Archetypes - Dragonbane

GM-Info!
Work in progress!
Slightly NSFW!
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.
 

Overview


 
GroupArchetype
Body
Archetype
Mind
Archetype
Soul
Cleric Paladin Sage Priest
Creative Crafter Illusionist Performer
Engineer Battlesmith Inventor Tinkerer
Enquirer Private Eye Researcher Diviner
Fighter Berserker Soldier Swashbuckler
Healer Medic Physician Warchef
Monk Monk of the Fist Shadow Monk Monk of the Elements
Mystic Enchanter Wizard Sorcerer
Noble Royal Clerk Diplomat
Outlaw Pirate Assassin Thief
Gunpowder Sharpshooter Bombardier Gunslinger
Spirit Caller Infernal Conjurer Necromancer Elementalist
Trader Shopkeep Merchant Peddler
Warden (of the Wild) Druid Ranger Shaman
Wayfarer Dungeon Delver Cartographer Archaeologist
Witch Alchemist Warlock Oracle

 
IconTagDescription
ArtificeBuilding, engineering, and crafting: characters who solve problems by making things.
CommerceTrade, negotiation, and the flow of goods and coin: characters who move through markets and networks.
ExpressionPerformance, illusion, and creative craft: characters who work through art, spectacle, and presence.
FaithDivine service, sacred rites, and ordained power: characters whose strength flows from devotion.
ForbiddenTransgressive and proscribed arts: characters who wield power that others fear, outlaw, or refuse to name.
LoreScholarship, research, and accumulated knowledge: characters who treat information as their primary tool.
MendingHealing, restoration, and sustaining others: characters who keep people on their feet.
WarfareCombat training and martial discipline: characters defined by how they fight.
WyrdcraftMagic, 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
Skirmisher (mobile melee, flanking, dueling, burst damage)
  • Swashbuckler
  • Pirate
  • Assassin
  • also: Berserker, Monk of the Fist, Monk of the Elements, Shadow Monk, Thief, Gunslinger, Dungeon Delver
Ranged (archery, firearms, overwatch, siege bombardment)
  • Gunslinger
  • Bombardier
  • Sharpshooter
  • Inventor
Controller (crowd control, debuffs, battlefield shaping)
  • Illusionist
  • Necromancer
  • Infernal Conjurer
  • Druid
  • also: Diviner, Enchanter, Warlock, Alchemist
Support & Craft
Healer (medical, restoration, stabilization)
  • Medic
  • Physician
  • Priest
Buffer (morale, blessings, temporary boosts)
  • Warchef
  • Medic
  • Elementalist
Maker (crafting, engineering, field repair)
  • Crafter
  • Battlesmith
  • Inventor
  • Tinkerer
  • Enchanter
  • Warlock
  • Bombardier
Logistics (supply, quartermastering, camp management)
  • 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
Advisor (counsel, warnings, reading people and situations)
  • Shaman
  • Oracle
  • Sage
Scout (stealth, trapwork, navigation, infiltration)
  • Monk of the Elements
  • Thief
  • Ranger
  • Dungeon Delver
  • Cartographer
  • also: Illusionist, Performer, Tinkerer, Private Eye, Pirate, Assassin, Sharpshooter, Druid, Archaeologist
Scholar (research, lore, investigation, knowledge)
  • Sage
  • Private Eye
  • Researcher
  • Diviner
  • Archaeologist
  • also: Physician, Wizard, Clerk, Diplomat, Necromancer, Cartographer
Caster (arcane or divine blaster, support spells, rituals)
  • 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 by Tillerz using MJ
Paladin - Profession
Skills: Hammers, Evade, Performance, Healing, Myths & Legends, Awareness, Persuasion, Riding
Heroic Ability
Divine Smite
  • Requirement: -
  • Willpower Points: 3 (2 vs undead or demonic foes)
On a successful Melee attack, deal +D10 damage.
Equipment: Warhammer, mail shirt, shield, blessed symbol, holy water
"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
Once per round, step in front of an ally within Near range to take a hit meant for them. You receive the full damage. Using this ability can be done out of turn and it does not count as an action.

 
Radiant Challenge
  • Requirement: Persuasion 10
  • Willpower Points: 2
Once per combat as a Free Action, name a visible foe. Until they land a hit on you or flee, they must choose you as their target over other allies.

 
Litany of Fortitude
  • Requirement: Healing 10
  • Willpower Points: 2
As an Action, remove one condition from an ally within Near range.

 
Blessed Rally
  • Requirement: Persuasion 12
  • Willpower Points: 2
As a Free Action, remove the BROKEN or STUNNED condition from one ally within Near range.

 
Shield of Mercy
  • Requirement: Awareness 12
  • Willpower Points: 2
Once per round, negate a critical hit that would affect an ally within Near range. The attack deals normal damage instead. Using this ability can be done out of turn and it does not count as an action.

 
Sword of Conviction
  • Requirement: Melee 12
  • Willpower Points: 2
Until the end of the scene, your melee weapon strikes ethereal and magically shielded targets as though their protections do not apply.

 
Shining Beacon
  • Requirement: Myths & Legends 12
  • Willpower Points: 3
Until the end of the scene, undead and demonic creatures within Near range must succeed on a WIL roll each round or be unable to move closer to you.

 
Unbreakable Faith
  • Requirement: Myths & Legends 14
  • Willpower Points: -
Passive. You gain a Boon on all WIL rolls to resist curses, illusions, and corruption effects.

 
Wrathful Judgement
  • Requirement: Melee 14
  • Willpower Points: 3
Your next melee attack against an undead or demonic creature is an automatic critical hit.

 
Miracle of Reprieve
  • Requirement: Healing 16
  • Willpower Points: 4
Once per session, call upon your deity to either halt a catastrophic supernatural event or restore an ally who died in the last round to 1 HP.

 
Sanctify Battlefield
  • Requirement: Myths & Legends 16
  • Willpower Points: 4
Consecrate the ground within Near range. Until your next Rest, undead and demonic creatures entering this area suffer D6 damage each round.

 
Divine Champion
  • Requirement: Melee 16
  • Willpower Points: 2
Once per session. Until the end of the scene, you do not suffer penalties from conditions, your melee attacks deal +D8 damage, and you cannot be knocked prone or moved against your will.

 

Sage

  • Group: Cleric
  • Specialisation: Mind (intellectual)
Sage by Tillerz using MJ
Sage - Profession
Skills: Myths & Legends, Languages, Awareness, Persuasion, Crafting, Beast Lore, Healing, Performance
Heroic Ability
Lorekeeper's Glimpse
  • Requirement: -
  • Willpower Points: 2
When you examine an object, text, or location, ask the GM one question about its hidden nature, origin, or significance. The GM must answer truthfully.
Equipment: Annotated codex, scriptorium key, blessed quill, inks, scholarly robes, book satchel
"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
Once per Rest, as a Free Action, inscribe a warding glyph at a threshold or doorway. Until your next Rest, minor spirits must succeed on a WIL roll to cross it.

 
Spiritual Insight
  • Requirement: Myths & Legends 10
  • Willpower Points: 2
Take an action to enter brief meditation. Ask the GM one question about your current investigation or the local area; receive a cryptic but truthful impression. Once per scene.

 
Arcane Annotation
  • Requirement: Languages 10
  • Willpower Points: 2
Over 5 minutes, mark a passage in any text with a hidden note. Only those you designate may read it, by touching the volume. The note persists until physically erased.

 
Forbidden Lexicon
  • Requirement: Myths & Legends 12
  • Willpower Points: 2
Once per session, safely consult a cursed, heretical, or dangerous text without risk of corruption, extracting its key insights at half the usual time.

 
Hidden Margins
  • Requirement: Awareness 12
  • Willpower Points: 2
Once per scene, after examining a document or inscription for D6 minutes, identify any deliberate omissions, coded messages, or falsifications within it.

 
Revelation Circle
  • Requirement: Myths & Legends 12
  • Willpower Points: 3
As an Action, perform a brief ritual. Shapechangers and creatures concealed by illusion within Near range must succeed on a WIL roll or revert to their true form.

 
Scriptural Exorcism
  • Requirement: Myths & Legends 14
  • Willpower Points: 3
As an Action, recite sacred passages to hamper or banish one lesser spirit or haunting entity within Near range.

 
Truth Unbound
  • Requirement: Awareness 14
  • Willpower Points: 3
Once per scene, speak a commanding verse that disperses mundane illusions within Near range. Creatures using mundane stealth must immediately reveal themselves.

 
Definitive Commentary
  • Requirement: Languages 14
  • Willpower Points: 2
Once per session, invoke your scholarly authority. A single claim, ruling, or interpretation you make is accepted without dispute by any institution or formal body for the remainder of the session.

 
Cosmic Thesis
  • Requirement: Myths & Legends 16
  • Willpower Points: 3
Over a Stretch, produce a focused written argument on one subject. For the rest of the session, you and allies who have read it gain a Boon on all rolls related to that subject.

 
Word of Radiance
  • Requirement: Myths & Legends 16
  • Willpower Points: 4
As an Action, utter a divine phrase that immediately ends one active curse, illusion, or mind-control effect on a target within Near range.

 
Living Archive
  • Requirement: Languages 18
  • Willpower Points: -
Passive. You gain a Boon on all Myths & Legends rolls and may always attempt them, even for topics beyond your direct experience.

 

 

Priest

  • Group: Cleric
  • Specialisation: Soul (magical/spiritual)
Priest by Tillerz using MJ
Priest - Profession
Skills: Healing, Persuasion, Myths & Legends, Performance, Languages, Awareness, Riding, Crafting
Heroic Ability
Beacon of Hope
  • Requirement: -
  • Willpower Points: 2
As an Action, remove the FRIGHTENED condition from one ally within Near range.
Equipment: Holy symbol, prayer book, incense, travel vestments, alms purse
"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: -
As an Action, consecrate a vial or vessel of water. Blessed water repels weak undead (WIL roll to approach the bearer) and cleanses minor spiritual taint on contact.

 
Comfort the Flock
  • Requirement: Persuasion 10
  • Willpower Points: 2
Once per scene, calm up to a dozen frightened or agitated people within Near range, immediately ending any FRIGHTENED conditions among them.

 
Shared Burden
  • Requirement: Healing 10
  • Willpower Points: 2
As an Action, transfer one Condition from an ally within Near range to yourself.

 
Spiritual Counsel
  • Requirement: Myths & Legends 10
  • Willpower Points: 2
Over 5 minutes, commune with a revered spirit or saint. Ask the GM one truthful question about a local situation or threat. Once per scene.

 
Hymn of Healing
  • Requirement: Healing 12
  • Willpower Points: 2
During a Rest, perform a sacred chant. Each ally who hears it removes one additional Condition beyond what normal rest would provide.

 
Sanctuary Ward
  • Requirement: Myths & Legends 12
  • Willpower Points: 3
As an Action, consecrate a threshold, doorway, or small area. Until your next Rest, lesser demons and undead must succeed on a WIL roll to enter.

 
Miracle Cure
  • Requirement: Healing 14
  • Willpower Points: 3
As an Action, remove one active poison or disease effect from a target within Near range. You suffer a Bane on all rolls until your next Rest.

 
Soul Retrieval
  • Requirement: Healing 14
  • Willpower Points: 4
Once per session, if an ally within Near range died this round, hold their soul at the threshold. They return to 1 HP. You suffer a Bane on all rolls until your next Rest.

 
Immovable Faith
  • Requirement: Persuasion 14
  • Willpower Points: 3
As an Action, radiate a divine presence that simultaneously ends all FRIGHTENED or DISHEARTENED conditions among allies within Near range.

 
The Great Benediction
  • Requirement: Persuasion 16
  • Willpower Points: 4
Over 5 minutes, bestow a sweeping blessing. Until your next Rest, allies within Near range gain a Boon on all WIL rolls to resist fear, curses, and corruption.

 
Divine Intercession
  • Requirement: Myths & Legends 16
  • Willpower Points: 4
Once per session, call upon your deity for direct aid: negate one supernatural effect, summon a brief divine presence, or invoke one miracle within your faith's domain. The deity chooses the precise form.

 
Intercessor
  • Requirement: Healing 16
  • Willpower Points: -
Passive. Whenever an ally within Near range would be reduced to 0 HP, you may immediately take half the triggering damage yourself. No action required.

 


 

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 by Tillerz using MJ
Crafter - Profession
Skills: Crafting, Bartering, Awareness, Persuasion, Hammers, Evade, Beast Lore, Sleight of Hand
Heroic Ability
Field Repair
  • Requirement: -
  • Willpower Points: 2
As an Action, restore a broken or damaged weapon, shield, or piece of armour to working condition for the rest of the scene. Note: the repair does not hold permanently without proper tools and time.
Equipment: Tool kit, bench permit, apron and gloves, measuring calipers, whetstone
"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: -
Passive. By handling any raw material - ore, timber, hide, stone, cloth - for a moment, you identify its origin, grade, and quality. The GM must tell you honestly whether it is suitable for fine work or carries hidden flaws that would compromise a finished piece.

 
Keen Eye for Quality
  • Requirement: -
  • Willpower Points: 2
As a Free Action, examine any crafted item. The GM must truthfully tell you whether it is flawed, cursed, counterfeit, or of exceptional quality.

 
Custom Calibration
  • Requirement: Crafting 10
  • Willpower Points: 2
Over 30 minutes, calibrate one item for a single specific purpose you name: a blade that bites through a particular material, a lock that responds only to one touch, a garment that sheds rain without soaking. The effect is permanent but narrow.

 
Commission Network
  • Requirement: Bartering 10
  • Willpower Points: 2
Once per session, call in a favour from a guild contact, merchant supplier, or fellow craftsperson. They provide specific materials, tools, or a finished component at cost or better. No questions asked about what it is for.

 
Crafting Renaissance
  • Requirement: Crafting 12
  • Willpower Points: 2
Once per session, produce multiple identical small items (arrowheads, rivets, vials, clasps) in the time it would normally take to make one.

 
Artisan's Bond
  • Requirement: Awareness 12
  • Willpower Points: -
Passive. You always know when a quality item you crafted is being actively destroyed or significantly damaged, regardless of distance. Applies only to items you made yourself and applied this specific bond on.

 
Measured Fit
  • Requirement: Crafting 14
  • Willpower Points: 2
Over one hour, adjust armour, a weapon, or a piece of equipment precisely to one person's body and fighting style. They gain a Boon on one specific roll type - attack, defence, or one named skill - made using that item. The benefit is permanent until the item is significantly altered or a new fitting replaces it. Only one fitted item per person may be active at a time.

 
Signature Work
  • Requirement: Crafting 14
  • Willpower Points: 3
Over several days, produce an item of exceptional quality for one recipient. They gain a Boon on all rolls made using that item. Only one such item per recipient may be active at a time.

 
Perfect Replica
  • Requirement: Crafting 14
  • Willpower Points: 3
Over 15 minutes, reproduce any small item with uncanny accuracy. If the original carries a magical resonance, make a Crafting roll: on a success, the replica carries it too.

 
Artisan's Legacy
  • Requirement: Crafting 16
  • Willpower Points: 3
Once per session, imbue a crafted item with one specific, named property (Crafter) of your choosing. The property persists permanently and cannot be removed by mundane means.

 
Named Artifact
  • Requirement: Crafting 16
  • Willpower Points: 4
Once per campaign, forge a legendary item. Work with the GM to define one unique, permanent property that no standard craft could produce. The item becomes a named artifact and cannot be replicated.

 
Eternal Craft
  • Requirement: Crafting 16
  • Willpower Points: -
Passive. Items you craft resist ageing, corrosion, and decay. They cannot be destroyed except by deliberate effort or magical force.

 

 

Illusionist

  • Group: Creative
  • Specialisation: Mind (deceptive)
Illusionist by Tillerz using MJ
Illusionist - Profession
Skills: Sleight of Hand, Awareness, Sneaking, Performance, Persuasion, Acrobatics, Crafting, Myths & Legends
Heroic Ability
Illusory Disguise
  • Requirement: -
  • Willpower Points: 2
As an Action, cloak yourself in a misleading appearance. Observers must succeed on an Awareness roll to see through it. Note: the disguise ends immediately if you are touched.
Equipment: Focus (cards or coin), stage clothes, smoke pellets, mirror shard, magick journal
"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
As a Free Action, project faint disembodied voices or sounds anywhere within Near range. Once per scene.

 
Stage Trickery
  • Requirement: Sleight of Hand 10
  • Willpower Points: -
As an Action, make a small object vanish or appear invisible. The effect ends when the object is touched or closely inspected.

 
Twisted Path
  • Requirement: Sneaking 10
  • Willpower Points: 2
As an Action, create illusory terrain hazards within Near range (false walls, phantom fires). Affected creatures must succeed on an INT roll to navigate normally. Lasts until the end of the scene.

 
Mirror Ally
  • Requirement: Sleight of Hand 10
  • Willpower Points: 2
As an Action, project a moving double of yourself or one ally. Attackers targeting the double hit nothing and the double vanishes. It remains until struck or dismissed.

 
Deceptive Ward
  • Requirement: Awareness 12
  • Willpower Points: 2
Over 5 minutes, place the illusion of a fierce guardian or magical trap at a location within Near range. Creatures must succeed on a WIL roll to disbelieve it and pass.

 
Phantasmal Horde
  • Requirement: Performance 12
  • Willpower Points: 3
As an Action, summon illusions of multiple warriors or creatures within Near range. Creatures that fail a WIL roll become FRIGHTENED. The horde disperses if any illusion is touched.

 
Touch of the Unreal
  • Requirement: Myths & Legends 12
  • Willpower Points: 3
Once per scene, give one of your illusions partial tangibility for a single action - it can shove, block, or interact physically before vanishing.

 
Dreamweave
  • Requirement: Myths & Legends 14
  • Willpower Points: 3
Over 15 minutes, infiltrate a sleeping target's dreams with elaborate illusions, planting one suggestion that lingers until their next sleep. The target cannot identify the source.

 
Reality Twist
  • Requirement: Myths & Legends 14
  • Willpower Points: 4
Once per session, invert perceptions within Near range for the rest of the scene: illusions appear real while real objects seem illusory. The effect collapses at the scene's end.

 
Grand Mirage
  • Requirement: Sleight of Hand 16
  • Willpower Points: 4
Over a Stretch, conceal one building or your entire party behind a seamless illusion for up to one hour. Close physical contact breaks it; casual observers see nothing unusual.

 
Shared Delusion
  • Requirement: Myths & Legends 16
  • Willpower Points: 4
Over 5 minutes, link up to six minds into one shared false reality. All perceive the same illusion until you break concentration.

 
Reflexive Disguise
  • Requirement: Awareness 16
  • Willpower Points: -
Passive. Once per scene as a Free Action, when targeted by an attack, instantly project a false image of yourself. The attacker must succeed on an Awareness roll or miss entirely.

 

 

Performer

  • Group: Creative
  • Specialisation: Soul (expressive)
Performer by Tillerz using MJ
Performer - Profession
Skills: Performance, Persuasion, Awareness, Acrobatics, Sleight of Hand, Languages, Sneaking, Bartering
Heroic Ability
Emotional Tune
  • Requirement: -
  • Willpower Points: 2
As an Action, choose one creature within Near range. They must succeed on a WIL roll or immediately gain one condition of your choice: FRIGHTENED, ANGRY, or DISHEARTENED. Once per target per scene.
Equipment: Instrument or props, fine clothes, troupe pass, makeup kit, script folio
"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
Over 5 minutes, begin a performance that holds nearby observers' attention. Creatures within Near range must succeed on a WIL roll to voluntarily look away or leave. Lasts while you continue performing.

 
Improvised Act
  • Requirement: Persuasion 10
  • Willpower Points: 2
Once per scene, stall a group of observers with an impromptu performance long enough to pass a hidden message or give an ally time for one unnoticed action.

 
Green Room Rumours
  • Requirement: Languages 10
  • Willpower Points: 2
After any performance or social gathering, ask the GM one question about local rumours, faction tensions, or notable figures in the area. The GM must answer honestly.

