Specializations in Gehane | World Anvil
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Specializations

Major specialization is another way to customize your character and focus your class. If you say your character is a warrior, that’s a broad statement. If you say that your character is a knight, it says quite a bit more.
You get access to specializations through your class.
  You can take a specialization for the first time at level 4. That grants you the Novice degree in the appropriate specialization talent (a talent unique to that specialization). You gain the Journeyman degree at level 6 and the Master degree at level 8; this is the only way to earn new degrees in specialization talents. You can take a second specialization at level 12, with further degrees at levels 14 and 16.
UNLOCKING SPECIALIZATIONS
The default assumption of the rules is that every specialization for your class is open to you when you hit level 4. This gives you the broadest array of choices. Your GM may require you to work to access specific specializations, however. If that is their decision, you can unlock a specialization in three ways:

You can find a trainer. This is an NPC who already has the specialization. Trainers have motivations of their own, of course, so they may require money, favors, oaths, or actions before agreeing to teach you.
• You can go on a quest. These can vary wildly, but your GM will create a unique side adventure, the completion of which will unlock the desired specialization. If you wanted to become an assassin, for example, you might have to go to a significant city and impress its Assassins’ Guild.
• You can find tome. The knowledge of some specializations has been written down and can sometimes be learned by reading and study.
  Since you know that you’ll be getting a specialization at level 4, it’s a good idea to start thinking about what you’re going to choose at that next level, when you hit level 3. Then discuss it with your GM. This will give your GM a chance to prepare and work your choice in the campaign. If he decides you must find a trainer, for example, that’s something you can pursue while working toward level 4. Then when you get there, you’ll be ready for the specialization.

MAGE SPECIALIZATIONS

     

MONK SPECIALIZATIONS

   
   

ROGUE SPECIALIZATIONS

         

Bard of Inspiration

Bard of Inspiration Talent
Classes:Mage, Monk, Rogue, Warrior
Requires: You must have Communication 2 or higher. You must possess the Performance talent at Novice or higher and at least one Lore-based Intelligence focus.
Novice:
By spending a major action and succeeding in a DC 13 Communication (Performance) test, a bard can spin a tale or sing a song to inspire an ally. This may happen before or during an encounter. An inspired ally may reroll one failed test. If not used by the next encounter, this reroll is lost. Bards may inspire multiple allies by spending additional actions or using the Sway the Crowd roleplaying stunt.
Journeyman:
Bards often remember stories and tales that provide useful insights. They can perform the That Makes Me Wonder exploration stunt for 2 SP instead of its usual cost of 3. Once per encounter, they can also add a +2 circumstance bonus to any Lore-based Intelligence test if they can provide a plausible explanation of how they remember a story, fable, or historical event that provides useful insight.
Master:
Bards can now inspire or demoralize whole groups with their performances. The bard takes a major action and makes a DC 13 Communication (Performance) test (for allies) or an opposed Willpower (Courage or Morale) test (for enemies) targeted at any group that can hear their performance clearly. Success means the bard can apply one of the following bonuses or penalties to the group, as appropriate: +1 to attack rolls, +1 to damage, +1 to Willpower tests, -1 to attack rolls, -1 to damage, -1 to Willpower tests. Modifiers can’t be stacked, but multiple actions can be taken to apply multiple modifiers to a single group. Note that what constitutes a “group” is left somewhat open to Narrator interpretation, but should always include a party of heroes or a group of adversaries of the same type (demon soldiers and fomoiri raiders, etc.)

Bard of Magic Talent


You are a master of inspiring others, whether it's admiration, admonishment, distraction, anger, tranquility, or otherwise all depends on the tune you sing. Whenever you play an instrument, sing, or orate during combat you actually incur a small amount of unique magical energy.
Bard
Requires:Class:Rogue (Novice) or higher in either Music or Oratory Talent. Note: You choose either Intelligence or Communication to be your Casting Ability. Specify this on your sheet
Novice:
You gain (Novice) degree in Hex, Fate, Healing, Heroic, Weather, or Power Arcana. You have “MP” = 10 + Willpower + 1d3 (roll 1d6, 1 or 2 = 1, 3 or 4 = 2, 5 or 6 = 3). You can only restore MP with a full rest. Your MP goes up by Willpower every time you level up. You reduce armor strain penalties by 2 to a minimum of 1.
Journeyman:
You become a (Novice) in an Arcana Talent available to you or gain a degree in one you already have. You reduce armor strain penalties by 4 to a minimum of 1.
Master:
You become a (Novice) in an Arcana Talent available to you or gain a degree in one you already have. You reduce armor strain penalties by 6 to a minimum of 1. Additionally you have the Stunt Inspire: Cost 5 SP, This Stunt can only be used on an ally. You inspire your target with a unique song. When attempting their next attack or test, they roll 4d6 instead of 3d6, being 1 Stunt Die and 3 common dice. They drop one Common die from the result of their choice.

Blade Dancer


An Aslak is a whirling menace of steel in battle. Their dance is as elegant as it is deadly, steal flashing with every twirl. The Aslak is an agile fighter, leaping and twirling around with grace and precision in combat. The most skilled of Aslak can hypnotize those who watch them dance.
Blade Dancer Specialization
Classes:Rogue
Requires: Communication (Performance) and Dexterity 3 or higher
Novice:
Whenever you generate stunt points you can use the Skirmish stunt once for free, but only to move yourself. You get Dexterity (Acrobatics) if you do not have it already.
Journeyman:
Your twirling movements are able to ward off attacks from all sides. You can use the Defensive Stance stunt for 1 stunt point.
Master:
You can twirl and dance around the battlefield with beautiful movements to entrance onlookers. You can make a Communication (Performance) vs. Constitution (Self-Discipline) test against all enemies within 10 yards that can see you. If they fail they take -2 to their defense and attack until the beginning of your next turn./td]

Beast Master


Combatants who specialize in animal training, knowing hit and fade tactics, and scouting are doubled with the assistance of a hunting beast. You take an animal companion if you don’t have one already. You and your companion become supernaturally bonded, partners in crime or heroism.
Beast Master Specialization
Classes:Mage, Monk, Rogue, Warrior
Requires:
If an Aashan with SPEAK WITH ANIMALS: Communication 1 or Higher If Not: Communication 2 or more and Animal Training (Novice) or greater
You have a special bond with the animal kingdom and have a unique animal companion to aid you in your adventures. You likely live among the animals and were possibly raised by them, though this specialization can also apply to animal tamers and trainers with an unusual rapport with their pets. Beastmasters are sometimes renamed based on the beasts they take as companions, such as Horselord or Bear friend. The abilities of the specialization remain the same regardless of what it is called.
Novice:
Gain an animal companion. This can be any normal animal up to and including a bear or similarly sized large beast. This creature is exceptional, being considered an Elite version of its type (see Chapter 9 of the Fantasy AGE Basic Rulebook). This animal will fight for you and can perform various tricks. If your companion dies it can be replaced, but finding and training a new beast takes 1d6 - the Beastmaster’s Communication months (minimum 1).
Journeyman:
You can communicate with animals, especially those of breeds and types you are most familiar with. You gain a +1 bonus on Communication-based tests with beasts of the same general type as your companion (canines, bears, etc.). In addition, your animal companion becomes Heroic (see ChaPter 9 of the Fantasy AGE Basic Rulebook).
Master:
Either your animal companion becomes Epic (see chapter 9 of the Fantasy AGE Basic Rulebook) or you may attract an additional Heroic beast or two additional Elite ones. Your Journeyman bonus to Communication also now applies to these new animals if they are of a different type.

