A Mastery costs 30 Ashes, or is free when it is the one Mastery included with a
newly learned Discipline. Keywords: Stackable Masteries can combine in a single action;
Incantation X continues while uttered; Linger X persists for X rounds;
Bolster X uses the Bolster action; Passive is always on; No-action
requires no action to use.
General Disciplines
General 17 masteries
General Masteries in Left for the Vultures
| Mastery | Effect | Keywords |
| Archery | Use bows and add Ferocity and Nimbleness to bow attacks. | passive |
| Baptism | +2 max MH. Cannot be possessed. Take 1 less PH from attacks/abilities of non-humanoid creatures. | passive |
| Blessing of Battle | 10-minute rite grants chosen creatures +5 temporary Grit (can exceed maximum until next moon). Once per moon. | once-per-moon |
| Crucified | Immune to Mad. +4 MH, +2 Grit, -2 max PH. | passive |
| Dual Wield | Fight with a light + one-handed weapon (or two light), combining damage with single Ferocity+Nimbleness. | passive |
| Favored of God | +3 Grit. Once per moon reroll any die or force attacker reroll (no action). | once-per-moon |
| Heavy Armor | Wear heavy armor without Ferocity/Nimbleness/Resilience penalties. | passive |
| Heavy Weapons | Use heavy weapons and add Ferocity to attacks. | passive |
| Merciful | +5 MH. Regain 1 Grit and take 2 MH when you kill a hostile creature. | passive |
| Protective Runes | Runes carved into flesh: +4 PH, +4 MH, +2 Grit, but -2 Composure (cannot reduce below 0). | passive |
| Quickfooted | +5 Movement when taking the Move action. | passive |
| Selfless Sacrifice | When attacked, Guard and spend 1 Grit + 2 PH to distribute 4 MH to allies within 60 ft. | stackable |
| Steadfast | +6 max Grit permanently. | passive |
| Swimmer | +4 max PH. Swim 20 ft (10 ft in medium armor). | passive |
| True Grit | When initiative resolves as 1, regain 2 Grit. Doesn't trigger if initiative is replaced. | passive |
| Unarmed Combat | Unarmed attacks deal 1d4*+Ferocity (brass knuckles/claws add their damage). 1 Grit once per turn (no action): +1d4* damage. | stackable |
| Vengeful | +1 max Vengeance permanently. Can be taken multiple times. | passive |
Alchemy Disciplines
Apothecary 6 masteries
Apothecary Masteries in Left for the Vultures
| Mastery | Effect | Keywords |
| Calming Serum | 10 min + 4 Grit: cure insanity in ally within 5 ft. Counts toward lifetime limit. | alchemy |
| Liquid Bliss | 2 Grit: target immune to Mad condition. | alchemylinger-10 |
| Painkiller | 2 Grit: target takes 2 less PH from each damage instance. | alchemylinger-8 |
| Patch Wound | 1 min + 5+ Grit: heal ally 4 PH (+1 per extra Grit). | alchemy |
| Surgical Aid | 10 min + 4 Grit: resuscitate dying ally. Counts toward lifetime limit. | alchemy |
| Tonic | 1 Grit: target immune to Dazed and Nauseated. | alchemylinger-10 |
Pyromancy 9 masteries
Pyromancy Masteries in Left for the Vultures
| Mastery | Effect | Keywords |
| Blinding Radiance | 3 Grit: all creatures within 20 ft (except you) become Blind. | alchemy |
| Boil | Throw boiling mixture: 3 PH + Burning 1 within 10 ft. | alchemy |
| Cloud of Ashes | 2 Grit: vial bursts into flames — Obscurement in a 20 ft radius up to 50 ft away. | alchemylinger-1d4 |
| Douse Flame | 1 Grit: end Burning on self and a creature within 50 ft, immunity while lingering. | alchemylinger-5 |
| Explosive Mixture | 5+ Grit: explosion in 15 ft radius within 30 ft — 1d6* PH per 5 Grit, targets Knocked Down. | alchemy |
| Flame Barrier | 4 Grit: barrier of fire up to 30 ft line (or 15 ft radius ring) up to 30 ft away. Crossing = Burning 4. | alchemylinger-3 |
