Abilities
GM: “Now let’s think about abilities. These are essentially things your character is good at or active abilities for things your character can do. Some are passive and just trigger, some are ones you have to naturally activate. The important part is to focus on what your character can do, and we can select abilities that make sense. If none of them make sense, we can always invent new ones, as these are guidelines.”
Sage: “Ok, well we talked about my character being a spell caster, but I also like the idea of her being good at ritual magic. We have that right?”
GM: “Yes, ritual magic is separate from general magic. If you want to be skilled at doing ritual magic, you could take ‘Skilled at Ritual Magic.’”
Sage: “That works, and looking at the list, we have Elemental Dart. That seems like an ability where I can just cast small spells.”
GM: “It is. There are a number of more supernatural areas, like Elemental Dart or Mental Lance which strikes someone’s mental state. They are meant to be other ways to attack, similar to shooting an area. Often called a cantrip.”
Sage: “Oh, I like Mental Lance. Let’s go with that, and I also think I want to go down the Mind path for the magic areas.”
GM: “Great, now they don’t have to be magic, but I know you want your character to focus on magic, plus that fits our setting. Given we talked about sacrifices to cast spells, what are you thinking on how they work?”
Sage: “Oh, well ‘Skilled at’ just works of course. For using the magic, I think I like the idea of memories, so I think I will sacrifice a memory each time. Even if it is just parts of memories. For Mental Lance, I will say that was part of my initial bond. I sacrificed a year of my childhood to the creature.”
GM: “That is dark. Depending on the strength of the memory, I think as a GM I will go ahead and add situational modifiers. Something to think about, but we will assume for the most part, you are sacrificing small things… unless you really want to create a sacrifice to help your situation.”
Robin: “So, I am really liking Elemental Dart, but I am not sure that fits a gunslinger. I don’t see my character actually doing magic, except for maybe the Space-Time one.”
GM: “That is fine! You could take Elemental Dart and say you actually have fire bullets or some other combination of bullets. We don’t have to keep track of the details, but every time you use the ability, your gun is actually activating it for you.”
Robin: “Oh, I do like that. Then I will have dabbled in magic some, the Space-Time one. But I will have to think about what I want to sacrifice.”
GM: “Right, now sacrifices are only here because we decided we wanted that as a group. By the rules, they aren’t required. As such, I would suggest thinking about something that won’t be a huge detriment, but if you do decide on something such as sacrificing blood, then I may modify the die up one level or reduce the AP cost.”
Robin: “Oh, that does sound good. What if I have to use blood instead of AP for Space-Time, and then for my third one, I take the Sharpshooter, as something I can just do.”
GM: “Let’s definitely discuss that, as we will want to keep it balanced with everyone, but my initial thought, that sounds like a start.”
Robin: “Actually, wait… how does Sharpshooter work? Is that like a path thing?”
GM: “Yes! Sharpshooter is a five-tier path. You’d start with Sharpshooter: Initiate, which gives you abilities like Trick Shot and Extended Range. As you advance through milestones, you can progress through Adapt, Novice, Scholar, and eventually Master.”
Sage: “Oh, so my Mind path works the same way? I could eventually get really powerful mental abilities?”
GM: “Exactly! Mind: Initiate gives you basic telepathy and mental attacks, but by the time you reach Mind: Master, you’re looking at things like completely rewriting someone’s personality or transferring consciousness between bodies. Now, one thing to keep in mind—Mind is a more generalized path, so it tends to cost more AP since it can do so many different things. Sharpshooter is more specific to ranged combat, so it ends up being cheaper to use.”
Robin: “That’s terrifying and awesome. So my gunslinger starts with basic trick shots but could eventually do impossible shots that defy physics?”
GM: “Pretty much! At Sharpshooter: Master, you’re making shots that seem impossible: around corners, through multiple obstacles, hitting specific tiny targets at extreme range. But remember, you don’t have to stick to one path. You could also choose to be a jack of all trades and instead of progressing deeper into Sharpshooter, just take a variety of different abilities as you advance through milestones.”
Robin: “Oh, so I could have some shooting skills, some space-time magic, maybe pick up some social abilities later?”
GM: “Exactly! It’s really about what fits your character’s story. Some characters become legendary masters of one thing, others become versatile problem-solvers who can handle anything.”
Sage: “So my mad-scholar starts with small mental nudges and ritual knowledge, but becomes this powerful psychic manipulator.”
Robin: “And my gunslinger goes from fancy shooting to literally bending space to make shots work. Plus the fire bullets for style!”
GM: “That’s exactly how ability progression should feel. Your core concept stays the same, but the scope of what you can accomplish grows dramatically.”
Abilities represent your character’s specialized training, supernatural gifts, and learned techniques that elevate them beyond the capabilities of ordinary individuals. These powers define what makes your character unique and capable of extraordinary deeds, whether through mystical forces, intense training, or natural talent refined to superhuman levels.
Unlike basic trait checks that anyone might attempt, abilities represent areas where your character has developed true expertise. They might manifest as supernatural powers like spellcasting or divine blessings, extraordinary skills like master-level swordsmanship or detective intuition, or hybrid combinations that blur the line between mundane excellence and supernatural ability. What matters isn’t the source of the power, but how it enhances your character’s capabilities and creates interesting storytelling opportunities.
Abilities serve multiple purposes in the game system. They provide mechanical benefits through additional dice and special effects, create narrative opportunities through their unique manifestations, and establish your character’s role within the party by defining their specialized contributions. Most importantly, they evolve with your character, growing stronger and more versatile as you gain experience and reach new milestones in your adventures.
How Abilities Work
When you possess an ability relevant to a situation, it enhances your basic trait rolls by adding an additional die to your roll. This represents your specialized training or supernatural power augmenting your natural capabilities. For example, a character with “Blessing of Storms” would roll their normal Brains die plus an additional d4 when predicting weather patterns, calculating the total as Brains + d4 + any situational modifiers. Some abilities work automatically whenever they’re relevant (passive abilities), while others require conscious activation and the expenditure of Ability Points (active abilities). Passive abilities typically provide consistent but modest benefits, while active abilities offer more dramatic effects at the cost of limited daily uses.
IMPORTANT:Only one ability can apply to any given roll. When multiple abilities might be relevant to a situation, choose the one that provides the highest die bonus or the most appropriate thematic fit. This prevents ability stacking from making characters overpowered while maintaining meaningful choices about which specialized skills to apply in different circumstances.
Ability Points and Resource Management
Many abilities require the expenditure of Ability Points (AP) from your character’s internal reservoir of power. This system represents the mental, physical, or spiritual energy required to perform extraordinary feats, ensuring that powerful abilities remain special rather than becoming mundane through constant use.
AP Pool: Your total Ability Points refresh to their maximum value after a long rest (typically 6-8 hours of sleep or meditation). Your maximum AP is determined by your character’s power level and the milestones they’ve achieved during their adventures. This creates a natural progression where experienced characters can perform more supernatural feats than novices.
Minimum Costs: Some abilities have minimum AP requirements that must be met before they can be used at all. This prevents low-level characters from attempting abilities beyond their current capabilities while providing advancement goals for character development.
Strategic Resource Management: The limited nature of Ability Points creates interesting tactical decisions throughout each day. Do you expend powerful abilities early to handle immediate threats, or conserve your energy for challenges you suspect lie ahead? This resource management adds depth to both combat encounters and extended exploration scenarios.
Additional Uses of Ability Points
No matter the abilities selected, it is always possible to spend AP to heal. Your character can heal 1 resilience damage per 1 AP spent. They can choose to spend as many AP as they want during a turn they are healing. Additionally, like heroic tokens, you can spend 1 AP to add 1 modifier to your roll. You must state this before your hear the outcome of the roll, and you may not be spending AP on anything else that turn. You may spend multiple AP up to 3 per turn to modify your roll from 1-3. These two options allow characters to put their will into their reserve to keep fighting or to try to focus their attack, and provides opportunities for characters with only passive abilities to still make use of the ability pool.
Empowering Abilities
Many abilities become more potent when you invest additional Ability Points beyond their base cost. This system allows for scalable effects that can be tailored to match the severity of challenges you face. Instead of having separate abilities for different power levels, empowering allows a single ability to serve multiple purposes. A healing ability might restore a few points of damage with its base cost, but investing additional AP could heal severe injuries. Time-based abilities often allow additional AP investment to extend their duration beyond the base effect. A stealth ability might last for a single scene at its base cost, but additional investment could maintain the effect for hours or even days.
Duration and Timing
Understanding when and how long abilities last is crucial for effective play and narrative consistency. Most abilities provide immediate, single-action benefits that resolve quickly and don’t require ongoing tracking. These might enhance a single attack, provide brief supernatural senses, or create momentary magical effects. Longer-lasting abilities typically endure for a “scene”—a discrete segment of the story such as a single combat encounter, a tense negotiation, or an exploration of a dangerous location. Scene-based duration provides meaningful benefits without requiring constant time-keeping or creating effects that dominate entire sessions. Some abilities, particularly when empowered, can last for hours, days, or even permanently until dismissed. These powerful effects usually require significant AP investment and often come with additional limitations or requirements to maintain balance. Certain abilities require ongoing attention or periodic AP expenditure to maintain their effects. These might end if the character is knocked unconscious, chooses to dismiss them, or fails to pay maintenance costs when required.
Ability Paths and Progression
For some abilities, there is a path-based progression. Instead of learning dozens of separate abilities, characters develop mastery along specific paths that represent their growing expertise and power.
The Five Tiers: Each ability path consists of five progressive tiers: Initial, Adapt, Novice, Scholar, and Master. These tiers represent not just increasing power, but deepening understanding and broader application of the underlying principles. Higher tiers require mastery of lower levels, but you can learn both a prerequisite and its advancement simultaneously if you have multiple ability selections available. This allows for accelerated progression when circumstances or character development demand it.
- Initial (d4): Basic understanding and simple applications of the ability’s core concepts
- Adapt (d6): Improved control and the ability to modify effects for different situations
- Novice (d8): Solid competence with reliable results and expanded versatility
- Scholar (d10): Deep theoretical knowledge allowing for complex and innovative applications
- Master (d12): Complete mastery enabling effects that push the boundaries of what’s possible
Flexible Application: Path-based abilities are intentionally open-ended in their descriptions, encouraging creative problem-solving and adaptation to unexpected situations. A Master of Elements doesn’t just control fire, earth, air, and water—they understand the fundamental forces that govern physical matter and can manipulate them in ways limited only by imagination and AP expenditure.
Optional Rule: Specialization
Some groups may choose to implement specialization rules that reward focused character development over broad versatility. Under this optional system, characters who limit their abilities to narrow specializations gain enhanced effectiveness within their chosen focus area. When you voluntarily restrict an ability to a specific subset of its normal applications, you increase its die type by one step (d4 becomes d6, d6 becomes d8, etc.). For example, limiting “Initiate of Elements” to only fire-based effects might upgrade it from d4 to d6, while restricting “Duelist” abilities to a single weapon type could provide similar benefits. This benefit applies to each tier of a path, so a specialized character’s progression becomes d6, d8, d10, d12, d20 instead of the standard d4, d6, d8, d10, d12 progression. Specialized characters gain increased power within their focus area but sacrifice the flexibility that makes abilities valuable in unexpected situations. A fire-specialized elementalist might struggle when facing fire-immune enemies, while a single-weapon duelist could be disadvantaged when their preferred weapon is unavailable. The GM has final authority over what restrictions qualify for the bonus and whether the trade-off seems fair.
Starting Abilities and Power Levels
Your character’s initial abilities depend on the power level of your campaign, reflecting the different types of stories the system can tell and the relative capabilities of heroes in different settings.
| Setting Level | Initial Abilities | Ability Growth | Initial AP Max | AP Max Growth |
|---|---|---|---|---|
| Low Power Level | 1 (bloodline) + 2 | none | 3 | 1 per 2 milestones |
| Moderate Power Level | 1 (bloodline) + 3 | 1 per milestone | 5 | 1 per milestone |
| High Power Level | 1 (bloodline) + 4 | 1 per milestone | 7 | 2 per milestone |
| Heroic Power Level | 1 (bloodline) + 6 | 2 per milestone | 10 | 3 per milestone |
Bloodline Ability: Regardless of power level, every character receives one ability related to their chosen bloodline. This represents the inherent gifts or training that comes from their supernatural heritage or cultural background. This ability is in addition to any others granted by the campaign’s power level.
Character Concept Abilities: The remaining starting abilities should reflect your character’s background, training, and personal focus. A scholarly mage might begin with magical abilities and knowledge skills, while a grizzled warrior could start with combat techniques and survival training. These choices help establish your character’s role and capabilities from the very beginning of the campaign.
Personalizing and Manifesting Abilities
It is important to remember to maintain flexibility in how abilities manifest and appear in the game world. The same mechanical ability can look completely different when used by different characters, allowing for tremendous creative freedom while maintaining balanced gameplay. Here are a few examples of how they could manifest.
An “Initiate of Elements” ability could manifest as traditional wizard spellcasting with arcane words and gestures. A monk could have mystical tattoos that glow when activated. A gun slinger could have specially crafted ammunition that produces elemental effects, or even a fighter whose sword bursts into flame through sheer force of will. The mechanical effects remain identical, but the narrative description changes to match your character concept.
Consider how your character’s background influences their abilities’ appearance. A noble might manifest healing powers through elegant, ritualized gestures, while a street doctor could achieve the same effects through improvised medical techniques enhanced by supernatural intuition. Both heal injuries, but they feel completely different in play. Don’t feel pressured to have every detail figured out during character creation. Abilities can evolve and change their manifestation as your character grows and learns. The gunslinger who starts with purely mundane combat techniques might gradually incorporate minor magical enhancements as they’re exposed to supernatural forces during their adventures.
