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Creating a Character

1. DETERMINE CHARACTER CONCEPT 7. DETERMINE MOTIVATION


AND BACKGROUND Determine why your character adventures and what their
Before you start looking at Species/Archetype and Careers, goals are. The random motivations from the tables in the
start thinking about what kind of character you want to FFG books work well, or you can develop your own moti-
be. The system is flexible enough to cover most concepts vation.
through a combination of career and skill training.
8. DETERMINE FAVOR/ALIGNMENT
2. SELECT A SPECIES/ARCHETYPE Favor is is a way of tracking and defining who owes your
Select the Species/Archetype you will be playing. This character favors, and what favors your character owes other
determines your base characteristics, as well as any special people.
abilities you may have and how many experience points you Alignment is a way to measure how a character acts in
have to spend during character creation. See the Species/ accordance with a moral code and the internal conflicts
Archetype section. they may face.
3. SELECT A CAREER 9. CHOOSE EQUIPMENT AND
Select your career. Your career determines your career skills, APPEARANCE
which are easier to advance in as you gain experience than Each starting character gets a set of items based on their
non-career skills. Your career also gives you a small talent career. If you would like, you can forgo this and get 1000
tree, with Career specific talents and a bonus to your wound gold to purchase initial weapons, armor, and gear. See the
and/or strain threshold. Lastly, your career also determines Equipment section.
which specializations you may pick from for your starting
specialization. 10. DETERMINE GROUP RESOURCE
You only ever get one career, but you will be able to get Each group should get some kind of group resource to help
specializations outside of that career if desired. tie them together. This can range from a base of operations,
a mentor or benefactor, a cache of items, or a map leading
4. SELECT A SPECIALIZATION to some ancient ruins or treasure.
Select your specialization from the ones available from The Gamemaster has final say on what this resource is.
within your career. Your specialization gives you four more
career skills, and your talent tree. EXAMPLE OF PLAY
You will be able to purchase additional specializations later The Gamemaster (GM), Dennis, is running a game for the
with experience points, even those from another career. See four people, playing as the following characters:
the Career section.
Jordan, playing Liam, a Human Fighter-Champion
5. INVEST EXPERIENCE POINTS Sean, playing Sister Lana, a Aasimar Cleric-Priest
You may spend the additional experience points to improve Ingrith, playing Penny, a Gnome Rogue-Swashbuckler
the character as described in the above table. Any XP you
Ed, playing Milo, a Halfling Bard-College of Glamour
do not spend can be used at a later time, and you will gain
more experience points to spend at the end of each session
or adventure.

6. DETERMINE DERIVED ATTRIBUTES


Fill in the calculated values for Wound Threshold and
Strain Threshold as described by your Species/Archetype,
and calculate your Soak, which is equal to your Brawn, but
may be modified later by talents or armor.

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Dennis (GM): “You follow the hooded figure into the range, the difficulty is one purple die, but he has some
alleyway. The buildings around here are fairly run down, armor, so you get one black setback die as well. Sister
two-story structures. You know you must be getting close Lana, go ahead and make your Divine power check, and
to the docks as well, as you can smell the saltwater and Liam, you see that there is a small second story balcony
hear the bells of ships coming into port. The alley seems to directly above you, and there are some decent handholds
be mostly filled with refuse, and turns to the right about to get up there, so let’s say the difficulty is average- two
twenty feet ahead of you. You don’t see anyone in the alley, purple dice.”
not even the one you followed here. What do you do?” Jordan (Liam): ~rolls dice~ “It looks like I have two suc-
Ed (Milo): “Now where did he get off to? I give a quick cesses, but three threat. That’s not good. So, I scale the
look around before moving in there. I don’t want to get balcony without any problem, right?”
caught in an ambush.” Dennis (GM): ~Laughing~ “Nice try- you make it look
Dennis (GM): “OK then, make me a Perception check. easy getting up there, swinging off of a drainage pipe and
The difficulty is Average, so add two purple dice to your using a couple other easy handholds. However, as you
pool. It’s pretty dark out, so also add a setback- one black get to the balcony, your rapier catches on the railing. You
die.” slip going over the railing, and while you did successfully
Ed (Milo): “So, my dice are two yellow and one green plus end up on the balcony, you are flat on your face and your
the two purples and one black…” ~rolls dice~ “...so after rapier slides out of your scabbard and hits the ground
everything cancels, I have one Success and two Advantage beneath you with a clang.”
left. What do I see?” Jordan (Liam): “Ouch…”
Dennis (GM): “You see a figure huddled into a very dark Ingrith (Penny): “So, I use Ranged to throw the axe,
alcove right around the bend in the alley, clearly trying to right? My pool for that skill is one green and one yel-
stay out of sight. You can’t see him well enough to make low…add in the difficulty dice…” ~rolls dice~ “Ah hah!
out any of his features, but you are pretty sure it’s the cut- A Triumph! Wait, though, I don’t hit- it’s a net failure…”
purse you followed in here. “ Dennis (GM): “So your attack can’t damage him, but
Ed (Milo): “There he is! I point him out to the others.” something really good happens with that Triumph. What
Dennis (GM): “No problem; they can now all see him. happens?”
What about your two advantages?” Ingrith (Penny): “I’ve got a good idea. The hatchet doesn’t
Ed (Milo): “Hmm. What about if I spot some cover hit him, but strikes the wall really close to his head, catch-
between him and us that I could duck behind?” ing the hood of his cloak. It pins him to the wall by the
cloak, and we can now see his face.”
Dennis (GM): That will work. You luck out and spot some
old, mostly broken crates that someone left here. They look Dennis (GM): “Perfect. Your hatchet knocks his hood off
like they might give just enough of a blind spot for you and pins him to the wall, and completely surprised, he
to hide. You dive down behind there to take cover. The struggles to try and get out of the cloak. When his face is
hooded figure stands up and takes an aggressive stance, revealed, you see matted grey fur, a short snout, and long
drawing a short sword from underneath his cloak. incisors- you realize it is a wererat!”

Those of you still at the entry to the alley hear some heavy Ed (Milo): “Uh oh. I knew I should have bought that sil-
bootsteps coming up behind you, as well as what a cacoph- ver dagger…”
ony of high pitched, screeching sounds- it sounds like there Sean (Sister Lana): “I rolled four success on my spell, so I
is company headed your way. suffer two strain and the spell goes off. Sister Lana closes
You have a few seconds before they get here- we’ll roll for her eyes for a moment, clasps her Holy Icon, and whis-
initiative after the rest of you take one action. What are you pers a prayer to the Lathander to keep death from taking
each going to do?” her friends in this battle (Barrier + Empowered + Divine
Health). Liam now reduces the next damage he takes this
Jordan (Liam): “I’ll get the ones coming up behind us! I encounter by four.”
want to see if I can get the high ground- maybe climb up
to a second story landing or something to get the drop on Jordan (Liam): “Thanks, I have a feeling I’m going to
them.” need it when we see what comes around that corner…”

Ingrith (Penny): “I draw my hatchets and run forward, Dennis (GM): Speaking of that, you now see another
throwing one at the enemy in the alley.” wererat moving in from behind you, and you can now
tell what was making that horrible noise- the pack of four
Sean (Sister Lana): I’m going to move forward a little and giant rats he is leading in your direction. Everyone please
get out of way. I also want to use my Divine magic to put make Cool checks for Initiative…”
a protective ward on Liam.”
Dennis (GM): That all sounds good. Penny, you run for-
ward, gripping your hatchets comfortably. You move into
short range and throw one end over end. Since its short

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USING ALIGNMENT adventures progress. In addition, each character’s Align-
ment includes an emotional strength and an emotional
The Alignment system essentially tracks how good or evil
weakness that help define the character’s personality.
a Player Character acts. A PC’s struggle with being good
These personality traits are key to the character’s Align-
versus the temptation and power of the dark side mani-
ment, as a character’s moral decisions may be greatly
fests as Alignment Change points in the Alignment sys-
affected by them.
tem. A Player Character’s Alignment value changes how
he interacts with other characters in the game. The Alignment mechanic is based on a number that rep-
resents a character’s Alignment within the game rules.
Challenging the PCs’ moral choices is central to RPGs.
This is meant to encourage the character’s player to make
Sometimes, the consequences of a choice are very clear to
interesting and even risky choices, and to give something
the character. Alignment is, simply put, the measure of
that is inherently narrative (making decisions about right
right and wrong. Though the Forgotten Realms universe
and wrong) mechanical benefits and repercussions. In
has shades of moral relativism, it is primarily a universe
the Forgotten Realms, the dark side is very real, and it is
of good and evil. Alignment measures how good or evil
quite possible for people to fall to evil, and even later to
characters are. It is a measure of their actions, thoughts,
be redeemed. The gameplay aspects of Alignment repre-
and attitudes, and how they have helped, harmed, or
sent that within the framework of the rules.
hindered those around them. In addition, a character’s
Alignment can often be shaped and guided by his per- The Alignment system is not, however, intended to spawn
sonality, and therefore a character’s emotional strengths arguments between players as to whether an action is
and weaknesses can contribute to and affect his overall “evil” or not and whether a character should be penal-
Alignment. Also, a character’s Alignment can effects his ized for engaging in it. In fact, the Alignment system is
use of Magic, and Magic can in turn affect a character’s designed to avoid that in two ways. First, the system has
Alignment. Thus, in the Forgotten Realms, Alignment is a specific set of guidelines as to what actions may penalize
an important defining characteristic. a character’s Alignment, and second, it has a randomizing
element that means players do not know for certain if
During character creation, players get the chance to
their moral choices will penalize their characters or not
customize their characters not only by selecting careers,
in the course of the game.
skills, and specializations, but also by determining their
characters’ Alignment. Although some aspects of a char- Players may select their character’s Alignments weak-
acter’s Alignment may change over time—allowing the nesses and strengths from those presented in Table:
character to become a better or worse person throughout Alignment. Each entry presents an emotional strength
the course of his adventures—some aspects also remain and an emotional weakness for the character. Often,
set, continuing to influence the character’s thoughts and characters’ emotional strengths and weaknesses can play
actions throughout his life. a major part in the choices they make.
Over the course of a campaign, a character’s Alignment SHARED ALIGNMENT
not only greatly defines his personality, but it also can
affect his relationship with Magic. Those who inflict pain It is perfectly acceptable for more than one Player Char-
on others wantonly, who make selfish decisions, who act acter in a group to have the same emotional strengths and
out of anger or fear, and who seek power and glory for weaknesses and goals. Often, this simply means that they
themselves risk becoming a force of Evil. On the other have similar backgrounds and mindsets—even if they
hand, those who remain at peace with themselves, sac- originated on different worlds and in vastly different cul-
rifice their own well-being to help others, and seek to tures. Their methods for attempting to achieve their goals
improve the lives of those around them rather than bene- could be identical, or they could be vastly different. This
fit themselves may become paragons of Good. provides a means for the characters to complement one
another as they work cooperatively. Of course, at times,
Each Player Character in the Forgotten Realms has an even characters with the same Alignment could believe
Alignment, a value that measures how “good” or “evil” that there are different ways to achieve their objectives.
that character is. This value changes over the course of a This could introduce discussion, as the characters’ differ-
campaign, reflecting a character’s choices and actions as ent methods might be at odds with one another.

TABLE: SPENDING XP
Character Creation
Options Cost
Limits
Increase Characteristics (only available during character
10X the level to which the Characteristic is being raised. Maximum starting level is.4.
creation)
5X the ranks to which the Skill is being raised. Must be raised Max starting rank is 2. Max ranks
Purchase ranks in skills
sequentially. Non-career skills cost an additional 5 XP per rank. after character creation is 5.
Purchase Talents from Talent Trees within Specializations Based on the position on the tree. Limited only by available XP.
10X the number of specializations the character will have
Purchase new Specializations after gaining the new one. Noncareer specializations cost 10 Limited only by available XP.
additional XP.

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D100 Emotional Strength Emotional Weakness
01-08 Bravery: The character’s bravery is quite re- Anger: Hot blood, however, can easily lead to hot
markable. Whether facing down a charging tempers. The character is quick to anger, and what
rancor or racing into a burning building to he cannot deal with face-to-face can often frus-
save innocents, he is always willing to take trate him to the point of rage
risks to help others
09-16 Love: The character has an open heart. Jealousy: Love, if not given selflessly, can quickly
While he may hold a special place in his turn to jealousy. The character’s personality tends
heart for his companions or a significant toward envy if his love is not reciprocated, or
other, he tends to genuinely like most sometimes he simply envies others’ accomplish-
individuals he meets. His love for others ments or possessions.
can make him charming and affable, and
exceedingly tolerant.
17-24 Caution: The character possesses com- Fear: The line between caution and fear is a thin
mendable prudence, willing to always look one. Sometimes the character spends too much
before he leaps into a new situation. His time concerned about the potential problems of
forward-thinking ways may have saved a situation to act in that situation at all. At other
his fellows from dangerous situations on times, his caution causes him to flee when danger
numerous occasions. presents itself, through bolder action might reap
real rewards.

25-32 Enthusiasm: The character is always ready Recklessness: Of course, a little thought can go a
to try something new, and he approaches long way towards saving someone from a major
all of his tasks, even mundane ones, with mistake, which this character may find out to his
excitement. He’s not one to overthink a sorrow on more than one occasion. Reckless be-
situation, lest he miss a great new opportu- havior can leave him in dangerous situations or at
nity. the mercy of more calculating individuals.

33-40 Compassion: The character cares about the Hatred: The galaxy can be a cruel and heartless
tribulations others face, and wants to help place, and compassion can quickly turn to hatred
those he comes across. His compassion of the individuals or situations that cause others to
may lead to self-sacrifice in order to aid suffer. When a character’s mind roils with sim-
those who need it. mering hatred, that hatred may be all too slow to
fade.
41-48 Mercy: The character shows mercy toward Weakness: There is a fine line between showing
his foes, dealing with them fairly and hon- mercy to one’s foes and letting evil fester because
orably. He can spare the defenseless, will one does not want to engage with it. The character
help a helpless enemy, and generally does may let bad things happen simply because it is too
not abuse a position of strength. hard to deal with them.

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49-56 Curiosity: The character is driven to learn new Obsession: Sometimes, interest in some-
things, to seek out and discover new informa- thing can turn to obsession if not tem-
tion, and to expand his knowledge and under- pered with reason. The character can slip
standing of those things that interest him. into an obsessive state about his need to
discover information, accomplish a goal,
or even defeat a rival, and he may ignore
all else until success is his.
57-64 Pride: Pride can be a powerful emotion, and can Arrogance: Pride, among all emotions, is
push a character to impressive feats of personal perhaps the easiest to fall to a darker form.
accomplishment. He strives to be the best and to Arrogance mirrors pride, but satisfac-
take pleasure in his skills. tion in one’s accomplishments is replaced
with contempt for others’ failings. It is
not enough to succeed; the character also
expects all others to fail.
65-72 Independence: The character believes in relying Coldness: Self-reliance can slip into isola-
on himself. He does not count on others to per- tion if one is not careful. A cold character
form tasks for him; instead, he ensures he can doesn’t just desire to rely only on himself,
handle any situation he encounters. He refuses but has nothing but disinterest for anyone
to be a burden on others. else. If they can’t help themselves, why
should he aid them?
73-80 Ambition: An ambitious character sets a lofty Greed: An ambitious character is only as
goal for himself and then strives to accomplish selfless as his goals. Those who strive for
it. The harder the task, the more willing the worldly pleasures, whether power, wealth,
character is to take it on, and the greater the or personal comforts, can quickly find
triumph when he finally succeeds. their ambition turning to simple greed.
81-88 Justice: The character strives for just and delib- Cruelty: All too often, the cruel use justice
erate actions in his life, and in his interactions to excuse their actions. If one stops himself
with others. He attempts to make the objectively from tempering justice with empathy and
right choice every time, knowing that justice is understanding, he can inflict great harm
more likely to guarantee positive outcomes than on others and feel justified doing it. Even-
sympathy or other emotional displays. tually, he can grow to revel in the suffering
of others, even as he deludes himself into
thinking he makes the “just” choice
89-96 Discipline: Rigorous mental and physical disci- Obstinance: Disciplined characters may
pline comes naturally to the character. He does fall into the trap of simple stubbornness
not make choices rashly, and every action is if they are not careful. An obstinate char-
precise and selected. Those who think they can acter often refuses to consider any course
goad the character into making foolish choices of action other than the one he chooses,
are sorely mistaken. unwilling to accept that someone else may
have conceived of a better option.
97-100
Roll twice on this chart. The PC has multiple emotional strengths and weaknesses

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Alignment Change table

10+ Sacrifice: The character significantly puts themselves in harm’s way in order to protect the lives of oth-
ers. This may mean they get hurt, captured, possibly even killed.
10 Kindness to your Enemy: The character helps or heals a character that would be considered their ene-
my.
6-7 Protector of Nature: The character goes out of their way to save creatures of low-level intelligence.
4-5 Non-Retaliation: The character, when attacked, refuses to fight back.
3-4 Necessary Protection: The character goes to great length to protect property or items from damage,
even if it means they are harmed instead.
2-3 Charity: Give up something of yours for the benefit of another who needs it more.
2 Negotiate: Resolve an already violent situation with words.
Comfort: Emotionally support a character experiencing a problem.
1 Inspire: Encourage a character to do good when they’re Alignment Changeed.
Honesty: Tell the truth when it means you must give up a moment of personal gain.
-1 Knowing Inaction: The PC knows that an NPC or other PC will do something particularly bad (an
action that would incur 5+ Alignment penalty) and chooses not to intervene.
Lying for Personal Gain: The PC tells a lie for selfish reasons or to benefit himself. Some lies can be told
without penalty to benefit others, such as avoiding a combat situation or protecting innocents.
Resorting to Violence as the First Solution: When confronted with a problem, the PC defaults to vio-
lent acts to solve it, without exploring any other options. This change can be mitigated if the PC is the
one being attacked.
-2 Coercion or Threatening with Violence: The PC threatens someone with violence, or coerces the per-
son to do his bidding against the person’s will.
Inflicting Emotional Abuse: The PC says something cruel or petty just to upset or cause mental tor-
ment in a person.
-2-3 Theft: The PC steals something that does not belong to him. The Alignment change can be mitigated in
this case if the PC is stealing from a corrupt and/or wealthy authority (such as a dictator), and does so
to give back to those who need it. The Alignment penalty can be increased if the PC steals something
from those who can particularly ill afford to lose it.
-3-4 Unnecessary Destruction: The PC destroys objects, property, or other items willfully and without good
cause.
-4-5 Unnecessary Violence or Assault: The PC assaults, beats, or otherwise attacks an NPC for no reason.
-6-7 Unnecessary Cruelty to Non-Sentient Creatures: The PC maliciously tortures or torments creatures of
low-level intelligence.
-10 Torture: The PCs torture a character.
-10+ Murder: The PCs murder a character. In this case, murder is killing someone who is helpless or no
threat to the PCs.

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BESTOWING ALIGNMENT CHANGE Change, but possible 2 to 5 more Alignment Change.
The GM’s determination and ruling is final. Actions
The GM bestows Alignment Change through game
such as murdering another character in self defense are
mechanics and narrative action. When Alignment
especially evil actions and should be rewarded with corre-
Change is given to PCs, it is tracked as a discrete amount,
spondingly high amounts of Alignment Change.
such as 4 Alignment Change or 12 Alignment Change.
Players track Alignment Change bestowed mechanically, SESSION TALLY
since it results from specific, defined actions.
At the end of each session, each player totals the amount
The GM bestows 1 to 10 (and sometimes even more) of Alignment Change his character receives and changes
Alignment Change for narrative actions, depending on his alignment so. If the game session is unusually short
the severity of the PC’s deeds. The GM can and should or uneventful, the GM might require the tally after the
adjust the penalties to account for unusual actions or sit- following session instead.
uations.
If a player was not present for a session, his character’s
Character intent should influence the amount of Align- Alignment should not have a chance to increase. Sim-
ment Change awarded, as some actions may be consid- ilarly, if a character had no chance to do anything in a
ered good in one situation and evil in another. Obvi- session or spent an entire session incapacitated, then his
ously evil or overly selfish acts combined with the main Alignment should not increase.
transgression can add from 1 to 5 additional Alignment
Change points. Gray areas, such as a selfish, but not a
truly evil action, receives a minimum of -1 Alignment

Favors
My Forgotten Realms setting uses the Favor Economy genetic sequence and tell your character what those genes
rules found in Shadow of the Beanstalk (page 80). At are supposed to do. Meanwhile, a sergeant down at the
character creation, players may choose to have their char- NAPD could probably get your character’s hopper out
acter owe a Small, Regular, or Big favor to a faction of of impound—or ensure patrols stay well away from the
their choosing. location of an imminent gang hit. Each faction entry
The GM gets to decide the person within that faction contains a list of example favors that people who are a
who you owe the favor to, creating possible plot hooks. part of that faction can perform.

Taking a favor allows you to gain additional gold or XP Your character doesn’t need to belong to any faction
at character creation: in order to participate in the favor economy. However,
belonging to a faction does allow your character to per-
Your character interacts with factions and people who form favors for other people that your character other-
are members of a faction through something we call the wise couldn’t.
favor economy. All you need to know right now is that
the favor economy is a way of tracking and defining who FAVOR ECONOMY DURING
owes your character favors, and what favors your charac- CHARACTER CREATION
ter owes other people.
During this step of character creation, your character
A favor can be just about any service. We classify them may end up owing a favor. Nobody can get by in Faerun
as small favors, regular favors, and big favors, depending without getting someone’s help at some point! However,
on how momentous they are (see Table 2–1 in for some how big a favor you owe is going to be up to you.
examples of all three types of favors). Your character can During this step, you may (but you don’t have to) choose
perform favors for other people and probably already has, one faction. Your character owes a favor to someone in
whether they’ve helped a friend move to a new apartment that faction. You get to decide whether that favor is a
or hidden a member of the Thieves’ Guild during a heist. small favor, a big favor, or a regular favor, but your GM
These favors are based on who your character is, and what gets to decide the details about the person in that faction
they can do. So a thief can steal somethig as a favor, a whom your character owes.
Ranger could track down a missing animal, and both of
The favor has not been called in as of the start of the
them could watch a friend’s dog for an afternoon.
game, and your GM can use that uncollected favor your
However, if someone is a part of a faction, they may be character owes as a plot hook, something to get their
able to perform favors that specifically link to that fac- campaign rolling, or an unresolved bit of your character’s
tion. backstory that comes back to plague them at the worst
For example, someone who works in a Veskt Medtron- possible time!
ics Consolidated laboratory may be able to analyze a

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However, that favor has helped your character get ahead in revolves around the informal and infernally complex web of
the world. Depending on the size of the favor, your character debts, promises, and IOUs that’s generally referred to as the
gets to start the game with some additional XP or gold worth favor economy.
of gear. These are added onto your character’s total starting Trading favors allows people to get what they need to survive
XP or your total starting gold and can be spent before the when money is tight, and to stay off the grid and off record.
game begins. Those additions are listed here: It can also be a lot more humane than deducting a price from
• Small Favor: Your character may start with an additional a coinpurse.
500 gold of gear.
FAVOR ECONOMY MECHANICS
• Regular Favor: Your character may start with an additional
1000 gold of gear or an additional 10 starting XP. The favor economy is, at its core, an exchange economy.
The core game mechanic of this economy is that a character
• Big Favor: Your character may start with an additional can exchange a favor for a favor of equal value with another
2,500 gold of gear or an additional 20 starting XP. character (as long as both characters are willing to make the
Although your character only starts the game owing some- trade). In our system, favors fall into three categories: small
body a single favor, don’t worry! They will likely owe plenty favors, regular favors, and big favors.
of other people favors as the game progresses. Of course, if • Small favors are the kinds of favors that don’t take too much
you’re lucky, maybe a few other people in Faerun will end up effort or too many resources. Watching someone’s pets for an
owing your character favors as well. afternoon, giving someone a ride in your hopper, or loaning
FAVOR ECONOMY DURING GAMEPLAY someone tools are all small favors. Chances are that characters
owe and are owed plenty of small favors in their lives.
Once the game begins, your character can offer favors and
accept promises of future favors organically. Your character • Regular Favors are more serious: the kinds of things that
can owe as many favors as you want, although someone who represent a substantial effort on someone’s part or that may
constantly makes promises to do something for someone even put someone in danger. Lending someone your vehicle
“in the future” is probably going to get a reputation as glib for a couple of days, loaning them a thousand gold, or saving
and irresponsible, and they may run into trouble with all the them from being beaten up in a bar fight are all examples of
people they owe. Likewise, your GM can always decide that regular favors. Characters are likely going to remember the
an NPC has no interest in being owed a favor and is going regular favors they owe and are owed, and they often owe or
to demand some other kind of recompense for services ren- are owed one or two regular favors.
dered, instead. • Big favors are just that: big. These are the kinds of favors
For gameplay purposes, however, we recommend that you that people remember years or even decades later, and they
and your GM only use the favor economy for relatively are always going to feel comfortable cashing in on them, no
important favors. Too many favors become a pain to track matter how long it’s been. Protecting someone’s family, loan-
and are hard for your GM to work into the ongoing story. ing a hopper to someone who engages in a violent chase with
the police, or saving someone’s life are all examples of big
We suggest that each character should owe and be owed a favors. A character may or may not owe or be owed any big
total of no more than six favors at any one time. favors.
THE FAVOR ECONOMY The types of favors one character could trade with another are
nearly endless. So, instead of trying to list them all, we came
Faerûn’s economy works on the silver and gold standard.
up with a table of reasonable examples. Table 2–1: Example
Other metals, including copper and platinum, are used
Favors provides a general list of favors. Sometimes favors for
in specific nations and cities, but silver and gold coins are
a specific faction may clash with the examples found here.
accepted throughout most of the trading communities of the
For instance, killing someone usually falls into the category
Heartlands no matter which kingdom, city state, or elder race
of a big favor. But if you’re dealing with a street gang (and
stamped them. Paper currency is almost unknown, though
depending on who the target is), it may not consider killing
Cormyr, Sembia, and Archendale recognize IOU notes signed
someone to be such a big deal.
in the blood of the parties to the contract and affixed with the
seal of a royal agent appointed to watch over trade. Coins These examples can help you figure out whether any favor
come in a bewildering variety of shapes, sizes, and materials. you invent is a small favor, a favor, or a big favor.
A coin’s value is expressed firmly in terms of how it relates to
a gold piece - a “standard” gold coin, circular and unpierced, EXCHANGING FAVORS
about an eighth-inch thick and an inch and-a-quarter across. Exchanging a favor for a favor is simple, and it generally
The current standard is: 10 coppers = 1 silver; 10 silvers or doesn’t require a check. It’s simply a matter of saying “if you
100 coppers 1 gold; and 10 gold = 1 platinum. do this thing for me, I’ll do this equivalent thing for you.”
Once you get into the real world you quickly find that favors However, sometimes your character may want to exchange a
are every bit as valuable as a coinpurse. Surviving daily life in favor for a bigger favor or a smaller favor. In those cases, your
the city is as much about who you owe as who you know, and character is going to need to make a check.
who owes you in return. For many disenfrancistos, daily life

8
EXCHANGING A BIGGER FAVOR FOR A EXCHANGING A SMALLER FAVOR FOR A
SMALLER FAVOR (STRINGING THEM ALONG) BIGGER FAVOR (TRADING UP)
Let’s say your character is owed a big favor, and they want to ask Now let’s say your character is owed a favor, and they ask for a
someone for a smaller favor in return. Normally, that wouldn’t favor of greater value than the favor they are owed. This always
require a check, and the target would be more than happy to requires a check, since your character is trying to get someone to
exchange something of theirs of lesser value for something of give them something more valuable for something less valuable.
yours of greater value. However, your character may want to In this case, your character must make an opposed Charm versus
extract the smaller favor and then say, “but you still owe me!” In Cool check against the target. If they succeed, the target agrees to
that case, your character must make an opposed Coercion versus give them the “better” favor in exchange. If they fail, the target
Discipline check against the target. If your character succeeds, refuses, but still owes your character a favor of the original value.
the target continues owing your character the same original favor
after this smaller favor has been resolved. If you fail, the target FAILING WITH h OR d
considers the favor repaid once they perform the original smaller If your character attempts to make an unequal exchange of favors
favor. They perform the favor requested and no longer owe the and fails the check, your GM may spend hhh or d to have
character. your character also anger the target. Not only does your character
fail to achieve the unequal exchange, but the target also decides
that they no longer owe your character anything!

Favor Examples
Favor Size Examples
Small Watch someone’s pets or dependents for a day
Give someone an item worth 100 gold or less
Loan someone a vehicle for a couple of hours
Help someone clean up an apartment
Loan someone tools to do some work
Regular Watch someone’s pets or dependents for several days to a week
Give someone an item worth 1,000 gold or less
Loan someone a vehicle for a few days
Loan someone a legal weapon
Save someone from a bar fight
Big Watch someone’s dependents and agree to defend them against real danger
Give someone an item worth over 1,000 gold
Loan someone a vehicle while knowing it may never be returned or that it may be de-
stroyed
Loan someone an illegal weapon
Save someone’s life
Kill a person for someone else.

9
HUMAN
human temples, governments, libraries, and codes of law
In the reckonings of most worlds, humans are the young- fix their traditions in the bedrock of history. Humans
est of the common races, late to arrive on the world scene dream of immortality, but (except for those few who seek
and short-lived in comparison to dwarves, elves, and undeath or divine ascension to escape death’s clutches)
dragons. Perhaps it is because of their shorter lives that they achieve it by ensuring that they will be remembered
they strive to achieve as much as they can in the years when they are gone.
they are given. Or maybe they feel they have something Although some humans can be xenophobic, in general
to prove to the elder races, and that’s why they build their their societies are inclusive. Human lands welcome large
mighty empires on the foundation of conquest and trade. numbers of nonhumans compared to the proportion of
Whatever drives them, humans are the innovators, the humans who live in nonhuman lands.
achievers, and the pioneers of the worlds.
EXEMPLARS OF AMBITION
A BROAD SPECTRUM
Humans who seek adventure are the most daring and
With their penchant for migration and conquest, ambitious members of a daring and ambitious race.
humans are more physically diverse than other common They seek to earn glory in the eyes of their fellows by
races. There is no typical human. An individual can stand amassing power, wealth, and fame. More than other peo-
from 5 feet to a little over 6 feet tall and weigh from 125 ple, humans champion causes rather than territories or
to 250 pounds. Human skin shades range from nearly groups.
black to very pale, and hair colors from black to blond
(curly, kinky, or straight); males might sport facial hair HUMAN NAMES AND ETHNICITIES
that is sparse or thick. A lot of humans have a dash of
nonhuman blood, revealing hints of elf, orc, or other lin- Having so much more variety than other cultures,
eages. Humans reach adulthood in their late teens and humans as a whole have no typical names. Some human
rarely live even a single century. parents give their children names from other languages,
such as Dwarvish or Elvish (pronounced more or less
VARIETY IN ALL THINGS correctly), but most parents give names that are linked
to their region’s culture or to the naming traditions of
Humans are the most adaptable and ambitious people their ancestors.
among the common races. They have widely varying The material culture and physical characteristics of
tastes, morals, and customs in the many different lands humans can change wildly from region to region. In the
where they have settled. When they settle, though, they Forgotten Realms, for example, the clothing, architec-
stay: they build cities to last for the ages, and great king- ture, cuisine, music, and literature are different in the
dom s that can persist for long centuries. An individ- northwestern lands of the Silver Marches than in distant
ual human might have a relatively short life span, but a Turmish or Impiltur to the east — and even more dis-
human nation or culture preserves traditions with origins tinctive in far-off Kara-Tur. Human physical character-
far beyond the reach of any single human’s memory. They istics, though, vary according to the ancient migrations
live fully in the present—making them well suited to the of the earliest humans, so that the humans of the Silver
adventuring life—but also plan for the future, striving Marches have every possible variation of coloration and
to leave a lasting legacy. Individually and as a group, features.
humans are adaptable opportunists, and they stay alert to
changing political and social dynamics.

LASTING INSTITUTIONS
Where a single elf or dwarf might take on the respon-
sibility of guarding a special location or a powerful
secret, humans found sacred orders and institutions for
such purposes. While dwarf clans and halfling elders
pass on the ancient traditions to each new generation,

10
STANDARD • Natural Instincts: Once per session, your character may
spend a Story Point as an incidental after making a skill
2 2 2 2 2 2 check. If they do so, they may reroll any number of dice
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE not showing a triumph or despair, up to a number of dice
equal to their Cunning score.
• Wound Threshold: 10+Brawn
• Strain Threshold: 10+Willpower INTELLECTUAL
• Starting Experience: 120 XP 2 1 3 2 2 2
• Starting Skills: An average human starts with one rank BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
in each of two different non-career skills at character cre-
ation. They obtain this rank before spending experience • Starting Wound Threshold: 8 + Brawn
points, and these skills may not be increased higher than • Starting Strain Threshold: 12 + Willpower
rank 2 during character creation.
• Starting Experience: 100 xp
• Ready for Anything: Once per session as an out-of-
• Starting Skills: An intellectual starts with one rank in
turn incidental, you may move one Story Point from the
any two Knowledge skills during character creation. They
Game Master’s pool to the players’ pool.
obtain these ranks before spending experience points,
and may not increase a Knowledge skill above rank 2
during character creation.
ACROBAT
• Brilliant!: Once per session, your character may spend
2 3 2 1 2 2 a Story Point as an incidental. If they do so, during the
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE next check they make during that turn, you count their
ranks in the skill being used as equal to their Intellect.
• Starting Wound Threshold: 9 + Brawn
• Starting Strain Threshold: 10 + Willpower LABORER
• Starting Experience: 105 xp
3 2 2 2 1 2
• Starting Skills: An Acrobat character starts with one
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
rank in Coordination during character creation. They
obtain this rank before spending experience points, and
may not increase Coordination above rank 2 during • Starting Wound Threshold: 12 + Brawn
character creation. • Starting Strain Threshold: 8 + Willpower
• Deft Evasion: Once per encounter, your character may • Starting Experience: 115 xp
spend a Story Point as an out-of-turn incidental when
they are the target of a Combat check. If they do so, • Starting Skills: A laborer starts with one rank in Ath-
the difficulty of the combat check becomes an opposed letics during character creation. They obtain this rank
check against the Acrobat’s Coordination skill instead of before spending experience points, and may not increase
the normal difficulty. Other modifiers, such as cover and Athletics above rank 2 during character creation.
defense still apply. • Tough as Nails: Once per session, your character may
spend a Story Point as an out-of-turn incidental immedi-
SURVIVALIST ately after suffering a Critical Injury and determining the
2 2 2 3 2 1 result. If they do so, they count the result rolled as “01.”
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

• Starting Wound Threshold: 10 + Brawn


• Starting Strain Threshold: 10 + Willpower
• Starting Experience: 110 XP
• Starting Skills: A Survivalist starts with one rank in
Survival during character creation. They obtain this rank
before spending experience points, and may not increase
Survival above rank 2 during character creation.

11
ARISTOCRAT ELVES
1 2 2 2 2 3 Elves are a magical people of otherworldly grace, liv-
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
ing in the world but not entirely part of it. They live in
places of ethereal beauty, in the midst of ancient forests
• Starting Wound Threshold: 10 + Brawn
or in silvery spires glittering with faerie light, where soft
• Starting Strain Threshold: 10 + Willpower music drifts through the air and gentle fragrances waft on
• Starting Experience: 100 xp the breeze. Elves love nature and magic, art and artistry,
music and poetry, and the good things of the world.
• Starting Skills: An Aristocrat starts with one rank in
Cool during character creation. They obtain this rank SLENDER AND GRACEFUL
before spending experience points, and may not increase
Cool above rank 2 during character creation. With their unearthly grace and fine features, elves appear
• Forceful Personality: Once per session, your character hauntingly beautiful to humans and members of many
may spend a Story Point as an incidental. If they do so, other races. They are slightly shorter than humans on
during the next skill check they make during that turn, average, ranging from well under 5 feet tall to just over
your character doubles the strain they inflict or the strain 6 feet. They are more slender than humans, weighing
they heal (you choose before making the check). only 100 to 145 pounds. Males and females are about
the same height, and males are only marginally heavier
than females.
Elves’ coloration encompasses the normal human range
and also includes skin in shades of copper, bronze, and
almost bluish-white, hair of green or blue, and eyes like
pools of liquid gold or silver. Elves have no facial and
little body hair. They favor elegant clothing in bright col-
ors, and they enjoy simple yet lovely jewelry.

A TIMELESS PERSPECTIVE

Elves can live well over 700 years, giving them a broad
perspective on events that might trouble the shorter-lived
races more deeply. They are more often amused than
excited, and more likely to be curious than greedy. They
tend to remain aloof and unfazed by petty happenstance.
When pursuing a goal, however, whether adventuring
on a mission or learning a new skill or art, elves can be
focused and relentless. They are slow to make friends and
enemies, and even slower to forget them. They reply to
petty insults with disdain and to serious insults with ven-
geance.
Like the branches of a young tree, elves are flexible in
the face of danger. They trust in diplomacy and com-
promise to resolve differences before they escalate to
violence. They have been known to retreat from intru-
sions into their woodland homes, confident that they can
simply wait the invaders out. But when the need arises,
elves reveal a stern martial side, demonstrating skill with
sword, bow, and strategy.

12
HIDDEN WOODLAND REALMS HIGH ELF
Most elves dwell in small forest villages hidden among 2 2 3 2 1 2
the trees. Elves hunt game, gather food, and grow veg- BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

etables, and their skill and magic allow them to support


themselves without the need for clearing and plowing • Wound Threshold: 8 + Brawn
land. They are talented artisans, crafting finely worked • Strain Threshold: 11 + Willpower
clothes and art objects. Their contact with outsiders is
usually limited, though a few elves make a good living • Starting Experience: 105 XP
by trading crafted items for metals (which they have no • Starting Skills: High Elves begin with one rank in
interest in mining). Arcane or Knowledge (Lore). They obtain this rank
Elves encountered outside their own lands are commonly before spending experience points, and may not increase
traveling minstrels, artists, or sages. Human nobles com- the skill above rank 2 during character creation
pete for the services of elf instructors to teach swordplay • Fey Ancestry: Elves cannot be put to sleep by magical
or magic to their children. means and add jj to checks to avoid being charmed.
Elves do not need sleep. Instead, they meditate deeply,
EXPLORATION AND ADVENTURE remaining semiconscious, needing only need 4 hours to
heal all strain.
Elves take up adventuring out of wanderlust. Since they
are so long-lived, they can enjoy centuries of exploration • Elvish Knowledge: High Elves gain Knowledge (Lore)
and discovery. They dislike the pace of human society, as a career skill at character creation.
which is regimented from day to day but constantly • Darkvision: When making skill checks, Wood Elves
changing over decades, so they find careers that let them remove up to jj imposed due to darkness.
travel freely and set their own pace. Elves also enjoy exer-
As a high elf, you have a keen mind and a mastery of
cising their martial prowess or gaining greater magical
at least the basics of magic. There are two kinds of high
power, and adventuring allows them to do so. Some
elves. One type, the Sun Elf, is haughty and reclusive,
might join with rebels fighting against oppression, and
believing themselves to be superior to non-elves and even
others might become champions of moral causes.
other elves. The other type, the Moon Elf, are more com-
mon and more friendly, and often encountered among
ELF NAMES humans and other races.
Elves are considered children until they declare them- The sun elves of Faerûn (also called gold elves or sun-
selves adults, some time after the hundredth birthday, rise elves) have bronze skin and hair of copper, black,
and before this period they are called by child names. or golden blond. Their eyes are golden, silver, or black.
On declaring adulthood, an elf selects an adult name, Moon elves (also called silver elves or gray elves) are much
although those who knew him or their as a youngster paler, with alabaster skin sometimes tinged with blue.
might continue to use the child name. Each elf ’s adult They often have hair of silver-white, black, or blue, but
name is a unique creation, though it might reflect the various shades of blond, brown, and red are not uncom-
names of respected individuals or other family members. mon. Their eyes are blue or green and flecked with gold.
Little distinction exists between male names and female
names; the groupings here reflect only general tenden-
cies. In addition, every elf bears a family name, typically a
combination of other Elvish words. Some elves traveling
among humans translate their family names into Com-
mon, but others retain the Elvish version.

13
WOOD ELF remaining semiconscious, needing only need 4 hours to
heal all strain.
1 3 2 2 2 2 • Superior Darkvision: When making skill checks, Dark
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Elves remove up to jjj imposed due to darkness.
Descended from an earlier subrace of darkskinned elves,
• Wound Threshold: 10 + Brawn
the drow were banished from the surface world for fol-
• Strain Threshold: 10 + Willpower lowing the goddess Lolth down the path to evil and cor-
• Starting Experience: 105 XP ruption. Now they have built their own civiliza on in
the depths of the Underdark, patterned after the Way of
• Starting Skills: Wood Elves begin with one rank in
Lolth.
Stealth or Primal. They obtain this rank before spending
experience points, and may not increase the skill above Also called dark elves, the drow have black skin that
rank 2 during character creation. resembles polished obsidian and stark white or pale yel-
low hair. They commonly have very pale eyes (so pale as
• Fey Ancestry: Elves cannot be put to sleep by magical
to be mistaken for white) in shades of lilac, silver, pink,
means and add jj to checks to avoid being charmed.
red, and blue. They tend to be smaller and thinner than
Elves do not need sleep. Instead, they meditate deeply,
most elves.
remaining semiconscious, needing only need 4 hours to
heal all strain.
• Mask of the Wilds: Wood Elves gain a minimum bonus
of +2 from concealment.
• Darkvision: When making skill checks, Wood Elves
remove up to jj imposed due to darkness within
medium range.
As a wood elf, you have keen senses and intuition, and
your fleet feet carry you quickly and stealthily through
your native forests. In Faerûn, wood elves (also called
wild elves, green elves, or forest elves) are reclusive and
distrusting of non-elves.
Wood elves’ skin tends to be copperish in hue, some-
times with traces of green. Their hair tends toward
browns and blacks, but it is occasionally blond or cop-
per-colored. Their eyes are green, brown, or hazel.

DARK ELF

2 2 2 1 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

• Wound Threshold: 11 + Brawn


• Strain Threshold: 9 + Willpower
• Starting Experience: 110 XP
• Starting Skills: Dark Elves begin with one rank in Sur-
vival or Sorcery. They obtain this rank before spending
experience points, and may not increase the skill above
rank 2 during character creation
• Fey Ancestry: Elves cannot be put to sleep by magical
means and add jj to checks to avoid being charmed.
Elves do not need sleep. Instead, they meditate deeply,

14
DWARF CLANS AND KINGDOMS
Kingdoms rich in ancient grandeur, halls carved into the
roots of mountains, the echoing of picks and hammers Dwarven kingdoms stretch deep beneath the mountains
in deep mines and blazing forges, a commitment to clan where the dwarves mine gems and precious metals and
and tradition, and a burning hatred of goblins and orcs forge items of wonder. They love the beauty and artistry
— these common threads unite all dwarves. of precious metals and fine jewelry, and in some dwarves
this love festers into avarice. Whatever wealth they can’t
SHORT AND STOUT find in their mountains, they gain through trade. They
dislike boats, so enterprising humans and halflings fre-
Bold and hardy, dwarves are known as skilled warriors,
quently handle trade in dwarven goods along water
miners, and workers of stone and metal. Though they
routes. Trustworthy members of other races are welcome
stand well under 5 feet tall, dwarves are so broad and
in dwarf settlements, though some areas are off limits
compact that they can weigh as much as a human stand-
even to them.
ing nearly two feet taller. Their courage and endurance
are also easily a match for any of the larger folk. The chief unit of dwarven society is the clan, and dwarves
highly value social standing. Even dwarves who live far
Dwarven skin ranges from deep brown to a paler hue
from their own kingdoms cherish their clan identities
tinged with red, but the most common shades are light
and affiliations, recognize related dwarves, and invoke
brown or deep tan, like certain tones of earth. Their hair,
their ancestors’ names in oaths and curses. To be clanless
worn long but in simple styles, is usually black, gray, or
is the worst fate that can befall a dwarf.
brown, though paler dwarves often have red hair. Male
dwarves value their beards highly and groom them care- Dwarves in other lands are typically artisans, especially
fully. weaponsmiths, armorers, and jewelers. Some become
mercenaries or bodyguards, highly sought after for their
LONG MEMORY, LONG GRUDGES courage and loyalty.

Dwarves can live to be more than 400 years old, so the GODS, GOLD, AND CLAN
oldest living dwarves often remember a very different
world. For example, some of the oldest dwarves living in Dwarves who take up the adventuring life might be
Citadel Felbarr (in the world of the Forgotten Realms) motivated by a desire for treasure — for its own sake, for
can recall the day, more than three centuries ago, when a specific purpose, or even out of an altruistic desire to
orcs conquered the fortress and drove them into an exile help others. Other dwarves are driven by the command
that lasted over 250 years. This longevity grants them a or inspiration of a deity, a direct calling or simply a desire
perspective on the world that shorter-lived races such as to bring glory to one of the dwarf gods. Clan and ances-
humans and halflings lack. try are also important motivators. A dwarf might seek to
restore a clan’s lost honor, avenge an ancient wrong the
Dwarves are solid and enduring like the mountains
clan suffered, or earn a new place within the clan after
they love, weathering the passage of centuries with stoic
having been exiled. Or a dwarf might search for the axe
endurance and little change. They respect the traditions
wielded by a mighty ancestor, lost on the field of battle
of their clans, tracing their ancestry back to the found-
centuries ago.
ing of their most ancient strongholds in the youth of the
world, and don’t abandon those traditions lightly. Part of
those traditions is devotion to the gods of the dwarves,
DWARF NAMES
who uphold the dwarven ideals of industrious labor, skill A dwarf ’s name is granted by a clan elder, in accordance
in battle, and devotion to the forge. with tradition. Every proper dwarven name has been
Individual dwarves are determined and loyal, true to used and reused down through the generations. A dwarf ’s
their word and decisive in action, sometimes to the point name belongs to the clan, not to the individual. A dwarf
of stubbornness. Many dwarves have a strong sense of who misuses or brings shame to a clan name is stripped
justice, and they are slow to forget wrongs they have suf- of the name and forbidden by law to use any dwarven
fered. A wrong done to one dwarf is a wrong done to the name in its place.
dwarf ’s entire clan, so what begins as one dwarf ’s hunt
for vengeance can become a full-blown clan feud.

15
DRAGONBORN
2 1 2 2 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE Born of dragons, as their name proclaims, the dragon-
born walk proudly through a world that greets them with
• Starting Wound Threshold: 11 + Brawn fearful incomprehension. Shaped by draconic gods or the
• Starting Strain Threshold: 10 + Willpower dragons themselves, dragonborn originally hatched from
dragon eggs as a unique race, combining the best attri-
• Starting Experience: 100 xp butes of dragons and humanoids. Some dragonborn are
• Starting Skills: Dwarves begin with one rank in Resil- faithful servants to true dragons, others form the ranks
ience or Mechanics. They obtain this rank before spend- of soldiers in great wars, and still others find themselves
ing experience points, and may not increase the skill adrift, with no clear calling in life.
above rank 2 during character creation.
• Born Crafter: Dwarves gain Mechanics as a career skill
PROUD DRAGON KIN
at character creation. Dragonborn look very much like dragons standing erect
• Dark Vision: When making skill checks, Dwarves in humanoid form, though they lack wings or a tail. The
remove up to jj imposed due to darkness within first dragonborn had scales of vibrant hues matching the
medium range. colors of their dragon kin, but generations of interbreed-
ing have created a more uniform appearance. Their small,
• Dwarven Resilience: Add sa to all checks to resist or fine scales are usually brass or bronze in color, sometimes
recover from poisons, venoms, or toxins. Also Dwarves ranging to scarlet, rust, gold, or copper-green. They are
reduce the damage suffered from sources of poison by 3 tall and strongly built, often standing close to 6½ feet tall
before soak, and suffer one less strain and wounds from and weighing 300 pounds or more. Their hands and feet
Resilience checks against poisons. are strong, talonlike claws with three fingers and a thumb
on each hand.
The blood of a particular type of dragon runs very strong
through some dragonborn clans. These dragonborn often
boast scales that more closely match those of their dragon
ancestor — bright red, green, blue, or white, lustrous
black, or gleaming metallic gold, silver, brass, copper, or
bronze.

SELF-SUFFICIENT CLANS
To any dragonborn, the clan is more important than
life itself. Dragonborn owe their devotion and respect to
their clan above all else, even the gods. Each dragonborn’s
conduct reflects on the honor of their or their clan, and
bringing dishonor to the clan can result in expulsion and
exile. Each dragonborn knows their or their station and
duties within the clan, and honor demands maintaining
the bounds of that position.
A continual drive for self-improvement reflects the
self-sufficiency of the race as a whole. Dragonborn value
skill and excellence in all endeavors. They hate to fail,
and they push themselves to extreme efforts before they
give up on something. A dragonborn holds mastery of a
particular skill as a lifetime goal. Members of other races
who share the same commitment find it easy to earn the
respect of a dragonborn.

16
Though all dragonborn strive to be self-sufficient, they TABLE: DRAGON ANCESTRY
recognize that help is sometimes needed in difficult situ-
ations. But the best source for such help is the clan, and ELEMENTAL
ANCESTRY BREATH QUALITY
when a clan needs help, it turns to another dragonborn RESISTANCE
clan before seeking aid from other races — or even from Black Acid Elemental (Acid), Vicious 1
the gods. Blue Lightning Disorient 3, Elemental (Lightning)
Brass Fire Burn 1, Elemental (Fire)
DRAGONBORN NAMES Bronze Lightning Disorient 3, Elemental (Lightning)
Dragonborn have personal names given at birth, but they Copper Acid Elemental (Acid), Vicious 1
put their clan names first as a mark of honor. A childhood Gold Fire Burn 1, Elemental (Fire)
name or nickname is often used among clutchmates as Green Poison Elemental (Poison), Stun 3
a descriptive term or a term of endearment. The name Red Fire Burn 1, Elemental (Fire)
might recall an event or center on a habit.
Silver Cold Elemental (Cold), Ensnare 1
White Cold Elemental (Cold), Ensnare 1
3 2 2 1 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

• Starting Wound Threshold: 12 + Brawn


• Starting Strain Threshold: 9 + Willpower GNOME
• Starting Experience: 105 xp
A constant hum of busy activity pervades the warrens and
• Starting Skills: A Dragonborn starts with one rank neighborhoods where gnomes form their close-knit com-
in Resilience or Negotiation during character creation. munities. Louder sounds punctuate the hum: a crunch
They obtain this rank before spending experience points, of grinding gears here, a minor explosion there, a yelp
and may not increase the skill above rank 2 during char- of surprise or triumph, and especially bursts of laughter.
acter creation. Gnomes take delight in life, enjoying every moment of
• Breath Weapon: Dragonborn have an innate weapon, invention, exploration, investigation, creation, and play.
their powerful breath. It has the following weapon profile
(Resilience; Damage: +3; Critical 3; Range [Short]; Blast VIBRANT EXPRESSION
6, Slow-Firing 2, Special).
A gnome’s energy and enthusiasm for living shines
• Draconic Lineage: Depending on the draconic ances- through every inch of their or their tiny body. Gnomes
try, Dragonborn have an innate resistance and qual- average slightly over 3 feet tall and weigh 40 to 45
ity to your breath weapon, as shown on Table: Dragon pounds. Their tan or brown faces are usually adorned
Ancestry. Dragonborns reduce the damage suffered from with broad smiles (beneath their prodigious noses), and
attacks of their element by 3 before soak. their bright eyes shine with excitement. Their fair hair has
a tendency to stick out in every direction, as if expressing
the gnome’s insatiable interest in everything around.
A gnome’s personality is writ large in their or their
appearance. A male gnome’s beard, in contrast to their
wild hair, is kept carefully trimmed but often styled into
curious forks or neat points. A gnome’s clothing, though
usually made in modest earth tones, is elaborately deco-
rated with embroidery, embossing, or gleaming jewels.

17
DELIGHTED DEDICATION GNOME NAMES
As far as gnomes are concerned, being alive is a won- Gnomes love names, and most have half a dozen or so. A
derful thing, and they squeeze every ounce of enjoyment gnome’s mother, father, clan elder, aunts, and uncles each
out of their three to five centuries of life. Humans might give the gnome a name, and various nicknames from just
wonder about getting bored over the course of such a about everyone else might or might not stick over time.
long life, and elves take plenty of time to savor the beau- Gnome names are typically variants on the names of
ties of the world in their long years, but gnomes seem ancestors or distant relatives. When dealing with humans
to worry that even with all that time, they can’t get in and others who are “stuffy” about names, a gnome learns
enough of the things they want to do and see. to use no more than three names: a personal name, a
Gnomes speak as if they can’t get the thoughts out of clan name, and a nickname, choosing the one in each
their heads fast enough. Even as they offer ideas and category that’s the most fun to say.
opinions on a range of subjects, they still manage to listen
carefully to others, adding the appropriate exclamations
1 2 3 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
of surprise and appreciation along the way.
Though gnomes love jokes of all kinds, particularly puns
and pranks, they’re just as dedicated to the more seri- • Starting Wound Threshold: 8 + Brawn
ous tasks they undertake. Many gnomes are skilled engi- • Starting Strain Threshold: 12 + Willpower
neers, alchemists, tinkers, and inventors. They’re willing
• Starting Experience: 90 xp
to make mistakes and laugh at themselves in the process
of perfecting what they do, taking bold (sometimes fool- • Starting Skills: A Gnome starts with one rank in either
hardy) risks and dreaming large. Mechanics or Alchemy and one rank in either Knowl-
edge (Lore) or Knowledge (Arcana) during character cre-
BRIGHT BURROWS ation. They obtain these ranks before spending experi-
ence points, and may not increase the skills above rank 2
Gnomes make their homes in hilly, wooded lands. They during character creation.
live underground but get more fresh air than dwarves do,
enjoying the natural, living world on the surface when- • Small: Gnomes have a Silhouette of 0.
ever they can. Their homes are well hidden by both clever • Magic Resistance: Whenever a Gnome is being targeted
construction and simple illusions. Welcome visitors are by a harmful magic effect, the caster adds j to the check.
quickly ushered into the bright, warm burrows. Those When a Gnome makes a check to resist a magical effect,
who are not welcome are unlikely to find the burrows in add j to the check.
the first place. • Gnomish Arcana: Gnomes gain Knowledge (Arcana) as
Gnomes who settle in human lands are commonly gem- a career skill at character creation.
cutters, engineers, sages, or tinkers. Some human fami-
lies retain gnome tutors, ensuring that their pupils enjoy
a mix of serious learning and delighted enjoyment. A
gnome might tutor several generations of a single human
family over the course of their or their long life.

18
HALFLING BLEND INTO THE CROWD
The comforts of home are the goals of most halflings’ Halflings are adept at fitting into a community of
lives: a place to settle in peace and quiet, far from humans, dwarves, or elves, making themselves valuable
marauding monsters and clashing armies; a blazing fire and welcome. The combination of their inherent stealth
and a generous meal; fine drink and fine conversation. and their unassuming nature helps halflings to avoid
Though some halflings live out their days in remote agri- unwanted attention.
cultural communities, others form nomadic bands that Halflings work readily with others, and they are loyal to
travel constantly, lured by the open road and the wide their friends, whether halfling or otherwise. They can dis-
horizon to discover the wonders of new lands and peo- play remarkable ferocity when their friends, families, or
ples. But even these wanderers love peace, food, hearth, communities are threatened.
and home, though home might be a wagon jostling along
an dirt road or a raft floating downriver. PASTORAL PLEASANTRIES
SMALL AND PRACTICAL
Most halflings live in small, peaceful communities with
The diminutive halflings survive in a world full of larger
large farms and well-kept groves. They rarely build king-
creatures by avoiding notice or, barring that, avoiding
doms of their own or even hold much land beyond their
offense. Standing about 3 feet tall, they appear relatively
quiet shires. They typically don’t recognize any sort of
harmless and so have managed to survive for centuries
halfling nobility or royalty, instead looking to family
in the shadow of empires and on the edges of wars and
elders to guide them. Families preserve their traditional
political strife. They are inclined to be stout, weighing
ways despite the rise and fall of empires.
between 40 and 45 pounds.
Many halflings live among other races, where the hal-
Halflings’ skin ranges from tan to pale with a ruddy
flings’ hard work and loyal outlook offer them abundant
cast, and their hair is usually brown or sandy brown and
rewards and creature comforts. Some halfling commu-
wavy. They have brown or hazel eyes. Halfling men often
nities travel as a way of life, driving wagons or guiding
sport long sideburns, but beards are rare among them
boats from place to place and maintaining no permanent
and mustaches even more so. They like to wear simple,
home.
comfortable, and practical clothes, favoring bright colors.
Halfling practicality extends beyond their clothing. EXPLORING OPPORTUNITIES
They’re concerned with basic needs and simple pleasures
and have little use for ostentation. Even the wealthiest of Halflings usually set out on the adventurer’s path to
halflings keep their treasures locked in a cellar rather than defend their communities, support their friends, or
on display for all to see. They have a knack for finding explore a wide and wonder-filled world. For them,
the most straightforward solution to a problem, and have adventuring is less a career than an opportunity or some-
little patience for dithering. times a necessity.

KIND AND CURIOUS HALFLING NAMES


Halflings are an affable and cheerful people. They cherish A halfling has a given name, a family name, and possi-
the bonds of family and friendship as well as the comforts bly a nickname. Family names are often nicknames that
of hearth and home, harboring few dreams of gold or stuck so tenaciously they have been passed down through
glory. Even adventurers among them usually venture into the generations.
the world for reasons of community, friendship, wander-
lust, or curiosity. They love discovering new things, even
simple things, such as an exotic food or an unfamiliar
style of clothing.
Halflings are easily moved to pity and hate to see any liv-
ing thing suffer. They are generous, happily sharing what
they have even in lean times.

19
1 2 2 2 2 3 TIEFLING
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE To be greeted with stares and whispers, to suffer violence
and insult on the street, to see mistrust and fear in every
• Starting Wound Threshold: 9 + Brawn eye: this is the lot of the tiefling. And to twist the knife,
• Starting Strain Threshold: 10 + Willpower tieflings know that this is because a pact struck genera-
tions ago infused the essence of Asmodeus — overlord of
• Starting Experience: 105 xp the Nine Hells — into their bloodline. Their appearance
• Starting Skills: A Halfling starts with one rank in Dis- and their nature are not their fault but the result of an
cipline or Charm during character creation. They obtain ancient sin, for which they and their children and their
this rank before spending experience points, and may not children’s children will always be held accountable.
increase the skill above rank 2 during character creation.
• Small: Halflings have a Silhouette of 0.
INFERNAL BLOODLINE
• Lucky: Onnce per session, whenever a halfling rolls a d
on a check, they may reroll the die by spending a Story Tieflings are derived from human bloodlines, and in the
Point but must use the new result. broadest possible sense, they still look human. How-
• Halfing Bravery: Halflings add jj on checks to resist ever, their infernal heritage has left a clear imprint on
fear. their appearance. Tieflings have large horns that take
any of a variety of shapes: some have curling horns like
a ram, others have straight and tall horns like a gazelle’s,
and some spiral upward like an antelopes’ horns. They
have thick tails, four to five feet long, which lash or coil
around their legs when they get upset or nervous. Their
canine teeth are sharply pointed, and their eyes are solid
colors — black, red, white, silver, or gold — with no vis-
ible sclera or pupil. Their skin tones cover the full range
of human coloration, but also include various shades of
red. Their hair, cascading down from behind their horns,
is usually dark, from black or brown to dark red, blue,
or purple.

SELF-RELIANT AND SUSPICIOUS


Tieflings subsist in small minorities found mostly in
human cities or towns, often in the roughest quarters
of those places, where they grow up to be swindlers,
thieves, or crime lords. Sometimes they live among other
minority populations in enclaves where they are treated
with more respect.
Lacking a homeland, tieflings know that they have to
make their own way in the world and that they have to
be strong to survive. They are not quick to trust anyone
who claims to be a friend, but when a tiefling’s compan-
ions demonstrate that they trust him or their, the tiefling
learns to extend the same trust to them. And once a tief-
ling gives someone loyalty, the tiefling is a firm friend or
ally for life.

20
TIEFLING NAMES
Tiefling names fall into three broad categories. Tieflings MUTUAL MISTRUST
born into another culture typically have names reflec-
tive of that culture. Some have names derived from the People tend to be suspicious of tieflings,
Infernal language, passed down through generations, assuming that their infernal heritage has left
that reflect their fiendish heritage. And some younger its mark on their personality and morality, not
tieflings, striving to find a place in the world, adopt a just their appearance. Shopkeepers keep a close
name that signifies a virtue or other concept and then try eye on their goods when tieflings enter their
to embody that concept. For some, the chosen name is a stores, the town watch might follow a tiefling
noble quest. For others, it’s a grim destiny. around for a while, and demagogues blame
2 2 2 1 3 2 tieflings for strange happenings.
The reality, though, is that a tiefling’s bloodline
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
doesn’t affect their or their personality to any
• Starting Wound Threshold: 9 + Brawn great degree. Years of dealing with mistrust
• Starting Strain Threshold: 11 + Willpower does leave its mark on most tieflings, and they
respond to it in different ways. Some choose to
• Starting Experience: 100 xp
live up to the wicked stereotype, but others are
• Starting Skills: A Tiefling starts with one rank in Coer- virtuous. Most are simply very aware of how
cion or Negotiation during character creation. They people respond to them. After dealing with
obtain this rank before spending experience points, and this mistrust throughout youth, a tiefling often
may not increase the skill above rank 2 during character develops the ability to overcome prejudice
creation. through charm or intimidation.
• Infernal Magic: Tieflings gain Sorcery as a career skill
and begin with one rank in Sorcery. You still cannot train
their Sorcery above rank 2 during character creation.
• Infernal Resistance: Tieflings reduce the damage suf-
fered from fire by 3 before soak.
• Dark Vision: When making skill checks, Tieflings
remove up to jj imposed due to darkness.

21
AASIMAR CONFLICTED SOULS
Aasimar bear within their souls the light of the heavens. Despite its celestial origin, an aasimar is mortal and
They are descended from humans with a touch of the possesses free will. Most aasimar follow their ordained
power of Mount Celestia, the divine realm of many law- path, but some grow to see their abilities as a curse.
ful good deities. Aasimar are born to serve as champions
of the gods, their births hailed as blessed events. They are These disaffected aasimar are typically content to turn
a people of otherworldly visages, with luminous features away frorri the world, but a few become agents of evil. In
that reveal their celestial heritage. their minds, their exposure to celestial powers amounted
to little more than brainwashing.
CELESTIAL CHAMPIONS Evil aasimar make deadly foes. The radiant power they
once commanded becomes corrupted into a horrid,
Aasimar are placed in the world to serve as guardians of
draining magic. And their angelic guides abandon them.
law and good. Their patrons expect them to strike at evil,
lead by example, and further the cause of justice. Even aasimar wholly dedicated to good sometimes feel
torn between two worlds. The angels that guide them see
From an early age, an aasimar receives visions and guid-
the world from a distant perch. An aasimar who wishes
ance from celestial entities via dreams. These dreams help
to stop and help a town recover from a drought might
shape an aasimar, granting a sense of destiny and a desire
be told by an angelic guide to push forward on a greater
for righteousness.
quest. To a distant angel, saving a few commoners might
Each aasimar can count a specific celestial agent of the pale in comparison to defeating a cult of Orcus. An aasi-
gods as a guide. This entity is typically a deva, an angel mar’s guide is wise but not infallible.
who acts as a messenger to the mortal world.
AASIMAR NAMES
HIDDEN WANDERERS
Most aasimar are born from human parents, and they
While aasimar are strident foes of evil, they typically use the same naming conventions as their native culture.
prefer to keep a low profile. An aasimar inevitably draws
the attention of evil cultists, fiends, and other enemies
of good, all of whom would be eager to strike down a 2 2 2 1 2 3
celestial champion if they had the chance. BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

When traveling, aasimar prefer hoods, closed helms, and


other gear that allows them to conceal their identities. • Starting Wound Threshold: 9 + Brawn
They nevertheless have no compunction about striking • Starting Strain Threshold: 12 + Willpower
openly at evil. The secrecy they desire is never worth
endangering the innocent. • Starting Experience: 95 xp
• Starting Skills: An Aasimar starts with one rank in Dis-
AASIMAR GUIDES cipline or Leadership during character creation. They
obtain this rank before spending experience points, and
An aasimar, except for one who has turned to evil, has a
may not increase the skill above rank 2 during character
link to an angelic being. That being- usually a deva pro-
creation.
vides guidance to the aasimar, though this connection
functions only in dreams. As such, the guidance is not • Dark Vision: When making skill checks, Aasimar
a direct command or a simple spoken word. Instead, the remove up to jj imposed due to darkness.
aasimar receives visions, prophecies, and feelings. • Angelic Ancestry: Aasimar gain Divine as a career skill
The angelic being is far from omniscient. Its guidance is at character creation and begin with one rank in Divine.
based on its understanding of the tenets of law and good, You still cannot train their Divine above rank 2 during
and it might have insight into combating especially pow- character creation.
erful evils that it knows about.

22
ORC NOMADIC WARRIORS
Orcs had poor temperaments and were given to anger Most orcs didn’t build cities of their own, instead relying
more easily than some races. Easily offended and impa- on those left behind by others and improving their
tient, orcs generally preferred violent solutions and rarely fortifications or operating out of small camps and dens,
considered multiple ways of approaching a problem. often in natural caves. Orcs managed ironwork on their
However, in spite of this many orcs were excellent at own, as well as stonework, though their tools were often
getting results, since they were creatures of action, not inferior to those of more disciplined races.
thought. Some exceptions to this profile did exist, how-
ever, such as the famed King Obould whose deeds were Most orcs were part of a confederation of tribes, loosely
accomplished through planning and insight. held together by a despotic chieftain. Bands within these
alliances might have wandered far from their homelands,
PHYSICAL PROWESS but continued to greet those orcs who belonging to the
same tribal network as kin. Orc bloodragers were cham-
Orcs bred fast and lived short lives compared with pions of their tribe, who used primal strength and feroc-
most other races. They were considered adults any- ity to overcome their enemies. Most were bodyguards or
where between 11 and 14 years of age, middle-aged lower-ranking chiefs within the tribal structure.
at 17, old at 23, and venerable at 35 years of age. The
average orc seldom lived longer than 40 years, even if it
managed to avoid violent death. It was unheard of for
an orc to live longer than 45 years without magical aid.
3 2 1 2 2 2
Adult male orcs generally stood between 59 and 71 inches BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

tall, and adult females averaged two inches shorter. Males • Starting Wound Threshold: 12 + Brawn
weighed in anywhere between 136 and 190 pounds,
• Starting Strain Threshold: 8 + Willpower
while females weighed between 96 and 150 pounds
• Starting Experience: 110 xp
THE WARBAND • Starting Skills: An Orc starts with one rank in Melee
Traditional orcish culture was extremely warlike and (Heavy) or Athletics during character creation. They
when not at war the race was usually planning for it. obtain this rank before spending experience points, and
Most orcs approached life with the belief that to survive, may not increase the skill above rank 2 during character
one had to subjugate potential enemies and control as creation.
many resources as possible, which put them naturally at • Menacing: Orcs gain Coercion as a career skill at char-
odds with other races as well as each other. This belief acter creation.
was spurred in part by Gruumsh and their pantheon,
• Fearsome: This species is feared in societies other than
which taught that all races were inferior to the orcs. Eyes
its own. Its members add j to Charm, Deception, Lead-
of Gruumsh were orcs specially tied to the one-eyed god
ership, and Negotiation checks they make, but they add
and offered sacrifices, read omens and advised tribes
j to Coercion checks they make. This does not apply
through Gruumsh’s will.
when interacting with others of their own species.
Male orcs dominated most orcish societies. Male orcs
• Natural Warriors: When making a Brawl or Melee
prided themselves on their number of wives and sons,
check, Orcs add the Vicious 1 quality to their weapon. If
as well as their scars from battle and rituals. Some orcs
the weapon already has the Vicious quality, increase the
also prized the possession of slaves, though relatively few
listed value by 1.
owned them.

23
HALF ORC half-orcs are those with enough self-control to get by in
a civilized land.
Whether united under the leadership of a mighty war-
lock or having fought to a standstill after years of conflict, TRIBES AND SLUMS
orc and human tribes sometimes form alliances, joining
Half-orcs most often live among orcs. Of the other races,
forces into a larger horde to the terror of civilized lands
humans are most likely to accept half-orcs, and half-
nearby. When these alliances are sealed by marriages,
orcs almost always live in human lands when not living
half-orcs are born. Some half-orcs rise to become proud
among orc tribes. Whether proving themselves among
chiefs of orc tribes, their human blood giving them an
rough barbarian tribes or scrabbling to survive in the
edge over their full-blooded orc rivals. Some venture into
slums of larger cities, half-orcs get by on their physical
the world to prove their worth among humans and other
might, their endurance, and the sheer determination
more civilized races. Many of these become adventurers,
they inherit from their human ancestry.
achieving greatness for their mighty deeds and notoriety
for their barbaric customs and savage fury.
HALF-ORC NAMES
SCARRED AND STRONG Half-orcs usually have names appropriate to the culture
in which they were raised. A half-orc who wants to fit in
Half-orcs’ grayish pigmentation, sloping foreheads, jut-
among humans might trade an orc name for a human
ting jaws, prominent teeth, and towering builds make
name. Some half-orcs with human names decide to
their orcish heritage plain for all to see. Half-orcs stand
adopt a guttural orc name because they think it makes
between 5 and 7 feet tall and usually weigh between 180
them more intimidating.
and 250 pounds.
Orcs regard battle scars as tokens of pride and orna-
mental scars as things of beauty. Other scars, though,
mark an orc or half-orc as a former slave or a disgraced 3 2 2 2 2 1
exile. Any half-orc who has lived among or near orcs BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

has scars, whether they are marks of humiliation or of


pride, recounting their past exploits and injuries. Such a • Starting Wound Threshold: 11 + Brawn
half-orc living among humans might display these scars • Starting Strain Threshold: 9 + Willpower
proudly or hide them in shame.
• Starting Experience: 110 xp
THE MARK OF GRUUMSH • Starting Skills: A Half-Orc starts with one rank in Resil-
ience or Athletics during character creation. They obtain
The one-eyed god Gruumsh created the orcs, and even
this rank before spending experience points, and may not
those orcs who turn away from their worship can’t fully
increase the skill above rank 2 during character creation.
escape their influence. The same is true of half-orcs,
though their human blood moderates the impact of • Orcish Ancestry: Half-Orcs choose either the Menacing
their orcish heritage. Some half-orcs hear the whispers or Natural Warriors special ability from the Orc entry.
of Gruumsh in their dreams, calling them to unleash the • Tough as Nails: Once per session, your character may
rage that simmers within them. Others feel Gruumsh’s spend a Story Point as an out-of-turn incidental immedi-
exultation when they join in melee combat — and either ately after suffering a Critical Injury and determining the
exult along with him or shiver with fear and loathing. result. If they do so, they count the result rolled as “01.”
Half-orcs are not evil by nature, but evil does lurk within
them, whether they embrace it or rebel against it.
Beyond the rage of Gruumsh, half-orcs feel emotion
powerfully. Rage doesn’t just quicken their pulse, it makes
their bodies burn. An insult stings like acid, and sadness
saps their strength. But they laugh loudly and heartily,
and simple bodily pleasures — feasting, drinking, wres-
tling, drumming, and wild dancing — fill their hearts
with joy. They tend to be short-tempered and sometimes
sullen, more inclined to action than contemplation
and to fighting than arguing. The most accomplished

24
TABAXI FLEETING FANCIES
Wandering tabaxi are mercurial creatures, trading one
Hailing from a strange and distant land, wandering tab-
obsession or passion for the next as the whim strikes. A
axi are catlike humanoids driven by curiosity to collect
tabaxi’s desire burns bright, but once met it disappears
interesting artifacts, gather tales and stories, and lay eyes
to be replaced with a new obsession. Objects remain
on all the world’s wonders. Ultimate travelers, the inquis-
intriguing only as long as they still hold secrets.
itive tabaxi rarely stay in one place for long. Their innate
nature pushes them to leave no secrets uncovered, no A tabaxi rogue could happily spend months plotting
treasures or legends lost. to steal a strange gem from a noble, only to trade it for
passage on a ship or a week’s lodging after stealing it.
WANDERING OUTCASTS The tabaxi might take extensive notes or memorize every
facet of the gem before passing it on, but the gem holds
Most tabaxi remain in their distant homeland, content no more allure once its secrets and nature have been laid
to dwell in small, tight clans. These tabaxi hunt for food, bare.
craft goods, and largely keep to themselves.
However, not all tabaxi are satisfied with such a life. The TINKERS AND MINSTRELS
Cat Lord, the divine figure responsible for the creation of
Curiosity drives most of the tabaxi found outside their
the tabaxi, gifts each of their children with one specific
homeland, but not all of them become adventurers.
feline trait. Those tabaxi gifted with curiosity are com-
Tabaxi who seek a safer path to satisfy their obsessions
pelled to wander far and wide. They seek out stories, arti-
become wandering tinkers and minstrels.
facts, and lore. Those who survive this period of wander-
lust return home in their elder years to share news of the These tabaxi work in small troupes, usually consisting
outside world. In this manner, the tabaxi remain isolated of an elder, more experienced tabaxi who guides up to
but never ignorant of the world beyond their home. four young ones learning their way in the world. They
travel in small, colorful wagons, moving from settlement
BARTERERS OF LORE to settlement. When they arrive, they set up a small stage
in a public square where they sing, play instruments,
Tabaxi treasure knowledge rather than material things. A tell stories, and offer exotic goods in trade for items that
chest filled with gold coins might be useful to buy food spark their interest. Tabaxi reluctantly accept gold, but
or a coil of rope, but it’s not intrinsically interesting. they much prefer interesting objects or pieces of lore as
In the tabaxi’s eyes, gathering wealth is like packing payment.
rations for a long trip. It’s important to survive in the These wanderers keep to civilized realms, preferring to
world, but not worth fussing over. bargain instead of pursuing more dangerous methods of
Instead, tabaxi value knowledge and new experiences. sating their curiosity. However, they aren’t above a little
Their ears perk up in a busy tavern, and they tease out discreet theft to get their claws on a particularly interest-
stories with offers of food, drink, and coin. Tabaxi might ing item when an owner refuses to sell or trade it.
walk away with empty purses, but they mull over the
stories and rumors they collected like a miser counting TABAXI NAMES
coins.
Each tabaxi has a single name, determined by clan and
Although material wealth holds little attraction for the based on a complex formula that involves astrology,
tabaxi, they have an insatiable desire to find and inspect prophecy, clan history, and other esoteric factors. Tabaxi
ancient relics, magical items, and other rare objects. names can apply to both males and females, and most use
Aside from the power such items might confer, a tabaxi nicknames derived from or inspired by their full names.
takes great joy in unraveling the stories behind their cre- Clan names are usually based on a geographical feature
ation and the history of their use. located in or near the clan’s territory.

25
2 2 1 3 2 2 GOLIATHS
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
At the highest mountain peaks-far above the slopes where
trees grow and where the air is thin and the frigid winds
• Starting Wound Threshold: 9 + Brawn howl-dwell the reclusive goliaths. Few folk can claim to
• Starting Strain Threshold: 8 + Willpower have seen a goliath, and fewer still can claim friendship
with one. Goliaths wander a bleak realm of rock, wind,
• Starting Experience: 110 xp and cold. Their bodies look as if they are carved from
• Starting Skills: A Tabaxi starts with one rank in Coordi- mountain stone and give them great physical power.
nation, Stealth, or Perception during character creation. Their spirits take after the wandering wind, making them
They obtain this rank before spending experience points, nomads who wander from peak to peak. Their hearts are
and may not increase the skill above rank 2 during char- infused with the cold regard of their frigid realm, leaving
acter creation. each goliath with the responsibility to earn a place in the
tribe or die trying.
• Natural Weapons: Tabaxi possess claws and may choose
to attack with the following weapon profile: (Brawl;
Damage +1; Critical 3; Range [Engaged]; Vicious 1).
DRIVEN COMPETITORS
• Catlike Curiosity: Tabaxi gain Perception or Stealth as a Every day brings a new challenge to a goliath. Food,
career skill at character creation. water, and shelter are rare in the uppermost mountain
reaches. A single mistake can bring doom to an entire
• Fleet of Paw: Tabaxi can perform a second maneuver to tribe, while an individual’s heroic effort can ensure the
move without suffering strain. They still cannot exceed entire group’s survival.
the limitation of two maneuvers in a turn.
Goliaths thus place a premium on self-sufficiency and
individual skill. They have a compulsion to keep score,
counting their deeds and tallying their accomplishments
to compare to others. Goliaths love to win, but they see
defeat as a prod to improve their skills.
This dedication to competition has a dark side. Goli-
aths are ferocious competitors, but above all else they
are driven to outdo their past efforts. If a goliath slays a
dragon, they or they might seek out a larger, more pow-
erful wyrm to battle. Few goliath adventurers reach old
age, as most die attempting to surpass their past accom-
plishments.

FAIR PLAY
For goliaths, competition exists only when it is su ported
by a level playing field. Competition measures talent,
dedication, and effort. Those factors determine survival
in their home territory, not reliance on magic items,
money, or other elements that can tip the balance one
way or the other. Goliaths happily rely on such benefits,
but they are careful to remember that such an advan-
tage can always be lost. A goliath who relies too much
on them can grow complacent, a recipe for disaster in
the mountains.

26
This trait manifests most strongly when goliaths interact
with other folk. The relationship between peasants and
nobles puzzles goliaths. If a king lacks the intelligence or
leadership to lead, then clearly the most talented person 3 1 2 2 2 2
in the kingdom should take their place. Goliaths rarely BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

keep such opinions to themselves, and mock folk who


• Starting Wound Threshold: 13 + Brawn
rely on society’s structures or rules to maintain power.
• Starting Strain Threshold: 9 + Willpower
SURVIVAL OF THE FITTEST • Starting Experience: 95 xp
Among goliaths, any adult who can’t contribute to the • Starting Skills: A Goliath starts with one rank in Resil-
tribe is expelled. A lone goliath has little chance of sur- ience or Athletics during character creation. They obtain
vival, especially an older or weaker one. Goliaths have this rank before spending experience points, and may not
little pity for adults who can’t take care of themselves, increase the skill above rank 2 during character creation.
though a sick or injured individual is treated, as a result • Mountain Resistance: When making skill checks, Goli-
of the goliath concept of fair play. aths may remove jj imposed due to cold environmen-
A permanently injured goliath is still expected to pull tal conditions, or high altitudes.
their or their weight in the tribe. Typically, such a goliath • Stone’s Endurance: Once per encounter after being
dies attempting to keep up, or the goliath slips away in damaged, may spend a story point to add your ranks in
the night to seek the cold will of fate. Resilience to your soak for that source of damage.
In some ways, the goliath drive to outdo themselves feeds • Powerful Build: Golaiths add 10 to their encumbrance
into the grim inevitability of their decline and death. threshold.
A goliath would much rather die in battle, at the peak
of strength and skill, than endure the slow decay of old
age. Few folk have ever meet an elderly goliath, and even
those goliaths who have left their people grapple with the
urge to give up their lives as their physical skills decay.
Because of their risk-taking, goliath tribes suffer from a
chronic lack of the experience offered by longterm lead-
ers. They hope for innate wisdom in their leadership, for
they can rarely count on a wisdom grown with age.

GOLIATH NAMES
Every goliath has three names: a birth name assigned by
the newborn’s mother and father, a nickname assigned by
the tribal chief, and a family or clan name. A birth name
is up to three syllables long. Clan names are five syllables
or more and end in a vowel.
Birth names are rarely linked to gender. Goliaths see
females and males as equal in all things, and they find
societies with roles divided by gender to be puzzling or
worthy of mockery. To a goliath, the person who is best
at a job should be the one tasked with doing it.
A goliath’s nickname is a description that can change
on the whim of a chieftain or tribal elder. It refers to a
notable deed, either a success or failure, committed by
the goliath. Goliaths assign and use nicknames with their
friends of other races, and change them to refer to an
individual’s notable deeds.
Goliaths present all three names when identifying them-
selves, in the order of birth name, nickname, and clan
name. In casual conversation, they use their nickname.

