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Character Build Guide for Arcanist Classes

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0% found this document useful (0 votes)
16 views31 pages

Character Build Guide for Arcanist Classes

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

Character Build

Classes

Unmastered (Max 3) Mastered

Notes
Lv. Arcanist
Skills
Bind & Summon
You may bind Arcana to your soul and summon them later. When you encounter a new
Arcanum, the Game Master will reveal what you must do in order to bind them.
You may use an action and spend 40 MP to summon the power of one of the Arcana you have
previously bound.
If you take this Skill at character creation, you begin play with one Arcanum bound to you.
Any further Arcana must be obtained through exploration and story progression.

Arcane Circle
After you willingly dismiss an Arcanum on your turn during a conflict, if that Arcanum had
not been summoned during this same turn and you have an arcane weapon equipped, you
may immediately perform the Spell action for free. The spell you cast this way must have a
total MP cost of (SL × 5) or lower (you must still pay the spell’s MP cost).

Arcane Regeneration
When you summon an Arcanum, you immediately recover (SL × 5) HP.

Emergency Arcanum
As long as you are in Crisis, the cost for summoning your Arcana is reduced by (SL × 5) MP.

Ritual Arcanism
You may perform Rituals of the Arcanism discipline, as long as their effects fall within the
domains of one or more Arcana you have bound.
Arcanism Rituals use (WLP + WLP) for the Magic Check.

o
2

Free Benefits

◆ Permanently increase your max MP by 5.


Heroic Skill
t

Name

y
Arcana Arcana Bound

Summoning Arcana
Merging Dismissing
When you summon an Arcanum, you gain their If you are merged with an Arcanum, they will
merge benefits; those benefits last until the be automatically dismissed at the end of the
Arcanum is dismissed. You cannot summon an scene, if you die or fall unconscious, or if you
Arcanum while already merged with one; you leave the scene. You may also willingly
must first dismiss the current Arcanum. dismiss the Arcanum you are currently merged
with: this never requires an action, but during
a conflict it can only be done on your turn,
while no other effect is being resolved.

Dismiss Effects
In addition to their merge effects, most Arcana also grant the Arcanist a powerful dismiss effect.
◆ When you willingly dismiss an Arcanum, you may use their dismiss effect — if the Arcanum is
dismissed for any other reason, this effect cannot be used. You are also free to ignore a
dismiss effect if you don't want to use it.
◆ If a dismiss effect deals damage, it will deal 10 extra damage if you are level 20 or higher, or

O 2d
20 extra damage if you are level 40 or higher.
t

Name

Domains
Merge

Dismiss

y
Arcana

t
Name

Domains
Merge

Dismiss

y
t
Name

Domains
Merge

Dismiss

y
Arcana

t
Name

Domains
Merge

Dismiss

y
t

Name

Domains
Merge

Dismiss

y
Lv. Chimerist
Skills
Consume
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) MP.

Feral Speech
You can communicate with creatures of the beast, monster and plant Species.

Ritual Chimerism
You may perform Rituals whose effects fall within the Chimerism discipline.
When you acquire this Skill, choose (INS + WLP) or (MIG + WLP). From now on, your
Chimerism Rituals will use the chosen Attributes for the Magic Check.

Spell Mimic
When you see a creature belonging to the beast, monster or plant Species cast a spell, you
may immediately choose to learn that spell as a Chimerist spell of your own: if you do, record
the Species of the creature you learned it from on the Spell Sheet.
When you first acquire this Skill, choose (INS + WLP) or (MIG + WLP). From now on, your
offensive (o) Chimerist spells will use the chosen Attributes for the Magic Check, regardless
of the Attributes used by the creature you learned the spell from.
You may have up to (SL + 2) different Chimerist spells memorized this way. If you want to
memorize a new Chimerist spell but are already at your limit, you must forget one of your old
spells and replace it with the new spell.

Pathogenesis
When you deal damage to one or more creatures with one of your Chimerist spells, each of
those creatures that share their Species with the creature you originally learned that spell
from suffers poisoned.

o
2

Free Benefits
◆ Permanently increase your max MP by 5.
◆ You may perform Rituals whose effects fall
within the Ritualism discipline. Heroic Skill
t

Name

y
Mimic Spells Max Spells Known

o MP o MP
@ T @ T

� �
o MP o MP
@ T @ T

� �
o MP o MP
@ T @ T

� �
o MP o MP
@ T @ T

� �
o MP o MP
@ T @ T

� �
o MP o MP
@ T @ T

� �
Mimic Spells Max Spells Known

o MP o MP
@ T @ T
Species:

� Species:

o MP o MP
@ T @ T
Species:

Species:

� �
o MP o MP
@ T @ T
Species:

Species:

� �
Mimic Spells

o MP o MP
@ T @ T

Species:

Species:
� �
o MP o MP
@ T @ T
Species:

Species:

� �
o MP o MP
@ T @ T
Species:

Species:

� �
Lv. Darkblade
Skills
Agony
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) HP and (SL × 2) MP.

