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Arcanist Skills and Abilities Guide

The document outlines various magical classes, including Arcanist, Chimerist, Darkblade, and Elementalist, each with unique abilities and skills. Each class has specific benefits, skills, and rituals associated with their magical practices, emphasizing their connection to different elements, creatures, and powers. The text also includes details about the mechanics of summoning, merging with Arcana, and the effects of dismissing these magical entities.

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0% found this document useful (0 votes)
9 views54 pages

Arcanist Skills and Abilities Guide

The document outlines various magical classes, including Arcanist, Chimerist, Darkblade, and Elementalist, each with unique abilities and skills. Each class has specific benefits, skills, and rituals associated with their magical practices, emphasizing their connection to different elements, creatures, and powers. The text also includes details about the mechanics of summoning, merging with Arcana, and the effects of dismissing these magical entities.

Uploaded by

soria.eum9
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

O

ARCANIST
W
Š
Š
Š
Where do your powers come from? Are they a gift from your bloodline?
Have you ever communicated with an Arcanum, or are they silent and distant?
Do people see you as mysterious, powerful, or otherworldly?
Š Are there many practicing your art, or are you the exception?
ALSO: Avatar, Chosen, Summoner
Arcanist
ARCANIST FREE BENEFITS
Š Permanently increase your maximum Mind Points by 5.
Some
Some fates
fates are
are
not
not easily
easily avoided.
avoided.
ARCANIST SKILLS
ARCANE CIRCLE (ç
ç4)
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

3
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 CHAPTER
still pay the spell's MP cost).

PRESS START
ARCANE REGENERATION (ç
ç2)
When you summon an Arcanum, you immediately recover【SL × 5】Hit Points.

n BIND AND SUMMON


You may bind Arcana to your soul and summon them later. The Game Master will
Arcanists can fall into a deep tell you the details of each binding process when you first encounter the Arcanum in
trance and temporarily project question.
a considerable portion of their
You may use an action and spend 40 Mind Points to summon an Arcanum you have
soul outside the body, giving
bound: the details of this process are explained on the next page.
it physical form. Surrounded
by this magical shroud, the If you take this Skill at character creation, you begin play with one Arcanum of your
Arcanist gains a variety of choice already bound to you, chosen from the list on the next pages. Other than that,
supernatural abilities; these you may only obtain new Arcana through exploration and story progression.
summoned forms are said
to be manifestations of the EMERGENCY ARCANUM (ç
ç6)
ancestral souls belonging to As long as you are in Crisis, the cost for summoning your Arcana is reduced by【SL ×
mythical entities of legend, 5】Mind Points.
known as the Arcana.
In some worlds, the Arcana are RITUAL ARCANISM
even worshipped as deities. 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).

176
W
n Arcanism Rituals use【WLP + WLP】for the Magic Check. W
177
THE ARCANA c Work with your group and create custom Arcana for your world!

MERGING WITH AN ARCANUM ARCANUM OF THE FORGE


When you summon an Arcanum, you gain its merge benefits; those benefits last until Domains: fire, heat, metal.
the Arcanum is dismissed (see below).
You have Resistance to fire damage.

MERGE
You cannot summon an Arcanum while already merged with one; you must first
Any fire damage you deal ignores Resistances.
dismiss the current Arcanum.
When you dismiss this Arcanum, choose Forge or Inferno:

DISMISS
DISMISSING AN ARCANUM Forge. You create a basic armor, shield or weapon of your choice (see pages 130
to 133). If you select this option again, the previously created item vanishes. If you
An Arcanum can be dismissed in several ways:
create a weapon this way, it deals fire damage instead of physical.
Š Once the current scene ends, all Arcana are automatically dismissed. Inferno. Choose any number of creatures you can see: each of them suffers 30 fire
Š If you die or fall unconscious while merged with an Arcanum, they are dismissed.
Š If you leave the scene while merged with an Arcanum, they are dismissed.
damage. This damage ignores Resistances.
CHAPTER3

PRESS START
Š You may willingly dismiss your Arcanum: this doesn't require an action, but during a
ARCANUM OF THE FROST
conflict it can only be done on your turn, before or after an action. Domains: cold, ice, silence.
You have Resistance to ice damage and are immune to enraged.

MERGE
Any ice damage you deal ignores Resistances.
DISMISS EFFECTS
Most Arcana have a powerful dismiss effect, which may only be activated when you Ice Age. Choose any number of creatures you can see: each of them suffers 30 ice

DISMISS
willingly dismiss the Arcanum as described above — if the Arcanum is dismissed for damage. This damage ignores Resistances.
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
ARCANUM OF THE GATE
are level 20 or higher, or 20 extra damage if you are level 40 or higher.
Domains: space, travel, void.
You are also free to ignore the dismiss effect if you don't want to use it.
You have Resistance to dark damage.

MERGE
You gain a +1 bonus to your Magic Defense.
DOMAINS
When you dismiss this Arcanum, choose Oblivion or Warp:

DISMISS
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 Oblivion. Choose any number of creatures you can see: each of them suffers 30 dark
Rituals performed through the Ritual Arcanism Skill. damage. This damage ignores Resistances.
If you create new Arcana for your world, make sure to associate them with domains Warp. You teleport yourself and up to five other nearby willing creatures to a location
that allow for interesting Rituals. you previously visited, if that location is within 1 travel day.

W W
178 179
Legends tell of a long-lasting passion between the Sword and the
Tower... a passion that often erupted into war.

ARCANUM OF THE GRIMOIRE ARCANUM OF THE SWORD


Domains: knowledge, revelations, understanding. Domains: conquest, heroism, leadership.
You are able to read, write, speak and understand all languages. Your attacks deal 5 extra damage, and all damage dealt by your attacks is treated as

MERGE
MERGE

You treat your Insight as if it were one die size higher (up to a maximum of d12). 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.
Oracle. You ask the Game Master a single question. The Game Master must answer
DISMISS

When you perform an attack, you may have that attack gain the multi (any number
truthfully, describing the vision shown to you by the Grimoire. of targets) property. If you do, this Arcanum will be automatically dismissed after the
Once used, this dismiss effect will not be available until the next dawn. Furthermore, attack is resolved (this is not considered a willing dismiss).
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


ARCANUM OF THE TOWER
Domains: judgment, protection, sacrifice. CHAPTER3
When you summon this Arcanum, choose a damage type: air, bolt, dark, earth, fire,

PRESS START
MERGE
Domains: earth, plants, poison.
or ice. Until this Arcanum is dismissed, each of your allies present on the scene has
You have Resistance to earth and poison damage and are immune to poisoned. Resistance to the chosen damage type (you do not gain this Resistance).
MERGE

Whenever you recover Hit Points, you recover 5 extra Hit Points.
Judgment. Choose any number of creatures you can see: each of them suffers 30

DISMISS
Blossom. Choose any number of creatures you can see (you may also choose light damage. This damage ignores Resistances.
DISMISS

yourself): each of them recovers from the poisoned status effect and recovers 40 Hit
Points. This amount increases to 50 Hit Points if you are level 20 or higher, or to 60
Hit Points if you are level 40 or higher. ARCANUM OF THE WHEEL
Domains: destiny, speed, time.

ARCANUM OF THE SKY You are immune to slow.

MERGE
You gain a +1 bonus to your Defense.
Domains: fog, rain, storms.
Time Freeze. Choose any number of creatures you can see: each of them suffers

DISMISS
You have Resistance to air and bolt damage.
MERGE

slow. If a creature chosen this way is already slow, that creature will instead perform
You may use an action to accurately predict weather conditions for the next day
one fewer action during their next turn (to a minimum of 0 actions).
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.

W W
180 181
O
CHIMERIST
W
Š
Š
Š
Who taught you the art of Chimerism? Is your mentor human or monstrous?
Can people and monsters live in harmony, or are they bound to threaten each other?
What does your magic look like?
Š Are there many practicing your art, or are you the exception?
ALSO: Druid, Shapeshifter, Wild Mage
Chimerist
CHIMERIST FREE BENEFITS
Š Permanently increase your maximum Mind Points by 5.
Power without harmony Š You may perform Rituals whose effects fall within the Ritualism discipline.
will only lead to suffering.
CHIMERIST SKILLS
CONSUME (ç
ç5)
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
CHAPTER3

PRESS START
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,
n each of those creatures that share their Species with the creature you originally
learned that spell from suffers poisoned.
Chimerists gather their power
from the souls of the monsters RITUAL CHIMERISM
and beasts they encounter.
You may perform Rituals whose effects fall within the Chimerism discipline.
By manipulating their inner
wild energy, these mages may When you acquire this Skill, choose【INS + WLP】or【MIG + WLP】. From now on, your
mimic the magical abilities of Chimerism Rituals will use the chosen Attributes for the Magic Check.
monsters and have reached a
supernatural understanding of SPELL MIMIC (ç
ç10)
feral creatures. When you see a creature belonging to the beast, monster or plant Species cast a spell,
Chimerists frequently rely on you may immediately choose to learn that spell as a Chimerist spell of your own: if you
their toughness and physical do, record the Species of the creature you learned it from.
prowess in addition to magic; When you first acquire this Skill, choose【INS + WLP】or【MIG + WLP】. From now on,
they are often seen traveling your offensive (r) Chimerist spells will use the chosen Attributes for the Magic Check,
the world in search of rare and regardless of the Attributes used by the creature you learned the spell from.
enchanted creatures.
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

182
W
n one of your old spells and replace it with the new spell.
W
183
O
DARKBLADE
W
Š
Š
Š
What tragic experience awakened your abilities?
Many would regard your powers as evil. How do you feel about them?
What do your weapons and fighting style look like?
Š Are there many practicing your art, or are you the exception?
ALSO: Avenger, Black Knight, Death Knight
Darkblade
DARKBLADE FREE BENEFITS
Š Permanently increase your maximum Hit Points by 5.
Š Gain the ability to equip martial melee weapons and martial armor.
Today
Today you
you shall
shall know
know
the
the full
full extent
extent of
of my
my
DARKBLADE SKILLS
suffering.
suffering.
AGONY (ç
ç5)
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
CHAPTER3

PRESS START
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
n that you don't have a Bond towards. If you do, create a Bond of hatred towards that
creature.
Darkblades are somber and
powerful warriors who hide a PAINFUL LESSON (ç
ç3)
sorrowful past. Due to tragic
experiences on the battlefield After another creature causes you to lose Hit Points (with an attack, a spell or any other
or in personal life, their souls method), you may immediately perform the Study action on that creature (see page
have developed an affinity for 74) for free. If you do, gain a bonus equal to【SL】to your Check.
pain and shadow energy. Remember, you can study the same aspect of a creature only once.
An unlikely hero to say the
very least, a Darkblade may SHADOW STRIKE (ç
ç5)
now sacrifice their lifeforce to You have learned to channel your vital force into your attacks. You may use an action to
unleash mighty attacks and is perform a Shadow Strike: roll your current Might die and lose an amount of Hit Points
able to draw resolve, power equal to【the number rolled on your Might die】. If this didn't reduce your Hit Points
and even knowledge from the to 0, you may perform a free attack with a weapon you have equipped: if this attack
suffering they experience. 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.

184
W
n W
185
O
ELEMENTALIST
W
Š
Š
Š
Who trained you in the way of the Elements?
Your magic can be devastating... are you afraid of yourself?
Elemental magic is often used in war. Did you serve in the military?
Š What does your magic look like?
ALSO: Battle Mage, Geomancer, Sorcerer
Elementalist
ELEMENTALIST FREE BENEFITS
Š Permanently increase your maximum Mind Points by 5.
Š You may perform Rituals whose effects fall within the Ritualism discipline.
Ignore
Ignore the
the warnings
warnings
of
of this
this World
World at
at ELEMENTALIST SKILLS
your
your own
own risk.
risk.
CATACLYSM (ç
ç3)
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.
CHAPTER3

PRESS START
ELEMENTAL MAGIC (ç
ç10)
Each time you acquire this Skill, learn one Elementalist spell (see next two pages).
Offensive (r) Elementalist spells use【INS + WLP】for the Magic Check.
n MAGICAL ARTILLERY (ç
ç3)
An Elementalist has learned
to channel the souls that flow When you cast an offensive (r) spell, if you have an arcane weapon equipped, you
within the basic elements of gain a bonus to your Magic Check equal to【SL × 2】.
creation: Air, Earth, Fire and
Water. Some of them develop
RITUAL ELEMENTALISM
complex spells to contain the You may perform Rituals whose effects fall within the Elementalism discipline.
powerful energies of nature; Elementalism Rituals use【INS + WLP】for the Magic Check.
others seek its protection in
harmony and communion. SPELLBLADE (ç
ç4)
Elemental magic can be highly When you cast an offensive (r) spell targeting a single creature, if the spell has a
destructive, causing damage total Mind Point cost of【SL × 10】or lower and you have one or more bow, brawling,
and inflicting negative status dagger, flail, spear or sword weapons equipped, you may choose one of those weapons.
effects. Due to this, there are If you do, your Magic Check for the spell will use the chosen weapon's Accuracy Check
many who would covet an formula; for instance, the Magic Check for an Elementalist spell cast through a bronze
Elementalist’s abilities... often sword (page 131) will be【DEX + MIG】+1 instead of【INS + WLP】.
for nefarious purposes.

186
W
n W
187
ELEMENTALIST SPELLS c Spells marked with r are offensive spells and require Magic Checks!

SPELL MP TARGET DURATION SPELL MP TARGET DURATION


Elemental Shroud 5×T Up to three creatures Scene Ignis r 10 × T Up to three creatures Instantaneous
You weave magical energy and protect the targets from the fury of the elements. You unleash a searing barrage against your foes, conjuring flames out of thin air. Each
Choose a damage type: air, bolt, earth, fire or ice. Until this spell ends, each target target hit by this spell suffers【HR + 15】fire damage.
gains Resistance against the chosen damage type. Opportunity: Each target hit by this spell suffers shaken.
Elemental Weapon 10 One weapon Scene Soaring Strike 10 Self Instantaneous
You imbue a weapon with elemental energy. Choose a damage type: air, bolt, earth, The wind carries your strikes across the battlefield. You may immediately perform a
fire, or ice. Until this spell ends, all damage dealt by the weapon becomes of the free attack with a melee weapon you have equipped. This attack may target creatures
chosen damage type. If you have that weapon equipped while you cast this spell, you that can only be targeted by ranged attacks.

3
may perform a free attack with it as part of the same action.
If you used a weapon belonging to the brawling or spear Category for this attack, it
This spell can only be cast on a weapon equipped by a willing creature. deals 5 extra damage. CHAPTER

If you hit a flying target with this attack, you may force them to land immediately.

PRESS START
Flare r 20 One creature Instantaneous
You channel a single ray of fire towards your foe, its temperature so high that it will Terra r 10 × T Up to three creatures Instantaneous
pierce through most defenses. The target suffers【HR + 25】fire damage.
Spires of jagged rock erupt from the ground beneath your foes, closing around them.
Damage dealt by this spell ignores Resistances.
Each target hit by this spell suffers【HR + 15】earth damage. This spell cannot target
Fulgur r 10 × T Up to three creatures Instantaneous creatures who are flying, floating, falling, or otherwise in mid-air.
Opportunity: Each target hit by this spell performs one fewer action on their next turn
You weave electricity into a wave of crackling bolts. Each target hit by this spell suffers (to a minimum of 0 actions).
【HR + 15】bolt damage.
Opportunity: Each target hit by this spell suffers dazed. Thunderbolt r 20 One creature Instantaneous

Glacies r 10 × T Up to three creatures Instantaneous You send lightning striking at your foe. The target suffers【HR + 25】bolt damage.
Damage dealt by this spell ignores Resistances.
You coat your foes under a thick layer of frost. Each target hit by this spell suffers【HR
+ 15】ice damage. Ventus r 10 × T Up to three creatures Instantaneous
Opportunity: Each target hit by this spell suffers slow.
You summon the power of winds against your enemy. Each target hit by this spell
Iceberg r 20 One creature Instantaneous suffers【HR + 15】air damage.
Opportunity: Each flying target hit by this spell is forced to land immediately.
A pillar of ice magic envelops your foe, suddenly dropping their body temperature to a
critical level. The target suffers【HR + 25】ice damage. Vortex 10 Self Scene
Damage dealt by this spell ignores Resistances.
A roaring gale surrounds you, blowing away arrows and bullets. Until this spell ends,
you gain a +2 bonus to your Defense against ranged attacks.
W W
188 189
O
ENTROPIST
W
Š
Š
Š
Who taught you to channel the reality-bending powers of the Cosmos?
What do you know of the Cosmos? Are they the end of reality, or a new beginning?
What does your magic look like?
Š Are there many practicing your art, or are you the exception?
ALSO: Astromancer, Chaos Mage, Gambler
Entropist
ENTROPIST FREE BENEFITS
Š Permanently increase your maximum Mind Points by 5.
The cold between Š You may perform Rituals whose effects fall within the Ritualism discipline.
the stars...
it does not frighten me. ENTROPIST SKILLS
ABSORB MP (ç
ç5)
After you suffer damage, you may immediately recover【SL × 2】Mind Points.