27
LIZARDFOLK COLD AND CALCULATING
Only a fool looks at the lizardfolk and sees nothing more Most humanoids describe cold-blooded people as lacking
than scaly humanoids. Their physical shape notwith- in emotion and empathy. The same label serves as
standing, lizardfolk have more in common with igua- an apt depiction of lizardfolk.
nas or dragons than they do with humans, dwarves, or
Lacking any internal emotional reactions, lizardfolk
elves. Lizardfolk possess an alien and inscrutable mind-
behave in a distant manner. They don’t mourn fallen
set, their desires and thoughts driven by a different set of
comrades or rage against their enemies. They simply
basic principles than those of warm-blooded creatures.
observe and react as a situation warrants.
Their dismal swamp homes might lie hundreds of miles
from the nearest human settlement, but the gap between Lizardfolk lack meaningful emotional ties to the past.
their way of thinking and that of the smooth-skins is far They assess situations based on their current and future
greater. utility and importance. Nowhere does this come through
as strongly as when lizardfolk deal with the dead. To a liz-
Despite their alien outlook, some lizardfolk make an
ardfolk, a comrade who dies becomes a potential source
effort to understand and, in their own manner, befriend
of food. That companion might have once been a warrior
people of other races. Such lizardfolk make faithful and
or hunter, but now the body is just freshly killed meat.
skilled allies.
A lizard folk who lives among other humanoids can, over
ALIEN MINDS time, learn to respect other creatures’ emotions. The liz-
ardfolk doesn’t share those feelings, but instead assesses
The lizardfolk’s reptilian nature comes through not only them in the same clinical manner. Yes, the fallen dwarf
in their appearance, but also in how they think and act. might be most useful as a meal, but hacking the body
Lizardfolk experience a more limited emotional life into steaks provokes aggression in the other humanoids
than other humanoids. Like most reptiles, their feelings and makes them less helpful in battle.
largely revolve around fear, aggression, and pleasure. Liz-
ardfolk experience most feelings as detached descriptions UTILITY AND SURVIVAL
of creatures and situations. For example, humans con-
The lizardfolk mindset might seem unnecessarily cruel,
fronted by an angry troll experience fear on a basic level.
but it helps them survive in a hostile environment. The
Their limbs shake, their thinking becomes panicked and
swamps they inhabit are filled with a staggering variety
jumbled, and they react by instinct. The emotion of fear
of threats. Lizardfolk focus on survival above all, without
takes hold and controls their actions. In contrast, lizard-
sentiment.
folk see emotions as traits assigned to other creatures,
objects, and situations. A lizardfolk doesn’t think, “I’m Lizardfolk assess everyone and everything in terms of
scared.” Instead, aggressive, stronger creatures register to utility. Art and beauty have little meaning for them. A
the lizardfolk as fearsome beings to be avoided if possible. sharp sword serves a useful and good purpose, while a
If such creatures attack, lizardfolk flee, fighting only if dull sword is a dead weight without a whetstone.
cornered. Lizardfolk aren’t scared of a troll; instead, they Lizardfolk see little need to plan more than a season or so
understand that a troll is a fearsome, dangerous creature into the future. This approach allows them to maintain
and react accordingly. their current level of influence in the world, but it limits
Lizardfolk never become angry in the way others do, but their growth. Lizardfolk have no interest in developing
they act with aggression toward creatures that they could writing, making long-term plans, or cultivating other
defeat in a fight and that can’t be dealt with in some other methods to progress beyond their simpie existence as
manner. They are aggressive toward prey they want to eat, hunters and gatherers.
creatures that want to harm them, and so on.
Pleasurable people and things make life easier for liz-
ardfolk. Pleasurable things should be preserved and
protected, sometimes at the cost of the lizardfolk’s own
safety. The most pleasurable creatures and things are ones
that allow lizardfolk to assess more situations as benign
rather than fearsome.

28
HAPLESS SOFT ONES TRITON
At their core, lizardfolk view other humanoids with an Tritons guard the ocean depths, building small settle-
indifference verging on pity. Born into the world lacking ments beside deep trenches, portals to the elemental
stout scales and sharp teeth, it’s a wonder they have man- planes, and other dangerous spots far from the eyes of
aged to survive for so long. The typical human would land-bound folk. Long-established guardians of the deep
barely make it through a day in the swamps. ocean floor, in recent years the noble tritons have become
Still, if other creatures prove useful to lizardfolk, those increasingly active in the world above.
creatures can trigger a prote,ctive response made all the
stronger by their apparent weakness. The lizardfolk assess AQUATIC CRUSADERS
such beings as hatchlings, young ones incapable of pro-
Centuries ago, tritons entered the world in response
tecting themselves but who might prove useful in the
to the growing threat of evil elementals. Tritons waged
future if they receive care.
many wars against their enemies on the Plane of Water,
driving them into the Darkened Depths where they
LIZARDFOLK NAMES escaped into the crushing pressure and utter darkness. In
Lizardfolk take their names from the Draconic language. time, the tritons noticed that their ancient elemental foes
They use simple descriptives granted by the tribe based had grown quiet. Expeditions to the depths revealed that
on an individual’s notable deeds or actions. For exam- krakens, sahuagin, and far worse foes had fled the Plane
ple, Garurt translates as “axe,” a name given to a lizard- of Water for the Material Plane.
folk warrior who defeated an ore and claimed their foe’s The tritons, driven by a sense of duty and responsibility,
weapon. A lizardfolk who likes to hide in a stand of reeds would not allow their foes to escape so easily. A great
before ambushing an animal might be called Achuak, conclave of tritons chose volunteers skilled in weapons
which means “green” to describe how they blends into and magic as part of an expeditionary force to enter the
the foliage. Lizardfolk make no distinction between male Material Plane and seek out their enemies.
and female in their naming conventions.
Those tritons spread across the world’s oceans and estab-
2 2 2 3 2 1 lished protectorates to watch over deep sea trenches,
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE portals, undersea caves, and other locations where their
enemies might lurk. They defeated their foes when they
• Starting Wound Threshold: 11 + Brawn
found them and drove the rest into hiding.
• Starting Strain Threshold: 10 + Willpower
With their foes banished to the deepest reaches of the sea,
• Starting Experience: 95 xp tritons settled in to watch for any sign of their return.
• Starting Skills: A Lizardfolk starts with one rank in Over time, the tritons extended their stewardship over
Survival or Perception during character creation. They the sea floor from their initial settlements and built out-
obtain this rank before spending experience points, and posts to create trade with other races. Despite this expan-
may not increase the skill above rank 2 during character sion, few folk know of them. Their settlements are so
creation. remote even merfolk and sea elves rarely encounter them.
•Hold Breath: Lizardfolk can hold their breath for a HAUGHTY NOBLES
number of rounds equal to 10 times their Brawn rating
before they risk suffocating. As a result of their isolation and limited understanding
•Scaly Defense: Lizardfolk increase their soak value by 1. of the Material Plane, tritons can come across as haughty
and arrogant. They see themselves as caretakers of the sea,
•Natural Weapons: Lizardfolk possess a powerful maw and they expect other creatures to pay them deep respect,
and may choose to attack with the following unarmed if not complete deference.
weapon profile: (Brawl; Damage +1; Critical 3; Range
[Engaged];Pierce 1). This attitude might grate on others, but it arises from a
seed of truth. Few know of the tritons’ great victories over
dreadful undersea threats. The tritons make little allow-
ance for such ignorance and are delighted to expound
upon the great debt others owe them.

29
Tritons also have a tendency to emerge from their isola- At its worst, a triton’s arrogance compounds the ten-
tion under the assumption that other folk will welcome dency for the triton. not to understand the ways of
them as respected allies and mentors. Again, distance the surface world. It’s easy for a triton to blame baf-
drives much of this attitude. The tritons’ limited view of fling social practices on what the triton perceives as
the world leaves them ignorant of the kingdoms, wars, the barbarism, weakness, or cowardice of surface folk.
and other struggles of the surface world. Tritons readily
see such concerns as minor events, a sideshow to the tri-
2 2 2 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
tons’ role as the world’s true protectors.

STAUNCH CHAMPIONS • Starting Wound Threshold: 11 + Brawn


Despite their off-putting manners, tritons are benevolent • Starting Strain Threshold:11 + Willpower
creatures at heart, convinced that other civilized races • Starting Experience: 110 xp
deserve their protection. Their attitude might grate, but
when pirate fleets prowl the waves or a kraken awakens • Starting Skills: A Triton starts with one rank in Resil-
from its slumber, they are among the first to take up arms ience or Negotation during character creation. They
to protect others. obtain this rank before spending experience points, and
may not increase the skill above rank 2 during character
Tritons readily sacrifice themselves for the common creation.
good. They will fight and die for humans, merfolk, and
other creatures without question. Their self-absorbed • Deep Sea Dweller: Triton may breathe underwater
nature makes them overlook the history of other crea- without penalty and never suffer penalties from being in
tures, but they also endure a sense of guilt over allowing water. Triton also reduce damage from sources of cold by
the evils of the Plane of Water to enter the Material Plane 3 before soak. Aquatic beasts have an extraordinary affin-
and threaten its inhabitants. The tritons believe they owe ity with your people. You can communicate simple ideas
a debt of honor to the world, and they will fight and die with beasts that can breathe water. They can understand
to pay it. the meaning of your words, though you have no special
ability to understand them in return.
At times their fervor and ignorance of the world can lead
them astray. Tritons encountering other creatures for the
first time can underestimate them, leaving the tritons
vulnerable to deception. With their strong martial tra-
dition, tritons can sometimes be too eager to leap into
a fight.

STRANGERS TO THE SURFACE


Given their isolation, most tritons have never been to the
surface world. They struggle with the idea that they can’t
easily move up and down out of water, and the changing
of the seasons mystifies them.
Tritons also find the variety of social institutions, king-
doms, and other customs bewildering. For all their proud
culture, they remain innocent of the surface world. The
typical triton protectorate is tightly regimented, orga-
nized, and unified around a common cause. A triton on
the surface becomes easily confused by the bewildering
array of alliances, rivalries, and petty grievances that pre-
vent the surface folk from truly unifying.

30
GENASI Some genasi live as outcasts, driven into exile for their
unsettling appearance and strange magic, or assum-
Those who think of other planes at all consider them ing leadership of savage humanoids and weird cults in
remote, distant realms, but planar influence can be felt untamed lands. Others gain positions of great influ-
throughout the world. It sometimes manifests in beings ence, especially where elemental beings are revered. A
who, through an accident of birth, carry the power of the few genasi leave the Material Plane to find refuge in the
planes in their blood. The genasi are one such people, the households of their genie parents.
offspring of genies and mortals.
The Elemental Planes are often inhospitable to natives
WILD AND CONFIDENT
of the Material Plane: crushing earth, searing flames, Genasi rarely lack confidence, seeing themselves as equal
boundless skies, and endless seas make visiting these to almost any challenge in their path. This certainty
places dangerous for even a short time. The powerful might manifest as graceful self-assurance in one genasi
genies, however, don’t face such troubles when ventur- and as arrogance in another. Such self- confidence can
ing into the mortal world. They adapt well to the min- sometimes blind genasi to risk, and their great plans
gled elements of the Material Plane, and they sometimes often get them and others into trouble.
visit—whether of their own volition or compelled by
Too much failure can chip away at even a genasi’s sense
magic. Some genies can adopt mortal guise and travel
of self, so they constantly push themselves to improve,
incognito.
honing their talents and perfecting their craft.
During these visits, a mortal might catch a genie’s eye.
As rare beings, genasi might go their entire lives with-
Friendship forms, romance blooms, and sometimes chil-
out encountering another one of their kind. There are no
dren result. These children are genasi: individuals with
great genasi cities or empires. Genasi seldom have com-
ties to two worlds, yet belonging to neither. Some genasi
munities of their own and typically adopt the cultures
are born of mortal–genie unions, others have two genasi
and societies into which they are born. The more strange
as parents, and a rare few have a genie further up their
their appearance, the harder time they have. Many genasi
family tree, manifesting an elemental heritage that’s lain
lose themselves in teeming cities, where their distinctive-
dormant for generations.
ness hardly raises an eyebrow in places accustomed to a
Occasionally, genasi result from exposure to a surge of variety of different people.
elemental power, through phenomena such as an erup-
tion from the Inner Planes or a planar convergence.
Elemental energy saturates any creatures in the area and
might alter their nature enough that their offspring with Each genasi subrace has its own temperament.
other mortals are born as genasi. Air genasi are proud of their heritage, sometimes
to the point of haughtiness. They can be flamboyant, and
HEIRS TO ELEMENTAL POWER are keen to have an audience. They rarely stay in one place
Genasi inherit something from both sides of their dual for long, always looking for a new sky to see and breathe.
nature. They resemble humans but have unusual skin Air genasi who don’t live in cities favor open lands such as
color (red, green, blue, or gray), and there is something plains, deserts, and high mountains.
odd about them. The elemental blood flowing through Earth genasi are more withdrawn, and
their veins manifests differently in each genasi, often as their connection to the earth keeps them from being
magical power. comfortable in most cities. Their uncommon size and
strength makes them natural soldiers, though, and
Seen in silhouette, a genasi can usually pass for human. with their stoic demeanor, they can encourage others
Those of earth or water descent tend to be heavier, while and become great leaders. Many earth genasi live
those of air or fire tend to be lighter. A given genasi underground, where they can be in their favored element.
might have some features reminiscent of the mortal par- When they emerge from their caves, they might roam the
ent (pointed ears from an elf, a stockier frame and thick hills and mountains or lay claim to old ruins.
hair from a dwarf, small hands and feet from a halfling, Fire genasi often get themselves into difficulty
exceedingly large eyes from a gnome, and so on). with their fiery tempers. Like their air genasi cousins, they
Genasi almost never have contact with their elemental sometimes flaunt their perceived superiority over common
parents. Genies seldom have interest in their mortal off- folk. But they also want others to share their high opinion
spring, seeing them as accidents. Many feel nothing for of themselves, so they constantly seek to enhance their
their genasi children at all. reputations.
Water genasi almost all have some experience
aboard or around sea vessels. They make excellent
mariners and fishers. Like earth genasi, though, water
genasi prefer quiet and solitude; the wide shores are their
natural homes. They go where they want, do what they
want, and rarely feel bound to anything.

31
AIR GENASI EARTH GENASI
1 3 2 2 2 2 3 2 2 1 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

• Starting Wound Threshold: 10 + Brawn • Starting Wound Threshold: 11 + Brawn


• Starting Strain Threshold:9 + Willpower • Starting Strain Threshold:10 + Willpower
• Starting Experience: 95 xp • Starting Experience: 100 xp
• Starting Skills: An Air Genasi starts with one rank in • Starting Skills: An Earth Genasi starts with one rank in
Coordination or Negotation and one rank of Sorcery Resilience or Discipline and one rank of Sorcery during
during character creation. They obtain this rank before character creation. They obtain this rank before spending
spending experience points, and may not increase the experience points, and may not increase the skill above
skill above rank 2 during character creation. rank 2 during character creation.
• Gaseous: Air Genasi can never suffer from suffocation • Tough as Stone: When an Earth Genasi suffers a Criti-
(see page 112 of the Genesys Core Rulebook). The spe- cal Injury, they only add +5 to the results for each Critical
cies’ silhouette is determined normally but its form is injury they are currently suffering from, rather than +10.
highly malleable and can squeeze through any gap that They also ignore the effects of the Vicious quality when
is not airtight. Air Genasi can hover, as per the Flying hit by an attack.
sidebar on page 100 of the Core Rulebook.
As an earth genasi, you are descended from the cruel and
As an air genasi, you are descended from the djinn. As greedy dao, though you aren’t necessarily evil. You have
changeable as the weather, your moods shift from calm inherited some measure of control over earth, reveling in
to wild and violent with little warning, but these storms superior strength and solid power. You tend to avoid rash
rarely last long. decisions, pausing long enough to consider your options
Air genasi typically have light blue skin, hair, and eyes. A before taking action.
faint but constant breeze accompanies them, tousling the Elemental earth manifests differently from one individ-
hair and stirring the clothing. Some air genasi speak with ual to the next. Some earth genasi always have bits of
breathy voices, marked by a faint echo. A few display odd dust falling from their bodies and mud clinging to their
patterns in their flesh or grow crystals from their scalps. clothes, never getting clean no matter how often they
bathe. Others are as shiny and polished as gemstones,
with skin tones of deep brown or black, eyes sparkling
like agates. Earth genasi can also have smooth metallic
flesh, dull iron skin spotted with rust, a pebbled and
rough hide, or even a coating of tiny embedded crystals.
The most arresting have fissures in their flesh, from which
faint light shines.

32
FIRE GENASI WATER GENASI
2 2 3 2 1 2 1 2 2 3 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

• Starting Wound Threshold: 10 + Brawn • Starting Wound Threshold: 10 + Brawn


• Starting Strain Threshold: 9 + Willpower • Starting Strain Threshold:11 + Willpower
• Starting Experience: 110 xp • Starting Experience: 105 xp
• Starting Skills: A Fire Genasi starts with one rank in • Starting Skills: A Water Genasi starts with one rank
Resilience or Streetwise and one rank of Sorcery during in Perception or Negotation and one rank of Sorcery
character creation. They obtain this rank before spending during character creation. They obtain this rank before
experience points, and may not increase the skill above spending experience points, and may not increase the
rank 2 during character creation. skill above rank 2 during character creation.
• Fire Resistant: Fire Genasi reduce the damage suffered • Deep Sea Dweller: Water Genasi may breathe underwa-
from fire by 3 before soak. ter without penalty and never suffer penalties from being
• Luminescent: Fire Genasi give off a noticeable glow or in water. Water Genasi also reduce damage from sources
light. The illumination provides light out to short range of cold by 3 before soak.
but adds j to Stealth checks members of this species The lapping of waves, the spray of sea foam on the wind,
make. the ocean depths—all of these things call to your heart.
As a fire genasi, you have inherited the volatile mood and You wander freely and take pride in your independence,
keen mind of the efreet. You tend toward impatience and though others might consider you selfish.
making snap judgments. Rather than hide your distinc- Most water genasi look as if they just finished bathing,
tive appearance, you exult in it. with beads of moisture collecting on their skin and hair.
Nearly all fire genasi are feverishly hot as if burning They smell of fresh rain and clean water. Blue or green
inside, an impression reinforced by flaming red, coal- skin is common, and most have somewhat overlarge
black, or ash-gray skin tones. The more human-looking eyes, blue-black in color. A water genasi’s hair might float
have fiery red hair that writhes under extreme emotion, freely, swaying and waving as if underwater. Some have
while more exotic specimens sport actual flames dancing voices with undertones reminiscent of whale song or
on their heads. Fire genasi voices might sound like crack- trickling streams.
ling flames, and their eyes flare when angered. Some are
accompanied by the faint scent of brimstone.

33
CHANGELING it as one characteristic to change among many.

Changelings can shift their forms with a thought. Many 1 2 2 3 2 2


changelings use this gift as a form of artistic and emo- BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
tional expression. It’s also an invaluable tool for grifters,
spies, and others who wish to deceive. This leads many • Starting Wound Threshold: 9+Brawn
people to treat changelings with suspicion.
• Starting Strain Threshold: 11+Willpower
A HIDDEN PEOPLE • Starting Experience: 95 XP
Wherever humans live, changelings reside also; the ques- • Starting Skills: Changelings begin with one rank in
tion is whether their presence is known. Changelings Deception. They obtain this rank before spending expe-
are born to one of three paths. A few are raised in stable rience points, and may not increase the skill above rank 2
communities where changelings are true to their nature during character creation.
and deal openly with the people around them. Some are • Change Appearance: As a maneuver, a changeling can
orphans, raised by other races, who find their way in the suffer 2 strain to alter their outward appearance to match
world without ever knowing another like themselves. that of a living creature of the same or smaller silhou-
Others are part of nomadic changeling clans spread ette they have seen and studied before. The changeling
across the planet, families who keep their true nature remains looking like the target until they use this ability
hidden from the single- skins. Some clans maintain safe again or are incapacitated. An observing character must
havens in major cities and communities, but most prefer make opposed Perception vs Deception check to detect
to wander the unpredictable path of the god known as that something is amiss with the impersonated charac-
the Traveler. ter‘s likeness, mannerisms, or behavior. As always, the
GM can add j or j for situational effects that might
MASKS AND PERSONAS affect the check, such as j if the Changeling‘s garb does
In their true form, changelings are pale, with colorless not match expectations or j if the Changeling has stud-
eyes and silver-white hair. It is rare to see a changeling in ied the impersonated individual’s mannerisms closely.
that form, for a typical changeling changes their shape
the way others might change clothes. A casual shape one
created on the spur of the moment, with no depth or
history-is called a mask. A mask can be used to express
a mood or to serve a specific purpose and then might
never be used again. However, many changelings develop
identities that have more depth. They build an identity
over time, crafting a persona with a history and beliefs.
This focused identity helps a changeling pinpoint a par-
ticular skill or emotion. A changeling adventurer might
have personas for many situations, including negotiation,
investigation, and combat.
Personas can be shared by multiple changelings; there
might be three healers in a community, but whoever is
on duty will adopt the persona of Tek, the kindly old
medic. Personas can even be passed down through a fam-
ily, allowing a younger changeling to take advantage of
contacts established by the persona’s previous users.

CHANGELING NAMES
A changeling might use a different name for each mask
and persona and adopt new names as easily as they
change faces. The true name of a changeling tends to
be simple and monosyllabic; however, there are often
accents to a changeling’s name that are expressed through
shapeshifting, something single-skins will likely miss. So,
two changelings might have the name Jin, but one is Jin-
with-vivid-blue-eyes and one is Jin-with-golden-nails.
Changelings have a fluid relationship with gender, seeing

34
WARFORGED PERSONALITY DEVOID
The Warforged were built to to be servants. While the Warforged were built to serve. For most of their exis-
first Warforged were mindless automatons, the scholars tence, Warforged had a clearly defined function and were
of Lantan devoted vast resources to improving these steel encouraged to focus purely on that role.
soldiers. An unexpected breakthrough produced sapient The scholars of Lantan gave them freedom, but many still
soldiers, giving rise to what some have only grudgingly struggle both to find a place in the world and to relate to
accepted as a new species. Warforged are made from the creatures who created them.
wood and metal, but they can feel pain and emotion.
The typical Warforged shows little emotion. Many War-
Built a clean slate, they must now find a purpose. A War- forged embrace a concrete purpose-such as protecting
forged can be a steadfast ally, a cold-hearted killer, or a allies, completing a contract, or exploring a land-and
visionary in search of meaning. embrace this task as they once did.
However, there are Warforged who delight in exploring
LIVING STEEL AND STONE their feelings, their freedom, and their relationships with
Warforged are formed from a blend of organic and inor- others. Most Warforged have no interest in religion, but
ganic materials. Root-like cords infused with alchemical some embrace faith and mysticism, seeking higher pur-
fluids serve as their muscles, wrapped around a frame- pose and deeper meaning.
work of steel, darkwood, or stone. Armored plates form The typical Warforged has a sexless body shape. Some
a protective outer shell and reinforce joints. Warforged Warforged ignore the concept of gender entirely, while
share a common facial design, with a hinged jaw and others adopt a gender identity.
crystal eyes embedded beneath a reinforced brow ridge.
The more a Warforged develops its individuality, the
Throughout the Warforged body were vessels resem- more likely it is to modify its body, seeking out an artifi-
bling the circulatory system of organic creatures, com- cer to customize the look of its face, limbs, and plating.
plete with a blood-like fluid. The arms of a Warforged
ended in hands with two fingers and a thumb while the Warforged as a whole had a strong work ethic and shared
feet of the constructs were likewise two-toed. The most an aversion to failure. Warforged were capable of fear,
important marking for any Warforged was their ghulra, often of death or pain, as much as other race and they
the primordial word for “truth”, a rune distinctive to each could come to hate the sources of these fears just as easily.
Warforged which was placed upon their forehead. Warforged were also capable of loyalty and joy, particu-
larly in relations to friends and allies and could be driven
The Warforged’s artificial nature also gave the race a to anger when their loves or goals were threatened. How-
unique relationship to pain, which seemed limited to ever, Warforged as a whole exhibited a simple-minded
actual injury. This allowed Warforged to modify them- and reserved approach to life with straightforward goals
selves with some ease, giving them a varied appearance and reactionary passions.
in spite of their lack of inherent biological diversity. War-
forged’s artificial nature also meant they did not need to Since Warforged were created in a state of physical matu-
eat, drink, or breathe. Likewise, Warforged did not need rity, many exhibited a childlike perspective that was often
to sleep but did nonetheless require rest in a fully-aware mistaken as naïve or emotionally crippled; this was not
state for a period of at least four hours. necessarily true. Some Warforged, in fact, developed a
particularly sophisticated view of the world, ever curious
Beyond these common elements of Warforged design, about its mysteries in part due to the odd nature of their
the precise materials and build of a Warforged vary based creation. Many wondered where they might go in death
on the purpose for which it was designed. and if they even have souls. Some created deeply ordered
Although they were manufactured, Warforged are living philosophies to govern themselves or maintained a per-
humanoids. Resting, healing magic, and the Medicine petual list of tasks to occupy themselves with. Others fell
skill all provide the same benefits to Warforged that they in with the religions and mindsets of other races. Some
do to other humanoids. Warforged even lived long enough to develop a deep and
weathered personality as tempered by time as that of
other races.

35
WARFORGED NAMES
Most Warforged were assigned numerical designations
for use in service. Many of them adopted nicknames,
often given to them by their comrades. As indepen-
dent individuals, some have chosen new names as a
way to express their path in life. A few take on human
names, often the name of a fallen friend or mentor.

1 1 1 1 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

• Starting Wound Threshold: 10 + Brawn


• Starting Strain Threshold: 10 + Willpower
• Starting Experience: 205 xp
• Starting Skills: After selecting their career and special-
ization, your Warforged character may train one rank
in six of the eight career skills and one rank in three of
the four specialization skill from their first specialization
during character creation instead of the usual four from
the career and two from the first specialization.
• Inorganic: Warforged do not need to eat, or breathe,
and are unaffected by toxins and poisons. Warforged
also increase their soak by one. Warforged do not reduce
their strain threshold when they receive magical enhance-
ments. Since Warforged are inorganic, they do not gain
the benefits of healing wounds with painkillers or a
Medicine check. Warforged can heal wounds and strain
naturally by resting, as their systems attempt self-repairs.
Warforged can also be “healed” by using magical healing,
or the Mechanics skill instead of the Medicine skill, but
otherwise following the guidelines detailed on page 116.
• Sentry’s Rest: Warforged do not need sleep. Instead,
they must spend at least four hours in an inactive,
motionless state, rather than sleeping. In this state, you
appear inert, but it doesn’t render you unconscious, and
you can see and hear as normal.

36
CAREERS AND SPECIALIZATIONS
ARTIFICER
A player who is creating a character for the Forgot-
ten Realms setting must select a career for that
character. The following careers take the place of those Every artificer is defined by a specific craft. Artificers
described in the Genesys Core Rulebook. In addition to see mastering the basic methods of a craft as the first
determining a character’s career skills and granting ranks step to true progress, the invention of new methods and
in four of those skills, each career includes a bonus to approaches. Some artificers are engineers, students of
either your characters wound and/or strain threshold, a invention and warfare who craft deadly firearms that they
small talent tree, list of starting gear, and specializations. can augment with magic. Other artificers are alchemists.
If the Game Master allows it, the player may take this Using their knowledge of magic and various exotic ingre-
starting gear for their character instead of following the dients, they create potions and draughts to aid them on
process for Starting Gear on page 51 of the Genesys Core their adventures. Alchemy and engineering are the two
Rulebook. Note that all items listed use steel craftsman- most common areas of study for artificers, but others do
ship or oak materials where applicable. exist.
Specialization trees linked to a career focus on specif- All artificers are united by their curiosity and inventive
ic aspects of that career. Each specialization reprsents a nature. To an artificer, magic is an evolving art with a
narrowing of focus for practitioners of that career by pro- leading edge of discovery and mastery that pushes further
viding four new career skills, that the character recieves ahead with each passing year. Artificers value novelty and
if they didn’t have them as career skills already, and a discovery. This penchant pushes them to seek a life of
predetermined selection of available talents to a player adventure. A hidden ruin might hold a forgotten magic
character. item or a beautifully crafted mirror perfect for magical
Each character starts with a single specialization within enhancement. Artificers win respect and renown among
their chosen career. However, characters may purchase their kind by uncovering new lore or inventing new
additional specializations, giving them access to a broad- methods of creation.
er range of skills and talents. There is no limit as to the Makers of magic-infused objects, artificers are defined
number of specializations a character possesses. by their inventive nature. Like wizards, they see magic as
Acquiring a specialization allows the character to spend a complex system waiting to be decoded and controlled
experience points in the new specialization’s talent tree, through a combination of thorough study and investiga-
in addition to any they already has access to. Also, most tion. Artificers, though, focus on creating marvelous new
specializations have one or more career skills. These skills magical objects. Spells are often too ephemeral and tem-
now count as career skills for the character. Characters porary for their tastes. Instead, they seek to craft durable,
can purchase specializations from any career. Purchasing useful items.
an additional specialization within a character’s career The Artificer counts the following skills as career skills:
costs 10 times the total number of specializations they Artifice, Alchemy, Knowledge (Arcana), Knowledge
would possess with this new specialization. Purchasing (Lore), Mechanics, Ranged, Skulduggery, and Vig-
non-career specializations costs 10 times the total num- ilance. Before spending experience points (XP) during
ber of specializations they would possess with this new character creation, an Artificer may choose four of their
specialization, plus an additional 10 experience. career skills and gain one rank in each of them.
Starting Gear: Players with an Artificer character may
choose to start with the following gear instead of spend-
ing currency during Step 7 of character creation.
• A crossbow or a Mace and Shield
• A set of Artificer Tools
• Traveling gear consisting of a backpack, a bedroll, a
rope, flint and steel, 3 torches, and a waterskin
• 1d100 gold coins

37
ARTIFICER SPECIALIZATIONS Tinkerer
The specializations are covered in greater detail in the A Tinkerer adds Artifice, Brawl, Knowledge (Lore), and
following sections; this section mainly deals with how Mechanics to their Career skills. If this is the character’s
each specialization connects to the Artificer Career. starting Specialization, they may choose two of these
skills and gain one free rank in each, without spending
Alchemist starting experience.
An Alchemist adds Alchemy, Artifice, Medicine, and Pretty much anything to do with technology or creation
Ranged to their Career skills. If this is the character’s lies within the Tinkerer’s purview. He knows how to
starting Specialization, they may choose two of these operate, maintain, repair, and upgrade just about any-
skills and gain one free rank in each, without spending thing. Most Tinkerers would rather deal with machines
starting experience. and the craft than people; the latter are just too unpre-
An Alchemist is an expert at combining reagents to pro- dictable.
duce mystical effects. Alchemists use their creations to
give life and to leech it away. Alchemy is one of the oldest
of traditions, and its versatility has long been valued
during times of war and peace.

Battle Smith
A Battle Smith adds Artifice, Discipline, Mechanics, and
Melee (Light) to their Career skills. If this is the charac-
ter’s starting Specialization, they may choose two of these
skills and gain one free rank in each, without spending
starting experience.
Armies require protection, and someone has to put things
back together if defenses fail . A combination of protec-
tor and medic, a Battle Smith is an expert at defending
others and repairing both material and personnel. To aid
in their work, Battle Smiths are usually accompanied by
a steel defender, a protective companion of their own cre-
ation.

Destructor
A Destructor adds Alchemy, Discipline, Mechanics, and
Ranged to their Career skills. If this is the character’s
starting Specialization, they may choose two of these
skills and gain one free rank in each, without spending
starting experience.
Destructors can excel at setting traps, from improvised
trip-wires tied to grenades to sophisticated proximity
and timed explosives. Whereas another might go after
an enemy in a straight-up fight, a Destructor may find
a more inventive route, such as rigging a black powder
bomb to explode when the target gets in his carriage.
Some Destructors enjoy the thrill of combat as much as
any other. The work of a Destructor is extremely danger-
ous, as a single misstep can spell doom for the character
(and anyone unfortunate enough to be in the general
vicinity). In order to succeed, a Destructor must be able
to keep a clear head and focus on his work.

38
talent active? talent active?
Artificer
Knack for It Cantrip
When you first purchase this talent When you gain a rank in this
for your character, select one skill. Career Skills: Artifice, Alchemy, talent, choose one magic skill
Your character removes jj from any Knowledge (Arcana), Knowledge
checks they make using this skill. Each and magic action available to
additional time you purchase this (Lore), Mechanics, Ranged, Skuldug- that skill. Whenever your char-
talent for your character, select two ad- gery, Vigilance acter uses that action and adds
ditional skills, which can include skills no additional effects to it, your
already chosen. Your character also character only suffers 1 strain
removes jj from any checks they Strain Threshold Bonus: +2
make using these skills. You cannot from the casting.
select combat or magic skills when
choosing skills for this talent.

Cost: 05 Cost: 10

talent active? talent active? talent active? talent active?

Inventor Jury Rigged Eye for Detail Eureka!


When your character makes a check
to construct new items or modify
The character chooses After making an Alchemy or When your character makes an Alche-
Mechanics check but before my or Mechanics check that generates
existing ones, use this talent to add one personal weapon or t, roll an additional l and add it
a number of j to the check equal interpreting the results, your to the results of the check in addition
to ranks of Inventor. In addition,
piece of armor per rank character may suffer a number to spending the t normally. When
your character may attempt to of Jury Rigged and gives of strain up to ranks in Eye for your character makes an Alchemy or
reconstruct devices that they have Detail. Doing so converts that Mechanics check that generates d,
heard described but have not seen
it an improvement. See roll an additional l and add it to
many s to a, though they
and do not have any kinds of plans full talent text. must still have at least one s to
the results of the check in addition to
or schematics for. spending the d normally. (Both of
succeed on the check. these effects may occur multiple times
during a check.)

Cost: 05 Cost: 10 Cost: 15 Cost: 20

talent active? talent active? talent active? talent active?

Applied Research Imbue Item Signature Spell Skilled Mastery


Your character may use this *Your character must have 2 ranks When your character gains a When you purchase a rank of this
talent before making a check in Artifice to benefit from this rank in this talent, decide on a talent for your character, choose one
to use any knowledge skill and talent* The character may take the signature spell for them, consisting skill. Once per round, your character
Imbue Item maneuver, and suffer of a particular magic action and a may suffer 2 strain to use this talent to
Intellect instead of the skill and
strain up to your ranks in Imbue specific set of one or more effects. reduce the difficulty of the next check
characteristic the check would Item. He then grants a number of they make this round using that skill
When your character casts their
normally require. Your character weapons or items equal to strain by two, to a minimum of Easy (k).
signature spell (consisting of the
may use this talent a number of suffered within short range a tem- exact combination of action and
Each time your character uses this
times per session equal to their porary enhancement. The character talent during an encounter, the strain
effects previously chosen), reduce cost increases by 1. See full talent text.
ranks in Applied Research. suffers 1 strain at the beginning of the difficulty of the check by one.
each of their turns while this talent
is active. See full talent text.
Cost: 10 Cost: 15 Cost: 20 Cost: 20

39
Specialization Tree: Alchemist
ADDITIONAL CAREER SKILLS: Alchemy, Artifice, Medicine, Ranged

Potion Specialist Grit Knack For It Quick Draw


When your character uses heal- Each rank of grit When you first purchase this talent for your
character, select one skill. Your character re-
Once per round on your char-
ing potions, the target heals acter’s turn, they may use this
one additional wound per rank increases your charac- moves jj from any checks they make using
this skill. Each additional time you purchase talent to draw or holster an easily
accessible weapon or item as an in-
of Potion Specialist. The sixth ter’s strain threshold this talent for your character, select two
additional skills, which can include skills cidental. Quick draw also reduces
healing potion and beyond
each day still has no effect.
by one. already chosen. Your character also removes
jj from any checks they make using these a weapon’s prepare rating by one,
skills. You cannot select combat or magic to a minimum of one.
skills when choosing skills for this talent.

Cost: 5 Cost: 5 Cost: 5 Cost: 5

Savant Augment Application Grenadier Eye For Detail


When you acquire a rank in The character may take the Augment When your character makes a ranged After making an Alchemy or Mechan-
this talent, choose a general Application action. He makes a Hard combat check with a weapon that has ics check but before interpreting the
(kkk) Medicine check. If successful, the Blast item quality, you may spend results, your character may suffer a
skill. When making a check one ally they is engaged with (includ- one Story Point to use this talent to number of strain up to ranks in Eye for
with that skill, reduce the time ing himself ) increases one characteris- trigger the weapon’s Blast quality, in- Detail. Doing so converts that many
required by 25%. This reduc- tic of the character’s choice by one for stead of spending a (even if the attack s to a, though they must still have
tion may be applied multiple the remainder of the encounter, and misses). In addition, your character at least one s to succeed on the check.
suffers four strain. See full talent text treats bombs as having a range of
times, to a limit of 50% medium.

Cost: 10 Cost: 10 Cost: 10 Cost: 10

Dodge Naturally Gifted Eye For Detail Signature Spell


When your character is targeted by When you purchase this After making an Alchemy or Mechan- When your character gains a rank in
a combat check, they may suffer a ics check but before interpreting the this talent, decide on a signature spell
number of strain no greater than talent, choose 2 skills. results, your character may suffer a for them, consisting of a particular
their ranks in dodge to use this talent. Once per session, you number of strain up to ranks in Eye for magic action and a specific set of one
Then, upgrade the difficulty of the Detail. Doing so converts that many or more effects. When your character
combat check targeting your character may reroll either of these s to a, though they must still have casts their signature spell (consisting
a number of times equal to the strain skills. See full talent text. at least one s to succeed on the check. of the exact combination of action and
suffered. effects previously chosen), reduce the
difficulty of the check by one.

Cost: 15 Cost: 15 Cost: 15 Cost: 15

Augment Application
(Improved)
Savant Grit Resolve
As an incidental, when performing When you acquire a rank in Each rank of grit When a character invol-
the Augment Application action, this talent, choose a general
the character may increase the increases your charac- untarily suffers strain,
skill. When making a check
difficulty of the Medicine check they suffer 1 less strain
with that skill, reduce the time ter’s strain threshold
to Daunting (kkkk) as an inci-
required by 25%. This reduc- per rank of resolve to a
dental. If they does so, the target
tion may be applied multiple
by one. minimum of 1.
of the action suffers one strain
instead of four. times, to a limit of 50%

Cost: 20 Cost: 20 Cost: 20 Cost: 20

It’s Not That Bad Augment Application


(Supreme)
Skilled Mastery Dedication
Once per game session, when an When performing the Aug- When you purchase a rank of this talent Each rank of dedication
ally is about to suffer a critical for your character, choose one skill. Once
injury, the character can take an It’s ment Application action, per round, your character may suffer increases one of your char-
Not That Bad incidental to make each t may be spent to 2 strain to use this talent to reduce the acter’s characteristics by one.
a Hard (kkk) Medicine check. If difficulty of the next check they make
increase an additional char- this round using that skill by two, to a This talent cannot increase a
successful, the ally does not gain
the Critical Injury and does not acteristic by one. minimum of Easy (k). Each time your characteristic above 5.
character uses this talent during an
suffer any of its normal effects.
encounter, the strain cost increases by 1.
See full talent text.
40 Cost: 25 Cost: 25 Cost: 25 Cost: 25
Specialization Tree: Battle Smith
ADDITIONAL CAREER SKILLS: Artifice, Discipline, Mechanics, Melee (Light)

Grit Toughened Quick Draw Parry

Each rank of grit Each rank of tough- Once per round on your char-
acter’s turn, they may use this
When your character suffers a hit
from a melee combat check, after
increases your charac- ened increases your talent to draw or holster an easily damage is calculated but before soak
accessible weapon or item as an in- is applied, your character may suffer
ter’s strain threshold character’s wound cidental. Quick draw also reduces 3 strain to use this talent to reduce
by one. threshold by two. a weapon’s prepare rating by one, the damage of the hit by two plus
their ranks in parry. This talent can
to a minimum of one.
only be used once per hit, and your
character needs to be wielding a
Cost: 5 Cost: 5 Cost: 5 Cost: 5

Battle Casting Armor Master Knack For It Block


Your character does not add j
to magic skill checks for wearing
When wearing ar- When you first purchase this talent for your
character, select one skill. Your character re-
While wielding a shield,
moves jj from any checks they make using your character may use
heavy armor (armor with +2 soak mor, Increase total this skill. Each additional time you purchase
this talent for your character, select two
the Parry talent to reduce
or higher), using a shield, or not
having at least one hand free (see soak value by 1. additional skills, which can include skills
already chosen. Your character also removes
damage from ranged attacks
Table III.2–3: Penalties When jj from any checks they make using these as well as melee attacks
Casting Spells, on page 210 of the skills. You cannot select combat or magic targeting your character.
Genesys Core Rulebook). skills when choosing skills for this talent.

Cost: 10 Cost: 10 Cost: 10 Cost: 10

Tinkerer Animal Companion Toughened Lucky Strike


May add 1 additional Your character creates a Each rank of tough- When your character purchases this
talent, choose one characteristic. After
hard point to a number bond with a single an- ened increases your your character makes a successful
of items equal to ranks in imal approved by your combat check, you may spend one

Tinkerer. Each item may character’s wound Story Point to use this talent to add
GM. See full talent text. damage equal to your character’s ranks
only be modified once. threshold by two. in that characteristic to one hit of the
combat check.

Cost: 15 Cost: 15 Cost: 15 Cost: 15

Toughened Armor Master Heroic Will Imbue Weapon


(Improved)
Each rank of tough- Your character must have When you purchase this talent for your
character, choose two characteristics. You
Your character must have 4 ranks in Artifice
to benefit from this talent. Once per
purchased the Armor Mas-
ened increases your ter talent to benefit from
may spend a story point to use this talent
to have your character ignore the effects
round, when you make a melee combat
check you may spend a story point to
character’s wound this talent. When wearing
of all critical injuries on any skill checks
using those two characteristics until
add modifiers from the Attack spell, and
increase the difficulty of the check by the
threshold by two. armor with a soak value of the end of the current encounter. (your listed amounts. These modifiers replace
character still suffers the critical injuries; any existing qualities on weapons and are
2 or higher, increase defense they just ignore the effects) not additive. See full talent text.
by 1.
Cost: 20 Cost: 20 Cost: 20 Cost: 20

Armor Master
(Supreme)
Back-to-Back Dedication Skilled Mastery
Once per encounter, when the While engaged with one or more Each rank of dedication When you purchase a rank of this talent
character suffers a Critical Injury, allies, your character and allies for your character, choose one skill. Once
increases one of your char- per round, your character may suffer
they may suffer 3 strain to take the they are engaged with add j to
Armor Master incidental. combat checks. If one or more
acter’s characteristics by one. 2 strain to use this talent to reduce the
difficulty of the next check they make
If they does. they reduces the Crit- allies engaged with your character This talent cannot increase a this round using that skill by two, to a
ical lnJury result that they suffers also have Back-to-Back, the effects characteristic above 5. minimum of Easy (k). Each time your
by 10 per point of their soak. to a are cumulative to a maximum of character uses this talent during an
encounter, the strain cost increases by 1.
minimum of l jj. See full talent text.
41
Cost: 25 Cost: 25 Cost: 25 Cost: 25
Specialization Tree: Destructor
ADDITIONAL CAREER SKILLS: Alchemy, Discipline, Mechanics, Ranged

Quick Draw Grit Knack for It Toughened


Once per round on your char-
acter’s turn, they may use this
Each rank of grit When you first purchase this talent for your
character, select one skill. Your character re- Each rank of tough-
talent to draw or holster an easily increases your charac- moves jj from any checks they make using
this skill. Each additional time you purchase ened increases your
accessible weapon or item as an in-
cidental. Quick draw also reduces
ter’s strain threshold this talent for your character, select two
additional skills, which can include skills character’s wound
a weapon’s prepare rating by one, by one. already chosen. Your character also removes
jj from any checks they make using these threshold by two.
to a minimum of one. skills. You cannot select combat or magic
skills when choosing skills for this talent.

Cost: 5 Cost: 5 Cost: 5 Cost: 5

Selective Detonation Toughened Time to Go Selective Detonation


When using a weapon with Each rank of tough- The character may spend 1 When using a weapon with
the Blast quality spend a to Story Point to perform a Move the Blast quality spend a to
exclude 1 target that would be ened increases your maneuver as an incidental to exclude 1 target that would be
affected by the explosion, up to character’s wound attempt to move into cover affected by the explosion, up to
ranks in Selective Detonation. or out of the blast range of a ranks in Selective Detonation.
threshold by two. weapon, explosion, or similar
effect.

Cost: 10 Cost: 10 Cost: 10 Cost: 10

Grit Durable Time to Go Improved Improvised Detonation


Each rank of grit Your character reduces any Critical When activating Time to Go, the character
may allow one ally they is engaged with to
Once per session, the char-
Injury result they acter may make a Daunting
increases your charac- suffer by 10 per rank of Durable,
perform an out of turn Move maneuver as
an incidental. This maneuver may only be (lkkk) Mechanics check to
to a minimum of 01.
ter’s strain threshold used to move into cover or out of the blast
radius of an explosion or similar effect. This
perform the Improvised Det-
onation action and build an ex-
by one. incidental occurs after the ally determines
they would be hit by the blast, but before plosive device out of available
damage is applied.
materials. See full talent text.

Cost: 15 Cost: 15 Cost: 15 Cost: 15

Mad Inventor Toughened How Conveneient Resolve


Once per session, your character may
use this talent to make a Mechanics
Each rank of tough- Once per session, your character may
use this talent to make a Hard (kkk)
When a character invol-
check to attempt to cobble together ened increases your Mechanics check. If successful, untarily suffers strain,
the functional equivalent of any item one device involved in the current they suffer 1 less strain
using spare parts or salvage. The
difficulty of the check is based on the
character’s wound encounter (subject to your GM’s ap-
proval) spontaneously fails. This can be per rank of resolve to a
item’s rarity; see Page 80 of Genesys threshold by two. because of your character’s actions, or minimum of 1.
Core Rulebook. it can simply be incredibly convenient
timing!

Cost: 20 Cost: 20 Cost: 20 Cost: 20

Master Demolitionist Dedication Improved Improvised Deto-


nation
Jury Rigged
When resolving an attack from a per- Each rank of dedication Reduce the difficulty of Improvised The character chooses one
sonal scale explosive or ordinance weap- Detonation’s check to Hard (lkk)
on, your character may spend aaa increases one of your char- and increase the damage dealt by the personal weapon or piece
or t to have the weapon’s Blast quality acter’s characteristics by one. explosive to ranks in Intellect plus of armor per rank of Jury
affect all characters within short range This talent cannot increase a twice the character’s ranks in Mechan- Rigged and gives it an
(rather than engaged). If the weapon ics plus s on the initial check (this
normally affects all characters within characteristic above 5. includes the damage dealt on a prema- improvement. See full talent
short range, then the range of the effect ture detonation triggered by d) text.
is increased to medium range instead.
42 Cost: 25 Cost: 25 Cost: 25 Cost: 25
Specialization Tree: Tinkerer
ADDITIONAL CAREER SKILLS: Artifice, Brawl, Knowledge (Lore), Mechanics

Redundent Systems Toughened Grit Knack For It


Once per session, may take a Each rank of tough- Each rank of grit When you first purchase this talent for your
character, select one skill. Your character re-
Redundant Systems action;
make an Easy (k) Mechanics ened increases your increases your charac- moves jj from any checks they make using
this skill. Each additional time you purchase
check to harvest components character’s wound ter’s strain threshold this talent for your character, select two
additional skills, which can include skills
from a functioning device to
repair a broken one without threshold by two. by one. already chosen. Your character also removes
jj from any checks they make using these
skills. You cannot select combat or magic
breaking the first device. skills when choosing skills for this talent.

Cost: 5 Cost: 5 Cost: 5 Cost: 5

Inventor Savant Mental Tools Grit


When your character makes a check to
construct new items or modify existing
When you acquire a rank in *Your character must have 2 ranks Each rank of grit
this talent, choose a general in Artifice to benefit from this tal-
ones, use this talent to add a number of j
to the check equal to ranks of Inventor. In skill. When making a check ent* Your character always counts increases your charac-
as having the right tools for the
addition, your character may attempt to
reconstruct devices that they have heard
with that skill, reduce the time
job when performing Mechanics
ter’s strain threshold
required by 25%. This reduc-
described but have not seen and do not have
any kinds of plans or schematics for. tion may be applied multiple
checks. by one.
times, to a limit of 50%

Cost: 10 Cost: 10 Cost: 10 Cost: 10

Toughened Signature Spell Eye For Detail Knack For It


Each rank of tough- When your character gains a rank in
this talent, decide on a signature spell
After making an Alchemy or Mechan-
ics check but before interpreting the
When you first purchase this talent for your
character, select one skill. Your character re-

ened increases your for them, consisting of a particular


magic action and a specific set of one
results, your character may suffer a
number of strain up to ranks in Eye for
moves jj from any checks they make using
this skill. Each additional time you purchase
this talent for your character, select two
character’s wound or more effects. When your character
casts their signature spell (consisting
Detail. Doing so converts that many
s to a, though they must still have
additional skills, which can include skills
already chosen. Your character also removes
threshold by two. of the exact combination of action and at least one s to succeed on the check. jj from any checks they make using these
effects previously chosen), reduce the skills. You cannot select combat or magic
difficulty of the check by one. skills when choosing skills for this talent.

Cost: 15 Cost: 15 Cost: 15 Cost: 15

Jury Rigged Inventor Imbue Item Naturally Gifted


The character chooses one When your character makes a check to *Your character must have 2 ranks in Artifice When you purchase this talent,
construct new items or modify existing to benefit from this talent* The character
personal weapon or piece choose 2 skills. Once per session,
ones, use this talent to add a number of j may take the Imbue Item maneuver, and
to the check equal to ranks of Inventor. In suffer strain up to your ranks in Imbue you may reroll either of these
of armor per rank of Jury addition, your character may attempt to Item. He then grants a number of weapons skills. See full talent text.
Rigged and gives it an reconstruct devices that they have heard or items equal to strain suffered within
described but have not seen and do not have short range a temporary enhancement. The
improvement. See full talent any kinds of plans or schematics for. character suffers 1 strain at the beginning of
text. each of their turns while this talent is active.
See full talent text for enhancements.

Cost: 20 Cost: 20 Cost: 20 Cost: 20

Tinkerer Dediction Jury Rigged Eye For Detail


May add 1 additional Each rank of dedication The character chooses one After making an Alchemy or Mechan-
ics check but before interpreting the
hard point to a number increases one of your char- personal weapon or piece results, your character may suffer a
of items equal to ranks in acter’s characteristics by one. of armor per rank of Jury number of strain up to ranks in Eye for
This talent cannot increase a Rigged and gives it an Detail. Doing so converts that many
Tinkerer. Each item may s to a, though they must still have
characteristic above 5. improvement. See full talent
only be modified once. at least one s to succeed on the check.
text.
43
Cost: 25 Cost: 25 Cost: 25 Cost: 25
BARBARIAN BARBARIAN SPECIALIZATIONS
The specializations are covered in greater detail in the
People of towns and cities take pride in how their civi- following sections; this section mainly deals with how
lized ways set them apart from animals, as if denying one’s each specialization connects to the Barbarian Career.
own nature was a mark of superiority. To a barbarian,
though, civilization is no virtue, but a sign of weakness. Path of the Berserker
The strong embrace their animal nature—keen instincts, A Berserker adds Athletics, Brawl, Melee (Heavy), and
primal physicality, and ferocious rage. Barbarians are Vigilance to their Career skills. If this is the character’s
uncomfortable when hedged in by walls and crowds. starting Specialization, they may choose two of these
They thrive in the wilds of their homelands: the tundra, skills and gain one free rank in each, without spending
jungle, or grasslands where their tribes live and hunt. starting experience.
Barbarians come alive in the chaos of combat. They For some barbarians, rage is a means to an end—that
can enter a berserk state where rage takes over, giving end being violence. The Path of Berserker is a path of
them superhuman strength and resilience. A barbarian untrammeled fury, slick with blood. As you enter the
can draw on this reservoir of fury only a few times with- berserker’s rage, you thrill in the chaos of battle, heedless
out resting, but those few rages are usually sufficient to of your own health or well-being. Berserkers make excel-
defeat whatever threats arise. lent ‘‘leg-breakers,’’ among other things, and they usually
know quite a bit about how to survive in most situations.
Not every member of the tribes deemed “barbarians”
In combat, they are masters of dishing out and taking
by scions of civilized society has the barbarian class. A
lots of damage.
true barbarian among these people is as uncommon as a
skilled fighter in a town, and they or they plays a similar Path of the Hurler
role as a protector of the people and a leader in times of
A Hurler adds Athletics, Melee (Light), Perception, and
war. Life in the wild places of the world is fraught with
Ranged to their Career skills. If this is the character’s
peril: rival tribes, deadly weather, and terrifying mon-
starting Specialization, they may choose two of these
sters. Barbarians charge headlong into that danger so that
skills and gain one free rank in each, without spending
their people don’t have to.
starting experience.
Their courage in the face of danger makes barbarians While most barbarians typically focus on melee combat
perfectly suited for adventuring. Wandering is often a alone. barbarians who follow the Path of the Hurler learn
way of life for their native tribes, and the rootless life of to channel their rage through ranged combat as well. A
the adventurer is little hardship for a barbarian. Some barbarian who follows this path can hurl their devastat-
barbarians miss the close-knit family structures of the ing weapons at enemies with such power and skill that
tribe, but eventually find them replaced by the bonds it completely blurs the line between melee and ranged
formed among the members of their adventuring parties. combat.
The Barbarian counts the following skills as career
skills: Athletics, Brawl, Coercion, Melee (Heavy), Nature,
Resilience, Survival, and Vigilance. Before spending
experience points (XP) during character creation, a Bar-
barian may choose four of their career skills and gain one
rank in each of them.
Starting Gear: Players with a Barbarian character
may choose to start with the following gear instead
of spending currency during Step 7 of character cr
meation:
• A spear
• A Greataxe or a Halberd
• Traveling gear consisting of a backpack, a bedroll, a
rope, flint and steel, 3 torches, and a waterskin
• 1d100 gold coins

44
Path of the Juggernaut
A Juggernaut adds Cool, Discipline, Resilience, and Sur-
vival to their Career skills. If this is the character’s start-
ing Specialization, they may choose two of these skills
and gain one free rank in each, without spending starting
experience.
Most barbarians pride themselves on their ability to over-
come pain. A Juggernaut, however, possesses a toughness
far beyond that. While many fighters wear their scars
with pride, an experienced Juggernaut ripples with scar
tissue, the evidence of wounds enough to kill a normal
combatant a dozen times over. Where other barbarians
might seek to end conflicts quickly and decisively, a Jug-
gernaut possesses the stamina, endurance, and strength
of will to fight through inconceivable pain and punish-
ment, outlasting the foe matter the odds.

Path of the Ravager


A Ravager adds Coercion, Melee (Light), Resilience, and
Streetwise to their Career skills. If this is the character’s
starting Specialization, they may choose two of these
skills and gain one free rank in each, without spending
starting experience.
While most Barbarians focus almost exclusively on com-
bat, Ravagers have a focus in intimidation and both
learned and instinctual criminal knowledge. In most
criminal organizations, Ravagers fill the dual role of
hired muscle and the “face” of a criminal organization.
The Ravager brings a criminal syndicate’s message to the
streets, then ensures that message is followed (and pun-
ishes those who stray). Ravagers should have no trouble
finding work.
While most Ravagers have a fondness for violence, they
also display a degree of self-control. Violence is a tool
in the Ravager’s arsenal, and not an end in itself. Unlike
some barbarians, an Ravager is more likely to try words
before violence, though these words may be laced with
venom and the threat of imminent violence. However, a
Ravager must always be ready to fight.

45
talent active? talent active?

Barbarian
Knack for It Berserk
When you first purchase this talent Once per encounter, your character
for your character, select one skill. Career Skills: Athletics, Brawl, may perform the Berserk maneuver.
Your character removes jj from any Until the end of the encounter or until
checks they make using this skill. Each Coercion, Melee (Heavy), Nature, they are incapacitated, add saa to
additional time you purchase this Resilience, Survival, Vigilance all combat checks they make. How-
talent for your character, select two ad- ever, opponents add s to all combat
ditional skills, which can include skills checks targeting your character. While
already chosen. Your character also berserk, you cannot cast spells or make
removes jj from any checks they Wound Threshold Bonus: +2 ranged attacks, except with throwing
make using these skills. You cannot weapons. At the end of the encounter
select combat or magic skills when (or when they are incapacitated), your
choosing skills for this talent. character suffers 6 strain.

Cost: 10 Cost: 10

talent active? talent active? talent active? talent active?

Unarmored Defense Uncanny Senses Burly Enduring


Your character increases their Add j per rank of
soak by their Agility (in addi- Reduce any wielded Each rank of Enduring
Uncanny Senses to all weapon’s cumbersome increases your charac-
tion to their Brawn). None of
the preceding effects of this rule Perception and Vigilance
quality and encum- ter’s soak by one.
apply while your character is checks.
wearing armor. brance rating by a
number equal to ranks
in Burly, to a minimum
of 1.
Cost: 10 Cost: 10 Cost: 05 Cost: 15

talent active? talent active? talent active? talent active?

Pain Don’t Hurt Constant Vigilance Heroic Recovery Lethal Blows


Once per session, your May always use vig- When your character acquires
Add +10 per rank of
this talent, choose one charac-
character may spend a ilance when making teristic. Once per encounter, lethal blows to any criti-
Story Point to use this checks to determine you may spend one Story Point cal injury results inflict-
talent to reduce all initiative. to use this talent to have your
ed on opponents.
character heal strain equal to
damage they suffer by the rating of the chosen charac-
one plus their ranks in teristic.
Resilience until the end
of the following round.
Cost: 20 Cost: 20 Cost: 15 Cost: 15

46
Specialization Tree: Path of the Berserker
ADDITIONAL CAREER SKILLS: Athletics, Brawl, Melee (Heavy), Vigilance

Burly Quick Strike Frenzied Attack Desperate Recovery

Reduce any wielded Your character adds j for When making a melee or Before your character heals strain
brawl check, suffer a num- at the end of an encounter, if their
weapon’s cumbersome each rank of quick strike strain is more than half of their
quality and encumbrance to any combat checks they ber of strain to upgrade the strain threshold, they heal two
rating by a number equal make against any targets attack an equal number of additional strain.
that have not yet taken their times. The strain suffered
to ranks in Burly, to a
turn in the current encoun- may not exceed ranks in
minimum of 1.
ter. frenzied attack.
Cost: 5 Cost: 5 Cost: 5 Cost: 5

Rapid Reaction Toughened Grit Berserk


Your character may suffer a
number of strain to use this talent
Each rank of tough- Each rank of grit Once per encounter, as a maneuver, until
the end of the encounter or until they are

to add an equal number of s to a ened increases your increases your charac- incapacitated, your character adds saa
to all melee combat checks they make. How-
vigilance or cool check they make
to determine initiative order. The character’s wound ter’s strain threshold ever, opponents add s to all combat checks
targeting your character. While berserk,
number may not exceed your char- threshold by two. by one. your character cannot make ranged combat
checks or cast spells. At the end of the
acter’s ranks in rapid reaction. encounter (or when they are incapacitated),
your character suffers 6 strain.

Cost: 10 Cost: 10 Cost: 10 Cost: 10

Rapid Reaction Lethal Blows Naturally Gifted Lucky Strike


Your character may suffer a
number of strain to use this talent
Add +10 per rank of When you purchase this talent,
choose 2 skills. Once per session,
When your character purchases this
talent, choose one characteristic. After
to add an equal number of s to a lethal blows to any you may reroll either of these your character makes a successful
combat check, you may spend one
vigilance or cool check they make skills. See full talent text.
to determine initiative order. The critical injury results Story Point to use this talent to add
damage equal to your character’s ranks
number may not exceed your char-
acter’s ranks in rapid reaction.
inflicted on oppo- in that characteristic to one hit of the
combat check.
nents.
Cost: 15 Cost: 15 Cost: 15 Cost: 15

Enduring Toughened Heroic Will Burly


Each rank of en- Each rank of tough- When you purchase this talent for your
character, choose two characteristics. You
Reduce any wielded
ened increases your weapon’s cumbersome
during increases may spend a story point to use this talent
to have your character ignore the effects
quality and encumbrance
your character’s character’s wound of all critical injuries on any skill checks
using those two characteristics until rating by a number equal
soak value by one. threshold by two. the end of the current encounter. (your
character still suffers the critical injuries; to ranks in Burly, to a
they just ignore the effects) minimum of 1.
Cost: 20 Cost: 20 Cost: 20 Cost: 20

Sweep Attack Frenzied Attack Sorry About the Mess Dedication


Increase difficulty of a Brawl, When making a melee or Decrease the critical Each rank of dedication
Melee (Light), or Melee (Heavy) brawl check, suffer a num- increases one of your char-
combat check by 1 to perform rating of a weapon by
ber of strain to upgrade the acter’s characteristics by one.
Sweep Attack action. Must target 1 (to a minimum of
the adversary who is hardest to attack an equal number of This talent cannot increase a
hit (as determined by the GM). times. The strain suffered 1) against targets that characteristic above 5.
May spend aa to hit additional may not exceed ranks in have not yet acted this
engaged targets.
frenzied attack. encounter. 47
Cost: 25 Cost: 25 Cost: 25 Cost: 25
Specialization Tree: Path of the Hurler
ADDITIONAL CAREER SKILLS: Athletics, Melee (Light), Perception, Ranged

Grit Quick Draw Hamstring Shot Knack For It

Each rank of grit Once per round on your char- Once per round, your character may
use this talent to perform a ranged
When you first purchase this talent for your
character, select one skill. Your character re-
acter’s turn, they may use this
increases your charac- talent to draw or holster an easily combat check against one non-vehicle moves jj from any checks they make using
this skill. Each additional time you purchase
target within range of the weapon
accessible weapon or item as an in-
ter’s strain threshold cidental. Quick draw also reduces
used. If the check is successful, halve
this talent for your character, select two
additional skills, which can include skills
the damage inflicted by the attack
by one. a weapon’s prepare rating by one, (before reducing damage by the target’s
already chosen. Your character also removes
jj from any checks they make using these
to a minimum of one. soak). The target is immobilized until skills. You cannot select combat or magic
the end of its next turn. skills when choosing skills for this talent.

Cost: 5 Cost: 5 Cost: 5 Cost: 5

Quick Draw Grit Toughened Lightning Draw


(Improved)
You may use quick draw Each rank of grit Each rank of tough- The first time your character
twice per round. This also draws a Melee (Light) or Melee
increases your charac- ened increases your (Heavy) weapon during an
allows you to reduce the
prepare rating of a weapon ter’s strain threshold character’s wound encounter increase the base
damage of the weapon by 2
by 2 to a minimum of 1. by one. threshold by two. until the end of their current
turn.

Cost: 10 Cost: 10 Cost: 10 Cost: 10

Lethal Blows Burly Flurry of Steel Strong Arm


Add +10 per rank of Reduce any wielded Once per encounter, your character
may suffer 2 strain to use this talent.
Treat thrown weap-
lethal blows to any weapon’s cumbersome During the next ranged combat check ons as if they had 1
quality and encumbrance they make this turn, throwing weapons
critical injury results rating by a number equal
thrown by your character gain the Au-
to-Fire quality. You do not increase the
greater range.
inflicted on oppo- to ranks in Burly, to a difficulty of this combat check; instead,
your character must have (and use) one
nents. minimum of 1. throwing weapon per hit triggered.

Cost: 15 Cost: 15 Cost: 15 Cost: 15

Eagle Eye Naturally Gifted Lucky Strike Flurry of Steel


(Improved)
Once per encounter before making When you purchase this talent, When your character purchases this When triggering addi-
a ranged combat check, you may choose 2 skills. Once per session, talent, choose one characteristic. After
use this talent to increase your you may reroll either of these your character makes a successful tional hits from Flurry of
weapon’s range by one range band skills. See full talent text. combat check, you may spend one Steel Auto-Fire,
Story Point to use this talent to add
(to a maximum of extreme range). damage equal to your character’s ranks extra hits require a in-
This lasts for the duration of the
combat check.
in that characteristic to one hit of the stead of the normal aa.
combat check.

Cost: 20 Cost: 20 Cost: 20 Cost: 20

True Aim Dedication Titan’s Grip Skilled Mastery


Once per round, may suffer Each rank of dedication Your character character may use this When you purchase a rank of this talent
talent to treat Melee (Light) weapons for your character, choose one skill. Once
strain up to ranks of True Aim, increases one of your char- per round, your character may suffer
as Ranged weapons possessing a range
to perform a True Aim maneu- acter’s characteristics by one. of Short, but only if thrown. While 2 strain to use this talent to reduce the
ver to gain benefits of aiming This talent cannot increase a thrown using this talent, treat Melee difficulty of the next check they make
this round using that skill by two, to a
and upgrade combat check (Light) weapons as possessing with an
characteristic above 5. Inaccurate rating equal to the weapon’s minimum of Easy (k). Each time your
once per strain suffered. character uses this talent during an
encumbrance rating. This lasts for the
encounter, the strain cost increases by 1.
duration of the combat check. See full talent text.
48 Cost: 25 Cost: 25 Cost: 25 Cost: 25
Specialization Tree: Path of the Juggernaut
ADDITIONAL CAREER SKILLS: Cool, Discipline, Resilience, Survival

Toughened Unstoppable Hard Headed Toughened

Each rank of tough- If a Critical Injury When staggered or disorient- Each rank of tough-
ed, perform the Hard Headed
ened increases your roll is 1 or reduced action; make a Daunting ened increases your
character’s wound to 1, do not receive (kkkk) Discipline check to character’s wound
remove status. Difficulty re-
threshold by two. the critical injury. duced by 1 per additional rank threshold by two.
of Hard Headed.

Cost: 5 Cost: 5 Cost: 5 Cost: 5

Defensive Stance Heroic Will Hard Headed Hard-Boiled


Once per round, your character may When you purchase this talent for your When staggered or disorient- When your character makes a
suffer a number of strain no greater character, choose two characteristics. ed, perform the Hard Headed check to recover strain at the end
than their ranks in Defensive Stance to You may spend a story point to use this of an encounter, your character
use this talent. Then, until the end of talent to have your character ignore the action; make a Daunting
(kkkk) Discipline check to may make a Simple (-) Resilience
your character’s next turn, upgrade the effects of all critical injuries on any skill
check instead of Discipline or
difficulty of all melee combat checks checks using those two characteristics remove status. Difficulty re-
targeting your character a number of until the end of the current encounter. Cool. If your character does so,
duced by 1 per additional rank they heal 1 strain per s and 1
times equal to the strain suffered.
of Hard Headed. wound per a.

Cost: 10 Cost: 10 Cost: 10 Cost: 10

Durable Unarmored Dumb Luck Durable


Defense
May reduce any Crit- Your character increases their Once per session, you may spend a Story
Point to use this talent after your charac-
May reduce any Crit-
soak by their Agility (in addi-
ical Injury suffered by tion to their Brawn). None of
ter suffers a Critical Injury but before the
result is rolled. Their opponent must roll
ical Injury suffered by
10 per rank of Dura- the preceding effects of this rule two results, and you select which applies
to your character.
10 per rank of Dura-
apply while your character is
ble to a minimum of wearing armor.
ble to a minimum of
1. 1.
Cost: 15 Cost: 15 Cost: 15 Cost: 15

Toughened Heroic Resilience Hard Headed (Improved) Toughened (Improved)

Each rank of tough- Immediately after being Once per encounter, your character may
use Hard Headed to recover from being
Once per session, the
hit by an attack but before character may heal a
ened increases your suffering damage, spend 1
incapacitated due to exceeding their wound
threshold. On their next turn after having
become incapacitated, they may as an action number of wounds equal
character’s wound Story Point to increase soak make a Formidable (kkkkk) Resilience
to their ranks in Tough-
check. If they succeed, decrease their wounds
threshold by two. by ranks in Resiliance. to one less that their wound threshold. The
difficulty of this check decreases by one
ened.
per additional rank of Hard Headed, to a
minimum of Easy (k).
Cost: 20 Cost: 20 Cost: 20 Cost: 20

Death Rage Durable Dedication Indomitable


Your character adds +2 May reduce any Crit- Each rank of dedication Once per encounter, when your character
would be incapacitated due to exceeding
damage to melee attacks increases one of your char-
ical Injury suffered by their wound or strain threshold, you may
acter’s characteristics by one. spend a Story Point to use this talent.
for each Critical Inju- 10 per rank of Dura- Then, your character is not incapacitated
This talent cannot increase a until the end of their next turn. If your
ry they are currently ble to a minimum of characteristic above 5. character reduces their strain or wounds
suffering. 1.
to below their threshold before the end of
their next turn, they are not incapaci-
tated.
49
Cost: 25 Cost: 25 Cost: 25 Cost: 25
Specialization Tree: Path of the Ravager
ADDITIONAL CAREER SKILLS: Coercion, Melee (Light), Resilience, Streetwise

Toughened Intimidating Grit Threaten


Each rank of tough- May suffer a number of strain Each rank of grit After an adversary within short range
of your character resolves a combat
to add j to a check made
ened increases your to resist fear caused by your increases your charac- check that deals damage to one of your
character’s allies, your character may
character’s wound character. Strain suffered this ter’s strain threshold suffer 3 strain to use this talent to inflict
a number of strain on the adversary equal
way cannot exceed ranks in
threshold by two. Intimidating.
by one. to your character’s ranks in coercion. The
range of this talent increases by one band
per rank of threaten beyond the first.

Cost: 5 Cost: 5 Cost: 5 Cost: 5

Knack For It Scathing Tirade Fearsome Intimidating


When you first purchase this talent for your Your character may use this talent When an adversary becomes May suffer a number of strain
character, select one skill. Your character re-
to make an average (kk) coercion engaged with the character, to add j to a check made
moves jj from any checks they make using
this skill. Each additional time you purchase check. For each s the check gen- the character may force the to resist fear caused by your
this talent for your character, select two erates, one adversary within short adversary to make a fear check, character. Strain suffered this
additional skills, which can include skills range suffers 1 strain. For each a,
already chosen. Your character also removes with the difficulty equal to the way cannot exceed ranks in
jj from any checks they make using these one adversary affected by scathing
tirade suffers 1 additional strain. character’s ranks in fearsome. Intimidating.
skills. You cannot select combat or magic
skills when choosing skills for this talent.

Cost: 10 Cost: 10 Cost: 10 Cost: 10

Naturally Gifted Lethal Blows Scathing Tirade Heroic Recovery


(Improved)
When you purchase this talent,
choose 2 skills. Once per session,
Add +10 per rank of Your character must have purchased
the scathing tirade talent to benefit
When your character acquires this
talent, choose one characteristic.
you may reroll either of these lethal blows to any from this talent. Enemies affected Once per encounter, you may
skills. See full talent text. by your character’s scathing tirade spend one Story Point to use this
critical injury results add j to all skill checks they make talent to have your character heal
inflicted on oppo- for a number of rounds equal to
your character’s ranks in coercion.
strain equal to the rating of the
chosen characteristic.
nents.
Cost: 15 Cost: 15 Cost: 15 Cost: 15

Fearsome Threaten Enduring Toughened


When an adversary becomes
engaged with the character,
After an adversary within short range
of your character resolves a combat Each rank of en- Each rank of tough-
the character may force the
check that deals damage to one of your
character’s allies, your character may during increases ened increases your
adversary to make a fear check, suffer 3 strain to use this talent to inflict
a number of strain on the adversary equal your character’s character’s wound
with the difficulty equal to the
character’s ranks in fearsome.
to your character’s ranks in coercion. The
range of this talent increases by one band soak value by one. threshold by two.
per rank of threaten beyond the first.

Cost: 20 Cost: 20 Cost: 20 Cost: 20

Retribution Scathing Tirade


(Supreme)
Dedication Altered deal
Once per round when an adversary at- Your character must have purchased Each rank of dedication Once per session, make a
tacks an ally within medium range, your the scathing tirade talent to benefit
character may spend one Story Point to increases one of your char- daunting (kkkk) coercion
from this talent. Your character check to radically change a pre-
use this talent to automatically hit that
may choose to suffer 1 strain to
acter’s characteristics by one.
adversary once with a weapon your char-
This talent cannot increase a viously made deal or bargain to
acter is wielding, if the adversary is within use the scathing tirade talent as a
your character’s advantage.
the weapon’s range. The hit deals the maneuver, instead of as an action. characteristic above 5.
weapon’s base damage, plus any damage
from applicable talents or abilities.

50 Cost: 25 Cost: 25 Cost: 25 Cost: 25


The Bard counts the following skills as career skills:
BARD Any Non-Magic skill, Charm, Cool, Deception, Knowl-
In the setting of Faerun, words and music are not just edge (Lore), Negotiation, Streetwise, and Verse. Before
vibrations of air, but vocalizations with power all their spending experience points (XP) during character cre-
own. The bard is a master of song, speech, and the magic ation, a Bard may choose five of their career skills and
they contain. Bards say that the multiverse was spoken gain one rank in each of them, even surpassing the limit
into existence, that the words of the gods gave it shape, of 2 at character creation.
and that echoes of these primordial Words of Creation Starting Gear: Players with a Bard character may
still resound throughout the cosmos. The music of bards choose to start with the following gear instead of spend-
is an attempt to snatch and harness those echoes, subtly ing currency during Step 7 of character creation:
woven into their spells and powers. • A dagger
The greatest strength of bards is their sheer versatility. • A sword or a musical instrument
Sometimes called a Jack-of-all-Trades, many a bard prefer
to stick to the sidelines in combat, using their magic to • A fine cloak or traveling gear consisting of a back-
inspire their allies and hinder their foes from a distance. pack, a bedroll, a rope, flint and steel, 3 torches, and a
But bards are capable of defending themselves in melee waterskin
if necessary, using their magic to bolster their swords • Leather armor
and armor. Their spells lean toward charms and illu-
• 50 + 1d100 gold coins
sions rather than blatantly destructive spells. They have a
wide-ranging knowledge of many subjects and a natural BARD SPECIALIZATIONS
aptitude that lets them do almost anything well. Bards
become masters of the talents they set their minds to per- The specializations are covered in greater detail in the
fecting, from musical performance to esoteric knowledge. following sections; this section mainly deals with how
each specialization connects to the Bard Career.
True bards are not common in the world. Not every
minstrel singing in a tavern or jester cavorting in a royal College of Glamour
court is a bard. Discovering the magic hidden in music
A Glamour Bard adds Charm, Coercion, Knowledge
requires hard study and some measure of natural talent
(Forbidden), and Verse, to their Career skills. If this is
that most troubadours and jongleurs lack. It can be hard
the character’s starting Specialization, they may choose
to spot the difference between these performers and true
two of these skills and gain one free rank in each, without
bards, though. A bard’s life is spent wandering across the
spending starting experience.
land gathering lore, telling stories, and living on the grat-
itude of audiences, much like any other entertainer. But The College of Glamour is the home of bards who mas-
a depth of knowledge, a level of musical skill, and a touch tered their craft in the vibrant realm of the Feywild
of magic set bards apart from their fellows. or under the tutelage of someone who dwelled there.
Tutored by satyrs, eladrin, and other fey, these bards
Only rarely do bards settle in one place for long, and
learn to use their magic to delight and captivate others.
their natural desire to travel—to find new tales to tell,
new skills to learn, and new discoveries beyond the hori- The bards of this college are regarded with a mixture of
zon—makes an adventuring career a natural calling. awe and fear. Their performances are the stuff of legend.
These bards are so eloquent that a speech or song that one
Every adventure is an opportunity to learn, practice
of them performs can cause captors to release the bard
a variety of skills, enter long-forgotten tombs, discov-
unharmed and can lull a furious dragon into compla-
er lost works of magic, decipher old tomes, travel to
cency. The same magic that allows them to quell beasts
strange places, or encounter exotic creatures. Bards love
can also bend minds. Villainous bards of this college can
to accompany heroes to witness their deeds firsthand. A
leech off a community for weeks, abusing their magic to
bard who can tell an awe-inspiring story from person-
turn their hosts into thralls. Heroic bards of this college
al experience earns renown among other bards. Indeed,
instead use this power to gladden the downtrodden and
after telling so many stories about heroes accomplishing
undermine oppressors.
mighty deeds, many bards take these themes to heart and
assume heroic roles themselves.

51
College of Lore Jesters adventure to safeguard the common folk and to
undermine the plans of the rich, powerful, and arrogant.
A Lore Bard adds Knowledge (Arcana), Knowledge
Their magic bolsters allies’ spirits while casting doubt
(Lore), Negotiation, and Verse to their Career skills. If
into foes’ minds. Among bards, jesters are unmatched
this is the character’s starting Specialization, they may
acrobats, and their ability to tumble, dodge, leap, and
choose two of these skills and gain one free rank in each,
climb makes them slippery opponents in battle.
without spending starting experience.
Bards of the College of Lore know something about College of Swords
most things, collecting bits of knowledge from sources
as diverse as scholarly tomes and peasant tales. Whether A Swords Bard adds Leadership, Melee (Light), Negoti-
singing folk ballads in taverns or elaborate compositions ation, and Resilience to their Career skills. If this is the
in royal courts, these bards use their gifts to hold audi- character’s starting Specialization, they may choose two
ences spellbound. When the applause dies down, the of these skills and gain one free rank in each, without
audience members might find themselves questioning spending starting experience.
everything they held to be true, from their faith in the Bards of the College of Swords are called blades, and they
priesthood of the local temple to their loyalty to the king. entertain through daring feats of weapon prowess. Blades
The loyalty of these bards lies in the pursuit of beauty and perform stunts such as sword swallowing, knife throwing
truth, not in fealty to a monarch or following the tenets and juggling, and mock combats. Though they use their
of a deity. A noble who keeps such a bard as a herald or weapons to entertain, they are also highly trained and
advisor knows that the bard would rather be honest than skilled warriors in their own right.
politic. Blades are daring skalds whose tales keep alive the mem-
The college’s members gather in libraries and sometimes ory of the great heroes of the past, and thereby inspire
in actual colleges, complete with classrooms and dor- a new generation of heroes. These bards gather in mead
mitories, to share their lore with one another. They also halls or around great bonfires to sing the deeds of the
meet at festivals or affairs of state, where they can expose mighty, both past and present. They travel the land to
corruption, unravel lies, and poke fun at selfimportant witness great events firsthand and to ensure that the
figures of authority. memory of those events doesn’t pass from the world.
College of the Satire With their songs, they inspire others to reach the same
heights of accomplishment as the heroes of old.
A Satire Bard adds Deception, Knowledge (Lore), Skul-
druggery, and Streetwise to their Career skills. If this is
the character’s starting Specialization, they may choose
two of these skills and gain one free rank in each, without
spending starting experience.
Bards of the College of Satire are called jesters. They use
lowbrow stories, daring acrobatics, and cutting jokes
to entertain audiences, ranging from the crowds in a
rundown dockside pub to the nobles of a king’s royal
court. Where other bards seek forgotten lore or tales of
epic bravery, jesters ferret out embarrassing and hilari-
ous stories of all kinds. Whether telling the ribald tale of
a brawny stable hand’s affair with an aged duchess or a
mocking satire of a paladin of Helm’s cloying innocence,
a jester never lets taste, social decorum, or shame get in
the way of a good laugh.
While jesters are masters of puns, jokes, and verbal barbs,
they are much more than just comic relief. They are
expected to mock and provoke, taking advantage of how
even the most powerful folk are expected by tradition to
endure a jester’s barbs with good humor. This expecta-
tion allows a jester to serve as a critic or a voice of reason
when others are too intimidated to speak the truth.

52
talent active? talent active?

Bard
Knack for It Cantrip
When you first purchase this talent When you gain a rank in this
for your character, select one skill.
Career Skills: Any non-magic
talent, choose one magic skill
Your character removes jj from any skill, Charm, Cool, Deception, and magic action available to
checks they make using this skill. Each
additional time you purchase this Leadership, Lore, Negotiation, that skill. Whenever your char-
talent for your character, select two ad- Streetwise, Verse acter uses that action and adds
ditional skills, which can include skills no additional effects to it, your
already chosen. Your character also character only suffers 1 strain
removes jj from any checks they
from the casting.
make using these skills. You cannot
select combat or magic skills when
Strain Threshold Bonus: +2
choosing skills for this talent.

Cost: 05 Cost: 10

talent active? talent active? talent active? talent active?

Command Well Rounded Naturally Gifted Sense Emotions


Add j per rank of When your character pur- When you purchase this If you have at least three
command when mak- chases a rank in this talent,
talent, choose 2 skills. rank in a magic skill
choose any 2 non-magic
ing leadership checks. skills. They permanently
Once per session, you that can use Enchant,
Affected targets add j become career skills. may reroll either of these add j to all charm,
to discipline checks for skills. See full talent text.
coercion, and deception
the next 24 hours. checks, as long as you
are dealing with living
beings.
Cost: 10 Cost: 10 Cost: 15 Cost: 10

talent active? talent active? talent active? talent active?


Inspiring Rhetoric Inspiring Rhetoric
Inspiring Rhetoric (Improved) (Supreme) Magical Secrets
Your character may use this Allies affected by your Your character may Pick one magic action not avail-
talent to make an average (kk) character’s inspiring able to Verse and one additional
leadership check. For each s choose to suffer 1 strain effect on a magic action you
rhetoric add j to all skill
the check generates, one ally to use the inspiring have access to. That action is
within short range heals one checks they make for a now available for you to cast,
strain. For each a, one ally number of rounds equal rhetoric talent as a
and that effect is now usable
benefiting from inspiring rheto- to your character’s ranks maneuver, instead of as on Verse spells cast by your
ric heals one additional strain.
in leadership. an action. character.

