Legendary Abilities
In order to gain a Legendary Ability, a character must meet the requirements listed for it and then spend the required number of Hero Points.
Legendary Abilities
Legendary Ability .伝説的な能力 |
Requirements .必要条件 |
Hero Points .ヒーローポイント |
Battle Fury .戦の激怒 |
CON 15+, close combat Weapon skill 90%+ .CON15+ 、近接戦闘武器技能90%+ |
12 .12 |
Born to the Saddle .鞍への産まれ |
POW 15+, Riding skill 90%+ .POW15+ 、乗馬技能90%+ |
8 .8 |
Dead Eye .死の眼 |
DEX 15+, ranged Weapon skill 90%+ .DEX15+ 、遠隔武器技能90%+ |
10 .10 |
Decapitating Swing .断頭の一振り |
STR 15+, 2H Sword or Axe skill 90%+ .STR15+ 、2H剣あるいは斧技能90%+ |
12 .12 |
Disease Immunity .病気無効 |
CON 15+, Resilience skill 70%+ .CON15+、肉体抵抗技能70%+ |
8 .8 |
Duellist .デュエリスト |
1H Weapon or Rapier skill 90%+ .1H武器あるいはレピア技能90%+ |
10 .10 |
Empathic Wound .怪我の共感 |
POW 15+, Healing skill 90%+ .POW15+ 、治療技能90%+ |
10 .10 |
Heroic Aura .英雄のオーラ |
CHA 15+, Influence skill 90%+ .CHA15+ 、説得技能90%+ |
12 .12 |
Linguist .言語学者 |
INT 15+, two non-native Language skills 50%+ .INT15+ 、2つの非自国語技能50%+ |
8 .8 |
Loremaster .ロアマスター |
INT 15+, four Lore skills 50%+ .INT15+ 、4つの知識技能50%+ |
10 .10 |
Poison Immunity .毒無効 |
CON 15+, Resilience skill 70%+ .CON15+、肉体抵抗技能70%+ |
8 .8 |
Rune Adept .ルーンアデプト |
POW 15+, four Runecasting skills 50%+ .POW15+4つのルーン投射技能50%+ |
10 .10 |
Runelord .ルーンロード |
Varies .さまざま |
12 .12 |
Runepriest .ルーンプリースト |
Varies .さまざま |
10 .10 |
Skin of the Bear .熊の皮 |
CON 15+, Resilience skill 90%+ .CON15+、肉体抵抗技能90%+ |
10 .10 |
Slaying Touch .死の接触 |
POW 15+, Martial Arts skill 90%+ .POW15+、武術技能90%+ |
12 .12 |
Tireless .疲れ知らず |
CON 15+, Athletics skill 90%+ .CON15+、運動技能90%+ |
8 .8 |
Wall Leaping .壁越え |
DEX 15+, Acrobatics skill 90%+ .DEX15+ 、アクロバット技能90%+ |
10 .10 |
Battle Fury
Requirements: CON 15 or higher, any close combat Weapon skill at 90% or higher.
Hero Points: 12
You can enter a Battle Fury as a Combat Action.
While in a Battle Fury, the following effects take place:
- Your STR and CON are both considered to be 5 points higher, but only for the purposes of determining your Damage Modifier.
- All your close combat Weapon skill tests, including Unarmed and Martial Arts, receive a +50% bonus.
- All your Persistence and Resilience skill tests receive a +50% bonus.
- You may not parry, dodge or dive for cover.
You may remain in Battle Fury for a number of rounds equal to your CON.
Upon leaving Battle Fury, you automatically gain three levels of Fatigue.
Born to the Saddle
Requirements: POW 15 or higher, Riding 90% or higher.
Hero Points: 8
While riding, the following effects take place:
- Any penalty to your Riding skill is reduced by –20 %.
For instance, if the driving rains and slippery ground would normally apply a –40% penalty to your Riding test, the penalty is reduced to –20%.
- You may use 2H Weapon skills, Polearms and Staffs.
- You may treat all animals you ride as trained for combat.
- You may use your Riding skill instead of your Dodge skill when dodging.
Dead Eye
Requirements: DEX 15 or higher, any ranged Weapon skill at 90% or higher.
Hero Points: 10
Pick any single ranged weapon (with which you must have at least 90% skill).
While using this weapon, the following effects take place:
- Increase the weapon’s Range by 50%.
- Increase the weapon’s damage by +2 (only to targets within Range).
- Precise attacks with the weapon only suffer a –20% penalty.
Decapitating Swing
Requirements: STR 15 or higher, either 2H Sword or 2H Axe skill at 90% or higher.
Hero Points: 12
You may only use Decapitating Swing with a 2H Axe or 2H Sword and only against an opponent whose SIZ is within ten of your SIZ.
Decapitating Swing is declared before a precise attack, targeting your opponent’s head, is started.
