Vault
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Commit a card held in your hand and curse a creature for its next test within the next hour.\n\nWhen the creature makes a test, if the test succeeds with a result equal to or above the threshold determined by the committed card, it must reroll the test. The new roll replaces the original result and the curse then ends. It also ends if the creature does not make a test within one hour.\n\n| Committed card | Reroll threshold |\n| :---: | :---: |\n| Ace | 1 or above |\n| King or Queen | 2 or above |\n| Jack or 10 | 3 or above |\n| 9 or 8 | 4 or above |\n| 7 or 6 | 5 or above |\n| 5 or 4 | 6 or above |\n| 3 or 2 | 7 or above |\n\nAfter the action resolves, discard the committed card and draw according to the Cartomancer Talent. The Flux cost increases each time Bad Luck is applied to the same creature. Applying Bad Luck to a creature that is already cursed replaces its previous Bad Luck curse.
by ShiroiWani.
Last update July 4, 2026, 3:49 p.m.
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The character loses 1HP every 5 seconds. Once per hour, one can spend 4AP to negate the effect with a successful Cunning test -10. Once per day, one can spend a hour (during wich the character stop bleeding) to remove the affliction with a successful Cunning test -10.
by mirionos.
Last update April 20, 2026, 2:06 p.m.
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When performing an action that deals Blunt damage, the user may spend 5 Success Points (SP) to add one extra Blunt damage dice equal in face count to the action's original Blunt die. Each subsequent die costs 1 SP more than the previous one (two dice = 11 SP, three dice = 18 SP, etc.).
by mirionos.
Last update July 4, 2026, 10:01 a.m.
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You throw yourself into a sustained body charge, moving at full speed for 3 AP including the AP used to start this action.\n\nFor each AP of the charge, you move up to your movement speed in a direct path. Every creature crossed by this movement takes Blunt damage and is pushed sideways, out of your path.\nAfter the charge ends, you become tired for 1 second.
by ShiroiWani.
Last update July 4, 2026, 3:49 p.m.
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The character gains one minimum HP every time they intent to move in combat situation. Once per hour, one can spend 4AP to negate the effect with a successful Cunning test. Once per day, one can spend a hour to remove the affliction with a successful Cunning test.
by mirionos.
Last update May 1, 2026, 10:11 a.m.
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When performing an action that deals fire damage, the character may spend 4 SP to apply a burning effect to the target. If applied, the target suffers 1 fire damage every 2 seconds for a total duration of 6 seconds. While affected by this burning effect, the target may spend 1 AP at any time during its turn to remove the effect. Reapplying this effect while it is already active resets the duration to 6 seconds; damage does not stack beyond the defined 1 fire damage every 2 seconds.
by mirionos.
Last update May 24, 2026, 2:39 p.m.
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Commit one card held in your hand and resolve the unique effect associated with that exact card from the Cart of Fate effect table.\n\nThe Flux cost depends on the rank value of the committed card, with stronger cards costing more Flux.\n\nAfter the action resolves, discard the committed card and draw according to the Cartomancer Talent.
by ShiroiWani.
Last update July 4, 2026, 3:49 p.m.
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You charge in a straight line toward your target. Until you reach melee range, each charge lets you move up to your movement speed. Once you are in melee range, you continue charging the action. For every 3 meters traveled during the charge, the action's test gains a +1 bonus.
by mirionos.
Last update July 4, 2026, 9:54 a.m.