Cost: 10 Cost: 15 Cost: 20 Cost: 25

53
Specialization Tree: College of Glamour
ADDITIONAL CAREER SKILLS: Charm, Coercion, Knowledge (Forbidden), Verse

Ensorcelled Grit Knack For It Scathing Tirade

If your character has at least Each rank of grit When you first purchase this talent for your
character, select one skill. Your character re-
Your character may use this talent
one rank in a magic skill, to make an average (kk) coercion
increases your charac- moves jj from any checks they make using
this skill. Each additional time you purchase check. For each s the check gen-
once per encounter, they erates, one adversary within short
may use this talent to add ter’s strain threshold this talent for your character, select two
additional skills, which can include skills range suffers 1 strain. For each a,
a to the result of their next by one. already chosen. Your character also removes
jj from any checks they make using these one adversary affected by scathing
social skill check. skills. You cannot select combat or magic tirade suffers 1 additional strain.
skills when choosing skills for this talent.

Cost: 5 Cost: 5 Cost: 5 Cost: 5

Encouraging Song Disarming Smile Congenial Sense Emotions


While equipped with a musical in- Your character can make a disarming May suffer a number of strain to
strument, your character may use this smile action to make an opposed charm downgrade difficulty of Charm
Add j to all Charm,
talent to make an Average (kk) Charm check against one target within short
range. If they succeed, decrease the
or Negotiation checks or upgrade Coercion, and De-
or Verse check. For each s the check
target’s defense (melee and ranged) by a difficulty when target by Charm ception checks unless
generates, one ally within medium
range adds j to their next skill check. number equal to your character’s ranks in or Negotiation checks, by an equal
For each a, one ally benefiting from disarming smile (to a minimum of zero) number Strain suffered this way the target is undead or
until the end of the encounter.
Encouraging Song heals 1 strain. cannot exceed ranks in congenial. construct.
Cost: 10 Cost: 10 Cost: 10 Cost: 10

Ensorcelled (Improved) Works Like a Charm Disarming Smile Scathing Tirade


(Improved)
Your character must have purchased Once per session, make Your character can make a disarming
smile action to make an opposed charm
Your character must have purchased
the ensorcelled talent to benefit from the scathing tirade talent to benefit
this talent. If your character has one skill check using check against one target within short
from this talent. Enemies affected
range. If they succeed, decrease the
at least two ranks in a magic skill, Presence rather than the target’s defense (melee and ranged) by a by your character’s scathing tirade
when using the ensorcelled talent, number equal to your character’s ranks in add j to all skill checks they make
they may add s & a to their characteristic linked to disarming smile (to a minimum of zero) for a number of rounds equal to
next social skill check instead of that skill. until the end of the encounter. your character’s ranks in coercion.
a.

Cost: 15 Cost: 15 Cost: 15 Cost: 15

Goes to Eleven Heroic Recovery Dissonance Grit


Your character increases When your character acquires this While wielding a musical instrument,
your character may use this talent to
Each rank of grit
talent, choose one characteristic.
the range of their musi- Once per encounter, you may
make an Average (kk) Charm or Verse increases your charac-
check. For each s the check generates,
cal talents by one range spend one Story Point to use this one adversary of the player’s choosing ter’s strain threshold
band per rank of Goes to talent to have your character heal within short range suffers 1 wound. For

Eleven. strain equal to the rating of the each a, one adversary affected by Disso- by one.
chosen characteristic. nance suffers 1 additional wound.

Cost: 20 Cost: 20 Cost: 20 Cost: 20

Dedication Ensorcelled (Supreme) Naturally Gifted Scathing Tirade


(Supreme)
Each rank of dedication Your character must have purchased the ensor- When you purchase this talent, Your character must have purchased
celled talent to benefit from this talent. If your
increases one of your char- choose 2 skills. Once per session, the scathing tirade talent to benefit
charatcer has three ranks in a magic skill,
once per session, they may use this talent to you may reroll either of these from this talent. Your character
acter’s characteristics by one. force all enemies within medium range to skills. See full talent text. may choose to suffer 1 strain to
This talent cannot increase a make a Hard (kkk) Discipline check as an use the scathing tirade talent as a
out-of-turn incidental. If they fail, they must
characteristic above 5. spend all available maneuvers moving away maneuver, instead of as an action.
from your character, and they suffer 5 strain,
plus one additional strain per h

54 Cost: 25 Cost: 25 Cost: 25 Cost: 25


Specialization Tree: College of Lore
ADDITIONAL CAREER SKILLS: Knowledge (Arcana), Knowledge (Lore), Verse, Vigilance

Nobody’s Fool Desperate Recovery Grit Knack For It


May upgrade difficulty Before your character heals Each rank of grit When you first purchase this talent for your
character, select one skill. Your character re-
of incoming Charm, strain at the end of an
increases your charac- moves jj from any checks they make using
this skill. Each additional time you purchase
Coercion, or Deception encounter, if their strain
is more than half of their ter’s strain threshold this talent for your character, select two
additional skills, which can include skills
checks once per rank of
Nobody’s Fool. strain threshold, they heal by one. already chosen. Your character also removes
jj from any checks they make using these
two additional strain. skills. You cannot select combat or magic
skills when choosing skills for this talent.

Cost: 5 Cost: 5 Cost: 5 Cost: 5

Touch of Fate Quick-Witted Brilliant Casting Signature Spell


Once per session, Once per encounter, after another
character makes a social skill check, your
When your character casts When your character gains a rank in
this talent, decide on a signature spell
a spell, you may spend one
add jj to any 1 character may use this talent to make an
Hard (kkk) Vigilance check. If success- story point to use this talent
for them, consisting of a particular
magic action and a specific set of one
check. ful, you may add a number of s or a
(your choice) equal to your character’s
to add a equal to your or more effects. When your character
casts that signature spell (consisting of
ranks in Charm or Negotiation to the characters ranks in appro- the exact combination of action and
other character’s check. If your character priate spell modifier skill to effects previously chosen), reduce the
fails, your character suffers 3 strain. difficulty of the check by one.
the results.
Cost: 10 Cost: 10 Cost: 10 Cost: 10

Know Thy Adversary Flash of Insight Researcher Grit


May use an appropriate When your character gen- Remove j per rank of Re- Each rank of grit
Knowledge skill when erates t on a knowledge searcher from all Knowledge increases your charac-
making checks to determine skill check, roll jj and add checks. Reserching a subject
initiative. the results to the check, in takes half the time.
ter’s strain threshold
addition to spending the t by one.
as usual.

Cost: 15 Cost: 15 Cost: 15 Cost: 15

Seen a Lot of Things Resolve Well Rounded Naturally Gifted


Whenever your character When a character invol- When your character purchases When you purchase this talent,
a rank in this talent, choose choose 2 skills. Once per session,
fails a knowledge check, untarily suffers strain, you may reroll either of these
any 2 non-magic skills. They
they may spend aaa they suffer 1 less strain permanently become career skills. See full talent text.
to roll the check again per rank of resolve to a skills.
during their next turn. minimum of 1.

Cost: 20 Cost: 20 Cost: 20 Cost: 20

Magical Secrets Dedication Skilled Mastery Signature Spell


(Improved)
Pick one magic action not avail- Each rank of dedication When you purchase a rank of this talent When your character gains
able to Verse and one additional for your character, choose one skill. Once
increases one of your char- per round, your character may suffer a rank in this talent, choose
effect on a magic action you have
access to. That action is now avail-
acter’s characteristics by one. 2 strain to use this talent to reduce the one of your signature spells.
difficulty of the next check they make
able for you to cast, and that effect This talent cannot increase a this round using that skill by two, to a When your casts that
is now usable on Verse spells cast characteristic above 5. minimum of Easy (k). Each time your signature spell, reduce the
by your character. character uses this talent during an
encounter, the strain cost increases by 1. difficulty of the check by
See full talent text. two instead of one. 55
Cost: 25 Cost: 25 Cost: 25 Cost: 25
Specialization Tree: College of Satire
ADDITIONAL CAREER SKILLS: Coordination, Deception, Skulduggery, Streetwise

Grit Knack For It Distracting Behavior Tumble


Each rank of grit When you first purchase this talent for your
character, select one skill. Your character re-
Make a distracting behavior ma- Once per round on
neuver and suffer strain no greater
increases your charac- moves jj from any checks they make using
this skill. Each additional time you purchase than ranks in cunning. Until the your character’s turn,
ter’s strain threshold this talent for your character, select two
additional skills, which can include skills
beginning of next turn, an equal they may suffer 2 strain
number of engaged npc’s suffer h
by one. already chosen. Your character also removes
on all checks. Range increases with to disengage from all
jj from any checks they make using these
skills. You cannot select combat or magic additional ranks of distracting engaged adversaries.
skills when choosing skills for this talent. behavior.

Cost: 5 Cost: 5 Cost: 5 Cost: 5

Distracting Behavior Nobody’s Fool Dodge Jump Up

Make a distracting behavior ma- May upgrade difficulty When your character is targeted by Once per round during your
neuver and suffer strain no greater a combat check, they may suffer a
of incoming Charm, number of strain no greater than character’s turn, your char-
than ranks in cunning. Until the
beginning of next turn, an equal Coercion, or Deception their ranks in dodge to use this talent. acter may use this talent to
Then, upgrade the difficulty of the stand from a prone or seated
number of engaged npc’s suffer h checks once per rank of combat check targeting your character
on all checks. Range increases with position as an incidental.
additional ranks of distracting
Nobody’s Fool. a number of times equal to the strain
suffered.
behavior.

Cost: 10 Cost: 10 Cost: 10 Cost: 10

Toughened Heroic Recovery Naturally Gifted Parkour!

Each rank of tough- When your character acquires this


talent, choose one characteristic.
When you purchase this talent,
choose 2 skills. Once per session,
Once per round, before performing
a move maneuver, the character may
ened increases your Once per encounter, you may you may reroll either of these suffer 1 strain. If they do so, they may
use their move maneuver to move to
spend one Story Point to use this skills. See full talent text.
character’s wound talent to have your character heal
any location within short range (even
straight up), as long as there is some
threshold by two. strain equal to the rating of the
chosen characteristic.
sort of object to move across or a path
to move along.

Cost: 15 Cost: 15 Cost: 15 Cost: 15

Distracting Behavior Distracting Behavior


(Improved)
Grit Double or Nothing

Make a distracting behavior ma- The distracting behavior Each rank of grit When your character acquires this
talent, choose one skill. When mak-
neuver and suffer strain no greater
than ranks in cunning. Until the
maneuver inflicts hh on increases your charac- ing checks with that skill, you may
beginning of next turn, an equal npc’s checks when npcs suffer 2 strain to perform the double
ter’s strain threshold or nothing incidental to increase and
number of engaged npc’s suffer h target your character’s
on all checks. Range increases with
allies. by one. upgrade the difficulty of the next
check by one. Then, after cancel-
additional ranks of distracting
ing opposing symbols, double the
behavior.
amount of remaining a or h.
Cost: 20 Cost: 20 Cost: 20 Cost: 20

Seize the Initiative Deceptive Taunt Coordinated Dodge Dedication


Once per session, as an action, may Once per encounter, may make When targeted by a combat Each rank of dedication
make a Daunting (kkkk) Coordination Deceptive Taunt action. Make
check. On success, other PCs may take check, your character may increases one of your char-
opposed Deception vs Vigilance
their turns immediately. See full talent
check. If successful, one adversary
spend 1 story point to add acter’s characteristics by one.
text.
must attack the character during f equal to their ranks in This talent cannot increase a
adversary’s next turn. coordination to the check. characteristic above 5.

56 Cost: 25 Cost: 25 Cost: 25 Cost: 25


Specialization Tree: College of Swords
ADDITIONAL CAREER SKILLS: Discipline, Leadership, Melee (Light), Negotiation

Toughened Quick Draw Grit Parry

Each rank of tough- Once per round on your char-


acter’s turn, they may use this
Each rank of grit When your character suffers a hit from
a melee combat check, after damage is
ened increases your talent to draw or holster an easily increases your charac- calculated but before soak is applied.
Your character may suffer 3 strain to
accessible weapon or item as an in-
character’s wound cidental. Quick draw also reduces
ter’s strain threshold use this talent to reduce the damage of
the hit by two plus their ranks in parry.
threshold by two. a weapon’s prepare rating by one, by one. This talent can only be used once per
to a minimum of one. hit, and your character needs to be
wielding a melee weapon.

Cost: 5 Cost: 5 Cost: 5 Cost: 5

Feint Resist Disarm Dodge Feint


Your character may spend t or Suffer 2 strain to avoid be- When your character is targeted by Your character may spend t or
aaa generated by a missed me- a combat check, they may suffer a aaa generated by a missed me-
ing disarmed or having your number of strain no greater than
lee attack to upgrade the difficulty character’s weapon damaged lee attack to upgrade the difficulty
their ranks in dodge to use this talent.
of their opponent’s next attack Then, upgrade the difficulty of the of their opponent’s next attack
targeting your character a number or destroyed. targeting your character a number
combat check targeting your character
of times equal to their ranks in a number of times equal to the strain of times equal to their ranks in
feint. suffered. feint.

Cost: 10 Cost: 10 Cost: 10 Cost: 10

Parry Parry (Improved) Battle Caster Field Commander

When your character suffers a hit from When your character suffers a hit from a me- Your character does not add Your character may use this talent to
a melee combat check, after damage is lee combat check and uses parry to reduce make an average (kk) leadership check.
the damage from that hit, after the attack j to magic skill checks for If successful, a number of allies equal to
calculated but before soak is applied.
Your character may suffer 3 strain to
is resolved, you may spend d or hhh wearing heavy armor (with 3 your character’s presence may imme-
from the attacker’s check to use this talent.
use this talent to reduce the damage of Then, your character automatically hits the
encumbrance or more), using diately suffer 1 strain to perform one
maneuver (out of turn). If there are any
the hit by two plus their ranks in parry. attacker once with a brawl or melee weapon a shield, or not having at least questions as to which allies take their
This talent can only be used once per your character is wielding. The hit deals the one hand free. maneuvers first, your character is the final
hit, and your character needs to be weapon’s base damage, plus any damage
from applicable talents or abilities. arbiter.
wielding a melee weapon.

Cost: 15 Cost: 15 Cost: 15 Cost: 15

Dual Strike Naturally Gifted Defensive Training Grit


When resolving a combined When you purchase this talent, When wielding a Melee or Each rank of grit
check to attack with two weapons choose 2 skills. Once per session, Brawl weapon the weapon
in combat, your character may you may reroll either of these increases your charac-
suffer 2 strain to use this talent skills. See full talent text.
increases its Defensive qual-
to hit with the secondary weapon ity with a rating equal to ter’s strain threshold
(instead of spending aa). ranks in Defensive Training. by one.

Cost: 20 Cost: 20 Cost: 20 Cost: 20

Whirlwind Dedication Lucky Strike Field Commander


(Improved)
Your character may suffer 4 strain to Each rank of dedication When your character purchases this When your character uses the field
use this talent to make a Brawl or Melee talent, choose one characteristic. After commander talent, your character
attack against the engaged adversary who increases one of your char- your character makes a successful affects a number of allies equal to
is hardest to hit (as determined by the acter’s characteristics by one. combat check, you may spend one
twice the character’s presence. In
GM), increasing the difficulty by one. story point to use this talent to add
If the combat check succeeds, each ad- This talent cannot increase a addition, you may spend t to
damage equal to your character’s ranks
versary engaged with the character suffers characteristic above 5. in that characteristic to one hit of the allow one ally to suffer 1 strain to
one hit from the attack, that perform an action, instead of a
combat check.
deals base damage plus damage equal to
the total s scored on the check.
maneuver.
57
Cost: 25 Cost: 25 Cost: 25 Cost: 25
currency during Step 7 of character creation:
CLERIC
• A mace
Divine magic, as the name suggests, is the power of the • A holy icon or shield
gods, flowing from them into the world. Clerics are con-
duits for that power, manifesting it as miraculous effects. • Leather armor
The gods don’t grant this power to everyone who seeks it, • A lantern and healer’s kit or traveling gear consisting
but only to those chosen to fulfill a high calling. of a backpack, a bedroll, a rope, flint and steel, 3 torches,
Harnessing divine magic doesn’t rely on study or train- and a waterskin
ing. A cleric might learn formulaic prayers and ancient • 1d100 gold coins
rites, but the ability to cast cleric spells relies on devotion
and an intuitive sense of a deity’s wishes.
Clerics combine the helpful magic of healing and
inspiring their allies with spells that harm and hinder
foes. They can provoke awe and dread, lay curses of
plague or poison, and even call down flames from heaven
to consume their enemies. For those evildoers who will
benefit most from a mace to the head, clerics depend on
their combat training to let them wade into melee with
the power of the gods on their side.
Not every acolyte or officiant at a temple or shrine is
a cleric. Some priests are called to a simple life of tem-
ple service, carrying out their gods’ will through prayer
and sacrifice, not by magic and strength of arms. In some
cities, priesthood amounts to a political office, viewed
as a stepping stone to higher positions of authority and
involving no communion with a god at all. True clerics
are rare in most hierarchies.
When a cleric takes up an adventuring life, it is usually
because their or their god demands it. Pursuing the goals
of the gods often involves braving dangers beyond the
walls of civilization, smiting evil or seeking holy relics in
ancient tombs. Many clerics are also expected to protect
their deities’ worshipers, which can mean fighting ram-
paging orcs, negotiating peace between warring nations,
or sealing a portal that would allow a demon prince to
enter the world.
Most adventuring clerics maintain some connection to
established temples and orders of their faiths. A temple
might ask for a cleric’s aid, or a high priest might be in
a position to demand it. As you create a cleric, the most
important question to consider is which deity to serve
and what principles you want your character to embody.
The Cleric counts the following skills as career skills:
Discipline, Divine, Knowledge (Forbidden), Knowledge
(Lore), Knowlede (Religion), Medicine, Negotiation,
and Vigilance. Before spending experience points (XP)
during character creation, a Cleric may choose four of
their career skills and gain one rank in each of them.
Starting Gear: Players with a Cleric character may
choose to start with the following gear instead of spending

58
CLERIC SPECIALIZATIONS in an organisation, or working together with their god to
grow the follower base.
The specializations are covered in greater detail in the
following sections; this section mainly deals with how Zealot
each specialization connects to the Cleric Career.
A Zealot adds Divine, Melee (Light), Melee (Heavy), and
Lorekeeper Knowledge (Religion) to their Career skills. If this is the
character’s starting Specialization, they may choose two
A Lorekeeper adds Divine, Knowledge (Lore), Knowl-
of these skills and gain one free rank in each, without
edge (Religion), and Knowledge (Forbidden) to their
spending starting experience.
Career skills. If this is the character’s starting Specializa-
tion, they may choose two of these skills and gain one Some deities inspire their followers to pitch themselves
free rank in each, without spending starting experience. into a ferocious battle fury. These barbarians are zealots
warriors who channel their rage into powerful displays of
The gods of knowledge – including Oghma, Boccob, divine power.
Gilean, Aureon, and Thoth – value learning and
A variety of gods across the world inspire their followers
understanding above all. Some teach that knowledge is
to embrace this path. In general, the gods who inspire
to be gathered and shared in libraries and universities, or
zealots are deities of combat, destruction, and violence.
promote the practical knowledge of craft and invention.
Not all are evil, but few are good.
Some deities hoard knowledge and keep its secrets to
themselves. And some promise their followers that they
will gain tremendous power if they unlock the secrets
of the multiverse. Followers of these gods study esoteric
lore, collect old tomes, delve into the secret places of the
earth, and learn all they can. Some gods of knowledge
promote the practical knowledge of craft and invention,
including smith deities like Gond, Reorx, Onatar,
Moradin, Hephaestus, and Goibhniu.

Oracle
An Oracle adds Divine, Knowledge (Forbidden),
Knowledge (Lore), and Vigilance to their Career skills.
If this is the character’s starting Specialization, they may
choose two of these skills and gain one free rank in each,
without spending starting experience.
Oracles have been around as long as anyone can
remember. Some are mad, some are charlatans, and still
others are simple devoted vessels used by other beings to
communicate to mortals.

Priest
A Priest adds Charm, Divine, Medicine, and Negotia-
tion to their Career skills. If this is the character’s starting
Specialization, they may choose two of these skills and
gain one free rank in each, without spending starting
experience.
Priests may not always come from cloistered temples
or hidden sects. Some may come to form a connection
with their god alone and in quiet moments of solitude.
These priests build trust with their god and may go on to
become religious figures within their respective domains.
In this sense, there is always a feeling of progression as a
priest. They are either climbing through ranks of clergy

59
talent active? talent active?

Cleric
Knack for It Cantrip
When you first purchase this talent When you gain a rank in this
for your character, select one skill. Career Skills: Discipline, Di- talent, choose one magic skill
Your character removes jj from any
checks they make using this skill. Each vine, Forbidden, Lore, Med- and magic action available to
additional time you purchase this icine, Negotiation, Religion, that skill. Whenever your char-
talent for your character, select two ad- Vigilance acter uses that action and adds
ditional skills, which can include skills no additional effects to it, your
already chosen. Your character also character only suffers 1 strain
removes jj from any checks they Strain Threshold Bonus: +2 from the casting.
make using these skills. You cannot
select combat or magic skills when
choosing skills for this talent.

Cost: 10 Cost: 10

talent active? talent active? talent active? talent active?

Turn Undead Divine Intervention Faith Healing Signature Spell


As an Action, force all undead Once per session, your character When your character gains a
creatures within Short range to may use this talent to use the Divine
After making a skill check to
rank in this talent, decide on a
make a fear check with a Difficulty Intervention action. Make a Formi- cast a heal spell, may choose signature spell for them, consisting
equal to your ranks in Discipline. dable (kkkkk) Divine check, the to change one s to a, or of a particular magic action and a
In addition to the normal effects of difficulty of this check cannot be one a to s per rank of specific set of one or more effects.
Fear, any targets who fail the check decreased below Formidable. If suc- When your character casts their
are forced to spend their next turn cesful, introduce into the narrative a
faith healing, though they
signature spell (consisting of the
moving outside the range of the “fact” in the form of aid from your must still have at least one exact combination of action and
Turn Undead. All maneuvers must God, with GM approval. s to succeed on the check. effects previously chosen), reduce
be spent on movement including the difficulty of the check by one.
downgrading Actions if possible.

Cost: 10 Cost: 25 Cost: 05 Cost: 10

talent active? talent active? talent active? talent active?


Turn Undead Signature Spell
(Improved) Strength of Faith (Improved) Resolve
When using the Turn Undead Once per session, your char-
talent, your character may use
When you acquire a rank When your character
acter may use this talent to
a Story Point to have all adver- in this talent, choose one involuntarily suffers
add s equal to their ranks
saries affected suffer 2 strain per
in Discipline and a equal to
of your signature spells. strain, they suffer 1
rank of Turn Undead to any
their ranks and Willpower to When your character less strain per rank of
creatures that failed their fear casts their signature spell,
check. In addition, you may the results of the next Divine resolve to a minimum
perform a Concentration ma- skill check they make during reduce the difficulty of
of 1.
neuver to maintain the effects in this turn. the check by two instead
subsequent rounds. of one.
Cost: 15 Cost: 20 Cost: 15 Cost: 10

60
Specialization Tree: Lorekeeper
ADDITIONAL CAREER SKILLS: Divine, Knowledge (Lore), Knowledge (Religion), Perception

Grit Museum Worthy Rapid Recovery Researcher


Each rank of grit Once per session, take museum When healing strain after On a successful Knowledge
worthy action, make a hard an encounter, heal 1 ad- check, character and allies
increases your charac- (kkk) Knowledge (Lore) gain automatic a per rank of
ditional strain per rank of
ter’s strain threshold check to ascertain information Researcher on checks to act
regarding a relic, ruin, or piece rapid recovery. on those facts until the end of
by one. of history. their next turn. Reserching a
subject takes half the time.

Cost: 5 Cost: 5 Cost: 5 Cost: 5

Know Thy Adversary Naturally Gifted Well Read Knack For It


May use an appropriate When you purchase this talent, Choose any 3 Knowledge When you first purchase this talent for your
character, select one skill. Your character re-
Knowledge skill when choose 2 skills. Once per session, skills. They permanently moves jj from any checks they make using
you may reroll either of these this skill. Each additional time you purchase
making checks to determine skills. See full talent text.
become career skills. this talent for your character, select two
initiative. additional skills, which can include skills
already chosen. Your character also removes
jj from any checks they make using these
skills. You cannot select combat or magic
skills when choosing skills for this talent.

Cost: 10 Cost: 10 Cost: 10 Cost: 10

Valuable Facts Grit Brilliant Casting Applied Research


Once per encounter, perform Each rank of grit When your character casts Your character may use this talent
before making a check to use any
the Valuable Facts action: make a spell, you may spend one
an Average (kk) Knowledge increases your charac- knowledge skill and Intellect instead
story point to use this talent of the skill and characteristic the check
(Lore) check. If successful, ter’s strain threshold to add a equal to your would normally require. Your character
add t to one ally’s skill check may use this talent a number of times
during the enounter.
by one. characters ranks in appro- per session equal to their ranks in
priate spell modifier skill to Applied Research.
the results.
Cost: 15 Cost: 15 Cost: 15 Cost: 15

Signature Spell Resolve Well Rounded Careful Planning


When your character gains a rank in When a character invol- When your character purchases Once per session, the
this talent, decide on a signature spell a rank in this talent, choose
for them, consisting of a particular untarily suffers strain, character can choose
any 2 non-magic skills. They
magic action and a specific set of one they suffer 1 less strain permanently become career
to introduce a “fact” or
or more effects. When your character
casts that signature spell (consisting of per rank of resolve to a skills. additional context direct-
the exact combination of action and minimum of 1. ly into the narrarive as
effects previously chosen), reduce the
difficulty of the check by one. if they had spent a Story
Cost: 20 Cost: 20 Cost: 20 Cost: 20

Thorough Assessment Dedication Applied Research Targeted Firepower


Once per session, take a Thorough Each rank of dedication Your character may use this talent Once per session, identify one adver-
Assessment action: make a Hard before making a check to use any sary target and make an appropriate
increases one of your char- knowledge skill and Intellect instead hard (kkk) Knowledge (Lore) check.
(kkk) Knowledge check to gain
Boost dice equal to s that can be
acter’s characteristics by one. of the skill and characteristic the check If successful, for the rest of the encoun-
This talent cannot increase a would normally require. Your character ter, allies within short range of your
distributed during the encounter. may use this talent a number of times character add a to attacks against the
characteristic above 5. per session equal to their ranks in target equal to s generated on the
Applied Research. check.

61
Cost: 25 Cost: 25 Cost: 25 Cost: 25
Specialization Tree: Oracle
ADDITIONAL CAREER SKILLS: Divine, Knowledge (Forbidden), Knowledge (Lore), Vigilance

Uncanny Senses Grit Flash of Insight Knack For It

Add j per rank of Uncanny Each rank of grit When your character generates When you first purchase this talent for your
character, select one skill. Your character re-
Senses to all Perception and t on a knowledge skill
increases your charac- check, roll jj and add the re-
moves jj from any checks they make using
this skill. Each additional time you purchase
Vigilance checks.
ter’s strain threshold sults to the check, in addition this talent for your character, select two
additional skills, which can include skills
to spending the t as usual.
by one. already chosen. Your character also removes
jj from any checks they make using these
skills. You cannot select combat or magic
skills when choosing skills for this talent.

Cost: 5 Cost: 5 Cost: 5 Cost: 5

Touch of Fate Forbidden Knowledge Grit Signature Spell


Once per session, Once per session, suffer strain no
greater than twice you character’s ranks
Each rank of grit When your character gains a rank in
this talent, decide on a signature spell
add jj to any 1 in Knowledge (Forbidden) to increase
your ranks in the appropriate skill for
increases your charac- for them, consisting of a particular
magic action and a specific set of one
check. every two strain suffered this way for the
purpose of determining the strength of
ter’s strain threshold or more effects. When your character
casts that signature spell (consisting of
additional effects for the next spell cast by one. the exact combination of action and
during that round. In this case, your
effects previously chosen), reduce the
temporary ranks in the appropriate spell
may exceed the usual limit of 5.
difficulty of the check by one.

Cost: 10 Cost: 10 Cost: 10 Cost: 10

Grit Signature Spell Uncanny Senses Sense Danger

Each rank of grit When your character gains a rank in


this talent, decide on a signature spell
Add j per rank of Uncanny Once per session,
increases your charac- for them, consisting of a particular Senses to all Perception and remove jj from any
magic action and a specific set of one Vigilance checks.
ter’s strain threshold or more effects. When your character 1 check.
casts that signature spell (consisting of
by one. the exact combination of action and
effects previously chosen), reduce the
difficulty of the check by one.

Cost: 15 Cost: 15 Cost: 15 Cost: 15

Constant Vigilance Forewarning Signature Spell Unrelenting Skeptic


(Improved)
May always use vigilance Your character must have 3 ranks in a When your character gains When targeted by a Deception
magic skill that can use Predict to ben- checks, your character auto-
when making checks to efit from this talent. Once per session, a rank in this talent, choose
one of your signature spells. matically adds f to the check.
determine initiative. whenever your character rolls for inti-
Your character may instead
tiative, you may spend t to have all When your casts that
allies within medium range increase suffer 2 strain to add f equal
their defense by your character’s ranks signature spell, reduce the
to their ranks in Vigilance to
in Vigilance for the first round of com- difficulty of the check by the check.
bat.
two instead of one.
Cost: 20 Cost: 20 Cost: 20 Cost: 20

Skilled Mastery Dedication Visions of the Future Zealous Fire


When you purchase a rank of this talent
for your character, choose one skill. Once
Each rank of dedication Once per session, after success- Each time your game
per round, your character may suffer increases one of your char- fully casting a spell, you may master spends a story
2 strain to use this talent to reduce the acter’s characteristics by one. spend aaa or t to add
difficulty of the next check they make one additional effect to the cast
point, your character
this round using that skill by two, to a This talent cannot increase a heals 2 strain.
spell, which would normally
minimum of Easy (k). Each time your characteristic above 5.
character uses this talent during an have increased the difficulty
encounter, the strain cost increases by 1. by 1.
See full talent text.
62 Cost: 25 Cost: 25 Cost: 25 Cost: 25
Specialization Tree: Priest
ADDITIONAL CAREER SKILLS: Cool, Divine, Knowledge (Religion), Negotiation

Component Casting Grit Turn Undead Toughened


When your character casts Each rank of grit As an Action, force all undead creatures
within Short range to make a fear check Each rank of tough-
a spell, they may use this
increases your charac- with a Difficulty equal to your ranks in
ened increases your
talent to consume a physi- Discipline. In addition to the normal

cal item and add j to the ter’s strain threshold effects of Fear, any targets who fail the
check are forced to spend their next turn character’s wound
check. by one. moving outside the range of the Turn
threshold by two.
Undead. All maneuvers must be spent
on movement including downgrading
Actions if possible.
Cost: 5 Cost: 5 Cost: 5 Cost: 5

Faith Healing Rapid Recovery Knack For It Confidence


After making a skill check to When healing strain after When you first purchase this talent for your
character, select one skill. Your character re-
May decrease difficulty
cast a heal spell, may choose an encounter, heal 1 ad- moves jj from any checks they make using of Discipline checks to
this skill. Each additional time you purchase
to change one s to a, or ditional strain per rank of this talent for your character, select two avoid fear by 1 per rank
one a to s per rank of rapid recovery. additional skills, which can include skills
of Confidence.
already chosen. Your character also removes
faith healing. jj from any checks they make using these
skills. You cannot select combat or magic
skills when choosing skills for this talent.

Cost: 10 Cost: 10 Cost: 10 Cost: 10

Signature Spell Maximize Spell Heroic Recovery Naturally Gifted


When your character gains a rank in Once per encounter, your When your character acquires this When you purchase this
this talent, decide on a signature spell talent, choose one characteristic.
for them, consisting of a particular character may use this Once per encounter, you may
talent, choose 2 skills.
magic action and a specific set of one talent to add j to a skill spend one Story Point to use this Once per session, you
or more effects. When your character
casts that signature spell (consisting of check to cast a spell equal talent to have your character heal may reroll either of these
strain equal to the rating of the
the exact combination of action and to ranks in Maximize chosen characteristic.
skills. See full talent text.
effects previously chosen), reduce the
difficulty of the check by one. Spell.
Cost: 15 Cost: 15 Cost: 15 Cost: 15

Grit Faith Healing Conduit Heroic Will

Each rank of grit After making a skill check to Once per encounter, your When you purchase this talent for your
character, choose two characteristics.
cast a heal spell, may choose character may spend a
increases your charac- You may spend a story point to use this
to change one s to a, or story point to perform a talent to have your character ignore the
ter’s strain threshold one a to s per rank of effects of all critical injuries on any skill
magic action as a maneu- checks using those two characteristics
by one. faith healing.
ver. until the end of the current encounter.

Cost: 20 Cost: 20 Cost: 20 Cost: 20

Strength of Faith Zealous Fire Dedication Power of Light


Once per session, your character Each time your game Each rank of dedication Once per session, may perform
may use this talent to add s equal increases one of your char- the Power of Light maneuver.
to their ranks in Discipline and a
master spends a story
acter’s characteristics by one. Increase wound and strain
equal to their ranks and Willpower point, your character threshold by 1 per PC story
to the results of the next Divine heals 2 strain. This talent cannot increase a
point currently in the Sto-
skill check they make during this characteristic above 5.
turn. ry pool until the end of the
encounter.
63
Cost: 25 Cost: 25 Cost: 25 Cost: 25
Specialization Tree: Zealot
ADDITIONAL CAREER SKILLS: Athletics, Divine, Melee (Heavy), Resilience

Toughened Rapid Recovery Desperate Recovery Parry

Each rank of tough- When healing strain after Before your character heals When your character suffers a hit from
a melee combat check, after damage is
an encounter, heal 1 ad- strain at the end of an
ened increases your encounter, if their strain
calculated but before soak is applied.
ditional strain per rank of Your character may suffer 3 strain to
character’s wound rapid recovery. is more than half of their use this talent to reduce the damage of
the hit by two plus their ranks in parry.
threshold by two. strain threshold, they heal This talent can only be used once per
two additional strain. hit, and your character needs to be
wielding a melee weapon.

Cost: 5 Cost: 5 Cost: 5 Cost: 5

Block Grit Battle Caster Toughened


Your character must have purchased Each rank of grit Your character does not add Each rank of tough-
the Parry talent to benefit from this j to magic skill checks for
talent. While wielding a shield, increases your charac- wearing heavy armor (with 3 ened increases your
your character may use the Parry ter’s strain threshold encumbrance or more), using character’s wound
talent to reduce damage from a shield, or not having at least
ranged attacks as well as melee
by one. one hand free. threshold by two.
attacks targeting your character.

Cost: 10 Cost: 10 Cost: 10 Cost: 10

Crippling Mage Comrade-In-Arms Close-Quarters Caster Signature Spell


Once per encounter, your Once per encounter, make a Hard Your character may add When your character gains a rank in
(kkk) Discipline Check. If successful, this talent, decide on a signature spell
character may add the your character plus one ally per s the Close Combat quality for them, consisting of a particular
deadly quality to an attack within medium range gains +1 defense to an attack spell without magic action and a specific set of one
spell without increasing the for the remainder of the encounter. or more effects. When your character
Effects end if affected targets move increasing the difficulty. casts that signature spell (consisting of
difficulty. beyond medium range. the exact combination of action and
effects previously chosen), reduce the
difficulty of the check by one.

Cost: 15 Cost: 15 Cost: 15 Cost: 15

Parry (Improved) Lucky Strike Parry Armor Master


When your character suffers a hit from a me-
lee combat check and uses parry to reduce
When your character purchases this When your character suffers a hit from When wearing armor,
talent, choose one characteristic. After a melee combat check, after damage is
the damage from that hit, after the attack your character makes a successful calculated but before soak is applied. Increase total soak value
is resolved, you may spend d or hhh
from the attacker’s check to use this talent.
combat check, you may spend one Your character may suffer 3 strain to by 1.
Then, your character automatically hits the story point to use this talent to add use this talent to reduce the damage of
attacker once with a brawl or melee weapon damage equal to your character’s ranks the hit by two plus their ranks in parry.
your character is wielding. The hit deals the in that characteristic to one hit of the This talent can only be used once per
weapon’s base damage, plus any damage combat check. hit, and your character needs to be
from applicable talents or abilities. wielding a melee weapon.

Cost: 20 Cost: 20 Cost: 20 Cost: 20

Comrade-In-Arms Dedication Armor Master Skilled Mastery


(Improved) (Improved)
Spend aa or t when Each rank of dedication When wearing armor When you purchase a rank of this talent
for your character, choose one skill. Once
performing comrade-in- increases one of your char- with a soak value of 2 or per round, your character may suffer
arms to also gain +1 soak acter’s characteristics by one. higher, increase defense 2 strain to use this talent to reduce the
difficulty of the next check they make
or give one affected ally +1 This talent cannot increase a by 1. this round using that skill by two, to a
soak for the duration. characteristic above 5. minimum of Easy (k). Each time your
character uses this talent during an
encounter, the strain cost increases by 1.
See full talent text.
64 Cost: 25 Cost: 25 Cost: 25 Cost: 25
DRUID
Starting Gear: Players with a Druid character may choose
Druids revere nature above all, gaining their spells and to start with the following gear instead of spending cur-
other magical powers either from the force of nature itself rency during Step 7 of character creation:
or from a nature deity. Many druids pursue a mystic spir- • Leather Armor or Heavy Clothing and a Staff
ituality of transcendent union with nature rather than
devotion to a divine entity, while others serve gods of • Magic Staff or Totem
wild nature, animals, or elemental forces. The ancient • An alchemist’s kit or traveling gear consisting of a back-
druidic traditions are sometimes called the Old Faith, in pack, a bedroll, a rope, flint and steel, 3 torches, and a
contrast to the worship of gods in temples and shrines. waterskin
Druid spells are oriented toward nature and animals— • 1d100 gold coins
the power of tooth and claw, of sun and moon, of fire
and storm. Druids also gain the ability to take on animal
forms, and some druids make a particular study of this
practice, even to the point where they prefer animal form
to their natural form.
For druids, nature exists in a precarious balance. The
four elements that make up a world—air, earth, fire,
and water—must remain in equilibrium. If one element
were to gain power over the others, the world could be
destroyed, drawn into one of the elemental planes and
broken apart into its component elements. Thus, druids
oppose cults of Elemental Evil and others who promote
one element to the exclusion of others.
Druids are also concerned with the delicate ecologi-
cal balance that sustains plant and animal life, and the
need for civilized folk to live in harmony with nature,
not in opposition to it. Druids accept that which is cruel
in nature, and they hate that which is unnatural includ-
ing aberrations (such as beholders and mind flayers) and
undead (such as zombies and vampires). Druids some-
times lead raids against such creatures, especially when
the monsters encroach on the druids’ territory.
Druids are often found guarding sacred sites or watching
over regions of unspoiled nature. But when a significant
danger arises, threatening nature’s balance or the lands
they protect, druids take on a more active role in combat-
ing the threat, as adventurers.
The Druid counts the following skills as career skills: Dis-
cipline, Knowledge (Nature & Geography), Medicine,
Melee (Light), Perception, Primal, Survival, and Vigi-
lance. Before spending experience points (XP) during
character creation, a Druid may choose four of their
career skills and gain one rank in each of them.

65
DRUID SPECIALIZATIONS yet they focus on protecting animals and fey creatures
that have difficulty defending themselves. Shepherds, as
The specializations are covered in greater detail in the
they are known, see such creatures as their charges. They
following sections; this section mainly deals with how
ward off monsters that threaten them, rebuke hunters
each specialization connects to the Druid Career.
who kill more prey than necessary, and prevent civiliza-
Circle of Land tion from encroaching on rare animal habitats and on
sites sacred to the fey.
A Circle of Land Druid adds Knowledge (Nature and
Many of these druids are happiest far from cities and
Geography), Knowledge (Lore), Primal, and Survival to
towns, content to spend their days in the company of
their Career skills. If this is the character’s starting Spe-
animals and the fey creatures of the wilds. Members
cialization, they may choose two of these skills and gain
of this circle become adventurers to oppose forces that
one free rank in each, without spending starting experi-
threaten their charges or to seek knowledge and power
ence.
that will help them safeguard their charges better. Wher-
The Circle of the Land is made up of mystics and sages ever these druids go, the spirits of the wilderness are with
who safeguard ancient knowledge and rites through a vast them.
oral tradition. These druids meet within sacred circles
of trees or standing stones to whisper primal secrets in
Druidic. The circle’s wisest members preside as the chief
priests of communities that hold to the Old Faith and
serve as advisors to the rulers of those folk. As a member
of this circle, your magic is influenced by the land where
you were initiated into the circle’s mysterious rites.

Circle of Moon
A Circle of Moon adds Brawl, Primal, Resilience, Vigi-
lanceto their Career skills. If this is the character’s start-
ing Specialization, they may choose two of these skills
and gain one free rank in each, without spending starting
experience.
Druids of the Circle of the Moon are fierce guardians
of the wilds. Their order gathers under the full moon to
share news and trade warnings. They haunt the deepest
parts of the wilderness, where they might go for weeks on
end before crossing paths with another humanoid crea-
ture, let alone another druid.
Changeable as the moon, a druid of this circle might
prowl as a great cat one night, soar over the treetops as an
eagle the next day, and crash through the undergrowth in
bear form to drive off a trespassing monster. The wild is
in the druid’s blood.

Circle of Shepards
A Circle of Shepards Druid adds Leadership, Medicine,
Knowledge (Nature and Geography), and Primal to their
Career skills. If this is the character’s starting Specializa-
tion, they may choose two of these skills and gain one
free rank in each, without spending starting experience.
Druids of the Circle of the Shepherd commune with the
spirits of nature, especially the spirits of beasts and the
fey, and call to those spirits for aid. These druids recog-
nize that all living things play a role in the natural world,

66
talent active? talent active?

Druid
Knack for It Cantrip
When you first purchase this talent When you gain a rank in this
for your character, select one skill. Career Skills: Discipline, Med- talent, choose one magic skill
Your character removes jj from any
checks they make using this skill. Each icine, Melee (Light), Nature, and magic action available to
additional time you purchase this Perception, Primal, Survival, that skill. Whenever your char-
talent for your character, select two ad- Vigilance acter uses that action and adds
ditional skills, which can include skills no additional effects to it, your
already chosen. Your character also character only suffers 1 strain
removes jj from any checks they Strain Threshold Bonus: +2 from the casting.
make using these skills. You cannot
select combat or magic skills when
choosing skills for this talent.

Cost: 10 Cost: 10

talent active? talent active? talent active? talent active?

Wild Shape Wild Shape Natural Communion Component Casting


Once per encounter as an Once per encounter as an When casting the Conjure magic When your character casts a spell,
action, your character may action, your character may action with the Primal Skill, the they may use this talent to consume
spell gains the Summon Ally effect a physical item and add j to the
suffer 2 strain to transform suffer 2 strain to transform
without increasing the difficulty. check. The item does not have to be
into an animal. The animal into an animal. The animal To obtain this benefit, all creatures expensive or rare but it does have
must be a natural crea- must be a natural crea- your character summons must be to be thematically appropriate for
ture, and is subject to GM ture, and is subject to GM creatures native to the area. This the spell, available to your character,
talent cannot be used to summon and subject to your GM approval.
approval. Check full text for approval. Check full text for
Undead, Demonic, Aberration, or
more details. more details. Construct creatures.

Cost: 20 Cost: 15 Cost: 15 Cost: 05

talent active? talent active? talent active? talent active?


Signature Spell
Animal Companion (Improved) Heroic Recovery Signature Spell
Your character creates a When you acquire a rank When your character acquires When your character gains a
bond with a single animal this talent, choose one charac- rank in this talent, decide on a
in this talent, choose one signature spell for them, consisting
approved by your GM. teristic. Once per encounter,
of your signature spells. of a particular magic action and a
you may spend one story point
See full talent text. When your character to use this talent to have your
specific set of one or more effects.
When your character casts their
casts their signature spell, character heal strain equal to signature spell (consisting of the
reduce the difficulty of the rating of the chosen charac- exact combination of action and
the check by two instead teristic. effects previously chosen), reduce
the difficulty of the check by one.
of one.
Cost: 15 Cost: 20 Cost: 15 Cost: 15

67
Specialization Tree: Circle of the Land
ADDITIONAL CAREER SKILLS: Knowledge (Lore), Knowledge (Nature and Geography), Primal, Survival

Component Casting Grit Elementalist Desperate Recovery


When your character casts Each rank of grit When your character purchases this
talent, choose one of the following attack
Before your character heals
a spell, they may use this strain at the end of an
increases your charac- spell effects and the element associated
talent to consume a physi- with it: Fire (fire), Ice (Water), Impact encounter, if their strain
cal item and add j to the ter’s strain threshold (earth), or Lightning (electricity).
Whenever your character casts an Attack is more than half of their
check. by one. spell, they may always add the chosen strain threshold, they heal
effect to the spell without increasing the
difficulty but may not add any of the two additional strain.
other elements effects.
Cost: 5 Cost: 5 Cost: 5 Cost: 5

Maximize Spell Heroic Recovery Rapid Recovery Elementalist


(Improved)
Once per encounter, your When your character acquires this When healing strain after When your character purchases
talent, choose one characteristic. this talent, they gain one of
character may use this Once per encounter, you may
an encounter, heal 1 ad-
the following abilities based on
talent to add j to a skill spend one Story Point to use this ditional strain per rank of the element they selected when
check to cast a spell equal talent to have your character heal rapid recovery. they purchased Elementalist.
strain equal to the rating of the
to ranks in Maximize chosen characteristic. See full talent text.
Spell.
Cost: 10 Cost: 10 Cost: 10 Cost: 10

Rapid Recovery Signature Spell Brilliant Casting Grit


When healing strain after When your character gains a rank in
this talent, decide on a signature spell
When your character casts Each rank of grit
an encounter, heal 1 ad- a spell, you may spend one
for them, consisting of a particular increases your charac-
ditional strain per rank of magic action and a specific set of one story point to use this talent
or more effects. When your character to add a equal to your ter’s strain threshold
rapid recovery. casts that signature spell (consisting of
the exact combination of action and characters ranks in appro- by one.
effects previously chosen), reduce the priate spell modifier skill to
difficulty of the check by one.
the results.
Cost: 15 Cost: 15 Cost: 15 Cost: 15

Grit Heroic Will Signature Spell


(Improved)
Naturally Gifted
Each rank of grit When you purchase this talent for your
character, choose two characteristics. You
When your character gains When you purchase this talent,
a rank in this talent, choose choose 2 skills. Once per session,
increases your charac- may spend a story point to use this talent
you may reroll either of these
to have your character ignore the effects one of your signature spells. skills. See full talent text.
ter’s strain threshold of all critical injuries on any skill checks
using those two characteristics until When your casts that
by one. the end of the current encounter. (your signature spell, reduce the
character still suffers the critical injuries;
they just ignore the effects) difficulty of the check by
two instead of one.
Cost: 20 Cost: 20 Cost: 20 Cost: 20

Power of the Lands Dedication Intense Focus Elementalist


(Supreme)
Once per session, your character Each rank of dedication Perform an Intense Focus When your character casts an Alter,
may use this talent to add s equal Augment, or Barrier spell, they may use
increases one of your char- maneuver; suffer 1 strain this talent to choose to have the targets
to their ranks in Survival and a
equal to their ranks and Cunning
acter’s characteristics by one. and upgrade the ability of of the spell gain the ability your character
gained when they purchased Elementalist
to the results of the next Primal This talent cannot increase a the next skill check once. (Improved) for the spell’s duration. Also,
skill check they make during this characteristic above 5. if your charatcer has three ranks in a magic
turn. skill, they also may add the other element
effects to Attack spells in addition to their
element.
68 Cost: 25 Cost: 25 Cost: 25 Cost: 25
Specialization Tree: Circle of the Moon
ADDITIONAL CAREER SKILLS: Brawl, Primal, Resilience, Vigilance

Wild Shape Second Wind Durable Grit


Once per encounter as an Once per encounter, may May reduce any Crit- Each rank of grit
action, your character may use Second Wind inci- ical Injury suffered by increases your charac-
suffer 2 strain to transform dental to heal strain equal
into an animal. Each rank 10 per rank of Dura- ter’s strain threshold
to ranks in Second Wind.
lets you transform into a ble to a minimum of by one.
larger animal. See full talent 1.
text.
Cost: 5 Cost: 5 Cost: 5 Cost: 5

Second Wind Toughened Iron Body Combat Shaper

Once per encounter, may Each rank of tough- Reduce the critical rating of Whenever you Wild Shape,
use Second Wind inci- unarmed attacks by 1 per rank you may spend a Story
ened increases your of Iron Body (to a minimum Point to use this talent to
dental to heal strain equal
to ranks in Second Wind. character’s wound of 1). heal wounds equal to your
threshold by two. ranks in Wild Shape.

Cost: 10 Cost: 10 Cost: 10 Cost: 10

Lingering Spell Frenzied Attack Enduring Toughened

Once per encounter, When making a melee or Each rank of en- Each rank of tough-
your character may brawl check, suffer a num-
ber of strain to upgrade the during increases ened increases your
spend a story point to character’s wound
make the concentration
attack an equal number of your character’s
times. The strain suffered threshold by two.
maneuver as an inci- may not exceed ranks in soak value by one.
dental. frenzied attack.
Cost: 15 Cost: 15 Cost: 15 Cost: 15

Wild Shape Face of the Wild Naturally Gifted Resolve


(Improved)
May use Wild Shape as a When your character casts an Alter When you purchase this talent, When a character invol-
pell on themselves using the Pri- choose 2 skills. Once per session,
Manuever. mal skill, you may spend a Story you may reroll either of these
untarily suffers strain,
Point to have them use this talent skills. See full talent text. they suffer 1 less strain
to maintain the effects of the spell per rank of resolve to a
until the end of the encounter,
without performing concentrate
minimum of 1.
maneuvers.

Cost: 20 Cost: 20 Cost: 20 Cost: 20

Wild Shape (Supreme) Dedication Wild Shape Combat Shaper


(Improved)
May suffer 4 strain instead of 2 Each rank of dedication Once per encounter as an Whenever your character
strain when using Wild Shape increases one of your char- action, your character may uses Combat Shaper, you
to transform into an elemen- acter’s characteristics by one. suffer 2 strain to transform may suffer 2 strain per
tal. Also all weapons in your This talent cannot increase a into an animal. Each rank difficulty dice of one critical
wild shapes have the Superior
characteristic above 5. lets you transform into a injury your character is
quality.
larger animal. See full talent suffering to use this talent to
text. heal that critical. 69
Cost: 25 Cost: 25 Cost: 25 Cost: 25
Specialization Tree: Circle of the Shepard
ADDITIONAL CAREER SKILLS: Knowledge (Nature and Geography), Leadership, Medicine, Primal

Grit Faith Healing Knack For It Familiar

Each rank of grit After making a skill check to When you first purchase this talent for your
character, select one skill. Your character re-
When your character pur-
cast a heal spell, may choose to chases this talent, choose
increases your charac- change one s to a, or one a
moves jj from any checks they make using
this skill. Each additional time you purchase
a silhouette 0 creature
ter’s strain threshold to s per rank of faith healing, this talent for your character, select two
additional skills, which can include skills (approved by your GM).
though they must still have at
by one. least one s to succeed on the
already chosen. Your character also removes
jj from any checks they make using these This creature becomes your
check.
skills. You cannot select combat or magic character’s familiar. See full
skills when choosing skills for this talent.
talent text.
Cost: 5 Cost: 5 Cost: 5 Cost: 5

Toughened Conjuration Savant Toughened Medicine Man

Each rank of tough- When directing conju- Each rank of tough- As long as you have two
ened increases your rations, may grant them ened increases your ranks in a magic skill,
character’s wound j per rank of Conjura- character’s wound always count as having
tion Savant on checks. the right tools for the
threshold by two. threshold by two. job when performing
Medicine checks.
Cost: 10 Cost: 10 Cost: 10 Cost: 10

Lingering Spell Faith Healing Natural Communion Heroic Will

Once per encounter, After making a skill check to When casting the Conjure magic
action with the Primal Skill, the spell
When you purchase this talent for your
character, choose two characteristics.
cast a heal spell, may choose to
your character may change one s to a, or one a
gains the Summon Ally effect without You may spend a story point to use this
increasing the difficulty. To obtain this talent to have your character ignore the
spend a story point to to s per rank of faith healing, benefit, all creatures your character effects of all critical injuries on any skill
make the concentration though they must still have at summons must be creatures native to checks using those two characteristics
least one s to succeed on the the area. This talent cannot be used to until the end of the current encounter.
maneuver as an inci- summon Undead, Demonic, Aberra-
check. tion, or Construct creatures.
dental.
Cost: 15 Cost: 15 Cost: 15 Cost: 15

Signature Spell Masterful Conjuration Grit Conjuration Savant


When your character gains a rank in
this talent, decide on a signature spell
After your character makes a successful Con-
juration spell to create a conjuration, you Each rank of grit When directing conju-
for them, consisting of a particular may spend a Story Point to have your char-
acter use this talent to make the conjuration increases your charac- rations, may grant them
magic action and a specific set of one
or more effects. When your character
last until the end of the encounter, without
performing concentrate maneuvers, and not ter’s strain threshold j per rank of Conjura-
casts that signature spell (consisting of need to remain within the spells range after
by one. tion Savant on checks.
the exact combination of action and being cast. You may spend two story points
effects previously chosen), reduce the two make the conjuration last until the end
difficulty of the check by one. of the session instead.

Cost: 20 Cost: 20 Cost: 20 Cost: 20

Empowered by Nature Dedication It’s Not That Bad Skilled Mastery


Whenever your character casts Each rank of dedication Once per session when an ally When you purchase a rank of this talent
for your character, choose one skill. Once
a Conjure spell using Primal to increases one of your char- would suffer a Critical Injury, per round, your character may suffer
summon a beast or plant, they acter’s characteristics by one. may take an It’s Not That Bad 2 strain to use this talent to reduce the
are granted Empowered at no This talent cannot increase a action; make a Hard (kkk) difficulty of the next check they make
this round using that skill by two, to a
cost. Medicine check to stop the
characteristic above 5. minimum of Easy (k). Each time your
ally from gaining the Critical character uses this talent during an
Injury. encounter, the strain cost increases by 1.
See full talent text.
70 Cost: 25 Cost: 25 Cost: 25 Cost: 25
Starting Gear: Players with a Fighter character may
FIGHTERS choose to start with the following gear instead of spend-
Fighters learn the basics of all combat styles. Every fighter ing currency during Step 7 of character creation:
can swing an axe, fence with a rapier, wield a longsword • A sword and a shield or a longbow or a halberd
or a greatsword, use a bow, and even trap foes in a net • Ring Mail
with some degree of skill. Likewise, a fighter is adept
with shields and every form of armor. Beyond that basic • Traveling gear consisting of a backpack, a bedroll, a
degree of familiarity, each fighter specializes in a certain rope, flint and steel, 3 torches, and a waterskin
style of combat. Some concentrate on archery, some on • 1d100 gold coins
fighting with two weapons at once, and some on aug-
menting their martial skills with magic. This combina-
tion of broad general ability and extensive specialization
makes fighters superior combatants on battlefields and in
dungeons alike.
Of all the adventurers in the world, the fighter is perhaps
the greatest paradox. On the one hand, no two fight-
ers ply their craft in quite the same way; their weapons,
armor, and tactics differ across a vast spectrum. On the
other hand, regardless of the tools and methods one uses,
at the heart of every fighter’s motivation lies the same
basic truth: it is better to wound than to be wounded.
Although some adventuring fighters risk their lives fight-
ing for glory or treasure, others are primarily concerned
with the welfare of others. They put more value on the
well-being of the society, the village, or the group than on
their own safety. Even if there’s gold in the offering, the
true reward for most fighters comes from sending ene-
mies to their doom.
Not every member of the city watch, the village mili-
tia, or the queen’s army is a fighter. Most of these troops
are relatively untrained soldiers with only the most basic
combat knowledge. Veteran soldiers, military officers,
trained bodyguards, dedicated knights, and similar fig-
ures are fighters.
Some fighters feel drawn to use their training as adven-
turers. The dungeon delving, monster slaying, and other
dangerous work common among adventurers is second
nature for a fighter, not all that different from the life
they or they left behind. There are greater risks, perhaps,
but also much greater rewards—few fighters in the city
watch have the opportunity to discover a magic flame
tongue sword, for example.
The Fighter counts the following skills as career skills: All
combat skills, Athletics, Perception, Resilience, Survival,
and Vigilance. Before spending experience during char-
acter creation, a Fighter may choose four of their career
skills and gain one rank in each of them.

71
FIGHTER SPECIALIZATIONS A common element to those that walk the path of a
Warlord is a purpose. One which gives them a larger-
The specializations are covered in greater detail in the follow-
ing sections; this section mainly deals with how each specializa- than-life pres-ence and allows them to be a guiding hand
tion connects to the Fighter Career. to all those around them. Some Warlords may not seek
any particular cause, and merely seek victory - either as
Battle Master a tribute to a god they worship or simply to meet a per-
sonal achievement. More of-ten, though, a Warlord is
A Battle Master adds any one combat skill, Knowledge
driven by a higher purpose - a loyalty to their country
(Lore), Melee (Light), Perception to their Career skills.
or their men, a drive to protect the in-nocent or to crush
If this is the character’s starting Specialization, they may
the weak.
choose two of these skills and gain one free rank in each,
without spending starting experience. It is an important consideration to a Warlord in under-
standing why they fight, as it will inform how they fight.
Those who emulate the archetypal Battle Master employ
Do they try to keep their companions and followers out
martial techniques passed down through generations. To
of danger? Or do they simply press for the strategy that is
a Battle Master, combat is an academic field, sometimes
most likely to win?
including subjects beyond battle such as weaponsmithing
and calligraphy. Not every fighter absorbs the lessons of Just as a dragon’s frightful presence may not be explicitly
history, theory, and artistry that are reflected in the Battle magic but instills a supernatural dread in mortal adven-
Master specialization, but those who do are well-rounded turers, a Warlord’s presence is more than just simple
fighters of great skill and knowledge. common sense and a head for strategy, it’s the power of
conviction, the perfection of tactics, or the will to win
Brute incarnated in Adventurer form.
A Brute adds Athletics, Brawl, Resilience, Streetwise to
their Career skills. If this is the character’s starting Spe-
cialization, they may choose two of these skills and gain
one free rank in each, without spending starting experi-
ence.
Brutes are simple warriors who rely on mighty attacks
and their own durability to overcome their enemies.
Some brutes combine this physical might with tactical
cunning. Others just hit things until those things stop
hitting back.

Champion
A Champion adds Athletics, Cool, Discipline, and any
one Combat skill to their Career skills. If this is the
character’s starting Specialization, they may choose two
of these skills and gain one free rank in each, without
spending starting experience.
The archetypal Champion focuses on the development
of raw physical power honed to deadly perfection. Those
who model themselves on this specialization combine
rigorous train-ing with physical excellence to deal dev-
astating blows.

Warlord
A Warlord adds Discipline, Knowledge (Lore), Lead-
ership, Perception to their Career skills. If this is the
character’s starting Specialization, they may choose two
of these skills and gain one free rank in each, without
spending starting experience.

72
talent active?
talent active?
Fighter
Knack for It Heroic Recovery
When you first purchase this talent
for your character, select one skill. Career Skills: Athletics, All Combat When your character ac-
Your character removes jj from any quires this talent, choose one
checks they make using this skill. Each Skills, Perception, Resilience, Survival,
additional time you purchase this Vigilance characteristic. Once per en-
talent for your character, select two ad- counter, you may spend one
ditional skills, which can include skills Story Point to use this talent
already chosen. Your character also
removes jj from any checks they Wound Threshold Bonus: +2 to have your character heal
make using these skills. You cannot strain equal to the rating of
select combat or magic skills when the chosen characteristic.
choosing skills for this talent.

Cost: 10 Cost: 05

talent active? talent active? talent active? talent active?

Armor Master Second Wind Quick Draw Parry


While wearing armor, Once per encounter, Once per round on your When your character suffers a hit
character’s turn, they may use from a melee combat check, after
increase your total soak your character may use damage is calculated but before
this talent to draw or holster an
value by 1. this talent to heal an easily accessible weapon or item soak is applied, your character
amount of strain equal as an incidental. Quick draw may suffer 3 strain to use this
also reduces a weapon’s prepare talent to reduce the damage of
to their ranks in second the hit by two plus their ranks in
rating by one, to a minimum
wind. of one.
parry. This talent can only be used
once per hit, and your character
needs to be wielding a melee
weapon.
Cost: 15 Cost: 10 Cost: 05 Cost: 10

talent active? talent active? talent active? talent active?

Hard-Boiled Surge of Action Naturally Gifted Unrelenting


When your character makes a Once per session, you When you acquire this talent,
When you purchase this
check to recover from strain at choose a combat skill. Once per
the end of an encounter, your
may activate this talent talent, choose 2 skills. round after resolving a combat
character may make a Simple as an incidental by Once per session, you check using your chosen skill, your
character may suffer 4 strain to use
(–) Resilience check instead spending a story point may reroll either of these this talent to make an additional
of Discipline or Cool. If your to take one additional skills. See full talent text. attack as an incidental against the
character does so, they heal same target. Increase the difficulty
1 strain per s and 1 wound
free maneuver on your of the combat check by one if this
per a. turn, up to a maximum attack uses a second weapon, or
by two if the attack uses the same
of 3 manuevers. weapon.
Cost: 10 Cost: 20 Cost: 15 Cost: 25

73
Specialization Tree: Battle Master
ADDITIONAL CAREER SKILLS: Any Combat Skill, Knowledge (Lore), Melee (Light), Perception

Parry Quick Draw Second Wind Parry


When your character suffers a hit from Once per round on your char- Once per encounter, may When your character suffers a hit from
a melee combat check, after damage is acter’s turn, they may use this a melee combat check, after damage is
calculated but before soak is applied. talent to draw or holster an easily
use Second Wind inci- calculated but before soak is applied.
Your character may suffer 3 strain to
accessible weapon or item as an in- dental to heal strain equal Your character may suffer 3 strain to
use this talent to reduce the damage of use this talent to reduce the damage of
the hit by two plus their ranks in parry.
cidental. Quick draw also reduces to ranks in Second Wind. the hit by two plus their ranks in parry.
This talent can only be used once per a weapon’s prepare rating by one, This talent can only be used once per
hit, and your character needs to be to a minimum of one. hit, and your character needs to be
wielding a melee weapon. wielding a melee weapon.

Cost: 5 Cost: 5 Cost: 5 Cost: 5

Impaling Strike Grit Hamstring Shot Disarming Strike


When your character inflicts Each rank of grit Once per round, your character may
use this talent to perform a ranged
May spend t or aa with
a critical injury with a melee
weapon, they may use this talent increases your charac- combat check against one non-vehicle a successful Melee or Brawl
to immobilize the target until the target within range of the weapon check to disarm opponent.
end of the target’s next turn (in
ter’s strain threshold used. If the check is successful, halve
the damage inflicted by the attack
addition to the other effects of the by one. (before reducing damage by the target’s
critical injury). soak). The target is immobilized until
the end of its next turn.

Cost: 10 Cost: 10 Cost: 10 Cost: 10

Parry (Improved) Second Wind Painful Blow Toughened


When your character suffers a hit from a me-
lee combat check and uses parry to reduce
Once per encounter, may When your character makes a combat
check, you may voluntarily increase
Each rank of tough-
the damage from that hit, after the attack use Second Wind inci- the difficulty by one to use this talent. ened increases your
is resolved, you may spend d or hhh
from the attacker’s check to use this talent. dental to heal strain equal If the target suffers one or more
Then, your character automatically hits the
to ranks in Second Wind.
wounds from the combat check, the
target suffers 2 strain each time they
character’s wound
attacker once with a brawl or melee weapon
your character is wielding. The hit deals the perform a maneuver until the end of threshold by two.
weapon’s base damage, plus any damage the encounter.
from applicable talents or abilities.

Cost: 15 Cost: 15 Cost: 15 Cost: 15

Toughened Sweep Attack Second Wind Parry

Each rank of tough- Increase difficulty of a Brawl,


Melee (Light), or Melee (Heavy)
Once per encounter, may When your character suffers a hit from
a melee combat check, after damage is
ened increases your combat check by 1 to perform
use Second Wind inci- calculated but before soak is applied.
Sweep Attack action. Must target dental to heal strain equal Your character may suffer 3 strain to
character’s wound the adversary who is hardest to to ranks in Second Wind.
use this talent to reduce the damage of
the hit by two plus their ranks in parry.
threshold by two. hit (as determined by the GM).
May spend aa to hit additional
This talent can only be used once per
hit, and your character needs to be
engaged targets. wielding a melee weapon.

Cost: 20 Cost: 20 Cost: 20 Cost: 20

Skilled Mastery Dedication True Aim Heroic Will


When you purchase a rank of this talent Each rank of dedication Once per round, may suffer When you purchase this talent for your
for your character, choose one skill. Once character, choose two characteristics. You
per round, your character may suffer increases one of your char- strain up to ranks of True Aim, may spend a story point to use this talent
2 strain to use this talent to reduce the acter’s characteristics by one. to perform a True Aim maneu- to have your character ignore the effects
difficulty of the next check they make
This talent cannot increase a ver to gain benefits of aiming of all critical injuries on any skill checks
this round using that skill by two, to a using those two characteristics until
and upgrade combat check
minimum of Easy (k). Each time your characteristic above 5. the end of the current encounter. (your
character uses this talent during an once per strain suffered. character still suffers the critical injuries;
encounter, the strain cost increases by 1. they just ignore the effects)
See full talent text.
74 Cost: 25 Cost: 25 Cost: 25 Cost: 25
Specialization Tree: Brute
ADDITIONAL CAREER SKILLS: Athletics, Brawl, Resilience, Streetwise

Tavern Brawler Toughened Sucker Punch Parry

Your character adds a Each rank of tough- Your character may use this talent to
spend t from a check they make to
When your character suffers a hit from
a melee combat check, after damage is
to Brawl checks and ened increases your determine Initiative to make a Brawl
combat check against a valid target be-
calculated but before soak is applied.
Your character may suffer 3 strain to
combat checks using character’s wound fore the first round of combat begins. use this talent to reduce the damage of
the hit by two plus their ranks in parry.
improvised weapons. threshold by two.
If this combat check is successful, your
This talent can only be used once per
character may activate the Disorient
item quality without spending a. hit, and your character needs to be
wielding a melee weapon.

Cost: 5 Cost: 5 Cost: 5 Cost: 5

Dirty Tricks Heroic Recovery Takedown Durable

After your character inflicts a When your character acquires this Your character may use this talent to
make an opposed Brawl vs. Resilience
May reduce any Crit-
critical injury on an adversary, talent, choose one characteristic.
you may use this talent to Once per encounter, you may
check targeting one engaged opponent.
If the check succeeds, the target is
ical Injury suffered by
spend one Story Point to use this
increase the difficulty of that
talent to have your character heal
knocked prone and immobilized until the
end of your character’s next turn. If the
10 per rank of Dura-
adversary’s next check.
strain equal to the rating of the target is a minion or rival, your character ble to a minimum of
chosen characteristic. may spend t to incapacitate (but not
kill) the target instead. 1.
Cost: 10 Cost: 10 Cost: 10 Cost: 10

Lucky Strike Frenzied Attack Bowl Over Unarmed Parry

When your character purchases this When making a melee or When your character makes a May parry while unarmed. When
talent, choose one characteristic. After melee attack after engaging unarmed, this character can add
your character makes a successful brawl check, suffer a num-
a target, your weapon gains the +1 strain to the cost of the Parry
combat check, you may spend one ber of strain to upgrade the Knockdown item quality. If the talent to use it against an incom-
Story Point to use this talent to add attack an equal number of
damage equal to your character’s ranks
weapon already has Knockdown, ing melee weapon attack.
in that characteristic to one hit of the times. The strain suffered you may activate the quality with-
combat check. may not exceed ranks in out spending a.
frenzied attack.
Cost: 15 Cost: 15 Cost: 15 Cost: 15

Hard-Boiled Heroic Will Durable Toughened


When your character makes a
check to recover strain at the end
When you purchase this talent for your
character, choose two characteristics. You
May reduce any Crit- Each rank of tough-
of an encounter, your character
may spend a story point to use this talent
to have your character ignore the effects
ical Injury suffered by ened increases your
may make a Simple (-) Resilience
check instead of Discipline or
of all critical injuries on any skill checks
using those two characteristics until
10 per rank of Dura- character’s wound
Cool. If your character does so, the end of the current encounter. (your ble to a minimum of threshold by two.
they heal 1 strain per s and 1 character still suffers the critical injuries;
wound per a.
they just ignore the effects) 1.
Cost: 20 Cost: 20 Cost: 20 Cost: 20

Crushing Blow Dedication Frenzied Attack Enduring


Once per session after rolling a brawl
or melee attack but before resolv-
Each rank of dedication When making a melee or Each rank of Endur-
increases one of your char- brawl check, suffer a num-
ing the check, your character may ing increases your
suffer 4 strain to use this talent. While acter’s characteristics by one. ber of strain to upgrade the
resolving the check, the weapon gains This talent cannot increase a attack an equal number of character’s soak by
the Breach 1 and Knockdown item
qualities, and destroys one item the characteristic above 5. times. The strain suffered one.
target is wielding that does not have may not exceed ranks in
the Reinforced quality.
frenzied attack. 75
Cost: 25 Cost: 25 Cost: 25 Cost: 25
Specialization Tree: Champion
ADDITIONAL CAREER SKILLS: Athletics, Any Combat Skill, Coordination, Discipline

Grit Toughened Rapid Reaction Quick Draw

Each rank of grit Each rank of tough- Your character may suffer a
number of strain to use this talent
Once per round on your char-
acter’s turn, they may use this
increases your charac- ened increases your to add an equal number of s to a talent to draw or holster an easily
vigilance or cool check they make accessible weapon or item as an in-
ter’s strain threshold character’s wound to determine initiative order. The cidental. Quick draw also reduces
by one. threshold by two. number may not exceed your char- a weapon’s prepare rating by one,
acter’s ranks in rapid reaction. to a minimum of one.

Cost: 5 Cost: 5 Cost: 5 Cost: 5

Lethal Blows Dirty Tricks Quick Strike Second Wind

Add +10 per rank of After your character inflicts a Your character adds j for Once per encounter, may
critical injury on an adversary, each rank of quick strike use Second Wind inci-
lethal blows to any you may use this talent to
to any combat checks they dental to heal strain equal
critical injury results increase the difficulty of that
make against any targets to ranks in Second Wind.
adversary’s next check.
inflicted on oppo- that have not yet taken their
turn in the current encoun-
nents. ter.
Cost: 10 Cost: 10 Cost: 10 Cost: 10

Toughened Dirty Tricks Second Wind Toughened


(improved)
Each rank of tough- After your character inflicts a Once per encounter, may Each rank of tough-
critical injury on an adversary, use Second Wind inci-
ened increases your you may use this talent to ened increases your
dental to heal strain equal
character’s wound upgrade the difficulty of that
to ranks in Second Wind. character’s wound
adversary’s next check.
threshold by two. threshold by two.

Cost: 15 Cost: 15 Cost: 15 Cost: 15

Enduring Lethal Blows Sorry About the Mess Rapid Reaction

Each rank of Endur- Add +10 per rank of Decrease the critical Your character may suffer a
number of strain to use this talent
ing increases your lethal blows to any rating of a weapon by to add an equal number of s to a
character’s soak by critical injury results 1 (to a minimum of vigilance or cool check they make
to determine initiative order. The
one. 1) against targets that
inflicted on oppo- have not yet acted this
number may not exceed your char-
acter’s ranks in rapid reaction.
nents. encounter.
Cost: 20 Cost: 20 Cost: 20 Cost: 20

Dedication Double Tap Indomitable Naturally Gifted


Each rank of dedication After your character succeeds at an at- Once per encounter, when your character When you purchase this talent,
tack, but before they spend advantage, would be incapacitated due to exceeding choose 2 skills. Once per session,
increases one of your char- they can suffer 3 strain to allow them their wound or strain threshold, you may
you may reroll either of these
acter’s characteristics by one. to score two separate Critical Injuries. spend a Story Point to use this talent.
skills. See full talent text.
These require the normal methods of Then, your character is not incapacitated
This talent cannot increase a until the end of their next turn. If your
generating a Critical Injury, and they
characteristic above 5. occur simultaneously to each other. character reduces their strain or wounds
to below their threshold before the end of
their next turn, they are not incapaci-
tated.
76 Cost: 25 Cost: 25 Cost: 25 Cost: 25
Specialization Tree: Warlord
ADDITIONAL CAREER SKILLS: Discipline, Knowledge (Lore), Leadership, Resilience

Command Body Guard Second Wind Knack For It


Add j per rank of Com- Once per round, perform the Body Once per encounter, may When you first purchase this talent for your
character, select one skill. Your character re-
Guard maneuver to guard an engaged
mand when making Leader- character. Suffer a number of strain use Second Wind inci- moves jj from any checks they make using
this skill. Each additional time you purchase
ship checks. Affected targets no greater than ranks of Body Guard, dental to heal strain equal this talent for your character, select two
then until the beginning of the next
add j to Discipline checks turn upgrade the difficulty of combat to ranks in Second Wind. additional skills, which can include skills
already chosen. Your character also removes
for next 24 hours. checks targeting the character by that jj from any checks they make using these
number. skills. You cannot select combat or magic
skills when choosing skills for this talent.

Cost: 5 Cost: 5 Cost: 5 Cost: 5

Body Guard Toughened Second Wind Body Guard


(Improved)
Once per encounter, when Each rank of tough- Once per encounter, may Once per round, perform the Body
Guard maneuver to guard an engaged
an ally protected by the use Second Wind inci-
Body Guard maneuver ened increases your character. Suffer a number of strain
dental to heal strain equal no greater than ranks of Body Guard,
suffers a hit, suffer the hit character’s wound to ranks in Second Wind.
then until the beginning of the next
turn upgrade the difficulty of combat
instead. threshold by two. checks targeting the character by that
number.

Cost: 10 Cost: 10 Cost: 10 Cost: 10

Grit Stand Firm Toughened Field Commander

Each rank of grit As an action, make a hard (kkk) Each rank of tough- Your character may use this talent to
make an average (kk) leadership check.
leadership check. Choose one
increases your charac- ally per s, who increases their ened increases your If successful, a number of allies equal to
your character’s presence may imme-
ter’s strain threshold wound threshold by the charac-
character’s wound diately suffer 1 strain to perform one
ters presence until the end of the maneuver (out of turn). If there are any
by one. encounter. threshold by two. questions as to which allies take their
maneuvers first, your character is the final
arbiter.

Cost: 15 Cost: 15 Cost: 15 Cost: 15

Stand Firm Inspiring Cry Naturally Gifted Field Commander


(Improved) (Improved)
Stand Firm also increas- Once per encounter, your char- When you purchase this talent, When your character uses the field
acter may use this talent to allow choose 2 skills. Once per session, commander talent, your character
es affected allies strain allies within medium range to you may reroll either of these affects a number of allies equal to
threshold by an equal reroll any number of j when they skills. See full talent text. twice the character’s presence. In
amount equal to the char- make a check until the end of the addition, you may spend t to
following round. allow one ally to suffer 1 strain to
acter’s presence. perform an action, instead of a
maneuver.

Cost: 20 Cost: 20 Cost: 20 Cost: 20

Lead From the Front Dedication Body Guard Skilled Mastery


(Supreme)
After succeeding on a leadership Each rank of dedication Body Guard maneuver may When you purchase a rank of this talent
check or other check to inspire, protect a number of engaged char- for your character, choose one skill. Once
increases one of your char- per round, your character may suffer
lead, or rally an audience, the acters up to ranks in Resilience.
character may spend one story
acter’s characteristics by one. If your character has 4 ranks in a
2 strain to use this talent to reduce the
difficulty of the next check they make
point to upgrade the ability of the This talent cannot increase a magic skill, they may spend a story this round using that skill by two, to a
next skill check made by all allies characteristic above 5. point to extend Body Guard’s minimum of Easy (k). Each time your
within short range, range to Short. character uses this talent during an
encounter, the strain cost increases by 1.
See full talent text.
77
Cost: 25 Cost: 25 Cost: 25 Cost: 25
Starting Gear: Players with a Monk character may choose
MONKS to start with the following gear instead of spending cur-
Monks make careful study of a magical energy that most rency during Step 7 of character creation:
monastic traditions call ki. This energy is an element of • A Staff
the magic that suffuses the multiverse—specifically, the • Heavy Clothing
element that flows through living bodies. Monks harness
this power within themselves to create magical effects • Traveling gear consisting of a backpack, a bedroll, a
and exceed their bodies’ physical capabilities, and some rope, flint and steel, 3 torches, and a waterskin
of their special attacks can hinder the flow of ki in their • 1d100 gold coins
opponents. Using this energy, monks channel uncanny
speed and strength into their unarmed strikes. As they
gain experience, their martial training and their mas-
tery of ki gives them more power over their bodies and
the bodies of their foes. Small walled cloisters dot the
landscapes of the world of Faerun, tiny refuges from the
flow of ordinary life, where time seems to stand still. The
monks who live there seek personal perfection through
contemplation and rigorous training. Many entered the
monastery as children, sent to live there when their par-
ents died, when food couldn’t be found to support them,
or in return for some kindness that the monks had per-
formed for their families.
Some monks live entirely apart from the surrounding
population, secluded from anything that might impede
their spiritual progress. Others are sworn to isolation,
emerging only to serve as spies or assassins at the com-
mand of their leader, a noble patron, or some other mor-
tal or divine power.
The majority of monks don’t shun their neighbors,
making frequent visits to nearby towns or villages and
exchanging their service for food and other goods. As
versatile warriors, monks often end up protecting their
neighbors from monsters or tyrants.
For a monk, becoming an adventurer means leaving a
structured, communal lifestyle to become a wanderer.
This can be a harsh transition, and monks don’t under-
take it lightly. Those who leave their cloisters take their
work seriously, approaching their adventures as personal
tests of their physical and spiritual growth. As a rule,
monks care little for material wealth and are driven by a
desire to accomplish a greater mission than merely slay-
ing monsters and plundering their treasure.
The Monk counts the following skills as career skills:
Athletics, Brawl, Coordination, Discipline, Ki, Melee
(Light), Resilience, Survival, and Vigilance. Before
spending experience during character creation, a Monk
may choose four of their career skills and gain one rank
in each of them.

78
MONK SPECIALIZATIONS without spending starting experience.
The specializations are covered in greater detail in the Monks of the Way of the Open Hand are the ultimate
following sections; this section mainly deals with how masters of Martial Arts Combat, whether armed or
each specialization connects to the Monk Career. unarmed. They learn Techniques to push and trip their
opponents, manipulate ki to heal damage to their bodies,
Way of the Drunken Fist and practice advanced meditation that can protect them
from harm.
A Way of the Drunken Fist Monk adds Athletics, Brawl,
Coordination, and Resilience to their Career skills. If this Way of Mercy
is the character’s starting Specialization, they may choose
two of these skills and gain one free rank in each, without A Way of Mercy Monk adds Alchemy, Brawl, Medi-
spending starting experience. cine, and Negotiation to their Career skills. If this is the
character’s starting Specialization, they may choose two
The Way of the Drunken Master teaches its students
of these skills and gain one free rank in each, without
to move with the jerky, unpredictable movements of a
spending starting experience.
drunkard. A drunken master sways, tottering on uns
teady feet, to present what seems like an incompe- Monks of the Way of Mercy learn to manipulate the life
tent combatant who proves frustrating to engage. The force of others to bring aid to those in need. They are
drunken master’s erratic s tumbles conceal a carefully wandering physicians to the poor and hurt. However, to
executed dance of blocks, parries, advances, attacks, and those beyond their help, they bring a swift end as an act
retreats. And their martial arts technique mixes combat of mercy.
training with the precision of a dancer and the antics of Those who follow the Way of Mercy might be members
a jester. of a religious order, administering to the needy and mak-
A drunken master often enjoys playing the fool to bring ing grim choices rooted in reality rather than idealism.
gladness to the despondent or to demonstrate humility Some might be gentle-voiced healers, beloved by their
to the arrogant, but when battle is joined, the drunken communities, while others might be masked bringers of
master can be a maddening, masterful foe. macabre mercies.
The walkers of this way usually don robes with deep
Way of the Elements cowls, and they often conceal their faces with masks,
A Way of the Elements Monk adds Brawl, Discipline, presenting themselves as the faceless bringers of life and
Knowledge (Nature & Geography), and Resilience to death.
their Career skills. If this is the character’s starting Spe-
cialization, they may choose two of these skills and gain Way of the Shadow
one free rank in each, without spending starting experi- A Way of the Shadow Monk adds Brawl, Coordination,
ence. Stealth, Vigilance to their Career skills. If this is the
You follow a monastic tradition that teaches you tohar- character’s starting Specialization, they may choose two
ness the elements. When you focus your ki, you can align of these skills and gain one free rank in each, without
yourself with the forces of creation and bend the four spending starting experience.
elements to your will, using them as an extension of your Monks of the Way of Shadow follow a tradition that
body. Some members of this tradition dedicate them- values stealth and subterfuge. These monks might be
selves to a single element, but others weave the elements called ninjas or shadowdancers, and they serve as spies
together. and assassins. Sometimes the members of a ninja mon-
astery are family members, forming a clan sworn to
Many monks of this tradition tattoo their bodies with
secrecy about their arts and missions. Other monaster-
representations of their ki powers, commonly imagined
ies are more like thieves’ guilds, hir-ing out their services
as coiling dragons, but also as phoenixes, fish, plants,
to nobles, rich merchants, or anyone else who can pay
mountains, and cresting waves.
their fees. Regardless of their methods, the heads of these
monasteries expect the unquestioning obedience of their
Way of the Open Hand students.
A Way of the Open Hand Monk adds Athletics, Brawl,
Coordination, Discipline, and Ki to their Career skills.
If this is the character’s starting Specialization, they may
choose two of these skills and gain one free rank in each,

79
talent active?
talent active?
Monk
Knack for It Unarmored Defense
When you first purchase this talent
for your character, select one skill. Your character increases their
Career Skills: Athletics, Brawl,
Your character removes jj from any soak by their Agility (in addi-
checks they make using this skill. Each Coordination, Discipline, Ki, tion to their Brawn). None of
additional time you purchase this Melee (Light), Resilience, Sur- the preceding effects of this rule
talent for your character, select two ad- vival, Vigilance
ditional skills, which can include skills apply while your character is
already chosen. Your character also wearing armor.
removes jj from any checks they Strain Threshold Bonus: +1
make using these skills. You cannot Wound Threshold Bonus: +1
select combat or magic skills when
choosing skills for this talent.

