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Master Paths for Character Development

This document lists over 50 different master paths that a character can choose from in a game. The master paths provide enhanced abilities and access to more powerful magic or skills. Choosing a path helps define the character's role and strengths at higher levels of the game.
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0% found this document useful (0 votes)
62 views47 pages

Master Paths for Character Development

This document lists over 50 different master paths that a character can choose from in a game. The master paths provide enhanced abilities and access to more powerful magic or skills. Choosing a path helps define the character's role and strengths at higher levels of the game.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOC, PDF, TXT or read online on Scribd

Combat Mage You focus on magic to help you win

Master Paths
battles.
Conjurer You master Conjuration magic.
Conqueror You crush your enemies and drive them
before you.
Your final path begins when you reach level 7 and it Countermage You specialize in Antimagic.
leads you through the final and most powerful stages Cryomancer You master cold magic.
Dawnbringer You have been chosen by Mother Sun to
of your character’s development. As with your expert
bring light to darkness.
path, your choice could enhance the decisions you Death Dealer You slaughter the enemies in your path.
made previously or could open a door to entirely new Death Knight You belong to an order of knights charged
opportunities such as granting you access to magic or with hunting down and destroying those
your enlistment in the service of a deity. By the time who would defy Lord Death his due.
you finish your master path, you become one of the Defender You protect the people around you.
Disciple of the Wind You master the Four Winds fighting style.
great figures and personalities in the known world, Draconus Adept Service to Draconus transforms you into a
famed across the New Lands and beyond. dragon of earth and stone.
You can choose any master path from the options Dragon Claw You master a mystical fighting technique.
included here and paths 0ffer the same kinds of Duelist You excel at fighting foes you challenge.
benefits described in the chapter #. Dynamo You discover the secrets of lightning and
can now command its powers.
MASTER PATHS Enchanter You master Enchantment magic.
Path Description Enervator You master Enervation magic.
Academician You a great scholar, schooled in a number Enforcer You attack fast and with overwhelming
of different subjects. force.
Aeromancer You master air magic. Engraved You master Rune magic.
Alchemist You master the secrets of Alchemy. Executioner You know how to kill with a single blow.
Animator You master Animation magic. Farseer You master Scrying magic.
Annihilator You master Destruction magic. Fatespinner You become the chosen of the Fates.
Apocalyptist You embrace the chaos and upheaval Friar You have sworn a vow of poverty to your
promised by Abaddon the Destroyer. god or gods.
Apostle You carry the message of your faith to all Genius You have always got an angle.
corners of the world. Geomancer You master earth magic.
Arcanist You are a scholar of magic. Ghost Walker You can step in and out of the Ephemera.
Artificer You master the magic of Artifice. Giant Slayer You are skilled at fighting large foes.
Avatar A supernatural force moves through you, Golem Maker You construct a powerful golem to serve
transforming you into a mighty warrior. you.
Avenger You hunt down those who have Gunslinger You master the use of firearms.
persecuted followers of your faith. Gunsmith You build superior firearms.
Battle Dancer You specialize in fighting with two Hexer You master Curse magic.
weapons. Hierophant You delve into the druid’s most guarded
Beastmaster You bond with an animal companion. secrets.
Beguiler You know how to twist people’s minds Hydromancer You master water magic.
into knots. Illusionist You protect yourself with potent illusions.
Blade You fight with small, sharp weapons. Immortalist You use magic to gain mastery over your
Blighter You bring darkness and plagues to your body.
foes through your service to Pestilence. Infiltrator You know how to get into places
Brute You are strong and tough. forbidden to you.
Butcher You throw yourself into battle, heedless of Inquisitor You unmask evil actors and destroy them.
the danger you face. Iron Fist You master the Way of the Iron Fist.
Campaigner You take up arms to fight in the name of Ironclad You maximize the protection offered by
your god. heavy armor.
Catastrophist You master the dark art of Death magic. Justiciar You dispense justice in the name of Blind.
Cavalier You call a magical steed to aid you in your Keeper Your service to the divine helps you keep
adventures. others safe.
Celestialist You master Illumination magic. Knave You use luck and trickery to succeed.
Cernunnos You become the incarnation of the Luckbringer You master Chance magic.
Horned One. Mage Knight You fight with weapons and spells.
Champion You have sworn holy vows to fight for a Magister You join a society of elite spellcasters who
particular cause. safeguard magic.
Chronomancer You master the magic of time. Master of Wards You master the magic of Wards.
Civic You exemplify the ideals of civilization as Mastermind You master the criminal arts.
realized by following the tenets of Miracle Worker You master Healing magic.
Urbanus. Namer You master the magic of Tongues.
Clockmaker You construct clockwork servants to aid Necromancer You master Necromancy magic.
you. Nightshade You master the use of poisons.

1
Occultist You study and wield dark magic.
Outlander You blaze trails through the wilderness.
Psychokinetic You master mind over matter.
Pyromancer You master fire magic.
Rakehell You take any risk to succeed.
Ravager You fight with reckless abandon.
Reaper You harvest souls for Lord Death.
Rebuker You master Banishment magic.
Remade You replace your body parts with
mechanical ones.
Reveler You embrace the intoxicating rewards of
the god Revel.
Ruiner You become a conduit for destructive and
chaotic magic.
Saint You are beloved by the gods.
Sapper You are a skilled maker of bombs.
Savant You are a beloved servant of the god of
magic.
Scoundrel You’re a dirty, rotten scoundrel.
Seeker You carry out dangerous missions for the
druids.
Sentinel You are a devoted protector of the lands.
Shadowmancer You master Shadowmancy.
Shapeshifter You master Transformation magic.
Sharpshooter You master bows and crossbows.
Skald Your chants inspire your allies to heroic
action.
Slayer You excel at killing monsters.
Spellguard You master Protection magic.
Spiritualist You strengthen your ties to the Spirit
World.
Spriggan You are one of Grandfather Tree’s chosen
servants.
Stormbringer The Sky Father makes you an incarnation
of the storms.
Summoner You master Summoning magic.
Sword Monk You master a sword-based fighting style.
Technomancer You master the magic of Technomancy.
Telepath You master Telepathy.
Tempestarii You master Weather magic.
Templar You protect places you deem holy.
Thaumaturge You learn magic from the gods.
Theurge You study magic to serve your patron god.
Transmogrifier You create a dangerous chemical that
causes you to transform into a ferocious
beast.
Transmuter You master Alteration magic.
War Machine You construct a mechanized battle suit.
Warden Nature magic helps you destroy the
enemies of the world.
Warlord You know how to get the upper hand in
battle.
Watcher You master Awareness magic.
Weapon Master You specialize in fighting with a particular
weapon.
World-Walker You master Teleportation magic.
Zealot You are a fanatical believer.

2
Languages Learn one of your choice.

Academician Gusting Strike Increase the range of your ranged weapon


strikes by one step, such as from medium range to long
range, to a maximum of extreme range. In addition,
Scholar, historian, intellectual, teacher: you are all
whenever a target becomes injured from your attack, it
these things and more. No matter what paths you
also falls prone.
have taken to reach this point, you have always Command the Winds You can use an action and spend 1
maintained in interest in growing your knowledge power to either create or dismiss wind in an area you
and filling your mind with any and all information choose within extreme range. If you create wind, it lasts
you can find. Becoming an academician rewards you for as long as you concentrate.
for the work and offers you ways to use your vast
stores of information in ways to help yourself and LEVEL 8
Health +3; Power +5
your companions as they embark on the most
Tradition Discover Aeromancy or a different one if you
challenging adventures ahead. have already discovered this tradition.
LEVEL 7 Cyclonic Blast When you use the Wind Blast talent
Attributes Increase your Intellect and two other attributes granted by the control wind spell, you extend the range
each by 1. to extreme and impose 3 banes on rolls to resist its
Health +2; Damage Dice +1d6 effects.
Languages Learn three of your choice. Swirling Wind When you cast an Aeromancy spell, you
Educated You make Intellect rolls with 2 boons. can choose to surround yourself with a strong wind that
Esoteric Knowledge You can ask the Sage a question persists for 1 hour or until you use an action to dismiss it.
related to a creature, object, place, or event that pertains The wind causes you to become deafened, but imposes 3
to your current adventure and that can be answered with banes on rolls made to attack you with ranged weapons.
a yes or a no. The Sage must answer you truthfully, but LEVEL 10
you then lose this talent until you complete a rest. Health +3; Power +6
LEVEL 8 Tradition Discover one of your choice.
Health +2 Air Mastery When you cast the control air spell, you gain
Timely Guidance Use an action to grant one creature the benefits of the extra talents upgrade without having
within short range that can understand what you say to spend additional power.
guidance. The target must roll Intellect. On a success, the Flensing Blast When you use the Wind Blast talent granted
target makes all attribute rolls with 3 boons for 1d6 by the control wind spell, each target takes 3d6 + 3
rounds. The target can expend two boons granted by this damage or half the damage on a successful roll.
use of the talent to deal 1d6 extra damage on an attack it
makes.
Alchemist
LEVEL 10 You set out to master the secrets of Alchemy and use
Health +2; Damage Dice +1d6 them to help you discover the secrets of
Always Learning Once per round, when you fail an transmutation and, perhaps, triumph over death. Your
attribute roll, you can roll luck and replace the failure
research begins by mastering the technique of
with the result of the luck roll.
Outwit When a creature attacks you, roll Intellect. On a creating a homunculus to serve as your helper.
success, you impose 3 banes on the triggering attacker’s Making this thing from clay and a drop of your blood
roll. If the attack succeeds, you lose this talent for 1d6 let you invest into its diminutive body a fragment of
rounds. your soul. With this servant’s aid, the doors to greater
and more dangerous knowledge open before you.
Aeromancer LEVEL 7
Attributes Increase your Intellect score and the scores of
Committing yourself to master the magic of the
two different attributes by 1 each.
winds rewards you with unequaled control over air. Health +3; Power +7
Your magic can move the air around you, whether Languages Learn two of your choice.
you would call up a shrieking gale or keep a raging Homunculus You create a homunculus, a magical helper.
hurricane from touching you. You are the heart of the You made it from a clay and a drop of your blood and
storm and you direct the winds to blow as you exhaled into its mouth to give it the semblance of life.
choose. The homunculus possesses all of your skills. The
homunculus takes its turn when you do and you decide
LEVEL 7 what it does on each of its turns, even if you are
Attributes Increase your Agility, Intellect, and one other unconscious. If the homunculus dies, gain 1 wound. You
attribute by 1 each. can create a new homunculus during the next downtime.
Health +3; Power +7
HOMUNCULUS LEVEL 1/4

3
Defense Strength Agility Intellect Will Health LEVEL 7
6 14 12 10 *
18 –4 +4 +2 +0
Attributes Increase your Intellect score and the scores of
two different attributes each by 1.
Health +4; Power +7
Languages Learn one of your choice.
Size 1/4; Senses night vision
*Bound Servant The homunculus’s Health score equals half
Animate Tiny Object You can use an action and expend 1
your Health score. power to target one size 1/4 or smaller object within
Shared Magic When you would be affected by a spell or some short range and grant it the animated object trait for 6
other magical effect, you can automatically extend the effect rounds. The target has no attacks or Damage Dice and
to the homunculus provided it is within short range. moves only if unsecured.
Animated Object A homunculus is an object that behaves as a
creature. LEVEL 8
Health +4; Power +5
ATTACKS Tradition Discover Animation or, if you have already
Damage Dice 1d6 discovered this tradition, one of your choice.
Teeth (melee) Attacks 1: Agility (+4) with 1 boon against Spur into Action When you cast the animate object spell,
Defense the target can immediately take a turn.
LEVEL 8 LEVEL 10
Health +3; Power +5 Health +4; Power +6
Tradition Discover Alchemy or, if you have already Tradition Discover one of your choice.
discovered this tradition, a tradition of your choice. Shielding Objects While you are within short range of at
Alchemical Insights You double the number of recipes you least one target of your casting of an animate object
know. spell, you impose 2 banes on rolls made to attack you.
LEVEL 10
Health +3; Power +6
Tradition Discover one of your choice.
Annihilator
Philosopher’s Stone You create a philosopher’s stone and You join the ranks of those nihilists and destroyers
can use it to perform wonders. While you carry the stone, who seek to undo the world by reducing everything
you do not need to eat, drink, or sleep, nor do you need to rubble. The swiftest means to achieving these
to breathe. You make all luck rolls with 1 boon, and you goals comes from mastering Destruction magic, a
gain 1 extra power for each tradition you have tradition ideal for removing obstacles from one’s
discovered. path.
In addition, you can use an action to touch the stone to
a creature or object you can reach and apply one of the LEVEL 7
following effects. Attributes Increase your Intellect score and the scores of
two different attributes each by 1.
 A target creature heals all damage, removes 1 Health +3; Power +7
wound, and removes all afflictions from itself. Languages Learn one of your choice.
 A target object, even one destroyed, reduces its Breaker When you deal damage to an object, you can
damage total to 0 and becomes fully functional. spend 1 power to deal 4d6 extra damage.
 A target dead creature returns to life with a
damage total equal to its Health – 1. A creature LEVEL 8
restored to life in this way is fatigued until it rests Health +3; Power +5
for a total of 48 hours. Tradition Discover Destruction or, if you have already
 A target object weighing one pound or less turns discovered this tradition, one of your choice.
into gold. A pound of gold is worth 10 gp. Escalating Destruction Whenever you cast a Destruction
spell, roll a d6. On a 5 or 6, the spell deals 1d6 extra
Each time you use the philosopher’s stone, you must roll damage.
luck. On a failure, the stone crumbles to dust and its magic LEVEL 10
is forever lost to you. Health +3; Power +6
Tradition Discover one of your choice.
Animator Master of Destruction When you use Escalating
Destruction, you can roll four dice. For each roll of 5 or
You master Animation magic, causing ordinary 6, the spell deals 1d6 extra damage.
objects to gain mobility and the semblance of living
creatures. You can use this magic to create magical
warriors to fight on your behalf, servants to attend Apostle
you, or scouts to blaze a trail into the unknown. You spread the word of your faith. You travel far and
wide, preaching and proselytizing to any who will

4
listen to make converts through your sermons and
your supernatural aid. As a sign of the favor you have
earned from the divine, you sometimes manifest the
Arcanist
The Mage Craft tradition offers a suite of simple
mark that singles you out as a chosen servant of a spells useful to almost any spellcaster. As a
higher power. foundation, they have incredible utility, but many
LEVEL 7 grow beyond them as the discover new traditions.
Attributes Increase your Will score and the scores of two You, however, have focused on the fundamentals and
other attributes by 1 each. learn how to make the most of these spells and do
Health +3 things they were never meant to do.
Divine Mark When you use an action to perform any
activity, you can choose to display the sign of your god’s LEVEL 7
favor. A tongue of fire burns above your head for 6 Attributes Increase your Intellect score and the scores of
rounds, shedding light out to a short distance. The light two other attributes by 1 each.
grants you 1 boon on your attribute rolls and imposes 1 Health +3; Power +7
bane on attribute rolls made against you. You can use this Languages Learn two of your choice.
talent a number of times equal to your level and regain Arcane Analysis You can use an action to touch one object
expended uses when you finish an 8-hour rest. and expend 1 power to learn its magical properties and
Divine Voice When you speak, you can choose to speak how to use them. Curses affecting the object remain
with the voice of your patron deity. Your voice carries up unrevealed, however.
to 1 mile and can be understood by any creature that Magic Expertise When you cast a spell that deals damage
knows at least one language. or use a weapon affected by magic, you gain a +2 bonus
Divine Blessings Your god grants you divine blessings that to your damage roll.
you can use to perform minor miracles. You have twelve
blessings. You can expend one or more blessings in any LEVEL 8
of the following ways. You regain expended blessings Health +3; Power +5
when you finish an 8-hour rest. Tradition Discover Mage Craft or, if you have discovered
it already, a different tradition of your choice
 Use an action to touch one creature. It heals 1d6 Superior Mage Craft You gain the following benefits.
damage per blessing expended.
 Use an action to make a weapon attack. On a  When you cast mage armor, your Defense
success, the attack deals 1d6 extra damage per becomes 16 instead of 13.
blessing expended.  When you cast mage lightning, you make the roll
 When a creature you can see would make an to against the target with 3 boons.
attribute or luck roll, you can grant 2 boons or  When you cast mage weapon, you gain additional
impose 2 banes for each blessing expended. two additional Damage Dice that can be used
only for attacks made with this weapon created
LEVEL 8 by the spell.
Health +3  While you are within short range of the invisible
Battle Blessings While you are under the effects of your servant created by your casting of the mage
Divine Mark talent, your weapon attacks deal 1d6 extra servant, you impose 2 banes on rolls made to
damage. attack you.
Thunderous Rebuke You can raise your voice to a  If you can use actions, you can cast the mage
thunderous pitch, dealing 4d6 damage to each creature sight spell without having to use an action.
and object you choose within medium range. A target
creature can roll Strength and takes half the damage on a LEVEL 10
success. You can use this talent a number of times equal Health +3; Power +6
to your level and you regain expended uses when you Tradition Discover one of your choice.
finish an 8-hour rest. Mage Craft Mastery Once per round, when you cast a
Mage Craft spell, you can roll luck. On a success, you
LEVEL 10 gain an addition action, but you must use it before your
Health +3 turn ends or it is lost.
Miraculous Intervention When you would take damage,
you can choose to use this talent and take no damage.
For 1d6 rounds after, you impose 1 bane on rolls made to
attack you and you make rolls to resist attacks with 1
Artificer
Magical effects rarely have permanence; they fade
boon. You can use this talent a number of times equal to
away after a time. Magic bends reality to
half your level and you regain expended uses when you
finish an 8-hour rest. accommodate the idea, but reality soon bends back
Voice of God Your Thunderous Rebuke talent deals 8d6 into its normal shape. The Artifice tradition aims to
damage. create lasting magical effects by binding them to
objects that stave off reality’s resistance for longer

5
periods. As a master of this tradition, you are adept at Sacred Vessel Use an action to open yourself and house a
making magic items and magical trinkets to aid you supernatural being. Each enemy within short range that
and your companions on their adventures. can see you must succeed on a Will roll with 1 bane or
become frightened until it deals damage to you or this
LEVEL 7 effect ends. You can use this talent a number of times
Attributes Increase your Intellect score and the scores of equal to half your level and you regain expended uses
two different attributes each by 1. when you finish an 8-hour rest.
Health +4; Power +7 While under the effects of this talent, you gain the
Languages Learn one of your choice. following benefits:
Identification You can use an action to study one object
under the effect of magic. You identify the magic  Your size increases by 1.
affecting the object and any properties it bestows.  You gain a +10 bonus to Health.
Store Spell You can use an action and expend 1 power to  You radiate menace, which imposes 1 bane on
prepare on object you can reach to hold the single casting rolls to attack you by creatures that can see you.
of a spell for later use. If you or another creature you can  You make attribute and luck rolls with 1 boon.
reach cast a spell within 6 rounds after you use this  During the upkeep, roll luck. You can choose to
talent, you can cause the spell to have no effect and fail this roll. On a failure, the effect ends and you
instead reside within the target object. At any point become fatigued for 6 rounds. If you are already
within the next 24 hours, a creature holding the object fatigued, you gain 1 wound.
can use an action to cause the spell to take effect
immediately. The creature holding the object makes all LEVEL 8
decisions and rolls for the spell as if it had cast it. Health +4
Righteous Might While you are subject to your Sacred
LEVEL 8 Vessel, your size increases by 1, your bonus to Health
Health +4; Power +5 increases to 20, and one attack you make each round
Tradition Discover Artifice or, if you have already deals 2d6 extra damage.
discovered this tradition, one of your choice.
Improved Magic Armor and Weapons When you cast LEVEL 10
magic item on a weapon, attacks with the weapon deal Health +4; Damage Dice +1d6
1d6 extra damage once per round. When you cast the Incarnation You no longer have a limit on how often you
spell on armor, once per round, the armor imposes 1 can use Sacred Vessel and you can remain subject to that
bane on rolls made to attack the wearer. talent for as long as you choose.

