Clerics have a connection to a deity who grants them access to magic and other special abilities. Some clerics are physically focused, others are mentally focused, and still others pursue balance. Priests, healers, divine emissaries, paladins, supernatural champions, guardians, seers, necromancers, scholars, and crafters can all be made using this class.

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Deity
You have a magical connection to a specific deity. Choose three attributes to be your deity’s main areas of focus. A list of possible attributes is given below to inspire you, but you are not confined to the options on the list. To assist in inspiration and exploration, the list is divided into broad categories.
- Elements: Air, Fire, Water, Earth, Metal, Wood
- Celestial Features: Darkness, Light, the Moon, the Sky, the Stars, the Sun
- Nature: Animals, Deserts, Forests, Lakes, Monsters, Mountains, Ocean, Plains, Plants, Rain, Rivers, Storms, Underground Places, Weather, Wetlands
- Natural Forces: Birth, Chaos, Creation, Death, Destruction, Order, Magic
- Experiences: Dreams, Emotion, Pleasure, Healing, Thought
- Society: Agriculture, Art, Cities, Communication, Culture, Craft, Family, Law, Travel, War
- Values: Compassion, Community, Generosity, Glory, Honor, Justice, Liberation, Love, Strength, Victory
- Concepts: Beauty, Fate, Knowledge, Luck, Mystery, Protection, Secrets, Trickery, Wisdom
Next name your deity and decide what your relationship to them is. For example, are you their worshiper, a member of their clergy, someone they chose for an important task, or one of their descendents? What is the tone of your relationship? Is it familiar or distant? And how do they treat you? Are they compassionate or stern?
Divine Connection
Your magical connection to your deity is called your Divine Connection. Through it your deity gives you access to magic. When casting magic there are several forms that this Divine Connection can take, each with its own requirements. Choose one of the following four types of Divine Connection from the list below. You must fulfill the requirements of your particular type of Divine Connection in order to cast magic.
- Holy Symbol: You connect to your deity through their holy symbol. A holy symbol is a special symbol that represents your deity. You have your deity’s holy symbol as either a symbolic object, such as a necklace, or a symbol that is emblazoned on a functional object, such as an etching on a breastplate. In order to cast spells, you must actively touch this holy symbol.
- Ritual Components: You connect to your deity through the physical objects of ritual, such as holy water, sacred plants, specific stones, incense, food offerings, and ritual implements. It is up to you what these things are. You have a pouch containing all of the necessary ritual components. In order to cast spells, you must be able to use these ritual components.
- Sacred Gestures: You connect to your deity through physical gestures that hold a special meaning. In order to cast spells, you must be able to use your body to make these sacred gestures.
- Prayer: You connect to your deity through prayer, hymns, or chanting. In order to cast spells, you must be able to express these prayers in a language you know. Verbal prayer must be audible and signed prayer must be visible.
There are different types of magic, such as Protection Magic and Analytic Magic, that can be cast using your Diving Connection. However, each type of magic is a separate ability that needs to be studied individually before you can cast it. You will be choosing which types of magic you know in the “Divine Training” section below. For this purpose, magic is any ability with the word “Magic” in its name.
In order to maintain your Divine Connection, it is important that you remain on good terms with your deity. By default, each character starts out in their deity’s favor. You will remain on good terms with them unless you go against their core values. If this happens, the game manager will choose an appropriate consequence based on the situation. That consequence will last until sufficient amends are made.
Divine Training
For standard characters, choose four abilities off the following list. This list is divided into sections to make it easier to navigate.
Helping and Hindering Magic
Healing and Restoration Magic: You can create magical healing effects that alleviate harm and improve ongoing conditions. Examples of things that you can do are mending wounds, curing poisons, removing curses, dispelling harmful mind- and emotion-altering magic, decreasing pain, reducing the intensity of symptoms, healing those diseases that can be healed by magic, and bringing people to optimal medication levels. Healing and Restoration Magic is used by rolling mind and you are trained in it.
