SoldierStarts with cruciform sword, a second soldier’s weapon, sundered buckler, stick of yellow chalk, claw hammer, candelabrum torch
- 1 (Veteran): Courage, Marching Order
- 2 (Master): Weapon Breeding, Cleave
- 3 (Judge): Bad Feeling
- 4 (Butcher): Accession
Courage: you may take a -3 penalty to any defense rolls until your next turn to get +3 to rolls to harm foes this turn. You may intensify the penalty/bonus by 2 per further soldier level.
Marching Orders: your party may journey off-road or in the dead of night without penalty. When rations are unappetizing, you can always conjure a story of worse fare from when you were on the front.
Weapon Breeding: you can combine two weapons that you are familiar with into one. Requires a lot of metal and heat to set the mood. The new weapon is not necessarily stronger than its parents, but any material benefits are combined. Soldiers most often use this to create new kinds of polearms or unite two swords.
Cleave: when you fell an enemy, describe how they are mangled, bisected, or beheaded, then you may make an attack against a different foe.
Bad Feeling: you are never surprised in combat, you can tell how dangerous a creature is, and with a turn of assessment can discover the meaning of any stratagem.
Accession: name two weapons and one special ability you have overcome in combat. Gain knowledge of those weapons and your own version of the special ability, as well as a cryptic title.
If everyone in the party is a soldier: it is a warband. Whenever any PC rolls a 20 to harm something, one other nearest PC can make an immediate attack. Also, four powerful foes have been added to the random warrior table: the Horsemen of Swords, Famine, Dangerous Animals, and Plague. Defeating each grants you their cool horse, an Assassin’s Creed 1-style cryptic monologue, and a favor. Defeating all four allows you to confront a higher horror.
Starts with smallknife, poison, cosmetics, oiled rope and hook, lockpicks, file, scissors and pliers, fabric rags
- 1 (Hand): Open Mind, Assassinate
- 2 (Agent): Eavesdropping, Weapon Breeding
- 3 (Voice): +1 weapon familiarity, Second Intention
- 4 (Zealot): Dynamite
Open Mind: with an hour of conversation, you can incept an ideology you possess into a willing person without losing it yourself.
Assassinate: when attacking someone who didn’t expect any violence, deal 4 damage with your first attack. Usually, they can make a test of lore to see if they’ve noticed the circumstances of their prophesied downfall. If they fail, they cannot attempt to dodge or parry.
Eavesdropping: when you listen in on private conversations, people tend to discuss things relevant to you.
Weapon Breeding: you can combine two weapons that you are familiar with into one. Requires material or heated debates to set the mood. The new weapon is not necessarily stronger than its parents, but any material benefits are combined. Spies most often use this to combine ideologies, grafting the trigger of one onto the action of another.
Second Intention: When attacking a foe at the same time as an ally, they cannot parry your attack.
Dynamite: you have recovered the recipe. With two hours of work, ash, dung, vitriol, and crushed shell or clay, you can create a stick that when ignited blasts a hole the size of a grave in dirt or the size of a man in stone. This cremates everyone within 15 feet and deals 1d4 harm to everyone within 25 feet.
If everyone in the party is a spy: it is a cell. When a PC is disguised as a particular person, very few people who know them will possibly notice. Imperial soldiers become familiar with gonnes, carry bullseye lanterns, and hire remnant turncoats to disrupt any resistors.
Starts with staff, three snares, fire, pony or sheep, three bags of feed, bell, 10’ lead, and almanac scroll
- 1 (Wanderer): Tracking, Animal Husbandry
- 2 (Pastor): Flock, Weapon Breeding
- 3 (Keeper): +1 weapon familiarity, Alertness
- 4 (Anointed): Rule
Tracking: You can follow where others have gone without footprints— up to a day outdoors, up to a couple minutes over hard stone or indoors. You can tell whether spoor belongs to humans (and what path and profession they have), normal animals (and whether they are kine, weasels, crabs, or beetles), or a dangerous animal.
Animal Husbandry: animals you care for offer up their milk and fibers easily, even when traveling. This can result in four points of milk and/or wool per trip. Non-shepherds usually exhaust an animal’s potential for such things on the road. For every three animals taken care of, you only need two of a given resource like a point of feed. You can calm animals in a way analogous to the seduction procedure in the WORK section.
Weapon Breeding: you can combine two weapons that you are familiar with into one. This usually requires scrap or kindling to set the mood. The new weapon is not necessarily stronger than its parents, but any material benefits are combined. Shepherds most often use this to tailor their snares to more exotic prey.
Flock: animals you train get abilities like a horse. Their quality is equal to your shepherd level and their purpose varies— if trained for combat, the may imitate one of the sixteen weapons. The DM may award starting loyalty for animals in your keeping depending on past behavior.
Alertness: when you pause to listen, you know about how many creatures approach and if they are men, normal animals, or dangerous animals. You can tell the sound of an empty room from that of a room where something is keeping quiet. NPCs who observe this think it’s very impressive.
Rule: People you train or care for get the benefit of your flock ability.
If everyone in the party is a shepherd: it is a cattle drive. When you arrive at a community, the DM will name a new community at random and a time limit. If you arrive within the time limit, livestock can be sold for double the price.
Starts with gonne, sundered phylactery, saw, lantern, scroll case, writing supplies
- 1 (Auspex): Vision, Scribe
- 2 (Oracle): Weapon Breeding, Curse
- 3 (Prophet): +1 weapon familiarity, Jeremiad
- 4 (Wizard): Transgression
Vision: You may lose 1 hit point to learn the way you must go to find something that you’re looking for. NPCs will often ask you to interpret their dreams.
Scribe: You are capable of writing with utensils more precise than chalk or coal. You can read silently.
Curse: When at 1 hit point, you can pronounce punishments against those before you who have wronged you. This punishment is always fitting, and you must include some kind of condition for the curse to be undone. They may test their lore to resist.
Weapon Breeding: you can combine two weapons that you are familiar with into one. This usually requires tools and parts to set the mood. The new weapon is not necessarily stronger than its parents, but any material benefits are combined. Seers use this to make stranger and stranger gonnes.
Jeremiad: If you can get someone to listen to your warnings for ten minutes, sunder one ideology they carry and get their earnest, if probably temporary, repentance.
Transgression: you can combine two creatures and/or weapons that you are familiar with into one. This usually requires organs and a needle and thread to set the mood. The result is often more powerful but far worse off.
If everyone in the party is a seer: it is a diet. Dodging and parrying now no longer disrupts reloading, and PCs are familiar with ideology and fire. A rival party of false seers starts the game on the opposite side of the country and are possessed of a desire to see you rooted out.