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Skip Navigation LinksHack Guidelines>Vocations

Vocations

Using this hack every player character (and significant non-player characters with full write ups) may have a kind of attribute referred to collectively as Vocations, which describe specific professions, backgrounds, fields of study, or specialized training that a character has learned, developed, or been trained in.

Vocations provide justification for doing things based upon their subject matter and a character's Rank within that Vocation. Under normal circumstances it usually isn't necessary to form a dice pool and make a roll when doing routine things; an expert blacksmith making horseshoes is generally not something that requires a dice roll for instance.

However, in heightened circumstances when a character is attempting something to which one of their Vocations is relevant they can add the relevant Vocation at the step associated with the Vocation's Rank to their dice pool just like any other trait die.

A character has no Vocations by default and does not have to choose any, but can have up to a maximum of five (5) Vocations. Every Vocation has four Ranks, from Rank 1 (novice) to Rank 4 (grand master). Each Rank indicates a higher level of capability within a Vocation, and each Rank beyond Rank 1 also grants a character a once per session Exploit invocation for that Vocation.

Vocation Costs

Rank
Die
Title
Benefit
Invocations
Advances
1
d4
Novice
Indicates that a character is able to exercise a Vocation at a basic level, as would be appropriate to an apprentice or a recent graduate of an academic or trade school. This entry-level expertise primarily provides justification to know general information relevant to the Vocation, and the ability to attempt fundamental or routine tasks appropriate to the Vocation (though with a greater chance of an unintended outcome than a more senior practitioner). More advanced knowledge and tasks require a higher rank to justify.
0
1
2
d6
Expert
Indicates greater ability with a Vocation, as would be appropriate to a pro, a journeyman, someone with some experience or some time on the job, an expert. In addition, a character at this Rank can invoke their Vocation once per session to give themselves or their allies an advantage if a player can explain how their Vocation applies to the situation.
1
2
3
d8
Master
Indicates mastery of a Vocation, appropriate to a person with long experience, or to a gifted prodigy. Additionally, a second free invoke of the Vocation per session is gained.
2
4
4
d10
Grand Master
Indicates grand mastery of a Vocation, appropriate to the very best practitioners of that Vocation in the world. Additionally, a third and final per session invoke of the Vocation is gained. This is the highest Vocation Rank available; further depths of competence with a Vocation can be represented through Signature Exploits, Distinctions, and / or within Ability Sets if desired.
3
6

Exploits

Being skilled in something can sometimes provide significant benefits in certain situations. That's where Exploits come in. Exploits are special one-off effects that are "invoked" to grant characters powerful advantages.

At Rank 1 a Vocation grants zero (0) Exploit invocations, but each higher Vocation Rank grants one (1) additional Exploit invocation. In other words, Rank 2 grants one (1) Exploit invocation per session, Rank 3 grants two (2) Exploit invocations per session, and Rank 4 grants three (3) Exploit invocations per session. Exploits can be triggered whenever they are relevant; a player simply declares they are invoking one of their character's remaining Exploit invocations, checks an invocation of the Vocation off on their character sheet, and the Exploit's effect resolves.

There is a basic set of Exploits that all Vocations offer, as follows:

Standard Exploits

All Vocations have the following standard exploits available to them.

  • Exploit: Augment Dice Pool Result: for a dice pool result that inludes your Vocation trait die, you may either keep an extra die for your total or step up the effect die.
  • Exploit: Create a Asset: a Asset is a temporary d6 trait that represents a professional contact, a piece of equipment, or some kind of useful knowledge related to your Vocation. The Asset lasts until it is removed by someone or because it becomes no longer relevant to the narrative. Write down [Name of the Asset]: d6; you may add it as an additional die whenever the Asset is relevant to an action or reaction. How long it may take to create a particular Asset, and whether it can be done as part of an Action Scene or must be done in a Transition Scene is left to common sense and GM's discretion.
  • Exploit: Affect Complications: if there is a Complication that your Vocation pertains to, you can step it down or remove it from play by describing how your expertise allows you to overcome the Complication. If the Complication is a d6 eliminate it, if it is d8 or higher step it down. Alternately, if you can justify how your Vocation applies, you may create a d6 Complication and put it into play or step up an existing Complication.

Additionally, each Vocation description details special Exploits that the Vocation grants. Refer to individual Vocation write ups for specific options.

