Ultimate Fable Guide
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- Permanently increase your maximum Mind Points by 5.
NameMax SLArcane Circle4Arcane Regeneration2When you summon an Arcanum, you recover (SL × 5) Hit Points.Tags: Arcanist, Core, Hit PointsBind and Summon1You may bind Arcana to your soul and summon them later. The Game Master will tell you the details of each binding process when you first encounter the Arcanum in question. You may use an action and spend 40 Mind Points to summon an Arcanum you have bound: the details of this process are explained on the next page. If you take this Skill at character creation, you begin play with one Arcanum of your choice already bound to you, chosen from the list on the next pages. Other than that, you may only obtain new Arcana through exploration and story progression.Tags: Arcanist, Core, Mind PointsEmergency Arcanum6As long as you are in Crisis, the cost for summoning your Arcana is reduced by (SL × 5) Mind Points.Tags: Arcanist, Core, Crisis, Mind PointsRitual Arcanism1You may perform Rituals of the Arcanism discipline, as long as their effects fall within the domains of one or more Arcana you have bound (see next pages). Arcanism Rituals use (WLP + WLP) for the Magic Check.Tags: Willpower (WLP), Arcanist, Core, Ritual, Spell -
- Permanently increase your maximum Mind Points by 5.
- You may perform Rituals whose effects fall within the Ritualism discipline.
NameMax SLConsume5After you deal damage to one or more creatures with a spell, if you have an arcane, dagger or flail weapon equipped, you recover (SL × 2) Mind Points.Tags: Arcane, Chimerist, Core, Dagger, Damage, Flail, Mind Points, SpellFeral Speech1You can always communicate with creatures of the beast, monster and plant Species.Tags: Chimerist, CorePathogenesis1When you deal damage to one or more creatures with one of your Chimerist spells, each of those creatures that share their Species with the creature you originally learned that spell from suffers poisoned.Tags: Chimerist, Core, Damage, Poison, Spell, StatusRitual Chimerism1You may perform Rituals whose effects fall within the Chimerism discipline. When you acquire this Skill, choose (INS + WLP) or (MIG + WLP). From now on, your Chimerism Rituals will use the chosen Attributes for the Magic Check.Tags: Insight (INS), Might (MIG), Willpower (WLP), Chimerist, Core, Ritual, SpellSpell Mimic10After a beast, monster, or plant creature you can see casts a spell and resolves its effects, you may learn that spell as a Chimerist spell of your own: if you do, record the Species of the creature you learned it from. When you first acquire this Skill, choose (INS + WLP) or (MIG + WLP). From now on, your offensive (🗲) Chimerist spells will use the chosen Attributes for the Magic Check, regardless of the Attributes used by the creature you learned the spell from. You may have up to (SL + 2) different Chimerist spells memorized this way. If you want to memorize a new Chimerist spell but are already at your limit, you must forget one of your old spells and replace it with the new spell.Tags: Insight (INS), Might (MIG), Willpower (WLP), Chimerist, Core, Spell -
- Permanently increase your maximum Hit Points by 5.
- Gain the ability to equip martial melee weapons and martial armor.
NameMax SLAgony5Once per turn (including other creatures’ turns), after you deal damage to one or more enemies you have a Bond towards, you may recover (SL × 2) Hit Points and (SL × 2) Mind Points.Tags: Bond, Core, Damage, Darkblade, Hit Points, Mind PointsDark Blood1As long as you are in Crisis, you gain Resistance to dark () damage and poison () damage.Tags: Core, Crisis, Damage, Dark, Darkblade, Poison, ResistanceHeart of Darkness1Once per scene, when you enter Crisis, you may choose a specific creature you can see that you don’t have a Bond towards. If you do, create a Bond of hatred towards that creature.Tags: Bond, Core, Crisis, DarkbladePainful Lesson3After another creature causes you to lose Hit Points (with an attack, a spell or any other method), you may immediately perform the Study action on that creature (page 74) for free. If you do, gain a bonus equal to (SL) to your Check. Remember, you can study the same aspect of a creature only once.Tags: Attack, Core, Darkblade, Hit Points, Spell, StudyShadow Strike5You have learned to channel your vital force into your attacks. You may use an action to perform a Shadow Strike: roll your current Might die and lose an amount of Hit Points equal to (the number rolled on your Might die). If this didn’t reduce your Hit Points to 0, you may perform a free attack with a weapon you have equipped: if this attack hits one or more targets, it deals extra damage equal to (SL + the number rolled on your Might die). However, all damage dealt by this attack becomes dark () and its damage type cannot be changed.Tags: Might (MIG), Attack, Core, Damage, Dark, Darkblade, Equipment, Hit Points -
- Permanently increase your maximum Mind Points by 5.
- You may perform Rituals whose effects fall within the Ritualism discipline.
NameMax SLCataclysm3When you cast a spell with a duration of “Instantaneous”, if you have an arcane weapon equipped, you may increase the spell’s total MP cost by up to (SL × 10) Mind Points. If you do so, the spell deals 5 extra damage for every 10 Mind Points by which you increased its cost this way.Tags: Arcane, Core, Damage, Elementalist, Equipment, Mind Points, SpellElemental Magic10Each time you acquire this Skill, learn one Elementalist spell (see next two pages). Offensive (🗲) Elementalist spells use (INS + WLP) for the Magic Check.Tags: Insight (INS), Willpower (WLP), Core, Elementalist, SpellMagical Artillery3When you cast an offensive spell (🗲), if you have an arcane weapon equipped, you gain a bonus to your Magic Check equal to (SL × 2).Tags: Arcane, Core, Elementalist, Equipment, SpellRitual Elementalism1You may perform Rituals whose effects fall within the Elementalism discipline. Elementalism Rituals use (INS + WLP) for the Magic Check.Tags: Insight (INS), Willpower (WLP), Core, Elementalist, Ritual, SpellSpellblade3When you cast an offensive spell (🗲) targeting a single creature, if the spell has a total Mind Point cost of (SL × 20) or lower, you may choose one non-arcane weapon you have equipped. If you do, your Magic Check for the spell uses the chosen weapon’s Accuracy Check formula; if that formula includes Dexterity, the Magic Check also gains a bonus equal to (SL). For instance, casting an Elementalist spell through a bronze sword (page 131) when you have Skill Level 2 in Spellblade will cause the Magic Check to be (DEX + MIG).Tags: Dexterity (DEX), Might (MIG), Core, Elementalist, Equipment, Mind Points, Spell -
- Permanently increase your maximum Mind Points by 5.
- You may perform Rituals whose effects fall within the Ritualism discipline.
NameMax SLAbsorb MP5After you suffer damage, you may recover (SL × 2) Mind Points.Tags: Core, Damage, Entropist, Mind PointsEntropic Magic10Each time you acquire this Skill, learn one Entropist spell (see next two pages). Offensive (🗲) Entropist spells use (INS + WLP) for the Magic Check.Tags: Insight (INS), Willpower (WLP), Core, Entropist, SpellLucky Seven1You have a lucky number; at the start of each session, that number is 7. Once per scene after you roll dice for a Check, you may replace the value shown on one of those dice with your lucky number (even if this would give an impossible value, such as a value of 7 on a d6). If you do, the replaced value becomes your new lucky number.Tags: Core, EntropistRitual Entropism1You may perform Rituals whose effects fall within the Entropism discipline. Entropism Rituals use (INS + WLP) for the Magic Check.Tags: Insight (INS), Willpower (WLP), Core, Entropist, Ritual, SpellStolen Time4During a conflict, you may use an action to interfere with the flow of time by spending up to (SL × 5) Mind Points. For every 5 Mind Points you spend this way, choose one option: one creature you can see suffers slow; or one creature you can see recovers from slow; or one enemy you can see that is suffering from slow loses (10 + (SL × 5)) Hit Points; or one creature you can see may perform the Equipment action for free; or choose one ally you can see that has yet to take a turn during this round: that ally may take their turn immediately after yours during this round. Each option can only be chosen once per use of this Skill.Tags: Core, Entropist, Equipment, Hit Points, Mind Points, Status -
- Permanently increase your maximum Hit Points by 5.
- Gain the ability to equip martial melee weapons and martial armor.
NameMax SLAdrenaline5As long as you are in Crisis, you deal (SL × 2) extra damage (be it with attacks, spells, Arcana, items or any other method).Tags: Attack, Core, Crisis, Damage, Fury, SpellFrenzy1Your Accuracy Checks with brawling, dagger, flail and thrown weapons trigger a critical success if both dice show the same number (and the Check is not a fumble).Tags: Brawling, Core, Critical Success, Dagger, Flail, Fumble, Fury, ThrownIndomitable Spirit4When you spend one or more Fabula Points, you get an additional benefit — choose one option: you recover (SL × 5) Hit Points; or you recover (SL × 5) Mind Points; or you recover from a single status effect of your choice.Tags: Core, Fabula Point, Fury, Hit Points, Mind Points, StatusProvoke5You may use an action and spend 5 Mind Points to perform an Opposed (MIG + WLP) Check against an enemy you can see — describe how you taunt them! If you succeed, the target suffers enraged, is compelled to focus their attention on you, and must include you among the targets of their attacks and offensive spells (🗲) if able. This compulsion ends if you fall unconscious or leave the scene, if the creature is no longer enraged, or if they are successfully provoked by someone else. You gain a bonus equal to (SL) to your (MIG + WLP) Checks for this Skill.Tags: Might (MIG), Willpower (WLP), Attack, Core, Fury, Mind Points, Spell, StatusWithstand5When you perform the Guard action, if you choose not to provide cover to another creature, you recover Hit Points equal to (5 + (SL, multiplied by the highest strength among your Bonds)) and choose Might or Willpower: you treat the chosen Attribute as being one die size higher (up to a maximum of d12) until the end of your next turn.Tags: Might (MIG), Willpower (WLP), Bond, Core, Fury, Guard, Hit Points -
- Permanently increase your maximum Hit Points by 5.
- Gain the ability to equip martial armor and martial shields.
NameMax SLBodyguard1If you perform the Guard action and choose to provide cover to an ally, that creature gains Resistance to all damage types until the start of your next turn.Tags: Core, Damage, Guard, Guardian, ResistanceDefensive Mastery5As long as you have a shield or martial armor equipped, all damage you suffer is reduced by (SL) (applied before damage Affinities).Tags: Core, Damage, Equipment, GuardianDual Shieldbearer1You may now equip a shield in your main hand slot. As long as you have two shields equipped, you gain the sub-labels of both items and may treat them as the following combined two-handed melee brawling weapon: Twin Shields (MIG + MIG) (HR + 5) physical (). Deals extra damage equal to your (SL) in Defensive Mastery (above).Tags: Might (MIG), Brawling, Core, Damage, Equipment, Guardian, Melee, Physical, Two-HandedFortress5Permanently increase your maximum Hit Points by (SL × 3).Tags: Core, Guardian, Hit PointsProtect1When another creature is threatened by an attack, spell or other danger, you may take their place (any Checks that are part of the danger will be performed against you; you may declare the use of this Skill before or after the Checks have been made). If the danger already affected you, it affects you twice (resolve both instances separately); you also cannot protect multiple creatures from the same danger. If you use this Skill during a conflict, you cannot use it again until the start of your next turn.Tags: Attack, Core, Guardian, Spell -
- Permanently increase your maximum Mind Points by 5.
NameMax SLFlash of Insight3When you get a Result of 13 or higher on a Check performed to investigate a creature, item or location — this includes using the Study action during a conflict — you may ask the Game Master up to (SL) questions concerning the subject of your investigation. You may ask these questions immediately or save them for later; whenever you ask one of these questions, the Game Master will answer truthfully and you will describe your character’s deductive process. This Skill may only be used once on the same creature, item or location.Tags: Core, Loremaster, StudyFocused5Permanently increase your maximum Mind Points by (SL × 3). When you perform an Open Check using (INS + INS), you gain a bonus equal to (SL) on that Check (this only applies to Open Checks).Tags: Insight (INS), Core, Loremaster, Mind PointsKnowledge Is Power1When you perform an Accuracy Check, you may replace one of the Attribute dice with Insight (such as (INS + INS) for a pistol or (INS + MIG) for a waraxe).Tags: Insight (INS), Might (MIG), Core, LoremasterQuick Assessment6At the start of a conflict, you may spend up to (SL × 5) Mind Points. For every 5 Mind Points you spend this way, choose one option: choose a creature you can see and the GM reveals one of their Traits; or name a damage type and choose a creature you can see, and the GM reveals that creature’s Affinity towards that damage type.Tags: Core, Damage, Loremaster, Mind PointsTrained Memory1You may perfectly recall the details of any scene you have visited within the past week. You can “go back in time” within your mind in order to examine and investigate such scenes again — your Flash of Insight Skill will apply to these memories as well.Tags: Core, Loremaster, Study -
- Permanently increase your maximum Mind Points by 5.
NameMax SLCondemn6You may use an action and spend 5 Mind Points to perform an Opposed (INS + WLP) Check against an enemy that can hear and understand you. If you succeed, that enemy loses (SL × 5) Mind Points, suffers a status effect of your choice between dazed and shaken, and all sources deal (SL) extra damage to them until the start of your next turn. You gain a bonus equal to (SL) to your (INS + WLP) Checks for this Skill.Tags: Insight (INS), Willpower (WLP), Core, Damage, Mind Points, Orator, StatusEncourage6You may use an action and spend 5 Mind Points to choose an ally that can hear and understand you. That ally recovers (SL × 10) Hit Points and chooses Dexterity, Insight, Might, or Willpower: they treat the chosen Attribute as being one die size higher (up to a maximum of d12) until the start of your next turn.Tags: Dexterity (DEX), Insight (INS), Might (MIG), Willpower (WLP), Core, Hit Points, Mind Points, OratorMy Trust in You2When another Player Character who is able to hear you rolls dice for a Check, you may spend 1 Fabula Point and invoke one of their Traits or Bonds in order to let them reroll dice or improve the Result of the Check (following the normal rules). Then, if you have a Bond towards that character, they recover (SL × 10) Mind Points.Tags: Bond, Core, Fabula Point, Mind Points, OratorPersuasive2When you successfully perform a Check to fill or erase sections of a Clock, if your approach relied on charm, diplomacy, deception or intimidation, you may spend up to (SL × 20) Mind Points. If you do, fill or erase an additional section of that Clock for every 20 Mind Points you spend this way.Tags: Clock, Core, Mind Points, OratorUnexpected Ally1You may use an action and spend 1 Fabula Point to choose a non-hostile creature able to hear and understand you. If you do, that creature becomes helpful towards you so long as you are kind and respectful to them and your requests are reasonable.Tags: Core, Fabula Point, Orator -
- Permanently increase your maximum Inventory Points by 2.
NameMax SLCheap Shot5When you hit a creature with an attack, if the attack only targeted that creature and they are suffering from one or more status effects, you may have it deal extra damage equal to (SL + the number of status effects on the creature).Tags: Attack, Core, Damage, Rogue, StatusDodge3As long as you have no shields and no martial armor equipped, your Defense score is increased by (SL).Tags: Core, Defense, Equipment, RogueHigh Speed3At the start of a conflict, you may spend 10 Mind Points. If you do, choose one option and apply it before the start of the first round: perform a free attack with a weapon you have equipped; or perform the Hinder or Objective action for free. You also gain a bonus equal to (SL) to all Checks you perform as part of the chosen option.Tags: Attack, Core, Equipment, Hinder, Mind Points, Objective, RogueSee You Later1You may use an action and spend 1 Fabula Point to vanish from the current scene, reappearing whenever you want during a different scene in which another Player Character is present. Describe how you escaped and miraculously got here!Tags: Core, Fabula Point, RogueSoul Steal5During a conflict, you may use an action to perform a (DEX + WLP) Check against the Magic Defense of an enemy you can see. If you succeed and the target is a soldier, you regain (SL) Inventory Points; if they are an elite or champion, the GM gives you their soul treasure, an item worth an amount of zenit equal to or lower than (the target’s level multiplied by 30, or by 50 if they are a Villain). This soul treasure appears in your backpack; a creature can be successfully stolen from with this Skill only once. You gain a bonus equal to (SL) to your (DEX + WLP) Checks for this Skill.Tags: Dexterity (DEX), Willpower (WLP), Core, Inventory Points, Magic Defense, Rogue, Zenit -
- Permanently increase your maximum Hit Points by 5.
- Gain the ability to equip martial ranged weapons and martial shields.
NameMax SLBarrage1When you perform a ranged attack, you may spend 10 Mind Points to choose one option: the attack gains multi (2); or you increase the attack’s multi property by one, up to a maximum of multi (3).Tags: Attack, Core, Mind Points, Multi, Ranged, SharpshooterCrossfire1After a creature you can see performs a ranged attack, you may spend an amount of Mind Points equal to (5 + the Result of their Accuracy Check) to have the attack automatically miss all targets. You can only use this Skill if you have a ranged weapon equipped, and it has no effect if the Accuracy Check was a critical success.Tags: Attack, Core, Critical Success, Equipment, Mind Points, Ranged, SharpshooterHawkeye5When you perform the Guard action, if you choose not to provide cover to another creature, you may choose one option: the next ranged attack you perform before the end of the current scene will deal (SL × 3) extra damage; or you may perform a free attack with a bow or firearm you have equipped, treating your High Roll as 0 when calculating damage dealt by this attack.Tags: Attack, Bow, Core, Damage, Equipment, Firearm, Guard, Ranged, SharpshooterRanged Weapon Mastery4You gain a bonus equal to (SL) to all Accuracy Checks with ranged weapons.Tags: Core, Ranged, SharpshooterWarning Shot4When you hit one or more targets with a ranged attack that would deal damage, you may have the attack deal no damage. If you do, choose one option: inflict shaken on each target hit by the attack; or inflict slow on each target hit by the attack; or each target hit by the attack loses (SL × 10) Mind Points. Describe your maneuver!Tags: Attack, Core, Damage, Mind Points, Ranged, Sharpshooter, Status -
- Permanently increase your maximum Mind Points by 5.
- You may perform Rituals whose effects fall within the Ritualism discipline.
NameMax SLHealing Power2When you cast a spell that targets one or more allies, if you have an arcane weapon equipped, you may have each of those allies recover an amount of Hit Points equal to (3 + (SL, multiplied by the number of Bonds you have)). This healing is separate from any healing caused by the effects of the spell.Tags: Arcane, Bond, Core, Equipment, Hit Points, Spell, SpiritistRitual Spiritism1You may perform Rituals whose effects fall within the Spiritism discipline. Spiritism Rituals use (INS + WLP) for the Magic Check.Tags: Insight (INS), Willpower (WLP), Core, Ritual, Spell, SpiritistSpiritual Magic10Each time you acquire this Skill, learn one Spiritist spell (see next two pages). Offensive (🗲) Spiritist spells use (INS + WLP) for the Magic Check.Tags: Insight (INS), Willpower (WLP), Core, Spell, SpiritistSupport Magic1When you cast a spell that targets one or more allies, if you have an arcane weapon equipped, you may choose one of those allies you have a Bond towards. If you do, that ally gains a bonus to the next Check they perform during the current scene; this bonus is equal to the strength of your Bond towards them.Tags: Arcane, Bond, Core, Equipment, Spell, SpiritistVismagus1When you cast a spell, if you don’t have enough Mind Points to pay for its total cost, you may choose to spend an amount of Hit Points equal to (10 + the spell’s total MP cost) instead. If a spell cast this way would cause you to recover Hit Points, you instead recover no Hit Points (the spell functions normally on any other target).Tags: Core, Hit Points, Mind Points, Spell, Spiritist -
- Permanently increase your maximum Inventory Points by 2.
- You may initiate projects.
NameMax SLEmergency Item1Once per conflict scene, if you are in Crisis, you may perform an additional action on your turn. This action must be the Inventory action.Tags: Core, Crisis, TinkererGadgets5When you first acquire this Skill, choose a gadget type: alchemy, infusions or magitech (see next four pages). You gain its basic sub-labels. Whenever you take this Skill again, choose one option: you gain the basic sub-labels of a new gadget type; or you gain the advanced sub-labels of a gadget type whose basic sub-labels you already obtained; or you gain the superior sub-labels of a gadget type whose advanced sub-labels you already obtained.Tags: Core, TinkererPotion Rain2When you create a potion that restores a single creature’s HP and/or MP, you may have it affect up to (SL) additional creatures. If you do, the potion only restores half the normal amount of HP and MP to each creature.Tags: Core, Hit Points, Mind Points, TinkererSecret Formula5Magispheres and potions you create that restore HP and/or MP restore (SL × 5) additional HP and/or MP, respectively. Elemental shards, magispheres, and potions you create deal (SL) extra damage.Tags: Core, Damage, Hit Points, Mind Points, TinkererVisionary5When you work on a Project, up to (SL × 100) zenit of material costs are automatically paid; additionally, you generate an additional (SL) progress every day. If multiple characters with this Skill work on the same Project, the effects will be cumulative.Tags: Core, Project, Tinkerer, Zenit -
- Permanently increase your maximum Inventory Points by 2.
NameMax SLFaithful Companion5Together with your group, create a level 5 beast, construct, elemental or plant NPC (page 302) that becomes your companion: this creature has no initiative score and does not level up, can have a maximum of two basic attacks, gains a bonus equal to (SL) to Accuracy Checks and Magic Checks, and their maximum Hit Points are equal to ((SL, multiplied by the companion’s base Might size) + half your level). Your companion doesn’t get an independent turn during conflicts, but you can use an action to have them perform an action (once per turn). If your companion is affected by any turn-related effects (page 77), these are based on your turn. Your companion joins and leaves scenes when you do, and gains your same sub-labels for rests. If reduced to 0 HP, your companion flees the scene and rejoins you at the start of the next scene in which you are present, with current HP equal to their Crisis score.Tags: Companion, Core, Crisis, Hit Points, WayfarerResourceful4You regain (SL) Inventory Points after each travel roll (page 106).Tags: Core, Inventory Points, Travel, WayfarerTavern Talk3When you rest inside an inn or tavern, you may ask the Game Master up to (SL) questions about your surroundings and the people who live here; the Game Master will answer truthfully and you describe how you gathered the information.Tags: Core, WayfarerTreasure Hunter2When your group journeys on the world map, you will make a discovery on a roll of (SL + 1) or lower on the travel roll (instead of only on a 1).Tags: Core, Travel, WayfarerWell-Traveled1You reduce the die rolled for your travel rolls by one size (to a minimum of d6). If multiple characters have this Skill, the effects are not cumulative.Tags: Core, Travel, Wayfarer -
- Permanently increase your maximum Hit Points by 5.
- Gain the ability to equip martial ranged weapons and martial shields.
NameMax SLBladestorm1When you perform a melee attack, you may spend 10 Mind Points to choose one option: the attack gains multi (2); or you increase the attack’s multi property by one, up to a maximum of multi (3).Tags: Attack, Core, Melee, Mind Points, Multi, WeaponmasterBone Crusher4When you hit one or more targets with a melee attack that would deal damage, you may have the attack deal no damage. If you do, choose one option: inflict dazed on each target hit by the attack; or inflict weak on each target hit by the attack; or each target hit by the attack loses (SL × 10) Mind Points. Describe your maneuver!Tags: Attack, Core, Damage, Melee, Mind Points, Status, WeaponmasterBreach3You may use an action and spend 5 Mind Points to perform a free attack with a melee weapon you have equipped. This attack must target a single creature. If the attack is successful, it deals no damage and you choose one option: you destroy one shield equipped by the target; or you destroy the target’s equipped armor; or all sources deal (SL × 2) extra damage to the target until the start of your next turn.Tags: Attack, Core, Damage, Equipment, Melee, Mind Points, WeaponmasterCounterattack1After an enemy hits or misses you with a melee attack, if the Result of their Accuracy Check was an even number, you may perform a free attack against that enemy (after their attack has been fully resolved). This attack must be a melee attack and must have that enemy as its only target; treat your High Roll as 0 when calculating damage dealt by this attack.Tags: Attack, Core, Damage, Melee, WeaponmasterMelee Weapon Mastery4You gain a bonus equal to (SL) to all Accuracy Checks with melee weapons.Tags: Core, Melee, Weaponmaster -
- Permanently increase your maximum Mind Points by 5.
NameMax SLMagichant10On your turn during a conflict scene, you may use an action and spend a variable amount of MP to weave voice and music into a magical effect known as a verse. You may only sing one verse per turn, even if you have access to multiple actions; the full rules for verses can be found starting on the next page. When you first acquire this Skill, you learn all three volumes, plus one key and one tone (see next page). Whenever you acquire this Skill again, you may learn one key or one tone (your choice).Tags: Chanter, High Fantasy, Mind Points, VersesResonance3After you affect one or more enemies with a verse, if you have an arcane weapon equipped, you may choose one option: until the start of your next turn, your allies deal (SL) extra damage to those enemies; or until the start of your next turn, you recover (SL) Mind Points every time one of those enemies suffers damage (if the same source deals damage to two or more of those enemies at the same time, you recover (SL) MP for each damaged enemy).Tags: Arcane, Chanter, Damage, Equipment, High Fantasy, Mind Points, VersesSiren’s Song1You gain the ability to perform Rituals of the Ritualism discipline; additionally, you may use Ritualism to create hearing-based illusions.Tags: Chanter, High Fantasy, Ritual, SpellSound Barrier5After you sing a verse with medium or high volume, all physical () damage you suffer until the start of your next turn is reduced by (SL) (applied before Affinities).Tags: Chanter, Damage, High Fantasy, Physical, VersesVibrato1After you sing a verse with low or medium volume, you may perform a free attack with a weapon you have equipped; treat your High Roll (HR) as 0 when calculating damage dealt by this attack.Tags: Attack, Chanter, Damage, Equipment, High Fantasy, Verses -
- Permanently increase your maximum Hit Points by 5.
- Gain the ability to equip martial melee weapons and martial ranged weapons.
NameMax SLBishop’s Edict5During a conflict, you may use an action and spend 10 Mind Points to choose one option: all MP costs are doubled; or all sources of damage deal (SL × 3) extra damage. The chosen effect lasts until the start of your next turn.Tags: Commander, Damage, High Fantasy, Mind PointsCharging Cavalry5During a conflict, you may use an action and spend 10 MP to choose one ally that can hear you. That ally may perform a free attack with a weapon they have equipped (or with a basic attack if they are an NPC). They gain a bonus equal to (SL) to the Accuracy Check, but treat their High Roll as 0 when calculating damage.Tags: Attack, Commander, Damage, Equipment, High Fantasy, Mind PointsCrushing Chariot1After you use Bishop’s Edict, Charging Cavalry or King’s Castle, you may choose another Player Character that can hear you who has yet to take a turn during this round. That character may take their turn immediately after yours during this round.Tags: Commander, High FantasyKing’s Castle4During a conflict, you may use an action and spend 10 Mind Points to choose one option: no creature can recover Hit Points or Mind Points; or all effects that restore Mind Points restore (SL × 5) additional Mind Points. The chosen effect lasts until the start of your next turn.Tags: Commander, High Fantasy, Hit Points, Mind PointsQueen’s Gambit6During a conflict, you may use an action to perform a free attack with a weapon you have equipped, treating your High Roll as 0 when calculating damage. After this attack has been resolved, you may choose one option: one ally who is able to hear you recovers (5 + (SL × 5)) Hit Points; or you use a Skill you acquired among Bishop’s Edict, Charging Cavalry or King’s Castle for free (spending the appropriate MP).Tags: Attack, Commander, Damage, Equipment, High Fantasy, Hit Points, Mind Points -
- Permanently increase your maximum Hit Points or Mind Points by 5 (your choice).
NameMax SLDance10Each time you take this Skill, you learn a dance (see next page). On your turn during a conflict scene, if you have no martial armor equipped, you may spend 10 Mind Points to perform a dance you have learned. This doesn’t require an action, but it can only be done once per turn, while no other effect is being resolved. If you already performed a different dance during your previous turn in this scene, the cost of the new dance is reduced to 5 Mind Points. Some dances are instantaneous and resolve immediately, while others have effects that last until the start of your next turn.Tags: Dances, Dancer, High Fantasy, Mind PointsFollow My Lead1When you perform a dance with a duration of “Until the start of your next turn”, you may spend 10 Mind Points. If you do, choose one ally you can see towards whom you have a Bond of affection: apply the sub-labels of the dance to that ally as well as yourself (the sub-labels still last until the start of your next turn).Tags: Bond, Dances, Dancer, High Fantasy, Mind PointsFrenetic Footwork2After you perform a dance with a duration of “Until the start of your next turn”, you gain a bonus equal to (SL × 2) to all Opposed Checks that rely on acrobatics, coordination or speed until the start of your next turn.Tags: Dances, Dancer, High FantasyQuick-Change1After you perform a dance, you may perform the Equipment action for free.Tags: Dances, Dancer, Equipment, High FantasyWardancer5After you perform a dance, your attacks with brawling, dagger, flail, sword, and thrown weapons deal (SL) extra damage until the start of your next turn. If you have an arcane weapon equipped, offensive spells (🗲) you cast also deal (SL) extra damage until the start of your next turn.Tags: Arcane, Brawling, Dagger, Damage, Dances, Dancer, Equipment, Flail, High Fantasy, Spell, Sword, Thrown -
- Permanently increase your maximum Inventory Points by 2.
NameMax SLMagic Symbols3If an ally bears one of your symbols, that ally may perform the Spell action and destroy that symbol to cast a single spell among those you know, as long as it has a total Mind Point cost equal to or lower than (SL × 10) (that ally must still pay the MP cost).Tags: High Fantasy, Mind Points, Spell, Symbols, SymbolistMirage1You gain the ability to perform Rituals of the Ritualism discipline; additionally, you may use Ritualism to create sight-based illusions.Tags: High Fantasy, Ritual, Spell, SymbolistPersonal Touch5When a creature you can see that is bearing one of your symbols suffers damage or recovers Hit Points and/or Mind Points, you may have that creature suffer (SL) extra damage or recover (SL) additional Hit Points and/or Mind Points, respectively.Tags: Damage, High Fantasy, Hit Points, Mind Points, Symbols, SymbolistSymbolic Connection1You always know the exact direction in which to find any creature bearing one of your symbols, as long as that creature is within 2 travel days of your position.Tags: High Fantasy, Symbols, Symbolist, TravelSymbolism5Each time you acquire this Skill, you learn two symbols (see next page). You may have up to (SL + 1) symbols active at the same time; if you create more while at your limit, you must first choose and destroy some of your previous symbols. You may perform the Inventory action and spend 2 Inventory Points to create a symbol you have learned and choose one option: apply that symbol to yourself; or apply that symbol to an ally you can see; or perform a free attack with a weapon you have equipped. This attack deals no damage, but you apply a copy of the chosen symbol to each enemy hit by the attack (each copy counts as a separate symbol towards your limit or (SL + 1) active symbols).Tags: Attack, Damage, Equipment, High Fantasy, Inventory Points, Symbols, Symbolist -
- Permanently increase your maximum Hit Points or Mind Points by 5 (your choice).
NameMax SLBattle Gardening3After you plant a magiseed through the Chloromancy Skill (not when using Graft), you may choose one option: perform a free attack with an equipped weapon; or perform the Spell action for free, casting a spell with a total Mind Point cost equal to or lower than (5 + (SL × 5)) (you must still pay its MP cost). Treat the High Roll (HR) of your Accuracy Check or Magic Check as being equal to 0 when determining damage dealt by this attack or spell.Tags: Attack, Damage, Equipment, Floralist, Garden, Mind Points, Natural Fantasy, Skill, SpellChloromancy10Each time you acquire this Skill, you discover a new type of magiseed from the list found in the next pages. During a conflict, if there are no magiseeds in your garden, you may use an action and spend 20 Mind Points to plant a magiseed of a type you have discovered. The rules for the garden and for magiseed growth can be found in the next pages.Tags: Floralist, Garden, Mind Points, Natural Fantasy, SkillGraft1As long as there is a magiseed in your garden and 1 or more sections of your Growth Clock are filled, you may use an action to remove that magiseed from your garden: if you do, plant a different magiseed among those you have discovered (keep the current filled sections of your Growth Clock unchanged).Tags: Clock, Floralist, Garden, Natural FantasyTree of Life5When a magiseed is removed from your garden, you may choose one creature you can see: if that creature is in Crisis, they recover (5 + (SL × 5)) Hit Points.Tags: Crisis, Floralist, Garden, Hit Points, Natural FantasyVerdant Sway1You gain the ability to perform Rituals of the Ritualism discipline; additionally, you may use Ritualism to create, animate, and/or control vegetation, pollen, spores, and toxins (but you cannot create nor control plant-Species NPCs this way).Tags: Floralist, Natural Fantasy, Ritual -
- Permanently increase your maximum Inventory Points by 2.
- You may start Projects to create unique foods and drinks; they are always consumable and their area is based on the number and type of creatures you need to nourish.
NameMax SLCooking5When you rest inside a settlement, you gain (SL) ingredients (see next page). You may use an action and combine 2 or 3 ingredients to prepare a delicacy (see next page) and choose one option: you apply its effects to yourself or an ally you can see; or you perform a free attack with a weapon you have equipped. This attack deals no damage, but you apply the delicacy’s effects to each enemy hit by the attack. You may carry up to 10 + (SL × 5) ingredients, and they will never spoil until you use them; if you take this Skill during character creation, you begin play with ten ingredients with random tastes.Tags: Attack, Damage, Equipment, Gourmet, Ingredients, Natural FantasyKnife and Fork1When you perform the free attack granted by the Cooking Skill, if you combined no more than 2 ingredients, you may have the attack deal damage as normal. If you do, you treat your High Roll (HR) as 0 when calculating damage dealt by this attack.Tags: Attack, Damage, Gourmet, Ingredients, Natural Fantasy, SkillMade with Love3When you use the Cooking Skill and choose to apply the effects of the delicacy to yourself or an ally you can see, you may spend up to (SL × 10) MP. For every 10 MP you spend this way, apply the delicacy’s effects to an additional ally you can see.Tags: Gourmet, Mind Points, Natural Fantasy, SkillSalt and Pepper1When you prepare a delicacy, you may spend 2 Inventory Points: if you do, change the taste of one ingredient to a different taste of your choice.Tags: Gourmet, Ingredients, Inventory Points, Natural FantasyTraveling Cook3After each travel roll, if you acquired the Cooking Skill, you gain (SL × 2) ingredients.Tags: Gourmet, Ingredients, Natural Fantasy, Skill, Travel -
- Permanently increase your maximum Hit Points or Mind Points by 5 (your choice).
