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A Better Bludgeon
Passive — Mundane
Advantage (free reroll) for Durability tests with bludgeoning weapons.
, [three of a kind on an attack with a bludgeoning weapon]: Limit Break (set a single combat pool to
until the end of your next turn). Your attack continues, but with a set of two dice.
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A Crossing of Fates


Passive — Mentem, Vim
Enhances Fate Hand [+1/6].
The first time you reveal a Trump in a magical duel, you are dealt two Trumps (choose one and discard the other).
Whenever you win a fate or certàmen duel, you may draw a Trump from the Fate Deck (not for mock duels, of course).
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A Friend in Body & Soul
Condition — Corpus
Enhances Fatigue Threshold [+1/16].
Cursed (you cannot remove this card once attuned).
You have strange, luminous markings on your back. Although they are benign, many see them as an ill omen and may brand you a heretic or witch.
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A Friend in Body & Soul
Passive — Corpus
Counts as a technique (Corpus) for spontaneous spells.
Enhances Fatigue Threshold [+1/16].
: Copy this card to a person you can touch (he or she can slot it for free), introducing a health benefit to the story. This usually involves an Occult Healing test. A connection exists between people with the markings, but it is too weak to exploit.
You have strange, luminous markings on your back. Although they are benign, many see them as an ill omen and may brand you a heretic or witch.
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A Friend of Air
Passive — Auram
Counts as a technique (Auram) for spontaneous spells.
Enhances Fatigue Threshold [+1/16].

: Introduce a source of air to the story, even in the most impossible of circumstances.
A breeze seems to follow you around. No matter the circumstances, you always seem to find a pocket of breathable air and you feel safe even in the most violent hurricanes.
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A Friend of Animals
Passive — Animàl
Counts as a technique (Animàl) for spontaneous spells.
Enhances Fatigue Threshold [+1/16].

: Introduce a mundane animal to the story (if you only want an animal part, you can produce this instead), even in the most unlikely of circumstances.
Mundane animals are attracted to you and are usually friendly, although a guard dog will not forget he needs to guard his domicile.
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A Friend of Dwarves
Passive — Mundane
Skilled (+1 die) for Toughness tests.
You can utilize your other slotted cards as if you were a Dwarf.
All Dwarves are friendly towards you (and by extension your companions) unless provoked or attacked.
: Introduce a Dwarven craftsman to the story.
:
a Mountain Land.
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A Friend of Earth
Passive — Terram
Counts as a technique (Terram) for spontaneous spells.
Enhances Fatigue Threshold [+1/16].

: Introduce some quality of earth or stone to the story (for example, the walls of your prison could be weak and lead to a natural tunnel or sewer system, allowing you to escape the cell easily).
The earth is calm, fertile and malleable around you. There are no earthquakes in places you visit, and these effects persist for a year and a day. Although you are probably not even aware of this ability, it may be people like you that keep the Valley seismically stable.
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A Friend of Fire
Passive — Ignem
Counts as a technique (Ignem) for spontaneous spells.
Enhances Fatigue Threshold [+1/16].

: Introduce a fire to the story, even in the most impossible of circumstances (underwater you may find a volcanic vent). It is greatly attracted to you.
Fire seems to follow you around. You have little trouble constructing a fire with even the most basic tools, and flames always blow in your direction when you are within 20 paces.
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A Friend of Water
Passive — Aquam
Counts as a technique (Aquam) for spontaneous spells.
Enhances Fatigue Threshold [+1/16].

: Introduce a source of water to the story, even in the most impossible of circumstances.
Water seems to follow you around. You have little trouble finding water even in very dry places like a desert. You’ve long grown accustomed to the constant rainfall.
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A Game in Every Port
Passive — Mundane
While you have a Port slotted, you gain one use of an Offensive Advantage (free reroll or replace) for each gambling duel.
While near a large body of water (such as a port town), you can treat any duel as a naval duel.
: Introduce a gambling opportunity or game of chance to the game.
: Recover
. While near a large body of water recover
or 
instead.
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A Hat Will Do
Passive — Mundane
Enhances Block pool [+1/6].
Proficient with buckler shields, and you ignore one point of encumbrance from them or any Head Armor.
You can use any Head Armor with at least 1 point of physical armor as a buckler with:
• Balanced (+1 defense die, up to
), even for ranged attacks.
• Companion ([Court]: one use of advantage against target until the end of your next turn) with an Arming Sword or Falchion.
• Fast (normal attacks cost 5 AP).
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A Lot on Your Plate
Passive — Mundane
Proficient with plate armor.
Ignore up to one point of Encumbrance from plate armor (cumulative).
Ignore the Shoving and Knockback trait of weapons and spells used against you.
Your plate armor has Advantage (free reroll) for Durability tests.
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A Nose For Trouble
Passive — Mundane
Advantage (free reroll) for Fellowship tests, and also for Perception tests if smell is involved.
You can use Intelligence or Perception to make Ambush tests, and do so with Advantage (free reroll) if you’ve had the chance to “sniff out” the situation for at least a few minutes before the scene.
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A Rainbow In The Dark
Passive — Imaginem
Enhances Engagement Limit [+1/4].
Your spells (and pattern) are automatically one level (+2) harder to detect than normal (cumulative).
This ability does not have the same anti corruption effect as grimoire casting or a spell matrix, but it does help.
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A Taste for Vitae
Passive — Corpus
Keywords: Blood
Eery (may cause disadvantage in social situations).
When you become Berserk, you have Blood Frenzy (once per scene you produce Mouthful of Blood by drinking your opponents’ blood).
If you have triggered Blood Frenzy last round, or if you spend
you may ignore up to one Attack of Opportunity.
Blood dripping out of and burning in your mouth.
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A Waltz for the Moon

Passive — Mentem
Skilled (+1 die) for Dancing, Dodge and Quickness tests.
Your invitations to dance are so compelling that they are rarely refused (your target must discard a trump to refuse your invitation).
When you get a critical success on a performance, you may add {Moon} to your hand (once per session). If you have slotted Dancing with the Stars, you may instead choose to add {Star} to your hand.
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Abate Curse
Passive — Vim
Adds two spells (Remove Curse, Suppress Curse) to your grimoire.
Enhances Warding pool [+1/6].
You have Advantage (free reroll) for Defense tests against curses.
The Abate Curse talent allows a character to safely handle cursed objects.
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Absorb Humidity
Passive — Aquam
Invulnerable (cannot be broken or destroyed).
You can summon fresh, clear spring water in your cupped hand (it fills after a few minutes). Doing this, you and one other person can keep properly hydrated, (for each size point you can provide for an extra person). May also provide material components for Aquam spells.
: Advantage (free reroll) for the next Aquam spell you cast this turn (announce this before your first roll; you cannot prevent
this turn).
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Accident Magic
Passive — Vim
Accident Magic allows you to disrupt the mana flows within a target you have touched recently. You can activate this power up to a minute from the time you last touched the target. Make an opposed Fellowship test (most objects have
dice). If you win, the target suffers a glitch or accident as determined by fate (a wagon might break an axle, a person might fall badly).
Accident Magic cannot affect targets protected by a Parma Magica or similar effect.
Decreases Fate Hand [-1], and you cannot slot cards that enhance Fate Hand, but each time you cause a spectacular accident, draw a Trump from the Fate Deck.
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Ace Up Your Sleeve

Passive — Vim
Enhances Fate Hand [+1/5].
Once per session you may reveal two Trumps of the same value to add the {Wheel of Fortune} to your hand (if available).
When you draw any {Ace} to add to your duel total, you may draw an additional Trump and add its value as well. This is considered Illegal (when you use this card around others, risk dishonored, on
).
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Acrobatic Expertise
Passive — Corpus
Adds techniques (Acrobatic Dodge, Acrobatic Strike) to your grimoire. These techniques cannot be destroyed.
Advantage (free reroll) for Acrobatics tests.
Enhances Dodge pool [+1/6].
The Acrobatic Strike talent allows characters to make impossibly graceful, leaping, spinning melee attacks.
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Action Boy
Passive — Mundane
Once per scene, you may gain a Command Point (until the end of the scene).
Discard {Trump}: Gain an Action Point (action points reset at the beginning of a round, no matter how many you had left).
[three of a kind on any attack]: Gain an Action Point. Your attack continues, but with a set of two dice.
There’s no time to waste!
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Action Girl
Passive — Mundane
Once per scene, gain a Command Point (until the end of the scene).
Discard {Trump}: Gain an Action Point (action points reset at the beginning of a round, no matter how many you had left).
[three of a kind on an attack]: Gain an Action Point. Your attack continues, but with a set of two dice.
There’s no time to waste!
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Ad Astrum
Passive — Mundane
Adds a technique (Falling Touch) to your grimoire. This technique cannot be destroyed.
Advantage (free reroll) for Astronomy tests.
Enhances Dodge pool [+1/6], and this pool is never affected by the Staggered condition.
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Adept Mastery


Passive — Mentem, Vim
You must have slotted Adept Magic or Physical Adept to slot Adept Mastery.
Energize (if it would cause fatigue, prevent
) for magical techniques.
Enhances Fate Hand [+1/6].
Only the rare individual is master of all the magical techniques.
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Adeptus Mechanicus
Passive — Vim
Counts as a technique (Vim) for spontaneous spells.
Enhances Fatigue Threshold [+1/16].

: Introduce a tiny experimental clockwork contraption to the story. Getting it to perform its function usually involves an Occult Engineering test, but it has an above average chance of malfunctioning hilariously (don’t roll 
!).
You have a natural knack for clockwork devices, and tiny machines follow you around.
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Administrative Priviledges
Passive — Mundane
Advantage (free reroll) and Skilled (+1 die) for Administration tests.
: During an administrative duel, add a Trump from the Fate Deck to your duel total.
: Introduce a a shortcut through a bureaucratic obstacle or red tape.
: Reroll a Streetwise or Law test.
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Adrenaline Boost
Passive — Vim
Enhances Engagement Limit [+1/4].
: Enter Adrenaline Boost until the end of the scene. In it, you have Advantage (free reroll) for Dodge, Light, Melee, Quickness, Strength and Toughness tests, and gain a single Command Point (until the end of the scene). However, you must spend all your Action Points each round. If you have one or more left at the beginning of a turn, each one causes you to suffer 
.
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Adrenaline Junkie
Passive — Mundane
Recovering from Paralyzed only costs 4 Action Points.
Risk a {Trump of your suit}: Prevent Paralyzed.
While Paralyzed, you can spend up to two Actions Points for defense tests.
: Reroll a Climbing or Geomancy test.
: Introduce a dangerous situation or hazard to the story.
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Aerokinesis
Passive — Psionic
Mobility +1 (an extra mobility point).
You can manipulate air and gases in your aura (5 paces) with your telekinesis. The air or gas must be free (for example, you cannot manipulate the air inside a person’s lungs). The amount of gas (in cubic meters) that can be manipulated depends on the result of your test.
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Against the Giants
Passive — Mundane
Your attacks against opponents with greater Size than you have Damage +1 (roll an extra damage die).
: Reroll any opposed test against an opponent with greater Size than you (either during or outside of combat).
The bigger they are, they harder they fall.
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Air Head
Passive — Autam
Enhances Fatigue Threshold [+1/16].
Invulnerable (cannot be broken or destroyed).
You can whisper to the wind, and get it to blow in the direction you want (the harder the wind blows, the more stubborn it is). In addition, you cannot be deprived of air by any means.
: Advantage (free reroll) for the next Auram spell you cast this turn (announce this before your first roll; you cannot prevent
this turn).
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Air Instrument
Passive — Auram, Imaginem
Advantage (free reroll) for Singing tests, for anyone accompanied by your instrument.
Skilled (+1 die) for Music tests.
You always have a musical instrument at hand, as you can create them from thin air.
: Your instrument plays plays by itself for the rest of the scene. Not only is this spectacular to behold, it may sustain a single magical effect for you.
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Air Sailing
Passive — Auram
Advantage (free reroll) for Quickness tests.
Enhances Engagement Limit [+1/4], for you and any ship you are piloting.
This is mostly a passive talent, except for the helmsman, who makes actual tests for the ship (with Quickness). See the airship rules for details.
The Air Sailing talent allows a character to aid in maneuvering and powering airships.
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Air Speaking
Passive — Imaginem
Advantage (free reroll) for Music and Song tests.
Adds a language (The Name of the Wind) to your grimoire.
: You move your lips, mouthing the words you want to speak. Anyone within 100 paces hears you speaking as if you were conversing normally, but conversation partners can only reply using normal communication methods. You can only “talk” in a language you know; if those listening do not know the language being spoken, they cannot understand what is being said.
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Airt Perception
Passive — Imaginem
Advantage (free reroll) for Perception tests.
You can roughly identify a spirit by the trail left in the wake of their passing. This works essentially like tracking in the corporeal world, and is no more informative: a hunter can tell deer tracks from bison tracks, but can’t learn anything meaningful about an unknown creature. Also, powerful and subtle spirits are often able to cover their tracks.
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Alacrity


Passive — Corpus
Enhances Engagement Limit [+1/7].
Skilled (+1 die) for Quickness tests.
: Fleet (+1 mobility point, cumulative) this turn.
: Gain a Command Point (until the end of the scene).
: Mobility +
(X extra mobility points) this turn, where
is equal to the number of
symbols you have slotted on this page (only symbols in the complexity cost count).
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All Part of the Plan
Passive — Mundane
Advantage (free reroll) for Alertness, Disguise and Tactics.
Up to twice per scene: If you have planned the scene (for example a heist), reroll any test for anyone of your allies.
: Introduce an expert for a planned scene to the story.
I love it when a plan comes together.
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Alone in the Dark
Passive — Mundane
Enhances Block pool [+1/6].
Proficient with targe shields, and you ignore one point of encumbrance from them.
, stance, 2 AP,
: While there no allies in you aura (5 paces) and you are wielding a targe, you have Defensive Advantage (free reroll or replace). This stance ends when you become knocked down, stifled or stunned.
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Altered Beast

Passive — Animàl, Corpus
Enhances Death Threshold [+1/24].
If your Size is altered, you don’t actually have to grow or shrink to gain the associated benefits (this works both for permanent and temporary abilities, and removes most disadvantages of altered size).
: Grow gills or wings (or another mundane animal feature) for a scene.
: Enhance Size [+1/3] for a scene.
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Always a Knife Handy
Passive — Mundane
Pickup Object actions do not provoke Opportunity Attacks.
Risk a {Trump of your suit}: Prevent Disarmed.
: Produce a knife.
: Reroll a Survival or Streetwise test.
Ha ha ha ha! That’s not a knife.
THIS is a knife.
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Always a Way Out
Passive — Mundane
Advantage (free reroll) for Contortion, Driving, Quickness and Riding tests.
At the start of any duel, look at the top three cards of the Fate Deck. You may end the duel (it is considered a tie). You become Dishonored or suffer 1d6
(opponent’s choice).
: Introduce some manner of (plausible) transportation to the story. It is faster than your current means of transportation, but you might have to pay or steal to use it.
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Always Be Drinking
Passive — Mundane
Enhances Fatigue Threshold [+1/16].
Risk a {Trump of your suit}: Prevent Drunk.
: Introduce a drinking opportunity to the story.
, have a drink: Recover
or
. Activate this no more than once per scene.
You are used to being face down on the floor. It feels so natural some call it resting drunk face.
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Always Making Useful Things
Passive — Animàl, Herbam, Terram, Vim
Advantage (free reroll) for Crafting tests.
You don’t ever have to worry about having the proper tools for a particular crafting job, even in extreme situations (like being imprisoned and separated from all your stuff), unless those tools would be heavier than yourself.
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Always Room for Dessert
Passive — Mundane
Enhances Storage page [+1].
You can
one additional Food Equipment if it is a Dessert. This Food only applies to you (and not your party), and is destroyed at the same time as the already applied Food. If the combined Complexity of the Food exceeds your Toughness, you risk becoming Obese (on
).
: Reroll an Ingested Poison defense test.
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Ambidextrous
Passive — Mundane
Adds a technique (Two Blades as One) to your grimoire. This technique cannot be destroyed.
Discard {Trump}: Reroll an Agility, Quickness or Weapon Skill test up to two times.
You are equally adapted in the use of both your left and right hand. Only about about one percent of people are naturally ambidextrous, but it can be learned.
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Amphibian Throat Singing

Passive — Animàl, Imaginem
Advantage (free reroll) for Music tests.
Your Song actions are considered Music tests. You can activate an additional
effect.
: Reroll a Charm, Disguise, Streetwise or Swimming test.
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An Apple a Day
Passive — Mundane
Advantage (free reroll) for Disease Recovery tests.
Risk a {Trump of your suit}: Prevent Diseased.
: Produce some wholesome food.
: Reroll a Bargain or Natural test.
Keeps the physicians at bay.
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An Edged Edge
Passive — Mundane
Advantage (free reroll) for Durability tests with slashing weapons.
, [three of a kind on an attack with a slashing weapon]: Limit Break (set a single combat pool to
until the end of your next turn). Your attack continues, but with a set of two dice.
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Animal Bond
Passive — Animàl
Adds a technique (First Impression) to your grimoire. This technique cannot be destroyed, and you can use it on animals.
Advantage (free reroll) for Animal Handling tests.
To form a better bond, you must work with an animal for a week, treating it well during this time, then make a Social vs. Resistance test. If successful, the animal becomes friendlier (hostile, apprehensive, neutral, friendly, loyal). A loyal animal can be trained and willingly takes risks for the characters, although it will expect appropriate rewards for doing so.
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Animal Companion I
Passive — Mundane
Advantage (free reroll) for Animal Handling tests.
You have a loyal (but mundane) animal companion of Size +0 (or smaller) that understands (and usually obeys) basic commands. The animal can generally take care of itself, but it will likely be of little help in urban environments. Most animals do not make great allies in combat, preferring flight over fight. Companions may require upkeep.
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Animal Companion II
Passive — Mundane
Advantage (free reroll) for Animal Handling tests.
You have a loyal (but mundane) animal companion of Size +1 (or smaller) that understands (and usually obeys) basic commands. The animal can generally take care of itself, but it will likely be of little help in urban environments. Most animals do not make great allies in combat, preferring flight over fight. Companions may require upkeep.
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Animal Companion III
Passive — Mundane
Advantage (free reroll) for Animal Handling tests.
You have a loyal (but mundane) animal companion of Size +2 (or smaller) that understands (and usually obeys) basic commands. The animal can generally take care of itself, but it will likely be of little help in urban environments. Most animals do not make great allies in combat, preferring flight over fight. Companions may require upkeep.
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Animal Ken I
Passive — Animàl
Skilled (+1 die) for Animal Handling tests.
You have a loyal mythic animal companion of Size +0 (or smaller), with no more than Magic Might
, that understands (and usually obeys) basic commands. Mythic animals will usually not be willing to enter urban areas (nor would they be welcome). Companions may require upkeep.
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Animal Ken II

Passive — Animàl
Skilled (+1 die) for Animal Handling tests.
You have a loyal mythic animal companion of Size +1 (or smaller), with no more than Magic Might
, that understands (and usually obeys) basic commands. Mythic animals will usually not be willing to enter urban areas (nor would they be welcome). Companions may require upkeep.
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Animal Ken III


Passive — Animàl
Skilled (+1 die) for Animal Handling tests.
You have a loyal mythic animal companion of Size +2 (or smaller), with no more than Magic Might
, that understands (and usually obeys) basic commands. Mythic animals will usually not be willing to enter urban areas (nor would they be welcome). Companions may require upkeep.
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Anointed by the Silver Flame
Passive — Auram
Advantage (free reroll) for Disease Recovery tests.
Enhances True Faith page [+1].
Your silver items automatically have:
• Talisman (Auram).
•
: Magic Damage (reduced by mystic armor) against magical opponents.
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Anything But Love
Passive — Mundane
Enhances Death Threshold [+1/24].
Enhances Fatigue Threshold [+1/16].
Enhances Injury Threshold [+1/5].
You cannot hold {Lovers} (immediately discard it if it ends up in your hand), nor can you slot True Love or True Faith cards.
Without any faith, Without any light, Can dare me to live, Can dare me to lie, Inside I am dead.
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Anything Goes Long
Passive — Mundane
Enhances Ranged pool [+1/6].
You may treat any object, including weapons you are not proficient with, as an Improvised Weapon. You can pick up such objects (within reason) as a free action. In addition, you can Move and throw a weapon in the same round without suffering penalties.
You are the master of the improvised missile.
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Anything Is A Weapon
Passive — Mundane
Enhances Engagement Limit [+1/4].
Enhances Melee pool [+1/6].
You may treat any object, including weapons you are not proficient with, as an Improvised Weapon. You can pick up such objects (within reason) as a free action.
In your hands, the most trivial items are a weapon.
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Apportation Mastery




Passive — Aquam, Vim
Advantage (free reroll) for Astronomy, Navigation, Perception and Teleport tests.
When Knocked Down you can (on your turn) stand up instantly, for free and without provoking Opportunity Attacks, as you teleport minute distances with ease.
When you teleport, you can pay
to bring another person with you, as long as they are within touching range and willing.
You cannot become Lost in Time and Space, unless you are Exhausted.
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Apportation Specialization


Passive — Aquam, Vim
Advantage (free reroll) for Astronomy, Navigation and Teleport tests.
When Knocked Down you can (on your turn) stand up instantly, for free and without provoking Opportunity Attacks, as you teleport minute distances with ease.
When you teleport, you can pay
to bring another person with you, as long as they are within touching range and willing.
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Apportation Training
Passive — Aquam, Vim
Advantage (free reroll) for Astronomy, Navigation and Teleport tests.
When Knocked Down you can (on your turn) stand up instantly, for free and without provoking Opportunity Attacks, as you teleport minute distances with ease.
You have trained extensively in the use of teleportation spells, and can achieve far more accurate results with them.
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Arcane Alacrity

Passive — Corpus
Advantage (free reroll) for Research tests.
If you have an Archmage page, Arcane Alacrity enhances it [+1/8]. You can also slot Tome and Scroll cards on your Archmage page.
Your Tome, Book and Scroll cards have Quickdraw (drawing this is a free action).
, 10 minutes: Select an active spell in your grimoire. Arcane Alacrity becomes Locked (does not untap as normal). While Locked you cast this spell for 1AP (instead of its normal AP cost) once each scene. At the end of a scene you can choose to
Arcane Alacrity.
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Architect of Fate


Passive — Imaginem, Vim
Enhances Fate Hand [+1/6].
You can see black fate strands (representing imminent danger and death). If you have the ability to manipulate fate strands, you can also manipulate these strands.
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Arion's Burden
Passive — Animàl
No matter what Size you are (or what armor you wear), to a horse you are as light as a child. Your mount has Energize (if it would cause fatigue, prevent
) in combat.
Skilled (+1 die) for Riding tests.
You can talk to horses, and calm their minds just by being around them. However, you also care for horses more than for people.
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Armor Is Useless
Passive — Mundane
As long as you are not wearing any armor at all, you may attempt a special Armor Save of 6+ (roll 6 or more, ignoring penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause) against each attack.
Enhances Injury Threshold [+1/7].
If you are Berserk, you are Skilled (+1 die) for Armor Save tests.
The moment of a Viking’s death is chosen by fate. So what use have they of armor? Or of fear?
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Armor Mastery
Passive — Mundane
Proficient with all armor.
Armor automatically has Donning (put the armor on, or take it off, with a stance action) for you.
Armor saves cannot be reduced past 5+ by penetration.
Your armor has Armor Value +1/+0.
Ignore up to three points of encumbrance from armor.
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Armor Specialization
Passive — Mundane
Proficient with all armor.
Armor saves cannot be reduced past 6+ by penetration.
Your armor has Bludgeon +1 (increased armor value and ignores penetration from bludgeoning attacks) and Slash +1 (increased armor value and ignores penetration from slashing attacks).
Ignore up to two points of encumbrance from armor.
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Armor Training
Passive — Mundane
Proficient with all armor.
Armor saves cannot be reduced past 6+ by penetration.
Your armor has Bludgeon +1 (increased armor value and ignores penetration from bludgeoning attacks).
Ignore up to one point of encumbrance from armor.
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Arrow Cutter
Passive — Mundane
Adds a technique (Arrow Cutting) to your grimoire. This technique cannot be destroyed.
Enhances Parry pool [+1/6]. In addition, you can parry missile attacks without the usual penalties (parrying missile attacks usually implies having disadvantage).
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Artistic Mastery
Passive — Mundane
Advantage (free reroll) and Skilled (+1 die) for Fellowship tests.
Advantage (free reroll) for Wealth tests.
Proficient with all sorts of artistic techniques, including appraisal of such items.
: Introduce a character to the story that may be able to help you in social situations. Works best in your home region. The character greatly appreciates your art.
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Artistic Specialization
Passive — Mundane
Advantage (free reroll) and Skilled (+1 die) for Fellowship tests.
Proficient with all sorts of artistic techniques, including appraisal of such items.
: Introduce a character to the story that may be able to help you in social situations.
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Artistic Training
Passive — Mundane
Advantage (free reroll) for Fellowship tests.
Proficient with all sorts of artistic techniques, including appraisal of such items.
: Introduce a character to the story that may be able to help you in social situations. Works best in your home region.
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Athletic Mastery
Passive — Mundane
Advantage (free reroll) and Skilled (+1 die) for many Agility, Quickness, Strength and Toughness tests (including, but not limited to, activities like acrobatics, climbing, contortion, cycling, diving, flying, jumping, rowing, pole-vaulting, rappelling, running, skating, skiing, skydiving, surfing, swimming, tightrope-walking, tumbling, weight lifting and zero-g operations).
Ignore up to one point of encumbrance from armor.
, [after a critical agility, quickness, strength or toughness test]: Limit Break (set a single combat pool to
until the end of your next turn). This effect can only trigger once per scene.
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Athletic Specialization
Passive — Mundane
Advantage (free reroll) and Skilled (+1 die) for many Agility, Quickness, Strength and Toughness tests (including, but not limited to, activities like acrobatics, climbing, contortion, cycling, diving, flying, jumping, rowing, pole-vaulting, rappelling, running, skating, skiing, skydiving, surfing, swimming, tightrope-walking, tumbling, weight lifting and zero-g operations).
Ignore up to one point of encumbrance from armor.
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Athletic Training
Passive — Mundane
Advantage (free reroll) for many Agility, Quickness, Strength and Toughness tests (including, but not limited to, activities like acrobatics, climbing, contortion, cycling, diving, flying, jumping, rowing, pole vaulting, rappelling, running, skating, skiing, skydiving, surfing, swimming, tightrope walking, tumbling, weight lifting and zero-g operations).
Ignore up to one point of encumbrance from armor.
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Aura of Awe


Passive — Imaginem, Mentem
Advantage (free reroll) for Fellowship tests. If you have {Court of Wands} in your hand, this extends to Social attacks against people in your aura (5 paces).
Enhances Social pool [+1/6].
The Aura of Awe talent makes a character seem exponentially more charismatic and magnetic than he normally is. People are drawn to him like moths to a flame. Whatever the character says, people are likely to lend serious credence to his position and views, and even the staunchest opponents gladly hear him out.
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Aura of Despair
Passive — Mentem
Adds a technique (Desperation) to your grimoire. This technique cannot be destroyed.
Enhances Social pool [+1/6].
Everyone (including yourself) in your aura (5 paces) has their Resistance pool set to
dice, and these pools become immune to manipulation.
: Temporarily suppress your aura for a scene (this eliminates all aura effects, not just the effects on this card).
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Aura of Majesty
Passive — Imaginem
Adds a spell (Curse of Nobility) and a technique (Majesty) to your grimoire. This spell and technique cannot be destroyed.
Enhances Resistance pool [+1/6].
The Aura of Majesty talent makes a character seem unnaturally regal. The force of her personality issues forth in waves, inspiring devotion, respect and fear in those who stand close to her. A minor side effect of Majesty is that the magic keeps the character’s appearance and attire in perfect condition even under the most horrible of circumstances.
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Avian Spirit
Passive — Servant, Imaginem, Mentem, Vim
Avian Spirit permanently binds a bird spirit to travel at your side. These spirits often have a ‘third eye’.
Skilled (+1 die) for Hunting and Tracking tests, and the spirit is also an efficient long range scout (it rolls
dice, but is near useless in combat).
: See through the (astral) eyes of your spirit, as long as it is within a mile.
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Avoid Blow
Passive — Mundane
Enhances Dodge pool [+1/6].
You have a free Dodge every round. In addition, you can dodge projectile attacks without penalties.
Your Dodge actions cost [1AP, 1C] (instead of [1AP, 2C]).
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Avoid Fate
Passive — Imaginem, Vim
Discard {Trump}: Prevent any condition. Note that choice and situational conditions (advantage, berserk, disadvantage, disrupted, exhausted, flanked, fleeing, incapacitated, injured, sustained and wounded) simply cannot be prevented, as they will immediately recur.
If the GM cancels your use of a Trump (by discarding one of his own) your action still fails, but you immediately draw a replacement Trump from the deck.
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Awareness Mastery
Passive — Mundane
Adds a technique (Spot Weakness) to your grimoire.
Advantage (free reroll) and Skilled (+1 die) for many mundane Perception tests (including, but not limited to, these activities: alertness, detecting traps, lie perception, observation, sensing ambushes, and tracking).
Ignore the perception penalties of helmets of all types.
You can add an additional technique to your perception actions.
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Awareness Specialization
Passive — Mundane
Advantage (free reroll) and Skilled (+1 die) for many mundane Perception tests (including, but not limited to, these activities: alertness, detecting traps, lie perception, observation, sensing ambushes, and tracking). Your advantage does not extend to magical perception.
Ignore the perception penalties of helmets of all types.
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Awareness Training
Passive — Mundane
Advantage (free reroll) for many mundane Perception tests (including, but not limited to, these activities: alertness, detecting traps, lie perception, observation, sensing ambushes, and tracking). Your advantage does not extend to magical perception.
Ignore the perception penalties of helmets of all types.
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Axe Hurling
Passive — Mundane
Enhances Ranged pool [+1/6].
Your axes have Range Increment +5, and you ignore any negative traits when you throw them.
You can really throw an(y) axe.
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Backup Planning
Passive — Arcane
Enhances Archmage page [+1/4].
You can freely rearrange the cards slotted on your Spells page at any time (even in reaction to getting an Injury).
: When you fail a defense test, you can attempt a different defense test against the same attack.
: Reroll an Occult, Tactics or Trap test.
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Badger's Heart
Passive — Ignem
Advantage (free reroll) for Resistance tests.
Enemies in your aura (5 paces) spend twice the normal amount of
when paying costs or resolving actions. However, everyone in your aura will Risk Berserk (on
) each time they suffer at least one Wound. You can switch of this talent until twilight by paying 
.
You possess an angry heart, and have a keen understanding of rage.
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Bankrupt in Blood
Passive — Arcane
Keywords: Blood
Enhances Death Threshold [+1/24].
Ritual (requires that you perform a short ritual at twilight), Sacrifice two humanoid creatures: Produce a copper coin or a resource die.
I need blood instead of tears.
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Battle Mastery
Passive — Mundane
Advantage (free reroll) and Skilled (+1 die) for Tactics tests.
Proficient with all armor, shields and weapons.
The first time you reveal a Trump in a weapon duel, you are dealt two Trumps (choose one and discard the other).
: Introduce a character that may be able to help with a fight (this does not mean they’ll be eager to actually fight themselves).
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Battle Specialization
Passive — Mundane
Advantage (free reroll) for Tactics tests.
Proficient with all armor, shields and weapons.
The first time you reveal a Trump in a weapon duel, you are dealt two Trumps (choose one and discard the other).
: Introduce a character that may be able to help with a fight (this does not mean they’ll be eager to actually fight themselves).
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Battle Training
Passive — Mundane
Proficient with all armor, shields and weapons.
The first time you reveal a Trump in a weapon duel, you are dealt two Trumps (choose one and discard the other).
: Introduce a character that may be able to help with a fight (this does not mean they’ll be eager to actually fight themselves).
You are a trained soldier, and have fought in multiple campaigns.
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Bear Mark


Passive — Mentem, Vim
Advantage (free reroll) for Willpower tests.
Whenever you become Marked, you may make a free, opposed Willpower test against the being that does so. If successful, you isolate the mark and cannot be affected through it (you suffer no ill effects from being marked). If you fail, you may attempt to isolate the mark each time you are negatively affected by the mark.
Bear Mark still allows you to exploit the isolated mark towards your own ends, as if it were an Arcane Connection (a course of action certainly not without risk).
Discard {Trump}: Prevent the Marked condition.
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Berserking Duelist
Passive — Mundane
In a battle, boxing, grapple, melee or shield duel, your Trumps are considered one higher than their actual value (
).
[whenever you become berserk]: Your next melee or thrown attack automatically has a bonus damage die (cumulative). This effect can trigger if you are already berserk.
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Best Foot Forward
Passive — Mundane
Enhances Engagement Limit [+1/4].
: Downgrade Skilled (+1 die) to an Advantage (free reroll).

