Attribute list

## Homebrew

### Mariner (boon)

You have put the time in at sea and have acquired strong sea legs. You can be relied on to help operate an ocean going vessel and if you're hard pressed navigate an ocean going vessel. Furthermore you get a +2 on all checks to navigation or maneuvering on a ship.

### Material (Trait)

You do not heal as you are no longer flesh and blood and must instead be repaired by an artisan. With a passed Cunning or Quick test you can recover 1d6 points of toughness once a day. The Ritual Restore will heal you 1d8 points of toughness. Each of these methods can only be used once a day.

### Trade Skills (Boon)

You have learned the skills of an artisan. Choose a profession such as Woodwork, pottery or tattooing but not including Alchemy, artifact crafting, Blacksmithing or Bronzeworking that are covered by Abilities. In your chosen profession you can be expected to find work and get a +1 to rolls related to your trade.

### Darkvision (Trait)

You have very sensitive eyes and can see in near total darkness. However you are partially colour-blind.

### Literacy (Boon)

You have studied in a scribal institute long enough to learn the scribal art. Your knowledge is uncommon and sought after and you're usually treated with respect.

### Good Host (Trait)

You always have the trappings of proper hospitality. In any situation where you are considered to be a host to others, you can assume you have refreshments, and food and an other incidentals related to being a good host. Additionally you gain a +1 to persuasive rolls made on guests of yours.

### Influence (Trait/Ability)

You have acquired power in a less conspicuous but more profound way. People know and respect you, they will listen if you speak. Additionally you are in the same circles as other movers and shakers of the world. Influence is available to nonhuman characters at 2x the cost.

* Novice **Special**: You are well known and respected in your local community. Common people will come to you for guidance and occasionally smaltime politicians. You might be a scholar, an ambassador, carry an influential name or just well liked. You will also start the game with an additional 50 Mint.
* Adept **Special**: You hold sway over a large community, you have sway of policy in your local aria either directly or indirectly. You also can organise a meeting with the upper echelons of society and government. You might be in the ruling class of a smaller town or nobility of some description. you will also start the game with land or equivalent property. It will be community owned by your family.
* Master **Special**: You are one of the people responsible for running a nation. You have a personal relationship to the leader of a nation and are somewhere in the line of succession. You can gain audience with the leaders of other nations and can make some policy decisions. you might be a senator, or in a royal court. You may even be directly related to the person in charge. You personally own land and/or Property and once per session can call in 20 Mint.

### Mercurial (Trait)

Lunareth change with the moon. They are inconstant by nature and welcome growth and change. Lunareth can pick up skills extremely quickly but also forget unused skills quickly.

* Novice **Special**: At the first appearance of the Flux moon, A Lunareth may reinvest any experience spent on Lunareth traits. (Mercurial excluded) The maximum Exp Value you can move is 10 or a novice level.
* Adept **Special**: At the first appearance of the Flux moon, A Lunareth may reinvest any experience spent on Lunareth traits or other Abilities. (Mercurial excluded) The maximum Exp Value you can move is 20.
* Master **1 hour**: Any time the Flux moon is visable, A Lunareth may spend an hour meditating to reinvest any experience spent on Lunareth traits, other abilities or mystic powers. (Mercurial excluded) The maximum Exp Value you can move is 30. Changing mystic powers in this way always incurs 1 point of permanent corruption.

## Cultural Traits

### CONTACTS

The character has served in an organization or traveled far and wide, and has therefore spun a wide web of contacts. With a successful roll against Persuasive, the character can call to mind a contact that should be able to help with a specific question or in a precarious situation. The contact may not be available directly – that depends on who is included in the web of contacts. Suitable factions and people when it comes to specifying the character’s contacts are: the Queen’s Army, the Queen’s Rangers, Witches, Ordo Magica, the Church of Prios, the Noble Houses and Treasure Hunters.

### BUSHCRAFT

The character can survive on meager resources and is used to finding food and shelter in harsh terrain. With a successful Vigilant test, the character can find enough food and water to feed him- or herself while being on the move in the wilderness or among Davokar’s ruins. If the character is part of a small group (up to five individuals), food and water can be found for them as well, but that will take much more time. The group cannot be on the move during that time.

### Earth Bound

The creature is bound to the world in an intimate way, as if originating from the bones of the world and still being part of its foundation. It has no soul and suffers damage instead of corruption; temporary corruption causes bleeding wounds on its body. Permanent corruption instead causes a permanent reduction to the basis for calculating the creatures Pain Threshold. In practice, this means that the Pain Threshold is reduced by 1 for every other point the creature suffers in permanent corruption. Its Toughness is not affected. If the Pain Threshold is reduced to zero, the creature dies of internal bleeding and failing organs. Once dead, the creature cannot become undead and it cannot be contacted with the ritual Necromancy. The corpse decays and reunites with the slop and dust of creation, without leaving any kind of spiritual trace behind.

### LONG-LIVED

Once adulthood is reached, the aging process of the character slows down. The character can live up to two or even three centuries if its life is not shortened by violence, poison or disease. The creature’s long lifespan makes it prone to do things at a slow pace, but this is compensated by the attitude that what is worth doing is worth doing well, which over time results in a considerable degree of expertise. Long-lived has no effect besides what it implies in terms of playing the role.

### PARIAH

The character belongs to a race which is ill-reputed among the ruling majority and is more or less openly discriminated against. Lone individuals in society might be less inclined to prejudice, but the character’s social interactions are generally hampered. Persecuted groups tend to stand together against the world and provide each other with aid and support. When taking on a social challenge, the player has to roll twice and pick the worst result to decide the outcome of the test. On the other hand, the character is awarded a second chance to succeed 108 while interacting with members of its own race, in which case it only has to roll the dice when it strives to accomplish something which is questionable or next to impossible to achieve. Additionally, the character starts with only five shillings in its purse.

### PRIVILEGED

The character belongs to a race of high social standing within its society, and is therefore given advantages that others simply cannot have or must pay for, in either silver or hard work, to obtain. The character gets a second chance to succeed when taking on social challenges within its own society, and does not have to roll the dice unless it strives to accomplish something which is question - able or that may be next to impossible to achieve. Additionally, the character starts with 50 thaler in its purse.

### ROBUST

The character belongs to a race of creatures that are naturally tall and often continue to grow their entire lives. But there are variations: some grow quickly, others more slowly while some hardly seems to grow at all.

* Novice **Special**. The character is close to seven feet tall and very strong. Such a towering body is easier to hit in combat, which is bal - anced by a greater natural toughness. The character’s Defense is based on [Quick –2] and it can only use light armor, which must be custom-made and therefore costs twice the normal price. In return, the character naturally ignores 1D4 damage from each hit taken, in addition to any armor it wears. Fur - thermore, it can deal 1D4 extra damage with one melee attack each turn.
* Adept **Special**. The character is over eight feet tall, weighs about 500 pounds and has skin as though as bark. A creature like this packs quite the punch but is also easy to hit. The character’s Defense is based on [Quick –3] and it can only use light armor, which must be custom-made and costs three times the nor - mal price. In return, the character naturally ignores 1D6 damage from each hit taken, in addition to any armor it wears. Furthermore, it can deal 1D6 extra damage with one melee attack each turn.
* Master **Special**. The character is close to ten feet tall, weighs about half a ton and crushes lesser creatures while enemy weapons have a hard time penetrating its stone-like skin. It is very easy to hit a creature of this size, but equally hard to wound it seriously. The character’s Defense is based on [Quick –4] and it can only use light armor (custom-made, costing four times the normal price). In return, the character ignores 1D8 damage from each hit taken, in addition to any armor it wears. Finally, it can deal 1D8 extra damage with one melee attack each turn.

### SHAPESHIFTER

The character has the capability to borrow the appearance of others for a period of time. For young changelings this ability comes naturally, and it can be hard for them not to adopt the appearance and mannerisms of people around them. Mature changelings usually develop greater control over the trait.

* Novice **Free**. With a successful die roll against Resolute, the character may adopt a false shape; the form, appearance, voice and clothes of another creature, but not that of a specific individual. The changeling can keep up the appearance for the duration of a scene, but then the illusion fades away. Everyone that the character interacts with will see through the illusion, unless the character succeeds with a [Discreet←Vigilant] test.
* Adept **Free**. The character may, for a short period of time and with a successful Resolute test, adopt the form of specific individuals that the character has met, and can include clothes and attributes in the image. In combat against multiple opponents, the similarity is good enough to make it hard for enemies to hit their mark – there is a 50% chance that enemies attempting to hit the character hit their depicted companion instead. It takes concentration to maintain the illusory form, which means that the character must make a Resolute test each turn as well as a successful [Resolute –Damage] test each time the changeling suffers damage.
* Master **Free**. With a successful Resolute test the character may adopt the form of a specific individual and maintain it for the duration of a scene. Anyone who speaks with the character will be able to see through the illusion unless the character succeeds with a [Discreet←Vigilant]. For a character to be able to fool people familiar with the depicted person, he or she must succeed with two tests, first at a distance and then another one if they start a conversation.

### SHORT-LIVED

The character’s life is short, even under favorable living conditions. All members of its race tend to reach adulthood in a handful of years, after which they start to lose their youthful vigor so that only a few ever live to see the age of forty. On the other hand, they are quick to learn and adapt to new surroundings, and they are often ready to face the world at the age of five. Short-lived has no effect besides what it implies in terms of playing the role.

### SURVIVAL INSTINCT

The character belongs to a race with a powerful life-force and an equally powerful will to survive. For some individuals this energy shows itself in clamorous hollering and an acute restlessness; for others it manifests itself in a more useful survival instinct.

* Novice **Free**. Thanks to its explosive survival instinct, the character may perform one extra Movement Action once per scene.
* Adept **Reaction**. The character trusts its instincts and has learned that rolling with the punches often saves your life. The character’s finely honed survival instinct provides it with a permanent +1D4 to Armor.
* Master **Free**. There resides a powerful fighting spirit within each member of the character’s race, and that spirit can show itself when the character is backed into a corner. The character has nurtured this hot-tempered aggression and may sacrifice a Movement Action once per scene to perform an extra Combat Action.

### Wisdom of the Ages

=== The memories of your former life is fragmented, a deep well of experiences and insights are just barely in your reach. The character may use the know-how of their previous life to solve problems at hand. It is not without risks; in the twilight of the world, the process spawns corruption. Wisdom of the Ages gives temporary corruption as if it was a mystical power. 1d4

* Novice Full turn. The character gets lost in a short trance. With a passed Resolute test, it gains access to the novice level of an optional ability, Mystical Traditions, Ritualist and Mystical Power excluded. The ability can be used for the rest of the scene, before fading from memory.
* Adept Active. The character’s closer connection to the collective memory makes the trance even shorter; other than that it works like the novice level.
* Master Active. The character can dig deeper into the a collective memory. With a passed Resolute test, it gains access to the adept level of an optional ability, Mystical Traditions, Ritualist and Mystical Power excluded. The ability can be used for the rest of the scene, before fading from memory ===

## Monstrous traits

### Armored

The creature either has thick skin, scales or something else making it especially hard to wound. It cannot wear any additional armor over its natural armor, which, on the other hand, is not Impeding like ordinary armor is. However, the Man-at-arms ability enhances the creature’s protection even further, in addition to its level in Armored.

* Novice **Passive**. The creature has a natural protection of 1d4.
* Adept **Passive**. The creature has a natural protection of 1d6.
* Master **Passive**. The creature has a natural protection of 1d8.

### Natural Weapon

The creature is gifted with a well-developed natural weapon, such as sharp claws, teeth or a tail stinger. The Natural Warrior ability (see page 119) can be used to enhance the creature’s Natural Weapon even further.

* Novice **Passive**. The creature is equipped with some kind of natural weapon which deals 1d6 points of damage, instead of the usual 1d4 for unarmed attacks.
* Adept **Passive**. The creature’s natural weapon deals 1d8 points of damage.
* Master **Passive**. The creature’s natural weapon deals 5 points of damage. The natural weapon now has the quality Long, allowing the creature to perform a Free Attack at the start of a combat against enemies with shorter weapons.

### Gravely Cold

Wherever it moves, the creature spreads the cold of the grave around itself like an aura, and everyone in its immediate vicinity is at risk of being affected.

* Novice **Free**. The creature spreads the paralyzing cold of the grave; player characters within melee distance are paralyzed, should they fail a Resolute test. One test is made each turn, and should the test be successful, the character can act as normal. Once a character has withstood the cold of the grave it cannot be affected again during the same scene.
* Adept **Free**. As I, but with the addition that the cold is harmful, dealing 2 points of damage per turn to those affected, ignoring Armor.
* Master **Free**. As II, but the cold now affects characters who fail a [Resolute←Resolute] test

### Undead

The creature is a spirit trapped inside a dead body. The spirit controls the slowly decaying corpse and is banished when the body is destroyed.

* Novice **Passive**. The undead creature is not affected by poison or diseases, but takes the usual damage from physical effects except that the Pain Threshold is not used (pain and shock do not affect the walking corpse). The walking corpse does not heal naturally and is not affected by alchemical healing elixirs, but must instead eat raw meat (living or recently killed) or drink blood to heal, each point of Toughness that the creature consumes heals it by 2 points of Toughness.
* Adept **Passive**. The walking corpse suffers only half damage from ordinary physical effects, such as weapons or elemental damage. Mystical powers that ignore Armor deal full damage as usual.
* Master **Passive**. The walking corpse suffers only half damage from alchemical and mystical effects as well, but takes full damage from magical weapons and holy effects.