ENTROPIC MAGIC (ç
ç10) CHAPTER3
Each time you acquire this Skill, learn one Entropist spell (see next two pages).

PRESS START
Offensive (r) Entropist spells use【INS + WLP】for the Magic Check.

LUCKY SEVEN
You have a lucky number; at the beginning of each session, that number is 7. Once per
n scene after you perform a Check, you may replace the value shown on one of the dice
High above the stars, where you rolled with your lucky number (even if this would give an impossible Result, such
their lights do not shine, lies a as a value of 7 on a d6). If you do, the replaced value becomes your new lucky number.
bottomless void where life and
souls wither and transform in RITUAL ENTROPISM
unfathomable ways. You may perform Rituals whose effects fall within the Entropism discipline.
This realm is a non-reality, Entropism Rituals use【INS + WLP】for the Magic Check.
an endless expanse of chaos
impervious to the laws of time, STOLEN TIME (ç
ç4)
space, and probability.
During a conflict, you may use an action to interfere with the flow of time by spending
Entropists refer to this realm up to【SL × 5】Mind Points. For every 5 Mind Points you spend this way, choose one
as the Cosmos, the Heavens, option: one creature you can see suffers slow; or one creature you can see recovers
or quite simply as Lady Luck: from slow; or one creature you can see may immediately perform the Equipment
they are among the few gifted action for free; or choose one ally you can see who has yet to take a turn during this
with the ability to channel its round: that ally may take their turn immediately after yours during this round.
reality-bending energies.
Each option can only be chosen once per use of this Skill.

190
W
n W
191
ENTROPIST SPELLS c Spells marked with r are offensive spells and require Magic Checks!

SPELL MP TARGET DURATION SPELL MP TARGET DURATION


Acceleration 20 One creature Scene Gamble up to 20 Special Instantaneous
You bend the fabric of time. Until this spell ends, the target gains the ability to perform You summon a vortex of chaotic energy. Roll your current Willpower die once for every
a single additional action during each of their turns. Once the target has performed a 10 Mind Points spent while casting this spell, then keep the single die you prefer: the
total of two additional actions granted by this spell, this spell ends. number on that die determines the effects of this spell.

Anomaly r 20 One creature Scene 1 You lose half of your current Hit Points and half of your current Mind Points.
You alter the very nature of your target. Until this spell ends, if the target would suffer 2-3 Each creature present on the scene, including yourself, suffers poisoned.
damage of a type they Absorb or are Immune to, they are instead treated as if they
were Vulnerable to that damage type. Once that happens, this spell ends. 4-6 Each creature present on the scene, including yourself, suffers slow.

Dark Weapon 10 One equipped weapon Scene


You imbue a weapon with dark energy. Until this spell ends, all damage dealt by the
7-8 Choose up to three creatures you can see: each of them recovers 50 Hit Points and
also recovers from all status effects. CHAPTER3
9+ Choose any number of creatures you can see: each of them suffers 30 damage. The

PRESS START
weapon becomes of the dark type. If you have that weapon equipped while you cast
damage type is determined randomly by rolling a d6:
this spell, you may perform a free attack with it as part of the same action.
This spell can only be cast on a weapon equipped by a willing creature. 1. air 2. bolt 3. dark 4. earth 5. fire 6. poison

Dispel 10 One creature Instantaneous Mirror 10 One creature Scene


You release a wave of negative energy and cleanse all magic from a creature. If the You twist the laws of magic. Until this spell ends, if an offensive (r) spell is cast
target is affected by one or more spells with a duration of Scene, they are no longer on the target, the creature who cast that offensive spell will be targeted in their
affected by any of those spells instead. stead (any other targets of the offensive spell will be targeted as normal). Once that
happens, this spell ends.
Divination 10 Self Scene
You glimpse briefly into the future. Until this spell ends, after a creature you can see Omega r 20 One creature Instantaneous
performs a Check, if it was not a fumble nor a critical success, you may force that You invoke doom on your foe, turning strength into frailty. The target loses an amount
creature to reroll both dice. Once you have forced two rerolls this way, this spell ends. of Hit Points equal to【20 + half the target's level】.
Drain Spirit r 5 One creature Instantaneous Stop r 10 One creature Instantaneous
You consume a creature's psyche. The target loses【HR + 15】Mind Points. Then, you You trap a foe inside a circle of altered time and space. The target will perform one
recover an amount of Mind Points equal to half the Mind Points loss they suffered (if fewer action on their next turn (to a minimum of 0 actions).
the loss was reduced to 0 in some way, you recover none).
Umbra r 10 × T Up to three creatures Instantaneous
Drain Vigor r 10 One creature Instantaneous
A storm of dark energy turns matter into ash. Each target hit by this spell suffers
You steal another creature's life force. The target suffers【HR + 15】dark damage. 【HR + 15】dark damage.
W Then, you recover an amount of Hit Points equal to half the Hit Points loss they
Opportunity: Each target hit by this spell suffers weak.
W
suffered (if the loss was reduced to 0 in some way, you recover none).
192 193
O
FURY
W
Š
Š
Š
Do you rely on your burning passion, or do you strive to keep it under control?
There’s that one thing that always makes you lose it. What is it?
In the past, your lack of control had tragic consequences. What have you lost?
Š What do your weapons and fighting style look like?
ALSO: Berserker, Brawler, Viking
Fury
FURY FREE BENEFITS
Š Permanently increase your maximum Hit Points by 5.
I'll
I'll just
just have
have to
to become
become Š Gain the ability to equip martial melee weapons and martial armor.
stronger
stronger than
than you!
you!
FURY SKILLS
ADRENALINE (ç
ç5)
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
CHAPTER3

PRESS START
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 (ç
ç4)
n 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
Furies never know when to you recover from a single status effect of your choice.
quit. In battle and life they
are energetic, determined and PROVOKE (ç
ç5)
often restless. Whatever ideals
or desires drive their actions, You may use an action and spend 5 Mind Points to perform an Opposed【MIG + WLP】
they will stop at nothing and Check against a creature you can see — describe how you taunt them! If you succeed,
risk everything in order to the target suffers enraged and is compelled to focus their attention on you (their
achieve them. 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
Some Furies undergo a rigid
enraged, or if they are successfully provoked by someone else.
training in order to control
You gain a bonus equal to【SL】to your【MIG + WLP】Checks for this Skill.
their emotions; others simply
see might as the solution to all
WITHSTAND (ç
ç5)
problems and are constantly
on the verge of letting rage When you perform the Guard action, if you choose not to provide cover to another
get the best of them. 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

194
W
n as being one die size higher (up to a maximum of d12) until the end of your next turn. W
195
O
GUARDIAN
W
Š
Š
Š
Who or what is it you would gladly give your life to protect?
Are you, or have you ever been, the servant of a Lady or Lord? What were they like?
What is it you were unable to protect? What have you lost?
Š What are you using as your armor and/or shield?
ALSO: Paladin, Soldier, Yōjinbō
Guardian
GUARDIAN FREE BENEFITS
Let me be your shield. Š Permanently increase your maximum Hit Points by 5.
Š Gain the ability to equip martial armor and martial shields.

GUARDIAN SKILLS
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 (ç
ç5)
CHAPTER3

PRESS START
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
n 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
Proud and selfless, Guardians
combined two-handed melee brawling weapon:
are individuals who know the
value of life... and are willing WEAPON ACCURACY DAMAGE
to sacrifice themselves for a
Twin Shields 【MIG + MIG】 【HR + 5】physical
person, nation or ideal they
have sworn to protect. They Deals extra damage equal to your【SL】in defensive mastery (above).
are often extraordinary and
impressive individuals, such FORTRESS (ç
ç5)
as valiant soldiers or veterans Permanently increase your maximum Hit Points by【SL × 3】.
scarred by a thousand battles.
While some Guardians may PROTECT
appear loud and boisterous,
When another creature is threatened by an attack, spell or other danger, you may take
many are simply masking the
their place (any Checks that are part of the danger will be performed against you; you
tormented memory of those
may declare the use of this Skill before or after the Checks have been made). If the
they failed to protect.
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

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n during a conflict, you cannot use it again until the start of your next turn. W
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O
LOREMASTER
W
Š
Š
Š
Who is (or was) your mentor? What is (or was) your relationship with them?
Did you attend an academy or college? What kind of people did you meet there?
There is this centuries-old mystery you’re obsessed with. What is it?
Š Is it true that some things are better left buried beneath the sands of time?
ALSO: Archivist, Sage, Scholar
Loremaster
LOREMASTER FREE BENEFITS
Ah,
Ah, II knew
knew this
this Š Permanently increase your maximum Mind Points by 5.
was
was going
going to
to happen.
happen.
LOREMASTER SKILLS
FLASH OF INSIGHT (ç
ç3)
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

3
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 CHAPTER
these questions, the Game Master will answer truthfully and you will describe your
character's deductive process.

PRESS START
This Skill may only be used once on the same creature, item or location.

FOCUSED (ç
ç5)
n 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】
Loremasters are known for on that Check (this only applies to Open Checks).
their insatiable curiosity and
appetite for discovery. They KNOWLEDGE IS POWER
firmly believe that knowledge
equates to power, and would When you perform an Accuracy Check, you may replace one of the Attribute dice with
often trade all gold in the Insight (such as【INS + INS】for a pistol or【INS + MIG】for a waraxe).
world for a chance at solving
a good mystery. QUICK ASSESSMENT (ç
ç6)
Unfortunately, a majority of At the start of a conflict, you may spend up to【SL × 5】Mind Points. For every 5 Mind
Loremasters tend to be aloof Points you spend this way, choose one option: choose a creature you can see and the
and easily distracted, rarely GM reveals one of their Traits; or name a damage type and choose a creature you can
concerning themselves with see, and the GM reveals that creature's Affinity towards that damage type.
“pragmatic” matters... to the
point of sometimes failing to TRAINED MEMORY
realize the darker implications You may perfectly recall the details of any scene you have visited within the past week.
of their discoveries. You can "go back in time" within your mind in order to examine and investigate such

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n scenes again — your Flash of Insight Skill will apply to these memories as well. W
199
O
ORATOR
W
Š
Š
Š
Do you think everyone can be persuaded? Is it true that everyone has a price?
You thought someone was on your side, but they betrayed you. Who are they?
How do you feel about manipulating people, even if it is for a good cause?
Š In the past, your words ended up putting you in trouble. What happened?
ALSO: Ambassador, Diplomat, Entertainer
Orator
ORATOR FREE BENEFITS
Š Permanently increase your maximum Mind Points by 5.
Words
Words are
are only
only as
as
good
good as
as the
the actions
actions ORATOR SKILLS
that
that follow
follow them.
them.
CONDEMN (ç
ç4)
You may use an action and spend 5 Mind Points to perform an Opposed【INS +
WLP】Check against a creature that can hear and understand you — describe your

3
accusations! If you succeed, the target loses【SL × 10】Mind Points and suffers dazed
or shaken (your choice). CHAPTER
You gain a bonus equal to【SL】to your【INS + WLP】Checks for this Skill.

PRESS START
ENCOURAGE (ç
ç6)
During a conflict, you may use an action and spend 5 Mind Points to choose another
creature that can hear and understand you. That creature recovers【SL × 5】Hit Points
n 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.
Some are graceful and ever-
smiling, others are subtle and MY TRUST IN YOU (ç
ç2)
witty: Orators are as good at
After another Player Character who is able to hear you performs a Check, you may
reading someone’s heart as
spend 1 Fabula Point and invoke one of their Traits or Bonds in order to let them reroll
they are at rounding up allies
dice or improve the Result of the Check (following the normal rules). Then, if you have
for their cause, sometimes
a Bond towards that character, they recover【SL × 10】Mind Points.
unintentionally.
The words of an Orator may PERSUASIVE (ç
ç2)
rekindle spirits or plunge their
When you successfully perform a Check to fill or erase sections of a Clock, if your
opponents into despair: over
approach relied on charm, diplomacy, deception or intimidation, you may spend up to
the centuries, some Orators'
【SL × 20】Mind Points. If you do, fill or erase an additional section of that Clock for
talents have brought entire
every 20 Mind Points you spend this way.
nations to ruin... and just as
many have granted fallen
UNEXPECTED ALLY
kingdoms a chance to rise
from their very ashes. You may use an action and spend 1 Fabula Point to choose a non-hostile creature able

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W
n 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.
W
201
O
ROGUE
W
Š
Š
Š
What drives you? Is it desire, vengeance, or a burning need for freedom?
Are you part of a criminal gang or guild, or do you work on your own?
Is there a place you can call home? Or is it true that, in the end, we all die alone?
Š What is the most important rule in your personal code?
ALSO: Bandit, Ninja, Thief
Rogue
ROGUE FREE BENEFITS
Š Permanently increase your maximum Inventory Points by 2.
I will find
my own justice. ROGUE SKILLS
CHEAP SHOT (ç
ç5)
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

3
equal to【SL + the number of status effects on the creature】.
CHAPTER
DODGE (ç
ç3)

PRESS START
As long as you have no shields and no martial armor equipped, your Defense score is
increased by【SL】.

HIGH SPEED (ç
ç3)
n At the start of a conflict, you may spend 10 Mind Points. If you do, choose one option
and apply it before the start of the first round: perform a free attack with a weapon you
Be they criminals, rebels or have equipped; or perform a Hinder or Objective action. You also gain a bonus equal
spies, Rogues are more than to【SL】to all Checks you perform as part of the chosen option.
willing to play dirty in order
to get what they want. Rogues SEE YOU LATER
are generally quick, witty and
You may use an action and spend 1 Fabula Point to vanish from the current scene,
elusive: while a few of them
reappearing whenever you want during a different scene in which another Player
are infamous for being mostly
Character is present. Describe how you escaped and miraculously got here!
concerned with their personal
wealth and profit, many see
SOUL STEAL (ç
ç5)
themselves as fighting against
injustice, tyranny, or social You may use an action to perform a【DEX + WLP】Check against the Magic Defense
exclusion. of a creature you can see. If you succeed and the target is a soldier, you recover【SL】
Tragically, it is quite common Inventory Points; if they are an elite or champion, the GM gives you the target’s soul
for Rogues to end up being treasure, an item worth an amount of zenit equal to or lower than【the target's level
painted as threats by those multiplied by 30, or by 50 if they are a Villain】. This soul treasure will appear inside
same people they fight for. your backpack; a creature can be successfully stolen from with this Skill only once.

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W
n You gain a bonus equal to【SL】to your【DEX + WLP】Checks for this Skill. W
203
O
SHARPSHOOTER
W
Š
Š
Š
Some believe arrows and bullets to be a coward's weapons. What's your opinion?
When caught unprepared, do you improvise or do you retreat?
Are you quiet and reserved, confident and cunning, or boisterous and reckless?
Š What do your weapons and fighting style look like?
ALSO: Archer, Gunslinger, Sniper
Sharpshooter
SHARPSHOOTER FREE BENEFITS
Š Permanently increase your maximum Hit Points by 5.
Flee to the other Š Gain the ability to equip martial ranged weapons and martial shields.
end of the world;
my arrow shall find you. SHARPSHOOTER SKILLS
BARRAGE
When you perform a ranged attack, you may spend 10 Mind Points 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). CHAPTER3
CROSSFIRE

PRESS START
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
n weapon equipped, and it has no effect if the Accuracy Check was a critical success.