: Upgrade an Advantage (free reroll) to Skilled (+1 die).
Rather obviously, these powers do nothing if you’ve already used the thing you’re upgrading or downgrading.
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Bestial Healing Factor
Passive — Mundane
Recovering from Mangled only costs 4 Action Points.
Risk a {Trump of your suit}: Prevent Mangled.
Halves the healing time of Injuries and Wounds.
You Picked The Wrong House, Bub.
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Better Than New
Passive — Mundane
Advantage (free reroll) for Crafting (repairs only) and Durability tests.
Whenever you repair things, you may improve on the original design. If you get a critical success, you can immediately add a trait to the item, reflecting the improvements you’ve made (for example, a spear could become a masterwork spear). You still have to follow the crafting rules.
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Big Bully
Passive — Mundane
Enhances Social pool [+1/6].
Enhances Size [+1/1], but you cannot slot cards that enhance Fellowship.
: When you are forced to make a Weapon Skill test, you may make a Strength test instead.
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Black Mana Affinity

Passive — Mana Affinity
You can only have one Mana Affinity at any time.
You can freely rearrange the cards slotted on your Black Mana page at any time (even in reaction to getting an Injury).
Once per session, when you are gathering
, you may have it not count against your Gathering Limit.
The first time each session you kill or banish a ghost, you can potentially gather
(on
). This counts towards your Gathering Limit.
: Reroll a History or Occult test.
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Black Powder Knowledge
Passive — Mundane
Advantage (free reroll) for Crafting (explosives). You may ignore the first
cost each session.
, [three of a kind on an attack with a explosive weapon]: Limit Break (set a single combat pool to
until the end of your next turn). Your attack continues, but with a set of two dice.
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Black Swan




Passive — Animàl, Mentem
Mastery (automatic critical success) for Dancing tests.
, [after a critical dance]: Transform into a black swan that can travel through astral space. This allows you to escape almost any situation for a maximum distance of about 10 miles.
, [after a critical dodge]: Limit Break (set a single combat pool to
until the end of your next turn) for Dodge pool. Each time you critically dodge during this limit break, reset the duration.
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Blinding them with Science
Passive — Mundane
Advantage (free reroll) for scientific tests (including, but not limited to, atmospheric science, biology, chemistry, mining, oceanography and physics).
Discard {any}: Prevent the Blinded condition.

: Add a free technique to all mundane attacks you make until someone becomes Blinded. After each attack, make an opposed Perception test against the defender. The loser is Blinded.
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Blood Doll
Passive — Servant, Corpus
Keywords: Blood
Requirements: A willing or subdued victim.
Enhances Blood page [+1/8].
, sacrifice Blood Doll: Prevent all damage dealt by a single attack.
, 10 minutes: You become well fed. Recover 


. The Blood Doll dies on
(sacrifice it).
They say the victims of a Vampire experience pure bliss when being drained of their blood.
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Blood Flow Vision


Passive — Corpus, Imaginem
Advantage (free reroll) for Perception tests.
You can see the flow of blood of any living being within 20 paces, and hear their heartbeats at the same distance. This gives you a limited form of astral sight, applicable only to living beings.

: When your attack (successful or not) resolves with {Cups}, you can give up all other effects the attack would have to inflict Bleeding on your target (you’ve found an exposed vein).
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Blood For The Blood God
Passive — Mundane
Keywords: Blood, Infernal
Enhances Death Threshold [+1/24].
Whenever you or someone in your aura (5 paces) becomes Bleeding, automatically become Berserk.
You have Offensive Advantage (free reroll or replace) against targets that are Bleeding.
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Blood Frenzy
Passive — Corpus
Keywords: Blood
Blood Frenzy (once per scene you produce Mouthful of Blood by drinking your opponents’ blood).
Enhances Engagement Limit [+1/4].
If well fed, you gain one use of Advantage (free reroll) in melee whenever an opponent in your aura (5 paces) suffers Wounds from Bleeding (these uses are cumulative, but you cannot have more than your engagement limit at any one time).
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Blood is Life

Passive — Corpus
Keywords: Blood
Enhances Blood page [+2/8].
Enhances Death Threshold [+1/24].
If well fed, you have Regeneration (recover
every hour) and are Skilled (+1 die) for Recovery tests.
The blood is life... and it shall be mine!
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Blood Lust
Passive — Corpus, Mentem
Keywords: Blood
Enhances Blood page [+2/8].
You must feed more frequently than normal (at least one very solid meal per day).
Each Blood Essence on your Blood page can be sacrificed to pay
costs or prevent
wounds.
Once per session, when you feed off a humanoid victim, you may choose to kill them to gather Blood Essence
, but you Risk
(on
).
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Blood Share
Passive — Corpus
Keywords: Blood
Enhances Death Threshold [+1/24].
You can transfer wounds from yourself to a willing target that has a similar physiology (or vice versa). Each wound transferred takes 1 Action Point from both ritual participants, but you cannot transfer more than any participant’s Injury Threshold.
: Halve the healing time of an Injury.
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Blue Mana Affinity

Passive — Mana Affinity
You can only have one Mana Affinity at any time.
Adds a spell (Water Swirling) to your grimoire.
You can freely rearrange the cards slotted on your Blue Mana page at any time (even in reaction to getting an Injury).
Once per session, when you are gathering
, you may have it not count against your Gathering Limit.
: Reroll a Oceanography or Swimming test.
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Body Lock
Passive — Corpus
Invulnerable (cannot be broken or destroyed).
You have a Magic Save of 1+ (before defense, roll 1 or more, modified by penetration, against a non-directed spell targeting you; if successful, the spell has no effect on you) against Corpus spells (use only your best save if you have multiple) and abilities that would control, destroy or modify your body.
: Advantage (free reroll) for the next Corpus spell you cast this turn (announce this before your first roll; you cannot prevent
this turn).
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Bokukei


Passive — Corpus, Imaginem, Vim
Enhances Fatigue Threshold [+1/16].
You know a shadowy pair of sisters that taught you how to “punish with tattoos”. Their tattooing ritual (which requires blood, sometimes worse) allows you to use tattoos as spontaneous spells (for example, you could tattoo a man so that he can never leave his house). Every time you use this ability, you introduce the sisters to the story again, come to collect on a favor.
There seem to be only three sisters, but they do change appearances.
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Book Memory
Passive — Mentem
Enhances Memory page [+4/4].
: Memorize a book for a year and a day (essentially slotting it as a memory). You must memorize the entire book in one sitting (you read really fast with this ability). Providing the book is well written, it will give you Advantage (free reroll) when dealing with it’s subject matter.
The Book Memory talent allows a character to memorize knowledge from a book for a year and a day.
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Book Recall

Passive — Mentem
Enhances Memory page [+2/8].
: Retrieve a book, scroll or tome from your Storage or Covenant and slot it (for free).
, Risk {Wands}: Recall any book you once read. The information retrieved fades after 24 hours.
The Book Recall talent allows a character to recall information he or she read once.
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Born a Galliard
Passive — Rage Auspice
Requirements: Werewolf. You can only have one Rage Auspice. This card can be slotted on the Shape Shifter page.
Twice per session you may spend
to Limit Break (set a single combat pool to
until the end of your next turn) a Song test.
Whenever you discover a forgotten piece of ancient lore or a song from ages past, you may gather
. This counts towards your Gathering Limit.
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Born a Philodox
Passive — Rage Auspice
Requirements: Werewolf. You can only have one Rage Auspice. This card can be slotted on the Shape Shifter page.
Enhances Etiquette page [+2/6].
Whenever you win a social duel or successfully take charge of group of people (not your allies) or animals, you may gather
. This counts towards your Gathering Limit.
: One use of Offensive Advantage (free reroll or replace) in a social duel.
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Born a Ragabash
Passive — Rage Auspice
Requirements: Werewolf. You can only have one Rage Auspice. This card can be slotted on the Shape Shifter page.
Enhances Fate Hand [+1/5].
Whenever you successfully trick an ally, you may gather
. This counts towards your Gathering Limit.
: Reroll a Fellowship test for deceiving or tricking.
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Born a Theurge
Passive — Rage Auspice
Requirements: Werewolf. You can only have one Rage Auspice. This card can be slotted on the Shape Shifter page.
Adds a technique (Astral Sight) to your grimoire.
Spiritual +2 (increase fellowship by two for purposes of maximum servants, cumulative).
: Gather
when successfully aiding a spirit or elemental. This counts towards your Gathering Limit.
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Born an Ahroun
Passive — Rage Auspice
Requirements: Werewolf. You can only have one Rage Auspice. This card can be slotted on the Shape Shifter page.
Enhances Size [+1/1] while in werewolf form.
: Reroll an unarmed attack or Intimidate test.
: Gather
when you kill an unwounded opponent in one clean hit. This counts towards your Gathering Limit.
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Bossin' Them Night Goblins
Passive — Vim
Adds a servant (Goblin Guard) and a spell (Call Fairy) to your grimoire.
Enhances your Allies page [+1/8].
You are Spiritual +1 (increase fellowship by one for purposes of maximum servants, cumulative), but cannot slot fairies from the Seelie court.
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Bottled Voices
Passive — Mundane
Recovering from Silenced only costs 4 Action Points.
Risk a {Trump of your suit}: Prevent Silenced.
Enhances Social [+1/6].
, 
: Sustain an effect that requires
until the end of the scene (for free).
The words can be found at the bottom of the emptied bottle.
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Bottomless Quiver
Passive — Imaginem
Enhances Engagement Limit [+1/4].
You are somehow always able to produce another arrow, bolt or bullet and simply never run out of ammunition (except if people specifically take your ammunition from you). Also applies to throwing weapons, but you cannot produce magical or masterwork items.
Where all de axes come from, anyway? I throw axe, I get new axe! Throw axe, new axe! Mmh. Dis some powerful voodoo.
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Brass Lungs
Passive — Mundane
Enhances Fatigue Threshold [+1/16]. In addition, you can hold your breath for a long time (six minutes, sometimes more).
Your Catch Your Breath actions cost [3AP, 1C] (instead of [4AP, 2C]).
, [whenever you become exhausted]: If you are a dwarf, activate Limit Break (set a single combat pool to
until the end of your next turn). This effect can only trigger once per scene.
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Broken But Unbowed
Passive — Mundane
Enhances Death Threshold [+1/24].
When you become Injured, or when you have more Wounds than your Injury Threshold, you gain Absorb 1 (if a source would deal damage, prevent 1 of that damage).
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Brunson’s Legacy
Passive
All Trumps in your Fate Hand with either value 2 or 10 (except for court Trumps) are considered part of your suit.
, discard a {Trump of your Suit}: Add an additional round to any duel you are involved in. You must use a Characteristic that has not yet been used in this duel.
: Reroll a Luck or Tactics test.
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Burning the Midnight Oil
Passive — Corpus
Adds a language (Goldogrin) to your grimoire.
Enhances Fatigue Threshold [+1/16].
Skilled (+1 die) for Crafting (Mechanical) tests.
,
: Produce an Oil Flask. If it is night, you need not
Burning the Midnight Oil.
: Produce a light source.
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Burrow Deep
Passive — Terram
Advantage (free reroll) for Mining tests. If you pay
, this extends to Terram tests for a scene.
You have the ability to burrow through the earth very quickly, without tools. You make tunnels just large enough for you to go through (others may follow). The tunnel is not structurally sound, and it will collapse over time. You work at one pace per round through earth (six per minute, and each minute digging costs
unless you pay
to dig for free for an hour). Through rock or stone, you only advance at 10 percent the normal rate.

: Dig ten times faster for a minute (sixty paces).
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Calm Before the Storm
Passive — Mundane
You must have slotted the Tea Ceremony card to slot Calm Before the Storm.
Advantage (free reroll) for Willpower tests.
Enhances Fatigue Threshold [+1/16].
It is customary to have tea before a duel, to calm the mind. If you do so, you have one use of Offensive Advantage (free reroll or replace) for this duel. If both contestants do so, they make an opposed Fellowship test to determine whose ceremony was most effective.
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Candle in the Wind
Passive — Mundane
Recovering from Shaken only costs 4 Action Points.
Risk a {Trump of your suit}: Prevent Diseased.
,
, sustained: You hold a candle in one of your hands. All allies in your aura (5 paces) have Advantage (free reroll) for Recovery tests.
A single light to strengthen resolve.
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Candle Magic
Passive — Arcane
You can cast spontaneous spells, but in an untraditional way (mechanically, it works the same as hermetic spontaneous magic). You cannot slot hermetic forms, professions or techniques, nor can you cast (or slot) formulaic spells, unless they have the Candle trait.
Candle magic is a simple yet powerful way to bring focus and symbolic transformation to spell work. All it takes is some matches, a candle, and intention. Choose a candle color that corresponds to your intention and dress your candle in any oils that resonate with you and your spell.
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Candle Prayers
Passive — Arcane
Keywords: Candle
Requirements: Candle Magic
You have a simple evening Ritual (requires that you perform a short ritual at twilight) to focus your beliefs. If you perform it, you have an easier time casting Candle magic. The Complexity of Candle magic is reduced by 2 until next evening twilight.
: Produce a candle.
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Captured in Books


Passive — Mentem
Enhances Memory page [+2/8].
: You can slot a card with the Armor, Artifact, Equipment, Focus, Shield or Weapon keyword on your Memory page. This card gains Concealable (disadvantage to find this item). This Disadvantage (forced reroll) can be used twice.
: Retrieve a card slotted with Captured in Books from your Memory page.
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Casting Pearls Before Swines
Passive — Mundane
Enhances Memory page [+2/6]. You can slot up to two Tomes or Scrolls in your Memory page.
Advantage (free reroll) for Architecture tests.
a Tome or Scroll: Until the end of the scene, produce a sympathetic link to a Library.
: Reroll any skill test that is not possessed by the target of your action.
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Catch Me If You Can
Passive — Mundane
Enhances Etiquette page [+2/4].
Advantage (free reroll) for Taunt tests.
You may move Social techniques that enhance Taunt actions from any page to your Etiquette page for free at any time.
: Fleet (+1 mobility point, cumulative) until end of turn. Activate this only once per turn.
: Reroll a Disguise or Streetwise test.
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Caturday
Passive — Mundane
Advantage (free reroll) for Animal Handling tests.
Higher Learning (reduce the complexity by either 2 or
for the purpose of learning or slotting) — Feline
You may declare any day to be Caturday, a day on which people are much more inclined to alter behavior patterns and bend rules. After you do so, you may not do so again until the following week.
“Time spent with cats is never wasted.”
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Cat’s Eye
Passive — Animàl
Keywords: Feline
One of your eyes has permanently shifted into a cat’s eye, requiring
.
If all stances and techniques that are combined in a combat round are Feline, reduce the combined complexity by
.
: Reroll a Pick Lock or Stealth test.
: Prevent Bleeding. Become Berserk instead (cannot be prevented).
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Cavalry Mastery
Passive — Mundane
Advantage (free reroll) and Skilled (+1 die) for Riding tests (including tests related to the care and training of your mount).
Once per scene, you may pay
to Limit Break (set a single combat pool to
until the end of your next turn) against infantry while mounted.
Proficiency with all shields and weapons with the Cavalry trait. In addition, you can easily ride most animals, even magical ones and you can add an additional technique to your mounted actions.
The first time you reveal a Trump in a mounted duel, you are dealt two Trumps (choose one and discard the other).
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Cavalry Specialization
Passive — Mundane
Advantage (free reroll) and Skilled (+1 die) for Riding tests (including tests related to the care and training of your mount).
Proficiency with all shields and weapons with the Cavalry trait. In addition, you can easily ride most animals, even exotic ones.
The first time you reveal a Trump in a mounted duel, you are dealt two Trumps (choose one and discard the other).
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Cavalry Training
Passive — Mundane
Advantage (free reroll) for Riding tests (including tests related to the care and training of your mount).
Proficiency with all shields and weapons with the Cavalry trait. In addition, you can easily ride (or drive) most animals.
The first time you reveal a Trump in a mounted duel, you are dealt two Trumps (choose one and discard the other).
You have extensive training in riding and fighting on horseback (or whichever animal is appropriate for your culture).
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Celerity
Passive — Corpus
Advantage (free reroll) for Quickness tests.
Enhances Engagement Limit [+1/4].
: Prevent the Surprised condition.
Celerity is never more admired than by the negligent.
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Certàmen Mastery
Passive — Arcane
Enhances Fatigue Threshold [+3/12], Resistance pool [+1/6] and Social pool [+1/6].
The first time you reveal a Trump in a magical duel, you are dealt two Trumps (choose one and discard the other).
You can add an additional technique to your spellcasting actions.
You have Advantage (free reroll) to goad or threaten someone into a duel. When you successfully do so, you have one use of Offensive Advantage (free reroll or replace) for this duel.
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Certàmen Specialization
Passive — Arcane
Enhances Fatigue Threshold [+2/12].
Enhances Resistance pool [+1/6].
Enhances Social pool [+1/6].
The first time you reveal a Trump in a magical duel, you are dealt two Trumps (choose one and discard the other).
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Certàmen Training
Passive — Arcane
Enhances Fatigue Threshold [+1/16].
Enhances Social pool [+1/6].
The first time you reveal a Trump in a magical duel, you are dealt two Trumps (choose one and discard the other).
You have extensively trained in magical duels. These competitions between magi are usually friendly (although still fiercely competitive) affairs, devised as a way to solve disputes without resorting to harmful magics.
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Chemical Care
Passive — Mundane
Advantage (free reroll) for Alchemy and Healing tests.
Skilled (+1 die) for Recovery tests, for yourself and allies in your aura (5 paces).
Your alchemical studies include treating the ailments of the human body.
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Childe of Absimiliard
Passive — Blood Aspect
Requirements: Must be slotted on a Blood page. You can only have one Blood Aspect.
Fellowship -1 (cumulative) when your appearance is a factor.
: Mastery (automatic critical success) for Stealth tests until the end of the scene.
: Reroll an Animal Handling or Strength test.
: Make a Very Hard (18) Stealth test. If successful, you discover some dark secret (introduce it to the game) and gather
.
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Childe of Arikel
Passive — Blood Aspect
Requirements: Must be slotted on a Blood page. You can only have one Blood Aspect.
Willpower -1 (cumulative). You get easily distracted by new things and experiences.
Advantage (free reroll) for Creo and Song tests.
: Reroll a Performance or Quickness test.
: Whenever you discover something of great beauty (a fair maiden, a new piece of art,...) you gather
.
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Childe of Ennoia
Passive — Blood Aspect
Requirements: Must be slotted on a Blood page. You can only have one Blood Aspect.
Add a Mutation related to an animal characteristic to your grimoire. It is Invulnerable (cannot be broken or destroyed).
You can slot cards related to shape shifting (veering and sembling) on your Blood page. They gain the Blood trait.
: Reroll an Animal Handling or Toughness test.
: Make a Hard (16) Hunting test. If successful, you find an animal that nourishes you. Gather
.
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Childe of Malkav
Passive — Blood Aspect
Requirements: Must be slotted on a Blood page. You can only have one Blood Aspect.
Add an Insanity to your grimoire. It is Invulnerable (cannot be broken or destroyed).
Whenever you gain an Injury, you may choose to gain an Insanity instead. This Insanity will linger for the duration of the original Injury’s healing period.
: Reroll a Stealth or Perception test.
: When you or anyone in your aura (5 paces) goes insane, or you encounter an insane person, gather
.
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Childe of Tremay
Passive — Blood Aspect
Requirements: Must be slotted on a Blood page. You can only have one Blood Aspect.
Learning or slotting Blood cards costs an additional
.
Advantage (free reroll) for spell tests.
: Reroll an Attune or Perception test.
: When you
a Book or Tome you can gather
on a Hard (16) Intelligence test..
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Childe of Troile
Passive — Blood Aspect
Requirements: Must be slotted on a Blood page. You can only have one Blood Aspect.
You cannot prevent the Berserk condition. Recovering from Berserk is Extremely Hard (20) for you.
: Limit Break (set a single combat pool to
until the end of your next turn) for an unarmed or melee attack. You become Berserk.
: Reroll a Public Speaking, Rhetoric or Weapon Skill test.
: At the end of combat, make a Very Hard (18) Weapon Skill test. If successful, you feast on the fallen bodies of your enemies and gather
.
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Childe of Veddartha
Passive — Blood Aspect
Requirements: Must be slotted on a Blood page. You can only have one Blood Aspect.
You have rarefied tastes. Each time you attempt to gather
, you must succeed in a Very Hard (18) Fellowship test or fail to gather it.
: Reroll a Charm or Toughness test.
: If you just succeeded in manipulating someone, gather
.
R/+1
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Claw Mastery

Passive — Animàl
Enhances Engagement Limit [+1/5].
Enhances Light pool [+1/6].
Using Claw Shape or Spirit Claw does not cost Strain (costs
instead of
). Claw Frenzy is not affected by this ability.
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Clever Impersonator
Passive — Imaginem, Corpus
Advantage (free reroll) for Agility tests.
Clever Impersonator allows you to mystically copy fingerprints, palm prints, and retinal prints and temporarily imprint those patterns onto your own body (which can then be used to fool spells, wards, etc...). To use this ability, you must spend 1 minute in physical contact with a target (alive or dead). Your body reverts to its natural patterns after about an hour.
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Cloak Magic
Passive — Vim
Enhances Warding pool [+1/6].
With Cloak Magic you have an increased chance of avoiding magical detection. It does not prevent a magus or spirit from reading your aura or viewing you from astral space, it just makes it more difficult to “track” you astrally. Trackers have Disadvantage (forced reroll).
: Add another layer of obfuscation that lasts until twilight, forcing an additional Disadvantage on trackers.
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Closer To God
Passive — Mundane
Keywords: Faith
Advantage (free reroll) for Theology tests.
At the start each session, lead at least one other character in prayer. Once during the session, each participants can add
to their Mana pool.
Enhances True Faith [+1] page.
Sacred Oath (breaking it has dire consequences) to religion (the light).
Without any faith, Without any light, Can dare me to live, Can dare me to lie, Inside I am dead.
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Cold Forging
Passive — Mundane
Skilled (+1 die) for Crafting (cold iron) tests.
When you parry or block with a Cold Iron item, you have Mystic Armor +1 (cumulative).
Cold iron is historically believed to repel, contain, or harm ghosts, fairies, witches, and other malevolent supernatural creatures.
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Cold Purify
Passive — Aquam
Advantage (free reroll) for resistance tests against corruption.
You are immune to the Stunned condition if it is caused by Freezing.
Whenever you suffer cold damage from an attack, ignore it unless the active Trump is {Wands}.
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Combat Casting
Passive — Arcane
Enhances Engagement Limit [+1/4].
The first Sustain a Spell action you take each turn costs [0AP] (instead of [1AP]). In addition, you may continue to sustain spells while knocked down or stunned, providing you succeed in a Hard (16) free Recovery Test with Willpower ([0AP, 2C] if you fail twice in a row you cannot try again until the scene ends) when the condition is applied to you.
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Combat Manifestation
Passive — Psionic
Enhances Engagement Limit [+1/4].
The first Sustain a Psionic Power action you take each turn costs [0AP] (instead of [1AP]). In addition, you may continue to sustain powers while knocked down or stunned, providing you succeed in a Hard (16) free Recovery Test with Willpower ([0AP, 2C] if you fail twice in a row you cannot try again until the scene ends) when the condition is applied to you.
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Combat Reflexes
Passive — Mundane
Enhances Engagement Limit [+1/4].
Your Opportunity Attack actions cost [1AP, 1C] (instead of [1AP, 2C]). In addition, you can make up to {Engagement Limit} opportunity attacks each round (instead of just one).
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Combat Veering
Passive — Arcane
Enhances Engagement Limit [+1/5].
You do not provoke an opportunity attack when you Semble or Veer.
Whenever you Veer into a form (not when you Semble), if you score a critical success, you may immediately attempt a Remise Attack [1AP, 2C] action with your new form.
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Command And Conquer
Passive — Mundane
At the start of each combat, you may spend
. If you do, gain a Command Point (until the end of the scene).
Your attacks automatically have:
• [three of a kind]: Gain a Command Point (until the end of the scene). Your attack continues as normal.
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Composure of Dawn
Passive — Mundane
Recovering from Taunted only costs 4 Action Points.
Risk a {Trump of your suit}: Prevent Taunted.
, discard an {Arcana}: Trigger an astral dawn (ending all spell effects with duration Sun).
: Prevent a Moon Environmental effect.
The earliest rays of sun hold a mystical power to stabilize the tilted mind. It is a time of new beginnings and restored faith.
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Compound Interest
Passive — Mundane
Advantage (free reroll) in banking and finance tests.
: Add an additional die to any test (cumulative with other bonuses). If the test fails, either sacrifice a copper coin (you must if you can), or become Flat Broke.
: Introduce a loan or a bank to the story.
The strongest force in the universe is compound interest.
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Cool Resolve
Passive — Mentem
Cool Resolve, and cards adjacent to it, cannot be destroyed. Any ability that tries to do so simply fails.
Enhances Resistance pool [+1/6].
You are extremely confident and self assured in social interactions (out of combat). Once per scene, you may claim a bonus die for an opposed test involving social skills, regardless of whether you initiated the action or are resisting.
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Counterstrike


Passive — Mentem, Vim
Adds techniques (Reverberation, Witty Repartee) to your grimoire. These techniques cannot be destroyed.
Enhances Resistance pool [+1/6].
Enhances Warding pool [+1/6].
You are prepared to counter all assaults, no matter how unconventional.
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Courage In Crisis
Passive — Mundane
Enhances Death Threshold [+1/24].
Enhances Engagement Limit [+1/4].
Whenever an ally in your aura (5 paces) becomes Incapacitated, your attacks become Lethal (critical success on 5+) for the rest of the scene.
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Craftsmanship
Passive — Mundane
Once per session, Advantage (free reroll) for any Crafting test (announce this before you make the test). In addition, once per session, produce the base materials to craft a common item for free.
When crafting, you always ignore the first
you roll (this also means you cannot use it towards your result).
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Create Element
Passive — Auram, Aquam, Ignem, Terram
Enhances Fatigue Threshold [+1/16].
You have the power to create a handful of one of the four basic elements (fire, air, earth or water). In this way, you can replenish the air supply in an airtight room, make a rock to throw at someone, create a fire without matches or wood, or fill a bucket with water. Very useful to provide material components for elemental spells, but you cannot create specialized forms of an element. Creating more than a handful costs [1AP,
] for each handful.
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Crow's Nest


Passive — Animàl, Auram, Corpus, Mentem
Adds a servant (Astral Crow) and a spell (Murder of Crows) to your grimoire.
Enhances Warding pool [+1/6].
When you die, your body doesn’t decay. Instead, it slowly mends itself waiting for your spirit to return.
You have a pair of astral crows living in your hair (if you or someone cuts your hair, destroy this card).
: Manifest an astral crow (this is a free action).
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Cryokinesis
Passive — Psionic
Adds a psionic power (Deep Freeze) to your grimoire. This power cannot be destroyed.
Enhances Dodge pool [+1/6].
You can slow the molecular speed of an object with your telekinesis, lowering it’s temperature or even freezing it solid. The amount of mass that can be manipulated depends on the result of your test.
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Cursesight
Passive — Imaginem
Advantage (free reroll) for Perception tests.
Cursesight has a range of 5 paces, and costs no Action Points or Fatigue. You may have to make a Perception test to see certain blessings or curses.
Higher Learning (reduce the complexity by either 2 or
for the purpose of learning or slotting) — Blessing, Curse.
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Cut From the Same Cloth
Passive — Mundane
Proficient with brigandine armor.
Brigandine armor saves cannot be reduced past 6+ by penetration.
Your brigandine armor has Pierce +1 (increased armor value and ignores penetration from piercing attacks).
You can repair brigandine armor with a Hard (16) Repair Crafting test.
: Reroll any test for financial gain.
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Dancing with the Stars
Passive — Auram, Imaginem
Adds a single ally to your grimoire, who must be related to dancing and a known public figure.
Advantage (free reroll) for Dancing tests.
Enhances Fatigue Threshold [+1/16].
If another player discards {Star}, add it to your hand instead of the discard pile.
I love to smile, even through pain.
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Danger Sense
Passive — Mundane
Advantage (free reroll) for Quickness tests.
Enhances Engagement Limit [+2/6].
Danger Sense makes you instinctively sensitive of your surroundings and of impending threats that may not be immediately visible. It’s the bad feeling that a character gets before walking into a trap, the gut instinct that makes them jump an instant before trouble hits.
Discard {Trump}: Reroll a Defense test, up to two times.
My spider sense is tingling!
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Dark Whispers
Passive — Mundane
Enhances Etiquette page [+1/8].
Advantage (free reroll) for Alertness tests.
Skilled (+1 die) for Fellowship tests when deceiving someone.
Whenever someone in your aura (5 paces) becomes Dishonored or Silenced, you may add
to your Mana pool.
: Introduce a dark secret to the story.
: Reroll a Politics or Survival test.
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Darling of the Courts
Passive — Mundane
Requirements: Etiquette Page.
Enhances Etiquette page [+1/8].
You can use your Fellowship pool (to a maximum of
unless Limit Breaking) as a defense against any attack (physical, mystical or social). On a critical success, your attacker becomes Dishonored.
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Daybreaker
Passive — Auram
Advantage (free reroll) for the first spell cast after sunrise each day.
: Introduce an earlier sunrise to the story with a Hard (16) singing test (you sing an enchanted song). This difficulty is increased for each hour away from the normal sunrise time.
: Add
to your mana pool.
, sacrifice a Sun Land: Gather
(magic test).
The sun will come out... tomorrow...
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Dazed And Confused
Passive — Mundane
Enhances Death Threshold [+1/24].
Enhances Fatigue Threshold [+1/16].
Unnamed characters may not attempt to recover from Stunned and Confused conditions you cause during combat (they recover as normal when the scene ends). In addition, they have a higher than normal chance of surrendering when you inflict a condition on them.
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Deadsight