## Boons

If there is another characteristic you would like not represented in Boons, talk to you GM to create a new one.

### Absolute Memory

The character stems from a culture that by tradition does not use writing, but which instead has developed memory techniques to preserve and transmit vital knowledge. He or she remembers everything seen or heard, which means that the player may ask the Game Master about details perceived by the player character during its past adventures. The Game Master must answer as thoroughly as possible.

### Archivist

The character is trained to organize and search for information. He or she gains a +1 bonus when researching in archives and libraries. Archivist can be acquired multiple times, up to a maximum bonus of +3 on relevant tests.

### Augur

The character has always seen signs others have missed, and has a +1 bonus on tests for rituals dealing with fate or hidden information: Fortune-telling, Holy Smoke and Oracle. Augur can be acquired multiple times, up to a maximum bonus of +3 on relevant tests.

### Beast Tongue

The character can speak to creatures from the monster category Beasts. Beasts have their limitations but can answer questions about which creatures are in, or have traveled through, an area, and also estimate their numbers (one, two or many). The beasts do not perform any services; they talk to the character as if they were equals.

### Bloodhound

The player character has a developed sense for finding people, no matter if the traces of their presence are found on the ground, in a lair or among discovered belongings. The character has a +1 bonus on Vigilant and Cunning tests to find and follow tracks, or to figure out where someone is hiding. Bloodhound can be acquired multiple times, up to a maximum bonus of +3 on relevant tests.

### Blood Ties

The character has established a mystical blood tie to a creature of a different race. Because of this link, he or she can choose to invest Experience in order to acquire a trait belonging to the race of the blood-friend. It is most likely that the Blood Tie of the character is linked to another Cultural Being, but beasts and other creatures are a possibility. The story of how the character came to enter into the relationship is probably interesting and telling of his or her life history, maybe also of the character’s morals and worldviews.

### Cartographer

The character has been trained to draw precise maps – a sought-after skill in this age of exploration. He or she gets a +1 bonus on tests regarding orientation and location, both on the surface and down in the Underworld. Cartographer can be acquired multiple times, up to a maximum bonus of +3 on relevant tests.

### Cat Burglar

The character is trained to open locks, latches and bolts, and gets a +1 bonus on all tests to pick locks – the test is made against Quick if the burglar is in a hurry or against Discreet when the challenge is to not alert anyone on the other side of the door. A Discreet test is also rolled to conceal that the lock has been picked, should someone investigate later on. Cat Burglar can be acquired multiple times, up to a maximum bonus of +3 on relevant tests.

### Cheat

The character is trained to cheat in games and knows how to avoid detection. He or she gets a +1 bonus on Cunning tests when gambling, and to get away with it the cheat must pass a [Discreet←Vigilant] test versus the opponent with the highest Vigilant, a test that the cheat gets a second chance to succeed on. Cheat can be combined with Gambler for additional bonuses. Cheat can be acquired multiple times, up to a maximum bonus of +3 on relevant tests.

### Commanding Voice

The character has a well-tuned and loud voice, able to rise above the clamor of combat. This provides a +1 bonus to Persuasive tests in situations when the character gives direct orders to allies. The boon Commanding Voice can be acquired multiple times, up to a maximum bonus of +3 on relevant tests.

### Con Artist

The character is trained to quickly twist the truth, and to generalize or exaggerate when it is called for. The character has a +1 bonus on Persuasive and Vigilant tests regarding lies; hence, both for making a lie and noticing when others are lying. The lie’s veracity is usually found out quickly, so the liar must hurry if he or she is to take advantage of it. Con Artist can be acquired multiple times, up to a maximum bonus of +3 on relevant tests.

### Dark Blood

Dark blood flows through the character’s veins, passed down from an ancestor, or as a result of being cursed. Maybe the player character was simply born in the wrong part of Davokar at the wrong time. The dark blood always comes with some form of physical stigma, represented by the burden Bestial. The character may acquire and develop the following monstrous traits as though they were ordinary abilities: Natural Weapon, Armored, Robust, Regeneration, Wings.

### Dexterous

The character has unusually nimble fingers and gains a +1 bonus on all Discreet tests when trying to steal items or hide items he carries. Dexterous can be acquired multiple times, up to a maximum bonus of +3 on relevant tests.

### Double-tongue

Double-tongue is a language developed by the Thieves Guild in Yndaros – you say one thing but mean another. This way, sensitive conversations can be held within earshot of outsiders. If multiple characters know Double-tongue, they can speak about secrets without risk – provided that the bystanders do not know the language as well…

### Enduring March

After having marched many, many miles in military columns or through the wilds, the player character does not have to make a test to endure walking at Death March speed. Damage also heals as normal during Forced Marches. The expertise of the character benefits those around him or her, and all traveling companions get a second chance to endure the strain of walking at Death March speed. Furthermore, they may roll a Strong test to see if they heal naturally during a Forced March.

### Enterprise

The character owns some kind of establishment – a small tavern, a smaller store or some other simple craft service like a cobbler or trinket shop. Other alternatives are a theater or a troop of acrobats. The enterprise can be stationary in a place often visited by the characters between adventures, or it can be mobile in the form of a wagon or a river boat if that feels more reasonable. Once per adventure (or in-between adventures), the character may roll a Cunning (for artisans) or Persuasive (for services) test. A success renders a profit of 10+1d10 thaler, after all expenses have been paid. If more than one character has Enterprise, it can be parts of the same establishment or business. If so, both characters roll a profit test each.

### Escape Artist

The character has loose joints and is trained to utilize this in order to get free from bonds or squeeze through narrow passages. He or she can also get free from the clutches of an enemy or out of traps such as nets and snares. In all these cases, the character gets a second chance to pass the test, no matter which attribute is used.

### False Identity

The character has a false identity, complete with clothes, equipment and papers to back it up. The identity is so well-crafted that it cannot be exposed unless the person who created it (usually a prominent member of the organization or faction to which the character belongs) discloses it – or if the character does something clearly revealing.

### Fire Forged

The character was born beneath a glowing celestial phenomenon or was the only one to survive a devastating fire. He or she has a mystical +1 protection against fire and has also a +1 bonus on all success tests related to the use of, or resistance to, fire and flames.

### Fleet-footed

The creature or person moves at an unusually high speed. In situations where precision counts, the movement is 13 meters per turn. And in connection to the rule on Flight & Hunt (page 102), the trait gives a +3 Quick bonus.

### Forbidden Knowledge

The character has somehow come to possess the secrets of the mystical traditions regarding alchemy and artifact crafting; maybe as a result of espionage or after having served a far-traveled Master. With the abilities Alchemy and Artifact Crafting, he or she has the capability to create all elixirs and artifacts, including those belonging to the secrets of other traditions.

### Gambler

The character gets a +1 bonus on all Cunning tests when gambling or playing strategy games like Prios’ Sun. Also, he or she gets +1 on Vigilant to expose cheats. Gambler can be combined with Cheat for added bonuses. Gambler can be acquired multiple times, up to a maximum bonus of +3 on relevant tests.

### Green Thumb

The character has a mystical connection to all growing things and has a +1 bonus on tests related to challenges in the wilds, such as orienting in the woods, finding food and shelter, and detecting/ avoiding natural traps. The bonus also applies to all Alchemy tests. Green Thumb can be acquired multiple times, up to a maximum bonus of +3 on relevant tests.

### Heirloom

The character has inherited a family heirloom. Choose an optional weapon or armor from the lists in the Core Rulebook or the Advanced Player’s Guide, except items with some kind of mystical quality.

### Hideouts

Many organizations and networks regularly establish hideouts in Ambria and the outer regions of Davokar; guilds and factions like witches, the Queen’s Rangers and most barbarian clans maintain such places for their members. The character knows of, and has access to, a series of such hideouts, linked to a specific group. There he or she can lay low and replace or acquire vital equipment, including weapons and armor. When the character needs a hideout, he or she rolls a Cunning test – a success means that the character recalls the location of a place in the vicinity. The location is hidden, safe and contains equipment to a value of 10 thaler; the character decides what is kept in the hideout, items and/or coins. He or she who takes something from a hideout is expected to replace it later, or at least report what was taken and for what purpose.

### Horrifying

The character knows how to be threatening in an effective way and can scare people into acting according to his or her will, if only for a short while. He or she gets a +1 bonus to all Persuasive tests pertaining to threats, interrogation and coercion. The effect is momentary; later the victim will likely backbite the character when a chance presents itself. Horrifying can be acquired multiple times, up to a maximum bonus of +3 on relevant tests.

### Impressionist

The character is a skilled impressionist, whether trying to impersonate a type of person belonging to his own race or imitating a specific individual. He or she gains a +1 bonus on Discreet tests when trying to impersonate others. If the character only aims to act as a type of person (for instance a town guardsman) rather than a specific individual, he or she also gets a second chance to pass the test. Impersonating a type of person belonging to another race is harder; the impressionist may try but gets a second chance to fail the test. Specific individuals of another race are impossible to imitate in a credible way. Impressionist can be acquired multiple times, up to a maximum bonus of +3 on relevant tests.

### Manipulator

The character knows how to manipulate others, using flattery, threats, or a combination thereof. He or she gets a +1 bonus to Persuasive versus a specific person during the scene. It takes time to influence someone; it requires a scene of emotional manipulations to achieve the intended effect. On the other hand, the influence lasts longer than when simply lying – the victim accepts the sentiments as its own and will defend them long after the manipulator has left the place. Manipulator can be acquired multiple times, up to a maximum bonus of +3 on relevant tests.

### Medium

The character grew up in the presence of ghosts and developed a connection to the reality of spirits. He or she gets a +1 bonus on Vigilant, Resolute and Persuasive tests aimed at noticing, interacting with or subduing restless spirits. The bonus also applies to attempts to resist a spirit’s powers, when aimed at the player character. Medium can be acquired multiple times, up to a maximum bonus of +3 on relevant tests.

### Mirage

The person has a mystical gift and may weave momentary mirages from thin air; flames that emit no heat jump between his or her hands, tiny figures of light dance in the air, and so on. The character can also weave false images over smaller objects, for instance making pebbles appear as shining coins. Over time, the mirage will not fool anyone as its effect wears off at the end of the scene. With Mirage, the person may roll against Persuasive to dupe someone into accepting fake goods or payment in the form of illusory coins, to a maximum “value” of a hundred thaler. Also, Mirage grants +1 to Persuasive when the player character threatens someone with “powerful magic.”

### Musician

The character is a talented musician and possibly trained in the art of singing and playing an instrument. He can give himself or his group of allies a +1 bonus on all Persuasive tests; everyone likes to hear a good song. A musician’s skills can even save the character’s life, as a beautiful voice and the sound of well-tuned strings can calm members of the monster category Beasts – if no one threatens the creature, a [Persuasive←Resolute] test will stop it from attacking. The character and its allies may then back away and find another route forward. Musician can be acquired multiple times, up to a maximum bonus of +3 on relevant tests.

### Pack-mule

The character is used to carrying heavy loads. The basis for calculating his or her carrying capacity is Strong ×1.5. For information on carrying capacity, see Encumbrance on page 100.

### Pathfinder

The character has well-tuned senses for spotting and following tracks, both below ground and on the surface. He or she gets a second chance to pass all Vigilant tests when trying to follow a trail or find the way to, or back from, a place. Pack-mule The character is used to carrying heavy loads. The basis for calculating his or her carrying capacity is Strong ×1.5. For information on carrying capacity, see Encumbrance on page 100.

### Pet

The character has a trusty friend in the form of a jakaar or mare cat – any beast will do, so long as it poses weak resistance. The pet is unswervingly loyal to the player character. In combat and problem-solving it is played by the player as a second character, but it does not gain Experience and cannot develop its stats (for that you need the ritual Familiar). If the pet dies, the character can have it replaced at the start of the next adventure.

### Poison Resilient

By carefully exposing himself to toxins, the character has built up a remarkable resilience. Poisons affect the character at one tier lower than normal – a strong poison has the effect of a moderate dose; moderate becomes weak and a weak dose only inflicts 1 point of damage during the turns it is active. The time-frame is not affected, only the amount of damage per turn. Regarding toxins that have other negative effects than damage, the character has instead a second chance on tests to resist them.

### Servant

The character has a personal servant. It may be an employed attendant, a serf chamber boy or something like that. The servant is loyal to the player character, but is otherwise useless in terms of skills (weak resistance). It can perform simple chores, stand guard at night or convey messages to others, but it will not contribute in dangerous situations. The servant is played by the Game Master and should be provided a suitable personality.

### Shadow Spawn

The character was born during a solar eclipse and ever since then shadows are drawn to him or her. The shadow spawn gets a +1 bonus on all Discreet tests when sneaking or hiding. Shadow Spawn can be acquired multiple times, up to a maximum bonus of +3 on relevant tests.

### Soulmate

The character has a soulmate, either in the romantic or in the brotherly sense. Irrespective of which, the character may telepathically communicate simple messages and feelings to the counterpart. They always know approximately where the other person is and if he or she is in any kind of trouble. The counterpart may be a non-player character important to the game or the character of another player; talk to your gaming friends and decide what is best. In the latter case, it is enough that one of the characters acquires the boon in question.

