Trainings List

Filter Trainings

Spymaster

Discipline

Idea

Allies Everywhere

Your enemies should beware, you have allies everywhere.

  • Spend a contacts to enter a Scene you were not otherwise in (this might mean the person in the scene you just were in was a body double).
  • Spend a contacts to have non Player Character Ally (relevant to the area) appear in a Scene.

Paladin

Discipline

Idea

Alms

Your quests inspire all to lend a hand.

  • You can have 1 additional faith.
  • When you succeed at a Social Action you gain a faith.
  • When purchasing or bartering for items you may spend faith as though it were silver coins.

Mercenary

Discipline

Idea

Always Ready

Your weapons and tools are always at the ready.

Hunter

Discipline

Idea

Ambush Hunter

You have mastered always out acting your prey.

  • You always act first in Combat if your prey is an enemy.
  • After your first Action in a Combat you may declare a new prey among the enemies.

Beastmaster

Discipline

Idea

Animal Affinity

Animals naturally like you and want to help you.

  • You consider all non-hostile non-humanoid Characters to be Ally
  • If Mounted When targeted with an Attack you may instead choose to have your mount suffer the Attack if not already targeted.
  • If Mounted When your mount is targeted with an Attack you may instead choose to suffer the Attack yourself if not already targeted.

Beastmaster

Discipline

Mastery

Animal Empath

You are in tune with animals and creatures and can growl, bark, and move in a way they understand.

  • You get a (+2) to Skill Test to interact with non-humanoids.
  • You can communicate with non-intelligent non-humanoids as though you were speaking a shared language.

Arcanist

Discipline

Idea

Arcana Expert

You have a better understanding of how to weave magic. Your character can perform Ritual Magic to:

  • Create Harmonic Magic-Items.
  • Summon an animal that obeys.
  • Conjure more complex items that will be missed.
  • Teleport an exact item to yourself.

Crafting Cost: Size of target item in Exotic Materials + Size of target item in Artisan Materials + a Reagent-Bag charge.

Arcanist

Discipline

Mastery

Arcana Master

You have an exceptional understanding of how to weave magic. Your character can perform Ritual Magic to:

  • Create Discordant Magic-Items.
  • Summon a magical creature that obeys.
  • Conjure an exact item of need (the owner may be angry about this).

Crafting Cost: Size of target item in Exotic Materials, but must be two separate Materials + Size of target item in Artisan Materials + a Reagent-Bag charge.

Arcanist

Discipline

Introduction

Arcanist

You have learned how weave magic, creating and imbuing with magic.

Your character can perform Ritual Magic to:

  • Create Ephemeral Magic-Items.
  • Teleport a nearby item to yourself.
  • Summon a familiar that obeys
  • Conjure simple items that won’t be missed (from wherever you take them).

Crafting Cost: 1 size of Artisan Materials + a Reagent-Bag charge.

Mercenary

Discipline

Idea

Army Of One

You stand alone, maneuvering around even the greatest threats.

  • You overwhelm when you are outnumbered In-Melee.
  • Once per downtime as a Free Action you can become Exerted to count as overwhelm for the remainder of the Scene.

Assassin

Discipline

Introduction

Assassin

You take every opportunity to exploit your enemies and leverage your allies.

Assassin

Discipline

Mastery

Assassinate

You are an expert at taking life and perform the skill with ease.

  • When you exploit you deal an additional damage.
  • When you attack a target that isn’t aware of you, your weapons damage is the greater of, its damage, or 10.
  • If you Defeat an enemy you may exploit. An exploit cannot cause an exploit.

Rogue

Discipline

Mastery

Attrition

You wear out even the greatest enemy.

  • Whenever you cause off balance or an opponent acts while off balance they suffer 1 Damage plus an additional per time they have suffered damage from attrition. This cannot be reduced in any way.

Assassin

Discipline

Idea

Backstab

The second someone stops looking at you, you become a problem.

  • After any Character other than yourself performs a Successful Attack you may exploit.
  • When you kill or otherwise incapacitate a character you don’t leave evidence behind including a corpse.

Beastmaster

Discipline

Introduction

Beastmaster

You know how to work with animals well.

  • You ignore any penalties related to being on a Mount.
  • Every non-human Ally provides additional camp storage equal to:
    • 2 if smaller than a human.
    • 5 if about the same size.
    • 10 if larger.