While you have tremendous freedom in describing your abilities, they should still fit within the campaign’s established tone and themes. Work with your GM to ensure that your character’s power manifestations enhance rather than clash with the story being told.
Selecting Your Abilities
When choosing abilities for your character, consider both mechanical effectiveness and narrative coherence. The most satisfying characters have abilities that work together thematically while providing useful options for different types of challenges.
Synergy and Combination: Look for abilities that complement each other and support your character’s primary role. A character focused on social interaction might combine enhanced charisma abilities with supernatural perception to read people’s intentions and enhanced memory to recall important details from conversations.
Versatility vs. Focus: Decide whether you want to be highly capable in a narrow area or moderately skilled across a broader range. Both approaches have merit, and the choice should reflect your character concept and party role.
Growth Potential: Consider not just what abilities do now, but how they might develop as your character advances. Path-based abilities offer clear progression routes, while standalone abilities might provide stepping stones to entirely new capability areas.
Narrative Integration: The best abilities tell stories about your character’s past, present, and future. Each ability should suggest something about who your character is, how they’ve developed their capabilities, and what challenges they’re prepared to face.
Ability Table
The following sections present the available abilities organized by category and power level. Each entry includes mechanical effects, suggested manifestations, and advancement information where applicable. Remember that these descriptions are starting points—work with your GM to develop manifestations and applications that fit your character concept and campaign setting.
| Name | Short Description | AP Cost | Prerequisites |
|---|---|---|---|
| Ability Specialization ______ | Reduces AP cost of one chosen ability by 1 point. | 0 | - |
| Armor Breaker | Reduces armor damage reduction by 2 points when attacking armored opponents. | 0 | - |
| Armored Combat | Reduces armor penalty to Agility by 1 each time taken. | 0 | - |
| Blessing of Air | Adds d4 to skill checks related to wind or air. | 0 | - |
| Greater Blessing of Air | Adds d6 to skill checks related to wind or air. | 0 | Blessing of Air |
| Breathless | Breath holding becomes 30 minutes per Spirit point. Auto-pass moderate aerial checks and +3 to difficult ones. | 0 | Greater Blessing of Air |
| True Breathless | No longer need to breathe air. | 0 | Breathless |
| Blessing of Frost | Adds d4 to skill checks related to cold, frost, and ice. | 0 | - |
| Greater Blessing of Frost | Adds d6 to skill checks related to cold, frost, and ice. | 0 | Blessing of Frost |
| Blessing of Shadow and Smoke | Adds d4 to skill checks related to shadows, fogs, or clouds. | 0 | - |
| Greater Blessing of Shadow and Smoke | Adds d6 to skill checks related to shadows, fogs, or clouds. | 0 | Blessing of Shadow and Smoke |
| Blessing of Stone | Adds d4 to skill checks related to stone or earth. | 0 | - |
| Greater Blessing of Stone | Adds d6 to skill checks related to stone or earth. | 0 | Blessing of Stone |
| Blessing of Storms | Adds d4 to skill checks related to weather, storms, lightning, and electricity. | 0 | - |
| Greater Blessing of Storms | Adds d6 to skill checks related to weather, storms, lightning, and electricity. | 0 | Blessing of Storms |
| Blessing of Sun and Flames | Adds d4 to skill checks related to heat, sun, and fire. | 0 | - |
| Greater Blessing of Sun and Flames | Adds d6 to skill checks related to heat, sun, and fire. | 0 | Blessing of Sun and Flames |
| Blessing of Virtues _____ | Adds d4 to all skill checks using one selected primary trait. | 0 | - |
| Greater Blessing of Virtues _____ | Adds d6 to all skill checks using one selected primary trait. | 0 | Blessing of Virtues _____ |
| Mighty Feat | Spend 3 AP to roll d12 for skill checks using your blessed trait. | 3 | Greater Blessing of Virtues _____ |
| Blessing of the Fae | Adds d4 to social checks such as charm or deception. | 0 | - |
| Greater Blessing of the Fae | Adds d6 to social checks such as charm or deception. | 0 | Blessing of the Fae |
| Silver Tongue | Spend 2 AP to roll d12 for persuasion or deception. Additional AP grants small favors for 1 hour each. | 2 | Greater Blessing of the Fae |
| Blessing of the Seas | Adds d4 to skill checks related to water sources like rivers and oceans. | 0 | - |
| Greater Blessing of the Seas | Adds d6 to skill checks related to water sources like rivers and oceans. | 0 | Blessing of the Seas |
| One with Water | Breath holding becomes 30 minutes per Spirit point. Auto-pass moderate swimming checks and +3 to difficult ones. | 0 | Greater Blessing of the Seas |
| Water Dweller | Can breathe underwater indefinitely. | 0 | One with Water |
| Blessing of the Source Magic | Adds d4 to skill checks related to detecting, understanding magic, arcane rules, and learning rituals. | 0 | - |
| Greater Blessing of the Source Magic | Adds d6 to skill checks related to detecting, understanding magic, arcane rules, and learning rituals. | 0 | Blessing of the Source Magic |
| Blessing of the Spirits | Adds d4 to skill checks related to spirits, ghosts, and undead entities. | 0 | - |
| Greater Blessing of the Spirits | Adds d6 to skill checks related to spirits, ghosts, and undead entities. | 0 | Blessing of the Spirits |
| Blessing of the Unknown Horrors | Adds d4 to rolls related to the occult, cosmos, and unknown creatures from beyond. | 0 | - |
| Greater Blessing of the Unknown Horrors | Adds d6 to rolls related to the occult, cosmos, and unknown creatures from beyond. | 0 | Blessing of the Unknown Horrors |
| Blessing of the Woodlands | Adds d4 to skill checks related to nature and animals. | 0 | - |
| Greater Blessing of the Woodlands | Adds d6 to skill checks related to nature and animals. | 0 | Blessing of the Woodlands |
| Cool Under Pressure | Spend heroic token to take half die value instead of rolling. Gain +3 to remaining calm in stressful situations. | 0 | - |
| Duelist: Initiate | Master the art of single combat with precise technique and individual focus. | 2 | - |
| Duelist: Adapt | Enhanced single combat with tactical awareness and exploitation techniques. | 2 | Duelist: Initiate |
| Duelist: Novice | Advanced defensive mastery with reactive combat techniques. | 3 | Duelist: Adapt |
| Duelist: Scholar | Legendary precision with complex timing and devastating accuracy. | 3 | Duelist: Novice |
| Duelist: Master | Ultimate mastery over single combat with legendary technique. | 4 | Duelist: Scholar |
| Easygoing | Gain 2 heroic tokens instead of 1 when failing a skill check. | 0 | - |
| Elemental Dart | Ranged elemental attack adding d4 to contested Brains vs Agility roll. | 0 | - |
| Improved Elemental Dart | Ranged elemental attack adding d6 to contested Brains vs Agility roll. | 0 | Elemental Dart |
| Elements: Initiate | Tap into supernatural mastery of elemental forces through magic, psionics, or other manifestations. | 2 | - |
| Elements: Adapt | Enhanced elemental control with sustained effects and improved versatility. | 4 | Elements: Initiate |
| Elements: Novice | Area effects and flight capabilities with improved elemental mastery. | 10 | Elements: Adapt |
| Elements: Scholar | Legendary mastery allowing terrain manipulation and selective area effects. | 15 | Elements: Novice |
| Elements: Master | Complete mastery over elemental forces allowing creation and fundamental alteration of reality. | 20 | Elements: Scholar |
| Evasive Fighting | Adds d6 to Agility for contested defensive rolls in combat. Gain +3 to attempts to flee from danger. | 0 | - |
| Fate: Initiate | Manipulate luck, destiny, and dreams through connection to fate’s threads. | 2 | - |
| Fate: Adapt | Enhanced fate manipulation with protective wards and extended probability control. | 4 | Fate: Initiate |
| Fate: Novice | Area mental effects and probability manipulation affecting multiple targets. | 10 | Fate: Adapt |
| Fate: Scholar | Advanced destiny manipulation including dreamscape combat and temporal effects. | 15 | Fate: Novice |
| Fate: Master | Complete mastery over destiny allowing dream travel and mass reality manipulation. | 20 | Fate: Scholar |
| Intuitive | Gain +3 to skill checks for deeper understanding of situations, people, or things. | 0 | - |
| Language ____ | Master one language with automatic success on moderate checks and +3 on difficult checks. | 0 | - |
| Loyal | Heroic Tokens spent to help friends grant +2 instead of +1. | 0 | - |
| Lucky | Spend 2 Heroic Tokens to reroll a skill check before hearing the outcome. | 0 | - |
| Martial Artist: Initiate | Master unarmed combat with body as weapon and basic control techniques. | 2 | - |
| Martial Artist: Adapt | Enhanced martial arts with disabling strikes and defensive techniques. | 2 | Martial Artist: Initiate |
| Martial Artist: Novice | Advanced martial mastery with missile defense and precision strikes. | 3 | Martial Artist: Adapt |
| Martial Artist: Scholar | Legendary martial techniques with vital point mastery and distance strikes. | 3 | Martial Artist: Novice |
| Martial Artist: Master | Ultimate martial arts mastery with multi-target devastating attacks. | 4 | Martial Artist: Scholar |
| Matter Shard | Ranged matter attack adding d4 to contested Brains vs Agility roll. | 0 | - |
| Enhanced Matter Shard | Ranged matter attack adding d6 to contested Brains vs Agility roll. | 0 | Matter Shard |
| Matter: Initiate | Understand and manipulate the material makeup of objects and the physical world. | 2 | - |
| Matter: Adapt | Enhanced matter analysis with ability to alter durability and read object histories. | 4 | Matter: Initiate |
| Matter: Novice | Advanced material manipulation including plasticity control and construct animation. | 10 | Matter: Adapt |
| Matter: Scholar | Legendary mastery allowing disintegration, golem creation, and state manipulation. | 15 | Matter: Novice |
| Matter: Master | Complete mastery over matter allowing area destruction and construct armies. | 20 | Matter: Scholar |
| Mental Lance | Ranged mental attack adding d4 to contested Brains vs Brains roll. | 0 | - |
| Piercing Mental Lance | Ranged mental attack adding d6 to contested Brains vs Brains roll. | 0 | Mental Lance |
| Mind: Initiate | Tap into mental realms to read thoughts, send messages, and influence others. | 2 | - |
| Mind: Adapt | Enhanced mental powers with two-way communication and command abilities. | 4 | Mind: Initiate |
| Mind: Novice | Advanced mental mastery with group effects and lasting psychological damage. | 10 | Mind: Adapt |
| Mind: Scholar | Legendary mental control allowing memory modification and thrall creation. | 15 | Mind: Novice |
| Mind: Master | Complete mastery over consciousness allowing personality rewriting and mass control. | 20 | Mind: Scholar |
| Mocking Whispers | Ranged shadow attack adding d4 to contested Charm vs Spirit roll. | 0 | - |
| Cruel Whispers | Ranged shadow attack adding d6 to contested Charm vs Spirit roll. | 0 | Mocking Whispers |
| Nature’s Wrath | Ranged nature attack adding d4 to contested Brains vs Agility roll. | 0 | - |
| Greater Nature’s Wrath | Ranged nature attack adding d6 to contested Brains vs Agility roll. | 0 | Nature’s Wrath |
| Nature: Initiate | Connect with the natural world to influence animals, weather, and life forces. | 2 | - |
| Nature: Adapt | Enhanced natural connection with animal bonding and healing capabilities. | 4 | Nature: Initiate |
| Nature: Novice | Advanced life manipulation including transformation and area healing effects. | 10 | Nature: Adapt |
| Nature: Scholar | Legendary mastery allowing transformation of others and severe injury healing. | 15 | Nature: Novice |
| Nature: Master | Complete mastery over life and death allowing resurrection and permanent transformation. | 20 | Nature: Scholar |
| Protective | Gain +3 to rolls when defending friends or helping the defenseless. | 0 | - |
| Self Healing | Roll d4 for each AP spent on healing instead of gaining 1 resilience per AP. | 0 | - |
| Never Gonna Give Up | Make difficult Spirit check to remain at 1 resilience instead of dropping to 0 when attacked. | 0 | Self Healing |
| Thrill of Battle | Spend 2 AP to roll d4 healing whenever you deal damage to an opponent. | 2 | Self Healing |
| Greater Thrill of Battle | Spend 4 AP to roll d6 healing whenever you deal damage to an opponent. | 4 | Thrill of Battle |
| Tough | Add 3 to negative combat results to reduce damage taken. Stacks with armor reduction. | 0 | Self Healing |
| Shadow: Initiate | Surround yourself with shadows and mystery to create illusions and hide effectively. | 2 | - |
| Shadow: Adapt | Enhanced shadow manipulation with weapons and mental attacks. | 4 | Shadow: Initiate |
| Shadow: Novice | Advanced illusion mastery with invisibility and shadow travel. | 10 | Shadow: Adapt |
| Shadow: Scholar | Legendary shadow mastery with realm travel and environmental control. | 15 | Shadow: Novice |
| Shadow: Master | Complete mastery over darkness allowing shadow destruction and regional effects. | 20 | Shadow: Scholar |
| Sharpshooter: Initiate | Master ranged combat with precision technique and distance shooting. | 2 | - |
| Sharpshooter: Adapt | Enhanced ranged mastery with physics manipulation and improved accuracy. | 2 | Sharpshooter: Initiate |
| Sharpshooter: Novice | Advanced ranged techniques with multi-target capability and non-lethal options. | 3 | Sharpshooter: Adapt |
| Sharpshooter: Scholar | Legendary accuracy with surgical precision and area control. | 3 | Sharpshooter: Novice |
| Sharpshooter: Master | Ultimate ranged mastery with impossible shot capability. | 4 | Sharpshooter: Scholar |
| Skilled At ____ | Automatically pass moderate skill checks for chosen specialty. Gain +3 for difficult checks. | 0 | - |
| Space-Time: Initiate | Manipulate space and time to affect distances, angles, and temporal flow. | 2 | - |
| Space-Time: Adapt | Enhanced dimensional manipulation with phasing and spatial protection. | 4 | Space-Time: Initiate |
| Space-Time: Novice | Advanced teleportation and phasing with area distortion effects. | 10 | Space-Time: Adapt |
| Space-Time: Scholar | Legendary mastery allowing portal creation and mass transportation. | 15 | Space-Time: Novice |
| Space-Time: Master | Complete mastery over dimensional travel and devastating spatial anomalies. | 20 | Space-Time: Scholar |
| Spatial Strike | Ranged space-time attack adding d4 to contested Brains vs Agility roll. | 0 | - |
| Enhanced Spatial Strike | Ranged space-time attack adding d6 to contested Brains vs Agility roll. | 0 | Spatial Strike |
| Spirit Bolt | Ranged spiritual attack adding d4 to contested Brains vs Spirit roll. | 0 | - |
| Greater Spirit Bolt | Ranged spiritual attack adding d6 to contested Brains vs Spirit roll. | 0 | Spirit Bolt |
| Spirit: Initiate | Perceive and interact with the spiritual realms of life and death. | 2 | - |
| Spirit: Adapt | Enhanced spiritual connection with healing and protective capabilities. | 4 | Spirit: Initiate |
| Spirit: Novice | Advanced spiritual mastery with curse infliction and undead animation. | 10 | Spirit: Adapt |
| Spirit: Scholar | Legendary spiritual mastery allowing spirit binding and intelligent undead creation. | 15 | Spirit: Novice |
| Spirit: Master | Complete mastery over life and death allowing soul manipulation and realm creation. | 20 | Spirit: Scholar |
| Strong Willed | Gain +3 against persuasion attempts and +3 when persuading others. | 0 | - |
| Twist of Fate | Ranged fate attack adding d4 to contested Charm vs Spirit roll. | 0 | - |
| Greater Twist of Fate | Ranged fate attack adding d6 to contested Charm vs Spirit roll. | 0 | Twist of Fate |
| War Master: Initiate | Master battlefield combat focused on fighting multiple opponents simultaneously. | 2 | - |
| War Master: Adapt | Enhanced battlefield techniques with overwhelming force and mobility. | 2 | War Master: Initiate |
| War Master: Novice | Advanced multi-target mastery with equipment destruction capabilities. | 3 | War Master: Adapt |
| War Master: Scholar | Legendary battlefield control with lasting damage and sweeping attacks. | 3 | War Master: Novice |
| War Master: Master | Ultimate battlefield mastery with area control and devastating strikes. | 4 | War Master: Scholar |
| Wealthy | Access to significant financial resources for most purchases without working. | 0 | - |
| Weapons Group Training ____ | Gain d4 for using weapons within a particular group. | 0 | - |
| Weapons Master ____ | Gain +3 bonus and no untrained penalties with one chosen weapon. | 0 | - |
Ability Descriptions
Ability Specialization ______
This ability represents focused training and refinement in using a specific supernatural power or technique, allowing you to perform it with greater efficiency and less expenditure of your internal energy reserves. Through repeated practice, theoretical study, or intuitive understanding, you have discovered ways to streamline the process and reduce the spiritual or mental strain required to activate the ability.