### Storyteller

The character is a gifted storyteller and no matter if he narrates legends, religious myths or burlesque tales he will impress the audience. The storyteller gains a +1 bonus on Persuasive tests when attempting to weave a credible story to impress listeners, and is skilled enough to earn an income from his performances (see Income from Boons, page 103). Storyteller can be acquired multiple times, up to a maximum bonus of +3 on relevant tests.

### Telltale

The character has ears and a tongue for gossip and can sniff out rumors and also pass them on to new places. He or she gets a +1 bonus to all tests in connection to hearing, spreading or realizing the truth behind rumors. Telltale can be acquired multiple times, up to a maximum bonus of +3 on relevant tests.

### Tough

The character has a tough body and a strong soul, meaning that his or her heart keeps beating when the hearts of others would give up. A player character with the boon Tough may always roll death tests with two dice, and choose to accept the most favorable outcome.

## Burdens

If there is another characteristic you would like not represented in Burdens, talk to you GM to create a new one.

### Addiction

The character has developed an addiction and must have a dose of his or her drug each day, or suffer from withdrawal symptoms. The drug (wine, dream snuff, daft root or similar) costs one shilling per dose. An alchemist can create the drug for himself or a friend for half that price. Withdrawal symptoms give a –1 modification to all tests and grow worse day-by-day, up to –5. Each day without the drug, the character must also pass a [Resolute –the abstinence modification] test. If it fails, he or she will abandon all other projects and start hunting for the daily dose.

### Arch Enemy

The character has, by actions or name, made an arch enemy. This individual has devoted his or her existence to destroying – and in the end, taking – the character’s life. At least once during each adventure, the influence of the arch enemy will show. He or she primarily acts through others; hiring thugs or spreading lies in the hope that others will make life difficult for the character. Exactly who this arch enemy is, why he or she hates the character and what resources are at hand, is for the player and Game Master to decide. However, it cannot be someone who is easily avoided or stopped from acting out his or her hatred.

### Bestial

The player character has a bestial appearance, in the form of one (or a few) conspicuous traits – jakaar eyes, aboar tusks, lindworm scales on arms and neck, or something else arousing fear and disgust. Concealing the traits requires the character to pass a [Discreet←Vigilant] test. If the test is failed, the character will have a second chance at failing all Persuasive tests concerning pleas for help or protection. However, the bestial exterior grants a second chance to pass all Persuasive tests meant to threaten or intimidate. As soon as they can, those subjected to the character’s intimidation – whether or not it is successful – will report him or her to the Town Watch (or similar authorities) as a suspected abomination.

### Bloodthirst

The character has a thirst for blood, easily awoken and hard to quench. The thirst appears if he or she takes damage and means that the character will not spare any enemies – not even if they surrender. Trying to spare an enemy requires an almost overpowering effort; it requires the character to sacrifice an Experience point and then pass a Vigilant test.

### Code of Honor

The character has adopted a very strict code of honor, applicable in all situations but especially burdensome in combat. The effect of the code is that the player character never runs from a fight which has begun. Sure, sometimes combat can be avoided, but when the fight is on, all enemies must fall!

### Dark Secret

The character has some kind of dark secret, which threatens to destroy his or her reputation and life if revealed. Maybe the character has been a member of a corrupted cult, killed someone, or protected a murderer and never gotten caught. Should the dark secret become publicly known, the character gets one of the burdens Pariah or Wanted instead, depending on the secret. Once per adventure there is a risk for exposure; the character must roll a Discreet test during each adventure, a test with a second chance to succeed. If failed, someone discovers a clue which can lead to the truth. Maybe some kind of physical evidence surfaces (a letter, for instance)? Is it a witness claiming to have seen something or is the character talking in his sleep? Whether the suspicious person is a non-player character or a character, the one with the dark secret must lay their curiosity to rest or suffer the consequences. Note that a non-player character may want to extort, rather than expose, the character.

### Elderly

The character is past its prime and has both good and bad days. If the first success test of the day is a success, it is a good day and everything seems to be alright; if the first test of the day is a failure, it is a bad day – the gout sets in, all joints are aching or the character is out of breath even when seated. Whatever the cause, the character has –1 on all tests for the day.

### Epileptic

The character is afflicted by a sensitive mind, meaning that he or she can be exposed to violent cramps throughout the body when excited or stressed. If rolling a 20 on a success test the cramping starts and the character is down and out for 1d6 turns. Afterward, he or she is exhausted and suffers –1 on all success tests until the end of the scene.

### Impulsive

The character acts before thinking. This means that as soon as the player opens his or her mouth and says that the character does something, it does – and the player cannot have second thoughts. The only way to restrain the character is to sacrifice an Experience point or accept one (1) permanent corruption.

### Nightmares

The character is haunted by nightmares each and every night, possibly because of something he or she has experienced, or for more abstruse reasons, such as an ominous omen or the consequence of a family curse. Each night, the character must pass a Resolute test in order to heal naturally, or no healing will occur that day. Other forms of healing are not affected.

### Mystical Mark

The character has a mystical mark somewhere on his or her body, maybe a birth mark or a scar gained later in life. Whatever the origin, the character is at risk of being mistaken for having a blight-mark. In situations when it is relevant, the character must pass a test against [Discreet←Vigilant] or attract the attention of a pitch-fork wielding mob or a more or less dangerous witchhunter.

### Protégé

The character has to put up with and protect a protégé. The protégé can be a beloved child, an elderly but respected mentor, a soulmate or just an annoying relative whose welfare is connected to a future inheritance for the character. Either way, this person is played by the Game Master and tends to get into trouble. The protégé has no stats besides those associated with weak resistance, and gains no Experience from adventuring – he or she is as much a burden over time, as at the start. If the protégé dies or goes missing, the character is afflicted by other problems; sorrow and remorse, mirrored in a suitable burden. If the character protected the person from love, burdens like Addiction or Nightmares can be appropriate. And if the protection was related to personal gains, maybe Wanted or Arch Enemy is better – the relatives of the protégé do not easily forget the characters betrayal.

### Sickly

The character suffers from a chronic disease, making him or her weak. Normally, this does not show, but when damaged or traumatized the character is at great risk of dying – all death tests are made with two dice and the worst, most unfavorable outcome stands.

### Slow

The creature or person moves at an unusually slow speed. In situations where precision counts, the movement is 7 meters per turn. In connection to the rule on Flight & Hunt (page 102), the trait gives a –3 Quick penalty.

### Wanted

The character is wanted for a serious crime, either justly or falsely accused. The effect is that he or she risks getting recognized and hunted. Once per adventure, the character must pass a Discreet test to avoid being identified

## Abilities

*◆ Active Action: The ability is an attack or similar Combat Action. Some of the active abilities generate extra Actions. These extra Actions may not be used to perform an additional active Action, but they benefit from any passive abilities that the character may have.*

*◆ Free Action: This Action may be used an unlimited number of times per turn in addition to a character’s usual two Actions, for as long as it is allowed by any conditions specified in the description of the ability.*

*◆ Passive Action: The ability does not require a Combat Action to be activated; in other words, the ability is always active. If a character has two or more passive abilities, then they are all considered active at the same time.*

*◆ Reaction: The ability is a Reaction to some other Action and therefore doesn’t count against the two Actions a character can perform each turn. Reactive Actions work outside the usual order of Initiative, since a Reaction is performed as a consequence of a triggering Action, regardless of Initiative. Reactions can always make use of passive abilities, but never active ones.*

*◆ Special Action: The ability works in a special way, detailed in its description.*

### ACROBATICS

The character has learned the art of acrobatic maneuvering, having spent time with a theater company, in one of the fencing schools of Yndaros or climbing the trees of Davokar. The nimbleness of the acrobat provides an advantage when trying to withdraw from close combat or when quickly wanting to reach the center of an enemy formation.

* Novice **Active**. The character may roll against Quick to avoid Free Attacks from enemies in melee combat, either when trying to slip past an enemy or when attempting to withdraw from melee. Should the test fail, the player must choose to either remain in its original place or to move anyway and suffer a Free Attack from the opponent.
* Adept **Free**. If the character is knocked down he or she may attempt to jump back up again as a Free Action by making a Quick test. If the test fails the character has to spend a Movement Action to get back on its feet, as usual.
* Master **Active**. The character can utilize its enemies as shields in battle. In combat with more than one opponent, the character may once per turn use an enemy as a shield and have that enemy suffer a successful hit instead of the character. That opponent cannot defend against the attack, but the master acrobat has to make a successful roll against Quick for the enemy to take the hit.

### ALCHEMY

The character is schooled in the mysteries of alchemy. With the right ingredients, the character can prepare various elixirs to help it survive in the dark depths of Davokar. A list of alchemical mixtures and potions are featured in Chapter 16: Equipment (page 153). In problem-solving situations, Alchemy can be used to identify drugs and poisons and to gain clues as to where they come from. Other than that, the character may attempt to prepare an elixir once per adventure. This attempt can be performed before the start of an adventure or at any appropriate moment during the adventure – for example when traveling through a forest or when passing through a cave where potent ingredients may be found.

* Novice **Special**. With a successful roll against Cunning the character can gather herbs and minerals to create one dose of a novice elixir.
* Adept **Special**. As an acknowledged alchemist the character can roll against Cunning to gather herbs and minerals to create one dose of an adept elixir or 1D4 doses of a novice elixir.
* Master **Special**. The character can, as a widely renowned alchemist, roll against Cunning to gather herbs and minerals to create one dose of a master elixir, 1D4 doses of an adept elixir or 1D8 doses of a novice elixir.

### Agile Combat

Only available to Iron Sworn During combat in wooded areas and hilly terrain the distance between opponents can shift quickly, from ranged to melee. The Iron Sworn have developed techniques for handling these rapid shifts between weapon types, and the most skilled among them can dance forth over the battlefield, seamlessly alternating between melee and ranged weapons and using every hostile attack for making counter-strikes. The character is trained in the Iron Sworns’ advanced techniques on how to emerge victorious from skirmishes.

* Novice **Passive**. The character can split his or her movement and perform one part of the movement action before the combat action, and the other part after. This is done in order to make maximum use of the terrain and cover. The character still suffers Free Attacks from enemies if the movement leads into or through melee combat distance.
* Adept **Passive**. As a part of its combat action, the character may freely switch between weapons. This only pertains to changing weapons; it does not provide an extra action to be used for anything else. For instance, the Iron Sworn may start holding two weapons, move a part of its movement range, and as a combat action switch to a bow, fire it, and then switch back to two weapons. Finally, the rest of the movement is made.
* Master **Reaction**. The character gains a second chance to pass all Defense tests against

### Armored Mystic

Only available to Templars The templars have developed techniques for performing the miracles of Prios while wearing full armor. When the Knights of the Dying Sun storm some settlement full of heretics or dark spawn, it is far from uncommon to see them blast their enemies and bless their allies while clothed in steel.

* Novice **Passive**. The character’s mystical powers are not affected by wearing medium armor. The armor affects Defense as usual.
* Adept **Passive.** The character’s mystical powers are not affected by wearing heavy armor. The armor affects Defense as usual.
* Master **Passive.** The armored mystic has transcended the limitations of the armor, and may instead benefit from it. A +1D4 bonus is added to the armor’s protection value when the mystic wears it, since mystical energies flow through the steel.

### Arrow Jab

In the chaos of the battlefield, archers sometimes find themselves dragged into the melee. To handle this, techniques on how to use ranged weapons at close range have been developed. This ability may be used with any kind of bow or crossbow.

* Novice **Reaction**. As a reaction to a melee attack against him or her, the character can draw an arrow and use it to stab an enemy. The character must succeed with a normal attack roll against the enemy; a successful hit deals 1D6 damage and the qualities of the projectile (if any) are counted.
* Adept **Reaction**. Like the novice level, but 1D8 damage.
* Master **Reaction**. Like the adept level, but the master also gains a Free Attack with the bow if the jab attack hits. The master stabs with the projectile, then (if successful) loads the bow to make a normal ranged attack at the target. If using a crossbow, this requires that it already be loaded and that the initial stab is made with another bolt, or that the character is in possession of a repeating crossbow.

### Artifact Crafting

Only available to Artifact Crafters The glory days of artifact crafting seem to have passed and the powerful secrets of the old rune smiths are lost. However, even in the shadow of the growing corruption, the creative arts still linger on, if in a more modest way. The character is trained in the art of artifact crafting and can create artifacts of the lower order. Higher artifacts can nowadays only be found while excavating Symbaroum’s ruins, but artifact crafters belong to a tradition that still holds its head high, in spite of shadows and darkness. The character is also knowledgeable about legendary artifacts and can discern how artifacts work. Artifact Crafting corresponds to the ability Loremaster when analyzing artifacts, but it does not affect the use of them. The artifacts are described in detail in the Equipment chapter, page 123-127

* Novice **Once per adventure**. With a passed Cunning test, the character can craft one novice level artifact.
* Adept **Once per adventure.** As an acknowledged artifact crafter, a passed Cunning test lets the character craft one adept level artifact.
* Master **Once per adventure.** As a famous artifact crafter, a passed Cunning test lets the character craft one master level artifact.