Delver


Delvers are professional treasure-seekers and explorers who stalk through the ancient crypts, dungeons, and ruins of the world to find valuable secrets and treasure. Delvers are rarely shiny, heroic types from the storybooks. They are “get it done” pragmatists who are hired to do dirty jobs in dark places. Delvers are expert scavengers, able to find useful gear and valuable insights from scraps others ignore. Most delvers are rogues, but anyone can learn the trade with enough experience and drive.
Delver Specialization
Classes:Mage, Monk, Rogue, Warrior
Requires:
Must have a Perception and Dexterity of 2 or higher
You are an expert at dungeon-delving, ruins-exploring, and tomb-raiding.
Novice:
Your scavenging abilities are second to none. You can perform the Resources at Hand roleplaying stunt for 2 SP instead of its normal cost of 4 SP.
2SP
inspire: Your actions encourage others to acts of heroism and greatness. All allies within sight of you gain a +1 bonus to all Willpower (Morale) and WillPower (Courage) checks for the rest of the encounter. This bonus cannot be stacked with multiple uses of this stunt.
 
Journeyman:
In the field one lives by knowing the way as often as by fighting hard. You may reroll the results of any Intelligence (Cartography) and Intelligence (Navigation) tests but must keep the second result.
Master:
You are adept at acting during ambush. When you are surprised you still may take a minor action during the surprise round. When you surprise an enemy, you can take an extra minor action during the surprise round.

Diplomat

Sometimes, fighting isn’t the answer. Other times, fighting was the answer, but now you need someone to negotiate terms and treaties. In both cases, the diplomat shines. Part negotiator, part public-relations expert, this specialization is focused on making and keeping allies and connections while minimalizing enemies and nonviolently restricting their effectiveness, especially in political arenas.
Diplomat Talent
Classes:Mage, Monk, Rogue, Warrior
Requires: Must have Communication of 2 or higher. Must have the Linguistics or Oratory talent at Novice or higher.
Novice:
You are adept at social graces that win friends and avoid embarrassing faux pas. You may reroll tests with any one of the following abilities and focuses (pick one) but must take the second roll: Communication (Etiquette), Intelligence (Cultural Lore), and Intelligence (Heraldry).  
Journeyman:
You are excellent at operating within established rules and agreements to get the job done. Any Communication tests you make that take advantage of an established custom, treaty, contract, or agreement gain a +1 bonus and generate +1 SP if doubles are rolled. In addition, you can use your Novice degree with a second ability and focus from the choices from that degree.
Master:
The easily swayed can’t sway others. You may perform the Tower of Will roleplaying stunt for 2 SP instead of the usual 4 SP cost. In addition, you can use your Novice degree with a third ability and focus from the choices from that degree.

Duelist


Heavily armed and armored warriors may dominate the battlefields of the world, but duelists rule the streets and alleys of its cities. In such conditions, the quick blades and wits of duelists can be far more deadly than raw strength or brute force. They eschew cumbersome shields and fight with a weapon in each hand instead. These savvy fighters have even developed a suite of weapons customized for their style of fighting. The classic duelist fights with a rapier and either a main gauche or a spiked buckler in their off-hand, though some pride themselves on fighting with more unusual weapon combinations. duelist
Duelist
Classes:Rogue
Requires: Accuracy and Dexterity 2 or higher, and Dual Weapon Style (Novice).
You are a master of speed and precision on the battlefield.
Novice:
You learn the Dueling Weapon Group if you don’t know it already. When fighting in the Dual Weapon Style and using a melee weapon that uses Accuracy, you gain both +1 on your attack rolls and +1 Defense vs. melee attacks. (Normally when fighting in that style, you must choose between these benefits.)
Journeyman:
Your precise attacks hit opponents where it hurts. While fighting in the Dual Weapon Style, you inflict +1 damage with melee attacks.
Master:
Your pinpoint accuracy can find the gaps in your opponents’ armor, to devastating effect. When you perform the Pierce Armor stunt with a Melee Attack, your damage is penetrating. (That stunt normally halves your opponent’s Armor Rating, but penetrating damage allows you to ignore it altogether.)

Commander


You’re excellent at leading others in military and combat situations. Some commanders lead from the front, others command from afar, but all lend their keen tactical minds and charisma to the practice of war. Warlords are usually warriors, though they sometimes command great armies as well. Not everyone who leads an army into battle has this specialization, but many of the greatest generals do.
Commander Specialization
Classes:Mage, Monk, Rogue-possessing this specialization can take the Command talent if they wish, Warrior
Requires:
Must have Communication at 2 or higher and must possess Intelligence (Military Lore) and Communication (Leadership) focuses.
You have the training, knowled, talent, and will lead to armies into battle.
Novice:
You gain a special stunt: Inspire. You also gain a +1 bonus in tests to command larger forces in mass combat (see Fantasy Age Companion: Chapter5).
2SP
inspire: Your actions encourage others to acts of heroism and greatness. All allies within sight of you gain a +1 bonus to all Willpower (Morale) and WillPower (Courage) checks for the rest of the encounter. This bonus cannot be stacked with multiple uses of this stunt.
 
Journeyman:
You may rally your allies with your words and actions. Once per encounter, when you use the Inspire stunt, each ally in sight of you heals 1d6 + your Communication in Health.
Master:
You are skilled at creating opportunities for others. You may pass the benefits of the Set-Up stunt to multiple allies in a fight by paying +2 SP per extra ally affected.

Eldritch Champion

 
Few people have the aptitude for the arcane arts. While you may not be able to match a wizard in a spell duel, you have learned a few spells and have merged your martial expertise with your training in magic. Like the Sword Mage, you find the two arts quite complimentary, but you came about your magical training either by happenstance, being self-taught, or a monastery or martial clerical order. Regardless of how you come to these abilities, the result is a deadly fusion of magic and steel, until you become an Eldritch Champion who can withstand any foe.
Eldritch Champion
Classes:Rogue or Warrior
Requires: Dntelligence and Willpower 2 or higher
You meld the arts of magic and swordsmanship.
Novice:
You become a Novice in a magic talent of your choice. You gain 10 + Willpower magic points. Whenever you gain a new level, you gain an additional number of magic points equal to your Willpower. In addition, you're training with armor reduces the strain from casting in armor by 2 (but cannot reduce strain to less than 1).
Journeyman:
You become a Novice in a magic talent or gain a degree in one you already have. In addition, you're training with armor reduces the strain from casting in armor by an additional 1 (3 total; but cannot reduce strain to less than 1).
Master:
You become a Novice in a magic talent or gain a degree in one you already have. In addition, you're training with armor reduces the strain from casting in armor by an additional 1 (4 total; but cannot reduce strain to less than 1).

