• A Biddy's LifeDWUBRG Bloodline S Eight old women accompany you everywhere. They contribute their life force to keep you young (immune to decrepitude and magic that would age you). For each woman, you can define an area of expertise (granting you advantage for those tests; first reroll is free, but subsequent uses in the same scene cost E). Once chosen, an expertise cannot be changed until that woman dies (there is a chance one will die each year, due to the strain on their constitution — you must find a new and willing young person to give their life and loyalty to you or start to age rapidly). 25/87
  • Adept MagicWUBRG Bloodline S At the start of each session, you automatically gather W, U, B, R or G.
    Higher Learning (reduce the complexity by either 2 or W/U/B/R/G for the purpose of learning or slotting) — magical passive, profession, stance and technique cards. In addition, you are automatically considered to have a teacher for magical cards if you spend 48 hours meditating (no test to slot them).
    You bind mana into your body to learn magically enhanced abilities. 21/87
  • Ain't No GraveD Bloodline S Enhances Death Threshold [+1/24].
    Enhances Injury Threshold [+1/8].
    When you die and are buried, you rise from the grave at midnight. Once you use this power, you are considered undead (a draughr or revenant) and cannot use it again until you take revenge (if your killer is already dead, a blood relative will do just fine).
    Well, look way down the river, what do you think I see?
    I see a band of angels and they’re coming after me.
    Ain’t no grave can hold my body down.
    22/87
  • Apep, Cosmic SerpentUUU Legacy — Pact S Each time you give an opponent Poisoned, you add B to your Mana pool.
    T: Mastery (automatic critical success) for a Serpentine test.
    T: You may negotiate a favor from Apep, Cosmic Serpent. This card becomes Locked (does not untap as normal). There will be a return favor needed to Q.
    There is much you would learn from the ways of the serpent, but for that knowledge there is a price. 23/87
  • Azoth, Lord of Bones BBBB Legacy — Pact S Spiritual +3 (increase fellowship by three for purposes of maximum servants, cumulative) for undead.
    T: Limit Break (set a single combat pool to 7 until the end of your next turn) for a Necromancy test.
    T: You may negotiate a favor from Azoth. This card becomes Locked (does not untap as normal). There will be a return favor needed to Q.
    5/87
  • Bearkin3 Bloodline S Advantage (free reroll) for Animal Handling and Toughness tests.
    Enhances Death Threshold [+1/24].
    Bears will never attack you, provided you show them the same courtesy.
    Whenever you consume, introduce or produce honey, recover EE or F.
    24/87
  • Blessed by the LightWWWW Legacy — Pact S Enhances True Faith page [+2].
    Each time you kill a nonbeliever in combat, you gain chaoschaos.
    T: You may negotiate a favor from the Light. This card becomes Locked (does not untap as normal). There will be a return favor needed to Q.
    2/87
  • Blood KnightWUBRG Bloodline S Advantage (free reroll) for Agility, Quickness, Strength and Toughness tests. Skilled (+1 die) for Weapon Skill tests.
    Enhances Blood page [+4/4].
    If you are well fed, you have Energize (if it would cause fatigue, prevent E) for all actions.
    Your magical cards (all of them) do not function in daylight (even indirect light is enough to block them).
    You are descendant from a noble line of vampires. 27/87
  • Blood of ArgyllD Bloodline S Advantage (free reroll) for Fellowship tests.
    Vulnerable (injury threshold is halved) to cold iron.
    E: Extend the range of a social attack (one time).
    F: Extend the duration of a charm attack to a year and a day, or until you heal this F.
    EF: Limit Break (set a single combat pool to 7 until the end of your next turn) for Resistance and Social pool.
    You are very beautiful and convincing, although you do have a tail and small horns to conceal. 28/87
  • Child In TimeWUBRG Bloodline S At the start of each scene, gain a Command Point (until the end of the scene).
    When you die, you are instantly reborn (in the past). Introduce your new history to the story, and join the party. You are the same person, only with a different appearance (you may change your race, if desired) and no equipment (you may be able to collect the equipment on your corpse). Then Child In Time is destroyed (you may pay the cost to slot it as normal).
    Sweet child in time, you’ll see the line
    The line that’s drawn between, good and bad
    29/87
  • Child of the Elder BloodWUBRG Bloodline S Advantage (free reroll) for most tests relating to dragons (yes, including combat).
    You have an Arcane Connection to a young dragon companion that understands (and usually obeys) basic commands. Mythic animals will usually not be willing to enter urban areas (nor would they be welcome). Your dragon does not talk, but it gains experience (and grows in size) along with your troupe.
    Slowly, I awake. Slowly, I rise.
    The walls I built are crumbling.
    30/87
  • Dead KnightDBBBB Bloodline S Advantage (free reroll) for all tests against undead.