 
Heartfelt Duet
  • Requirement: Performance 12
  • Willpower Points: 2
Once per scene, combine your performance with an ally's action (attack, spell, or social roll) as a dramatic pairing. Both you and the ally gain a Boon on that action.

 
Encore Demand
  • Requirement: Persuasion 12
  • Willpower Points: 2
Once per combat, when about to be interrupted or attacked while performing, force all would-be aggressors within Near range to succeed on a WIL roll or hesitate for one round.

 
Crowd Choreography
  • Requirement: Performance 12
  • Willpower Points: 2
Once per scene, direct a crowd of enthralled spectators in simple unified actions (forming a chain, blocking a doorway, raising a noise). The crowd must already have been drawn in by your performance.

 
Restorative Performance
  • Requirement: Performance 14
  • Willpower Points: 3
During a Rest, deliver a stirring show. All allies who witness it restore one additional Willpower Point beyond normal rest recovery.

 
Spellbinding Tale
  • Requirement: Persuasion 14
  • Willpower Points: 3
Once per scene, recite a story so compelling that one creature within Near range that fails a WIL roll must pause to listen rather than act aggressively this round.

 
Crowd Conductor
  • Requirement: Performance 14
  • Willpower Points: 3
Once per scene, at the peak of a performance, shift the dominant emotional state of your entire audience simultaneously - from rage to grief, or from hostility to sympathy.

 
Soul Resonance
  • Requirement: Performance 16
  • Willpower Points: 4
Once per session, deliver a performance so charged with genuine feeling that it breaks one active curse or banishes one lesser spirit from the area.

 
Transcendent Masque
  • Requirement: Performance 16
  • Willpower Points: 4
Once per session, lead a performance that simultaneously lifts FRIGHTENED, DISHEARTENED, or ANGRY conditions from every ally within Near range.

 
Heroic Ballad
  • Requirement: Persuasion 16
  • Willpower Points: 2
Once per session, compose and perform a piece about a specific person or deed. Their local reputation shifts significantly for better or worse (your choice) for the remainder of the session. The subject must be true enough to survive scrutiny.

 


 

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 by Tillerz using MJ
Battlesmith - Profession
Skills: Crafting, Hammers, Evade, Awareness, Bartering, Beast Lore, Myths & Legends, Swords
Heroic Ability
Forged Edge
  • Requirement: -
  • Willpower Points: 2
As an Action, imbue a weapon you can touch with temporary destructive resonance. The weapon deals +D6 damage on its next successful hit. Note: the effect is consumed on that hit.
Equipment: Tools (smith and engineer), steel blanks, rivets and resin, mail coif, sledge
"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: -
Over 5 minutes, set up a portable forge or repair station. Each ally who has a weapon or piece of armour tuned, sharpened, or adjusted here gains a one-use Boon on their next attack or defence roll in combat. The station takes one minute to pack away.

 
Arc-Spark Repair
  • Requirement: Crafting 10
  • Willpower Points: 2
As an Action, restore one of your own damaged weapons or pieces of armour to basic function mid-combat. Once per combat.

 
Rattlebreaker Blow
  • Requirement: Crafting 10
  • Willpower Points: 2
As an Action, strike a clockwork, mechanical, or golem creature at a critical joint. It suffers a Bane on all rolls until the end of its next turn.

 
Armour Integration
  • Requirement: Crafting 12
  • Willpower Points: 2
Over one hour, install a hidden compartment or retractable feature into a piece of armour or a shield. The hidden feature can surprise once before it becomes known.

 
Siege Tinkerer
  • Requirement: Crafting 12
  • Willpower Points: 2
Over a Stretch, adjust a siege engine or large mounted weapon, improving its range or reload speed for the rest of the engagement. Once per engagement per engine.

 
Enhanced Alloy
  • Requirement: Crafting 12
  • Willpower Points: 2
Once per session, treat one ally's melee weapon with a compound that lets it bypass magical armour and defensive enchantments for one combat.

 
Golem Frame
  • Requirement: Crafting 14
  • Willpower Points: 3
Over one shift, construct a clockwork exoskeleton. The wearer gains a Boon on STR rolls and ignores one chosen condition until the frame is destroyed. The frame lasts one scene per activation.

 
Resonant Hammer
  • Requirement: Crafting 14
  • Willpower Points: 3
As an Action, strike a warded object or magically protected target to shatter one active ward or defensive enchantment. Once per combat.

 
Defensive Bulwark
  • Requirement: Crafting 14
  • Willpower Points: 2
Over a Stretch, assemble a sturdy metal barricade from scrap. Allies behind it gain cover. The barricade lasts until destroyed or until the end of the scene.

 
Epic War Engine
  • Requirement: Crafting 16
  • Willpower Points: 4
Over several days, construct a colossal mechanised weapon. It functions as a decisive asset in one major engagement before requiring extensive repair or resupply.

 
Soulbound Armament
  • Requirement: Crafting 16
  • Willpower Points: -
Over one day, forge one weapon or piece of armour bound to your essence. You can call it to your hand from anywhere within Short range and always know its location. Only one such item can exist.

 
Techno-Divine Merge
  • Requirement: Myths & Legends 16
  • Willpower Points: 4
Once per session, fuse a sacred or magical object with engineered mechanisms to produce a temporary artifact of remarkable power for the rest of the scene. The fusion is unstable and cannot be repeated.

 

 

Inventor

  • Group: Engineer
  • Specialisation: Mind (technical)
Inventor by Tillerz using MJ
Inventor - Profession
Skills: Crafting, Myths & Legends, Awareness, Languages, Beast Lore, Persuasion, Bartering, Acrobatics
Heroic Ability
Clockwork Scout
  • Requirement: -
  • Willpower Points: 2
Over a Stretch, assemble and deploy a tiny mechanical drone. It scouts one Near area you designate and you perceive everything it observes. Note: the drone breaks after one scene of active use or one serious impact.
Equipment: Drafting set, prototype gizmo, goggles, oil and wire, lab notes
"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
Over a minute, reverse or alter the function of any simple machine within reach - a door mechanism, a mill's rotation, a valve, a pressure release.

 
Spark-Shield Gadget
  • Requirement: Crafting 10
  • Willpower Points: 2
As a Free Action, activate a device that negates one incoming attack by emitting a disorienting flash. The device is destroyed on use. Once per combat.

 
Arc-Lantern Drone
  • Requirement: Crafting 10
  • Willpower Points: 2
As an Action, deploy a floating light that illuminates Near range. Once per scene, direct it to emit a blinding pulse: creatures within Near range that fail an AGL roll become STUNNED until the end of their next turn.

 
Portable Workshop
  • Requirement: Crafting 12
  • Willpower Points: -
Over 5 minutes, deploy a fold-out crafting station anywhere. While working at this station, you may construct any item that would normally require a stationary forge or workshop, without penalty.

 
Rapid Rewire
  • Requirement: Crafting 12
  • Willpower Points: 2
Once per encounter, temporarily override a golem, automaton, or clockwork guard, forcing it to obey one simple command for one round.

 
Spell-Eater Engine
  • Requirement: Crafting 12
  • Willpower Points: 3
Once per scene, activate a device that absorbs one incoming hostile magical effect targeting you or one ally within Near range. The absorbed energy dissipates harmlessly by the end of the scene.

 
Impossible Contraption
  • Requirement: Crafting 14
  • Willpower Points: 3
Over one day, construct a device that briefly defies normal physics (short-range signal relay, counterweight catapult, air pressure launcher). It functions for one scene.

 
Automated Ally
  • Requirement: Crafting 14
  • Willpower Points: 3
Over several hours, construct a mechanical companion that assists with tasks or combat semi-independently. It requires resupply and partial rebuild after each adventure.

 
Perpetual Engine
  • Requirement: Crafting 16
  • Willpower Points: -
Build a device that sustains its own motion indefinitely, powering a mill, forge, pumping station, or workshop without fuel. Once constructed, it runs permanently unless physically destroyed.

 
Masterwork Automaton
  • Requirement: Crafting 16
  • Willpower Points: 4
Over several days, create a near-sentient mechanical being capable of learning from experience and operating independently for extended periods. Only one can exist at a time.

 
World-Shaper Blueprint
  • Requirement: Crafting 16
  • Willpower Points: -
Once per session, produce detailed plans for a city-scale invention (aqueduct network, powered gate system, steam transport line). The GM may allow partial realisation within the current adventure.

 
Mobile Workshop
  • Requirement: Crafting 16
  • Willpower Points: -
Passive. You require no physical setup, specialist tools, or fixed workspace for any crafting project. Work that others could only attempt in a proper facility you complete in the field, and complex projects that would take others a week take you a day.

 

 

Tinkerer

  • Group: Engineer
  • Specialisation: Soul (improvisational)
Tinkerer by Tillerz using MJ
Tinkerer - Profession
Skills: Crafting, Sleight of Hand, Sneaking, Awareness, Bartering, Acrobatics, Beast Lore, Evade
Heroic Ability
Pocket Contraption
  • Requirement: -
  • Willpower Points: 2
Over 5 minutes, produce a functional improvised gadget from scraps on hand. State its purpose (alarm, torch, trip mechanism, noise-maker, etc.) and it works until the end of the scene before falling apart.
Equipment: Spare parts, multitool, picks and screws, solder and flux, pouch of springs
"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: -
As an Action, examine an unknown device to determine its function or identify a structural weak point.

 
Jury-Rig Trap
  • Requirement: Crafting 10
  • Willpower Points: 2
As an Action, improvise and place a simple trap at a point within Near range. The first creature to trigger it must succeed on an AGL roll or become STUNNED until the end of their next turn.

 
Trick Tools
  • Requirement: Sleight of Hand 10
  • Willpower Points: -
Conceal advanced picks, a small blade, or a compressed-gas device inside a harmless-looking object. The concealment holds against all but close physical inspection.

 
Reconfigurable Gizmo
  • Requirement: Crafting 12
  • Willpower Points: -
You own one multi-purpose device that can shift between two defined modes (collapsible crossbow / lantern; grapple / anchor). Switch modes once per scene as a Free Action.

 
Crash-Proof Tinkering
  • Requirement: Crafting 12
  • Willpower Points: -
Passive. When any device you build or operate malfunctions, it never catastrophically harms you or nearby allies. The worst outcome is that it simply stops working.

 
Tinkerer's Spiderweb
  • Requirement: Sneaking 12
  • Willpower Points: 2
Over a few minutes, string a network of wire and tiny noisemakers across a Near area. You are immediately alerted when any creature crosses it, even at Long range. Lasts until your next Rest.

 
Rapid Patch-Job
  • Requirement: Crafting 14
  • Willpower Points: 2
As an Action, forestall a catastrophic mechanical failure (blown engine, snapped axle, collapsing gate mechanism) for the rest of the scene. Full repair still requires time and materials.

 
Field Overhaul
  • Requirement: Crafting 14
  • Willpower Points: 3
Once per Shift, significantly modify a vehicle, cart, or mounted weapon under time pressure, granting it one additional function (amphibious, faster, quieter) for the rest of the adventure. Once per vehicle.

 
Automated Distraction
  • Requirement: Sleight of Hand 14
  • Willpower Points: 2
As an Action, deploy a wind-up decoy or noise-generating device. One creature within Near range that fails an Awareness roll is drawn toward it for one round, ignoring everything else.

 
The Grand Snare
  • Requirement: Crafting 16
  • Willpower Points: 4
Over one hour, set a network of interconnected traps across a large area. When triggered, they cascade in sequence - funnelling, separating, or disabling creatures that fail AGL rolls.

 
Wunderkammer
  • Requirement: Crafting 16
  • Willpower Points: -
Passive. Your traveling workshop can build virtually any mechanical device given raw materials and time. What takes others a foundry and a fortnight, you manage on the road.

 
Tinkerer's Masterpiece
  • Requirement: Crafting 16
  • Willpower Points: -
Once per session, produce one extraordinary device that does something no standard tool can: a self-reloading ballista, a self-resetting vault lock, a cart that steers itself. Unreliable after heavy use - but undeniably, stubbornly real.

 


 

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 by Tillerz using MJ
Private Eye - Profession
Skills: Awareness, Sneaking, Persuasion, Sleight of Hand, Knives, Evade, Acrobatics, Languages
Heroic Ability
Cold Read
  • Requirement: -
  • Willpower Points: 2
When you first meet a creature, observe them briefly. Ask the GM one truthful question about their emotional state, hidden motive, or current deception. Once per target.
Equipment: Notebook, disguise scarf, lockpicks, spyglass, warrant token
"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
Maintain contacts with urchins, beggars, and local informants. Once per scene, ask one to gather gossip, carry a message, or stand watch. Results arrive within the hour.

 
Case Files
  • Requirement: Awareness 10
  • Willpower Points: 2
Keep meticulous notes on cases in progress. Once per scene, ask the GM to confirm one specific detail from a previous scene in this adventure that you may have missed.

 
Quick Undercover
  • Requirement: Persuasion 10
  • Willpower Points: 2
As an Action, don a basic disguise or assume a plausible alias. Casual observers cannot recognise you. Once per scene.

 
Pressure Point
  • Requirement: Persuasion 12
  • Willpower Points: 2
Once per scene, during a conversation, identify a target's emotional vulnerability. Your next Persuasion roll against them gains a Boon.

 
Hidden Evidence Sense
  • Requirement: Awareness 12
  • Willpower Points: 2
Once per scene, spend one minute at a location to automatically find one overlooked clue that others would have missed.

 
Shadow
  • Requirement: Sneaking 12
  • Willpower Points: 2
Follow a creature undetected. As long as you succeed on Sneaking rolls, the target does not know they are being followed, even if they take precautions.

 
Roundabout Pursuit
  • Requirement: Sneaking 14
  • Willpower Points: 2
Once per scene, when a suspect attempts to lose you via decoys, a crowd, or misdirection, you anticipate their route and maintain pursuit automatically.

 
Ghost Infiltration
  • Requirement: Sneaking 14
  • Willpower Points: 3
Once per location per session, slip through a guarded building using pretexts and psychological ploys, avoiding all detection without requiring combat.

 
Mind Maze
  • Requirement: Persuasion 14
  • Willpower Points: 3
Once per scene, conduct a winding, cleverly structured interrogation. The target reveals one piece of key information they did not intend to share.

 
Sherlock's Vision
  • Requirement: Awareness 16
  • Willpower Points: 3
Once per investigation, piece together a near-complete picture of events from trivial clues. Ask the GM three connected questions about the current mystery; receive truthful answers to each.

 
Network of Eyes
  • Requirement: Persuasion 16
  • Willpower Points: 2
Establish a citywide ring of watchers who feed you sightings and rumours in near real-time. Once per session, ask the GM about any observed movement or event in the city within the past day.

 
Truth Scent
  • Requirement: Awareness 16
  • Willpower Points: 4
Once per scene, concentrate for one round to automatically see through all active illusions, disguises, and deliberate lies within Near range.

 

 

Researcher

  • Group: Enquirer
  • Specialisation: Mind (analytical)
Researcher by Tillerz using MJ
Researcher - Profession
Skills: Myths & Legends, Languages, Awareness, Persuasion, Crafting, Beast Lore, Sleight of Hand, Bartering
Heroic Ability
Rapid Note-Taking
  • Requirement: -
  • Willpower Points: 2
As an Action, skim any body of text (a page, a ledger, a notice board). Ask the GM one truthful question about the most significant piece of information it contains.
Equipment: Archive pass, folios and tabs, ink set, reference text, reading lens
"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: -
As a Free Action, when presented with new information, ask the GM one connection between it and something you have previously read or heard. Once per scene.

 
Source Tracker
  • Requirement: Languages 10
  • Willpower Points: 2
As a Free Action, examine any document or inscription. The GM must tell you whether it has been recently altered, forged, or has hidden information embedded in it.

 
Secret Cipher
  • Requirement: Languages 10
  • Willpower Points: 2
Once per session per text, encode or decode any written material at high speed, defeating all but the most arcane encryptions.

 
Arcane Proofreading
  • Requirement: Myths & Legends 12
  • Willpower Points: 2
As a Free Action, examine any written text to determine whether it carries a hidden magical ward, curse, or active enchantment before you read it.

 
Keyword Summoning
  • Requirement: Myths & Legends 12
  • Willpower Points: 2
Once per session, speak a vital clue aloud to trigger a precise recollection of any text you have ever studied that relates to it.

 
Apocryphal Comparison
  • Requirement: Myths & Legends 12
  • Willpower Points: 2
Once per session, hold two contradictory sources in mind simultaneously and deduce the most probable truth behind the contradiction.

 
Fact Reconstruction
  • Requirement: Myths & Legends 14
  • Willpower Points: 3
Once per document, reconstruct missing, damaged, or destroyed passages from fragments, cross-references, and contextual evidence.

 
Scholarly Summons
  • Requirement: Myths & Legends 14
  • Willpower Points: 3
Once per session, summon a minor research spirit that can truthfully answer three specific questions about obscure lore or documents before fading.

 
Ultimate Treatise
  • Requirement: Languages 14
  • Willpower Points: 4
Once per adventure, present an argument so thoroughly evidenced that it settles one disputed question of fact, accepted by all parties present as the definitive answer and removing it as a point of contention.

 
Librarian's Revelation
  • Requirement: Myths & Legends 16
  • Willpower Points: 3
Once per session, gain a momentary mental glimpse of the precise document or record that contains the answer to your current question, regardless of its physical location.

 
Master Index
  • Requirement: Myths & Legends 16
  • Willpower Points: -
Passive. You perfectly recall the complete contents of every archive, library, or document collection you have personally visited. You may recite specific passages or cross-reference entries as if the texts were open before you.

 
Forbidden Correspondence
  • Requirement: Languages 16
  • Willpower Points: -
Passive. You can read any written language you have encountered at least once, including dead languages, magical scripts, and coded ciphers, given sufficient time with the text.

 

 

Diviner

  • Group: Enquirer
  • Specialisation: Soul (prescient)
Diviner by Tillerz using MJ
Diviner - Profession
Skills: Myths & Legends, Awareness, Persuasion, Performance, Languages, Healing, Sneaking, Beast Lore
Heroic Ability
Psychometric Touch
  • Requirement: -
  • Willpower Points: 2
By touching an object or surface, receive a vivid impression of its last significant use and the emotional state of the person who last used it.
Equipment: Scrying focus, bone or lot stick, star almanac, incense, magick chalk
"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: -
Passive. You always sense the direction and rough nature of the most immediate physical threat within Near range, even through walls or darkness.

 
Scene Reading
  • Requirement: Awareness 10
  • Willpower Points: 2
Once per scene, spend one round surveying a location to sense the emotional residue of any powerful event that occurred there within the past day.

 
Truth Brand
  • Requirement: Persuasion 10
  • Willpower Points: 2
During a conversation, once per scene per target, sense whether a statement is a deliberate lie. You cannot extract the truth, only confirm the deception.

 
Astral Window
  • Requirement: Myths & Legends 10
  • Willpower Points: 2
Focus on a known place or person you have previously encountered. You briefly perceive its current state in real time for one round. Once per scene.

 
Deep Psychometry
  • Requirement: Myths & Legends 12
  • Willpower Points: 3
Over one minute of concentration, extend your object-reading to retrieve a complete scene from months or years past - images, voices, emotional context. Once per object.

 
Veil Piercer
  • Requirement: Awareness 12
  • Willpower Points: 2
Once per scene, extend your senses to detect and locate hidden supernatural entities - demons, ghosts, and active magical effects - within Short range.

 
Place Memory
  • Requirement: Myths & Legends 14
  • Willpower Points: 3
Once per location, immerse yourself in a location's history to replay its most significant past events in sequence, as though you were present when they occurred.

 
Blood Memory
  • Requirement: Myths & Legends 14
  • Willpower Points: 4
By touching a person for one round, walk through the most pivotal moments of their life - joys, crimes, secrets. You suffer a Bane on all rolls until your next Rest.

 
Distant Witness
  • Requirement: Myths & Legends 14
  • Willpower Points: 3
Once per session, scry any location you have a personal link to (a belonging, a name, a detailed description), observing it in real time for the rest of the scene.