### Axe Artist

By tradition, many warriors of barbarian origin carry axes into battle, and among these fighters special techniques have been developed – techniques which make full use of the axe’s potential. In the hands of the character, the axe is an effective tool of combat. The weapon used must be an axe of either heavy or single-handed model

* Novice **Active**. The first thing an axe artist learns is to strike with the short-end of the axe in order to induce distracting pain before a mightier blow. The short-end thrust deals 1D6 damage and stuns the enemy if the character passes a [Accurate←Resolute] test, meaning that the character gets to make an immediate Free Attack.
* Adept **Active**. Next up is learning the powerful double-strike: to strike with one side of the axe and then follow up by striking a blow with the other. The character makes two attacks in one combat action, both of them at one dice tier lower than normal (1D10=1D8).
* Master **Passive**. The axe master returns to the heart of axe fighting, the mighty blow. Every hit with the axe deals +1D4 damage, limited to one hit per combat action.

### BACKSTAB

The palace of Yndaros, the alleys of Thistle Hold and the gloom of Davokar are extremely different surroundings, but they have at least one thing in common: when arguments fail, the blades speak up. The character has learned how to exploit weaknesses in an enemy’s defense, and will not let an opportunity go by without making a Backstab.

* Novice **Reaction**. One attack per turn made from Advantage deals +1D4 damage in addition to any damage already inflicted thanks to the Advantage. The character may use Discreet instead of Accurate when making attacks while at an Advantage. Backstab may only be performed once per turn, regardless of other circumstances.
* Adept **Reaction**. The character’s Backstab deals extra damage (as above) and also causes a bleeding wound to the enemy. The attack opens a wound that bleeds heavily, inflicting 1D4 damage each turn following the attack. The enemy continues to bleed until healed by an herbal cure, the Medicus ability or in some other way.
* Master **Reaction**. The character’s Backstab deals 1D8 extra damage and causes a bleeding wound to the enemy, just like at adept level. There are no longer any limits to how many backstabs a Master can perform each turn. All attacks are backstabs as long as the conditions for Advantage are met (see page 162).

### BEAST LORE

The character is schooled in the lore of beasts and knows the secrets of most monsters. Many monsters possess special abilities and unique attacks as well as weaknesses which are good to know about when trying to bring them down. At higher levels the character must pick a specialization – Abominations, Beasts, Cultural Beings or Undead – and receives further advantages against members of that specific category. A character with Beast Lore can identify the tracks of many monsters and beings, and use that information to draw conclusions regarding the size and general behavior of the creature – is it hunting, on the run or just passing through?

* Novice **Free**. The character has studied monsters and can make a Cunning test to recognize or recollect a monster’s strengths and weaknesses. The Game Master describes the monster and its statistics to the player.
* Adept **Free**. The character is an acknowledged scholar that has been studying a particular sub-category of monsters (pick Abominations, Beasts, Cultural Beings or Undead). The character now deals 1D4 additional damage to monsters from that category. This extra damage applies to the character’s allies as well, if they have been instructed in how best to fight the creature.
* Master **Free**. The character now deals 1D6 extra damage to creatures from the sub-category that the player picked at the adept level. This extra damage applies to the character’s allies as well, if they have been instructed in how best to fight the creature.

### BERSERKER

The feared barbarian warriors of Davokar have developed the practice of working themselves into a berserker frenzy before battle. By letting the repressed anger of the heart strengthen its limbs, the character can unleash a fuming rage that, if channeled correctly, might determine which side will emerge victorious from the battle.

* Novice **Free**. As a Free Action, the character may enter into a murderous frenzy to solely focus on hurting the enemy, dealing 1D6 extra damage when fighting in melee combat. The downside of this frenzy is that the character cannot defend itself properly. The attribut on which Defense is based, is considered to be 5 when calculating Defense.
* Adept **Reaction**. The rage is like armor to the character. He or she ignores 1D4 damage from each hit suffered while in a berserker rage.
* Master **Free**. The character has managed to harness its rage without losing any of its power. The character can utilize this capacity to both deal and ignore extra damage, while still being able to defend itself as normal.

### BODYGUARD

High-born Ambrians, rich merchant lords and other potentates surround themselves with bodyguards. Even among the barbarians there are housecarls who serve to protect the life of their chieftain. The character is trained to place itself in the way of painful strikes and lethal blows aimed at the protected person.

* Novice **Reaction**. With a successful Resolute, the character may take blows directed against an ally. The character may not defend itself against these attacks, they hit automatically.
* Adept **Reaction**. The character’s capacity as a guardian allows it to defend itself against all attacks aimed at the person he or she is protecting.
* Master **Reaction**. The character is a veritable guardian saint. Not only may the character defend itself against the attacks, it also gets a Free Attack as a Reaction towards anyone making a melee attack against the person under its protection.

### Bronzeworker

All peoples in Ambria and Davokar have their blacksmiths, which says something about their importance. Master smiths are revered in all cultures, but especially among Ambrians and trolls. The cost of crafting objects is half of the listed price and if the blacksmith later sells the item, he or she gets the list price in payment. In other words, the profit made by the blacksmith is half the listed price. This ability may be used once per adventure, preferably during a quiet interlude (or between adventures if that seems more reasonable). Should the item be of a consumable nature (like arrows or bolts), the blacksmith can forge 10 copies at a time.

* Novice **Special**. With a passed Cunning test, the character can make a novice item. The character can also patch damaged armor or adapt armor to fit creatures of larger or smaller sizes. Novice items are all ordinary weapons and armor, including those with the qualities Short and Long. No other qualities can be crafted by the novice smith.
* Adept **Special**. With a passed Cunning test, the character can make an adept item, featuring one quality besides Short or Long. All weapons and armor mentioned in the Core Rulebook and the Advanced Player’s Guide can be crafted by the adept, except items with mystical qualities and those that have more than one quality besides Short or Long. Note that the adept cannot remove negative qualities from items.
* Master **Special**. With a passed Cunning test, the character can make a master item. Master Blacksmiths have the capability to add several qualities to weapons and armor, and also to remove negative qualities. Adding to that, they may instill mystical qualities into all kinds of weapons and armor. For each added or removed quality, the list price of the item is cumulatively increased by ×5. Mystical qualities increase the value by ×10.

### Blood Combat

Only available to Wrath Guard The witches on Karvosti understand the power of the blood better than others. These insights have been developed in cooperation with the Guard of the Slumbering Wrath. The dedication and training of the guard allows them to use the power of spilled blood to their own advantage in combat – whether the blood is theirs or the enemy’s.

* Novice **Reaction**. The character draws strength from the blood it spills. When his or her Toughness has been halved, the character gains a second chance to succeed with all attack tests in melee combat.
* Adept **Reaction**. The character’s hits grow more powerful the more damaged he or she is; when Toughness has been more than halved, all attacks made by the character in melee combat deal an additional +1D8 in damage.
* Master **Reaction**. The warrior is healed by the blood spilled by the enemy; half of the damage that the character deals in melee combat is added to the character’s Toughness, rounded down.

### Channeling

Some sorcerers and cultists have through exposure to dark powers developed a capacity to endure corruption and to attract corruption that would have affected others. With practice, Channeling may also be used for passing corruption on to others, as a brutal weapon.

* Novice **Reaction**. The character can choose to receive temporary corruption that will otherwise affect someone else within sight.
* Adept **Reaction**. The character gets a second chance when rolling for corruption and in situations when receiving corruption for someone else. The character may accept the higher or lower outcome depending on what is more favorable; combined with the master level in Channeling the higher outcome is better, in all other cases the lower outcome is preferable.
* Master **Reaction**. The character can pass corruption on to someone else; this is true for all forms of corruption he or she suffers, no matter the source. With a successful [Resolute←Resolute] test, corruption suffered is transferred to a target in sight. If the test fails, the master still only suffers half of the corruption (rounded up), while the rest leaks out into the surrounding area, making plants wither and the ground darken.

### Cheap Shot

In the slums of Alberetor’s larger cities, special techniques for self-defense emerged. These techniques are still practiced among the gangs of Yndaros.

* Novice **Active**. Cheap Shots like a “gutter-kiss” (head-butt) or a “goblin-squeeze” (groin kick) comes naturally to the character in stressful situations. Such an attack deals 1D6 damage, and if the opponent is damaged the character also gains a Free Attack against him or her.
* Adept **Reaction**. The character performs a normal melee attack and if it deals damage, he or she adds a trip or a tackle. Such a maneuver knocks the opponent to the ground if the character succeeds with a [Cunning←Quick] test.
* Master **Reaction**. Every enemy who engages the character in melee suffers a bloody riposte dealing 1D6 damage directly after its attack. The riposte always hits a weak spot and consequently ignores any armor.

### DOMINATE

With nothing but presence, gaze and voice, strong personalities can force weaker minds to bend in the midst of a raging battle. The character is trained in this art of subduing combat. Among the gladiators of Yndaros, this is considered to be a particularly impressive way to win a battle, and it is even regarded as extremely honorable among the barbarian clans to overcome your enemy in such a manner. In social situations, this ability can also be used to scare someone into obedience and force secrets out of them.

* Novice **Passive**. The character can dominate and outmaneuver an enemy combatant by using its convincing personality. The character may use Persuasive instead of Accurate in melee combat.
* Adept **Free**. The character can, as a Free Action and with a successful [Persuasive←Resolute] test, force an enemy to hesitate in melee combat. A hesitating enemy will not attack the character this turn. If possible, it attacks one of the character’s allies instead.
* Master **Active**. The character can subdue an enemy with a passed [Persuasive←Resolute] test. A subdued enemy can be forced to stand down and negotiate, to flee from an ongoing battle (if possible), or surrender if it is impossible to flee. When already in combat, the enemy must first be wounded by the character or by one of the character’s allies before it can be subdued.

### Ensnare

Using weapons like bolas, nets or the long whip, many fighters and hunters of barbarian origin learn to limit the movement of enemies or prey. This skill is also known among Ambrians; flail weapons are, for instance, used in the lengthy show-fights at the gladiatorial arenas and by many bounty hunters. Abducted humans can sometimes be seen wielding chain staffs, making it possible to ensnare the enemy. The character is trained in the ensnaring techniques used to gain Advantage in melee or to capture prey alive.

* Novice **Active**. The character gains a second chance to ensnare a target (requires a weapon with the quality Ensnaring, see page 118).
* Adept **Active**. In addition to the novice effect, the character gains a second chance to bring down an ensnared enemy (requires a weapon with the quality Ensnaring, see page 118).
* Master **Reaction**. The character’s skill with ensnaring weapons is such that every ensnaring attack is assumed to hit the target’s neck and have a strangling effect; besides the ensnaring effect and the chance to bring down the enemy, the target suffers 1D6 damage, ignoring armor. If the target reaches 0 Toughness, the character can choose to make it unconscious instead of dying.

### EQUESTRIAN

Heavy cavalry dominates the plains of Ambria, a truth proven time and again by Queen Korinthia when she sent her armored horsemen against stubborn barbarians during the first decade of her invasion. It takes training to be able to use a mount in combat, both for the rider and the mount, but if they are able to work together as one, they become a deadly combination. This ability is also efficiently used by the barbarians of the western plains, who launch raids against the settlements of western Ambria using their horse-drawn chariots. A character with the Equestrian ability also has a good hand with other kinds of farm animals and the like, and can therefore use the ability to calm agitated beasts, for instance keeping watch dogs from barking.

* Novice **Reaction**. The character is an experienced rider and used to fighting while mounted. The character knows how to use the weight of the mount in a cavalry charge and deals 1D6 additional damage with one melee attack if the mount moves prior to the attack.
* Adept **Active**. The bond between a mount and its rider makes it possible for them to make sweeping attacks, meaning that they use parts of their Move Action before an attack, and the rest afterwards. This way, they are able to perform a melee attack without being locked into melee combat. The enemy can only retaliate by using Reactions, or by spending their Movement Action trying to catch up with the rider.
* Master **Reaction**. The master rider can use a cavalry charge even more effectively and therefore deals +1D10 damage with one melee attack if the mount moves prior to the attack.

### EXCEPTIONAL ATTRIBUTE

All the character’s senses, as well as its physical and mental capacity, can be improved. By practicing a little bit each day, the muscles can grow stronger, the eyes sharper and intellect vaster. This ability enhances the character’s basic survival capability. This ability may be chosen multiple times, each time related to a different Attribute.

* Novice **Special**. The character has cultured one of its Attributes through hard work, which increases the Attribute value by +1.
* Adept **Special**. As novice, but the ability increases the Attribute value by +2 in total.
* Master **Special**. As novice, but the ability increases the Attribute value by +3 in total.

### Feat of Strength

Only available to Warriors The warrior’s spirit is strengthened in combat, giving him or her miraculous power when needed. The character is one of those who have found this source of aggression within, and know how to make use of it.

* Novice **Passive**. The character can handle taking a beating and counts Toughness as [Strong +5]. This does not affect the Pain Threshold, which is based on Strong/2 as usual.
* Adept **Reaction**. The character grows stronger by suffering damage. When the character’s Toughness is halved, he has a second chance to pass all tests against Strong, including attacks if rolled against Strong.
* Master **Reaction**. The character grows even stronger when severely damaged. When the character’s Toughness is halved, he or she deals +1D4 melee damage, in addition to the effect mentioned at the adept level.

### FEINT

Persons and creatures that lack the will or strength to wield heavy melee weapons have instead developed techniques for feinting. This ability demands a weapon with either the Short or the Precise quality. Thanks to the skill of the character, these weapons can be handled in a both discreet and confusing manner. Every attack therefore gains the same Advantage as if the opponent was surprised.