Dark Blood
As long as you are in Crisis, you have Resistance to dark damage and poison damage.

Heart of Darkness
Once per scene upon entering Crisis, you may choose a specific creature you can see that you
don't have a Bond towards. If you do, create a Bond of hatred towards that creature.

Painful Lesson
After another creature causes you to lose HP (with an attack, a spell or any other method),
you may immediately perform the Study action on that creature for free. If you do, gain a
bonus equal to (SL) to your Check.
Remember, you can study the same aspect of a creature only once.

Shadow Strike
You have learned to channel your vital force into your attacks. You may use an action to
perform a Shadow Strike: roll your current Might die and lose an amount of HP equal to
(the number rolled on your Might die). If this didn't reduce your HP to 0, you may perform a

free attack with a weapon you have equipped: if this attack hits one or more targets, it deals
extra damage equal to (SL + the number rolled on your Might die). However, all damage
dealt by this attack becomes dark and its damage type cannot be changed.

o
2

Free Benefits
◆ Permanently increase your max HP by 5.
◆ Gain the ability to equip martial melee
weapons and martial armor. Heroic Skill
t

Name

y
Lv. Elementalist
Skills
Cataclysm
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) MP. 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
MP by which you increased its total MP cost.

Elemental Magic
Each time you acquire this Skill, learn one Elementalist spell.
Offensive (o) Elementalist spells use (INS + WLP) for the Magic Check.

Magical Artillery
When you cast an offensive (o) spell, if you have an arcane weapon equipped, you gain a
bonus to your Magic Check equal to (SL × 2).

Ritual Elementalism
You may perform Rituals whose effects fall within the Elementalism discipline.
Elementalism Rituals use (INS + WLP) for the Magic Check.

Spellblade
When you cast an offensive (o) spell that targets a single creature, if the spell has a total MP
cost of (SL × 10) or lower, and you have one or more bow, brawling, dagger, flail, spear, or
sword weapons equipped, you may choose one of those weapons. If you do, your Magic Check
for the spell will use the chosen weapon’s Accuracy Check formula; for instance, the Magic
Check for an Elementalist spell cast through a bronze sword will be (DEX + MIG) + 1 instead
of (INS + WLP).

o
2

Free Benefits
◆ Permanently increase your max MP by 5.
◆ You may perform Rituals whose effects fall
within the Ritualism discipline. Heroic Skill
t

Name

y
Elemental Spells Spells known

oElemental Shroud 5 × T MP o Ignis 10 × T MP

@ Up to three creatures
T Scene @ Up to three creatures T Instantaneous
You weave magical energy and protect the targets You unleash a searing barrage against your foes,
from the fury of the elements. conjuring flames out of thin air.
Choose a damage type: air, bolt, earth, fire, or ice. Each target hit by this spell suffers (HR + 15) fire
Until this spell ends, each target gains Resistance damage.
against the chosen damage type. Opportunity: Targets hit by this spell suffer shaken.

oElemental Weapon 10 MP o Soaring Strike 10 MP

@ One weapon T Scene @ Self T Instantaneous


You imbue a weapon with elemental energy. Choose The wind carries your strikes across the battlefield.
a damage type: air, bolt, earth, fire, or ice. You may immediately perform a free attack with a
Until this spell ends, all damage dealt by the weapon melee weapon you have equipped. This attack may
becomes the chosen damage type. If you have that target creatures that can only be targeted by ranged
weapon equipped while you cast this spell, you may attacks.
perform a free attack with it as part of the same If you used a weapon belonging to the brawling or
action. spear Category for this attack, it deals 5 extra
This spell can only be cast on a weapon equipped by damage.
a willing creature. If you hit a flying target with this attack, you may
force them to land immediately.
o Flare 20 MP
One creature Instantaneous o Terra 10 × T MP
@ T
@ Up to three creatures T Instantaneous
You channel a single ray of fire towards your foe, its
temperature so high that it will pierce through most Spires of jagged rock erupt from the ground beneath
defenses. your foes, closing around them.
The target suffers (HR + 25) fire damage. Each target hit by this spell suffers (HR + 15) earth
Damage dealt by this spell ignores Resistances. damage.
This spell cannot target creatures who are flying,
o Fulgur 10 × T MP floating, falling, or otherwise in mid-air.
Opportunity: Targets hit by this spell perform one
@ Up to three creatures T Instantaneous fewer action on their next turn (to a minimum of 0).
You weave electricity into a wave of crackling bolts.
Each target hit by this spell suffers (HR + 15) bolt o Thunderbolt 20 MP
damage.
Opportunity: Targets hit by this spell suffer dazed. @ One creature T Instantaneous
You send lightning striking at your foe.
o Glacies 10 × T MP The target suffers (HR + 25) bolt damage.
Damage dealt by this spell ignores Resistances.
@ Up to three creatures T Instantaneous
You coat your foes under a thick layer of frost. o Ventus 10 × T MP
Each target hit by this spell suffers (HR + 15) ice
damage. @ Up to three creatures T Instantaneous
Opportunity: Targets hit by this spell suffer slow. You summon the power of winds against your
enemy.
o Iceberg 20 MP Each target hit by this spell suffers (HR + 15) air
damage.
@ One creature T Instantaneous
Opportunity: Each flying target hit by this spell is
A pillar of ice magic envelops your foe, suddenly forced to land immediately.
dropping their body temperature to a critical level.
The target suffers (HR + 25) ice damage. o Vortex 10 MP
Damage dealt by this spell ignores Resistances.
@ Self T Scene
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.
Lv. Entropist
Skills
Absorb MP
After you suffer damage, you may immediately recover (SL × 2) MP.