    Energize (if it would cause fatigue, prevent E) for all actions.
    Enhances Death Threshold [+5/24].
    You must eat humanoid flesh or drink blood to recover F (if you do not eat at least once per week you become increasingly feral and start to decay).
    You are a member of a noble order of knights that hunt the undead. However, you (and your entire order) are secretly afflicted with a similar condition. 31/87
  • Death PactBBBBB Legacy — Pact S Destined (free redraw of Trump) for Death Threshold checks.
    T: You may negotiate a favor from Death. This card becomes Locked (does not untap as normal). There will be a return favor needed to Q unless you discard {Death}.
    You made a pact with death itself, to shield yourself from unfortunate accidents. Death does not grant such favors lightly. and another person near you dies in your place. 6/87
  • Deceiver of FoolsB/RB/RB/R Legacy — Pact S You are considered Marked by the Deceiver of Fools.
    T: Mastery (automatic critical success) for a Charm or Seduction test.
    T: You may negotiate a favor from the Deceiver of Fools. This card becomes Locked (does not untap as normal). There will be a return favor needed to Q.
    You have been marked by the Deceiver of Fools, a legendary Succubus with enormous influence in countless worlds. 16/87
  • Demonic FenceDB/R Legacy — Pact S You can sell D items to the Demonic Fence as though they were not corrupted.
    T: Produce a counterfeit item. To spot that it is a fake, one must succeed an Extremely Hard (20) Evaluate Perception test.
    T: You may negotiate a favor from the Demonic Fence. This card becomes Locked (does not untap as normal). There will be a return favor needed to Q.
    17/87
  • Devil’s BargainB/RB/RB/R Legacy — Pact S Roll a bonus die for a Characteristic of your choice (choose when this card is slotted).
    Whenever you convince a soul to sign a contract with Astaroth, you may Q this card.
    T: Destined (free redraw of Trump) for an Infernal test.
    T: You may negotiate a favor from Astaroth, Great Duke of the Infernal Realm. This card becomes Locked (does not untap as normal). There will be a return favor needed to Q.
    18/87
  • DopplegängerWUBRG Bloodline S Advantage (free reroll) for Lying and Stealth tests.
    Enhances your Shape Shifter page [+4/8]. You Semble and Veer with Fellowship.
    You have the innate ability to assume the form of dead people you have killed yourself (within one size point of your normal mass). You are a hermaphrodite (can change into both sexes), and are referred to as “it” in speech. Children of a Dopplegänger and another race will appear quite normal until their early teens. Your true form is very unsettling to humanoids. 32/87
  • DreamwalkerDRRRR Bloodline S Adds a spell (Dream Possession) to your grimoire, which you can use to acquire a body.
    You cannot increase physical characteristics (as you have no body) or slot Racial cards, but your stay in another dimension has reinforced your mental acuity. You are Skilled (+1 die) for Intelligence, Perception and Willpower tests.
    You died while visiting the Dreamlands a long time ago, and your spirit has found its way back to the mortal realm. 33/87
  • Echoes of the First Murder 1DBBB Legacy — Pact S Your Melee attacks are Accurate (+1 attack die, up to 6).
    T, technique: Your attack gains Murderous (critical success on 4+). This cannot be used on attacks unless they cause physical or mystic damage.
    T: You may negotiate a favor from Drach’nyen, the End of Empires. This card becomes Locked (does not untap as normal). There will be a return favor needed to Q.
    You have drawn the unwelcome attention of Drach’nyen, the End of Empires. 7/87
  • ElementalistRGWU Bloodline S Adds languages (Brass Tongues, The Mind That Sits, The Name of the Wind and Voice of the Lake) to your grimoire.
    Counts as all forms (Creo, Intellego, Muto, Perdo and Rego) and four techniques (Aquam, Auram, Ignem and Terram) for spontaneous spells.
    Enhances Magic pool [6 dice], and this pool is never affected by the Staggered condition.
    34/87
  • Entrancing Beauty3 Bloodline S Enhances Social pool [+1/6], and this pool is never affected by the Staggered condition.
    Once per session, Limit Break (set a single combat pool to 7 until the end of your next turn).
    You cannot slot cards that enhance Fellowship (you can increase it with character points, but many people will resent your great beauty or simply assume you’re not very nice). However, in many situations you can substitute your great beauty for Fellowship tests. Roll 8 dice, or 9 when the people you interact with are attracted to you.
    You are exceptionally, almost painfully, beautiful. 35/87
  • Fairy Blood3 Bloodline S Advantage (free reroll) for Agility, Fellowship, Magic and Quickness tests.
    Once per session, introduce a fairy (or some fairy magic) to the story, very likely in your favor.
    Size [-1/-1] (gain a bonus die when appropriate).
    Vulnerable (injury threshold is halved) to iron.