LEVEL 10
Health +4; Power +6
Tradition Discover one of your choice.
Avenger
Master Artificer You need only produce exotic ingredients
You fight those who have harmed your religion, who
worth half the required amount to cast the trinket spell. have sacked your temples, slaughtered congregations,
and stole your relics. You might have chosen this path

Avatar after some disaster struck or you might have been


groomed for this path, trained to become an avenging
You become a vessel for a supernatural power. By angel. Bolstered by your belief, dedicated to the
opening your mind and heart to this being, you invite causes for which you fight, you set out to mete justice
it in, so that it can work through you. While playing on those who earn your enmity.
host to this power, your body undergoes a profound LEVEL 7
transformation, becoming bigger, stronger, and Attributes Increase your Strength, Will, and one other
tougher, but also exhibiting physical manifestations attribute by 1 each.
that identify the particular entity that has taken Health +4
control of your form. You decide the appearance Vengeful Vow When a creature attacks you or another
when you act as a vessel, though your appearance creature within short range, you can swear a vow of
ought to reflect the power’s identity. For example, if vengeance against the attacking creature. For 6 rounds,
Lord Death moves through you, you might become a you make rolls to attack the target with 2 boons and your
attacks against it deal 2d6 extra damage. If you use an
skeletal figure cloaked in shadows. Or, if you serve
action to do anything other than attack the target while
the High One, bright light might occlude your facial under the effect of this talent, you break your vow and
features. must wait 6 rounds before you can use this talent again.
LEVEL 7 LEVEL 8
Attributes Increase your Will and two different attributes Health +4; Damage Dice +1d6
by 1 each Relentless During the upkeep, if the creature against whom
Health +4 you have sworn your Vengeful Vow is more than a short

6
distance from you, you can immediately move a medium takes, it uses the following statistics. The bonded animal
distance toward that creature. takes its turn when you do and does as you command it
(not an action). If you are unconscious or incapacitated,
LEVEL 10 you cannot give the animal new commands. Instead, it
Health +4; Damage Dice +1d6 continues to do as it was last ordered and then, once it
Vengeful Strike When you roll to attack the target of your has carried out its last order, moves to protect you,
Vengeful Vow, you can roll two additional dice and use attacking any enemy that threatens you. If your bonded
the highest number rolled. For each 20 you roll on the animal dies, you can replace it with a new one during
die, the attack deals 2d6 extra damage. your next downtime, after a suitable period of mourning,
naturally.
Battle Dancer BONDED ANIMAL
Defense Strength Agility Intellect Will
LEVEL 1
Health
Anyone with combat training can fight wielding two
13 11 10 11 44
weapons at the same time, but you elevate the
technique to something akin to an art form. Quick
11 +3 +1 +0 +1
and nimble, you move as if you were dancing, your
weapons whirling around you as you duck, weave, Size 1; Senses night vision
and dive through your foes. ATTACKS
Damage Dice 2d6
LEVEL 7 Claws or Teeth (melee) Attacks 1: Strength (+3) with 1
Attributes Increase your Strength, Agility, and one other boon against Defense
attribute by 1 each.
Health +5; Damage Dice +1d6 LEVEL 8
Dual Wielder You can wield medium weapons in your off- Health +3; Damage Dice +1d6; Power +5
hand. Tradition Discover the Primal tradition or, if you have
already discovered this tradition, a different one of your
LEVEL 8 choice.
Health +5; Damage Dice +1d6
Off-hand Parry You can parry enemy attacks. When a LEVEL 10
creature you can reach attacks you with a melee weapon Health +3; Damage Dice +1d6; Power +6
and you are wielding a weapon in each hand, but before Tradition Discover one of your choice.
the roll is made, you can expend any number of Damage Primal Beast Primal magic transforms your companion
Dice, up to the number of attacks you can make with into a vicious beast. It now uses the following statistics.
your off-hand weapon, to impose 2 banes per Damage
Die expended in this way. PRIMAL BEAST LEVEL 2
Defense Strength Agility Intellect Will Health
LEVEL 10 14 10 10 11
Health +5; Damage Dice +1d6 9 +4 +0 +0 +1
65
Twin Strike When you are wielding a weapon in each hand
and attack, you make the roll for each attack with 1
boon. Size 2; Senses night vision
ATTACKS
Beastmaster Damage Dice 3d6
Claws or Teeth (melee) Attacks 2: Strength (+4) with 2
You spent so much time in the wilderness you have boons against Defense
become almost a wild thing yourself. You learn to
speak with the animals you encounter and befriend
them. You have recently made a strong connection to Beguiler
a beast you encountered recently and now this animal People are locks and you are the skeleton key. You
accompanies you on your adventures. know what people want, what they desire, what
controls them and how to use magic to bend them to
LEVEL 7 your will. Your spells wriggle into their minds,
Attributes Increase your Strength, Will, and one other
awaken their deepest desires and make of them your
attribute of your choice by 1 each.
Health +3
thralls. You could exploit your control over others,
Animal Friendship Animals are friendly to you and do not but you most likely employ others as means to a very
attack you unless you harm them first. particular end. You need an invitation to a party? You
Primal Bond You forge a bond with an animal that can get it. You need information from a prisoner? No
becomes your loyal companion. You decide your problem. Yours is a subtle magic, but of a kind few
animal’s appearance—it can be a wolf, large cat, can withstand.
crocodile, hog, or even a bear, but whatever form it

7
LEVEL 7
Attributes Increase your Intellect and two different
attributes by 1 each.
Blighter
Health +3; Power +7
Many people pray to Pestilence, beseeching her for
Languages Learn one of your choice. mercy, but few worship her outright as many see her
Silver Tongue When interacting socially with another as a frightening, threatening deity, one who must be
creature, you can expend 1 power to improve or worsen appeased rather than praised. Pestilence brings
its disposition toward you or another creature. The suffering to the lands, for certain, but she also carries
change in disposition lasts until circumstances would out a vital role in clearing away the old to make room
alter it naturally. for the new. You belong to her small, but fervent,
Everyone’s Friend During the upkeep, you can spend 1 priesthood, and spread her message of sickness
power to impose 2 banes on rolls made to attack you for
wherever you go.
1 round. If a creature deals damage to you, it becomes
immune to this talent for 24 hours. LEVEL 7
Attributes Increase your Will score and the scores of two
LEVEL 8 different attributes each by 1.
Health +3; Power +5
Health +4
Tradition Discover one of your choice.
Sickening Strike When your attack deals 10 or more
Confounding Presence Once each round, when a creature
damage to a creature of flesh and blood, the target also
fails a roll to attack you, the creature becomes subject to
becomes sickened for 6 rounds.
confusion for 1 round.
Spread the Disease You can use an action to infect one
LEVEL 10 creature you can see within short range with a virulent
Health +3; Power +6 disease. The target becomes sickened. During each
Tradition Discover one of your choice. upkeep, the target, while sickened in this way, must
Persistent Charm When a creature you can see within succeed on a Strength roll or gain 1 wound from the
medium range and that you charmed, controlled, or rotting of its body. If the target succeeds three times
frightened would remove the affliction, roll luck. On a before dying, the target removes the sickened affliction
success, the creature becomes charmed for 1d6 rounds. from itself. You can use this talent three times and you
regain the uses of the talent when you finish an 8-hour

Blade
rest.

LEVEL 8
You prefer to fight your foes up close and personal. Health +4; Damage Dice +1d6
You use small, edged weapons to take your enemies Purge Disease You can use an action to remove the
apart, and you slice through their defenses to leave sickened affliction from any creature you can reach.
them bleeding out their vitality on the battlefield. When you remove the affliction, you also rid the target
of its source, such as a disease or parasites.
LEVEL 7
Attributes Increase your Agility and two other attributes of LEVEL 10
your choice by 1 each. Health +4; Damage Dice +1d6
Health +4; Damage Dice +1d6 Baleful Presence During the upkeep, each sickened
Knife Mastery Increase the number of attacks you can creature within short range of you takes 2d6 damage as
make with a knife by one and your attacks with the knife disease and infection ravages their bodies.
ignore the light property.
Bleeding Wound When you deal damage to an injured
creature of flesh and blood with a knife, the target also Brute
takes 1d6 damage during each upkeep until a creature At the peak of physical fitness, thick muscles cord
that can reach the target uses an action to stanch the your body and you have vast reserves of stamina on
wound. which you can draw to fight through pain and
LEVEL 8 adversity. You can take a beating and rely on your
Health +4; Damage Dice +1d6 endurance to outlast your enemy.
Uncanny Accuracy You make rolls to attack with knives
with 1 boon and when you roll damage for knife attacks,
LEVEL 7
you treat any roll of a 5 as if you had rolled a 6. Attributes Increase your Strength by 1 and two different
attributes by 1 each.
LEVEL 10 Health +8; Damage Dice +1d6
Health +4; Damage Dice +1d6 Feat of Strength If you are not fatigued when you make a
Keen Blades When you roll a 20 or higher on a roll to Strength roll, you can use this talent to make the roll with
attack with a knife, the attack deals 1d6 extra damage. 3 boons. If you fail the roll, you become fatigued for 6
Parrying Blades While you have a knife in each hand, you rounds. Once you use this talent, you must wait 1 hour
impose 1 bane on rolls made against your Defense. before you can use it again.

8
LEVEL 8 1 boon and gains a +3 bonus to their damage rolls for 6
Health +8; Damage Dice +1d6 rounds. Once you use this talent, you must wait 6 rounds
Incredible Stamina You can use an action to heal damage before you can use it again.
equal to 2 + twice your level. Once you use this talent,
you must finish an 8-hour rest before you can use it
LEVEL 8
again. Health +5
Enemy of the Faith When you deal damage to a creature,
LEVEL 10 you can denounce the target as an enemy of your faith.
Health +8; Damage Dice +1d6 For 6 rounds or until you use this talent again, you make
Toppling Strike When a creature of your size or smaller rolls to attack the target with 1 boon and, once per round,
takes damage from a melee attack, it must succeed on a your attack deals 1d6 extra damage to the target.
Strength roll or fall prone.
LEVEL 10
Health +5; Damage Dice +1d6
Butcher Divine Aid You can use an action to call upon you patron
deity for aid. You and each creature you choose within
Like the wild beastmen on a rampage, you care short range gain the following benefits for 6 rounds. You
nothing for yourself or safety when confronted by the can use this talent twice and regain expended uses when
enemy. You fling yourself into their teeth, laying you finish an 8-hour rest.
about you with all the fury you can muster. You
become a killing machine in battle, hammering away  Each target makes rolls to attack with 1 boon or 2
at your foes until they all lay dead or dying. boons against demons, faeries, monsters, spirits,
and undead.
LEVEL 7  Each target gains a +10 bonus to Health.
Attributes Increase your Strength, Will, and one other  Each target increases its Damage Dice by one.
attribute of your choice by 1.
Health +6; Damage Dice +1d6
Bloodlust In battle, your appetite for destruction grows.
Whenever you deal damage, you gain one bloodlust
Catastrophist
Death magic exists to kill the living. Those who
token, which remains until you spend it or the combat
pursue mastery of it rarely do so for good ends. You
ends. Once per round, you can spend one token when
you succeed on a roll to attack to deal 1d6 extra damage have found, in your own efforts to master the magic,
or you can spend three tokens on your turn to replenish that it bears a heavy price, draining you of your life
your Damage Dice and use an additional action. and vitality, almost as if you had one foot in the
grave. You are sickly and weak, made frail my the
LEVEL 8 lethal energies you wield.
Health +6; Damage Dice +1d6
Strength from Hate While you have at least one bloodlust LEVEL 7
token, you make Strength rolls with 1 boon. Attributes Increase your Intellect score and the scores of
two different attributes each by 1.
LEVEL 10 Health +2; Power +7
Health +6; Damage Dice +1d6 Languages Learn one of your choice.
Spill the Blood When you become injured, you One Foot in the Grave You are fatigued. You cannot
immediately gain three bloodlust tokens. Once you use remove this affliction from yourself.
Spill the Blood, you must wait 1 hour before you can use Killing Touch Use an action and spend 1 power to touch
it again. one creature you can reach. Roll Strength or Agility with
2 boons against the target’s Agility. On a success, the
Campaigner target takes 4d6 + 3 damage.

LEVEL 8
A shadow creeps across the lands, a darkness born
from the actions of evil agents who have pawned off Health +2; Power +5
Tradition Discover Death or, if you have already
their souls for fleeting power. Your god has charged
discovered this tradition, one of your choice.
you with ridding the world of these foul enemies and Call of the Grave Injured creatures within short range of
you stand ready to cut them down and burn them out. you are fatigued for as long as they are within this range.
LEVEL 7 LEVEL 10
Attributes Increase your Will and two other attributes by 1 Health +2; Power +6
each. Tradition Discover one of your choice.
Health +5 Death Master When you cast slay on a target of a level
Call to Arms You can use an action to rally your higher than you can affect, the target must succeed on a
companions. Make an attack. On a success, each creature Strength roll or gain 1 wound. In addition, your Killing
you choose within short range makes rolls to attack with Touch talent deals 3d6 extra damage.

9
LEVEL 10
Cavalier Health +3; Power +6
Tradition Discover one of your choice.
You made an alliance with a magical horse who Building Brilliance Whenever you cast an Illumination
shares in your beliefs and offers to aid you in your spell or use Radiant Beam, you can choose to amplify
great quest. This steed appears at your call and the light you shed so that you emit light out to a medium
remains long enough to aid you and then gallops back distance for 6 rounds. When you do so, each creature you
into the Spirit World from whence it came. can reach must succeed on a Strength roll or become
impaired for 1 round. Sightless and blinded creatures are
LEVEL 7 unaffected by this effect.
Attributes Increase your Strength, Will, and one different
attribute by 1 each.
Health +5; Damage Dice +1d6
Bonded Steed You have a bond with a magical warhorse
Champion
You swore a solemn oath to champion a particular
that dwells in the Spirit World. You can use an action to
call your steed a number of times per day equal to half cause, a person, or nation. The cause to which you
your level and regain expended uses when you finish an are pledged drives you to fight against tyranny, to
8-hour rest. When you call your steed, mists appear at a defend the interests of your land, or to advance your
place within short range and part as your steed gallops regent’s goals. Failing to live up to your oath means
toward you. The steed is a warhorse (see @) under your dishonor and such for you is a fate worse than death.
control. It takes its turn when you do and you decide
what it does on each of its turns. It has whatever armor LEVEL 7
and equipment you give to it. If your steed dies, you can Attributes Increase your Strength, Will, and one different
bond with a new steed 24 hours later. attribute by 1 each.
Health +5; Damage Dice +1d6
LEVEL 8 Never Give Up When you would become incapacitated,
Health +5; Damage Dice +1d6 you immediately heal damage equal to 1 + your level.
Superior Steed Your steed has a +10 bonus to Health. Once you use this talent, you must wait 6 rounds before
True Bond When your steed takes damage and you are you can use it again.
within short range of it, you can choose to take some or
all of the damage on the steed’s behalf. LEVEL 8
Health +5; Damage Dice +1d6
LEVEL 10 Never Surrender Whenever you gain an affliction, you
Health +5; Damage Dice +1d6 immediately roll Will. On a success, you remove the
Winged Steed Your bonded steed gains the flier (90 mph) affliction from yourself.
trait, one Damage Die, and a +20 bonus to its Health.
LEVEL 10
Celestialist Health +5; Damage Dice +1d6
Desperate Strike If you are injured, you can use an action
to make a desperate effort. Your damage total drops to
Mastering Illumination magic gives you almost total
your Health minus 1 and you then make a weapon attack.
control of light. You can produce light at will, focus it You make the roll with 3 boons and the attack deals 6d6
into superhot beams, and blind others with your extra damage. Once you use Desperate Strike, you must
spells. Extensive use of the tradition causes you to finish an 8-hour rest before you can use it again.
dimly shine at all times. Driven When you roll a 5 or less on a roll of a d20 to make
an attack, you can add 10 to your roll. If the attack
LEVEL 7 results in a failure, you lose this talent until you finish an
Attributes Increase your Intellect score and the scores of 8-hour rest.
two different attributes each by 1.

Chronomancer
Health +3; Power +7
Languages Learn one of your choice.
Radiant Beam Use an action and expend 1 power to
release a beam of light at one creature or object within Time flows as a river around you. You gain a special
extreme range. Roll Intellect against the target’s Agility. awareness of these passing moments as you focus
On a success, the beam hits and deals 3d6 + 3 damage. If your studies on master Chronomancy, the magic of
you rolled a 20 on the die, the target also catches fire. time. You can speed it up, slow it down, and make it
obey your commands.
LEVEL 8
Health +3; Power +5 LEVEL 7
Tradition Discover Illumination or, if you have already Attributes Increase your Intellect score and the scores of
discovered this tradition, one of your choice. two different attributes each by 1.
Inner Light You always shed light as a candle. In addition, Health +4; Power +7
your Radiant Beam deals 2d6 extra damage. Languages Learn one of your choice.

10
Seize Moment You can spend 1 power in place of giving Stay the Hand Once per round, when a creature succeeds
up a move or action to take the initiative. on a roll to attack you, you can use this talent to roll Will
Precognition When you roll a d6 or a d20, you can spend 1 against the attacking creature’s Will. On a success, you
power to roll an extra die of its kind and use either result. turn the success into a failure and the attacking creature
becomes charmed by you for 6 rounds or until it takes
LEVEL 8 damage. On a failure, the creature becomes immune to
Health +4; Power +5 your Stay the Hand for 24 hours.
Tradition Discover Chronomancy or, if you have already
discovered this tradition, one of your choice. LEVEL 10
Time Surge Whenever you cast a Chronomancy spell, roll Health +4; Damage Dice +1d6
luck. On a success, you gain one time token, which you Calm and Reason Use an action to remove any of the
keep until you spend it or you finish an 8-hour rest. You following afflictions from one creature within short
can have a maximum number of time tokens equal to range that can see and hear you: charmed, controlled,
half your level. You can spend one time token in place of frightened, or stunned.
1 power when using your Precognition talent. Unexpected Alliances When you succeed on the roll to use
Stay the Hand, the target becomes controlled for as long
LEVEL 10 as it remains charmed.
Health +4; Power +6
Tradition Discover one of your choice.
Time Travel When you cast the time leap spell, you can
travel up to 1 year into the future without having to
Clockmaker
expend additional power. If you expend 1 additional
Clockwork design has always fascinated you and
power, you can travel up to 100 years into the future. have spent months studying the designs and trying to
replicate them. Your research has paid off and you

Civic have created a few clockwork servants to aid you in


your adventures. Ass you follow this path, you tinker
Urbanus taught mortals to use the gift of reason with your designs constantly, making improvements
revealed to them by the Adversary and showed them to enhance their functionality and keep them working
how to put their minds to the work of building cities even if they become damaged.
and, by extension, civilization. Through service to LEVEL 7
Urbanus, you have become a patron of the arts, a Attributes Increase your Intellect and two different
student of philosophy, and expert in navigating the attributes by 1 each.
laws of any land. You are an accomplished peace- Health +2
maker, a diplomat without peer. Your role as a civic is Clockwork Repair When you use spare parts to remove
to support the rebuilding of civilization and help damage from an object, you remove 1d6 extra damage.
people realize a lasting peace. Clockwork Lackey You construct four clockwork lackeys,
who each accompany you on your adventures. Statistics
LEVEL 7 follow. When you take a turn, so do your lackeys. If a
Attributes Increase your Will score and the scores of two clockwork lackey is damaged, you can use spare parts to
different attributes each by 1. repair it. If the clockwork lackey is destroyed, you can
Health +4 build a replacement during your next downtime, up to
Decree of Peace You can use an action to issue a decree of your maximum of four.
peace. Each creature within medium range that can hear
you must succeed on a Will roll with 3 banes or become CLOCKWORK LACKEY LEVEL 1/8
peace-bound for 1 hour or until you end the effect. While Defense Strength Agility Intellect Will Health
11 9 — — 22
peace-bound, a creature makes rolls to attack with 3
banes. If a peace-bound creature takes any damage, it 10 +1 –1 — —
ends the peace-bound effect on itself.
Diplomacy You can use an action to make peace with one Size 1
creature that can see and hear you. Roll Will against the Animated Object The lackey is an object that behaves as a
target’s Will. On a success, the target becomes charmed creature.
for 24 hours. If the target takes damage or gains an Possessions club
affliction from you or any member of your group, the
effect ends. On a failed roll, the target becomes immune ATTACKS
to your Diplomacy for 24 hours. Damage Dice 1d6
Club (melee) Attacks 1: Strength (+1) against Defense
LEVEL 8
Health +4; Damage Dice +1d6 LEVEL 8
Master of Tongues You can speak, read, and write in all Health +2
languages. Clockwork Upgrades For each of your clockwork lackeys,
choose two of the following upgrades.

11
 Armored Plating. Increase the lackey’s Defense magic grows, the speed and quality of your
by 3. conjurations grow.
 Piston Assemblies. Increase the lackey’s Strength
by 2. LEVEL 7
 Lightweight Materials. Increase the lackey’s Attributes Increase your Intellect score and the scores of
Agility by 2. two different attributes each by 1.
 Reinforced Chassis. Increase the lackey’s Health Health +4; Power +7
by 10. Languages Learn one of your choice.
 Low-Light Lenses. The lackey gains night vision. Fetch You can use an action and expend 1 power to cause a
 Wings. The lackey gains the flier (60 mph) trait. size 1/4 or smaller object within short range that is
neither worn nor carried to disappear and reappear in
 Weapon Programming. Replace the lackey’s
your hand or at your feet if your hands are already full.
weapon with one of your choice for which it
meets the requirements. LEVEL 8
 Combat Programming. Increase the lackey’s Health +4; Power +5
Damage Dice by one die and its Attacks by 1. It Tradition Discover Conjuration or, if you have already
makes rolls to attack with 1 boon. discovered this tradition, one of your choice.
Swift Conjuration Once per round, when you cast a
LEVEL 10
Conjuration spell, you immediately regain the use of an
Health +2
action.
Clockwork Enhancements For each clockwork lackey,
choose two more upgrades granted by your level 8 LEVEL 10
benefits. Health +4; Power +6
Tradition Discover one of your choice.
Combat Mage Bountiful Conjuration Double the value of the things you
can create with your casting of the conjure spell.
You study magic that gives you an edge in battle, so
that when you find yourself surrounded by enemies,
you can fight your way free. Battle magic offers you Conqueror
a variety of options for enhancing your combat You have fought on countless battlefields, faced
capabilities, but that tradition is just the beginning of innumerable enemies, and have somehow managed to
your mastery of this form. emerge victorious. Your experiences make you a
capable leader and your allies depend on you to guide
LEVEL 7 them to victory.
Attributes Increase your Intellect score and the scores of
two different attributes by 1 each. LEVEL 7
Health +4; Power +7 Attributes Increase your Will and two other attributes by 1
Languages Learn one of your choice. each.
Augmented Attack When you attack, you can spend 1 Health +5; Damage Dice +1d6
power to make the roll with 1 boon. Kill them All When you attack, you can also shout threats
at your enemies. Before you resolve the attack, each
LEVEL 8 creature you choose within medium range and that can
Health +4; Power +5 hear you must succeed on a Will roll with 1 bane or
Tradition Discover Battle or, if you have already become frightened for 1d6 rounds or until that creature
discovered this tradition, a different one. deals damage to you. A creature frightened in this way
Explosive Burst Whenever you roll a 20 on the die for an can repeat the Will roll at the end of each round and
attack, you can release a blast of magical energy from removes the affliction from itself on a success. Once you
your body. Each creature you can reach must succeed on use Fearsome Threat you must wait 6 rounds before you
a Strength roll or fly a short distance from you, fall can use it again.
prone, and drop whatever it is holding.
LEVEL 8
LEVEL 10 Health +5; Damage Dice +1d6
Health +4; Power +6 Like Wheat to the Scythe You and each ally within short
Tradition Discover one of your choice. range of you make rolls to attack frightened creatures
Spell Strike When you use an action to attack, you can cast with 1 boon.
a spell as part of that action. Once you use this talent,
you must wait 6 rounds before you can use it again. LEVEL 10
Health +5; Damage Dice +1d6

Conjurer Drive Them Before You Whenever two or more members


of your group deal damage in the same round, you can
With Conjuration magic, you can draw just about force up three creatures that you choose to roll Will. On a
anything out of thin air. As your control over the failure, the creature becomes frightened for 1 round.