Entropic Magic
Each time you acquire this Skill, learn one Entropist spell.
Offensive (o) 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 scene
after you perform a Check, you may replace the value shown on one of the dice you rolled
with your lucky number (even if this would give an impossible Result, such as a value of 7 on
a d6). If you do, the replaced value becomes your new lucky number.

Ritual Entropism
You may perform Rituals whose effects fall within the Entropism discipline.
Entropism Rituals use (INS + WLP) for the Magic Check.

Stolen Time
During a conflict, you may use an action to interfere with the flow of time by spending up to
(SL × 5) MP. For every 5 MP you spend this way, choose one option: one creature you can see

suffers slow; or one creature you can see recovers from slow; or one creature you can see
may immediately perform the Equipment action for free; or choose one ally you can see who
has yet to take a turn during this round: that ally may take their turn immediately after yours
during this round.
Each option can only be chosen once per use of this Skill.

o
2

Free Benefits
◆ Permanently increase your max MP by 5.
◆ You may perform Rituals whose effects fall
within the Ritualism discipline. Heroic Skill
t

Name

y
Entropic Spells Spells known

o Acceleration 20 MP o Gamble Up to 20 MP

@ One creature T Scene @ Special T Instantaneous


You bend the fabric of time. Until this spell ends, the You summon a vortex of chaotic energy.
target gains the ability to perform a single additional Roll your current Willpower die once for every 10 MP
action during each of their turns. spent while casting this spell, then keep the single
Once the target has performed a total of two die you prefer: the number on that die determines
additional actions granted by this spell, this spell the effects of this spell.
ends. ◆ 1 You lose half of your current HP and half of your
current MP.
o Anomaly 20 MP ◆ 2-3 Each creature present on the scene, including
yourself, suffers poisoned.
@ One creature T Scene
◆ 4-6 Each creature present on the scene, including
You alter the very nature of your target. yourself, suffers slow.
Until this spell ends, if the target would suffer ◆ 7-8 Choose up to three creatures you can see: each
damage of a type they Absorb or are Immune to, they of them recovers 50 HP and also recovers from all
are instead treated as if they were Vulnerable to that status effects.
damage type. Once that happens, this spell ends. ◆ 9+ Choose any number of creatures you can see:
each of them suffers 30 damage. The damage type
o Dark Weapon 10 MP is determined randomly by rolling a d6:
1. air 2. bolt 3. dark
@ One weapon T Scene
4. earth 5. fire 6. poison
You imbue a weapon with dark energy.
Until this spell ends, all damage dealt by the weapon o Mirror 10 MP
becomes of the dark type. If you have that weapon
equipped while you cast this spell, you may perform @ One creature T Scene
a free attack with it as part of the same action. This You twist the laws of magic.
spell can only be cast on a weapon equipped by a Until this spell ends, if an offensive (o) spell is cast
willing creature. on the target, the creature who cast that offensive
spell will be targeted in their stead (any other
o Dispel 10 MP targets of the offensive spell will be targeted as
normal). Once that happens, this spell ends.
@ One creature T Instantaneous
You release a wave of negative energy and cleanse o Omega 15 MP
all magic from a creature.
@ One creature T Instantaneous
If the target is affected by one or more spells with a
duration of Scene, they are no longer affected by any You invoke doom on your foe, turning strength into
of those spells instead. frailty.
The target loses an amount of HP equal to
o Divination 10 MP (20 + half the target's level).

