
Below is an alphabetical list of the vocational talents. Click on each talent to find out details of the different levels, as well as HAP costs.
Aesthetic – craft works of artistry and create magical items. (Natural or Supernatural)
The character is able to create artwork or items that are pleasing to the eye. They are able to ask a higher asking price for their items and expect that to be paid. They are able to craft items which are capable of being imbued with Supernatural abilities. They require the relevant Craft Skill for the item they wish to create.
| Level | Ability | HAP Cost |
|---|---|---|
| 1 | The character can create an item that is capable of being imbued with a supernatural Talent or Spell equivalent to level 1. They must have the ability they wish to imbue, or the co-operation of someone with that ability. The character may buy a level 1 Craft available to them between games for 10 Karma. | Variable |
| 2 | The character can create an item that is capable of being imbued with a supernatural Talent or Spell equivalent to level 2. They must have the ability they wish to imbue, or the co-operation of someone with that ability. The character may buy a level 2 Craft available to them between games for 10 Karma, as long as they have the prerequisite Craft skill. | Variable |
| 3 | The character can create an item that is capable of being imbued with a supernatural Talent or Spell equivalent to level 3. They must have the ability they wish to imbue, or the co-operation of someone with that ability. The character may buy a level 3 Craft available to them between games for 10 Karma, as long as they have the prerequisite Craft skill. | Variable |
| 4 | The character can create an item that is capable of being imbued with a supernatural Talent or Spell equivalent to level 4. They must have the ability they wish to imbue, or the co-operation of someone with that ability. The character may buy a level 4 Craft available to them between games for 10 Karma, as long as they have the prerequisite Craft skill. | Variable |
| 5 | The character can create an item that is capable of being imbued with a supernatural Talent or Spell equivalent to level 5. They must have the ability they wish to imbue, or the co-operation of someone with that ability. In addition, items crafted at this level may be imbued as part of a ritual to create more powerful Artefacts. The character may buy a level 5 Craft available to them between games for 10 Karma, as long as they have the prerequisite Craft skill. | Variable |
Animal Empathy – communicate with and influence animals. (Supernatural)
The character is able to communicate with the animals around him on a very basic level. As their skills improve they are able to communicate on a more meaningful level. Be aware that any information gained will be from the animals’ point of view. They can convince them to help him, or in extreme cases compel them to obey him.
Any commands issued the animal must also be able to understand the concepts used, for example “Be Silent” or “Hold this” will work, while “Steal the maps” will only cause confusion.
| Level | Ability | HAP Cost |
|---|---|---|
| 1 | You are able to read an animal’s surface feelings and moods, as well as any immediate instinctual desires it has. | 1 |
| 1 | You can give a simple command of up to three words to an animal. The target cannot be made to do anything to harm itself or directly contravene its nature. The effect lasts 30s+30s/HAP. | 1 |
| 2 | You can give a simple command of up to five words to an animal. The target cannot be made to do anything to harm itself or directly contravene its nature. The effect lasts 60s+30s/HAP. | 2 |
| 2 | Using appropriate noises and gestures you may essentially hypnotise an animal, although you won’t be able to make it do anything other than sit and watch you to the exclusion of all else. If your concentration is broken, or you otherwise stop focusing on the animal it will be free to move again. You cannot spend any other HAP while hypnotising an animal. | 2 |
| 3 | You are now able to hold more complex conversations with most animals, although to the outside observer you will simply be making animal noises. Certain animals will require research before you can communicate with them. | Variable |
| 3 | You can ask three questions of the target. The target will respond honestly but the answers will be from an animalistic point of view. | 3 |
| 3 | You are able to control an animal for 90s+30s/HAP, the creature will do whatever it is instructed during this time. The creature is aware of this. You cannot force the target to commit suicide in any form, but can order the target to attack its allies, for example. | 3 |
| 4 | You may attempt to hypnotise or command a group of animals, as per Level 2. | Variable |
| 4 | You can implant a single suggestion into the target’s mind. The suggestion cannot force a creature to harm itself or act against its nature. The effect lasts for 10 minutes or until the task is completed. The creature is not aware that it has been influenced by this effect. | 4 |
| 5 | You are able to ‘ride’ an animal’s mind, subtly controlling what it does. Be wary though, if you try to force the animal to do anything it wouldn’t normally do (such as put itself in mortal danger for no reason) it may resist your control. | Variable |
| 5 | You may choose to call out for a type of animal in the local area e.g. howling in order to attract the attention of local wolves. The animals may choose not to respond, however those which do will be more amenable to helping you. | 5 |
Astral Projection – The ability to both enter the Astral Realm, but also to wander the World invisibly. (Supernatural)
The ability to both enter the Astral Realm, but also to allow your spiritual form to wander the World invisibly.
Your Conscious leaves your Body when you enter the Astral, control over actions in the Astral is a purely mental act. When your Conscious is in the Astral you are connected to your Body by a normally invisible Silver Cord, these are almost impossible to break but some entities have the capability to do so, without this Silver Cord you cannot find your way back to your Body without assistance.
While your Conscious is in the Astral your Body will be unconscious. Damage to either your Body or your Conscious will be transferred to the other. Should you fall unconscious in the Astral due to wounds, you will not be able to get yourself back into your Body without help. If your Body dies, then the Silver Cord will dissolve, and the Conscious is left to drift in the Astral.
For abilities that allow you to Enter and Leave the Astral Realm, the HAP cost must be paid for each direction.
Unless you have level 3+ Astral Projection you cannot use any HAP Abilities (other than those that allow you to return to your Body) while in the Astral.
