Abilities

All the abilities available in the game are listed below. They can be obtained from the development trees, teachings of the masters in game or via breakthrough. For a breakthrough GMs can use those noted below or make their own.

Arcane Proficiency

The player receives a double bonus from the Magic attribute when casting spells.

Archmage

When casting a spell, player rolls 2 dice and chooses the higher result.

Assist

When a player takes a combined or “Help” action with another player, they receive a bonus from both the highest Skill and the highest Attribute related to that Skill bonuses that come from all the players involved.

Authority

When the player performs a Persuasion check, they receive a double bonus of Skill and Attribute if the character they are persuading knows who they are. This also works on groups.

Bloodthirst

When a player knocks down an opponent, they immediately receive a free attack action (unlimited).

Born Warrior

Bonus from the Melee combat while fighting is doubled.

Charming Fallacy

When the player lies, they receive a double bonus to Persuasion unless the character they are talking to knows the whole truth.

Combat Medic

All Medicine checks performed by player grant twice as many Life points.

Detachable self

This skill allows for detaching a part of the Artifex’s body and enabling partial independent functioning. Both parts share consciousness, but if they remain separated for too long, the other part may lose power or develop its own consciousness.

Domain Mastery

The player chooses one Domain. All spells from this Domain receive a double bonus from the Magic attribute, and the X value restrictions do not apply.

Experienced Marksman

In the player’s hands, no weapon is unreliable. Additionally, when the player needs to roll for weapon jamming, they roll twice and choose the higher result.

Familiarity

The player has a +3 for each check regarding the knowledge of any Craft, and they additionally increase their possessed Craft skills by 2.

Fury

When a player successfully passes a Consciousness check, they enter a fury state. From that moment on, they deal +1 damage in melee combat for each point in their Body Attribute. Additionally, after each passed Consciousness check, they receive one free attack action per turn. However, from that moment on, the player can only perform melee attacks until there are no more creatures to fight (including frends) or until they lose consciousness.

Gliding Arrow

The player does not receive any penalties for the distance (long or short) of their ranged attacks as long as the target is within the weapon’s maximal range (double the range). Additionally, all enemies receive additional -5 penalty to dodge and parry against these attacks.

Going Dark

All actions that the player does related to thieving receive double the bonus from skills as long as the player is not detected.

Healing Secrets

Every time the player rolls dice for the amount of healed Life Points, they can roll a second time and choose the higher result.

Incredibly Resilient

When calculating damage taken, players Toughness attribute (not armour) is doubled.

Known Name

When the player sells goods they crafted themselves, they can get a higher price due to being an internationally renowned craftsman.

Magic Overload

While casting a spell, a player doubles the value of rolls that are equal to or lower than their Magic attribute. For example, if a player has 3 in Magic attribute, they double value provided by rolls of 1, 2, and 3.

Master of Ruckus

As long as the player uses any melee weapon (dealing low damage, improvised, lowest quality), the damage of that weapon is always D10.

Neverending chant

As long as the player is conscious, they do not stop singing. The player does not have to do a Chanting check when attacked.

No Scope

During an aimed shot, instead of making an attack just before the next players’ turn, the player can make this attack as a delayed action while retaining the aim bonus.

Persuasive Speaker

The player can add the Expertise bonus to Persuasion, Valuation, Performance checks on top of other bonuses.

Ravager

The player receives a double bonus from Attributes when their action is meant to interrupt the opponent’s action.

Riposte

After a successful block with a weapon, the player can make a free attack against that opponent.

Servant of the Heavens

The player has twice as many Faith points, and they can retry each Prayer check.

Shadowmaster

During a Stealth check, the player receives a double Body bonus. Additionally, player rolls 2 dice for damage when attacking from ambush.

Shapeshifting

This skill allows the player to change the shape of a part or their entire body. The difficulty level of the Decay resistance check depends on the time available for transformation. When the transformation is fully successful, it provides a +10 bonus to Stealth or allows for passing through a fist-sized opening. Transforming into an object makes the character as durable as hardwood. During the transformation, the character cannot perform any other actions and is treated as an immobile target. A complete transformation takes about 5 uninterrupted minutes and does not require a test. Rapid transformation (one turn) would have a difficulty of 15, while quick transformation (3 turns) would have a difficulty of 10. A failed Decay resistance check deals D10+Body damage to the player.

Stone Fists

The player deals D10/2 with their fists instead of D10/3 and replaces the “Inaccurate” trait of their fists with “Accurate”. Additionaly, they add damage to each attack equal to their Brawl skill.

Stunning Precision

After a successful ranged attack, the opponent loses the action they were performing, or if they can perform multiple actions, they lose one of them.

Thrown Weapons Mastery

After making a ranged attack with a thrown weapon, bonus damage from the Body Attribute is doubled, and the player immediately draws another weapon (without spending an immediate action). At no point are they considered unarmed.

Quick Reflexes

When reacting to the opponent’s action, the player doubles their Speed skill in all checks.

Undefeatable

After a failed Pain resistance check, instead of falling unconscious, the player temporarily loses 1 point from their Body Attribute. When the player loses all Body points in this way, they fall unconscious and cannot be awakened unless they rest for several hours. Body points lost in this way are recovered after a long rest.

Under Pressure

Any check that requires quick movement and could be penalized by the short time does not receive this disadvantage.

Voice of the past

Player never expiriences the failure effect of the tale’s with the exception of interuption.