Abilities
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General
General
Novice
Acrobatics
The character has learned the art of acrobatic maneuvering, having spent time with a theater company, in one of the fencing schools of Yndaros or climbing the trees of Davokar. The nimbleness of the acrobat provides an advantage when trying to withdraw from close combat or when quickly wanting to reach the center of an enemy formation.
General
Novice
Agile Combat
During combat in wooded areas and hilly terrain the distance between opponents can shift quickly, from ranged to melee. The Iron Sworn have developed techniques for handling these rapid shifts between weapon types, and the most skilled among them can dance forth over the battlefield, seamlessly alternating between melee and ranged weapons and using every hostile attack for making counter-strikes. The character is trained in the Iron Sworns’ advanced techniques on how to emerge victorious from skirmishes.
General
Novice
Alchemy
The character is schooled in the mysteries of alchemy. With the right ingredients, the character can prepare various elixirs to help it survive in the dark depths of Davokar. A list of alchemical
mixtures and potions are featured in Chapter 16: Equipment.
In problem-solving situations, Alchemy can be used to identify drugs and poisons and to gain clues as to where they come from. Other than that, the character may attempt to prepare an elixir once per adventure. This attempt can be performed before the start of an adventure or at any appropriate moment during the adventure – for example when traveling through a forest or when passing through a cave where potent ingredients may be found.
General
Novice
Armored Mystic
The templars have developed techniques for performing the miracles of Prios while wearing full armor. When the Knights of the Dying Sun storm some settlement full of heretics or dark spawn, it is far from uncommon to see them blast their enemies and bless their allies while clothed in steel.
General
Novice
Arrow Jab
In the chaos of the battlefield, archers sometimes find themselves dragged into the melee. To handle this, techniques on how to use ranged weapons at close range have been developed. This ability may be used with any kind of bow or crossbow.
General
Novice
Artifact Crafting
The glory days of artifact crafting seem to have passed and the powerful secrets of the old rune smiths are lost. However, even in the shadow of the growing corruption, the creative arts still linger on, if in a more modest way. The character is trained in the art of artifact crafting and can create artifacts of the lower order. Higher artifacts can nowadays only be found while excavating Symbaroum’s ruins, but artifact crafters belong to a tradition that still holds its head high, in spite of shadows and darkness.
The character is also knowledgeable about legendary artifacts and can discern how artifacts work. Artifact crafting corresponds to the ability Loremaster when analyzing artifacts, but it does not affect the use of them.
The artifacts are described in detail in the Equipment chapter, page 123-127
General
Novice
Axe Artist
By tradition, many warriors of barbarian origin carry axes into battle, and among these fighters special techniques have been developed – techniques which make full use of the axe’s potential. In the hands of the character, the axe is an effective tool of combat.
The weapon used must be an axe of either heavy or single-handed model.
General
Novice
Backstab
The palace of Yndaros, the alleys of Thistle Hold and the gloom of Davokar are extremely different surroundings, but they have at least one thing in common: when arguments fail, the blades speak up. The character has learned how to exploit weaknesses in an enemy’s defense, and will not let an opportunity go by without making a Backstab.
General
Novice
Beast Lore
The character is schooled in the lore of beasts and knows the secrets of most monsters. Many monsters possess special abilities and unique attacks as well as weaknesses which are good to know about when trying to bring them down. At higher levels the character must pick a specialization – Abominations, Beasts, Cultural Beings or Undead – and receives further advantages against members of that specific category.
A character with Beast Lore can identify the tracks of many monsters and beings, and use that information to draw conclusions regarding the size and general behavior of the creature – is it hunting, on the run or just passing through?
General
Novice
Berserker
The feared barbarian warriors of Davokar have developed the practice of working themselves into a berserker frenzy before battle. By letting the repressed anger of the heart strengthen its limbs, the character can unleash a fuming rage that, if channeled correctly, might determine which side will emerge victorious from the battle.
General
Novice
Blacksmith
All peoples in Ambria and Davokar have their blacksmiths, which says something about their importance. Master smiths are revered in all cultures, but especially among Ambrians and trolls.
