Archetypes - Dragonbane
GM-Info!
Work in progress!
Slightly NSFW!
FEATURED
Archetypes represent an optional feature aimed at expediting character creation, offering predefined attributes, skills, perks, equipment, and more. Each archetype is delineated by a fundamental character type, which then branches into three distinct specializations, each bearing its own unique focus and characteristics, thus providing players with a varied selection of thematic options to choose from when shaping their characters.
Heroic Ability
Equipment: Warhammer, mail shirt, shield, blessed symbol, holy water
Heroic Ability
Equipment: Annotated codex, scriptorium key, blessed quill, inks, scholarly robes, book satchel
Heroic Ability
Equipment: Holy symbol, prayer book, incense, travel vestments, alms purse
Heroic Ability
Equipment: Tool kit, bench permit, apron and gloves, measuring calipers, whetstone
Heroic Ability
Equipment: Focus (cards or coin), stage clothes, smoke pellets, mirror shard, magick journal
Heroic Ability
Equipment: Instrument or props, fine clothes, troupe pass, makeup kit, script folio
Heroic Ability
Equipment: Tools (smith and engineer), steel blanks, rivets and resin, mail coif, sledge
Heroic Ability
Equipment: Drafting set, prototype gizmo, goggles, oil and wire, lab notes
Heroic Ability
Equipment: Spare parts, multitool, picks and screws, solder and flux, pouch of springs
Heroic Ability
Equipment: Notebook, disguise scarf, lockpicks, spyglass, warrant token
Heroic Ability
Equipment: Archive pass, folios and tabs, ink set, reference text, reading lens
Heroic Ability
Equipment: Scrying focus, bone or lot stick, star almanac, incense, magick chalk
Heroic Ability
Equipment: Great axe, war paint, hide cloak, drinking horn, trophy token
Heroic Ability
Equipment: Uniform, spear or sword, shield, rations, bedroll
Heroic Ability
Equipment: Rapier, dagger, fine cloak, chalk rosin, practice mask
Heroic Ability
Equipment: Bandages, antiseptic spirits, bonesaw, needle and thread, splints
Heroic Ability
Equipment: Physician's kit, anatomy texts, surgical tools, clean coat, ledger
Heroic Ability
Equipment: Cookfire kit, spice pouch, big pot, mess ladle, ration ledger
Heroic Ability
Equipment: Handwraps, simple robes, prayer beads, sand weights, mat
Heroic Ability
Equipment: Elemental focus, ritual cords, practice stones, incense, robes
Heroic Ability
Equipment: Dark wraps, soft boots, climbing line, chalk, mask
Heroic Ability
Equipment: Runic graver, reagents, gem loupe, blank talismans, safety tongs
Heroic Ability
Equipment: Grimoire, order pin, component pouch, robes, staff
Heroic Ability
Equipment: Charm focus, travelling coat, token of lineage, arcane trinkets, journal
Heroic Ability
Equipment: Seal & wax, ledger, quills, office writs, abacus
Heroic Ability
Equipment: Court clothes, signet writ, travel papers, gift box, phrasebook
Heroic Ability
Equipment: Signet ring, court outfit, retainer marker, house colours, ceremonial blade
Heroic Ability
Equipment: Cutlass, coil of rope, sailor's kit, black flag patch, ear tamp
Heroic Ability
Equipment: Lockpicks, dark cloak, chalk, glass cutter, grapnel
Heroic Ability
Equipment: Knife, poison vials, soft shoes, garrote, climbing kit
Heroic Ability
Equipment: Pair of pistols, powder horn, shot bag, ear tamp, gun toolkit
Heroic Ability
Equipment: Fuse cord, powder measure, tamping rod, earplugs, engineer's kit
Heroic Ability
Equipment: Long gun, rangefinder stick, tarp, lens cloth, cleaning kit
Heroic Ability
Equipment: Black candles, bone dust, chalk circle kit, amethyst token, notes
Heroic Ability
Equipment: Elemental focus, compass, hammer & chisel, travel robes, charm cords
Heroic Ability
Equipment: Contract scrolls, binding chalk, iron nails, ward pendant, incense
Heroic Ability
Equipment: Counter ledger, scales, key ring, pigeon post slips, spare crate
Heroic Ability
Equipment: Seal & writs, strongbox, ledger, letters of credit, sample goods
Heroic Ability
Equipment: Pack-frame, assorted wares, tin whistle, weather cloak, bedroll
Heroic Ability
Equipment: Oaken staff, herb satchel, grove token, salves, beast-call whistle
Heroic Ability
Equipment: Bow or crossbow, cloak, snares, whetstone, bedroll
Heroic Ability
Equipment: Spirit mask, rattle/drum, charcoal, totem bundle, salves
Heroic Ability
Equipment: 10m rope, piton set, chalk, crowbar, oil flasks
Heroic Ability
Equipment: Surveying tools, ink & vellum, compass, measuring chain, seal case
Heroic Ability
Equipment: Brush set, trowel, tags, lantern, canvas bags
Heroic Ability
Equipment: Pact token, ritual knife, incense, ward salts, travel cloak
Heroic Ability
Equipment: Portable lab, ingredient pouches, glass vials, copper tubing, recipe book
Heroic Ability
Equipment: Divination tools, candles, incense, journal, worn cloth bag
Overview
| Icon | Tag | Description |
|---|---|---|
| Artifice | Building, engineering, and crafting: characters who solve problems by making things. | |
| Commerce | Trade, negotiation, and the flow of goods and coin: characters who move through markets and networks. | |
| Expression | Performance, illusion, and creative craft: characters who work through art, spectacle, and presence. | |
| Faith | Divine service, sacred rites, and ordained power: characters whose strength flows from devotion. | |
| Forbidden | Transgressive and proscribed arts: characters who wield power that others fear, outlaw, or refuse to name. | |
| Lore | Scholarship, research, and accumulated knowledge: characters who treat information as their primary tool. | |
| Mending | Healing, restoration, and sustaining others: characters who keep people on their feet. | |
| Warfare | Combat training and martial discipline: characters defined by how they fight. | |
| Wyrdcraft | Magic, sorcery, and the shaping of hidden forces: characters who bend the fabric of the world. |
Combat
Frontline (absorbs hits, holds melee, protects allies)- Paladin
- Berserker
- Soldier
- Monk of the Fist
- Shadow Monk
- also: Battlesmith, Royal, Ranger
- Swashbuckler
- Pirate
- Assassin
- also: Berserker, Monk of the Fist, Monk of the Elements, Shadow Monk, Thief, Gunslinger, Dungeon Delver
- Gunslinger
- Bombardier
- Sharpshooter
- Inventor
- Illusionist
- Necromancer
- Infernal Conjurer
- Druid
- also: Diviner, Enchanter, Warlock, Alchemist
Support & Craft
Healer (medical, restoration, stabilization)- Medic
- Physician
- Priest
- Warchef
- Medic
- Elementalist
- Crafter
- Battlesmith
- Inventor
- Tinkerer
- Enchanter
- Warlock
- Bombardier
- Clerk
- Shopkeep
- Merchant
- Peddler
- also: Crafter, Warchef
Social & Utility
Face (party speaker, diplomat, social lead)- Performer
- Diplomat
- Royal
- also: Paladin, Soldier, Swashbuckler, Sorcerer, Infernal Conjurer, Shopkeep, Merchant, Peddler, Researcher, Oracle
- Shaman
- Oracle
- Sage
- Monk of the Elements
- Thief
- Ranger
- Dungeon Delver
- Cartographer
- also: Illusionist, Performer, Tinkerer, Private Eye, Pirate, Assassin, Sharpshooter, Druid, Archaeologist
- Sage
- Private Eye
- Researcher
- Diviner
- Archaeologist
- also: Physician, Wizard, Clerk, Diplomat, Necromancer, Cartographer
- Priest
- Wizard
- Sorcerer
- Elementalist
- Alchemist
- also: Shaman
Cleric
Clerics are religious figures who serve their deities and communities. Priests are ordained ministers of their faith and perform religious ceremonies such as weddings and funerals, while sages are scholars who use their knowledge of their religion to counsel others. Paladins are holy warriors who fight against evil and protect their communities with divine magic. All of these clerics uphold the teachings and values of their faith and work to guide and protect those under their care.Paladin
- Group: Cleric
- Specialisation: Body (martial)
Paladin - Profession
Skills: Hammers, Evade, Performance, Healing, Myths & Legends, Awareness, Persuasion, RidingHeroic Ability
Divine Smite
- Requirement: -
- Willpower Points: 3 (2 vs undead or demonic foes)
"Stiffer than a castle gate, but when devils roam at night, we're all thankful that shiny armour is on our side."
Paladins are holy warriors who serve a deity or cause. They are skilled combatants who also possess divine magical abilities, allowing them to heal wounds, protect themselves and others, and smite their enemies. Paladins are bound by a strict code of honour and conduct, which demands that they always act with integrity and courage. They often undertake quests to protect the innocent, defeat evil, and promote the values of their faith or order.
Advancement: Additional Heroic Abilities
The following abilities are not available at character creation. The GM may offer them as advancement options when the character has demonstrated growth in the relevant area.Guarded Devotion
- Requirement: -
- Willpower Points: 2
Radiant Challenge
- Requirement: Persuasion 10
- Willpower Points: 2
Litany of Fortitude
- Requirement: Healing 10
- Willpower Points: 2
Blessed Rally
- Requirement: Persuasion 12
- Willpower Points: 2
Shield of Mercy
- Requirement: Awareness 12
- Willpower Points: 2
Sword of Conviction
- Requirement: Melee 12
- Willpower Points: 2
Shining Beacon
- Requirement: Myths & Legends 12
- Willpower Points: 3
Unbreakable Faith
- Requirement: Myths & Legends 14
- Willpower Points: -
Wrathful Judgement
- Requirement: Melee 14
- Willpower Points: 3
Miracle of Reprieve
- Requirement: Healing 16
- Willpower Points: 4
Sanctify Battlefield
- Requirement: Myths & Legends 16
- Willpower Points: 4
Divine Champion
- Requirement: Melee 16
- Willpower Points: 2
Sage
- Group: Cleric
- Specialisation: Mind (intellectual)
Sage - Profession
Skills: Myths & Legends, Languages, Awareness, Persuasion, Crafting, Beast Lore, Healing, PerformanceHeroic Ability
Lorekeeper's Glimpse
- Requirement: -
- Willpower Points: 2
"Always got his nose stuck in some dusty old scroll. Suppose if we need obscure answers, we know who to bother."
Unlike other clergy who focus on rites or direct healing, the Sage pursues enlightenment through relentless study - even if it means risking censure by reading proscribed tomes. They see each volume, scroll, or archived fragment as a step closer to divine truth. Whether consulting a hidden collection of heretical texts or an ancient library of sacred manuscripts, the Sage can unearth critical information on nearly any topic. Their faith teaches that knowledge itself can be a holy instrument for guiding and protecting communities.
Advancement: Additional Heroic Abilities
The following abilities are not available at character creation. The GM may offer them as advancement options when the character has demonstrated growth in the relevant area.Eldritch Ward
- Requirement: -
- Willpower Points: 2
Spiritual Insight
- Requirement: Myths & Legends 10
- Willpower Points: 2
Arcane Annotation
- Requirement: Languages 10
- Willpower Points: 2
Forbidden Lexicon
- Requirement: Myths & Legends 12
- Willpower Points: 2
Hidden Margins
- Requirement: Awareness 12
- Willpower Points: 2
Revelation Circle
- Requirement: Myths & Legends 12
- Willpower Points: 3
Scriptural Exorcism
- Requirement: Myths & Legends 14
- Willpower Points: 3
Truth Unbound
- Requirement: Awareness 14
- Willpower Points: 3
Definitive Commentary
- Requirement: Languages 14
- Willpower Points: 2
Cosmic Thesis
- Requirement: Myths & Legends 16
- Willpower Points: 3
Word of Radiance
- Requirement: Myths & Legends 16
- Willpower Points: 4
Living Archive
- Requirement: Languages 18
- Willpower Points: -
Priest
- Group: Cleric
- Specialisation: Soul (magical/spiritual)
Priest - Profession
Skills: Healing, Persuasion, Myths & Legends, Performance, Languages, Awareness, Riding, CraftingHeroic Ability
Beacon of Hope
- Requirement: -
- Willpower Points: 2
"She comforted my dying grandpa and named our newborn the same day - holy folk live close to both ends of life."
Priests are religious figures who specialise in divine magic, drawing their power from a deity or faith. They offer spiritual guidance, conduct religious ceremonies, and keep the bonds of community intact through rite and counsel. Where the Paladin charges into the line and the Sage disappears into archives, the Priest stands at the centre of things - marrying, burying, blessing, and interceding - present at every threshold that matters.