    Somewhere in your ancestry there is a fairy, and this relation gives you an intuitive grasp of the motivations and personalities of those mystical folk. 36/87
  • Fate MagicWUBRG Bloodline S Advantage (free reroll) for Fellowship tests.
    Enhances Fate Hand limit [+0/+1].
    Enhances Magic pool [+1/6].
    If someone kills you, a dying curse is automatically placed on them. This silent threat is a powerful deterrent (for people that know about it).
    Blessed with the rarest of sorceries, you can see the great web of fate and how its strands connect to all things. Fate witches are always women, and are always born into an influential family. It is illegal for witches to own property, their means must come from a family member, patron or spouse. 37/87
  • Fox, Lionheart & FairchildRR Legacy — Pact S Advantage (free reroll) for Fellowship tests involving the law or law enforcement.
    T: Mastery (automatic critical success) for a Law test.
    T: You may negotiate a favor from Fox, Lionheart & Fairchild. This card becomes Locked (does not untap as normal). There will be a return favor needed to Q this card.
    A law firm unlike any other. 11/87
  • Gaia’s EmbraceGGGG Legacy — Pact S T: Produce Fresh Produce.
    T: Limit Break (set a single combat pool to 7 until the end of your next turn) for a Natural test.
    T: You may negotiate a favor from Gaia. This card becomes Locked (does not untap as normal). There will be a return favor needed to Q.
    13/87
  • Genetic Experiment3 Bloodline S Once per session, Limit Break (set a single combat pool to 7 until the end of your next turn).
    Skilled (+1 die) for Healing, Survival and Toughness tests. Disadvantage (forced reroll) for Fellowship tests.
    This card is Invulnerable (cannot be broken or destroyed).
    You are the result of a twisted combination of experimentation and the manipulation of life. Perhaps you were created by your master, or perhaps you were kidnapped and “modified”. You have since fled your confines, and found your place in the outside world, adapting to it or surviving in spite of it. 38/87
  • Giant Blood3 Bloodline S Advantage (free reroll) for Strength tests, but Disadvantage (forced reroll) for Agility tests.
    Enhances Injury Threshold [+1/7] and Size [+1/2] (gain a bonus die when appropriate).
    Mobility +1 (an extra mobility point), but you cannot become Fleet.
    Your thrown attacks are Lethal (critical success on 5+).
    The blood of the ancient race of giants flows in your veins. Though you are not as large as your ancestors, you are much taller than a typical member of your race. 39/87
  • Highlander4 Bloodline S This card is Invulnerable (cannot be broken or destroyed).
    Proficient with all swords.
    Enhances Melee pool [+1/6].
    Disadvantage (forced reroll) for all tests while near another Highlander unless in combat with this Highlander.
    A Death result (on Arcana) on any Death Threshold test is transformed into Incapacitated unless the hit location was the head or the Arcana drawn is {Death}.
    41/87
  • Hijo de la Luna2W Bloodline S This card is Invulnerable (cannot be broken or destroyed).
    Skilled (+1 die) for perception tests.
    Disadvantage (forced reroll) for etiquette tests.
    At the start of each session you may exchange any Arcana Trump for the {Moon}.
    You need not sleep when a Moon land effect is active, and cannot be put to sleep by any means (mundane or magical). The Moon replenishes her children by her mere presence.
    42/87
  • Hunter Ancestry3 Bloodline S Once per session, you Q a hunter card or introduce a fellow hunter to the story.
    This card is Invulnerable (cannot be broken or destroyed).
    Up to three times per day, Advantage (free reroll) for any tests relating to the supernatural (you can use this ability even if you are marked).
    You come from a long line of hunters of the supernatural. 43/87
  • I Know of a DreamRWU Legacy — Pact S Higher Learning (reduce the complexity by either 2 or W/U/B/R/G for the purpose of learning or slotting) — Oneiromancy and Dream.
    You are Immune to Dreamlands Corruption.
    T: You may negotiate a favor from Morpheus, Lord of Dreams. This card becomes Locked (does not untap as normal). There will be a return favor needed to Q.
    15/87
  • It That Breaks All Chains BBB Legacy — Pact S You cannot become Immobilized through any means.
    You have Disadvantage (forced reroll) for Sanity tests.
    T: Reroll a Contortion, Intimidate or Metallurgy test.
    T: You may negotiate a favor from It That Breaks All Chains. This card becomes Locked (does not untap as normal). There will be a return favor needed to Q.
    8/87
  • Jade Hand3 Bloodline S Enhances Light pool [+1/6], and this pool is never affected by the Staggered condition.
    Your unarmed attacks against creatures of darkness are Lethal (critical success on 5+) and your dominant hand is Invulnerable (ignore all damage and injuries on this hit location).
    Once per session your jade hand, and anything it touches (no larger or heavier than yourself), can become incorporeal for less than a minute (this is considered a targeted spell effect).