@ Self T Scene
o Stop 10 MP
You glimpse briefly into the future.
@ One creature T Instantaneous
Until this spell ends, after a creature you can see
performs a Check, if it was not a fumble nor a critical You trap a foe inside a circle of altered time and
success, you may force that creature to reroll both space.
dice. Once you have forced two rerolls this way, this The target will perform one fewer action on their
spell ends. next turn (to a minimum of 0 actions).

o Drain Spirit 5 MP o Umbra 10 × T MP

@ One creature T Instantaneous @ Up to three creatures T Instantaneous


You consume a creature's psyche. A storm of dark energy turns matter into ash.
The target loses (HR + 15) MP. Then, you recover an Each target hit by this spell suffers (HR + 15) dark
amount of MP equal to half the total MP loss they damage, and if you spend an Opportunity also
suffered. suffers weak.

o Drain Vigor 10 MP

@ One creature T Instantaneous


You steal another creature's life force.
The target suffers (HR + 15) dark damage. Then, you
recover an amount of HP equal to half the total HP
loss they suffered.
Lv. Fury
Skills
Adrenaline
As long as you are in Crisis, you deal (SL × 2) extra damage (be it with attacks, spells, Arcana,
items or any other method).

Frenzy
Your Accuracy Checks with brawling, dagger, flail and thrown weapons trigger a critical
success if both dice show the same number (and the Check is not a fumble).

Indomitable Spirit
When you spend one or more Fabula Points, you get an additional benefit — choose one
option: you recover (SL × 5) HP; or you recover (SL × 5) MP; or you recover from a single
status effect of your choice.

Provoke
You may use an action and spend 5 MP to perform an Opposed (MIG + WLP) Check against a
creature you can see — describe how you taunt them! If you succeed, the target suffers
enraged and is compelled to focus their attention on you (their attacks and offensive spells
must include you among the targets if possible). This compulsion ends if you fall
unconscious or leave the scene, if the creature is no longer enraged, or if they are
successfully provoked by someone else.
You gain a bonus equal to (SL) to your (MIG + WLP) Checks for this Skill.

Withstand
When you perform the Guard action, if you choose not to provide cover to another creature,
you recover HP equal to (SL × the highest strength among your Bonds) and choose Might or
Willpower: you treat the chosen Attribute as being one die size higher (up to a maximum of
d12) until the end of your next turn.

o
2

Free Benefits
◆ Permanently increase your max HP by 5.
◆ Gain the ability to equip martial melee
weapons and martial armor. Heroic Skill
t

Name

y
Lv. 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
As long as you have a shield or martial armor equipped, all damage you suffer is reduced by
(SL) (applied before damage Affinities).

Dual Shieldbearer
You may now equip a shield in your main hand slot. As long as you have two shields
equipped, you gain the benefits of both items and may treat them as the following combined
two-handed melee brawling weapon:

Accuracy Damage
Twin Shields ( MIG + MIG)
Category
( HR + 5)
Element
1h 2h
Deals extra damage equal to your
(SL) in Defensive Mastery.
Brawling Physical m r

Fortress
Permanently increase your maximum HP by (SL × 3).

Protect
When another creature is threatened by an attack, spell or other danger, you may take their
place (any Checks that are part of the danger will be performed against you; you may declare
the use of this Skill before or after the Checks have been made). If the danger already
affected you, it affects you twice (resolve both instances separately); you also cannot protect
multiple creatures from the same danger.
If you use this Skill during a conflict, you cannot use it again until the start of your next turn.

o
2

Free Benefits
◆ Permanently increase your max HP by 5.
◆ Gain the ability to equip martial armor and
martial shields. Heroic Skill
t

Name

y
Lv. Loremaster
Skills
Flash of Insight
When you roll a 13 or higher on a Check performed to investigate a creature, item or
location — this includes using the Study action during a conflict — you may ask the Game
Master up to (SL) questions concerning the subject of your investigation. You may ask these
questions immediately or save them for later; whenever you ask one of these questions, the
Game Master will answer truthfully and you will describe your character's deductive process.
This Skill may only be used once on the same creature, item or location.

Focused
Permanently increase your maximum MP by (SL × 3).
When you perform an Open Check using (INS + INS), you gain a bonus equal to (SL) on that
Check (this only applies to Open Checks).

Knowledge is Power
When you perform an Accuracy Check, you may replace one of the Attribute dice with Insight
(such as (INS + INS) for a pistol or (INS + MIG) for a waraxe).

Quick Assessment
At the start of a conflict, you may spend up to (SL × 5) MP. For every 5 MP you spend this
way, choose one option: choose a creature you can see and the GM reveals one of their
Traits; or name a damage type and choose a creature you can see, and the GM reveals that
creature's Affinity towards that damage type.

Trained Memory
You may perfectly recall the details of any scene you have visited within the past week. You
can "go back in time" within your mind in order to examine and investigate such scenes again
— your Flash of Insight Skill will apply to these memories as well.

o
2

Free Benefits

◆ Permanently increase your max MP by 5.