A majority of Sharpshooters HAWKEYE (ç


ç5)
are exceptionally good at
When you perform the Guard action, if you choose not to provide cover to another
dealing with threats from a
creature, you may choose one option: the next ranged attack you perform before the
carefully calculated distance;
end of the current scene will deal【SL × 2】extra damage; or you may immediately
others are brave, skilled or
perform a free attack with a bow or firearm you have equipped, treating your High Roll
reckless enough to engage
(HR) as 0 when calculating damage dealt by this attack.
their foes at point-blank.
While many of these skilled RANGED WEAPON MASTERY (ç
ç4)
snipers are battle-hardened
You gain a bonus equal to【SL】to all Accuracy Checks with ranged weapons.
soldiers, some have turned to
a life of piracy, bounty hunting
WARNING SHOT (ç
ç4)
or banditry. A few have put
their abilities at the service When you hit one or more targets with a ranged attack that would deal damage, you
of the people, or use them to may have the attack deal no damage. If you do, choose one option: inflict shaken on
protect a sacred or forbidden each target hit by the attack; or inflict slow on each target hit by the attack; or each
site from intruders. target hit by the attack loses【SL × 10】Mind Points. Describe your maneuver!

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n W
205
O
SPIRITIST
W
Š
Š
Š
Where does your magic come from? What are your beliefs concerning life and death?
How do you feel about manipulating other people’s emotions and vital energy?
What do you think of religion? Are you part of a specific cult, church or institution?
Š What does your magic look like?
ALSO: Healer, Priest, Witch
Spiritist
SPIRITIST FREE BENEFITS
Š Permanently increase your maximum Mind Points by 5.
Š You may perform Rituals whose effects fall within the Ritualism discipline.

Show
Show meme the
the truths
truths SPIRITIST SKILLS
of
of your
your heart.
heart.
HEALING POWER (ç
ç2)
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】. CHAPTER3
This healing is separate from any healing caused by the effects of the spell.

PRESS START
RITUAL SPIRITISM
You may perform Rituals whose effects fall within the Spiritism discipline.
Spiritism Rituals use【INS + WLP】for the Magic Check.
n
SPIRITUAL MAGIC (ç
ç10)
Spiritists have developed a
powerful connection with the Each time you acquire this Skill, learn one Spiritist spell (see next two pages).
raw aspects of soul: emotion, Offensive (r) Spiritist spells use【INS + WLP】for the Magic Check.
energy, life, and death. They
wield power both miraculous SUPPORT MAGIC
and frightening, and are quite
When you cast a spell that targets one or more allies, if you have an arcane weapon
often affiliated with cults or
equipped, you may choose one of those allies you have a Bond towards. If you do, that
religions.
ally gains a bonus to the next Check they perform during the current scene; this bonus
Several worlds see the powers is equal to the strength of your Bond towards them.
of Spiritism as gifts from a
deity or proof that a person's VISMAGUS
heart is pure; however, there
is no definite proof of these When you cast a spell, if you don't have enough Mind Points to pay for its total cost,
abilities coming from anything you may choose to spend twice as many Hit Points instead. You cannot use this Skill
but discipline, empathy, and if doing so would reduce you to 0 Hit Points. If a spell cast this way would cause you
focus. to recover Hit Points, you instead recover no Hit Points (the spell functions normally
on any other target).

206
W
n W
207
SPIRITIST SPELLS c Spells marked with r are offensive spells and require Magic Checks!

SPELL MP TARGET DURATION SPELL MP TARGET DURATION


Aura 5×T Up to three creatures Scene Heal 10 × T Up to three creatures Instantaneous
You project your soul outside your body and direct it to surround the targets, shielding You invigorate your companions, soothing their pain and healing their fatigue. Each
them from dangerous magic. Until this spell ends, each target may treat their Magic target recovers 40 Hit Points. This amount increases to 50 Hit Points if you are level
Defense as being equal to 12 against any effects that target it (they are still free to use 20 or higher, or to 60 Hit Points if you are level 40 or higher.
their normal Defense score if higher than 12).
Lux r 10 × T Up to three creatures Instantaneous
Awaken 20 One creature Scene
You focus your inner energy into a barrage of blinding soul rays. Each target hit by this
You allow a creature to focus their vital energy into accomplishing what they previously spell suffers【HR + 15】light damage.
could not. Choose one Attribute: Dexterity, Insight, Might, or Willpower. Until this Opportunity: Each target hit by this spell suffers dazed.

3
spell ends, the target treats the chosen Attribute as if it were one die size higher (up
to a maximum of d12). Mercy 20 One creature Scene CHAPTER

Barrier 5×T Up to three creatures Scene You strengthen the heart of a creature against suffering and despair. Until this spell

PRESS START
ends, if the target would be reduced to 0 Hit Points, they are instead left standing with
You project your soul outside your body and weave it into a barrier to protect the exactly 1 Hit Point. Once that happens, this spell ends.
targets from attacks. Until this spell ends, each target may treat their Defense as being
equal to 12 against any effects that target it (they are still free to use their normal Reinforce 5×T Up to three creatures Scene
Defense score if higher than 12).
You protect the targets from attacks that would corrupt their body and spirit. Choose
Cleanse 5×T Up to three creatures Instantaneous dazed, enraged, poisoned, shaken, slow, or weak. Until this spell ends, each target
becomes immune to the chosen status effect.
You strengthen and purify the soul energy coursing through your companions. Each
target recovers from all status effects. Soul Weapon 10 One equipped weapon Scene

Enrage r 10 One creature Instantaneous You imbue a weapon with the cleansing energy of your spirit. Until this spell ends,
all damage dealt by the weapon becomes of the light type. If you have that weapon
You cause a creature to lose any semblance of temper and act brazenly. The target equipped while you cast this spell, you may perform a free attack with it as part of
suffers enraged and cannot perform the Guard or Spell actions during their next turn. the same action.
Hallucination r 5×T Up to three creatures Instantaneous This spell can only be cast on a weapon equipped by a willing creature.

You alter the senses of your enemies, causing them to experience bizarre or frightening Torpor r 5×T Up to three creatures Instantaneous
hallucinations. Choose dazed or shaken: you inflict the chosen status effect on each
You smother the soul energy coursing through the bodies of your foes, hindering their
target hit by this spell.
movements. Choose slow or weak: you inflict the chosen status effect on each target
hit by this spell.

W W
208 209
O
TINKERER
W
Š
Š
Š
Did you learn your craft from someone? What is your relationship with them?
What have you lost in the pursuit of progress and innovation?
Is your craft something revolutionary, or is it an established field of work?
Š When an item or effect is created through your abilities, what does it look like?
ALSO: Alchemist, Magitech Engineer, Mechanic
Tinkerer
TINKERER FREE BENEFITS
Š Permanently increase your maximum Inventory Points by 2.
II like
like to
to think
think that
that what
what Š You may initiate Projects.
we
we have
have today
today was
was not
not
aa gift
gift from
from the
the Gods.
Gods. TINKERER SKILLS
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 (ç
ç5)
CHAPTER3

PRESS START
When you first acquire this Skill, choose a gadget type: alchemy, infusions or magitech
(see next four pages). 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
n benefits you already obtained; or you gain the superior benefits of a gadget type
whose advanced benefits you already obtained.
Tinkerers possess exceptional
ingenuity and are known for POTION RAIN (ç
ç2)
their eccentric and marvelous
inventions. They travel the When you create a potion that restores a single creature's HP and/or MP, you may have
world in an endless search it affect up to【SL】additional creatures. If you do, the potion only restores half the
for lost theories and ancient normal amount of HP and MP to each creature.
machinery, eyes glimmering
whenever they witness the SECRET FORMULA (ç
ç5)
wonders of architecture and When you create a potion or magisphere whose effects restore HP and/or MP, each
engineering. restored amount is increased by【SL × 5】.
In a way, Tinkerers could be When you create an elemental shard, potion or magisphere that deals damage, that
seen as the ultimate dreamers item deals【SL】extra damage.
and rebels, challenging the
very rules of nature and VISIONARY (ç
ç5)
society in their pursuit of a
When you work on a Project, up to【SL × 100】zenit of material costs are automatically
better future.
paid; additionally, you generate an additional【SL】progress every day. If multiple

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n characters with this Skill work on the same Project, the effects will be cumulative. W
211
INVENTION TYPES c Want to craft airships, golems, sleep potions and more? See Projects, on page 136!

ALCHEMY EFFECT
Also: Chemistry, Bombs, Mutations. Die Each creature affected by the potion...

You may perform the Inventory action to rapidly craft a potion with powerful but Any ... suffers 20 poison damage.
somewhat unpredictable effects. When you do so, choose one type of mix among Any ... recovers 30 Hit Points.
those you have unlocked (basic, advanced or superior) and spend the appropriate
amount of Inventory Points. ... treats their Dexterity and Might dice as if they were one size higher
1
(up to a maximum of d12) until the end of your next turn.
MIX IP COST DESCRIPTION 2 As effect 1, but with Insight and Willpower.
Basic 3 Roll two d20s and assign one to target and one to effect. ... suffers 20 air damage. This amount increases to 30 damage if you are
3

3
Advanced 4 Roll three d20s and assign one to target and one to effect. level 20 or higher, or to 40 damage if you are level 40 or higher.
4 As effect 3, but with bolt damage. CHAPTER
Superior 5 Roll four d20s and assign one to target and one to effect.
5 As effect 3, but with dark damage.

PRESS START
When you create a mix, roll the amount of twenty-sided dice indicated by that mix,
6 As effect 3, but with earth damage.
then assign one of those rolls to the target table (below) and one to the effect table
(on the right). Discard all remaining dice, then describe the effects of the mix! 7 As effect 3, but with fire damage.

Example: You spend 5 Inventory Points for a superior mix and roll four twenty-sided 8 As effect 3, but with ice damage.
dice. You roll 3, 14, 9 and 4. You might assign 14 to target and 9 to effect to grant
9 ... gains Resistance to air and fire damage until the end of the scene.
yourself and all allies Resistance to air and fire; or you could go on the offensive and
assign 9 to target and 4 to effect to deal bolt damage to a single enemy; or even 10 As effect 9, but with bolt and ice damage.
assign 9 to target and 14 to effect to inflict four status effects on that foe!
11 As effect 9, but with dark and earth damage.
Whatever your choice, the two dice you don't assign will be discarded.
12 ... suffers enraged.
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. 13 ... suffers poisoned.
14 ... suffers dazed, shaken, slow and weak.
TARGET
15 ... recovers from all status effects.
Die The potion affects...
16-17 ... recovers 50 Hit Points and 50 Mind Points.
1-6 ... you or one ally you can see that is present on the scene.
18 ... recovers 100 Hit Points.
7-11 ... one enemy you can see that is present on the scene.
19 ... recovers 100 Mind Points.
12-16 ... you and every ally present on the scene.
20 ... recovers 100 Hit Points and 100 Mind Points.
W 17-20 ... every enemy present on the scene. W
212 213
INFUSIONS MAGITECH
Also: Arcane Ammunition, Blade Coatings, Combat Runes. Also: Engineering, Golemcraft, Robotics.

When you successfully hit one or more targets with an attack, you may spend 2 This invention type grants a variety of different benefits.
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).
d MAGITECH OVERRIDE (Basic)
You may use an action and spend 10 Mind Points to perform an Opposed【INS + INS】
You cannot apply more than one infusion to the same attack; producing and using an Check against a nearby soldier-rank construct you can see (the Game Master must
infusion are both part of the action you used to attack with the weapon. 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
INFUSION
Basic Infusions
EFFECT 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. CHAPTER3

PRESS START
Cryo The attack deals 5 extra damage, and its damage becomes ice. d MAGICANNON (Advanced)
Pyro The attack deals 5 extra damage, and its damage becomes fire. 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
Volt The attack deals 5 extra damage, and its damage becomes bolt. as soon as you use create a new magicannon. When you create a magicannon, choose
Advanced Infusions the type of damage it deals (air, bolt, earth, fire, ice, or physical).

Cyclone The attack deals 5 extra damage, and its damage becomes air. WEAPON ACCURACY DAMAGE
Exorcism The attack deals 5 extra damage, and its damage becomes light. Magicannon 【DEX + INS】+1 【HR + 10】
Seismic The attack deals 5 extra damage, and its damage becomes earth. Two-handed w Ranged w No Quality.

Shadow The attack deals 5 extra damage, and its damage becomes dark.
d MAGISPHERES (Superior)
Superior Infusions You develop three magisphere prototypes; each of them can replicate a spell chosen
Choose one option: you recover an amount of HP equal to half the HP from the following lists: Elementalist, Entropist and Spiritist. The spells you choose
loss suffered by the target of the attack; or you recover an amount of may come from the same list or different lists.
Vampire
MP equal to half the HP loss suffered by the target of the attack.
You also develop two more prototypes upon reaching level 20, and another two upon
This infusion can only be used if the attack targeted a single creature. reaching level 40 (the same applies if you already reached those levels).
The attack deals 5 extra damage, its damage becomes poison, and each
Venom You may perform the Inventory action and spend 2 Inventory Points to create a
creature hit by the attack suffers poisoned.
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
W (including MP costs and Magic Checks) and the magisphere is destroyed upon use.
W
214 215
O
WAYFARER
W
Š
Š
Š
What led you to live a life of endless travels? Was it your choice? ...are you tired?
Is there a place or person that feels like “home” to you?
You have met many people and visited many places. Is there one you can’t forget?
Š You lost something or someone because of your travels. What happened?
ALSO: Adventurer, Explorer, Treasure Hunter
Wayfarer
WAYFARER FREE BENEFITS
Š Permanently increase your maximum Inventory Points by 2.

WAYFARER SKILLS
FAITHFUL COMPANION (ç
ç5)
Together with the rest of your group, design a level 5 beast, construct, elemental or
plant creature (see page 302) that becomes your companion. This creature has no

3
Borders
Borders are
are Initiative score and does not level up, can have up to two basic attacks, gains a bonus
aa trick
trick of
of equal to【SL】to Accuracy Checks and Magic Checks, and their maximum Hit Points are CHAPTER
the
the mind.
mind. equal to【(SL multiplied by the companion's base Might die size) + half your level】.

PRESS START
Your companion doesn't get a turn during conflicts, but on your turn you can use an
action to have the companion perform an action (only once per turn). If you leave a
scene, your companion leaves with you.
If your companion falls to 0 Hit Points, they flee and rejoin you at the start of the next
n scene in which you are present, with HP equal to their Crisis score.
When you rest, your companion also gains the full benefits of resting.
Nomads searching for a fabled
continent, explorers braving RESOURCEFUL (ç
ç4)
the wilds, grizzled hunters and
You recover【SL】Inventory Points after each travel roll (see page 106).
travelers have one thing in
common: they are Wayfarers.
TAVERN TALK (ç
ç3)
While a majority of heroes
travel the world during their When you rest inside an inn or tavern, you may ask the Game Master up to【SL】
adventures, Wayfarers live for questions about your surroundings and the people who live here; the Game Master
the journey. They are always will answer truthfully and you describe how you gathered the information.
eager to visit new places and
learn from others. TREASURE HUNTER (ç
ç2)
In the eyes of a Wayfarer, the When your group journeys on the world map, you will make a discovery on a roll of
wilderness is neither foe nor 【SL + 1】or lower on the travel roll (instead of only on a 1).
an ally, but rather a stern
teacher who can reveal many WELL-TRAVELED
forgotten truths. You reduce the die rolled for your travel rolls by one size (to a minimum of d6).

216
W
n If multiple characters have this Skill, the effects are not cumulative.
W
217
O
WEAPONMASTER
W
Š
Š
Š
What is your relationship with weapons? Are they mere objects, or something more?
Is battle something you seek, or something you strive to avoid?
Are you, or have you ever been, the servant of a Lady or Lord? What were they like?
Š What do your weapons and fighting style look like?
ALSO: Fighter, Rōnin, Warrior
Weaponmaster
WEAPONMASTER FREE BENEFITS
Š Permanently increase your maximum Hit Points by 5.
The wiser blades Š Gain the ability to equip martial melee weapons and martial shields.
remain unsheathed.
WEAPONMASTER SKILLS
BLADESTORM
When you perform a melee attack, you may spend 10 Mind Points 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). CHAPTER3
BONE CRUSHER (ç
ç4)

PRESS START
When you hit one or more targets with a melee attack that would deal damage, you
may have the attack deal no damage. If you do, choose one option: inflict dazed on
each target hit by the attack; or inflict weak on each target hit by the attack; or each
n target hit by the attack loses【SL × 10】Mind Points. Describe your maneuver!

