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The Adventurer

You forge your own path forward, unbeholden to any standard but your own.

Talented

Core pg. 46
  • Always

No core talent of your own: take 2 extra talents from any path, plus 1 more at levels 3 and 6.

Grows At levels 3 and 6, gain +1 extra talent.

From the book

You forge your own path forward, unbeholden to any standard but your own. You gain two non-core talents from any path (in addition to the one you start with).

The Adventurer is not a full path; it trades a core talent for 2 extra path talents, and more with growth—great for those not following a specific path or abandoning their original (such as oathbreaker paladins).

The Artificer

AKA the enchanter, tinkerer, inventor

You shape the world with your creations, blending ingenuity, craftsmanship, and magic to forge and enchant wonders.

Infusion

Core pg. 55
  • Push

Invent your own magic items: start with 3 major arcana, rebuild them as needed, +1d with machines.

Choose 6 touchstones

Grows At levels 2, 4, and 6, you can create +1 major arcana, and learn 2 touchstones.

From the book

You harness the power of creativity. You know 6 touchstones from the arcana crucibles (and all functions), and have created 3 major arcana using them. Anyone can use them with the most relevant stat (as arcana), though it always carries risk for those other than you. Given time, you can: disassemble and rebuild them using any touchstones you know—pull off a potent feat of mechanical ingenuity. You can push yourself to do it on the spot.

Engineer: Take +1d at creating, repairing, or destroying mechanisms and arcana. You can also deconstruct arcana to learn their touchstones, destroying them in the process.

Everything Arcana (optional): You can reflavor any of your path talents to actually be the effects of magical gizmos you’ve created. Toss in some magitech buzzwords that almost make sense, and use them to sound like you know what you’re talking about—perfect for baffling the less inventive. You can teach others to use them, though doing so always carries risk. If any of these gizmos is ever lost, you can recreate them with some effort during any downtime.

Arcana doesn’t regain uses when rebuilt, but those that expand vantage can still do so.

Animate Objects

pg. 56
  • Pool

Given time, bring objects to life as helpers that obey one-word commands and assist you.

From the book

Given time, you can bestow a semblance of life into objects, giving them a 2d Animated power pool, and controlling them with simple one-word commands. They can roll 1d of their power pool to assist you. You can reliably command up to three of these at a time, with others following their nature. “Following their nature” means they mindlessly do what they were created to do. Brooms sweep, wrenches crank bolts, daggers attack—all without direction from you.

Artificial Parts

pg. 56
  • Uses

Replacement body parts with 3 perks, like a built-in weapon, each +1d once a session, and a flaw.

Choose 3 perks and 1 drawback

From the book

You have enhanced replacement body parts. Choose 3 benefits for them: built-in weapon—detachable—independent—keen sense—storage—strong. Each perk can be activated once per session to take +1d on a related roll. They also have a drawback: noisy—horrifying—unreliable—power source.

Grenades

pg. 56
  • Pool

Hurl bombs that hit a whole crowd or area (fire, force, stun and more) from a 3d pool each session.

From the book

Each session, you have a 3d Grenades resource pool. You have access to the following bombs: entangle—force—fiery—gravity—obscuring—stun. These grenades affect multiple targets or an area.

Magnum Opus

pg. 56
  • Always

Build a mythic arcana over the campaign, locking in a touchstone each session; shape it with the GM.

From the book

You’re in the process of creating a mythic arcana. Before each session, roll 3 random touchstones. Each time, you can choose 1 touchstone to lock in, never rolling for it again. Work with your GM to determine the arcana’s effects.

If you’re unsure of what mechanics to use, consider the following: Each session, you have a 6d power pool for spell effects. You can drop 1d before rolling to make the effect potent.

Mischief Maker

pg. 56
  • Roll
  • Uses

Overload an arcana for a potent, haywire effect with a 2d story roll that gets riskier each use.

From the book

You can overload arcana to create a potent effect with it. Make a 2d story roll as the magic goes haywire. Add +1t to the story roll each time you use this after the first, clearing them each session.

Wandslinger

pg. 56
  • Uses

A wand of elemental bolts, from acid to stun, fired with Wits; once a session, a secondary effect.

From the book

You have a specialized wand and can use it to fire the following bolts of magic using Wits: acid burst—force blast—ice shard—inferno bolt—static charge—stun beam. Once per session, you can cause a secondary effect (as a critical) related to the type.

The Bard

AKA the orator, warlord, chronicler

You spin tales and songs that stir emotions, inspire bravery, and turn simple deeds into legends.

Inspiration

Core pg. 57
  • Uses

Spend 3 inspiration a session to raise an ally's die, clear their marks, stir emotions or interrupt.

Choose 2 methods, 1 method, and 3 words

Grows At levels 2, 4, and 6, gain +1 inspiration per session.

From the book

Each session, you have 3 inspiration you can use to bolster the spirits of those around you and influence your foes. You can spend inspiration to: increase an ally's die result by 1 (3→4)—calm or intensify a vex response—clear a mark from an ally. You can also spend inspiration and roll Presence to: pull off a potent feat of emotional influence—interrupt an impact move—clear rattled from an ally.

Bardic Lore

pg. 58
  • Always

3 more wises, +1 thread a session, and +1d on story rolls about what you know or details you add.

From the book

You gain any 3 wises. You also gain 1 extra thread per session, and take +1d on any story rolls pertaining to what you know or story details you add.

Dynamic Entrance

pg. 58
  • Roll

Always show up exactly where and when you want, with a 3d story roll for how grand it is.

From the book

You can always appear in a scene exactly where and when you want, limited only by your physical capabilities. Make a 3d story roll to describe your entrance and its effect.

The player sets the scene for their entrance, allowing extra details based on the result, almost as an action—even an interrupt, itself. The GM will step in if something doesn’t fit.

Folk Hero

Bard only pg. 58
  • Always

Use inspiration as spark and spark as inspiration, and keep your spark die when it rolls a 6.

From the book

You can spend inspiration and spark interchangeably. If your spark die comes up as a 6, you regain it. Tales of your heroism are told throughout the area; track their spread with campaign pools.

For every free room and home-cooked meal, you’re likely to have a plea for help, swindlers, starry-eyed followers, and those looking to pick a fight. Any of these would make great tangles.

Forked Tongue

pg. 58
  • Push

Tell potent lies people swallow, given time, or on the spot if you push yourself.

From the book

When given time, you can tell potent lies, such as telling the king you're their bastard or a prophecy foretelling the fall of the capital. You can push yourself to do it on the spot.

Friendly Face

pg. 58
  • Always

In any new town, a contact, new friend or fan does you a favor. Spark if you promise to repay it.

From the book

In any new town or district of a city you go to, you can always: know someone useful—quickly make a friend—be recognized by a fan. They’ll gladly do you a reasonable favor. Take spark if you promise to pay them back.

Jack of All Trades

pg. 58
  • Pool

+1d on montage rolls, plus a 3d pool of odds-and-ends know-how picked up on your travels.

From the book

You take +1d on montage rolls and have a 3d power pool to represent the smattering of knowledge from your travels.

When you get surprising results from this pool, make it meaningful. What past experience helped you here? Do you still remember the story?

Wordplay

pg. 58
  • Uses

Your quips trip foes up on a perfect defense; once a session, steer the GM's suspense into talk.

From the book

On a perfect defense roll when the situation allows for verbal quips, you make them: embarrass themselves—let a secret slip—focus on or lose track of you. Once per session, you can goad the GM into spending suspense on conversation.

The Berserker

AKA the juggernaut, reaver, warbringer

You don't just fight—you crush anything and everything in your path until nothing stands before you.

Frenzy

Core pg. 59
  • Uses
  • Push

Once a session, or when bloodied or vexed, rage: +1d per mark, ignore wounds, cause havoc.

Choose 2 sources, 1 source, and 3 scars

Grows At levels 3 and 6, gain 1 free activation of frenzy per session.

From the book

Once per session, or when you get bloodied or take vex, you can enter a frenzy for a scene. During the frenzy, you can only take aggressive actions. You also: take +1d for each mark you have and ignore all thorns from harm and marks—always add collateral damage: send something flying—smash mooks—throw insults—wreck something—always get a final action when dropped. On a critical, ignore getting dropped.

You can only exit a frenzy when you: see no other challenger—get dropped—push yourself.

Collateral damage acts as a narrow secondary effect, as a critical, and shouldn’t be underestimated. Treat this as a perfect on a related roll against the environment or mooks, though this won’t always be a good thing. Remember to clear marks after the next roll.