The cost of crafting objects is half of the listed price and if the blacksmith later sells the item, he or she gets the list price in payment. In other words, the profit made by the blacksmith is half the listed price.
This ability may be used once per adventure, preferably during a quiet interlude (or between adventures if that seems more reasonable). Should the item be of a consumable nature (like arrows or bolts), the blacksmith can forge 10 copies at a time.
General
Novice
Blood Combat
The witches on Karvosti understand the power of the blood better than others. These insights have been developed in cooperation with the Guard of the Slumbering Wrath. The dedication and training of the guard allows them to use the power of spilled blood to their own advantage in combat – whether the blood is theirs or the enemy’s.
General
Novice
Bodyguard
High-born Ambrians, rich merchant lords and other potentates surround themselves with bodyguards. Even among the barbarians there are housecarls who serve to protect the life of their chieftain. The character is trained to place him- or herself in the way of painful strikes and lethal blows aimed at the protected person.
General
Novice
Channeling
Some sorcerers and cultists have through exposure to dark powers developed a capacity to endure corruption and to attract corruption that would have affected others. With practice, Channeling may also be used for passing corruption on to others, as a brutal weapon.
General
Novice
Cheap Shot
In the slums of Alberetor’s larger cities, special techniques for self-defense emerged. These techniques are still practiced among the gangs of Yndaros.
General
Novice
Dominate
With nothing but presence, gaze and voice, strong personalities can force weaker minds to bend in the middle of a raging battle. The character is trained in this art of subduing combat. Among the gladiators of Yndaros, this is considered to be a particularly impressive way to win a battle, and it is even regarded as extremely honorable among the barbarian clans to overcome your enemy in such a manner.
In social situations, this ability can also be used to scare someone into obedience and force secrets out of them.
General
Novice
Ensnare
Using weapons like bolas, nets or the long whip, many fighters and hunters of barbarian origin learn to limit the movement of enemies or prey. This skill is also known among Ambrians; flail weapons are, for instance, used in the lengthy show-fights at the gladiatorial arenas and by many bounty hunters. Abducted humans can sometimes be seen wielding chain staffs, making it possible to ensnare the enemy. The character is trained in the ensnaring techniques used to gain Advantage in melee or to capture prey alive.
General
Novice
Equestrian
Heavy cavalry dominates the plains of Ambria, a truth proven time and again by Queen Korinthia when she sent her armored horsemen against stubborn barbarians during the first decade of her invasion. It takes training to be able to use a mount in combat, both for the rider and the mount, but if they're able to work together as one, they become a deadly combination. This ability is also efficiently used by the barbarians of the western plains, who launch raids against the settlements of western Ambria using their horse-drawn chariots.
A character with the Equestrian ability also has a good hand with other kinds of farm animals and the like, and can therefore use the ability to calm agitated beasts, for instance keeping watch dogs from barking.Heavy cavalry dominates the plains of Ambria, a truth proven time and again by Queen Korinthia when she sent her armored horsemen against stubborn barbarians during the first decade of her invasion. It takes training to be able to use a mount in combat, both for the rider and the mount, but if they're able to work together as one, they become a deadly combination. This ability is also efficiently used by the barbarians of the western plains, who launch raids against the settlements of western Ambria using their horse-drawn chariots.
A character with the Equestrian ability also has a good hand with other kinds of farm animals and the like, and can therefore use the ability to calm agitated beasts, for instance keeping watch dogs from barking.
General
Novice
Exceptional Attribute
All the character’s senses, as well as its physical and mental capacity, can be improved. By practicing a little bit each day, the muscles can grow stronger, the eyes sharper and intellect vaster. This ability enhances the character’s basic survival capability.
This ability may be chosen multiple times, each time related to a different Attribute.
General
Novice
Exceptionally Accurate
The character’s Accurate can be improved by practicing a little bit each day. This ability enhances the character’s basic survival capability.
General
Novice
Exceptionally Cunning
The character’s Cunning can be improved by practicing a little bit each day. This ability enhances the character’s basic survival capability.