| Level | Ability | HAP cost |
|---|---|---|
| 1 | You are able to remove your Conscious from your Body and enter the Astral Realm, or return your Conscious to your Body. While here you are unable to do anything that requires you to spend HAP, other than to return back to your body. To Enter or Leave the Astral takes 30 seconds of concentration. You can only return to the Real World at your Body. | 1 |
| 1 | You are able to remove your Conscious from your Body and travel anywhere in the Real World within 1 mile of your Body. Physical barriers will not stop you, however warded areas may do. You are not visible, nor can you be heard or interact with in the Real World at all. While here you are unable to do anything that requires you to spend HAP, other than to return back to your body. Certain people may be able to see or detect an Astral Projection. While your Conscious cannot be hurt by physical means, magic will still affect you normally. While in this state you cannot enter the Astral Realm itself. To Enter or Leave this form of travel takes 30 seconds of concentration. Actual travel times will vary, a Ref will inform you at the time how long things will take. | 1 |
| 2 | While in the Astral Realm you are sometimes able to sense the ripples in the realm that precede danger. You can sometimes sense others entering or leaving the Realm nearby. | None |
| 2 | While in the Real World you are sometimes able to sense an Astral Presence nearby. | None |
| 2 | You are able to travel in the Real World as per level 1, but you can travel up to 5 miles away. This involves separating yourself further from your Body, hence the increased cost. | 2 |
| 3 | While in the Astral Realm, you now have full access to your Talents, Skills and Abilities. | None |
| 3 | You are able to take other people into or out of the Astral Realm. This will cost you 3 HAP + 1 HAP per person over 1 that you are taking with you. It will also take 60 seconds + 10 seconds per person over 1 that you are taking with you, to move everyone across. | 3 + 1 per person over 1 |
| 3 | You are able to travel in the Real World as per level 1, but you can travel up to 25 miles away. This involves separating yourself further from your Body, hence the increased cost. | 3 |
| 4 | You are able to forcibly remove someone from the Astral Realm. They may be able to resist if they have the ability to do so. If someone is pushed, they will be pulled back to their body (if they are not too far from it, otherwise they will be pushed back along the path of their Silver Cord a suitable distance) and be disorientated for up to 5 minutes, unable to re-enter the Realm. To remove someone from the Astral Realm who has lost their Silver Cord, you must have taken the Spirit to the Astral location of their Body. You cannot use this ability on creatures native to the Astral. It takes 5 seconds of continual contact to push someone. | 4 |
| 4 | You are able to resist being pushed out of the Astral Realm, or help another resist. | 4 |
| 4 | You are able to travel in the Real World as per level 1, but you can travel anywhere on the Shard. This involves separating yourself further from your Body, hence the increased cost. | 4 |
| 5 | You are able to take your Physical Body into and out of the Astral Realm at certain points in the world (Check with a Ref first, the Real World is not always close enough to the Astral to allow this). You have no Silver Cord in this state, but you also have no guideline back to the Real World. While it is possible to Travel this way, the times are not normally any faster than if you had walked the distance in the Real World, it is also extremely dangerous to travel this way for any distance. It takes 30 seconds to Enter or Leave the Astral this way, and for 30 seconds after you arrive/leave you are disorientated and unable to use any HAP. | 5 |
| 5 | You are able to travel in the Real World as per level 1, but you can travel anywhere in the world. This involves separating yourself further from your Body, hence the increased cost. | 5 |
| 5 | You are able to ‘peek’ into the Astral Realm for as long as you maintain concentration, this will allow you to see what is happening in that Realm from your current location. It takes 10 seconds of concentration to start. This ability will also allow you to see Astral Projections in the area. You cannot walk around while this ability is active, although you can rotate on the spot. Any combat or other use of HAP will require you to restart. | 5 |
Aura Reading – Sense the flow of energies which surround all sentient beings. Ascertain physical and emotional state. (Supernatural)
The character is able to see the auras which surround all sentient beings. They are able to ascertain a subject’s physical and emotional state, sometimes even at such a deep level they can be aware of unconscious motivations. They are also able to tell the touches of magical energy which surround Bloodline creatures, Fae and others.
| Level | Ability | HAP cost |
|---|---|---|
| 1 | You can get an impression of a subject’s main emotional state, this will be in the form of a simple one word description e.g happy, sad. | 1 |
| 1 | You can get an impression of a subject’s main physical state, this will be in the form of a simple one word description e.g. tired, nauseous. | 1 |
| 2 | You can detect strong emotions even if they are not being shown. | 2 |
| 2 | You can tell if a subject has any diseases, as well as the type of disease i.e how it is carried and how infectious it is. | 2 |
| 3 | You are able to sense the main motivation for a subject’s actions. | 3 |
| 3 | You can tell if a subject has any internal injuries which do not show outwardly. You are also able to spot the weak areas in a subject’s aura which are left by long term injuries. | 3 |
| 4 | You can detect emotions (e.g. repressed anger, secret love) that are buried deep in a subject’s psyche. | Variable |
| 4 | Your ability to read the subjects aura improves the effectiveness of a relevant Talent or Skill being used on that subject. This can last for up to thirty minutes. The exact effect is at Ref discretion. | Variable |
| 5 | You are able to sense hidden motivations for a subject’s actions. | 5 |
| 5 | You are potentially able to recognise Bloodlines or non-human racial types, even if they are not showing any physical traits. | Variable |
| 5 | You are aware when someone is lying to you. You need to ask OOC if they are lying and they must answer truthfully. This will remain active for one conversation or one hour. | 5 |
Channel Power – Affect the flow of magical energy and boost rituals. (Supernatural)
Pre-reqs: This Talent can only be taken in a Triplet that also has Mage Sense or Spirit Speech in it. You must have at least 1 level in either of these Talents (to be able to detect the energy that this ability allows you to manipulate).
You are able to manipulate the flow of magical energy and power around people and artefacts, being able to focus energy into Talismans and move energy from one person or item to another. They are also powerful contributors to rituals, being able direct, focus and refine the energy used.
Talismans – These items are one-shot use spells/triggers or energy stores. Spells that require commands, instructions or a specific target cannot be cast via Trigger Talismans unless they target the Talisman or the holder (Trap triggers are the exception to this). This means that ‘Blast’ spells would not work as they need a direction ‘from’ the caster, but a Repel Dead would work as it is centred on the caster.
Suitable talismans can include carved sticks, charms, scrolls or amulets. Once the spell is cast the item becomes unusable. If the Talisman becomes damaged before it is used, it becomes ineffective. Individual components such as ribbons, beads, etc can be re-used.
You may only ever have 1 Talisman per Level of Channel Power at one time. The Base Cost for Talismans (not including the cost for the Spell itself) is Maintained (see the magic section for more details).
The times given for Energy Transfers below assume that both parties are actively using their Energy Focus (either touching them together, or holding them in one hand while transferring the energy). If either person does not use their Focus, transfer energy times will be doubled, or tripled if neither person has or uses their Focus.
