Morbid Skills
When you experience Morbid dreams, you must gain or improve a morbid skill.
- If you have no morbid skills, choose one and buy a level in it. You must spend XP.
- If you already have a morbid skill, spend XP to increase it by one level. If you’re level 4 in it, there’s a 1-in-6 chance of gaining a second morbid skill instead.
If you have insufficient XP to afford a morbid skill level, buy it as soon as you are able.
Gaining a morbid skill level reduces your Distress by 1.
Morbid skills are abnormal. They carry effects both helpful and harmful and may demand you conduct unusual behaviors to remain at peace. Unlike other skills, you must have levels in a morbid skill in order to use its functions or attempt rolls.
Atavism
A regression towards the ancient world. An urge that has destroyed civilizations.
Need: Antiquity
At end of session, suffer 1 distress if you didn’t acquire an ancient artifact or secret.
Philology
Get a per-level XP discount on ancient Lore and Language topics equal to your Atavism level.
Austerity
Rigorous self-denial. A religious maladaptation.
Need: discipline
At end of session, suffer 1 distress per discipline defied.
asceticism
Every 3 levels of Austerity, you must adopt a new discipline. Get +1 maximum faith points per discipline.
meditation
You must meditate for 4 consecutive hours every day. When you do, you earn 1 faith point.mendication
You cannot possess coinage or valuables. When you give a share of treasure to charity, you earn 1 faith point.minimalism
You cannot possess more than 3 items (except simple clothes.) When you give away items in excess, you earn 1 faith point.fasting
You cannot have more than 1 meal per day. When you suffer Hungry stress, you earn 1 Faith point.
flagellation
When you strike yourself with a painful wound, you earn 1 Faith point.drama
A certain flair. A need for the spotlight.
Need: Attention
At end of session, suffer 1 distress if you didn’t instigate a reaction roll.
Provoke
Roll Drama when you instigate a reaction roll. If you succeed, you alter the result by one step—improving it if it was 4 or higher or worsening it if it was 3 or lower. If you fail, you gain 1 distress if the reaction roll resulted in 1–6 after modifiers.
Grand gestures
You can do any of the following in peril, once each per day:
- Tear off your helmet. Remove a Weary stress.
- Throw down a newly-broken/breached weapon or armor piece. Get an edge on your next attack.
- Pull an embedded weapon from your body. Get an edge on your next attack or block with it.
gambling
Play and bluff through games and life alike.
Need: Risk
At end of session, suffer 1 distress if you didn’t gambit and wager. If you played a game of chance, it counts as 1 of these, but not both.
Gambit
In peril, roll Gambling before another d12 roll. If you succeed, the other roll gains an edge. If you fail, it gains a -4 penalty.
Wager
Once per session, make a wager with the Bookkeeper. Identify a roll with a 1-in-3 (or worse) chance of success. Stake a quantity of XP on it, up to 50. If you succeed in that roll, you get double the XP. If you fail, you lose all of it and gain 1 distress.
Mortification
A taste for suffering. Purest masochism.
Need: Suffering
At end of session, suffer 1 distress if your malus didn’t increase at least once.
Dancing on the Edge
At 3 pain and 3 malus, your malus cannot increase.
transmutation
Roll Mortification when you gain Pain stress. Success grants you 1 Comfort.
Undulled
Any drug or effect that reduces your pain other than natural healing causes you 2 Distress.
reason
An attempt at fundamental understanding. A fool’s pretense in an irrational world.
Need: rationality
At end of session, suffer 1 distress if you didn’t gain a topical skill level in a philosophical school, ideology, or religion.
amor fati
When you are forced to suffer distress, roll Reason. If you succeed, you gain the +5 XP but not the distress.
language: sordor
The tongue of Ancient Naussia. A moral contaminant; every word learned irrevocably corrodes your compassion and humanity.
Need: obscenity
At end of session, suffer 1 distress if you did not discourse with another Sordor speaker or writer.
inhumanity
At Sordor levels 3, 6, and 9, gain +1 to reaction rolls with those who know Sordor and -1 with those who don’t.