Cost: 10 Cost: 10

talent active? talent active? talent active? talent active?

Unarmed Parry Parry Coordinated Dodge Parkour!


May parry while unarmed. When your character suffers a hit Once per encounter, your character Once per round, before per-
from a melee combat check, after
When unarmed, this charac- damage is calculated but before soak
may suffer 3 strain as an out-of-turn forming a move maneuver, the
incidental when they are the target
ter can suffer one additional is applied. Your character may suffer character may suffer 1 strain. If
of a combat check. If they do so,
strain when using the Parry 3 strain to use this talent to reduce they do so, they may use their
the difficulty of the combat check
talent to use it against an the damage of the hit by two plus becomes an opposed check move maneuver to move to
incoming melee weapon their ranks in parry. This talent can against your ranks in the Coordi- any location within short range
only be used once per hit, and your nation skill instead of the normal (even straight up), as long as
attack. character needs to be wielding a difficulty. Other modifiers, such as there is some sort of object to
melee weapon. cover and defense still apply. move across or a path to move
along.
Cost: 15 Cost: 05 Cost: 20 Cost: 10

talent active? talent active? talent active? talent active?


Unarmored
Martial Arts Mastery Movement
You may use Agility instead of Brawn for
Parkour! (Improved) Slow Fall
determining base damage and skill checks Your character can Once per round, before per- Before making a Athletics
for Brawl attacks and Melee (light) move across vertical forming a move maneuver, your or Coordination check to
attacks with Weapons with the Monk character may suffer 4 strain. If determine fall damage, your
quality. Weapons with the Monk quality surfaces as easily as hor- they do so, they may use their
and unarmed Brawl attacks do at least +X character may spend a story
damage, X being your ranks in Martial izontal surfaces. None move maneuver to move to any
point to use this talent to
Arts Mastery. When you have taken
of the preceding effects location within medium range
three ranks of Martial Arts Mastery, your (even straight up) as long as reduce the range band of a
Brawl attacks gain the Superior quality, if of this rule apply while there is some sort of object to fall by ranks in Slow Fall.
they do not already have it.
your character is wear- move across or a path to move
ing armor. along.
Cost: 15 Cost: 15 Cost: 15 Cost: 15

80
Specialization Tree: Way of the Drunken Fist
ADDITIONAL CAREER SKILLS: Athletics, Brawl, Coordination, Resilience

Jump Up Improvised Weapon Tumble Tavern Brawler


Master
Once per round during your This character adds automatic s Once per round on your Your character adds a
character’s turn, your char- to all combat checks when using an
improvised weapon, and reduces
character’s turn, they may to Brawl checks and
acter may use this talent to its Crit Rating by 1. Improvised suffer 2 strain to disen-
stand from a prone or seated combat checks using
Weapons count as having the monk gage from all engaged
position as an incidental. quality for your character. improvised weapons.
adversaries.

Cost: 5 Cost: 5 Cost: 5 Cost: 5

Parry Bad Habit Grit Martial Arts Mastery


When your character suffers a hit from
a melee combat check, after damage is
Your character may use this talent Each rank of grit You may use Agility instead of Brawn for
determining base damage and skill checks
to become disoriented for the
calculated but before soak is applied. remainder of the encounter. At increases your charac- for Brawl attacks and Melee (light) attacks
with Weapons with the Monk quality.
Your character may suffer 3 strain to
the beginning of each of your
use this talent to reduce the damage of
character’s turns, if they are still
ter’s strain threshold Weapons with the Monk quality and un-
armed Brawl attacks do at least +X damage,
the hit by two plus their ranks in parry.
This talent can only be used once per disoriented due to this talent, they by one. X being your ranks in Martial Arts Mastery.
When you have taken three ranks of Martial
hit, and your character needs to be heal 2 strain. Arts Mastery, your Brawl attacks gain the
wielding a melee weapon. Superior quality, if they do not already
have it.
Cost: 10 Cost: 10 Cost: 10 Cost: 10

Unarmed Parry Naturally Gifted Dodge Heroic Recovery


May parry while unarmed. When you purchase this When your character is targeted by When your character acquires this
When unarmed, this character a combat check, they may suffer a talent, choose one characteristic.
talent, choose 2 skills. number of strain no greater than Once per encounter, you may
can suffer one additional strain
when using the Parry talent
Once per session, you their ranks in dodge to use this talent.
spend one Story Point to use this
Then, upgrade the difficulty of the
to use it against an incoming may reroll either of these combat check targeting your character
talent to have your character heal
strain equal to the rating of the
melee weapon attack. skills. See full talent text. a number of times equal to the strain
chosen characteristic.
suffered.

Cost: 15 Cost: 15 Cost: 15 Cost: 15

Parry (Improved) Improvised Weapon Martial Arts Mastery Defensive


Master (improved)
When your character suffers a hit from a me-
lee combat check and uses parry to reduce
When wielding an improvised You may use Agility instead of Brawn for
determining base damage and skill checks
Each rank of Defensive
weapon, no longer suffer automat-
the damage from that hit, after the attack
is resolved, you may spend d or hhh ic h during attacks, and reduces
for Brawl attacks and Melee (light) attacks
with Weapons with the Monk quality.
increases your charac-
from the attacker’s check to use this talent.
Then, your character automatically hits the
their Crit Rating by 1 more. Fur- Weapons with the Monk quality and un-
armed Brawl attacks do at least +X damage,
ter’s melee defense and
ther, improvised weapons gain
attacker once with a brawl or melee weapon
the Defensive 1 and Disorient 1
X being your ranks in Martial Arts Mastery. ranged defense by one.
your character is wielding. The hit deals the When you have taken three ranks of Martial
weapon’s base damage, plus any damage weapon qualities. Arts Mastery, your Brawl attacks gain the
from applicable talents or abilities. Superior quality, if they do not already
have it.
Cost: 20 Cost: 20 Cost: 20 Cost: 20

Dodge (Improved) Dodge Dedication Whirlwind


After using dodge, When your character is targeted by
a combat check, they may suffer a
Each rank of dedication Your character may suffer 4 strain to use
this talent to make a Brawl or Melee attack
may spend a story number of strain no greater than increases one of your char- against the engaged adversary who is
their ranks in dodge to use this talent. acter’s characteristics by one. hardest to hit (as determined by the GM),
point to make a move Then, upgrade the difficulty of the increasing the difficulty by one.
This talent cannot increase a If the combat check succeeds, each adver-
maneuver as an out combat check targeting your character
characteristic above 5. sary engaged with the character suffers one
a number of times equal to the strain
of turn incidental. suffered.
hit from the attack, that deals base damage
plus damage equal to the total s scored
on the check.
81
Cost: 25 Cost: 25 Cost: 25 Cost: 25
Specialization Tree: Way of the Elements
ADDITIONAL CAREER SKILLS: Brawl, Discipline, Knowledge (Nature & Geography), Resilience

Toughened Grit Jump Up Disciple of the


Elements
Each rank of tough- Each rank of grit Once per round during your Gain Ki (Will) as a career
character’s turn, your char- skill. Each time you take
ened increases your increases your charac-
acter may use this talent to a rank in this talent, gain
character’s wound ter’s strain threshold stand from a prone or seated either Attack, Augment, or
threshold by two. by one. position as an incidental. Barrier as a magic action
available to the Ki (Will)
skill.
Cost: 5 Cost: 5 Cost: 5 Cost: 5

Prepared Spell Martial Arts Mastery Close-Quarters Caster Avatar


Once per encounter, your You may use Agility instead of Brawn for
determining base damage and skill checks
Your character may add When your character pur-
character may make a for Brawl attacks and Melee (light) attacks the Close Combat quality chases this talent, choose
with Weapons with the Monk quality.
skill check to cast a Weapons with the Monk quality and un- to an attack spell without one of the following ele-
spell without suffering armed Brawl attacks do at least +X damage,
increasing the difficulty. ments: Fire, Water, Earth, or
X being your ranks in Martial Arts Mastery.
Air. See full taltn text.
strain. When you have taken three ranks of Martial
Arts Mastery, your Brawl attacks gain the
Superior quality, if they do not already
have it.
Cost: 10 Cost: 10 Cost: 10 Cost: 10

Disciple of the
Elements
Innate Focus Grit Signature Spell
Gain Ki (Will) as a career While not using a magic implement, your
character increases the base damage of all
Each rank of grit When your character gains a rank in
this talent, decide on a signature spell
skill. Each time you take Attack spells they cast by two. In addi- increases your charac- for them, consisting of a particular
a rank in this talent, gain tion, when casting a spell while not using magic action and a specific set of one
either Attack, Augment, or
a magic implement, your character may
use this talent to decrease the difficulty
ter’s strain threshold or more effects. When your character
casts that signature spell (consisting of
Barrier as a magic action of the check by one. If they do so, they by one. the exact combination of action and
increase the strain suffered for casting the
available to the Ki (Will) spell by one.
effects previously chosen), reduce the
difficulty of the check by one.
skill.
Cost: 15 Cost: 15 Cost: 15 Cost: 15

Signature Spell Heroic Recovery Avatar (Improved) Dodge


When your character gains a rank in When your character acquires this Your character gains a per- When your character is targeted by
this talent, decide on a signature spell talent, choose one characteristic. a combat check, they may suffer a
for them, consisting of a particular manant bonus based on the number of strain no greater than
Once per encounter, you may
magic action and a specific set of one
spend one Story Point to use this
element they chose when their ranks in dodge to use this talent.
or more effects. When your character first taking Avatar: see full Then, upgrade the difficulty of the
casts that signature spell (consisting of
talent to have your character heal combat check targeting your character
the exact combination of action and strain equal to the rating of the talent text. a number of times equal to the strain
effects previously chosen), reduce the chosen characteristic. suffered.
difficulty of the check by one.

Cost: 20 Cost: 20 Cost: 20 Cost: 20

Resolve Dedication Avatar (Supreme) Disciple of the


Elements
When a character invol- Each rank of dedication When your character purchases Gain Ki (Will) as a career
untarily suffers strain, increases one of your char- this talent, they gain one of skill. Each time you take a
acter’s characteristics by one. the following abilities based on rank in this talent, gain either
they suffer 1 less strain the element they selected when
per rank of resolve to a This talent cannot increase a Attack, Augment, or Barrier
they purchased Avatar: see full
characteristic above 5. as a magic action available to
minimum of 1. talent text.
the Ki (Will) skill.

82 Cost: 25 Cost: 25 Cost: 25 Cost: 25


Specialization Tree: Way of Mercy
ADDITIONAL CAREER SKILLS: Alchemy, Brawl, Medicine, Negotiation

Physician Knack For It Grit Ascetic


When making a Medicine
check to help a character heal
When you first purchase this talent for your
character, select one skill. Your character re- Each rank of grit When not wear-
wounds, the target heals 1
moves jj from any checks they make using
this skill. Each additional time you purchase increases your charac- ing armor, gain +1
additional wound per rank of this talent for your character, select two
ter’s strain threshold
Physician.
additional skills, which can include skills
already chosen. Your character also removes
by one.
to total soak per
jj from any checks they make using these
skills. You cannot select combat or magic
skills when choosing skills for this talent.
rank of Ascetic.
Cost: 5 Cost: 5 Cost: 5 Cost: 5

Healing Hands Grit Dodge Healing Hands


Gain Ki (Will) as a career skill. Each rank of grit When your character is targeted by
a combat check, they may suffer a
Gain Ki (Will) as a career skill.
Each time you take a rank in Each time you take a rank in
this talent, gain either Dispel or increases your charac- number of strain no greater than this talent, gain either Dispel or
their ranks in dodge to use this talent.
Heal as a magic action available Heal as a magic action available
to the Ki (Will) skill. With two
ter’s strain threshold Then, upgrade the difficulty of the
to the Ki (Will) skill. With two
combat check targeting your character
ranks of this talent, gain Leech by one. a number of times equal to the strain ranks of this talent, gain Leech
as an additional effect to Attack suffered. as an additional effect to Attack
spells using the Ki (will) skill. spells using the Ki (will) skill.

Cost: 10 Cost: 10 Cost: 10 Cost: 10

Faith Healing Medicine Man Resolve Signature Spell


After making a skill check to As long as you have two When a character invol- When your character gains a rank in
this talent, decide on a signature spell
cast a heal spell, may choose to untarily suffers strain,
change one s to a, or one a
ranks in a magic skill, for them, consisting of a particular

to s per rank of faith healing, always count as having they suffer 1 less strain magic action and a specific set of one
or more effects. When your character
though they must still have at the right tools for the per rank of resolve to a casts that signature spell (consisting of
least one s to succeed on the job when performing minimum of 1. the exact combination of action and
effects previously chosen), reduce the
check. difficulty of the check by one.
Medicine checks.
Cost: 15 Cost: 15 Cost: 15 Cost: 15

Pressure Point Naturally Gifted Martial Arts Mastery Heroic Recovery


When your character makes an When you purchase this talent, Weapons with the Monk quality and When your character acquires this
unarmed Brawl check targeting choose 2 skills. Once per session, unarmed Brawl attacks do at least talent, choose one characteristic.
a living opponent, they may use you may reroll either of these +X damage, X being your ranks in Once per encounter, you may
this talent to deal strain damage skills. See full talent text. Martial Arts Mastery. spend one Story Point to use this
instead of wound damage, and When you have taken three ranks talent to have your character heal
inflict additional strain damage of Martial Arts Mastery, your Brawl strain equal to the rating of the
equal to their ranks in Medicine. attacks gain the Superior quality, if chosen characteristic.
they do not already have it.

Cost: 20 Cost: 20 Cost: 20 Cost: 20

Dedication Skilled Mastery Douse the Flames of War It’s Not That Bad
Each rank of dedication When you purchase a rank of this talent Once per session, when a combat Once per session when an ally
for your character, choose one skill. Once encounter against one or more sentient
increases one of your char- per round, your character may suffer beings is about to begin, the character would suffer a Critical Injury,
acter’s characteristics by one. 2 strain to use this talent to reduce the make a daunting (kkkk) Negotia- may take an It’s Not That Bad
tion check. If successful, the combat
This talent cannot increase a
difficulty of the next check they make
encounter instead becomes a social action; make a Hard (kkk)
this round using that skill by two, to a encounter, With the PCs attempting Medicine check to stop the ally
characteristic above 5. minimum of Easy (k). Each time your to convince their opposition to back
character uses this talent during an down, come around to their viewpoint, from gaining the Critical Injury.
encounter, the strain cost increases by 1. or accept a compromise. See full talent
See full talent text. text.
83
Cost: 25 Cost: 25 Cost: 25 Cost: 25
Specialization Tree: Way of the Open Hand
ADDITIONAL CAREER SKILLS: Athletics, Brawl, Coordination, Discipline, Ki

Martial Arts Mastery Iron Body Stunning Blow Jump Up


You may use Agility instead of Brawn for
determining base damage and skill checks
Remove j per rank of Iron While making Melee Once per round during your
for Brawl attacks and Melee (light) attacks Body from Coordination and checks, may inflict dam- character’s turn, your char-
with Weapons with the Monk quality. Resilience checks. Reduce
Weapons with the Monk quality and un- age as strain instead of acter may use this talent to
armed Brawl attacks do at least +X damage, the critical rating of unarmed stand from a prone or seated
X being your ranks in Martial Arts Mastery. attacks by 1 per rank of Iron
wounds. This does not
position as an incidental.
When you have taken three ranks of Martial
Arts Mastery, your Brawl attacks gain the Body (to a minimum of 1). ignore soak.
Superior quality, if they do not already
have it.
Cost: 5 Cost: 5 Cost: 5 Cost: 5

Unarmed Parry Unarmed Parry Parry Ascetic


(Improved)
Unarmed Parry no longer
requires you to sufferone addi-
May parry while unarmed.
When unarmed, this character
When your character suffers a hit from
a melee combat check, after damage is When not wear-
tional strain. When unarmed, can suffer one additional strain
calculated but before soak is applied.
Your character may suffer 3 strain to ing armor, gain +1
this character can add +1 strain when using the Parry talent use this talent to reduce the damage of
to the cost of the Parry talent to use it against an incoming the hit by two plus their ranks in parry. to total soak per
This talent can only be used once per
to use it against an incoming
ranged weapon attack.
melee weapon attack.
hit, and your character needs to be rank of Ascetic.
wielding a melee weapon.

Cost: 10 Cost: 10 Cost: 10 Cost: 10

Unarmed Parry Unarmored Defense Iron Body Stunning Blow


(Supreme) (Improved)
When using the Unarmed Your character increases their soak Remove j per rank of Iron When dealing strain damage
Parry talent on a ranged hit by their Agility (in addition to Body from Coordination and with Melee or Brawl checks,
their Brawn). None of the preced-
that generated d or hhh Resilience checks. Reduce may spend t to stagger
ing effects of this rule apply while
may hit one target in me- your character is wearing armor. the critical rating of unarmed target for 1 round per t
dium range with the same attacks by 1 per rank of Iron
damage as the initial hit, Body (to a minimum of 1).
after original attack resolves.
Cost: 15 Cost: 15 Cost: 15 Cost: 15

Martial Arts Mastery Naturally Gifted Ascetic Martial Arts Mastery


(Improved)
You may use Agility instead of Brawn for
determining base damage and skill checks
When you purchase this talent,
choose 2 skills. Once per session,
When not wear- While unarmed or armed with a
Monk weapon, your character may
for Brawl attacks and Melee (light) attacks
with Weapons with the Monk quality.
Weapons with the Monk quality and un-
you may reroll either of these
skills. See full talent text.
ing armor, gain +1 use this talent to make an Average
(kk) Brawl or Hard (kkk) Melee
check. If successful, your character may
armed Brawl attacks do at least +X damage,
X being your ranks in Martial Arts Mastery. to total soak per force one engaged target to either drop
When you have taken three ranks of Martial one weapon they are holding or move
Arts Mastery, your Brawl attacks gain the
Superior quality, if they do not already
rank of Ascetic. one range band in a direction of your
choosing. See full talent text.
have it.
Cost: 20 Cost: 20 Cost: 20 Cost: 20

Martials Arts Mastery Dedication Flurry of Blows Martial Arts Mastery


(Supreme)
Once per encounter, Each rank of dedication Your character may use this talent to
perform the Flurry of Blows maneuver
You may use Agility instead of Brawn for
determining base damage and skill checks for
may heal wounds equal increases one of your char- to suffer a number of strain no greater Brawl attacks and Melee (light) attacks with
Weapons with the Monk quality.
acter’s characteristics by one. than ranks of up to your ranks in Co-
to Ranks in Martial ordination to gain the Linked quality
Weapons with the Monk quality and unarmed
This talent cannot increase a Brawl attacks do at least +X damage, X being
Arts mastery. characteristic above 5.
with a rating equal to the amount of your ranks in Martial Arts Mastery.
strain suffered on your next Brawl or When you have taken three ranks of Martial
Melee combat check this turn. Arts Mastery, your Brawl attacks gain the
Superior quality, if they do not already have it.

84 Cost: 25 Cost: 25 Cost: 25 Cost: 25


Specialization Tree: Way of the Shadow
ADDITIONAL CAREER SKILLS: Brawl, Coordination, Stealth, Vigilance

Knack For It Stalker Grit Parkour!


When you first purchase this talent for your
character, select one skill. Your character re- Add j per rank of Stalker Each rank of grit Once per round, before performing
a move maneuver, the character may
moves jj from any checks they make using
this skill. Each additional time you purchase
to all Stealth and Coordi- increases your charac- suffer 1 strain. If they do so, they may
use their move maneuver to move to
this talent for your character, select two nation checks. ter’s strain threshold any location within short range (even
additional skills, which can include skills
straight up), as long as there is some
already chosen. Your character also removes
jj from any checks they make using these by one. sort of object to move across or a path
skills. You cannot select combat or magic to move along.
skills when choosing skills for this talent.

Cost: 5 Cost: 5 Cost: 5 Cost: 5

Dodge Knack For It Toughened Shadow Arts


When your character is targeted by
a combat check, they may suffer a
When you first purchase this talent for your
character, select one skill. Your character re- Each rank of tough- Gain Ki (Will) as a career
skill. Each time you take a
number of strain no greater than
their ranks in dodge to use this talent.
moves jj from any checks they make using
this skill. Each additional time you purchase ened increases your rank in the talent, gain Illu-
this talent for your character, select two
Then, upgrade the difficulty of the
combat check targeting your character
additional skills, which can include skills character’s wound sion or Teleport as a magic
already chosen. Your character also removes
a number of times equal to the strain jj from any checks they make using these threshold by two. action available to the Ki
suffered. skills. You cannot select combat or magic (Will) skill.
skills when choosing skills for this talent.

Cost: 10 Cost: 10 Cost: 10 Cost: 10

Martial Arts Mastery Naturally Gifted Dodge Signature Spell


You may use Agility instead of Brawn for When you purchase this talent, When your character is targeted by When your character gains a rank in
determining base damage and skill checks a combat check, they may suffer a this talent, decide on a signature spell
choose 2 skills. Once per session,
for Brawl attacks and Melee (light) attacks number of strain no greater than for them, consisting of a particular
with Weapons with the Monk quality. you may reroll either of these
their ranks in dodge to use this talent. magic action and a specific set of one
Weapons with the Monk quality and un- skills. See full talent text.
armed Brawl attacks do at least +X damage, Then, upgrade the difficulty of the or more effects. When your character
X being your ranks in Martial Arts Mastery. combat check targeting your character casts that signature spell (consisting of
When you have taken three ranks of Martial a number of times equal to the strain the exact combination of action and
Arts Mastery, your Brawl attacks gain the suffered. effects previously chosen), reduce the
Superior quality, if they do not already difficulty of the check by one.
have it.
Cost: 15 Cost: 15 Cost: 15 Cost: 15

Grit Defensive Now You See Me Shadow Arts

Each rank of grit Each rank of Defensive Once per session, take Now You Gain Ki (Will) as a career
See Me action. Make a Daunting skill. Each time you take
increases your charac- increases your character’s (kkkk) Ki check to make a num-
melee defense and ranged ber of NPC’s equal to Willpower
a rank in this talent, gain
ter’s strain threshold either Illusion or Teleport as
defense by one. within medium range forget about
by one. character. Your GM has final say a magic action available to
if an NPC can be affected by this the Ki (Will) skill.
talent.

Cost: 20 Cost: 20 Cost: 20 Cost: 20

Skilled Mastery Dedication Masterful Illusions Flicker Step


When you purchase a rank of this talent Each rank of dedication After your character makes a successful Il-
lusion spell to create an illusion, you may
When your character casts a
for your character, choose one skill. Once
per round, your character may suffer increases one of your char- spend a Story Point to have your charac- spell using the Ki skill, they may
2 strain to use this talent to reduce the acter’s characteristics by one. ter use this talent to make the illusion last use this talent to spend aaa
until the end of the encounter, without
difficulty of the next check they make
This talent cannot increase a performing concentrate maneuvers, and or t to instantly vanish and
this round using that skill by two, to a not need to remain within the spells reappear at any location within
minimum of Easy (k). Each time your characteristic above 5. range after being cast. You may spend two
character uses this talent during an story points two make the illusion last long range.
encounter, the strain cost increases by 1. until the end of the session instead.
See full talent text.
85
Cost: 25 Cost: 25 Cost: 25 Cost: 25
to take vengeance on those who have done great evil, sent
PALADIN as an angel of death by the gods or driven by your need
Whatever their origin and their mission, paladins are for revenge?
united by their oaths to stand against the forces of evil. The Paladin counts the following skills as career skills:
Whether sworn before a god’s altar and the witness of Athletics, Cool, Discipline, Leadership, Melee (Light),
a priest, in a sacred glade before nature spirits and fey Negotiation, Religion, Riding. Before spending expe-
beings, or in a moment of desperation and grief with the rience during character creation, a Paladin may choose
dead as the only witness, a paladin’s oath is a powerful four of their career skills and gain one rank in each of
bond. It is a source of power that turns a devout warrior them.
into a blessed champion. Starting Gear: Players with a Paladin character may
A paladin swears to uphold justice and righteousness, choose to start with the following gear instead of spend-
to stand with the good things of the world against the ing currency during Step 7 of character creation:
encroaching darkness, and to hunt the forces of evil • A sword and a shield
wherever they lurk. Different paladins focus on various
aspects of the cause of righteousness, but all are bound by • A holy icon or a magic scepter
the oaths that grant them power to do their sacred work. • Ring Mail
Although many paladins are devoted to gods of good, a
• Traveling gear consisting of a backpack, a bedroll, a
paladin’s power comes as much from a commitment to
rope, flint and steel, 3 torches, and a waterskin
justice itself as it does from a god.
• 1d100 gold coins
Paladins train for years to learn the skills of combat,
mastering a variety of weapons and armor. Even so, their
martial skills are secondary to the magical power they
wield: power to heal the sick and injured, to smite the
wicked and the undead, and to protect the innocent and
those who join them in the fight for justice.
Almost by definition, the life of a paladin is an adven-
turing life. Unless a lasting injury has taken him or their
away from adventuring for a time, every paladin lives on
the front lines of the cosmic struggle against evil. Fight-
ers are rare enough among the ranks of the militias and
armies of the world, but even fewer people can claim the
true calling of a paladin. When they do receive the call,
these warriors turn from their former occupations and
take up arms to fight evil. Sometimes their oaths lead
them into the service of the crown as leaders of elite
groups of knights, but even then their loyalty is first to
the cause of righteousness, not to crown and country.
Adventuring paladins take their work seriously. A delve
into an ancient ruin or dusty crypt can be a quest driven
by a higher purpose than the acquisition of treasure.
Evil lurks in dungeons and primeval forests, and even
the smallest victory against it can tilt the cosmic balance
away from oblivion.
The most important aspect of a paladin character is the
nature of their or their holy quest. Are you a devoted
servant of good, loyal to the gods of justice and honor,
a holy knight in shining armor venturing forth to smite
evil? Are you a glorious champion of the light, cherish-
ing everything beautiful that stands against the shadow,
a knight whose oath descends from traditions older than
many of the gods? Or are you an embittered loner sworn

86
PALADIN SPECIALIZATIONS two of these skills and gain one free rank in each, without
spending starting experience.
The specializations are covered in greater detail in the
following sections; this section mainly deals with how Paladins are often driven by their compassion for the
each specialization connects to the Paladin Career. plights of those who cannot protect themselves. Saviors
ensure these innocents never come to harm. Few are
Oath of the Inquisitor tougher than a Savior, and even fewer can get through
An Oath of the Inquisitor Paladin adds Coercion, Disci- their guard to attack those they defends. Even if their
pline, Knowledge (Religion), and any one Combat skill charges do suffer harm, the Savior possesses basic medical
to their Career skills. If this is the character’s starting Spe- knowledge to heal their wounds.
cialization, they may choose two of these skills and gain Saviors could be considered bodyguards, but their efforts
one free rank in each, without spending starting experi- are seldom limited to protecting a single individual.
ence. Instead, Saviors are more likely to defend the needy on a
Across the world, there are always tyrants, and those larger scale. Often, they function as rescue workers, using
unlucky enough to suffer under their rule. Some Pala- their medical knowledge to stabilize injuries in the field
dins see wars ravaging regions and harming the weak and and then providing additional protection. In other cases,
defenseless and they step in to defend those innocents. Saviors may shelter refugees or other victims fleeing ter-
Other Paladins take direct action through military force rible situations. holding the line until the innocents can
to attempt to overthrow such despots. These Paladins are escape to safety.
often known as Inquistors.
Characters who pursue the Inquisitor’s path seldom limit
their activities to a single region. Often once one region
has been pacified or a tyrant overthrown, a Inquisitor
usually sets their sights on the next challenge and leads
their friends and fellow freedom fighters to overcome
it. Under the shadow of the Evil, Inquisitors are always
needed.

Oath of the Protectorate


An Oath of the Protectorate Paladin adds Knowledge
(Religion), Leadership, Riding, and Resilience to their
Career skills. If this is the character’s starting Specializa-
tion, they may choose two of these skills and gain one
free rank in each, without spending starting experience.
Protectorates are the most likely to have come from prior
service with a larger organization, and they almost cer-
tainly had at least a non-commissioned officer role with
that force. They have a keen grasp of both tactics and
strategy, though they will tend to focus more on the for-
mer as a matter of practicality and survival. Even in less
formal situations, a Protectorate will tend to show a high
degree of personal discipline and order.
In a Player Character group, it will not be out of the
question for a Protectorate to take charge, at least in sit-
uations where combat is likely. Though their leadership
skills are not as comprehensive as other specializations,
they are uniquely focused for combat.

Oath of the Savior


An Oath of the Savior Paladin adds Cool, Discipline,
Medicine, and Leadership to their Career skills. If this
is the character’s starting Specialization, they may choose

87
talent active? talent active?

Paladin
Knack for It Templar
When you first purchase this talent Divine is now a career skill
for your character, select one skill. Career Skills: Athletics, Coercion,
Your character removes jj from any for your character. They can
checks they make using this skill. Each Cool, Discipline, Melee (Light), only cast one spell using this
additional time you purchase this Negotiation, Religion, Riding skill per encounter. When
talent for your character, select two ad-
ditional skills, which can include skills making a Divine check, your
already chosen. Your character also character may use Presence
removes jj from any checks they Wound Threshold Bonus: +2 instead of Willpower.
make using these skills. You cannot
select combat or magic skills when
choosing skills for this talent.

Cost: 10 Cost: 10

talent active? talent active? talent active? talent active?

Heroic Recovery Parry Block Divine Sense


When your character ac- When your character suffers a hit May suffer two strain to per-
from a melee combat check, after While wielding a shield, form the Divine Sense action.
quires this talent, choose one
characteristic. Once per en-
damage is calculated but before your character may Make an Easy (k) Discipline
soak is applied, your character check. Success grants you
counter, you may spend one may suffer 3 strain to use this
use the parry talent to
knowledge of otherworldly
Story Point to use this talent talent to reduce the damage of reduce damage from beings within medium range.
to have your character heal the hit by two plus their ranks in ranged attacks as well as May spend aa to learn exact
strain equal to the rating of parry. This talent can only be used locations.
once per hit, and your character melee attacks targeting
the chosen characteristic.
needs to be wielding a melee your character.
weapon.
Cost: 10 Cost: 10 Cost: 10 Cost: 10

talent active? talent active? talent active? talent active?

Crusader Templar (Improved) Smite Battle Casting


Your character counts Templar no longer Once per round, your char- Your character does not add
all weapons as having limits use of the Divine acter may suffer 3 strain to j to magic skill checks for
skill to once per en- use this talent to add damage wearing heavy armor (armor
the Bane (Fiend) and equal to their ranks in Di-
counter. with +2 soak or higher),
Bane (Undead) quali- vine to one hit of a success- using a shield, or not having
ties. ful brawl or melee attack. at least one hand free.

Cost: 15 Cost: 20 Cost: 20 Cost: 15

88
Specialization Tree: Oath of the Inquisitor
ADDITIONAL CAREER SKILLS: Any Combat Skill, Coercion, Discipline, Knowledge (Religion)

Toughened Templar Intimidating Fearsome


Each rank of tough- Divine is now a career skill for May suffer a number of strain When an adversary becomes
your character. They can only to add j to a check made engaged with the character,
ened increases your cast one spell using this skill to resist fear caused by your the character may force the
character’s wound per encounter. When making character. Strain suffered this adversary to make a fear check,
a Divine check, your character way cannot exceed ranks in with the difficulty equal to the
threshold by two. may use Presence instead of Intimidating. character’s ranks in fearsome.
Willpower.

Cost: 5 Cost: 5 Cost: 5 Cost: 5

Ensorcelled (Improved) Ensorcelled Scathing Tirade Grit


Your character must have purchased If your character has at least Your character may use this talent Each rank of grit
the ensorcelled talent to benefit from one rank in a magic skill, to make an average (kk) coercion
this talent. If your character has check. For each s the check gen- increases your charac-
at least two ranks in a magic skill,
once per encounter, they erates, one adversary within short
when using the ensorcelled talent, may use this talent to add range suffers 1 strain. For each a,
ter’s strain threshold
they may add s & a to their a to the result of their next one adversary affected by scathing by one.
next social skill check instead of social skill check. tirade suffers 1 additional strain.
a.

Cost: 10 Cost: 10 Cost: 10 Cost: 10

Templar (Improved) Battle Casting Fearsome Intimidating


Templar no longer limits Your character does not add When an adversary becomes May suffer a number of strain
use of the Divine skill to j to magic skill checks for engaged with the character, to add j to a check made
wearing heavy armor (armor the character may force the to resist fear caused by your
once per encounter. with +2 soak or higher), using adversary to make a fear check, character. Strain suffered this
a shield, or not having at least with the difficulty equal to the way cannot exceed ranks in
one hand free. character’s ranks in fearsome. Intimidating.

Cost: 15 Cost: 15 Cost: 15 Cost: 15

Ensorcelled (Supreme) Scathing Tirade Scathing Tirade Naturally Gifted


(Supreme) (Improved)
Your character must have purchased the ensor- Your character must have purchased Your character must have purchased When you purchase this talent,
celled talent to benefit from this talent. If your
the scathing tirade talent to benefit the scathing tirade talent to benefit choose 2 skills. Once per session,
charatcer has three ranks in a magic skill,
once per session, they may use this talent to from this talent. Your character from this talent. Enemies affected you may reroll either of these
force all enemies within medium range to may choose to suffer 1 strain to by your character’s scathing tirade skills. See full talent text.
make a Hard (kkk) Discipline check as an use the scathing tirade talent as a add j to all skill checks they make
out-of-turn incidental. If they fail, they must
spend all available maneuvers moving away maneuver, instead of as an action. for a number of rounds equal to
from your character, and they suffer 5 strain, your character’s ranks in coercion.
plus one additional strain per h

Cost: 20 Cost: 20 Cost: 20 Cost: 20

Skilled Mastery Baleful Gaze Dedication Fearsome


When you purchase a rank of this talent When targeted by combat Each rank of dedication When an adversary becomes
for your character, choose one skill. Once
per round, your character may suffer
check from within medium increases one of your char- engaged with the character,
2 strain to use this talent to reduce the range, may spend a Story Point acter’s characteristics by one. the character may force the
difficulty of the next check they make to upgrade the difficulty of the This talent cannot increase a adversary to make a fear check,
this round using that skill by two, to a
check a number of times equal with the difficulty equal to the
minimum of Easy (k). Each time your characteristic above 5.
character uses this talent during an to ranks in Coercion. character’s ranks in fearsome.
encounter, the strain cost increases by 1.
See full talent text.
89
Cost: 25 Cost: 25 Cost: 25 Cost: 25
Specialization Tree: Oath of the Protectorate
ADDITIONAL CAREER SKILLS: Leadership, Knowledge (Religion), Resilience, Riding

Command Templar Body Guard Toughened

Add j per rank of Com- Divine is now a career skill for Once per round, perform the Body
Guard maneuver to guard an engaged
Each rank of tough-
mand when making Leader- your character. They can only
cast one spell using this skill
character. Suffer a number of strain ened increases your
ship checks. Affected targets no greater than ranks of Body Guard,
add j to Discipline checks
per encounter. When making then until the beginning of the next character’s wound
a Divine check, your character turn upgrade the difficulty of combat
for next 24 hours. may use Presence instead of checks targeting the character by that threshold by two.
number.
Willpower.

Cost: 5 Cost: 5 Cost: 5 Cost: 5

Parry Knack For It Body Guard Parry


(Improved)
When your character suffers a hit from When you first purchase this talent for your Once per encounter, when When your character suffers a hit from
a melee combat check, after damage is character, select one skill. Your character re- a melee combat check, after damage is
calculated but before soak is applied. moves jj from any checks they make using an ally protected by the calculated but before soak is applied.
this skill. Each additional time you purchase
Your character may suffer 3 strain to
this talent for your character, select two
Body Guard maneuver Your character may suffer 3 strain to
use this talent to reduce the damage of additional skills, which can include skills suffers a hit, suffer the hit use this talent to reduce the damage of
the hit by two plus their ranks in parry. already chosen. Your character also removes the hit by two plus their ranks in parry.
This talent can only be used once per jj from any checks they make using these instead. This talent can only be used once per
hit, and your character needs to be skills. You cannot select combat or magic hit, and your character needs to be
wielding a melee weapon. skills when choosing skills for this talent. wielding a melee weapon.

Cost: 10 Cost: 10 Cost: 10 Cost: 10

Armor Master Block Naturally Gifted Field Commander

When wearing armor, While wielding a shield, When you purchase this talent, Your character may use this talent to
make an average (kk) leadership check.
your character may use choose 2 skills. Once per session,
Increase total soak value you may reroll either of these
If successful, a number of allies equal to
by 1. the parry talent to reduce skills. See full talent text.
your character’s presence may imme-
diately suffer 1 strain to perform one
damage from ranged attacks maneuver (out of turn). If there are any
as well as melee attacks questions as to which allies take their
maneuvers first, your character is the final
targeting your character. arbiter.

Cost: 15 Cost: 15 Cost: 15 Cost: 15

Circle of Shelter Toughened Body Guard Field Commander


(Improved)
When an engaged ally Each rank of tough- Once per round, perform the Body
Guard maneuver to guard an engaged
When your character uses the field
commander talent, your character
suffers a hit, may use ened increases your character. Suffer a number of strain affects a number of allies equal to
Parry or Block incidental no greater than ranks of Body Guard,
twice the character’s presence. In
against the hit. character’s wound then until the beginning of the next
turn upgrade the difficulty of combat
addition, you may spend t to
threshold by two. checks targeting the character by that allow one ally to suffer 1 strain to
perform an action, instead of a
number.
maneuver.

Cost: 20 Cost: 20 Cost: 20 Cost: 20

Armor Master Dedication Heroic Will Body Guard


(Improved) (Supreme)
When wearing armor Each rank of dedication When you purchase this talent for your
character, choose two characteristics. You
Body Guard maneuver may
increases one of your char- protect a number of engaged char-
with a soak value of 2 or may spend a story point to use this talent
acters up to ranks in Resilience.
higher, increase defense acter’s characteristics by one. to have your character ignore the effects
If your character has 4 ranks in a
of all critical injuries on any skill checks
by 1. This talent cannot increase a using those two characteristics until magic skill, they may spend a story
characteristic above 5. the end of the current encounter. (your point to extend Body Guard’s
character still suffers the critical injuries; range to Short.
they just ignore the effects)

90 Cost: 25 Cost: 25 Cost: 25 Cost: 25


Specialization Tree: Oath of the Savior
ADDITIONAL CAREER SKILLS: Cool, Discipline, Negotiation, Leadership

Turn Undead Knack For It Confidence Command


As an Action, force all undead creatures
within short range to make a fear check
When you first purchase this talent for your
character, select one skill. Your character re-
May decrease difficulty Add j per rank of Com-
with a Difficulty equal to your Discipline. moves jj from any checks they make using of Discipline checks to mand when making Leader-
In addition to the normal effects of Fear, this skill. Each additional time you purchase
any targets who fail the check are forced this talent for your character, select two avoid fear by 1 per rank ship checks. Affected targets
to spend their next turn moving outside additional skills, which can include skills
of Confidence. add j to Discipline checks
already chosen. Your character also removes
the range of Turn Undead. All maneuvers for next 24 hours.
jj from any checks they make using these
must be spent on movement including
skills. You cannot select combat or magic
downgrading Actions if possible. skills when choosing skills for this talent.

Cost: 5 Cost: 5 Cost: 5 Cost: 5

Command Stand Firm Inspiring Rhetoric Grit


Add j per rank of Com- As an action, make a hard (kkk) Your character may use this Each rank of grit
leadership check. Choose one talent to make an average (kk)
mand when making Leader- leadership check. For each s the increases your charac-
ally per s, who increases their
ship checks. Affected targets check generates, one ally within
add j to Discipline checks
wound threshold by the charac-
short range heals one strain. For
ter’s strain threshold
ters presence until the end of the
for next 24 hours. encounter. each a, one ally benefiting from by one.
inspiring rhetoric heals one addi-
tional strain.

Cost: 10 Cost: 10 Cost: 10 Cost: 10

Keeping It Cool Grit Inspiring Rhetoric


(Improved)
Resolve
May always use Cool when Each rank of grit Allies affected by your When a character invol-
making checks to determine character’s inspiring rhetoric untarily suffers strain,
increases your charac-
initiative. add j to all skill checks they suffer 1 less strain
ter’s strain threshold they make for a number of per rank of resolve to a
by one. rounds equal to your char-
minimum of 1.
acter’s ranks in leadership.

Cost: 15 Cost: 15 Cost: 15 Cost: 15

Commanding Presence Stand Firm Naturally Gifted Comrade-In-Arms


(Improved)
Once per session, may take Stand Firm also increas- When you purchase this talent, Once per encounter, make a
Commanding Presence action; choose 2 skills. Once per session, Hard (kkk) Discipline Check. If
es affected allies strain you may reroll either of these successful, your character plus one
make an opposed Cool vs.
Discipline check to force
threshold by an equal skills. See full talent text. ally per s within medium range
non-nemesis adversary to leave amount equal to the char- gains +1 defense for the remain-
der of the encounter. Effects end
the encounter. acter’s presence. if affected targets move beyond
medium range.

Cost: 20 Cost: 20 Cost: 20 Cost: 20

Resolve Dedication Inspiring Rhetoric


(Supreme)
Skilled Mastery
When a character invol- Each rank of dedication Your character may When you purchase a rank of this talent
for your character, choose one skill. Once
untarily suffers strain, increases one of your char- choose to suffer 1 strain per round, your character may suffer
they suffer 1 less strain acter’s characteristics by one. to use the inspiring rhet- 2 strain to use this talent to reduce the
difficulty of the next check they make
per rank of resolve to a This talent cannot increase a oric talent as a maneuver, this round using that skill by two, to a
characteristic above 5. minimum of Easy (k). Each time your
minimum of 1. instead of as an action. character uses this talent during an
encounter, the strain cost increases by 1.
See full talent text.
91
Cost: 25 Cost: 25 Cost: 25 Cost: 25
• Leather armor
RANGER
• Climbing gear or Winter clothing
Far from the bustle of cities and towns, past the hedges • Traveling gear consisting of a backpack, a bedroll, a
that shelter the most distant farms from the terrors of the rope, flint and steel, 3 torches, and a waterskin
wild, amid the dense-packed trees of trackless forests and
across wide and empty plains, rangers keep their unend- • 1d100 gold coins
ing watch.
Warriors of the wilderness, rangers specialize in hunting
the monsters that threaten the edges of civilization—
humanoid raiders, rampaging beasts and monstrosities,
terrible giants, and deadly dragons. They learn to track
their quarry as a predator does, moving stealthily through
the wilds and hiding themselves in brush and rubble.
Rangers focus their combat training on techniques that
are particularly useful against their specific favored foes.
Thanks to their familiarity with the wilds, rangers acquire
the ability to cast spells that harness nature’s power, much
as a druid does. Their spells, like their combat abilities,
emphasize speed, stealth, and the hunt. A ranger’s talents
and abilities are honed with deadly focus on the grim task
of protecting the borderlands.
Though a ranger might make a living as a hunter, a guide,
or a tracker, a ranger’s true calling is to defend the out-
skirts of civilization from the ravages of monsters and
humanoid hordes that press in from the wild. In some
places, rangers gather in secretive orders or join forces
with druidic circles. Many rangers, though, are indepen-
dent almost to a fault, knowing that, when a dragon or
a band of orcs attacks, a ranger might be the first—and
possibly the last—line of defense.
This fierce independence makes rangers well suited to
adventuring, since they are accustomed to life far from
the comforts of a dry bed and a hot bath. Faced with
city-bred adventurers who grouse and whine about the
hardships of the wild, rangers respond with some mixture
of amusement, frustration, and compassion. But they
quickly learn that other adventurers who can carry their
own weight in a fight against civilization’s foes are worth
any extra burden. Coddled city folk might not know how
to feed themselves or find fresh water in the wild, but
they make up for it in other ways.
The Ranger counts the following skills as career skills:
Athletics, Knowledge (Nature & Geography), Melee
(Light), Ranged, Perception, Stealth, Survival, Vigilance.
Before spending experience points (XP) during character
creation, a Ranger may choose four of their career skills
and gain one rank in each of them.
Starting Gear: Players with a Ranger character may
choose to start with the following gear instead of spend-
ing currency during Step 7 of character creation:
• A shortbow or a light spear
• A dagger

92
starting experience.

RANGER SPECIALIZATIONS Some rangers seek to master weapons to better protect


civilization from the terrors of the wilderness. Members
The specializations are covered in greater detail in the of the Slayer Conclave learn specialized fighting tech-
following sections; this section mainly deals with how niques for use against the most dire threats, from ram-
each specialization connects to the Ranger Career paging ogres and hordes of orcs to towering giants and
terrifying dragons.
Beast Master
.
A Beast Master adds Knowledge (Nature & Geogra-
phy), Leadership, Riding, and Survival o their Career
skills. If this is the character’s starting Specialization, they
may choose two of these skills and gain one free rank in
each, without spending starting experience.
Many rangers are more at home in the wilds than in
civilization, to the point where animals consider them
kin. Rangers of the Beast Conclave develop a close bond
with a beast, then further strengthen that bond through
the use of magic.

Deep Stalker
A Deep Stalker adds Any one combat skill, Knowledge
(Nature & Geography), Survival, and Vigilance to their
Career skills. If this is the character’s starting Specializa-
tion, they may choose two of these skills and gain one
free rank in each, without spending starting experience.

Most folk descend into the depths of the subterreanean


only under the most pressing conditions, undertaking
some desperate quest or following the promise of vast
riches. All too often, evil festers beneath the earth
unnoticed, and rangers of the Deep Stalker Conclave
strive to uncover and defeat such threats before they can
reach the surface.

Scout
A Scout adds Coordination, Perception, Survival, and
Vigilance to their Career skills. If this is the character’s
starting Specialization, they may choose two of these
skills and gain one free rank in each, without spending
starting experience.
You are skilled in stealth and surviving far from the
streets of a city, allowing you to scout ahead of your com-
panions during expeditions. Rangers who embrace this
specialization are at home in the wilderness and among
barbarians and rangers, and many Scouts serve as the eyes
and ears of war bands. Ambusher, spy, bounty hunter –
these are just a few of the roles that Scouts assume as they
range the world.

Slayer
A Slayer adds Melee (Light), Ranged, Resilience, and
Vigilance to their Career skills. If this is the character’s
starting Specialization, they may choose two of these
skills and gain one free rank in each, without spending

93
talent active?
talent active?
Ranger
Knack for It One with Nature
When you first purchase this talent
for your character, select one skill. Career Skills: Athletics, Melee (Light), When in the wilderness,
Your character removes jj from any your character may make a
checks they make using this skill. Each Nature, Ranged, Perception, Stealth,
additional time you purchase this Survival, Vigilance simple (-) survival check, in-
talent for your character, select two ad- stead of discipline or cool, to
ditional skills, which can include skills recover strain at the end of
already chosen. Your character also
removes jj from any checks they Strain Threshold Bonus: +1 an encounter. Also, you have
make using these skills. You cannot Wound Threshold Bonus: +1 an innate ability to commu-
select combat or magic skills when nicate with animals.
choosing skills for this talent.

Cost: 10 Cost: 05

talent active? talent active? talent active? talent active?

Primalist Hunter’s Quarry Animal Companion Heightened Awareness


Primal is now a career The character may take the Allies within short range
Hunter’s Quarry action against Your character creates
skill for your character. of your character add j to
They can only cast one an opponent within long range. a bond with a single their Perception and Vigi-
They make a Hard (kkk)
spell using this skill per Survival check. If the check suc-
animal approved by lance checks. Allies engaged
encounter. ceeds, they upgrade the ability your GM. See full with your character add jj
of all attacks made against the talent text. instead.
target by one until the end of
the character’s next turn.

Cost: 10 Cost: 10 Cost: 15 Cost: 10

talent active? talent active? talent active? talent active?


Primalist Hunter’s Quarry Hunter’s Quarry
(Improved) (Improved) (Supreme) Constant Vigilance
Primalist no longer Reduce the difficulty of May always use vig-
Add aa to all combat
limits use of the Primal Hunter’s Quarry from ilance when making
checks against targets
skill to once per en- Hard (kkk) to Average checks to determine
affected by Hunter’s
counter. (kk). Your character may
Quarry. Also, you may initiative.
suffer 2 strain to perform
hunter’s quarry action as a spend a story point to
maneuver. have Hunter’s Quarry
lasts until the end of the
encounter.
Cost: 20 Cost: 15 Cost: 20 Cost: 15

94
Specialization Tree: Beast Master
ADDITIONAL CAREER SKILLS: Knowledge (Nature & Geography), Leadership, Riding, Survival

Let’s Ride Animal Companion Hunter Grit


Once per round during your character’s
turn, your character can use this talent
Your character creates a Add j per rank of Hunter to all Each rank of grit
bond with a single animal checks when interacting with beast
to mount or dismount from a vehicle or
or animals (including combat increases your charac-
animal, or move from one position in approved by your GM. See
a vehicle to another (such as from the
full talent text.
checks). Add +10 to Critical Inju- ter’s strain threshold
cockpit to a gun turret) as an incidental. ry results against beasts or animals
In addition, if your character suffers a per rank of Hunter. by one.
short-range fall (see core rules page 112)
from a vehicle or animal, they suffer no
damage and land on their feet.
Cost: 5 Cost: 5 Cost: 5 Cost: 5

Grit Menace Knack For It Primalist

Each rank of grit Once per round, on the character’s turn,


the animal companion may spend a
When you first purchase this talent for your
character, select one skill. Your character re-
Primal is now a career skill
for your character. They can
increases your charac- maneuver to have enemies within short moves jj from any checks they make using
this skill. Each additional time you purchase
range of the character’s animal compan- only cast one spell using this
ter’s strain threshold ion add j to next combat check made
against the character. Adversary characters
this talent for your character, select two
additional skills, which can include skills skill per encounter.
by one. who are immune to the effects of fear
already chosen. Your character also removes
jj from any checks they make using these
are also immune to this ability. The gm
skills. You cannot select combat or magic
has final say if a creature can threaten an skills when choosing skills for this talent.
adversary.
Cost: 10 Cost: 10 Cost: 10 Cost: 10

Hunter Harass Soothing Tone Toughened

Add j per rank of Hunter to all Whenever the character’s Once per encounter, your charac-
ter may take a soothing tone ac-
Each rank of tough-
checks when interacting with beast animal companion makes
or animals (including combat a successful combat check tion. They make an average (kk) ened increases your
checks). Add +10 to Critical Inju- survival check to allow a beast to
ry results against beasts or animals
against a target, it may forgo
recover strain equal to s. character’s wound
inflicting damage to upgrade
per rank of Hunter.
the difficulty of the target’s threshold by two.
next check once instead.

Cost: 15 Cost: 15 Cost: 15 Cost: 15

Animal Companion Animal Companion Share Pain Back-To-Back


(Improved)
Your companion now acts Your character creates a May perform the Share Pain While engaged with one or more
on its own initiative slot, bond with a single animal incidental when animal com- allies, your character and allies
panion suffers wounds. Reduce they are engaged with add j to
rolling its own intitiative approved by your GM. See combat checks. If one or more
checks when an encounter full talent text. wounds suffered to half, then
allies engaged with your character
character suffers wounds equal
begins. also have back-to-back, the effects
to number reduced. are cumulative to a maximum of
jj.

Cost: 20 Cost: 20 Cost: 20 Cost: 20

Dire Animal Naturally Gifted Dedication Beastmaster


Companion
If your character has at least When you purchase this talent, Each rank of dedication Your character may have two animal
companions with a combined silhouette no
two ranks in the Primal skill, the choose 2 skills. Once per session, increases one of your char- greater than your character’s ranks in Animal
animal companion they have you may reroll either of these Companion. One or both of your character’s
bonded with through the Animal skills. See full talent text.
acter’s characteristics by one. animal companions can instead be a minion
Companion talent grows in power: This talent cannot increase a group of animals with a combined silhouette
no greater than your character’s ranks in
see full talent text. characteristic above 5. Animal Companion. For this purpose, treat
every two silhouette 0 animals as silhouette
1. See full talent text.
95
Cost: 25 Cost: 25 Cost: 25 Cost: 25
Specialization Tree: Deep Stalker
ADDITIONAL CAREER SKILLS: Any one Combat skill, Knowledge (Nature & Geography), Survival, Vigilance

Dungeoneer Toughened Knack For It Dungeoneer


After your character makes a Percep-
tion, Vigilance, or Knowledge (Lore)
Each rank of tough- When you first purchase this talent for your
character, select one skill. Your character re-
After your character makes a Percep-
tion, Vigilance, or Knowledge (Lore)
check to notice, identify, or avoid a
threat in a cavern, subterranean ruin,
ened increases your moves jj from any checks they make using
this skill. Each additional time you purchase
check to notice, identify, or avoid a
threat in a cavern, subterranean ruin,
this talent for your character, select two
or similar location, your character
cancels a number of uncanceled h no
character’s wound additional skills, which can include skills or similar location, your character
cancels a number of uncanceled h no
already chosen. Your character also removes
greater than your character’s ranks in threshold by two. jj from any checks they make using these greater than your character’s ranks in
Dungeoneer. skills. You cannot select combat or magic Dungeoneer.
skills when choosing skills for this talent.

Cost: 5 Cost: 5 Cost: 5 Cost: 5

Grit Heightened Awareness Primalist Swift


Each rank of grit Allies within short range Primal is now a career skill Your character does not
add j to Perception or for your character. They can suffer the penalties for moving
increases your charac- through difficult terrain (they
Vigilance checks. En- only cast one spell using this
ter’s strain threshold skill per encounter. move through difficult terrain
gaged allies add jj. at normal speed without
by one. spending additional maneu-
vers).

Cost: 10 Cost: 10 Cost: 10 Cost: 10

Blindsense Heroic Will Well Rounded Resolve


As long as your character can When you purchase this talent for your
character, choose two characteristics. You
When your character purchases When a character invol-
hear, you may ignore setback dice a rank in this talent, choose
imposed by darkness or blindness
may spend a Story Point to use this talent untarily suffers strain,
to have your character ignore the effects any 2 non-magic skills. They
within short range, up to GM of all Critical Injuries on any skill checks permanently become career
they suffer 1 less strain
discretion. Each additional rank of using those two characteristics until the
skills. per rank of resolve to a
blindsense increases the range of end of the current encounter. (Your char-
this talent. acter still suffers the Critical Injuries; they minimum of 1.
just ignore the effects. See page 114.)

Cost: 15 Cost: 15 Cost: 15 Cost: 15

Constant Vigilance Naturally Gifted Grit Primalist (Improved)

May always use vigilance When you purchase this talent, Each rank of grit Primalist no longer limits
choose 2 skills. Once per session,
when making checks to you may reroll either of these increases your charac- use of the Primal skill to
determine initiative. skills. See full talent text. once per encounter.
ter’s strain threshold
by one.

Cost: 20 Cost: 20 Cost: 20 Cost: 20

Enduring Dedication Intense Focus Skilled Mastery


Each rank of en- Each rank of dedication Perform an Intense Fo- When you purchase a rank of this talent
for your character, choose one skill. Once
increases one of your char- cus maneuver; suffer 1
during increases acter’s characteristics by one.
per round, your character may suffer
2 strain to use this talent to reduce the
strain and upgrade the difficulty of the next check they make
your character’s This talent cannot increase a
ability of the next skill this round using that skill by two, to a
characteristic above 5. minimum of Easy (k). Each time your
soak value by one. check once character uses this talent during an
encounter, the strain cost increases by 1.
See full talent text.
96 Cost: 25 Cost: 25 Cost: 25 Cost: 25
Specialization Tree: Scout
ADDITIONAL CAREER SKILLS: Coordination, Perception, Survival, Vigilance

Rapid Reaction Stalker Grit Swift


Your character may suffer a
Add j per rank of Stalker Each rank of grit Your character does not
number of strain to use this talent suffer the penalties for moving
to add an equal number of s to a to all Stealth and Coordi- increases your charac- through difficult terrain (they
vigilance or cool check they make nation checks. ter’s strain threshold move through difficult terrain
to determine initiative order. The
at normal speed without
number may not exceed your char- by one. spending additional maneu-
acter’s ranks in rapid reaction.
vers).

Cost: 5 Cost: 5 Cost: 5 Cost: 5

Uncanny Senses Quick Strike Heightened Awareness Savant


Add j per rank of Uncanny Your character adds j for Allies within short range When you acquire a rank in
Senses to all Perception and each rank of quick strike add j to Perception or this talent, choose a general
skill. When making a check
Vigilance checks. to any combat checks they Vigilance checks. En- with that skill, reduce the time
make against any targets gaged allies add jj. required by 25%. This reduc-
that have not yet taken their tion may be applied multiple
turn in the current encoun- times, to a limit of 50%
ter.
Cost: 10 Cost: 10 Cost: 10 Cost: 10

Grit Naturally Gifted Toughened Bloodhound


Each rank of grit When you purchase this talent,
choose 2 skills. Once per session,
Each rank of tough- When your character makes a check to
follow another character’s trail (wheth-
increases your charac- you may reroll either of these ened increases your er their physical tracks or a trail of
information), you may use this talent
skills. See full talent text.
ter’s strain threshold character’s wound to add s no greater than your char-
acter’s ranks in Streetwise or Survival,
by one. threshold by two. as appropriate for the environment, to
the check results.

Cost: 15 Cost: 15 Cost: 15 Cost: 15

Constant Vigilance Uncanny Senses Holistic Navigation Elusive

May always use vigilance Add j per rank of Uncanny When making a skill check When another character makes a
check to folow your character’s trail
when making checks to Senses to all Perception and to navigate, the character (whether physical tracks or a trail of
determine initiative. Vigilance checks. may spend one Story Point information), your character may use
to remove d, or to remove this talent to add f no greater than
their ranks in Streetwise or Survival, as
h equal to their ranks in appropriate to the environment, to the
Perception. check results.

Cost: 20 Cost: 20 Cost: 20 Cost: 20

Defensive Dedication Naturally Gifted Blindsense


Each rank of Defensive Each rank of dedication When you purchase this talent, As long as your character can
increases one of your char- choose 2 skills. Once per session, hear, you may ignore setback dice
increases your charac- you may reroll either of these imposed by darkness or blindness
acter’s characteristics by one.
ter’s melee defense and skills. See full talent text. within short range, as long as it
This talent cannot increase a makes sense. Each additional rank
ranged defense by one. characteristic above 5. of blindsense increases the range of
this talent.

97
Cost: 25 Cost: 25 Cost: 25 Cost: 25
Specialization Tree: Slayer
ADDITIONAL CAREER SKILLS: Melee (Light), Ranged, Resilience,Vigilance

Grit Quick Strike Toughened Quick Draw

Each rank of grit Your character adds j for Each rank of tough- Once per round on your char-
acter’s turn, they may use this
increases your charac- each rank of quick strike ened increases your talent to draw or holster an easily
to any combat checks they accessible weapon or item as an in-
ter’s strain threshold make against any targets character’s wound cidental. Quick draw also reduces
by one. that have not yet taken their threshold by two. a weapon’s prepare rating by one,
to a minimum of one.
turn in the current encoun-
ter.
Cost: 5 Cost: 5 Cost: 5 Cost: 5

Lucky Strike Hunter’s Quarry Grit Lethal Blows


When your character purchases this
talent, choose one characteristic. After
The character may take the Hunter’s
Quarry action against an opponent
Each rank of grit Add +10 per rank of
your character makes a successful within long range. They make a Hard increases your charac- lethal blows to any
combat check, you may spend one (kkk) Survival check. If the check
story point to use this talent to add succeeds, they upgrade the ability of ter’s strain threshold critical injury results
damage equal to your character’s ranks all attacks made against the target by
in that characteristic to one hit of the one until the end of the character’s by one. inflicted on oppo-
combat check. next turn.
nents.
Cost: 10 Cost: 10 Cost: 10 Cost: 10

Rapid Archery Hunter’s Quarry Steady Aim Dual Strike


(Improved)
While your character is armed with a Reduce the difficulty of Your character does not When resolving a combined
bow (or similar weapon, at your GM’s Hunter’s Quarry from Hard check to attack with two weapons
discretion) they may suffer a number lose the benefits of the aim
(kkk) to Average (kk). Your in combat, your character may
of strain no greater than ranks of up Maneuver if they perform suffer 2 strain to use this talent
to your ranks in Ranged to gain the character may suffer 2 strain to other maneuvers (including to hit with the secondary weapon
Linked quality with a rating equal to perform hunter’s quarry action
the amount of strain suffered to the Moving) or actions. (instead of spending aa).
as a maneuver.
next combat check made with that
weapon this turn.

Cost: 15 Cost: 15 Cost: 15 Cost: 15

Bullseye! Toughened Sniper Shot Precise Archery


When your character inflicts a
Critical Injury with a severity of
Each rank of tough- Before making a ranged attack,
may perform a Sniper Shot
d from the character’s Ranged
checks cannot cause attacks to hit
Average (kk) or higher, or inca- ened increases your maneuver to increase the weapon’s allies engaged with the target.
pacitates a target with their attack, range by 1 range band per rank in
they may use this talent to inflict character’s wound Sniper Shot. Upgrade the difficulty
3 strain on all adversaries within
short range of the target.
threshold by two. of the attack by 1 per range band
increase.

Cost: 20 Cost: 20 Cost: 20 Cost: 20

Lethal Blows Deadeye Dedication True Aim

Add +10 per rank of After your character inflicts a Crit-


ical Injury with a ranged weapon
Each rank of dedication Once per round, may suffer
increases one of your char- strain up to ranks of True Aim,
lethal blows to any and rolls the result, your character
acter’s characteristics by one. to perform a True Aim maneu-
may suffer 2 strain to use this
critical injury results talent. Then, you may select any This talent cannot increase a ver to gain benefits of aiming
and upgrade combat check
inflicted on oppo- Critical Injury of the same severity characteristic above 5.
to apply to the target instead. once per strain suffered.
nents.
98 Cost: 25 Cost: 25 Cost: 25 Cost: 25
Starting Gear: Players with a Rogue character may choose
ROGUE to start with the following gear instead of spending cur-
Rogues rely on skill, stealth, and their foes’ vulnerabili- rency during Step 7 of character creation:
ties to get the upper hand in any situation. They have a • Leather Armor
knack for finding the solution to just about any problem, • A shortsword and a dagger or a shortbow
demonstrating a resourcefulness and versatility that is the
cornerstone of any successful adventuring party. • Thieves’ tools or an Alchemist’s Kit
Rogues devote as much effort to mastering the use of • Traveling gear consisting of a backpack, a bedroll, a
a variety of skills as they do to perfecting their combat rope, flint and steel, 3 torches, and a waterskin
abilities, giving them a broad expertise that few other • 100 + 1d100 gold coins
characters can match. Many rogues focus on stealth and
deception, while others refine the skills that help them in
a dungeon environment, such as climbing, finding and
disarming traps, and opening locks.
When it comes to combat, rogues prioritize cunning over
brute strength. A rogue would rather make one precise
strike, placing it exactly where the attack will hurt the
target most, than wear an opponent down with a barrage
of attacks. Rogues have an almost super natural knack for
avoiding danger, and a few learn magical tricks to supple-
ment their other abilities.
Every town and city has its share of rogues. Most of them
live up to the worst stereotypes of the class, making a
living as burglars, assassins, cutpurses, and con artists.
Often, these scoundrels are organized into thieves’ guilds
or crime families. Plenty of rogues operate independently,
but even they sometimes recruit apprentices to help them
in their scams and heists. A few rogues make an hon-
est living as locksmiths, investigators, or exterminators,
which can be a dangerous job in a world where dire
rats—and wererats—haunt the sewers.
As adventurers, rogues fall on both sides of the law. Some
are hardened criminals who decide to seek their fortune
in treasure hoards, while others take up a life of adven-
ture to escape from the law. Some have learned and per-
fected their skills with the explicit purpose of infiltrating
ancient ruins and hidden crypts in search of treasure.
As you create your rogue character, consider the char-
acter’s relationship to the law. Do you have a criminal
past—or present? Are you on the run from the law or
from an angry thieves’ guild master? Or did you leave
your guild in search of bigger risks and bigger rewards? Is
it greed that drives you in your adventures, or some other
desire or ideal?
The Rogue counts the following skills as career skills:
Coordination, Deception, Melee (Light), Perception,
Skullduggery, Stealth, Streetwise, Vigilance. Before
spending experience points (XP) during character cre-
ation, a Rogue may choose five of their career skills and
gain one rank in each of them.

99
ROGUE SPECIALIZATIONS experience.
The specializations are covered in greater detail in the You hone your skills in the larcenous arts. Burglars, ban-
following sections; this section mainly deals with how dits, cutpurses, and other criminals typically follow this
each specialization connects to the Rogue Career. specialization, but so do rogues who prefer to think of
themselves as professional treasure seekers, explorers,
Assassin delvers, and investigators.
An Assassin adds Alchemy, Deception, Melee (Light),
and Ranged to their Career skills. If this is the charac-
ter’s starting Specialization, they may choose two of these
skills and gain one free rank in each, without spending
starting experience.
You focus your training on the grim art of death. Those
who adhere to this specialization are diverse: hired killers,
spies, bounty hunters, and even specially anointed priests
trained to exterminate the enemies of their deity. Stealth,
poison, and disguise help you eliminate your foes with
deadly efficiency.

Mastermind
A Mastermind adds Coercion, Deception, Negotiation,
and Vigilance to their Career skills. If this is the charac-
ter’s starting Specialization, they may choose two of these
skills and gain one free rank in each, without spending
starting experience.
Your focus is on people and on the influence and secrets
they have. Many spies, courtiers, and schemers follow
this specialization, leading lives of intrigue. Words are
your weapons as often as knives or poison, and secrets
and favors are some of your favorite treasures.

Swashbuckler
A Swashbuckler adds Charm, Cool, Melee Light, and
Skulduggery to their Career skills. If this is the charac-
ter’s starting Specialization, they may choose two of these
skills and gain one free rank in each, without spending
starting experience.
You focus your training on the art of the blade, relying on
speed, elegance, and charm in equal parts. While some
warriors are brutes clad in heavy armor, your method of
fighting looks almost like a performance. Duelists and
pirates typically belong to this specialization.
A Swashbuckler excels in single combat, and can fight
with two weapons while safely darting away from an
opponent.

Thief
A Thief adds Athletics, Coordination, Skulduggery, and
Stealth to their Career skills. If this is the character’s start-
ing Specialization, they may choose two of these skills
and gain one free rank in each, without spending starting

100
talent active? talent active?

Rogue
Knack for It Savant
When you first purchase this talent Career skills: Coordination, De- When you acquire a rank in
for your character, select one skill.
Your character removes jj from any ception, Melee (Light), Ranged, this talent, choose a general
checks they make using this skill. Each Skullduggery, Stealth, Streetwise, skill. When making a check
additional time you purchase this with that skill, reduce the
talent for your character, select two ad-
Vigilance
ditional skills, which can include skills time required by 25%. This
already chosen. Your character also
Strain Threshold Bonus: +1 reduction may be applied
removes jj from any checks they multiple times, to a limit of
make using these skills. You cannot Wound Threshold Bonus: +1 50%
select combat or magic skills when
choosing skills for this talent.

Cost: 05 Cost: 10

talent active? talent active? talent active? talent active?

Sneak Attack Well Rounded Quick Draw Tumble


Once per round when per- When your character pur- Once per round on your Once per round on your
forming the Aim maneuver, chases a rank in this talent, character’s turn, they may use character’s turn, they may
you may suffer 1 Strain choose any 2 non-magic this talent to draw or holster an suffer 2 strain to disengage
to also add Pierce 2 to the skills. They permanently easily accessible weapon or item
from all engaged adversaries.
attack, or increase the Pierce become career skills. as an incidental. Quick draw
of your weapon by 1, for the also reduces a weapon’s prepare
rating by one, to a minimum
next combat check you make
of one.
this round.

Cost: 10 Cost: 15 Cost: 05 Cost: 05

talent active? talent active? talent active? talent active?


Sneak Attack Sneak Attack
(Improved) (Supreme) Uncanny Dodge Time to Go!
Once per round when perform- Once per encounter you may The character may spend 1
ing the Aim maneuver, you spend a Story Point to add t Immediately after being
story point to perform a move
may choose to suffer 2 Strain to to the result of a combat check. hit by an attack but be- maneuver as an out-of-turn
add Vicious 2, or increase your This does not include the s fore suffering damage, incidental to attempt to move
weapon’s Vicious rating by 1, associated with rolling a t. into cover or out of the blast
for your next combat check this spend 1 story point to
range of a weapon or explosion.
round. This combines with the increase soak by ranks This incidental occurs after
normal effects of Sneak Attack. in Coordination. the character determines they
would be hit by the blast, but
before damage is applied.
Cost: 20 Cost: 25 Cost: 20 Cost: 10

101
Specialization Tree: Assassin
ADDITIONAL CAREER SKILLS: Melee (Light), Skulduggery, Stealth, Vigilance

Quick Strike Lethal Blows Rapid Reaction Knack For It


Your character adds j for Add +10 per rank of Your character may suffer a num-
ber of strain to use this talent
When you first purchase this talent for your
character, select one skill. Your character re-
each rank of quick strike lethal blows to any to add an equal number of s to a
moves jj from any checks they make using
this skill. Each additional time you purchase
to any combat checks they Vigilance or Cool check this talent for your character, select two
make against any targets critical injury results they make to determine Initiative additional skills, which can include skills
already chosen. Your character also removes
that have not yet taken their inflicted on oppo- order. The number may
not exceed your character’s ranks
jj from any checks they make using these
skills. You cannot select combat or magic
turn in the current encoun-
ter.
nents. in Rapid Reaction. skills when choosing skills for this talent.

Cost: 5 Cost: 5 Cost: 5 Cost: 5

Rapid Reaction Jump Up Quick Strike Quick Draw

Your character may suffer a num- Once per round during your Your character adds j for Once per round on your char-
ber of strain to use this talent character’s turn, your char- acter’s turn, they may use this
to add an equal number of s to a
each rank of quick strike talent to draw or holster an easily
Vigilance or Cool check
acter may use this talent to to any combat checks they accessible weapon or item as an in-
they make to determine Initiative stand from a prone or seated make against any targets cidental. Quick draw also reduces
order. The number may position as an incidental. that have not yet taken their a weapon’s prepare rating by one,
not exceed your character’s ranks to a minimum of one.
turn in the current encoun-
in Rapid Reaction.
ter.
Cost: 10 Cost: 10 Cost: 10 Cost: 10

Stunning Blow Sorry About The Mess Lethal Blows Backstab

While making Melee Decrease the Critical Rating Add +10 per rank of Your character may use this talent to at-
tack an unaware adversary using a Melee
checks, may inflict dam- of a weapon by 1 (to a min-
imum of 1) against targets
lethal blows to any (Light) weapon. A Backstab is a melee
attack, and follows the normal rules for
age as strain instead of
wounds. This does not that have not yet acted this critical injury results performing a combat check (see page 101
of the Genesys Core Rulebook), using
encounter. inflicted on oppo- the character’s Skulduggery skill instead
ignore soak. of Brawl or Melee. If the check succeeds,
nents. each uncanceled s adds +2 damage
(instead of the normal +1).
Cost: 15 Cost: 15 Cost: 15 Cost: 15

Precision Strike True Aim Constant Vigilance Quick Draw


(Improved)
After your character inflicts a Once per round, may suffer May always use vigilance You may use quick draw
Critical Injury with a brawl or strain up to ranks of True Aim, twice per round. This also
melee weapon and rolls the result,
when making checks to
to perform a True Aim maneu- allows you to reduce the
your character may suffer 2 strain ver to gain benefits of aiming
determine initiative.
to use this talent. Then, you may prepare rating by 2 to a
and upgrade combat check
select any Critical Injury of the minimum of 1.
same severity to apply to the target once per strain suffered.
instead.

Cost: 20 Cost: 20 Cost: 20 Cost: 20

Lethal Blows Skilled Mastery Dedication Venom Soaked Blade

Add +10 per rank of When you purchase a rank of this talent
for your character, choose one skill. Once
Each rank of dedication When making a Melee (Light)
combat check using a poisoned
increases one of your char-
lethal blows to any per round, your character may suffer
2 strain to use this talent to reduce the acter’s characteristics by one.
weapon, your character treats it as
possessing the Burn 2 item
critical injury results difficulty of the next check they make
this round using that skill by two, to a This talent cannot increase a quality.
inflicted on oppo- minimum of Easy (k). Each time your characteristic above 5.
character uses this talent during an
nents. encounter, the strain cost increases by 1.
See full talent text.
102 Cost: 25 Cost: 25 Cost: 25 Cost: 25
Specialization Tree: Mastermind
ADDITIONAL CAREER SKILLS: Coercion, Deception, Negotiation, Vigilance

Encouraging Words Nobody’s Fool Toughened Knack For It


After an engaged ally fails a check,
may suffer 1 strain to assist that
May upgrade difficulty Each rank of tough- When you first purchase this talent for your
character, select one skill. Your character re-

ally’s next check this encounter as


of incoming Charm, ened increases your moves jj from any checks they make using
this skill. Each additional time you purchase
an out of turn incidental. Coercion, or Deception this talent for your character, select two
The range of this talent increases checks once per rank of character’s wound additional skills, which can include skills
already chosen. Your character also removes
by one band per rank of Encour-
aging Words beyond the first.
Nobody’s Fool. threshold by two. jj from any checks they make using these
skills. You cannot select combat or magic
skills when choosing skills for this talent.

Cost: 5 Cost: 5 Cost: 5 Cost: 5

Knack For It Resolve Naturally Gifted Nobody’s Fool


When you first purchase this talent for your
character, select one skill. Your character re-
When a character invol- When you purchase this talent, May upgrade difficulty
choose 2 skills. Once per session,
moves jj from any checks they make using untarily suffers strain, you may reroll either of these
of incoming Charm,
this skill. Each additional time you purchase
this talent for your character, select two they suffer 1 less strain skills. See full talent text. Coercion, or Deception
additional skills, which can include skills
already chosen. Your character also removes
per rank of resolve to a checks once per rank of
jj from any checks they make using these
skills. You cannot select combat or magic
minimum of 1. Nobody’s Fool.
skills when choosing skills for this talent.

Cost: 10 Cost: 10 Cost: 10 Cost: 10

Well Read Twisted Words Grit Encouraging Words


Choose any 3 Knowledge When an incoming social Each rank of grit After an engaged ally fails a check,
skills. They permanently check generates hh or d, may suffer 1 strain to assist that
increases your charac- ally’s next check this encounter as
become career skills. may suffer 1 strain as an an out of turn incidental.
incidental to inflict strain ter’s strain threshold The range of this talent increases
equal to ranks in Coercion by one. by one band per rank of Encour-
on speaker. aging Words beyond the first.

Cost: 15 Cost: 15 Cost: 15 Cost: 15

Careful Planning Grit Quick-Witted Thorough Assessment

Once per session, per- Each rank of grit Once per encounter, after another
character makes a social skill check, your
Once per session, take
fectly recall an important a Thorough Assessment
increases your charac- character may use this talent to make an
fact previously learned as Hard (kkk) Vigilance check. If success- action: make a Hard (kkk)
ter’s strain threshold ful, you may add or subtract a number
Knowledge check to gain j
if a Story Point had been of s or a (your choice) equal to your
spent. by one. character’s ranks in Charm or Negoti- equal to s that can be dis-
ation to the other character’s check. If tributed during the encoun-
your character fails, your character suffers
3 strain. ter. See full talent text.
Cost: 20 Cost: 20 Cost: 20 Cost: 20

Blackmail Dedication Skilled Mastery Heroic Recovery


When an NPC exceeds their Each rank of dedication When you purchase a rank of this talent When your character acquires this
for your character, choose one skill. Once talent, choose one characteristic.
strain threshold, may spend increases one of your char- per round, your character may suffer
Once per encounter, you may
1 Story Point to convince acter’s characteristics by one. 2 strain to use this talent to reduce the
spend one Story Point to use this
difficulty of the next check they make
that NPC to perform a sin- This talent cannot increase a this round using that skill by two, to a talent to have your character heal
gle task of choice instead. characteristic above 5. minimum of Easy (k). Each time your strain equal to the rating of the
character uses this talent during an chosen characteristic.
encounter, the strain cost increases by 1.
See full talent text.
103
Cost: 25 Cost: 25 Cost: 25 Cost: 25
Specialization Tree: Swashbuckler
ADDITIONAL CAREER SKILLS: Charm, Cool, Melee Light, Skulduggery

Challenge!! Parry Quick Draw Rapid Reaction


Once per encounter, your character may use When your character suffers a hit from Once per round on your char- Your character may suffer a
this talent to choose a number of adversaries a melee combat check, after damage is acter’s turn, they may use this number of strain to use this talent
within short range no greater than your calculated but before soak is applied.
characters ranks in challenge (a minion talent to draw or holster an easily to add an equal number of s to a
Your character may suffer 3 strain to
group counts as a single adversary for this accessible weapon or item as an in- vigilance or cool check they make
purpose). Until the encounter ends or your use this talent to reduce the damage of
the hit by two plus their ranks in parry.
cidental. Quick draw also reduces to determine initiative order. The
character is incapacitated, these adversaries
add j to combat checks targeting your char- This talent can only be used once per a weapon’s prepare rating by one, number may not exceed your char-
acter and jj to combat checks targeting hit, and your character needs to be to a minimum of one. acter’s ranks in rapid reaction.
other characters. wielding a melee weapon.

Cost: 5 Cost: 5 Cost: 5 Cost: 5

Nobody’s Fool Toughened Knack For it Quick Strike

May upgrade difficulty Each rank of tough- When you first purchase this talent for your
character, select one skill. Your character re- Your character adds j for
of incoming Charm, ened increases your moves jj from any checks they make using each rank of quick strike
this skill. Each additional time you purchase
Coercion, or Deception this talent for your character, select two to any combat checks they
checks once per rank of character’s wound additional skills, which can include skills make against any targets
already chosen. Your character also removes
Nobody’s Fool. threshold by two. jj from any checks they make using these
skills. You cannot select combat or magic
that have not yet taken their
skills when choosing skills for this talent.
turn in the current encoun-
ter.
Cost: 10 Cost: 10 Cost: 10 Cost: 10

Challenge!! Parry Dodge Moving Target


Once per encounter, your character may use When your character suffers a hit from When your character is targeted by If the character has already
this talent to choose a number of adversaries a melee combat check, after damage is a combat check, they may suffer a
within short range no greater than your calculated but before soak is applied. number of strain no greater than acted this round, increase
characters ranks in challenge (a minion
group counts as a single adversary for this
Your character may suffer 3 strain to their ranks in dodge to use this talent. their melee and ranged
purpose). Until the encounter ends or your use this talent to reduce the damage of Then, upgrade the difficulty of the defense by 1 per rank of
character is incapacitated, these adversaries the hit by two plus their ranks in parry. combat check targeting your character
add j to combat checks targeting your char- This talent can only be used once per a number of times equal to the strain moving target.
acter and jj to combat checks targeting hit, and your character needs to be suffered.
other characters. wielding a melee weapon.