| Level | Ability | HAP Cost |
|---|---|---|
| 1 | Spell Talisman – You can put any level 1 spell you know into a Talisman, which only the creator can ‘cast’ at a later time with no casting time or HAP expenditure. This costs 1 HAP (Maintained) + normal Spell Cost for your Character, and takes 1 minute to create. | 1 (M) + Spell |
| 1 | Your participation in a Ritual can boost that ritual greater than others. The first point of HAP you donate is doubled to 2 HAP. This only works if the output of the HAP is a specific effect. | None |
| 2 | Spell Talisman – As Level 1, except any level 2 spell and costs 2 HAP (Maintained) + normal Spell Cost for your Character, and takes 2 minutes to create. | 2 (M) + Spell |
| 2 | Trigger Talisman – You can create a special ‘Trigger’ Talisman that you can combine with a Spell Talisman to have the Spell activate in different circumstances. Trigger Talisman’s count towards the maximum number of Talismans you can have at one time. Each Trigger Talisman takes 2 minutes to create. Note that you cannot directly target someone else with a Trigger. The Trigger will only work if the Spell Talisman is suitable for the type of Trigger. Types of Trigger you can create are (one effect only per Trigger Talisman): • Enhance – cast the Spell Talisman as an ‘enhanced’ spell, if suitable. • Lifeforce – Set either for first wound, first critical. specific location critical, when the relevant damage has been taken by the holder, the Talisman activates on the holder. • Other User – allows another person to target and activate the Spell Talisman. • Timed – Spell Talisman will cast after the time has expired on or centered on the holder. • Trap – Spell Talisman will cast when the Trap has been activated, which will happen with a sudden movement, The spell will project from the Talisman in a pre-set direction. | 2 (M) |
| 2 | Ritual contribution as level 1 except the first 2 HAP you donate is doubled to 4 HAP. | None |
| 3 | Spell Talisman – As Level 1, except any level 3 spell and costs 3 HAP (Maintained) + normal Spell Cost for your Character, and takes 3 minutes to create. | 3 (M) + Spell |
| 3 | You can draw HAP from a willing volunteer, or donate HAP to a willing subject. This is on a 2 for 1 basis, every 2 HAP given, 1 is received. This is a ritual that takes 30 seconds. If you are both using the same Energy Source, or if the Energy being transferred is Raw Essence of Magic there is no initial HAP Cost, if the Energy Sources are different then it costs 3 HAP to start the process and convert the energy to that of the Recipient. | 3 or none |
| 3 | By not spending any HAP, performing any strenuous activity, and staying in one area actively meditating (no combat, chatting, writing notes, etc.), you are able to boost the speed at which you are able to regain HAP. You gain one HAP back after every 15 minutes spent in this state rather than the 1 HAP back every 30 minutes. If you are attacked, have to run/walk to a new area or expend any HAP during this time, you must start again, you cannot pick off from where you left off. | None |
| 3 | Ritual contribution as level 1 except the first 3 HAP you donate is doubled to 6 HAP. | None |
| 4 | Spell Talisman – As Level 1, except any level 4 spell and costs 4 HAP (Maintained) + normal Spell Cost for your Character, and takes 4 minutes to create. | 4 (M) + Spell |
| 4 | Energy Store Talisman – You can create an Energy Store Talisman which you can use later for personal spell casting or ritual use only (ie it cannot be used for any other HAP activity, or used to transfer to someone else). Energy is put into the Talisman on a 2 for 1 basis, so for every 2 HAP you put into it, it stores 1 HAP. This takes 1 min/HAP Stored to create. Once an Energy Store is created, you cannot add more energy to it later, you would have to create a second Talisman to store more. You also cannot draw energy out of the Talisman other than by using it to cast spells. | 4 + HAP Donated |
| 4 | Ritual contribution as level 1 except the first 4 HAP you donate is doubled to 8 HAP. | None |
| 5 | Spell Talisman – As Level 1, except any level 5 spell and costs 5 HAP (Maintained) + normal Spell Cost for your Character, and takes 5 minutes to create. | 5 (M) + Spell |
| 5 | You can draw HAP from a willing volunteer, or donate HAP to a willing subject. This is on a 1 for 1 basis, every 1 HAP given, 1 is received. This is a small ritual that takes 30 seconds. If you are both using the same Energy Source, or if the Energy being transferred is Raw Essence of Magic there is no initial HAP Cost, if the Energy Sources are different then it costs 5 HAP to start the process and convert the energy to that of the Recipient. | 5 or none |
| 5 | Ritual contribution as level 1 except the first 5 HAP you donate is doubled to 10 HAP. | None |
| 5 | In addition to the above, all other Characters in a Ritual class as having level 1 Channel Power meaning they contribute +1 HAP each as long as they donate HAP to the Ritual. This ability will only ever apply once, no matter how many Characters with level 5 Channel Power are present. Also it only affects those who have no levels of Channel Power. | None |
Chi Powers – Sense and Manipulate the Life Force of a Creature. (Supernatural)
Each Chi power must be taught by a Chi Master (This will normally be an NPC although certain PC’s may be considered Masters – check with a Ref first). Only Thunders characters can normally learn Chi Powers.
| Level | Ability |
|---|---|
| 1 | Character may choose one Chi power from the Basic Chi Powers list. |
| 2 | Character may choose one additional Chi power from the Basic Powers list. |
| 3 | Character may choose one additional Chi power from the Basic Powers list. |
| 4 | Character may choose one additional Chi power from the Basic or Advanced Chi powers list. |
| 5 | Character may choose one additional Chi power from the Basic or Advanced Chi powers list. |
| 5+ | May buy additional Chi powers from the Basic or Advanced Chi list for 20 Karma each. |
Basic Chi Powers
- Crackerjack Timing – Cost 5 HAP – Negates up to five shots (i.e. bullet/knives/arrows) aimed at the character for the duration of 1 combat.
- Chi Repulsion – Cost 4 HAP – Pushes back all opponents (not allies) within 5ft. Targets get pushed back 10 ft.
- Disrupt Chi – Cost 3 HAP – Permanently negates one supernatural talent until restored by Positive Chi. One use per opponent. Does not affect heritage or natural talents, only supernatural, if a talent has multiple types and it is not known which assume it is natural. (Each Chi power is also a supernatural talent).
- Positive Chi – Cost 3 HAP – Heals negative chi effects created by disrupt chi, only one effect may be cured per use.
- Read Chi – Cost 3 HAP – As the talent Aura Reading Level 3.
- Warming Hand – Cost 2 HAP – This ability allows the character to heal one point of damage to a location. This is instant the Chi user rubs their hands together then applies them to the damaged location, curing the 1 point of damage.
Advanced Chi Powers
- Chi Shield – Cost 5 HAP – When enforced the character is totally invulnerable. However the user may do nothing at all whilst empowering the chi shield, including communicating in any way. May only be used once per day.
- Death Trance – Cost 3 HAP – If near death or poisoned, the character may go into a deep trance state. They are vulnerable to all attacks but will take no further damage from injuries and effects they have already sustained.
- Dim Mak – Cost 3 HAP – An opponent struck by Dim Mak will die within one month or more, unless cured with Positive Chi or a curative. (not cured by Blessing of Monkey King)
- Healing Strike – cost 3 HAP – Heal one critical hit and the damage to that location. Must spend 30 seconds with the target before a aimed strike hits the damaged location, curing it.
- One Inch Punch – Cost 5 HAP – This chi power allows the character to knock back any opponent 10ft, causing a two points of damage through armour and stuns them for five seconds.
- Ranged Strike – Cost 5 HAP – Allows a basic chi power or other unarmed combat ability to work at a range of 10ft.
- Blessing of the Monkey King – Cost 5 HAP – Once per day Heals all Disrupt Chi in a 20ft area.
