You are on page 1of 32

Chapter

5: Veteran A seasoned combatant, reliable in a


fight and ready for action.

Expert Paths
Warden A wild combatant and protector
aided by the spirits of the land.

When your group reaches level 3, you choose an Berserker


expert path from the options presented below. Your vision goes red and a howl tears free from
Expert paths appear in four broad groupings: your throat. All your anger, all your hate comes
paths of battle, paths of faith, paths of power, and boiling up inside you and you have no choice but
paths of skill. The paths of battle have, broadly, a to fling yourself into the thick of battle. Your
combat focus, while paths of faith grant you arm—and the weapon it holds—moves almost of
magical abilities that derive from the gods. Paths its own accord, hacking and hewing through your
of power offer routes to grow your magical enemies. And then it ends. Your chest heaves as
mastery, while paths of skill introduce special your vision clears. The blood cools on your skin
techniques with which you can overcome and everywhere you look you see death.
challenges, whether they are obstacles or enemies.
You can choose any expert path, though, you LEVEL 3 BERSERKER
Health 12
might benefit from making a selection that reflects
Combat Tokens 1 Extra Damage 1d6
what has happened in the game so far. If you began Berserk When you are harmed, expend 1 combat token
as a rogue and developed a penchant for magic, to go berserk until the end of the next round or until
you might become a wizard or a witch. Similarly, if you become unconscious. You can expend 1 combat
you were a mage to start, but found yourself token at the end of the round to extend the duration
fighting on the front lines, maybe battle adept until the end of the next round. When the effect ends,
would help capture your experiences. you become Strength impaired for 1 minute or until
you overcome the affliction with a successful Strength
roll.
Paths of Battle • You grant 1 boon on rolls to attack you.
• You increase your Health score by twice your level.
The paths of battle offer different expressions of • You are immune to the frightened affliction.
characters skilled in combat. They include knights, • When you become Strength impaired or weakened,
rangers, and berserkers. make a luck roll. On a success, you do not gain the
affliction.
EXPERT PATHS OF BATTLE • You cannot cast spells and you are Intellect
Path Description impaired.
Berserker A wild, ferocious combatant who • You must make at least one attack with a melee
grows even mightier when the fury weapon or unarmed attack each round or, at the
takes hold. end of the round, you lose 1d6 Health.
Commander A natural leader in battle, the • Your melee attacks deal an extra 1d6 damage. At
commander shows allies the path to level 9, your melee attacks deal an extra 2d6
victory. damage instead.
Gladiator A combatant who uses tricks and
feints to overcome enemies. LEVEL 4 BERSERKER
Knight A honorable warrior who lives by a Health 12
chivalrous code. Combat Tokens 1 Extra Damage 1d6
Martial Artist One who specializes in unarmed Wild Counterattack (reaction you are harmed while
combat, and who turns their body you are under the effects of your Berserk talent)
into a weapon. Attack with a melee weapon or unarmed attack. For
Myrmidon A philosopher and warrior, this attack, you roll with 1 bane.
committed to excellence in all things. LEVEL 6 BERSERKER
Ranger A wilderness combatant, Health 12
knowledgeable of woodcraft, Combat Tokens 1 Extra Damage 1d6
herbalism, and overcoming the Ferocious Rage When you use your Berserk talent,
dangers of the wild. each enemy in your zone that can see you must
Swashbuckler A daring combatant skilled at succeed on a Will roll or become frightened of you
outwitting and outmaneuvering (luck ends).
enemies.

1
LEVEL 9 BERSERKER rolls to attack with 1 boon and deals an extra 1d6
Health 12 damage.
Combat Tokens 1 Extra Damage 1d6
No Time to Die If you become incapacitated while you
are berserk, you become weakened instead of
Gladiator
unconscious, and the effect of your Berserk talent Spectacle fighting has been around for centuries.
does not end as a result. You still make luck rolls as if People love to watch others tear each other apart
you were unconscious, and you still die if your Health and pay a fair price to watch well-matched
score drops to 0. opponents go toe-to-toe. The arena in large
citizens play to crowds of thousands, but go
Commander anywhere and you will find a fighting pit dug into
the ground or a ring sketched in with posts and
In the most stressful times, it takes a person of
ropes somewhere in the community.
rare ability to step forward and take charge. You
You cut your teeth fighting for coin. Likely, you
have the gift of leadership. People believe in you,
started alongside other inexperienced hopefuls,
your ideas, and they want to follow you wherever
and you saw in your early battles saw as many
you go. Your brilliance at command reveals itself
victories as you did defeats. But whether you won
in the decisive orders you give in the battle’s thick
or lost, you learned something and used that
and how you lead them to victory.
experience to develop your skills and find the
LEVEL 3 COMMANDER tactics that work best for you.
Health 12 The one crucial thing you learned, though, was
Combat Tokens 1 Extra Damage 1d6 that it rarely mattered how you won; it only
Call to Arms When the result of your roll to attack is a mattered if you walked away from the fight and
success, expend 1 combat token to bolster one ally in left your opponent in the mud. If this means
your zone that can see and hear you. The target throwing sand in your foe’s eyes or feigning an
makes the next roll to attack with 1 boon and deals an
injury to make your opponent overconfident or
extra 1d6 damage on that attack.
pulling some other kind of dirty trick, you do it. A
LEVEL 4 COMMANDER win is a win.
Health 12
Combat Tokens 1 Extra Damage 1d6 LEVEL 3 GLADIATOR
Attack Command When you use an action to attack, Health 12
you can expend 1 combat token to enable one ally in Combat Tokens 1 Extra Damage 1d6
your zone that can hear you to make an attack using a Fight Dirty You can hinder using a minor action. In
reaction. addition, you roll to attack targets that have been
Natural Born Leader Whenever you use an action to affected by the hinder activity, that are injured, or that
help, you can target a number of creatures equal to have at least one affliction with 1 boon.
your level.
LEVEL 4 GLADIATOR
LEVEL 6 COMMANDER Health 12
Health 12 Combat Tokens 1 Extra Damage 1d6
Combat Tokens 1 Extra Damage 1d6 Underhanded Strike When you make a melee attack
Rallying Cry (reaction when an ally you can see takes and you would roll with at least 1 boon, you can use
damage) Expend 1 combat token to rally the ally that this talent before you resolve the attack. If the result
enabled the use of this talent. The ally’s Health score of your roll to attack exceeds the target’s Intellect by
increases by 5 and you grant the ally 1 boon on Will at least 10, the target also becomes dazed (luck ends).
rolls. The effect lasts 1 minute. When it ends, the ally Otherwise, you grant 1 boon on the next roll the
heals 1d6 damage. target makes to attack you.
At level 9, you also produce one of the following
LEVEL 9 COMMANDER additional effects:
Health 12 • The target becomes blinded until the end of your
Combat Tokens 1 Extra Damage 1d6 next turn.
Inspiring Charge (action) Run to a space where you • The target falls prone and is prevented from
can reach an enemy and attack it. On a success, you standing up (luck ends).
can expend 4 combat tokens to inspire any number of
allies that can see you, hear you, and are in your zone LEVEL 6 GLADIATOR
or adjacent ones. A prone target ally can stand up. Health 12
Each target ally increases its Health by 10 for 1 Combat Tokens 1 Extra Damage 1d6
minute. And, until the end of your next turn, each ally Cruel Taunting (Reaction when your melee attack
causes an enemy you can reach to become
2
incapacitated) Expend 1 combat token to kill the lose any of these items or the page, your patron
enemy that enabled the use of this talent and raise a replaces them before your next quest begins.
trophy from the enemy’s body. Each other enemy in Knightly Training Your training enables you to ignore
your zone and adjacent ones make Will rolls. On a the attribute score requirements for wearing armor
success, the enemy makes rolls to attack you with 1 and making use of weapon properties that have
boon until the end of the next round. On a failure, the attribute score requirements.
enemy becomes frightened of you (luck ends). Born to the Saddle When a mount you ride takes
damage, you can choose to take some or all of the
LEVEL 9 GLADIATOR damage on its behalf. Furthermore, mounts you ride
Health 12 become immune to the frightened affliction for as
Combat Tokens 1 Extra Damage 1d6 long as you ride them.
Feign Weakness When you take damage from an
attack, you can expend 1 combat token to reduce the LEVEL 4 KNIGHT
damage by 2d6. You then grant 1 boon on rolls to Health 12
attack you until the start of your next turn. If an Combat Tokens 1 Extra Damage 1d6
enemy attacks you before this effect ends, you can use Honorable Conduct If you are frightened or have one
a reaction to attack that enemy and deal an extra 2d6 or more impaired afflictions, you can, at the end of a
damage to it on a success. round, expend 1 combat token to remove the
frightened affliction or one impaired affliction.
Knight LEVEL 6 KNIGHT
Having won fame and renown, you receive a title Health 12
from a noble and earn the right to bear arms in Combat Tokens 1 Extra Damage 1d6
your patron’s name. As a knight, you swear oaths Powerful Charge When you make an attack after
to protect your superior, to conduct yourself with moving at least one zone, your attack deals an extra
1d6 damage, or 2d6 damage if you are mounted.
honor in all things, and bring glory to the noble
Loyal Squire You gain the service of a squire, a knight-
you serve. Your patron arms you, gives you horses, in-training who accompanies you on your adventures.
your coat of arms, and housing whenever you The squire takes their turn when you do and you
return to their lands. As you venture into the decide what they do on each of their turns. If your
world, you have the opportunity to not only do squire dies or leaves your service—poor treatment,
good deeds, but become a hero worthy of the captured, or maimed, your patron provides you with a
bards’ tales. new squire before your next quest begins.
Fame Whenever you enter a community of 100 Squire
people or more, and you make no effort to conceal Level 3 Type Ancestry (human)
your identity, the Sage makes a luck roll on your Languages Common
behalf. On a success, people recognize you and Defense 16 (brigandine, shield) Health 40
might greet you by name, be friendly to you. Strength 12 (+2) Agility 10 (+0)
Black Knight If you do anything to sully your Intellect 9 (–1) Will 11 (+1)
reputation or dishonor your patron, you become a Melee Attack—Sword Strength with 1 boon against
black knight until you regain your patron’s good Defense. On a success, the target takes 3d6 damage.
graces. As a black knight, you must replace your LEVEL 9 KNIGHT
own knightly accoutrements, and people who Health 12
recognize you are hostile to you instead of friendly. Combat Tokens 1 Extra Damage 1d6
The means for repairing your reputation entails Knight of Glory When you take damage from an attack
undertaking a quest that involves danger for little while you wear medium or heavy armor, you can
reward. The Sage decides what kind of quest you expend 1 combat token to halve the damage.
must undertake, but examples include fighting a Prowess at Arms You make rolls to attack with a long
spear, mace, shield, or sword with 1 boon.
giant or a dragon, recovering a religious relic, or
bringing a dangerous villain to justice.
LEVEL 3 KNIGHT
Martial Artist
The pugilist with scarred hands and cauliflower
Health 12
Combat Tokens 1 Extra Damage 1d6
ears, the wandering monk, the contemplative
Knightly Accoutrements You gain the following items: philosopher who clears the mind by performing
a suit of plate and mail, a shield, sword, mace, long certain moves, and the bloodthirsty pit fighter
spear, a warhorse, with mail armor and saddle, one might all be described as martial artists, despite
horse with saddle, one pack mule with two saddle coming from wildly different backgrounds and
bags, and the service of a page (as a peasant). If you possessing varied attitudes toward fighting. What
3
unites them is their effort to turn their bodies into
living weapons. These characters, and others like
Myrmidon
them, can use their fists to land blows as if they An ancient society of warriors formed long ago
were wielding clubs. They kick, elbow, claw, and around the idea that mastery of arms should result
headbutt, taking their foes apart one strike at a from a desire to do good in the world. To remind
time. themselves of their responsibilities, the
myrmidons swore vows to conduct themselves
LEVEL 3 MARTIAL ARTIST with honor and lend aid to those in need.
Health 12 Myrmidons have no use for fancy armor,
Combat Tokens 1 Extra Damage 1d6 preferring instead simple, peasant garb, or for
Martial Arts You gain the Brawler talent from the weapons outside those with which they have
warrior path. If you already have this talent, your spent their lives mastering. A great many famous
unarmed strike loses the Light property at this level
myrmidons have lived and died fighting for noble
instead of at level 5. Finally, your unarmed strikes
have the Fast property. ends and their stories inspire others to follow in
Unarmored Defense When you wear no armor, you their steps.
increase your Defense by 3. Joining the myrmidons requires you to forswear
your holdings and possessions beyond those that
LEVEL 4 MARTIAL ARTIST you need to fulfill your purpose. All myrmidons
Health 12 limit themselves to a pair of swords and a
Combat Tokens 1 Extra Damage 1d6
longbow, and you become quite accomplished at
Fists of Fury When you get a success on a roll to attack
with an unarmed strike, you can expend 1 combat using them. You have no master other than
token to deal an extra 2d6 damage or 3d6 damage to yourself and the obligation you swore to fulfill
a target object. when you join.
Grappler You can maintain a grab as a minor action.
When you choose to deal damage to a target you LEVEL 3 MYRMIDON
wrestle, you can expend combat tokens to deal extra Health 12
damage. For every combat token expended in this Combat Tokens 1 Extra Damage 1d6
way, the target takes an extra 1d6 damage. Unarmored Defense When you wear no armor, you
increase your Defense by 3.
LEVEL 6 MARTIAL ARTIST Myrmidon Arms You gain a long sword, sword, and
Health 12 longbow. If you lose these items, you can replace them
Combat Tokens 1 Extra Damage 1d6 at the start of your next quest. You have special
Impromptu Shield (reaction when you have a creature training with the weapons that grant you 1 boon on
grabbed and are attacked by a creature that you can rolls to attack with them, as well as all of the
see) Expend 1 combat token to pull the creature you following benefits:
are grabbing into the path of the attack so that it • Sword This weapon deals an extra 1d6 damage and
becomes the target of the attack that enabled the use gains the Fast property.
of this talent. • Long Sword This weapon deals an extra 1d6
Neck Breaker When you deal damage to a target with damage and you increase your Defense by 1 while
an unarmed strike and the target becomes injured as you wield the weapon in both hands.
a result, the target makes a luck roll with 1 boon. On a • Longbow This weapon deals an extra 1d6 damage
failure, it dies from a blow to the neck. Large and has the Precise and Rapid Fire properties. You
creatures and those that lack tangible bodies or can make use of the Precise property even if you do
suitable anatomy are immune to this effect. not meet the requirements for doing so.