| Flame Weapon | 3 Grit: coat a weapon within 5 ft — its attacks inflict Burning 3. +3 more Grit: extra Attack turn at initiative 1. | alchemylinger-6 |
| Immolation | 5 Grit: creature or object within 15 ft is Burning 6. | alchemy |
| Feed the Flame | 2 Grit: move up to 20 ft and add 3 to the Burning value of a creature within 25 ft. | alchemy |
Rimecraft 7 masteries
Rimecraft Masteries in Left for the Vultures
| Mastery | Effect | Keywords |
| A Bitter Chill | 4 Grit: vial thrown up to 50 ft — creatures in 20 ft radius take 2 PH and lose 15 ft movement. | alchemylinger-1 |
| Air Blast | 4 Grit: 30 ft air blast — a Huge or smaller creature is moved 15 ft and Knocked Down. | alchemy |
| Freeze | 4 Grit: freeze a Big or smaller creature/object within 20 ft — movement reduced by 20, ends Burning. Frozen objects stop moving. | alchemylinger-2 |
| Hail | 5 Grit: ice blocks fall in 15 ft radius up to 30 ft away — 2d4* PH and all flames extinguished. | alchemy |
| Ice Weapon | 3 Grit: coat a weapon within 5 ft — its attacks reduce target movement by 10 ft. Also take an extra Attack turn at initiative 1. | alchemylinger-8 |
| Misty Obscurement | 2 Grit: move up to 20 ft — a creature within 30 ft adds 5 to rolls made while Hidden. | alchemylinger-10 |
| Protection of Rime | 3 Grit: move up to 20 ft — coat self or ally within 5 ft in hard ice, reducing each PH damage instance by 3. Ends Burning + immunity. | alchemylinger-6 |
Rotmancy 7 masteries
Rotmancy Masteries in Left for the Vultures
| Mastery | Effect | Keywords |
| Black Death | 4 Grit: vial of disease at target within 15 ft — 1d4* PH + Dazed; while lingering, Dazed + 2 PH per round. | alchemylinger-1d4 |
| Bloat | 2 Grit: bloating vapor on a creature within 20 ft — -5 ft movement and Dazed. | alchemylinger-1 |
| Infected Syringe | 5 Grit: inject a target within 5 ft — Bleeding 1 and Nauseated. | alchemy |
| Itchpepper | 2 Grit: burning, itching eyes — a creature within 20 ft is Blind. | alchemylinger-1d4 |
| Potion of Nightstalkers | 4 Grit: creatures within 5 ft (incl. you) can see in darkness up to 50 ft. | alchemylinger-10 |
| Rot | 3+ Grit: skin rot on a creature within 15 ft — 2 PH, then Bleeding 2. Each Grit above 3 adds 2 to the initial damage. | alchemy |
| Stoprot | 4+ Grit: move up to 20 ft, treat ally within 5 ft — heals 2 PH (+1 per extra Grit) now and while lingering. Ends Bleeding + immunity. | alchemylinger-1d4 |
Surge and Coil 7 masteries
Surge and Coil Masteries in Left for the Vultures
| Mastery | Effect | Keywords |
| Chain Electrocution | 9 Grit: target within 30 ft takes 5d4* PH; electricity chains to the nearest creature (friend or foe) each round for 4d4*, 3d4*, 2d4*, 1d4*. | alchemylinger-4 |
| Crackstone | 1 Grit: a 10 ft area of stone/metal becomes cracked and brittle (not armor or weapons). | alchemylinger-2 |
| Electrical Discharge | 3 Grit: target within 30 ft takes 1d4* PH + Dazed. 1d12* instead if it is wearing metal or is made of metal. | alchemy |
| Magnetic Attraction | 4 Grit: magnetic field, 20 ft radius up to 50 ft away — creatures that are metallic or wearing metal armor/weapons gain +15 ft toward it, -15 ft away from it. | alchemylinger-3 |
| Orb of Electricity | 4 Grit: electric field around a creature within 30 ft — anything coming within 15 ft takes 1d4* PH + Dazed. | alchemylinger-1d6 |
| Return to Dust | 2 Grit: shock a creature within 30 ft — 1d4* PH (Living Dead: Defense becomes 0 and 1d6* PH instead). | alchemylinger-1d4 |
| Static Field | 4 Grit: electric barrier around a creature within 5 ft (incl. you) — melee attackers take 3 PH and are Knocked Down (Huge or smaller). | alchemylinger-3 |
Toxicology 8 masteries
Toxicology Masteries in Left for the Vultures
| Mastery | Effect | Keywords |
