Vault
-
As a reaction after making a test, commit one card held in your hand to reroll that test. You must use the new result.\n\nThe rank of the committed card determines your reaction cooldown:\n\n| Card rank | Reaction cooldown |\n| :---: | :---: |\n| Ace | 0 s |\n| King | 1 s |\n| Queen | 2 s |\n| Jack | 3 s |\n| 10 | 4 s |\n| 9 | 5 s |\n| 8 | 6 s |\n| 7 | 7 s |\n| 6 | 8 s |\n| 5 | 9 s |\n| 4 | 10 s |\n| 3 | 11 s |\n| 2 | 12 s |\n\nAfter the reroll resolves, discard the committed card and draw according to the Cartomancer Talent. The Flux cost increases according to how many times Serendipity has been used during the current day.
by ShiroiWani.
Last update July 4, 2026, 3:49 p.m.
-
When performing an action that deals Slashing damage, the character may spend 4 SP to apply the Physical Impaired 1 status effect to the affected target. The effect lasts for 5 seconds. Reapplying this effect while it is already active resets the duration to 5 seconds; the impairment value does not stack.
by mirionos.
Last update Aug. 29, 2026, 3:54 p.m.
-
This armor that gives +1 Vigor but -1 Subtlety and Acrobatics (all Physical) is made out of Sinewsteel laced with treated leather. When worn, the metal tightens just enough to brace the muscles and core, improving endurance and resistance to strain. The drawback is a constant feeling of tension — movements become stiff, and fine motor control suffers. It's favored by guards and heavy laborers who value durability over ease of movement.
by mirionos.
Last update Aug. 29, 2026, 3:54 p.m.
-
When performing an action that deals Slashing damage, the user may spend 5 Success Points (SP) to add one extra Slashing damage dice equal in face count to the action's original Slashing 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 Aug. 29, 2026, 3:54 p.m.
-
This small, metal sphere is filled with a volatile mixture of chemicals that produce thick, white smoke when ignited. When the fuse is ignited, the chemicals explode, releasing a thick cloud of smoke that fills the area and obscures the vision of those behind it. The character throws the grenade, which after 4 seconds causes a 2-meter-radius sphere of smoke to form for 12 seconds. Every meter of smoke obstruing the view on a target causes a malus of -1 on all Vigor or Reflex tests to hit them.
by mirionos.
Last update Aug. 29, 2026, 3:54 p.m.
-
Le personnage peut soutenir une autre créature et lui accorder un bonus au test qu'elle s'apprête à effectuer. Sur un test de Statistique Primaire réussi (choisie par le MJ selon le type de soutien apporté), le personnage donne un bonus de +1 au test de la créature. De plus, le personnage peut dépenser des PS pour remplacer ce bonus par: | PS | Dé | | :-: | :-: | | 2 | 1d4 | | 4 | 1d6 | | 6 | 1d8 | | 8 | 1d10 | | 10 | 1d12|
by mirionos.
Last update Sept. 5, 2026, 9:24 a.m.
-
This small glass vial that when consumed grants +1m/s for the next 20 seconds contains a shimmering, green liquid that seems to shimmer and swirl with an inner energy. The liquid has a sharp, minty aroma and a thin, watery consistency. When the vial is tilted, the liquid moves rapidly, almost eager to be consumed.
by mirionos.
Last update Aug. 29, 2026, 3:54 p.m.
-
When making an action that deals Acid damage, the character can spend 3 SP to inflict one Acid damage dice on all creatures in a 3 meters cone behind the target. The additional dices must have the same number of faces as the action's Acid damage dice. All affected creatures have to make a Reflex test (without using their reaction) which in succeeding it reduces by half the effects.
by mirionos.
Last update Aug. 29, 2026, 3:54 p.m.