Master Chi Powers
All Master Chi powers cost 5 HAP to use but most may only be used once per day.
Master Chi powers can only be learned from a Chi Master once a character has reached level 5 in the Chi Powers Talent, most Chi Masters will only be able to teach one technique. Master Chi powers require 6 or more Honour before they will be taught and cost 20 Karma to learn.
- Mountain which steals Breath – Cost 5 HAP – If an opponent is placed in a bear hug they will become completely immobilised, slowly falling into unconsciousness and eventual death if the hold is maintained. There is only *one escape from this death grip Lightning on the mountain. *Some very powerful creature or those that can turn insubstantial may also be able to escape.
- Lightning on the Mountain – Cost 5 HAP – This is an advanced form of Chi Repulsion that pushes back all opponents within 20ft a distance of 20foot. It is the only counter to Mountain-Which-Steals-Breath and breaks the opponents grip.
- Cyclone Amongst Straw – Cost 5 HAP – A powerful Chi powers. When performed the character momentarily becomes a whirling dervish, deflecting all shots aimed at them and disarming all opponents within a 5ft radius. Counter disarm will not work against this skill.
- Master’s Strike – Cost 5 HAP – The Character can do a full heal (as the level 4 healing spell) the character must spend 1 minute with the victim before a perfectly aimed strike/punch hits them in the chest. This Master Chi power may be used multiple times and is not restricted to the once per day rule.
- Dragon Whip – Cost 5 HAP – When performed this Chi Power allows the character to catch one projectile, including bullets, and return them with equal impetuous and damage back at the opponent.
- Quenching Blade – Cost 5 HAP – This ability is an advanced form of Body Hardening that allows the character to overcome extreme conditions such as intense heat, cold, vacuum, etc. The character can only move incredibly slowly whilst maintaining this Chi Power and will lose it if they lose concentration. This is not a protection against combat damage.
- Form of the Turtle – Cost 5 HAP – This ability allows the character to move while within a Chi Shield, the must be on walk on both hands and feet and can do nothing else all but move at pace similar to slow walking pace.
- Grip of Iron – Cost 5 HAP – This is a one use, permanent effect. Once performed the item of choice, usually a weapon, will bond to the character whenever it is placed in their hands. It cannot be removed or affected by force or magic. As a result disarm, advanced disarm, heat metal, drop, etc have no effect. The only way to remove it is by the character releasing it by choice or by the removal of the arm holding it. This ability is applied once, for one weapon and the effects are permanent.
The Famous Lost Chi Powers
Lost Chi powers can only be found by a quest specifically designed to gain them, they cannot be taught or learned by spending Karma.
- Death of the Viper – Cost 5 HAP – Can strike an opponent with a simple finger touch that will render them paralysed apart from their voice and on a 2 minute death count.
- Cracking the Monkey King’s Nuts – Cost 5 HAP – This lost chi power can remove a chi shield.
The above are samples, others may be discovered in-game.
Chronopathy – Sense and interpret the flow of time. (Supernatural)
This is the basic awareness of the flow of time and temporal situations. This is the basis for the use of the Skills in the Horology section – the power to put the theory into practice.
| Level | Ability | HAP cost |
|---|---|---|
| 1 | A Ref may elect to inform you whether a location is being affected by powerful Horological or major supernatural effect which has Horological elements. | 1 |
| 1 | You can determine the relative flow of one temporal event against another. | 1 |
| 2 | A Ref may elect to inform you whether a person is significantly Horologically active or is being affected through major Horology. | 2 |
| 2 | You can determine the relative flow of time of one temporal event against another and calculate the increasing or decreasing gap. | 2 |
| 3 | A Ref may elect to inform you whether a location is being affected by subtle Horological or minor supernatural effect which has Horological elements. | 3 |
| 3 | May use horological devices. | None |
| 4 | A Ref may elect to inform you whether a person or item is being affected by subtle Horological or minor supernatural effect which has Horological elements. | 4 |
| 4 | You can determine the relative flow of time of one temporal event against another and calculate the increasing or decreasing gap. Can predict the pattern of future fluctuations. | 4 |
| 5 | A Ref may elect to inform you whether there are traces of Horological residue in an object, person or location, and provide further information if required. | 5 |
| 5 | Can understand horological devices, allowing programming. | None |
Clairvoyance – View, and listen to far away places. (Supernatural)
The character is able to view, and listen to, far away or familiar places by entering into a deep trance. As skill increases so does range, allowing viewing of people never met, or even places across the other side of the world.
| Level | Ability | HAP Cost |
|---|---|---|
| 1 | You are able to view a person or place with which you have a great deal of familiarity e.g. your house or your immediate family. | 1 |
| 1 | You are able to view a place or person within 1 mile of your current location. | 1 |
| 2 | You are able to view a person or place with which you have passing familiarity e.g. you local market place or an associate. | 2 |
| 2 | You are able to view a place or person within 5 miles of your current location. | 2 |
| 3 | You are able to view a person or place which you have interacted with e.g. a tavern owner you bought drinks from or a boarding house you have stayed in. | 3 |
| 3 | You are able to view a place or person within 25 miles of your current location. | 3 |
| 4 | You are able to view a person or place which you have seen from a distance e.g. the leader of an enemy army view from a hill or the enemy camp itself. | 4 |
| 4 | You are able to view a place or person within the local Shard. As long as you have some link to them. This can be either in the form of an item from that person or place, or by having had a talismanic link attuned to you at that person or place. | 4 |
| 5 | You are able to view a person or place which you have never seen as long as you have a link to that thing as at level 4. | 5 |
Combative – Increased effectiveness in unarmed combat. (Natural)
The character is an impressive, unarmed fighter, at higher levels able to match armed opponents.
| Level | Ability | HAP Cost |
|---|---|---|
| 1 | You know how to use your body to inflict damage. Each unarmed blow deals one point of temporary damage. | None |
| 1 | You may resist the effect of pain-causing Spells and Stun attempts. | 1 |
| 2 | You may resist the effects of Subdue and Knockdown attempts. | 2 |
| 2 | You may catch or deflect an opponent’s uncalled blow. Unless you are wearing an armoured gauntlet or thick glove you will take damage. | 2 |
| 3 | You can perform a nerve strike, this will disable one limb (arm or leg) for 1 minute. This can be performed through armour. | 3 |
| 4 | You may catch or deflect an opponent’s called blow. Unless you are wearing an armoured gauntlet or thick glove you will take damage. | 4 |
| 5 | You can perform a stunning blow, this causes two points of real damage through armour and stuns them for five seconds. | 2 |
Fortitude – Withstand greater amounts of damage. (Natural or Supernatural)
The character is incredibly tough, able to take sword blows in their stride, and far harder to injure.