Heroic Skill
t

Name

y
Lv. Orator
Skills
Condemn
You may use an action and spend 5 MP to perform an Opposed (INS + WLP) Check against a
creature who can hear and understand you — describe your accusations!
If you succeed, the target loses (SL × 10) MP and suffers a status effect of your choice
among dazed and shaken.
You gain a bonus equal to (SL) to your (INS + WLP) Checks for this Skill.

Encourage
During a conflict, you may use an action and spend 5 MP to choose another creature that can
hear and understand you. That creature recovers (SL × 5) HP and chooses Dexterity, Insight,
Might, or Willpower: they treat the chosen Attribute as being one die size higher (up to a
maximum of d12) until the start of your next turn.

My Trust in You
After another Player Character who is able to hear you performs a Check, you may spend 1
Fabula Point and invoke one of their Traits or Bonds in order to let them re-roll dice or
improve the Result of the Check (following the normal rules). Then, if you have a Bond
towards that character, they recover (SL × 10) MP.

Persuasive
When you successfully perform a Check to fill or erase sections of a Clock, if your approach
relied on charm, diplomacy, deception or intimidation, you may spend up to (SL × 20) MP. If
you do, fill or erase an additional section of that Clock for every 20 MP you spend this way.

Unexpected Ally
You may use an action and spend 1 Fabula Point to choose a non-hostile creature able to
hear and understand you. If you do, that creature becomes helpful towards you so long as
you are kind and respectful to them and your requests are reasonable.

o
2

Free Benefits

◆ Permanently increase your max MP by 5.


Heroic Skill
t

Name

y
Lv. Rogue
Skills
Cheap Shot
When you hit a creature with an attack, if the attack only targeted that creature and they are
suffering from one or more status effects, you may have it deal extra damage equal to
(SL + (the number of status effects on the creature)).

Dodge
As long as you have no shields and no martial armor equipped, your Defense score is
increased by (SL).

High Speed
At the start of a conflict, you may spend 10 MP. If you do, choose one option and apply it
before the start of the first round: perform a free attack with a weapon you have equipped;
or perform a Hinder or Objective action.
You also gain a bonus equal to (SL) to all Checks you perform as part of the chosen option.

See You Later


You may use an action and spend 1 Fabula Point to vanish from the current scene,
reappearing whenever you want during a different scene in which another Player Character
is present. Describe how you escaped and miraculously got here!

Soul Steal
You may use an action to perform a (DEX + WLP) Check against the [Link] of a creature
you can see. If you succeed and the target is a soldier, you recover (SL) IP; if they are an elite
or champion, the GM gives you the target’s soul treasure, an item worth an amount of zenit
equal to or lower than (the target's level × 30, or × 50 if they are a Villain). This soul
treasure will appear inside your backpack; a creature can be successfully stolen from with
this Skill only once.
You gain a bonus equal to (SL) to your (DEX + WLP) Checks for this Skill.

o
2

Free Benefits

◆ Permanently increase your max IP by 2.


Heroic Skill
t

Name

y
Lv. Sharpshooter
Skills
Barrage
When you perform a ranged attack, you may spend 10 MP to choose one option: the attack
gains multi (2); or you increase the attack's multi property by one, up to a maximum of
multi (3).

Crossfire
After a creature you can see performs a ranged attack, you may spend an amount of MP
equal to the total Result of their Accuracy Check in order to have the attack fail automatically
against all targets. You can only use this Skill if you have a ranged weapon equipped, and it
has no effect if the Accuracy Check was a critical success.

Hawkeye
When you perform the Guard action, if you choose not to provide cover to another creature,
you may choose one option: the next ranged attack you perform before the end of the
current scene will deal (SL × 2) extra damage; or you may immediately perform a free attack
with a bow or firearm you have equipped, treating your High Roll (HR) as being equal to 0
when determining damage.

Ranged Weapon Mastery


You gain a bonus equal to (SL) to all Accuracy Checks with ranged weapons.

Warning Shot
When you hit one or more targets with a ranged attack that would deal damage, you may
have the attack deal no damage. If you do, choose one option: inflict shaken on each target
hit by the attack; or inflict slow on each target hit by the attack; or each target hit by the
attack loses (SL × 10) MP. Describe your maneuver!

o
2

Free Benefits
◆ Permanently increase your max HP by 5.
◆ Gain the ability to equip martial ranged
weapons and martial shields. Heroic Skill
t

Name

y
Lv. Spiritist
Skills
Healing Power
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 HP equal to
(SL × the number of Bonds you have).

This healing is separate from any healing caused by the effects of the spell.

