Origins
Professions
Alchemist
Item Set: Alchemist's Kit (2), Glass Bottles (1), Ingredients (1)
Word of Power: Brew
Experimental Mixtures: Once per Short Rest, prepare one alchemical concoction from among the following:
- Acid Vial (1)
- Adhesive Vial (1)
- Dye Vial (1)
Apothecary
Item Set: Healer's Kit (2), Herbs (1), Mortar & Pestle (1)
Word of Power: Restore
Medicine Cabinet: Once per Long Rest, while not in combat, you may create a number of Minor Health Potions (1) equal to half your level rounded up, each one takes (1) Load and clears 2 Recovery. These potions last until your next Long Rest.
Arcanist
Item Set: Spellbook (1), Wand (1), Pointy Hat (1)
Word of Power: Bolt
Arcane Education: Become Focused in {Spellcraft}. When encountering a Word of Power during play you may write it down to learn at a later time.
Artisan
Item Set: Artisan’s Tools (2), Measuring Line (1)
Word of Power: Shape
Masterwork Hand: Become Focused in {Craft}. Once per Long Rest gain 3 Coin for something of value you created by using your {Craft}.
Assassin
Item Set: Dagger (1), Poison (1), Dark Cloak (1)
Word of Power: Silence
Killer’s Patience: Become Focused in {Sneak}. While unseen gain +1 Outcome to Throws intended to cause harm.
Beastmaster
Item Set: Animal Feed (1), Whistle (0), Spear (2)
Word of Power: Friend
Companion: You have an animal companion, either canine, feline, or rodent in nature. They are able to sustain a single level 1 Harm.
Blacksmith
Item Set: Smith’s Hammer (2), Tongs (1), Apron (1)
Word of Power: Forge
Master Smith: Gain +1 Outcome on throws made with {Craft}. Any expended Armour or Weapons part of your Load are repaired after a Long Rest.
Bounty Hunter
Item Set: Rope (2), Manacles (1), Crossbow (2)
Word of Power: Mark
Wanted: Gain +1 to throws made with {Awareness}. Whenever you defeat a named humanoid antagonist gain 3 Coin.
Brewer
Item Set: Brewing Kit (2), Barrel (2), Tankard (1)
Word of Power: Drunk
Liquid Courage: Once per Long Rest, while not in combat, you may procure an amount of Booze (1) equal to your level, each one takes (1) Load. Once per Scene, and until the end of the Scene a creature that drinks it becomes affected by Difficult Terrain, however they become immune to fear and ignore the next time they take level 1 Harm.
Bureaucrat
Item Set: Ledger (1), Official Seal (0), Fine Clothes (1)
Word of Power: Contract
Proper Channels: Become Focused in {Diplomacy}. You can usually identify which official, office, form, seal, or procedure is needed to resolve a legal or administrative matter.
Carpenter
Item Set: Carpenter's Tools (2), Hatchet (2), Nails (1)
Word of Power: Build
Improvised Construction: Gain +1 Outcome on throws made with {Craft}. Once per Scene, if suitable materials are available, create a temporary obstacle that counts as Difficult Terrain.
Cartographer
Item Set: Maps (1), Compass (1), Surveying Tools (2)
Word of Power: Discover
Never Lost: Gain +1 Outcome to your choice of {Study} or {Survival} Throws. So long as you are on a marked path you can never get lost.
Charlatan
Item Set: Fine Clothes (1), Loaded Dice (1), Forgery Kit (1)
Word of Power: Chance
Silver Tongue: Gain +3 Outcome on your first {Deceive} Throw made against a creature you've just met, and -1 Outcome on {Deceive} Throws made against a creatures you know.
Chef
Item Set: Cookware (2), Cleaver (1), Spices (0)
Word of Power: Feast
Hearty Meal: Once per Rest, prepare a hearty meal. Allies who share it Clear an additional 1 Recovery during that rest.
Chirurgeon
Item Set: Surgeon's Kit (2), Bonesaw (1), Bandages (1)
Word of Power: Reset
Battlefield Surgeon: Become Focused in {Mend}. Once per Long Rest reduce a singular harm on another character by one level if available.
Clerk
Item Set: Ledger (1), Ink & Quill (1), Official Stamp (1)
Word of Power: Record
Paperwork: Gain +1 Outcome on {Study} Throws. You immediately recognise forged documents, altered records, missing pages, or administrative inconsistencies.
Courier
Item Set: Satchel (1), Rope (2), Boots (1)
Word of Power: Journey
Packmaster: Gain +1 Outcome on {Athletics} or {Exert} Throws made while carrying at least 10 Load. Increase Max Load by (5).
Criminal
Item Set: Lockpicks (1), Crowbar (2), Dark Cloak (1)
Word of Power: Shadow
Underworld Connections: Become Focused in {Sway}. Once per Settlement, you can locate the local criminal underworld if one exists.