| Antivenom | 2 Grit: move up to 20 ft, cure poison on a target within 5 ft (incl. you), immunity while lingering. | alchemylinger-10 |
| Dehydrate | 4 Grit: vapor dehydrates a creature within 5 ft — 1d4* PH while lingering unless it uses an action to drink. | alchemylinger-5 |
| Poison | 4-6 Grit: Poisoned 2 (ingested, 15 ft) / Poisoned 3 (inhaled, 30 ft) / Poisoned 2d4* (injected, 5 ft). | alchemy |
| Make Rabid | 4 Grit: creature within 20 ft becomes Mad with +3 Ferocity and Defense and +8 PH. | alchemylinger-1d4 |
| Narcotica | 3 Grit: move up to 20 ft, inject a target within 5 ft. Choose Dazed or Mad. | alchemylinger-1d6 |
| Old Man's Drink | 1 min + 3+ Grit: a non-Elite creature within 5 ft (incl. you) loses all memory for 5 minutes (+5 min per extra Grit). | alchemy |
| Toxic Fumes | 4 Grit: gas fills a 15 ft radius up to 50 ft away — Poisoned 2 to creatures moving into or through it, or starting their turn in it. | alchemylinger-1d10 |
| Plague Haze | 4 Grit: move up to 20 ft, throw vial at a target up to 30 ft — Nauseated. | alchemy |
Forbidden Knowledge Disciplines
Blood Magick 9 masteries
Blood Magick Masteries in Left for the Vultures
| Mastery | Effect | Keywords |
| Ecstasy in Blood | 1+ Grit + 1 MH: when a creature within 50 ft deals damage, it regains 2 MH per Grit spent (can target yourself). | no-actionmagick |
| Blood Bond | 3 Grit + 2 MH: bond an enemy and ally within 30 ft — next time the enemy damages that ally, the enemy is Bleeding 3. | no-actionmagick |
| Cleanse the Blood | 3 Grit: remove Bleeding/Nauseated/Poisoned from an ally (incl. you) and heal 2 PH. | magickincantation-1 |
| Coagulate | 4 or 10 Grit: blood clot in a creature within 30 ft — Limbs (-20 ft move), Heart (1d8* PH), Lungs (Nauseated), or Brain (Dazed + possible insanity). 10 Grit: all four. | no-actionmagick |
| Explode into Blood | 2 Grit + 1 MH: when damaged, teleport in a burst of blood to a space within 30 ft. The damager is Nauseated. | no-actionmagick |
| Healing Blood | 3+ Grit: transfuse blood to a creature within 30 ft — heals 1 PH per 3 Grit; each 2 PH you sacrifice heals 3 more. | magick |
| Reign in Blood | 6+ Grit + 3 MH: all hostiles within 50 ft are Bleeding 3, allies heal 2 PH. Each 2 extra Grit: +1 Bleeding, +1 healing. | magick |
| Sign in Blood | 10-min rite + 2 Grit: blood pact with a named creature — whoever breaks their agreed course of action takes 10d4* PH. Each participant may agree to a different action. | magick |
| Vein Puppet | 4 Grit + 2 MH: a Huge or smaller creature within 30 ft is moved up to 15 ft by its own veins, then Bleeding 2 and Knocked Down. | magick |
Delirium 8 masteries
Delirium Masteries in Left for the Vultures
| Mastery | Effect | Keywords |
| Clouded Mind | 3 Grit + 2 MH: once per round before initiative, set a creature within 30 ft's initiative (incl. you) to any value. | no-actionmagick |
| Distort Time | 1 Grit + 1 MH: set your initiative to any value, then Dazed. | no-actionmagick |
| Faces of Death | 8 Grit: enemies within 30 ft see everyone as horrifying Living Dead — Terrified, then Mad. No effect on Living Dead. | magick |
| Gripped by Terror | 7 Grit + 4 MH: a non-Elite Big-or-smaller creature within 30 ft dies instantly (Composure 4+: insane for 1 min instead). Creations immune. | magick |
| Haunting Drone | 1 Grit: creature within 50 ft hears only a low drone and can't hear any other sounds while you utter the incantation. | magickincantation-1 |
| Illusory Grasp | 3 Grit + 2 MH: creature within 30 ft is bound by illusory restraints and can't Move. | magickincantation-2 |
| Veil of False Faces | 4 Grit: creature within 50 ft looks exactly like another creature (all senses). 10-min ritual instead: lasts 1 hour with no incantation and no other costs. | magickincantation-1 |