Passive — Corpus
Advantage (free reroll) for Healing and Archeology tests.
When you focus, you can see the ghosts of dead people that are lingering in this realm.
: By touching a corpse, you can sense the amount of time that has passed since it was alive, as well as what type of creature or race it was.
, technique, +0AP, +1C: Your Melee or Light attack can harm ghosts.
The eyes flare up in a purple hue when you peer across the Veil separating the living and the dead.
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Deck of Dragons




Passive — Ignem, Imaginem, Vim
Enhances Fate page [+4/4]. It can be used to slot Fate cards, or special cards that represent important people or places. You can use the trumps to communicate with people, or travel to those places (placing trumps in a specific order on the page may or may not do something).
Your curses that target humanoids can target mythical animals and spirits too.
, Discard {appropriate Trump}: Empower a Trump card representing someone or some place.
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Defensive Drinking Position
Passive — Mundane
Enhances Fatigue Threshold [+1/16].
Defensive Advantage (free reroll or replace) when defending a drink or potion (this extends to yourself if ambushed while drinking).
Your potion actions cost half the normal Action Points (not cumulative, and all other costs remain the same).
It is dwarf custom that when another taps your drink with theirs, you must drink your entire cup.
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Demara
Passive — Mentem
Enhances Fatigue Threshold [+1/16].
Demara grants you the ability to use an untrained skill at minimal effectiveness after watching a person (or recording of a person) using the desired skill. Once you have watched the reference material for at least one hour, you can use the skill with Advantage (free reroll). The knowledge remains effective for {Intelligence} hours. There is no limit to the number of skills you can gather.
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Demonic Protector

Passive — Servant, Ignem, Vim
Keywords: Infernal
Enhances Resistance pool [+1/6].
: The next time you must make a Last Chance test, make a Resistance test instead.
: Reroll an Intimidate test against a person of faith.
: Recover a spent Command Point. The next time this scene you use a Command Point, the action is considered an Infernal test.
: Introduce a demonic piece of lore to the story.
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Demonic Tutor
Passive — Vim
Keywords: Infernal
: Automatically succeed in an Intelligence test for learning any Profession, Passive, Stance, Technique, or Spell. Then, either pay
or make a pact with the Demonic Tutor that you must keep.
: Introduce a possibility for a demonic pact to the story.
We all have demons,
I just choose to feed mine.
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Dendrology


Passive — Aquam, Herbam, Mentem
Advantage (free reroll) for Crafting (wands or other wooden items) and Dendrology tests.
Enhances Fatigue Threshold [+1/16].
Your wands (and wooden items) have Durability +1.
: Reveal the top card of the Fate Deck. If it is {Cups}, recover 
or
. If it is {Pentacles}, gather
. If it is {Wands}, add {Four of Wands} to your hand (if another player had this, give them the revealed card, don’t give the GM anything except a snack).
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Detect Sentience
Passive — Psionic
Advantage (free reroll) for Perception tests.
You can sense the presence of any creature in your aura (5 paces), as long as the creature is susceptible to telepathy. This makes it nearly impossible for you to be Surprised, even if you are unconscious.
, sustained: Extend the range of detection to 20 paces until the end of the scene.
This power sometimes occurs “in the wild”, and you need not have psionic powers to slot it.
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Detect Weapon
Passive — Imaginem
Advantage (free reroll) for Perception tests.
This power grants you the ability to detect hidden weapons, whether concealed by normal or magical means. For mundane concealment, no test is needed, you automatically detect the presence of any concealed weapons. For a weapon that is magically concealed, a free Perception test is needed to be alert to possible treachery. You are, of course, not susceptible to being surprised by an attack with a detected weapon. If you spend
, neither are allies in your aura (5 paces).
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Digging Your Own Grave
Passive — Mundane
Destined (free redraw of Trump) for the first Death Threshold check of a scene.
Risk a {Trump of your suit}: Prevent Incapacitated.
Enhances Death Threshold [+1/24].
: Reroll a Mining or Necromancy test.
Just so you know the way out.
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Dim Aura
Passive — Imaginem, Vim
Enhances Warding pool [+1/6].
Your aura only extends to 3 paces, and you cannot enhance its range. However, your pattern is also two levels (+4) harder to detect (this ability does not extend to your spells) and you have Advantage (free reroll) for astral Stealth tests.
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Dimensional Pocket
Passive — Vim
Enhances Death Threshold [+1/24].
Enhances Storage page [+2].
This ability allows you to create a compartment inside your body to hide or store items (it can hold items no wider than your hand, and no heavier than your own body weight). The items are not really stored in you body, but in a private dimensional pocket, so the items are not affected when you Semble, Veer, or are damaged. You store and retrieve items with the Pickup Object action. In addition, you can hide or retrieve equipment within a facade (or multiple facades) with the same action.
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Discipline of the Mentat
Passive — Mundane
Recovering from Confused only costs 4 Action Points.
Risk a {Trump of your suit}: Prevent Confused.
Reduce the Action Point cost of Mathematics or Logic actions by 1. This cannot reduce the cost below 1 Action Point.
: One of your potions gains Quickdraw (drawing this is a free action).
It is by will alone I set my mind in motion. It is by the juice of Sapho that thoughts acquire speed, the lips acquire stains, the stains become a warning.
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Do No Harm
Passive — Mundane
Skilled (+1 die) for Healing tests.
Enhances Death Threshold [+1/24].
Enhances Fatigue Threshold [+1/16].
Whenever you take a long rest, you or an ally in your aura (5 paces) recovers
. You cannot use this ability if you’ve inflicted physical or moral harm on a living being today, but you may double the effects if you’ve actively tried to help the sick or wounded today.
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Do You Even Lift, Bro?
Passive — Corpus
Skilled (+1 die) for Strength tests.
, [when you limit break with light pool]: Your unarmed attacks use your Strength pool for the limit break duration, but are Tiring (+1 complexity) and automatically have Damage +1 (roll an extra damage die).
Intensity breeds immensity.
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Do You Even Lift?
Passive — Mundane
Advantage (free reroll) for Strength tests.
[whenever you score a critical success on a strength test]: Motivate your companions in a slightly condescending manner that gives your party Advantage (free reroll) for Strength and Toughness tests for the rest of the scene.
Bro?
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Dream of a 1000 Cats
Passive — Animàl, Mentem
Keywords: Feline.
Advantage (free reroll) for Fellowship tests while in the Dreamlands.
: Reroll an Oneiromancy test.
: Reroll an Animal Handling test involving any animal except dogs.
: Introduce a clowder of cats to the story. If you feed them, they might even be willing to do you a favor.
What do you suppose cats dream of?
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Dream On

Passive — Mentem
Enhances Death Threshold [+2/24] and Injury Threshold [+2/6] while in the Dreamlands.
When you enter the Dreamlands, you may discard any Trump to add 
to your Mana pool (use this mana only in the dreamlands scene).
You have lose to learn how to win.
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Dressed to Kill
Passive — Mundane
Requirement: Only active when all armor you are wearing is Fashionable.
Accurate (+1 attack die, up to
) for any non-magic attack test.
Sacrifice copper coin: Reroll any non-magic attack test.
The name is Bond... James Bond...
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Dueling Ace
Passive — Mundane
An {Ace} counts as the highest {Court} Trump for you. This means that an {Ace} will trigger {Court} effects in combat, in addition to its normal effects. In any duel, an {Ace} has a value of
or
(your choice).
In any duel, you have one use of Offensive Advantage (free reroll or replace) for each {Ace} you can reveal from your hand.
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Duelist Mastery
Passive — Mundane
Enhances Engagement Limit [+1/6].
Enhances Light pool [+1/6].
Enhances Ranged pool [+1/6].
The first time you reveal a Trump in any duel, you are dealt two Trumps (choose one and discard the other).
Your attacks automatically have Double Chi (damage dice explode).
You have one use of Advantage (free reroll) in each duel.
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Duelist Specialization
Passive — Mundane
Enhances Engagement Limit [+1/5].
Enhances Light pool [+1/6].
Enhances Ranged pool [+1/6].
The first time you reveal a Trump in any duel, you are dealt two Trumps (choose one and discard the other).
You have one use of Advantage (free reroll) in each duel.
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Duelist Training
Passive — Mundane
Enhances Light pool [+1/6].
Enhances Ranged pool [+1/6].
The first time you reveal a Trump in any duel, you are dealt two Trumps (choose one and discard the other).
There is no finer moment than to witness another man realize he is beaten.
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Duelist's Insight
Passive — Mundane
Requirement: Any Duelist card.
Advantage (free reroll) for Intelligence tests.
Enhances Engagement Limit [+1/4].
When you participate in any duel, the Trump value of your opponent’s Trumps is considered one lower than their actual value.
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Dungeons Deep and Caverns Old
Passive — Terram
Skilled (+1 die) for Caving, Mining and Spelunking tests.
Enhances Death Threshold [+1/24].
You are uncannily proficient in underground travel, and know how to use the Underway to significantly reduce travel time through the mountains that surround the Valley.
Beneath us lies
No hope
And when we fall, we fall down on our own
Into what lies below
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Durability
Passive — Corpus
Enhances Injury Threshold [+1/5].
Halves the healing time of Injuries and Wounds.
People are too durable, that’s their main problem. They can do too much to themselves, they last too long.
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Ear to the Ground
Passive — Mundane
Advantage (free reroll) for Quickness and Tracking tests.
Whenever someone initiates a conflict against you in an area where you’ve built a network of contacts, you gain Advantage (free reroll), because you got tipped off in time.
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Earth Meld
Passive — Terram
Invulnerable (cannot be broken or destroyed).
You and one other person can meld into the soil (for each size point you have, an additional person can meld with you). It takes an entire, uninterrupted round to meld in to the ground, and you rise again at twilight. This ability activates automatically if you are Incapacitated, and you are “in stasis” while melded. Only works on soil.
: Advantage (free reroll) for the next Terram spell you cast this turn (announce this before your first roll; you cannot prevent
this turn).
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Earth Skin

Passive — Terram
Adds a special armor (Earth Skin) to your grimoire.
Enhances Fatigue Threshold [+1/16].
Enhances Injury Threshold [+1/6].
His skin seems to be composed a rock fused with flesh. A truly remarkable and puzzling sight.
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Eat the Moon and Sun
Passive — Imaginem
Defensive Advantage (free reroll or replace) for intimidate tests.
: Obscure a source of light for the rest of the scene. This can even affect celestial bodies like the moon, stars and sun (the exact reason for the obscuration is left to the storyteller).
At Ragnarök, both Sköll and Hati will succeed in their quests to eat the sun and moon.
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Elemental Balance


Passive — Aquam, Auram, Ignem, Terram
Advantage (free reroll) for Durability tests you make for your elemental spells.
Your opponents have Disadvantage (forced reroll) when they attempt to counter your directed elemental spells.
, [three of a kind on an attack with a directed elemental spell]: Limit Break (set a single combat pool to
until the end of your next turn). Your attack continues, but with a set of two dice.
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Elemental Tongues
Passive — Aquam, Auram, Ignem, Terram
You speak the four elemental tongues fluently (some obscure dialects may be hard to understand). Useful to communicate with elemental animals and spirits.
: Reduce the cost of an elemental spell that costs at least five action points [-1 AP]. Activate this only once per spell, and only once per round.
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Embrace the Shadow
Passive — Imaginem
Advantage (free reroll) for Stealth tests.
Enhances True Faith [+1].
Ignore Turn To Shadow’s ability for this card.
Obligation to organization (the shadow).
The first time you reveal a Trump in a social duel, you are dealt two Trumps (choose one and discard the other).
Without any faith, Without any light, Can dare me to live, Can dare me to lie, Inside I am dead.
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Endless Arguments
Passive — Mentem
Adds a technique (Engaging Banter) to your grimoire. This technique cannot be destroyed.
Enhances Resistance pool [+1/6].
The first time you reveal a Trump in a social duel, you are dealt two Trumps (choose one and discard the other).
The Endless Arguments talent allows a character to use his charming style and a touch of magical suggestion to distract an opponent.
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Endless Forms Most Beautiful


Passive — Animàl, Corpus
Skilled (+1 die) for Fellowship tests.
Endless Forms Most Beautiful allows a shape shifter to take on the forms (and some abilities) of animals they have killed and eaten, although they must still respect mass limits.
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Entrancing Voice
Passive — Imaginem, Mentem
Skilled (+1 die) for Song tests.
Your opponents have Disadvantage (forced reroll) against your Charm actions.
Toss a coin to your witcher...
O’ Valley of plenty...
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Equipment Maintenance
Passive — Mundane
Skilled (+1 die) for Durability tests.
Whenever you find, loot or purchase equipment, reveal the top Trump of the deck. If the card is {Arcana}, the equipment is well maintained, and of Masterwork quality.
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Eternal Student
Passive — Arcane
Advantage (free reroll) for Learning tests.
You can freely rearrange the cards slotted on your Professions page at any time (even in reaction to getting an Injury).
Whenever you discover a lost bit of knowledge from ages past, you potentially gather
(on
). This counts towards your Gathering Limit.
: Reroll a Research, Laboratory, Occult or Administration test.
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Etiquette Mastery
Passive — Mundane
Advantage (free reroll) for Etiquette and Resistance tests.
Enhances Social pool [+1/6].
Enhances Resistance pool [+1/6].
Enhances Etiquette page [+6/6].
: Introduce a character to the story that may be able to help you in social situations. The character favors you greatly.
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Etiquette Specialization
Passive — Mundane
Enhances Social pool [+1/6].
Enhances Resistance pool [+1/6].
Enhances Etiquette page [+6/6].
: Introduce a character to the story that may be able to help you in social situations.
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Etiquette Training
Passive — Mundane
Enhances Etiquette page [+4/4], where you can slot any card with the Social keyword.
Enhances Social pool [+1/6].
: Introduce a character to the story that may be able to help you in social situations. Works best in your home region.
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Eugenic Heritage
Passive — Genetic
Skilled (+1 die) for Planar tests.
If you have an Alien card slotted, you have Purity +2 (Reduce the amount of
for any Corruption test by two).
: Reroll an Astrology, Navigation, Survival, Theology or Resistance test.
: Reroll a Willpower defense test.
Somewhere in your family lineage there was an ancestor that was not quite of this world.
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Expanded Intellect
Passive — Arcane
Skilled (+1 die) and Advantage (free reroll) for Intelligence tests.
:
any spell or passive. Gain fatigue (
) equal to the complexity of the target.
: Add
to your mana pool.
: Reroll a Mentem, Psionic, Decipher or Mathematics test.
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Experienced Harvester
Passive — Vim
Advantage (free reroll) for Agriculture, Mining and Skinning tests, and for gathering Mana.
Whenever you have a chance to add or gather Mana to your pool, you are dealt two Trumps (choose one and discard the other).
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Extensive Scar Tissue
Passive — Mundane
Recovering from Bleeding only costs 4 Action Points.
Risk a {Trump of your suit}: Prevent Bleeding.
Enhances Injury Threshold [+1/8].
: Reroll a Toughness test.
It is nothing I haven’t endured before. Just power through the pain. As with everything this also will pass.
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Extra Powder
Passive — Mundane
Advantage (free reroll) for Durability tests with projectile weapons.
, [three of a kind on an attack with a projectile weapon]: Limit Break (set a single combat pool to
until the end of your next turn). Your attack continues, but with a set of two dice.
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Eye of the Storm
Passive — Auram
Defensive Advantage (free reroll or replace) while in a storm.
: Add
to your mana pool.
: You do not suffer bad weather. Prevent any Environmental Land (this land cannot be attuned as it never happened).

, sacrifice storm land: Limit Break (set a single combat pool to
until the end of your next turn).
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Face in the Crowd
Passive — Mundane
Advantage (free reroll) for Stealth tests, and an additional Advantage when there is a crowd around you (what a crowd means will depend on the environment; a castle requires more people to be crowded than a small inn).
Enhances Dodge pool [+1/6].
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Face/Off
Passive — Imaginem, Corpus
Advantage (free reroll) for Fellowship tests.
Face/Off allows a shape shifter to switch faces with a living victim. The process requires one minute of uninterrupted surgery on the victim, who must remain motionless. The surgery is relatively painless, but profoundly disturbing.
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Fairy Dragon Friend
Passive — Mundane
Recovering from Stifled only costs 4 Action Points.
Risk a {Trump of your suit}: Prevent Stifled.
Fairies and Dragons will not attack you unless provoked (this does not extend to your allies).
: Reroll an Animal Handling test.
Sometimes you are visited by these wispy creatures when walking along the shoreline.
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Fan Favoured
Passive — Mundane
You must slot another dueling card to slot Fan Favoured.
Advantage (free reroll) for Fellowship tests.
Enhances Engagement Limit [+1/4].
In any duel, if there are a large amount of spectators (100 people or more), you have one use of Offensive Advantage (free reroll or replace).
The crowds favor this one.
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Far Sight

Passive — Imaginem
Skilled (+1 die) for Perception tests.

: Look at the top Trump of the Fate Deck. You may choose to put that card on the bottom of the Fate Deck.
Discard {Court of Swords}: After a long rest, retrieve Far Sight from your grimoire and slot it in a “Passive” or “
Mana” page (for free).
Exile (return the card to the storyteller) Far Sight: Draw a card from the Fate Deck.
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Fast Hand
Passive — Corpus
Skilled (+1 die) for Pick Lock, Pick Pocket and Trap tests.
Fast Hand allows you greater control in palming or pickpocketing an object and prevents anyone from perceiving the act. Your target and those in his aura (5 paces) have Disadvantage (forced reroll) to notice you, and Disadvantage again on the first action they take against you when they do. This also applies to any traps that you might trigger.
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Fat Cat
Passive — Mundane
Keywords: Feline
Enhances Size [+1/1], but the increase is more horizontal than vertical.
When someone (or something) smaller than you would cause Knocked Down (or cause you to fall), instead make an opposed Strength + Size test. The loser is Knocked Down.
When you eat well, recover an additional
. However, you can only recover
naturally.
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Fate Transfer
Passive — Imaginem, Vim
You can exchange Trumps with other players (if they agree). This exchange must happen at the start of a session, and you cannot function as an exchange between individual players (you cannot exchange a card from player one to player two).
[when another player risks a trump and loses]: Repeat the process, risking one of your Trumps instead (it must be an appropriate one). If you win, both players keep the risked Trumps (if you both want to, you may exchange them).
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Fear is the Mind Killer
Passive — Mundane
Enhances Etiquette page [+2/4].
Advantage (free reroll) for Intimidate tests.
You may move Social techniques that enhance Intimidate actions from any page to your Etiquette page for free at any time.
: Prevent Shaken or Staggered.
: Reroll a Resistance test.
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Feather Fall
Passive — Mundane
Your stand up actions do not cause Opportunity Attacks.
Risk a {Trump of your suit}: Prevent Knocked Down.
: Prevent all falling damage (from any height).
As if cushioned by the wings of birds...
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Feed ’em to the Pigs
Passive — Mundane
All pigs are friendly towards you (and by extension your companions) unless provoked or attacked.
: Dispose of any one humanoid body without it ever being found again.
: Introduce a pigsty or a passel of pigs to the story.
: Reroll a Carpentry or Masonry test.
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Feign Illness
Passive — Imaginem
Advantage (free reroll) for Disease tests.
Enhances Death Rating [+1/24].
Feign Illness allows you to mimic the signs and symptoms of an illness with enough accuracy to convince all but the most skilled observer. The deception is Extremely Hard (20) to detect and even creates real physiological changes such as fever and increased heart rate.
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Final Ring of Perfection




Passive — Vim
Enhances Light pool [+1/6].
Enhances Magic pool [+1/6].
Enhances Melee pool [+1/6].
Enhances Ranged pool [+1/6].
Enhances Social pool [+1/6].
Only the longest living races have the time, will and endurance to reach this level of mastery. The elves guard these secrets jealously.
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Fire Heal
Passive — Ignem
Advantage (free reroll) for Social tests vs. dragons (and related animals).
Whenever you are affected by Burning, it instead heals you for
at the end of each turn.
Whenever you suffer fire damage from an attack, ignore it unless the active Trump is {Cups}.
Clothes not under warranty.
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Fire Sight

Passive — Ignem
Advantage (free reroll) for Intimidate tests.
You have an innate sense of fire sources in your direct environment, and notions of the location of large blazes nearby.
: Introduce a source of fire to the story.
, Stance, 2AP: Your attacks have Damage +1 (roll an extra damage die) and on a critical success, they also cause Fire Magic Damage (reduced by mystic armor).
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First Ring of Perfection




Passive — Vim
Enhances Block pool [+1/6].
Enhances Dodge pool [+1/6].
Enhances Parry pool [+1/6].
Enhances Resistance pool [+1/6].
Enhances Warding pool [+1/6].
Only the longest living races have the time, will and endurance to reach this level of mastery. The elves guard these secrets jealously.
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Fit for a King
Passive — Mundane
Proficient with Fashionable armor.
Ignore up to one point of Encumbrance from Fashionable armor (cumulative).
: Ignore the Exotic trait of any armor until the end of the scene.
: Reroll a Social or Public Speaking test.
Nothing but the best for the King. Cost is not an issue!
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Flexibility
Passive — Corpus
Advantage (free reroll) for Agility tests.
Flexibility allows you to bend or twist your body past the human norm, so you can squeeze through openings smaller than yourself (within reason, you’re not jelly) and escape restraints easier.
: Reroll any escape test when grappled or any test during a grapple duel.
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Flip Up
Passive — Mundane
Adds a technique (Kip-up) to your grimoire.
Advantage (free reroll) for Acrobatics and Climbing tests. In addition climbing is never difficult terrain for you.
Enhances Dodge pool [+1/6].
Enhances Engagement Limit [+1/5].
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Fluid Mechanics
Passive — Animàl, Aquam
Enhances Death Threshold [+1/16].
: Advantage (free reroll) for all Animàl and Aquam tests this round.
: For an entire scene, fit perfectly awkward inside a container, no matter its or your Size (if the container contains something, you coexist with it). Can also be used to squeeze through openings.
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Flying Men
Passive — Auram
Enhances Engagement Limit [+1/4]. Double this bonus [+2/4] while flying.
You and allies in your aura (5 paces) have Advantage (free reroll) for Dodge tests, Balanced (+1 defense die, up to
) and Mobility +1 (an extra mobility point) while flying.
Saffiyah clapped her hands and twenty flying men appeared at her side, each well trained in the art of combat.
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Foliage Shield
Passive — Herbam
As long as there is foliage overhead, you never suffer adverse effects of weather.
Counts as Herbam for spontaneous spells.
If there is large vegetation in your aura (5 paces), you can use it as a shield (without traits) to block. Each time you successfully block this way, you may spend
. If you do, your attacker must make a Hard (16) Strength test to avoid being Disarmed.
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Fond Memories
Passive — Mundane
Enhances Memory page [+2/4]. You can slot Festival cards in your Memory page.
Destined (free redraw of Trump) for Fatigue Threshold checks.
: Prevent the Perishable (disappears at end of session) trait on a card from triggering at the end of the session. Fond Memories becomes Locked (does not untap as normal) until the end of next session.
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Forge Armor
Passive — Ignem, Terram, Vim
Advantage (free reroll) for Crafting (armor and shields) tests, providing you have a properly equipped forge or workshop.
You can forge enhanced or exotic armor (from masterwork armor or exotic materials), adding an extra bonus on top of the masterwork bonus. As with forging masterwork armor, failure means the item is destroyed. Each forging takes {Durability} days.
,
: Your armor and shields, and those of allies in your aura (5 paces), have Advantage (free reroll) for Durability tests for the rest of the scene.
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Forge Weapon
Passive — Ignem, Terram, Vim
Advantage (free reroll) for Crafting (weapons) tests, providing you have a properly equipped forge or workshop.
You can forge enhanced weapons (from masterwork weapons), adding an extra bonus on top of the masterwork bonus. As with forging masterwork weapons, failure means the weapon is destroyed. Each forging takes {Durability} days.
: Your attacks this round, and those of allies in your aura (5 paces), automatically have:
• Oathblade ([extra pair]: attack counts as magical).
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Form: Creo
Passive — Arcane
Adds a stance (Amun Unveiled) to your grimoire.
Advantage (free reroll) for a single Creo spell each scene.
In a magical duel, you have one use of Offensive Advantage (free reroll or replace).
Creo magic brings objects and substances into existence, or makes an already existing target a “more perfect” version of itself.
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Form: Intellego
Passive — Arcane
Adds a stance (Gaze of Thoth) to your grimoire.
Advantage (free reroll) for a single Intellego spell each scene.
In a magical duel, you have one use of Offensive Advantage (free reroll or replace).
Intellego magic detects or reveals, enhances a target’s natural senses or conveys supernatural ones.
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Form: Muto
Passive — Arcane
Adds a stance (Silence of Osiris) to your grimoire.
Advantage (free reroll) for a single Muto spell each scene.
In a magical duel, you have one use of Offensive Advantage (free reroll or replace).
Muto magic alters the nature of a being, object or substance, adding unnatural properties and/or removing natural ones.
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Form: Perdo
Passive — Arcane
Adds a stance (Anubis Rising) to your grimoire.
Advantage (free reroll) for a single Perdo spell each scene.
In a magical duel, you have one use of Offensive Advantage (free reroll or replace).
Perdo Magic decays, disintegrates or otherwise diminishes the target, making something a worse example of its kind.
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Form: Rego
Passive — Arcane
Adds a stance (Bastet’s Trickery) to your grimoire.
Advantage (free reroll) for a single Rego spell each scene.
In a magical duel, you have one use of Offensive Advantage (free reroll or replace).
Rego magic involves manipulation of the target in any way that does not alter its nature.
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Frantic Research
Passive — Mundane
Keywords: Science
Advantage (free reroll) for Research and Learning tests.
: You race through a book or tome without regards for proper handling. You cut the reading or research time by two thirds, but risk damaging the source material (on
).
: Introduce a book about any mundane topic to the story.
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Freedom of Movement
Passive — Mundane
Recovering from Immobilized only costs 4 Action Points.
Risk a {Trump of your suit}: Prevent Immobilized.
, stance, 2AP, sustained: Moving through difficult terrain does not cause any penalties.
: Reroll an Arachnomancy, Athletics or Dodge test.
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Frightening Metamorph
Passive — Animàl, Corpus, Mentem
Opponents in your aura (5 paces) have Disadvantage (forced reroll) for Recovery tests.
When you Veer, until the end of your next turn, your attacks automatically have
Impressive ([Court, Cups]: target is shaken; a critical success does not inflict lethal injury, but normal damage and intimidated).
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From Ruthenia With Love
Passive — Mundane
Requirement: Spy.
Whenever you best another spy, you produce a copper coin (not on
, as the spy turned out to be a double agent).
: Reroll a Cartography, Linguistics, or Toughness test.
The double 0 numerals signify an intelligence agent who has killed and who is privileged to kill on active service.
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Fucked Up World
Passive — Mundane
Enhances Resistance pool [+1/6].