Weaponmasters spend years BREACH (ç


ç3)
upon years honing their close
You may use an action and spend 5 Mind Points to perform a free attack with a melee
combat arts. Most of them
weapon you have equipped. This attack must target a single creature. If the attack
display remarkable skill with
is successful, it deals no damage and you choose one option: you destroy one shield
a variety of weapons; others
equipped by the target; or you destroy the target's equipped armor; or whenever the
have trained to become one
target suffers damage from a source before the start of your next turn, that source
with a specific armament.
deals【SL × 2】extra damage to them.
Many Weaponmasters follow
and protect someone out COUNTERATTACK
of love or loyalty, but there
After an enemy hits or misses you with a melee attack, if the Result of their Accuracy
are also those who tirelessly
Check was an even number, you may perform a free attack against that enemy (after
wander the world seeking
their attack has been fully resolved). This attack must be a melee attack and must have
worthy opponents, legendary
that enemy as its only target; treat your High Roll (HR) as 0 when calculating damage
magical weapons, or capable
dealt by this attack.
teachers.
MELEE WEAPON MASTERY (ç
ç4)

218
W
n You gain a bonus equal to【SL】to all Accuracy Checks with melee weapons.
W
219
O
CHANTER
W
Š
Š
Š
Who taught you how to combine magic and music? Is it a natural talent?
Are you a celebrity, or more of a traveling musician?
Who is your greatest music rival? Who inspires you to be who you are?
Š What do your instruments and singing style look like?
ALSO: Bard, Idol, Troubadour
Chanter
CHANTER FREE BENEFITS
Show’s
Show’s just
just begun,
begun,
and
and it’s
it’s lights
lights out
out Š Permanently increase your maximum Mind Points by 5.
for
for you
you already!
already! CHANTER SKILLS
MAGICHANT (ç
ç10)
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; the
full rules for verses can be found starting on the next page.
When you first acquire this Skill, you learn all three volumes, plus one key and one
CHAPTER 3

PROTAGONISTS
tone (see next page). Whenever you acquire this Skill again, you may learn one key or
one tone (your choice).

RESONANCE (ç
ç3)
n 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
Whether tracing their fingers 【SL】extra damage to those enemies; or until the start of your next turn, you recover
on a delicate harp, dazing an 【SL】Mind Points every time one of those enemies suffers damage (if the same
unprepared audience with the source deals damage to two or more of those enemies at the same time, you recover
sheer power of their vocals, or 【SL】MP for each damaged enemy).
happily diving into a crowd of
delirious fans, Chanters could SIREN’S SONG
be described as magical one
You gain the ability to perform Rituals of the Ritualism discipline; additionally, you
person orchestras!
may use Ritualism to create hearing-based illusions.
A Chanter’s abilities reach way
beyond the normal limits of SOUND BARRIER (ç
ç5)
music and singing: they rely on
the strength of their souls and After you sing a verse with medium or high volume, all physical damage you suffer
weave magical energy into until the start of your next turn is reduced by【SL】(applied before Affinities).
songs, supporting their allies
during tense situations. VIBRATO
After you sing a verse with low or medium volume, you may perform a free attack with

136
W
n a weapon you have equipped; treat your High Roll (HR) as 0 when calculating damage
dealt by this attack.
W
137
Rumor has it the songs of the Vinebeard Dwarves

W
VERSES are powerful enough to shatter stone!

SINGING A VERSE TONE


When you sing a verse, you combine a volume, a key and a tone you learned. These Calm
three aspects determine the verse’s MP cost, targets and effect.
Each target recovers【key recovery】equal to【10 + twice your current Willpower
Š The volume determines the sound intensity of your verse (and the creatures you can die size】. This amount increases by 10 if you are level 20 or higher, or by 20 if you
reach with it). are level 40 or higher.
If this tone causes MP recovery, it has no effect on the character who sings it.
Š Each tone determines the general effects of your verse.
Energetic
Š Each key has an associated damage type, status effect, Attribute and recovery. These
modify the effects determined by the tone of your verse. 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
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
or erase an additional section of that Clock.

Frantic
CHAPTER 3
a medium volume with the key of Iron and an energetic tone to allow your allies to

PROTAGONISTS
make additional progress on Clocks when using Willpower. 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
VOLUME MP TARGETS if you are level 40 or higher.

Low 10 Yourself or another creature you can see who can hear you. Haunting
Medium 20 Every ally who can hear you. 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.
High 30 Every enemy who can hear you.
Lively

KEY TYPE STATUS EFFECT ATTRIBUTE RECOVERY 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.
Flame fire shaken Might Hit Points
Menacing
Frost ice weak Willpower Mind Points
The first time each target suffers damage before the start of your next turn, that damage
Iron physical slow Willpower Mind Points
becomes【key type】. This can trigger once for each target of the verse, separately.
Radiance bolt shaken Dexterity Hit Points
Solemn
Shadow light dazed Insight Hit Points
Each target recovers from【key status effect】 . Each target also gains Resistance to【key
Stone dark weak Dexterity Mind Points type】damage until the start of your next turn.
Thunder earth dazed Might Hit Points
W Wind air slow Insight Mind Points W
138 139
O
COMMANDER
W
Š
Š
Š
Are you of noble birth? Or perhaps a hero of humble beginnings?
Is battle something you seek, or something you strive to avoid?
Are there any sacrifices you would never be willing to make to achieve victory?
Š How do you manifest your abilities? Are they visibly supernatural?
ALSO: Prince, Queen, Shōgun
Commander
COMMANDER FREE BENEFITS
Š Permanently increase your maximum Hit Points by 5.
War has
Š Gain the ability to equip martial melee weapons and martial ranged weapons.
no victors.
COMMANDER SKILLS
BISHOP’S EDICT (ç
ç5)
During a conflict, you may use an action and spend 10 Mind Points 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. CHAPTER 3

PROTAGONISTS
CHARGING CAVALRY (ç
ç5)
n
Commanders are leaders and During a conflict, you may use an action and spend 10 MP to choose one ally that can
inspiring figures. Some are of hear you. That ally may immediately perform a free attack with a weapon they have
noble blood, but a majority equipped (or with a basic attack if they are an NPC). They gain a bonus equal to【SL 3】
have earned the loyalty of their to the Accuracy Check, but treat their High Roll (HR) as 0 when calculating damage.
comrades on the battlefield,
where their iron resolve and CRUSHING CHARIOT
tactical prowess were tested
After you use Bishop’s Edict, Charging Cavalry or King’s Castle, you may choose
time and time again.
another Player Character that can hear you who has yet to take a turn during this
When thinking about what a round. That character may take their turn immediately after yours during this round.
Commander might look like,
don’t feel bound to the idea KING’S CASTLE (ç
ç4)
of a knight in shining armor:
bandit captains, fallen nobles During a conflict, you may use an action and spend 10 Mind Points to choose one
and students of warfare are all option: no creature can recover Hit Points or Mind Points; or all effects that restore
perfect examples of what this Mind Points restore【SL × 5】additional Mind Points. The chosen effect lasts until the
Class may represent. start of your next turn.

n QUEEN’S GAMBIT (ç
ç6)
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 +
W (SL × 5)】Hit Points; or you may immediately use a Skill you acquired among Bishop’s W
Edict, Charging Cavalry or King’s Castle for free (spending the appropriate MP).
140 141
O
DANCER
W
Š
Š
Š
Your abilities require great focus and discipline. Who was your teacher?
Why do you dance? Is it an art form, a profession, or something else?
Are you graceful and charming, or roguish and boisterous?
Š What do your stunts and performances look like?
ALSO: Acrobat, Jester, Swashbuckler
Dancer
DANCER FREE BENEFITS
My
My story?
story? Š Permanently increase your maximum Hit Points or Mind Points by 5 (your choice).
Dance
Dance with
with me
me
and
and you
you shall
shall know
know it.
it. DANCER SKILLS
DANCE (ç
ç10)
Each time you take this Skill, you learn a dance (see next page).
On your turn during a conflict scene, if you have no martial armor equipped, you may
spend 10 Mind Points 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
CHAPTER 3

PROTAGONISTS
n of the new dance is reduced to 5 Mind Points.
Dancers are those who have Some dances are instantaneous and resolve immediately, while others have effects
trained their bodies to achieve that last until the start of your next turn.
exceptional coordination and
flexibility, be it to impress a FOLLOW MY LEAD
crowd with their gymnastics When you perform a dance with a duration of “Until the start of your next turn”, you
or to perform ancient steps may spend 10 additional Mind Points. If you do, choose one ally you can see towards
meant to keep evil at bay. whom you have a Bond of affection: apply the benefits of the dance to that ally as well
The more gifted Dancers may as yourself (the benefits still last until the start of your next turn).
direct the flow of spiritual
force through repeated and FRENETIC FOOTWORK (ç
ç2)
precise motions, enhancing After you perform a dance with a duration of “Until the start of your next turn”, you gain
their physical abilities and a bonus equal to【SL × 2】to all Opposed Checks that rely on acrobatics, coordination
manifesting magical effects. or speed until the start of your next turn.
They are surprisingly capable
combatants, if sometimes a QUICK-CHANGE
little... overdramatic. After you perform a dance, you may perform the Equipment action for free.
n WARDANCER (ç
ç5)
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
W arcane weapon equipped, offensive spells (r) you cast also deal【SL】extra damage W
until the start of your next turn.
142 143
DANCES
W
DANCE DURATION DANCE DURATION
Angel Dance Until the start of your next turn Myrmidon Dance Until the start of your next turn
Choose one option: you gain Resistance to light damage; or all damage dealt by your Choose one option: you gain Resistance to earth damage; or all damage dealt by your
attacks and spells becomes light. attacks and spells becomes earth.

Banshee Dance Instantaneous Nightmare Dance Instantaneous


Choose another creature that is able to see you. If that creature is already slow, they Choose another creature that is able to see you. If that creature is already shaken, they
immediately suffer shaken. immediately suffer weak.

Bat Dance Until the start of your next turn Ouroboros Dance Instantaneous

3
Choose one option: you gain Resistance to dark damage; or all damage dealt by your Choose one ally you can see who has yet to take a turn during this round. That ally may
attacks and spells becomes dark. take their turn immediately after yours during this round. CHAPTER

Golem Dance Until the start of your next turn Peacock Dance Instantaneous

PROTAGONISTS
Choose one option: you gain Resistance to bolt damage; or all damage dealt by your Choose another creature that is able to see you. The next time that creature performs
attacks and spells becomes bolt. an attack or casts an offensive (r) spell during this scene, that attack or spell must
include you among its targets if possible.
Griffin Dance Until the start of your next turn
Phoenix Dance 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. Choose one option: you gain Resistance to fire damage; or all damage dealt by your
attacks and spells becomes fire.
Hydra Dance Until the start of your next turn
Satyr Dance Instantaneous
After you suffer damage, choose one option: you recover 5 Hit Points, or you recover
5 Mind Points. Choose another creature that is able to see you. If that creature is already weak, they
immediately suffer dazed.
Kraken Dance Instantaneous
Unicorn Dance Instantaneous
Choose another creature that is able to see you. If that creature is already dazed, they
immediately suffer slow. 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.
Lion Dance Instantaneous
The restored amount increases by 5 Hit Points if you are level 20 or higher, or by 10
You immediately recover from a single status effect of your choice. Hit Points if you are level 40 or higher.

Maenad Dance Instantaneous Yeti Dance Until the start of your next turn

Choose another creature that is able to see you. That creature loses an amount of Choose one option: you gain Resistance to ice damage; or all damage dealt by your
W Mind Points equal to your current Dexterity die size. attacks and spells becomes ice. W
144 145
O
SYMBOLIST
W
Š
Š
Š
Who or what taught you how to weave magic into symbols?
Do you consider yourself more of a spellcaster or an artist?
Are there many practicing your art, or are you the exception?
Š What do your symbols look like, and how do you place them on creatures?
ALSO: Calligrapher, Painter, Runemaker
Symbolist
SYMBOLIST FREE BENEFITS
What
What goodgood isis aa brush
brush
ifif your
your heart
heart isis not
not Š Permanently increase your maximum Inventory Points by 2.
in
in the
the right
right place?
place?
SYMBOLIST SKILLS
MAGIC SYMBOLS (ç
ç3)
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

3
Point cost equal to or lower than【SL × 10】(that ally must still pay the MP cost).
CHAPTER
MIRAGE

PROTAGONISTS
You gain the ability to perform Rituals of the Ritualism discipline; additionally, you
may use Ritualism to create sight-based illusions.

PERSONAL TOUCH (ç
ç5)
n 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
There is great power within damage or recover【SL】additional Hit Points and/or Mind Points, respectively).
symbols and images, and no
one knows this better than SYMBOLIC CONNECTION
a Symbolist. Rather than a You always know the exact direction in which to find any creature bearing one of your
magical discipline, symbolism symbols, as long as that creature is within 2 travel days of your position.
could be described as a study
of how to weave supernatural SYMBOLISM (ç
ç5)
energies into signs and icons:
these may be paintings, runes, Each time you acquire this Skill, you learn two symbols (see next page).
talismans and more. You may have up to【SL + 1】symbols active at the same time; if you create more
Most Symbolists develop their while at your limit, you must first choose and destroy some of your previous symbols.
skills through intense practice You may perform the Inventory action and spend 2 Inventory Points to create a symbol
and meticulous study, but you have learned and choose one option: apply that symbol to yourself; or apply that
there are many who view this symbol to an ally you can see; or perform a free attack with a weapon you have
magical discipline as a way equipped. This attack deals no damage, but you apply a copy of the chosen symbol
to freely express their artistic to each enemy hit by the attack (each copy counts as a separate symbol towards your

146
W
n
vision. limit or【SL + 1】active symbols). W
147
W
SYMBOLS
Symbols follow a set of special rules. SYMBOL
Š A creature may only bear one symbol at a time — if they receive a new symbol, Symbol of Binding
regardless of source, any previous symbol is destroyed.
The current Attribute die sizes of the creature bearing this symbol can never be
Š Symbols and their effects have unlimited durations until destroyed. 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).
Š If a Symbolist dies, each symbol they created is immediately and automatically
destroyed. Symbol of Creation
Š If a creature bearing a symbol dies, that symbol is also destroyed. When the creature bearing this symbol needs to spend Inventory Points during a
However, if the creature is a NPC that simply changes its form and statistics when reduced conflict, they may instead destroy this symbol to spend no Inventory Points.
to 0 Hit Points, that does not remove the symbol: in short, the symbol is “narratively”

3
tied to that specific character, not to their current manifestation and parameters. Symbol of Despair
When the creature bearing this symbol recovers Hit Points and/or Mind Points during CHAPTER
Š 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 conflicts, instead they only recover half the normal amount of Hit Points and/or Mind

PROTAGONISTS
during that scene. Points, respectively.
This is the only possible way to remove a symbol against the will of the Symbolist Symbol of Destiny
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 After the creature bearing this symbol makes a Check, if you are able to see them, you
three times per campaign). 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.
Š A Symbolist may destroy any number of their symbols at any time, no action required.
Š If a symbol requires you to make a choice when it is created, that choice applies to all Symbol of Elements
copies of the symbol created with that action (but does not affect any copies of that When you create this symbol, choose a damage type: air, bolt, dark, earth, fire, ice,
symbol created through previous actions). 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
For instance, if a Symbolist applies two symbols of weakness (fire) through the Mind Points equal to one third of the total damage being inflicted to those creatures.
Symbolism Skill, combining it with an attack with the multi (2) property, the creatures (including any sources of extra damage). If you do, all damage dealt this way changes
who receive those symbols will suffer extra damage from fire. If shortly afterwards the type to the type chosen when you created this symbol.
Symbolist applies a symbol of weakness (bolt) on a third creature, the two previous
Symbol of Enmity
creatures will still receive extra damage from fire, not bolt.
As long as the creature bearing this symbol is in Crisis, any of that creature’s enemies
Remember that the maximum number of symbols you may have active at the same who are able to see them must include them among the targets of their attacks and
time is based on your Skill Level in Symbolism. offensive spells (r), if possible.