Cost: 15 Cost: 15 Cost: 15 Cost: 15

Keeping it Cool Parry (Improved) Counterattack Quick Strike


May always use Cool when When your character suffers a hit from a me- Your character must have purchased the
Your character adds j for
lee combat check and uses parry to reduce Parry (Improved) talent to benefit from
making checks to determine the damage from that hit, after the attack this talent. When your character uses the each rank of quick strike
is resolved, you may spend d or hhh
initiative. from the attacker’s check to use this talent.
Parry (Improved) talent to hit an attacker,
to any combat checks they
they may also activate an item quality
Then, your character automatically hits the of the weapon they used as if they had make against any targets
attacker once with a brawl or melee weapon
generated aa on a combat check using that have not yet taken their
your character is wielding. The hit deals the
that weapon.
weapon’s base damage, plus any damage
from applicable talents or abilities.
turn in the current encoun-
ter.
Cost: 20 Cost: 20 Cost: 20 Cost: 20

Dedication Naturally Gifted Dodge (Improved) Moving Target


Each rank of dedication When you purchase this talent, After using dodge, may make If the character has already
increases one of your char- choose 2 skills. Once per session, a move maneuver as an out-of- acted this round, increase
you may reroll either of these turn incidental.
acter’s characteristics by one. skills. See full talent text.
their melee and ranged
This talent cannot increase a defense by 1 per rank of
characteristic above 5. moving target.

104 Cost: 25 Cost: 25 Cost: 25 Cost: 25


Specialization Tree: Thief
ADDITIONAL CAREER SKILLS: Athletics, Coordination, Skulduggery, Stealth

Savant Knack For It Stalker Tumble


When you acquire a rank in When you first purchase this talent for your
character, select one skill. Your character re- Add j per rank of Stalker Once per round on
this talent, choose a general
skill. When making a check
moves jj from any checks they make using
this skill. Each additional time you purchase
to all Stealth and Coordi- your character’s turn,
with that skill, reduce the time this talent for your character, select two
additional skills, which can include skills
nation checks. they may suffer 2 strain
required by 25%. This reduc- already chosen. Your character also removes to disengage from all
tion may be applied multiple jj from any checks they make using these
skills. You cannot select combat or magic engaged adversaries.
times, to a limit of 50% skills when choosing skills for this talent.

Cost: 5 Cost: 5 Cost: 5 Cost: 5

Parkour! Loot First Grit Jump Up

Once per round, before performing


a move maneuver, the character may
Once per session, your character Each rank of grit Once per round during your
may use this talent to spend any character’s turn, your char-
suffer 1 strain. If they do so, they may number of a from a check they increases your charac-
use their move maneuver to move to
make to gain 100 gold for each a
acter may use this talent to
any location within short range (even
spent this way. You must explain
ter’s strain threshold stand from a prone or seated
straight up), as long as there is some
sort of object to move across or a path how the check gave your character by one. position as an incidental.
to move along. the opportunity to “find” this
money.

Cost: 10 Cost: 10 Cost: 10 Cost: 10

Toughened Grit Naturally Gifted Dodge


Each rank of tough- Each rank of grit When you purchase this talent,
choose 2 skills. Once per session,
When your character is targeted by
a combat check, they may suffer a
ened increases your increases your charac- you may reroll either of these number of strain no greater than
their ranks in dodge to use this talent.
skills. See full talent text.
character’s wound ter’s strain threshold Then, upgrade the difficulty of the
combat check targeting your character
threshold by two. by one. a number of times equal to the strain
suffered.

Cost: 15 Cost: 15 Cost: 15 Cost: 15

Parkour! (Improved) Naturally Gifted Conditioned Nimble


Your character must have purchased When you purchase this talent, Reduce the damage and strain At the start of your character’s turn,
the Parkour! talent to benefit from this choose 2 skills. Once per session, suffered from falling by 2 per you may spend one Story Point to use
talent. Once per round, when using you may reroll either of these this talent to allow your character to
the Parkour! talent, your character may rank of Conditioned. When perform a move maneuver as an inci-
skills. See full talent text. rolling Athletics or Coordina-
suffer 4 strain instead of 1 strain to dental. (This does not count against
move to any location within medium tion to reduce damage from the limit of two maneuvers per turn.)
range instead of within short range. All falling, add jj. If you use this talent, your character
other restrictions of Parkour! apply to can only perform one additional move
this movement. maneuver during this turn.

Cost: 20 Cost: 20 Cost: 20 Cost: 20

Skilled Mastery Dodge Dedication Defensive


When you purchase a rank of this talent
for your character, choose one skill. Once
When your character is targeted by
a combat check, they may suffer a
Each rank of dedication Each rank of Defensive
per round, your character may suffer number of strain no greater than increases one of your char- increases your charac-
2 strain to use this talent to reduce the their ranks in dodge to use this talent. acter’s characteristics by one.
difficulty of the next check they make Then, upgrade the difficulty of the ter’s melee defense and
this round using that skill by two, to a This talent cannot increase a
minimum of Easy (k). Each time your
combat check targeting your character
characteristic above 5. ranged defense by one.
a number of times equal to the strain
character uses this talent during an
suffered.
encounter, the strain cost increases by 1.
See full talent text.
105
Cost: 25 Cost: 25 Cost: 25 Cost: 25
The Sorcerer counts the following skills as career skills
SORCERERS Coercion, Deception, Discipline, Knowldge (Arcana),
Sorcerers carry a magical birthright conferred upon them Knowledge (Lore), Negotiation, Perception, and Sorcery.
by an exotic bloodline, some otherworldly influence, or Before spending experience points (XP) during character
exposure to unknown cosmic forces. One can’t study sor- creation, a Sorcerer may choose four of their career skills
cery as one learns a language, any more than one can and gain one rank in each of them.
learn to live a legendary life. No one chooses sorcery; the Starting Gear: Players with a Sorcerer character may
power chooses the sorcerer. choose to start with the following gear instead of spend-
Magic is a part of every sorcerer, suffusing body, mind, ing currency during Step 7 of character creation:
and spirit with a latent power that waits to be tapped. • A magic staff or Magic tattoo
Some sorcerers wield magic that springs from an ancient • A dagger or sling
bloodline infused with the magic of dragons. Others
carry a raw, uncontrolled magic within them, a chaotic • Heavy clothing
storm that manifests in unexpected ways. • 1d100 gold coins
The appearance of sorcerous powers is wildly unpredict-
able. Some draconic bloodlines produce exactly one sor-
cerer in every generation, but in other lines of descent
every individual is a sorcerer. Most of the time, the tal-
ents of sorcery appear as apparent flukes. Some sorcerers
can’t name the origin of their power, while others trace
it to strange events in their own lives. The touch of a
demon, the blessing of a dryad at a baby’s birth, or a taste
of the water from a mysterious spring might spark the
gift of sorcery. So too might the gift of a deity of magic,
exposure to the elemental forces of the Inner Planes or
the maddening chaos of Limbo, or a glimpse into the
inner workings of reality.
Sorcerers have no use for the spellbooks and ancient
tomes of magic lore that wizards rely on, nor do they
rely on a patron to grant their spells as warlocks do. By
learning to harness and channel their own inborn magic,
they can discover new and staggering ways to unleash
that power.
Sorcerers are rare in the world, and it’s unusual to find
a sorcerer who is not involved in the adventuring life in
some way. People with magical power seething in their
veins soon discover that the power doesn’t like to stay
quiet. A sorcerer’s magic wants to be wielded, and it has
a tendency to spill out in unpredictable ways if it isn’t
called on.
Sorcerers often have obscure or quixotic motivations
driving them to adventure. Some seek a greater under-
standing of the magical force that infuses them, or the
answer to the mystery of its origin. Others hope to find
a way to get rid of it, or to unleash its full potential.
Whatever their goals, sorcerers are every bit as useful to
an adventuring party as wizards, making up for a com-
parative lack of breadth in their magical knowledge with
enormous flexibility in using the spells they know.

106
SORCERER SPECIALIZATIONS planes, or find the power of the djinn in their blood.
Whatever the case, the magic of the chaos permeates your
The specializations are covered in greater detail in the
being.
following sections; this section mainly deals with how
each specialization connects to the Sorcerer Career. Monstrous Heritage
Blood Mage A Monstrous Heritage Sorcerer adds Brawl, Coercion,
Resilience, and Sorcery to their Career skills. If this is the
A Blood Mage Sorcerer adds Coercion, Discipline, character’s starting Specialization, they may choose two
Knowledge (Forbidden), and Resilience to their Career of these skills and gain one free rank in each, without
skills. If this is the character’s starting Specialization, they spending starting experience.
may choose two of these skills and gain one free rank in
each, without spending starting experience. Your innate magic comes from magic that was mingled
with your blood or that of your ancestors. Most often,
Your magic is the magic within all living blood - and sorcerers with this Origin trace their descent back to a
you use none more often than your own. It comes mighty Sorcerer of ancient times who made a bargain
naturally to you, and you find that your blood is strong, with a magical creature or who might even have claimed
and getting stronger the more you draw on its magical a creature parent. Some of these bloodlines are well estab-
power. Most who have their blood continually tapped lished in the world, but most are obscure. Any given Sor-
for magic begin to suffer illness and frailty, but your cerer could be the first of a new bloodline, as a result of a
blood is different in some way. Perhaps your blood is pact or some other exceptional circumstance.
growing stronger the way warriors train their muscles,
or perhaps your blood carries a gift made for blood
magic itself. Whatever it is, you feel your heartbeat
grow stronger and louder with every growth in sanguine
power.

Child of the Weave


A Child of the Weave Sorcerer adds Discipline, Knowl-
edge (Arcana), Knowledge (Forbidden), and Sorcery to
their Career skills. If this is the character’s starting Spe-
cialization, they may choose two of these skills and gain
one free rank in each, without spending starting experi-
ence.
Your innate magic comes from the wild forces of cha-
os that underlie the order of creation. You might have
endured exposure to some form of raw magic, perhaps
through a planar portal leading to Limbo, the Elemental
Planes, or the mysterious Far Realm. Perhaps you were
blessed by a powerful fey creature or marked by a demon.
Or your magic could be a fluke of your birth, with no
apparent cause or reason. However it came to be, this
chaotic magic churns within you, waiting for any outlet.

Elementalist
An Elementalist Sorcerer adds Knowledge (Nature &
Geography), Discipline, Resilience, and Sorcery to their
Career skills. If this is the character’s starting Specializa-
tion, they may choose two of these skills and gain one
free rank in each, without spending starting experience.
Your innate magic comes from the power of the ele-
mental chaos. Many with these powers can trace their
magic back to an ancestor with dealings in the elemental

107
talent active? talent active?

Sorceror
Knack for It Cantrip
When you purchase this talent for When you gain a rank in this
your character, select one skill. Your Career Skills: Coercion, Deception, talent, choose one magic skill
character removes j from any checks
they make using this skill. Each addi- Discipline, Knowledge (Arcana), and magic action available to
tional time you purchase this talent for Knowledge (Lore), Negotiation, that skill. Whenever your char-
your character, select two additional Sorcery, Vigilance acter uses that action and adds
skills, which can include skills already no additional effects to it, your
chosen. Your character also removes character only suffers 1 strain
j from any checks they make using Strain Threshold Bonus: +2 from the casting.
these skills. You cannot select combat
or magic skills when choosing skills
for this talent.

Cost: 10 Cost: 10

talent active? talent active? talent active? talent active?

Heroic Recovery Innate Focus Signature Spell Prepared Spell


When your character ac- While not using a magic imple- When your character gains a
ment, your character increases the Once per encounter,
quires this talent, choose one rank in this talent, decide on a
characteristic. Once per en-
base damage of all Attack spells they signature spell for them, consisting your character may
cast by two. In addition, when cast- of a particular magic action and a
counter, you may spend one ing a spell while not using a magic specific set of one or more effects.
make a skill check to
story point to use this talent implement, your character may use When your character casts their cast a spell without
this talent to decrease the difficulty
to have your character heal of the check by one. If they do so,
signature spell (consisting of the
suffering strain.
exact combination of action and
strain equal to the rating of they increase the strain suffered for effects previously chosen), reduce
the chosen characteristic. casting the spell by one. the difficulty of the check by one.

Cost: 15 Cost: 10 Cost: 15 Cost: 10

talent active? talent active? talent active? talent active?

Distant Spell Innate Power Conduit Overchannel


Once per encounter, You cannot lose your Once per encounter, When casting a spell, your character
may select a number of additional
when casting a spell, the magical connection your character may effect in (k) up to their ranks in over-
channel. The effect must be limited
first range enhancement and be unable to cast spend a story point to to single (k) effects. Your character
does not increase the spells on a d. perform a magic action gains hh per (k) added in this way
to the roll, rather than increasing the
difficulty of the spell. as a maneuver. difficulty of the check. hh may be
spent to have your character roll on
the Wild Magic table.

Cost: 10 Cost: 15 Cost: 20 Cost: 15

108
Specialization Tree: Blood Mage
ADDITIONAL CAREER SKILLS: Coercion, Discipline, Knowledge (Forbidden), Resilience

Toughened Dark Insight Knack for it Grit

Each rank of tough- When your character takes this talent


choose a magic skill they have as a
When you first purchase this talent for your
character, select one skill. Your character re- Each rank of grit
ened increases your career skill. When you cast a spell moves jj from any checks they make using
this skill. Each additional time you purchase increases your charac-
with that skill that adds a quality to
character’s wound your character’s spell with a rating
this talent for your character, select two
additional skills, which can include skills ter’s strain threshold
determined by your character’s ranks
threshold by two. in the appropriate skill, your character
already chosen. Your character also removes
jj from any checks they make using these by one.
may use their ranks in Knowledge skills. You cannot select combat or magic
(Forbidden) instead. skills when choosing skills for this talent.

Cost: 5 Cost: 5 Cost: 5 Cost: 5

Blood Sacrifice Toughened Signature Spell Innate Focus


Your character must have purchased the
Dark Insight talent to benefit from this Each rank of tough- When your character gains a rank in
this talent, decide on a signature spell
While not using a magic implement, your
character increases the base damage of all
talent. Once per round, you may use
this talent to suffer a number of wounds ened increases your for them, consisting of a particular
magic action and a specific set of one or
Attack spells they cast by two. In addi-
tion, when casting a spell while not using
no greater than your rank in Blood Sac-
rifice to use this talent. Then, you may character’s wound more effects. When your character casts
that signature spell (consisting of the
a magic implement, your character may
use this talent to decrease the difficulty
upgrade the next Magic skill check you
make before the end of your character’s threshold by two. exact combination of action and effects of the check by one. If they do so, they
increase the strain suffered for casting the
previously chosen), reduce the difficulty
turn a number of times equal to wounds spell by one.
suffered.
of the check by one.

Cost: 10 Cost: 10 Cost: 10 Cost: 10

Overchannel Blood Magic Blood Sacrifice Necromancy


When casting a spell, your character When casting a spell with the Your character must have purchased the Once per round, you can use
may select a number of additional effect Dark Insight talent to benefit from this
skill chosen when your character the conjure spell on a location
in (k) up to their ranks in overchannel. talent. Once per round, you may use
The effect must be limited to single (k) acquired Dark Insight, your this talent to suffer a number of wounds with a mostly complete corpse
effects. Your character gains hh per (k) character may upgrade the diffi- no greater than your rank in Blood Sac- (in any state of decay) to rean-
added in this way to the roll, rather than culty of the check once to suffer rifice to use this talent. Then, you may
increasing the difficulty of the check. upgrade the next Magic skill check you
imate the dead, reducing the
hh may be spent to have your character
three wounds instead of two make before the end of your character’s difficulty of the skill check by
roll on the Wild Magic table. strain after the spell is resolved. turn a number of times equal to wounds k. See full talent text
suffered.
Cost: 15 Cost: 15 Cost: 15 Cost: 15

Blood Magic Blood Sacrifice Necromancy Naturally Gifted


(Improved) (Improved)
Once per encounter, suffer an Your character must have purchased the When you use the Necroman- When you purchase this talent,
additional 3 wounds while using Dark Insight talent to benefit from this cy talent to animate the dead,
talent. Once per round, you may use
choose 2 skills. Once per ses-
Blood Magic and add one addi- this talent to suffer a number of wounds
you may choose to increase the sion, you may reroll either of
tional effect with a Difficulty Mod no greater than your rank in Blood Sac- difficulty by kk to force the these skills. See full talent text.
+k to a spell without increasing rifice to use this talent. Then, you may animated dead to reatain its mind
the difficulty. upgrade the next Magic skill check you and memories when raised. This
make before the end of your character’s otherwise functions exactly as the
turn a number of times equal to wounds
suffered.
Necromancy talent.

Cost: 20 Cost: 20 Cost: 20 Cost: 20

Power of Darkness Blood Magic Necromancy Dedication


(Supreme) (Supreme)
Once per session, may per- Once per session while When your character uses the Each rank of dedication
form the Power of Darkness using Blood Magic, your Necromancy talent to animate increases one of your char-
maneuver. Increase wound and character may suffer a criti- the dead, you may spend a acter’s characteristics by one.
strain threshold by 1 per GM cal, with +20 to the roll, to Story Point to have them use This talent cannot increase a
story point currently in the this talent to make the effects
decrease the difficulty of the characteristic above 5.
Story pool until the end of the of the spell permananent until
encounter.
check by three to a mini- the undead is destroyed.
mum of Hard (kkk) 109
Cost: 25 Cost: 25 Cost: 25 Cost: 25
Specialization Tree: Child of the Weave
ADDITIONAL CAREER SKILLS: Discipline, Knowledge (Arcana), Knowledge (Forbidden), Sorcery

Deflect Spell Grit Toughened Overchannel

When hit by a spell Each rank of grit Each rank of tough- When casting a spell, your character
may select a number of additional effect
attack, suffer 3 strain to increases your charac- ened increases your in (k) up to their ranks in overchannel.
The effect must be limited to single (k)
reduce damage by 2 plus
ter’s strain threshold character’s wound effects. Your character gains hh per (k)
ranks in Deflect Spell. added in this way to the roll, rather than
by one. threshold by two. increasing the difficulty of the check.
hh may be spent to have your character
roll on the Wild Magic table.

Cost: 5 Cost: 5 Cost: 5 Cost: 5

Grit Innate Power Dedication Double or Nothing


(Supreme)
Each rank of grit You cannot lose your Each rank of dedication When performing the
magical connection and increases one of your char- Double or Nothing
increases your charac-
acter’s characteristics by one. incidental, upgrade the
ter’s strain threshold be unable to cast spells
This talent cannot increase a difficulty of the check and
by one. on a d. characteristic above 5.
also double the number
of t and d.
Cost: 10 Cost: 10 Cost: 10 Cost: 10

Second Chances Lingering Spell Fortune Favors the Overchannel


Bold
Once per encounter choose Once per encounter, Once per session as an inci- When casting a spell, your character
may select a number of additional effect
a number of positive dice your character may dental, suffer 2 strain to flip in (k) up to their ranks in overchannel.
equal to ranks in Second one GM story point to the The effect must be limited to single (k)
spend a story point to effects. Your character gains hh per (k)
Changes and reroll them. PC story point pool. added in this way to the roll, rather than
make the concentration increasing the difficulty of the check.
maneuver as an inci- hh may be spent to have your character
roll on the Wild Magic table.
dental.
Cost: 15 Cost: 15 Cost: 15 Cost: 15

Wild Magic Overchannel Conduit Brilliant Casting


(Improved)
Your character must have at least In addition to the effects of Overchan- Once per encounter, your When your character casts
3 ranks in rank in a Magic skill nel, you may also add (kk) effects.
The character gains d (including character may spend a a spell, you may spend one
to benefit from this talent. Your
character can now tap directly into the associated failure) per (kk) effect story point to perform a story point to use this talent
added in this way rather than increase to add a equal to your
the raw Chaos of the Weave. See the difficultly of the check. This is in magic action as a maneu-
full talent text. characters ranks in appro-
addition to any d rolled. ver.
priate spell modifier skill to
the results.
Cost: 20 Cost: 20 Cost: 20 Cost: 20

Double or Nothing Zealous Fire Touch of Fate Double or Nothing


(Improved)
When your character acquires this
talent, choose one skill. When mak-
Each time your game Once per session, When performing the Double
master spends a story or Nothing incidental, suffer
ing checks with that skill, you may add jj to any 1 one additional strain and after
suffer 2 strain to perform the double point, your character
or nothing incidental to increase
heals 2 strain. check. canceling opposing symbols,
the difficulty of the next check by also double the amount of
one. Then, After canceling opposing remaining s or f.
symbols, double the amount of
remaining a or h.
110 Cost: 25 Cost: 25 Cost: 25 Cost: 25
Specialization Tree: Elementalist
ADDITIONAL CAREER SKILLS: Discipline, Knowledge (Nature & Geography), Resilience, Sorcery

Elementalist Grit Toughened Component Casting


When your character purchases Each rank of grit Each rank of tough- When your character casts
this talent, choose one of the a spell, they may use this
following attack spell effects increases your charac- ened increases your talent to consume a physi-
and the element associated ter’s strain threshold character’s wound cal item and add j to the
with it: See full talent text.
by one. threshold by two. check.

Cost: 5 Cost: 5 Cost: 5 Cost: 5

Maximize Spell Signature Spell Grit Innate Focus

Once per encounter, your When your character gains a rank in


this talent, decide on a signature spell
Each rank of grit While not using a magic implement, your
character increases the base damage of all
character may use this talent for them, consisting of a particular increases your charac- Attack spells they cast by two. In addi-
to add j equal to ranks in magic action and a specific set of one tion, when casting a spell while not using

Maximize Spell to a check or more effects. When your character ter’s strain threshold a magic implement, your character may
use this talent to decrease the difficulty
casts that signature spell (consisting of
to cast a spell. the exact combination of action and by one. of the check by one. If they do so, they
increase the strain suffered for casting the
effects previously chosen), reduce the
spell by one.
difficulty of the check by one.

Cost: 10 Cost: 10 Cost: 10 Cost: 10

Careful Spell Heroic Will Maximize Spell Explosive Caster


Your character must have at least 3 ranks in rank
in a Magic skill to benefit from this talent. When
When you purchase this talent for your Once per encounter, your If your character has three ranks in a magic
character, choose two characteristics. You skill, when your character casts an attack
you cast an attack spell with the Blast additional may spend a story point to use this talent character may use this talent spell, they treat the spell’s Blast quality as
effect, you may spend a to exclude one target having a rating equal to twice your charac-
that would normally be affected by the blast, up
to have your character ignore the effects to add j equal to ranks in ter’s ranks in the appropriate skill (instead of
of all critical injuries on any skill checks
to a number of targets equal to your character’s
ranks in the appropriate skill. You may also using those two characteristics until Maximize Spell to a check their normal ranks). When your character
casts an attack spell with the Blast effect, you
spend t to exclude multiple targets, so long as the end of the current encounter. (your to cast a spell. may spend one Story Point to use this talent
the total amount remains no greater than your character still suffers the critical injuries;
character’s ranks in the appropriate skill. to trigger the spell’s Blast quality, instead of
they just ignore the effects) spending a (even if the attack misses).

Cost: 15 Cost: 15 Cost: 15 Cost: 15

Elementalist Resolve Signature Spell Masterful Casting


(Improved)
When your character purchases When a character invol- When your character gains a rank in When your character cast a spell,
this talent, they gain one of this talent, decide on a signature spell they may use this talent to spend
untarily suffers strain, for them, consisting of a particular t to trigger up to three different
the following abilities based on
the element they selected when
they suffer 1 less strain magic action and a specific set of one
qualities or spell effects instead of
or more effects. When your character
they purchased Elementalist. per rank of resolve to a casts that signature spell (consisting of
one. These qualities or spell effects
must be ones that can be triggered
See full talent. minimum of 1. the exact combination of action and
by spending a or t.
effects previously chosen), reduce the
difficulty of the check by one.

Cost: 20 Cost: 20 Cost: 20 Cost: 20

Signature Spell Elementalist Dedication Master Caster


(Improved) (Supreme)
When your character gains When your character casts an Each rank of dedication When your character fails a
a rank in this talent, choose Alter, Augment, or Barrier spell, increases one of your char- spell casting skill check that
they may use this talent to choose targets another character or
one of your signature spells. to have the targets of the spell gain
acter’s characteristics by one.
When your casts that This talent cannot increase a npc, may spend t or aaa
the ability your character gained
to immediately reroll the
signature spell, reduce the when they purchased Elementalist characteristic above 5.
(Improved) for the spell’s duration. attempted spell with a new
difficulty of the check by target.
See full talent text.
two instead of one. 111
Cost: 25 Cost: 25 Cost: 25 Cost: 25
Specialization Tree: Monstrous Heritage
ADDITIONAL CAREER SKILLS: Brawl, Coercion, Resilience, Sorcery

Grit Monstrous Toughened Fearsome


Heritage
Each rank of grit Gain access to Primal Each rank of tough- When an adversary becomes
engaged with the character,
increases your charac- only effects of magic ened increases your the character may force the
ter’s strain threshold actions when casting character’s wound adversary to make a fear check,
by one. spells with Sorcery. with the difficulty equal to the
threshold by two. character’s ranks in fearsome.

Cost: 5 Cost: 5 Cost: 5 Cost: 5

Signature Spell Ensorcelled Grit Scathing Tirade

When your character gains a rank in


this talent, decide on a signature spell
If your character has at least Each rank of grit Your character may use this talent
one rank in a magic skill, to make an average (kk) coercion
for them, consisting of a particular increases your charac- check. For each s the check gen-
magic action and a specific set of one once per encounter, they erates, one adversary within short
or more effects. When your character may use this talent to add ter’s strain threshold range suffers 1 strain. For each a,
casts that signature spell (consisting of
the exact combination of action and a to the result of their next by one. one adversary affected by scathing
effects previously chosen), reduce the social skill check. tirade suffers 1 additional strain.
difficulty of the check by one.

Cost: 10 Cost: 10 Cost: 10 Cost: 10

Fearsome Ensorcelled (Improved) Overchannel Resolve


When an adversary becomes Your character must have purchased When casting a spell, your character
may select a number of additional effect
When a character invol-
engaged with the character, the ensorcelled talent to benefit from
this talent. If your character has
in (k) up to their ranks in overchannel. untarily suffers strain,
the character may force the The effect must be limited to single (k)
adversary to make a fear check, at least two ranks in a magic skill, effects. Your character gains hh per (k)
they suffer 1 less strain
with the difficulty equal to the
when using the ensorcelled talent, added in this way to the roll, rather than per rank of resolve to a
they may add s & a to their increasing the difficulty of the check.
character’s ranks in fearsome. next social skill check instead of hh may be spent to have your character minimum of 1.
roll on the Wild Magic table.
a.

Cost: 15 Cost: 15 Cost: 15 Cost: 15

Enduring Ensorcelled (Supreme) Signature Spell Scathing Tirade


(Improved)
Each rank of en- Your character must have purchased the ensor-
celled talent to benefit from this talent. If your
When your character gains a rank in
this talent, decide on a signature spell
Your character must have purchased
the scathing tirade talent to benefit
charatcer has three ranks in a magic skill,
during increases once per session, they may use this talent to
for them, consisting of a particular
magic action and a specific set of one
from this talent. Enemies affected
force all enemies within medium range to by your character’s scathing tirade
your character’s make a Hard (kkk) Discipline check as an
out-of-turn incidental. If they fail, they must
or more effects. When your character
casts that signature spell (consisting of
add j to all skill checks they make
for a number of rounds equal to
soak value by one. spend all available maneuvers moving away
from your character, and they suffer 5 strain,
the exact combination of action and
effects previously chosen), reduce the your character’s ranks in coercion.
plus one additional strain per h difficulty of the check by one.

Cost: 20 Cost: 20 Cost: 20 Cost: 20

Baleful Gaze Dedication Scathing Tirade Fearsome


(Supreme)
When targeted by combat Each rank of dedication Your character must have purchased When an adversary becomes
check from within medium increases one of your char- the scathing tirade talent to benefit engaged with the character,
range, may spend a Story Point from this talent. Your character the character may force the
acter’s characteristics by one. may choose to suffer 1 strain to
to upgrade the difficulty of the This talent cannot increase a adversary to make a fear check,
use the scathing tirade talent as a
check a number of times equal with the difficulty equal to the
characteristic above 5. maneuver, instead of as an action.
to ranks in Coercion. character’s ranks in fearsome.

112 Cost: 25 Cost: 25 Cost: 25 Cost: 25


The Warlock counts the following skills as career skills:
WARLOCKS Cool, Coercion, Deception, Discipline, Knowledge
Warlocks are finders and keepers of secrets. They push (Arcana) Knowledge (Forbidden), Melee (Light), Pact
at the edge of our understanding of the world, always Magic . Before spending experience points (XP) during
seeking to expand their expertise. Where sages or wizards character creation, a Warlock may choose four of their
might heed a clear sign of danger and end their research, career skills and gain one rank in each of them.
a warlock plunges ahead, heedless of the cost. Starting Gear: Players with a Warlock character may
Thus, it takes a peculiar mixture of intelligence, curiosity, choose to start with the following gear instead of spend-
and recklessness to produce a warlock. Many folk would ing currency during Step 7 of character creation:
describe that combination as evidence of madness. War- • Magic Wand or Magic Staff
locks see it as a demonstration of bravery. • Leather Armor
A warlock is defined by a pact with an otherworldly • A dagger
being. Sometimes the relationship between warlock and
patron is like that of a cleric and a deity, though the • Traveling gear consisting of a backpack, a bedroll, a
beings that serve as patrons for warlocks are not gods. A rope, flint and steel, 3 torches, and a waterskin
warlock might lead a cult dedicated to a demon prince, • 1d100 gold coins
an archdevil, or an utterly alien entity—beings not typi-
cally served by clerics. More often, though, the arrange-
ment is similar to that between a master and an appren-
tice. The warlock learns and grows in power, at the cost
of occasional services performed on the patron’s behalf.
The magic bestowed on a warlock ranges from minor but
lasting alterations to the warlock’s being (such as the abil-
ity to see in darkness or to read any language) to access
to powerful spells. Unlike bookish wizards, warlocks sup-
plement their magic with some facility at hand-to-hand
combat. They are comfortable in light armor and know
how to use simple weapons.
Warlocks are driven by an insatiable need for knowledge
and power, which compels them into their pacts and
shapes their lives. This thirst drives warlocks into their
pacts and shapes their later careers as well.
Stories of warlocks binding themselves to fiends are
widely known. But many warlocks serve patrons that are
not fiendish. Sometimes a traveler in the wilds comes to
a strangely beautiful tower, meets its fey lord or lady, and
stumbles into a pact without being fully aware of it. And
sometimes, while poring over tomes of forbidden lore, a
brilliant but crazed student’s mind is opened to realities
beyond the material world and to the alien beings that
dwell in the outer void.
Once a pact is made, a warlock’s thirst for knowledge
and power can’t be slaked with mere study and research.
No one makes a pact with such a mighty patron if they
or they doesn’t intend to use the power thus gained.
Rather, the vast majority of warlocks spend their days in
active pursuit of their goals, which typically means some
kind of adventuring. Furthermore, the demands of their
patrons drive warlocks toward adventure.

113
WARLOCK SPECIALIZATIONS immense and ancient that even the greatest libraries pale
in comparison to the vast secrets it holds. The Great Old
The specializations are covered in greater detail in the
One might be unaware of your existence or entirely indif-
following sections; this section mainly deals with how
ferent to you, but the secrets you have learned allow you
each specialization connects to the Warlock Career.
to draw your magic from it.
Pact of the Archfey Pact of the Undying Light
A Pact of the Archfey Warlock adds Charm, Coercion,
A Pact of the Undying Light Warlock adds Knowledge
Knowledge (Forbidden), and Pact Magic to their Career
(Forbidden), Medicine, Negotiation, and Pact Magic to
skills. If this is the character’s starting Specialization, they
their Career skills. If this is the character’s starting Spe-
may choose two of these skills and gain one free rank in
cialization, they may choose two of these skills and gain
each, without spending starting experience.
one free rank in each, without spending starting experi-
Your patron is a lord or lady of the fey, a creature of ence.
legend who holds secrets that were forgotten before the
Your patron is a powerful being of the Upper Planes.
mortal races were born. This being’s motivations are
You have bound yourself to an ancient empyrean, solar,
often inscrutable, and sometimes whimsical, and might
ki-rin, unicorn, or other entity that resides in the planes
involve a striving for greater magical power or the set-
of everlasting bliss. Your pact with that being allows you
tling of age-old grudges. Beings of this sort include the
to experience the barest touch of the holy light that illu-
Prince of Frost; the Queen of Air and Darkness, ruler of
minates the multiverse.
the Gloaming Court; Titania of the Summer Court; their
consort Oberon, the Green Lord; Hyrsam, the Prince of Being connected to such power can cause changes in
Fools; and ancient hags. your behavior and beliefs. You might find yourself driven
to annihilate the undead, to defeat fiends, and to protect
Pact of the Fiend the innocent. At times, your heart might a lso be filled
with a longing for the celes tial realm of your patron, and
A Pact of the Fiend Warlock adds Coercion, Melee
a desire to wander that paradise for the rest of your days.
(Light), Pact Magic, and Resilience to their Career skills.
But you know that your mission is among mortals for
If this is the character’s starting Specialization, they may
now, and that your pact binds you to bring light to the
choose two of these skills and gain one free rank in each,
dark places of the world.
without spending starting experience.
You have made a pact with a fiend from the lower planes
of existence, a being whose aims are evil, even if you
strive against those aims. Such beings desire the cor-
ruption or destruction of all things, ultimately includ-
ing you. Fiends powerful enough to forge a pact include
demon lords such as Demogorgon, Orcus, Fraz’Urb-Iuu,
and Baphomet; archdevils such as Asmodeus, Dispater,
Mephistopheles, and Belial; pit fiends and balors that are
especially mighty; and ultroloths and other lords of the
yugoloths.

Pact of the Old One


A Pact of the Old One Warlock adds Coercion, Knowl-
edge (Forbidden), Knowledge (Lore), and Pact Magic to
their Career skills. If this is the character’s starting Spe-
cialization, they may choose two of these skills and gain
one free rank in each, without spending starting experi-
ence.
Your patron is a mysterious entity whose nature is utterly
foreign to the fabric of reality. It might come from the
Far Realm, the space beyond reality, or it could be one
of the elder gods known only in legends. Its motives
are incomprehensible to mortals, and its knowledge so

114
talent active?
talent active?
Warlock
Knack for It Cantrip
When you first purchase this talent
for your character, select one skill. When you gain a rank in this
Career Skills: Cool, Coercion,
Your character removes jj from any talent, choose one magic skill
checks they make using this skill. Each Deception, Discipline, Knowledge and magic action available to
additional time you purchase this (Arcana), Knowledge (Forbidden), that skill. Whenever your char-
talent for your character, select two ad- Melee (Light), Pact Magic
ditional skills, which can include skills acter uses that action and adds
already chosen. Your character also no additional effects to it, your
removes jj from any checks they character only suffers 1 strain
make using these skills. You cannot from the casting.
select combat or magic skills when
choosing skills for this talent. Strain Threshold Bonus: +2
Cost: 10 Cost: 10

talent active? talent active? talent active? talent active?

Invocation Devil Sight Maximize Spell Prepared Spell


When you purchase this Talent, Your character must have 2 Your character must have 3 ranks
choose one magic action your Once per encounter,
ranks in Pact Magic to benefit in a magic skill to benefit from
character can not normally cast from this talent. Ignore all this talent. Once per encounter, your character may
with Pact Magic. Once per en- your character may use this make a skill check to
j induced by darkness,
counter, you may cast this spell talent to add j equal to ranks
using Pact Magic.
magical or otherwise, within cast a spell without
medium range. in Maximize Spell to a check to
cast a spell. suffering strain.

Cost: 10 Cost: 15 Cost: 10 Cost: 10

talent active? talent active? talent active? talent active?

Cantrip Bonded Item Heroic Recovery Signature Spell


When you gain a rank in this Your character must have 3 ranks in When your character gains a
Pact Magic to benefit from this talent.
When your character ac-
talent, choose one magic skill rank in this talent, decide on a
Choose one magical implement, quires this talent, choose one
and magic action available to signature spell for them, consisting
that skill. Whenever your char-
item, or weapon your character characteristic. Once per en- of a particular magic action and a
owns when taking this talent. Your counter, you may spend one specific set of one or more effects.
acter uses that action and adds character becomes bonded to this
story point to use this talent When your character casts their
no additional effects to it, your item. Your character may summon signature spell (consisting of the
character only suffers 1 strain it with a maneuver. If your chosen to have your character heal exact combination of action and
from the casting. item is ever permanently lost or de- strain equal to the rating of effects previously chosen), reduce
stroyed, you may select a new one. the chosen characteristic the difficulty of the check by one.

Cost: 15 Cost: 20 Cost: 15 Cost: 15

115
Specialization Tree: Pact of the Archfey
ADDITIONAL CAREER SKILLS: Charm, Coercion, Knowledge (Forbidden), Pact Magic

Grit Rapid Recovery Knack For It Ensorcelled


Each rank of grit When healing strain after When you first purchase this talent for your
character, select one skill. Your character re-
If your character has at least
an encounter, heal 1 ad- one rank in a magic skill,
increases your charac- moves jj from any checks they make using
this skill. Each additional time you purchase
ditional strain per rank of once per encounter, they
ter’s strain threshold this talent for your character, select two
additional skills, which can include skills may use this talent to add
rapid recovery.
by one. already chosen. Your character also removes
jj from any checks they make using these a to the result of their next
skills. You cannot select combat or magic social skill check.
skills when choosing skills for this talent.

Cost: 5 Cost: 5 Cost: 5 Cost: 5

Cantrip Signature Spell Sense Emotions Nobody’s Fool


When you gain a rank in this When your character gains a rank in
Add j to all Charm, May upgrade difficulty
talent, choose one magic skill and this talent, decide on a signature spell
magic action available to that skill. for them, consisting of a particular Coercion, and Decep- of incoming Charm,
Whenever your character uses magic action and a specific set of one
tion checks unless the Coercion, or Deception
or more effects. When your character
that action and adds no additional casts that signature spell (consisting of checks once per rank of
effects to it, your character only target is an undead or
the exact combination of action and Nobody’s Fool.
suffers 1 strain from the casting. effects previously chosen), reduce the construct.
difficulty of the check by one.

Cost: 10 Cost: 10 Cost: 10 Cost: 10

Lingering Spell Overchannel Grit Ensorcelled (Improved)

Once per encounter, When casting a spell, your character


may select a number of additional effect
Each rank of grit Your character must have purchased
the ensorcelled talent to benefit from
your character may in (k) up to their ranks in overchannel. increases your charac- this talent. If your character has
The effect must be limited to single (k)
spend a story point to effects. Your character gains hh per (k) ter’s strain threshold at least two ranks in a magic skill,
added in this way to the roll, rather than when using the ensorcelled talent,
make a concentration increasing the difficulty of the check. by one. they may add s & a to their
maneuver as an inci- hh may be spent to have your character
roll on the Wild Magic table.
next social skill check instead of
a.
dental.
Cost: 15 Cost: 15 Cost: 15 Cost: 15

Resolve Naturally Gifted Signature Spell Ensorcelled (Supreme)

When a character invol- When you purchase this talent, When your character gains a rank in Your character must have purchased the ensor-
celled talent to benefit from this talent. If your
choose 2 skills. Once per session, this talent, decide on a signature spell
untarily suffers strain, you may reroll either of these for them, consisting of a particular charatcer has three ranks in a magic skill,
once per session, they may use this talent to
they suffer 1 less strain skills. See full talent text. magic action and a specific set of one
force all enemies within medium range to
or more effects. When your character make a Hard (kkk) Discipline check as an
per rank of resolve to a casts that signature spell (consisting of out-of-turn incidental. If they fail, they must
minimum of 1. the exact combination of action and spend all available maneuvers moving away
effects previously chosen), reduce the from your character, and they suffer 5 strain,
difficulty of the check by one. plus one additional strain per h

Cost: 20 Cost: 20 Cost: 20 Cost: 20

Altered Deal Dedication Skilled Mastery Ruinous Repartee


Once per session, make a Each rank of dedication When you purchase a rank of this talent Once per encounter, your character may
for your character, choose one skill. Once use this talent to make an opposed charm
daunting (kkkk) coercion increases one of your char- per round, your character may suffer or coercion versus discipline check target-
check to radically change a pre- acter’s characteristics by one. 2 strain to use this talent to reduce the ing one character within medium range
viously made deal or bargain to This talent cannot increase a
difficulty of the next check they make (or within earshot). If successful, the
this round using that skill by two, to a target suffers strain equal to twice your
your character’s advantage.
characteristic above 5. minimum of Easy (k). Each time your character’s presence, plus one additional
character uses this talent during an strain per s. Your character heals strain
encounter, the strain cost increases by 1. equal to the strain inflicted.
See full talent text.
116 Cost: 25 Cost: 25 Cost: 25 Cost: 25
Specialization Tree: Pact of the Fiend
ADDITIONAL CAREER SKILLS: Coercion, Melee (Light), Pact Magic, Resilience

Battle Caster Toughened Deflect Spell Knack For It


Your character does not add Each rank of tough- When hit by a spell When you first purchase this talent for your
character, select one skill. Your character re-
j to magic skill checks for attack, suffer 3 strain to
wearing heavy armor (with 3 ened increases your moves jj from any checks they make using
this skill. Each additional time you purchase
reduce damage by 2 plus this talent for your character, select two
encumbrance or more), using character’s wound ranks in Deflect Spell. additional skills, which can include skills
a shield, or not having at least already chosen. Your character also removes
one hand free. threshold by two. jj from any checks they make using these
skills. You cannot select combat or magic
skills when choosing skills for this talent.

Cost: 5 Cost: 5 Cost: 5 Cost: 5

Grit Heroic Recovery Crippling Mage Cantrip


Each rank of grit When your character acquires this Once per encounter, your When you gain a rank in this
talent, choose one characteristic. character may add the talent, choose one magic skill and
increases your charac- Once per encounter, you may magic action available to that skill.
spend one Story Point to use this
deadly quality to an attack Whenever your character uses
ter’s strain threshold talent to have your character heal spell without increasing the that action and adds no additional
by one. strain equal to the rating of the difficulty. effects to it, your character only
chosen characteristic. suffers 1 strain from the casting.

Cost: 10 Cost: 10 Cost: 10 Cost: 10

Lucky Strike Signature Spell Ovechannel Toughened


When your character purchases this
talent, choose one characteristic. After
When your character gains a rank in
this talent, decide on a signature spell
When casting a spell, your character
may select a number of additional effect Each rank of tough-
your character makes a successful
combat check, you may spend one
for them, consisting of a particular
magic action and a specific set of one
in (k) up to their ranks in overchannel.
The effect must be limited to single (k) ened increases your
story point to use this talent to add
damage equal to your character’s ranks
or more effects. When your character
casts that signature spell (consisting of
effects. Your character gains hh per (k)
added in this way to the roll, rather than character’s wound
in that characteristic to one hit of the the exact combination of action and increasing the difficulty of the check.
hh may be spent to have your character threshold by two.
combat check. effects previously chosen), reduce the
roll on the Wild Magic table.
difficulty of the check by one.

Cost: 15 Cost: 15 Cost: 15 Cost: 15

Naturally Gifted Touch of Fate Devil Sight Heroic Will


When you purchase this talent,
choose 2 skills. Once per session,
Once per session, Your character must have 2 When you purchase this talent for your
character, choose two characteristics.
ranks in Pact Magic to benefit
you may reroll either of these add jj to any 1 from this talent. Ignore all j
You may spend a story point to use this
talent to have your character ignore the
skills. See full talent text.
check. induced by darkness, magical effects of all critical injuries on any skill
or otherwise. checks using those two characteristics
until the end of the current encounter.

Cost: 20 Cost: 20 Cost: 20 Cost: 20

Power of Darkness Dedication Signature Spell Intense Focus


(Improved)
Once per session, may per- Each rank of dedication When your character gains Your character may perform
form the Power of Darkness increases one of your char- a rank in this talent, choose an intense focus maneuver;
maneuver. Increase wound and acter’s characteristics by one. one of your signature spells. they suffer 1 strain and
strain threshold by 1 per GM This talent cannot increase a When your casts that upgrade the ability of their
story point currently in the
characteristic above 5. signature spell, reduce the next skill check by one.
Story pool until the end of the
encounter.
difficulty of the check by
two instead of one. 117
Cost: 25 Cost: 25 Cost: 25 Cost: 25
Specialization Tree: Pact of the Old One
ADDITIONAL CAREER SKILLS: Coercion, Knowledge (Forbidden), Knowledge (Lore), Pact Magic

Familiar Grit Telepathy Maximize Spell


When your character pur- Each rank of grit Your character can telepathically com-
municate messages to characters within
Once per encounter, your
chases this talent, choose character may use this talent
increases your charac- short range. Characters cannot reply in
a silhouette 0 creature turn (unless they also possess this talent to add j equal to ranks in
(approved by your GM). ter’s strain threshold or telepathic abilities). The complexity
and length of a message may be limited Maximize Spell to a check
This creature becomes your by one. by your GM during structured gameplay, to cast a spell.
as it is with spoken communication, or
character’s familiar. See full based on the current situation of environ-
talent text. mental conditions.
Cost: 5 Cost: 5 Cost: 5 Cost: 5

No Escape Signature Spell Knack For It Scathing Tirade

May spend aa from a Coer- When your character gains a rank in When you first purchase this talent for your Your character may use this talent
this talent, decide on a signature spell character, select one skill. Your character re-
cion (fear)check or hh from to make an average (kk) coercion
for them, consisting of a particular moves jj from any checks they make using
this skill. Each additional time you purchase check. For each s the check gen-
a foe’s Discipline (fear) check; magic action and a specific set of one
this talent for your character, select two erates, one adversary within short
that target cannot perform a or more effects. When your character additional skills, which can include skills range suffers 1 strain. For each a,
free maneuver during their casts that signature spell (consisting of already chosen. Your character also removes
the exact combination of action and jj from any checks they make using these one adversary affected by scathing
next turn. effects previously chosen), reduce the skills. You cannot select combat or magic tirade suffers 1 additional strain.
difficulty of the check by one. skills when choosing skills for this talent.

Cost: 10 Cost: 10 Cost: 10 Cost: 10

Sense Emotions Naturally Gifted Familiar Unrelenting Skeptic

Add j to all Charm, When you purchase this talent, When your character pur- When targeted by a Deception
choose 2 skills. Once per session, chases this talent, choose checks, your character auto-
Coercion, and De- you may reroll either of these matically adds f to the check.
skills. See full talent text.
a silhouette 0 creature
ception checks unless (approved by your GM). Your character may instead
the target is undead or suffer 2 strain to add f equal
This creature becomes your
to their ranks in Vigilance to
construct. character’s familiar. See full the check.
talent text.
Cost: 15 Cost: 15 Cost: 15 Cost: 15

Forbidden Knowledge Resolve Scathing Tirade Familiar (Improved)


(Improved)
Once per session, suffer strain no
greater than twice you character’s ranks
When a character invol- Your character must have purchased Your character may suffer 2 strain and make an
Easy (k) Magic Skill check; if successful, see and
the scathing tirade talent to benefit
in Knowledge (Forbidden) to increase untarily suffers strain, from this talent. Enemies affected
hear using your familiar’s senses for one round,
and you may suffer 1 strain per round to extend
your ranks in the appropriate skill for
every two strain suffered this way for the
they suffer 1 less strain by your character’s scathing tirade the duration. In addition, when the Familiar
uses the Assist maneuver with the Character’s
purpose of determining the strength of per rank of resolve to a add j to all skill checks they make magic check, the Assist maneuver provides jj.
additional effects for the next spell cast for a number of rounds equal to The familiar must be within the range granted
during that round. In this case, your minimum of 1. your character’s ranks in coercion. by ranks in the Familiar talent for your charac-
temporary ranks in the appropriate spell ter to use the Familiar (Improved) talent.
may exceed the usual limit of 5.
Cost: 20 Cost: 20 Cost: 20 Cost: 20

Dedication Familiar Baleful Gaze Visions of the Future


Each rank of dedication When your character pur- When targeted by combat Once per session, after success-
increases one of your char- chases this talent, choose check from within medium fully casting a spell, you may
acter’s characteristics by one. a silhouette 0 creature range, may spend a Story Point spend aa or t to add one
This talent cannot increase a (approved by your GM). to upgrade the difficulty of the additional effect to the cast
check a number of times equal spell, which would normally
characteristic above 5. This creature becomes your
to ranks in Coercion. have increased the difficulty
character’s familiar. See full by 1.
talent text.
118 Cost: 25 Cost: 25 Cost: 25 Cost: 25
Specialization Tree: Pact of Undying Light
ADDITIONAL CAREER SKILLS: Knowledge (Forbidden), Medicine, Negotiation, Pact Magic

Grit Knack For It Ensorcelled Radiant Soul

Each rank of grit When you first purchase this talent for your
character, select one skill. Your character re-
If your character has at least Gain access to the Heal
one rank in a magic skill, magic action with the
increases your charac- moves jj from any checks they make using
this skill. Each additional time you purchase
once per encounter, they
ter’s strain threshold this talent for your character, select two Pact Magic skill.
additional skills, which can include skills may use this talent to add
by one. already chosen. Your character also removes
jj from any checks they make using these a to the result of their next
skills. You cannot select combat or magic social skill check.
skills when choosing skills for this talent.

Cost: 5 Cost: 5 Cost: 5 Cost: 5

Heroic Will Toughened Cantrip Faith Healing


When you purchase this talent for your
character, choose two characteristics.
Each rank of tough- When you gain a rank in this
talent, choose one magic skill and
After making a skill check to
cast a heal spell, may choose
You may spend a story point to use this
talent to have your character ignore the
ened increases your magic action available to that skill.
to change one s to a, or
Whenever your character uses
effects of all critical injuries on any skill
checks using those two characteristics
character’s wound that action and adds no additional one a to s per rank of
until the end of the current encounter. threshold by two. effects to it, your character only faith healing.
suffers 1 strain from the casting.

Cost: 10 Cost: 10 Cost: 10 Cost: 10

Touch of Fate Grit Brilliant Casting Ensorcelled (Improved)

Once per session, Each rank of grit When your character casts Your character must have purchased
the ensorcelled talent to benefit from
a spell, you may spend one
add jj to any 1 increases your charac- this talent. If your character has
story point to use this talent at least two ranks in a magic skill,
check. ter’s strain threshold to add a equal to your when using the ensorcelled talent,
by one. characters ranks in appro- they may add s & a to their
priate spell modifier skill to next social skill check instead of
a.
the results.
Cost: 15 Cost: 15 Cost: 15 Cost: 15

It’s Not That Bad Resolve Signature Spell Searing Vengeance


Once per session when an ally When a character invol- When your character gains a rank in If your character has at least three
would suffer a Critical Injury, this talent, decide on a signature spell ranks in the Pact Magic skill, once per
untarily suffers strain, for them, consisting of a particular session, when your character would be
may take an It’s Not That Bad
action; make a Hard (kkk)
they suffer 1 less strain magic action and a specific set of one incapacitated due to exceeding their
or more effects. When your character wound threshold, you may spend a
Medicine check to stop the per rank of resolve to a casts that signature spell (consisting of Story Point to use this talent. Then,
ally from gaining the Critical minimum of 1. the exact combination of action and your character is healed to half your
effects previously chosen), reduce the wound threshold and may choose to
Injury. difficulty of the check by one. stand, if prone.
Cost: 20 Cost: 20 Cost: 20 Cost: 20

Power of Light Zealous Fire Dedication Fortune Favors the


Bold
Once per session, may perform Each time your game Each rank of dedication Once per session as an inci-
the Power of Light maneuver. master spends a story increases one of your char- dental, suffer 2 strain to flip
Increase wound and strain acter’s characteristics by one. one GM story point to the
threshold by 1 per PC story
point, your character
heals 2 strain. This talent cannot increase a PC story point pool.
point currently in the Sto-
characteristic above 5.
ry pool until the end of the
encounter.
119
Cost: 25 Cost: 25 Cost: 25 Cost: 25
Starting Gear: Players with a Wizard character may
WIZARD choose to start with the following gear instead of spend-
Wizards are supreme magic-users, defined and united as a ing currency during Step 7 of character creation:
class by the spells they cast. Drawing on the subtle weave • A magic staff or magic wand
of magic that permeates the cosmos, wizards cast spells • A dagger or sling
of explosive fire, arcing lightning, subtle deception, and
brute-force mind control. Their magic conjures mon- • Heavy clothing and 1 stamina elixir
sters from other planes of existence, glimpses the future, • 1d100 gold coins
or turns slain foes into zombies. Their mightiest spells
change one substance into another, call meteors down
from the sky, or open portals to other worlds.
Wild and enigmatic, varied in form and function, the
power of magic draws students who seek to master its
mysteries. Some aspire to become like the gods, shaping
reality itself. Though the casting of a typical spell requires
merely the utterance of a few strange words, fleeting ges-
tures, and sometimes a pinch or clump of exotic materi-
als, these surface components barely hint at the expertise
attained after years of apprenticeship and countless hours
of study.
Wizards live and die by their spells. Everything else is
secondary. They learn new spells as they experiment and
grow in experience. They can also learn them from other
wizards, from ancient tomes or inscriptions, and from
ancient creatures (such as the fey) that are steeped in
magic.
Wizards’ lives are seldom mundane. The closest a wizard
is likely to come to an ordinary life is working as a sage
or lecturer in a library or university, teaching others the
secrets of the multiverse. Other wizards sell their services
as diviners, serve in military forces, or pursue lives of
crime or domination.
But the lure of knowledge and power calls even the most
unadventurous wizards out of the safety of their libraries
and laboratories and into crumbling ruins and lost cities.
Most wizards believe that their counterparts in ancient
civilizations knew secrets of magic that have been lost to
the ages, and discovering those secrets could unlock the
path to a power greater than any magic available in the
present age.
The Wizard counts the following skills as career skills:
Arcane, Cool, Discipline, Knowledge (Arcana), Knowl-
edge (Lore), Medicine, Negotiation, Perception. Before
spending experience points (XP) during character cre-
ation, a Wizard may choose four of their career skills and
gain one rank in each of them.

120
WIZARD SPECIALIZATIONS Enchanter
The specializations are covered in greater detail in the An Enchanter Wizard adds Arcane, Charm, Cool, and
following sections; this section mainly deals with how Negotiation to their Career skills. If this is the charac-
each specialization connects to the Wizard Career. ter’s starting Specialization, they may choose two of these
skills and gain one free rank in each, without spending
Abjurer starting experience.

An Abjurer Wizard adds Arcane, Discipline, Knowl- As a member of the School of Enchantment, you have
edge (Arcana), and Resilience to their Career skills. If this honed your ability to magically entrance and beguile oth-
is the character’s starting Specialization, they may choose er people and monsters. Some enchanters are peacemak-
two of these skills and gain one free rank in each, without ers who bewitch the violent to lay down their arms and
spending starting experience. charm the cruel into showing mercy. Others are tyrants
who magically bind the unwilling into their service. Most
The School of Abjuration emphasizes magic that enchanters fall somewhere in between.
blocks, banishes, or protects. Detractors of this school
say that its tradition is about denial, negation rather than Evoker
positive assertion. You understand, however, that ending
harmful effects, protecting the weak, and banishing evil An Evoker adds Arcane, Knowledge (Arcana), Resil-
influences is anything but a philosophical void. It is a ience, and Vigilance to their Career skills. If this is the
proud and respected vocation. character’s starting Specialization, they may choose two
of these skills and gain one free rank in each, without
Called abjurers, members of this school are sought spending starting experience.
when baleful spirits require exorcism, when important You focus your study on magic that creates powerful
locations must be guarded against magical spying, elemental effects such as bitter cold, searing flame, roll-
and when portals to other planes of existence must be ing thunder, crackling lightning, and burning acid. Some
closed. evokers find employment in military forces, serving as
artillery to blast adversary armies from afar. Others use
Conjurer their spectacular power to protect the weak, while some
A Conjurer Wizard adds Arcane, Discipline, Leader- seek their own gain as bandits, adventurers, or aspiring
ship, and Perception to their Career skills. If this is the tyrants.
character’s starting Specialization, they may choose two Spellblade
of these skills and gain one free rank in each, without
spending starting experience. A Spellblade Wizard adds Arcane, Athletics, Melee
(Light), and Resilience to their Career skills. If this is the
As a conjurer, you favor spells that produce objects and character’s starting Specialization, they may choose two
creatures out of thin air. You can conjure billowing of these skills and gain one free rank in each, without
clouds of killing fog or summon creatures from spending starting experience.
elsewhere to fight on your behalf. As your mastery
grows, you learn spells of transportation and can A variety of arcane colleges specialize in training wiz-
teleport yourself across vast distances, even to other ards for war. The tradition of War Magic blends princi-
planes of existence, in an instant. ples of evocation and abjuration, rather than specializ-
ing in either of those schools. It teaches techniques that
Diviner empower a caster’s spells, while also providing methods
for wizards to bolster their own defenses.
A Diviner Wizard adds Arcane, Knowledge (Lore),
Followers of this tradition are known as Spellblades.
Perception, and Vigilance to their Career skills. If this is
They see their magic as both a weapon and armor, a
the character’s starting Specialization, they may choose
resource superior to any piece of steel. Spellblades act fast
two of these skills and gain one free rank in each, without
in battle, using their spells to seize tactical control of a
spending starting experience.
situation. Their spells strike hard, while their defensive
The counsel of a diviner is sought by royalty and com- skills foil their opponents’ attempts to counterattack.
moners alike, for all seek a clearer understanding of the
past, present, and future. As a diviner, you strive to part
the veils of space, time, and consciousness so that you
can see clearly. You work to master spells of discernment,
remote viewing, supernatural knowledge, and foresight.

121
talent active? talent active?

Wizard
Knack for It Cantrip
When you first purchase this talent When you gain a rank in this
for your character, select one skill.
Your character removes jj from any
Career Skills: Arcane, Cool, talent, choose one magic skill
checks they make using this skill. Each Discipline, Knowledge and magic action available to
additional time you purchase this (Arcana), Knowledge (For- that skill. Whenever your char-
talent for your character, select two ad- bidden), Knowledge (Lore), acter uses that action and adds
ditional skills, which can include skills no additional effects to it, your
already chosen. Your character also Medicine, Perception
character only suffers 1 strain
removes jj from any checks they
make using these skills. You cannot from the casting.
select combat or magic skills when
choosing skills for this talent. Strain Threshold Bonus: +2
Cost: 05 Cost: 05

talent active? talent active? talent active? talent active?

Brilliant Casting Heroic Will Intense Focus Deflect Spell


When your character When you purchase this talent When your character suffers
for your character, choose two
Your character may
casts a spell, you may a hit from a magic based
characteristics. You may spend a perform an intense focus
combat check, after damage
spend one story point story point to use this talent to maneuver; they suffer 1 is calculated but before soak
to use this talent to add have your character ignore the strain and upgrade the is applied, your character may
effects of all critical injuries on ability of their next skill suffer 3 strain to use this talent
a equal to your char- any skill checks using those two
check by one. to reduce the damage of the
acters ranks in appro- characteristics until the end of attack by two plus their ranks
priate spell modifier the current encounter. in deflect spell. This talent can
skill to the results. only be used once per hit.
Cost: 10 Cost: 15 Cost: 25 Cost: 05

talent active? talent active? talent active? talent active?

Signature Spell
Maximize Spell Signature Spell Masterful Casting (Improved)
Your character must have 3 When your character gains a Your character must have 4 ranks
rank in this talent, decide on a
When you acquire a rank
ranks in a magic skill to bene- signature spell for them, consisting
in a magic skill to benefit from this in this talent, choose one of
fit from this talent. Once per talent. When your character cast
of a particular magic action and a
a spell, they may use this talent
your signature spells. When
encounter, your character specific set of one or more effects. your character casts their
When your character casts their to spend t to trigger up to three
may use this talent to add j different qualities or spell effects signature spell, reduce the
signature spell (consisting of the
equal to ranks in Maximize exact combination of action and instead of one. These qualities difficulty of the check by
Spell to a check to cast a effects previously chosen), reduce or spell effects must be ones that two instead of one.
spell. the difficulty of the check by one. can be triggered by spending a
or t.

Cost: 10 Cost: 10 Cost: 20 Cost: 25

122
Specialization Tree: Abjurer
ADDITIONAL CAREER SKILLS: Arcane, Discipline, Knowledge (Arcana), Resilience

Deflect Spell Grit Durable Toughened

When hit by a spell Each rank of grit May reduce any Crit- Each rank of tough-
attack, suffer 3 strain to increases your charac- ical Injury suffered by ened increases your
reduce damage by 2 plus
ter’s strain threshold 10 per rank of Dura- character’s wound
ranks in Deflect Spell.
by one. ble to a minimum of threshold by two.
1.
Cost: 5 Cost: 5 Cost: 5 Cost: 5

Deflect Spell Battle Caster Center of Being Hard Headed


When hit by a spell Your character does not add Take the Center of Being ma- When staggered or disorient-
attack, suffer 3 strain to j to magic skill checks for neuver. Until the beginning of ed, perform the Hard Headed
wearing heavy armor (with 3 your next turn, attacks against action; make a Daunting
reduce damage by 2 plus encumbrance or more), using your character increase their (kkkk) Discipline check to
ranks in Deflect Spell. a shield, or not having at least critical rating by 1 per rank of remove status. Difficulty re-
one hand free. Center of Being. duced by 1 per additional rank
of Hard Headed.

Cost: 10 Cost: 10 Cost: 10 Cost: 10

Master Counterspeller Magic Resistance Center of Being (Improved) Resolve


Once per encounter, when an Whenever you are being targeted Your character may When a character invol-
Adversary you can see within by an adversary’s spell, the caster
medium range of your character adds j to the check per rank of spend a Story Point to untarily suffers strain,
attempts to cast a spell, you may Magic Resistance. When your have Center of Being they suffer 1 less strain
spend a Story Point to use this character makes a check to resist
affect all allies within per rank of resolve to a
talent and make a Counterspell a negative magic effect, may add
manuever as an out of turn Inci- j to the check per rank of Magic short range of your minimum of 1.
dental. Resistance.
character.
Cost: 15 Cost: 15 Cost: 15 Cost: 15

Grit Dodge Reflexive Barrier Signature Spell


Each rank of grit When your character is targeted by
a combat check, they may suffer a
Once per session, when When your character gains a rank in
this talent, decide on a signature spell
your character is targeted by
increases your charac- number of strain no greater than for them, consisting of a particular
their ranks in dodge to use this talent. an attack, you may attempt magic action and a specific set of one
ter’s strain threshold Then, upgrade the difficulty of the to cast Barrier as an out of or more effects. When your character
combat check targeting your character casts that signature spell (consisting of
by one. a number of times equal to the strain turn incidental. the exact combination of action and
suffered. effects previously chosen), reduce the
difficulty of the check by one.

Cost: 20 Cost: 20 Cost: 20 Cost: 20

Master Counterspeller Dedication Reflexive Barrier


(Improved)
Center of Being
(Improved)
Once per round on your charac- Each rank of dedication Once per session, when an Take the Center of Being
ter’s turn, you may spend a Story increases one of your char- ally within medium range of maneuver. Until the begin-
Point to use this talent and make
a Counterspell manuever as an
acter’s characteristics by one. you is targeted by an attack, ning of next turn, attacks
Incidental. This talent cannot increase a you may spend a story point against the character increase
characteristic above 5. attempt to cast Barrier on their critical rating by 1 per
the targetted ally as an out rank of Center of Being.
of turn incidental. 123
Cost: 25 Cost: 25 Cost: 25 Cost: 25
Specialization Tree: Conjurer
ADDITIONAL CAREER SKILLS: Arcane, Discipline, Leadership, Perception

Knack For It Grit Familiar Toughened


When you first purchase this talent for your
character, select one skill. Your character re- Each rank of grit When your character pur- Each rank of tough-
chases this talent, choose
moves jj from any checks they make using
this skill. Each additional time you purchase increases your charac- ened increases your
a silhouette 0 creature
this talent for your character, select two
additional skills, which can include skills ter’s strain threshold (approved by your GM). character’s wound
already chosen. Your character also removes
jj from any checks they make using these by one. This creature becomes your threshold by two.
skills. You cannot select combat or magic character’s familiar. See full
skills when choosing skills for this talent.
talent text.
Cost: 5 Cost: 5 Cost: 5 Cost: 5

Distant Spell Conjuration Adept Conjuration Savant Deflect Spell


Once per encounter, when Once per encounter your character When directing conju- When hit by a spell
casting a spell the first range may use this talent to cast the
Conjure spell with no additional rations, may grant them attack, suffer 3 strain to
enhancement does not reduce damage by 2 plus
effects with no strain cost. This j per rank of Conjura-
increase the difficulty of the talent cannot be used to summon ranks in Deflect Spell.
spell. a minion. tion Savant on checks.

Cost: 10 Cost: 10 Cost: 10 Cost: 10

Grit Signature Spell Grit Lingering Spell

Each rank of grit When your character gains a rank in


this talent, decide on a signature spell
Each rank of grit Once per encounter,
increases your charac- for them, consisting of a particular increases your charac- your character may
magic action and a specific set of one
ter’s strain threshold or more effects. When your character ter’s strain threshold spend a story point to
by one. casts that signature spell (consisting of
by one. make the concentration
the exact combination of action and
effects previously chosen), reduce the maneuver as an inci-
difficulty of the check by one.
dental.
Cost: 15 Cost: 15 Cost: 15 Cost: 15

Familiar Naturally Gifted Masterful Conjuration Heroic Will


When your character pur- When you purchase this talent, After your character makes a successful Con- When you purchase this talent for your
juration spell to create a conjuration, you character, choose two characteristics. You
chases this talent, choose choose 2 skills. Once per session,
may spend a Story Point to have your char- may spend a story point to use this talent
you may reroll either of these acter use this talent to make the conjuration
a silhouette 0 creature skills. See full talent text. last until the end of the encounter, without
to have your character ignore the effects
of all critical injuries on any skill checks
(approved by your GM). performing concentrate maneuvers, and not using those two characteristics until
need to remain within the spells range after
This creature becomes your being cast. You may spend two story points
the end of the current encounter. (your
character still suffers the critical injuries;
character’s familiar. See full two make the conjuration last until the end
they just ignore the effects)
of the session instead.
talent text.
Cost: 20 Cost: 20 Cost: 20 Cost: 20

Signature Spell Dedication Signature Spell Signature Spell


(Improved) (Improved)
When your character gains Each rank of dedication When your character gains When your character gains a rank in
this talent, decide on a signature spell
a rank in this talent, choose increases one of your char- a rank in this talent, choose for them, consisting of a particular
one of your signature spells. acter’s characteristics by one. one of your signature spells. magic action and a specific set of one or
When your casts that This talent cannot increase a When your casts that more effects. When your character casts
that signature spell (consisting of the
signature spell, reduce the characteristic above 5. signature spell, reduce the exact combination of action and effects
difficulty of the check by difficulty of the check by previously chosen), reduce the difficulty
of the check by one.
two instead of one. two instead of one.
124 Cost: 25 Cost: 25 Cost: 25 Cost: 25
Specialization Tree: Diviner
ADDITIONAL CAREER SKILLS: Arcane, Knowledge (Lore), Perception, Vigilance

Grit Toughened Uncanny Senses Knack For It

Each rank of grit Each rank of tough- Add j per rank of Uncanny When you first purchase this talent for your
character, select one skill. Your character re-
increases your charac- ened increases your Senses to all Perception and moves jj from any checks they make using
this skill. Each additional time you purchase
Vigilance checks.
ter’s strain threshold character’s wound
this talent for your character, select two
additional skills, which can include skills
by one. threshold by two.
already chosen. Your character also removes
jj from any checks they make using these
skills. You cannot select combat or magic
skills when choosing skills for this talent.

Cost: 5 Cost: 5 Cost: 5 Cost: 5

Knack For It Signature Spell Second Chances Grit


When you first purchase this talent for your
character, select one skill. Your character re-
When your character gains a rank in
this talent, decide on a signature spell
Once per encounter choose a Each rank of grit
number of positive dice equal
moves jj from any checks they make using
this skill. Each additional time you purchase
for them, consisting of a particular
to ranks in Second Chances increases your charac-
magic action and a specific set of one
this talent for your character, select two
additional skills, which can include skills or more effects. When your character and reroll them. ter’s strain threshold
casts that signature spell (consisting of
already chosen. Your character also removes
jj from any checks they make using these the exact combination of action and by one.
skills. You cannot select combat or magic effects previously chosen), reduce the
skills when choosing skills for this talent. difficulty of the check by one.

Cost: 10 Cost: 10 Cost: 10 Cost: 10

Touch of Fate Naturally Gifted Contingency Plan Fortune Favors The Bold

Once per session, When you purchase this talent,


choose 2 skills. Once per session,
Once per session, after you spend
a Story Point as part of a check
Once per session as an in-
add jj to any 1 you may reroll either of these your character makes, if that check
cidental, suffer 2 strain to
skills. See full talent text. was unsuccessful then you may use flip one GM Story Point
check. this talent to move a Story Point to a Player Story Point.
from the GM pool to the player
pool.

Cost: 15 Cost: 15 Cost: 15 Cost: 15

Second Chances Signature Spell Portent Elementary


Once per encounter choose a When your character gains a rank in Once per encounter, your character Your character must have 3 ranks in Arcane
this talent, decide on a signature spell may suffer 3 strain use this talent to to benefit from this talent. Once per session,
number of positive dice equal your character may use this talent to make
for them, consisting of a particular gain a glimpse of the future. When
to ranks in Second Chances magic action and a specific set of one they do, add one temporary player
a Hard (kkk) Arcane check while present
at a scene. If they succeed, they see a vision
and reroll them. or more effects. When your character Story Point to the player pool. A of the past 48 hours at that scene and gain
casts that signature spell (consisting of temporary Story Point works just like one specific, important detail regarding the
the exact combination of action and a normal Story Point but is removed scenes past. May spend s multiple times to
effects previously chosen), reduce the from the pool when it is used, rather pick out a number of specific details from
difficulty of the check by one. than being moved to the GM pool. their vision. See full talent text.

Cost: 20 Cost: 20 Cost: 20 Cost: 20

Skilled Mastery Masterful Casting Dedication Second Chances


When you purchase a rank of this talent Your character must have 4 ranks in a Each rank of dedication Once per encounter choose a
for your character, choose one skill. Once magic skill to benefit from this talent.
per round, your character may suffer increases one of your char- number of positive dice equal
When your character cast a spell,
2 strain to use this talent to reduce the acter’s characteristics by one. to ranks in Second Chances and
they may use this talent to spend
difficulty of the next check they make
t to trigger up to three different This talent cannot increase a reroll them.
this round using that skill by two, to a
minimum of Easy (k). Each time your qualities or spell effects instead of characteristic above 5.
character uses this talent during an one. These qualities or spell effects
encounter, the strain cost increases by 1. must be ones that can be triggered
See full talent text. by spending a or t. 125
Cost: 25 Cost: 25 Cost: 25 Cost: 25
Specialization Tree: Enchanter
ADDITIONAL CAREER SKILLS: Arcane, Charm, Cool, Negotiation

Ensorcelled Toughened Knack For It Congenial


If your character has at least Each rank of tough- When you first purchase this talent for your
character, select one skill. Your character re-
May suffer a number of strain to
downgrade difficulty of Charm
one rank in a magic skill,
once per encounter, they
ened increases your moves jj from any checks they make using
this skill. Each additional time you purchase or Negotiation checks or upgrade
this talent for your character, select two difficulty when target by Charm
may use this talent to add character’s wound additional skills, which can include skills or Negotiation checks, by an equal
already chosen. Your character also removes
a to the result of their next threshold by two. jj from any checks they make using these number Strain suffered this way
social skill check. skills. You cannot select combat or magic cannot exceed ranks in congenial.
skills when choosing skills for this talent.

Cost: 5 Cost: 5 Cost: 5 Cost: 5

Disarming Smile Knack For It Signature Spell Disarming Smile


Your character can make a disarming When you first purchase this talent for your When your character gains a rank in Your character can make a disarming
smile action to make an opposed charm character, select one skill. Your character re- this talent, decide on a signature spell smile action to make an opposed charm
check against one target within short moves jj from any checks they make using for them, consisting of a particular check against one target within short
range. If they succeed, decrease the this skill. Each additional time you purchase range. If they succeed, decrease the
magic action and a specific set of one
target’s defense (melee and ranged) by a this talent for your character, select two target’s defense (melee and ranged) by a
additional skills, which can include skills or more effects. When your character
number equal to your character’s ranks in casts that signature spell (consisting of number equal to your character’s ranks in
already chosen. Your character also removes
disarming smile (to a minimum of zero) disarming smile (to a minimum of zero)
jj from any checks they make using these the exact combination of action and
until the end of the encounter. until the end of the encounter.
skills. You cannot select combat or magic effects previously chosen), reduce the
skills when choosing skills for this talent. difficulty of the check by one.

Cost: 10 Cost: 10 Cost: 10 Cost: 10

Ensorcelled (Improved) Nobody’s Fool Sense Emotions Grit


Your character must have purchased May upgrade difficulty Add j to all Charm, Each rank of grit
the ensorcelled talent to benefit from
this talent. If your character has
of incoming Charm, Coercion, and De- increases your charac-
at least two ranks in a magic skill, Coercion, or Deception ception checks unless ter’s strain threshold
when using the ensorcelled talent, checks once per rank of
they may add s & a to their the target is undead or by one.
Nobody’s Fool.
next social skill check instead of construct.
a.

Cost: 15 Cost: 15 Cost: 15 Cost: 15

Naturally Gifted Congenial Grit Nobody’s Fool


When you purchase this talent, May suffer a number of strain to Each rank of grit May upgrade difficulty
choose 2 skills. Once per session, downgrade difficulty of Charm
you may reroll either of these or Negotiation checks or upgrade increases your charac- of incoming Charm,
skills. See full talent text. difficulty when target by Charm Coercion, or Deception
ter’s strain threshold
or Negotiation checks, by an equal checks once per rank of
number Strain suffered this way by one. Nobody’s Fool.
cannot exceed ranks in congenial.

Cost: 20 Cost: 20 Cost: 20 Cost: 20

Ensorcelled (Supreme) Dedication Signature Spell Skilled Mastery


(Improved)
Your character must have purchased the ensor- Each rank of dedication When your character gains When you purchase a rank of this talent
celled talent to benefit from this talent. If your for your character, choose one skill. Once
charatcer has three ranks in a magic skill, increases one of your char- a rank in this talent, choose per round, your character may suffer
once per session, they may use this talent to
force all enemies within medium range to
acter’s characteristics by one. one of your signature spells. 2 strain to use this talent to reduce the
difficulty of the next check they make
make a Hard (kkk) Discipline check as an This talent cannot increase a When your casts that this round using that skill by two, to a
out-of-turn incidental. If they fail, they must
spend all available maneuvers moving away characteristic above 5. signature spell, reduce the minimum of Easy (k). Each time your
character uses this talent during an en-
from your character, and they suffer 5 strain, difficulty of the check by counter, the strain cost increases by 1. See
plus one additional strain per h
two instead of one. full talent text.
126 Cost: 25 Cost: 25 Cost: 25 Cost: 25
Specialization Tree: Evoker
ADDITIONAL CAREER SKILLS: Arcane, Knowledge (Arcana), Resilience, Vigilance

Grit Shape Spell Deflect Spell Signature Spell

Each rank of grit When casting a spell with When hit by a spell When your character gains a rank in
this talent, decide on a signature spell
the blast quality spend a to attack, suffer 3 strain to
increases your charac- exclude 1 target that would be
for them, consisting of a particular
reduce damage by 2 plus magic action and a specific set of one
ter’s strain threshold affected by the explosion, up to or more effects. When your character
ranks in shape spell. ranks in Deflect Spell. casts that signature spell (consisting of
by one. the exact combination of action and
effects previously chosen), reduce the
difficulty of the check by one.

Cost: 5 Cost: 5 Cost: 5 Cost: 5

Knack For It Toughened Brilliant Casting Grit


When you first purchase this talent for your
character, select one skill. Your character re- Each rank of tough- When your character casts Each rank of grit
a spell, you may spend one
moves jj from any checks they make using
this skill. Each additional time you purchase ened increases your increases your charac-
story point to use this talent
this talent for your character, select two
additional skills, which can include skills character’s wound to add a equal to your ter’s strain threshold
already chosen. Your character also removes
jj from any checks they make using these threshold by two. characters ranks in appro- by one.
skills. You cannot select combat or magic priate spell modifier skill to
skills when choosing skills for this talent.
the results.
Cost: 10 Cost: 10 Cost: 10 Cost: 10

Maximize Spell Crippling Mage Shape Spell Toughened


Once per encounter, your Once per encounter, your When casting a spell with Each rank of tough-
character may use this talent character may add the the blast quality spend a to
to add j equal to ranks in deadly quality to an attack exclude 1 target that would be ened increases your
Maximize Spell to a check spell without increasing the affected by the explosion, up to character’s wound
ranks in shape spell.
to cast a spell. difficulty. threshold by two.

Cost: 15 Cost: 15 Cost: 15 Cost: 15

Resolve Lethal Blows Intense Focus Heroic Will

When a character invol- Add +10 per rank of Your character may perform When you purchase this talent for your
character, choose two characteristics. You
untarily suffers strain, an intense focus maneuver;
lethal blows to any they suffer 1 strain and
may spend a story point to use this talent
to have your character ignore the effects
they suffer 1 less strain
per rank of resolve to a critical injury results upgrade the ability of their
of all critical injuries on any skill checks
using those two characteristics until
inflicted on oppo- next skill check by one. the end of the current encounter. (your
minimum of 1. character still suffers the critical injuries;
nents. they just ignore the effects)

Cost: 20 Cost: 20 Cost: 20 Cost: 20

Dedication Masterful Casting Signature Spell Explosive Caster


Each rank of dedication When your character casts a spell, When your character gains a rank in When your character casts an attack spell,
they may use this talent to spend this talent, decide on a signature spell they treat the spell’s Blast quality as having
increases one of your char- for them, consisting of a particular a rating equal to twice your character’s
t to trigger up to three different
acter’s characteristics by one. qualities or spell effects instead of magic action and a specific set of one ranks in the appropriate skill (instead of
or more effects. When your character their normal ranks). When your character
This talent cannot increase a one. These qualities or spell effects casts an attack spell with the Blast effect,
casts that signature spell (consisting of
characteristic above 5. must be ones that can be triggered the exact combination of action and you may spend one Story Point to use this
by spend a or t. talent to trigger the spell’s Blast quality,
effects previously chosen), reduce the
instead of spending a (even if the attack
difficulty of the check by one. misses).
127
Cost: 25 Cost: 25 Cost: 25 Cost: 25
Specialization Tree: Spellblade
ADDITIONAL CAREER SKILLS: Athletics, Knowledge (Arcana), Melee (Light), Resilience

Lightning Draw Second Wind Toughened Parry


The first time your character Once per encounter, may Each rank of tough- When your character suffers a hit from
a melee combat check, after damage is
draws a Melee (Light) or Melee use Second Wind inci-
(Heavy) weapon during each ened increases your calculated but before soak is applied.
dental to heal strain equal Your character may suffer 3 strain to
encounter increase the base
to ranks in Second Wind. character’s wound use this talent to reduce the damage of
damage of the weapon by 2 the hit by two plus their ranks in parry.
until the end of their current threshold by two. This talent can only be used once per
hit, and your character needs to be
turn. wielding a melee weapon.

Cost: 5 Cost: 5 Cost: 5 Cost: 5

Second Wind Deflect Spell Quick Draw Toughened

Once per encounter, may When hit by a spell Once per round on your char-
acter’s turn, they may use this
Each rank of tough-
use Second Wind inci- attack, suffer 3 strain to talent to draw or holster an easily ened increases your
dental to heal strain equal reduce damage by 2 plus accessible weapon or item as an in-
to ranks in Second Wind. ranks in Deflect Spell. cidental. Quick draw also reduces character’s wound
a weapon’s prepare rating by one,
to a minimum of one.
threshold by two.

Cost: 10 Cost: 10 Cost: 10 Cost: 10

Battle Caster Parry Close-Quarters Caster Grit


Your character does not add When your character suffers a hit from
a melee combat check, after damage is
Your character may add Each rank of grit
j to magic skill checks for the Close Combat quality
wearing heavy armor (with 3
calculated but before soak is applied. increases your charac-
Your character may suffer 3 strain to to an attack spell without
encumbrance or more), using use this talent to reduce the damage of ter’s strain threshold
a shield, or not having at least the hit by two plus their ranks in parry. increasing the difficulty.
one hand free. This talent can only be used once per by one.
hit, and your character needs to be
wielding a melee weapon.