    You have a jade hand fixed to the stump of your dominant arm, which you can use like a biological limb. 44/87
  • Knight in White Satin3 Bloodline S Adds an enchanted armor (White Satin) to your grimoire.
    Advantage (free reroll) for Law and Tailoring tests.
    When you Parry while defending the weak, you automatically Limit Break (set a single combat pool to 7 until the end of your next turn).
    These half elven knights roam the roads of the Valley in their characteristic white cloth, beholden to no man or master. 46/87
  • LichDBBRR Bloodline S Adds an item (Prepared Phylactery) to your grimoire.
    At the start of each session, automatically Gather B. In addition, you have a chance to add {Death} to your hand (on B).
    When you “die”, your spirit immediately returns to your phylactery, no matter where it is.
    B, Ritual (requires that you perform a short ritual at twilight): Recover all F, and heal one mundane Injury.
    What is dead may never die. 47/87
  • Little Red Riding Hood3 Bloodline S Enhances Death Threshold [+1/24] if female.
    Enhances Resistance pool [+1/6], and this pool is never affected by the Staggered condition.
    Fleet (+1 mobility point, cumulative), as long as you wear something red.
    Once per session, introduce an aspect of wolf to the story. You may reveal {Cups} to enhance it.
    You have strange relationship with wolves. Usually positive, but sometimes there’s a big bad wolf. 48/87
  • Living VisWUBRG Bloodline S At the start of each session, automatically Gather W, U, B, R or G. Then, if you have {Magician} in your hand, do it again.
    Enhances Magic pool [+1/6] and Warding pool [+1/6].
    Your body is worth its weight in gold to magi, and unscrupulous ones may not hesitate to cause you discomfort or harm to harvest your innate magic. It is hard to hide your magic. 49/87
  • Lords of BalanceGGGG Legacy — Pact S T: You gain Cascading (critical success on d1d2d3d4d5d6; this can only be defended against by another cascade or five of a kind) for any test. You can use this after the dice result is determined.
    T: You may negotiate a favor from the Lords of Balance. This card becomes Locked (does not untap as normal). There will be a return favor needed to Q.
    Why are you here? 14/87
  • Lords of ChaosBBBBB Legacy — Pact S You have a Wealth Rating of 6, but each d1 causes D instead of a complication.
    T: Add B. This might cause D (on B).
    T: Reroll an Astronomy, Stealth or Trap test.
    T: You may negotiate a favor from the Lords of Chaos. This card becomes Locked (does not untap as normal). There will be a return favor needed to Q.
    What do you want? 9/87
  • Lords of OrderH/UH/UH/UH/UH/U Legacy — Pact S Once per session you can transform a D Mana card into a Mana card of any color (W/U/B/R/G).
    You are Skilled (+1 die) for Psionic tests. They are considered Logic tests.
    T: You may negotiate a favor from the Lords of Order. This card becomes Locked (does not untap as normal). There will be a return favor needed to Q.
    Who are you? 4/87
  • Magemark3 Bloodline S Enhances Fate Hand [+1/8].
    Enhances Social pool [+1/6], and this pool is never affected by the Staggered condition. The mark also command great respect in the magical community (that does not mean they respect you, but you can usually profit from this once per session).
    You cannot be Marked by others (this includes horrors), nor can you mark others.
    A powerful magus marked you at birth or when you were young, foretelling that you were destined for great things. 50/87
  • Mutant Zero2DB Bloodline S This card is Invulnerable (cannot be broken or destroyed).
    Enhances Mutations page [+4/8]. You can buy an additional 4 slots at a cost of 2 XP per slot.
    Advantage (free reroll) for Genetics, Corruption and Mutation tests.
    You can choose to place Corruption Injuries on your Mutations page on any open slot.
    Each time you gain a mutation, and you no longer have room to slot it, it replaces a random card on your Mutations page.
    51/87
  • NephilimD Bloodline S Enhances True Faith page [+2].
    Add a rival (Demonic Persecutor) to your grimoire. You are hunted by a powerful demon. The more you use your A abilities, the closer he, it or she comes to tracking you down.
    You copy all activated A abilities of allies in your aura (5 paces), but cannot slot True Faith professions.
    AA: Limit Break (set a single combat pool to 7 until the end of your next turn) for all pools.
    52/87
  • Obsidian Hand3 Bloodline S Enhances Warding pool [+1/6], and this pool is never affected by the Staggered condition.
    Your non-dominant hand is Invulnerable (ignore all damage and injuries on this hit location).
    Higher Learning (reduce the complexity by either 2 or W/U/B/R/G for the purpose of learning or slotting) for Abjuration spells.
    On a critical success when casting Abjuration spells, in addition to their effect, they also cause Stifled.