: Pause the scene, light a cigarette, and ignore most penalties (disadvantage, unbalanced and unskilled) for a single turn.
[free]: Bum, find or roll a cigarette.
We’re like diamonds in the sky, that is what we are told. No mountain made of money can buy you a soul.
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Gambling Devil

Passive — Servant, Ignem, Imaginem
Keywords: Infernal
Skilled (+1 die) for Gambling tests.
You can switch a test during a gambling duel switch to an Agility test without risking a Trump of your suit.
Whenever you start a gamble, you can up to ante by making a Hard (16) Fellowship test.
You have Disadvantage (forced reroll) in convincing people to trust you. They instinctively consider you dishonest.
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Ghoul Baron


Passive — Corpus
Adds a servant (Ghûl) to your grimoire.
Enhances Death Threshold [+1/24].
Spiritual +1 (increase fellowship by one for purposes of maximum servants, cumulative) for Undead servants.
Your ghouls ignore daylight.
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Gimme The Prize
Passive — Corpus, Vim
Enhances Melee pool [+1/6]. In addition, your critical hits on head and torso tend to decapitate your opponent. Excessive decapitation of your fellow man may lead to more corruption.
Gimme The Prize allows you to recover
or
whenever you decapitate an opponent. Depending on the power of your opponent, ‘the prize’ may be greater.
Give me your kings, let me squeeze them in my hands.
Your puny princes, your so-called leaders of your land.
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Girl on Fire
Passive — Ignem
Requirements: Must be female.
Enhances Ranged pool [+1/6].
Elemental +2 (increased armor value and ignores penetration from elemental attacks) against Cold damage and you are unaffected by the Freezing and
Freezing traits.
You have Disadvantage (forced reroll) for Stealth tests. You can ignore this until end of scene by spending
.
: Produce a fashionable dress and/or introduce a social occasion (for example a ball).
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Glyph Supremacy


Passive — Mentem, Vim
You may cast up to three Glyph spells each turn. If you only cast one Glyph spell this turn, you may
up to two other Glyph spells to reroll the Glyph Magic test.
You have Energize (if it would cause fatigue, prevent
) for casting Glyph spells.
In combat, when you get a double pair on an attack that costs at least 5 Action Points, you may give up one of the pairs to
a Glyph spell with Complexity lower than or equal to the value of the pair.
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Gnomish Lore
Passive — Mundane
Higher Learning (reduce the complexity by either 2 or
for the purpose of learning or slotting) — Potion.
You can create a tiny clockwork device (requires an hour of work, a resource die and tools) to perform a simple task. The device ceases to function after 24 hours (lasts longer on a critical success). You can have up to three such devices active at a time.
Gnomes are thought to be long extinct, but some of their alchemical and technological lore remains.
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Golden Handshake

Passive — Arcane
Advantage (free reroll) for Wealth tests.
Sacrifice a copper coin: You present someone an expensive gift. If they accept the gift, they’ll treat you as a close personal friend until twilight or until the gift breaks (whichever comes first). They must make a Very Hard (18) Willpower test to refuse it. If you sacrifice a silver coin instead, this becomes an Extremely Hard (20) Willpower test. If you sacrifice a gold coin instead, this becomes an Impossible (22) Willpower test.
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Golden Tongue
Passive — Mentem
: Produce a copper coin (not on
, as you commit an embarrassing faux pas).
, sacrifice a coin: Learn to speak any mundane dialect, language or slang fluently a few seconds after hearing it (or seeing its alphabet) until the end of the session. This does not grant any ability to read or write languages, nor does it allow you to speak with spirits or decipher coded languages. If a copper coin is sacrificed, the effect lasts till sun up. If a silver coin is sacrificed, this lasts till the end of the scene. If a gold coin is sacrificed, add the language to your grimoire, and it lasts a full season.
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Golem Companion


Passive — Terram, Vim
Advantage (free reroll) for Crafting (golems) tests.
You have a golem companion (a clay or clockwork golem are the most viable). It is sentient, but at a lower level than most humanoids and it is pretty naive. Constructs are usually not welcome in populated areas. Companions may require upkeep.
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Gone with the Wind
Passive — Mundane
Recovering from Stunned only costs 4 Action Points.
Risk a {Trump of your suit}: Prevent Stunned.
: Introduce a jealous act or an act of infidelity to the story.
: Reroll a Smuggling or Auram test.
Frankly, my dear, I don’t give a damn...
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Gossip Girl
Passive — Mundane
Skilled (+1 die) for Fellowship tests. In addition, you can easily pick up gossip, and may gain Advantage (free reroll) in social situations because of gossip you’ve heard.
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Grapple Specialization
Passive — Mundane
You can grapple opponents that have a Size that is 1 higher than yours without penalty.
You can use Quickness as one of your tests in a Grapple duel without needing to risk a {Trump}.
: Reroll an Animal Handling, Grapple, Hunting or Survival test.
: Damage +1 (roll an extra damage die) against animals or mounted opponents.
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Green Mana Affinity

Passive — Mana Affinity
You can only have one Mana Affinity at any time.
Adds a spell (Bloom) to your grimoire.
You can freely rearrange the cards slotted on your Green Mana page at any time (even in reaction to getting an Injury).
Once per session, when you are gathering
, you may have it not count against your Gathering Limit.
: Reroll a Foraging or Geology test.
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Group Magic
Passive — [Untraditional]
You can cast spontaneous spells, but in an untraditional way (mechanically, it works the same as hermetic spontaneous magic). You cannot slot hermetic forms, professions or techniques, nor can you cast (or slot) formulaic spells.
Ceremonies and rituals around the world utilize the power of numbers. You can amplify your intentions and connect with your community through intentional gatherings. This type of magic is best used for intentions which will benefit all involved.
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Guardian of the Land

Passive — Druidic Allegiance
Requirements: Druid
You can only have one Druidic Allegiance at any time.
Sacred Oath (breaking it has dire consequences) to preserve nature.
You may
Natural spells as if they were techniques (using pairs from attack pools).
: One of your plant servants or plant companions gains Limit Break (set a single combat pool to
until the end of your next turn).
: Heal up to 
from any plant in your aura (5 paces).
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Guardian of the Moon

Passive — Druidic Allegiance
Requirements: Druid
You can only have one Druidic Allegiance at any time.
Sacred Oath (breaking it has dire consequences) to preserve animal life.
Enhances Shape Shifter page [+2/8].
Adds a spell (Wild Shape) to your grimoire. This spell gains Invulnerable (cannot be broken or destroyed).
Advantage (free reroll) for Veering and Sembling tests.
: Reroll any test made by an animal servant or animal companion in your aura.
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Guardian of the Natural Order

Passive — Druidic Allegiance
Requirements: Druid
You can only have one Druidic Allegiance at any time.
Sacred Oath (breaking it has dire consequences) to the natural order and the sanctity of life and death.
When you defeat a non-humanoid creature, you have a chance to gather
(on
). If this creature has a Size of 2 or more, you are Destined (free redraw of Trump) for this check.
: Reroll a defense test against a Necromancy or Corpus attack for anyone in your aura (5 paces).
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Gun Fu
Passive — Mundane
Enhances Ranged pool [+1/6].
Enhances Engagement Limit [+1/4] for each gunpowder weapon you wield.
You do not provoke an Opportunity Attack when firing a gunpowder weapon in melee.
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Gun Twirling
Passive — Mundane
Advantage (free reroll) for Agility tests. In addition, hands in which you hold a pistol count as a free hand for
requirements.
Enhances Engagement Limit [+1/5].

,
: Limit Break (set a single combat pool to
until the end of your next turn), but only with a single gunpowder weapon.
Discard {Trump}: Prevent the Disarmed condition.
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Hang Time
Passive — Animal, Corpus
Skilled (+1 die) for Climbing tests. In addition, climbing is no slower for you than normal movement.
Hang Time allows you to temporarily adhere to surfaces, such as walls. Once attached to a surface you can “hang out” for five minutes, provided you keep physical contact with the surface.
Wearing normal clothing such as gloves or boots does not interfere with this power, but the use of armor (with a rating of 3 or higher) will.
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Hard Boiled
Passive — Mundane
Advantage (free reroll) for Willpower tests.
: You can choose to ignore almost any condition (just not situational conditions) for the duration of the scene. At the end of the scene it comes back worse, though. Hard Boiled does not prevent future applications of the same condition, and you can only ignore one condition at a time.
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Hard Head
Passive — Mundane
Enhances Injury Threshold [+1/5].
Discard {Trump}: Prevent the Stunned condition. In addition, opponents cannot use the stunning trait on you (you can still become stunned, just not as a result of that trait).
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Hard to Shake
Passive — Mundane
Advantage (free reroll) for Driving, Quickness and Tracking tests, and an additional Advantage whenever you are pursuing someone, and a third Advantage when you’re pursuing someone in a vehicle, mounted or accompanied by a beast.
In a duel, your opponents lose one use of Advantage.
Whenever an adjacent opponent maneuvers or moves, you may Shift (maneuver one pace; this replaces the random movement after an attack) to follow.
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Hardcore Parkour
Passive — Mundane
Advantage (free reroll) for Agility tests.
Mobility +1 (an extra mobility point).
Rooftops or similarly precarious environments are never considered difficult terrain for you. Likewise, you can (within reason) move vertically without it costing extra Mobility Points.
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Harnessed Magic
Passive — Arcane
Advantage (free reroll) for Willpower tests.
You have great control over your magic. You are able to cancel any of your active spells simply by spending 1 action point. You can even destroy magic items that you created, as well as spells which your took part in through a Wizard’s Communion. Spells and magic items can be canceled out over any distance.
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Harvesting Fangs
Passive — Animàl
Proficient with poisons.
: Reroll a Poison test for poisons from animals.
, discard a Poison: Add Antivenom (equipment) to your grimoire.
There are many dangerous animals in the world that can be harvested for their lethal qualities.
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Hear the Silence
Passive — Auram
Advantage (free reroll) for Perception tests.
You are in tune with all things hidden, but have a hard time keeping secrets yourself (if you keep a secret, suffer at least
).
: You become aware of anyone in your aura (5 paces) that bears the burden of hidden knowledge. You gain no insight into the nature of the secrets; you only know who keeps them and the “weight” of them.
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Heart of the Mountain


Passive — Ignem, Terram
Enhances Injury Threshold [+1/6].
Each time you win any duel, you gain one use of an Armor Save of 2+ (roll 2 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause) until the end of the scene. You do not have to be wearing armor for this ability to work.
The first time you reveal a Trump in any duel near a source of great heat, you are dealt two Trumps (choose one and discard the other).
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Heart’s Desire
Passive — Mentem
: Add
to your mana pool.
: Intensely observe any character for at least ten minutes (this attention will make most people uncomfortable). You deduce what they want most of all right now.
If he could learn to love another, and earn her love in return by the time the last petal fell, then the spell would be broken. If not, he would be doomed to remain a beast for all time.
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Heightened Concern
Passive — Imaginem, Mentem
Enhances Engagement Limit [+1/4]. Double this bonus [+2/4] when adjacent to an ally, who also doubles her or his bonus.
: Prevent Flanked (if you prevent flanked, this only lasts until the end of your next turn).
: Prevent an Opportunity Attack against you (before the attack roll).
Heightened Concern allows you to ignore distractions while performing another task.
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Hide and Go Seek
Passive — Mundane
Proficient with hide armor.
Armor saves for hide armor cannot be reduced past 6+ by penetration.
Your hide armor has Slash +1 (increased armor value and ignores penetration from slashing attacks).
Ignore up to one point of Encumbrance from hide armor (cumulative).
: Reroll a Stealth or Tracking test.
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High as a Kite
Passive — Mundane
Enhances Block pool [+1/6].
Proficient with kite shields, and you ignore one point of encumbrance from them.
While holding a kite shield, you have Engagement Limit [+1/4] when facing at least one opponent on higher ground.
: Limit Break (set a single combat pool to
until the end of your next turn) for Blocking with a kite shield when you are Addicted.
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High Roller
Passive — Mundane
Skilled (+1 die) for Evaluate and Gambling tests.
Risk a copper coin: Once per duel test, reroll that test (lose your coin on
).
Sacrifice a copper coin: Enhance your Wealth Rating [+1/6] until the end of the scene.
, spend a Commerce: Produce a copper coin to be used immediately (preferably to gamble).
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His Dark Materials

Passive — Mentem, Vim
Adds a weapon (Obsidian Dagger) to your grimoire.
Advantage (free reroll) for Crafting (obsidian) tests.
Proficient with daggers and knives.
The Obsidian weapons you wield have:
• Talisman (Teleport and Planar).
• Unholy (Effects targeting you that require
require an additional
).
•
: Add
to your Mana pool.
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Hold The Line!
Passive — Mundane
Enhances Engagement Limit [+1/4].
You may make an Opportunity Attack [1AP, 2C] against a charging opponent who enters an area you threaten. The opportunity attack is resolved immediately before the charge attack is resolved.
Anyone who moves at least 4 paces towards you is considered charging.
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Hollow Head

Passive — Armor, Mentem
Armor Value: 2/0
Encumbrance: 0 (reduces quickness by 0).
Type: Head.
Enhances Storage page [+1].
Your brain is moved into a side dimension. This leaves a crack all the way around your skull (your head can be opened and the space inside can be used as storage: any item inside is hard to detect).
You have Cover (ignore normal successes from ranged attacks; critical successes count as normal successes) for Mentem attacks.
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Hood of Asps


Passive — Animàl, Corpus, Mentem
Adds a spell (Staff of Moses) to your grimoire.
Advantage (free reroll) for Poison tests, while opponents in your aura (5 paces) have Disadvantage (forced reroll) for Poison tests.
Enhances Social pool [+1/6].
Higher Learning (reduce the complexity by either 2 or
for the purpose of learning or slotting) — Serpentine.
Snakes live in your clothes, so you always have them (and their poison) at hand.
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Hooked Claws


Passive — Animàl, Corpus
If you roll
on an unarmed damage bonus die, you may spend
to Limit Break (set a single combat pool to
until the end of your next turn). This effect cannot trigger more than once per scene.
Your Claw attack techniques automatically have Tearing (two bonus damage dice and wounds require double normal time to heal).
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Hoplophile
Passive — Mundane
Enhances Parry pool [+1/6].
You can freely rearrange the cards slotted on your Equipment (shields, weapons) page at any time (even in reaction to getting an Injury).
, sacrifice a weapon: Limit Break (set a single combat pool to
until the end of your next turn) for an attack.
, sacrifice a shield: Limit Break (set a single combat pool to
until the end of your next turn) for a defense.
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Horse Whisperer
Passive — Mundane
Advantage (free reroll) for Riding tests, for yourself and allies in your aura (5 paces).
Skilled (+1 die) for Animal Handling tests. Mastery (automatic critical success) when it involves horses.
You can ride any horse, even wild ones will turn docile for you.
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Horsemanship
Passive — Mundane
You can easily ride (or drive) most mundane animals.
Discard {any}: Reroll a single Dodge, Resistance or Warding test made by your mount up to two times.
: Introduce a mount to the story.
My kingdom for a horse...
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Horsemaster’s Barding
Passive — Mundane
Your riding equipment (for example Mount Armor) automatically has Bulwark (one use of defensive advantage in melee per round).
Your mount automatically has Balanced (+1 defense die, up to
).
With the right armor, a warhorse can trample several enemy lines before taking significant damage.
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Horsemaster’s Clinchers
Passive — Mundane
Enhances Fatigue Threshold [+1/16].
Your mount automatically has Mobility +1 (an extra mobility point).
Your mount is Skilled (+1 die) for Quickness tests.
The correct equipment and expertise allows steeds to be ridden at their greatest speeds.
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Hydrokinesis
Passive — Psionic
Enhances Action Points [+1/9].
You can manipulate liquids in your aura (5 paces) with your telekinesis. The liquid must be free (for example, you cannot manipulate blood inside a person or wine inside a stoppered flask).
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I Am Not Done Yet

Passive — Corpus
Enhances Death Threshold [+1/24].
Whenever you recover any amount of Fatigue, recover an additional
.
When you have 10 or more Wounds, become Invulnerable (cannot be broken or destroyed) until the end of next round (you cannot be affected by fatigue, injuries or wounds while invulnerable). This ability cannot trigger again this session.
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I Can't Even
Passive — Mundane
Keywords: Fate
: If your Fate Hand is empty, you may reveal Trumps from the top of the Fate Deck until you reveal an {Ace}. Add it to your hand. If it is the same suit as your suit, repeat this process.

: Reroll any test where more dice came up even than odd. You must accept the reroll (you cannot reroll again for any reason).
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I Know a Guy
Passive — Mundane
Advantage (free reroll) for Wealth tests.
Enhances Social pool [+1/6].
I Know a Guy makes your “
: Introduce” abilities more dependable (you have more control over who appears, although the circumstances remain up to fate).
Yeah, I know a guy. Gonna cost you, though.
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I Thought I Saw a Pussycat
Passive — Mundane
Advantage (free reroll) for Stealth tests.
Enhances Engagement Limit [+1/4].
: Introduce a cat to the story. Depending on the story angle, this can be pretty damn distracting.

: Vanish from sight for a few moments (you must have a mundane explanation for your disappearance, no magic is involved).
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I Want to Break Free
Passive — Mundane
Advantage (free reroll) for Contortion, Singing and Recovery tests.
When you get a critical success on a Recovery test, you may spend
to Limit Break (set a single combat pool to
until the end of your next turn). This effect cannot occur more than once per scene.
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If I Was A Blackbird


Passive — Animàl, Auram, Corpus
Adds a spell (Blackbird’s Escape) to your grimoire.
Advantage (free reroll) for Quickness, Singing and Tracking tests.
Enhances Engagement Limit [+1/5] and Magic pool [+1/6].
You are a shapechanger, and can veer into a flock of weird black birds with a Normal (14) Magic test [2AP, 2C]. You cannot truly be slain unless your whole flock is killed. You have a strong desire and instinct to increase your flock.
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Immortal Prowess
Passive — Mundane
Enhances Block pool [+1/6].
Proficient with round shields, and you ignore one point of encumbrance from them.
Your Companion weapon has Prowess ([Swords]: one use of offensive advantage against target until the end of your next turn) while wielding a round shield.
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Impish Aid
Passive — Servant, Ignem, Vim
Keywords: Infernal
This servant has Advantage (free reroll) for stealth tests, but Disadvantage (forced reroll) against demons.
: Send your imp “on a mission”. It performs its task with competence (5 dice), but each
rolled causes a complication. It does not untap until the mission is completed.
: Cancel the current mission. Impish Aid rematerializes near you.
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Improved Charge
Passive — Mundane
Advantage (free reroll) for Weapon Skill tests.
When you charge and crash into an opponent, you may use your [mount] Size difference (if any) as bonus dice to your Weapon Skill test (a size bonus stacks, and may allow you to roll more than ten dice; life is unfair sometimes).
You do not have to move in a straight line towards your target when you charge, although every step you take must bring you closer.
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Improved Circles
Passive — Arcane
Your thaumathurgic circles have Advantage (free reroll) for every test they make.
, [when one of your circles breaks while you are in it]: Limit Break (set a single combat pool to
until the end of your next turn).
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Improved Disarm
Passive — Mundane
Adds techniques (Disarm Foe, Feint Disarm) to your grimoire. These techniques cannot be destroyed.
Skilled (+1 die) for Weapon Skill tests.
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Improved Evasion
Passive — Mundane
Adds a technique (Give Ground) to your grimoire. This technique cannot be destroyed.
Enhances Dodge pool [+1/6].
Whenever you are targeted by an area of effect attack, you get a free Dodge and the attack cannot cause you to become Knocked Down.
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Improved Facade
Passive — Arcane
Advantage (free reroll) for Acting, Lying and Mimicry tests.
Enhances Social pool [+1/6].
You can cast a second, distinct facade over a first facade.
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Improved Glyphs

Passive — Mentem, Vim
You may cast up to two Glyph spells each turn. If you only cast one Glyph spell this turn, you may
one other Glyph spell to reroll the Glyph Magic test.
You have Energize (if it would cause fatigue, prevent
) for casting Glyph spells.
:
a Glyph spell.
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Improved Initiative
Passive — Mundane
Adds a technique (Fast Draw) to your grimoire.
Enhances Engagement Limit [+1/4].

, [when you act first in the first round of combat]: Limit Break (set a single combat pool to
until the end of your next turn).
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Improved Overwatch
Passive — Mundane
In the Overwatch stance, your Opportunity Attack actions cost 1 action point less [0AP, 2C] and your Reload actions cost 1 action point less [varies].
You may make an additional opportunity attack each round, up to a maximum of four.
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Improved Remise
Passive — Mundane
Adds techniques (Blade Flurry, Clever Feint) to your grimoire. These techniques cannot be destroyed.
Your Remise Attack actions cost [0AP, 1C] instead of [1AP, 2C].
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Improved Shouts
Passive — Mundane
Your Shout actions (including actions with Shout techniques) are automatically Accurate (+1 attack die, up to
) and cost 1 Action Point less [usually 1AP, but may vary].
Risk {Court}: You
one of your Shout cards.
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Improved Stances
Passive — Mundane
You may be in two stances at the same time (instead of only one). You must still activate each stance individually and the requirements of both stances must still be met. You can only combine stances and techniques whose combined Complexity is less than or equal to your Weapon Skill.
Your Stance actions cost 1 Action Point (instead of two). This ability does not apply to stances that cost more than two action points.
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Improved Tattoos
Passive — Imaginem
You can slot Tattoo cards (either applied or spell) adjacent to this passive.
Once per scene:
any number of Tattoos (applied). Increase your Mystic Armor by the number of Tattoos tapped.
: Change a Tattoo (either applied or spell) with one from your grimoire for free.
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Improved Techniques
Passive — Mundane
Advantage (free reroll) for learning new techniques.
You can add an additional technique to your actions (remember you can only combine stances and techniques whose combined complexity is less than or equal to your weapon skill).
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Improved Totems

Passive — Terram, Vim
Requirements: Summon Totem
Adds a servant (common or uncommon totem of your choice) to your grimoire.
Spiritual +2 (increase fellowship by two for purposes of maximum servants, cumulative) for Totems.
: The next time you cast the Summon Totem spell, increase its Complexity and Action Point cost by
, and you summon two Totems of your choice.
equals the sum of both upkeeps.
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Improvisional Ingenuity
Passive — Mundane
Keywords: Science
Once per scene, you can save the day by making a gadget out of unlikely things (requires a crafting test). You have Advantage (free reroll) for this test. Note that the gadget has to be based on science (feel free to ask the storyteller to randomly generate up to six things around you, or make a suggestion based on your surroundings).
: Negate a complication from a Crafting test.
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In Between The Lines


Passive — Aquam, Herbam, Vim
Adds a spell (Eternal Library) to your grimoire.
Enhances Engagement Limit [+1/5].
Skilled (+1 die) for Stealth tests, as long as you have a book on crime slotted (or in memory).
: You can ‘hide’ yourself in a book. While hidden, you may experience random events related to the book (this can be confusing and lead to your becoming trapped). You can take a small group of people along if you pay
.
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In the Eye of Utha
Passive — Corpus
Advantage (free reroll) for Strength tests, and for tests that prevent or repair damage to reality.
Blessing (this card can, in theory, be transferred to other characters): You are very responsible and supporting of others. Actions that you take that align with these traits have Energize (if it would cause fatigue, prevent
).
Sometimes it feels as if you carry the weight of the world on your shoulders.
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Indomitable Steed
Passive — Animàl
Death Threshold [+1/24] for you and your mount.
Injury Threshold [+1/8] for your mount.
Your mount can reroll any Defense test it fails (once per round).
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Indomitable Will
Passive — Animàl, Mentem
Advantage (free reroll) for Willpower tests.
Enhances Resistance pool [+1/6].
: Your armor has Mystic +1 (increased armor value and ignores penetration from mystic attacks) for the rest of the scene (you may activate this as a reaction to an attack, but not after the result has been revealed).
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Infinite Reflection
Passive — Mundane
Recovering from Blinded only costs 4 Action Points.
Risk a {Trump of your suit}: Prevent Blinded.
Enhances Mirror page [+2/4].
: Reroll a Divination or Oceanography test.
What you will see, if you leave the Mirror free to work, I cannot tell. For it shows things that were, and things that are, and things that yet may be.
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Inner Light
Passive — Mundane
Recovering from Disrupted only costs 4 Action Points.
Risk a {Trump of your suit}: Prevent Disrupted.
,
or 
, Sustained: Produce light (same as a torch).
: Reroll a defense test against a Mentem or an Oneiromancy attack.
Make now always the most precious time. Now will never come again.
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Insect Magic


Passive — Animàl, Vim
Enhances Death Threshold [+1/24].
Enhances Fatigue Threshold [+1/16].
Enhances Warding pool [+1/6].
You can control solitary insects in your aura (5 paces), but you know to stay away from hive insects (ant, locust, wasp), as they are dangerous and corruptive (although honey bees are fine).
Your insect servants are immune to area spells (your swarms are still affected by them, but do not have disadvantage for defense test).
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Internal Fermentation
Passive — Mundane
Enhances Death Threshold [+X/24] (
is equal to the number of different alcoholic beverages you have slotted).
Discard {Trump}: Prevent the Diseased or Poisoned condition.
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Internalised Affliction
Passive — Mundane
Keywords: Blood, Genetic
Advantage (free reroll) of Recovery tests.
Enhances Mutations page [+2/8]. When you receive injuries, you may slot them on your Mutations page (instead of a random page).
, technique: Your next unarmed or melee attack becomes a Blood attack and gains the following:
• [Court]: If your attack is successful, it also bestows a negative trait inflicted by a slotted card (disadvantage, condition, injury,...).
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Into the Mists
Passive — Aquam
You (and by extension your companions) rarely get lost in fog or mist. You can even navigate the magical Mists with some measure of success (requires a contest).
: Add
to your Mana pool.
: Introduce a mystery to the story. You might get extra XP if you solve it in a superb manner.
Sometimes I wonder if I ever really loved her, or if she was just one final conquest.
—Lojan
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Intrigue and Tea
Passive — Mundane
Requirement: Tea Ceremony.
Advantage (free reroll) for Fellowship tests.
Enhances Fatigue Threshold [+1/16].
Your skill at tea ceremonies is renowned. Thus, when you invite people to tea, the invitation is hard to pass up. During a tea ceremony where you extended the invitation, you may Limit Break (set a single combat pool to
until the end of your next turn) once, at any time.
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Iron Gut
Passive — Mundane
Advantage (free reroll) for Disease, Poison and Survival tests (your strong digestive tract allows you to ingest and metabolize a wider array of substances than the norm).
, [hit in the abdomen]: If you are a dwarf or ork, attempt an Armor Save of 4+ (roll 4 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause).
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Iron Palm Water Training
Passive — Mundane
Adds a technique (Iron Monkey) to your grimoire. This technique cannot be destroyed.
Advantage (free reroll) for Strength and Willpower tests.
The training serves to increase physical power, but also increases patience through long repetition.
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It Has a Lot of Pockets
Passive — Mundane
Proficient with leather armor.
Enhances Storage page [+2].
All daggers, knives and potions in your Storage page have Quickdraw (drawing this is a free action) while wearing leather armor.
: Reroll a Sleight of Hand test.
OK, it has a lot of pockets, but I use them all the time and I made some of my own modifications.
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Item History
Passive — Vim
Skilled (+1 die) for Laboratory tests involving magical items.
You have an innate feel for what magical items do, and their history. Item History is pretty erratic in how this knowledge manifests (you may get a vision, feel something peculiar or notice a certain kind of smell). You must handle the item for at least a long rest to get all of the available information.
There is some risk to Item History, as cursed or powerful items may overwhelm you.
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Itsy Bitsy Spider


Passive — Animàl, Corpus, Imaginem
: Reroll a Quickness, Perception or Poison test.
: Instead of a normal defense, you can disassemble into a clutter of venomous fist sized spiders (as your action) on a Hard (16) Semble Magic test. You cannot be truly slain unless your whole clutter is killed. The clutter has a Threat rating of
and is Poisonous ([Cups]: target is poisoned). However, in this form you cannot use any other cards.
, 10 minutes: You weave back into your human form on a Hard (16) Veering Magic test. You can reroll this test by spending
. If unsuccessful, your numbers have dwindled and you need to annex numerous spiders before trying again.
You are a living embodiment of a clutter of spiders. You have a strong desire to increase your numbers whenever possible.
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It’s Only a Flesh Wound
Passive — Corpus
Skilled (+1 die) for recovery tests.
Enhances Injury Threshold [+1/8].
, sacrifice It’s Only a Flesh Wound: Before making a Death Threshold test, reduce the damage of a single attack that could potentially kill you to a single Wound (
). If a single Wound would kill you, this passive has no effect.
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I’ll Sing You Home


Passive — Imaginem, Vim
Advantage (free reroll) for Singing tests.
Enhances Fate Hand [+1/6]
Enhances Magic pool [+1/6].
I’ll Sing You Home allows you to sing a lament, indicating that you miss or need a person. Make a Magic Song test (it can be opposed or simple, depending on the circumstances). If successful, that person will be drawn to you (even if you move, fate will guide them to you).
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I’ve Drunk Worse
Passive — Mundane
Enhances Death Threshold [+1/24].
Advantage (free reroll) for Alchemy, Disease, Drinking, and Poison tests. Defensive Advantage (free reroll or replace) against acidic, diseased and poisonous attacks.
You’ve grown accustomed to toxic fumes and chemical burns.
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I’ve Eaten Worse
Passive — Mundane
Enhances Mystic Armor [+1/2].
Recovering from Sickened only costs 4 Action Points.
Risk a {Trump of your suit}: Prevent Sickened.
: Reroll a Cooking or Herbam test.
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Jeer
Passive — Mundane
You must slot another dueling card to slot Jeer.
Enhances Resistance pool [+1/6].
Enhances Engagement Limit [+1/4].
In any duel, if the [majority of the] crowd disfavors you, you have one use of Offensive Advantage (free reroll or replace). This ability does nothing without (at least a dozen) spectators.
I have made but one prayer: “Oh Light, make my enemies ridiculous”. And it was granted.
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Journey to the West
Passive — Arcane
Adds an artifact (Sacred Sutras of Asath’Gai) to your grimoire.
Higher Learning (reduce the complexity by either 2 or
for the purpose of learning or slotting) — Scroll.
While you hold an {Arcana}, ignore up to one point of Encumbrance from scrolls.
Proficient with staffs and polearms.
: Reroll a Decipher, Diplomacy, Learning, Occult or Research test.
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Karma Ritual
Passive — Vim
Enhances Fate Hand [+1/5].
Karma Ritual can be used to prove you are not corrupted, marked or possessed, as those people cannot produce pleasing artistic works.
One use of Advantage (free reroll) during each ritual.
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Keep Me Hanging On
Passive — Mundane
Advantage (free reroll) for Climbing and Resistance tests.
Enhances Fate Hand [+1/5].
Lojan had an intoxicating effect on those around him. When he inevitably departed, the world seemed to hold its breath.
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Keeping an Open Mind

Passive — Psionic
Enhances Magic pool [+1/6].
Advantage (free reroll) for Learning tests.
You can slot and learn Mentem spells using Psionic Mana as their Mana counterpart (for example
for
). Your Mentem spells gain the Psionic trait.
Ever the inquisitive mentality of youth.
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Keeping Up The Facade
Passive — Arcane
Enhances Resistance pool [+1/6].
When your active Facade suffers an Injury, you may make a Very Hard (18) Willpower test to keep it from breaking (the effects of the injury are applied to the facade, but are never handed down to you). You cannot keep up a Facade that has exceeded its Death Threshold.
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Keratin Control
Passive — Imaginem, Corpus
Advantage (free reroll) for Weapon Skill tests.
Keratin Control allows you to dramatically accelerate your hair, nail, and horn growth. You can go from a short, professional appearance to hair down to your ankles in a matter of seconds (4 Action Points). It also allows any hair grown to be straight or curly at your discretion.
You can extend your nails as a free action to form a blade the length of a Dagger. You can expertly use long hair as a Lasso or Whip (with a range of 6 paces).
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Killing Hands
Passive — Corpus
Proficient with unarmed attacks.
You do not suffer the negative effects of the Close trait, and can score critical successes when fighting unarmed. In addition, you may inflict
(instead of
) with unarmed attacks.
, [three of a kind on an unarmed attack]: Limit Break (set a single combat pool to
until the end of your next turn). Your attack continues, but with a set of two dice.
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Kindling
Passive — Ignem
Invulnerable (cannot be broken or destroyed).
You have the ability to spark a fire just by rubbing your fingers together. In addition, your hands are completely immune to fire damage (they can even handle lava, but the rest of your body cannot).
: Advantage (free reroll) for the next Ignem spell you cast this turn (announce this before your first roll, and cannot prevent
this action).
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Kinesics Mastery


Passive — Corpus, Mentem
Defensive Advantage (free reroll or replace) for Resistance tests (every time, no limit).
Kinesics Mastery grants you complete control over your body’s nonverbal and subconscious communication and social cues, even when you’re in stressful social situations. It includes facial expressions, body movements, eye movements, fluctuations in heart rate and blood pressure, and even control over sweat glands, making it difficult to gauge your emotional state and truthfulness.
: Convey a short message in a nonverbal manner, without drawing notice.
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Kinetic Intellect
Passive — Mundane
Enhances Light pool [+1/6].
Higher Learning (reduce the complexity by either 2 or
for the purpose of learning or slotting) for unarmed techniques.
Your unarmed attacks are considered Mathematics tests.
First, distract target. Then block his blind jab, counter with cross to left cheek. Discombobulate.
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Kiss from a Rose
Passive — Mundane
Adds a Language (The Language of Love) to your grimoire.
Enhances Etiquette page [+2/4].
Advantage (free reroll) for Charm tests.
You may move Social techniques that enhance Charm actions from any page to your Etiquette page for free at any time.
: Reroll a Music or Song test.
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Knighted by the Moon
Passive — Vim
While holding {Moon} Offensive Advantage (free reroll or replace) at night.
: When {Moon} is revealed during combat by anyone else, add it to your Fate Hand.
: Reroll an unarmed attack.
, sacrifice Moon land: Gather
(magic test).
For the moon never beams without the chance
that there are things out there to dread.
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Knit Bone
Passive — Corpus
Advantage (free reroll) for Crafting (bone) tests.
Counts as Corpus for spontaneous spells.
: Instantly heal a broken bone. If you pay 


you can apply this to an ally.
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Kong Mastery

Passive — Animàl
Higher Learning (reduce the complexity by either 2 or
for the purpose of learning or slotting) — Monkey.
: Enhance Size [+1/2] for a scene.
: Prevent the Fleeing condition.
: While you have higher ground, Destined (free redraw of Trump) for any Damage Trump (either yours or your opponent’s).
:
a Monkey card.
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Kyudo Training
Passive — Mundane
Enhances Ranged pool [+1/6].
Proficiency with longbows.
Your equipped longbows have Firm Grip (item cannot be disarmed).
:
a kyudo technique.