 
Echo of Eternity
  • Requirement: Myths & Legends 16
  • Willpower Points: 4
Once per session, summon vivid impressions of the past century in your immediate area, witnessing every significant event that occurred here as though replayed before you.

 
The Unbroken Thread
  • Requirement: Myths & Legends 16
  • Willpower Points: 4
Once per session, follow the psychic trail of any object, person, or event within one city or region and within living memory, reconstructing a complete and accurate history no mundane investigation could recover.

 
Oracle's Foresight
  • Requirement: Myths & Legends 16
  • Willpower Points: 4
Once per scene as a Free Action, declare one specific event that will occur before the scene ends. The GM must make it happen. The form is at their discretion; the fact of it is not.

 


 

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 by Tillerz using MJ
Berserker - Profession
Skills: Axes, Evade, Acrobatics, Unarmed Combat, Awareness, Hunting & Fishing, Bushcraft, Swimming
Heroic Ability
Furious Momentum
  • Requirement: -
  • Willpower Points: 2
When you reduce a creature to 0 HP with a melee attack, immediately move up to Near range and make one additional melee attack as a Free Action.
Equipment: Great axe, war paint, hide cloak, drinking horn, trophy token
"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
As a Free Action, ignore all Condition penalties for one round.

 
Berserk Leap
  • Requirement: Axes 10
  • Willpower Points: 2
As an Action, launch yourself into melee with a foe within Short range. They must succeed on a WIL roll or become FRIGHTENED until the end of their next turn.

 
Roaring Charge
  • Requirement: Axes 10
  • Willpower Points: 2
Once per combat, charge at full speed in a straight line. Each creature in your path must succeed on an AGL roll or be knocked aside.

 
Blood Frenzy
  • Requirement: Axes 12
  • Willpower Points: -
Passive. Each time you deal a critical hit in melee, your next melee attack this combat deals +D6 damage.

 
Savage Grapple
  • Requirement: Unarmed Combat 12
  • Willpower Points: 2
As an Action, attempt a grapple on any creature regardless of size difference. A grappled creature cannot move until it breaks free with a successful STR roll.

 
Battle Rush
  • Requirement: Axes 14
  • Willpower Points: -
Passive. You cannot gain the FRIGHTENED condition while in active melee combat.

 
Titanic Blow
  • Requirement: Axes 14
  • Willpower Points: 3
Once per combat, deliver a crushing strike that shatters a shield or breaks a hand-held weapon held by the target on a successful hit.

 
Howling Rally
  • Requirement: Axes 14
  • Willpower Points: 2
Once per combat, when you slay a formidable foe in view of your allies, remove one condition from each ally within Near range.

 
Death Trance
  • Requirement: Axes 16
  • Willpower Points: 3
Once per scene, when you would be reduced to 0 HP, you may spend 3 WP to remain at 1 HP instead.

 
Limitless Rage
  • Requirement: Axes 16
  • Willpower Points: 4
Once per session, enter a berserk fury. Until all visible enemies are down, you ignore all Conditions and their penalties. You cannot end this fury voluntarily.

 
Unstoppable Onslaught
  • Requirement: Axes 16
  • Willpower Points: 3
Once per combat, your melee attacks deal damage to creatures normally immune to non-magical weapons.

 
War God's Glare
  • Requirement: Axes 16
  • Willpower Points: 3
Once per scene, release a terrible battle roar. All enemy creatures within Near range that fail a WIL roll become FRIGHTENED until the end of the scene.

 

 

Soldier

  • Group: Fighter
  • Specialisation: Mind (tactical)
Soldier by Tillerz using MJ
Soldier - Profession
Skills: Swords, Spears, Evade, Awareness, Riding, Persuasion, Crafting, Healing
Heroic Ability
Hold the Line
  • Requirement: -
  • Willpower Points: 2
As a Free Action, choose one allied creature within Near range. Until the end of the round, any melee attack that would have targeted that ally instead targets you.
Equipment: Uniform, spear or sword, shield, rations, bedroll
"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
As a Free Action, plant yourself. Until the end of your next turn, you cannot be moved, knocked prone, or pushed against your will, regardless of the source.

 
Shift Formation
  • Requirement: Awareness 10
  • Willpower Points: -
As a Free Action, swap positions with an adjacent ally in melee. Neither of you loses any actions.

 
Drill Instructor
  • Requirement: Persuasion 10
  • Willpower Points: 2
Once per scene, spend one minute instructing up to six untrained allies in basic combat positioning. Each gains a Boon on their first melee roll this combat.

 
Phalanx Tactics
  • Requirement: Swords 12
  • Willpower Points: 2
When you and an adjacent ally both carry shields, form a defensive line. Creatures charging into melee against either of you suffer a Bane on their attack roll.

 
Victory Condition
  • Requirement: Awareness 12
  • Willpower Points: 2
Once per encounter, study the opposition for one round. Ask the GM to identify the single most exploitable weakness of the opposing force - a brittle position, a failing morale, a key target.

 
Swift Maneuver
  • Requirement: Awareness 12
  • Willpower Points: 2
Once per scene, reposition your group quickly, allowing a surprise flank or clean strategic retreat in half the usual time.

 
Counter-Strategy
  • Requirement: Awareness 14
  • Willpower Points: 3
After observing an enemy unit or creature for one round, your group adapts to negate that enemy's primary tactical advantage for the rest of the scene.

 
Battle Veteran's Rally
  • Requirement: Persuasion 14
  • Willpower Points: 3
Once per combat, restore discipline to flagging allies. Remove FRIGHTENED or DISHEARTENED from all allies within Near range simultaneously.

 
Forced March
  • Requirement: Awareness 14
  • Willpower Points: 2
Once per session, lead allies through grueling terrain at increased pace, covering double normal travel distance with no additional Condition penalty.

 
Grand Tactician
  • Requirement: Persuasion 16
  • Willpower Points: 3
Once per session, issue a tactical command so precisely timed that all allies who can hear you gain a Boon on their next action.

 
Legendary Last Stand
  • Requirement: Persuasion 16
  • Willpower Points: 4
Once per session, your presence allows outnumbered allies to hold a position against a far larger force long enough for reinforcements, evacuation, or one critical action to succeed.

 
Conqueror's Presence
  • Requirement: Persuasion 16
  • Willpower Points: -
Passive. Any group of warriors, mercenaries, or militia you personally lead for a day or more follows your orders in combat without requiring Persuasion rolls.

 

 

Swashbuckler

  • Group: Fighter
  • Specialisation: Soul (charismatic)
Swashbuckler by Tillerz using MJ
Swashbuckler - Profession
Skills: Swords, Evade, Acrobatics, Persuasion, Performance, Awareness, Knives, Sleight of Hand
Heroic Ability
Riposte
  • Requirement: -
  • Willpower Points: 2
When you succeed on an Evade roll against a melee attack, make one immediate counter-attack against the attacker as a Free Action.
Equipment: Rapier, dagger, fine cloak, chalk rosin, practice mask
"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
As a Free Action, hurl a cutting remark at one creature within Near range. They must succeed on a WIL roll or suffer a Bane on their next attack roll.

 
Dramatic Leap
  • Requirement: Acrobatics 10
  • Willpower Points: -
As an Action, use a rope, railing, chandelier, or ledge to reposition anywhere within Short range. This counts as movement and does not provoke attacks.

 
Fancy Disarm
  • Requirement: Swords 10
  • Willpower Points: 2
Once per combat, make a flamboyant disarm attempt. The target must succeed on an AGL roll or drop their weapon.

 
En Garde Gambit
  • Requirement: Swords 12
  • Willpower Points: 2
Once per combat, deliberately expose a false opening. The next attack made against you suffers a Bane, and your next attack gains a Boon.

 
Graceful Tumble
  • Requirement: Acrobatics 12
  • Willpower Points: 2
When you succeed on an Evade roll, immediately move to any unoccupied space within Near range as a Free Action.

 
Riposte Flurry
  • Requirement: Swords 12
  • Willpower Points: 2
Once per round, after successfully Evading a melee attack, make one additional free melee attack against the same creature.

 
Duelist's Dance
  • Requirement: Swords 14
  • Willpower Points: 3
Until the end of the round, you cannot be flanked. Attackers who would gain advantage from numbers gain none while this is active.

 
Swashbuckler's Gambol
  • Requirement: Acrobatics 14
  • Willpower Points: 2
As an Action, sprint across any precarious surface - ropes, narrow ledges, rooftops - at full speed for up to Short range without making rolls.

 
Signature Flourish
  • Requirement: Swords 14
  • Willpower Points: 3
Once per combat, execute a showy blade maneuver. All enemy creatures within Near range that fail a WIL roll are FRIGHTENED for one round.

 
Mystic Saberplay
  • Requirement: Swords 16
  • Willpower Points: 3
Once per session, perform one physically impossible feat with your blade - deflect arrows mid-flight, slice through manacles, or vault a gap no mundane athlete could cross.

 
Impossible Lunge
  • Requirement: Swords 16
  • Willpower Points: 3
Once per combat, close any distance up to Long range in a single movement and deliver one attack in the same motion. The target cannot Evade this attack.

 
The Final Riposte
  • Requirement: Swords 16
  • Willpower Points: -
Passive. Once per session, if you would be reduced to 0 HP by a melee attack, make one immediate counterattack against the attacker before falling. This attack gains a Boon.

 


 

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 by Tillerz using MJ
Medic - Profession
Skills: Healing, Evade, Awareness, Acrobatics, Persuasion, Crafting, Bushcraft, Riding
Heroic Ability
Swift Aid
  • Requirement: -
  • Willpower Points: 2
As an Action, stabilize a dying ally within Near range. They cease losing HP and remain stable until treated further. Note: this does not restore consciousness or HP.
Equipment: Bandages, antiseptic spirits, bonesaw, needle and thread, splints
"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
As an Action, temporarily suppress all Condition penalties for one ally within Near range for three rounds.

 
Blood Stop
  • Requirement: Healing 10
  • Willpower Points: -
As an Action, halt any ongoing HP loss from one wound source on an ally within Near range. Once per wound source.

 
Emergency Surgery
  • Requirement: Healing 10
  • Willpower Points: 2
As an Action, perform a major lifesaving procedure despite chaos. On a successful Healing roll, the patient restores D6 HP. Once per patient per scene.

 
Adrenaline Syringe
  • Requirement: Healing 12
  • Willpower Points: 3
As an Action, rouse an unconscious ally to minimal function for two rounds. They may act normally but return to unconsciousness when the effect ends.

 
Chemical Burn Salve
  • Requirement: Healing 12
  • Willpower Points: 2
As an Action, treat severe acid or burn injuries on an ally within Near range, preventing them from spreading or intensifying. Once per wound source.

 
Toxin Purge
  • Requirement: Healing 14
  • Willpower Points: 3
As an Action, flush a dangerous poison from a target within Near range using advanced methods. The poison is removed; the patient suffers a Bane on all rolls until their next Rest.

 
Field Resurrection
  • Requirement: Healing 14
  • Willpower Points: 4
Once per session, if used immediately when a comrade reaches 0 HP this round, return them to 1 HP and conscious. They are STUNNED until treated further.

 
Critical Trauma Fix
  • Requirement: Healing 14
  • Willpower Points: 3
As an Action, restore function to a severely damaged limb or organ. Once per patient per scene. Requires a successful Healing roll.

 
Combat Lifesaver's Aura
  • Requirement: Healing 16
  • Willpower Points: 3
Once per session, for the rest of the scene, any ally you stabilize or heal cannot suffer further critical escalation from their current wounds.

 
Mass Triage
  • Requirement: Healing 16
  • Willpower Points: 4
Once per session, assess and stabilize every wounded ally in sight in a single sustained effort, stopping cascading critical failures across the entire group simultaneously.

 
Death's Denial
  • Requirement: Healing 16
  • Willpower Points: 4
Once per session, if an ally would die within arm's reach, sacrifice D6 HP to pull them back to 1 HP. They survive but remain critically injured and cannot act until stabilized.

 
Veteran's Eye
  • Requirement: Awareness 16
  • Willpower Points: -
Passive. At the start of any scene, you immediately and accurately know the HP status and active conditions of every ally within Near range.

 

 

Physician

  • Group: Healer
  • Specialisation: Mind (academic)
Physician by Tillerz using MJ
Physician - Profession
Skills: Healing, Myths & Legends, Languages, Awareness, Persuasion, Bartering, Crafting, Beast Lore
Heroic Ability
Diagnostic Glance
  • Requirement: -
  • Willpower Points: 2
By observing a creature briefly, learn their current conditions, whether a poison or disease is active, and whether they are above or below half HP.
Equipment: Physician's kit, anatomy texts, surgical tools, clean coat, ledger
"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
Provide prophylactics to up to six creatures. Each gains a Boon on all rolls to resist contracting local diseases or infections for the next week.

 
Pain Numbing Tonic
  • Requirement: Healing 10
  • Willpower Points: 2
As an Action, apply a fast-acting compound to one ally within Near range. They ignore all Condition penalties for one scene.

 
Surgical Mastery
  • Requirement: Healing 10
  • Willpower Points: 2
Over 15 minutes, perform a complex procedure (amputation, organ repair) under difficult conditions. On a successful Healing roll, the patient stabilizes and the complication does not occur.

 
Rest Cure Specialist
  • Requirement: Healing 12
  • Willpower Points: -
When overseeing an ally's convalescence, their recovery time from moderate injuries is halved. You must be present and able to monitor them.

 
Herbal Vaccine
  • Requirement: Crafting 12
  • Willpower Points: 2
Formulate an antidote or preventive treatment against one specific local illness or venom. The protection lasts for one expedition. One illness type at a time.

 
Emotional Mender
  • Requirement: Healing 12
  • Willpower Points: 2
For an hour, provide counseling that eases madness, trauma, or curse-induced mental conditions in one patient. Once per patient per week.

 
Regenerative Draft
  • Requirement: Healing 14
  • Willpower Points: 3
Once per patient per adventure, administer a potent remedy that significantly accelerates healing of broken bones or lost tissue. The patient recovers twice as fast from these injuries.

 
Miracle Graft
  • Requirement: Healing 14
  • Willpower Points: 4
Over one week, reattach or regrow a severed limb using a combination of surgery and specialist treatment. Once per patient.

 
Panacea Research
  • Requirement: Healing 16
  • Willpower Points: -
Given time and access to patients, develop a working cure for one specific disease currently affecting the region. The cure is real and reliable. Distributing it widely requires a separate effort.

 
Rites of Renewal
  • Requirement: Healing 16
  • Willpower Points: 4
Over one day, perform an intensive treatment that can cleanse an entire settlement of one specific illness or mild corruption.

 
Flesh Sanctification
  • Requirement: Healing 16
  • Willpower Points: 4
Over a Stretch, apply a near-holy level of healing that halts necromantic rot, active curses, or advanced corruption in a living body, stabilising its progression permanently.

 
Medical Authority
  • Requirement: Healing 16
  • Willpower Points: -
Passive. Your expertise is recognised wherever medicine is practised. You may demand access to injured patients, medical supplies, and quarantine zones with automatic success.

 

 

Warchef

  • Group: Healer
  • Specialisation: Soul (nourishing)
Warchef by Tillerz using MJ
Warchef - Profession
Skills: Crafting, Bartering, Awareness, Persuasion, Healing, Beast Lore, Hunting & Fishing, Performance
Heroic Ability
Fortify Stew
  • Requirement: -
  • Willpower Points: 2
During a Rest, prepare a meal for up to six creatures. Each who eats it restores one additional D6 HP and one extra WP beyond normal rest recovery.
Equipment: Cookfire kit, spice pouch, big pot, mess ladle, ration ledger
"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: -
During a Rest, transform bland or meagre rations into a nutritious meal. All who eat restore one additional WP beyond normal rest recovery.

 
Signature Seasoning
  • Requirement: Crafting 10
  • Willpower Points: -
Over 30 minutes, prepare a meal that removes the STARVING condition from up to six creatures and lifts their mood noticeably.

 
Stress-Busting Snack
  • Requirement: Crafting 10
  • Willpower Points: 2
As an Action, hand one ally a prepared treat that removes one minor Condition (DISHEARTENED, FRIGHTENED, or ANGRY). Once per scene per recipient.

 
Energy Feast
  • Requirement: Crafting 12
  • Willpower Points: 2
During a Rest, prepare a hearty meal that grants all who eat it a Boon on all STR and CON rolls for the next four hours. Once per Rest.

 
Culinary Diversion
  • Requirement: Crafting 12
  • Willpower Points: 2
Once per scene, cook something so fragrant that nearby creatures become curious or distracted. Allies gain a Boon on Sneaking rolls for the rest of the scene.

 
Banquet of Unity
  • Requirement: Persuasion 12
  • Willpower Points: 2
Over 30 minutes, prepare a shared meal that quells arguments and animosity among diners. For the rest of the scene, all who ate gain a Boon on cooperative rolls.

 
Legendary Flavor Surge
  • Requirement: Crafting 14
  • Willpower Points: 3
Once per session, prepare a dish that purges one active minor curse or mild hypnotic effect from each creature that consumes it.

 
Spirit Cookery
  • Requirement: Myths & Legends 14
  • Willpower Points: 3
Once per day, invoke local spirits or ancestors to bless a meal, granting one chosen benefit (night vision, water breathing, cold resistance) to all who eat it. The benefit lasts until the next Rest.

 
Gourmand's Recovery
  • Requirement: Crafting 14
  • Willpower Points: 3
Over two hours, prepare an elaborate multi-course feast. All who eat double their HP recovery from this Rest and remove one additional Condition each.

 
Mystic Provision
  • Requirement: Crafting 16
  • Willpower Points: 4
Once per day, prepare a meal that fully sustains your party without further need for food or water for the next day's travel, and removes one level of Fatigue from each person who eats it.

 
Epic Culinary Rite
  • Requirement: Persuasion 16
  • Willpower Points: 4
Once per session, host a grand feast that compels even hostile parties to a temporary truce for its duration. No violence can be initiated at your table.

 
Legendary Spread
  • Requirement: Persuasion 16
  • Willpower Points: 3
Once per session, host a feast so extraordinary that all present - including reluctant guests - lower their guard completely for its duration. All social rolls, negotiations, and interrogations conducted over this meal gain a Boon.

 


 

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 by Tillerz using MJ
Monk of the Fist - Profession
Skills: Unarmed Combat, Evade, Acrobatics, Awareness, Healing, Persuasion, Sneaking, Swimming
Heroic Ability
Focused Strike
  • Requirement: -
  • Willpower Points: 2
As an Action, make one unarmed attack that deals +D6 damage. The strike can shatter wooden barriers, non-magical locks, or similar objects on a hit.
Equipment: Handwraps, simple robes, prayer beads, sand weights, mat
"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
Once per round, when a small thrown weapon (arrow, dagger) would hit you, succeed on an Acrobatics roll to catch or deflect it, negating the hit entirely.

 
Centered Posture
  • Requirement: Unarmed Combat 10
  • Willpower Points: 2
As a Free Action, adopt a rooted stance. Until the end of your next turn, you cannot be knocked prone or moved against your will.

 
Body Over Mind
  • Requirement: Unarmed Combat 10
  • Willpower Points: -
As a Free Action, ignore the effects of hunger, thirst, or moderate Fatigue for one hour by channeling inner energy. Once per scene.

 
Strike the Vein
  • Requirement: Unarmed Combat 12
  • Willpower Points: 2
On a successful unarmed attack, reduce the target's movement to Near range only until the end of their next turn.

 
Deflect Force
  • Requirement: Unarmed Combat 12
  • Willpower Points: 2
Once per round, when targeted by a shove or takedown, redirect the attacker's momentum. They must succeed on an AGL roll or fall prone themselves.

 
Pressure Point Master
  • Requirement: Unarmed Combat 14
  • Willpower Points: 3
Once per combat, on a successful unarmed attack, briefly paralyze one limb. The target suffers a Bane on all rolls involving that limb until the end of the scene.

 
Kinetic Transfer
  • Requirement: Unarmed Combat 14
  • Willpower Points: 3
Once per combat, soak up to 3 damage from a melee hit, then release that stored force as +D6 bonus damage on your next unarmed attack.

