Sc: You can diagnose and treat most injuries, and tend to carry supplies and tools to handle most smaller problems. You can perform surgery, especially if others are willing to do exactly what you say, and you have a clean environment. You carry a certain social respect as a healer, doctor, or a medic. You may use modern techniques, folk healing, or magic-assisted medicine to accomplish this, depending on your approach.
Sp: You can spend one luck to perform a miraculous surgery, treating someone as if you were in a fully equipped hospital in any situation simply by making do. This typically isn't magical - you have to be resourceful - but whatever cobbled together approach you try tends to work.
Sp: Once, you can spend one luck to play God, performing an incredible feat of healing that keeps someone alive stable even when, by all rights, they should be long gone. Typically, this allows them to sleep but do little else, though they may occasionally be capable of sitting up, speaking a little, or eating. It may be possible to restore them completely, but this ability makes no promises about this. Refresh this when the first beneficiary of this ability passes away.
Rf: Once per expedition, if you take a moment to give badly needed medical care to someone, outside of the scope of your mission, you can restore one luck to an ally.


Sc: You're strong! You can hammer down doors, hold up gates, climb sheer cliffs, and generally perform at the peak of human physique. If a bunch of small fries come running at you, you can send them all flying! Your look and how you carry yourself likely presents a certain aura of don't-mess-with-me-ness.
Sp: You can spend one luck to match strength against something that really should be out of your league. Unless you do something clever, you likely don't get one up on it, but you can often hold it back or wrestle it to a stale-mate. This can work against opponents that aren't really physical, too: You can push back barriers, or pin a tide of darkness into a jar.


Sc: You can get into and out of places stealthily and with ease. You quickly identify guard patrol routes and hazards in your way, and you quickly notice whatever traps and alarms might slow you down. You can defeat locks and mechanisms that you can pry open and get your hands on.
Sp: When you plan an infiltration, you can spend one luck while researching the mission and formulating your plan - if you do so, you learn of three serious obstacles you will face during this mission, and these are the only ones you won't be able to handle trivially. (That is, your plan only needs to really worry about three things.)
Sp: When you would normally be caught while sneaking or escaping, you can spend one luck to miraculously hide, evading attention until the danger passes. For each additional luck you spend on this, another ally can miraculously hide along with you.


Sc: You command others with authority and wisdom. If you hold a command post, your subordinates are well-trained, respect you, and are capable of t"holding the line" - things don't get worse when you have to handle other matters. If you don't hold a command post, you're still essentially good at ordering others around - whenever you take charge of a situation, you can use this skill and these abilities.
Sp: You can spend one luck to send a named subordinate on a mission - choose a single skill. While off-screen, they act with the full power this skill affords them. This luck can't be regained until the mission ends. You can free up the ability to regain it early - if you do so, your subordinate is forced to abort the mission early, or is called back.
Rf: Once per expedition, if you agree on a plan with your party, after the plan is carried out, you can restore one luck to an ally.

Wild Card

Sc: You can handle yourself in disasters by trying something and hoping - pulling levers at random, telling a brazen lie, and generally slamming on the accelerator when you ought to be hitting the brakes. Essentially, when you try something crazy and wild, and tensions are high, Wild Card has your back.
Sp: Once per expedition, when tensions are high, you can spend one luck to have an unbelievable stroke of luck. Falling off a cliff onto a passing flock of giant birds, for example.
Rf: Once per expedition, when you have a moment of calm for everyone to catch their breath after a disaster, and the smoke clears, you can restore one luck to an ally.


Sc: Roaring engines, fist-fights, and precipitous drops - you thrive on high energy, high speed, and high adrenaline. Thrillseeker benefits rolls that directly face against great danger - whenever you take a wild risk, especially one that dares your opponents to stand up to it, Thrillseeker's watching out for you. It also benefits all rolls made on top of something that is traveling very fast or something that is exploding. People with Thrillseeker are recognized by others as beasts of danger - those of your kind respect you, those that are close to you worry about you, and everyone else might be a little afraid of you.
Sp: When you begin play, the GM secretly rolls a die, recording the result. This number is kept a secret. If you kiss someone, they learn your number, but can never tell you, or inform you of it out of the game.
Rf: Once per expedition, when you take an incredible, mortal risk, you can restore all luck to other members of your party. If you do so, the GM subtracts one from the secret number: if that number is now '0', you or someone else in your party dies in an ensuing disaster. If the number is not, you survive, and are successful in taking the risk.
Rf: Once per expedition, when you listen to someone else's advice and back down, you can restore one luck to an ally. If you do so, you can no longer use the above ability.