When selecting this ability, choose one specific ability that requires Ability Points to activate. The AP cost for that ability is reduced by 1 point (minimum cost of 0). This specialization can be taken multiple times, either to further reduce the cost of the same ability by an additional point each time, or to apply the cost reduction to different abilities, allowing you to become more efficient with multiple powers through dedicated practice and mastery.
Armor Breaker
This ability represents mastery of combat techniques designed to exploit weaknesses in protective gear, allowing you to strike through gaps in plates, target vulnerable joints, or deliver blows that bypass armor entirely. When attacking an armored opponent, you reduce the damage reduction provided by their armor by 2 points. For example, if an enemy wears armor that normally reduces incoming damage by 4 points, your attacks would only be reduced by 2 points instead.
This training applies to all of your attacks, whether using weapons or fighting unarmed, as you instinctively recognize the vulnerable points in any type of protective equipment. This ability can be taken multiple times, with each additional selection reducing armor effectiveness by another 2 points, though armor cannot be reduced below 0 damage reduction.
Armored Combat
This ability represents specialized training in fighting while wearing protective gear, teaching you how to move efficiently despite the encumbrance of armor. Most armor imposes penalties to Agility checks ranging from -1 to -3, reflecting the weight and restricted movement that comes with protection. Each time you take this ability, you reduce the Agility penalty from your worn armor by 1 point.
For example, if you wear armor that normally imposes a -2 penalty to Agility, taking this ability once reduces that penalty to -1, while taking it twice would eliminate the penalty entirely. This ability can be taken multiple times, but the maximum benefit is reducing the penalty to 0 - you cannot gain positive bonuses to Agility from this training, only mitigate the drawbacks of protective equipment.
Blessing of Air
This blessing grants you an innate connection to the winds and atmosphere around you, allowing air currents to respond favorably to your presence and intentions. Whether through divine favor, elemental bonding, or supernatural heritage, you have developed a symbiotic relationship with the very air you breathe. This manifests as enhanced performance in any situation where wind, atmosphere, or aerial movement plays a significant role.
You gain a d4 bonus to skill checks involving wind prediction, aerial navigation, maintaining balance in high winds, detecting airborne scents or sounds, or any other action where mastery of air currents would provide an advantage. The blessing works passively, requiring no conscious effort on your part, as the air itself seems eager to assist your endeavors.
Blessing of Frost
This blessing creates a deep connection between you and the elemental forces of winter, cold, and ice. Whether granted by frost spirits, arctic deities, or inherited through supernatural bloodlines, you have developed an intuitive understanding of how cold affects the world around you. Your body naturally adapts to freezing temperatures, and you instinctively know how to work with ice and frost rather than against them.
You gain a d4 bonus to skill checks involving surviving in cold environments, predicting frost patterns, walking on ice without slipping, creating or shaping ice, detecting temperature changes, or any other action where mastery of cold and freezing conditions would provide an advantage. This blessing functions passively, as your supernatural connection to winter’s power guides your actions without conscious effort.
Blessing of Shadow and Smoke
This blessing connects you to the ephemeral forces of darkness, mist, and concealment, granting mastery over the spaces between light and substance. Whether bestowed by shadow spirits, earned through communion with twilight deities, or inherited from supernatural ancestors, you have developed an affinity for the places where visibility fails and reality grows uncertain. Your presence seems to naturally blend with areas of poor visibility, and you instinctively understand how to use obscurement to your advantage.
You gain a d4 bonus to skill checks involving hiding in shadows, moving silently through darkness, navigating in fog or heavy clouds, tracking by scent when sight is obscured, creating or manipulating smoke, or any other action where mastery of concealment and obscured environments would provide an advantage. This blessing works passively, as the very shadows and mists seem to welcome your presence and aid your endeavors.
Blessing of Stone
This blessing forges a profound connection between you and the enduring forces of earth and stone, granting you an intuitive understanding of the solid foundations upon which the world rests. Whether received through communion with earth elementals, inherited from deep-dwelling ancestors, or granted by deities of the mountains and caverns, you have developed a supernatural affinity for all things geological. Your touch can sense the history held within stone, and your presence seems to resonate with the patient strength of the earth itself.
You gain a d4 bonus to skill checks involving climbing rocky surfaces, detecting structural weaknesses in stone construction, navigating underground passages, finding precious metals or gems, working with stone tools or weapons, sensing vibrations through the ground, or any other action where mastery of earth and stone would provide an advantage. This blessing operates passively, as the very stones seem to respond to your presence and lend their ancient wisdom to your endeavors.
Blessing of Storms
This blessing attunes you to the raw, chaotic power of tempests and the electrical forces that dance through the sky. Whether granted by storm gods, inherited from ancestors touched by lightning, or earned through surviving supernatural weather phenomena, you have developed an intimate connection with the fury and majesty of nature’s most violent displays. You can sense the electrical potential building in the air before others notice the first signs of an approaching storm, and your body naturally harmonizes with the electromagnetic energies that surround all living things.
You gain a d4 bonus to skill checks involving predicting weather patterns, navigating during storms, calling down or directing lightning, working with electrical devices, sensing electromagnetic fields, surviving in severe weather conditions, or any other action where mastery of storms and electrical forces would provide an advantage. This blessing functions passively, as the very storms seem to recognize you as a kindred spirit and lend their power to your efforts.
Blessing of Sun and Flames
This blessing connects you to the primal forces of heat, light, and combustion, granting you mastery over the elements that bring both life and destruction. Whether bestowed by solar deities, inherited from fire elemental bloodlines, or earned through trials involving flame and radiance, you have developed an innate understanding of how heat and light shape the world around you. Your body naturally regulates temperature in extreme heat, and you possess an intuitive grasp of how fire behaves and spreads.
You gain a d4 bonus to skill checks involving surviving in hot environments, starting or controlling fires, working with forges and metalcraft, predicting sunrise and sunset timing, using solar navigation, detecting heat sources, creating light in darkness, or any other action where mastery of heat, flame, and solar energy would provide an advantage. This blessing operates passively, as fire and sunlight seem drawn to you and eager to assist in your endeavors.
Blessing of Virtues _____
This blessing represents divine favor or supernatural enhancement that strengthens one of your core capabilities beyond normal mortal limits. Whether granted by deities who recognize exceptional virtue, inherited from legendary heroes whose excellence transcended human boundaries, or earned through trials that proved your worthiness in a specific area, you have been touched by power that elevates a fundamental aspect of your being. This blessing manifests differently for each individual, reflecting the particular virtue or excellence that defines their character.
When selecting this blessing, choose one primary trait (Fight, Athleticism, Agility, Brains, Charm, or Spirit) that will be enhanced. You gain a d4 bonus to all skill checks using that trait, representing the supernatural edge that divine favor provides in your area of blessed excellence. This enhancement applies whether you’re performing routine tasks or facing extraordinary challenges, as the blessing infuses every application of that trait with otherworldly power. This blessing can be taken multiple times, but each selection must enhance a different trait, allowing you to develop multiple areas of supernatural excellence over time.
Blessing of the Fae
This blessing imbues you with the otherworldly charisma and silver tongue that the fae are renowned for throughout legend and folklore. Whether granted through a bargain with fairy lords, inherited from ancestors who mingled with fae courts, or awakened through exposure to the wild magic of enchanted forests, you possess an supernatural magnetism that draws others to you. Your words carry weight beyond their literal meaning, and your presence seems to shimmer with an almost tangible allure that makes others want to trust and believe you.
You gain a d4 bonus to skill checks involving persuasion, deception, seduction, negotiation, entertaining others, reading social situations, inspiring confidence, or any other action where supernatural charisma and social manipulation would provide an advantage. This blessing works passively, as the fae magic woven into your very being naturally enhances your ability to connect with and influence those around you.
Blessing of the Seas
This blessing creates a deep bond between you and the eternal waters that cover the world, from the mightiest oceans to the smallest mountain streams. Whether granted by sea gods, inherited from aquatic ancestors, or earned through communion with water spirits, you have developed an intuitive understanding of how water moves, behaves, and sustains life. Your body naturally adapts to aquatic environments, and you can sense the subtle currents and tides that others cannot perceive.
You gain a d4 bonus to skill checks involving swimming, diving, navigating by water, predicting tides and currents, finding fresh water sources, surviving at sea, communicating with aquatic creatures, detecting underwater dangers, or any other action where mastery of rivers, oceans, and waterways would provide an advantage. This blessing functions passively, as the very waters seem to welcome your presence and guide you safely through their depths.
Blessing of the Source Magic
This blessing attunes you to the fundamental forces that underlie all magical phenomena, granting you an intuitive understanding of how arcane energies flow through the world and interact with reality. Whether granted by ancient mages who recognized your potential, inherited from bloodlines touched by raw magical power, or awakened through exposure to concentrated magical fields, you have developed a supernatural sensitivity to the patterns and principles that govern spellcasting and enchantment. Your mind naturally grasps the theoretical frameworks that others must study for years to comprehend.
You gain a d4 bonus to skill checks involving detecting magical auras, identifying spell effects, understanding arcane symbols and formulae, learning new rituals or spells, researching magical theory, dispelling enchantments, creating magical items, analyzing supernatural phenomena, or any other action where deep knowledge of magical principles and arcane lore would provide an advantage. This blessing functions passively, as your connection to the source of all magic allows you to perceive the underlying patterns that shape reality through supernatural means.
Blessing of the Spirits
This blessing opens your perception to the invisible realm where spirits dwell, whether they be ancestral guides, nature spirits, restless ghosts, or other ethereal entities that exist between the world of the living and whatever lies beyond. Whether granted through shamanic initiation, inherited from mediums and spirit-talkers, or awakened through a near-death experience, you have developed the ability to sense and communicate with beings that exist beyond the physical plane. Your presence serves as a bridge between worlds, allowing spirits to manifest more easily around you.
You gain a d4 bonus to skill checks involving communicating with ghosts or spirits, detecting supernatural presence, performing exorcisms or banishments, seeking guidance from spirits, navigating haunted locations, understanding the motivations of undead entities, channeling spiritual energy, or any other action where sensitivity to the spirit realm would provide an advantage. This blessing operates passively, as your heightened spiritual awareness allows you to perceive the otherworldly forces that constantly surround but rarely interact with the material world.
Blessing of the Unknown Horrors
This blessing marks you as one who has gazed into the cosmic abyss and survived the experience, though not unchanged. Whether through deliberate study of forbidden texts, accidental exposure to otherworldly entities, or inherited madness from ancestors who delved too deep into mysteries beyond mortal comprehension, you have developed a fractured understanding of the universe’s true nature. Your mind has been stretched to accommodate knowledge that would shatter lesser intellects, granting you insights into the alien logic that governs beings from outside reality.