W W
148 149
W
SYMBOL SYMBOL
Symbol of Flux Symbol of Rebellion
When you create this symbol, choose a status effect: dazed, shaken, slow, or weak. If a Villain is present on the scene, any Opposed Checks made by the creature bearing
Then, choose one option: the creature bearing this symbol gains immunity to the this symbol trigger a critical success when both dice show the same number (as long
chosen status effect; or the creature bearing this symbol loses immunity to the chosen as the Check is not a fumble).
status effect and cannot gain it.
Symbol of Rebirth
Symbol of Forbiddance
If the creature bearing this symbol is about to be reduced to 0 Hit Points, they may
When you create this symbol, choose an action type: Attack, Guard, Objective, Spell, destroy this symbol: if they do, they are instead reduced to exactly 1 Hit Point.
or Skill. When the creature bearing this symbol performs the chosen action, they lose

3
5 Hit Points and 5 Mind Points (before performing that action). Both amounts increse Symbol of Revenge
to 10 if you are level 20 or higher, or to 20 if you are level 40 or higher. CHAPTER
When a creature in Crisis hits the creature bearing this symbol with an attack or
Symbol of Growth offensive spell (r), the creature in Crisis recovers 5 Hit Points and 5 Mind Points.

PROTAGONISTS
Spells with a target of “Up to three creatures” cast by the creature bearing this symbol Symbol of Sacrifice
have a target of “Up to four creatures” instead. The creature still needs to spend
When the creature bearing this symbol suffers damage, if you are able to see them,
additional Mind Points for a fourth target.
you may destroy this symbol: if you do, you suffer the same amount of damage instead
Symbol of Metamorphosis of that creature.

When you create this symbol, choose a Species: beast, construct, demon, elemental, Symbol of Sorcery
monster, plant, or undead. The creature bearing this symbol is treated as belonging
The total Mind Point cost of spells that target the creature bearing this symbol is
to the chosen Species for the sake of Skills and effects, instead of their normal Species
reduced by 5 MP (to a minimum total cost of 5 MP). If a spell targets multiple creatures
(this does not otherwise alter any of the creature’s profile, such as their Affinities or
bearing this symbol, the effect will be cumulative.
any special rules they may have). This symbol cannot be applied to Player Characters.
Symbol of Truth
Symbol of Prosperity
Checks performed to examine or locate the creature bearing this symbol, as well as
When the creature bearing this symbol spends 1 Fabula Point to invoke a Trait or
Accuracy Checks and Magic Checks for attacks and offensive spells (r) that include
Bond, they also receive 100 zenit.
the creature bearing this symbol among their targets, gain a +2 bonus. If an attack or
Symbol of Protection spell targets multiple creatures bearing this symbol, the effect will be cumulative.

When you create this symbol, choose a damage type: air, bolt, dark, earth, fire, ice, Symbol of Weakness
light, or poison. The creature bearing this symbol gains Resistance to the chosen
When you create this symbol, choose a damage type: air, bolt, dark, earth, fire, ice,
damage type.
light, or poison. The creature bearing this symbol suffers 5 extra damage from sources
dealing damage of the chosen type.
W W
150 151
W ESPER Š
Š
Š
How did you develop your psychic abilities? Did someone train you?
Are your abilities relatively common, or are you the exception?
Which of your attributes or skills can you strengthen with your psychic arts?
Š Which unsettling or unusual quality do your powers possess?
ALSO: Empath, Psion, Soul Hacker
Esper
ESPER FREE BENEFITS
Š Permanently increase your maximum Mind Points by 5.

Peace dictated by a single ESPER SKILLS


will is no peace at all: it is
merely a form of submission. COGNITIVE FOCUS (ç
ç5)
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.

3
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 CHAPTER
as to your Accuracy Checks and Magic Checks for attacks and offensive spells (r) that

PROTAGONISTS
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 (ç
ç5)
n The total MP cost of your spells and verses (see High Fantasy Atlas, page 138) that
include your focus among their targets is reduced by [SL], or by [SL × 2] if your focus
Thought, desire and emotion is the only target (to a minimum cost of 0 Mind Points).
are powerful forces, whose
echoes influence the stream NAVIGATOR
of souls that flows throughout You can communicate telepathically with any conscious ally within 1 travel day of you;
the world. you are able to hear each other for the sake of Skills and effects.
Espers have developed the You gain the ability to perform Rituals of the Ritualism discipline. Additionally, you
ability to connect with this may use Ritualism to transport creatures in and out of the soul network, and to gain
spiritual web of sensations, information and track entities while inside the soul network.
which scientists have dubbed
“the soul network”, and rely PSYCHIC GIFTS (ç
ç5)
on it to transmit information
and improve their physical and Each time you take this Skill, you gain a gift. The rules for gifts and for the Brainwave
mental abilities. Because of this, Clock can be found on the next page.
each Esper applies their powers
in remarkably different ways. PSYCHOKINESIS

W
n 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 W
with weapons belonging to the arcane or sword Categories may target flying creatures.
150 151

michael ivy (Order #43891629) michael ivy (Order #43891629)


W
PSYCHIC GIFTS
USING A GIFT GIFT EVENT
Gifts can only be used when specific events take place. When this happens, you may Gravitokinesis When you deal damage
spend an amount of Mind Points equal to【the number of filled sections in your
That damage becomes earth or physical, and its source deals extra damage equal to
Brainwave Clock, multiplied by 5】minimum 5 Mind Points) in order to apply the
【2 + the number of filled sections in your Brainwave Clock】. If the source deals
effects of that gift to the event.
damage to one or more flying creatures, they are forced to land immediately.
Š You may only use a single gift per event.
Life Transference When you cause one or more enemies to lose HP
Š 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. 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)】.
THE BRAINWAVE CLOCK
When you first acquire the Psychic Gifts Skill, start a Brainwave Clock.
Photokinesis When you deal damage CHAPTER 3
That damage becomes dark or light, and its source deals extra damage equal to【2 +

PROTAGONISTS
Š Your Brainwave Clock has 4 sections, and it begins each scene empty. the number of filled sections in your Brainwave Clock】.
Š After you resolve one of your gifts, fill 1 section of your Brainwave Clock (you do so After an enemy succeeds on an Opposed Check
after the effects of the gift have been calculated and applied). Psychic Backlash
against you or causes you to lose Hit Points
Š 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. 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
Š Sections of your Brainwave Clock may not be filled in any way other than described
enemy suffers dazed, or that enemy suffers shaken.
above, and they may only be erased through the Brainwave Discharge Heroic Skill
(see page 171) or through effects that expressly influence Brainwave Clocks. After an enemy you can see performs an
Psychic Shield
Accuracy Check or a Magic Check
GIFT EVENT For the purposes of that Check, you may treat your Defense and Magic Defense scores
Atmokinesis When you deal damage as being equal to【your current Willpower die size + (the number of filled sections in
your Brainwave Clock, multiplied by 2)】. You may still use your normal scores if better.
That damage becomes air or bolt, and its source deals extra damage equal to【2 + the
number of filled sections in your Brainwave Clock】. Reassuring Presence After you cover an ally with the Guard action

When an NPC becomes your focus or when That ally recovers an amount of Mind Points equal to【10 + (the number of filled
Clairvoyance sections in your Brainwave Clock, multiplied by 5)】. If that ally is your focus, they
you create a Bond towards an NPC
heal from a single status effect of their choice out of dazed, enraged, and shaken.
Ask the Game Master a single question about that NPC, which the Game Master must
answer truthfully. Then, describe what sensation revealed this information to you. You Thermokinesis When you deal damage
may use this gift only once on each NPC.
That damage becomes fire or ice, and its source deals extra damage equal to【2 + the
W number of filled sections in your Brainwave Clock】. W
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W MUTANT Š
Š
Š
Were your mutations caused by a scientific experiment or by some kind of magic?
Who is responsible for your mutations? What are your feelings towards them?
Who was the first person to show you kindness? What did it cost them?
Š How do your mutations manifest? What makes them eerily beautiful?
ALSO: Abomination, Experiment, Lycanthrope
Mutant
MUTANT FREE BENEFITS
Š Permanently increase your maximum Hit Points by 5.

MUTANT SKILLS
AKROMORPHOSIS (ç
ç3)
Look at me, coward! Your unarmed strikes deal【6 + (SL × 2)】extra damage, and you gain a bonus equal
to【SL】to your Accuracy Checks with them.
Behold what your
3
silence allowed 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 CHAPTER
to create. you choose bow, firearm or thrown, they become ranged weapons instead of melee. If

PROTAGONISTS
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.
n BIOPHAGY (ç
ç4)
Some say no progress can be After one of your attacks or offensive spells (r) causes one or more enemies to lose
achieved without sacrifice; Hit Points, if you are in Crisis, you may recover【SL × 5】Hit Points.
conveniently enough, these
sacrifices are rarely made ECDYSIS
by those in power. Mutants After you lose Hit Points due to damage, if that damage had a type other than physical,
are living testaments to this you may spend 10 Hit Points to gain Resistance to that damage type until you use this
ruthless arrogance: people Skill again. You cannot use this Skill if doing so would reduce you to 0 HP.
whose souls and bodies bear
the signs of technological GENOCLEPSIS (ç
ç2)
or magical pollution. Each
Mutant is a unique being When you deal damage to one or more NPCs, you learn their Species and the GM
capable of altering their body chooses【SL】therioforms appropriate to those NPCs (see next page): if you have
in strange and unprecedented acquired the Theriomorphosis Skill, you may immediately pay its HP cost and use it
ways, but their powers come to manifest those therioforms (even if they are not among those you have learned).
at a painful price and can be a
dreadful sight to behold. THERIOMORPHOSIS (ç
ç6)

n Each time you acquire this Skill, you learn a therioform (see next page).
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 from those you have learned. The
W W
details of this transformation are explained on the next page.
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“This will hurt you a lot more than me.

W
THERIOFORMS And let me tell you, this is going to hurt me A LOT.”

Therioforms are mutations that grant powerful abilities. The way that they manifest is
THERIOFORM GENOCLEPSIS SUGGESTIONS
completely up to you – Pterotheria, for instance, might turn you into a person-sized
bat or simply give you large feathered wings. Placophora Crustaceans, turtles, armored creatures and vehicles.

Š Once you use the Theriomorphosis Skill, the chosen therioforms last until the end of the You may treat your Defense score as being equal to【13 + (half your Skill Level in
scene. They also end if you die or fall unconscious, perform the Guard action, or use the Theriomorphosis)】(you may still use your normal scores if better).
Theriomorphosis Skill again (this includes using it through Genoclepsis).
Pneumophora Jet-propulsion mollusks, great winged beasts, rockets.
Š 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 you deal damage with an attack or spell, you may have all that damage become
Š When a scene ends, if you are under the effects of Theriomorphosis, you may spend 10 air. While your unarmed strikes deal air damage, any enemy who loses 20 or more Hit
Mind Points to extend your current therioforms to the next scene you will be in. Points due to one of your unarmed strikes also suffers weak.

3
Polypoda Squids, octopi, creatures with tendrils or vines.
THERIOFORM GENOCLEPSIS SUGGESTIONS
Your attacks with unarmed strikes gain multi (3). CHAPTER
Amphibia Frogs, salamanders, regenerating creatures, aquatic monsters.
Pterotheria Bats, birds, winged insects, flying creatures.

PROTAGONISTS
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 You are able to fly. In addition to the obvious advantages in mobility, your melee
immediately recover from a single status effect of your choice. 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.
Arpaktida Wolves, birds of prey, creatures with sharp hunting senses. These benefits do not apply if you are unable to fly freely (such as when inside a
vehicle designed for human-sized creatures, or in a narrow corridor). Additionally,
You treat your Insight as if it were one die size higher (to a maximum of d12).
when you suffer air, bolt or ice damage during a conflict scene, you lose these benefits
When you deal damage to one or more creatures for the first time during your turn, if until the start of your next turn.
at least one of them is in Crisis, you deal 5 extra damage to each of those creatures.
Pyrophora Bombardier beetles, pistol shrimps, fire elementals.
Dynamotheria Bears, dinosaurs, creatures of massive size and strength.
When you deal damage with an attack or spell, you may have all that damage become
You treat your Might as if it were one die size higher (to a maximum of d12). fire. While your unarmed strikes deal fire damage, any enemy who loses 20 or more
When you succeed on a Check to advance or turn back a Clock, if that Check includes Hit Points due to one of your unarmed strikes also suffers dazed.
Might, you may fill or erase 1 additional section of that Clock.
Tachytheria Cats, gazelles, hares, creatures that are agile and quick.
Electrophora Electric creatures, lightning elementals, robots.
You treat your Dexterity as if it were one die size higher (to a maximum of d12).
When you deal damage with an attack or spell, you may have all that damage become When you succeed on a Check to advance or turn back a Clock, if that Check includes
bolt. While your unarmed strikes deal bolt damage, any enemy who loses 20 or more Dexterity, you may fill or erase 1 additional section of that Clock.
Hit Points due to one of your unarmed strikes also suffers slow.
Toxicophora Spiders, snakes, toxic slimes and other venomous creatures.
Neurophagoida Parasites, undead, creatures who feed on souls.
When you deal damage with an attack or spell, you may have all that damage become
W When you use the Biophagy Skill, you also recover an amount of Mind Points equal to poison. While your unarmed strikes deal poison damage, any enemy who loses 20 or W
【4 + (your Skill Level in Theriomorphosis)】. more Hit Points due to one of your unarmed strikes also suffers poisoned.
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W PILOT Š
Š
Š
Where did you learn to pilot? Is your teacher still alive?
How did you obtain your vehicle? Did you build it yourself? Did you inherit it?
What personal touch makes your vehicle stand out from the rest?
Š Who or what would you never allow aboard your vehicle?
ALSO: Biker, Mecha Pilot, Sky Pirate
Pilot
PILOT FREE BENEFITS
Š Permanently increase your maximum Hit Points by 5.
Within this steel beat Š Gain the ability to equip martial melee weapons and martial ranged weapons.
the hearts and hopes of all
of Minerva IV. The Empire PILOT SKILLS
has already lost, they COMPRESSION TECH
just don’t know it yet. 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 CHAPTER 3
enough to contain it, you may perform the Inventory action and spend 2 Inventory

PROTAGONISTS
Points to have the vehicle appear near you, and enter it for free.

FLEXIBLE CONFIGURATION (ç
ç4)
When you perform the Equipment or Guard action while driving your personal vehicle,
n 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.
Be they boastful racers, trained
soldiers or elegant chaffeurs, HEART IN THE ENGINE (ç
ç3)
Pilots develop a special bond
with their vehicle – in a way, it At the start of your turn during a conflict, if you are driving your personal vehicle, you
becomes an extension of their may spend 10 Mind Points. If you do, choose one option: the next time you deal damage
body, which they can rely on during this turn, deal [SL × 2] extra damage; or, the next time you suffer damage before
for battle and travel. the start of your next turn, that damage is reduced by [SL × 2] (applied before damage
Affinities); or, you recover from either the slow or weak status effects (your choice).
While transports of all sorts
are frequently seen in every PERSONAL VEHICLE (ç
ç5)
Fabula Ultima world, a Pilot’s
vehicle is something unique When you acquire this Skill, you gain a personal vehicle with a frame of your choice
and irreplaceable: it could be and three different modules of your choice (see next page).
the very mecha their mother Whenever you acquire this Skill again, you acquire two additional modules of your choice.
piloted in battle, a jury-rigged
aviobike that shouldn’t even STRONG GRIP
be able to fly, or some sort of When you perform an Accuracy Check with a weapon module, you may replace one of
W
n
technological marvel. the Attributes with Might (such as【MIG + WLP】for an arcane module). W
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W
A PILOT’S VEHICLE
A Pilot’s personal vehicle follows a set of special rules. ARMOR MODULES
Š Entering the personal vehicle during a conflict requires the Objective action. While driving a personal vehicle with an armor module enabled, a Pilot does not
Normally there is no Check required, but the Game Master may introduce a Clock if have access to the normal contents of their armor slot. Instead, that slot is considered
there are serious dangers or obstacles. If the personal vehicle is accessible when the occupied by the personal vehicle’s armor module. If the personal vehicle has no
conflict begins, characters may enter it immediately before the Initiative Check (see armor module enabled, the Pilot can keep using their equipped armor as normal.
Core Rulebook, page 59).
Š Leaving the personal vehicle doesn’t require an action, but during a conflict it can Š As soon as the Pilot stops driving a personal vehicle with an enabled armor module,
only be done on your turn, before or after an action. they immediately regain access to their normal equipped armor.
Š The personal vehicle can contain a variable number of human-sized creatures Š Armor modules marked with E are considered to be martial armor for the sake of
depending on its frame and modules, but only its Pilot may drive it. Additionally, 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

3
the other passengers cannot cover creatures when they perform the Guard action.
equip these modules even if they normally lack the ability to equip martial armor.
Š The maximum number of modules enabled at the same time on a personal vehicle CHAPTER
is equal to【3 + its Pilot’s SL in Personal Vehicle】. The Pilot may freely reassign
their personal vehicle’s enabled and disabled modules outside conflicts. For instance, a Pilot with the Guardian Class benefits from the Defensive Mastery

PROTAGONISTS
Skill while driving a personal vehicle with a Heavy Plating module enabled, but they
A personal vehicle is made of the following elements: do not benefit from the Dodge Skill granted by the Rogue Class.