Advancement: Additional Heroic Abilities
The following abilities are not available at character creation. The GM may offer them as advancement options when the character has demonstrated growth in the relevant area.Bless Water
- Requirement: -
- Willpower Points: -
Comfort the Flock
- Requirement: Persuasion 10
- Willpower Points: 2
Shared Burden
- Requirement: Healing 10
- Willpower Points: 2
Spiritual Counsel
- Requirement: Myths & Legends 10
- Willpower Points: 2
Hymn of Healing
- Requirement: Healing 12
- Willpower Points: 2
Sanctuary Ward
- Requirement: Myths & Legends 12
- Willpower Points: 3
Miracle Cure
- Requirement: Healing 14
- Willpower Points: 3
Soul Retrieval
- Requirement: Healing 14
- Willpower Points: 4
Immovable Faith
- Requirement: Persuasion 14
- Willpower Points: 3
The Great Benediction
- Requirement: Persuasion 16
- Willpower Points: 4
Divine Intercession
- Requirement: Myths & Legends 16
- Willpower Points: 4
Intercessor
- Requirement: Healing 16
- Willpower Points: -
CREATIVE
Creatives, including performers, crafters, and illusionists, use their creativity and skill to entertain and delight their audiences or to create outstanding goods and wares. Whether through song, dance, juggling, pottering, weaving, or painting, they bring beauty and wonder to the world around them. Using their artistry, they tell stories, evoke emotions, and capture the imagination of those who witness their performances or admire their creations.Crafter
- Group: Creative
- Specialisation: Body (physical)
Crafter - Profession
Skills: Crafting, Bartering, Awareness, Persuasion, Hammers, Evade, Beast Lore, Sleight of HandHeroic Ability
Field Repair
- Requirement: -
- Willpower Points: 2
"He can fix any pot, shoe, or contraption in a jiffy - long as you can pay his fee in coin or good ale."
Crafters create various items using their specialised skills and knowledge. They work with different materials - wood, leather, metal, fabric - to make a wide range of objects, from practical tools and weapons to decorative pieces and works of art. They may also repair or modify existing items. Crafters must possess a keen eye for detail and be willing to invest time and effort into their creations to produce high-quality, durable goods that meet their clients' needs and expectations.
Advancement: Additional Heroic Abilities
The following abilities are not available at character creation. The GM may offer them as advancement options when the character has demonstrated growth in the relevant area.Material Eye
- Requirement: -
- Willpower Points: -
Keen Eye for Quality
- Requirement: -
- Willpower Points: 2
Custom Calibration
- Requirement: Crafting 10
- Willpower Points: 2
Commission Network
- Requirement: Bartering 10
- Willpower Points: 2
Crafting Renaissance
- Requirement: Crafting 12
- Willpower Points: 2
Artisan's Bond
- Requirement: Awareness 12
- Willpower Points: -
Measured Fit
- Requirement: Crafting 14
- Willpower Points: 2
Signature Work
- Requirement: Crafting 14
- Willpower Points: 3
Perfect Replica
- Requirement: Crafting 14
- Willpower Points: 3
Artisan's Legacy
- Requirement: Crafting 16
- Willpower Points: 3
Named Artifact
- Requirement: Crafting 16
- Willpower Points: 4
Eternal Craft
- Requirement: Crafting 16
- Willpower Points: -
Illusionist
- Group: Creative
- Specialisation: Mind (deceptive)
Illusionist - Profession
Skills: Sleight of Hand, Awareness, Sneaking, Performance, Persuasion, Acrobatics, Crafting, Myths & LegendsHeroic Ability
Illusory Disguise
- Requirement: -
- Willpower Points: 2
"I saw her make a dozen dancing lights swirl round the square... or maybe I was just seeing things. Hard to say!"
Illusionists use sleight of hand, trickery, and illusions to create the appearance of magic and awe-inspiring feats. They entertain audiences with their performances, using various props and tools to create their illusions. They often travel from town to town, performing in marketplaces, inns, and other public places. Despite their seemingly magical abilities, illusionists rely on their dexterity and quick thinking to create their captivating performances.
Advancement: Additional Heroic Abilities
The following abilities are not available at character creation. The GM may offer them as advancement options when the character has demonstrated growth in the relevant area.Phantom Whispers
- Requirement: -
- Willpower Points: 2
Stage Trickery
- Requirement: Sleight of Hand 10
- Willpower Points: -
Twisted Path
- Requirement: Sneaking 10
- Willpower Points: 2
Mirror Ally
- Requirement: Sleight of Hand 10
- Willpower Points: 2
Deceptive Ward
- Requirement: Awareness 12
- Willpower Points: 2
Phantasmal Horde
- Requirement: Performance 12
- Willpower Points: 3
Touch of the Unreal
- Requirement: Myths & Legends 12
- Willpower Points: 3
Dreamweave
- Requirement: Myths & Legends 14
- Willpower Points: 3
Reality Twist
- Requirement: Myths & Legends 14
- Willpower Points: 4
Grand Mirage
- Requirement: Sleight of Hand 16
- Willpower Points: 4
Shared Delusion
- Requirement: Myths & Legends 16
- Willpower Points: 4
Reflexive Disguise
- Requirement: Awareness 16
- Willpower Points: -
Performer
- Group: Creative
- Specialisation: Soul (expressive)
Performer - Profession
Skills: Performance, Persuasion, Awareness, Acrobatics, Sleight of Hand, Languages, Sneaking, BarteringHeroic Ability
Emotional Tune
- Requirement: -
- Willpower Points: 2
"She fills the tavern each night with laughter and song. Sure cheers up the place - unless you cross her, they say."
Performers entertain audiences with music, dance, and theatrical performances. They often travel from town to town, setting up in marketplaces and public squares to draw a crowd. With their instruments and costumes, they weave stories and melodies that captivate the imagination and bring joy to the people. Whether troubadours, jesters, or wandering minstrels, performers use their talents to bring merriment and delight to all who watch and listen - and to open every door that a sword cannot.
Advancement: Additional Heroic Abilities
The following abilities are not available at character creation. The GM may offer them as advancement options when the character has demonstrated growth in the relevant area.Entrancing Opener
- Requirement: -
- Willpower Points: 2
Improvised Act
- Requirement: Persuasion 10
- Willpower Points: 2
Green Room Rumours
- Requirement: Languages 10
- Willpower Points: 2
Heartfelt Duet
- Requirement: Performance 12
- Willpower Points: 2
Encore Demand
- Requirement: Persuasion 12
- Willpower Points: 2
Crowd Choreography
- Requirement: Performance 12
- Willpower Points: 2
Restorative Performance
- Requirement: Performance 14
- Willpower Points: 3
Spellbinding Tale
- Requirement: Persuasion 14
- Willpower Points: 3
Crowd Conductor
- Requirement: Performance 14
- Willpower Points: 3
Soul Resonance
- Requirement: Performance 16
- Willpower Points: 4
Transcendent Masque
- Requirement: Performance 16
- Willpower Points: 4
Heroic Ballad
- Requirement: Persuasion 16
- Willpower Points: 2
Engineer
Engineer are skilled craftsmen who specialize in designing and creating complex machinery and contraptions using gears, levers, and other mechanical components. They use their knowledge of physics and mechanics to create useful devices, such as siege engines, windmills, clock towers, pets, and even armor or weapons. These engineers are highly valued for their ability to create practical solutions to a wide range of problems. They also often build solutions no one asked for.Battlesmith
- Group: Engineer
- Specialisation: Body (martial)
Battlesmith - Profession
Skills: Crafting, Hammers, Evade, Awareness, Bartering, Beast Lore, Myths & Legends, SwordsHeroic Ability
Forged Edge
- Requirement: -
- Willpower Points: 2
"Strange runes on shields, swords that glow... blasts of steam all hours of the night - makes a racket, but it sure keeps trolls at bay!"
Battlesmiths use their knowledge of engineering and craft to create unique and powerful weapons and armour. They carefully forge each piece, imbuing them with intricate mechanisms and field-tested enhancements to give warriors a measurable edge. Highly sought after by knights, mercenaries, and anyone who needs their gear to do something slightly more than expected, the Battlesmith is the one keeping the front line armed, repaired, and ahead of whatever is trying to kill it.
Advancement: Additional Heroic Abilities
The following abilities are not available at character creation. The GM may offer them as advancement options when the character has demonstrated growth in the relevant area.Battlefield Workshop
- Requirement: -
- Willpower Points: -
Arc-Spark Repair
- Requirement: Crafting 10
- Willpower Points: 2
Rattlebreaker Blow
- Requirement: Crafting 10
- Willpower Points: 2
Armour Integration
- Requirement: Crafting 12
- Willpower Points: 2
Siege Tinkerer
- Requirement: Crafting 12
- Willpower Points: 2
Enhanced Alloy
- Requirement: Crafting 12
- Willpower Points: 2
Golem Frame
- Requirement: Crafting 14
- Willpower Points: 3
Resonant Hammer
- Requirement: Crafting 14
- Willpower Points: 3
Defensive Bulwark
- Requirement: Crafting 14
- Willpower Points: 2
Epic War Engine
- Requirement: Crafting 16
- Willpower Points: 4
Soulbound Armament
- Requirement: Crafting 16
- Willpower Points: -
Techno-Divine Merge
- Requirement: Myths & Legends 16
- Willpower Points: 4
Inventor
- Group: Engineer
- Specialisation: Mind (technical)
Inventor - Profession
Skills: Crafting, Myths & Legends, Awareness, Languages, Beast Lore, Persuasion, Bartering, AcrobaticsHeroic Ability
Clockwork Scout
- Requirement: -
- Willpower Points: 2
"Let me tell you, if there's a weird noise at dawn and smoke by noon, that's probably her new 'breakthrough.'"
Inventors create machines powered by clockwork or carefully understood principles that can perform a wide variety of functions. They use their knowledge of mechanics and materials to design and construct intricate devices that fly, crawl, swim, and occasionally talk back. They work tirelessly to perfect their creations, always striving to make them more capable and more resistant to catastrophic failure - with limited success on the second point.
Advancement: Additional Heroic Abilities
The following abilities are not available at character creation. The GM may offer them as advancement options when the character has demonstrated growth in the relevant area.Gearshift Trick
- Requirement: -
- Willpower Points: 2
Spark-Shield Gadget
- Requirement: Crafting 10
- Willpower Points: 2
Arc-Lantern Drone
- Requirement: Crafting 10
- Willpower Points: 2
Portable Workshop
- Requirement: Crafting 12
- Willpower Points: -
Rapid Rewire
- Requirement: Crafting 12
- Willpower Points: 2
Spell-Eater Engine
- Requirement: Crafting 12
- Willpower Points: 3
Impossible Contraption
- Requirement: Crafting 14
- Willpower Points: 3
Automated Ally
- Requirement: Crafting 14
- Willpower Points: 3
Perpetual Engine
- Requirement: Crafting 16
- Willpower Points: -
Masterwork Automaton
- Requirement: Crafting 16
- Willpower Points: 4
World-Shaper Blueprint
- Requirement: Crafting 16
- Willpower Points: -
Mobile Workshop
- Requirement: Crafting 16
- Willpower Points: -
Tinkerer
- Group: Engineer
- Specialisation: Soul (improvisational)
Tinkerer - Profession
Skills: Crafting, Sleight of Hand, Sneaking, Awareness, Bartering, Acrobatics, Beast Lore, EvadeHeroic Ability
Pocket Contraption
- Requirement: -
- Willpower Points: 2
"He cobbled my wagon's broken axle with nails, springs, and a metal gear. I'm grateful... but it squeaks in three different keys!"
Unlike inventors, tinkerers are not big on extensive planning. They excel at scavenging and transforming leftover materials into practical contraptions on the move. Wandering through the world with a pouch full of springs and a head full of notions, they improvise traps, defensive mechanisms, and various gizmos as the need arises. Their resourcefulness and lateral thinking make them formidable allies - and occasionally alarming ones.
Advancement: Additional Heroic Abilities
The following abilities are not available at character creation. The GM may offer them as advancement options when the character has demonstrated growth in the relevant area.Gadget Intuition
- Requirement: -
- Willpower Points: -
Jury-Rig Trap
- Requirement: Crafting 10
- Willpower Points: 2
Trick Tools
- Requirement: Sleight of Hand 10
- Willpower Points: -
Reconfigurable Gizmo
- Requirement: Crafting 12
- Willpower Points: -
Crash-Proof Tinkering
- Requirement: Crafting 12
- Willpower Points: -
Tinkerer's Spiderweb
- Requirement: Sneaking 12
- Willpower Points: 2
Rapid Patch-Job
- Requirement: Crafting 14
- Willpower Points: 2
Field Overhaul
- Requirement: Crafting 14
- Willpower Points: 3
Automated Distraction
- Requirement: Sleight of Hand 14
- Willpower Points: 2
The Grand Snare
- Requirement: Crafting 16
- Willpower Points: 4
Wunderkammer
- Requirement: Crafting 16
- Willpower Points: -
Tinkerer's Masterpiece
- Requirement: Crafting 16
- Willpower Points: -
Enquirer
Enquirers use a combination of research, deduction, and divination to uncover hidden truths and solve mysteries. Researchers scour archives and libraries for clues, private eyes question witnesses and suspects, and diviners use magic to gain insight into the past, present, and future. They all work together to uncover secrets and bring justice to those who seek it.Private Eye
- Group: Enquirer
- Specialisation: Body (investigative)
Private Eye - Profession
Skills: Awareness, Sneaking, Persuasion, Sleight of Hand, Knives, Evade, Acrobatics, LanguagesHeroic Ability
Cold Read
- Requirement: -
- Willpower Points: 2
"If there's a secret in this town, that nosy devil's likely to sniff it out. Best keep your skeletons buried deep."