Mercenary

Discipline

Idea

Better Than One

You can make the most of things, two hands are better than one.

  • While you overwhelm, if you perform an Action using only 1 hand you may perform an additional Action with your second hand as a Free-Action.

Scholar

Discipline

Idea

Book Worm

You always have your nose in a book.

  • You can read a book in an incredibly short amount of time.
  • You memorize any words or images you see.
  • If someone references a text once per Downtime you may declare that you have already read it (and to function as a living book able to recite it).

Mystic

Discipline

Idea

Borrowed Soul

The dead dance to your whims.

  • When an entity dies near you you may as an Action to:
    • Have it become a temporary Ally, it has no Integrity, can’t be targeted, and disappears after performing 1 Action which it does immediately.
    • Force it to answer a question to the best of its ability.
    • Have its soul linger for use in rituals.

Trader

Discipline

Idea

Bulk Buyer

You can take advantage of fluctuations in local markets.

  • Whenever you enter a new place the Game Master will decide a Materials that the settlement has an abundance of, and one it is lacking. Unless something drastic changes about the world these will be consistent every time you visit this place.
  • Once per visit in a place you may:
    • Purchase the abundant material at a 10% discount (rounding total cost up).
    • Sell the lacking material at a 10% markup (rounding total cost down).

Burglar

Discipline

Introduction

Burglar

You know how to stay out of sight and out of mind.

  • If within Reach of something you could use to hide, as a Free Action you can vanish.
  • After you vanish everyone loses track of you, isn’t aware of you, etc. If you perform any Action you will need to continue to hide, move silently, etc. to remain hidden.

Commander

Discipline

Idea

Chess Master

You are always attempting to stay one step ahead of enemies.

  • You choose Who Goes First in Combat.
  • You may perform a command without spending authority at the beginning of combat before the first Character.
  • When another Player Character has something happen to them your character is not aware of, you can spend an authority to intuit their current situation and have full knowledge of it.

Healer

Discipline

Idea

Combat Doc

You know how to get into the thick of it.

Commander

Discipline

Introduction

Commander

You can coordinate large groups, causing them all to act.

  • At the beginning of Combat you gain authority. You may spend authority to command. Authority is set to 0 during Downtime.
  • You can command all Ally to perform the following as you do:
    • As an Action all reload their weapons (this may not fully prepare slow loading weapons).
    • As a Free Action all move in a direction.
    • As a Free Action move to a point or target.
    • As a Free Action move to cover.
    • As an Action all access items on their person.
  • You may spend an authority to allow an Ally to Aid without meeting the requirements.

Dynamist

Discipline

Idea

Conduit

You are sensitive to shifts in magic, and can absorb great amounts of power.

  • You always know if something is magical in nature.
  • When performing Spirit you may opt to automatically succeed on a skill test and on the following table to see what happens to you:
1d6 Outcome
1 Suffer 4 Damage and you are On-Fire.
2-3 Suffer 4 Damage.
4-5 Nothing Happens.
6 You may perform another Action.

Crafter

Discipline

Introduction

Crafter

You have the spark of creation, you can create things.

Arcanist

Discipline

Idea

Creative Imbuing

You have learned to weave magic into everything. When creating Magic-Items you can also use as a vessel:

Thing Size (For costs)
A Body Part 2
A Character 5
A Place 5

A magic body part or character always counts as Binding.

Trader

Discipline

Mastery

Day Trader

Money is always moving and exchanging hands. You move it around with ease.

  • Currency has no Size for you and your Ally, and is considered weightless.
  • Currency is never physically on you or your Ally person, thus it cannot be stolen, inspected, confiscated, etc.

Rogue

Discipline

Idea

Defy Death

You seem to always wriggle your way out of any problem.

Commander

Discipline

Idea

Delegate

You can push your allies to act at a moments notice and rely on them to perform.

Rogue

Discipline

Idea

Disruptor

You keep even the greatest of foes off balance.

  • When someone would stop being off balance you may become Exerted for them to remain off balance.
  • Enemies that are off balance cannot use abilities that require becoming Exerted.

Paladin

Discipline

Mastery

Divine Champion

Your faith is shared by all.

  • You can have 2 additional faith.
  • You may spend faith on others as you could yourself.

Driver

Concept

Introduction

Driver

You specialize in taking people from one place to another.