Harm and Affliction Magic: You can create magical harm effects that interfere with the physical, mental, and emotional well-being of others. Harm and Affliction Magic can be used to cause direct harm with wounds or poisons. When using poisons, it is helpful to decide what the poison’s intending symptoms are. Harm and Affliction Magic can also be used to give others magical conditions, such as becoming sleepy, fatigued, overwhelmed, hungry, nauseated, itchy, beset by hiccups, uncomfortable, in pain, irritable, dizzy, disoriented, or unable to balance. Harm and Affliction Magic can also be used to detect and protect from the Harm and Affliction Magic of others. This magic is used by rolling mind and you are trained in it.
Enhancement Magic: You can create magical effects that temporarily enhance yourself and others. Each time that you use Enhancement Magic, pick a specific thing that you are enhancing. For example, you can enhance traits like size, speed, strength, dexterity, toughness, comprehension, memory, and charisma. Specific skills, abilities, and types of defensive training can also be enhanced. Except in cases where an enhancement allows a character to do something that would not otherwise be possible, Enhancement Magic is considered preparation. Enhancement Magic can also be used to detect and remove others’ enhancements. This magic is used by rolling mind and you are trained in it.
Diminishment Magic: You can create magical effects that temporarily diminish the skills, abilities, and traits of living things. When using Diminishment Magic, pick a specific thing to diminish. For example, you can decrease traits like size, speed, strength, dexterity, toughness, comprehension, memory, and charisma. Specific skills, abilities, and types of defensive training can also be diminished. Characters affected by Diminishment Magic will be unable to do certain things and will experience more severe consequences of partial successes and failures when using affected skills and abilities. Alternatively, there are optional rules for dice penalties in the “Dice Penalties and Bonuses” part of the “Optional Rules” section. If used, dice penalties would replace the “more severe consequences of partial successes and failures.” Diminishment Magic can also be used to detect and remove others’ diminishments. This magic is used by rolling mind and you are trained in it.
Protection Magic: You can create magical effects that protect against harm. Protection Magic allows you to put up barriers that block physical harm, such as stone walls or spheres of magical force, and barriers that block magical effects, such as shields that defend against mind and emotion control. In addition, you can create a protected sanctuary to sleep in and make people temporarily impervious to one type of harm, such as fire, cold, lightning, poison, or weapons slashes. Protection Magic also allows you to detect immediate hazards, like traps and poisons, and defend people from environmental hazards, such as extreme weather, quicksand, and sticky webs. Finally, you can use Protection Magic to reduce or remove others’ magical protections. This magic is used by rolling mind and you are trained in it.
Utility Magic
Object Magic: You can use magic to create, alter, repair, and interact with objects. Some of these magical effects produce permanent changes, such as fixing damaged items, reshaping objects, breaking non-magical things, and speeding up the process of making something new. Other magical effects are temporary, such as magically animating objects, and creating objects from nothing. You can also do things like locate a specific object, defend against the Object Magic of others, and speak with the spirits inside objects. Keep in mind that the spirits of most objects have a limited awareness that only includes what they have been used for and those things they have come into physical contact with. Object Magic is used by rolling mind and you are trained in it.
Summoning Magic: You can manifest temporary, magical constructs that are based on people and creatures. In doing this, you can either summon a construct that is a generic version of a species, or you can summon a specific being by name. This magic can also be used to detect and destroy the summoned constructs of others. Summoning Magic is used by rolling mind and you are trained in it.
- Generic Constructs: Generic constructs are rough representations of a specific species. They have no connection to actual living beings. This means that they are incapable of independent action. They simply follow your instructions to the best of their ability. In addition, while generic constructs can use any body skill, the only mind skills they can use are Performance, Perception, and Survival.
- Beings Summoned by Name: When a being is summoned by name (regardless of their location), they get to choose whether or not to answer the summons. If the summons is refused, then nothing happens. If the summons is accepted, then a magical construct is created and the summoned being’s consciousness enters that construct, which takes on their form. The summoned being becomes aware of the construct’s surroundings and can control the construct as if it was their own body. As a consequence, however, the summoned being is only vaguely aware of their actual body and is unable to move it. At any point a summoned being can choose to return their consciousness to their own body, but doing so destroys the summoned construct. Because beings summoned by name have their own consciousnesses, they have free will. This means that they aren’t dependent on others to tell them what to do, but they might choose to take unexpected or undesired actions.
