Innistrad Restored

The Archivist clears their throat, the sound dry as parchment. They lean forward, the flickering lamplight catching the silver sigil around their neck - a stylised collar, ancient and worn. They gesture for you to sit, their voice carrying the weary weight of a thousand tragedies.

"Sit. Rest your feet while you still have them. In this world, knowledge is the only thing more precious than silver, and twice as hard to find. We are the Archivists; we do not own the history of this land, we merely carry it so it is not buried in the peat with the rest of our kin.

You ask of Innistrad? You ask of the world beyond the hedge? It is a grim tapestry, traveller, woven with thread that was soaked in blood long before you or I took our first breath.

Imagine, if you will, a world where the sun is a distant, pale hope and the moon is a cold, silver eye that never blinks. However, we are living in a time of unprecedented light—or at least, the promise of it. It has been only five years since the sky shimmered with silver and She descended. Let us speak of the world as it is today: a world that has, for the first time in centuries, begun to hope."

The Advent of the Archangel

"To understand Innistrad today, you must understand what it was six years ago. We were a dying breed. The vampires of Stensia were overbreeding, treating us like cattle in a pen. The werewolves of Kessig had grown so bold that they snatched children from their cradles in broad daylight. We were on the precipice of the 'Blessed Sleep' becoming a permanent, silent extinction.

Then, six years ago, the sky changed. From the very air itself, Avacyn was manifested. She is not like us, nor is she like the monsters. She is the silver blade made flesh. Since her arrival, the 'Curse of Silence' has been lifted. Our prayers finally have a destination. She brought with her the three Flights - the Alabaster, the Goldnight, and the Herons - and for the first time, the hunters have become the hunted."

The Four Provinces in the Age of Hope

"Even with Her protection, Innistrad remains a place of sharp edges. The provinces are being reclaimed, village by village, but the night is still long.

In Gavony, the heart of the world beats anew. Thraben is no longer a fortress under siege; it is the centre of a burgeoning civilisation. The Church is growing, the Cathars are being trained in the holy arts, and the silver forges are burning day and night. We are building a sanctuary here, though the moorlands remain treacherous.

In Stensia, the mood is... different. The vampire lineages - Markov, Voldaren, Falkenrath - are silent, but it is the silence of a bared throat. They resent Avacyn. They fear the silver light that now burns in our wards. They have retreated to their high mountain keeps, but make no mistake: they are hungry. They watch our newfound 'safety' with eyes of cold fire, waiting for a crack in our faith.

In Kessig, the fight is visceral. The woods are still thick with the howl of the Krallenhorde, but now, we have the Shaman and the Moon-Blessed to guide us. We are learning to use the silver moon as a shield rather than a death sentence. The villages are being fortified, and the warding-runes are fresh. It is a frontier of faith and fur.

And then there is Nephalia. The province of clouds hasn't changed its nature, only its tools. Commerce still rules the ports, but now the alchemists and the nascent 'Stitchers' are looking for ways to harness the very mana Avacyn brought with her. It is a place of secrets, where the dead are still a commodity, and science is beginning to poke its fingers into places it does not belong."

The Wards and the Weaver

"The world is balanced, but it is a balance held by a thread. Avacyn's presence has created the Wards - the magic that keeps a vampire from crossing your threshold or a geist from curdling your blood. For five years, these wards have held. We sleep better now, knowing that the Archangel watches.

But we Archivists know that silver can tarnish. We are in a Golden Age, yes, but it is a young one. The vampires are plotting, the demons are whispering from the Ashmouth, and the werewolves are waiting for the clouds to cover the moon. Avacyn is our hope, but she is also a target. Every prayer we whisper is a brick in the wall we build against the dark."

The Archivist's Charge

"So, traveller, you find yourself here in the sixth year of the Host. It is a time for heroes, for Cathars to prove their steel and for Inquisitors to root out the lingering rot. The night is still dangerous, but you no longer walk it alone.

Take your silver, keep your faith bright, and remember: six years ago, we were lunch. Today, we are a nation. See that it stays that way."

The Darkness Calls
The Fourth Sister and the Shattered Sky

The Missing Page

Draw your chair closer, friend, and lower your voice. The Church would gladly have my tongue for what I am about to tell you. You look to the heavens and count three flights of angels. Goldnight, Alabaster, and Herons. But the ledgers of the Archmage are missing a page. There were once four sisters. There was Liesa, and her Flight of Dusk. While her sisters brought blinding swords to the dark, Liesa brought questions. She believed that to truly defeat the horrors of Innistrad, one had to understand them. Her angels walked the twilight, speaking with ancient vampires, studying the work of the stitchers, and, fatally, listening to the whispers of the Ashmouth.

The Infernal Bargain

It happened nine months ago, just before this Golden Age truly took root. We do not know the name of the high-ranking demon Liesa summoned, such names burn the throat to speak, but we know she struck a bargain. She genuinely believed she could outsmart the abyss, using an infernal pact to bind the demon and wield its ancient magic as a shield for humanity. But the dark is not a tool, traveller. It is a contagion. The tips of her wings turned black. Her closest confidants in the Dusk Flight began to sing hymns that sounded an awful lot like the cultists' chants. They thought they were the masters of the shadows, but they had simply become its newest teeth.

The Fall of Dusk

When Avacyn discovered the treason, there was no trial, no desperate plea for redemption. The Archangel of Hope does not possess the capacity for compromise. She is absolute. She descended upon Liesa's sanctuary not as a sister, but as a falling star of unadulterated wrath. The battle was a terrifying, heartbreaking spectacle that shook the very foundations of the Moorlands. Avacyn's spear did not merely pierce Liesa. It unmade her. The corrupted conspirators were incinerated in a blinding flash of holy light, their demonic pacts shattering violently in the light, leaving nothing behind but scorched marble and black feathers falling like snow.

The surviving angels of the Dusk Flight, those who had refused the demon's whispers, were brought before Avacyn, weeping and stripped of their leader. There was no pity in Avacyn's golden eyes, only a cold order. The Flight of Dusk was formally dissolved. The survivors were absorbed into the remaining hosts, their twilight magic overwritten by the blinding, unyielding light of the covenant. Liesa's name was violently struck from the holy texts, her statues were pulled down and crushed into gravel, and her very memory was declared a mortal heresy.

The Mana Storm

But you cannot slay an archangel and shatter an ancient infernal pact without tearing the very fabric of the world. The violent release of that much concentrated holy and demonic energy fractured the vault of the sky. It started over the Ashmouth... A great, roiling Mana Storm of raw, untethered magic, weeping unnatural colours and crackling with wild, destructive lightning. For two terrifying months, it swept across all of Innistrad, twisting our warding runes and emboldening the geists. For the last half-year, the tempest has broken, leaving us in a gruelling period of rebirth. We are still repairing our shattered sanctuaries and re-carving the threshold runes that burned out in the storm's wake. We rebuild our nation stone by stone, yes, but we do so with one wary eye always watching the lingering, bruised colours on the horizon...

"Avacyn may have successfully purged the rot from her ranks, friend, but I fear that in doing so, she has set the heavens themselves on fire..."

Bloodlines & Factions

Angel

Angel

Artificial

Artificial

Demon

Demon

Geist

Geist

Human

Human

Vampire

Vampire

Werewolf

Werewolf

Church of Avacyn

Church of Avacyn

Racial Starting Packages

Each race provides a unique starting package that defines your character's innate abilities, resistances, and available lineages.

Angels

In the early years of the Avacynian era, Angels are the physical manifestations of hope. They are beings of pure mana, tethered to the material plane by their devotion to the human flock. To play an Angel is to embody a higher order of existence, possessing innate resistances and the ultimate tactical advantage of the skies.

Base Racial Package

Core Attributes
  • +1 Haste
  • +1 Instinct
  • +1 Presence

Your celestial form is naturally faster, more perceptive, and more spiritually imposing than any mortal.

Resistances & Vulnerabilities
  • 20% Base MR (Innate protection against Radiant, Poison, and Disease)
  • -10% MR penalty when taking Necrotic damage
The Gift of Flight
  • Flying [Racial Passive]
  • Economy: In the standard 5 AP / 3 Movement system
  • Cost: Taking off (Ground to Air) costs 1 AP

While your wings are a natural extension of your form, the initial push to defy gravity requires a focused burst of kinetic and spiritual energy.

Benefit: Once airborne, you ignore all ground-based Difficult Terrain and can only be targeted by Ranged Attacks or other Flying units in melee.

The Flight Lineages

Flight Alabaster

[The Wardens of the Blessed Sleep]

Bonus
+1 Toughness
Resistance
+5% MR against Cold
Ability
Benediction of the Moon
You gain +5 Armour for 1 Turn whenever you successfully cast a restorative or protective spell on an ally.
Flight Goldnight

[The Sword of Avacyn]

Bonus
+1 Power
Resistance
+5% MR against Fire
Ability
Aura of Vengeance
Your first successful Melee Attack each turn deals an additional 1d6 Radiant Damage.
Flight Heron

[The Watchers of the Wilds]

Bonus
+1 Instinct
Resistance
+5% MR against Electrical
Ability
Sigarda's Ward
You and adjacent allies (2m Radius) gain a +2 bonus to all Reason and Instinct saving throws.
Artificials

Artificials are beings of stone, wood, metal, or synthesised flesh. Unlike the living, they are immune to the biological failings of humanity, but they require a steady supply of raw materials to maintain their physical integrity. To play an Artificial is to manage your own structural health through the direct application of the world's resources.

Base Racial Package

Core Attributes
  • +1 Power
  • +1 Toughness
  • +1 Reason

Your frame is built for endurance and strength, powered by a core designed for cold, analytical processing.

Resistances
  • 15% Base MR
  • Innate Immunity (25% MR) to Poison and Disease

You are a machine or a construct; the toxins that fell mortals simply slide off your casing.

The Synthetic Nature
  • Synthetic [Racial Passive]
  • Healing: You require Raw Materials (Ore, Logs, Scrap, or Alchemical Fibre) rather than standard Potions to restore Health
  • Repair Action: Consuming materials allows Field Repairs to restore your frame

You do not possess a metabolism capable of processing organic potions or medicinal herbs. Instead, your internal systems must be manually patched or fueled.

Type Designations

Each Artificial is designated a specific role based on its construction materials and its primary runic or alchemical programming.

Construct

[The Experimental Prototype]

Bonus
+1 Haste
Vulnerability
-10% MR against Electrical
Ability
Overclocked Precision
You can spend 1 AP to grant yourself Advantage on your next Accuracy roll.
A blend of gears and mana-cabling, fast and precise, but prone to short-circuiting under high-voltage stress.
Gargoyle

[The Cathedral Sentinel]

Bonus
+1 Presence
Resistance
+5% MR against Fire
Vulnerability
-10% MR against Cold
Ability
Living Lithology
While standing still, you gain +5 Armour and Immunity to Knockback.
Carved from consecrated stone; an immovable architectural guardian that fears the freeze of the mountain air.
Golem

[The Runic Juggernaut]

Bonus
+1 Toughness
Resistance
+15% Physical Resistance (PR)
Vulnerability
-10% MR against Electrical
Ability
Unyielding Frame
You treat your Maximum Health as being 15% higher than your base stats.
A massive monolith of stone or iron, designed to absorb the crushing blows of the unholy.
Homunculus

[The Alchemical Eye]

Bonus
+1 Reason
Resistance
+5% MR against Necrotic
Vulnerability
-5% MR against Fire
Ability
Synthesised Genius
All Alchemical items (Bombs, Oils) you use deal +20% Damage or have +20% Duration.
A creature of fluid and fibre; brilliant and resistant to the rot of death, but highly flammable.
Juggernaut

[The Siege Engine]

Bonus
+1 Power
Resistance
+15% Physical Resistance (PR)
Vulnerability
-10% MR against Fire
Ability
Siege Engine Instinct
Your attacks deal Double Damage against structures and Physical Shields.
A mobile battering ram built for destruction, but its heavy boiler vents are sensitive to external heat.
Scarecrow

[The Hollow Sentinel]

Bonus
+1 Instinct
Resistance
+5% MR against Cold, +10% PR (vs Projectiles only)
Vulnerability
-10% MR against Fire
Ability
The Harvest's Dread
Living enemies within 5m suffer a -2 penalty to Instinct.
A bundle of wicker and hay anchored by a cold, spiritual void; resistant to the frost of the fields but terrified of a spark.
Demons

Demons are ancient entities of malice and power. While they are significantly more durable and physically imposing than mortals, they are currently subject to the metaphysical weight of the Silver Moon, which hampers their total liberation. To play a Demon is to manage a high-impact physical frame while navigating the searing light of the Church's new world.

Base Racial Package

Core Attributes
  • +1 Power
  • +1 Toughness
  • +1 Instinct

Your essence is forged from raw, infernal violence and a predatory intuition that has survived for aeons.

Resistances & Vulnerabilities
  • 20% Base MR
  • Innate protection (15% MR) against Fire and Necrotic
  • -10% MR penalty when taking Radiant damage
The Gift of Flight
  • Flying [Racial Passive]
  • Economy: In the standard 5 AP / 3 Movement system
  • Cost: Taking off costs 1 AP

Your wings are massive constructs of shadow and muscle; forcing them to beat against the silver-attuned atmosphere of the material plane requires a focused burst of kinetic effort.

Once airborne, you ignore all ground-based Difficult Terrain and can only be targeted by Ranged Attacks or other Flying units in melee.

Demonic Archetypes

Each Demon belongs to a specific lineage or archetype that defines the nature of their original binding and their primary method of interacting with the material world.

Archdemon of Greed

[The Sovereign Collector]

Bonus
+1 Power
Resistance
+5% PR (Scaling with Pact Tokens)
Ability
Gilded Thirst
Gain +2 Armour for every Pact Token currently in your inventory (Max +10).
An entity whose physical density is tied directly to the weight of the souls and wealth they hold.
Bloodgift Demon

[The Infernal Auditor]

Bonus
+1 Presence
Resistance
+5% MR against Poison
Ability
The Blood Price
You can target an ally to grant them +2 Power for 3 Turns in exchange for a [Bleed] status. Doing so grants you a Blood Token.
A transactional master of the pit who binds mortals through adrenaline-fueled debt.
Hartmurt

[The Bound Destruction]

Bonus
+1 Power
Resistance
+15% Physical Resistance (PR)
Ability
Breaking the Seals
For every 20% of Maximum Health you lose, you gain a +5% Melee Damage bonus.
A creature of brass and hate that grows more dangerous as its physical vessel is dismantled.
Nightreach

[The Umbral Stalker]

Bonus
+1 Instinct
Resistance
+5% MR against Cold
Ability
Shadow's Embrace
Gain +10% Stealth Efficiency. This bonus is doubled to +20% while at Night or in Caves.
A master of the silent incursion, utilising the shadows of the Silver Dawn to desynchronize from the material plane.
Reaper of the Abyss

[The Soul-Harvester]

Bonus
+1 Toughness
Resistance
+5% MR against Disease
Ability
Morbid Harvest
Whenever a creature is Downed within 15m, you instantly restore 1 Action Point (AP).
An opportunistic predator of the veil, turning the transition of a soul into raw, kinetic drive.
Geists

Reward Race: Geists are not available at Character Creation. This package can be applied for when a Human character dies.

Geists are the spirits of the departed, manifesting in the material plane through intense emotional anchors. While they lack a traditional physical body, their spiritual mass allows them to interact with the world in terrifying ways. To play a Geist is to navigate the world as a translucent force of nature, feeding on the very essence of the living to maintain your grip on reality.

Base Racial Package

Core Attributes
  • +1 Reason
  • +1 Instinct
  • +1 Presence

Without the limitations of flesh, your mind is sharp, your intuition is supernatural, and your very existence exerts a heavy spiritual pressure on the world around you.

Resistances & Vulnerabilities
  • 15% Base PR
  • 15% Base MR (Innate protection 15% MR against Poison and Disease)
  • -10% MR penalty when taking Radiant damage
The State of Manifestation
  • Manifestation [Racial Passive]
  • Visual: Grants the Spectre Shader, giving your form a translucent, ethereal glow
  • Mobility: Innate ability to Hover or Fly; ignore all ground-based obstacles
  • Sustenance: No mortal food required; must feed on Sanity or Essence to maintain integrity

Spectral Types

Each Geist is defined by the emotion or purpose that tethered them to the world, shaping their spectral form and their primary method of interaction.

The Drowned

[The Nephalian Tide]

Bonus
+1 Toughness
Resistance
+5% MR against Cold
Ability
Weight of the Deep
Your presence acts as a Pressure Gradient, making the air thick and difficult to move through for the living (+1 AP Cost for their first action).
A spirit from the crushing depths of the coast, carrying the leaden weight of the ocean floor wherever they go.
The Guardian

[The Hallowed Shield]

Bonus
+1 Presence
Resistance
+5% MR against Necrotic
Ability
Hallowed Aegis
You can project your spiritual weight to reinforce an ally, granting them Bonus Armour based on your Presence.
A spirit of duty, often a fallen protector whose oath was stronger than death itself.
The Malevolent

[The Psychic Disruptor]

Bonus
+1 Presence
Resistance
+5% MR against Necrotic
Ability
Psychic Discord
You emit a Psychic Aura that leeches the Sanity of any living creature foolish enough to stand near you (-2 Sanity per turn).
A spirit of pure, unfocused spite, existing only to dismantle the mental stability of the living.
The Obsessive

[The Spectral Scholar]

Bonus
+1 Reason
Resistance
+5% MR against Electrical
Ability
Echoes of Genius
You retain your technical mastery, gaining a +2 bonus to all Crafting Skills (Alchemy, Smithing, Engineering).
A spirit who refused to let death interrupt their research, continuing their work with clinical, ghostly precision.
The Vengeful

[The Jagged Wraith]

Bonus
+1 Power
Resistance
+5% MR against Fire
Ability
Chilling Touch
Your melee strikes deal Cold Damage and slow the target's physical reflexes (-1 Haste).
A spirit fueled by the cold heat of a final betrayal, seeking to settle the score through the frost of the grave.
Humans

Humans are the adaptable core of Innistrad. Their strength lies not in innate supernatural power but in their capacity for specialised labour, collective defence, and the engineering of solutions to impossible threats. To play a Human is to manage a highly efficient Action Point pool while leveraging regional expertise to survive the night.

Base Racial Package

Core Attributes
  • +1 Haste
  • +1 Reason
  • +1 Instinct

Humans must be quick to react, sharp enough to outthink monsters, and intuitive enough to sense the coming storm.

The Common Folk
  • Grants a free Tier 1 Commoner Skill-Tree

Every human comes from a background of honest toil—be it farming, smithing, or weaving—providing a foundational set of survival skills.

Strength in Numbers
  • For every other Human Ally within 10m, gain +2 Armour
  • Maximum bonus caps at +10 Armour

The proximity of your kin provides the psychological and tactical fortitude to stand your ground against the terrors of the dark.

Monster Hunter Role [Limited]
  • Grants ability to apply for the specialised Monster Hunter career path

Humans are the only race with the systematic focus required to turn the hunting of the supernatural into a professional discipline.

Human Ingenuity [Racial Passive]
  • +1 AP to maximum pool (standard Human has 6 AP)
  • All Mana Costs for Spells and AP Costs for [HEAVY] abilities reduced by 10%
  • Rounded down to nearest whole number (minimum of 1)

Humans work smarter, not harder, finding the most efficient way to exert their limited physical and spiritual energy.

Regional Origins

A Human's birthplace on Innistrad defines their hard-earned resistances and the unique "Hooks" they bring to the struggle for survival.

The Gavony Faithful
Resistance
+5% MR against Necrotic
Perk
Hollow's Breath
Your Presence acts as a minor Holy Ward. Any Zombie, Spirit or Demon attacking the Faithful suffers a -5 Accuracy penalty.
Tot! Hook
You can craft Holy Salt (using cheap Fibre/Stone). When thrown, it creates a 5-second particle effect that prevents Werewolves and Vampires from Sprinting through the area.
The Kessig Survivalist
Resistance
+5% MR against Poison
Perk
Scent of the Predator
Gain +10% Damage with Bows and Throwing Weapons. Your Instinct allows you to "track" (see nameplates) supernatural races from 20% further away.
Tot! Hook
You can Crouch to become completely Invisible to NPC Monsters for 1 Turn. (Cooldown: 5 minutes).
The Nephalian Scholar
Resistance
+5% MR against Electrical
Perk
Alchemical Adaptability
Consumables (Potions, Food) are 25% more effective. You can use Silver Weapons with a lower Reputation requirement.
Tot! Hook
You gain a unique crafting recipe for Geist-Lanterns, which reveal Invisible spirits and Vampires in a radius.
The Stensian Holdout
Resistance
+5% MR against Disease
Perk
Stoic Blood
Gain +10% Resistance to Bleed and Corruption. Your Reason makes you Immune to the Fear aura of Demons.
Tot! Hook
When you hit a Vampire, you have a 5% chance to Spite the creature, dealing 10% of the Vampire's own damage back to them.
Vampires

Vampires are the eternal lords of Stensia and Nephalia, bound together by the biological and social laws of their ancient houses. They are beings of superior speed and mental acuity, though they are physically tethered to the consumption of life-force to maintain their immortality.

Base Racial Package

Core Attributes
  • +1 Haste
  • +1 Reason
  • +1 Presence

Your immortal biology is optimised for the sudden strike, the long-term scheme, and the absolute social dominance required to lead your lessers.

Resistances & Vulnerabilities
  • 15% Base MR (Innate protection 15% MR against Necrotic and Cold)
  • -10% MR penalty against Radiant damage
Sovereign Hover [Racial Passive]
  • Passively levitate at Walking Speed

Your mastery over your own physical mass is so absolute that you no longer require the crude friction of the earth to move with grace.

The Thirst [Racial Passive]
  • No mortal food or water required
  • Require Blood Vials or Blood Tokens to maintain biological functions

You are a predator of the highest order; the metabolic energy of the living is the only fuel that can sustain your immortal spark.