12
While frightened in this way, the creature must run away Magic makes all things possible and anyone might
from you by the safest available route before it uses an discover the methods for its use. Since magic makes
action, if it can use an action. no moral or ethical demands on its user, many who
Imminent Victory Each time you or a member of your
study the art do so for wicked or ruinous ends. For
group causes a creature to become incapacitated, you
gain a victory die. You retain victory dice until you
this reason, you commit to mastering the strain of
expend them, the combat ends, or a member of your magic to undo all other forms, to unravel spells and
group becomes incapacitated. Whenever a creature you other magical effects before they have a chance to do
can see would make an attribute roll and you are lasting damage to the world.
conscious and able to use actions, you can spend a
victory die to grant that creature 1 boon on its roll. LEVEL 7
Attributes Increase your Intellect score and the scores of

Cernunnos
two different attributes each by 1.
Health +3; Power +7
Languages Learn one of your choice.
The Horned God acts as regent over the animals of Magic Resistance Whenever you take a turn, you can
the field and forest. A primal figure, one of wild spend 1 power to impose 1 bane on rolls made to affect
impulses and terrible violence, some mortals invoke you with magic and you make rolls to resist magic with 1
his name when going to war. You have climbed the boon. The effect lasts for 1 round.
ranks of his priesthood until you can feel the god’s
spirit moving through you, becoming a physical LEVEL 8
Health +3; Power +5
extension of the divine.
Tradition Discover Antimagic or, if you have already
LEVEL 7 discovered this tradition, one of your choice.
Attributes Increase your Will score and the scores of two Resist Spell You take half damage from spells.
different attributes each by 1. LEVEL 10
Health +4
Health +4; Power +6
Spirit of the Horned One When you use an action, you
Tradition Discover one of your choice.
can call upon the spirit of the Horned One to enter you,
Swift Antimagic At any time, you can choose to gain one
which causes you to assume the likeness of your god for
action, but you must use it to cast an Antimagic spell.
1 hour. You can use this talent three times and regain
Once you use this talent, you must wait 1 hour before
expended uses when you finish an 8-hour rest. Until the
you can use it again.
effect ends, you have the following benefits and
drawbacks:

 Your size becomes 2 if it is less than 2.


Cryomancer
 You gain a +10 bonus to Health. Your magical studies grant you complete control over
 You gain one Damage Die. cold and ice. You become an incarnation of winter,
 A pair of horns extend out from the sides of your plunging temperatures around you and freezing your
head and you can use them as melee weapons foes. Resulting from your mastery of Cryomancy,
with the following properties: Attacks 2; Attribute you always feel cold to the touch and your eyes turn
Strength; Damage Bonus +4. bright blue.
 You make rolls to overcome challenging terrain
with 3 boons. LEVEL 7
Attributes Increase your Intellect score and the scores of
LEVEL 8 two different attributes each by 1.
Health +4; Damage Dice +1d6 Health +3; Power +7
Roar of the Horned One When you use Spirit of the Languages Learn one of your choice.
Horned One, you can roar, which forces each enemy Cold Resistance You take half damage from cold.
within long range that can hear you to roll Will with 2 Freezing Touch Use an action and spend 1 power to touch
banes. On a failure, the creature becomes frightened for one creature you can reach. Roll Strength or Agility with
6 rounds. 1 boon against the target’s Agility. On a success, you
touch the target and deal 4d6 damage.
LEVEL 10
Health +4; Damage Dice +1d6 LEVEL 8
Fury of the Horned One Once per round when you take Health +3; Power +5
damage while under the effect of Spirit of the Horned Tradition Discover Cryomancy or, if you have already
One, you gain an action and one Damage Die, which you discovered this tradition, one of your choice.
must immediately use to attack. Ice Armor When you cast a Cryomancy spell, you can
spend 1 additional power to sheathe your body with ice

Countermage that remains for 6 rounds or until you take damage from

13
fire. The ice grants you a +2 bonus to Defense and you LEVEL 7
take half damage from fire and heat effects. Attributes Increase your Strength by 1 and two different
attributes by 1 each.
LEVEL 10 Health +6; Damage Dice +1d6
Health +3; Power +6 Frenzied Strikes When you use an action to attack, you
Tradition Discover one of your choice. can reduce the number of Damage Dice by one to
Freezing Presence While under the effects of Ice Armor, increase the number of attacks you can make with the
during the upkeep each creature within short range must weapon by one.
succeed on a Strength roll or take 1d6 damage.
LEVEL 8
Dawnbringer Health +6; Damage Dice +1d6
Hack and Hew When you fail a roll to attack with a
Mother Sun rewards your constant service by making weapon, one creature of your choice that you can reach
you her chosen servant and she invests you the power must succeed on an Agility roll or take 1d6 damage.
of the sun itself. This gift transforms you into a LEVEL 10
radiant being, one sculpted from light that drowns out Health +6; Damage Dice +1d6
all of your features but your shape. This radiance aids Make Mountains of the Dead Whenever your attack
you, intensifying or darkening as you need to carry causes a creature to become incapacitated, you gain an
out your holy mission. action and must use it immediately to make an attack.
When you use this talent, roll luck. On a failure, you lose
LEVEL 7 this talent for 1 round.
Attributes Increase your Will score and the scores of two
different attributes each by 1.
Health +4
Radiance You always emit light. When you take a turn,
Death Knight
Few people face death without experiencing a tremor
you can choose to emit regular light, dim light, or bright
light. Regular light illuminates everything within of dread, so it should come to no surprise that some
medium range, dim light out to short range, and bright individuals go to great lengths to extend their
light out to long range. existence beyond the time allotted to them. The Cult
Solar Ray Use an action to fling a tongue of fire at one of the Last Door created the Death Knights to find
creature or object within long range. Roll Will against these individuals and right the wrong done to their
the target’s Agility. On a success, the flames hit and deal master, whether the culprits are necromancers,
4d6 damage and the target must succeed on a luck roll or undead, or spirits who have managed to escape from
catch fire. The damage increases to 5d6 at level 8 and the Underworld.
7d6 at level 10. If you roll a 20 on the die, the flames
deal 4d6 extra damage. LEVEL 7
Attributes Increase your Strength and Will scores and a
LEVEL 8 score of a different attribute each by 1.
Health +4; Damage Dice +1d6
Health +5
Radiant Heat While you emit bright light from Radiance,
Sword of Death Your attacks have a +1 bonus to damage.
during the upkeep, each creature within short range of
Death’s Judgment When you succeed on a roll to attack,
you must succeed on a Strength roll or take 1d6 damage.
you can roll luck. On a success, each creature you choose
LEVEL 10 within short range takes 3d6 damage. Spirits and undead
Health +4; Damage Dice +1d6 take double this damage. Once you use this talent, you
Sunburst Use an action to release a burst of intense light must wait 6 rounds before you can use it again. You can
out to extreme range that deals 10d6 damage to use this talent a number of times equal to half your level
everything in the area. A creature must roll Strength, and you regain expended uses when you finish an 8-hour
taking half the damage on a success, or becoming rest.
blinded for 6 rounds on a failure. Once you use this LEVEL 8
talent, you only emit dim light from Radiance for 1 hour.
Health +5; Damage Dice +1d6
You can use this talent once and regain the use when you
Death Warded You impose 1 bane on rolls made to attack
finish an 8-hour rest.
you by spirits and undead. In addition, you take half
damage from spirit and undead attacks.
Death Dealer LEVEL 10
You thrive on the battlefield. You fight with shocking Health +5; Damage Dice +1d6
ferocity, hacking apart your enemies as you wade Wrath of the Death Lord Spirits and undead take double
through the dead. You excel at fighting multiple foes damage from your attacks.
at once, though you are just as deadly when taking on
one at a time.

14
attribute roll is made against you, you can expend an
Defender insight and either make your roll with 1 boon or impose
1 bane on the roll made against you.
You assume the burden of protecting the people
around you. This calling might come from obligation, LEVEL 8
a debt owed to your companions, or a responsibility Health +3; Power +5
you have assumed in accordance with your beliefs. In Tradition Discover Divination or a different tradition if
battle, you draw attention to yourself and destroy you have discovered it already.
Foretelling You can spend 10 minutes using implements of
anyone who dares to ignore you. divination such as notched sticks, tea leaves, cards, or
LEVEL 7 simply the palm of a creature’s hand to divine the
Attributes Increase your Strength, Will, and one other creature’s future. If you finish, you give the creature
attribute of your choice by 1 each. insights into its future. The creature gains an insight die,
Health +6; Damage Dice +1d6 which is a d6, and retains that die until it completes a
Defender’s Stance You can move into the Defender’s rest. Whenever a roll is made for the creature or a
Stance and stay in this position until you move or cannot creature rolls against, the creature rolls the insight die
use actions. While in this stance, you impose 1 bane on and can add or subtract the die from the result of the roll.
rolls made to attack creatures within short range that are At any time when presented with a choice of directions,
not you. In addition, if you are on a solid, stable surface, the creature can sacrifice the die and force the Sage to
you cannot be moved against your will or knocked reveal if a direction will have good results, bad results, or
prone. uncertain results. Once you use this talent, you must
complete a rest before you can use it again.
LEVEL 8
Health +6; Damage Dice +1d6 LEVEL 10
Retributive Strike If you have at least one Damage Die Health +3; Power +6
when a creature you can reach attacks another creature Tradition Discover one of your choice.
you can reach, you gain an action and must use it Divination You can use divinatory tools to receive an
immediately to attack the triggering creature. You make answer to a question. The question you pose can be no
the roll with 1 boon. longer than 20 words and you must spend 5 power. It
takes 1d20 minutes to receive an answer and, at the end
LEVEL 10 of this time, roll luck. On a success, the Sage must
Health +6; Damage Dice +1d6 answer truthfully, giving as much or as little information
Peerless Defender The number of banes imposed on rolls as suited to the question. On a failure, the sage can
to attack from your Defender’s Stance talent, increases to answer truthfully or not, leaving it up to you to decide
2. Also, when you use Retributive Strike, you make the whether you have true information or not. Once you use
roll to attack with 2 boons and the attack deals 1d6 extra this talent, you must rest for 8 hours before you can use
damage. it again.
See the Future You make luck rolls with 1 boon.

Diviner Draconus Adept


There are some who believe the future has already
been written. All choices have been weighed and You have spent your life serving the slumbering
made before the eyes of the gods and mortal dragon god known as Draconus and for your constant
experience is one grand drama that plays out in a devotion, the deity elevates you above the others who
manner preordained. As a diviner, you have insights serve, choosing you to become his champion. The
into the future and your gift allows you to see along god’s favor triggers a slow transformation into a
the strands of possibilities to examine what comes dragon. At first, subtle changes involve the loss of
ahead and then to determine what is possible and body hair and the appearance of scales spreading up
what is unlikely. If indeed the future is ordained, your your arms and legs. Later, small wings unfold from
intercession is what makes the future possible. If not, your back and, later still, you grow in size to become
then you can tip the scales of fate in your favor. a dragon of your size. Years later, well after you have
set aside the adventurer’s mantle, you will reach your
LEVEL 7 true size and, likely, forgot the person you once were.
Attributes Increase your Intellect and two different
attributes by 1 each. LEVEL 7
Health +3; Power +7 Attributes Increase your Will score and the scores of two
Languages Learn one of your choice. different attributes each by 1.
Divinatory Insights When you finish an 8-hour rest, you Health +4
gain a number of insights equal to half your level, which Dragon Gifts You begin your transformation and gain the
remain until you finish another 8-hour rest or you spend following benefits:
them. Whenever you would make an attribute roll or an

15
 You can see and hear twice as far as normal. Dragon’s Fury When you succeed on a roll to attack with
 You grow long claws from your fingertips. The your Dragon Claws, you can spend 2 power to unleash
claws count as weapons with the following the Dragon’s Fury, which causes the attack to deal 4d6
properties: Attacks 2; Attribute Strength or extra damage. If you roll three or more 6s on the extra
Agility; Damage Bonus +2 damage dice, the target also flies a medium distance
 Scales cover your body to grant you a +1 bonus away from you, lands prone, and becomes stunned for 1
to Defense. round.

Dragon Breath Use an action to spew fire from your


LEVEL 10
mouth to deal 2d6 damage to up to two creatures or Health +4; Power +6
objects within short range. A creature can roll Agility and Dragon Fury You can use an action and spend 4 power to
takes half the damage on a success. The damage gather in your hands a roiling ball of energy and then
increases to 3d6 and can affect a third target at level 8 hurl it at a creature or object within long range. Roll Will
and 4d6 and affect a fourth target at level 10. against the target’s Agility. On a success, the energy
strikes and deals 12d6 damage.
LEVEL 8
Health +4; Damage Dice +1d6
Dragon Wings You can fly. Outside of combat, you can fly Disciple of the
60 miles per hour.

LEVEL 10 Winds
Health +4; Damage Dice +1d6 You climbed the 777 steps to reach the doors of the
Dragon Apotheosis You fully transform into a dragon and Four Winds Monastery and there convinced the
gain the following benefits: keeper of the gates to let you inside and access the
mystic lore the site protects. Alongside the other
 Your Strength becomes 16 if it’s lower than 16. monks who dwelled there, you studied the ancient
 Increase your size by 1.
writings of Sithre, the fighting forms inspired by the
 You cannot be frightened, surprised, or take
ancient master’s wisdom, and trained your ear to hear
damage from fire.
 Your teeth length and count as a weapon with the
the secrets names of the wind. You completed your
following properties: Attacks 1; Attribute training some months or years later and can now call
Strength or Agility; Damage Bonus +6 the winds to aid you as you set out to teach others the
 Your scales grant you a Defense of 18. secrets of enlightenment.
 You can fly, outside of combat, up to 120 miles
per hour.
LEVEL 7
Attributes Increase your Agility score, Will score, and one
different score by 1 each.
Dragon Claw Health +4
Languages Learn one of your choice.
In hidden monasteries, masters still teach the secrets Wind Fury Strike When you make a melee attack, you can
of the Dragon Claw fighting technique. An ancient choose a target you can reach or one within short range.
martial art that teaches how to harness one’s inner Wind Walker You can walk and run up vertical surfaces
energy and use it to augment kicks and strikes. You and across liquid surfaces, but you must end you move
sought out and found a master at such a place and on a surface on which you can normally or you fall or
proved yourself worthy of becoming a student. You sink. You can stand up without having to use movement
to do so, provided you are capable of moving. Finally,
trained and learned the fighting forms and stand
you can balance on any solid surface, even those
ready to master the lessons your mentor taught you. normally incapable of bearing your weight such as a tiny
LEVEL 7 branch or even a leaf.
Attributes Increase your Strength, Agility, and Will by 1. LEVEL 8
Health +4; Power +7 Health +4; Damage Dice +1d6
Dragon Claws Your hands count small weapons with the Catch Missile You impose 2 banes on rolls made to attack
following properties: Attacks 3; Attribute Strength or you with ranged weapons. In addition, whenever a roll to
Agility; Damage Bonus +2 attack you with a such a weapon succeeds, you can roll
Dragon’s Defense You impose 1 bane on rolls made to luck. On a success you catch the weapon or projectile.
attack you.
Dragon’s Leap When you move, you can spend 1 power to LEVEL 10
fly for 1 round. When this effect ends, you land safely in Health +4; Damage Dice +1d6
on the nearest open space. Hurricane Strike When you roll a 15 or higher to make a
melee attack, your attack deals 2d6 extra damage and the
LEVEL 8 target, if it is your size or smaller, must succeed on a
Health +4; Power +5

16
Strength roll or fly a medium distance from you and fall Health +3
prone. Generator You construct an oil-powered generator that,
Walk the Sky When you walk or run, you can move in any when activated, produces electricity. The generator is a
direction as if you were flying. If you remain in the air size 1/4 object with Defense 0 and Health 10. Straps let
when you stop moving, you gently descend to the ground you carry it on your back. You can use a move to turn
below you. your generator on or off. When switched on, the
generator has 7 charges. The generator consumes 1 point

Duelist of oil per hour it runs. A running generator regains 1


expended charge per hour it runs.
Electric Torch You build an electric torch that’s powered
You call out a foe, challenging it to face you and no
by your generator. Expend 1 charge from the generator
one else. Isolating this opponent lets you focus all
allows the torch to shine a light out to a long distance for
your attention on defeating this enemy, while your 1 hour. You can use a move to turn the electric torch on
opponent does the same. The difference, however, is or off.
that you’re at your best when fighting one on one. Shock Wand You also have a copper wand fitted with
rubber handle and cable that runs from the handle to the
LEVEL 7 generator. You can use an action to attack one creature or
Attributes Increase your Strength, Agility, and Intellect by object you can reach with the wand. Roll Strength or
1 each. Agility against the target’s Agility. If the target is
Health +5; Damage Dice +1d6 wearing metal armor or is made of metal, you make the
Challenge Whenever you take the initiative, you can roll with 2 boons. On a success, you can spend 1 charge
choose one creature that can see and hear you and issue a from the generator to deal 6d6 damage. If the damage
challenge to it. Roll Intellect against the target’s Will. causes the target to become injured, the target also
The target becomes challenged until you use this talent becomes stunned for 1 round.
again, you become unconscious, or the target becomes
unconscious on a success. On a failure, the target LEVEL 8
becomes immune to your Challenge for 24 hours. Health +3
While you have a target challenged, the target makes Improved Capacity Your generator now holds 12 charges.
rolls to attack creatures other than you with 2 banes. Lightning Arc While your generator is on, you can use an
action and expend 1 charge from the generator hurl an
LEVEL 8 arc of lightning at one creature or object within medium
Health +5; Damage Dice +1d6 range. Roll Agility against the target’s Agility. If the
Riposte Whenever the target of your Challenge rolls to target is wearing metal armor or is made of metal, you
attack you, you impose 1 bane on its roll. If the target make the roll with 3 boons. On a success, the target takes
fails, you make your next roll to attack the target before 6d6 damage and the lightning leaps from it to another
the end of your next turn with 3 boons. creature or object of your choice within short range of
LEVEL 10 the target. The second target must succeed on an Agility
Health +5; Damage Dice +1d6 roll, with 1 bane if it wears metal armor or is made of
Mounting Frustration Each time a creature you have metal, or take 3d6 damage.
Challenged fails a roll to attack you, it gains 1 frustration LEVEL 10
token. The creature makes rolls to attack you with a Health +3
number of banes equal to the frustration tokens it has. A Maximum Capacity Your generator now holds 18 charges.
creature can use an action to roll Will and removes all Fuel Efficiency One pint of oil lets the generator run 4
frustration tokens on a success. Or, a creature removes 1 hours.
frustration token when it succeeds on a roll to attack you. Intense Lightning Your Shock Wand deals 2d6 extra
damage.
Dynamo
A source of energy permeates this world and shows
itself in the lightning lancing down from storm
Enforcer
You understand your role in battle: you fight with
clouds, it the shock of static, and in the standing of speed and fury to overwhelm your opponents, taking
hairs in certain environments. After an extensive them down one at a time. Your aggression aids you,
study of lightning, you have learned to harness this lending you the strength you need to crush your
energy and force it to obey your commands. You enemies. You can take the punishment and have no
have built a generator that you can carry on your trouble dishing it out.
back. When you start it up, it creates the lightning
you use. LEVEL 7
Attributes Increase your Strength score, Will score, and
LEVEL 7 one other attribute score by 1 each.
Attributes Increase your Intellect and two different Health +6; Damage Dice +1d6
attributes by 1.

17
First in the Fray If you cannot reach an enemy during the Rune of Dexterity You make Agility rolls with 1 boon and
upkeep and you then take the initiative during the next impose 1 bane on rolls against your Agility.
round, you can move and use an action, but you must use Rune of Luck You make luck rolls with 1 boon.
the action to attack. Rune of Prowess Once per round, you make one attribute
roll with 1 boon.
LEVEL 8 Rune of Regeneration During each upkeep, you heal 2
Health +6; Damage Dice +1d6 damage.
Vicious Strike When a creature you can reach uses an Rune of Resistance Choose cold, fire, lightning, or some
action to retreat, roll luck. On a success and if you have other harmful damage source other than weapons. You
at least one Damage Die, you gain an action and use it to take half damage from this source.
attack the triggering creature. Rune of Speed You can move one additional time on each
of your turns.
LEVEL 10 Rune of Stamina You gain a +10 bonus to Health.
Health +6; Damage Dice +1d6 Rune of Strength You make Strength rolls with 1 boon and
Overwhelming Force Whenever you deal 15 damage or impose 1 bane on rolls against your Strength.
more with an attack, the target must succeed on a
Strength roll or fall prone.
Enchanter
Engraved Mastering Enchantment magic makes you better at
manipulating the emotions of others and make them
As your understanding of rune magic grows, you
do as you wish them to do. The magic gives you
realize you can adorn your body with these mystic
unprecedented control over others, such that you can
symbols to enhance your own capabilities. Each rune
force people to act out of character or do things they
you place on yourself remains until you die and you
would ordinarily not do. In the hands of an
can direct the flow of magic into them to awaken
unscrupulous villain, such magic could produce
their potential. The other body markings adorning
despicable ends, so you must ever guard against the
your body help you capture and point the magic to
temptation of using your techniques for selfish ends.
where you need it most.
LEVEL 7 LEVEL 7
Attributes Increase your Intellect score and the scores of
Attributes Increase your Intellect score and the scores of
two different attributes each by 1.
two different attributes by 1 each.
Health +3; Power +7
Health +4; Power +7
Languages Learn one of your choice.
Runic Tattoos You adorn your body with three runic
Enchanting Presence In social situations, you can spend 1
tattoos chosen from the options presented below.
power to make rolls with 3 boons for 1 hour.
Whenever you use an action, you can spend 1 power to
activate one of the tattoos. The tattoo remains activated LEVEL 8
for 6 rounds. Health +3; Power +5
Tradition Discover Enchantment or, if you have already
LEVEL 8
discovered this tradition, one of your choice.
Health +4; Power +5
Subtle Enchantment Creatures under the effects of your
Tradition Discover the Rune tradition or a different one if
Enchantment spells do not remember being under these
you have already discovered this tradition.
effects when the spells end.
Additional Tattoo You add another runic tattoo to your
body. LEVEL 10
Health +3; Power +6
LEVEL 10
Tradition Discover one of your choice.
Health +4; Power +6
Guarded Emotions You cannot be charmed, controlled, or
Tradition Discover one of your choice.
frightened. You are immune to any effect that would alter
Additional Tattoo You add another runic tattoo to your
your emotions.
body.
Rune Mastery When you cast a Rune spell, you can
activate one of your Runic Tattoos without having to
expend power.
Enervator
You master magic that lets you drain vigor and
Runic Tattoos vitality from living creatures, causing them to sag
with fatigue. At the heights of your power, you can
You tattoo or engrave these runes on your body.
drain away their life force and use it for yourself.
Rune of Armor You impose 1 bane on rolls against your
Mastering the tradition creates a hunger for life force
Defense. and you find yourself craving the energy you steal
from others.