| Level | Ability | HAP Cost |
|---|---|---|
| 1 | The character may take no damage from the first uncalled blow received in combat. Though it will hurt, and the character should react, it will not reduce Hit Points. | 1 |
| 2 | The character gains an additional Hit Point to each location. | None |
| 3 | The character may take no damage from the third uncalled blow received in combat. Though it will hurt, and the character should react, it will not reduce Hit Points. | 1 |
| 4 | The character gains another additional Hit Point to each location. | None |
| 5 | The character may take no damage from one called blow in an encounter. Though it will hurt, and the character should react, it will not reduce Hit Points. | 2 |
Learned – Understand and gain great knowledge quickly. (Natural)
The character has spent a great deal of time studying various aspects of the world around them. Their expertise becomes vast, this Talent may also affect research attempts made in Downtime.
| Level | Ability | HAP cost |
|---|---|---|
| 1 | You are able to ask the Refs for information on a subject you have knowledge in. On a successful bead draw you may get some interesting additional trivial information. | 1 |
| 1 | Level 1 Academic Skills now cost only 10 Karma. | None |
| 2 | You are able to choose a specific sub section of a knowledge and be considered one level higher in that Academic Skill in that specific area (ie History 3: Specialty Artifacts) | 2 |
| 2 | Level 2 Academic Skills now cost only 10 Karma. | None |
| 3 | Cram – You may gain one Academic Skill at Level 2 for the duration of one game (chosen at the beginning of the game). Representing cramming of information to be prepared. | 3 |
| 3 | Level 3 Academic Skills now cost only 10 Karma. | None |
| 4 | You gain a positive bonus on any draw made on academic skills/research that you make. | 4 |
| 4 | Level 4 Academic Skills now cost only 10 Karma. | None |
| 5 | You may ask a question relating to any academic subject as if you had Level 2 of that Skill. | 5 |
| 5 | Cram now gives the effectiveness of a level 3 skill in that area. | None |
| 5 | Level 5 Academic Skills now cost only 10 Karma. | None |
Luck – Favoured with fortune’s blessing. (Supernatural)
The character is incredibly lucky, the odds bend in their favour, turning disaster into a lucky miss.
| Level | Ability | HAP cost |
|---|---|---|
| 1 | For each bad draw you get from a Ref, the next draw by the same Ref may be modified in your favour by a proportional amount at their discretion. Occasionally coincidences will go your way. | Variable |
| 2 | All draws you have to take may be modified by one point in your favour if you spend HAP. | 1 |
| 2 | You take no damage from uncalled melee hits that could have bounced off equipment or be caught in clothing. A statement of “that was lucky!” or similar must be made. | 2 |
| 3 | Bullets shot at you will occasionally miss by a fraction of an inch or ricochet off or embed themselves in equipment. If a shot, even a Called Shot, can feasibly hit an item of equipment, you take no damage. A statement of “that was lucky!” or similar must be made. | 3 |
| 4 | All draws you have to take may be modified by two points in your favour if you spend HAP. | 3 |
| 5 | Every gun fired at you will automatically miss, unless it is fired at point blank range. | None |
| 5 | You take no damage from Called melee hits that could have bounced off equipment or be caught in clothing. A statement of “that was lucky!” or similar must be made. | 3 |
| 5 | You must now also keep a lucky charm visibly about your person at all times. If this charm is lost or destroyed you need to see a Ref immediately. | None |
Machine Empathy – Understand and influence complex machinery. (Supernatural)
The character has a natural understanding of machines on a basic level. They are able to see the workings of machines and bend them to their will. They can create machines, see Machine Skills.
| Level | Ability | HAP Cost |
|---|---|---|
| 1 | You can ask a Ref about the basic nature, purpose and workings of a simple machine. | Variable |
| 1 | You know how to give power to a simple machine, causing it to activate or remain activated for longer. You may attempt this with a more complex machine, however the results will be less reliable. | Variable |
| 2 | You are able to attempt to fix or alter the workings of a simple machine, assuming you have the necessary Skills for patching or creating new parts. You may also deactivate simple machines without damaging them. | 2 |
| 2 | You are able to control a simple machine for 1 minute, causing it either to go against its nature, assuming it is physically capable of doing so e.g. causing a watch to run backwards, or altering what it is focusing on. | 2 |
| 3 | You can ask a Ref about the basic nature and purpose of a complex machine. | Variable |
| 3 | You are able to create simple machines, capable of performing one task, for a limited amount of time before needing recharging with some form of power. You still need the appropriate Skills to manipulate the material you wish to use. | Variable |
| 4 | You are able to attempt to fix or alter the workings of a complex machine, assuming you have the necessary Skills for patching or creating new parts. You may also deactivate complex machines without damaging them. | Variable |
| 4 | You are able to control a simple machine for 3 minutes, or a group of up to 5 simple machines for 1 minute. | 4 |
| 5 | You are able to create complex machines, capable of performing multiple tasks, for a longer amount of time before needing recharging with some form of power. You still need the appropriate Skills to manipulate the material you wish to use. | Variable |
| 5 | You are able to control a complex machine for 2 minutes. | 5 |
Mage Sense – Sense the flow of magic. (Supernatural)
You can sense energy of a magical nature and more easily use energy to cast spells. On occasion you may get a Ref Call to inform you that you can passively sense energy in the area, this will usually be due to a significant energy source or residual effect, this sensing costs 0 HAP. Active use of the abilities below will cost HAP.
| Level | Ability | HAP Cost |
|---|---|---|
| 1 | Detect Magic – You can focus for 30 seconds and detect if a location is affected by powerful magical or supernatural energy or spells. | 1 |
| 1 | Identify – You can identify any spells up to level 1 that have been cast on someone or something. Depending on your skills and those of the original caster, you ‘may’ also get more information regarding the spell such as the energy behind it or how long it has been active for. You will be aware if there are higher level spells cast on the target, just not any details. | 1 |
| 1 | Allows the casting of known level 1 spells at normal HAP cost, with a reduced casting time. | None |
| 2 | Detect Magic – As level 1 Detect Magic, however you can also detect if a person is affected by powerful magical or supernatural energy or spells. | 2 |
| 2 | Identify – As Level 1, however you can identify any spells up to level 2. | 2 |
| 2 | Allows the casting of known level 2 spells at normal HAP cost, with a reduced casting time. | None |
| 3 | Detect Magic – As previous levels, however you can also sense if a location is affected by subtle magical or supernatural energy or spells. | 3 |
| 3 | Identify – As Level 1, however you can identify any spells up to level 3. | 3 |
| 3 | Allows the casting of known level 3 spells at normal HAP cost, with a reduced casting time. | None |
| 4 | Detect Magic – As previous levels, however you can also detect if a person is affected by subtle magical or supernatural energy or spells. | 4 |
| 4 | Identify – As Level 1, however you can identify any spells up to level 4. | 4 |
| 4 | Allows the casting of known level 4 spells at normal HAP cost, with a reduced casting time. | None |
| 5 | Detect Magic – As previous levels, however you can sense traces of magical or supernatural energy or spells, even if they have now stopped being active. | 5 |
| 5 | Identify – As Level 1, however you can identify any spells up to level 5. | 5 |
| 5 | Allows the casting of known level 5 spells at normal HAP cost, with a reduced casting time. | None |
Mind Blank – Withstand mental assault and attempts to control your mind. (Natural or Supernatural)
Mind Blank
The character has trained, or inherited, an incredibly strong mind. They are able to protect their thoughts and mind from outside influence and even full out attack. Certain Spells/Abilities can be resisted with Mind Blank, however, for Mind Blank to successfully resist something you need a high enough level, as well as the HAP equal to that of the thing you are resisting. If a spell/ability is ‘Enhanced’ then it will cost an additional 2 HAP to Resist.
