Below is a list of Shadow Compendia entries charting the Shadows of the Fae Realm of Avalon.
Exemplary |
Base Effect |
Rank 4 Improvement |
Rank 7 Improvement |
Rank 10 Improvement |
Celestial Inspiration |
You may expend a One More or a received Baton Pass; in exchange, all allies within the battle ignore the effects of ailments or hexes for a full turn each. |
Star's Alignment: At the start of each week you may designate a single type of action (for example, 'attack', or a specific skill). All Confidants count as Assisted by you when performing that action, even if you're not present. |
Whenever you Baton Pass to an ally, you can cast an Augment or Restoration spell on them as a Free Action, costing no Spirit. Characters theyBaton Pass to receive the same benefit from that character. |
When a character benefitting from Star's Alignment gains One More, you also gain a One More, which can be spent on an augment or restoration spell, or an Action Art. |
Talents |
Subname |
Effect |
Speciality |
Fortitude |
Select a skill in which you possess Level 3 training. You gain one extra Skill Focus in that skill. You may purchase this Skill twice. |
Speciality |
Trade |
Select a skill in which you possess Level 3 training. You gain one extra Skill Focus in that skill. You may purchase this Skill twice. |
Swift Attack |
|
Attacks with one-handed melee weapons against enemies with a lower initiative than you gain the Burst (+2) Quality. Extra hits with this attack can only be allocated to enemies with Initiative lower than yours. |
Battlemaster |
|
Once per Round, you may reroll an attack test made with a melee weapon and take the preferred result. |
Galespeed Strike |
|
Focused Attacks with Melee attacks against enemies with a lower Initiative than you gain the Unavoidable (+20) Quality. |
Step Aside |
|
When making Evasion tests, if your Agility is higher than your attacker's Agility, you may reroll the test and take the preferred result. |
Brilliance |
|
Once per day, you can use Intelligence in place of a different Score when making any kind of test. |
Combat Formation |
|
You may use your IB to calculate Initiative instead of AB or PB. For each rank in this talent, you may increase the starting initiative of any ally by one. You may select an ally multiple times. You can buy this talent a number of times equal to the number of times you've taken the Strategy Focus. |
Scholar |
|
You may reroll Academics tests and take the preferred result, so long as you have access to a source of knowledge on that topic, such as a book, a computer with internet access or a library. |
Read Foe |
|
At the start of your turn, select one enemy. This enemy must be one whom you beat in an opposed test within the last turn. You gain an extra Advantage against them this turn. |
Inspire |
|
You may make an Authority test as an action; should you pass, you grant an advantage to all tests to resist Despair and Panic to all allies for the rest of the encounter, or until you fail a test to resist fear and panic yourself. |
Cultivate Efficacy |
|
You may make an Authority test as an action; should you pass, all allies gain an Advantage to their next test. |
Air of Authority |
|
At the start of an encounter, you may activate the Incite Courage and Cultivate Efficiency talents as a Free Action. Group Actions generate a maximum of 10 Stress for you. |
Incite Fury |
|
Select one target and make an Authority test as an action; should you pass, all allies besides you gain Advantage to attacks against that target. This lasts for a number of rounds equal to your FB. |
Iron Discipline |
|
Select one ally suffering from a Mental Ailment and test Authority as an action. If your DoS surpasses the number of rounds remaining on the Ailment's duration (or beats 3 DoS on an ailment without a duration), they clear the Ailment. |
Litany Against Fear |
|
You reroll tests to resist the Despairing, Enraged and Panicked ailments, as well as fear in general. |
Spirit Guard |
|
You reroll tests to resist Spiritual Ailments. |
Grounded Mind |
|
You reroll tests to resist the Confusion ailment. When you do succumb to Confusion, you can increase or decrease your DoF by 1 to determine Confusion's effects, to a minimum of 0. |
Logic Prevails |
|
You reroll tests to resist the Brainwashed or Amnesiac ailments. You can use Intelligence in place of Willpower to resist those ailments. |
Eloquence |
|
You may reroll, and take the better result, Manipulate attempts to convince, seduce or persuade someone with words, so long as your Fellowship is higher than their own. |
Taunt |
|
You may provoke and insult a target to draw its attention to you; select one target and make a Manipulate test as an action, opposed by Willpower or Inquiry; on a success, the target gains Disadvantage to all attack tests, plus another if you gain 3 DoS or more. However, it does not gain Disadvantages against you, but instead gains an Advantage to attack and evasion tests against you. This effect lasts for a number of rounds equal to your FB. |
Battle Reading |
|
Select one target and make an Inquiry test as an action, opposed by Subterfuge or Manipulation; on a success, at any time between now and your next turn, you can force the target to reroll a single test and take the result you prefer. |
Person of Culture |
|
At the start of each week, you temporarily gain three extra Focuses, which you may allocate however you like between the Linguist skill and the 'Culture' Focus of Academics; these Focuses last until the start of the next week. You also have a general air of culture, which appeals to some people. |
Terrify |
|
When engaging a target who possesses the Fear trait, you can make an Intimidate test against them, opposed by their Authority, Fellowship or Strength scores. If you win, you steal one Rank of the Fear trait from them, plus another per 3 DoS; this lasts until the end of the encounter. |
Master Orator |
|
You may reroll, and take the better result, tests to persuade or address a crowd. |
Galvanising Presence |
|
So long as you are in an engagement have failed no reaction Willpower tests (ie. Resisting ailments) during it, all allies in communication with you gain Advantage on tests to resist all Mental Ailments. |
Sound Constitution |
1 |
You gain one extra Light Wound. You can have a maximum of TB/2 ranks in this talent. |
Spells |
Action/Effect |
Description |
Divine Judgment |
MSB+8 Bless Damage |
Multi-Target attack that deals the above damage. Gains Technical hits on any target with the Condemned ailment. |
High Magic 3 |
Absorb magic and cast many spells |
Surge Only. Augment, 1 action, range self. You create a vortex of magic around you with 6 Duration. So long as the vortex is up, you may use the Negation spell at Surge strength without spending Power. Every time you successfully Negate a spell, the vortex's duration increases by 1. You may, on your turn, spend a point of duration to cast any Tier 3 or lesser spell, which you may surge as normal, or you can surge by spending another round of duration. If High Magic is already in effect when you cast it, then you can instead cast any Tier 3 or lesser spell without using up any duration, or you can increase duration by 1. |
Negation |
Chance to null spell |
You may cast this whenever another entity in range targets you with a spell; you oppose their roll with your own MS. On a success you evade the spell. |
Makajam |
Amneses enemy |
Single target spell; if you win the above test, the enemy becomes Amnesiac. |
Arts |
Action/Effect |
Description |
Power Blade |
Any |
Power, SB+3. The attack gains +4 Damage and the Tearing Quality. |
Passives |
Action/Effect |
Description |
Witch Sign |
- |
You may apply Witch Sign to a surge spell as a Surge Bonus, which has the following effects: Hit enemies take a -20 to evade and resist the spell's effects. |
Lemegeton |
- |
All spells gain an extra Surge Bonus when cast at Surge. |
Spell Master |
- |
Spells of Tier 1 or 2 cost no Power to surge. Each Tier 3 or higher spell you possess costs no Power to surge the first time each encounter you surge cast it. |
Memory Thief |
- |
At the start of each turn, select one enemy with Amnesia within 10m; until the start of your next turn, you can use their Arts and Spells. |
Element Amp |
Bless |
You increase the Damage of the listed Element's attacks by your MCB/2. |
Knacks |
Subname |
Effect |
Disguise Form |
|
You may disguise yourself or another, changing how that form is perceived. This allows you to change an appearance to exactly mimic another, and allows you total control over the appearance, even down to looking like an animal, tree etc. Sustaining this Trait is a Free Action. |
Siphon |
|
You may use this knack as an action to inhibit other knacks nearby. All Magical Knacks within 1km that use MC or MCB to calculate their range or effects (eg. "MC*100 metres") reduces their effective MCB by your MCB, to a minimum of 1. Siphon is not affected by Siphon. |
Traits |
Subname |
Effect |
Shadow |
Semi-Archetype |
This creature is a Shadow, one of the multitude of bizarre manifestations that crawl out of the Sea of Chaos. All Shadows are invisible to non-Persona users (although any effects the Shadow has on the world around them can be perceived, even if the person doesn't know what it is) and are unaffected by weapons wielded by a non-Persona user. |
High Elf |
- |
This creature is a noble High Elf of Avalon. They gain the Unnatural Agility (2) trait and may use the Music trade skill when casting magic. |
Dark Sight |
|
You have powerful night vision, and ignore penalties associates with low light or darkness. Your perception is just as good in darkness as it is in bright light. |
Superior Action |
Attacks or Magic |
This creature is unnaturally efficient at one specific action, listed as X; once per turn, it can perform this action as a Free Action. |
Precisely Deadly |
|
High Elven Lords wield death with the utmost precision. They have the Unnatural Melee and Ballistic (2) traits, deal +2 damage with Reliable attacks, and when attacking or defending enemies whose Initiative is lower than their own, may add their Unnatural Melee, Agility and Ranged scores to the DoS of those tests. They also have Loremaster (Strategy, 3). |
Alacrity |
|
You may spend a Fate Point at the start of your round. You gain an extra Action for this round only. |
The Song of Staying |
|
All Elven lords are mighty but Idraceyl is beyond them- he is the will and might of Avalon made manifest, and his song of staying changes reality itself! He possesses the Unnatural Fellowship (4) and Fearless (3) traits and may reroll all magic casting tests. |
Unnatural Score |
Melee, 2 |
This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent. |
Unnatural Score |
Ballistic, 2 |
This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent. |
Unnatural Score |
Agility, 3 |
This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent. |