Vampiric Houses

Your house defines your specific physical adaptations and the ancient perk you inherit from your bloodline's progenitor.

House Falkenrath

[The Sky-Predators]

Bonus
+1 Haste
Resistance
+5% MR against Disease
Ability
Falkenrath Ascension
Your movement speed is further heightened, allowing you to react to threats before they even materialise.
You are the hunters of the Geier Reach, specialised for high-velocity combat and aerial dominance.
Perk: Predator's Haste [Active]
Passive: Permanent +1 Movement. Active: 2 AP. Instantly move up to your Max Movement toward a targeted enemy. This movement does not trigger Attacks of Opportunity.
Predatory Strike [Passive]: If you move at least 3m before an attack, gain +15% Accuracy and +1d6 Physical [Slashing] damage.
Calculation: (Weapon Die + {Caster.Power} + 1d6 - {Target.PR})
House Markov

[The Sovereign Line]

Bonus
+1 Presence
Resistance
+15% Physical Resistance (PR)
Ability
Lineage of the First
Your aura of authority is so thick it acts as a physical shield, dampening the impact of incoming strikes.
As the direct descendants of Edgar, you carry the heaviest social and spiritual weight in Stensia.
Perk: Bastion of Stone [Active]
Requirement: [House Markov Only]. Cost: 2 AP.
Passive: Gain +5 Toughness against Knockback and Prone effects.
Active: Gain +10% PR and 0 Movement until next turn.
Obsidian Counter [Reaction]: Spend 1 AP to counter-attack a melee strike.
Calculation: (1d8 + {Caster.Toughness} - {Target.PR}). Damage Type: Physical [Bludgeoning].
House Stromkirk

[The Blue Bloods]

Bonus
+1 Instinct
Resistance
+5% MR against Electrical
Ability
Mists of Drunau
You gain the ability to partially desynchronize from the material plane, blending into the coastal fogs of Nephalia.
You are the masters of the maritime occult, attuned to the shifting states of matter and the secrets of the deep.
Perk: Shifting Tides [Active]
Requirement: [House Stromkirk Only].
Passive: Permanent +5 Reflexes and +1 Movement while in Low-Light or Darkness.
Active: 2 AP. Until your next turn, all incoming melee attacks suffer a -4 Accuracy penalty.
Flow [Passive]: If an attack misses you while active, you may move up to 3m as a free action.
Cold Strike [Passive]: Your next strike after a successful Flow deals +1d6 Cold damage.
Calculation: (Weapon Die + {Caster.Instinct} + 1d6 - {Target.MR})
House Voldaren

[The Refined Elite]

Bonus
+1 Reason
Resistance
+5% MR against Poison
Ability
The Exquisite Banquet
You gain an additional bonus to all Attributes whenever you consume high-quality blood.
You have turned the hunt into a chemical science, refining the blood of your prey into a cocktail of pure perfection.
Perk: Sanguine Shift [Active]
Cost: 3 AP and 1 Blood Token.
Effect: Transform into Bat (Flight, +5 Stealth, half Toughness), Wolf (+2 Move, +3 Instinct, Silent), or Mist (Incorporeal, 0 Move in Full Moon).
Reversion: Costs 0 AP. Reversion is forced if at 0 Health or [Starving]. No weapons/spells while shifted.
Werewolves

Werewolves are the dual-natured survivors of the Kessig provinces. Their power is inexorably tied to the lunar cycle, granting them unparalleled physical dominance at the cost of their social standing. To play a Werewolf is to manage a high-mobility, high-impact frame that thrives in the thick of the fray.

Base Racial Package

Core Attributes
  • +1 Power
  • +1 Haste
  • +1 Instinct

Your lycanthropic blood overclocks your muscles, sharpens your reflexes, and connects you to a primal intuition that precedes human reason.

Resistances & Vulnerabilities
  • 15% Base PR (Resistance 5% MR to non-silvered damage)
  • 10% Base MR (Innate protection 15% MR against Cold)
  • -10% MR penalty when taking Poison damage
The Lunar Tides [Racial Passive]
  • Governs your physical state and transformation
  • Significant bonuses to Attributes and Regeneration during Full Moon or Hunter's Moon phases

You are a creature of the moon; its light acts as a celestial battery for your internal mana-circuits.

Mana Affiliations

Your affiliation defines the specific elemental or spiritual frequency of your wolf-form, dictated by the mana-lines of the region where you first turned. (Sorted alphabetically by mana color)

The Shadow-Prowler

[Black Mana]

Focus
Entropy, rot, and the silencing of the prey
Bonus
+1 Haste
Resistance
+5% MR against Necrotic
Ability
Umbral Stalker
You blend into the decay of the night. Gain +10% Stealth Efficiency, which is doubled to +20% while at Night or in Caves.
The Nebbeled Stalker

[Blue Mana]

Focus
Stealth, occultism, and the mastery of mist
Bonus
+1 Instinct
Resistance
+5% MR against Electrical
Ability
Ethereal Hunter
You move like a breath of cold air, gaining +20% Stealth and +15% Sneak Attack Damage.
The Wild-Bound Vigour

[Green Mana]

Focus
Resilience and environmental siphoning
Bonus
+1 Toughness
Resistance
+5% MR against Disease
Ability
Root-Born Resilience
Standing on Natural Terrain restores 5% of your Max HP at the start of every turn.
The Feral Fury

[Red Mana]

Focus
Aggression and kinetic combustion
Bonus
+1 Power
Resistance
+5% MR against Fire
Ability
Pyre-Heart Frenzy
Your damage scales with your exhaustion. You deal +2% Melee Damage for every Action Point (AP) missing from your pool.
The Stalwart Pack

[White Mana]

Focus
Tactical coordination and pack-leadership
Bonus
+1 Presence
Resistance
+5% MR against Necrotic
Ability
Alpha's Command
Your presence steels the hearts of your allies. All allies within 10m gain +2 Presence and are Immune to [Fear].

Origins

Your Origin defines the fundamental nature of your character and determines which Ability Tree Roles are available to you.

Gavony

Gavony

Unlocks access to Gavony-specific starting equipment and the following Roles:

Commoner, Soldier, Rogue, Scholar, Hunter, Priest

Nephalia

Nephalia

Unlocks access to Nephalian-specific starting equipment and the following Roles:

Commoner, Soldier, Rogue, Scholar, Hunter, Necromancer

Kessig

Kessig

Unlocks access to Kessig-specific starting equipment and the following Roles:

Commoner, Hunter, Soldier, Scholar, Druid, Rogue

Stensia

Stensia

Unlocks access to Stensian-specific starting equipment and the following Roles:

Commoner, Soldier, Hunter, Rogue, Scholar, Necromancer

Outcasts

Outcasts

Reserved for those without a home province. Unlocks the widest variety of Roles, but lacks regional starting bonuses:

Commoner, Druid, Priest, Rogue, Soldier, Hunter, Necromancer

Roles

Upon character creation, selecting a Role triggers a one-time grant of Skill Bonuses (+1 to primary role skills) and unlocks specific Tier 1 Perk nodes in the RPR Skill Trees.

Commoner

+1 Survival, +1 Athletics, +1 Labour
  • Grants all Tier 1 Crafting Perks.
  • Grants all Tier 2 Crafting Perks.
  • Human Special: If the player is Human, they may select one Tier 3 Crafting Specialisation (e.g., Master Smith, Grand Alchemist) at creation.

You aren't here for the glory—you're here because you know how to fix a wagon wheel while a werewolf is chewing on the axle. Your strength is the foundation of the world.

Hunter

+1 Awareness, +1 Stealth, +1 Survival
Choice of all Tier 1 Perks in the Ranged OR Light Weapons Skill Tree.

You have spent years in the brush, learning that the difference between a meal and a funeral is how quietly you breathe.

Monster Hunter

Race must be Human.
+1 Awareness, +1 Survival, +1 Silver-smithing
+5% Physical Resistance (PR) and +5% Magical Resistance (MR)
Choice of all Tier 1 Perks in the Monster Hunter Skill Tree.

You have dedicated your life to the study of the supernatural predator. You don't just kill monsters; you liquidate assets of the night.

Necromancer

+1 Ghoulcalling, +1 Medicine, +1 Investigation
+5% Magical Resistance (MR)
Choice of all Tier 1 Perks in the Necromancy OR Geist Tech Engineering Skill Tree.

You view the "Blessed Sleep" as a suggestion rather than a rule. Your expertise lies in the transition between states of being.

Priest

+1 Religion, +1 Iconography, +1 Persuasion
+5% Magical Resistance (MR)
Choice of all Tier 1 Perks in the Theurgy OR Unarmed Skill Tree.

You are the mouthpiece of the Silver Dawn. Whether you strike with a prayer or a fist, you do so with the certainty of the Archangel.

Rogue

+1 Thievery, +1 Sleight of Hand, +1 Deception
Choice of all Tier 1 Perks in the Light Weapons OR Tactics Skill Tree.

In a world of monsters and saints, you've found that the middle ground is best navigated with a sharp blade and a quiet footstep.

Scholar

+1 History, +1 Sorcery, +1 Investigation
+5% Magical Resistance (MR)
Choice of all Tier 1 Perks in the Sorcery OR Geist Tech Engineering Skill Tree.

Knowledge is the only shield that doesn't rust. You have catalogued the terrors of Innistrad so that you may better dismantle them.

Soldier

+1 Athletics, +1 Intimidation, +1 Tactics
+5% Physical Resistance (PR)
Choice of all Tier 1 Perks in the Heavy Weapons OR Tactics Skill Tree.

You are the line that does not break. You have been trained to turn fear into focus and steel into a wall.

Backgrounds

Players select one Background tied to their Origin Province or Faction. This choice provides a static, permanent bonus to the character's starting skills, representing their life before they took up their current Role.

Gavonian Backgrounds

The centre of the Church's power. Life here is defined by order, silver, and the relative safety of the High City's walls.

  • Gavony Silversmith (Commoner): +2 Silver-smithing.

    You spent your youth in the workshops of Thraben, learning the precise art of shaping the only metal the monsters truly fear.

  • Gavony Parish-Blade (Soldier): +1 Athletics, +1 Tactics.

    You were a local guardian of a small chapel, trained to keep the line when the shadows grew long.

  • Tavern Ruffian (Rogue): +1 Intimidation, +1 Athletics.

    Many nights spent in the low-town alehouses taught you that a heavy fist is often more persuasive than a silver tongue.

  • Reckless Scholar (Scholar): +1 History, +1 Investigation.

    You weren't content with the approved texts, often sneaking into the restricted vaults of Elgaud to find the truths they tried to hide.

  • Courageous Outrider (Hunter): +1 Awareness, +1 Survival.

    You served as a messenger between the hamlets, learning to spot a werewolf's tracks before they spotted yours.

Kessig Backgrounds

A province of deep woods and ancient traditions. In Kessig, you either learn to track or you become the tracks.

  • Timberland Guide (Commoner): +2 Survival.

    You know the Ulvenwald like the back of your hand, from the hidden springs to the paths that the wolves avoid.

  • Tireless Tracker (Hunter): +1 Survival, +1 Awareness.

    You can read the story of a struggle in a broken twig and the scent of the wind.

  • Somberwald Vigilante (Soldier): +1 Intimidation, +1 Tactics.

    When the Church wouldn't send help, you and your neighbours took up scythes to protect your own.

  • Dawnhart Rejuvenator (Scholar): +1 Folklore, +1 Medicine.

    You studied the old ways of the hedge-witches, using the forest's own herbs to knit flesh back together.

  • Dawnhart Mystic (Druid): +1 Religion, +1 Folklore.

    You feel the pulse of the Kessig ley-lines and respect the spirits of the wood as much as the Archangel.

  • Grizzled Outcast (Rogue): +1 Stealth, +1 Endurance.

    Living on the fringes of society made you quiet, tough, and very hard to find.

Nephalian Backgrounds

A land of commerce, fog, and secrets. Here, everything—and everyone—has a price.

  • Baithook Angler (Commoner): +1 Survival, +1 Labour.

    The crushing tides of the coast were your master; you know how to work a net and survive a storm.

  • Drownyard Explorer (Soldier): +1 Investigation, +1 Survival.

    You scavenged the shipwrecks and tide-pools, finding treasures that the sea tried to keep.

  • Nephalia Smuggler (Rogue): +1 Subterfuge, +1 Sleight of Hand.

    Moving "blue-sand" and silver under the nose of the Watch became second nature to you.

  • Civilised Scholar (Scholar): +1 Etiquette, +1 History.

    You were raised in the merchant-houses of Selhoff, where a sharp mind and a polite bow are the best armours.

  • Daring Sleuth (Hunter): +2 Investigation.

    You didn't hunt beasts in the woods; you hunted the truth through the foggy alleys of Drunau.

  • Necro-Alchemist (Necromancer): +1 Medicine, +1 Crafting.

    You assisted in the labs where the line between biology and machinery is blurred with a spark of lightning.

Stensian Backgrounds

The jagged peaks and blood-tithes of the high estates. Survival here requires a stoic heart and a very low profile.

  • Unlucky Witness (Commoner): +1 Awareness, +1 Stealth.

    You saw something you shouldn't have in a Voldaren manor. Now, you've mastered the art of being invisible.

  • Zealous Conscript (Soldier): +1 Athletics, +1 Intimidation.

    You were drafted into the local militia to pay your village's tithe, forged in the brutal shadow of the Geier Reach.

  • Ashmouth Tracker (Hunter): +1 Survival, +1 Athletics.

    Hunting in the volcanic ash and vertical cliffs of Stensia has made your body as hard as the stone.

  • Crossway Cutthroat (Rogue): +1 Deception, +1 Stealth.

    The mountain passes are dangerous, and you were one of the reasons why.

  • Blood Scrivener (Scholar): +1 History, +1 Subterfuge.

    You kept the ledgers for a minor vampire house, learning their secrets while recording their lineages.

  • Bloodline Necromancer (Necromancer): +2 Ghoulcalling.

    You were obsessed with the ancient dead that rest beneath the Stensian soil, calling them back to serve your will.

Church of Avacyn Backgrounds

The direct servants of the Silver Dawn. These backgrounds represent specialised training within the hierarchy of Thraben.

  • Slayer of the Wicked (Hunter): +1 Survival, +1 Silver-smithing.

    You were trained specifically to track and neutralise the "high-threat" targets of the night.

  • Parish-Blade Infiltrator (Rogue): +2 Subterfuge.

    You were the shadow of the Church, doing the necessary work that the Archangel's light couldn't be seen doing.

  • Cathar Commando (Soldier): +1 Tactics, +1 Athletics.

    High-impact, mobile warfare is your speciality; you are the first into the breach.

  • Elgaud Researcher (Scholar): +1 Investigation, +1 Religion.

    You spent your years in the great library of Elgaud, categorising the weaknesses of every unholy thing.

  • Avacynian Priest (Priest): +2 Religion.

    Your devotion is your primary tool, and your knowledge of the liturgy is absolute.

Outcast Backgrounds

Those who live outside the light of the Church and the laws of the houses. The desperate, the mad, and the forbidden.

  • Bitterheart Witch (Druid): +2 Folklore.

    Cast out for your "strange" magic, you've turned your bitterness into a mastery of the old, dark tales.

  • Skirsdag Cultist (Priest): +1 Deception, +1 Religion.

    You wore the mask of the faithful by day, but prayed to the demon-lords by night.

  • Baneblade Scoundrel (Rogue): +1 Stealth, +1 Sleight of Hand.

    You've spent your life in the prisons and pits of the world, learning to survive on what you can steal.

  • Convicted Killer (Soldier): +2 Intimidation.

    You did what was necessary to survive, and the brand on your arm proves the world didn't like it.

  • Solitary Hunter (Hunter): +1 Stealth, +1 Awareness.

    You've lived alone in the wilds for so long that you've forgotten the sound of a human voice, but not the sound of a snapping twig.

  • Deranged Assistant (Necromancer): +1 Medicine, +1 Geist Tech.

    You served a mad stitcher or necro-alchemist, learning the "right" way to build a lung out of brass and leather.

  • Deranged Outcast (Commoner): +1 Endurance, +1 Fortitude.

    You've suffered through the worst the world has to offer, and somehow, your body just refuses to quit.

The Skill Registry (The Tools of Survival)

A sharp blade is useless without the trained muscle to swing it, and a heavy shield cannot protect a mind that shatters at the first howl. These are the mundane and specialised proficiencies that keep the people of Innistrad alive for one more night.

The 19-Point Skill System

System Note: This registry outlines the specific skills used for RPR D20 checks and character progression. Each skill is governed by one of the Six Pillars (Attributes). As established in the Progression Gate, at least one Skill Point (SP) is awarded at every level (excluding Level 1).

The Roll Calculation: 1d20 + Total Skill Points (Max 7) + Base Attribute Score.

Polymath vs Paragon: With 19 points, a player can either become a "Polymath" (+3 or +4 to many varied skills) or a "Paragon" (investing the max 7 bought points, plus their base attribute, to reach a staggering +10 in their two favourite skills).

The Hard Cap: Each individual skill can only have up to 7 bought points invested in it.

Power (Brutality / Grapple)

Governs raw physical force, the cracking of bone, and the ability to overpower heavy obstacles.

Athletics
Covers all general feats of raw strength, including scaling the sheer walls of Castle Falkenrath, swimming treacherous bogs, jumping, and forcing open heavy crypt gates or barricaded doors.
Intimidation
The grim use of physical size, blood-soaked armour, or threats of violence to coerce information from a terrified informant or force an NPC to back down without drawing steel.
Haste (Celerity / Reflex)

Governs preternatural speed, manual dexterity, and the precision of the quick and the dead.

Acrobatics
The ability to maintain balance, perform tumbles, and navigate the precarious, crumbling rooftops of Thraben without plunging to your doom.
Finesse
Governs the use of light weaponry and precision strikes that prioritise blinding speed over raw, sweeping power.
Reflexes
Used to react to sprung Inquisitor traps, actively dodge incoming crossbow bolts, and determine reaction time in high-stress ambushes.
Sleight of Hand
The quiet art of pickpocketing, palmistry, and concealing small silvered daggers or contraband on one's person.
Stealth
The vital ability to move silently, stick to the deepest shadows, and remain entirely undetected by both patrolling Cathars and hunting monsters.
Toughness (Body / Fortitude)

Governs physical grit, calloused flesh, and the sheer stubborn will to withstand a hostile environment.

Endurance
Covers physical stamina and the ability to resist crippling exhaustion, the extreme freezing temperatures of Stensia, and lingering environmental hazards.
Labour
Reflects a background in harsh, manual peasant work, including lifting heavy loads over long periods, mining for silver, and basic palisade construction.
Reason (Psychic / Logic)

Governs cold logic, brilliant deduction, and the highly technical application of academic knowledge.

Crafting
The overarching ability to build, repair, and upgrade gear. This heavily encompasses Silver-smithing, Metallurgy, Carpentry, and General Repair.
Geist Tech
The highly specialised, volatile study of Nephalian geist-energy devices, lightning-conductors, and runic clockwork.
Ghoulcalling
The grim, forbidden science of necromancy. Governs the sewing of Skaabs, the galvanic reanimation of dead flesh, and the logical command of the unliving.
History
Deep knowledge of the ancient aristocratic lineages of Innistrad, the complex history of the Church of Avacyn, and the old wars of the four Provinces.
Investigation
The ability to find hidden Clue tokens, deduce the grisly sequence of a crime scene, and solve logical puzzles or alchemical riddles.
Medicine
The technical, bloody skill of treating lacerations, diagnosing bog-plagues, and performing surgery or administering alchemical healing salves.
Sorcery
The meticulous study of arcane theory and the manipulation of non-faith-based mana to produce controlled magical effects.
Tactics
The logical application of combat knowledge to identify enemy weaknesses, optimise battlefield positioning, and correctly read an opponent's action economy.
Instinct (Sanity / Fear)

Governs primal intuition, spiritual attunement, and the "gut" sense that keeps the prey one step ahead of the predator.

Awareness
The general ability to perceive your surroundings, spot hidden threats in the fog, and notice subtle, chilling changes in the environment.
Beastmaster
The innate, almost wild sense for the behaviour of natural animals, allowing for the taming, training, and predicting of wolves and hounds.
Folklore
Knowledge of local Moorland myths, whispered werewolf pack rumours, and the "old wives' tales" that often contain terrifying shards of truth.
Iconography
The spiritual and artistic creation of holy symbols, Avacynian warding seals, and protective home iconography.
Insight
The ability to "read" a person's body language and shifting tone to determine if they are lying, hiding a bite mark, or masking their true intent.
Religion
Formal knowledge of Church dogma, Avacynian ritual prayers, and the rigid hierarchy of the celestial host of angels.
Survival
The grim skill of navigating the Kessig wilderness, tracking monsters by scent or footprint, and finding safe, defensible shelter in the dark woods.
Presence (Charm / Influence)

Governs social weight, terrifying charisma, and the sheer, magnetic strength of personality.

Deception
The ability to weave perfectly convincing lies, maintain a complex social disguise, and manipulate others through charming falsehoods.
Etiquette
Crucial knowledge of rigid social hierarchies, noble vampire customs, and the proper, subservient way to address the aristocracy or high clergy.
Performance
The art of public speaking, music, or acting used to distract a mob, entertain a high court, or sway the volatile emotions of a terrified crowd.
Persuasion
The ability to influence others through honest charm, logical debate, or a magnetic, commanding personality.

Racial Ability Trees

Each Race grants access to a unique Ability Tree with 5 Ranks of progression. These abilities define your character's innate powers.

Angel
Flight Alabaster (The Wardens of Sleep)

Death on Innistrad is rarely a mercy; it is more often a beginning. The Angels of the Alabaster Flight are the guardians of the grave, the keepers of the "Blessed Sleep" who ensure that when a soul departs, it remains beyond the reach of the Ghoulcallers. Their presence is a cool, silver balm that quietens the screaming blood of the provinces.