You gain a d4 bonus to skill checks involving deciphering occult symbols, communicating with extraplanar entities, understanding cosmic phenomena, researching forbidden knowledge, recognizing signs of otherworldly influence, surviving encounters with aberrant creatures, navigating non-Euclidean spaces, or any other action where familiarity with cosmic horror and alien intelligence would provide an advantage. This blessing operates passively, as your warped perspective allows you to perceive patterns and connections that remain invisible to those with intact sanity.
Blessing of the Woodlands
This blessing connects you to the ancient wisdom of forests, meadows, and all the creatures that dwell within nature’s embrace. Whether granted by woodland spirits in recognition of your respect for the natural world, inherited from ancestors who served as guardians of sacred groves, or earned through a lifetime of harmony with wild places, you have developed an intuitive understanding of the rhythms and relationships that govern the natural world. Animals sense your benevolent presence and respond with trust rather than fear, while plants seem to flourish under your care.
You gain a d4 bonus to skill checks involving tracking animals, identifying plants and their properties, navigating through wilderness, communicating with wild creatures, finding food and shelter in natural environments, predicting natural phenomena, understanding animal behavior, or any other action where deep knowledge of nature and its inhabitants would provide an advantage. This blessing functions passively, as the very essence of the wild recognizes you as a friend and ally to all living things.
Breathless
Prerequisites: Greater Blessing of Air
This ability represents mastery over the very air around you, allowing you to exist in environments where others would suffocate and move through the sky with supernatural grace. Your enhanced connection to air and wind has evolved to the point where you can survive in thin atmospheres and navigate aerial environments with the same ease others show on solid ground.
Your respiratory needs are dramatically reduced, allowing you to hold your breath for 30 minutes per point of your Spirit trait maximum value instead of the normal 30 seconds, and you can function normally in thin air at high altitudes. You automatically succeed at all moderate difficulty (or easier) skill checks involving aerial movement, balance in high winds, or navigating through airborne environments. When facing difficult or exceptional challenges such as hurricane-force winds, extreme altitudes, or complex aerial maneuvers, you gain a +3 bonus to your roll, reflecting your supernatural mastery of all things atmospheric.
Cool Under Pressure
This ability represents your exceptional mental discipline and capacity to maintain clarity during high-stress situations where others would panic or make critical errors. Whether developed through military training, honed during years of dangerous work, or simply an innate psychological trait, you have learned to slow down time in your mind and make calculated decisions even when chaos erupts around you. Your heartrate remains steady when others’ would spike, and your hands don’t shake when precision matters most.
By spending a heroic token, you can choose to take half the maximum value of any die instead of rolling it, representing your ability to achieve consistent, reliable results through sheer mental control. For example, instead of rolling a d20 trait die and risking a low result, you could spend the token to automatically achieve a result of 10. This technique works in any situation, including snap decisions where others are forced to rely purely on instinct. Additionally, you gain a +3 bonus to any skill checks specifically related to remaining calm, composed, or focused during stressful, dangerous, or emotionally charged situations.
Cruel Whispers
Prerequisites: Mocking Whispers
Your mastery over shadow-carried psychological attacks has deepened, allowing you to deliver more devastating verbal assaults through darkness itself. The whispers now carry greater malice and spiritual weight, making them more difficult to ignore or dismiss.
You make a contested roll using Charm + d6 against the target’s Spirit, representing your enhanced ability to weaponize words through shadow against your target’s determination to resist the darkness’s increasingly cruel psychological assault.
Duelist: Adapt
Prerequisites: Duelist: Initiate
Your understanding of single combat deepens to include tactical awareness and techniques that exploit your opponent’s weaknesses. You learn to read your enemies and capitalize on openings they create through their own actions.
| Action | Description | AP Cost |
|---|---|---|
| Disarming Strike | Attempt to remove opponent’s weapon, contested Fight + d6 vs their Fight | 2 |
| Marked Opponent | Focus on single enemy, gaining d6 bonus to all attacks against them until they’re defeated or you choose new target | 2 |
Duelist: Initiate
You begin to master the art of single combat, learning the fundamental techniques that separate trained fighters from mere brawlers. Your focus on individual opponents and precise technique over brute force marks the beginning of your journey toward becoming a master of personal combat.
| Action | Description | AP Cost |
|---|---|---|
| Parry | Use weapon or natural reflexes to deflect incoming attack, adding d4 to defensive Agility roll | 2 |
| Trip | Attempt to knock opponent off balance, contested Fight vs their Agility, success prevents their next action | 2 |
Duelist: Master
Prerequisites: Duelist: Scholar
You have achieved legendary mastery over the art of single combat, capable of techniques that seem impossible to lesser fighters. Your presence on the battlefield dominates individual encounters.
| Action | Description | AP Cost |
|---|---|---|
| Master’s Stance | Enter combat stance granting d12 to all attacks and defenses against single chosen opponent for entire encounter, can only be used once per scene | 4 |
Duelist: Novice
Prerequisites: Duelist: Adapt
You achieve mastery over advanced defensive techniques and reactive combat, capable of turning your opponent’s attacks into opportunities for your own strikes. Your combat style becomes fluid and responsive.
| Action | Description | AP Cost |
|---|---|---|
| Duelist’s Defense | Enter defensive stance, all attacks against you suffer -3 penalty while you gain +3 to defensive rolls | 3 |
| Counter | When successfully defending against attack, immediately make free attack with d8 bonus against same opponent | 3 |
Duelist: Scholar
Prerequisites: Duelist: Novice
Your mastery allows for complex timing and devastating accuracy that few can match. You can attack multiple times with precision and strike with surgical accuracy at your opponent’s most vulnerable points.
| Action | Description | AP Cost |
|---|---|---|
| Double Attack | Make two separate attacks against same or different targets with d10 bonus to each | 3 |
| Precision Strike | Target specific weak points, ignoring armor and adding d10 to attack roll | 3 |
Easygoing
This ability reflects your naturally resilient and optimistic personality that allows you to bounce back from setbacks more quickly than others. Your positive attitude means that disappointments become learning experiences rather than crushing defeats, and you maintain hope even when things go wrong.
When you fail a skill check, instead of gaining the usual single heroic token, you receive 2 heroic tokens. This represents how your easygoing nature transforms setbacks into greater motivation and renewed determination for future attempts.
Elemental Dart
This ability represents a basic elemental attack that launches a small projectile of fire, ice, force, or other elemental energy at a target. Whether manifested as a tiny flame, shard of ice, bolt of lightning, or blast of wind, this attack demonstrates your growing connection to elemental forces through focused, directed energy.
You make a contested roll using Brains + d4 against the target’s Agility, representing your ability to aim and control the elemental force against their ability to dodge or deflect the attack. This basic technique forms the foundation for more advanced elemental combat abilities.
Elements: Adapt
Prerequisites: Elements: Initiate
Your understanding of elemental forces deepens, allowing for more sophisticated applications and sustained effects. You can maintain elemental manifestations and redirect them as needed, showing growing mastery over the duration and placement of your powers. Previous abilities now use d6 instead of d4.
| Action | Description | AP Cost |
|---|---|---|
| Persistent Burst | Small Burst effect lingers on weapon or area, can be moved to new target for 1 AP | 4 base, +1 to move |
| Elemental Shield | Create a barrier of element providing +2 protection against relevant attacks for one scene | 4 |
| Enhanced Control | Control Element can now affect multiple small sources or one medium-sized manifestation | 4 base, +1 per additional target |
| Detect Element | Sense presence and approximate quantity of chosen element within 100 feet | 4 |
Elements: Initiate
You begin to tap into supernatural mastery over the fundamental forces and elements that shape reality, whether through magical study, psychic awakening, or innate connection to elemental powers. Your abilities manifest uniquely to your character concept - as traditional spellcasting, glowing tattoos, enchanted items, or pure mental focus. You can perform minor elemental manipulations at will for roleplay purposes, such as creating small flames, gentle breezes, or minor temperature changes that might provide small bonuses (GM discretion, usually +1 to +3) to social encounters.
| Action | Description | AP Cost |
|---|---|---|
| Control Element | Move and shape a small amount of existing element at one foot per turn within sight | 2 base, +1 per additional foot |
| See Energy Flow | Perceive energy patterns like heat signatures, electrical currents, or elemental concentrations | 2 |
| Small Burst | Create a minor elemental attack adding d4 to Brains or Fight skill checks | 2 |
| Telekinetic Lift | Lift objects up to 5 pounds, distance based on Brains roll (5 feet per success, difficulty 5 + 1 per pound) | 2 |
Elements: Master
Prerequisites: Elements: Scholar
You have achieved complete mastery over elemental forces, capable of creating and destroying matter itself, generating massive environmental effects, and wielding power that can reshape landscapes. Your understanding transcends individual elements to encompass the fundamental forces of reality. Previous abilities now use d12 instead of d10.
| Action | Description | AP Cost |
|---|---|---|
| Create Element | Generate large quantities of any element from nothing, permanently altering environment | 20 |
| Elemental Storm | Unleash devastating area effects covering vast distances with multiple elemental types | 20 |
| Transmutation | Transform one element into another, changing fundamental properties of matter | 20 |
| Reality Anchor | Temporarily alter fundamental laws governing elemental behavior in large area | 20 |
Elements: Novice
Prerequisites: Elements: Adapt
You achieve true competence in elemental manipulation, capable of creating area effects and combining elements in creative ways. Your power now affects multiple targets and can reshape battlefield conditions. Previous abilities now use d8 instead of d6.
| Action | Description | AP Cost |
|---|---|---|
| Elemental Blast | Create explosive area effect (fireball, ice storm, etc.) affecting 20-foot radius, single Brains + d8 roll sets DC for all targets to beat | 10 |
| Telekinetic Flight | Lift yourself into the air and fly at normal movement speed for one scene | 10 |
| Elemental Weapon | Imbue weapon with elemental properties adding d8, can use Fight or Brains for attacks, lasts entire scene | 10 |
| Dual Element | Combine two elements (steam from fire+water, electrified ice, burning wind) for enhanced effects | 10 |
Elements: Scholar
Prerequisites: Elements: Novice
Your mastery approaches legendary levels, allowing you to create persistent environmental changes and wield multiple elements simultaneously. You can reshape terrain and create lasting effects that alter entire encounters. Previous abilities now use d10 instead of d8.
| Action | Description | AP Cost |
|---|---|---|
| Elemental Wall | Create substantial barrier (wall of fire, ice wall, etc.) lasting entire encounter | 15 |
| Terrain Shaping | Reshape earth, freeze water surfaces, or create elemental terrain features permanently | 15 |
| Gravity Well | Manipulate gravitational forces to create zones of altered gravity and movement | 15 |
| Shaped Blast | Same as Elemental Blast but you can choose who is affected within the AOE | 15 |
Enhanced Matter Shard
Prerequisites: Matter Shard
Your mastery over matter manipulation has improved, allowing you to create larger, faster, and more dangerous projectiles from available materials. Your understanding of material properties lets you craft more effective ammunition from whatever is at hand.
You make a contested roll using Brains + d6 against the target’s Agility, representing your enhanced ability to weaponize matter against your target’s ability to avoid increasingly sophisticated material projectiles.
Enhanced Spatial Strike
Prerequisites: Spatial Strike
Your control over spatial distortions has improved, allowing you to create more pronounced and harmful dimensional effects around your targets. The space-time fabric responds more readily to your manipulation, creating stronger and more disorienting attacks.
You make a contested roll using Brains + d6 against the target’s Agility, representing your enhanced understanding of dimensional forces and your target’s increased difficulty in compensating for spatial distortions.
Evasive Fighting
This ability represents specialized combat training focused on avoiding attacks rather than delivering them, emphasizing mobility, positioning, and defensive tactics over aggressive offense. Whether learned through formal martial arts training, developed during years of surviving dangerous encounters, or honed through necessity when facing superior opponents, you have mastered the art of staying alive through superior movement and tactical positioning.
When making contested Agility rolls for defense during combat, you add a d6 to your roll, representing your enhanced ability to dodge, weave, and position yourself to avoid incoming attacks. Additionally, you gain a +3 bonus to any skill checks involving fleeing from danger, whether that means running away on foot, driving quickly to escape pursuit, climbing to safety, or any other action focused on getting away from threats rather than confronting them directly.