Unnatural Score |
Fellowship, 4 |
This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent. |
Fearless |
3 |
You add X Advantages to tests to resist the Fear trait and Panic. |
Name |
Class |
Range |
Dam. |
Qualities |
Black Staff |
1H (Crushing) |
1m |
+2 |
Armour Breaker, Knockdown, Reliable |
Phoenix Sword |
1H (Power) |
1m |
+3 |
Keen, Absorbs Wounds (2), Penetrates, Reliable |
Name |
Class |
Range |
Dam. |
Qualities |
Blessed Elven Longbow |
Basic (Rifle) |
120m |
+8 |
Burst (2), High Crit (10), Accurate, Reliable |
Name |
Arcanae |
Magic Characteristic |
Shadow Rank |
Personality |
Aptitudes |
Tinesia Wraithbane |
Star, Sun |
Fellowship |
10 |
Disciplined |
Strength, Fellowship, Resolve, Melee, Finesse, Social |
Talents |
Subname |
Effect |
Galespeed Strike |
|
Focused Attacks with Melee attacks against enemies with a lower Initiative than you gain the Unavoidable (+20) Quality. |
Swift Attack |
|
Attacks with one-handed melee weapons against enemies with a lower initiative than you gain the Burst (+2) Quality. Extra hits with this attack can only be allocated to enemies with Initiative lower than yours. |
Battlemaster |
|
Once per Round, you may reroll an attack test made with a melee weapon and take the preferred result. |
Hawkeye |
|
You suffer one less Disadvantage with Ballistic Called Attacks. |
Bulletmaster |
|
Once per Round, you may reroll an attack test made with a Ballistic weapon and take the preferred result. |
Mark |
|
When wielding a Ballistic weapon, you may Mark a target by making a Focused Attack against them. Marking automatically succeeds and deals no damage. All allies' attacks against the target gain one Advantage until the start of your next turn. |
Crack Shot |
|
Whenever you deal an injury with a Ballistic attack, the injury is worsened by one level. |
Step Aside |
|
When making Evasion tests, if your Agility is higher than your attacker's Agility, you may reroll the test and take the preferred result. |
Brilliance |
|
Once per day, you can use Intelligence in place of a different Score when making any kind of test. |
Combat Formation |
3 |
You may use your IB to calculate Initiative instead of AB or PB. For each rank in this talent, you may increase the starting initiative of any ally by one. You may select an ally multiple times. You can buy this talent a number of times equal to the number of times you've taken the Strategy Focus. |
Read Foe |
|
At the start of your turn, select one enemy. This enemy must be one whom you beat in an opposed test within the last turn. You gain an extra Advantage against them this turn. |
Scholar |
|
You may reroll Academics tests and take the preferred result, so long as you have access to a source of knowledge on that topic, such as a book, a computer with internet access or a library. |
Inspire |
|
You may make an Authority test as an action; should you pass, you grant an advantage to all tests to resist Despair and Panic to all allies for the rest of the encounter, or until you fail a test to resist fear and panic yourself. |
Cultivate Efficacy |
|
You may make an Authority test as an action; should you pass, all allies gain an Advantage to their next test. |
Air of Authority |
|
At the start of an encounter, you may activate the Incite Courage and Cultivate Efficiency talents as a Free Action. Group Actions generate a maximum of 10 Stress for you. |
Incite Fury |
|
Select one target and make an Authority test as an action; should you pass, all allies besides you gain Advantage to attacks against that target. This lasts for a number of rounds equal to your FB. |
Iron Discipline |
|
Select one ally suffering from a Mental Ailment and test Authority as an action. If your DoS surpasses the number of rounds remaining on the Ailment's duration (or beats 3 DoS on an ailment without a duration), they clear the Ailment. |
Spells |
Action/Effect |
Description |
Finisher Cry |
Adds High Crit (10) |
Single target spell that applies the High Crit (10) Quality to the target's attacks. |
Koudyne |
MSB+6 Bless Damage |
Standard Attack that deals the above damage. Gains Technical Hits on targets with the Condemned ailment. |
Triumphant Revelry |
Staggering snowball |
A spell centered on you that creates a bubble which affects all allies in range. Whenever an ally within the bubble Staggers an enemy, all allies within the bubble gain the High Crit (10) Quality, which stacks with itself up to (+40). Effect lasts until the spell runs out. |
Arts |
Action/Effect |
Description |
Angel Step |
Any Move |
Surge Only. You ignore difficult terrain and can use this action to Move without being stopped by a Grapple., . |
Smoke Phantasm |
Any Evasion |
You take an advantage to the test, and if you succeed, all attacks against you take a disadvantage until the start of your next turn., . |
Lucky Punch |
Any |
Light, SB or AB+1. The attack takes three Disadvantages, but becomes High Crit (30). |
Power Blade |
Any |
Power, SB+3. The attack gains +4 Damage and the Tearing Quality. |
Headshot |
Called Shot |
Rifle, 8. Surge Only. You must call it to a target's head. On a hit, the target gains the High Crit (20) Quality and inflicts an extra wound. |
Knacks |
Subname |
Effect |
Orientate |
|
This knack has two uses. Firstly, you can use the knack to touch an item, object, place or person. You can then use the knack later to determine in which direction that thing is relative to you, visible as a red line with infinite range. You may only have one focus at a time, and can cancel the focus as a free action. If you have not designated a focus, then using this knack simply points to north, like a compass (you can also use the compass purpose whenever you please, focus or no). |
Traits |
Subname |
Effect |
Shadow |
Conductor |
This creature is a Shadow, one of the multitude of bizarre manifestations that crawl out of the Sea of Chaos. All Shadows are invisible to non-Persona users (although any effects the Shadow has on the world around them can be perceived, even if the person doesn't know what it is) and are unaffected by weapons wielded by a non-Persona user. |
High Elf |
- |
This creature is a noble High Elf of Avalon. They gain the Unnatural Agility (2) trait and may use the Music trade skill when casting magic. |
Dark Sight |
|
You have powerful night vision, and ignore penalties associates with low light or darkness. Your perception is just as good in darkness as it is in bright light. |
Superior Action |
Attacks |
This creature is unnaturally efficient at one specific action, listed as X; once per turn, it can perform this action as a Free Action. |
Precisely Deadly |
|
High Elven Lords wield death with the utmost precision. They have the Unnatural Melee and Ballistic (2) traits, deal +2 damage with Reliable attacks, and when attacking or defending enemies whose Initiative is lower than their own, may add their Unnatural Melee, Agility and Ranged scores to the DoS of those tests. They also have Loremaster (Strategy, 3). |
Wraithbane |
|
Lady Tinesa is the Ulairinehtar, the Wraithbane; having fought and hewn down two of their number in close combat as the action that drew precious Human attention to her, the Lady's ability to conquer fear made manifest has become a core feature of her personality. She has the Fearless (4) trait, and projects a heroic aura around herself that shares this Fearless trait with adjacent allies. She ignores the backlash from wounding the Nazgul in melee. Furthermore, she can, as an action, imbue all of her melee attacks with the Bless element. |
Unnatural Score |
Agility, 2+1 |
This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent. |
Unnatural Score |
Melee, 2 |
This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent. |
Unnatural Score |
Ballistic, 2 |
This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent. |
Fearless |
4 |
You add X Advantages to tests to resist the Fear trait and Panic. |
Name |
Class |
Range |
Dam. |
Qualities |
Mithril Elven Sword |
1H (Light) |
1m |
+3 |
Burst (2), Keen, Reliable |
Mithril Elven Glaive |
1H (Power) |
1m |
+4 |
Felling (4), Reliable |
Mithril Elven Shield |
1H (Shield) |
1m |
+2 |
Shield (2) |
Name |
Class |
Range |
Dam. |
Qualities |
Blessed Elven Bow |
Basic (Rifle) |
120m |
+8 |
Burst (2), High Crit (10), Accurate, Reliable |
Name |
Arcanae |
Magic Characteristic |
Personality |
Shadow Rank |
Aptitudes |
High Elven Lord |
Star, Sun |
Fellowship |
Strategist |
10 |
Melee, Strength, Finesse, Resolve, Fellowship, Defense |
Talents |
Subname |
Effect |
Galespeed Strike |
|
Focused Attacks with Melee attacks against enemies with a lower Initiative than you gain the Unavoidable (+20) Quality. |
Swift Attack |
|
Attacks with one-handed melee weapons against enemies with a lower initiative than you gain the Burst (+2) Quality. Extra hits with this attack can only be allocated to enemies with Initiative lower than yours. |
Battlemaster |
|
Once per Round, you may reroll an attack test made with a melee weapon and take the preferred result. |
Hawkeye |
|
You suffer one less Disadvantage with Ballistic Called Attacks. |
Bulletmaster |
|
Once per Round, you may reroll an attack test made with a Ballistic weapon and take the preferred result. |
Mark |
|
When wielding a Ballistic weapon, you may Mark a target by making a Focused Attack against them. Marking automatically succeeds and deals no damage. All allies' attacks against the target gain one Advantage until the start of your next turn. |
Crack Shot |
|
Whenever you deal an injury with a Ballistic attack, the injury is worsened by one level. |
Step Aside |
|
When making Evasion tests, if your Agility is higher than your attacker's Agility, you may reroll the test and take the preferred result. |
Brilliance |
|
Once per day, you can use Intelligence in place of a different Score when making any kind of test. |
Combat Formation |
3 |
You may use your IB to calculate Initiative instead of AB or PB. For each rank in this talent, you may increase the starting initiative of any ally by one. You may select an ally multiple times. You can buy this talent a number of times equal to the number of times you've taken the Strategy Focus. |
Read Foe |
|
At the start of your turn, select one enemy. This enemy must be one whom you beat in an opposed test within the last turn. You gain an extra Advantage against them this turn. |
Scholar |
|
You may reroll Academics tests and take the preferred result, so long as you have access to a source of knowledge on that topic, such as a book, a computer with internet access or a library. |
Inspire |
|
You may make an Authority test as an action; should you pass, you grant an advantage to all tests to resist Despair and Panic to all allies for the rest of the encounter, or until you fail a test to resist fear and panic yourself. |
Cultivate Efficacy |
|
You may make an Authority test as an action; should you pass, all allies gain an Advantage to their next test. |