 
Whirlwind Fists
  • Requirement: Unarmed Combat 14
  • Willpower Points: 3
Once per combat, make unarmed attacks against all adjacent enemies simultaneously as a single action. Roll each separately.

 
Dragon Fist
  • Requirement: Unarmed Combat 16
  • Willpower Points: 3
Once per combat, deliver a blow that can crack stone, pierce supernatural hides, or shatter magical barriers. The GM determines what qualifies.

 
Untouchable Movement
  • Requirement: Acrobatics 16
  • Willpower Points: 3
Once per scene, move through difficult terrain, hazardous areas, or across water for up to Near range without triggering any obstacle, trap, or environmental hazard.

 
Perfect Body
  • Requirement: Unarmed Combat 16
  • Willpower Points: -
Passive. Your unarmed strikes count as magical for all purposes, including affecting creatures immune to non-magical attacks.

 
Iron Constitution
  • Requirement: Unarmed Combat 16
  • Willpower Points: -
Passive. You gain a Boon on all CON rolls and cannot have the POISONED condition applied to you.

 

 

Monk of the Elements

  • Group: Monk
  • Specialisation: Soul (elemental)
Monk of the Elements by Tillerz using MJ
Monk of the Elements - Profession
Skills: Unarmed Combat, Evade, Acrobatics, Awareness, Myths & Legends, Healing, Sneaking, Persuasion
Heroic Ability
Minor Surge
  • Requirement: -
  • Willpower Points: 2
As an Action, unleash a burst of your chosen element (fire, air, earth, or water) within Near range. One creature of your choice must succeed on an AGL roll or become STUNNED until the end of their next turn.
Equipment: Elemental focus, ritual cords, practice stones, incense, robes
"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
As an Action, channel a spark of your chosen element into an unarmed strike, dealing +D4 damage and creating a minor elemental effect (igniting tinder, chilling skin, shifting loose stones).

 
Elemental Sense
  • Requirement: Myths & Legends 10
  • Willpower Points: -
Detect your chosen element within Short range even through walls and barriers. The sense reveals its quantity and rough location.

 
Stone Stance
  • Requirement: Unarmed Combat 10
  • Willpower Points: 2
As a Free Action, root yourself in earth or air energy. Earth: you cannot be moved, knocked prone, or pushed until your next turn. Air: gain a Boon on all Evade rolls until your next turn. Choose one when activated.

 
Tempest Step
  • Requirement: Acrobatics 12
  • Willpower Points: 2
As an Action, channel air or water energy to move up to Short range without provoking reactions or attacks of opportunity.

 
Channel Surge
  • Requirement: Unarmed Combat 12
  • Willpower Points: 3
Once per scene, deliver an unarmed strike that releases a wave of elemental force. All creatures within Near range of the target must succeed on an AGL roll or be pushed back.

 
Elemental Barrier
  • Requirement: Unarmed Combat 12
  • Willpower Points: 3
As an Action, raise a wall of your chosen element within Near range. It blocks movement and provides cover. Lasts until the end of the scene or until destroyed.

 
Transmute Element
  • Requirement: Unarmed Combat 14
  • Willpower Points: 3
Once per scene, convert a modest quantity of one element into another - water to ice, damp earth to stone, still air to flame. The change is permanent.

 
Walk Without Trace
  • Requirement: Acrobatics 14
  • Willpower Points: 2
As a Free Action, pass through your chosen element (water, fire, earth, air) without harm or impediment for the rest of the scene.

 
Elemental Communion
  • Requirement: Myths & Legends 14
  • Willpower Points: 2
Attune to a present element and ask it one question about recent events near its location. The answer is impressionistic but truthful.

 
Grand Surge
  • Requirement: Unarmed Combat 16
  • Willpower Points: 4
Once per session, release a massive burst of elemental energy within Near range. All creatures of your choice in range must succeed on an AGL roll (Bane) or take D10 damage and gain one condition.

 
Elemental Mastery
  • Requirement: Myths & Legends 16
  • Willpower Points: -
Passive. You gain a Boon on all rolls related to your chosen element and cannot be harmed by mundane expressions of it.

 
One with the Element
  • Requirement: Myths & Legends 16
  • Willpower Points: 4
Once per session, fully merge with your chosen element for one round - becoming water, earth, air, or fire. While merged, you are immune to physical damage and may move freely as your element.

 

 

Shadow Monk

  • Group: Monk
  • Specialisation: Mind (deceptive)
Shadowmonk by Tillerz using MJ
Shadow Monk - Profession
Skills: Sneaking, Acrobatics, Awareness, Knives, Unarmed Combat, Sleight of Hand, Persuasion, Evade
Heroic Ability
Dark Slip
  • Requirement: -
  • Willpower Points: 2
As a Free Action, blend into any nearby shadow. Creatures must succeed on an Awareness roll (Bane) to detect you. Note: the effect ends if you move into full light or make an attack.
Equipment: Dark wraps, soft boots, climbing line, chalk, mask
"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
Once per combat, if attacking from shadow or darkness, your attack cannot be Evaded.

 
Quiet Footfalls
  • Requirement: Sneaking 10
  • Willpower Points: -
Passive. You can move silently even over crunchy or debris-covered surfaces, so long as you advance at half speed.

 
Shadow Bind
  • Requirement: Myths & Legends 12
  • Willpower Points: 2
As an Action, cause a foe's shadow to cling to the ground. They must succeed on a WIL roll or their movement is halved until the end of their next turn.

 
Ebon Clone
  • Requirement: Sneaking 12
  • Willpower Points: 3
As an Action, form a smoky duplicate of yourself. Attackers must succeed on an Awareness roll to target the real you. The clone lasts until struck or dismissed.

 
Flicker Behind
  • Requirement: Sneaking 12
  • Willpower Points: 3
Once per scene, step from one shadow to another within Short range, appearing silently behind an unwary creature. No Sneaking roll required.

 
Night Terrors
  • Requirement: Unarmed Combat 14
  • Willpower Points: 3
Once per scene, surround enemies within Near range with writhing shadow illusions. Each must succeed on a WIL roll or become FRIGHTENED for one round.

 
Siphon Light
  • Requirement: Sneaking 14
  • Willpower Points: 3
As an Action, extinguish all light sources within Near range. The resulting darkness is magical; you alone can see through it normally. Lasts until dismissed or until dawn.

 
Shadow Blade
  • Requirement: Unarmed Combat 14
  • Willpower Points: 3
Once per combat, As an Action, materialise a blade of solidified darkness. It counts as a magical weapon and can harm ghosts, demons, and intangible creatures.

 
Umbral Dominion
  • Requirement: Sneaking 16
  • Willpower Points: 4
As an Action, expand your personal shadow into a magical darkness zone covering Near range. You alone perceive normally within it. Lasts until the end of the scene.

 
Eclipse Body
  • Requirement: Unarmed Combat 16
  • Willpower Points: 3
Once per scene, become partially intangible for one round. You take half damage from all non-magical physical attacks this round.

 
Vanishing Step
  • Requirement: Acrobatics 16
  • Willpower Points: -
Passive. Once per scene as a Free Action, immediately after any action you take, move up to Near range without being observed, even if fully visible a moment before.

 
Death's Shadow
  • Requirement: Sneaking 16
  • Willpower Points: 4
As an Action, mark one creature's shadow. If the mark is not removed by magic or ritual within three days, the target permanently suffers a Bane on all STR rolls. The mark is visible to those who know what to look for.

 


 

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 by Tillerz using MJ
Enchanter - Profession
Skills: Crafting, Myths & Legends, Awareness, Persuasion, Languages, Bartering, Sleight of Hand, Beast Lore
Heroic Ability
Soothing Enchantment
  • Requirement: -
  • Willpower Points: 2
As an Action, imbue a ring, amulet, or worn token with calm energy. The wearer may remove one FRIGHTENED or DISHEARTENED condition as a Free Action once before the enchantment expires. Note: the enchantment lasts until used or until your next Rest.
Equipment: Runic graver, reagents, gem loupe, blank talismans, safety tongs
"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
As a Free Action, cause clothing, straps, or light cords within Near range to move or tighten on their own for one round. Useful for distraction or securing an object. Once per scene.

 
Spellbound Ward
  • Requirement: Crafting 10
  • Willpower Points: 2
Over 5 minutes, place a magical lock on a chest, door, or container. Creatures must succeed on a WIL roll to force it open.

 
Adaptive Armament
  • Requirement: Crafting 10
  • Willpower Points: 2
As an Action, enchant an ally's weapon with a chosen elemental property (flame, frost, or lightning) for three rounds.

 
Animate Tool
  • Requirement: Crafting 12
  • Willpower Points: 2
Over 5 minutes, animate a small utensil (hammer, quill, lantern) to perform simple repetitive tasks or float at your direction. Lasts until the end of the scene.

 
Minor Bond
  • Requirement: Crafting 12
  • Willpower Points: -
Over one hour, permanently enchant one personal item so it returns to your hand from anywhere within Near range when you call it. Once per item; one bonded item at a time.

 
Object Sentience
  • Requirement: Myths & Legends 12
  • Willpower Points: 3
Over 5 minutes, grant one crafted item limited intelligence. It telepathically advises its wielder on matters relevant to its nature while within Near range. One item at a time.

 
Fickle Curse
  • Requirement: Myths & Legends 14
  • Willpower Points: 3
As an Action, enchant one creature's gear so it malfunctions. Until the end of the scene, the target suffers a Bane on one type of roll of your choice.

 
Grand Enchantment
  • Requirement: Crafting 14
  • Willpower Points: 3
Over one hour, permanently imbue one item with a moderate magical property (glowing near undead, slow-fall, fire resistance). One such enchantment active at a time.

 
World-Singer's Forge
  • Requirement: Crafting 16
  • Willpower Points: 4
Over one hour, enchant one building so that intruders face illusions, wards, and minor elemental defenses. The enchantment holds until dawn, then must be renewed.

 
Living Artifact
  • Requirement: Crafting 16
  • Willpower Points: 4
Over several days, create an item so powerfully enchanted it develops a personality and can learn and grow over time. The GM and player define its nature together.

 
Eternal Enchantment
  • Requirement: Crafting 16
  • Willpower Points: -
Once per character - only ever once - imbue one signature item with a legendary, story-defining power. The power is permanent. Choose carefully: it cannot be undone or transferred.

 
Enchanter's Intuition
  • Requirement: Awareness 16
  • Willpower Points: -
Passive. By touching any object, you immediately and accurately identify every enchantment, curse, or magical property it carries. No roll required.

 

 

Wizard

  • Group: Mystic
  • Specialisation: Mind (scholarly)
Wizard by Tillerz using MJ
Wizard - Profession
Skills: Myths & Legends, Languages, Awareness, Persuasion, Crafting, Beast Lore, Healing, Bartering
Heroic Ability
Spell Dampener
  • Requirement: -
  • Willpower Points: 2
Once per scene, when a creature within Near range begins casting a spell or magical ability, interrupt as a Free Action. Reduce its effect by half - halve the damage dealt, the number of targets, or the duration. Note: this ability cannot interrupt abilities that have already resolved.
Equipment: Grimoire, order pin, component pouch, robes, staff
"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: -
Passive. You can produce minor magical effects at will - light a candle, lift a coin, leave a mark on a surface - without spending Willpower Points. These effects cannot cause harm or affect combat.

 
Scroll Eater
  • Requirement: Myths & Legends 10
  • Willpower Points: -
As an Action, consume a magical scroll, tome page, or inscribed surface. You immediately learn the encoded content, including any spell, formula, or secret contained within.

 
Ritual Savant
  • Requirement: Myths & Legends 10
  • Willpower Points: 2
Once per session, halve the time required to perform any magical ritual or extended enchantment by channeling deep pattern-recognition. The effect is otherwise unchanged.

 
Arcane Lockpick
  • Requirement: Myths & Legends 12
  • Willpower Points: 2
Over 5 minutes, dismantle a magical seal, ward, or enchantment on a door, container, or bound creature. No tool required. Note: does not function on divine or spirit-bound wards.

 
Spell Synergy
  • Requirement: Myths & Legends 12
  • Willpower Points: 2
Once per scene, when you observe an ally using a magical ability, add your own knowledge to theirs. The ally gains a Boon on the roll for that ability, or on the target's resistance roll if none exists.

 
Threads of Fate
  • Requirement: Myths & Legends 12
  • Willpower Points: 2
Once per session, ask the GM one question about the likely consequence of a decision you are about to make. The answer is honest but incomplete - probabilities, not certainties.

 
Pocket Sanctuary
  • Requirement: Myths & Legends 14
  • Willpower Points: 3
Over 5 minutes, establish a ward around a small area (a room, a campsite). No magical scrying, creature tracking, or hostile enchantment can penetrate it. Lasts until dawn or until you leave.

 
Arcanum Shift
  • Requirement: Myths & Legends 14
  • Willpower Points: 3
Once per scene, when a magical effect targets you, redirect it to another creature or object within Near range. The original caster need not consent.

 
World Runes
  • Requirement: Crafting 16
  • Willpower Points: 4
Over one hour, inscribe a set of runes onto a surface or structure. The runes trigger one pre-defined magical effect (alarm, ward, light, barrier) when a specified condition is met. The runes last indefinitely until triggered.

 
Tower of the Mind
  • Requirement: Myths & Legends 16
  • Willpower Points: 4
Once per session, enter a state of total magical focus. For the rest of the scene, your Heroic Abilities cost 1 fewer Willpower Point (minimum 1) and all magical resistance rolls made against your abilities suffer a Bane.

 
Godspell
  • Requirement: Myths & Legends 16
  • Willpower Points: 4
Once per session, construct a wholly original spell on the spot. Describe the intended effect to the GM; they determine scope, cost, and any consequences. The effect must be achievable in principle - Godspell bends rules, it does not rewrite them.

 
Arcane Mastery
  • Requirement: Myths & Legends 16
  • Willpower Points: -
Passive. You may read, identify, and speak any magical language, script, or cipher instantly, without a roll. Magical texts yield their full content to you on contact.

 

 

Sorcerer

  • Group: Mystic
  • Specialisation: Soul (intuitive)
Sorcerer by Tillerz using MJ
Sorcerer - Profession
Skills: Myths & Legends, Persuasion, Awareness, Languages, Performance, Acrobatics, Evade, Beast Lore
Heroic Ability
Chaotic Spark
  • Requirement: -
  • Willpower Points: 2
As an Action, hurl a bolt of raw sorcerous energy at one creature within Short range. The bolt deals D8 damage. Choose the type when you activate this ability: fire, cold, lightning, or force. Note: the bolt cannot be deflected by mundane armour - it bypasses normal Armour rating.
Equipment: Charm focus, travelling coat, token of lineage, arcane trinkets, journal
"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
As an Action, touch a creature or object and leave a lingering hex. The next roll made by or against the hexed target suffers a Bane. The hex fades once triggered or at the end of the scene.

 
Surge Shield
  • Requirement: Myths & Legends 10
  • Willpower Points: 2
Once per scene, when you take damage, release a burst of instinctive sorcery. All creatures adjacent to you must succeed on an AGL roll or be pushed back to Near range.

 
Wild Infusion
  • Requirement: Myths & Legends 10
  • Willpower Points: 2
As an Action, infuse one ally's next attack or ability with chaotic energy. That action gains a Boon, but if the roll succeeds by exactly the target number, the GM introduces a minor chaotic side effect.

 
Curse Eater
  • Requirement: Myths & Legends 12
  • Willpower Points: 2
Over 5 minutes, absorb an active curse or persistent magical effect from one willing creature, ending it immediately. The absorbed energy dissipates; it does not transfer to you.

 
Spell Rebound
  • Requirement: Myths & Legends 12
  • Willpower Points: 3
Once per scene, when a magical effect targets you, your innate power rejects and reverses it. The original caster becomes the new target of their own ability.

 
Chaotic Evolution
  • Requirement: Myths & Legends 12
  • Willpower Points: 2
Once per session, when you fail a roll involving magic or a magical ability, flip the outcome. The roll counts as a success, and you regain the WP spent on the original ability.

 
Wild Boon
  • Requirement: Myths & Legends 14
  • Willpower Points: 3
Once per session, grant one creature of your choice an unpredictable magical boon: the GM secretly rolls on a short table and reveals the effect when it activates. Effects are always beneficial but never predictable.

 
Arcane Tempest
  • Requirement: Myths & Legends 14
  • Willpower Points: 3
Once per scene, release uncontrolled sorcery in a burst. All creatures within Near range must succeed on an AGL roll or take D6 damage of a type you choose (fire, cold, lightning, or force).

 
Rift Rend
  • Requirement: Myths & Legends 14
  • Willpower Points: 3
As an Action, tear a small rift in the air within Near range. Anything passing through the rift in the next round emerges from another rift you designate within Short range. Lasts one round.

 
Fusion of Power
  • Requirement: Myths & Legends 16
  • Willpower Points: 4
Once per session, combine two of your known Heroic Abilities into a single action. Both effects activate simultaneously. Note: each ability still costs its individual WP; pay both.

 
Apocalyptic Cascade
  • Requirement: Myths & Legends 16
  • Willpower Points: 4
Once per session, unleash a torrent of raw sorcery. All creatures within Near range take D10 damage and must succeed on a WIL roll (Bane) or gain one Condition of your choice. You may not use this ability again until you complete a Rest.

 
Bloodline Unleashed
  • Requirement: Myths & Legends 16
  • Willpower Points: -
Passive. Your innate magic intensifies. All your Heroic Abilities that deal damage deal +D4 additional damage, and creatures that target you with magical effects must succeed on a WIL roll or their ability fails entirely.

 


 

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 by Tillerz using MJ
Clerk - Profession
Skills: Languages, Persuasion, Awareness, Crafting, Bartering, Myths & Legends, Sleight of Hand, Beast Lore
Heroic Ability
Paper Shield
  • Requirement: -
  • Willpower Points: 2
As an Action, produce a barrage of forms, ledgers, or official-looking documents at a bureaucrat, official, or guard. They must succeed on an INT roll or spend their next action processing the paperwork rather than acting against you. Note: once per encounter.
Equipment: Seal & wax, ledger, quills, office writs, abacus
"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
As a Free Action, recite obscure statutes, precedents, or bylaws at a civil official or guard. They must succeed on a WIL roll or hesitate, deferring any hostile or obstructive action until the end of their next turn. Once per encounter per authority figure.

 
Filing Genius
  • Requirement: Languages 10
  • Willpower Points: -
Over one hour, navigate any messy archive or document collection. Ask the GM one factual question; they must answer with the most relevant document or record in the collection, if it exists.

 
Forgery
  • Requirement: Crafting 10
  • Willpower Points: 2
Over a Stretch, produce a convincing copy of any official document, seal, writ, or permit you have examined. Creatures inspecting it must succeed on an Awareness roll (Bane) to identify it as fraudulent.

 
Stamp of Authority
  • Requirement: Languages 12
  • Willpower Points: 2
As an Action, produce an official seal or writ that compels compliance. One civil servant, guard, or minor official within Near range must succeed on a WIL roll or carry out one reasonable administrative request (grant access, waive a fee, delay a procedure). Note: does not function on creatures who know you lack genuine authority.

 
Contract Trap
  • Requirement: Crafting 12
  • Willpower Points: 2
Over a Stretch, draft an agreement with hidden binding clauses. Any creature that signs it is legally and magically obligated to honour its terms. One active contract at a time.

 
Desk Warrior
  • Requirement: Crafting 12
  • Willpower Points: 2
Once per scene, improvise office equipment (ledgers, quills, seal stamps, abacus) as distractions, thrown objects, or light weapons. Each improvised item may be used once before it is destroyed.

 
Hidden Clause
  • Requirement: Languages 14
  • Willpower Points: 2
Once per document, insert a secret addendum into a major treaty, contract, or law granting you or your patron a key advantage. Detection requires an Awareness roll (Bane) by someone actively looking for it.

 
Swift Requisition
  • Requirement: Crafting 14
  • Willpower Points: 2
Once per session, draw on administrative contacts to instantly secure needed papers, minor resources, or extra help from local government. What you need arrives within one hour.