Detective
Item Set: Magnifying Glass (1), Lantern (2), Hat (1)
Word of Power: Seek
Eureka!: Become Focused in {Awareness}. Once per Scene you may have a “EUREKA!” moment whereupon you may make a declaration about solving a problem — The GM will tell you whether your theory points you in the right direction, or whether your investigation should continue elsewhere.
Executioner
Item Set: Executioner's Axe (3), Hood (1)
Word of Power: End
Grim Reputation: Most people recognise your profession. Gain +2 Outcome on Command Throws made to intimidate characters in urban settings.
Farmer
Item Set: Pitchfork (2), Seed Bag (1), Rations (1)
Word of Power: Root
Early Riser: The first Throw you make each Long Rest gains +3 Outcome. Increase your Maximum Load by (5).
Fisher
Item Set: Fishing Rod (2), Net (2), Knife (1)
Word of Power: Tide
Cast Wide: Once per Scene, throw a rope, net or hook much farther than should be possible. You can always tell whether a body of water is safe to cross, fish, or drink from, and can identify likely hazards beneath its surface.
Fortune Teller
Item Set: Tarot Cards (1), Crystal Ball (2), Incense (1)
Word of Power: Chance
Reading the Signs: Become Focused in {Augury}. Once per Scene, you may ask the GM about a proposed course of action. The answer comes as FORTUNE (positive), FATE (indeterminable), or FAILURE (negative). The answer doesn’t take into account any possible circumstances that might subsequently affect the outcome.
Gambler
Item Set: Cards (1), Dice (1), Hip Flask (1)
Word of Power: Chance
Double or Nothing: Once per Scene, before making a Throw, declare "DOUBLE OR NOTHING." If you win the series, double all Positive Outcome Modifiers. If you lose the series, double all Negative Outcome Modifiers.
Gladiator
Item Set: Arena Weapon (2), Net (2), Armour (2)
Word of Power: Crowd
Showmanship: Become Focused in {Exert}. Once per Scene, after succeeding on an {Exert} Throw, you may immediately draw the attention of everyone nearby onto yourself. While in combat you may cause this effect to taunt all nearby enemies causing them to attempt to make an attack against you on their next turn.
Gravekeeper
Item Set: Shovel (2), Lantern (2), Silver Shackle (1)
Word of Power: Bone
One Last Goodbye: Once per Scene, ask a recently deceased creature one simple question, the creature is not obligated to tell you anything true. Ghosts and Spirits are not inclined to attack you unless attacked first.
Guide
Item Set: Compass (1), Rope (2), Walking Stick (1)
Word of Power: Seek
Know a Place: Once per Long Rest, when travelling, declare that the party discovers a useful landmark along their route, such as an abandoned shelter, hidden spring, forgotten shrine, cave, or safe campsite. The GM decides what else, if anything, is found there.
Herbalist
Item Set: Herb Pouch (2), Sickle (1), Mortar & Pestle (1)
Word of Power: Bloom
Wild Remedies: Become familiar with Herbs from the Magical Flora section of Ch.6 Mundane & Magic Items and their effects. Once per Long Rest you may procure an amount of Herbs equal to half your level rounded up, the GM may specify if certain herbs are unavailable in your area. Your Herb Pouch can only carry 7 Herbs at a time, each Herb beyond that takes (1) Load.
Holy Man
Item Set: Holy Symbol (0), Prayer Book (1), Incense (1)
Word of Power: Bless
Divine Calling: Become Focused in {Mysticism}. Once per Level manifest a Small God to help with a situation.
Hunter
Item Set: Bow (2), Hunting Knife (1), Animal Trap (1)
Word of Power: Mark
Persistent Hunter: Once per Scene, choose a creature you can see. Until the end of the Long Rest you always know the direction it travelled unless magical effects conceal it.
Innkeeper
Item Set: Tankard (1), Apron (1), Ledger (1)
Word of Power: Welcome
Round's on Me: Once per Long Rest, gather a sizable crowd in almost any public place simply by offering food, drink, entertainment, or conversation. You begin play owning a small Inn or Tavern in an established location.
Labourer
Item Set: Work Gloves (1), Tool (2), Rope (2)
Word of Power: Burden
Heavy Lifter: Become Focused in {Athletics}. Increase your Maximum Load by (10).
Lawyer
Item Set: Fine Clothes (1), Air of Superiority (0)
Word of Power: Contract
Objection!: Once per Scene, when another creature makes a declaration or accusation, challenge it. The GM will clarify one part that is misleading, incomplete, or incorrect.
Librarian
Item Set: Books (2), Writing Tools (1)
Word of Power: Word
Walking Encyclopaedia: Become Focused in {Know}. You always know where information is likely to be recorded or preserved.