NameMax SLElemental Harmony2You may always communicate with creatures of the elemental Species. When you restore a creature’s Hit Points with an invocation or spell, if an elemental is present on the scene, the restored amount is increased by (SL × 5).Tags: Hit Points, Invocations, Invoker, Natural Fantasy, SpellInvocation3You may use an action and spend 5 Mind Points to perform an invocation, drawing energy from one of the wellsprings present on the scene (see next page). Your (SL) in this Skill determines which invocations you have access to.Tags: Invocations, Invoker, Mind Points, Natural Fantasy, SkillLinked Invocation3When you perform an invocation, you may spend up to (SL × 10) additional Mind Points. For every 10 Mind Points you spend this way, the invocation may target an additional creature you can see.Tags: Invocations, Invoker, Mind Points, Natural FantasyRipples5After an enemy you can see loses Hit Points due to damage dealt by one of your allies, if that damage was increased by one or more of your “hex” invocations, you may perform a free attack with a weapon you have equipped. This attack may only target that enemy, and receives a bonus equal to (SL) to its Accuracy Check; if it is successful, all its damage becomes of the same type dealt by your ally, and all “hex” invocations present on its target end immediately after the attack has been resolved. If two or more enemies trigger this Skill at the same time, you can perform a free attack against each of them, in whatever order you prefer.Tags: Attack, Damage, Equipment, Hit Points, Invocations, Invoker, Natural Fantasy, SkillWellspring Expansion5As long as you have a weapon belonging to the arcane, bow, brawling, flail, sword, or thrown Category equipped, your “blast” invocations deal (SL) extra damage, and the extra damage granted by your “hex” invocations is increased by (SL).Tags: Arcane, Bow, Brawling, Damage, Flail, Invocations, Invoker, Natural Fantasy, Sword, Thrown -
- Permanently increase your maximum Inventory Points by 2.
NameMax SLExpiration Date3When a potion or delicacy (see page 151) you created that does not deal damage causes one or more creatures to recover Hit Points, you may instead have it deal poison () damage equal to (half your level + (SL × 10)) to each of those creatures. This damage’s type cannot change, and it is halved if you are dealing damage to two or more creatures.Tags: Damage, Hit Points, Merchant, Natural Fantasy, PoisonI've Heard of It!3After you or an ally who is able to hear and understand you roll dice for a Check to examine a creature, item, or location, you may spend 1 Trade Point to grant a bonus equal to (SL × 2) to the Result of that Check.Tags: Merchant, Natural Fantasy, Trade PointsPrivate Stock3When you or another Player Character spend (SL + 2) or fewer Inventory Points, you may spend 1 Trade Point to ignore that cost.Tags: Inventory Points, Merchant, Natural Fantasy, Trade PointsReal Treasure3Once per session, when you help an NPC or community defeat greed and corruption, improve their quality of life, or coexist with other creatures, if you have acquired the Winds of Trade Skill, you gain (SL + 1) Trade Points.Tags: Merchant, Natural Fantasy, Skill, Trade PointsWinds of Trade3After you rest in an area where commerce is possible, you gain (SL + 1) Trade Points. You may never have more than (SL + 3) Trade Points; if you acquire this Skill during character creation, you begin play with 2 Trade Points. During a non-conflict scene, you may spend 2 Trade Points to choose one option: you create a material or rare item approved by the Game Master whose value in zenit is equal to or lower than (your level, multiplied by 30); or you create an NPC that lives nearby and explain their occupation as well as how you met them, then the Game Master tells you what they require in exchange for their services.Tags: Merchant, Natural Fantasy, Skill, Trade Points, Zenit -
- Permanently increase your maximum Mind Points by 5.
NameMax SLCognitive Focus5At the start of your turn during a conflict, you may choose one ally who is able to hear you or one enemy you can see that is suffering from dazed, enraged, and/or shaken. Until the start of your next turn, the chosen creature becomes your focus. You gain a bonus equal to (SL) to Checks you perform to examine your focus, as well as to your Accuracy Checks and Magic Checks for attacks and offensive spells (🗲) that include your focus among the targets. When you cause your focus to recover Hit Points and/or Mind Points, they recover (SL × 2) additional HP and/or MP, respectively.Tags: Attack, Esper, Hit Points, Mind Points, Spell, Status, Techno FantasyHypercognition5The Mind Point cost of your spells and verses (High Fantasy Atlas, page 138) that include your focus among their targets is reduced by (SL), or by (SL × 2) if your focus is the only target (to a minimum cost of 0 Mind Points).Tags: Esper, Mind Points, Spell, Techno Fantasy, VersesNavigator1You can communicate telepathically with any conscious ally within 1 travel day of you; you are able to hear each other for the sake of Skills and effects. You gain the ability to perform Rituals of the Ritualism discipline. Additionally, you may use Ritualism to transport creatures in and out of the soul network, and to gain information and track entities while inside the soul network.Tags: Esper, Ritual, Skill, Techno Fantasy, TravelPsychic Gifts5Each time you take this Skill, you gain a gift. The rules for gifts and for the Brainwave Clock can be found on the next page.Tags: Clock, Esper, Gifts, Skill, Techno FantasyPsychokinesis1When you perform an Accuracy Check, you may replace one of the Attribute dice with Willpower (such as (DEX + WLP) for a shortbow). Additionally, your melee attacks with weapons belonging to the arcane or sword Categories may target flying creatures.Tags: Willpower (WLP), Arcane, Attack, Esper, Melee, Sword, Techno Fantasy -
- Permanently increase your maximum Hit Points by 5.
NameMax SLAkromorphosis3Your unarmed strikes deal (6 + (SL × 2)) extra damage, and you gain a bonus equal to (SL) to your Accuracy Checks with them. At the start of your turn during a conflict, you may choose a weapon Category other than brawling. If you do, your unarmed strikes now belong to the chosen Category. If you choose bow, firearm or thrown, they become ranged weapons instead of melee. If you choose dagger or sword, they cannot be used with Triple Slash (High Fantasy Atlas, page 161). These changes last until the start of your next turn.Tags: Bow, Brawling, Dagger, Damage, Firearm, Melee, Mutant, Ranged, Sword, Techno Fantasy, ThrownBiophagy4After one of your attacks or offensive spells (🗲) causes one or more enemies to lose Hit Points, if you are in Crisis, you may recover (SL × 5) Hit Points.Tags: Attack, Crisis, Hit Points, Mutant, Spell, Techno FantasyEcdysis1After you lose Hit Points due to damage, if that damage had a type other than physical (), you may spend 10 Hit Points to gain Resistance to that damage type until you use this Skill again.Tags: Damage, Hit Points, Mutant, Physical, Resistance, Techno FantasyGenoclepsis2When you deal damage to one or more NPCs, you learn their Species and the GM chooses (SL) therioforms appropriate to those NPCs (see next page): if you have acquired the Theriomorphosis Skill, you may immediately pay its HP cost and use it to manifest those therioforms (even if they are not among those you have learned).Tags: Damage, Hit Points, Mutant, Skill, Techno Fantasy, TherioformsTheriomorphosis6Each time you acquire this Skill, you learn a therioform (see next page). You may use an action and spend one third of your current Hit Points (rounded down) to manifest the effects of up to two therioforms from those you have learned. The details of this transformation are explained on the next page.Tags: Hit Points, Mutant, Skill, Techno Fantasy, Therioforms -
- Permanently increase your maximum Hit Points by 5.
- Gain the ability to equip martial melee weapons and martial ranged weapons.
NameMax SLCompression Tech1As long as there is no one aboard your personal vehicle, you may have it safely disappear from the game world at any time. What magic or technology allows it? If your personal vehicle is not present in the game world and you are in a space big enough to contain it, you may perform the Inventory action and spend 2 Inventory Points to have the vehicle appear near you, and enter it for free.Tags: Inventory Points, Pilot, Techno Fantasy, VehiclesFlexible Configuration4When you perform the Equipment or Guard action while driving your personal vehicle, you may choose up to (SL) of its enabled modules and disable them. If you do, choose up to (SL) among its disabled modules and enable them.Tags: Equipment, Guard, Modules, Pilot, Techno Fantasy, VehiclesHeart in the Engine3At the start of your turn during a conflict, if you are driving your personal vehicle, you may spend 10 Mind Points. If you do, choose one option: the next time you deal damage during this turn, deal (SL × 2) extra damage; or, the next time you suffer damage before the start of your next turn, that damage is reduced by (SL × 2) (applied before damage Affinities); or, you recover from either slow or weak (your choice).Tags: Damage, Mind Points, Pilot, Status, Techno Fantasy, VehiclesPersonal Vehicle5When you acquire this Skill, you gain a personal vehicle with a frame of your choice and three different modules of your choice (see next page). Whenever you acquire this Skill again, you acquire two additional modules of your choice.Tags: Modules, Pilot, Skill, Techno Fantasy, VehiclesStrong Grip1When you perform an Accuracy Check with a weapon module, you may replace one of the Attributes with Might (such as (MIG + WLP) for an arcane module).Tags: Might (MIG), Arcane, Modules, Pilot, Techno Fantasy
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NameDomainsArcanum of the ForgeFire, Heat, Metal
Merge
You gain Resistance to fire () damage. Any fire () damage you deal ignores Resistances.
Dismiss
When you dismiss this Arcanum, choose Forge or Inferno:
Forge. You create a basic weapon, armor or shield of your choice (see pages 130 to 133). If you select this option again, the previously created item vanishes. If you create a weapon this way, it deals fire () damage instead of physical ().
Inferno. Choose any number of creatures you can see: you deal 30 fire () damage to each of them. This damage ignores Resistances.Tags: Arcana, Arcanist, Core, Fire, Ignore, Multi, ResistanceArcanum of the FrostCold, Ice, SilenceMerge
You gain Resistance to ice () damage and are immune to enraged. Any ice () damage you deal ignores Resistances.
Dismiss
Ice () Age. Choose any number of creatures you can see: you deal 30 ice () damage to each of them. This damage ignores Resistances.
Tags: Arcana, Arcanist, Core, Enraged, Ice, Ignore, Immunity, Multi, ResistanceArcanum of the GateSpace, Travel, VoidMerge
You gain Resistance to dark () damage. You gain a +1 bonus to your Magic Defense.
Dismiss
When you dismiss this Arcanum, choose Oblivion or Warp:
Oblivion. Choose any number of creatures you can see: you deal 30 dark () damage to each of them. This damage ignores Resistances.
Warp. You teleport yourself and up to five other nearby willing creatures to a location you previously visited, if that location is within 1 travel day.Tags: Arcana, Arcanist, Core, Dark, Ignore, Magic Defense, Multi, Resistance, TravelArcanum of the GrimoireKnowledge, Revelations, UnderstandingMerge
You are able to read, write, speak and understand all languages. You treat your Insight as if it were one die size higher (up to a maximum of d12).
Dismiss
Oracle. You ask the Game Master a single question. The Game Master must answer truthfully, describing the vision shown to you by the Grimoire. Once used, this dismiss effect will not be available until the next dawn. Furthermore, the same question may never be asked more than once. The Game Master has final say on which questions are too similar to be asked again.
Tags: Insight (INS), Arcana, Arcanist, Ask a Question, CoreArcanum of the OakEarth, Plants, PoisonMerge
You gain Resistance to earth () and poison () damage and are immune to poisoned. Whenever you recover Hit Points, you recover 5 additional Hit Points.
Dismiss
Blossom. Choose any number of creatures you can see (you may also choose yourself): each of them recovers from poisoned and also recovers 40 Hit Points. This amount increases to 50 Hit Points if you are level 20 or higher, or to 60 Hit Points if you are level 40 or higher.
Tags: Arcana, Arcanist, Core, Earth, Hit Points, Immunity, Multi, Poison, Poisoned, ResistanceArcanum of the SkyFog, Rain, StormsMerge
You gain Resistance to air () and bolt () damage. You may use an action to accurately predict weather conditions for the next day within a range of two travel days — the Game Master will tell you what the weather conditions will be.
Dismiss
Thunderstorm. Choose any number of creatures you can see: you deal 30 bolt () damage to each of them. This damage ignores Resistances.
Tags: Air, Arcana, Arcanist, Bolt, Core, Ignore, Multi, Resistance, TravelArcanum of the SwordConquest, Heroism, LeadershipMerge
Your attacks deal 5 extra damage, and all damage dealt by your attacks loses its type and cannot gain a type for as long as you are merged with this Arcanum (thus being unaffected by damage Affinities). When you perform an attack, you may have that attack gain the multi (any number of targets) property. If you do, this Arcanum will be automatically dismissed after the attack is resolved (this is not considered a willing dismiss).
Tags: Arcana, Arcanist, Attack, Core, Multi, UntypedArcanum of the TowerJudgment, Protection, SacrificeMerge
When you summon this Arcanum, choose a damage type: air (), bolt (), dark (), earth (), fire (), or ice (). Until this Arcanum is dismissed, each of your allies present on the scene gains Resistance to the chosen damage type (you do not gain this Resistance).
Dismiss
Judgment. Choose any number of creatures you can see: you deal 30 light () damage to each of them. This damage ignores Resistances.
Tags: Air, Arcana, Arcanist, Bolt, Core, Dark, Earth, Fire, Ice, Ignore, Light, Multi, ResistanceArcanum of the WheelDestiny, Speed, TimeMerge
You are immune to slow. You gain a +1 bonus to your Defense.
Dismiss
Time Freeze. Choose any number of creatures you can see: each of them suffers slow. If a creature chosen this way is already slow, that creature will instead perform one fewer action during their next turn (to a minimum of 0 actions).
Tags: Arcana, Arcanist, Core, Defense, Fewer Actions, Immunity, Multi, SlowAirmidExorcism, Healing, PlantsMerge — Herbalist's Favor
When you summon this Arcanum, you gain 3 Medicine Points. When this Arcanum is dismissed, you lose all Medicine Points.
Once per turn during a conflict, you may use an action and spend 1 Medicine Point to choose one ally you can see. If you do, that ally recovers an amount of Hit Points equal to your Crisis score and heals from a single status effect of your choice.Dismiss — Cleansing Roots
You deal 20 earth () damage to every enemy present on the scene, or 30 earth () damage if you had no Medicine Points left when you dismiss this Arcanum. Then, if one or more enemies who lost Hit Points this way are affected by one or more spells with a duration of "Scene", instead they are no longer affected by any of those spells.
Tags: Arcana, Arcanist, Earth, Fabula Ultima Bonus, Hit PointsBaihuBeasts, Metal, WindMerge — Presence of the Great Tiger
When you deal damage, you may change its type to air () or physical ().
When you deal damage for the first time on your turn during a conflict, as long as that damage is air () or physical () and your Defense score is equal to or higher than 12, you deal 5 extra damage and that damage ignores Resistances.Dismiss — Wind and Steel
Choose one option: you deal 30 air () damage to every enemy present on the scene; or until the end of the current scene, you and every ally present on the scene may treat your Defense score as being equal to 12 (you may use the normal score if better). This score increases to 13 if you are level 20 or higher, or to 14 if you are level 40 or higher.
Tags: Air, Arcana, Arcanist, Defense, Fabula Ultima Bonus, Ignore, Physical, ResistanceDamoclesDread, Hesitation, PunishmentMerge — Impending Judgment
You have Resistance to dark () and light () damage.
Once per turn during a conflict, you may use an action to choose one enemy you can see and choose one action among the following: Attack, Guard, Objective, and Spell. If you do, until the start of your next turn that enemy loses 10 Hit Points whenever they perform the chosen action (after the action has been resolved). This amount increases to 20 Hit Points if you are level 30 or higher.Dismiss — Rain of Swords
You deal 30 light () damage to every enemy present on the scene. Each creature who loses Hit Points due to this damage suffers shaken.
Tags: Arcana, Arcanist, Attack, Dark, Fabula Ultima Bonus, Guard, Hit Points, Light, Objective, Resistance, Shaken, SpellFafnirFire, Protection, WealthMerge — Scales of the Ardent Sovereign
You have Resistance to fire () damage. Additionally, as long as you are not in Crisis, you also have Resistance to physical () damage.
All damage you deal becomes fire (), its type cannot change, and it ignores Resistances; as long as you are in Crisis, it also ignores Immunities.
When you deal damage with a spell, if that spell deals damage to only one creature, it deals 10 extra damage.Dismiss — Molten Gold
You deal 20 fire () damage to every enemy present on the scene, or 30 fire () damage if you are in Crisis; this damage ignores Immunities and Resistances. Then, you and every ally present on the scene regain 2 Inventory Points for every enemy reduced to 0 Hit Points by this damage.
Tags: Arcana, Arcanist, Fabula Ultima Bonus, Fire, Ignore, Immunity, Inventory Points, Physical, ResistanceHuginn & MuninnKnowledge, Memory, StormsMerge — Winged Messengers
You have Resistance to air () and bolt () damage; additionally, you are immune to dazed.
At the end of your turn during a conflict, you may choose one creature you can see. If you do, choose one option: the Game Master reveals one of that creature's Traits; or, the Game Master reveals that creature's Affinity to one damage type of your choice.Dismiss — Stormborn Twins
Choose air () or bolt (). You deal 20 damage of the chosen type to one creature you can see; then, you deal 20 damage of the other type to one creature you can see (the same or a different one). Damage dealt by this effect ignores Resistances; additionally, it ignores the Immunites of any creature you know two or more Traits of.
Tags: Air, Arcana, Arcanist, Bolt, Dazed, Fabula Ultima Bonus, Immunity, Resistance, TraitsLady HiganbanaDeath, Isolation, MelancholyMerge — Scarlet Blossoms
If you have the Counterattack Skill (see Core Rulebook, page 219), it also applies to enemy ranged attacks.
During conflict scenes, as long as you are merged with this Arcanum and it is not your turn, your attacks deal 5 extra damage, or 10 extra damage if you are also in Crisis.Dismiss — Sepulchral Shroud
You deal 40 dark () damage to one creature you can see; damage dealt by this effect ignores Immunities and Resistances. If a creature loses Hit Points this way, they cannot recover Hit Points until the start of your next turn.
Tags: Arcana, Arcanist, Dark, Fabula Ultima Bonus, Hit Points, Immunity, Resistance, SkillManeki-NekoCoincidences, Prosperity, Unforeseen EventsMerge — Paw Slap
After you perform a Magic Check or Accuracy Check, you may choose one of the numbers shown by the dice rolled in the Check: that number becomes your meowgic nyamber and replaces any meowgic nyamber you previously obtained.
After a creature you can see performs a Check, if you have a meowgic nyamber, you may expend it to replace the number shown by one of the dice with that number. If you do, that Check cannot generate a new meowgic nyamber.
When this Arcanum is dismissed, if you have a meowgic nyamber, you lose it.Dismiss — Coin Cascade
You deal 30 physical () damage to every enemy present on the scene. If you lost a meowgic nyamber by dismissing this Arcanum, the type of this damage changes based on the number you lost: air () (1 and 6), bolt () (2 and 7), fire () (3 and 8), ice () (4 and 9), earth () (5 and 10), dark () (11 or higher).
Tags: Air, Arcana, Arcanist, Bolt, Dark, Earth, Fabula Ultima Bonus, Fire, Ice, PhysicalMarchosiasFire, Loyalty, VigorMerge — Glyphclaws
You are immune to shaken and weak.
Once per turn during a conflict, you may use an action to deal an amount of physical () damage equal to 【10 + twice the number of Heroic Skills you have acquired】 to each of up to two enemies you can see; if you do and at least one of those enemies loses Hit Points due to this damage, you gain 1 Glyph Point.
When this Arcanum is dismissed, you lose all Glyph Points.Dismiss — Seal of Fire ()
You deal 30 fire () damage to one enemy you can see; this damage ignores Immunities and Resistances. If you lost 3 or more Glyph Points by dismissing this Arcanum, choose one option for this effect: it deals 10 extra damage; or it deals damage to each of up to two enemies you can see (instead of only one enemy).
Tags: Arcana, Arcanist, Fabula Ultima Bonus, Fire, Immunity, Physical, Resistance, Shaken, WeakRangdaMedicine, Poisons, WitchcraftMerge — Haunting Dance
After you and/or one or more allies you can see lose Hit Points, you gain 1 Sorcery Point.
All damage you deal becomes poison (), its type cannot change, and you deal extra damage equal to your current Sorcery Points.
When this Arcanum is dismissed, you lose all Sorcery Points.Dismiss — Feast of Body and Soul
You deal an amount of poison () damage equal to 【the amount of Sorcery Points you lost by dismissing this Arcanum, multiplied by 5】 to one enemy you can see. If this damage reduces that enemy to 0 Hit Points, you and every ally you can see recover an amount of HP and MP equal to that enemy's Crisis score.
Tags: Arcana, Arcanist, Fabula Ultima Bonus, Hit Points, Mind Points, PoisonTiamatChaos, Saltwater, SerpentsMerge — Supreme Serpent
You have Resistance to ice () damage.
When you deal damage, as long as that damage is ice (), you deal 5 extra damage and all that damage ignores Resistances.
Once per turn during a conflict, you may use an action to perform a free attack with a weapon you have equipped. If you do, all damage dealt by the attack becomes ice (), its type cannot change, and every creature who loses Hit Points due to that damage suffers slow.Dismiss — Tides of an Endless Ocean
Choose one option: fill 2 sections of every Clock present on the scene; or erase 2 sections of every Clock present on the scene; or you force every soldier-rank enemy present on the scene who is in Crisis and is also not a Villain to immediately leave the scene.
Once you use it, this dismiss effect is no longer available until next dawn.Tags: Arcana, Arcanist, Clock, Fabula Ultima Bonus, Ice, Resistance, Slow -
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NameMPTargetDurationBoulder20One creatureInstantaneousYou summon a colossal block of stone and send it straight towards your enemy. You deal (HR + 25) earth () damage to the target; this damage ignores Resistances.Tags: Core, Earth, Elementalist, Ignore, Resistance, SpellElemental Shroud5 × TUp to three creaturesSceneYou weave magical energy and protect the targets from the fury of the elements. Choose a damage type: air (), bolt (), earth (), fire () or ice (). Until this spell ends, each target gains Resistance to the chosen damage type.Tags: Air, Bolt, Core, Earth, Elementalist, Fire, Ice, Resistance, SpellElemental Weapon10One equipped weaponSceneYou imbue a weapon with elemental energy. Choose a damage type: air (), bolt (), earth (), fire (), or ice (). Until this spell ends, all damage dealt by the weapon becomes of the chosen damage type. If you have that weapon equipped while you cast this spell, you may perform a free attack with it as part of the same action. This spell can only be cast on a weapon equipped by a willing creature.Tags: Air, Bolt, Core, Earth, Elementalist, Fire, Free Attack, Ice, Spell, WeaponFlare20One creatureInstantaneousYou channel a single ray of fire () towards your foe, its temperature so high that it will pierce through most defenses. You deal (HR + 25) fire () damage to the target; this damage ignores Resistances.Tags: Core, Elementalist, Fire, Ignore, Resistance, SpellFulgur10 × TUp to three creaturesInstantaneousYou weave electricity into a wave of crackling bolts. You deal (HR + 15) bolt () damage to each target hit by this spell. Opportunity: each target hit by this spell suffers dazed.Tags: Bolt, Core, Dazed, Elementalist, Multi, SpellGlacies10 × TUp to three creaturesInstantaneousYou coat your foes under a thick layer of frost. You deal (HR + 15) ice () damage to each target hit by this spell. Opportunity: each target hit by this spell suffers slow.Tags: Core, Elementalist, Ice, Slow, SpellIceberg20One creatureInstantaneousA pillar of ice () magic envelops your foe, dropping their temperature to critical levels. You deal (HR + 25) ice () damage to the target; this damage ignores Resistances.Tags: Core, Elementalist, Ice, Ignore, Resistance, SpellIgnis10 × TUp to three creaturesInstantaneousYou unleash a searing barrage against your foes, conjuring flames out of thin air (). You deal (HR + 15) fire () damage to each target hit by this spell. Opportunity: each target hit by this spell suffers shaken.Tags: Core, Elementalist, Fire, Shaken, SpellSoaring Strike10SelfInstantaneousThe wind carries your strikes across the battlefield. You may perform a free attack with a melee weapon you have equipped; this attack may target creatures that cannot normally be targeted by melee attacks. If you used a weapon belonging to the brawling, spear, or sword Category for this attack, it deals 5 extra damage. If you hit a flying target with this attack, you may force them to land immediately.Tags: Brawling, Core, Elementalist, Flying, Free Attack, Melee, Spear, Spell, SwordTerra10 × TUp to three creaturesInstantaneousSpires of jagged rock erupt from the ground beneath your foes, closing around them. You deal (HR + 15) earth () damage to each target hit by this spell. This spell cannot target creatures that are flying, floating, falling, or otherwise in mid-air (). Opportunity: each target hit by this spell performs one fewer action on their next turn (to a minimum of 0 actions).Tags: Core, Earth, Elementalist, Fewer Actions, Flying, Multi, SpellThunderbolt20One creatureInstantaneousYou send an arrow of overcharged lightning striking at your foe. You deal (HR + 25) bolt () damage to the target; this damage ignores Resistances.Tags: Bolt, Core, Elementalist, Ignore, Resistance, SpellVentus10 × TUp to three creaturesInstantaneousYou summon the power of winds against your enemy. You deal (HR + 15) air () damage to each target hit by this spell. Opportunity: each flying target hit by this spell is forced to land immediately.Tags: Air, Core, Elementalist, Flying, Multi, SpellVortex20One creatureInstantaneousYou slash through your foe with high-pressure wind. You deal (HR + 25) air () damage to the target; this damage ignores Resistances.Tags: Air, Core, Elementalist, Ignore, Resistance, Spell
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NameMPTargetDurationAcceleration20One creatureSceneAt the end of each of their turns, the target may choose one option: perform a free attack with a weapon they have equipped; or perform the Spell action for free, casting a spell with a total MP cost equal to or lower than 10 (paying its MP cost). After the same creature benefits from this effect a second time, this spell ends.Tags: Additional Action, Core, Entropist, Free Attack, Free Spell, SpellAnomaly20One creatureSceneYou alter the very nature of your target. Until this spell ends, if the target would suffer damage of a type they Absorb or are Immune to, they are instead treated as if they were Vulnerable to that damage type. Once that happens, this spell ends.Tags: Absorption, Core, Entropist, Immunity, Spell, VulnerabilityDark Weapon5One equipped weaponSceneYou imbue a weapon with dark () energy. Until this spell ends, all damage dealt by the weapon becomes dark (). If you have that weapon equipped while you cast this spell, you may perform a free attack with it as part of the same action. This spell can only be cast on a weapon equipped by a willing creature.Tags: Core, Dark, Entropist, Free Attack, Spell, WeaponDispel10One creatureInstantaneousYou cleanse all magic from a creature. If the target is affected by one or more spells with a duration of “Scene”, instead they are no longer affected by any of those spells.Tags: Core, Dispel a Scene Effect, Entropist, SpellDivination10SelfSceneYou glimpse briefly into the future. Until this spell ends, after a creature you can see rolls dice for a Check, if it's not a fumble nor a critical success, you may force them to reroll both dice. Once you have forced two rerolls this way, this spell ends.Tags: Core, Critical Success, Entropist, Fumble, Reroll, SpellDrain Spirit5One creatureInstantaneousYou consume a creature’s psyche. The target loses (HR + 20) Mind Points. Then, you recover an amount of Mind Points equal to half the total Mind Points loss they suffered (if the target had no MP left, you recover none).Tags: Core, Entropist, Mind Points, SpellDrain Vigor10One creatureInstantaneousYou steal another creature’s life force. You deal (HR + 15) dark () damage to the target. Then, you recover an amount of Hit Points equal to half the total Hit Points loss they suffered (if the target had no HP left, you recover none).Tags: Core, Dark, Entropist, Hit Points, SpellGambleup to 20SpecialInstantaneousYou summon a vortex of chaotic energy. Roll your current Willpower die once for every 10 Mind Points spent while casting this spell, then keep the single die you prefer: the number on that die determines the effects of this spell. 1: You lose half of your current Hit Points and half of your current Mind Points. 2-3: Each creature present on the scene, including yourself, suffers poisoned. 4-6: Each creature present on the scene, including yourself, suffers slow. 7-8: Choose up to three creatures you can see: each of them recovers 50 Hit Points and also recovers from all status effects. 9+: Choose any number of creatures you can see: you deal 30 damage to each of them. The damage type is determined randomly by rolling a d6 (1. air (), 2. bolt (), 3. dark (), 4. earth (), 5. fire (), 6. poison ()).Tags: Willpower (WLP), Air, Bolt, Core, Earth, Entropist, Fire, Hit Points, Mind Points, Poison, Poisoned, Slow, SpellMirror10One creatureSceneYou twist the laws of magic. Until this spell ends, when the target is targeted by an offensive spell (OO), the creature that cast that offensive spell will be targeted in their stead (any other targets of the offensive spell will be targeted as normal). Once that happens, this spell ends.Tags: Core, Entropist, SpellOmega15One creatureInstantaneousYou invoke doom on your foe, turning strength into frailty. The target loses an amount of Hit Points equal to (20 + half the target’s level).Tags: Core, Entropist, Hit Points, SpellStop10One creatureInstantaneousYou trap a foe inside a circle of altered time and space. The target will perform one fewer action on their next turn (to a minimum of 0 actions).Tags: Core, Entropist, Fewer Actions, SpellUmbra10 × TUp to three creaturesInstantaneousA storm of dark () energy turns matter into ash. You deal (HR + 15) dark () damage to each target hit by this spell. Opportunity: each target hit by this spell suffers weak.Tags: Core, Dark, Entropist, Spell, Weak
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NameMPTargetDurationAura5 × TUp to three creaturesSceneYou project your soul outside your body and direct it to surround the targets, shielding them from dangerous magic. Until this spell ends, each target may treat their Magic Defense as being equal to 12 against any effects that target it (they are still free to use their normal Defense score if higher than 12). This value increases to 13 if you are level 20 or higher, or to 14 if you are level 40 or higher.Tags: Core, Magic Defense, Spell, SpiritistAwaken20One creatureSceneYou allow a creature to focus their vital energy into accomplishing what they previously could not. Choose one Attribute: Dexterity, Insight, Might, or Willpower. Until this spell ends, the target treats the chosen Attribute as if it were one die size higher (up to a maximum of d12).Tags: Dexterity (DEX), Insight (INS), Might (MIG), Willpower (WLP), Core, Spell, SpiritistBarrier5 × TUp to three creaturesSceneYou project your soul outside your body and weave it into a barrier to protect the targets from attacks. Until this spell ends, each target may treat their Defense as being equal to 12 against any effects that target it (they are still free to use their normal Defense score if higher than 12). This value increases to 13 if you are level 20 or higher, or to 14 if you are level 40 or higher.Tags: Core, Defense, Spell, SpiritistCleanse5 × TUp to three creaturesInstantaneousYou strengthen and purify the soul energy coursing through your companions. Each target recovers from all status effects.Tags: Core, Dazed, Enraged, Poisoned, Shaken, Slow, Spell, Spiritist, WeakEnrage10One creatureInstantaneousYou cause a creature to lose any semblance of temper and act brazenly. The target suffers enraged and cannot perform the Guard or Spell actions until the end of their next turn.Tags: Core, Enraged, Guard, Spell, SpiritistHallucination5 × TUp to three creaturesInstantaneousYou alter the senses of your enemies, causing them to experience bizarre or frightening hallucinations. Choose dazed or shaken: you inflict the chosen status effect on each target hit by this spell.Tags: Core, Dazed, Shaken, Spell, SpiritistHeal10 × TUp to three creaturesInstantaneousYou invigorate your companions, soothing their pain and healing their fatigue. Each target recovers 40 Hit Points. This amount increases to 50 Hit Points if you are level 20 or higher, or to 60 Hit Points if you are level 40 or higher.Tags: Core, Hit Points, Spell, SpiritistLux10 × TUp to three creaturesInstantaneousYou focus your inner energy into a barrage of blinding soul rays. You deal (HR + 15) light () damage to each target hit by this spell. Opportunity: each target hit by this spell suffers dazed.Tags: Core, Dazed, Light, Spell, SpiritistMercy20One creatureSceneYou strengthen the heart of a creature against suffering and despair. Until this spell ends, if the target would be reduced to 0 Hit Points, they are instead left standing with exactly 1 Hit Point. Once that happens, this spell ends.Tags: Core, Hit Points, Spell, SpiritistReinforce5 × TUp to three creaturesSceneYou protect the targets from attacks that would corrupt their body and spirit. Choose dazed, enraged, poisoned, shaken, slow, or weak. Until this spell ends, each target is immune to the chosen status effect.Tags: Core, Dazed, Enraged, Immunity, Poisoned, Shaken, Slow, Spell, Spiritist, WeakSoul Shroud5 × TUp to three creaturesSceneYou weave energy to safeguard the targets. Choose a damage type: dark (), light (), or poison (). Until this spell ends, each target gains Resistance to the chosen damage type.Tags: Core, Dark, Light, Poison, Resistance, Spell, SpiritistSoul Weapon5One equipped weaponSceneYou imbue a weapon with the cleansing energy of your spirit. Until this spell ends, all damage dealt by the weapon becomes light (). If you have that weapon equipped while you cast this spell, you may perform a free attack with it as part of the same action. This spell can only be cast on a weapon equipped by a willing creature.Tags: Core, Free Attack, Light, Spell, Spiritist, WeaponTorpor5 × TUp to three creaturesInstantaneousYou smother the soul energy coursing through the bodies of your foes, hindering their movements. Choose slow or weak: you inflict the chosen status effect on each target hit by this spell.Tags: Core, Slow, Spell, Spiritist, Weak
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MixIP CostEffectBasic3Roll two d20s and assign one to target and one to effect.Advanced4Roll three d20s and assign one to target and one to effect.Superior5Roll four d20s and assign one to target and one to effect.
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- Target
DieThe potion affects...1-6... you or one ally you can see that is present on the scene.7-11... one enemy you can see that is present on the scene.12-16... you and every ally present on the scene.17-20... every enemy present on the scene. -
- Effect
DieEach creature affected by the potion...Any... is dealt 20 poison damage. This amount increases to 30 damage if you are level 20 or higher, or to 40 damage if you are level 40 or higher.Any... recovers 30 Hit Points.1... treats their Dexterity and Might dice as if they were one size higher (up to a maximum of d12) until the end of your next turn.2As effect 1, but with Insight and Willpower.3... is dealt 20 air damage. This amount increases to 30 damage if you are level 20 or higher, or to 40 damage if you are level 40 or higher.4As effect 3, but with bolt damage.5As effect 3, but with dark damage.6As effect 3, but with earth damage.7As effect 3, but with fire damage.8As effect 3, but with ice damage.9... gains Resistance to air and fire damage until the end of the scene.10As effect 9, but with bolt and ice damage.11As effect 9, but with dark and earth damage.12... suffers enraged.13... suffers poisoned.14... suffers dazed, shaken, slow and weak.15... recovers from all status effects.16-17... recovers 50 Hit Points and 50 Mind Points.18... recovers 100 Hit Points.19... recovers 100 Mind Points.20... recovers 100 Hit Points and 100 Mind Points.
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- Basic
InfusionEffectCryoThe attack deals 5 extra damage, and its damage becomes ice.PyroThe attack deals 5 extra damage, and its damage becomes fire.VoltThe attack deals 5 extra damage, and its damage becomes bolt. -
- Advanced
InfusionEffectCycloneThe attack deals 5 extra damage, and its damage becomes air.ExorcismThe attack deals 5 extra damage, and its damage becomes light.SeismicThe attack deals 5 extra damage, and its damage becomes earth.ShadowThe attack deals 5 extra damage, and its damage becomes dark. -
- Superior
InfusionEffectVampireChoose one option: you recover an amount of HP equal to half the HP loss suffered by the target of the attack; or you recover an amount of MP equal to half the MP loss suffered by the target of the attack. This infusion can only be used if the attack targeted a single creature.VenomThe attack deals 5 extra damage, its damage becomes poison, and each creature hit by the attack suffers poisoned.