Okay, But What If I Don't Die

If you're in a game where you want to take Thrillseeker, but it's not really a game where your character can die, you can change it to only badly injure you (IE, requiring hospitalization and rest) if the number hits 0. If you make this change, the ability only restores all luck to one ally, instead of your whole party.


Sc: You have a connection with the other-worldly and the supernatural - when you meet an otherworldly entity, you get a sense of it desires and its motivation, and can generally communicate in some fashion. You perceive the extraordinary. You and those with you have unusual resistance to evil magic and spiritual influence, though this may at some times require your active protection. When you take this skill, you can choose a specific connection for it, such as "The Dead" or "Nature" - if you do, this skill extends, to some degree, to even natural members of that class - animals shy away, and you can sense certain things even from the restful dead, for example.
Sp: You can spend one luck to create a seal - after performing suitable ceremony or actions, you can prevent a magical being from escaping its current location. This seal can only be broken by an Ace, and it can't be broken by the entity you just trapped.
Rf: When your connection communicates a desire or an injustice to you, you resolve it, and it creates a moment of peace, you can restore one luck to an ally.


Sc: You're at the cutting edge of technology. You immediately grasp complex machines and the latest theories, and can speak, on good if not even footing, with a scholar of just about any field. You know how parts fit together, and this helps you in repairing and dismantling any technical system you find yourself in front of. When you take Invention, choose a field - that's the sort of thing you make, whether it's chemicals, robots, computer programs, engines, or so on.
Sp: You can spend one luck to take a useful invention you've been working on out of your pack. An invention does one thing - you have to be able to describe it in reasonable specificity, as "it's an x that does y".
Sp: Once per game, in your workshop, you can spend one luck to design a masterwork - a tremendous, world-shaking invention that you will become instantly famous for, as soon as you construct it. Your Masterwork is always feasible to build, but doing so may be very difficult.


Sc: You have the grit, skill and knowledge to survive in the wilderness - to track beasts in snowstorms, to blaze new paths through jungles, and to find food in the strangest of places. You know the names and natures of useful and hazardous flora and fauna you come across, even if they're only known by legend. Those who don't have your skills have a difficult time keeping up with you.
Sp: When facing off against an opponent in the wilderness that hasn't seen you yet, you can spend one luck and create a Vicious Ambush - by luring them into a trap, or simply by striking from hiding. In addition to whatever other effects your ambush has, targets you catch unawares with this ambush take +20% damage in any ensuing battle. If you lure an Ace into an ambush, you have to succeed at least one skill check against them to gain this bonus. Do this once per expedition.
Sp: Once per expedition, you can cure someone of a condition outside of battle by making them eat something funny.
Rf: Once per expedition, you can use a surprising property of the local wilderness to feed someone, treat an injury, or otherwise solve a small problem. When you do so, you can recover one luck to an ally.


Sc: Your personality easily commands the attention of a crowd. In some way, you're a performer at heart - whether on stage, giving political speeches, or merely racing across rooftops, people pay attention! Your name is well known in circles that you move in, even if opinion on you is divided.
Sp: When you succeed a skill check against an Ace that makes that Ace look bad in front of others, you can spend one Luck to instantly reduce that Ace's pressure by 20.
Rf: One per expedition, when you receive applause from an audience, you can restore one luck to an ally.


Sc: You're a charmer. You brighten the room and draw attention whenever you walk in, and you're capable of smoothing over most situations with a few words and assurances. Depending on how you take this skill, it can be insincere, based on false presentation and quick-talking, or it can be the genuine appeal of a gregarious character.
Sp: You can spend one luck to make a new friend in some organization or place you have social contact with, typically when off-screen. Your new friend won't move heaven and earth for you, but it gets you a foot in the door for gathering information, navigating society, and so on.


Sc: You hold a special place in society that sets you among the social circles of the movers-and-shakers - if not royalty or nobility, you hold some claim to fame that means that you can have a meeting arranged with just about anyone and receive hospitality nigh anywhere you go. You move with ease in high society, and tend to have a natural understanding of higher politics on a personal level.
Sp: Once per Ace, when an Ace causes you difficulty, you can spend one luck and force them to treat you with hospitality and respect your status - you tend to get captured instead of killed, people are willing to sit down with tea with you, that sort of thing. This doesn't mean that they stop acting against your interests, but it means that they will treat you with decency while they do so, at least until you attack them.
Sp: Once per game, you can spend one luck and call for reason - causing groups that are otherwise mortal enemies to slow down and treat each-other peacefully, even when this seems completely unreasonable. Both parties have to at least nominally respect your status. When this peace is either formalized in a treaty or betrayed, you regain this ability.
Rf: Once per expedition, when you and another party member have a chance to enjoy the comforts of high society, you can restore one luck to an ally.