Rank 1: Benediction of the Moon
Moonlight Vitality

Drawing on the lunar-attuned mana of the Alabaster flight to stabilise the metabolic and spiritual rate of those nearby, acting as a constant spiritual balm.

  • Cost: Passive
  • Range: 10m Radius
  • Targeting: Self and Human Allies
  • Effect: You gain a permanent +1 to Toughness. All targets within the aura gain +5% Health Regeneration at the start of every turn.
Restoration

Acting as a direct conduit for the Archangel's lingering grace to knit flesh back together and banish the psychological weight of trauma.

  • Cooldown: 1 Hour
  • Effect: Utilising the Restoration emote on a Downed (0 HP) Human ally instantly clears the Fatigue or Injured trauma status, allowing them to stand with 10% HP.
Rank 2: Lullaby of the Grave
Sanctified Blood

Your very presence purifies the local atmosphere, making it physically difficult for the airborne plagues and toxins of the provinces to take root in the blood of your unit.

  • Cost: Passive
  • Effect: You and your party gain +10% Poison and Disease Resistance.
Calming Aura

Projecting a sense of absolute, divine peace that dampens the aggression centres of the primitive mind, making even the most mindless predator hesitate to strike.

  • Range: 10m Radius
  • Effect: Reduces the Aggro Range of NPCs by 15% for you and your party.
Rank 3: Silver Ward
Alabaster Bulwark

Hardening the ambient air into a semi-tangible barrier of silver-mana, reinforcing the physical defences of those standing within your grace.

  • Range: 10m Radius
  • Effect: All allies within the radius gain +10 Armour.
Silver Circle

The profane flesh of the unliving reacts violently to the sanctified ground you tread, causing necrotic muscles to seize and lock.

  • Effect: A faint silver ring appears on the ground. Any Zombie or Skaab NPC entering this radius is unable to Sprint and is locked to 1 Movement per turn.
Rank 4: Restoration of Spirit
Amplified Grace

Acting as a spiritual catalyst that maximises the efficiency of all restorative efforts, ensuring no drop of medicine or mana is wasted.

  • Range: 10m Radius
  • Effect: Increases all Healing received (potions, spells, bandages) by allies within range by 20%.
Divine Respite

Briefly suspending the target's physical limitations through a flash of Alabaster light, allowing for a moment of perfect, effortless action.

  • Cost: 60 Mana (On Reaction)
  • Effect: Triggered when you apply a Bandage to an ally. That ally's next action costs 0 Action Points (AP). This effect lasts for 1 Turn.
Rank 5: Sovereign of the Blessed Sleep
The Unbroken Sleep

Refusing to allow a soul to depart before its time. You exert a massive surge of Alabaster mana to "nail" the spirit back into the body, overriding the laws of entropy.

  • Cost: 100 Mana (On Reaction)
  • Cooldown: 1 Hour
  • Range: 10m Radius
  • Targeting: Downed Human Allies
  • Effect: If a Human ally is reduced to 0 HP within range, they may Self-Revive once per hour.
Pillar of Light

The act of revival creates a localised sanctuary, providing the fallen a moment of invulnerability to find their footing and strike back.

  • Effect: Upon revival, a massive Pillar of Light descends. The fallen ally enters a Ghostly Protection state for 1 Turn, making them Immune to all damage and allowing them to reposition using their Full Movement Pool.
Flight Goldnight (The Executioners)

The sky over Innistrad is often grey, but when the sun breaks through, it is a sword of light. The Goldnight Flight are the blades of that sun. Led by Gisela, they do not wait for the darkness to come to them—they hunt it, they burn it, and they leave nothing but ash. To stand in their presence is to feel the weight of every sin you have ever committed.

Rank 1: Aura of Vengeance
Executioner's Presence

Projecting the cold, martial weight of Gisela's conviction to erode the resolve of the monsters stalking the night.

  • Range: 10m Radius
  • Targeting: Self and Zombies, Spirits, and Demons
  • Effect: You gain +1 Power. Additionally, you deal +15% Holy Damage against any target that is a Zombie, Spirit or Demon.
Golden Glow

The divine light seizes the nervous system of unholy creatures that dare strike you.

  • Effect: Zombies, Spirits, or Demons hitting you in melee have a 10% chance to be Staggered.
  • Staggered: The target immediately loses 1 Movement (1 MP) and 1 Action Point (1 AP) from their current or next turn.
Rank 2: Sun-Blessed Blade
Ignited Steel

Infusing physical steel with the concentrated thermal energy of the midday sun, causing the blade to white-hot upon contact with cursed flesh.

  • Cost: 15 Mana (on Proc)
  • Range: Melee
  • Effect: Your melee attacks have a 15% chance to apply Holy Burn.
  • Holy Burn: Deals 1d6 Radiant Damage at the start of the target's turn for 2 rounds.
Rank 3: Righteous Fury
Martial Attunement

Synchronising your movements with the mana-currents of the battlefield to achieve preternatural speed and unerring focus.

  • Cost: Passive
  • Effect: Gain +5% Haste and +5% Accuracy while in combat.
Smiter's Reset

In 6 A.C., the act of purging evil provides a literal "second wind" of divine inspiration directly from the Host.

  • Cost: 30 Mana (on Reaction)
  • Effect: Downing a Zombie, Spirit, or Demon instantly resets the Cooldown of your next Active combat skill (such as a Smite or a specialised strike).
Rank 4: Inquisition's Light
Searing Precision

Identifying the "spirit-seams" where the monster's physical body meets its cursed essence, allowing the blade to slip through resistances that stop mundane steel.

  • Cost: Passive
  • Effect: Critical Hits against Zombie, Spirit, Demon and Vampire targets deal Double Armour Penetration, ignoring almost all physical and alchemical resistances.
Blinding Flash

The searing light of a critical strike overwhelms the senses of nearby enemies.

  • Range: 3m Radius
  • Effect: Critical Hits cause a Blinding Flash. Nearby enemies must succeed a Celerity / Reflex (Haste) save or be Blinded (-50% Accuracy) for 1 Turn.
Rank 5: Gisela's Wrath
Avatar of Retribution

Achieving a state of martial apotheosis, becoming a living conduit for the raw, scorching heat of Gisela's retributive will.

  • Cost: 100 Mana (on Activation)
  • Duration: 1 Minute (or Scene End)
  • Effect: Double all Holy/Radiant Damage dealt by the Angel.
Wings of Fire

Massive fiery wings manifest as you become a beacon of divine destruction.

  • Effect: Your character sheds light that illuminates even the deepest caves.
Divine Explosion

Every strike carries the explosive force of divine retribution.

  • Effect: Every successful attack triggers a small explosion on impact, dealing 1d8 Radiant Damage to the primary target and all enemies within 2m.
Flight Heron (The Protectors)

In this sixth year of our Protector's reign, Sigarda's grace has become the bedrock of the provinces. She is the Sister of the Soil, the one who teaches us that the Host is not distant, but present in the rustle of the leaves and the steady pulse of the earth. To stand with the Heron is to be part of the first generation of humans who no longer need to hide from the forest.

Rank 1: Sigarda's Ward
Watcher's Clarity

In the Silver Dawn, the "wrongness" of the world is being actively pushed back. This aura represents the first successful "tethering" of a human soul to the moon's newfound stability.

  • Range: 10m Radius
  • Targeting: Self and Allies
  • Effect: Gain +1 Instinct. Additionally, you are Immune to all environmental Sanity Drain.
Purity Aura

Your presence acts as a psychic filter, catching the whispers of the old, dark moon before they can reach the ears of the first "Avacynian" generation.

  • Range: 10m
  • Effect: Allies within range gain a spiritual buffer that slows their Madness tick rate by 50%.
Rank 2: Sanctuary of the Wild
Earthen Bastion

In 6 A.C., the mana of the province is responding to the Heron's call, physically thickening the air into a protective lattice of light.

  • Range: 10m Radius
  • Targeting: Party
  • Effect: Provides a +2 bonus to Armour Class (AC) to all party members within the radius.
The Sovereign's Peace

The beasts of the woods are the first to recognise the Silver Dawn. To them, you are no longer "livestock" for the Howlpack, but a creature of the Heron's court.

  • Effect: Natural animals (Wolves, Bears, Boars) will not initiate combat with you or your party unless they are struck first.
Rank 3: Purifying Breath
Resilient Vessel

Six years of Avacynian influence have begun to alter human biology. Your form is in a state of constant, accelerated purification, rejecting the "old" poisons of the darkness.

  • Cost: Passive
  • Effect: The duration of all negative status effects (Bleed, Poison, Burn) on you is reduced by 50%.
Purify

Using the "Reclamation" mana of the Silver Dawn to instantly mend the flesh and purge toxins from an ally.

  • Cost: 2 AP / 30 Mana | 1/Long Rest
  • Range: 10m
  • Effect: Use the Purify emote. Instantly removes the Bleed and Cripple status from a targeted ally.
Rank 4: Unyielding Resolve
Sigarda's Fortitude

Projecting a field of Heron-light that reinforces the bone and muscle density of those around you.

  • Range: 10m Radius
  • Targeting: Allies
  • Effect: All allies within range gain +2 Toughness.
Falling Feathers

In the Silver Dawn, this is a sign of peak connection—the Angel is physically manifesting her protection to ensure the "New World" does not falter.

  • Condition: Triggered when your Health drops below 50%.
  • Effect: Glowing green-gold Heron feathers drift around you in a radius while active.
Rank 5: Sigarda's Unyielding Grace
Sovereign of the Heron

As the Helvault begins to fill in Thraben, the spectral noise of the plane is at an all-time low. This aura represents the "Sanctuary Cities" logic—territory where the old horrors literally cannot function.

  • Range: 10m Radius
  • Targeting: Self and Allies
  • Effect: You and all allies within range are Immune to Corruption and Possession effects.
Immutable

You are no longer a victim of the provinces. You are an Incremental Architect of the light, rooted to the world by the Heron's own hand. You move only when you choose to lead.

  • Effect: While the aura is active, you and nearby allies are Immune to Knockdown and Knockback. You cannot be moved, tripped, or tossed.
Artificial
Construct (The Clockwork Precision)

Humanity is fragile; spirits are flighty. The Construct is the middle ground—a vessel of copper, steel, and stitched flesh that does not tire, does not fear, and does not miss. In the laboratories of Nephalia, the Silver Dawn is measured not in prayers, but in the steady, rhythmic ticking of a perfectly calibrated logic-core.

Rank 1: Overclocked Precision
Logic-Core Calibration

A machine does not shake with fear or hesitate due to empathy; it simply calculates the shortest path to a vital organ and commits the blade.

  • Cost: Passive
  • Effect: Gain a permanent +10% Critical Strike Chance.
Precision Mode

Diverting all auxiliary power to the ocular and motor sensors to ensure an absolute hit, at the cost of significantly increased energy consumption.

  • Cost: Toggle
  • Duration: 5 Turns or until toggled off
  • Effect: When active, you gain +5 Accuracy on all attacks, but the AP cost of every action is doubled (e.g., a 2 AP strike becomes 4 AP).
Rank 2: Efficient Gears
Kinetic Recycling

You have learned to harness the recoil and momentum of your most devastating strikes to drive your locomotion gears, turning violence into fuel.

  • Cost: Passive
  • Effect: Successfully landing a Critical Strike instantly refunds 1 Movement (1 MP) to your pool.
Smooth Cycling

In 6 A.C., Nephalian lubricants are at their peak purity. Your joints require zero initial energy to overcome inertia, allowing for a frictionless start to any engagement.

  • Cost: Passive
  • Effect: The first Movement action taken in each combat round (up to 3 MP) costs 0 MP.
Rank 3: Analytical Logic
Heuristic Calculation

You don't just "hit" an enemy; you solve them as if they were a mathematical equation, exploiting the intellectual inferiority of the prey.

  • Cost: Passive
  • Effect: Gain +2 Reason. Furthermore, you deal bonus damage based on the intellectual gap between you and your prey.
  • Formula: Bonus Damage = [(Self Reason - Target Reason) / 2] x 5%
Target Acquisition

Constant scanning of the battlefield allows your internal processors to identify the single most vulnerable target in your immediate vicinity.

  • Range: 14m
  • Effect: Every Turn, a blue pulse highlights the enemy within range with the lowest physical Armour.
Rank 4: Torsion Spring
Spring Leap

Winding your internal torsion springs to their absolute limit before releasing them in a single, catastrophic burst of movement.

  • Cost: 0 AP / Consumes all remaining Movement (MP)
  • Property: [EXHAUSTING] (2-Turn Lockout)
  • Range: 10m
  • Effect: Spend your entire standard Movement pool to perform a high-tension leap. This allows you to move 10m in any direction, ignoring ground obstacles and Opportunity Attacks.
Steam Hiss

The rapid decompression of your mechanical systems releases a cloud of cooling vapour that obscures your exact position.

  • Effect: Provides Obscurement (Enemies have Disadvantage to hit you) for the remainder of the round.
Rank 5: Clockwork Sovereign
Emergency Overdrive

Forcing your core to ignore all heat and structural warnings, resulting in a moment of temporal desynchronization where you act twice as fast as the world around you.

  • Cost: 5 AP
  • Property: [EXHAUSTING] (3-Turn Lockout) | 1/Combat
  • Effect: Activate to instantly reset your Action Points (AP) to 5.
Time-Stutter

The sheer speed of your gears causes your physical form to flicker between microseconds.

  • Effect: For the remainder of the turn, gain +2 MP.
Gargoyle (The Rooftop Sentinel)

For a thousand years, they were silent witnesses to the slaughter. Now, infused with the moon's new radiance, the Gargoyles have woken. They are the immovable guardians of the Church, patient as the mountains and twice as hard. To the faithful, they are a comfort; to the sinner, they are a descending mountain of obsidian and silver.

Rank 1: Living Lithology
Stone-Still Defence

Rooting your physical form into the local ley-lines, becoming as immovable and dense as the foundation of Thraben Cathedral itself.

  • Cost: Passive
  • Effect: If you spend 0 Movement during your turn, you gain +5 Armour and Immunity to Knockback and Pull effects until you move again.
Petrification

Drawing on raw mineral essence to temporarily return your body to a state of inert masonry.

  • Cost: 1 Stone or Ore (Consumed)
  • Effect: Enter a statue-like state. While active, you are indistinguishable from a standard architectural ornament to NPCs and players without high Awareness.
Rank 2: High Ground Advantage
Apex Predator

Utilising gravity and the psychological terror of a descending monolith to optimise your combat efficiency.

  • Condition: Must be at least 3m higher than your target
  • Effect: All attacks deal +15% Damage and cost 1 less Action Point (-1 AP) to a minimum of 1 AP.
Stony Descent

Your internal structure is reinforced with lunar-mana "shocks," allowing your stone frame to absorb the kinetic impact of a fall.

  • Cost: Passive
  • Effect: Falling Damage is reduced by 75%.
Rank 3: Granite Resilience
Lithic Fortitude

Your connection to the Silver Dawn has physically altered your cellular density, turning soft "life" into hardened granite.

  • Cost: Passive
  • Effect: Gain +2 Toughness. Additionally, your base Armour value is increased based on your spirit's weight.
  • Formula: Base Armour Increase = Total Presence x 10
Grey Skin

The structural integrity of your form is so high that impacts merely chip the surface rather than pierce the core.

  • Effect: Taking a hit that deals more than 20 Damage causes stone chips and grey dust to fly off your model.
Rank 4: Sentinel's Watch
Grave Observation

By silencing your own physical presence, your spiritual senses expand, detecting the thermal heat and subtle vibrations of nearby life.

  • Condition: While the Petrification emote is active
  • Effect: Gain +5 Instinct and the ability to see the outlines of all creatures through walls within 10m.
Glowing Eyes

A visual warning system linked to your internal Bestiary sub-routines.

  • Effect: Two faint, amber lights become visible in your statue-form's eyes when a creature with a "Monster" tag enters your detection range.
Rank 5: Obsidian Core
Hardened Heart

Your internal "organs" have transitioned to a solid obsidian-mana state; there are no vitals to strike and no blood to spill in the service of the Light.

  • Condition: While Living Lithology (stationary) is active
  • Effect: You are Immune to Critical Strikes and Bleed effects.
Church Guardian

Acting as a literal hallowed icon, your presence reinforces the resolve and the gear of the faithful standing in your shadow.

  • Effect: You radiate a soft, silver lunar light. Human allies within 5m gain +1 Armour.
Golem (The Runic Engine)

In the early years of the Silver Dawn, Golems are the physical manifestation of Church stability. Created from consecrated stone or Nephalian iron and powered by a core of pure runic mana, they serve as the ultimate line of defence for the parishes. To be a Golem is to be an unstoppable force of momentum, converting the very violence of the enemy into your own mechanical output.

Rank 1: Unyielding Frame
Reinforced Hull

The holy runes inscribed upon your heavy casing act as a secondary layer of structural integrity, hardening your surface to deflect the jagged blades of the unholy.

  • Cost: Passive
  • Effect: Gain a permanent +1 AC.
Mana-Burst

Excess kinetic energy is shunted into your runic seams, resulting in a violent, automatic discharge of static mana.

  • Condition: Triggered when you take a single hit dealing more than 20 Damage
  • Effect: Release a localised discharge of excess energy. Adjacent enemies within 2m take 1d4 Shock Damage.
Rank 2: Kinetic Battery
Impact Absorption

Your internal capacitors are designed to harvest the energy of your enemies' strikes, converting impact into stored rotational torque for your own heavy limbs.

  • Cost: Passive
  • Effect: Every time you are hit, you store one Charge (Maximum of 3).
  • Utility: You may spend a Charge to reduce the Action Point (AP) cost of your next Melee Attack by 1 AP (to a minimum of 1 AP).
Glowing Runes

A visual indicator of your stored potential energy.

  • Effect: The etched runes across your chest and shoulders brighten with each Charge; at 3 Charges, they emit a constant, low-level hum.
Rank 3: Runic Fortitude
Unyielding Mass

Deepening the resonance of your runic core increases your physical density, making your frame significantly harder to dismantle.

  • Cost: Passive
  • Effect: Gain +2 Toughness. Additionally, your Maximum Health is increased by 15%.
Self-Repair

Your internal systems are calibrated to recognise raw minerals and alchemical components, integrating them into your structure with supernatural efficiency.

  • Cost: Passive
  • Effect: "Synthetic" healing (using Ore, Scrap, or Alchemical Fibre) is 25% more effective on you.
Rank 4: Gravity Well
Localised Singularity

Temporarily reversing the polarity of your runic engine to increase the local gravitational constant, pinning enemies to the leaden earth.

  • Cost: 2 AP
  • Property: [EXHAUSTING] (2-Turn Lockout)
  • Range: 5m Radius (Centred on Self)
  • Effect: Slam the ground, creating a localised gravity spike. Targets must succeed a Brutality / Grapple (Power) save vs your Reason DC.
  • Formula: Caster DC = 10 + Reason
  • Success: Affected enemies lose 1 Movement (1 MP) on their next turn as the ground becomes leaden.
Shockwave

The ground cracks in a glowing runic pattern around you upon impact.

  • Effect: A deep, bass-heavy "Thrum" accompanies the visual shockwave effect.
Rank 5: Unstoppable Colossus
Titan's Inertia

Your runic engine has reached its final evolution, providing you with the relentless momentum of a falling mountain that cannot be arrested by mortal means.

  • Cost: Passive
  • Effect: You gain Total Immunity to the Stun, Stagger, and Prone statuses.
  • Utility: Your basic attacks deal Double Damage to physical shields and barricades.
Titan's Reach

You have achieved the stature of a true engine of war.

  • Effect: Your model size increases by 15%. Your footsteps cause a minor camera-shake for nearby players, signalling your arrival as a true titan.
Homunculus (The Alchemical Progeny)

Created from a single drop of a master's blood and a mountain of alchemical debt, the Homunculus is the pinnacle of biological efficiency. They do not eat, they do not sleep, and they do not forget. In the labs of Nephalia, they are the silent observers of the Silver Dawn, seeing every refractive error in the light and every flaw in the enemy's logic.

Rank 1: Synthesised Genius
Alchemical Affinity

Your artificial biology is tuned to the chemical arts; your metabolism doesn't just process fluids, it integrates them with 100% efficiency.

  • Cost: Passive
  • Effect: All Potions and Alchemical Items (Bombs, Oils) used by you have +20% Potency or Duration.
Scavenge

A cold, analytical understanding of anatomy allows you to strip even the most damaged specimens for their core alchemical values.

  • Cost: Passive
  • Effect: You can scavenge Downed characters (NPC or Player) to find Alchemical Base or Alchemical Fibre.
Rank 2: Ocular Gaze
Unblinking Vision

Your oversized, singular eye is capable of perceiving the slight refractive errors and light-bending caused by magic or hidden movement.

  • Cost: Passive
  • Effect: Gain +2 Instinct. Furthermore, you can see the white outlines of Stealthed or Invisible units within 15 metres.
Watcher

Your internal alchemical battery allows your eye to act as a high-intensity light source.

  • Effect: Your singular large eye acts as a directional flashlight in dark environments, casting a cone of light that cuts through magical or natural gloom.
Rank 3: Alchemical Catalyst
Rapid Reaction

Your artificial nervous system can "pre-fire" an alchemical action, moving with a blur of speed that precedes the target's reaction.

  • Cost: 0 AP / 30 Mana
  • Frequency: Once per Combat
  • Effect: You can use a Potion on yourself or throw an Alchemical Bomb for 0 Action Points (AP).
Bubbling Vials

The chemical acceleration causes your external gear to react with the surrounding atmosphere.

  • Effect: A thick, green chemical mist trails behind you, signalling your heightened alchemical state.
Rank 4: Volatile Essence
Acidic Feedback

Your "blood" is a caustic, mind-fogging cocktail that punishes anyone foolish enough to draw it, melting steel and clouding the mind.