Fate: Adapt
Prerequisites: Fate: Initiate
Your understanding of destiny’s currents deepens, allowing you to create more lasting effects and protective wards against misfortune. You can manipulate probability for extended periods and begin to influence the dreams of multiple targets. Previous abilities now use d6 instead of d4.
| Action | Description | AP Cost |
|---|---|---|
| Fate Shield | Attacks against you are slightly off, imposing -3 penalty on attackers for one scene | 4 base, +1 for full day |
| Shared Dreams | Connect multiple sleepers in the same dream space for communication | 4 base, +1 per additional person |
| Fortune’s Web | The next 3 rolls by different people are all modified by d6, direction of your choice | 4 |
| Probability Shift | Alter odds of non-combat events (finding items, weather changes, chance meetings) | 4 |
Fate: Initiate
You begin to touch the threads of destiny, luck, and the unconscious realm of dreams that shape reality in subtle but profound ways. Your connection to fate allows you to perceive the web of connections between events and people, influence probability in small ways, and plant seeds of influence in the dream realm. You can perform minor fate manipulations for roleplay purposes, such as predicting small coincidences, having useful items on hand, or delivering cryptic but accurate fortunes that might provide small social bonuses (GM discretion).
| Action | Description | AP Cost |
|---|---|---|
| Dream Seed | Plant a 5-minute message in someone’s dreams when they next sleep, pre-recorded and unchangeable | 1 per 5 minutes |
| Luck’s Favor | Modify any roll (yours or another’s) by d4, can be used as blessing or curse | 2 |
| See Connections | Glimpse how events in immediate area might unfold, gain insight into one situation | 2 |
| Trick Shot | Make improbable attacks around corners or obstacles, adding d4 to attack roll | 2 |
Fate: Master
Prerequisites: Fate: Scholar
You have achieved mastery over the deepest mysteries of fate and dream, capable of traveling through the collective unconscious and reshaping destiny on a grand scale. Reality bends to accommodate your vision of how events should unfold. Previous abilities now use d12 instead of d10.
| Action | Description | AP Cost |
|---|---|---|
| Dream Walk | Travel vast distances instantly by moving through the dream realm | 20 |
| Mass Dream Combat | Bring anyone within 20-foot radius into dreamscape combat with real consequences | 20 |
| Collective Nightmare | Trap large groups in shared nightmare reality with real-world consequences | 20 |
| Probability Storm | Create area where normal causality breaks down and impossible events become routine | 20 |
Fate: Novice
Prerequisites: Fate: Adapt
You achieve significant mastery over fate’s darker aspects and can affect groups of minds simultaneously. Your power now reaches into the collective unconscious and can inflict real harm through dream manipulation. Previous abilities now use d8 instead of d6.
| Action | Description | AP Cost |
|---|---|---|
| Nightmare Assault | Manifest quick phobia attack on waking minds in 20-foot radius, Brains + d8 contested against each target’s Spirit | 10 |
| Destiny Sight | See multiple possible futures for current situation, gaining major tactical advantages | 10 |
| Mass Fortune | Apply luck effects to up to 8 people simultaneously | 10 |
| Redo | Force any single action to be rerolled, choosing the better or worse result as desired | 10 |
Fate: Scholar
Prerequisites: Fate: Novice
Your mastery allows you to rewrite recent events and manipulate the fundamental nature of probability itself. You can force reality to reconsider its choices and bend the timeline in small but crucial ways. Previous abilities now use d10 instead of d8.
| Action | Description | AP Cost |
|---|---|---|
| Dream Combat | Fight one enemy in dreamscape with real consequences, all actions have d10 modifier as you shape the dream | 15 |
| Fate Weaving | Dramatically alter probability of major events for extended periods | 15 |
| Temporal Echo | Briefly glimpse and communicate with alternate timeline versions of people | 15 |
| Destiny Lock | Ensure specific minor event will definitely occur within next few hours | 15 |
Greater Blessing of Air
Prerequisites: Blessing of Air
Your connection to the winds has deepened into true mastery, allowing you to work in harmony with even the most violent storms and subtle breezes. The air responds to your presence with eager cooperation, and you can sense atmospheric changes across vast distances. This enhanced blessing grants a d6 bonus to all wind and air-related skill checks, representing your evolution from simple affinity to genuine partnership with the elemental forces of the sky.
Greater Blessing of Frost
Prerequisites: Blessing of Frost
Your mastery over winter’s power has grown to encompass the deepest cold and most enduring ice. You can withstand temperatures that would instantly freeze others, and ice seems to form at your touch when needed. This enhanced blessing grants a d6 bonus to all cold, frost, and ice-related skill checks, reflecting your transformation from someone blessed by winter into a true avatar of the frozen realm.
Greater Blessing of Shadow and Smoke
Prerequisites: Blessing of Shadow and Smoke
Your affinity for concealment has evolved into mastery over the spaces between light and darkness. Shadows bend to accommodate your passage, and mists seem to rise from the ground at your approach. This enhanced blessing grants a d6 bonus to all shadow, fog, and cloud-related skill checks, marking your progression from someone who hides in darkness to one who commands it.
Greater Blessing of Stone
Prerequisites: Blessing of Stone
Your bond with the earth has strengthened into an unbreakable connection with the planet’s bones and foundation. Stone responds to your touch as if alive, and you can sense geological changes across vast distances through the ground itself. This enhanced blessing grants a d6 bonus to all stone and earth-related skill checks, representing your evolution from earth-friend to true master of the geological realm.
Greater Blessing of Storms
Prerequisites: Blessing of Storms
Your communion with tempests has grown into command over the raw fury of nature’s most violent displays. Lightning dances at your fingertips, and storms seem to gather in response to your emotions. This enhanced blessing grants a d6 bonus to all weather, storm, lightning, and electricity-related skill checks, marking your transformation from storm-touched to true master of the tempest.
Greater Blessing of Sun and Flames
Prerequisites: Blessing of Sun and Flames
Your connection to heat and flame has intensified into mastery over the fundamental forces of combustion and solar energy. Fire bends to your will without burning you, and you can draw warmth from even the coldest environments. This enhanced blessing grants a d6 bonus to all heat, sun, and fire-related skill checks, reflecting your progression from fire-blessed to true avatar of flame and light.
Greater Blessing of Virtues _____
Prerequisites: Blessing of Virtues _____
Your divine favor has grown into profound supernatural enhancement that elevates your chosen capability to legendary proportions. The blessing no longer merely assists your efforts but transforms them into displays of otherworldly excellence that inspire awe in witnesses. This enhanced blessing grants a d6 bonus to all skill checks using your selected trait, marking your progression from blessed individual to living embodiment of that virtue.
Greater Blessing of the Fae
Prerequisites: Blessing of the Fae
Your fae-touched charisma has blossomed into the otherworldly magnetism of the fairy courts themselves. Your words carry weight that transcends mere persuasion, and others find themselves compelled to trust and believe you against their better judgment. This enhanced blessing grants a d6 bonus to all social skill checks, marking your evolution from fae-blessed to a true master of supernatural charm and influence.
Greater Blessing of the Seas
Prerequisites: Blessing of the Seas
Your bond with water has deepened into true mastery over all aquatic realms, from mountain streams to ocean depths. The seas themselves seem to part before you, and marine life recognizes you as kin rather than intruder. This enhanced blessing grants a d6 bonus to all water-related skill checks, representing your transformation from water-blessed to true sovereign of the aquatic realm.
Greater Blessing of the Source Magic
Prerequisites: Blessing of the Source Magic
Your understanding of magical principles has deepened into intuitive mastery of the fundamental forces that shape reality through arcane means. Magic responds to your presence like a living thing, and you can perceive the underlying patterns that govern all supernatural phenomena. This enhanced blessing grants a d6 bonus to all magic-related skill checks, representing your evolution from magically sensitive to true scholar of the arcane arts.
Greater Blessing of the Spirits
Prerequisites: Blessing of the Spirits
Your sensitivity to the spirit realm has grown into mastery over the boundary between life and death. Spirits manifest clearly in your presence, and you can facilitate communication between the living and the departed with ease. This enhanced blessing grants a d6 bonus to all spirit, ghost, and undead-related skill checks, marking your evolution from spirit-touched to true medium and guide between worlds.
Greater Blessing of the Unknown Horrors
Prerequisites: Blessing of the Unknown Horrors
Your fractured understanding of cosmic truth has crystallized into terrible clarity about the universe’s alien nature. You can comprehend the incomprehensible and communicate with entities that exist beyond dimensional boundaries. This enhanced blessing grants a d6 bonus to all occult, cosmic, and aberrant creature-related skill checks, marking your complete acceptance of the maddening truths that lurk beyond reality’s veil.
Greater Blessing of the Woodlands
Prerequisites: Blessing of the Woodlands
Your harmony with nature has evolved into deep communion with the wild world and all its inhabitants. Animals seek you out for guidance, and plants grow stronger in your presence. This enhanced blessing grants a d6 bonus to all nature and animal-related skill checks, reflecting your transformation from nature-friend to true guardian and voice of the wilderness.
Greater Nature’s Wrath
Prerequisites: Nature’s Wrath
Your connection to nature has strengthened, allowing you to call upon more powerful natural forces in your attacks. The elements respond more readily to your call, creating stronger and more accurate manifestations of nature’s power.
You make a contested roll using Brains + d6 against the target’s Agility, representing your enhanced communion with natural forces against your target’s ability to evade increasingly powerful environmental attacks.
Greater Spirit Bolt
Prerequisites: Spirit Bolt
Your mastery over spiritual forces has grown, allowing you to channel more potent life-force energy in your attacks. The spiritual energy you command now carries greater power and spiritual weight, making it more difficult for targets to resist.
You make a contested roll using Brains + d6 against the target’s Spirit, representing your enhanced command over spiritual energy against your target’s determination to protect their soul from your assault.
Greater Thrill of Battle
Prerequisites: Thrill of Battle
Your ability to draw vitality from combat has intensified, allowing you to gain even more substantial healing from successful attacks. Your connection between victory and restoration has deepened, making each successful strike a source of significant renewal.
Whenever you successfully deal damage to an opponent, you may spend 4 AP to roll d6 and heal that amount of resilience. This enhanced version represents your mastered ability to transform combat success into substantial physical recovery.
Greater Twist of Fate
Prerequisites: Twist of Fate
Your mastery over spoken prophecy has grown more potent, allowing you to deliver more devastating proclamations of doom that cut deeper into your target’s spiritual resolve. Your words now carry the weight of inevitable destiny, making them harder to dismiss or resist.
You make a contested roll using Charm + d6 against the target’s Spirit, representing your enhanced ability to speak crushing truths about fate against your target’s increasingly challenged determination to maintain hope and confidence.
Improved Elemental Dart
Prerequisites: Elemental Dart
Your mastery over basic elemental attacks has improved, allowing you to create more powerful and accurate projectiles of elemental energy. The dart now carries greater force and precision, making it more difficult for opponents to avoid and more damaging when it connects.
You make a contested roll using Brains + d6 against the target’s Agility, representing your enhanced control over elemental forces and improved accuracy in directing these attacks toward their intended targets.
Intuitive
This ability represents your heightened capacity to perceive subtle patterns, read between the lines, and understand situations on a deeper level than surface appearances suggest. Whether through natural sensitivity, learned observation skills, or intuitive gifts, you excel at grasping the underlying truth of complex situations and understanding people’s true motivations.
You gain a +3 bonus to skill checks involving reading people’s intentions, sensing hidden meanings in conversations, detecting deception, understanding the real dynamics of social situations, or gaining deeper insight into problems and mysteries that aren’t immediately obvious.
Language ____
This ability represents your natural aptitude for learning and understanding languages, whether through innate linguistic talent, extensive study, or exposure to diverse cultures. Your mind naturally grasps the patterns, rhythms, and structures that underlie different forms of communication, allowing you to achieve fluency more quickly than others and retain language skills with minimal practice.
Each time you select this ability, choose a specific language to master. You automatically succeed at any moderate difficulty skill checks related to your chosen language, representing your fluency and deep understanding of its nuances. For easy skill checks involving similar languages from the same linguistic family, you also automatically succeed, as your mastery allows you to recognize common roots and patterns. When facing difficult language challenges or any checks involving similar languages, you gain a +3 bonus to your roll, reflecting your enhanced understanding of linguistic principles and cultural context.
Loyal
This ability represents your unwavering commitment to supporting your allies that goes beyond mere cooperation to become genuine self-sacrifice for their benefit. Your deep capacity for friendship drives you to extraordinary efforts when helping others in need.
When you spend Heroic Tokens to assist a friend or ally, each token grants them a +2 bonus instead of the usual +1, representing how your loyalty inspires both you and them to achieve greater results through your combined efforts.
Lucky
This ability represents your uncanny knack for having fortune smile upon you at crucial moments, whether through natural good luck, divine favor, or simply being in the right place at the right time. Your life seems guided by serendipitous coincidences and second chances that others rarely experience.
By spending 2 Heroic Tokens, you can reroll any skill check, but you must announce your intention to do so before hearing the outcome of the original roll. This ability allows you to potentially turn failure into success or improve upon mediocre results through sheer fortunate circumstance, though you’re gambling on fate’s favor without knowing if you truly need it.
Martial Artist: Adapt
Prerequisites: Martial Artist: Initiate
Your martial training expands to include advanced striking techniques and defensive abilities that allow you to survive falls and disable opponents through precise attacks. Your unarmed attacks now gain d6 bonus.
| Action | Description | AP Cost |
|---|---|---|
| Stunning Strike | Target nerve clusters to temporarily disable opponent, contested Fight + d6 vs their Spirit, success forces them to skip next turn | 2 |
| Slow Fall | Reduce falling damage by half and land gracefully from any height, negating fall-related injuries | 2 |
Martial Artist: Initiate
You begin to master the ancient art of unarmed combat, learning to turn your body into a weapon through disciplined training and precise technique. Your hands, feet, and body become instruments of controlled violence, capable of matching armed opponents through superior skill. All unarmed attacks gain d4 bonus (scales with tier advancement).
| Action | Description | AP Cost |
|---|---|---|
| Unarmed Mastery | Passive ability - all unarmed attacks gain d4 bonus, improves with each tier advancement | 0 |
| Pin/Grapple | Attempt to restrain opponent through holds and locks, contested Fight + d4 vs their Fight or Agility | 2 |
Martial Artist: Master
Prerequisites: Martial Artist: Scholar
You have achieved legendary mastery over martial arts, capable of techniques that seem supernatural in their speed and effectiveness. Your unarmed attacks now gain d12 bonus.
| Action | Description | AP Cost |
|---|---|---|
| Whirlwind Attack | Attack all enemies within reach simultaneously, each attack gains d12 bonus | 4 |
Martial Artist: Novice
Prerequisites: Martial Artist: Adapt
You achieve mastery over advanced defensive techniques and precision strikes, capable of turning enemy projectiles against them and targeting specific vulnerable points. Your unarmed attacks now gain d8 bonus.
| Action | Description | AP Cost |
|---|---|---|
| Deflect/Return Ranged | Deflect incoming projectiles harmlessly or redirect them back at attacker with d8 bonus | 3 |
| Blinding Strike | Precise strike to eyes or other sensory organs, temporarily blinding target with d8 attack bonus | 3 |
Martial Artist: Scholar
Prerequisites: Martial Artist: Novice
Your mastery includes legendary techniques that can strike vital points with devastating effect and attack opponents from a distance through focused energy projection. Your unarmed attacks now gain d10 bonus.
| Action | Description | AP Cost |
|---|---|---|
| Pressure Point Strike | Target vital energy points causing Major Lasting Physical Injury with d10 bonus | 3 |
| Quivering Palm | Strike target at distance using focused air pressure and energy projection with d10 bonus | 3 |
Matter Shard
This ability allows you to rapidly create and launch small projectiles from nearby materials, whether by hardening cloth into needles, shaping metal fragments, or accelerating small stones with supernatural force. This demonstrates your growing ability to weaponize the material world around you.