| Warp Perception | 3 Grit: creature within 30 ft moves/attacks in the opposite direction of its intent. | no-actionmagick |
Hexes 11 masteries
Hexes Masteries in Left for the Vultures
| Mastery | Effect | Keywords |
| Burning Eyes | 4 Grit: enemy within 30 ft takes 1d4* PH + Blind. Each incantation: repeat on same or new target. | magickincantation-2 |
| Can't Swallow | 3 Grit: creature begins choking — cannot drink, speak, or use Incantation Magicks. It may spend 2d6* PH to end it. | magickincantation-1 |
| Curse of Odd Fortunes | 4 Grit: creature within 50 ft must reroll even numbers, only odd results allowed. | magickincantation-2 |
| Evergrowing Teeth | 5 Grit: creature within 30 ft takes 5 PH, +2 more each round the incantation is uttered (7, 9, 11...). | magickincantation-3 |
| Everlasting Agony | 2 Grit: when a creature within 50 ft takes PH damage, add 1d4* PH + Dazed. | magickincantation-2 |
| Evil Eye | 4 Grit: curse a creature within 50 ft — its next roll is treated as all 1s. Can be used after a roll is made. | no-actionmagick |
| Feeble Creature | 5 Grit: creature within 30 ft — Ferocity becomes 0 and its Attack results are always 1. Each incantation may end the effect and move it to a new creature. | no-actionmagickincantation-2 |
| Ire | 3 Grit: vile insults force a creature within 25 ft to move toward you and Attack you. | magickincantation-2 |
| Pain | Creature within 20 ft takes PH damage equal to your Composure and is Dazed. | magick |
| Pounding Head | 6 Grit + 2 MH: creatures within 30 ft take 1d8* PH + Dazed. Each incantation: repeat or retarget. | magickincantation-3 |
| Shiver | Once per round, 2 Grit + 1 MH: reduce a creature within 30 ft's Defense by 1d4* until end of round (cannot go below 0). | no-actionmagick |
Necromancy 9 masteries
Necromancy Masteries in Left for the Vultures
| Mastery | Effect | Keywords |
| Animate Corpse | 5 Grit + 2 PH: a dead humanoid rises as a Puppet Dead serving you for 8 hours (one simple command per round). While you control it, you may assign any amount of PH damage you take to it instead (up to its remaining PH). | magick |
| Bone Armor | -5 PH permanently. +1 Defense, +2 Grit. Melee attackers take 2 PH. | passivemagick |
| Carcass | 4 Grit: summon rotting calf for 1 hour, 20 ft Nauseated aura. Attacking it = 2d4* PH. | magick |
| Corpse | 5 Grit + 2 PH: non-Elite humanoid is Knocked Down and temporarily dies (immune to damage, no actions). Ends as Bleeding X = your Composure. | magickincantation-3 |
| Decompose | A limb of a creature within 30 ft decomposes: 1d4* PH + Bleeding 1. | magick |
| Desiccated Flesh | 4 Grit: creature's flesh dries and stiffens — Composure becomes 0, movement becomes 5. | magickincantation-1 |
| Dying Breath | 1 Grit: capture the final breath of a recently dead creature — later release a 15-second message in its voice, sounding from anywhere within 100 ft of where the container is opened. | magick |
| Exscind | 2 Grit + 2 MH: command spirits to leave a possessed creature within 100 ft — 3 MH damage, possession ends, immune 24 hours. | no-actionmagick |
| Zombie | 2 Grit + 1 PH: creature within 30 ft (incl. you) becomes a living zombie — Mad, immune to MH damage/morale/insanity, +4 Def and Ferocity. 1 PH per incantation, which you may still utter when targeting yourself. | magickincantation-1 |
Wraithcraft 8 masteries
Wraithcraft Masteries in Left for the Vultures
| Mastery | Effect | Keywords |
| Chilled to the Bone | 3 Grit: creature within 30 ft takes 1d6* PH and movement becomes 5. | magick |