  • Condition: Triggered when hit by a Melee Attack
  • Effect: The attacker takes immediate Acid Damage and suffers a -1 Reason debuff for 10 seconds.
Corrosive Blood

The internal pressure of your alchemical frame ensures that any breach results in a spray of corrosive fluid.

  • Effect: Melee Attackers take 5% of their own damage back as Acid Damage.
Rank 5: Homunculus Prime
The Great Transmutation

Forcibly rewriting your cellular data in real-time using raw materials as a physical template to reset your biological status.

  • Cost: 5 AP / 100 Mana
  • Property: [Full Turn Action] | 1 Hour Cooldown
  • Requirement: Consumes 1 Wood or 1 Alchemical Fibre
  • Effect: You Transmute your entire action pool into a Full Heal, restoring yourself to 100% HP and clearing all non-permanent status effects.
Transmutation Circle

The massive release of energy required for transmutation creates a temporary geometric vacuum.

  • Effect: A glowing green geometric seal appears under you while the healing occurs; your model briefly turns into a pillar of pure emerald light.
Juggernaut (The Relentless Machine)

Humanity spent centuries hiding behind walls. The Juggernaut is the manifestation of the moment we decided to walk through them. Forged from reinforced iron and powered by high-pressure geist-steam, these entities are the unstoppable momentum of the Silver Dawn. To stand in their way is to argue with a falling cliff.

Rank 1: Siege Engine Instinct
Structural Demolition

You don't just hit a wall; your internal acoustic sensors calculate the exact frequency and stress points needed to bring it down with a single blow.

  • Cost: Passive
  • Effect: Your strikes are tuned to find the stress points in wood, stone, and steel. All damage dealt to structures, shields, and Artificial targets is increased by 50%.
Sprinting Strike

Converting linear velocity into a crushing impact that the target's nervous system cannot easily compensate for.

  • Condition: Move at least 2 Movement in a straight line before attacking
  • Effect: Your hit triggers a Crushing Blow. The target must succeed a Brutality / Grapple (Power) save vs your Power DC (10 + Power) or be knocked Prone.
Rank 2: Momentum Engine
Locomotive Guard

The faster you move, the more your internal gyroscopes stabilise your heavy frame, creating a centrifugal force field that makes you harder to deflect or damage.

  • Cost: Passive
  • Effect: For every Movement (1 MP) spent during your current turn, your next melee attack grants you +2 Armour Class (AC) (Maximum of +6).
Steam Vent

The rapid movement requires a high-volume exhaust of excess heat and pressure.

  • Effect: You emit a loud hiss and thick black smoke while moving, partially obscuring your path and making your silhouette a shifting blur.
Rank 3: Iron Bulwark
Power-Plating

Your internal furnace stokes to such a degree that the metal of your skin literally hardens, expanding slightly to seal all defensive gaps.

  • Cost: Passive
  • Effect: Gain +2 Power. Additionally, your Armour value is increased based on your furnace output.
  • Formula: Armour Increase = Power / 2
Destructive Force

Your mass and inertia are so great that mundane obstacles simply fail to register as barriers.

  • Cost: Passive
  • Effect: You can walk through thin walls, fences, or furniture, destroying them instantly without losing MP or requiring an action.
Rank 4: Trample
Overrun

You are a ten-ton mass of moving iron; an enemy can either get out of the way or be crushed under your relentless advance.

  • Cost: Consumes All Remaining Movement
  • Property: [EXHAUSTING] (2-Turn Lockout)
  • Effect: You can move through an enemy's occupied space. Accuracy/Save: Your Power vs Target's Celerity / Reflex (Haste). On success, the enemy is Staggered (instantly loses 1 AP) for that round.
Crushing Steps

The sheer weight of your frame permanently alters the terrain you cross.

  • Effect: Your movement leaves deep, heavy footprints or cracked stone decals in its wake, marking your path of destruction.
Rank 5: The Inevitable Engine
Full Throttle

The sheer inertia of your initial strike, driven by your maxed-out steam pressure, is enough to bypass even the most hallowed plate.

  • Cost: Passive
  • Effect: If you begin your turn at Max Movement (3), your first successful attack of the turn ignores half of the target's Armour.
Red Lining

Your internal cooling systems divert all power to the outer shell while you vent excess heat, causing your chassis to glow with a dangerous thermal intensity.

  • Condition: While at 0 Action Points (0 AP)
  • Effect: Your chassis glows a dull, dangerous red. During this state, you gain +2 Armour Class (AC).
Scarecrow (The Wicker-Woven)

The Silver Dawn brought hope to the cities, but in the fields, the old fears remain. The Scarecrow is a construct of necessity—wicker, burlap, and a bound, vengeful spirit. They do not march; they wait. They are the gravity of the provinces, the silent sentinels that remind anything with wings that the earth eventually claims all things.

Rank 1: The Harvest's Dread
Paralytic Presence

Your presence creates an unnatural, heavy silence that dulls the primal survival instincts of your prey, making them sluggish and uncertain.

  • Cost: Passive
  • Range: 10m Sphere
  • Targeting: Non-Artificial Enemies
  • Effect: All living or spiritual enemies within the radius suffer a -2 penalty to their Instinct attribute.
Wing-Weight

The wicker-mana used in your construction creates a localised "gravity drag" that makes the air feel as thick as swamp water to those attempting to fly.

  • Effect: This aura reaches 10m into the air. Flying creatures within this height feel an unnatural weight on their wings, suffering -1 Movement (-1 MP) while inside.
Rank 2: Wicker Bind
Tethering Strike

Upon contact, the wicker-mana "clips" the momentum of the target, physically anchoring them to the terrain.

  • Range: Melee
  • Effect: Successful melee attacks reduce the target's Movement by 1 for their next turn.
  • Clip: If the target is currently Flying, they are immediately Grounded. They are forced to land at the end of their current movement and cannot take flight again for 1 round.
Thistle Wrap

Jagged, black brambles physically wrap around the target's feet or wings.

  • Effect: A "Dry Rustling" sound accompanies the visual effect of brambles binding the target.
Rank 3: Hollow Visage
Maddening Countenance

Your visage is a mathematical and spiritual impossibility, forcing the mind to struggle with your existence.

  • Range: 10m Sphere
  • Effect: Gain +2 Presence. Enemies in the sphere now also suffer -2 Reason.
  • Eye of the Storm: Flying creatures forced into your reach (via the Clip or Gravity Well) have Disadvantage on their next Save.
Straw Body

You are a bundle of tinder; hard to hit with a needle-point projectile, but terrifyingly easy to ignite with a spark.

  • Projectile Resistance: You take 50% less damage from non-magical projectiles (arrows, bolts, bullets) as they pass harmlessly through your straw stuffing.
  • Fire Vulnerability: You take Double Damage from Fire.
Rank 4: Crow-Call
Murderous Intent

Tapping into the collective consciousness of the Moorland scavengers to harass the victim's sight and focus.

  • Cost: 2 AP / 60 Mana
  • Range: 10m
  • Accuracy/Save: Your Presence vs Target Instinct (Sanity)
  • Effect: Summons spectral crows to harass the victim. Target suffers -2 Accuracy for 2 rounds.
  • Sky-Scourge: If the target is Flying, the Accuracy penalty is doubled to -4, and the target must spend an additional 1 Action Point (AP) to maintain altitude or hover.
Murder of Crows

A cloud of translucent, red-eyed crows swarms the target.

  • Effect: A deafening "Cawing" audio stinger accompanies the visual swarm effect.
Rank 5: Reaper of the Fields
Siphoning Sentinel

While still, you act as a literal siphon for the life-force of the provinces, drawing entropy from all around you to fuel your own hollow core.

  • Condition: Must be stationary (Rooted)
  • Range: 5m Cylinder (Up to 15m High)
  • Effect: While stationary, you drain 1% of Max HP from all enemies within the area at the start of your turn.
The Gravity Well

Reversing your wicker-polarity to create a vertical vacuum that drags the predators of the sky down to your reaping hook.

  • Range: 10m Cylinder (Above Caster)
  • Effect: Any Flying creature that starts its turn in the cylinder above you must succeed a Body / Fortitude (Toughness) save vs your Presence DC (10 + Presence) or be pulled down 5 metres toward the ground.
Harvest Moon

Your ultimate activation alters the atmospheric refraction of the local lunar mana.

  • Effect: The sky turns a violent blood-red for the duration of the combat. Flying units are highlighted with a glowing "Target" reticle visible only to you.
Demon
Archdemon of Greed (The Hoarder of Essence)

In the early years of the Avacynian era, the Archdemons of Greed are the ultimate opportunists. They view the burgeoning stability of the Silver Dawn not as a threat, but as an opening for a more sophisticated market. To face a Sovereign of the Ledger is to realise that your very life is an asset they intend to seize and spend. They are the immovable golden idols of the pit, armoured in the debt of the world.

Rank 1: The Pact's Thirst
Hoarder's Shell

In the demonic courts, your physical resilience is tied directly to your metaphysical wealth. The more souls and promises you hold, the more the universe refuses to let its "investment" be liquidated by mundane blades.

  • Cost: Passive
  • Effect: Your Armour scales with your inventory.
  • Formula: Gain +2 Armour for every Pact Token in your inventory. Additionally, gain +5 Armour for every active Vile Pact you hold.
  • Constraint: Maximum total Armour bonus: +30.
Consume

You literally "eat" the potential energy stored within a soul-contract to forcibly knit your physical form back together.

  • Action: Emote Consume
  • Effect: Spend 1 Pact Token to instantly restore 20% of your Maximum Health.
Rank 2: Contractual Mass
Weight of Debt

You are swinging the collective weight of every soul that owes you, turning their despair and unfulfilled promises into raw, crushing kinetic force.

  • Cost: Passive
  • Effect: Gain +2 Power. Furthermore, your Melee Attacks deal +5% Bonus Damage for every active Vile Pact you currently hold.
Heavy Footing

The sheer metaphysical "weight" of your ledger anchors you to the material plane, making you an immovable object.

  • Condition: While holding 3 or more active Pacts
  • Effect: You are Immune to Knockback and Pull effects.
Rank 3: Token of Temptation
Cursed Currency

You toss a fragment of the Abyss disguised as wealth. The primal greed of the mortal heart does the rest of the work for you.

  • Cost: 1 AP / 30 Mana
  • Range: 10m
  • Accuracy/Save: Your Presence vs Target's Sanity / Fear (Instinct)
  • Effect: Toss a cursed Pact Token. If a creature picks it up or is struck by the toss, they must succeed on the save or be Stunned for 1 Turn.
  • Compulsion: Non-Demon NPCs within 3m are compelled to move toward the token for 1 Turn.
Rank 4: The Gilded Seal
Midas Touch

You are transmuting the target's final spark of life and metabolic energy into a tangible, spendable currency.

  • Condition: Melee strike results in a Knockout (KO)
  • Accuracy/Save: Your Presence vs Target's Body / Fortitude (Toughness)
  • Effect: Knocking out an enemy has a 25% chance to instantly generate 1 Pact Token.
Gilded Statue

The target's form is temporarily turned to solid gold, preventing their soul from departing or being restored by allies.

  • Effect: On a knockout, the enemy is encased in solid gold. They become a Gilded Statue for 1 Turn and cannot be moved or revived while the seal is active.
Rank 5: Sovereign of the Ledger
Golden State

You pay the universe to ignore your injuries. By burning your hoard, you refuse the very concept of damage.

  • Cost: 5 AP / 100 Mana
  • Property: [Full Turn Action] | 2 Turn Duration
  • Effect: While active, your Health cannot be reduced. Instead, for every 25 Damage taken, 1 Pact Token is removed from your inventory. If tokens reach zero, the state ends prematurely.
  • Pact Bonus: If you have 5 or more active Pacts, each token absorbs 50 Damage instead.
Molten Sovereign

The friction of ignoring physical laws causes your form to radiate catastrophic heat.

  • Effect: Your skin turns to shimmering liquid gold. Any enemy starting their turn within 2m takes 1d8 Fire Damage from the radiant heat of your hoard.
Bloodgift Demon (The Dark Bargainer)

In the early years of the Avacynian era, the Bloodgift represent the 'Contractual Incursion.' They do not seek to break the world through force, but through debt. By offering surges of infernal adrenaline and dark insights, they bind the mortal spirit to the Void through fine print and blood-magic. To partner with a Bloodgift is to achieve greatness today at the cost of your soul tomorrow.

Rank 1: The Blood Price
Infernal Investment

Injecting a surge of demonic adrenaline into a subject's system; mortal veins can barely contain the pressure, resulting in high output and internal haemorrhaging.

  • Cost: 2 AP / 5 Mana
  • Range: 15m
  • Targeting: Single Ally (Consensual or Coerced)
  • Effect: Grant the target +2 Power for 3 Turns. In exchange, the ally suffers [Bleed] (1d6 damage) at the start of each of their turns. You instantly gain one Blood Token (Status Stack).
Extract Secret

You are a psychic scavenger, sifting through the unravelling neural pathways of the dying to extract tactical leverage and forbidden lore.

  • Action: Emote Interrogate on a Downed (0 HP) NPC or Player
  • Effect: Gain a +2 Reason buff for 10 Turns as you sift through their dying thoughts.
Rank 2: Debt Collector
Asset Protection

In the demonic courts, information is the only true armour. The more "debts" (tokens) you hold over the world, the more your physical form reinforces itself against outside interference.

  • Cost: Passive
  • Effect: Gain +2 Reason. Furthermore, for every Blood Token you currently hold, you gain +2 Armour (Maximum of +10 Armour).
Scent of Greed

Your senses are tuned to the specific atomic frequency of material wealth; where there is coin, there is a potential client for the Abyss.

  • Cost: Passive
  • Effect: You can see a golden "Pulse" through walls for any player or NPC carrying more than 100 Gold.
Rank 3: Binding Contract
Soul-Lease

You have found a legalistic loophole in the laws of mortality, offloading your physical "overhead" onto a business partner through a shared spiritual link.

  • Cost: 2 AP / 30 Mana
  • Range: 15m (Scene Duration)
  • Effect: Link your soul to an ally. While linked, 25% of all damage you take is instead dealt to that ally. Only one ally can be linked at a time.
Red Tether

A visual and auditory manifestation of the contractual burden.

  • Effect: A faint, pulsing red blood-link is visible between you and your partner. A low, rhythmic heartbeat thumps whenever damage is transferred.
Rank 4: High Interest
Usury

The promise of impending power is a great motivator; your "clients" move faster when they know the bill is coming due and they need to make the most of their time.

  • Cost: Passive
  • Effect: Allies currently under your Blood Price (Rank 1) now also gain +1 Movement per turn.
Master of Ceremonies

You know exactly which corners to cut and which sacrifices actually resonate with the Abyss, bypassing the clumsy rituals of the uninitiated.

  • Cost: Passive
  • Effect: All ritual-based crafting (altars, blood-wells) is performed 50% faster by you.
Rank 5: Lord of the Blood-Lease
Debt Collection

The contract has matured. You forcibly reclaim the vitality you "loaned" out, liquidating your partners' health to ensure your own absolute dominance.

  • Cost: 5 AP / 100 Mana
  • Property: [Full Turn Action]
  • Range: 15m Radius (Centred on Self)
  • Effect: Forcefully collect the debt. All allies within range take 10% of their Maximum HP as unavoidable damage. You are instantly healed for 50% of your Max HP and 10% of your Max Mana.
Blood Nova

The systemic reclamation of life-force results in a violent atmospheric eruption.

  • Effect: A massive explosion of red energy erupts from you, turning the screen briefly crimson.
Hartmurt (The Bound Terror)

To be a Hartmurt is to be a prisoner of your own rage. Six years ago, the Church bound your kind into these sluggish, mortal shells to await the Helvault's opening. But the seals are thinning. Every wound you take, every drop of blood spilt, is a crack in the cage. When the iron finally breaks, you aren't just fighting—you are a cataclysm returning to its rightful throne.

Rank 1: Breaking the Seals
Encroaching Fury

As your physical shell is damaged by the holy or mundane weapons of the world, the infernal pressure within begins to exert its true weight on the material plane.

  • Cost: Passive
  • Effect: For every 20% of Maximum Health lost, you gain a +5% Melee Damage bonus.
Shatter

The internal containment seals reach a failure point, resulting in a violent, kinetic discharge of shadow-mana and shrapnel.

  • Condition: Triggered instantly when your HP drops below 30%
  • Effect: Trigger an AOE Shockwave (5m Radius).
  • Accuracy/Save: Your Brutality / Grapple (Power) vs Target's Body / Fortitude (Toughness)
  • Result: Enemies in range must succeed on the save or be Knocked Back 3m.
Rank 2: Relentless Ruin
Momentum Harvest

You feed on the kinetic displacement of your foes, converting the recoil of their shattered bodies into stored torque for your own advance.

  • Cost: Passive
  • Effect: Successfully knocking back an enemy (via Shatter or other skills) instantly refunds 1 Movement (1 MP) to your pool.
Heavy Footfalls

The rhythmic thud of your gait carries the echo of a thousand years of imprisonment; it is a primal sound that forces the mortal heart to skip a beat.

  • Range: 3m Aura
  • Accuracy/Save: Your Presence vs Human's Sanity / Fear (Instinct)
  • Effect: Moving within 3m of a Human triggers a Sanity Save. On failure, the Human suffers a brief Stagger (instantly loses 1 AP). This can only occur once per Human per 2 rounds.
Rank 3: Seal of Violence
Unfettered Might

Your primary seal of restraint is fraying under the heat of combat, allowing you to strike with bursts of effortless, supernatural speed that ignore the laws of exhaustion.

  • Cost: Passive
  • Effect: Gain +2 Power. Furthermore, every Melee Attack you perform has a 10% chance to cost 0 Action Points (AP).
Crimson Haze

A visual indicator of your soul's proximity to total liberation.

  • Effect: Your eyes glow with an intensifying red light as AP is spent, reaching a fever pitch before resetting once you reach maximum AP again.
Rank 4: Unbound Fury
Cataclysmic Descent

Using raw power to launch your immense weight into the sky, converting gravity into a tool of absolute structural destruction.

  • Cost: 3 AP
  • Property: [EXHAUSTING] (2-Turn Lockout) | Consumes All Remaining Movement
  • Range: 10m (Leap)
  • Effect: Leap up to 10m. Upon impact (3m Radius), all enemies take 2d6 + Power (Heavy Melee) damage.
  • Accuracy/Save: Melee Accuracy vs Celerity / Reflex (Haste) for Damage; vs Brutality / Grapple (Power) for Knockdown
  • Result: On a failed Power Save, targets are knocked Prone.
Crater

The impact leaves a persistent scar on the battlefield.

  • Effect: Leaves a persistent cracked earth texture at the point of impact that lasts for 5 turns.
Rank 5: The Final Seal
Aura of the Unleashed

With your physical shell nearly destroyed, your true demonic essence spills forth, accelerating your perception of time and extending your spiritual reach.

  • Condition: While below 30% Health
  • Effect: You gain +2 Action Points (AP) at the start of every turn. Additionally, your Melee Range is increased by 1m.
Unleashed Shadow

The final seal is broken; the battlefield is now occupied by the true shape of your hate.

  • Effect: A massive, looming shadow-wing silhouette appears behind you, towering over the battlefield.
Nightreach (The Void-Walker)

Light defines the world, but the Nightreach defines the light. Six years ago, when the Archangel's radiance first scoured the provinces, your kind learned to slip between the folds of reality. You are the cold draft in a locked room, the silence in a crowded tavern, and the hand that reaches out from the void to snuff out the candle of life.

Rank 1: Shadow's Embrace
Cloak of the Void

Your physical form partially desynchronizes from the material plane in low-light environments, reducing physical friction and making your outline a mere suggestion.

  • Cost: Passive
  • Effect: You move with an unnatural, fluid grace. Gain +10% Movement Speed and Stealth Efficiency while at Night or in Caves.
Despair Aura

You radiate the cold, crushing emptiness of the Abyss; a psychic weight that forces the mortal mind to confront its own insignificance.

  • Range: 5m Radius
  • Accuracy/Save: Your Presence vs Target's Sanity / Fear (Instinct)
  • Effect: Non-demon creatures within 5m suffer a Passive Sanity Drain at the start of their turn.
Rank 2: Flicker
Abyssal Blink

Briefly stepping into the Void to re-emerge at a nearby location, effectively "skipping" the intervening physical space.

  • Cost: 0 AP / 15 Mana
  • Range: 5m
  • Effect: You "blink" 5 metres in any direction. This movement ignores all physical obstacles, elevation changes (up to 5m), and enemy collision.
Smoke Step

The displacement of air as you re-enter the material plane creates a vacuum that pulls in localised moisture and dust.

  • Effect: You dissolve into a plume of oily black mist and reform instantly.
Rank 3: Whispers of the Void
Silent Predator

The Void guides your hand, allowing you to strike with maximum efficiency before the target's nervous system can even register your presence.

  • Cost: Passive
  • Effect: Gain +2 Instinct. Furthermore, any attack performed while you are in Stealth has its cost reduced by 1 Action Point (AP) (to a minimum of 1 AP).
Muffled Death

You consume the very sound of your victim's final breath, pulling the acoustic vibrations of the kill into the Void.

  • Cost: Passive
  • Effect: Killing or Downing a creature from stealth produces no sound and does not trigger "Alert" states for nearby NPCs.
Rank 4: Night's Reach
Umbral Bind

You reach out with your own shadow, physically tethering the target's limbs to the ground through a temporary bridge between their soul and the Abyss.

  • Cost: 3 AP / 60 Mana
  • Range: 15m
  • Accuracy/Save: Your Presence vs Target's Sanity / Fear (Instinct)
  • Effect: On a failed save, the target is ensnared by shadow and loses 2 Action Points (AP) on their next Turn.
Shadow Chains

Dark, spectral tendrils manifest to bind the target.