General
Novice
Exceptionally Discreet
The character’s Discreet can be improved by practicing a little bit each day. This ability enhances the character’s basic survival capability.
General
Novice
Exceptionally Persuasive
The character’s Persuasive can be improved by practicing a little bit each day. This ability enhances the character’s basic survival capability.
General
Novice
Exceptionally Quick
The character’s Quick can be improved by practicing a little bit each day. This ability enhances the character’s basic survival capability.
General
Novice
Exceptionally Resolute
The character’s Resolute can be improved by practicing a little bit each day. This ability enhances the character’s basic survival capability.
General
Novice
Exceptionally Strong
The character’s Strong can be improved by practicing a little bit each day. This ability enhances the character’s basic survival capability.
General
Novice
Exceptionally Vigilant
The character’s Vigilant can be improved by practicing a little bit each day. This ability enhances the character’s basic survival capability.
General
Novice
Feat of Strength
The warrior’s spirit is strengthened in combat, giving him or her miraculous power when needed. The character is one of those who have found this source of aggression within, and know how to make use of it.
General
Novice
Feint
Persons and creatures that lack the will or strength to wield heavy melee weapons have instead developed techniques for feinting. This ability demands a weapon with either the Short or the Precise Quality. Thanks to the skill of the character, these weapons can be handled in a both discreet and confusing manner.
General
Novice
Flailer
Among Ambria’s knights and their squires, the efficiency of jointed chain-weapons has long been known. New ways of using jointed weapons have emerged on the battlefield, and these techniques have been passed on to other warriors. The character has studied the secrets of the jointed weapons and learned to make full use of their potential.
General
Novice
Hammer Rhythm
As a weapon, the hammer is ancient and its brutal simplicity may in the right hands pound forth a deadly rhythm echoing over the battlefield.
The character is one of those who, through training and experience, can utilize the force of the hammer, whether in its single-handed or heavy version.
General
Novice
Hunter's Instinct
Hunters have a finely tuned instinct and when it comes down to it there are few targets – be they criminal, beast or sorcerer – who can avoid the hunter’s projectiles.
General
Novice
Iron Fist
The character is trained to use its strength for maximum effect on a target in melee combat. Knights, members of the barbarian Wrathguard and other heavily armed warriors rely on their strength in combat and leave precision and finesse for others to worry about.
General
Novice
Knife Play
The use of knives is common in the slums of Yndaros; short blades have advantages when fighting in narrow alleys, down in the drain-tunnels or inside buildings. A special fighting technique has emerged from this, commonly called Knife Play. The skills have spread across Ambria to be employed wherever combat is waged in restricted spaces.
Knife Play may only be performed with knife-like weapons, i.e. sticking or cutting weapons with the quality Short.
General
Novice
Leader
There are many who fight their way to a leading position, but there are few who get pointed out as true leaders by the people they are meant to lead. If equipped with this ability the character is an inspiring, charismatic and eloquent person whom others listen to and whom they follow, sometimes to their death.
Outside of combat, the Leader ability can be useful to seize command over a group of strangers, organize a militia and the like.
General
Novice
Loremaster
The character is educated and well-versed in the ways of the world: its cultures, its history, languages and artifacts. For centuries heroes, monsters and kingdoms have come and gone and left behind powerful items and secret texts. This ability represents knowledge about such objects and through extensive studies a character with this ability knows not only the story of the object but also its properties and applications.
The Loremaster ability also makes the character skilled at researching in libraries, records and administrative documents, something which might be very useful when faced with those kinds of problems and puzzles.
General
Novice
Man-at-Arms
A real warrior carries armor and is trained in how to move and fight while doing so. This is true among Ambrians and barbarians alike, even if the most heavily armored warriors usually are of Ambrian stock. No matter whether the armor is made from leather or steel, the Man-at-arms ability gives the character an increased protection against hostile strikes and blows.