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- Magitech Override (Basic)
SummaryTake control of a construct or elemental enemy suffering from status effects.During a conflict, you may use an action and spend 10 Mind Points to choose a construct or elemental enemy you can see that does not possess independent intelligence and is suffering from one or more status effects. If you do so, that enemy recovers from all status effects, then the Game Master reveals its entire profile and you may force it to immediately perform an action of your choice; during that action, the creature is treated as an ally of your group.Tags: Core, Gadgets, Inventory, Inventory Points, Mind Points, Tinkerer -
- Magicannon (Advanced)
SummaryYou may perform the Inventory action and spend 2 Inventory Points to create a magicannon.You may perform the Inventory action and spend 2 Inventory Points to create a magicannon (see below) and destroy any magicannon you previously created. If you do so and both your hand slots are empty, you may immediately equip the newly created magicannon and perform a free attack with it. Whenever you create a magicannon, choose what type of damage it deals among air (), bolt (), earth (), fire (), ice (), or physical ().Tags: Air, Bolt, Core, Earth, Fire, Gadgets, Ice, Inventory, Inventory Points, Physical, Tinkerer -
- Magispheres (Superior)
SummaryYou develop a magisphere for each of three spells from among those found in the Elementalist, Entropist, and Spiritist lists.You develop a magisphere for each of three spells from among those found in the Elementalist, Entropist, and Spiritist lists; these spells may come from the same list or from different lists (this does not count as “learning” or “knowing” these spells).
You develop a new magisphere upon reaching level 20, and another upon reaching level 40 (the same applies if you already reached those levels).
You may perform the Inventory action and spend 2 Inventory Points to perform the Spell action for free, casting one of the spells you have developed a magisphere for. The spell follows the normal rules (including MP costs and Magic Checks).Tags: Core, Gadgets, Inventory, Inventory Points, Mind Points, Spell, Tinkerer
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- Volume
NameMPTargetsLow10Yourself or another creature you can see who can hear you.Medium20Every ally who can hear you.High30Every enemy who can hear you. -
- Key
NameTypeStatus EffectAttributeRecoveryFlamefireshakenMightHit PointsFrosticeweakWillpowerMind PointsIronphysicalslowWillpowerMind PointsRadiancelightdazedInsightHit PointsShadowdarkweakDexterityMind PointsStoneearthdazedMightHit PointsThunderboltshakenDexterityHit PointsWindairslowInsightMind Points -
- Tone
NameEffectCalmEach target recovers (key recovery) equal to (10 + twice your current Willpower die size). This amount increases by 10 if you are level 20 or higher, or by 20 if you are level 40 or higher. If this tone causes MP recovery, it has no effect on the character who sings it.EnergeticUntil the start of your next turn, when a target succeeds on a Check that includes (key Attribute) and that Check allows them to advance or turn back a Clock, they may fill or erase an additional section of that Clock.FranticYou deal an amount of (key type) damage equal to twice your current Willpower die to each target. This tone deals 5 extra damage if you are level 20 or higher, or 10 extra damage if you are level 40 or higher.HauntingEach target suffers (key status effect). Each target also loses Resistance to (key type) damage (if they have it) until the start of your next turn, and cannot gain Resistance to that damage type.LivelyEach target treats their (key Attribute) as being one die size higher (up to a maximum of d12) until the start of your next turn.MenacingThe first time each target suffers damage before the start of your next turn, that damage becomes (key type). This can trigger once for each target of the verse, separately.SolemnEach target recovers from (key status effect). Each target also gains Resistance to (key type) damage until the start of your next turn.
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NameDurationAngel DanceUntil the start of your next turnChoose one option: you gain Resistance to light () damage; or all damage dealt by your attacks and spells becomes light ().Tags: Attack, Dances, Light, Resistance, SpellBanshee DanceInstantaneousChoose another creature that is able to see you. If that creature is suffering from slow, they suffer shaken.Tags: Dances, Shaken, SlowBat DanceUntil the start of your next turnChoose one option: you gain Resistance to dark () damage; or all damage dealt by your attacks and spells becomes dark ().Tags: Attack, Dances, Dark, Resistance, SpellGolem DanceUntil the start of your next turnChoose one option: you gain Resistance to bolt () damage; or all damage dealt by your attacks and spells becomes bolt ().Tags: Attack, Bolt, Dances, Resistance, SpellGriffin DanceUntil the start of your next turnChoose one option: you gain Resistance to air () damage; or all damage dealt by your attacks and spells becomes air ().Tags: Air, Attack, Dances, Resistance, SpellHydra DanceUntil the start of your next turnAfter you suffer damage, choose one option: you recover 5 Hit Points, or you recover 5 Mind Points.Tags: Dances, Hit Points, Mind PointsKraken DanceInstantaneousChoose another creature that is able to see you. If that creature is suffering from dazed, they suffer slow.Tags: Dances, Dazed, SlowLion DanceInstantaneousYou recover from a single status effect of your choice.Tags: Dances, Dazed, Enraged, Poisoned, Shaken, Slow, WeakMaenad DanceInstantaneousChoose another creature that is able to see you. That creature loses an amount of Mind Points equal to your current Dexterity die size.Tags: Dexterity (DEX), Dances, Mind PointsMyrmidon DanceUntil the start of your next turnChoose one option: you gain Resistance to earth () damage; or all damage dealt by your attacks and spells becomes earth ().Tags: Attack, Dances, Earth, Resistance, SpellNightmare DanceInstantaneousChoose another creature that is able to see you. If that creature is suffering from shaken, they suffer weak.Tags: Dances, Shaken, WeakOuroboros DanceInstantaneousChoose one ally you can see who has yet to take a turn during this round. That ally may take their turn immediately after yours during this round.Tags: Dances, Take Immediate TurnPeacock DanceInstantaneousChoose another creature that is able to see you. The next time that creature performs an attack or casts an offensive spell (🗲) during this scene, that attack or spell must include you among its targets if possible.Tags: Attack, Dances, Spell, Taunt EffectPhoenix DanceUntil the start of your next turnChoose one option: you gain Resistance to fire () damage; or all damage dealt by your attacks and spells becomes fire ().Tags: Attack, Dances, Fire, Resistance, SpellSatyr DanceInstantaneousChoose another creature that is able to see you. If that creature is suffering from weak, they suffer dazed.Tags: Dances, Dazed, WeakUnicorn DanceInstantaneousChoose an ally that is able to see you and has a Bond towards you: you and that ally both recover an amount of Hit Points equal to your current Dexterity die size. The restored amount increases by 5 Hit Points if you are level 20 or higher, or by 10 Hit Points if you are level 40 or higher.Tags: Dexterity (DEX), Bond, Dances, Hit PointsYeti DanceUntil the start of your next turnChoose one option: you gain Resistance to ice () damage; or all damage dealt by your attacks and spells becomes ice ().Tags: Attack, Dances, Ice, Resistance, Spell
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NameSymbol of BindingThe current Attribute die sizes of the creature bearing this symbol can never be higher than that creature’s corresponding base Attribute die sizes (this does not end any spells or effects, but it will negate their influence over the creature’s Attributes).Tags: Dexterity (DEX), Insight (INS), Might (MIG), Willpower (WLP)Symbol of CreationWhen the creature bearing this symbol needs to spend Inventory Points during a conflict, they may instead destroy this symbol to spend no Inventory Points.Tags: Inventory PointsSymbol of DespairWhen the creature bearing this symbol recovers Hit Points and/or Mind Points during conflicts, instead they only recover half the normal amount of Hit Points and/or Mind Points, respectively.Tags: Hit Points, Mind PointsSymbol of DestinyAfter the creature bearing this symbol rolls dice for a Check, if you are able to see them, you may spend 1 Fabula Point to force that creature to reroll both dice. You may only do so once per Check, and only if the Result was not a critical success or fumble.Tags: Critical Success, Fabula Point, Fumble, RerollSymbol of ElementsWhen you create this symbol, choose a damage type: air (), bolt (), dark (), earth (), fire (), ice (), light (), or poison (). When the creature bearing this symbol deals damage to one or more creatures, if you can see the creature bearing this symbol, you may spend an amount of Mind Points equal to one third of the total damage being inflicted to those creatures (including any sources of extra damage). If you do, all damage dealt this way changes type to the type chosen when you created this symbol.Tags: Air, Bolt, Dark, Earth, Fire, Ice, Light, Mind Points, PoisonSymbol of EnmityAs long as the creature bearing this symbol is in Crisis, any of that creature’s enemies who are able to see them must include them among the targets of their attacks and offensive spells (🗲), if possible.Tags: Attack, Crisis, Spell, Taunt EffectSymbol of FluxWhen you create this symbol, choose a status effect: dazed, shaken, slow, or weak. Then, choose one option: the creature bearing this symbol gains immunity to the chosen status effect; or the creature bearing this symbol loses immunity to the chosen status effect and cannot gain it.Tags: Dazed, Immunity, Shaken, Slow, WeakSymbol of ForbiddanceWhen you create this symbol, choose an action type: Attack, Guard, Objective, Spell, or Skill. When the creature bearing this symbol performs the chosen action, they lose 5 Hit Points and 5 Mind Points (before performing that action). Both amounts increase to 10 if you are level 20 or higher, or to 20 if you are level 40 or higher.Tags: Attack, Guard, Hit Points, Mind Points, Objective, Skill, SpellSymbol of GrowthSpells with a target of “Up to three creatures” cast by the creature bearing this symbol have a target of “Up to four creatures” instead. The creature still needs to spend additional Mind Points for a fourth target.Tags: Mind Points, Multi, SpellSymbol of MetamorphosisWhen you create this symbol, choose a Species: beast, construct, demon, elemental, monster, plant, or undead. The creature bearing this symbol is treated as belonging to the chosen Species for the sake of Skills and effects, instead of their normal Species (this does not otherwise alter any of the creature’s profile, such as their Affinities or any special rules they may have). This symbol cannot be applied to Player Characters.Tags: Skill, SpeciesSymbol of ProsperityWhen the creature bearing this symbol spends 1 Fabula Point to invoke a Trait or Bond, they also receive 100 zenit.Tags: Bond, Fabula Point, Traits, ZenitSymbol of ProtectionWhen you create this symbol, choose a damage type: air (), bolt (), dark (), earth (), fire (), ice (), light (), or poison (). The creature bearing this symbol gains Resistance to the chosen damage type.Tags: Air, Bolt, Dark, Earth, Fire, Ice, Light, Poison, ResistanceSymbol of RebellionIf a Villain is present on the scene, any Opposed Checks made by the creature bearing this symbol trigger a critical success when both dice show the same number (as long as the Check is not a fumble).Tags: Critical Success, FumbleSymbol of RebirthIf the creature bearing this symbol is about to be reduced to 0 Hit Points, they may destroy this symbol: if they do, they are instead reduced to exactly 1 Hit Point.Tags: Death Save Effect, Hit PointsSymbol of RevengeWhen a creature in Crisis hits the creature bearing this symbol with an attack or offensive spell (🗲), the creature in Crisis recovers 5 Hit Points and 5 Mind Points.Tags: Attack, Crisis, Hit Points, Mind Points, SpellSymbol of SacrificeWhen the creature bearing this symbol suffers damage, if you are able to see them, you may destroy this symbol: if you do, you suffer the same amount of damage instead of that creature.Tags: Hit PointsSymbol of SorceryThe total Mind Point cost of spells that target the creature bearing this symbol is reduced by 5 MP (to a minimum total cost of 5 MP). If a spell targets multiple creatures bearing this symbol, the effect will be cumulative.Tags: Mind Points, Multi, SpellSymbol of TruthChecks performed to examine or locate the creature bearing this symbol, as well as Accuracy Checks and Magic Checks for attacks and offensive spells (🗲) that include the creature bearing this symbol among their targets, gain a +2 bonus. If an attack or spell targets multiple creatures bearing this symbol, the effect will be cumulative.Tags: Attack, Multi, Spell, StudySymbol of WeaknessWhen you create this symbol, choose a damage type: air (), bolt (), dark (), earth (), fire (), ice (), light (), or poison (). The creature bearing this symbol suffers 5 extra damage from sources dealing damage of the chosen type.Tags: Air, Bolt, Dark, Earth, Fire, Ice, Light, Poison, Vulnerability
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NameSummaryArctic NarcissusIt stubbornly survives in frozen territories.
⏲ Effect 0-1 You are Resistant to earth () and ice () damage. 2-3 You and your allies present on the scene are Resistant to earth () and ice () damage. Tags: Earth, Ice, ResistanceBlazing ChrysanthemumIts thick petals resemble an erupting volcano.⏲ Effect 1-3 At the end of your turn, choose earth () or fire (). Until you use this effect again or this magiseed is no longer in your garden, all damage dealt by you and every ally present on the scene becomes the chosen type, its type cannot change, and it ignores Resistances. Tags: Earth, Fire, IgnoreDesert DahliaA tenacious plant, it doesn’t fear the dryness of dunes.⏲ Effect 0-1 You are Resistant to air () and fire () damage. 2-3 You and your allies present on the scene are Resistant to air () and fire () damage. Tags: Air, Fire, ResistanceGolden GinkgoIts vibrantly colored leaves represent tenacity.⏲ Effect 1 At the end of your turn, you and every ally you can see recover from dazed, enraged, and shaken. 2-3 At the end of your turn, you and every ally you can see recover an amount of Mind Points equal to (5 + your Skill Level in Chloromancy). Tags: Dazed, Enraged, Mind Points, ShakenGrave AsphodelSolemn and elegant, it embodies death’s ineluctability.⏲ Effect 1 At the end of your turn, you may choose an enemy you can see. If you do, that enemy suffers shaken. 2 At the end of your turn, every enemy you can see suffers shaken. 3 At the end of your turn, you deal an amount of dark () damage equal to (15 + your Skill Level in Chloromancy) to each enemy you can see who is suffering from shaken. Tags: Dark, ShakenHermit IrisIts leaves carry whispers of ancient knowledge.⏲ Effect 1 At the end of your turn, choose an enemy you can see. The Game Master reveals its Level, Rank, Species, maximum Hit Points, maximum Mind Points, Traits, Attributes, Defense, and Magic Defense. 2-3 At the end of your turn, choose an enemy you can see. The Game Master reveals its Level, Rank, Species, maximum Hit Points, maximum Mind Points, Traits, Attributes, Defense, Magic Defense, and Affinities. Tags: Defense, Hit Points, Magic Defense, Mind Points, Species, Study, TraitsHookleaf NightshadeIts purplish berries contain a deadly magical venom.⏲ Effect 0-1 All damage you deal becomes poison (), its type cannot change, and it ignores Immunities and Resistances. 2-3 All damage you deal becomes poison (), its type cannot change, and it ignores Immunities and Resistances. Additionally, when you deal poison () damage for the first time during your turn, you deal extra damage equal to (your Skill Level in Chloromancy) and each creature that lost Hit Points this way suffers poisoned. Tags: Hit Points, Ignore, Poison, PoisonedHorned HawthornFavored by witches and surgeons alike for its purifying properties.⏲ Effect 0-1 You are Resistant to dark () and poison () damage. 2-3 You and your allies present on the scene are Resistant to dark () and poison () damage. Tags: Dark, Poison, ResistanceLunar MagnoliaIt blooms in the darkest hours of the night.⏲ Effect 1-3 At the end of your turn, choose ice () or light (). Until you use this effect again or this magiseed is no longer in your garden, all damage dealt by you and every ally present on the scene becomes the chosen type, its type cannot change, and it ignores Resistances. Tags: Ice, Ignore, LightOcean LotusA graceful symbol of serenity and wisdom.⏲ Effect 0-1 You are immune to dazed and slow. 2 You treat your Dexterity and Insight as being one die size higher (up to a maximum of d12). 3 You and every ally you can see treat your Dexterity and Insight as being one die size higher (up to a maximum of d12). Tags: Dexterity (DEX), Insight (INS), Dazed, Immunity, SlowPilgrim GazaliaIts flamboyant corolla is synonymous with abundance.⏲ Effect 1-2 At the end of your turn, choose yourself or another Player Character you can see. The chosen character regains 2 Inventory Points. 3 At the end of your turn, you and every other Player Character you can see regain 1 Inventory Point. Tags: Inventory PointsPrancing DandelionA symbol of energy and vivacity, it spreads seeds through stormy winds.⏲ Effect 1-3 At the end of your turn, choose air () or bolt (). Until you use this effect again or this magiseed is no longer in your garden, all damage dealt by you and every ally present on the scene becomes the chosen type, its type cannot change, and it ignores Resistances. Tags: Air, Bolt, IgnoreRegal ProteaA colorful and tenacious flower, favored by an ancient dynasty.⏲ Effect 0-1 You are immune to shaken and weak. 2 You treat your Might and Willpower as being one die size higher (up to a maximum of d12). 3 You and every ally you can see treat your Might and Willpower as being one die size higher (up to a maximum of d12). Tags: Might (MIG), Willpower (WLP), Immunity, Shaken, WeakRemedy LilyIts elegant flowers filter and purify spiritual energy.⏲ Effect 1 At the end of your turn, you and every ally you can see recover from poisoned, slow, and weak. 2-3 At the end of your turn, you and every ally you can see recover an amount of Hit Points equal to (15 + your Skill Level in Chloromancy). Tags: Hit Points, Poisoned, Slow, WeakSerrated RoseIts thorns form a tangle equally breathtaking and dangerous.⏲ Effect 1 At the end of your turn, you may choose an enemy you can see. If you do, that enemy suffers slow. 2 At the end of your turn, every enemy you can see suffers slow. 3 At the end of your turn, you deal an amount of physical () damage equal to (15 + your Skill Level in Chloromancy) to each enemy you can see who is suffering from slow. Tags: Physical, SlowSilver StrelitziaIts silvery blossoms are easily mistaken for jewels.⏲ Effect 0-1 You are Resistant to bolt () and light () damage. 2-3 You and your allies present on the scene are Resistant to bolt () and light () damage. Tags: Bolt, Light, ResistanceStar PeonyIt silently gazes into celestial depths.⏲ Effect 1 At the end of your turn, you may choose an enemy you can see. If you do, that enemy suffers dazed. 2 At the end of your turn, every enemy you can see suffers dazed. 3 At the end of your turn, you deal an amount of light () damage equal to (15 + your Skill Level in Chloromancy) to each enemy you can see who is suffering from dazed. Tags: Dazed, LightStriped OrchidEach segment of this plant is covered in toxins.⏲ Effect 1 At the end of your turn, you may choose an enemy you can see. If you do, that enemy suffers weak. 2 At the end of your turn, every enemy you can see suffers weak. 3 At the end of your turn, you deal an amount of poison () damage equal to (15 + your Skill Level in Chloromancy) to each enemy you can see who is suffering from weak. Tags: Poison, WeakWardwattleA tangle of robust branches, whose thorns spread powerful poison.⏲ Effect 0-1 You are Resistant to physical () damage. 2 You are Resistant to physical () damage. Additionally, after a creature hits you with a melee attack, you deal an amount of physical () damage to that creature equal to (5 + your Skill Level in Chloromancy) (after their attack was resolved). 3 You are Resistant to physical () damage. Additionally, after a creature hits you with a melee attack, you deal an amount of physical () damage to that creature equal to (5 + your Skill Level in Chloromancy), and then deal an amount of poison () damage to that creature equal to (5 + your Skill Level in Chloromancy) (both these damage instances happen after that creature’s attack was resolved). Tags: Melee, Physical, Poison, ResistanceWrathful CarnationDespite their beauty, its yellow flowers emit an irritatingly pungent smell.⏲ Effect 1-4 When this magiseed leaves your garden, choose up to one enemy you can see. Until the end of your next turn, when the chosen enemy performs an attack or casts an offensive spell (🗲), they must include you among the targets of that attack of spell (if able).
At the end of your turn, you may remove this magiseed from your garden; if you do, erase all sections of your Growth Clock.Tags: Attack, Clock, Spell, Taunt Effect -
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- Air wellspring
NameEffectAero BlastYou deal 20 air damage to the target.Aero HexUntil the start of your next turn, the target suffers 5 extra damage from all sources that deal bolt and fire damage.BreezeThe target recovers 30 Hit Points.TwisterYou deal 10 air damage to the target, and they suffer dazed. -
- Earth wellspring
NameEffectGeo BlastYou deal 20 earth damage to the target.Geo HexUntil the start of your next turn, the target suffers 5 extra damage from all sources that deal air and ice damage.GrowthThe target recovers 30 Hit Points.QuicksandYou deal 10 earth damage to the target, and they suffer slow. -
- Fire wellspring
NameEffectPyro BlastYou deal 20 fire damage to the target.Pyro HexUntil the start of your next turn, the target suffers 5 extra damage from all sources that deal earth and ice damage.BurstYou deal 10 fire damage to the target, and they suffer shaken.SmokeThe target loses 20 Mind Points and also suffers weak. -
- Lightning wellspring
NameEffectElectro BlastYou deal 20 bolt damage to the target.Electro HexUntil the start of your next turn, the target suffers 5 extra damage from all sources that deal earth and fire damage.StaticYou deal 10 bolt damage to the target, and they suffer slow.ThunderThe target loses 20 Mind Points and also suffers dazed. -
- Water wellspring
NameEffectHydro BlastYou deal 20 ice damage to the target.Hydro HexUntil the start of your next turn, the target suffers 5 extra damage from all sources that deal air and bolt damage.ChillThe target loses 20 Mind Points and also suffers shaken.FrostbiteYou deal 10 ice damage to the target, and they suffer weak.
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NameEventAtmokinesisWhen you deal damageThat damage becomes air () or bolt (), and its source deals extra damage equal to (2 + the number of filled sections in your Brainwave Clock).Tags: Air, Bolt, Clock, GiftsClairvoyanceWhen an NPC becomes your focus or when you create a Bond towards an NPCAsk the Game Master a single question about that NPC, which the Game Master must answer truthfully. Then, describe what sensation revealed this information to you. You may use this gift only once on each NPC.Tags: Ask a Question, Bond, Focus, GiftsGravitokinesisWhen you deal damageThat damage becomes earth () or physical (), and its source deals extra damage equal to (2 + the number of filled sections in your Brainwave Clock). If the source deals damage to one or more flying creatures, they are forced to land immediately.Tags: Clock, Earth, Gifts, PhysicalLife TransferenceWhen you cause one or more enemies to lose HPChoose yourself or an ally who is your focus: if the chosen creature is in Crisis, they recover an amount of Hit Points equal to (5 + (the number of filled sections in your Brainwave Clock, multiplied by 5)).Tags: Clock, Crisis, Focus, Gifts, Hit PointsPhotokinesisWhen you deal damageThat damage becomes dark () or light (), and its source deals extra damage equal to (2 + the number of filled sections in your Brainwave Clock).Tags: Clock, Dark, Gifts, LightPsychic BacklashAfter an enemy succeeds on an Opposed Check against you or causes you to lose Hit PointsThat enemy loses an amount of Mind Points equal to (5 + (the number of filled sections in your Brainwave Clock, multiplied by 5)). Then, choose one option: that enemy suffers dazed, or that enemy suffers shaken.Tags: Clock, Dazed, Gifts, Hit Points, Mind Points, ShakenPsychic ShieldAfter an enemy you can see performs an Accuracy Check or a Magic CheckFor the purposes of that Check, you may treat your Defense and Magic Defense scores as being equal to (your current Willpower die size + (the number of filled sections in your Brainwave Clock, multiplied by 2)). You may still use your normal scores if better.Tags: Willpower (WLP), Clock, Defense, Gifts, Magic DefenseReassuring PresenceAfter you cover an ally with the Guard actionThat ally recovers an amount of Mind Points equal to (10 + (the number of filled sections in your Brainwave Clock, multiplied by 5)). If that ally is your focus, they recover from a single status effect of their choice out of dazed, enraged, and shaken.Tags: Clock, Dazed, Enraged, Focus, Gifts, Guard, Mind Points, ShakenThermokinesisWhen you deal damageThat damage becomes fire () or ice (), and its source deals extra damage equal to (2 + the number of filled sections in your Brainwave Clock).Tags: Clock, Fire, Gifts, Ice
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NameAccuracyDamageArcane【DEX + WLP】【HR + 8】 physicalArcane • Melee • No Qualities.Tags: Dexterity (DEX), Willpower (WLP), Arcane, Melee, PhysicalAxe【DEX + INS】【HR + 12】 physicalHeavy • Melee • No Qualities.Tags: Dexterity (DEX), Insight (INS), Heavy, Melee, PhysicalBlade【DEX + INS】 +1【HR + 6】 physicalDagger • Melee • No Qualities.Tags: Dexterity (DEX), Insight (INS), Dagger, Melee, PhysicalBow【DEX + INS】 +1【HR + 12】 physicalBow • Ranged • No Qualities. A personal vehicle with this module enabled cannot have any other weapon modules enabled.Tags: Dexterity (DEX), Insight (INS), Bow, Physical, RangedCannon【DEX + INS】【HR + 14】 physicalFirearm • Ranged • No Qualities. A personal vehicle with this module enabled cannot have any other weapon modules enabled.Tags: Dexterity (DEX), Insight (INS), Firearm, Physical, RangedClaw【DEX + INS】【HR + 8】 physicalBrawling • Melee • No Qualities. This weapon can be used to interact with the scene as if it were a free hand.Tags: Dexterity (DEX), Insight (INS), Brawling, Melee, PhysicalClaymore【DEX + INS】 +1【HR + 14】 physicalSword • Melee • No Qualities. A personal vehicle with this module enabled cannot have any other weapon modules enabled.Tags: Dexterity (DEX), Insight (INS), Melee, Physical, SwordEsoteric【DEX + WLP】【HR + 12】 physicalArcane • Melee • No Qualities. A personal vehicle with this module enabled cannot have any other weapon modules enabled.Tags: Dexterity (DEX), Willpower (WLP), Arcane, Melee, PhysicalFlail【DEX + INS】【HR + 10】 physicalFlail • Melee • No Qualities.Tags: Dexterity (DEX), Insight (INS), Flail, Melee, PhysicalFlamer【DEX + INS】【HR + 8】 fireFirearm • Ranged • No Qualities.Tags: Dexterity (DEX), Insight (INS), Fire, Firearm, RangedMachine Gun【DEX + INS】【HR + 10】 physicalFirearm • Ranged • No Qualities. A personal vehicle with this module enabled cannot have any other weapon modules enabled. Additionally, when you perform the Attack action and attack with this weapon module, you may perform two separate attacks instead of one (against the same target or against different targets). If you do, both attacks follow the rules for two-weapon fighting: each attack loses the multi property and cannot gain it, and you treat the High Roll of each Accuracy Check as being equal to 0 when determining damage.Tags: Dexterity (DEX), Insight (INS), Attack, Firearm, Multi, Physical, RangedRifle【DEX + INS】【HR + 10】 physicalFirearm • Ranged • No Qualities.Tags: Dexterity (DEX), Insight (INS), Firearm, Physical, RangedScythe【DEX + INS】【HR + 16】 physicalHeavy • Melee • No Qualities. A personal vehicle with this module enabled cannot have any other weapon modules enabled.Tags: Dexterity (DEX), Insight (INS), Heavy, Melee, PhysicalShield——Shield • Exoskeleton and Mecha frames only. No Qualities. While driving this personal vehicle, you gain a +2 bonus to Defense and a +2 bonus to Magic Defense. Additionally, this weapon module does not count as a “weapon”: instead, it counts as an equipped shield. This module cannot be equipped in your main hand slot, unless you have acquired the Dual Shieldbearer Skill. If you have, your Twin Shields deal 2 extra damage (this is cumulative if you have two Shield modules enabled at the same time).Tags: Defense, Guardian, Magic Defense, Shield, SkillSpear【DEX + INS】【HR + 10】 physicalSpear • Melee • No Qualities.Tags: Dexterity (DEX), Insight (INS), Melee, Physical, SpearSword【DEX + INS】 +1【HR + 8】 physicalSword • Melee • No Qualities.Tags: Dexterity (DEX), Insight (INS), Melee, Physical, SwordTrident【DEX + INS】 +1【HR + 14】 physicalSpear • Melee • No Qualities. A personal vehicle with this module enabled cannot have any other weapon modules enabled.Tags: Dexterity (DEX), Insight (INS), Melee, Physical, Spear
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NameSuggestionsAmphibiaFrogs, salamanders, regenerating creatures, aquatic monsters.You may breathe underwater and your eyes can see perfectly in dim light ().
When you recover Hit Points, you recover 5 additional Hit Points and you may recover from a single status effect of your choice.Tags: Dazed, Enraged, Hit Points, Poisoned, Shaken, Slow, WeakArpaktidaWolves, birds of prey, creatures with sharp hunting senses.You treat your Insight as if it were one die size higher (to a maximum of d12).
When you deal damage to one or more creatures for the first time during your turn, if at least one of them is in Crisis, you deal 5 extra damage to each of those creatures.Tags: Insight (INS), CrisisDynamotheriaBears, dinosaurs, creatures of massive size and strength.You treat your Might as if it were one die size higher (to a maximum of d12).
When you succeed on a Check to advance or turn back a Clock, if that Check includes Might, you may fill or erase 1 additional section of that Clock.Tags: Might (MIG), ClockElectrophoraElectric creatures, lightning elementals, robots.When you deal damage with an attack or spell, you may have all that damage become bolt (). While your unarmed strikes deal bolt () damage, any enemy who loses 20 or more Hit Points due to one of your unarmed strikes also suffers slow.Tags: Bolt, Brawling, Hit Points, SlowNeurophagoidaParasites, undead, creatures who feed on souls.When you use the Biophagy Skill, you also recover an amount of Mind Points equal to (4 + (your Skill Level in Theriomorphosis)).Tags: Mind Points, SkillPlacophoraCrustaceans, turtles, armored creatures and vehicles.You may treat your Defense score as being equal to (13 + (half your Skill Level in Theriomorphosis)) (you may still use your normal scores if better).Tags: DefensePneumophoraJet-propulsion mollusks, great winged beasts, rockets.When you deal damage with an attack or spell, you may have all that damage become air (). While your unarmed strikes deal air () damage, any enemy who loses 20 or more Hit Points due to one of your unarmed strikes also suffers weak.Tags: Air, Brawling, Hit Points, WeakPolypodaSquids, octopi, creatures with tendrils or vines.Your attacks with unarmed strikes gain multi (3).Tags: Attack, Brawling, MultiPterotheriaBats, birds, winged insects, flying creatures.You are able to fly. In addition to the obvious advantages in mobility, your melee attacks can target flying creatures and you cannot be targeted by melee attacks unless the attacker is flying or is somehow able to reach flying targets.
These benefits do not apply if you are unable to fly freely (such as when inside a vehicle designed for human-sized creatures, or in a narrow corridor). Additionally, when you suffer air (), bolt () or ice () damage during a conflict scene, you lose these benefits until the start of your next turn.Tags: Air, Bolt, Flying, Ice, MeleePyrophoraBombardier beetles, pistol shrimps, fire elementals.When you deal damage with an attack or spell, you may have all that damage become fire (). While your unarmed strikes deal fire () damage, any enemy who loses 20 or more Hit Points due to one of your unarmed strikes also suffers dazed.Tags: Brawling, Dazed, Fire, Hit PointsTachytheriaCats, gazelles, hares, creatures that are agile and quick.You treat your Dexterity as if it were one die size higher (to a maximum of d12).