Air of Authority |
|
At the start of an encounter, you may activate the Incite Courage and Cultivate Efficiency talents as a Free Action. Group Actions generate a maximum of 10 Stress for you. |
Incite Fury |
|
Select one target and make an Authority test as an action; should you pass, all allies besides you gain Advantage to attacks against that target. This lasts for a number of rounds equal to your FB. |
Iron Discipline |
|
Select one ally suffering from a Mental Ailment and test Authority as an action. If your DoS surpasses the number of rounds remaining on the Ailment's duration (or beats 3 DoS on an ailment without a duration), they clear the Ailment. |
Spells |
Action/Effect |
Description |
Finisher Cry |
Adds High Crit (10) |
Single target spell that applies the High Crit (10) Quality to the target's attacks. |
Koudyne |
MSB+6 Bless Damage |
Standard Attack that deals the above damage. Gains Technical Hits on targets with the Condemned ailment. |
Triumphant Revelry |
Staggering snowball |
A spell centered on you that creates a bubble which affects all allies in range. Whenever an ally within the bubble Staggers an enemy, all allies within the bubble gain the High Crit (10) Quality, which stacks with itself up to (+40). Effect lasts until the spell runs out. |
Arts |
Action/Effect |
Description |
Angel Step |
Any Move |
Surge Only. You ignore difficult terrain and can use this action to Move without being stopped by a Grapple., . |
Smoke Phantasm |
Any Evasion |
You take an advantage to the test, and if you succeed, all attacks against you take a disadvantage until the start of your next turn., . |
Lucky Punch |
Any |
Light, SB or AB+1. The attack takes three Disadvantages, but becomes High Crit (30). |
Power Blade |
Any |
Power, SB+3. The attack gains +4 Damage and the Tearing Quality. |
Headshot |
Called Shot |
Rifle, 8. Surge Only. You must call it to a target's head. On a hit, the target gains the High Crit (20) Quality and inflicts an extra wound. |
Knacks |
Subname |
Effect |
Disguise Form |
|
You may disguise yourself or another, changing how that form is perceived. This allows you to change an appearance to exactly mimic another, and allows you total control over the appearance, even down to looking like an animal, tree etc. Sustaining this Trait is a Free Action. |
Traits |
Subname |
Effect |
Shadow |
Conductor |
This creature is a Shadow, one of the multitude of bizarre manifestations that crawl out of the Sea of Chaos. All Shadows are invisible to non-Persona users (although any effects the Shadow has on the world around them can be perceived, even if the person doesn't know what it is) and are unaffected by weapons wielded by a non-Persona user. |
High Elf |
- |
This creature is a noble High Elf of Avalon. They gain the Unnatural Agility (2) trait and may use the Music trade skill when casting magic. |
Dark Sight |
|
You have powerful night vision, and ignore penalties associates with low light or darkness. Your perception is just as good in darkness as it is in bright light. |
Double Image |
|
You count as two entities, not one, for obtaining the Outnumbering advantages. This means you will gain the 2-to-1 advantage when fighting alone against a single opponent, for example. |
Superior Action |
Attacks |
This creature is unnaturally efficient at one specific action, listed as X; once per turn, it can perform this action as a Free Action. |
Precisely Deadly |
|
High Elven Lords wield death with the utmost precision. They have the Unnatural Melee and Ballistic (2) traits and increase their Unnatural Agility by 1; they deal +2 damage with Reliable weapons, and when attacking or defending enemies whose Initiative is lower than their own, may add their Unnatural Melee, Agility and Ranged scores to the DoS of those tests. |
Unnatural Score |
Agility, 2+1 |
This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent. |
Unnatural Score |
Melee, 2 |
This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent. |
Unnatural Score |
Ballistic, 2 |
This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent. |
Name |
Class |
Range |
Dam. |
Qualities |
Mithril Elven Sword |
1H (Light) |
1m |
+3 |
Burst (2), Keen, Reliable |
Mithril Elven Glaive |
1H (Power) |
1m |
+4 |
Felling (4), Reliable |
Mithril Elven Shield |
1H (Shield) |
1m |
+2 |
Shield (2) |
Name |
Class |
Range |
Dam. |
Qualities |
Blessed Elven Longbow |
Basic (Rifle) |
120m |
+8 |
Burst (2), High Crit (10), Accurate, Reliable |
Talents |
Subname |
Effect |
Brilliance |
|
Once per day, you can use Intelligence in place of a different Score when making any kind of test. |
Combat Formation |
|
You may use your IB to calculate Initiative instead of AB or PB. For each rank in this talent, you may increase the starting initiative of any ally by one. You may select an ally multiple times. You can buy this talent a number of times equal to the number of times you've taken the Strategy Focus. |
Read Foe |
|
At the start of your turn, select one enemy. This enemy must be one whom you beat in an opposed test within the last turn. You gain an extra Advantage against them this turn. |
Scholar |
|
You may reroll Academics tests and take the preferred result, so long as you have access to a source of knowledge on that topic, such as a book, a computer with internet access or a library. |
Inspire |
|
You may make an Authority test as an action; should you pass, you grant an advantage to all tests to resist Despair and Panic to all allies for the rest of the encounter, or until you fail a test to resist fear and panic yourself. |
Cultivate Efficacy |
|
You may make an Authority test as an action; should you pass, all allies gain an Advantage to their next test. |
Air of Authority |
|
At the start of an encounter, you may activate the Incite Courage and Cultivate Efficiency talents as a Free Action. Group Actions generate a maximum of 10 Stress for you. |
Incite Fury |
|
Select one target and make an Authority test as an action; should you pass, all allies besides you gain Advantage to attacks against that target. This lasts for a number of rounds equal to your FB. |
Iron Discipline |
|
Select one ally suffering from a Mental Ailment and test Authority as an action. If your DoS surpasses the number of rounds remaining on the Ailment's duration (or beats 3 DoS on an ailment without a duration), they clear the Ailment. |
Litany Against Fear |
|
You reroll tests to resist the Despairing, Enraged and Panicked ailments, as well as fear in general. |
Spirit Guard |
|
You reroll tests to resist Spiritual Ailments. |
Grounded Mind |
|
You reroll tests to resist the Confusion ailment. When you do succumb to Confusion, you can increase or decrease your DoF by 1 to determine Confusion's effects, to a minimum of 0. |
Logic Prevails |
|
You reroll tests to resist the Brainwashed or Amnesiac ailments. You can use Intelligence in place of Willpower to resist those ailments. |
Speciality |
Fortitude |
Select a skill in which you possess Level 3 training. You gain one extra Skill Focus in that skill. You may purchase this Skill twice. |
Spells |
Action/Effect |
Description |
Negation |
Chance to null spell |
You may cast this whenever another entity in range targets you with a spell; you oppose their roll with your own MS. On a success you evade the spell. |
Recarm |
1 Heavy Wound Restored |
Single target spell that heals 1 Heavy Wound to a Shadow or Persona. If used on a defeated Persona, it can revive them, but they start with 1 Deadly Wound left and nothing else. |
Amrita |
Removes All Ailments |
Single target spell that removes all Ailments from a target. |
Koudyne |
MSB+6 Bless Damage |
Standard Attack that deals the above damage. Gains Technical Hits on targets with the Condemned ailment. |
High Magic 2 |
Absorb magic and cast many spells |
Surge Only. Augment, 1 action, range self. You create a vortex of magic around you with 4 Duration. So long as the vortex is up, you may use the Negation spell at Surge strength without spending Power. Every time you successfully Negate a spell, the vortex's duration increases by 1. You may, on your turn, spend a point of duration to cast any Tier 2 or lesser spell, which you may surge as normal, or you can surge by spending another round of duration. If High Magic is already in effect when you cast it, then you can instead cast any Tier 2 or lesser spell without using up any duration, or you can increase duration by 1. |
Arts |
Action/Effect |
Description |
Angel Step |
Any Move |
Surge Only. You ignore difficult terrain and can use this action to Move without being stopped by a Grapple., . |
Smoke Phantasm |
Any Evasion |
You take an advantage to the test, and if you succeed, all attacks against you take a disadvantage until the start of your next turn., . |
Passives |
Action/Effect |
Description |
Spell Master |
- |
Spells of Tier 1 or 2 cost no Power to surge. Each Tier 3 or higher spell you possess costs no Power to surge the first time each encounter you surge cast it. |
Knacks |
Subname |
Effect |
Siphon |
|
You may use this knack as an action to inhibit other knacks nearby. All Magical Knacks within 1km that use MC or MCB to calculate their range or effects (eg. "MC*100 metres") reduces their effective MCB by your MCB, to a minimum of 1. Siphon is not affected by Siphon. |
Traits |
Subname |
Effect |
Shadow |
- |
This creature is a Shadow, one of the multitude of bizarre manifestations that crawl out of the Sea of Chaos. All Shadows are invisible to non-Persona users (although any effects the Shadow has on the world around them can be perceived, even if the person doesn't know what it is) and are unaffected by weapons wielded by a non-Persona user. |
Dark Sight |
|
You have powerful night vision, and ignore penalties associates with low light or darkness. Your perception is just as good in darkness as it is in bright light. |
High Elf |
- |
This creature is a noble High Elf of Avalon. They gain the Unnatural Agility (2) trait and may use the Music trade skill when casting magic. |
Superior Action |
Magic |
This creature is unnaturally efficient at one specific action, listed as X; once per turn, it can perform this action as a Free Action. |
Spirit Regeneration |
3 |
You regenerate small amounts of spiritual energy, allowing you to be more efficient with magic. You can Surge Spells X times per encounter without spending Power Points. |
Sorcerer Supreme |
|
High Elven Archmages are among the most able magic users in the Sea of Chaos. They have the Unnatural Fellowship (+3) trait, and may reroll a single spell casting test per round. |
Unnatural Score |
Agility, 2 |
This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent. |
Unnatural Score |
Fellowship, 3 |
This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent. |
May be mounted on an Elf Steed, Unicorn (if female), Great Eagle, Griffon or Avalonian Dragon.