:
Kyudo Training.
The age-old archery style of the Easterling culture is based on incorporating set rhythmic movements and practicing archery in a meditative state.
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La Vie en Rose
Passive — Mentem
Keywords: Specialization
You cannot perform Intimidate actions.
Enhances Resistance pool [+1/6].
Enhances Warding pool [+1/6].
:
a Social card.
: Introduce a joyous occasion to the story that will improve the moods of the people you are interacting with.
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Lace With Hermetic Principles

Passive — Arcane
Skilled (+1 die) for Crafting (magical items).
When crafting items you are able to infuse them with the power of hermetic magic. You can attempt to impress upon an item you are crafting the properties of any spell (that is not Untraditional) you or any willing participant has slotted. This will require the expenditure of Mana tokens (based on the selected spells). Each additional spell past the first will increase the crafting Difficulty by 2.
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Larratt Specialization
Passive — Mundane
Weapons held by your dominant hand(s) have Firm Grip (item cannot be disarmed).
You can use any Advantage or Reroll for Grapple duels for any Grapple test.
: One use of Advantage (free reroll) in a Grapple duel.
: Reroll a Contortion, Drinking, Physics, Recovery or Strength test.
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Laying the Foundation Stone

Passive — Aquam, Auram, Terram
Requirements: A Covenant.
Adds a land (Foundation Stone) to your Covenant pages.
: Limit Break (set a single combat pool to
until the end of your next turn) for the Durability of a Covenant building.
: Gather
whenever you add a non-Basic Land to your Covenant (that you previously did not own). This counts towards your Gathering Limit.
: Reroll an Architecture or Masonry test.
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Lazy Wizardry
Passive — Animal, Herbam, Terram, Vim
Enhances Mystic Armor [+1/2].
: You animate any number of mundane tools (like a broom or hammer) no larger than yourself, so they can work for you until twilight. Each tool counts towards your control limit (
), and isn’t very bright. In combat, you have to sustain them, and they can count as a single opponent, but not actually hurt someone.
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Lend Me Your Ears
Passive — Social Mundane
Advantage (free reroll) for Public Speaking.
Your Charm and Taunt tests can affect a group of people instead of a single target. If so, these tests are considered Public Speaking tests.
: Introduce a crowd hanging on you very words to the story. They could however turn violent (on
) if they don’t like what they hear.
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Leopard Stalks Through Snow
Passive — Mundane
Keywords: Feline
Advantage (free reroll) for Stealth and Survival tests, twice in a freezing environment. In addition, icy terrain is never considered difficult terrain for you.
Enhances Mystic Armor [+1/2].
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Leyline Vision
Passive — Vim
You can sense (and sometimes see) the ebb and flow in the surrounding lands and skies.
: Reroll a magic test for attuning mana.
: Track an arcane connection with a Very Hard (18) tracking test.
These currents of magic can be found in the strangest of places.
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Liberation of Flesh
Passive — Corpus, Vim
Invulnerable (cannot be broken or destroyed).
Whenever you exceed your Death Threshold, do not discard the top Trump of the Fate Deck. Instead, you automatically become Incorporeal (elemental and physical damage is halved) until you are fully healed. Your Wounds are set to your Fatigue (minimum one; if you exceed your threshold again you die).
: Advantage (free reroll) for the next Vim spell you cast this turn (announce this before your first roll; you cannot prevent
this turn).
All flesh is weak, and like an anchor, drags the spirit down.
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Life Check

Passive — Corpus
Advantage (free reroll) for Toughness tests.
Enhances Death Threshold [+1/24].
, [wound total exceeds death threshold]: Automatically recover 1d6
(do not reveal the top card of the deck). If you also spend
, roll a bonus die (keep the highest) and the dice explode. Activate this only once per scene.
You become a changed person when you face the reaper and deny him your soul.
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Life Sight

Passive — Corpus, Imaginem
Advantage (free reroll) for Healing and Tracking tests.
You can see the life force (heat signature) of any body that gives off heat. This ability works even through solid, nonliving objects.
, technique, 2AP: Get an idea of the strength and composition of a character’s life force (up to five paces, or ten if you pay
).
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Like A Prayer
Passive — Mundane
Keywords: Faith
Enhances True Faith [+1].
You may pray [2AP] for a single target in your aura (5 paces). Make a Hard (16) Fellowship test. If successful, the target adds
to its Mana pool (only once per session) and as long as you sustain the prayer, the target may reroll results of
on all Defense tests.
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Lion Heart
Passive — Animàl, Mentem
Keywords: Feline
Enhances Resistance pool [+1/6].
You have Defensive Advantage (free reroll or replace) for Resistance tests against fear or intimidation.
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Little Truths
Passive — Mundane
Higher Learning (reduce the complexity by either 2 or
for the purpose of learning or slotting) — Social.
Enhances Etiquette page [+1/6].
Your Fashionable armor has Durability +1.
: Add
to your Mana pool when catching someone in a lie.
: Reroll a Diplomacy or Seduction test.
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Live by the Metal, Die in the Metal
Passive — Mundane
Proficient with all armor. Ignore up to one point of Encumbrance from Armor. You have +1 physical Armor Value, cumulative with worn armor.
You are able to sleep in Armor without any discomfort, but gain Shaken whenever you do not wear any Armor. This condition cannot be prevented or recovered from until you wear Armor again.
You can freely rearrange the cards slotted on your Equipment (armor) page at any time (even in reaction to getting an Injury).
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Live to Tell the Tale
Passive — Mundane
Enhances Death Threshold [+1/24].
Adds a language (of your choice) to your grimoire.
Immune to becoming Incapacitated as part of a Death Threshold test. When this result is drawn, your wound total becomes your Death Threshold -1.
:
a Social Technique.
: Introduce a tall tale or heroic past deed to the story.
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Living Focus
Passive — Vim
Enhances Magic pool [+1/6].
Living Focus allows you to sustain a spell for an ally. The casting magus does not need to maintain the spell but must be in your aura (5 paces) when the spell is cast and you must spend
to transfer control of the spell to you with a free reaction. From then on, you provide the energy to power the spell (you do not need to take the sustain action each turn).
You can only sustain a single spell with Living Focus, and cannot sustain your own spells this way.
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Living Imagination
Passive — Imaginem
Counts as a technique (Imaginem) for spontaneous spells.
Enhances Fatigue Threshold [+1/16].

: Introduce a visual feat of mathematics to the story (for example, you could count the grains of sand in a jar or predict exactly where a catapult shot will land). This usually involves an Occult Mathematics test, and is generally too slow to use in combat (but very useful in, for example, a battle duel). Sometimes, this ability will automatically activate (for free).
You can see see the geometric patterns in all things.
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Living Ink
Passive — Imaginem
Advantage (free reroll) for Magic tattoo tests.
Your ink objects are automatically Dependable (advantage for durability and save tests), while your ink servants have Hardy (+1 injury threshold), but remember that you first divide, rounding down, then add.
Your tattoo spells have a bonus activated (
) ability (listed on the spell card).
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Living Zoo
Passive — Animàl
Enhances Death Threshold [+1/24].
Invulnerable (cannot be broken or destroyed).
You can imprison animals smaller than yourself in your body (use the pickup object action), giving you an Arcane Connection to mundane animals of any rarity (see the call animal spell). When you sleep (or die), captured animals may escape.
: Advantage (free reroll) for the next Animàl spell you cast this turn (announce this before your first roll; you cannot prevent
this turn).
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Lock Sense
Passive — Terram
Skilled (+1 die) for Pick Lock and Trap (disarm) tests.
When you concentrate, you can detect locks and any magical or mundane traps or wards placed on them or other mechanisms (a contest may be required for concealed or magical locks) within your aura (5 paces). This also allows you to detect secret doors, as you can sense their locks or mechanisms. However, you have Disadvantage (forced reroll) when surrounded by mechanisms (like in a clock tower).
: Reroll a Pick Lock test.
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Lore of Nature
Passive — Mundane
Recovering from Nauseated only costs 4 Action Points.
Risk a {Trump of your suit}: Prevent Nauseated.
Skilled (+1 die) for Crafting (herbalism) tests.
Sacrificing potions only costs a maximum of 4 Action Points.
: Reroll a Herbalism or Healing test.
A dash of cayenne pepper for the taste.
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Lucid Dreamer
Passive — Mundane
Advantage (free reroll) for Willpower tests.
Defensive Advantage (free reroll or replace) against “nightmare” creatures, once per round.
Enhances Fatigue Threshold [+1/16].
You have great control over your own dreams, and generally awake feeling refreshed. This may grant you access to the Dreamlands (access to this plane is not blocked by the Dragon Veil), and through it, other planes.
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Luck o’ the Iriomote

Passive — Animàl, Vim
Keywords: Feline
Destined (free redraw of Trump) for constructing your Fate Hand at the start of sessions.
: Reroll a single die from any dice pool of anyone in your aura (5 paces). They must allow it.
: Destined (free redraw of Trump) for anyone in your aura (5 paces).
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Lucky Bastard
Passive — Mundane
All Unseelie Fairy are friendly towards you (and by extension your companions) unless provoked or attacked.
: You rely on pure luck. Replace any simple test with a Fellowship test.
: Introduce a lucky coincidence to the story.
: Remove a
from the result of any of your tests. It no longer causes complications or fatigue.
Most people resent your luck, even if it benefits them.
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Lunar Magic
Passive — [Untraditional]
You can cast spontaneous spells, but in an untraditional way (mechanically, it works the same as hermetic spontaneous magic). You cannot slot hermetic forms, professions or techniques, nor can you cast (or slot) formulaic spells.
Lunar Magic is timed around the proper moon phase. As the moon waxes and wanes, the intentions of your magic should change as well.
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Mad Medicine


Passive — Alien
Advantage (free reroll) for Surgery tests.
: Produce a copper coin to be used for Surgery tests. The recipient of the Surgery test risks 
(on
).
: Produce a Healing Graft.
: Reduce the amount of
for any Corruption test by 1 for yourself or any ally within 5 paces if the target has at least one Alien card slotted.
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Mage Hound
Passive — Arcane
Advantage (free reroll) for Tracking tests as long as smell is involved, while others have Disadvantage (forced reroll) to hide their powers from you.
Discard {Trump}: Reroll an Occult Perception test up to two times.
You can smell magic and supernatural phenomena (each type of magic has a distinct smell), and it is very hard to hide any form of magic from you.
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Magic Eavesdropper
Passive — Imaginem
Advantage (free reroll) for Perception tests.
If you are near (within 10 paces) of any mage using communication magic, you can overhear them, no matter what barriers are between you. Also works if you are in the direct path between two people using communication magic. Near a leyline, you can sometimes “tap into” communications between people or even spirits.
This ability is always on, and can at times become quite taxing.
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Magic Hitchhiker
Passive — Aquam, Vim
Mobility +1 (an extra mobility point).
You are Fleet (+1 mobility point, cumulative).
: When someone uses any form of teleport or dimensional travel in your aura (5 paces), you can choose to automatically be teleported along with them. You appear in a unoccupied space of your choice in the aura of the caster.
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Magic Sense
Passive — Vim
Advantage (free reroll) for Laboratory tests involving magical items.
Magic Sense allows you to detect the use of magic in your aura (5 paces), like a sixth sense. If you have an ability that allows astral perception, Magic Sense grants you Advantage (free reroll) for astral Perception tests in your aura.
There is some risk to Magic Sense, as curses or powerful magic may overwhelm you.
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Magic Theory
Passive — Arcane
Adds a stance (Arcane Duel) to your grimoire.
Higher Learning (reduce the complexity by either 2 or
for the purpose of learning or slotting) — the hermetic magic forms and techniques (including cards that counts as these forms and techniques).
Once in any magical duel, you may add
to your duel test (decide before making the test). During a Certàmen duel, you may do this twice.
Hermetic Magic can be described using only ten techniques and five forms.
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Maintain Warmth
Passive — Corpus, Ignem
Advantage (free reroll) for Survival tests.
Maintain Warmth allows you to delay the onset of hypothermia and other cold related ailments.
Once per session, when you “stay warm”, chance to gather
or
(on
,
).
Your armor automatically has Elemental +1 (increased armor value and ignores penetration from elemental attacks).
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Make an Impression
Passive — Mentem
Adds a technique (First Impression) to your grimoire. This technique cannot be destroyed.
Enhances Social pool [+1/6].
, [three of a kind on a social attack]: Limit Break (set a single combat pool to
until the end of your next turn). Your attack continues, but with a set of two dice.
The Make an Impression talent helps a character to favorably impress someone he or she has just met.
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Manoeuvre
Passive — Mundane
You can Shift (maneuver one pace; this replaces the random movement after an attack) once per turn at no cost, either before or after an attack (or other movement), but not diagonally.
Your turns cost 0 Mobility Points.
Move slowly, enjoying every step along the way. It is all those little steps that make the journey complete.
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Mantra
Passive
Adds a stance (Bardic Inspiration) to your grimoire. In addition, you have Advantage (free reroll) for Song tests.
You can cast spontaneous spells, but in an untraditional way (mechanically, it works the same as hermetic spontaneous magic). You cannot slot hermetic forms, professions or techniques, nor can you cast (or slot) formulaic spells.
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Man’s Best Friend
Passive — Animàl
Skilled (+1 die) for animal handling involving dogs.
While you fight alongside a canine, you have Damage +1 (roll an extra damage die).
, Sacrifice Man’s Best Friend: Prevent lethal damage to a canine (after damage is revealed).
There are only two types of people in the world, people who love dogs, and people without a soul.
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Married to Politics
Passive — Mundane
Enhances Social pool [+1/6].
Enhances Etiquette page [+1/6].
:
a Social card.
: Produce an introduction to any person in power.
: Reroll a Diplomacy, Politics, Public Speaking or Social test.
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Martyr’s Cause
Passive — Mundane
Recovering from Pinned only costs 4 Action Points.
Risk a {Trump of your suit}: Prevent Pinned.
Enhances Death Threshold [+1/24].
: Reroll a Theology or a Faith test.
When the Light asks for a cross to be born, the faithful gladly take up the cause.
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Mass Effect
Passive — Animàl, Corpus
Enhances Size [+0/2].
Mass Effect allows you to grow or shrink up to two Size points each time you Semble or Veer (instead of just one).
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Master Craftsman
Passive — Mundane
Advantage (free reroll) for Agility and Intelligence tests.
Once per session, Advantage (free reroll) for any Crafting test. In addition, once per session, produce the base materials to craft a common or uncommon item for free.
When crafting, you always ignore the first
you roll (this also means you cannot use it towards your result).
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Master of Disguise
Passive — Imaginem
Invulnerable (cannot be broken or destroyed).
: You are a master of disguises, and can produce a suitable disguise or inject yourself into any scene by claiming a minor character was really you in disguise. However, you cannot steal things (you must always leave something fair in trade).
: Advantage (free reroll) for the next Imaginem spell you cast this turn (announce this before your first roll; you cannot prevent
this turn).
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Master of Magicks
Passive — Arcane
Advantage (free reroll) for Magic tests.
Enhances Fatigue Threshold [+1/16].
: Limit Break (set a single combat pool to
until the end of your next turn) for Magic or Warding pool.
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Master of the Swift Kick
Passive — Mundane
Adds techniques (Push Kick, Quick Kick, Quarterstaff Kick) to your grimoire.
Advantage (free reroll) for Quickness tests.
Enhances Light pool [+1/6].
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Masterwork Equipment
Passive — Mundane
Advantage (free reroll) for Durability tests.
Your equipment is always at least Masterwork quality because you either find the best deals, or modify the equipment yourself.
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Matter and Form


Passive — Corpus, Herbam, Terram
Enhances Dodge pool [+1/6].
Enhances Parry pool [+1/6].
You have a free Dodge every round, provided you used claw frenzy, claw shape or spirit claw in this or the previous round. In addition, you can dodge projectile attacks without penalties.
You have a free Parry every turn, provided you are in the body blade stance. In addition, you can parry thrown attacks without penalties.
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Meadows of Heaven




Passive — Aquam, Auram, Herbam
You have found your way to the legendary Meadows of Heaven, and may always return there. You have an obligation to the spirit of the place (to defend it).
When you travel the planes, you may automatically pass through the meadows (once), which makes your travel safer and very relaxing (each visit counts as a long rest). Injuries heal ten times faster here.
: When you are Lost in Time and Space, you are instead return to the Meadows of Heaven.


: Make an Extremely Hard (20) Fellowship test to destroy a Corruption card.
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Mechanical Mindedness

Passive — Terram
You have a sympathetic link to all your Mechanical Lands.
Advantage (free reroll) for Intelligence involving mechanical contraptions.
: Reroll an Engineering, Physics, Rego, or Trap disarm test.
: Gather
from a Mechanical Land (you must also
the land).
: Reroll any test from one of your Mechanical Armies, Servants or Companions.
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Melanin Control
Passive — Imaginem, Corpus
Advantage (free reroll) for Toughness tests.
Melanin Control allows you to quickly change the color of your skin and hair to that of another humanoid creature, limited to the colors normally found in genetic expressions. The change lasts until you dismiss it.
Note that Melanin Control is not an illusion or spell, and thus almost impossible to detect astrally.
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Melodious Memory
Passive — Mentem
Counts as a technique (Mentem) for spontaneous spells.
Enhances Fatigue Threshold [+1/16].

: You can recall a person’s memories by listening to their favorite music. This usually involves an Occult Music test, and sometimes a mental duel (it is a taxing, and often imprecise, process). You can craft a phonograph record of the memories, allowing anyone who listens to it to recall and visualize the memory.
Stories end. Songs are forever.
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Memory Displacement
Passive — Mentem
Adds a spell (Mind Wipe) to your grimoire. This spell cannot be destroyed.
Enhances Memory page [+1/8].
Memory Displacement allows you to temporarily remove selected memories for a predetermined amount of time in yourself or willing targets. While the memory is displaced, the target has no recollection of the erasure or its contents, rendering attempts at intimidation, interrogation, or mental manipulation spells ineffective, except for any physical trauma caused. Once the predetermined time has elapsed, the memory returns.
: Reroll a defense test against a Mentem effect.
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Memory of Relaxation
Passive — Mundane
Enhances Fatigue Threshold [+1/16].
Destined (free redraw of Trump) for the first Fatigue Threshold check each scene.
: Introduce a safe spot to rest to the story. Time spent there count double towards recovery times.
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Memory Plunder
Passive — Corpus, Mentem
Advantage (free reroll) for Intelligence tests.
Enhances Memory page [+2/8].
Memory Plunder allows you to inherit some of the memories of people whose shape you have taken (or, in more extreme cases, whose brain you have eaten).
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Mercantile Mastery
Passive — Mundane
Advantage (free reroll) for Wealth tests, and your Wealth Rating is
.
Enhances Social pool [+1/6].
Enhances Resistance pool [+1/6].
You can add an additional technique to your social actions.
: Introduce a character to the story that may be able to help you in social situations. The character owes you a debt.
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Mercantile Specialization
Passive — Mundane
Advantage (free reroll) for Wealth tests, and your Wealth Rating is
.
Enhances Social pool [+1/6].
Enhances Resistance pool [+1/6].
: Introduce a character to the story that may be able to help you in social situations.
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Mercantile Training
Passive — Mundane
Advantage (free reroll) for Wealth tests.
Enhances Social pool [+1/6].
: Introduce a character to the story that may be able to help you in social situations. Works best in your home region.
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Messenger's Fortitude
Passive — Corpus
Fleet (+1 mobility point, cumulative).


: You can run at full speed for three days without rest, food or water. When you reach your destination (or if you stop running), you have 10 minutes to complete whatever business brought you, then you must sleep for three days. If you pay
, you may imbue up to {Quickness} other beings with this gift.
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Microkinesis
Passive — Psionic
When you don’t use your entire Willpower pool on a psionic action (that costs at least 5 action points), and that action does not generate Fatigue, you may add
,
,
,
or
to your Psionic pool (until the end of the scene).
You can perform complex and delicate actions with your telekinesis (for example, you can pick a lock or perform surgery). However, this ability does not supply knowledge, just the motor skills to do so.
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Midas Touch


Passive — Imaginem, Terram
Skilled (+1 die) for Wealth tests.
, Sacrifice a gold coin: You use your “golden touch” to augment any simple test in a situation where ostentatious displays of material wealth might aid you. The coin bonuses (skilled and a bonus die) transfer to the simple test, as do any other ‘wealth bonuses’ you may have.
: By rubbing a coin between your fingers, you perceive a vision of the last time it was exchanged.
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Mindscape
Passive — Mentem
Advantage (free reroll) for Tracking tests in the Dreamlands.
Enhances Fatigue Threshold [+1/16].
You can take control of the dreams of others in your aura (5 paces) with an opposed Willpower test, using this as a source of information or mana.
Your body can make Perception tests while sleeping as if awake, and you can wake up at a moment’s notice without negative effects.
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Mirror of Fate
Passive — Imaginem, Vim
You must have slotted Atropos, Clotho, Lachesis or Medallion of Fate to slot Mirror of Fate.
Enhances Fate Hand [+1/5].
Mirror of Fate allows a you to shield yourself from fate manipulation (from other witches or supernatural entities). Would be manipulators simply see no strands attached to the witch, nor can they create strands towards her.
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Money Talks
Passive — Mundane
Advantage (free reroll) for Wealth tests.
, Sacrifice a copper coin and a silver coin: You use your Wealth Rating instead of your Social or Resistance pool in any situation where ostentatious displays of material wealth might aid your cause. The coin bonuses (advantage and two extra dice) transfer to the Social or Resistance roll, as do any other ‘wealth bonuses’ you may have.
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Monkey Doer

Passive — Animàl
You can use the Advantage given by Tools twice for the same test.
: The next attack you perform with a Tool this round gains Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
: Reroll a Climbing, Crafting, Engineering or Natural test.
: Flip this card (to Monkey Seer).
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Monkey Seer

Passive — Animàl
: Take a Trump that was just discarded into your Fate Hand if its value is lower than 4.
: Reroll a Divination, Gambling, Luck, Occult, or Streetwise test.
: When starting a duel, roll 1d4 and add this to your duel total.
: Flip this card (to Monkey Doer).
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Monkey Tail
Passive — Animàl, Corpus
Advantage (free reroll) for Agility tests.
You have (or gain) a monkey tail. Although incapable of fine manipulation, the tail can grasp objects, wrap around branches or allow you to hang upside down. It is easy to conceal and can attack from an unexpected direction: if you pay 
your unarmed attacks have the Snaring ([Wands]: target is grappled) trait for the rest of the scene.
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Moon Bridge
Passive — Mundane
Enhances Dodge pool [+1/6], and this pool is never affected by the Staggered condition.
Enhances Fatigue Threshold [+1/16].
You are never lost while the moon is in the sky (you always know which way is north, and the path you took to reach where you are).
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Moon Sight
Passive — Vim
Enhances Memory page [+2/6]. You can slot Moon lands on your Memory page.
While at night, you can spot Astral beings without needing Astral Sight unless there is a new moon.
: When performing a ranged attack at long combat range, ignore all penalties.
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Morning Meditation
Passive — Mundane
Enhances Fatigue Threshold [+1/16].
You have a simple morning Ritual (requires that you perform a short ritual at twilight) to clear your mind. If you perform it, you may attempt to ignore the effects of a single injury card (with a willpower test; does not work on
cards). In addition, the first time you reveal a Trump in a certàmen, social or unarmed duel, you are dealt two Trumps (choose one and discard the other).
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Mounted Archery
Passive — Mundane
Enhances Ranged pool [+1/6].
Your ranged attacks do not suffer penalties when you are mounted and take the Move action.
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Mounted Dodge
Passive — Mundane
Enhances Dodge pool [+1/6] (for you and your mount).
Your mount has a free Dodge every turn. In addition, it can can dodge projectile attacks without penalties.
A mount can dodge for itself or its rider, but it cannot make additional dodges using your action points (you can still dodge for yourself, of course). A rider can block or parry attacks directed at a mount.
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Mounted Mage


Passive — Animàl, Vim
Advantage (free reroll) for Riding tests.
If your mount is a mythical creature, it can maintain a single spell for you.
While mounted, when you cast a spell that targets yourself, you can also affect your mount with the spell.
You can use your Magic Save (if any) on your mount. If your mount is a mythical creature, its Magic Save can be used on you.
You have blended your magical aptitude with your mounted training.
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Mounted Overrun
Passive — Mundane
Advantage (free reroll) for Riding tests.
When mounted, you may move through the squares of opponents smaller than your mount. Opponents may choose to automatically dodge (they must pay the dodge cost, and move into an adjacent square of their choice when they do so, but no test is needed). Opponents that can or will not dodge must make an opposed {Strength} + {Size} test against your mount. If they succeed, your mount is Checked and they get an Opportunity Attack [1AP, 2C] against you or your mount. If they fail, they are Knocked Down and Pushed into an adjacent square of your choice.
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Movement of the Slowed Body
Passive — Corpus
Enhances Death Threshold [+1/24].
While affected by a Mobility effect, you may pay 
to ignore it for the rest of the scene.
While Immobilized, Paralyzed or Pinned, you may move a single pace per turn (you must act in the deliberate phase).
While Incapacitated, you may pathetically crawl one pace per turn or perform a simple action (you must act in the deliberate phase).
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Mushin no Shin
Passive — Mundane
Recovering from Angered only costs 4 Action Points.
Risk a {Trump of your suit}: Prevent Angered.
: Reroll a Meditation or Gather test.
The mind without mind state when your brain is not preoccupied with anything else than the specific activity you are performing at a certain moment.
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Must Be Exhausting To Lose Your Own Game
Passive — Mundane
Enhances Fatigue Threshold [+1/16].
Whenever you win an opposed simple test against someone with a larger dice pool, your opponent is Exhausted and you gain one use of Offensive Advantage (free reroll or replace) against him.
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Naked And Afraid
Passive — Mundane
Advantage (free reroll) for Resistance (fear only) and Survival tests, for yourself and allies in your aura (5 paces), even when you have absolutely no equipment. In addition, you and your allies may use Intelligence instead of any other characteristic for Survival tests.
Enhances Death Threshold [+1/24].
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Natural Magic
Passive — [Untraditional]
You can cast spontaneous spells, but in an untraditional way (mechanically, it works the same as hermetic spontaneous magic). You cannot slot hermetic forms, professions or techniques, nor can you cast (or slot) formulaic spells.
This form of magic uses the seasons and cycles of the sun, moon, and even the time of day to inform its spell work. Best performed outdoors in nature so that the practitioner is able to clear their mind and focus on the intention at hand. Sometimes these spells may take an entire season to take effect.
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Naval Training
Passive — Mundane
Advantage (free reroll) for Navigation and Sailing tests (including tests related to knowledge of water ways).
Proficiency with all shields and weapons with the Naval trait. In addition, you can pilot most boats, ships and other vessels.
The first time you reveal a Trump in a naval duel, you are dealt two Trumps (choose one and discard the other).
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Ni Dieu Ni Maître
Passive — Mundane
Enhances Resistance pool [+1/6].
Advantage (free reroll) for Resistance defense tests against mind control effects.
Cover (ignore normal successes from ranged attacks; critical successes count as normal successes) for Faith, Mentem, Psionic or Social attacks.
Risk a {Trump of your suit}: Prevent Possessed.
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Night Person
Passive — Mundane
You are Skilled (+1 die) for Intelligence and Perception tests between sunset and sunrise.
You have Low Light Vision, enabling you to see well in dim light conditions (but not in total darkness).
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Nine Swords of Dugu
Passive — Mundane
Proficient with Duelist weapons.
Adds a technique (Riposte) to your grimoire.
Your jumps can cover up to 4 paces or up to 2 paces upwards and do not provoke Opportunity Attacks.
Risk {Strength}: Limit Break (set a single combat pool to
until the end of your next turn) a Parry defense.
: Reroll a Drinking or Parry test.
One of the main schools of swordplay at Mount Hua.
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Nine Tails
Passive — Mundane
Enhances Death Threshold [+1/24].
Enhances Social pool [+1/6], and this pool is never affected by the Staggered condition.
Your scent is pure and unknowable. If another ability attempts to determine your nature (or something private), you may pay
to retain your secrets.
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No Pain, No Gain
Passive — Mundane
Skilled (+1 die) for Strength tests.
, [whenever you suffer wounds in combat, but no injury]: Limit Break (set a single combat pool to
until the end of your next turn). This ability does not work if you (or your allies) inflict the wounds, and can only trigger once per scene.
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Noble Wolf
Passive — Mundane
Adds a technique (Silver Fang Heritage) to your grimoire. This technique cannot be destroyed.
Enhances Death Threshold [+1/24].
Enhances Melee pool [+1/6], and you can use this pool for unarmed attacks.
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Node Mastery

Passive — Aquam, Terram, Vim
Enhances Gathering Limit [+1/2].
Once per session, when you successfully gather
, you gather an additional Mana of the same type. This counts towards your Gathering Limit.
: One use of Offensive Advantage (free reroll or replace) for any duel contesting a Land that can produce Mana.
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Not Mine
Passive — Mundane
Enhances Fate Hand [+1/5].
You have a Wealth Rating of
(instead of
). Your rating never increases, but also cannot be reduced (fate simply balances out your finances). However, you cannot, must not, ever steal (in any way, shape or form). If you do steal, this card is immediately and permanently destroyed.
I cannot touch that thing, it is not mine.
I do not take, I do not take, no matter how it shines.
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Not Today


Passive — Corpus, Imaginem, Mentem, Vim
Enhances Death Threshold [+1/24].
Enhances Fate Hand [+1/6].
Discard {two Trumps}: Prevent any Injury that an opponent inflicts on you. You may, additionally, Risk {Pentacles} to instead redirect the Injury (counts as targeted spell effect) to any opponent in your aura (5 paces).
What do we say to Death? “Not today”.
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Nothing to Fear but Fear Itself
Passive — Mundane
Recovering from Fleeing does not cause Shaken.
Risk a {Trump of your suit}: Prevent Fleeing.
, 

: Limit Break (set a single combat pool to
until the end of your next turn) for Resistance.
: Introduce a frightening spectacle to the story.
Nameless, unreasoning, unjustified terror which paralyzes needed efforts to convert retreat into advance.
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Oath of Chivalry
Passive — Mundane
Sacred Oath (breaking it has dire consequences) to uphold the tenets of Chivalry.
Enhances Melee pool [+1/6].
Proficiency with cavalry weapons.
: Reroll a test made by a Servant or Companion within your aura (5 paces).
: Introduce a sympathetic artisan to the story who can repair your gear (one piece) without charge.
: Introduce a damsel in distress to the story.
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Oath of Preservation
Passive — Herbam
Sacred Oath (breaking it has dire consequences) for preserving plant life wherever possible.
Advantage (free reroll) for Warding tests around plant life. However, to reroll any Magic test, you must pay an additional
.
, break your oath: Limit Break (set a single combat pool to
until the end of your next turn). by extracting the life essence from plants around you.
Enhances Fatigue Threshold [+1/16].
Preservers make sure not to take more life force from plants than necessary for their spells.
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Occult Cyphers
Passive — Arcane
Advantage (free reroll) for Decipher tests.
Your books, circles, grimoire and scrolls are automatically encrypted with mathematical and mystical cyphers, so they become unusable for those who do not possess the key. The difficulty to break the encryption is {Intelligence} +12.