When you succeed on a Check to advance or turn back a Clock, if that Check includes Dexterity, you may fill or erase 1 additional section of that Clock.Tags: Dexterity (DEX), ClockToxicophoraSpiders, snakes, toxic slimes and other venomous creatures.When you deal damage with an attack or spell, you may have all that damage become poison (). While your unarmed strikes deal poison () damage, any enemy who loses 20 or more Hit Points due to one of your unarmed strikes also suffers poisoned.Tags: Brawling, Hit Points, Poison, Poisoned
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NameRequirementsSummaryAmbidextrous—Fight with two weapons of different categories.You may apply the benefits of two-weapon fighting to weapons belonging to different Categories, even if one is a melee weapon and the other is a ranged weapon (such as a dagger and a firearm, for instance). As long as you have exactly two weapons equipped and they share no Categories with each other, you gain a +2 bonus to Defense and the second attack you perform during each of your turns deals 5 extra damage.Tags: Any Class, Core, Damage, Defense, Melee, Ranged, Two WeaponExtra HP—Increase your maximum Hit Points.Permanently increase your maximum Hit Points by 10. The amount of additional HP increases to 20 if you are level 40 or higher.Tags: Any Class, Core, Hit PointsExtra IP—Increase your maximum Inventory Points.Permanently increase your maximum Inventory Points by 4.Tags: Any Class, Core, Inventory PointsExtra MP—Increase your maximum Mind Points.Permanently increase your maximum Mind Points by 10. The amount of additional MP increases to 20 if you are level 40 or higher.Tags: Any Class, Core, Mind PointsExtra Spells—Learn two spells from a Class of your choice.When you acquire this Skill, learn any two spells from one of the following lists: Elementalist, Entropist, or Spiritist. Both spells chosen this way must come from the same list, and they follow the standard rules for casting spells of that Class.Tags: Any Class, Core, SpellAdversityDarkbladeStatus effects make you stronger.As long as you are suffering from one or more status effects, you gain a +1 bonus on all Checks for every status effect you are suffering from, and you deal 2 extra damage for every status effect you are suffering from (be it with attacks, spells, Arcana, items or any other method).Tags: Core, Damage, Darkblade, StatusArcane EchoesArcanistArcana help you influence Clocks.When you successfully perform a Check to fill or erase one or more sections of a Clock, if the domains of one or more Arcana you have bound are applicable to the Check in question, you may fill or erase an additional section of that Clock. The Game Master has final say on whether a given domain applies or not.Tags: Arcanist, Clock, CoreChimeric MasteryChimeristLearn spells from new Species and increase spell limit.Choose two creature Species among construct, demon, elemental, and undead. You can now use spell mimic to learn spells from creatures of the chosen Species. This Heroic Skill may be acquired up to twice, each time selecting two Species from the list above. Whenever you acquire this Skill, you also increase your upper limit for memorized Chimerist spells by 2.Tags: Chimerist, Core, SpellCometEntropistLearn the Comet spell.You learn the ultimate Entropist spell: Comet.CometMP: 50Target: SpecialDuration: InstantaneousYou rip open a large portal to the Cosmos, calling down astral debris from the gaping void. Choose one option: you deal 60 damage to one creature you can see; or you deal 40 damage to every enemy you can see. These amounts increase by 5 if you are level 20 or higher, or by 10 if you are level 40 or higher. Damage dealt by this spell has no type (thus being unaffected by damage Affinities).Tags: Core, Damage, Entropist, Mind Points, SpellDeep PocketsTinkererReduce Inventory Point costs.You reduce Inventory Point costs by 1 (to a minimum of 1).Tags: Core, Inventory Points, TinkererDisarming RhetoricOratorPersuade enemies to retreat.During a conflict scene, you may use an action and choose a soldier-rank creature that can hear and understand you (the Game Master must tell you who is a valid target). If that creature is shaken or in Crisis, you may spend an amount of Mind Points equal to (20 + half that creature’s level) to have them peacefully leave the conflict. Describe how you convince them to desist.Tags: Core, Crisis, Mind Points, Orator, StatusHeartbreakerDarkbladeSacrifice HP for massive damage.When you hit a creature with an attack, if that attack only targeted that creature and you have a Bond towards them, you may choose to spend half of your current Hit Points, rounded down. If you do, the attack deals extra damage equal to (10 multiplied by the strength of your Bond towards the target). You may use this Skill only on your turn during a conflict, and only once per turn.Tags: Attack, Bond, Core, Damage, Darkblade, Hit PointsHeroic CompanionWayfarerYour Companion grows stronger.Additional Requirements: You must have have acquired the Faithful Companion Skill.You gain the following benefits: • The companion’s maximum Hit Points increase by 10. • The companion deals 5 extra damage. • Choose one of the companion’s Attributes: Dexterity, Insight, Might, or Willpower. The chosen Attribute is permanently increased by one die size (up to a maximum size of d12). • The companion gains an additional Skill. When you reach level 40, or if you have already reached it, the companion gains an additional Skill. Make sure to discuss your Skill choices with the Game Master and the other Players.Tags: Dexterity (DEX), Insight (INS), Might (MIG), Willpower (WLP), Companion, Core, Damage, Hit Points, Skill, WayfarerHopeSpiritistLearn the Hope spell.You learn the ultimate Spiritist spell: Hope.HopeMP: 40Target: SpecialDuration: InstantaneousYou rekindle the flames of courage and hope within a defeated hero. Choose a Player Character who surrendered but is still narratively present on the scene: that Player Character immediately regains consciousness and recovers an amount of Hit Points equal to their Crisis score. Note that this spell will not undo the consequences of the character’s surrender and is of no use if the character left the scene as part of their surrender — such as if they were captured and dragged away, or if they were trapped in a parallel dimension, and so on. A Player Character may only be affected by this spell once per scene; if a character is brought back into the conflict by this spell and is subsequently reduced to 0 Hit Points again, they must sacrifice themselves or surrender as per the normal rules (including a new consequence and 2 more Fabula Points if they surrender).Tags: Core, Crisis, Fabula Point, Hit Points, Mind Points, Spell, SpiritistMathemagicLoremasterExtend single-target spells.When you cast a spell with a target of “One creature”, you may choose an Attribute (Dexterity, Insight, Might, or Willpower) and a die size (d6, d8, d10, or d12). If you do, the spell’s target becomes “Every creature present on the scene whose current die size in that Attribute matches your choice” and its total Mind Point cost is doubled. Additionally, all mentions of “the target” in the spell’s text are replaced with “each target”; or they are replaced with “one or more targets” if the spell is Anomaly, Dispel, Mercy, or Mirror. When the spell ends on one or more of its targets, it automatically ends on all its targets. If you cast an offensive spell (🗲) this way, you perform a single Magic Check and confront it with the Magic Defense of each target.Tags: Dexterity (DEX), Insight (INS), Might (MIG), Willpower (WLP), Core, Loremaster, Magic Defense, Mind Points, SpellMonkey GripFuryEquip some two-handed weapons in a single-hand slot.You may now equip two-handed weapons belonging to the flail, heavy, spear, and sword Categories within a single hand slot. Additionally, the first attack you perform with a two-handed weapon during each turn deals 5 extra damage, and its damage ignores Resistances.Tags: Core, Damage, Flail, Fury, Heavy, Resistance, Spear, Sword, Two-HandedPerfect AimSharpshooterChoose two options when using Warning Shot.Additional Requirements: You must have acquired the Warning Shot Skill.When you hit one or more creatures with a ranged attack and choose to deal no damage in order to gain the benefits of the Warning Shot Skill, you may choose two options instead of one (for instance, you could inflict both shaken and slow on each creature, or inflict a status effect on each creature while also lowering their Mind Points).Tags: Attack, Core, Mind Points, Ranged, Sharpshooter, Skill, StatusPillageRogueSteal from multiple creatures.Additional Requirements: You must have acquired the Soul Steal skill.When you use the Soul Steal Skill, you may target any number of creatures at the same time (you perform a single Check and compare it to the Magic Defense of each creature you are attempting to steal from).Tags: Core, Magic Defense, Rogue, SkillPowerful ShotSharpshooterDeal extra damage at range.Your ranged attacks deal 5 extra damage. The amount of extra damage increases to 10 if you are level 40 or higher.Tags: Attack, Core, Damage, Ranged, SharpshooterPowerful SpellChimerist, Elementalist, Entropist, SpiritistDeal extra damage with spells.Spells you cast deal 5 extra damage. The amount of extra damage increases to 10 if you are level 40 or higher.Tags: Chimerist, Core, Damage, Elementalist, Entropist, Spell, SpiritistPowerful StrikeFury, WeaponmasterDeal extra damage in melee.Your melee attacks deal 5 extra damage. The amount of extra damage increases to 10 if you are level 40 or higher.Tags: Attack, Core, Damage, Fury, Melee, WeaponmasterPredictable!LoremasterForce an enemy to spend MP to perform specific actions.During a conflict, you may use an action and spend 20 Mind Points to anticipate the upcoming moves of a creature you can see, as long as you know two or more of that creature’s Traits. If you do so, choose one type of action among the following: Attack, Guard, Objective, Spell, or Skill. Until the start of your next turn, the creature must spend 20 Mind Points whenever they wish to perform that action. If they can’t, they must perform a different action.Tags: Attack, Core, Guard, Loremaster, Mind Points, Objective, Skill, SpellRampartGuardianResist damage and status effects during the first round.During the first round of each conflict scene, you gain Resistance to all damage types and cannot suffer status effects (you do not recover from preexisting status effects, however). These benefits only last until the end of the first round.Tags: Core, Damage, Guardian, Resistance, StatusRepetitionOratorCondemn or Encourage twice.Once per turn during a conflict, after you use the Condemn Skill or the Encourage Skill, you may perform that same Skill again (on the same target or a different one). You must still pay the Mind Point cost for the second use of the Skill.Tags: Core, Mind Points, Orator, SkillRevelationArcanistBind a previously unknown Arcanum, and improve dismiss effects.You make contact with an unknown Arcanum and bind it to your soul. This Arcanum must be something you design together with the rest of the group; as long as you live, no one else in your world will be able to bind that Arcanum. Once per scene while you are merged with an Arcanum, you may use an action and spend 2 Fabula Points to trigger that Arcanum’s dismiss effect (if any) without dismissing them. Doing so does not trigger the Arcane Circle Skill.Tags: Arcanist, Core, Fabula Point, SkillStatus ImmunityWayfarerIgnore a status effect.You are permanently immune to a single status effect of your choice.Tags: Core, Immunity, Status, WayfarerUnbreakableGuardianSurvive a fatal hit once per scene.Once per scene when you are about to be reduced to 0 Hit Points, you may instead choose to withstand the pain and be reduced to exactly 1 Hit Point.Tags: Core, Crisis, Guardian, Hit PointsUpgradeTinkererModify equipment Qualities.When you rest, you may choose any number of weapons, armor, and/or shields among those owned by your group. For each item chosen this way, you may either add a Quality to it (if it doesn’t have one) or replace its current Quality with a different one. These new Qualities must come from the list of default Qualities available for items of that type, and must have an associated cost modifier of +1000 zenit or lower. At the end of the rest, you must pay an amount of zenit equal to the total sum of those cost modifiers, reduced by (your Skill Level in Visionary, multiplied by 100). If you do, the items will be modified according to your choices.Tags: Core, Equipment, Skill, Tinkerer, ZenitTempest StrikeWeaponmasterConcentrate multi attacks on a single target.When you perform a melee attack with the multi property, you gain a bonus to your Accuracy Check equal to the value of that multi property, and the attack deals 5 extra damage. If the attack targets only one creature, it deals another 5 extra damage.Tags: Attack, Core, Damage, Melee, WeaponmasterVanishRogueDisappear after an attack.When you hit one or more creatures with an attack or offensive spell (🗲), you may spend 1 Fabula Point. If you do, each of those creatures becomes unable to see you until the start of your next turn.Tags: Attack, Core, Fabula Point, Rogue, SpellVolcanoElementalistLearn the Volcano spell.You learn the ultimate Elementalist spell: Volcano (if it better fits your character, you may give this spell a different name and change its damage to air (), bolt (), earth (), or ice ()).VolcanoMP: 40Target: SpecialDuration: InstantaneousYou channel the fury of the planet into a powerful wave of fire and magma. Choose one option: you deal 50 fire damage to one creature you can see; or you deal 30 fire damage to every enemy you can see. These amounts increase by 5 if you are level 20 or higher, or by 10 if you are level 40 or higher. Damage dealt by this spell ignores Resistances and Immunities.Tags: Core, Damage, Elementalist, Fire, Immunity, Mind Points, Resistance, Spell
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Arcane MarkSharpshooter, Symbolist, WeaponmasterImprove spells’ critical chance with arcane weapons.When you hit one or more creatures with an attack using a weapon that belongs to the arcane Category, the attack deals 5 extra damage and you may choose one of those creatures. If the next offensive spell (🗲) you cast during this scene only targets the chosen creature, its Magic Check will trigger a critical success if both dice show the same number (and the Check is not a fumble).Tags: Arcane, Attack, Critical Success, Damage, Fumble, High Fantasy, Sharpshooter, Spell, Symbolist, WeaponmasterBimagusElementalist, Entropist, SpiritistCast two spells in succession while saving MP.Additional Requirements: You must have mastered two or more of the required classes and your character must be level 30 or higher.Once per turn during a conflict, if you have an arcane weapon equipped, you may use an action and spend 20 to 50 Mind Points to perform the Spell action for free twice, casting two spells without needing to pay their MP costs. If you do, the two spells must have a combined total MP cost equal to or lower than (20 + the amount of MP you spent to use this Skill), and the second spell must have a total MP cost that is equal to or lower than half the total MP cost of the first spell.Tags: Arcane, Elementalist, Entropist, High Fantasy, Mind Points, Skill, Spell, SpiritistBlade AdeptRogue, WeaponmasterGain bonuses with daggers and treat them as brawling, sword, and thrown weapons.While you have one or more melee dagger weapons equipped, you gain a +1 bonus to Defense and Magic Defense, and you treat those weapons as also belonging to the brawling, sword, and thrown Categories for the purpose of Skills and effects. Additionally, your attacks with weapons that belong to the dagger Category may target creatures that cannot normally be targeted by melee attacks.Tags: Attack, Brawling, Dagger, Defense, Equipment, High Fantasy, Magic Defense, Melee, Rogue, Skill, Sword, Thrown, WeaponmasterBullet BreakSharpshooterCounterattack with firearms after using Crossfire.After you negate a ranged attack with the Crossfire Skill, if the Result of the Accuracy Check was an even number, you may perform a free attack against the attacker with a ranged firearm weapon you have equipped. This attack must have that enemy as its only target; treat your High Roll (HR) as 0 when calculating damage dealt by it.Tags: Attack, Damage, Firearm, High Fantasy, Ranged, Sharpshooter, SkillCeaseless BattlefieldCommanderHalve the MP cost of Commander Skills.The MP costs for your Bishop’s Edict, Charging Cavalry and King’s Castle are halved.Tags: Commander, High Fantasy, Mind Points, SkillClean SlateSymbolistRemove spells and status effects from creatures.You may use an action and spend up to 30 Mind Points to choose one creature you can see for every 5 MP spent this way. Each creature chosen this way recovers from all status effects and is no longer affected by any spells with a duration of “Scene” that were affecting them.Tags: High Fantasy, Mind Points, Spell, Status, SymbolistDouble ArrowCommander, SharpshooterAttack twice with bows.When you perform the Attack action with a ranged weapon that belongs to the bow Category, if you have no other weapon equipped, you may perform two separate attacks instead of one (against the same target or against different targets). If you do, both attacks follow the rules for two-weapon fighting: each attack loses the multi property and cannot gain it, and you treat the High Roll of each Accuracy Check as being equal to 0 when determining damage. Note that this Heroic Skill does not stack with a custom weapon’s quick customization (using Double Arrow with a quick bow doesn’t allow more than two attacks, in short).Tags: Attack, Bow, Commander, Damage, High Fantasy, Multi, Ranged, Sharpshooter, Two WeaponFast RitualsChimerist, Elementalist, Entropist, SpiritistReduce the number of sections for Ritual Clocks in conflicts.When you initiate a Ritual during a conflict scene, its Ritual Clock is created with two fewer sections than normal, to a minimum of four sections.Tags: Chimerist, Clock, Elementalist, Entropist, High Fantasy, Ritual, SpiritistFleeting MomentWeaponmasterAdd High Roll when you Counterattack with a sword.Additional Requirements: You must have acquired the Counterattack Skill.When you perform a Counterattack using a melee weapon that belongs to the sword Category, you may add your High Roll to the damage dealt by the attack (you do not have to treat it as being 0).Tags: Attack, Damage, High Fantasy, Melee, Sword, WeaponmasterGrand SummoningArcanistSummon Arcana as creatures.When you summon an Arcanum, you may decide to spend 1 Fabula Point and half of your current Hit Points (rounded down) to shape your lifeforce into a full manifestation of their power. If you do, the Arcanum manifests as a soldier-rank creature of the demon Species under your control (they count as an ally and have their own independent turn during conflicts – if you use this Skill during a conflict scene, the Arcanum joins the scene at the end of the current round). You also do not gain any of the merge benefits you would normally enjoy when summoning that Arcanum. The summoned creature has the following profile: • Level is equal to your level (thus gaining the bonuses to Checks and damage). • A d10 in one Attribute of your choice, and a d8 in all other Attributes. • Maximum Hit Points equal to (twice the creature’s base Might die size, plus half of your maximum Hit Points). The creature has no Mind Points. • Resistance to two damage types of your choice. • The creature receives all the merge benefits the Arcanum would normally grant you when summoned (damage Affinities, immunity to status effects, increased Attribute sizes, etc.). If a merge benefit would cause the Arcanum to be dismissed, this will cause the summoned creature to vanish unless you spend 20 Mind Points. • A melee basic attack whose Accuracy Check relies on two different Attributes of your choice and deals (HR + 8) physical () damage. Choose two different options: the attack is a ranged attack; or it deals 4 extra damage; or it deals damage of a type other than physical (); or the Accuracy Check relies on a single Attribute. • The creature may perform the Skill action to produce one of the dismiss effects normally granted by that Arcanum, but doing so will cause the summoned creature to vanish unless you spend 20 Mind Points. The following rules apply when you Grand Summon an Arcanum: • The creature is always summoned at full Hit Points, with no status effects. • The creature vanishes if it reaches 0 Hit Points, if you die, lose consciousness or leave the scene, or if you summon or Grand Summon an Arcanum again. The creature also vanishes when a scene ends, or if you simply command them to do so (this will not trigger the corresponding Arcanum’s dismiss effect). • Take note of all choices made for Attributes and basic attack during the first time you Summon a given Arcanum: these choices will remain unchanged whenever you Grand Summon that same Arcanum again in the future.Tags: Might (MIG), Arcanist, Attack, Companion, Damage, Fabula Point, High Fantasy, Hit Points, Immunity, Melee, Mind Points, Physical, Ranged, Resistance, Skill, StatusHopliteCommander, GuardianStrengthen attacks when fighting with a weapon and shield.As long as you have a weapon equipped in your main hand slot and a shield equipped in your off-hand slot, your attacks with that weapon deal 5 extra damage and you gain a +1 bonus to Defense. This Skill cannot be combined with custom weapons with the defence boost customization, nor with the Dual Shieldbearer Skill.Tags: Attack, Commander, Damage, Defense, Equipment, Guardian, High Fantasy, SkillIron ForestCommander, WeaponmasterForce enemies to spend MP to act after hitting with a spear.After you hit one or more creatures with a melee attack using a weapon that belongs to the spear Category, if you have no other weapon equipped, you may spend 20 Mind Points and choose one of those creatures. If you do so, the attack deals half the normal amount of damage to each of its targets, and you choose one type of action among the following: Attack, Guard, Objective, Spell, or Skill. From now on, the chosen creature must spend 10 Mind Points whenever they wish to perform that type of action. If they can’t, they must perform a different type of action. This effect lasts until the start of your next turn, or until you use this Skill again.Tags: Attack, Commander, Damage, Guard, High Fantasy, Melee, Mind Points, Objective, Skill, Spear, Spell, WeaponmasterMagic GuardChimerist, Elementalist, Entropist, SpiritistNegate enemy spells while you are in Guard.When you perform the Guard action, if you choose not to provide cover to another creature, you gain the following benefit until the start of your next turn: when a creature you can see casts a spell, after that creature pays for the spell’s MP cost, you may spend an amount of Mind Points equal to (10 + the spell’s total MP cost) in order to completely stop the casting of the spell and negate its effects (the spell isn’t cast, but the creature is still considered to have spent their action).Tags: Chimerist, Elementalist, Entropist, Guard, High Fantasy, Mind Points, Spell, SpiritistPaso DobleDancerIgnore the MP cost of Follow My Lead when you are in Crisis.Additional Requirements: You must have acquired the Follow My Lead Skill.While you are in Crisis, you ignore the MP cost for your Follow My Lead Skill.Tags: Crisis, Dancer, High Fantasy, Mind PointsPower ChordChanterImprove allies’ critical success chance with songs.When you sing a verse with medium or high volume, you may double the verse’s cost in Mind Points, or spend 1 Fabula Point. If you do, you and every ally that is able to hear you gain the following benefit until the start of your next turn: your Accuracy Checks trigger a critical success when both dice show the same number (as long as the Check is not a fumble).Tags: Chanter, Critical Success, Fabula Point, Fumble, High Fantasy, Mind Points, VersesPulverizing StrikeDarkblade, Fury, WeaponmasterBreach deals damage with heavy weapons.After you hit a creature with Breach, if you attacked with a melee weapon that belongs to the heavy Category, you may have the attack deal damage equal to your High Roll instead of dealing no damage. Any source of extra damage, including the extra damage from the third option of the Breach Skill itself, still applies — ignore the damage dealt by the weapon.Tags: Attack, Damage, Darkblade, Fury, Heavy, High Fantasy, Melee, Skill, WeaponmasterRising TideFury, WeaponmasterGain benefits for consecutive attacks with brawling weapons.When you perform a melee attack using a weapon that belongs to the brawling Category, if you have no martial armor and no shields equipped, you gain 1 Bravery Point. As long as you have no martial armor and no shields equipped, your melee attacks with brawling weapons deal extra damage equal to (2 + your current Bravery Points). At the end of each scene, or if you have 5 or more Bravery Points at the end of your turn, you lose all accumulated Bravery Points. Then, if you lost at least 1 point this way, you recover 10 Hit Points and 10 Mind Points.Tags: Attack, Brawling, Damage, Equipment, Fury, High Fantasy, Hit Points, Melee, Mind Points, WeaponmasterRitual SealsSymbolistPlace Rituals into seals.When you perform a Ritual outside a conflict scene, if that Ritual has a total cost equal to or lower than 60 Mind Points, you may stop the process immediately before the Magic Check and store the Ritual’s effect inside a Ritual seal placed on a surface you can touch. If you do, name a condition — this can be anything from “when I enter Crisis” to “as soon as I snap my fingers”. When that condition is met, the seal vanishes and the Ritual is unleashed at the seal’s location: you perform the Magic Check and resolve the effects as normal (even if you are unconscious or not present on the scene). You may only have one Ritual seal active at the same time — if you die or create a new Ritual seal, the one you previously created will vanish.Tags: Crisis, High Fantasy, Mind Points, Ritual, Symbols, SymbolistShowstopperDancerPerform three dances, then take a temporary break.At the start of your turn during a conflict, if you have no martial armor equipped, you may spend 1 Fabula Point to perform up to three different dances among those you know, in the order you prefer and without paying their MP cost. If you do, you cannot perform dances in any way until the end of your next turn.Tags: Dances, Dancer, Equipment, Fabula Point, High Fantasy, Mind PointsSpider’s WebFury, WeaponmasterAttack twice with flails.When you perform the Attack action with a melee weapon that belongs to the flail Category, if you have no other weapon equipped, you may perform two separate attacks instead of one (against the same target or against different targets). If you do, both attacks follow the rules for two-weapon fighting: each attack loses the multi property and cannot gain it, and you treat the High Roll of each Accuracy Check as being equal to 0 when determining damage. Note that this Heroic Skill does not stack with a custom weapon’s quick customization (using Spider’s Web with a quick flail doesn’t allow more than two attacks, in short).Tags: Attack, Damage, Flail, Fury, High Fantasy, Melee, Multi, Two Weapon, WeaponmasterSwirling SwarmDancer, Fury, SharpshooterGain benefits for consecutive attacks with thrown weapons.When you perform a ranged attack using a weapon that belongs to the thrown Category, if you have no martial armor and no shields equipped, you gain 1 Momentum Point. You may never have more than 5 Momentum Points. Your ranged attacks using weapons that belong to the thrown Category deal extra damage equal to your current Momentum Points. When a creature hits you with an attack targeting your Defense, you must spend all your accumulated Momentum Points and increase your Defense score by an equal amount against that attack (this may turn the hit into a miss). You also lose all Momentum Points at the end of each scene, or if you equip a shield or martial armor.Tags: Attack, Damage, Dancer, Defense, Equipment, Fury, High Fantasy, Ranged, Sharpshooter, ThrownTabula RasaCommanderYour Skills cause HP loss.After you use Bishop’s Edict or King’s Castle Skills, if you are in Crisis, you may have every enemy creature present on the scene lose 10 Hit Points. This amount increases to 20 Hit Points if you are level 20 or higher, or 30 Hit Points if you are level 40 or higher.Tags: Commander, Crisis, High Fantasy, Hit Points, SkillTheme SongChanterGain a theme song with a variety of benefits.When you acquire this Skill, you obtain a theme song – give it a name and assign it a key from the ones you have learned (you can also choose a real-world song for this). Once per conflict scene after you sing a verse in your theme song’s key, you may start your theme song — if it’s a real song, it’s a great idea to play it in the background! While singing your theme song, you gain the following benefits: • You gain Resistance to (theme song’s key type) damage. • When you deal (theme song’s key type) damage, you deal 5 extra damage and the type of that damage cannot be changed. • The MP cost for singing verses in the same key as your theme song is halfed. This benefit applies to you and to any of your allies who are able to sing verses. The theme song lasts until the end of the scene or until you leave the scene, die, or fall unconscious. The theme song also ends as soon as you sing a verse in a key other than the theme song’s, if your turn ends and you have not sung any verse, or if another character starts their theme song.Tags: Chanter, Damage, High Fantasy, Mind Points, Resistance, VersesTriple SlashDancer, WeaponmasterEquip three daggers or swords and perform triple attacks.As long as you have a one-handed melee weapon that belongs to the dagger or sword Categories equipped in each of your normal hand slots, you may treat your armor slot as if it were a second off-hand slot. You may only use this special slot to equip a one-handed melee weapon that belongs to the dagger or sword Categories — note that the Monkey Grip Skill does not turn two-handed weapons into one-handed weapons, and thus cannot be used in combination with Triple Slash. When you perform the Attack action while you have three daggers and/or swords equipped, you may attack once with each weapon. This follows the normal rules for two-weapon fighting: each of the three attacks loses the multi property and cannot gain it, and you treat the High Roll (HR) of each Accuracy Check as being equal to 0 when determining damage.Tags: Attack, Dagger, Damage, Dancer, Equipment, High Fantasy, Melee, Multi, Sword, Two-Handed, Two Weapon, Weaponmaster
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All You Can EatGourmetCombine four ingredients into a delicacy.Once per scene when you use the Cooking Skill, you may combine four ingredients into a delicacy (thus ignoring the normal limit of three ingredients). Other than that, the delicacy follows the normal rules.Tags: Gourmet, Ingredients, Natural FantasyAuramancer’s RefractionArcanist, SpiritistImproves Aura and Barrier, and punishes enemies who damage protected targets.Choose a damage type among air (), bolt (), earth (), fire (), ice (), and light (). When an enemy you can see deals damage to one or more creatures who are affected by an Aura and/or Barrier spell you cast, the damage suffered by each of those creatures is reduced by an amount equal to (half your level in the Spiritist Class) or to (your level, divided by 10) (use whichever value is higher; this reduction is applied before damage Affinities). Then, you may deal an amount of damage of the chosen type equal to (half your level) to that enemy. If you do, you cannot deal damage this way until the start of your next turn.Tags: Air, Arcanist, Bolt, Damage, Earth, Fire, Ice, Light, Natural Fantasy, Spell, SpiritistBend MagicElementalist, Entropist, Invoker, SymbolistReact to enemy spells with your invocations.After an enemy you can see hits or misses you with an offensive spell (🗲), if the Result of their Magic Check was an even number, you may immediately use the Invocation Skill for free (after the spell has been fully resolved) to perform an invocation you have access to against that enemy, without spending Mind Points. This invocation must not be a “hex”, and it may target only that enemy (you cannot use the Linked Invocation Skill with it).Tags: Elementalist, Entropist, Invocations, Invoker, Mind Points, Natural Fantasy, Skill, Spell, SymbolistBrambleheartDarkblade, FloralistYour brambles protect you and react to enemy attacks.You are Resistant to light () damage and poison () damage. After you lose Hit Points, if you are in Crisis and a magiseed is present in your garden, you may fill 1 section of your Growth Clock. Additionally, when you use the Shadow Strike Skill, you may have your attack deal poison () damage instead of dark () damage (the damage type still cannot be changed). If you do, your Shadow Strike deals extra damage equal to (twice the number of filled sections in your Growth Clock).Tags: Attack, Clock, Crisis, Damage, Dark, Darkblade, Floralist, Garden, Hit Points, Light, Natural Fantasy, Poison, Resistance, SkillBrave BashCommander, Fury, Guardian, Pilot, WeaponmasterUse Bone Crusher to challenge foes with a shield, then deal additional damage.When you use the Bone Crusher Skill, if your attack targets only one creature and you have a shield equipped, you may challenge that creature until the end of your next turn. The challenge also ends if that creature is challenged by someone else, or if you challenge another creature. The creature you are challenging must include you among the targets of their attacks and offensive spells (🗲), if able; additionally, once per turn (including other creatures’ turns), when you deal damage to the creature you are challenging with a free attack using a one-handed melee weapon, or with a custom weapon belonging to the dagger or sword Category, you may deal 5 extra damage to that creature.Tags: Attack, Commander, Dagger, Damage, Equipment, Fury, Guardian, Melee, Natural Fantasy, Pilot, Skill, Spell, Sword, WeaponmasterCheer Up!Chanter, Esper, OratorImproves My Trust in You.When you use My Trust in You on another Player Character, that character chooses Dexterity, Insight, Might, or Willpower: they treat the chosen Attribute as being increased by one die size (up to a maximum of d12) until the end of the scene or until you use My Trust in You on them again.Tags: Dexterity (DEX), Insight (INS), Might (MIG), Willpower (WLP), Chanter, Esper, Natural Fantasy, OratorChimeric SoulChimerist, MutantCasting Chimerist spells grants benefits based on the Species.When you cast one of your Chimerist spells, you gain a benefit based on the Species of the creature you originally learned that spell from. Choose one option: you gain Resistance to both damage types associated with that Species; or when you deal damage of a type associated with that Species, you deal 5 extra damage. The chosen benefit lasts until the end of the scene, or until you cast a Chimerist spell again. The damage types associated to each Species are air () and ice () (beast), earth () and poison () (construct), fire () and ice () (demon), air () and bolt () (elemental), bolt () and fire () (monster), earth () and light () (plant), dark () and poison () (undead).Tags: Air, Bolt, Chimerist, Damage, Dark, Earth, Fire, Ice, Light, Mutant, Natural Fantasy, Poison, Resistance, SpellCleansing MoonlightEntropist, SpiritistYour spells can remove status effects and spells from targets.When you hit one or more creatures with an offensive spell (🗲), if you have an arcane weapon equipped and the High Roll of your Magic Check is 8 or higher, you may have each of those creatures no longer be affected by all spells with a duration of “Scene” that are currently affecting them. When you cast a spell targeting one or more allies, if you have an arcane weapon equipped, you may choose one status effect among dazed, enraged, poisoned, shaken, slow, and weak: if you do, each target recovers from the chosen status effect.Tags: Arcane, Attack, Entropist, Equipment, Natural Fantasy, Spell, Spiritist, StatusEphemeral TranquilityDancer, Esper, Rogue, Spiritist, SymbolistImproves Hallucination and Torpor, and cleanses status effects to cause HP loss.When you cast the Hallucination or Torpor spells, you may apply both status effects to each target hit by the spell. During a conflict, you may use an action and spend up to 20 Mind Points. For every 10 Mind Points spent this way, you may choose a different enemy you can see who is suffering from two or more status effects. Every enemy chosen this way recovers from all status effects and loses an amount of Hit Points equal to (half your level + (the number of status effects that enemy recovered from this way, multiplied by 10)). Then, you recover 20 Mind Points for each of those enemies that entered Crisis or was reduced to 0 Hit Points by this effect.Tags: Crisis, Dancer, Esper, Hit Points, Mind Points, Natural Fantasy, Rogue, Spell, Spiritist, Status, SymbolistFitcastChimerist, Darkblade, Esper, Fury, WayfarerUse Might for Magic Checks, and treat weapons relying on Might as being arcane.When you perform a Magic Check for a spell or Ritual, you may replace one of the Attributes with Might (such as (MIG + MIG) for a Chimerism Ritual). As long as the Accuracy formula of a weapon you have equipped includes Might, you may treat that weapon as also belonging to the arcane Category for the purpose of Skills and effects that require it.Tags: Might (MIG), Arcane, Chimerist, Darkblade, Equipment, Esper, Fury, Natural Fantasy, Ritual, Skill, Spell, WayfarerFor a Better FutureMerchantUse Trade Points instead of Fabula Points and improve settlements with donations.When you need to spend one or more Fabula Points, if you are not spending them to alter the story, you may spend that many Trade Points instead. Describe which memories of your trades and journeys give you strength! Additionally, when you gain two or more Trade Points through the Real Treasure or Winds of Trade Skills, you may choose to gain exactly 1 Trade Point instead. If you do, choose a settlement within 1 travel day of your position and increase its prosperity by an amount equal to (your Skill Level in Winds of Trade + your Skill Level in Real Treasure); a settlement’s prosperity starts at 0 and has no upper limit. The chart below indicates the effects of your donations on the settlement and on anything within 1 travel day of it. Prosperity Effects within 1 travel day of the settlement 10 or more: When you or an ally need to pay a cost in zenit, whatever the reason, that cost is halved. 