|Nome del personaggio|
|Ritualist (All)||N||Totale||0||Select one|
|Acrobatics (Hun, Rog, War)||M||Non sp.||0||Select one|
|Alchemy (Hun, Mys, Rog)||M||Select one||Select one|
|3||Backstab (Rog)||A||Select one||Corruzione||0||Select one|
|Difesa||0||Arch Enemy||Select one|
|Select one||Epileptic||Temporanea||0||Select one|
|Select one||Select one|
|Rame||0||Select one||Select one|
|Oro||0||Select one||Select one|
|Backpack, Belt Pouch, Waterskin||Afflizioni|
|Rope, Bedroll, Cooking Pan, Utensils, Cup|
|Firewood, Flint & Steel||Dagger||1D6||Short||None||Select one|
|Dominate (All)||Novice (N)||Adept (A)||Master (M)|
|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.
|•Passive• The character can dominate and outmaneuver an enemy combatant by using its convincing personality. The character may use Persuasive instead of Accurate in melee combat.||•Free• The character can, as a Free Action and with a successful [Persuasive←Resolute] test, force an enemy to hesitate in melee combat.|
A hesitating enemy will not attack the character this turn. If possible, it attacks one of the character’s allies instead.
|•Active• The character can subdue an enemy with a passed [Persuasive←Resolute] test.|
A subdued enemy can be forced to stand down and negotiate, to flee from an ongoing battle (if possible), or surrender if it is impossible to flee.
When already in combat, the enemy must first be wounded by the character or by one of the character’s allies before it can be subdued.
|The character is trained to organize and search for information.|
He or she gains a +1 bonus when researching in archives and libraries.
(Can be acquired multiple times, up to a maximum bonus of +3 on relevant tests).
|The character has developed an addiction and must have a dose of his or her drug each day, or suffer from withdrawal symptoms.|
The drug (wine, dream snuff, daft root or similar) costs one shilling per dose. An alchemist can create the drug for himself or a friend for half that price.
Withdrawal symptoms give a –1 modification to all tests and grow worse day-by-day, up to –5.
Each day without the drug, the character must also pass a [Resolute –the abstinence modification] test. If it fails, he or she will abandon all other projects and start hunting for the daily dose.
|Natural Weapon||lvl I||lvl II||lvl III|
|The character is gifted with a well-developed natural weapon, such as sharp claws, teeth or a tail stinger.|
The Natural Warrior ability can be used to enhance the character's Natural Weapon even further.
|•Passive• The creature is equipped with some kind of natural weapon which deals 1d6 points of damage, instead of the usual 1d4 for unarmed attacks.||•Passive• The creature’s natural weapon deals 1d8 points of damage.||•Passive• The creature’s natural weapon deals 1d10 points of damage.|
The natural weapon now has the quality Long, allowing the character to perform a Free Attack at the start of a combat against enemies with shorter weapons.
|Select one||Novice (N)||Adept (A)||Master (M)|
|Select one||Select one|