Name |
Arcanae |
Magic Characteristic |
Personality |
Shadow Rank |
Aptitudes |
Avalonian Dragon |
Star, Sun |
Fellowship |
Protective |
10 |
Strength, Fellowship, Defense, Melee, Knowledge, Finesse |
Talents |
Subname |
Effect |
Advantage Kill |
|
When making a melee attack with Advantage, you can choose to forego the test bonus from an Advantage and gain an two extra points of damage instead. You can do this to up to three Advantages. |
Berserk Charge |
|
You gain an extra advantage as part of charge attacks. |
Guardian |
|
Whenever an adjacent ally is attacked, you can choose to oppose the attack in their place with your parry, assuming you have the right equipment. After this, attacks aimed at you gain Advantage for each Guardian you use. |
Devastator |
|
Whenever you deal two or more wounds with a Ballistic attack, you inflict one extra. |
Street Fighting |
|
Whenever you inflict an injury on a target with a Light or Unarmed attack, the target suffers an injury one category worse than usual. |
Battlemaster |
|
Once per Round, you may reroll an attack test made with a melee weapon and take the preferred result. |
Slaughterer |
|
Whenever you inflict two or more Wounds with a melee attack, you inflict one extra. |
Spells |
Action/Effect |
Description |
Agidyne |
MSB+6 Fire Damage |
Standard Attack that deals the above damage. |
Freidyne |
MSB+6 Nuclear Damage |
Standard Attack that deals the above damage. Gains Technical Hits on targets with Physical ailments. |
Heat Riser |
Taru+Raku+Sukukaja |
Single target spell that provides a simultaneous application of Tarukaja, Rakukaja and Sukukaja, and lasts longer. Cancels Debilitate- the effects of Tarukaja, Rakukaja and Sukukaja cancel Tarunda, Rakunda and Sukunda respectively as normal. |
Certain Blow |
Extra Wounds |
Single target spell; whenever the attacker inflicts wounds, they inflict one extra. |
Arts |
Action/Effect |
Description |
Gigantic Fist |
Charge/Focused |
Greatweapon, SB+5. Surge Only. The attack gains the High Crit (10) and Brutal Qualities. |
Power Blade |
Any |
Power, SB+3. The attack gains +4 Damage and the Tearing Quality. |
Terawatt Pulse |
Focused |
Cannon, 12. Surge Only. The attack gains +4 damage and if it deals damage, deals one extra wound. |
Passives |
Action/Effect |
Description |
Arcane Charge |
- |
You now gain +1 wound to spells that are cast as a Surge. |
Knacks |
Subname |
Effect |
Fire Control |
|
You possess the ability to shape fire. Generally, you can spread a fire to MCB adjacent square metres, or reduce it by MCB square metres. Small-scale creation of fire is possible, usually no more than a handful, and disappears after MCB minutes. You possess the ability to sculpt fire into various shapes or paths. |
Traits |
Subname |
Effect |
Shadow |
Conductor |
This creature is a Shadow, one of the multitude of bizarre manifestations that crawl out of the Sea of Chaos. All Shadows are invisible to non-Persona users (although any effects the Shadow has on the world around them can be perceived, even if the person doesn't know what it is) and are unaffected by weapons wielded by a non-Persona user. |
Flight |
4 |
This creature is capable of flying. Its flight speed is calculated by adding X to AB. |
Size |
5 |
This creature is unusually large or unusually small. You take 1 Advantage to Grapple tests against targets smaller than you per rank of difference, but 1 Disadvantage to hit. Conversely, you take 1 Advantage to hit targets larger than you per rank of difference. You gain 1 point of Unnatural Toughness for each rank above 3. 3 is the average size. |
Unnatural Score |
Strength, 4 |
This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent. |
Unnatural Score |
Toughness, 4+2 |
This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent. |
Draconic Glory |
- |
This creature is a Dragon, noble and terrible; what creature of legend is more celebrated? It gains the Fear (4) trait, and the Loremaster (1, all) trait. It has one or more Breath attacks that possess an Element besides 'Missile', listed in the profile. |
Fear |
4 |
You have an aura of fear, and force an enemy to test Willpower or Fortitude (Resist Fear), opposed by your Willpower, Fellowship, or Authority (Intimidate), on any of the following triggers: you charge them, they charge you, you deal a Wound against them, you deal a Heavy Wound or worse against one of their allies, or you ambush them. They take 1 Disadvantage per rank in this trait. Should they fail, they Panic and suffer Stress equal to their DoF. If they pass, then they ignore this trait for the rest of the encounter unless triggered by another creature with a Fear trait higher than yours. You are also immune to the Fear trait of equal or lesser ranks than your own. |
Loremaster |
1, All |
You are treated as knowing an Academics focus, denoted in Category. X counts as how many ranks you have in this Focus. You add these to any existing Focuses, even in the same field. |
Name |
Class |
Range |
Dam. |
Qualities |
Dragon Tail |
1H (Crushing) |
1m |
+4 |
Natural; Aura (3), Flexible, Knockdown |
Dragon Claws |
1H (Power) |
1m |
+5 |
Natural; Tearing |
Dragon Wings |
1H (Shield) |
1m |
+4 |
Natural; Shield (1) |
Dragon Bite |
2H (Greatweapon) |
1m |
+7 |
Natural; Brutal, Cruel |
Name |
Class |
Range |
Dam. |
Qualities |
Avalonian Dragon Breath (Fire) |
Heavy (Cannon) |
30m |
+14 |
Natural; Wave; Burning |
Avalonian Dragon Breath (Nuclear) |
Heavy (Cannon) |
30m |
+14 |
Natural; Wave; Burning |
Name |
AP Body |
AP Legs |
AP Arms |
AP Head |
Qualities |
Dragonscale |
7 |
7 |
7 |
6 |
Warded (10); Weak Spot (4) |
Name |
Arcanae |
Magic Characteristic |
Shadow Rank |
Personality |
Aptitudes |
High Elven Warrior |
Star |
Fellowship |
5 |
Disciplined |
Strength, Fellowship, Finesse |
Talents |
Subname |
Effect |
Swift Attack |
|
Attacks with one-handed melee weapons against enemies with a lower initiative than you gain the Burst (+2) Quality. Extra hits with this attack can only be allocated to enemies with Initiative lower than yours. |
Counter Attack |
|
Whenever an enemy attacks you in melee and you successfully parry or dodge it, you may make a Chance Attack against them. This still counts against the Chance Attack limit. |
Guardian |
|
Whenever an adjacent ally is attacked, you can choose to oppose the attack in their place with your parry, assuming you have the right equipment. After this, attacks aimed at you gain Advantage for each Guardian you use. |
Space Defender |
|
Enemies who pass within range of your melee weapon without attacking or engaging you grant you an instant chance attack on them. If you inflict a wound, the target is stopped in its tracks adjacent to you. |
Arts |
Action/Effect |
Description |
Smoke Phantasm |
Any Evasion |
You take an advantage to the test, and if you succeed, all attacks against you take a disadvantage until the start of your next turn., . |
Dryad Step |
Basic Move/Run |
You ignore Difficult Terrain., . |
Bouncing Claw |
Any |
Light, SB+1. The attack gains the Burst (2) Quality and gains +1 DoS. |
Beastslayer |
Focused |
Power, SB+2. The attack gains the Felling (+3) Quality. |
Knacks |
Subname |
Effect |
Disguise Form |
|
You may disguise yourself or another, changing how that form is perceived. This allows you to change an appearance to exactly mimic another, and allows you total control over the appearance, even down to looking like an animal, tree etc. Sustaining this Trait is a Free Action. |
Traits |
Subname |
Effect |
Shadow |
Trouper, Minor |
This creature is a Shadow, one of the multitude of bizarre manifestations that crawl out of the Sea of Chaos. All Shadows are invisible to non-Persona users (although any effects the Shadow has on the world around them can be perceived, even if the person doesn't know what it is) and are unaffected by weapons wielded by a non-Persona user. |
High Elf |
- |
This creature is a noble High Elf of Avalon. They gain the Unnatural Agility (2) trait and may use the Music trade skill when casting magic. |
Unnatural Score |
Agility, 2 |
This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent. |
Dark Sight |
|
You have powerful night vision, and ignore penalties associates with low light or darkness. Your perception is just as good in darkness as it is in bright light. |
Name |
Arcanae |
Magic Characteristic |
Personality |
Shadow Rank |
Aptitudes |
High Elven Archer |
Star |
Fellowship |
Disciplined |
5 |
Strength, Fellowship, Finesse |
Talents |
Subname |
Effect |
Hawkeye |
|
You suffer one less Disadvantage with Ballistic Called Attacks. |
Suppressive Fire |
|
When making a Ballistic attack benefitting from the Burst Quality, any targets that fail to evade your attack count as being in Difficult Terrain (1) until the start of your next turn. If they run and fail their difficult terrain test, instead of falling Prone they suffer 1 standard hit from your weapon. |
Arts |
Action/Effect |
Description |
Smoke Phantasm |
Any Evasion |
You take an advantage to the test, and if you succeed, all attacks against you take a disadvantage until the start of your next turn., . |
Dryad Step |
Basic Move/Run |
You ignore Difficult Terrain., . |
Leaping Evasion |
Any Evasion |
Should you pass your evasion test, you instantly Disengage., . |