 
Scribe's Declaration
  • Requirement: Persuasion 14
  • Willpower Points: 3
Once per scene, post or circulate a written notice so convincingly worded it can quell public unrest or rally popular support. The effect holds as long as the notice is believed genuine.

 
Bureaucratic Coup
  • Requirement: Languages 16
  • Willpower Points: -
Once per session, leverage accumulated records of debts, crimes, and dependencies to seize hidden control over one specific organisation - a guild, city department, or court office. They answer to you as long as you hold the documents.

 
Unbreakable Edict
  • Requirement: Crafting 16
  • Willpower Points: 4
Once per session, draft a formal decree with such administrative weight that even powerful nobles, guild masters, or lesser lords fear to violate it publicly. The edict holds until actively challenged by an authority of higher standing.

 
The Grand Archive
  • Requirement: Myths & Legends 16
  • Willpower Points: -
Over several days, assemble a comprehensive dossier on one subject - a family, organisation, or location. Ask the GM up to five factual questions; they answer each honestly based on what records could reasonably exist. The dossier may be used as evidence, leverage, or intelligence.

 

 

Diplomat

  • Group: Noble
  • Specialisation: Soul (interpersonal)
Diplomat by Tillerz using MJ
Diplomat - Profession
Skills: Persuasion, Languages, Awareness, Performance, Myths & Legends, Riding, Beast Lore, Bartering
Heroic Ability
Neutral Ground
  • Requirement: -
  • Willpower Points: 2
As a Free Action, declare a temporary truce in a tense location. All hostile creatures within Near range must succeed on a WIL roll or hold off fighting for one round. Note: the effect collapses immediately if you or any ally takes a hostile action. Once per scene.
Equipment: Court clothes, signet writ, travel papers, gift box, phrasebook
"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
As a Free Action, frame a serious transgression as a minor misunderstanding. One creature that witnessed the event must succeed on a WIL roll or accept your framing and stand down. Once per encounter.

 
Subtle Cues
  • Requirement: Persuasion 10
  • Willpower Points: -
As a Free Action, give discreet signals to allies within Near range during negotiations or social encounters, coordinating their positions and responses without alerting the opposition.

 
Word Treaty
  • Requirement: Languages 10
  • Willpower Points: 2
Once per scene, force two opposing sides to accept a short-term truce while you mediate. Any party that refuses suffers a visible loss of social standing - those present note the refusal. The truce holds for one scene.

 
Diplomatic Shuffle
  • Requirement: Persuasion 12
  • Willpower Points: 2
Once per scene, rearrange individuals or reorder a gathering with polite authority. Up to three creatures move to positions of your choice without resistance. Useful for placing allies advantageously or separating hostile parties.

 
Backchannel
  • Requirement: Awareness 12
  • Willpower Points: 2
Once per session, establish a private line of communication with one NPC - an envoy, a rival, a noble - bypassing official channels. Ask them one question; they answer honestly, as if speaking off the record.

 
Royal Gift
  • Requirement: Languages 12
  • Willpower Points: 2
As an Action, present a symbolic offering to one hostile creature. Their attitude shifts from openly hostile to at least neutral for the rest of the scene. Note: once per NPC per session; the offering must be plausible given your resources.

 
Ironclad Accord
  • Requirement: Persuasion 14
  • Willpower Points: 3
Once per session, forge a treaty recognised by local rulers that confers tangible benefits - safe passage, new trade rights, or non-aggression - for the remainder of the adventure. Both sides must be willing to negotiate.

 
Diplomatic Immunity
  • Requirement: Languages 14
  • Willpower Points: 2
Once per session, invoke recognised treaties or your official standing to gain temporary safe passage through enemy territory, a warzone, or a hostile faction's controlled area. The immunity holds until the scene ends or you take a hostile action.

 
Clause Redeemer
  • Requirement: Awareness 14
  • Willpower Points: 2
Once per failed negotiation, evoke a fallback clause or prior agreement that compels both parties back to the table on different terms. The negotiation resumes; it does not restart from scratch.

 
Binding Accord
  • Requirement: Persuasion 16
  • Willpower Points: 4
Once per session, forge a genuine, lasting agreement between two previously hostile factions. Both sides concede something real, and the accord carries consequences for any party that breaks it.

 
Word of Cessation
  • Requirement: Languages 16
  • Willpower Points: 4
Once per session, speak with such recognised authority that both sides of a large-scale conflict pause hostilities for at least a few hours. No roll required; the pause holds until a party actively chooses to resume violence.

 
Forced Reset
  • Requirement: Persuasion 16
  • Willpower Points: 3
Once per session, even after violence has begun or negotiations have collapsed, invoke your standing and reputation to pause a hostile encounter and restart it from a neutral position. All parties must stand down long enough to hear you.

 

 

Royal

  • Group: Noble
  • Specialisation: Body (commanding)
Royal by Tillerz using MJ
Royal - Profession
Skills: Swords, Riding, Persuasion, Awareness, Performance, Languages, Crafting, Evade
Heroic Ability
Noble Address
  • Requirement: -
  • Willpower Points: 2
As an Action, speak with full dynastic authority to one creature within Near range. They must succeed on a WIL roll or comply with one direct, reasonable command (stand down, yield, step aside). Note: the command cannot require the target to harm themselves or act against their core loyalty.
Equipment: Signet ring, court outfit, retainer marker, house colours, ceremonial blade
"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: -
Passive. Even in poor attire or difficult circumstances, you radiate unmistakable regal bearing. Commoners, lesser officials, and most soldiers defer to you instinctively unless given a direct reason not to.

 
Ancestral Memory
  • Requirement: Myths & Legends 10
  • Willpower Points: -
Once per session, channel the accumulated knowledge of your lineage to ask the GM one factual question about your land, dynasty, or the history of a region your family has held. The answer is honest.

 
Grand Entrance
  • Requirement: Performance 10
  • Willpower Points: 2
Once per scene, arrive at any gathering with such presence that everyone present halts to acknowledge you. Allies gain a Boon on their opening social rolls for the rest of the scene.

 
Royal Pardon
  • Requirement: Performance 12
  • Willpower Points: 2
Once per adventure, free a prisoner or absolve a minor crime in territories loyal to your family. The pardon is legally binding and requires no roll, but its limits are those of your family's jurisdiction.

 
Aristocratic Favour
  • Requirement: Persuasion 12
  • Willpower Points: 2
Once per session, call in a favour from a connected noble house. They provide manpower, political cover, or access to restricted resources. The favour costs you nothing in the moment, but favours accumulate.

 
Heraldic Command
  • Requirement: Swords 12
  • Willpower Points: 2
As an Action, display your crest, seal, or house colours to rally guards, soldiers, or common folk. Up to six creatures within Near range who recognise your lineage must succeed on a WIL roll or comply with your next direct order. Once per scene.

 
Noble Summons
  • Requirement: Performance 14
  • Willpower Points: 2
Once per adventure, command lesser nobles or knights to muster troops for a short campaign or quest on your behalf. They arrive within one day with a reasonable force for the task.

 
Sway the Court
  • Requirement: Persuasion 14
  • Willpower Points: 3
Once per trial or council, tilt the outcome by leveraging your family's historical clout, alliances, and obligations. The shift is substantial but not guaranteed - the GM determines the margin your influence can move things.

 
Bloodline Oath
  • Requirement: Persuasion 14
  • Willpower Points: 3
Over 5 minutes, conduct a solemn ceremony binding allies to your cause. Each who participates gains a Boon on all rolls made directly in service of the oath. One oath active at a time; it dissolves when the cause is achieved or abandoned.

 
Blood Right
  • Requirement: Performance 16
  • Willpower Points: 4
Once per adventure, invoke your bloodline's authority to compel obedience from any individual or group that recognises your lineage. The compulsion holds for the scene. Open defiance becomes a public political act with lasting consequences - both parties understand this.

 
Sovereign Decree
  • Requirement: Persuasion 16
  • Willpower Points: 3
Once per session, proclaim a new law, policy, or order that takes effect immediately across your domain. The decree is legally binding; those who defy it do so openly and bear the social and political consequences.

 
House Bond
  • Requirement: Riding 16
  • Willpower Points: 4
Once per campaign, permanently bind one noble house or significant faction to your cause through ceremony and sworn oath. They become a reliable ally contributing resources, intelligence, or troops as the situation demands for the remainder of the campaign.

 


 

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 by Tillerz using MJ
Pirate - Profession
Skills: Seamanship, Swords, Acrobatics, Awareness, Swimming, Persuasion, Hunting & Fishing, Evade
Heroic Ability
Boarding Rush
  • Requirement: -
  • Willpower Points: 2
As an Action, swing or leap across a gap up to Near range - between ships, across a chasm, from a height. If you land adjacent to a creature, they must succeed on an AGL roll or become STUNNED until the end of their next turn.
Equipment: Cutlass, coil of rope, sailor's kit, black flag patch, ear tamp
"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: -
Passive. You gain a Boon on all social rolls with seafarers, dockworkers, and port-town inhabitants. Your roguish reputation precedes you in any maritime settlement.

 
Stormscent
  • Requirement: Seamanship 10
  • Willpower Points: -
Passive. You can detect an oncoming storm or dangerous weather hours before typical signs appear, giving your crew time to prepare or seek shelter.

 
Anchor Swing
  • Requirement: Acrobatics 10
  • Willpower Points: 2
As an Action, swing dramatically on a rope, chain, or rigging across any traversable gap. You ignore movement penalties from difficult terrain, slopes, and shipboard conditions for this movement.

 
Sea Wolf's Nose
  • Requirement: Seamanship 12
  • Willpower Points: 2
Once per scene, focus on a creature you are speaking with. You detect whether they are lying about cargo, shipping routes, maritime contacts, or nautical knowledge. The GM must answer honestly.

 
Hidden Cache
  • Requirement: Awareness 12
  • Willpower Points: -
Passive. Establish a concealed stash on your vessel, a dock, or a fixed location. Creatures searching for it must succeed on an Awareness roll (Bane). You can retrieve anything stored there as a Free Action when within reach.

 
Broadside Barrage
  • Requirement: Seamanship 12
  • Willpower Points: 3
Once per scene, coordinate a simultaneous volley of ranged attacks or thrown weapons with your crew. All targets within Near range of a chosen point must succeed on an AGL roll or take D6 damage.

 
Pirate's Gambit
  • Requirement: Seamanship 14
  • Willpower Points: 3
Once per scene, feign a retreat or surrender. When you reverse the ruse, all allies gain a Boon on their first attack against the deceived targets.

 
Voice of the Captain
  • Requirement: Persuasion 14
  • Willpower Points: 2
As an Action, bellow a direct order at sailors, dockworkers, or minor outlaws within Near range. Each must succeed on a WIL roll or comply immediately. Once per encounter.

 
Tide Tamer
  • Requirement: Acrobatics 14
  • Willpower Points: 3
Once per scene, bend local current, wind, or environmental flow to your advantage. Gain a Boon on all Seamanship or movement rolls for one round, or remove one environmental hazard affecting your vessel or position.

 
Song of the Siren
  • Requirement: Performance 16
  • Willpower Points: 4
Once per scene, perform a mesmerising shanty or call. All hostile creatures within Near range must succeed on a WIL roll or shift from hostile to neutral for the rest of the scene. Any hostile action toward them ends the effect immediately.

 
Nautical Legend
  • Requirement: Swords 16
  • Willpower Points: -
Once per voyage, invoke your fearsome reputation at sea. For the duration of the voyage, storms ease around your vessel, sea creatures give you a wide berth, and harbour officials find reasons to look elsewhere. The favour does not extend to port.

 
Pirate King's Horde
  • Requirement: Persuasion 16
  • Willpower Points: -
You know the location of a legendary hidden treasure - a cache large enough to buy fleets, topple governments, or rewrite your name in history. The GM determines what it is and what stands between you and it.

 

 

Thief

  • Group: Outlaw
  • Specialisation: Soul (larcenous)
Thief by Tillerz using MJ
Thief - Profession
Skills: Sleight of Hand, Sneaking, Acrobatics, Awareness, Knives, Evade, Persuasion, Bartering
Heroic Ability
Pickpocket
  • Requirement: -
  • Willpower Points: 2
As a Free Action while adjacent to a creature, lift one item from their person. They must succeed on an Awareness roll (Bane) to notice before you are clear. Note: does not function on creatures that are actively watching your hands.
Equipment: Lockpicks, dark cloak, chalk, glass cutter, grapnel
"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: -
Passive. Pickpocketing and minor object manipulation attempts against inattentive targets automatically succeed - no roll required - unless the target is specifically on guard.

 
Opportunistic Snatch
  • Requirement: Sleight of Hand 10
  • Willpower Points: 2
As a Free Action while in melee with a creature, grab a small item from their belt, pack, or hand. No roll required against creatures engaged with other threats.

 
Silent Takedown
  • Requirement: Acrobatics 10
  • Willpower Points: 2
When you attack a creature that is unaware of you, you may choose to knock them unconscious rather than deal damage. They must succeed on a CON roll or fall unconscious. No noise is made.

 
Redirect Pursuit
  • Requirement: Sneaking 12
  • Willpower Points: 2
As a Free Action when being chased, leave a false trail or decoy. Pursuers must succeed on an Awareness roll (Bane) or follow the false lead for at least one round.

 
Locksmith's Intuition
  • Requirement: Sleight of Hand 12
  • Willpower Points: -
Passive. By examining a lock, you instantly understand its mechanism and complexity. You gain a Boon on all Sleight of Hand rolls to pick it.

 
Weighted Throw
  • Requirement: Acrobatics 12
  • Willpower Points: 2
As a Free Action, toss a small object to create a noise or distraction. All creatures within Near range of where it lands must succeed on an Awareness roll or investigate the sound on their next action.

 
Perfect Pocketing
  • Requirement: Sleight of Hand 14
  • Willpower Points: 2
As a Free Action, conceal or retrieve a palm-sized item instantly - even if you are being watched. Creatures observing you must succeed on an Awareness roll (Bane) to notice.

 
Trap Sense
  • Requirement: Awareness 14
  • Willpower Points: -
Passive. After a brief inspection of any room or container, detect the presence of any mechanical trap. This does not help with disarming - only with knowing the trap is there.

 
Grand Heist Planning
  • Requirement: Sneaking 14
  • Willpower Points: 2
Observe a location for 30 minutes. Ask the GM three factual questions about its layout, guard patterns, and vulnerabilities. The GM answers honestly based on what could be observed. Once per location.

 
The Phantom's Touch
  • Requirement: Sleight of Hand 16
  • Willpower Points: 4
Once per session, steal something seemingly impossible to take - a king's crown mid-ceremony, a key from a guard's belt while they watch the door. If you can physically touch it and it can move, it can be taken. No roll required.

 
Shadow Community
  • Requirement: Sneaking 16
  • Willpower Points: 3
Once per session, rally criminals, rogues, and informants across an urban area for a coordinated operation. They follow your plan without question for the duration of the scene.

 
Hoodwink Destiny
  • Requirement: Awareness 16
  • Willpower Points: 3
Once per session, intercept an ill omen, curse, or hostile magical effect aimed at you or an ally before it lands. It fails entirely. No roll required.

 

 

Assassin

  • Group: Outlaw
  • Specialisation: Mind (predatory)
Assassin by Tillerz using MJ
Assassin - Profession
Skills: Sneaking, Knives, Awareness, Acrobatics, Evade, Crafting, Sleight of Hand, Beast Lore
Heroic Ability
Pinpoint Vulnerability
  • Requirement: -
  • Willpower Points: 2
Spend one round observing a creature without attacking. Your next attack against them within Near range gains a Boon. On a hit, choose one additional effect: they become STUNNED until the end of their next turn, they lose their next Free Action, or they suffer a Bane on their next roll.
Equipment: Knife, poison vials, soft shoes, garrote, climbing kit
"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: -
Passive. In dim light or shadow, you may move at normal speed without creating audible noise.

 
Poison Brew
  • Requirement: Crafting 10
  • Willpower Points: 2
Over a Stretch, improvise a mild toxin from available plants or substances. A creature that ingests or is struck by it must succeed on a CON roll or become STUNNED until the end of their next turn.

 
Double Feint
  • Requirement: Knives 10
  • Willpower Points: 2
Once per combat, make two rapid strikes in rapid succession. The second attack cannot be Evaded.

 
Heartstopper
  • Requirement: Sneaking 12
  • Willpower Points: 3
Once per combat, strike a creature that is unaware of you. They must succeed on a CON roll (Bane) or fall unconscious immediately. Note: does not function on creatures immune to unconsciousness.

 
Venom Library
  • Requirement: Knives 12
  • Willpower Points: -
Passive. You can craft or identify any poison you encounter. Creatures attempting to resist poisons you have crafted suffer a Bane on their resistance rolls.

 
Marked for Death
  • Requirement: Awareness 12
  • Willpower Points: 2
As an Action, place a subtle mark on one creature you can see. While the mark persists, you sense their general direction and condition at all times. Note: one mark active at a time; the mark dissolves when the target dies or is removed by magic.

 
Death Shroud
  • Requirement: Sneaking 14
  • Willpower Points: 3
Immediately after a successful attack, vanish into the environment as a Free Action. Creatures must succeed on an Awareness roll (Bane) to locate you. The concealment lasts until the end of the scene.

 
Shadow Entry
  • Requirement: Acrobatics 14
  • Willpower Points: 2
Once per scene, enter any building, room, or enclosed space without tools, picks, or a roll - regardless of locks or barriers. You simply find the way.

 
Vanish in the Crowd
  • Requirement: Awareness 14
  • Willpower Points: 2
Once per scene, evade pursuit in a populated area by merging seamlessly with bystanders. Pursuers must succeed on an Awareness roll (Bane) to maintain your trail.

 
Legendary Kill
  • Requirement: Sneaking 16
  • Willpower Points: 4
Once per session, deliver a strike against a completely unaware target. If the attack hits, it bypasses all Armour and deals the maximum possible damage for your weapon.

 
Cloak of Night
  • Requirement: Sneaking 16
  • Willpower Points: 3
Once per scene, step through one locked door, thin wall, or physical barrier as if it were not there. You must begin and end on firm ground.

 
Inherited Misfortune
  • Requirement: Awareness 16
  • Willpower Points: -
When you reduce a significant NPC to 0 HP, their designated successor begins under a shadow. The GM determines the nature of the misfortune - a Bane on key rolls, a recurring condition, or a persistent complication - that follows them for the remainder of the adventure.

 


 

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 by Tillerz using MJ
Gunslinger - Profession
Skills: Crossbows, Evade, Acrobatics, Awareness, Knives, Persuasion, Crafting, Riding
Heroic Ability
Quick Draw
  • Requirement: -
  • Willpower Points: 2
Once per combat, immediately after a hostile creature within Short range declares an action, fire before they complete it. This is a reaction and does not cost your normal action. Note: this cannot interrupt abilities that have already resolved.
Equipment: Pair of pistols, powder horn, shot bag, ear tamp, gun toolkit
"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: -
Passive. You reload a firearm or crossbow in half the normal time. Once per combat, you may reload as a Free Action.

 
Powder Sense
  • Requirement: Crossbows 10
  • Willpower Points: -
Passive. You detect the smell of blackpowder, alchemical charges, or hidden explosive materials within Near range, even through walls or concealment.

 
Gun Kata Basics
  • Requirement: Acrobatics 10
  • Willpower Points: 2
Once per round, combine a melee strike and a ranged shot into a single Action. Make both attacks separately.

 
Ricochet Shot
  • Requirement: Crossbows 12
  • Willpower Points: 2
Once per scene, bounce a shot off a hard surface (wall, floor, pillar) within range. This attack may target a creature with partial cover and ignores any Bane imposed by that cover.

 
Guns Blazing
  • Requirement: Acrobatics 12
  • Willpower Points: 2
Once per combat, fire at two different targets simultaneously as a single Action. Make each attack roll separately.

 
Smoke Screen
  • Requirement: Awareness 12
  • Willpower Points: 2
As an Action, fire a special charge that engulfs a Near area in dense smoke. All creatures within the smoke gain a Boon on Sneaking rolls and suffer a Bane on ranged attack rolls. Lasts until the end of the round or until dispersed by strong wind.