Dynamist

Discipline

Idea

Dynamism Expert

You have increased experience shaping energy to your will. Your character can perform Channelled Magic to:

  • Change the weather and environment.
  • Disrupt a spell of an expert level.
  • Temporarily disrupt a curse or enchantment.
  • Disable the abilities or powers of a character/creature.
  • Create a shield against a specific element around an area.
  • Create a simple rule that manipulates reality near you.
  • When you perform a magic attack it deals +1 Damage.
  • Additional meta magic:
    • (-3) you can give a magic attack Area.
    • (-2) you can give a magic attack EMP

Requires 2 Magical Energy and a Focus

Dynamist

Discipline

Mastery

Dynamism Master

You have an almost complete understanding of shaping energy to your will. Your character can perform Channelled Magic to:

  • Change the environment and weather in unnatural and unbelievable ways.
  • Disrupt a spell of a master level or a permanent curse/enchantment.
  • Reverse the abilities or powers of a character/creature making it a weakness.
  • Create more general wards of protection.
  • Create a complex / powerful rule that manipulates reality near you.
  • When you perform a magic attack it deals +1 Damage.
  • Additional meta magic:

Requires 3 Magical Energy and a Focus

Dynamist

Discipline

Introduction

Dynamist

You can percieve energy as it moves and flows and direct it to your will.

Your character can perform Channelled Magic to:

  • Change the temperature of an item abruptly.
  • Disrupt a spell of an amateur level.
  • Weaken the abilities or powers of a character/creature.
  • Create a shield against a specific element around yourself.
  • You can perform a magic attack with the following profile:
  • You can perform meta magic giving your magic attacks additional traits at a penalty to the Skill Test.
    • (-1) you can give a magic attack Burning.
    • (-1) you can give a magic attack Slowing.

Requires 1 Magical Energy and a Focus

Crafter

Discipline

Idea

Exotic Craftsman

You have practice working with strange and exotic materials.

Beastmaster

Discipline

Idea

Exotic Rider

You can ride anything.

  • All Characters that can support your weight have Mount and you can ride them with no additional equipment.
  • You can ride something that moves unnaturally, Flight, Swimming, Teleporting, Scaling Walls, Burrowing and may act normally.

Spymaster

Discipline

Mastery

Faceless

You are a person of many faces, and none.

  • Unless captured you and your allies will never be unwillingly identified within a location with a contact network.
  • Unless captured you and your allies will never be associated with an event/crime while in a location with a contact network.

Mystic

Discipline

Idea

Fate Weaver

#TODO need to move to own class You can put your thumb gently on the scales of fate.

  • When you get a Good Night’s Rest you scry:
  • If you own a full Tarot Deck draw two cards and set them aside, you may play those cards for the following bonuses:
    • You may substitute a Skill Test outcome for the value of a numbered card, return it to the deck.
    • You may play a face card to give a Skill Test a (+1), return it to the deck.
    • As an Action or Defending you can play a major tarot card and interpret what it means for the outcome of an Action.

Crafter

Discipline

Idea

Field Maintenance

You know how to keep equipment in top shape.

Weapons Enthusiast

Discipline

Mastery

Flexible Weapon Styles

You have a flowing understanding of weapons and their uses, allowing you to use them in creative ways.

  • After an Action you may declare a favourite weapon. You can only have one favourite weapon.
  • When you declare a favourite weapon you may select an additional Weapon-Traits that it has.

Spymaster

Discipline

Idea

Go Loud

Sometimes you need to push for something big to happen.

  • During Downtime you can have a location with a contact network you are not currently present in do an Involved Task. Doing so will disable the contact network until you do another Downtime in the location.
  • After someone becomes aware of you your next Action against them is at a (+2).

Healer

Discipline

Introduction

Healer

You have learned how to perform more invasive medical procedures.

  • You may perform surgery on someone who has suffered lasting injuries to treat them. This action cannot be performed in combat and takes a few minutes.
  • To do surgery spend a Healer-Kit Charge, perform Application
    • On success removes the person’s Injured Effects. If you have access to any replacement body parts, or mostly intact severed limbs, they can be reapplied as part of surgery, you can also fix any other effects caused by Injury Damage.
  • Surgery can only be attempted once, per person, per Downtime

Hero

Discipline

Introduction

Hero

You matter and shape the world.