Cost: 15 Cost: 15 Cost: 15 Cost: 15

Naturally Gifted Dodge Lucky Strike Lethal Blows


When you purchase this talent,
choose 2 skills. Once per session,
When your character is targeted by
a combat check, they may suffer a
When your character purchases this
talent, choose one characteristic. After
Add +10 per rank of
you may reroll either of these number of strain no greater than
their ranks in dodge to use this talent.
your character makes a successful
combat check, you may spend one
lethal blows to any
skills. See full talent text.
Then, upgrade the difficulty of the
combat check targeting your character
story point to use this talent to add
damage equal to your character’s ranks
critical injury results
a number of times equal to the strain in that characteristic to one hit of the inflicted on oppo-
suffered. combat check.
nents.
Cost: 20 Cost: 20 Cost: 20 Cost: 20

Resolve Signature Spell Dedication Enduring


When a character invol- When your character gains a rank in
this talent, decide on a signature spell
Each rank of dedication Each rank of endur-
untarily suffers strain, increases one of your char-
they suffer 1 less strain
for them, consisting of a particular
magic action and a specific set of one acter’s characteristics by one. ing increases your
per rank of resolve to a
or more effects. When your character
casts that signature spell (consisting of
This talent cannot increase a character’s soak
characteristic above 5.
minimum of 1. the exact combination of action and
effects previously chosen), reduce the value by one.
difficulty of the check by one.
128 Cost: 25 Cost: 25 Cost: 25 Cost: 25
NEW TALENTS
T his section introduces new talents specific to the Forgotten
Realms setting. Any talents referenced in a talent tree not listed
below is in the Genesys Core Rulebook.
ARMOR MASTER
Activation: Passive

ALTERED DEAL Ranked: No


When wearing armor, Increase total soak value by 1.
Activation: Active (Action)
Ranked: No ARMOR MASTER (IMPROVED)
Activation: Passive
Once per session, make a Daunting (kkk) coercion check to
radically change a previously made deal or bargain to your character’s Ranked: No
advantage. The character must narritively explain what happened, Your character must have purchased the Amor Master talent to benefit
including the details of how the character arranged for the deal to be from this talent. When wearing armor with a soak value of 2 or higher,
changed as well as the specifics of the new deal. increase defense by 1.
ANIMAL COMPANION (IMPROVED) ARMOR MASTER (SUPREME)
Activation: Passive Activation: Active (Incidental, Out of Turn)
Ranked: No Ranked: No
Your character must have purchased the Animal Companion talent to Your character must have purchased the Armor Master talent to benefit
benefit from this talent. Your companion now acts on its own initiative from this talent. Once per encounter, when the character suffers a Criti-
slot, rolling its own intitiative checks when an encounter begins. cal Injury, they may suffer 3 strain to take the Armor Master incidental.
ANTHEM If they does. they reduces the Critical Injury result that they suffers by
10 per point of their soak, to a minimum of l.
Activation: Active (Maneuver)
ASCETIC
Ranked: No
Activation: Passive
Your character may use this talent and a musical instrument to begin
or continue playing an inspiring anthem. While your character is play- Ranked: Yes
ing the anthem, allies within short range who can hear it add j to When not wearing armor, gain +1 to total soak per rank of Ascetic.
checks they make.
AVATAR
The anthem and its effects end immediately if your character does
not use this talent during their turn. Once the anthem has ended, your Activation: Passive
character cannot use the talent again for the rest of the encounter. Ranked: No
ANTHEM (IMPROVED) Your character must have 2 ranks in Ki to benefit from this talent. When
Activation: Passive your character purchases this talent, choose one of the following ele-
ments: Fire, Water, Earth, or Air. Your character’s Ki spells may always
Ranked: No add the effect of the chosen element to for one less difficulty dice, to a
Your character must have purchased the Anthem talent to benefit from minimum of 0. Fire (Attack - Lasting and Elemental (Fire). Your char-
this talent. While your character is playing their anthem, enemies with- acter MUST add the Elemental (Fire) effect to Attack spells). Air (Aug-
in range of its effect who can hear it add j to their checks. ment - Haste and Attack - Elemental (Air). Your character MUST add
the Elemental (Air) effect to Attack spells. Water (Attack - Manipula-
APPLIED RESEARCH tive). Earth (Barrier - Add Defense and Attack - Elemental (Earth) Your
Activation: Active (Incidental) character MUST add the Elemental (Earth) effect to Attack spells).

Ranked: Yes AVATAR (IMPROVED)


Your character may use this talent before making a check to use any Activation: Passive
knowledge skill and Intellect instead of the skill and characteristic the Ranked: No
check would normally require. Your character may use this talent a
number of times per session equal to their ranks in Applied Research. Your character must have purchased the Avatar talent and have 3 ranks
in Ki to benefit from this talent. Your character gains a permanant bonus
When your character uses this talent, you should explain how their based on the element they chose when first taking Avatar: Your char-
mastery of knowledge lets them accomplish this task. In addition, your acter adds the Disorient 2 item quality to their unarmed attacks. In
GM may rule that a particular knowledge skill makes the most sense in addition, Ranged combat checks that target your character add j to
a given situation, and require your character to use that specific knowl- the dice pool (Air). Your character adds the Burn 2. Elemental (Fire),
edge skill. and Pierce 1 item qualities to their unarmed attacks. (Fire). When your
character is unarmored, they gain the benefit as if they had armor with
the Reinforced quality. (Earth). Your character adds the Ensnare 2 item
quality to their unarmed attacks. In addition, Brawl and Melee combat
checks that target your character add j to the dice pool (Water).

129
AVATAR (SUPREME) BEASTMASTER
Activation: Passive Activation: Passive
Ranked: No Ranked: No
Your character must have purchased the Avatar talent and have 4 Your character must have purchased the Animal Companion tal-
ranks in Ki to benefit from this talent to benefit from this talent. When ent to benefit from this talent. Your character may have two animal
your character purchases this talent, they gain one of the following companions with a combined silhouette no greater than your char-
abilities based on the element they selected when they purchased acter’s ranks in Animal Companion.
Avatar: they cannot be knocked prone or staggered (earth), they Your character spends on maneuver to allow both to perform an
cannot be immobilized and can breathe underwater (water), they action and a maneuver and resolves each companion’s turn individ-
cannot be disoriented and can hover using the hovering guidelines ually, choosing the order in which they activate.
in the Flying sidebar on page 100 of the Genesys Core Rulebook,
also gain acces to the Fly Utility spell with Ki (air), or they are One or both of your character’s animal companions can instead
immune to fire—including ignoring damage from attacks with the be a minion group of animals with a combined silhouette no great-
Elemental (Fire) quality and from other fire-based attacks (fire). er than your character’s ranks in Animal Companion. For this pur-
pose, treat every two silhouette 0 animals as silhouette 1.
BACK-TO-BACK
BLATHER
Activation: Passive
Activation: Active (Action)
Ranked: Yes
Ranked: No
While engaged with one or more allies, your character and allies
they are engaged with add j to combat checks. If one or more Take the Blather action, making a daunting (kkkk) charm
allies engaged with your character also have Back-to-Back, the or deception check. If successful, one adversary per s is disorient-
effects are cumulative to a maximum of jj. ed for rounds equal to the characters presence. The character may
BACKSTAB spend t from the check to stagger one affected target.

Activation: Active (Action) BLACKMAIL


Ranked: No Activation: Active (Incidental, Out of Turn)
Your character may use this talent to attack an unaware adver- Ranked: No
sary using a Melee (Light) weapon. A Backstab is a melee attack, When an NPC exceeds their strain threshold by any means oth-
and follows the normal rules for performing a combat check (see er than a combat check, the character may spend 1 Destiny Point
page 101 of the Genesys Core Rulebook), using the character’s to compel the NPC to immediately perform one simple task before
Skulduggery skill instead of Melee (Light). If the check succeeds, becoming incapacitated. The character must be able to commu-
each uncanceled s adds +2 damage (instead of the normal +1). nicate with the NPC to activate this talent, and the player must
BAD HABIT explain how they is blackmailing the NPC.
In structured gameplay, the task must be something the NPC
Activation: Active (Maneuver)
can accomplish in a single turn. The task can be something the
Ranked: No NPC does not wish to do (such as lying to a friend, stealing some-
Your character may use this talent to become disoriented for thing, or aiding an adversary), but it cannot be obviously suicidal
the remainder of the encounter. At the beginning of each of your or otherwise betray the NPC’s most core principles. Any task a
character’s turns, if they are still disoriented due to this talent, they character attempts to compel this way is ultimately subject to the
GM’s discretion.
heal 2 strain.
BLINDSENSE
BALEFUL GAZE
Activation: Passive
Activation: Active (Incidental, Out of Turn)
Ranked: Yes
Ranked: No
As long as your character can hear, you may ignore setback dice
When targeted by combat check from within medium range,
imposed by darkness or blindness within short range, GM has final
may spend a Story Point to upgrade the difficulty of the check a
say if this may apply. Each additional rank of blindsense increases
number of times equal to ranks in Coercion.
the range of this talent.
BATTLE CASTER
BLOCK
Activation: Passive
Activation: Active (Incidental, Out of Turn)
Ranked: No
Ranked: No
Your character does not add j to magic skill checks for wearing
Your character must have purchased the Parry talent to benefit from
heavy armor (with 3 encumbrance or more), using a shield, or not
this talent. While wielding a shield, your character may use the
having at least one hand free. Parry talent to reduce damage from ranged attacks as well as melee
attacks targeting your character.

130
BLOOD MAGIC BONDED ITEM
Activation: Passive Activation: Active (Maneuver)
Ranked: No Ranked: No
Your character must have purchased the Dark Insight talent to benefit Your character must have 3 ranks in Pact Magic to benefit from this tal-
from this talent. When casting a spell with the skill chosen when your ent. Choose one magical implement, item, or weapon your character
character acquired Dark Insight, your character may upgrade the diffi- owns when taking this talent. Your character becomes bonded to this
culty of the check once to suffer two wounds instead of two strain after item. Your character may summon it with maneuver. If your chosen item
the spell is resolved. is ever permanently lost or destroyed, you may select a new one.

BLOOD MAGIC (IMPROVED) BOWL OVER


Activation: Active (Incidental) Activation: Passive
Ranked: No Ranked: No
Your character must have purchased the Blood Magic talent to benefit When your character makes a melee attack after engaging
from this talent. Once per encounter, suffer an additional 3 wounds while a target, your weapon gains the Knockdown item quality. If the weapon
using Blood Magic and add one additional effect with a Difficulty Mod already has Knockdown, you may activate the quality without spending
+k to a spell without increasing the difficulty. a.
BLOOD MAGIC SUPREME BRILLIANT CASTING
Activation: Active (Incidental) Activation: Active (Incidental)
Ranked: No Ranked: No
Your character must have 4 ranks in a magic skill to benefit from this Your character must have 3 ranks in a magic skill to benefit from this
talent. Once per session while using Blood Magic, your character may talent. When your character casts a spell, you may spend one story point
suffer a critical +20 to decrease the difficulty of the check by three to a to use this talent to add a equal to your characters ranks in appropriate
minimum of Hard (kkk) spell modifier skill to the results.
BLOOD SACRIFICE BULLSEYE!
Activation: Active (Maneuver) Activation: Active (Incidental)
Ranked: Yes Ranked: No
Your character must have purchased the Dark Insight talent to benefit from When your character inflicts a Critical Injury with a severity of Aver-
this talent. Once per round, you may use this talent to suffer a number age (kk) or higher, or incapacitates a target with their attack, they may
of wounds no greater than your rank in Blood Sacrifice to use this talent. use this talent to inflict 3 strain on all adversaries within short range of
Then, you may upgrade the next Magic skill check you make before the the target.
end of your character’s turn a number of times equal to wounds suffered.
BURLY
BODY GUARD
Activation: Passive
Activation: Active (Manuever)
Ranked: Yes
Ranked: Yes
Reduce any wielded weapon’s Cumbersome quality and Encumber-
Once per round, your character may suffer a number of strain no ance rating by a number equal to ranks in to a minimum of 1.
greater than their ranks in Body Guard to use this talent. Choose one
ally engaged with your character; until the end of your character’s next CANTRIP
turn, upgrade the difficulty of all combat checks targeting that ally a Activation: Passive
number of times equal to the strain suffered.
Ranked: Yes
BODY GUARD (IMPROVED) Your character must have 2 ranks in a magic skill to benefit from this
Activation: Active (Incidental, Out of Turn) talent. When you gain a rank in this talent, choose one magic skill and
magic action available to that skill. Whenever your character uses that
Ranked: No
action and adds no additional effects to it, your character only suffers 1
Your character must have purchased the Body Guard talent to benefit strain from the casting.
from this talent. Once per encounter, when an ally protected by the Body
Guard maneuver suffers a hit, suffer the hit instead. CAREFUL PLANNING
BODY GUARD (SUPREME) Activation: Active (Action)
Activation: Passive Ranked: No
Ranked: No Once per session, the character can choose to introduce a “fact” or
additional context directly into the narrarive as if they had spent a Story
Your character must have purchased the Body Guard talent to benefit from Point.
this talent. Body Guard maneuver may protect a number of engaged
characters up to ranks in Reilience.

131
CAREFUL SPELL COMBAT SHAPER (IMPROVED)
Activation: Active (Incidental) Activation: Active (Incidental)
Ranked: No Ranked: No
Your character must have at least 3 ranks in rank in a Magic skill to benefit Your character must have purchased the Combat Shape talent and have 4
from this talent. When you cast an attack spell with the Blast additional ranks in Primal to benefit from this talent. Whenever your character uses
effect, you may spend a to exclude one target that would normally be Combat Shaper, you may suffer 2 strain per difficulty dice of one critical
affected by the blast, up to a number of targets equal to your character’s injury your character is suffering to use this talent to heal that critical.
ranks in the appropriate skill. You may also spend t to exclude multiple
targets, so long as the total amount remains no greater than your charac-
COMMAND
ter’s ranks in the appropriate skill. Activation: Passive
CENTER OF BEING Ranked: Yes
Activation: Active (Maneuver) Add j per rank of Command when making Leadership checks. Affect-
ed targets add j to Discipline checks for next 24 hours.
Ranked: Yes
Your character must have 2 ranks in a magic skill to benefit from this
COMMANDING PRESENCE
talent. Take the Center of Being maneuver. Until the beginning of next Activation: Active (Action)
turn, attacks against the character increase their critical rating by 1 per
rank of Center of Being. Ranked: No
Once per session, the character can take the Commanding Presence
CENTER OF BEING (IMPROVED) action to choose a target minion, minion group, or rival and make a Cool
Activation: Active (Incidental) check opposed by the target’s Discipline. If the check is successful, the tar-
get adversary or group removes itself from the encounter for the duration
Ranked: No of the encounter. The target will not attack or otherwise engage the PCs,
nor perform any hostile or overt action. However, it will defend itself if
Your character must have purchased the Center of Being talent and have 4
attacked. Attacking the target ends the effect.
ranks in a magic skill to benefit from this talent. Your character may spend
a Story Point to have Center of Being affect all allies within short range The Commanding Presence action can be used in narrative encoun-
ters. The specific details of its effect are at the GM’s discretion, but could
of your character.
include commanding a guard to let the PCs pass or causing political
CHALLENGE! opponents to remove themselves from a debate.

Activation: Active (Maneuver) COMPONENT CASTING


Ranked: Yes Activation: Active (Incidental)
Once per encounter, your character may use this talent to choose a Ranked: No
number of adversaries within short range no greater than your character’s
ranks in Challenge! (a minion group counts as a single adversary for this Your character must have 1 rank in a magic skill to benefit from this talent.
purpose). Until the encounter ends or your character is incapacitated, When your character casts a spell, they may use this talent to consume
these adversaries add j to combat checks targeting your character and a physical item and add j to the check. The item does not have to be
jj to combat checks targeting other characters. expensive or rare but it does have to be thematically appropriate for the
spell, available to your character, and subject to your GM approval. Some
CIRCLE OF SHELTER examples include a match or bit of sulfur for an Attack spell with the
Activation: Active (Incidental, Out of Turn) Burn quality, a piece of glass for a Predict spell, or a scrap of bandage for
a Heal spell.
Ranked: No
COMRADE IN ARMS
Your character must have purchased the Parry talent to benefit from this
talent. When an engaged ally suffers a hit, may use Parry or Block inci- Activation: Active (Action)
dental against the hit. Ranked: No
CLOSE-QUARTERS CASTER Once per encounter, make a Hard (kkk) Discipline Check. If success-
Activation: Active (Incidental) ful, your character plus one ally per s within medium range gains +1
defense for the remainder of the encounter. Effects end if affected targets
Ranked: No move beyond medium range.
Your character must have 2 ranks in a magic skill to benefit from this COMRADE IN ARMS (IMPROVED)
talent. When casting an Attack spell, your character may add the Close
Combat effect without increasing the difficulty. Activation: Active (Action)
COMBAT SHAPER Ranked: No

Activation: Active (Incidental) Your character must have purchased Comrade-In-Arms to benefit from this
talent. Spend aaa or t when performing comrade in arms to also
Ranked: No gain +1 soak or give one affected ally +1 soak.
Your character must have purchased the Wild Shape talent and have 3
ranks in Primal to benefit from this talent. Whenever you use the Wild
Shape talent, you may spend a Story Point to use this talent to heal
wounds up to your ranks in Wild Shape.

132
used as if they had generated aa on a combat check using that weapon.
CONDUIT CRIPPLING MAGE
Activation: Active (Maneuver) Activation: Active (Incidental)
Ranked: No Ranked: No
Your character must have 4 ranks in a magic skill to benefit from this talent. Your character must have 3 ranks in a magic skill to benefit from this tal-
Once per encounter, your character may spend a Story Point to perform ent. Once per encounter, your character may add the Deadly effect to an
a magic action as a maneuver. attack spell without increasing the difficulty.
CONFIDENCE CRUSADER
Activation: Passive Activation: Passive
Ranked: Yes Ranked: No
May decrease difficulty of Discipline checks to avoid fear by 1 per rank Your character must have 3 ranks in Divine to benefit from this talent.
of Confidence. Your character counts all weapons as having the Bane (Fiend) and Bane
(Undead) with a rating equal to your character’s ranks in Knowledge
CONGENIAL
(Religion).
Activation: Active (Incidental)
DARK INSIGHT
Ranked: Yes
Activation: Active (Incidental)
May suffer a number of strain to downgrade difficulty of Charm or
Negotiation checks or upgrade difficulty when target by Charm or Nego- Ranked: No
tiation checks, by an equal number Strain suffered this way cannot exceed When your character takes this talent choose a magic skill they have as
ranks in Congenial. a career skill. When you cast a spell with that skill that adds a quality to
your character’s spell with a rating determined by your character’s ranks
CONJURATION ADEPT
in the appropriate skill, your character may use their ranks in Knowledge
Activation: Active (Incidental) (Forbidden) instead.
Ranked: No DEATH RAGE
Your character must have 3 ranks in a magic skill that can use Conjure to Activation: Passive
benefit from this talent. Your character may use this talent to cast the
Conjure spell with no additional effects and not suffer strain. This talent Ranked: No
cannot be used to summon a minion. Your character adds +2 damage to melee attacks for each Critical Inju-
ry they are currently suffering. (Your GM may also impose additional
CONJURATION SAVANT penalties on social skill checks your character makes if they are suffering
Activation: Passive Critical Injuries due to their frenzied behavior.)

Ranked: Yes DECEPTIVE TAUNT


Your character must have 3 ranks in a magic skill that can use Conjure to Activation: Active (Action )
benefit from this talent. When directing conjurations, may grant them j
Ranked: No
per rank of Conjuration Savant on checks.
Once per session, the character may make a Deceptive Taunt action.
CONSTANT VIGILANCE The character makes an opposed Deception vs Vigilance check targeting
Activation: Passive one NPC within medium range. If they succeeds, the NPC must attack
him during its next turn. If the NPC cannot do so, it must spend all
Ranked: No subsequent turns maneuvering into position until it can make a melee or
May always use Vigilance when making checks to determine initiative. ranged attack against the character. Once it has made a melee or ranged
attack against the character, the NPC is no longer affected by Deceptive
COORDINATED DODGE Taunt. If the character is incapacitated or leaves the encounter, the NPC
Activation: Active (Incidental, Out of Turn) is no longer affected by Deceptive Taunt.

Ranked: No If used outside of combat, at the GM’s discretion the NPC can choose
to perform a non-lethal attack if the situation warrants it. If the encounter
Once per encounter, your character may suffer 3 strain as an out-of- takes place at a party, for example, the NPC may choose to punch the
turn incidental when they are the target of a combat check. If they do character rather than using a knife or spell.
so, the difficulty of the combat check becomes an opposed check against
your ranks in the Coordination skill instead of the normal difficulty. Oth- DEFENSIVE TRAINING
er modifiers, such as cover and defense still apply. Activation: Passive
COUNTERATTACK Ranked: Yes
Activation: Passive When wielding a Melee or Brawl weapon, the weapon gains the Defen-
Ranked: No sive quality with a rating equal to ranks in Defensive Training.

Your character must have purchased the Parry (Improved) talent to benefit
from this talent. When your character uses the Parry (Improved) talent to
hit an attacker, they may also activate an item quality of the weapon they

133
DISARMING SMILE
DEFLECT SPELL Activation: Active (Action)
Activation: Active (Incidental, Out of Turn) Ranked: Yes
Ranked: Yes Your character can make a disarming smile action to make an
opposed charm check against one target within short range. If they
Your character must have 2 ranks in a magic skill to benefit from this succeed, decrease the target’s defense (melee and ranged) by a number
talent. When your character suffers a hit from a magic combat check, equal to your character’s ranks in disarming smile (to a minimum of
after damage is calculated but before soak is applied (so immediately
after Step 3 of Perform a Combat check, page 102), your character zero) until the end of the encounter.
may suffer 3 strain to use this talent to reduce the damage of the hit DISCIPLE OF THE ELEMENTS
by two plus their ranks in Deflect Spell. This talent can only be used
once per hit. Activation: Passive
Ranked: Yes
DEVIL SIGHT
Gain Ki (Will) as a career skill. Each time you take a rank in this tal-
Activation: Passive ent, gain either Attack, Augment, or Barrier as a magic action available
Ranked: No to the Ki (Will) skill.
Your character must have 2 ranks in Pact Magic to benefit from this DISSONANCE
talent. Ignore all j induced by darkness, magical or otherwise, within
medium range. Activation: Active (Action)
Ranked: No
DIRE ANIMAL COMPANION
While wielding a musical instrument, your character may use this
Activation: Passive talent to make an Average (kk) Charm or Verse check. For each s
Ranked: No the check generates, one adversary of the player’s choosing within short
range suffers 1 wound. For each a, one adversary affected by Disso-
Your character must have purchased the Animal Companion talent to nance suffers 1 additional wound.
benefit from this talent. If your character has at least two ranks in the
Primal skill, the animal companion they have bonded with through DISTANT SPELL
the Animal Companion talent increases its Brawn by one, to a Activation: Active (Incidental)
maximum of 5, and its wound threshold by four. If it is a nemesis,
it increases its strain threshold by four. If it is a minion or rival, it Ranked: No
becomes a nemesis and gains a strain threshold of 6. Your character Your character must have 2 ranks in a magic skill to benefit from this tal-
also chooses to increase either its Agility or its Willpower by one, to a ent. Once per encounter, when casting a spell the first range enhance-
maximum of 5, and its Brawl, Discipline, Perception, or Survival by ment does not increase the difficulty of the spell.
one, to a maximum of 5.
DISTRACTING BEHAVIOR
DIRTY TRICKS
Activation: Active (Maneuver)
Activation: Active (Incidental)
Ranked: Yes
Ranked: No
The character may make a Distracting Behavior maneuver and suffer
After your character inflicts a critical injury on an adversary, you may a number of strain no greater than their ranks in Cunning. If they does
use this talent to increase the difficulty of that adversary’s next check so, an equal number of adversaries or NPCs they is engaged with suffer
by one. h on checks they make until the beginning of the character’s next
turn. The range of this maneuver increases by one band per rank of
DIRTY TRICKS (IMPROVED)
Distracting Behavior.
Activation: Active (Incidental) The character selects who is affected by Distracting Behavior and
Ranked: No can choose to have this talent not affect NPC allies. It may be that they
explains their tactics to the NPCs beforehand, or that they know him
Your character must have purchased the Dirty Tricks talent to benefit
from this talent. After your character inflicts a critical injury on an well enough to be used to their antics.
adversary, you may use this talent to upgrade the difficulty of that DISTRACTING BEHAVIOR (IMPROVED)
adversary’s next check by one.
Activation: Passive
DISARMING STRIKE
Ranked: No
Activation: Active (Action) The Distracting Behavior maneuver inflicts hh on adversaries
Ranked: Yes checks instead of h.
May spend t or aa with a successful Melee or Brawl check to
disarm opponent.

134
DOUSE THE FLAMES OF WAR
DIVINE INTERVENTION Activation: Active (Incidental, Out of Turn)
Activation: Active (Action) Ranked: No
Ranked: No Once per game session, when a combat encounter against one or
more sentient beings is about to begin, the character make a daunting
Your character must have 4 ranks in Divine to benefit from this talent. (kkkk) Negotiation check. If successful, the combat encounter instead
Once per session, your character may use this talent to use the Divine becomes a social encounter, With the PCs attempting to convince
Intervention action. Make a Formidable (kkkkk) Divine check (the their opposition to back down, come around to their viewpoint, or
difficulty of this check cannot be decreased below Formidable). If suc- accept a compromise. The gm is the final arbiter of how the situation
cesful, introduce into the narrative a “fact” in the form of aid from your resolves without violence (or how the combat encounter continues if the
God, with GM approval.
character’s check is unsuccessful).
DIVINE SENSE
DUAL STRIKE
Activation: Active (Action)
Activation: Active (Incidental)
Ranked: No
Ranked: No
Your character must have 2 ranks in Divine to benefit from this talent.
May suffer one strain to perform the Divine Sense action. Make an Easy When resolving a combined check to attack with two weapons in a
(k) Discipline check. Success grants you knowledge of otherworldly melee combat, your character may suffer 2 strain to use this talent to hit
beings (Celestial, Fey, Fiend, or Undead) within medium range. May with the secondary weapon (instead of spending aa).
spend aa to learn exact locations. DUMB LUCK
DODGE (IMPROVED) Activation: Active (Incidental)
Activation: Passive Ranked: No
Ranked: No Once per session, you may spend a Story Point to use this talent after
your character suffers a Critical Injury but before the result is rolled. Their
After using dodge, may spend a Story Point to make a move maneuver
opponent must roll two results, and you select which applies to your char-
as an out-of- turn incidental.
acter.
DOUBLE OR NOTHING
ELEMENTALIST
Activation: Active (Incidental)
Activation: Passive
Ranked: No
Ranked: No
When your character acquires this talent, choose one skill. When
When your character purchases this talent, choose one of the following
making checks with that skill, you may suffer 2 strain to perform the
elements: Acid (Lasting), Air (Manipulative), Earth (Impact), Electricity
double or nothing incidental to increase the difficulty of the next check
(Stunning), Fire (Lasting), Ice (Hindering), or Poison (Lasting).
by one. Then, After canceling opposing symbols, double the amount of
Whenever your character casts an Attack spell, they always add the
remaining a or h.
Elemental effect to the spell and that element associated with the quality
DOUBLE OR NOTHING (IMPROVED) without increasing the difficulty. However, they may never add any of
the other elements to a spell they cast. In addition, they also may add
Activation: Passive the assoiciated spell effect without increasing the difficulty.
Ranked: Yes
ELEMENTALIST (IMPROVED)
When performing the Double or Nothing incidental, suffer one addio-
nal strain and after canceling opposing symbols, also double the amount Activation: Passive
of remaining s or f. Ranked: No
DOUBLE OR NOTHING (SUPREME) When your character purchases this talent, they gain one of the
following abilities based on the element they selected when they
Activation: Passive purchased Elementalist: they are immune to acid, including ignoring
Ranked: Yes damage from acid, and cannot be affected by the Burn quality (Acid),
they cannot be immobilized (Air), they cannot be knocked prone or
When performing the Double or Nothing incidental, upgrade the diffi- staggered (Earth), they are immune to cold, including damage from cold
culty of the check once and after canceling opposing symbols, also double and ignoring weather conditions, and can breathe underwater (Ice), they
the amount of remaining t and d. are immune to electricity—including ignoring damage from electricity-
DOUBLE TAP based attacks, and cannot be disoriented (Electricity), they are immune
to fire, including ignoring damage from fire, and cannot be affected
Activation: Active (Incidental) by the Burn quality (Fire), or they are immune to poisons and toxins
Ranked: No (Poison).
After your character succeeds at an attack, but before they spend advan-
tage, they can suffer 3 strain to allow them to score two separate Critical
Injuries. These require the normal methods of generating a Critical Inju-
ry, and they occur simultaneously to each other.

135
ELEMENTALIST (SUPREME) their next social skill check instead of a.
Activation: Active (Incidental) After purchasing this talent, your character’s appearance is now
Ranked: No noticeably changed by their magic. what form this enhancement
takes is up to you, with your GM’s approval, but it should be
When your character casts an Alter, Augment, or Barrier spell, they based on the magic skill your character possesses as well as the
may use this talent to choose to have the targets of the spell gain enchantment they already possessed.
the ability your character gained when they purchased Elementalist
(Improved) for the spell’s duration. If your character has four ranks ENSORCELLED (SUPREME)
in a magic skill, they also may add the other element effects to
Attack spells in addition to their element. They also may choose Activation: Active (Incidental, Out of Turn)
not to add the Elemental quality. Ranked: No

ELEMENTARY Your character must have 3 ranks in a magic skill to benefit from this
talent. once per session, they may use this talent to force all enemies
Activation: Active (Action)
within medium range to make a Hard (kkk) Discipline check
Ranked: No as an out-of-turn incidental. If they fail, they must spend all avail-
Your character must have 3 ranks in Arcane to benefit from this talent. able maneuvers moving away from your character, and they suffer 5
Once per session, your character may use this talent to make a Hard strain, plus one additional strain per threat.
(kkk) Arcane check while present at a scene. If they succeed, they EUREKA!
see a vision of the past 48 hours at that scene and gain one specific,
important detail regarding the scenes past. May spend s multiple Activation: Passive
times to pick out a number of specific details from their vision. This Ranked: No
may include all the physical characteristics of one Character (height,
weight, body type, clothing, and species). The GM is the final arbi- When your character makes an Alchemy or Mechanics check that
ter of what constitutes a scene. generates t, roll an additional l and add it to the results of the
check in addition to spending the t normally. When your charac-
EMPOWERED BY NATURE ter makes an Alchemy or Mechanics check that generates d, roll an
Activation: Passive additional l and add it to the results of the check in addition to
spending the d normally. (Both of these effects may occur multiple
Ranked: No times during a check.)
Whenever your character casts a Conjure spell using Primal to EXPLOSIVE CASTER
summon a beast or plant, may spend aa to add the Empowered
effect alongside spending t. Activation: Passive

ENCOURAGING WORDS Ranked: No


Your character must have 3 ranks in a magic skill to benefit from
Activation: Active (Incidental, Out of Turn)
this talent, when your character casts an attack spell, they treat the
Ranked: Yes spell’s Blast quality as having a rating equal to twice your character’s
After an engaged ally fails a check, may suffer 1 strain to assist ranks in the appropriate skill . When your character casts an attack
that ally’s next check this encounter as an out of turn incidental. spell with the Blast effect, you may spend one Story Point to use this
talent to trigger the spell’s Blast quality, instead of spending a (even
The range of this talent increases by one band per rank of
if the attack misses).
Encouraging Words beyond the first.
FACE OF THE WILD
ENSORCELLED
Activation: Active (Incidental)
Activation: Passive
Ranked: No
Ranked: No
Your character must have 3 ranks in Primal to benefit from this tal-
Your character must have 1 rank in a magic skill to benefit from this ent. When your character casts the Alter spell on themself using
talent. Once per encounter, they may use this talent to add a to the the Primal skill, you may spend a Story Point to have them use
result of their next social skill check. this talent to maintain the effects of the spell until the end of the
Additionally, this has a passive narrative effect; your character’s encounter, without performing concentration maneuvers.
appearance is subtly enhanced by their magic. others do not note it
FAITH HEALING
as supernatural but maybe slightly put off. what form this takes is up
to you, with GM approval, but it should be based upon the magic Activation: Active (Incidental)
skill your character has access to and their backstory. Ranked: Yes
ENSORCELLED (IMPROVED) After making a skill check to cast a heal spell, may choose to
change one s to a, or one a to s per rank of faith healing,
Activation: Passive
though they must still have at least one s to succeed on the check.
Ranked: No
Your character must have 2 ranks in a magic skill to benefit from this
talent. When using the ensorcelled talent, they may add s & a to

136
FAMILIAR this talent. During the next ranged combat check they make this
turn, throwing weapons thrown by your character gain the Auto-
Activation: Passive Fire quality. You do not increase the difficulty of this combat
Ranked: Yes check; instead, your character must have (and use) one throwing
weapon per hit triggered.
Your character must have 2 ranks in a magic skill to benefit from
this talent. When your character purchases this talent, choose a sil- FLURRY OF STEEL (IMPROVED)
houette 0 creature (approved by your GM). This creature becomes
your character’s familiar. Your character is bonded to this familiar Activation: Passive
as long as you choose, though the GM may decide to remove it Ranked: No
due to mistreatment or other conditions. You instruct the familiar
When triggering additional hits from Flurry of Steel Auto-Fire,
how to act telepathically. However, the only action a familiar may
take is Exchange an Action for a Maneuver. It cannot fight except extra hits require a instead of the normal aa.
in self-defense, under the GM’s direction. Once per round, your FORBIDDEN KNOWLEDGE
character may use a maneuver to direct the familiar to take specif-
ic maneuvers during your character’s turn. As long as the familiar Activation: Active (Maneuver)
is in short range, it may use the Assist maneuver to give j to all Ranked: No
magic checks. This range increases with ranks in Familiar.
Once per session, suffer strain no greater than twice you char-
FAMILIAR (IMPROVED) acter’s ranks in Knowledge (Forbidden) to increase your ranks in
the appropriate skill for every two strain suffered this way for the
Activation: Active (Action)
purpose of determining the strength of additional effects for the
Ranked: No next spell cast during that round. In this case, your temporary
Your character must have purchased the Familiar talent to benefit ranks in the appropriate spell may exceed the usual limit of 5.
from this talent. Your character may suffer 2 strain and make an
FOREWARNING
Easy (k) Magic Skill check; if successful, see and hear using your
familiar’s senses for one round, and you may suffer 1 strain per Activation: Active (Incidental)
round to extend the duration. In addition, when the Familiar uses Ranked: No
the Assist maneuver with the Character’s magic check, the Assist
maneuver provides jj. The familiar must be within the range Your character must have 3 ranks in a magic skill that can use
granted by ranks in the Familiar talent for your character to use Predict to benefit from this talent. Once per session, whenever your
the Familiar (Improved) talent. character rolls for intitiative, you may spend t to have all allies
within medium range increase their defense by your character’s
FEARSOME ranks in Vigilance for the first round of combat.
Activation: Passive FORTUNE FAVORS THE BOLD
Ranked: Yes Activation: Active (Incidental)
When an adversary becomes engaged with the character, the Ranked: No
character may force the adversary to make a fear check, with the
difficulty equal to the character’s ranks in Fearsome. Once per session as an incidental, suffer 2 strain to flip one GM
Story Point to a Player Story Point.
FEINT
FRENZIED ATTACK
Activation: Passive
Activation: Active (Incidental)
Ranked: Yes
Ranked: Yes
Your character may spend t or aaa generated by a missed
melee attack to upgrade the difficulty of their opponent’s next When making a Melee or Brawl check, suffer a number of
attack targeting your character a number of times equal to their strain to upgrade the attack an equal number of times. The strain
ranks in Feint. suffered may not exceed ranks in Frenzied Attack.

FLURRY OF BLOWS GOES TO ELEVEN

Activation: Active (Maneuver) Activation: Passive

Ranked: No Ranked: Yes

Your character may use this talent to perform the Flurry of Your character increases the range of their musical talents by
Blows maneuver to suffer a number of strain no greater than ranks one range band per rank of Goes to Eleven. A musical talent is any
of up to your ranks in Coordination to gain the Linked quality talent that requires your character to “use a musical instrument”
with a rating equal to the amount of strains suffered on your next to activate it. Narratively, you should explain how your character
Melee or Brawl combat check this turn. augmented or amplified their instrument.

FLURRY OF STEEL
Activation: Active (Incidental)
Ranked: Yes
Once per encounter, your character may suffer 2 strain to use

137
HOLISTIC NAVIGATION
HARASS Activation: Active (Incidental)
Activation: Active (Incidental) Ranked: No
Ranked: No When making a skill check to navigate, the character may spend one
Story Point to remove d, or to remove h equal to their ranks in Per-
Whenever the character’s animal companion makes a successful com-
bat check against a target, it may forgo inflicting damage to upgrade the ception.
difficulty of the target’s next check once instead. HUNTER
HARD-BOILED Activation: Passive
Activation: Active (Incidental) Ranked: Yes
Ranked: No Add j per rank of Hunter to all checks when interacting with beast
When your character makes a check to recover strain at the end of or animals (including combat checks). Add +10 to Critical Injury
an encounter (as describe on page 117 of the Genesys Core Rulebook), results against beasts or animals per rank of Hunter.
your character may make a Simple (-) Resilience check instead of Dis- HUNTER’S QUARRY
cipline or Cool. If your character does so, they heal 1 strain per s and
1 wound per a. Activation: Active (Action)

HARD HEADED Ranked: No


The character may take the Hunter’s Quarry action against an oppo-
Activation: Active (Action)
nent within long range, making a Hard (kkk) Survival check. If the
Ranked: Yes
check succeeds, upgrade the ability of all attacks made against the target
The character may perform the Hard Headed action. On any turn by one until the end of the character’s next turn.
in which the character is staggered or disoriented, they may perform
the Hard Headed action (this action may be specifically performed HUNTER’S QUARRY (IMPROVED)
even though they is normally barred from performing actions when
Activation: Passive
staggered). He makes a Daunting (kkkk) Discipline check If they
succeeds, they is no longer staggered or disoriented. The difficulty of Ranked: No
this check decreases by one per additional rank of Hard Headed, to a Reduce the difficulty of Hunter’s Quarry from Hard (kkk) to Aver-
minimum of Easy (k). age (kk). Your character may suffer 2 strain to perform hunter’s quarry
HARD HEADED (IMPROVED) action as a maneuver.

Activation: Active (Action) HUNTER’S QUARRY (SUPREME)


Ranked: No Activation: Passive
Once per encounter, your character may use Hard Headed to recover Ranked: No
from being incapacitated due to exceeding their wound threshold.
Add aa to all combat checks against targets affected by Hunter’s
On their next turn after having become incapacitated, they may as
Quarry. Also, you may spend a story point to have Hunter’s Quarry
an action make a Formidable (kkkkk) Resilience check. If they
lasts until the end of the encounter.
succeed, decrease their wounds to one less that their wound threshold.
The difficulty of this check decreases by one per additional rank of IMBUE ITEM
Hard Headed, to a minimum of Easy (k).
Activation: Active (Maneuver)
HEALING HANDS Ranked: Yes
Activation: Passive Your character must have 2 ranks in Artfice to benefit from this talent.
Ranked: Yes The character may take the Imbue Item maneuver, and suffer strain up
to your ranks in Imbue Item. He then grants a number of weapons or
Gain Ki (Will) as a career skill. Each time you take a rank in this
items equal to strain suffered within short range a temporary enhance-
talent, gain either Dispel or Heal as a magic action available to the Ki
ment chosen from the following options: increase weapon’s damage by
(Will) skill. With two ranks of this talent, gain Leech as an additional
1, decrease the a cost for its Critical Hit or for any other single effect by
effect to Attack spells using the Ki (will) skill.
1, to a minimum of 1, or increase a piece of armor’s ranged or melee
HEROIC RESILIENCE defense by 1. Alternatively, the character can decrease an item’s encum-
brance by 2, to a minimum of 1. The character suffers 1 strain at the
Activation: Active (Incidental, Out of Turn) beginning of each of their turns while this talent is active.
Ranked: No
Immediately after being hit by an attack but before suffering damage,
spend 1 Story Point to increase soak by ranks in Resiliance.

138
IMBUE WEAPON Weapons count as having the monk quality for your character.
Activation: Active (Incidental) IMPROVISED WEAPON MASTER (IMPROVED)
Ranked: Yes Activation: Passive
Your character must have 4 ranks in Artfice to benefit from this tal- Ranked: No
ent. Once per round, when you make a melee combat check you
may spend a story point to add modifiers from the Attack spell, When wielding an improvised weapon, no longer suffer auto-
and increase the difficulty of the check by the listed amounts. These matic h during attacks, and reduces their Crit Rating by 1 more.
modifiers replace any existing qualities on weapons and are not Further, improvised weapons gain the Defensive 1 and Disorient 1
additive. This combat check counts as both a melee combat check weapon qualities.
and a magic combat check, and can use the h and d results for
either normal skill checks or magical skill checks. You cannot choose INNATE FOCUS
to add the Empowered or Range modifier to the check. Activation: Active (Incidental)
IMPALING STRIKE Ranked: No

Activation: Active (Incidental) Your character must have 3 ranks in a magic skill to benefit from this
talent. While not using a magic implement, your character increases
Ranked: No the base damage of all attack spells they cast by two. In addition,
When your character inflicts a critical injury with a melee weap- when casting a spell while not using a magic implement, your char-
on, they may use this talent to immobilize the target until the end of acter may use this talent to decrease the difficulty of the check by
the target’s next turn (in addition to the other effects of the critical one. If they do so, they increase the strain suffered for casting the
injury). spell by 1.

IMPROVED COUNTERSPELL INNATE POWER


Activation: Passive Activation: Passive
Ranked: Yes Ranked: No
When your character uses the counterspell manuever, they also Your character must have 3 ranks in a magic skill to benefit from this
add j to checks to cast spells equal to ranks in Improved Coun- talent. You cannot lose your magical connection and be unable to
terspell. cast spells on a d.

IMPROVISED DETONATION INSPIRING CRY

Activation: Active (Action) Activation: Active (Maneuver)

Ranked: No Ranked: No

Once per session, the character may make a Daunting (lkkk) Once per encounter, your character may use this talent to allow
Mechanics check to perform the Improvised Detonation action and allies within medium range to reroll any number of j when they
build an explosive device out of available materials. The device can make a check until the end of the following round.
be detonated via any logical means (timed delay, pressure- activat-
ed, or even a fuse) and when it explodes deals damage equal to the INTENSE FOCUS
character’s ranks in Intellect plus ranks in Mechanics plus s on the Activation: Active (Incidental, Out of Turn)
initial check, and possesses the Blast quality at an equal value. The
character can spend t to increase the damage by an additional 2. Ranked: Yes
A d causes the device to detonate immediately in the owner’s face. Before making a skill check, the character may perform the
If the check would have been otherwise successful, the premature Intense Focus maneuver. The character suffers one strain to upgrade
detonation does damage based on the successful check (and has an the ability of the skill check once.
equivalent Blast quality). If the check would have failed, the prema-
ture detonation only does damage equal to ranks in Mechanics plus INTIMIDATING
ranks in Intellect. Activation: Passive
IMPROVISED DETONATION (IMPROVED) Ranked: Yes
Activation: Passive May suffer a number of strain to add j to a check made to resist
fear caused by your character. Strain suffered this way cannot
Ranked: No
exceed ranks in Intimidating.
Reduce the difficulty of Improvised Detonation’s check to Hard
(lkkk) and increase the damage dealt by the explosive to ranks in INVOCATION
Intellect plus twice the character’s ranks in Mechanics plus & s
Activation: Passive
on the initial check (this includes the damage dealt on a premature
detonation triggered by d). Ranked: No

IMPROVISED WEAPON MASTER Your character must have 2 ranks in Pact Magic to benefit from this
talent. When you purchase this Talent, choose one magic action
Activation: Passive your character can not normally cast with Pact Magic. Once per
encounter, you may cast this spell using Pact Magic.
Ranked: No
This character adds automatic s to all combat checks when using
an improvised weapon, and reduces its Crit Rating by 1. Improvised

139
IRON BODY Ranked: No

Activation: Active (Incidental) Once per encounter, your character may spend a story point to
make the concentration maneuver as an incidental.
Ranked: No
MAGIC RESISTANCE
Remove j per rank of Iron Body from Coordination and Resil-
ience checks. Reduce the critical rating of unarmed attacks by 1 per Activation: Passive
rank of Iron Body (to a minimum of 1). Ranked: Yes
IT’S NOT THAT BAD Whenever you are being targeted by an adversary’s spell, the cast-
Activation: Active (Incidental, Out of Turn) er adds j to the check per rank of Magic Resistance. When your
character makes a check to resist a negative magic effect, may add j
Ranked: No
to the check per rank of Magic Resistance.
Once per game session, when an ally is about to suffer a critical
injury, the character can take an It’s Not That Bad incidental to MAGICAL SECRETS
make a Hard (kkk) Medicine check. If successful, the ally does Activation: Passive
not gain the Critical Injury and does not suffer any of its normal
Ranked: Yes
effects (although the attack that caused the Critical Injury still deals
its damage as normal). Your character must have 4 ranks in Verse to benefit from this talent.
Each time you gain a rank in this talent, pick one magic action not
JURY RIGGED available to Verse and one additional effect on a magic action you
Activation: Passive have access to. That action is now available for you to cast, and that

Ranked: Yes effect is now usable on Verse spells cast by your character.

Your character may choose one personal weapon or piece of MARTIAL ARTS MASTERY
armor per rank of jury rigged. They may increase the damage of Activation: Passive
the weapon by one; decrease the a cost on its critical, or any sin-
gle other effect by one to a minimum of one (except auto-fire); or Ranked: Yes
increase armor’s ranged or melee defense by one. Alternatively, they You may use Agility instead of Brawn for determining base dam-
can decrease the encumbrance of the item by two to a minimum of age and skill checks for Brawl attacks and Melee (light) attacks with
one. The bonus only applies so long as your character is using the Weapons with the Monk quality.
item. If the item is ever lost or destroyed, your character may apply
Weapons with the Monk quality and unarmed Brawl attacks do
jury rigged to a new personal weapon or piece or armor.
at least +X damage, X being your ranks in Martial Arts Mastery.
KEEPING IT COOL When you have taken three ranks of Martial Arts Mastery, your
Activation: Passive Brawl attacks gain the Superior quality, if they do not already have
it.
Ranked: No
May always use Cool when making checks to determine initiative. MASTER CASTER
KNOW THY ADVERSARY Activation: Passive
Activation: Passive Ranked: No
Ranked: No Your character must have 4 ranks in a magic skill to benefit from
this talent. When your character fails a spell casting skill check that
May use an appropriate Knowledge skill when making checks to
targets another character or npc, may spend t or aaa to imme-
determine initiative. The GM is the final arbiter of what Knowledge
diately reroll the attempted spell with a new target.
skill is appropriate.
MASTER COUNTERSPELLER
LEAD FROM THE FRONT
Activation: Active (Incidental, Out of Turn)
Activation: Passive
Ranked: No
Ranked: No
Your character must have 3 ranks in a magic skill to benefit from this
After succeeding on a leadership check or other check to inspire,
talent. Once per encounter, when an adversary you can see within
lead, or rally an audience, the character may spend one story point
medium range of your character attempts to cast a spell, you may
to upgrade the ability of the next skill check made by all allies within
spend a Story Point to use this talent and use a Counterspell man-
short range.
uever as an Incidental.
LIGHTNING DRAW MASTER COUNTERSPELLER (IMPROVED)
Activation: Passive
Activation: Active (Incidental)
Ranked: No
Ranked: No
The first time your character draws a Melee (Light) or Melee
Your character must have 4 ranks in a magic skill to benefit from this
(Heavy) weapon during each encounter increase the base damage of
talent. Once per round on your character’s turn, you may spend a
the weapon by 2 until the end of their current turn.
Story Point to use this talent and make a Counterspell manuver as
LINGERING SPELL an out of turn Incidental.

Activation: Passive

140
MENACE
MASTER DEMOLITIONIST Activation: Passive

Activation: Passive Ranked: No

Ranked: No Once per round, on the character’s turn, the animal companion may
spend a maneuver to have enemies within short range of the charac-
When resolving an attack from a personal scale explosive or ordi- ter’s animal companion add j to next combat check made against the
nance weapon, your character may spend aaa or t to have the character. Adversary characters who are immune to the effects of fear
weapon’s Blast quality affect all characters within short range (rath- are also immune to this ability. The gm has final say if a creature can
er than engaged). If the weapon normally affects all characters within threaten an adversary.
short range, then the range of the effect is increased to medium range
instead. MENTAL TOOLS
MASTERFUL CASTING Activation: Passive

Activation: Passive Ranked: No

Ranked: No Your character must have 2 ranks in Artifice to benefit from this talent.
Always count as having the right tools for the job when performing
Your character must have 4 ranks in a magic skill to benefit from this Mechanics checks.
talent. When your character cast a spell, they may use this talent to
spend t to trigger up to three different qualities or spell effects instead MONSTROUS HERITAGE
of one. These qualities or spell effects must be ones that can be triggered
by spending a or t. Activation: Passive
Ranked: No
MASTERFUL CONJURATION
Gain the access to Primal only effects of magic actions when using
Activation: Active (Incidental) Sorcery.
Ranked: No
MOVING TARGET
Your character must have 4 ranks in a magic skill to benefit from this tal-
ent. After your character makes a successful Conjuration spell to create Activation: Passive
a conjuration, you may spend a Story Point to have your character use Ranked: Yes
this talent to make the conjuration last until the end of the encounter,
If the character has already acted this round, increase ranged defense
without performing concentrate maneuvers, and not need to remain
by 1 per rank of moving target.
within the spells range after being cast. You may spend two story points
two make the conjuration last until the end of the session instead. NATURAL COMMUNION
MASTERFUL ILLUSIONS Activation: Passive

Activation: Active (Incidental) Ranked: No

Ranked: No When casting the Conjure magic action with the Primal Skill, you
character may add the Summon Ally effect without increasing the diffi-
Your character must have 4 ranks in a magic skill to benefit from this culty. To obtain this benefit, all creatures your character summons must
talent. After your character makes a successful Illusion spell to create an be naturally occurring creatures native to the area. This cannot be used
illusion, you may spend a Story Point to have your character use this to summon Undead, Fiend, Aberration, or Construct creatures.
talent to make the illusion last until the end of the encounter, without
performing concentrate maneuvers, and not need to remain within the NATURALLY GIFTED
spells range after being cast. You may spend two story points two make
Activation: Incidental
the illusion last until the end of the session instead.
Ranked: Yes
MAXIMIZE SPELL When you purchase this talent, choose 2 skills. Once per session, you
Activation: Active (Incidental) may reroll either of these skills. For each additional rank of Naturally
Gifted, select 1 additional skill with which to use this talent. You may
Ranked: No still only make a single reroll per session.
Your character must have 3 ranks in a magic skill to benefit from this
You may not use both Naturally Gifted and Skilled Mastery at once
talent. Once per encounter, your character may use this talent to add
on the same skill check.
j equal to ranks in Maximize Spell to a check to cast a spell.

MEDICINE MAN
Activation: Passive
Ranked: No
Your character must have 2 ranks in a magic skill to benefit from this
talent. Always count as having the right tools for the job when
performing Medicine checks.

141
NECROMANCY to Willpower within medium range forget about your character.
Your GM has final say if an NPC can be affected by this talent.
Activation: Passive
ONE WITH NATURE
Ranked: No
Activation: Passive
Your character must have 3 ranks in Arcane to benefit from this
talent. Once per round, you can use the conjure spell on a location Ranked: No
with a mostly complete corpse (in any state of decay) to reanimate When in the wilderness, the character may make a Simple (-)
the dead, reducing the difficulty of the skill check by k. When Survival check instead of Discipline or Cool to recover starin at
used to animate the dead, your conjure spell has the follwing spe- the end of an encounter. Also, you have an innate ability to com-
cial conditions:
municate with animals.
You may not conjure something greater than the deceased crea-
tures silhouette. You may not conjure more creatures than the OVERCHANNEL
present corpses, but if there are multiple corpses within range you Activation: Passive
may animate multiple dead using the additional summons effect.
You must apply the Summon Ally additional effect if you wish Ranked: Yes
to control your creatures, as normal. Animated dead that are not Your character must have 3 ranks in a magic skill to benefit from
allied with you will usually attack indiscriminately. Your conjured this talent. When casting a spell, your character may select a num-
creatures do not retain the mind or memories of whatever creature ber of additional effect in (k) up to their ranks in overchannel.
they were before death. The effect must be limited to single (k) effects. Your character
gains hh per (k) added in this way to the roll, rather than
NECROMANCY (IMPROVED)
increasing the difficulty of the check. hh may be spent to have
Activation: Passive your character roll on the Wild Magic table.
Ranked: No OVERCHANNEL (IMPROVED)
When you use the Necromancy talent to animate the dead, you
Activation: Passive
may choose to increase the difficulty by kk to force the animated
dead to reatain its mind and memeroies when raised. This other- Ranked: No
wise functions exactly as the Necromancy talent. Note that, unless Your character must have purchased the Overchannel talent to
you apply the Summon Ally additional effect, the conjured crea- benefit from this talent. In addition to the effects of Overchannel,
ture is still not under your control, though depending on who it you may also add (kk) effects. The character gains d including
was in life, it may be friendly to you regardless. the associated failure per (kk) effect added in this way rather
NECROMANCY (SUPREME) than increase the difficultly of the check. This is in addition to
any d rolled.
Activation: Active (Incidental)
PARKOUR!
Ranked: No
When your character uses the Necromancy talent to animate Activation: Active (Maneuver)
the dead, you may spend a Story Point to have them use this talent Ranked: No
to make the effects of the spell permananent until the undead is
Once per round, your character may suffer 1 strain to use this
destroyed. talent and move to any location within Short range.
NO ESCAPE This includes locations that are vertically distant or have no easy
access route, but there must be an object to move across or path
Activation: Passive to move along. Your GM may rule some locations cannot be
Ranked: No reached (such as ones behind locked doors or walls).
When making a Coercion check. the character may spend aa PARKOUR! (IMPROVED)
to cause one adversary within short range to lose their free maneu-
ver during their next turn. When an adversary within short range Activation: Active (Incidental)
makes a Fear check. the character may spend hh from that check Ranked: No
to cause that adversary to lose their free maneuver during their
next turn. Once per round, when using the Parkour! talent, your character
may suffer 3 strain instead of 1 strain to move to any location
NOBODY’S FOOL within medium range instead of short range. All other restrictions
Activation: Passive of Parkour! apply to this movement.
Ranked: No PAINFUL BLOW
May upgrade difficulty of incoming Charm, Coercion, or Activation: Active (Incidental)
Deception checks once per rank of Nobody’s Fool.
Ranked: No
NOW YOU SEE ME
When your character makes a combat check, you may volun-
Activation: Passive tarily increase the difficulty by one to use this talent. If the target
Ranked: No suffers one or more wounds from the combat check, the target
suffers 2 strain each time they perform a maneuver until the end
Your character must have 3 ranks in Ki to benefit from this
of the encounter.
talent. Once per session, take Now You See Me action. Make a
Daunting (kkk) Ki check to make a number of NPC’s equal

142
PHYSICAL TRAINING d from the character’s Ranged checks cannot cause attacks to hit
allies engaged with the target.
Activation: Passive
Ranked: Yes PRECISION STRIKE
Add j per rank of physical training to Athletics and Resilience Activation: Passive
checks. Ranked: No
PHYSICIAN After your character inflicts a Critical Injury with a ranged weapon
and rolls the result, your character may suffer 2 strain to use this talent.
Activation: Passive Then, you may select any Critical Injury of the same severity to apply
Ranked: Yes to the target instead.
When making a Medicine check to help a character heal wounds, the PREPARED SPELL
target heals 1 additional strain per rank of Physician.
Activation: Active (Incidental)
PORTENT Ranked: No
Activation: Active (Incidental) Once per encounter, your character may make a skill check to cast a
Ranked: No spell without suffering strain.
Your character must have 3 ranks in a magic skill that can use Predict to PRESSURE POINT
benefit from this talent. Once per encounter, your character may suffer 3
Activation: Active (Incidental)
strain to use this talent to gain a glimpse of the future. When they do,
add one temporary player Story Point to the player pool. A temporary Ranked: No
Story Point works just like a normal Story Point but is removed from When your character makes an unarmed Brawl check targeting a liv-
the pool when it is used, rather than being moved to the GM pool. ing opponent, they may use this talent to deal strain damage instead
POWER OF DARKNESS of wound damage, and inflict additional strain damage equal to their
ranks in Medicine. Your GM may not allow you to use this talent on
Activation: Active (Maneuver) certain adversaries.
Ranked: No PRIMALIST
Once per session, may perform the Power of Light maneuver. Activation: Passive
Increase wound and strain threshold by 1 per GM story point currently
in the Story pool until the end of the encounter. Ranked: No
Primal is now a career skill for your character. They can only cast one
POWER OF LIGHT
spell using this skill per encounter.
Activation: Active (Maneuver)
PRIMALIST (IMPROVED)
Ranked: No
Once per session, may perform the Power of Light maneuver. Activation: Passive
Increase wound and strain threshold by 1 per PC story point currently Ranked: No
in the Story pool until the end of the encounter.
Primalist no longer limits use of the Primal skill to once per encoun-
POWER OF THE LANDS ter.

Activation: Active (Maneuver) QUICK DRAW (IMPROVED)


Ranked: No Activation: Passive
Your character must have 4 ranks in Primal to benefit from this talent. Ranked: No
Once per session, your character may use this talent to add s equal to
Your character must have purchased the Quick Draw Talent to benefit
their ranks in Survival and a equal to their ranks in Cunning to the
from this talent. May use Quick Draw twice per round. This also allows
results of the next Primal skill check they make during this turn.
you to reduce the prepare rating by two to a minimum of one.
PRECISE AIM QUICK WITTED
Activation: Active (Maneuver)
Activation: Active (Incidental, Out of Turn)
Ranked: No
Ranked: No
Once per round, may perform Precise Aim maneuver. Suffer a num-
Once per encounter, after another character makes a social skill
ber of strain no greater than ranks in Precise Aim, then reduce target’s
check, your character may use this talent to make a Hard (kkk) Vig-
melee and ranged defense by that number.
ilance check. If successful, you may add a number of s or a (your
PRECISE ARCHERY choice) equal to your character’s ranks in Charm or Negotiation to the
other character’s check. If your character fails, your character suffers 3
Activation: Passive strain.
Ranked: No

143
RADIANT SOUL RESOLVE
Activation: Passive Activation: Passive
Ranked: No Ranked: Yes
Gain access to the Heal magic action with the Pact Magic skill. When a character involuntarily suffers strain, they suffers 1 less
strain per rank of resolve to a minimum of 1.
RAPID ARCHERY
RETRIBUTION
Activation: Active (Maneuver)
Ranked: No Activation: Active (Incidental, Out of Turn)
Ranked: No
While your character is armed with a bow (or similar weapon, at
your GM’s discretion) they may suffer a number of strain no greater Once per round when an adversary attacks an ally within medium
than ranks of up to your ranks in Ranged to gain the Linked quality range, your character may spend one Story Point to use this talent to
with a rating equal to the amount of strain suffered to the next combat automatically hit that adversary once with a weapon your character is
check made with that weapon this turn. wielding, if the adversary is within the weapon’s range. The hit deals
the weapon’s base damage, plus any damage from applicable talents
RAPID RECOVERY or abilities.
Activation: Passive SAVANT
Ranked: Yes Activation: Passive
When healing strain after an encounter, heal 1 additional strain per Ranked: Yes
rank of Rapid Recovery.
When you acquire a rank in this talent, choose a general skill. When
REDUNDANT SYSTEMS making a check with that skill, reduce the time required by 25%. This
Activation: Active (Action) reduction may be applied multiple times, to a limit of 50%

Ranked: No SAVVY
Once per session, may take a Redundant Systems action; make an Activation: Passive
Easy (k) Mechanics check to harvest components from a functioning Ranked: Yes
device to repair a broken one without breaking the first device.
The character add j to Charm and Negotiation checks per rank
REFLEXIVE BARRIER of Savvy.

Activation: Active (Incidental, Out of Turn) SEARING VENGEANCE


Ranked: No Activation: Passive
Your character must have 4 ranks in a magic skill that can use Barrier Ranked: No
to benefit from this talent. Once per session, when your character is
Your character must have 4 ranks in Pact Magic to benefit from this
targeted by an attack, you may attempt to cast barrier as an out of
talent. Once per session, when your character would be incapacitated
turn incidental.
due to exceeding their wound threshold, you may spend a Story Point
REFLEXIVE BARRIER (IMPROVED) to use this talent. Then, your character is healed to half your wound
threshold and may choose to stand, if prone.
Activation: Active (Incidental, Out of Turn)
SECOND CHANCES
Ranked: No
Your character must have purchased the Reflexive Barrier talent to ben- Activation: Active (Incidental)
efit from this talent. Once per session, when an ally within medium Ranked: Yes
range of you is targeted by an attack, you may spend a story point
Once per encounter choose a number of positive dice equal to ranks
attempt to cast Barrier on the targetted ally as an out of turn inci-
in Second Changes and reroll them.
dental.
SEIZE THE INTIATIVE
RESEARCHER
Activation: Active (Action)
Activation: Passive
Ranked: No
Ranked: Yes
Once per game session. the character may leap forward to create
Remove j per rank of Researcher from all Knowledge checks. a daring distraction on the battlefield by performing the Seize the
Reserching a subject takes half the time. Initiative action. He makes a Daunting (kkkk) Coordination check.
If he succeeds, any number of other PCs who have yet not acted this
RESIST DISARM
round may immediately take their turns as if there were that many
Activation: Active (Incidental, Out of Turn) PC slots at that point in the Initiative order. Each PC who acts this
way counts as having acted for this round (and thus cannot act again
Ranked: No
this round). The Initiative order returns to its previous order at the
Suffer 2 strain to avoid being disarmed or have weapon damaged or beginning of the next round.
destroyed.

144
SELECTIVE DETONATION signature spells. When your casts that signature spell, reduce the diffi-
culty of the check by two instead of one.
Activation: Active (Incidental)
SKILLED MASTERY
Ranked: Yes
Activation: Active (Incidental)
When using a weapon with the Blast quality, may spend a
to exclude 1 target that would be affected by the explosion, up Ranked: Yes
to ranks in Selective Detonation. When you purchase this talent for your character, select 1 skill.
Once per round, your character may suffer 2 strain to decrease the
SENSE DANGER difficulty of his next check using that skill by 1 to a minimum of Easy
Activation: Active (Incidental) (k). Each time your character uses this talent during an encounter, the
strain cost increases by 1.
Ranked: No
For each additional rank of Skilled Mastery, select 1 additional skill
Once per session, remove jj from any 1 check. with which to use this talent. Only one of the skills you select for
SENSE EMOTIONS Skilled Mastery (initally or for later ranked purchases) may be a com-
bat skill. Likewise, only one of the skills you select for Skilled Mastery
Activation: Passive may be a magic skill.
Ranked: No You may not use both Skilled Mastery and Naturally Gifted at once
Your character must have 3 ranks in a magic skill that can use Enchant on the same skill check.
to benefit from this talent. Add j to all Charm, Coercion, and Decep-
SLOW FALL
tion checks unless the target is an undead or construct.
Activation: Active (Incidental)
SHADOW ARTS
Ranked: Yes
Activation: Passive
Before making a Athletics or Coordination check to determine fall
Ranked: No damage, your character may spend a story point to use this talent to
Gain Ki (Will) as a career skill. Each time you take a rank in the reduce the range band of a fall by ranks in Slow Fall.
talent, gain Illusion or Teleport as a magic action available to the Ki SMITE
(Will) skill.
Activation: Active (Incidental)
SHAPE SPELL
Ranked: No
Activation: Passive Once per round, your character may suffer 3 strain to use this
Ranked: Yes talent to add damage equal to their ranks in Divine to one hit of a
successful brawl or melee attack.
When casting a spell with the blast quality spend a to exclude 1
target that would be affected by the explosion, up to ranks in shape SNEAK ATTACK
spell.
Activation: Active (Incidental)
SHARE PAIN
Ranked: No
Activation: Active (Incidental, Out of Turn)
Once per round when performing the Aim maneuver, you
Ranked: No may suffer 1 Strain to also add Pierce 2 to the attack, or increase
Your character must have purchased the Animal Companion talent to the Pierce of your weapon by 1, for the next combat check you
benefit from this talent. May perform the Share Pain incidental when make this round.
bonded animal suffers wounds. Reduce wounds suffered to half, then
character suffers wounds equal to number reduced. SNEAK ATTACK (IMPROVED)

SIGNATURE SPELL Activation: Active (Incidental)


Ranked: No
Activation: Passive
Once per round when performing the Aim maneuver, you may
Ranked: Yes choose to suffer 2 Strain to add Vicious 2, or increase your weapon’s
When your character gains a rank in this talent, decide on a sig- Vicious rating by 1, for your next combat check this round. This
nature spell for them, consisting of a particular magic action and a combines with the normal effects of Sneak Attack.
specific set of one or more effects. When your character casts that sig-
nature spell (consisting of the exact combination of action and effects SNEAK ATTACK (SUPREME)
previously chosen), reduce the difficulty of the check by one. Activation: Active (Incidental)
SIGNATURE SPELL (IMPROVED) Ranked: No
Activation: Passive Once per encounter you may spend a Story Point to add t to the
result of an attack action. This does not include the Success usually
Ranked: Yes
associated with a Triumph.
When your character gains a rank in this talent, choose one of your

145
SNIPER SHOT While making Melee checks, may inflict damage as strain instead of
wounds. This does not ignore soak.
Activation: Active (Incidental)
Ranked: Yes STUNNING BLOW (IMPROVED)
Before making a ranged attack, may perform a Sniper Shot maneuver Activation: Passive
to increase the weapon’s range by 1 range band per rank in Sniper Ranked: No
Shot. Upgrade the difficulty of the attack by 1 per range band increase.
When dealing strain damage with Melee or Brawl checks, may spend
SOOTHING TONE t to stagger target for 1 round per t.
Activation: Passive SURGE OF ACTION
Ranked: Yes Activation: Active (Incidental)
Once per encounter, take a Soothing Tone action; make an Average Ranked: No
(kk) Survival check to allow a beast to recover strain equal to s.
Once per session, you may activate this talent as an incidental by
SORRY ABOUT THE MESS spending a story point to take one additional free maneuver on your
turn, up to a maximum of 3 manuevers.
Activation: Passive
SWEEP ATTACK
Ranked: No
Decrease the Critical Rating of a weapon by 1 (to a minimum of 1) Activation: Active (Incidental)
against targets that have not yet acted this encounter. Ranked: No
STALKER Increase difficulty of a Brawl or Melee combat check by 1 to perform
Sweep Attack action. Must target the adversary who is hardest to hit
Activation: Passive (as determined by the GM). May spend aa to hit additional engaged
Ranked: Yes targets.
Add j per rank of Stalker to all Stealth and Coordination checks. TAKEDOWN
STAND FIRM Activation: Active (Action)
Activation: Active (Action) Ranked: No
Ranked: No Your character may use this talent to make an opposed Brawl vs.
Resilience check targeting one engaged opponent. If the check
As an action, make a hard (kkk) leadership check. Choose one ally
succeeds, the target is knocked prone and immobilized until the end
per s, who increases their wound threshold by the characters presence
of your character’s next turn. If the target is a minion or rival, your
until the end of the encounter.
character may spend t to incapacitate (but not kill) the target instead.
STAND FIRM (IMPROVED)
TELEPATHY
Activation: Passive
Activation: Passive
Ranked: No
Ranked: No
Stand firm also increases affected allies strain threshold by an equal
amount equal to the character’s presence. Your character can telepathically communicate messages to creatures
within short range. The complexity and length of a message may be
STRENGTH OF FAITH limited by your GM during structured gameplay, as it is with spoken
communication, or based on the current situation of environmental
Activation: Active (Maneuver) conditions.
Ranked: No
TEMPLAR
Your character must have 4 ranks in Divine to benefit from this talent.
Once per session, your character may use this talent to add s equal to Activation: Passive
their ranks in Willpower and a equal to their ranks in Willpower to the Ranked: No
results of the next Divine skill check they make during this turn.
Divine is now a career skill for your character. They can only cast one
STRONG ARM spell using this skill per encounter. When making a Divine check, your
character may use Presence instead of Willpower.
Activation: Passive
TEMPLAR (IMPROVED)
Ranked: No
Treat thrown weapons as if they had 1 greater range. Activation: Passive
Ranked: No
STUNNING BLOW
Templar no longer limits use of the Divine skill to once per encoun-
Activation: Passive ter.
Ranked: No

146
THOROUGH ASSESSMENT Melee (Light) weapons as possessing with an Inaccurate rating equal
to the weapon’s encumbrance rating. This lasts for the duration of the
Activation: Active (Action)
combat check.
Ranked: No
TOUCH OF FATE
Once per session, the character may make a Hard (kkk) Knowledge
check (the GM and player should determine which Knowledge skill Activation: Active (Incidental)
is most applicable in the given situation) to perform the Thorough Ranked: No
Assessment action. If they succeeds, the character may add j to one
check that another character who could reasonably benefit from this Once per session, add jj to any 1 check.
information makes before the end of the encounter. For every s
TOUGHENED (IMPROVED)
beyond the first, they may add j to one additional check this way.
He cannot allocate more than j to any single check this way. At the Activation: Active (Incidental)
end of the encounter, any unused j are lost.
Ranked: No
THREATEN Once per session, the character may heal a number of wounds equal
to their ranks in Toughened.
Activation: Active (Incidental, Out of Turn)
Ranked: Yes TRUE AIM
After an adversary within short range of your character resolves a Activation: Active (Maneuver)
combat check that deals damage to one of your character’s allies, your Ranked: Yes
character may suffer 3 strain to use this talent to inflict a number of
strain on the adversary equal to your character’s ranks in coercion. The Once per round, may suffer strain up to ranks of True Aim, to per-
range of this talent increases by one band per rank of threaten beyond form a True Aim maneuver to gain benefits of aiming and upgrade
the first. combat check once per strain suffered.

TIME TO GO TUMBLE
Activation: Active (Incidental, Out of Turn) Activation: Active (Incidental)
Ranked: No Ranked: No
The character may spend one Story Point to perform a Move maneu- Once per round on your character’s turn, they may suffer 2 strain to
ver as an incidental. This maneuver may only be used to move into cov- disengage from all engaged adversaries.
er or out of the blast radius of an explosion. This may be performed out
of turn. This incidental occurs after the character determines he would TURN UNDEAD
be hit by the blast, but before damage is applied. (The GM may allow Activation: Active (Action)
the character to use this talent in other situations to get out of harm’s
way, but only at his discretion.) Ranked: Yes
As an Action, force all undead creatures within short to make a fear
TIME TO GO (IMPROVED) check with a Difficulty equal to your Discipline. In addition to the
Activation: Active (Incidental, Out of Turn) normal effects of Fear, any targets who fail the check are forced to
Ranked: No spend their next turn moving outside the range of the Turn Undead
Talent. All maneuvers must be spent on movement including
When activating Time to Go, the character may allow one ally he downgrading Actions if possible.
is engaged with to perform an out of turn Move maneuver as an inci-
dental. This maneuver may only be used to move into cover or out of TURN UNDEAD (IMPROVED)
the blast radius of an explosion. This incidental occurs after the ally
Activation: Active (Incidental)
determines he would be hit by the blast, but before damage is applied.
(The GM may allow the character to use this talent in other situations Ranked: No
to get out of harm’s way, but only at his discretion.) When using the Turn Undead talent, your character may flip a story
TINKERER point to have all adversaries affected suffer 2 strain per rank of Turn
Undead to any creatures that failed their fear check. In addition, you
Activation: Passive may perform a Concentration maneuver to maintain the effects in sub-
Ranked: No sequent rounds.
May add 1 additional hard point to a number of items equal to ranks TWISTED WORDS
in Tinkerer. Each item may only be modified once.
Activation: Active (Incidental, Out of Turn)
TITAN GRIP Ranked: Yes
Activation: Active (Incidental) When an incoming social check generates hh or d, may suffer 1
Ranked: No strain as an incidental to inflict strain equal to ranks in Coercion on
speaker.
Once per encounter before making a ranged combat check, this tal-
ent to treat Melee (Light) weapons as Ranged weapons possessing a
range of Short, but only if thrown. While thrown using this talent, treat

147
UNARMED PARRY UNRELENTING
Activation: Passive Activation: Active (Incidental)
Ranked: No Ranked: No
May parry while unarmed. When unarmed, this character can suffer Once per round after resolving a successful Brawl or Melee combat
one additional strain when using the Parry talent to use it against an check, your character may suffer 4 strain to use this talent to make
incoming melee weapon attack. an additional melee attack as an incidental against the same target.
Increase the difficulty of the combat check by one if this attack uses
UNARMED PARRY (IMPROVED) a second weapon, or by two if the attack uses the same weapon.
Activation: Passive UNRELENTING SKEPTIC
Ranked: No Activation: Active (Incidental, Out of Turn)
Unarmed Parry no longer requires you to suffer one additional strain. Ranked: No
When unarmed, this character can add +1 strain to the cost of the Parry
When targeted by a Deception check, the character automatically
talent to use it against an incoming ranged weapon attack.
adds f to the check equal to ranks in Vigilance.
UNARMED PARRY (SUPREME)
UNSTOPPABLE
Activation: Active (Incidental, Out of Turn)
Activation: Passive
Ranked: No
Ranked: No
Your character must have purchased the Parry talent to benefit from this
If a Critical Injury roll is 1 or reduced to 1, do not receive the critical
talent. When using the Unarmed Parry (improved) talent on a hit that
injury.
generated d or hhh may hit one target in medium range with the
same damage as the initial hit, after original attack resolves. VALUABLE FACTS
UNARMORED DEFENSE Activation: Active (Action)

Activation: Passive Ranked: No

Ranked: No Once per encounter, perform the Valuable Facts action: make an
Average (kk) Knowledge (Lore) check. If successful, add t to one
Your character increases their soak by their Agility (in addition to ally’s skill check during the enounter.
their Brawn). None of the preceding effects of this rule apply while
your character is wearing armor. VENOM SOAKED BLADE
UNARMORED ENDURANCE Activation:Passive
Activation: Passive Ranked: No
Ranked: No When making a melee combat check using a poisoned weapon, your
character treats it as possessing the burn 2 item quality.
Your character increases their soak by their Willpower (in addition
to their Brawn). None of the preceding effects of this rule apply while VISIONS OF THE FUTURE
your character is wearing armor. Activation: Active (Incidental)
UNARMORED MOVEMENT Ranked: No
Activation: Passive Once per session, after successfully casting a spell, you may spend
aaa or t to add one additional effect to the cast spell, which
Ranked: No
would normally have increased the difficulty by 1.
Your character can move across vertical surfaces as easily as horizontal
surfaces.. None of the preceding effects of this rule apply while your char- WELL READ
acter is wearing armor. Activation: Passive

UNCANNY DODGE Ranked: No


Choose any 3 Knowledge skills. They permanently become career
Activation: Active (Incidental, Out of Turn)
skills.
Ranked: No
WELL ROUNDED
Immediately after being hit by an attack but before suffering damage,
spend 1 story point to increase soak by ranks in Coordination. Activation: Passive

UNCANNY SENSES Ranked: Yes


When your character purchases a rank in this talent, choose any 2
Activation: Passive
non-magic skills. They permanently become career skills.
Ranked: No
Add j per rank of Uncanny Senses to all Perception and Vigilance
checks.

148
WHIRLWIND Ranked: No

Activation: Passive May use Wild Shape as a Manuever instead of an action by suffering
1 extra strain than required.
Ranked: Yes
WILD SHAPE (SUPREME)
Your character may suffer 4 strain to use this talent to make a brawl
or melee attack against the engaged adversary who is hardest to hit (as Activation: Passive
determined by the GM), increasing the difficulty by one. If the combat
Ranked: No
check succeeds, each adversary engaged with the character suffers one
hit from the attack. The attack deals base damage plus damage equal to May suffer 4 strain instead of 2 strain to transform into an elemental.
the total s scored on the check. Also all weapons in your wild shapes have the Superior quality.

WILD MAGIC ZEALOUS FIRE


Activation: Incidental Activation: Passive
Ranked: No Ranked: No

Your character must have at least 3 ranks in a Magic skill to benefit from Each time your game master spends a story point, your character
this talent. Your character can now tap directly into the raw Chaos of heals 2 strain.
the Weave. When casting a spell they may upgrade the difficulty of the
check once to choose any additional effect for that spell and reduce
the difficulty modification of that upgrade by k. If they do so, they
must also roll a d100 and apply the results of the Wild Magic table.
The results of the table occur if spell succeeds or not. Additionally,
if your character chose not to reduce the difficulty of their spell and
failed the skill check they may spend two story points and change the
dice results to only s. If they do so, they must also roll a d100 and
apply the results of the Wild Magic table.
All effects on the table are permanent unless specified in the
description. An effect can be removed with a success Dispel spell at
Daunting (kkkk) difficulty.

WILD SHAPE
Activation: Active (Action)
Ranked: Yes
Yout character may not benefit from more ranks in Wild Shape than
your characters ranks in Primal. Once per encounter as an action, your
character may suffer 2 strain to transform into a silhouette 0 animal.
The animal must be a natural creature, and is subject to GM approval.
While transformed, the character adopts the physical appearance of the
animal and gains the animal’s characteristics, soak, wound threshold,
and defense. However, when transformed, the character retains their
own Cunning, Intellect, and Willpower, rather than the Cunning,
Intellect, and Willpower of the creature they transform into.
The character also gains any of the animal’s abilities, skills, and
equipment (including weapons). The character retains their own skills
(if higher than the animals), talents, and strain threshold. When the
character is transformed, their worn gear and wielded items change into
natural markings on the animal’s skin, fur, or scales (but confer no ben-
efit to the character). When the character reverts back to normal, they
are wearing and carrying their gear and items.
If the character chooses to as an action, or is incapacitated while
transformed, they revert back to their normal form. When a character
reverts back to their normal form, they heal all wounds suffered while
transformed but do not heal any strain or Critical Injuries they suffered
while transformed. If they were incapacitated due to exceeding their
wound threshold, they are no longer incapacitated.
Every rank of Wild Shape increases the silhouette limit of the trans-
formation.
WILD SHAPE (IMPROVED)
Activation: Passive

149
NEW SKILLS
This section introduces new skills specific to the For- YOUR CHARACTER SHOULD NOT USE THIS
gotten Realms setting. SKILL IF...
• Your character attempts to cast a spell using energy
KNOWLEDGE SKILLS drawn from nature. That would use Primal.
• Your character researches the magic practiced by the
The new skills in this section take the place of the sin-
wizards at Greyhaven University. Magic of this sort is
gle Knowledge skill presented in the Genesys Core Rule-
covered by Knowledge (Arcana or Lore).
book.
• Your character attempts to identify a ruin from the
ARCANA ( INTELLECT ) days of old. That would use Knowledge (Lore).
Knowledge (Arcana) measures your ability to recall
NATURE AND GEOGRAPHY
lore about spells, magic items, eldritch symbols, magical
traditions, the planes of existence, and the inhabitants of ( INTELLECT )
those planes. Geography entails understanding of terrain, plants and
YOUR CHARACTER SHOULD USE THIS SKILL animals, the weather, and natural cycles. Geography is a
IF... character’s understanding of the lay of the land and its
different cultures, including those cultures’ customs and
• Your character tries to decipher a magical puzzle or laws. Geography includes the comprehension of maps
cipher. and cartography, regional variations in etiquette, and
• Your character attempts to find the knowledge of the matters of navigation. A character with ranks in Knowl-
other planes. edge (Nature & Geography) can chart a course over land
or sea, describe the locations of major cities and land-
• Your character attempts to decipher the arcane glyphs
marks from memory, identify animals and plants, avoid
adorning a Reanimate’s ancient blade.
unknowingly violating local laws, and warn their allies of
YOUR CHARACTER SHOULD NOT USE THIS the sensitive conversation topics to avoid in a particular
SKILL IF... town.
• Your character wants to determine the age of a strange YOUR CHARACTER SHOULD USE THIS SKILL
amulet found in the depths of a ruin. That would use IF...
Knowledge (Lore).
• Your character wants to chart a course through dan-
• Your character tries to use their reflexes and dexterity gerous wilderness to a nearby village.
to avoid falling into a pit trap. Coordination is the appro-
• Your character wants to indicate the approximate
priate skill for this situation (although Vigilance might
location of a landmark or settlement from memory.
help them avoid stepping on the trap in the first place).
• Your character needs to select appropriate garb so as
• Your character is relying on their alertness to avoid
not to stand out among the locals.
dangers underground, which would use Vigilance.
• Your character wants to recall information about the
FORBIDDEN ( INTELLECT ) wilderness and its flora and fauna.
Knowledge (Forbidden) concerns matters of dark mag- YOUR CHARACTER SHOULD NOT USE THIS
ic, necromancy, demons, devils, and other proscribed SKILL IF...
affairs. This skill covers any knowledge of subjects out-
• Your character wants to recall information about the
lawed by the ruling classes and spiritual authorities,
Plane of Elysium. This would require the Knowledge
including particular historical incidents, purged lineages,
(Arcana) skill.
and unspeakable monsters. A character with the Knowl-
edge (Forbidden) skill may specialize in a particular cat- • Your character needs to set a camp or deal with the
egory or dabble in all these and more, but they must be other practical matters of traversing the wilderness. That
careful about revealing their knowledge to others. would use Survival.
YOUR CHARACTER SHOULD USE THIS SKILL • Your character tries to recall the history of a ruin.
IF... They would use Knowledge (Lore) for that.
• Your character tries to uncover the ritual by which to
contact a demon.
• Your character wants to identify the magic employed
by a Devil.