Hashashiya


You are a master of hit and fade tactics, whether in a crowd or in the shadows, whether up close or far away, ninjas can take out several enemies without ever being seen. The results of your incursions are always the same – A corpse – and no one ever knew you were even there.
Hashashiya
Classes:Rogue
Requires: Perception and Dexterity 2 or more and (Novice) status in Scouting Talent.
Novice:

Hashashiya are masters of disguise, even in crowded rooms or when casing or deceiving their target. If you fail a Communication (Disguise) test you may re-roll your result but must keep the second result (when you attempt to Dexterity (Stealth) while in a crowd a Communication (Disguise) test is used instead).
Journeyman:

You’re a master of the hit and fade. Enemies do not get attacks of opportunity against you when you move out of their attack range even if they use the ‘Press the Attack’ action.  
Master:
You are the stealth skirmisher. Once per round if you make a successful Dexterity (Stealth) or Communication (Disguise) test and immediately make an attack you may use the results of that test to (Disguise) or (Stealth) again and attempt to remain hidden after your attack as a free action.

Hunter

While most rogues are skilled stalkers, the hunter is an artist at trailing a target unseen. They learn how to both relentlessly track their prey and how to quickly bring them down once they catch up to them. Most hunters specialize in a particular type of creature, but the general abilities learned by this specialization are widely applicable.
Hunter Talent
Classes:Rogue
Requires: You must have a Perception of 2 or higher and the Perception (Tracking) focus.
You are a master tracker, a skilled hunter of people, monsters, and beasts.

Novice:

You can follow trails others miss and pick up lost trails with ease. If you fail a Perception (Tracking) test, you can re-roll it, but you must keep the results of the second roll.
Journeyman:
You can mark a target as your chosen prey. The prey doesn’t have to be present for you to mark it, but you must have its trail or something that belongs to it. Spend a minor action and declare a target marked. You gain a +1 bonus to Perception (Tracking) and Dexterity (Stealth) tests against this target. You may also do +1 damage against this target in combat. You may only have one target marked, but may switch to a new target with a minor action.
Master:
You are adept at picking up details and exploiting opportunities while you’re on the hunt. Any Exploration stunts involving a target you have marked can be performed at -1 SP compared to their normal cost

Pirate

You seek fortune and adventure on the high seas, and you’re quite good at it. While this specialization isn’t required to be a pirate or privateer, many of the most famous pirates have it. Pirates may also exist in non-marine environments where vehicles and merchant convoys are regularly raided by other vessels. Depending on the setting, there may be airship pirates, sand-sailing pirates, or pirates who pilot ships of bone on a sea of lost souls. All pirates are able to sail and fight competently, though their exact role in a pirate crew is likely determined by their class, focuses, and other aptitudes.
Pirate Talent
Classes:Mage, Monk, Rogue, Warrior
Requires: Fighting or Accuracy 2 or higher. Must possess the Dexterity (Sailing) focus.
Novice:
Your well developed “sea legs” and awareness of marine combat make you even more effective on the water than on land. You gain +1 Defense and +1 damage to attacks when fighting on a ship.  
Journeyman:
Years at sea make sailing second nature. You may reroll any Dexterity (Sailing) test but must take the second result.
Master:
You’ve internalized the pirate ideal of “there’s no such thing as a fair fight”. If attacking a foe who is prone, disarmed, or otherwise distracted or impaired (GM’s discretion), you can perform the Mighty Blow, Lethal Blow, or Lightning Attack stunts for 1 SP less than their normal cost.

Poison Master Talent


Monkey Kata Legend Talent
Classes: Rogue
Requirements: Intelligence 3 and Intelligence (Natural Lore) Focus.
Many declare a specific weapon group as the means to the greatest in the world... let them taste your creation in their tea.
The Art of Poisons
To learn a new recipe, a poisoner must find a teacher, which is generally either a poisoner of greater talent or a written record such as a book or scroll. Most high level poisoners guard their knowledge jealously, paranoid that it will be used against them or will undermine a monopoly they enjoy in their homeland. Books are hard to find. Those not destroyed by the zealous are often held under lock and key.
Novice:
You know two recipes from the Novice list and are able to craft poisons from the Novice poison list. Additionally, you are resistant to poison, only taking half damage from poison sources.
Poison Effect Make Cost Buy Cost
Crow Poison 1d6 Poison DMG 20 SP 1GP
Deathroot Extract Hallucinations 5 SP 25 SP
Hale's Dust -2 STR 10 SP 50 SP
Spider Venom -2 DEX 10 SP 50 SP
Journeyman:
You are able to craft poisons from the Journeyman poison list and are able to make your poisons more effective. Targets hit with your poisons suffer a -2 to Attack and Damage rolls until they succeed on a Constitution (Stamina) vs. 10 + your Intelligence test.

Poison Effect Make Cost Buy Cost
Adder's Kiss 2d6 + 4 Poison Damage 1 GP 5 GP
Concentrated
Crow Poison
2d6 Poison Damage, Delayed Initiative,
Stunt Restriction
70 SP 350 SP
Concentrated
Spider Venom
-4 Dex 60 SP 3GP
Fleshrot 1d6 Poison Damage, Actions lost to pain 80 SP 4 GP
Magebane Lose 2d6 Magic Points 80 SP 4 GP
 
Master:
You are able to craft poisons from the Master poison list. With you’re knowledge of toxins, you have learned to craft them into grenades. You can make a grenade which disperses a toxic cloud of one of the poisons from the Novice or Journeyman lists.
Poison Effect Make Cost Buy Cost
Ss'theen's Wrought Lose 4d6 Magic Points 130 SP 650 GP
Marrow Lock Major actions difficult and damaging 150 SP 750 SP
Quiet Death 2d6 Poison Damage, Fall to 0 Health 2 GP 10 GP

Marked

While body art is known in many cultures, the Marked take it to a new level. Their tattoos, scars, and other body modifications have been enchanted to provide exceptional abilities. Mages cannot be marked, their internal magic fouls these enchantments. However, some rogues and warriors find the power granted from becoming one of the Marked too good to pass up. Many Marked find work as monster-hunters and bodyguards, their arcane protections making them ideal candidates to face threats others avoid.
Marked Talent
Classes:Monk,Rogue,Warrior
Requires: You must have Constitution and Willpower 3 or higher, and the Willpower (Self-Discipline) focus.
Your body is host to numerous enchanted markings, scars, or tattoos.

Novice:

Gain one Mark from the following list:
  • Mark of Might: +1 damage in melee and +1 bonus to all Strength (Might) tests.
  • Mark of Speed: +1 speed and +1 bonus to all dexterity (initiative) tests.
  • Warding Marks: Reduce Spellpower of any spell targeting you by 2.
  • Bane Mark: Gain +2 bonus to attack and damage when fighting a class of creature (dragons, undead, etc.).
  • Mark of war: Store two one-handed weapons, one two-handed weapon, or a weapon and shield inside a mystical pocket dimension accessed through your mark. You can summon these weapons to your hands as a minor action.
  • Mark of Magic: You may gain the Arcane Blast power as if you were a mage.
  • SpiderMark: you can move along walls and ceilings at your normal speed.
  • FishMark: you can breathe underwater, suffer no penalties to operate underwater, and move at your normal speed while swimming.
  • Another mark of similar power level (with GM’s approval).
Journeyman:
Gain another Mark.
Master:
Gain another Mark. Furthermore, your body is now infused with mystic energies, granting you a natural Armor Rating of 2.