You make a contested roll using Brains + d4 against the target’s Agility, representing your ability to create and direct improvised projectiles against their ability to dodge or deflect the material attack.
Matter: Adapt
Prerequisites: Matter: Initiate
Your understanding of matter deepens to encompass composition and history, allowing you to read objects like books and alter their fundamental durability. You can perceive the elemental makeup of items and glimpse their past through residual impressions left in their structure. Previous abilities now use d6 instead of d4.
| Action | Description | AP Cost |
|---|---|---|
| Know the Item | Analyze elemental composition and basic properties of any object through touch | 4 |
| Imbue Durability | Strengthen or weaken an item’s structural integrity by d6 points | 4 |
| Object Reading | See glimpses of an object’s history and significant events involving it | 4 |
| Enhanced Shaping | Shape Clothing now affects 10 cubic yards and can alter non-clothing materials | 4 |
Matter: Initiate
You begin to understand the material makeup of the world around you, gaining insight into the fundamental structure and properties of physical objects. This mastery can manifest as exceptional craftsmanship, intuitive material knowledge, or the ability to subtly alter matter’s basic properties. You can perform minor matter manipulations for practical purposes, such as cleaning or soiling objects with a touch, changing colors of small items, mending minor tears, or making cosmetic adjustments that might provide small situational bonuses (GM discretion).
| Action | Description | AP Cost |
|---|---|---|
| Heat/Cool Metal | Alter temperature of 1-foot area of metal, potentially harming object or holder | 1 base, +1 per additional foot |
| Animate Cloth | Bring cloth items to life for attacking, grappling, or simple tasks | 2 |
| See the Flaws | Perceive structural weaknesses in objects, gaining +3 to next action modifying or damaging item | 2 |
| Shape Clothing | Modify appearance, style, and type of clothing affecting up to 5 cubic yards | 2 |
Matter: Master
Prerequisites: Matter: Scholar
You have achieved complete mastery over matter itself, capable of destroying entire areas, transmuting materials into completely different substances, and creating complex animated constructs. Your understanding transcends individual objects to encompass the fundamental nature of physical reality. Previous abilities now use d12 instead of d10.
| Action | Description | AP Cost |
|---|---|---|
| Area Destruction | Disintegrate large areas, reducing buildings or landscapes to their component atoms | 20 |
| True Transmutation | Transform any material into any other material, changing fundamental atomic structure | 20 |
| Matter Genesis | Create complex objects and materials from raw energy, bringing them into permanent existence | 20 |
| Build Army | Create up to 20 animated constructs simultaneously from available materials | 20 |
Matter: Novice
Prerequisites: Matter: Adapt
You achieve mastery over matter’s physical state and can create more complex animated constructs. Your power allows you to work materials as if they were malleable while retaining their original properties, and animate larger, more sophisticated objects. Previous abilities now use d8 instead of d6.
| Action | Description | AP Cost |
|---|---|---|
| Plasticity | Shape metal and hard materials as if they were soft plastic, retaining original hardness when finished | 10 |
| Animate Puppet | Bring human-sized objects to life with basic intelligence and combat capability | 10 |
| Mass Shaping | Reshape multiple objects simultaneously within large area | 10 |
| Material Fusion | Combine different materials into hybrid substances with properties of both | 10 |
Matter: Scholar
Prerequisites: Matter: Novice
Your mastery approaches legendary levels, allowing you to disintegrate objects, create powerful animated guardians, and alter fundamental states of matter. You can shift materials between solid, liquid, and gaseous states at will. Previous abilities now use d10 instead of d8.
| Action | Description | AP Cost |
|---|---|---|
| Disintegrate | Completely destroy objects by unraveling their molecular structure | 15 |
| Animate Golem | Create powerful stone or metal guardian with significant combat abilities and duration | 15 |
| Shift States | Change matter between solid, liquid, and gaseous states within targeted area | 15 |
| Molecular Repair | Perfectly restore damaged or broken objects to their original condition | 15 |
Mental Lance
This ability represents a focused telepathic assault that strikes directly at your opponent’s mind, attempting to overwhelm their mental defenses with pure psychic force. Whether manifested as invisible mental energy, painful psychic feedback, or cognitive overload, this attack demonstrates your growing mastery over mental combat.
You make a contested roll using Brains + d4 against the target’s Brains, representing your mental attack power against their ability to defend their thoughts and maintain mental coherence under assault.
Mighty Feat
Prerequisites: Greater Blessing of Virtues _____
This ability represents your capacity to channel divine favor into moments of extraordinary achievement that transcend normal mortal limitations. Your enhanced blessing allows you to tap into supernatural reserves of capability, performing feats that inspire awe and demonstrate the true power of divine enhancement working through mortal form.
By spending 3 AP, you can roll a d12 for any skill check using your blessed trait, representing a surge of otherworldly power that elevates your performance to legendary levels. This supernatural enhancement can turn routine actions into displays of remarkable excellence and transform challenging tasks into demonstrations of divine favor made manifest through your chosen virtue.
Mind: Adapt
Prerequisites: Mind: Initiate
Your mental powers deepen to allow two-way communication and deeper mental exploration. You can heal minor mental afflictions and begin issuing simple commands that others feel compelled to obey. Previous abilities now use d6 instead of d4.
| Action | Description | AP Cost |
|---|---|---|
| Heal Minor Psychosis | Remove Minor Mental Lasting Effects through mental restoration | 4 |
| Telepathy | Establish two-way mental communication with one person for scene duration | 4 |
| Probe | Deeply examine one person’s memories and thoughts about specific subject | 4 |
| Command | Issue short, simple command that target feels compelled to obey | 4 |
Mind: Initiate
You begin to tap into the mental realm, gaining the ability to read surface thoughts, send telepathic messages, and influence others through direct mental contact. This power represents mastery over the mind as a tool for overcoming obstacles and understanding others. You can use minor mental abilities for social advantages, such as memorizing complex information quickly or reading facial expressions with supernatural accuracy that might provide small situational bonuses (GM discretion).
| Action | Description | AP Cost |
|---|---|---|
| Detect Surface Thoughts | Read immediate thoughts of one target for 1 minute, revealing their current mental focus | 2 base, +1 per additional minute |
| Message | Send one-way mental message (sentence or image) to target in line of sight | 1 base, +1 per additional recipient |
| Mind Sliver | Mental attack using Brains + d4 contested roll, success of 10+ may cause psychosis | 2 |
| Misdirection | Utter phrase to confuse target, contested Brains + d4 roll with situational modifiers | 2 |
Mind: Master
Prerequisites: Mind: Scholar
You have achieved complete mastery over consciousness itself, capable of completely rewriting personalities and inflicting the most severe mental damage possible. Your understanding of the mind transcends individual thoughts to encompass the fundamental nature of consciousness. Previous abilities now use d12 instead of d10.
| Action | Description | AP Cost |
|---|---|---|
| Shatter Mind | Inflict Severe Mental Lasting Effect through complete psychological destruction | 20 |
| Reprogram | Completely replace target’s memories and personality with new identity of your design | 20 |
| Mass Control | Establish mental control over large groups simultaneously | 20 |
| Consciousness Transfer | Move minds between bodies or create backup copies of personalities | 20 |
Mind: Novice
Prerequisites: Mind: Adapt
You achieve mastery over group mental effects and can inflict lasting psychological damage. Your telepathic network can connect multiple minds simultaneously, and your mental attacks can affect entire areas. Previous abilities now use d8 instead of d6.
| Action | Description | AP Cost |
|---|---|---|
| Mass Telepathy | Link multiple people in shared telepathic network for scene duration | 10 |
| Cause Minor Psychosis | Inflict Minor Mental Lasting Effect through targeted mental assault | 10 |
| Shatter Minds | Mental scream affecting 20-foot radius, Brains + d8 sets DC for all targets | 10 |
| Heal Major Psychosis | Remove Major Mental Lasting Effects through advanced mental restoration | 10 |
| Deep Probe | Thoroughly examine target’s complete memories and personality structure | 10 |
Mind: Scholar
Prerequisites: Mind: Novice
Your mastery allows you to alter memories and create lasting mental control over others. You can inflict severe psychological damage and heal even the most broken minds through your understanding of mental architecture. Previous abilities now use d10 instead of d8.
| Action | Description | AP Cost |
|---|---|---|
| Modify Memory | Alter, remove, or implant specific memories in target’s mind | 15 |
| Cause Major Psychosis | Inflict Major Mental Lasting Effect through devastating mental attack | 15 |
| Heal Severe Psychosis | Remove Severe Mental Lasting Effects through miraculous mental intervention | 15 |
| Create Thrall | Establish permanent mental control over willing or defeated target | 15 |
Mocking Whispers
This ability allows you to send forth shadowy whispers that mock and belittle your target, using darkness itself to carry cruel words that strike at their self-worth and confidence. The shadows become a vehicle for psychological assault, delivering cutting remarks and harsh truths that wound the spirit.
You make a contested roll using Charm + d4 against the target’s Spirit, representing your ability to craft hurtful words carried by shadow against their willpower to maintain self-confidence in the face of supernatural mockery.
Nature’s Wrath
This ability allows you to call upon the natural world to strike at your enemies, whether through thorns that erupt from the ground, sudden gusts of wind, small lightning bolts, or other natural phenomena directed at your target. This demonstrates your growing bond with nature’s power.
You make a contested roll using Brains + d4 against the target’s Agility, representing your ability to direct natural forces against their ability to dodge or avoid the environmental attack.
Nature: Adapt
Prerequisites: Nature: Initiate
Your connection to nature deepens, allowing you to form lasting bonds with animal companions and begin healing more serious injuries. You can perceive the world through your bonded animal’s senses and call upon the raw power of storms. Previous abilities now use d6 instead of d4.
| Action | Description | AP Cost |
|---|---|---|
| Minor Healing | Remove Minor Physical Lasting Effects through natural restoration | 4 |
| Bond with Animal | Create permanent telepathic bond with willing animal companion, only one at a time | 4 |
| See Through Bond | Experience the world through your bonded animal’s senses at any distance | 4 |
| Summon Lightning | Call down natural lightning strike adding d6 to attack roll | 4 |
Nature: Initiate
You begin to connect with the natural world, gaining influence over animals, weather patterns, and the life force that flows through all living things. Nature itself responds to your presence and commands, recognizing you as a friend and ally. You can perform minor natural manipulations for practical purposes, such as creating small wind gusts, giving simple commands to trained animals, or attracting random animal friends who join you briefly before leaving (like a cat choosing your lap at a party) that might provide small situational bonuses (GM discretion). When multiple Nature users compete for influence over the same animals, the one with highest Charm takes precedence.
| Action | Description | AP Cost |
|---|---|---|
| Animal Aspect | Gain single animal trait (+3 to related checks) for one scene, only one aspect at a time | 2 |
| Healing Hands | Heal yourself or others for d4 resilience per AP spent | 1 per d4 healing |
| Influence Weather | Shift weather one category in either direction, difficult Spirit check to increase effect | 2 |
| Speak with Animals | Mental communication with one animal for scene duration | 1 base, +1 for full day |
| Thorn Whip | Create thorny vine whip for attacks, adds d4 to Fight or Brains attack rolls | 2 |
Nature: Master
Prerequisites: Nature: Scholar
You have achieved complete mastery over the natural world and the forces of life and death themselves. You can reshape living beings at will and even restore the dead to life through your connection to nature’s deepest mysteries. Previous abilities now use d12 instead of d10.
| Action | Description | AP Cost |
|---|---|---|
| True Polymorph | Permanently transform yourself or others into any living creature | 20 |
| Resurrection | Restore the recently dead to life with full health and faculties | 20 |
| Ecosystem Control | Command entire natural environments, directing all plant and animal life within vast areas | 20 |
| Genesis | Create new species of plants or animals with desired traits and characteristics | 20 |
Nature: Novice
Prerequisites: Nature: Adapt
You achieve significant mastery over life and transformation, capable of healing major injuries and taking on animal forms yourself. Your power extends to communicating with entire ecosystems and creating areas of enhanced healing. Previous abilities now use d8 instead of d6.
| Action | Description | AP Cost |
|---|---|---|
| Major Healing | Remove Major Physical Lasting Effects through advanced natural restoration | 10 |
| Transform | Take on animal or hybrid form, physical traits become d8 for scene duration | 10 |
| Speak with All Animals | Communicate mentally with all animals within large area simultaneously | 10 |
| Healing Circle | Create stationary 10-foot radius area where all allies regenerate 1 resilience per turn | 10 |
Nature: Scholar
Prerequisites: Nature: Novice
Your mastery allows you to transform others and heal even the most severe injuries through connection to life’s deepest mysteries. You can share your transformative abilities and restore what others consider permanently damaged. Previous abilities now use d10 instead of d8.
| Action | Description | AP Cost |
|---|---|---|
| Transform Other | Grant animal traits to any target, unwilling targets contest against Spirit | 15 |
| Regeneration | Remove Severe Physical Lasting Effects through miraculous natural healing | 15 |
| Weather Mastery | Create major weather phenomena affecting vast areas for extended periods | 15 |
| Life Sense | Detect and analyze all living creatures within miles, understanding their health and nature | 15 |
Never Gonna Give Up
Prerequisites: Self Healing
This ability represents your incredible determination and refusal to surrender even when facing overwhelming odds. When the killing blow comes, your spirit flares with defiant energy that keeps you conscious through sheer force of will. Whether through stubborn pride, protective instincts, or an unbreakable core of determination, you simply refuse to fall when others depend on you.