Ritual Spiritism
You may perform Rituals whose effects fall within the Spiritism discipline.
Spiritism Rituals use (INS + WLP) for the Magic Check.

Spiritual Magic
Each time you acquire this Skill, learn one Spiritist spell (see the Spell Sheet).
Offensive (o) Spiritist spells use (INS + WLP) for the Magic Check.

Support Magic
When you cast a spell that targets one or more allies, if you have an arcane weapon
equipped, you may choose one of those allies you have a Bond towards. If you do, that ally
gains a bonus to the next Check they perform during the current scene; this bonus is equal
to the strength of your Bond towards them.

Vismagus
When you cast a spell, if you don't have enough MP to pay for its total cost, you may choose
to spend twice as many HP instead. You cannot use this Skill if doing so would reduce you to
0 HP. If a spell cast this way would cause you to recover HP, you instead recover no HP (the
spell functions normally on any other target).

o
2

Free Benefits
◆ Permanently increase your max MP by 5.
◆ You may perform Rituals whose effects fall
within the Ritualism discipline. Heroic Skill
t

Name

y
Spiritual Spells Spells known

o Aura 5 × T MP o Heal 10 × T MP

@ Up to three creatures T Scene @ Up to three creatures T Instantaneous


You project your soul outside your body and direct it You invigorate your companions, soothing their pain
to surround the targets, shielding them from and healing their fatigue.
dangerous magic. Each target recovers 40 HP.
Until this spell ends, each target may treat their This amount increases to 50 HP if you are level 20 or
[Link] as being equal to 12 against any effects higher, or to 60 HP if you are level 40 or higher.
that target it (they are still free to use their normal
[Link] score if higher than 12). o Lux 10 × T MP

@ Up to three creatures T Instantaneous


o Awaken 20 MP
You focus your inner energy into a barrage of
@ One creature T Scene blinding soul rays.
You allow a creature to focus their vital energy into Each target hit by this spell suffers (HR + 15) light
accomplishing what they previously could not. damage, and if you spend an Opportunity also
Choose one Attribute: Dexterity, Insight, Might, or suffers dazed.
Willpower. Until this spell ends, the target treats the
chosen Attribute as if it were one die size higher (up o Mercy 20 MP
to a maximum of d12).
@ One creature T Scene
o Barrier 5 × T MP You strengthen the heart of a creature against
suffering and despair.
@ Up to three creatures T Scene Until this spell ends, if the target would be reduced
You project your soul outside your body and weave it to 0 HP, they are instead left standing with exactly 1
into a barrier to protect the targets from attacks. HP. Once that happens, this spell ends.
Until this spell ends, each target may treat their
Defense as being equal to 12 against any effects that o Reinforce 5 × T MP
target it (they are still free to use their normal
@ Up to three creatures T Scene
Defense score if higher than 12).
You protect the targets from attacks that would
o Cleanse 5 × T MP corrupt their body and spirit.
Choose dazed, enraged, poisoned, shaken, slow, or
@ Up to three creatures T Scene weak. Until this spell ends, each target becomes
You strengthen and purify the soul energy coursing immune to the chosen status effect.
through your companions.
Each target recovers from all status effects. o Soul Weapon 10 MP

@ One weapon T Scene


o Enrage 10 MP
You imbue a weapon with the cleansing energy of
@ One creature T Instantaneous your spirit.
You cause a creature to lose any semblance of Until this spell ends, all damage dealt by the weapon
temper and act brazenly. becomes of the light type. If you have that weapon
The target suffers enraged and cannot perform the equipped while you cast this spell, you may perform
Guard or Spell actions during their next turn. a free attack with it as part of the same action.
This spell can only be cast on a weapon equipped by
o Hallucination 5 × T MP a willing creature.
@ Up to three creatures T Instantaneous
o Torpor 5 × T MP
You alter the senses of your enemies, causing them
@ Up to three creatures T Instantaneous
to experience bizarre or frightening hallucinations.
Choose dazed or shaken: you inflict the chosen You smother the soul energy coursing through the
status effect on each target hit by this spell. bodies of your foes, hindering their movements.
Choose slow or weak: you inflict the chosen status
effect on each target hit by this spell.
Lv. 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
When you first acquire this Skill, choose a gadget type: alchemy, infusions, or magitech. You
gain its basic benefits.
Whenever you take this Skill again, choose one option: you gain the basic benefits of a new
gadget type; or you gain the advanced benefits of a gadget type whose basic benefits you
already obtained; or you gain the superior benefits of a gadget type whose advanced
benefits you already obtained.

Secret Formula
When you create a potion or magisphere whose effects restore HP and/or MP, each restored
amount is increased by (SL × 5).
When you create an elemental shard, potion or magisphere that deals damage, that item
deals (SL) extra damage.