Fearsome

pg. 60
  • Push

People fear you: spend thread to set how an NPC reacts, or push yourself to stare down a dragon.

From the book

Your presence instills fear in others. The GM judges an NPC’s response, or you can spend thread to set it: hostile—nervous—respectful—scared. You can push yourself to pull off a potent feat of intimidation, such as staring down a dragon or demanding to see the king.

What exactly makes you so frightening to be around? This could merely be your appearance, but it could also be the way you talk, dress, your reputation, or a combination thereof.

Flesh Wounds

pg. 60
  • Always

Shrug off getting bloodied: take a Flesh Wound instead, +1t on your rolls until the scene ends.

From the book

When you would get bloodied, you can instead take a Flesh Wound, a condition that inflicts +1t on all rolls, and is cleared when the scene ends. On a disaster, you cannot take a Flesh Wound.

Into the Fray

pg. 60
  • Always

Charge in first: on your first roll 5s count as 6s (but 4s as 1s), and you set up whoever follows.

From the book

When you’re the first into an intense situation, 5s count as 6s, but 4s count as 1s on your first roll. You also setup the first person following you regardless of your roll outcome.

Joyful Warrior

pg. 60
  • Always

Crits and wounds fire you up: take spark and clear a mark from each ally or get a dropped ally up.

From the book

On a critical or when bloodied in battle, you take spark and can: clear one mark from each ally—bring a dropped (not dead) ally back into the scene.

Mighty

pg. 60
  • Push

Pull off potent feats of raw strength given time, or on the spot if you push yourself.

From the book

When given time, you can pull off potent feats of raw strength. You can push yourself to do it on the spot.

Overkill

pg. 60
  • Always

When you crit with violence or threats, add another secondary effect or roll the task pool twice.

From the book

On a critical when bringing violence, threats, or destruction to bear, you can: cause an extra secondary effect—roll the related task pool twice.

Warcry

Not for Bard pg. 60
  • Uses

Twice a session, a battle cry raises an ally's die, clears their mark, or stirs or calms emotions.

From the book

Twice per session, you can bolster your allies or strike fear in your foes with an inspiring battle cry, letting you: increase an ally's die result by 1 (3 → 4)—calm or intensify a vex response—clear a mark from an ally.

The Cleric

AKA the priest, zealot, chosen

You serve as a conduit for the divine, channeling holy power to safeguard the faithful and do your god's bidding.

Channel Divinity

Core pg. 61
  • Spell
  • Pool

Cast your god's magic from rite pools, one 6d major and two 4d minor, refilled each session.

Grows At levels 3 and 6, gain +1d to each rite pool.

From the book

You have spellcasting ability, calling upon your deity to channel their magic. You roll a rite pool to cast spells, and that pool and your god’s title serve as touchstones. Your major rite is a 6d power pool, and your 2 minor rites are 4d power pools. They replenish each session. You can drop 1d and roll to cast a potent spell. Spells cast without risk are automatically successful, but still roll the pool.

Blessed

pg. 62
  • Uses

Once a session, your god lets you re-roll a roll you just made, without thorns. Spark on a perfect.

From the book

Once per session, you can re-roll a roll you just made as your god attempts to intervene. The re-roll is made without any thorns on it. On a perfect, take spark.

Devout

pg. 62
  • Push

Foes hear you out and won't kill you unless they must, but acting in bad faith takes a push.

From the book

Intelligent creatures recognize you as a person of deep honesty and only your most hated enemies would treat you with a lack of respect or doubt your word. You are never seriously injured or killed by an enemy, unless they have no choice. Any creature with speech will always hear you out. This aura is upheld by your unwavering commitment—you must push yourself to act in bad faith. You stick to your principles unwaveringly, and even those acting against you know. How does this impact those around you? This is sure to cause tangles, perhaps even quarrels.

Healer

pg. 62
  • Always

+1d to heal by magic or medicine, spark for both on a critical, and once, raise the recently dead.

From the book

You take +1d when you heal someone, with magic or treatment. On a critical, both of you take spark. One time only, you can bring back the recently dead. Common sense takes precedent.

Iron Will

pg. 62
  • Pool

A 2d pool each session to shrug off rattled or vex, and turn dread or doubt back on the cause.

From the book

Each session, you have a 2d Iron Will resource pool. When you get rattled or take vex, you can roll the pool to ignore it. If the situation allows for it, you can also lash out at the cause or a bystander and: instill dread in their heart—sow doubt in their mind.

Rings False

pg. 62
  • Always

You always know when someone is lying, and take +1d when you call them on it.

From the book

You always know when someone is lying, though not necessarily the truth. You take +1d on a follow-up if you reveal you know they’re lying.

This could be seen through a darker lens, flavored as having been around criminal types and ne'er-do-wells for far too long.

Sermons

pg. 62
  • Push

Preach potent feats of persuasion given time, or on the spot with a push; once, at ritual scale.

From the book

When given time, you can pull off potent feats of persuasion in the name of your beliefs, like commanding a crowd to bring the duke for judgment or showing the goblins the glory of your god. You can push yourself to do it on the spot. One time only, you can make this a ritual-level effect.

Shepherd

pg. 62
  • Always

+1d when you assist an ally's defense against rattled or vex, and spark for you both on a perfect.

From the book

When you assist an ally on a defense roll that would leave them rattled or with vex, you can invoke your bond to take +1d on the roll. On a perfect, you both take spark.

The Druid

AKA the shapeshifter, grovekeeper, wildling

You embrace and embody the untamed power of the natural world, transforming into beasts and channeling the spirit of the wild.

Wild Shape

Core pg. 63
  • Pool

Shift into beasts from a 2d pool that refills each scene; special forms, like flyers, cost more.

Grows At levels 3 and 6, gain +1d to your Wild Shape pool.

From the book

Shift into any familiar beast form by using a 2d Wild Shape resource pool, replenishing each scene. You take on the form’s physical qualities and feral instincts, moving stat points to represent this (min 1, max 3). You lose access to your own physical talents. Drop 1d before rolling for each wild talent, such as: aquatic—smaller than a cat—bigger than a bear—flying—a thematic path talent.

Wild talents, for example: Chimpanzee: Relentless; Snake: Poisoner; Wolf: Keen Senses; Lion: Fearsome; Spider: Wall Climbing; Rabbit: Lucky; Turtle: Bulwark; Fox: Lurker; Octopus: Shape & color mimicking; Shark: Aquatic; Cheetah: Incredibly fast sprinting; Ape: Mighty; Bear: Flesh Wounds; Honey Badger: Iron Will; Eagle: Flight; Rhino: Bigger than a bear. Some are talents from the book, others made for that beast. If a wild talent is only set dressing in the scene, keep it as flavor instead.

Augury

pg. 64
  • Always

Roll 2 omens before each session, then swap one in for any d6 anyone rolls.

From the book

You can read the world around you and interpret its signs. Before each session, roll 2d and record the results. These are your Omens. During the session, you can replace any rolled d6 (by anyone) with an omen result, then erase it.

Awaken

pg. 64
  • Pool
  • Uses

Once a scene, wake a nearby tree, beast or fungus as a 3d ally you direct; once, at ritual scale.

From the book

Once per scene, you may awaken a living natural feature—plants, animals, fungi, or the like—within or nearby the scene. It gains awareness and purpose, forming a 3d power pool you can direct, guided by its nature. One time only, you can make this a ritual-level effect.

Kindred Spirits

pg. 64
  • Roll

Talk with animals, plants and spirits who know you and answer your call; sense danger in the wild.

From the book

You can speak with all manner of wild things—animals, plants, and spirits. When you meet, they know of you. Make a story roll for their attitude, or spend thread to establish a bond. When you call, those nearby will answer. You always sense the presence of hidden dangers in places teeming with wildlife.

Not everything communicates as we do—plants may only impart feelings, spirits might need an offering to even appear. Change it up and make the world feel alive.

Primal Growth

pg. 64
  • Uses
  • Push

Cross wild terrain with ease; once a session, grow, wither or shape crops, vines, fungi or spores.

From the book

You can move through any natural terrain quickly and without issue. Once per session you can grow, wither, or shape: crops—dense foliage—entangling vines—fungi—poisonous spores. You can push yourself to do it again. You can perform plant or harvest rituals without anchors.

Primordial Bonds

pg. 64
  • Spell
  • Uses

Cast fire, earth, air or water spells with Presence; a critical charges an element for potency.

From the book

You have spellcasting ability, using raw elemental power (Fire, Earth, Air, or Water) as the touchstone, and casting spells with Presence. On a critical using an element, charge it. Spend it to cast a potent spell with that element. If the elements are spirits in your setting, consider adding bonds for them. You may find alternative ways to charge an element, such as through great deeds or ritual.