LEVEL 9 MARTIAL ARTIST LEVEL 4 MYRMIDON


Health 12 Health 12
Combat Tokens 1 Extra Damage 1d6 Combat Tokens 1 Extra Damage 1d6
One-Thousand Fists and Feet (action) Expend 4 Canny Combatant When you get a success or a failure
combat tokens and throw yourself into motion, on a roll to attack, you become Slippery (see Chapter
striking at each enemy you choose in your zone. For 2) until the end of your turn.
each target, make a Strength or Agility roll against its Ringing Parry When you use a reaction to dodge, you
Agility. On a success, the target takes 4d6 damage. If increase the number of banes you impose on the roll
the result of your roll is 20 or higher and exceeds the to attack you by 1.
target number by at least 5, the target also falls prone.
Mysteries of the Martial Arts You can shove, trip, and LEVEL 6 MYRMIDON
grab using a minor action. Health 12
Combat Tokens 1 Extra Damage 1d6

4
Definitive Counterstrike (reaction when an enemy and then make an Intellect roll. If the source of the
gets a failure on a roll to attack you while you wield a affliction is magical, you make the roll with 1 bane. On
sword or long sword) Expend 1 combat token and a success, you remove the affliction from the target.
attack the enemy that enabled the use of this talent. Wilderness Lore You know enough about the
Piercing Shot When the result of your roll to attack wilderness to survive its perils. You can identify if
with a longbow is 20 or higher and exceeds the target water and food you can see and smell are safe for
number by at least 5, you can repeat the attack consumption. If you can see the sky, you can
against one creature or object of your choice in a zone accurately predict the prevailing natural weather in
behind the target. your environment for up to 24 hours in advance.
LEVEL 9 MYRMIDON LEVEL 4 RANGER
Health 12 Health 12
Combat Tokens 1 Extra Damage 1d6 Combat Tokens 1 Extra Damage 1d6
Concluding Strike If you have not moved on your turn, Strike First During the first round of combat, you can
and attack a single target with a sword or long sword, expend 1 combat token to take your turn first, before
you can expend 5 combat tokens to make a any other combatant, without having to take the
concluding strike. You make the roll to attack with 2 initiative. If you use your action to attack, you add
boons and the attack deals an extra 5d6 damage. Once your attribute score in place of your modifier to the
you make this attack, your turn ends. roll and, on a success, your attack deals an extra 1d6
Double Shot When you attack with a longbow, you can damage.
expend 2 combat tokens to make a luck roll along
with your attribute roll. If either roll results in a LEVEL 6 RANGER
success, you succeed. If both rolls result in a success, Health 12
the attack deals an extra 3d6 damage. Combat Tokens 1 Extra Damage 1d6
Duty-Bound When you fail a roll to attack, you make
your next roll to attack the same target before the end
Ranger of your next turn with 1 boon.
The rangers patrol the borderlands and beyond. Wild Cunning When a creature in your zone makes a
An old league of wilderness warriors founded to roll to attack, you can use a reaction to help or hinder
safeguard the roads and protect the peoples living that creature.
on the frontiers from wild animals, monsters, and LEVEL 9 RANGER
worse, rangers tend to work alone or in small Health 12
groups to cover more territory. In fact, many Combat Tokens 1 Extra Damage 1d6
rangers prefer isolation, emerging from the Strider In combat, you can expend 1 combat token to
wilderness only to trade news, acquire supplies, increase the number of moves you can make on your
but their expertise in the wild makes them turn by one.
valuable guides and escorts for those making Outside combat, when you leave a zone, you can
overland journeys. cause some or all of the tracks in that zone to
disappear. In addition, you never become lost.
LEVEL 3 RANGER Wild Might When you succeed on a roll to attack and
Health 12 the number rolled on the d20 was even, he attack
Combat Tokens 1 Extra Damage 1d6 deals an extra 1d6 damage.
Languages Add Ranger Signs to the list of languages
you know.
Expert Tracker When you find a set of tracks, you can
Swashbuckler
make an Intellect roll. On a success, the Sage reveals Other warriors might be bigger than you. Some
the age of the tracks, the number of creatures who left might be stronger and others quicker. But you
them, their pace, if any were injured, and any other have daring, courage, and panache. Most of all, you
pertinent details regarding the creatures that left the have charm and wit, aspects of your personality
markings. If you spend at least 1 hour examining the that leave your foes baffled and confused when
tracks, you can follow the tracks without fear of losing you fight them.
them for as long as you travel. In combat, you’re the one who swings on the
Herbalism You can spend 1 hour searching for herbs in chandelier. You yank the curtain down to entangle
an aboveground wilderness environment. When you
finish, make a luck roll. On a success, you find enough
your foes, scale the cliff with a dagger clenched in
herbs to create 1d6 poultices that retain their potency your teeth to rescue your one, true love from the
for 24 hours. On a failure, you find no herbs and you blackguard’s clutches. You do the things no one
lose access to this talent until after a full night's rest. else dares and have the pluck to pull off the
Instead of using a poultice for its normal benefit, impossible.
you can use one on an impaired or weakened target
5
LEVEL 3 SWASHBUCKLER LEVEL 4 VETERAN
Health 12 Health 12
Combat Tokens 1 Extra Damage 1d6 Combat Tokens 1 Extra Damage 1d6
Bold Defense At the start of your turn, you can expend Near Miss When you fail a roll to attack, make a luck
1 combat token to roll a d6 and add the number rolled roll. On a success, you hit the target with a glancing
to your Defense. The increase lasts until the start of blow so that it takes half damage instead of none.
your next turn.
Derring-Do When you make an attribute roll, you can LEVEL 6 VETERAN
expend 1 combat token to roll a d6 and add the Health 12
number rolled to the result of your roll. Combat Tokens 1 Extra Damage 1d6
Back on My Feet (reaction when you take damage;
LEVEL 4 SWASHBUCKLER 3/day) Heal damage equal to your level.
Health 12
Combat Tokens 1 Extra Damage 1d6 LEVEL 9 VETERAN
Cutting Quip (reaction when a creature you can see Health 12
fails an attribute roll) Expend 1 combat token and the Combat Tokens 1 Extra Damage 1d6
creature that enabled the use of this talent becomes Attack Mastery You can attack as a minor action.
weakened until the end of your next turn.

LEVEL 6 SWASHBUCKLER Warden


Health 12 Alien forces threaten to upset the natural order of
Combat Tokens 1 Extra Damage 1d6 things. Demons clamber at the edges of reality,
Courageous Strike When you succeed on a roll to while fiends plot to corrupt mortals. Even the High
attack a creature, you can expend 1 combat token and One seeks to stamp out all other religions so this
roll the damage an additional time, using the highest upstart, usurper can rule over all. All the
total. abominations, horrors, and monsters risk
LEVEL 9 SWASHBUCKLER upsetting the balance and unraveling the world as
Health 12 it was meant to be. You, then, stand at the front
Combat Tokens 1 Extra Damage 1d6 lines against these dire foes, emboldened and
Daring Move When you make an attribute roll as part empowered by the spirits of nature, Old Gods, and
of your move, such as when you run across others to take a stand against any who would
challenging terrain, you can expend 1 combat token pervert or warp reality for some dread purpose.
automatically succeed on the roll. You don the mantle of warden and gain several
Dashing Recovery At the end of the round in which you
powers to aid you in the struggle to safeguard the
expended your last combat token, make a luck roll. On
a success, increase the number of actions you can use
land. Like the nature guardian, you depend on aid
during your next turn by one. from the supernatural entities haunting the wild
places, but you channel all their gifts into your
combat skills to make you a deadly foe. You can
Veteran drag your enemies into your reach and pin them
Whether you look for fights or not, they have a down with the growth that springs up at your
way of finding you. It’s hard to remember all the command. You can shield your companions with
battles in which you fought, how many times you upthrust rocks, while nourishing your body and
were pushed to the limit, and yet you somehow soul with the free-flowing energy that wells up
survived contest after contest. You know how to through your feet.
fight and, for proof, one merely needs to see all the
scars, the notches, and ravages war has done to LEVEL 3 WARDEN
you. Health 12
Combat Tokens 1 Extra Damage 1d6
LEVEL 3 VETERAN Nature Surge (minor; 1/hour) While standing on the
Health 12 ground, you draw energy from nature into yourself,
Combat Tokens 1 Extra Damage 1d6 which causes you to grow a bit bigger, bulkier, and to
Hand-to-Hand Expertise Extensive training in battle display both plant and animal features—vines curl
grants you the following benefits: around your limbs, while shaggy fur forms like a
• Increase your Defense by 1. collar. The flood of magic grants 1 boon on your
• You reduce the combat token cost for performing Strength rolls and imposes 1 bane on rolls against
the lunge combat maneuver by 1 (minimum 0). your Strength. In addition, your Health increases by
• You ignore the Light property of weapons. an amount equal to twice your level. The effect lasts
for 1 hour, but ends early if you become unconscious.

6
LEVEL 4 WARDEN
Health 12
Combat Tokens 1 Extra Damage 1d6
Warded Territory (minor; 1/hour) While on the
ground, you create a mystical protection over your
zone that remains until you leave the zone or you
become unconscious. Until the effect ends, you
impose 1 bane on rolls to attack you or your allies
that are in the zone and you make luck rolls at the
start of your turns to end ongoing effects affecting
you. As a minor action, end this effect early and then
heal 2d6 damage.

LEVEL 6 WARDEN
Health 12
Combat Tokens 1 Extra Damage 1d6
Fury of Nature Your attacks against targets in
wilderness zones deal an extra 1d6 damage. In
addition, when the result of your roll to attack an
enemy that is in your Warded Territory is 20 or
higher and exceeds the target number by at least 5,
the enemy becomes immobilized (luck ends).
Nature Walk (move) If in a wilderness zone, you
teleport to an empty space in any other wilderness
zone within three zones that contains at least one
enemy.

LEVEL 9 WARDEN
Health 12
Combat Tokens 1 Extra Damage 1d6
Wild Reclamation When you become injured, your
vitality spills to the ground and transforms your zone
into a wilderness zone for 24 hours.
Wild Summons (minor) If in a wilderness zone, you
cause vines to explode from the ground and reach
toward one enemy within three zones. Make a Will
roll against the target’s Agility. On a success, the vines
drag the target into your zone where the target
becomes immobilized until the end of your next turn.

7
Paths of Faith
Magic Tokens 1 Traditions One Spells One novice
Divine Investiture (action) Expend 1 magic token to
channel divine magic of the gods into your body. Dim
The gods gift greater powers to their faithful
light shines from your body for 1 minute and each
servants. Those seeking to strengthen their ties to enemy in your zone and in adjacent ones when you
the deities can perform powerful miracles by use this talent makes a Strength roll. An angel, demon,
following the paths of fate. faerie, or fiend rolls with 1 bane. On a failure, the
enemy becomes weakened (luck ends).
EXPERT PATHS OF FAITH Until this effect ends, you have the following
Path Description benefits:
Channeler A divine adept who draws magic • When you get a failure a luck roll, you can discard
directly from the gods. the result and roll again. You must use the result of
Chaplain One who draws from faith to the second roll, even if it is another failure.
encourage those who fight on their • As a reaction when you take damage, you reduce
side. the damage by 1d6.
Cleric A devoted servant of the gods, one • As a move, you fly to an empty space within three
who channels supernatural powers to zones. If you don’t land in this space, you descend
create miracles. to a surface capable of supporting your weight at
Friar An itinerant devotee of a faith, the the end of the round.
friar depends on the charity of others, • Any damage-dealing spell you cast or magical
but has a way to escape all kinds of talent you use deals an extra 2d6 damage.
misfortune.
Godsworn A militant member of the faith, the
LEVEL 4 CHANNELER
godsworn hunts demons, undead, Health 8
Combat Tokens 1 Extra Damage 1d6
spirits, and anyone else who would
Spells One novice
threaten creation.
Lance of Holy Radiance (action) If under the effects of
Holy Avenger A sworn champion of the gods, one
your Divine Investiture talent, expend 1 combat token
who seeks out and destroys their to release a magical beam of burning radiance at one
enemies. creature or object within three zones. Make a Will roll
Inquisitor Authorized by the gods, inquisitors against the target’s Agility. On a success, the target
hunt demons, fiends, undead, and takes 4d6 damage. If the result of the roll is 20 or
other evil things and destroy them. higher and exceeds the target number by at least 5,
Oracle Host to divine beings who use your the target becomes blinded until the end of our next
body to communicate with mortals. turn. The damage increases to 6d6 at level 6, and 9d6
Paladin A devout combatant aided by faith at level 9.
and divine favor.
Templar A protector of holy sites, relics, and LEVEL 6 CHANNELER
he faithful. Health 8
Theurge One who call forth angels and Combat Tokens 1 Extra Damage 1d6
persuades them to give aid. Spells One expert
Scourging Flames Any enemy creature that becomes
weakened from your use of the Divine Investiture
Channeler talent also catches fire (luck ends).
Whether you worship a god or not, you recognize
the vastness of their power, and you find a way to
LEVEL 9 CHANNELER
Health 8
harness it for your own needs. With arms raised, Magic Tokens 1 Spells One master
you call down sacred light to flow into your body Blessed Channeling When you cast a spell while under
until you become suffused with the magic of the the effects of your Divine Investiture talent, you can
divine. You might steal this magic, having found also produce one of the following effects:
ways to siphon what you need from powers far • Each enemy in your zone makes a Strength roll and,
beyond yourself, but most do so with the blessing on a failure, is pushed into an adjacent zone of your
of their deities and treat the experience as a holy choice.
one. The magic burns across your body with a pale • Move one ally in your zone or an adjacent zone one
zone in a direction you choose.
flame that eventually transforms you into
• After resolving the spell’s effects, teleport to an
something more than you were before you became empty surface you can see in a zone within two
living conduit of divine magic. zones of you.
LEVEL 3 CHANNELER
Health 8
8
Chaplain Cleric
Your religion has become the cornerstone of your Any doubts about your purpose in this world fell
being and your beliefs inform almost everything away once your god spoke to you. The High One,
you do. You draw from your faith inspiration to whose radiant visage, might have seared your
help you through the trials you must endure to mind or you felt the chill of Lord Death when his
reach your ultimate objective. You share your faith shadowy form swam up to the surface in your
with others, and use the gifts your god gives you to dreams. Whoever contact you made clear the
aid your companions and protect them from existential threat facing the world, a crisis brought
physical and spiritual harm. Your companions look about by greed, iniquity, and corruption by those
to you for guidance and thus you strive to be an vile agents of evil that thrive on destabilizing the
example to them, being the exemplar of your faith divine order. So you have taken up your weapon,
and the constancy, you urge them to be. You can armored your body, and set out to purge the
worship anyone as a chaplain; it matters little. unclean from any land in which you find them.
That you place your trust in a power beyond
yourself is enough to inspire the people fighting at LEVEL 3 CLERIC
Health 8
your side. Magic Tokens 1 Traditions One Spells One novice
LEVEL 3 CHAPLAIN Divine Decree (action) Expend 1 magic token and
Health 8 choose up to three enemies in your zone or adjacent
Magic Tokens 1 Traditions One Spells One novice zones. If an enemy can see and hear you, the target
Courageous Presence Your mere presence heartens makes a Will roll with 1 bane. On a failure, the target
your allies. You grant 1 boon on Will rolls of allies in becomes cursed (luck ends). While cursed in this way,
your zone. the first time in any round when that enemy takes
Rush to Aid (reaction when an ally you can see within damage while it is cursed, it takes an extra 1d6
three zones becomes injured or incapacitated) damage.
Expend 1 magic token to teleport to an empty space LEVEL 4 CLERIC
where you can reach the ally that enabled the use of
Health 8
this talent. The ally then heals 2d6 damage.
Combat Tokens 1 Extra Damage 1d6
LEVEL 4 CHAPLAIN Spells One novice
Health 8 Protective Recitation (reaction when an enemy you
Combat Tokens 1 Extra Damage 1d6 can see attacks an ally in your zone) You magically
Spells One novice impose 1 bane on the roll that enabled the use of this
Restorative Strike When the result of your roll to talent.
attack is 20 or higher, you can expend 1 combat token LEVEL 6 CLERIC
to enable yourself or one ally of your choice in your
Health 8
zone to heal 1d6 damage.
Combat Tokens 1 Extra Damage 1d6
LEVEL 6 CHAPLAIN Spells One expert
Health 8 Holy Inspiration When you make an attribute roll, you
Combat Tokens 1 Extra Damage 1d6 can expend 1 combat token to make a luck roll. You
Spells One expert can choose which result to use.
Transfer Health (action) You can choose to lose 5 LEVEL 9 CLERIC
Health to magically enable one ally you can reach to
Health 8
regain 5 Health.
Magic Tokens 1 Spells One master
LEVEL 9 CHAPLAIN Righteous Fury When you succeed on a roll to attack,
Health 8 you can expend 2 magic tokens to channel the fury of
Magic Tokens 1 Spells One master the divine and gain the following benefits for 1 hour
Clarity of Purpose (action) Expend 1 magic token to or until you become unconscious.
embolden yourself and each ally in your zone. For 1 • You emit bright light.
hour or until you become incapacitated, you each gain • You impose 1 bane on rolls to attack you.
the following benefits: • You increase your Health by 18.
• Increase your Health by 10. • You are immune to the dazed and stunned
• Deal an extra 1d6 damage on attacks. afflictions.
• Make luck rolls with 1 boon. • Other creatures cannot move you or knock you
prone.
• You make rolls to attack with 1 boon.
• Your attacks deal an extra 1d6 damage.