 
Bullet Storm
  • Requirement: Crossbows 14
  • Willpower Points: 3
Once per combat, fire multiple shots at different adjacent targets in a single action. Make one attack roll against each target within Near range.

 
Dazing Shot
  • Requirement: Crossbows 14
  • Willpower Points: 2
On a successful ranged attack, aim for the head. The target must succeed on a CON roll or become STUNNED until the end of their next turn.

 
Gun Counter
  • Requirement: Awareness 14
  • Willpower Points: 2
Once per round, when targeted by a melee attack, fire a point-blank shot at the attacker as a reaction. They must succeed on an AGL roll or suffer the hit before their attack resolves.

 
Instant Reload
  • Requirement: Crossbows 16
  • Willpower Points: 3
Once per combat, reload every firearm or crossbow you carry as a Free Action, then make two ranged attacks this round instead of one.

 
Impossible Ballistics
  • Requirement: Crossbows 16
  • Willpower Points: 3
Once per scene, fire a shot that curves around obstacles or through improbable angles. Ignore all range and cover penalties for this attack.

 
Bullet Time
  • Requirement: Awareness 16
  • Willpower Points: 4
Once per session, enter a state of heightened perception for one round. You automatically dodge all ranged attacks targeting you this round and gain a Boon on all attack rolls you make.

 

 

Bombardier

  • Group: Gunpowder
  • Specialisation: Mind (demolition)
Bombardier by Tillerz using MJ
Bombardier - Profession
Skills: Crafting, Awareness, Acrobatics, Myths & Legends, Evade, Riding, Persuasion, Beast Lore
Heroic Ability
Delayed Charge
  • Requirement: -
  • Willpower Points: 2
Over 5 minutes, place an explosive charge at a location and choose a trigger condition (a door opening, weight on a surface, a spoken command, or a timed fuse). When triggered, all creatures within Near range of the charge must succeed on an AGL roll or take D8 damage. Note: the charge remains active until triggered or you deactivate it; only one charge active at a time.
Equipment: Fuse cord, powder measure, tamping rod, earplugs, engineer's kit
"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: -
Passive. Explosives you carry cannot misfire or detonate accidentally from normal shock, heat, or rough handling.

 
Fuse Sense
  • Requirement: Awareness 10
  • Willpower Points: -
Passive. You detect the smell of active fuses, powder, and explosive materials within Short range, even through walls or concealment. You know the rough quantity and placement.

 
Crude Shrapnel
  • Requirement: Crafting 10
  • Willpower Points: 2
Over 5 minutes, pack metal fragments or debris into an explosive. On detonation, add D4 damage to all creatures caught in the blast.

 
Wall Appraisal
  • Requirement: Crafting 12
  • Willpower Points: -
As a Free Action, examine any wall, door, or fortification. You immediately know its structural weak points and exactly how much explosive force is needed to breach or collapse it.

 
Shaped Blast
  • Requirement: Crafting 12
  • Willpower Points: 2
Direct an explosion in a forward cone rather than a radius. Creatures directly behind the charge take no damage from your own explosives, making safe demolition possible in close quarters.

 
Cluster Grenade
  • Requirement: Awareness 12
  • Willpower Points: 3
Once per scene, throw an explosive that splits mid-air into smaller charges. Instead of one Near area, the blast covers two adjacent Near areas of your choice.

 
Explosive Alchemy
  • Requirement: Crafting 14
  • Willpower Points: 3
Create explosives with elemental or chemical effects - fire, frost, acid, or blinding flash. Choose the type when crafting. The effect applies to all creatures caught in the blast in addition to normal damage.

 
Bomb Drone
  • Requirement: Crafting 14
  • Willpower Points: 3
Over one hour, rig a small mechanical carrier to deliver an explosive precisely to a designated location up to Short range. The drone moves on your command and detonates when you choose. One drone at a time.

 
Breaching Charge
  • Requirement: Crafting 14
  • Willpower Points: 3
Once per scene, place a shaped charge that shatters fortified doors, reinforced walls, or even moderately warded barriers. The breach is large enough for a person to pass through.

 
City Shaker
  • Requirement: Crafting 16
  • Willpower Points: 4
Once per session, detonate a massive charge capable of collapsing a large gate, city wall section, or significant structure in a single thunderous blast. Requires preparation time of at least one hour.

 
Chain Reaction
  • Requirement: Awareness 16
  • Willpower Points: 4
Once per session, ignite multiple charges placed across a battlefield or fortification in a choreographed sequence. Each charge detonates in the order you set; all creatures in each affected area must roll against the blast individually.

 
Bombardier's Artillery
  • Requirement: Myths & Legends 16
  • Willpower Points: -
Over one hour, assemble a personal portable mortar or collapsible cannon from components you carry. Once built, it fires once per scene with a Boon and can reach Long range. It takes 10 minutes to disassemble for transport.

 

 

Sharpshooter

  • Group: Gunpowder
  • Specialisation: Soul (patient)
Sharpshooter by Tillerz using MJ
Sharpshooter - Profession
Skills: Bows, Awareness, Sneaking, Bushcraft, Hunting & Fishing, Evade, Riding, Acrobatics
Heroic Ability
Mark Target
  • Requirement: -
  • Willpower Points: 2
Spend one round observing one creature without taking any other action. Your next ranged attack against them ignores all cover and range penalties. Note: the mark expires if you take any other action before the shot.
Equipment: Long gun, rangefinder stick, tarp, lens cloth, cleaning kit
"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
As an Action, fire a specialised arrow or bolt - a rope arrow, noise-maker, smoke shot, or signal flare - for utility purposes. No attack roll required; the shot lands where intended.

 
Pin Shot
  • Requirement: Bows 10
  • Willpower Points: 2
On a successful ranged attack, embed the bolt in the target's clothing, equipment, or a surface near their limb. They must succeed on a CON roll or be unable to move until they spend an action freeing themselves.

 
Distracting Shot
  • Requirement: Awareness 10
  • Willpower Points: 2
As an Action, fire near a creature's feet or head without aiming to wound. They must succeed on a WIL roll or suffer a Bane on their next roll as they flinch or duck.

 
Rapid Nock
  • Requirement: Bows 12
  • Willpower Points: 2
Once per round, fire twice at separate targets as a single Action. Make each attack roll separately.

 
Spot Weakness
  • Requirement: Awareness 12
  • Willpower Points: 2
Spend one round observing a creature, creature structure, or war machine. Your next attack against it bypasses Armour entirely. Once per target per scene.

 
Overwatch
  • Requirement: Bows 12
  • Willpower Points: -
Take an Overwatch position as a Action. While holding position, you may interrupt any creature entering Short range with one ranged attack as a Free Reaction. Overwatch ends when you move.

 
Impossible Aim
  • Requirement: Bows 14
  • Willpower Points: 2
Once per scene, ignore all range penalties for one shot. The shot can reach any target you can see, regardless of distance.

 
Feint Shot
  • Requirement: Awareness 14
  • Willpower Points: 2
Once per combat, fake an initial shot to draw the target's defensive reaction, then fire the real arrow. The real attack cannot be Evaded.

 
Camouflage
  • Requirement: Sneaking 14
  • Willpower Points: -
Passive. While stationary in natural terrain, creatures must succeed on an Awareness roll (Bane) to detect you, even if they are actively searching.

 
Legendary Bullseye
  • Requirement: Bows 16
  • Willpower Points: 3
Once per session, perform a seemingly impossible ranged feat - cut a rope to drop a chandelier, hit a coin-sized target at extreme range, or disable a weapon in an enemy's hand. No roll required; it simply succeeds.

 
Momentum Piercer
  • Requirement: Awareness 16
  • Willpower Points: 4
Once per combat, fire a shot that penetrates every creature standing in a straight line within Short range. Roll damage separately for each target struck.

 
Grand Volley
  • Requirement: Bows 16
  • Willpower Points: 4
Once per session, fire a simultaneous volley that targets up to four creatures within Short range. Make one attack roll against each target.

 


 

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 by Tillerz using MJ
Necromancer - Profession
Skills: Myths & Legends, Healing, Awareness, Languages, Persuasion, Crafting, Sleight of Hand, Beast Lore
Heroic Ability
Speak with Bones
  • Requirement: -
  • Willpower Points: 2
Over 5 minutes, interrogate a corpse or skeleton. Ask the GM one question about how it died, who killed it, where it last went, or a memory from its final hours. The answer is vivid but impressionistic - sensation rather than certainty.
Equipment: Black candles, bone dust, chalk circle kit, amethyst token, notes
"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
As an Action, emit a wave of deathly cold. All living creatures within Near range must succeed on a CON roll or suffer a Bane on their next roll as the cold saps their will.

 
Flicker of Unlife
  • Requirement: Healing 10
  • Willpower Points: 2
As an Action, animate a small bone fragment - a hand, a skull, a ribcage - to perform simple tasks or distract creatures. It follows basic instructions and lasts until the end of the scene. One fragment at a time.

 
Unholy Mend
  • Requirement: Myths & Legends 10
  • Willpower Points: 2
As an Action, repair a damaged undead minion on the spot, restoring it to minimal functionality. Once per minion per scene.

 
Bone Shackles
  • Requirement: Myths & Legends 12
  • Willpower Points: 3
As an Action, summon skeletal arms from the ground or floor beneath one creature within Near range. They must succeed on a STR roll or be unable to move until they break free with an action.

 
Spirit Drain
  • Requirement: Myths & Legends 12
  • Willpower Points: 2
As an Action, absorb residual life force from a corpse that died within the last hour. Restore D6 WP to yourself.

 
Raise Dead
  • Requirement: Myths & Legends 12
  • Willpower Points: 3
As an Action, animate one corpse as a basic undead servant. It follows simple commands and fights on your behalf. It lasts until the end of the scene or until destroyed. One raised dead at a time.

 
Festering Hordes
  • Requirement: Myths & Legends 14
  • Willpower Points: 4
Once per scene, rapidly animate every corpse within Near range simultaneously. They act as a single overwhelming wave for one round - all creatures opposing them must AGL roll or be pushed back and STUNNED. The wave collapses after one round.

 
Grasp of the Damned
  • Requirement: Myths & Legends 14
  • Willpower Points: 3
Once per scene, conjure a giant spectral claw that crushes or holds one target within Near range. They must succeed on a STR roll (Bane) to break free; until they do, they cannot move and suffer a Bane on all rolls.

 
Death's Caress
  • Requirement: Myths & Legends 14
  • Willpower Points: 3
Once per combat, deliver a necrotic touch to one creature in melee range. They must succeed on a CON roll or take D10 damage that bypasses all Armour.

 
Mausoleum Dominion
  • Requirement: Myths & Legends 16
  • Willpower Points: 4
Over 5 minutes, seize control of a large graveyard, crypt, or burial site. All dead within the location obey your commands until dawn or until you leave the area.

 
Soul Rend
  • Requirement: Myths & Legends 16
  • Willpower Points: 4
Once per session, target a creature's spirit directly. The attack bypasses all Armour and magical protection. On a hit, the target takes D12 damage.

 
Undying Will
  • Requirement: Myths & Legends 16
  • Willpower Points: -
Once per character - only ever once - if your body is destroyed, your soul anchors to a previously prepared phylactery. Within one week, you return in a new body or undead host agreed upon with the GM. The phylactery must be prepared in advance and cannot be created mid-combat.

 

 

Elementalist

  • Group: Spirit Caller
  • Specialisation: Body (elemental command)
Elementalist by Tillerz using MJ
Elementalist - Profession
Skills: Myths & Legends, Awareness, Evade, Acrobatics, Bushcraft, Persuasion, Beast Lore, Healing
Heroic Ability
Ground Spark
  • Requirement: -
  • Willpower Points: 2
As an Action, trigger a burst of elemental energy from the ground or air beneath one creature within Near range. They must succeed on an AGL roll or be knocked prone and take D4 damage. Choose the element type when you activate this ability: fire, earth, air, or water.
Equipment: Elemental focus, compass, hammer & chisel, travel robes, charm cords
"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: -
Passive. You gain a continuous minor benefit from your primary chosen element: warmth and light from fire, sure-footedness and endurance from earth, lightness and speed from air, or resilience and fluidity from water.

 
Minor Summon
  • Requirement: Awareness 10
  • Willpower Points: 2
As an Action, call forth a tiny elemental wisp - a flame sprite, a dust mote, a water droplet - to scout ahead, carry a short message, or perform a simple physical task. It lasts for one scene and cannot fight.

 
Rapid Shift
  • Requirement: Myths & Legends 10
  • Willpower Points: 2
Once per scene, switch between two different elemental effects without starting over. The new effect activates immediately at no additional cost beyond this ability's WP.

 
Elemental Bind
  • Requirement: Awareness 12
  • Willpower Points: 3
Over 5 minutes, attempt to trap a lesser elemental in your focus gem. It must succeed on a WIL roll or be bound inside. You may release it later to perform one task, after which it is free.

 
Elemental Ward
  • Requirement: Myths & Legends 12
  • Willpower Points: 2
As an Action, conjure a barrier keyed to your chosen element - a fire shield, a swirling wind wall, a stone mantle, a water veil. Reduce all incoming damage of that element's type by half. Lasts until the end of the scene.

 
Shape Terrain
  • Requirement: Myths & Legends 12
  • Willpower Points: 3
Over one hour, reshape a modest quantity of one element - raise a wall of earth, divert a stream, clear a rockslide, extinguish a fire. The change is permanent. Note: cannot affect magical or living materials.

 
Merge Form
  • Requirement: Myths & Legends 14
  • Willpower Points: 3
As an Action, partially merge with your chosen element for one scene. You may move through that element without harm or impediment - through flames, underwater, across unstable earth, or through strong wind.

 
Twin Summons
  • Requirement: Awareness 14
  • Willpower Points: 3
Once per scene, call two lesser elementals simultaneously. They act on your commands, each with its own initiative. Both depart at the end of the scene.

 
Storm Convergence
  • Requirement: Myths & Legends 14
  • Willpower Points: 4
Once per scene, create a localised elemental storm covering Near range - sandstorm, thunderstorm, whirlpool, or firestorm. All creatures within must succeed on an AGL roll or take D8 damage and gain a Bane on all rolls while inside. Lasts until the end of the scene.

 
Primordial Avatar
  • Requirement: Myths & Legends 16
  • Willpower Points: 4
Once per session, become a living manifestation of your chosen element for one scene. Your movement and strikes carry its full destructive force; all attacks deal +D6 elemental damage and you cannot be harmed by mundane expressions of your element. When the scene ends, you briefly lose the ability to use any Heroic Ability until you Rest.

 
Elemental Swarm
  • Requirement: Awareness 16
  • Willpower Points: 4
Once per session, summon a mass of small elementals that harass all enemies within Near range. Each must succeed on an AGL roll at the start of their turn or become STUNNED until the end of it. The swarm lasts until the end of the scene.

 
Plane Bridge
  • Requirement: Bushcraft 16
  • Willpower Points: 4
Once per session, tear open a controlled rift to an elemental plane large enough for your party to pass through. The portal holds for several minutes. Closing it requires your full concentration. What waits on the other side is not predictable, and not always friendly.

 

 

Infernal Conjurer

  • Group: Spirit Caller
  • Specialisation: Soul (infernal)
Summoner of Demons by Tillerz using MJ
Infernal Conjurer - Profession
Skills: Persuasion, Myths & Legends, Languages, Awareness, Performance, Crafting, Sleight of Hand, Evade
Heroic Ability
Tainted Whispers
  • Requirement: -
  • Willpower Points: 2
As a Free Action, seep infernal dread into one creature within Near range. They must succeed on a WIL roll or become FRIGHTENED until the end of their next turn. Note: once per target per scene.
Equipment: Contract scrolls, binding chalk, iron nails, ward pendant, incense
"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
As an Action, mark one creature with a faintly glowing infernal sigil. Until the end of the scene, they cannot hide or blend in to social situations and suffer a Bane on all Sneaking rolls.

 
Contract of Sparks
  • Requirement: Persuasion 10
  • Willpower Points: 2
As an Action, forge a one-off pact with a minor imp. It performs one small task - scout a location, deliver a message, apply a mild curse - then departs. Once per day; the imp's service expires by end of scene.

 
Binding Circle
  • Requirement: Languages 10
  • Willpower Points: 2
Over 5 minutes, draw a binding circle in chalk or salt. Any demon or spirit that enters must succeed on a WIL roll (Bane) or be trapped within it. The circle holds until the end of the scene or until physically broken.

 
Demonic Envoy
  • Requirement: Persuasion 12
  • Willpower Points: 3
Once per session, summon a lesser demon for intimidation or negotiation. It departs after completing one task of your choosing. It may demand a price. The GM determines the nature of any demand.

 
Flaming Chains
  • Requirement: Myths & Legends 12
  • Willpower Points: 3
As an Action, conjure ethereal hellfire chains around one creature within Near range. They must succeed on a STR roll or be unable to move. They may attempt to break free at the start of each of their turns.

 
Infernal Beacon
  • Requirement: Languages 12
  • Willpower Points: 2
As an Action, erect a pillar of black flame at a location within Near range. Choose one effect: it guides your fiendish allies to that location from anywhere within the scene, or it imposes a Bane on all WIL rolls made by creatures within Near range of it. Lasts until the end of the scene.

 
Hellmouth Rift
  • Requirement: Persuasion 14
  • Willpower Points: 3
Once per scene, open a swirling infernal rift beneath one creature within Near range. They must succeed on an AGL roll or be grappled by demonic arms rising from within and unable to move until they break free.

 
Demon Crown
  • Requirement: Myths & Legends 14
  • Willpower Points: 4
Once per session, attempt to enslave a lesser demon lord. It must succeed on a WIL roll (Bane) or serve you for one scene. Note: if it succeeds, it turns on you immediately.

 
Abyssal Exchange
  • Requirement: Languages 14
  • Willpower Points: 4
Once per session, sacrifice a fragment of your soul to power a single Heroic Ability to maximum possible effect - it succeeds automatically and deals or achieves the maximum of whatever it can do. Your WP maximum is permanently reduced by 1.

 
Legion's Call
  • Requirement: Persuasion 16
  • Willpower Points: 4
Once per session, summon a squad of fiends under tenuous control. They hold a position, assault a location, or pursue a designated target for one scene before departing on their own terms.

 
Blighted Ground
  • Requirement: Myths & Legends 16
  • Willpower Points: 4
Once per adventure, corrupt one specific location - a building, a crossroads, a cellar, a well - twisting it into a minor hellish pocket. The blight persists until physically cleansed by ritual and spawns one or two lesser demons over the following days.

 
Demonic Apotheosis
  • Requirement: Languages 16
  • Willpower Points: 4
Once per adventure, partially transform into a powerful demon for one scene. While transformed, you are immune to fear, deal double damage, and cannot be harmed by non-magical physical attacks. When the scene ends, the transformation recedes. You permanently lose 1 maximum WP, and something in your bearing has visibly changed.

 


 

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 by Tillerz using MJ
Shopkeep - Profession
Skills: Bartering, Persuasion, Awareness, Languages, Crafting, Performance, Healing, Beast Lore
Heroic Ability
Shelf Surprise
  • Requirement: -
  • Willpower Points: -
Once per session, produce a small but relevant item from your stock or pack that the party needs right now. It was in the back, someone traded it in last week, you had a feeling. The GM determines its exact nature based on what the situation calls for.
Equipment: Counter ledger, scales, key ring, pigeon post slips, spare crate
"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: -
Passive. You have a loyal customer or contact in every settlement you have visited more than once. They share local rumours freely and will help with minor tasks without payment.

 
Storefront Charm
  • Requirement: Persuasion 10
  • Willpower Points: -
Passive. Your premises or camp setup exudes such goodwill that petty thieves, vandals, and minor troublemakers think twice before acting against you or your goods.

 
Emergency Stock
  • Requirement: Bartering 10
  • Willpower Points: -
Once per adventure, draw on a hidden stash of crucial supplies - ammunition, medical gear, or tools - that you access instantly in a crisis. The stash must be physically restocked before it can be used again.