True Shape

pg. 64
  • Always

One signature beast form you shift into free, or at 1d less cost if it has wild talents.

Choose 1 beast form

From the book

Choose 1 beast form. If it has no wild talents, you can shift into the form freely. If it has wild talents, you drop 1d less than normal when you shift into it.

Windcaller

pg. 64
  • Uses
  • Push

Once a session, summon or dismiss fog, rain, snow, storms, wind or extreme temperatures.

From the book

Your voice carries on the winds over great distances. Once per session, you can summon or dismiss, but not control: dense fog—extreme temperatures—heavy rain—snowfall—storms—strong winds. You can push yourself to do it again. You can perform weather rituals without anchors.

The Fighter

AKA the blademaster, duelist, sergeant

You become one with your weapon, and through it, you find your real purpose in this life.

Weapon Mastery

Core pg. 65
  • Uses

+1d to fight, defend or assist in your style, and 2 mastery a scene to add critical effects.

Choose 1 fighting style

Grows At levels 3 and 6, gain +1 mastery per scene.

From the book

Choose a fighting style you have mastered: brawling—dual-wielding—one-handed—ranged—two-handed. When you fight, defend, or assist in your style, take +1d. Each scene, you have 2 mastery to spend when using this style to add a critical effect.

Arcane Training

Not for Wizard pg. 66
  • Spell
  • Uses

Learn wizard magic: 3 spell theorems, casting 3 spells and 1 potent spell a session.

Choose 3 theorems

From the book

You have spellcasting as the Spellcraft talent. You can cast 3 spells and 1 potent spell per session. You know 3 spell theorems, created with the Spell Crucible, and can learn new spells from scrolls.

Bulwark

pg. 66
  • Pool

Armor or defenses that soak hits: a 2d pool each session, rolled to ignore physical harm.

From the book

Each session, you have a 2d Bulwark resource pool from armor or other defenses. When you take physical harm, you can roll the pool to ignore the damage.

Control

pg. 66
  • Uses
  • Push

Once a session, hold a zone foes can't cross without dealing with you, interrupting those who try.

From the book

Once per session, you can declare a zone that enemies cannot cross without dealing with you. If they attempt to move past you, you can interrupt them. On a perfect, take spark. You can push yourself to do it again.

Some foes are too large to control. Even an experienced warrior with control over an area won't stop a dragon—consider a secondary effect instead. This could be getting a parting shot (roll a task pool), moving with them, or hindering them in another way.

Got Your Back

pg. 66
  • Uses
  • Push

Once a session, assist an ally after they roll a grim, and they add 1d. Spark for both on a perfect.

From the book

Once per session, you can assist an ally after they roll a grim. The ally can also roll 1d. On a perfect, you both take spark. You can push yourself to do it again.

Measured Tones

pg. 66
  • Push

People stop and listen when you speak; push yourself to interrupt an attack before it starts.

From the book

When you speak in measured tones, people always stop and listen—you can declare low stakes if desired. Unless completely surprised, you can push yourself to interrupt an impact move initiating aggression. If you change their mind, take spark.

Swift Recovery

pg. 66
  • Always

Shake off wounds mid-fight: a perfect with an unmarked stat clears a mark on another stat.

From the book

On a perfect roll with an unmarked stat, clear a mark on another stat.

Tactician

pg. 66
  • Uses
  • Push

Once a session in a fight, tag parts of the scene; allies who use them get your assist without risk.

From the book

Once per session during an intense action sequence, you tag 3 scene elements right away, and 1 later in the sequence. When an ally interacts with a tagged element, you assist without risk on the roll. If no roll is needed, they take spark. You can push yourself to do it again.

Scene elements may come from the GM's description, or they could be things that would logically be there. Establish details if needed, the GM will step in if it's too far.

The Monk

AKA the martial artist, mystic, wanderer

Your body is a vessel through which you channel your discipline into grace, precision, and the never-ending journey towards perfection.

Discipline

Core pg. 67
  • Uses

4 flow a scene for fluid maneuvers, mystic feats and ignoring bad odds; interrupt once a session.

Choose 2 concepts, 3 stances and moves, and 2 weapons

Grows At levels 3 and 6, gain +1 flow per scene and +1 interrupts per session.

From the book

Never face a disadvantage due to a weapon matchup. Once per session, you can interrupt with a: philosophical point—quick reaction—stunning strike. Each scene, you have 4 flow. Spend it to:

- Ignore thorns from: being outnumbered—a single imposing opponent. - Attempt a fluid maneuver. Before rolling, declare you want to also: disarm them—redirect momentum—reposition you, them, or both. On a perfect or messy, it happens. - Pull off a potent feat of mystical grace, like running across water or falling harmlessly from a great height. For 1 more flow, extend this to those you’re touching.

Healing Hands

pg. 68
  • Always

Heal a bloodied ally by touch, no roll needed, then defend against taking on their wound.

From the book

You can heal an ally that is bloodied. This automatically works, but you must make a Presence defense roll against being bloodied—you take their pain onto yourself and must fend it off.

Lightning Reflexes

pg. 68
  • Always

Always act first unless surprised, and ignore most thorns on Agility defense rolls.

From the book

You can always act first, unless completely surprised. You also ignore thorns on Agility defense rolls, except for those from damage.

Mind Over Matter

pg. 68
  • Always

Turn physical marks into mental ones, and take spark when you clear a mark by rolling it.

From the book

When you take a physical mark, you can instead choose to take a mental mark. When you clear a mark by rolling it, take spark.

Redirect

pg. 68
  • Push

On a perfect defense against a physical attack, push yourself to turn it back on your attacker.

From the book

On a perfect defense against a physical attack, you can push yourself to turn it back on your foe.

Keep vantage in mind when redirecting attacks. If you're quick, you could very well deflect arrows and bolts. If you're also strong, you could catch and return spears and larger weapons, too.

Resonance

pg. 68
  • Always

Hold a beaten foe's life to drop or spare them later; once, drop any foe you strike on a perfect.

From the book

When you would drop a foe, you can instead keep their lifeforce. They know you hold their fate. In the near future, you can decide to let go, and: drop them instantly—take spark and release them. One time only on a perfect, you can immediately drop a foe you strike.

Tether

pg. 68
  • Uses
  • Push

Once a session, link spirits with someone to feel, speak to and find them; push to teleport to them.

From the book

Once per session, touch someone to link spirits. You can sense their feelings, speak in their mind, and know where they are. You can push yourself to: assist them without risk—take mental damage for them—teleport to them. If they get dropped, so do you.

Linking spirits can give you new insight on an ally. Do either of you catch any fleeting memories or thoughts from the other? Consider changing your bond afterward.

There Is No Try

pg. 68
  • Always

When your life or what you love is on the line, 5s count as 6s (but 4s as 1s).

From the book

When putting your life or something you hold equally dear on the line, 5s count as 6s, and 4s count as 1s. This generally occurs with high stakes or after being bloodied in battle.

The Paladin

AKA the crusader, champion, justiciar

You have sworn an oath and your unwavering dedication gives you powerful conviction, which you can wield to shape the world.

Oathsworn

Core pg. 69
  • Uses

Live by 3 tenets: +1d when bloodied, rattled or desperate, and 3 smite a session to cut task pools.

Choose 3 tenets

Grows At levels 2, 4, and 6, gain +1 smite per session.

From the book

You draw power from your three tenets. When you add a thorn from bloodied, rattled, or desperate you also take +1d. Each session, you have 3 smite. When acting with total conviction, spend it 1-for-1 to drop dice from a task pool after rolling it. Affirmation: Before each session, state your tenets and discuss how they came up last session. Give spark to one player who joined a scene involving your tenets. Take 1 less smite for each tenet in violation.

Aegis

pg. 70
  • Always

+1d defending yourself from physical harm; a perfect also draws foes to you or inspires others.

From the book

You take +1d when making a defense roll to protect yourself from physical harm. On a perfect, you can also: keep their attention on you—rekindle hope in an ally—inspire action in a bystander.

Authority

pg. 70
  • Push

People heed you: spend thread to set how an NPC reacts, or push yourself to make a demon kneel.

From the book

Your presence fills the air with authority. The GM judges an NPC’s response, or you can spend thread to set it: admiration—obedience—respect—defiance. You can push yourself to pull off a potent feat of righteous command, such as ordering a demon to kneel or silencing a riot with a word.

Challenge

pg. 70
  • Uses
  • Push

Once a session, call out a foe: +1d on all rolls against them, but they gain a suspense.