* Novice **Passive**. The character can choose to attack with Discreet instead of Accurate when the attack is made with a melee weapon which is either Short or Precise.
* Adept **Reaction**. The character presents a false weakness in its defense and tricks the opponent into attacking that weakness. The character can choose to defend itself with Discreet instead of Quick.
* Master **Active**. With a successful roll against [Discreet←Vigilant] the character can surprise an enemy in the middle of an ongoing fight. A successful test gives the character a Free Attack against that enemy in addition to its ordinary attack. The character may still perform an ordinary attack even if the attempted Feint fails.

### Flailer

Among Ambria’s knights and their squires, the efficiency of jointed chain-weapons has long been known. New ways of using jointed weapons have emerged on the battlefield, and these techniques have been passed on to other warriors. The character has studied the secrets of the jointed weapons and learned to make full use of their potential.

* Novice **Passive**. In the character’s hands, a jointed weapon gains the quality Ensnaring, and may therefore be used to ensnare an enemy, instead of for making a normal attack.
* Adept **Passive**. The character can put great force into the secondary damage of jointed weapons; such hits now deal 1D8 damage, instead of 1D6.
* Master **Active**. The master flailer can use a jointed weapon to continue to strike even after having hit a target. The character may perform attacks against all enemies within range of melee; each attack is rolled separately

### Hammer Rhythm

As a weapon, the hammer is ancient and its brutal simplicity may in the right hands pound forth a deadly rhythm echoing over the battlefield. The character is one of those who, through training and experience, can utilize the force of the hammer, whether in its single-handed or heavy version.

* Novice **Reaction**. The character can crush the enemy’s shield with the hammer. After a failed attack roll where the opponent defends with a shield (that is, the enemy parries the character’s attack), the character may roll a [Strong←Quick]. If successful, a wooden shield shatters to splinters while a metal shield is torn from the opponent’s arm and dropped. The shield carrier also suffers 1D6 damage from the heavy blow.
* Adept **Reaction**. When an enemy successfully defends against a hammer attack, the character can grip the shaft of the hammer with both hands and use it to ram the enemy. A passed [Strong←Strong] test drives the opponent one step backwards, and in the space that opens up, the adept hammer fighter gets to make a Free Attack against the enemy.
* Master **Active**. The character makes two hammer attacks against the same target, in one action. If the victim successfully defends against any of these, the master may perform a hammer ram as described at the adept level. Only one ramming per turn is allowed, even if the opponent defends against both attacks.

### Hunter’s Instinct

Only available to Hunters Hunters have a finely tuned instinct and when it comes down to it there are few targets – be they criminal, beast or sorcerer – who can avoid the hunter’s projectiles.

* Novice **Special**. The hunter appoints a target in sight and gets a second chance to succeed with all ranged attacks against it. The target is appointed when the character makes an attack against it, and the effect lasts till the prey dies or the scene ends.
* Adept **Passive**. The hunter’s ranged attacks against an appointed target deal +1D4 damage.
* Master **Reaction**. The master hunter lets no prey escape. The character gets a ranged Free Attack at an appointed target as soon as it moves. This happens every time the target uses a movement action to get from one place to another; a target using both actions for movement provokes two ranged Free Attacks from the character.

### IRON FIST

The character is trained to use its strength for maximum effect on a target in melee combat. Knights, members of the barbarian Wrathguard and other heavily armed warriors rely on their strength in combat and leave precision and finesse for others to worry about.

* Novice **Passive**. The character can fully utilize its strength and therefore uses Strong instead of Accurate when making melee attacks.
* Adept **Passive**. The character’s melee attacks now deal 1D4 additional damage.
* Master **Active**. The character knows how to truly put its back into an attack. The character can perform a devastating melee attack once per turn that delas +1D8, instead of +1D4, additional damage.

### Knife Play

The use of knives is common in the slums of Yndaros; short blades have advantages when fighting in narrow alleys, down in the drain-tunnels or inside buildings. A special fighting technique has emerged from this, commonly called Knife Play. The skills have spread across Ambria to be employed wherever combat is waged in restricted spaces. Knife Play may only be performed with knife-like weapons, i.e. sticking or cutting weapons with the quality Short.

* Novice **Passive**. The character can choose to attack with Quick instead of Accurate when attacking with a short, knife-like weapon.
* Adept **Passive**. The character makes two separate knife-attacks at the same target with every combat action. If the character also has Twin Attack, this ability only affects one of the attacks, for a total of three attacks (two with the main hand and one with the other).
* Master **Reaction**. The character can fight effectively with a knife at very short range from the enemy: when the character deals damage with a knife-attack, he or she is assumed to be so close that the enemy has a hard time using ordinary weapons effectively (the character has two chances to pass the Defense test), and is unable to attack with Long weapons. To reach a better distance, the enemy has to… … win the initiative next turn (see Quick Strike on page 99 or Take the Initiative on page 104) and then continue attacking until the knife-fighter hits again. … use a movement action to withdraw from melee, and then suffer a Free Attack from the knife-fighter. If the Free Attack deals damage, the enemy once again finds itself at too short of a distance to attack effectively.

### LEADER

There are many who fight their way to a position of leadership, but there are few who get pointed out as true leaders by the people they are meant to lead. If equipped with this ability the character is an inspiring, charismatic and eloquent person whom others listen to and follow, sometimes to their death. Outside of combat, the Leader ability can be useful to seize command over a group of strangers, organize a militia and the like.

* Novice **Passive**. Due to its strong personality, the character can use Persuasive in place of Resolute, for instance when weaving mystical powers, though not as a basis for the corruption threshold.
* Adept **Active**. The character can nominate a creature or an object to be the focused target of his or her allies for the duration of a scene. All allies who attack that target inflict 1D4 additional damage with each hit. Changing the target requires a new active Action from the Leader .
* Master **Active**. The Leader gives a rousing speech to its allies. This allows them to use his or her Persuasive instead of their own Resolute for the duration of a scene.

### LOREMASTER

The character is educated and well-versed in the ways of the world: its cultures, its history, languages and artifacts. For centuries heroes, monsters and kingdoms have come and gone and left behind pow - erful items and secret texts. This ability represents knowledge about such objects. Through extensive studies a character with this ability knows not only the story of an object but also its properties and applications. The Loremaster ability also makes the character skilled at researching records and administra - tive documents, something which might be very useful when faced with those kinds of problems and puzzles.

* Novice **Free**. With a successful Cunning test, any character who is a Loremaster can figure out the properties of a specific artifact, but not how to activate it. In the same way, the novice can use Cunning to translate a text or understand what is being said in another human language. A character does not need to make a test when uttering simple words and phrases, but a successful roll against Cunning is required when trying to have a proper conversation.
* Adept **Free**. As a cultivated scholar of artifacts, the character can use Cunning instead of Reso - lute when trying to activate artifacts. With a successful Cunning test, the adept can also read and understand the ungainly tongues of both elves and trolls. To say simplephrases in Elvish or Troll Tongue requires no test, but to initiate a conversation requires a successful roll against Cunning.
* Master **Free**. As an acknowledged interpreter of scrolls, the character may with a successful roll against Cunning activate mystical powers directly from scrolls and parchments. The Loremaster may also use Cunning instead of Resolute to resist mystical effects. Furthermore, the master is familiar with the secrets of Symbaroum. A successful Cunning test is required to be able to read a text written in its ancient and extinct language. It requires no test to utter simple phrases, but to initiate a conversation requires a successful roll against Cunning.

### MAN-AT-ARMS

A real warrior wears armor and is trained in how to move and fight while doing so. This is true among Ambrians and barbarians alike, even if the most heavily armored warriors usually are of Ambrian stock. No matter what the armor is made from, be it leather, steel or any other material, the Man-at-arms ability gives the character increased protection against hostile strikes and blows.

* Novice **Passive**. The character knows how to use its armor for maximum effect, which increases the armor’s Armor tier by one step: light armor protects 1D6, medium armor protects 1D8 and heavy armor protects 1D10.
* Adept **Passive**. The character is used to wearing armor and can adapt his or hers actions to its limitations. The armor no longer has a negative effect on Quick or abilities based on Quick (including Defense). The Impeding quality of the armor still has a negative effect when using mystical powers.
* Master **Reaction**. The character may roll against Quick to counteract effects from Abilities or equipment that make enemy attacks ignore or reduce its Armor value; if the test is successful the Armor protects as usual. Mystical powers that ignore Armor may not be blocked this way; they are not affected by the Man-at-arms ability

### Mantle Dance

Only available to Gentleman Thief Among Ambria’s fencers, shields are regarded as awkward and barbaric, making the parrying dagger a more fashionable tool for defense. Another school has gone one step further and developed elegant techniques that turn the fencer’s mantle into a dancing shield. The character may use his or her free hand along with a mantle or similar sheet of cloth in Defense. When used by the character, the sheet becomes a sweeping and hypnotic shield that can confuse or temporarily blind the opponent.

* Novice **Passive**. The character’s mantle, or some similar sheet of cloth held in the hand, gives a +1 bonus to Defense.
* Adept **Active**. The mantle strikes at the enemy’s eyes, temporarily blinding the target if the attack roll is successful. The character immediately gains a Free Attack against the target, an attack that the enemy must defend against as if blinded. Everyone attacking the blind target can take advantage of the situation for the duration of one turn.
* Master **Active**. In the master’s hands, the mantle is like a whip with the quality Ensnaring, making it possible to use it to trap the target. See the quality Ensnaring on page 118 for details.

### MARKSMAN

Marksmen have their natural position in every army, scouting party and band of brigands. The character can inflict serious damage on its enemies with a bow or crossbow, hoping to either bring them down or at least make sure that they do not reach those of the character’s allies that are equipped for melee combat.

* Novice **Passive**. Thanks to the character’s skill, damage dealt with bows and crossbows is increased to 1D10 and 1D12 respectively, from the usual 1D8 and 1D10.
* Adept **Active**. The character’s precision provides his or her projectiles a crippling effect. The attack deals damage as usual and if the target is wounded the character may make an [Accurate←Strong] test every time the target attempts to move. A successful test means that the target cannot move and its Movement Action is forfeit. As soon as the target manages to move (the character fails the test), the crippling effect is gone.
* Master **Active**. The master Marksman’s projectiles become armor piercing. The shot hits a weak spot and completely ignores the target’s Armor.

### MEDICUS

The character is schooled in the art of healing and therefore a greatly coveted asset in its society, whether he or she keeps diseases from spreading, takes care of wounded warriors or tends to the ruling elite. The art of healing has been developed in parallel with alchemy, and many healers are also trained in alchemy for this reason, especially those who operate far from civilization where there are no herbal cures to buy from well-stocked merchants. A character with the Medicus ability can diagnose and cure diseases and identify a poison by its symptoms. Medicus also gives the character a coroner’s point of view, which might come in handy when examining a crime scene or a dead body.

* Novice **Active**. As a clever surgeon, the character can make a test against Cunning to heal 1D4 of a patient’s Toughness, or 1D6 when using an herbal cure. This ability can only be used once per patient and day.
* Adept **Active**. The character is an acknowledged Medicus. A successful Cunning test heals 1D6 of a patient’s Toughness, or 1D8 when using an herbal cure. This ability can only be used once per patient and day.
* Master **Active**. The master Medicus has a vast medical knowledge. A successful Cunning test now heals 1D8 Toughness, or 1D10 when using an herbal cure. Even a failed test heals some of the patient’s Toughness; 1D4 when only using Medicus or 1D6 when also applying an herbal cure. This ability can only be used once per patient and day.

### MYSTICAL POWER

The character has access to one or more mystical powers. These powers have either been obtained as a gift, a curse, through assiduous studies or as a consequence of a deep and dedicated faith. The character’s power may belong to a mystical tradition (Wizardry, Sorcery, Theurgy or Witchcraft), which all have their benefits and disadvantages. The character may also be a Mystic without a tradition, with a homebrewed theory as to where these powers come from and what they are meant for. For more information see Chapter 18: Mystical Traditions (page 126). Each Mystical Power is its own ability and is purchased separately. For a more detailed description of the different mystical powers, see Chapter 19: Mystical Powers (page 130). The character suffers one point (1) of permanent Corruption each time he or she learns a new mystical power. The Corruption can be reduced if the power is part of a mystical tradition that the character belongs to. The character also suffers 1d4 temporary Corruption each time this power is used. Again, the Corruption suffered can be reduced if the power is considered a part of a tradition that the character belongs to (see Shadow & Corruption, page 174).

* Novice **Special**. The character has mastered the power’s novice level.
* Adept **Special**. The character has mastered the power’s adept level.
* Master **Special**. The character has mastered the power’s master level.

NATURAL WARRIOR

A sword or a bow is not always needed to fight. Through long and hard training, the character has become a dangerous opponent even when unarmed. The barbarians of the forests have proud traditions of wrestling and boxing. Another example is the fighting style developed in the gutters of eastern Yndaros, a style that nowadays can be seen at the Dome since a pair of the city’s renowned gladiators have embraced its techniques.

* Novice **Passive**. The character has learned to use its natural-born warrior capabilities with great efficiency. The character’s unarmed attacks now deal 1D6 damage. If the creature has the Natural Weapons trait as well, then the damage is further increased according to the level of that monstrous trait.
* Adept **Active**. With the speed of an adept, the character may now perform a double attack against a single target. The two attacks are rolled separately.
* Master **Passive**. By attacking an opponent’s weak points with flawless precision – such as throat and knees – the master’s unarmed strikes are truly devastating. Each attack that hits deals 1D6 extra damage.