9
Friar Unexpected Offering Once per round, when the result
of a creature’s attack against you is a failure, you gain
There’s a great big world out there and so there’s 1d6 combat tokens. You retain these tokens until you
bound to be people who have not yet heard about expend them or the end of your next turn.
your god and all the good your patron has done.
You become a holy beggar, traveling from place to
place, offering wisdom to those who would hear it,
Godsworn
The chaos sweeping across the known world
aid to those who need it, and accept whatever
enables evil to root itself and thrive, growing and
anyone is willing to give you in order to wet your
spreading until its darkness gobbles up all that is
whistle and feed your belly. Many friars belong to
good and noble. Here, you find cultists worshiping
holy orders who make it their mission to help
abominations. There, the restless dead claw their
people in need, but you might have chosen this
way free from their graves. You have even heard
path for other reasons.
whispers of some hermit who calls forth demons
LEVEL 3 FRIAR from the Void. Someone must take a stand against
Health 8 evil and that someone is you.
Magic Tokens 1 Traditions One Spells One novice You swore sacred vows to the gods to purge the
Vow of Poverty You made a sacred vow to remain lands of the wicked, to burn away the unclean with
humble, poor, and to depend on charity. You break fire. You seek out, you hunt down, and you put to
this vow if you knowingly carry more than 1 gp, own the sword and flame those who lost themselves to
property, wear anything other than simple robes, and
evil. You do so with the blessings of your patron
use a weapon other than a club, knife, quarterstaff, or
sling. If you break your vow, you lose all talents
deity, and your faith sustains you through every
gained from this path and your deity imposes 1 bane battle, and helps you to overcome the obstacles in
on your attribute rolls and luck rolls for 24 hours. your path to attaining a brighter future.
Holy Aid You impose 1 bane on rolls against you, you
ignore the effects of exposure, and you ignore the
LEVEL 3 GODSWORN
effects of hunger and thirst, since your deity provides Health 8
enough for you sustain yourself. Magic Tokens 1 Traditions One Spells One novice
Holy Strike When you attack with a weapon permitted Devotion At the start of combat, expend 1 magic token
by your Vow of Poverty talent or an unarmed strike, to increase your supply of combat tokens by 1 + half
you roll with 1 boon and your attack deals extra your level. The increase lasts until the combat ends.
damage equal to your level. Guided Strike When you attack, you can expend 1
combat token to deal an extra 2d6 damage for that
LEVEL 4 FRIAR attack.
Health 8
Combat Tokens 1 Extra Damage 1d6
LEVEL 4 GODSWORN
Spells One novice Health 8
Wandering Fellow You can walk across challenging Combat Tokens 1 Extra Damage 1d6
terrain and liquid surfaces as if they were ordinary Spells One novice
ground. You can also stand on liquid surfaces as if Invoke Divine Wrath When you get a success on a roll
they were solid. Finally, you can retreat and stand up to attack a demon, faerie, fiend, spirit, or undead, you
as a minor action. can expend 1 combat token to cause the target to
catch fire (luck ends). While on fire, the target is also
LEVEL 6 FRIAR cursed.
Health 8 Strength of Conviction While you are not injured, and
Combat Tokens 1 Extra Damage 1d6 you would become Strength impaired or weakened,
Spells One expert you can expend 1 combat token to end the affliction
Beggar’s Arms The weapons permitted by your Vow of that enabled the use of this talent.
Poverty talent lose the Light, Simple, and Unskilled
properties if they have them.
LEVEL 6 GODSWORN
Good, Clean Living You ignore the effects of infection. Health 8
In addition, when you roll to end the poisoned Combat Tokens 1 Extra Damage 1d6
affliction, you can roll twice and use either result. Spells One expert
Finally, you heal twice as much damage for each hour Foe to Evil Your attacks against demons, faeries, fiends,
you rest. spirits, and undead deal an extra 1d6 damage. In
addition, when you harm one of these creatures, you
LEVEL 9 FRIAR can expend 1 combat token to cause that creature to
Health 8 lose 2d6 Health.
Magic Tokens 1 Spells One master

10
LEVEL 9 GODSWORN a space in an adjacent zone) You magically teleport to
Health 8 an empty space in the zone of the enemy that enabled
Magic Tokens 1 Spells One master the use of this talent.
Litany of Destruction (minor) Expend 1 magic token to
speak holy proverbs, which strengthen your resolve.
LEVEL 6 HOLY AVENGER
Health 8
You gain the following benefits:
Combat Tokens 1 Extra Damage 1d6
• You become immune to the frightened affliction.
• The first time you take damage each round, you can Spells One expert
Vengeful Retribution (reaction when the target of your
reduce the damage by 2d6 (minimum 0).
Vengeful Vow deals damage to you) Attack the enemy
This effect lasts 1 minute, but it ends early if you
that enabled the use of this talent.
become incapacitated, you stop speaking, or you use
your voice for a purpose other than to speak the holy LEVEL 9 HOLY AVENGER
proverbs. When the effect ends, you heal 4d6 damage Health 8
and impose 1 bane on rolls against your until the start Magic Tokens 1 Spells One master
of your next turn. Swift Vengeance You can use your Vengeful Vow talent
against an enemy you can see, rather than merely an
Holy Avenger enemy in your zone. When you use that talent, you
can also teleport to a space in the enemy’s zone. In
Time and time again, those with evil in their
addition, while you are in the same zone as the target,
hearts, who hate the gods, or who see opportunity you impose 1 bane on rolls the target makes to attack
in the riches of temples and shrines strike out creatures other than you.
against the faithful. Each temple burned, each Certain Vengeance When you attack the target of your
priest assaulted, each innocent person in a god- Vengeful Vow talent, you can roll two additional d20s
fearing community carried off in chains stands as and use the roll of your choice. For each die that
an affront to your deity. Such happenings cannot comes up 20, the attack deals an extra 3d6 damage.
be allowed to pass without divine retribution.
Thus, you become your god’s sword of vengeance Inquisitor
and your mission, your ultimate purpose becomes Evil infects the world with a shadow, a darkness
the meting out of justice to those who have that lingers, that haunts the lives of the just and
wronged your faith. innocent. It seeks to corrupt people, to turn them
The gods all have at least one holy avenger who against their communities, to cast down the idols
fights in their name. The Church of the High One of their gods, and condemn them to the horrors of
has an entire order of punitive holy warriors who the Netherworld. The wickedness that results
scour the lands for their enemies, while the Earth from evil’s unchecked advance could throw all that
Dragon might have one, maybe two. Holy avengers is noble and good into ruin, and thus it falls to you
wear icons to display their allegiance. Such and others like you, to seek this evil and stamp it
symbols might appear on surcoats, banners out.
carried in battle, or tattooed directly onto the skin. Many religions have sects dedicated to purging
LEVEL 3 HOLY AVENGER their ranks of apostates and heretics, and quite a
Health 8 few who take it onto themselves to expand their
Magic Tokens 1 Traditions One Spells One novice purview to include anyone they deem an evildoer.
Willful Combatant When you roll to attack, you can use The Sword of the High One, for example, has
your Will in place of the score of the attribute you earned a great deal of attention of late, having
normally use. gained prominence with the fall of the Great
Vengeful Vow (reaction when an enemy in your zone Kingdom and their public commitment to prevent
makes an attack) You speak a magical vow of
such a happening from occurring ever again in the
vengeance against the enemy that enabled the use of
this talent. Until the combat ends or you use this
New Lands. Lord Death’s Cult of the Last Door has
talent again, you make rolls to attack that enemy with shown itself to be utterly intolerant of anyone
1 boon, and your attacks against it deal an extra 2d6 dabbling in Necromancy, while you can find
damage, or 3d6 damage at level 9. zealots in most other faiths.
You have donned the mantle of inquisitor and
LEVEL 4 HOLY AVENGER you likely belong to one of the aforementioned
Health 8
organizations, but you can also be part of a
Combat Tokens 1 Extra Damage 1d6
different one, such as one you and the Sage create
Spells One novice
Relentless Pursuit (reaction, when the target of your together. You might even be a lone zealot, seeking
most recent use of your Vengeful Vow talent moves to the agents of evil without the support or
11
endorsement of any faith. Your goal, though, their intentions to the world through the mortal
should be simple. Unmask evil in the world and, vessel. In these throes, this ecstasy, you experience
wherever you find it, destroy it. the joy of divinity, even if the time is fleeting.
Strange happenings follow you when the god
LEVEL 3 INQUISITOR manifests in your body. The phenomena depend
Health 8
Magic Tokens 1 Traditions One Spells One novice
on the god you serve, usually, such that Mother
Castigation (action) Expend 1 magic token to deliver a Sun brightens nearby flames, while the Earth
fiery rebuke to any number of enemies in your zone Dragon causes flowers to bloom, wind to blow
and in each adjacent zone. A target takes 2d6 damage from the Sky Father, and shadows to crawl around
and makes a Will roll. A demon, faerie, fiend, spirit, or you if you’re in the grip of Lord Death. The gods
undead makes the roll with 1 bane. On a failure, the created effects cause no harm; they merely
target also becomes weakened (luck ends). represent the gods’ proximity.
LEVEL 4 INQUISITOR LEVEL 3 ORACLE
Health 8 Health 8
Combat Tokens 1 Extra Damage 1d6 Magic Tokens 1 Traditions One Spells One novice
Spells One novice Divine Ecstasy At the end of any turn in which you are
Dire Attention (minor) Choose one enemy you can see not already under the effects of this talent, you can
in your zone or an adjacent one. The enemy gains expend 1 magic token to invite your deity to enter
your dire attention until it becomes incapacitated, your body and remain there for 1 minute. This effect
you become unconscious, or you use this talent again. ends early if you are subject to any effect that would
You make rolls to attack the enemy bearing your end the controlled affliction. Until this magical effect
dire attention with 1 boon and the enemy cannot ends, you have the following benefits:
benefit from any natural or magical disguise such that • You make attribute rolls with 1 boon.
you always see the target how it truly is, even if it has • You impose 1 bane on rolls against your Defense or
transformed into something else. In addition, attributes by enemies not immune to the frightened
whenever the enemy knowingly tells a lie, even a lie affliction.
of omission, you know it. • Increase your Health score by 2 per level your
group has attained.
LEVEL 6 INQUISITOR • You are immune to the controlled, dazed,
Health 8 frightened, immobilized, impaired, and stunned
Combat Tokens 1 Extra Damage 1d6 afflictions.
Spells One expert • Your attacks deal an extra 1d6 damage.
Flames of Judgment (action) You cause one enemy When this effect ends, you heal 4d6 damage, but
bearing the dire attention from your use of the you become weakened (luck ends).
Scrutinous Glare talent to become cursed (luck ends).
While cursed in this way, the enemy catches fire and LEVEL 4 ORACLE
grants 1 boon on rolls to attack it. The flames persist Health 8
until the target ends the cursed affliction; the flames Combat Tokens 1 Extra Damage 1d6
then become (luck ends). Spells One novice
Divine Presence At the end of each of your turns round
LEVEL 9 INSQUISITOR that you are under the effects of your Divine Ecstasy
Health 8
talent, roll a d6 to see what magically happens.
Magic Tokens 1 Spells One master 1–2 One ally in your zone receives a blessing of
Condemn to Perdition (action) Expend 2 magic tokens health and vitality, healing 1d6 damage, or 2d6 at
to condemn one enemy bearing the dire attention
level 6 and 3d6 at level 9.
from your use of the Scrutinous Glare talent. The
3–4 Each ally in your zone receives a blessing of
target takes 6d6 damage, falls prone, and becomes inspiration, making attribute and luck rolls with
weakened for 24 hours. If the damage causes the 1 boon until the start of your next turn.
target to become incapacitated, the target’s body is 5–6 Your enemies in your zone suffer the wrath of the
destroyed and its soul descends into the Netherworld divine, taking 1d6 damage, or 2d6 at level 6 and
where it becomes a prisoner of the fiends forever. 3d6 at level 9.