Potion Rain
When you create a potion that restores a single creature's HP and/or MP, you may have it
affect up to (SL) additional creatures. If you do, the potion only restores half the normal
amount of HP and MP to each creature.

Visionary
When you work on a Project, up to (SL × 100) zenit of material costs are automatically paid;
additionally, you generate an additional (SL) progress every day. If multiple characters with
this Skill work on the same Project, the effects will be cumulative.

o
2

Free Benefits
◆ Permanently increase your max IP by 2.
◆ You may initiate Projects.
Heroic Skill
t

Name

y
Gadgets
Alchemy Basic Advanced Superior
You may perform the Inventory action to rapidly craft a potion with powerful but somewhat unpredictable
effects. When you do so, choose one type of mix among those you have unlocked (basic, advanced or superior)
and spend the appropriate amount of IP. When you create a mix, roll the amount of d20s indicated by that
mix, then assign one of those rolls to the target table and one to the effect table. Discard all remaining dice,
then describe the effects of the mix!

Mix Target
Mix IP Cost d20s Rolled Die Result Targets
Basic 3 2 1 to 6 You or one ally you can see
Advanced 4 3 7 to 11 One enemy you can see
Superior 5 4 12 to 16 You and every ally present
17 to 20 Every enemy present

Effect
Die Result Each creature affected… Die Result Each creature affected…
Any Suffers 20 poison damage 9 to 11 Gains Resistance to certain damage
Any Recovers 30 HP types until the end of the scene:
9: air and fire
1 to 2 Treats the following dice as one 10: bolt and ice
size higher (to a maximum of d12) 11: dark and earth
until the end of your next turn:
1: Dexterity and Might 12 to 14 Suffers a certain status effect(s):
2: Insight and Willpower 12: enraged
13: poisoned
3 to 8 As with the first effect, but with a 14: dazed, shaken, slow, and weak
different damage type:
3: air 4: bolt 15 Recovers from all status effects
5: dark 6: earth 16 to 17 Recovers 50 HP & 50 MP
7: fire 8: ice
18 Recovers 100 HP
Damage amounts are increased to

O
19 Recovers 100 MP
30 damage if you are level 20 or higher, or to
40 damage if you are level 40 or higher. 20 Recovers 100 HP & 100 MP

Infusions Basic Advanced Superior


When you successfully hit one or more targets with an attack, you may spend 2 IP 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).

Basic & Advanced Superior


The attack deals 5 extra damage, and its type Choose between the vampire and venom infusions.
changes to match an element of your choice. Vampire: Choose one option: you recover an

T
Basic ◆ Cryo: ice amount of HP equal to half the HP loss suffered by
◆ Pyro: fire the target of the attack; or you recover an amount
◆ Volt: bolt of MP equal to half the amount of HP loss suffered
d

by the target of the attack.


Advanced ◆ Cyclone: air
This infusion can only be used if the attack
◆ Exorcism: light targeted a single creature.
◆ Seismic: earth
◆ Shadow: dark Venom: The attack deals 5 extra damage, its type
becomes poison, and each creature hit by the
attack suffers poisoned.
Gadgets
Basic Advanced Superior Magitech
Basic: Magitech Override
You may use an action and spend 10 MP to perform an Opposed (INS + INS) Check against a nearby soldier-
rank construct you can see (the GM must tell you who is a valid target. If you succeed, you gain control of the
creature until the end of the scene (the GM gives you its profile). You may only control one construct at any
given time, but may set it free whenever you want; the construct is also set free as soon as it is harmed by
you or by one of your allies. Once free, the construct is again in control of its actions and might turn against
you.

Advanced: Magicannon
You may perform the Inventory action and spend 3 IP to create a magicannon and destroy any magicannon
you previously created. When you create a magicannon, choose what type of damage it deals (air, bolt, earth,
fire, ice, or physical).

6 6
6 6
j Magicannon
Cannot have Qualities
t
( DEX + INS) + 1
Accuracy
Firearm
HR + 10)
(

Damage
1h 2h
(but see Superior Armament).
Category Element m r

You develop a magisphere for each of three spells


from among those found in the Elementalist,
Entropist, and Spiritist lists; these spells may come
from the same list or from different lists (this does y
T
Superior: Magispheres

Magispheres Developed
not count as "learning" or "knowing" these spells).
You develop two new magispheres upon reaching MP
o
level 20, and another two upon reaching level 40.
@ T
You may perform the Inventory action and spend 2
IP to perform the Spell action for free, casting one
of the spells you have developed a magisphere for.
t
The spell follows the normal rules (including MP
costs and Magic Checks).