  • Effect: Dark, spectral tendrils wrap around the target's limbs; target model performs a "Struggling" animation.
Rank 5: Avatar of the Abyss
Void Form

You fully submerge your physical and spiritual essence into the Void, becoming a literal ghost that the material world can no longer touch.

  • Cost: 5 AP / 100 Mana
  • Property: [Full Turn Action]
  • Range: 10m Radius
  • Effect: You become Untargetable (cannot be hit by single-target attacks or spells) for 1 Turn. You may still use your 3 Movement (3 MP) to reposition.
Total Eclipse

Your presence draws so much energy from the surrounding area that light itself fails to exist in your wake.

  • Effect: A 10m radius around you turns pitch black.
  • Status Effect: All non-demon creatures inside the zone are Blinded for the duration.
Reaper of the Abyss (The Morbid Harvester)

In the early years of the Avacynian era, the Reapers represent the most efficient predators of the pit. They do not seek to destroy the world; they seek to harvest it. By tuning their internal essence to the frequency of failing life-forces, they act as conduits for the energy released at the moment of death. To face a Reaper is to realise that your own demise is simply the fuel for their next strike.

Rank 1: Morbid Harvest
Life-to-Action Transduction

You act as a psychic capacitor, catching the high-frequency residual energy released at the moment of death and converting it into pure kinetic drive for your own frame.

  • Cost: Passive
  • Range: 15m Radius
  • Targeting: Any Downed/KO'd Creature (Ally or Enemy)
  • Effect: Whenever a creature is Downed or Knocked Out within range, you instantly restore 1 Action Point (AP).
Soul-Shield

The "spiritual static" of a departing soul is momentarily physicalized, hardening the air around your form.

  • Effect: Upon a knockout within 15m, you gain +2 Armour Class (AC) for 2 Turns.
Rank 2: Grim Momentum
Spectral Pursuit

The "slipstream" of a departing soul reduces the metaphysical friction of your own movement, allowing you to glide toward your next victim with effortless ease.

  • Cost: Passive
  • Range: 15m Radius
  • Targeting: Any Downed Creature
  • Effect: Whenever a creature is Downed within range, you instantly restore 1 Movement (1 MP).
Reaper's Bell

A sensory warning to all nearby that the harvest has begun.

  • Effect: A low, mournful bell tolls every time the harvest triggers; a ghostly ripple expands from the fallen creature toward you.
Rank 3: Scythe of the Pit
Executioner's Edge

Your blade is magically attuned to the "cracks" in a failing life-force, slipping through physical and spiritual defences to widen the wound as the target weakens.

  • Cost: Passive
  • Effect: Gain +2 Toughness. Furthermore, your Melee Attacks deal bonus damage based on the target's missing Health percentage.
  • Scaling: Target at 50% HP = +50% Damage. Target at 10% HP = +90% Damage.
Ether Slash

The high speed of your soul-severing edge leaves a physical scar on the atmosphere.

  • Effect: Your weapons leave a trail of ghostly blue light in the air, marking the path of your strike.
Rank 4: Essence Drinker
Vulture's Banquet

You are literally gorging yourself on the essence of the fallen, growing more bloated with stolen power as the body count on the battlefield rises.

  • Cost: Passive
  • Range: 10m Radius
  • Targeting: Downed Enemies
  • Effect: Each Downed enemy within range provides a stacking +5% Damage Buff to you (up to a maximum of +25%). This stack persists until the end of the combat encounter.
Thirst for Death

Your ocular sensors are tuned to the infrared and spectral frequency of a failing heart.

  • Cost: Passive
  • Effect: You can see a "Low Health" red glow through walls on any player or NPC currently below 25% Health.
Rank 5: The Endless Harvest
The Reaping Hour

Your internal capacitors have reached a state of perfect resonance. A single death is now enough to fully reset your primary combat sub-routines.

  • Cost: Passive
  • Range: 15m Radius
  • Targeting: Any Downed Creature
  • Effect: The first Knockout you achieve (or witness) each turn restores 3 Action Points (AP) instead of the standard 1.
Soul Whirlwind

The volume of stolen energy is so high that it manifests as a visible vortex.

  • Effect: Large blue wisps of light spiral into your model every time an enemy falls, visually representing the flood of stolen power.
Geist

Note: Geist is not a starter race. It is a reward that can be applied for when a Human character dies.

The Drowned (The Nephalian Mist)

In the early years of the Avacynian era, the Drowned represent the 'Crushing Incursion.' These are the spirits of sailors, merchants, and victims of the Nephalian ship-breakers. They carry the physical laws of the deep sea with them, turning the air into a leaden fluid that chokes the living and slows the swift. To face a Drowned is to realise that the shore is much further away than it looks.

Rank 1: Weight of the Deep
Pressure Gradient

You project a localised field of spiritual density that mimics the crushing, multi-ton pressure of the Nephalian trench, making every movement a struggle against an invisible current.

  • Cost: Passive
  • Range: 5m Radius
  • Targeting: Living Creatures
  • Effect: The first Action each turn performed by a Living creature in range costs +1 Action Point (AP).
Spectral Fog

Drawing the chilling mists of the coast into the material plane to obscure sight and buoy the spirits of the dead.

  • Cost: 2 AP / 5 Mana
  • Range: 10m Radius (3 Turn Duration)
  • Effect: Summon a thick, swirling mist. Non-Geists inside are Blinded (Disadvantage on attacks). Geists inside gain Haste (+1 Movement).
Rank 2: Soggy Dread
The Sinking Feeling

The mist isn't just vapour; it's a heavy ectoplasmic fluid that clings to fabric, leather, and skin like leaden weights, pulling the victim toward the earth.

  • Condition: Living enemy starts their turn inside the Spectral Fog
  • Effect: They instantly lose 1 Movement (-1 MP) as their limbs grow heavy with spiritual water.
Water-Logged

Your presence is so physically saturated that the environment reacts as if submerged.

  • Effect: Your footsteps produce a wet, splashing sound regardless of the terrain; water constantly drips from your model's hem and fingertips.
Rank 3: Brine-Choked
Drowning on Land

To move or act in your presence is to breathe in the suffocating memory of a shipwreck. Every exertion forces the victim to inhale the spectral brine you radiate.

  • Cost: Passive
  • Effect: Gain +2 Toughness. Furthermore, whenever an enemy within 5m spends an Action Point (AP), they take 1d4 Cold Damage.
Drowning Bubbles

A visual manifestation of the target's internal struggle against the spiritual fluid.

  • Effect: Ghostly, translucent bubbles rise from the mouths of affected enemies whenever they speak, gasp, or cast a spell.
Rank 4: Grasp of the Deep
Barnacle Bind

You reach through the mist to manifest the literal floor of the ocean around the victim's ankles, anchoring them to the spot with the tenacity of the deep.

  • Cost: 3 AP / 60 Mana
  • Condition: Must be targeting an enemy within the Spectral Fog
  • Accuracy/Save: Your Presence vs Target Body / Fortitude (Toughness)
  • Effect: On a failed save, the target is Rooted (0 Movement) for 2 Turns.
Kelp Tendrils

The ocean floor manifests to bind the target.

  • Effect: Thick, translucent kelp and barnacle-encrusted ropes rise from the ground to bind the target.
Rank 5: Ocean's Cold Embrace
The Eternal Tide

You have become the epicentre of a mobile, localised Nephalian storm. The water no longer waits for your command; it follows your lead.

  • Cost: Passive
  • Effect: The Spectral Fog (Rank 1) no longer remains stationary; it now follows you as a mobile 10m aura. Any Living creature that starts its turn inside the fog loses 2 Action Points (AP).
Storm Clouds

Your spiritual density has reached the point of weather manipulation.

  • Effect: A localised, miniature rainstorm follows you. Faint, blue-white lightning flickers within the fog, illuminating your ghostly form.
The Guardian (The Warden of Gavony)

In the early years of the Avacynian era, Guardian Geists have found a new purpose within the Church's hierarchy. Often, the spirits of fallen cathars or devoted priests remain tethered to the material plane not by malice, but by a refusal to leave their charges defenceless. They represent the 'Benevolent Incursion'—the physicalization of a soul's protective instinct. To walk with a Guardian is to never truly stand alone against the dark.

Rank 1: Hallowed Aegis
Spectral Shell

Weaving your ectoplasmic essence into the fibres of an ally's clothing and armour, reinforcing their physical form with your own spiritual density.

  • Cost: 2 AP / 5 Mana
  • Range: 5m
  • Targeting: Single Human Ally
  • Effect: You share your spiritual weight with an ally. The target gains Bonus Armour equal to your Presence attribute (minimum of +2) for 2 Turns.
Solidify

Forcing your spirit to reach a state of absolute physical density, momentarily becoming an immovable object in the material world.

  • Cost: 1 AP
  • Effect: You instantly become a physical, unbreakable wall for 1 Turn. Enemies cannot move through your occupied space, and you cannot be moved by physical force.
Rank 2: Vigilant Spirit
Protector's Reflex

The ripple of impact on your ward provides a sharp surge of spiritual energy, allowing you to reposition instantly to better defend them.

  • Cost: Passive
  • Condition: Triggered when an ally protected by Hallowed Aegis is hit by an attack
  • Effect: You instantly restore 1 Movement (1 MP).
Shielding Glow

You emit a soft, lunar-attuned light that acts as a spiritual anchor, dampening the psychic noise of the provinces.

  • Range: 5m Radius
  • Effect: You emit a soft, lunar light. All allies within range have their Sanity Drain reduced by 25%.
Rank 3: Spectral Bulwark
Resolute Presence

Your will to protect has become a reflexive instinct, allowing you to anchor your spirit to the material world in a heartbeat without conscious effort.

  • Cost: Passive
  • Effect: Gain +2 Presence. Furthermore, once per combat encounter, you may activate Solidify (Rank 1) for 0 Action Points (AP).
Alabaster Shield

Your protective intent manifests as a visible icon of the Church's strength.

  • Effect: A translucent, glowing shield icon appears over you while you are actively protecting an ally.
Rank 4: Interpose
Sacrificial Swap

Forcing your spiritual mass into an ally's physical coordinates, shunting them to safety through a momentary spatial tear while you absorb the incoming blow.

  • Cost: 2 AP / 2 Movement / 60 Mana
  • Range: 10m
  • Effect: Instantly swap locations with an ally within range. If the ally was targeted by an attack, you become the new target of that attack.
Flash of White

The translocation process releases a burst of pure, unrefined lunar energy.

  • Effect: A sudden, blinding burst of white light marks the translocation, briefly obscuring the area.
Rank 5: Eternal Sentinel
Radiant Mirror

Your physicalized form acts as a spiritual prism, refracting the violence of your enemies and turning it into burning, retributive light.

  • Cost: Passive
  • Condition: While Solidify is active
  • Effect: You reflect 25% of all incoming physical damage back at the attacker as Radiant damage.
Unshakable Oath

Your bond with the living acts as a metaphysical anchor that the laws of banishment and gravity-magic cannot ignore.

  • Condition: Within 5m of a Human ally
  • Effect: You are Immune to Banishment and all magical Push/Pull effects. Faint, glowing silver chains connect your core to the ground when resisting movement effects.
The Malevolent (The Poltergeist)

In the early years of the Avacynian era, Malevolent Geists represent the 'Psychic Incursion.' These are spirits consumed by a chaotic, unfocused rage—often the result of a violent death that shattered the mind before it could pass on. They exist as a localised rupture in the veil, manifesting their spite through telekinetic outbursts and horrific mental projections. To face a Malevolent is to realise that your own mind can be turned into your worst enemy.

Rank 1: Psychic Discord
Fragmented Echoes

You emit a low-frequency spiritual "noise" that is physically painful and mentally taxing for any consciousness still tethered to a physical brain.

  • Cost: Passive
  • Range: 5m Radius
  • Targeting: Living Creatures
  • Effect: Living creatures that start their turn within range suffer -2 Sanity per turn.
Possess Object

Tapping into the latent kinetic energy of the material world to cause minor localised chaos.

  • Action: Emote Possess Object
  • Effect: Remotely slam doors, break light sources, or shatter placeable objects within 10m. Using this near a Human forces a Presence vs Instinct (Sanity) save; on failure, they suffer Panic (Forced move away from the object) for 1 Turn.
Rank 2: Object Hurler
Telekinetic Spite

You aren't just hitting a target with a chair or a stone; you are striking them with the concentrated concept of violence, backed by kinetic force.

  • Cost: 2 AP / 15 Mana
  • Range: 20m
  • Accuracy/Save: Your Presence vs Target Celerity / Reflex (Haste)
  • Effect: Launch a spectral or physical object. Deals 1d6 Physical Damage and 5 Sanity Damage. On a hit, the target is Staggered (instantly loses 1 Action Point on their next turn).
Flying Debris

The physical manifestation of your telekinetic assault.

  • Effect: Loose props (plates, stones, furniture) physically fly toward the target.
Rank 3: Aura of Dread
Sensory Overload

Ghostly whispers, rapid peripheral movements, and a sense of encroaching doom make it impossible for the living to focus their eyes or their weapons correctly.

  • Range: 5m Radius
  • Effect: Gain +2 Presence. In addition to the Sanity drain, all enemies within the Psychic Discord radius suffer a -2 penalty to Accuracy.
Shatter Glass

Your presence is a discordant frequency that material structures like glass and mirrors simply cannot withstand.

  • Cost: Passive
  • Effect: Simply walking past windows, bottles, or mirrors causes them to shatter. Tiny, glowing violet shards orbit your form whenever you are in combat.
Rank 4: Paranoia
Invasive Visions

You replace the victim's perception of reality with a waking nightmare so potent it temporarily paralyses their motor functions and triggers a primal fear response.

  • Cost: 3 AP / 60 Mana
  • Range: 15m
  • Accuracy/Save: Your Presence vs Target Sanity / Fear (Instinct)
  • Effect: Invade the target's mind with horrific visions. On a failed save, the target is forced to spend their entire next turn performing Fear emotes. They cannot attack or use spells during this duration.
Shadow Faces

The manifestation of the victim's terror.

  • Effect: Screaming, translucent faces manifest in the air around the target, visible only to the victim and the Geist.
Rank 5: Nightmare Manifest
Total Cognitive Collapse

Your presence is now so toxic to human consciousness that the brain shuts down entirely—triggering a catatonic state—to protect itself from your immediate proximity.

  • Cost: Passive
  • Range: 5m Radius
  • Effect: The Sanity Drain from Psychic Discord is doubled to -4 Sanity per turn.
  • Execution: If a living enemy's Sanity reaches 0, they are instantly Knocked Out (KO).
Total Darkness

Your Presence literally consumes the light of the material world and the sensory clarity of those near you.

  • Effect: Your Presence causes the screens of nearby enemies to desaturate, turn grey-scale, and blur at the edges, as if their very sight is failing them in the face of pure terror.
The Obsessive (The Echoes of Genius)

In the early years of the Avacynian era, the Obsessed represent the 'Calculated Incursion.' These are the spirits of architects, alchemists, and master smiths who died with their greatest works unfinished. They carry the technical mastery of their former lives, utilising pure reason to bypass the physical limitations of their ghostly forms. To face an Obsessed is to realise that your every move has already been predicted, analysed, and countered.

Rank 1: Echoes of Genius
Polymath's Residue

You retain the muscle memory and theoretical knowledge of your former profession, allowing you to manipulate material components with spectral precision.

  • Cost: Passive
  • Effect: Your technical mastery transcends the grave. Gain +2 to all Crafting Skills (Alchemy, Smithing, Engineering).
The Insightful Whisper

You project a compressed packet of tactical data directly into an ally's mind, momentarily heightening their cognitive processing.

  • Cost: 1 AP / 5 Mana
  • Range: 10m
  • Targeting: Single Ally
  • Effect: Grant an ally +2 Reason for 2 Turns.
  • Utility: You can interact with "Clue Objects" or mechanical switches from up to 10m away. Additionally, you see the white outlines of hidden items through walls.
Rank 2: Hyper-Focus
Algorithmic Clarity

You strip away all emotional noise and spiritual "static," leaving only the pure, cold logic of the strike in a state of total cognitive overclocking.

  • Cost: 1 AP / 15 Mana
  • Range: Self
  • Effect: Gain +5 Accuracy and +2 Reason for the remainder of the current turn.
Archivist's Eye

You are constantly running a tactical simulation of the battlefield, identifying the exact physical and temporal limits of your foes.

  • Cost: Passive
  • Effect: By looking at a target, you see their exact Remaining Health, AP, and Movement pools. A translucent blue tactical HUD appears over your targets when you focus on them.
Rank 3: Scholarly Reserve
Cognitive Dampening

Your mind has become a fortress of logic, naturally dampening the chaotic impulses of the material world.

  • Cost: Passive
  • Effect: Gain +2 Reason.
The Memory Bank

You have learned to "cache" unused spiritual energy, allowing for a massive burst of activity in the following moment.

  • Cost: Passive
  • Effect: If you end your turn with at least 1 AP remaining, you may "Store" it. On your next turn, your Max AP pool is increased by 1 for that turn only.
  • Note: For a standard Obsessive (6 AP), this allows a 7 AP turn. Translucent, flickering books circle your model when you have stored AP.
Rank 4: Ghostly Insight
Recursive Wisdom

You aren't just giving an ally advice; you are shunting a portion of your own spectral energy to jump-start their physical reflexes.

  • Condition: Using Whisper (Rank 1)
  • Effect: Whisper now also grants the targeted ally +1 Action Point (AP).
  • Constraint: This specific AP restoration can only occur once per Scene (Combat Encounter) per ally.
Uncover Weakness

Your analysis identifies the exact failure points in the enemy's elemental or physical composition.

  • Cost: Passive
  • Effect: A script-based highlight identifies the lowest resistance (Physical, Cold, Fire, etc.) of an enemy. This vulnerability is visible as a glowing icon to your entire party.
Rank 5: Infinite Inquiry
The Final Answer

You project a geometric field of pure information that highlights the "kill-points" on every enemy simultaneously, revealing their fundamental structural flaws.

  • Cost: 5 AP / 100 Mana
  • Property: [Full Turn Action] | 1/Combat
  • Range: 20m Radius
  • Targeting: All Enemies in Range
  • Effect: For 2 Turns, all party members gain Double Armour Penetration against all affected enemies.
Library of Souls

The sheer volume of information you process momentarily manifests a physical echo of the Great Library.

  • Effect: A spectral, infinite library manifests briefly around you, with pages flying through the air like a storm.
The Vengeful (The Spite-Driven)

In the early years of the Avacynian era, Vengeful Geists are the primary source of 'Geist-Shock' among the provincial populations. These are the spirits of those who died in terror or betrayal during the dark years before the Creation. They represent the 'Malicious Incursion'—a refusal to let go of the agony that defined their end. To face a Vengeful Geist is to be hunted by a memory that has learned how to kill.

Rank 1: Chilling Touch
Grave-Cold Strike

You are not merely striking a physical body; you are reaching into the target's molecular structure to leech the thermal energy directly from their nervous system.

  • Cost: 2 AP / 5 Mana
  • Range: Melee
  • Accuracy/Save: Your Melee Accuracy vs Target Armour Class (AC)
  • Effect: Deal 1d8 Cold Damage. On a hit, the target's Haste is reduced by 1 for 1 Turn.
Phase

Spite makes your form flicker violently between the material plane and the Void, causing physical strikes to pass through a hollow space.

  • Condition: Triggered whenever you take damage
  • Effect: There is a 10% chance you instantly become Invisible and Untargetable until the start of your next turn. Your model flickers like a dying lantern before vanishing into a faint, oily mist.
Rank 2: Lingering Spite
Vengeful Feedback

The act of being struck only sharpens your resolve, channelling the pain of the impact into a focused surge of kinetic malice.

  • Cost: Passive
  • Effect: If Phase (Rank 1) is triggered, your next Melee Attack deals +20% Damage.
Frost Trail

Your presence is so entropic that the very ground you cross loses its heat, creating a path of lethal, spectral ice.

  • Effect: You leave a trail of spectral frost behind your movement. Living enemies entering this trail suffer a Slide (Forced 1m movement) and lose 1 Movement (-1 MP) as the ground turns to slick, supernatural ice.
Rank 3: Unfinished Business
Hyper-Focused Malice

You find the unique "spiritual frequency" of the one who last harmed you, allowing you to strike them with an effortless, rhythmic speed.

  • Cost: Passive
  • Effect: Gain +2 Power. Furthermore, any Melee Attack made against the creature that last damaged you has its cost reduced by 1 Action Point (-1 AP) to a minimum of 1 AP.
Blue Flame

Your hatred manifests as a visible thermal flare when your prey is near.

  • Effect: Your form flickers with cold, blue fire whenever your "Last Attacker" is within 10m.
Rank 4: Retribution
Soul-Freeze

Doubling the spectral cold causes a total cessation of molecular movement and spiritual flow within the victim's body.

  • Condition: Hit the same target twice in a single turn with Chilling Touch
  • Effect: The target is Frozen. They instantly lose all remaining Movement (MP) for that turn and the next.
Shatter Sound

The sound of the world's physics breaking under your influence.

  • Effect: A loud, crystalline crack plays the moment an enemy is Frozen, echoing through the area.
Rank 5: Wraith of Vengeance
Eternal Spite

You have transcended a simple haunting; you are now a full-fledged Wraith, fueled by a self-sustaining cycle of agony that provides you with near-limitless energy.

  • Cost: Passive
  • Effect: The Phase chance (Rank 1) is increased to 25%. Every time you successfully Phase, you instantly restore 1 Action Point (AP).
Red Eyes

Your transformation into a legendary agent of vengeance is complete.

  • Effect: Your eyes turn a baleful, glowing red; your model becomes more translucent and jagged, shedding a permanent, faint "Death Mist."
Human
Monster Hunter (Application Only)

The vampire counts on your fear. The werewolf counts on your frailty. The geist counts on your ignorance. They are all, in their ancient arrogance, terribly mistaken. To be a Hunter is to turn the "prey's" perspective into a cold, clinical science of extermination.