Razor

Assassins and many other sneaky fighters favor the dagger and knife, but none pursue the art of the short blade the way the razor does. Up close or ranged, the razor devotes themselves to the mastery of the knife. Many have particular styles of dagger or knife they prefer, but in truth they are deadly with everything from a fighting dirk to a sharp stick
Razor Talent
Classes:Rogue
Requires: Must have an Accuracy of 2 or higher. Must have the Accuracy (Light Blades) focus.
Novice:
In your hands daggers, knives and other small blade weapons are far more dangerous than their size and reach suggest. Treat any light blade you wield, including improvised ones, as doing 1d6+2 base damage in both melee combat and when thrown.  
Journeyman:
Your attacks with short blades are incredibly fast. You can perform the Lightning Attack and Dual Attack stunts for -1 SP less than their normal cost when using knives and daggers.
Master:
The mastery of your deadly art is complete. You may treat the Dual-Weapon Style, Throwing Weapon Style, and Single Weapon Style talents as being one degree higher than the highest degree you possess when you use them with a dagger or knife. If you do not possess one or more of these Style talents, you gain the benefits of the Novice degree in the talents you don’t possess.

Shadow Regent


Shadow Regent Talent
Classes: Rogue Requirements: You must have Dexterity 4 or higher and both the Dexterity (Legerdemain) and Dexterity (Stealth) focuses.
Accompanied by the shadows you've long made your friends, you move through life in an almost magical fashion.   Novice:
You may enter Stealth Mode as an activate action. Whilst in this mode you receive a +1 bonus to Dexterity (Stealth). Opponents find it hard to land telling blows on you. They suffer a -1 penalty when making melee or ranged attacks on you. If you perform a major action then your stealth is broken (although an attack would still count as being made against an unaware target).
Journeyman:
Throwing your voice, using billowing capes, tasseled weapons, and unpredictable movements you can make your enemies see double, confusing their senses. Any enemy attempting to attack you whilst you are in Stealth Mode must make a Perception (Seeing) test vs your Dexterity (Stealth) or suffer a –2 to any attack rolls directed at you (including additional attacks from special abilities and/or stunts).

Master: Your mastery of stealth and subterfuge enables you to maneuver effortlessly around the battlefield. You may now use major actions whilst in stealth mode but may only use basic attack actions. Any other kind of attack (including pinpoint attack or other special/stunt attacks) breaks Stealth Mode as normal.

Sharpshooter


Sharpshooters are crack shots who can take down enemies at a distance. Other than their extraordinary skill with missile weapons, most sharpshooters have little in common. Some are soldiers, others mercenaries for hire, and others wanderers trying to win prize money in shooting competitions. While sharpshooters are deadly with any ranged weapon, each has a favorite type and often a signature example that they have customized to their liking. To steal such a weapon is to ask for terrible retribution.
Sharpshooter Talent
Classes: Rogue Requirements: Dexterity and Perception 2 or higher and either Archery Style (Novice) or Thrown Weapon Style (Novice).
Novice: When you are drunk and go into your Monk Style, you go into Drunken Fist Style instead. You retain your usual Style bonuses and gain an additional +1 bonus to your damage rolls and Armor rating. However, you suffer a -2 penalty to Intelligence and Perception tests. This lasts until the end of the encounter or you take a short rest to end the effect.
Journeyman: Your body is a shield. If you fail a Constitution (Stamina) test you may re-roll but must keep the results of the second roll.
  Master: You are immune to the effects of poison, including alcohol poisoning. This does not affect the penalty you take at the Novice degree.

Soul Shot


Soul Shot Talent
Classes: Rogue Requirements: Accuracy and Willpower 2 or more.
Novice: You choose Black Powder, or one of your known weapon groups. Your attacks with your chosen weapon group count as magical.
Journeyman: You may substitute your Willpower for Intelligence, Perception, or Strength when calculating damage with your chosen weapon group.
Master: As long as you have greater Willpower than your target, when you stunt against them using your chosen weapon you can use the Mighty Blow Stunt for 1 SP instead of 2 SP.

Spy

Anyone can be a spy, that’s part of the effectiveness of the trade. However, you are a master of intrigue and espionage. Spies may work freelance or be employed by a particular organization or kingdom. In any event, they are often the unsung heroes and villains of many crises and events. Without spies, nations would face far more advanced threats without proper preparation
Spy Talent
Classes:Mage, Monk, Rogue, Warrior
Requires: You must have a Perception and Communication of 2 or higher. Must possess the Intrigue talent or Observation Talent at Novice or higher
Novice:
You are adept at assuming identities and impersonating others. You may reroll any Communication (Disguise) tests but must accept the second roll. You also learn a new language, one useful to your trade  
Journeyman:
You are trained to gather information quickly and accurately without being discovered. You may perform the Efficient and Speedy Search Stunts for 1 SP each instead of their normal costs of 2 SP each
Master:
You are incredibly hard to capture and keep imprisoned. You gain a +1 bonus to any tests that involve evading capture or escaping imprisonment.

Swashbuckler

A life of adventure for you! While many face great risk-seeking great rewards, for some the risks are rewards in and of themselves. These swashbucklers like nothing more than an opportunity to laugh in the face of danger and to show off their ability to handle it, not just with skill, but with style. Swashbucklers are the dashing rogues who swing from the rigging of pirate ships and leap from one careening wagon or horse to another, their tongues and their wits often as sharp as their blades.
Swashbuckler Talent
Classes: Rogue
Requirements: You must have Dexterity 2 or higher and the Dexterity (Acrobatics) focus.
You know how to fight with panache.  
Novice:
Nothing gets in your way. If you fail a Dexterity (Acrobatics) test, you can re-roll it, but must keep the results of the second roll. You can also perform the Taunt stunt for 1 SP instead of the usual 2.  
Journeyman:
You and your weapon are never parted. You cannot be disarmed; stunt points spent trying to part you from your weapon are wasted.  
Master:
You are a blur in combat. You can perform the Lighting Attack stunt for –1 SP (1 minimum).

Thief


Thief Specialization
Classes:Rogue
Requires: Dexterity 2 or more and (Novice) or greater in the Thievery Talent.
You know how to steal quickly and efficiently.
Novice:
You can use the Steal Action as a minor action instead of as a major action.
Journeyman:
If you fail a Dexterity (Legerdemain) test you may re-roll your results but must keep the second roll.
Master:
You gain the Mug Stunt cost 3 SP, you test your Dexterity (Legerdemain) vs. DC 10+ target’s Perception (Seeing) to steal or pocket an item as a free action.

Totem Warrior

While tribal warriors are renowned for their ferocity and experience, the totem warriors pursue even greater skill by channeling the atavistic power of natural spirits. Embracing a strong spiritual connection to a particular animal, they use rituals and ancient training to help them channel the animal’s power through their bodies. This not only adds to their capabilities in combat but strengthens their connection to the animal itself.
Totem Warrior Talent
Classes:Rogue, Warrior
Requires: Must have Willpower 2 or higher and Constitution 2 or higher
You channel the spirit of a great beast through you, making you fierce and powerful.  