Oracle Health 8
LEVEL 6 ORACLE
The gods incarnated are truly terrible things to Combat Tokens 1 Extra Damage 1d6
behold. For this reason, when they have cause to Spells One expert
treat with mortals, they do so through Prophetic Pronouncement When you roll a 6 while
intermediaries called oracles. The gods extend a under the effects of your Divine Ecstasy talent, the
portion of their essence into the host and reveal god uses your mouth to make a pronouncement. One
12
ally of your choice who heard the entity speak is emanating this aura, your roll with 1 boon. The effect
inspired by the pronouncement and gains its choice of lasts 1 minute.
the following benefits:
• It heals 3d6 damage. LEVEL 4 PALADIN
• It regains an expended casting of a starting or Health 8
novice spell. Combat Tokens 1 Extra Damage 1d6
• It makes attribute rolls with 3 boons for 1 minute. Spells One novice
Protection from Evil You are immune to the controlled,
LEVEL 9 ORACLE frightened, and poisoned afflictions, as well as to
Health 8 infection.
Magic Tokens 1 Spells One master
Awesome Manifestation When you use your Divine LEVEL 6 PALADIN
Ecstasy talent, each enemy in your zone and in each Health 8
adjacent one makes a Will roll. On a failure, the enemy Combat Tokens 1 Extra Damage 1d6
becomes frightened of you (luck ends). Spells One expert
Restorative Touch (action; 3/day) You touch one
creature in reach and end the effects of one infection
Paladin affecting it, remove the poisoned affliction, or enable
Once, the Order of Paladins included some the the target to heal 6d6 damage or regain 3d6 Health.
most famous warriors in all the lands. Each
member was seen as a paragon of virtue, a true
LEVEL 9 PALADIN
Health 8
hero. It’s no wonder that the regents of the Great Magic Tokens 1 Spells One master
Kingdom entrusted these holy warriors to protect Light of Heaven When you succeed on a roll to attack,
their family, and imagine their surprise when the you can expend 1 magic token to can invoke the light
paladins turned against them and painted of heaven, which causes a ray of sunlight to shine
Whitestone’s halls red with their blood. None down upon your zone for 1 minute. The light follows
know why the paladins betrayed their trust, but you wherever you go, even if you move indoors. You
their act called into question their legacy and has gain the following benefits until the effect ends.
left their reputation in tatters. • The sunlight fills your zone with bright light.
• You impose 1 bane on rolls to attack you and your
You, and others like you, seek to restore the
allies that are in your zone.
paladins their good name and have taken the • You increase your Health by 18.
mantle of these noble warriors, fighting to restore • You take half damage from magical sources, as well
their place of pride in this dark, new realm. In as attacks from demons, faeries, fiends, spirits, and
some ways, you resemble the knight insofar as you undead.
cleave to a chivalric code of conduct and place • You make rolls to attack with 1 boon.
priority on honorable conduct, bravery, and, above • Allies in your zone are immune to the controlled
all, piety. Your religious beliefs guide you, focus and frightened afflictions.
you on overcoming temptation so that you always
walk in the light. In return, your patron supports Templar
your work and bestows onto your supernatural Nearly every religious institution has enemies.
might. Schisms in the faith can cause fighting between
LEVEL 3 PALADIN the ranks, while rival faiths vying for dominance in
Health 8 a region might solve their theological differences
Magic Tokens 1 Traditions One Spells One novice with steel and fire. And then, there are the host of
Holy Weapon When you succeed on a roll to attack, you beings, people, and organizations that oppose all
can expend 1 magic token to imbue your weapon with the religious groups by their very natures. The
holy power that lasts for 1 hour. Until this magical Ancient Ones and the cults that form around them,
effect ends, the weapon emits bright light and your demons, many faeries, the fiends, and countless
attacks with it deal an extra 1d6 damage or an extra others consider religions as an existential threat
2d6 damage to demons, faeries, fiends, spirits, and and thus show themselves committed to stamping
undead.
Enemies Revealed Whenever you expend a magic
them out, one at a time.
token, you see glowing aura around each demon, Given the degree of hostility religions face in
faerie, fiend, spirit, and undead in your zone and in these and other threats, it behooves them to
each adjacent zone. The aura reveals such creatures if protect themselves against attack. To this end,
they were hidden from you and negates the benefits almost every religion has its templars, holy
of invisibility. When you roll to attack an enemy warriors invested with supernatural power they

13
can use to protect the interests of their faith. Most Temple Protector While you are in a zone affected by
templars guard temples and shrines, and some your Sacred Ground talent, you have the following
travel with relics from place to place, keeping benefits:
watch over these sacred treasures. Some • You impose 1 bane on rolls to attack you and your
allies in a zone affected by your Sacred Ground
accompany pilgrims on their journeys, while
talent.
others bind themselves to places where their gods • You increase your Health by 18.
have revealed themselves. A rare few, though, have • You are immune to the controlled, dazed,
other ideas about protecting their religion’s assets. frightened, and stunned afflictions.
These errant templars travel the lands to watch • As a reaction when an enemy moves into a zone
over and defend congregations of believers and to affected by your Sacred Ground talent, you can
guard against malfeasance enacted by the enemies move until you can reach that enemy and attack it.
of their faith. You add 10 to the result of your roll and the attack
deals an extra 4d6 damage.
You have joined this latter group. Your calling
draws you out into the world, to undertake critical
missions for your faith in the hopes of Theurge
safeguarding the entirety of your faith. You can You learn the secret names of angels so you can
declare any site a temple of your faith and from call them forth to serve your needs. Rarely do the
there channel power from your god to smite your gods look kindly on the subversion of their
enemies. servants and thus you risk much dabbling in these
techniques. Whether you aim to exploit these
LEVEL 3 TEMPLAR immortals or work along with them, there might
Health 8
Magic Tokens 1 Traditions One Spells One novice
one day be consequences for your work.
Sacred Ground (action) You expend 1 magic token to LEVEL 3 THEURGE
infuse your zone with divine magic that lasts for 1 Health 8
minute, until you use this talent again, you leave the Magic Tokens 1 Traditions One Spells One novice
zone, or you become unconscious. The use of this Divinely Warded (reaction when you make an Intellect
talent clears all contagions from the zone and or Will roll) Make a luck roll also. If either result is a
neutralizes all manufactured poisons in it. When you success, you count as having succeeded.
attack an enemy in the target zone, you roll with 1 Pilfer Theological Revelation You can spend 1 hour in
boon and your attack deals an extra 1d6 damage, or preparation, during which time you pour over your
2d6 damage at level 9. research materials to gain some advantage at the
At level 6, the effect lasts 1 hour. At level 9, the expense of one of the gods’ servants. When you finish
effect affects your zone and each adjacent zone. expend 1 magic token to learn one starting or novice
LEVEL 4 TEMPLAR spell of your choice from the Invocation tradition. You
Health 8 learn two spells at level 4, three at level 6, and four at
Combat Tokens 1 Extra Damage 1d6 level 9 and one of these four can be an expert spell.
Spells One novice You retain knowledge of these spells until you use this
Divine Chains An enemy that starts its turn inside a talent again.
zone affected by your Sacred Ground talent makes a After you use this talent, make a luck roll. On a
Will roll. A demon, faerie, fiend, spirit, or undead failure, you become cursed for 24 hours.
makes the roll with 1 bane. On a success, the creature LEVEL 4 THEURGE
becomes immune to this talent for 24 hours. On a Health 8
failure, the creature becomes immobilized (luck Combat Tokens 1 Extra Damage 1d6
ends). While immobilized in this way, the creature is Spells One novice
weakened. Burning Radiance from On High (action) You expend
LEVEL 6 TEMPLAR 1 combat token to hurl fiery light at one creature or
Health 8 object within three zones. Make a Will roll against the
Combat Tokens 1 Extra Damage 1d6 target’s Agility. On a success, the target takes 3d6
Spells One expert damage. If the result of the roll is 20 or higher and
Blessed Temple Each time you use your Sacred Ground exceeds the target number by at least 5, the target
talent, you heal 3d6 damage and each ally in your also catches fire. The damage increases to 5d6 at level
zone heals 1d6 damage. 6, and 7d6 at level 8.
Marked by Angels You grant 1 boon on rolls to attack
LEVEL 9 TEMPLAR you by angels.
Health 8
Magic Tokens 1 Spells One master
LEVEL 6 THEURGE
Health 8
14
Combat Tokens 1 Extra Damage 1d6
Spells One expert
Angelic Wings You acquire wings. You gain the Fly
special movement trait.

LEVEL 9 THEURGE
Health 8
Magic Tokens 1 Spells One master
Burning Feathers (action) Expend 1 magic token to
cause cinders to fall in your zone until the end of your
next turn. Each creature that starts its turn in the
zone takes 4d6 damage and makes an Agility roll and
a Will roll. A failure on the Agility roll causes the
creature to catch fire (luck ends). A failure on the Will
roll causes the creature to become frightened of you
luck ends.
Each time you use this talent, you make a luck roll.
On success, one of your allies that you can see is
struck by divine lightning and takes 3d6 damage. On a
failure, you are struck by lightning and take 3d6
damage instead.
Summon Seraph (action) Expend 1 magic token to pull
a seraph from the High One’s control and force it to
appear in an empty space in your zone. When it
appears, make a Will roll against the seraph’s Will. If
you have used Burning Feathers since you last
finished a full night’s rest, you get an automatic
success. On a success, the seraph is controlled (luck
ends). On a failure, the seraph is not controlled by
you. An angel that is not controlled by you regards
you as an enemy and risks its own existence to kill
you.

15
Paths of Power
protects you from the effects of exposure, and
prevents normal wind from disturbing your hair or
clothing. If you wear no armor, your Defense is 16.
Anyone seeking to grow their magical might
Finally, as a reaction when a creature you can see
profits from following a path of power. The various attacks you, you can strengthen the field to impose 1
paths presented reflect various societies and bane on the roll that enabled the use of this aspect of
institutions associated with the advancement of this talent.
magical knowledge and the preservation of its
secrets. LEVEL 4 ARCANIST
Health 4
EXPERT PATHS OF POWER Magic Tokens 1 Spells One expert
Path Description Swift Spell (minor; 1/minute) You cast a starting or
Arcanist A skilled magician able to shape spells novice spell that you have learned and that normally
to suit their needs. requires the use of an action. At level 9, you can use
Artificer A spellcaster who learns to infuse this talent to cast an expert spell in this way.
technological creations with magic.
Druid A manipulator of people and events
LEVEL 6 ARCANIST
Health 4
to serve the greater goal of
Magic Tokens 1 Spells One expert
protecting this world.
Shaper of Spells You can expend a casting of a spell you
Elementalist A wielder of the fundamental forces have learned to cast a spell from a lower tier that you
of reality, commanding air, earth, fire, have learned.
and water. Silent Spell You can attempt to cast a spell without
Psychic One who taps into a reservoir of speaking. When you do so, make an Intellect roll. On a
mental energy and uses that energy success, you cast the spell. On a failure, you don’t and
to create magical effects. you waste the action (or other resource) you used to
Sorcerer A conjurer of evil spirits from whom make the attempt.
comes magical knowledge.
Wild Guardian One who draws magic from nature to LEVEL 9 ARCANIST
protect it from harm. Health 4
Witch A student of the old magical Magic Tokens 1 Spells One master
methods, keeper of secrets, and Protection from Magic While you are not unconscious,
protector of the innocent. you impose 1 bane on rolls against you from magical
Wizard A cunning practitioner of magic who sources. You make rolls to resist magic with 1 boon. In
keeps arcane knowledge in grimoires. addition, when you take damage from a magical
source, you can use a reaction to halve this damage.