Rank 1: Hunter's Foundation
Hunter's Resilience

Constant exposure to the elements and the physiological strain of combat has hardened the Hunter's core, granting them a baseline of survivalism that few can match.

  • Cost: Passive
  • Effect: Gain a permanent +1 to Instinct and +1 to Toughness.
Hunter's Pace

Years of patrolling the Moorland have taught the Hunter to move with a deceptive, lung-stretching economy of motion, always staying one step ahead of the predator.

  • Cost: Passive
  • Effect: Gain +10% Movement Speed. Additionally, the first Movement action spent each turn allows you to move an extra 2 metres for free.
Rank 2: Hunter's Senses
Slayer's Intuition

You no longer see a "man" in a heavy coat or a "wolf" in the brush; you see the way the silver moonlight reacts to their skin and the specific entropic frequency of their soul.

  • Cost: Passive
  • Cooldown: 2 Hours
  • Range: 10m
  • Effect: You have a preternatural sense for the hunt. As an action, detect one tribe (Zombie, Spirit, or Werewolf) within range, even through walls.
Iron Will

Through rigorous mental conditioning and holy meditation, the Hunter's mind becomes a fortress that rejects the psychic rot and terror of the abyss.

  • Cost: Passive
  • Effect: Your Sanity Decay is reduced by 25%. When making a Sanity / Fear (Instinct) save, you may re-roll a Natural 1.
Slayer's Stamina

The Hunter's body is conditioned to respond to trauma with bursts of adrenaline rather than collapse.

  • Adrenaline Surge: Gain +1 AP on your next turn if you took 10+ damage in a single hit during the previous round.
  • Iron Will: Your Sanity threshold for triggering [Delirium] or [Afraid] is increased by +10.
  • Second Wind: 3 AP. Once per encounter, heal for 1d10 + Toughness and remove 1 Elemental Status (e.g., Burned, Chilled).
Rank 3: The Hunter's Tools
Hallow & Silver

You imbue your weaponry with specialised alchemical reagents and holy oils, turning a simple blade into a conduit for Avacynian judgment.

  • Cost: 3 AP / 30 Mana
  • Roll: 1d20 + Instinct + Iconography vs DC 12
  • Effect: For the duration of the Scene, attacks deal an additional 1d6 Radiant damage and count as Silvered.
Bestiary Check

Drawing upon a vast library of anatomical and tactical knowledge, you identify the exact structural or spiritual flaw in the target's current state.

  • Cost: 1 AP / 30 Mana
  • Range: 10m
  • Roll: 1d20 + Reason + Investigation vs Target Presence DC
  • Effect: Success reveals the target's current HP, AP/MP pool, and their Weakest Save Type.
Rank 4: Specialist Branches (Choose One)
The Fauchard (Anti-Vampire)

Specialising in the disruption of the sanguine flow. Your strikes prevent the vampiric heart from mending the flesh it claims to own.

  • Cost: Passive
  • Effect: Attacks stop all Health Regeneration and Euphoria buffs for 2 rounds. On a Critical Hit, the Vampire is Grounded (cannot fly) for 1 turn.
The Pathlighter (Anti-Demon)

Using high-frequency holy chants to anchor a fiend's volatile form, forcing them to submit to the physical laws of the plane.

  • Cost: 3 AP / 60 Mana
  • Accuracy/Save: Instinct vs Target Presence (Influence)
  • Effect: Force a Demon to pass a Presence Save or be Bound, locking them into a 5-second Kneel animation.
The Disassembler (Anti-Skaab)

A mechanical understanding of Nephalian stitching allows you to strike the precise rivets and gears that hold a construct together.

  • Cost: Passive
  • Effect: Attacks ignore 50% of Armour on Artificial or Construct targets. Successful hits have a 10% chance to cause System Failure (Stun for 1 turn).
The Silver-Binder (Anti-Geist)

Attuning your weapon to the spectral frequency of the Veil, allowing you to "catch" and solidify the immaterial.

  • Cost: Passive
  • Effect: Attacks can hit Spirits even when they are Phased or Invisible. Successful hits force a Spirit to Solidify (lose Physical Immunity) for 1 round.
The Wolfsbane (Anti-Werewolf)

A precise interrupt strike utilising concentrated wolfsbane oil to shock the lycanthrope's nervous system and arrest their transformation.

  • Cost: 2 AP / 60 Mana
  • Effect: On a hit, a Werewolf cannot change forms (Human to Wolf or vice versa) for 3 rounds and suffers Disadvantage on Power checks.
Rank 5: Final Sanction
Slayer's Insight

This is no longer a passive glance; it is a focused psychic interrogation. You are searching for the "Discordant Note" in the target's biological frequency.

  • Requirement: Slayer's Intuition
  • Cost: 3 AP
  • Cooldown: 2 Hours
  • Range: 20m
  • Roll: 1d20 + Instinct vs Target's Reason OR Presence
  • Effect: Select a tribe from the Universal Pool (Human, Zombie, Spirit, Werewolf, Vampire, or Demon). On success, you learn if the target belongs to the declared tribe. On failure, you receive no information—a failed roll against a Vampire Noble looks identical to a successful roll against a Human peasant.
Final Sanction

You identify the singular, fatal moment in the target's defences and commit every ounce of your physical and spiritual training into a strike of absolute finality.

  • Cost: 5 AP / 100 Mana
  • Property: [Full Turn Action]
  • Range: 10m
  • Roll: 1d20 + Haste/Power + Tactics vs Target AC
  • Effect: If the target is <25% HP, they suffer an Instant Knockout (KO). If the target is >25% HP, deal 6d10 Holy/Silver Damage and ignore all Damage Reduction.
Vampire
House Falkenrath (The Aerial Predators)

In the early years of the Avacynian era, the Falkenraths represent the 'Predatory Incursion.' They are the most physically aggressive of the Stensian lines, having adapted their biology to the high altitudes and jagged cliffs of the Geier Reach. While the light of Avacyn has made the lowlands safer, the skies remain the domain of the Falkenrath. To face one is to realise that safety is an illusion the moment you step out from under a stone ceiling.

Rank 1: Falkenrath Ascension
Sky-Borne Dominance

Your wings have hardened into powerful, leather-tough instruments of war, and your inner ear has fully adapted to the high-velocity shifts and dizzying turns of aerial combat.

  • Cost: Passive
  • Effect: Your Hover ability is permanently upgraded to True Flight. Furthermore, you gain +10% Accuracy for lunging or thrown weapons while in the air.
Swoop Attack

Utilising gravity and the sudden acceleration of a dive to deliver a strike that rattles the target's very soul.

  • Cost: 2 AP
  • Range: Melee (Air-to-Ground)
  • Effect: Perform a downward lunge from the air. Deal Standard Melee Damage and cause Massive Stagger.
  • Stagger: The target instantly loses 1 AP on their next turn as the impact rattles their focus.
Rank 2: Thermal Draft
Effortless Lift

Your wings react instinctively to the rising heat of the battlefield and the subtle shifts in lunar mana, catching the air before your conscious mind even thinks to move.

  • Cost: Passive
  • Effect: Taking off into Flight costs 0 Action Points (AP).
Wings of the High Mountain

Your skeletal structure has become incredibly dense yet lightweight, allowing you to absorb the kinetic energy of a landing regardless of the distance travelled.

  • Cost: Passive
  • Effect: Falling Damage is completely negated, regardless of the height.
Rank 3: Blood-Scented Sky
Stensian Gale

The metallic tang of blood carried on the Geier winds acts as a physical propellant for your systems, sharpening your reflexes and driving your wings to beat with a supernatural, high-frequency rhythm.

  • Cost: Passive
  • Effect: Gain +2 Haste. Furthermore, while in the air, you gain +1 Movement (bringing a standard Falkenrath to 4 MP while flying).
Crimson Blur

Your speed becomes so great that the light of the Silver Dawn struggles to track your silhouette.

  • Effect: You leave a flickering red streak in the air when moving faster than walk speed; your silhouette becomes distorted by a heat haze effect.
Rank 4: Haemorrhaging Dive
Lacerating Lunge

You have learned to strike exactly where the flesh is already torn, utilising your downward momentum to act as a living wedge that opens existing wounds further.

  • Cost: Passive
  • Effect: Your Swoop Attack (Rank 1) now applies a Bleed DOT for 2 Turns.
  • Predatory Synergy: If the target is already Bleeding when struck by a Swoop Attack, the cost of the move is reduced to 1 Action Point (AP).
Talon Strike

Your hands momentarily take on a more beast-like, avian quality during the strike.

  • Effect: Deep, glowing red claw marks appear on the target's model upon impact.
Rank 5: Sovereign of the Skies
Apex Raptor

In your natural element, your movements are so fluid and your weight so perfectly balanced that gravity provides the momentum for every strike, requiring almost zero physical effort.

  • Cost: Passive
  • Effect: While flying, your Melee Attacks cost 1 less Action Point (AP) (minimum 1 AP).
Bat Swarm

Breaking your physical form into a hundred disparate targets, making it impossible for even the finest marksman to find your heart in the chaos.

  • Property: Once per Scene
  • Effect: Transform into a Swarm of Bats for 1 Turn. While in this state, you are Immune to all projectile attacks (Arrows, Bolts, Bullets).
House Markov (The Primogenitors)

In the early years of the Avacynian era, the Markovs represent the 'Aristocratic Incursion.' While the younger bloodlines might revel in the hunt, a Markov understands that true power lies in the total, psychological submission of the prey. They are the architects of social and physical dominance, utilising their ancient heritage to turn the will of their enemies into a leaden weight. To face a Markov is to be judged by the very history of Innistrad.

Rank 1: Lineage of the First
Sovereign Unnerving

You project an aura of such absolute certainty and ancient power that your foes find their hands trembling and their focus failing as they try to strike a being of your stature.

  • Cost: Passive
  • Range: 10m Radius
  • Targeting: Enemies
  • Effect: All enemies within range suffer a -10% penalty to Accuracy.
Dominate

A verbal or mental command backed by the ancestral authority of the Markov line, overriding the target's motor functions through pure charisma.

  • Action: Emote Dominate
  • Accuracy/Save: Your Presence vs Target Sanity / Fear (Instinct)
  • Effect: Force a lower-level NPC or non-player Human to Kneel (Stunned and Prone) for 1 Turn.
Rank 2: Aristocratic Poise
Ego Restoration

Asserting your superiority over others—whether through command or social manipulation—provides a literal rush of invigorating mana to your system.

  • Cost: Passive
  • Effect: Successfully using Dominate (Rank 1) or passing a Social/Presence check in dialogue instantly refunds 1 Action Point (1 AP).
Noble Gait

You enter a room with such terrifying, predator-like grace that the physical world seems to instinctively move out of your way.

  • Effect: During the first Turn of combat, any Movement action (excluding Sprinting) costs 0 Movement (0 MP).
Rank 3: Weight of the Ages
Primogenitor's Gravity

Your soul has matured, carrying the accumulated dread of centuries. Your enemies now find it nearly impossible to focus their sights on your form as the air around you grows heavy with your lineage's history.

  • Range: 10m Radius
  • Effect: Gain +2 Presence. Furthermore, the Accuracy penalty of your Lineage of the First aura increases to -20%.
Dark Halo

Your internal power begins to manifest as a visible crown of shadow.

  • Effect: A faint, crown-like shadow appears above your head during combat, pulsing with a dark, rhythmic authority.
Rank 4: Mental Shackles
Will-Bind

You have tethered the victim's consciousness to your own through a direct ocular link. Breaking that link requires a massive, painful effort of physical and mental will.

  • Cost: 3 AP / 60 Mana
  • Range: 15m
  • Accuracy/Save: Your Presence vs Target Sanity / Fear (Instinct)
  • Effect: Lock eyes with a foe. On a failed save, the target is Taxed. They must spend an additional 2 Action Points (2 AP) if they attempt to move away from you or change targets on their next turn.
Eye Contact

The ocular link is physically manifested as a bridge of predatory energy.

  • Effect: Glowing red beams of light connect your eyes to the target's; the target's screen (if a player) begins to vignette in blood-red.
Rank 5: Lord of the Lineage
The Sovereign's Pulse

You briefly manifest the total, unyielding will of Edgar Markov himself. For a moment, you are the only entity in the world that is permitted the luxury of movement.

  • Cost: 5 AP / 100 Mana
  • Property: [Full Turn Action] | 1/Combat
  • Range: 10m Radius
  • Accuracy/Save: Your Presence vs Target Sanity / Fear (Instinct)
  • Effect: Release a pulse of pure, absolute authority. All affected enemies lose all Movement (0 MP) for 1 Turn.
Sovereign's Command

Your command overrides the sensory perception of everyone nearby, centring the universe on your form.

  • Effect: The screen of all affected players turns grayscale, leaving only you (the Markov) in vivid, terrifying colour; a loud crack of thunder plays.
House Stromkirk (The Sea-Vampires)

In the early years of the Avacynian era, the Stromkirk represent the 'Evasive Incursion.' Closely tied to the maritime traditions of Nephalia, they have adapted their blood to the chilling pressures of the coast. While the light of Avacyn stabilises the earth, the Stromkirk find their power in the shifting, briny mists of Drunau. To face a Stromkirk is to chase a ghost through a storm—one that strikes from the fog and vanishes into the spray.

Rank 1: Mists of Drunau
Drunau Shroud

Your blood is thin, cold, and attuned to the coastal mana, allowing your physical form to naturally blend into the heavy obscuration of the shoreline.

  • Cost: Passive
  • Effect: Gain +5 Stealth against players. Against NPCs, you are treated as Invisible while in Low-Light or during Night cycles.
Mist Form

Temporarily dissolving the bonds of your physical form to mimic the briny vapour of the Nephalian coast.

  • Cost: 3 AP / 5 Mana
  • Duration: 1 Turn
  • Effect: Dissolve into a briny vapour. During this time, you can pass through non-hallowed locked doors and gates.
Rank 2: Shrouded Strike
Vaporous Precision

Striking from a state of semi-incorporeality allows your weapon to bypass standard physical armour plates, connecting directly with the target's vital essence.

  • Cost: Passive
  • Effect: Attacking from Stealth or while Mist Form is active grants a +20% Critical Strike Chance.
Salt-Withered

Your melee strikes carry the supernatural chill of the deep sea, drawing heat from the target's limbs.

  • Cost: Passive
  • Effect: Melee Attacks deal bonus Cold Damage. Successful hits apply the [Brine-Soaked] status for 2 Turns.
Rank 3: Secrets of the Deep
Tidal Restoration

You draw strength from the moisture you've forced into your enemy's lungs, siphoning their kinetic energy through the established salt-link.

  • Cost: Passive
  • Effect: Gain +2 Instinct. Furthermore, you restore 1 Action Point (AP) at the start of your turn if you are within 5m of a Brine-Soaked enemy.
Drowned Eyes

Your ocular sensors have adapted to the lightless depths of the Nephalian trench.

  • Effect: Your eyes glow with a faint, pulsing bioluminescent blue light, cutting through natural and magical darkness.
Rank 4: Call of the Nephalian Tide
Abyssal Fog

You project a localised field of spectral fog that carries the crushing weight of the Nephalian depths, slowing the blood of the living.

  • Cost: 4 AP / 60 Mana
  • Range: 10m Radius (Stationary, 3 Turn Duration)
  • Accuracy/Save: Your Presence vs Target Body / Fortitude (Toughness)
  • Effect: Summon a localised, spectral fog. All living enemies that start their turn inside the fog lose 1 Movement (-1 MP).
  • Utility: For you, this fog counts as being "In Water" for all ability triggers.
Rising Mists

The fog ignores local climate, manifesting with a heavy, physical scent of the deep.

  • Effect: Thick, white fog rolls in from the ground, regardless of the environment; it carries a heavy scent of salt.
Rank 5: High Priest of Runo
Scion of the Unfathomable

You have fully embraced the deep-sea occultism of Runo Stromkirk, allowing you to manipulate the physics of your vaporous state with absolute precision.

  • Cost: 5 AP / 100 Mana (To Refresh/Activate)
  • Mist Form Upgrade: Duration is increased to 2 Turns.
  • Mobility: While in Mist Form, you gain the ability to walk on Water and move up Vertical Surfaces at normal speed.
Kraken's Shadow

Your victory briefly thins the veil between the material world and the ancient horrors that Runo worships.

  • Condition: Score a knockout within your Abyssal Fog (Rank 4)
  • Effect: A massive, dark tentacle silhouette briefly appears in the mist behind you; a low-frequency abyssal thrum plays.
House Voldaren (The Hedonists)

In the early years of the Avacynian era, the Voldaren represent the 'Cultured Incursion.' They have the most sophisticated palates in Stensia, having turned the consumption of blood into a precise chemical science. While Avacyn's light grows stronger, the Voldaren simply use it to better illuminate their galas. To face a Voldaren is to be analysed, judged, and—if you are lucky—tasted. They are the masters of the 'Euphoria,' utilising the blood of the strong to elevate themselves into living works of art.

Rank 1: The Exquisite Banquet
The High Vintage

Your body doesn't just digest blood; it refines it into a chemical cocktail that overclocks every biological pillar, turning a meal into a state of perfection.

  • Condition: Consuming a Blood Token or high-quality blood
  • Frequency: Once per Scene / Long Rest
  • Effect: Grants the [Euphoria] status for the remainder of the Scene.
  • Status - Euphoria: Provides +1 to all Attributes (Power, Haste, Toughness, Reason, Instinct, Presence).
Voldaren Scent

You can "smell" the density of the heart and the richness of the bone marrow, identifying the strongest prey from a distance.

  • Cost: Passive
  • Effect: You can see the glowing silhouettes of players or NPCs with high Toughness attributes through walls within 20m.
Rank 2: Refined Palate
Lingering Aftertaste

Your refined metabolism extracts every drop of utility from the blood, allowing the Euphoria to persist far longer than in lesser vampires.

  • Effect: The duration of Euphoria is extended, persisting until your next Long Rest.
  • Metabolic Efficiency: While Euphoria is active, you restore +1 Action Point (AP) at the start of every 3rd Turn (Turns 3, 6, 9, etc.).
Taste for Excellence

You can judge the worth of a soul with a single sniff of their pulse, seeing past the flesh to the raw data of their being.

  • Cost: Passive
  • Effect: Standing within 3m of a player allows you to see their exact Attribute scores (UI Overlay).
Rank 3: Social Grace
Predatory Glamour

Your overwhelming social and spiritual weight creates a cognitive dissonance in your enemies, making it physically difficult for "lesser" beings to commit to an attack against you.

  • Cost: Passive
  • Effect: Gain +2 Reason. Furthermore, you gain +2 Armour Class (AC) against any enemy with a Presence score lower than your own.
Glamour

You project a field of "perfected" light that confuses the eye and the mind.

  • Effect: Your model appears slightly blurred and "perfected."
  • Stealth Buff: Enemies attempting to track you while you are in Stealth have Disadvantage on their detection rolls.
Rank 4: Captivating Presence
Supernatural Allure

You project a focused wave of predatory charm that overrides the target's survival instincts, making the very idea of harming you seem like a social faux pas.

  • Cost: 2 AP / 60 Mana
  • Range: 10m
  • Accuracy/Save: Your Presence vs Target Sanity / Fear (Instinct)
  • Effect: On a failed save, the target is Charmed for 3 rounds. They will not initiate an attack or harmful spell against you for the remainder of the spell.
  • Constraint: This effect breaks instantly if you or your allies deal damage to the target.
Matriarch's Scent

Your auditory and olfactory sensors are now so fine-tuned that you can track the metabolic expenditure of your prey.

  • Cost: Passive
  • Effect: Your Scent (Rank 1) now also reveals the target's current AP and Movement pools alongside their Toughness.
Rank 5: Matriarch's Invitation
The Blood Court

You project your own perfected blood-frequency outward, temporarily elevating the biology of your chosen "guests" to match your own.

  • Cost: 5 AP / 100 Mana
  • Property: [Full Turn Action] | 1/Combat
  • Range: 10m Radius
  • Targeting: Up to 3 Allies
  • Effect: Share your heightened state. Up to 3 allies within range instantly gain the Euphoria buff (+1 to all Attributes) for the remainder of the Scene.
Blood Rose

Your ultimate activation creates a temporary garden of spectral life-force.

  • Effect: A spectral red rose blooms at your feet; petals drift through the 10m buff zone; a soft violin melody plays.
Werewolf
The Shadow-Prowler (Black Mana)

In the early years of the Silver Dawn, Black-Mana Werewolves are the masters of the 'Silent Hunt.' While their kin burn with fire or anchor themselves to the earth, the Shadow-Prowlers have tuned their essence to the entropy of the night. They are the ones who hunt the hunters, utilising rot, shadow, and crippling precision to ensure their pack's survival. To face a Shadow-Prowler is to realise that the dark isn't just empty—it's hungry.

Rank 1: Umbral Stalker
Grave-Scent

Your body emits a low-frequency spiritual "noise" and the scent of damp earth, allowing you to blend into the shadows of the graveyard or the deep woods with ease.

  • Cost: Passive
  • Effect: Gain +10% Stealth Efficiency. This bonus is doubled to +20% while at Night or in Caves.
Shadow-Pounce

A sudden, high-speed lunge from the darkness that uses the target's own surprise as a physical weight.

  • Cost: 2 AP
  • Range: 5m (Leap)
  • Effect: Leap to a target within range. On hit, deal Standard Melee Damage and the target is Staggered (instantly lose 1 AP on their next turn).
Rank 2: Venomous Fangs
Infectious Bite

Your saliva is a concentrated cocktail of the Kessig bogs and the entropy of the grave, causing wounds to fester and blacken instantly.

  • Cost: Passive
  • Effect: Your melee attacks deal an additional 1d4 Acid Damage. Successful hits apply the [Rot] status (deals 2 damage at the start of the target's turn for 3 turns).
Scent of Decay

Your senses are tuned to the exact frequency of failing biology.