- Limitations: Summoned constructs are less powerful than actual people and creatures. As a result, they are not able to use any magical abilities or items. The construct can, however, still use their non-magical abilities, skills, species traits, defensive training, and items. Magic items turn into non-magical versions of the same item. If the summoning was only partially successful, there may be further limitations on what they can do (see the “Summoning Magic” section of “Limitations, Complications, and Side Effects for Partial Successes”).
- Summoned Player Characters: When a player character is summoned by name, the player gets to choose whether or not their character accepts the summons. If they do, then their consciousness enters the summoned construct and they can use their skills and non-magical abilities as if they were physically present (see “Limitations”). Their actual body is left in the position it was in when they accepted the summons. They always know if something touches their body and they get a chance to roll the Perception skill to notice things happening near their body.
- Summoned Nonplayer Characters: If a nonplayer character that is already part of the game is summoned by name, then the person that usually controls that character will continue to do so. Players with the Summoning Magic ability may also choose to create specific friends (people or creatures) that their character regularly summons. These characters will be controlled by the person who created them, unless there is an agreement otherwise.
- Harm: If there is a consciousness inside the summoned construct (a being summoned by name), then they feel any harm the construct takes as if they were physically present. However, if the construct is destroyed, their connection to the construct ends and their consciousness returns, unharmed, to their actual body. Summoned constructs are more fragile than actual people and creatures.
- Die Mechanic for Constructs: This mechanic is for generic constructs and nonplayer characters that were summoned by name. Whenever the construct takes an action, roll one six-sided die. The result indicates how successful they are.
- 6 Is a Failure: Something has gone wrong. Their action was not successful and the situation has become more complicated or difficult in some way.
- 4 & 5 Are Partial Successes: Their action is only partially successful. They have accomplished something useful, but it comes with a limitation, side effect, or complication.
- 2 & 3 Are Full Successes: They are completely successful.
- 1 Is an Outstanding Success: Their action is tremendously successful. In addition to succeeding, they gain an additional benefit.
Necromantic Magic: You can use your magic to interact with both dead and undead beings. An undead being is anything that is dead that continues to directly interact with the living world. This includes animated corpses (such as zombies), ghosts (such as will-o’-wisps), and full undead which have both bodies and souls (such as vampires). Examples of things that you can do with Necromantic Magic are perceive ghosts, locate nearby zombies, speak with undead beings, control animated corpses, influence the behavior of sapient undead, preserve corpses, temporarily create new undead, and heal or harm undead creatures. You can also communicate with the spirits of those who have passed on, but doing so is more difficult and requires the use of a ritual, such as a séance. Necromantic Magic can also be used to detect and interfere with the Necromantic Magic of others. This magic is used by rolling mind and you are trained in it.
Analytic Magic: You can use your magic to sense, understand, suppress, and dispel magic. Examples of things that you can do are perceive the magic around you, detect a particular type of magic, locate a specific magical object, figure out what a spell or magic item does, determine how long a magical effect will last, and analyze the properties of ongoing magic. You can also dispel short-term magical effects (such as spells) and temporarily suppress long-term magical effects. For example, you can counter a spell as it is being cast, end an ongoing spell, temporarily suppress the magical properties of an item, pause the effects of permanent magic, and create a zone that provides a short-term shelter from a large-scale magical effect. Note that magic can have non-magical effects (such as damage done to people and objects) and those effects continue even after the magic is dispelled. Analytic Magic is used by rolling mind and you are trained in it.
Casting Abilities
Attribute Casting: You can cast a type of magic associated with one of your deity’s three attributes. Choose one of the following types of magic: fire, water, earth, air, weather, animal, plant, shapeshifting, sensing, communication, emotion, mind, illusion, transportation, and force. The chosen type of magic must have a connection to one of your deity’s attributes. For details on what these types of magic can do, go to the mage “Arcane Training” list. You can use your Divine Connection to cast this type of magic.
Flexible Casting: You can connect to arcane energies in multiple ways. Choose a second Divine Connection. You may switch between your two Divine Connections as you desire.