18
LEVEL 7
Attributes Increase your Intellect score and the scores of
two different attributes each by 1.
Farseer
Health +3; Power +7
Scrying magic lets you see into faraway places,
Languages Learn one of your choice. almost as if you were there. You have mastered the
Stolen Vitality Use an action and expend 1 power to drain use of the crystal ball and can reach further and see
energy from one creature you can see within short range. more than you ever could before. No secrets are safe
If you are fatigued, you remove the affliction from from you as you can see anyone and everything at
yourself and bestow it on the target. Otherwise, roll any time you choose.
Intellect against the target’s Strength. On a success, the
target becomes fatigued for 1d6 rounds and you make LEVEL 7
attribute rolls with 1 boon until the target is no longer Attributes Increase your Intellect score and the scores of
fatigued. two different attributes each by 1.
Health +3; Power +7
LEVEL 8 Languages Learn one of your choice.
Health +3; Power +5 Crystal Ball You gain an orb for free. If you lose this
Tradition Discover Enervation or, if you have already object, you can replace it for free during your next
discovered this tradition, one of your choice. downtime.
Life Eater You make rolls to cast Enervation spells with 1 Far Sight Use an action and expend 1 power to peer into
boon. your crystal ball. For 1 round, the ball shows you an
image of one area of your choice that’s within long
LEVEL 10 range. You can change the angle of view freely, but the
Health +4; Power +6 edges of the area are opaque.
Tradition Discover one of your choice.
Stolen Power When you cast an Enervation spell, roll luck. LEVEL 8
On a success, you regain half the power you spent to cast Health +3; Power +5
the spell (minimum 1). Tradition Discover Scrying or, if you have already
discovered this tradition, one of your choice.

Executioner Undiscovered Country When you cast clairvoyance, you


can choose a place within the listed range but you do not
You know where to strike your foes to deliver the have to have seen that place before.
most damage, to leave your enemies reeling, LEVEL 10
crippled, and bleeding out where they fall. Your Health +3; Power +6
advanced techniques could make you an even more Tradition Discover one of your choice.
effective assassin, but might also have developed Mobile Sensor When you use an action to concentrate on
these techniques after a stint executing criminals, your casting of the scrying spell, you can shift what the
heretics, cultists, and devotees of darkness. spell reveals to one area adjacent to the one you chose
when you cast the spell. You can continue to move from
LEVEL 7 area to area until the spell ends.
Attributes Increase your Strength and Intellect each by 1 Sight and Sound When you cast scrying, you gain the
and one other attribute by 1. clairaudience effect without have to spend additional
Health +5; Damage Dice +1d6 power.
Exacting Strike When you succeed on a roll to attack with
a weapon, you can use this talent to deal maximum
damage with the attack. Once you use this talent, you
must wait 6 rounds before you can use it again.
Fatespinner
The Fates see reality as a great tapestry made from
LEVEL 8 the threads they spin, weave, and cut. Each thread is a
Health +5; Damage Dice +1d6 life whose existence and destiny are decided by the
Unerring Strike When you fail a roll to attack, you can use Mother, Maiden, and Crone. You serve the three-in-
this talent to turn the failure into a success, but you grant one goddess, working to safeguard creation and
2 boons on rolls made to attack you for 1 round. You can ensure others fulfill the fates allotted to them. You
use this talent a number of times equal to half your level can invoke the various Fates to manipulate events
and you regain expended uses when you finish an 8-hour around you, extending the lives or some, while
rest.
cutting others short.
LEVEL 10
Health +5; Damage Dice +1d6
LEVEL 7
Execution When damage from your attack causes a Attributes Increase your Will score and the scores of two
creature to become injured, you can use this talent to different attributes each by 1.
force the target to make a Strength roll with 1 bane. On a Health +4
failure, the target takes damage equal to its Health score.

19
Twist Fate When a creature you can see rolls luck, you can Vow of Poverty You have sworn a vow of poverty and now
grant 3 boons or impose 3 banes. depend on the charity of others to make ends meet.
Violating this vow imposes banes on your attribute and
LEVEL 8 luck rolls. You violate the follow in the following ways
Health +4; Damage Dice +1d6 and each violation imposes 1 bane on your rolls:
Shape Destiny During the upkeep, you can roll a fate die,
which is a d20 and note the result. Once during the next  Carrying or possessing coins or other valuables in
round, when an attribute or luck roll is made for a excess of 1 gp.
creature you can see within medium range, you can trade  Owning property.
out the number rolled for the one you rolled on the fate  Wearing any armor.
die.
 Carrying or wielding a weapon other than a club,
LEVEL 10 crossbow, hammer, knife, quarterstaff, or sling.
Health +4; Damage Dice +1d6
Aspect of the Three Fates You can use an action to adopt Charity While you are in an urban environment that has
the aspect of the maiden, mother, or crone, and you followers of your religion, you do not have to pay for
remain in that aspect for 6 rounds, until you use this food, drink, or lodgings for as long as you remain there.
talent again, or you become unconscious. If you adopt Righteous Living While you lack banes from violating
the aspect of the Maiden, you appear young, vibrant, and your Vow of Poverty, you make attribute and luck rolls
full of life. If you adopt the aspect of the Mother, you with 1 boon.
appear to be in your middle years, confident and wise. In LEVEL 8
the aspect of the Crone, you appear bent, wizened, and
Health +5; Damage Dice +1d6
ancient. You can use this talent three times and regain
Blessed Service If you have no banes from violating your
expended uses when you finish an 8-hour rest. The
Vow of Poverty, you impose 1 bane on rolls to attack you
aspect you adopt grants you a special ability.
and you increase the number of attacks you can make
with weapons you wield by 1.
 Spin the Cord. If you are in the aspect of the
Maiden, once per round when a creature would LEVEL 10
make an attribute or luck roll, you can roll luck. Health +5; Damage Dice +1d6
On a success, you determine the result of the roll, Holy Pilgrim When you would become grabbed,
choosing success or failure. restrained, or slowed, you can roll luck. On a success,
 Length the Cord. If you are in the aspect of the you are not grabbed, restrained, or slowed.
Mother, you can use an action to grant one Holy Provisions If you have no banes from violating your
creature you see within medium range a +20 Vow of Poverty, you can use an action to provide food
bonus to Health that lasts for 6 rounds or until and drink for a number of creatures equal to twice your
you use this talent again. level. The food is simple fair, being bread and fish, and
 Snip the Cord. If you are in the aspect of the the drink can be water, mead, ale, or wine. Food and
Crone, you can use an action to draw forth a pair drink not consumed within 24 hours disappears. Once
of silvery shears and cut the cord of one creature you use Holy Provisions, you must wait 24 hours before
you can see. Roll 10d6 and add the sum to the you can use it again.
creature’s damage total. If the new total equals or
exceeds the target’s Health, the target dies.
Otherwise, the target becomes immune to Snip
the Cord for 24 hours.
Genius
You always have a plan in place, having anticipated
the events as they’ve unfolded. You can see several
Friar steps ahead of your foes and use your foresight to
thwart their plans and frustrate their efforts. A true
To better understand your divine patron and to
genius, you are prepared for almost any situation.
perform good works in your deity’s name, you swore
a vow of poverty. Doing so frees you from LEVEL 7
distractions that could lead you away from your faith, Attributes Increase your Intellect score and the scores of
while also keeping you humble and focused on two different attributes by 1 each.
service to your god or gods. You travel widely to Health +4
spread the word of your faith and make converts, all Languages Learn one of your choice.
Towering Intellect You make Intellect rolls with 1 boon
while depending on the charity of others to sustain
and you impose 1 bane on rolls made against your
you. Intellect.
LEVEL 7 Stratagems You have a number of stratagems equal to your
Attributes Increase your Strength, Agility, and Will by 1 level and you retain them until expended. When you
each. finish an 8-hour rest, you replenish your number of
Health +5; Damage Dice +1d6 stratagems up to your maximum. You can use your
stratagems to do any of the following:

20
Quake When you use the Tremor talent granted by the
 When a roll is made for a creature you can see, control earth spell, each object in contact with the
you can expend 1 stratagem to grant 3 boons or ground takes 1d6 damage.
impose 3 banes on the roll. Eruption If you are under the effects of the Earth Armor
 You can use an action and expend 1 stratagem to talent, you can use an action to end the effect
produce any one item you can hold in one hand immediately, causing the earth and stone covering your
that’s worth 1 gp or less. body to explode out from you. Each creature and object
 At any time, you can expend 1 stratagem to ask within short range takes 1d6 damage for each bonus of
the Sage one question that can be answered with bonus remaining. A creature can roll luck and takes no
a yes or a no. The Sage must answer the question damage on a success.
truthfully.
 On your turn, you can expend 1 stratagem to
LEVEL 10
Health +3; Power +6
allow one creature you can see to heal damage
Tradition Discover one of your choice.
equal to 1 + its level.
Earth Mastery When you cast the control earth spell, you
 When you succeed on a roll to attack a creature,
gain the benefits of the extra talents upgrade without
you can expend 1 stratagem to deal 3d6 extra
having to spend additional power. In addition, you
damage on that attack.
improve the talents granted by this spell as follows.
LEVEL 8 The Durability of Stone talent grants you a +20 bonus
Health +4; Damage Dice +1d6 to Health.
Decided Advantage You make all rolls with 1 boon while The range of your Tremorsense talent increases to
you have at least 1 stratagem. long.
The target of your Mold Earth and Stone talent can be
LEVEL 10 size 3 or smaller.
Health +4; Damage Dice +1d6 The Tremor talent affects all creatures within medium
Plots within Plots When you spend a stratagem, roll luck. range.
On a success, you regain 1 stratagem. Then roll a d6. On
an odd number, you lose this talent until you complete a
rest. Ghost Walker
Although some peer through the veil and perceive the
Geomancer Ephemera that coexists with the mortal world, few
mortals can enter that place while still alive. You,
You lay bare the secrets of earth magic and, as you however, learned how to move between worlds, to
grapple to understand them, you find yourself step bodily into the invisible world and back again,
growing able to control the soil and stone around appearing to all others to disappear in a swirl of mist
you. At your command, boulders upheave themselves and pop back into existence once more. You are a
from the unyielding earth, while shockwaves race ghost walker for you walk among the spirits of the
through the ground, sending creatures sprawling and dead.
structures tumbling into ruin. The earth has become
your ally and it aids you in all that you do. LEVEL 7
Attributes Increase your Agility score, Will score, and one
LEVEL 7 other attribute score by 1 each.
Attributes Increase your Strength, Intellect, and one other Health +2; Power +7
attribute by 1 each. Languages Learn one of your choice.
Health +3; Power +7 Ghost Walk You can use an action and expend 1 power to
Languages Learn one of your choice. step into the Ephemera, which makes it seem that you
Earth Strider You ignore the effects of moving have disappeared. You remain in the Ephemera for 6
challenging terrain created by earth, sand, or stone rounds, until you are incapacitated, or you use a move to
features. You are also immune to the effects of return the mortal world. While manifested in the
earthquakes and similar effects. Ephemera, you use your normal statistics, but you take
Smashing Strike Your weapon attacks deal +1 damage. half damage from physical sources that are not magic or
Whenever you deal 10 damage or more on a weapon affected by magic, and you are immune to all afflictions
attack, you cause a tremor to rip through the area, forcing that have physical sources. You can move freely across
each creature on the ground within short range of the all terrain and can move into and through creatures and
target to roll Agility with 1 boon. On a failure, the objects. While inside another creature or object, you
creature falls prone. have total cover for as long as you remain there. If you
become incapacitated while manifested, you must wait
LEVEL 8 24 hours before you can use Ghost Walk again.
Health +3; Power +5
Tradition Discover Geomancy or a different one if you LEVEL 8
have already discovered this tradition. Health +2; Power +5

21
Tradition Discover Spiritualism or, if you have already it inhabits and strives always to break free and finds
discovered it, a different tradition of your choice. it sometimes resisting your control.
Spectral Strike When you attack, you can choose to roll
against the target’s Agility instead of its Defense. LEVEL 7
Attributes Increase your Intellect score, Will score, and
LEVEL 10 one other attribute score by 1 each.
Health +2; Power +6 Golem You construct a golem, a human-shaped object
Tradition Discover one tradition of your choice. made of clay in which you have bound a spirit you stole
Extend Foray When you use your Ghost Walk talent, you from the Ephemera. Inside the golem’s head, you can
can remain in the Ephemera for up to 1 hour instead of 6 inscribe up to three rules by which the creation must
rounds. abide. Each rule must be presented as a simple
Ghost Dance You can use an action to cause your body to declarative statement, no longer than ten words long.
flicker in and out of the Ephemera rapidly for 6 rounds. Normally, you control the golem. It takes turns when
You impose 3 banes on roll made against your Defense, you do and it does as you command it. The spirit within
Strength, or Agility, and you make Strength and Agility the golem fights against your commands and might break
rolls to resist effects with 3 boons. free, which allows the golem to behave in a manner it
chooses.
Giant Slayer If the golem has damage, you can attempt to repair it.
For each hour you spend working on the golem, roll
You would have to be a little off upstairs to seek out Intellect. On a success, you remove damage equal to 1d6
giants in the first place, to say nothing of fighting + your level. If the golem is destroyed, you can construct
them. Yet fighting giants is what you were made to a new one during your next downtime.
do. And giants include all manner of big things such GOLEM LEVEL 7
as dragons, cyclopes, and, of course, old fashioned Defense Strength Agility Intellect Will Health
giants. 18 8 8 15
7 +8 –2 –2 +5
12
LEVEL 7
Attributes Increase your Strength, Agility, and one 0
different attribute by 1 each.
Health +6; Damage Dice +1d6 Size 2; Senses sightless
Hard Target When a creature of size 2 or larger attacks Animated Object A golem is an object that behaves as a
you, you impose a number of banes on the roll equal to creature.
the creature’s size minus 1. Spell Immunity The golem is immune to the effects of all
Giant Killer Your attacks against size 2 and larger spells and damage from objects created by spells.
creatures deal extra damage equal to target’s size. Resilient When the golem takes damage, roll luck. On a
success, the golem takes half damage.
LEVEL 8 Unstoppable The golem cannot be restrained
Health +6; Damage Dice +1d6 Destroyer The golem always deals maximum damage for
The Bigger They Are You make rolls to attack size 2 or attacks it makes against objects.
larger creatures with 1 boon. Controlled The golem takes its turn when its creator does.
LEVEL 10 The creator decides how the golem moves and uses an
action. If the golem’s creator dies, it loses this trait.
Health +6; Damage Dice +1d6
Unstable Whenever a roll for the golem results in a failure,
Climb the Mountain If you grab a creature of size 2 or
the creature must succeed on a luck roll or the golem
larger and that creature is larger than you, you can move
loses the controlled trait. If the creator is within short
onto the target’s body. While on the creature’s body, you
range of its golem, the creature can use an action to
can use a move to maintain the grab, increase the number
regain control. Roll Will with 3 banes. On a success, the
of banes imposed on rolls made to attack you by 2, and
golem regains the controlled trait.
you make rolls to attack the creature within 3 boons.
Roll Free You are immune to the Giantfall trait. ATTACKS
Damage Dice 6d6

Golem Maker Fist (melee) Attacks 2: Strength (+8) with 1 boon against
Defense
You discovered the secret to creating a golem, a
LEVEL 8
monstrous construct in which you bind a spirit Health +1
fetched from the Ephemera, where it remains until Golem Protector While you are within short range of the
the golem is destroyed. You sculpted the body from golem you control, the golem imposes 2 banes on rolls
clay, inscribed the rules by which it must abide inside made to attack you.
its head, and performed the terrible rite that caused a
spirit to emerge from the Spirit World and enter your LEVEL 10
creation. The spirit becomes restless inside the body Health +1

22
Mighty Golem Increase the golem’s level to 10, its Health Revolvers in downtime for the same price. You must
to 180, and its Damage Dice to 8d6. create the bullets yourself.

LEVEL 8
Gunslinger Health +4
Advanced Ammunition For each piece of ammunition you
Black powder and the firearms that rely on that create for your Mark I Revolver, choose one of the
substance remain new to the peoples of the Known following options.
World and though they remain slow and unreliable,
it’s hard to deny their potential. You have been using  Armor-Piercing. When attacking targets with
firearms for long enough that you have grown your revolver, you make the roll against the
accustomed to their quirks and have discovered ways target’s Agility – its size.
to improve their accuracy and effectiveness, making  Incendiary. A target that takes damage from your
you a particularly lethal adversary. revolver must succeed on a luck roll or catch fire.
 Mushrooming. The bullet mushrooms on impact
LEVEL 7 to deal 1d6 extra damage.
Attributes Increase your Agility and two different
attributes by 1 each. LEVEL 10
Health +4; Damage Dice +1d6 Health +4; Damage Dice +1d6
Speed Loader Increase the number of attacks you can Firearm Mastery You make rolls to attack with your
make with a hand cannon and harquebus by one. revolver, hand cannons, and harquebuses with 3 boons.

LEVEL 8
Health +4; Damage Dice +1d6
Reliable Arms When your attack with a hand cannon or
Hexer
Curses weaken, frustrate, and transform those who
harquebus would result in a misfire or explosion, roll
bear them in unspeakable ways. They create suffering
luck. On a success, you simply missed instead of
suffering the misfire or explosion. and hardship, serving no purpose beyond making
individuals pay for some crime, real or imagined. As
LEVEL 10 a hexer, you have learned how to lay terrible curses
Health +4; Damage Dice +1d6 on your enemies and few who suffer your dread
Deadeye Shot You make rolls to attack with hand cannons attentions emerge from the experience unchanged.
and harquebuses with 1 boon.
LEVEL 7
Gunsmith Attributes Increase your Intellect score and the scores of
two other attributes by 1 each.
Health +2; Power +7
You saw in ballistics an opportunity to improve on
the design and the results of your work is one that Languages Learn one of your choice.
Poppet You can create doll-sized effigies of people and use
offers improved accuracy, firepower, and reliability.
them to afflict the individuals they represent from afar.
No longer does one have to touch a match to a fuse, It takes 1 hour of work and 5 cp of common materials
spin the wheel to throw the sparks, stuff shot, to produce the doll, which is a size 1/12 object with
powder, and cotton down the barrel, or do any of the Health 1, but you must incorporate a bit of nail, a few
other tedious tasks that have prevented black powder hairs, or a drop of blood into the poppet’s creation. You
weapons from overtaking bows and crossbows. With can have a number of poppets equal to half your level
the intent to solve these issues, you built the Mark I (minimum 1). If you create a poppet beyond this number,
Revolver. the oldest poppet loses efficacy.
While holding a poppet, you can cast any spell that
LEVEL 7 targets a creature on the poppet and the effects of the
Attributes Increase your Intellect and two different spell apply to the creature the poppet represents
attributes by 1. regardless of distance.
Health +4 If the poppet is destroyed, the creature it represents
Mark I Revolver You build a mark I revolver, which is a must succeed on a Will roll or take damage equal to its
small ranged (medium) weapon with the following level and become stunned. During each upkeep the
properties: Attacks 6; Attribute Agility; Damage Bonus creature is stunned, the creature must repeat the roll,
+2. The revolver has a cylinder that can hold six taking damage equal to its level on a failure, or removing
specially-designed bullets. When you empty the cylinder, the stunned affliction from itself on a success.
you cannot fire the weapon again until you use an action Unluck When a luck roll is made for a creature within short
to reload it. You can purchase 3 bullets for 1 sp. range, you can spend 1 power to impose 2 banes on the
If you lose the Mark I Revolver, you can make another roll.
one during your next down time at a cost of 5 gp in
special materials. You can also produce additional Mark I LEVEL 8
Health +2; Power +5

23
Tradition Discover Curse or, if you have already Principle of Tongues: Use an action and expend 1
discovered it, a tradition of your choice. power to speak, read, and write in all languages for 8
Painful Curse You can use an action and expend 1 power hours.
to cause each cursed creature you choose within medium
Principle of Secret Knowledge: Use an action to
range to take 2d6 damage.
make all Intellect roll with 3 boons for 1 hour.
LEVEL 10 Principle of Hidden Vitality: Use an action to
Health +2; Power +6 gain a +10 bonus to Health for 8 hours.
Tradition Discover one of your choice. Principle of Displacement: Use an action to
Bestow Affliction If you are blinded, charmed, controlled, impose 2 banes on rolls made against you.
deafened, fatigued, frightened, impaired, or sickened, Principle of Magical Knowledge: You discover
you can use an action to remove the affliction from
one tradition of your choice.
yourself and bestow it on one creature you can see within
short range. The duration of the affliction is unchanged. Principle of Arms: You count as if you met the
Killing Curse When you successfully cast hex on a requirements for all weapons and you make rolls to
creature, you can choose for the target to take 2d6 attack with weapons with 1 boon.
damage during the upkeep for 6 rounds or until it is no Principle of Salvation: You make rolls to resist
longer cursed. harmful effects with 1 boon.
Principle of Secret Ways: As a move, spend 1
Hierophant power to teleport to an open space within short range.