Private Eyes are skilled investigators who uncover crimes and mysterious events through fieldwork rather than archives or arcane sight. They gather clues by interviewing witnesses, searching for evidence, and following leads with patient, lateral persistence. They use their intelligence, intuition, and resourcefulness to solve complex cases and bring justice to their clients - or, occasionally, to understand exactly what sort of trouble they are already in.
Advancement: Additional Heroic Abilities
The following abilities are not available at character creation. The GM may offer them as advancement options when the character has demonstrated growth in the relevant area.Street Ally
- Requirement: -
- Willpower Points: 2
Case Files
- Requirement: Awareness 10
- Willpower Points: 2
Quick Undercover
- Requirement: Persuasion 10
- Willpower Points: 2
Pressure Point
- Requirement: Persuasion 12
- Willpower Points: 2
Hidden Evidence Sense
- Requirement: Awareness 12
- Willpower Points: 2
Shadow
- Requirement: Sneaking 12
- Willpower Points: 2
Roundabout Pursuit
- Requirement: Sneaking 14
- Willpower Points: 2
Ghost Infiltration
- Requirement: Sneaking 14
- Willpower Points: 3
Mind Maze
- Requirement: Persuasion 14
- Willpower Points: 3
Sherlock's Vision
- Requirement: Awareness 16
- Willpower Points: 3
Network of Eyes
- Requirement: Persuasion 16
- Willpower Points: 2
Truth Scent
- Requirement: Awareness 16
- Willpower Points: 4
Researcher
- Group: Enquirer
- Specialisation: Mind (analytical)
Researcher - Profession
Skills: Myths & Legends, Languages, Awareness, Persuasion, Crafting, Beast Lore, Sleight of Hand, BarteringHeroic Ability
Rapid Note-Taking
- Requirement: -
- Willpower Points: 2
"She'll dig through a thousand dusty ledgers just to prove you nicked one copper coin. Honestly, it's a bit unnerving."
While the Private Eye relies on fieldwork and the Diviner taps mystic insight, the Researcher uncovers hidden truths by meticulously studying documents, journals, and ledgers. Whether sifting through bureaucratic records or personal correspondence, they excel at finding clues others miss - spotting forged signatures, inconsistent timelines, or subtle allusions to betrayal. Their investigative prowess can expose conspiracies or unravel criminal networks, all from the quiet hush of an archive.
Advancement: Additional Heroic Abilities
The following abilities are not available at character creation. The GM may offer them as advancement options when the character has demonstrated growth in the relevant area.Catalog Mind
- Requirement: -
- Willpower Points: -
Source Tracker
- Requirement: Languages 10
- Willpower Points: 2
Secret Cipher
- Requirement: Languages 10
- Willpower Points: 2
Arcane Proofreading
- Requirement: Myths & Legends 12
- Willpower Points: 2
Keyword Summoning
- Requirement: Myths & Legends 12
- Willpower Points: 2
Apocryphal Comparison
- Requirement: Myths & Legends 12
- Willpower Points: 2
Fact Reconstruction
- Requirement: Myths & Legends 14
- Willpower Points: 3
Scholarly Summons
- Requirement: Myths & Legends 14
- Willpower Points: 3
Ultimate Treatise
- Requirement: Languages 14
- Willpower Points: 4
Librarian's Revelation
- Requirement: Myths & Legends 16
- Willpower Points: 3
Master Index
- Requirement: Myths & Legends 16
- Willpower Points: -
Forbidden Correspondence
- Requirement: Languages 16
- Willpower Points: -
Diviner
- Group: Enquirer
- Specialisation: Soul (prescient)
Diviner - Profession
Skills: Myths & Legends, Awareness, Persuasion, Performance, Languages, Healing, Sneaking, Beast LoreHeroic Ability
Psychometric Touch
- Requirement: -
- Willpower Points: 2
"Said I'd trip on a rock before sundown. Sure enough, I went face-first into the gutter. Creepy how right she was."
Diviners use their mystical abilities to uncover hidden information and reveal secrets about people, objects, and events. They may use methods such as scrying, astrology, tarot, or other forms of divination to gain insight into the past, present, or future. Their skills are often sought by those who have run out of mundane leads. They solve mysteries elegantly, leave few scars, and are the one people consult before disaster - which is harder than it sounds, because disaster rarely sends advance notice.
Advancement: Additional Heroic Abilities
The following abilities are not available at character creation. The GM may offer them as advancement options when the character has demonstrated growth in the relevant area.Danger Sense
- Requirement: -
- Willpower Points: -
Scene Reading
- Requirement: Awareness 10
- Willpower Points: 2
Truth Brand
- Requirement: Persuasion 10
- Willpower Points: 2
Astral Window
- Requirement: Myths & Legends 10
- Willpower Points: 2
Deep Psychometry
- Requirement: Myths & Legends 12
- Willpower Points: 3
Veil Piercer
- Requirement: Awareness 12
- Willpower Points: 2
Place Memory
- Requirement: Myths & Legends 14
- Willpower Points: 3
Blood Memory
- Requirement: Myths & Legends 14
- Willpower Points: 4
Distant Witness
- Requirement: Myths & Legends 14
- Willpower Points: 3
Echo of Eternity
- Requirement: Myths & Legends 16
- Willpower Points: 4
The Unbroken Thread
- Requirement: Myths & Legends 16
- Willpower Points: 4
Oracle's Foresight
- Requirement: Myths & Legends 16
- Willpower Points: 4
Fighter
Warriors are skilled combatants who protect their land and people. Berserkers are known for their uncontrollable rage in battle, soldiers follow orders from their commanders to defend their kingdom, and swashbucklers use a combination of swordsmanship and charm to defeat their enemies.Berserker
- Group: Fighter
- Specialisation: Body (martial)
Berserker - Profession
Skills: Axes, Evade, Acrobatics, Unarmed Combat, Awareness, Hunting & Fishing, Bushcraft, SwimmingHeroic Ability
Furious Momentum
- Requirement: -
- Willpower Points: 2
"Never seen such a whirlwind of steel and yelling. Don't stand in his way - he'll charge through a brick wall if need be."
Berserkers are fierce warriors who fight with intense savagery and reckless abandon. Known for their ferocity and often driven into a trance-like state before battle, they fight with a single-minded focus on defeating their opponents - frequently ignoring their own wounds in the process. A Berserker's value is not in their precision but in the force of will they bring to every engagement, and the number of enemies who decide not to engage them at all.
Advancement: Additional Heroic Abilities
The following abilities are not available at character creation. The GM may offer them as advancement options when the character has demonstrated growth in the relevant area.Adrenaline Spike
- Requirement: -
- Willpower Points: 2
Berserk Leap
- Requirement: Axes 10
- Willpower Points: 2
Roaring Charge
- Requirement: Axes 10
- Willpower Points: 2
Blood Frenzy
- Requirement: Axes 12
- Willpower Points: -
Savage Grapple
- Requirement: Unarmed Combat 12
- Willpower Points: 2
Battle Rush
- Requirement: Axes 14
- Willpower Points: -
Titanic Blow
- Requirement: Axes 14
- Willpower Points: 3
Howling Rally
- Requirement: Axes 14
- Willpower Points: 2
Death Trance
- Requirement: Axes 16
- Willpower Points: 3
Limitless Rage
- Requirement: Axes 16
- Willpower Points: 4
Unstoppable Onslaught
- Requirement: Axes 16
- Willpower Points: 3
War God's Glare
- Requirement: Axes 16
- Willpower Points: 3
Soldier
- Group: Fighter
- Specialisation: Mind (tactical)
Soldier - Profession
Skills: Swords, Spears, Evade, Awareness, Riding, Persuasion, Crafting, HealingHeroic Ability
Hold the Line
- Requirement: -
- Willpower Points: 2
"He's by the gate at dawn, still there at dusk. Doesn't smile much, but I trust him to keep trouble outside our walls."
Soldiers are trained and skilled in various forms of combat - swordsmanship, shield usage, and specialised weapons. They are often enlisted in an army or hired by a lord to protect territory or wage war. Soldiers are expected to follow orders and obey their commanding officers, trained in tactics and strategy to achieve victory on the battlefield. The ones who survive long enough stop thinking about individual glory and start thinking about keeping everyone else alive.
Advancement: Additional Heroic Abilities
The following abilities are not available at character creation. The GM may offer them as advancement options when the character has demonstrated growth in the relevant area.Stand Firm
- Requirement: -
- Willpower Points: 2
Shift Formation
- Requirement: Awareness 10
- Willpower Points: -
Drill Instructor
- Requirement: Persuasion 10
- Willpower Points: 2
Phalanx Tactics
- Requirement: Swords 12
- Willpower Points: 2
Victory Condition
- Requirement: Awareness 12
- Willpower Points: 2
Swift Maneuver
- Requirement: Awareness 12
- Willpower Points: 2
Counter-Strategy
- Requirement: Awareness 14
- Willpower Points: 3
Battle Veteran's Rally
- Requirement: Persuasion 14
- Willpower Points: 3
Forced March
- Requirement: Awareness 14
- Willpower Points: 2
Grand Tactician
- Requirement: Persuasion 16
- Willpower Points: 3
Legendary Last Stand
- Requirement: Persuasion 16
- Willpower Points: 4
Conqueror's Presence
- Requirement: Persuasion 16
- Willpower Points: -
Swashbuckler
- Group: Fighter
- Specialisation: Soul (charismatic)
Swashbuckler - Profession
Skills: Swords, Evade, Acrobatics, Persuasion, Performance, Awareness, Knives, Sleight of HandHeroic Ability
Riposte
- Requirement: -
- Willpower Points: 2
"He'll rob you with a wink then buy you a round with your own coin. Daring rascal, but charming as a fox."
Swashbucklers use the blade as a social instrument. A duel won in public is a reputation built; a duel lost is a position surrendered. They move through salons, gambling dens, and noble courts as easily as through back alleys, always calculating how a fight can be won in a way that also wins an audience. The sword is the means, but the real prize is always the room - its admiration, its fear, or its open door.
Advancement: Additional Heroic Abilities
The following abilities are not available at character creation. The GM may offer them as advancement options when the character has demonstrated growth in the relevant area.Razor Wit
- Requirement: -
- Willpower Points: 2
Dramatic Leap
- Requirement: Acrobatics 10
- Willpower Points: -
Fancy Disarm
- Requirement: Swords 10
- Willpower Points: 2
En Garde Gambit
- Requirement: Swords 12
- Willpower Points: 2
Graceful Tumble
- Requirement: Acrobatics 12
- Willpower Points: 2
Riposte Flurry
- Requirement: Swords 12
- Willpower Points: 2
Duelist's Dance
- Requirement: Swords 14
- Willpower Points: 3
Swashbuckler's Gambol
- Requirement: Acrobatics 14
- Willpower Points: 2
Signature Flourish
- Requirement: Swords 14
- Willpower Points: 3
Mystic Saberplay
- Requirement: Swords 16
- Willpower Points: 3
Impossible Lunge
- Requirement: Swords 16
- Willpower Points: 3
The Final Riposte
- Requirement: Swords 16
- Willpower Points: -
Healer
These archetypes are dedicated to supporting allies by preserving health and fortifying well-being. Medic and Physician focus on direct medical and surgical care - one in the field, one in the clinic. The Warchef takes a different path, restoring body and spirit through hearty, empowering meals: where the others mend what is broken, the Warchef ensures it never breaks in the first place.Medic
- Group: Healer
- Specialisation: Body (field)
Medic - Profession
Skills: Healing, Evade, Awareness, Acrobatics, Persuasion, Crafting, Bushcraft, RidingHeroic Ability
Swift Aid
- Requirement: -
- Willpower Points: 2
"She patched me up under a hail of arrows - didn't even flinch. I owe her my life and then some."
Medics are front-line lifesavers, darting into danger to stabilise injuries. Their swift, efficient care often decides who lives or dies in the heat of battle. They rarely get to work in ideal conditions - no clean table, no adequate light, no silence. What they have instead is practice: the kind that comes from knowing which problem will kill someone in thirty seconds and which problem can wait until the shooting stops.
