Archetypes & Pathways
The Herald
Heralds come from all walks of life, but they are united by two core ideals: knowing things and helping people. Whether through wisdom, guidance, charm, or faith, Heralds use their talents to support others, uncover truths, and shape the world through connection rather than force.
- A. [M1] Dagger (1), Instrument (2), Costume (2), Props (1)
- B. [M1] Knife (1), Tool (1), Shield (2), Spyglass (1)
- C. [M1] Polearm (2), Heavy Armour (3), Flag (1)
- D. [M1] Mace (1), Robes (1), Incense (1), Text (1)
Level 1 Abilities
Gather Materials: Gain +1 Outcome to Throws made with {Craft} while using a tool from any profession. Once per Scene you can find or salvage up to (3) Load worth of materials from your surrounding envoirnment.
Diplomat: Gain +1 Outcome to Throws made with {Diplomacy} while talking to an NPC you know. Gain an additional Background Origin.
Know it All: Gain +1 Outcome to Throws made with {Know} on subjects relating to one or more of your Origins. Once per Scene, when you succeed on a {Know} Throw, one ally who acts on the information gains +1 Outcome to their next Throw.
On the Mend: Gain +1 Outcome to Throws made with {Mend} while in an area of Rest. Whenever you use {Mend} to tend to the injuries of others, clear an additional 1 Recovery.
Cross Reference: Gain +1 Outcome to Throws made with {Study} when comparing two or more sources. Once per Scene, when you fail a {Study} Throw, you still learn where the answer, clue, or missing piece is likely to be.
Level 5 Abilities
Incite Emotion: Once per Scene when you create art or a performance for an audience, you may manipulate the emotions of the audience to feel either; Afraid, Angry, Calm, Enamoured, Happy, Tired.
Aura of Rest: When you Rest, any character you deem an ally clears an additional 3 Recovery. Once per Scene, when an ally would suffer Harm, you may use 1 Grit to Throw {Mend}; on a success, reduce that Harm by 1 Level.
Oath Bearer: Once per Long Rest, declare an oath, vow, cause, before those who can hear you. Until the end of the Scene, allies who act in service of that oath gain +1 Outcome to their first relevant Throw. If an ally would suffer Harm while acting in service of that oath, you may suffer that Harm in their place.
Working Library: Increase your maximum Load by (10). While carrying at (5) or more Load worth of books, notes, diagrams, tools, or materials, choose an equal amount of Words of Power that you know. Those Words gain an additional use. You may change the chosen Words whenever you Rest.
Level 10 Abilities
Scrolls Champion: Gain Focus in one of the following: {Craft} — {Diplomacy} — {Know} — {Mend} — {Study}. Increase Scrolls attribute by +1. (This bonus can go above the attribute cap of 3)
Awe Inspiring: Once per Long Rest, rouse your allies with an inspiring Speech or Song giving all allies +2 to their next Throw this scene. Whenever you take the help action, the ally making the Throw gains an additional +2 outcome.
Living Legend: Your name, work, deeds, songs, writings, or reputation are known in most civilised places. When you Rest somewhere you are known, welcomed, or honoured, you and your allies clear an additional 3 Recovery.
Level 1 Words of Power
Ask, Line, Burn, Mock, Call, Praise, Calm, Promise, Charm, Reach, Clear, Rebuke, Echo, Renew, Gaze, Signal, Hear, Speak, Harm, Trust
Level 5 Words of Power
Amplify, Rally, Bind, Silence, Blind, Reveal, Crescendo, Wail, Compel, Weak, Dazzle, Direct, Enchant, Inspire, Heal
Level 10 Words of Power
Aura, Command, Convert, Dominate, Embolden, Life, Reprise, Scale, Subjugate, Unify