The greatest of the druids climb through the ranks of


their order and might one day join an elite society Hydromancer
known as hierophants. These individuals guide the You study the secrets of water magic, growing your
order in response to certain esoteric principles and skill until you finally master the tradition. From your
interpret the deeper mysteries of reality. Chiefly, they efforts, you learn new ways to cast the spells from
concern themselves with maintaining reality in its your tradition and to cast them with greater
present form, which means directing efforts against efficiency. Water obeys your commands and flows to
those who would disrupt the delicate balance. Like wherever you direct it.
other druids, hierophants care nothing for matters of
good or evil, rather they pit themselves against forces LEVEL 7
Attributes Increase your Intellect, Will, and one other
of destruction, chaos, and unrest. They oppose users
attribute by 1 each.
of the dark arts, demonologists, cultists of elder gods, Health +3; Power +7
and other insidious forces. Languages Learn one of your choice.
Drenching Strike Your weapon attacks ignore the effects
LEVEL 7 of all cover except total cover. Whenever you deal 10
Attributes Increase your Intellect and two different
damage or more on an attack, the target must succeed on
attributes by 1 each.
s Strength roll or move a medium distance across the
Health +2; Power +7
ground away from you.
Esoteric Principles You have a deep understanding of the
Water Stride You can walk across liquid surfaces as if they
fundamental nature of reality. Choose two principles
were solid.
from those described below.

LEVEL 8 LEVEL 8
Health +3; Power +5
Health +2; Power +5
Tradition Discover Hydromancy or a different one if you
Tradition Discover one of your choice.
have already discovered this tradition.
Additional Principle You gain an additional principle.
Ball of Rain When you use the Water Ball talent granted
LEVEL 10 by the control water spell, each creature within short
Health +2; Power +6 range of the target becomes splashed and must succeed
Tradition Discover one of your choice. on a Strength roll or fall prone. In addition, the water
Additional Principle You gain an additional principle. extinguishes all unprotected flames within short range of
the target.
Water Breather You can breathe water as if it were air and
Esoteric Principles you have the swimmer trait.
The druids discovered many secrets related to the
nature of reality and have found ways to exploit them LEVEL 10
to their benefit. Health +3; Power +6
Tradition Discover one of your choice.
Principle of Lesser Magic: When you spend 1
Water Mastery When you cast the control water spell, you
power to cast a spell, you can roll luck. On a success, gain the benefits of the extra talents upgrade without
you regain the power you expended. having to spend additional power.

24
Water Sphere When you use the Water Ball talent granted Master of Illusions You make rolls from casting Illusion
by the control water spell, you can spend 1 additional spells with 3 boons and you impose 3 banes on rolls
power to expand its size. If you succeed on the roll, the made to resist your illusions.
target becomes trapped in the water for 6 rounds, taking Double Vision Use an action and expend 5 power to cause
2d6 damage during each upkeep. The target can use an a copy of yourself to appear anywhere within short
action to roll Strength and swims out of the sphere and range. The copy remains for 1 hour. The copy looks,
lands prone adjacent to it on a success. sounds, and is otherwise identical to you in every way.
The copy uses your statistics, but counts as an object. If

Illusionist the copy would become destroyed, it disappears and this


effect ends immediately.
Whenever you move, you can also move your copy.
A focus on Illusion magic rewards you with the
Whenever you cast a spell, you can choose to have it
ability to reshape reality to suit your needs and make
originate from your position or that of your copy.
it difficult for others to discern what’s real and what’s Whenever a creature successfully rolls against you,
not. The world becomes your canvas and magic your roll luck. On a success, you instantly switch places with
paint, so that you can transform your surroundings in your copy so that it becomes the target of the attack
any way you choose. instead of you.
LEVEL 7
Attributes Increase your Intellect score and the scores of
two different attributes by 1 each.
Immortalist
Health +3; Power +7 You focus your studies on mastering the magic of the
Languages Learn one of your choice body, to change yourself, improve your physiology,
Thimblerig Use an action and expend 1 power to cause until you have nothing to fear from the world or the
four illusory duplicates to appear around you. The things living in it. As you move toward perfection,
duplicates remain for 24 hours or until destroyed. The you reach the point that not even Lord Death can
duplicates move with you, continually exchanging places threaten you.
so observers cannot discern which one is the real you.
When a creature succeeds on a roll against your LEVEL 7
Defense, Strength, or Agility, roll a d20 to see whether Attributes Increase your Intellect score and the scores of
the attack affects you or one of your duplicates. If it two other attributes by 1 each.
affects a duplicate, that duplicate disappears in a sparkle Health +5; Power +7
of motes that dissipate and you reduce the number of Swift Recovery You can use an action and spend 1 power
duplicates by one. The effect ends when your last to heal 1d6 damage.
duplicate disappears.
LEVEL 8
ILLUSORY DUPLICATES Health +5; Power +5
Number of Duplicates Hits a Duplicate on a… Tradition Discover Body Control or, if you have already
4 16 or less discovered it, a different tradition of your choice.
3 15 or less Harmony of Humors You cannot be affected by disease or
2 14 or less parasites.
1 10 or less Isolate Toxins When you would suffer the effects of poison
or venom, you can spend 1 power to roll luck. On a
LEVEL 8 success, you isolate the foreign substance in your body
Health +3; Power +5
and neutralize it.
Tradition Discover Illusion or, if you already discovered
Longevity You extend your lifespan by three times what is
this tradition, a different one of your choice.
normal for a person of your ancestry. You stop aging
Decoy Use an action to become invisible for 1 hour and
physically and appear at the age you were when you
create an illusory duplicate of yourself anywhere you
gained this talent.
choose within short range. The duplicate appears and
sounds real, matching your movements. When you LEVEL 10
speak, your voice comes from the illusion’s mouth. The Health +5; Power +6
illusion uses your statistics, but if it takes damage or Tradition Discover one of your choice.
gains an affliction, it disappears and you roll luck with 1 Immortality You heal twice as much damage when resting
bane. On a success, a new duplicate appears in an and you remove one wound for each hour you rest. In
unoccupied space within short range at the end of the addition, you cannot die from natural causes and short of
round. On a failure, this effect ends. You can use this violence, you will live forever.
talent once and regain the use when finish an 8-hour rest. Physical Surge When you take a turn, you can use this
talent to take an additional turn at any point before the
LEVEL 10 upkeep. Once you use Physical Surge, you must roll
Health +3; Power +6
Strength with 1 bane. On a failure, you become fatigued
Tradition Discover one of your choice.
for 1d6 rounds and you lose this talent until you finish an
8-hour rest.

25
You see through any disguise, mundane or magical,
Infiltrator worn by a revealed target and know its true form. In
addition, if the target knowingly speaks a falsehood, you
You make it almost impossible for others to notice know it. Finally, you make rolls to attack the target with
you. You have learned how to make yourself 1 boon and your weapon attacks against it deal 1d6 extra
forgettable, to causes others to overlook and, even, damage.
ignore you, often to their great peril. People can have
a conversation with you and minutes later forget you LEVEL 8
Health +3; Damage Dice +1d6
even exist. Your unexceptional nature enables you to Flames of Perdition You can use an action to cause one
get into places that would for you be forbidden. creature within short range that has been revealed to you
by your use of Eye of Judgment catches fire. The flames
LEVEL 7
cannot be extinguished for 6 rounds. You can use this
Attributes Increase your Strength and Intellect by 1 and
talent twice and regain expended uses when you
one other attribute by 1.
complete a rest.
Health +3; Damage Dice +1d6
Forgettable If you spend less than 1 minute socially LEVEL 10
interacting with another creature, you make no Health +3; Damage Dice +1d6
impression on that creature such that the creature cannot Iron Will You cannot be charmed, controlled, frightened,
recall your appearance or what you said in the or possessed.
conversation, though the creature might recall speaking Decree of Damnation You point at a creature you can see
to someone and what it said if questioned. After an hour, on a solid surface within long range and cause a fiery
the creature cannot recall anything about the interaction. crack to appear on the ground beneath it. Roll 16d6 and
Vanish If you have any degree of obscurement or cover add to it the creature’s damage total. If the sum equals or
during the upkeep, you become invisible until you move exceeds the creature’s Health score, the creature falls
or use an action or socially interact with another creature. into the crack and tumbles down to Perdition, where it
finds whatever fate it earned in life. Otherwise, the target
LEVEL 8
falls prone and must succeed on a Will roll with 1 bane
Health +3; Damage Dice +1d6
or become stunned for 1 round. You can use this talent
Low Profile In combat, when an attacking creature chooses
once and regain the use of it after you finish an 8-hour
a target, it can only choose you as a target if you used an
rest.
action to attack or there are no other viable targets for the
creature to attack in your area.

LEVEL 10 Iron Fist


Health +3; Damage Dice +1d6 You master a rare fighting style called the Way of the
Faceless You can use an action to become hidden anywhere Iron Fist. This technique focuses on channeling the
and you remain hidden until you use an action or do power of the soul and releasing it through strikes
something to reveal yourself. made with a closed fist. So powerful are these
impacts that they can shatter bone, fling foes away,
Inquisitor and even smash through solid stone.
The forces of evil infect this world. They corrupt the LEVEL 7
innocent and make ordinary folks accessories to their Attributes Increase your Strength, Agility, and Will by 1
wickedness. Evil is craven for its hides its intentions each.
behind the masks of the good and virtuous, so it falls Health +4; Damage Dice +1d6
to you to expose these fiends for what they are and Iron Fist Your hands count as small weapons with the
following properties: Attacks 3; Attribute Strength or
deliver swift, painful justice onto their heads. Each
Agility; Damage Bonus +1 or +2d6 against objects.
soul condemned to the purifying fires safeguards the Steely Resolve When you take damage, you can choose to
world from further corruption and brings glory to take half the damage. Once you use this talent, you must
your god. wait 6 rounds before you can use it again.
LEVEL 7 LEVEL 8
Attributes Increase your Will and two other attributes by 1 Health +4; Damage Dice +1d6
each. Stunning Strike When you succeed on a roll to attack with
Health +3 your Iron Fist, you can use this talent to force the target
Languages Learn one of your choice. to roll Will. If the target has a higher level than you, it
Eye of Judgment You can use an action to study one makes the roll with a number of boons equal to the
creature you can see within short range. Roll Intellect. difference between your levels. If the target has a level
On a success, the target is revealed until you use Scrutiny lower than you, it makes the roll with a number of banes
again. On a failure, the target becomes immune to your equal to the difference between the levels. On a failure,
use of this talent for 24 hours. the target becomes stunned for 6 rounds and can, during

26
the upkeep, repeat the Will roll, removing the stunned Sightless You can pinpoint the location of creatures and
affliction from itself on a success. You can use this talent objects within medium range and, beyond this distance,
a number of times equal to half your level, but you must you are blind.
wait 1 round between each use. You regain expended Mark of Justice Use an action to bestow a mark of justice
uses when you complete a rest. on one creature you can see within medium range. The
mark remains for 6 rounds, until you or the target
LEVEL 10 become unconscious, or until you use this talent again.
Health +4; Damage Dice +1d6 Once per round, when a creature bearing the mark deals
Ultimate Strike When you succeed on a roll to attack with damage to another creature, the mark flares and deals
your Iron Fist and you rolled a 15 or higher on the die, 1d6 damage to it.
the target takes 2d6 extra damage and must succeed on a
Strength roll or take 2d6 extra damage, fly a medium LEVEL 8
distance from you, and land prone, where it becomes Health +5; Damage Dice +1d6
stunned for 1 round. If the damage causes the target to Swift Justice Whenever a creature takes damage from
become incapacitated, it instead explodes, dying Mark of Justice, you make rolls to attack that creature
instantly. with 1 boon for 1 round.

LEVEL 10
Ironclad Health +5; Damage Dice +1d6
Blind Blessing When you cause a creature bearing the
Mastering heavy armors lets you maximize their Mark of Justice to become incapacitated, you and each
protective qualities so your foes find it almost creature you choose within short range heal 1d6 damage.
impossible to strike you. Your benefits come from
wearing the heaviest forms of armor, such as half
plate or full plate. You reinforce your armor with Keeper
extra padding, mail and scale components to protect Every individual must choose a side in the
your joints, and replace leather components with cosmological struggle that will define the future of
those made from more durable materials. civilization. One can choose the side of darkness, of
LEVEL 7 evil, of wickedness or rise above and fight for what is
Attributes Increase your Strength and two other attributes right. You have chosen to walk the path of
by 1 each. righteousness and learn how to use magic to protect
Health +6 the innocents. You counter charms, you unravel
Armor Mastery When you wear half plate or full plate curses. You aid those who need help most and work
armor, you have a +2 bonus to Defense. toward enlisting them to your cause.
LEVEL 8 LEVEL 7
Health +6; Damage Dice +1d6 Attributes Increase your Will score and the scores of two
Immovable While you are wearing half plate or full plate different attributes by 1 each.
and would be knocked prone or moved against your will, Health +4
you can choose to remain standing and not to move. Languages Learn one of your choice.
Sanctuary You touch one creature and cause it to become
LEVEL 10 hidden from all creatures other than you for 1 hour. If a
Health +6; Damage Dice +1d6 roll is made for the affected target, this effect ends
Weapon Resistance While wearing half plate or full plate immediately. You can use this talent a number of times
armor, you take half damage from weapons. equal to half your level and regain expended uses when
you finish an 8-hour rest.
Justiciar Thwart Enchantment You can use an action and expend a
use of Sanctuary to touch one creature and rid it of a
You serve Blind, the goddess of justice and order, and curse or one of the following afflictions: blinded,
you, like other members of your faith, take it upon charmed, controlled, deafened, fatigued, frightened,
yourselves to police the civilized lands, enforce the impaired, or sickened.
laws, and dispense punishment to the law-breakers. LEVEL 8
Becoming a justiciar requires you to undergo ritual Health +4; Damage Dice +1d6
blinding, but as soon as you lose your eyes, you gain Haven You can use an action to declare the area you
the ability to see truly as your patron sees. occupy a haven for 8 hours or until you leave the area.
Until the effect ends, creatures outside the target area
LEVEL 7 cannot see or hear into it by any means, including
Attributes Increase your Will score and the scores of two magical means. Creatures resting in the target area heal
different attributes each by 1. twice as much damage as normal. Once you use this
Health +5 talent, you must finish an 8-hour rest before you can use
it again.

27
LEVEL 10 LEVEL 8
Health +4; Damage Dice +1d6 Health +4; Power +5
Forbiddance Choose any number of creatures in your area. Tradition Discover Chance or, if you have already
Each target is moved into an adjacent area of your choice discovered this tradition, one of your choice.
and no creature can enter your area for 24 hours. If a roll Lucky Charm You and each ally within short range of you
is made for a creature in your area to attack another make luck rolls with 1 boon.
creature, the effect ends immediately. You can use this
talent once and you regain the use when you rest for 8 LEVEL 10
hours. Health +4; Power +6
Tradition Discover one of your choice.

Knave Dumb Luck You only fail luck rolls if you roll a 5 or less
on the die.
You have incredible luck, so much so that many
people wonder if it’s luck or if you’re just finding a
way to cheat that no one else notices. In truth, it’s a
Mage Knight
Weaving magic into martial training requires
little of both. You always manage to come out of
patience, discipline, and real talent, for rarely do the
tough spots with your skin intact and when you put
two methods meet. You have learned to use your
your mind to a task, you find a way to succeed.
weapon to make arcane gestures so that you can
LEVEL 7 strike and loose a spell at almost the same time. The
Attributes Increase your Agility and two other attributes edge gained from your unusual tactics makes you an
by 1 each. unpredictable foe.
Health +3; Damage Dice +1d6
Dumb Luck You make luck rolls with 1 boon. LEVEL 7
Trickster You have a number of tricks equal to your level. Attributes Increase your Intellect and two different
Once per round, when you make an attribute roll, you attributes by 1 each.
can expend a trick to roll an additional d20 and use either Health +3; Damage Dice +1d6; Power +3
number rolled. If both dice come up as the same number, Languages Learn any one.
you regain an expended trick. You replenish your number Tradition Discover one of your choice.
of tricks when you rest for 8 hours. Battle Cunning You can use Intellect in place of the
attribute you would normally use to make a weapon
LEVEL 8 attack.
Health +3; Damage Dice +1d6 Mage Strike When you use an action to attack with a
Uncanny Escape Whenever you succeed on a roll to resist weapon, you can sacrifice Damage Dice to cast a spell.
a harmful effect and would take half the damage, you For each Damage Die sacrificed, you can spend 1 power,
instead take no damage. up to your maximum. You can resolve the casting of the
spell before, between, or after your weapon attacks.
LEVEL 10
Health +3; Damage Dice +1d6 LEVEL 8
Lucky Strike Whenever you succeed on a roll to attack, Health +3; Damage Dice +1d6; Power +5
you can expend 1 trick to deal 2d6 extra damage. If you Tradition Discover one of your choice.
roll the same number on both dice of extra damage, you Spell Defense While you wield a weapon, you impose 1
can roll another d6 and add it to the extra damage. bane on rolls made to attack your with spells.

Luckbringer LEVEL 10
Health +3; Damage Dice +1d6; Power +6
Tradition Discover one of your choice.
You hardly ever lose when you gamble. You have
Battle Casting When you cast a spell, you make rolls to
escaped catastrophes unscathed. It’s almost as if the attack with 1 boon and you impose 1 bane on rolls to
Fates favor you, giving you an extra portion of the attack you for 1 round.
luck doled out to all creatures. You master Chance
magic and you make sure the odds are always in your
favor. Magister
LEVEL 7 The Magisters position themselves as the guardians
Attributes Increase your Intellect score and the scores of of magic and keepers of the laws regarding its use.
two different attributes each by 1. Membership in this august society requires a
Health +4; Power +7 demonstration of skill and a deep understanding of
Languages Learn one of your choice. magic in both theory and practice. Magisters identify
Press your Luck When you fail a luck roll, you can spend one another by the presence of both a staff and ring.
1 power to turn the failure into a success. The rings each boast a large gemstone that matches

28
the color they choose for themselves, while their Health +4; Power +7
staffs assume a form reflective of the magic they Languages Learn one of your choice.
wield. As serviceable as these items are for signaling Hold the Door Use an action and expend 1 power to touch
one closed door or similar object. The target gains a +10
membership, the items do enhance their magical
bonus to Health and no creature other than you can open
capabilities. it without first destroying it. The effect lasts 1 hour.
LEVEL 7 LEVEL 8
Attributes Increase your Intellect score and two scores of Health +4; Power +5
different attributes by 1 each. Tradition Discover Wards or, if you have already
Health +2; Power +7 discovered this tradition, one of your choice.
Languages Learn one of your choice. Secured Refuges Allies in areas under the effects of your
Staff of Power You construct a Staff of Power to serve as casting of the refuge spell impose 2 banes on rolls made
your implement. The staff functions as a quarterstaff, but to attack them.
it grants you 2 boons on rolls you make to attack with it
and attacks with it deal 1d6 extra damage. LEVEL 10
If you are attuned to the staff and hold it when you Health +4; Power +6
cast a spell, the staff grants 2 boons on rolls made to cast Tradition Discover one of your choice.
the spell and imposes 2 banes on rolls to resist the spell. Forbidden Refuge When you cast refuge, you can expend
Finally, you can use an action to break your Staff of 4 additional power to make the target area forbidden to
Power and release a blast of magical energy that spreads your enemies. No enemy can enter the area by mundane
a medium distance out from you in all directions, dealing or magical means. Furthermore, the effect blocks
20d6 damage to you and everything in each affected magical detection such as that created by the scrying
area. A creature that would take this damage can roll luck spell.
with 3 banes and takes half the damage on a success. If
you break the staff, you lose this talent forever. If you
otherwise lose the staff, you can replace it during your
next downtime and the original staff loses all its magical
Mastermind
properties.
After all your exploits, you have gained a reputation
for being a criminal mastermind, a thief par
LEVEL 8 excellence. You might have stolen a famous painting,
Health +2; Power +5 made off with the queen’s necklace, or plundered a
Tradition Discover one of your choice. dragon’s vault and lived to tell of it.
Ring of the Magister You acquire a magical ring that bears
a gemstone of a color and kind of your choice. When you LEVEL 7
would cast a spell while wearing the ring, you can draw Attributes Increase your Agility and Intellect by 1 and
upon its power to reduce the amount of power required either your Strength or Will by 1.
to produce the desired effect by 1 (minimum o). Once Health +3; Damage Dice +1d6
used, it takes one hour for the Ring to recharge. If you Untouchable You impose 1 bane on rolls made against
lose the Ring, you can replace it during your next your Defense or your attributes. You cannot be grabbed
downtime. if you can use actions. Finally, if you are restrained by
ropes, chains, or manacles, you can use an action to
LEVEL 10 remove the restrained affliction from yourself.
Health +2; Power +6
Tradition Discover one of your choice. LEVEL 8
Mantle of the Grand Magister You gain the Mantle of the Health +3; Damage Dice +1d6
Grand Magister, which marks you as one of the most Flee the Scene When you use an action to perform any
powerful members of your organization. The Mantle can activity other than disengage, you gain an action that can
be any color you choose, but that color becomes yours only be used for Disengage.
and yours alone. No other Grand Magister can choose
that color while you are alive. While you wear the LEVEL 10
Mantle, you impose 2 banes on rolls to attack you and Health +3; Damage Dice +1d6
you take half damage from spells. Steal Anything When you succeed on a roll to attack a
creature you can reach, you can choose to steal

Master of Wards something from the target, choosing from the following
options. You many only apply each of the following to a
target once and the effects last until you or the creature
Your chosen strain of magic offers incredible security
become incapacitated or until you rest for 1 hour.
and make it nearly impossible for outsiders to intrude
on the places you protect.  The target takes a –3 penalty to Defense and you
gain a +3 bonus to Defense
LEVEL 7
Attributes Increase your Intellect score and the scores of  The target takes a –10 penalty to Health and you
two different attributes each by 1. gain a +10 bonus to Health.