Arcanist Artificer
Arcanists command magical power, as you have
Back in the Old Country, the technologists made
discovered by stepping onto this path. The pursuit
wonders plenty. Nearly sapient machines, guns
of magic consumes you and thus you venture out
that could blast apart giants, devices that could let
into the world to uncover what occult secrets you
a person reach the clouds. The fall of the older,
might find. You scour libraries for books, consult
great nations stole these advances from the
experienced magicians for advice, and spend much
survivors, robbing them of the wonders that could
of your time honing your craft to find ways to
be. Luckily, you found, stole, or invented your own
improve on the methods and means for casting
takes on their innovations and can now produce
spells. Your obsession might come from an
devices of similar capability,
appetite for power, a belief that you can one day
The artificers master the art of imbuing objects
challenge the gods for dominion over the earth, or
with magic and, by so doing, create wondrous
out of some belief that you might become the
items capable of all manner of amazing things. The
Weird Wizard’s heir. Whatever your reasons, you
source of their capabilities comes from a power
allow nothing to stand in your way.
source they create, something that might resemble
LEVEL 3 ARCANIST a large battery pack, a steam engine, or even a
Health 4 plant that radiates weird energy. Artificers tap into
Magic Tokens 1 Traditions One Spells Two expert the energy from their battery packs to assemble
Arcane Mantle (action) Expend 1 magic token to what they need and when they need it.
surround yourself with an invisible field of magic that
persists until you become unconscious. The field LEVEL 3 ARTIFICER
prevents natural precipitation from dampening you, Health 4
16
Magic Tokens 1 Traditions One Spells Two expert Enhanced Gear (action) You bestow a magical
Power Source You have a special device that generates enhancement to one object you touch that is not
energy. The power source has a number of magic magical by expending 1 magic token from your Power
tokens equal to half your level. If you lose your Power Source. When you, and you alone, use the object,
Source, you can assemble a new one with a full supply either by attacking with it, wearing it, or using it for
of energy tokens after a full night’s rest, though you some other purpose, you gain a benefit depending on
can benefit from just one Power Source at a time. You the object’s nature. The affected object counts as
replenish your supply of magic tokens generated by being magical until the effect ends. The enhancement
the power source after a full night’s rest. lasts until after a full night’s rest.
Power Source Activities (action) Expend 1 magic token • An enhanced weapon grants you 1 boon on rolls to
to produce any of the following effects: attack with it, and attacks made with the weapon
• Cause the power source to emit bright light until deal an extra 1d6 damage.
you end the effect as a minor action. • Enhanced amor increases your Defense by an
• When you deal damage to a target, you deal an additional 2 while you wear it.
extra 4d6 damage. • Enhancing any other object either grants 1 boon on
• When you deal damage to a target from a magical rolls to use it, causes the object to deal an extra 1d6
effect you creature, you cause that target to take an damage, or imposes 1 bane on rolls made to resist
extra 4d6 damage. effects created by it.
Inventions You can spend 1 minute in preparation
during which time you assemble a minor invention LEVEL 9 ARTIFICER
using a tool kit and 1 set of spare parts. When you Health 4
finish, expend 1 magic token from your Power Source. Magic Tokens 1 Spells One master
The invention can have any appearance you choose Armored Battle Suit You build an armored battle suit
and can produce the effects of one starting spell from that is both a magical and technological device with a
any tradition. The invention has the same number of humanoid shape, but any specific appearance you
castings the spell ordinarily has, using your level to choose. The suit counts as an object with Defense 0
determine a variable number of castings. Any and Health 100. If destroyed, you can build a
creature holding the invention can cast the spell from replacement. It takes 100 hours of work in a
the invention. When the last casting is expended from workshop using a tool kit and uncommon materials
the invention, the device crumbles into spare parts. worth 50 gp. However, you can have no more than
At level 6, you can expend 2 magic tokens and two one suit at a time.
sets of spare parts to imbue a novice spell from any A creature that has a tool kit an spend 1 minute
tradition. At level 9, you can expend 6 magic tokens working on the suit and expend a set of spare parts to
and six sets of spare parts to imbue an expert spell remove 1d6 damage from it.
from any tradition. If you install your Power Source and expend 8
magic tokens, the suit powers on and remains so until
LEVEL 4 ARTIFICER after a full night’s rest. If powered, the battle suit
Health 4 moves to stay within your zone. You can use a move to
Magic Tokens 1 Spells One expert open the suit and step inside it, where you can then
Self-Destructing Inventions (action) You activate the pilot the device. While inside the device, you use the
self-destruct mechanism of one of your inventions following rules in place of your own.
you are holding and throw it to a zone within two
zones of you. At the end of the round, the invention Armored Battle Suit
explodes to deal 2d6 damage to each creature and Level 5 Type Large Object
object in its zone. The damage increases to 4d6 if the Senses Night Vision
invention stored a novice spell or 8d6 if it stored an Defense 6 Health 100
expert spell. A creature that would take this damage Strength 15 (+5) Agility 9 (–1)
can make a luck roll and takes half the damage on a Intellect/Will As pilot
success. Spare parts used to create the invention are Immune asleep, impaired, poisoned, weakened
destroyed in the explosion. Explosive End If the destroyed, make a luck roll. On a
Magic Item You can spend 1 minute in preparation failed roll, the power source explodes. Each creature
during which time you assemble a magic item from and object in your zone and in each adjacent one
spare parts using a tool kit. When you finish, expend 4 takes 10d6 damage. A creature makes a luck roll and,
magic tokens to produce one uncommon trinket of on a failure, takes an extra 10d6 damage. You,
your choice from those presented in Chapter 3. The however, eject and land safely in a zone of your choice
trinket retains potency until after a full night’s rest. within three zones.
Melee Attack—Blades Strength with 1 boon against
LEVEL 6 ARTIFICER Defense. On a success, the target takes 6d6 damage.
Health 4 Lamps (minor) You switch on the suit’s lamps, which
Magic Tokens 1 Spells One expert emit bright light until you switch them off as a minor
action.
17
Druid light. The flames burn for 1 minute and then gutter
out.
You joined a secret cabal of magic-users who have While you are under the effect of this magical
made their purpose to march civilization into a talent, you can use an action to shoot flames from
future of their choosing for thousands of years. your hands at one creature or object in your zone or
The druids manipulate events to further their an adjacent one. Make an Intellect roll against the
inscrutable goals. Their efforts sometimes put target’s Agility. On a success, the target takes 3d6
them in league with great heroes, and, at others, damage. The damage increases to 5d6 at level 6, and
8d6 at level 9. If the result of your roll is 20 or higher
with despicable villains. For what purpose, only
and exceeds the target number by at least 5, the
the Grand Druid who rules them all can say with target takes an extra 1d6 damage.
certainty.
Membership requires undergoing secret rites LEVEL 6 DRUID
that strip away loyalties to anyone other than the Health 4
organization and to create pathways between you Magic Tokens 1 Spells One expert
and the archdruids so that they might Walker of Ways (reaction when an enemy attacks you)
Expend 1 magic token to teleport to an empty space
communicate their orders to you in the form of on a surface that can hold your weight in your zone or
dreams, signs, and omens. For now, your place is an adjacent one, and the enemy’s attack results in a
with your group, to watch them, aid them, and failure. When you arrive at your destination, you
report their doings to your superiors. become invisible until the end of your next turn.
All druids wear distinctive hooded, black robes
that seem to swallow their bodies. You receive the LEVEL 9 DRUID
garb when you finish your training. Health 4
Magic Tokens 1 Spells One master
LEVEL 3 DRUID Signs and Portents (1/day) You can perform a
Health 4 ceremony to gain insights into the future by
Magic Tokens 1 Traditions One Spells Two expert examining your surroundings. It takes 1 minute to
Languages Add two to the list of languages you know. complete the ceremony. When you finish, make an
Sleep of Ages (action) You enter the sleep of ages and Intellect roll. You can expend 1 magic token to get an
remain asleep for a period of time you decide when automatic success. On a success, you gain 4 portent
you use this talent. While asleep, you are immune to tokens, or 2 portent tokens on a failure. You retain
hunger and thirst, you grow no older, and you suffer these tokens until you expend them or you use this
no ill effects from exposure or infection. talent again. While you have at least 1 token
During the sleep, you have vivid dreams of things to remaining, you can use a reaction to expend 1 portent
come and from these visions you receive insights into token when a creature in your zone makes an
your near future. For every 24 hours you spend in this attribute roll or a luck roll. You enable the creature to
sleep, you gain 1 insight token, up to a maximum roll an additional d20 and you decide which result the
number of tokens equal to your level. You retain these creature uses.
tokens until you expend them or you begin another
sleep of ages. You can expend 1 insight token to grant
yourself 1 boon on an attribute roll or luck roll that
Elementalist
you make. Experiments with elemental magic such as
While you are asleep, any creature that can reach Aeromancy or Pyromancy reveal truths about the
you while can use an action to waken you. You also forces underpinning reality. Behind or beneath
waken if you are harmed. Finally, you can come out of what ordinary people perceive as the world rages
the sleep early, at any time. If something pulls you out a cosmic storm of unformed substance that boils
of the Sleep before the appointed time, you appear a and seethes in a state of constant flux. The clash of
decade older and you must make a Strength roll. On a these energies become yours to command and
failure, you lose Health equal to your level and enhance the elemental spells you cast. You realize
become weakened until the end of your next quest.
though that the more you tap into these forces,
Once you use this magical talent, you lose access to
it until the end of the quest. their energies linger in you, changing you in subtle
Meddler (minor) You help or hinder. ways such that after attuning yourself to fire you
feel hot to the touch, water damp, or feel weird
LEVEL 4 DRUID callouses form after drawing on earth’s power.
Health 4
Magic Tokens 1 Spells One expert LEVEL 3 ELEMENTALIST
Emerald Flames (minor) Expend 1 magic token to Health 4
cause emerald flames to erupt from your hands. The Magic Tokens 1 Traditions One Spells Two expert
flames are warm, but do you no harm. They emit dim Languages Add one to the list of languages you know.
18
Elemental Attunement (minor) Expend 1 magic token
to attune yourself to air, earth, fire, or water. The Psychic
effects of attunement last for 1 minute or until you Stress, pain, extensive training, or some other
use this talent again. effort shattered whatever it was that contained the
• Air When you cast a spell, you gain a move after magic of your mind. By breaking this barrier, you
resolving the spell’s effect that must be used can draw energy from your thoughts and realize
immediately. that energy in the world. You learn to use this
• Earth When you cast a spell, you can cover the energy to produce magical effects and cast spells.
ground in your zone with challenging terrain that
Even at the start of developing your psychic
remains until the end of the next round.
• Fire When you cast a spell, one enemy of your abilities, you enjoy greater versatility than you
choice in your zone catches fire (luck ends). ever imagined possible.
• Water When you cast a spell, you and each ally in
your zone impose 1 bane on rolls made against
LEVEL 3 PSYCHIC
Health 4
your Defense and Agility until the end of the next
Magic Tokens 1 Traditions One Spells Two expert
round.
Psychic Defense (minor) You impose 1 bane on rolls
LEVEL 4 ELEMENTALIST against your Intellect and Will for 1 hour. You can
Health 4 expend 1 magic token to extend the benefits of this
Magic Tokens 1 Spells One expert talent to each ally in your zone for as long as they
Elemental Mantle Whenever you are under the effect remain in your zone.
of your Elemental Attunement talent, energy swirls Psychic Effort When you make an Intellect or Will roll,
around your body. This energy imposes 1 bane on you can expend 1 magic token to add your score in
rolls made against you, and at the end of the round place of your modifier for the roll.
you deal 2d6 damage to each enemy in your reach.
LEVEL 4 PSYCHIC
LEVEL 6 ELEMENTALIST Health 4
Health 4 Magic Tokens 1 Spells One expert
Magic Tokens 1 Spells One expert Hostile Thoughts (minor) Expend 1 magic token to you
Dual Attunement You attain even greater control the turn your thoughts into weapons. For 1 minute, you
elemental forces you wield. When you use your can use an action to produce either of the following
Elemental Attunement talent, you can expend an effects.
additional magic token to attune yourself to two • Telekinetic Slam Make an Intellect or Will roll
elements simultaneously. In addition, when your against the Strength of one creature or object in
attunement ends, you heal 4d6 damage. your zone or an adjacent one. On a success, the
target rises up in the air and slams to the ground
LEVEL 9 ELEMENTALIST with terrible force. The target takes 3d6 damage
Health 4 and falls prone. The damage increases to 5d6 at
Magic Tokens 1 Spells One master level 6 and 8d6 at level 9.
Elemental Mastery While you are under the effect of • Thought Rend Make an Intellect or Will roll
your Elemental Attunement talent, your attacks and against the Will of one creature in your zone or an
damage-dealing spells deal an extra 1d6 damage, and adjacent one. On a success, you blast the target’s
you gain particular benefits associated with the mind, causing it to take 3d6 damage and become
element you chose: both Intellect impaired and Will impaired until the
• Air You can fly. end of your next turn. The damage increases to 5d6
• Earth You increase your Health by 20. at level 6 and 8d6 at level 9.
• Fire You are immune to damage from cold and fire.
When you roll damage for a spell you cast, you can LEVEL 6 PSYCHIC
reroll any dice that come up as 1s, but you must Health 4
take the second roll, even if they are another 1. In Magic Tokens 1 Spells One expert
addition, when the result of your roll made against Speed of Thought When you take the initiative while
a flammable target is 20 or higher and exceeds the you are not injured, you can expend 1 magic token to
target number by at least 5, the target catches fire use both an action and a move on your turn. Then, for
(luck ends). 1 hour, you impose 1 bane on rolls made against you.
• Water You are immune to the immobilized and
prone afflictions. When you take damage from fire,
LEVEL 9 PSYCHIC
Health 4
you release a blast of scalding steam that deals 3d6
damage to each creature in your reach and that Magic Tokens 1 Spells One master
obscures your zone until the end of the round. Mental Might When you make a luck roll, Strength roll,
or Agility roll, you can make an Intellect or Will roll
instead.

19
Sorcerer additional casting until you expend it or finish a full
night’s rest.
Feared and despised, sorcerers conjure up evil 11: The spirit grants you knowledge and castings of
spirits from the Netherworld and from them learn one expert spell of your choice from any tradition.
the secrets of magic. As the means for contacting The spell must be one you have not yet learned. You
these spirits tend to be guarded and forbidden, retain knowledge of this spell until after your next
would-be sorcerers attain their techniques by full night’s rest.
exploring the darkest places, making pacts with 12–13: The spirit grants you 1 additional casting of an
expert, novice, or starting spell you know. You
diabolical beings, or doing far worse things. A
retain this additional casting until you expend it or
darkness dogs these spellcasters, as if their souls finish a full night’s rest.
had become stained, sullied by their foul 14–15: The spirit provides you with any item from
associations. Chapter 3 whose price is 25 gp or less. The object
has a sinister appearance and has no value to
LEVEL 3 SORCERER buyers. It disappears after your next full night’s
Health 4 rest.
Magic Tokens 1 Traditions One Spells Two expert 16: Name one creature for which you have a drop of
Languages Add one to the list of languages you know. blood, bit of skin or nail, or lock of hair. The
Conjure Evil Spirit (1/day) You perform a ritual to creature named loses 3d6 Health and becomes
conjure up an evil spirit from the Netherworld. It cursed until after your next full night’s rest.
takes 1 hour using an occultist’s kit, which you gain 17: You can ask the spirit one question about a
with this talent, to draw a summoning circle on a specific person, place, or thing. The question must
horizontal surface in your zone. When you finish, pertain to something about the nature of the thing,
expend 1 magic token to cause a plume of black its history, or its capabilities. The spirit offers a true
smoke to fill the circle and then dissipate to reveal a answer if it has one. If doesn’t know the answer, it
monstrous entity. The spirit remains until the circle is admits as much.
broken, until it performs one service for you, or until 18: The spirit grants you knowledge and castings of
you use an action to dismiss it. The circle can be one master spell of your choice from any tradition.
broken by placing something over it, erasing the inks The spell must be one you have not yet learned. You
and powders used to draw it, or otherwise interfering can cast this spell even if you cannot normally cast
with the circle’s integrity. If the circle is broken, the master spells. You retain knowledge of this spell
spirit deals 3d6 damage to you, and both the spirit until after your next full night’s rest.
and the circle disappears.
When the spirit appears inside the circle, roll three LEVEL 4 SORCERER
d6s. You can use the numbers rolled, or combine two Health 4
or three of them to gain a higher number. The Magic Tokens 1 Spells One expert
following list tells you what reward a particular Sorcerous Blast (minor) Expend 1 magic token to
number grants you. gather foul energies to you that remain for 1 minute.
1: For each of this result used, increase your Health by Then, as an action, you can release a seething stream
2 until after a full night’s rest. of black energy from your fingertips at one creature
2–3: The spirit provides you with a weapon, suit of within three zones. Make an Intellect or Will roll
armor, or piece of gear (see Chapter 3) worth no against the target’s Agility. On a success, the target
more than 1 sp. The object has a sinister takes 3d6 damage and becomes cursed (luck ends).
appearance and has no value to buyers. It The damage increases to 5d6 at level 6 and 8d6 at
disappears after your next full night’s rest. level 9. If the result of your roll is 20 or higher and
4–5: The spirit grants you knowledge and castings of exceeds the target number by at least 5, you gain an
one starting spell of your choice from any tradition. action to use Sorcerous Blast again, though you can
The spell must be one you have not yet learned. You use this aspect of this talent just once per round.
retain knowledge of this spell until after your next
full night’s rest. LEVEL 6 SORCERER
6: Name one creature for which you have a drop of Health 4
blood, bit of skin or nail, or lock of hair. If the Magic Tokens 1 Spells One expert
creature named is in your environment, it becomes Evil Sacrifice Your trafficking with evil spirits has put
cursed until after your next full night’s rest. you on good terms with some wicked entities who are
7–8: The spirit grants you knowledge and castings of now willing to assist you in exchange for a taste of
one novice spell of your choice from any tradition. your vitality. As a minor action, you can use an edged
The spell must be one you have not yet learned. You weapon to make an offering of your blood by
retain knowledge of this spell until after your next sacrificing any amount of Health you choose.
full night’s rest. If you sacrifice 2 Health, you impose 1 bane on rolls
9–10: The spirit grants you 1 additional casting of a against you. If you sacrifice 4 Health, you also regain
novice or starting spell you know. You retain this one expended casting of a spell you have learned. If
20
you sacrifice 8 Health, you also make rolls to cast and drink. Finally, you take half damage from cold,
spells with 1 boon, and your spells and your fire, and lighting.
Sorcerous Blast talent deal an extra 3d6 damage.
The effects of your sacrifice last for 1 hour after you LEVEL 4 WILD GUARDIAN
make the offering. Health 4
Magic Tokens 1 Spells One expert
LEVEL 9 SORCERER Natural Allies (minor) Expend 1 magic token to
Health 4 awaken nature around you for 1 minute. Until this
Magic Tokens 1 Spells One master effect ends, you can use an action to send nature itself
Dark Presence Any enemy that sees you makes a Will against one creature or object within your zone or an
roll. On a success, the enemy rolls to attack you with 1 adjacent one. The strike comes in the form of an
boon and immune to this talent of yours for 24 hours. animated vine, a falling branch, a serpent in the grass,
On a failure, the enemy becomes frightened of you a swooping hawk, a mob of cockroaches, or a
until you become incapacitated or it overcomes the particularly unfriendly squirrel. Make a Will roll
affliction with a successful Will roll. against the target’s Agility. On a success, the target
Unholy Might If you have gained knowledge of a spell takes 4d6 damage. The damage increases to 6d6 at
from the use of your Conjure Evil Spirit talent, when level 6 and 9d6 at level 9. If the result of your roll is
you cast any other spell, you can choose to lose 20 or higher and exceeds the target number by at
knowledge of one spell you have learned from the evil least 5, the target also falls prone and is dragged into
spirit and for which you have at least one casting. You an empty space of your choice in your zone or an
then release a magical blast of energy that deals 2d6 adjacent one.
damage for a starting spell, 4d6 damage for a novice
spell, 8d6 damage for an expert spell, or 16d6 damage LEVEL 6 WILD GUARDIAN
for a master spell to one enemy within three zones. If Health 4
the target makes a successful luck roll, it takes half Magic Tokens 1 Spells One expert
damage. Declaration of Protection You can spend 1 minute in
For 1 hour after the effect of the blast is resolved, preparation, during which time you expend 2 magic
you increase your Health by 10 and gain the Dark tokens to perform a special ceremony to invoke the
Vision, Fly, and Hover traits. land’s spirits. When you finish, you designate the zone
as being under your protection for 24 hours. Doing so
produces the following effects:
Wild Guardian • You impose 1 bane on rolls made against targets in
There’s magic everywhere in the world, but the the protected zone from effects that originate from
best, purest expression of magic comes from the outside the zone.
wilderness. Your connection to such places opens • Any natural, harmless animals and plants in the
a dialogue between you and the nature spirits. zone become immune to damage.
• Magic used to perceive in the target zone has no
These spirits could be the small gods of the trees,
effect.
rocks, and rivers, forgotten deities who have all If you use this talent to protect a zone in a
but faded from the world, faeries who haunt the wilderness environment, you gain the following
borders between their fantastical realms and the additional benefits while you are in this zone:
known world, or other powers such as the Wild • Once per use of this talent, you can spend 1 minute
Woman and the Horned Lord, and others as well. performing a ritual and when you finish, you
By protecting natural places, you receive gifts produce meals and water enough to protect you
from the spirits of the land that let you move more and up to ten people from hunger and thirst for 24
freely through the wilderness, to never need fear hours.
• You and anyone you choose become invisible while
hunger or thirst, and to find shelter whenever you
they rest in the zone.
grow weary. Ley lines reveal themselves to you so
you can speed your travel from place to place, and LEVEL 9 WILD GUARDIAN
animals and plants regard you with friendship Health 4
rather than fear and hostility. Magic Tokens 1 Spells One master
Summon Nature Pneuma (action) Expend 2 magic
LEVEL 3 WILD GUARDIAN tokens to cause a nature pneuma to form from
Health 4 grasses, vines, brambles, small trees, or any other
Magic Tokens 1 Traditions One Spells Two expert plant matter. The pneuma appears as a hulking
Languages Add one to the list of languages you know. humanoid and becomes your controlled companion
Wild Ward The nature spirits protect you from the for 1 hour. You can communicate telepathically with
elements. You ignore the effects of exposure. While in the nature elemental provided you are in the same
wilderness settings, you ignore the effects of hunger environment. The elemental uses the rules below.
and thirst, as the spirits keep you in supply of food