Magician
Item Set: Playing Cards (0), Top Hat (1), Props (2)
Word of Power: Illusion
Misdirection: Once per Scene, perform a harmless trick or illusion that automatically distracts onlookers long enough to conceal a small action.
Mason
Item Set: Mason's Tools (2), Chisel (1), Hammer (1)
Word of Power: Stone
Stone Sense: Gain +1 Outcome on throws made with {Craft}. You can identify hidden chambers, structural weaknesses, or concealed stonework by careful inspection.
Merchant
Item Set: Trade Goods (3), Coin Purse (0), Scales (1)
Word of Power: Trade
Let's Make a Deal: Gain +1 to Throws made with {Deceive} while involved in sale of a good or service. You can immediately determine whether an object is genuine, counterfeit, valuable, or worthless.
Miner
Item Set: Pickaxe (2), Lantern (2), Rope (2)
Word of Power: Delve
Canary in the Coal Mine: You begin play owning a canary, they are able to sustain a single level 1 Harm.While underground, or in the dark the canary warns you of unseen dangers before they become immediately life-threatening.
Monster Slayer
Item Set: Trophy Weapon (2), Monster Manual (1), Trophy (1)
Word of Power: Slay
Know Your Enemy: Become Focused in {Instinct}. The first time you encounter a new creature, you may ask the GM one question about its strengths, weaknesses, or behaviour.
Occultist
Item Set: Ritual Kit (2), Lantern (2), Funeral Charm (0)
Word of Power: Bone
Medium: Become Focused in {Weird}. Once per Long Rest, briefly part the veil between worlds, allowing everyone nearby to perceive ghosts and other unseen supernatural entities, if present, for one Scene.
Performer
Item Set: Instrument (2), Costume (1), Props (1)
Word of Power: Echo
Encore: Once per Scene, after succeeding on a {Craft} Throw in front of an audience, choose one ally. They gain +2 Outcome on their next Throw as the crowd's enthusiasm carries over.
Pirate
Item Set: Cutlass (2), Flintlock (2), Rope (2)
Word of Power: Plunder
Boarding Party: Once per Scene, when moving from one vessel, rooftop, platform, or elevated surface to another, gain +2 Outcome on the first Throw you make immediately afterwards.
Sailor
Item Set: Rope (2), Hook (1), Knife (1)
Word of Power: Wave
Sea Legs: Ignore difficult terrain caused by being in or on water. You always know what direction the wind blows, and when the weather is going to change.
Scholar
Item Set: Books (2), Ink & Quill (0), Satchel (1)
Word of Power: Discover
Researcher: Become Focused in {Study}. Choose 2 Words of Power, they gain an additional use each Long Rest. You may change the words benefitting from this effect whenever you level up.
Servant
Item Set: Fine Clothes (1), Cleaning Tools (2)
Word of Power: Hush
Part of the House: NPCs of higher social standing tend to overlook your presence until you draw attention to yourself. You may begin play with a family estate or household which you are connected to.
Soldier
Item Set: Weapon (2), Shield (2), Armour (2)
Word of Power: Strike
Steadfast: The first time each combat you would expend armour, it is instead not expended.
Spy
Item Set: Disguise Kit (1), Fine Clothes (1), Lockpicks (1)
Word of Power: Shadow
Deep Cover: Become Focused in {Deceive}. Once per Settlement, declare that you have previously established a false identity here. Work with the GM to determine its details.
Squire
Item Set: Horn (1), Travel Pack (3), Notebooks (2)
Word of Power: Announce
Prepared: Once per Scene, produce a mundane piece of equipment that you plausibly packed for someone else. Increase your Maximum Load by (5).
Tailor
Item Set: Sewing Kit (1), Fine Clothes (1), Fabric (1)
Word of Power: Stitch
A Change of Clothes: During a Long Rest, alter or repair clothing, disguises, or uniforms. Once per Long Rest, gain +2 Outcome on a {Command} or {Deceive} Throw where your appearance plays a significant role.
Tinkerer
Item Set: Tinker's Tools (2), Scrap Metal (1), Goggles (1)
Word of Power: Fix
Brilliance: Once per Scene, after losing a {Craft} or {Mend} Throw involving mechanical objects, immediately add +2 to the Outcome.
Unemployed
Item Set: Backpack (1), Bedroll (1), Lucky Charm (0)
Word of Power: Chance
Jack of All Trades: Once per Scene, choose one skill. Gain +1 Outcome on the next Throw you make with that skill this Scene.
Warden
Item Set: Polearm (2), Whistle (0), Manacles (1)
Word of Power: Guard
Keeper of the Peace: Become Focused in {Command}. Once per Scene, intervene to halt an escalating conflict. Intelligent creatures will will always hesitate long enough to hear what you have to say before deciding whether to continue.