29
 The target makes rolls using an attribute of your Unfettered When you move, you can move in any
choice with 2 banes and you make rolls using the direction though you must end your movement on a solid
same attribute with 2 boons. surface.
 You take an object the target is wearing or
carrying. LEVEL 8
Health +4; Damage Dice +1d6

Miracle Worker
Inner Harmony You become immune to disease and
parasites, poison and venom, and suffer no effects from
thirst, hunger, or sleep deprivation, though you must eat
You made such a study of Healing magic that you can and drink at least once every seven days or lose this
work miracles with the spells you cast. No sickness talent until you do.
can resist your efforts, no wound too grave that you
cannot heal it. As your mastery grows, you can even LEVEL 10
defeat death. Health +4; Damage Dice +1d6
Preternatural Moves You can move across and stand on
LEVEL 7 any surface, including liquids and vapors, such as clouds.
Attributes Increase your Intellect score and two different
attribute scores by 1 each.
Health +4; Power +7 Namer
Preternatural Health You are immune to disease, Names have power. Not the ordinary names by which
parasites, poison, and venom. In addition, you can use an we are known to one another, but the secret names,
action and expend 1 power to heal 1d6 damage. those mystic words that encapsulate all that we are,
Restorative Touch You can use an action to touch one
creature you can reach. The target heals 1 damage. You
have been, and ever will be. The Tongues tradition,
can use this talent a number of times equal to half your which you master, reveals these names to you and
level and regain expended uses when you finish an 8- lets you control other creatures.
hour rest.
LEVEL 7
LEVEL 8 Attributes Increase your Intellect score and the scores of
Health +4; Power +5 two different attributes each by 1.
Tradition Discover the Healing tradition or a different one. Health +3; Power +7
Far Healing You can increase the range of any Healing Languages Learn one of your choice.
spell you cast without having to spend additional power. Broken Names Use an action and expend 1 power to speak
true name fragments that cause confusion and dismay in
LEVEL 10 creatures you choose within short range. Each target
Health +4; Power +6 must roll Will and becomes impaired for 6 rounds or
Tradition Discover one of your choice. until it is no longer within short range of you.
Triumph Over Death You can cast the raise dead spell
from the Healing tradition on a creature dead up to 7 LEVEL 8
days. In addition, creatures restored to life by your Health +3; Power +5
casting of the spell heal all damage and are not fatigued. Tradition Discover Tongues or, if you have already
discovered this tradition, one of your choice.

Mystic Project Voice When you cast a Tongues spell with a range
of short, you can use this talent to extend the range to
long.
Your mind has opened as you near enlightenment and
find many of the limits others face no longer apply to LEVEL 10
you. You can walk across any surface, survive a fall Health +3; Power +6
from any height unscathed, swim up waterfalls, and Tradition Discover one of your choice.
even balance on a cloud. You move unfettered Swift Utterance Once per round, when you cast a Tongues
through this world, drawing ever nearer to a higher spell, you regain the use of an action. You must use this
action before the end of your turn or it’s lost.
state of being.
LEVEL 7
Attributes Increase your Strength or Agility by 1. Increase Necromancer
your Intellect and Will by 1 each. Deemed one of the darkest of the dark arts,
Health +4; Damage Dice +1d6 Necromancy restores the semblance of life to the
Perfect Balance While you are not injured, you weigh dead. You have found the courage to explore what the
nothing and can stand on any solid object, such as a leaf, tradition offers and command a small army of
a blade of grass, or a slender twig. You ignore the effects
of moving across challenging terrain. And, if you fall,
animated corpses who obey your every command.
you take no damage on landing. Your studies, however, come at a cost. You reek of

30
the grave and no matter how much you scrub, blood Lasting Toxins During the upkeep, each creature sickened
and dirt darken the tips of your fingers. by you must succeed on a Strength roll with 1 bane or
take 1d6 damage.
LEVEL 7
Attributes Increase your Intellect score and the scores of LEVEL 10
two different attributes each by 1. Health +3; Damage Dice +1d6
Health +2; Power +7 Discrete Poisoner When you use an action, you can force
Languages Learn one of your choice. one creature in your area to roll Strength with 2 banes.
Unsettling Presence In social situations, you make rolls to On a failure, the creature takes 1d6 damage and becomes
interact with other creatures with 1 bane. sickened for 1 round. Once you use this talent, you must
Hide from Undead You are hidden from undead. If you wait 1d6 rounds before you can use it again.
use an action in a place the undead can see, the undead
become immune to this talent for 24 hours.
Grave Touch You can use an action and expend 1 power to Occultist
touch one creature you can reach. Roll Strength or When it comes to magical research, there are places
Agility against the target’s Agility. On a success, you only fools, the reckless, and the thoroughly corrupt
touch the target and cause it to become restrained for 1 dare look. You might not count yourself as one of
round.
them, but you have looked into forbidden places and
LEVEL 8 have come to accept things that could not possibly be
Health +2; Power +5 true. Your research has strained your mind to the
Tradition Discover Necromancy or, if you have already point of breaking and only through sheer willpower
discovered this tradition, one of your choice. have you managed to resist the temptations of taking
Unnatural Vitality Animated corpses you create with your a darker path. For now, you content yourself with the
casting of animate dead lose the sluggish trait and make knowledge that you are better prepared to fight the
rolls to attack with 1 boon.
darkness, even as you find yourself stepping closer to
LEVEL 10 it.
Health +2; Power +6
Tradition Discover one of your choice.
LEVEL 7
Army of the Dead You can control a number of animated Attributes Increase your Intellect score and the scores of
corpses equal to three times your level. two different attributes by 1 each.
Health +3; Power +7
Languages Learn two of your choice.
Nightshade Forbidden Knowledge You make rolls to recall
information related to demons, faeries, spirits, undead,
Your mastery of poisons in all their various forms Hell, dark magic, and similar subjects with 1 boon. You
might make you a pariah in most circles, but people make rolls to attack demons, faeries, spirits, and undead
come to you all the same for you offer a lethal with 2 boons and such creatures make rolls to resist your
solution to the challenges people might face. Not attacks with 2 banes.
only can you manufacture such toxins, few come Dark Temptation Once per round, when you fail a roll,
close to your ability to use them. Just being in your you can spend 1 power to discard the result of that roll
presence is risky, as you are always prepared and and roll again. If the new roll is a success, you gain 1
corruption token. You retain all corruption tokens earned
willing to use your substances on those who get in from this talent and other talents until the Sage spends
your way, them or you finish an 8-hour rest.
Weight of Wickedness At any time you fail a roll, the Sage
LEVEL 7
can spend 1 of your corruption tokens. You must roll
Attributes Increase your Agility and Intellect by 1 each
Will with 1 bane. On a failure, you become subject to
and one other attribute by 1.
confusion for 1d6 rounds. During the upkeep, you can
Health +3; Damage Dice +1d6
repeat the Will roll and end the confusion effect.
Toxin Mastery You are never at risk of exposing yourself
to poisons when using them and you make rolls to resist LEVEL 8
the effects of poison and venoms with 3 boons. Finally, Health +3; Power +5
creatures make rolls to resist poisons you make with 3 Tradition Discover one of your choice.
banes. Dark Magic Whenever you cast a spell or perform an
Toxic Strike Whenever you deal damage to a creature with incantation that deals damage or bestows an affliction,
a weapon attack, the target must succeed on a Strength you can choose to use dark magic to enhance it. If the
roll or take 1d6 damage from your poison and become damage would cause the target to become injured, it
sickened for 1d6 rounds. If the target is already sickened, takes 3d6 extra damage. If the effect bestows an
it takes 1d6 extra damage, affliction, the target must succeed on a Will roll or also
become frightened for 6 rounds. If the effect causes the
LEVEL 8
target to become incapacitated, it dies in a spectacular
Health +3

31
and messy fashion as determined by the Sage. Once you LEVEL 7
use Dark Magic, you gain 1 corruption token. Attributes Increase your Strength, Will, and one different
attribute each by 1.
LEVEL 10 Health +6; Damage Dice +1d6
Health +3; Power +6 Always Armed Your hands and feet count as small
Tradition Discover one of your choice. weapons with the following properties: Attacks 3;
Horrifying Magic Whenever you use Dark Magic, each Attribute Strength or Agility; Damage Bonus +1 or +2d6
creature that can see you must succeed on a Will roll against objects.
with 1 bane. On a failure, the creature becomes Desperate Strike If you are injured, once per round, when
frightened for 6 rounds. If the total of the roll was 0 or you fail a roll to attack another creature, you can roll
less, the creature also becomes subject to confusion for luck. On a success, you turn the failure into a success,
as long as it remains frightened. At the end of each but you grant 2 boons on the next roll made to attack
round, an affected creature can repeat the roll and you.
removes the affliction from itself on a success.
LEVEL 8
Outlander Health +6; Damage Dice +1d6
Maiming Strike Whenever your attack deals 15 damage or
You traveled through the wild places and have found more, the target also becomes impaired for 1d6 rounds.
yourself becoming more comfortable on the move
LEVEL 10
than you ever were in one place and when given a Health +6; Damage Dice +1d6
choice, you’d always take a rest under the stars than Surging Violence When you take the initiative, you make
in comfortable bed. You could have begun your your rolls to attack with 3 boons.
career as a guide, a navigator, or a vagabond, drifting
from place to place. Your early experiences made you
tough and ready for anything nature might throw Psychokinetic
your way. You could have unlocked the secrets of Telekinesis
early in your career or you might have only recently
LEVEL 7
stumbled across the ability; either way, you can use
Attributes Increase your Strength and two different
attributes by 1 each. your mind’s power to manipulate objects around you.
Health +5; Damage Dice +1d6 As your understanding of this tradition grows, so too
Perseverance Whenever you become fatigued, impaired, does your control over the force your mind exerts.
or sickened, roll luck. On a success, remove the affliction
from yourself. LEVEL 7
Survivalist You make rolls to climb, jump, and swim with Attributes Increase your Intellect score and the scores of
1 boon. two different attributes by 1 each.
Health +3; Power +7
LEVEL 8 Force Shield You can use an action and expend 1 power to
Health +5; Damage Dice +1d6 erect a shield of mental force around your body that lasts
Wild Might Whenever succeed on a roll to attack with a for 6 rounds, until expended, or you use this talent again.
weapon and the number rolled on the d20 is an even The field has a Health score equal to half your Intellect
number, your attack deals 1d6 extra damage. score. Whenever you would take damage, the damage
applies to the field. If the field would be destroyed, any
LEVEL 10 remaining damage then applies to you.
Health +5; Damage Dice +1d6 Mindful Strike Your attacks deal extra damage equal to
Success at Any Cost Whenever you roll a 5 or less on a your Intellect modifier (minimum 1).
d20, you can another d20 and add half the number rolled
to your first roll. LEVEL 8
Health +3; Power +5

Pit Fighter Tradition Discover Telekinesis or a different tradition if


you have already discovered this tradition.
Far Hand When you cast mind over matter, the duration
Time in the fighting pits taught you everything you
increases to 24 hours.
need to know in order to survive. You know how to
fight, how to rend the flesh, gouge out eyes, and rip LEVEL 10
off ears. You maul your foes with your bare hands, Health +4; Power +6
tearing them limb from limb. Your body bears the Tradition Discover one of your choice
scars of countless conflicts and you wear each as a Telekinetic Mastery You make rolls to use Telekinetic
badge of honor. spells with 1 boon and you impose 1 bane on rolls made
to resist your spells from this tradition. In addition, your
Force Shield has a Health score equal to your Intellect
score.

32
Reckless Strike When you attack with a melee weapon,
Pyromancer you can choose to grant 2 boons on all rolls made to
attack you for 1 round in order to deal 2d6 extra damage
When you harness elemental fire, you feel its urge to with your attack.
burn and ruin build within you, roaring to be free to
immolate the world. Only through supreme force of LEVEL 8
will and training do you keep it constrained, taking Health +6; Damage Dice +1d6
when energy you need and nothing more. The flames Charge When you take the initiative, you can move and
use an action, but you must use the action to attack.
you control dance to your command, eager to serve
you. LEVEL 10
Health +6; Damage Dice +1d6
LEVEL 7 Extreme Bloodthirst When you use Bloodthirst, you can
Attributes Increase your Agility, Intellect, and one other roll two additional bloodthirst dice.
attribute by 1 each. Exultation in Death When your attack causes a creature to
Health +3; Power +7 become incapacitated, you make rolls to attack with 2
Languages Learn one of your choice. boons for 1 round.
Fire Resistance You take half damage from fire.

Rakehell
Flaming Weapon You can use an action and expend 1
power to touch one weapon and cause it or its
ammunition to catch fire and burn for 6 rounds or until
extinguished. Once per round, when Damage Dice are No matter the odds, no matter how high the stakes,
rolled for an attack made using the target weapon, the you’re in. An inveterate gambler, you have won
attack deals 1d6 extra damage. fortunes and squandered them. Your preoccupation
with gambling has created, undoubtedly, problems for
LEVEL 8 you, but it has also opened doors, offering you
Health +3; Power +5
opportunities you might otherwise have never had.
Tradition Discover Pyromancy or a different one if you
have already discovered this tradition.
The same sensibilities you have at the gaming table
Stoke the Flames All talents granted by the control fire have begun to creep into the rest of your life and you
spell that deal damage now deal 2d6 extra damage for find yourself tempted into risky actions that might
you. put yourself and others in danger for a chance at
Command Flames You can use an action to cause one fire glory.
of any size to increase or reduce its size by 1. If you
reduce the size of a fire to 0, it gutters out. LEVEL 7
Attributes Increase your Intellect score and the scores of
LEVEL 10 two different attributes by 1 each.
Health +3; Power +6 Health +4
Tradition Discover one of your choice. Desperate Efforts While the Sage has at least one debt
Fire Mastery When you cast the control fire spell, you token from your Double Down talent, your attacks deal
gain the benefits of the extra talents upgrade without 1d6 extra damage.
having to spend additional power. Double Down Once per round, when you fail a roll, you
Fire Storm All talents granted by the control fire spell that can choose to turn that failure into a success, but you
deal damage now deal 4d6 extra damage instead of 1d6 must give the Sage a debt token. The Sage can hold up to
extra damage. In addition, when you cast a Pyromancy three debt tokens and if the Sage has three debt tokens,
spell or use a talent granted by such a spell, you make you cannot use this talent. While the Sage has at least
the roll to use the spell with 1 boon and impose 1 bane one debt token and a member of your group succeeds on
on rolls made to resist the spell. a roll, the Sage can return the debt token to turn that
success into a failure.

Ravager LEVEL 8
Health +4; Damage Dice +1d6
You live to fight. You throw yourself into every fight
Risk-Taker During the upkeep, you can roll luck roll. On a
with reckless abandon. It’s kill or be killed and you success, you make all attribute rolls with 1 boon for 1
make sure you’re the one who does the killing. round, while on a failure, you make all attribute rolls
with 2 banes for 1 round.
LEVEL 7
Attributes Increase your Strength by 1 and two different LEVEL 10
attributes by 1 each. Health +4
Health +6; Damage Dice +1d6 The Devil’s Luck Once per round, when a creature rolls to
Bloodthirst During each upkeep in combat, roll a attack you, you give the Sage a debt token to roll luck. If
bloodthirst die, which is a d6. When you roll Damage the number you rolled is lower than the number rolled
Dice, you can replace one roll of a Damage Die with the for the attacking creature, the creature must use your
result of your bloodthirst die roll. number instead.

33
All In When you get a success on a roll to attack from Languages Learn one of your choice.
using your Double Down talent, your attack deals 1d6 Scatter You can use an action and spend 1 power to push
extra damage. each creature you can reach a short distance from you.

LEVEL 8
Reaper Health +4; Power +5
Tradition Discover Banishment or, if you have already
Sworn to Lord Death, you become chosen of the god discovered this tradition, one of your choice.
to harvest the souls of the dead. The dread attention Inertial Step When you cast a Banishment spell, you can
the dark god focuses on you transforms you into a immediately move.
thing of inky darkness, tendrils of shadow rising from
you like dancing flames. Your face floats in the center LEVEL 10
of this humanoid-shaped blot, pale, drawn, pained. Health +4; Power +6
The Underworld has a hold on you, but such chains Tradition Discover one of your choice.
Sudden Rebuke When a creature you can see attacks you,
that you bear also lend you the might you need to you gain an action and must immediately use it to cast a
carry out your sacred mission. Banishment spell or the action is lost.
LEVEL 7
Attributes Increase your Will score and the scores of two
different attributes each by 1.
Remade
Health +4 Technological developments have enabled people
Black Scythe When you take a turn, you can call to hand who have lost limbs and other body parts to reclaim
the black scythe or Lord Death or dismiss it. When full mobility and functionality, for a price. While
called, the scythe remains until you drop it or dismiss it. these offerings can ease one’s passage through life,
The scythe counts as a weapon with the following few people would willingly replace their physical
characteristics: Attacks 1; Attribute Strength, Agility, or components. You, however, see the potential in
Will; Damage Bonus +1d6. When a creature takes
damage from this weapon, it also becomes fatigued for 1
remaking yourself from machine components and,
round. little by little, you surrender your body of flesh and
Shadow Blend You are invisible in areas obscured by bone for one of cog and spring.
shadows and darkness.
LEVEL 7
LEVEL 8 Attributes Increase your Intellect score and the scores of
Health +4; Damage Dice +1d6 two different attributes by 1 each.
Dreadful Presence Living creatures make rolls against you Health +4
with 2 banes. Creatures that cannot be frightened are Mechanical Upgrade Choose one option from the Body
immune to this effect. Upgrades presented below.

LEVEL 10 LEVEL 8
Health +4; Damage Dice +1d6 Health +4
Slay the Living Use an action to send tendrils of darkness Mechanical Upgrade Choose two options from the Body
into each living creature you choose within medium Upgrades presented below.
range. Each target must roll Strength with 1 bane. A
target takes 8d6 damage on a failure, or half the damage
LEVEL 10
on a success. If the damage causes a target to become Health +4; Damage Dice +1d6
injured, it must repeat the roll, taking 8d6 damage on a Mechanical Upgrade Choose two options from the Body
failure, or half the damage on a success. Any creature Upgrades presented below.
incapacitated by this damage dies. Once you use this
talent, you must finish an 8-hour rest before you can use Body Upgrades
it again. Each time you’re directed to do so, choose a different
option from the ones presented below.
Rebuker Mechanical Arms You replace your arms with steam-
You master the Banishment tradition, whose spells powered or clockwork limbs. You make Strength rolls
rid creatures from your presence. Your skill at casting with 2 boons and you gain one Damage Die.
these spells makes it difficult for other creatures to Mechanical Carapace You encase your body with metal
close on you as you can always just send them away. plating. Your Defense becomes 16.
Mechanical Legs You replace your legs with steam-
LEVEL 7 powered or clockwork limbs. You make Agility rolls
Attributes Increase your Intellect score and the scores of with 2 boons and you can move one additional time on
two different attributes each by 1. each of your turns. You double your jumping and leaping
Health +4; Power +7

34
distances. Finally, when you land after a fall, you take no they went. When the Exarchs of the Empire were not
damage if you are conscious when you land. warring against each other, they kept these people
Mechanical Organs You replace most of you organs with bound and blindfolded in secure vaults where they
machinery. You are immune to disease, poison, and
could do no harm until such time they were needed
venom. Your natural healing heals 1d6 extra damage and
you can heal damage using clockwork spare parts if you
again.
choose. In addition, you gain a +10 bonus to Health. Few would return the ruiners and their methods to
Mechanical Senses You gain the truesight trait and the world, but some individuals find themselves
creatures derive no benefit from flanking you. worthy of the name, after suffering some trauma that
weakens their resolve and makes it increasingly
Reveler difficult to control the magic they would use. Each
time they cast a spell, the magic threatens to break
Revel freed you from the chains of self-control, from free in a ruinous burst potent enough to blow apart
the responsibilities and obligations that make life so bystanders and send buildings toppling. You have
insufferable. You embrace the god’s chaos and found this unspooling of control occurring within you
madness, and fill your time pursuing your own and fear the day when your magic finally takes
interests. You take pleasure whenever you can find everything from you.
and encourage others to join you for what good is life
if you cannot enjoy it. LEVEL 7
Attributes Increase your Strength and Intellect scores and
LEVEL 7 by 1 each and one other attribute score by 1.
Attributes Increase your Will score and the scores of two Health +3; Power +7
different attributes each by 1. Ruinous Strike You can use an action and expend 1 power
Health +4 to release a streak of multicolored energy at one creature
Revelry Use an action to invite Revel into you presence. or object within long range. Roll Intellect against the
You become intoxicated for 1 hour and each creature target’s Agility. On a success, the energy hits and deals
within medium range must succeed on a Will roll or 6d6 damage. If you rolled an odd number on the die,
become intoxicated for 1 hour as well. An intoxicated however, regardless of whether you succeed or fail, you
creature is impaired, takes half damage from all sources, reduce your power by 1 (minimum 0) as the energy
cannot be frightened, and falls prone whenever it fails a escapes you to deal 1d6 damage to everything within
Strength or Agility roll. You can use this talent once and short range of you. A creature that would take this
regain the use when you finish an 8-hour rest. damage can roll luck and takes no damage on a success.
Charm the Reveler If you are intoxicated, you can use an
action to roll Will against the Will of one intoxicated
LEVEL 8
creature you can see within short range. On a success, Health +3; Power +5
the target becomes charmed until it is no longer Tradition Discover one of your choice.
intoxicated. On a failure, the target ends the intoxicated Ruinous Surge Whenever you spend power to cast a spell,
effect on itself. roll a chaos die, which is a d6. If the number rolled on
the chaos die is higher than the amount of power you
LEVEL 8 spent, you reduce your power total by the difference and
Health +4; Damage Dice +1d6 a blast of multicolored energy explodes from you,
Crazed Laughter Creatures intoxicated by your Revelry dealing 1d6 damage per point of power reduced to
that you choose begin laughing uncontrollably. Affected everything within short range of you. A creature that
creatures make attribute rolls with 2 banes and grants 2 would take this damage can roll luck and takes no
boons on rolls made against them. damage on a success.