General
Novice
Mantle Dance
Among Ambria’s fencers, shields are regarded as awkward and barbaric, making the parrying dagger a more fashionable tool for defense. Another school has gone one step further and developed elegant techniques that turn the fencer’s mantle into a dancing shield.
The character may use his or her free hand along with a mantle or similar sheet of cloth in Defense. When used by the character, the sheet becomes a sweeping and hypnotic shield that can confuse or temporarily blind the opponent.
General
Novice
Marksman
Marksmen have their natural position in every army, scouting party and band of brigands. The character can inflict serious damage on its enemies with a bow or crossbow, hoping to either bring them down or at least make sure that they do not reach those of the character’s allies that are equipped for melee combat.
General
Novice
Natural Warrior
A sword or a bow is not always needed to fight. Through long and hard training, the character has become a dangerous opponent even when unarmed. The barbarians of the forests have proud traditions of wrestling and boxing. Another example is the fighting style developed in the gutters of eastern Yndaros, a style that nowadays can be seen at the Dome since a pair of the city’s renowned gladiators have embraced its techniques.
General
Novice
Opportunist
In the midst of battle, weak spots are exposed and can be exploited. This fact is known to experienced warriors in both Ambria and Davokar, who have taught others how to make use of such opportunities.
General
Novice
Poisoner
Davokar hides many alchemically potent and poisonous plants, and the character is familiar with the effective use of poisoned weapons in combat. Poisons can be purchased from less scrupulous peddlers, but to actually produce poisons require some understanding of alchemy (the Alchemy ability).
The Poisoner ability can be used to identify different poisons or the effect of a poison on a wounded or dead person.
General
Novice
Polearm Mastery
The character is initiated in the secrets of long-shafted weapons. The spear is a simple weapon and anyone can quickly learn how to make good use of its length. For this reason, the militia armies of the plains and forests are often armed with spears.
The character’s advanced skill with long weapons really shows that a simple shaft of hardened wood can be a fearsome weapon in the hands of a trained warrior.
General
Novice
Pyrotechnics
In Ambria, advances within the field of alchemy have led to the use of alchemical weapons. The secret agents of the Queen are known to employ such devices when combating the enemies of the realm or escaping from hazardous situations. The character can use special elixirs to blind or otherwise weaken the enemy. Note that the master level of the ability Sixth Sense makes it possible to act normally despite being blinded; Sixth Sense does not affect any other effects from Pyrotechnics.
General
Novice
Quick Draw
Dealing the first blow can decide the outcome of a battle, and with this ability the character has an advantage when an unexpected ambush happens. The character also becomes a much more dynamic warrior, able to quickly switch weapons depending on the demand of the situation – a skill particularly appreciated among barbarian skirmishers and Ambrian archers.
General
Novice
Rapid Fire
Archers in Ambria and Davokar have developed techniques for rapid firing. In essence, if right-handed, they place the arrow on the right side of the bow instead of on the left, and draw several arrows at a time from the quiver to hold them in the left hand. This way, arrows may be knocked, aimed and fired in a single motion, meaning that they can be launched one after the other – truly bad news for poorly armored targets.
The ability requires that some kind of bow be used in combat.
General
Novice
Rapid Reflexes
Rogues do not have much in common, besides that they all are survivalists – either because they are quite fond of being alive or in order for them to keep striving for their goals. This will to stay alive has resulted in the development of various ways to avoid being damaged.
General
Novice
Recovery
Meditative techniques have been developed among both Black Cloaks and Mystics that provide them with strange bodily capabilities. The character can use its inner power reserves with an almost magical self-discipline to rejuvenate the energy of its body, even when in the midst of combat.
General
Novice
Ritualist
The character has learned how mystical powers can be channeled through rituals – powerful but time consuming magical practices. This knowledge may come from studying under a teacher or from self studies with a ritual codex.
The character suffers one (1) permanent Corruption from each ritual it learns, except if the ritual belongs to a mystical tradition practiced by the character (Wizardry, Theurgy or Witchcraft). In the latter case the character is spared the blight of Corruption.