Heroes should help make the game a shared experience. So, when you play, the Game Mastermay ask you for suggestions or to volunteer ideas such as: “what is this town known for?”, “someone give me a cool female name.”. When these are accepted by the Game Master, you receive 1 influence which you can spend to influence the game world in any way the GM allows. When you want to influence the world:

  • You will ask the Game Master, “Can this thing be the case?”
  • The Game Masterwill deliberate and assign an influence cost required “For it to be so you will need to spend X influence.”
  • Then you and any Player Character who would like to contribute can spend the required influence to make this happen.
  • If you don’t have the influence, feel free to try to negotiate for something similarly useful to your character or of interest.

So as an example, if you wanted to train a specific duellist training you could have this conversation:

Player 1: “What if there is a travelling master swordsman moving through this town?”

GM: “hmm that isn’t too far-fetched I’ll allow a master duellist to be travelling through for 4 influence, or how about it’s a journeyman, but they know the training you want for 2 influence?”

Player 2: “I’ll pitch in the extra 2 influences for the master! Maybe we can hire them to help with our next job!”

Player 1: “Sure sounds good.”

GM: “Great, spend 2 influence each, now tell me more about this swordsman. What is their name? What are they doing here?”

Remember, as a Game Master, this system is designed to get your players involved in building the world. Costs aren’t provided here since different Game Masterwill ask their players more or less for help building the world, but some opportunity to shape it should be provided.

Healer

Discipline

Idea

Hospital Habits

You always try to stretch your materials as thin as possible.

Hunter

Discipline

Introduction

Hunter

You are always on the hunt, what you hunt is easier to defeat.

  • Once per Downtime you may declare your prey, you may only have one prey. Prey may be a specific entity you know of, or a type of creature.
  • You deal an additional Damage with all Attack against prey.
  • You gain (+1) to all Memory and Awareness skill tests related to prey.

Goblins, Elves, Humans, Spiders, Elementals, would all be valid forms of prey.

Trader

Discipline

Idea

I Packed It

You always seem prepared, no matter how careful you are with your money.

  • You can Flashback at anytime to you purchasing something in the last place you visited. The item would have to have been available, and you need to spend the equivalent currency it would have cost. After the Flashback you have the object on hand.

Assassin

Discipline

Idea

Imprecise Killer

Your tools have become less important than your methods.

Lady Of Iron

Concept

Idea

Iron Will

Your strength of will is unmatched.

  • You may spend iron to automatically succeed on any Endurance.

Knight

Discipline

Introduction

Knight

You are trained to move in the heaviest armour and to protect those that need protection.

Knight

Discipline

Mastery

Knights Vow

You swear to always protect those around you.

Lady Of Iron

Concept

Introduction

Lady Of Iron

Shock troopers pushing onto the front lines.

  • When you become In-Melee gain 1 iron, you can have at most 1 iron.
  • You may spend iron instead of any time you would become Exerted.

Burglar

Discipline

Idea

Light Step

You move with careful consideration.

  • You can remain vanished while moving.
  • You never trigger traps or other hazards while vanished.

Knight

Discipline

Idea

Lords Step

Your footwork is legendary, only the most skilled combatants can keep up with you and when they fail, you punish them.

Burglar

Discipline

Idea

Lost In The Crowd

It’s easy to lose you amongst a group of people.

  • You vanish after any Action while In-Melee with an Ally with greater Threat than you.
  • You can vanish while in a crowd, or populated area.

Crafter

Discipline

Mastery

Master Craftsman

You can create incredible equipment that is perfect.

  • When you create the resulting equipment is masterwork. This should provide additional functionality over a basic version.

Mercenary

Discipline

Introduction

Mercenary

You are at your best when working with others.

  • When you are In-Melee and your opponents are outnumbered you overwhelm.
  • You gain +1 Damage and +1 to Defending while you overwhelm.
  • When you receive compensation for a task in the form of currency you gain 1d6 more.

Spymaster

Discipline

Idea

Messengers

You are able to keep track of everything no matter the situation.

  • As a Travel Activity you can use any contact network like during Downtime.
  • If you use Call On The City in a location where you have a contact network you can instead install one in a neighbouring location.
  • When in a location where you have a contact network you
    • Always know where your Ally within the same location are.
    • Can communicate freely over any distance with your Ally in the same location.