When any attack would reduce your resilience to 0, you may immediately make a difficult Spirit check. Success allows you to remain at 1 resilience instead, representing your supernatural determination to keep fighting. This ability activates automatically whenever you would be reduced to 0 resilience, though you choose whether to attempt the Spirit check or accept unconsciousness.
One with Water
Prerequisites: Greater Blessing of the Seas
This ability represents mastery over aquatic environments, transforming you into a being as comfortable in water as on land. Your supernatural bond with all forms of water has evolved to the point where aquatic environments enhance rather than hinder your capabilities, and you can survive underwater for extended periods that would be impossible for normal mortals.
Your breath-holding capacity is dramatically enhanced, allowing you to remain underwater for 30 minutes per point of your Spirit trait maximum value instead of the normal 30 seconds. You automatically succeed at all moderate difficulty (or easier) swimming skill checks, representing your effortless movement through any aquatic environment. When facing difficult or exceptional swimming challenges such as powerful currents, underwater combat, or extreme depths, you gain a +3 bonus to your roll, reflecting your supernatural mastery of all things aquatic.
Piercing Mental Lance
Prerequisites: Mental Lance
Your telepathic attacks have become more refined and powerful, capable of penetrating stronger mental defenses and inflicting greater psychological damage. Your mental strikes now carry more focused intent and devastating precision.
You make a contested roll using Brains + d6 against the target’s Brains, representing your enhanced psychic assault capabilities against their improved but still challenged mental defenses.
Protective
This ability represents your deep-seated instinct to shield others from harm and your enhanced effectiveness when acting in defense of those who cannot defend themselves. Whether driven by natural heroism, strong moral convictions, or personal experience with vulnerability, you perform at your peak when standing between danger and those you wish to protect.
You gain a +3 bonus to any skill checks made while defending a friend or ally, or when helping someone who cannot protect themselves. This enhancement applies whether you’re fighting to shield others from physical harm, using your skills to solve problems that threaten the innocent, or taking any action where your primary motivation is protecting rather than advancing your own interests.
Self Healing
This ability represents your enhanced capacity for accelerated recovery and self-restoration, whether through superior physical conditioning, meditation techniques, supernatural constitution, or innate regenerative abilities. Your body and spirit respond more effectively to healing efforts, allowing you to recover from injuries and exhaustion more quickly than others.
When you spend Ability Points on healing yourself (which normally restores 1 point of resilience per AP spent), you can instead roll a d4 for each AP invested. This means that spending 1 AP could potentially restore up to 4 points of resilience if you roll well, making your healing efforts more efficient and potentially more powerful than standard recovery methods.
Shadow: Adapt
Prerequisites: Shadow: Initiate
Your mastery over shadows deepens, allowing you to create weapons from darkness itself and use shadow as protection. You can manipulate your connection to darkness for both offensive and defensive purposes while attacking minds with whispered madness. Previous abilities now use d6 instead of d4.
| Action | Description | AP Cost |
|---|---|---|
| Shadow Blade | Create weapon of pure shadow, use Agility or Fight for attacks with d6 bonus | 4 |
| Shadow Skin | Darkness clings to you, adding d6 to Agility for both evasion and hiding | 4 |
| Whisper Madness | Speak words of power that tear at opponent’s essence, contested Charm vs Spirit | 4 |
| Shadow Bind | Animate target’s shadow to restrain them, contested Charm vs their Spirit | 4 |
Shadow: Initiate
You begin to surround yourself with shadows and mystery, learning to bend light around you and create simple illusions that confound the senses. You naturally exist in spaces between light and darkness, finding comfort where others see only concealment and threat. You can perform minor shadow manipulations for social advantages, such as changing eye color, dimming lights, or amplifying voices that might provide small situational bonuses (GM discretion).
| Action | Description | AP Cost |
|---|---|---|
| Alter Features | Change appearance and height by up to 1 foot, Charm + d4 for believability | 2 base, +1 per additional sense |
| Minor Illusion | Create 5-foot cube illusion affecting one sense for single turn, contested Charm vs target’s Brains | 2 |
| Darkvision | See clearly in darkness out to 60 feet as if in bright moonlight for scene duration | 1 base, +1 for full day |
| Unassuming | Shadows make you forgettable, adds d4 to Agility for stealth, doesn’t work under direct attention | 2 |
Shadow: Master
Prerequisites: Shadow: Scholar
You have achieved complete mastery over darkness itself, capable of destroying shadows to inflict terrible spiritual wounds and plunging entire regions into supernatural night. Your power transcends mere illusion to reshape reality through shadow. Previous abilities now use d12 instead of d10.
| Action | Description | AP Cost |
|---|---|---|
| Destroy Shadow | Completely sever target’s connection to their shadow, inflicting Severe Spiritual Lasting Effect | 20 |
| Eclipse | Plunge large area (town, city, or region) into supernatural darkness for extended period | 20 |
| Shadow Void | Create mobile void that damages all who touch it, can be moved around battlefield | 20 |
| Umbral Genesis | Permanently create new shadow realm connected to material plane | 20 |
Shadow: Novice
Prerequisites: Shadow: Adapt
You achieve mastery over complex illusions and true invisibility, capable of affecting all senses simultaneously and moving through shadows as if they were doorways. Your power can inflict real harm through shadow manipulation. Previous abilities now use d8 instead of d6.
| Action | Description | AP Cost |
|---|---|---|
| Grand Illusion | Create 20-foot radius illusion affecting all senses that can cause real damage | 10 |
| Invisibility | Render yourself or others completely invisible to normal sight | 10 |
| Sever the Shadow | Strike target’s shadow to bypass armor, contested vs Spirit | 10 |
| Shadow Teleport | Travel instantly between shadows within line of sight | 10 |
Shadow: Scholar
Prerequisites: Shadow: Novice
Your mastery allows you to command armies of shadows and travel through the shadow realm itself. You can create vast illusions that reshape how others perceive entire environments. Previous abilities now use d10 instead of d8.
| Action | Description | AP Cost |
|---|---|---|
| Summon Shadows | Call forth multiple shadow creatures to serve as minions | 15 |
| Walk Shadow Realm | Travel vast distances by moving through the plane of shadow | 15 |
| Illusional Terrain | Create massive environmental illusions affecting large areas | 15 |
| Shadow Mastery | Control all shadows within line of sight, using your action to have them attack, grapple, move items, or perform other tasks | 15 |
Sharpshooter: Adapt
Prerequisites: Sharpshooter: Initiate
Your understanding of ranged combat deepens to include mastery over angles and physics, allowing you to make shots that seem to defy the laws of ballistics. Your accuracy improves significantly through enhanced technique.
| Action | Description | AP Cost |
|---|---|---|
| Ricochet | Bounce projectiles off surfaces to hit targets behind cover, adding d6 to attack roll | 2 |
| Precision Shot | Aim for specific weak points or small targets with supernatural accuracy, adding d6 to attack roll | 2 |
Sharpshooter: Initiate
You begin to master the art of ranged combat, developing the fundamental skills that separate trained marksmen from those who simply point and shoot. Your focus on precision, timing, and understanding of projectile weapons marks the beginning of your journey toward legendary accuracy.
| Action | Description | AP Cost |
|---|---|---|
| Trick Shot | Make shots around corners or through obstacles that would normally be impossible, adding d4 to attack roll | 2 |
| Extended Range | Double the effective range of any ranged weapon while maintaining accuracy, adding d4 to long-distance attacks | 2 |
Sharpshooter: Master
Prerequisites: Sharpshooter: Scholar
You have achieved legendary mastery over ranged combat, capable of shots that seem impossible and dominance over entire battlefields through superior positioning and accuracy.
| Action | Description | AP Cost |
|---|---|---|
| Impossible Shot | Make any shot regardless of obstacles or visibility (GM discretion), adding d12 to attack roll | 4 |
Sharpshooter: Novice
Prerequisites: Sharpshooter: Adapt
You achieve mastery over advanced ranged techniques, capable of engaging multiple targets and making precisely controlled shots that disable rather than kill. Your skill transcends mere accuracy to encompass tactical application.
| Action | Description | AP Cost |
|---|---|---|
| Multiple Targets | Attack up to three different targets with single action, each attack gains d8 bonus | 3 |
| Knockout Shot | Non-lethal shot that renders target unconscious without lasting harm, adding d8 to attack roll | 3 |
Sharpshooter: Scholar
Prerequisites: Sharpshooter: Novice
Your mastery allows for surgical precision in targeting specific body parts and the ability to control entire areas through threatening fire. You can dictate the flow of battle through positioning and intimidation.
| Action | Description | AP Cost |
|---|---|---|
| Called Shot | Target specific limbs or equipment to disable or disarm, adding d10 and causing specific effects based on target | 3 |
| Suppressing Fire | Create area of threatening fire that enemies cannot safely enter, controlling 20-foot area for one turn | 3 base, +1 per additional turn |
Silver Tongue
Prerequisites: Greater Blessing of the Fae
This ability represents supernatural persuasion, allowing you to weave words with such otherworldly charm and conviction that listeners find themselves compelled to believe and act upon your suggestions. Your enhanced fae magic grants you the power to speak with the authority of the fairy courts themselves, making your words carry weight that transcends normal human communication.
By spending 2 AP, you can roll a d12 when attempting to convince someone of something, whether through honest persuasion or clever deception. The supernatural nature of your speech makes your arguments almost irresistibly compelling. For each additional AP you spend beyond the base cost, the target will continue to perform small favors for you for one hour, as your words create a lingering enchantment that compels minor acts of assistance and cooperation.
Skilled At ____
This ability represents true professional competence and mastery in a specific trade, craft, or specialized skill through years of dedicated practice and experience. Whether learned through formal apprenticeship, self-taught expertise, or natural talent refined over time, you have achieved a level of proficiency that allows you to handle routine tasks with consistent excellence while tackling even challenging applications with enhanced capability.
When selecting this ability, choose a specific skill from options such as:
- Blacksmithing and metalworking
- Jewelry making
- Leather crafting
- Carpentry and woodworking
- Herbalism
- Poison creation
- Potion making
- Ritual casting
- Sneaking and stealth
- Opening locks
- Finding and disarming traps
- Swimming
- Musical instruments (wind, woodwind, stringed, percussion)
- Driving vehicles
- Cartography and mapmaking
- Calligraphy and fine writing
- Cooking and food preparation
- Sailing and navigation
- Animal training
- Similar specialized trades and crafts
You automatically succeed at moderate difficulty (or easier) skill checks related to your chosen expertise, representing your reliable competence in everyday applications. For difficult or exceptional challenges within your area of skill, you gain a +3 bonus to your roll, reflecting your deep understanding of advanced techniques and problem-solving approaches.
Space-Time: Adapt
Prerequisites: Space-Time: Initiate
Your understanding of dimensional mechanics deepens, allowing you to phase objects through solid matter and manipulate space for combat advantage. You can step through space instantaneously and begin to affect living beings with your temporal powers. Previous abilities now use d6 instead of d4.
| Action | Description | AP Cost |
|---|---|---|
| Phase Shift | Phase object up to 5 cubic feet through solid matter for brief passage | 4 base, +1 per additional 5 cubic feet |
| Quick Step | Teleport up to 30 feet instantly as movement action | 4 |
| Mulligan Again | Same as Mulligan but can also force target to reroll in addition to modifying result | 4 |
| Distort Space | Damage target by teleporting small pieces of space away from them, adds d6 to attack | 4 |
| Spatial Ward | Incoming attacks are slightly displaced, imposing -3 penalty on attackers for one scene | 4 base, +1 for full day |
Space-Time: Initiate
You begin to understand the fundamental nature of space and time, gaining the ability to subtly manipulate distances, angles, and the flow of temporal events. This mastery allows you to compress actions, adjust outcomes, and perceive the hidden connections that bind people and objects across dimensional space. You can perform minor space-time manipulations for practical purposes, such as moving abnormally fast for brief moments, seeing distant objects clearly, or knowing exact time instinctively that might provide small situational bonuses (GM discretion).
| Action | Description | AP Cost |
|---|---|---|
| Double Action | Reduce combined action penalties by 3, allowing multiple targets without normal modifiers | 2 |
| Mulligan | Immediately after action result is declared, modify outcome by 3 in either direction | 2 |
| See Relationships | Perceive connection lines between people, showing bonds without revealing their nature | 2 |
| Summon Nearby Item | Teleport handheld item within 30 feet to your hand, ignore restrictions for items on your person | 2 |
Space-Time: Master
Prerequisites: Space-Time: Scholar
You have achieved complete mastery over the fundamental forces of space and time, capable of opening gateways between dimensions and creating devastating spatial anomalies that can destroy vast areas. Reality bends to accommodate your vision of how space and time should function. Previous abilities now use d12 instead of d10.
| Action | Description | AP Cost |
|---|---|---|
| Multiversal Gate | Create portal between different dimensions or realities | 20 |
| War Gate | Create large, stable portal lasting multiple hours for mass transportation | 20 |
| Black Hole | Teleport all matter in 120x120 foot radius to the void, creates minute-long vortex | 20 base, +1 per additional minute |
| Reality Anchor | Temporarily lock space-time in area, preventing all teleportation and temporal effects | 20 |
Space-Time: Novice
Prerequisites: Space-Time: Adapt
You achieve mastery over longer-range teleportation and can phase living beings through matter, though with dangerous consequences for extended phasing. Your spatial distortions can affect entire areas with devastating results. Previous abilities now use d8 instead of d6.
| Action | Description | AP Cost |
|---|---|---|
| Teleport | Transport yourself or others to any location within line of sight, unwilling targets contest Spirit | 10 |
| Phase Living | Phase yourself or others through solid matter, can’t breathe while phased | 10 |
| Distort Area | Create 20-foot radius of spatial distortion damaging all within the area | 10 |
| Time Dilation | Slow or accelerate time for single target, affecting their action speed for scene duration | 10 |
Space-Time: Scholar
Prerequisites: Space-Time: Novice
Your mastery allows you to create temporary gateways between distant locations, enabling transportation of groups and large objects across vast distances. Your understanding of dimensional mechanics approaches the theoretical limits of mortal comprehension. Previous abilities now use d10 instead of d8.
| Action | Description | AP Cost |
|---|---|---|
| Gate | Create temporary portal to predefined or line-of-sight location, lasts brief time per AP spent | 15 base, +1 per additional minute |
| Mass Teleport | Transport up to 10 individuals or objects simultaneously to distant location | 15 |
| Temporal Lock | Freeze single target in time, making them immune to all effects but unable to act | 15 |
| Spatial Maze | Trap enemies in folded space where distances become meaningless and escape is difficult | 15 |
Spatial Strike
This ability allows you to manipulate space around your target, creating small dimensional distortions that can disorient and harm opponents. Whether by briefly folding space, creating micro-teleportation effects, or generating small gravitational anomalies, you demonstrate basic mastery over spatial forces.