Advancement: Additional Heroic Abilities
The following abilities are not available at character creation. The GM may offer them as advancement options when the character has demonstrated growth in the relevant area.Pain Dampener
- Requirement: -
- Willpower Points: 2
Blood Stop
- Requirement: Healing 10
- Willpower Points: -
Emergency Surgery
- Requirement: Healing 10
- Willpower Points: 2
Adrenaline Syringe
- Requirement: Healing 12
- Willpower Points: 3
Chemical Burn Salve
- Requirement: Healing 12
- Willpower Points: 2
Toxin Purge
- Requirement: Healing 14
- Willpower Points: 3
Field Resurrection
- Requirement: Healing 14
- Willpower Points: 4
Critical Trauma Fix
- Requirement: Healing 14
- Willpower Points: 3
Combat Lifesaver's Aura
- Requirement: Healing 16
- Willpower Points: 3
Mass Triage
- Requirement: Healing 16
- Willpower Points: 4
Death's Denial
- Requirement: Healing 16
- Willpower Points: 4
Veteran's Eye
- Requirement: Awareness 16
- Willpower Points: -
Physician
- Group: Healer
- Specialisation: Mind (academic)
Physician - Profession
Skills: Healing, Myths & Legends, Languages, Awareness, Persuasion, Bartering, Crafting, Beast LoreHeroic Ability
Diagnostic Glance
- Requirement: -
- Willpower Points: 2
"He's got a cure for every malady, or so folks say. Appears calm as a still pond, even when the plague's knocking."
Physicians combine academic training and careful practice to treat patients in structured environments. They excel at careful diagnoses, surgeries, and long-term care. Where the Medic sprints towards someone who is bleeding, the Physician works out why they are bleeding, what else is likely to go wrong, and what the correct order of operations is. Their calm is not indifference - it is evidence of a mind that has already run through the six most likely explanations and discarded five of them.
Advancement: Additional Heroic Abilities
The following abilities are not available at character creation. The GM may offer them as advancement options when the character has demonstrated growth in the relevant area.Ward Against Sickness
- Requirement: -
- Willpower Points: 2
Pain Numbing Tonic
- Requirement: Healing 10
- Willpower Points: 2
Surgical Mastery
- Requirement: Healing 10
- Willpower Points: 2
Rest Cure Specialist
- Requirement: Healing 12
- Willpower Points: -
Herbal Vaccine
- Requirement: Crafting 12
- Willpower Points: 2
Emotional Mender
- Requirement: Healing 12
- Willpower Points: 2
Regenerative Draft
- Requirement: Healing 14
- Willpower Points: 3
Miracle Graft
- Requirement: Healing 14
- Willpower Points: 4
Panacea Research
- Requirement: Healing 16
- Willpower Points: -
Rites of Renewal
- Requirement: Healing 16
- Willpower Points: 4
Flesh Sanctification
- Requirement: Healing 16
- Willpower Points: 4
Medical Authority
- Requirement: Healing 16
- Willpower Points: -
Warchef
- Group: Healer
- Specialisation: Soul (nourishing)
Warchef - Profession
Skills: Crafting, Bartering, Awareness, Persuasion, Healing, Beast Lore, Hunting & Fishing, PerformanceHeroic Ability
Fortify Stew
- Requirement: -
- Willpower Points: 2
"One taste of her stew, and you feel ready to wrestle an ogre. If that's not magic, I don't know what is."
Warchefs nourish the body and spirit with hearty, inspiring cuisine. By carefully selecting ingredients and perfecting recipes, they provide benefits that elevate morale, endurance, and overall performance for those who partake of their meals. Where the Medic mends what is broken and the Physician prevents it from breaking, the Warchef ensures the party never reaches that point - an approach that is profoundly underappreciated until the moment it is not available.
Advancement: Additional Heroic Abilities
The following abilities are not available at character creation. The GM may offer them as advancement options when the character has demonstrated growth in the relevant area.Quick Ration Reinvention
- Requirement: -
- Willpower Points: -
Signature Seasoning
- Requirement: Crafting 10
- Willpower Points: -
Stress-Busting Snack
- Requirement: Crafting 10
- Willpower Points: 2
Energy Feast
- Requirement: Crafting 12
- Willpower Points: 2
Culinary Diversion
- Requirement: Crafting 12
- Willpower Points: 2
Banquet of Unity
- Requirement: Persuasion 12
- Willpower Points: 2
Legendary Flavor Surge
- Requirement: Crafting 14
- Willpower Points: 3
Spirit Cookery
- Requirement: Myths & Legends 14
- Willpower Points: 3
Gourmand's Recovery
- Requirement: Crafting 14
- Willpower Points: 3
Mystic Provision
- Requirement: Crafting 16
- Willpower Points: 4
Epic Culinary Rite
- Requirement: Persuasion 16
- Willpower Points: 4
Legendary Spread
- Requirement: Persuasion 16
- Willpower Points: 3
Monk
Monks are skilled fighters who combine martial arts with spiritual practices. Monks of the fist use their physical abilities to overcome their opponents, while shadow monks rely on stealth and deception to gain the upper hand. Monks of the elements can harness the power of the natural world to enhance their fighting abilities. All combat monks use their skills to protect their allies and fight for justice.Monk of the Fist
- Group: Monk
- Specialisation: Body (martial)
Monk of the Fist - Profession
Skills: Unarmed Combat, Evade, Acrobatics, Awareness, Healing, Persuasion, Sneaking, SwimmingHeroic Ability
Focused Strike
- Requirement: -
- Willpower Points: 2
"I once saw him crack a thick board just by tapping it - didn't even muss his robes. That's skill, friend."
Monks of the Fist are martial artists who focus on using their fists and feet as weapons. They are trained in hand-to-hand combat and use their agility and precision to strike their opponents at exactly the right moment with exactly the right force. They practice meditation and other spiritual disciplines to develop their mental and physical strength - the discipline is inseparable from the technique, and the technique is inseparable from the person.
Advancement: Additional Heroic Abilities
The following abilities are not available at character creation. The GM may offer them as advancement options when the character has demonstrated growth in the relevant area.Unarmed Catch
- Requirement: -
- Willpower Points: 2
Centered Posture
- Requirement: Unarmed Combat 10
- Willpower Points: 2
Body Over Mind
- Requirement: Unarmed Combat 10
- Willpower Points: -
Strike the Vein
- Requirement: Unarmed Combat 12
- Willpower Points: 2
Deflect Force
- Requirement: Unarmed Combat 12
- Willpower Points: 2
Pressure Point Master
- Requirement: Unarmed Combat 14
- Willpower Points: 3
Kinetic Transfer
- Requirement: Unarmed Combat 14
- Willpower Points: 3
Whirlwind Fists
- Requirement: Unarmed Combat 14
- Willpower Points: 3
Dragon Fist
- Requirement: Unarmed Combat 16
- Willpower Points: 3
Untouchable Movement
- Requirement: Acrobatics 16
- Willpower Points: 3
Perfect Body
- Requirement: Unarmed Combat 16
- Willpower Points: -
Iron Constitution
- Requirement: Unarmed Combat 16
- Willpower Points: -
Monk of the Elements
- Group: Monk
- Specialisation: Soul (elemental)
Monk of the Elements - Profession
Skills: Unarmed Combat, Evade, Acrobatics, Awareness, Myths & Legends, Healing, Sneaking, PersuasionHeroic Ability
Minor Surge
- Requirement: -
- Willpower Points: 2
"She whispers, and suddenly wind howls or flames leap. Me? I'll keep my distance, thanks."
The Monk of the Elements does not summon elemental forces - they channel them from within. Through years of meditative discipline, they have learned to align their own body's energy with the deep patterns of earth, air, fire, and water, expressing elemental power as an extension of their physical form. A strike becomes a shockwave; a breath becomes a gust; stillness becomes stone. Where the Elementalist commands the elements like a general commanding troops, the Monk of the Elements has made peace with them - and that peace is the source of their power.
Advancement: Additional Heroic Abilities
The following abilities are not available at character creation. The GM may offer them as advancement options when the character has demonstrated growth in the relevant area.Elemental Jolt
- Requirement: -
- Willpower Points: 2
Elemental Sense
- Requirement: Myths & Legends 10
- Willpower Points: -
Stone Stance
- Requirement: Unarmed Combat 10
- Willpower Points: 2
Tempest Step
- Requirement: Acrobatics 12
- Willpower Points: 2
Channel Surge
- Requirement: Unarmed Combat 12
- Willpower Points: 3
Elemental Barrier
- Requirement: Unarmed Combat 12
- Willpower Points: 3
Transmute Element
- Requirement: Unarmed Combat 14
- Willpower Points: 3
Walk Without Trace
- Requirement: Acrobatics 14
- Willpower Points: 2
Elemental Communion
- Requirement: Myths & Legends 14
- Willpower Points: 2
Grand Surge
- Requirement: Unarmed Combat 16
- Willpower Points: 4
Elemental Mastery
- Requirement: Myths & Legends 16
- Willpower Points: -
One with the Element
- Requirement: Myths & Legends 16
- Willpower Points: 4
Shadow Monk
- Group: Monk
- Specialisation: Mind (deceptive)
Shadow Monk - Profession
Skills: Sneaking, Acrobatics, Awareness, Knives, Unarmed Combat, Sleight of Hand, Persuasion, EvadeHeroic Ability
Dark Slip
- Requirement: -
- Willpower Points: 2
"Try to keep an eye on him - poof, he's gone like the night itself. If that ain't unnerving, I don't know what is."
Shadow Monks are masters of stealth and deception. They use their training in martial arts to move swiftly and without sound, striking their enemies with deadly precision from angles that should not be possible. They have honed their senses and can navigate in darkness, blend into shadows, and manipulate the absence of light to their advantage. In addition to their combat skills, they have learned to use their minds to deceive their enemies - and, on occasion, everyone else.
Advancement: Additional Heroic Abilities
The following abilities are not available at character creation. The GM may offer them as advancement options when the character has demonstrated growth in the relevant area.Shade Strike
- Requirement: -
- Willpower Points: 2
Quiet Footfalls
- Requirement: Sneaking 10
- Willpower Points: -
Shadow Bind
- Requirement: Myths & Legends 12
- Willpower Points: 2
Ebon Clone
- Requirement: Sneaking 12
- Willpower Points: 3
Flicker Behind
- Requirement: Sneaking 12
- Willpower Points: 3
Night Terrors
- Requirement: Unarmed Combat 14
- Willpower Points: 3
Siphon Light
- Requirement: Sneaking 14
- Willpower Points: 3
Shadow Blade
- Requirement: Unarmed Combat 14
- Willpower Points: 3
Umbral Dominion
- Requirement: Sneaking 16
- Willpower Points: 4
Eclipse Body
- Requirement: Unarmed Combat 16
- Willpower Points: 3
Vanishing Step
- Requirement: Acrobatics 16
- Willpower Points: -
Death's Shadow
- Requirement: Sneaking 16
- Willpower Points: 4
Mystic
Mystics, who are experts in manipulating and channeling arcane energies, harness their abilities to cast spells and create magical items. Wizards are known for their vast knowledge of spells, while sorcerers tap into their innate magical abilities. Enchanters use their craft to imbue magical properties into objects, such as weapons or jewelry, and create potent magical artifacts.Enchanter
- Group: Mystic
- Specialisation: Body (artifice)
Enchanter - Profession
Skills: Crafting, Myths & Legends, Awareness, Persuasion, Languages, Bartering, Sleight of Hand, Beast LoreHeroic Ability
Soothing Enchantment
- Requirement: -
- Willpower Points: 2
"He sold me a trinket that glowed in the dark. Don't know if it's witchcraft or genius, but it sure works."
Enchanters use their magic to imbue objects with magical properties, enhancing their durability, granting them elemental powers, or even instilling a kind of limited awareness. They often work closely with craftsmen to create enchanted items that are highly sought after by adventurers and nobles alike. Unlike wizards who study the theory of magic, enchanters are interested in what magic can do when it is made into a thing you can hold in your hand.
Advancement: Additional Heroic Abilities
The following abilities are not available at character creation. The GM may offer them as advancement options when the character has demonstrated growth in the relevant area.Living Threads
- Requirement: -
- Willpower Points: 2
Spellbound Ward
- Requirement: Crafting 10
- Willpower Points: 2
Adaptive Armament
- Requirement: Crafting 10
- Willpower Points: 2
Animate Tool
- Requirement: Crafting 12
- Willpower Points: 2
Minor Bond
- Requirement: Crafting 12
- Willpower Points: -
Object Sentience
- Requirement: Myths & Legends 12
- Willpower Points: 3
Fickle Curse
- Requirement: Myths & Legends 14
- Willpower Points: 3
Grand Enchantment
- Requirement: Crafting 14
- Willpower Points: 3
World-Singer's Forge
- Requirement: Crafting 16
- Willpower Points: 4
Living Artifact
- Requirement: Crafting 16
- Willpower Points: 4
Eternal Enchantment
- Requirement: Crafting 16
- Willpower Points: -
Enchanter's Intuition
- Requirement: Awareness 16
- Willpower Points: -
Wizard
- Group: Mystic
- Specialisation: Mind (scholarly)
Wizard - Profession
Skills: Myths & Legends, Languages, Awareness, Persuasion, Crafting, Beast Lore, Healing, BarteringHeroic Ability
Spell Dampener
- Requirement: -
- Willpower Points: 2
"All them tomes and potions? He's either the smartest man in town or the one most likely to blow us all sky-high."