When it comes to performing rituals, the character suffers 1D4 temporary Corruption if the ritual does not belong to a tradition he or she has mastered. Performing rituals covered by the character’s tradition only gives one (1) point of temporary Corruption.
The Ritualist ability makes it possible for the character to recognize what ritual has been performed by examining symbols and components remaining on the scene, and also to deduce the effects of the ritual, even if he or she has not mastered it.
General
Novice
Rune Tattoo
The rune crafters of Clan Vajvod in eastern Davokar often tattoo themselves and their allies with powerful runes. These runes seem almost alive and glow red-hot when activated in combat. The character carries such tattoos, either self-made (requires the ritual Carve Rune Tattoo) or granted to the character as a gift or a reward, likely for a service of great importance for the symbolist
who made it.
Rune Tattoo requires that someone uses the ritual Carve Rune Tattoo on the character. If the character has the ability from the start, the tattoo is already in place.
General
Novice
Shield Fighter
The character is trained in how to make good use of his or her shield, but also in how to actively fight using the shield as a weapon. Behind the protection of the shield, the character can generate a great momentum to fuel its attacks, as well as strike with the shield itself. This is an effective combination which probably explains why it is so common among both barbarian and Ambrian warriors.
The buckler, the light shield usually utilized by archers, is too light to be used with the Shield Fighter ability. The warrior has to carry a sturdy shield made of either wood or steel to generate the required amount of force.
General
Novice
Siege Expert
In Ambria, wars are fought in two ways: on the battlefield and through sieges. Siege weapons are used in both cases. This ability covers the use of ballistae, siege towers and catapults, and also the skill to construct these contraptions from the ground up. A siege expert can plan and organize the digging of protective trenches and tunnels for the purpose of undermining an enemy’s walls. Added to this is the use of alchemical battlefield weapons: alchemical grenades, breaching pots, missile batteries and alchemical fire tubes, both stationary and portable.
All siege and battlefield weapons are described in the Weapons’ section, starting on page 110.
General
Novice
Sixth Sense
When moving through dark forests and underground tunnels, one’s eyes are no longer very useful. Lighting a lantern or torch may summon dangers, so the explorer had better learn to rely on his or her other senses. With dedicated training it is possible to awaken these other senses and sharpen them to the brink of eeriness. The Sixth Sense ability provides the character with unique capabilities when fighting at a distance or in situations where eyesight can no longer be trusted.
A character with Sixth Sense may under calm circumstances navigate unhindered in dim light, as well as maintain a sense of direction in complete darkness, though at a pace of only a quarter of its normal, daytime speed.
General
Novice
Sorcery
The character is one of those who are arrogant or desperate enough to cling to the darkness. While other mystical traditions do everything they can to avoid the soul-eroding powers of Corruption, the sorcerer chooses to do the opposite.
The powers and rituals of Sorcery rely on the force of corruption and the possibilities of the taint. The sorcerer must always balance between grasping the black power that is just within its reach and remaining independent of the darkness. Most sorcerers realize that their chosen path only holds one possible end, and the most depraved among them have already come to terms with this, seeing their final and inevitable enslavement as some sort of salvation.
General
Novice
Staff Fighting
The apparent simplicity of the staff tends to mask its versatility as a weapon, which is demonstrated by skilled staff fighters, often found among Davokar’s elves and the ascetic staff mages who use their rune staffs for fighting if the situation demands it. There are also staff fighters among the barbarians, often using the Pike Axe as a weapon (the same weapon called a Halberd in Ambria). The question of whether or not these fighting traditions have a common origin is redundant; they are all equally effective – something a character with this ability will be able to demonstrate.
Staff Fighting may be performed with all Long weapons – staff, spear, halberd and pike. Also the more exotic Chain Staff can be used. Moreover, staff fighting techniques are especially useful for anyone using them with the simplest of all Long weapons – the wooden staff.
General
Novice
Staff Magic
The staff mages were once the guards of the Symbarian emperor. after the fall of the last emperor, they retreated to their castle deep inside Davokar, hoping to reform their weakened order. To them, they were to blame for the fall of Symbaroum; they failed in their duty because they focused more on titles, intrigues and status than on protecting the empire.