### Opportunist

In the midst of battle, weak spots are exposed and can be exploited. This fact is known to experienced warriors in both Ambria and Davokar, who have taught others how to make use of such opportunities.

* Novice **Reaction**. The character has a second chance to succeed on Free Attacks gained from the enemy withdrawing from melee.
* Adept **Reaction**. The character may use active abilities on Free Attacks gained from the enemy withdrawing from melee. If used, this cancels out the second chance to succeed granted by the novice level.
* Master **Reaction**. When an enemy withdraws from melee, the master opportunist both gains a second chance to succeed with and is allowed to use active abilities on the Free Attack roll.

### POISONER

Davokar hides many alchemically potent and poisonous plants, and the character is familiar with the effective use of poisoned weapons in combat. Poisons can be purchased from less scrupulous peddlers, but to actually brew a poison requires some understanding of alchemy (the Alchemy ability). The Poisoner ability can be used to identify different poisons or the effect of a poison on a wounded or dead person.

* Novice **Free**. As a free action, the character can apply one dose of poison or any other alchemical elixir to a weapon. That one dose of poison is enough for one hit with the weapon before more of the poison must be applied. A [Cunning←Strong] test is needed for the poison to take effect; if successful the victim starts to take damage. The damage suffered per turn and the duration of the poison depends on its strength (see page 153).
* Adept **Free**. As novice, but the character understands how to make a dose of poison last an entire battle. After applying a dose, all attacks counts as poisonous for the duration of the combat scene.
* Master **Free**. The character has mastered the art of poisoning and knows how to get the most out of a poison. If the character succeeds with a Cunning test, any poison applied to a weapon counts as one level higher than usual. Weak poison counts as Moderate, Moderate counts as Strong. Strong poison does not deal any additional damage but gives the character a second chance to succeed with the [Cunning←Strong] test instead

### POLEARM MASTERY

The character is initiated in the secrets of longshafted weapons. The spear is a simple weapon and anyone can quickly learn how to make good use of its length. For this reason, the militia armies of the plains and forests are often armed with spears. The character’s advanced skill with long weapons really shows that a simple shaft of hardened wood can be a fearsome weapon in the hands of a trained warrior.

* Novice **Passive**. The damage dealt by Long weapons is increased one step, to 1D10 for spears and halberds and to 1D8 for staves.
* Adept **Reaction**. The character has truly mastered the long thrust. The character receives a Free Attack against all enemies who come into range of melee combat – whether it is the enemy who engages the character or vice versa is irrelevant. The only exception is when the enemy also wields a long weapon; in such a situation the character receives no Free Attack.
* Master **Reaction**. As a Master of long weapons, the character has the skill to keep his or her enemies at bay. The character can use the Free Attack with a polearm to keep an enemy from coming close enough to attack. For as long as the character succeeds in hitting the enemy, the enemy remains unable to attack the character with melee weapons – whether or not the damage penetrates the enemy’s armor.

### Pyrotechnics

Only available to Queen’s Spy In Ambria, advances within the field of alchemy have led to the use of alchemical weapons. The secret agents of the Queen are known to employ such devices when combating the enemies of the realm or escaping from hazardous situations. The character can use special elixirs to blind or otherwise weaken the enemy. Note that the master level of the ability Sixth Sense makes it possible to act normally despite being blinded; Sixth Sense does not affect any other effects from Pyrotechnics.

* Novice **Active**. The character can use Flash Powder created by an alchemist to dazzle an opponent in melee combat. This requires an [Accurate←Quick] test; the attack deals 1D4 damage (ignoring armor) and the target is blinded for 1D4 turns. The character can also handle alchemical grenades and alchemical mines without risking a catastrophic failure.
* Adept **Active**. The character can use an alchemical Smoke Bomb correctly to fill an area with dense smoke. If the Smoke Bomb is thrown at a distance, an Accurate test is needed for it to land where intended. If dropped at the character’s feet no test is needed, but the character is affected just like all others in the vicinity. Everyone in the area, friends and enemies, are blinded until they leave the place (two movement actions in any direction). Those remaining in the smoke must pass a Strong test each turn or suffer 1D4 damage, ignoring armor, from smoke poisoning.
* Master **Active**. The character can effectively activate and throw an alchemical Thunder Ball at a group of enemies. All targets within a radius of five meters are hit, an [Accurate←Quick] test decides if they suffer whole or half damage. The damage is 1D12, ignoring armor. Furthermore, all targets suffering from the full effect are blinded for 1D4 turns.

### QUICK DRAW

Dealing the first blow can decide the outcome of a battle, and with this ability the character has an advantage when an unexpected ambush happens. The character also becomes a much more dynamic warrior, able to quickly switch weapons to meet the demands of any situation – a skill particularly appreciated among barbarian skirmishers and Ambrian archers.

* Novice **Free**. With a successful test against Quick, the character may unsheathe and draw a weapon as a Free Action, thereby being able to use the weapon as if it was already drawn. The character can also reload a crossbow as a Free Action with a successful Quick Test.
* Adept **Free**. With a successful Quick test, the character may switch weapons as a Free Action, meaning that the character can sheathe one weapon and draw another in one fluid motion.
* Master **Free**. The character handles elixirs swiftly and may with a successful Quick test pour one dose down its own or someone else’s throat as a Free Action.

### Rapid Fire

Archers in Ambria and Davokar have developed techniques for rapid firing. In essence, if righthanded, they place the arrow on the right side of the bow instead of on the left, and draw several arrows at a time from the quiver to hold them in the left hand. This way, arrows may be knocked, aimed and fired in a single motion, meaning that they can be launched one after the other – truly bad news for poorly armored targets. The ability requires that some kind of bow be used in combat.

* Novice **Active**. The character can sacrifice his or her movement action to fire a second arrow, two in total. This may only be done if the combat action is also used for firing a bow. The arrows are rolled separately and may (but do not have to) be aimed at the same target.
* Adept **Active**. The character may fire two arrows with a single combat action, at one or two different targets.
* Master **Active**. The character fires three arrows with a single combat action, at one or two different targets.

### Rapid Reflexes

Only available to Rogues Rogues do not have much in common, besides that they all are survivalists – either because they are quite fond of being alive or in order for them to keep striving for their goals. This will to stay alive has resulted in the development of various ways to avoid being damaged.

* Novice **Reaction**. In situations when the character suffers from an effect which may result in full or half damage (for instance from alchemical grenades and Brimstone Cascade), the character suffers half damage instead of full, and no damage instead of half. As an example, if hit by a Brimstone Cascade that normally deals 1D12 with a hit and 1D6 with a miss, this is transformed into 1D6 with a hit and no damage at all with a miss.
* Adept **Reaction**. The rogue avoids the enemy’s melee attack and dances around to its back; with a passed Defense test, the rogue and the enemy switch places, if the player wishes. This means that the rogue gets away from being flanked without suffering a Free Attack, and also that the enemy ends up in a flanked position if there was an ally standing next to the rogue.
* Master **Free**. The expert rogue’s reflexes are so finely tuned that he or she ignores the usual turn order and always acts first; only others with this ability and a higher value in Quick or Vigilant gets to go before the rogue.

### RECOVERY

Among both Black Cloaks and Mystics, meditative techniques that provide strange bodily capabilities have been developed. The character can use its inner power reserves with an almost magical self-discipline to rejuvenate the energy of its body, even when in the midst of combat.

* Novice **Active**. With a successful die roll against Resolute, the character regains 1D4 Toughness. Multiple attempts can be made, but only one successful attempt is allowed per day.
* Adept **Active**. Just as novice level, but the character recovers 1D6 Toughness.
* Master **Active**. Just as adept level, but the character recovers 1D8 Toughness.

### RITUALIST

The character has learned how mystical powers can be channeled through rituals – powerful but time-consuming magical practices. This knowledge may come from studying under a teacher or from self-studies with a ritual codex. The character suffers one (1) permanent Corruption from each ritual it learns, except if the ritual belongs to a mystical tradition practiced by the character. In the latter case the character is spared the blight of Corruption. When it comes to performing rituals, the character suffers 1D4 temporary Corruption if the ritual does not belong to a tradition he or she has mastered. Performing rituals covered by the character’s tradition only gives one (1) point of temporary Corruption. The Ritualist ability makes it possible for the character to recognize what ritual has been performed by examining symbols and components remaining on the scene, and also to deduce the effects of the ritual, even if he or she has not mastered it.

* Novice **Special**. The character has learned to perform one (1) ritual. The ritual may belong to any mystical tradition, but the character must have access to the ritual in order to learn and memorize it. The knowledge may be gained from a tutor involved in the same organization as the character, from a codex found in the ruins of Symbaroum or from another ritualist who imparts the knowledge as a reward for services rendered.
* Adept **Special**. The character has learned to perform up to two additional rituals (three in total), again from any mystical tradition, but bound to the same conditions as those presented at the novice level.
* Master **Special**. The character has learned to perform up to three additional rituals (six rituals in total). Just as before, the Master Ritualist is not limited to the rituals of a single mystical tradition, but must have access to the ritual to be able to learn and memorize it.

### Rune Tattoo

The rune crafters of Clan Vajvod in eastern Davokar often tattoo themselves and their allies with powerful runes. These runes seem almost alive and glow red-hot when activated in combat. The character carries such tattoos, either self-made (requires the ritual Carve Rune Tattoo) or granted to the character as a gift or a reward, likely for a service of great importance for the symbolist who made it. Rune Tattoo requires that someone uses the ritual Carve Rune Tattoo on the character. If the character has the ability from the start, the tattoo is already in place.

* Novice **Reaction**. The rune tattoo provides a +1D4 bonus to armor against attacks, but only if the character chooses to activate it. Activating the effect costs one temporary corruption for each attack that hits and the character decides whether or not to use it before he or she rolls for other kinds of armor. In addition, the rune protects from weather and wind like a full set of clothes.
* Adept **Reaction**. The rune tattoo is attracted to injuries on the character’s body and glows around the wounds. The character regenerates one point of Toughness per turn; each point healed costs one point in temporary corruption. The tattooed warrior may abort the regeneration process when he or she wishes.
* Master **Reaction**. The rune tattoo adds power to the warrior’s attacks. When an enemy is hit and the character so wishes, the glowing tattoo flows over the weapon dealing +1D4 damage, at the cost of as many points in temporary corruption for the character.

### SHIELD FIGHTER

The character is trained in how to make good use of a shield, and how to actively fight using the shield as a weapon. Behind the protection of the shield, the character can generate a great momentum to fuel its attacks, as well as strike with the shield itself. This is an effective combination which probably explains why it is so common among both barbarian and Ambrian warriors. The buckler, the light shield usually utilized by archers, is too light to be used with the Shield Fighter ability. The warrior has to carry a sturdy shield made of either wood or steel to generate the required amount of force.

* Novice **Passive**. The damage dealt by weapons held in the character’s sword arm is increased by one step; to 1D10 if the character fights with a single-handed weapon or to 1D8 if using a Short weapon. The novice Shield Fighter also wields its shield as an instrument of protection with greater efficiency and therefore receives a +2 Defense bonus instead of the usual +1 when using a shield.
* Adept **Reaction**. The character has learned how to combine weapon and shield so well that every successful attack may be followed up by a shield bash against the same target. The damage of the shield bash is 1D4, and should the character make a successful test against [Strong←Strong] the target is also knocked to the ground.
* Master **Reaction**. The damage of the shield bash is increased from 1D4 to 1D8 and the target is knocked to the ground if the character succeeds with a [Strong←Strong] test.

### Siege Expert

In Ambria, wars are fought in two ways: on the battlefield and through sieges. Siege weapons are used in both cases. This ability covers the use of ballistae, siege towers and catapults, and also the skill to construct these contraptions from the ground up. A siege expert can plan and organize the digging of protective trenches and tunnels for the purpose of undermining an enemy’s walls. Added to this is the use of alchemical battlefield weapons: alchemical grenades, breaching pots, missile batteries and alchemical fire tubes, both stationary and portable. All siege and battlefield weapons are described in the Weapons’ section, starting on page 110.

* Novice **Special**. The character is trained to use a ballista and to construct siege towers on location. The character can handle alchemical grenades and does not risk them detonating by mistake, like an inexperienced user must worry about.
* Adept **Special**. The character can lead the work when building and then effectively use more advanced siege weapons, like the catapult and its bigger cousin, the trebuchet. At the site of a siege, the character can plan and lead the work of digging protective trenches and undermining tunnels. The character has learned the deeper secrets regarding the art of siege weapons – alchemical smoke screens hiding attacking troops from hostile archers; the use of the alchemical breaching pot that blasts holes in the enemy’s fortifications; and the alchemical fire tube, spewing fire and death at anyone passing in front of it. Also, the portable version of the alchemical fire tube can safely be handled under stress, without risking catastrophic failures.
* Master **Special**. The character’s understanding of alchemical weapons is exceptional, and they all get the quality Massive if they do not have it already

### SIXTH SENSE

When moving through dark forests and underground tunnels, one’s eyes are no longer very useful. Lighting a lantern or torch may summon dangers, so the explorer had better learn to rely on his or her other senses. With dedicated training it is possible to awaken these other senses and sharpen them to the brink of eeriness. The Sixth Sense ability provides the character with unique capabilities when fighting at a distance or in situations where eyesight can no longer be trusted. A character with Sixth Sense may under calm circumstances navigate unhindered in dim light, as well as maintain a sense of direction in complete darkness, though at a pace of only a quarter of its normal, daytime speed.

