Mechanical Origins and Pursuits available during character creation.
Mechanical Origins
Core identities that shape how a character interacts with the world.
Warden
Mechanical Origin
Add the Tag “Warden” to your character’s Presence. While the Warden is present in a scene, that scene is considered to be within their Claim. Within your Claim, the following Critical Benefits are available:
- Resolve — Whenever the Warden or an allied character within their Claim rolls a Critical, the character gains one +Reroll on their next action. Each ally may only use “Resolve” once per turn each.
- Dread — When the Warden rolls a Critical, the Warden may impose one -Reroll on a target of their choice within their Claim.
Commander
Mechanical Origin
Add the Tag “Commander” to your character’s Presence. While the Commander is present in a scene, that scene is considered to be within their Command. The following Critical Benefit is available within your Command:
- Opening — If the Commander rolls a Critical, they can choose an ally within their Command and that ally may immediately take one action without penalties.
Opportunist
Mechanical Origin
Add the Tag “Opportunist” to your character’s Presence. Whenever you roll successfully against a character, you may apply one of the following Critical Benefits to that target:
- Unguarded Defense — The target becomes Unguarded against you for one Roll (Rolls against an Unguarded Character become Default Rolls, and you can use your Finesse Talent for attacks instead of another Talent).
- Friction — The target gains one Friction on their next roll.
Juggernaut
Mechanical Origin
Add the Tag “Juggernaut” to your character’s Presence. You have the following Critical Benefits to use whenever you are attacking or defending. You may apply them to the rolls that triggered them:
- Leverage — Add one die of Leverage to this roll.
- Displace — Move the target 1 space.
- Advance — Move yourself 1 space after the action.
- Crush — The target suffers a -Reroll on their next action.
- Feint — Discard one of your dice from this roll to replace a die from your opponent’s roll with it.
- Momentum — Make a second melee attack against an enemy adjacent to your original target as part of the same action.
- Counterattack — After successfully defending in melee, make a melee attack against the attacker.
Jester
Mechanical Origin
Add the Tag “Jester” to your character’s Presence. When the Jester is present in the Scene, the Scene is considered to be within their Fray. As a Critical Benefit you may target a character within your Fray, roll your Fortune Talent and consult the Jester’s Table.
- The next roll that the Target makes has one additional Friction.
- The next time that the Target tries to move, they are considered Unguarded during the next Roll against them.
Architect
Mechanical Origin
Add the Tag “Architect” to your character’s Presence. You gain a personal reserve of Stored Hours, representing time you’ve previously spent preparing solutions. You may spend Stored Hours as an Action to deploy a Form—an effect, object, or solution you’ve prepared. Your maximum Stored Hours is equal to 6 times your number of Wit Dice.
Mechanical Pursuits
Specialized paths that grant unique mechanical advantages.
Brawl
Mechanical Pursuit
Masters of raw combat, resilience, and unarmed techniques.
- Brutal Resilience — Improvised defense isn’t considered Improvised.
- Combative — Improvised weapons aren’t considered Improvised.
- Bursty — Can ignore up to eight Lag per day to their Force Talent.
Spin
Mechanical Pursuit
Manipulates luck, persuasion, and social influence.
- Lucky Charm — Can use Fates even if only indirectly involved.
- Fate Twister — One of your Fates becomes swappable (you swap instead of spend, gaining the die you swapped for).
- Silver Tongue — Superior Potency when interacting with or using language.
Shred
Mechanical Pursuit
Precision fighters skilled in lethal efficiency.
- Dauntless — Gains Superior Potency (Offense) for attacks.
- Sharp — For you, the range of Ranged Weapons increases by one category.
- Enhanced Critical — The third Critical in an attack adds an extra Harm.
Growl
Mechanical Pursuit
Survivalists and beast-handlers with deep instincts.
- Handler — You gain Superior Potency and Resistance against Beasts.
- Acuity — More articulate taste/smell/hearing (gets more specific information).
- Tamer — Can spend one Chapter to learn how to Tame a type of creature.
Shade
Mechanical Pursuit
Masters of evasion, stealth, and deception.
- Dextrous — Superior Potency when using Finesse Talent.
- Reflexive Dodge — Gains Resistance to Kinetic Harm while unrestrained.
- Focused — Minus one Die Penalty for Calling Your Shots against Unguarded targets.
Gear
Mechanical Pursuit
Craftsmen and problem-solvers with unmatched ingenuity.
- Honed — You gain Superior Potency and Resistance when rolling against objects.
- Efficient — Sustained Actions to create/craft something are reduced by one type.
- Savvy — Gains Mastery over three chosen Crafting Properties.