    You have an obsidian hand fixed to the stump of your non-dominant arm, which you can use like a biological limb. 53/87
  • Once and Future KingWUBRG Bloodline S This card is Invulnerable (cannot be broken or destroyed).
    You (or one of your descendants) are destined to rule as a king (or queen). In this, the Fates are your ally.
    T: You are skilled for one characteristic (of your choice) and if you have a legitimate crown (or other symbol of rule) slotted, you also gain Advantage (free reroll) for this characteristic.
    T, sacrifice a legitimate crown (or other symbol of rule): Modify any test (before making it) to be critical on d5d5 as well as d6d6.
    There lies his crown in water deep,
    Till Durin wakes again from sleep.
    54/87
  • Paladin3 Bloodline S Enhances Melee pool [+1/6], and this pool is never affected by the Staggered condition.
    Enhances True Faith page [+1].
    Proficient with axes (your axes always have the offhand trait).
    A: Summon any axe (it glows a little bit).
    Put your faith in the Light, and all is possible. 55/87
  • Parma Naturalis3 Bloodline S Enhances Warding pool [+1/6], and this pool is never affected by the Staggered condition.
    Magic Save of 5+ (before defense, roll 5 or more, modified by penetration, against a non-directed spell targeting you; if successful, the spell has no effect on you).
    This card is Invulnerable (cannot be broken or destroyed).
    The dwarfs of yore made mighty spells,
    while hammers fell like ringing bells.
    56/87
  • Phoenix Blood3 Bloodline S Advantage (free reroll) for Ignem tests.
    Enhances Death Threshold [+1/24].
    A number of days (equal to your age) after your death, you will reincarnate in a new body with one random point of Decrepitude. Exile (return the card to the storyteller) Phoenix Blood and all magical abilities. You have an incomplete picture of who you were. Your new body has “Tattoo — Phoenix”.
    57/87
  • Pledge to the Elder GodsDD Legacy — Pact S Adds a weapon (Athame) to your grimoire.
    Enhances Magic pool [+1/6].
    D: Reroll a Curse, Necromancy or Infernal test.
    T: Introduce a fellow cultist to the story.
    T: You may negotiate a favor from the Elder Gods. This card becomes Locked (does not untap as normal). There will be a return favor needed to Q.
    58/87
  • Psionic PowersH/RH/RH/RH/RH/R Bloodline S You can slot Psionic powers on your Spells page, but cannot learn any Spells.
    Adds Psionic powers (Telekinetic Crush, Telekinetic Lift and Telekinetic Shift) to your grimoire.
    Telekinesis [5AP, 2C]: You can move objects with your mind. Your mind can generate about the same force your body can (and just like the body can be trained to exert more force, so can the mind). Your control is crude (like you have on oven mittens), so you cannot perform complex actions with your telekinesis.
    59/87
  • Royal Blood3 Bloodline S Adds a profession (Prince or Princess) to your grimoire.
    At the start of the campaign, roll 1d6 to determine how many siblings you have (then randomly determine their sex and if they are older than you).
    You have a Wealth Rating of 5 (instead of 4).
    A princess always takes care that her words are honeyed, for she may have to eat them. 60/87
  • Second Sight3 Bloodline S Advantage (free reroll) for Perception tests.
    Second Sight has a range of 20 paces, and costs no action points or fatigue. You may have to make a Perception test to notice certain objects or persons. You can still see the physical plane, which can get confusing.
    You have the innate ability to see into the astral plane, which is highly prized by magi. 61/87
  • Shadow TwinWBBRR Bloodline S Advantage (free reroll) for Stealth tests.
    Enhances Warding pool [+1/6].
    Should you die (or become incapacitated), your shadow twin will emerge from astral space to avenge you (it is an exact copy of you). After a full lunar phase, you will ‘grow’ a new twin.
    W: Send your twin on a mission. It is Skilled (+1 die) for Stealth tests while on this mission.
    Your shadow leads its own life. It has its own will, and is sometimes mischievous, but you generally get along. 62/87
  • SharinganWUBRG Bloodline S Adds techniques (Spell Analysis, Spot Weakness) to your grimoire.
    Advantage (free reroll) for Occult and Perception tests, since you can see astral patterns, which in many ways is similar to astral perception.
    E: You read lips, or mimic something that you can see (like pencil movements). This can be used to copy any stance or technique an ally or opponent uses (you must still [be able to] pay the cost as normal).
    W: A Marked target within sight hallucinates a scene.
    63/87
  • Skinchanger3 Bloodline S Adds spells (Animal Possession, Death Shift) to your grimoire. These spells cannot be destroyed.
    At the start of each session, chance to add {Moon} to your hand (on B) and this Trump never counts towards your hand limit.
    Enhances your Shape Shifter page [+2/8]. You Semble and Veer with Willpower.
    U/R: Extend the duration of Animal Possession (to permanent).