Sc: You're a criminal, and not a dumb one. You recognize all the little signs of what's really going on somewhere - the hints of crackdowns from one gang, of the police force being on the take, and you recognize when something is wrong. If you don't know how to meet a given figure in the local criminal underworld, you can generally safely find out. Choose your criminal background when you take this skill - those that aren't Aces can't stop you from pulling off a job or a little grift, when it comes to that.
Sp: When you have the chance to investigate a city, you can spend one luck - after listening in a few key places, and maybe buying a drink or two, you can come away with a really good understanding of the power dynamics: who's really in charge, who's rising, and who's falling.
Sp: Once per expedition when a problem arises, you can spend one luck to have it handled - you've already managed to get your hands on whatever's needed. This doesn't apply to objects of extreme power and importance, unless they have recently been in your possession.


Sc: You're learned in a breadth of knowledge - historical, mystical, scientific - often with a special knowledge of the very edges of knowing and the understood. You can read most ancient scripts, and you may even speak them. When you do encounter something that you haven't studied, you typically know the best resource to consult, or the best expert to seek - you're just away from your library right now, is all.
Sp: You can spend one luck and recite the scientific name of a monster or paranormal entity - if you do so, you can recount a useful fact about it, typically pertaining to one of its weaknesses.
Rf: Once per expedition, when you encounter something completely unknown in the current world, you can recover one luck.


Sc: You're possessed with a never-say-die determination - half physical resilience, half iron-clad will, you shrug off even world-ending adversity that keeps you from your goal. Injuries and sicknesses are ignored. The worst of snowstorms are grounds for a strained smile, at worst. Though you might maintain a facade over it for the most part, when you truly become serious, you have a sort of air and aura that impresses upon those around you that you may well be more force of nature than human, in some way - people like to be with you, not against you.
Sp: In some fashion, you survive absolutely any catastrophe. Whenever something bad would normally happen to you, you can instead be taken off-screen - when you return, you're no worse for wear.


Sc: You're a beast of luxury and fortune: When you're up, you give the impression of leading a charmed life, with an aura of personal magnetism that hints at the full glitz and glamour the world has to offer. You move in big circles, and those circles know you well - you're probably on a first-name basis with others who favor the opulent life, whether they're crooked or straight. Regardless of your budget, you seem to manage to live a little better, and a little fancier, than everyone else.
Sp: When you resupply, you can wager some of your budget in high-stakes gambling. Stake any amount of budget, and make three CoS 80 result checks, with the option to double your stake after each check. If all three checks are passed, then increase the budget for the next expedition by the stake - if any are failed, the stake is lost, instead. Gamble only once per resupply.


Sc: You're skilled in intrigue: In understanding the conspiracies and bonds of power that surge underneath the surface, in easily adopting alternate identities, in listening at doors, in breaking codes, in lifting documentation on false pretenses. This might imply professional training and a support structure, or you might be a free agent.
Sp: When you have an opportunity to poison one or two people (By close, unguarded contact, or by accessing their food or drink) you can spend one luck and poison them with a sleeping drug - they'll sleep until you're done what you need to do, with no after-effects.
Sp: When false documentation might be useful, and you might feasibly have prepared some in advance, you can spend one luck and produce the necessary papers. They'll pass immediate inspection.
Rf: Whenever you successfully blackmail someone, restore one luck to an ally. Use this ability only once per target.


Sc: Your reflexes and agility are second to none: Whenever you need to move someplace quickly, or react quickly, Agility says you can. You can bound effortlessly from roof-top to roof-top, scale any surface that has some sort of holds along the way by bounding or climbing, and lose any but the very best in a pursuit. Your reaction time is incredible - your ability to shout "This way, now!" is a powerful asset to your party in a flash.
Sp: When you're someplace that would be difficult for your party to join you at, spend one luck - you make an easy route for them to regroup with you, somehow. The first use of this ability each expedition is free.


Sc: Your keen intellect and fine perception make you a force to be reckoned with. You pick up on small details that offer up a wealth of information to those who know how to look, and you possess an excellent corpus of world knowledge that equips you to make the necessary connections. You're skilled both in investigating specific sites, turning up any clues that might be hidden there, and in doing research and footwork - chasing down leads, asking questions, looking through archives. You likely have some connections to the legal system - if not as a formal detective, you at least have a contact or two that you share information and insight with.
Sp: When you glance over something or someplace, you can spend one luck - if you do so, it offers up a clue to a matter of interest to you. Your first two uses of this ability each expedition are free.
Rf: Once per expedition, when an Ace who has taunted you suffers a comeuppance at your hands, restore one luck to an ally.