21
When this effect ends or the pneuma is Path of Witchcraft Choose one of the following
incapacitated, the plant matter collapses to the benefits. The choice affects other talents you gain
ground and fruit-bearing vines emerge from the from this path.
remains holding enough fruit for up to five creatures. • White Magic (action) You cause one creature you
Each creature that eats any fruit heals 1d6 damage. touch to heal 1d6 damage or remove one harmful
affliction from it. The amount of damage increases
Nature Pneuma to 2d6 at level 6, and 3d6 at level 9. You can use this
Level 4 Type Animated Object magical talent a number of times equal to your
Senses Awareness 3 level and regain expended uses of it after a full
Defense 12 Health 50 night’s rest.
Strength 14 (+4) Agility 12 (+2) • Gray Magic Whenever you make an attribute roll
Intellect 10 (+0) Will 15 (+5) as a result of using magic, you make the roll with 1
Immune asleep, blinded, deafened, frightened, boon.
poisoned; unarmed attacks • Black Magic Whenever you deal damage to a single
Flammable Once per round, when the nature elemental creature from a magical effect you create, the
takes damage from fire, it takes double the damage, creature takes an extra 1d6 damage, or 2d6 damage
loses 1d6 Health, and makes a luck roll. On a failure, at level 6, or 3d6 damage at level 9.
the elemental catches fire.
Entangling Presence Enemies treat the ground in the LEVEL 4 WITCH
nature elemental’s zone as challenging terrain. Health 4
Melee Attack—Thrashing Vines Strength with 1 boon Magic Tokens 1 Spells One expert
against Defense. On a success, the target takes 4d6 Battle Witchcraft You gain a talent that corresponds
damage, and the target becomes immobilized (luck with the choice you made for the Path of Witchcraft
ends). talent.
• Apotropaic Aegis (White Magic) (reaction when a
Witch creature in your zone or an adjacent one takes
damage) You reduce the damage by 1d6. At level 6,
True witches belong to the High Secret Order of you reduce the damage by 2d6, and 3d6 at level 9.
Witchcraft, an institution founded before the first • Witch Fire (Gray Magic) (action) Flames shoot
cities by the earliest practitioners of magic. In from your fingertip at one creature or object in
their communities, witches serve as wisdoms, your zone or an adjacent one. Make an Intellect or
healers, protectors, and advisors. People sought Will roll against the target’s Agility. On a success,
them out for remedies, charms to aid them, and for the target takes 2d6 damage. If the result of the roll
a great many other things to make their lives is 20 or higher and exceeds the target number by at
least 5, the target also catches fire (luck ends). The
easier.
damage increases to 4d6 at level 6, and 7d6 at level
Becoming a witch means making a choice about 9. You can expend 1 magic token with a successful
how you intend to use the magic. If you choose result to deal an extra 4d6 damage.
magic to help others, to heal them and protect • Evil Eye (Black Magic) (minor) You cause one
them, you follow the right-hand path of white creature in your zone or an adjacent one to become
magic. If you embrace the darkness, pain, and cursed (luck ends). Whenever you deal damage to a
suffering, you take the left-hand path of black target cursed in this way, the target takes an extra
magic. And if you walk the road between, taking 1d6 damage or 2d6 damage at level 9.
the middle path, you can use your magic in almost LEVEL 6 WITCH
any way you choose. Health 4
Magic Tokens 1 Spells One expert
LEVEL 3 WITCH
Ritual Casting You can spend 1 hour in preparation to
Health 4
cast any spell you have learned without expending a
Magic Tokens 1 Traditions One Spells Two expert
casting to do so. You cast the spell when you finish.
Languages Add one to the list of languages you know.
After resolving the spell’s effects, make a Strength
Witchcraft (minor) You produce a harmless magical
roll. On a failure, you become weakened for 1 hour
effect of your choice. The effect can be any you
and you lose access to this talent until after a full
imagine, subject to the following limitations. The
night’s rest.
effect replicates no other spell, harms no creature or
object, and lasts no longer than 1 minute or until you LEVEL 9 WITCH
dismiss it. Examples include lightning a candle at a Health 4
distance, warm up food, create a ball of faint light, Magic Tokens 1 Spells One master
freshen a room with a pleasant odor, and so on. Secret of Witchcraft You gain a benefit depending on
the choice you made for your Path of Witchcraft
talent.
22
• Inspiring Presence (White Magic) While you are LEVEL 4 WIZARD
not injured, you reduce the number of banes Health 4
imposed on your allies’ rolls by 1 (minimum 0). You Magic Tokens 1 Spells One expert
make this reduction before canceling out banes Battle Cantrips Your damage-dealing starting spells
from boons the ally might have. deal an extra 1d6 damage. The extra damage
• Vanish (Gray Magic) (minor) Expend 1 magic increases to 2d6 at level 6 and 3d6 at level 9.
talent and become invisible for 1 minute. Wizard Sight (minor) Expend 1 magic token to see
• Corrupted Body (Black Magic) Your study of the auras around any creature, object, space under the
darkest side of witchcraft twists your body until effects of magic. You also see auras around angels,
you become hideous. You make rolls in social demons, faeries, fiends, spirits, undead, as well as any
situations with 1 bane, but enemies not immune to creature created by magic, such as animated objects
the frightened affliction roll to attack you with 1 and summoned creatures. The aura thwarts the
bane. benefits of invisibility, if the creature has it, and
prevents the creature from hiding from you. The
Wizard effect lasts 1 hour, but ends early if you become
unconscious.
The Arcane Society of Wizards emerged before the
founding of the Great Kingdom to rein in the LEVEL 6 WIZARD
excess and danger of uncontrolled and Health 4
ungoverned magic-use. From their efforts, the Magic Tokens 1 Spells One expert
wizards defined the laws of magic and assigned Burn the Page (action) You can cast a spell contained in
the spells and effects to the various traditions your Grimoire as if that spell was an incantation.
When you do, however, the spell disappears from
found in the known world. As important as these
your grimoire until after a full night’s rest.
magic-users were, scandal, division, betrayals, and
infighting destroyed the order and scattered its LEVEL 9 WIZARD
members across the lands. The wizards of today Health 4
belong to no such organization, but model Magic Tokens 1 Spells One master
themselves of their namesakes being devoted to Casting Enhancer After each full night’s rest, you can
magical study. choose one starting spell, one novice spell, and one
expert spell you have learned. Increase the castings
An academic approach to learning magic
you have for each spell by 1.
rewards you with the title of wizard. You might
have apprenticed under another wizard, studied at
an academy of magical knowledge, or simply
taught yourself from books and scrolls you have

found in your adventures. You understand of how
magic works, which serves you well as you
progress along this path.
LEVEL 3 WIZARD
Health 4
Magic Tokens 1 Traditions One Spells Two expert
Languages Add one to the list of languages you know.
Grimoire You acquire a magical book called a grimoire.
The book can have any appearance you choose.
Magical protections safeguard the book so that if it is
destroyed or lost, it returns to you after a full night’s
rest. While you carry your book, you make Intellect
rolls with 1 boon.
Your grimoire holds all the spells you have learned
and additional ones as well. Choose four starting
spells and two novice spells, each of which can be
from any tradition, to add to your grimoire. You add
an expert spell at level 4 and 6, and one master spell
at level 9.
You can spend 1 hour after a full night’s rest to
study your grimoire. When you finish, you can
exchange one spell you have learned for a spell of the
same tier contained in your grimoire. The exchange
lasts until you use this aspect of this talent again.
23
Paths of Skill Health 8
LEVEL 3 ANNIHILATOR

The paths of skill offer avenues for development Combat Tokens 1 Extra Damage 1d6
along specific methods. Often, these paths make Harness Magic (minor) Expend 1 combat token to seize
magical energy from your surroundings. You gain a
available entirely new capabilities or unlock number magic tokens equal to your level that remain
special and unique features for activities anyone for 1 minute or until you expend them. If you have
might perform. Paths of skill also include options any magic tokens remaining after you use this magical
for people who crave diversity in their capabilities. talent, they disappear and raw, wild, magical energy
explodes from you, dealing 1d6 damage to each
EXPERT PATHS OF SKILL creature, other than you, and object in your zone for
Path Description each magic token discarded in this way. If you deal 20
Annihilator It’s not enough to kill one’s enemies; damage or more to the surface on which you stand,
the annihilator aims to destroy the you cover the ground in your zone with challenging
world in which they live. terrain that remains until cleared away.
Assassin A ruthless killer who employs Destructive Blast (action) choose one creature or
underhanded techniques to murder. object you can see and expend 1 magic token to hurl a
Bard A wandering performer, a keeper of blazing blast of magical energy at the target. Make a
lore, and jack-of-all-trades. Will roll against the target’s Agility. On a success, the
Beastfriend A strong magical bond beast gives target takes 4d6 damage. You can expend additional
this one a potent ally. magic tokens to increase the damage. For each token
Inheritor A combatant armed with a magical expended, the target takes an extra 4d6 damage. If the
weapon forged to carry out a great result of your roll is 20 or higher, you regain 1
purpose. expended magic token.
Jester One whose antics and jokes Then, you scour all harmless living things from the
demoralize others. target creature’s zone, turning all to ash, and you
Mountebank A cunning scoundrel able to outwit must treat all creatures as enemies (luck ends) as
almost anyone. your appetite for destruction grows too strong to
Physician One skilled in medical training and the control. You make this luck roll with 1 boon.
healing arts. LEVEL 4 ANNIHILATOR
Spellfighter One who wields magic and martial Health 8
skill with equal proficiency. Magic Tokens 1
Scout Skill at hiding and sneaking help the Split the Blast When you use your Destructive Blast
scout gain insights against enemies. talent, you can expend combat tokens to choose
Thief An expert criminal armed with a additional targets. For each combat token expended,
variety of techniques for thwart choose one creature or object within sight.
almost any defense.
Warlock A dreadful bargain with the Adversary LEVEL 6 ANNIHILATOR
imbues this antihero with fiery Health 8
power. Magic Tokens 1
Revel in Ruin When your Destructive Blast causes a
creature to become incapacitated or an object to be
Annihilator destroyed, you make attribute rolls with 1 boon until
To think there is a point to existence exposes a the end of your next turn.
weakness the annihilator can exploit. The endless
LEVEL 9 ANNIHILATOR
cycle of life and death makes slaves of mortals to
Health 8
Lord Death or whomever profits from the Combat Tokens 1 Extra Damage 1d6
extinction of mortal life. Rather than serve the Uncontrollable Ruin When you expend magic tokens
needs of some unworthy divinity, the annihilator as a result of using your Destructive Blast talent,
throws everything they have into harnessing tendrils of devastating energy leaps from your body.
ruinous magic to unravel creation and bring Each creature in your zone other than you makes a
sweet, sweet oblivion to everything in it. luck roll and, on a failure, takes 1d6 damage per
Tempering the hate becomes a constant challenge magic token you spent.
for these nihilistic adventurers, for what is to be
gained by helping others when the best and surest Assassin
solution to their troubles is extinction? Strengthening your hands helps you maintain your
grip when strangling your victim. Extensive study
of poisons and exposure to them lets you use these
24
toxins without fear. And paying attention to your • You make rolls to grab and overcome grabs with 1
movements, how you step, where you stand, as boon. When you cause a creature to lose Health
well as adopting various disguises all help you to from your use of a garrote, the creature loses an
get into position where you can make the kill. extra 1d6 Health.
That you have become a profession killer makes LEVEL 6 ASSASSIN
you few friends and a great many enemies, but you Health 8
find there’s never any shortage of work. You might Magic Tokens 1
have always been a bloodthirsty sort, one well- Killer’s Eye When you attack a creature, you roll an
acquainted with the killing business from the additional d20 and use the result of your choice. If
earliest days of your career, in which case, setting both rolls succeed by 5 or more, the target loses 2d6
off down the assassin path represents a Health.
refinement of skills you have already acquired. LEVEL 9 ASSASSIN
Then again, you might be new to the trade. A Health 8
conversion to the Cult of the Last Door and a Combat Tokens 1 Extra Damage 1d6
fervent belief that your kills serve as prayers to Strike to Kill Your attacks against targets from which
your gloomy god might help you sleep at night you are hidden always deal maximum damage.
between missions. Your techniques might also
support a career as a spy, a saboteur, a guerilla, or Bard
even a warrior who has learned that fair fighting is The bards exist in a loose society of musicians,
for suckers. You might also have rules about who actors, storytellers united by their shared love of
you will kill and who gets to live. The reasons and history and their eagerness to bear witness and
limits are yours to decide and the better they are, record the great events that shape the future.
the easier a time you will have in fitting in with the Thanks to the bards, civilization recalls
rest of your group. information about nearly all the eras of history,
LEVEL 3 ASSASSIN though the willingness to learn from such events
Health 8 varies. And even though the institution that
Combat Tokens 1 Extra Damage 1d6 created the bards collapsed long ago and its
Languages Add one to the list of languages you know. members scattered, there remain those who carry
Assassinate When you deal damage to a creature and out the sacred duties of their predecessors.
you are hidden from that creature, you can expend 1 You join the bards. Maybe you became an
combat token to cause the target to lose 2d6 Health. understudy to another bard or you could have
At level 9, the target loses 4d6 Health instead. claimed the mantle for yourself. You might strive
Stalker You can hide as a minor action. You can treat
to return the bards to the place of prominence or
zones containing dim light or faint light as hiding
places, even if you are being observed. A creature just fight the fight in these dangerous times.
with special senses such as Awareness or Night Vision Long ago, the bards formed a loose society
traits ignores the effects of this talent. committed to preserve the lore of the word and to
spread the knowledge they learned wherever they
LEVEL 4 ASSASSIN went through stories and song. You proved
Health 8 yourself a worthy candidate to joined this
Magic Tokens 1
esteemed group by your skill at performance, your
Art of the Kill You gain the following benefits from your
training in the art of the kill. cleverness, and your eagerness to learn all that
• You deal an extra 1d6 damage to creatures from you can. Now, you travel far and wide, seeking new
which you are hidden and to which you are legends to add to the ones you have discovered so
invisible. far.
• You make rolls to attack with daggers and knives
with 1 boon. In your hands, the dagger loses the LEVEL 3 BARD
Light property and knives gain the Light property, Health 8
while losing the Unskilled property. Combat Tokens 1 Extra Damage 1d6
• It takes you just 1 minute to create a disguise from Languages Add three to the list of languages you know.
a disguise kit and you can create a disguise for Bard Training You come away from your
yourself without a reflective surface. apprenticeship prepared. You gain all of the following
• When you use poison, other creatures make rolls to benefits:
end the poisoned affliction with 1 bane. In addition, • You can ask the Sage one question concerning a
creatures poisoned by you lose an extra 1d6 Health legend, magic, history, a people, or a place and then
at the end of each round. make a luck roll. On a success, the Sage tells you