In the case of ‘Mass’ Spells (such as Mass Command) you resist the level of the original Spell not the Mass spell. So to resist Mass Command, you only need Mind Blank 1 and to spend 1 HAP.
| Level | Ability | HAP cost |
|---|---|---|
| 1 | Any Spells, Supernatural Talents or Skills of Level 1 that affect the mind can be resisted. | 1 |
| 2 | Any Spells, Supernatural Talents or Skills of Level 2 that affect the mind can be resisted. | 2 |
| 3 | Any Spells, Supernatural Talents or Skills of Level 3 that affect the mind can be resisted. | 3 |
| 4 | Any Spells, Supernatural Talents or Skills of Level 4 that affect the mind can be resisted. | 4 |
| 5 | Any Spells, Supernatural Talents or Skills of Level 5 that affect the mind can be resisted. | 5 |
Pathfinder – Determine direction, location, and safe routes. (Natural or Supernatural)
The character has a knack for finding the way through many and varied territory, be it the safest route, or the shortest. They have a natural, inbuilt compass and an unerring sense of direction.
| Level | Ability | HAP cost |
|---|---|---|
| 1 | Can find your way back to a location as long as you have travelled there on a previously. Take educated guesses at suitable short cuts. | None |
| 1 | May buy a level 1 Survival Skill available to them between games for 10 Karma. | None |
| 2 | Can attempt to find your way back to a location that you are familiar with, regardless of where you are travelling from. Less likely to become lost as a consequence of a detour. | None |
| 2 | Know one area like the back of your hand, whether it is wilderness, or a city that you live in. | None |
| 2 | May buy a level 2 Survival Skill available to them between games for 10 Karma. | None |
| 3 | You are able to sense any Cardinal Point, just by thinking about it. Able to determine a location in relation to yourself, in conjunction with a map, and keep a rough direction for it in your head when traveling. | 2 |
| 3 | By briefly looking at a map, or hearing a description, you can attempt to find your way to a destination and avoid trouble on route. | Variable |
| 3 | May buy a level 3 Survival Skill available to them between games for 10 Karma. | None |
| 4 | You may attempt to cover your tracks. Level 4 Trackers will be at the equivalent of level 2 for the purpose of following your trail. Level 5 Trackers will be at the equivalent of level 3. | 3 |
| 4 | May buy a level 4 Survival Skill available to them between games for 10 Karma. | None |
| 5 | You can, with time, work out exactly where you are in relation to a well-known place. | 5 |
| 5 | You can travel effortlessly to any location, as long as you have a vague idea where you are going. You will be able to take any route you like, shortest, easiest, least troublesome etc, and should reach your destination considerably quicker than even a seasoned traveller. | Variable |
| 5 | May buy a level 5 Survival Skill available to them between games for 10 Karma. | None |
Portal Sense – Sense location and destination of Portals. (Supernatural)
The character has an innate sense of understanding about the particular type of energies which surround Portals. As their ability with this Talent increases they are able to see more subtle shifts in the energies, gaining greater insight.
| Level | Ability | HAP cost |
|---|---|---|
| 1 | You can detect the presence of a Portal but not its exact location unless it is very close | 1 |
| 2 | You can determine a Portal’s Shard of destination. | 2 |
| 3 | You can detect the presence of a Portal and its exact location, and can determine its region of destination. | 3 |
| 3 | You can determine whether a Portal can be controlled or has other properties. | 3 |
| 4 | You can determine whether a Portal has been recently used or is on a cycle. | 4 |
| 5 | You can detect the presence of a Portal and its exact location, and can determine its exact destination. | 5 |
Potency – Perform great feats of strength. (Natural or Supernatural)
The character is able to attempt feats of strength beyond the abilities of most people. They can break metal, throw objects larger than themselves and smash through armour.
| Level | Ability | HAP cost |
|---|---|---|
| 1 | You may bend or break almost anything that is no thicker than your own thumb. | 1 |
| 1 | You are able to call ‘knockdown’ on contact with an opponent. | 1 |
| 2 | You are able to carry an armoured man or someone larger than yourself without aid. | None |
| 2 | You are able to call ‘Mighty Blow’ that does an extra point of damage. | 2 |
| 3 | You may perform a Feat of Strength (e.g. turn over a fully laden cart or throw a grown man up to ten feet). You choose you can perform a Feat of Strength at half cost, but afterwards you will become tired (need to sit down, cannot spend HAP. This lasts for two minutes). | 4 or 2 |
| 3 | You may bend or break almost anything that is no thicker than your own wrist. | 2 |
| 4 | You are able to call ‘Crush’ to deal a Crushing Blow that deal 4 Damage to the Target, 1 Damage to an item it strikes. If it causes a Wound to the target then the location will suffer from a Break injury. | 4 |
| 5 | You may perform an Amazing Feat of Strength (e.g. uproot trees or throw a fully-grown man up to thirty feet). You choose you can perform an Amazing Feat of Strength at half cost, but afterwards you will become Exhausted (need to lie down, a slow walk may cause you to collapse, cannot spend HAP, this lasts for three minutes). | 6 or 3 |
| 5 | You may bend or break almost anything that is now thicker than your own neck. | 4 |
Precognition – Sense portents and the outcome of future events. (Supernatural)
You are able to see glimpses of the future, worrying out clues about how events will unfold.