 
Credit Extension
  • Requirement: Persuasion 12
  • Willpower Points: 2
Once per customer per session, offer a payment arrangement so reasonable that even sceptical buyers accept your deal immediately, without haggling.

 
Sales Pitch Manoeuvre
  • Requirement: Performance 12
  • Willpower Points: 2
Once per scene, defuse hostility or distract an aggressor by enthusiastically showcasing your merchandise. The target must succeed on a WIL roll or be distracted for one round.

 
Commerce Web
  • Requirement: Bartering 12
  • Willpower Points: -
Passive. You maintain a network of merchant contacts. Restocking unusual or rare items takes one day rather than multiple days or a special expedition.

 
Layaway of Fate
  • Requirement: Persuasion 14
  • Willpower Points: 2
Once per session, let an ally acquire an expensive item on credit, establishing a social debt they are expected to repay in kind. This is an obligation, not a magical compulsion - but it carries real weight.

 
Opportunistic Renaming
  • Requirement: Bartering 14
  • Willpower Points: 2
Once per session, rapidly rebrand your shop's presentation, signage, or inventory pitch to suit local demand or evade troublesome authorities.

 
Market Instinct
  • Requirement: Awareness 14
  • Willpower Points: -
Passive. You always know the approximate fair market value of any item you handle, including magical goods. You may ask the GM one question about an item's provenance, rarity, or potential use.

 
Franchise Dominion
  • Requirement: Persuasion 16
  • Willpower Points: -
Establish a recognised network of shops or caches across the land. You have supply access in every settlement where your network operates, and your name opens doors that coin alone cannot.

 
Universal Merchant Token
  • Requirement: Bartering 16
  • Willpower Points: -
Carry a sigil recognised by major guilds, trade authorities, and even supernatural merchants. It guarantees safe trade passage and a warm reception in most domains. The GM determines where it holds no weight.

 
Exactly What's Needed
  • Requirement: Awareness 16
  • Willpower Points: -
Once per adventure, you happen to stock exactly the mundane or minor magical item the party needs most right now. No explanation required - it was in the back. This is separate from Shelf Surprise and produces a more significant item.

 

 

Merchant

  • Group: Trader
  • Specialisation: Mind (commercial)
Merchant by Tillerz using MJ
Merchant - Profession
Skills: Bartering, Languages, Awareness, Persuasion, Riding, Crafting, Myths & Legends, Beast Lore
Heroic Ability
Trade Instinct
  • Requirement: -
  • Willpower Points: -
Passive. You instantly sense whether any offered deal is fair, overvalued, or a deliberate loss. As a Free Action, you may ask the GM one question about any item's approximate value, origin, or demand - the answer is honest.
Equipment: Seal & writs, strongbox, ledger, letters of credit, sample goods
"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
Once per scene, with a brief conversation or observation, sense whether a deal, contract, or business arrangement being discussed is profitable, predatory, or concealing a hidden agenda.

 
Charm of Sale
  • Requirement: Persuasion 10
  • Willpower Points: 2
As an Action, turn a reluctant buyer or sceptical contact into a willing partner with a well-timed pitch. They must succeed on a WIL roll or agree to a reasonable deal you propose.

 
Shipping Routes
  • Requirement: Languages 10
  • Willpower Points: -
Passive. You know the fastest and safest overland and sea routes between major trade hubs. Journeys you plan take one quarter less time than typical estimates.

 
Cart Fleet
  • Requirement: Riding 12
  • Willpower Points: -
Passive. You maintain reliable transport contacts wherever you operate. Wagons, pack animals, or hired carts are available within one hour in any town, at fair rates.

 
Price Freeze
  • Requirement: Bartering 12
  • Willpower Points: 2
Once per session, negotiate a locked-in price for one commodity with a local guild, noble, or supplier. They cannot raise costs for one season. One active agreement at a time.

 
Diplomatic Trader
  • Requirement: Languages 12
  • Willpower Points: 2
Once per faction per adventure, negotiate trade pacts or truces with warring parties, granting your caravan or party safe conduct through their territory.

 
Market Insider
  • Requirement: Awareness 14
  • Willpower Points: 2
Once per session, spread deliberate market information that shifts local supply or demand to your advantage. The effect lasts one week; the GM determines who notices.

 
Resource Magnet
  • Requirement: Bartering 14
  • Willpower Points: 2
Once per location, attract travelling vendors or specialist suppliers to your position. They arrive within one day and carry exotic or rare goods not normally available locally.

 
The Only Offer
  • Requirement: Persuasion 14
  • Willpower Points: 3
Once per session, name your terms for something the other party genuinely needs. They cannot simply refuse - they must counter-offer or walk away from something that matters to them. No violence resolves this negotiation cleanly.

 
Market Command
  • Requirement: Bartering 16
  • Willpower Points: -
Establish a dominant commercial position in one city, allowing you to set the price of one commodity there for one season. Others can challenge this, but not without visible effort and cost.

 
Royal Commission
  • Requirement: Languages 16
  • Willpower Points: -
Earn the personal endorsement of a monarch, major guild, or powerful institution, granting you exclusive trade rights over certain goods or routes within their domain.

 
The Grand Ledger
  • Requirement: Bartering 16
  • Willpower Points: -
Over several days, compile a comprehensive financial and logistical assessment of one organisation, city, or trade network - their debts, dependencies, vulnerabilities, and opportunities. The analysis is thorough enough to serve as intelligence, leverage, or a strategic plan.

 

 

Peddler

  • Group: Trader
  • Specialisation: Body (itinerant)
Peddler by Tillerz using MJ
Peddler - Profession
Skills: Bartering, Persuasion, Awareness, Acrobatics, Bushcraft, Riding, Languages, Sneaking
Heroic Ability
Silver-Tongued Pitch
  • Requirement: -
  • Willpower Points: 2
As an Action, present any item with such convincing enthusiasm that one creature within Near range must succeed on a WIL roll or accept it at a fair price or equivalent trade. Note: the item must be something the target could plausibly want or use.
Equipment: Pack-frame, assorted wares, tin whistle, weather cloak, bedroll
"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: -
Passive. You maintain a mental record of lesser-known side roads, shortcuts, and waypoints gleaned from years of travel. The GM may not claim that you are unaware of a route that exists in the region.

 
Pocket Stall
  • Requirement: Bartering 10
  • Willpower Points: -
Over 5 minutes, unfold a portable display of wares almost anywhere - a doorstep, a market corner, a roadside. Curious creatures within Near range are drawn to investigate.

 
Discreet Buyer
  • Requirement: Sneaking 10
  • Willpower Points: 2
Once per session, acquire stolen, contraband, or restricted goods through underground contacts without detection, provided you are in or near a settlement.

 
Magical Trinket Hustle
  • Requirement: Awareness 12
  • Willpower Points: 2
Once per session, spot a minor enchanted item being sold far below its worth. You may acquire it at the seller's price, then resell it for full value, or keep it for its minor magical benefit.

 
Rest Stop Attraction
  • Requirement: Persuasion 12
  • Willpower Points: 2
Once per day, set up a roadside display that compels passing travellers to stop. They arrive within one hour and bring news, trade goods, or information from wherever they came from.

 
Quick Exit
  • Requirement: Acrobatics 12
  • Willpower Points: 2
Once per scene, depart any situation immediately - through a crowd, over a fence, down a back alley - without being followed. No Sneaking roll required; pursuers must succeed on an Awareness roll (Bane) to track you.

 
Flash Sale Frenzy
  • Requirement: Bartering 14
  • Willpower Points: 2
Once per session, whip up a crowd's excitement and offload any number of items at fair market value within minutes. No haggling required; all present want to buy.

 
Crossroads Rendezvous
  • Requirement: Awareness 14
  • Willpower Points: -
Passive. You always know when a major gathering, market, or crossroads event is upcoming in the region, and can arrive at the right moment without planning or prior knowledge.

 
Hard Bargain Breaker
  • Requirement: Persuasion 14
  • Willpower Points: 3
Once per session, intervene in someone else's contract or existing arrangement, cleverly rewriting it by subverting both parties' assumptions simultaneously. Both parties must be reachable and willing to speak with you.

 
Whispering Wares
  • Requirement: Bartering 16
  • Willpower Points: -
Passive. You hear rumours of legendary, otherworldly, or impossibly rare objects across the region. Once per session, ask the GM where one such object currently resides - they answer honestly.

 
Miracle on Wheels
  • Requirement: Riding 16
  • Willpower Points: -
Passive. Your cart, pack animal, or travelling kit handles hazardous terrain without difficulty. Gain a Boon on all overland travel rolls, and your vehicle or animal never becomes stuck or slowed by difficult terrain.

 
The Road Knows You
  • Requirement: Bushcraft 16
  • Willpower Points: -
Passive. You always know a viable route to anywhere you have been before, and always seem to arrive at exactly the right moment. Any overland journey your party makes to a known destination takes half the expected time.

 


 

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 by Tillerz using MJ
Druid - Profession
Skills: Beast Lore, Healing, Awareness, Bushcraft, Acrobatics, Staves, Persuasion, Hunting & Fishing
Heroic Ability
Entangling Growth
  • Requirement: -
  • Willpower Points: 2
As an Action, cause vines, roots, or mud to surge up from the earth beneath one creature within Near range. They must succeed on an STR roll or be unable to move until they break free with an Action.
Equipment: Oaken staff, herb satchel, grove token, salves, beast-call whistle
"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
As an Action, calm an aggressive animal or mundane beast. It immediately ceases hostile behaviour toward you and your allies. Note: does not function on animals corrupted by magic or in supernatural rage.

 
Seedling Growth
  • Requirement: Bushcraft 10
  • Willpower Points: -
Over a Stretch, rapidly sprout edible or shelter-providing plants in barren soil. The plants sustain themselves naturally thereafter and can feed or shelter up to six creatures.

 
Barkskin Mantle
  • Requirement: Beast Lore 10
  • Willpower Points: 2
As a Free Action, coat your skin in bark-like protection. Reduce all damage you take from non-magical physical attacks by 2 until the end of the scene.

 
Vine Traverse
  • Requirement: Acrobatics 12
  • Willpower Points: 2
As a Free Action, animate vines to aid climbing or swinging in forested or overgrown terrain. Ignore all climbing hazards and movement penalties in plant-covered environments for the rest of the scene.

 
Tidal Bloom
  • Requirement: Bushcraft 12
  • Willpower Points: 2
Once per scene, summon aquatic plants, algae, or water growth to hamper swimming creatures in a body of water. All creatures within the area must succeed on an STR roll or have their movement halved.

 
Animal Companion
  • Requirement: Beast Lore 12
  • Willpower Points: -
Passive. One animal - hawk, wolf, fox, or similar - bonds with you permanently. It follows simple commands, acts as a scout, and fights alongside you. If it dies, you may bond a new companion after a Rest.

 
Treeform
  • Requirement: Bushcraft 14
  • Willpower Points: 3
As an Action, merge with a tree you are touching. While merged, you are invisible and cannot be detected. You may move slowly between connected root systems up to Short range. You emerge as a Free Action.

 
Forest Guardian Summons
  • Requirement: Beast Lore 14
  • Willpower Points: 3
Once per session, call a local treant, awakened beast, or nature spirit to defend your location. It acts on your side for the scene and departs at dawn.

 
Purifying Gale
  • Requirement: Healing 14
  • Willpower Points: 2
Once per scene, command a cleansing wind to sweep through Near range. All toxic gases, minor curses, and lesser undead within the area are dispersed or driven off.

 
Ancient Grove
  • Requirement: Bushcraft 16
  • Willpower Points: 4
Once per session, permanently consecrate a grove or wild area as a place of healing and warding. Creatures resting within recover an extra D6 HP per Rest, and lesser hostile spirits cannot enter.

 
Worldwood Gate
  • Requirement: Beast Lore 16
  • Willpower Points: 4
Once per session, open a mystical passage between two ancient forests you have visited, allowing your party to travel between them in moments.

 
Calamitous Wrath
  • Requirement: Beast Lore 16
  • Willpower Points: 4
Once per session, call down a severe localised storm or sharp earth tremor affecting one battlefield, building, or narrow valley. All creatures in the area take D10 damage and must succeed on an AGL roll or be knocked prone. Innocents in the area are caught in it.

 

 

Ranger

  • Group: Warden
  • Specialisation: Mind (tracking)
Ranger by Tillerz using MJ
Ranger - Profession
Skills: Bows, Awareness, Sneaking, Bushcraft, Hunting & Fishing, Evade, Riding, Beast Lore
Heroic Ability
Warning Shot
  • Requirement: -
  • Willpower Points: 2
As an Action, fire an arrow near a hostile creature within Short range without aiming to wound. They must succeed on a WIL roll or spend their next action moving away from you rather than advancing. Note: once per encounter.
Equipment: Bow or crossbow, cloak, snares, whetstone, bedroll
"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: -
Passive. In natural terrain, you may move at full speed without making any sound. Automatic Sneaking success against noise checks in wilderness environments.

 
Wild Compass
  • Requirement: Bushcraft 10
  • Willpower Points: -
Passive. You always know north, your approximate location within a region you have traveled, and the direction back to your last campsite.

 
Camouflage Cloak
  • Requirement: Sneaking 10
  • Willpower Points: -
Passive. In your favoured environment (forest, tundra, moorland, desert - chosen at creation), you become nearly invisible while still or moving slowly. Creatures must succeed on an Awareness roll (Bane) to detect you.

 
Terrain Bond
  • Requirement: Bushcraft 12
  • Willpower Points: -
Passive. Ignore all difficult terrain movement penalties in your favoured environment. You move freely through undergrowth, mud, loose rock, and similar obstacles.

 
Vital Track
  • Requirement: Awareness 12
  • Willpower Points: 2
While tracking a wounded creature, you sense how close it is to collapsing. Ask the GM its approximate HP state (above or below half, near zero) at any point during the pursuit.

 
Hunter's Pin
  • Requirement: Bows 12
  • Willpower Points: 2
Once per scene, fire a special arrow or bolt that pins a creature's clothing, gear, or limb to a surface near them. They must succeed on a STR roll or be unable to move until they break free with an action.

 
Whispering Winds
  • Requirement: Awareness 14
  • Willpower Points: 2
Once per scene, send a short verbal message to a named ally up to Long range away, heard only by them. The message arrives within moments.

 
Pack Tactics
  • Requirement: Beast Lore 14
  • Willpower Points: 2
Once per scene, coordinate attacks with animals or allied hunters present in the area. Each participant gains a Boon on their attacks for one round.

 
Terrain Mastery
  • Requirement: Bushcraft 14
  • Willpower Points: -
Passive. You adapt instantly to any natural environment, ignoring its standard hazards - quicksand, extreme cold, extreme heat, high altitude. You never need a roll to navigate natural terrain safely.

 
Guardian of the Wilds
  • Requirement: Beast Lore 16
  • Willpower Points: 4
Once per session, rally local fauna - wolves, birds, bears, whatever lives nearby - to defend your position in a moment of dire threat. The animals act as a disorganised but effective force for one round.

 
Legendary Shot
  • Requirement: Bows 16
  • Willpower Points: 3
Once per session, fire an arrow at extreme range, through dense cover, or around an obstacle in an improbable arc. No range or cover penalties apply. The shot hits if any hit was physically possible.

 
Apex Predator
  • Requirement: Awareness 16
  • Willpower Points: -
Passive. You gain a Boon on all attack rolls against creatures you have been tracking for at least one round, and those creatures may not surprise you - you are always aware of their position.

 

 

Shaman

  • Group: Warden
  • Specialisation: Soul (spiritual)
Shaman by Tillerz using MJ
Shaman - Profession
Skills: Myths & Legends, Healing, Awareness, Performance, Persuasion, Beast Lore, Languages, Crafting
Heroic Ability
Ghost Ward
  • Requirement: -
  • Willpower Points: 2
Over 5 minutes, place a protective totem at a location you can see. Lesser spirits, undead, and haunts within Near range of the totem suffer a Bane on all rolls and may not approach it. Note: the ward lasts until dawn or until you physically move the totem.
Equipment: Spirit mask, rattle/drum, charcoal, totem bundle, salves
"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
Once per scene, beat a rhythmic pattern that attracts or placates nearby minor spirits. For the rest of the scene, lesser spirits do not approach or act aggressively unless specifically directed to.

 
Commune with Ancestors
  • Requirement: Myths & Legends 10
  • Willpower Points: -
Once per day, briefly speak with forebears or deceased guides for advice about a local issue, hidden danger, or historical fact. The answer is brief and not always literal.

 
Spirit Channel
  • Requirement: Awareness 10
  • Willpower Points: 2
Over 5 minutes, merge partially with a lesser spirit, gaining its senses or knowledge for a few minutes. Ask the GM one question about what that spirit has perceived or knows.

 
Totem Guardian
  • Requirement: Myths & Legends 12
  • Willpower Points: 2
Over 5 minutes, animate a carved wooden totem as a small guardian. It watches its immediate area, warns you of approaching creatures, and can defend itself. One active totem at a time; lasts until destroyed.

 
Vision Quest
  • Requirement: Myths & Legends 12
  • Willpower Points: 2
Once per day, enter a trance for 10 minutes of uninterrupted focus. Ask the GM one question about a regional mystery, hidden resource, or spiritual threat; they answer based on what the spirit world knows.

 
Omen Read
  • Requirement: Awareness 12
  • Willpower Points: 2
Once per session, read environmental omens - weather, animal behaviour, fire patterns - to ask the GM one question about what is approaching, what danger is nearby, or what the land is troubled by.

 
Ancestral Host
  • Requirement: Myths & Legends 14
  • Willpower Points: 3
Once per scene, summon multiple ancestor spirits to swirl around you. Allies within Near range gain a Boon on their next roll; enemies within Near range must succeed on a WIL roll or become FRIGHTENED for one round.

 
Spiritmeld
  • Requirement: Awareness 14
  • Willpower Points: 3
Once per scene, phase partly into the spirit realm for one round. While melded, you may pass through one physical barrier (wall, door, floor) and cannot be harmed by mundane physical attacks this round.

 
Soul Binding
  • Requirement: Myths & Legends 14
  • Willpower Points: 3
As an Action, imprison a wandering ghost or lesser spirit in a talisman you carry. The spirit may be questioned later or forced to perform one task. One spirit per talisman.

 
Great Spirit Council
  • Requirement: Myths & Legends 16
  • Willpower Points: 4
Once per session, call upon powerful nature spirits or ancestor champions. They appear visibly and lend their authority to your words. Negotiate one major pact, alliance, or resolution - the spirits' presence ensures both sides take the outcome seriously.

 
Ethereal Storm
  • Requirement: Awareness 16
  • Willpower Points: 4
Once per session, whip up a wild spiritual tempest covering Near range. All lesser undead within the area are immediately banished; all living creatures must succeed on a WIL roll or become DISHEARTENED for the rest of the scene.

 
Shamanic Ascension
  • Requirement: Myths & Legends 16
  • Willpower Points: -
Once per session, for one scene speak and act as a direct vessel of the spirit world. Your words carry the weight of ancestral decree, spirits manifest visibly around you to reinforce your will, and even hostile spirits hesitate before acting against you.

 


 

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 by Tillerz using MJ
Dungeon Delver - Profession
Skills: Acrobatics, Awareness, Sneaking, Crafting, Swimming, Evade, Knives, Bushcraft
Heroic Ability
Danger Sniff
  • Requirement: -
  • Willpower Points: 2
As a Free Action before entering a chamber or moving down an unexplored corridor, sense whether immediate lethal traps or monstrous threats are present. The GM must answer honestly. Note: does not pinpoint location or reveal specific nature - only presence or absence.
Equipment: 10m rope, piton set, chalk, crowbar, oil flasks
"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
Once per room, use shifting light and shadow to confuse creatures that rely on darkvision or fixed light sources. Each affected creature suffers a Bane on Awareness rolls for one round.

 
Cache Spotter
  • Requirement: Awareness 10
  • Willpower Points: -
Once per expedition, identify likely hidden compartments, stashes, or concealed alcoves in a ruined hall. The GM confirms whether one exists and its general location.