150
LORE ( INTELLECT )
MAGIC SKILLS
Lore represents a character’s knowledge of legends and
similar matters. It includes both folktales and recent his- Characters may use the new magic skills in this section
tory, as well as matters so obscure that only sages could in addition to the magic skills described on page 70 of
know. Adventurers tend to run toward the sorts of danger the Genesys Core Rulebook.
from which common folk flee. Experienced adventurers
see a side of the world that most people never do, and ARTIFICE (INTELLECT)
they learn a great deal during their journeys and quests. In the same way that magic itself is an extraordinary
YOUR CHARACTER SHOULD USE THIS SKILL material, those who learn how to use it may gain extraor-
IF... dinary abilities and powers. The material allows so much
more for those who are able to properly focus their emo-
• Your character tries to identify the origins of an tions and discipline their mental energies to harmonize
ancient sword recovered from a ruin. with the substance. This skill represents those who have
• Your character tries to identify a strange, slimy mass gained that focus and use it to fuel their craft.
hanging from a dungeon ceiling. YOUR CHARACTER SHOULD USE THIS SKILL
• Your character attempts to recall a terrible legend of IF...
the Sundering. • Your character wants to conjure an arsenal of animat-
YOUR CHARACTER SHOULD NOT USE THIS ed objects.
SKILL IF... • Your character wants to protect their allies with a
• Your character tries to cast a spell. This would require magically crafted barrier.
the use of a magic skill. • Your character wants to cure the wounds of the sick
• Your character attempts to read a map. That would with their newest magical concoction.
use Knowledge (Nature & Geography). YOUR CHARACTER SHOULD NOT USE THIS
• Your character wants to chart a safe course through SKILL IF...
ancient ruins. That would use Survival. • Your character wants to sing an ordinary song. That
would use Charm.
RELIGION ( INTELLECT )
• Your character attempts to translate the glyphs in an
Religion measures your ability to recall lore about dei-
ancient Dwarven ruin. That would use the Knowledge
ties, rites and prayers, religious hierarchies, holy symbols,
(Lore) skill.
and the practices of secret cults.
Religion encompasses specialized, scholarly, and eso- KI ( WILLPOWER )
teric knowledge of the type that most common folk These skills represents a character’s tapping into the
would consider impractical. A character with ranks in power of their Ki, or Spiritual Energy. This power is
Knowledge (Religion) can recall relevant details from drawn upon exclusively by monks after much time ded-
ancient religious texts and recognize rare religious icons. icated to the arts.
YOUR CHARACTER SHOULD USE THIS SKILL YOUR CHARACTER SHOULD USE THIS SKILL
IF... IF...
• Your character tries to identify a holy symbol • Your character wants to use rain down a flaming fist
• Your character wants to determine the source of a barrage.
cleric’s magic after witnessing it in action. • Your character wants to strengthen the resolve of
• Your character attempts to recall lore of Lathander, their comrades through willpower.
the Morninglord. • Your character wants to cure the wounds of the sick
YOUR CHARACTER SHOULD NOT USE THIS by projecting their spirit.
SKILL IF... YOUR CHARACTER SHOULD NOT USE THIS
• Your character tries to cast a spell. This would require SKILL IF...
the use of a magic skill. • Your character wants to recall knowledge of infernal
• Your character attempts to read a map. That would creaures. That would use the Knowledge (Forbidden)
use Knowledge (Geography). skill.
• Your character wants to chart a safe course through • Your character attempts to translate the glyphs in an
ancient ruins. That would use Survival. ancient Dwarven ruin. That would use the Knowledge
(Lore) skill.

151
PACT MAGIC ( INTELLECT OR would be Knowledge (Arcana).
PRESENCE )
VERSE ( PRESENCE )
The Pact Magic skill represents a character’s tapping
The Verse skill is a character’s ability to achieve mag-
into the power of their patron and control the magic
ical effects through poetry, song, or performance. Most
bestowed by their pact. Users of Pact Magic draw upon
users of this skill learn their repertoire and techniques
their pact in different ways. Whenever your character
by rote and improvise by instinct. Unlike other magic
first gains access to Pact Magic as a skill, your character
skills, Verse is defined by its signature methods and prac-
chooses either Intellect or Presence as the characteristic to
tices. It may even draw from the same sources of power
tie skill checks to and it cannot be changed.
as Arcana, Divine, or Primal magic, depending on the
YOUR CHARACTER SHOULD USE THIS SKILL storytelling and performing tradition of the character. A
IF... character with ranks in Verse can achieve supernatural
• Your character wants to use to immolate an adversary effects through the seemingly mundane acts of singing,
in the flames of the Nine Hells. playing music, or other type of performing.

• Your character wants to curse someone with a hex. YOUR CHARACTER SHOULD USE THIS SKILL
IF...
YOUR CHARACTER SHOULD NOT USE THIS
SKILL IF... • Your character wants to fortify their allies in battle
with an inspiring song.
• Your character wants to recall knowledge of infernal
creaures. That would use the Knowledge (Forbidden) • Your character wants to demoralize their foe with a
skill. scathing limerick, to the point that it physically hampers
their abilities.
• Your character attempts to translate the glyphs in an
ancient Dwarven ruin. That would use the Knowledge • Your character wants to counteract the baleful spells
(Lore) skill. of a necromancer with a rousing speech.
YOUR CHARACTER SHOULD NOT USE THIS
SORCERY ( WILLPOWER ) SKILL IF...
Contrarily to other forms of magic, Sorcery doesn’t • Your character wants to sing an ordinary song. That
require dedication, training or even will to learn. In most would use Charm.
families, a magic is passed down through the lineage.
This normally doesn’t come from the immediate parents • Your character wants to throw a fireball or otherwise
but from farther ancestry. At some point, a dragon, fey, physically damage the foe. That would usually require a
outsider or even elemental may have influenced a lineage, different magic skill, such as Arcane.
either by using their own magic or by interbreeding.
Anyhow, their magic runs into the family and may man-
ifest once in a while in a child. Sorcerers have potential
to utilize almost anything that magic has to offer, albeit
limited.
YOUR CHARACTER SHOULD USE THIS SKILL
IF...
• Your character wants to throw a fireball at a group
of enemies.
• Your character tries to shapeshift into a Giant Ape
• Your character attempts to erect a magical barrier to
block a passage.
• Your character wishes to curse a foe and bring misfor-
tune on their actions.
YOUR CHARACTER SHOULD NOT USE THIS
SKILL IF...
• Your character wants to Heal someone. That would
be a different magic skill, such as Verse.
• Your character wants to identify a magical item. That

152
ARMAMENTS
TABLE: BRAWL AND MELEE WEAPONS
Name Skill Dam Crit Range Encum HP Price Rarity Special
Axe Melee (Light) +2 4 Engaged 2 1 25 2 Monk
Battleaxe Melee (Light) +3 3 Engaged 2 1 100 3 Vicious 1
Brass Knuckles / Cestus Brawl +1 4 Engaged 1 0 25 1 Disorient 3, Monk
Chakram Melee (Light) +1 3 Medium 2 1 450 6 Monk, Special, Unwieldy 3, Vicious 1
Club Melee (Light) +1 5 Engaged 1 0 10 1 Monk
Dagger Melee (Light) +1 3 Engaged 1 1 15 1 Finesse, Monk
Flail Melee (Light) +2 4 Engaged 4 2 150 4 Linked 1
Greataxe Melee (Heavy) +4 3 Engaged 4 2 300 5 Cumbersome 3, Vicious 2
Greathammer Melee (Heavy) +5 4 Engaged 5 3 750 6 Cumbersome 4, Disorient 2, Stun 1, Sunder
Greatsword Melee (Heavy) +4 2 Engaged 3 2 500 4 Defensive 1, Pierce 1, Unwieldy 3
Halberd Melee (Heavy) +3 3 Short 5 3 300 5 Pierce 1, Vicious 1
Javelin Melee (Light) +1 4 Engaged 1 0 80 2 Monk, Pierce 1
Katar Brawl +1 2 Engaged 1 0 100 4 Pierce 1
Knuckle Dusters Brawl +2 3 Engaged 1 1 700 8 Pierce 2, Vicious 1
Lance Melee (Heavy) +4 2 Short 4 2 200 6 Cumbersome 3 (unmounted), Pierce 3, Special
Disorient 2, Elemental (Lightning), Slow-Firing 1,
Lightning Greaves Brawl +2 4 Engaged 2 1 550 6
Stun 3
Mace Melee (Light) +2 4 Engaged 2 1 75 2 Disorient 1, Pierce 1
Pike Melee (Heavy) +3 4 Short 4 2 100 4 Cumbersome 4, Pierce 2
Rapier Melee (Light) +1 2 Engaged 1 2 300 6 Accurate 1, Defensive 1, Finesse, Pierce 2

Shield Melee (Light) +0 6 Engaged 2 0 80 1 Defensive 1, Deflection 1, Inaccurate 1, Knockdown

Short Sword Melee (Light) +2 3 Engaged 1 1 100 2 Accurate 1, Finesse, Monk


Spear Melee (Light) +2 4 Engaged 2 1 110 2 Defensive 1, Monk, Pierce 1
Staff Melee (Light) +2 5 Engaged 2 1 50 1 Defensive 1, Monk, Special
Sword Melee (Light) +3 2 Engaged 2 2 200 3 Defensive 1, Special
Warhammer Melee (Light) +3 3 Engaged 3 2 250 4 Cumbersome 3, Pierce 1, Sunder
Whip Melee (Light) +1 5 Short 1 1 150 5 Ensnare 2, Finesse, Special

exhausting rating.
U nless otherwise stated in its rules, a brawl, melee, or thrown weap-
on’s base damage is equal to the user’s Brawn plus the listed dam-
age modifier. Additionally, the weapons in this book use the guidance
New Quality: Finesse (Passive) - When making a Melee check with
this weapon, your character may use Agility instead of Brawn for the
from the Tracking Ammo sidebar on page 89 of the Genesys Core skill of the weapon.
Rulebook.
New Quality: Monk (Passive) - When making a combat check with
NEW AND UPDATED ITEM QUALITIES this weapon, your character may use Agility instead of Brawn for the
skill and damage of the weapon if they have the Martial Arts Mastery
New Quality: Bane (Passive) - Weapons with bane quality have been
talent.
enchanted or represent something that is anathema to a certain type
of creature. When a creature of the type is hit by a weapon with bane New Quality: Poison (Active) - This attack inflicts the target with
quality, reduce the crit rating of the weapon by 1 and the creature a poison or venom. When triggered, the target must make a Hard
suffers a number of wounds equal to the rating of Bane in addition to (kkk) Resilience check or suffer wounds equal to the Poison rating.
the damage of the attack. hh or d can be spent to have the target suffer the effect again on
the start of their next turn causing them to make the Resilience check
New Quality: Elemental (Passive) - Items with elemental quality
again with the opportunity to spend hh or d. This can continue
have been enchanted or represent something that inherently has a
until hh or d are not spent.
natural element ties to its source of damage, potentially boosting or
hindering the effectiveness of the damage. The possible elements are Updated Quality: Auto-Fire (Active) - If the attack hits, the attack-
Acid, Air, Earth, Electricity, Fire, Force, Ice, Necrotic, Poison, Psychic, er can trigger Auto-fire by spending aa. Auto-fire can be triggered
and Radiant. multiple times. Each time the attacker triggers Auto-fire, they must
spend one extra a than the previous it deals an additional hit to the
New Quality: Exhausting (Passive) - Some weapons require a great
target.
deal of energy to deploy. Examples include controlling large machine
guns in auto-fire mode, using particularly heavy melee weapons, and Updated Quality: Disorient (Active) - A disoriented target adds jj
certain unarmed attacks. Whenever an attack is made with an exhaust- to all skill checks they perform.
ing weapon, that character suffers a number of strain equal to the

153
TABLE: RANGED WEAPONS
Name Skill Dam Crit Range Encum HP Price Rarity Special
Blowgun Ranged 5 6 Medium 0 0 20 3 -
Bow, Short Ranged 7 3 Medium 2 1 275 4 Unwieldy 3
Bow, Long Ranged 9 3 Long 3 2 450 6 Cumbersome 3
Crossbow Ranged 7 2 Medium 4 1 500 4 Pierce 1, Prepare 1
Crossbow, Hand Ranged 5 3 Short 2 0 700 5 Pierce 1, Accurate 1
Crossbow, Heavy Ranged 8 2 Long 5 3 1,000 7 Cumbersome 3, Pierce 2, Prepare 2, Unwieldy 3
Musket Ranged 8 3 Medium 4 2 1,500 9 Inaccurate 1, Pierce 1, Prepare 2, Unwieldy 3
Pistol Ranged 6 3 Short 2 1 1,000 9 Inaccurate 1, Prepare 1, Unwieldy 3
Sling Ranged 4 4 Medium 1 0 50 1 Disorient 2, Prepare 1
Wand of Magic Missiles Ranged 5 5 Medium 1 0 1,500 9 Linked 2

TABLE: THROWING WEAPONS


Name Skill Dam Crit Range Encum HP Price Rarity Special
Alchemist Fire Ranged 9 4 Short 1 0 75 5 Burn 4, Elemental (Fire),Limited Ammo 1

Axe Ranged +2 4 Short 2 0 25 2 Limited Ammo 1, Innacurate 2


Blast 7, Elemental (Lightning), Limited Ammo 1, Stun 3, Stun
Bottled Lightning Ranged 7 5 Short 1 0 100 8
Damage
Bottled Thunder Ranged 4 6 Short 1 0 250 8 Blast 4, Disorient 3, Limited Ammo 1, Stun Damage
Chakram Ranged +2 3 Medium 2 1 450 6 Limited Ammo 1, Unwieldy 4, Vicious 1
Dagger Ranged +1 3 Short 1 0 15 2 Limited Ammo 1, Innacurate 1
Dwarven Firebomb Ranged 8 3 Short 1 0 50 (R) 6 Blast 6, Burn 2, Elemental (Fire), Limited Ammo 1,
Gnomish Icebomb Ranged 7 4 Short 1 0 150 7 Blast 5, Elemental (Ice), Ensnare 3, Limited Ammo 1,
Goblin Acid Bomb Ranged 10 3 Short 1 0 400 (R) 9 Blast 8, Burn 2, Elemental (Acid), Limited Ammo 1, Sunder
Bane (Fiend/Undead) 3, Elemental (Radiant), Limited Ammo
Holy Water Ranged 4 2 Short 1 0 100 6
1, Special
Javelin Ranged +1 3 Short 1 0 50 2 Limited Ammo 1, Pierce 1
Net Ranged +0 6 Short 1 0 50 2 Ensnare 5, Knockdown, Limited Ammo 1, Stun Damage
Throwing Knife (3) Ranged +1 3 Short 1 0 50 4 Accurate 1, Limited Ammo 1
Thunderclap Explosive Ranged 10 5 Short 1 0 650 (R) 10 Blast 8, Concussive 1, Disorient 5, Limited Ammo 1,

Remember that brawl weapons enhancee your character's normal attacks against targets at short range (the difficulty remains Average
unarmed attack, so you can choose to do wound or stun damage kk), but it cannot be used to attack engaged targets.
with any Brawl weapons, and they have the Knockdown quality.
KNUCKLE DUSTERS
CHAKRAM Knuckle Dusters are brass knuckies wIth wicked curved blades
A simple-looking metal ring with a wickedly sharp outer blade and extending from either side as if the wearer were hoidlng a knife in a
smooth interior, chakrams are favored by assassins. The technique standard and backhand grip. Often used in pairs, Knuckle Dusters
of twirling a chakram on one’s fingers before releasing makes them lend themselves to dizzying twists and spins in close-quarters combat.
difficult to use. A pair of Knuckle Dusters counts as a melee weapon for the purposes
of the Parry taient. When used as a pair, Knuckle dusters gain the
After throwing a chakram, the weilder may spend aa to have the Sunder and Defensive 1 item qualities. (This applies even if they are
weapon return to their hand, regardless of success of failure. not used with two weapon combat rules to gain an additional hit.).
Knuckle Dusters cannot deal damage to a target’s strain threshold.
HOLY WATER SLING
Holy water acts much like acid against undead creatures and fiends. Basically a leather cup attached to two lengths of cord, a sling is
Holy water only work when used against undead and fiends. dirt cheap and its ammunition (any roughly spherical rock) even
more so. A sling is more likely to be carried by shepherds and
LANCE street urchins than by seasoned warriors, but a few adventurers
Longer than pike, but balanced less towards melee combat, lance keep one tucked away in a pouch as a weapon of desperation.
are mostly used by cavaliers and mounted riders. While mounted, h or d cannot be spent to cause a sling to run out of ammo.
a characeter may use a lance one handed, using Melee (light) as the
skill for the combat check. Also, a lance can be used to make melee

154
STAFF WARHAMMER
Cheap to buy (or make from fallen branches), staves can Resembling a large, heavy sledge hammer (striking sur-
be found across Faerun, where they often serve as walk- faces on either side of the head), the warhammer was
ing sticks or prods to move herds along.ose expert in originally adapted from the tools of laborers and crafts-
their use, though, can use them to defend against many men but is no longer suitable for anything but combat.
of the fell creatures that lurk across wilderness areas. You may wield a warhammer with two hands with the fol-
You may wield a staff with two hands with the fol- lowing profile: (Melee (Heavy); Damage +4; Critical 3; Range
lowing profile: (Melee (Heavy); Damage +3; Critical [Engaged]; Accurate 1, Cumbersome 3, Pierce 1, Sunder).
4; Range [Engaged]; Defensive 1, Disorient 2).
WHIP
SWORD Whips cannot be used in conjunction with the Parry
A longsword, also called a hand-and-a-half sword, is talent. Whips can be used to disarm a target at range. As
a compromise between the smaller sword and the larg- an action may roll a Ranged check opposed by Athlet-
er greatsword. While not as deadly as its larger breth- ics or Vigilance. Success indicates the target is disarmed
ren, it is better balanced than either other swords. and the whip wielder may spend aa to bring the item into
You may wield a sword with two hands with the hand. To use this action, the wielder must first use the
following profile: (Melee (Heavy); Damage +3; Aim maneuver to target the item, as a called shot. GM
Critical 3; Range [Engaged]; Accurate 1). has final say as to whether an item may be disarmed.

TABLE: ARMOR
Name Ranged Defense Melee Defense Soak Encumbrance* HP Price Rarity
Chainmail 1 1 +2 6 2 600 5

Half-Plate 1 1 +2 4 3 1,500 6
Heavy Clothing 0 1 +0 1 0 500 1
Leather 0 1 +1 1 1 75 2
Platemail 1 1 +3 7 3 2,250 8
Reinforced Leather 1 1 +1 2 2 300 5
Ring Mail 0 1 +2 6 1 350 3
Scale 1 1 +1 5 2 600 4
*Reminder: Armor actively worn by a character counts as having 3 less Encumbrance when worn

CHAINMAIL PLATEMAIL
As heavy as it is reliable, chainmail offers protection matched Few things on the battlefield are more impressive and awe-inspir-
with flexibility. Thousands of small linked rings make up a suit ing than a full suit of plate armor, and few items are a sterner test
of chainmail, providing a reliable defense against slashing and of the smith’s craft. Forging even a light breastplate takes time
piercing weapons. Some adventurers wear suits of chainmail and care, and constructing an entire suit of interlocking armor
passed down from their ancestors; others still use the set they plates can take months of painstaking work. Unsurprisingly,
looted from the first tomb they explored. The only drawback is only the finest knights or richer adventurers wear plate armor,
the time it takes to forge and link the numerous rings together although occasionally a wandering adventurer may discover a set
adds significantly to the cost. of plate buried in some long-forgotten crypt or dungeon and
Chainmail is restrictive and noisy, so your character adds j to claim it for their own.
Stealth checks they make while wearing it. Plate armor is heavy and very noisy. It counts as having Cumber-
some 3 and your character adds jj to Stealth checks they make
RINGMAIL while wearing it.
This armor is Leather Armor with heavy rings sewn into it. The
rings help reinforce the armor against blows from Swords and SCALE
axes. Ring mail is inferior to Chain Mail, and it’s usually worn Something of a compromise between leather and chainmail
only by those who can’t afford better armor. armor, scale armor consists of hundreds of tiny metal scales
Due to its bulk and poor construction, It counts as having Cum- attached to a leather jerkin. It is easier to forge than chainmail,
bersome 3 and your character adds jj to Stealth checks they but the scales and the leather combined make the armor heavy
and unwieldy.
make while wearing it.
The rattling of hundreds of scales is fairly noisy, so your character
adds j to Stealth checks they make while wearing it.

155
CRAFTMANSHIP
The quality of materials that go into an item and the skill of ELVEN
the crafter contribute greatly to its effectiveness and dura-
Elven craft weaves ironbark with iridescent moonstone
bility. Most weapons and suits of armor aren’t particularly
and inlays of gleaming silver. The resulting items are as
remarkable; the standard item profiles presented in this
beautiful as they are light and durable, and blades crafted
book represent items crafted by a competent creator using
from moonstone are said to be as sharp as starlight on the
the standard material in Faerun—namely steel. This section
coldest winter nights.
includes rules for representing items of truly exceptional
craftsmanship, constructed with rare and potent materials. Armor: Reduce the armor’s encumbrance value by 2, to a
minimum of 0. In addition, your character removes j from
An item can only have one type of craftsmanship, which
Stealth checks they make.
your GM determines when the item is bought or obtained.
The type of craftsmanship can never change after the item is Weapon: Reduce the weapon’s encumbrance and damage
created or obtained. by 1, to a minimum of 1. The weapon gains the Accurate 1
quality, or increases an existing Accurate quality by 1.
DRACONIC
Price: Cost x 1½
Draconic armor is made from the scales of dragons. Scales
Rarity: +2.
from dragons can be molded into many types of armor.
Draconic armor is fearsome to behold and impervious to EVERDARK
element respective to the dragon it is made from. Draconic
weapons can be made from tooth, horns, or bones of drag- Deep in the Underdark the darkness is sometimes so thick
ons. As light as they are fast, these weapons retain sharpness that it can hardly be traversed. Its essence fuses with the
as if the deceased dragon thirsts for blood beyond the grave. surrounding rock and metals. Shards of these metals are rare
on the surface since exposure to sunlight corrodes the metal.
Armor: Increase the armor’s soak and defense by 1.The
wearer of the armor removes 3 points of damage from any The effects of the Everdark only work in darkness or at
source of the elemental effect associated with the breath of night time. Daylight renders the item completely useless
the dragon used to craft the armor. Reduce the armor’s hard and will take one damage per round of exposure to direct
points by 1 (to a minimum of 0). sunlight.

Weapon: Reduce the weapons Critical rating by 1.The Armor: Reduce the armor’s Encumbrance by 3, to a min-
weapon gains the Pierce 1 quality, or increases an existing imum of 1. Increase the armor’s defense by 1. In addition
Pierce quality by 1. Reduce the weapon’s hard points by 1 the Armor grants j on any stealth check. The wearer of the
(to a minimum of 0). armor can remove and don the armor as a maneuver. When
not worn the armor retains its encumbrance but can be car-
Price: Cost x 8 (Armor x 16) ried in a small prepared case usually worn around the belt
Rarity: 10. Reduce the armors hard points by 1 (to a minumum of 1).
Weapon: Reduce the weapon’s Encumbrance by 1, to a
DWARVEN
minimum of 1. Increase the weapon’s damage by 1. The
Dwarven smiths are masters of metallurgy. The alloys weapon gains the Disorient 2 and Accurate 1 quality, or
they concoct and from which they forge armor and weapons increases an existing Disorient or Accurate quality by 1.
are superior to those made from simple steel. Reduce the weapon’s hard points by 1 (to a minimum of 0).
Armor: Increase the armor’s encumbrance value by 1 and Price: Cost x 3 (x6 for Armor)
add 1 hard point. If the armor’s encumbrance value wpuld
Rarity: 10.
become 4 or greater, the atmot is considered to have Cum-
bersome 3, or increases it’s Cumbersome rating by 1.
Weapon: Increase the weapon’s damage by 1 and encum-
brance value by 1.
Price: Cost x 2.
Rarity: +2.

156
GNOMISH Price: Cost x ½.
Gnomes are the masters of mechanics and tinkering. All Rarity: –1.
Gnomish creations have some kind of mechanical innerwork-
ings, and are often fueled by magical power. IRONWOOD

Weapon: All weapons gain 1 hard point and Ranged weap- Ironwood comes from several species of knotted,
ons add the Prepare 1, or increase an existing Prepare quality thicktrunked trees that grow high up in the northern moun-
by 1. tains. Living ironwood is no more resilient than fir or cedar,
but hardens after the tree is cut down, and hardens even more
Tools: Any tools crafted with Gnomish crafting add a j to after an artisan carves it and cures it in alchemical reagents.
checks when they are used.
Skilfully carved and treated ironwood makes for light and
Price: Cost x 2 (x1 ½ for tools). flexible armor, but poor weapons — no matter how hard one
Rarity: +1. may try, it is near-impossible to hone a wooden blade to the
same edge as steel or devilbone, and ironwood maces and cud-
INFERNAL gels are too light to be as effective as their metal or ceramic
Infernal weapons and armor take many forms and some- counterparts. Ironwood is also one of the least magically con-
times their vile origin can easily be seen in the design of the ductive materials, warding the wearer from hostile and friend-
weapon; however, sometimes the weapon may appear mun- ly spells alike.
dane revealing its sinister nature later. Armor: Reduce the armor’s Encumbrance value by 2, to a
Armor: Increase soak and defense by 1. Add j to Coer- minimum of 1. Upgrade all magic checks targeting the char-
cion checks they make while wearing this armor. Whenever acter once. Increase the armor’s soak by 1. This armor counts
your character recovers strain while wearing this armor, they as metal.
decrease the strain recovered by 1, to a minimum of 1. Reduce Weapon: Reduce the weapon’s Encumbrance by 1, to a
the hard points of the armor by 1 (to a minimum of 0) minimum of 1. Increase the weapons critical rating by 2. The
Weapon: Reduce the weapons Critical rating by 1, to a weapon gains the Reinforced quality.
minimum of 1. The weapon gains the Vicious 1 quality, or Price: Cost x2 (x6 for Armor).
increases the Vicious of the weapon by 1. Also, whenever your
character suffers strain while wielding or wearing this weapon, Rarity: +2
they increase the strain suffered by 1.
MASTERWORKED
Price: Cost x 7
Masterworked weapons and armor are finely crafted ver-
Rarity: 10. sions of normal items. Masterworked items are remarkably
tough, resistant to corrosion, and able to hold a sharp edge
IRON
despite heavy use. All magic items are considered master-
Iron is not as strong or workable as steel, but the smelting worked items unless specified.
of that alloy is beyond many smiths. Further, when both iron
Armor: Reduce the armor’s encumbrance value by 1.
and steel items are available, steel fetches a higher price. Many
Increase the armor’s soak and defense by 1. The armor gains
adventurers, militia members, and soldiers in the service of
the Reinforced item quality.
lesser nobles must make do with iron weapons and armor.
Weapon: Increase the weapon’s damage by 1 and reduce
Armor: Increase the armor’s encumbrance value by 2. In
its Critical rating by 1. The weapon gains the Reinforced and
addition, your character adds j to Athletics, Coordination,
Superior item qualities.
Riding, and Stealth checks they make while wearing this
armor. Price: Cost x 10 (Armor x 15)
Weapon: Increase the weapon’s Critical rating by 1. Rarity: 10.

MAGICAL IMPLEMENTS
A character with a magic skill can use an implement to When a character makes or obtains the Artificer Tools, you,
enhance magic skill checks, as described in Part III, Chapter 2 the GM, determine one effect that the Tools let users add to
of the Genesys Core Rulebook. any appropriate Artifice spell without increasing the spell’s
difficulty. The effect chosen must be one that, without the
ARTIFICER TOOLS tools, only increases difficulty by one.
Artificers have studied the workings of magic, how to channel These tools count as a set of Artisan Tool’s determined by the
it through objects, and how to awaken it within them. GM at creation.

157
BRACERS HOLY ICONS
Bracers of boiled leather inscribed with protective sigils Holy icons are items that represent your character’s faith
are a popular choice among defensively-minded magi- and help them focus that faith to cast spells. These are
cians. generally religious symbols of some sort, perhaps neck-
laces, rings, emblems, or medallions. But they just as
When your character casts a Barrier spell, they may add easily can simply represent your character’s beliefs. Holy
the Empowered effect without increasing the difficulty. icons enable divine spellcasters to perform unique mir-
CENSERS acles.

Deep in the underground of the Underdark, Dark Elf When they are casting a spell, adding any Divine Only
sorcerers perform strange rituals and magic drawing effects increase the spell’s difficulty one less than they
upon the very essence of darkness.This power has dev- would normally. In addition, the number of wounds
astating effects to mortals spreading disease and drain- healed by heal spells cast by the user increases by two.
ing both body and soul. To harness and carry with them MAGIC GAUNTLET
this power of the Underdark, Drow sorcerers have con-
structed magical Censers that can burn and release this Favored by a certain kind of muscle-bound war wizard, a
putrid essence with magic attacks. Censers are usually magic gauntlet bears a superficial resemblance to a gaunt-
carried or hung from long staffs consisting of bowl or let from a suit of plate armor, save for the lacework of
disc in which burns a magical fire slowly releasing the silver inlay arrays that channel magical energies. Most
essence of the Everdark. But they can also be carried by magic gauntlets are bulky, ornate and ostenttious, imme-
hand on a chain. diately identifying the wearer as a mage and making it
difficult to perform tasks that require a great degree of
When your Character casts the Attack spell, they may manual dexterity — which is why war-mages only wear
add the Poisonous effect without increasing the difficulty. one at a time, rather than two.
Attack spells cast by your character increase their base
damage by two. Attack spells cast by your character while using a gauntlet
increase their base damage by 4; in addition, adding the
CONJURER'S CIRCLET Close Combat and Impact effects does not increase the
Conjurer circlets could be simple bands of entwined difficulty of the magic check, this due to the fact that
metal, elaborate headdresses, or even crowns. They help mages’ gauntlets are made for both spellwork and fisti-
those using summons to extend their use. cuffs.

When a character makes or obtains the circlet, you, the The Magic Gauntlet can be wielded as a Brawl weapon
GM, determine one summon template. When the user with the following profile: (Range: Engaged, Damage:
casts the Conjure spell to summon that template, adding +2, Crit: 4, Special: Disorient 2).
the Summon Ally effect does not increase its difficulty. In MAGIC ORBS
addition, the creature remains summoned until the end
of the encounter without your character having to use These can be orbs of glass, gems, or other semitranspar-
the concentrate maneuver. ent minerals, and are generally small enough to be car-
ried. Magic orbs help augment the user’s ability to affect
ENCHANTER'S MEDALLION more targets with their spells.
The back-and-forth sway of a non-magical medallion on When the user casts a spell, adding the Additional Target
a chain can, under the right circumstances, put a person and Additional Summon effects do not increase its diffi-
into a trance state. A silver-inlaid medallion in the hands culty. In addition, attack spells cast by the user increase
of a skilled mage is vastly more dangerous, dazzling and their base damage by three.
putting all but the strongest of will under their spell.
MAGIC RODS
When a character wielding a enchanter’s medallion casts Magic rods are shorter than wands and are a uniform
the Enchant spell, the spell lasts for the full duration thickness throughout. They are covered in runes and sig-
without having to use the Concentrate maneuver. In ils that amplify the energy of a spell.
addition, adding the Gentle effect to a Enchantment
spell does not increase the spell’s difficulty. Any spell cast with a magic rod may add the empowered
effect with no increase in difficulty.

158
MAGIC RINGS MAGIC TOMES
Magic rings are items of great power and danger. When a charac- Most magic tomes are found in the depths of the tombs of
ter obtains a magic ring, the GM chooses one type of magic skill, long-forgotten spellcasters. A tome is not simply an instruction
then select three effects that can be added to spells cast by that manual on how to cast a spell. The very act of writing spells upon
skill. Two of the effects can normally only increase the difficulty the page can leave some small resonance with the world’s energies,
of the spell by one; the third can normally only increase the diffi- and if the reader can read and follow the instructions exactly, they
culty of the spell by two. When the user casts a spell, adding these can call upon that resonance to boost their own spells.
effects do not increase the spell’s difficulty. When your character makes or obtains a tome, your GM deter-
However, when using a magic ring, you must always upgrade the mines up to two effects that the tome lets your character add to
difficulty of any spells you cast once, and dd cannot be spent to any appropriate spell without increasing the spell’s difficulty. The
destroy the ring. In addition, attack spells cast by the user increase effects your GM chooses should normally (without the tome)
their base damage by two. only increase the difficulty of a spell by a total of three.
An example of this might be a Ring of Divine Protection, which MAGIC WANDS
allows your character to add the Range, Additional Target, and
Sanctuary effects to a Barrier spell without increasing the diffi- Magical wands are as much a tradition of magic as staffs. Usually
culty. small sticks about the size and shape of a conductor’s baton, they
can be constructed from just about anything and worked with
MAGIC SCEPTER any number of designs. Magic wands help augment the user’s
A magic scepter superficially resembles a mace, though many are ability to cast spells in a very specific way.
wrought from the finest materials or are intricately decorated with When a character makes or obtains the wand, you, the GM,
words of power. Silverymoon scholars claim that the resemblance determine one effect that the wand lets users add to any appropri-
to a weapon helps the scepter boost and channel magical energies ate spell without increasing the spell’s difficulty. The effect chosen
in battle. must be one that, without a wand, only increases difficulty by
When your character casts an Attack spell while using a magic one. In addition, attack spells cast by the user increase their base
scepter, add j to the check and adding the Close Combat effect damage by three.
does not increase the difficulty. In addition, Attack spells cast by For example, your character could have a wand of fire, which lets
your character increase their base damage by two. them add the Fire effect to any magic attack actions they perform.
The Magic Scepter can be wielded as a Melee Light weapon with They could also have a wand of enervation, which lets them add
the following profile: (Range: Engaged, Damage: +2, Crit: 3, Spe- the Enervate effect to any curse actions they perform. However,
cial: None) they cannot have a wand of empowered, because the Empowered
effect increases the difficulty of the spell by two, not one.
MAGIC STAFFS
Magical staffs have long been a staple of magic in a variety of set-
TABLE: MAGICAL IMPLEMENTS
tings. Used by wizards, druids, and shamans, these can look like Name Damage Encum Price Rarity
ornate, rune-encrusted rods of brass and obsidian, simple wooden Artificer Tools +0 3 800 6
staffs, or pretty much anything else.
Bracers +1 1 900 8
Magical staffs almost universally augment the user’s ability to cast
spells at range. When they are casting a spell, adding the first Censer +3 2 700 6
Range effect added to the spell does not increase the spell’s diffi- Conjurer’s Circlet +0 0 1500 5
culty. In addition, attack spells cast by the user increase their base
damage by four. Enchanter’s Medallion +0 0 2000 9 (R)
Holy Icon +0 0 250 5
MAGIC TATTOO Magic Gauntlet +4 1 1,200 6
Gnomish artificers and Silverymoon scholars have come together Magic Orb +3 1 1,000 8
to create a masterpiece, ink infused with the essence of magic. Magic Ring +2 0 - 10

When a character obtains a magic tattoo, the character chooses Magic Rod +0 1 800 8
one magic skill and one magic action available to cast. Then the Magic Scepter +2 2 400 5
character determines one effect that the tattoo lets users add to Magic Staff +4 2 400 6
any appropriate spell without increasing the spell’s difficulty. The Magic Tattoo +0 0 600 8
effect chosen must be one that, without a tattoo, only increases Magic Tome +0 1 1000 8
difficulty by one. A magic tattoo reduces your characters strain
Magic Wand +3 1 800 7
threshold by 1.
Musical instrument +0 1 750 5
Oracle’s Bones +0 0 500 8
Pouch of Druidic Herbs +0 1 600 6
Totem +0 1 750 4

159
MUSICAL INSTRUMENT add to any appropriate spell without increasing the spell’s dif-
ficulty. The effect chosen must be one that, without a totem,
While the scholars of Silverymoon University continuously
only increases difficulty by one. In addition, whenever the
and vigorously disagree as to whether bards are actual users
user casts an augment or alter spell with the chosen effect, the
of magic or are a bunch of charlatans, the truth is that most
spell lasts until the end of the encounter without your charac-
bards are probably a mixture of both. Their use of magic—
ter having to use the concentrate maneuver.
such as it is—is likely entirely instinctive and affected greatly
by the bard’s charisma. What this means is that bards do not
craft magical implements as other spellcasters do, but over IMPLEMENT MATERIALS
time, they tend to infuse the instruments they play with
some small measure of power. Some instruments have even Like the metal in arms and armor, and perhaps even more
been passed from bard to bard and, over generations, have so, the material used in crafting magic implements such as
become magical relics in their own right. Of course, a great staffs and wands is an important choice that greatly affects
many more instruments get passed off as magical relics when the performance of the resulting object. Many types of wood
their owners need to make up the money lost in an ill-advised and other substances have inherent mystical properties that
night of carousing. are only unlocked when fashioned into a magic implement.
When your character casts a spell using the Verse skill while A magic implement can only have one implement material,
using a musical instrument, adding the Additional Target which your GM determines when the item is bought or
effect does not increase its difficulty. obtained. This can never change after the implement is
created or obtained.
ORACLE BONES
BONE
Two carved, flat bones on a chain or leather cord, usually
worn about the neck. Ancient oracles would inscribe animal Implements carved of animal bone have long been used by
or human scapulars with invocations and questions before spiritspeakers, witches, and the warlocks. Implements crafted
heating the bones over a gate to the spirit realm and divin- from the bones of Humans and their kind are associated with
ing the spirits’ answers from the pattern of cracks that would necromancy and other dark magics. When properly prepared,
spread across the bone. If the events foretold did not come the bones of an ordinary mortal creature can produce fright-
to pass, the bones would be discarded, but those that proved ening effects.
accurate would be kept and passed down to the diviner’s chil- When your character successfully casts an Attack or Curse
dren and their descendants. Pairs of oracle bones — one with spell, they heal 1 wound. If your character successfully casts a
an ill omen, one with a good one — are a potent magical Predict spell, they may add aa to the results
instrument, bringing luck to the caster and misfortune to Price: Cost x 1½.
their enemies.
Rarity: +2.
When your character casts a Predict spell while using a set of
oracle bones, they add j to the check. In addition, adding CORAL
the Commune effect to a Predict spell does not increase the
Underneath the surface of the sea, life flourishes as much as
spell’s difficulty.
on land, and nowhere is it more diverse than the coral reefs.
POUCH OF DRUIDIC HERBS The reefs themselves are formed from colonies of small crea-
tures that are held together with “coral skeleton”, which is
This tiny pouch is made of raw silk, filled with whole magi- usually just called coral. Corals can have different colors: red,
cal herbs, and tied close with silk ribbon. Though easily con- pink, white, blue, and even black -- and are often valued as
structed, no common druid can just slap some sage in a bag much as precious gems. Being the basis of such thriving eco-
and achieve the same effect. systems corals amplify healing and protection magic.
When casting the Heal spell, users may add Restoration effect When your character casts a Barrier, Dispel, or Heal spell
without increasing the difficulty. Additionally, the amount of using a coral implement, you may add s to the results.
strain healed increases by two.
Price: Cost x 2.
TOTEM Rarity: +2.
Totems are used to channel more primal energies and are used
almost exclusively by druids and clerics of nature deities.
A totem is a small carving of an animal that embodies qual-
ities that are sought after. Totems are small enough to fit in
the palm of one’s hand and are usually worn on necklaces,
bracelets and the like.
When a character makes or obtains the totem, the GM deter-
mines one augment or alter effect that the totem lets users

160
DRACONIC implements.
Implements crafted from bone, blood, or tooth from a Price: Cost x 6.
Dragon carry ancient power which enhances spell cast- Rarity: +7.
ing.
When your character successfully casts an Attack spell IRONWOOD
they may add the elemental effect associated with the Ironwood implements amplify protective magic but are
breath of the dragon used to craft it without increasing harder to use due to magical resistance.
the difficulty. Any implement increases their base dam- Upgrade the difficulty of all magic checks casted with this
age by +1. implement by two. When your character generates t
When rolling a d while casting a spell with an imple- while casting a Barrier or Conjure spell with this imple-
ment made with Draconic material, the caster is always ment, you may spend the t to add the Reinforced effect
hit by their own spell, in addition to spending the d to the spell, even if your character does not normally have
normal. access to Reinforced. dd cannot be spent to destroy
Price: Cost x 4. Ironwood implements.

Rarity: +3. Price: Cost x 4.


Rarity: +5.
EVERDARK
Implements crafted from Everdark carry the cold of dark- MASTERWORKED
ness with them. Masterworked items are remarkably tough, resistant to
When your character successfully casts an Attack spell corrosion, and able to hold a sharp edge despite heavy
they MUST add the Hindering effect without increas- use.
ing the difficulty this in addition to any other effect the Masterworked implements gain the Reinforced and
implement has. When your character casts an Illusion Superior item qualities. Add to j all checks to cast spells
spell using an Everdark implement, you may add s to with Masterworked implements. dd cannot be spent
the results. to destroy masterworked implements.
Price: Cost x 3. Price: Cost x 8
Rarity: +5. Rarity: 10.

HAZEL WILLOW
Hazel is associated with inspiration, prophecy, and wis- Relatively uncommon in Faerun, willow trees are asso-
dom. Some magic practitioners prefer it for their imple- ciated with the potential for great purification and heal-
ments, attributing their greatest successes to moments of ing as well as great despair and death. Willow wands and
inexplicable inspiration. books bound in willow bark are highly prized among
When your character generates t while casting a spell sorcerers.
with this implement, you may roll j and add it to the When your character successfully casts a spell using a wil-
results, in addition to spending the t normally. When low implement, you may add a to the results.
your character casts a Predict spell using a Hazel imple- Price: Cost x 2.
ment, you may add s to the results.
Rarity: +2.
Price: Cost x 2.
Rarity: +1. YEW
Students of shamans and old magical traditions associate
INFERNAL the yew with the natural cycle of renewal and rebirth.
Implements crafted from Infernal material comes with The Elves who guard the forests prize it for this natu-
high risk and great rewards. The demons ever eager to to ral resonance, and sometimes even bind tomes between
corrupt the soul of mortal casters. thinly laminated sheets of yew.
When your character generates d while casting a spell When your character successfully casts an Augment,
with this implement, add d to the results of the check Heal, or Predict spell using this implement, they heal 1
without the normal failure associated with d. When strain.
casting with this implement, you can add one additional Price: Cost x 1½.
effect with no higher cost then kk, in addition to any
other effect the implement has. When the spell’s effects Rarity: +1.
are resolved, the spellcaster suffers 2 wounds in addition
to the strain cost. Upgrade the difficulty of all magic
checks twice. dd cannot be spent to destroy Infernal

161
ADVENTURING GEAR
This section presents items that characters in Faerun ALCHEMIST'S KIT
might find useful in the course of their travels.
Alchemists work with an impressive array of specialized
Though adventurers vary wildly in both their origins and tools to craft their potions and elixirs. Those who travel
motivations, most rely on a similar stable of gear items to tend to rely on a portable kit of the devices most essential
get safely from one underground ruin to the next. to their trade, such as a simple mortar and pestle along
with a number of flasks, tin measuring cups, and pouches
in which to store various alchemical ingredients. Those
with access to fully stocked labs, though, can use also use
TABLE:GEAR alembics, crucibles, glassware, and more to create even
Name Encum Price Rarity more wondrous concoctions.

Alchemist’s Kit 3 300 5


When your character uses an alchemists’ kit, they have
the right tool for the job (as per page 93 of the Genesys
Artifice Forge 3 500 7 Core Rulebook) when making Alchemy checks, although
Artisan Tools 2 175 3
some potions and elixirs may require specialized ingredi-
ents. At your GM’s discretion, some complex alchemical
Backpack +4 50 3
items may not be crafted with the limited resources of an
Bedroll 1 15 1 alchemists’ kit.
Climbing Gear 1 20 2
Extra Quiver 2 25 2 ARTIFICE FORGE
Fine Cloak 1 90 4 An artifice forge is found as a large metal box with a
Flask (empty) 0 1 1 relief depicting a forge. On a command word, this box
Flint and Steel 0 10 2 expands into a burning brazier full of coals, billows, and
Healer’s Kit 2 150 4
an anvil, along with smithing tools. Once “unshrunk”
(activated by command word), the forge remains in oper-
Heward’s Handy Haversack +11 2,000 10
ation until reactivated to shrink.
Lab 8 600 6
Lantern 1 50 1
When your character uses an Artifice Forge, they have the
right tool for the job (as per page 93 of the Genesys Core
Pole (30 hands long) 2 10 1
Rulebook) when making Mechanics checks, although
Riding Saddle 2 100 2
some projects may require specialized ingredients and
Rope 1 5 1 tools. At your GM’s discretion, some complex items may
Spyglass 1 150 3 not be crafted with the limited resources of an Artifice
Thieves’ Tools 1 75 5 Forge.
Torches (3) 1 1 0
ARTISAN'S TOOLS
Trail Rations (1 day) 0 2 0
Utility Belt +2 25 4 Aside from farmers, adventurers and merchants are arti-
sans. These people, as the blacksmith, the cobbler, the
Vial Belt 1 50 5
carpenter and many others, need some tools to make
Wagon - 200 2
a living. Artisan’s Tools is a kit that include everything
Waterskin (empty) 1 5 1
someone needs to craft their goods.
Winter Clothing 4 100 3
Artisan’s Tools are specific to a profession. You cannot
benefit from a Carpenter Artisan’s Tools when working
when fishing.
Using a Artisan’s Tools counts as having right tool for
the job (as per page 93 of the Genesys Core Rulebook).
You can only have Artisan’s Tools for a craft that does not
already have an existing gear in the table. For example,
Artisan’s Tools cannot act as an Alchemist’s Kit.

162
BACKPACK HEALER'S KIT
Few things are more essential to the traveler and adven- Like alchemists, apothecaries (more often called healers)
turer than the humble backpack. Without its copious often travel with specialized kits. These kits commonly
storage space, one could not carry the supplies needed for contain bandages, salves, poultices, and other items nec-
a lengthy journey or escape from a spider-infested tomb essary to heal the injured and sick.
with a haul of loot. While wearing a backpack, your char- A Healer’s kit allows your character to perform Medi-
acter increases their encumbrance threshold by four. cine checks to heal wounds and Critical Injuries without
BEDROLL penalty.

Whether camping beneath the boughs, sleeping on HEWARD'S HANDY HAVERsACK


a dune, or lying amid the rubble of a ruined castle, a This Backpack has a central pouch and two side pouches,
good bedroll can be just what one needs to get a restful each of which is an extradimensional space. Each side
night’s sleep. Bedrolls usually consist of a thick lower pouch can hold up to 3 encumbrance worth of items.
blanket for padding and an upper blanket for warmth. The large central pouch can hold up 5 encumbrance of
Wealthier individuals sometimes use blankets treated items. The Backpack is always 3 encumbrance regardless
with an alchemical resin to resist rain and damp. of its contents.
CLIMBING GEAR The haversack has a few limitations. If it is overloaded,
or if a sharp object pierces it or tears it, the haversack
Ropes, pitons, and a small hammer make climbing up ruptures and is destroyed. If the haversack is destroyed,
a sheer cliff or wall merely difficult, rather than nearly its contents are lost forever, although an artifact always
impossible (and possibly fatal). When your character uses turn up again somewhere. If the haversack is turned
climbing gear they remove jj from any Athletics checks inside out, its contents spill forth, unharmed, and the
they make to climb something. haversack must be put right before it can be used again.
EXTRA QUIVER If a breathing creature is placed within the haversack, the
creature can survive for up to 10 minutes, after which
This can include additional arrows in a spare pouch, time it begins to suffocate.
crossbow bolts wrapped in a leather pouch, or missiles for
other ranged weapons such as blowpipes or dart throw- While wearing a Haversack, your character increases
ers. If your character has an extra quiver, they can spend their encumbrance threshold by eleven.
a maneuver to replenish their ranged weapon when it has LAB
suffered an “out of ammo” d result. Note this does not
replenish weapons with the Limited Ammo quality as A lab includes all the items in a kit and more. When your
they do not actually run out of ammunition. character uses a lab, they add j to checks pertaining to
the labs use. While the many tools and devices included
FINE CLOAK are extremely heavy and cumbersome (and thus require
Whether it is cut from bolts of vibrant, colorful silk or a room to contain them), a lab can be considered some-
fashioned from rich, fur-lined velvet, nothing says some- what portable if a wagon and draft animal are given over
one is ludicrously wealthy and powerful (or wants to pass entirely to transporting it.
as such) like a fine cloak. LANTERN
When wearing a fine cloak, your character removes j An iron lantern is easier to handle than a torch and can
from any Charm, Deception, or Leadership checks they be hung from a belt or shield. Protected inside a cage of
make. While worn, a cloak’s encumbrance is 0. metal and sturdy glass, its flame is relatively safe even if
FLASK the lantern is knocked about and can last up to 6 hours.
This can prove vital in the darkest caverns that run
A clay or pewter flask can be just the thing for carrying through Faerun.
water on a long journey. Of course, a Dwarf would prob-
ably consider carrying water a waste of a good flask. Most A lit lantern provides light and removes j added to
flasks can carry roughly ten ounces of liquid, and have a checks due to darkness. (If it becomes important to
cork or latching top to keep the contents from spilling. determine how far the light reaches, a lantern can provide
light out to medium range.)
FLINT AND STEEL
POLE ( THIRTY HANDS LONG )
As long as an adventurer has time, patience, and a supply
of fine, dry kindling, they can use a flint and steel to While some may consider a long pole to be an odd thing
strike sparks and start a fire. for an adventurer to carry, clearly those people have not
been on many adventures.

163
RIDING SADDLE actions; Some belts also have weapon holsters or clips.
Allows you to ride without animals penalty. Utility belts increase the character’s encumbrance thresh-
old by two.
ROPE
VIAL BELT
No self-respecting soldier, sailor, miner, merchant, or
traveler would ever be caught without a length of sturdy Alchemists and adventurers make great use of elixirs and
rope close at hand, and that goes doubly for an adven- potions.
turer. The vial belt is pice of leather added to an existing belt.
The richest adventurers sometimes carry rope woven Some people prefer to have vial belt slung rather than
from silk, but hempen ropes work just as well. A length around the waist.
of rope stretches out to roughly medium range, but other A vial belt can hold up to four potions and elixirs. These
lengths can be purchased at your GM’s discretion. potions won’t add their encumbrance to the character’s
encumbrance value.
SPYGLASS
A character can wear up to two such belt.
May be used to view at extreme range with crystal clear
quality. WAGON
THIEVES' TOOLS Wagons can be expensive enough that several farmers
may share one. A farmer’s wagon is usually constructed
Thieves’ tools allow those without keys to attempt to from heavy, rough-hewn timbers—a marked contrast to
open any mechanical locks or latches, even complicated the varnished wood of a merchant’s wagon or the brightly
ones. painted covered wagon of a wandering Gnome.
When making a Skulduggery check to open a lock or A wagon can hold characters and gear totaling up to 50
latch, your character adds a to the results. encumbrance. A wagon features two or more wheels and
TORCHES ( 3 ) can move at moderate speed if a beast of burden pulls it.
Wrap the end of a length of wood in cloth, dip it in pitch WATERSKIN
or tar, and light it. The resulting torch should burn for an
Generally made from the bladders of sheep or cows,
hour or so, and is a simple way to light up the darkness.
waterskins provide a simple and effective way to trans-
A lit torch provides light and removes j added to checks
port liquids from well water to traveling wines. Some
due to darkness. (If it becomes important to determine
Gnomes have experimented with making them from
how far the light reaches, a torch can provide light out to
canvas treated with alchemical resins, but most people
short range.)
complain about the bitter taste and insist that these will
TRAIL RATIONS never replace the natural version.
Most races craft daily trail rations to be compact as pos- A waterskin can carry enough liquid to quench the
sible and last as long as possible without molding or thirst of two people per day. When full, its encumbrance
rotting. Any edibility is incidental. Trail rations gener- increases to 2.
ally include smoked jerky with the consistency of shoe
WINTER CLOTHING
leather, biscuits that can double as sling bullets, and
bricks of fat mixed with berries and ground dried meat. Made of thick wool and furs, winter clothing keeps the
wearer warm in the coldest environments.
Elves, of course, forgo such foodstuffs and subsist off
a mix of delectable dried fruits, cunningly preserved When wearing winter clothing, your character removes
cheeses, and thin-baked bread that lasts for months with- jj from any Survival or Resilience checks they make
out losing its light and fluffy texture. Without exception, due to cold weather. When worn, winter clothing’s
travelers from other races resent them mightily for this. encumbrance is 1.

UTILITY BELT
A utility belt is a common item for those on active adven-
tures where quick access to tools and gear is a necessity.
Their contents will vary with their user and their planned

164
POTIONS AND POISONS
TABLE: POTIONS ANTITOXIN
Antitoxin is concocted to act as antidotes to a wide vari-
Name Price Rarity
ety of common poisons and diseases. Once a person has
Acid Flask 200 6 imbibed antitoxin, they will not as easily succumb to the
Antitoxin 100 4 disease or poison it is designed to counteract for a short
Invisibility Potion 1,000 9 period of time thereafter.
Keoghtom’s Ointment 200 4 Using antitoxin immediately nullifies any mundane poi-
Potion of Healing 25 3 sons or toxins currently afflicting your character (some
Potion of Power 350 7 magical or otherwise extraordinary poisons might not be
Potion of Resistance 200 6
affected, at the GM’s discretion). In addition, for the rest
of the encounter or scene, your character upgrades Resil-
Potion of Speed 400 7
ience checks made to resist poisons and toxins twice.
Rejuvenation Potion 100 5
Smokebomb Vial 25 4 INVISIBILITY POTION
Stamina Elixir 50 3
When your character imbibes an invisibility potion
they become invisible for 3 rounds. During this time,
your character cannot be seen and casts no reflection or
Unless stated otherwise, consuming a potion or elixir (or shadow. They produce noise, smells, and so on as usual,
administering one to an engaged character) is a maneuver and they have a physical presence. An invisible character
and consumes the item in the process. The effects of mul- may also be detected through magical means.
tiple doses of the same potion do not stack. Some alche-
An invisible character benefits from concealment worth
mists and herbalists produce highly specialized potions
+4 dice (see Concealment on page 110 of the Genesys
for sale, and such items vary greatly in quality, potency,
Core Rulebook).
and safety. Some potions are simply too rare to be pur-
chased like ordinary goods. KEOGHTOM'S OINTMENT
All potions and poisons have an encumbrance of 1, Keoghtom’s Ointment helps heal injuries. It takes the
unless stored away. If stored away, every 5 potions or poi- form of a poultice to be applied to the wounded area.
sons counts as 1 encumbrance The ointment causes torn flesh to knit back together and
broken bones to fuse. Even internal wounds can be cured
POTIONS by Keoghtom’s Ointment.
When your character uses Keoghtom’s Ointment, they
ACID FLASK make a Simple (–) Resilience check, healing 1 wound for
each s and 1 strain for each a. You may spend t to
Alchemists often use acids to etch metals or break down
repeat the check at the start of your character’s next turn,
components into their constituent parts. These acids are
as the ointment continues to accelerate their healing.
usually strong enough to also serve as dangerous—albeit
dangerously indiscriminate—weapons. POTION OF HEALING
As an action, your character can throw an acid flask at Upon drinking a potion of healing, some of a creature’s
a point within short range, where it releases a cloud of wounds heal within seconds. There are several different
acidic mist large enough to encompass a single character types of potions of healing, which vary mostly by the
and other characters engaged with the target. The cloud is intensity of their curative power.
a corrosive atmosphere with a rating of 4 (see Fire, Acid,
and Corrosive Atmospheres on page 111 of the Genesys A potion of healing is a painkiller, as described on page
Core Rulebook). The cloud remains for the duration of 116 of the Genesys Core Rulebook.
the encounter, unless the GM determines that circum-
stances (such as an outdoor location or a strong draft)
cause it to dissipate faster.

165
POTION OF POWER As a maneuver, a character can throw a smokebomb vial
at a point within short range. Upon impact, the vial shat-
Power potions are similar to potions of speed, save that
ters to create a thick smoke screen large enough to con-
they increase upper body and core strength in particu-
ceal a single character and other characters engaged with
lar. Those who imbibe power potions are better able to
the target. The smoke screen provides concealment worth
strike and block blows. Feats of strength, such as hefting
+2 dice (see the Concealment section on page 110 of the
weights and shifting objects, are also facilitated through
Genesys Core Rulebook).
the use of a power potion.
When your character uses a power potion they increase STAMINA ELIXIR
their Brawn by 1. This effect lasts until the end of the Stamina elixirs can be taken to provide the patient with
encounter or scene. If your character’s Brawn is already a feeling of improved vitality. When a stamina elixir is
5, they instead add jj to all checks using Brawn. When drunk, the imbiber benefits from increased reserves of
the potion wears off, your character suffers 5 strain. energy over a lengthy period. It ought to be mentioned
that hangovers from stamina elixirs can be particularly
POTION OF RESISTANCE
dire.
Potions of Resistance imbue the drinker with reserves
When your character uses a stamina elixir they imme-
of physical and psychological resilience. They do this
diately heal 5 strain. Each subsequent elixir used in the
through mildly soporific effects that deaden pain and
same day heals 1 less strain, so that the sixth elixir (and
increase feelings of well-being. They also have an effect
further) has no effect. After one day, the lingering effects
on the body, shrinking the capillaries near the skin’s sur-
of the stamina elixir wear off, and your character may
face to reduce bruising and bleeding, and speeding the
again use a stamina elixir to full effect.
clotting process.
When your character imbibes a Potions of Resistance
they gain +1 soak for your character’s next three turns. POISON
POTION OF SPEED Every culture in Faerun has its own poisons, ranging
from abundant botanical extracts to refined alchemical
Potions of Speed affect the muscles of the drinker, espe- potions. Most are easy to use, if not easy to obtain. Your
cially those used for running and other forms of move- character can apply poison to a target’s food or drink, in
ment. Once a Potion of Speed is taken, the imbiber is which case the target suffers the effects when they ingest
better able to sprint for a short period. Potions of Speed it.
allow for short and immediate bursts of top performance.
Some people have been known to combine stamina elix- Poison can also be applied to smokebombs or other items
irs and Potions of Speed for longer periods of high per- at your GM’s discretion. As a maneuver, it can also be
formance. The morning after can only be described as applied to a weapon with a sharp point or edge, such as
truly nightmarish. a dagger or arrow, that can induce the poison into the
target’s bloodstream.
When your character imbibes a Potion of Speed they gain
one additional maneuver during their turn. While under If applied to a weapon, the first successful hit that deals at
the effects of a Potions of Speed, your character can per- least one wound causes the target to suffer the effects of
form a maximum of three maneuvers in a turn, rather the poison. Once the poison has affected one target, it is
than two. A Potion of Speed lasts for your character’s next depleted and another dose must be applied.
three turns, after which your character suffers 6 strain.

REJUVENATION POTION
These potions help heal injuries and get people back on
their feet quicker. Before your character makes a skill TABLE: POISON
check to recover strain after an encounter, they may
Name Price Rarity
drink this potion. If they do so, they not only heal 1
strain per s but also 1 wound per a. Essence of Ether 500 7 (R)

Malice 700 8 (R)


SMOKEBOMB VIAL
Pale Tincture 750 8 (R)
Smokebomb vials contain yet smaller vials that each hold Purple Worm Poison 1,500 10 (R)
different concoctions. When the vials are broken, typ- Standard Poison 200 5
ically by flinging the main vial to the floor as hard as
Sleep Powder 450 6 (R)
possible, the various chemicals mix to produce a cloud
Wvyern Venom 1,000 7 (R)
of thick, choking fog. The fog is not harmful (unless
treated with poison, which must be purchased sepa-
rately), though it is unpleasant to be caught within and is
impossible to see through.

166
STANDARD POISON violent muscle spasms. The GM may spend d on the
Characters affected by poison or within a poison cloud initial Resilience check to make the target make another
must make a Hard (kkk) Resilience check as an out- check against the poison at the end of their third turn
ofturn incidental or suffer 4 wounds (not reduced by or suffer an additional 5 strain (this ignores soak) as the
soak) plus 1 strain per h. You or your GM can spend poison torments him.
d on the check to inflict a Critical Injury or to force the MALICE
target to repeat the check at the beginning of their next
turn, as the poison continues to wrack their body. Malice is a complex distillation of black lotus and deadly
nightshade berries that has been boiled down into a
PURPLE WORM POISON syrupy oil At any dose size, this poison has a Daunting
This must be harvested from the body of a purple worm. (kkkk) difficulty Resilience check. If the target fails, the
A reddish-brown sticky paste, this poison has seen a fair poison causes an immediate Critical Injury, but instead
amount of use. Once injured, the poison begins ignit- of rolling on the Critical Injury Result table, the char-
ing the blood, causing a creature to quickly burn from acter automatically suffers the following special Critical
within. Often the toxin burns through the victim so Injury:
quickly and intensely that the remains are little more Wracking Venom (Hard kkk): Whenever this character
than charred bones would otherwise suffer 1 or more wounds or 1 or more
Characters affected by poison must immediately make a strain, this character suffers that number of wounds or
Formidable (kkkkk) Resilience check as an out-of-turn strain plus 2 instead.
incidental or suffer 8 wounds (this ignores soak). You can SLEEP POWDER
spend hhhh or d on the target’s check to force the
target to repeat the check at the beginning of their next This poison may be introduced into a target’s body via
turn, as the poison continues to work itself through their aerosol deployment, food ingestion, or injection (via an
blood. applicator or dart). A single dose has an Average (kk)
Resilience check, while two or more doses combined into
ESSENCE OF ETHER a single application have a Hard (kkk) difficulty. The
A single dose of Essence of Ether has a Hard (kkk) dif- poison inflicts 5 strain if the target fails the check. If the
ficulty, while two or more doses combined have a Daunt- check generates hh, the target must also give up their
ing (kkkk) difficulty. The poison inflicts 5 wounds free maneuver during their next turn (they may still take
if the target fails a check at the relevant difficulty (this two maneuvers, however); if it generates hhh, they’s
ignores soak). In addition, each h generated inflicts 2 staggered during their next turn. Finally, the GM can
strain on the target (this ignores soak), who becomes spend d to make the target test against the poison again
overwhelmed by the nausea and muscle spasms caused during the next round, as the poison remains in their
by the choking gas. The gas lingers in the air for up to 3 system.
rounds unless dissipated by high winds.
WYVERN VENOM
PALE TINCTURE Extracted from the glandular toxin sacs of Wyverns,
Pale tincture is an exceedingly lethal toxin favored by wvyern venom is a powerful paralytic enzyme inhibi-
assassins who prefer their victims to suffer. Once exposed tor. Significantly harder to shake off than most poisons,
to the poison, the victim begins to suffer fatigue and dull wyvern venom is harvested by beastmasters and com-
pain, which gradually increases until they is paralyzed mands a high price on the black market among bounty
and in agony. hunters.
Any sized dose has a Daunting (kkkk) difficulty Resil- Any sized dose incurs a Daunting (kkkk) Resilience
ience check. If the target fails the check, the poison check. The poison Staggers the target for 2 rounds if
inflicts 1 strain at the end of their next turn, 3 strain at the target fails the check. In addition, each h generated
the end of their subsequent turn, and 5 strain at the end inflicts 2 strain on the target (this ignores soak), and the
of the turn after that one (this ignores soak). In addition, GM may spend d to immobilize the target for 2 rounds.
the target suffers j to any check they attempts while
under the effects of the poison, and each h they gen-
erates on those checks inflicts 1 additional strain (this
ignores soak) as the target is wracked with pain and

167
ANIMALS AND SADDLEBAGS
Just as the mounts of Faerun come in a variety of forms,
RELATED GEAR so do the saddlebags. Saddlebags allow creatures to carry
For most adventurers, riding mounts are the preferred more gear and traveling supplies then usual, and thus
method for traveling over long distances. provide their riders a wider range of operation.
Saddlebags increase a mount’s encumbrance threshold by
BARDING four.
Barding is metal armor or similar protection for a horse
or other mount. The destriers ridden by the knights of the WAR MOUNT ( RIVAL )
baronies tend to sport steel plates reinforced with patches War mounts are those bred and trained for war. Just like
of chain, while the fierce Leonx of the Latari wear the their riders, such mounts do not shy away when facing
same leathers as their riders. Generally, only war mounts combat and can use their stomping feet, grasping talons,
can tolerate the weight and discomfort of barding. or other natural weapons to aid in battle.
Barding counts as armor for a mount and provides
defense 1 and soak 2. 4 3 1 2 3 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
BEAST OF BURDEN ( MINION ) SOAK VALUE WOUND THRESHOLD M/R DEFENSE

Mules, oxen, draft horses, and other strong, hearty ani- 4 14 0 0


mals are put to many working uses, such as pulling wag- Skills: Athletics 3, Brawl 1, Discipline 2, Resilience 3,
ons and carts. Survival 2.
Talents: None.
4 2 1 1 1 1 Abilities: Encumbrance Capacity 13, Silhouette 2.
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Equipment: Hooves or claws (Brawl; Damage 6; Critical
SOAK VALUE WOUND THRESHOLD M/R DEFENSE 4; Range [Engaged]; Knockdown), riding tack.
4 7 0 0
Skills (group only): Athletics, Resilience.
TABLE: ANIMALS AND GEAR
Talents: None.
Name Encum Price Rarity
Abilities: Encumbrance Capacity 18, Silhouette 2.
Barding 5 900 4
Equipment: Harness. Beast of Burden - 200 1

RIDING BEAST ( MINION ) Riding Beast - 400 2


Saddlebags +4 75 3
Although they can carry riders over great distances, most
War Mount - 1,500 6
horses, ponies, and other such steeds are neither bred nor
trained for the violence of battlefield conditions. A Rid-
ing check is required to maintain control of a riding beast
in combat or a similarly stressful situation.

4 3 1 1 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK VALUE WOUND THRESHOLD M/R DEFENSE
4 5 0 0
Skills (group only): Athletics, Resilience.
Talents: None.
Abilities: Encumbrance Capacity 12, Silhouette 2.
Equipment: Riding tack.

168
ITEM ATTACHMENTS
Item attachments follow the rules on page 206 of the ENGRAVINGS
Genesys Core Rulebook.
This attachment serves no tactical purpose, some war-
riors adorn their weapons with intricate patterns of art
WEAPON engraved into their weapons to impress, fascinate, or
intimidate onlookers.
ATTACHMENTS
Use With: This attachment can be applied to any weapon
BALANCED HILT that could conceivably be engraved.
This attachment represents modifying a melee weapon’s Modifiers: When the attached weapon is prominently
balance (particularly around the hilt or haft) to make it displayed, the characters Charm, Coercion, and Dece-
easier to control. tion checks are upgraded once.
Use With: This attachment can be applied to any weap- Hard Points Required: 1.
ons that use the Melee (Light) skill.
EXTENDED BARREL
Modifiers: The weapon gains the Accurate 1 quality,
This attachment extends the barrel (or makes similar
or increases any existing Accurate quality by 1. (If the
modifications) to make the weapon fire farther.
weapon has the Inaccurate quality, it reduces that quali-
ty’s rating by 1 to a minimum of 0, instead.) Use With: This attachment can be applied to any
Ranged weapon (excluding weapons such as bombs, or
Hard Points Required: 1.
thrown weapons).
CUSTOM GRIP Modifiers: The weapon’s range increases by one range
A skilled tinkerer can tailor a weapon to perfectly fit band, to a maximum of extreme range. The weapon
its wielder’s hand. A custom grip is crafted to uniquely gains the Cumbersome 2 quality, or increases its exist-
match its owner, allowing the weapon to act as an exten- ing Cumbersome quality by 1.
sion of the wielder’s body. While the weapon fits perfectly Hard Points Required: 1.
in the hands of its owner. others who try to use it find the
grip uncomfortable or the weapon offbalance. PAIRED SET
Use With: This attachment can be applied to any weapon This attachment represents a special modification to
with a handle. two weapons, allowing them to be used together more
effectively.
Modifiers: Remove j from all combat checks the weap-
on’s owner makes using this weapon. Anyone other than Use With: This attachment can be applied to any two
the owner instead adds jj to all combat checks made one-handed weapons that can be wielded simultane-
using it. Also, the weapon gains the Accurate 1 quality, ously by the character.
or increases any existing Accurate quality by 1. (If the Modifiers: When making a two-weapon combat check
weapon has the Inaccurate quality, it reduces that quali- with the paired weapons, the cost to activate the second
ty’s rating by 1 to a minimum of 0, instead.) weapon’s attack is reduced from aa to a.
Hard Points Required: 1 Hard Points Required: 1 for each paired weapon.
DUELIST CROSS GUARD RAZOR EDGE
This attachment represents modifying the cross guard of This attachment represents sharpening a blade to a razor
a sword to better catch and lock the blade of an oppo- edge, then reinforcing or treating that edge so that it can
nent. withstand repeated blows.
Use With: This attachment can be applied to any sword, Use With: This attachment can be applied to any close
whether one-handed or two-handed. combat weapon that has a blade.
Modifiers: When an opponent resolves a melee combat Modifiers: The weapon gains the Pierce 2 quality, or
check against the wielder, if the check generated at least increases any existing Pierce quality by 1.
one uncanceled h, the wielder may suffer 1 strain as an
out-of-turn incidental to add hh to the results. Hard Points Required: 1.

Hard Points Required: 1.

169
RECURVE LIMBS Hard Points Required: 1.
Making the limbs of a bow or crossbow curve away from the
wielder increases the penetrating power of the bow’s shots, ARMOR ATTACHMENTS
even if it also makes the bow larger and more difficult to
wield. ARCTIC MODIFICATIONS
Use With: This attachment can be applied to any bow or Faerun can be a world of placid summers and brutal win-
crossbow. ters. Those who live in the frontier are often in need of
Modifiers: The weapon gains the Pierce 1 quality, or heavier clothing to survive the long desolate cold of winter,
increases any existing Pierce quality by 1. The weapon and have developed ingenious ways of adding to their cloth-
also gains the Unwieldy 3 quality, or increases any existing ing to adapt.
Unwieldy quality by 1. Use with: Any armor
Hard Points Required: 1. Modifiers: +1 encumbrance and adds the cumbersome 2
quality (or increases Cumbersome by 1 if the armor already
SERRATED EDGE has Cumbersome). The wearer is not required to make resil-
Adding jagged sawteeth to a bladed weapon means the ience checks to endure light and moderate cold, and the dif-
wounds it makes are particularly brutal and damaging. ficulty of Resilience checks to resist extreme cold is reduced
Use With: This attachment can be applied to any close com- by 1. If a character wears this armor in an arid or hot area
bat weapon that has a blade. they are disoriented as long as the armor is worn.

Modifiers: The weapon gains the Vicious 1 quality, or Hard Points Required: 0 for encumbrance 0-2 armor, 1 for
increases any existing Vicious quality by 1. encumbrance 3+ armor.

Hard Points Required: 1. BATTLE GAUNTLETS


Although those with heavy armor in the battlefield are
TELEOPTIC SIGHT
rarely lacking killing power, sometimes it’s necessary to give
A telescopic sight magnifies a target, allowing the user to an enemy at close range a good, old-fashioned pummeling.
shoot targets that they could normally barely be able to see. This modification represents reinforced gauntlets made spe-
Use With: This attachment can be applied to any ranged cifically for swinging fists.
weapon that could logically benefit from the addition of a Use with: Any armor with soak of 2 or higher
telescopic sight.
Modifiers: While wearing armor with this attachment, the
Modifiers: The user reduces the difficulty of ranged combat wearer can make a brawl attack using the armor as a weapon.
checks made with this weapon at long and extreme range It has the following profile: (Range: Engaged, Damage:
by 1. Brawn + armor’s Soak value, Crit: 4, Special: Disorient 3).
Hard Points Required: 1. Hard Points Required: 1

WEAPON SLING CUSTOM FIT


A sling helps a user carry a particularly heavy weapon by Although standard “off-the-shelf ” armor can provide invalu-
taking up part of the weight. able protection . it can also prove bulky or awkward. even
Use With: This attachment can be applied to any Ranged after adjustments. For those who require their armor to feel
weapon that require two hands to wield. like a second skin. personalized customization can make a
drastic difference. Such work requires a skilled armorer. but
Modifiers: The weapon decreases its encumbrance by 2. it can make armor a much more enticing option for some.
Hard Points Required: 1. Use With: This attachment can be applied to any armor.
WEIGHTED HEAD Modifiers:Remove jj from Athletics, Coordination and
Stealth checks while wearing the armor.
Adding extra weight to the head of a blunt weapon lets the
wielder strike with greater impact and do more damage. Hard Points Required: 1
Use With: This attachment can be applied to any close com- DEFLECTIVE PLATING
bat weapon that deals bludgeoning or crushing damage (not
one with a cutting edge). This attachment applies angled plates or mildly reflective
surfaces to help deflect incoming ranged attacks.
Modifiers: The weapon increases its damage by 2. The
weapon increases its encumbrance by 2. The weapon gains Use With: This attachment can be applied to any armor.
the Cumbersome 3 quality, or increases its existing Cum- Modifiers: Wearer increases their ranged defense by 1.
bersome quality by 1.
Hard Points Required: 1.

170
GILDED SPIKES
Though it serves no practical purpose, many nobles like Warriors sometimes add sharp spikes or barbs to their armor
to adorn their armor with gold leaf. It certainly makes the In the press of a melee, they can use a shoulder check or a
wearer seem impressive, but acts as a lure for every bandit wild swing to slash or even impale an opponent.
within eyesight. Use With: This attachment can be applied to any armor.
Use With: This attachment can be applied to any armor. Modifiers: If your character is targeted by a melee com bat
Modifiers: While wearing this armor, your character adds j check, you may spend hhh or d to cause the attacker to
to Charm, Negotiation, and Leadership checks. suffer 3 wounds.
Hard Points Required: 0. Hard Points Required: 1.

INTEGRATED SHEATHING
By mounting their sheathes and such into the framework of TABLE: ATTACHMENTS
their armor. a combatant can ensure no one catches them
Name HP Price Rarity
unarmed. Not only does the wearer have easy access to their
weapons at all times, but powerful magnets and magic can Balanced Hilt 1 850 6

be set up to assist the wearer in drawing or stowing their Custom Grip 1 700 5
weapons more rapidly. A character with a set of integrated Duelist Cross Guard 1 800 5
sheathing has access to a hidden arsenal that can overwhelm Extened Barrel 1 750 4
most foes.
Paried Set 1/per 400/pair 5
Use With: This attachment can be applied to any armor. Razor Edge 1 450 4
Modifiers: Increases encumbrance threshold by 4. The char- Recurve Limbs 1 400 4
acter may holster up to two weapons of encumbrance 3 or Serrated Edge 1 125 2
lower in the armor. While holstered. these weapons do not Teleoptic Sight 1 350 4
count toward the character’s encumbrance value. Add j to Weapon Sling 1 100 2
other characters Perception checks to find weapons stored
Weighted Head 1 250 2
in the armor. Once per round on your character’s turn, they
Arctic Modification 0 or 1 250 2
may draw or holster an easily accessible weapon or item as
an incidental. Battle Gauntlets 1 300 3
Custom Fit 1 400 4
Hard Points Required: 2
Deflective Plating 1 750 4
INTIMIDATING VISAGE
Gilded 0 1,250 5
Warriors from many cultures paint their armor or add
imposing face masks to intimidate opponents. Integrated Sheating 2 1,000 7
Use With: This attachment can be applied to any armor.
Intimidating Visage 0 200 3
Modifiers: When wearing this armor, the user adds s to
Coercion checks they make, and hh to Charm, Decep- Reinforced Plating 2 6,000 9
tion, and Negotiation checks they make.
Spikes 2 600 4
Hard Points Required: 0.

REINFORCED PLATING
This attachment represents adding extra layers of armor or
using stronger materials to reinforce the armor.
Use With: This attachment can be applied to any armor that
uses hardened plates for protection.
Modifiers: The armor gains the Reinforced quality. The
armor also increases its encumbrance by 1 and gains Cum-
bersome 3 (or increase its Cumbersome by 1).
Hard Points Required: 2.

171
Step 1 : Select Template takes as much or as little time as the
CRAFTING character spends planning before launching into hands-on
Characters may craft almost anything, from swords and work. After selecting a template, a character moves on to
crossbows to ships and clockwork devices, given sufficient Step 2: Acquire Materials .
time, resources, and skill. Although fletching, blacksmith- STEP 2: ACQUIRE MATERIALS
ing, and tannery are very different trades, for simplicity,
most crafting uses the Mechanics skill. The use of Alchemy To attempt to build an item based on the chosen template,
to create potions is a kind of crafting, but is distinct enough the PC must acquire appropriate materials for that template.
for its own skill and so it has additional rules. Regardless These are listed under “Material Price/Rarity” on the rele-
of the skill used, we also call a skill check to craft an item a vant table. For all mechanical purposes, materials count as a
crafting check. single item with the listed cost and rarity. As always, at the
GM’s discretion, certain supplies might not always be avail-
All crafting follows the same basic guidelines, although the able for the listed price at any given market. Because Mate-
process your character undertakes within the narrative of the rial Price/Rarity for a template is defined only in terms of
game may vary greatly. Of course, your GM might modify cost in credits and abstracted rarity, the particular nature of
these rules based on the situation and the specific item, and the materials that a character uses can vary wildly, as can the
might impose additional requirements. prices. Depending on the specifics of the item the character
THE CRAFTING PROCESS is crafting, at the GM’s discretion, PCs can acquire some or
all of the materials for a template via means other than pay-
To craft an item, your character must have appropriate tools ing for them (such as salvaging them. stealing them, or being
and components. For instance, to craft a sword, your char- gifted with them).
acter must have access to a forge, smiths’ tools, and a supply
of iron or steel. Typically, the cost of raw materials to craft Step 2: Acquire Materials requires as much time as it takes
an item is equal to half of the cost of the item. These materi- for the PC to physically obtain the materials. This could be
als are consumed in the process, whether the crafting check as short as a trip to a scrapyard or market. or as long as an
succeeds or fails. Tools can generally be used multiple times epic quest to find a rare ore or crystal. depending on the
before wearing out, but are often quite expensive. The rules situation. After successfully acquiring materials, a character
in this section provide GMs and players with options for moves on to Step 3: Construction.
crafting their own weapons, armor, and more. STEP 3: CONSTRUCTION
Crafting follows three steps: Step 1 : Select Template, in After acquiring the materials to make the item. rhe character
which the PC chooses what kind of item to make; Step 2: must make the associated check, listed under “Check” on
Acquire Materials. in which the PC acquires the supplies to the relevant table, to actually construct the item. The diffi-
build it; and Step 3: Construction. in which the PC actually culty of this check may be modified, at your GM’s discre-
assembles the item. tion. If the character succeeds. the item is fully functional
STEP 1: SELECT TEMPLATE and has the profile listed in its template If the character fails
on the check, the product that comes out of the attempt is
When a craftsperson sets about creating an item, the player unusable. and the materials are lost. Construction checks are
first chooses a template from one of the tables in this section. special. Only s and f on these checks cancel each other.
The template dictates the materials required (Material Price/ All a and h rolled on the check is spent by the PC and
Rarity). the challenge of building it (Check), an estimate of GM respectively. This is to promote uniqueness among all
how long construction takes (Time), and the results should creations.
the character succeed on the check (the item that shares a
name with the template). The Crafting results tables include suggestions on how to
integrate other results into construction. First. crafters can
Each template can encompass an incredibly vast number use a and t results to make improvements to the item.
of specific types of item. Two crafters might approach the Then. the GM can spend h and d to add flaws. Unless a
problem in completely different ways and come up with limit is specified. an option from these tables may be selected
completely different solutions. A template describes what a any number of times, and its effects stack.
crafted item does. but not necessarily how it accomplishes
it or what embellishments it might possess: those are the The amount of time Step 3: Construction takes is deter-
mark of the crafter. Thus. players and GMs should feel free mined by the estimate of working hours listed in the tem-
to be creative in coming up with their own unique types of plate under Time. Every s the character scores on the check
item that a given template can represent. Inspired GMs are beyond the first reduces this time by 2 hours (to a minimum
encouraged to create their own unique templates-all a tem- of 1 hour). Other factors can also affect the time required, at
plate needs is a Name, Material Price/Rarity, Check. Time. the GM’s discretion.
and profile for the result, which GMs can provide to their
players as they see fit.