15 or more: People gladly accommodate you and your allies: while in this area, you can always rest freely, without spending zenit. Furthermore, any travel rolls made in this area never use a die greater than d8. 20 or more: When a Villain in this area spends Ultima Points, they must spend twice as many Ultima Points.Tags: Fabula Point, Merchant, Natural Fantasy, Skill, Trade Points, Travel, ZenitGreater ChloromancyFloralistIncrease magiseed effects and manipulate vegetation.Once per turn when a magiseed leaves your garden, if that magiseed has one or more “at the end of your turn” effects, you may spend 20 Mind Points. If you do, reproduce one of those effects (you may also choose an effect that doesn’t match the current sections of your Growth Clock). Additionally, if you have acquired the Verdant Sway Skill, your Rituals can now also influence and control soldier-Rank creatures belonging to the plant Species (but you are still unable to create them).Tags: Clock, Floralist, Garden, Mind Points, Natural Fantasy, SkillGreen ThumbFloralistQuicken or delay the growth of your magiseeds.When you fill 1 or more sections of your Growth Clock, you may choose one option: you fill 1 additional section of your Growth Clock; or you fill 1 fewer section of your Growth Clock (to a minimum of 0 sections filled). If you do, you cannot use this effect again until after your Growth Clock has become completely empty. Additionally, damage dealt by your magiseeds ignores Resistances.Tags: Clock, Damage, Floralist, Garden, Natural Fantasy, ResistanceInner WellspringInvokerCarry an elemental wellspring of your choice within yourself.When you acquire this Heroic Skill and whenever you rest, you may choose one wellspring: air (), earth (), fire (), lightning, or water. If you do, you gain the following benefits until your next rest: • You always treat the chosen wellspring as being available during each scene, in addition to whatever wellsprings are already available. • You may perform Rituals of the Elementalism discipline, but only if those Rituals manipulate the element of the chosen wellspring. • You gain Resistance to the damage type corresponding to the chosen wellspring. • When you deal damage, you may change its type to the one corresponding to the chosen wellspring. If you do, that damage ignores Resistances.Tags: Damage, Invocations, Invoker, Natural Fantasy, ResistancePower NapGuardian, Merchant, WayfarerTake a little nap during a conflict to regain your energies.On your turn during a conflict, you may use an action to recover an amount of Hit Points and Mind Points equal to (20 + half your level) and also recover from all status effects. If you do, your turn ends immediately, you lose the ability to hear and see, and your Defense and Magic Defense scores become equal to 5 and cannot be modified in any way (but you may still use the Protect Skill from the Guardian Class, if you have acquired it!). These penalties last until the start of your next turn, until after you lose Hit Points, or until after you are hit by an attack or offensive spell (🗲).Tags: Attack, Defense, Guardian, Hit Points, Magic Defense, Merchant, Mind Points, Natural Fantasy, Skill, Spell, Status, WayfarerSide by SideWayfarerImprove your synergy with your Faithful Companion.When your companion deals damage, they deal 5 extra damage. When your companion performs a Check, you may spend 1 Fabula Point and invoke one of your companion’s Traits in order to let them reroll one or both dice. After you use the Faithful Companion Skill to have your companion perform an action during your turn, you may choose one option (after the companion’s action has been resolved): you and your companion each recover 10 Mind Points; or the first time you or your companion perform a Check before the end of your next turn, that Check gains a bonus equal to (your Skill Level in Faithful Companion).Tags: Companion, Damage, Fabula Point, Mind Points, Natural Fantasy, Skill, WayfarerSilent HunterRogue, Sharpshooter, WeaponmasterImprove High Speed with bows, spears, and thrown weapons, and deny free attacks.When you use the High Speed Skill to perform a free attack with a weapon belonging to the bow, spear, or thrown Category, the attack deals extra damage equal to (your Skill Level in the High Speed Skill, multiplied by 5). Additionally, when you attack one or more creatures with a weapon that belongs to the bow, spear, or thrown Category, those creatures cannot perform free attacks until the end of the current turn.Tags: Attack, Bow, Damage, Natural Fantasy, Rogue, Sharpshooter, Skill, Spear, Thrown, WeaponmasterSkillful DosageGourmet, Loremaster, Merchant, TinkererDelicacies, potions and spells heal above maximum HP and MP.Potions and delicacies you create, as well as spells you cast, can now cause creatures to recover Hit Points and Mind Points beyond their maximum HP and MP scores. This cannot cause a creature’s current Hit Points and/or Mind Points to go above 150% of the respective maximum scores; at the end of each scene, if the current Hit Points and/or Mind Points of a creature are still above their maximum scores, they become equal to the maximum score.Tags: Gourmet, Hit Points, Ingredients, Loremaster, Merchant, Mind Points, Natural Fantasy, Spell, TinkererSpecialty of the HouseGourmetPrepare a unique delicacy with alternative effects.When you acquire this Heroic Skill, choose three different tastes among bitter, salty, sour, sweet, and umami. Then, choose three different effects among the following: • You deal 20 (choose one: dark (), light ()) damage to each of this delicacy’s targets. This amount increases to 30 damage if you are level 30 or higher. Choose the type of this effect when you acquire this Heroic Skill. • During the next turn of each of this delicacy’s targets, all damage they deal becomes (choose one: dark (), light ()) and its type cannot change. Choose the type of this effect when you acquire this Heroic Skill. • For each of this delicacy’s targets, if they are affected by one or more spells with a duration of “Scene”, instead they are no longer affected by any of those spells. • Choose yourself or an ally you can see. For each of this delicacy’s targets, the next time that target performs an attack or cast an offensive spell (🗲) before the end of this scene, they must include the chosen creature among the targets of that attack or spell (if able). • Each of this delicacy’s targets suffers enraged. • Each of this delicacy’s targets suffers poisoned. • Each of this delicacy’s targets recovers 30 Hit Points and 30 Mind Points, or 40 Hit Points and 40 Mind Points if you are level 30 or higher. • Each of this delicacy’s targets recovers from a single status of their choice. • Each of this delicacy’s targets recovers from dazed, enraged, and shaken. • Each of this delicacy’s targets recovers from poisoned, slow, and weak. When you create a delicacy using exactly 3 ingredients during a conflict, if each ingredient matches a different taste among those chosen when you acquired this Heroic Skill, you may ignore all of that delicacy’s normal effects. If you do, you may instead apply one, two, or all the effects you chose when you acquired this Heroic Skill.Tags: Attack, Damage, Dark, Gourmet, Hit Points, Ingredients, Light, Mind Points, Natural Fantasy, Spell, StatusStrength of Five WellspringsInvokerInvocations improve Attributes.After you perform an invocation during a conflict, you and up to one ally you can see increase one of your Attributes’ die sizes by one (up to a maximum of d12). This increase lasts until the end of the scene or until you use this Skill again, and the Attribute is based on the wellspring you invoked: air () (Insight), earth () (one Attribute of your choice), fire () (Dexterity), lightning (Might), or water (Willpower).Tags: Dexterity (DEX), Insight (INS), Might (MIG), Willpower (WLP), Invocations, Invoker, Natural FantasyWise CounselCommander, Loremaster, OratorYour Support Checks grant extra benefits to the leader.When you perform a Support Check, if the leader of the Group Check can hear and understand you, you may use (INS + INS), (INS + WLP), or (WLP + WLP) instead of the normal Attributes required by the Support Check. Describe how you offer your advice! Additionally, when you use the teamwork option to support another Player Character’s Check during their turn in a conflict scene, you may spend 10 Mind Points. If you do, choose up to two of the following benefits: • That character recovers 20 Mind Points. • That character recovers from dazed, enraged and shaken. • At the end of that character’s turn, choose one option: perform a free attack with a weapon you have equipped; or perform the Spell action for free, casting a spell whose total MP cost is equal to or lower than 20. • If that character succeeds on their Check and the Check allows them to fill or erase one or more sections of a Clock, they may fill or erase 1 additional section of it.Tags: Insight (INS), Willpower (WLP), Attack, Clock, Commander, Loremaster, Mind Points, Natural Fantasy, Orator, Spell, Status
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Arcane SoldierElementalist, Sharpshooter, WeaponmasterPerform a free attack against a target, then immediately cast an offensive spell (🗲) against them.Additional Requirements: You must know at least two offensive spells (🗲).You may use an action to perform a free attack with a weapon you have equipped. This attack must target a single enemy. If the attack is successful, treat your High Roll as 0 when determining damage dealt by it. After the attack has been resolved, if it was successful, you may perform the Spell action for free: the spell you cast this way must be an offensive spell (🗲) with a total MP cost equal to or lower than 20, and it may only target the enemy you attacked (you must still spend the appropriate Mind Points and perform the Magic Check). Treat your Magic Check’s High Roll as 0 when determining damage or other effects caused by this spell.Tags: Attack, Elementalist, Mind Points, Sharpshooter, Spell, Techno Fantasy, WeaponmasterBrainwave DischargeEsperErase your Brainwave Clock and deal damage.While your Brainwave Clock is full, you may use an action to erase all of its sections. If you do, you may choose one option: you deal 20 physical () damage to every enemy that is present on the scene, or you deal 30 physical () damage to a single enemy you can see. This amount increases by 10 if you are level 20 or higher, or by 20 if you are level 40 or higher.Tags: Clock, Damage, Esper, Physical, Techno FantasyBullet TimeEntropist, RogueGain several benefits from Dodge and Stolen Time.Additional Requirements: You must have acquired one or more Skills among Dodge and Stolen Time.You gain a bonus to your Initiative modifier equal to (your SL in Dodge + your SL in Stolen Time). As long as you have no shields and no martial armor equipped, all damage you suffer is reduced by an amount equal to (your SL in Dodge) (applied before damage Affinities) and you deal extra damage equal to (your SL in Stolen Time).Tags: Damage, Entropist, Equipment, Initiative, Rogue, Skill, Techno FantasyDecoy BaitSharpshooterHawkeye creates a decoy and grants a punishing attack.Additional Requirements: You must have acquired the Hawkeye Skill.When you use your Hawkeye Skill and choose the first option, if no decoy bait is present on the scene, you may spend 10 Mind Points. If you do, you create a decoy bait with Hit Points equal to (half your level + (your SL in Hawkeye, multiplied by 5)). When an enemy who can see your decoy bait deals damage to one or more creatures, your decoy bait automatically suffers damage in place of one of those creatures, chosen randomly (your decoy bait is always treated as having neutral Affinity towards all damage types, and cannot gain any other Affinity; the decoy bait only suffers the damage in place of the creature, not any other effects). When an enemy reduces your decoy bait to 0 Hit Points, your decoy bait is automatically destroyed and you roll 1d10. If the number rolled is equal to or lower than (3 + your SL in Hawkeye), you may perform a free attack with a bow or firearm weapon you have equipped. This attack may only target that enemy, gains a bonus equal to (your SL in Hawkeye) to its Accuracy Check, and its damage ignores Immunities and Resistances. Your decoy bait cannot recover Hit Points and is automatically destroyed at the end of the scene. Make sure to describe what it looks like!Tags: Attack, Bow, Clock, Damage, Equipment, Firearm, Hit Points, Immunity, Mind Points, Resistance, Sharpshooter, Skill, Techno FantasyDreamsliceDarkblade, EsperShadow Strike reduces MP and causes action loss when using swords.When you hit one or more creatures with an attack from your Shadow Strike Skill using a weapon that belongs to the sword Category, each of those creatures loses an amount of Mind Points equal to (the number you rolled on your Might die for Shadow Strike). Then, if the number you rolled on your Might die for Shadow Strike was 8 or higher, you may choose one creature hit by the attack. If that creature is your focus or you have a Bond towards them, that creature will perform one fewer action during their next turn (to a minimum of zero actions).Tags: Might (MIG), Attack, Bond, Darkblade, Esper, Mind Points, Skill, Sword, Techno FantasyDynamic SynchronizationPilotJoin forces with another pilot or passenger.At the start of your turn during a conflict, if you are driving your personal vehicle, you may choose one option: you synchronize with another Player Character who is present on the scene and driving their own personal vehicle, or you synchronize with another Player Character who is a passenger on your personal vehicle. Describe how the two of you join forces! You and the chosen character both receive the following benefits as long as the synchronization remains active: • When you perform a Check, you may use the current Attribute die sizes of the other PC in place of yours (for one or both dice). • When you deal damage, deal extra damage equal to (the strength of your Bond towards the other PC, plus the strength of their Bond towards you). • You may use an action to perform a free attack with one enabled or disabled weapon module present on the personal vehicle the other PC is currently on. • When your turn ends, if the other PC has yet to take their turn during this round, they may take their turn immediately after yours. This synchronization lasts until the end of the scene, or until you or the other Player Character die, fall unconscious, leave the scene, synchronize again or are no longer aboard a personal vehicle.Tags: Attack, Bond, Damage, Modules, Pilot, Techno Fantasy, VehiclesGreater AkromorphosisMutantGain different benefits based on the Category of your unarmed strikes.Additional Requirements: You must have acquired the Akromorphosis Skill.You gain the following benefits based on the current Category of your unarmed strikes. • Arcane, brawling, dagger, thrown: your attacks with unarmed strikes treat the Defense of each target as being equal to their current Insight die size. • Bow, sword: your attacks with unarmed strikes that target two or more creatures deal 5 extra damage. • Firearm, heavy: your unarmed strikes deal 5 extra damage to constructs, and 5 extra damage to non-construct creatures who have at least one shield and/or martial armor equipped. • Flail, spear: you gain a +2 bonus to Defense, and your attacks with unarmed strikes may target flying creatures. If your unarmed strikes are treated as belonging to more than one Category (for instance due to the Blade Adept Heroic Skill, you gain all the benefits of the corresponding Categories.Tags: Insight (INS), Arcane, Bow, Brawling, Dagger, Damage, Defense, Equipment, Firearm, Flail, Heavy, Mutant, Skill, Spear, Sword, Techno Fantasy, ThrownGreater EcdysisMutantEcdysis allows you to end status effects and spells.When you use the Ecdysis Skill, you may also choose one or both options: you recover from all status effects, and/or if you are affected by one or more spells with a duration of “Scene”, you are no longer affected by any of those spells.Tags: Mutant, Skill, Spell, Status, Techno FantasyGreater TheriomorphosisMutantAct after Theriomorphosis.When you use the Theriomorphosis Skill on your turn during a conflict, if this did not happen through the Genoclepsis Skill, you may manifest the effects of up to three therioforms from those you have learned (instead of two). Then, you may perform an additional action. This additional action cannot be used for the Theriomorphosis Skill.Tags: Mutant, Skill, Techno Fantasy, TherioformsHit the NerveChanter, OratorUse Condemn to inflict enraged and gain benefits against enraged creatures.Additional Requirements: You must have acquired the Condemn Skill.When you successfully use the Condemn Skill against an enemy you know one or more Traits of, you recover an amount of Mind Points equal to half the amount of MP lost by the target, and you may have them suffer enraged instead of the normal status effects. Additionally, when you perform an Opposed Check against an enraged creature, or an Accuracy Check or Magic Check for an attack or offensive spell (🗲) that includes one or more enraged creatures among its targets, you trigger a critical success when both dice show the same number (as long as the Check is not a fumble).Tags: Attack, Chanter, Critical Success, Fumble, Mind Points, Orator, Skill, Spell, Status, Techno FantasyMake it or Break itDarkblade, FuryDouble the HR of an attack but risk damaging the weapon.Before you perform an Accuracy Check, you may declare “make it or break it!”. If you do, the Check’s High Roll is doubled when determining damage, but if the Result is an even number, you apply the following penalties after the attack is resolved: • If the weapon you used is transforming, it immediately changes form and it cannot change form again until the end of the scene. • If the weapon you used is not transforming, or if it is a transforming weapon that cannot change form (see above), it is placed inside your backpack and cannot be equipped until the end of the scene; however, you may immediately perform the Equipment action for free. This Heroic Skill does not apply to attacks with unarmed strikes, improvised weapons, weapon modules, or Twin Shields.Tags: Attack, Damage, Darkblade, Equipment, Fury, Modules, Techno FantasyMimeoclepsisChimerist, MutantLearn spells through the Mutant’s Genoclepsis.Additional Requirements: You must have acquired both the Genoclepsis and Spell Mimic Skills.When you use the Genoclepsis Skill on an NPC, if that NPC’s Species is among those you can learn spells from with the Spell Mimic Skill, the Game Master must reveal all spells known by that NPC. Then, if that NPC knows one or more spells, you may learn one of those spells as a Chimerist spell of your own.Tags: Chimerist, Mutant, Skill, Spell, Techno FantasyNebulizationTinkererYour potions are strengthened by repeated use.Additional Requirements: You must have acquired the advanced Alchemy benefit from the Gadget Skill.When you create a potion, you gain 1 Nebulization Point, or 2 Nebulization Points if that potion was created via the Alchemy benefit of the Gadget Skill. Potions and elemental shards you create deal extra damage equal to twice your current Nebulization Points. Potions you create that restore Hit Points and/or Mind Points restore additional HP and/or MP equal to (your current Nebulization Points, multiplied by 5). You may never have more than 5 Nebulization Points, and you lose all of them at the end of each scene.Tags: Damage, Hit Points, Mind Points, Skill, Techno Fantasy, TinkererOverload BurstPilotHold on at 1 HP, then unleash your personal vehicle against your foes.Additional Requirements: You must have acquired the Compression Tech skill.Choose a damage type from bolt (), dark (), fire (), ice (), and light (). When you are reduced to 0 Hit Points for the first time during a scene, if you are driving your personal vehicle, you may choose to be reduced to exactly 1 Hit Point instead. If you do, you and any passengers leave your personal vehicle, which disappears from the game world. Then, you may deal an amount of damage equal to your Crisis score to a single creature you can see. This damage is of the type you have chosen from the list above. If your personal vehicle disappears from the game world this way, the next use of your Compression Tech Skill has an additional cost of 1 Fabula Point.Tags: Bolt, Crisis, Damage, Dark, Fabula Point, Fire, Hit Points, Ice, Light, Pilot, Skill, Techno Fantasy, VehiclesPsychic FieldEsperExtend some of your psychic gifts to your allies.Your gifts with event “When you deal damage” can also be used “When an ally who is able to hear you deals damage”. Your psychic shield gift, if you have acquired it, has its effect changed to “You and every ally who is able to hear you may treat your Defense and Magic Defense scores as being equal to (your current Willpower die size + (the number of filled sections in your Brainwave Clock, multiplied by 2)) against that Check (you may still use your normal scores if better).”Tags: Willpower (WLP), Clock, Damage, Defense, Esper, Gifts, Magic Defense, Techno FantasyQuantum MagicannonTinkererImprove your magicannon and use it for explosive attacks.Additional Requirements: You must have acquired the advanced Magitech benefit from the Gadget Skill.Your attacks with the magicannon deal 5 extra damage. When you perform the Attack action with your magicannon, if you have no other weapon equipped, you may choose one option: destroy the magicannon, then create and equip a new one for free (ignore the IP cost), using this newly equipped magicannon for your attack; or the attack gains multi (3); or you perform two separate attacks instead of one, following the rules for two-weapon fighting.Tags: Attack, Damage, Equipment, Inventory Points, Multi, Techno Fantasy, Tinkerer, Two WeaponQuick ScanLoremasterExamine multiple creatures.When you perform the Study action during a conflict, you may examine the profiles of all enemies you can see. If you do, you perform a single (INS + INS) Open Check and apply the result separately to each enemy. However, if you have acquired the Flash of Insight Skill, this Check cannot trigger it.Tags: Insight (INS), Loremaster, Skill, Study, Techno FantasySteel WitchPilotGain benefits when you cast spells on a personal vehicle.After you cast the first spell of your turn during a conflict, if you are driving your personal vehicle, you may choose one option (after the spell has been resolved): choose one enabled module and disable it, then choose one disabled module and enable it; or the next spell you cast before the end of this scene that deals damage deals 5 extra damage; or the next spell you cast before the end of this scene that restores Hit Points to one or more creatures restores 10 additional Hit Points to each of those creatures.Tags: Damage, Hit Points, Modules, Pilot, Spell, Techno Fantasy, Vehicles
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- Arcane
NameCostAccuracyDamageStaff100 z【WLP + WLP】【HR + 6】 physicalTwo-handed • Melee • No Quality.Tags: Willpower (WLP), Arcane, Basic, Core, Melee, Physical, Two-HandedTome100 z【INS + INS】【HR + 6】 physicalTwo-handed • Melee • No Quality.Tags: Insight (INS), Arcane, Basic, Core, Melee, Physical, Two-Handed -
- Bow
NameCostAccuracyDamageCrossbow150 z【DEX + INS】【HR + 8】 physicalTwo-handed • Ranged • No Quality.Tags: Dexterity (DEX), Insight (INS), Basic, Bow, Core, Martial, Physical, Ranged, Two-Handed, WeaponShortbow200 z【DEX + DEX】【HR + 8】 physicalTwo-handed • Ranged • No Quality.Tags: Dexterity (DEX), Basic, Bow, Core, Martial, Physical, Ranged, Two-Handed, Weapon -
- Brawling
NameCostAccuracyDamageUnarmed Strike-【DEX + MIG】【HR + 0】 physicalOne-handed • Melee • Automatically equipped in each empty hand slot.Tags: Dexterity (DEX), Might (MIG), Basic, Brawling, Core, Melee, One-Handed, Physical, WeaponImprovised (Melee)-【DEX + MIG】【HR + 2】 physicalOne-handed • Melee • Breaks after the attack.Tags: Dexterity (DEX), Might (MIG), Basic, Brawling, Core, Melee, One-Handed, Physical, WeaponIron Knuckle150 z【DEX + MIG】【HR + 6】 physicalOne-handed • Melee • No Quality.Tags: Dexterity (DEX), Might (MIG), Basic, Brawling, Core, Melee, One-Handed, Physical, Weapon -
- Dagger
NameCostAccuracyDamageSteel Dagger150 z【DEX + INS】 + 1【HR + 4】 physicalOne-handed • Melee • No Quality.Tags: Dexterity (DEX), Insight (INS), Basic, Core, Dagger, Melee, One-Handed, Physical, Weapon -
- Firearm
NameCostAccuracyDamagePistol250 z【DEX + INS】【HR + 8】 physicalOne-handed • Ranged • No Quality.Tags: Dexterity (DEX), Insight (INS), Basic, Core, Firearm, Martial, One-Handed, Physical, Ranged, Weapon -
- Flail
NameCostAccuracyDamageChain Whip150 z【DEX + DEX】【HR + 8】 physicalTwo-handed • Melee • No Quality.Tags: Dexterity (DEX), Basic, Core, Flail, Martial, Melee, Physical, Two-Handed, Weapon -
- Heavy
NameCostAccuracyDamageIron Hammer200 z【MIG + MIG】【HR + 6】 physicalOne-handed • Melee • No Quality.Tags: Might (MIG), Basic, Core, Heavy, Martial, Melee, One-Handed, Physical, WeaponBroadaxe250 z【MIG + MIG】【HR + 10】 physicalOne-handed • Melee • No Quality.Tags: Might (MIG), Basic, Core, Heavy, Martial, Melee, One-Handed, Physical, WeaponWaraxe250 z【MIG + MIG】【HR + 14】 physicalTwo-handed • Melee • No Quality.Tags: Might (MIG), Basic, Core, Heavy, Martial, Melee, Physical, Two-Handed, Weapon -
- Spear
NameCostAccuracyDamageLight Spear200 z【DEX + MIG】【HR + 8】 physicalOne-handed • Melee • No Quality.Tags: Dexterity (DEX), Might (MIG), Basic, Core, Martial, Melee, One-Handed, Physical, Spear, WeaponHeavy Spear200 z【DEX + MIG】【HR + 12】 physicalTwo-handed • Melee • No Quality.Tags: Dexterity (DEX), Might (MIG), Basic, Core, Martial, Melee, Physical, Spear, Two-Handed, Weapon -
- Sword
NameCostAccuracyDamageBronze Sword200 z【DEX + MIG】 + 1【HR + 6】 physicalOne-handed • Melee • No Quality.Tags: Dexterity (DEX), Might (MIG), Basic, Core, Martial, Melee, One-Handed, Physical, Sword, WeaponGreatsword200 z【DEX + MIG】 + 1【HR + 10】 physicalTwo-handed • Melee • No Quality.Tags: Dexterity (DEX), Might (MIG), Basic, Core, Martial, Melee, Physical, Sword, Two-Handed, WeaponKatana200 z【DEX + INS】 + 1【HR + 10】 physicalTwo-handed • Melee • No Quality.Tags: Dexterity (DEX), Insight (INS), Basic, Core, Martial, Melee, Physical, Sword, Two-Handed, WeaponRapier200 z【DEX + INS】 + 1【HR + 6】 physicalOne-handed • Melee • No Quality.Tags: Dexterity (DEX), Insight (INS), Basic, Core, Martial, Melee, One-Handed, Physical, Sword, Weapon -
- Thrown
NameCostAccuracyDamageImprovised (Ranged)-【DEX + MIG】【HR + 2】 physicalOne-handed • Ranged • Breaks after the attack.Tags: Dexterity (DEX), Might (MIG), Basic, Core, One-Handed, Physical, Ranged, Thrown, WeaponShuriken150 z【DEX + INS】【HR + 4】 physicalOne-handed • Ranged • No Quality.Tags: Dexterity (DEX), Insight (INS), Basic, Core, One-Handed, Physical, Ranged, Thrown, Weapon
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NameCostDefenseM. DefenseInitiativeBronze Shield100 z+2——No Quality.Tags: Basic, Core, ShieldRunic Shield150 z+2+2—No Quality.Tags: Basic, Core, Martial, Shield
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NameCostDefenseM. DefenseInitiativeNo Armor—DEX sizeINS size—No Quality.Tags: Dexterity (DEX), Insight (INS), Armor, Basic, CoreSilk Shirt100 zDEX sizeINS size +2-1No Quality.Tags: Dexterity (DEX), Insight (INS), Armor, Basic, CoreTravel Garb100 zDEX size +1INS size +1-1No Quality.Tags: Dexterity (DEX), Insight (INS), Armor, Basic, CoreCombat Tunic150 zDEX size +1INS size +1—No Quality.Tags: Dexterity (DEX), Insight (INS), Armor, Basic, CoreSage Robe200 zDEX size +1INS size +2-2No Quality.Tags: Dexterity (DEX), Insight (INS), Armor, Basic, CoreBrigandine150 z10INS size-2No Quality.Tags: Insight (INS), Armor, Basic, Core, MartialBronze Plate200 z11INS size-3No Quality.Tags: Insight (INS), Armor, Basic, Core, MartialRunic Plate250 z11INS size +1-3No Quality.Tags: Insight (INS), Armor, Basic, Core, MartialSteel Plate300 z12INS size-4No Quality.Tags: Insight (INS), Armor, Basic, Core, Martial
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NameCostExplorer’s Belt500 zYou gain a +4 bonus to your Initiative modifier.Tags: Core, InitiativeGloves, Elegant500 zYou are immune to dazed.Tags: Core, Dazed, ImmunityGloves, Rough500 zYou are immune to weak.Tags: Core, Immunity, WeakGloves, Silky500 zYou are immune to slow.Tags: Core, Immunity, SlowGloves, Warm500 zYou are immune to shaken.Tags: Core, Immunity, ShakenRookie’s Boots600 zWhen you roll a fumble, if you have less than 10 Experience Points, you may gain 1 Experience Point.Tags: Core, FumbleHan’nya Mask700 zAll damage you deal to shaken creatures ignores Resistances.Tags: Core, Ignore, Resistance, ShakenPendant, Amber700 zYou gain Resistance to earth () damage.Tags: Core, Earth, ResistancePendant, Amethyst700 zYou gain Resistance to dark () damage.Tags: Core, Dark, ResistancePendant, Diamond700 zYou gain Resistance to light () damage.Tags: Core, Light, ResistancePendant, Emerald700 zYou gain Resistance to poison () damage.Tags: Core, Poison, ResistancePendant, Opal700 zYou gain Resistance to air () damage.Tags: Air, Core, ResistancePendant, Ruby700 zYou gain Resistance to fire () damage.Tags: Core, Fire, ResistancePendant, Sapphire700 zYou gain Resistance to ice () damage.Tags: Core, Ice, ResistancePendant, Topaz700 zYou gain Resistance to bolt () damage.Tags: Bolt, Core, ResistanceRing of Sorcery800 zYou gain a +1 bonus to Magic Defense.Tags: Core, Magic DefenseWanderer’s Boots900 zWhen your group makes a discovery while traveling, you may gain 1 Fabula Point.Tags: Core, Fabula Point, TravelCrested Helm1000 zYou gain a +1 bonus to your Accuracy Checks.Tags: Attack, CoreGloves, Crimson1000 zWhen you perform an attack with multi, you gain a +2 bonus to your Accuracy Check.Tags: Attack, Core, MultiPointy Yellow Hat1000 zYou gain a +1 bonus to your Magic Checks.Tags: Core, SpellRing of the Lion1500 zYou gain a +2 bonus to Opposed Checks that rely on Willpower.Tags: Willpower (WLP), CoreRing of the Owl1500 zYou gain a +2 bonus to Opposed Checks that rely on Insight.Tags: Insight (INS), CoreRing of the Pupil1500 zAs long as you have at least two Bonds of admiration, you gain a +1 bonus to both your Defense and Magic Defense.Tags: Bond, Core, Defense, Magic DefenseRing of Tales1500 zWhen you roll a critical success, you may spend that opportunity to gain 1 Fabula Point.Tags: Core, Critical Success, Fabula PointGloves, Multigroa Skin2000 zYou are immune to all status effects.Tags: Core, Dazed, Enraged, Immunity, Poisoned, Shaken, Slow, WeakRing of Onions2000 zAs long as you have this accessory equipped, increase your maximum Hit Points and maximum Mind Points by 2 for each different Class you have.Tags: Core, Hit Points, Mind PointsRing of Frost2500 zYou gain Absorption to ice () damage and Vulnerability to fire () damage.Tags: Absorption, Core, Fire, Ice, VulnerabilityRing of Magma2500 zYou gain Absorption to fire () damage and Vulnerability to ice () damage.Tags: Absorption, Core, Fire, Ice, VulnerabilityRing of the Egg3000 zWhen reduced to 0 Hit Points, you may instead choose to resist with exactly 1 Hit Point. If you do, this effect cannot be used until after you rest.Tags: Core, Death Save Effect, Hit PointsRing of Denial600 zWhen you cast the Dispel spell, its MP cost becomes “10 × T” and its target becomes “Up to three creatures”.Tags: Dispel a Scene Effect, High Fantasy, Mind Points, Multi, SpellRing of the Occultist600 zSpells you cast with a target of “Up to three creatures” instead have a target of “Up to four creatures” (you must still spend additional Mind Points for the fourth target).Tags: High Fantasy, Mind Points, Multi, SpellIvory Ring700 zWhen your Faithful Companion loses Hit Points, you may choose to lose an equal amount of Hit Points in their stead.Tags: Companion, High Fantasy, Hit Points, WayfarerMagic Palette700 zWhen you deal damage to a creature bearing one of your symbols, that damage ignores Resistances.Tags: High Fantasy, Ignore, Resistance, Symbols, SymbolistTactician’s Diadem800 zWhen an ally takes their turn immediately after yours in the same round of conflict (such as due to Crushing Chariot, Ouroboros Dance, or Stolen Time), that ally recovers 5 Mind Points at the start of that turn.Tags: High Fantasy, Mind Points, Take Immediate TurnAlchemist’s Bag1000 zWhen you create a potion with the Gadgets (Alchemy) Skill, you may roll an additional d20.Tags: High Fantasy, Skill, TinkererSorcerer’s Pendant1200 zIf you have acquired the Cheap Shot Skill, its extra damage also applies to any offensive spells (🗲) you cast that only target one creature, so long as that creature is suffering from at least one status effect.Tags: Dazed, Enraged, High Fantasy, Poisoned, Rogue, Shaken, Skill, Slow, Spell, WeakDancing Ribbon2000 zWhile equipped with this accessory, your Dexterity is increased by one die size (up to a maximum of d12).Tags: Dexterity (DEX), High FantasyWatering Can500 zWhen you perform a water invocation, you may fill 1 section of the Growth Clock of a Player Character you can see.Tags: Clock, Floralist, Garden, Invocations, Invoker, Natural FantasySpicy Powder600 zWhen you deal damage using a delicacy or potion, you may change its type to fire (). This effect may change the damage type dealt by the Expiration Date Skill.Tags: Fire, Gourmet, Ingredients, Merchant, Natural Fantasy, SkillDandelion Obi700 zWhen you perform an air () invocation, you may recover from a single status effect of your choice.Tags: Air, Dazed, Enraged, Invocations, Invoker, Natural Fantasy, Poisoned, Shaken, Slow, WeakClockwork Heart800 zYou are Resistant to bolt () and fire () damage. If you enter Crisis, the effect of this accessory ceases until your next rest.Tags: Bolt, Crisis, Fire, Natural Fantasy, ResistanceNeedlefrog Mantle900 zWhen you deal poison () damage to one or more creatures during a conflict, each of those creatures who loses Hit Points this way cannot recover Hit Points until the start of your next turn.Tags: Hit Points, Natural Fantasy, PoisonHandmade Scarf1000 zWhen you gain one or more Trade Points via the Real Treasure Skill, you also gain 1 Fabula Point.Tags: Fabula Point, Merchant, Natural Fantasy, Skill, Trade PointsFallen Leaf Amulet1500 zWhen you use the Tree of Life Skill, if you are in Crisis and choose an ally you can see who is in Crisis, you and that ally both benefit from the Hit Point recovery granted by the Skill.Tags: Crisis, Floralist, Hit Points, Natural Fantasy, SkillEccentric’s Cookbook1600 zOnce per rest, you may choose a single combination of two tastes whose effect you already discovered. If you do, roll again to determine the effect of the combination, replacing the previous effect.Tags: Gourmet, Ingredients, Natural Fantasy, RerollSpare Magazine600 zOnce per scene, after rolling an Accuracy Check with a Firearm, you may reroll one of the dice for that Check.Tags: Attack, Firearm, Reroll, Techno FantasyFlashbang Grenades800 zWhen you deal damage to a creature using an elemental shard, that creature also suffers dazed.Tags: Dazed, Techno FantasyGas Mask900 zYou gain Resistance to poison () damage and are immune to poisoned.Tags: Immunity, Poison, Poisoned, Resistance, Techno FantasyMaverick Helmet1000 zAt the start of your turn during a conflict, if you are in Crisis and driving your personal vehicle, you may recover from a single status effect of your choice.Tags: Crisis, Dazed, Enraged, Pilot, Poisoned, Shaken, Slow, Techno Fantasy, Vehicles, WeakEgo Mask1500 zAfter summoning an Arcanum on your turn during a conflict, you may perform a free attack with a weapon you have equipped. If you do, treat your High Roll as 0 when calculating damage dealt by this attack and you cannot willingly dismiss your Arcanum during this turn.Tags: Arcana, Arcanist, Free Attack, Techno FantasyMedikit1500 zWhen you cause one or more creatures to recover Hit Points with a potion or spell, if at least one of those creatures is in Crisis, each of them recovers 5 additional Hit Points.Tags: Crisis, Hit Points, Spell, Techno FantasyPortable Assembler1500 zOnce per scene, when you have to pay an Inventory Point cost, you may halve that cost instead.Tags: Inventory Points, Techno FantasyOmnidex2000 zWhen you perform a Check to examine an NPC’s profile, treat any Result of 12 or lower as being 13, unless it is a fumble.Tags: Fumble, Study, Techno Fantasy