LEVEL 10 LEVEL 10
Health +4; Damage Dice +1d6 Health +3; Power +6
Wild and Frenzied Dancing When a creature intoxicated Tradition Discover one of your choice.
by your Revelry takes a turn, it must succeed on a Will Explosive Surge Any creature that takes damage from your
roll or take 1d6 damage and use its action and move to Ruinous Surge moves a medium distance from you and
dance. falls prone. In addition, the ground within short range of
you becomes challenging terrain, requiring a successful

Ruiner Agility roll to move out of the area.

No one knows what created the Devastation, but


many believe the reckless use of magic by the
Saint
spellcasters of that realm might have contributed to The gods have taken notice of your unfailing piety
its present state. Legends tell of the ruiners, strange and look on your works done in their names with
people whose grip on reality and the magic they used pride. The gods anoint you with special blessings,
had frayed to the point that ruin followed wherever elevating you above the rest of your kind so that all

35
who see you recognize the favor you carry. You In addition, you make luck rolls to avoid duds with 1
become chief of the divine servants and you stand in boon and explosive bombs you use deal 1d6 extra
the light of heaven. damage.

LEVEL 7 LEVEL 8
Attributes Increase your Will score and the scores of two Health +4; Damage Dice +1d6
different attributes by 1 each. Varied Bombs You can swap out any number of explosive
Health +4 bombs gained from your Bomb-Builder talent for gas
Languages Learn one of your choice. bombs or incandescent bombs.
Holy One You must always speak the truth as you know it. Demolition Objects that take damage from your explosive
You cannot take anything that is not freely given. You bombs take maximum damage.
cannot create forgeries, use poisons or similar LEVEL 10
substances, and you cannot harm any mortal creature that
Health +4; Damage Dice +1d6
has not attacked you first.
Maximum Destruction You can make half the bombs
Divine Protection You are immune to disease, parasites,
gained from the Bomb-Builder talent high explosive. A
poison, and venom. You are also immune to hunger,
high-explosive bomb functions as a normal bomb but
thirst, and sleep deprivation. Creatures that roll to attack
deals 12d6 damage to creatures within medium range of
you discard all boons before making the roll. Finally, you
it, while objects within range take 72 damage. A creature
cannot be charmed, controlled, frightened, or subject to
that becomes injured from taking this damage flies a
confusion.
medium distance, lands prone, and becomes stunned for
LEVEL 8 1 round.
Health +4; Damage Dice +1d6
Halo Light shines from around your head, illuminating
areas within medium range. Demons, devils, faeries, Savant
spirits, and undead in the area of light are impaired. Your Abrasax, father of magic, has chosen you to be his
allies in areas illuminated by this talent make attribute champion in the world and has revealed to you the
and luck rolls with 1 boon. secrets of magic for you to use to keep magic-use
LEVEL 10 pure. Unlike other priests, your god bestows on you
Health +4; Damage Dice +1d6 the ability to work magic, to cast spells, and perform
Divinely Favored You stop aging and, short of violence or other wonders with word and gesture. In service to
misadventure, can live forever. You can walk on liquid your deity, you seek out those who misuse magic and
surfaces as if they were solid, and you can use an action put an end to them and their offense to the deity you
to end the effects of disease or parasites on any creature serve.
you touch. Finally, if you die, your body never rots and
cannot be turned into undead. If your corpse is housed on LEVEL 7
ground holy to members of your faith, you are restored Attributes Increase your Will score and the scores of two
to life, seven days later, with no damage and no wounds. different attributes each by 1.
Health +2; Power +7

Sapper Tradition Discover one of your choice.


Divine Magic When you successfully cast a spell, you can
call upon Abrasax to aid you and immediately regain half
When you find your path blocked, you have found
the power you spent. You can use this talent three times
that the best way to deal with the obstruction is to
and regain expended uses when you finish an 8-hour rest.
simply blow it up. You know a great deal about
explosives: how to make them, where best to place LEVEL 8
them, and how best to set them off. Getting into Health +2; Damage Dice +1d6; Power +5
position requires a fair amount of skill at avoiding Tradition Discover one of your choice.
detection, so you probably have some skill at being LEVEL 10
stealthy. Health +2; Damage Dice +1d6; Power +6
LEVEL 7 Tradition Discover one of your choice.
Attributes Increase your Intellect score and the scores of
two different attributes by 1 each.
Health +4
Scoundrel
Bomb-Builder You keep a number of explosive bombs on You put yourself first; it’s really the only way you
you equal to half your level and the bombs remain until have managed to survive. Like a cockroach, you
you use them. You replenish your number of bombs up to always manage to stay alive, even if it means
your maximum each time you finish an 8-hour rest, betraying your friends. You can always make more
provided you have a tool kit. friends. You only live once, after all.

36
LEVEL 7 far away the target is from you. In addition, you make
Attributes Increase your Agility score and the scores of rolls to attack the target with 2 boons.
two different attributes by 1 each.
Health +4
LEVEL 8
Schemes You are always plotting. You have a number of Health +4; Damage Dice +1d6
schemes equal to half your level and expend them to use Inevitable Strike When you fail a roll to attack a target
Scoundrel talents. You regain all expended schemes bearing your death mark, you can end the death mark
when you finish an 8-hour rest. effect early and repeat the roll to attack.
Dastardly Opportunist When a creature you can reach LEVEL 10
takes damage and you wield a weapon, you can expend a Health +4; Damage Dice +1d6
scheme to deal 3d6 damage to that creature. Secrets Revealed You can use an action to cast out your
Borrowed Success When an ally you can see succeeds on senses. Name one creature or object. If the named
an attribute roll, you can expend a scheme to turn that creature or object is within long range, you know it and
success into a failure. The next time you fail a roll within its exact location. After you use this talent, you must
the next 6 rounds, you automatically turn that failure into succeed on a Will roll or gain 1 wound.
a success. True Strike Whenever you roll to attack and the number
LEVEL 8 rolled is less than 10, you can replace the number with a
Health +4; Damage Dice +1d6 10.
Consummate Survivor While you are in an area in which
there is at least one other member of your group, you
impose 1 bane on rolls made to attack you. In addition,
Sentinel
when a creature would attack you while you can reach an It falls to you to watch over the wild places in the
ally, you can expend a scheme to switch the target from world, to guard them against over-hunting and
you to that ally. exploitation to preserve nature and ensure that it
Mischief Maker When a creature you can see attacks an continues to feed and nourish all living things. In
ally, the creature grants you 1 boon on your rolls to return for your service, the world contributes to the
attack it until the upkeep.
flow of magical energies you wield and shape into
LEVEL 10 useful forms.
Health +4; Damage Dice +1d6
Always Scheming When you expend a scheme, roll luck. LEVEL 7
On a success, you regain the expended scheme. On a Attributes Increase your Intellect and two other attributes
failure, you make attribute rolls with 1 boon for 6 by 1 each.
rounds. Boons granted by this talent are cumulative. Health +2; Power +7
Fury of Nature When you are in a wilderness environment
and make an attack or cast a spell, you can expend 1
Seeker power to cause new growth to rise up and entangle any
number of creatures on the ground that you choose
You serve the druids, an ancient organization of within short range. Each target on must succeed on an
watchers and mystics who work to preserve balance Agility roll or become restrained for 1 round.
in the world. In their employ, you carry out missions Wilderness Walk When moving through wilderness
on their behalf, largely to eliminate threats to their environments, you ignore challenging terrain created by
interests. You might track down necromancers to put normal plants and can move through underbrush,
an end to their foul practices or unmask cultists who brambles, and the like without difficulty. In addition, you
work in secret to carry out some world-shattering only leave tracks in such environments if you choose to
do so.
diabolical plan. Your training to become a seeker
revealed hidden truths that help you find your prey LEVEL 8
and eliminate it. Health +2; Power +5
Tradition Discover Nature or, if you have already
LEVEL 7 discovered this tradition, one of your choice.
Attributes Increase your Intellect and two other attributes Bloom If you spend at least one hour in a natural,
by 1 each. wilderness environment during the spring or summer,
Health +4 you cause the plants in that area to grow, shed any
Death Mark When you succeed on a roll to attack a target, blights, and become vibrant. The new growth offers
you can choose to bestow a death mark on the target, partial cover to everything in the area and creatures,
which appears to you, and you only, as a faintly glowing other than you, attempting to move out of the area must
skull. The death mark remains until you complete a rest succeed on Strength or Agility rolls to pull free of all the
or you use this talent again. green, growing things.
While you have a death mark on a creature, you can
always pinpoint the target’s location regardless of how LEVEL 10
Health +2; Power +6

37
Tradition Discover one of your choice. Mastering the Transformation improves your ability
Wrath of Nature If you are standing on the ground, you to shift between physical forms and expands on the
can use an action and expend 3 power to cause vines, choices of your forms. You might a hulking bear or a
roots, brambles, and more rise up from the ground to
fierce tiger, a majestic eagle, or a proud horse to bear
attack enemies in your area each round for 6 rounds. The
growth imposes 1 bane on rolls made for creatures in the
an ally to safety.
area to attack you or your allies. In addition, during each LEVEL 7
upkeep, the growth attacks each creature you choose in Attributes Increase your Intellect score and the scores of
your area. The target must succeed on an Agility roll two different attributes each by 1.
with 1 bane or become restrained for 1 round. If the Health +4; Power +7
target is already restrained by this effect, it takes 5d6 Languages Learn one of your choice.
damage and is restrained for an additional round. You Bestial Shift When you are in your normal form and use an
can use this talent five times and regain expended uses action to attack, you can spend 1 power to undergo a
when you complete a rest. partial transformation that gives you certain bestial
characteristics. For 1 round, you make rolls to attack
Shadowmancer with 1 boon and you have an additional 1d6 Damage
Die.
Shadomancy spells create and manipulate shadows to
plunge areas into darkness and to solidify the gloom LEVEL 8
into hideous shapes. You strive to master this Health +4; Power +5
Tradition Discover Transformation or, if you have already
tradition to grow your understanding of its
discovered this tradition, one of your choice.
possibilities and become a true master of shadows. Flying Beast When you cast beast forms, you can spend 1
LEVEL 7 additional power to gain the flier trait in your new form.
Attributes Increase your Intellect score and the scores of LEVEL 10
two different attributes by 1 each. Health +4; Power +6
Health +3; Power +7 Tradition Discover one of your choice.
Languages Learn one of your choice. Dire Beast While in medium beast form or large beast form
See in Darkness You ignore obscurement caused by from your casting of beast forms, you increase your
shadows and darkness. If you already have Deep Vision, number of Damage Dice by two and the boons on your
you can also see twice as far in such conditions. rolls to attack by 2.
Shadow Cloak When you start your turn in an area

Sharpshooter
obscured by darkness, you can spend 1 power to become
invisible for 1 round.

LEVEL 8 When it comes to loosing arrows and bolts, you have


Health +3; Power +5 a true talent that manifests as a keen eye and a steady
Tradition Discover Shadowmancy or, if you have already hand. You know how to shoot these missiles with
discovered this tradition, one of your choice. deadly aim so that each projectile finds its mark.
Fear of the Dark Whenever you cast the darkness spell
from the Shadowmancy tradition, you can expend 1 LEVEL 7
power to cause each creature you choose in the area to Attributes Increase your Agility, Intellect, and one other
roll Will. On a failure, the creature becomes frightened attribute by 1 each.
for as long as it remains in the area and for 1 round after. Health +4; Damage Dice +1d6
Rapid Reload Increase the number of attacks you can
LEVEL 10 make with crossbows, hand crossbows, bows, and
Health +3; Power +6 longbows by one.
Tradition Discover one of your choice.
Gathering Shadows Whenever you cast a Shadowmancy LEVEL 8
spell, magical shadows bleed from your body to partially Health +4; Damage Dice +1d6
obscure the area within short range of you for 1 round. Deadly Aim When you use an action to attack with a
The shadows thwart natural light. crossbow, hand crossbow, bow, or longbow, roll a d6 and
Fearsome Shadow Monsters Shadow monsters created by note the number rolled. This number rolled is a bonus
the shadow monsters spell gain the frightening trait. that you can divide between the rolls for the attacks you
make with the indicated weapon.
Frightening When a creature sees the shadow monster, the
creature must roll Will. The creature becomes frightened for LEVEL 10
6 rounds on a failure, or becomes immune to the frightening Health +4; Damage Dice +1d6
trait of all shadow monsters for 24 hours. True Shot Once per round, when you fail a roll to attack
with a ranged weapon, you can use this talent to turn the

Shapeshifter failure into a success.

38
foul things just beg to die whenever they take an
Skald innocent life, each time they despoil the land, or
otherwise make the world a bit worse than it was.
From the old tales of heroes and legends, you draw
your inspiration and use your gift for speech to You’ve made it your business to destroy these
befuddle your foes and encourage your companions creatures and you’re not about to let anyone stand in
to become the heroes inside them. People clamor to your way.
hear you recount the stories and myths of the Old LEVEL 7
Country and the Devastation, and you use them to Attributes Increase your Strength by 1 and two different
impart lessons onto your audience, helping them to attributes by 1 each.
do right, be courage, and live with honor. In battle, Health +6; Damage Dice +1d6
though, your chants uplift those around you, urging Kill the Weak You make rolls to attack injured targets with
them to greater and greater deeds so that they can 1 boon and your attacks against such targets deal 1d6
overcome nearly any foe. extra damage.

LEVEL 7 LEVEL 8
Health +6; Damage Dice +1d6
Attributes Increase your Strength and Intellect by 1 and
Hard Target Whenever you succeed on a roll to attack a
either your Agility or Will by 1.
creature, you impose 1 bane on the next roll made to
Health +4; Damage Dice +1d6
attack you before the upkeep.
Languages Learn one of your choice.
Battle Chant You can use an action to start chanting. You LEVEL 10
can continue chanting for up to 6 rounds without having Health +6; Damage Dice +1d6
to use an action, but if stop speaking or use your voice Reaping Strike Once per round, when damage from an
for any other purpose, such as to cast a spell, the effect attack causes a creature to become injured, you can
ends. Each ally that can hear your chant has a +5 bonus choose to deal 4d6 extra damage. If the damage causes
to Health and treats any rolls of 1 on Damage Dice as if the creature to become incapacitated, you regain the use
they were 6s. You can use Battle Chant a number of of this talent. Otherwise, you must wait 6 rounds before
times equal to your level and regain expended uses when you can use it again.
you complete a rest.

Spellguard
If you have the Uplifting Performance talent from the
bard path, you can also expend a use of that talent when
you use Battle Chant and combine the effects of both.
You prioritize defense over offense and thus master
LEVEL 8 the magic of the Protection tradition. Your favored
Health +4; Damage Dice +1d6 spells shield others, help them resist damage an
Confounding Kenning You can use an action to tell one injury, and, generally keep your targets safe from
creature within short range a riddle. Roll Intellect against harm. With your protections in place, there’s little
the target’s Intellect. On a success, the target becomes
that can harm you.
confounded for 6 rounds. A confounded target is
impaired. It can use an action to roll Intellect and LEVEL 7
overcomes being confounded on a success. If you fail the Attributes Increase your Intellect score and the scores of
roll, the target becomes immune to your use of two different attributes each by 1.
Confounding Kenning for 24 hours. Health +4; Power +7
Languages Learn one of your choice.
LEVEL 10
Glyph of Protection You can use an action and expend 1
Health +4; Damage Dice +1d6
power to draw a glyph on one creature or object that
Tale of Tales You can spend 10 minutes telling a tale of a
remains for 1 hour, until it’s triggered, or you use this
great hero to up to five allies that can understand what
talent again. The next time a roll is made to attack the
you say. If a target creature listens to the full
target, the glyph disappears and imposes 1 bane on the
performance, the creature becomes emboldened for 4
roll.
hours. An emboldened creature has a +5 bonus to Health,
makes attribute rolls with 1 boon, and gains one Damage LEVEL 8
Die. When an emboldened target fails a roll, it can end Health +4; Power +5
the emboldened effect on itself to turn the failure into a Tradition Discover Protection or, if you have already
success. Once you use Tale of Tales, you must finish an discovered this tradition, one of your choice.
8-hour rest before you can use it again. Mystic Shield When a creature attacks you with a weapon,
you can spend 1 power to impose 3 banes on the roll.
Slayer You must spend this power before the roll.

LEVEL 10
You have found in the New Lands many creatures in
need of killing. Monsters, trolls, undead, and other Health +4; Power +6
Tradition Discover one of your choice.

39
Lasting Protections Double the duration of any Protection LEVEL 10
spell you cast without expending additional power. Health +4
Spirit Bane When a spirit attacks you, you impose 3 banes
Spiritualist on its roll and your attacks against manifested spirits deal
full damage.
You enjoy an uncanny connection to the Ephemera Spirit Mastery When you use Spirit Call, you roll two dice
that lets you hear the spirits of the Spirit World and and use the highest result to determine the number of
communicate with them. The spirits take an interest spirits called. In addition, any creature affected by
Helpful Spirits heals 4d6 damage and your Vengeful
in you and sometimes come to your aid, either to help
Spirits deal 3d6 extra damage.
you and your companions or to vex your enemies.
You might wear special charms, acquire tattoos, or
perform certain ceremonies to strengthen your ties to
spirits.
Spriggan
The god of green and growing things, Grandfather
LEVEL 7 Tree enables life to thrive on Erth. You protect the
Attributes Increase your Intellect score, Will score, and the lands from harm, aiding your god in securing the
score of one other attribute each by 1. world from exploitation and destruction. Your close
Health +4; Power +7 connection to the deity acts as a catalyst for change in
Languages Learn one of your choice you and you find yourself remade in the god’s image.
Spirit Sight You can see and hear spirits in the Ephemera
as if those creatures were in the mortal world. LEVEL 7
Spirit Call You can use an action to call for spirits to aid Attributes Increase your Will score and the scores of two
you and a number of spirits equal to your level answer different attributes each by 1.
and gather about you until you use this talent again or Health +4
until you expend them. You can use this talent once and Wooden Body Grandfather Tree gifts you with treelike
regain the use after you finish an 8-hour rest. You can properties. You retain your shape, but you have a wooden
use the spirits in any of the following ways: body covered with thick bark that grants you a Defense
17. In addition, when you hold still, you appear to others
 When attacked, spend 1 power and expend a who see you as a tree. Finally,
spirit to impose 3 banes on the roll. Talent Description
 Spend 1 power and expend a spirit to heal
damage equal to your level. LEVEL 8
 When making an Intellect or Will roll, spend 1 Health +4; Damage Dice +1d6
power and expend a spirit to make the roll with 3 Entangling Roots You can use an action to cause roots to
boons. rise up from the ground under up to three creatures
within medium range. Each target becomes restrained. A
 When you would move, spend 1 power and
creature restrained in this way can use an action to break
expend a spirit to teleport to an open space within
or wriggle free by rolling Strength or Agility with 2
long range.
banes. On a success, the creature removes the restrained
LEVEL 8 affliction from itself.
Health +4; Power +5
Tradition Discover the Spiritualism tradition or, if you
LEVEL 10
Health +4; Damage Dice +1d6
have discovered it already, a different one of your choice.
Wrenching Roots During the upkeep, each creature
Helpful Spirits You can use an action to expend one spirit
restrained by your use of Entangling Roots takes 2d6
from your Spirit Call talent to aid one ally within
damage.
medium range. Choose one of the following benefits:

 Increase the target’s Damage Dice by two for 6


rounds.
Stormbringer
 You grant the target 1 boon on all attribute rolls You serve the Sky Father, the god of the storms,
and the flier trait for 6 rounds. whose anger has become the stuff of legends. You
 You grant the target a +10 bonus to Health for 6 can call upon your master for aid and become a living
rounds. incarnation of the storm, a wild tempest, all fire and
fury, lightning dancing across your body and thunder
Vengeful Spirits You can use an action and expend one booming with each word you speak.
spirit to send it forth to attack one creature within
medium range. Roll Intellect or Will against the target’s LEVEL 7
Will. On a success, the target takes 6d6 damage and Attributes Increase your Will score and the scores of two
becomes frightened for 6 rounds. different attributes each by 1.
Health +4

40
Incarnate the Storm You use an action to reach toward the Tradition Discover Summoning or, if you have already
sky, at which point a bolt of lightning strikes and discovered this tradition, one of your choice.
transforms you into the incarnation of the storm for 6 Swift Summons Creatures summoned by your casting of
rounds. Each creature within short range must succeed summon monster appear when you cast the spell rather
on a Strength roll or become blinded and deafened until than during the upkeep and can take their turns
the upkeep. You can use this talent three times and regain immediately.
expended uses when you complete a rest. While you are
the incarnation of the storm, you have the following LEVEL 10
benefits: Health +4; Power +6
Tradition Discover one of your choice.
 You can fly. Dreadful Summons Creatures you summon have a
 You can use an action to hurl a jagged bolt of terrible, disturbing appearance that imposes 1 bane on
lightning at one creature or object within short rolls made to attack them by creatures that can see them.
range. Roll Will against the target’s Agility. On a
success, the lightning strikes and deals 5d6
damage. On a success or a failure, each creature Sword Monk
within short range of the target must succeed on a You studied the Way of the Sword, an ancient
Strength roll or become deafened for 6 rounds. fighting style that focuses on mastering the sword
until it becomes an extension of you. The technique
LEVEL 8
Health +4; Damage Dice +1d6
employs swift, fluid movements, and so you eschew
Heart of the Storm While you are under the effects of armor and keep your other hand free. As beautiful as
Incarnate the Storm, you cause wind to blow through and it is deadly, your mastery of the sword makes you one
rain to fall into and heavily obscure all areas within long of the most dangerous warriors in the world.
range.
LEVEL 7
LEVEL 10 Attributes Increase your Strength, Agility, and Intellect
Health +4; Damage Dice +1d6 each by 1.
Sky Father’s Wrath While you are under the effects of Health +5; Damage Dice +1d6
Incarnate the Storm, you can use an action to end the Way of the Sword If you do not wear armor, increase the
effect and cause wind, lightning, and bone-shaking number of attacks you can make with a sword by 1, you
thunder to assail everything within extreme range of you. can use Agility in place of Strength for rolls to attack
Each creature within range other than you must roll with the sword, and the sword’s damage bonus increases
Strength with 1 bane. On a failure, a creature takes 8d6 by 2.
damage, flies a medium distance in a direction you Insightful Defense While you wear no armor, you have a
choose, and then falls prone, deafened and blinded for 1 bonus to Defense equal to twice your Intellect modifier
round. On a success, the creature just takes half the (minimum 1).
damage.
LEVEL 8