| From the Grave | 4 or 9 Grit: creature within 50 ft suffers Chill (-15 ft move, 3 PH), Strike (2d6* PH), or Whisper (4 PH + Mad). 9 Grit: all three. | magick |
| Ghostly Nature | Drift movement = Walk + 5 (no vertical flight). 1 Grit: cancel Knocked Down or forced movement. | passivemagick |
| Ghostly Vision | 2 Grit: see through solid objects; cannot be Blind while it lasts. | magickincantation-1 |
| Possess Limbs | 4 or 6 Grit + 2 MH: control the arms (forced attack) or legs (forced move) of a non-Elite Huge-or-smaller creature within 30 ft. 6 Grit: both. | magick |
| Harbinger of Finality | 6 Grit + 2 MH: creature within 30 ft — Defense becomes 0 and it must attempt a morale check (non-Elite). | no-actionmagick |
| Hatred | 4 Grit: hostiles within 50 ft take 1d4* PH. Living Dead and Magick users take an extra 1d8*. | magickincantation-2 |
| Wail of the Banshee | 4 Grit + 1 MH: when damaged, the attacker takes 1d12* PH. Non-Elite goes insane for 1 minute. | no-actionmagick |
Tactics Disciplines
Ars Proelii 10 masteries
Ars Proelii Masteries in Left for the Vultures
| Mastery | Effect | Keywords |
| A Drink For the Fallen | Once per moon before adventuring: all who drink gain 5 MH (can exceed maximum until next moon). | once-per-moon |
| Battle Cry | Once per moon, 4 Grit: Bolster — chosen creatures within 50 ft gain +5 ft movement and +1 to each die rolled. Instances don't stack and can't turn a normal result into a critical. | once-per-moonbolster-5 |
| Inspire Courage | 1 Grit: Bolster — you and allies within 50 ft are immune to Terrified and Nauseated. | bolster-6 |
| Inspire Discipline | Once per moon, 6 Grit: Bolster — allies within 50 ft regain 2 Grit each round while Bolstered. | once-per-moonbolster-3 |
| Inspire Defense | 4 Grit: Bolster — allies within 50 ft gain +2 Defense. | bolster-4 |
| Inspire Vengeance | 4 Grit: Bolster — allies within 50 ft use 1d6* instead of 1d4* for Vengeance dice. | bolster-10 |
| Lead by Example | 3 Grit when you take an action: each ally within 50 ft taking the same action type this round regains 2 Grit. | stackable |
| Master Tactician | 2 Grit before initiative: a target enemy within 30 ft's initiative becomes 1. Repeatable. | no-action |
| Scarred by Battle | +7 max Grit permanently, -2 max PH. | passive |
| Tactical Coordination | 3 Grit: on your Move action, switch places with an ally within 30 ft (no action needed from them). | stackable |
Deadeye 8 masteries
Deadeye Masteries in Left for the Vultures
| Mastery | Effect | Keywords |
| Always Ready | 2 Grit: after choosing initiative, replace your initiative with a 20. | no-action |
| Analyze Foe | 2 Grit: the Fatebinder reveals the stat block of a creature within 50 ft. | no-action |
| Called Shot | 3 Grit: bow/crossbow Attack at the target's weakest point — +1d4* PH and Bleeding 2. | |
| Perfect Aim | 1 Grit: on a ranged Attack, roll an extra set of dice and take the best result. | stackable |
| Persecute | 1 Grit: on your Move action, move up to an additional 15 ft. | stackable |
| Poisoned Tip | 2 Grit: coat ammunition and make a ranged Attack — +1d4* PH and Poisoned 2. | |
| Surprise Attack | 6 Grit: when your initiative is 20, take another Attack-only turn at initiative 19. | |
| Unabated | 2 Grit: reroll any 1s on attack or Vengeance dice until the end of the initiative cycle. | no-action |
Defensive Domination 7 masteries
Defensive Domination Masteries in Left for the Vultures
| Mastery | Effect | Keywords |
| Barbaric Endurance | +9 max PH, -2 max MH. | passive |
| Block and Counter | 4 Grit: when attacked while Guarding, make a melee attack against the attacker after damage resolves. | no-action |
| Disarming Block | 3 Grit: when attacked while Guarding, disarm the attacker (an action to recover their weapon). | |