  • Cost: Passive
  • Effect: You can see the glowing red outlines of any creature with a Bleed, Rot, or Poison status through walls within 15m.
Rank 3: Pestilent Aura
Miasma of the Pit

You radiate a cold, mind-fogging dampness that leeches the physical resolve from those standing too close to you.

  • Range: 5m Radius
  • Effect: Gain +2 Instinct. Furthermore, all enemies within range suffer a -2 penalty to Toughness.
Shadow-Mane

Your fur seems to absorb the surrounding light, making your silhouette difficult to define.

  • Effect: Wisps of dark, smoky energy constantly drift from your fur; your model appears slightly translucent in low-light environments.
Rank 4: Night-Eye Executioner
Vulture's Strike

You have learned to identify the "death-rattle" in a target's movements, striking with increased lethality when victory is near.

  • Cost: Passive
  • Effect: Your melee attacks deal +15% Damage against any target below 50% Health.
Pack-Leader's Feast

Your success provides a surge of adrenaline to your surrounding pack, driving them into a state of heightened readiness.

  • Condition: Score a knockout on an enemy
  • Effect: When you down an enemy, all allies within 10m restore 1 Action Point (AP).
Rank 5: Night-Haunt
Void-Prowler

You have fully submerged your essence into the entropy of Innistrad. In the deep dark, you are more shadow than flesh.

  • Cost: Passive
  • Effect: While in Total Darkness or Deep Shade, you are Invisible to all enemies without Magical Vision or True Sight. Your first attack from this state deals Double Damage.
Eyes of the Abyss

You have become the nightmare that the villagers fear.

  • Effect: Your eyes glow with a baleful, hollow violet light. Your footsteps make no sound, and you leave no footprints or trail of any kind.
The Nebbeled Stalker (Blue Mana)

In the early years of the Avacynian era, Blue-Mana Werewolves represent the 'Occult Incursion.' Often found stalking the salt marshes and fog-banks of the Kessig-Nephalia border, these stalkers have learned to desynchronize their physical mass from the material plane. To face a Nebbeled Stalker is to chase a memory through a storm—one that strikes with surgical coldness and vanishes before the first drop of blood hits the frost.

Rank 1: Ethereal Hunter
Vaporous Stealth

Your fur has adapted to refract light and dampen biological vibrations, making your outline a mere suggestion in the corner of a victim's eye.

  • Cost: Passive
  • Effect: You move like a breath of cold air. Gain +20% Stealth and +15% Sneak Attack Damage.
Transparency

Your physical form begins to partially vibrate at the frequency of the surrounding mist, significantly reducing your visual footprint.

  • Condition: While in Fog, Low-Light, or Darkness
  • Effect: You become semi-transparent. Enemies have Disadvantage on any Perception checks made to detect you.
Rank 2: Mist-Walker
Phase-Stride

You aren't just walking; you are partially slipping through the cracks in the material plane, bypassing friction and air resistance to cover ground at impossible speeds.

  • Condition: While in Stealth
  • Effect: Every 1 Movement (1 MP) spent allows you to move double the usual distance (e.g., if 1 MP usually covers 3m, it now covers 6m).
Silent Paws

You place your weight not on the ground, but on the thin layer of spiritual mist that follows your paws, muffling all acoustic feedback.

  • Cost: Passive
  • Effect: Your movement makes absolutely no sound, even when Sprinting or moving across noisy surfaces like dry leaves or broken glass.
Rank 3: Cold-Blooded Instinct
Spectral Persistence

You strike with such surgical, cold efficiency that the material environment barely registers your presence, allowing you to fade back into the veil before the target can even react.

  • Cost: Passive
  • Effect: Gain +2 Instinct. Furthermore, when performing a Melee Attack from Stealth, there is a 50% chance that you are not revealed and remain hidden.
Drowned Eyes

Your ocular sensors have shifted to the bioluminescent spectrum common to the Nephalian deeps.

  • Effect: Your eyes turn a cold, bioluminescent blue, providing Perfect Darkvision within 15m. Natural and magical darkness are treated as Bright Light to you.
Rank 4: Mental Shroud
Phantasmagoric Siege

You project a concentrated burst of psychic static, forcing the victim's mind to process multiple spectral threats simultaneously, leading to total cognitive overload.

  • Cost: 3 AP / 60 Mana
  • Range: 10m
  • Accuracy/Save: Your Instinct vs Target Reason (10 + Reason)
  • The Hallucination: On a failed save, the target's Haste and Reason attributes are treated as 0 for all defence checks, saves, and reaction triggers for 1 Turn.
  • The Exposure: The target is afflicted with [Physical Vulnerability] for 1 Turn. All incoming physical damage from you is Doubled (2.0x).
Fog-Hallucination

The psychic assault manifests as visible phantoms to the victim.

  • Effect: Multiple ghostly wolf silhouettes begin circling the target in a swirling mist, visible only to the victim.
Rank 5: The Ghost of the Moors
Moors-Born Engine

The darkness doesn't just hide you; it acts as a coolant for your internal mana-circuits, granting you a terrifying, rhythmic speed.

  • Condition: While in Fog, Low-Light, or Darkness
  • Effect: You gain +2 Action Points (AP) at the start of your turn.
  • Engine Note: A standard Wolf (6 AP) reaches 8 AP. A Human Wolf (8 AP) hits a staggering 10 AP while in their element.
Mist Dissolve

Upon taking a physical blow, your form instantly loses cohesion, converting kinetic trauma into vaporous displacement.

  • Property: [Active Reaction] (1-Minute Cooldown)
  • Effect: When taking damage, you can instantly dissolve into mist for 1 Turn, becoming Untargetable.
The Wild-Bound Vigour (Green Mana)

In the early years of the Avacynian era, the Green-Mana Werewolves are the literal apex of the Kessig food chain. By tuning their internal pulse to the ley-lines of the Ulvenwald, they achieve a state of physical permanence that borders on the supernatural. To face a Wild-Bound is to fight the forest itself—relentless, regenerative, and massive.

Rank 1: Root-Born Resilience
Ulvenwald Siphon

You draw the very life-force of the province through your paws, using the energy of the earth to knit your wounds and steady your gait in real-time.

  • Cost: Passive
  • Effect: While standing on Natural Terrain (Grass, Dirt, Snow, or Sand), you restore 5% of your Max HP at the start of every turn.
  • Resilience: You gain 25% Resistance to the Cripple and Slow statuses.
Eat

A return to primal basics; the raw metabolic intake of fresh protein provides an immediate biological reset.

  • Cost: 2 AP
  • Targeting: Downed Target (Player or NPC)
  • Effect: Consume raw meat to instantly restore 25% of your Maximum HP.
Rank 2: Forest Path
Apex Strider

To you, the tangled roots, high brush, and thick muck of the Kessig wilds are a high-speed highway, not a hindrance.

  • Cost: Passive
  • Effect: Moving through Difficult Terrain (bushes, shallow water, heavy mud) costs 0 Movement (0 MP).
Thicket-Skin

Your fur densifies and takes on the structural properties of ancient timber when in its natural habitat.

  • Condition: While on Natural Terrain
  • Effect: Gain +10 Armour.
Rank 3: Primal Endurance
Everlasting Vigour

Constant exposure to the Ulvenwald's raw mana has permanently reinforced your cellular structure.

  • Cost: Passive
  • Effect: Gain +2 Toughness.
Eat Upgrade

You have learned to metabolise the essence of your prey with supernatural speed, turning a literal meal into a direct tactical advantage.

  • Cost: Passive
  • Effect: Using the Eat emote (Rank 1) now also restores 1 Action Point (AP).
Rank 4: Alpha's Hide
Scar-Tissue Hardening

Each strike against your form only serves to further reinforce your physical frame, calcifying your hide into a living, reactive fortress.

  • Condition: Every time you take damage but remain above 0 HP
  • Effect: Gain +2 Toughness for 2 Turns. This effect stacks up to +10 Toughness.
Unstoppable

Your sheer physical mass and wild instinct allow you to tear through any mundane restraint with a thought.

  • Cost: Passive
  • Effect: You are Immune to being Rooted or Pinned by non-magical physical means (e.g., bear traps, nets, or wrestling).
Rank 5: Avatar of the Ulvenwald
The Ancient One

You become a literal avatar of the forest's undying cycle; you cannot be cut down while the Ulvenwald wills you to stand as its champion.

  • Cost: 5 AP
  • Property: [EXHAUSTING] (3-Turn Lockout) | [Full Turn Action] | 1/Combat
  • Duration: 3 Turns
  • Effect: Enter an "Ancient" state. During this time, your Health cannot drop below 1 HP, regardless of the damage received.
Great Wolf

You achieve the stature of the legendary First-Wolves of Kessig.

  • Effect: Your model size increases by 20%. You radiate a deep, pulsing green light; your footsteps leave small patches of blooming wildflowers in their wake.
The Feral Fury (Red Mana)

In the early years of the Avacynian era, Red-Mana Werewolves represent the 'Volatile Incursion.' Without the structure of the later Howlpacks, these individuals are driven by a singular, burning internal engine. They convert the very fatigue of combat into thermal energy, becoming more dangerous the more they exert themselves. To face a Feral Fury is to fight a storm that gains heat with every strike.

Rank 1: Pyre-Heart Frenzy
Combustion Scaling

Your internal biological engine burns through its reserves, venting excess heat directly into your claws and teeth as your fatigue increases.

  • Cost: Passive
  • Effect: For every Action Point (AP) currently missing from your pool, you deal +2% Melee Damage.
Red Pulse

The act of finishing a foe provides a sudden, violent surge of oxygen and mana to your heart, momentarily resetting your combat timers.

  • Effect: Upon knocking out an enemy, you instantly restore half of your Maximum AP pool (rounded up).
  • Engine Note: For a standard Wolf (6 AP), this is 3 AP. For a Human Wolf (8 AP), this is 4 AP.
Rank 2: Burning Velocity
Thermal Lead

You treat yourself as a living projectile, utilising your linear momentum to calculate a high-impact trajectory that bypasses the target's reactive defences.

  • Cost: Passive
  • Effect: For every 1 Movement (1 MP) spent moving directly toward an enemy, you gain +5% Accuracy (Maximum of +15%) for your next melee strike during that turn.
Heat Haze

The friction of your movement generates a localised thermal distortion, making it physically difficult for enemies to track your exact coordinates.

  • Condition: Move at full speed (using all 3 MP)
  • Effect: You gain Obscurement. Enemies have Disadvantage on Opportunity Attacks against you.
Rank 3: Blood-Lust Drive
Overclocked Engine

Burning yourself out completely triggers a predatory "second wind," forcing your muscular system to move at even higher frequencies in the following round.

  • Cost: Passive
  • Effect: Gain +2 Power. Furthermore, if you end your turn with 0 AP remaining, you gain +1 Movement (+1 MP) at the start of your next turn (Total 4 MP).
Crimson Eyes

Your internal furnace is now burning so bright that it manifests as a visible light source.

  • Effect: Your eyes glow with an intense, flickering fire that illuminates dark areas within 5m, casting long, jagged shadows.
Rank 4: Reckless Leap
Comet Crash

You launch your mass with such raw, unrefined force that your impact creates a localised tectonic tremor, rattling the inner ears of everyone nearby.

  • Cost: 3 AP / All Remaining Movement
  • Property: [EXHAUSTING] (2-Turn Lockout)
  • Range: 15m (Leap)
  • Accuracy/Save: Your Power vs Target Celerity / Reflex (Haste)
  • Effect: Leap 15m. Upon landing, every adjacent enemy (3m Radius) takes 1d10 + Power damage and is Staggered (instantly loses 1 AP on their next turn).
Impact Crater

The ground itself fails to contain the heat and force of your arrival.

  • Effect: The ground cracks with red energy at the landing site, leaving a "Charred Earth" texture for 2 Turns.
Rank 5: The Eternal Scourge
Supernova Frenzy

Your internal furnace has reached critical mass; you have become a walking disaster of kinetic and thermal energy where every lost breath fuels your fury.

  • Cost: Passive
  • Effect: The Pyre-Heart Frenzy (Rank 1) damage bonus is doubled to +4% per missing AP.
  • Scaling Example: At 0 AP, a 6 AP Wolf gains +24% Damage. A Human Wolf (8 AP) gains +32% Damage.
Fire-Brand

Every strike is so physically hot that it ignites the very air around the target's body.

  • Effect: Every melee attack that lands triggers a small fire explosion. This deals 25% of the strike's damage as AOE Fire Damage to all enemies within 2m of the primary target.
The Stalwart Pack (White Mana)

In the early years of the Silver Dawn, White-Mana Werewolves are the tactical anchors of the Kessig wilds. While others lose themselves to the red rage, the Stalwart souls use the moon's steady frequency to synchronise their pack's heartbeats. They are the 'Alphas of the Fringe,' spirits who understand that the only thing more dangerous than a lone wolf is a pack that moves with a single mind. To face a Stalwart is to realise that you aren't fighting one beast—you are fighting a coordinated machine of tooth and nail.

Rank 1: Alpha's Command
Ancestral Authority

You project an aura of absolute, unshakeable certainty that overrides the primal terror of the night, anchoring the minds of anyone standing within your shadow.

  • Cost: Passive
  • Range: 10m Radius
  • Targeting: Allies
  • Effect: Allies within range gain +2 Presence and are Immune to the [Fear] status.
Primal Howl

A deep, chest-vibrating howl that strikes a resonant chord in the environment, momentarily overloading the nervous systems of your enemies.

  • Cost: 2 AP
  • Range: 10m Radius
  • Accuracy/Save: Your Presence vs Target Sanity / Fear (Instinct)
  • Effect: Enemies within range must succeed on the save or be Staggered (instantly lose 1 AP) for 1 Turn. NPCs suffer the [Panic] status (Forced move away).
Rank 2: Pack Tactics
Coordinated Strike

You don't strike in a vacuum; you time your lunges to coincide with your allies' movements, utilising their presence to find the path of least resistance.

  • Cost: Passive
  • Condition: Within 5m of at least one ally
  • Effect: Your basic melee attacks have their cost reduced by 1 Action Point (-1 AP) to a minimum of 1 AP.
Pack-Link Gaze

Your senses are biologically attuned to the metabolic rhythms of your kin, allowing you to track their condition through brush and stone.

  • Cost: Passive
  • Effect: You see the Health bars and current Status Effects of all nearby allies through walls. Allies are outlined in a sharp, white lunar highlight.
Rank 3: Sovereign Presence
Extended Dominion

Your spiritual gravity has increased, establishing a wider territory of stability for your kin. Within this zone, the pack's resolve physically reinforces their defences.

  • Range: 20m Radius
  • Effect: Gain +2 Presence. The Alpha's Command (Rank 1) radius increases to 20m. Furthermore, all allies within the aura gain +1 Armour.
Rank 4: Signal of the Pack
Cry of Rally

You shunt a portion of your own focused intent into the minds of your pack, forcing them into a state of heightened readiness and biological renewal.

  • Cost: 2 AP
  • Property: [EXHAUSTING] (2-Turn Lockout) | 1/Combat
  • Range: 15m Radius
  • Effect: You let out a short, sharp bark of command. All allies within range instantly restore 1 Action Point (AP).
White-Out

The command triggers a sudden, high-intensity discharge of stored lunar mana.

  • Effect: A sudden flash of white light erupts from your location, briefly illuminating the entire 15m radius and clearing magical shadows.
Rank 5: The Silver-Bound Alpha
The Pack's Momentum

Your bond with your kin is so powerful that your mere presence physically lightens their step, guiding the pack through the fray with preternatural speed.

  • Cost: Passive
  • Range: 10m Radius (Centred on Self)
  • Effect: You and all allies within 10m gain +1 Movement (+1 MP) per turn.
Lunar-Attuned Fangs

Your physical strikes are now imbued with the searing, entropic light of the moon, which burns through the hide of the unholy.

  • Cost: Passive
  • Effect: Your melee attacks now deal Holy/Lunar Damage. This damage is increased by 25% against Zombies, Spirits and Vampires.

Ability Trees

Each Role grants access to a unique Ability Tree. Progress through the Ranks to unlock increasingly powerful abilities.

The Commoner (Crafting Ability Tree)

The true power of humanity does not lie in fangs or claws, but in the forge, the anvil, and the spark of creation. While the horrors of the night stagnate in their ancient, unchanging arrogance, mortal ingenuity marches ever forward in the dark.

Global Racial Passive: The Human Advantage
  • The Guild Discount: All Human crafters spend 50% less Gold/Materials to craft items at Tier 1 and Tier 2.
  • The Glass Ceiling (Racial Lock): Non-human races (Vampires, Werewolves, Geists) strictly cannot take perks in Tier 3, Tier 4, or Tier 5 of this tree. They lack the mortal "Spark of Innovation" required for true, evolving specialisation.
Rank 1: The Apprentice (Available to Anyone)

Focus: Basic survival tools and improvised gear forged in desperate circumstances.

Node A: Scavenger's Eye (Passive)
  • Mechanic: You find 25% more materials when looting world objects or salvaging gear.
Node B: Field Smith (Action - 3 AP)
  • Mechanic: Allows crafting of T1 Iron/Steel Melee Weapons and Armour. Base costs are 40% lower than vendor prices.
  • System Math: For Humans, this stacks additively with the Guild Discount, resulting in a staggering 90% cost reduction for T1 arms.
Node C: Fletcher & Gunsmith (Action - 3 AP)
  • Mechanic: Allows crafting of T1 Crossbows and Rifles. These are crude but functional tools of survival.
Node D: Hedge Medic (Action - 3 AP)
  • Mechanic: Allows crafting of T1 Consumables (Basic Bandages: Heal 1d4). Craft-only.
Node E: Trinket-Maker (Action - 3 AP)
  • Mechanic: Allows crafting of T1 Accessories (Simple copper rings/amulets with no mechanical stats, used purely for aesthetic or base upgrading). Craft-only.
Rank 2: The Journeyman (Available to Anyone)

Focus: Refinement and the introduction of basic "Silvered" metallurgy.

Node A: Resourceful Salvage (Passive)
  • Mechanic: When you break down a Tier 1 or Tier 2 item, you recover 50% of its raw materials.
Node B: Reinforced Gear (Action - 3 AP)
  • Requirement: T1 Item + Refined Iron/Steel
  • Output: Creates T2 Iron/Steel gear. Increases baseline damage/AC and adds a slot for basic upgrades.
Node C: Advanced Ballistics (Action - 3 AP)
  • Requirement: T1 Ranged Item + Mechanical Parts
  • Output: Creates T2 Crossbows/Rifles. Increases effective range and reload efficiency.
Node D: Apothecary's Assistant (Action - 3 AP)
  • Mechanic: Allows crafting of T2 Consumables (Poultices: Heal 1d8 + Cleanse Bleed status). Craft-only.
Node E: Silver-Lining (Action - 3 AP)
  • Mechanic: Allows crafting of T2 Accessories (Silver-plated rings: Grants +1 to a single designated Saving Throw). Craft-only.
Rank 3: The Specialist (Humans Only)

Focus: The Glass Ceiling. The tree heavily splits. You must choose a specific specialisation node to unlock its recipes.

Node A: Master Apothecary (Consumables)
  • Mechanic: Unlocks T3 Alchemy/Cooking. Can craft Oils (Silver/Holy) to temporarily coat weapons, and Combat Rations that grant lasting Attribute buffs.
Node B: Armoursmith (Protection)
  • Requirement: T2 Armour
  • Mechanic: Can craft T3 Plate and Shields. Introduces the Blessed property to defensive gear.
Node C: Weaponsmith (Offence)
  • Requirement: T2 Weapon
  • Mechanic: Can craft T3 Melee Weapons. Introduces the Silvered property (inflicts the Silver Burn DOT).
Node D: Silversmith (Accessories)
  • Mechanic: Unlocks T3 Jewellery. Can craft Warded Rings and Holy Amulets (Grants +2 to Saves / Magic Resistance).
Node E: Master Engineer (Ranged)
  • Requirement: T2 Ranged Item
  • Mechanic: Can craft T3 Crossbows and Long-rifles. Allows the addition of Scopes (Grants Advantage on Long Range accuracy rolls).
Rank 4: The Master Artisan (Humans Only)

Focus: High-Tier metallurgy, complex catalysts, and Avacynian relic forging.

Node A: Catalyst Master (Passive)
  • Mechanic: All crafted T4 items have a 25% chance to not consume the required T3 base item during the upgrading process.
Node B: Sanctified Forge (Armour/Weapons)
  • Requirement: T3 Item + Blessed Oil/Essence
  • Output: T4 Blessed Gear. Deals True Damage to Spirits/Demons and completely stops Geists from using their Phasing abilities.
Node C: Alchemical Genius (Consumables)
  • Mechanic: Allows crafting of potent Elixirs (Rapid Regeneration, Invisibility, or immense temporary Attribute boosts).
Node D: Relic-Hunter's Touch (Accessories)
  • Mechanic: Allows crafting of T4 Accessories that physically grant the wearer one Perk from a Tier 1 or Tier 2 combat tree while equipped.
Node E: Siege Engineer (Ranged)
  • Mechanic: Allows crafting of Heavy Ordinance (Explosive bolts/rounds and deployable portable barricades).
Rank 5: The Grandmaster (Humans Only)

Focus: The Pinnacle of Mortal Craft.

Node A: Moonsilver Smithing (Action - Full Turn)
  • Requirement: T4 Item + Moonsilver Shard
  • Output: T5 Moonsilver Gear. A weapon of absolute devastation that bypasses all supernatural resistances.
Ranged Combat (The Marksman)

In the sixth year of the Silver Dawn, the roads of Gavony are finally being reclaimed. The Marksman is the first line of defence—the steady eye in the tower and the silent shadow in the Kessig brush. Whether with a hand-carved longbow or a precision Nephalian crossbow, these hunters ensure the night remains at a distance.