Regaining Exploits

Normally, a character's Exploit invocations only reset at the beginning of each session. However, Milestone Rewards offer an option to gain more Exploit invocations during a session.

When defining their character's Milestones a player can select the "gain an Exploit invocation" reward option for one or more of their Milestone Goals. When an Exploit is awarded for meeting a Milestone Goal, a player has the option of either immediately triggering an Exploit from one of their character's Vocations, or saving the invocation for later use during the session.

If they opt to save the invocation for later, the player must pick one of their character's Vocations to assign the additional invocation to and cannot later change their mind. Note that even a Rank 1 Vocation (which normally has zero (0) Exploit invocations) can be selected by the player to gain an invocation in this way.

Signature Exploits

A character can also have one or more Signature Exploits, which are special tricks or techniques that they have developed within a Vocation. For instance, perhaps a character with the Archer Vocation has developed a trick shot Exploit that allows them to sever a rope, or ricochet a shot around a corner.

Signature Exploit Costs

Upgrade
Advances
Signature Exploit
1

Like every other Exploit, using a Signature Exploit expends an invocation of the applicable Vocation.

Each Signature Exploit costs one Advance to add to a character's capabilities. There is no maximum limit on the number of Signature Exploits a character may have; the very limited number of invocations per session acts as a throttle on the impact of Exploits in general. GM's discretion applies to the definition of all Signature Exploits.

Standard Vocations

Archer

As the old saying goes, to train an archer start with their grandfather. From maintenance of the gear involed, to an understanding of winds and trajectories over distance, the art of leading the target, and the physical discipline of actually firing a bow...it's a lot more difficult than it looks. Practitioners of this skillset range from hunters to soldiers.

The Archer Vocation allows the following special Exploits:

  • Exploit: If a target is deemed to be a bit too far away to attack with a bow, you can attack them anyway.
  • Exploit: With access to materials, during a Transition Scene you may produce a full quiver of extra fine arrows. You gain the Asset 'Special Arrows: d8'; you can give this Asset to someone else to use.
  • Exploit: If attacking with a bow and arrow you may add a d8 to your dice pool and if succesful you may step up your effect die.

Assassin

Whether part of a cult-like organization or a lonely professional, Assassins practice the deadly trade of murder for hire.

It's not just the murder part that takes skill however; maintaining anonymity from the client (if desired), observing a target without being noticed, plotting out the details of the hit, and most importantly of all not getting caught is difficult.

The Assassin Vocation allows the following special Exploits:

  • Exploit: If attacking a target who is not yet aware of you, step up the highest die in your dice pool before rolling.
  • Exploit: If you are sneaking into position to attempt an assassination or sneaking away after attempting an assassination and fail a roll to avoid detection you may reroll.
  • Exploit: When using an opponent's Body Stress die in your dice pool against them, if your attack is unsuccessful you may step up the opponent's Body Stress die.

Blacksmith

One of the oldest trades and also one of the most useful. Blacksmiths know the art of working raw metal ores into usable tools and weapons.

A skilled Blacksmith can make anything from a nail to a broadsword, wrought iron gates to portcullises, and can always find a settlement or lord eager to have a resident smith. This vocation requires a considerable amount of tools and benefits greatly from a permanent workshop with forge and anvil. It also tends to require a goodly amount of time to make items of consequence.

Technically weaponsmiths, armorers, farriers, wheelwrights, tinsmiths, and so forth were often considered separate trades in antiquity, but for sake of convenience the Blacksmith Vocation covers all such subdivisions of metalworkers.

The Blacksmith Vocation allows the following special Exploits:

  • Exploit: With access to a forge and materials, during a Transition Scene you may produce a respectable supply of metal goods such as nails, horseshoes, or arrowheads or a single complex item such as a bladed weapon.
  • Exploit: With access to a forge and materials, during a Transition Scene you may repair a damaged item made of metal deemed too damaged to fix.
  • Exploit: With access to a forge and materials, during a Transition Scene you may sharpen and maintain your own weapons and armor or that of a companion; this grants a Asset called 'Gear Maintenance: d8' to the recipient that can be used in physical conflicts whenever the enhanced gear is in use.