Š A frame that informs its general shape: Steed for riding animals, bikes, small fighters,
skateboards and the likes; Exoskeleton for power armor and mechanical limbs; WEAPON MODULES
Mecha for large combat robots piloted from within. Each Pilot must pick the frame
While driving a personal vehicle with one or more weapon modules enabled, a Pilot
for their personal vehicle when they obtain the Skill. This remains unchanged for the
does not have access to the normal contents of their hand slots. Instead, those slots
rest of the game, so make sure to choose carefully based on your character’s style
are considered occupied by the personal vehicle’s weapon modules. If the personal
and personality, and consider the role they will have in the campaign. For instance,
vehicle has no weapon modules enabled, the Pilot can keep using their equipped
choosing a fighter plane doesn’t make much sense if your story takes place in the
weapons and shields as normal.
slums of a cyberpunk megalopolis (how about an anti-gravity bike instead?).
Š A variable number of weapon modules, armor modules, and support modules Š As soon as the Pilot stops driving a personal vehicle with weapon modules enabled,
that can be connected to the personal vehicle’s control systems (enabled) or kept they immediately regain access to all normal equipped weapons and shields.
inactive but still attached to the frame (disabled). Some options, such as the Flexible Š Each weapon module counts as a one-handed, non-martial weapon for the sake of
Configuration Skill and the Secondary Offensive module, may allow you to quickly character Skills and effects (with the exception of the Shield module, which is treated
enable and disable modules, or to briefly activate a disabled module. as a shield). When you set up your personal vehicle’s weapon modules, declare which
module will occupy your main hand slot and which will occupy your off-hand slot.
The upcoming pages contain a detailed explanation of the various module types and
the rules governing them, followed by lists of standard frames and modules. Š Some weapon modules are cumbersome and prevent you from having other weapon
modules (including Shield modules!) enabled on the same personal vehicle.

For instance, an Axe module can be used with the Counterattack Skill, and a Rifle
module can be used with the Crossfire Skill (see Core Rulebook, pages 219 and 205).
W W
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“Energy shields: active. Lasgun batteries: active.
Hull integrity… uh, guess we’ll skip that one.”
W
Because each weapon module is treated as a one-handed weapon, a Pilot driving a
personal vehicle with two enabled weapon modules that share the same Category
RARE MODULES AS REWARDS
benefits from the rules for two-weapon fighting – and if they have the Ambidexterous The Game Master should include new modules (or upgraded versions of existing
Heroic Skill (see Core Rulebook, page 234), this can be done with any two enabled modules) for the Pilot among the campaign’s rewards.
weapon modules!
Š Each weapon and armor module presented in the following pages has a base cost of
500 zenit, and their rare versions can be created using the rules for rare items found
SUPPORT MODULES in the Core Rulebook, starting on page 266. There are, however, two exceptions: a
Support modules provide a variety of miscellaneous benefits; these benefits often apply weapon module’s damage can only be increased by 4 points by raising its cost by 200
to the vehicle’s passengers in addition to the Pilot themselves. zenit (it can never become two-handed), and a weapon module can never become
martial (not even if its damage formula becomes【HR + 10】or higher).
Š A personal vehicle cannot have more than one enabled support module of the Š Each support module presented in the following pages should have a cost of roughly

3
same name. 1000 zenit. If you create custom support modules, compare them with the existing
Š Some support modules are particularly complex or cumbersome and count as two ones in order to establish their cost in zenit. They are rare items. CHAPTER
modules towards the limit on total enabled modules. Š The special rules used for some weapon modules (such as the Claymore module,

PROTAGONISTS
which prevents you from having other weapon modules enabled, or the Shield
module’s entire effect) are not Qualities, and thus cannot be lost or replaced. If a
DAMAGE AND REPAIRS given module has a Quality, that Quality is listed before any of its special rules.
A Pilot’s personal vehicle doesn’t have its own separate stats and is treated as an Š A Pilot might acquire rare modules by purchasing them from dedicated shops, by
extension of the Pilot themselves. It can be damaged or rendered temporarily unusable exploring factories or laboratories, or as a reward after defeating robotic or artificial
as a narrative consequence of the Pilot’s Surrender, but cannot be destroyed unless the adversaries. You can find some sample rare weapon modules on page 86.
Player agrees to it.
And finally, as a general rule, a Pilot should never have access to two or more support
Repairing a narratively damaged personal vehicle requires an amount of zenit
modules with different names whose effects are similar and/or cumulative.
equal to【its Pilot’s SL in Personal Vehicle, multiplied by 100】. On the other hand,
rebuilding a destroyed personal vehicle should be achieved as part of the Pilot’s
narrative arc (which is why it should only be destroyed if the Player is okay with it). INTERACTIONS WITH THE TINKERER CLASS
A character with the Tinkerer Class might wish to use the Upgrade Heroic Skill and
the rules for Projects (see Core Rulebook, pages 241 and 134) to improve modules
or invent new customizations for a Pilot’s personal vehicle. For instance, they might
install a reactor to enable space flight, or an antenna that emits anti-magic waves.
When it comes to special modules created through Projects, the group as a whole
should make sure these do not impede on other characters’ strengths and roles. It can
be a good idea to give such modules a limited number of uses, or interesting flaws
that can lead to difficult choices and memorable scenes.

W W
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W

SAMPLE PERSONAL VEHICLES FRAMES


The rules for personal vehicles offer a slew of choices and options, but this can also FRAME PASSENGERS DISTANCE
lead to indecisiveness. The following list of ready-made vehicles can help guide your
choices – customize them as you wish. Exoskeleton None No modifier
This personal vehicle may have up to 2 weapon modules, 1 armor module and any
HOVERSKATE Steed; Personal Vehicle: 1 SL
number of support modules enabled.
Enabled modules: Aerial, Claymore, Rapid Interface If you use the Compression Tech Skill with this personal vehicle, ignore the IP cost.

ARMORED MOTORCYCLE Steed; Personal Vehicle: 2 SL Mecha None ×2


Enabled modules: Expanded Plating, Heavy Plating, Machine Gun, Seat, Turbo This personal vehicle may have up to 2 weapon modules, 1 armor module and any

ASSAULT EXOSKELETON Exoskeleton; Personal Vehicle: 3 SL


number of support modules enabled.

Steed Up to one ×2
CHAPTER 3
Enabled modules: Advanced Targeting, Counterstrike, Heavy Plating, Rifle, Sensor,

PROTAGONISTS
Shield; disabled modules: Aerial This personal vehicle may have up to 1 weapon module, 1 armor module and any
number of support modules enabled.
BIPEDAL DESTROYER Mecha; Personal Vehicle: 2 SL If you use the Heart in the Engine Skill with this personal vehicle, ignore the MP cost.
Enabled modules: Advanced Targeting, Axe, Flamer, Secondary Offensive (Cannon),
Standard Plating; disabled modules: Cannon “Passengers” indicates how many human-sized creatures the personal vehicle may
transport in addition to the Pilot. “Distance” refers to the distance traveled during
a travel day.
INFILTRATOR SCOUT Mecha; Personal Vehicle: 2 SL
Enabled modules: Anti-Element, Rifle, Runic Plating, Sensor, Spear
ARMOUR MODULES
MECHANICAL CRAB Mecha; Personal Vehicle: 2 SL
ARMOR MODULE DEFENSE MAGIC DEFENSE
Enabled modules: Claw ×2, Heavy Plating, Power, Seafarer
Flexible Plating DEX die size +2 INS die size +1
SCORPION-CLASS ARMORSUIT Exoskeleton; Personal Vehicle: 2 SL Heavy Plating E 12 8
Enabled modules: Blade ×2, Flexible Plating, Secondary Offensive (Scythe); Runic Plating E 10 11
disabled modules: Scythe
Standard Plating E 11 10
STARFIGHTER Steed; Personal Vehicle: 2 SL
These benefits only apply to the Pilot who is driving. However, the scores granted
Enabled modules: Advanced Targeting, Aerial, Machine Gun, Standard Plating; by the Heavy, Runic, and Standard Plating modules can be extended to passengers
disabled modules: Cannon through the Expanded Plating module (see page 168).
W W
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c The special rules found on weapon modules are not Qualities (see page 163)!
W

WEAPON
WEAPON MODULES
MODULES
WEAPON MODULES ACCURACY DAMAGE WEAPON MODULES ACCURACY DAMAGE
Arcane 【DEX + WLP】 【HR + 8】physical Machine Gun 【DEX + INS】 【HR + 10】physical
Arcane w Melee w No Qualities. Firearm w Ranged w No Qualities w A personal vehicle with this module
enabled cannot have any other weapon modules enabled. Additionally, when
Axe 【DEX + INS】 【HR + 12】physical
you perform the Attack action and attack with this weapon module, you
Heavy w Melee w No Qualities. 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-
Blade 【DEX + INS】 【HR + 6】physical
weapon fighting: each attack loses the multi property and cannot gain it,
Dagger w Melee w No Qualities. and you treat the High Roll of each Accuracy Check as being equal to 0 when
Bow 【DEX + INS】 【HR + 12】physical
Bow w Ranged w No Qualities. w A personal vehicle with this module enabled
determining damage.
Rifle 【DEX + INS】 【HR + 10】physical
CHAPTER 3

PROTAGONISTS
cannot have any other weapon modules enabled. Firearm w Ranged w No Qualities.
Cannon 【DEX + INS】 【HR + 14】physical Scythe 【DEX + INS】 【HR + 16】physical
Firearm w Ranged w No Qualities. w A personal vehicle with this module Heavy w Melee w No Qualities. w A personal vehicle with this module enabled
enabled cannot have any other weapon modules enabled. cannot have any other weapon modules enabled.
Claw 【DEX + INS】+1 【HR + 8】physical Shield (Exoskeleton and Mecha frames only)
Brawling w Melee w No Qualities. w This weapon can be used to interact with No Qualities. w While driving this personal vehicle, you gain a +2 bonus to
the scene as if it were a free hand. Defense and a +2 bonus to Magic Defense. Additionally, this weapon module
Claymore 【DEX + INS】+1 【HR + 14】physical does not count as a “weapon”: instead, it counts as an equipped shield. This
module cannot be equipped in your main hand slot, unless you have acquired
Sword w Melee w No Qualities. w A personal vehicle with this module enabled the Dual Shieldbearer Skill (see Core Rulebook, page 197). If you have, your
cannot have any other weapon modules enabled. Twin Shields deal 2 extra damage (this is cumulative if you have two Shield
Esoteric 【DEX + WLP】 【HR + 12】physical modules enabled at the same time).

Arcane w Melee w No Qualities. w A personal vehicle with this module enabled Spear 【DEX + INS】 【HR + 10】physical
cannot have any other weapon modules enabled. Spear w Melee w No Qualities.
Flail 【DEX + INS】 【HR + 10】physical Sword 【DEX + INS】+1 【HR + 8】physical
Flail w Melee w No Qualities. Sword w Melee w No Qualities.
Flamer 【DEX + INS】 【HR + 8】fire Trident 【DEX + INS】+1 【HR + 14】physical
Firearm w Melee w No Qualities. Spear w Melee w No Qualities. w A personal vehicle with this module enabled
W cannot have any other weapon modules enabled. W
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W

SUPPORT
SUPPORT MODULES
MODULES
SUPPORT MODULE SUPPORT MODULE
Aerial Module (counts as two enabled modules) Magistatic
This personal vehicle can fly, and its distance becomes ×3. After you pay the MP cost of an Arcanum, spell, or verse (see High Fantasy Atlas, page 138),
While you are driving this personal vehicle, your melee attacks can target flying if you are driving this personal vehicle and have an arcane weapon equipped, you recover 5
creatures, and none of the creatures inside the personal vehicle can be targeted by Mind Points, or 10 Mind Points if the cost was equal to or higher than 30 MP.
melee attacks unless the attacker is flying or is somehow able to reach flying targets.
Power (Exoskeleton and Mecha frames only)
These benefits do not apply while the personal vehicle is inactive or grounded, while
you are in Crisis, or while you are covering another creature with the Guard action. While driving this personal vehicle, you gain a +2 bonus to all Opposed Checks that

3
Additionally, if a creature aboard this personal vehicle suffers air, bolt or ice damage rely on brute force or physical resistance.
during a conflict, the benefits of this module cease until the start of your next turn.
CHAPTER
Rapid Interface
Anti-Element

PROTAGONISTS
When you enter this personal vehicle on your turn during a conflict, you may immediately
Each time you enable this module on your personal vehicle, choose a damage type: perform an additional action.
air, bolt, earth, fire or ice. Creatures aboard this personal vehicle are treated as being
Resistant to the chosen damage type as long as this module remains enabled. Seafarer

Advanced Targeting This personal vehicle can travel on water and underwater.

While driving this personal vehicle, you gain a +2 bonus to your Accuracy Checks and Seat (Mecha and Steed only)
to Magic Checks for offensive spells (r) you cast.
This personal vehicle can transport an additional human-sized passenger.
Counterstrike
Secondary Offensive (Exoskeleton and Mecha frames only)
After a creature aboard this personal vehicle is hit by a ranged attack, if you are
Each time you enable this module on your personal vehicle, choose one of its
driving this vehicle, you may spend 1 Inventory Point. If you do, the attacker suffers
disabled weapon modules. As long as the chosen module is disabled and this module
10 physical damage (after their attack has been resolved). This amount increases by 5
is enabled, you may use an action to perform a free attack with that weapon module.
damage if you are level 20 or higher, or by 10 damage if you are level 40 or higher.
Sensor
Excavation
While driving this personal vehicle, you gain a +2 bonus to Open Checks made to
This personal vehicle can burrow through the ground and is equipped with bright lights.
examine nearby creatures, items and locations.
Expanded Plating (Mecha and Steed frames only)
Turbo
While you are driving this personal vehicle, if it has a Heavy, Runic, or Standard
While driving this personal vehicle, you gain a +2 bonus to all Opposed Checks that
Plating module enabled, all passengers aboard may treat their Defense and Magic
rely on speed and rapid maneuvers.
W Defense scores as being equal to those provided by the armor module in question W
(they may still use their normal scores if those are better).
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FLORALIST
W
Š
Š
Š
When did you first discover a magiseed, and where?
Who taught you how to tend to plants and flowers?
How did you implement magiseeds in your combat style?
Š Are there many practicing your art, or are you the exception?
ALSO: Bloomblade, Gardener, Herbalist
Floralist
FLORALIST FREE BENEFITS
Š Permanently increase your maximum Hit Points or Mind Points by 5 (your choice).

FLORALIST SKILLS
BATTLE GARDENING (ç
ç3)
There is no rose After you plant a magiseed through the Chloromancy Skill (not when using Graft), you
may choose one option: perform a free attack with an equipped weapon; or perform
without thorns.
3
the Spell action for free, casting a spell with a total Mind Point cost equal to or lower
than【5 + (SL × 5)】(you must still pay its MP cost). Treat the High Roll (HR) of your CHAPTER
Accuracy Check or Magic Check as being equal to 0 when determining damage dealt
by this attack or spell.