Lead Target |
Std./Focused/Called |
Rifle, 6. The attack has the Unavoidable (20) Quality. |
Knacks |
Subname |
Effect |
Disguise Form |
|
You may disguise yourself or another, changing how that form is perceived. This allows you to change an appearance to exactly mimic another, and allows you total control over the appearance, even down to looking like an animal, tree etc. Sustaining this Trait is a Free Action. |
Traits |
Subname |
Effect |
Shadow |
Trouper, Minor |
This creature is a Shadow, one of the multitude of bizarre manifestations that crawl out of the Sea of Chaos. All Shadows are invisible to non-Persona users (although any effects the Shadow has on the world around them can be perceived, even if the person doesn't know what it is) and are unaffected by weapons wielded by a non-Persona user. |
High Elf |
- |
This creature is a noble High Elf of Avalon. They gain the Unnatural Agility (2) trait and may use the Music trade skill when casting magic. |
Unnatural Score |
Agility, 2 |
This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent. |
Dark Sight |
|
You have powerful night vision, and ignore penalties associates with low light or darkness. Your perception is just as good in darkness as it is in bright light. |
Name |
Class |
Range |
Dam. |
Qualities |
Elven Longbow |
Basic |
100m |
+7 |
Burst (1), Accurate, Reliable |
Name |
Arcanae |
Magic Characteristic |
Shadow Rank |
Personality |
Aptitudes |
High Elven Swordmaster |
Star |
Fellowship |
5 |
Disciplined |
Strength, Fellowship, Melee |
Talents |
Subname |
Effect |
Advantage Kill |
|
When making a melee attack with Advantage, you can choose to forego the test bonus from an Advantage and gain an two extra points of damage instead. You can do this to up to three Advantages. |
Swift Attack |
|
Attacks with one-handed melee weapons against enemies with a lower initiative than you gain the Burst (+2) Quality. Extra hits with this attack can only be allocated to enemies with Initiative lower than yours. |
Battlemaster |
|
Once per Round, you may reroll an attack test made with a melee weapon and take the preferred result. |
Arts |
Action/Effect |
Description |
Smoke Phantasm |
Any Evasion |
You take an advantage to the test, and if you succeed, all attacks against you take a disadvantage until the start of your next turn., . |
Dryad Step |
Basic Move/Run |
You ignore Difficult Terrain., . |
Giant Slice |
Focused |
Greatweapon, SB+5. Surge Only. The attack, should it cause at least two Wounds, earns an extra wound. |
Kill Rush |
Charge |
Greatweapon, SB+5. Surge Only. Should this attack hit, even if it does no damage, you may immediately perform a follow-up Focused Attack on an adjacent enemy. |
Knacks |
Subname |
Effect |
Disguise Form |
|
You may disguise yourself or another, changing how that form is perceived. This allows you to change an appearance to exactly mimic another, and allows you total control over the appearance, even down to looking like an animal, tree etc. Sustaining this Trait is a Free Action. |
Traits |
Subname |
Effect |
Shadow |
- |
This creature is a Shadow, one of the multitude of bizarre manifestations that crawl out of the Sea of Chaos. All Shadows are invisible to non-Persona users (although any effects the Shadow has on the world around them can be perceived, even if the person doesn't know what it is) and are unaffected by weapons wielded by a non-Persona user. |
High Elf |
- |
This creature is a noble High Elf of Avalon. They gain the Unnatural Agility (2) trait and may use the Music trade skill when casting magic. |
Unnatural Score |
Agility, 2 |
This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent. |
Dark Sight |
|
You have powerful night vision, and ignore penalties associates with low light or darkness. Your perception is just as good in darkness as it is in bright light. |
Name |
Arcanae |
Magic Characteristic |
Personality |
Shadow Rank |
Aptitudes |
High Elven Captain |
Star |
Fellowship |
Disciplined |
5 |
Strength, Fellowship, Finesse |
Talents |
Subname |
Effect |
Swift Attack |
|
Attacks with one-handed melee weapons against enemies with a lower initiative than you gain the Burst (+2) Quality. Extra hits with this attack can only be allocated to enemies with Initiative lower than yours. |
Battlemaster |
|
Once per Round, you may reroll an attack test made with a melee weapon and take the preferred result. |
Hawkeye |
|
You suffer one less Disadvantage with Ballistic Called Attacks. |
Bulletmaster |
|
Once per Round, you may reroll an attack test made with a Ballistic weapon and take the preferred result. |
Inspire |
|
You may make an Authority test as an action; should you pass, you grant an advantage to all tests to resist Despair and Panic to all allies for the rest of the encounter, or until you fail a test to resist fear and panic yourself. |
Iron Discipline |
|
Select one ally suffering from a Mental Ailment and test Authority as an action. If your DoS surpasses the number of rounds remaining on the Ailment's duration (or beats 3 DoS on an ailment without a duration), they clear the Ailment. |
Read Foe |
|
At the start of your turn, select one enemy. This enemy must be one whom you beat in an opposed test within the last turn. You gain an extra Advantage against them this turn. |
Spells |
Action/Effect |
Description |
Sukukaja |
2 Adv. To Evasion |
Single target spell that improves the target's Evasion tests by two advantages. Cancels Sukunda. |
Holistic Reaction |
Reroll Evasion |
Can be cast when an ally fails their Evasion test; they immediately reroll it. A test can only benefit from this spell once. |
Arts |
Action/Effect |
Description |
Dryad Step |
Basic Move/Run |
You ignore Difficult Terrain., . |
Angelic Missile |
Focused/Called |
Rifle, 7. The target counts as having the Weak Spot (3) Quality. If the target already has it, you gain +2 damage and the Brutal quality. |
Knacks |
Subname |
Effect |
Neutralise Emotion |
|
You may reduce or neutralise the emotions of a creature around you. This might keep a creature from performing an action or make it easier for them to resist emotional manipulation. The range of this ability is equal to your MC metres, and you may affect MCB targets. |
Traits |
Subname |
Effect |
Shadow |
Trouper |
This creature is a Shadow, one of the multitude of bizarre manifestations that crawl out of the Sea of Chaos. All Shadows are invisible to non-Persona users (although any effects the Shadow has on the world around them can be perceived, even if the person doesn't know what it is) and are unaffected by weapons wielded by a non-Persona user. |
High Elf |
- |
This creature is a noble High Elf of Avalon. They gain the Unnatural Agility (2) trait and may use the Music trade skill when casting magic. |
Unnatural Score |
Agility, 2 |
This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent. |
Dark Sight |
|
You have powerful night vision, and ignore penalties associates with low light or darkness. Your perception is just as good in darkness as it is in bright light. |
Name |
Class |
Range |
Dam. |
Qualities |
Elf Captain's Sword |
1H (Light) |
1m |
+2 |
Burst (1), Keen, Reliable |
Elf Captain's Glaive |
1H (Power) |
1m |
+3 |
Felling (2), Reliable |
Elven Kite Shield |
1H (Shield) |
1m |
+1 |
Shield (1) |
Name |
Class |
Range |
Dam. |
Qualities |
Elf Captain's Longbow |
Basic |
100m |
+7 |
Burst (2), Accurate, Reliable |
Name |
Arcanae |
Magic Characteristic |
Personality |
Shadow Rank |
Aptitudes |
High Elven Mage |
Star |
Fellowship |
Strategist |
5 |
Defense, Finesse, Fellowship |
Talents |
Subname |
Effect |
Brilliance |
|
Once per day, you can use Intelligence in place of a different Score when making any kind of test. |
Scholar |
|
You may reroll Academics tests and take the preferred result, so long as you have access to a source of knowledge on that topic, such as a book, a computer with internet access or a library. |
Logic Prevails |
|
You reroll tests to resist the Brainwashed or Amnesiac ailments. You can use Intelligence in place of Willpower to resist those ailments. |
Spells |
Action/Effect |
Description |
Negation |
Chance to null spell |
You may cast this whenever another entity in range targets you with a spell; you oppose their roll with your own MS. On a success you evade the spell. |
High Magic 1 |
Absorb magic and cast many spells |
Surge Only. Augment, 1 action, range self. You create a vortex of magic around you with 2 Duration. So long as the vortex is up, you may use the Negation spell at Surge strength without spending Power. Every time you successfully Negate a spell, the vortex's duration increases by 1. You may, on your turn, spend a point of duration to cast any Tier 1 spell, which you may surge as normal, or you can surge by spending another round of duration. If High Magic is already in effect when you cast it, then you can instead cast any Tier 1 spell without using up any duration, or you can increase duration by 1. |
Arts |
Action/Effect |
Description |
Dryad Step |
Basic Move/Run |
You ignore Difficult Terrain., . |
Passives |
Action/Effect |
Description |
Resist Amnesia |
- |
You take two Advantages to tests to resist Amnesia. |
Knacks |
Subname |
Effect |
Siphon |
|