Delver

Tunnels, caves, underground labyrinths, dungeons, and subterranean lairs abound. Knowing how to survive beneath the surface, to navigate through sunless caverns, to avoid the notice of denizens of the darkest reaches can mean the difference between life and death for delvers of the deeps.

The Delver Vocation allows the following special Exploits:

  • Exploit: During a Transition Scene you may find a place to hide or camp that can sustain a small group of delvers in relative safety...for a while.
  • Exploit: When offered multiple tunnels or options to proceed forward while delving, you can get a clue as to which one you should take to accomplish your current intent.
  • Exploit: You may step up and double Finesse for a single action when sneaking around underground.

Entertainer

Minstrels, scops, bards, fili, gleemen, ashiks, kobzars, troubadours, drolltellers, dancers, singers, storytellers, thespians, fools...different cultures tend to use various labels and hold performers to different social statuses, and individual entertainers practice different arts. But the common theme is making a living by telling tales, making music, acting out stories, or just getting a laugh.

Some entertainers take their art very seriously, perhaps even viewing it as a higher calling. Others are part of a cultural caste or perhaps a movement, with an agenda or obligation to pursue. Still others are entirely pragmatic, singing for their supper or shilling for a coin.

The Entertainer Vocation allows the following special Exploits:

  • Exploit: If there is any reasonable chance at all that you might know of it, you may perfectly recall and perform a complex song, tale, scene, poem, routine, etc on demand so wonderfully that most witnesses will remember it until the end of their days.
  • Exploit: You may perform for a group of people who may all step down Ego Stress or Ego Trauma at the conclusion of your performance.
  • Exploit: You may demonstrate your skills sufficiently to gain employment for an event or a venue.

Farmer

One of the hallmarks of civilization is agriculture, and development of an agricultural technology base and labor force is a necessary step for almost all non-nomadic societies to allow stability and population growth.

Farmers are those who work the land to grow and harvest crops or practice animal husbandry to domesticate animals for foodstock and labor. Farming is a physically demanding and non-glamorous trade, but an essential one. Farmers tend to be hard working, durable, practical, and self-sufficient people able to work from dawn to dusk and to deal with the vagaries of weather and seasons.

In some societies farmers hold a place of importance, particularly in developing nations. In other lands farming is the lot of serfs or peasants with little to no agency or influence. In metropolitan areas farmers tend to exist in the countryside, funneling surplus supply into the dominant municipality in the area to meet demand and perhaps for wider export.

The Farmer Vocation allows the following special Exploits:

  • Exploit: You can predict the weather a few hours ahead with a glance at the clouds and an evaluation of the prevailing winds.
  • Exploit: You may prevent an opponent from using your Body Stress in a dice pool against you for one action.
  • Exploit: You may step up or double Finesse for an action or reaction related to farming or interacting with other farmers.

Horse Trainer

Horses are very important animals in many pre-industrial lands, valued for labor, transport, and certain advantages afforded mounted troops in battle. It is also not uncommon for the racing of horses, sometimes unmounted but usually mounted, to be a popular and lucrative past time in some lands.

In such lands the breeding, training, and trading of horses is an essential profession. Those of means who want the very best animals available for their purposes, whether that be for racing, war, rapid travel, or to pull a plow, will pay for quality. The very best horse trainers usually develop a reputation and find ready customers appearing at their door, money in hand.

The Horse Trainer Vocation allows the following special Exploits:

  • Exploit: You can assess the health and market value of horses at a glance and get more detailed information with a cursory examination.
  • Exploit: You may add Finesse, Smarts, and Psyche to your dice pool on an action or reaction related to making a deal or bargain to buy or sell a horse; if you do remove the highest rolling die from the result or step down the effect die.
  • Exploit: You can calm a wild or bucking horse sufficiently for them to settle and take your direction.

Merchant

Regional differences and labels abound, but at the most basic level merchants are those who buy and sell commodities. Merchants have been known for as long as people have engaged in trade and commerce, and depending upon time and place merchants may occupy a wide range of social statuses.

In some lands there exists a so-called merchant class who typically enjoy a better than average standard of living and social status, and in some cases the wealthiest merchants have influence or outright power to rival that of nobility. In other lands a merchant is no better than any other common man, and may perhaps even be regarded unfavorably as greedy or untrustworthy. There is also the consideration of what sort of wares a merchant deals in; even within the same country a turnip merchant might experience a different level of respect and influence than say a jeweler or a purveyor of rare antiquities.