Novice:

Pick an animal that serves at your totem. You are considered to have the Communication (Animal Handling) focus with this type of animal. If you already have this focus, it gives an additional +1 bonus when used with this type of animal. In addition, pick one of the following bonuses based on your totem.
  • Great hunter (wolf, tiger): +1 bonus on melee attack rolls.
  • Great beast (bear, shark): +1 bonus on melee damage.
  • Great bird of Prey (owl, hawk): +1 Speed.
  • Great survivor (stag, turtle): natural Armor rating of 1.
  • Great trickster (raven, Monkey): +1 Defense
JourneyMan:
You learn to channel the might and fury of your totem more full. Each totem can perform the listed stunt(s) for -1 SP cost. Stunts whose cost becomes 0 SP can still only be performed when stunt points are generated.  
  • Great hunter (wolf, tiger): Lightning Attack
  • Great beast (bear, shark): Lethal Blow
  • Great bird of Prey (owl, hawk): Skirmish.
  • Great survivor (stag, turtle): Stay Aware.
  • Great trickster (raven, Monkey): Taunt, Set Up
Master:
Your connection to your totem empowers and protects you. When you are wearing the hides, skins, or ornaments of your totem creature, you are considered to have an Armor Rating = Willpower +2. This armor has no penalties and is considered magical.

Umbra Agent


Umbra Agents are master spies and espionage experts., With their mastery of shadow arcana and natural talent, they are hard to pin down, and even harder to keep out of where they are not wanted. One should always keep an eye on the shadows, who knows if the shadows are watching back.
Umbra Agent
Class:Rogue Requires:Dexterity (Stealth) and Willpower 3 or higher   NOTE: You have an obsidian jewel that acts as your implement. You must have it somewhere on your person to use your Shadow Arcana. If it is lost or destroyed you can spend three days crafting a new one. You have MP equal to 10+ Willpower. You add your willpower to your MP every level.
Novice:
You have the Novice degree in Shadow Arcana.
Journeyman:
You have the Journeyman degree in Shadow Arcana. Additionally you learn the Dexterity (Acrobatics) focus if you do not have it already.
Master:
You have the Master degree in Shadow Arcana. If you attack an enemy from stealth, you deal an additional 1d6 damage.

WARRIOR SPECIALIZATIONS

 

Bard of Inspiration


Bard of Inspiration Talent
Classes:Mage, Monk, Rogue, Warrior
Requires: You must have Communication 2 or higher. You must possess the Performance talent at Novice or higher and at least one Lore-based Intelligence focus.
Novice:
By spending a major action and succeeding in a DC 13 Communication (Performance) test, a bard can spin a tale or sing a song to inspire an ally. This may happen before or during an encounter. An inspired ally may reroll one failed test. If not used by the next encounter, this reroll is lost. Bards may inspire multiple allies by spending additional actions or using the Sway the Crowd roleplaying stunt.
Journeyman:
Bards often remember stories and tales that provide useful insights. They can perform the That Makes Me Wonder exploration stunt for 2 SP instead of its usual cost of 3. Once per encounter, they can also add a +2 circumstance bonus to any Lore-based Intelligence test if they can provide a plausible explanation of how they remember a story, fable, or historical event that provides useful insight.
Master:
Bards can now inspire or demoralize whole groups with their performances. The bard takes a major action and makes a DC 13 Communication (Performance) test (for allies) or an opposed Willpower (Courage or Morale) test (for enemies) targeted at any group that can hear their performance clearly. Success means the bard can apply one of the following bonuses or penalties to the group, as appropriate: +1 to attack rolls, +1 to damage, +1 to Willpower tests, -1 to attack rolls, -1 to damage, -1 to Willpower tests. Modifiers can’t be stacked, but multiple actions can be taken to apply multiple modifiers to a single group. Note that what constitutes a “group” is left somewhat open to Narrator interpretation, but should always include a party of heroes or a group of adversaries of the same type (demon soldiers and fomoiri raiders, etc.)

Beast Hunter


There are countless fighting styles and techniques throughout the world, each designed around a specific philosophy or purpose. The Beast Hunters exist for but one purpose, the slaying of dangerous animals. They develop a knack for tracking and stalking these creatures, eventually cornering them and dealing the death blow. Through experience and training, the Beast Hunter will learn a creature’s weak spots and behaviors, ensuring that no prey survives their strike.
Beast Hunter Talent
Classes:Warrior
Requires: You must have Intelligence and Dexterity 3 or higher.
Novice:
You have learned to track creatures through all terrain. Gain +2 to any tests involving the searching, stalking, tracking etc of creatures. If you make an Aim action you gain a bonus to damage equal to half your Intelligence (rounded down) when attacking any adversaries up to Typical size.
Journeyman:
You gain the damage bonus (from novice) when attacking adversaries up to Large size and your full Intelligence against Typical sized adversaries. Bonus damage becomes piercing.
Master:
You gain the damage bonus when attacking adversaries up to Enormous size and your full Intelligence against Large-sized adversaries. You are so skilled that this bonus damage becomes penetrating.

Berserker


Berserker Talent
Classes:Warrior
Requires: Strength and Willpower 2 or higher.
You use your rage as a weapon.  
Novice:
You can drive yourself into a killing frenzy. First, you must use the Activate action to become Berserk. You receive a +2 bonus on Willpower (Courage) and Willpower (Morale) tests while Berserk. You also receive a +1 bonus on your damage rolls in melee combat. However, you suffer a –1 penalty to Defense and to Perception tests while Berserk. You return to normal at the end of the encounter or if you force yourself out of your berserk state with another Activate action.  
Journeyman:
Your rage becomes more potent. While Berserk you gain the same bonuses and penalties as described in the Novice entry, but your bonus damage in melee combat increases to +3.
Master:
Your fury is unstoppable! When Berserk, you can perform the Lethal Blow stunt for 4 stunt points instead of the usual 5.

Beast Master


Combatants who specialize in animal training, knowing hit and fade tactics, and scouting are doubled with the assistance of a hunting beast. You take an animal companion if you don’t have one already. You and your companion become supernaturally bonded, partners in crime or heroism.
Beast Master Specialization
Classes:Mage, Monk, Rogue, Warrior
Requires:
If an Aashan with SPEAK WITH ANIMALS: Communication 1 or Higher If Not: Communication 2 or more and Animal Training (Novice) or greater
You have a special bond with the animal kingdom and have a unique animal companion to aid you in your adventures. You likely live among the animals and were possibly raised by them, though this specialization can also apply to animal tamers and trainers with an unusual rapport with their pets. Beastmasters are sometimes renamed based on the beasts they take as companions, such as Horselord or Bear friend. The abilities of the specialization remain the same regardless of what it is called.
Novice:
Gain an animal companion. This can be any normal animal up to and including a bear or similarly sized large beast. This creature is exceptional, being considered an Elite version of its type (see Chapter 9 of the Fantasy AGE Basic Rulebook). This animal will fight for you and can perform various tricks. If your companion dies it can be replaced, but finding and training a new beast takes 1d6 - the Beastmaster’s Communication months (minimum 1).
Journeyman:
You can communicate with animals, especially those of breeds and types you are most familiar with. You gain a +1 bonus on Communication-based tests with beasts of the same general type as your companion (canines, bears, etc.). In addition, your animal companion becomes Heroic (see ChaPter 9 of the Fantasy AGE Basic Rulebook).
Master:
Either your animal companion becomes Epic (see chapter 9 of the Fantasy AGE Basic Rulebook) or you may attract an additional Heroic beast or two additional Elite ones. Your Journeyman bonus to Communication also now applies to these new animals if they are of a different type.