You make a contested roll using Brains + d4 against the target’s Agility, representing your understanding of spatial mechanics against their ability to adapt to the suddenly altered environment around them.
Spirit Bolt
This ability allows you to launch focused spiritual energy at your target, striking at their life force and spiritual essence rather than their physical form. Whether manifested as visible spiritual light, invisible life-draining energy, or pure soul-force, this attack demonstrates your connection to the spiritual realm.
You make a contested roll using Brains + d4 against the target’s Spirit, representing your understanding of spiritual forces against their willpower to maintain their spiritual integrity under assault.
Spirit: Adapt
Prerequisites: Spirit: Initiate
Your connection to the spirit realm deepens, allowing you to heal spiritual afflictions and create areas of spiritual harm. You can see fully into the spirit realm and interact with its inhabitants as if they were physical beings. Previous abilities now use d6 instead of d4.
| Action | Description | AP Cost |
|---|---|---|
| Heal Minor Curse | Remove Minor Spiritual Lasting Effects through spiritual cleansing | 4 |
| Sever the Link | Create 5x5 foot area that deals d6 damage to Spirit trait of all who enter | 4 |
| Pierce the Veil | Fully perceive and interact with spirit realm for scene duration | 4 |
| Spirit Barrier | Create protective ward adding d6 to contested rolls against your Spirit trait | 4 |
Spirit: Initiate
You begin to perceive the spiritual realms that exist alongside the physical world, gaining the ability to see and interact with ghosts, spirits, and the supernatural forces that influence daily life. This connection grants you “Second Sight” as a passive ability, allowing you to glimpse supernatural presences, sense when areas or people are touched by otherworldly forces, and feel when situations involve more than meets the eye. While you may not have specific details without using focused abilities, you possess an intuitive awareness that the world contains hidden depths and spiritual dimensions.
| Action | Description | AP Cost |
|---|---|---|
| Awaken Spirit | Temporarily give consciousness to object’s spirit, learning what it has experienced directly (wall knows who touched it, weapon knows who it has struck, door knows who has passed through) | 1 base, +1 per additional 10 minutes |
| Empowered Strike | Imbue attack with spiritual energy, adding d4 to weapon or spiritual energy strikes | 2 |
| Lay of Hands | Heal resilience damage through spiritual restoration, d4 healing per AP spent | 1 per d4 healing |
| Speak with Spirits | Converse with visible spirits and ghosts for 10 minutes | 1 base, +1 per additional 10 minutes |
Spirit: Master
Prerequisites: Spirit: Scholar
You have achieved complete mastery over life, death, and the spiritual forces that govern existence itself. You can inflict the most terrible curses, manipulate souls directly, and create entire spiritual domains under your control. Previous abilities now use d12 instead of d10.
| Action | Description | AP Cost |
|---|---|---|
| Severe Curse | Inflict Severe Spiritual Lasting Effect on target through devastating spiritual attack | 20 |
| Reincarnation | Transfer spirit from one body to another, granting new life in different form | 20 |
| Slay Living | Instantly kill target through spiritual severance, contested against their Spirit trait | 20 |
| Create Spirit Realm | Establish permanent demiplane under your control with customized spiritual laws | 20 |
Spirit: Novice
Prerequisites: Spirit: Adapt
You achieve mastery over the boundary between life and death, capable of revealing the spirit realm to others and beginning to manipulate the forces of undeath. Your power extends to inflicting spiritual curses and controlling mindless undead. Previous abilities now use d8 instead of d6.
| Action | Description | AP Cost |
|---|---|---|
| Reveal the Unseen | Make 50x50 foot radius’s spirit realm visible to all for scene duration | 10 |
| Minor Curse | Inflict Minor Spiritual Lasting Effect on target through spiritual attack | 10 |
| Heal Major Curse | Remove Major Spiritual Lasting Effects through advanced spiritual restoration | 10 |
| Animate Mindless Dead | Raise corpse as mindless undead servant under your control | 10 |
Spirit: Scholar
Prerequisites: Spirit: Novice
Your mastery allows you to inflict severe spiritual afflictions, bind spirits to your service, and create intelligent undead. You can open gateways to the spirit realm itself, allowing physical travel to otherworldly domains. Previous abilities now use d10 instead of d8.
| Action | Description | AP Cost |
|---|---|---|
| Major Curse | Inflict Major Spiritual Lasting Effect on target through powerful spiritual attack | 15 |
| Heal Severe Curse | Remove Severe Spiritual Lasting Effects through miraculous spiritual intervention | 15 |
| Bind Spirit | Compel spirit or ghost to serve you for extended period with specific tasks | 15 |
| Animate Sentient Dead | Raise corpse retaining personality and memories as intelligent undead servant | 15 |
| Gate to Spirit Realm | Create portal allowing physical travel to and from spirit realm | 15 |
Strong Willed
This ability represents your exceptional mental fortitude and force of personality that makes you both difficult to sway and compelling when trying to influence others. Whether through natural stubbornness, philosophical conviction, or hard-won experience with manipulation, you possess an unshakeable core of beliefs and the confidence to stand by them even under pressure.
You gain a +3 bonus to skill checks when resisting persuasion, intimidation, or other attempts to change your mind or influence your decisions. Additionally, you gain a +3 bonus when attempting to persuade others, as your obvious conviction and unwavering certainty tends to make your arguments more compelling and trustworthy to those you’re trying to convince.
Thrill of Battle
Prerequisites: Self Healing
This ability represents your capacity to draw energy and vitality from the heat of combat itself, finding strength through victory and the adrenaline rush of successful attacks. Whether through battle-hardened conditioning, supernatural resilience, or psychological satisfaction from defeating enemies, you can convert the excitement of landing blows into physical restoration.
Whenever you successfully deal damage to an opponent, you may spend 2 AP to roll d4 and heal that amount of resilience. This represents your body’s enhanced recovery response to combat success and your ability to draw strength from the thrill of battle itself.
Tough
Prerequisites: Self Healing
This ability represents your extraordinary physical and mental resilience that allows you to endure punishment that would cripple others. Whether through superior conditioning, stubborn determination, or supernatural constitution, you possess an almost inhuman capacity to absorb damage and keep functioning even when severely injured.
When you lose a combat encounter, you add 3 to your final negative result before determining consequences. While this cannot change a loss into a victory, it can significantly reduce the severity of your defeat. For example, if you would normally suffer -4 resilience damage from a lost combat, this ability would reduce that to -1 resilience damage instead, potentially saving you from more serious injury or lasting harm. This damage reduction stacks with armor reduction and other protective effects.
True Breathless
Prerequisites: Breathless
This ability represents transcendence of mortal respiratory needs, elevating you beyond the biological requirements that bind other living beings. Your supernatural connection to air has become so profound that you no longer depend on breathing for survival, existing in perfect harmony with the atmospheric forces around you regardless of environmental conditions.
Twist of Fate
This ability allows you to speak a dark fortune or prophecy that strikes at your target’s confidence and willpower, causing them to doubt themselves and experience a momentary crisis of faith. Whether delivered as a whispered prediction of failure or a pronouncement of inevitable doom, this attack uses the power of spoken fate to break down spiritual defenses.
You make a contested roll using Charm + d4 against the target’s Spirit, representing your ability to deliver compelling words of misfortune against their willpower to resist having their confidence shattered by your prophetic declarations.
War Master: Adapt
Prerequisites: War Master: Initiate
Your battlefield awareness grows to include techniques for breaking through enemy lines and overwhelming individual opponents through sheer force. You learn to use your momentum and positioning to maximum advantage.
| Action | Description | AP Cost |
|---|---|---|
| Overpower | Deliver devastating single attack with d6 bonus that can knock opponents backward or down | 2 |
| Push Through | Force your way past multiple enemies, moving through occupied spaces without provoking attacks | 2 |
War Master: Initiate
You begin to master the brutal art of battlefield combat, learning techniques designed for fighting multiple opponents simultaneously. Your training focuses on crowd control and efficient elimination of numerous foes rather than the finesse of single combat.
| Action | Description | AP Cost |
|---|---|---|
| Cleave | After defeating one opponent, immediately attack adjacent enemy with d4 bonus | 2 |
| Trip | Attempt to knock opponent off balance, contested Fight vs their Agility, success prevents their next action | 2 |
War Master: Master
Prerequisites: War Master: Scholar
You have achieved legendary mastery over battlefield combat, capable of controlling entire areas through your presence and delivering strikes that can severely wound even the toughest opponents.
| Action | Description | AP Cost |
|---|---|---|
| Battlefield Dominance | Control large area for one turn, all enemies within 20 feet suffer -3 to attacks while you gain +3 | 4 base, +2 per additional turn |
| Legendary Strike | Devastating attack with d12 bonus that severely wounds target | 4 |
War Master: Novice
Prerequisites: War Master: Adapt
You achieve mastery over advanced multi-target techniques and equipment destruction, capable of affecting multiple foes with single strikes and destroying enemy gear through focused attacks.
| Action | Description | AP Cost |
|---|---|---|
| Greater Cleave | Attack hits all adjacent enemies simultaneously with d8 bonus to each attack | 3 |
| Sundering Blow | Targeted strike that destroys enemy weapons or armor, adding d8 to attack roll | 3 |
War Master: Scholar
Prerequisites: War Master: Novice
Your mastery allows for techniques that inflict lasting damage and affect large groups of enemies with sweeping attacks. You can create wounds that persist beyond the immediate battle.
| Action | Description | AP Cost |
|---|---|---|
| Wounding Blow | Strike that inflicts Minor Lasting Physical Injury in addition to normal damage, adding d10 to attack | 3 |
| Mighty Swings | Make sweeping attacks affecting all enemies within weapon’s reach with d10 bonus | 3 |
Water Dweller
Prerequisites: One with Water
This ability represents transcendence of the boundary between air and water breathing, allowing you to exist as comfortably beneath the waves as above them. Your supernatural bond with aquatic environments has evolved to the point where water itself sustains you, granting the ability to extract life-giving essence directly from any liquid environment.
Wealthy
This ability represents your access to significant financial resources, whether through inheritance, successful business ventures, investments, or other sources of substantial income. Your wealth provides you with economic freedom that allows you to focus on adventures and pursuits without worrying about basic survival or earning daily wages.
You can afford most day-to-day expenses without concern, including quality food, comfortable lodging, standard equipment, and services that others might consider luxuries. When making expensive purchases such as property, vehicles, or rare items, you may need to wait briefly for funds to become available or liquidate assets, but such expenditures won’t bankrupt or financially ruin you. This financial security allows you to take risks and pursue goals that others might avoid due to economic constraints.
Weapons Group Training ____
This ability represents formal training or extensive experience with a specific category of weapons, teaching you the fundamental techniques, proper grip, balance points, and combat applications that separate trained fighters from those simply swinging dangerous objects. Whether learned through military service, apprenticeship under a weapons master, cultural tradition, or hard-won experience in countless battles, you have developed muscle memory and tactical understanding that allows you to wield these weapons with competence and confidence.
When selecting this ability, choose one weapons group: Swords (including daggers and knives), Staves and Polearms, Ranged Archaic (bows, crossbows, slings), Firearms (guns), or Hammers and Axes. You may add d4 when using weapons from the group, representing your mastery of the fundamental principles that govern their effective use. This ability can be taken multiple times, each time applying to a different weapons group.
Weapons Master ____
This ability represents true mastery of a single weapon achieved through years of dedicated practice, intensive study, and countless hours of training that have elevated your skill to legendary levels. Whether through obsessive devotion to perfecting your craft, training under a renowned master, or natural talent refined through extensive experience, you have transcended mere competence to achieve an almost supernatural connection with your chosen weapon. The weapon becomes an extension of your body, responding to your intentions as naturally as your own limbs.
When selecting this ability, choose any single weapon, including exotic or unusual options, or even unarmed combat techniques. You gain a +3 bonus to all skill checks involving the use of that weapon, whether in combat, demonstration, maintenance, or any other application. This bonus represents your complete understanding of the weapon’s capabilities, limitations, and potential. Additionally, you suffer no penalties for being untrained, as your mastery encompasses not just technique but deep theoretical knowledge of your chosen weapon’s principles and applications.