A given merchant may also transport goods, some merchants are also manufacturers or craftsmen, and other variations particular to a trade or culture exist. But the universal skill set of a successful merchant is buying low and selling high, anticipating shifts in supply and demand, capitalizing on business opportunities as they present themselves, and of course mastering the art of the deal.

The Merchant Vocation allows the following special Exploits:

  • Exploit: You can assess the market value of a commodity at a glance or by description.
  • Exploit: You may add Finesse, Smarts, and Psyche to your dice pool on an action or reaction related to making a deal or bargain; if you do remove the highest rolling die from the result or step down the effect die.
  • Exploit: During a Transition Scene you may conduct business related to commerce 'off screen' with a favorable outcome (GM's discretion applies).

Noble

Nobles, Aristocrats, Merchant Lords, High Castes...almost every 'civilized' society has a strata of idle rich who take undue privilege and social status upon themselves.

While not all notions of breeding and place are universal to every culture, those raised to be entitled generally know how carry themselves and fit in amongst the upper crust wherever they find themselves.

Knowing what to wear, what to say, assess who is important and who is not at gatherings, how to gain access to exclusive events and enclaves of the rich and powerful, and so on as well as any secondary practical matters such as estate management and maintaining appearances are the concern of this vocation.

The Noble Vocation allows the following special Exploits:

  • Exploit: You may demonstrate your superior status sufficiently to gain invite or access to a social event or a person of importance.
  • Exploit: You may recognize and identify a vintage of drink, or a work of art, or some other detail that demonstrates your excellent breeding.
  • Exploit: You may step up and double Awareness when attempting to determine if someone is trying to pass themselves off as being of higher social status than they actually are.

Physician

Doctor, chirurgeon, healer, apothecary, bonesetter, mender, medicine man (or woman), even barber. The exact methodology and practices differ as do labels, but in some cultures there exists a tradition of caregivers whose services are sought to cure sicknesses and treat injuries.

In some societies healthcare is entwined with other ideas, such as a particular belief system, shamanistic or pseudo-mystical rituals, herbology or pharmacology, or more rarely part of a rational and pragmatic system based upon the study of anatomy and documented treatments of categorized ailments.

The Physician Vocation allows the following special Exploits:

  • Exploit: You can identify a foreign substance or poison with a cursory examination, at least well enough to know if it is safe or not.
  • Exploit: You may add Finesse, Smarts, and Psyche to your dice pool when helping others to recover Body Stress or Trauma; if you do remove the highest rolling die from the result or step down the effect die.
  • Exploit: Reroll a failed Recovery Roll made to help another character who is under your medical care.

Priest

Priests and priestesses preside over a congregation, and promulgate the doctrine of a particular religion. Depending upon the temporal power of a given religion, they may also have other roles within society; at the most extreme a priest or priestess may wield direct political or sovereign power such as in a theocracy.

In non-literate societies, a literate priesthood might also take on the task of keeping records and recording knowledge; in extreme cases a religion may have almost exclusive control over education. It is typical that religions control or officiate over significant events, ranging from the familial such as marriage and burial, to the societal such as holidays and observations of dogma-mandated special days.

The Priest Vocation allows the following special Exploits:

  • Exploit: Among those who adhere to or respect your faith, you may make any reasonable demand and expect to have it carried out (GM's discretion applies).
  • Exploit: You may perform a sermon for a group of the faithful who may all step down Ego Stress or Ego Trauma at the conclusion of your performance.
  • Exploit: You may step up or double Psyche for an action or reaction.

Rider

Learning how to sit a mount, make them take your direction, and not fall off at critical moments is not as easy as it seems. As horses and similar animals are a primary mode of transportation in a non-industrial setting, and as fighting while mounted offers considerable advantage to the adept, saddle skills can be quite important.

Additionally, some cultures ride animals other than horses, and while every type of creature has its own peculiarities and saddlecraft, the core competencies involved in actually riding upon the beasts tend to be more similar than not.

The Rider Vocation allows the following special Exploits:

  • Exploit: You can assess the health and market value of a mount with a cursory examination.
  • Exploit: You may step up or double Finesse for purposes of handling a mount.
  • Exploit: You can calm a panicked or bucking mount sufficiently for them to settle and take your direction.