Champion

 
Mortal worshippers of the gods come into various orders, cloister, and martial. Being a champion, you are among those that fight for your cause, and your people. You focus on improvement at an ever-constant rate, represented by the Arcana that you gain access to: Heroic!
Champion Talent
Classes:Warrior
Requires: Fighting of 2 or higher, Willpower (Self-Discipline) focus and one of the following: Single Weapon Style (Novice), Two-handed Style (Novice), or Weapon and Shield Style (Novice)
You use your divinely granted boons to aid others in a limited capacity
Novice:
Gain access to the Novice spells of the Heroic Arcana. You make spell tests with a Willpower (Self-Discipline) roll. You can use two novice level Heroic Arcana spells per day. Additionally, -1 SP for a smiting Mighty Blow stunt.  
Journeyman:
You can cast the Journeyman Heroic Arcana spell once per day. You can cast an additional Novice spell per day. Additionally -1 for a Smiting Pierce Armor.
Master:
You can cast the Master level Heroic Arcana spell once per day. Gain an additional Journeyman Casting and a Novice casting per day. You can also choose one spell stunt you can perform for –1 SP when casting Heroic Arcana spells. Additionally -1 for a smiting lethal blow.

Commander


You’re excellent at leading others in military and combat situations. Some commanders lead from the front, others command from afar, but all lend their keen tactical minds and charisma to the practice of war. Warlords are usually warriors, though they sometimes command great armies as well. Not everyone who leads an army into battle has this specialization, but many of the greatest generals do.
Commander Specialization
Classes:Mage, Monk, Rogue-possessing this specialization can take the Command talent if they wish, Warrior
Requires:
Must have Communication at 2 or higher and must possess Intelligence (Military Lore) and Communication (Leadership) focuses.
You have the training, knowled, talent, and will lead to armies into battle.
Novice:
You gain a special stunt: Inspire. You also gain a +1 bonus in tests to command larger forces in mass combat (see Fantasy Age Companion: Chapter5).
2SP
inspire: Your actions encourage others to acts of heroism and greatness. All allies within sight of you gain a +1 bonus to all Willpower (Morale) and WillPower (Courage) checks for the rest of the encounter. This bonus cannot be stacked with multiple uses of this stunt.
 
Journeyman:
You may rally your allies with your words and actions. Once per encounter, when you use the Inspire stunt, each ally in sight of you heals 1d6 + your Communication in Health.
Master:
You are skilled at creating opportunities for others. You may pass the benefits of the Set-Up stunt to multiple allies in a fight by paying +2 SP per extra ally affected.

Delver


Delvers are professional treasure-seekers and explorers who stalk through the ancient crypts, dungeons, and ruins of the world to find valuable secrets and treasure. Delvers are rarely shiny, heroic types from the storybooks. They are “get it done” pragmatists who are hired to do dirty jobs in dark places. Delvers are expert scavengers, able to find useful gear and valuable insights from scraps others ignore. Most delvers are rogues, but anyone can learn the trade with enough experience and drive.
Delver Specialization
Classes:Mage, Monk, Rogue, Warrior
Requires:
Must have a Perception and Dexterity of 2 or higher
You are an expert at dungeon-delving, ruins-exploring, and tomb-raiding.
Novice:
Your scavenging abilities are second to none. You can perform the Resources at Hand roleplaying stunt for 2 SP instead of its normal cost of 4 SP.
2SP
inspire: Your actions encourage others to acts of heroism and greatness. All allies within sight of you gain a +1 bonus to all Willpower (Morale) and WillPower (Courage) checks for the rest of the encounter. This bonus cannot be stacked with multiple uses of this stunt.
 
Journeyman:
In the field one lives by knowing the way as often as by fighting hard. You may reroll the results of any Intelligence (Cartography) and Intelligence (Navigation) tests but must keep the second result.
Master:
You are adept at acting during ambush. When you are surprised you still may take a minor action during the surprise round. When you surprise an enemy, you can take an extra minor action during the surprise round.

Diplomat

Sometimes, fighting isn’t the answer. Other times, fighting was the answer, but now you need someone to negotiate terms and treaties. In both cases, the diplomat shines. Part negotiator, part public-relations expert, this specialization is focused on making and keeping allies and connections while minimalizing enemies and nonviolently restricting their effectiveness, especially in political arenas.
Diplomat Talent
Classes:Mage, Monk, Rogue, Warrior
Requires: Must have Communication of 2 or higher. Must have the Linguistics or Oratory talent at Novice or higher.
Novice:
You are adept at social graces that win friends and avoid embarrassing faux pas. You may reroll tests with any one of the following abilities and focuses (pick one) but must take the second roll: Communication (Etiquette), Intelligence (Cultural Lore), and Intelligence (Heraldry).
Journeyman:
You are excellent at operating within established rules and agreements to get the job done. Any Communication tests you make that take advantage of an established custom, treaty, contract, or agreement gain a +1 bonus and generate +1 SP if doubles are rolled. In addition, you can use your Novice degree with a second ability and focus from the choices from that degree.
Master:
The easily swayed can’t sway others. You may perform the Tower of Will roleplaying stunt for 2 SP instead of the usual 4 SP cost. In addition, you can use your Novice degree with a third ability and focus from the choices from that degree.

Faris


Farisan are champions of their faith and their people, in that order. Each warrior is bound tightly to one faith and one deity or recognized pantheon, much more so than even paladins, who are often attracted to the concepts of “good” and “law” in and of themselves, without concerning gods. This devotion to faith does not negate the thought processes of the farisan. One popular legend about this group describes a faris who is deceived by an evil priest into acting against his god. The holy warrior recovers himself, slays the priest, and goes on to fight valiantly in the service of his deity. This legend has several variations, and the class of tale is dubbed tahrik min qad, which means “moving through the flame.”
Faris Talent
Classes:Warrior
Requires: Must have Communication and Strength of 2 or higher.
You are the elite of Holy Warriors. Champions, Clergymen, and Faris of other races are heretics to be barely tolerated at best. If they will not join you, they are to die. To die for your cause is one of the greatest virtues in life.
Novice:
Your battle roar intimidates your opponents. When you take the Charge action, you can shout a war cry that gives all enemies within 8 yards of your charge’s final position a –1 on attack rolls on their next turn.
Journeyman:
You can lead your allies in an inspired defense. First, you must use the activate action to enter Rally mode. Your allies within 24 feet gain a +1 Defense and a +1 on Willpower (Morale) tests while this mode is active. You can end Rally with another activate action.
Master:
Your presence on the battlefield cannot be ignored. When in Rally mode, your Journeyman effects affect allies within 36 feet of you. They also receive a +1 bonus on Willpower (Courage) tests and inflict +1 damage with melee attacks.