Mystical Powers
Commune: You can gain knowledge and insight by connecting to your deity. Once per day, you can use your Divine Connection to connect with your deity and ask them a specific question. This ability takes ten minutes, is used by rolling mind, and you are trained in it.
The answer to your question comes as a divine manifestation, such as a vision or auditory experience. This manifestation can be realistic, dreamlike, continuous, or fragmented. You might be the only one to experience it, or it might be something everyone around you experiences too. Sometimes the manifestation will be clear and helpful, but other times it will be ambiguous and confusing.
You are most likely to gain clear, useful information when your question involves one of your deity’s attributes. In addition, the more significant and far-reaching your question is, the vaguer the answer will be. This is important because it prevents Commune from spoiling the game by instantly solving every mystery.
Attunement: You have a special connection to one type of magic that is expressed as an immunity and two specific magical effects that you can do without risk of failure. Choose a type of magic that you can cast. You are attuned to this type of magic. Go to the “Attunement List” and choose one immunity and two minor magical effects from the section for your attuned magic.
The minor magical effects can be used without risk of failure, which means that no roll is needed to use them. However, if you incorporate one of them into a more complicated action, you will need to roll to accomplish that action.
In addition, some minor magical effects have a specified duration while others don’t. If no duration is specified, then the effect wears off at a story appropriate time, usually at the end of a scene. When the effect does wear off, non-magical outcomes, like healing and harm, remain. You may take this ability multiple times, but you must choose a different type of magic to be attuned to each time.
Supernatural Powers
Supernatural Warrior: You are filled with a supernatural power which allows you to exceed the boundaries of ordinary possibility with your combat skills. Any time you are taking an action using the Melee Combat, Ranged Combat, or Unarmed Fighting skills, you may call on this power to use your skills on targets that would otherwise be unaffected by them. For example, you can trip a creature that has no legs, grab an incorporeal creature, punch through armor, wrestle a surprisingly large opponent, and pin a shadow creature to the ground with an arrow. This is a magical ability, so it will go awry on failed rolls.
Decide what the source of this power is. For example, it could be a gift from a deity, a connection to a powerful entity, an inherited trait from an unusual ancestor, or an artifact that you have. The nature of this source will influence how this ability is role-played, as well as the side effects of failures and partial successes.
Supernatural Brawn: You are filled with a supernatural power which enhances your strength and endurance. Any time you are taking an action using the Athletics, Climbing, Flying, Riding, or Swimming skills, you may call on this power to exceed the bounds of ordinary possibility. For example, you can outrun a greyhound, lift a portcullis, jump from the ground to the roof of a one-story building, climb a rock face in seconds, fly through a hurricane, and swim so powerfully that you can tow a ship. This is a magical ability, so it will go awry on failed rolls.
Decide what the source of this power is. For example, it could be a gift from a deity, a connection to a powerful entity, an inherited trait from an unusual ancestor, or an artifact that you have. The nature of this source will influence how this ability is role-played, as well as the side effects of failures and partial successes.
Supernatural Agility: You are filled with a supernatural power which allows you to exceed the boundaries of ordinary possibility with your dexterity skills. Any time you are taking an action using the Acrobatics, Manual Dexterity, Mobility, or Stealth skills, you may call on this power to use your skills in situations where it would not ordinarily be possible. For example, you can swing from an object that isn’t capable of holding your weight, dodge your way through a solid wall of brambles, tumble safely over a patch of quicksand, pick a lock without proper tools, squeeze through an opening that should be too small for you, hide in improbable places, and walk silently over a patch of crunchy, dry leaves. This is a magical ability, so it will go awry on failed rolls.
Decide what the source of this power is. For example, it could be a gift from a deity, a connection to a powerful entity, an inherited trait from an unusual ancestor, or an artifact that you have. The nature of this source will influence how this ability is role-played, as well as the side effects of failures and partial successes.
Scholarship Styles
Lore Master: You have a deep knowledge of many subjects. Any time you get a full success (two successes) on an Arcana, Culture, Nature, or Technology roll, the information you gain is more detailed than it would otherwise be. This information is helpful enough to grant you an additional benefit. In essence, this ability turns a full success into an outstanding success.