From the book

Once per session, you can challenge a foe, taking +1d on all rolls against them, but give them 1 suspense. If they do anything besides confront you, you can interrupt it. The challenge ends if an ally engages your foe, or your interrupt result is less than a perfect. You can push yourself to do it again.

Dauntless

pg. 70
  • Always

Spark when a roll is cut, and when you're dropped, +1d to stay standing; a perfect keeps you up.

From the book

Take spark when your roll is cut. Take +1d on story rolls if dropped. On a perfect, you don't get dropped.

Divine Blessing

Not for Cleric pg. 70
  • Spell
  • Pool

Learn your god's magic: one 4d rite pool each session for spells and potent spells.

From the book

You have spellcasting as the Channel Divinity talent. Detail your god and choose 1 rite, a 4d power pool (per session). You can drop 1d and roll the pool to cast a potent spell.

Guardian

pg. 70
  • Push

+1d to assist a defense, and take hits meant for allies; push yourself to shield several at once.

From the book

Take +1d when you assist on a defense roll. You can also make a defense roll for an ally when they would be affected by an impact move, or push yourself to defend multiple nearby allies from a single attack, like blocking dragon fire. When you "make a defense roll for an ally", you're not assisting—the impact move is instead now targeting you, and they're no longer at risk.

Rebuke

pg. 70
  • Always

When the GM spends suspense on a move, +1d to strike back at its source. Spark on a critical.

From the book

When the GM spends suspense to prompt an impact move, you take +1d on any follow-up action against the source. On a critical, take spark.

The Psion

AKA the mentalist, seer, telepath

You unlock the limitless power of the mind, bending thought, will, and reality through focus and discipline.

Awakened Mind

Core pg. 71
  • Spell
  • Uses

Cast mind magic with Wits from 2 bastions, made potent at the price of growing instability.

Choose 2 bastions

Grows At levels 3, and 6, you gain +1 instability slot at 0t, and +1 bastion.

From the book

You have spellcasting ability. Choose two bastions below which act as the touchstone for your psionic magic. You can cast spells using Wits, and can make them potent by adding instability afterward, eventually adding increasing thorns to your future spellcasting rolls. You can’t cast potent spells once adding +2t from instability. Thorns from instability can't be ignored and reset at the beginning of each session. You gain more slots that don't add instability with growth.

Instability: Each potent spell pulls at the threads in your mind, making your magic harder to control. You add thorns to all psionic spellcasting based on your instability, tracked by looking at the thorns on the lowest line you have marked (+0t, +1t, +2t). Consider what this progressive unraveling of your psyche looks like.

Bastions: Within your mind lie bastions of psionic power. As you grow stronger, you break down their walls, unlocking your true potential. These powers take shape as visions, psychic phenomena, and even physical manifestations in the form of ectoplasm—pure essence of creation.

Biodynamics • Altering and enhancing your own body. Power: Heal your broken arm. Hold your breath for hours. Run faster than a horse.

Clairsentience • Gaining knowledge from the collective unconscious. Power: Sense a hidden truth. See into someone's dreams. Find the way home.

Metacreation • Creating objects from ectoplasm, pure mental energy. Power: Forge a glowing sword. Build a bridge of thought. Shape armor from pure will.

Psychokinesis • Manipulating energy and force. Power: Shatter a boulder. Push an enemy back. Lift a heavy object with your mind.

Telepathy • Mind-to-mind communication, manipulation, and control. Power: Read someone's thoughts. Calm an angry mob. Implant a fleeting suggestion.

Transposition • Movement and manipulation of space. Power: Teleport across a room. Switch places with an ally. Freeze someone in place.

Echo

pg. 72
  • Pool
  • Uses

Once a session, make a duplicate of yourself (a 3d pool) to help you or swap places with you.

From the book

Once per session, you can create a duplicate as a 3d power pool. It is a second version of you, acting as you with shared knowledge, ability, and resources. You can roll 1d of its pool to have it: assist you—trade places with you.

This isn’t an interrupt, if you’re targeted by an impact move, it’s too late to switch. Harm isn’t shared. If they’re targeted, roll the pool (power pools, pg. 20).

Foresight

pg. 72
  • Roll
  • Uses

Once a session, describe a plan and the GM tells you how it would go before you commit.

From the book

You can catch small glimpses of the future. Once per session, you can describe a brief course of action while in a calm situation, and the GM will tell you the result. If there’s risk, make a montage roll to see how it would play out. Afterward, you can decide whether to take the action.

Mind Blast

Psion only pg. 72
  • Always

Criticals on your bastion rolls ease your instability and scramble the minds of all around you.

From the book

On a critical bastion roll, ignore any increases to instability, and lower it by 1. This causes mental collateral damage around you: confusion—hallucinations—headaches—panic. One time only, you can make this a ritual-level effect, affecting all within miles.

Psychic Warrior

pg. 72
  • Always

Conjure weapons of pure will (used with Wits) that strike harder after vex, rattled or instability.

From the book

You’re able to turn your psychic volatility against others. You can freely create weapons made from pure willpower, using them with Wits. You take +1d to follow up with them when you: take vex or rattled—increase your instability.

This talent can be poached by any spellcaster. Flavor the weapons with your magical trappings.

Reader

pg. 72
  • Always

+1 thread a session to read the surface thought of someone you meet; acting on it is a setup.

From the book

You gain 1 thread per session and can spend thread when you first meet someone to know their foremost surface thought—they are like an open book to you. If you follow-up on it, it counts as a setup.

Shift Form

pg. 72
  • Pool

Change your face and features from a 2d pool each session; great for disguises, still humanoid.

From the book

Each session, you have a 2d Shifter resource pool. You can roll the pool to alter your features and appearance, though you keep the same basic shape.

This allows you to change your basic physical features. You might disguise yourself to infiltrate or blend in, but you’re still clearly humanoid, and have the same capabilities.

Tumultuous Mind

pg. 72
  • Uses

Your fractured mind rattles people: thread sets how an NPC reacts; once a session, pass vex on.

From the book

Your fractured mind bleeds into the consciousness of others. The GM judges an NPC’s response, or you can spend thread to set it: agitated—confused—paranoid—forgetful. Once per session, when you would take vex, a nearby creature must take it instead.

The Ranger

AKA the beastmaster, pathfinder, trapper

You stalk relentlessly, moving unseen through the terrain, tracking your prey with deadly precision and striking them when they're weakest.

Quarry

Core pg. 73
  • Uses

Once a session, mark a foe: you and allies add your quarry die to find, study or attack it.

Grows At levels 3 and 6, choose +1 Quarry per session.

From the book

Once per session, you can choose a foe as your Quarry—the focus of your hunt. You have a Quarry die, a special d6. When you or an ally attempts to research, locate, or attack your quarry, add your quarry die to the roll. If a quarry die rolls a ‘6’, you can add a critical effect. Survivalist: You take +1d when scouting, wrangling animals, placing traps, and on defense rolls against environmental hazards.

Animal Companion

pg. 74
  • Roll
  • Uses

A loyal animal that rolls 3d for its 3 tricks, like fight or scout, with 2 flaws to match.

Choose 3 tricks and 2 flaws

From the book

You’re accompanied by a fiercely loyal animal. Each PC adds a reciprocal bond with it. Choose 3 tricks and 2 flaws. You roll 3d for its tricks and 1d otherwise. It has only two damage boxes, marked (for any mark) and hurt (for any harm). It can always exit a scene when hurt. If lost, you can bond with a new animal. Tricks: distract—fight—guard—perform—rescue—retrieve—scout—search—track—warn. Flaws: aggressive—clumsy—grumpy—insatiable—jumpy—noisy—overprotective—scary—unruly.

Come up with your own tricks & flaws for other companions such as hired bodyguards or homunculi. The GM may let you take this again for 3 extra tricks and another hurt damage box.

Keen Senses

pg. 74
  • Always

Potent feats of tracking, and you always notice living creatures nearby.

From the book

Your senses are twice as sharp as normal. You can pull off potent feats of tracking and you always notice the presence of living creatures near you, though details are unclear.

Relentless

pg. 74
  • Always

Nothing slows you: always move at full speed, with potent feats of climbing, leaping and running.

From the book

You can pull off potent feats of traversal and can always move at full speed, unhindered by what’s in your way.

Scout Ahead

pg. 74
  • Roll

+1 thread a session to flash back to scouting ahead: find an exit, set a trap, take out a threat.

From the book

You gain 1 thread per session and can spend thread to flashback to scouting ahead and: find an escape route—sabotage something—set a trap—survey the area (ask 2 questions)—take out a danger. Make a 3d montage roll. The GM always takes suspense in place of an impact move.