Sailor

A sailor, seaman, mariner, seafarer, boatswain, mate, or shipmaster of course, but also the more humble fisherman all make their living by riding the wind and waves of the sea.

Heading away from shore to brave a hostile environment on a vessel large or small requires a combination of skill and moxie. Knowledge of the currents, the depths, the hazards, and of course navigation is paramount. And other more pragmatic adaptations to the cramped conditions and harsh elements are just as important.

The Sailor Vocation allows the following special Exploits:

  • Exploit: During a Transition Scene you can gain actionable information and juicy rumors by spending time among the sailors frequenting dockside entertainment and refreshment establishments.
  • Exploit: You may step up and double Finesse for an action or reaction when aboard a seafaring vessel.
  • Exploit: You may entirely avoid without harm a mishap occuring aboard ship or at sea.

Servant

Not everyone can live a life of independence or autonomy. Many fill positions of subservience, servitude, or drudgery while others are skilled workers but are employed by those more wealthy.

The chambermaid and the major domo, the stablehand and the master of horse, the lowly kennel keeper and the dashing huntsman, the kitchen drudge and the head chef; all servants of differing status and skill level.

However, while the social status of such folk is sometimes not to be envied, that isn't to say that there is nothing to be learned, nor that there is no accomplishment to be found in service to others. Most servants also tend to learn how to hide what they are really thinking, choke down irritation, and develop the determination to keep going day after day despite having little prospect of life ever getting much better.

And sometimes the thing that drives people into a life adventure isn't a desire for gold or glory; the opportunity for self-determination and not being under the yoke of another is motivation all on its own. Some who are not currently servants once were.

The Servant Vocation allows the following special Exploits:

  • Exploit: During a Transition Scene you can gain actionable information and juicy rumors by spending time among the servants who toil in the area.
  • Exploit: You may step up and double Finesse for an action or reaction related to fulfilling your station as a servant.
  • Exploit: You may step up or double Psyche for one action or reaction.

Scholar

Sages, wise men, experts, academics, loremasters...regardless of terminology there are those who have deeply studied various subjects of interest, who are often sought out for assistance within their areas of expertise.

Some scholars are highly specialized with deep knowledge of a narrow subject matter, while others are generalists possessed of knowledge on a variety of broad interests. Either way, to consult a scholar to gain actionable information can mean the difference between success or failure in many a venture.

The Scholar Vocation allows the following special Exploits:

  • Exploit: Immediately recognize and recall highly detailed lore regarding a subject within your areas of expertise (GM's discretion applies).
  • Exploit: You may step up and double Smarts when making an action or reaction that can benefit from your superior knowledge of a subject.
  • Exploit: You can intrigue or entreat a fellow Scholar sufficiently to gain some measure of hospitality or an audience.

Survivalist

Hunters, trappers, woodsmen, nomads, hillsfolk, mountaineers...those who know how to find water, follow a track, hunt and catch game, resist the elements, not get lost, and thrive in the wildlands of the world.

A practical craft not often available to learn in a classroom, passed down from mouth to ear more often than not and specialized to what works best in different climes and places.

The Survivalist Vocation allows the following special Exploits:

  • Exploit: During a Transition Scene you may find enough food and water to sustain a small group of travellers for a day.
  • Exploit: You may step up and double Awareness when taking an action or reaction related to tracking or hunting.
  • Exploit: You may step up and double Finesse when sneaking around in the wilderness.

Thief

While anyone might take something that isn't technically theirs, to be a professional thief requires specialized skills.

Different specialities exist, from pickpockets to burglars to con artists, but the ability to size up a mark, the technique to acquire the goods and get away clean, and the connections to swap the loot for coin are difficult to come by.

The Thief Vocation allows the following special Exploits:

  • Exploit: If you are attempting to steal something and fail a roll to avoid detection or discovery you may reroll.
  • Exploit: You can assess the black market value of something at a glance.
  • Exploit: In any municipality you can scope out and identify the local criminal element during a Transition Scene spent poking around the place.

Warrior

Warriors abound the world over, wherever people take up arms and train in their use. Melee and unarmed combat techniques are incredibly relevant and coveted in many cultures, and often those who know the ways of warcraft are marked out from the common herd with positions of importance. In some lands such training is even restricted to the ruling class and their liegemen.