Knowledgeable: You are extremely knowledgeable. Three times a day, you are considered prepared when you use the Arcana, Culture, Nature, or Technology skills. You may take this ability twice if you desire.
Exceptional Linguist: Through a combination of talent and practice you have achieved exceptional skill with languages. As a result, you are fluent in all of the major languages of your home region. When translating or communicating in a non-magical language that you aren’t fluent in, roll the Culture skill as usual to find out how successful you are. For this roll, your linguistic ability allows you to treat failures (zero successes) as if they were partial successes (one success). In addition, given time and access to resources, such as linguistics books, you can accurately translate any non-magical language. Please note that you should check with your game manager to find out if different languages will be part of your game before taking this ability.
Culture Expert: You are an expert in cultural knowledge. Once per day, you may turn a failed Culture skill roll (zero successes) into a partial success (one success). This ability must be used before the consequences of failure are revealed. You may take this ability twice if you desire.
Combat Abilities
Nonlethal Training: You have been trained in nonlethal fighting techniques and know how to avoid causing unintentional harm. Any time that you are fighting an opponent in a nonlethal manner, any combat action that you fail will not cause significant harm to that opponent.
Fighting in a nonlethal manner covers any combat action intended to gain an advantage over an opponent without physically harming them. Examples of nonlethal fighting are disarming a combatant, pinning clothing to a solid object, damaging armor, knocking a foe down, restricting an opponent’s range of motion, pushing an opponent into a less advantageous position, and putting someone into a wresting hold or pin.
When you take this ability you gain training in one additional Combat Skill. Choose that skill.
Nonlethal Expertise: You are skilled at using a wide range of nonlethal techniques for gaining combat advantage and incapacitating opponents. Three times a day, you are considered prepared when you use the Acrobatics, Athletics, Flying, Melee Combat, Ranged Combat, Swimming, or Unarmed Fighting skills for an action that is intended to gain a combat advantage over an opponent without physically harming them. Examples of nonlethal actions are disarming a combatant, pinning clothing to a solid object, damaging armor, knocking a foe down, restricting an opponent’s range of motion, pushing an opponent into a less advantageous position, and putting someone into a wresting hold or pin. You may take this ability twice if you desire.
Specialized Weapon: You own and are trained in the use of a one-of-a-kind weapon that grants you two special advantages. Choose what this weapon is. Your options include ordinary weapons like swords, unusual weapons like tridents, and prototypes like magic-powered firearms.
Your weapon is made of a special, magic-infused material that can’t be damaged by ordinary means (either physical or magical). It comes with any applicable ammunition, parts, or maintenance tools. You are trained in using your weapon, even if you are not trained in the Martial Skill that would normally apply to it.
Choose two advantages for your weapon off the following list.
- Less Physically Taxing: This weapon has a special design that makes it less physically taxing to use. Your character can use this weapon by rolling mind.
- Cuts/Breaks Stone: This weapon is made of a special material that is so hard and/or sharp that it can cut/break hard substances like ordinary stone and metal.
- Tool: Your weapon can be use as a tool for up to three skills. For example, a bullwhip can be used as a tool for Acrobatics, Athletics, and Climbing.
- Skill Bonus: Your weapon has been designed in a way that is helpful for a single non-combat skill. Three times a day, you may use this weapon to be prepared when using that skill. Examples include a ceremonial sword that helps with Diplomacy, a creepy weapon that assists with Intimidation, a hidden weapon that is easier to draw with Slight of Hand, and a utility knife that is useful for Survival.
- Magic Infused: This weapon is infused with magic which allows it, or any projectiles that it fires, to interact with incorporeal things as if they were solid. An incorporeal thing is a being or object that lacks physical substance, but that is present in some way. For example, ghosts, shadow beings, illusions, and half-present magical landscapes are all incorporeal.
- Returning: Your weapon has been enchanted so that it always returns to you. Once drawn, the returning magic is activated and any time this weapon leaves your hand (or whatever appendage you drew the weapon with), it returns after a brief pause. Sheathing or stowing this weapon deactivates the returning magic.