Sc: You've got skill at living in the margins of society - probably not criminally, though you almost definitely know a few - but you're well-connected to the network of friends, favors and odd-jobs that keep the life outside the spotlight circulating. You know who to talk to when you need something, and people tend to open up to you about their problems. You can always find a roof over your head, and tend to be the first to hear about something new happening in town. Even when you move someplace new, you tend to form your network there fairly quickly, too.
Sp: When you meet someone new, you can spend one luck - you've recently done a small favor for them or someone they know. It breaks the ice!
Sp: When something bad happens to someone outside of your party, you can spend one luck - the trouble ends up falling on you, instead.
Rf: Once per expedition, when you make someone's life better in a way outside the purpose of the expedition, you can restore one luck to an ally.


Sc: You're good at keeping groups of people going - through compassion, attention, and hard work. Spirit's always higher when you're around, and people tend to rely on you - both in a crisis, and both day to day. Care helps out whenever you're directly helping out your friends, especially in quieter times, and especially when long periods of hard work and attention are what's needed. It also applies to any effort to restore or increase morale, or to provide aid to the suffering.
Rf: Once per expedition, when you cook or brew something for someone, restore one luck to an ally.
Rf: Once per expedition, when you're victorious in battle, restore one luck to an ally.
Rf: Once per expedition, when your party experiences a loss, restore one luck to an ally.
Rf: Once per expedition, when you have physical contact with an ally, restore one luck to them. (A pat on the back suffices.)
(That's right - four refreshes. And they're all really easy.)


Sc: The weapon and tools with your mark on them are of the number of the best in the world. You're a virtuoso in your workshop - you take to the heat of the forge like a fish takes to water, and your work is strong, dependable, and sought-after. Your craft is suitable for the most serious of purposes - weapons to slay any monster, cannons for the heaviest of shot, and chains suitable for any binding ritual, among others. When anything you make is tested, you can apply your Smith skill for the check or to assist with that check.
Sp: When you use special materials to make a powerful weapon, you may spend three luck - name a monstrous foe your weapon is particularly effective against. This weapon has Accuracy I against non-ranked enemies of that nature. Additionally, the weapon may perform a Power Strike 50 against a ranked enemy of that nature - when it does, the special effect on this weapon ends.
Sp: Once per battle you may instantly re-equip yourself or an ally, swapping out their weapon instantly for another.


Sc: You're good at getting out of problems - you're fast, you make plans, and you know where you're going. Escape applies to dodging consequences and pursuit, whether it's investigative or directly chasing after you. It also gives you an awareness of how much heat is coming down onto you. Additionally, you establish a secret hideout in any place you stay for long - it contains sufficient supplies to rest safely and make the next expedition. You can resupply from a hideout, but you can't resupply from a hideout two expeditions in a row; it's not stocked like a bomb shelter, or anything.
Sp: When heat would normally come down on you, but you're not caught yet, you can spend one luck - someone else will be caught and blamed for it.
Rf: When you pull someone out of big trouble, you can restore one luck to an ally.


Sc: You have the skill and passion to create great works of art - most often visual works, though this skill applies to poets, writers, composers, and possibly particularly excellent cooks as well. This skill applies to easing social situations, especially with those that have a fondness and appreciation for your work. When a plan hinges on your creation, this skill can make and assist with check that have to do with it.
Sp: When you make a work that honors and flatters a specific person, spend one luck - They'll be overtaken with happiness, and take your work into their possession if possible.
Sp: When malevolent magic affects someone or something, and one of your works is close by, you can spend one luck - the magic or influence is bound into your art, instead.
Rf: When something on an expedition inspires you to create something new, and you briefly wax and plan about what you will someday create, you can regain one luck.


Sc: You have a knack for the mysteries of the past - its strange magic leaps to your fingertips, its strange prophecies make an unusual amount of sense to you. Ancient systems respond unusually to you - security systems might shut down, or, bizarrely, over-react. If this is the result of study and learning, you're likely respected as one of the scholars of your bizarre field. Ancientism assists in any rolls made to counter-act or wield ancient magic and technology - even if you're running away from it!
Sp: When you attempt to use ancient machinery in a ruin, you can spend one luck - the ruin Quickens, springing to life! A Quickened ruin functions almost as it did when it was in use - phantoms of the past may even appear. In addition to being a lot easier to study and salvage from, a quickened ruin is more dangerous - place a 40D timer in every single combat fought in this ruin. When it reaches 0, another monster appears and acts instantly.
Rf: Whenever you win a combat in a quickened ruin, restore one luck to an ally.
Rf: Once per expedition, when you learn the name and nature of an ancient being, restore one luck to an ally.