Any attempt to dodge or parry this precise attack gains a +20% bonus.
As long as the attack inflicts at least a Minor Wound, the attack is converted to a Major Injury that decapitates the target.
Disease Immunity
Requirements: CON 15 or higher, Resilience 70% or higher.
Hero Points: 8
You are immune to all normal diseases.
Magical diseases will still affect you, though you gain a +20% bonus to tests to resist them.
Duellist
Requirements: 1H Weapon skill or Rapier skill at 90% or higher.
Hero Points: 10
While using a selected weapon the following effects take place:
- You may parry one additional attack per Combat Round (over and above the normal Reaction allowance).
- You gain a +10% bonus to your Weapon skill when parrying.
- Increase the weapon’s damage by +1.
Empathic Wound
Requirements: POW 15 or higher, Healing skill at 90% or higher.
Hero Points: 10
With Empathic Wound, you may offset the injuries a companion has sustained by transferring the hit point damage to yourself.
A wound appears on your body at the same hit location as your companion.
One hit point of damage may be transferred each Combat Round, during which neither patient nor healer may move or perform other Combat Actions.
Each Combat Round, you must make a Resilience test with a –40% penalty or take one level of Fatigue.
Empathic Wound is incapable of re-growing or re-attaching severed limbs or resurrecting a character.
Heroic Aura
Requirements: CHA 15 or higher, Influence skill at 90% or higher.
Hero Points: 12
All allies within your CHA in metres will be heartened by your presence, gaining your CHA as a bonus to any Persistence or Resilience tests they are called upon to make.
In addition, you may make take a Combat Action to encourage your nearby allies, requiring an Influence test.
If this is successful, they gain your CHA as a bonus to all Weapon skills for the remainder of the Combat Round.
Linguist
Requirements: INT 15 or higher, two Language skills (aside from your native tongue) at 50% or higher.
Hero Points: 8
In order to use this ability, you must either converse with a speaker of a strange language for one hour, or simply hear the language being spoken for two or more hours.
You then automatically gain the Language skill in that language at its basic score.
A successful improvement roll when improving a Language skill doubles the skill points gained (roll 2D4+2 rather than 1D4+1).
Loremaster
Requirements: INT 15 or higher, four Lore skills at 50% or higher
Hero Points: 10
Any time you fail a Lore skill test, you are entitled to make an immediate Persistence test (with the same modifiers as the original Lore test) to see if you can recall some shred of knowledge germane to the subject at hand.
Poison Immunity
Requirements: CON 15 or higher, Resilience 70% or higher.
Hero Points: 8
You are immune to all normal poisons.
Magical poisons will still affect you, though you gain a +20% bonus to tests to resist them.
Rune Adept
Requirements: POW 15 or higher, four Runecasting skills at 50% or higher.
Hero Points: 10
You gain a +20% bonus to Persistence tests to integrate runes.
In addition, whenever you make a Persistence test to integrate a rune, a critical success results in you integrating the rune without the loss of any POW.
Skin of the Bear
Requirements: CON 15 or higher, Resilience 90% or higher.
Hero Points: 10
Skin of the Bear gives you one armour point of natural armour on all hit locations.
This stacks with equipped armour.
Slaying Touch
Requirements: POW 15 or higher, Martial Arts 90% or higher.
Hero Points: 15
Slaying Touch is declared before a precise attack is started (the type of precise attack is up to you, though if the target is wearing armour, it will have to be bypassed).
As long as the attack inflicts at least a Minor Wound, the attack is considered a Slaying Touch.
The target must immediately succeed at a Resilience test with a –40% penalty or die.
Tireless
Requirements: CON 15 or higher, Athletics 90% or higher.
Hero Points: 8
You may engage in medium activity for a number of minutes equal to your CON x 10 before risking Fatigue.
The time between subsequent Fatigue tests for continuing to engage in medium activity is likewise your CON x 10 in minutes.
You may engage in heavy activity for a number of Combat Rounds equal to your CON score before risking Fatigue.
The time between subsequent Fatigue tests for continuing to engage in heavy activity is likewise your CON score in Combat Rounds.
You also recover from each level of Fatigue in half the normal time (one level for every two hours of light activity or one hour of complete rest).
Wall Leaping
Requirements: DEX 15 or higher, Acrobatics 90% or higher.
Hero Points: 10
You may only use Wall Leaping if not Overloaded, Exhausted or Debilitated.
The entirety of your movement in a Combat Action may be made along a vertical surface, allowing you to bypass an obstruction that might otherwise block your path or even climb a wall at lightning speed.
This can result in you running up a wall with one Combat Action, attacking an enemy with a second Combat Action, and then returning to the floor with a third Combat Action.
However, you cannot continue moving along a vertical surface from Combat Round to Combat Round – you must reach level ground (or a suitable perch) by the end of your last Combat Action in a round or fall.