    64/87
  • Spectre of Destiny2BB Legacy — Pact S Enhances Fate Hand [+1/8].
    Destined (free redraw of Trump) for constructing your Fate Hand at the start of sessions.
    T: You may negotiate a favor from Satinav, the Spectre of Destiny. This card becomes Locked (does not untap as normal). There will be a return favor needed to Q.
    10/87
  • Spirit MagicWUBRG Bloodline S Adds a companion (a spirit) and a ritual (Attract Spirit) to your grimoire.
    Advantage (free reroll) when dealing with spirits peacefully.
    Mystic +1 (increased armor value and ignores penetration from mystic attacks).
    You can build a campfire (or other relaxing environment) to attract nearby spirits.
    65/87
  • Star Child3 Bloodline — Genetic S At the start of each session, chance to add {Star} to your hand (on B). If you don’t, randomly determine your Zodiac sign for this session and gain its spontaneous magic (see back of this card).
    E, Discard {Star}: Limit Break (set a single combat pool to 7 until the end of your next turn). When it ends, it triggers again (on B).
    W: At night, travel (alone) through the stars to any location under the open night sky.
    66/87
  • Star Child (Back)3 Bloodline — Genetic S 1 Aquarius: Group Magic (best used for intentions which will benefit all involved).
    2 Aries: Candle Magic (bring focus and symbolic transformation by burning candles and oils).
    3 Cancer: Lunar Magic (as the moon waxes and wanes, so does your magic).
    4 Capricorn: Ceremonial Magic (use charged objects and specially prepared places).
    5 Gemini: Petition Magic (write down what you want to achieve).
    6 Leo: Mantra (chant and sing to channel your inner magic).
    7 Libra: Vision Boarding (find images, symbols and numbers to inspire your subconscious).
    8 Pisces: Cleansing (clear your body, space and energy field with ritual cleansing).
    9 Sagittarius: Chaos Magic (craft your intention into a sigil, then forget about it to manifest it).
    10 Scorpio: Sex Magic (use your body in your magic to help manifest your desires).
    11 Taurus: Natural Magic (use the seasons and cycles of the sun, moon to inform your spell work).
    12 Virgo: Practical Magic (advantage for all tests).
    In your life you will meet shooting stars. You will see them, make your wish and see them disappear. 1/87
  • Take Me DownD Bloodline S At the start of each session, chance to add {Devil} to your hand (on B).
    This card is Invulnerable (cannot be broken or destroyed).
    You sold your soul to the devil. Select any card the GM won’t give you and add it to your grimoire (you must pay to slot it as normal).
    F, devil’s luck: Reroll any test on which you have taken no other reroll. This roll is final.
    Been waiting at these crossroads forever and a day for a guy to buy my soul. 67/87
  • Tears of the Dragon3 Bloodline S Enhances Fate Hand [+1/7].
    You know the approximate location of a powerful artifact (so powerful, in fact, you suspect it contains primal power: the very essence of a god). Unfortunately, the location is extremely perilous: the Dragon Islands.
    Where I was, I had wings that couldn’t fly.
    Where I was, I had tears I couldn’t cry.
    The tears of the dragon, for you and for me.
    68/87
  • That Bastard Son3 Bloodline S Enhances Death Threshold [+1/24].
    Enhances Fatigue Threshold [+1/16].
    Enhances Injury Threshold [+1/5].
    Enhances Resistance pool [+1/6].
    You (utter and complete bastard) are the illegitimate son (or daughter) of a powerful magician, noble or politician. You don’t have the best relation with your parent and their spouse, but can sometimes use your status to your advantage. 69/87
  • The 36th Chamber3 Bloodline S Enhances Engagement Limit [+1/7].
    Enhances Light pool [+1/6], and this pool is never affected by the Staggered condition.
    The first time you focus in an unarmed duel, you are dealt two Trumps (choose one and discard the other).
    You can add an additional technique to your unarmed attacks (remember you can only combine stances and techniques whose combined complexity is less than or equal to your weapon skill).
    20/87
  • The BladesDWUBRG Bloodline S Advantage (free reroll) for Melee and Parry tests (every time).
    Adds an item (Stormbringer) to your grimoire.
    Stormbringer may occasionally coerce you with an opposed Willpower test (the blade uses its durability). It is obsessed with fame and one other thing (chosen by the player to your right).
    Doomed to link themselves to vessels whose name frequently eclipses their own, the eight blades of Arioch vie for fame and dominion over the world of man. 26/87
  • The GiftWUBRG Bloodline S At the start of each session, chance to add {Magician} to your hand (on B), and that Trump never counts towards your hand limit.
    Enhances Archmage page [+4/4], in which you can slot spells, the hermetic techniques (Aquam, Auram,...) and forms (Intellego, Rego,...).
    Add four hermetic forms or techniques to your grimoire.