| Evasive Maneuver | 2 Grit per attack: while Guarding, move up to 10 ft after damage resolves. | stackable |
| Parry | Once per round, 2 Grit: when attacked in melee, roll your weapon damage die (no Ferocity) and add it to Defense. Usable before or after the roll. | no-action |
| Swing Behind | 1 Grit: while Guarding with 2+ hostiles within 5 ft, auto-deal 1d4* PH to one. Up to twice per round. | stackable |
| Tactical Block | 2+ Grit: allies move 10 ft (1 ally per 2 Grit) when you Guard. | stackable |
Ironclad 11 masteries
Ironclad Masteries in Left for the Vultures
| Mastery | Effect | Keywords |
| Armored Charge | 4 Grit: move 10-20 ft + Attack. Add Ferocity to Defense for one attack against you this round. | |
| Fortress Stance | Once per round, 3 Grit: +1d4* Defense against every attack as long as you don't move. | no-action |
| Guard Formation | If you and an ally within 15 ft both Guard, all allies within 15 ft get +3 Defense. | passive |
| Gilded Warrior | In medium/heavy armor, add 2 additional points to your Defense when Guarding. | passive |
| In the Moment | While armored, reduce the first MH damage in each initiative cycle by 1. | passive |
| One Against Many | When Guarding, creatures don't get flanking bonuses against you. | passive |
| Sentinel | 3 Grit: when an ally within 20 ft is attacked, move 20 ft toward them and Guard — use your Defense for that attack. | stackable |
| Shielded Phalanx | If you and an ally within 10 ft both have shields, +1 Defense each (stacks if the ally also has this Mastery). | passive |
| Shield Shove | 3 Grit: push a Big-or-smaller attacker 10 ft + Knocked Down while Guarding with a shield. | stackable |
| Stunning Block | 3 Grit: Daze an attacker when Guarding with a shield. | stackable |
| Unstoppable Defenses | Once per moon: when you take the Guard action, regain 8 Grit. | once-per-moonpassive |
Skulking 10 masteries
Skulking Masteries in Left for the Vultures
| Mastery | Effect | Keywords |
| Adapted to the Dark | Immune to Blind effects (still can't see). Hunt by other senses. | passive |
| Assassin's Patience | On initiative 1, auto-deal 2d4* PH to attack target. | passive |
| Scale Wall | 1 Grit: climb a flat surface up to 20 ft (30 ft with grooves, 50 ft between parallel surfaces). | |
| Stalker | No 15 ft movement reduction while Hidden. | passive |
| Shrouded Retreat | 1 Grit: attempt to become Hidden when moving away, +3 Nimbleness. | stackable |
| Stealthy Dodge | 1 Grit: after Guarding a ranged attack, attempt to Hide with +5 Nimbleness. | |
| Subtle Movement | While Hidden, use Grit-cost Masteries (Alchemy/Attack/Guard/Magick) by paying Grit cost +3. Stay Hidden. | |
| Thief | 1 Grit: open a lock without breaking it. | |
| Tracking | 1 Grit: find tracks and signs — learn size, number, and approximate timing of creatures that passed through. | |
| Veiled Strike | Up to 8 Grit: while Hidden, auto-deal 1 PH per Grit spent (separate from the attack's own damage). | |
Vulture's Dance 10 masteries
Vulture's Dance Masteries in Left for the Vultures
| Mastery | Effect | Keywords |
| Blinding Maneuver | 1 Grit: when Guarding, blind a creature within 15 ft with dust, sand, or reflected light. | stackable |
| Chase | 1 Grit: when an enemy moves, move up to 10 ft in their direction (no action). Once per enemy move. | no-action |
| Circling for Prey | 6 Grit: Bolster — move up to 30 ft. Bolstered allies within 15 ft deal +1d4* when Flanking. | bolster-5 |
| Feint | 2 Grit: with 2+ enemies in melee range, Daze one and attack another with +1d4*. | |
| Jump to Your Feet | 1 Grit: when Knocked Down, stand immediately and move up to 10 ft (no action). | no-action |