PROTAGONISTS
CHLOROMANCY (ç
ç10)
Each time you acquire this Skill, you discover a new type of magiseed from the list
found in the next pages.
n During a conflict, if there are no magiseeds in your garden, you may use an action and
Spiritual energy flows strongly spend 20 Mind Points to plant a magiseed of a type you have discovered. The rules for
within plants, thanks to their the garden and for magiseed growth can be found in the next pages.
direct connection to our earth.
Growing from this encounter GRAFT
are magiseeds, gifted with As long as there is a magiseed in your garden and 1 or more sections of your Growth
the unique ability to thrive on Clock are filled, you may use an action to remove that magiseed from your garden:
spiritual energy and blossom if you do, plant a different magiseed among those you have discovered (keep the
into a majestic yet ephemeral current filled sections of your Growth Clock unchanged).
triumph of magic.
Floralists can identify and TREE OF LIFE (ç
ç5)
cultivate these strange seeds, When you remove a magiseed from your garden, you may choose one creature you can
which grant a large variety of see: if that creature is in Crisis, they recover【5 + (SL × 5)】Hit Points.
benefits and can be combined
with all sorts of disciplines, VERDANT SWAY
martial and magical.
You gain the ability to perform Rituals of the Ritualism discipline; additionally, you
W n may use Ritualism to create, animate, and/or control vegetation, pollen, spores, and
toxins (but you cannot create nor control plant-Species NPCs this way).
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MAGISEEDS
THE GARDEN MAGISEED LIST
When you plant a magiseed, it takes root in your garden until removed. Your garden Below and in the next pages you will find a list of standard magiseeds that each
is an abstract space whose appearance varies depending on your character’s look: it Floralist can discover by investing levels into the Chloromancy Skill.
might be a pot on their back, a gap along their blade, or even the ground under their
feet. Your garden can only contain one magiseed at a time, and any magiseeds in your Your group can also collaboratively create new magiseeds, and the Game Master may
garden are automatically removed at the end of each scene. opt to include them among rewards, obtained independently of your investment in
Chloromancy. Each magiseed is worth approximately 1000 zenit; try your best to keep
these new magiseeds on a similar power to those on the standard list.
THE GROWTH CLOCK
When you acquire the Chloromancy Skill, you also receive a Growth Clock which is
present only during conflict scenes and represents the cycle of life in your garden. ARCTIC NARCISSUS

Š Your Growth Clock has 4 sections, and it begins each scene empty.
T
It stubbornly survives in frozen territories.

EFFECT
CHAPTER 3
Š At the end of your turn, if a magiseed is present in your garden, fill 1 section of your

PROTAGONISTS
Growth Clock; then, if there is still a magiseed in your garden and that magiseed has 0-1 You are Resistant to earth and ice damage.
an “at the end of your turn” effect (see below), apply that effect.
You and your allies present on the scene are Resistant to earth and ice damage.
2-3
Š When you fill the fourth section of your Growth Clock, remove the magiseed in your
garden, then erase all sections of your Growth Clock.
Š Sections of your Growth Clock may not be filled nor erased in any way other than BLAZING CHRYSANTHEMUM
described above, through Brambleheart and Green Thumb (pages 162 and 166), or Its thick petals resemble an erupting volcano.
through effects that explicitly affect Growth Clocks.
T EFFECT
At the end of your turn, choose earth or fire. Until you use this effect again or
MAGISEED EFFECTS this magiseed is no longer in your garden, all damage dealt by you and every
1-3
Magiseeds can have passive effects, or have effects that trigger at the end of your ally present on the scene becomes the chosen type, its type cannot change, and
turn, after your Growth Clock has increased. it ignores Resistances.

Š The effects of a magiseed apply only while it is present in your garden, and they vary
depending on the current number of filled sections in your Growth Clock (T). DESERT DAHLIA
Š You only apply the effect corresponding to the exact number of currently filled A tenacious plant, it doesn’t fear the dryness of dunes.
sections in your Growth Clock, not any effect above or below it.
T EFFECT
Š If a magiseed’s effect deals damage, it deals 5 extra damage if you are level 30 or
0-1 You are Resistant to air and fire damage.
higher. If a magiseed’s effect causes Hit Point and/or Mind Point loss and/or recovery,
the amount increases by 10 if you are level 30 or higher. 2-3 You and your allies present on the scene are Resistant to air and fire damage.
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GOLDEN GINKGO HOOKLEAF NIGHTSHADE


Its vibrantly colored leaves represent tenacity. Its purplish berries contain a deadly magical venom.

T EFFECT T EFFECT
At the end of your turn, you and every ally you can see recover from dazed, All damage you deal becomes poison, its type cannot change, and it ignores
1 0-1
enraged, and shaken. Immunities and Resistances.
At the end of your turn, you and every ally you can see recover an amount of All damage you deal becomes poison, its type cannot change, and it ignores
2-3
Mind Points equal to【5 + your Skill Level in Chloromancy】. Immunities and Resistances. Additionally, when you deal poison damage for the
2-3
first time during your turn, you deal extra damage equal to【your Skill Level in
Chloromancy】and each creature that lost Hit Points this way suffers poisoned.

3
GRAVE ASPHODEL
Solemn and elegant, it embodies death’s ineluctability. CHAPTER
HORNED HAWTHORN
T EFFECT

PROTAGONISTS
Favored by witches and surgeons alike for its purifying properties.
At the end of your turn, you may choose an enemy you can see. If you do, that
1
enemy suffers shaken.
T EFFECT
0-1 You are Resistant to dark and poison damage.
2 At the end of your turn, every enemy you can see suffers shaken.
You and your allies present on the scene are Resistant to dark and poison
At the end of your turn, you deal an amount of dark damage equal to【15 + 2-3
damage.
3 your Skill Level in Chloromancy】to each enemy you can see who is suffering
from shaken.
LUNAR MAGNOLIA
HERMIT IRIS It blooms in the darkest hours of the night.
Its leaves carry whispers of ancient knowledge. T EFFECT
T EFFECT At the end of your turn, choose ice or light. Until you use this effect again or this
magiseed is no longer in your garden, all damage dealt by you and every ally
At the end of your turn, choose an enemy you can see. The Game Master reveals 1-3
present on the scene becomes the chosen type, its type cannot change, and it
1 its Level, Rank, Species, maximum Hit Points, maximum Mind Points, Traits, ignores Resistances.
Attributes, Defense, and Magic Defense.
At the end of your turn, choose an enemy you can see. The Game Master reveals
2-3 its Level, Rank, Species, maximum Hit Points, maximum Mind Points, Traits,
Attributes, Defense, Magic Defense, and Affinities.

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OCEAN LOTUS REGAL PROTEA


A graceful symbol of serenity and wisdom. A colorful and tenacious flower, favored by an ancient dynasty.

T EFFECT T EFFECT
0-1 You are immune to dazed and slow. 0-1 You are immune to shaken and weak.
You treat your Dexterity and Insight as being one die size higher (up to a You treat your Might and Willpower as being one die size higher (up to a
2 2
maximum of d12). maximum of d12).
You and every ally you can see treat your Dexterity and Insight as being one die You and every ally you can see treat your Might and Willpower as being one die
3 3
size higher (up to a maximum of d12). size higher (up to a maximum of d12).

PILGRIM GAZALIA REMEDY LILY CHAPTER 3


Its flamboyant corolla is synonymous with abundance. Its elegant flowers filter and purify spiritual energy.

PROTAGONISTS
T EFFECT T EFFECT
At the end of your turn, choose yourself or another Player Character you can At the end of your turn, you and every ally you can see recover from poisoned,
1-2 1
see. The chosen character regains 2 Inventory Point. slow, and weak.
At the end of your turn, you and every other Player Character you can see regain At the end of your turn, you and every ally you can see recover an amount of Hit
3 2-3
1 Inventory Point. Points equal to【15 + your Skill Level in Chloromancy】.

PRANCING DANDELION SERRATED ROSE


A symbol of energy and vivacity, it spreads seeds through stormy winds. Its thorns form a tangle equally breathtaking and dangerous.

T EFFECT T EFFECT
At the end of your turn, choose air or bolt. Until you use this effect again or this At the end of your turn, you may choose an enemy you can see. If you do, that
1
magiseed is no longer in your garden, all damage dealt by you and every ally enemy suffers slow.
1-3
present on the scene becomes the chosen type, its type cannot change, and it
ignores Resistances. 2 At the end of your turn, every enemy you can see suffers slow.
At the end of your turn, you deal an amount of physical damage equal to【15 +
3 your Skill Level in Chloromancy】to each enemy you can see who is suffering
from slow.

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SILVER STRELITZIA WARDWATTLE


Its silvery blossoms are easily mistaken for jewels. A tangle of robust branches, whose thorns spread powerful poison.

T EFFECT T EFFECT
0-1 You are Resistant to bolt and light damage. 0-1 You are Resistant to physical damage.
You and your allies present on the scene are Resistant to bolt and light damage. You are Resistant to physical damage. Additionally, after a creature hits you with
2-3
2 a melee attack, you deal an amount of physical damage to that creature equal
to【5 + your Skill Level in Chloromancy】(after their attack was resolved).
STAR PEONY You are Resistant to physical damage. Additionally, after a creature hits you with

3
It silently gazes into celestial depths. a melee attack, you deal an amount of physical damage to that creature equal
3 to【5 + your Skill Level in Chloromancy】, and then deal an amount of poison
T EFFECT damage to that creature equal to【5 + your Skill Level in Chloromancy】(both CHAPTER

these damage instances happen after that creature’s attack was resolved).

PROTAGONISTS
At the end of your turn, you may choose an enemy you can see. If you do, that
1
enemy suffers dazed.
2 At the end of your turn, every enemy you can see suffers dazed. WRATHFUL CARNATION
At the end of your turn, you deal an amount of light damage equal to【15 + Despite their beauty, its yellow flowers emit an irritatingly pungent smell.
3 your Skill Level in Chloromancy】to each enemy you can see who is suffering
from dazed.
T EFFECT
When this magiseed leaves your garden, choose up to one enemy you can see.
Until the end of your next turn, when the chosen enemy performs an attack
STRIPED ORCHID or casts an offensive spell (r), they must include you among the targets of
1-4
Each segment of this plant is covered in toxins. that attack of spell (if able).
At the end of your turn, you may remove this
T EFFECT magiseed from your garden; if you do, erase all
At the end of your turn, you may choose an enemy you can see. If you do, that sections of your Growth Clock.
1
enemy suffers weak.
2 At the end of your turn, every enemy you can see suffers weak.
At the end of your turn, you deal an amount of poison damage equal to【15 +
3 your Skill Level in Chloromancy】to each enemy you can see who is suffering
from weak.

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GOURMET
W
Š
Š
Š
Who taught you how to cook? What is your relationship with your teacher?
Is your craft something revolutionary, or is it an established field of work?
What does your cooking look like? Which tools do you use?
Š What legendary recipe or ingredient are you looking for?
ALSO: Brewer, Chef, Patissier
Gourmet
GOURMET FREE BENEFITS
Š Permanently increase your maximum Inventory Points by 2.
Š You may start Projects to create unique foods and drinks; they are always consumable
and their area is based on the number and type of creatures you need to nourish.

GOURMET SKILLS
COOKING (ç
ç5)
A true chef respects
the nature of that
When you rest inside a settlement, you gain【SL】ingredients (see next page).
You may use an action and combine 2 or 3 ingredients to prepare a delicacy (see next CHAPTER 3
which they transform. page) and choose one option: you apply its effects to yourself or an ally you can see;

PROTAGONISTS
or you perform a free attack with a weapon you have equipped. This attack deals no
damage, but you apply the delicacy’s effects to each enemy hit by the attack.
n You may carry up to 10 +【SL × 5】ingredients, and they will never spoil until you
use them; if you take this Skill during character creation, you begin play with ten
Cooking may be considered a ingredients with random tastes.
common skill, but Gourmets
refine their knowledge of KNIFE AND FORK
foodstuffs to a level that is
When you perform the free attack granted by the Cooking Skill, if you combined no
nothing short of supernatural:
more than 2 ingredients, you may have the attack deal damage as normal. If you do,
they refine the art of extracting
you treat your High Roll (HR) as 0 when calculating damage dealt by this attack.
spiritual energies from every
ingredient, infusing meals
MADE WITH LOVE (ç
ç3)
with powerful magical effects!
While most Gourmets are When you use the Cooking Skill and choose to apply the effects of the delicacy to
content with simply settling yourself or an ally you can see, you may spend up to【SL × 10】MP. For every 10 MP
down in a town or village you spend this way, apply the delicacy’s effects to an additional ally you can see.
and making a living off their
skills, some wander the world SALT AND PEPPER
in a lifelong search for new When you prepare a delicacy, you may spend 2 Inventory Points: if you do, change the
ingredients. taste of one ingredient to a different taste of your choice.
n TRAVELING COOK (ç
ç3)
W After each travel roll, if you acquired the Cooking Skill, you gain【SL × 2】ingredients. W
148 149
INGREDIENTS & DELICACIES
W
The Gourmet Class is designed around experimenting new taste combinations, as well
as using these combinations to come up with a variety of strategies. To help you keep
TASTES AND DELICACIES
track of all this information you can use a cookbook sheet, which can be downloaded When you use the Cooking Skill, you combine two or three ingredients to generate a
from [Link]. special delicacy with powerful effects that will be applied to its targets.

Š Every different combination of two tastes (even if it’s the same taste used twice!) will
GAINING INGREDIENTS add an effect to the delicacy.
You will normally receive ingredients through the Cooking and Traveling Cook Skills;
Š When you combine two tastes you never combined before, determine the effect of that
you might also receive them as rewards during play. When you obtain an ingredient,
combination by rolling a d12 and consulting the chart on the next page; most entries
you’re never too sure what it will taste like — roll a d6 to determine the ingredient’s
also require you to make a choice (such as a specific damage type or status effect). Once
taste using the table below, then describe its appearance and give it a name.
you’re done, record the resulting effect on your cookbook sheet: from this moment on,
that taste combination will always produce that exact effect when you use it.

3
You may also purchase ingredients from stall, shops or merchants: the price is 10
zenit for an ingredient with a random taste, or 20 zenit for an ingredient with a taste Š No two combinations of tastes in your cookbook sheet can have identical effects.
CHAPTER
of your choice. When you determine the effect of a new combination, you must make your choices
in such a way that the resulting effect has no precedents (for instance, by selecting a

PROTAGONISTS
INGREDIENT TASTE different damage type or status effect); if you can’t, reroll the d12.
1. Bitter 2. Salty 3. Sour 4. Sweet 5. Umami 6. Your choice Š When completed, your cookbook sheet will feature a total of 15 effects, one for each
possible pair of tastes.
Example: after traversing the Petrified Forest, you gain two ingredients thanks to the
Traveling Cook Skill. You roll a 1 and 5 for their tastes, which means one tastes bitter Example: you combine three ingredients, one of them salty and two of them bitter.
and the other tastes umami. The resulting delicacy features two combinations (bitter + bitter and bitter + salty),
You decide to call the first ingredient “Fossil Honey” and the second ingredient which means it will have two different effects.
“Stonebark Shroom”. You record both of them on your cookbook sheet, placing them In the past, you combined bitter + bitter and rolled a 4, which means the effect allows
in the matching taste columns. for MP recovery; on the other hand, you never combined bitter + salty before, so you
need to determine this combination’s effect by rolling dice.
You roll a 1, and must choose a status effect for this effect; since you already chose
recovery from weak for the sour + sweet combination in the past, you decide to opt
for dazed. From now on, the bitter + salty combination will always allow you to heal
the target from dazed.
Now that you’ve done this, you know that your delicacy allows every target to heal
from the dazed status effect and also recover 40 Mind Points.