    Disadvantage (forced reroll) for Social tests (unless you have a Parma slotted).
    You can cast spontaneous spells.
    You have the rare ability to work true magic (perhaps one in ten thousand has this gift). 40/87
  • The Key3 Bloodline S Advantage (free reroll) for Occult, Pick Lock and Stealth tests.
    Enhances Engagement Limit [+1/7].
    Enhances Fate Hand [+1/8].
    You are the key to opening some mystical thing, like a portal, vault or even something more esoteric. Bad people may hunt you. Good people may help you. But which is which? 45/87
  • The LeviathanRRRRR Legacy — Pact S Adds an item (Mysterious Puzzle Box) to your grimoire.
    T: Prevent Angered, Disrupted, Intimidated, Shaken or Staggered. You become Bleeding instead (cannot be prevented).
    T: You may negotiate a favor from the The Leviathan. This card becomes Locked (does not untap as normal). There will be a return favor needed to Q.
    12/87
  • The Ninth SisterW/UWW Legacy — Pact S Advantage (free reroll) for Drawing.
    Spiritual +3 (increase fellowship by three for purposes of maximum servants, cumulative) for summoned servants.
    T: Spiritual +2 (increase fellowship by two for purposes of maximum servants, cumulative) until the end of the scene.
    T: You may negotiate a favor from the The Ninth Sister. This card becomes Locked (does not untap as normal). There will be a return favor needed to Q.
    19/87
  • Through the Looking Glass WW Legacy — Pact S Enhances Mirror page [+4/4].
    Adds a spell (Mirror Image) to your grimoire.
    T: You may negotiate a favor from the Mirror Demon. This card becomes Locked (does not untap as normal). There will be a return favor needed to Q this card.
    3/87
  • Time LordWUBRG Bloodline S Add a profession to your grimoire (Chronomancer). It becomes Invulnerable (cannot be broken or destroyed).
    If you would perform an action that would alert a Timekeeper of your existence, reveal the top Trump of the Fate Deck. On B, you go unnoticed.
    At the start of combat, your Improvised Weapons gain a damage type (Pierce, Slash, Bludgeon) of your choice until the end of the scene.
    70/87
  • Trust Fund Baby3 Bloodline S Adds a servant (Tiny Show Dog) to your grimoire. You must slot this or lose your fucking mind.
    There are, like, no limits to your family fortune. You have a Wealth Rating of 5 (instead of 4).
    You are Skilled (+1 die) for all Wealth tests, but have a lot of social obligations and pressure.
    Risk {Pentacles}: When you gain a copper coin (ew!), upgrade it to a silver coin.
    That’s hot. 71/87
  • Turn To ShadowDWWWW Bloodline S This card is Invulnerable (cannot be broken or destroyed).
    When you [are forced to] slot a Corruption card (any card with D is considered corrupted), destroy it and slot a copy of Turn To Shadow in its place. You become ever more insane as you collect D (on a scale of 1 to 10, a ten being utterly insane).
    You have an alter ego in an influential position of your choice that can influence the story once per session.
    It’s too late now to stop the process
    This was your choice you let it in
    This double life you lead is eating you up from within
    72/87
  • Untouchable3 Bloodline S Disadvantage (forced reroll) for Fellowship and Social tests (people feel uncomfortable around you).
    Enhances Engagement Limit [+1/7].
    Mastery (automatic critical success) for Warding and Willpower tests (you ignore corruption).
    You cannot slot cards with D, W, U, B, R, G, H/W, H/U, H/B, H/R or H/G symbols, but you are completely undetectable by magical or psionic means and ignore magical damage.
    73/87
  • Watcher in the RainU/BD Legacy — Pact S Advantage (free reroll) for Infernal tests.
    T: Introduce an administrative encumbrance or hindrance to the story.
    T: S Limit Break (set a single combat pool to 8 until the end of your next turn) while in rain.
    T: You may negotiate a favor from the Watcher in the Rain. This card becomes Locked (does not untap as normal). There will be a return favor needed to Q.
    74/87
  • Werewolf3 Bloodline S Adds stances (Glabro, Lupus) to your grimoire.
    Enhances your Shape Shifter page [+4/8]. You Semble and Veer with Toughness.
    Once per session, introduce help from your pack (or another shape shifter) to the story.
    This card is Invulnerable (cannot be broken or destroyed), and you are Vulnerable (injury threshold is halved) to silver weapons.
    You are descendant from a savage line of wolves. 75/87
  • Zodiac: Aquarius3 Bloodline S Enhances Fatigue Threshold [+1/16].
    Enhances the range of your Aura [+1 paces].
    Once per session, produce water or ice.
    EF: Prevent any Condition that prevents you from moving.
    EE: Once per round, you can potentially (on B) gain Mastery (automatic critical success) for a Grapple Escape test. By spending U you are Destined (free redraw of Trump) for this check.