Seasoned Hunter

pg. 74
  • Push

Push yourself to shout “Look out!” and call the attack coming: all involved take +1d to meet it.

From the book

You can push yourself to tell your allies to Look Out! and goad the GM into spending suspense on a move you declare to attack your party. Anyone involved takes +1d on a defense roll and follow-up action rolls.

Sharpshooter

pg. 74
  • Push

Potent feats of ranged precision, like shots past max range, given time or on the spot with a push.

From the book

When given time, you can pull off potent feats of ranged precision, such as shooting just beyond maximum range or into near complete cover. You can push yourself to do it on the spot.

Trophies

pg. 74
  • Always

Take trophies from monsters you help slay, each a one-use arcana of ritual strength; start with one.

From the book

When you play a key part in slaying a powerful monster, you can take a trophy from it. This acts as a major expendable arcana. Use the monster’s name, ability, and a function as the touchstones. You also gain 1 major expendable arcana when you take this talent—detail it.

Major expendable arcana allows you to produce the effects of a ritual.

The Rogue

AKA the assassin, cutpurse, infiltrator

You live and operate in the margins, striking unseen and disappearing before anyone knows you were there.

Expertise

Core pg. 75
  • Uses

Pick 3 skills like stealth or charm: +1d with them, and 2 Competence a session for potent feats.

Choose 3 skills, 2 guild traits, and 1 guild trait

Grows At levels 3 and 6, gain +1 Competence per session and +1 skill.

From the book

Choose three skills below as your skill set. Take +1d when using a chosen skill. Each session, you have 2 Competence to represent your focus under pressure. You can spend 1 to pull off a potent feat within your skill set. Above board: blend in—charm—investigate—negotiate—network—parkour. Below table: ambush—deception—dismantle—provoke—sleight of hand—stealth.

Distraction

pg. 76
  • Always

On a perfect, set up an ally and hand them the spotlight, even when the GM wanted to act.

From the book

On a perfect, you can setup an ally and pass them the spotlight, even if the GM wants to spend suspense.

Eldritch Affinity

Not for Sorcerer pg. 76
  • Spell

Learn sorcerer magic: cast with Presence from 3 sources or techniques, never potent, never twisted.

Choose 3 sources or techniques

From the book

You have spellcasting, as the Sorcery talent. You roll Presence to cast and choose 3 from sources and techniques. You can’t cast potent spells, nor do you risk a magical twist.

This can be used to give psionics, instead, should it fit your setting. Pick a single bastion (pg. 71), and use Wits to cast spells. You can't cast potent spells.

Lurker

pg. 76
  • Push

Perfect sneaking or spying reveals secrets or openings; if caught, push yourself to stay unseen.

From the book

On a perfect sneaking past or secretly observing sentient creatures, they: let a secret slip—give you a golden opportunity. If caught sneaking, you can push yourself to stay completely still and avoid detection, but must leave the area immediately after.

Mastermind

pg. 76
  • Roll

+1 thread a session; spend it to flash back to the contact, decoy or stashed item you planned for.

From the book

You gain 1 thread per session and can spend thread to flashback to employing subterfuge or clever preparation to: make a contact—plant a decoy—prepare reinforcements—set up an interrupt—swipe or stash a useful item. Make a 3d montage roll. The GM must take suspense in place of an impact move.

This can cover many kinds of preparation. Consider your other talents and abilities as well. For example, if you have spellcasting, perhaps you prepared by using magic ahead of time.

Opportunist

pg. 76
  • Push

+1d to follow up when someone near you defends; push yourself to add to a nearby ally's critical.

From the book

When someone nearby rolls defense, you take +1d on an immediate follow-up. On a critical by a nearby ally, you can push yourself to add a critical bonus.

Poisoner

pg. 76
  • Pool

A 4d pool of slow-acting poisons each session: knockout, paralysis, truth serum and more.

From the book

Each session, you have a 4d Poisons resource pool. You have access to the following poisons: hallucinations—knockout—memory loss—nausea—paralytic—truth serum. They each take a bit of time to work and are most effective if ingested.

Weasel

pg. 76
  • Roll
  • Uses
  • Push

Once a session, wriggle out of being caught in a lie or red-handed, for now. Push to do it again.

From the book

Once per session, if caught in a lie or red-handed, you can weasel your way out—for now. Make a story roll to see if they realize their mistake later. You can push yourself to do it again.

The Sorcerer

AKA the channeler, elementalist, stormcaller

You are a conduit for ancient and unpredictable forces, shaping spells out of the raw magic that flows through you.

Sorcery

Core pg. 77
  • Spell
  • Push

Cast with Presence, mixing sources like flame and techniques like attack; two 1s cause a twist.

Choose 4 sources or techniques and 1 magical twist

Grows At levels 2, 4, and 6, gain a new source or technique.

From the book

You have spellcasting ability. You roll Presence to cast and combine at least 1 source and 1 technique as touchstones. Your spells always carry risk and require a roll. You can push yourself to cast a potent spell. When casting, rolling two or more 1s (thorns included) triggers a magical twist. Choose any 4 of Sources and Techniques (with at least 1 of each) and how your twists manifest below, or talk to the GM to make your own. Magical twists: wild surge (2d story roll for effect)—take vex—curse (+1 suspense). Sources: blood—decay—flame—frost—lux—shadow—stone—tempest. Techniques: attack—create—defend—enhance—hinder—influence—transform—traverse.

Eldritch Growth

pg. 78
  • Always

Magic has changed your body: a permanent feature like claws, fiery breath or venomous fangs.

From the book

Intense magic has twisted your body. You gain a permanent physical feature like metal-rending claws, fiery breath, or venomous fangs.

Maelstrom

pg. 78
  • Always

On potent spells, 5s count as 6s but 4s count as 1s, and those 4s can trigger twists.

From the book

You open yourself fully to the maelstrom of raw magic. When you cast a potent spell, 5s count as 6s, but 4s count as 1s. When rolling two or more 1s (including these 4s), you trigger a magical twist, as Sorcery.

Magic Sense

pg. 78
  • Always

Always notice magic nearby, take +1d to disrupt it, and given time, learn how it works.

From the book

You always notice magical effects near you, and take +1d when you disrupt them. Given time, you can discern their details (ask 2 questions).

Metamagic

pg. 78
  • Uses

Twice a session, shape a spell: make it controlled, distant, intense, lasting, subtle or quick.

From the book

Twice per session, you can alter your magic as it flows through you, modifying the effect or casting by giving it an extra touchstone: controlled—distant—intense—lasting—subtle—quick.

This makes the spell more powerful, but not quite potent. Adding a touchstone should give a clear answer to any question about it. ‘Do you have time to cast a spell? It’s quick; yes.’

Spelleater

pg. 78
  • Pool

A 2d pool each session to shrug off magic; when it runs dry, your next action is potent.

From the book

Each session, you have a 2d Spelleater resource pool. When you suffer from magic, you can roll the pool to ignore the effect. When the pool drops to 0d, your next action is potent.

Wisps

pg. 78
  • Roll
  • Uses

Two magic motes with personalities; send one off to act on its own, and it's back next session.

Choose 2 traits

From the book

Two small magical motes float around you. Give them 2 traits such as: annoying—melancholic—mesmerizing—petty—troublesome—whimsical. You can sacrifice one to have it act independently, making a story roll if needed. They return each session.

You could send one to assist an ally, distract a foe, light the way, or even pass a message to someone. The story roll here is about how effective they are, it doesn't prompt an impact move.

Wrath

pg. 78
  • Always

When a nearby ally is hurt or dropped, lash out at once with +1d and potency.

From the book

When a nearby ally takes harm or is dropped, you take +1d and potency on your next action, if you immediately lash out.

The Summoner

AKA the caller, binder, planeswalker

You can create creatures from the essence of other planes to protect yourself and bring ruin to your enemies.

Vassal

Core pg. 79
  • Roll
  • Pool
  • Uses
  • Push

Summon a creature from another plane: a 4d power pool with 2 aspects, like big enough to ride.

Choose 2 aspects

Grows At levels 3 and 6, you gain +1 aspect, and +1d to the power pool.

From the book

You have a connection with a creature from another plane, and are able to call upon and direct it with a 4d power pool, representing your connection. You can push yourself to return the pool to its max. It has 2 aspects, strange traits defining it such as: big enough to ride—telepathic—a thematic path talent. It can take 1 mark and 1 harm, with any more breaking the anchors holding it here. Make a 2d story roll to see the fallout before it disappears. You can resummon it every scene, and take +1d when performing summoning rituals.