Gangster

While rogues often find work in various criminal institutions, in truth anyone of a certain “flexible and pragmatic moral outlook” can become a gangster. Gangsters are the soldiers and bosses of various criminal cabals and syndicates found in most campaign settings. Gangsters specialize in using fear and intimidation as part of various criminal activities and they’re often considered to be more dangerous when working together than when they operate alone.
Gangster Talent
Classes:Mage, Monk, Rogue, Warrior
Requires: Must have a Willpower of 2 or higher and the Strength (Intimidation) focus or Communication (Deception) focus.
You are an important part of the world’s organized crime.

Novice:

Your jibes and threats are quick, brutal, and hard to ignore. You can perform the Taunt or Threaten stunts for 1 SP instead of their usual cost of 2 SP.
Journeyman:
You are exceptional at taking advantage of opportunities to push others to their limits through threats and careful lies. Any Communication (Deception) or Strength (Intimidation) tests you make that generate stunt points generate +1 SP than normal.
Master:
You are one of the movers and shakers of the underworld. You are considered to have the Contacts (Master) talent which you can only use with criminals, thieves, murderers, and other low-lives. If you already have the Contacts talent at Master or gain it later, you instead get a +2 circumstantial bonus with tests involving criminals and using that talent.

Gladiator

You may not have been born in the arena, but you were reborn there. Learning to fight in numerous contests of arms for sport and reward, you are adept at both taking lives and thrilling crowds. Many gladiators began as captives or slaves, but this specialization is appropriate to any pit-fighter or prizefighter. This specialization can represent both barehanded brawlers and weapon-wielding pit-fighters.
Gladiator Talent
Classes:Warrior
Requires: Must have a Constitution of 2 or higher and the Strength (Intimidation) or Communication (Performance) focus.
You excel in personal contests of arms, especially in front of a crowd.  

Novice:

You excel at disabling and dispatching foes. You can deliver a Coup De Grace as a minor action and when you Knock Out a foe they stay unconscious for twice the usual time (4d6 minutes)  
Journeyman:
You know how to land your words as well as your blows. When using the Threaten or Taunt stunts, the effects of each stunt lasts for an additional turn.
Master:
Are you not entertained? Immediately after defeating an opponent, you can make a Communication-based free action to frighten, persuade, or otherwise influence any onlookers watching the battle. You may use the Sway the Crowd stunt for 1 SP instead of its usual cost of 2 if you generate SP on this role.

Guardian


Guardian Talent
Classes:Warrior
Requires: Constitution and Dexterity 2 or higher and the Weapon and Shield Style (Novice).
You know how to protect others.
Novice:
You can protect an ally with the tactical use of your shield and body. Choose an ally and enter Guardian mode with an Activate action. When this ally is adjacent to you, they gain a +2 to their Armor Rating. However, each time your ally takes damage, you take 2 points of penetrating damage. You can choose to switch your protection to a different ally with a free action. You can leave Guardian mode with a free action.
Journeyman:
Once you plant yourself, you cannot be moved. While in Guardian mode, the Skirmish and Knock Prone stunts have no effect on you.  
Master:
Those who attack the one you guard suffer the consequences. When you are in Guardian mode and an opponent successfully hits or damages your protected ally, you can immediately attack that opponent (moving up to 6 feet to get adjacent if necessary) as a free action, generating stunt points as usual. You may only do this once per round. After the attack, the normal initiative order resumes. This retaliation does not count as your turn.

Marked

While body art is known in many cultures, the Marked take it to a new level. Their tattoos, scars, and other body modifications have been enchanted to provide exceptional abilities. Mages cannot be marked, their internal magic fouls these enchantments. However, some rogues and warriors find the power granted from becoming one of the Marked too good to pass up. Many Marked find work as monster-hunters and bodyguards, their arcane protections making them ideal candidates to face threats others avoid.
Marked Talent
Classes:Monk,Rogue,Warrior
Requires: You must have Constitution and Willpower 3 or higher, and the Willpower (Self-Discipline) focus.
Your body is host to numerous enchanted markings, scars, or tattoos.

Novice:

Gain one Mark from the following list:
  • Mark of Might: +1 damage in melee and +1 bonus to all Strength (Might) tests.
  • Mark of Speed: +1 speed and +1 bonus to all dexterity (initiative) tests.
  • Warding Marks: Reduce Spellpower of any spell targeting you by 2.
  • Bane Mark: Gain +2 bonus to attack and damage when fighting a class of creature (dragons, undead, etc.).
  • Mark of war: Store two one-handed weapons, one two-handed weapon, or a weapon and shield inside a mystical pocket dimension accessed through your mark. You can summon these weapons to your hands as a minor action.
  • Mark of Magic: You may gain the Arcane Blast power as if you were a mage.
  • SpiderMark: you can move along walls and ceilings at your normal speed.
  • FishMark: you can breathe underwater, suffer no penalties to operate underwater, and move at your normal speed while swimming.
  • Another mark of similar power level (with GM’s approval).
Journeyman:
Gain another Mark.
Master:
Gain another Mark. Furthermore, your body is now infused with mystic energies, granting you a natural Armor Rating of 2.

Outrider

You are a skilled rider known for speed and fast attacks. This specialization is in contrast to the Knight, as you favor practicality and unity with your mount over chivalrous honor and glory. Outriders make excellent scouts and skirmishers, and some armies employ whole units of them as fast-moving shock troops.
Outrider Talent
Classes:Warrior
Requires: You must have Dexterity of 2 or higher, and the Horsemanship talent at Novice or higher.
Novice:
You and your mount move so well together you seem as one creature. Your Defense while mounted (for both you and your mount) is equal to the highest of your two Defense ratings  
Journeyman:
You strike and retreat with alarming speed. When using the Skirmish stunt to move yourself while mounted, you may move 4 yards per SP instead of the usual 2.
Master:
When someone attacks you while you are mounted, you (not your attacker) decide if you or your mount takes the damage. You cannot split the damage from a single attack, but you may assign the effects of a Lightning or Dual attack as desired.

Paladin


Warriors devoted to a holy or higher cause, the paladin can be a paragon of virtue or the plated fist of an oppressive theology. Heavily armored, battle-ready, and imbued with divine (or infernal) power, this specialization requires a warrior to maintain a strong connection to those they serve and to hold their oaths to such powers as sacrosanct. Most paladins favor heavy armor and weapons, but this isn’t a requirement.
Paladin Talent
Classes:Warrior
Requires: Must have Fighting of 2 or higher and the Willpower (Faith) focus.
You are a holy warrior for a higher power.
Novice:
You may channel your faith into powerful attacks to smite the unrighteous. When performing a Mighty or Lethal Blow stunt against an enemy of your faith, you may add your Willpower to the total damage done.
Journeyman:
You are protected by your gods against outside corruption. You may always use Willpower (Faith) against attempts to sway you from your sworn duties, mind control, and mind-altering effects from enemies of your faith, regardless of what ability and focus is normally used to defend against such attempts.
Master:
You can keep others alive by channeling divine energies through your touch as a major action. The target stabilizes and is out of mortal danger. You also have a chance to save the recently deceased. If a target has recently died, you may attempt a Willpower (Faith) test vs. DC = 5 + (Number of rounds since the target died x3). Success means the target comes back to life, their soul wrenched from the hands of the Death Ifreet. Any stunt points generated by this test are granted to the target as Health. You may only attempt to resuscitate a recently dead character once. If you fail, they remain deceased.