: Force an opponent trying to counter one of your spells to reroll the Warding test. You can do this only once per spell.
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Offense And Satisfaction
Passive — Mundane
Enhances Social Pool [+1/6].
You have Advantage (free reroll) when challenging people to duels, and one use of Offensive Advantage (free reroll or replace) for any duel you instigated.
A traditional duel often happens after a perceived offense, whether real or imagined, when one party demands satisfaction from the offender. One can signal this demand with an inescapably insulting gesture, such as a slap with a glove.
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Offhand Parry
Passive — Mundane
Enhances Engagement Limit [+1/4] for each Offhand weapon you wield.
When you wield two weapons, if at least one of them has the Offhand trait, you have a free Parry every turn.
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Ominous Entrance
Passive — Mentem, Vim
Enhances Social pool [+1/6].
Doors will open themselves in front of you, and (if you want to) close themselves behind you. If the doors are locked, you may spend
to open them (a test may be needed).
You can always count on your entrance into a scene (doors or no doors) to be impressive, and may receive Advantage (free reroll) in social situations because of it.
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Once Million Faces
Passive — Corpus, Imaginem
Advantage (free reroll) for Fellowship tests.
Once Million Faces allows you to change your face (without having to kill someone). Although Once Million Faces can produce an endless variation of faces, it can never exactly mimic an existing face (unless you kill the owner), nor can it alter another part of your body to match the face.
You must have slotted Dopplegänger, Face Dancer, or another shapechanger card to use this card.
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One With Nature
Passive — Herbam
Enhances Death Threshold [+1/16].
If one follows the old ways, nature provides. You (and for a large extent your companions) are never on the back foot in natural surroundings. Animals and fairies are at least neutral, food is plentiful and the terrain provides ample shelter.
Druids are practicing members of a belief whose origin is lost in the mists of antiquity. They coexist peacefully with other religions most of the time. Druids pursue a strict code of conduct, and strive to live in harmony with nature. They long for the natural order of a bygone age, and have little patience with the modern world.
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One with the Crowd
Passive — Mundane
Advantage (free reroll) for Stealth tests, and an additional Advantage when there is a crowd around you (what a crowd means will depend on the environment; a castle requires more people to be crowded than a small inn). In addition, crowds are never difficult terrain for you.
Enhances Engagement Limit [+1/5].
Mobility +2 (two extra mobility points).
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Orbiting Spy
Passive — Servant, Imaginem, Mentem, Vim
Orbiting Spy permanently binds a small watcher spirit to serve as a tireless lookout, allowing you to make Perception tests even when you are not aware yourself.
Skilled (+1 die) for Perception tests.
The watcher spirit is Very Hard (18) to detect (and only with astral senses), but cannot help you in areas a spirit cannot go, and will travel no further than 20 paces from you.
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Out of the Frying Pan
Passive — Mundane
Enhances Block pool [+1/6].
Proficient with heater shields, and you ignore one point of encumbrance from shields.
Your heater shields have Elemental +2 (increased armor value and ignores penetration from elemental attacks) against Fire.
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Out to Get You
Passive — Mundane
Recovering from Paranoid only costs 4 Action Points.
Risk a {Trump of your suit}: Prevent Paranoid.
Enhances Engagement Limit [+1/8].
: Reroll a Climbing, Sailing or Perception test.
Should you call it paranoia if the world really is out to get you?
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Outdoor Training
Passive — Mundane
Advantage (free reroll) for many Agility, Perception, Quickness, and Fellowship tests (including, but not limited to, activities like animal handling, caving, driving, foraging, herding, hunting, riding, survival, tracking and weather forecasting).
: Introduce a character to the story that may be able to help you in outdoorsy situations. Works best in your home region.
Aaaah, the great outdoors.
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Over The Hills and Far Away
Passive — Herbam
Skilled (+1 die) for Survival tests.
Enhances Fatigue Threshold [+1/16].
You are uncannily proficient in wilderness travel, significantly lowering the travel time of your troupe in a wilderness, even if it is unknown to you.
It was early and still in the night of June,
And few were the stars, and far was the moon,
The drowsy trees drooping, and silently creeping
Shadows woke under them while they were sleeping
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Own Fate
Passive — Imaginem, Vim
You may select some or all of your remaining Trumps at the end of a session. When the next session starts, you start with the cards you selected and are dealt new cards up to your Fate Hand. If you have (and keep) {Wheel of Fortune}, your allies may do this too.
You roll
dice when you make a Last Chance test.
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Pain Is So Close To Pleasure
Passive — Mundane
Advantage (free reroll) for Sanity tests (you’re not all there anymore, so little bothers you).
Disadvantage (forced reroll) for Intelligence tests.
Enhances Death Threshold [+1/24].
Whenever you suffer
, you must hurt yourself to remove it as soon as “convenient”. For each
, suffer
(not on
) to remove it. You must remove all your corruption in one sitting.
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Paint it Black
Passive — Mundane
Black clothing (such as suits or dresses) affords you:
Armor Value: 2/2.
Durability:
.
Encumbrance: 0 (reduces quickness by 0)
Type: Abdomen, Arms, Legs, Torso.
: Attempt an Armor Save of 4+ (roll 4 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). Repair to
it.
This armor extends to your mount if it is black.
I look inside myself, and see my heart is black.
I see my red door, I must have it painted black.
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Paleness of Death
Passive — Corpus
Enhances Death Threshold [+1/24].
Eery (may cause disadvantage in social situations).
You can add
to your Mana pool by
two slotted Eery cards.
Cemeteries and bone yards are never considered difficult terrain for you.
: While determining a random effect created by undead, you are not considered as a target.
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Parma Fabula
Passive — Arcane
Reduces Penetration against your Magic Saves by 1.
You can use Magic Saves against
directed spells in addition to targeted spells.
Thrice cursed spell resistance! It’s almost as if the universe is trying to deliberately force some kind of arbitrary equality between those of us who can reshape matter with our thoughts and those who cannot.
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Parry Blow
Passive — Mundane
Enhances Parry pool [+1/6].
You have a free Parry every turn. In addition, you can parry thrown attacks without penalties.
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Parry Mastery
Passive — Mundane
Enhances Parry pool [+1/6].
You have a free Parry every turn. In addition, you can parry thrown attacks without penalties and you can add an additional technique to your parry actions.
Your Riposte technique does not increase the complexity of your parries.
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Past Nine Lives

Passive — Animàl, Imaginem, Mentem
Keywords: Feline
Enhances Memory page [+2/8]. You can slot Feline techniques on your Memory page.
: Destined (free redraw of Trump) for a Death Threshold check. You may reveal {Death} to
Past Nine Lives.
: Skilled (+1 die) for a simple test.
: Introduce a legend involving cats to the story.
: Reroll an Astronomy, Heraldry, Hunting or Sleight of Hand test.
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Patchwork Protection
Passive — Mundane
Proficient with lamellar armor.
Ignore up to one point of Encumbrance from lamellar armor (cumulative).
Your lamellar armor has Mystic +1 (increased armor value and ignores penetration from mystic attacks).
: Reroll an Alertness or Recovery test.
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Pattern Magic

Passive — Vim
Enhances Death Threshold [+1/24].
Enhances Warding pool [+1/6].
Reduces the Complexity of the Wizard’s Mark spell by
.
Reveal {Arcana}: Prevent
, but you cannot reveal that same Trump again for the rest of the scene.
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Pedal to the Metal
Passive — Mundane
Advantage (free reroll) for Driving and Riding tests.
Whenever you tie in an opposed Driving or Riding test, it is considered a success for you.
You can reroll dice that come up ‘1’ in a Driving or Riding test.
Your vehicles automatically have Mobility +1 (an extra mobility point).
You can coax more speed out of your mount or vehicle than seems possible.
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Pekiti-Tirsia Kali
Passive — Mundane
Enhances Light pool [+1/6].
Proficient with daggers and knives.
While fighting with knives or daggers, you do not suffer the negative effects of the Close trait.
Pekiti-Tirsia Kali movements make up a traditional blade art, which involves slicing daggers in a circular motion, symbolic of the orbits of the moon and the planets.
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Penetrating Piercer
Passive — Mundane
Advantage (free reroll) for Durability tests with piercing weapons.
, [three of a kind on an attack with a piercing weapon]: Limit Break (set a single combat pool to
until the end of your next turn). Your attack continues, but with a set of two dice.
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Personal Power
Passive — Vim
Enhances Fatigue Threshold [+1/16].
When you discard a Trump to add
,
,
or
to your Mana pool, you risk the Trump instead (use immediately). In combat you can only do this once per round.
, Reveal an {Arcana} Trump: Add
to your Mana pool (use immediately).
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Physical Adept

Passive — Corpus
Proficient with unarmed attacks and all weapons (even weapons you’ve never encountered).
While fighting unarmed, you do not suffer the negative effects of the Close trait, and can score critical successes.
Discard {Trump}: Reroll a Light, Melee, Parry or Ranged test up to two times.
, [three of a kind on an unarmed or weapon attack]: Limit Break (set a single combat pool to
until the end of your next turn). Your attack continues, but with a set of two dice.
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Pirate’s Luck
Passive — Mundane
Skilled (+1 die) for Climbing (ropes), Gambling and Swimming tests.
You roll
dice when you make a Last Chance test.
Mobility +1 (an extra mobility point) while on water.
If you are a pirate, once per session: Destined (free redraw of Trump) for any check.
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Pistol Dueling
Passive — Mundane
Accurate (+1 attack die, up to
) with pistols.
Enhances Ranged pool [+1/6].
The first time you reveal a Trump in a ranged duel, you are dealt two Trumps (choose one and discard the other).
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Places To Go
Passive — Mundane
You must have slotted another card that enhances Cartography to slot Places To Go.
Advantage (free reroll) for Survival tests.
Mobility +1 (an extra mobility point).
[when you visit a city or place you’ve never visited before]: Draw a Trump from the Fate Deck and add it to your hand.
The roads I travel feel like home right now.
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Playing for Keeps

Passive — Mentem, Vim
Advantage (free reroll) for Gambling tests.
: Introduce a poker game to the story.
: Bum a copper coin to be used in a gamble. You must pay this coin back within two weeks or become Dishonored.
: Your next attack with a throwing weapon has Trip. If it already has this trait, it has
Trip ([Court, Swords]: target is knocked down) instead.
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Playing with Fire
Passive — Mundane
Recovering from Burning only costs 4 Action Points.
Risk a {Trump of your suit}: Prevent Burning.
Enhances Mystic Armor page [+1/2].
: Reroll a Athletics or Pyromancy test.
At the end of the day, we are all just phoenixes, rising from our own ashes, taking flight to an unknown destination, wingtips forged by flames.
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Pocket Guardian
Passive — Servant, Imaginem, Mentem, Vim
Pocket Guardian permanently binds a diminutive insect spirit to guard items in your containers, pockets or pouches, making it Extremely Hard (20) to steal from you by mundane or magical means.
The insect spirit is Very Hard (18) to detect (and only with astral senses), but cannot help you in areas a spirit cannot go, and must stay “in your pocket”.
Risk {Cups}: You convince the spirit to coat a weapon you are touching with Insect Venom. Activate this before attack rolls.
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Poisonous Gift


Passive — Aquam, Corpus, Ignem
Advantage (free reroll) for Crafting (poison) tests.
Skilled (+1 die) for Poison tests, while opponents in your aura (5 paces) are Unskilled (-1 die) for Poison tests.
Higher Learning (reduce the complexity by either 2 or
for the purpose of learning or slotting) — Poison.
Never look a gift horse in the mouth.
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Potio Longaevitas
Passive — Mundane
Potions you carry have the Reliable (advantage for durability tests; never jams or gets stuck) trait and Durability: 6.
You know the secret to making longevity potions (to ward off decrepitude).

: Reroll a Potion test (any test printed on a potion item card).
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Potion Baths
Passive — Arcane
Advantage (free reroll) for Crafting (potions) tests.
: Introduce a bathing opportunity to the story. If you bathe, choose one:
• Advantage (free reroll) for Social tests for a scene.
• Recover from Exhausted (and all
).
• Your legs join to become a fish tail until twilight.
Ritual (requires that you perform a short ritual at twilight), Sacrifice (any potion): Heal one Injury (and all
). Involving others weakens the effect.
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Potion Mastery
Passive — Mundane
Adds a special equipment (One For Every Occasion) and a technique (Quick Gulp) to your grimoire.
When you brew potions, you can substitute alchemical ingredients with herbal ingredients, or vice versa.
Your potion actions cost half the normal action points or time to brew and use.
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Preparation is Key
Passive — Mundane
Recovering from Jammed only costs 4 Action Points.
Risk a {Trump of your suit}: Prevent Jammed.
Enhances Storage page [+2].
: Reroll a Navigation or a Geomancy test.
As far as I can tell, we need to go left and then take the second corridor on the right.
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Presence of the Master
Passive — Mundane
Enhances Scientific page [+2/8].
Skilled (+1 die) for Intelligence tests.
All allies in your aura (including yourself) have Advantage (free reroll) during duels using Intelligence.
: Mastery (automatic critical success) for a scientific test (including, but not limited to, atmospheric science, biology, chemistry, mining, oceanography and physics).
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Preserve Scroll
Passive — Arcane
Books and scrolls you carry have the Reliable (advantage for durability tests; never jams or gets stuck) trait and Durability:
.
When sacrificing a scroll, you have a chance of preserving the scroll: Make a Very Hard (18) Intelligence test. If successful the scroll is not destroyed (it cannot be saved a second time, though).
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Prestidigitation
Passive — Vim
Enhances Engagement Limit [+1/4].
Once per scene, you may ignore
requirements of a spell or technique.
Spells you cast out of turn cost one less Action Point, but if they cause at least
(after reductions), they cause an additional
.
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Pretty in Pink
Passive — Mundane
Enhances Social page [+2/8].
Whenever you change clothing (or armor), gain one use of Advantage (free reroll) for the next scene (indecent exposure may result in dishonored).
: Reroll a failed Fellowship, Social or Resistance test. Then, if you’re not wearing pink, suffer
.
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Pretty Little Liar
Passive — Mundane
Advantage (free reroll) for Fellowship tests when spinning lies or concealing your true intentions.
Discard {Trump}: Reroll a Perception test (like when detecting lies) up to two times.
: Introduce an elaborate lie to the story. It will be accepted as truth by most people (results depend on how credible it is), but no lie is perfect.
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Proficiency (Axes)
Passive — Mundane
Proficient with all kinds of axes, including scythes and throwing axes.
Steady (+2 weapon skill for purposes of combining stances and techniques, cumulative) when wielding an axe or scythe.
, [three of a kind while attacking with an axe]: Limit Break (set a single combat pool to
until the end of your next turn) for your Light or Melee pool. Your attack continues, but with a set of two dice. This effect can only trigger once per scene.
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Proficiency (Blades)
Passive — Mundane
You are proficient with blades, from the lowly knife to the great sword.
Steady (+2 weapon skill for purposes of combining stances and techniques, cumulative) when wielding a blade.
, [three of a kind while attacking with a blade]: Limit Break (set a single combat pool to
until the end of your next turn) for your Light or Melee pool. Your attack continues, but with a set of two dice. This effect can only trigger once per scene.
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Proficiency (Bows)
Passive — Mundane
You are proficient with all bows, including crossbows.
Steady (+2 weapon skill for purposes of combining stances and techniques, cumulative) when wielding a bow.
, [three of a kind while attacking with a bow]: Limit Break (set a single combat pool to
until the end of your next turn) for your Ranged pool. Your attack continues, but with a set of two dice. This effect can only trigger once per scene.
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Proficiency (Gunpowder)
Passive — Mundane
You are proficient with most gunpowder based projectile weapons. In addition, you have experience with explosive devices.
Steady (+2 weapon skill for purposes of combining stances and techniques, cumulative) when wielding a gunpowder based projectile weapon.
, [three of a kind while attacking with a gunpowder weapon]: Limit Break (set a single combat pool to
until the end of your next turn) for your Ranged pool. Your attack continues, but with a set of two dice. This effect can only trigger once per scene.
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Proficiency (Maces)
Passive — Mundane
You are proficient with maces and hammers of all kinds.
Steady (+2 weapon skill for purposes of combining stances and techniques, cumulative) when wielding a mace.
, [three of a kind while attacking with mace or hammer]: Limit Break (set a single combat pool to
until the end of your next turn) for your Light or Melee pool. Your attack continues, but with a set of two dice. This effect can only trigger once per scene.
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Proficiency (Polearms)
Passive — Mundane
You are proficient with all polearms, such as the Halberd, Glaive, Guisarme, Naginata and Spear.
Steady (+2 weapon skill for purposes of combining stances and techniques, cumulative) when wielding a polearm.
, [three of a kind while attacking with a polearm]: Limit Break (set a single combat pool to
until the end of your next turn) for your Melee pool. Your attack continues, but with a set of two dice. This effect can only trigger once per scene.
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Proficiency (Shields)
Passive — Mundane
You are proficient with all shields.
Steady (+2 weapon skill for purposes of combining stances and techniques, cumulative) when wielding a shield.
, [successfully defend against a critical attack]: Limit Break (set a single combat pool to
until the end of your next turn) for your Block pool. This effect can only trigger once per scene.
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Proficiency (Slings)
Passive — Mundane
You are proficient with the (staff) sling, one of the earliest weapons.
Steady (+2 weapon skill for purposes of combining stances and techniques, cumulative) when wielding a sling.
, [three of a kind while attacking with a sling]: Limit Break (set a single combat pool to
until the end of your next turn) for your Ranged pool. Your attack continues, but with a set of two dice. This effect can only trigger once per scene.
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Proficiency (Thrown)
Passive — Mundane
You are proficient with anything that can be thrown. From rocks to spears and axes, and into grenades and tear gas canisters. In addition, you can Move and throw a weapon in the same round without suffering penalties.
Steady (+2 weapon skill for purposes of combining stances and techniques, cumulative) when wielding a weapon that can be thrown.
, [three of a kind while attacking with a thrown weapon]: Limit Break (set a single combat pool to
until the end of your next turn) for your Ranged pool. Your attack continues, but with a set of two dice. This effect can only trigger once per scene.
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Proficiency (Wands)
Passive — Mundane
Proficient with all kinds of staffs, wands and rods.
Steady (+2 weapon skill for purposes of combining stances and techniques, cumulative) when wielding a staff, wand or rod.
, [three of a kind while attacking with a staff, wand or rod]: Limit Break (set a single combat pool to
until the end of your next turn) for your Light or Melee pool. Your attack continues, but with a set of two dice. This effect can only trigger once per scene.
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Profiency Gains

Passive — Monkey
If you have at least two untapped proficiencies for your attack, you may
one of them to reroll the attack test.
: When you successfully gather
, you may gather
instead.
: Introduce a stranger in need to the story. If you help them, they might help you in return.
Refining your skills is like brewing the perfect broth, infusing it over and over again with the right amount of flavors.
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Protect Brain
Passive — Mundane
Enhances Fatigue Threshold [+1/16].
When you fail an opposed Fellowship, Intelligence or Willpower test, you can choose to succeed instead. After using this ability, you must take a long rest before you can do so again.
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Psi-Lattice Channeling

Passive — Psionic
Higher Learning (reduce the complexity by either 2 or
for the purpose of learning or slotting) — Psi-Blade.
Enhances Melee pool [+1/6].
Once per turn, you can extend the Combat Range of your slashing weapon with +1/+1 by spending either
or
.
You channel your psionic energies through your blade to increase its efficiency dramatically.
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Psionic Affinity
Passive — Psionic
Adds a stance (Bastion of Thought) to your grimoire. This stance cannot be destroyed.
Enhances Fatigue Threshold [+1/16].
Your psionic actions (that cost at least 5 action points) have Energize (if it would cause fatigue, prevent
).
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Psionic Body
Passive — Psionic
Enhances Fatigue Threshold [+1/16].
Enhances Injury Threshold [+1/5].
When you suffer one or more Wounds, once per scene, produce
or
(until the end of the scene). This ability does not trigger when you harm yourself.
You look lean and muscular even without any exercise at all.
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Psionic Warrior


Passive — Psionic
Adds techniques (Emergency Shield, Improved Kinesics, Inertia Strike, Telekinetic Punch) to your grimoire.
Enhances Block pool [+1/6].
Enhances Death Threshold [+1/16].
Enhances Melee pool [+1/6].
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Pyrokinesis
Passive — Psionic
Adds a psionic power (Wildfire) to your grimoire. This power cannot be destroyed.
Enhances Warding pool [+1/6].
You can manipulate fire in your aura (5 paces) with your telekinesis, and are completely immune to fire yourself, although it can still cause problems for you (lack of oxygen, smoke).
Things are so much prettier when they burn.
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Pyromantic Torture
Passive — Ignem
Advantage (free reroll) and Skilled (+1 die) for Interrogation tests.
Once per session, when you interrogate someone, chance to gather
(on
,
,
).
You cannot slot cards that improve your Social pool.
Your damaging Ignem spells automatically have Damage +1 (roll an extra damage die).
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Quick Blood
Passive — Corpus
Keywords: Blood
Enhances Blood page [+2/8].
If well fed, you have Mobility +2 (two extra mobility points).

: This round, you may take actions in the Quick phase as if you were Deliberate.
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Quick Draw
Passive — Mundane
Adds a stance (Fast Draw) to your grimoire.
The first Draw Weapon action you take each turn is free (instead of 1AP). In the round you draw a weapon, it automatically gains Damage +1 (roll an extra damage die).
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Quick Response
Passive — Mundane
Advantage (free reroll) for Quickness tests, for you and your mount.
Advantage (free reroll) for Riding tests.
Enhances Engagement Limit [+1/4]. Double this bonus [+2/4] if you are mounted.
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Quillspike Defense
Passive — Mundane
Enhances Block pool [+1/6].
Proficient with spiked shields, and you ignore one point of encumbrance from them.
Melee attacks from opponents adjacent to you gain:
• [Swords]: Attack is aborted as they duck and weave to evade the spikes of your shield.
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Raised by the Jungle

Passive — Animàl, Herbam
Keywords: Legacy, Monkey
If all stances and techniques that are combined in a combat round are Monkey, reduce the combined complexity by
.
: Reroll an Climbing, Foraging, Hunting or Survival (jungle) test.
: Limit Break (set a single combat pool to
until the end of your next turn) while in a jungle.
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Ramming Speed!
Passive — Mundane
Advantage (free reroll) for Driving, Durability (vehicles) and Sailing tests.
Your ships and vehicles automatically have:
• Bludgeon +2 (increased armor value and ignores penetration from bludgeoning attacks).
• Pierce +1 (increased armor value and ignores penetration from piercing attacks).
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Ranged Mastery
Passive — Mundane
Enhances Ranged pool [+1/6].
Proficiency with all ranged weapons (including projectile weapons if your society’s tech level is high enough). In addition, you can easily create ammunition (arrows, bullets, etc...), provided you have the raw materials (arrowheads, gunpowder, etc...). Finally, you can add an additional technique to your ranged actions.
You do not provoke an opportunity attack when firing a ranged weapon in melee.
You do not suffer disadvantage when firing into melee.
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Ranged Specialization
Passive — Mundane
Enhances Ranged pool [+1/6].
Proficiency with all ranged weapons (including projectile weapons if your society’s tech level is high enough). In addition, you can easily create ammunition (arrows, bullets, etc...), provided you have the raw materials (arrowheads, gunpowder, etc...).
You do not provoke an opportunity attack when firing a ranged weapon in melee.
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Ranged Training
Passive — Mundane
Enhances Ranged pool [+1/6].
Proficiency with all ranged weapons (including projectile weapons if your society’s tech level is high enough). In addition, you can easily create ammunition (arrows, bullets, etc...), provided you have the raw materials (arrowheads, gunpowder, etc...).
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Rapid Reload
Passive — Mundane
Your Reload actions cost 1 Action Point less or have their action point cost halved (round up), whichever is better.
You may design a specific type of ammunition (for example, a barbed arrow or a quicksilver bullet), and introduce it to the story.
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Read and Write
Passive — Mundane
Advantage (free reroll) for Perception tests.
Adds a language (of your choice) to your grimoire. In addition, you read and write at a reasonable level. You are no longer considered Unskilled (-1 die).
He who destroys a good book kills reason itself.
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Read Between the Lines
Passive — Aquam, Imaginem
Keywords: Atramentus
By touching the remnants, you can attempt with a Hard (16) Decipher Intelligence test to visualize a recently destroyed object.
, stance, 2AP: While moving in between multiple enemies, you may ignore up to 2 Opportunity Attacks.
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Read Lips
Passive — Mundane
You have a limited, self taught ability to understand the speech of people you cannot hear, simply by watching their mouths. This ability is far from perfect, and you get many words confused. You make Perception tests to use Read Lips.
, [after a critical read lips test]: Activate Limit Break (set a single combat pool to
until the end of your next turn) for your Social or Resistance pool. This effect can only trigger once per scene.
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Red Mana Affinity

Passive — Mana Affinity
You can only have one Mana Affinity at any time.
Adds a spell (Focus the Flame) to your grimoire.
You can freely rearrange the cards slotted on your Red Mana page at any time (even in reaction to getting an Injury).
Once per session, when you are gathering
, you may have it not count against your Gathering Limit.
: Reroll an Alertness or Philosophy test.
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Resist Taunt
Passive — Mentem
Adds a technique (Heartening Laugh) to your grimoire. This technique cannot be destroyed.
Enhances Resistance pool [+1/6].
, [successfully defend against a critical attack]: Limit Break (set a single combat pool to
until the end of your next turn).
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Reverence for the Arts



Passive — Arcane
Requirements: Four cards that enhance Magic pool.
Enhances Gathering Limit [+1/3].
Higher Learning (reduce the complexity by either 2 or
for the purpose of learning or slotting) — Spell Matrix.
At the end of magic duels, add 2d6 to your duel result.
: Introduce a powerful mage to the story. They might require payment for their services.
:
any active spell or spell matrix.
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Ride of the Valkyrs

Passive — Vim
Enhances Fate Hand [+1/6].
You cannot be affected by black fate strands, nor can someone manipulate them.
You roll
dice when you make a Last Chance test.
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Ring Sight


Passive — Auram, Terram, Vim
Advantage (free reroll) for Evaluate and Laboratory tests.
Whenever you are about to attune an artifact, you may make an Occult Magic test to determine whether or not it is Cursed. The Complexity of this test depends on the item.
, stance, 2AP: You can detect artifacts or arcane equipment being using within your aura (5 paces). When they produce an effect targeting you, you have Indomitable (cannot be controlled and advantage for warding and willpower tests).
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Ritual Magic
Passive — Arcane
Adds rituals (Aegis of the Hearth, Parma Magica, Thaumathurgic Circle) to your grimoire.
One use of Advantage during each ritual (this includes the summoning of spirits).
Unlocks all the slots on your Spells grimoire page, except the last one (you must still buy all the slots normally to get the last one).
Discard {Trump}: Reroll a Warding test up to two times.
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River of Fate
Passive — Aquam, Corpus, Vim
Enhances Death Threshold [+1/24].
Enhances Fate Hand [+1/5].
I have learned though bitter experience that the river of fate can be navigated, even diverted, but never halted.
— Eritrea
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Romancing the Stone
Passive — Mundane
Adds a profession (Bird Hunter) to your grimoire.
Advantage (free reroll) for Evaluate, Sailing and Smuggling tests.
Once per story, introduce Ralph and Ira (a greedy dwarven antiquities dealer and his cousin) to the story (sometimes they’re allies, sometimes not).
You have a remarkable intuition for lost treasures (especially valuable gems), and clues and hints follow you around like dogs.
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Runic Repetition
Passive — Arcane
Adds a rune spell (Rune Lock) to your grimoire.
Enhances Fatigue Threshold [+1/16].
Once per scene, you may pay 
to
a Rune card.
Practice makes perfect, and practitioners of rune magic very much adhere to that principle.
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Running Mate
Passive — Animàl, Corpus
Requirement: Animal Companion
While your Animal Companion is within your aura (5 paces) your Mobility Points are equal to that of the animal (or vice versa, whichever is higher).
: Defensive Advantage (free reroll or replace) for your Animal Companion.
: Reroll a Diplomacy or Animal Handling test.
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Running the Gauntlet
Passive — Mundane
Skilled (+1 die) for Quickness tests.
You can attempt to disarm traps using Quickness (You just trigger the trap and hope to be faster than its effects).
You have Mobility +2 (two extra mobility points) in the Quick Phase of Combat.
“Just outrun it” they said.
“How hard can it be” they said.
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Running Up That Hill
Passive — Mundane
Elevation (like running uphill) is never difficult terrain for you.
Enhances Fatigue Threshold [+1/16].
Enhances True Faith page [+1].
While you have at least
in your Mana pool, you also have Mobility +2 (two extra mobility points).
In the south, acolytes are encouraged to run at least several miles a day, while unceasingly reciting “there is thunder in our hearts”.
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Rusted Crown of Pain
Passive — Alien
Enhances Death Threshold [+1/24] and Fatigue Threshold [+1/16].
Whenever you suffer any amount of
(even if self inflicted), gain a token that can be used to prevent
(tokens can be slotted anywhere, but are exiled at the end of the session).
: Advantage (free reroll) for the next spell you cast this turn (announce this before your first roll; you cannot prevent
this turn).
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Safe Path
Passive — Terram
Advantage (free reroll) for Navigation and Survival.
: You can act in the Deliberate phase of a surprise combat round of an ambush on you or your party.
: You determine the safest path through unfamiliar territory by contacting an elemental spirit (choose air, earth, fire or water — you need not summon the spirit). The elemental is limited by its own capabilities in the information it can relay.
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Sailing Through Adversity
Passive — Aquam
Skilled (+1 die) for Navigation, Seafaring and Sailing tests.
Enhances Mystic Armor [+1/4].
You are uncannily proficient in seafaring travel, and know how to use the waterways to significantly reduce travel time over the seas and rives that exist in Navarene.
I must down to the seas again, to the lonely sea and the sky, And all I ask is a tall ship and a star to steer her by...
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Savvy Investor
Passive — Mundane
Advantage (free reroll) for Intelligence tests.
Whenever you gain any coin from a Land card, you have a chance to gain an extra bonus copper coin (on
,
). This can only trigger once per season per land card.
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Savvy?
Passive — Mentem
Advantage (free reroll) for Bargain tests. Savvy?
Whenever you add “Savvy?” to [the end of] a sentence, people are more inclined to believe your statement, no matter how unlikely it is. Savvy?
The following ability can be used once per session, and only if you did something unlikely in the face of staunch verbal opposition this session:
: Limit Break (set a single combat pool to
until the end of your next turn), savvy?
Well! I think this has been a very good experience for all of us, eh? Spiritually? Ecumenically? Grammatically?
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Scars of the Veteran
Passive — Mundane
You must have slotted a permanent, visible Injury card to slot Scars of the Veteran.
Advantage (free reroll) for Intimidate and Tactics tests.
Enhances Death Threshold [+1/24].
Enhances Fatigue Threshold [+1/16].
Enhances Injury Threshold [+1/7].
Enhances Melee pool [+1/6].
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Scatman
Passive — Mundane
Advantage (free reroll) for Public Speaking, Music and Performance tests.
Scatman reduces the Action Point cost of Songs with a
requirement by 1. This cannot reduce the cost below 1 Action Point.
: Reroll a Taunt or Song test.
Ski-bi dibby dib yo da dub dub...
Yo da dub dub...
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Scroll Kinesis
Passive — Arcane
Adds a spell (Grimoire Strike) to your grimoire.
, select a Scroll: Increase your Physical Armor Value by the Complexity of the chosen Scroll. If you would receive damage over your current Armor Value, the chosen scroll is destroyed.
: Reroll a Dancing or Athletics test.
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Sea Legs
Passive — Mundane
Advantage (free reroll) for Athletic and Sailing tests. In addition, you treat pikes, pistols and spears as naval weapons.
Discard {Trump}: Prevent Knocked Down.
When you pass the last spit of land and commit to the ocean, you are taking a step into the infinite and may set your foot down anywhere.
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Second Life