| Level | Ability | HAP cost |
|---|---|---|
| 1 | A Ref may elect to inform you that you are in immediate, or nearly immediate danger. This will take the form of a simple verbal warning with no hints as to what the nature of the threat is or how soon it will arrive. | None |
| 2 | Your character may conduct a short ritual such as dangling a pendulum over a map, which allows them to sense whether you may be subjected to an experience relating to a particular person, event or incident during next few hours. This will take the form of a cryptic clue. | 2 |
| 3 | A Ref may elect to inform you that you are in immediate, or nearly immediate danger. This will take the form of a strong verbal warning with some vague information of what the threat is and how soon it will arrive. | None |
| 4 | You may undertake an activity, such as drawing up a Horoscope, which allows you to sense whether you may be subjected to an experience relating to a particular person, event or incident during the day. This will take the form of a muddled and confusing dream. | 4 |
| 5 | You may conduct an event such as falling into a deep meditative trance whether you, or those close to you may be subjected to an experience relating to a particular person, event or incident during the weekend. This will take the form of a detailed but mysterious vision. | 5 |
Psychometry – Sense the history and powers of an object. (Supernatural)
The character is able to gain flashes of insight into the history or use of an item.
| Level | Ability | HAP cost |
|---|---|---|
| 1 | You may ask a Ref whether an item is powerful, or significant in some way. Their answer will take the form of a simple verbal statement with no hints as to what the nature of the power is or its significance. | None |
| 2 | As level 1 but an answer will take the form of a simple verbal statement that the item is of Magical or Historical significance, for example. | None |
| 3 | You may now also ask a Ref how an item may have been used. Their answer will be a simple statement about its use, i.e. Ritualistic, used in a murder etc. | None |
| 4 | As previously but the answer will be a cryptic statement or a short vision or flashback. | None |
| 5 | You may receive a detailed vision or flashback or detailed statement. | None |
Psychomoleate – Shape solid materials with bare hands. (Supernatural)
By touching a substance you are able to manipulate it into different forms and alter its nature. You must choose one specialist substance when the talent is purchased.
| Level | Ability | HAP cost |
|---|---|---|
| 1 | You have the ability to manipulate small amounts of your chosen substance without the need for tools – quantity is no larger than your fist, or no thicker than your thumb. | 1 |
| 2 | You may change a property of an item made out of your chosen substance, such as making ceramic permeable, blunting a metal blade, making wood soft or rigid. | 2 |
| 3 | You are practiced enough to work almost any mundane substance with only minimal tools, you are sufficiently in tune with your chosen substance that you are able to work large amounts without the need for tools, no larger than your head, or thicker than your wrist. | 3 |
| 4 | You may make items covered by a Craft Skill you possess without the need for tools. You may change the physical state of your chosen substance, such as setting wood on fire, or liquidizing metal. | 4 |
| 5 | You may touch an inanimate object either of your chosen material, or similar in nature to it and by concentrating you may render it down to its component elements. This item must be no larger than your body and no thicker than your waist. | 5 |
| 5 | You are sufficiently in tune with your chosen substance that you are able to do almost anything with any amount, given sufficient time and HAP. | Variable |
Spirit/Dreaming Speech – Speak to and understand spirits, travel to the Spirit Realms. (Supernatural)
There are two versions of this Talent, if you were to want both you would have to learn them separately. The powers below work the same for both versions however there are differences in what the Talent gives access to.
- Dreaming Speech – allows access to the Dreaming, the realm of ‘living’ spirits of creatures and elements of the world (Totems, Elementals).
- Spirit Speech – allows access to the Spirit Realms, the realms of ‘dead’ spirits/ancestors etc. Depending on where you are when you enter the Spirit Realms will depend on where you arrive. For example, if you enter the Spirit Realm while in a Temple, you are going to end up in the realm linked with the Temple.
Note: The term Spirit Realms is used below but refers to both Dreaming and Spirit Realm.
Your Spirit leaves your Body when you enter and move through the Spirit Realms.
While your Spirit is in the Spirit Realms your Body will be unconscious. Damage to either your Body or your Spirit will be transferred to the other. Should you fall unconscious in the Spirit Realms due to wounds, you will not be able to get back into your Body without help. If your Body dies, then your Spirit is left to drift in the Spirit Realms.
For abilities that allow you to Enter and Leave the Spirit Realms, the HAP cost must be paid for each direction. If you run out of energy you will be unable to return to your Body. Unless you have level 3+ Spirit/Dreaming Speech for the Realm you are in, you cannot use any HAP Abilities (other than those that allow you to return to your Body) while in the Spirit Realms.
You can only perceive spirits that are on or manifesting on the same Realm (or the Real World) that you are on. So you cannot detect a Spirit that is purely in the Spirit Realm while you are in the Real World, but can detect one that is manifesting in the Real World (such as a poltergeist). Certain spirits (especially the more powerful ones) may be able to hide themselves from those with lower skills.
| Level | Ability | HAP cost |
|---|---|---|
| 1 | You are able to remove your Spirit from your Body and enter the Spirit Realm, or return your Spirit to your Body. While here you are unable to do anything that requires you to spend HAP, other than to return to your body. To Enter or Leave takes 30 seconds of concentration. You can only return to the Real World at the location of your Body. | 1 |
| 1 | Able to perceive and communicate with minor spirits of chosen type. | 1 |
| 1 | Allows the casting of known level 1 spells at normal HAP cost, with a reduced casting time. | None |
| 2 | While in the Spirit Realm you are sometimes able to sense the ripples in the realm that precede danger. You can sometimes sense others entering or leaving the Realm nearby. | 2 |
| 2 | Able to bargain with minor spirits of chosen type. | None |
| 2 | Allows the casting of known level 2 spells at normal HAP cost, with a reduced casting time. | None |
| 3 | While in the Spirit Realm, you now have full access to your Talents, Skills and Abilities. | None |
| 3 | You are able to take other people into or out of the Spirit Realm. This will cost you 3 HAP + 1 HAP per person over 1 that you are taking with you. It will also take 60 seconds + 10 seconds per person over 1 that you are taking with you, to move everyone across. | 3 + 1 perperson over 1 |
| 3 | Able to perceive and communicate with major spirits of chosen type. | None |
| 3 | Allows the casting of known level 3 spells at normal HAP cost, with a reduced casting time. | None |
| 4 | You are able to forcibly remove someone from the Spirit Realm. They may be able to resist if they have the ability to do so. If someone is pushed, they will be pulled back to their body and be disorientated for up to 5 minutes, unable to re-enter the Realm if they were pushed out. You cannot use this ability on creatures native to the Spirit Realm. It takes 5 seconds of continual contact in order to push someone. | 4 |
| 4 | You are able to resist, or help stop another being pushed out of the Spirit Realm. | 4 |
| 4 | Able to bargain with major spirits, or command minor spirits of chosen type. | None |
| 4 | Allows the casting of known level 4 spells at normal HAP cost, with a reduced casting time. | None |
| 5 | You are able to take your Physical Body into and out of the Spirit Realm at certain points in the world (Check with a Ref first, the Real World is not always close enough to the Spirit Realms to allow this). While it is possible to Travel this way, the times are not normally any faster than in the Real World, it is also extremely dangerous to travel this way for any distance. It takes 30 seconds to Enter or Leave the Spirit Realm this way, and for 30 seconds after you arrive/leave you are disorientated and unable to use any HAP. | 5 |
| 5 | You are able to ‘peek’ into the nearest Spirit Realm for as long as you maintain concentration, this will allow you to see what is happening in that Realm from your current location. It takes 10 seconds of concentration to start. This ability will also allow you to see Spirits in the area. You cannot walk around while this ability is active, although you can rotate on the spot. Any combat or other use of HAP will require you to restart. | 5 |
| 5 | Able to perceive and communicate with greater spirits of chosen type. | None |
| 5 | Allows the casting of known level 5 spells at normal HAP cost, with a reduced casting time. | None |
Tenacity – Continue to fight, despite debilitating wounds. (Natural or Supernatural)
Tenacity can only be activated when you have taken a critical wound and would otherwise be unconscious. The character’s Death Count does not stop however, so even if you keep going, if it’s not treated within 5 minutes you will collapse and potentially die. Any use of tenacity to keep fighting when wounded will make it much more awkward for you to be healed.