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NameCostAccuracyDamageBlessed Mace200 z【WLP + WLP】【HR + 2】 lightOne-handed • Melee • No Quality.Tags: Willpower (WLP), Arcane, Core, Light, Melee, One-Handed, RareEncyclopedia600 z【INS + INS】【HR + 6】 physicalTwo-handed • Melee • You are immune to dazed.Tags: Insight (INS), Arcane, Core, Immunity, Melee, Physical, Rare, Two-HandedArs Goetia800 z【INS + INS】【HR + 6】 lightTwo-handed • Melee • You gain a +2 bonus to Magic Checks against demons, as well as a +2 bonus to Opposed Checks against demons.Tags: Insight (INS), Arcane, Core, Demon, Light, Melee, Rare, Two-HandedFerula1050 z【INS + WLP】【HR + 2】 physicalOne-handed • Melee • You gain a +1 bonus to your Magic Checks.Tags: Insight (INS), Willpower (WLP), Arcane, Core, Magic Check, Melee, One-Handed, Physical, RareTyrant’s Scepter1200 z【WLP + WLP】【HR + 6】 darkTwo-handed • Melee • Whenever you hit one or more creatures with this weapon, each of them loses 10 Mind Points.Tags: Willpower (WLP), Arcane, Core, Dark, Melee, Mp Loss, Rare, Two-HandedCultes des Ghoules1400 z【INS + INS】【HR + 6】 airOne-handed • Melee • When you hit one or more creatures with this weapon, you may recover 5 Hit Points.Tags: Insight (INS), Air, Arcane, Core, Healing, Melee, One-Handed, RareCaduceus1600 z【WLP + WLP】【HR + 6】 physicalTwo-handed • Melee • Spells you cast whose effects restore Hit Points restore 5 additional Hit Points.Tags: Willpower (WLP), Arcane, Core, Healing, Melee, Physical, Rare, Two-HandedNecronomicon1800 z【INS + WLP】 + 1【HR + 6】 darkTwo-handed • Melee • When you hit one or more creatures with an offensive spell (🗲), each of them suffers shaken.Tags: Insight (INS), Willpower (WLP), Arcane, Core, Dark, Melee, Rare, Shaken, Status, Two-HandedYellow Book2100 z【INS + INS】【HR + 6】 physicalTwo-handed • Melee • Spells you cast deal 5 extra damage.Tags: Insight (INS), Arcane, Core, Melee, Physical, Rare, Spell Damage, Two-HandedRafflesia Staff2200 z【WLP + WLP】【HR + 6】 poisonTwo-handed • Melee • When you hit one or more creatures with an offensive spell (🗲), each of them suffers poisoned.Tags: Willpower (WLP), Arcane, Core, Melee, Poison, Poisoned, Rare, Status, Two-HandedBestiarium1200 z【INS + INS】【HR + 6】 lightTwo-handed • Melee • You gain a +2 bonus to Magic Checks targeting the Magic Defense of creatures of which you know two or more Traits. The bonus also applies to Opposed Check against those creatures.Tags: Insight (INS), Arcane, High Fantasy, Light, Magic Defense, Melee, Rare, Spell, Two-HandedChiaroscuro1200 z【INS + WLP】【HR + 10】 physicalTwo-handed • Melee • When you apply a symbol to one or more creatures, you may choose one: each of those creatures recovers 5 Hit Points, or each of those creatures loses 5 Hit Points.Tags: Insight (INS), Willpower (WLP), Arcane, High Fantasy, Hit Points, Martial, Melee, Physical, Rare, Symbols, Two-HandedCamera Obscura600 z【INS + INS】【HR + 6】 darkTwo-handed • Melee • When you obtain a result of 13 or higher in a Check made to examine the profile of one or more enemies that you can see, if you have acquired the Spell Mimic Skill, you can choose one of those enemies. If the chosen enemy knows one or more spells you may learn one of them as a Chimerist spell.Tags: Insight (INS), Arcane, Chimerist, Dark, Melee, Natural Fantasy, Rare, Skill, Spell, Two-HandedBronze Libra900 z【INS + INS】【HR + 6】 earthTwo-handed • Melee • After you perform a Magic Check, if the value of one die is a multiple of the value of the other, you regain Inventory Points equal to (half your Skill Level in Winds of Trade).Tags: Insight (INS), Arcane, Earth, Inventory Points, Melee, Merchant, Natural Fantasy, Rare, Skill, Spell, Two-HandedPinwheel Rod1600 z【WLP + WLP】【HR + 6】 airTwo-handed • Melee • As long as one of your spells or invocations deals air () damage, it deals 10 extra damage.Tags: Willpower (WLP), Air, Arcane, Damage, Invocations, Melee, Natural Fantasy, Rare, Spell, Two-HandedInterface Ring1000 z【WLP + WLP】【HR + 6】 physicalOne-handed • Melee • You halve the Mind Point cost of all Rituals tied to the soul network that you perform through the Cognitive Ghost Quirk or the Navigator Skill.Tags: Willpower (WLP), Arcane, Esper, Melee, Mind Points, One-Handed, Physical, Rare, Skill, Spell, Techno Fantasy
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NameCostAccuracyDamageHand Crossbow150 z【DEX + INS】【HR + 4】 physicalOne-handed • Ranged • No Quality.Tags: Dexterity (DEX), Insight (INS), Bow, Core, One-Handed, Physical, Ranged, RareComposite Bow250 z【DEX + MIG】 + 1【HR + 8】 physicalTwo-handed • Ranged • No Quality.Tags: Dexterity (DEX), Might (MIG), Bow, Core, Physical, Ranged, Rare, Two-HandedSiegebreaker750 z【DEX + INS】【HR + 12】 physicalTwo-handed • Ranged • Damage dealt by this weapon ignores Resistances.Tags: Dexterity (DEX), Insight (INS), Bow, Core, Ignore Resistance, Martial, Physical, Ranged, Rare, Two-HandedYoichi900 z【DEX + DEX】 + 1【HR + 8】 airTwo-handed • Ranged • You are immune to shaken.Tags: Dexterity (DEX), Air, Bow, Core, Immunity, Ranged, Rare, Two-HandedThundering Bow1000 z【DEX + DEX】【HR + 8】 boltTwo-handed • Ranged • You gain Resistance to bolt () damage.Tags: Dexterity (DEX), Bolt, Bow, Core, Ranged, Rare, Resistance, Two-HandedLooting Bow1250 z【DEX + INS】【HR + 8】 fireTwo-handed • Ranged • When you reduce a creature to 0 Hit Points with this weapon, you may regain 2 Inventory Points.Tags: Dexterity (DEX), Insight (INS), Bow, Core, Fire, Inventory Points, Ranged, Rare, Two-HandedGatling Crossbow1350 z【DEX + INS】【HR + 12】 physicalTwo-handed • Ranged • Attacks with this weapon have multi (2).Tags: Dexterity (DEX), Insight (INS), Bow, Core, Martial, Multi, Physical, Ranged, Rare, Two-HandedDragontrap Bow1500 z【DEX + DEX】【HR + 12】 earthTwo-handed • Ranged • When you hit a flying target with this weapon, you may force that target to land immediately.Tags: Dexterity (DEX), Bow, Core, Earth, Flying, Martial, Ranged, Rare, Two-HandedFrozen Envy1500 z【DEX + DEX】【HR + 12】 iceTwo-handed • Ranged • When you hit one or more creatures with this weapon, if you have at least one Bond of inferiority, you may recover 5 MP.Tags: Dexterity (DEX), Bond, Bow, Core, Ice, Martial, Mp Recovery, Ranged, Rare, Two-HandedGorgon Eye2000 z【DEX + DEX】【HR + 12】 poisonTwo-handed • Ranged • Each target hit by this weapon suffers slow.Tags: Dexterity (DEX), Bow, Core, Martial, Poison, Ranged, Rare, Slow, Status, Two-HandedArtemis2100 z【DEX + DEX】 + 1【HR + 12】 lightTwo-handed • Ranged • You gain Immunity to dark () damage.Tags: Dexterity (DEX), Bow, Core, Immunity, Light, Martial, Ranged, Rare, Two-HandedTametomo1500 z【DEX + DEX】【HR + 12】 iceTwo-handed • Ranged • Attacks with this weapon deal 5 extra damage against creatures suffering from slow and/or shaken.Tags: Dexterity (DEX), Attack, Bow, Damage, High Fantasy, Ice, Martial, Ranged, Rare, Status, Two-HandedImmernacht1800 z【DEX + DEX】【HR + 8】 darkTwo-handed • Ranged • When a creature includes you among the targets of an offensive spell (🗲), if you are in Crisis, that creature must spend Hit Points instead of Mind Points to cast the spell.Tags: Dexterity (DEX), Bow, Crisis, Dark, High Fantasy, Hit Points, Mind Points, Ranged, Rare, Spell, Two-HandedHirundo1800 z【DEX + DEX】【HR + 12】 lightTwo-handed • Ranged • After resolving your Encourage Skill, you may perform a free attack with this weapon. If you do, treat your High Roll as 0 when calculating damage dealt by this attack.Tags: Dexterity (DEX), Attack, Bow, Damage, Light, Martial, Natural Fantasy, Orator, Ranged, Rare, Skill, Two-HandedCarbon Bow800 z【DEX + DEX】 + 1【HR + 8】 physicalTwo-handed • Ranged • Attacks with this weapon treat the Defense of each target as being equal to their current Dexterity die size.Tags: Dexterity (DEX), Attack, Bow, Defense, Physical, Ranged, Rare, Techno Fantasy, Two-Handed
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NameCostAccuracyDamageNekode250 z【DEX + MIG】 + 1【HR + 6】 physicalOne-handed • Melee • No Quality.Tags: Dexterity (DEX), Might (MIG), Brawling, Core, Melee, One-Handed, Physical, RareHellfist350 z【DEX + MIG】【HR + 6】 darkOne-handed • Melee • Attacks with this weapon target Magic Defense.Tags: Dexterity (DEX), Might (MIG), Brawling, Core, Dark, Mdef Target, Melee, One-Handed, RareFrozen Grasp750 z【DEX + MIG】【HR + 6】 iceOne-handed • Melee • You are immune to enraged.Tags: Dexterity (DEX), Might (MIG), Brawling, Core, Ice, Immunity, Melee, One-Handed, RareBear Paw850 z【DEX + MIG】【HR + 10】 physicalOne-handed • Melee • You are immune to weak.Tags: Dexterity (DEX), Might (MIG), Brawling, Core, Immunity, Martial, Melee, One-Handed, Physical, RareFuel Knuckle950 z【DEX + MIG】【HR + 6】 fireOne-handed • Melee • You gain Resistance to fire () damage.Tags: Dexterity (DEX), Might (MIG), Brawling, Core, Fire, Melee, One-Handed, Rare, ResistanceSilver Talon1100 z【DEX + DEX】【HR + 6】 lightOne-handed • Melee • You gain a +1 bonus to Magic Defense.Tags: Dexterity (DEX), Brawling, Core, Light, Mdef Bonus, Melee, One-Handed, RareOld Bandages1250 z【DEX + MIG】 + 1【HR + 6】 physicalOne-handed • Melee • You gain Resistance to dark () and poison () damage.Tags: Dexterity (DEX), Might (MIG), Brawling, Core, Melee, One-Handed, Physical, Rare, ResistanceStorm Fist1300 z【MIG + MIG】【HR + 6】 boltOne-handed • Melee • Attacks with this weapon have multi (2).Tags: Might (MIG), Bolt, Brawling, Core, Melee, Multi, One-Handed, RareLobster Claw1950 z【DEX + MIG】 + 1【HR + 10】 physicalOne-handed • Melee • Each target hit by this weapon suffers slow.Tags: Dexterity (DEX), Might (MIG), Brawling, Core, Martial, Melee, One-Handed, Physical, Rare, Slow, StatusDozer Glove2000 z【MIG + MIG】【HR + 10】 earthOne-handed • Melee • Each target hit by this weapon suffers dazed.Tags: Might (MIG), Brawling, Core, Dazed, Earth, Martial, Melee, One-Handed, Rare, StatusVenom Claw2250 z【DEX + MIG】 + 1【HR + 6】 physicalOne-handed • Melee • Each target hit by this weapon suffers poisoned.Tags: Dexterity (DEX), Might (MIG), Brawling, Core, Melee, One-Handed, Physical, Poisoned, Rare, StatusGod Hand2550 z【DEX + MIG】 + 1【HR + 10】 lightOne-handed • Melee • Damage dealt by this weapon ignores Affinities.Tags: Dexterity (DEX), Might (MIG), Brawling, Core, Ignore Affinities, Light, Martial, Melee, One-Handed, RareBringer of Justice600 z【DEX + MIG】 + 1【HR + 6】 physicalOne-handed • Melee • When you use the Provoke Skill against a creature whose current Hit Points are higher than yours, the Skill is automatically successful (no Check required).Tags: Dexterity (DEX), Might (MIG), Brawling, High Fantasy, Hit Points, Melee, One-Handed, Physical, Rare, SkillBlazing Fan800 z【DEX + MIG】 + 1【HR + 6】 fireOne-handed • Melee • Your invocations that target two or more creatures deal extra damage equal to your Skill Level in Linked Invocations.Tags: Dexterity (DEX), Might (MIG), Brawling, Damage, Fire, Invocations, Invoker, Melee, Natural Fantasy, One-Handed, RareTherion Ripper700 z【DEX + MIG】 + 1【HR + 10】 physicalOne-handed • Melee • This weapon deals extra damage equal to your Skill Level in Akromorphosis and its Category is always identical to that of your unarmed strikes. It also benefits from the Greater Akromorphosis Heroic Skill as if it was an unarmed strike.Tags: Dexterity (DEX), Might (MIG), Brawling, Damage, Martial, Melee, Mutant, One-Handed, Physical, Rare, Skill, Techno FantasySteady Knuckles1200 z【DEX + MIG】【HR + 10】 physicalOne-handed • Melee • As long as the current die size of one of your Attributes is higher than its base die size, your attacks with this weapon deal extra damage equal to your Skill Level in Withstand.Tags: Dexterity (DEX), Might (MIG), Attack, Brawling, Damage, Fury, Martial, Melee, One-Handed, Physical, Rare, Skill, Techno Fantasy
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NameCostAccuracyDamageLatrodectus250 z【DEX + INS】 + 1【HR + 4】 poisonOne-handed • Melee • No Quality.Tags: Dexterity (DEX), Insight (INS), Core, Dagger, Melee, One-Handed, Poison, RareHeart Knife550 z【DEX + WLP】【HR + 4】 lightOne-handed • Melee • This weapon deals 5 extra damage to demons.Tags: Dexterity (DEX), Willpower (WLP), Core, Dagger, Demon, Light, Melee, One-Handed, RareAtom Slicer600 z【DEX + DEX】 + 1【HR + 4】 physicalOne-handed • Melee • Damage dealt by this weapon ignores Resistances.Tags: Dexterity (DEX), Core, Dagger, Ignore Resistance, Melee, One-Handed, Physical, RareSilent Edge700 z【DEX + DEX】【HR + 4】 airOne-handed • Melee • You are immune to slow.Tags: Dexterity (DEX), Air, Core, Dagger, Immunity, Melee, One-Handed, RareSpell Sever850 z【DEX + INS】 + 1【HR + 4】 darkOne-handed • Melee • When you hit a creature with this weapon, if the attack had a single target, you may choose a single spell with a duration of “Scene” affecting the target and end its effects on that creature.Tags: Dexterity (DEX), Insight (INS), Core, Dagger, Dark, Dispell, Melee, One-Handed, RareAssassin’s Blade1000 z【DEX + INS】 + 1【HR + 4】 physicalOne-handed • Melee • This weapon deals 5 extra damage to enemies in Crisis.Tags: Dexterity (DEX), Insight (INS), Core, Crisis, Dagger, Melee, One-Handed, Physical, RareGourmet Cutter1350 z【DEX + INS】 + 1【HR + 8】 physicalOne-handed • Melee • When you hit one or more creatures with this weapon, you may recover 5 Hit Points.Tags: Dexterity (DEX), Insight (INS), Core, Dagger, Healing, Melee, One-Handed, Physical, RareBarbed Knife1650 z【DEX + INS】 + 1【HR + 4】 physicalOne-handed • Melee • Each target hit by this weapon suffers shaken.Tags: Dexterity (DEX), Insight (INS), Core, Dagger, Melee, One-Handed, Physical, Rare, Shaken, StatusCold Finger1950 z【DEX + INS】 + 1【HR + 8】 iceOne-handed • Melee • Each target hit by this weapon suffers weak.Tags: Dexterity (DEX), Insight (INS), Core, Dagger, Ice, Melee, One-Handed, Rare, Status, WeakHornet2200 z【DEX + DEX】 + 1【HR + 4】 physicalOne-handed • Melee • Attacks with this weapon have multi (3).Tags: Dexterity (DEX), Core, Dagger, Melee, Multi, One-Handed, Physical, RareFrantic Nail2450 z【INS + INS】 + 1【HR + 8】 fireOne-handed • Melee • Each target hit by this weapon suffers enraged.Tags: Insight (INS), Core, Dagger, Enraged, Fire, Melee, One-Handed, Rare, StatusMidas900 z【DEX + INS】 + 1【HR + 4】 darkOne-handed • Melee • When you use the Soul Steal Skill successfully against an elite or champion rank creature, the value of their soul treasure increases by 100 zenit.Tags: Dexterity (DEX), Insight (INS), Dagger, Dark, High Fantasy, Melee, One-Handed, Rare, Rogue, Skill, ZenitViper Bone1200 z【DEX + INS】 + 1【HR + 8】 poisonOne-handed • Melee • Attacks with this weapon deal 5 extra damage as long as it’s not your turn.Tags: Dexterity (DEX), Insight (INS), Attack, Dagger, Damage, Melee, Natural Fantasy, One-Handed, Poison, RareAzotophore1400 z【DEX + INS】 + 1【HR + 8】 iceOne-handed • Melee • Spells you cast that deal ice () damage will deal 5 extra damage.Tags: Dexterity (DEX), Insight (INS), Dagger, Damage, Ice, Melee, One-Handed, Rare, Spell, Techno Fantasy
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NameCostAccuracyDamageRevolver300 z【DEX + DEX】【HR + 8】 physicalOne-handed • Ranged • No Quality.Tags: Dexterity (DEX), Core, Firearm, Martial, One-Handed, Physical, Ranged, RareIstinggar350 z【DEX + INS】 + 1【HR + 12】 physicalTwo-handed • Ranged • No Quality.Tags: Dexterity (DEX), Insight (INS), Core, Firearm, Martial, Physical, Ranged, Rare, Two-HandedSpellshot400 z【INS + INS】【HR + 8】 physicalOne-handed • Ranged • Attacks with this weapon target Magic Defense.Tags: Insight (INS), Core, Firearm, Martial, Mdef Target, One-Handed, Physical, Ranged, RareDiamond Pistol650 z【DEX + INS】 + 1【HR + 8】 physicalOne-handed • Ranged • This weapon deals 5 extra damage to constructs.Tags: Dexterity (DEX), Insight (INS), Construct, Core, Firearm, Martial, One-Handed, Physical, Ranged, RareHeadhunter800 z【DEX + INS】【HR + 8】 physicalOne-handed • Ranged • This weapon deals 5 extra damage to targets you have a Bond of hatred towards.Tags: Dexterity (DEX), Insight (INS), Bond, Core, Firearm, Martial, One-Handed, Physical, Ranged, RareComet Gun950 z【DEX + INS】 + 1【HR + 8】 darkOne-handed • Ranged • You are immune to dazed.Tags: Dexterity (DEX), Insight (INS), Core, Dark, Firearm, Immunity, Martial, One-Handed, Ranged, RareBunker Cannon1050 z【DEX + INS】【HR + 12】 physicalTwo-handed • Ranged • You gain a +1 bonus to Defense.Tags: Dexterity (DEX), Insight (INS), Core, Def Bonus, Firearm, Martial, Physical, Ranged, Rare, Two-HandedAlchemusket1300 z【DEX + INS】【HR + 8】 poisonOne-handed • Ranged • Potions you create with your Inventory Points deal 5 extra damage and restore 5 additional Hit Points.Tags: Dexterity (DEX), Insight (INS), Core, Firearm, Martial, One-Handed, Poison, Potions, Ranged, RareCalamity1550 z【DEX + INS】【HR + 16】 fireTwo-handed • Ranged • Attacks with this weapon have multi (2).Tags: Dexterity (DEX), Insight (INS), Core, Fire, Firearm, Martial, Multi, Ranged, Rare, Two-HandedFreezing Shot1850 z【DEX + INS】【HR + 8】 iceOne-handed • Ranged • Each target hit by this weapon suffers slow.Tags: Dexterity (DEX), Insight (INS), Core, Firearm, Ice, Martial, One-Handed, Ranged, Rare, Slow, StatusQuatermain2600 z【DEX + INS】 + 1【HR + 12】 airTwo-handed • Ranged • This weapon deals extra damage equal to the difference between your current and maximum Inventory Points.Tags: Dexterity (DEX), Insight (INS), Air, Core, Firearm, Inventory Points, Martial, Ranged, Rare, Two-HandedUltimatum1800 z【DEX + INS】 + 1【HR + 12】 earthOne-handed • Ranged • When a creature includes you among the targets of an attack or offensive spell (🗲), they must first spend 5 Mind Points. Otherwise, they cannot include you among the targets.Tags: Dexterity (DEX), Insight (INS), Attack, Earth, Firearm, High Fantasy, Martial, Mind Points, One-Handed, Ranged, Rare, SpellDerringer800 z【DEX + INS】 + 1【HR + 8】 physicalOne-handed • Ranged • The first attack you perform with this weapon during each scene deals 5 extra damage. Also, despite being based on the pistol’s profile, this isn’t considered a martial weapon.Tags: Dexterity (DEX), Insight (INS), Attack, Damage, Firearm, Natural Fantasy, One-Handed, Physical, Ranged, RareVoltaic Hound1600 z【DEX + INS】 + 1【HR + 16】 boltTwo-handed • Ranged • After this weapon deals damage to one or more creatures, if at least one of those creatures is Vulnerable to bolt () damage, you may deal 10 bolt () damage to every enemy you can see.Tags: Dexterity (DEX), Insight (INS), Bolt, Damage, Firearm, Martial, Natural Fantasy, Ranged, Rare, Two-Handed, VulnerabilityGrenade Launcher1000 z【DEX + INS】【HR + 16】 physicalTwo-handed • Ranged • When you apply an infusion to an attack made with this weapon, that attack deals extra damage equal to your Skill Level in Gadgets.Tags: Dexterity (DEX), Insight (INS), Attack, Damage, Firearm, Martial, Physical, Ranged, Rare, Skill, Techno Fantasy, Tinkerer, Two-HandedSniper Rifle1800 z【DEX + INS】 + 1【HR + 16】 physicalTwo-handed • Ranged • If you have acquired the Hawkeye Skill, treat your Skill Level in it as if it were increased by 3 (up to a maximum of SL 8).Tags: Dexterity (DEX), Insight (INS), Firearm, Martial, Physical, Ranged, Rare, Sharpshooter, Skill, Techno Fantasy, Two-HandedThunder Vulcan3000 z【DEX + INS】 + 1【HR + 16】 boltTwo-handed • Ranged • You may perform the Skill action to perform up to three attacks with this weapon (against a single target or multiple targets). If you do, all of these attacks follow the two-weapon fighting rules.Tags: Dexterity (DEX), Insight (INS), Attack, Bolt, Firearm, Martial, Ranged, Rare, Skill, Techno Fantasy, Two-Handed
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NameCostAccuracyDamageOld Whip650 z【DEX + DEX】【HR + 8】 physicalTwo-handed • Melee • This weapon deals 5 extra damage to beasts and monsters.Tags: Dexterity (DEX), Beast, Core, Flail, Melee, Monster, Physical, Rare, Two-HandedDusk Star750 z【DEX + DEX】【HR + 4】 darkOne-handed • Melee • You are immune to shaken.Tags: Dexterity (DEX), Core, Dark, Flail, Immunity, Melee, One-Handed, RareWitchbane800 z【DEX + DEX】 + 1【HR + 8】 physicalTwo-handed • Melee • Damage dealt by this weapon reduces the target’s Mind Points instead of their Hit Points. If the target’s Mind Points reach 0, any excess loss is applied to their Hit Points as normal.Tags: Dexterity (DEX), Core, Flail, Melee, Mp Damage, Physical, Rare, Two-HandedSalamander1000 z【DEX + MIG】【HR + 8】 physicalOne-handed • Melee • You gain Resistance to fire () damage.Tags: Dexterity (DEX), Might (MIG), Core, Flail, Melee, One-Handed, Physical, Rare, ResistanceNunchaku1100 z【DEX + MIG】【HR + 8】 physicalOne-handed • Melee • You gain a +1 bonus to Defense.Tags: Dexterity (DEX), Might (MIG), Core, Def Bonus, Flail, Melee, One-Handed, Physical, RareDominatrix1200 z【DEX + WLP】【HR + 8】 fireOne-handed • Melee • You gain a +2 bonus to Accuracy Checks and Magic Checks against enraged targets.Tags: Dexterity (DEX), Willpower (WLP), Core, Enraged, Fire, Flail, Melee, One-Handed, RareWhipblade1400 z【DEX + MIG】 + 1【HR + 12】 physicalTwo-handed • Melee • Attacks with this weapon have multi (2).Tags: Dexterity (DEX), Might (MIG), Core, Flail, Martial, Melee, Multi, Physical, Rare, Two-HandedSilk Wire1450 z【DEX + DEX】【HR + 12】 physicalTwo-handed • Melee • You gain Resistance to physical () damage.Tags: Dexterity (DEX), Core, Flail, Martial, Melee, Physical, Rare, Resistance, Two-HandedKusarigama1650 z【DEX + DEX】【HR + 8】 physicalTwo-handed • Melee • Each target hit by this weapon suffers slow.Tags: Dexterity (DEX), Core, Flail, Melee, Physical, Rare, Slow, Status, Two-HandedJormungand2400 z【DEX + MIG】【HR + 12】 darkTwo-handed • Melee • Attacks with this weapon have multi (3).Tags: Dexterity (DEX), Might (MIG), Core, Dark, Flail, Martial, Melee, Multi, Rare, Two-HandedKoi Whisker2800 z【DEX + WLP】【HR + 12】 physicalTwo-handed • Melee • You gain Immunity to dark () and light () damage.Tags: Dexterity (DEX), Willpower (WLP), Core, Flail, Immunity, Martial, Melee, Physical, Rare, Two-HandedChimera Tail900 z【DEX + DEX】【HR + 12】 physicalTwo-handed • Melee • Attacks with this weapon deal 1 extra damage for every different creature Species among those you learned your known Chimerist spells from. Spells learned and later forgotten do not count.Tags: Dexterity (DEX), Chimerist, Damage, Flail, High Fantasy, Martial, Melee, Physical, Rare, Spell, Two-HandedConnector600 z【DEX + DEX】【HR + 8】 physicalTwo-handed • Melee • You may ignore the MP cost of the Magitech Override Skill.Tags: Dexterity (DEX), Flail, Melee, Mind Points, Physical, Rare, Skill, Techno Fantasy, Tinkerer, Two-Handed
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NameCostAccuracyDamageBardiche350 z【MIG + MIG】 + 1【HR + 14】 physicalTwo-handed • Melee • No Quality.Tags: Might (MIG), Core, Heavy, Martial, Melee, Physical, Rare, Two-HandedArtisan’s Mallet450 z【INS + MIG】【HR + 6】 physicalOne-handed • Melee • This weapon deals 5 extra damage to constructs.Tags: Insight (INS), Might (MIG), Construct, Core, Heavy, Melee, One-Handed, Physical, RareBeowulf550 z【MIG + MIG】【HR + 10】 physicalOne-handed • Melee • This weapon deals 5 extra damage to monsters.Tags: Might (MIG), Core, Heavy, Martial, Melee, Monster, One-Handed, Physical, RareBelly of the Beast650 z【MIG + MIG】【HR + 14】 poisonTwo-handed • Melee • This weapon deals 5 extra damage to humanoids.Tags: Might (MIG), Core, Heavy, Humanoid, Martial, Melee, Poison, Rare, Two-HandedForest Hatchet750 z【MIG + MIG】【HR + 10】 physicalOne-handed • Melee • This weapon deals 5 extra damage to beasts and plants.Tags: Might (MIG), Beast, Core, Heavy, Martial, Melee, One-Handed, Physical, Plant, RareAdamanthammer1050 z【MIG + MIG】【HR + 14】 physicalTwo-handed • Melee • You gain a +1 bonus to Defense.Tags: Might (MIG), Core, Def Bonus, Heavy, Martial, Melee, Physical, Rare, Two-HandedAura Hammer1350 z【MIG + MIG】【HR + 14】 lightTwo-handed • Melee • Attacks with this weapon have multi (2).Tags: Might (MIG), Core, Heavy, Light, Martial, Melee, Multi, Rare, Two-HandedGravity Mace1850 z【MIG + MIG】【HR + 14】 earthTwo-handed • Melee • Each target hit by this weapon suffers slow.Tags: Might (MIG), Core, Earth, Heavy, Martial, Melee, Rare, Slow, Status, Two-HandedMjolnir1850 z【MIG + MIG】【HR + 10】 boltOne-handed • Melee • Each target hit by this weapon suffers dazed.Tags: Might (MIG), Bolt, Core, Dazed, Heavy, Martial, Melee, One-Handed, Rare, StatusWyrmwing2050 z【MIG + MIG】【HR + 18】 fireTwo-handed • Melee • You gain Immunity to fire () damage.Tags: Might (MIG), Core, Fire, Heavy, Immunity, Martial, Melee, Rare, Two-HandedSoul of Pillage2550 z【MIG + MIG】【HR + 18】 darkTwo-handed • Melee • Each target hit by this weapon suffers enraged.Tags: Might (MIG), Core, Dark, Enraged, Heavy, Martial, Melee, Rare, Status, Two-HandedWinter Kolossus2550 z【MIG + MIG】【HR + 18】 iceTwo-handed • Melee • You gain a +1 bonus to Defense and Magic Defense.Tags: Might (MIG), Core, Def Bonus, Heavy, Ice, Martial, Mdef Bonus, Melee, Rare, Two-HandedHeavy Metal1200 z【MIG + MIG】【HR + 14】 boltTwo-handed • Melee • When you attack with this weapon using the Vibrato Skill, all damage dealt by the attack becomes of the same type as the (key type) of the last verse you sang.Tags: Might (MIG), Attack, Bolt, Damage, Heavy, High Fantasy, Martial, Melee, Rare, Skill, Two-Handed, VersesRevenger2000 z【MIG + MIG】【HR + 14】 fireOne-handed • Melee • When a creature inflicts a status effect on you, that creature also suffers the same status effect – this doesn’t work if you are immune to that status effect, or were already suffering from it.Tags: Might (MIG), Fire, Heavy, High Fantasy, Immunity, Martial, Melee, One-Handed, Rare, StatusSummer Masher1300 z【MIG + MIG】【HR + 18】 iceTwo-handed • Melee • When you hit only one creature with this weapon, if that creature belongs to the plant Species, the attack deals 10 extra damage. Then, if that creature is in Crisis, you and every ally who can see you recover an amount of Mind Points equal to your High Roll in the Accuracy Check.Tags: Might (MIG), Attack, Crisis, Damage, Heavy, Ice, Martial, Melee, Mind Points, Natural Fantasy, Rare, Two-HandedThe Barrel1500 z【MIG + MIG】【HR + 18】 physicalTwo-handed • Melee • When you hit one or more creatures with this weapon, you may spend 1 Trade Point. If you do, the attack deals extra damage equal to (your Skill Level in Private Stock, multiplied by 5).Tags: Might (MIG), Attack, Damage, Heavy, Martial, Melee, Merchant, Natural Fantasy, Physical, Rare, Skill, Trade Points, Two-HandedScale Thresher1100 z【MIG + MIG】【HR + 14】 physicalTwo-handed • Melee • When you use this weapon with the Breach Skill, if you hit the target you can choose two of the available options instead of one. If you choose only one option, the target loses an amount of Hit Points equal to your High Roll in the Accuracy Check.Tags: Might (MIG), Heavy, Hit Points, Martial, Melee, Physical, Rare, Skill, Techno Fantasy, Two-Handed, WeaponmasterSeismic Pillar1600 z【MIG + MIG】【HR + 18】 earthTwo-handed • Melee • Damage dealt by this weapon to creatures whose current Might die size is lower than yours ignores Immunities and Resistances.Tags: Might (MIG), Damage, Earth, Heavy, Immunity, Martial, Melee, Rare, Resistance, Techno Fantasy, Two-Handed
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NameCostAccuracyDamageDragontongue500 z【DEX + MIG】 + 1【HR + 12】 fireTwo-handed • Melee • Attacks with this weapon target Magic Defense.Tags: Dexterity (DEX), Might (MIG), Core, Fire, Martial, Mdef Target, Melee, Rare, Spear, Two-HandedRocinante500 z【DEX + MIG】【HR + 8】 physicalOne-handed • Melee • This weapon deals 1 extra damage per status effect you have.Tags: Dexterity (DEX), Might (MIG), Core, Martial, Melee, One-Handed, Physical, Rare, Spear, Status EffectSerpent Spear800 z【DEX + MIG】【HR + 16】 physicalTwo-handed • Melee • Damage dealt by this weapon ignores Resistances.Tags: Dexterity (DEX), Might (MIG), Core, Ignore Resistance, Martial, Melee, Physical, Rare, Spear, Two-HandedHalberd1000 z【DEX + MIG】【HR + 12】 physicalTwo-handed • Melee • You gain a +1 bonus to Defense.Tags: Dexterity (DEX), Might (MIG), Core, Def Bonus, Martial, Melee, Physical, Rare, Spear, Two-HandedNarwhalhorn1200 z【DEX + MIG】【HR + 12】 iceOne-handed • Melee • You gain Resistance to ice () damage.Tags: Dexterity (DEX), Might (MIG), Core, Ice, Martial, Melee, One-Handed, Rare, Resistance, SpearBrave Glaive1300 z【MIG + WLP】【HR + 12】 earthTwo-handed • Melee • As long as you have at least three Bonds of loyalty or affection, you gain a +1 bonus to Defense and Magic Defense.Tags: Might (MIG), Willpower (WLP), Bond, Core, Def Bonus, Earth, Martial, Mdef Bonus, Melee, Rare, Spear, Two-HandedMorrigan1400 z【DEX + MIG】 + 1【HR + 12】 darkTwo-handed • Melee • When you hit one or more creatures with this weapon, you may recover 10 Mind Points.Tags: Dexterity (DEX), Might (MIG), Core, Dark, Martial, Melee, Mp Recovery, Rare, Spear, Two-HandedGae Bolg1800 z【DEX + MIG】 + 1【HR + 12】 physicalTwo-handed • Melee • If you roll a critical success on an Accuracy Check with this weapon, you may spend that opportunity to deal 10 extra damage.Tags: Dexterity (DEX), Might (MIG), Core, Critical Success, Martial, Melee, Physical, Rare, Spear, Two-HandedLonginus2000 z【DEX + MIG】 + 1【HR + 16】 physicalTwo-handed • Melee • Each target hit by this weapon suffers weak.Tags: Dexterity (DEX), Might (MIG), Core, Martial, Melee, Physical, Rare, Spear, Status, Two-Handed, WeakNine-teeth Rake2500 z【DEX + MIG】【HR + 16】 poisonTwo-handed • Melee • You Absorb poison () damage.Tags: Dexterity (DEX), Might (MIG), Absorb, Core, Martial, Melee, Poison, Rare, Spear, Two-HandedGungnir3000 z【DEX + MIG】【HR + 16】 lightTwo-handed • Melee • You gain Immunity to fire () and ice () damage.Tags: Dexterity (DEX), Might (MIG), Core, Immunity, Light, Martial, Melee, Rare, Spear, Two-HandedAchilles1000 z【DEX + MIG】【HR + 12】 physicalOne-handed • Melee • As long as your current Hit Points are equal to or greater than your maximum Hit Points, you are immune to all status effects.Tags: Dexterity (DEX), Might (MIG), High Fantasy, Hit Points, Immunity, Martial, Melee, One-Handed, Physical, Rare, Spear, StatusGrim Waltz1200 z【DEX + MIG】【HR + 12】 physicalTwo-handed • Melee • After you reduce a creature’s Hit Points to 0 with this weapon, you may perform a dance with a duration of “Instantaneous” among those you have learned; the MP cost of a dance performed this way can never be lower than 10.Tags: Dexterity (DEX), Might (MIG), Dances, High Fantasy, Hit Points, Martial, Melee, Mind Points, Physical, Rare, Spear, Two-HandedMemorialis700 z【DEX + MIG】 + 1【HR + 12】 physicalTwo-handed • Melee • When you use the Ripples Skill, you recover 5 Mind Points.Tags: Dexterity (DEX), Might (MIG), Invoker, Martial, Melee, Mind Points, Natural Fantasy, Physical, Rare, Skill, Spear, Two-HandedGiant Fork1000 z【DEX + MIG】【HR + 16】 physicalTwo-handed • Melee • When you use this weapon with the Knife and Fork Skill, you may add the High Roll to the attack’s damage (you don’t have to treat it as being equal to 0).Tags: Dexterity (DEX), Might (MIG), Attack, Damage, Gourmet, Martial, Melee, Natural Fantasy, Physical, Rare, Skill, Spear, Two-HandedIgnition Spear1000 z【DEX + MIG】【HR + 16】 fireTwo-handed • Melee • When you use the Compression Tech Skill to summon your personal vehicle, you can pay 10 Mind Points to do so instead of the normal cost in Inventory Points.Tags: Dexterity (DEX), Might (MIG), Fire, Inventory Points, Martial, Melee, Mind Points, Pilot, Rare, Skill, Spear, Techno Fantasy, Two-Handed, Vehicles
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NameCostAccuracyDamageZweihänder400 z【DEX + MIG】 + 1【HR + 14】 physicalTwo-handed • Melee • No Quality.Tags: Dexterity (DEX), Might (MIG), Core, Martial, Melee, Physical, Rare, Sword, Two-HandedFalling Rain450 z【DEX + DEX】 + 1【HR + 10】 iceTwo-handed • Melee • Attacks with this weapon target Magic Defense.Tags: Dexterity (DEX), Core, Ice, Martial, Mdef Target, Melee, Rare, Sword, Two-HandedFlamberge500 z【DEX + MIG】 + 1【HR + 10】 fireOne-handed • Melee • No Quality.Tags: Dexterity (DEX), Might (MIG), Core, Fire, Martial, Melee, One-Handed, Rare, SwordElegant Edge700 z【DEX + INS】 + 1【HR + 6】 physicalOne-handed • Melee • You are immune to enraged.Tags: Dexterity (DEX), Insight (INS), Core, Immunity, Martial, Melee, One-Handed, Physical, Rare, SwordJoyeuse900 z【MIG + WLP】 + 1【HR + 10】 physicalOne-handed • Melee • You are immune to shaken.Tags: Might (MIG), Willpower (WLP), Core, Immunity, Martial, Melee, One-Handed, Physical, Rare, SwordDeathblade1000 z【DEX + MIG】 + 1【HR + 6】 darkOne-handed • Melee • This weapon deals 5 extra damage if you are in Crisis.Tags: Dexterity (DEX), Might (MIG), Core, Crisis, Dark, Martial, Melee, One-Handed, Rare, SwordGunsword1000 z【DEX + MIG】 + 1【HR + 10】 physicalTwo-handed • Melee • This weapon can target flying creatures.Tags: Dexterity (DEX), Might (MIG), Core, Flying, Martial, Melee, Physical, Rare, Sword, Two-HandedMain Gauche1000 z【DEX + MIG】 + 1【HR + 6】 physicalOne-handed • Melee • You gain a +1 bonus to Defense.Tags: Dexterity (DEX), Might (MIG), Core, Def Bonus, Martial, Melee, One-Handed, Physical, Rare, SwordThe Rikizo1200 z【DEX + INS】 + 1【HR + 10】 physicalTwo-handed • Melee • Deals 2 extra damage for each Class you have mastered.Tags: Dexterity (DEX), Insight (INS), Class Mastery, Core, Martial, Melee, Physical, Rare, Sword, Two-HandedFlesh Eater1300 z【MIG + MIG】【HR + 10】 poisonOne-handed • Melee • This weapon deals 5 extra damage to weak targets.Tags: Might (MIG), Core, Martial, Melee, One-Handed, Poison, Rare, Sword, WeakKusanagi1500 z【DEX + MIG】 + 1【HR + 14】 airTwo-handed • Melee • Attacks with this weapon have multi (2).Tags: Dexterity (DEX), Might (MIG), Air, Core, Martial, Melee, Multi, Rare, Sword, Two-HandedExcalibur2300 z【MIG + WLP】 + 1【HR + 10】 lightTwo-handed • Melee • You are immune to all status effects.Tags: Might (MIG), Willpower (WLP), Core, Immunity, Light, Martial, Melee, Rare, Sword, Two-HandedFloating Edge1200 z【DEX + INS】 + 1【HR + 10】 airTwo-handed • Melee • Damage dealt by spells you cast with a total MP cost equal to or lower than 20 ignores Immunities and Resistances.Tags: Dexterity (DEX), Insight (INS), Air, Damage, High Fantasy, Immunity, Martial, Melee, Mind Points, Rare, Resistance, Spell, Sword, Two-HandedNorimitsu1400 z【DEX + INS】 + 1【HR + 14】 physicalTwo-handed • Melee • Attacks with this weapon deal 6 extra damage to elite or champion-rank enemies.Tags: Dexterity (DEX), Insight (INS), Attack, Damage, Martial, Melee, Natural Fantasy, Physical, Rare, Sword, Two-HandedButterfly Dream1300 z【DEX + INS】 + 1【HR + 10】 airOne-handed • Melee • When you hit one or more creatures with this weapon, if your Brainwave Clock has three or more filled sections, you can erase 1.Tags: Dexterity (DEX), Insight (INS), Air, Clock, Esper, Martial, Melee, One-Handed, Rare, Sword, Techno Fantasy
