Disciplines
Warrior of the Oldest Law
Favored attributes: battle, hunt, pass
Skill: warfare, brawling, swords
It was Asch, all armed with scars and cunning and regrets, who taught you the Oldest Law: when all else fails, kill or be killed. From them you learned how to survive at any cost, and that you don’t have to be good to do good.
As a warrior, you’re expected to bring consequences upon those who would harm you or yours, to enter into mortal peril and survive, and to trust friends to better tell right from wrong.
Tough as Nails: When you would suffer a severe setback, suffer a minor one instead. When you would suffer a fatal setback, suffer a severe one instead.
Advancements
Monstrous: In battle, you count as 1 size greater in scale when determining impact and position, putting you on even footing with great beasts and small groups. You can expect others to find this disconcerting, or frightening, or grotesque.
No stranger to death: When you roll to determine a scar when suffering a fatal setback, roll twice and choose 1.
Killer: When leveling up, you can improve your confidence in Battle to d12.
Knight of the River Gorge
battle, kindle, scramble
skill: swords or simple weapons
As a knight, you’re expected to place yourself between danger and others, to show humility and grace, and to make the judgement call when the path forward uncertain.
You were brought into knighthood by Lady Blackberry the Sparrow, friendly and brave. She taught you how to keep your people safe from the goblins raiders of Fort Crane, and that there is no honor in killing – only necessity.
You know how to use stances in combat.
Use stances in combat: Stances are a way of holding your body in combat, taught as part of tradition or developed through hard experience. You can enter and switches between stances freely as you act. When you focus breaks, your stance breaks as well until you take a deep breath.
Meditative stance: The meditative stance is one of calm, focused movement. While in the stance, you take a deep breath alongside each strike. Spend the fatigue before you Battle. You only regain your focus on a hit.
Wizard of the Order of the Open Hand
charm, pass, study
skill: sorcery
As a wizard, you are expected to show restraint, to learn new spells and other arcane secrets, and to give advice and counsel to those who seek it.
You were taught the secrets of the wizards by Gresh the Salamader, an old traveller, patient and secretive. They taught you to treat your power with caution and care, as your spells spring from the same source as the long-dead sorcerer-kings’.
Gather your sorcerous power: You can spend 1 fatigue and an hour in meditation to weave sorcerous spells together, storing them in your body. While in safety and shelter, you can prepare any number of spells. While on the road or someplace dangerous, study and prepare spells equal to the number rolled. Each stored spell burdens you as an item would. You can prepare the same spell multiple times if you like.
A stored spell’s power can be released at-will, following any preparations or actions detailed in the description. Many spells take effect without rolling, while some require you to take an action. Once cast, the spell disappates and can’t be cast until prepared again.
Sorcerous SpellsAdvancements
Imbue your spells with excess power: You can allow a spell to sap your life from you as you cast it, noticeably increasing its area, range, duration, or potency (your choice). If you do, gain a minor setback (perhaps “drained”).
Salvager
cobble, connect, hunt
skills: mending, metalworking, gardening
Guiding you through the broken ruins of a dead kingdom with her usual good humor, Gentle Spider showed you one of her secret gardens, where rusted relics become shrines to forgotten gods. You learned to hear the way things hum with joy when you take care of them just so, and that decay and waste are just the beginnings of a new cycle.
As a salvager, you're expected to
- find new uses for old things,
- show compassion for the neglected and forgotten, and
- collect various odds and ends, just in case
Mender's Touch: Items you maintain gain −fragile or +durable until they are damaged or maintained again.
Advancements
Things speak: You can hear the silent language of things. Add the following questions to the list when you examine something:
- who handled you last before me?
- who made you?
- what has been done most recently with you, or to you?
- what’s wrong with you, and how might I fix it?
- how can I best put you to use?
Get to work: You figure that you can solve just about any problem with enough time, cleverness, and whatever's on-hand. Tell the world player what you're trying to fix, rig together, or get to the bottom of – they'll tell you "sure thing, but..." and then 1 to 4 of the following.
- it'll be a long term-project, and each go at it will take an hour/day/week/month of work
- first you'll have to get/build/fix/figure out ___
- it's going to mean exposing yourself or others to serious danger
- you'll have to take ___ apart to do it
- you'll need help from ___
- the best you can manage is something unreliable, unstable, or less impactful than you'd like
Beseech the forgotten gods: There are many old, unnamed gods whose whispers still run through the cracks in this wounded world. You can always ask the world player if the voices of the forgotten gods are present here, and if so, listen for their secrets with CONNECT.
Hit: the world player will choose the first applicable option from the following
- they guide you to some old left-behind thing that might still have some use in it
- they show a secret of the place, something hidden or forgotten
- they warn you of a lurking danger
- they lament the mistakes made by those long-passed
Big Impact: the world player chooses the first 2 applicable options.
Limited Impact: the messages are ambiguous or incomplete.