You may use this knack as an action to inhibit other knacks nearby. All Magical Knacks within 1km that use MC or MCB to calculate their range or effects (eg. "MC*100 metres") reduces their effective MCB by your MCB, to a minimum of 1. Siphon is not affected by Siphon. |
Traits |
Subname |
Effect |
Shadow |
Trouper |
This creature is a Shadow, one of the multitude of bizarre manifestations that crawl out of the Sea of Chaos. All Shadows are invisible to non-Persona users (although any effects the Shadow has on the world around them can be perceived, even if the person doesn't know what it is) and are unaffected by weapons wielded by a non-Persona user. |
High Elf |
- |
This creature is a noble High Elf of Avalon. They gain the Unnatural Agility (2) trait and may use the Music trade skill when casting magic. |
Unnatural Score |
Agility, 2 |
This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent. |
Dark Sight |
|
You have powerful night vision, and ignore penalties associates with low light or darkness. Your perception is just as good in darkness as it is in bright light. |
Talents |
Subname |
Effect |
Distract |
|
Select one target and make a Manipulate test as an action, opposed by Willpower or Inquiry; on a success, the target takes disadvantage to evasion and perception tests, plus another if you gain 4 or more DoS. |
Social Chameleon |
|
You may reroll, and take the preferred result, Stealth tests, so long as you are in a fairly crowded area with lots of people in it; you essentially hide in plain sight. This talent also allows you to reroll, and take the preferred result, tests to create or maintain disguises or fake identities. |
Taunt |
|
You may provoke and insult a target to draw its attention to you; select one target and make a Manipulate test as an action, opposed by Willpower or Inquiry; on a success, the target gains Disadvantage to all attack tests, plus another if you gain 3 DoS or more. However, it does not gain Disadvantages against you, but instead gains an Advantage to attack and evasion tests against you. This effect lasts for a number of rounds equal to your FB. |
Spells |
Action/Effect |
Description |
Dia |
1 Light Wound, +1 per 4 MSB |
Single target spell that heals 1 Light Wound to a Persona or Shadow, but heals another per 4 MSB (so 1 Light Wound, 2 at MSB 4, 3 at MSB 8) |
Garu |
MSB+2 Wind Damage |
Standard Attack that deals the above damage. Gains Technical Hits on Burning targets. |
Fumbling Friend |
Isolates target |
Single target spell; for the duration of the spell, the target may not benefit from Assist actions or Outnumbering bonuses, and cannot Baton Pass to others or receive a Baton Pass. |
Arts |
Action/Effect |
Description |
Dryad Step |
Basic Move/Run |
You ignore Difficult Terrain., . |
Knacks |
Subname |
Effect |
Illusion |
|
You can create MCB amount of illusory shapes, typically no bigger than a single squares' worth. These shapes can be anything that comes to mind, such as light-giving spheres or even fake images of people, but they instantly vanish the moment they're touched. |
Traits |
Subname |
Effect |
Shadow |
Trouper, Minor |
This creature is a Shadow, one of the multitude of bizarre manifestations that crawl out of the Sea of Chaos. All Shadows are invisible to non-Persona users (although any effects the Shadow has on the world around them can be perceived, even if the person doesn't know what it is) and are unaffected by weapons wielded by a non-Persona user. |
Hover |
4 |
This creature is capable of hovering a few metres above the air, allowing it to ignore low obstacles. When hovering, its AB is increased by X*2. |
Size |
1 |
This creature is unusually large or unusually small. You take 1 Advantage to Grapple tests against targets smaller than you per rank of difference, but 1 Disadvantage to hit. Conversely, you take 1 Advantage to hit targets larger than you per rank of difference. You gain 1 point of Unnatural Toughness for each rank above 3. 3 is the average size. |
Talents |
Subname |
Effect |
Distract |
|
Select one target and make a Manipulate test as an action, opposed by Willpower or Inquiry; on a success, the target takes disadvantage to evasion and perception tests, plus another if you gain 4 or more DoS. |
Mimic |
|
Given about an hour of study, you may mimic the voice of another. It takes a -10 Opposed Scrutiny test, opposed by your Manipulate, to figure out it's a faked voice (or +0 if you weren't able to converse with the person face-to-face). Of course, if the listener knows the appearance of the mimicked voice's owner, and it's clear to them that the user doesn't look like them, then the deception fails. |
Taunt |
|
You may provoke and insult a target to draw its attention to you; select one target and make a Manipulate test as an action, opposed by Willpower or Inquiry; on a success, the target gains Disadvantage to all attack tests, plus another if you gain 3 DoS or more. However, it does not gain Disadvantages against you, but instead gains an Advantage to attack and evasion tests against you. This effect lasts for a number of rounds equal to your FB. |
Spells |
Action/Effect |
Description |
Diarama |
1 Light Wound, +1 per 2 MSB |
Single target spell that heals 1 Light Wound to a Persona or Shadow, but heals another per 2 MSB (so 1 Light Wound, 2 at MSB 2, 3 at MSB 4) |
Garula |
MSB+4 Wind Damage |
Standard Attack that deals the above damage. |
Fumbling Friend |
Isolates target |
Single target spell; for the duration of the spell, the target may not benefit from Assist actions or Outnumbering bonuses, and cannot Baton Pass to others or receive a Baton Pass. |
Arts |
Action/Effect |
Description |
Dryad Step |
Basic Move/Run |
You ignore Difficult Terrain., . |
Knacks |
Subname |
Effect |
Illusion |
|
You can create MCB amount of illusory shapes, typically no bigger than a single squares' worth. These shapes can be anything that comes to mind, such as light-giving spheres or even fake images of people, but they instantly vanish the moment they're touched. |
Traits |
Subname |
Effect |
Shadow |
Trouper |
This creature is a Shadow, one of the multitude of bizarre manifestations that crawl out of the Sea of Chaos. All Shadows are invisible to non-Persona users (although any effects the Shadow has on the world around them can be perceived, even if the person doesn't know what it is) and are unaffected by weapons wielded by a non-Persona user. |
Flight |
4 |
This creature is capable of flying. Its flight speed is calculated by adding X to AB. |
Size |
2 |
This creature is unusually large or unusually small. You take 1 Advantage to Grapple tests against targets smaller than you per rank of difference, but 1 Disadvantage to hit. Conversely, you take 1 Advantage to hit targets larger than you per rank of difference. You gain 1 point of Unnatural Toughness for each rank above 3. 3 is the average size. |
Talents |
Subname |
Effect |
Berserk Charge |
|
You gain an extra advantage as part of charge attacks. |
Advantage Kill |
|
When making a melee attack with Advantage, you can choose to forego the test bonus from an Advantage and gain an two extra points of damage instead. You can do this to up to three Advantages. |
Guardian |
|
Whenever an adjacent ally is attacked, you can choose to oppose the attack in their place with your parry, assuming you have the right equipment. After this, attacks aimed at you gain Advantage for each Guardian you use. |
Arts |
Action/Effect |
Description |
Strong Blade |
Parry |
You take a +10 bonus to the test., . |
Kill Rush |
Charge |
Greatweapon, SB+5. Surge Only. Should this attack hit, even if it does no damage, you may immediately perform a follow-up Focused Attack on an adjacent enemy. |
Beastslayer |
Focused |
Power, SB+2. The attack gains the Felling (+3) Quality. |
Assault Dive |
Charge |
Power, SB+3. The attack gains +1 damage (Max +5) for every 4 metres you travel as part of the charge. If you fly during the charge and the target is grounded, then it's +1 damage (Max +8) for every 2 metres. |
Knacks |
Subname |
Effect |
Perceive Illusion |
|
This knack allows you to perceive illusions, both identifying illusions and revealing the true form to you. This affects the following Knacks: Darkness, Disguise Form, Illusion, Light, Magic Writing, Magical Sound, Shape Hex, Shape Shift. |
Traits |
Subname |
Effect |
Shadow |
- |
This creature is a Shadow, one of the multitude of bizarre manifestations that crawl out of the Sea of Chaos. All Shadows are invisible to non-Persona users (although any effects the Shadow has on the world around them can be perceived, even if the person doesn't know what it is) and are unaffected by weapons wielded by a non-Persona user. |
Fearless |
2 |
You add X Advantages to tests to resist the Fear trait and Panic. |
Sturdy |
|
Any attempts to grapple, knock you prone or force you against your will must reroll and take the worse result. |
Talents |
Subname |
Effect |
Inspire |
|
You may make an Authority test as an action; should you pass, you grant an advantage to all tests to resist Despair and Panic to all allies for the rest of the encounter, or until you fail a test to resist fear and panic yourself. |
Distract |
|