    76/87
  • Zodiac: Aries3 Bloodline S Skilled (+1 die) for Crafting (armor).
    Enhances Magic Pool [+1/6].
    Enhances the range of your Aura [+1 paces].
    Higher Learning (reduce the complexity by either 2 or W/U/B/R/G for the purpose of learning or slotting) — arcane Armor.
    FF, 2AP: Make a Crafting Repair test on any armor or weapon in your aura (5+1 paces). This is considered a Blood test.
    77/87
  • Zodiac: Cancer4 Bloodline S Enhances Death Threshold [+1/24].
    Enhances the range of your Aura [+1 paces].
    Higher Learning (reduce the complexity by either 2 or W/U/B/R/G for the purpose of learning or slotting) — Grapple.
    T: The next unarmed or melee attack you perform has Tearing (two bonus damage dice and wounds require double normal time to heal).
    T: You gain Shift (maneuver one pace; this replaces the random movement after an attack) until the end of next round.
    78/87
  • Zodiac: Capricorn4 Bloodline S Adds a technique (Headbutt) to your grimoire. This technique cannot be destroyed.
    Enhances the range of your Aura [+1 paces].
    Proficient with unarmed attacks and your dominant hand (both if ambidextrous) is considered an edged mundane weapon.
    Whenever you cause an opponent to become Stunned, recover EE. You can use an additional pair of d4 from any unarmed attack to have the Stunning trait of that attack trigger without revealing the proper Trump.
    79/87
  • Zodiac: Gemini5 Bloodline S Upkeep: B/R (pay B/R at the beginning of each session, or this card does nothing).
    At the beginning of each session, chance to gather B/R (on B, R).
    Enhances the range of your Aura [+2 paces].
    You have another person living in your body (choose the person’s age, profession, race and sex). This is nearly undetectable, although your aura is “heavy”.
    EEE, F: Produce your “other” as an ally for the rest of the scene.
    4/12 80/87
  • Zodiac: Leo4 Bloodline S Enhances Light pool [+1/6].
    Enhances the range of your Aura [+1 paces].
    Immune to Intimidate attacks.
    Jungles and savannah are never considered difficult terrain for you, and you have Mobility +1 (an extra mobility point) while in them.
    T, technique: Opponents cannot use their Dodge or Parry pool against your unarmed attack.
    81/87
  • Zodiac: Libra3 Bloodline S Your armor and weapons have Durability +1 and Reliable (advantage for durability tests; never jams or gets stuck).
    Enhances the range of your Aura [+1 paces].
    Risk a Trump of your suit or discard any Trump: Prevent Disarmed for anyone (including yourself) in your aura (5+1 paces).
    When resolving for fatigue caused by any action, ignore all d2 in your result pool.
    82/87
  • Zodiac: Pisces3 Bloodline S Advantage (free reroll) for Swimming tests.
    Enhances Fatigue Threshold [+1/16].
    Enhances the range of your Aura [+1 paces].
    You can breathe underwater and swim as fast as a fish (of your size). In addition, water (from puddle to swamp) is never difficult terrain for you.
    EF: Recover EE or reroll an Aquam test.
    I throw myself into the sea.
    Release the wave, let it wash over me.
    83/87
  • Zodiac: Sagittarius3 Bloodline S Enhances Ranged pool [+1/6], and this pool is never affected by the Staggered condition.
    Enhances the range of your Aura [+1 paces].
    Proficient with ranged weapons (each round, you may reroll a single location die).
    You can have up to two Marked targets simultaneously.
    Some say live, laugh, love.
    But I say raise, aim, shoot!
    84/87
  • Zodiac: Scorpio3 Bloodline S All your unarmed or melee attacks have Aimed (roll three location dice). When the hit location of these attack is Free Choice (12), the hit location becomes Torso and the attack becomes Lethal (critical success on 5+).
    Enhances the range of your Aura [+1 paces].
    Your skin feels hardened and cold. You have physical Armor Value +1 (cumulative) on all locations.
    85/87
  • Zodiac: Taurus3 Bloodline S Enhances the range of your Aura [+1 paces].
    You have Mobility +1 (an extra mobility point) and you are proficient with all Rush weapons.
    At start of battle: Choose any opponent in sight. You gain Offensive Advantage (free reroll or replace) against them, and you become Taunted (cannot be prevented).
    Mess with the bull, you get the horns. 86/87
  • Zodiac: Virgo3 Bloodline S At the start of each session, chance to add {Lovers} to your hand (on B) and this Trump never counts towards your hand limit.
    Enhances the range of your Aura [+1 paces].
    You, or an ally in your aura (5+1 paces), may claim one Advantage (free reroll) each round of combat, provided you (and your allies) are righteous of body and soul.
    Walk always in the Light. 87/87