* Novice **Passive**. The character has a strong intuition, which lets him or her use Vigilant instead of Accurate when attacking with ranged weapons.
* Adept **Passive**. The character’s intuition has expanded and the character may now use Vigilant instead of Quick for Initiative and when calculating his or her Defense.
* Master **Passive**. The character can move and fight unhindered when blinded or in complete darkness.

### Staff Fighting

The apparent simplicity of the staff tends to mask its versatility as a weapon, which is demonstrated by skilled staff fighters, often found among Davokar’s elves and the ascetic staff mages who use their rune staffs for fighting if the situation demands it. There are also staff fighters among the barbarians, often using the Pike Axe as a weapon (the same weapon called a Halberd in Ambria). The question of whether or not these fighting traditions have a common origin is redundant; they are all equally effective – something a character with this ability will be able to demonstrate. Staff Fighting may be performed with all Long weapons – staff, spear, halberd and pike. Also the more exotic Chain Staff can be used. Moreover, staff fighting techniques are especially useful for anyone using them with the simplest of all Long weapons – the wooden staff.

* Novice **Reaction**. The character is trained to parry incoming attacks and gains +1 in Defense; with the simple wooden staff or a rune staff – quicker and better balanced than other weapons in the category – the bonus is +2 in Defense.
* Adept **Reaction**. The character uses the back end of the Long weapon to gain a Free Attack if the opponent defends against the initial attack. The Free Attack is rolled separately and the damage is 1D6. If armed with a wooden staff (that is, not a spear or a halberd, but including rune staffs), this may also be done after every successful Defense against melee attacks while holding the weapon – the staff fighter makes a quick riposte after having parried.
* Master **Active**. The character has learned how to target the legs and then attack the fallen enemy with a single motion. The initial attack sends the enemy to the ground if the attacker succeeds with a [Accurate←Quick] test and the follow-up is performed as a Free Attack with Advantage on the opponent.

### STEADFAST

Mental disciplines and stratagems for resisting improper influences have been developed among the ranks of the Templars and Black Cloaks. Also among Mystics there are individuals who study the art of resistance. The character has a mind as hard as steel, inspiring it to fight on even against insurmountable odds. Mystics rarely succeed when trying to hurt or seize control of the character’s senses, and sometimes a truly steadfast character manages to defend itself mentally and even turn the magic back on the hostile mystic.

* Novice **Reaction**. The character can make a second attempt to succeed with a Strong or Resolute test when trying to break an ongoing physical effect from, for instance, traps or alchemical elixirs. This includes energies from mystical powers, as long as these are manifested physically in the forms of fire, acid or similar.
* Adept **Reaction**. The character is unshakable, and can make a second attempt to shrug off ongoing powers that affects either its will or its senses.
* Master **Reaction**. The psyche of the character strikes back against anyone who tries to affect it. Whenever the character is the victim of a mental attack (in other words, those attacks that are modified by Resolute) that fails, the attacker suffers 1D6 damage that ignores Armor.

### STEEL THROW

There are traditions and groups whose representatives have practiced the art of the thrown weapon for generations. Throwing knives are for instance common among thieves and thugs in the cities, and in the woods many clan warriors are equipped with throwing axes or spears. In fact, most barbarian fighters (especially those within the clan of Zarek) regularly use throwing weapons as part of their combat tactics, unleashing a shower of steel just before they charge into the fray.

* Novice **Passive**. The character has begun to understand the riddle of steel-throwing. The damage dealt by throwing weapons is increased to 1D8.
* Adept **Active**. The character can perform a double throw with one Action. The attacks are rolled separately and are either aimed at the same target, or at two different ones. The character can also use melee weapons as throwing weapons, but can only throw one such weapon per Action. The damage for this kind of attack is the base damage of the melee weapon, including any passive abilities that the thrower might have.
* Master **Active**. The character can unleash a devastating triple throw and send three throwing weapons towards his or her enemies, all of them against a single target or distributed among multiple ones.

### STRANGLER

The character has been initiated into the dirty, but sometimes necessary, art of strangulation. This fighting technique has a bad reputation among Ambrians and barbarians alike, but that does not mean that it is not widely desired by those who want enemies or their guards discreetly taken care of. With this ability the character can do a lot of damage to an unprepared or slow enemy with either a garrote or, if more advanced, with the alchemical Choking Spores.

* Novice **Active**. The novice Strangler may attack when at an Advantage. A successful attack deals 1D6 damage each turn and ignores Armor. The target cannot act until the Strangler’s hold is aborted; the character maintains the stranglehold with a successful [Cunning←Cunning].
* Adept **Active**. The character knows how to use the deadly Choking Spores, gathered deep within Davokar by alchemists. With a successful [Cunning←Quick], the spores are thrown at an enemy and deal 1D4 damage per turn for 1D4 turns, ignoring Armor. There is no known countermeasure against the effect of the Choking Spores, other than healing the victim when the damage appears. Affected victims may act as usual, in contrast to the novice level of this ability.
* Master **Active**. The character can use the delicate and lethal Spore Bombs created from Choking Spores by master alchemists. If thrown over a distance, it requires a successful Cunning test for the bomb to land on the intended spot. The Spore Bomb fills a corridor, a smaller area or an ordinary room with a suffocating cloud. Anyone who stands within that area, enemies as well as allies, are affected by the Choking Spores, which ignore Armor and deal 1D4 damage per turn for a duration of 1D4 turns.

### Strong Gift

Only available to Mystics There are many myths describing the origin of mystical powers, and all established traditions are quick to state that theirs is the oldest, or at least nearly as old as the mystical practice itself. Whatever the truth may be, many believe that it was self-taught mystics with an especially perfected or strong gift who founded the first traditions. The Strong Gift – innate or acquired through trials and practice – can still be found with some mystics. For one thing, the gift provides a singular resistance against the corruption of the world. It also endows the mystic with the ability to use improvised mystical powers, at a high cost in corruption.

* Novice **Special**. The Strong Gift allows the character to choose a signature power. This power is selected from among the ones already known to the mystic, and that power then only costs one (1) temporary corruption to use. If the character has no powers or just prefers to have a tainting ability as its signature instead, this is also allowed – a gift linked to the ability Ritualist (including all individual rituals) or to Witchsight means that these never cost more than one temporary corruption to use. Also, traits such as Wisdom of the Ages may be chosen. The Strong Gift has no effect on the cost in permanent corruption for learning a power outside a mystical tradition; it only affects the amount of temporary corruption gained when using it.
* Adept **Passive**. A character with the adept level in Strong Gift uses his or her whole Resolute value as the corruption threshold, instead of only half. Such an individual does not become blight born until its total corruption reaches a value of Resolute ×2
* Master **Special**. The gift of the Master lets the character cast any mystical power, albeit only at the novice level. There is a second chance to fail all success tests and using the power causes 1D8 temporary corruption. All mystical powers are available, no matter what tradition they belong to.

### Sword Saint

Among Ambria’s duelists, there are those who have achieved an almost mystic symbiosis with their fencing swords, who handle their weapons as if they were extensions of their body and soul. The Sword Saint techniques may only be used with a fencing sword (or other single-handed sword with the quality Balanced). A parrying dagger or the ability Mantle Dance may also be used in combination with the sword, but Sword Saint cannot be combined with the ability Twin Attack to gain additional bonuses to damage.

* Novice **Passive**. The character has learned to take full advantage of fighting with a balanced sword in one hand and a parrying dagger in the other. The damage dealt by the sword is 1D10, instead of 1D8.
* Adept **Reaction**. The character can perform a rapid riposte. After one successful Defense per turn, the character gains a Free Attack against the enemy.
* Master **Reaction**. The master can perform a series of ripostes and gains a Free Attack against the opponent with each successful Defense test, with no limitation on the number of Free Attacks per turn. As a Passive addition, the damage of the balanced sword increases to 1D12.

### TACTICIAN

According to Ambrians, scholarly knowledge is counted as one of the highest virtues. Hence, it is hardly surprising that Ambrian scholars have studied skirmishes meticulously to see if the tactics of battles can work on a lesser scale, among smaller groups and even in duels. The result is a style of combat governed by strict principles and calculations, which over time can out-maneuver even the most aggressive attacker. The character is trained in this scholarly warrior tradition. A schooled tactician may also use this ability to analyze a tactical approach and find both its strengths and weaknesses. This can be done for offensive purposes when facing a hostile group or defensively, to establish a strong defense.

* Novice **Passive**. The character has studied the tactics of warfare and grasped its fundamental principles. The character may use Cunning instead of Quick when calculating its Initiative.
* Adept **Passive**. The character has mastered the art of a good defensive posture, which allows him or her to use Cunning instead of Quick when calculating Defense.
* Master **Passive**. The character is a genius when it comes to offensive warfare, which allows the character to use Cunning instead of Accurate when attacking with anything but heavy weapons.

### Trapper

Traps have been used since ancient times and in Davokar they are particularly useful. Among barbarians, the art of trap-making is known to many and even Ambrians venturing into the woods know to appreciate a good trap. The character has realized that monsters and abominations are best combated after having been caught and fettered. Trained trappers can deploy and disarm both mechanical traps and alchemical mines. Furthermore, when the need arises, the character can quickly manufacture improvised traps from materials at hand. See more on the rules regarding traps on page 102.

* Novice **Active**. With a passed Cunning test, the character can use a combat action to deploy or disarm a mechanical trap. The effect depends on the level of the trap (see page 127 in the Equipment chapter). The character can also build an improvised trap, but this requires a whole turn to complete. An improvised trap made by the character deals 1D6 damage.
* Adept **Active**. The character can handle alchemical mines the same way he or she handles mechanical traps. An improvised trap made by the character now deals 1D8 damage.
* Master **Active**. The character is a renowned trapper who knows how to make the most of any kind of trap. Traps and mines are counted as one tier higher: weak becomes moderate, moderate becomes strong and the character gets a second chance on all rolls when using a strong device – the enemies’ attempts to discover, disarm or get free become more difficult; also the damage dice is rolled twice and the highest outcome stands. For alchemical traps, the damage re-roll only pertains to the initial explosion, not the ongoing damage that follows. Improvised traps now deal 1D10 damage.

### Trick Archery

Trick shooting with bows and crossbows is highest fashion in Ambria, as appreciated at shows as it is effective in combat. Trick archers are not very many, since most people lack the patience for honing their skills to such an astounding degree. The character is one of the few who have dedicated their lives to mastering the bow or the crossbow.

* Novice **Active**. The character can use a full turn (combat plus movement action) to aim perfectly and then hit a very precise location on the enemy; shoot a weapon from a hand, nail a body-part to a nearby wall or tree, or aim for the eyes to blind the enemy. The attack is rolled as usual and if it hits and deals damage, the intended effect also occurs: a weapon is dropped and must be picked up, an arrow that nails the enemy to a wall must be pulled out or broken, and a hit close to the eyes leaves the enemy temporarily blinded. Whichever the case, the target loses a combat action in order to deal with the situation.
* Adept **Active**. The archer can cause projectiles to ricochet off floors, walls, furniture, shields or living creatures with robust skin or armor in order to hit targets behind cover so the character does not need free line of sight before firing. He or she must have an idea of where the target is or have watched it duck into hiding, for instance into cover or an adjacent room. If the target has made a double movement action it cannot be hit. This kind of attack is made as usual, regarding both success test and damage test.
* Master **Reaction**. Once per turn, the character can parry a successful attack at range. This ranged parrying maneuver can be of two types: Versus a melee attack aimed at an ally: The master archer fires a projectile that deflects an attack which otherwise would have hit one of his or her allies. This parrying maneuver requires a passed [Accurate←Quick] test; if successful, the attack misses the ally without dealing any damage. Versus a physical projectile aimed at the archer or an ally: The parrying maneuver requires a passed [Accurate←Quick] test; if successful, the incoming projectile is deflected and misses its target.

### TWIN ATTACK

Barbarians, Ambrians and goblins all have fighting techniques involving the use of more than one weapon. The character has learned how to fight with two weapons, an advanced but effective technique that gives the warrior an offensive advantage. Twin Attack is especially effective against lightly armored targets.

* Novice **Active**. The character can safely wield two weapons, one in each hand. The novice can fight with a single-handed weapon in its primary hand and a Short weapon in the other. The character can make two attacks against the same target, dealing 1D8 and 1D6 damage respectively. The enemy must defend itself separately against the attacks. The novice also receives a +1 bonus to its Defense as a Passive ability, but only when wielding a weapon in each hand.
* Adept **Active**. The adept can use two singlehanded weapons, each attack dealing 1D8 damage.
* Master **Active**. With the skill of a Master, the damage dealt by the main-hand weapon is 1D10 while the weapon in the other hand deals 1D8.

### TWO-HANDED FORCE

The knights of Ambria as well as the Wrathguards of Karvosti dress themselves in steel from head to toe and have realized that with that much armor, they are free to focus on dealing massive amounts of damage. Heavy two-handed weapons rest comfortably in the character’s callused hands and can have an astoundingly destructive effect on all sorts of targets. Heavy weapons are extra effective against heavily armored enemies.

* Novice **Passive**. The damage dealt by heavy weapons is increased to 1D12.
* Adept **Reaction**. The character has mastered the use of its weapon, so when an attack misses a target the character may instead use the returning swing in an attempt to hit the target again. The character makes a new attack roll, which deals 1D8 damage if it hits.
* Master **Active**. A heavy weapon in the hands of a master is truly a tool of armor-crushing destruction. When the attacks of a master hit the target, they completely ignore the target’s Armor.