Your spark and thread are shared. Fallout: there are often consequences to the magic anchoring your vassal to this plane breaking. Consider your summon, and what form that could take beforehand. Demons may require immediate payment for their service, vassals from elemental planes could bring forth raging fire or a tidal wave, while bestial creatures could go berserk. On a perfect, you avoid the trouble.

Binding Word

pg. 80
  • Always

Make any deal you witness magically binding, with a potent curse on whoever breaks it.

From the book

You gain contracts as a wise. If you’re present for an agreement, you can make it binding. Both parties know if it’s broken, with the defaulting party afflicted by a potent spell, using the contract details as touchstones. One time only, you can make this a ritual-level effect.

Fierce Protector

pg. 80
  • Uses

Once a session, a creature you control interrupts an attack on you; +1d on your follow-up.

From the book

Once per session, a creature you control can interrupt an impact move against you. On a grim, they take the impact move instead. Either way, you take +1d on your follow-up against the attacker.

This isn’t limited to your vassal. Animal companions, and familiars can protect you just as well.

Ley Magic

pg. 80
  • Uses
  • Push

Once a session, bend leylines to draw or repel creatures or to boost or dampen magic there.

From the book

Once per session, you can temporarily alter the leylines in the area to: draw or repel certain creatures—enhance or dampen magic. When you alter a place like this, you know when others enter the area. You can push yourself to do it again.

Monster Menagerie

Summoner only pg. 80
  • Always

Bond with 3 different creatures, and choose which one answers each time you summon.

Choose 3 creatures

From the book

You have a bond with 3 different creatures, all with their own aspects, though you still summon one at a time. When you summon a vassal, you can choose which answers the call.

Pocket Plane

pg. 80
  • Roll
  • Push

Open a room-sized pocket dimension given time, or on the spot with a push.

From the book

Given time, you can open a hole to a small pocket dimension about the size of a room. You can push yourself to open it on the spot. If dropped, make a story roll to see what happens inside as the plane collapses. You don't need anchors for planar travel rituals.

Portal Network

pg. 80
  • Push

Set waypoints and open portals between them given time; push yourself for a risky link on the spot.

From the book

Given time, you can: establish a waypoint in your network—open a portal from one waypoint to another. You can push yourself to make a temporary link in the moment, but doing so carries risk. Those around you can use the portal as well. Define how you travel, such as by: shadows—trees—doorways—dreams.

Shared Soul

Summoner only pg. 80
  • Always

Merge with your vassal, sharing talents, aspects and harm: a werewolf, a possessed host, a monster.

From the book

You can merge with your vassal, sharing path talents, aspects, and incoming harm. You can choose to use the power pool or your own stats, and when your anchors break, take +1d on the story roll.

This can open up a lot of character concepts. You could be a werewolf, have the ghost of a family member possessing you, or know the alchemical secret to turn yourself into a mutated monster!

The Swashbuckler

AKA the fencer, duelist, buccaneer

You fight with swagger, skill, and a smile, turning every desperate clash into a daring performance with luck ever by your side.

Panache

Core pg. 81
  • Uses

2 panache a scene to strip thorns before you roll, +1 when a thorn cuts you; quip to interrupt.

Choose 2 creeds

Grows At levels 2, 4, and 6, you gain +1 panache per scene.

From the book

You wield the spotlight as well as any blade, allowing great feats of charm and skill. Each scene, you have 2 panache to fuel your derring-do. Before making a roll, you can spend panache, removing that many thorns. If you remove all thorns, they become panache dice instead, increasing the final result level on a 7 or 8. When one of your rolls is cut by a thorn, you gain 1 panache (ignoring your max).

Quick Wit: Once per session, you can interrupt an impact move with a: humorous quip—quick flourish—timely distraction.

Audacity

pg. 82
  • Always

Do something wildly reckless: 5s count as 6s (but 4s as 1s), and onlookers are left awed or baffled.

From the book

When you act with pure reckless abandon, 5s count as 6s, but 4s count as 1s. Regardless of the outcome, those around you are briefly struck by: awe—bewilderment—panic—excitement.

These are the kinds of ideas that you alone have the gall to attempt, consequences be damned—potentially as a tangle with voluntarily increasing stakes.

Fancy Footwork

pg. 82
  • Always

Fighting for position, a perfect also lets you roll a related task pool as you seize an opening.

From the book

On a perfect when you fight to setup an advantage or otherwise improve your positioning, you can roll a related task pool by: seizing an opening—unnerving your foe.

Improvise

pg. 82
  • Push

Push yourself to turn your surroundings into outrageous weapons and tools for +1d.

From the book

You can push yourself and describe your creative use of your surroundings to take +1d. These improvised weapons and tools often stretch the bounds of reality with their use.

Lucky

pg. 82
  • Pool

A 1d Luck pool each session to add after any roll you make, or one about you. Spark on a grim.

From the book

Each session you have a 1d Luck pool. You can roll it as a bonus die after any roll you make and story rolls related to you. On a grim, take spark.

Natural Moxie

Not for Rogue pg. 82
  • Always

+1d with 2 skills of your choice from the rogue's Expertise list, like charm or stealth.

Choose 2 skills

From the book

Choose two skills from the Expertise talent (pg. 75). Take +1d when using these skills.

Provoke

pg. 82
  • Uses

Once a session, taunt a foe into attacking only you, with +1d to defend; a perfect throws them off.

From the book

Once per session, through insult, boast, or challenge, you can goad the GM into spending suspense on an impact move targeting only you. You take +1d on the defense roll, and on a perfect, your foe: is compelled to keep lashing out—leaves an opening—is utterly embarrassed.

The Legend of…

pg. 82
  • Always

Become a legend with a name, a calling card and a catchphrase; take spark when you play into it.

From the book

Many recognize you as a hero, others as a cad and ne'er-do-well. Track tales of your exploits with campaign pools. Take spark when you play into it by: leaving a calling card—saying your catchphrase in a dramatic moment—indulging a fan.

Use the crucible below to discover what people have taken to calling you.

The Warlock

AKA the magus, occultist, pactmaker

You have made a pact with a greater being—power in exchange for service, a pact that may prove to be a double-edged sword.

Hex

Core pg. 83
  • Roll
  • Pool

Wield your patron's magic with 3d story rolls and a changeable Eldritch Talent; mind their patience.

Choose 2 natures, 2 desires, 1 name, 1 color or signature, 1 way of communicating, and 1 following

Grows At levels 3 and 6, gain +1 Eldritch Talent.

From the book

You have magic bestowed by a patron, allowing you to make a story roll (usually 3d) to wield their magic as a weapon, or ask to channel a potent magical effect using their nature as the touchstone. They gift you an Eldritch Talent—a changeable path talent manifesting with your patron’s trappings. Given time to commune, you can change an Eldritch Talent.

You also have an 8d Patience pool, representing service to your fickle patron’s desires. Roll the pool when you ask for a potent magical effect, change an Eldritch Talent, or otherwise displease them. At 0d, your patron will give you a visit to clear up the issue, then the pool resets.

Patron: roll or choose 2 natures and 2 desires (patron crucible), give your patron a name and trappings (a distinct color or visual signature to their influence), and decide how they communicate (telepathy, signs, projection) and how many followers they have (many, few, one).

Affliction

pg. 84
  • Uses

Once a session, cure a harm by passing the injury into someone you touch; allies can resist.

From the book

Once per session, you can place your hands on another to heal a harm by transferring the injury. Allies can roll defense to resist this effect. Talk with your GM about transferring other maladies, such as conditions.

Flavor this as a magical transference, life-siphoning tentacles, or even a vampiric bite.

Blood Rituals

pg. 84
  • Always

+1d on ritual invocations, stand in as one of the anchors yourself, and take spark when it's done.

From the book

Take +1d on a ritual’s invocation and replace any one of its anchors with yourself. When you complete a ritual in this way, take spark.

This stacks. Make a coven with your fellow casters!

Knowing Gaze

pg. 84
  • Push

Stare into someone's eyes to learn their fear, desire, secret, next move or master; once per person.

From the book

When given time, you can stare into someone’s eyes and learn: the price of their loyalty—their biggest fear—their greatest desire—their next move—what they’re hiding—whom they serve. This gaze only works on someone once. You can push yourself to do this on the spot.

Magus

pg. 84
  • Uses

Once a session, enchant your weapon (flaming, seeking…) and unleash it for a potent strike.

From the book

You weave blade and magic together. Once per session, you can enchant your weapon, giving it a trait such as: flaming—pulverizing—seeking. While using it, you can end the enchantment to produce a potent effect with it. You can add your weapon as a touchstone on spells.