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NameCostAccuracyDamageCrescent Edge350 z【DEX + INS】【HR + 4】 lightOne-handed • Ranged • Attacks with this weapon target Magic Defense.Tags: Dexterity (DEX), Insight (INS), Core, Light, Mdef Target, One-Handed, Ranged, Rare, ThrownMeteor Star350 z【DEX + INS】 + 1【HR + 4】 fireOne-handed • Ranged • No Quality.Tags: Dexterity (DEX), Insight (INS), Core, Fire, One-Handed, Ranged, Rare, ThrownThrowing Axe350 z【DEX + MIG】【HR + 8】 physicalOne-handed • Ranged • No Quality.Tags: Dexterity (DEX), Might (MIG), Core, One-Handed, Physical, Ranged, Rare, ThrownBoomerang750 z【DEX + MIG】 + 1【HR + 4】 physicalOne-handed • Ranged • This weapon deals 5 extra damage to beasts and monsters.Tags: Dexterity (DEX), Might (MIG), Beast, Core, Monster, One-Handed, Physical, Ranged, Rare, ThrownWind Dancer850 z【DEX + WLP】【HR + 8】 airOne-handed • Ranged • Damage dealt by this weapon ignores Resistances.Tags: Dexterity (DEX), Willpower (WLP), Air, Core, Ignore Resistance, One-Handed, Ranged, Rare, ThrownAcupuncturer950 z【DEX + INS】 + 1【HR + 8】 physicalOne-handed • Ranged • You are immune to poisoned.Tags: Dexterity (DEX), Insight (INS), Core, Immunity, One-Handed, Physical, Ranged, Rare, ThrownBlue Pinwheel950 z【DEX + INS】【HR + 4】 iceOne-handed • Ranged • You gain Resistance to ice () damage.Tags: Dexterity (DEX), Insight (INS), Core, Ice, One-Handed, Ranged, Rare, Resistance, ThrownCrone’s Needle1050 z【DEX + INS】 + 1【HR + 4】 earthOne-handed • Ranged • You gain Resistance to dark () damage.Tags: Dexterity (DEX), Insight (INS), Core, Earth, One-Handed, Ranged, Rare, Resistance, ThrownChakram1250 z【DEX + MIG】 + 1【HR + 4】 physicalOne-handed • Ranged • Attacks with this weapon have multi (2).Tags: Dexterity (DEX), Might (MIG), Core, Multi, One-Handed, Physical, Ranged, Rare, ThrownVajra2050 z【DEX + WLP】 + 1【HR + 8】 boltOne-handed • Ranged • Each target hit by this weapon suffers shaken.Tags: Dexterity (DEX), Willpower (WLP), Bolt, Core, One-Handed, Ranged, Rare, Shaken, Status, ThrownDark Orbit2250 z【DEX + INS】【HR + 4】 darkOne-handed • Ranged • You gain a +1 bonus to Defense and Magic Defense.Tags: Dexterity (DEX), Insight (INS), Core, Dark, Def Bonus, Mdef Bonus, One-Handed, Ranged, Rare, ThrownHive Dart2300 z【DEX + DEX】【HR + 4】 poisonOne-handed • Ranged • Each target hit by this weapon suffers poisoned.Tags: Dexterity (DEX), Core, One-Handed, Poison, Poisoned, Ranged, Rare, Status, ThrownMajor Arcana900 z【DEX + INS】【HR + 4】 physicalOne-handed • Ranged • While you are merged with an Arcanum, your Accuracy Checks with this weapon trigger a critical success if both dice show the same number (and it is not a fumble).Tags: Dexterity (DEX), Insight (INS), Arcana, Attack, Critical Success, Fumble, High Fantasy, One-Handed, Physical, Ranged, Rare, ThrownLadle500 z【DEX + INS】【HR + 8】 physicalOne-handed • Ranged • If you have acquired the Made with Love Skill, treat your Skill Level in it as if it were increased by 1 (up to a maximum of SL 4).Tags: Dexterity (DEX), Insight (INS), Gourmet, Natural Fantasy, One-Handed, Physical, Ranged, Rare, Skill, ThrownRNGenerator1200 z【DEX + INS】【HR + 8】 darkOne-handed • Ranged • When you cast the Gamble spell, if you have the Lucky Seven Skill, you can use it to replace one of the dice you have rolled. This counts as the use of Lucky Seven for the scene.Tags: Dexterity (DEX), Insight (INS), Dark, Entropist, One-Handed, Ranged, Rare, Skill, Spell, Techno Fantasy, Thrown
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NameCostDefenseM. DefenseInitiativeAegis, Fulgur800 z+2——You gain Resistance to bolt () damage.Tags: Bolt, Core, Rare, Resistance, ShieldAegis, Gelum800 z+2——You gain Resistance to ice () damage.Tags: Core, Ice, Rare, Resistance, ShieldAegis, Gorgonis800 z+2——You gain Resistance to poison () damage.Tags: Core, Poison, Rare, Resistance, ShieldAegis, Ignis800 z+2——You gain Resistance to fire () damage.Tags: Core, Fire, Rare, Resistance, ShieldAegis, Lux800 z+2——You gain Resistance to light () damage.Tags: Core, Light, Rare, Resistance, ShieldAegis, Terra800 z+2——You gain Resistance to earth () damage.Tags: Core, Earth, Rare, Resistance, ShieldAegis, Umbra800 z+2——You gain Resistance to dark () damage.Tags: Core, Dark, Rare, Resistance, ShieldAegis, Ventus800 z+2——You gain Resistance to air () damage.Tags: Air, Core, Rare, Resistance, ShieldDemonshield950 z+2+2—After a creature deals damage to you, if you are in Crisis, you may have that creature suffer shaken.Tags: Core, Crisis, Martial, Rare, Shaken, ShieldShield of Spring1150 z+2+2—Whenever you recover Hit Points, you recover 5 additional Hit Points.Tags: Core, Hit Points, Martial, Rare, ShieldSeraph Shield2050 z+2+2—As long as you are in Crisis, you are immune to all status effects.Tags: Core, Crisis, Dazed, Enraged, Immunity, Martial, Poisoned, Rare, Shaken, Shield, Slow, WeakAdamantower2500 z+3+3—You gain a +1 bonus to Defense and Magic Defense (already included).Tags: Core, Defense, Magic Defense, Martial, Rare, ShieldBag Shield1000 z+2——When a Skill lets you regain Inventory Points, you regain 1 additional Inventory Point.Tags: High Fantasy, Inventory Points, Rare, Shield, SkillDrumshield1700 z+2——If you have the Resonance Skill, consider your Skill Level in it increased by 2 (up to a maximum of SL 5).Tags: Chanter, High Fantasy, Rare, Shield, SkillArgus2000 z+2+2—When you use the King’s Castle and Bishop’s Edict Skills, you may exclude one creature you can see from their effects.Tags: Commander, High Fantasy, Martial, Rare, Shield, SkillShield of Blades2000 z+2+2—When you attack with a weapon belonging to the heavy, spear, or sword Category, if the attack has the multi property, that attack deals 5 extra damage.Tags: Attack, Heavy, High Fantasy, Martial, Multi, Rare, Shield, Spear, SwordParry Shield2500 z+2+2—If you have the Counterattack Skill, the Skill also triggers when the result of an enemy’s Accuracy Check is an odd number.Tags: High Fantasy, Martial, Rare, Shield, Skill, WeaponmasterPlate Manica800 z+2——As long as you have no martial armor and no other shield equipped, you may apply the effects of the Dodge Skill.Tags: Armor, Natural Fantasy, Rare, Rogue, Shield, SkillLid Shield1500 z+2+2—When you deal damage with a delicacy, you deal 5 extra damage.Tags: Gourmet, Ingredients, Martial, Natural Fantasy, Rare, ShieldLily Vambrace2000 z+2+2—If you have the Battle Gardening Skill, you can use it when you plant a magiseed with the Graft Skill.Tags: Floralist, Garden, Martial, Natural Fantasy, Rare, Shield, SkillIcebreaker700 z+2+2—All physical () and fire () damage you deal ignores Resistances.Tags: Fire, Ignore, Martial, Physical, Rare, Resistance, Shield, Techno FantasyBallistic Shield800 z+2——You gain a +1 bonus to your Accuracy Check with ranged weapons.Tags: Attack, Ranged, Rare, Shield, Techno FantasyWindshield1000 z+2+2—While driving your personal vehicle, you gain Resistance to air () and ice () damage.Tags: Air, Ice, Martial, Pilot, Rare, Resistance, Shield, Techno Fantasy, VehiclesHekat Shield2000 z+2+2—You gain Resistance to damage dealt by spells. When a spell deals damage to you, you recover 5 Mind Points.Tags: Martial, Mind Points, Rare, Resistance, Shield, Spell, Techno Fantasy
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NameCostDefenseM. DefenseInitiativeSlimy Jacket600 zDEX size +1INS size +1-1You are immune to poisoned.Tags: Dexterity (DEX), Insight (INS), Armor, Core, Immunity, Poisoned, RareFox Garb650 zDEX size +1INS size +1—You are immune to slow.Tags: Dexterity (DEX), Insight (INS), Armor, Core, Immunity, Rare, SlowShadow Tunic650 zDEX size +1INS size +1+4You gain a +4 bonus to your Initiative modifier (already included).Tags: Dexterity (DEX), Insight (INS), Armor, Core, Initiative, RareDesperado Coat750 zDEX size +1INS size +1-1When you use the Barrage Skill (see Sharpshooter Class, page 205), the MP cost is halved.Tags: Dexterity (DEX), Insight (INS), Armor, Core, Mind Points, Rare, Sharpshooter, SkillButler Uniform800 zDEX size +1INS size +2-2When a potion or magisphere you created restores Hit Points, it restores 5 additional Hit Points.Tags: Dexterity (DEX), Insight (INS), Armor, Core, Hit Points, Rare, TinkererMaid Uniform800 zDEX size +1INS size +2-2When a potion or magisphere you created restores Mind Points, it restores 5 additional Mind Points.Tags: Dexterity (DEX), Insight (INS), Armor, Core, Mind Points, Rare, TinkererBandit Jacket900 zDEX size +1INS size +1-1You gain a +1 bonus to Accuracy Checks with daggers.Tags: Dexterity (DEX), Insight (INS), Armor, Attack, Core, Dagger, RareCrystal Plate900 z11INS size-3You gain Resistance to dark () damage.Tags: Insight (INS), Armor, Core, Dark, Martial, Rare, ResistanceValkyrie Wings900 z11INS size +1-3When you cast the Soaring Strike spell (see Elementalist Class, page 189), the MP cost is halved.Tags: Insight (INS), Armor, Core, Elementalist, Martial, Mind Points, Rare, SpellArmor of Heroes1000 z12INS size-4Critical successes rolled on Accuracy Checks and Magic Checks for attacks and offensive spells (🗲) that include you among their targets do not generate opportunities.Tags: Insight (INS), Armor, Attack, Core, Critical Success, Martial, Rare, SpellBlack Belt1000 zDEX sizeINS size—Your attacks with brawling weapons deal 5 extra damage.Tags: Dexterity (DEX), Insight (INS), Armor, Brawling, Core, RareMeditation Robe1000 zDEX size +1INS size +2-2Whenever you recover Mind Points, you recover 5 additional Mind Points.Tags: Dexterity (DEX), Insight (INS), Armor, Core, Mind Points, RareArchmage Robe1200 zDEX size +1INS size +2-2You gain a +1 bonus to your Magic Checks.Tags: Dexterity (DEX), Insight (INS), Armor, Core, Rare, SpellAutomaton Suit1250 z11INS size +1-3You gain Immunity to earth () and poison () damage, but Vulnerability to bolt () damage.Tags: Insight (INS), Armor, Bolt, Core, Earth, Immunity, Martial, Poison, Rare, VulnerabilityAdamantorso1300 z12INS size-4You gain Resistance to physical () damage.Tags: Insight (INS), Armor, Core, Martial, Physical, Rare, ResistanceArdent Yoroi1300 z12INS size-4You gain a +1 bonus to your Accuracy Checks.Tags: Insight (INS), Armor, Attack, Core, Martial, RareDemongrin1500 z12INS size-4After a creature hits you with a melee attack, you deal 5 fire () damage to that creature (after the attack has been resolved).Tags: Insight (INS), Armor, Core, Fire, Martial, Melee, RareBio Plate1700 z11INS size-3You gain Immunity to poison () damage.Tags: Insight (INS), Armor, Core, Immunity, Martial, Poison, RareWhite Tunic1700 zDEX size +1INS size +2-2Spells you cast whose effects restore Hit Points restore 5 additional Hit Points.Tags: Dexterity (DEX), Insight (INS), Armor, Core, Hit Points, Rare, SpellGranny Vest2000 zDEX sizeINS size +2-1You treat your Willpower as if it were one die size higher (up to a maximum of d12).Tags: Dexterity (DEX), Insight (INS), Willpower (WLP), Armor, Core, RareBlack Tunic2200 zDEX size +1INS size +2-2Spells you cast deal 5 extra damage.Tags: Dexterity (DEX), Insight (INS), Armor, Core, Rare, SpellRed Tunic2500 zDEX sizeINS size +2-1You are treated as having an arcane weapon equipped for the sake of Skills that require it.Tags: Dexterity (DEX), Insight (INS), Arcane, Armor, Core, Rare, SkillDancing Dress1000 zDEX sizeINS size +2-1When you perform a dance with a duration of “Until the start of your next turn”, you may recover from a single status effect of your choice.Tags: Dexterity (DEX), Insight (INS), Armor, Dances, Dancer, Dazed, Enraged, High Fantasy, Poisoned, Rare, Shaken, Slow, WeakElemental Robe1800 zDEX size +1INS size +2-2While you are in Crisis, spells you cast that deal air (), fire (), bolt (), ice (), or earth () damage deal 5 extra damage.Tags: Dexterity (DEX), Insight (INS), Air, Armor, Bolt, Crisis, Earth, Fire, High Fantasy, Ice, Rare, SpellOrichalcum2500 z12INS size-4As long as you have this armor equipped, increase your maximum HP by 10. This armor cannot be destroyed.Tags: Insight (INS), Armor, High Fantasy, Hit Points, Martial, RareWoolly Cuirass800 z11INS size-3As long as you’re not in Crisis, you gain Resistance to ice () damage and are immune to weak.Tags: Insight (INS), Armor, Crisis, Ice, Immunity, Martial, Natural Fantasy, Rare, Resistance, WeakEngineer Jacket1000 zDEX size +1INS size +1-1When you use an elemental shard, you may deal its damage to each of up to three creatures you can see. Additionally, when you deal damage with an elemental shard, you deal 5 extra damage.Tags: Dexterity (DEX), Insight (INS), Armor, Multi, Natural Fantasy, RareNoble Dress1600 zDEX size +1INS size +1—When an ally who is able to see you causes you to recover Hit Points, if you are in Crisis, that ally recovers 5 Mind Points.Tags: Dexterity (DEX), Insight (INS), Armor, Crisis, Hit Points, Mind Points, Natural Fantasy, RareApothecary Robes1800 zDEX size +1INS size +2-2When you use the Potion Rain Skill, the restoring effect is not halved.Tags: Dexterity (DEX), Insight (INS), Armor, Natural Fantasy, Rare, Skill, TinkererFairy Tunic2000 zDEX size +1INS size +2-2As long as you are affected by one or more spells with a duration of “Scene”, you gain a +2 bonus to Magic Defense.Tags: Dexterity (DEX), Insight (INS), Armor, Magic Defense, Natural Fantasy, Rare, SpellMisdirector1000 zDEX size +1INS size +1-1As long as you have no shield equipped, you are Resistant to physical () damage.Tags: Dexterity (DEX), Insight (INS), Armor, Physical, Rare, Resistance, Shield, Techno FantasyLab Coat1500 zDEX size +1INS size +2-2If you have acquired the Secret Formula Skill, treat your Skill Level in it as if it were increased by 2 (up to a maximum of SL 7).Tags: Dexterity (DEX), Insight (INS), Armor, Rare, Skill, Techno Fantasy, TinkererBiocloak1800 zDEX size +1INS size +1—When you use a Skill that requires you to spend Hit Points, like Ecdysis or Vismagus, you halve that cost.Tags: Dexterity (DEX), Insight (INS), Armor, Hit Points, Mutant, Rare, Skill, Spiritist, Techno FantasyPsyskeleton2000 z11INS size +1-3After you perform the Guard action, if your Brainwave Clock is full, you can erase it completely.Tags: Insight (INS), Armor, Clock, Esper, Guard, Martial, Rare, Techno Fantasy
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NameAccuracyDamageRichter Grasp【DEX + INS】【HR + 12】 earthBrawling • Melee • No qualities. This weapon can be used to interact with the scene as if it was a normal free hand.Tags: Dexterity (DEX), Insight (INS), Brawling, Earth, Melee, RareScrapper【DEX + INS】 +1【HR + 12】 physicalHeavy • Melee • This weapon deals 5 extra damage to constructs.Tags: Dexterity (DEX), Insight (INS), Construct, Heavy, Melee, Physical, RareFimbulvetr Battery【DEX + INS】【HR + 10】 iceFirearm • Ranged • Damage dealt by this weapon ignores Resistances.Tags: Dexterity (DEX), Insight (INS), Firearm, Ice, Ignore, Ranged, Rare, ResistanceEMP Cannon【DEX + INS】【HR + 14】 boltFirearm • Ranged • Each construct hit by an attack with this weapon suffers dazed. A personal vehicle with this module enabled cannot have any other weapon module enabled.Tags: Dexterity (DEX), Insight (INS), Attack, Bolt, Construct, Dazed, Firearm, Ranged, RareVanguard Pike【DEX + INS】 +1【HR + 14】 physicalSpear • Melee • This weapon deals 5 extra damage during the first round of each conflict. A personal vehicle with this module enabled cannot have any other weapon module enabled.Tags: Dexterity (DEX), Insight (INS), Melee, Physical, Rare, SpearCrescens【DEX + INS】 +1【HR + 12】 physicalSword • Melee • This weapon deals extra damage equal to your Skill Level in Personal Vehicle.Tags: Dexterity (DEX), Insight (INS), Melee, Physical, Rare, Skill, SwordHookclaw【DEX + INS】【HR + 10】 physicalFlail • Melee • Attacks with this weapon can target flying creatures.Tags: Dexterity (DEX), Insight (INS), Attack, Flail, Flying, Melee, Physical, RareArbalest Mk II【DEX + INS】 +1【HR + 16】 physicalBow • Ranged • This weapon deals 5 extra damage to flying creatures or those who are in midair. A personal vehicle with this module enabled cannot have any other weapon module enabled.Tags: Dexterity (DEX), Insight (INS), Bow, Flying, Physical, Ranged, RareReactive Deflector——Shield • As long as you are driving your personal vehicle and you have a Counterstrike support module enabled, you can apply its effects even when one of the characters on board your personal vehicle is hit by a melee attack (rather than only against ranged attacks). This module has all the effects of a Shield module.Tags: Melee, Ranged, Rare, ShieldMercurialis【DEX + WLP】【HR + 12】 fireArcane • Melee • When a spell you cast deals damage to a single creature, it deals 5 extra damage to that target. A personal vehicle with this module enabled cannot have any other weapon module enabled.Tags: Dexterity (DEX), Willpower (WLP), Arcane, Fire, Melee, Rare, SpellMorphshield——Shield • At the start of your turn during a conflict, you can disable this module to enable a different disabled weapon module of your choice. If you do, at the end of your turn you have to disable the chosen module and enable this one again. This module has all the effects of a Shield module.Tags: Rare, ShieldPlasma Rifle【DEX + INS】 +1【HR + 14】 lightFirearm • Ranged • Accuracy Checks with this weapon trigger a critical success if both dice show the same number (and it is not a fumble).Tags: Dexterity (DEX), Insight (INS), Attack, Critical Success, Firearm, Fumble, Light, Ranged, RareAerowitzer【DEX + INS】【HR + 18】 airFirearm • Ranged • As long as you are driving your personal vehicle you gain a +2 bonus to your Defense. A personal vehicle with this module enabled cannot have any other weapon module enabled.Tags: Dexterity (DEX), Insight (INS), Air, Defense, Firearm, Ranged, RareWarp Cannon【DEX + INS】 +1【HR + 18】 darkFirearm • Ranged • Attacks with this weapon have multi (2). Additionally, all damage dealt by this weapon ignores Absorptions, Immunities, and Resistances. A personal vehicle with this module enabled cannot have any other weapon module enabled.Tags: Dexterity (DEX), Insight (INS), Absorption, Dark, Firearm, Ignore, Immunity, Multi, Ranged, Rare, Resistance
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- Zero Triggers
NameFilled SectionsSummaryCompassion1 per triggerFills 1 section when you restore HP or MP to one or more allies.This trigger activates when you restore the Hit Points and/or Mind Points of one or more allies (this only triggers with effects that autonomously restore Hit Points or Mind Points, not those that increase recovery caused by a different effect).Tags: Hit Points, Mind PointsDefiance1 per triggerFills 1 section at the start of your turn if a Villain or champion enemy is present.This trigger activates at the start of your turn during a conflict, provided one or more Villains and/or champion-Rank enemies are present on the scene.Tags: Take Immediate TurnLove1 per triggerFills 1 section when the PC you love loses HP or surrenders; fills clock on Sacrifice.Special rule: when you choose this trigger for your Zero Power, tie it to another Player Character you have fallen in love with (the feeling doesn't have to be reciprocal, but make sure everyone in the group is comfortable with this dynamic). This trigger activates when the character you love loses Hit Points (unless that HP loss was self-inflicted) and/or Surrenders, provided you are able to see them. If the character you love Sacrifices themselves and you witness their Sacrifice, fill your Zero Clock; at the end of the scene, choose a different trigger for your Zero Power.Tags: Hit PointsRevenge3 per triggerFills 3 sections when you enter Crisis for the first time in a scene.This trigger activates when you enter Crisis for the first time during a scene.Tags: CrisisSequence2 per triggerFills 2 sections when an ally you can see unleashes their zero effect.This trigger activates when an ally you can see unleashes their zero effect.Strategy1 per triggerFills 1 section at turn end if enemies suffer from two or more total status effects.This trigger activates at the end of your turn during a conflict, provided one or more enemies present on the scene are suffering from a total of two or more different status effects (such as one dazed and weak enemy, or one slow enemy and another enraged enemy).Tags: Dazed, Enraged, Poisoned, Shaken, Slow, WeakSynergyvariesFills 1 section for each creature hit that was Vulnerable to your damage type.This trigger activates when you deal damage to one or more creatures, filling 1 section for each creature that was Vulnerable to the type of damage dealt.Tags: Vulnerability -
- Zero Effects
NameSummaryZero BlitzPerform a free attack with each equipped weapon, gaining extra damage for a single weapon or accuracy bonuses for dual weapons.You perform a free attack with each weapon you have equipped. If you only have one weapon equipped, the attack deals 20 extra damage; or, if you have more than one weapon equipped, you gain a +5 bonus to the Accuracy Check for each attack.Tags: Attack, Fabula Ultima Bonus, Free Attack, WeaponZero ChanceRoll 3d6 predicting odd or even matches to trigger varying effects ranging from clock manipulation to massive damage and recovery.Choose odd or even, then roll 3d6 and see how many dice match your prediction. Then, apply the corresponding effect or the effect immediately above it, your choice. - No dice: Fill 3 sections of your Zero Clock, and fill 1 section of the Zero Clock of every other Player Character you can see. Then, perform an additional action. - One die: You perform a free attack with one weapon you have equipped. This attack deals extra damage equal to the total rolled on the 3d6. - Two dice: You deal damage equal to (30 + half your level + the total rolled on the 3d6) to one creature you can see. This damage has no type (ignore Affinities). - Three dice: You and every ally you can see recover from all status effects and recover an amount of HP and MP equal to (your Crisis score + the total rolled on the 3d6). Finally, if all three dice show the same number, you may perform an additional action during this turn (this is in addition to the action granted by “no dice”).Tags: Clock, Crisis, Fabula Ultima Bonus, Free Attack, Hit Points, Mind PointsZero CostHalve all Inventory Point costs for the rest of the scene and immediately perform a free Inventory action.Until the end of the scene, you treat all Inventory Point costs as being halved. You may also immediately perform the Inventory action for free.Tags: Fabula Ultima Bonus, Inventory, Inventory PointsZero ElementsLock damage types and deal extra untyped-ignoring damage for two chosen elements while taking an extra action.Special rule: when you select this effect for your Zero Power, choose two damage types among air (), bolt (), dark (), earth (), fire (), ice (), light (), and poison (). You gain the following benefits: all damage you deal becomes of a type of your choice among the two you selected when you created this Zero Power, its type cannot change, and it ignores Absorptions, Immunities, and Resistances. Additionally, you deal 5 extra damage (be it with attacks, spells, items, Arcana, or any other method). These benefits last until the end of the scene, until you unleash this power again, or until you end its effects (you may do so whenever you want). You may also perform an additional action during this turn.Tags: Absorption, Additional Action, Air, Bolt, Dark, Earth, Fabula Ultima Bonus, Fire, Ice, Immunity, Light, Poison, ResistanceZero LimitsIncrease all attribute die sizes by one for the rest of the scene and take an additional action.Until the end of the scene, treat all your Attributes as being one die size higher (up to a maximum of d12). You may also perform an additional action during this turn.Tags: Dexterity (DEX), Insight (INS), Might (MIG), Willpower (WLP), Additional Action, Fabula Ultima BonusZero MagicCast a spell for free with 0 MP cost, boosted accuracy, and extra damage.You perform the Spell action for free, casting a spell of your choice among those you know; the spell’s total Mind Point cost is treated as being 0 (this includes any cost increases due to Skills and effects). The spell deals 10 extra damage and, if it is an offensive spell (🗲), you gain a +5 bonus to the Magic Check.Tags: Fabula Ultima Bonus, Free Spell, Mind Points, SpellZero ObjectiveFill or erase three sections of a clock tied to the current scene.Choose one option: fill 3 sections of a Clock tied to the current scene; or erase 3 sections of a Clock tied to the current scene.Tags: Clock, Fabula Ultima BonusZero RemedyCure all status effects and restore a large amount of HP for yourself and visible allies.You and any number of allies you can see recover from all status effects and recover an amount of Hit Points equal to (40 + half your level).Tags: Dazed, Enraged, Fabula Ultima Bonus, Hit Points, Poisoned, Shaken, Slow, WeakZero ScourgeDeal damage of a chosen type and inflict two status effects on any number of visible creatures.Special rule: when you select this effect for your Zero Power, choose a damage type among air (), bolt (), dark (), earth (), fire (), ice (), light (), and poison (); then, choose two status effects among dazed, shaken, slow, and weak. Choose any number of creatures you can see: you deal (30 + half your level) damage of the chosen type to each of them, and they suffer the chosen status effect.Tags: Air, Bolt, Dark, Dazed, Earth, Fabula Ultima Bonus, Fire, Ice, Light, Poison, Shaken, Slow, WeakZero ShieldHalve all incoming damage for yourself and all allies present on the scene until your next turn.Until the start of your next turn, all damage suffered by you and every ally present on the scene is halved (before applying Affinities).Tags: Fabula Ultima Bonus, GuardZero TriangleAllow up to two allies and yourself to perform a boosted free attack with equipped weapons.You and up to two allies you can see perform a free attack with a weapon you have equipped (or a basic attack if they are NPCs). These attacks receive a +5 bonus to the Accuracy Check.Tags: Attack, Fabula Ultima Bonus, Free Attack, Weapon
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NameSummaryAncient WeaponStart with a unique rare custom weapon worth up to 1200 zenit that cannot be lost or destroyed without your permission.Together with the rest of your group, create a rare custom weapon worth 1200 zenit or less. This weapon should have an especially unusual and technological appearance; it can be a good idea to make it a firearm weapon and determine that similar items are rare and mysterious in your world. Once per session (approximately four hours of play), the Game Master may give you 1 Fabula Point in order to have sudden complications arise due to the unique nature of the weapon (such as strange machines reacting to its presence, or monsters drawn to the special energy it emits). However, the weapon cannot be destroyed, damaged, lost or stolen without your permission as a Player.Tags: Equipment, Fabula Point, Natural Fantasy, Rare, WeaponArborealSentient plant creature immune to one status effect, vulnerable to one element, with a sunlight-discounted NPC spell.Choose a status effect: dazed, enraged, or shaken. You are immune to the chosen status effect. However, you also gain Vulnerability to a damage type of your choice: air (), bolt (), earth (), fire (), or ice (). You also learn one NPC spell (you cannot choose Devastation; if a Magic Check is required, use INS + WLP): customize the spell as needed (name, damage type, status effects etc.). When you cast this spell while in sunlight, its total MP cost is reduced by 5 (to a minimum of 0 Mind Points).Tags: Insight (INS), Willpower (WLP), Air, Bolt, Dazed, Earth, Enraged, Fire, Ice, Immunity, Mind Points, Natural Fantasy, Plant, Shaken, Species, Spell, VulnerabilityBig BroGain or expand access to Camp Activities, allowing you to perform two activities or duplicate one during Rests.If your group's campaign does not make use of the optional rule Camp Activities, your character still gains access to it. Your character gains access to three Camp Activities instead of only two. If your character gains this Quirk during a campaign that already makes use of Camp Activities, you simply gain access to a single new Camp Activity of your choice. When you choose to perform Camp Activities during a Rest, choose one option: you perform two different Camp Activities, whose effects cannot be applied to the same creature; or you perform the same Camp Activity twice, applying its effects to two different creatures.Tags: Natural Fantasy, TravelCursedTrigger fumbles intentionally for extra Fabula Points and gain a Heroic Skill once the curse threat is resolved.When you acquire this Quirk, describe the nature of your curse and tie it to one of the threats present in your world. Once this threat is resolved, you will finally have a chance to break free from the curse - describe how you expect this to happen. When you are about to perform a Check, you may instead describe how your curse gets in the way and automatically roll a fumble (both dice are treated as if you had rolled a 1 on them). If you do, you receive 2 Fabula Points instead of 1, and generate an opportunity as normal. If you ever manage to break the curse, immediately gain a Heroic Skill of your choice (you may even choose a Heroic Skill whose requirements you do not satisfy, unless they include a Skill you don't have). This includes choosing a Heroic Skill for a Class you do not have.Tags: Fabula Point, Fumble, Natural FantasyElemental SoulGain elemental Resistance, matching damage conversion, and the ability to perform elemental Rituals.Choose your elemental damage type: air (), bolt (), earth (), fire (), or ice (). You gain Resistance to the chosen damage type; additionally, whenever you deal damage, you may change its type so that it matches your elemental damage type. However, you also gain Vulnerability to a different damage type chosen among those five. You also gain the ability to perform Rituals of the Elementalism discipline, but only if those Rituals manipulate your chosen element (respectively air (), electricity, earth ()/rock, fire (), and ice ()/water).Tags: Air, Bolt, Earth, Fire, Ice, Natural Fantasy, Resistance, Ritual, VulnerabilityFlightFly to avoid melee attacks and target airborne foes, lost while in Crisis or hit by air, bolt, or ice damage.You are able to fly. In addition to the obvious advantage in mobility, your melee attacks can target flying creatures and you cannot be targeted by melee attacks unless the attacker is flying or is somehow able to reach flying targets. While in Crisis or unable to fly freely (such as when you're inside a vehicle designed for human-sized creatures or in a narrow corridor), you lose all benefits granted by this Quirk. Additionally, when you suffer air (), bolt () or ice () damage during a conflict scene, you lose the benefits of this Quirk until the start of your next turn.Tags: Air, Bolt, Crisis, Flying, Ice, Melee, Natural FantasyMysterious GrimoireConsult an indestructible grimoire for travel answers, eventually gaining an NPC spellcaster or a powerful Heroic Skill.As long as you have this Quirk, your grimoire is an indestructible artifact that cannot be lost or stolen unless as a consequence of Surrender. When your group stumbles upon a danger or discovery after a travel roll, you may ask the Game Master a single question concerning that danger or discovery (you may ask it immediately or save it for later); the Game Master answers truthfully and describes how the answer appears on your grimoire. Once your grimoire has answered 10 questions, it almost shared all of its knowledge with you: choose one of the following options: - Awakened Consciousness: you lose this Quirk and the grimoire turns into a Non-Player Character. They do not take part in Checks or conflicts, but learn two spells from the Elementalist, Entropist, or Spiritist lists and cast one per conflict at round end for 0 MP. - Hidden Magic: you lose this Quirk, but acquire a Heroic Skill of your choice among Comet, Extra Spells, Hope, and Volcano (ignoring requirements). Whatever your choice, the grimoire reveals key clues regarding a threat in your world.Tags: Ask a Question, Mind Points, Natural Fantasy, Spell, TravelOutcast FairyTalk to animals, elementals, and plants, cast a magic spell, perform fairy Rituals, and gain FP from a unique weakness.You may always communicate with any creature belonging to the beast, elemental, and plant Species. You learn one spell of your choice among those found in the Elementalist, Entropist, and Spiritist lists; additionally, you gain the ability to perform Rituals whose effects fall within the Ritualism discipline, and you may use these Rituals to transport creatures in and out of the Realm of Fairies. However, you also possess a unique weakness typical of fairies: decide it together with your group. Once per session (approximately four hours of play), the Game Master may give you 1 Fabula Point in order to have sudden complications arise due to this weakness or have you automatically fail a Check (they must do so before the Check is performed; the Check's Result and High Roll are both treated as being 0).Tags: Beast, Elemental, Fabula Point, Natural Fantasy, Plant, Ritual, Species, SpellRobotConstruct body with poison Immunity, earth Resistance, machine Check bonuses, and no need to breathe or eat.You are not considered a living creature and gain Immunity to poison () damage and Resistance to earth () damage. You are also immune to the poisoned status effect. You do not need to breathe, eat or drink, but you still follow the normal rules for resting; you also recover Hit Points and recover from status effects as normal. You gain a +2 bonus to all Checks you perform to examine or interact with machines, technology and constructs (except for Accuracy Checks and Magic Checks).Tags: Construct, Earth, Hit Points, Immunity, Natural Fantasy, Poison, Poisoned, Resistance, SpeciesStubborn ScionStart with +1000 bonus zenit and two loyal bodyguards who can halve damage, answer questions, or boost elemental shards.If you choose this Quirk during character creation, increase your initial savings by 1000 zenit. Additionally, you are accompanied by two fiercely loyal bodyguards. They offer the following benefits: - Be careful! When you suffer damage, you may halve it. - Here is the information you previously requested. During a Rest, you may ask the Game Master one question; they will answer truthfully. - Stay down, I'll take care of this! When you create an elemental shard, you may have it deal extra damage equal to (5 + half your level). Whenever you make use of one of these benefits, your bodyguards suffer 1d6 Fatigue Points; as long as they have 10 or more Fatigue Points, you cannot rely on them. Fatigue is shared between bodyguards. At the end of each session, your bodyguards recover from 1d6 Fatigue Points (to a minimum of zero).Tags: Ask a Question, Natural Fantasy, ZenitSurvivorGain +5 max HP and MP, plus martial gear proficiency, a new spell, or +2 max IP.Permanently increase your maximum Hit Points and maximum Mind Points by 5. Choose one option: gain the ability to equip martial melee and ranged weapons, martial armor, and martial shields; or learn any one spell from the Elementalist or Spiritist lists; or permanently increase your maximum Inventory Points by 2.Tags: Armor, Hit Points, Inventory Points, Martial, Mind Points, Natural Fantasy, Shield, Spell, WeaponThe Beast Who SpokeUnarmored beast character with +2 Defense/Magic Defense, unable to equip standard items, with custom choices.You may not equip any items, with the exception of accessories and weapon and armor modules. However, as long as your armor slot is empty, you gain a +2 bonus to Defense and a +2 bonus to Magic Defense. You also gain two benefits of your choice among the following: - You may also equip custom weapons. - You learn one NPC spell (you cannot choose the spell Devastation; if a Magic Check is required, use MIG + WLP). - Your attacks with unarmed strikes deal 6 extra damage. This amount increases to 10 extra damage if you are level 30 or higher.Tags: Might (MIG), Willpower (WLP), Accessory, Attack, Defense, Magic Defense, Modules, Natural Fantasy, Spell, WeaponThe Long DreamIgnore HP, MP, or FP costs, but advance toward a permanent natural farewell after repeated uses.At the end of each session (approximately four hours of play), before assigning XP, roll 2d20. If you roll a number equal to or lower than your current character level, the last farewell approaches. When a rule or ability requires you to spend Hit Points, Mind Points, or Fabula Points, you may instead ignore that cost. If you do, the last farewell approaches. At the end of a scene where you ignored a cost as described above, if the last farewell has approached at least 10 times already, the moment has come for you to leave the world of humans. You shall forever return to your original form as a natural and inanimate object. A character whose last farewell has come is considered dead in game terms, and cannot be brought back. However, from now on all Player Characters in the campaign will receive 1 additional Fabula Point at the start of each session.Tags: Fabula Point, Hit Points, Mind Points, Natural FantasyTraveling WorkshopRequires Gourmet or Tinkerer; grants a group land vehicle and the ability to find project materials with flaws.You may only choose this Quirk if your character has acquired one or more Classes among Gourmet and Tinkerer. You obtain a land vehicle. This vehicle is big enough to accommodate you and the rest of your group, plus two or three guests, but unfit for combat. If a Project requires a special ingredient or material, you may spend 1 Fabula Point to suddenly stumble upon something similar in your workshop; if you do, the invention must have a terrible flaw.Tags: Fabula Point, Gourmet, Natural Fantasy, Tinkerer, VehiclesUnderchildOnce per Rest, ignore HP, MP, or IP costs up to 100 during conflicts; uncover answers about ancient tech.When a rule or ability requires you to spend 100 or fewer Hit Points, Mind Points, or Inventory Points during a conflict, you may instead ignore that cost. If you do, you cannot ignore a cost this way again until the end of your next Rest. Describe where this intense but ephemeral energy stems from! Additionally, when you encounter a contraption or creature connected to ancient technology or to a ruins' past, you may choose one option: ask the Game Master its purpose; or ask the Game Master what can activate it; or ask the Game Master what can deactivate it. The Game Master answers truthfully and you describe a brief flashback that reveals the answer. After you receive an answer this way for the sixth time, you remember the real reason why you had been left dormant underground, and gain key clues regarding threats in your world.Tags: Ask a Question, Hit Points, Inventory Points, Mind Points, Natural Fantasy