Summoner
Health +5; Damage Dice +1d6
Flashing Steel When a creature you can see attacks you
with a weapon, but before the roll is made you can
You master the magic of summoning creatures to do expend any number of Damage Dice. For each Damage
your bidding. The creatures you summon have Die expended, you impose 2 banes on the triggering roll.
monstrous qualities, suggesting that you pull them
from places beyond your world. Whether true or not, LEVEL 10
these creatures obey you, fight for you, and die as Health +5; Damage Dice +1d6
needed. Sword Master You make rolls to attack with swords with 2
boons and the sword’s damage bonus increases by 2.
LEVEL 7
Attributes Increase your Intellect score and the scores of
two different attributes each by 1. Technomancer
Health +4; Power +7 Technomancy blurs the line between magic and
Languages Learn one of your choice. technology as it uses magic to construct fabulous
Summoner’s Mark Use an action and expend 1 power to machines. Mastering its magic arms you with an
place your mark on one ally or object you can reach. The
assortment of interesting weapons and tools to help
mark remains for 1 hour. You can use an action to
summon one creature or object bearing this mark and you on your way.
cause it to appear in an open space within reach. LEVEL 7
LEVEL 8 Attributes Increase your Intellect score and the scores of
Health +4; Power +5 two different attributes each by 1.
Health +4; Power +7

41
Languages Learn one of your choice. Elevated Thoughts You reduce the power cost of any
Reinforce You can use an action and spend 1 power to Telepathy spell you cast by 1. In addition, the range of
reinforce one object you can reach. The target gains a your Contact talent extends to medium or, when under
bonus to Health equal to its size [ts] 5 that lasts for 1 the effects of open mind, to extreme.
hour.
Construct Gewgaw You can spend 6 rounds working with
a tool kit to transform one set of spare parts into a
gewgaw (see Appendix @: Equipment).
Tempestarii
You command the weather. At your call, fog creeps
LEVEL 8 over the lands, the winds blow storm clouds, and
Health +4; Power +5 lightning lances down from the heavens. Your
Tradition Discover Technomancy or, if you have already mastery of Weather magic lets you call on the full
discovered this tradition, one of your choice. might of the storms to scour the lands of your
Swift Assembly When you cast a Technomancy spell that enemies.
requires you to spend time assembling an object, you
halve the time it takes. LEVEL 7
Attributes Increase your Intellect score and the scores of
LEVEL 10 two different attributes each by 1.
Health +4; Power +6 Health +3; Power +7
Tradition Discover one of your choice. Languages Learn one of your choice.
Technomancy Mastery When you create an object from Shocking Touch Use an action and expend 1 power to
casting a Technomancy spell, you make rolls to attack touch one creature you can reach. Roll Strength or
with it with 2 boons, impose 2 banes on rolls made to Agility with 1 boon against the target’s Intellect. If the
resist it, and if it deals damage you deal 2d6 extra target is wearing metal armor, you make the roll with 2
damage with it. These benefits also apply to automatons additional boons. On a success, you touch the target and
you create. a jolt of lightning deals 4d6 damage to it. If you deal 15
damage or more, the target also falls prone.

Telepath LEVEL 8
Health +3; Power +5
You lay bare the minds of other creatures. You can
Tradition Discover Weather or, if you have already
hear their thoughts, but you can also invade them,
discovered this tradition, one of your choice.
twisting their ideas to serve your needs. Your focus Heart of the Storm When you cast a Weather spell, you
on Telepathy helps you gain greater access to the can have wind whip around you for 1 round. The wind
minds of other creatures and allows you to enter their imposes 3 banes on rolls made to attack you with ranged
thoughts with ease. weapons and 1 bane on rolls made to attack you with
melee weapons.
LEVEL 7
Attributes Increase your Intellect score and the scores of LEVEL 10
two different attributes by 1 each. Health +4; Power +6
Health +4; Power +7 Tradition Discover one of your choice.
Languages Learn one of your choice Flier You can fly. Outside of combat, you can fly up to 90
Mind Whip You can use an action and expend 1 power to miles per hour. If you can already fly, add your fly
attack the mind of one creature within medium range. speeds together.
Roll Intellect against the target’s Will. On a success, the
target takes 4d6 damage and becomes frightened for 1
round. If you rolled a 20 on the die, the target takes 2d6
extra damage and becomes frightened for 1d6 rounds
Templar
You have fight to protect the holy sites associated
instead.
with your faith, to preserve these edifices and all they
LEVEL 8 contain against the enemies of your faith. Although
Health +4; Power +5 you might still guard such places, you see it as your
Tradition Discover Telepathy or, if you have already ultimate purpose to protect all who would need it, to
discovered this tradition, a different one of your choice. safeguard the innocent against the depredations of
Shielded Mind When a creature rolls against your Intellect darkness. Now, wherever you go, it is as if you stood
or Will, you can spend 1 power to impose 2 banes on the within the hallowed halls of a temple and all who
roll. You can spend 1 extra power to extend the benefits
shelter in your presence know you will fight to save
of this talent to each creature you choose within short
range for 1 round. them.

LEVEL 10 LEVEL 7
Health +4; Power +6 Attributes Increase your Strength, Will, and one other
Tradition Discover one of your choice. attribute by 1 each.
Health +5

42
Temple of Faith You can use an action to invest holy LEVEL 10
power into your area to create a temple that lasts for 6 Health +2; Damage Dice +1d6; Power +6
rounds or until you leave the area. You can use this talent True Miracle You can use an action to perform a true
a number of times equal to half your level and regain miracle. You can use this talent one time and you regain
expended uses when you finish an 8-hour rest. The the expended use after 24 hours. When you use this
temple grants the following benefits: talent, choose one of the following effects:

 You cannot be surprised or flanked.  One creature you can see within extreme range
 You impose 1 bane on rolls made to attack you takes 10d6 damage.
and allies that are in the affected area.  You restore life to up to three dead creatures
 You make rolls to attack with 2 boons and you within short range of you. Each target creature
increase the damage bonus of any weapon you heals all damage.
wield by 1.  You and up to five creatures you touch disappear
 Any creature that takes damage from your attack and reappear in a site sacred to your faith
becomes restrained by chains of holy energy for 1 anywhere in the world that you have previously
round. visited or seen on a map.
 You cause enough food and drink to appear
LEVEL 8 around you that you can sustain one hundred
Health +5 people for one day.
Drive Out the Unclean During the upkeep, each creature
 You add or remove a feature to an area of your
you choose inside the area affected by your Temple of
choice within extreme range. Examples include
Faith takes 1d6 damage.
creating a bridge to span a chasm or removing a
LEVEL 10 bridge. Opening a door in a solid wall, creating a
Health +5 shelter, or something of the kind. The Sage
Holy Ground When you use your Temple of Faith talent, interprets the nature of your request and decides
you and each creature you choose heals damage equal to if it’s possible, possibly granting the request or
your level. In addition, attacks you make while in the partially fulfilling it.
affected area deal 1d6 extra damage.
Transmogrifier
Thaumaturge You experimented by mixing exotic substances in the
To aid you in your service to the gods, the divine hopes of awakening your true potential and
reward you with the magical knowledge you need to eventually produced a powerful potion. Injecting
contend with the challenges before you. Such gains yourself with the substance made you strong and
are ever temporary and you can change the traditions tough, but your darker nature awakened, revealing
you discover daily. Those who work magic and those itself as a ferocious, distortion of your personality
who practice religion rarely find common cause, but that craved violence. When the effect wore off, you
you bridge the divide, drawing on the power of both. returned to your normal self, but the shocking
transformation and the damage it created drove you
LEVEL 7 to create an antidote, so you could inject yourself
Attributes Increase your Intellect score, Will score, and the with the substance or have it injected if you ever lost
score of one other attribute each by 1.
control. Unfortunately, the antidote’s effects never
Health +2; Power +7
Languages Learn one of your choice
last long so you must inject yourself frequently or the
Divine Magic Each time you finish an 8-hour rest, you can beast will take over.
spend 1 hour in prayer. When you finish, you discover
LEVEL 7
two traditions of your choice. Knowledge of these
Attributes Increase your Strength score, Intellect score,
traditions remains until you use this talent again.
and the score of one different attribute each by 1.
Holy Light You can use an action to cause a ray of brilliant
Health +3; Power +7
sunlight to strike one creature within medium range. The
Languages Learn one of your choice.
light deals 4d6 + 1 damage. The target can roll Strength
Alter Ego Whenever you become injured or gain a wound
and takes half the damage on a success. You can use this
and the beast is not freed, you must roll Will with 1 bane.
talent three times and regain expended uses when you
You can choose to fail this roll. On a failure, you become
finish an 8-hour rest. In addition, when you use Holy
stunned until the end of the round, at which point your
Light, you can spend 1 power to deal 2d6 extra damage.
transformation into the beast becomes complete. In your
LEVEL 8 beast form, you appear as a muscular, hairy version of
Health +2; Damage Dice +1d6; Power +5 yourself, your facial features contorted with rage, eyes
Tradition Discover one of your choice. bulging, veins popping up all over your body. You
remain in this form until you become unconscious or

43
until you receive the antidote. While in this form, you LEVEL 10
gain the benefits and suffer the drawbacks that follow. Health +4; Power +6
Tradition Discover one of your choice.
 You impose 1 bane on rolls made against you by Bolstering Alteration Targets under the effect of your
creatures that can see you. Alteration spells gain a bonus to Health equal to twice
 You gain a +30 bonus to Health. the amount of power spent to cast the spell until the spell
 You make Strength rolls with 2 boons, but make ends.
Intellect rolls with 2 banes.


Increase your Damage Dice by 3d6.
You treat all creatures as enemies. War Machine
After months laboring over the blueprints and hitting
Antidotes You can expend 1 power and 2 sp of exotic several dead ends, you finally built a prototype of a
materials to produce an antidote, which is kept in a
mechanized battle suit, a construct that you pilot from
syringe. Any creature holding the syringe can use an
action to attack with it, as if using an improvised inside its cockpit. The war machine has a power
weapon. If the creature succeeds on a roll to attack you source that allows it to move and fight as you direct
with the syringe, it can inject you with the antidote, at it. As you proceed along this path, you can make
which point you become stunned until the upkeep, at further upgrades to improve its functionality and
which point you return to your normal form. Once you capabilities until it truly becomes an extension of
return to your normal form in this way, you become you.
fatigued for 1d6 rounds.
LEVEL 7
LEVEL 8 Attributes Increase your Intellect and two different
Health +3; Damage Dice +1d6 attributes by 1 each.
Sudden Change When you use your Alter Ego talent, you Health +2
can expend 1 power to have it take effect immediately, Mechanized Battle Suit You construct a Mechanized
instead of during the upkeep. Battle Suit. The device has a humanoid shape, but you
decide its overall appearance. When not piloted, the
LEVEL 10 battle suit counts as an object with Defense 0 and its
Health +3; Damage Dice +1d6 listed Health score. You can use a move to enter the
Merged Personalities You can use an action to assume battle suit and start it, or shut it off and exit from it. If the
your beast form and, while in your beast form, you do suit is destroyed, you can build a replacement during the
not have to treat all creatures as enemies and you can use next downtime.
an action to return to your normal form.
MECHANIZED BATTLE SUIT

Transmuter Defense Strength Agility Intellect

14 15 9 —
Will

Health

75
You specialize in Alteration magic, the tradition that +5 –1 — —
can change the physical characteristics of creatures
you touch. You have a unmatched skill with its spells Size 3; Senses night vision
and can use them to adapt your allies in whatever Pilot A size 2 or smaller creature inside the cockpit
way you need to find success in your adventurers. becomes the pilot and the battle suit becomes an
animated object under the creature’s control. The pilot
LEVEL 7 has total cover from everything outside the suit. While
Attributes Increase your Intellect score and the scores of piloting the suit, the pilot uses actions and moves to
two different attributes each by 1. maneuver the suit and perform activities with it.
Health +4; Power +7 Erratic Power Source In combat, whenever the pilot uses
Languages Learn one of your choice. an action to perform an activity with the suit, roll a d6.
Minor Alteration You can use an action and expend 1 On a 1, the suit loses the animated object trait for 1
power to make a minor adjustment to your person. You round and the power source throws off crackling bolts of
can clean your body, style your hair, adjust the color of lightning, forcing each creature within short range to roll
your hair, skin, or eyes, cause a distinguishing mark to luck. On a failure, the creature takes 1d6 damage.
appear or disappear, or something of a similar change. Slow The pilot cannot take the initiative.
Each change lasts 24 hours or until changed again. Repair A creature that can reach the battle suit can use an
action and expend one set of spare parts to remove 1d6
LEVEL 8 damage from it.
Health +4; Power +5 Explosive Demise If the battle suit become destroyed, its
Tradition Discover Alteration or, if you have already power source explodes, dealing 6d6 damage to
discovered this tradition, one of your choice. everything within medium range. A creature that would
Mass Disguise When you cast flawless disguise, you can take this damage can roll luck and takes half the damage
target up to four additional allies without paying on a success.
additional power.

44
ATTACKS yourself, appearing as a humanoid made from wood and
Damage Dice 4d6 bark, branches spreading out from your shoulder, neck,
Fist (melee) Attacks 2: Strength (+5) with 2 boons against and head, with leaves unfurling from all. You remain in
Defense this form for 1 hour and you return to your normal form
 Knock Down A size 2 or smaller creature must when you use an action to do so. When you return to
succeed on an Agility roll or fall prone. your normal form, you heal 3d6 damage. You can use
Nature’s Champion three times and you regain expended
LEVEL 8 uses when you finish an 8-hour rest. While in this form,
Health +2 you have the following benefits and drawbacks.
Suit Upgrades You make a few improvements to the battle
suit.  Your size increases to 3 if it’s not already 3.
 Increase its Defense to 16.  Your Defense becomes 16.
 Replace night vision with deep vision trait.  You gain a +30 bonus to Health.
 Increase its Damage Dice to 5d6.  You gain two extra Damage Dice.
 You cannot take the initiative.
LEVEL 10
 You take 1d6 extra damage from fire and
Health +2
lightning.
Pinnacle of Design You make further improvements to
perfect your design  The ground within short range is challenging
terrain made from writhing grasses, roots, and
vines. Creatures attempting to leave the area must
 Increase its Defense to 18.
succeed on a Strength roll with 1 bane.
 Increase its Health to 100.
 Increase its Damage Dice to 6d6.
 Remove the erratic power source and slow traits. Warlord
In battle, you always survey your surroundings,
Warden always watching for openings in your enemies ranks.
When you find them, you exploit them, barking out
Erth chooses its own champions and in you it has
found a worthy protector. In return for a vow to orders to your allies to strike hard and fast.
shield nature from harm, you can call magic from the LEVEL 7
land itself, to make the grasses and trees your ally. Attributes Increase your Intellect and two other attributes
The magic flowing into you through the ground has of your choice by 1 each.
left you permanently transformed: your skin appears Health +5; Damage Dice +1d6
green, small flowers grow in your hair, and your eyes Battlefield Tactics At the end of any round in which you
shine like emeralds. used an action, roll 2d6. If both dice come up as the same
number, you and each member of your company make
LEVEL 7 attribute rolls with 3 boons and you impose 3 bane on
Attributes Increase your Strength, Will, and one other attribute rolls made against you until the end of the next
attribute each by 1. round.
Health +4; Power +7
Ensnaring Strike When you roll a 15 or higher to attack LEVEL 8
with a melee weapon and succeed, the target becomes Health +5; Damage Dice +1d6
retrained for 1 round. Battlefield Cunning When you use Battlefield Tactics, you
Grasping Vines If you’re on an earthen or stone surface can roll an extra die and keep two of your choice.
when you use an action, you can before or after resolving LEVEL 10
the action, spend 1 power to cause a vine to erupt from
Health +5; Damage Dice +1d6
the ground near you and whip toward one creature you
Daring Gamble When you use Battlefield Tactics, you can
can see within short range. Roll Strength with 1 boon
choose to gamble. If two dice come up as the same even
against the target’s Agility. On a success, you drag the
number, you and each member of your company deal
target into your reach
1d6 extra damage on the next weapon attack they make
LEVEL 8 before the end of the next round. If both dice come up as
Health +4; Power +5 the same odd number, you lose the benefits of Battlefield
Tradition Discover Nature. Tactics for 1 round and each creature that attacks you or
a member of your company makes the attack with 1
LEVEL 10 boon.
Health +4; Power +6 Ready for Anything While you are conscious, you and
Nature’s Champion If you are wearing leather or no members of your company that are in the same area as
armor, you can use an action to transform yourself into you cannot be surprised.
Nature’s Champion and then attack with a weapon you
are wielding. You become a larger, hulking version of

45
talent, you also roll a master die, which is a d6. You add
Watcher the number rolled on your master die to the roll of the
d20.
The Awareness tradition offers magic to heighten the
senses until even the faintest sound becomes audible,
the tiniest details appears glaring. While not as flashy World-Walker
as Pyromancy or Illusion, Awareness magic offers a By mastering the Teleportation tradition, you shake
utility few can beat. Your focus on the tradition off the fetters that limit your mobility. You can move
improves your natural senses so that you become from place to place in an instant, able to cross great
hyperaware of everything that happens around you. distances with the mere expenditure of power. The
LEVEL 7 world is yours to explore.
Attributes Increase your Intellect score and the scores of LEVEL 7
two different attributes each by 1. Attributes Increase your Intellect score and the scores of
Health +4; Power +7 two different attributes each by 1.
Languages Learn one of your choice. Health +4; Power +7
Heightened Senses You can see twice as far as normal, Languages Learn one of your choice.
hear a whisper from short range, speech from medium Far Step You can use an action and expend 1 power to
range, and shouts from long range. teleport to a space you can see within medium range.
True Vision You can use an action and expend 1 power to
gain the true vision trait for 1 hour. LEVEL 8
Health +4; Power +5
LEVEL 8 Tradition Discover Teleportation or, if you have already
Health +4; Power +5 discovered this tradition, one of your choice.
Tradition Discover Awareness or, if you have already Flicker When you cast a Teleportation spell, you can spend
discovered this tradition, one of your choice. 2 power to cause yourself to flicker in and out of
Total Awareness You can use an action and expend 2 existence for 6 rounds. Until this effect ends, whenever a
power to reveal every hidden creature and object within creature succeeds on a roll to attack you, roll a d6. On a
medium range. 4 or higher, you turn the success into a failure.
LEVEL 10 LEVEL 10
Health +4; Power +6 Health +4; Power +6
Tradition Discover one of your choice. Tradition Discover one of your choice.
Acuity You make attribute rolls that involve seeing, Unfettered When you cast travel, you automatically
including those made to attack other creatures, with 2 succeed on the Will roll to avoid becoming sickened.
boons.

Weapon Master Zealot


You were chosen. You believe this to be true. You
You devote all your time on mastering a particular believe it with such certainty that you will tolerate no
weapon until the weapon becomes an extension of disagreement. You are chosen by your god to carry a
you. When you reach the end of this path, you will divine message throughout the world to any and all
have no rivals when it comes to fighting with your who will listen. And those who would prevent you
chosen weapon. from carrying out your holy work? They must move
LEVEL 7 from your path or be destroyed.
Attributes Increase three different attributes by 1 each. Some might call your brand of religion fanaticism.
Health +6; Damage Dice +1d6 You make no apologies for your religious devotion.
Weapon Specialization Choose one weapon for which you You have committed the life you were given to your
meet the requirements, if any. Increase the attacks you faith and everything you do you do in pursuit of
can make with the weapon by 1 and the weapon’s glorifying your god. You know the holy writings,
damage bonus by 2.
pray all the time, and tolerate no doubt about the
LEVEL 8 worthiness of your master from anyone.
Health +6; Damage Dice +1d6
Improved Critical If two or more Damage Dice come up
LEVEL 7
as 6s, the target takes 1 wound. Attributes Increase your Strength, Will, and one attribute
of your choice by 1.
LEVEL 10 Health +6
Health +6; Damage Dice +1d6 Righteous Wrath When you attack with a weapon, you
Masterful Strike Whenever you roll to attack with the can make the roll with 1 boon. On a success, the attack
weapon you chose for your Weapon Specialization deals 1d6 extra damage. On a failure, you become

46
impaired for 1 round. While impaired in this way, you
cannot use this talent.

LEVEL 8
Health +6; Damage Dice +1d6
Unshakeable Faith You make Will rolls with 1 boon and
you impose 1 bane on rolls made against your Will.

LEVEL 10
Health +6; Damage Dice +1d6
Martyr When you take damage, gain a wound, or gain an
affliction, you gain one holy die, which is a d6. You can
have a number of holy dice equal to your level and you
retain them until you expend them or after 1 hour. You
can spend holy dice in the following ways:

 Whenever you make an attribute or luck roll, but


before you roll the d20, you can spend one holy
die to make the roll with 1 boon.
 Whenever you roll Damage Dice, you can spend
one holy die to reroll any one Damage Die and
use the new result.
 You can roll the holy die at any time and take the
number rolled as damage to remove one affliction
from yourself.

47

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