Otherworldly Form

pg. 84
  • Always

Become a floating, wispy form that can fly, slip through gaps, go barely visible and more (pick 3).

Choose 3 things you can do

From the book

You can turn into a floating, dispersed form, flavored after your patron’s trappings. Choose three things you can do in this form: appear barely visible—fly high in the sky—interact with objects—move swiftly—slip through small gaps—speak.

Visions

pg. 84
  • Always

Ask the GM any question for a cryptic but truthful answer, then defend against being rattled.

From the book

You can open your mind to seek forbidden knowledge. Ask the GM a specific question. The answer may be cryptic or twisted, but it will never be a lie. Make a defense roll against rattled after the answer.

Wayfarer

pg. 84
  • Roll
  • Push

Push yourself to teleport up to two days' ride away, with allies you touch; farther is less precise.

From the book

You can push yourself to teleport. The further or less familiar, the less precise. Max range is two days’ ride away. Make a story roll if you can’t see the destination or take allies you touch with you.

The Witch

AKA the sibyl, oracle, shaman

You are blessed with the knowledge of old magic, wielding the ability to speak the language of the universe.

Hidden Magic

Core pg. 85
  • Spell
  • Uses

Cast with Presence by pairing 2 words of power, each spent until next session; potent given time.

Choose 6 words of power and 1 affliction

Grows At levels 2, 4, and 6, you gain +2 words of power.

From the book

You understand the ancient magic inherent in the world. You have spellcasting ability, rolling Presence to cast using any 2 words of power as the touchstones. When you use a word, burn it—you can't use it again until the next session. Given time, you can make this spell potent. You begin with 6 words of power from the crucible. Spells cast without risk require no roll, and don’t burn words, unless potent.

Ritualist: Take +1d when completing ritual invocations, and you can use relevant words of power as anchors.

Bailiwick

Witch only pg. 86
  • Always

Claim one word of power as your domain: burn any word to use it, and a critical restores them all.

Choose 1 word of power

From the book

You are known to other witches by a title and the power inherent in your magical domain—your Bailiwick. Choose 1 word of power. You can burn any other word to use it, and on a critical, you regain the use of all words.

This isn’t just a specialty. You’re not just a witch that knows the word for Star, you’re The Witch of Sacred Stars. This means you have the responsibility of upholding it, as well.

Evil Eye

pg. 86
  • Always

Hex someone with dread, misfortune or sleep, striking now, later or on a trigger; once per person.

From the book

You can roll Presence to hex someone with: dread—clumsiness—confusion—forgetfulness—misfortune—sleepiness. Decide when it takes effect: now—soon—much later—specific trigger. This magic only works on someone once.

Familiar

pg. 86
  • Roll
  • Push

A small magical creature to see through, speak with mind to mind, send on errands and cast through.

From the book

You manifest a small magical creature. You can communicate telepathically, use its senses, and send it on simple tasks, making a story roll to see how it goes. You can also push yourself to cast a spell through it. If your familiar takes damage, it vanishes and reappears at the start of the next scene.

Herbalism

pg. 86
  • Uses

Invent two herbs each session and brew 1 trivial and 1 minor potion from them; once, a major one.

From the book

Before each session, use the herbalism crucible to make two herb names. Each session, you have 1 trivial and 1 minor potion, chosen when they’re used. The name is the touchstone. One time only, you can have 1 major potion.

Homely Hovel

pg. 86
  • Always

Bless a home with two wondrous traits, like traveling or healing, and outside help on rolls there.

Choose 2 wondrous traits

From the book

Given time, you can bless a homestead to overflow with power. You get outside help on all rolls while on its grounds. Choose two wondrous traits to give it such as: traveling—ritual anchor—healing—caretaker. You can only have one homestead like this at a time. Use the crucible below for ideas on your hovel.

Soothsayer

pg. 86
  • Pool
  • Uses

Once a session, befriend a local spirit for a 3d pool of bonus dice when you call on its domain.

From the book

Once per session, you can tag a spirit in the local area. They offer a 3d Spirit pool rolled as bonus dice when you or an ally invokes their domain. They may ask for aid in return. Spirit domains include things such as: rivers—the night sky—art—furry critters.

Wonder Magnet

pg. 86
  • Roll

Any action can set off a wild surge, with a 3d story roll for what happens. Strange things find you.

From the book

You can cause wild surges on any action, as the magical twist in Sorcery. When it triggers, make a 3d story roll for the results. On a perfect, take spark. When strange things happen, they happen to you.

The Wizard

AKA the diviner, evoker, abjurer

You wield arcane power through precise knowledge, casting spells from an ever-expanding repertoire, your studies endless.

Spellcraft

Core pg. 87
  • Spell
  • Uses

Cast with Wits from 4 spell theorems in your spellbook: 4 spells and 2 potent spells a session.

Choose 4 theorems

Grows At levels 2, 4, and 6, gain +1 spell and potent spell per session, +1 theorem.

From the book

You have spellcasting ability. You roll Wits to cast and the spell theorem you are casting serves as its touchstone. You know 4 spell theorems inscribed in your spellbook, created using the Spell Crucible (below). Each session, you can cast 4 spells and 2 potent spells. You choose which spell theorem to use when you cast, interpreting it as you see fit. Spells cast without risk require no roll and don’t count against your limited number per session, unless potent. You can learn new theorems from studying and experimenting with scrolls, consuming them.

Alchemist

pg. 88
  • Pool

A 4d pool each session to brew potions of your spell theorems, single spells or potent ones.

From the book

Each session, you have a 4d Potions resource pool. You can have a trivial potion (spell effect) by rolling the pool, or drop 1d and roll to make it a minor potion (potent spell effect). You know recipes for your spell theorems, plus two more. Learn new recipes by sacrificing potions you find.

Trivial potions offer a single use magic effect, while minor potions bestow a single potent effect. Reflavor the container as an inscribed rune, carved twig, or even a delicious pastry!

Archivist

pg. 88
  • Always

Start with 2 minor arcana and 1 major arcana, and their power pools last longer in your hands.

From the book

You gain 2 minor, and 1 major arcana that you’ve either found or created. When you roll an arcana’s power pool, you drop 1 fewer die unless it’s the last.

Colleagues

pg. 88
  • Always

In every city, an eccentric wizard friend who owes you a favor; take spark for catching up.

From the book

In every city, some towns, and the occasional dungeon, you can find a powerful, eccentric wizardly colleague who owes you a favor—or maybe you owe them one. If you go out of your way to meet and catch up, take spark, and they may trade theorem research with you.

Component Pouch

pg. 88
  • Spell
  • Pool

A 2d pool each session to rescue messy or grim spells, raising a die by 1 as a reagent helps.

From the book

Each session, you have a 2d Components resource pool to help focus your magic. When you get a messy or grim on spellcasting, you can roll the pool to increase a die result by 1 (3→4). Describe what reagent helped.

Countermagic

pg. 88
  • Pool

A 2d pool each session to interrupt hostile magic; on a perfect, turn it back on the caster.

From the book

Each session, you have a 2d power pool you can use to interrupt hostile magic. On a perfect, you can turn the magic back on the source.

Mastered Theorem

pg. 88
  • Uses

Master one theorem: +1d to cast it, an extra potent casting a session, and it makes your name.

Choose 1 theorem

From the book

Choose one of your spell theorems. You take +1d when casting it and gain 1 extra potent spell casting of it per session. Your name becomes linked to it, and it begins to spread in popularity throughout wizardry—track it with campaign pools.

Specialty School

pg. 88
  • Always

Focus on one school of magic: every theorem gains it, and criticals with it give you spark.

Choose 1 school

From the book

Choose the arcane school of your focus. All of your spell theorems now have it plus another school. When casting, choose which school to use. When you get a critical with this arcane school, take spark.

Background and heritage

Talents that fit backgrounds and heritages, available to every path.

Aquatic

pg. 90
  • Always

Breathe underwater and swim fast, untroubled by anything aquatic environments throw at you.

From the book

You can breathe and move quickly through water, and suffer no other issues that aquatic environments bring.

Clout

pg. 90
  • Pool

Your name opens doors: a 3d pool each session to have favors granted by the powerful.

From the book

Your name or wealth carries weight in the right circles. Each session, you have a 3d Favor resource pool. You can ask for a reasonable favor from those in power and roll the pool to have it granted. If it drops to 0d, you’ve asked too much. You can get what you want anyway by burning that bridge.

Crowd Favorite

pg. 90
  • Roll

Perform for a crowd, given time and space, and you and allies who join in take spark.