Wizards study magic as a discipline, cataloguing its principles and systematising its application with the same rigour they would bring to natural philosophy or jurisprudence. They believe that magic is not a force to be felt but a language to be learned, and that any sufficiently complex phenomenon can be understood given enough time and the correct notation. Their libraries are legendary. Their patience with those who disagree is not.
Advancement: Additional Heroic Abilities
The following abilities are not available at character creation. The GM may offer them as advancement options when the character has demonstrated growth in the relevant area.Cantrip Mastery
- Requirement: -
- Willpower Points: -
Scroll Eater
- Requirement: Myths & Legends 10
- Willpower Points: -
Ritual Savant
- Requirement: Myths & Legends 10
- Willpower Points: 2
Arcane Lockpick
- Requirement: Myths & Legends 12
- Willpower Points: 2
Spell Synergy
- Requirement: Myths & Legends 12
- Willpower Points: 2
Threads of Fate
- Requirement: Myths & Legends 12
- Willpower Points: 2
Pocket Sanctuary
- Requirement: Myths & Legends 14
- Willpower Points: 3
Arcanum Shift
- Requirement: Myths & Legends 14
- Willpower Points: 3
World Runes
- Requirement: Crafting 16
- Willpower Points: 4
Tower of the Mind
- Requirement: Myths & Legends 16
- Willpower Points: 4
Godspell
- Requirement: Myths & Legends 16
- Willpower Points: 4
Arcane Mastery
- Requirement: Myths & Legends 16
- Willpower Points: -
Sorcerer
- Group: Mystic
- Specialisation: Soul (intuitive)
Sorcerer - Profession
Skills: Myths & Legends, Persuasion, Awareness, Languages, Performance, Acrobatics, Evade, Beast LoreHeroic Ability
Chaotic Spark
- Requirement: -
- Willpower Points: 2
"Folks say she was born under a cursed star - her magic crackles like thunder. I lock my shutters when she's about."
Sorcerers do not study magic - they are magic, or at least something has made them so. Their power comes from within: a bloodline touched by old forces, a moment of exposure to raw arcane energy, or simply a quality in their nature that refuses ordinary explanation. Where wizards build their power carefully and deliberately, sorcerers draw on reserves they do not fully understand, producing effects that are often spectacular and occasionally catastrophic. They are not reckless by choice; the power simply does not wait for permission.
Advancement: Additional Heroic Abilities
The following abilities are not available at character creation. The GM may offer them as advancement options when the character has demonstrated growth in the relevant area.Ill-Omened Gift
- Requirement: -
- Willpower Points: 2
Surge Shield
- Requirement: Myths & Legends 10
- Willpower Points: 2
Wild Infusion
- Requirement: Myths & Legends 10
- Willpower Points: 2
Curse Eater
- Requirement: Myths & Legends 12
- Willpower Points: 2
Spell Rebound
- Requirement: Myths & Legends 12
- Willpower Points: 3
Chaotic Evolution
- Requirement: Myths & Legends 12
- Willpower Points: 2
Wild Boon
- Requirement: Myths & Legends 14
- Willpower Points: 3
Arcane Tempest
- Requirement: Myths & Legends 14
- Willpower Points: 3
Rift Rend
- Requirement: Myths & Legends 14
- Willpower Points: 3
Fusion of Power
- Requirement: Myths & Legends 16
- Willpower Points: 4
Apocalyptic Cascade
- Requirement: Myths & Legends 16
- Willpower Points: 4
Bloodline Unleashed
- Requirement: Myths & Legends 16
- Willpower Points: -
Noble
Nobles perform a variety of duties in the halls of power. Royals bear the weight of dynasty and command - they ride at the head of armies and make the decisions that move nations. Clerks keep track of important documents, manage financial affairs, and learn the ways of bureaucracy and government. Diplomats negotiate with other nations on behalf of their ruler and smooth the paths that war would otherwise tear open.Clerk
- Group: Noble
- Specialisation: Mind (administrative)
Clerk - Profession
Skills: Languages, Persuasion, Awareness, Crafting, Bartering, Myths & Legends, Sleight of Hand, Beast LoreHeroic Ability
Paper Shield
- Requirement: -
- Willpower Points: 2
"You need a document stamped or a permit granted? Butter him up with pastries and watch him shuffle papers in your favour."
Clerks keep records, prepare legal documents, and learn the ways of bureaucracy and government. They serve as advisors to their lords, manage the administrative affairs of court, and maintain the paper machinery that keeps civil society running. What they understand, and that most adventurers do not, is that a well-placed signature can accomplish what a sword cannot - and that the person who controls the records ultimately controls what is remembered.
Advancement: Additional Heroic Abilities
The following abilities are not available at character creation. The GM may offer them as advancement options when the character has demonstrated growth in the relevant area.Lex Legalese
- Requirement: -
- Willpower Points: 2
Filing Genius
- Requirement: Languages 10
- Willpower Points: -
Forgery
- Requirement: Crafting 10
- Willpower Points: 2
Stamp of Authority
- Requirement: Languages 12
- Willpower Points: 2
Contract Trap
- Requirement: Crafting 12
- Willpower Points: 2
Desk Warrior
- Requirement: Crafting 12
- Willpower Points: 2
Hidden Clause
- Requirement: Languages 14
- Willpower Points: 2
Swift Requisition
- Requirement: Crafting 14
- Willpower Points: 2
Scribe's Declaration
- Requirement: Persuasion 14
- Willpower Points: 3
Bureaucratic Coup
- Requirement: Languages 16
- Willpower Points: -
Unbreakable Edict
- Requirement: Crafting 16
- Willpower Points: 4
The Grand Archive
- Requirement: Myths & Legends 16
- Willpower Points: -
Diplomat
- Group: Noble
- Specialisation: Soul (interpersonal)
Diplomat - Profession
Skills: Persuasion, Languages, Awareness, Performance, Myths & Legends, Riding, Beast Lore, BarteringHeroic Ability
Neutral Ground
- Requirement: -
- Willpower Points: 2
"She's got a tongue so smooth she can make a troll and a knight see eye to eye - for a day or two, at least."
Diplomats serve as representatives of their country, kingdom, or city-state in foreign relations. They negotiate with other nations to resolve disputes, establish alliances, and promote trade. The work requires excellent communication, cultural awareness, and a thorough understanding of international law and politics - but more than any of those, it requires the ability to make each party believe they came out ahead. That particular skill cannot be taught, only cultivated.
Advancement: Additional Heroic Abilities
The following abilities are not available at character creation. The GM may offer them as advancement options when the character has demonstrated growth in the relevant area.White Lie
- Requirement: -
- Willpower Points: 2
Subtle Cues
- Requirement: Persuasion 10
- Willpower Points: -
Word Treaty
- Requirement: Languages 10
- Willpower Points: 2
Diplomatic Shuffle
- Requirement: Persuasion 12
- Willpower Points: 2
Backchannel
- Requirement: Awareness 12
- Willpower Points: 2
Royal Gift
- Requirement: Languages 12
- Willpower Points: 2
Ironclad Accord
- Requirement: Persuasion 14
- Willpower Points: 3
Diplomatic Immunity
- Requirement: Languages 14
- Willpower Points: 2
Clause Redeemer
- Requirement: Awareness 14
- Willpower Points: 2
Binding Accord
- Requirement: Persuasion 16
- Willpower Points: 4
Word of Cessation
- Requirement: Languages 16
- Willpower Points: 4
Forced Reset
- Requirement: Persuasion 16
- Willpower Points: 3
Royal
- Group: Noble
- Specialisation: Body (commanding)
Royal - Profession
Skills: Swords, Riding, Persuasion, Awareness, Performance, Languages, Crafting, EvadeHeroic Ability
Noble Address
- Requirement: -
- Willpower Points: 2
"Flash of jewels, big entourage - let's hope his noble blood is kinder than the last lord we had."
Royals are the martial face of noble power - the ones who ride at the head of armies, settle disputes by force of presence, and carry the weight of dynastic authority in their bearing. Where Clerks wield paper and Diplomats wield words, Royals wield command. They are trained from birth to inspire obedience, lead troops in the field, and make decisions that move armies and alter borders. A Royal may never sit the throne themselves, but when they walk into a room, every soldier straightens and every rival recalculates their position.
Advancement: Additional Heroic Abilities
The following abilities are not available at character creation. The GM may offer them as advancement options when the character has demonstrated growth in the relevant area.Courtly Grace
- Requirement: -
- Willpower Points: -
Ancestral Memory
- Requirement: Myths & Legends 10
- Willpower Points: -
Grand Entrance
- Requirement: Performance 10
- Willpower Points: 2
Royal Pardon
- Requirement: Performance 12
- Willpower Points: 2
Aristocratic Favour
- Requirement: Persuasion 12
- Willpower Points: 2
Heraldic Command
- Requirement: Swords 12
- Willpower Points: 2
Noble Summons
- Requirement: Performance 14
- Willpower Points: 2
Sway the Court
- Requirement: Persuasion 14
- Willpower Points: 3
Bloodline Oath
- Requirement: Persuasion 14
- Willpower Points: 3
Blood Right
- Requirement: Performance 16
- Willpower Points: 4
Sovereign Decree
- Requirement: Persuasion 16
- Willpower Points: 3
House Bond
- Requirement: Riding 16
- Willpower Points: 4
Outlaw
Outlaws are individuals who engage in illegal and often violent activities such as assassinations, robbery, theft, and piracy. They use their skills in stealth, deception, and combat to take advantage of unsuspecting victims to acquire wealth or resources. These bandits often operate outside the law and may have their own code of honor or loyalty to a particular group or leader. They are seen as a threat to the stability and safety of the society they operate in, and are actively hunted by law enforcement or bounty hunters.Pirate
- Group: Outlaw
- Specialisation: Body (maritime)
Pirate - Profession
Skills: Seamanship, Swords, Acrobatics, Awareness, Swimming, Persuasion, Hunting & Fishing, EvadeHeroic Ability
Boarding Rush
- Requirement: -
- Willpower Points: 2
"She'll drink you under the table and steal your purse for good measure - but if you need a sea route, she's your lass."
Pirates live where the law runs out - past the harbour mouth, beyond the jurisdiction of any writ. They are sailors first and fighters second, and the sea is both their weapon and their escape. A ship under a black flag is not merely a threat; it is a statement about who holds power when there are no walls. Pirates may have codes among themselves, but those codes exist to keep the crew functional, not to protect anyone else.
Advancement: Additional Heroic Abilities
The following abilities are not available at character creation. The GM may offer them as advancement options when the character has demonstrated growth in the relevant area.Salty Swagger
- Requirement: -
- Willpower Points: -
Stormscent
- Requirement: Seamanship 10
- Willpower Points: -
Anchor Swing
- Requirement: Acrobatics 10
- Willpower Points: 2
Sea Wolf's Nose
- Requirement: Seamanship 12
- Willpower Points: 2
Hidden Cache
- Requirement: Awareness 12
- Willpower Points: -
Broadside Barrage
- Requirement: Seamanship 12
- Willpower Points: 3
Pirate's Gambit
- Requirement: Seamanship 14
- Willpower Points: 3
Voice of the Captain
- Requirement: Persuasion 14
- Willpower Points: 2
Tide Tamer
- Requirement: Acrobatics 14
- Willpower Points: 3
Song of the Siren
- Requirement: Performance 16
- Willpower Points: 4
Nautical Legend
- Requirement: Swords 16
- Willpower Points: -
Pirate King's Horde
- Requirement: Persuasion 16
- Willpower Points: -
Thief
- Group: Outlaw
- Specialisation: Soul (larcenous)
Thief - Profession
Skills: Sleight of Hand, Sneaking, Acrobatics, Awareness, Knives, Evade, Persuasion, BarteringHeroic Ability
Pickpocket
- Requirement: -
- Willpower Points: 2
"Lock your doors and hide your silver. He's got a knack for slipping in and out like a breeze on a hot night."
Thieves are skilled at taking valuable items without getting caught. They use nimble fingers and quick reflexes to pick locks, pickpocket unsuspecting victims, and sneak into forbidden places. They are often part of a larger group, using teamwork and communication to plan and execute heists. They are also constantly on the run from the law - avoiding capture, staying one step ahead of the authorities, and maintaining the kind of street-level contacts that make the difference between getting out and getting caught.