 
Tunnel Vision
  • Requirement: Bushcraft 10
  • Willpower Points: -
Passive. Navigate labyrinthine corridors without losing your bearings, even in near-total darkness. You maintain a mental map of every passage you have walked.

 
Collapsing Escape
  • Requirement: Acrobatics 12
  • Willpower Points: 2
Once per scene, time your movement so you pass through a collapsing tunnel, triggered trap, or sealing mechanism just before it closes. No roll required - you make it through.

 
Flicker Strategy
  • Requirement: Sneaking 12
  • Willpower Points: 2
Once per scene, extinguish or relight light sources in a pattern that baffles creatures using fixed darkvision or ordinary sight in a space you know better than they do. All affected creatures suffer a Bane on their next attack or Awareness roll.

 
Survival Pocket
  • Requirement: Crafting 12
  • Willpower Points: -
Passive. You maintain a hidden stash of critical supplies - rations, rope, oil, medical gear - in a concealed location you designate each Rest. Creatures searching for it must succeed on an Awareness roll (Bane).

 
Nullify Rune
  • Requirement: Awareness 14
  • Willpower Points: 2
Once per glyph, if you detect a magical trap or ward, quickly disrupt it before it triggers. Detection must have occurred first; you may not nullify what you have not found.

 
Gauntlet Runner
  • Requirement: Acrobatics 14
  • Willpower Points: 3
Once per scene, perform a swift dash through a sequence of mechanical traps or hazardous terrain. You emerge unscathed; no rolls required for movement through the hazardous area on this run.

 
Trap Mastery
  • Requirement: Crafting 14
  • Willpower Points: -
Passive. You can disarm any mechanical trap you have detected without a roll, provided you have appropriate tools. Magical traps still require a roll.

 
Ancient Key
  • Requirement: Sleight of Hand 16
  • Willpower Points: -
You carry a masterwork skeleton key - or have learned a technique equivalent to one - that opens any non-magical mechanical lock. No roll required.

 
Maze Master
  • Requirement: Awareness 16
  • Willpower Points: -
Passive. You mentally map multi-level dungeons in real time. Your party never backtracks involuntarily, and you can guide them to any location you have visited without hesitation.

 
Vault Vanquisher
  • Requirement: Crafting 16
  • Willpower Points: 4
Once per adventure, defeat or disable the deadliest puzzle-lock, ward sequence, or guardian mechanism that once kept entire armies at bay. The GM determines what "defeating" requires; it always succeeds.

 

 

Cartographer

  • Group: Wayfarer
  • Specialisation: Mind (geographical)
Cartographer by Tillerz using MJ
Cartographer - Profession
Skills: Myths & Legends, Awareness, Languages, Crafting, Seamanship, Persuasion, Beast Lore, Acrobatics
Heroic Ability
Quick Sketch
  • Requirement: -
  • Willpower Points: -
As an Action immediately after traversing any area, produce an accurate rough map from memory. Ask the GM one factual question about a geographical feature, hazard, notable landmark, or path in the area just traversed.
Equipment: Surveying tools, ink & vellum, compass, measuring chain, seal case
"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: -
Passive. You instantly recall known hazards, notable landmarks, and significant features of any region you have studied or traveled. The GM may not claim a well-known geographical fact is unknown to you.

 
Landmark Eye
  • Requirement: Awareness 10
  • Willpower Points: -
Passive. Detect subtle signs of old borders, hidden marker stones, and historical geographical boundaries in any landscape you examine. You know approximately when and by whom they were placed.

 
Secret Trail
  • Requirement: Myths & Legends 10
  • Willpower Points: 2
Once per region, plot an off-road path bypassing major threats, tolls, or patrols. The route takes 10 minutes to plan and is reliable unless terrain has changed since your last survey.

 
Magnetic Sense
  • Requirement: Awareness 12
  • Willpower Points: -
Passive. You never lose direction, even underground, in fog, or amidst magical distortions. You always know north and your approximate position within any region you have visited.

 
Map Projection
  • Requirement: Crafting 12
  • Willpower Points: 2
As an Action, conjure a faint illusory map in the air from your sketches and notes, showing the surrounding region. Allies using it to plan routes gain a Boon on their first roll for that journey. Requires your actual map; lasts one scene.

 
Fault Finder
  • Requirement: Languages 12
  • Willpower Points: -
As a Free Action, examine any map, chart, or survey - yours or another's - and immediately identify errors, deliberate omissions, and structural inconsistencies. Once per map reviewed.

 
Atlas of Myths
  • Requirement: Myths & Legends 14
  • Willpower Points: 2
Once per session, compare real maps with legendary or historical ones, revealing hidden ruins, forgotten paths, or locations that official charts omit or deliberately misrepresent.

 
Remote Survey
  • Requirement: Awareness 14
  • Willpower Points: 2
Once per scene, focus on known geography and triangulate from landmarks to deduce the approximate layout of the next unexplored valley, chamber, or subterranean level. The GM provides approximate, not precise, results.

 
Hidden Geography
  • Requirement: Myths & Legends 14
  • Willpower Points: 2
Once per session, locate secret passes, forgotten roads, submerged fords, or concealed approaches erased from all other records. These routes can bypass fortifications, avoid armies, or open trade connections thought impossible.

 
The Living Chart
  • Requirement: Crafting 16
  • Willpower Points: -
Maintain a master map so thoroughly cross-referenced and continuously updated that it functions as a strategic intelligence asset. Any leader who consults it before a campaign fought across your charted terrain gains a Boon on all strategic planning rolls.

 
Ultima Map
  • Requirement: Myths & Legends 16
  • Willpower Points: -
Once per session, begin composing a definitive map of a large region - a kingdom, a mountain range, a coastline - so thoroughly surveyed that it becomes the authoritative reference. Completion requires several days; the result is worth considerable coin and political weight.

 
Know Your Ground
  • Requirement: Awareness 16
  • Willpower Points: -
Passive. In any terrain you have mapped or traversed before, you gain a Boon on all Awareness, Sneaking, and Evade rolls. You know every approach, every chokepoint, every exit.

 

 

Archaeologist

  • Group: Wayfarer
  • Specialisation: Soul (antiquarian)
archaeologist
Archaeologist by Tillerz using MJ
Archaeologist - Profession
Skills: Myths & Legends, Languages, Awareness, Crafting, Persuasion, Beast Lore, Healing, Sleight of Hand
Heroic Ability
Artifact Resonance
  • Requirement: -
  • Willpower Points: 2
As a Free Action, touch an ancient object, ruin surface, or artefact. You immediately sense whether it carries latent magic, active enchantments, or dangerous curses - before it has any chance to activate. Note: does not reveal the specific nature, only presence and approximate danger level.
Equipment: Brush set, trowel, tags, lantern, canvas bags
"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: -
Passive. By examining walls, floors, or exposed strata, you can approximate a site's era and layered history. The GM tells you the rough age and cultural origin of any examined structure.

 
Dig Tactician
  • Requirement: Crafting 10
  • Willpower Points: -
Over 15 minutes, quickly organise a small team to excavate safely, avoiding typical hazards - collapse, flood, disturbing an unstable object. Routine excavation risks are negated.

 
Historical Insight
  • Requirement: Myths & Legends 10
  • Willpower Points: 2
As a Free Action, summarise a ruin's likely culture, purpose, and era from minimal clues - carvings, design motifs, structural choices. Ask the GM two factual questions about the site's original inhabitants and function.

 
Guardian Glyph Reading
  • Requirement: Languages 12
  • Willpower Points: -
Passive. Recognise typical warding runes, protective scripts, and curse-markers in tombs and ruins on sight. You can warn allies before they trigger them; you gain a Boon on all rolls to safely navigate or disarm them.

 
Hidden Chamber Instinct
  • Requirement: Awareness 12
  • Willpower Points: 2
Once per room, notice subtle architectural tells - stress lines, asymmetry, fresh mortar - that reveal concealed rooms, passages, or secret vaults. The GM confirms their presence.

 
Relic Emulation
  • Requirement: Crafting 12
  • Willpower Points: 2
Once per relic per scene, handle a powerful artefact carefully to temporarily harness a minor, unpredictable fraction of its magic. The GM determines the effect.

 
Haunting Echo
  • Requirement: Myths & Legends 14
  • Willpower Points: 2
Once per scene, briefly perceive a psychic imprint of past inhabitants in a tomb, crypt, or ancient structure. Ask the GM two questions about what occurred there or who lived there; they answer honestly.

 
Arcane Sealbreaker
  • Requirement: Languages 14
  • Willpower Points: 3
Once per seal, unravel advanced magical locks, binding runes, or protective wards given the relevant knowledge or a key artefact. Requires time to work but always succeeds on seals of historical origin.

 
Reconstruct the Past
  • Requirement: Myths & Legends 14
  • Willpower Points: 3
Once per session, summon vivid illusory impressions depicting how an ancient site looked or functioned in its heyday. The GM reveals up to three secrets, layout features, or hidden mechanisms shown by the vision.

 
Time-Lost Find
  • Requirement: Crafting 16
  • Willpower Points: -
Once per campaign, uncover a relic of epoch-shifting significance - an object whose discovery changes what is known about a civilisation, a magical tradition, or the history of a region. The GM determines its nature and implications.

 
Lost City Revelation
  • Requirement: Myths & Legends 16
  • Willpower Points: -
Once per campaign, pinpoint the location of a legendary lost city, buried empire, or vanished civilisation that others have only theorised about. You can guide your party there. What they find when they arrive is another matter entirely.

 
Living History
  • Requirement: Languages 16
  • Willpower Points: -
Passive. Any ancient text, inscription, or script you encounter - regardless of language or script system - yields its content to you on contact. No roll required; dead languages, cipher scripts, and magical writing are all legible to you.

 


 

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 by Tillerz using MJ
Warlock - Profession
Skills: Persuasion, Myths & Legends, Languages, Awareness, Evade, Performance, Crafting, Acrobatics
Heroic Ability
Eldritch Presence
  • Requirement: -
  • Willpower Points: 2
As a Free Action, project a low-level aura of otherworldly dread. All creatures within Near range must succeed on a WIL roll or suffer a Bane on all rolls made against you until the end of the round. Note: once per scene; creatures immune to fear are unaffected.
Equipment: Pact token, ritual knife, incense, ward salts, travel cloak
"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: -
Passive. Sense the presence of other pact-holders, cursed individuals, or active infernal contracts within Near range. You know the sensation exists but not the exact source until you look for it.

 
Hex Tether
  • Requirement: Persuasion 10
  • Willpower Points: 2
Once per target per scene, form a slight link to a creature within Near range. They must succeed on a WIL roll or suffer a Bane on their next roll as disorienting impressions bleed through the link.

 
Eldritch Brand
  • Requirement: Awareness 10
  • Willpower Points: 2
As an Action, inscribe a glowing sigil on one creature - ally or enemy - that your patron can observe. While the brand persists, the target suffers a Bane on Sneaking rolls. One brand at a time; lasts until you remove it.

 
Fell Bargain
  • Requirement: Persuasion 12
  • Willpower Points: 2
Once per session, borrow a lesser magical effect from your patron - a short burst of flight, a moment of supernatural strength, a burst of eldritch fire. The cost is always real: a future favour, a small corruption, or something the GM names later.

 
Shadow Servitor
  • Requirement: Myths & Legends 12
  • Willpower Points: 2
As an Action, conjure a small intangible familiar from your patron's domain. It can scout, deliver messages, or observe at distance. It lasts for one scene and cannot act physically.

 
Veil
  • Requirement: Persuasion 12
  • Willpower Points: 2
As a Free Action, cloak yourself in a misleading appearance. Creatures must succeed on an Awareness roll to recognise you. The veil ends if you attack, speak in your normal voice, or the scene ends.

 
Devouring Curse
  • Requirement: Persuasion 14
  • Willpower Points: 3
Once per target, place a slow-acting curse that saps their luck and vitality over several days. The target suffers a Bane on all rolls until the curse is removed by ritual. The curse can be detected by magic.

 
Pact Surge
  • Requirement: Myths & Legends 14
  • Willpower Points: 3
Once per scene, channel raw power from your patron to negate one incoming spell or supernatural effect targeting you or an ally within Near range. The effect fails entirely.

 
Forbidden Revelation
  • Requirement: Myths & Legends 14
  • Willpower Points: 2
Once per session, glimpse a cosmic truth that immediately dispels all illusions and deception-based magic within Near range. Note: you suffer a Bane on all rolls until your next Rest as the weight of what you saw settles.

 
True Pact Ascension
  • Requirement: Persuasion 16
  • Willpower Points: 4
Once per adventure, merge briefly with your patron's essence for one scene, accessing a tier of power beyond your normal reach. When the scene ends, you owe your patron a favour whose nature they will name - later.

 
Hellish Edict
  • Requirement: Myths & Legends 16
  • Willpower Points: 4
Once per session, issue a direct command that lesser fiends, cursed beings, or pact-bound entities cannot disobey unless they succeed on a WIL roll (Bane). The command must be specific and achievable within the current scene.

 
Stolen Domain
  • Requirement: Languages 16
  • Willpower Points: -
Once per adventure, usurp one of your patron's active effects in the area - redirect a curse already in motion, claim a bound entity your patron controls, or seize control of a ritual in progress and bend it to your own ends.

 

 

Alchemist

  • Group: Witch
  • Specialisation: Mind (alchemical)
Alchemist by Tillerz using MJ
Alchemist - Profession
Skills: Crafting, Myths & Legends, Awareness, Languages, Bartering, Beast Lore, Healing, Persuasion
Heroic Ability
Quick Brew
  • Requirement: -
  • Willpower Points: 2
Over 30 minutes, concoct one alchemical compound from available materials. Choose one effect: healing draught (restores D6 HP when consumed), stimulant (removes STUNNED or DISHEARTENED when consumed), or contact toxin (applied to a blade or ingested; target CON roll or become STUNNED until end of their next turn).
Equipment: Portable lab, ingredient pouches, glass vials, copper tubing, recipe book
"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: -
Passive. By smell, taste, or visual inspection, identify any alchemical compound, poison, or magical ingredient you encounter. The GM must answer what it is, including its properties and approximate danger.

 
Extended Brew
  • Requirement: Crafting 10
  • Willpower Points: -
When using Quick Brew, produce up to three doses of the same compound. Each additional dose takes only 10 minutes extra beyond the original brewing time.

 
Elemental Reagent
  • Requirement: Myths & Legends 10
  • Willpower Points: 2
Over 30 minutes, create an elemental compound. Choose a type (fire, cold, acid, lightning) when crafting. Applied to a blade or thrown as a flask, it deals D4 elemental damage in addition to normal effects. Once per scene, applied or thrown.

 
Transmutation
  • Requirement: Crafting 12
  • Willpower Points: 2
Over 30 minutes, transform a small quantity of one non-living material into another - lead to silver, wood to stone, water to oil, sand to glass. The change is permanent. Note: cannot transform living matter or magical materials.

 
Antidote
  • Requirement: Healing 12
  • Willpower Points: 2
Over a Stretch, concoct a targeted antidote to any specific poison or disease you have identified. One dose; cures one creature immediately when consumed.

 
Explosive Flask
  • Requirement: Myths & Legends 12
  • Willpower Points: 2
Over 30 minutes, prepare a flask that shatters on impact. As an Action, throw it at any point within Short range. All creatures within Near range of the impact must succeed on an AGL roll or take D6 damage.

 
Truth Serum
  • Requirement: Crafting 14
  • Willpower Points: 2
Over 30 minutes, brew a compound that compels honest answers. A creature that ingests it must succeed on a WIL roll (Bane) or answer your questions truthfully for the remainder of the scene.

 
Grand Elixir
  • Requirement: Crafting 14
  • Willpower Points: 3
Over two hours, brew a powerful elixir with a single dramatic effect. Choose one: restore all HP to the drinker, remove all conditions from the drinker, or grant immunity to one damage type for one scene. One dose per two hours.

 
Philosopher's Tincture
  • Requirement: Myths & Legends 14
  • Willpower Points: 3
Over one hour, brew a compound that temporarily grants one creature the effect of a single Heroic Ability they do not possess. They use it once before the tincture wears off at scene's end.

 
Homunculus
  • Requirement: Crafting 16
  • Willpower Points: 4
Over several days, create a small artificial creature that serves as a lab assistant, scout, or messenger. It follows simple instructions, speaks in short sentences, and can operate independently within Short range.

 
Immortality Draught
  • Requirement: Healing 16
  • Willpower Points: -
Once per character, brew a legendary compound over one week. The drinker does not die from their next fatal wound, recovering to 1 HP instead. This benefit can only ever be granted once per person.

 
Pearl of the Gods
  • Requirement: Myths & Legends 16
  • Willpower Points: -
Once per campaign, complete a legendary alchemical ritual whose outcome is singular and permanent. The GM and player define its exact nature together. It may provide immortality, ultimate knowledge, or something else entirely - but only once, and it cannot be undone.

 

 

Oracle

  • Group: Witch
  • Specialisation: Soul (prophetic)
Oracle by Tillerz using MJ
Oracle - Profession
Skills: Awareness, Persuasion, Myths & Legends, Performance, Languages, Healing, Sleight of Hand, Beast Lore
Heroic Ability
Reading
  • Requirement: -
  • Willpower Points: 2
Over 5 minutes, perform a divination through your chosen conduit - cards laid in a cross, bones rattled on worn leather, tea leaves in a chipped cup, the slow reading of stars, or a trance-walk. Ask the GM one question about a person, place, or situation; they answer as honestly as the future allows. Truthful, but potentially symbolic.
Equipment: Divination tools, candles, incense, journal, worn cloth bag
"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: -
Passive. You are never surprised by ambushes or unexpected attacks. You always act in the first round of any encounter, regardless of how it began.

 
Minor Reading
  • Requirement: Awareness 10
  • Willpower Points: 2
As a Free Action before committing to any roll, ask the GM a single yes/no question about the circumstances surrounding that action, something your character could not observe directly. The GM must answer honestly.

 
Second Sight
  • Requirement: Myths & Legends 10
  • Willpower Points: 2
Once per scene, sense whether a creature or object you can see is under the influence of a magical effect, active curse, or supernatural compulsion. The GM confirms or denies.

 
Foreseen Step
  • Requirement: Awareness 12
  • Willpower Points: 2
Once per round, sense an incoming attack before it lands and dodge it completely. You may Evade one attack automatically, without a roll.

 
Prediction
  • Requirement: Awareness 12
  • Willpower Points: 2
Once per scene, state what one creature will do on their next action. If correct, they suffer a Bane on that action. The GM does not confirm until the action occurs.

 
Prophetic Warning
  • Requirement: Myths & Legends 12
  • Willpower Points: 2
Once per session, deliver a symbolic warning to any creature you can speak with. They must succeed on a WIL roll or avoid their next planned action as the warning strikes them as genuine.

 
Far-Sight
  • Requirement: Awareness 14
  • Willpower Points: 2
Once per scene, see through any one surface, door, or wall within Short range as if you were standing on the other side, for one round.

 
Curse of Fate
  • Requirement: Myths & Legends 14
  • Willpower Points: 3
Once per session, declare that fate turns against one creature within Near range. They must reroll their next successful roll and accept the worse result.

 
Retroactive Vision
  • Requirement: Myths & Legends 14
  • Willpower Points: 2
Once per scene, receive a detailed impression of a significant event that occurred in your current location within the past week. Ask the GM two questions about it; they answer honestly.

 
Prescience
  • Requirement: Awareness 16
  • Willpower Points: -
Passive. You always act first in any round where you have not been surprised, regardless of initiative order.

 
Oracle's Decree
  • Requirement: Myths & Legends 16
  • Willpower Points: 4
Once per session, speak an irrevocable pronouncement about one creature's future. The GM introduces a complication or opportunity for that creature at the next dramatically appropriate moment. The pronouncement always comes true.

 
Veil of Time
  • Requirement: Myths & Legends 16
Once per adventure, part the veil between past and future. Ask the GM up to three questions about past events or probable future outcomes. Answers are complete and direct - no symbols, no metaphor. The future is not certain, but it is honest.


Cover image: Archetypes by Tillerz using MJ

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