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d66NameWeapons Only11AgileYou treat your Dexterity as if it were one die size higher (up to a maximum of d12). This hoplosphere occupies 2 slots.Tags: Dexterity (DEX)12ArcticYou gain Resistance to ice () damage. If this item is a weapon, all damage it deals becomes ice (). • Coag. 2: you gain Immunity to ice () damage. • Coag. 3: any ice () damage you deal ignores Resistances. When you deal damage, you may change its type to ice ().Tags: Ice, Ignore, Immunity, Resistance13BlessedThis weapon deals 2 extra damage to undead. • Coag. 2: you gain a +1 bonus to Magic Defense.Tags: Magic Defense, Species, Undead14BraveYou treat your Willpower as if it were one die size higher (up to a maximum of d12). This hoplosphere occupies 2 slots.Tags: Willpower (WLP)15CrystallineYou are immune to dazed. • Coag. 2: you gain a +2 bonus to Open Checks made to examine creatures, items, and locations.Tags: Dazed, Immunity16CyclonicYou gain Resistance to air () damage. If this item is a weapon, all damage it deals becomes air (). • Coag. 2: you gain Immunity to air () damage. • Coag. 3: any air () damage you deal ignores Resistances. When you deal damage, you may change its type to air ().Tags: Air, Ignore, Immunity, Resistance21DarkYou gain Resistance to dark () damage. If this item is a weapon, all damage it deals becomes dark (). • Coag. 2: you gain Immunity to dark () damage. • Coag. 3: any dark () damage you deal ignores Resistances. When you deal damage, you may change its type to dark ().Tags: Dark, Ignore, Immunity, Resistance22DazingEach target hit by this weapon suffers dazed. This hoplosphere occupies 2 slots.Tags: Dazed23DisruptingThis weapon deals 2 extra damage to constructs. • Coag. 2: you gain a +1 bonus to Defense.Tags: Construct, Defense, Species24DrainingWhen you hit one or more creatures with this weapon, you may recover 3 Hit Points and 3 Mind Points.Tags: Hit Points, Mind Points25EnergizingYou are immune to weak. • Coag. 2: when you recover Hit Points, you recover 2 additional Hit Points.Tags: Hit Points, Immunity, Weak26ExpansiveAttacks with this weapon gain the multi (2) property. This hoplosphere occupies 2 slots.Tags: Multi31GhastlyEach target hit by this weapon suffers shaken. This hoplosphere occupies 2 slots.Tags: Shaken32GladiatorThis weapon deals 2 extra damage to humanoids. • Coag. 2: you gain a +1 bonus to Defense.Tags: Defense, Humanoid, Species33KnightlyThis weapon deals 2 extra damage to monsters. • Coag. 2: you gain a +1 bonus to Magic Defense.Tags: Magic Defense, Monster, Species34MedicalWhen you cause one or more creatures to recover Hit Points and/or Mind Points with a potion, that potion causes them to recover 2 additional HP and/or MP, respectively. • Coag. 2: when you cause one or more creatures to recover Hit Points and/or Mind Points with a potion, that potion causes them to recover 1 additional HP and/or MP, respectively.Tags: Hit Points, Mind Points, Potion35MightyYou treat your Might as if it were one die size higher (up to a maximum of d12). This hoplosphere occupies 2 slots.Tags: Might (MIG)36OccultThis weapon deals 2 extra damage to elementals. • Coag. 2: you gain a +1 bonus to Magic Defense.Tags: Elemental, Magic Defense, Species41PiercingDamage dealt by this weapon ignores Resistances. • Coag. 2: damage dealt by this weapon ignores Resistances and Immunities.Tags: Ignore, Immunity, Resistance42PoisonousYou gain Resistance to poison () damage. If this item is a weapon, all damage it deals becomes poison (). • Coag. 2: you gain Immunity to poison () damage. • Coag. 3: any poison () damage you deal ignores Resistances. When you deal damage, you may change its type to poison ().Tags: Ignore, Immunity, Poison, Resistance43PredatorThis weapon deals 2 extra damage to beasts. • Coag. 2: you gain a +1 bonus to Defense.Tags: Beast, Defense, Species44QuickYou are immune to slow. • Coag. 2: you gain a +2 bonus to your Initiative Modifier.Tags: Immunity, Slow45RadiantYou gain Resistance to light () damage. If this item is a weapon, all damage it deals becomes light (). • Coag. 2: you gain Immunity to light () damage. • Coag. 3: any light () damage you deal ignores Resistances. When you deal damage, you may change its type to light ().Tags: Ignore, Immunity, Light, Resistance46ReapingThis weapon deals 2 extra damage to plants. • Coag. 2: you gain a +1 bonus to Defense.Tags: Defense, Plant, Species51RevealingYou treat your Insight as if it were one die size higher (up to a maximum of d12). This hoplosphere occupies 2 slots.Tags: Insight (INS)52SharpeningAccuracy Checks with this weapon gain a +1 bonus. • Coag. 2: this weapon deals 2 extra damage.Tags: Accuracy, Attack53ScornfulEach target hit by this weapon suffers enraged. This hoplosphere occupies 2 slots.Tags: Enraged54SeismicYou gain Resistance to earth () damage. If this item is a weapon, all damage it deals becomes earth (). • Coag. 2: you gain Immunity to earth () damage. • Coag. 3: any earth () damage you deal ignores Resistances. When you deal damage, you may change its type to earth ().Tags: Earth, Ignore, Immunity, Resistance55SkepticalThis weapon deals 2 extra damage to demons. • Coag. 2: you gain a +1 bonus to Magic Defense.Tags: Demon, Magic Defense, Species56SnaringEach target hit by this weapon suffers slow. This hoplosphere occupies 2 slots.Tags: Slow61SorcerousAttacks with this weapon target Magic Defense. • Coag. 2: spells you cast deal 2 extra damage, and spells you cast that cause creatures to recover Hit Points cause them to recover 2 additional Hit Points.Tags: Hit Points, Magic Defense, Spell62SteadfastYou are immune to shaken. • Coag. 2: when you recover Mind Points, you recover 2 additional Mind Points.Tags: Immunity, Mind Points, Shaken63TiringEach target hit by this weapon suffers weak. This hoplosphere occupies 2 slots.Tags: Weak64ToxicEach target hit by this weapon suffers poisoned. This hoplosphere occupies 2 slots.Tags: Poisoned65VolcanicYou gain Resistance to fire () damage. If this item is a weapon, all damage it deals becomes fire (). • Coag. 2: you gain Immunity to fire () damage. • Coag. 3: any fire () damage you deal ignores Resistances. When you deal damage, you may change its type to fire ().Tags: Fire, Ignore, Immunity, Resistance66VoltaicYou gain Resistance to bolt () damage. If this item is a weapon, all damage it deals becomes bolt (). • Coag. 2: you gain Immunity to bolt () damage. • Coag. 3: any bolt () damage you deal ignores Resistances. When you deal damage, you may change its type to bolt ().Tags: Bolt, Ignore, Immunity, Resistance
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- Permanently increase your maximum Hit Points or Mind Points by 5 (your choice).
NameMax SLBeyond the Realms of Death5When another creature you can see loses Hit Points while in Crisis, if they are not undead, you gain 1 Grave Point. You may never have more than (SL + 1) Grave Points. When you are reduced to 0 Hit Points, you lose all Grave Points; then, if you lost at least 1 Grave Point this way and this is the first time you are reduced to 0 HP during this scene, you do not Surrender nor Sacrifice yourself: instead, you recover an amount of HP equal to (SL, multiplied by the amount of Grave Points you lost this way).Tags: Crisis, Fabula Ultima Bonus, Hit Points, Necromancer, UndeadChildren of the Grave1You can always communicate verbally with undead creatures. Once per scene, you may ask an undead a single question; they are compelled to answer truthfully.Tags: Ask a Question, Fabula Ultima Bonus, Necromancer, UndeadFear is the Key3After you cause one or more enemies to lose Hit Points, if you have acquired the Beyond the Realms of Death Skill and at least one of them is suffering from shaken and/or weak, you gain 1 Grave Point and recover (SL × 2) Hit Points and Mind Points.Tags: Fabula Ultima Bonus, Hit Points, Mind Points, Necromancer, Shaken, WeakFor Whom the Bell Tolls3When you deal damage to a creature with a spell, if that spell only deals damage to that creature, you may spend 1 Grave Point. If you do, choose one option: if that creature is suffering from one or more status effects, the spell deals extra damage equal to ((SL × 2) + the number of status effects on that creature); or if that creature is suffering from no status effects, they suffer shaken.Tags: Fabula Ultima Bonus, Necromancer, Shaken, SpellRondo of Nightmare1When you cast an offensive spell with a target of "One creature", you may spend 2 Grave Points to have it target all creatures you can see that are present on the scene (perform a single Magic Check and confront it with the Magic Defense of each target). If you do, all damage dealt by the spell becomes dark () and its type cannot change.Tags: Dark, Fabula Ultima Bonus, Magic Defense, Multi, Necromancer, Spell -
NameRequirementsSummaryAnatomistFury, Loremaster, Sharpshooter, WeaponmasterYou gain special benefits when fighting creatures that belong to certain Species.Whenever you acquire this Heroic Skill, choose two Species among beast, construct, demon, elemental, monster, plant, and undead. When you deal damage to a creature belonging to the humanoid Species or to a Species you have chosen for this Heroic Skill, you may choose one option: you deal 5 extra damage to that creature; or that creature becomes reeling until the end of the scene. When a reeling creature recovers Hit Points and/or Mind Points, instead that creature recovers half the normal amount of HP and/or MP and is no longer reeling. This Heroic Skill can be acquired up to three times.Tags: Fabula Ultima Bonus, Fury, Hit Points, Loremaster, Mind Points, Sharpshooter, Species, WeaponmasterArcane SacrificeArcanist, GuardianDismiss an Arcanum to protect your group.Once per scene, when you and/or one or more allies you can see are reduced to 0 Hit Points, if you are merged with an Arcanum, you may instead be reduced to exactly 1 Hit Point. If you do, you must immediately dismiss that Arcanum (without applying any dismiss effect), and cannot summon them again until the end of the scene.Tags: Arcana, Arcanist, Fabula Ultima Bonus, Guardian, Hit PointsBroken Wing TacticCommander, GuardianImprove your enemies' attacks to deceive them.After an enemy you can see performs an Accuracy Check or a Magic Check for an offensive spell on their turn during a conflict, you may grant them a +3 bonus to the Result of the Check. If you do, choose one option: you and every ally who is able to hear you gain Resistance to all damage types until the end of this turn; or you and every ally who is able to hear you deal 5 extra damage until the end of this turn. Once you use this Skill, you cannot use it again until the start of your next turn.Tags: Commander, Fabula Ultima Bonus, Guardian, Resistance, SpellFlow of Yin and YangDancer, Elementalist, Esper, InvokerSwap between damage of different elements to charge yin and yang energy.When you deal dark (), earth (), ice (), or physical () damage for the first time during a turn, you gain 1 Yin Point and, if you have at least 1 Yang Point, you deal 5 extra damage. When you deal air (), bolt (), fire (), or light () damage for the first time during a turn, you gain 1 Yang Point and, if you have at least 1 Yin Point, you deal 5 extra damage. At the end of your turn, if you have 3 or more Yin and/or Yang points and have at least 1 point of each type, you lose all Yin and Yang Points and perform one of the following effects based on the points you lost (perform both in case of a tie): • Yin majority: every enemy present on the scene loses an amount of Mind Points equal to half your level. • Yang majority: one creature you can see that is present on the scene recovers an amount of Mind Points equal to your level. You may gain and use Yin and Yang Points only during conflicts, and you lose all your Yin and Yang Points at the end of each scene.Tags: Air, Bolt, Dancer, Dark, Earth, Elementalist, Esper, Fabula Ultima Bonus, Fire, Ice, Invoker, Light, Mind Points, PhysicalGreat Cauldron's SecretTinkererChoose the type of target when using alchemy.When you create a potion via alchemy, you may treat the die assigned to target as showing a value of 13 or 17 (even if that die shows a different number).Tags: Fabula Ultima Bonus, TinkererHunter's TrickSharpshooter, WeaponmasterBoost the transformations of custom weapons.When you transform a transforming custom weapon on your turn, choose one option: if you have not performed any attacks during this turn, the next attack you perform with this weapon during this turn deals 5 extra damage; or if you hit one or more creatures with an attack using this weapon during this turn, you recover 5 Hit Points and 5 Mind Points.Tags: Attack, Fabula Ultima Bonus, Hit Points, Mind Points, Sharpshooter, WeaponmasterImpaler DragonCommander, DarkbladeUse Charging Cavalry after Shadow Strike.When you use the Shadow Strike Skill, you may treat your High Roll as being equal to 0 when determining damage dealt by this attack. If you do, after the attack from Shadow Strike is resolved, you may immediately perform the Charging Cavalry Skill for free (paying the appropriate MP cost).Tags: Attack, Commander, Darkblade, Fabula Ultima Bonus, Mind Points, SkillIt Lives!Loremaster, Tinkerer, WayfarerImprove construct-Species Faithful Companions.Your companion's Affinity towards bolt () damage becomes Absorption, and their maximum Hit Point score is increased by an amount equal to twice your Skill Level in Visionary. When your companion deals damage, if they have no weapons equipped, they deal extra damage equal to your Skill Level in Visionary.Tags: Absorption, Bolt, Companion, Construct, Fabula Ultima Bonus, Hit Points, Loremaster, Tinkerer, WayfarerLike an Open BookEsper, Loremaster, RogueGain additional benefits when you successfully Soul Steal from an enemy.After you successfully use the Soul Steal Skill against one or more enemies, you may choose one of them. If you do, you immediately perform the Study action for free against that enemy: treat the Result and High Roll of this Open Check as being equal to the Result and High Roll of the Check you performed for Soul Steal (do not roll dice for this Open Check). When you deal damage to an elite or champion-rank enemy, if you stole that enemy's soul treasure during this scene, you deal extra damage equal to your Skill Level in Soul Steal to that enemy.Tags: Esper, Fabula Ultima Bonus, Loremaster, Rogue, Skill, StudyNether SlashDarkblade, Elementalist, PilotConverts Shadow Strike into fire or ice.When you use the Shadow Strike Skill, you may choose fire () or ice (). If you do, all damage dealt by this attack becomes of the chosen type instead of dark () (its damage type cannot change, as usual), and you gain Resistance to the damage type you did not choose until the start of your next turn. When you perform a free attack with a melee weapon as part of the Shadow Strike Skill, the attack may target enemies that can only be targeted by a ranged attack.Tags: Attack, Dark, Darkblade, Elementalist, Fabula Ultima Bonus, Fire, Free Attack, Ice, Melee, Pilot, Ranged, Resistance, SkillOfuda MasteryArcanist, Merchant, Symbolist, SpiritistUse Mind Points instead of Inventory Points to create symbols during conflicts.When you use the Symbolism Skill during a conflict, you may spend 20 Mind Points to ignore the Skill's normal cost in Inventory Points. When you perform a free attack with a melee weapon as part of the Symbolism Skill, the attack may target enemies that can only be targeted by a ranged attack.Tags: Arcanist, Attack, Fabula Ultima Bonus, Free Attack, Inventory Points, Melee, Merchant, Mind Points, Ranged, Skill, Spiritist, Symbols, SymbolistPhagomagusChimerist, Entropist, Gourmet, MutantDevour the magic present on your foes.When you cast the Dispel spell, its MP cost becomes "10 × T" and its target becomes "Up to three creatures". When you cause one or more enemies to no longer be affected by one or more spells with a duration of "Scene", choose one option: you recover 20 Mind Points for each spell whose effects ended on at least one of those enemies this way; or for each spell whose effects ended on at least one of those enemies this way, apply a copy of that spell on yourself (if a spell allowed for choices upon casting it, you must retain the same choices that were made for this casting of the spell). This copying effect does not require actions, Mind Points, or Checks, and is not treated as "casting a spell".Tags: Chimerist, Dispel a Scene Effect, Entropist, Fabula Ultima Bonus, Gourmet, Mind Points, Mutant, SpellSymbiotic RootsChimerist, Floralist, Mutant, WayfarerShare your strength with plant-Species Faithful Companions.When you recover Hit Points, you may choose to recover only half of that amount; if you do, your companion recovers that many Hit Points. At the end of your turn during a conflict, if your companion's current Hit Points are equal to or higher than their maximum Hit Points and your companion has not performed actions or attacks during this turn, you may have your companion perform a free attack with one of their basic attacks.Tags: Chimerist, Companion, Fabula Ultima Bonus, Floralist, Free Attack, Hit Points, Mutant, Plant, WayfarerWitchvoiceChanter, OratorDraw enemy attacks using Condemn or verses.After one or more enemies suffer one or more status effects due to a verse you sung or due to your Condemn Skill, each of those enemies becomes bewitched (this effect does not apply to creatures that are immune or already suffering from all status effects inflicted this way). A creature you bewitched must include you among the targets of their attacks and offensive spells, if able, and stops being bewitched at the start of your next turn or as soon as it recovers from one or more status effects.Tags: Attack, Chanter, Fabula Ultima Bonus, Orator, Spell, Taunt Effect, VersesBirth of the CruelNecromancerAnimate a dead non-Villain NPC into a loyal undead Minion by spending Grave Points and maximum HP and MP.When a non-Villain NPC you can see that belongs to the beast, humanoid, monster, or plant Species dies, you may spend 2 Grave Points and reduce your maximum Hit Points and Mind Points by an amount equal to that NPC's level. If you do, their corpse becomes a Minion who obeys your telepathic commands: • Its Species becomes undead and it receives all undead rules (see page 305 of the Core Rulebook). The new Affinities to dark (), light (), and poison () damage overwrite any preexisting Affinity, but the original Species' rules are otherwise maintained. • Its Rank becomes soldier; if the original creature was an élite or champion, the GM must reduce the Minion's HP and MP accordingly (Skills are maintained). • The newly created Minion is a completely new creature and has full HP, full MP, and no status effects. It retains the original creature's equipment. • Your Minion takes its own turn during conflicts, and the Game Master must count it as an additional Player Character when designing a conflict. • When you rest, your Minion also gains the full benefits of resting. • If your Minion is reduced to 0 Hit Points, if you are more than 1 travel day away from it, or if you die or fall unconscious, your Minion is immediately destroyed. • You may also destroy your Minion at any time; if you want to create a new Minion, you must first destroy the current one. • If your Minion is destroyed, your maximum HP and MP scores return to normal.Tags: Beast, Dark, Fabula Ultima Bonus, Hit Points, Humanoid, Light, Monster, Mind Points, Necromancer, Plant, Poison, Species, UndeadHarvester of SorrowEntropist, NecromancerRecover full HP or MP from Drain Spirit and Drain Vigor, and increase Drain Spirit's MP drain.When you cast the Drain Spirit or Drain Vigor spells, the amount of Mind Points or Hit Points you recover is equal to the MP or HP loss suffered by the target, respectively (instead of being halved). Additionally, your Drain Spirit causes the target to lose (HR + 20) Mind Points if you are level 20 or higher, or (HR + 25) Mind Points if you are level 40 or higher, instead of the normal (HR + 15).Tags: Entropist, Fabula Ultima Bonus, Hit Points, Mind Points, Necromancer, SpellPulse of the MaggotsNecromancerGain dark and poison Immunity, physical Resistance, and light Vulnerability while holding at least 1 Grave Point.As long as you have at least 1 Grave Point, you gain Immunity to dark () and poison () damage, Resistance to physical () damage, and Vulnerability to light () damage. These Affinities overwrite any other Affinity for those damage types, and cannot be altered in any way as long as you have at least 1 Grave Point.Tags: Dark, Fabula Ultima Bonus, Immunity, Light, Necromancer, Physical, Poison, Resistance, Vulnerability
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NameSummaryFallen AngelFallen celestial dwelling among monsters, resistant to dark and light damage with special angelic quirks and item or spell options.You once dwelled among celestial spheres, basking in the glory of light ()... but now, you find yourself in this realm of monsters and darkness. Are you here for atonement, to bring light () among shadows, or to spy on those who conspire against Heaven? Since your arrival, which of your prejudices were put to the test? Towards which other character have you begun experiencing unexpected feelings? You are Resistant to dark () and light () damage. Choose an option: you gain a rare item worth 1000 zenit or less; or you learn a single Spiritist spell of your choice; or you permanently increase your Mind Points by 10. Once per session (approximately four hours of play), the Game Master can give you 1 Fabula Point to introduce unexpected complications caused by your angelic nature (for instance, some creatures or artifacts could react in strange ways to your presence, and you might draw the ire of infernal creatures).Tags: Dark, Fabula Point, Fabula Ultima Bonus, Light, Mind Points, Resistance, SpiritistMonster GangPlay as a collective group of monsters led by a designated leader with unique swarm combat rules and vulnerabilities.There are demon overlords; there are aeons-old mummies, powerful vampires, and even fallen angels; there are less notorious fiends, but still, respected. And then there's a bunch of... you. You're not that great, honestly, and all look kinda... samey? But there's really a LOT of you. Why are you at the bottom of the food chain? What's your common cause? Who is your leader, and how can someone easily tell them apart? Your Player Character is not a single entity, but rather a group of monsters led by a leader who usually speaks for everyone. You're still treated as a single creature and follow all the normal rules, with some exceptions: - Hit Points: when you lose HP, describe how members of the gang are defeated or slain; when you recover them, describe how they rejoin the battle or gather new recruits. When you Surrender, you may describe the leader's death and explain which member of the gang replaces them; if you Sacrifice yourself, the gang will disband forever, but shall be remembered with great respect. - All for One: when you deal damage to a creature, if that creature is not a swarm, you deal 5 extra damage to that creature. - One for All: you are Resistant to damage dealt by sources that deal damage only to you, but you are Vulnerable to damage dealt by sources that also deal damage to one or more other creatures at the same time. Damage with no type ignores these Affinities as normal.Tags: Fabula Ultima Bonus, Hit Points, Resistance, VulnerabilityNether DelinquentKind-hearted student at the Infernal Academy accumulating Delinquency Points through good deeds to unlock rewards or expulsion.You attend the prestigious Infernal Academy, where the most promising evil minds are nurtured in an atmosphere of constant chaos. However, you represent a dreadful stain on the institution's reputation: you are... good. Detestably kind, well-mannered, you show up to lessons on time, and with your homework done. Why are you like this? Do you simply wish to stand out from the other students, or did you make a promise to someone? What dark () side of your personality have you kept hidden? After you rest in a location, choose one option: describe how you made it better (such as picking up garbage in the park, helping an old lady or joining a charity campaign) and obtain 1d6 Delinquency Points; or describe how you indulge in a moment of selfishness, gain 1 Fabula Point and lose all accumulated Delinquency Points. When you deal damage to a Villain or suffer damage from a Villain, you deal or suffer extra damage equal to your current Delinquency Points, respectively. When you cause one or more allies to recover Hit Points and/or Mind Points, each of those allies recovers additional Hit Points and/or Mind Points equal to your current Delinquency Points, respectively. At the end of each session (approximately four hours of play), if you have 10 or more Delinquency Points, you receive a Demerit and lose all accumulated Delinquency Points; then, if you have received 3 or more total Demerits, you are expelled from the Academy: you lose this Quirk, gain 3 Fabula Points, and receive a Heroic Skill of your choice (you may even choose a Heroic Skill whose requirements you do not satisfy, unless they include a Skill you don't have). This includes choosing a Heroic Skill for a Class you do not have.Tags: Fabula Point, Fabula Ultima Bonus, Hit Points, Mind PointsOverthrown MonarchDisplaced heir to the Demon Monarch throne dealing extra damage to soldiers, possessing a secret weakness tied to insecurities.You were destined to inherit the role of Demon Monarch, but things didn't go as planned. More specifically, looks like there's at least a dozen self-proclaimed heirs, almost all of them stronger and more influential than you are. How do you intend to reclaim your throne? Who stayed at your side, and who betrayed you? Is anyone aware of your secret weakness? How does said weakness represent your insecurities? You deal 5 extra damage to soldier-rank enemies. Additionally, when you perform an Opposed Check against an elite or champion-rank enemy, you trigger a critical success if both dice show the same number (and it is not a fumble). However, you possess a secret weakness: decide what it is together with your group, and connect it to a past event your character is ashamed of or has yet to confront, process, and overcome. Whenever you fail a Check while your secret weakness is present on the scene, you must automatically reveal it to everyone around you, and treat both dice as if they showed a value of 1, thus triggering a fumble (this also means the dice cannot be rerolled and you will immediately gain 1 Fabula Point). If you confront and process the event at the root of your secret weakness, you lose the penalty to Checks described above; additionally, from now on the strength of your Bonds is always treated as being 1 point higher.Tags: Bond, Critical Success, Demon, Fabula Point, Fabula Ultima Bonus, FumbleScion of WitchcraftHeir to an ancient witch lineage with elemental Absorption, type-locked damage conversion, and specialized ritualism.You belong to an ancient lineage of witches, tied to a particular power source and regarded with fear and suspicion by humans. How does your lineage manifest in you? What trouble did it cause? Who wishes to exploit your power? Choose one damage type among air (), bolt (), dark (), earth (), fire (), ice (), and poison (). You gain Absorption to the chosen damage type; additionally, whenever you deal damage of a type other than physical (), that damage automatically becomes of the chosen type and its damage type cannot be changed nor lost (this effect has priority over any other rule in the game). However, you are also Vulnerable to a different damage type based on the one you have chosen. You also gain the ability to perform Rituals of the Ritualism discipline; additionally, you may use Ritualism to manipulate the element corresponding to the chosen damage type, provided it is present on the scene.Tags: Absorption, Fabula Ultima Bonus, Ritual, VulnerabilityStubborn SkepticDisbelieving skeptic rolling dice to ignore game effects controlled by others while accumulating Suspicion Points toward awakening.This tale of monsters, demons, and magicks sounds like videogame nonsense. You're probably dreaming, or someone hypnotized you. Maybe it's a prank! Surely it won't turn out you're a wandering soul from Purgatory, or that you stumbled into a magical portal. You gotta admit though, your memories are a fair bit jumbled. If you are about to receive the effects of an attack, a spell, a Skill, or any other game effect controlled by another creature (be it a beneficial effect, or a negative effect), you must roll 1d6: - 1-4: the effects apply as normal, and you gain 1 Suspicion Point. - 5-6: you disbelieve the effects, and thus do not receive them. At the end of each session (approximately four hours of play), before assigning XP, roll 2d20. If you roll equal to or lower than your current character level, you gain 1 Suspicion Point. Then, if you have 20 or more Suspicion Points, you remember how you arrived here and the Game Master chooses one option: you remember a key clue regarding a threat that is present in your world; or you remember the existence of a new threat and receive a key clue about it. When you regain your memories, a strange power awakens within you: you lose this Quirk and receive a Heroic Skill of your choice.Tags: Fabula Ultima BonusSuperboss (Supposedly)Transform into a terrifying Second Form and Final Form during crisis moments, gaining massive combat boosts and multi attacks.You can transform into a colossus capable of turning entire cities to ash and strike terror in the hearts of all gamers. Or at least, this is what you say. Where do you come from? What do your transformations look like? Which aspect of your Final Form™ embarrasses you to the point you can't ever bring yourself to use it? When you enter Crisis for the first time during a conflict scene, you may take on your Second Form™ until the end of the scene. While in your Second Form™, you gain all of the following benefits: - Your attacks gain the multi (2) property. - On your turn, you treat all HP and MP costs as being reduced by 5 (minimum 0). When you fall to 0 Hit Points, if you are in your Second Form™ and have one or more Bonds with a strength of 3 or higher, you may erase 2 emotions from one of those Bonds. If you do, you recover 999 Hit Points and 999 Mind Points and enter your Final Form™ until the end of the scene. While in your Final Form™, you keep all benefits of your Second Form™, as well as the following benefits and penalties: - You gain a +4 bonus to Opposed Checks based on brute force, and you deal 5 extra damage to creatures belonging to the humanoid and demon species. - If you fall to 0 Hit Points again and can Sacrifice yourself, you must do so.Tags: Bond, Crisis, Demon, Fabula Ultima Bonus, Hit Points, Humanoid, Mind Points, MultiThe Promise That Binds YouEntity of untold power bound by a promise not to use true strength, able to break it to obliterate targets and retire as a Supreme Villain.You were once an entity of untold power, who could sow death and destruction with a snap of fingers. But you made a promise: you shall never again use your true strength. Who did you give your word to? Are they still alive? What terrible tragedy were you unable to prevent due to this promise? You may only choose this Quirk if your character's Theme is Guilt or Duty, and your Theme cannot change as long as you still have this Quirk. You permanently increase your maximum Hit Points and maximum Mind Points by 5, and also learn a spell of your choice among Cursed Breath, Life Theft, and Mind Theft. When you deal damage to one or more creatures, you may choose to break your promise: you deal exactly 999 damage to each of them and have that damage ignore Resistance, Immunity, and Absorption; if one or more Villains are among those creatures, they are no longer Villains and lose all Ultima Points. Once you break your promise, your Player Character becomes a Supreme Villain and you create a new character.Tags: Absorption, Fabula Ultima Bonus, Hit Points, Immunity, Mind Points, Resistance, Spell(Un?)faithful ServantDedicated right-hand to another player character liege, offering automatic support checks and accumulating Reliance Points toward challenge or betrayal.You are the right arm to another character, someone who could be destined to great things but is in dire need of your help, as well as showing a frequent lack of common sense. Which promise, debt, or oath binds you? What is your disposition towards them? What do you think is their most significant flaw? Have you ever thought you might be the one who deserves that spot? What secret have you kept from them? When you gain this Quirk, choose another Player Character: that character becomes your liege. You both create a Bond towards each other; your Bond has one emotion chosen between loyalty and mistrust, and your liege's Bond towards you has one emotion chosen among admiration, inferiority, or mistrust. When your liege performs a Check, if you are present on the scene, you may offer your help: you will use the rules for Group Checks, but you automatically succeed on your Support Check. If this happens during a conflict scene, you do not lose your turn in the current round. Whenever your liege accepts your help in a Group Check, you gain 1 Reliance Points. At the end of each session, roll 2d20; if you roll equal to or lower than your character level, you gain 1 Reliance Point. If you reach 20 or more, choose Challenge or Betrayal.Tags: Bond, Fabula Ultima Bonus
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