Advancement: Additional Heroic Abilities
The following abilities are not available at character creation. The GM may offer them as advancement options when the character has demonstrated growth in the relevant area.Sleight Mastery
- Requirement: -
- Willpower Points: -
Opportunistic Snatch
- Requirement: Sleight of Hand 10
- Willpower Points: 2
Silent Takedown
- Requirement: Acrobatics 10
- Willpower Points: 2
Redirect Pursuit
- Requirement: Sneaking 12
- Willpower Points: 2
Locksmith's Intuition
- Requirement: Sleight of Hand 12
- Willpower Points: -
Weighted Throw
- Requirement: Acrobatics 12
- Willpower Points: 2
Perfect Pocketing
- Requirement: Sleight of Hand 14
- Willpower Points: 2
Trap Sense
- Requirement: Awareness 14
- Willpower Points: -
Grand Heist Planning
- Requirement: Sneaking 14
- Willpower Points: 2
The Phantom's Touch
- Requirement: Sleight of Hand 16
- Willpower Points: 4
Shadow Community
- Requirement: Sneaking 16
- Willpower Points: 3
Hoodwink Destiny
- Requirement: Awareness 16
- Willpower Points: 3
Assassin
- Group: Outlaw
- Specialisation: Mind (predatory)
Assassin - Profession
Skills: Sneaking, Knives, Awareness, Acrobatics, Evade, Crafting, Sleight of Hand, Beast LoreHeroic Ability
Pinpoint Vulnerability
- Requirement: -
- Willpower Points: 2
"Don't ask me how she does it - quiet as the grave, and when she's done, no one's the wiser. Except the undertaker."
Assassins are highly skilled killers who specialise in taking out specific targets. They operate in the shadows, moving quickly and without sound to get close to their prey before striking. They often use a variety of weapons, from daggers and poisoned blades to crossbows and thrown knives, and are known for their ability to blend into crowds and go unnoticed. They are hired by powerful individuals to eliminate enemies or rivals - and the ones who last long in the trade are not the most violent, but the most patient.
Advancement: Additional Heroic Abilities
The following abilities are not available at character creation. The GM may offer them as advancement options when the character has demonstrated growth in the relevant area.Silent Step
- Requirement: -
- Willpower Points: -
Poison Brew
- Requirement: Crafting 10
- Willpower Points: 2
Double Feint
- Requirement: Knives 10
- Willpower Points: 2
Heartstopper
- Requirement: Sneaking 12
- Willpower Points: 3
Venom Library
- Requirement: Knives 12
- Willpower Points: -
Marked for Death
- Requirement: Awareness 12
- Willpower Points: 2
Death Shroud
- Requirement: Sneaking 14
- Willpower Points: 3
Shadow Entry
- Requirement: Acrobatics 14
- Willpower Points: 2
Vanish in the Crowd
- Requirement: Awareness 14
- Willpower Points: 2
Legendary Kill
- Requirement: Sneaking 16
- Willpower Points: 4
Cloak of Night
- Requirement: Sneaking 16
- Willpower Points: 3
Inherited Misfortune
- Requirement: Awareness 16
- Willpower Points: -
Gunpowder
Gunpowder specialists harness the raw power of blackpowder and advanced ranged weaponry to dominate the battlefield. Whether armed with pistols, muskets, or specially crafted explosives, they blend precision marksmanship with engineering prowess. Gunslingers thrive on fast draws and lethal accuracy, Bombardiers shape the fight with thunderous blasts and controlled demolitions, and Sharpshooters eliminate threats from incredible distances.Gunslinger
- Group: Gunpowder
- Specialisation: Body (quick-draw)
Gunslinger - Profession
Skills: Crossbows, Evade, Acrobatics, Awareness, Knives, Persuasion, Crafting, RidingHeroic Ability
Quick Draw
- Requirement: -
- Willpower Points: 2
"I blinked, and that pistol was already pointed square at my chest. He's got reflexes like lightning."
Gunslingers are skilled marksmen who use firearms as their primary weapons. They carry a variety of guns, from pistols to muskets, and can shoot accurately even while on the move. They often work as mercenaries, bounty hunters, or bodyguards, and are highly valued for their deadly accuracy in combat. When not engaged in battle, they spend their time practising their aim and maintaining their weapons - and the pistol cleaned at midnight before a job is never a coincidence.
Advancement: Additional Heroic Abilities
The following abilities are not available at character creation. The GM may offer them as advancement options when the character has demonstrated growth in the relevant area.Trick Reload
- Requirement: -
- Willpower Points: -
Powder Sense
- Requirement: Crossbows 10
- Willpower Points: -
Gun Kata Basics
- Requirement: Acrobatics 10
- Willpower Points: 2
Ricochet Shot
- Requirement: Crossbows 12
- Willpower Points: 2
Guns Blazing
- Requirement: Acrobatics 12
- Willpower Points: 2
Smoke Screen
- Requirement: Awareness 12
- Willpower Points: 2
Bullet Storm
- Requirement: Crossbows 14
- Willpower Points: 3
Dazing Shot
- Requirement: Crossbows 14
- Willpower Points: 2
Gun Counter
- Requirement: Awareness 14
- Willpower Points: 2
Instant Reload
- Requirement: Crossbows 16
- Willpower Points: 3
Impossible Ballistics
- Requirement: Crossbows 16
- Willpower Points: 3
Bullet Time
- Requirement: Awareness 16
- Willpower Points: 4
Bombardier
- Group: Gunpowder
- Specialisation: Mind (demolition)
Bombardier - Profession
Skills: Crafting, Awareness, Acrobatics, Myths & Legends, Evade, Riding, Persuasion, Beast LoreHeroic Ability
Delayed Charge
- Requirement: -
- Willpower Points: 2
"Every few nights, we hear a boom from his workshop. Town's never been safer from raiders, but my nerves are shot!"
A Bombardier is a demolition expert who uses explosives to reshape the battlefield on their own terms. They meticulously prepare charges, analyse structural weak points, and time fuses with devastating precision. Whether crumbling fortress walls or routing enemy formations, their specialised knowledge of blast effects is second to none - and their talent for working out exactly how much powder is needed, and exactly where to put it, is the kind of skill that makes generals listen.
Advancement: Additional Heroic Abilities
The following abilities are not available at character creation. The GM may offer them as advancement options when the character has demonstrated growth in the relevant area.Powder Pouch
- Requirement: -
- Willpower Points: -
Fuse Sense
- Requirement: Awareness 10
- Willpower Points: -
Crude Shrapnel
- Requirement: Crafting 10
- Willpower Points: 2
Wall Appraisal
- Requirement: Crafting 12
- Willpower Points: -
Shaped Blast
- Requirement: Crafting 12
- Willpower Points: 2
Cluster Grenade
- Requirement: Awareness 12
- Willpower Points: 3
Explosive Alchemy
- Requirement: Crafting 14
- Willpower Points: 3
Bomb Drone
- Requirement: Crafting 14
- Willpower Points: 3
Breaching Charge
- Requirement: Crafting 14
- Willpower Points: 3
City Shaker
- Requirement: Crafting 16
- Willpower Points: 4
Chain Reaction
- Requirement: Awareness 16
- Willpower Points: 4
Bombardier's Artillery
- Requirement: Myths & Legends 16
- Willpower Points: -
Sharpshooter
- Group: Gunpowder
- Specialisation: Soul (patient)
Sharpshooter - Profession
Skills: Bows, Awareness, Sneaking, Bushcraft, Hunting & Fishing, Evade, Riding, AcrobaticsHeroic Ability
Mark Target
- Requirement: -
- Willpower Points: 2
"She can pluck the tail feathers off a crow three fields away. Pray you're not on her bad side."
Sharpshooters are skilled marksmen who specialise in hitting targets from extreme range. They use longbows, rifles, or heavy crossbows, and have excellent accuracy and aim. They often work in support roles, holding positions and providing covering fire that keeps allies alive by making certain angles too dangerous to approach. Sharpshooters require great patience and a steady hand - they need to wait for the perfect moment to take their shot, and the ones who fire early are the ones who miss.
Advancement: Additional Heroic Abilities
The following abilities are not available at character creation. The GM may offer them as advancement options when the character has demonstrated growth in the relevant area.Trick Shot
- Requirement: -
- Willpower Points: 2
Pin Shot
- Requirement: Bows 10
- Willpower Points: 2
Distracting Shot
- Requirement: Awareness 10
- Willpower Points: 2
Rapid Nock
- Requirement: Bows 12
- Willpower Points: 2
Spot Weakness
- Requirement: Awareness 12
- Willpower Points: 2
Overwatch
- Requirement: Bows 12
- Willpower Points: -
Impossible Aim
- Requirement: Bows 14
- Willpower Points: 2
Feint Shot
- Requirement: Awareness 14
- Willpower Points: 2
Camouflage
- Requirement: Sneaking 14
- Willpower Points: -
Legendary Bullseye
- Requirement: Bows 16
- Willpower Points: 3
Momentum Piercer
- Requirement: Awareness 16
- Willpower Points: 4
Grand Volley
- Requirement: Bows 16
- Willpower Points: 4
Spirit Caller
Sspirit callers are able to summon and control various beings and forces, depending on their specialization. Elementalists summon and manipulate the elements, while infernal conjurers summon and command demons and devils. Necromancers raise the dead and control them as undead servants. All spirit callers must be cautious, as summoning and controlling these forces comes with risks and can have dangerous consequences.Necromancer
- Group: Spirit Caller
- Specialisation: Mind (scholastic)
Necromancer - Profession
Skills: Myths & Legends, Healing, Awareness, Languages, Persuasion, Crafting, Sleight of Hand, Beast LoreHeroic Ability
Speak with Bones
- Requirement: -
- Willpower Points: 2
"Graveyard's been restless since he arrived. Folk swear they see shadows moving past midnight."
Necromancers are practitioners of magic that focuses on communicating with and controlling the dead. They seek knowledge and power by summoning and commanding spirits, and often use dark rituals to achieve their goals. Their practices are viewed with suspicion and fear by most, who believe - not entirely without justification - that they are capable of unleashing dangerous supernatural forces. What most critics fail to consider is that the dead often have a great deal to say, and that someone needs to be willing to listen.
Advancement: Additional Heroic Abilities
The following abilities are not available at character creation. The GM may offer them as advancement options when the character has demonstrated growth in the relevant area.Chill of the Grave
- Requirement: -
- Willpower Points: 2
Flicker of Unlife
- Requirement: Healing 10
- Willpower Points: 2
Unholy Mend
- Requirement: Myths & Legends 10
- Willpower Points: 2
Bone Shackles
- Requirement: Myths & Legends 12
- Willpower Points: 3
Spirit Drain
- Requirement: Myths & Legends 12
- Willpower Points: 2
Raise Dead
- Requirement: Myths & Legends 12
- Willpower Points: 3
Festering Hordes
- Requirement: Myths & Legends 14
- Willpower Points: 4
Grasp of the Damned
- Requirement: Myths & Legends 14
- Willpower Points: 3
Death's Caress
- Requirement: Myths & Legends 14
- Willpower Points: 3
Mausoleum Dominion
- Requirement: Myths & Legends 16
- Willpower Points: 4
Soul Rend
- Requirement: Myths & Legends 16
- Willpower Points: 4
Undying Will
- Requirement: Myths & Legends 16
- Willpower Points: -
Elementalist
- Group: Spirit Caller
- Specialisation: Body (elemental command)
Elementalist - Profession
Skills: Myths & Legends, Awareness, Evade, Acrobatics, Bushcraft, Persuasion, Beast Lore, HealingHeroic Ability
Ground Spark
- Requirement: -
- Willpower Points: 2
"She raised a swirl of dust into a mini-tornado - just to chase off some bandits! I'll stay on her good side, thanks."
Elementalists are summoners who specialise in controlling the elements of nature. They can summon and command earth, air, fire, and water, and use them to their advantage. They can create storms, raise walls of stone, throw fireballs, and manipulate water to flood or freeze their enemies. Where the Monk of the Elements channels elemental forces from within, the Elementalist commands them as a general commands troops - and generals do not stand at the front of the line.
Advancement: Additional Heroic Abilities
The following abilities are not available at character creation. The GM may offer them as advancement options when the character has demonstrated growth in the relevant area.Elemental Boon
- Requirement: -
- Willpower Points: -
Minor Summon
- Requirement: Awareness 10
- Willpower Points: 2
Rapid Shift
- Requirement: Myths & Legends 10
- Willpower Points: 2
Elemental Bind
- Requirement: Awareness 12
- Willpower Points: 3
Elemental Ward
- Requirement: Myths & Legends 12
- Willpower Points: 2
Shape Terrain
- Requirement: Myths & Legends 12
- Willpower Points: 3
Merge Form
- Requirement: Myths & Legends 14
- Willpower Points: 3
Twin Summons
- Requirement: Awareness 14
- Willpower Points: 3
Storm Convergence
- Requirement: Myths & Legends 14
- Willpower Points: 4
Primordial Avatar
- Requirement: Myths & Legends 16
- Willpower Points: 4
Elemental Swarm
- Requirement: Awareness 16
- Willpower Points: 4
Plane Bridge
- Requirement: Bushcraft 16
- Willpower Points: 4
Infernal Conjurer
- Group: Spirit Caller
- Specialisation: Soul (infernal)
Infernal Conjurer - Profession
Skills: Persuasion, Myths & Legends, Languages, Awareness, Performance, Crafting, Sleight of Hand, EvadeHeroic Ability
Tainted Whispers
- Requirement: -
- Willpower Points: 2
"Demons and devils at his beck and call? That's a fine reason to keep my shutters barred tight at night."