Passive — Psionic
Advantage (free reroll) for Willpower tests.
Second Life allows you to survive the incredibly traumatic event of dying while your mind is not in your own body. When this happens, you may attempt an Extremely Hard (20) Willpower test to return to your own body with no ill effects.
The first time you reveal a Trump in an psionic duel, you are dealt two Trumps (choose one and discard the other).
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Second Skin


Passive — Aquam, Corpus
All armor automatically has Donning (put the armor on, or take it off, with a stance action) for you.
Ignore all encumbrance from armor.
Tony Stark was able to build this in a cave! With a box of scraps!!
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Second Weapon
Passive — Mundane
Adds a technique (Two Weapon Specialist (+2 dice)) to your grimoire. This technique cannot be destroyed.
One-handed weapons you wield automatically gain the Offhand (no penalties when attacking with two weapons) trait.
, [when you make two attacks in one round]: Limit Break (set a single combat pool to
until the end of your next turn). This effect can only trigger once per scene.
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Secrets of Crysteel
Passive — Herbam, Terram
Advantage (free reroll) for Crafting (crystal items) tests.
Your Crystal items have their Durability increased by 1 and lose the Unreliable trait.
: Reroll a Geology, Occult or Sanity defense test.
The secrets of forging crystal with the properties of steel are a well-kept secret.
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Security Specialization
Passive — Mundane
Advantage (free reroll) for Pick Lock, Stealth and Trap tests.
You don’t have to be present to provide active opposition to someone trying to overcome security measures you put in place or worked on (instead of a simple test, they must make an opposed test and you can react to the roll (within reason)).
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Seduction in Ink
Passive — Imaginem, Mentem
Advantage (free reroll) for Crafting (scrolls) tests. In addition, once per session, produce the base materials to craft a common scroll for free.
You can compose letters (or even books) that can interactively influence characters that read them. The letters use your pools, and are easily identified as magical, unless you apply some sort of obfuscation (like occult ciphers). You get feedback from the letters as they are being read, but they do not read the minds of those that read them.
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Sense of Prey
Passive — Auram, Vim
Advantage (free reroll) for Tracking tests.
Enhances Fatigue Threshold [+1/16].
If you know anything useful about your prey, you can track it down as rapidly as you can travel. This unerring sense of direction operates anywhere, and is useful for tracking spirits through astral space as well as finding being in the mortal realms.
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Sex Magic
Passive — Arcane
Advantage (free reroll) for Magic tests if you are naked.
You can cast spontaneous spells, but in an untraditional way (mechanically, it works the same as hermetic spontaneous magic). You cannot slot hermetic forms, professions or techniques, nor can you cast (or slot) formulaic spells.
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Shadow Aura


Passive — Imaginem
Enhances Death Threshold [+1/24].
Skilled (+1 die) for Stealth tests.
When not in direct sunlight, you automatically become invisible (you can will this not to happen, although it takes conscious effort, exactly like sustaining a spell).
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Shadow On The Wall
Passive — Mundane
Advantage (free reroll) for Climbing tests. In addition, you can make climbing maneuvers in perfect stealth.
Discard {Trump}: Reroll a Climbing or Stealth test up to two times. You may apply this to an ally in your aura (5 paces).
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Sharp Eyes
Passive — Imaginem
Adds a technique (Spot Weakness) to your grimoire. This technique cannot be destroyed.
Enhances Engagement Limit [+1/4].
Skilled (+1 die) for Perception tests involving sight.
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Sharpened Knives
Passive — Mundane
Enhances Light pool [+1/6].
Your daggers and knives automatically have Penetration +1 the first time you attack with them in a scene.
Your daggers and knives automatically have Damage +1 (roll an extra damage die) the first time they inflict damage in a scene. This is cumulative.
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Shed Fur
Passive — Animàl, Corpus
Advantage (free reroll) for Contortion tests.
You are exceptionally hairy, and are capable of growing and shedding fur at an alarming rate. This makes the you especially difficult to grapple successfully; opponents find themselves holding tufts of fur instead of their target. You can also slide through tight spaces using the shedding fur as natural lubrication.
: Prevent Grappled.
: Grow out your fur for a scene to gain 3/1 armor. If you are wearing armor on your Abdomen, Arms, Legs, Torso, it needs to pass a Normal (14) Durability test or become useless (
the armor and it doesn’t
until it is repaired).
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Shield Block
Passive — Mundane
You have a free Block every turn. In addition, you can parry projectile attacks without penalties.
Discard {Trump}: Reroll a Block test with a shield up to two times.
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Shield Maintentance
Passive — Mundane
Advantage (free reroll) for Durability tests with shields.
Discard {Trump}: Reroll a Durability test with a shield up to two times.

, [if you’ve already used the defensive advantage of your shield]: Regain (one use of) Defensive Advantage (free reroll or replace) with your shield.
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Shield Mastery
Passive — Mundane
Enhances Block pool [+1/6].
Proficient with all shields, and you ignore two points of encumbrance from shields.
You also gain Defensive Advantage (free reroll or replace) against ranged attacks (instead of only in melee) when using a shield with the Bulwark trait.
: Limit Break (set a single combat pool to
until the end of your next turn) for your Block pool. This effect can only trigger once per scene.
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Shield Specialization
Passive — Mundane
Enhances Block pool [+1/6].
Proficient with all shields, and you ignore two points of encumbrance from shields.
You also gain Defensive Advantage (free reroll or replace) against ranged attacks (instead of only in melee) when using a shield with the Bulwark trait.
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Shield Training
Passive — Mundane
Enhances Block pool [+1/6].
Proficient with all shields, and you ignore one point of encumbrance from shields.
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Shieldbiter
Passive — Mundane
Whenever you are Berserk and wielding a shield, you automatically have the Rush (advantage if you moved 6 or more paces this turn) trait.
, [when berserk]: You have Damage +2 (roll two extra damage dice) or Double Chi (damage dice explode) until the end of your next turn.
He chews his shield like a ravenous dog, so desperate is he to maul the enemy!
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Ship of Theseus


Passive — Aquam, Corpus, Vim
Destined (free redraw of Trump) for Death Threshold tests.
Enhances Death Threshold [+1/24].
: Reroll a Sailing, Swimming, Navigation or Philosophy test.
: Negate effects of an Injury for the rest of the scene.
If you replace all the components of a ship one by one, is it still the same ship?
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Shot On The Run
Passive — Mundane
Advantage (free reroll) for Agility and Quickness tests.
If you act in the Deliberate phase and make a ranged attack, you have Mobility +1 (an extra mobility point).
If you act in the Quick phase, you do not suffer Disadvantage (forced reroll) for ranged attacks.
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Show Me The Money
Passive — Mundane
Advantage (free reroll) for Bargain and Gambling tests.
The first time you reveal a Trump in any duel for financial gain, you are dealt two Trumps (choose one and discard the other).
Whenever you don’t get paid for a job (some kind of contract, even if only a verbal one, must have been agreed upon), you may introduce an alternative way to get paid to the story.
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Silk in the Breeze
Passive — Auram
Enhances Fatigue Threshold [+1/16].
: Advantage (free reroll) for all Auram and Imaginem tests this round.
: Move instantly and gracefully to a place you can see (this provokes an opportunity attack, but your grace grants you defensive advantage).
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Simple Mind, Free Spirit
Passive — Mundane
Advantage (free reroll) for Contortion, Drinking and Recovery tests.
Discard {Trump}: Prevent the Berserk, Fleeing, Grappled, Knocked Down, Immobilized, Paralyzed or Pinned condition and Shift (maneuver one pace; this replaces the random movement after an attack).
Discard {Trump}: Reroll a Resistance test up to two times.
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Sinister Aura
Passive — Arcane
Ignore the first two cards (that are not mana) slotted across your Mana pages for the purposes of being astrally detected.
Your Eery cards gain:
•
: Reroll a Taunt or Intimidate attack.
•
: Reroll a Necromancy or Alien test.
: Ignore an additional card for the purposes of being astrally detected.
You have a darkened aura. Anyone able to see it will instinctively distrust you.
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Skeleton Lord


Passive — Corpus
Adds a servant (Death Guard) to your grimoire.
Enhances Death Threshold [+1/24].
Spiritual +1 (increase fellowship by one for purposes of maximum servants, cumulative) for Skeleton servants.
: Instantly summon your personal bodyguard (Death Guard) to your side. If destroyed you must make a new one before you can activate this again (you can only have one death guard as you personal bodyguard).
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Skin of Marble




Passive — Imaginem, Terram
Adds a special armor (Skin of Marble) to your grimoire.
Enhances Death Threshold [+1/24].
Enhances Fatigue Threshold [+1/16].
Enhances Injury Threshold [+1/7].
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Slippery Target
Passive — Mundane
Enhances Dodge pool [+1/6].
Enhances Engagement Limit [+1/5].
Provided you’re in darkness or shadow, you are Balanced (+1 defense die, up to
) for Defense tests.

: Produce a Smoke Bomb (of course you had another one on you).
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Smoke and Mirrors
Passive — Imaginem
Keywords: Mirror
Advantage (free reroll) for Stealth tests, for yourself and allies in your aura (5 paces).
Enhances Engagement Limit [+1/4].
: A single target in your aura (5 paces) may reroll a Stealth test, and is considered Skilled (+1 die) for that roll.
A conjured shadow is just as obfuscating as a real one.
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Smoke Away Your Worries
Passive — Mundane
Recovering from Intimidated only costs 4 Action Points.
Risk a {Trump of your suit}: Prevent Intimidated.
: Introduce an opportunity to get your fix. Got to get those two packs a day in at some time.
: Reroll an Airborne Poison or Sanity test.
There may be many unexpected feats ahead for you. For myself I would like a pipe to smoke in comfort, and warmer feet.
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Solar Powered
Passive — Mundane
Enhances Fatigue Threshold [+1/16].
You are Skilled (+1 die) for Strength and Toughness tests between sunrise and sunset.
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Soul Discernment
Passive — Mentem, Social
Skilled (+1 die) for Perception tests to determine if someone is lying.
,
: You stare directly and intently into the eyes of a person. Make a Very Hard (18) Decipher Perception test. If successful, that person will be inclined to tell you a secret they would otherwise not easily divulge.
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Sound Sleeper
Passive — Mundane
Enhances Fatigue Threshold [+2/16].
You can sleep anywhere, anytime, and frequently take little naps that leave you well rested at all times.
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Speak Languages
Passive — Mentem
Keywords: Language
Advantage (free reroll) for Intelligence tests.
Speak Languages allows you to speak any mundane dialect, language or slang fluently a few seconds after hearing it.
However, Speak Languages does not grant any ability to read or write languages, nor does it allow you to speak with spirits or decipher coded languages.
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Spear Specialization
Passive — Mundane
You are Skilled (+1 die) for Fishing and Hunting tests when you use a spear.
When you wield a spear with two hands, it automatically has:
• Trip ([Swords]: target is knocked down).
: Your spear has Range +5 or Reach (can attack targets up to 2 paces away) until the end of this round.
The spear has been used throughout history both as a hunting and fishing tool and as a weapon. Along with the axe, knife and club, it is one of the earliest and most important tools developed. As a weapon, it has been used in virtually every conflict, and is probably the most commonly used weapon in history.
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Speed of Asuryan
Passive — Mundane
Enhances Dodge pool [+1/6].
Mobility +1 (an extra mobility point).
, [whenever you become exhausted]: If you are an elf, Limit Break (set a single combat pool to
until the end of your next turn). This effect can only trigger once per scene.
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Speed of Thought


Passive — Psionic
Adds a technique (Disrupt Mind) to your grimoire. This technique cannot be destroyed.
Enhances Engagement Limit [+1/5].
When you act in the Deliberate phase, you have Mobility +2 (two extra mobility points).
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Speed Painting
Passive — Mundane
Advantage (free reroll) for Drawing, Painting and Quickness tests.
Once per session, if you paint, chance to gather
(on
,
,
).
Speed Painting reduces the Action Point cost of Nethermancy spells by 2. This cannot reduce the cost below 1 Action Point.
You can draw or paint exceptionally fast. You can create a credible portrait of a human being in several minutes.
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Spell Adept
Passive — Vim
Adds a single spell (of your choice, although you must have a copy or teacher) to your grimoire. This spell cannot be destroyed.
Enhances Magic pool [+1/6].
: Your Opportunity Attack against an opponent casting a spell in melee cannot be prevented (activate this as the opponent tries to prevent it).
You deepen your understanding of spell magic.
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Spirit Knife
Passive — Terram
Advantage (free reroll) for Crafting (knives and fluted weapons) tests.
You can imbue a mundane knife with with a small spirit, giving it the Oathblade ([extra pair]: attack counts as magical) and Oust ([Court]: target spirit is banished) traits. The spirit leaves the weapon at twilight. Oddly, this ability only works on knives and you can only imbue one at the same time.
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Spirit Mount
Passive — Servant, Animàl, Ignem, Imaginem, Vim
Spirit Mount permanently binds an animal spirit to serve as a mount. They usually take the form of a horse “whose eyes are fire with skin all summer lightning and fog”, but sages have recorded other shapes.
Skilled (+1 die) for Riding tests.
The spirit can walk or gallop on air when unburdened (not when you are riding it) and it can sink into the earth (allowing you to pass through corridors too low for a normal horse and rider), but cannot help you in areas a spirit cannot go.
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Spirit Skin
Passive — Imaginem
Advantage (free reroll) for Fellowship tests.
You can disguise yourself as a spirit (for example, a wolf spirit) to all with active astral perception. Your physical form remains unchanged, you simply give the impression of a spirit in astral space. You can use this talent to throw off pursuit by hiding in a pack of similar spirits, or to ingratiate yourself to a particular spirit.
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Spirit Snare
Passive — Vim
Advantage (free reroll) for Agility tests.

: You spend 10 minutes to set an astral trap (make an occult agility test to determine the trap’s effectiveness). These traps can either imprison spirits (allowing you to bargain for their freedom later) or impair them (reducing their threat rating). The trap has Durability
(or
if you pay 
).
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Spirit Talk
Passive — Imaginem, Mentem, Vim
Keywords: Language
Adds a technique (First Impression) to your grimoire. This technique cannot be destroyed, and you can use it on spirits.
Spirit Talk allows you to talk to spirits, including those who do not speak your language and those who do not normally communicate verbally. This talent does not compel the spirit to talk to you, it merely makes communication possible. In addition, you can make deals with spirits, but again, you cannot force them to deal with you.
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Spiritual Anvil
Passive — Mentem, Terram
You are Spiritual +1 (increase fellowship by one for purposes of maximum servants, cumulative).
, Ritual (requires that you perform a short ritual at twilight): Summon your personal anvil. If anyone else uses it, they have Disadvantage (forced reroll). You have an Arcane Connection to this anvil, so it’s not a good idea to leave it just anywhere.
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Spontaneous Magic



Passive — Spell
With this slotted, you can cast spontaneous spells (you must have the required forms and techniques, or abilities that simulate them, slotted).
Spontaneous spells take 1 minute to cast and cause Fatigue equal to the sum of all the dice lower than its Complexity, which is determined by the GM. For complex effects, you may have to pay Mana as well.
: Prevent up to 
caused by a spell.
Magic is art.
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Spring Attack
Passive — Mundane
After making a successful melee attack (build any set, it doesn’t matter if your opponent defends), you may Shift (maneuver one pace; this replaces the random movement after an attack).
Skilled (+1 die) for Quickness tests.
: You are Fleet (+1 mobility point, cumulative) this turn (activate no more than twice per turn).
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Spring to Autumn
Passive — Herbam
Invulnerable (cannot be broken or destroyed).
You can accelerate the growth of a seed or plant by sitting cross-legged with it in your lap (it matures after an hour). Doing this, you and one other person can keep properly fed, (for each size point you can provide for an extra person). May also provide material components for Herbam spells.
: Advantage (free reroll) for the next Herbam spell you cast this turn (announce this before your first roll; you cannot prevent
this turn).
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Sprint
Passive — Mundane
Advantage (free reroll) for Quickness tests.
When you act in the Deliberate phase, you have Mobility +2 (two extra mobility points).
You ignore all
you would suffer because of travel (you can tell the GM to stuff it if he brings it up again).
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Sprint (Mount)
Passive — Mundane
Advantage (free reroll) for Quickness tests, for you and your mount.
You and your mount ignore all
you would suffer because of travel (you can tell the GM to stuff it if he brings it up again).
Your mount has Mobility +1 (an extra mobility point), regardless of what phase you act in.
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Squandered Resources



Passive — Vim
Enhances Fate Hand [+1/9].
Discard {Trump}: Reveal the top Trump of the Fate Deck and Limit Break (set a single combat pool to
until the end of your next turn):
• [Arcana]: None (squandered resource!).
• [Cups]: Resistance or Social pool.
• [Pentacles]: Block, Melee or Parry pool.
• [Swords]: Dodge, Light or Ranged pool.
• [Wands]: Magic or Resistance pool.
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Staff Dueling
Passive — Mundane
Enhances Fatigue Threshold [+1/16].
Once per scene, gain Advantage (free reroll) for any test with a staff.
The first time you reveal a Trump in a duel while wielding a staff, you are dealt two Trumps (choose one and discard the other).
In Ruthenia, duels with padded staves are a common way to settle disputes.
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Stance Specialization
Passive — Mundane
You may be in two stances at the same time (instead of only one). You must still activate each stance individually and the requirements of both stances must still be met. You can only combine stances and techniques whose combined Complexity is less than or equal to your Weapon Skill.
Your Stance actions cost 1 Action Point (instead of two). This ability does not apply to stances that cost more than two action points.
You are Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative). This is cumulative with other sources.
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Steel Thought

Passive — Mentem
Enhances Warding pool [+1/6].
Steel Thought, and cards adjacent to it, cannot be destroyed. Any ability that tries to do so, is itself destroyed instead and you Limit Break (set a single combat pool to
until the end of your next turn).
Your armor automatically has Mystic +1 (increased armor value and ignores penetration from mystic attacks).
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Step Sideways

Passive — Animàl, Vim
Enhances Engagement Limit [+1/5].
You can move between magic zones (to you its natural, but an occult perception test may be needed to take other people or to enter protected zones). Also, sideways movement (like a crab) is never difficult.
: Advantage (free reroll) for Teleport tests this round.
: Teleport to somewhere you have been before. Ritual (requires that you perform a short ritual at twilight) unless you pay an additional
.
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Stillness
Passive — Corpus
Advantage (free reroll) for Trap and Meditation tests.
Enhances Engagement Limit [+1/4].
Stillness allows you to exert control over your body to avoid detection. By slowing your physiological processes (heart rate, breathing, and the need to flex muscles) and entering a relaxed state, you become completely motionless for a specific amount of time. Your body’s heat signature is also lessened, making you harder to detect by thermographic means. You can remain in this state for approximately one hour, plus an additional hour per
you spend. Anyone using auditory or thermographic means to locate or perceive you while using this power receives suffers Disadvantage (forced reroll).
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Stone Cold Killer
Passive — Mundane
Enhances Death Threshold [+1/24].
Once per session, you can declare an attack is Lethal (critical success on 5+) after rolling the attack dice.
Discard {Trump}: Prevent the Dishonored condition resulting from murder.
You’re not that guy. I am that guy.
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Stone Lore
Passive — Terram
Adds a stance (Perfect Balance) to your grimoire.
Advantage (free reroll) for Toughness tests.
Evaluate tests for objects made from earth materials (stones, gems, crystals...) are also considered Geology tests for you.
: Reroll a Climbing or Geology test.
You seem to have an innate sense of impending earthquakes or shifts in the surrounding terrain, making it easier to prepare yourself for them.
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Strong Spellweaver
Passive — Corpus
You may use Strength rerolls when casting spells.
Enhances Spells page [+1/8].
: Reroll a Strength test.
: Introduce a contest of strength or bodybuilding event to the story. If you win this contest, there is a chance you earn a copper coin (on
).
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Subterfuge Mastery
Passive — Mundane
Advantage (free reroll) for Agility tests and Skilled (+1 die) for Stealth tests.
Enhances Light pool [+1/6].
Proficient with daggers. Skilled (+1 die) when engaging in shady and illegal activities of all sorts.
: Introduce a character to the story that may be able to help you with an illegal activity. The character is your subordinate or owes you a favor.
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Subterfuge Specialization
Passive — Mundane
Advantage (free reroll) for Stealth tests.
Enhances Light pool [+1/6].
Proficient with daggers. Skilled (+1 die) when engaging in shady and illegal activities of all sorts.
: Introduce a character to the story that may be able to help you with an illegal activity.
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Subterfuge Training
Passive — Mundane
Enhances Light pool [+1/6].
Proficient with daggers. Skilled (+1 die) when engaging in shady and illegal activities of all sorts.
: Introduce a character to the story that may be able to help you with an illegal activity. Works best in your home region.
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Subtle Body of Seven Colors




Passive — Imaginem, Mentem, Vim
Your aura shines just a little bit brighter, and extends 6 paces (instead of 5 paces). This also gives you Advantage (free reroll) when peacefully interacting with mages and spirits, but makes it hard for you to hide your aura.
: Your aura extends an extra 5 paces this round.

: You
an Aura card in your aura.

: Nullify someone’s aura (it has no effect on the target or those around him) for the rest of the scene.
: Your aura extends an extra 5 paces this scene.
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Sure Mount
Passive — Animàl
Advantage (free reroll) for Riding tests.
Your mount has a Fate Hand of 1 (you decide when your mount uses this card).
Discard {Trump} while mounted: Prevent the disarmed or knocked down condition, or prevent any condition that affects your mount.
The Sure Mount talent helps a character stay on his mount, and helps his mount keep her footing.
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Sustenance
Passive — Corpus
Advantage (free reroll) for Drinking tests.
Enhances Death Threshold [+1/24].
You have an exceptional metabolism and can function with less food and water than normal. You can “skip” eating and drinking for a day by paying
(you do not recover fatigue spent this way until you eat and drink normally).
You are prone to bouts of great gluttony when food and drink is plentiful.
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Symbiotic Pain
Passive — Mentem
One use of Advantage (free reroll) for Recovery tests for each ally in your aura affected by a condition. In addition, once per scene, make a Recovery test for free.
Invulnerable (cannot be broken or destroyed).
You can help allies in your aura (5 paces) overcome adversity. If they are affected by a condition or spell that is also affecting you, you may pay [2AP,
] to remove that condition or spell from your ally (once per round).
: Advantage (free reroll) for the next Mentem spell you cast this turn (announce this before your first roll, and cannot prevent
this action).
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Sympathetic Magic
Passive — Vim
You can use “
, visit” abilities through a sympathetic link (if you are near a similar object or place, it counts as your object or place).
You have Advantage (free reroll) for Blessing tests. In addition, once per session you may extend the Duration or Target of a Blessing for free.
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Take Me To Church
Passive — Mundane
Enhances Fatigue Threshold [+1/16].
Enhances True Faith [+1].
[when you visit a church or shrine you’ve never visited before]: Draw a Trump from the Fate Deck and add it to your hand.
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Talk The Talk
Passive — Mundane
Advantage (free reroll) for Intimidate and Stealth tests.
Criminals you encounter are never openly hostile to you (and, by extension, your companions), although that doesn’t mean your relationship can’t turn sour.
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Tattooed Warrior

Passive — Corpus, Imaginem
Enhances Death Threshold [+1/24].
Enhances Injury Threshold [+1/6].
Halves the healing time of Injuries and Wounds.
Your tattoos hold some sort of significance. You may introduce this to the story at any time (but you cannot change it afterwards).
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Tea Ceremony
Passive — Mundane
Enhances Fate Hand limit [+0/+1].
Enhances Fatigue Threshold [+1/16].
The tea ceremony requires years of training and practice... yet the whole of this art, as to its detail, signifies no more than the making and serving of a cup of tea. The supremely important matter is that the act be performed in the most perfect, most polite, most graceful, most charming manner possible.
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Tear The World Down
Passive — Terram, Vim
Your Engagement Limit is equal to the number of lands you have slotted.
Exile (return the card to the storyteller) a land: Gain one use of Offensive Advantage (free reroll or replace).
Lands are not destroyed when you use this ability. Instead your Arcane Connection is severed and the land will become dormant for a year and a day. In addition, small signs of corruption appear on the land (beast men, birth mutations, demons, weird vegetation).
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Technique Specialization
Passive — Mundane
Advantage (free reroll) for Learning new techniques.
You can add an additional technique to your actions (remember you can only combine stances and techniques whose combined complexity is less than or equal to your weapon skill).
You are Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative). This is cumulative with other sources.
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Technique: Animàl
Passive — Arcane
Enhances Fatigue Threshold [+1/16].
You can slot Animàl spells on your
Mana page.
: Invoke the Rune of Animàl to gain Energize (if it would cause fatigue, prevent
) for Animàl spells for the rest of the scene. This effect can be dispelled.
Animàl magic affects “all natural living things that are not plants or humans”, doing to animals what Mentem and Corpus spells do to people as well as “things made with animal products” such as leather, wool, cheese, silk.
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Technique: Aquam
Passive — Arcane
Enhances Action Points [+1/9].
You can slot Aquam spells on your
Mana page.
: Invoke the Rune of Aquam to gain Energize (if it would cause fatigue, prevent
) for Aquam spells for the rest of the scene. This effect can be dispelled.
Aquam magic is used for any liquid, with the exception of blood; non liquid forms of water will involve other techniques.
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Technique: Auram
Passive — Arcane
You are Fleet (+1 mobility point, cumulative).
You can slot Auram spells on your
Mana page.
: Invoke the Rune of Auram to gain Energize (if it would cause fatigue, prevent
) for Auram spells for the rest of the scene. This effect can be dispelled.
Auram magic affects lightning, wind and gaseous substances; other weather effects typically require an Aquam requisite.
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Technique: Corpus
Passive — Arcane
Enhances Death Threshold [+1/24].
You can slot Corpus spells on your
Mana page.
: Invoke the Rune of Corpus to gain Energize (if it would cause fatigue, prevent
) for Corpus spells for the rest of the scene. This effect can be dispelled.
Corpus magic applies to the (meta)human body.
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Technique: Herbam
Passive — Arcane
Enhances Size [+1/1] (this gives you a bonus die in situations where you can apply your greater size).
You can slot Herbam spells on your
Mana page.
: Invoke the Rune of Herbam to gain Energize (if it would cause fatigue, prevent
) for Herbam spells for the rest of the scene. This effect can be dispelled.
Herbam magic primarily involves plants, but applies equally to any organic matter, living or dead, that is not of animal origin.
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Technique: Ignem
Passive — Arcane
Enhances Magic pool [+1/6].
You can slot Ignem spells on your
Mana page.
: Invoke the Rune of Ignem to gain Energize (if it would cause fatigue, prevent
) for Ignem spells for the rest of the scene. This effect can be dispelled.
Ignem magic involves light and heat.
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Technique: Imaginem
Passive — Arcane
Enhances Social pool [+1/6].
You can slot Imaginem spells on your
Mana page.
: Invoke the Rune of Imaginem to gain Energize (if it would cause fatigue, prevent
) for Imaginem spells for the rest of the scene. This effect can be dispelled.
Imaginem magic deals with images, sounds, and other sensory stimuli (thus is involved in most illusionary effects).
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Technique: Mentem
Passive — Arcane
Enhances Resistance pool [+1/6].
You can slot Mentem spells on your
Mana page.
: Invoke the Rune of Mentem to gain Energize (if it would cause fatigue, prevent
) for Mentem spells for the rest of the scene. This effect can be dispelled.
Mentem magic deals with emotions, memories, thoughts and spirits.
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Technique: Terram
Passive — Arcane
Enhances Injury Threshold [+1/5].
You can slot Terram spells on your
Mana page.
: Invoke the Rune of Terram to gain Energize (if it would cause fatigue, prevent
) for Terram spells for the rest of the scene. This effect can be dispelled.
Terram magic involves earth and minerals: mere soil is the simplest target, while stone, metal and gems require progressively greater investment of effort.
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Technique: Vim
Passive — Arcane
Enhances Warding pool [+1/6].
You can slot Vim spells on your
Mana page.
: Invoke the Rune of Vim to gain Energize (if it would cause fatigue, prevent
) for Vim spells for the rest of the scene. This effect can be dispelled.
Vim magic involves magic itself, as well as most supernatural beings.
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Technokinesis


Passive — Psionic
Advantage (free reroll) for Intelligence tests.
At the end of each round, a machine in your aura (5 paces) automatically comes under your control, although you must sustain each machine individually. Sentient machines can make an opposed Intelligence test to resist your control. You cannot turn off this ability, which causes machines to “glitch” while you are near them, even if you don’t sustain anything.
A machine is any mechanical device that change the direction or magnitude of a force. Levers, wheels, sails and pulleys are all simple machines.
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Telekinetic Tank


