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d4 (+1 PP)
Sheltered Young Wizard
Untalented But Tenacious
Secrets of Life And Death



Plot Points










Wealthy: d8

Old family money

Sanctum: d8

Heavily warded mansion

Ability Sets


Warding: d6
Fortitude: d4
Stamina: d6
Willpower: d6

Limit: Supernatural Aura: You have a supernatural aura that is detectable by those with special senses. Gain one (1) Plot Point when this becomes a Complication for you.

Journeyman Wizard

Spells: d6

SFX: Hermetic Ritual: If you have the time and materials to prepare and execute an elaborate hermetic ritual you may step up an Ability trait you are using Spells to emulate two steps for one action.

Limit: Lexical: Requires time and materials (spellbook, scrolls, etc) to change what other trait this Ability Set's Spells trait is currently being used to emulate.

Limit: Restrainable: You cannot use traits or SFX from this Ability Set if you are physically restrained and / or lack access to necessary materials. Gain one (1) Plot Point when this becomes a Complication for you.

Limit: Known Spells: This Ability Set's Spells trait requires the caster to maintain a list of other Ability traits they have learned to emulate. Starting out such a character can add one Ability trait to thier list, plus one additional Ability trait for each step of Smarts they have (d4 = 2, d6 = 3, d8 = 4, etc). Adding more Ability traits to the list is left to emergent gameplay but should be no more frequent than once per Session or so; making it the reward for a Relatively Difficult Milestone Goal is a good option.

Amulet of Clear Seeing

Senses: d8

Limit: Conscious Activation: Shut down this Ability Set if stressed out, asleep, or unconscious. Recover this Ability Set when stress is recovered or you awake. If Ego Trauma is taken, shut down this Ability Set until trauma is recovered.

Limit: Gear: This Ability Set's traits are shut down if one or more items of gear are unavailable or rendered inoperable; gain one (1) Plot Point when this becomes a Complication for you. You may recover traits shut down in this way when it is appropriate to the narrative; this may require you to activate an opportunity or take an action against the doom pool at the GM's discretion.

Limit: Supernatural Aura: This object has a supernatural aura that is detectable by those with special senses. Gain one (1) Plot Point when this becomes a Complication for you.


Scholar [  ]

The Scholar Vocation allows the following special Exploits:

  • Exploit: Recall useful information regarding an academic subject you might reasonably have learned a little something about in the past (GM's discretion applies).
  • Exploit: You may reroll a dice pool that includes your Smarts; the second result must be kept.
  • Exploit: During a Transition Scene you can create a knowledge related d8 Asset if you are able to cram information on that subject.

Wizard [  ]

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 add your Smarts die to a dice pool that also includes your Wizard Vocation die even if you have also added a different Aptitude die to that dice pool.
  • Exploit: If you are using your Hermetic Ritual SFX you may keep an extra die for your total.
  • Signature Exploit: For one (1) Scene you may ignore the effects of an ability that would diminish your longevity or lifespan.

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.


The Puzzle Box

The last time you saw your father in person, he left you a bafflingly complex mystical puzzle box to solve. It has proven to be quite vexing but the very act of trying to open it is a teaching experience. Which is no doubt exactly what he intended, the clever bastard.


The first time in a session when you have an opportunity to spend time unraveling the puzzle box but make a deliberate decision to put it aside and do something else.

+1 Plot Point

The first time in a session you display enhanced hermetic techniques by overcoming a mystical Complication using your Spells trait.

gain one (1) Advance

When you master new techniques sufficiently to solve the next level of the puzzle box.

gain two (2) Advances, then retire this Milestone Set and choose another one

Sheltered and Timid

Though technically an adult per your culture's standards, you have lived a sheltered existence and struggle to integrate with normal people. You are also unusually timid and danger averse.


The first time in a session when your limited experience or social skill become a Complication for you.

+1 Plot Point

The first time in a session you are exposed to danger and react by running away, hiding behind others, or losing your cool in a humorous way.

+1 Plot Point

When you establish a close relationship with another sentient person.

gain two (2) Advances, then retire this Milestone Set and choose another one