The Warrior Vocation allows the following special Exploits:

  • Exploit: When making a Melee or Unarmed attack you may activate an opportunity to shut down one of the opponent's Ability traits that has an applicable Gear Limit.
  • Exploit: You may avoid having an opponent disarm you by activating your Gear Limit.
  • Exploit: You may avoid taking Body Stress or Body Trauma from a single attack.

Magical Vocations

Alchemist

Alchemy is a magical artificing discipline that concerns itself with various practical and esoteric disciplines. Most notably Alchemists make concoctions such as potions and a bewildering array of dusts, oils, traps, and bombs. Doing serious alchemy generally requires specialized equipment and materials but not always.

The Alchemist Vocation allows the following special Exploits:

  • Exploit: Create Alchemical Assets such as magical potions at a d8, with a wide variety of effects (GM's discretion applies); these Assets can also be given to other characters to use.
  • Exploit: You can identify a foreign substance or poison with a whiff or a glance, at least well enough to know if it is safe or not.
  • Exploit: Ignore a Body Stress or Trauma result caused by poison or other toxins.

Druid

Druids adhere to a complex belief system based on the idea that there is no separation between the spiritual and physical world and that all things in nature (including the planet itself) have a spiritual essense, and various esoteric extensions of that idea. They venerate and commune with nature, and adhere to a complicated concept of 'balance', 'ancient harmonies', 'the natural order of things' or similar euphemisms which they take constant efforts to maintain.

Druids tend to have various magical tricks or gifts related to nature, animals, and the elements. Many can change into one or more animal forms. Others have animal companions that assist them.

Druids also practice a powerful form of subtle ritualistic magic that is deeply tied to the natural world, and maintain an air of mystery that occludes much of their activity from non-Druids. They have a tendency to speak in mild riddles or of portents and omens. Since many of the things they speak of later come to pass they are often heeded. While their most powerful magic tends to be slow to enact, depending on complex rituals enacted on auspicious occasions at places of power by circles of Druids working together, it is capable of world changing effects.

The Druid Vocation allows the following special Exploits:

  • Exploit: Among those who adhere to or respect the druidic faith, you may make any reasonable demand and expect to have it carried out (GM's discretion applies).
  • Exploit: During a Transition Scene you may commune with nature to gain an answer to a single question; the answer may be cryptic but simple questions usually get a clear answer (GM's discretion applies).
  • Exploit: You may step up or double Awareness for an action or reaction.

Exalted

In some settings, the dieties (or other entities) worshipped by some religions grant magical powers to their most faithful or otherwise reveal their presence via invoked supernatural intervention.

The priests or worldly agents of these dieties often develop certain abilities allowing them to channel supernatural power in various ways, or may have various gifts or blessings bestowed upon them. As these exemplars of various faiths deepen their devotion and service to their patron(s), the favor shown to them increases as does their temporal influence amongst their religion's faithful.

The Exalted Vocation allows the following special Exploits:

  • Exploit: Among those who adhere to or respect your faith, you may make any reasonable demand and expect to have it carried out (GM's discretion applies).
  • Exploit: Create a Divine Aegis Asset at a d8 on yourself for the remainder of the Scene, which you may include in any defensive dice pool you form.
  • Exploit: You may avoid taking Stress or Trauma from a single attack.

Geomancer

Geomancers practice an ancient and powerful form of magic tied directly to the elements of Earth. While other spellcasters may work magic that involves this element, Geomancers engagement with and mastery of Earth magics is beyond such dabbling.

Tapping into primal extradimensional fonts of elemental energy, geomancy can be quite potent. Geomancers do have more subtle or pragmatic uses for their spells, but they truly shine in times of conflict where their ability to unleash the powers at their command to wreak destruction is most astounding.

The Geomancer Vocation allows the following special Exploits:

  • Exploit: Summon Elemental Earth servants as Assets at a d10, with a wide variety of environmental effects (GM's discretion applies)
  • Exploit: When casting a spell using Earth you may step up and double the die.
  • Exploit: When casting a spell during combat using Earth, you may treat your Ability trait as being 1 step higher for one action allowing you to justify an action that is normally beyond your capability.

Necromancer

Necromancers practice a form of black magic that manipulates life forces and extraplanar necrotic energies related to death. The main focus of necromancy as whole is mastery over life and death at a high level, but the practice of animating the dead tends to be the tail that wags the dog.