Passive — Psionic
At the beginning of each of your turns, if you had any unspent Action Points left over from the previous round, you increase your physical Armor Rating by one point (cumulative) until the end of the scene. If at any point you spend all or none of your Action Points, this effect ends.
Enhances Death Threshold [+1/24].
Enhances Injury Threshold [+1/6].
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Telling Time
Passive — Aquam
Keywords: Chronomancy
This card can be slotted in a slot that hasn’t been purchased yet on any page.
Your keen inner clock always accurately tells you what time it is.
: You may delay one enemy in your aura (5 paces). It acts after the Deliberate phase of combat.
Mastery is achieved when “telling time” becomes “telling time what to do”.
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Temper Self


Passive — Corpus, Vim
Adds a spell (Frost Sphere) to your grimoire. This spell cannot be destroyed.
Enhances Death Threshold [+1/24].
Enhances Injury Threshold [+1/6].
The Temper Self talent teaches a character how to draw forth icy ether from astral space, rolling the chilling substance over her or his body to toughen it.
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Temperature
Passive — Aquam, Auram, Ignem
Once per session, if you evaluate the weather, chance to gather
,
or
(magic test).
Temperature allows you to control the temperature (at a rate of 1 degree per minute) in a room or other enclosure (no larger than 20 paces diameter), as long as you Sustain the ability.
Your armor automatically has Elemental +1 (increased armor value and ignores penetration from elemental attacks).
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The Art of Haggling
Passive — Mundane
Enhances Etiquette page [+2/4].
Advantage (free reroll) for Bargain tests.
You may move Social techniques that enhance Bargain actions from any page to your Etiquette page for free at any time.
: Commerce (recover one resource die).
: Introduce a profitable opportunity to the story.
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The Best Defense is Good Offense
Passive — Mundane
Enhances Injury Threshold [+1/6].
When you Incapacitate an opponent, and do so by inflicting at least twice their Injury Threshold (inflicting no less than 8 wounds), you may spend
to Limit Break (set a single combat pool to
until the end of your next turn).
Whenever Limit Break is active for an offensive pool (light, magic, melee, ranged or social) you may spend 
to reroll any Defense test. Activate this only once per incoming attack.
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The Blood Price
Passive — Corpus
Skilled (+1 die) for any one test in a mercantile duel.
Once per combat round, you may pay
or
equal to the Complexity of one of your techniques to
it.
: You may risk an Injury (on
) to prevent Buyer’s Remorse.
Blood is the oldest currency.
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The Burning of Teldrassil

Passive — Ignem
Enhances Engagement Limit [+1/5].
Whenever you witness the burning of something significant, you draw a Trump from the Fate Deck and add it to your hand.
You gain one use of Advantage (free reroll) whenever an opponent in your aura (5 paces) suffers Wounds from Burning (these uses are cumulative, but you cannot have more than your engagement limit at any one time).
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The Devil Wears Prada


Passive — Ignem, Vim
Keywords: Infernal
Adds a stance (Peacocking) to your grimoire.
While wearing a Fashionable armor, you have Elemental +3 (increased armor value and ignores penetration from elemental attacks) against Fire damage.
Enhances Storage page [+4]. All Fashionable armor in your Storage pages has Donning (put the armor on, or take it off, with a stance action).
: Reroll a Disguise or Etiquette test.
: Introduce a famous fashion designer to the story.
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The Dying of the Light
Passive — Vim
During the twilight hour you have Defensive Advantage (free reroll or replace) for every defensive test.
: Prevent 

caused by a spell.
:
a Moon card.
Do not go gentle into that good night,
Old age should burn and rave at close of day;
Rage, rage against the dying of the light.
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The Fate of Bjuna
Passive — Imaginem, Mentem, Vim
Enhances Fate Hand [+1/5], but you cannot slot other cards that enhance Fate Hand.
Higher Learning (reduce the complexity by either 2 or
for the purpose of learning or slotting) — Enchantment.
Once per scene, when you discard a Trump, risk it instead.
Bjuna was a Fate Witch that gave up her powers because of the terrible things she saw.
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The Ides of March
Passive — Mundane
Enhances Etiquette page [+1/6].
Proficient with daggers and knives.
Adds a technique (Backstab) to your grimoire.
: Introduce a traitor or conspiracy to the story.
: Reroll a History, Public Speaking or Charm test.
Tu quoque, Brute, mi fili?
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The King’s Gambit
Passive — Mundane
Advantage (free reroll) for Intelligence tests involving games.
Add a profession (King) to your grimoire for free if you become a ruling king (of a nation).
: Reroll a Public Speaking, Intimidate, Taunt or Tactics test.
Just take the pawn...
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The Odds Are Against Us
Passive — Mundane
Whenever you should round down, round up.
: When your active Trump turns up odd, you may replace it with the top Trump of the deck until it turns up even. Once activated, this effect persists for the rest of the scene (you no longer have a choice and must pay
each time this triggers).
Hmmm, a “1” again. That’s odd.
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The Old Faith
Passive — Herbam
Counts as a technique (Herbam) for spontaneous spells.
Enhances Fatigue Threshold [+1/16].

, perform a sacrifice: Introduce a blessing of nature to the story (power depends on what you sacrificed).
The cities can have their grand temples, their golden idols and burning incense. All the hustle and bustle of men, praising their great Light. We need none of that. Look around you: these trees are our temple, the birds are our choir. Out here, the Light is small and far away.
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The Power of Corruption
Passive — Vim
Enhances Death Threshold [+1/24].
Your Corruption Pool acts as a bulwark against Fatigue. Whenever you would suffer Fatigue, first remove points from your Corruption Pool, if any are left (this pool recovers one point per hour of quiet contemplation on the nature of corruption).
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The Power of Deduction
Passive — Mundane
Advantage (free reroll) for Intelligence tests.
Discard {Trump}: Once per scene you can make a special Perception test representing your potent deductive facilities. If successful (the target number is hidden), you discover or introduce an aspect to the story, on either the scene or the target of your observations. On a critical success, you may produce an aspect to the story.
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The Queen’s Gambit
Passive — Mundane
Advantage (free reroll) for Intelligence tests involving games.
Add a profession (Queen) to your grimoire for free if you become a ruling queen (of a nation).
: Reroll a Diplomacy, Etiquette, Politics or Intrigue test.
Just take the pawn...
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The Show Must Go On
Passive — Mundane
Advantage (free reroll) for all Artistic tests, including but not limited to, Song.


: Prevent any Condition (list them). Use this ability no more than once per scene.
Inside my heart is breaking.
My makeup may be flaking.
But my smile still stays on.
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The Third Tradition


Passive — Corpus
Keywords: Blood
Adds a servant (Vampire Neonate) to your grimoire.
Enhances Death Threshold [+1/24].
Spiritual +2 (increase fellowship by two for purposes of maximum servants, cumulative) for vampire servants.
: When your Vampire Neonate servant is destroyed, you may sacrifice any human to become a new Vampire Neonate. This is an Illegal (when you use this card around others, risk dishonored, on
) action.
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The Weight of Reputation
Passive — Mundane
: Introduce a character to the story that can help you with any situation. Works best in your home region.
You can use your “
: Introduce” abilities to create Advantage (free reroll) based on the contact and the reputation you’ve cultivated for yourself and all your associates. Of course the contact should be appropriate for the situation (you cannot use a blacksmith to gain advantage in a magical duel).
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The Wolf Within
Passive — Mundane
Adds a technique (Red Talon Strike) to your grimoire. This technique cannot be destroyed.
Enhances Death Threshold [+1/24].
Enhances Light pool [+1/6], and this pool is never affected by the Staggered condition.
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Thieves' Cant
Passive — Mundane
Keywords: Language
Enhances Languages [+1].
Adds a language (Honors Amongst Thieves) to your grimoire. This makes it easier to obfuscate your cozening, knaveries and villainies.
: Introduce a character to the story that can help you with criminal activities.
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Third Eye

Passive — Corpus, Imaginem
Keywords: Mutation
Adds a technique (Astral Sight) to your grimoire.
Advantage (free reroll) for Perception (sight) tests. You can activate an additional
effect.
Eery (may cause disadvantage in social situations).
: Reroll an Alertness, Investigation, Occult or Search test.
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This is the Way
Passive — Mundane
Recovering from Disoriented only costs 4 Action Points.
Risk a {Trump of your suit}: Prevent Disoriented.
While Disoriented you can still take free actions.
: Reroll a Philosophy or an Aeolomancy test.
You were born to the rolling hills and little rivers of the Shire, but home is now behind you. The world is ahead.
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Thoughtful Meditation
Passive — Mundane
Enhances Injury Threshold [+1/16].
You have a simple meditation Ritual to clear your mind. If you perform it, you gain Advantage (free reroll) for any simple test this scene. In addition, you prevent the next 

you suffer this scene.
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Three-Dimensional Memory
Passive — Imaginem, Mentem
Advantage (free reroll) for Perception tests.
Enhances Memory page [+1/8].
Three-Dimensional Memory allows you to mentally record an area you have visited and then later recall it in ultra clear detail. To use this ability, you take a Perception action to record the targeted area in detail (slot these on your memory page). The memory includes what you actually observed, but also any sensations you felt. At any time, you can mentally walk through the scene and recall everything you recorded, but you are also able to discover additional details that you may have missed before. If you pay
, you can take any number of people in your aura (5 paces) with you into a recorded scene (this counts as a targeted spell effect).
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Tiger Spring
Passive — Animàl
Keywords: Feline
Enhances Engagement Limit [+1/4].
: You are Fleet (+1 mobility point, cumulative) this turn (activate no more than once per turn).
Discard {Trump}: Prevent the Surprised condition.
The Tiger Spring talent allows a character to react more quickly than normal in combat situations.
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Timely
Passive — Imaginem
When you act in the Deliberate phase, you gain Mobility Points based on your Intelligence (instead of quickness).
You (and those who travel with you) have a knack for arriving at precisely the right time, even if getting there on time seems improbable. However, you are also sometimes late, even though getting there should have been no problem at all.
A wizard is never late. Nor is he early; he arrives precisely when he means to.
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Tipping the Scales
Passive — Mundane
Proficient with scale armor.
Ignore up to one point of Encumbrance from scale armor (cumulative).
: When tied for a physical opposed test, if you are wearing a scale armor, even if you are the attacker, you win the tie.
There is something mystical about this type of armor that seems to tip the cosmic balance.
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Toss A Coin To Your Witcher
Passive — Mundane
Requirement: Hunter.
Enhances Fate Hand [+2/6].
Your reputation as a hunter precedes you, and can be quite lucrative (you can earn a copper coin in each village you visit if you’re willing to spend some time there). Of course, not all offers are above board or strictly legal.
He wiped out your pest
Got kicked in his chest
He’s a friend of humanity
So give him a rest
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Touch Upon the Font of Creation

Passive — Imaginem, Mentem, Terram
Enhances Gathering Limit [+1/2].
Advantage (free reroll) for Creo spells.
When crafting armor, equipment or shields, you may remove up to one
from your test result.
: Introduce an astronomer or atmospheric scientist to the story.
Somehow you have tapped into a source of Creation Magic, one of the most powerful and most unstable of powers.
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Tough As Nails
Passive — Mundane
Advantage (free reroll) for Toughness tests.
Enhances Injury Threshold [+1/5].
You can slot cards that enhance Toughness, even if other cards say you cannot.
You call that a punch?
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Tower of Iron Will
Passive — Mundane
Your Magic Saves cannot be reduced past 4+ by Penetration. Reduce an opponent’s Penetration by 1 for Mentem spells.
: Sustain a single spell this round.

: You are Indomitable (cannot be controlled and advantage for warding and willpower tests) for the rest of the scene.
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Tracking Sight
Passive — Imaginem
Skilled (+1 die) for tracking tests.
,
: You touch a visible part of a track. Make a Very Hard (18) tracking test. If successful, luminescent prints form to lay out the entire track, even if no longer visible (such as tracks obliterated by weather). These prints are only visible to you. On a critical success, you get an impression of the destination of these tracks.
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Trail of Pain

Passive — Imaginem, Mentem, Vim
Advantage (free reroll) for Tracking tests against targets you personally wounded.
Enhances Death Threshold [+1/24].
Enhances Fatigue Threshold [+1/16].
You can sense living beings in tremendous pain (both physical and emotional) near you (10 paces), and can follow agony like physical tracks. You sense only a general direction and urgency, a Perception test is needed to discern a single sufferer amongst many.
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Trancendance








Passive — Psionic
You no longer age. The range of your telepathy powers is unlimited (although creatures must be on the same plane of existence).
, when you suffer wounds or die: You reform your body (without damage or fatigue) anywhere on the same plane of existence. This take approximately 10 minutes.
Your mind has overcome its physical limitations.
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Trap Initiative
Passive — Mundane
Adds an equipment (Caltrops) to your grimoire.
Your traps cost 2 less AP to place.
, 4AP: Rescue an ally from a trap.
: Reroll a Perception test for detecting traps or a disarm test for traps.
: Reroll an attack by a trap you set.
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True Grit
Passive — Corpus
True Grit doubles the prevention or recovery of
from Professions, Passives, Spells or Techniques when used on you.
: Prevent up to 
.
: Reroll an attack with a projectile weapon.
I aim to kill you in one minute!
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True Love
Passive — Mundane
Enhances Fate Hand [+2/6].
True Love is destroyed if you do not have frequent access to your love, or if he (or she) is never involved in the story. It is destroyed and becomes a permanent Injury should your love die.
Risk {Lovers}: Add a bonus die to any action (this die stacks and ignores maximum dice pools).
You have found (or will find) the one person meant for you in all of creation, and the bond between the two of you cannot be sundered.
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True Shot
Passive — Auram, Herbam, Terram
Adds a technique (Mystic Aim) to your grimoire. This technique cannot be destroyed.
Enhances Ranged pool [+1/6].

: Limit Break (set a single combat pool to
until the end of your next turn) for your Ranged pool.
The True Shot talent allows a character to make a very accurate ranged attacks.
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True Sight


Passive — Imaginem
Adds techniques (Astral Sight, Avoid Spell) to your grimoire. These techniques cannot be destroyed.
Enhances Engagement Limit [+1/8].
Skilled (+1 die) and Advantage (free reroll) for Perception tests involving sight.
, Stance, 2AP: You can penetrate illusions and phantasms with ease. You are simply not fooled by them. While in this stance you have:
: Reveal an illusion to others (effectively stopping the illusion).
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Truest Sacrament
Passive — Alien
Advantage (free reroll) for Fellowship tests. If you pay
, this extends to Imaginem tests for a scene.
Diminishes True Faith [-1].
Truest Sacrament makes dogmatic and close minded followers accept a broader spiritual mindset (note that not only religious followers fall under this category, magi and witch hunters certainly do as well). It makes rituals and spells you participate in seem innocuous and appropriate. It will not cover up truly egregious or spectacular actions.
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Twin Matrix Casting

Passive — Imaginem, Mentem
Advantage (free reroll) for Learning matrix techniques.
You are able to cast spells through an additional matrix (technique). This counts as combining techniques (limited by weapon skill). Their combined complexity is considered to be reduced by 2. However, effects that affect one matrix will affect both matrices.
:
a matrix technique.
A pentagram within a hexagon should give ample protection.
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Two Weapon Kata
Passive — Mundane
Enhances Engagement Limit [+1/4].
Once per scene, prevent
caused by an attack or defense that includes an offhand weapon.
The first time you reveal a Trump in any duel where you’re allowed to use two weapons, you are dealt two Trumps (choose one and discard the other).
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Umbrakinesis
Passive — Psionic
Adds a stance (Reveal the Unseen) to your grimoire. This card cannot be destroyed.
Skilled (+1 die) for Stealth tests.
You can manipulate light, shadows and darkness in your aura (5 paces) with your telekinesis (for example, it is easy to give everyone in your aura advantage for stealth tests).
The perfect power for any emo character.
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Umbral Tether
Passive — Vim
Advantage (free reroll) for Willpower tests.
You can spin a spiritual line, resembling spider silk, behind you as you explore astral space. This allows you to always find your way back to your body. If you pay
, you can attach it to another willing astral form instead of your own body.
Although most magi would never admit it, even they can become lost in astral space.
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Unarmed Mastery
Passive — Mundane
Enhances Light pool [+1/6].
Proficient with unarmed attacks.
You do not suffer the negative effects of the Close trait, and can score critical successes when fighting unarmed. In addition, you may inflict
(instead of
) with unarmed attacks and you can add an additional technique to your unarmed attacks.
Your unarmed attacks automatically have Reliable (advantage for durability tests; never jams or gets stuck). This allows you to parry weapon attacks.
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Unarmed Specialization
Passive — Mundane
Enhances Light pool [+1/6].
Proficient with unarmed attacks.
You do not suffer the negative effects of the Close trait, and can score critical successes when fighting unarmed.
Your unarmed attacks automatically have Reliable (advantage for durability tests; never jams or gets stuck). This allows you to parry weapon attacks.
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Unarmed Training
Passive — Mundane
Enhances Light pool [+1/6].
Proficient with unarmed attacks.
You do not suffer the negative effects of the Close trait, and can score critical successes when fighting unarmed.
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Under Your Skin
Passive — Mundane
Advantage (free reroll) for Intimidate and Taunt tests.
Before any duel, you may attempt to mentally defeat your opponent before the match even begins (you must be able to communicate with your opponent). Make a Social vs. Resistance test. If successful, your opponent loses all uses of Offensive Advantage and cannot use “
:” abilities during the duel.
Enhances Social pool [+1/6].
What’s my name? Say it!
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Unlimited Blade Works

Passive — Terram, Vim
Enhances Parry pool [+1/6].
You can combine an additional technique to your actions if it is both a spell and a technique.
: Prevent Disarmed when using a blade.
: Reroll a Durability test of a blade.
I am the bone of my sword. Steel is my body and fire my blood. I have created over a thousand blades. Unaware of loss, nor ware of gain.
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Unnatural Constitution
Passive — Corpus
Advantage (free reroll) for Disease and Poison tests.
Enhances Death Threshold [+1/24].
: Skilled (+1 die) for a single Toughness test.
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Unphased & Aloof
Passive — Mundane
Risk a {Trump of your suit}: Prevent Staggered.
Enhances Trophy page [+1/6].
Your Catch Your Breath actions do not cause Opportunity Attacks.
: Reroll a Resistance or Warding test.
Whatever, dude!
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Unseen Reloading

Passive — Imaginem
Advantage (free reroll) for Sleight of Hand tests.
: Reduce the cost of a Reload action by 8 Action Points, as you reload off camera. Use this ability only once per scene.
: Reduce the cost of a Reload action by 8 Action Points, as you slip in between scenes to reload.
: Automatically succeed in an Ammo test.
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Useful Little Things
Passive — Mundane
Advantage (free reroll) for Wealth tests.
Your pockets are full of useful little things. Whenever you need something, you can claim you have it, provided it’s not something too unusual, expensive or too large to fit in a pocket or pouch. When you say you have something, the GM is likely to agree, but may overrule you.
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Venom

Passive — Animàl, Corpus
Keywords: Serpentine
Adds techniques (Cobra Strike, Venom Spit) to your grimoire. These techniques cannot be destroyed, and you can use Cobra Strike with weapons.
Once per session, if you interact with poison, chance to gather
(on
,
).
If you cause Poisoned, you may spend
to Limit Break (set a single combat pool to
until the end of your next turn). This effect cannot trigger more than once per scene.
The Venom talent enhances a character’s body with two venom sacs.
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Walk With Hades


Passive — Mentem, Vim
Enhances Death Threshold [+2/24].
, Ritual (requires that you perform a short ritual at twilight), Sacrifice a humanoid being: Attempt to walk the secret road to the afterlife. Treat this like entering an Impossible (22) magic zone. The dead are creatures of almost pure emotion. They are still coherent, thinking beings, but are occasionally possessed of a terrible hate and fury toward the living. When not so enraged, they may answer questions. Stealing souls from Death will likely result in the dispatching of one or more Reapers.
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Wall Running
Passive — Corpus
Mobility +1 (an extra mobility point).
This card cannot be destroyed.
You can run up sheer walls or other vertical surfaces for a limited distance. If you want to run up longer distances, you’ll need steps, ledges, or somewhere you can stop and then use this ability again. If you want to run across a vertical surface instead of up it (to avoid difficult terrain or opponents), you can do so. At the end of your turn, you fall off the wall, whether you made it as far as you wanted or not.
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Wall to Wall
Passive — Mundane
Enhances Block pool [+1/6].
Proficient with wall shields, and you ignore two points of encumbrance from them.
: You can Block for anyone adjacent to you. This does not replace their defense test (if they want to use any). However, this Block as well as any other defense tests must be announced before any such tests are rolled.
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Wander With Purpose
Passive — Mundane
Wanderlust (you can slot a land adjacent to this card).
When you
visit the Wanderlust Land, there is a chance it will
afterwards (not on
). If it untaps this way, you cannot use the same visit ability this session.
: After a trek of at least a day, when arriving in a settlement, make a Very Hard (18) Bargain test. If successful, produce a copper coin.
: Fleet (+1 mobility point, cumulative) this round.
: Introduce a weary traveler to the story.
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War Eternal
Passive — Mundane
As long as you are within 5 days travel (about 200 miles) of a war zone (there need not be active fighting) you have Advantage (free reroll) for every combat test. This ability does not function if you promoted peace today.
Enhances Melee pool [+1/6].
Enhances Parry pool [+1/6].
War. War never changes.
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Warded Man
Passive — Mundane
Add a technique (any warding) to your grimoire.
You can
Warding techniques to gain Absorb 2 (if a source would deal damage, prevent 2 of that damage) against a damage type associated with the ward.
You can pay the Cost of any Warding technique to
it.
: Introduce a discriminatory bias to the story.
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Warg Heritage
Passive — Imaginem
Adds a spell (Borrow Sense) to your grimoire. This spell cannot be destroyed.
Advantage (free reroll) for Perception tests when you either have a servant at your side, or when you are borrowing a servant’s senses.
,
, [when you attack the same target as one of your servants]: Limit Break (set a single combat pool to
until the end of your next turn).
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Warrior’s Mark
Passive — Arcane
Skilled (+1 die) for Weapon Skill tests.
: Attempt an opposed Weapon Skill test to place the Marked condition on a single target in your aura (5 paces). If you fail, you cannot use this ability again this scene. You may only have one mark at any one time and your mark fades at the end of the scene.
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Water Sense

Passive — Aquam
Advantage (free reroll) for non-directed Aquam spells.
You have an innate sense of water flows in your direct environment, and notions of the location of large water bodies nearby.
: Introduce a body of water to the story.
, Stance, 2AP: You have Shift (maneuver one pace; this replaces the random movement after an attack), but only diagonally.
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Way of Bujutsu
Passive — Mundane
You cannot cast any spells or Psionic powers.
You may slot mundane techniques on your Spells page.
All {Knight} trumps in your Fate Hand are considered part of your suit.
, [
(attack)]:
any mundane technique.
I fear not the man who has practiced 10,000 kicks once, but I fear the man who has practiced one kick 10,000 times.
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Way of the Turtle
Passive — Mundane
You can freely rearrange the cards slotted on your Passives page at any time (even in reaction to getting an Injury).
Your armor has Armor Value +1/+1 on hit location: torso and abdomen when attacked from the back.
: Reroll an Acrobatics or Drinking test.
: Introduce a wise (but slightly pervy) sensei to the story.
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Weapon Ace
Passive — Mundane
Offensive Advantage (free reroll or replace) with all {Ace} cards in your hand (when you attack, you may replace the active trump with any ace in your hand).
Risk {Trump}: Reroll a Light, Melee or Ranged attack up to two times.
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Weapon Maintentance
Passive — Mundane
Advantage (free reroll) for Durability tests with weapons.
Discard {Trump}: Reroll a Durability test with a weapon up to two times.


: Limit Break (set a single combat pool to
until the end of your next turn) for Light, Melee, Parry or Ranged pool, but your weapon must make an Extremely Hard (20) Durability test each time you attack or parry with it.
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Weapon Mastery
Passive — Mundane
Advantage (free reroll) for Weapon Skill tests.
Enhances Melee pool [+1/6].
Enhances Light pool [+1/6].
Enhances Ranged pool [+1/6].
Proficient with all weapons, but you specialize in melee weapons (you can add an additional technique to your weapon actions).
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Weapon Specialization
Passive — Mundane
Enhances Melee pool [+1/6].
Enhances Light pool [+1/6].
Proficient with all weapons, but you specialize in melee weapons.
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Weapon Training
Passive — Mundane
Enhances Melee pool [+1/6].
Proficient with all weapons, but you specialize in melee weapons.
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Weather Manipulation


Passive — Psionic
Adds a psionic power (Force Lightning) to your grimoire. This power cannot be destroyed.
You are Fleet (+1 mobility point, cumulative).
You can manipulate the weather with your telekinesis. The weather must not be under another’s control (if it is, you can make an opposed willpower test to break this control, but that will certainly draw attention to you). This is not dependent on your aura, but the changes in weather always start directly above you.
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Weave Fate


Passive — Imaginem, Vim
Advantage (free reroll) for Weaving tests.
Enhances Fate Hand [+1/6].
, Discard {Trump}: Search the Fate Deck for the same value card of another suit. For example, if you discard a Seven of Swords, you can retrieve a Seven of Cups, Pentacles or Wands from the Fate Deck.
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Welcome to the Jungle
Passive — Herbam
You (and by extension your companions) rarely get lost in jungles (or any area of land covered with dense and tangled vegetation).
Jungles are never difficult terrain for you.
: Reroll a Tracking, Survival or Herbalism test while in a jungle.
Isn’t this just a big forest?
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Whip Specialization
Passive — Mundane
You are Skilled (+1 die) for Climbing tests when you use a whip.
When you wield a masterwork whip, you ignore the Unbalanced (-1 defense die) trait and it automatically has:
• Offhand (no penalties when attacking with two weapons).
: The conditions you cause with your whip cannot be prevented this round (activate this before the attack).
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White Mana Affinity

Passive — Mana Affinity
You can only have one Mana Affinity at any time.
Adds a spell (Absorb Daylight) to your grimoire.
You can freely rearrange the cards slotted on your White Mana page at any time (even in reaction to getting an Injury).
Once per session, when you are gathering
, you may have it not count against your Gathering Limit.
: Reroll a Meditation or Research test.
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Why So Serious?
Passive — Mundane
Keywords: Fate
: Before revealing a Trump, look at the top three cards of the deck. Pick one and use it instead of a random trump card.
: Remove a
from any result for a test made by you or an ally (within 5 squares).
: Force a reroll for any test made by an enemy (within 5 squares).
How about a magic trick?
I’m gonna make this pencil disappear.
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Wicked Stone
Passive — Terram
Enhances Death Threshold [+1/24].
Your directed Terram spells automatically have Razor ([Cups]: target is bleeding).
Sticks and stones may shred my bones, but... Nope. That’s it. They shred bones!
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Winning Smile
Passive — Imaginem, Mentem
Advantage (free reroll) for Fellowship tests.
Once per session, after a romantic encounter, chance to gather
(on
,
,
).
Enhances Social pool [+1/6].
The Winning Smile talent causes a character to appear more attractive and desirable.
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Wisdom of the North
Passive — Herbam, Terram
Advantage (free reroll) for Survival tests.
Elemental +2 (increased armor value and ignores penetration from elemental attacks) vs cold.
Your ironwood items automatically have:
• Talisman (Herbam and Terram).
• Dependable (advantage for durability and save tests).
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Wise Man’s Words
Passive — Mentem
Advantage (free reroll) for Intelligence tests.
: Once per scene, you can assist a team mate in your aura (5 paces) without needing to be adjacent to them. This can give your ally Advantage (free reroll) or flank an opponent (feel free to use your imagination).
Use the force, Luke!
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Wizard’s Sigil
Passive — Vim
Enhances Fatigue Threshold [+1/16].
: Your spontaneous spells have Flourish (halve the
this action causes, rounding up) this scene.
A Wizard’s Sigil is a magical signature in a magus’ spellwork, reflecting some combination of his personal style and simple unplanned quirks. Through it, it is generally possible to at least attempt to find out which Magus launched specific spells.
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Wood Skin
Passive — Herbam
Adds a special armor (Wood Skin) to your grimoire.
Enhances Injury Threshold [+1/5].
The Wood Skin talent allows a character to perform a short ritual that toughens the skin, making it look and feel like bark.
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World Domination
Passive — Terram
Keywords: Feline
Advantage (free reroll) for Planar tests.
Higher Learning (reduce the complexity by either 2 or
for the purpose of learning or slotting) — Planar.
Whenever you
a land card, recover
.
: You
one of your land cards.
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Wound Balance
Passive — Corpus
Enhances Death Threshold [+1/24].
Discard {Trump} when you suffer an Injury: Ignore the Injury for 1d6 turns. You cannot ignore it a second time.
: Prevent Knocked Down.
The Wound Balance talent allows a character to temporarily ignore the effects of injuries.
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Wreath of Roses
Passive — Blood
Your astral aura shows a Wreath of Roses masking parts of it. Ignore the first two cards (that are not mana) slotted across your Mana pages for the purposes of being astrally detected.
Enhances Injury Threshold [+1/8].
Whenever you draw a {Pentacles Court} Trump for damage resolution, you may make an Extremely Hard (20) Magic test to add it to your Fate Hand.
: Advantage (free reroll) for the first Blood action you take this turn (announce this before your first roll).
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Yo Ho Ho, And a Bottle of Rum
Passive — Mundane
Advantage (free reroll) for Poison tests (your liver is used to shitty treatment).
Proficient with Molotov Cocktails (you can also craft them). In addition, they do not have the Unstable trait when you use them.
[drink some strong liquor]: You
a Drinking card, then make a Hard (16) Drinking test (becomes harder each time you use this ability) or become inebriated enough for some penalties.
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You Have My Sympathies

Passive — Terram, Vim
Advantage (free reroll) for Attune tests (lands).
Allies in your aura (5 paces) can use any of your Lands with a sympathetic link.
You have a sympathetic link with the Lands slotted in the first slot of any allies’ Lands page within your aura (5 paces).
You can use any Lands to which you have a sympathetic link.
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You’ve Got Mail
Passive — Mundane
Proficient with mail armor.
Ignore up to one point of Encumbrance from mail armor (cumulative).
Reduce the Complexity of any mail armor by
.
: Reroll a Toughness test.
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Zebras Not Horses
Passive — Mundane
You can easily ride any uncommon mundane animal, and are almost always able to find the proper food for it.
While mounted you (and your Mount) are Skilled (+1 die) for Stealth tests.
: Your Mount has Mobility +2 (two extra mobility points) when chased.
: Reroll an Animal Handling or Riding test.
When you hear hooves, think zebras, not horses.
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Zombie Master


Passive — Corpus
Adds a servant (Zombie Lieutenant) to your grimoire.
Enhances Death Threshold [+1/24].
Spiritual +2 (increase fellowship by two for purposes of maximum servants, cumulative) for zombie servants.
Your zombies ignore difficult terrain.
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