25
one fact about the subject. On a failure, you can use Combat Tokens 1 Extra Damage 1d6
this benefit again only after a full night’s rest Legendary Luck You make luck rolls with 1 boon.
• You can play any instrument. You can sing, dance, Spellbinding Music (action) If using your Magical
act, juggle, and perform in any style you choose. Music, you spellbind a number of creatures in your
You make rolls related to performing with 1 boon zone. Roll 3d6. The sum of the dice rolled are the total
• When a creature speaks to you or you would read number of levels of creatures you affect with this
script and you don’t know the language, you can talent. Starting with the lowest level creatures in your
make a luck roll. On a success, you can understand zone, the creature becomes controlled by you (luck
enough to realize what was said or written, though ends). This continues until you run out of levels or
you might miss nuance, innuendo, and other lack sufficient levels to affect a creature in your zone.
subtleties, and you retain this ability for 1 hour or A creature of a higher level than you succeeds on the
24 hours at level 9. On a failure, you can use this luck roll to end this effect automatically.
benefit again only after a full night’s rest You can use this magical talent three times. You
Charming Performance Whenever you perform for at regain expended uses of it after a full night’s rest.
least 10 minutes, you can use this talent to magically
charm any number of creatures you choose in your
zone that are present for the entire performance. At
Beastfriend
the end of the performance, each target makes a Will The moment your eyes met you knew that you
roll. You impose 1 bane on this roll at level 9. On a would be friends forever, partners, companions in
success, the target becomes immune to your use of everything you do. You might bicker, squabble over
this talent for 24 hours. On a failure, the target a choice bit of meat, but at the end of the day, you
becomes friendly to you and counts as your ally until would do anything for your beast companion and
you or one of your allies harm the target. know that your companion would do anything for
LEVEL 4 BARD you.
Health 8 Performing an ancient ceremony, possibly
Magic Tokens 1 Tradition 1 Spells One novice originating from the cult of the Horned Lord, you
Magical Music (action) Expend 1 magic token to joined your soul to that of a quadrupedal beast,
perform magical music (with or without an such as a timber wolf or black bear, and this
instrument). The music lasts until the end of your connection creates a link that lasts for the rest of
next turn or until you become stunned or your life. In fact, so strong is the bond that if the
unconscious. As a minor action, you can extend the
beast should fall in battle, its spirit moves into
effect for an additional turn, up to a maximum
duration of 10 rounds. While you perform the music,
your body until it resurrects itself at some later
your attacks deal an extra 1d6 damage. The music has time.
the following effects.
LEVEL 3 BEASTFRIEND
• Each enemy in your zone when you begin the
Health 8
performance becomes impaired in an attribute of
Combat Tokens 1 Extra Damage 1d6
your choice until the performance ends or the
Beast Companion You gain the service of a magical
enemy overcomes the effect with a successful Will
quadrupedal beast. The creature is your controlled
roll. The effect ends early for an enemy that cannot
companion and you can communicate telepathically
hear your music.
while you are in the same environment.
• Each ally in your zone when you begin the
If your beast companion dies, its spirit enters your
performance rolls using an attribute of your choice
body where it remains for 24 hours, at which point
when you begin the music with 1 boon until the
the beast companion reincarnates into a new body.
performance ends. The effect ends early for an ally
While your body contains the companion’s spirit, you
that cannot hear your music.
have a bonus to Health equal to your level and the
LEVEL 6 BARD Night Vision trait if you do not have it already. At level
Health 8 4, while your companion’s spirit is in your body, your
Magic Tokens 1 Spells One expert melee weapon attacks deal an extra 1d6 damage, or
Inspiring Word As a reaction when an ally in your zone 2d6 damage at level 6.
that can hear you makes an attribute roll, you If you die, the companion spends the next hour
magically grant that ally 1 boon on the next attribute eating your remains and, when it finishes, it
roll it makes before the end of the round. In addition, disappears. If you are inedible, both you and the
either you or one ally in your zone deals an extra 1d6 companion disappear.
damage on the next attack one of you makes before The companion uses the following rules, regardless
the end of your next turn. of its apparent form:

LEVEL 9 BARD Magical Beast Companion


Health 8 Level 1 Type Beast

26
Senses Night Vision up the weapon, you become an inheritor, one of a
Defense 10 Health 20 few individuals armed with a relic forged to
Strength 12 (+2) Agility 10 (+0) accomplish some great and lasting work. The
Intellect 10 (+0) Will 11 (+1) weapon offers you might, but do you have the
Melee Attack—Teeth Strength against Defense. On a
courage to finish the work begun so long ago?
success, the target takes 1d6 damage.
When you choose this path, you either acquired
LEVEL 4 BEASTFRIEND the relic weapon recently or you have always had
Health 8 it with you and only now realize its potential.
Magic Tokens 1 Nearly all relic weapons are swords, but other
Coordinated Assault When you or your magical beast melee weapons are possible, if you prefer. Decide
companion makes an attack, the next one of you to the weapon’s appearance.
attack the same target before the end of the round
makes the roll with 1 boon. LEVEL 3 INHERITOR
When your companion successfully attacks and you Health 8
are in the same zone, you can expend combat tokens Combat Tokens 1 Extra Damage 1d6
for the companion to deal extra damage. For every 1 Relic Weapon You have a relic weapon, which can be
combat token you expend in this way, the any weapon. The weapon is immune to all damage.
companion’s attack deals an extra 1d6 damage. When you attack with the weapon, you roll with 1
Heal Companion (action) Expend 1 magic token to boon. In addition, if you hold the weapon and are
enable your magical beast companion to heal 4d6 neither stunned nor unconscious, enemies roll
damage. against your Defense with 1 bane.
LEVEL 6 BEASTFRIEND LEVEL 4 INHERITOR
Health 8 Health 8
Magic Tokens 1 Magic Tokens 1
Greater Beast Magic flows into your companion, Magical Quality You discover your relic weapon’s
causing it to grow larger and tougher. Your special quality. Choose one of the following varieties:
companion now uses the following rules: • Answerer When you take damage from a creature
in your zone, you can use a reaction to attack that
Greater Magical Beast Companion
creature if the creature is within reach or range.
Level 2 Type Beast
You then lose access to this property (luck ends).
Senses Night Vision
• Flame Kiss When you attack with this weapon,
Defense 10 Health 30
flames erupt from it and burn until the combat
Strength 14 (+4) Agility 10 (+0)
ends or until you drop the weapon. A creature that
Intellect 10 (+0) Will 11 (+1)
takes damage from an attack you make with this
Melee Attack—Teeth Strength with 1 boon against
weapon must succeed on a luck roll or catch fire
Defense. On a success, the target takes 2d6 damage.
(luck ends).
LEVEL 9 BEASTFRIEND • Ice Heart When you attack with this weapon,
Health 8 intense cold radiates from it. A creature that takes
Combat Tokens 1 Extra Damage 1d6 damage from an attack you make with this weapon
Ultimate Beast Your magical beast companion becomes must succeed on a luck roll or become Strength
greater, stronger, and more dangerous, an exemplar of impaired (luck ends).
its kind. It now uses the following rules. • Life-Stealer The weapon cackles and howls during
combat. A creature that takes damage from an
Ultimate Magical Beast Companion attack you make with this weapon must succeed on
Level 4 Type Beast a luck roll or lose 1d6 Health. If the target loses
Senses Night Vision Health and you heal damage equal to the amount of
Defense 10 Health 60 Health the target lost.
Strength 15 (+5) Agility 10 (+0) • Snake Tongue When you attack with this weapon,
Intellect 10 (+0) Will 12 (+2) foul poison bleeds from it. A creature of flesh and
Melee Attack—Teeth Strength with 1 boon against blood that takes damage from an attack you make
Defense. On a success, the target takes 3d6 damage. with this weapon must succeed on a luck roll or
become poisoned (luck ends).
Inheritor • Spellbound The weapon contains three starting
spells of your choice. The spells can come from any
An ancient weapon of untold power made its way traditions. The weapon holds the castings for these
into your hands, most likely for some great deed spells and you can cast the spells while you wield
you performed and being of a nature the weapon the weapon as if you knew them. The weapon
found compatible with its own aims. Upon taking regains expended castings after a full night’s rest.

27
• Stormheart When you attack with this weapon, it can juggle just about anything, pratfall like the
throws off sparks and crackles with electricity. You best, and your jokes and quips bring laughter and
make rolls to attack targets that are wearing metal groans in equal measure. You entertain your
armor or that are made of metal with 1 boon. A audiences, but you also hold a mirror up to their
creature that takes damage from an attack you
follies and know just the thing to say to cut a
make with this weapon must succeed on a luck roll
or become dazed (luck ends). person down to size. And when you go too far, you
• Vorpal The weapon has a keen edge. Whenever the can lead the offended on a merry chase that
result of an attack with this weapon is 20 or higher almost always turns your victim into the bigger
and exceeds the target number by at least 5, the fool.
target takes an extra 1d6 damage and you make a
luck roll. If the result of the luck roll is 18 or higher, LEVEL 3 JESTER
the target takes an extra 5d6 damage. If the damage Health 8
causes the target to become incapacitated, it dies Combat Tokens 1 Extra Damage 1d6
and you sever its head (or an appendage that Languages Add one to the list of languages you know.
serves a similar purpose). Cutting Insult (minor) You crack wise about one
• Wallbreaker When you deal damage with this creature you can see. Each creature in your zone that
weapon, the target grants 1 boon on rolls made to can see you and hear you makes a Will roll. If the
attack it until the end of the next round. target can hear you, it makes the roll with 1 bane. On
a failure, a creature becomes Intellect impaired (luck
LEVEL 6 INHERITOR ends) from laughing at your joke. If the target gets a
Health 8 failure, it also rolls to attack you with 1 boon and rolls
Magic Tokens 1 to attack targets other than you with 1 bane.
Relic Blade Strike When you succeed on a roll to attack
with your relic weapon, you can expend 1 magic LEVEL 4 JESTER
token to deal an extra 4d6 damage. Health 8
Magic Tokens 1
LEVEL 9 INHERITOR Jester’s Luck You make luck rolls with 1 boon and
Health 8 Intellect impaired creatures make rolls to attack you
Combat Tokens 1 Extra Damage 1d6 with 1 bane. Your attacks against Intellect impaired
Awakened Weapon Your relic weapon has an Intellect targets deal an extra 1d6 damage, or 2d6 damage at
and Will score of 10 each. The weapon knows three level 6.
languages and can speak. The Sage decides the Pratfall As a reaction when you take damage, are
weapon’s personality and the ultimate purpose for moved against your will, or fall prone, you can make a
which it was forged. Your attacks against magical and big show of your misfortune. Each creature in your
creatures deal an extra 2d6 damage. zone that can see you makes a Will roll. On a failure, it
Protect the Bearer While you are injured and wielding becomes Intellect impaired until the end of your next
your relic weapon, you impose 1 bane on rolls against turn.
you, and you make luck rolls with 1 boon.
If you become incapacitated, the weapon rises into LEVEL 6 JESTER
the air and fights on your behalf. The weapon uses Health 8
your rules, and has the Fly and Hover special Magic Tokens 1
movement traits. Each time the weapon causes a Astonishing Reflexes The number of reactions you can
creature to become incapacitated and you are within use in a round increases by one.
three zones of it, you heal 1d6 damage. If you die, this Fast Hands As a reaction when a creature you can see
effect ends, and the weapon falls to the ground and throws something at you or attacks you with a
becomes an ordinary weapon until another inheritor projectile weapon that is not a firearm, you can
takes it up. reduce the damage from that attack to 0 and catch the
object or projectile in midair provided you have at
least one hand free. You can then juggle it along with
Jester whatever else you are holding until you become
Well, you thought the joke was funny. You had no stunned or unconscious, you drop or stow it, or the
idea that that lumbering idiot would get so angry. effect ends after a few minutes. You can juggle a
And you never meant to make him look stupid number of items each of which you can hold in one
chasing after you. You didn’t want to get hurt! It’s a hand equal to half your Agility score. While juggling at
least one object, you can throw it or attack with it as a
shame he fell and broke his neck. And all over a
minor action.
stupid joke.
There’s a difference between an idiot and a fool. LEVEL 9 JESTER
Anyone can be an idiot; it takes work to be a fool. Health 8
You’ve spent a lifetime perfecting your craft. You Combat Tokens 1 Extra Damage 1d6