### Wrestling

Wrestling is popular among warriors, appreciated for educational purposes as well as its entertainment value. Hence, wrestling matches can be seen in the arenas of Ambria’s larger towns, in army camps among bored soldiers and on the battlefield amidst swinging swords and axes. The character is trained to wrestle, both with and without the protection of armor. The trait Robust adds a bonus to Strong when throwing an opponent or resisting being thrown: +2 at novice level, +4 at adept level, +8 at master level. Robust gives no bonus if some other attribute besides Strong is used.

* Novice **Active**. The character knows the basic wrestling maneuvers and can use them against armed opponents. Also, the character can wrestle while holding weapons; they need not be dropped or put away. The attack is made as usual and if successful the wrestler gets the enemy in a firm grip. The wrestler may then try to throw the enemy or just maintain the grip; both alternatives require a [Strong←Strong] test. The throw inflicts 1D4 damage, ignoring armor, and leaves the enemy flat on its back. The alternative to a throw, maintaining the grip, inflicts no damage, but the enemy cannot act until the wrestler fails a [Strong←Strong] test. Also, all allies of the wrestler have Advantage on the gripped enemy. The wrestler is unable to do anything else while maintaining the grip, leaving him or her vulnerable: all enemies have Advantage on the wrestler.
* Adept **Reaction**. The character has learned how to counter an opponent’s strength and can use it to throw the enemy to the ground. First, the wrestler must pass a normal Defense test verses the enemy’s melee attack, then he or she must pass a [Quick←Strong] test. The throw deals 1D4 damage, ignoring armor, and the thrown enemy ends up flat on its back, loses its breath and is unable to perform any active actions during the following turn.
* Master **Reaction**. The reactive throw of the character (see the adept level) only requires a passed [Quick←Strong] test, no Defense test is needed. If the throw fails, then a Defense test is rolled to avoid being hit. The master’s throw deals 1D6 damage, ignoring armor, and the thrown enemy ends up flat on its back, loses its breath and is unable to perform any active actions during the following turn. Furthermore, the master wrestler immediately gets a Free Attack on the enemy

### WITCHSIGHT

By way of the shadows surrounding creatures, locations and objects the world’s deeper conflicts are observable for a character with the Witchsight ability. Opening up one’s mind in order to examine the world of shadows can provide invaluable insights, but it also entails great risk: the more open the mind is and the deeper the insights are, the greater the risk of becoming tainted by the darkness of the world. It is for this reason that masters of this ability seldom use it to their full capacity. As previously stated, the color of the Shadows can give the character clues regarding the spiritual alliance of the inspected creature (see Shadow & Corruption, page 174). The Game Master manages the nuances and powers of the Shadows and describes what the character sees with its Witchsight.

* Novice **Free**. As a Free Action, the character can make a roll against [Vigilant←Discreet] in an attempt to see the dominant Shadow of a creature, location or object. Each such attempt forces the character to suffer 1D4 temporary Corruption.
* Adept **Free**. The character has gained the greater insight of an adept regarding auras and mystical phenomenon. Witchsight now reveals all Shadows of an inspected target but not their respective strengths. The character suffers 1D6 temporary Corruption each time he or she attempts to see the Shadows of a creature, location or object.
* Master **Free**. The character has achieved the master’s superior insights and can now see all Shadows and their respective strengths clearly. The character suffers 1D8 temporary Corruption each time an attempt is made to see the Shadows of a creature, location or object.

## Mystical traditions

### Animism

From the wild spirits of the winds and the earth of the world comes the tradition of Animism. For generations, its teachings have been passed on to Mystics who have nurtured good relationships with the unseen world. Surely, it is the primal powers of Animism that enables the Nomadic peoples to live within corrupt place.

* Novice **Special**. The Animist has learned the teachings of Animism and how to withstand its darker elements. The witch no longer suffers any permanent Corruption from learning powers at novice level belonging to the Animism tradition, nor when learning any of its rituals. Despite this, the character still suffers the temporary Corruption that follows when using the powers and rituals of Animism.
* Adept **Special**. The witch suffers no Corruption from learning the powers of Animism at adept level. The adept witch has also learned to bind the powers and rituals of the craft in earth, blood and spirit so that they only give one (1) temporary Corruption when used.
* Master **Special**. The witch suffers no Corruption from learning the powers of Animism at the master level.

### Augury

Augury is taught by astrologers and diviners. Knowledge of the heavens is combined with inhalation of noxious smoke and sweltering heat to enter prophetic trances. It is a tradition whose practitioners are well-versed in the mysteries of reading flame, the mysteries of fate and how to subtly manipulate it. To Augurs of the Order, these phenomena are intimately connected.

* Novice **Special**. The Augur no longer suffers permanent Corruption when learning powers at novice level belonging to the tradition of Augury, nor when learning its rituals. Despite this, the character has no protection against the temporary Corruption that comes from using the powers and rituals of Augury.
* Adept **Special**. The Augur no longer suffers Corruption from learning the adept level of the powers belonging to the tradition of Wizardry. The adept has also learned to ground the powers and rituals of Augury in theories so well that the character now only suffers one (1) temporary Corruption when casting them.
* Master **Special**. The master Augur’s understanding of linked magic is all but complete and the player character may therefore re-roll one (1) failed test each turn when attempting to establish a Chain of mystical effects (see page 130). The Augur no longer suffers permanent Corruption from learning the master level of the powers belonging to the tradition of Augury

### Hex Singing

The mystical tradition of Warrior poets and Witch chanters is expressed through singing, sometimes accompanied by music played on horn, flute or Drums. They use chanting and song to embolden themselves and sew vile curses on their enemies.

* Novice **Special**. The Hex singer suffers no permanent corruption from learning Hymnal Hexes at the novice level, but has no protection from temporary corruption suffered when singing them. In addition, once per scene all Hex singers have a second chance to succeed on a test when trying to influence or affect a target’s mind (that is, situations when the adversary defends using the attribute Resolute). The re-roll may not be used to create or maintain a chain of mystical effects.
* Adept **Special**. The Hex singer suffers no permanent corruption from learning Hymnal Hexes at the adept level. Additionally, the adept may re-roll one success test when trying to influence or affect a target’s mind, also when creating or maintaining a chain of such mystical effects.
* Master **Special**. The Hex singer suffers no permanent corruption from learning Hymnal Hexes at the master level. The master may re-roll every success test when trying to influence or affect a target’s mind, also when creating or maintaining a chain of such mystical effects.

 Blessed shield
 Combat Hymn
 CONFUSION
 CURSE
 Dancing Weapon
 Heroic Hymn
 Retribution
 Storm Arrow

### The Magi

Magi are practitioners of faith without institution. They walk the land in pilgrimage for personal enlightenment. They Seek personal connections and to try and achieve an unbiased view on existence. They also hold a unique set of magical teachings accompanied by a specially made wooden staff. Magi are well respected and at least known in all communities across the realm. Many kings have seeked out these practitioners for their wisdom.

* Novice **Special**. The Magi binds his or her soul to a staff, carved with the runes of the elements or elaborate depiction of them. The staff absorbs all corruption the character would have gained by learning the powers of the tradition at the novice level. If the character already has permanent corruption when being bound to the staff, the level of permanent corruption is reduced by 1D6. This can only be done once; if the staff gets lost or must be replaced, no additional reduction is made. In addition, as a free action the Magi can activate an elemental power o and then deal +1D4 damage with the staff, no matter if it is used in combination with the powers of the tradition or as a melee weapon. The character can chose between fire, lightning, cold or acid. Activating the staff's magic gives no corruption.
* Adept **Special**. The staff absorbs all corruption the character would have gained by learning the powers of the tradition at the adept level. Also, the staff binds the corruption so well that the character gets a second chance to roll for corruption when using all powers included in the tradition; the character suffers from the lower of the two outcomes.
* Master **Special**. The staff absorbs all corruption the character would have gained by learning the powers of the tradition at the master level. The staff also binds temporary corruption so effectively, that the character no longer suffers any temporary corruption when using the powers of staff magic.

### Scribal/Symbet

Symbettal Magic was developed in Scribal schools in the age of the first humans in the ancient city of Suhl, a place of myth, lost somewhere in the vast ocean to the west of Kaljir. Nowadays, the Scribes learn the ancient art in the Eduba schools that still exist across the realms sticking to themselves, though some of them travel far and wide in their search for knowledge of runes, signs and symbols. The basic assumption of the Scribe states that the world forces and powers can be associated with Powerful symbols, and that it therefore may be affected and influenced by altering signs and symbols which represent its diverse features. The powers of Scribes are created by drawing or writing. More fanciful procedures are also possible, like embroidery, etchings or weaves. Procedures aside, the power of the symbol is released by the symbolist’s command, and the symbol vaporizes when its power has been unleashed. Creating a symbol gives no corruption but when it is activated the one who uses it suffers one (1) point of temporary corruption.

* Novice **Special**. The character has begun to grasp the power of runes. The signs must be physically represented – carved, painted, etched, tattooed – which takes time; for a novice, it takes one hour to create a power symbol. However, it only takes a combat action to activate a symbol, which is done by uttering an activation phrase. Note that the symbolist has to see or be in direct contact (melee range) with the symbol in order to activate it. The symbolist can only have one symbol per mystical power prepared in this way. When a symbol has been used it must be recharged, which takes as much time as it does to create the symbol from scratch.
* Adept **Special**. With a combat action, the Symbet can quickly paint a symbol in a book or draw it in the mud or dust of the ground. These temporary symbols transcend the limitation stating that the symbolist may only have one symbol per power prepared. To the adept, activating symbols – no matter if they are prepared in a more permanent fashion (see novice) or are of a temporary nature – is a free action where he or she only has to utter a single word. However, only one symbol may be activated per turn. In addition, the adept symbolist can choose to activate symbols using a physical trigger instead of a word. The trigger is decided by the mystic when the symbol is created, and can for instance be that a living creature enters a room, that someone steps on the symbol or that a weapon is drawn within melee range. The Scribe may or may not exclude him- or herself from this equation, but the allies of the Scribe cannot be excluded: if they act in accordance with the trigger, the symbol is activated. The adept can erase one of his or her own symbols with a simple gesture (free action), but this requires actually touching the symbol.
* Master Active. As a combat action, the Symbet can draw flaming power runes in the air and activate them as part of the same action. Hence, the symbols work just like the powers of other traditions, aside from the mystic only suffering one point in temporary corruption per activation. These momentary symbols transcend the limitation stating that the symbolist may only have one symbol per power prepared.

### SORCERY

The character is one of those who are arrogant or desperate enough to cling to the darkness. While other mystical traditions do everything they can to avoid the soul-eroding powers of Corruption, the sorcerer chooses to do the opposite. The powers and rituals of Sorcery rely on the force of corruption and the possibilities offered by the taint. The sorcerer must always balance between grasping the black power that is just within its reach and remaining independent of the darkness. Most sorcerers realize that their chosen path only holds one possible end, and the most depraved among them have already come to terms with this, seeing their final and inevitable enslavement as some sort of salvation.

* Novice **Special**. The sorcerer has taken its first faltering steps down the slippery slope of darkness and has found a way to not lose its foothold entirely. The sorcerer can reduce the Corruption he or she suffers from. By making a successful roll against Resolute each time the sorcerer suffers Corruption, he or she only receives one (1) point of Corruption.
* Adept **Reaction**. The sorcerer can draw from its own Corruption to successfully use mystical powers. A sorcerer who fails in an attempt to use a power may try again, this time rolling against his or her Total Corruption value. Should this test be successful, then the power is activated as normal, but the sorcerer also suffers an additional 1D4 temporary Corruption.
* Master **Special**. The sorcerer can use the Corruption of others in order to enforce its will. Each time the sorcerer attempts to affect the Resolute attribute of another creature, he or she may choose to roll against the creature’s Shadow instead (the creatures Resolute –Total Corruption). Thoroughly corrupted creatures are strangely immune to this; it is as if they feed off the darkness of the world to carry on with their dark calling.

 Black Bolt
 Black Breath
 CURSE
 Larvae Boils
 Maltransformation
 Retribution
 Revenant Strike
 Unholy Aura
 Unnoticeable

### THEURGY

Theurgy is the mystical tradition championed by the high priest mages of temple worship. Theurgy is the doctrine and hidden teaching held by such institutions, where the ember of the soul is seen as a reflection of the divine. Theurges are expected to Hold religious ceremony and provide Hospitality to the gods when they visit.

* Novice **Special**. The theurg no longer suffers permanent Corruption when learning powers at novice level belonging to the tradition of Theurgy, nor when learning its rituals. Despite this, the character still has no protection against the temporary Corruption that comes from using the powers and rituals of Theurgy.
* Adept **Special**. The theurg no longer suffers permanent Corruption when learning powers at adept level belonging to the tradition of Theurgy. The adept theurg has also learned to rest the powers and rituals of Theurgy on a foundation of faith so that the theurg now only suffers one (1) temporary Corruption when casting them.
* Master **Special**. The theurg has reached a higher understanding of the essence of its holy powers, and therefore heals an additional 1D4 when using healing and holy powers, including those that harm abominations and the undead. Adding to this, the theurg suffers no permanent Corruption when learning powers at master level belonging to the tradition of Theurgy.