroundings and the people who live here; the Game Master will answer truthfully and you describe how you gathered the information.
Treasure Hunter (✦2)
When your group journeys on the world map, you will make a discovery on a roll of 【SL + 1】 or lower on the travel roll (instead of only on a 1).
Well-Traveled
You reduce the die rolled for your travel rolls by one size (to a minimum of d6). If multiple characters have this Skill, the effects are not cumulative.
Weaponmaster
- Permanently increase your maximum Hit Points by 5.
- Gain the ability to equip martial melee weapons and martial shields.