Select one target and make a Manipulate test as an action, opposed by Willpower or Inquiry; on a success, the target takes disadvantage to evasion and perception tests, plus another if you gain 4 or more DoS. |
Battle Reading |
|
Select one target and make an Inquiry test as an action, opposed by Subterfuge or Manipulation; on a success, at any time between now and your next turn, you can force the target to reroll a single test and take the result you prefer. |
Spells |
Action/Effect |
Description |
Attraction |
Attracts the unengaged |
Spell that designates a point in range (which may be a person). This point now emanates a bubble equal to 60m; anyone, including Shadows, people, etc who are not engaged in a strenuous or involving activity (including combat) must pass a Willpower test or begin moving toward the spot, hearing a cue unique to them. They may test Willpower as a Free at the start of each turn, and should they pass, do not need to test again for the rest of the day. You may choose to exclude targets from effect if you wish. Persona users and particularly powerful Shadows are immune to this spell. |
Psi |
MSB+2 Psy Damage |
Standard Attack that deals the above damage. Gains Technical Hits on targets with Mental ailments. |
Marin Karin |
Brainwashes enemy |
Single target spell; if you win the above test, the enemy is Brainwashed. |
Passives |
Action/Effect |
Description |
Resist Despair |
- |
You take two Advantages to tests to resist Despair. |
Knacks |
Subname |
Effect |
Magical Sound |
|
As an Action, you can create sounds seemingly out of nowhere. The sounds can be as simple as beeps or as complex as an entire song you know. You can create the source of the sound anywhere within MC metres, and the sound can be heard up to MC*10 metres away. Sustaining this knack is a Free Action. |
Traits |
Subname |
Effect |
Shadow |
- |
This creature is a Shadow, one of the multitude of bizarre manifestations that crawl out of the Sea of Chaos. All Shadows are invisible to non-Persona users (although any effects the Shadow has on the world around them can be perceived, even if the person doesn't know what it is) and are unaffected by weapons wielded by a non-Persona user. |
Unnatural Score |
Fellowship, 2 |
This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent. |
Peer |
Creatives, 1 |
You gain a +10 bonus per X to interaction tests with characters belonging to this group. |
Talents |
Subname |
Effect |
Terrify |
|
When engaging a target who possesses the Fear trait, you can make an Intimidate test against them, opposed by their Authority, Fellowship or Strength scores. If you win, you steal one Rank of the Fear trait from them, plus another per 3 DoS; this lasts until the end of the encounter. |
Spells |
Action/Effect |
Description |
Evil Smile |
Panics enemy |
Single target spell; if you win the above test, the enemy is Panicked for up to 3 rounds. |
Psi |
MSB+2 Psy Damage |
Standard Attack that deals the above damage. Gains Technical Hits on targets with Mental ailments. |
Mudo |
- |
Select one enemy in range, and make the above test. Should you win the opposed test, the affected target is afflicted with the Damned ailment. |
Foul Breath |
Reduces resistance to ailment |
Single target spell; the target now takes a Disadvantage to resist Ailments and Hexes. |
Knacks |
Subname |
Effect |
Telepathy |
|
You may use Telepathy on a target up to MC*10 metres away whose location you know. You can read thoughts as an Action, with you testing MC, the target opposing with Willpower/Fortitude/Resist Mental. You can also send thoughts as a Free Action, with the message being no longer than MC seconds long. |
Traits |
Subname |
Effect |
Shadow |
- |
This creature is a Shadow, one of the multitude of bizarre manifestations that crawl out of the Sea of Chaos. All Shadows are invisible to non-Persona users (although any effects the Shadow has on the world around them can be perceived, even if the person doesn't know what it is) and are unaffected by weapons wielded by a non-Persona user. |
Fear |
1 |
You have an aura of fear, and force an enemy to test Willpower or Fortitude (Resist Fear), opposed by your Willpower, Fellowship, or Authority (Intimidate), on any of the following triggers: you charge them, they charge you, you deal a Wound against them, you deal a Heavy Wound or worse against one of their allies, or you ambush them. They take 1 Disadvantage per rank in this trait. Should they fail, they Panic and suffer Stress equal to their DoF. If they pass, then they ignore this trait for the rest of the encounter unless triggered by another creature with a Fear trait higher than yours. You are also immune to the Fear trait of equal or lesser ranks than your own. |
Unspeakably Ugly |
2 |
This creature has a visibly disturbing visage. Against people who have not learned to overcome its horrific appearance, it takes an X penalty to Manipulate and an X bonus to Authority. |
Name |
Arcanae |
Magic Characteristic |
Personality |
Shadow Rank |
Aptitudes |
Huorn |
Star |
Fellowship |
Predator |
5 |
Strength, Perception, Defense |
Talents |
Subname |
Effect |
Takedown |
|
You gain an advantage to Tricks, and enemies' chance attacks on you for failing take an extra disadvantage. |
Beat Blade |
|
After making a melee attack on an enemy that deals wounds, you can choose to exchange as many wounds as you like in order to inflict 1 Disadvantage on the target per wound. These Disadvantages apply to all tests and last until the start of your next turn. |
Guardian |
|
Whenever an adjacent ally is attacked, you can choose to oppose the attack in their place with your parry, assuming you have the right equipment. After this, attacks aimed at you gain Advantage for each Guardian you use. |
Space Defender |
|
Enemies who pass within range of your melee weapon without attacking or engaging you grant you an instant chance attack on them. If you inflict a wound, the target is stopped in its tracks adjacent to you. |
Wrestler |
|
You may reroll and take the preferred result the following tests: when others test against you to act when grappled; when you test against grapplers to act without interference. |
Arts |
Action/Effect |
Description |
Dryad Step |
Basic Move/Run |
You ignore Difficult Terrain., . |
Pounce |
Grapple (Initiate) |
Crushing, SB+TB. Should you successfully grapple the target, they're automatically knocked prone and suffer a single hit with damage equal to your SB+TB. This damage is not increased by your DoS nor is it decreased by your target's DoS. |
Ground Pound |
Std./Focused/Called |
Crushing, SB+1. The attack gains the Concussive Quality, but the Concussive effect also applies to every enemy adjacent to the target. |
Batter |
Focused/Charge |
Crushing, SB+1. The attack gains Armour Breaker. If it already has it, then it reduces AP by an extra point. |
Knacks |
Subname |
Effect |
Darkness |
|
You can dim the light in an area, not completely snuffing it out, but enough to darken an area equal to MC metres around the point of use. Light sources have no effect on this field, except for light made by the Magical Knack 'Light'. The darkness requires a constant action per turn to sustain, and disappears the moment you cease to sustain it. |
Traits |
Subname |
Effect |
Shadow |
Trouper |
This creature is a Shadow, one of the multitude of bizarre manifestations that crawl out of the Sea of Chaos. All Shadows are invisible to non-Persona users (although any effects the Shadow has on the world around them can be perceived, even if the person doesn't know what it is) and are unaffected by weapons wielded by a non-Persona user. |
Woods Come Alive |
- |
This creature is a living tree, such as an Ent or a Huorn. They ignore Difficult Terrain due to forested territories and gain two bonuses to stealth tests in such terrain. They also have Unnatural Toughness (2). |
Unnatural Score |
Toughness, 2 |
This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent. |
Unnatural Score |
Strength, 2 |
This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent. |
Talents |
Subname |
Effect |
Berserk Charge |
|
You gain an extra advantage as part of charge attacks. |
Battlemaster |
|
Once per Round, you may reroll an attack test made with a melee weapon and take the preferred result. |
Advantage Kill |
|
When making a melee attack with Advantage, you can choose to forego the test bonus from an Advantage and gain an two extra points of damage instead. You can do this to up to three Advantages. |
Speciality |
Melee |
Select a skill in which you possess Level 3 training. You gain one extra Skill Focus in that skill. You may purchase this Skill twice. |
Spells |
Action/Effect |
Description |
Energy Drop |
Removes Mental Ailments |
Single target spell that removes any Mental ailment from a target. |
Arts |
Action/Effect |
Description |
Assault Dive |
Charge |
Power, SB+3. The attack gains +1 damage (Max +5) for every 4 metres you travel as part of the charge. If you fly during the charge and the target is grounded, then it's +1 damage (Max +8) for every 2 metres. |
Mighty Swing |
Focused Attack |
Greatweapon, SB+5. Surge Only. The attack adds an extra SB/2 to damage. |
Smoke Phantasm |
Any Evasion |
You take an advantage to the test, and if you succeed, all attacks against you take a disadvantage until the start of your next turn., . |