Infernal conjurers are casters who specialise in summoning and controlling demons and other malevolent entities. They use their dark powers to gain knowledge, leverage, and the occasional favour, and to carry out agendas that more conventional practitioners would not touch. Through their mastery of infernal magic, they bring forth creatures from the lower planes and compel them to act on their behalf. They are feared and reviled by most. The ones who survive long enough to perfect the craft learn to take that as a professional advantage.
Advancement: Additional Heroic Abilities
The following abilities are not available at character creation. The GM may offer them as advancement options when the character has demonstrated growth in the relevant area.Searing Brand
- Requirement: -
- Willpower Points: 2
Contract of Sparks
- Requirement: Persuasion 10
- Willpower Points: 2
Binding Circle
- Requirement: Languages 10
- Willpower Points: 2
Demonic Envoy
- Requirement: Persuasion 12
- Willpower Points: 3
Flaming Chains
- Requirement: Myths & Legends 12
- Willpower Points: 3
Infernal Beacon
- Requirement: Languages 12
- Willpower Points: 2
Hellmouth Rift
- Requirement: Persuasion 14
- Willpower Points: 3
Demon Crown
- Requirement: Myths & Legends 14
- Willpower Points: 4
Abyssal Exchange
- Requirement: Languages 14
- Willpower Points: 4
Legion's Call
- Requirement: Persuasion 16
- Willpower Points: 4
Blighted Ground
- Requirement: Myths & Legends 16
- Willpower Points: 4
Demonic Apotheosis
- Requirement: Languages 16
- Willpower Points: 4
Trader
Traders engage in the exchange of goods and services for profit. Merchants buy and sell goods on a larger scale, while peddlers sell their goods on a smaller scale by traveling from place to place. Shopkeepers operate businesses where customers can buy goods in a fixed location. Traders often engage in negotiation, market research, and risk management to maximize profits.Shopkeep
- Group: Trader
- Specialisation: Soul (community)
Shopkeep - Profession
Skills: Bartering, Persuasion, Awareness, Languages, Crafting, Performance, Healing, Beast LoreHeroic Ability
Shelf Surprise
- Requirement: -
- Willpower Points: -
"She greets me with a smile every morning, always knows what I need before I do - like she's reading my mind."
Shopkeeps operate shops that sell a variety of goods: food, clothing, weapons, and more. They manage inventory, set prices, and negotiate with customers. They ensure their goods are safe and their premises are presentable. Beyond the practical duties, a shopkeep serves as the community's centre of gravity - the person who knows who needs what, who owes whom, and who has been asking unusual questions lately. That last piece of knowledge has saved more adventurers than any sword.
Advancement: Additional Heroic Abilities
The following abilities are not available at character creation. The GM may offer them as advancement options when the character has demonstrated growth in the relevant area.Friendly Regular
- Requirement: -
- Willpower Points: -
Storefront Charm
- Requirement: Persuasion 10
- Willpower Points: -
Emergency Stock
- Requirement: Bartering 10
- Willpower Points: -
Credit Extension
- Requirement: Persuasion 12
- Willpower Points: 2
Sales Pitch Manoeuvre
- Requirement: Performance 12
- Willpower Points: 2
Commerce Web
- Requirement: Bartering 12
- Willpower Points: -
Layaway of Fate
- Requirement: Persuasion 14
- Willpower Points: 2
Opportunistic Renaming
- Requirement: Bartering 14
- Willpower Points: 2
Market Instinct
- Requirement: Awareness 14
- Willpower Points: -
Franchise Dominion
- Requirement: Persuasion 16
- Willpower Points: -
Universal Merchant Token
- Requirement: Bartering 16
- Willpower Points: -
Exactly What's Needed
- Requirement: Awareness 16
- Willpower Points: -
Merchant
- Group: Trader
- Specialisation: Mind (commercial)
Merchant - Profession
Skills: Bartering, Languages, Awareness, Persuasion, Riding, Crafting, Myths & Legends, Beast LoreHeroic Ability
Trade Instinct
- Requirement: -
- Willpower Points: -
"He could sell boots to a fish if he thought there was profit in it. Must have silver for a tongue."
Merchants buy and sell goods, negotiating prices and trading routes to maximise profits. They travel long distances to find the best deals and establish trade relationships. They keep careful accounts and manage their financial transactions to ensure they are making a profit - and they understand, better than anyone, that profit is not merely the surplus after costs, but the accumulated advantage of knowing what someone needs before they know they need it.
Advancement: Additional Heroic Abilities
The following abilities are not available at character creation. The GM may offer them as advancement options when the character has demonstrated growth in the relevant area.Contract Hound
- Requirement: -
- Willpower Points: 2
Charm of Sale
- Requirement: Persuasion 10
- Willpower Points: 2
Shipping Routes
- Requirement: Languages 10
- Willpower Points: -
Cart Fleet
- Requirement: Riding 12
- Willpower Points: -
Price Freeze
- Requirement: Bartering 12
- Willpower Points: 2
Diplomatic Trader
- Requirement: Languages 12
- Willpower Points: 2
Market Insider
- Requirement: Awareness 14
- Willpower Points: 2
Resource Magnet
- Requirement: Bartering 14
- Willpower Points: 2
The Only Offer
- Requirement: Persuasion 14
- Willpower Points: 3
Market Command
- Requirement: Bartering 16
- Willpower Points: -
Royal Commission
- Requirement: Languages 16
- Willpower Points: -
The Grand Ledger
- Requirement: Bartering 16
- Willpower Points: -
Peddler
- Group: Trader
- Specialisation: Body (itinerant)
Peddler - Profession
Skills: Bartering, Persuasion, Awareness, Acrobatics, Bushcraft, Riding, Languages, SneakingHeroic Ability
Silver-Tongued Pitch
- Requirement: -
- Willpower Points: 2
"He rolls in with a cart of trinkets and yarns about far-off lands - by dawn, he's off again, chasing the next village."
Peddlers are itinerant sellers who travel from place to place selling their wares, often carrying their goods on their backs. They offer food, clothing, small household items, curiosities from distant regions, and occasionally things it is better not to ask about. Peddlers are known for their sales skills and their knowledge of roads, rumours, and shortcuts. They are the first to know what is moving where, and the last to forget a face that owes them money.
Advancement: Additional Heroic Abilities
The following abilities are not available at character creation. The GM may offer them as advancement options when the character has demonstrated growth in the relevant area.Vagabond's Maps
- Requirement: -
- Willpower Points: -
Pocket Stall
- Requirement: Bartering 10
- Willpower Points: -
Discreet Buyer
- Requirement: Sneaking 10
- Willpower Points: 2
Magical Trinket Hustle
- Requirement: Awareness 12
- Willpower Points: 2
Rest Stop Attraction
- Requirement: Persuasion 12
- Willpower Points: 2
Quick Exit
- Requirement: Acrobatics 12
- Willpower Points: 2
Flash Sale Frenzy
- Requirement: Bartering 14
- Willpower Points: 2
Crossroads Rendezvous
- Requirement: Awareness 14
- Willpower Points: -
Hard Bargain Breaker
- Requirement: Persuasion 14
- Willpower Points: 3
Whispering Wares
- Requirement: Bartering 16
- Willpower Points: -
Miracle on Wheels
- Requirement: Riding 16
- Willpower Points: -
The Road Knows You
- Requirement: Bushcraft 16
- Willpower Points: -
Warden (of the Wild)
Wardens draw their power from the wild world and the forces that move through it. The Ranger is the most martial of the three - a tracker and wilderness fighter who reads the land as others read a map. The Shaman bridges the mortal community and the spirit world, serving as healer, diviner, and keeper of ancestral bonds. The Druid occupies a unique position at the intersection of all three: a physical combatant who also wields primal magic, their power rooted in the living earth itself rather than in study or in faith. Where Ranger and Shaman specialize, the Druid is defined by wholeness - and by how far they are willing to go to protect what they love.Druid
- Group: Warden
- Specialisation: Body (primal)
Druid - Profession
Skills: Beast Lore, Healing, Awareness, Bushcraft, Acrobatics, Staves, Persuasion, Hunting & FishingHeroic Ability
Entangling Growth
- Requirement: -
- Willpower Points: 2
"Saw her calm a rabid wolf by just holding out her hand. If that's not nature's blessing, I don't know what is."
Druids are attuned to the natural world and can control the elements of nature. They can shape the weather, cause plants to grow or wither, and communicate with animals. They also have the ability to transform into animals themselves, becoming one with nature in a way that is neither mystical distance nor studied control, but something older and more practical than both. Where Ranger and Shaman specialise, the Druid is defined by wholeness - and by how far they are willing to go to protect what they love.
Advancement: Additional Heroic Abilities
The following abilities are not available at character creation. The GM may offer them as advancement options when the character has demonstrated growth in the relevant area.Beast Soothing
- Requirement: -
- Willpower Points: 2
Seedling Growth
- Requirement: Bushcraft 10
- Willpower Points: -
Barkskin Mantle
- Requirement: Beast Lore 10
- Willpower Points: 2
Vine Traverse
- Requirement: Acrobatics 12
- Willpower Points: 2
Tidal Bloom
- Requirement: Bushcraft 12
- Willpower Points: 2
Animal Companion
- Requirement: Beast Lore 12
- Willpower Points: -
Treeform
- Requirement: Bushcraft 14
- Willpower Points: 3
Forest Guardian Summons
- Requirement: Beast Lore 14
- Willpower Points: 3
Purifying Gale
- Requirement: Healing 14
- Willpower Points: 2
Ancient Grove
- Requirement: Bushcraft 16
- Willpower Points: 4
Worldwood Gate
- Requirement: Beast Lore 16
- Willpower Points: 4
Calamitous Wrath
- Requirement: Beast Lore 16
- Willpower Points: 4
Ranger
- Group: Warden
- Specialisation: Mind (tracking)
Ranger - Profession
Skills: Bows, Awareness, Sneaking, Bushcraft, Hunting & Fishing, Evade, Riding, Beast LoreHeroic Ability
Warning Shot
- Requirement: -
- Willpower Points: 2
"She prowls the woods like she was born there, silent as a fox. Keeps the worst beasts away from our fields."
Rangers are experts in navigating terrain and finding their way through unfamiliar landscapes. They use their tracking and observation skills to gather information on potential dangers and resources, and report back to their group with their findings. They are proficient in stealth, moving without detection when necessary, and they read the land as others read a map. A Ranger's presence at the edge of a settlement means the settlers sleep easier - and usually they never know why.
Advancement: Additional Heroic Abilities
The following abilities are not available at character creation. The GM may offer them as advancement options when the character has demonstrated growth in the relevant area.Quiet Step
- Requirement: -
- Willpower Points: -
Wild Compass
- Requirement: Bushcraft 10
- Willpower Points: -
Camouflage Cloak
- Requirement: Sneaking 10
- Willpower Points: -
Terrain Bond
- Requirement: Bushcraft 12
- Willpower Points: -
Vital Track
- Requirement: Awareness 12
- Willpower Points: 2
Hunter's Pin
- Requirement: Bows 12
- Willpower Points: 2
Whispering Winds
- Requirement: Awareness 14
- Willpower Points: 2
Pack Tactics
- Requirement: Beast Lore 14
- Willpower Points: 2
Terrain Mastery
- Requirement: Bushcraft 14
- Willpower Points: -
Guardian of the Wilds
- Requirement: Beast Lore 16
- Willpower Points: 4
Legendary Shot
- Requirement: Bows 16
- Willpower Points: 3
Apex Predator
- Requirement: Awareness 16
- Willpower Points: -
Shaman
- Group: Warden
- Specialisation: Soul (spiritual)
Shaman - Profession
Skills: Myths & Legends, Healing, Awareness, Performance, Persuasion, Beast Lore, Languages, CraftingHeroic Ability
Ghost Ward
- Requirement: -
- Willpower Points: 2
"He drums and chants, and storms roll in overhead. Spirits or luck? Either way, I'm not mocking him."
The Shaman represents a mystical figure deeply attuned to the natural world and the spirits that inhabit it. Drawing upon ancient traditions and rituals, Shamans commune with nature spirits, ancestors, and otherworldly beings to gain insight, wisdom, and power. They serve as healers, diviners, and guides within their communities, using their connection to the spirit realm to protect and empower those around them. They are neither soldiers nor scholars - they are the link between what is and what has always been, and their communities feel that absence keenly when they are gone.