o MP o MP
@ T @ T
t

t
Gadgets

o MP o MP
@ T @ T
t

@ T
MP t
o

@ T
MP
t

o MP o MP
@ T @ T
t

t
Lv. Wayfarer
Skills
Faithful Companion
Together with your group, create a level 5 beast, construct, elemental or plant NPC that
becomes your companion: this creature does not level up, can have a maximum of two basic
attacks, gains a bonus equal to (SL) to Accuracy Checks and Magic Checks, and their
maximum HP are equal to ((SL × the companion's base Might die size) + half your level).
◆ Your companion doesn't get an independent turn during conflicts, but you can use an
action to have them perform an action (once per turn). If your companion is affected by any
turn-related effects, these are based on your turn.
◆ Your companion joins and leaves scenes when you do, and gains your same benefits for
rests. If reduced to 0 HP, your companion flees and rejoins you at the start of the next
scene in which you are present, with current HP equal to their Crisis score.

Resourceful
You recover (SL) IP after each travel roll.

Tavern Talk
When you rest inside an inn or tavern, you may ask the Game Master up to (SL) questions
about your surroundings and the people who live here; the Game Master will answer
truthfully and you describe how you gathered the information.

Treasure Hunter
When your group journeys on the world map, you will make a discovery on a roll of (SL + 1)
or lower on the travel roll (instead of only on a 1).

Well-Traveled
You reduce the die rolled for your travel rolls by one size (to a minimum of d6).
If multiple characters have this Skill, the effects are not cumulative.

o
2

Free Benefits

◆ Permanently increase your max IP by 2.


Heroic Skill
t

Name

y
Companion
Creating a Companion
Choose the companion's Species: beast, construct, elemental, or plant.

1 Each Species has a starting number of Skills, and has its own specific rules
(see (CR 304-305)).

2
Choose four Traits that describe your companion in terms of personality,
behaviors, or quirks of their nature.

Distribute one of the following arrays among the companion's Attributes:

3
◆ Jack of All Trades: d8, d8, d8, d8
◆ Standard: d10, d8, d8, d6
◆ Specialized: d10, d10, d6, d6
◆ Super Specialized: d12, d8, d6, d6

Create two basic attacks for your companion - these can be melee or ranged.

4
Basic attacks start with the following profile:
◆ Accuracy Check: (Attribute + Attribute + SL)
◆ Damage: (HR + 5) (choose type) damage.
Accuracy Checks for these attacks may rely on any Attributes you choose, and you are
free to choose whatever damage type seems most appropriate.
Basic attacks may also be modified by Skills.

Calculate your companion’s HP, MP, Defense, and [Link].

5
◆ HP equal to (MIG × SL) + ½ PC Level.
◆ MP equal to (WLP × 5) + 5.
◆ Defense equal to the companion's current Dexterity die size.
◆ [Link] equal to the companion's current Insight die size.

Finally, choose the companion’s Skills; your companion has a number of Skills based
on their Species, and may gain any number of extra Skills by taking an equal number
6

Od
of Vulnerabilities.
◆ Vulnerability to physical damage grants two Skills.
◆ Skills may be NPC Skills (see (CR 306)) or come from character Classes.

p
T
Name:
Species:

j en
se
Dexterity

ef
D
Slow
Base

Enraged

se
en
ef
Insight

.D
M
Dazed
Base

Base
Might
i Weak

Poisoned
Primary Attack
Willpower
t
Shaken
Base

Name

Accuracy Element

Damage
o
p 9 M
ax

HP
6
6

is
is
Cr

m r

Secondary Attack
t

MP
Name Max

Accuracy Element

Damage
6
6

m r
Companion
Traits
t

Skills
t

y
Lv. Weaponmaster
Skills
Bladestorm
When you perform a melee attack, you may spend 10 MP to choose one option: the attack
gains multi (2); or you increase the attack's multi property by one, up to a maximum of
multi (3).

Bonecrusher
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 target hit by the attack
loses (SL × 10) MP. Describe your maneuver!

Breach
You may use an action and spend 5 MP to perform a free attack with a melee weapon you
have equipped This attack must target only a single creature. If the attack is successful, it
deals no damage and you choose one option: you destroy one shield equipped by the target;
or you destroy the target’s equipped armor; or whenever the target suffers damage from a
source before the start of your next turn, that source deals (SL × 2) extra damage to them.

Counterattack
After an enemy hits or misses you with a melee attack, if the Result of their Accuracy Check
was an even number, you may perform a free attack against that enemy (after their attack
has been fully resolved). This attack must be a melee attack and must have that enemy as its
only target; treat your High Roll (HR) as 0 when calculating damage dealt by this attack.

Melee Weapon Mastery


You gain a bonus equal to (SL) to all Accuracy Checks with melee weapons.

o
2

Free Benefits
◆ Permanently increase your max HP by 5.
◆ Gain the ability to equip martial melee
weapons and martial shields. Heroic Skill
t

Name

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