- Comes When Called: Your weapon has been magically bonded to you so that it comes to your hand any time you speak or sign a magic word.
- Nonlethal: Your weapon has been enchanted for nonlethal combat. A command word or gesture is used to activate and deactivate this magic. When activated, the magic prevents this weapon from causing harm to yourself or others. This means that this weapon can only be used for nonlethal fighting (combat actions intended to gain an advantage over an opponent without physically harming them), and that it won’t cause harm even on failed actions.
- Create your own: Work with your game manager to create a unique advantage for your weapon.
Combat Expertise: You have extensive combat training. Three times a day, you are considered prepared when you use the Melee Combat, Ranged Combat, and Unarmed Fighting skills. You may take this ability twice if you desire.
Physical Abilities
Athletics Expert: You are an expert in athletic activities. Once per day you may turn a failed Athletics skill roll (zero successes) into a partial success (one success). This ability must be used before the consequences of failure are revealed. You may take this ability twice if you desire.
Dexterous: You are extremely dexterous. Three times a day, you are considered prepared when you use the Acrobatics, Manual Dexterity, Mobility, or Stealth skills. You may take this ability twice if you desire.
Strong as an Ox: You are extremely strong. Three times a day, you are considered prepared when you use the Athletics, Climbing, Flying, Riding, or Swimming skills. You may take this ability twice if you desire.
Mounted Expertise: You are an expert rider capable of performing difficult maneuvers. Three times a day, you are considered prepared when you use the Acrobatics, Athletics, Melee Combat, Mobility, Ranged Combat, Riding, or Stealth skills while riding a mount. You may take this ability twice if you desire.
Riding Expert: You are an expert at riding mounts. Once per day you may turn a failed Riding skill roll (zero successes) into a partial success (one success). This ability must be used before the consequences of failure are revealed. You may take this ability twice if you desire.
Climbing Expert: You are an expert at climbing up and down things. Once per day you may turn a failed Climbing skill roll (zero successes) into a partial success (one success). This ability must be used before the consequences of failure are revealed. You may take this ability twice if you desire.
Flying Expert: You are an expert at flying. Once per day you may turn a failed Flying skill roll (zero successes) into a partial success (one success). This ability must be used before the consequences of failure are revealed. You may take this ability twice if you desire.
Swimming Expert: You are an expert at swimming. Once per day you may turn a failed Swimming skill roll (zero successes) into a partial success (one success). This ability must be used before the consequences of failure are revealed. You may take this ability twice if you desire.
Social Abilities
Charismatic: You have a natural talent for social skills. Three times a day, you are considered prepared when you use the Communicating with Animals, Deception, Diplomacy, Intimidation, or Performance skills. You may take this ability twice if you desire.
Diplomacy Expert: You are an expert at communicating diplomatically. Once per day you may turn a failed Diplomacy skill roll (zero successes) into a partial success (one success). This ability must be used before the consequences of failure are revealed. You may take this ability twice if you desire.
Perception Abilities
Investigator: You are a skilled investigator who always notices something useful. In any scene where you take the time to examine something closely, you will notice one useful thing about it. Basically, you are finding a clue. This ability works once per scene, when you are carefully investigating an object, a location, or a collection of evidence. No roll is required, but you do need to tell the game manager when you are using this ability. The game manager will then tell you what clue you find. How significant that clue is will vary from situation to situation, and not every clue will be immediately useful.
This ability can be applied to a broad range of situations that involve investigation. For example, it can be used to investigate something that has already happened, such as examining a crime scene or doing an archeological investigation. It can also be used to make guesses about likely outcomes, such as going over a collection of evidence to guess an opponents next move. And it can be used to figure out the best way to do something, such as scouting an area for the best way to sneak in.
Alert: You notice subtle things about the people and places around you. Three times a day, you are considered prepared when you use the Insight, Perception, or Survival skills. You may take this ability twice if you desire.
Insight Expert: You are an expert at reading people. Once per day you may turn a failed Insight skill roll (zero successes) into a partial success (one success). This ability must be used before the consequences of failure are revealed. You may take this ability twice if you desire.