The reformation gave birth to the order as it is today, its members appearing as simply dressed and taciturn mystics with astounding powers. The character is one of the chosen, given a rune staff and the task of restoring the former grandeur of the order by crushing the darkness and placing the rightful heir of the last emperor on the Throne of Thorns in Symbar.
The staff mages are an elite order, placing high demands on recruits from the start; only the most promising mystics can ever hope to battle darkness as members of their order.
General
Novice
Steadfast
Mental disciplines and stratagems for resisting improper influences have been developed among the ranks of the Templars and Black Cloaks. Also among Mystics there are individuals who study the art of resistance. The character has a mind as hard as steel, inspiring it to fight on even against insurmountable odds.
Mystics rarely succeed when trying to hurt or seize control of the character’s senses, and sometimes a truly steadfast character manages to defend itself mentally and even turn the magic back on its caster.
General
Novice
Steel Throw
There are traditions and groups whose representatives have practiced the art of the thrown weapon for generations. Throwing knives are for instance common among thieves and thugs in the cities, and in the woods many clan warriors are equipped with throwing axes or spears. In fact, most barbarian fighters (especially those within the clan of Zarek) regularly use throwing weapons as part of their melee combat tactics, unleashing a shower of steel just before they charge into the fray.
General
Novice
Strangler
The character has been initiated into the dirty, but sometimes necessary, art of strangulation. This fighting technique has a bad reputation among Ambrians and barbarians alike, but that does not mean that it is not widely desired by those who want enemies or their guards discreetly taken care of.
With this ability the character can do a lot of damage to an unprepared or slow enemy with either a garrote or, if more advanced, with the alchemical Choking Spores.
General
Novice
Strong Gift
There are many myths describing the origin of mystical powers, and all established traditions are quick to state that theirs is the oldest, or at least nearly as old as the mystical practice itself. Whatever the truth may be, many believe that it was self-taught mystics with an especially perfected or strong gift who founded the first traditions.
The Strong Gift – innate or acquired through trials and practice – can still be found with some mystics. For one thing, the gift provides a singular resistance against the corruption of the world. It also endows the mystic with the ability to use improvised mystical powers, at a high cost in corruption.
General
Novice
Sword Saint
Among Ambria’s duelists, there are those who have achieved an almost mystic symbiosis with their fencing swords, who handle their weapons as if they were extensions of their body and soul. The Sword Saint techniques may only be used with a fencing sword (or other single-handed sword with the quality Balanced). A parrying dagger or the ability Mantle Dance may also be used in combination with the sword, but Sword Saint cannot be combined with the ability Twin Attack to gain additional bonuses to damage.
General
Novice
Symbolism
Symbolism was developed in the east, beyond the Ravens, in what the symbolists call “The first city of humans” – a place of myth, lost somewhere in the vast deserts of the eastern wastes. Nowadays, the symbolists gather in Vajvod, in eastern Davokar, even though some of them travel far and wide in their search for knowledge of runes, signs and symbols. The basic assumption of the symbolists states that the world consists of signs and symbols, and that it therefore may be affected and influenced by altering signs and symbols which represent its diverse features.
The powers of Symbolism are created by drawing or writing. More fanciful procedures are also possible, like embroidery, etchings or weaves. Procedures aside, the power of the symbol is released by the symbolist’s command, and the symbol vaporizes when its power has been unleashed.
Creating a symbol gives no corruption but when it is activated the one who uses it suffers one (1) point of temporary corruption.
General
Novice
Tactician
According to Ambrians, knowledge is counted as one of the highest virtues. It is hardly surprising that Ambrian scholars have studied smaller skirmishes and self-defense meticulously to see if the tactics of battles can work on a lesser scale and among different groups. The result is an art of warfare governed by principles and calculation, which over time can out-maneuver even the most aggressive of attackers. The character is trained in this scholarly warrior tradition.