Scholar

Discipline

Idea

Minor In

You have a small interest in something strange.

Knight

Discipline

Idea

Momentous Charge

You know how to throw your weight around, providing massive energy to attacks.

Trader

Discipline

Idea

Money Talks

You let your money talk for you.

  • Whenever you haggle for a service performed you can tip them 1 Currency and gain a favour they must pay back sometime in the future.
  • You and your Ally don’t pay for Lodgings.
  • You can bribe the target of any Connection or Confidence to make it Lucky. Bribing costs Currency equal to the difficulty of the Skill Test.

Mystic

Discipline

Introduction

Mystic

You can see what others can’t, hear what others would not want to.

Your character can perform Ritual Magic to:

  • Detect the unseen.
  • Gather information about things you could not otherwise know.
  • Command and manipulate unintelligent spirits and undead.
  • Hex something that you have a piece of.
  • Remove Wounded and other non-permanent Injury.

Crafting Cost: 1 size of Artisan Materials + a Reagent-Bag charge.

Mystic

Discipline

Idea

Mystical Expert

Your sight has improved.

Your character can perform Ritual Magic to:

  • See into the future what may happen.
  • See into the past what has happened.
  • Create undead, and transplant souls between vessels.
  • Heal permanent Injury.

Crafting Cost: 1 size of Exotic Materials + a Reagent-Bag charge.

Mystic

Discipline

Mastery

Mystical Master

You live in two worlds this and the other.

Your character can perform Ritual Magic to:

  • Effect what has already happened.
  • Get accurate information about the state of something.
  • Manipulate life itself and control intelligent undead.
  • Teleport yourself and others.

Crafting Cost: 1 size of Exotic Materials + 1 size of Artisan Materials + a Reagent-Bag charge.

Paladin

Discipline

Introduction

Paladin

Faith leads everything you do. Failure is just a test from your deity.

Commander

Discipline

Mastery

Peoples Army

You inspire control and direction in everyone, and even your subordinates lead with confidence.

  • You can consider any neutral Character that can understand you as an Ally and direct them as such during Combat.
  • When you gain authority you gain 1 additional.

Healer

Discipline

Mastery

Playing God

No matter how bad things look, you can always bring someone back.

  • You can perform surgery on someone that has died either in this Scene or the last Scene.
  • When performing surgery you can bring someone back from the dead.

Burglar

Discipline

Idea

Preternatural Senses

Your senses are honed for the dark.

  • You are considered to have full use of your senses while in the dark.
  • You can vanish while in the dark.

Hunter

Discipline

Mastery

Prey Emulation

You have learned how to mimic your preys abilities and skills to deadly effect.

  • While your prey is present in the Scene you may become exerted to use any of its abilities, even magical ones.
  • You may destroy a Bit harvested from a monster to gain the use of one of its abilities freely until the Scene ends.

Hunter

Discipline

Idea

Prey Exploits

You have prepared and know exactly how to defeat your prey.

Hunter

Discipline

Idea

Prey Knowledge

You have a detailed understanding of your prey and what it can do.

  • You succeed on all Memory Skill Test related to your prey.
  • You know all of the abilities, current integrity, and weakness + resistance of your prey.

Hero

Discipline

Idea

Problem Solver

You know there has to be a way to fix this. Sometimes a character will fail an Action in a Scene but really want to succeed or move forward with the goal. In this case the Player Character may opt to make the Action into a Project by spending an influence. In this case the Game Master and Player Character should work together to determine why the player failed in the first place, this could be because the character lacks all the information, tools, or materials they need to complete the current action.

Examples of projects would be, sweet-talking a guard captain into letting you have their troops, powering a device to destroy a magic barrier, coordinating the plan of attack for a massive battle, identifying a creature you are hunting. Treating a king who has come down with a mystery illness.

The Game Master then decides on the difficulty of the project, whether it requires 1, 2, or 3 resolutions to complete. Then in the course of the game the players may use materials, tools, and additional storytelling to complete resolutions.

If the number of resolutions is met, the Character may complete the project. There is no additional skill test required, after all the initial work, the project will succeed.