Delicacies created through the Cooking Skill have an immediate effect and are then
destroyed; if you want to prepare foods with unique effects and use them later, you
must instead use the rules for Projects (see Core Rulebook, page 134).
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“The Temple of Five Spices is rumored to hold the recipe
for a dish that can summon the soul of the deceased.”
W
DELICACY EFFECT SPECIAL RULES OF EFFECTS
d12 Combination effect Delicacies and their effects follow a few unique rules.
Each of this delicacy’s targets recovers from the (choose one: dazed; enraged; Š Each delicacy always features one, two, or three effects, depending on which taste
1
poisoned; shaken; slow; weak) status effect. combinations you used (the effects may also be four or six if you use the All You Can
Each of this delicacy’s targets suffers the (choose one: dazed; shaken; slow; Eat Heroic Skill, on page 161); you decide in which order to apply these effects, and
2 may choose to forgo any number of them (this choice must be exactly the same for
weak) status effect.
all targets of the delicacy).
Each of this delicacy’s targets recovers 40 Hit Points. This amount increases to
3 Š Effects 5 to 12 can only be applied during conflict scenes.
50 if you are level 30 or higher.
Each of this delicacy’s targets recovers 40 Mind Points. This amount increases Š A delicacy can only have one type 5 effect (which is to say, a damage-dealing effect);

3
4 if a delicacy has two or more type 5 effects due to the taste combinations you used,
to 50 if you are level 30 or higher.
you must choose one of them and forgo the others.
CHAPTER
This delicacy deals 20 (choose one: air; bolt; earth; fire; ice; poison)
5 damage to each of its targets. This amount increases to 30 damage if you Š A delicacy can only have one type 12 effect (which is to say, a damage type-changing

PROTAGONISTS
are level 30 or higher. effect); if a delicacy has two or more type 12 effects due to the taste combinations
you used, you must choose one of them and forgo the others.
Until the end of your next turn, every source that deals (choose one: air;
6 bolt; earth; fire; ice; poison) damage deals 5 extra damage to each of this Other than that, all of a delicacy’s effects are cumulative, and will be fully applied to
delicacy’s targets. each of its target.
Each of this delicacy’s targets cannot perform the Guard action during their Example: if you obtain a type 2 effect on sweet + umami, a type 5 effect on bitter +
7
next turn. umami, and a type 9 effect on bitter + sweet, the delicacy created combining these
Each of this delicacy’s targets cannot perform the Spell action during their tastes will be able to deal damage, inflict a status effect, and also prevent the use of
8 spells for a brief period!
next turn.
Each of this delicacy’s targets cannot perform the Skill action during their
9
next turn. AND FINALLY, A BIT OF ADVICE!
Each of this delicacy’s targets gains Resistance to (choose one: air; bolt; This Class is quite atypical: there is no real way to perfectly control the role your
10 earth; fire; ice; poison) damage until the end of your next turn. character will cover, because your abilities are procedurally generated over the course
Each of this delicacy’s targets treats their (choose one: Dexterity; Insight; of the campaign. However, remember that you may prepare delicacies outside of
11 Might; Willpower) as if it were one die size higher (up to a maximum of d12) conflict scenes: it will cost you some ingredients, true, but you will be able to “scout”
until the end of your next turn. the effects ahead of time and avoid trial and error during a critical situation. Other
than that, pay attention to which effects best synergize with each other and with
During the next turn of each of this delicacy’s targets, all damage they the rest of your group, and take advantage of the multi property to apply the same
12 deal becomes (choose one: air; bolt; earth; fire; ice; poison) and its type delicacy to two or more enemies!
cannot change.
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INVOKER
W
Š
Š
Š
How did you develop the art of invocation?
Is there a spirit or elemental creature you have a special bond towards?
How do your invocations manifest?
Š Are your abilities relatively common, or are you the exception?
ALSO: Ascetic, Channeler, Five-Soul Master
Invoker
INVOKER FREE BENEFITS
Wish not for control, Š Permanently increase your maximum Hit Points or Mind Points by 5 (your choice).
but understanding.
INVOKER SKILLS
ELEMENTAL HARMONY (ç
ç2)
You may verbally communicate with creatures of the elemental Species.
When you restore a creature’s Hit Points with an invocation or spell, if an elemental is

3
present on the scene, the restored amount is increased by【SL × 5】.
CHAPTER
INVOCATION (ç
ç3)

PROTAGONISTS
You may use an action and spend 5 Mind Points to perform an invocation, drawing
energy from one of the wellsprings present on the scene (see next page). Your【SL】in
this Skill determines which invocations you have access to.

LINKED INVOCATION (ç
ç3)
n When you perform an invocation, you may spend up to【SL × 10】additional Mind
Invokers research the innate Points. For every 10 Mind Points you spend this way, the invocation may target an
energy of souls and the way additional creature you can see.
it spontaneously flows and
manifests throughout their RIPPLES (ç
ç5)
surroundings. Even if their
After an enemy you can see loses Hit Points due to damage dealt by one of your
art relies on calling upon the
allies, if that damage was increased by one or more of your “hex” invocations, you
power of the elements, they
may perform a free attack with a weapon you have equipped. This attack may only
adapt to the existing power
target that enemy, and receives a bonus equal to【SL】to its Accuracy Check; if it is
sources rather than force an
successful, all its damage becomes of the same type dealt by your ally, and all “hex”
unnatural outcome and upset
invocations present on its target end immediately after the attack has been resolved.
the flow of spirits.
If two or more enemies trigger this Skill at the same time, you can perform a free
That said, Invokers remain
attack against each of them, in whatever order you prefer.
formidable adventurers: they
boast great flexibility and a
WELLSPRING EXPANSION (ç
ç5)
unique affinity for elemental
creatures. As long as you have a weapon belonging to the arcane, bow, brawling, flail, sword, or
thrown Category equipped, your “blast” invocations deal【SL】extra damage, and the

154
W
n extra damage granted by your “hex” invocations is increased by【SL】.
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155
INVOCATIONS
W

DETERMINING AVAILABLE WELLSPRINGS WELLSPRINGS AND INVOCATIONS


During each scene, your surroundings grant you two different wellsprings: the Game Earth wellspring (damage type: earth)
Master tells you what they are. Remember to describe how wellsprings manifest in the Geo Blast You deal 20 earth damage to the target.
scene; they may be natural features, objects, or even creatures.
Until the start of your next turn, the target suffers 5 extra damage
Geo Hex
Example: during a battle taking place on a steam-powered airship amidst stormy from all sources that deal air and ice damage.
clouds, any two of air, fire, lightning and water would make sense.
Growth The target recovers 30 Hit Points.
Quicksand You deal 10 earth damage to the target, and they suffer slow.
PERFORMING AN INVOCATION
Fire wellspring (damage type: fire)

3
When you perform an invocation, choose one option you have access to among those
in the table below (provided the corresponding wellspring is available in the scene); Pyro Blast You deal 20 fire damage to the target. CHAPTER
then, apply its effects to one creature you can see.
Until the start of your next turn, the target suffers 5 extra damage
Pyro Hex

PROTAGONISTS
Your Skill Level in the Invocation Skill determines which invocations you have access from all sources that deal earth and ice damage.
to:【SL 1】enables “blast” invocations,【SL 2】enables “blast” and “hex” invocations,
Burst You deal 10 fire damage to the target, and they suffer shaken.
and【SL 3】gives you access to all invocations.
Smoke The target loses 20 Mind Points and also suffers weak.
Example: if air and earth wellsprings are available and your Skill Level is 2, you have
Lightning wellspring (damage type: bolt)
access to Aero Blast, Aero Hex, Geo Blast, and Geo Hex.
Electro Blast You deal 20 bolt damage to the target.
If an invocation deals damage, it will deal 5 extra damage if you are level 20 or Until the start of your next turn, the target suffers 5 extra damage
higher, or 10 extra damage if you are level 40 or higher. Electro Hex
from all sources that deal earth and fire damage.
Similarly, if an invocation causes the target to recover Hit Points or lose Mind Points,
Static You deal 10 bolt damage to the target, and they suffer slow.
the amount will increase by 10 if you are level 20 or higher, or by 20 if you are level
40 or higher. Thunder The target loses 20 Mind Points and also suffers dazed.

WELLSPRINGS AND INVOCATIONS Water wellspring (damage type: ice)


Air wellspring (damage type: air) Hydro Blast You deal 20 ice damage to the target.
Aero Blast You deal 20 air damage to the target. Until the start of your next turn, the target suffers 5 extra damage
Hydro Hex
from all sources that deal air and bolt damage.
Until the start of your next turn, the target suffers 5 extra damage
Aero Hex
from all sources that deal bolt and fire damage. Chill The target loses 20 Mind Points and also suffers shaken.
Breeze The target recovers 30 Hit Points. Frostbite You deal 10 ice damage to the target, and they suffer weak.
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Twister You deal 10 air damage to the target, and they suffer dazed.
156 157
MERCHANT
W
Š
Š
Š
Who introduced you to the art of commerce? Is it a family business?
Would this world be better without money? If so, why are you still a merchant?
What do you love about commerce? And what do you despise about it?
Š Do you have a business rival? What is your relationship with them?
ALSO: Antiquarian, Collector, Pharmacist
Merchant
MERCHANT FREE BENEFITS
Š Permanently increase your maximum Inventory Points by 2.
First of all, think:
how will this help MERCHANT SKILLS
people in need?
EXPIRATION DATE (ç
ç3)
When a potion or delicacy (see page 151) you created that does not deal damage causes
one or more creatures to recover Hit Points, you may instead have it deal poison damage

3
equal to【half your level + (SL × 10)】to each of those creatures. This damage’s type
cannot change, and it is halved if you are dealing damage to two or more creatures. CHAPTER

I’VE HEARD OF IT! (ç


ç3)

PROTAGONISTS
When you or an ally who is able to hear and understand you perform a Check to
examine a creature, item, or location, you may spend 1 Trade Point to grant a bonus
equal to【SL × 2】to the Result of that Check.
n PRIVATE STOCK (ç
ç3)
Even in worlds rife with great When you or another Player Character spend【SL + 2】or fewer Inventory Points, you
magic, wealth and money are may spend 1 Trade Point to ignore that cost.
very influential. Trade and
commerce are one key aspect REAL TREASURE (ç
ç3)
to the development of nations Once per session, when you help an NPC or community defeat greed and corruption,
and kingdoms, and Merchants improve their quality of life, or coexist with other creatures, if you have acquired the
are quite aware of this power. Winds of Trade Skill, you gain【SL + 1】Trade Points.
It might seem strange for a
Merchant to be treated on par WINDS OF TRADE (ç
ç3)
with a hero: and yet, those
who resist the temptation of After you rest in an area where commerce is possible, you gain【SL + 1】Trade Points.
greed and rely on commerce You may never have more than【SL + 3】Trade Points; if you acquire this Skill during
to foster exchanges of ideas character creation, you begin play with 2 Trade Points.
and dialogue between distant During a non-conflict scene, you may spend 2 Trade Points to choose one option: you
people truly are fighting their create a material or rare item approved by the Game Master whose value in zenit is
very own revolution. equal to or lower than【your level, multiplied by 30】; or you create an NPC that lives
W n nearby and explain their occupation as well as how you met them, then the Game
Master tells you what they require in exchange for their services.
W
158 159
O
ACE OF CARDS
W
w
w
w
When did you first manifest your magic powers?
Are you cold and perceptive, or brash and lively? What does your deck look like?
What was the most unfortunate event in your life? What did you learn from it?
w How do you combine your deck with your other abilities?
ALSO: Deckmancer, Destiny Duelist, High Roller

ACE OF CARDS FREE BENEFITS


Ace of Cards
Don't look w Permanently increase your maximum Hit Points or Mind Points by 5 (your choice).
away!
ACE OF CARDS SKILLS
DOUBLE OR NOTHING
Before you perform an Accuracy Check, a Magic Check for an offensive spell (r), 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
n 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.
Aces of Cards make use of
special decks to perceive the MAGIC CARDS (ç
ç3)
constant fluctuations of the You gain a deck, a hand and a discard pile (see next page).
stream of souls. Each deck is
During a conflict, you may use an action and spend up to【10 + (SL × 5)】Mind Points
inextricably connected to its
(minimum 10). If you do, resolve 1 card from your hand for every 5 MP spent this way
user and reflects their taste
(to a maximum of 5 cards; these cards form a set). After you resolve the effect of the
and personality: by drawing
set (if any), discard these cards and draw that many cards from your deck.
specific combinations at the
right moment, an Ace of Cards
MULLIGAN (ç
ç5)
manipulates magical energy to
produce supernatural effects. At the end of your turn during a conflict, you may discard up to【SL】cards from your
In some worlds, Aces of Cards hand. If you do, draw that many cards from your deck.
duel against each other using
their personal decks, in a quest TRAP CARD (ç
ç4)
for glory or in order to obtain After an enemy you can see performs an action during a conflict, you may declare
precious artifacts. one of your deck's suits (after the action has been resolved) and put the first card on

n 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
W still pay its MP cost).
W
2 3
If you use a classic poker deck, the recommended suit

W
MANAGING THE DECK types are: air (©), earth (¨), fire (ª), and ice («).

Your deck is an actual deck of cards that you can assemble however you prefer, EFFECT SET REQUIREMENTS
provided their backs are identical and you follow the restrictions below:
Note: effects Blinding Flush, Double Trouble, and Magic Flush deal 10 extra damage
if you are level 20 or higher, or 20 extra damage if you are level 40 or higher.
w 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 Jackpot 4 cards of the same value, none of which is a joker
(©), hearts (ª), and spades («). When you create your character's deck, associate each
suit to a different damage type among air, earth, fire, and ice. 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
w For each suit, the deck contains 7 cards with values 1 to 7. consciousness (this does not cancel the effects of their Surrender).
The simplest approach is to use a poker deck (removing face cards and cards numbered Magic Flush 4 cards of consecutive values and of the same suit
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. 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.
w 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. Blinding Flush 4 cards of consecutive values

w If you need to draw cards and your deck doesn't have enough, draw as many as you You deal damage equal to【15 + the total value of the resolved cards】to each
can, shuffle your discard pile into the deck, place it face down, then keep drawing. enemy present on the scene; the type of this damage is light if that total is even, or
dark if that total is odd.
w 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. Full Status 3 cards of the same value + 2 cards of the same value
w When you discard cards from your hand, place them face up into your discard pile, Choose two status effects among dazed, shaken, slow, and weak: if【the highest
in whatever order you prefer. However, the order of cards in your discard pile cannot value among resolved cards】is even, you and every ally present on the scene recover
be modified. from the chosen status effects; if odd, each enemy present on the scene suffers them.

Your deck, your hand, and your discard pile (as well as any Skills and effects related to Triple Support 3 cards of the same value
them) are only available during conflict scenes; at the end of each conflict, shuffle all
You and every ally present on the scene regain an amount of Hit Points and Mind
30 cards back into your deck and put it aside.
Points equal to【the total value of the resolved cards, multiplied by 3】.

Double Trouble 2 cards of the same value + 2 cards of the same value
RESOLVING A SET
To produce a given effect, a set must match its requirements exactly (for instance, You deal damage equal to【10 + the highest value among resolved cards】to each of
resolving a set of 5 cards with the same value will not match the requirements of up to two different enemies you can see that are present on the scene; the type of this
Jackpot; it has to be composed of exactly 4 cards). damage is one of your choice among those matching the suits of the resolved cards.

When you resolve a set that includes jokers, you choose their suit and value (1 to 7). Magic Pair 2 cards of the same value
You perform a free attack with a weapon you have equipped. If this attack deals
If a set matches the requirements of two or more effects, you must choose and apply
W only one of those effects.
damage, choose a suit among those of the resolved cards; all damage dealt by the W
attack becomes of the type matching that suit.
4 5
y NECROMANCER
ALSO: Grave Queen, Reanimator, Vampire
Nrcromancer
Waste not,
want not.
w
w
w
w
Who taught you in the ways of necromancy? Are they living or (un)dead?
Your powers act against the natural soul cycle. How do you feel about this?
Are you cold and grim, or decadent and sardonic?
Who have you lost? Who would you resurrect, given the power to do so?

NECROMANCER FREE BENEFITS


w Permanently increase your maximum Hit Points or Mind Points by 5 (your choice).

NECROMANCER SKILLS
BEYOND THE REALMS OF DEATH (ç
ç5)
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.

The arts of soul manipulation FEAR IS THE KEY (ç


ç3)
have seen a wide variety of After you cause one or more enemies to lose Hit Points, if you have acquired the
uses, but few will strike an Beyond the Realms of Death Skill and at least one of them is suffering from shaken
instinctual fear in the hearts and/or weak, you gain 1 Grave Point and recover【SL × 2】Hit Points and Mind Points.
of people as Necromancy can.
Necromancers reap spiritual FOR WHOM THE BELL TOLLS (ç
ç3)
energy moments before death,
When you deal damage to a creature with a spell, if that spell only deals damage
when it is at its brightest; this
to that creature, you may spend 1 Grave Point. If you do, choose one option: if that
precious power can then be
creature is suffering from one or more status effects, the spell deals extra damage
used to fuel their control over
equal to【(SL × 2) + the number of status effects on that creature】; or if that creature
the balance of life and death,
is suffering from no status effects, they suffer shaken.
or even to inhabit a corpse so
that it moves again. And yet, as
RONDO OF NIGHTMARE
if to mock their dark efforts,
true resurrection of a lost one When you cast an offensive spell (r) with a target of "One creature", you may spend 2
remains a mirage... Grave Points to have it target all creatures you can see that are present on the scene
W (perform a single Magic Check and confront it with the Magic Defense of each target). W
If you do, all damage dealt by the spell becomes dark and its type cannot change.
2 3

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