Survival Expert: You are an expert at first aid and surviving in the wilderness. Once per day you may turn a failed Survival skill roll (zero successes) into a partial success (one success). This ability must be used before the consequences of failure are revealed. You may take this ability twice if you desire.
Crafting Styles
Practiced Crafter: You have a lot of practice building strange and unusual things. Three times a day, when you are using the Technology skill to create something, you can declare that you’ve made something like this before. You are then considered prepared when you roll the Technology skill to create it. In addition, once per day, you may reroll a Technology roll made to craft something. This reroll must happen before the results have been revealed and you must take the new result, even if it is lower.
Technology Expert: You are an expert in knowledge about technology. Once per day, you may turn a failed Technology skill roll (zero successes) into a partial success (one success). This ability must be used before the consequences of failure are revealed. You may take this ability twice if you desire.
Profession: You have been trained in a specific profession and, in many circumstances, can perform the tasks of your profession without risk of failure. Choose a profession for your character. This profession should be more specific than a skill, but it is possible for the activities involved to span multiple skills.
- Example Professions: Some possible professions are baker, blacksmith, brewer, carpenter, cook, farmer, gardener, goldsmith, herbalist, herder, historian, hunter, locksmith, mason, mechanic, merchant, miner, plumber, potter, physician, sailor, scholar (choose a subject), scribe, shoemaker, tailor, teacher (choose a subject), and weaver.
- Tools and Materials: You own the tools and/or materials needed to carry out your profession.
- When to Roll: When performing a task of average difficulty in a calm environment with the necessary tools and materials, you can perform the skills of your profession without needing to roll for it. Because this is your profession, situations that would have a significant chance of failure for a character trained in a broad skill do not have a significant chance of failure for you. As long as you have your tools and materials, rolls are only needed when you are in a dangerous environment, performing an unusually difficult task, rushing, or trying to create something extraordinary.
- What to Roll: Each time you do an activity that is part of your profession in a situation where a dice roll is needed, use the skill associated with that specific activity for the roll. Because you are trained in your profession, you are considered trained for this roll, even if you are not trained in the skill you are using. For example, if a locksmith is trying to unlock a door quickly, their player will make a roll using the Manual Dexterity skill. The locksmith is considered trained for this roll, even if they are not trained in the Manual Dexterity skill. Note that if you have any other abilities that apply to the skill being rolled, you can use them.
Hobby: You have a hobby that you enthusiastically pursue. This hobby should be more specific than a skill, but it is possible for the activities involved in a hobby to span multiple skills. If your hobby requires tools or materials, you own them. Any time you are in a calm environment with all the necessary tools and materials, you are considered prepared to do the activities involved in your hobby. For example, your hobby could be baking, brewing, carpentry, cooking, gardening, herbalism, hunting, inventing, mechanical repair, pottery, sailing, scholarship (choose a subject), sewing, smithing, or weaving.
General Enhancements
Beginner’s Luck: You are unusually successful when you try new things. Three times a day, you are considered prepared when using a skill that you are not trained in.
Balanced Expertise: You are good at both body and mind skills. Choose one mind skill and one body skill. Three times a day, you are considered prepared when you use either of these two skills. You may take this ability twice if you desire, choosing either the same or different skills.
Specialty: You are especially good at doing one thing. Choose an area of focus for a skill or ability that you already have. This is your specialty. You are particularly good at this specialty and are always considered prepared when using it. This specialty needs to be significantly more specific than the skill or ability it is based on. For example, a character with the Acrobatics skill could have a specialty in leaping, or a character with the Transportation Magic ability could have a specialty in casting flying spells.
Physical Intuition: You have an intuitive, physical understanding of something that is normally a mental task. Choose one mind based skill or ability. You can now use this skill or ability by rolling body.
Special Technique: You know a special technique that makes it easier for you to do something that is a physical task. Choose one body based skill or ability. You can now use this skill or ability by rolling mind.
Skillful: You know more skills than most people. Choose two additional skills off the skills list. You are trained in these skills. There is no limit on how many times you may choose this ability.
Extra Species Trait: You have manifested an additional species trait. Choose a new species trait off the “Species Trait” list. There is no limit on how many times you may choose this ability.