As an example, say a hunter is trying to identify the creature that has been slaughtering farmers’ cows. He has Memory and knowledge of monsters, though he doesn’t have many clues to go on yet. After witnessing the injuries on the cows, he makes a skill test to see if he knows of the creature and fails. He really wants to know about the creature and so turns this into a project. The GM determines this is a 1 resolution project. To work on resolving this he needs more info he decides to go into town to ask about strange occurrences. After some additional narrative time, the hunter discovers that the creature had avoided a woman wearing a lot of silver jeweler, the GM considers this to be a resolution and lets the player complete the project. As a reward for completion the GM provides the hunter with the information that it is a Werewolf and the abilities and attributes of the creature.

Scholar

Discipline

Mastery

Professor

You seem to always be espousing your ideas, at some point it rubs off.

Shaper

Discipline

Idea

Psion

Your magic comes from within, and isn’t perceivable.

Healer

Discipline

Idea

Quick Fix

You can quickly resolve any injury.

Rogue

Discipline

Idea

Quick Throw

You always have another tool prepared.

  • Someone who is off balance counts as having Threat 0 against you.
  • After you knock someone off balance you can perform a Thrown Attack as a Free Action.

Weapons Enthusiast

Discipline

Idea

Range Expert

You have mastered the mechanical wonders of ranged weaponry, and manipulate them with ease.

  • If your favourite weapon has the Slow-Loading trait ignore it, otherwise it has the Quick-Loading trait.
  • If your favourite weapon has a Range greater than Reach, you receive no penalties for attacking outside its range.
  • You may load all of your weapons at the beginning of Combat as a Free Action.

Hero

Discipline

Idea

Reaction

You can get ahead of things. You may spend influence to interrupt or step back an Action that has already occurred, or is in the middle of occurring.

If someone had just pulled a lever to lower a drawbridge, you could spend an influence to attack them before they can do it, hopefully, leaving the bridge up.

Crafter

Discipline

Idea

Recycler

You can repurpose and recycle old items into new.

  • When you create you can use a similar item of similar size as the input instead of materials.
  • When you create when performing Efficient Crafting you can use both options.

Rogue

Discipline

Introduction

Rogue

You never fight fair, every advantage you can have you will.

  • Whenever you perform a Successful Attack the Opponent also becomes off balance.
  • Someone who is off balance suffers a (-2) to all Action. After performing an Action off balance is removed.

Scholar

Discipline

Introduction

Scholar

You know a bit about just about everything.

  • If it doesn’t seem possible for you to know about something you can attempt a Memory test to know about it anyway.
  • When you succeed at Memory you may ask the Game Master another question related to that thing.

Scholar

Discipline

Idea

Scientific Method

You always have some theory on the go.

  • Whenever you come up against something uncertain you can make a theory about:
    • Why its happening.
    • How it works.
    • How to resolve the issue.
  • If you are validated as correct you regain 1 stress.

Burglar

Discipline

Mastery

Second Shadow

You are always in the shadows, moving, aiding, and guiding with ease.

  • You ignore Hindrance when performing Skill Test to hide, sneak, steal, or anything else devious.
  • When you Vanish it can apply to any Ally in Reach.

Assassin

Discipline

Idea

Shadow Step

You move in and out of combat with ease.

Shaper

Discipline

Introduction

Shaper

You move and meld the world around you willing things to be true.

Your character can perform Channelled Magic to:

  • Create the illusion of something that isn’t there: noise, visuals, smell.
  • Change a comestible into something more useful.
  • Alter yourself in simple ways.
  • You can perform a magic attack with the following profile:
  • You can perform meta magic giving your magic attacks additional traits at a penalty to the Skill Test.

Requires 1 Magical Energy and a Focus

Shaper

Discipline

Idea

Shaping Expert

You are an expert in shaping the world and yourself. Your character can perform Channelled Magic to:

  • Produce something that isn’t there, but is only perceived by some.
  • Create smart illusions that can respond to the world.
  • Change a tool, weapon, or armour into something more useful.
  • Alter the world around you.
  • Alter yourself in meaningful ways, including Transformed into animals.
  • Alter others in simple ways.
  • When you perform a magic attack it deals +1 Damage.
  • Additional meta magic:
    • (-3) you can give a magic attack Line.
    • (-4) you can give a magic attack Stunning.