From the book

Given time and space to entertain a crowd, you and participating allies can take spark for the performance. Give a vignette, then make a story roll to see how it goes.

Cultural Weapon

pg. 90
  • Push

Push yourself to pull off potent feats with your people's iconic weapon.

From the book

While using the iconic weapon of your society, you can push yourself to pull off a potent feat of prowess using it. These weapons can draw attention, and are often highly coveted outside of your ancestral lands.

Flight

pg. 90
  • Always

You can fly, with two benefits of your choice, though most fliers can't carry much.

Choose 2 benefits

From the book

You have the ability to fly. Choose two of the following benefits that define this ability: agile—strong—swift—tireless. Be mindful of what you carry; most fliers can’t bring much with them.

Pint-Sized

pg. 90
  • Push

Small and slippery: potent feats of stealth or escape given time, or on the spot with a push.

From the book

Your slight frame has its advantages. Given time, you can pull off a potent feat of stealth or escape. You can push yourself to do it on the spot.

Regeneration

pg. 90
  • Roll

Heal on your own: a 2d roll when a scene ends bloodied or desperate can ease harm. Has a weakness.

Choose 1 weakness

From the book

When a scene ends while you are bloodied or desperate, make a 2d story roll as a defense against the harm. On a messy, reduce 1 harm to a mark. On a perfect, clear it. Choose a weakness that accompanies this power, such as: fire—iron—sunlight.

Salt of the Earth

pg. 90
  • Always

Humble roots: spend thread to set how an NPC sees you, and take spark for helping common folk.

From the book

You have the air of someone with humble beginnings. The GM judges an NPC’s response, or you can spend thread to set it: disdain—underestimation—kindred—pity. When you go out of your way to help the common folk, take spark.

Simple Deduction

pg. 90
  • Roll
  • Uses

Once a session, guess at a mystery and the GM tells you something right, wrong or missed.

From the book

Once per session when trying to solve a question or puzzle, you can give a specific guess. The GM will tell you: something right about it—something wrong about it—a detail you missed. Use a story roll if the answer is unclear.

Teamwork

pg. 90
  • Always

When you assist and share the risk, your 5s count as 6s; your 6s count toward group montage crits.

From the book

Time in a squad or crew taught you to work well with others. When you assist a roll and share the risk, your 5s count as 6s. When taking part in a group montage roll, your 6 result counts towards a critical success.

Thieves’ Cant

pg. 90
  • Always

A secret language of signs and markings; a perfect deception also sets up an ally following you.

From the book

You and those you teach can communicate subtly in company, silently over distances, and through signs and markings. When you get a perfect deceiving others, you also setup an ally following your lead.

Legacy talents

Talents from Grimwild v1.4 and earlier Community Edition versions, dropped for balance or theme. Ask your GM before taking one.

Anchorshot

pg. 180
  • Pool

A harpoon rig that pins elephant-sized monsters to the ground with a 4d Tethered pool.

From the book

You have a hook, harpoon, and rope contraption that anchors large monsters to the ground. With it, you have potency to hinder the movement of anything elephant-sized or larger. When hit, the target becomes 4d Tethered. It anchors to the ground so you can leave it.

Awakened Mind (Legacy)

pg. 179
  • Spell
  • Uses

The older psion core: 8 power points a session to cast and boost spells from your bastions.

From the book

You have spellcasting ability. Your bastions act as touchstones for your magic. Each session, you have 8 power points. Spend 1 power point to cast a spell. You can augment it by spending 1 or more points to: cast a potent spell—take +1d (max once) on the roll—ignore thorns from damage—add another bastion as a touchstone.

GROWTH: At levels 2, 4, and 6, you gain +1 bastion, and 2 power points per session.

Rationale: While somewhat overpowered, allowing the same number of spells with more flexibility than wizards, the power point system doesn't give flavor to its magic.

Bardsong (Legacy)

pg. 179
  • Uses

The older bard core: 3 composed bardsongs and 3 quick melodies a session to sway and support.

From the book

Each session, you can sing 3 bardsongs, rolling Presence. Sing one to pull off a potent feat of emotional influence, like eliciting a vex response in an NPC, buffing a group of allies, or inflicting hindrances on enemies. You can also sing one to interrupt an impact move. A bardsong's effect flows from its composition. Choose a style, tune, and impact (pg. 57) that matches the effect.

Each session, you can also sing 3 melodies, spur of the moment tunes without specific composition. Spend them to: assist without risk—calm or intensify a vex response—clear a mark. These don't require a roll. You cannot affect yourself.

GROWTH: At levels 3 and 6, you gain +1 bardsong and +1 melody per session.

Rationale: Multiple kinds of tracked abilities, and building bardsongs on the fly can slow the game down. This talent is also quite powerful at low levels.

Cunning Actions

pg. 180
  • Always

On a perfect in an intense scene, keep the spotlight for a safer follow-up, then pass it on.

From the book

On a perfect in an intense scene, you can keep the spotlight, even if the GM wants to spend suspense. The GM must take suspense as an impact move on your follow-up. Afterward, move the spotlight to an ally.

Disturbed Mind

pg. 180
  • Always

With legacy power points, gain potency on Wits or Presence defense, then interrupt the attacker.

From the book

You can spend 2 power points to gain potency on any Wits or Presence defense roll. Regardless of the roll, if the attacker is sentient, you can interrupt their next impact move.

Formerly Tumultuous Mind on Psion. Its power points are the legacy Awakened Mind's.

Double-Barreled Blunderbuss

pg. 180
  • Uses

A gun with six special ammo types, one shot of each a session; fire two at once for a potent shot.

From the book

You have a firearm that fires specialized, crafted ammo. You get one shot of each per session. When you shoot, choose the ammo: blast core—drill shot—inferno shot—scatter shot—shrapnel burst—tangler shot. Each shot has a secondary effect related to the type. You can fire two ammo types at the same time for a potent shot.

Mechanical Mount

pg. 180
  • Uses

A small mechanical vehicle with 3 features, each good for a potent stunt once a session.

Choose 3 features and 1 drawback

From the book

You have a small mechanical vehicle, like a steamwork spider or smoke-belching cart. It has three features: all-terrain—armored—burrowing—grappling hook—submersible—turbo boost. You can activate each perk once per session to pull off a potent feat of piloting. It also has one drawback: conspicuous—horrifying—slow—unreliable.

Mind Seed

pg. 180
  • Uses

Thoughts and memories you plant trigger exactly when you choose; once a session, as an interrupt.

From the book

When you plant thoughts or alter memories in someone's head, you can always choose to have them take effect exactly when you want them to. You can decide this at any time later. Once per session, you can use this for an interrupt.

Prepared Spell

pg. 180
  • Always

+1 thread a session; spend it to flash back to a spell you set up with a trigger.

From the book

You gain 1 thread per session and can spend thread to flashback to casting a spell with specific triggers. Roll for the spell’s effectiveness now. The GM always takes suspense in place of an impact move.

Steamhammer

pg. 180
  • Pool

A steam-powered warhammer with a 6d pool for potent, pulverizing blows.

From the book

You have a large steam-infused warhammer. Each session, you have a 6d Steamhammer power pool. You can roll the pool to pull off potent feats of pulverizing force. You can also not expend its steam to use it as a normal warhammer.

Swiftwing

pg. 180
  • Pool

Gliding wings with a 3d pool (4d high or fast) rolled as bonus dice on physical rolls while aloft.

From the book

You have highly maneuverable wings that allow you to glide (not fly). You gain a 3d resource pool while aloft, or 4d if you have extreme height or speed. You must roll the pool as bonus dice with any physical roll made while aloft, including defenses. At 0d, you coast back to the ground.

Trap Sense

pg. 180
  • Always

You always notice traps near you, and take spark when you avoid or disable one.

From the book

You always notice traps near you. When you avoid or disable one, take spark.

Weapon Mastery (Legacy)

pg. 179
  • Always

The older fighter core: a mastery die in your style, where a 6 counts as a critical.

Choose 1 fighting style

From the book

Choose a fighting style that you have mastered: brawling—dual-wielding—one-handed weapons—ranged weapons—thrown weapons—two-handed weapons. You have a mastery die, a special d6. When you fight in your style, take +1d (the mastery die) on the roll. If the mastery die is a 6, it counts as a critical. If it’s already a critical, take spark.

GROWTH: At levels 3 and 6, you gain +1d mastery die.

Rationale: This talent gets overpowered at higher levels, with a near 50% chance to critical and a minuscule 1.5% chance to fail at level 6. This trivializes fights and can be boring.