Knacks |
Subname |
Effect |
Animal Bond |
All birds |
You possess a special affinity with a certain type of animal (X). Just possessing Animal Bond allows you to communicate, roughly, with the animal type in question, as well as giving out simple commands such as 'follow this person' with the Authority or Manipulation skills. If MC is equal to or higher than the animal's combined Intelligence and Willpower Bonuses, you may automatically pass animal command tests, give out more complex commands, and may send commands (and see through these animals' eyes) to the animal remotely so long as the animal is within MC kilometres of you. Finally, you may sense any animals of this type within MC kilometres. |
Traits |
Subname |
Effect |
Shadow |
- |
This creature is a Shadow, one of the multitude of bizarre manifestations that crawl out of the Sea of Chaos. All Shadows are invisible to non-Persona users (although any effects the Shadow has on the world around them can be perceived, even if the person doesn't know what it is) and are unaffected by weapons wielded by a non-Persona user. |
Flight |
4 |
This creature is capable of flying. Its flight speed is calculated by adding X to AB. |
Heralds of Manwe |
|
The Fairy Queen imposes her authority on every Shadow of Avalon save the Great Eagles and they alone, for reasons unknown. They are a symbol of great hope for the Elven kindreds of Avalon, for they come in the hours of their great need. The Great Eagle is immune to Panic and the Fear trait. It also gains Size (4), Dark Sight, Unnatural Strength, Agility, Perception and Toughness (2) traits, and provides Fearless (1) to all allies who possess at least one of the following Arcanae: Star, Sun, Magician, Hierophant, Justice, Temperance. Finally, they gain access to the Eucatastrophe exemplary from the Sun Arcana, but only the level 1 version. |
Size |
4 |
This creature is unusually large or unusually small. You take 1 Advantage to Grapple tests against targets smaller than you per rank of difference, but 1 Disadvantage to hit. Conversely, you take 1 Advantage to hit targets larger than you per rank of difference. You gain 1 point of Unnatural Toughness for each rank above 3. 3 is the average size. |
Unnatural Score |
Strength, 2 |
This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent. |
Unnatural Score |
Toughness, 2+1 |
This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent. |
Unnatural Score |
Agility, 2 |
This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent. |
Unnatural Score |
Perception, 2 |
This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent. |
Name |
Arcanae |
Magic Characteristic |
Personality |
Shadow Rank |
Aptitudes |
Fae Steed |
Star |
Fellowship |
Protective |
5 |
Strength, Finesse, Defense |
Talents |
Subname |
Effect |
Sprint |
|
When using the Run move, you can choose to Sprint, adding 2 metres to your movement per DoS on your Athletics/Running test. However, you suffer 5 Stress. |
Berserk Charge |
|
You gain an extra advantage as part of charge attacks. |
Arts |
Action/Effect |
Description |
Dryad Step |
Basic Move/Run |
You ignore Difficult Terrain., . |
Smoke Phantasm |
Any Evasion |
You take an advantage to the test, and if you succeed, all attacks against you take a disadvantage until the start of your next turn., . |
Phantom Leap |
Basic Move/Run |
If you start and end in cover, you do not count as crossing any enemies' line of sight or effect., . |
Bash |
Focused/Charge |
Crushing, SB+1. The attack gains the Tiring (5) Quality. If the target takes damage, they must pass a Toughness or Endurance (Resist Physical) test with 2 advantages or be Stunned for one round. |
Knacks |
Subname |
Effect |
Orientate |
|
This knack has two uses. Firstly, you can use the knack to touch an item, object, place or person. You can then use the knack later to determine in which direction that thing is relative to you, visible as a red line with infinite range. You may only have one focus at a time, and can cancel the focus as a free action. If you have not designated a focus, then using this knack simply points to north, like a compass (you can also use the compass purpose whenever you please, focus or no). |
Traits |
Subname |
Effect |
Shadow |
Trouper, Minor |
This creature is a Shadow, one of the multitude of bizarre manifestations that crawl out of the Sea of Chaos. All Shadows are invisible to non-Persona users (although any effects the Shadow has on the world around them can be perceived, even if the person doesn't know what it is) and are unaffected by weapons wielded by a non-Persona user. |
Multiple Legs |
1 |
This creature has multiple legs, making it faster. X represents each pair of legs (ie. 2 = 3 pairs of legs total). Creatures with multiple legs double their AB to determine movement on the ground, and gain one advantage toward Climbing, Balance, Leaping and Running tests per X. |
Unnatural Score |
Agility, 2 |
This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent. |
Talents |
Subname |
Effect |
Berserk Charge |
|
You gain an extra advantage as part of charge attacks. |
Sprint |
|
When using the Run move, you can choose to Sprint, adding 2 metres to your movement per DoS on your Athletics/Running test. However, you suffer 5 Stress. |
Spells |
Action/Effect |
Description |
Kou |
MSB+2 Bless Damage |
Standard Attack that deals the above damage. Gains Technical Hits on targets with the Condemned ailment. |
Tarukaja |
+3 Damage |
Single target spell that improves all damage the target deals by +3. Cancels Tarunda. |
Arts |
Action/Effect |
Description |
Dryad Step |
Basic Move/Run |
You ignore Difficult Terrain., . |
Assault Dive |
Charge |
Power, SB+3. The attack gains +1 damage (Max +5) for every 4 metres you travel as part of the charge. If you fly during the charge and the target is grounded, then it's +1 damage (Max +8) for every 2 metres. |
Knacks |
Subname |
Effect |
Animal Bond |
Equines |
You possess a special affinity with a certain type of animal (X). Just possessing Animal Bond allows you to communicate, roughly, with the animal type in question, as well as giving out simple commands such as 'follow this person' with the Authority or Manipulation skills. If MC is equal to or higher than the animal's combined Intelligence and Willpower Bonuses, you may automatically pass animal command tests, give out more complex commands, and may send commands (and see through these animals' eyes) to the animal remotely so long as the animal is within MC kilometres of you. Finally, you may sense any animals of this type within MC kilometres. |
Traits |
Subname |
Effect |
Shadow |
Trouper, Minor |
This creature is a Shadow, one of the multitude of bizarre manifestations that crawl out of the Sea of Chaos. All Shadows are invisible to non-Persona users (although any effects the Shadow has on the world around them can be perceived, even if the person doesn't know what it is) and are unaffected by weapons wielded by a non-Persona user. |
Multiple Legs |
1 |
This creature has multiple legs, making it faster. X represents each pair of legs (ie. 2 = 3 pairs of legs total). Creatures with multiple legs double their AB to determine movement on the ground, and gain one advantage toward Climbing, Balance, Leaping and Running tests per X. |
Unnatural Score |
Agility, 3 |
This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent. |
Talents |
Subname |
Effect |
Berserk Charge |
|
You gain an extra advantage as part of charge attacks. |
Wrestler |
|
You may reroll and take the preferred result the following tests: when others test against you to act when grappled; when you test against grapplers to act without interference. |
Battlemaster |
|
Once per Round, you may reroll an attack test made with a melee weapon and take the preferred result. |
Spells |
Action/Effect |
Description |
War Blessing |
Reliable |
Single target spell; all attacks the target makes now gain the Reliable quality. |
Arts |
Action/Effect |
Description |
Assault Dive |
Charge |
Power, SB+3. The attack gains +1 damage (Max +5) for every 4 metres you travel as part of the charge. If you fly during the charge and the target is grounded, then it's +1 damage (Max +8) for every 2 metres. |
Feather Drop |
Falling |
It halves the distance you drop for the purpose of damage, and you land on your feet., . |
Brutal Edge |
Focused/Charge |
Power, SB+2. The attack gains the Cleaving Quality. |
Knacks |
Subname |
Effect |
Project Emotion |
|
You may project an emotion onto another within MC metres, so long as it is an emotion that you are feeling. You may affect up to MCB targets. |
Traits |
Subname |
Effect |
Shadow |
- |
This creature is a Shadow, one of the multitude of bizarre manifestations that crawl out of the Sea of Chaos. All Shadows are invisible to non-Persona users (although any effects the Shadow has on the world around them can be perceived, even if the person doesn't know what it is) and are unaffected by weapons wielded by a non-Persona user. |
Flight |
3 |
This creature is capable of flying. Its flight speed is calculated by adding X to AB. |
Unnatural Score |
Strength, 2 |
This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent. |