A schooled tactician may also use this ability to analyze a tactical approach and find both its strengths and weaknesses. This can be done for offensive purposes when facing a hostile group or defensively, to establish a strong defense.
General
Novice
Theurgy
Theurgy is the mystical teachings found among the chosen priest mages of the Church of Prios. Theurgy is the doctrine of the inner flame, where the ember of the soul is seen as a reflection of the divine and life-giving light of the sun.
General
Novice
Trapper
Traps have been used since ancient times and in Davokar they are particularly useful. Among barbarians, the art of trap-making is known to many and even Ambrians venturing into the woods know to appreciate a good trap. The character has realized that monsters and abominations are best combated after having been caught and fettered.
Trained trappers can deploy and disarm both mechanical traps and alchemical mines. Furthermore, when the need arises, the character can quickly manufacture improvised traps from materials at hand.
See more on the rules regarding traps on page 102.
General
Novice
Trick Archery
Trick shooting with bows and crossbows is highest fashion in Ambria, as appreciated at shows as it is effective in combat. Trick archers are not very many, since most people lack the patience for honing their skills to such an astounding degree. The character is one of the few who have dedicated their lives to mastering the bow or the crossbow.
General
Novice
Troll Singing
The mystical tradition of trolls is expressed through singing, sometimes accompanied by music played on horn, flute or pipes. According to the trolls’ educational songs, the tradition stems from the kauking singing style that trolls use to communicate over long distances in the Underworld.
General
Novice
Twin Attack
Barbarians, Ambrians and goblins all have fighting techniques involving the use of more than one weapon. The character has learned how to fight with two weapons, an advanced but effective technique that gives the warrior an offensive advantage. Twin Attack is especially effective against lightly armored targets.
General
Novice
Two-handed Finesse
Most people fighting with a two-handed weapon rely on its considerable weight, but there are also those who cultivate the ability to wield huge two-handed swords with great finesse. Those who possess this ability belong to that category, and can use the length of the weapon to combat all sorts of opponents.
General
Novice
Two-handed Force
The knights of Ambria as well as the Wrathguards of Karvosti dress themselves in steel from head to toe and have realized that with that much armor, they are free to focus on dealing massive amounts of damage.
Heavy two-handed weapons rest comfortably in the character’s callused hands and can have an astounding damaging effect on all sorts of targets. Heavy weapons are extra effective against heavily armored enemies.
General
Novice
Witchcraft
From the deep soils and wild spirits of Davokar comes the tradition of witchcraft. For generations, its teachings have been passed on to witches who, alongside the chieftains, have led the people of the forests through mishaps and triumphs alike. Surely, it is the primal powers of witchcraft that enables the barbarian clans to live within Davokar.
General
Novice
Witchsight
By way of the shadows surrounding creatures, locations and objects the world’s deeper conflicts are observable for a character with the Witchsight ability. To open up one’s mind in order to examine the world of shadows can provide invaluable insight but it also entails great risk: the more open the mind is and the deeper the insights are, the greater is also the risk of becoming tainted by the darkness of the world – so great in fact, that masters of this ability seldom uses it to their full capacity.
As previously stated, the color of the Shadows can give the character clues regarding the spiritual alliance of the inspected creature (see Shadow & Corruption, page 174). The Game Master manages the nuances and powers of the Shadows and describes what the character sees with its Witchsight.
General
Novice
Wizardry
Wizardry is taught by Ordo Magica and is a tradition whose practitioners are well-versed in the mysteries of fire, the will’s triumph over matter and the labyrinths of the senses. To wizards of the Order, these phenomena are intimately connected.
General
Novice
Wrestling
Wrestling is popular among warriors, appreciated for educational purposes as well as its entertainment value. Hence, wrestling matches can be seen in the arenas of Ambria’s larger towns, in army camps among bored soldiers and on the battlefield amidst swinging swords and axes. The character is trained to wrestle, both with and without the protection of armor.
The trait Robust adds a bonus to Strong when throwing an opponent or resisting being thrown: +2 at novice level, +4 at adept level, +8 at master level. Robust gives no bonus if some other attribute besides Strong is used.