172
TABLE: WEAPON PROFILES
Hands
Name Skill Dam Crit range Encum HP Special
Rquired
Fist Weapon Brawl +1 4 Engaged 1 0 Disorient 3 One
Disorient 2 / Cumbersome 4,
Blunt Weapon Melee (Light) / Melee (Heavy) +2 / +3 5/4 Engaged 3 /5 1/3 One / Two
Disorient 2
Bladed Weapon Melee (Light) / Melee (Heavy) +2 / +3 3/3 Engaged 2/4 1/2 None/ Cumbersome 3 One / Two
Piercing Pierce 1 / Pierce 1, Vicious 1,
Melee (Light) / Melee (Heavy) +1 / +2 3/3 Engaged 1/3 1/2 One / Two
Weapon Cumbersome 3
Firearm Ranged 5 3 Short 2 1 Pierce 1, Prepare 1, Unwieldy 3 One
Bow Ranged 6 3 Medium 2 1 Pierce 1 Two
Crossbow Ranged 5 3 Short 2 2 Pierce 2, Prepare 1 One

TABLE: ARMOR TEMPLATES


Standard Time
Name STANDARD MATERIAL PRICE/RARITY Standard Check Difficulty Standard Profile
(IN HOURS)
+0 soak. +0 melee defense.
Clothing 50 credits/0 Easy k Mechanics or Survival 6
1 encumbrance, 0 hard points
+1 soak. +1 melee defense, 2
Light Armor 250 credits/3 Average kk Mechanics or Survival 8
encumbrance, 1 hard point
+1 soak. +1 melee and ranged
Medium Armor 600 cred1ts/3 Hard kkk Mechanics 10
defense, 3 encumbrance, 2 hard point
+2 soak. +1 melee defense, 5
Heavy Armor 1500 credits/5 Daunting kkkk Mechanics 20
encumbrance, 2 hard point
Customizable +1 soak. +1 melee and ranged
1500 cred1ts/7 Formidable kkkkk Mechanics 16
Armor defense, 3 encumbrance, 3 hard point

TABLE: WEAPON TEMPLATES


Standard Time
Name STANDARD MATERIAL PRICE/RARITY Standard Check Difficulty Examples
(IN HOURS)
Fist Weapon 75 credits/1 Easy k Mechanics or Survival 6 Brass Knuckles, Punch Dagger
Melee-Light
200 credits/3 Average kk Mechanics or Survival 8 Warhammer, Rapier, Club
Weapon
Shield 100 cred1ts/3 Average kk Mechanics or Survival 10 Buckler, Kite Shield
Melee-Heavy
400 credits/5 Hard kkk Mechanics 20 Glaive, Greataxe, Maul
Weapon

Bow 400 cred1ts/5 Hard kkk Mechanics or Daunting 8 Shortbow, Longbow


kkkk Survival
Crossbow 500 cred1ts/7 Daunting kkkk Mechanics 30 Hand Crossbow
Firearm 1000 cred1ts/9 Formidable kkkkk Mechanics 90 Pistol

Roughing It
Your Game Master may allow characters to use the
Survival skill to craft certain simple items, such as
crude spears and traps. This follows the normal
rules for crafting, but such items are not made to
last, and generally wear out quickly. The GM may
spend d on any check involving an item crafted
using Survival to cause the item to break and
become unusable.
173
Table: Spending a, h, t, and d on Weapon Crafting Checks.
Symbols Effect
Practice Makes Perfect: The character learns something valuable, and gains j on the next crafting check they makes with the same skill
before the end of the session.
Two-Handed: Increase the weapon’s damage by 2 and encumbrance by 2, it gains the Prepare 1 quality (or increases its Prepare quality
a or t by 1), it becomes a weapon that requires two hands to wield (this can only be selected once and is only applicable to Crossbows and
Firearms).
Lightweight: Reduce the weapon’s encumbrance by 1 (to a minimum of 1 ).
Knockdown Quality: The weapon gains the Knockdown quality (this can only be selected once)
Defensive or Deflection Quality: The weapon gains the Defensive or Deflection 1 quality (or increases its Defensive or Deflection quality
by 1, to a maximum of 2/ only applicable to brawl and melee weapons).
Disorient Quality: The weapon gains the Disorient quality (or increase its Disorient quality by 1)
Increased Range: Increase the weapon’s range by 1 range band, to a maximum of extreme (only for Ranged weapons).
aa or t Lessons Learned: Reduce the difficulty of the character’s next crafting check by 1.
Monk Quality: The weapon gains the Monk quality (this can only be selected once / only applicable to brawl and melee (Light) weapons).
Pierce Quality: The weapon gains the Pierce 1 quality (or increase its Pierce quality by 1, to a maximum of 5).
Stun Quality: This weapon gains the Stun 1 quality (or increase the value of its Stun quality by 1.
Vicious Quality: The weapon gains the Vicious 1 quality (or increase its Vicious quality by 1, to a maximum of 5).
Customizable: Increase the weapon’s hard points by 1.
Destructive: Increase the weapon’s damage by 1 [this can only be selected once).
Efficient Construction: A sizeable portion of the material is unused or can be reclaimed from the process; the character retains supplies
aaa or worth 50% of the Material Price needed to craft the item (this can only be selected once).
t
Ensnare Quality: The weapon gains the Ensnare 1 quality (or increase its Ensnare quality by 1J.
Finesse Quality: The weapon gains the Finesse quality (this can only be selected once / only applicable to brawl and melee (Light)
weapons).
Accurate Quality: The weapon gains the Accurate 1 quality (or increase its Accurate quality by 1. to a maximum of 3).
Lethal: Reduce the weapon’s critical rating by 1, to a minimum of 1 (this can only be selected once).
aaaa
or t Sunder Quality: The weapon gains the Sunder quality (this can only be selected once).
Schematic: Create a schematic that permanently reduces the difficulty of creating similar weapons of this template/profile by 1 (to a
minimum of Easy (k), this can only be selected once).
t Superior Quality: The weapon gains the Superior quality (this can only be selected once).
Concussive Quality: The weapon gains the Concussive 1 quality (this can only be selected once).
Duplicate: create one additional, identical weapon (with all the qualities, improvements, and flaws that the first possesses) at no extra cost.
tt
Integral Attachment: Add +1 hard point to the weapon, then install one applicable weapon attachment that requires 1 hard point. No
check is required to obtain this attachment, and it costs 0 gold.
Exhausting Effort: Upon completing Step 3: Construction, the character suffers 3 strain.
h or d
Heavy: Increase the weapon’s encumbrance by 1.
Cumbersome Quality: The weapon gains the Cumbersome 3 quality (or increases its Cumbersome quality by 1).
Unwieldy Quality: The weapon gains the Unwieldy 3 quality (or increases its Unwieldy quality by 1).
hh or d Difficult to Customize: Increase the difficulty of checks to modify the weapon by 1.
Prepare Quality: The weapon gains the Prepare 1 quality (or increase its Prepare quality by 1 / only applicable to Ranged weapons and a
maximum of 1 time to bows).
Inaccurate Quality: The weapon gains the Inaccurate 1 quality (or increase its Inaccurate quality by 1).
hhh or Expensive: the weapon takes more raw material to produce correctly than planned; the cost to produce increases by 50%.
d Wear and Tear: The tools the character was using to craft the weapon are worn down or destroyed, and are damaged one step (minor
damage if undamaged. from minor to moderate, or moderate to major).
Brittle: On a result of d from a combat check using the weapon, it becomes damaged one level (this is in addition to the normal
hhhh spending of d / see page 89 of the Genesys Core Rulebook).
or d Slow-Firing Quality: The weapon gains the Slow-Firing 1 quality [or increase its Slow-Firing quality by 1 / only applicable to Ranged
weapons).
Hidden Flaw: At some point in the future, the GM may flip a Destiny Point to have the weapon fracture or break. When the GM does
dd so, the weapon counts as suffering major damage and thus becomes unusable (see page 89 of the Genesys Core Rulebook }. Once the
weapon has been repaired, this flaw is removed and cannot be exploited again.

174
Table: Spending a, h, t, and d on Armor Crafting Checks.
Symbols Effect
Practice Makes Perfect: The character learns something valuable. and gains j on the next check
a or t they make the same skill before the end of the session.
Lightweight: Reduce the armor’s encumbrance by 1 (to a minimum of 1 ).
Lessons Learned: Reduce the difficulty ot the character’s next crafting check by 1.
Extra Melee Defense: Add + 1 melee defense to the armor (this can only be selected once).
aa or t Special Embellishment: The wearer of this armor adds automatic a) to checks for one ot the
following skills: Charm, Coercion, Negotiation, Leadership. Resilience, or Stealth (this can only
be selected once).
Efficient Construction: A sizeable portion of the material is unused or can be reclaimed from the
process: the character retains supplies worth 50% of the Material Pnce needed to craft the item
(this can only be selected once]
aaa or t
Extra Ranged Defense: Add + 1 ranged defense to the armor (this can only be selected once).
Extra Hard Point: Add I hard point to the armor (to a maximum of 2 additional hard points).
Extra Soak: Add + I soak to the armor (this can only be selected once).
aaaa or t Schematic: Create a schematic that permanently reduces the difficulty of creating similar armors
of this template by 1 (to a minimum of Easy (k), this can only be selected once).
Duplicate: Create one additional. identical set of armor (with all of the qualities, improvements,
and flaws that the first possesses) at no extra cost.
tt Integral Attachment: Add +1 hard point to the armor, then install one applicable armor
attachment that requires 1 hard point. No check is required to obtain this attachment, and it
costs 0 gold.
Poor Fit: Donning and removing this armor requires I additional action (this can only be selected
once)
h or d Exhausting Effort: Upon completing Step 3: Construction, the character suffers 3 strain.
Heavy: Increase the armor’s encumbrance by 1.
Complex: The armor is difficult to maintain. Increase the difficully of checks to repair this item
by 1
hh or d Difficult to Customize: Increase the difficulty of checks to add attachments on this armor by 1.
Restrictive: Ttle wearer of this armor adds automatic h to checks for one of the following skills:
Athletics, Coordination, Perception. Skulduggery. or Vigilance (this can only be selected once).
Wear and Tear: The tools the character was using to craft the armor are worn down or destroyed,
and are damaged one step.
hhh or d Fraglle: The armor has a substantial vulnerabillty that can be exploited, whenever the armor
becomes damaged, the damage always counts as moderate damage unless it would be worse (This
can only be selected once).
Expensive: The armor has intncare mechanisms that can only be replaced at substantial cost.
Whenever it becomes damaged, the cost to repair the armor is doubled (this can only be selected
once).
hhhh or d
Supply Shortage: The character runs out of equipment midway through constructmg the armor
The crafter cannot finish it until they has a chance to acqire more supplies and spends credits
equal to 25% of the Material Price on these additional supplies (this can only be selected once).
Hidden Flaw: At some point in the future, the GM may flip a Destiny Point to have the armor
fracture or break. When the GM does so, the armor counts as suffering major damage and thus
dd becomes unusable (see page 89 of the Genesys Core Rulebook }. Once the weapon has been
repaired, this flaw is removed and cannot be exploited again.

175
ALCHEMY
Acquiring Templates
Characters can use the Alchemy skill to prepare elixirs,
poisons, salves, unguents, and other concoctions. For From a narrative standpoint. there are countless
simplicity, these various concoctions are referred to as ways that a character might come to know how
potions and poisons. Preparing a potion or poison fol- to create a particular item. For many simple items.
lows the normal rules for crafting, with the exceptions the knowledge needed to build them might be
noted in this section. available in a manual or shop.
The process of brewing takes one hour, plus a number of Many artisans have simply memorized such infor-
hours equal to the rarity of the brew. If the check is suc- mation. thanks to years of practice. or can at least
cessful, the character creates enough of the brew for a sin- improvise if push comes to shove.
gle dose or application. The player and GM may spend For other items. especially more complicated ones.
dice symbols for additional effects, as per the examples in common knowledge and common sense might
Table: Spending a, h, t, and d on Alchemy Checks. not be enough. A character might need to seek out
Normally, an alchemist’s lab or kit is required in order an experienced mentor. do long hours of research.
to prepare a brew. In some cases, your GM might allow or find ancient repositories of knowledge to design
a character to make a check at an increased difficulty to an advanced model or droid or craft a device to
prepare certain concoctions without access to the proper perform an unprecedented task.
tools. Likewise, your character needs access to suitable It is always up to the GM whether a given tem-
ingredients. plate is available to a PC. As a general rule of
Some concoctions might even require your character to thumb. most templates should be available to
have ranks in a magic skill to properly work with the the PCs a majority of the time -the difficulty of
material and brew it. turning abstract knowledge into a practical device
is reflected by the difficulty of checks to acquire
ALCHEMY INGREDIENTS materials and construct the device.
Before your character can brew a potion or prepare However. if it makes for a more interesting story,
another alchemical concoction, they must, of course, the GM (or the player) can require the character
have suitable ingredients. For most potions, your charac- to spend time on research or even go on a short
ter can either simply purchase the ingredients, or gather adventure to complete Step 1: Select Template for
them personally. a particularly special item. Alternatively. a char-
As a guideline, the ingredients for a potion cost half the acter’s past successes (or failures) might open the
price of the final product, with a rarity half that of the door to crafting a brand-new item.
desired potion or elixir (rounded up). Of course, things
aren’t always so simple, and your GM may determine Survival check to obtain. The acquisition of such compo-
that certain key ingredients are not available for pur- nents could become the basis of an encounter or even an
chase, and require your character to track them down by entire adventure.
other means. This is particularly appropriate for rare and
fantastical potions, such as invisibility potions.
Most ingredients, whether available for purchase or not,
can be gathered in the wilderness. To gather the necessary
ingredients for a potion, your character (or perhaps an
ally) must travel to an appropriate location and spend
some time—probably at least the better part of a day—
finding and obtaining the ingredients. The character
makes a Survival check, with a difficulty equal to half the
rarity of the potion, rounded up. If the check is success-
ful, the character gathers enough ingredients to prepare
one batch of the potion.
Rare or singular ingredients, or those that by necessity
are dangerous to acquire, may require more than a single

176
Table: Spending a, h, t, and d on Potion/Poison Crafting Checks.
Symbols Effect
Practice Makes Perfect: The character learns something valuable. and gains j on the next check they
make the same skill before the end of the session.
a or t Fortifying: A character who uses the potion heals 1 strain or 1 wound (as determined by your character)
in addition to its normal effects.
Draining: If a poison, the target suffers two strain when consuming it.
Careful Measuring: By carefu lly measuring ingredients. some are saved for later The character retains
aa or t supplies worth 50% of the material price needed to craft the potion (this can only be selected once).
Quick Brew: Reduce the time to prepare the potion by half. (This can only be selected once)
Large Batch: Brew up an extra large batch of the concoction. creating two doses of the potion in stead
of one. (This can only be selected once)
aaa or t Extra Potency: If the potion is harmful. increase the difficulty to resist it by 1 (to a maximum of
Formidable [kkkkk]
Long-lasting: Increase the duration of the potion’s effects by one round (if applicable).
Virulent: If the potion is harmful. upgrade the difficulty of any checks to resist it once.
aaaa or t Recipe: Create a recipe that permanently reduces the difficulty of creating this potion by 1 (to a
minimum of Easy (k), this can only be selected once).
Potent Reactions: Upgrade the difficulty of checks to resist the poison’s effects once.
t Empowered: The potion is more effective than normal, as determined by your GM, when a character
uses the potion.
Overpowering Sensation: If the potion is beneficial. it remains in the user’s system. and has the same
tt effect the following round.
Foul Taste: If the potion is beneficial, a character suffers 2 strain after using the potion and benefiting
from its effects.
h or d
Vile Smell: The potion (or poison) has a strong smell that adds j to all checks made to detect its
presence, including in food or drink.
Delayed Start: When used, the potion doesn’t take effect for one minute, or one round in structured
time.
Vile Reaction: If the potion is beneficial, a character suffers 1 wound after using the potion and
hh or d benefiting from its effects.
Sloppy Brewing: Your character must purchase additional ingredients worth half of the original
component cost.
Diluted Strength: Reduce the difficulty to resist the poison by 1 (to a minimum of Simple [-]).
hhh or d Brief Effect: Reduce the duration of the potion’s effects by one round, to a minimum of one round (if
applicable). If the effects would last until the end of the encounter, they last for two rounds instead.
Alchemical Mishap: A character who uses the potion is disoriented for two rounds.
d Rejection: A character who uses the potion must succeed on an Average (kk) Resilience check; if they
fail, their body rejects the potion and it doesn’t take effect.
Unexpected Side Effects: After the potion is consumed and its effects applied. the GM selects the effects
dd of a different alchemical potion and applies those to the target as well. These effects should be beneficial
to the target if the potion was created to be harmful, and vise versa

177
MAGIC
Table: Spending h and d on Magic Checks.
Symbols Effect
The magic energies exhaust the character, and they suffer 2 strain or 1 wound.
h or d
This character and all allied Spellcasters in the encounter add j to any attempts to cast spells until the end of the controlling player’s next turn.
The magic effect doesn’t take effect until the start of the next round, or after a minute in narrative gameplay. If the character is using a magic item, it
hh or d becomes damaged one step (see Table I.5–4: Repairing Gear, on page 89).
Until the end of the encounter, enemy Spellcasters add j when casing spells that targets this character.
The magic effect is slightly more powerful than expected. One character of the GM’s choice is targeted or otherwise affected by the magic as well.
hhh or d All other Spellcasters and creatures attuned to magic energies within a day’s travel become aware of the character (and depending on their disposition,
may be very interested in finding them and doing them harm).
The character overexerts themself or loses their magic connection and is unable to cast spells for the rest of the encounter or scene.
d
The GM picks the target of the character’s magic. If the spellcaster is an NPC, the controlling player picks the target of the magic effect instead.
The character completely lose control of their magic energies or draws the ire of their deity, suffering one Critical Injury (at the GM’s discretion, this
may instead take the form of some of terrible or hilarious misfortune, such as temporarily being turned into a small woodland creature, being struck by
dd lightning on a clear day, swapping bodies with someone else in the encounter for the remainder of the day, or summoning an avatar of divine or infernal
wrath).
If the character is using a magic item, it is completely destroyed.

RULES TO REMEMBER

When your character casts a spell that requires a skill check (whether or not the check succeeds), they suffer 2 strain after resolving
the check.

Before making a magic action, the character may choose a number of additional effects to add to that action (these effects are
listed on an associated table). However, each effect has a difficulty increase associated with it. You add each difficulty increase to
the overall difficulty of the check. You may not add an effect if it would increase the difficulty beyond Formidable (kkkkk) (after
any reductions, such as from magic implements, talents, or abilities, are applied unless specifically stated). Each effect can be added
once, unless the effect specifies otherwise.

If your character does not have at least one rank in a magic


skill, they cannot attempt to use it.
TABLE III.2–3: PENALTIES WHEN CASTING SPELLS While there are no rules specified about how a magic user’s
Condition Penalty concentration may be broken, the sidebar on page 213
The character does not have at least one free hand. +j of the Genesys Core Rulebook suggests an Average (kk)
Discipline check during Narrative Encounters. GMs may
The character is gagged, silenced, or otherwise unable
to speak. +jj find this or something very similar appropriate in some
circumstances of a Structured Encounter. Table I.6-3 on
The character is wearing heavy armor that might
hamper their gestures (armor with 3 encumbrance or page 104 of the Genesys Core Rulebook gives a result
more), or carrying a shield. This could also include +j option for h to cause a character to lose the benefit of a
other restrictive outfits, at your discretion.
previous maneuver, this may be used to call for a Discipline
The character is concentrating on a spell. +j per spell check. The GM may also decide to break concentration
concentrating on with hhh. Also if you are inflicted with a Critical Injury
while concentrating on a spell effect, you must make a
The character is in circumstances that interfere with Upgrade the Discipline check in difficulty equal to the severity of the
their ability to concentrate, such as trying to cast while difficulty once
swimming or hanging from a rope, being buffeted by Critical suffered.
a sandstorm, or casting a spell that doesn’t target the (or more at your
person they’re fighting in hand-to-hand combat. GM’s discretion).
When casting a spell, a character may add a number
of additional effects equal to 1 plus their ranks in the
appropriate skill for the skill used to cast the spell.

178
STARTING SPELLS related to the magic skill with a difficulty equal to the
base difficulty of the magic action, increased a number
When a character is starting their career, they know all
of times equal to that specific additional effect based of
the magic actions allowed by their magic skill. How-
that spell’s Additional Effects table (this may go beyond
ever, they may only chose a single additional effect per
kkkkk). If the check succeeds, the character has
spell they know.
learned the new spell effect. Spellcasters tend to hold
these tomes and not sell them. Depending on the set-
LEARNING ADDITIONAL ting, maybe they can be bought or borrowed at magical
colleges. They also make great rewards for quests, as
EFFECTS well as a nice addition to a treasure the party is looting.
Unlocking additional effects should feel rewarding, and
SCROLLS AND TOMES
the GM should not penalize players who want to make
use of this alternate rule. New effects can be discovered Magical writing is a famous thing in many fantasy sto-
by the character by spending time casting spells and ries and your game can use them too! If a magic user
experimenting with gestures, formulae, and magical can find magical writings describing a new additional
reagents. effect they don’t have, the writing is considered the
right tool for the job and adds a boost to their check to
MENTORSHIP learn the effect in question. Of course, there are some
A character can learn new additional effects with the magical writings that are one-use only. If your player
help of someone who already knows that effect for that spends a Story Point to upgrade the ability of their
same magic skill. Teaching requires time from both magic skill check, they may consume the scroll or tome
parties, which can take between a few hours to a few and upgrade the ability twice (instead of the normal
days, as per the GM’s discretion. Once per session, after boost). Regardless of the outcome of the skill check, the
completing the lesson, the character makes a Knowl- tome or scroll is consumed and gone.
edge check, using the Knowledge skill linked to the
magic skill, with a difficulty equal to the base difficulty
of the magic action, increased a number of times equal
to that specific additional effect, based on that spell’s
Additional Effects tabl (this may go beyond kkkkk)
e. If the check succeeds, the character has learned that
new magical effect. Note that characters rarely offer
such lessons for free. While some might sell their
services, others like to exchange knowledge amongst
themselves, teaching each other magical effects.

PERSONAL RESEARCH
New effects can be discovered by the character them-
self by spending time casting spells and experimenting
with gestures, formulae, and magical reagents. Once
per session, a character can spend a story point to
attempt a Magic skill check, with a difficulty equal to
the spell’s base difficulty, increased by Difficulty modi-
fier of the spell effect (taken from the spell’s Additional
Effects table) the character is trying to learn (this may
go beyond kkkkk). If the check is successful, the
additional effect is learned. In order to attempt such a
discovery, the character has to dedicate a few hours of
uninterrupted practice.

MAGIC WRITINGS
Some spellcasters keep journals and research tomes
containing information a character can use to master
a specific magic effect. Studying such tomes can be
attempted once per session, after which the charac-
ter makes a Knowledge check using a knowledge skill

179
TABLE: MAGIC ACTIONS AVAILABLE PER SKILL
Magic Skill Arcana ArTIFICE Divine Ki Pact Magic Primal Sorcery Verse
Alter X X X X
Attack X X X X X
Augment X X X X X X
Barrier X X X X X
Conjure X X X X X
Curse X X X X X
Dispel X X X X X X X
Enchantment X X X X
Heal X X X X

Illusion X X X X

Move X X X

Predict X X X
Teleport X X X
Utility X X X X X X X X

MANEUVERS RITUALS
These maneuvers are specific to characters who use magic Given sufficient time and materials to prepare, mages
skills. Like most maneuvers, these don’t actually require may perform rituals, working their magic slowly and
checks, but affect the character’s skill checks. Of course, carefully as to not incur a physical cost. To perform a
you and your players might also describe common ritual, a mage must build a ritual altar and speak an
maneuvers in terms of magic when it seems appropriate. extended invocation, usually accompanied by some
For instance, a player might describe guarded stance kind of sacrifice. Some rituals are reasonably short but
(page 99) as their character focusing their attention on others are day- or night-long ordeals, reserved for the
erecting a minor magical barrier, or they might narrate most powerful and grievous magics.
assist (page 98) as a subtle push of magical energy to Spells performed as rituals can be maintained in narra-
guide an ally’s sword strike. tive encounters.

COUNTERSPELL Duration Effect


Most skilled Spellcasters can attempt to counter an oppo- 1 Hour The difficulty of the check is
nent’s spells as they are being cast. If the character per- reduced by 1, to a minimum of
forms the counterspell maneuver, all adversaries within Easy (k)
medium range upgrade the difficulty of checks to cast
2 Hours The spell’s Strain cost is re-
spells once, until the end of the character’s next turn. duced by 1, to a minimum of
CONCENTRATE 1. The difficulty of the check is
reduced by 1, to a minimum of
Some magical effects might require concentration to sus-
tain. If a magical action (or spell) can benefit from con-
Easy (k)
centration, the action description notes this. spells that 4 Hours The spell’s Strain cost is re-
can be sustained through concentration last until the end duced by 1, to a minimum of
of the character’s next turn (as noted in their description). 1. The difficulty of the check is
However, if the character performs the concentrate reduced by 2, to a minimum of
maneuver during that next turn, the spell’s effects last Easy (k)
until the end of the character’s following turn, instead. 8 Hours The spell does not incur the
This can be sustained indefinitely by performing the con- Strain cost. The difficulty of
centrate maneuver each turn. After taking this maneuver,
the check is reduced by 3, to a
the character suffers strain equal to half the strain
originally required to activate the spell, rounding up.
minimum of Easy (k)
. 24 Hours The spell does not incur the
Strain cost. The difficulty of
the check is reduced by 4, to a
minimum of Easy (k)

180
MAGIC SKILLS PACT MAGIC
Warlocks are seekers of the knowledge that lies hidden
ARCANE in the fabric of the multiverse. Through pacts made with
mysterious beings of supernatural power, warlocks unlock
Arcane magic is the magic from your typical wizard. It is magical effects both subtle and spectacular. Drawing
learned through study of old tome, experiments and con- on the ancient knowledge of beings such as fey nobles,
stant study. The Arcane magic has a great array of spells to demons, devils, hags, celestials, and alien entities of the
learn, from magical attacks to barriers, defensive spell as Far Realm, warlocks piece together arcane secrets to bol-
well as battlefield control and a great deal of utility spells. ster their own power.
Arcane is one of the magic skills limited in their free choice When a spell refers to ranks in an appropriate skill, your
of spells. Arcane learns Utility, Attack, and then chooses a character uses the Knowledge (Forbidden) skill.
number of actions equal to 1 plus their Intellect.
When a spell refers to ranks in an appropriate skill, your PRIMAL
character uses the Knowledge (Arcane) skill. Primal magic is used by druids and rangers. Drawing
power directly from the nature around, druids are capable
ARTIFICE casting spells that replicate nature’s forces. Their spells use
Artificers are a rare kind of arcane spellcaster who treat weather, plants, and animals.
magic in the same manner as a mason might see a chisel, When a spell refers to ranks in an appropriate skill, your
as a tool for the creation of marvels. An artificer learns
character uses the Knowledge (Nature & Geography) skill.
to wield their magic through the mastering of sigils and
diagrams that they etch into that which they enchant, as SORCERY
well as magical ingredients. Artificers infuse objects of the
world, be they inanimate or alive, with the power of the Contrarily to other forms of magic, Sorcery doesn’t require
arcane, making them both powerful crafters and healers. dedication, training or even will to learn. In most families,
a magic is passed down through the lineage. This normally
Artifice has access to all Arcane only Utility spells. doesn’t come from the immediate parents but from farther
When a spell refers to ranks in an appropriate skill, your ancestry. At some point, a dragon, fey, outsider or even
character uses the Knowledge (Arcane) skill. elemental may have influenced a lineage, either by using
their own magic or by interbreeding. Anyhow, their magic
DIVINE runs into the family and may manifest once in a while in
Gods bestow spells to their followers. While everyone can a child. Sorcerers have potential to utilize almost anything
worship a deity, only a handful is actually capable of chan- that magic has to offer, albeit limited.
neling their divine energy. These divine casters are usually Sorcery is one of the magic skills limited in their free choice
referred to as Clerics or Paladins. The Divine magic has of spells. Sorcery learns Utility, Dispel, and then chooses a
spells mostly centered on increasing the efficiency of the number of actions equal to 1 plus their Willpower.
group, as well has removing wounds and harmful con-
When a spell refers to ranks in an appropriate skill, your
ditions. Divine magic also have offensives spells that are
character uses the Discipline skill.
pretty lethal for undead, demons and other outsiders.
When a spell refers to ranks in an appropriate skill, your VERSE
character uses the Knowledge (Divine) skill. Verse is a magic used by Bards. These elusive musicians
have developed an intrigued way of storing and casting
KI
spells, which is in their own voice and music. From their
Ki is an internal energy of one's body, described as either travels and own experimentations, they were able to chan-
spiritual energy or the energy of life. It is a subtle energy, nel spells from different forms of magic through their art.
but it can be used to perform incredible feats by pushing Thus, Verse magic is the more diverse as it includes spells
the body to and beyond its physical limits. Of the magic from Arcane, Sorcery, Divine and Primal magic.
that suffused the multiverse, ki is the element that flows
When a spell refers to ranks in an appropriate skill, your
through living bodies. Mastery of ki gives power over one's
character uses the Knowledge (Lore) skill.
own body and over the bodies of others.
Ki is one of the magic skills limited in their free choice
of spells. Ki users learn Utility and other magic actions
through talents and training only.
When a spell refers to ranks in an appropriate skill, your
character uses the Discipline skill.

181
ALTER
Concentration: Yes
This action represents the use of magic to change the physical form or appearance of an inanimate object within short range (for example,
changing a sword into a stick). The default difficulty for the check is Easy (k), and affects silhouette 0 objects.
While transformed, the target adopts the physical appearance of the chosen form and gains its characteristics, soak, wound and strain thresh-
old, and defense. Their worn gear and wielded items meld into their new form. The character does not retains their own skills or talents,
If the character is incapacitated while transformed, they revert back to their normal form. When a character reverts back to their normal form,
they heal all wounds and strain suffered while transformed but do not heal any Critical Injuries they suffered while transformed. If they were
incapacitated due to exceeding their wound or strain threshold, they are no longer incapacitated.
If the check is successful, the change will continue until the end of the character’s next turn. A character or object may not be affected by more
than one Alter spell at the same time (so no stacking effects).
Before making the check, choose any number of additional effects listed on the table below. These effects are added to the check.

TABLE: ALTER ADDITIONAL EFFECTS


Difficulty
Effects
Mod
Size: The spell will affect an object of one Silhoutte size larger, and can be used to increase or decrease the size of the target by one Silhouette size (for example, turning a
pebble into a boulder, or vice versa). This may be added multiple times, increasing the size by one Silhouette each time. +k

Polymorph: The spell will affect a willing living creature, and will allow the target to be changed into a creature of the same Silhouette (for example, a dog may be changed
into a dragon, but the dragon will be the same size as the dog). The target will not gain any of its new form’s special abilities. +k

Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each time. +k

Additional Target: The spell will affect one additional target within range of the spell. In addition, after casting the spell, you may spend aa to affect one additional target
+kk
within range of the spell (and may trigger this multiple times, spending aa each time.
Baleful Polymorph: The spell will affect an unwilling living creature, and will allow the target to be changed into a creature of the same Silhouette. The target will not gain
any of its new form’s special abilities. The check is upgraded for every rank the target has in Resilience (or an appropriate amount if the target doesn’t have any skills such as +kk
an object (GM determines)). Cannot be combined with Additional Target.
Major Physical Change (Primal): Instead of changing your entire physical form, the target gains the physical movement abilities of an animal (climb, flight, swim, etc., but
no other abilities). +kk

Transmute: The spell will change a creature into an inanimate object, or vice versa. Cannot be combined with Additional Target. +kk
Grand Polymorph: This effect allow the target creature to gain the special abilities (for example, dragon’s breath, magic, regeneration, etc) of the new form it is changed into. +kkk

182
ATTACK
Concentration: No
Magic attacks are combat checks, and they follow the normal rules for performing a combat check, on page 101, using the character’s magic
skill instead of a combat skill. There are some exceptions, however, which we detail here.
When casting an attack spell, the character must select one target at short range (but not engaged). The default difficulty of the check is Easy
(k). The attack deals damage equal to the characteristic linked to the skill used to make the attack (so if the character uses Arcane, they would
deal damage equal to their Intellect), plus 1 damage per uncanceled s. The attack has no set Critical rating, so you may only inflict a Critical
Injury with a t.
Before making a magic attack check, choose any number of additional effects listed on Table: Attack Additional Effects. These effects are added
to the attack.

TABLE: ATTACK ADDITIONAL EFFECTS


Difficulty
Effects
Mod
Blast: The attack gains the Blast quality with a rating equal to your character's ranks in the appropriate skill. If your character is using a magic implement, they may add the
implemeent's damage bonus, up to + half your character's ranks in the appropriate skill. +k

Close Combat: May select a target engaged with your character. +k

Deadly: The attack gains a Critical rating of 2. The attack also gains the Vicious quality with a rating equal to the character’s ranks in the appropriate skill. +k
Elemental: The attack gains the Elemental quality. Acid, Air, Earth, Fire, Ice, Lightning, or Poison are your choices of Elements. This may be added multiple times, adding
multiple Elemental qualities to the attack. +k

Holy/Unholy (Divine): The attack gains the Elemental (Radiant) or Elemental (Necrotic) quality. You may add an additional k to have this effect also have the following
effect: when dealing damage to a target that the GM determines is the antithesis of the character’s faith or deity (such as a priest of a god of life attacking an undead +k
zombie), each s deals +2 damage, instead of +1.
Hindering: The attack gains the Ensnare quality with a rating equal to the character’s ranks in the appropriate skill. +k
Impact: The attack gains the Knockdown quality. The attack also gains the Disorient quality with a rating equal to the character’s ranks in the appropriate skill. +k
Lasting: The attack gains the Burn quality with a rating equal to your character’s ranks in the appropriate skill. +k

Manipulative: If the attack hits, you may spend aa to move the target up to one range band in any direction. Increase a necessary by 1 for each silhouette above 1. +k
Non-Lethal (Arcane/Verse): The attack gains the Stun Damage quality. The attack also gains the Elemental (Psychic) quality. +k
Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each time. +k
Stunning: The attack gains the Stun quality with a rating equal to the character’s ranks in the appropriate skill. +k
Bombard: The attack gains the Auto-fire quality (the increase of difficulty to use the Auto-fire quality as normal is already applied). The attack gains the Exhausting 1
quality. +kk

Destructive: The attack gains the Sunder quality. The attack also gains the Pierce quality with a rating equal to the character’s ranks in the appropriate skill. +kk
Empowered: The attack deals damage equal to twice the characteristic linked to the skill (instead of dealing damage equal to the characteristic). If the attack has the Blast
quality, it affects all characters within short range, instead of engaged. The attack also gains the Exhausting 1 quality. +kk

Leech (Arcane/Pact): The attack gains the Elemental (Necrotic) quality. Instead of damage, the attack has the Stun (Active) Quality. In addition, the caster recovers 1 strain,
and 1 additional strain for each uncancelled ss spent (leeching the energy from the target). If combined with Empowered, every uncanceled s instead of ss. +kk

Sapping: If the attack deals damage, the target must immediately make a Hard (kkk) Resilience check or suffer wounds and strain equal to the character’s ranks in the
+kk
appropriate skill.

183
AUGMENT
Concentration: Yes
This is casting spells to enhance people. A character selects one target they are engaged with (which can be themself ), then makes a Magic
check. The default difficulty of the check is Average (kk). If the check is successful, until the end of your character’s next turn, the target
increases the ability of any skill checks they make by one (in effect, this means they add k to their checks).
A character may not be affected by more than one Augment spell at the same time (so no stacking effects).
Before making an Augment check, choose any number of additional effects listed on Table: Augment Additional Effects. These effects are
added to the check.

TABLE: AUGMENT ADDITIONAL EFFECTS


Difficulty
Effects
Mod
Divine Health (Divine): The target increases their wound threshold by a value equal to the character’s ranks in the appropriate skill for the duration of the spell. +k

Enhance: Instead of adding k to target’s skill checks, a Characteristic chosen by the caster is temporarily increased by 1, to a maximum of 5, for the duration of the spell.
+k
You may add an additional kk to have this effect also add k target’s skill checks,. Cannot be combined with Additional Target.

Growth: Instead of adding k to target’s skill checks, adds +1 to Silhouette for each added increase in difficulty. Each increase adds +1 to Soak as well. This may be added up
+k
to 3 times.
Primal Fury (Primal): The target adds damage equal to the character’s ranks in the appropriate skill to unarmed combat checks, and their Critical rating for unarmed
combat checks becomes 3. +k

Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each time. +k
Swift: Targets affected by the spell ignore the effects of difficult terrain and cannot be immobilized. +k

Additional Target: The spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend aa to affect one additional target
+kk
within range of the spell (and may trigger this multiple times, spending aa each time).
Haste (Arcane/Artifice/Sorcery): Targets affected by the spell can always perform a second maneuver during their turn without spending strain (they may still only perform
two maneuvers a turn). +kk

BARRIER
Concentration: Yes
Some spellcasters have the power to create barriers of energy to protect themselves and their allies. The character selects one target they are
engaged with (which can be themself ), then makes a magic skill check. The default difficulty of the check is Easy (k). If the check is success-
ful, until the end of the character’s next turn, reduce the damage of all hits the target suffers by one, and further reduce it by one for every
uncanceled ss beyond the first.
A character may not be affected by more than one Barrier spell at the same time (so no stacking effects).
Before making a Barrier check, choose any number of additional effects listed on Table: Barrier Additional Effects. These effects are added to
the check.

TABLE: BARRIER ADDITIONAL EFFECTS


Difficulty
Effects
Mod
Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each time. +k

Additional Target: The spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend aa to affect one additional target
+k
within range of the spell (and may trigger this multiple times, spending aa each time).

Add Defense: Each affected target gains ranged and melee defense equal to your ranks in the appropriate skill. +kk

Empowered: The barrier reduces damage equal to the number of uncanceled s instead of the normal effect. +kk
Sanctuary (Divine): Opponents the GM determines are the antithesis of the character’s faith or deity automatically disengage from affected targets, and may not engage
them for the duration of the spell. +kk

Reflection (Arcane/Sorcery): If an opponent makes a ranged attack (including Attack spells) against an affected target and generates hhh or d on the check, after the
+kkk
check is resolved, they suffer a hit dealing damage equal to the total damage of the attack. Cannot be combined with Additional Target.
Reinforced (Arcane): The barrier makes the target’s soak immune to the Pierce and Breach qualities. +kkk
Specified Protection: Instead of reducing damage suffered, the spell protects against a specific type of adversary or enviromental effect (GCRB page 110) specified when
casting the spell. +kkk

184
CONJURE
Concentration: Yes
This action represents the ability of a spellcaster to animate objects or create items (or even allies) out of thin air and the aether. The
character makes a magic skill check. The default difficulty for the check is Easy (k). If the check is successful, the character summons
a simple tool with no moving parts (such as a shovel or pickax), a one-handed melee weapon with no moving parts (such as a sword
or knife), or a minion no bigger than silhouette 1 (such as an animal, magical creature, elemental spirit, or even undead monstrosity).
These appear engaged with the character. The summoned minion or item remains present until the end of the character’s next turn.
If the character summons a creature, the creature behaves in the best approximation of its natural instincts (as determined by the
GM). It is not controlled by the character, and may even be hostile to them. In a structured encounter, it takes its turn immediately
after the character.
Before making a Conjure check, choose any number of additional effects listed on Table: Conjure Additional Effects. These effects
are added to the check.

TABLE: CONJURE ADDITIONAL EFFECTS


Difficulty
Effects
Mod
Additional Summon: The spell summons one additional item, weapon, or creature. In addition, after casting the spell, you may spend aa to summon one additional
+k
item, weapon, or creature (and may trigger this multiple times, spending aa each time).

Medium Summon: The character may summon a more complicated tool with moving parts, a rival no larger than silhouette 1, or a two-handed melee weapon. +k
Range: Increase the range of the spell (the distance from the character that the summoned item or creature may appear) by one range band. This may be added multiple
times, increasing the range by one range band each time. +k

Greater Summon: The character may summon a rival of up to Silhouette 2 or animate an object of up to Silhouette 2 in size. May not be combined with Additional
Summon. +kk

Reinforced (Artifice): Conjured items have the Reinforced item quality (soak is immune to Pierce and Breach qualities and immune to the Sunder quality) +kk
Summon Ally: The creature the character summons is friendly to them and obeys their commands. The character may spend a maneuver to direct the creature, allowing
them to determine its action and maneuver. (If the character summons multiple creatures, the character may spend one maneuver on their turn to direct the turns of all +kk
summoned creatures.)
Grand Summon (Arcane/Pact /Sorcery): The character may summon a rival of up to Silhouette 3 or animate an object of up to Silhouette 3 in size. May not be
combined with Additional Summon. +kkk

GREATER SUMMON (RIVAL)

3 3 2 2 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
TEMPLATES
SOAK VALUE WOUND THRESHOLD M/R DEFENSE
MINION 5 17 1 1
3 2 1 2 2 1 Skills: Brawl 3, Perception 2, Ranged 3, Resilience 2, Vigilance 3.
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Attack: Brawl; Damage 7; Critical 3; Range [Engaged]
SOAK VALUE WOUND THRESHOLD M/R DEFENSE
3 4 0 0 Abilities: Silhouette 2

Skills (group only): Brawl, Resilience, Vigilance.


GRAND SUMMON (RIVAL)
Attack: Brawl; Damage 4; Critical 4; Range [Engaged]

MEDIUM SUMMON (RIVAL)


4 3 2 2 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

3 2 2 2 2 2 SOAK VALUE WOUND THRESHOLD M/R DEFENSE

BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE


6 20 2 1
SOAK VALUE WOUND THRESHOLD M/R DEFENSE
4 12 0 0
Skills: Brawl 3, Perception 2, Ranged 4, Resilience 2, Vigilance 3.
Skills: Brawl 2, Perception 2, Resilience 2, Vigilance 2.
Attack: Brawl; Damage 8; Critical 3; Range [Engaged], Vicious 1
Attack: Brawl; Damage 6; Critical 3; Range [Engaged]
Abilities: Silhouette 3

185
Summons do not have access to their Empowered feature Special: Immune to poison, disease, fear, and charm
unless the player unlocks that ability by spending aaa or Empowered: Pierce 2, Sunder
t on the Conjure check. t may also be used to add ranks of Constructs usually appear as inanimate objects, such as weap-
the Adversary talent to your summons ons, larger creations such as golems, or anything in between.

SUMMON TYPES DEMONIC


Attack Type: Brawl
ELEMENTALS Effect: Burn 1
Modifiers: -1 Critical rating
EARTH Special: Immune to fire damage
Attack Type: Brawl Empowered: Burn 2, Hellfire (characters that begin their turn
Effect: Knockdown engaged with Demonic creatures suffer 1 wound)
Modifiers: +1 Wounds, +1 Soak Demonic creatures usually appear as fiendish horned human-
Special: Immune to Knockdown oids, wreathed in flames, wielding vicious weapons or huge
claws.
Empowered: Knockdown, Disorient 4
ABERRATIONS
AIR Attack Type: Brawl
Attack Type: Ranged (Range: Medium) Effect: Ensnare 2
Effect: Manipulative (see Attack Additional Effects table) Modifiers: +1 Defense, +1 Soak
Modifiers: +1 Defense Special: Immune to fear and charm
Special: Immune to Immobilize, Flying (Hovering) Empowered: Ensnare 2, Madness (Instead of rolling for Crit-
Empowered: Disorient 2, Manipulative ical Injury inflicted by Aberrations, you may choose to apply
the Fearsome Wound result).
FIRE Aberrations usually appear as horrifying, amorphous entities
with staring eyes, gnashing mouths, and lashing tentacles.
Attack Type: Brawl
Effect: Burn 1 BEAST
Modifiers: +1 Damage Attack Type: Brawl
Special: Immune to fire damage Effect: Pierce 1
Empowered: Burn 2, Blast 4 Modifiers: +2 Wounds
WATER Empowered: +1 damage, Pierce 1, Vicious 3
Beast creatures appear as normal animals. They can vary greatly
Attack Type: Brawl depending on what creatures are summoned.
Effect: Ensnare 2
Modifiers: +1 Defense, +1 Soak PLANT
Special: Immune to Immobilize Attack Type: Brawl
Empowered: Disorient 2, Ensnare 4 Effect: Ensnare 2
Modifiers: +2 Soak
UNDEAD Special: Immune to fear and charm
Attack Type: Brawl Empowered: Piercing Thorns (Instead of rolling for
Effect: Pierce 1 Critical Injury inflicted by Plant creatures, you may choose to
Modifiers: +2 Soak apply the Hamstrung result).
Special: Immune to poison, disease, fear, and charm Plant creatures usually appear as mossy, vine-covered human-
oids, animate trees, or seething masses of thorny vines or roots.
Empowered: Pierce 1, Reanimate (if an Undead minion or
rival is defeated, may spend hhh or d from the attack roll
to revive them at full health on their next turn)
Undead creatures usually appear as animated skeletons, zom-
bies, ghouls, or undead animals.

CONSTRUCT
Attack Type: Brawl
Effect: Pierce 1
Modifiers: +2 soak

186
CURSE
Concentration: Yes
This action represents the use of curses and debilitating magics. Your character selects one target within short range, then makes a magic skill
check. The default difficulty of the check is Average (kk). If it is successful, until the end of the character’s next turn, the target decreases the
ability of any skill checks they make by one (in effect, this means they remove one k to their checks).
A character may not be affected by more than one Curse spell at the same time (so no stacking effects).
Before making an augment check, choose any number of additional effects listed on the table below. These effects are added to the check.

TABLE: CURSE ADDITIONAL EFFECTS


Difficulty
Effects
Mod
Limitation: Spell only affects targets under a certain condition or only curses a particular set of skills. 1 less k
Enervate: If a target suffers strain for any reason, they suffer 1 additional strain. +k

Misfortune: After the target makes a check, you may change one j to a face displaying a f. +k

Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each time. +k
Slow: The target must spend an extra maneuver to advance a range band. +k

Additional Target: The spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend aa to affect one additional target
+kk
within range of the spell (and may trigger this multiple times, spending aa each time).
Despair (Divine): The target’s strain and wound thresholds are reduced by an amount equal to the character’s ranks in the appropriate skill. This effect may not be
combined with the additional target effect. +kk

Doom (Arcana/Pact): After a target makes a check, you may change any one die in the pool not displaying a t or d to a different face. +kk

Alternate Penalty: Target suffers some other setback instead of the usual spell effect. +kk

Shrink (Arcane/Sorcery): Target is reduced one category in Silhouette (can reduce further at the cost of +k per Silhouette reduced after the first reduction) +kk
Rooted: The target is immobilized for the duration of the spell. This effect may not be combined with the Additional Target or Paralyzed effect. +kkk
Paralyzed: The target is staggered for the duration of the spell. This effect may not be combined with the Additional Target or Rooted effect. +kkk

DISPEL
Concentration: No
The ability to nullify magic is a strange and wondrous art. The character selects one target within short range that is under the effects of a
spell, then makes a magic skill check. The default difficulty for the check is Hard (kkk). If the check is successful, the effects the target is under
immediately end (if the spell affected multiple targets, the other targets remain affected).
Before making a dispel check, choose any number of additional effects listed on the table below. These effects are added to the check. These
effects are added to the check.

TABLE: DISPEL ADDITIONAL EFFECTS


Effects Difficulty Mod
Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each time. +k

Additional Target: The spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend a to affect one additional
+k
target within range of the spell (and may trigger this multiple times, spending a each time).
Nullify (Arcana/Sorcery): The character can select a single magical item within visual range instead of another character, if successful, the item loses all of its
enhanced properties for a number of rounds equal to the character’s ranks in the appropriate skill. +kk

187
ENCHANTMENT
Concentration: Yes
Enchantment spells are magic that tampers with another character’s thoughts, either reading or manipulating. Select a target that is engaged
with your character and make a Hard (kkk) magic check. If successful, your character learns the simple surface thoughts of the target. The
GM will determine what those thoughts are. The information learned may not be words that are easy to decipher, but could instead be feel-
ings or flashes of imagery. At the end of the spell’s duration the target becomes aware that they were under the effect of a spell, though not
necessarily who cast it. The target is aware that someone is doing something to their mind. How much they fully understand about what is
happening depends on the setting and the target character.
Before making a Enchantment check, choose any number of additional from the Enchantment Additional Effects table. These effects are
added to the check. A character may not be affected by more than one Enchantment spell at the same time (so no stacking effects).
A character may only concentrate on an Enchantment spell for a number of rounds equal to their ranks of the appropriate skill.
Before making an enchantment check, choose any of the additional effects listed on the table below. These effects are added to the check.

TABLE: ENCHANTMENT ADDITIONAL EFFECTS


Difficulty
Effects
Mod
Additional Target: The spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend aa to affect one additional target
+k
within range of the spell (and may trigger this multiple times, spending aa each time).
Gentle: Target is unaware of the mental probing. +k
Intense Emotions : The target is filled with an overwhelming amount of a specific emotion of the caster’s choice, such as anger, calm, disgust, fear, friendliness, or peace.
May spend t to downgrade the ability of social checks made by this character by one for the duration of the spell. +k

Learn Motivation: Learn one motivation (Fear, Flaw, Strength, or Desire) of the target, GM choice. +k
Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each time. +k
Compulsion (Verse): The character can select one non-nemesis target that, if successful, will believe any untruths that the character tells them while under the effects of the
spell. In addition, they will also aid the character in anyway possible as long as it does not bring direct harm to it or it’s allies. The target is aware of its actions, and once the +kk
spell has expired, the target will immediately know that they were magically influenced, and all future social checks with the character will be upgraded in difficulty twice.
Enduring Feelings : The target will continue to suffer the effects of the spell for 1 hour per rank of the appropriate skill that the character possesses . +kk

Modify Memory (Arcane/Verse): The target forgets a time period of up to one hour per uncancelled s. t can be used to implant a different memory in its place. Cannot
+kk
be combined with Additional Target or Enduring Feelings.

Strain Attack: The target suffers 1 strain per uncancelled s +kk


Suggest: The target will follow a short command spoken allowed by the caster as long as no direct harm would come to the target or their allies. +kk
Domination: You determine the target’s next action and maneuvers. They must be defined when the spell is cast. Cannot be combined with Additional Target or Enduring
Feelings. +kkk

188
HEAL
Concentration: No
Priests and other practitioners of divine magic are often known for their healing abilities. Often, those in touch with nature also possess the
capacity to heal wounds and illness. The character can use a magic skill in place of a Medicine check in order to remove damage or heal Critical
Injuries. When making the check, the character selects one target they are engaged with who is not incapacitated. The default difficulty of the
check is Easy (k). Upon success, the target character consumes a healing potion (see page 116 of the GCRB) and heals 1 strain per a. Every
uncanceled ss beyond the first, the target heals an additional wound.
Before making a heal check, choose any number of additional effects listed on the table below. These effects are added to the check.

TABLE: HEAL ADDITIONAL EFFECTS


Effects Difficulty Mod
Additional Target: The spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend
a to affect one additional target within range of the spell (and may trigger this multiple times, spending a each time). +k

Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one range band
each time. +k

Heal Critical: Select one Critical Injury the target is suffering. If the spell is successful, the Critical Injury is also healed. +k equal to the severity of the
critical
Empowered: The Heal spell heals 1 wound per additional s instead of every uncanceled ss. +kk
Healing Rain (Ki/Primal): A downpour of magical rain comes down in a radius of Short range around the caster, healing all within
range with the spell. +kk

Reciprocal Heal (Verse): When healing another, the caster regains 1 wound and 1 strain per target healed. +kk

Restoration: Select one ongoing status effect (Disorient, Stagger, Immobilize, Poison) the target is suffering. This status effect
immediately ends. +kk

Revive Incapacitated: The character may select targets who are incapacitated. +kk
Transferrence: On a successful cast, the caster can suffer strain equal to their ranks in the appropriate skill to add one wound to the
amount healed for each strain suffered. +kk

Regenerate (Primal): Instead of the normal effects of the Heal spell, if the spell is successful the target regrows a lost or permanently
damaged body-part, then suffers 10 strain at the end of your turn. If the damaged or lost body part was the result of a Critical Injury,
then that Critical Injury is also healed. Every uncanceled s beyond the first & every aa the spell generated reduces the target’s +kkkk
suffered strain by 1. If the check fails, no characters may attempt to regenerate the limb again.
Reincarnation (Primal): The character may select a target who has died during this encounter or is no longer able to be targeted by
the standard Resurrection effect. The character can be reincarnated into a different species. +kkkk

Resurrection (Divine): The character may select a target who has died during this encounter. If the check is successful, the target is
restored to life, suffering wounds equal to their wound threshold. If the check fails, no characters may attempt to resurrect the target +kkkkk
again.

189
ILLUSION
Concentration: Yes
This ability represents the characters ability to use magic to create an illusion, or to disguise a character’s appearance. The default difficulty of
the check is Average (kk). If the check is successful, the creature creates an illusion of a creature or object that is silhouette one or smaller.
The illusion appears within a short range of the character. Alternatively, the illusion changes the appearance of the caster or one silhouette
one or smaller target they are engaged with. The illusion cannot obscure the basic size and shape of the target. Lastly, the caster may instead
choose one target within range. If the check is successful, the targets either sees a single static image up to a size of silhouette 2, or hears a
sound ranging from a whisper to a scream emanating from close range. Likewise, the spell can cause the target to be unable to see a small,
static object with silhouette 1 such as a chest, weapon, door, or shelf. Illusions can be animated and can move, as long as they remain within
the range of the spell The default difficulty for a keen observer to see through an illusion cast is an Average (kk) Vigilance check (or Average
(kk) Perception if they believe they’re senses are being fooled).
A character may not be affected by more than one Illusion spell at the same time (so no stacking effects).
Before making the skill check, choose any of the additional effects listed on the table below. These effects are added to the check.

TABLE: ILLUSION ADDITIONAL EFFECTS


Effects Difficulty Mod
Additional Illusion: The spell creates one additional illusion or disguises one additional character. In addition, after casting the spell, you may spend aa
+k
to create another additional illusion or disguise another additional character (you may trigger this multiple times, spending aa each time).
Additional Senses: The illusion can include smell, life-force (for those who can sense it), etc. in addition to just light and sound. +k
Blur: if the spell targets a character, it blurs and obscure as their form. until the spell ends, add h to the results of combat checks targeting the character
+k
(this applies even if the attacker realizes the effect is an illusion)
Channeling: Line of sight and range can be determined by a Mirror Image, image, etc. +k
Mirror Image: If the spell targets a character, it creates multiple images that move with the target and distract the opponents. Until the spell ends, the
character may spend hhh or d from any combat check targeting the character to have the attack harmlessly hit a mirror image rather than the +k
character (this applies even if the attacker realizes the effect is an illusion)
Range: Increase the range of the spell (the distance from the character the illusion effect appears) by one range band. You may spend aa to extend the
+k
range band by one (and may trigger this multiple times, spending aa each time).
Realism: Increase the difficulty of checks to determine that the illusion is fake by one. In addition, after passing the spell, you may spend aa to increase
the difficulty of checks to determine that the illusion is fake by one (you may trigger this multiple times, spending aa each time). The illusion can also +k
fool additional senses such as smell taste or touch.
Size: Increase the silhouette of the illusion created by one, or disguise the appearance of a target one silhouette larger. This may be added multiple times,
increasing the silhouette of the illusion created or target disguised by one each time. +k

Additional Target:The spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend aa to affect one
+kk
additional target within range of the spell (and may trigger this multiple times, spending aa each time).

Disguise: The spell alters the target’s entire appearance, either physically or by adding/subtracting clothing, gear, personal effects, or other. You may spend
aa to alter how the target sounds or smells. Nothing this spell creates has a physical component, so objects pass through it as normal, and any creature +kk
that touches it will feel nothing.
Quasi-real: The illusion is quasi-real and can be felt to the touch, but it can cause no physical harm or obstruct travel or objects if pressed. +kk
Terror: The illusion terrifies those who behold it. When any character who does not know the illusion is fake spots it, they must make a Hard (kkk)
+kk
Discipline (Fear) check. they suffer 2 strain per h and, if they fail, they are unable to approach the illusion.
Incorporeal (Arcane/Sorcery): When making a Brawn or Agility-based check, increase the difficulty by two, when a corporeal foe makes a Brawn or
Agility-based check targeting the spell recipient, increase the difficulty by two. The target increases their soak by their Willpower (as well as Brawn), and +kkk
can move through most types of difficult and impassable terrain without penalty (but cannot stop inside solid surfaces)
Invisibility: If the spell targets a character, it renders them invisible to sight instead of changing their appearance. +kkk

190
MOVE
Concentration: Yes
Move spells are used to displace an object or character from one place to another. This can take the form of wind, mental force, ghostly hands,
or whatever fits your setting. Do note that the Move spell cannot be used to cause damage. The Attack spell is for that purpose. Select a target
of silhouette 0 or 1 up to Short range (may target self ). The default difficulty is Average (kk). If successful you may move the target in one
direction toward or away from your character up to one range band per uncancelled ss.
Before making a Move check, choose any number of additional from the Move Additional Effects table. These effects are added to the check.

TABLE: MOVE ADDITIONAL EFFECTS


Difficulty
Effects
Mod
Additional Target: The spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend a to affect one additional target within
range of the spell (and may trigger this multiple times, spending a each time). +k

Range: Increase the range in which your character can select targets of the spell by one range band. This may be added multiple times, increasing the range by one range
band each time. +k

Size: Increase the silhouette your character may target. This may be added multiple times, increasing the silhouette by one each time. +k
Levitate: While your character maintains concentration on this spell the target hovers up to one foot (~30cm) off the ground. This counts as hover, as per the Flying sidebar
on page 100 of the Genesys Core Rulebook. +k

Manipulate: The character can interact with and finely manipulate an object affected by their spell as if they were holding it in their hand and using their fingers. +k
Adversary (Arcane/Sorcery): May select an unwilling or secured target. The check is upgraded for every rank the target has in Athletics (or an appropriate amount if the
target doesn’t have any skills such as an object (GM determines)). +kk

PREDICT
Concentration: No
This is using magic to attempt to predict the future. The character makes and skill check, then ask one question about events that will unfold
within the next 24 hours. The default difficulty of the check is Average (kk). if the check is successful, your GM must provide the character
with a truthful answer, but that answer could be one that can be interpreted multiple ways or is somewhat enigmatic. whether the check suc-
ceeds or fails the character may not make another prediction check to ask about the same events for the remainder of the session.
Before making a Predict check, choose any number of additional effects listed on the table below. These effects are added to the check.

TABLE: PREDICT ADDITIONAL EFFECTS


Difficulty
Effects
Mod
Quicksilver Reflexes (Arcane Only): Instead of asking a question about events, the character adds ssto the results of any checks they made to determine -
initiative during the next structured encounter they participate in.
Additional Questions: The character may ask one additional question about events. in addition, after casting the spell, you may spend aa to ask another
+k
additional question about events, (and may trigger this multiple times, spending aa each time).

Clairvoyance: The target gains j that can be used on any single skill check they make until the end of the session. In addition, you may spend aa to add
+k
jj to one additional skill check the target makes until the end of the session.

Commune (Divine/Primal Only): The spell contacts a specific Deity or Spirit of the characters choice (with GM approval). This being will answer any three
questions the character asks to the best of their ability. Character may spend aa to learn the truthfulness of the answers given. +k

Empowered (Divine Only): The character may ask a question about events that will unfold within the next seven days. +kk
Flash of Precognition: In addition to asking a question, once before the end of the current encounter, the character may add s to the results of one of
their checks. In addition, once before the end of the current encounter, the character may add f to the results of a check targeting them. In addition, after
+kk
the character cast a spell, you may spend aaa to add ss to the results of one of their checks, and add ff to the results of a check targeting them
instead of this effects normal benefits.
Cheat Death (Divine Only): In addition to asking a question, the character foresees a possible Doom for themselves in the next 24 hours. Once before the
end of the current session, when the character would otherwise be incapacitated or killed, you may spend a story point to have them suffered wounds and
strain until they reach but do not exceed their wound and strain thresholds instead. Their survival should be described narratively, taking into account that +kkk
they “saw” their potential death coming

191
TELEPORT
Concentration: No
Teleportation spells allow characters to move instantly across space. Perhaps a character opens a portal through another dimension or warps
space to take a single step across a vast distance. Or they may simply move faster than the eye can see from one location to another. Powerful
users can cross vast distances, though it is dangerous; gone wrong, teleportation can rip a body apart or trap a person’s legs inside the floor.
Of course, a skilled user knows these dangers can be turned against an opponent as well.
Your character (or another they are engaged with) moves instantly from one space to another within short range. The default difficulty of the
check is an Average (kk) check. Against an unwilling target, the default difficulty of the check is set by the target’s Discipline or Resilience
(whichever the target chooses). If the target falls after this spell, use the rules for Falling Damage on page 112.
Before making a teleport check, choose any of the additional effects listed on the table below. These effects are added to the check.

TABLE: TELEPORT ADDITIONAL EFFECTS


Difficulty
Effects
Mod
Distance: Increase the distance travelled by one range band.This may be added multiple times, increasing the range by one range band each time (to a maximum of Long
range). +k

Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each time (to a maximum of Long
range). +k

Additional Target (Arcane/Sorcery): The spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend aa to affect one
+kk
additional target within range of the spell (and may trigger this multiple times, spending aa each time).
Regional: Range increased to the present, defined region (nation) +kkkk
Planetary: Range increased to anywhere on the planet. +kKkkkk

UTILITY
Concentration: Yes
Utility spells are used when a caster wishes to do all the minor things one expects to do with magic. In essence, these are cool abilities with
a minor benefit; tricks versus dangerous magic. This action is suited for many non-structured actions in the game. The default difficulty of
the check will likely be Easy (k) or Average (kk). While this is true for most of Utility’s effects, replicating a skill that is not associated with
another spell should use the difficulty of the task at hand as a base. A character trying to unlock a chest with an average lock using magic will
do so by casting a Utility spell.
Listed below the table are many baseline Utility spells, but not an exhaustive list. If a spell has Minor Magic listed in the additional effects it
must be added with no increase in difficulty. Before making a Utility check, choose any number of additional effects listed on the table below
that are available to the Utility spell. These effects are added to the check. effects are added to the check.
Utility spells introduce a new mechanic: Spell Levels. The idea is simple, a spellcaster can cast a spell where the spell level is equal to the ranks
the caster has in the magic skill used to cast it, at the difficulty listed. For spells lower in level than the caster’s current rank in the skill, the
difficulty is one step easier, to a minimum of Simple (-) and cost one less strain (to a minimum of zero) to cast; for spells higher in level than
the caster’s current rank, the difficulty is one step more difficult and cost one more strain to cast.
Example: A caster with 3 ranks in the Verse skill can cast a level 3 spell at the spell’s given difficulty. Likewise, they can cast level 1 and level 2
spells as if one step easier in difficulty. Likewise, if the same caster wanted to cast a level 4 or 5 spell, it would be one step more difficult. The
caster could still add additional effects as normal, and with the additional increases in difficulty, and use talents and implements to affect the
difficulty as normal. Level 1 and level 2 spells would cost only 1 strain, but level 4 and level 5 spells would cost 3 strain.

TABLE: UTILITY ADDITIONAL EFFECTS


Effects Difficulty Mod
Minor Magic: Any Utility spell marked with the Minor Magic effect has the caster suffer 1 Strain to cast instead of 2 (and a maneuver versus an action). -

Additional Target: The spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend a to affect one additional
+k
target within range of the spell (and may trigger this multiple times, spending a each time).
Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each time. +k

192
ANTIMAGIC FIELD (MAJOR) skill of the caster.
Level: 5 CLOUDBURST
Difficulty: kkkkkkk (Special) Level: 2
Skills: Arcane, Divine, Verse Difficulty: kk
Additional Effects: Range Skills: Arcane, Sorcery, Primal
Description: More of a preventative spell, this spell creates Additional Effects: Range
an invisible globe (radiating out to Short range) from the
caster. No other magic functions within this area (not even Description: This spell creates a small raincloud that takes
the caster’s), other than maintaining this spell. This lasts up of Medium range from the target. It is normal rain, but
until the end of the caster’s next turn unless using Concen- good for dousing fires and is drinkable. This lasts until the
tration to maintain. end of the caster’s next turn unless using Concentration to
maintain.
ANTIMAGIC FIELD (MINOR)
CHANGE
Level: 4
Level: 1
Difficulty: kkkkkk (Special)
Difficulty: k
Skills: Arcane, Verse
Skills: Arcane, Pact Magic, Sorcery, Verse
Additional Effects: None
Additional Effects: Minor Magic
Description: Similar to above, except the spell only affects
the caster or target. This can be cast on an unwilling target Description: This spell allows a minor change to a small
(as can the major version), but the check is upgraded for object (Silhouette 0). Change could be color, texture, even
every rank the target has in a magic skill. This lasts until the mineral to animal, etc. (until the end of the caster’s next
end of the caster’s next turn unless using Concentration to turn unless using Concentration to maintain.)
maintain. CHILL
ALARM Level: 1
Level: 2 Difficulty: k
Difficulty: kk Skills: Arcane, Pact Magic, Sorcery, Verse
Skills: Arcane Additional Effects: Minor Magic
Additional Effects: Range Description: This spell allows the caster to chill a target item
Description: This spell defines an area from Medium range or substance. It cannot get cold enough to cause damage.
from the target. For 2 hours per rank of the appropriate skill The effect lasts for 5 minutes per rank of the appropriate
of the caster, if any being but those designated as allies at skill.
the time of casting, enter this area, a loud alarm will sound CLEAN
to awaken those sleeping.
Level: 1
BREATHE WITHOUT AIR Difficulty: k
Level: 4 Skills: All
Difficulty: kkkk Additional Effects: Minor Magic
Skills: Arcane, Sorcery Description: This spell basically cleans and dusts an area
Additional Effects: Additional Target within Short range of the caster.
Description: For 5 minutes per rank of the appropriate skill COMPREHEND LANGUAGE
of the caster, the target can breathe normally even without
air. Level: 2
Difficulty: kk
BREATHE UNDERWATER
Skills: Arcane, Divine, Pact Magic, Sorcery, Verse
Level: 3
Additional Effects: Additional Targets
Difficulty: kkk
Description: This spell allows the caster to understand (not
Skills: Arcane, Sorcery, Primal speak) any one language as if they or they were fluent. This
Additional Effects: None lasts until the end of the caster’s next turn unless using Con-
Description: This spell allows the target to breathe under- centration to maintain.
water as if it had gills, for 1 hour per rank of the appropriate

193
CONTROL WATER DETECT LORE
Level: 4 Level: 3
Difficulty: kkk Difficulty: Varies, typically kkk
Skills: Arcane, Divine, Primal, Sorcery Skills: Arcane, Pact Magic, Verse
Additional Effects: Range Additional Effects: None
Description: This spell allows the caster to move or Description: The caster can sense the history of an item
displace an amount of water equal to Silhouette 2 in size. and start to understand more about it. If the check is
This lasts until the end of the caster’s next turn unless successful, the character has gained some sense of direc-
using Concentration to maintain. tion, and allows the character to see one vague sense of
information about the target, and an additional detail
CREATE / DESTROY WATER (MAJOR) per additional ss. These hints may be blurry visual
Level: 3 images, brief samples of sound, or simple emotion.

Difficulty: kkk Note: The GM should determine just how much infor-
mation is revealed from such a spell, the difficulty for
Skills: Divine, Primal items, etc.
Additional Effects: None
DETECT MAGIC (MAJOR)
Description: This spell can create or destroy all water
within Medium range (that is part of one body or con- Level: 3
tainer of nonmagical liquid). Of course, any additional Difficulty: kk
water will rush in to fill the void when the spell expires. Skills: Arcane, Pact Magic, Sorcery, Verse
This lasts until the end of the caster’s next turn unless
using Concentration to maintain, for a maximum of 5 Additional Effects: None
minutes. Description: The caster can sense magical properties
within an object within Short range, and gains knowl-
CREATE / DESTROY WATER (MINOR) edge and insight as to what the Item is able to do.
Level: 1
DETECT MAGIC (MINOR)
Difficulty: k
Level: 2
Skills: Divine, Primal
Difficulty: k
Additional Effects: None
Skills: All
Description: As above, but within Short range.
Additional Effects: None
CUT Description: The caster can sense magic within Short
Level: 1 range, seeing a slight gold aura around objects, people,
Difficulty: k etc. that are magical in nature. This lasts until the end
of the caster’s next turn unless using Concentration to
Skills: All maintain.
Additional Effects: Minor Magic
DETECT POISON
Description: The caster can cut anything within Short
range as if they or they were using scissors to do so. This Level: 1
lasts until the end of the caster’s next turn unless using Difficulty: k
Concentration to maintain. Skills: All
DETECT LIFE Additional Effects: None
Level: 1 Description: The caster can sense poison within Short
Difficulty: kk range, seeing a slight red aura around objects, creatures,
etc. that contain poison. This lasts until the end of the
Skills: All caster’s next turn unless using Concentration to main-
Additional Effects: None tain.
Description: The caster can sense living things within
Short range, seeing a slight blue aura around each (even
insects, etc.) This lasts until the end of the caster’s next
turn unless using Concentration to maintain.

194
DRY Additional Effects: Additional Target, Range
Level: 1 Description: This spell allows the target to fly in the air
(see the Flying sidebar on page 100 of the Genesys Core
Difficulty: k
Rulebook) except they do not need to use a maneuver to
Skills: Arcane, Pact Magic, Sorcery, Verse stay aloft. This spell lasts until the end of the caster’s next
Additional Effects: Minor Magic turn unless using Concentration to maintain.
Description: This spell allows the caster to dry off an area FORCE UNLOCK
equal to Silhouette 1.
Level: 3
ENLARGE OBJECT Difficulty: Varies
Level: 2 Skills: Arcane, Sorcery, Verse
Difficulty: kk Additional Effects: None
Skills: Arcane, Sorcery Description: This spell can unlock a door or lock. The
Additional Effects: Range difficulty of the spell is at least Hard or equal to the diffi-
culty of the lock +1, whichever is harder.
Description: This spell allows the caster to increase the
size of an object (not a creature) by one Silhouette in size. GLOW
This lasts until the end of the caster’s next turn unless
Level: 1
using Concentration to maintain.
Difficulty: k
FIRE FINGER
Skills: All
Level: 1
Additional Effects: Minor Magic
Difficulty: k
Description: This spell causes the target object to glow
Skills: Arcane, Pact Magic, Primal, Sorcery, Verse softly, about equal to a decent-sized candle.
Additional Effects: Minor Magic
HEAT
Description: This spell works like a lighter as fire comes
Level: 1
from the caster’s fingertip. It can be used to light things
just as fire would. Difficulty: k
Skills: Arcane, Pact Magic, Sorcery, Verse
FLARE
Additional Effects: Minor Magic
Level: 1
Description: This spell allows the caster to heat a target
Difficulty: kk
item or substance. It cannot get hot enough to cause
Skills: All damage. The effect lasts for 5 minutes per rank of the
Additional Effects: Range appropriate skill.
Description: This spell works just as an alchemical flare HIDE OBJECT
would, and is used for the same reason, signaling others.
Level: 1
FLAVOR Difficulty: kk
Level: 1 Skills: Arcane, Pact Magic, Sorcery, Verse
Difficulty: k Additional Effects: None
Skills: Arcane, Pact Magic, Sorcery, Verse Description: This spell allows the caster to hide a small
Additional Effects: Minor Magic object on their or their person where it is not easily
detectable (anyone searching the caster suffers jj to
Description: This spell allows the caster to season food such checks). This spell lasts until the end of the caster’s
and drink as desired with any variety of common kitchen next turn unless using Concentration to maintain.
spices and flavors.

FLY
Level: 3
Difficulty: kkk
Skills: Arcane, Pact Magic, Sorcery

195
IRONWOOD type of objects.
Level: 3 MEND OBJECT
Difficulty: kk Level: 1
Skills: Primal Difficulty: kk
Additional Effects: None Skills: Arcane, Divine, Pact Magic, Sorcery
Description: This spell imbues a wooden object with the Additional Effects: None
Reinforced quality. This spell lasts for 1 round plus one
additional round per rank of the appropriate skill of the Description: This spell mends small, broken (non-magi-
caster. cal) objects as if glued back together, but with no sign of
ever being broken. This is not a replacement to Mechan-
JUMP ics fixing steps of damage on items.
Level: 2 MAGIC AURA
Difficulty: kk Level: 1
Skills: Arcane, Ki, Primal, Sorcery Difficulty: kk
Additional Effects: Additional Targets Skills: Arcane
Description: This spell allows the target as a maneuver to Additional Effects: None
leap Medium range, either horizontally or vertically. This
spell lasts until the end of the caster’s next turn unless Description: This spell imbues an item with a magical
using Concentration to maintain. aura, visible to those who can detect magic. This spell
lasts until the end of the caster’s next turn unless using
KNOW LANGUAGE Concentration to maintain.
Level: 3 MAGIC EYE
Difficulty: kkk Level: 2
Skills: Arcane, Divine, Pact Magic, Sorcery, Verse Difficulty: kkk
Additional Effects: Additional Targets Skills: Arcane, Sorcery
Description: Identical to Comprehend Language except Additional Effects: Range
this spell also allows the target to speak said language as
well. Description: This spell creates an invisible, floating eye
that can be used to scout ahead (up to Long range away),
LOCATE CREATURE and the caster can see through it as if with their own
eyes. This spell lasts until the end of the caster’s next turn
Level: 3
unless using Concentration to maintain.
Difficulty: kkkk
MAJOR DARKNESS
Skills: Arcane, Divine, Primal, Verse
Level: 3
Additional Effects: Range
Difficulty: kkk
Description: This spell creates a mental noise the target
can hear when facing the correct way towards the desired Skills: Arcane, Pact Magic, Sorcery
creature to be located (so they know which tunnel may Additional Effects: Range
lead there, etc.). This can be a specific creature or char-
acter, or a specific type of creature as desired. This spell Description: This spell creates an area of magical darkness
lasts until the end of the caster’s next turn unless using extending out to Medium range from the target. This
Concentration to maintain. spell lasts until the end of the caster’s next turn unless
using Concentration to maintain. Can be cancelled by
LOCATE OBJECT casting Major Light at a higher difficulty than Major
Darkness was originally cast.
Level: 2
Difficulty: kk
Skills: Arcane, Divine, Primal, Verse
Additional Effects: Range
Description: As above, but limited to a specific object or

196
MAJOR LIGHT Description: This spell removes any disease, poison, or
other pollutants from food and drink. Enough for one
Level: 3
person per rank in the appropriate skill.
Difficulty: kkk
REVERSE GRAVITY
Skills: Divine, Primal, Sorcery
Level: 5
Additional Effects: Range
Difficulty: kkkkk
Description: This spell lights up an area as bright as if it
were day extending out to Medium range from the tar- Skills: Arcane, Primal, Sorcery
get. This spell lasts until the end of the caster’s next turn Additional Effects: Range
unless using Concentration to maintain. Can be can-
celled by casting Major Darkness at a higher difficulty Description: This curse affects a point and radiates out
than Major Light was originally cast. within Short range. Any in the area are affected as if in a
zero-gravity area and will float up to a ceiling of around
MINOR LIGHT Medium range if not tethered or holding on to some-
thing in the ground, for the duration of the spell.
Level: 1
Difficulty: k SANCTUARY
Skills: All Level: 2
Additional Effects: Minor Magic Difficulty: kk
Description: This spell lights up an area as bright as if Skills: Divine
it were day extending out to Short range from the tar- Additional Effects: None
get. This spell lasts until the end of the caster’s next turn
unless using Concentration to maintain. Is cancelled by Description: Similar to the Sanctuary effect of Barrier,
Major Darkness. but more universal. The spell makes any attackers at
Engaged range disengage and ignore the target, but the
PALM target cannot engage them or any other foes without
breaking the spell. Attackers may try to ignore Sanctu-
Level: 1
ary with a Discipline check with difficulty equal to your
Difficulty: kk ranks in the appropriate skill. This lasts until the end
Skills: Arcane, Pact Magic, Sorcery of the caster’s next turn unless using Concentration to
maintain.
Additional Effects: Minor Magic
Description: This spell allows the caster to easily move a SCRYING (MAJOR)
small object (that can fit in one hand) to anywhere else Level: 4
on their or their person magically, including closed con-
Difficulty: (varies)
tainers, secret pockets, etc. It likewise allows the reverse
action of this (bringing such an item right into hand). Skills: Arcane, Pact Magic
Additional Effects: None
PASS WITHOUT TRACE
Description: You can see and hear a creature, which can
Level: 2
be anywhere. The difficulty is the target’s Willpower rat-
Difficulty: kk ing. Duration is one minute per rank in the appropriate
Skills: Primal skill.
Additional Effects: Additional Targets SCRYING (MINOR)
Description: This spell obscures the target’s trail. Any- Level: 2
one tracking the target suffers jjj to any related skill
Difficulty: (varies)
checks.
Skills: Arcane, Pact Magic
PURIFY / CORRUPT FOOD & DRINK
Additional Effects: None
Level: 1
Description: You can see and hear a creature, which must
Difficulty: kk be within Long range. The difficulty is the target’s Will-
Skills: Divine, Primal power rating. Duration is one minute per rank in the
appropriate skill.
Additional Effects: None

197
SELF PLAY SWEEP
Level: 2 Level: 1
Difficulty: k Difficulty: kk
Skills: Verse Skills: Arcane, Sorcery, Verse
Additional Effects: None Additional Effects: Minor Magic
Description: This spell causes one instrument to play by Description: Similar to Clean, but this is specifically for
itself, at an average skill level. This spell lasts for 10 min- clearing floors. This spell lasts for 10 minutes per rank of
utes per rank of the appropriate skill of the caster. the appropriate skill of the caster.

SHINE STIR
Level: 1 Level: 1
Difficulty: k Difficulty: k
Skills: Arcane, Divine, Pact Magic, Sorcery, Verse Skills: Arcane, Pact Magic, Sorcery, Verse
Additional Effects: Minor Magic Additional Effects: Minor Magic
Description: This spell basically buffs and polishes the Description: Cooking Minor Magic that helps in the
given target within Short range. kitchen. Though called Stir, it can do any repetitive cook-
ing task in the kitchen. This spell lasts for 10 minutes per
SILENCE rank of the appropriate skill of the caster.
Level: 2
TIE / UNTIE
Difficulty: kk
Level: 1
Skills: Divine, Verse
Difficulty: k
Additional Effects: Range
Skills: Arcane, Pact Magic, Sorcery, Verse
Description: Sound does not exist within Short range of
the target while this spell is in effect. May use Range as Additional Effects: Minor Magic
normal, or to increase range of spell radius to Medium. Description: This spell simply ties or unties knots in
This spell lasts until the end of the caster’s next turn materials that can be tied or untied.
unless using Concentration to maintain.
TRUTH
SUMMON OBJECT
Level: 3
Level: 2
Difficulty: kkk
Difficulty: kkk
Skills: Divine, Verse
Skills: Arcane, Pact Magic, Sorcery, Verse
Additional Effects: None
Additional Effects: Minor Magic
Description: Creatures that come within Short range of
Description: This spell allows a caster to transport an the target must make a Hard Discipline check. If they
object to him or their that is otherwise packed away fail, they can’t speak any deliberate and intentional lies.
nearby within Short range This spell lasts until the end of the caster’s next turn
unless using Concentration to maintain.
SUNLIGHT
Level: 3
Difficulty: kkk
Skills: Divine
Additional Effects: None
Description: Like Minor Light, this spell lights up an
area as bright as if it were day extending out to Short
range from the target. The difference is that this light has
the properties of actual sunlight for those creatures vul-
nerable to it. This spell lasts until the end of the caster’s
next turn unless using Concentration to maintain.

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WARDS
Level: 2
Difficulty: kkk
Skills: All
Additional Effects: Range
Description: This spell is meant to be cast while in a
dwelling of some sort. When cast, any windows and
doors in the caster’s room (or home they own) are arcane
locked at Hard (lkk) difficulty, and they are treated as
if with the Alarm spell. Spell lasts two hours per rank in
the appropriate skill.

WATER WALK
Level: 3
Difficulty: kk
Skills: Divine, Ki, Primal, Sorcery
Additional Effects: Additional Targets
Description: This spell allows the target to treat the
surface of liquid as normal terrain they can traverse at
no penalty. Rough conditions may require Athletics or
Coordination checks to traverse.

ZAP
Level: 1
Difficulty: k
Skills: All
Additional Effects: Minor Magic
Description: This spell instantly kills any creature that
only has a wound threshold of one. Usually used to kill
insects and vermin.

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