Master: Treat a combat style (One-Handed, Dual Weapon,
seer talent etc.) as if it is one degree higher when fighting the category of
Class: Mage creature you have chosen to slay.
Requirements: Must have a Perception of 2 or higher and
the Fate Arcana and Divination Arcana at Novice or
higher.
soulbound
mage specialization
You are adept at seeing the future and manipulating fate with
your insights. You haven’t just devoted yourself to the study of magic,
you’ve bartered part of yourself away for mystic power.
Novice: Sometimes a fortuitous event doesn’t pay dividends While this specialization conjures images of selling one’s soul
until later. You have access to the following unique stunt: to demons and eldritch horrors from beyond time and space,
Foretell. not all soulbound are so sinister. A mage might tie his life-
force or mystical energies to a benevolent spirit or deity. In
SP Cost Stunt
any event, being soulbound means binding oneself to arcane
Foretell: Your actions trigger a chain of events forces in exchange for increased mystical might. In some
that will affect future outcomes. You may cultures, priests and clerics are merely soulbound mages who
select an ally (including yourself). Once before have made a pact with their patron deities.
2+
the end of the encounter, when they generate
stunt points, they gain +1 SP for every 2 SP The exact terms of a soulbound’s bargain and what they must
you spend on this stunt. do to satisfy its terms are left for the player and GM to work
out. It’s not an ever-present burden, but it is an eventuality
Journeyman: You can read signs to gain insight to help avoid that will need to be addressed.
costly errors. You may spend 5 MP and name a particular
ability and focus. For the rest of the encounter you may reroll soulbound talent
tests of that type at the cost of 2 MP per test. However, you Class: Mage
must take the results of the second roll and cannot reroll any Requirements: You must have a Willpower of 2 or higher
one test more than once—you can push fate only so far. and Intelligence (Arcane Lore). In addition, you have
Master: You learn to advise others more effectively with your made a bargain with a powerful entity that will one day
powers. You may use your Journeyman degree on any ally come due.
you can freely communicate with during an encounter.
You are bound to higher forces, gaining power at a price.
slayer Novice: Your arcane patron makes it easier for you to channel
raw power into your magic. You may perform the Mighty
warrior specialization Spell and Powerful Casting stunts for -1 SP.
All warriors learn to fight. Most learn to kill. Slayers learn to Journeyman: You can glean insight from your arcane patron.
kill a certain type of foe very effectively. Slayers may be driven Once per encounter, you may spend 3 MP to gain a +2 to one
by vengeance, chosen by fate, or spurred by the thrill of battling test you attempt.
a particular category of foes. Slayers often make a living Master: Your magical power is bolstered by the bargains you
killing their chosen foes for those who wish them disposed of. have made. Permanently increase your Spellpower by 2.
Depending on the creature and the individual slayer, this may
mean they will be heralded as a hero…or reviled as a villain. spy
slayer talent any class specialization
Class: Warrior Anyone can be a spy, that’s part of the effectiveness of the
Requirements: You must have a Fighting of 2 or higher trade. However, you are a master of intrigue and espionage.
and Willpower of 2 or higher. Spies may work freelance or be employed by a particular orga-
nization or kingdom. In any event, they are often the unsung
You have devoted yourself to the destruction of a foe and heroes and villains of many crises and events. Without spies,
honed your skills in fighting them. nations would face far more advanced threats without proper
Novice: Pick a category of creature you have chosen to slay. preparation.
You do +1 damage and gain +1 Defense when battling crea-
tures of that type. Some basic categories are: demons, undead, spy talent
dragonkind, faerie, giants, shapechangers, and beasts (non- Class: Any
monstrous or non-supernatural animals). GMs and players Requirements: You must have a Perception and Communi-
can work together to expand or refine these categories to suit cation of 2 or higher. Must possess the Intrigue talent or
the needs of their campaigns. Observation Talent at Novice or higher.
Journeyman: You may use the Lethal Blow stunt against the
category of creature you have chosen to slay for 3 SP instead You are skilled at secrets, lies, and spycraft.
of the 5 SP. You also gain a +1 bonus to Dexterity (Initiative) Novice: You are adept at assuming identities and imperson-
tests in combat against such creatures. ating others. You may reroll any Communication (Disguise)
30 chapter 2 - new talents & specializations