Secret Ways

Sc: You're a member of a secretive group, with its own language and traditions - this might be a secret society, a special group, or even a non-human civilization. They accept you as one of their own, and reject outsiders, and support you when they can. This skill benefits you in navigating their culture, and in using the training that group gives you - especially for recognizing secret signs and passages, but if they value other skills (mail delivery, repair, archery, that sort of thing) Secret Ways backs you up for that, too.
Sp: When you're in trouble, you can spend one luck to run into support from your secret group - they'll do you a little favor, such as providing you with supplies, pulling you into hiding, lying about your location, or similar. Generally, they don't provide sustained support - just a little nudge.
Rf: Once per expedition, when you fulfill one of your group's traditional obligations, restore one luck to an ally.

Magic Arts

The "Ars" skills represent magical skills. The GM can veto these, if that's not how magic works in the game's setting. These might be magic you've learned, or they may represent inherent supernatural powers. (You can take Ars Aero to represent wings, for example!)

Ars Prima

Sc: You can wield the elemental force of your magic like a physical tool - you can use it to destroy or drive back that which is before you, to power or overload machinery, or to compel a sudden, drastic change in the weather.
Rf: Once per expedition, when the aftermath of your magic leaves a strange beauty, you can restore one luck to an ally.

Ars Porto

Sc: Your magic gives you mastery over hidden and dimensional passage. Ars Porto benefits any skill check made to open or close an entrance, as well as any navigation across boundaries or through doorways.
Sp: After drawing a doorway and two matching symbols on two different walls or surfaces you may spend one luck to open a permanent doorway between the two points. This door opens and closes when the symbol's name is spoken in the door's presence. You may never have more doorways in existence than you have current luck points - when your luck drops below your number of doorways, choose and end doorways until you're below the limit.
Rf: Once per expedition, when someone is delighted by how you travel, restore one luck to an ally.

Ars Aero

Sc: You have a special, magical mode of fast transport, possibly flight. Ars Aero benefits skill checks made while it is in use.
Rf: Once per expedition, when someone is delighted by how you travel, restore one luck to an ally.

Ars Corpo

Sc: Your magic gives you incredible mastery of the body, especially your own - you can enact special rituals to alter yourself and others. Skill checks made during these rituals, to convince others to enter them, or to keep knowledge of your magic from others are increased by Ars Corpo. Your magic requires others to give something up, and those who are aware of your nature beware you for this reason.
Sp: When someone offers a body for you to use for magic, you may spend one luck. You give yourself a new power that you name and describe, that must be matched by some alteration of your body - this functions as essentially a "false skill" - it has a scope, but no other abilities, and only grants +10 to checks, not +20. The body you use for magic may gain this skill also, if you so wish. Each time you use this power, the GM names two things: A restriction on all further bodies you may use this ability with, and an aversion - something you're averse to. None of your false skills function while any of your aversions are present. You may use this ability four times.
Sp: After gaining four false skills, you may use another body to become immortal and unaging. If you do so, the GM names you a weakness - if you are slain without this weakness present, you revive under a condition you name. If you are slain by this weakness, you burst into flames and all your magic is undone.

Ars Orichalca

Sc: You can use magic to twist inanimate objects into magical servants, fusing them with odd, phantom material to bring them to life. Your servants can be a little bumbling sometimes, but they try to serve you to the best of their ability, and whenever they're helping out, Ars Orichalca benefits.
Sp: Once per expedition, you may create a new servant. You may never have more servants than you have luck points - If you have too many servants, some will become useless to you, enough to bring them down to the limit.
Rf: Once per expedition, when you dismantle a magical servant, you may speak about the nature of its spirit - if you do so, whatever explanation you give for its behavior becomes essentially true, and you restore one luck to an ally.

Ars Phonie

Sc: You have a latent magic ability that allows you to see auras - an invisible signal as to a person's character, which you interpret as sensory information, often as ambient music. Auras can be difficult to interpret, but generally give you a feeling of someone's mood and importance - when a powerful personality enters the area, you notice! If you're in someone's presence, you can always detect their current pressure. When you're familiar with an aura, you can also sometimes detect it when that person is having an effect on something, even if they aren't directly present.
Rf: When you hit a nerve, and someone who was concealing their true nature reveals it, and their aura shifts, you can restore one luck to an ally.

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