Requires 2 Magical Energy and a Focus

Shaper

Discipline

Mastery

Shaping Master

The world bends to your will becoming what you want. Your character can perform Channelled Magic to:

  • Create illusions that effect an intelligent Character as though they were real if the Character believes it is real.
  • Transform yourself into incredible forms, including magical creatures.
  • Alter others in meaningful ways.
  • Transform an item into something completely unrelated.
  • When you perform a magic attack it deals +1 Damage.
  • Additional meta magic:
    • (-5) you can give a magic attack Cone.

Requires 3 Magical Energy and a Focus

Paladin

Discipline

Idea

Shield Of Faith

Your faith is iron, and protects you from harm.

  • You can have 1 additional faith.
  • When you suffer a Successful Attack gain a faith.
  • Any time you take Damage you may spend faith to reduce the Damage by 1 per faith spent.

Beastmaster

Discipline

Idea

Sick Em

You control animals with accuracy and specificity.

Weapons Enthusiast

Discipline

Idea

Size Expert

You have mastered techniques to wield weapons with ease flowing through motions others would deem impossible.

Paladin

Discipline

Idea

Smite

Your faith is honed and sharp, you wield it to harm your enemies.

  • You can have 1 additional faith.
  • When you perform a Successful Attack gain a faith.
  • When you perform an Attack you may spend faith to have the attack, if successful cause 1 additional Damage per faith spent.

Mercenary

Discipline

Mastery

Soldiers Of Fortune

No matter the odds, you and your companions stand firm.

Dynamist

Discipline

Idea

Spell Slinger

You cast magic rapidly without needing much thought.

Spymaster

Discipline

Introduction

Spymaster

Espionage is your middle name.

  • When performing Call On The City you may choose to establish a contact network if you don’t already have one in the location.
  • During Downtime you can ask questions about the current status and news in any location you have a contact network.
  • When you enter a location with a contact network you gain a number of contacts equal to your total number of contact networks. You have these contacts until you leave.
  • You can spend a contacts to gain a (+1) on a Skill Test.

Driver

Concept

Idea

Stunt Driver

You’ve never found a situation you couldn’t get into or out of while driving.

Knight

Discipline

Idea

The Wall

Your defense is impenetrable, you seem to always be able to avoid anything coming at you.

  • Whenever you perform a successful Action in Combat you become the wall.
  • You may stop being the wall as a substitute for any time a Knight ability would cause you to be Exerted.

Mystic

Discipline

Idea

Third Eye

You can perceive things others cannot.

  • When you Awareness you can sense things magically within Close even if they would otherwise be obfuscated. This information may not be perfect, just as other senses may not be.

If you were trying to discover enemies and rolled Awareness near a doorway, you could sense enemies behind the door, how many they are and that they have hostile intent. A GM could flavour this as something like “You feel the souls of 3 humans behind this door, their auras are dark with hatred and ill intent, they are ready for you.”

Weapons Enthusiast

Discipline

Idea

Thrown Expert

You have a perfect understanding of the weight and dynamics of thrown weapons.

Trader

Discipline

Introduction

Trader

There is a deal around every corner and you are going to find it.

Commander

Discipline

Idea

Undying Allegiance

Your allies are willing to protect you, your leadership inspires faith.

Weapons Enthusiast

Discipline

Introduction

Weapon Enthusiast

You love weapons, and everything about them. So much there is one you take extra care with.

  • You can use any Exotic weapon.
  • After Downtime declare a favourite weapon, you may only have 1 favourite weapon at a time.
  • You have a (+1) to all Action made with your favourite weapon.

Arcanist

Discipline

Idea

Weave Access

You have created connections between locations and can pull things seemingly from thin air.

  • Your character always has access to Camp Storage and can retrieve items from it as an Action.

Shaper

Discipline

Idea

Wild Wits

You retain your wits, even when transformed.

  • When you are Transformed you can still perform Action using your Skills. If you have an appropriate number of manipulators you can still use Weapons as well.

Earthbound

Concept

Basic

Body Of Stone

Lunarmarred

Specialized

Advanced

Cold Night

Sunsworn

Specialized

Basic

Fire Within

  • You are immune to being On Fire.
  • When dealing Heat damage, you deal an additional damage.

Earthbound

Concept

Advanced

Rooted

  • While on the ground you cannot be moved against your will.

Lunarmarred

Specialized

Basic

Starry Eyed

  • You can see perfectly in up to pitch darkness.
  • You recieve a (+1) to all Action at night.

Bloody

Specialized

Basic

Sustenance

  • You do not need to eat food, or drink water.