| Pack Hunter | Melee attacks vs enemies within 5 ft of an ally count you as one extra flanking attacker. | passive |
| Run Through | 4 Grit: on Move, automatically deal 6 damage to a creature within 5 ft during the move. | stackable |
| Strength in Numbers | Your flanking bonus dice are d6*s instead of d4*s. | passive |
| Swoop and Peck | 2 Grit: once per turn when an enemy is Knocked Down, move 15 ft toward them and deal 1d6* PH if in reach. | no-action |
| Wake of Vultures | Enemies you gain a flanking bonus against are Bleeding 1. | passive |
Violence Disciplines
Butchery 7 masteries
Butchery Masteries in Left for the Vultures
| Mastery | Effect | Keywords |
| Reckless Bloodlust | 3 Grit: non-bow/crossbow Attack — +1d4* and target Bleeding 2, but -5 Defense until end of round. | |
| Brutal Strike | 2 Grit: on critical (non-bow/crossbow), roll an extra die of the same type. Once per Attack. | no-action |
| Destructive | Attacks against walls, objects, or creatures with a Damage Threshold deal an extra 2d6*. | passive |
| Furious Assault | 3 Grit: non-bow/crossbow Attack — after damage, target is Knocked Down. | |
| Knock the Wind Out | 2 Grit: non-bow/crossbow Attack — after damage, target is Dazed. | |
| "Let Death Come - I'll Kill Him Too" | 6 Grit: when reduced to 0 PH, survive at 1 PH instead. | no-action |
| My Blood Gives Me Strength | 1 Grit in combat: each PH damage instance you take adds +1 Ferocity until combat ends (stacks, exceeds 10). | no-action |
Tyranny 9 masteries
Tyranny Masteries in Left for the Vultures
| Mastery | Effect | Keywords |
| Blood of My Enemies | Once per moon: when you kill a creature, regain 8 MH. | once-per-moonno-action |
| Dominate | 4 Grit: Attack — after resolving, the creature is Terrified. | |
| Only God Forgives | Vengeance dice are 1d8* instead of 1d4*. | passive |
| Relentless | 1 Grit when damaged: move 5 ft immediately. Once per initiative cycle: regain 2 Grit on a killing blow. | passive |
| Respond in Kind | 2 Grit: when damaged by a creature within your attack range, auto-deal 1d4* PH to it. | no-action |
| Salt on the Wound | 2 Grit: when you or an ally damages a non-Elite creature within 30 ft, force a morale check. | no-action |
| Unbridled Outrage | 6 Grit while missing PH: become Bleeding 3 but take two actions this round (Attack and/or Move). | |
| "You Will Know Pain!" | 1 Grit: while Guarding, force a morale check on a non-Elite creature within 30 ft. | stackable |
| Vulgar Display of Power | 3 Grit: on kill, execute horrifically — regain 4 MH, non-Elite enemies within 30 ft make a morale check. | no-action |
Unyielding 8 masteries
Unyielding Masteries in Left for the Vultures
| Mastery | Effect | Keywords |
| A Shot of Whiskey | 3 Grit: move 20 ft, target within 5 ft (incl. you) regains 2 PH and is immune to Terrified for 1 hour. | alchemy |
| Blind Rage | 2 Grit: fixate on a creature — harsh terrain, Blind, Terrified, Mad, and Nauseated don't apply to you while acting against it, until it is defeated. | no-action |
| Burning Resilience | While Burning, your Attacks get +1d8* and you regain 1 PH + 1 Grit. | passive |
| Callous | When Attacking, take 1 less MH per damage instance until your next turn. | passive |
| Face Your Fate | +8 MH permanently. | passive |
| "Is That All You've Got?" | Once per moon: below half PH, regain up to 2 Vengeance dice. | once-per-moonno-action |
| Unbroken | Once per moon: when you take PH damage, regain up to 7 Grit. | once-per-moonno-action |
| Unstoppable | 1 Grit: on your Move action, ignore harsh terrain and gain 10 extra feet of movement. | stackable |
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