Pirate

You seek fortune and adventure on the high seas, and you’re quite good at it. While this specialization isn’t required to be a pirate or privateer, many of the most famous pirates have it. Pirates may also exist in non-marine environments where vehicles and merchant convoys are regularly raided by other vessels. Depending on the setting, there may be airship pirates, sand-sailing pirates, or pirates who pilot ships of bone on a sea of lost souls. All pirates are able to sail and fight competently, though their exact role in a pirate crew is likely determined by their class, focuses, and other aptitudes.
Pirate Talent
Classes:Mage, Monk, Rogue, Warrior
Requires: Fighting or Accuracy 2 or higher. Must possess the Dexterity (Sailing) focus.
Novice:
Your well developed “sea legs” and awareness of marine combat make you even more effective on the water than on land. You gain +1 Defense and +1 damage to attacks when fighting on a ship.  
Journeyman:
Years at sea make sailing second nature. You may reroll any Dexterity (Sailing) test but must take the second result.
Master:
You’ve internalized the pirate ideal of “there’s no such thing as a fair fight”. If attacking a foe who is prone, disarmed, or otherwise distracted or impaired (GM’s discretion), you can perform the Mighty Blow, Lethal Blow, or Lightning Attack stunts for 1 SP less than their normal cost.

Sniper


A marksman with no equal. The sniper takes down targets from afar, keeping their presence hidden. Few things are more feared in combat then the sniper, as you never know where the round will come from, but when it does come, you’ll know.
Berserker Talent
Classes:Warrior
Requires: Weapon Focus (Black Powder) and Accuracy 3 or higher
Novice:
A steady breath and a keen eye line up the perfect shot. When you use the Take Aim minor action, the bonus increases to +2  
Journeyman:
With practiced ease you chamber another round, searching for your next target. Whenever you generate stunt points, you can use the Quick Reload stunt once for free.
Master:
Your deadly accuracy places the rounds just right for maximum damage. You can perform the Lethal Blow stunt for 4SP. Additionally the max range of your weapon is doubled.

Spy

Anyone can be a spy, that’s part of the effectiveness of the trade. However, you are a master of intrigue and espionage. Spies may work freelance or be employed by a particular organization or kingdom. In any event, they are often the unsung heroes and villains of many crises and events. Without spies, nations would face far more advanced threats without proper preparation
Spy Talent
Classes:Mage, Monk, Rogue, Warrior
Requires: You must have a Perception and Communication of 2 or higher. Must possess the Intrigue talent or Observation Talent at Novice or higher
Novice:
You are adept at assuming identities and impersonating others. You may reroll any Communication (Disguise) tests but must accept the second roll. You also learn a new language, one useful to your trade  
Journeyman:
You are trained to gather information quickly and accurately without being discovered. You may perform the Efficient and Speedy Search Stunts for 1 SP each instead of their normal costs of 2 SP each
Master:
You are incredibly hard to capture and keep imprisoned. You gain a +1 bonus to any tests that involve evading capture or escaping imprisonment.

Slayer

All warriors learn to fight. Most learn to kill. Slayers learn to kill a certain type of foevery effectively. Slayers may be driven by vengeance, chosen by fate, or spurred by the thrill of battling a particular category of foes. Slayers often make a living killing their chosen foes for those who wish them disposed of. Depending on the creature and the individual slayer, this may mean they will be heralded as a hero…or reviled as a villain.
Slayer Talent
Classes:Warrior
Requires: You must have a Fighting of 2 or higher and Willpower of 2 or higher.
You have devoted yourself to the destruction of a foe and honed your skills in fighting them.

Novice:

Pick a category of creature you have chosen to slay. You do +1 damage and gain +1 Defense when battling creatures of that type. Some basic categories are: demons, undead, dragonkind, faerie, giants, shapechangers, and beasts (nonmonstrous or non-supernatural animals). GMs and players can work together to expand or refine these categories to suit the needs of their campaigns.
Journeyman:
You may use the Lethal Blow stunt against the category of creature you have chosen to slay for 3 SP instead of the 5 SP. You also gain a +1 bonus to Dexterity (Initiative) tests in combat against such creatures.
Master:
Treat a combat style (One-Handed, Dual Weapon, etc.) as if it is one degree higher when fighting the category of creature you have chosen to slay.

Totem Warrior

While tribal warriors are renowned for their ferocity and experience, the totem warriors pursue even greater skill by channeling the atavistic power of natural spirits. Embracing a strong spiritual connection to a particular animal, they use rituals and ancient training to help them channel the animal’s power through their bodies. This not only adds to their capabilities in combat, but strengthens their connection to the animal itself.
Totem Warrior Talent
Classes:Rogue, Warrior
Requires: Must have Willpower 2 or higher and Constitution 2 or higher
You channel the spirit of a great beast through you, making you fierce and powerful.  

Novice:

Pick an animal that serves at your totem. You are considered to have the Communication (Animal Handling) focus with this type of animal. If you already have this focus, it gives an additional +1 bonus when used with this type of animal. In addition, pick one of the following bonuses based on your totem.
  • Great hunter (wolf, tiger): +1 bonus on melee attack rolls.
  • Great beast (bear, shark): +1 bonus on melee damage.
  • Great bird of Prey (owl, hawk): +1 Speed.
  • Great survivor (stag, turtle): natural Armor rating of 1.
  • Great trickster (raven, Monkey): +1 Defense
JourneyMan:
You learn to channel the might and fury of your totem more full. Each totem can perform the listed stunt(s) for -1 SP cost. Stunts whose cost becomes 0 SP can still only be performed when stunt points are generated.  
  • Great hunter (wolf, tiger): Lightning Attack
  • Great beast (bear, shark): Lethal Blow
  • Great bird of Prey (owl, hawk): Skirmish.
  • Great survivor (stag, turtle): Stay Aware.
  • Great trickster (raven, Monkey): Taunt, Set Up
Master:
Your connection to your totem empowers and protects you. When you are wearing the hides, skins, or ornaments of your totem creature, you are considered to have an Armor Rating = Willpower +2. This armor has no penalties and is considered magical.

Manafaris

Manafaris are feared, opponents. Skilled in both melee combat and able to augment themselves with the magic of mana. As versatile as they are skilled, Manafaris are not to be underestimated.
Manafaris Talent
Classes:Warrior
Requires: Focus: Intelligence (Arcane Lore) and Willpower 3 or higher.
Novice:
You can pick one Arcana to progress in and gain the Novice degree in that Arcana. You have MP equal to 10+ Willpower. When you gain a level you add your willpower to your MP. Additionally you can choose a weapon you are trained in to act as your implement.  
Journeyman:
You get the Journeyman degree in your chosen Arcana. Your bond with your chosen weapon strengthens. As long as you are within 100 yards of your weapon you can summon it to your hand as an Activate action. The benefit from the Armor Training talent crosses into casting strain as well as Dexterity.
Master:
You get the Master degree in your chosen Arcana. You can choose one spell from the Novice our Journeymen list of your chosen Arcana. The Target Number and MP cost for the chosen spell are reduced by -2.

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