Necromancy isn't intrinsically evil, but it is definitely dark and lends itself to a sliding scale of moral relativism. Put simply, benign necromancers are rare and most drawn to this kind of magic are disturbed in some way ranging from those who were unhinged by grief for a deceased loved one at one end to thoroughly twisted individuals with a lifelong fascination with the macabre at the other.

The Necromancer Vocation allows the following special Exploits:

  • Exploit: You may issue a simple command to an undead target and expect to have your command obeyed (GM's discretion applies).
  • Exploit: Summon Undead servants as Assets at a d8.
  • Exploit: When casting a necromantic spell to diminish a target's life force, you may step up the effect die.

Oracle

Some are touched by Divine Mysteries, rather than by a specific deific patron. Such Oracles day to day existence is guided by the intuitive urgings of their particular Mystery and thus they vary greatly in their outlook and purpose.

The Oracle Vocation allows the following special Exploits:

  • Exploit: You may use your Oracle Vocation die on a single action or reaction as if it were Healing, Precognition, Shield, Therapy, or Warding.

Paladin

Paladins are holy warriors invested with divine power by a diety, most typically those concerned with order and the rule of law.

The Paladin Vocation allows the following special Exploits:

  • Exploit: In battle against one or more opponents who are diametrically opposed to your diety's area of concern, you may step up Violence until they are defeated or the Scene ends (whichever comes first).
  • Exploit: You may remove a Complication from yourself which represents fear, disease, or illness.
  • Exploit: You may step down Body or Ego Trauma on yourself, or on others via touch.

Sorcerer

Practitioners of a visceral and pragmatic form of magic, with a focus on intuitive casting with a dash of spontaneity.

Sorcerers in general tend to have a 'whatever works' mentality, and care far more about outcomes than they do about means. Sorcerers tend to have no particular interest in erudite knowledge or delving too deeply into how their magic works...it is enough that it does work. They generally value practical experience and adaptability in the moment over theory or hypotheticals derived thereof.

The Sorcerer Vocation allows the following special Exploits:

  • Exploit: You may reroll all of the dice from one of your action or reaction rolls that included your Sorcerer Vocation trait in its dice pool.
  • Exploit: You may step up or double your Violence trait on an action or reaction dice pool that includes at least one of your Mystical Ability traits; if you do both 1's and 2's count as opportunities.
  • Exploit: You may use your Sorcerer Vocation trait to emulate any Mystical Ability trait for a single action or reaction; if you do both 1's and 2's count as opportunities (but only 1's are excluded from the results).

Wizard

Practitioners of a highly structured and formalized tradition of magic, with a systemic and scholarly approach.

Wizards are first and foremost academics and proceduralists who expand their mystical powers via elaborate rituals, esoteric theorycrafting, and careful experimentation in specialized laboratories.

The pursuit of wizardry is a lifelong affair of deepening study and increasing mastery of fine nuances. An experienced Wizard is a force to be reckoned with to be sure, but also a sage of the esoteric to be learned from.

The Wizard Vocation allows the following special Exploits:

  • Exploit: Immediately recognize and recall highly detailed esoteric lore regarding a subject with magical or legendary significance (GM's discretion applies).
  • Exploit: You may spend a full Panel preparing to cast a spell, allowing you to step down your Spells trait one fewer steps than normal when adding it to your dice pool for an action taken during your next Panel.
  • Exploit: If someone or something you are aware of attempts to use a Mystical Ability trait that would affect you or anyone in your zone or the zone itself, you may attempt to counter it as a reaction; your dice pool consists of Tier, Smarts, your Wizard Vocation, a relevant Distinction (if any), the Counterspell trait (if you have it), and the caster's Ego Stress (if any). If you succeed and your effect die is equal to or greater than the opposing action's effect die, you successfully counter it, otherwise the opposing action's effect die is stepped down and then takes effect.

Setting Specific Vocations

While many Vocations such as blacksmith and farmer are broadly applicable to conceivably any setting, others such as Crimson Brother or Obermancer, are particular to a more narrowly defined idea or organization that exists in a specific setting. For best results, some custom Vocations should be added on to model ideas found in a given campaign setting.

It should also generally be allowed for a player, with GM approval, to extend the available list with a custom Vocation if some specific idea is important to a character's concept