| Level | Ability | HAP cost |
|---|---|---|
| 1 | Your character is unconscious for 30 seconds but can then waken to crawl to safety. The character can do nothing more until treated. Any further wounds will knock the character unconscious again. Until healed the character can not use any skills or abilities that require HAP. | 1 |
| 2 | Your character is unconscious for 30 seconds but can then waken to crawl to safety. The character can only defend themselves until treated. Any further wounds will knock the character unconscious again. Until healed the character can only use Skills and Talents at level 1. | 2 |
| 3 | Your character is staggered for 30 seconds – during this time they can only defend themselves. After that they can fight normally – any further wounds will stun the character again. Until Healed the character can only use Skills and Talents up to level 2. | 3 |
| 4 | Your character is staggered for 30 seconds – during this time they can only defend themselves. After that they can fight normally. Until Healed the character can only use Skills and Talents up to level 3. | 4 |
| 5 | Your character can continue fighting normally even when critically wounded. Until Healed the character can only use Skills and Talents up to level 4. | 5 |
Touch of Grace – Heal the wounds and diseases of others. (Supernatural)
The character is able to remove a subject’s pain, debilitating diseases or long term illnesses. With any of the permanent cure abilities, you must always see a Ref first. You cannot use Touch of Grace on yourself.
| Level | Ability | HAP cost |
|---|---|---|
| 1 | Can stop pain and cleanse minor poisons with a touch. | 1 |
| 2 | While sitting with/tending a patient you can halve the time it takes for them to recover wounds. You must be nearby to them and checking wounds etc for the duration. You can sit with them as long as you want, to recover as many wounds as they require. The HAP cost is to activate this ability only. Should you leave the patient for more than a minute or should they engage in combat, you will have to restart. | 2 |
| 3 | You can cure diseases and poisons with a touch, this takes at least a minute. | 2 |
| 3 | You can temporarily relieve symptoms of a minor malady the patient has for a day. | Variable |
| 4 | You can sit with up to 5 patients as at level 2. | 4 |
| 4 | You can potentially cure a patient of a minor malady permanently. In addition to the HAP cost to the character, this will also cost the patient 20 karma points. | Variable |
| 4 | You can temporarily relieve symptoms of a major malady the patient has for a day | 4 |
| 4 | You can also potentially cure a character of a mental condition (paranoia etc). This will cost the patient 10 karma per point of the flaw if it is a permanent condition that is being cured. | Variable |
| 5 | You can potentially cure a patient of a major malady permanently. In addition to the HAP cost to the character, this will also cost the patient 40 karma points. | 5 |
| 5 | You can temporarily relieve symptoms of a terminal malady the patient has for a day. | Variable |
| 5 | You can also potentially cure a character of a physical condition (blindness etc). This will cost the patient 10 karma per point of the flaw if it is a permanent condition that is being cured. | Variable |
Vigour – Resistance to diseases and poisons. (Natural or Supernatural)
The character is able to resist disease and poisons, their immune system being far more robust than an average person.
| Level | Ability | HAP cost |
|---|---|---|
| 1 | The character has a strong immune system, and is able to resist or shake off minor illnesses. Though this will probably not protect a character against many diseases in game, they will be unusually healthy. | None |
| 2 | The character is resistant to most diseases and will recover quickly if they are infected. In addition, most minor poisons will have a reduced effect on them. Major poisons will have full effect, though they may recover quicker with treatment. | Variable |
| 3 | The character is resistant to almost all diseases and will recover from them quickly if infected. They also show an increased resistance to disease-like effects, and are immune from minor poisons. Major poisons will have a reduced effect on them. | Variable |
| 4 | As above, but Major poisons have no effect on them. Resistant to Supernatural poisons/diseases. | Variable |
| 5 | Ageless, does not suffer for getting old – still dies at end of lifespan. The character is not immortal. | None |
Weapon Master – Increased effectiveness with melee weapons. (Natural)
The character is a master in the use of weaponry. Through years of training or sheer natural ability they have honed their use of weapons, changing the damage they are able to do with them.
| Level | Ability | HAP cost |
|---|---|---|
| 1 | You may elect to do temporary damage or even no damage with a weapon. | 1 |
| 2 | Pre-Req: Disarm. When using disarm you may also seize the weapon from them. If the opponent uses Resist Disarm, you are unable to take the weapon from them. | 2 |
| 2 | You are able to disarm two-handed weapons but you may not seize them. | 2 |
| 3 | You may choose a weapon or paired weapons, when using this weapon/combination all Weapon Master and Weapon Specialisation HAP costs are 1 less. | None |
| 4 | You may attempt to resist a Disarm attempt. | 2 |
| 4 | If you hit an unarmoured location you may do a Critical wound. The call for this is ‘Critical’. | 4 |
| 5 | You may elect to do temporary damage or even no damage with a weapon. | None |
| 5 | You may use the Skill Resist Disarm for your chosen weapon/s for zero HAP cost. | None |
Skill/Talent level challenges
The nature of the Ascendancy World is that there are groups of heroes who work together to help with much more powerful threats and challenges around the world. It is not designed on the concept that a single person can deal with everything on their own. You will find you cannot deal with every situation single-handedly and that working together can give much greater results.
The Refs will often provide Skill/Talent Level challenges to complete a task, although they will not necessarily say they are doing this, it is normally obvious when a situation needs a group to work together. When they do this they will assign a Total Level to a task perhaps with a requirement of at least one character having a minimum level. Assuming the characters can meet (or get close to) this Total they stand a chance of completing the task, although a bead draw might be required. Note that this mechanism means even characters with level 1 in a Skill/Talent can be critical to the success of the whole group – it is not just the high levels that are useful!