Advancement: Additional Heroic Abilities
The following abilities are not available at character creation. The GM may offer them as advancement options when the character has demonstrated growth in the relevant area.Ritual Drums
- Requirement: -
- Willpower Points: 2
Commune with Ancestors
- Requirement: Myths & Legends 10
- Willpower Points: -
Spirit Channel
- Requirement: Awareness 10
- Willpower Points: 2
Totem Guardian
- Requirement: Myths & Legends 12
- Willpower Points: 2
Vision Quest
- Requirement: Myths & Legends 12
- Willpower Points: 2
Omen Read
- Requirement: Awareness 12
- Willpower Points: 2
Ancestral Host
- Requirement: Myths & Legends 14
- Willpower Points: 3
Spiritmeld
- Requirement: Awareness 14
- Willpower Points: 3
Soul Binding
- Requirement: Myths & Legends 14
- Willpower Points: 3
Great Spirit Council
- Requirement: Myths & Legends 16
- Willpower Points: 4
Ethereal Storm
- Requirement: Awareness 16
- Willpower Points: 4
Shamanic Ascension
- Requirement: Myths & Legends 16
- Willpower Points: -
Wayfarer
Wayfarers are individuals who travel to unknown or remote areas to discover, document, and learn about new lands, cultures, and phenomena. They often undertake perilous journeys to uncover hidden treasures, map uncharted territories, or search for new resources, all while facing the dangers and challenges of the unknown. Wayfarers can be adventurers, scientists, geographers, or anyone with a passion for discovering the mysteries of the world.Dungeon Delver
- Group: Wayfarer
- Specialisation: Body (subterranean)
Dungeon Delver - Profession
Skills: Acrobatics, Awareness, Sneaking, Crafting, Swimming, Evade, Knives, BushcraftHeroic Ability
Danger Sniff
- Requirement: -
- Willpower Points: 2
"He crawls into holes I wouldn't poke my nose into if you paid me. Always returns with a new scar and a bizarre tale."
Dungeon Delvers brave the depths of dangerous and often trap-filled ruins in search of treasure, magical artefacts, and other valuable items. They must be skilled in movement and strategy, have a keen eye for traps and hidden secrets, and possess the stubborn refusal to panic that underground environments demand. Dungeon Delvers face collapsing structures, deadly environmental hazards, and the particular kind of monster that thrives in the dark. The rewards make it worthwhile. That is what they tell themselves, at any rate.
Advancement: Additional Heroic Abilities
The following abilities are not available at character creation. The GM may offer them as advancement options when the character has demonstrated growth in the relevant area.Torch Tactics
- Requirement: -
- Willpower Points: 2
Cache Spotter
- Requirement: Awareness 10
- Willpower Points: -
Tunnel Vision
- Requirement: Bushcraft 10
- Willpower Points: -
Collapsing Escape
- Requirement: Acrobatics 12
- Willpower Points: 2
Flicker Strategy
- Requirement: Sneaking 12
- Willpower Points: 2
Survival Pocket
- Requirement: Crafting 12
- Willpower Points: -
Nullify Rune
- Requirement: Awareness 14
- Willpower Points: 2
Gauntlet Runner
- Requirement: Acrobatics 14
- Willpower Points: 3
Trap Mastery
- Requirement: Crafting 14
- Willpower Points: -
Ancient Key
- Requirement: Sleight of Hand 16
- Willpower Points: -
Maze Master
- Requirement: Awareness 16
- Willpower Points: -
Vault Vanquisher
- Requirement: Crafting 16
- Willpower Points: 4
Cartographer
- Group: Wayfarer
- Specialisation: Mind (geographical)
Cartographer - Profession
Skills: Myths & Legends, Awareness, Languages, Crafting, Seamanship, Persuasion, Beast Lore, AcrobaticsHeroic Ability
Quick Sketch
- Requirement: -
- Willpower Points: -
"She'll climb the highest peak or wade the deepest bog, just to draw a perfect map. Calls it progress; I call it crazy."
Cartographers create maps and charts that accurately depict geographical features. They use compasses, scales, and surveying equipment to measure distances, then translate that information into detailed maps used for navigation, exploration, and dispute resolution. Navigators and generals rely on them. Surveyor authority in border disputes often falls to their work. They are, in a quiet way, one of the most powerful professions in any expanding civilisation - the ones who decide where things are.
Advancement: Additional Heroic Abilities
The following abilities are not available at character creation. The GM may offer them as advancement options when the character has demonstrated growth in the relevant area.Geographic Lore
- Requirement: -
- Willpower Points: -
Landmark Eye
- Requirement: Awareness 10
- Willpower Points: -
Secret Trail
- Requirement: Myths & Legends 10
- Willpower Points: 2
Magnetic Sense
- Requirement: Awareness 12
- Willpower Points: -
Map Projection
- Requirement: Crafting 12
- Willpower Points: 2
Fault Finder
- Requirement: Languages 12
- Willpower Points: -
Atlas of Myths
- Requirement: Myths & Legends 14
- Willpower Points: 2
Remote Survey
- Requirement: Awareness 14
- Willpower Points: 2
Hidden Geography
- Requirement: Myths & Legends 14
- Willpower Points: 2
The Living Chart
- Requirement: Crafting 16
- Willpower Points: -
Ultima Map
- Requirement: Myths & Legends 16
- Willpower Points: -
Know Your Ground
- Requirement: Awareness 16
- Willpower Points: -
Archaeologist
- Group: Wayfarer
- Specialisation: Soul (antiquarian)
Archaeologist - Profession
Skills: Myths & Legends, Languages, Awareness, Crafting, Persuasion, Beast Lore, Healing, Sleight of HandHeroic Ability
Artifact Resonance
- Requirement: -
- Willpower Points: 2
"Digging up dusty bones and relics all day? Weird hobby, but we'd never know our own history without folks like her."
Archaeologists study history and prehistory by analysing artefacts, architecture, and other physical remains. They excavate and carefully examine sites where historical or cultural objects may be located, and use this information to piece together an understanding of how people lived and interacted in the past. They collaborate with other experts, handle material with unusual care, and choose stewardship over plunder - though the temptation is always present and they do not always resist it.
Advancement: Additional Heroic Abilities
The following abilities are not available at character creation. The GM may offer them as advancement options when the character has demonstrated growth in the relevant area.Stratigraphic Eye
- Requirement: -
- Willpower Points: -
Dig Tactician
- Requirement: Crafting 10
- Willpower Points: -
Historical Insight
- Requirement: Myths & Legends 10
- Willpower Points: 2
Guardian Glyph Reading
- Requirement: Languages 12
- Willpower Points: -
Hidden Chamber Instinct
- Requirement: Awareness 12
- Willpower Points: 2
Relic Emulation
- Requirement: Crafting 12
- Willpower Points: 2
Haunting Echo
- Requirement: Myths & Legends 14
- Willpower Points: 2
Arcane Sealbreaker
- Requirement: Languages 14
- Willpower Points: 3
Reconstruct the Past
- Requirement: Myths & Legends 14
- Willpower Points: 3
Time-Lost Find
- Requirement: Crafting 16
- Willpower Points: -
Lost City Revelation
- Requirement: Myths & Legends 16
- Willpower Points: -
Living History
- Requirement: Languages 16
- Willpower Points: -
Witch
Witches harness their magical expertise and abilities to perform spells, create potions, and connect with supernatural entities. They might provide divination services, heal the ill, cast hexes, or even place curses on adversaries, depending on their unique skills and interests. Witchcraft is fundamentally a magic of reciprocity; any attempt to inflict harm on others will ultimately lead to suffering for the perpetrator as well. Therefore, while witch magic is potent, it must be wielded with care.Warlock
- Group: Witch
- Specialisation: Body (eldritch)
Warlock - Profession
Skills: Persuasion, Myths & Legends, Languages, Awareness, Evade, Performance, Crafting, AcrobaticsHeroic Ability
Eldritch Presence
- Requirement: -
- Willpower Points: 2
"They say he cut a deal with something not of this world. I'd rather not ask the price he paid."
Warlocks are practitioners of dark magic often associated with making deals with demons or other supernatural entities for power. They use spells and rituals to cast curses, summon spirits, and access abilities beyond what conventional study or faith can reach. They are feared and mistrusted by most of society. The ones who understand them - truly understand them - know that the fear is not misplaced. The deal was real. The price was real. And the power it bought has to go somewhere.
Advancement: Additional Heroic Abilities
The following abilities are not available at character creation. The GM may offer them as advancement options when the character has demonstrated growth in the relevant area.Pact Sense
- Requirement: -
- Willpower Points: -
Hex Tether
- Requirement: Persuasion 10
- Willpower Points: 2
Eldritch Brand
- Requirement: Awareness 10
- Willpower Points: 2
Fell Bargain
- Requirement: Persuasion 12
- Willpower Points: 2
Shadow Servitor
- Requirement: Myths & Legends 12
- Willpower Points: 2
Veil
- Requirement: Persuasion 12
- Willpower Points: 2
Devouring Curse
- Requirement: Persuasion 14
- Willpower Points: 3
Pact Surge
- Requirement: Myths & Legends 14
- Willpower Points: 3
Forbidden Revelation
- Requirement: Myths & Legends 14
- Willpower Points: 2
True Pact Ascension
- Requirement: Persuasion 16
- Willpower Points: 4
Hellish Edict
- Requirement: Myths & Legends 16
- Willpower Points: 4
Stolen Domain
- Requirement: Languages 16
- Willpower Points: -
Alchemist
- Group: Witch
- Specialisation: Mind (alchemical)
Alchemist - Profession
Skills: Crafting, Myths & Legends, Awareness, Languages, Bartering, Beast Lore, Healing, PersuasionHeroic Ability
Quick Brew
- Requirement: -
- Willpower Points: 2
"The concoctions she brews smell like something died in there, but they'll cure a fever faster than any doc."
Alchemists are experts in natural sciences and the mystical arts. They use their knowledge of chemistry and metallurgy to create elixirs, tinctures, and other compounds with various properties, ranging from healing to poisonous to transformative. They also believe in the transmutation of matter itself - and, for those who go far enough, of the human soul. They are seeking the Pearl of the Gods, or something like it. Whether they find it is less important than what they discover along the way.
Advancement: Additional Heroic Abilities
The following abilities are not available at character creation. The GM may offer them as advancement options when the character has demonstrated growth in the relevant area.Identify Compound
- Requirement: -
- Willpower Points: -
Extended Brew
- Requirement: Crafting 10
- Willpower Points: -
Elemental Reagent
- Requirement: Myths & Legends 10
- Willpower Points: 2
Transmutation
- Requirement: Crafting 12
- Willpower Points: 2
Antidote
- Requirement: Healing 12
- Willpower Points: 2
Explosive Flask
- Requirement: Myths & Legends 12
- Willpower Points: 2
Truth Serum
- Requirement: Crafting 14
- Willpower Points: 2
Grand Elixir
- Requirement: Crafting 14
- Willpower Points: 3
Philosopher's Tincture
- Requirement: Myths & Legends 14
- Willpower Points: 3
Homunculus
- Requirement: Crafting 16
- Willpower Points: 4
Immortality Draught
- Requirement: Healing 16
- Willpower Points: -
Pearl of the Gods
- Requirement: Myths & Legends 16
- Willpower Points: -
Oracle
- Group: Witch
- Specialisation: Soul (prophetic)
Oracle - Profession
Skills: Awareness, Persuasion, Myths & Legends, Performance, Languages, Healing, Sleight of Hand, Beast LoreHeroic Ability
Reading
- Requirement: -
- Willpower Points: 2
"She can see tomorrow's troubles as if they were yesterday's news. Not sure if that's a blessing or a curse."
Oracles carry a second sight like a candle cupped against the wind. They are sought out when choices grow murky, for their glimpses of what was, what is, or what may yet be. The player chooses the Oracle's conduit - cards, tea leaves, knuckle bones, stars, dream-walks, or rites that court ancestors, spirits, or whatever whispers from the veil. The messages may come as symbols, snatches of verse, or a prickle along the skin. The Oracle need not know their true source - only that something speaks, and they have learned to listen.
Advancement: Additional Heroic Abilities
The following abilities are not available at character creation. The GM may offer them as advancement options when the character has demonstrated growth in the relevant area.Danger Sense
- Requirement: -
- Willpower Points: -
Minor Reading
- Requirement: Awareness 10
- Willpower Points: 2
Second Sight
- Requirement: Myths & Legends 10
- Willpower Points: 2
Foreseen Step
- Requirement: Awareness 12
- Willpower Points: 2
Prediction
- Requirement: Awareness 12
- Willpower Points: 2
Prophetic Warning
- Requirement: Myths & Legends 12
- Willpower Points: 2
Far-Sight
- Requirement: Awareness 14
- Willpower Points: 2
Curse of Fate
- Requirement: Myths & Legends 14
- Willpower Points: 3
Retroactive Vision
- Requirement: Myths & Legends 14
- Willpower Points: 2
Prescience
- Requirement: Awareness 16
- Willpower Points: -
Oracle's Decree
- Requirement: Myths & Legends 16
- Willpower Points: 4
Veil of Time
- Requirement: Myths & Legends 16




















































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