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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.