28
Merry Chase When you move, each creature that you Double-Cross You make rolls to attack Intellect
have caused to be Intellect impaired must move impaired or Will impaired targets with 1 boon, and
toward you on its next turn or become weakened your attacks against such targets deal an extra 2d6
until the end of its next turn. damage.
Uncontrollable Laughter Any creature that you cause
to be Intellect impaired also becomes dazed until it LEVEL 6 MOUNTEBANK
ends the impaired affliction. In addition, such a Health 8
creature makes a Will roll at the start of its turn, and Magic Tokens 1
on a failure, it becomes stunned until the start of its Exploitative Strike You make rolls to attack targets that
next turn. have any affliction with 1 boon, and your attacks
against such targets deal an extra 1d6 damage.
Surreptitious Escape You can retreat as a minor action.
Mountebank LEVEL 9 MOUNTEBANK
In the coldest winter ever known, you can always Health 8
to find a buyer for the ice you happened to collect. Combat Tokens 1 Extra Damage 1d6
No one is so greedy that they wouldn’t lend you a Enemy Undone Intellect impaired or Will impaired
coin when you ask them. And when you feel enemies in your zone grant 1 boon on rolls to attack
moved to snatch candy from a baby, the infant them while they have the impaired affliction.
does not even sniffle. You know people. You know
what makes them tick. And your skill at Physician
manipulating others makes certain you have Magic might have the ability to cure infections and
friends wherever you go. By the time they grow close wounds, but access to magical healers is not
wise to what you’re about, you’re long gone. always available. Even in places where such
You might have incredible disregard for others treatment might be at hand, demand for healers’
and willingness to use people, but this doesn’t services means limited access and, sometimes,
have to be the case. You could be different from high prices. Such limitations have allowed more
other such scoundrels. Perhaps you developed traditional methods of healing to develop and the
your talents to get back at the real criminals, to field of medicine advances at a steady pace to
expose them for all their venality, cruelty, and meet the needs of those in need.
wickedness, and then destroy them. You make an extensive study of anatomy,
herbalism, and the healing arts, and eventually
LEVEL 3 MOUNTEBANK
Health 8
learn enough to provide quality care for others.
Combat Tokens 1 Extra Damage 1d6 You know how to fight infection, neutralize
Languages Add one to the list of languages you know. poisons, tend injuries, as well as how to extract
Diabolical Cunning You make Intellect rolls with 1 teeth, set broken bones, and even provide a fine
boon, and you impose 1 bane on rolls against your haircut. Your talents source from natural training,
Intellect. but you are the equal to any magic-user armed
Inveigle When an enemy in your zone attacks you, you with a healing spell.
can expend 1 combat token to inveigle it with your
words. If the enemy can hear you, make an Intellect LEVEL 3 PHYSICIAN
roll against the enemy’s Intellect. On a success, the Health 8
enemy either becomes Intellect impaired (luck ends) Combat Tokens 1 Extra Damage 1d6
or Will impaired (luck ends), as you choose, and you Languages Add one to the list of languages you know.
switch the target of the enemy’s attack to a different Medical Training You make Intellect rolls to use a
eligible target. If there are no other eligible targets, healing kit with 1 boon. In addition, you can stabilize
the enemy’s attack fails. as a minor action.
If the result of your Intellect roll is 20 or higher and You also have a special healer’s kit that contains
exceeds the target by at least 5, the target becomes additional supplies. Your kit has a number of uses
controlled by you until it ends the Intellect or Will equal to 3 + your level. You replenish your uses after a
impaired affliction. If the target cannot hear you, full night’s rest by mixing remedies, boiling bandages,
however, the effect ends early. and the like.
You can use your medical supplies as you would a
LEVEL 4 MOUNTEBANK healer’s kit. In addition, you can expend 5 uses from
Health 8 your medical supplies to produce a dose of antitoxin.
Magic Tokens 1 If you lose your medical supplies, you can assemble
Liberate Mind (action) You can remove the Intellect new ones after a full night’s rest.
impaired or Will impaired affliction from one creature
that can hear you.
29
Merciful Intervention (reaction when an enemy in Combat Tokens 1 Extra Damage 1d6
your zone attacks an injured target; 1/minute) Lone Wolf While you wear light armor or no armor and
Reduce the result of the enemy’s attack by 20. The you are in a zone containing none of your allies, you
attacks of demons, faeries, fiends, spirits, and undead impose 1 bane on rolls to attack you and you can use
are immune to this effect. a minor action to find and hide.
Remember the Route When you move through an
LEVEL 4 PHYSICIAN environment, you make a mental map of every
Health 8 location you visit. You can always find your way out of
Magic Tokens 1 the environment by retracing your steps.
Field Medic When you help a creature, you can expend
a use from your medical supplies to enable that LEVEL 4 SCOUT
creature to heal 1d6 damage. Health 8
Treat Infection You can spend 1 hour preparing a Magic Tokens 1
remedy from your medical supplies and, at the end of Crucial Intelligence When you move out of a zone
this time, expend 5 uses from them. A creature can containing at least one enemy and into a zone
consume the remedy and is cured of any infection containing at least one ally, all allies in the zone you
affecting it. enter make rolls to attack the enemies in the zone you
left with 1 boon until the end of your next turn.
LEVEL 6 PHYSICIAN Exploit Advantage When you attack an enemy in reach
Health 8 of one of your allies, your attack deals an extra 1d6
Magic Tokens 1 damage until the start of your next turn.
Resident Physician Allies in your zone heal an extra
1d6 damage when they heal damage and make rolls LEVEL 6 SCOUT
to resist infection and being poisoned with 1 boon. Health 8
When you help a creature to overcome an affliction, Magic Tokens 1
you grant 1 boon on the creature’s roll. In addition, Fleet-Footed When you walk or run, increase the
when an ally has a full night’s rest and you were number of zones you can move by one.
present the entire time, the ally also regains 1d6 Expose Vulnerability The first enemy in your zone to
Health. take damage from one of your allies takes an extra
1d6 damage.
LEVEL 9 PHCYSICIAN
Health 8 LEVEL 9 SCOUT
Combat Tokens 1 Extra Damage 1d6 Health 8
Anatomical Expertise You have extensive knowledge of Combat Tokens 1 Extra Damage 1d6
anatomy. Your attacks with weapons benefit from the Pathfinder When you enter a zone, you can make an
Brutal property. You can make use of this property Intellect roll. On a success, you discover each exit
even if you do not meet the attribute score from that zone, even if those exits would otherwise be
requirements for doing so. hidden from you. On a failure, you lose access to this
Syringes Your medical supplies now contain five talent for 1 hour.
syringes. You can load a syringe with a potion, elixir, Forward Observer While you wear light or no armor,
antitoxin, or a similar liquid. Anyone wielding the you make sound when you move only when you
syringe can inject the substance into their bodies as a choose to make sound. In addition, whenever you
minor action. enter an obscured zone or move behind an object in
the zone that provides cover, you become invisible
Scout until you leave the zone or abandon the position.

A good scout ranges ahead, studies the ground,


searches out hidden dangers, and then makes it Spellfighter
back to report what waits ahead. When any dark Those poor deluded fools. So often you meet
passage could harbor a trap, when any cave might people who say that blending magic-use with skill
hold a troll or a dragon, and when bandits, at arms is impossible, and to them you have but
mutants, and worse lay in wait for the unwary, one answer: as blast of fire in their faces. Not only
people cannot afford to be incautious. One misstep do you know what’s possible, you prove it by
is all it takes to bring a treasure hunter’s career to blasting some enemies and striking down others.
a sudden end. The scout makes sure the group You exult in the wonder your mad skills evoke.
stays prepared and avoids the worst of the pitfalls Some say the methods you wield originated
and foes they might encounter. from a society of exceptional warrior-mages who
threw themselves into both magic and skill at
LEVEL 3 SCOUT arms, all to protect the magicians who recruited
Health 8 them. You’ve heard tell that these same
30
spellfighters not only exceeded expectations but LEVEL 9 SPELLFIGHTER
played a part in their master’s undoing. Not that Health 8
you care: you command magic and fighting ability. Combat Tokens 1 Extra Damage 1d6
You are the best of two worlds and you dare Spells One expert
anyone to stand in your way. Bestow Magic Weakness When you get a success on a
roll to attack, you can expend 1 combat token to make
LEVEL 3 SPELLFIGHTER the target vulnerable to magic (luck ends). While
Health 8 vulnerable to magic, the target makes rolls to resist
Combat Tokens 1 Extra Damage 1d6 magical effects with 1 bane and takes double damage
Tradition One Spells One novice from magic.
Languages Add one to the list of languages you know.
Spell-charged Weapon (action) Remove knowledge of
one starting spell for which you have a full
Thief
complement of castings remaining to charge one You picked the lock so your friends didn’t have to
weapon you wield with magical energy that remains kick the door in. When the trap killed Fritz, you
until the weapon is destroyed or you finish a full retrieved his body from the spinning blades and
night’s rest. While charged in this way, you gain the disarmed the device so no one else would get hurt.
following benefits: You found the secret door that circumvented that
• While you hold the weapon, you impose 1 bane on scary idol and you were the one who scrambled up
rolls against your Defense. the ledge and dropped down the rope and, really,
• You magically ignore the requirements for using
no one would have found all that treasure if it
any of the weapon’s properties.
• When you attack with the weapon, you can use the hadn’t been for you. Yeah, they need you and so
higher of your Intellect or Will score in place of the none of them should complain about you taking
attribute you normally use to attack with the the largest share. After all, you did all the work.
weapon. Right? Right.
• You make rolls to attack with the weapon with 1
boon. LEVEL 3 THIEF
• Your attacks with the weapon deal extra damage Health 8
equal to your level. If the result of your roll to Combat Tokens 1 Extra Damage 1d6
attack is 20 or higher and exceeds the target Languages Add one to the list of languages you know.
number by at least 5, you roll to attack the target Thievery You are an expert criminal. When you can use
with 1 boon until the end of your next turn. Intellect in place of Strength and Agility for any
attribute roll you make that does not result from
LEVEL 4 SPELLFIGHTER making attack. In addition, when you make an
Health 8 attribute roll as a result of using tools, you make the
Magic Tokens 1 Spells One novice roll with 1 boon.
Spellstrike If you expend the last casting to cast a spell Artful Dodger When you are not injured, controlled,
on your turn, the next attack you make before the end dazed, stunned, or unconscious, you impose 1 bane
of your next turn deals extra damage. The amount of on rolls to attack you.
extra damage depends on the spell’s tier: a starting In addition, immediately after you dodge, you can
spell deals an extra 1d6 damage, a novice spell deals expend 1 combat token to increase the number of
an extra 2d6 damage, an expert spell deals an extra moves you can use on your next turn by one.
4d6 damage, and a master spell deals an extra 8d6
damage. In addition, if you deal an extra 8d6 damage LEVEL 4 THIEF
from using this talent, you rise 1d6 feet into the air, Health 8
emit bright light until the end of your next turn, and Magic Tokens 1
grant 1 boon on rolls to attack you until this Steal Advantage Once per round, when you deal
additional effect ends, at which point you drop to the damage to a target creature with an attack, you can
ground. cause that target to become weakened (luck ends).
While weakened, you roll to attack that target with 1
LEVEL 6 SPELLFIGHTER boon and your attacks against it deal an extra 1d6
Health 8 damage.
Magic Tokens 1 Spells One novice
Battle Casting When you use an action to attack, you LEVEL 6 THIEF
can expend 1 magic token to also cast a spell as part Health 8
of the attack, provided you can expend a casting to do Magic Tokens 1
so. Casting a spell in this way triggers additional Make it Happen When you make an attribute roll, you
effects from your Spellstrike talent. can expend 1 magic token to add your attribute score
in place of your modifier for the roll.

31
LEVEL 9 THIEF full night’s rest, you discard any magic tokens gained
Health 8 in excess of your normal maximum.
Combat Tokens 1 Extra Damage 1d6 Hellfire Blast (action) Magical blue-black flames spray
Harmless Target Enemies cannot attack you until you from your hand at one creature within three zones.
harm them or steal from them first. Make an Intellect roll against the target’s Agility. On a
success, the target takes 2d6 damage, and becomes
weakened until the end of your next turn. You can
Warlock expend 1 magic token to deal an extra 4d6 damage.
Rather than spend years in study or gain magical The damage increases to 3d6 at level 4, 5d6 at level 6,
knowledge in some other legitimate way, you and 8d6 at level 9.
turned to a dark entity to grant you the power you LEVEL 4 WARLOCK
crave. Likely, you followed in the steps of other Health 8
warlocks by enlisting in the service to the Magic Tokens 1 Spells One novice
Adversary, the Prince of the Netherworld, Lord of Terrifying Presence (minor) Expend 1 magic token
the Fiends, and author of all the evils that have and any number of enemies you choose in your zone
befallen the world. You might have sought out make a Will roll. On a failure, the target becomes
such a bargain on your own or succumbed to the frightened of you (luck ends). The target also removes
temptation when a fiend seduced and brought you the affliction if you incapacitated.
over to the side of darkness. Hellfire Blade (minor) Expend 1 magic token to create
a saber made from fire that remains for 1 hour or
Making a pact with the Devil takes a special set
until you become unconscious. The saber uses its
of circumstances. Desperation, despair, fear, and normal rules, but deals an extra 1d6 damage, or 2d6
anger might have led you to take the first steps extra damage at level 6. In addition, when the result
onto this dark road. Perhaps you want revenge of your roll to attack with the weapon is 20 or higher
against someone far more powerful than you and and exceeds the target number by at least 5, the
you neither have the time or luxury to devote target catches fire (luck ends).
yourself to learning magic the old-fashioned way.
It could also be that powerful enemies hunt you
LEVEL 6 WARLOCK
Health 8
and this pact was the only way to save your neck. Magic Tokens 1 Spells One expert
Better a fate worse than death that might come in Infernal Might (minor) Expend 1 magic token to heal
ten, twenty, or more years than the agony of the 3d6 damage and make attribute rolls with 1 boon for
bonfire, the torturer’s tools, hunger, disease, or 1 minute.
some other calamity tomorrow. Hellfire Shroud When you use your Hellfire Blast
The Adversary might have a claim on your soul, talent, you can choose to take 1d6 damage and have
but you don’t have to be a willing accomplice. You the hellfire wreathe your body for 1 minute. Until this
can turn all your magic against the darkness in the magical effect ends, any creature in your reach that
attacks you takes 1d6 damage and must succeed on
hopes that one day you’ll free yourself from these
an Agility roll or catch fire (luck ends).
evil chains. Or, surrender to the corruption and
become the monster you were born to be. The LEVEL 9 WARLOCK
choice is yours. Health 8
Combat Tokens 1 Extra Damage 1d6
LEVEL 3 WARLOCK Spells One expert
Health 8 Eyes of the Adversary You gain the Dark Vision trait
Combat Tokens 1 Extra Damage 1d6 (see Chapter 2). In addition, you see through all
Tradition One Spells One novice disguises, recognize illusions for what they are, and
Languages Add one to the list of languages you know. see clearly into the spirit world in places where it
Adversary’s Mark You are cursed from the Adversary’s coexists with your surroundings.
dread attention. The curse manifests as an upside- Brimstone Step Each time you gain a magic token from
down star burned into the center of your forehead. In your Magical Doom talent, you can teleport to an
addition to the effects of being cursed, the star empty space you can see within three zones. In the
imposes 1 bane on your rolls in social situations, but zone you left, acrid, noxious smoke obscures the air
it signifies to fiends that your soul belongs to the until the end of your next turn.
Adversary and thus fiends do not harm you unless
you harm them first.
Magical Doom Each time you cause a creature with a
Health score of 10 or higher to become incapacitated,
the creature dies and you gain 1 magic token. After a

32

You might also like