Rank 1: The First Bow (Choose One)
Node A: Careful Aim (Active Utility - 1 AP)

Represents immense mental focus and breath control, sacrificing mobility for a guaranteed strike.

  • Cost: 1 AP (Bonus Action)
  • Range: Self
  • Roll: 1d20 + Haste + Awareness vs DC 12
  • Effect: On success, you gain Advantage on your next Ranged Weapon Attack this turn. Your Movement becomes 0m until the start of your next turn.
Node B: Barbed Shot (Weapon Ability - 3 AP)

A vicious, precision strike aiming for snag-points in the anatomy to punish movement.

  • Cost: 3 AP
  • Range: Weapon Range
  • Roll: 1d20 + Haste + Finesse vs Target AC
  • Effect: Deals Standard Weapon Damage + 1d4 Piercing. The barb lodges in the target. If the target moves more than 3m on their next turn, the barb tears out, dealing an additional 1d6 Piercing.
Node C: Concussive Shot (Weapon Ability - 3 AP)

Using tactical knowledge to strike disorientation points, such as temples or heavy helmet joints.

  • Cost: 3 AP
  • Range: Weapon Range
  • Roll: 1d20 + Haste + Tactics vs Target AC
  • Secondary Save: Target Body / Fortitude (Toughness) vs Attacker's Roll
  • Effect: Deals Standard Weapon Damage + 1d6 Bludgeoning. Target must succeed on the Fortitude Save or be Deafened and unable to use Reactions until the end of your next turn.
Node D: Covering Fire (Reaction - 1 AP)

A split-second snap-shot designed to flinch the enemy and ruin their strike before they connect.

  • Cost: 1 AP (Reaction)
  • Range: Weapon Range
  • Trigger: When an ally is targeted
  • Roll: 1d20 + Haste + Reflexes vs Attacker's Accuracy Roll
  • Effect: If your roll beats the attacker's accuracy, the attacker takes Disadvantage on their Attack Roll.
Node E: Incendiary Shot (Weapon Ability - 3 AP)

Knowledge of handling unstable, hunter-grade alchemical munitions common in Gavony reconstruction.

  • Cost: 3 AP
  • Range: Weapon Range
  • Roll: 1d20 + Haste + Survival vs Target AC
  • Secondary Save: Target Celerity / Reflex (Haste) vs Attacker's Roll
  • Effect: Deals Standard Weapon Damage + 1d6 Fire. Target must pass the Reflex Save or catch fire, taking 1d4 Fire Damage at the start of each turn for 1 minute (or until extinguished by a 3 AP action).
Rank 2: Sharpshooter Specialisation (Choose One)

Focus: Advanced positioning, alchemical ammunition, and the supernatural tracking of prey across the Moorland.

Node A: Pinning Shot (Weapon Ability - 3 AP)

Utilising precision Finesse to anchor a foe's heavy clothing or mangled limb to the stone floorboards or trees, effectively rooting them to the spot.

  • Cost: 3 AP
  • Range: Weapon Range
  • Roll: 1d20 + Haste + Finesse vs Target AC
  • Secondary Save: Target Power + Brutality vs Attacker's Roll
  • Effect: On a hit, deal Standard Weapon Damage. The target must pass the Brutality Save or be Restrained (0m Movement, Disadvantage on Haste checks). The target must spend an Action (3 AP) to tear themselves free.
Node B: Ricochet (Weapon Ability - 3 AP)

Using tactical calculation to predict angles and force a brutal bounce off armour or environmental surfaces to strike a hidden foe.

  • Cost: 3 AP
  • Range: Weapon Range + 3m bounce
  • Roll: 1d20 + Haste + Tactics vs Target AC (Roll for each target)
  • Effect: Perform a Standard Ranged Attack. If it hits, you may immediately roll a second attack against a different target within 3m of the first. On a hit, the second target takes your weapon's Base Damage Die.
Node C: Flash-Powder Bolt (Geist-Tech / Alchemical - 3 AP)

Handling and calibrating volatile, tech-heavy Nephalian ammunition designed to disrupt the optical senses of both the living and the dead.

  • Cost: 3 AP
  • Range: 12m
  • Roll: 1d20 + Haste + Geist Tech vs DC 12 (Point Target)
  • Secondary Save: Target Body / Fortitude (Toughness) vs Attacker's Roll
  • Effect: Fire a specialised projectile that detonates. All creatures in a 3m radius must pass the Fortitude Save or be Blinded until the end of their next turn.
Node D: Hunter's Mark (Active Utility - 1 AP)

Drawing on survivalist instincts and the heightened senses of the Silver Dawn to identify a prey's subtle weak points and scent trail.

  • Cost: 1 AP (Bonus Action)
  • Range: 14m
  • Roll: 1d20 + Haste + Survival vs DC 12
  • Effect: You designate a quarry for 1 hour. Your ranged attacks against this target deal an extra 1d6 damage. You gain Advantage on all Awareness (Instinct) and Survival (Instinct) checks made to track this specific target.
Node E: Skirmisher's Step (Reaction - 1 AP)

Relying on pure, unadulterated reflex to dash away before a melee engagement can even begin, maintaining the distance required for superior ballistics.

  • Cost: 1 AP (Reaction)
  • Range: Self
  • Trigger: When an enemy ends their turn within 2m of you
  • Roll: 1d20 + Haste + Reflexes vs DC 12
  • Effect: On success, you may immediately move up to half of your Total Movement. This movement does not provoke Opportunity Attacks.
Rank 3: Elite Marksmanship (Choose One)

Focus: The introduction of heavily taxing, momentum-based manoeuvres and the mastery of high-tension ballistics.

Node A: Volley (Weapon Ability / AOE - 4 AP)

Marksmen of the Gavony border-guard are trained to fire in rhythmic, high-speed pulses, creating a localised storm of steel that denies entire patches of ground to the skittering horrors of the Moorland.

  • Cost: 4 AP (Base) | Property: [HEAVY - T3] (+1 AP Tax) | [EXHAUSTING - 2] (2-Turn Lockout)
  • Range: Weapon Range (3m Radius Circle)
  • Roll: 1d20 + Haste + Reflexes vs Target Reflex DC
  • Secondary Save: Target Celerity / Reflex (Haste) vs Attacker's Roll
  • Effect: Unleash a hail of ammunition. All creatures in the radius must make a Reflex Save. They take 3d8 Piercing damage on a failure, or half damage on a success.
Node B: Piercing Shot (Weapon Ability / Line - 3 AP)

Harnessing the superior tensile strength of Avacynian-blessed bowstrings and Nephalian gears to launch a high-velocity projectile capable of punching through multiple ranks of the undead.

  • Cost: 3 AP (Base) | Property: [HEAVY - T3] (+1 AP Tax) | [EXHAUSTING - 2] (2-Turn Lockout)
  • Range: 9m Line
  • Roll: 1d20 + Haste + Finesse vs Target AC
  • Effect: Fire a projectile that punches through multiple foes. Every creature in the 9m line whose AC is hit takes Standard Weapon Damage + 1d8 Piercing damage.
Node C: Disarming Snipe (Weapon Ability / Control - 3 AP)

A surgical application of force, aimed not to kill, but to deprive a heretic or cultist of their profane implements by striking the exact stress point of the grip.

  • Cost: 3 AP (Base) | Property: [HEAVY - T3] (+1 AP Tax)
  • Range: Weapon Range
  • Roll: 1d20 + Haste + Finesse vs Target AC
  • Secondary Save: Target Power + Brutality vs Attacker's Roll
  • Effect: A precision strike aimed at the target's grip. On a hit, the target takes Standard Weapon Damage and must pass the Brutality Save or drop one held item. The item is physically pushed 3m away.
Node D: Overwatch (Tactical Stance / Area Denial - 3 AP)

Establishing a "Kill Zone." The Marksman enters a state of hyper-vigilance where the twitch of a finger is faster than the lunge of a werewolf, monitoring the area for any sign of movement.

  • Cost: 3 AP (Base) | Property: [HEAVY - T3] (+1 AP Tax)
  • Range: Forward 180-degree radius
  • Effect: Monitor a forward 180-degree radius. Until your next turn, you can make a ranged attack against any enemy that moves, attacks, or casts a spell within that area.
  • Reaction Roll: 1d20 + Haste + Reflexes vs Target AC
Node E: Vital Strike (Passive / Lethality)

Six years of grim anatomical study in the clinics of Thraben have taught the Marksman exactly where the silver must strike to sever the spirit from the flesh with absolute finality.

  • Cost: Passive
  • Effect: Your understanding of anatomy is absolute. Your ranged weapon Critical Hits grant Advantage on your Damage Roll.
Rank 4: The Vanguard's Decree (Choose One)

Focus: Master-level engineering, psychological warfare, and the application of physics-bending ballistics in the defence of the provinces.

Node A: Ghost Arrow (Geist-Tech / Spectral - 4 AP)

Utilising a captured geist-vessel to house the projectile, allowing it to temporarily desynchronize from the material plane and pass through physical obstacles as if they were mist.

  • Cost: 4 AP | Property: [EXHAUSTING - 2] (2-Turn Lockout)
  • Range: 12m
  • Roll: 1d20 + Haste + Geist Tech vs Target AC
  • Effect: You fire a projectile infused with Geist-essence. This shot ignores all line of sight and physical obstacles. On a hit, it deals 4d8 damage.
Node B: Vaulting Shot (Acrobatic / Momentum - 2 AP)

Relying on the kinetic recoil of a high-tension shot or pure athletic prowess to reposition mid-combat, maintaining the lethal "kill-zone" distance.

  • Cost: 2 AP (Base) | Property: [HEAVY - T4] (+2 AP Tax)
  • Range: 5m Leap
  • Roll: 1d20 + Haste + Acrobatics vs DC 14
  • Effect: Perform an acrobatic leap up to 5m, ignoring Difficult Terrain and Opportunity Attacks. If you perform a Ranged Attack immediately after landing (this turn), that attack deals an extra 2d6 damage.
Node C: Suppressing Fire (Psychological / Area Denial - 4 AP)

A relentless, deafening barrage of fire designed to overwhelm the survival instincts of the target, forcing them to cower in terror regardless of their physical defences.

  • Cost: 4 AP (Base) | Property: [HEAVY - T4] (+2 AP Tax)
  • Range: 12m (3m Cube Area)
  • Roll: 1d20 + Presence + Intimidation vs Target Sanity DC
  • Secondary Save: Target Sanity / Fear (Instinct) vs Attacker's Roll
  • Effect: Expend 5 pieces of ammo to lay down a terrifying barrage. Enemies entering or starting their turn in the area must pass a Sanity Save or drop Prone and have their Movement reduced to 0m until the end of their turn.
Node D: Exploding Shot (Alchemical / AOE - 4 AP)

Bypassing standard safety protocols to fire a projectile tipped with a highly unstable Nephalian fire-vial, designed to clear clusters of ghouls or skittering horrors.

  • Cost: 4 AP | Property: [EXHAUSTING - 2] (2-Turn Lockout)
  • Range: Weapon Range (3m Radius AOE)
  • Roll: 1d20 + Haste + Crafting vs Target AC
  • Secondary Save: Target Celerity / Reflex (Haste) vs Attacker's Roll
  • Effect: Fire a modified explosive projectile. Primary target takes Normal Damage. The projectile detonates; all creatures within 3m must make a Reflex Save, taking 4d6 Fire damage on a failure (half on success).
Node E: Sniper's Focus (Passive / Precision)

The ultimate state of stillness. By ignoring the world around them, the Marksman identifies the exact structural flaw in the enemy's protection, trading speed for absolute lethality.

  • Cost: Passive
  • Roll: 1d20 + Haste + Awareness vs Target AC
  • Accuracy/Save: -5 Accuracy Penalty to the roll
  • Effect: If you have spent 0m Movement this turn, you may take a -5 penalty to your Accuracy. If the attack hits, add a flat +10 damage to the total.
Rank 5: The Grandmaster's Finality (Choose One)

Focus: The absolute, terrifying pinnacle of mortal accuracy and the mastery of the "Blessed Strike."

Node A: Rain of Iron (Weapon Ability / Mass AOE - 5 AP)

The Marksman becomes a localised siege engine, saturating the air with so much steel that the sky itself seems to collapse. In the 6 A.C. era, this technique is used to wipe out entire ghoul-hordes in a single, breathless moment of fire.

  • Cost: 5 AP | Properties: [Full Turn Action] | [EXHAUSTING - 3] (3-Turn Lockout)
  • Range: 14m (7m Radius AOE)
  • Roll: 1d20 + Haste + Reflexes vs Target Reflex DC
  • Secondary Save: Target Celerity / Reflex (Haste) vs Attacker's Roll
  • Effect: Fire a staggering number of projectiles. All creatures in a 10m radius must make a Reflex Save. They take 6d10 Piercing damage on a failure (half on success). The area becomes Difficult Terrain (-3m Movement penalty) due to the dense thicket of embedded arrows.
Node B: Death's Bullseye (Weapon Ability / Ultimate Lethality - 5 AP)

A state of absolute physiological suspension. The Grandmaster waits for the precise moment between heartbeats where the world stands still, delivering a strike that ignores armour, flesh, and fate.

  • Cost: 5 AP | Properties: [Full Turn Action] | [EXHAUSTING - 3] (3-Turn Lockout)
  • Range: Weapon Range
  • Roll: 1d20 + Haste + Finesse vs Target AC with Advantage
  • Effect: You take a breath that lasts an eternity. On a hit, you deal Normal Weapon Damage plus 8d10 Precision damage.
Node C: Infallible Aim (Passive / Perception)

The eyes of a Grandmaster no longer see obstacles, only the inevitable path of the bolt. Through years of prayer and practice, the Marksman's gaze pierces the veils of both wood and illusion, ensuring every shot is optimised for maximum trauma.

  • Cost: Passive
  • The Fail-Safe: Whenever you perform a Ranged Weapon Attack that possesses the [HEAVY] property and the attack fails to hit, you do not suffer the [HEAVY] lockout penalty.
  • The Efficiency: Furthermore, if the missed attack was a Tier 5 Zenith, the +3 AP Tax is refunded to your pool at the start of your next turn.
  • The Consistency: Additionally, whenever you roll a 1 or 2 on a damage die for a ranged attack, you may reroll the die and must use the new result.
Node D: Master Hunter's Trance (Tactical Stance / Apex Predator - 2 AP)

Entering the 'Apex State.' The hunter becomes a ghost in the Moorland, moving with a spectral fluidness that allows them to strike without ever revealing their position, turning the battlefield into a private hunting ground.

  • Cost: 2 AP (Bonus Action) | Property: [EXHAUSTING - 3] (3-Turn Lockout)
  • Range: Self
  • Duration: 1 Minute / 10 Turns
  • Roll: 1d20 + Instinct + Awareness vs DC 18
  • Effect: Enter a state of pure focus for 10 Turns: Making a ranged attack does not break your Stealth. Your Movement speed increases by +3m. You can perform one additional Ranged Attack for 0 AP whenever you take the Attack Action.
Node E: Heartseeker (Geist-Tech / Guided - 5 AP)

A synthesis of forbidden Nephalian Geist Tech and high-level Reason. The projectile is bound to a seeker-geist, programmed to find the specific spiritual resonance of the target's vital centres and lock them in a state of spectral shock.

  • Cost: 5 AP | Properties: [Full Turn Action] | [EXHAUSTING - 3] (3-Turn Lockout)
  • Range: 14m
  • Hit: Automatic Hit (No attack roll required)
  • Secondary Save: Target Body / Fortitude (Toughness) vs Attacker's Reason + Geist Tech roll
  • Effect: Fire a magically guided projectile. Target takes 6d8 damage and must pass the Fortitude Save or be Paralysed for 2 turns. Target may repeat the save at the end of each of their turns.
Light Melee (The Finesse Duellist)

Speed is the only shield that never breaks. In the sixth year of the Silver Dawn, the Blade-Weavers have moved beyond the heavy plate of the old inquisitions. They are the skirmishers who haunt the alleyways of Thraben and the shadows of the Kessig woods, proving that to be untouchable is to be invincible.

Rank 1: Foundations of Finesse (Choose One)

Focus: Foundational muscle memory, footwork, and the handling of balanced, high-speed weaponry.

Node A: Finesse Strike (Passive)

Foundational muscle memory in handling balanced, high-speed weaponry allows for effortless accuracy.

  • Cost: Passive
  • Range: Melee
  • Effect: When using a melee weapon with the Finesse or Light property, you gain a permanent +1 bonus to all Attack and Damage rolls.
Node B: Swift Step (Active Utility - 1 AP)

Using athletic training to slip through combat lines or close gaps instantly before the enemy can react.

  • Cost: 1 AP (Bonus Action)
  • Range: Self
  • Roll: 1d20 + Haste + Acrobatics vs DC 12
  • Effect: You move with fluid grace. On success, you may take the Disengage (Movement does not provoke Opportunity Attacks) or Dash (+3m Movement) action as a Bonus Action.
Node C: Parry (Reaction - 1 AP)

A snap-reaction to deflect a blow with the flat of the blade, turning the enemy's momentum against them.

  • Cost: 1 AP (Reaction)
  • Range: Self
  • Trigger: When hit by a melee attack while wielding a Finesse/Light weapon
  • Roll: 1d20 + Haste + Reflexes vs Attacker's Accuracy Roll
  • Effect: If your roll beats the attacker's, you add 1d4 to your AC against that specific attack, potentially turning a hit into a miss.
Node D: Vitals Strike (Weapon Ability - 3 AP)

Identifying gaps in armour during a distraction or a lapse in the enemy's guard to deliver a lethal puncture.

  • Cost: 3 AP
  • Range: Melee
  • Roll: 1d20 + Haste + Finesse vs Target AC
  • Effect: You strike where the armour is thinnest. If you have Advantage on the attack, or if a conscious ally is within 2m of the target, you deal an extra 1d6 damage of your weapon's type.
Node E: Blade Weaver (Passive)

Embracing a combat style that prioritises mobility and bodily control over static, heavy defence.

  • Cost: Passive
  • Range: Self
  • Effect: While wearing Light Armour or No Armour, your movement speed increases by +3m and you gain a permanent +5 bonus to Acrobatics (Haste) checks.
Rank 2: Skirmisher's Edge (Choose One)

Focus: Crippling strikes, counter-attacks, and maintaining momentum in the heat of a melee.

Node A: Hamstring (Weapon Ability - 3 AP)

A low, precision cut designed to sever the connective tissue of the leg or haunch, robbing the prey of its flight.

  • Cost: 3 AP
  • Range: Melee
  • Roll: 1d20 + Haste + Finesse vs Target AC
  • Effect: On a hit, deal Standard Weapon Damage. The target's Movement is reduced by half (minimum 1.5m reduction) until the end of their next turn.
Node B: Riposte (Reaction - 1 AP)

Utilising the enemy's overextension to find a gap in their guard, the moment they fail to strike.

  • Cost: 1 AP (Reaction)
  • Range: Melee
  • Roll: 1d20 + Haste + Reflexes vs Attacker's Roll
  • Effect: On a success, you Halve the damage taken as you turn the blade, and you deliver a counter-strike for half damage.
Node C: Bleeding Edge (Weapon Ability - 3 AP)

Aiming for major arteries or soft tissue that is difficult to clot without professional medical attention.

  • Cost: 3 AP
  • Range: Melee
  • Roll: 1d20 + Haste + Finesse vs Target AC
  • Effect: A precise slash that opens a jagged wound. Target takes Standard Weapon Damage and suffers [Bleed] (1d4 damage at the start of each turn) for 1 minute (10 turns). Can be ended by an ally using a 2 AP Medicine (Reason) check.
Node D: Throwing Knives (Weapon Ability - 2 AP)

Requires extreme manual dexterity to draw and release multiple projectiles in a single fluid motion.

  • Cost: 2 AP (Bonus Action)
  • Range: 6m
  • Roll: 1d20 + Haste + Sleight of Hand vs Target AC (Roll for each knife)
  • Effect: You draw and throw two light weapons. Make separate attack rolls for each. Each deals 1d4 + Haste damage.
Node E: Flanker's Advantage (Passive)

A master of the edge knows that a distracted enemy leaves their vitals unguarded for the taking.

  • Cost: Passive
  • Range: Melee
  • Effect: Your strikes are unerring when the enemy is distracted. You score a Critical Hit on a natural roll of 19 or 20 when attacking a target engaged in melee with at least one of your allies.
Rank 3: Evasive Mastery (Choose One)

Focus: Pushing the body beyond natural limits, demanding heavy momentum and causing deep exhaustion.

Node A: Ghost Dance (Active Utility - 4 AP)

Moving with such erratic, high-speed intent that the eye cannot track the true position of the body.

  • Cost: 4 AP (Base) | Property: [HEAVY - T3] (+1 AP Tax) | [EXHAUSTING - 2] (2-Turn Lockout)
  • Range: Self
  • Roll: 1d20 + Haste + Acrobatics vs DC 16
  • Effect: You move so erratically that you leave afterimages. On success, all Attack Rolls against you have Disadvantage. This effect lasts for 1 minute or ends immediately if you are successfully hit.
Node B: Sever Tendon (Weapon Ability - 3 AP)

A devastating follow-up strike designed to completely collapse the victim's ability to stand.

  • Cost: 3 AP (Base) | Property: [HEAVY - T3] (+1 AP Tax) | [EXHAUSTING - 2] (2-Turn Lockout)
  • Range: Melee
  • Roll: 1d20 + Haste + Finesse vs Target AC
  • Secondary Save: Target Body / Fortitude (Toughness) vs Attacker's Roll
  • Effect: On a hit, deal Standard Weapon Damage. Target must pass the Fortitude Save or fall Prone and suffer Disadvantage on Reflex (Haste) Saves for 2 rounds.
Node C: Thousand Cuts (Weapon Ability - 4 AP)

A blur of steel that prioritises the volume of wounds over the depth of any single strike.

  • Cost: 4 AP (Base) | Property: [HEAVY - T3] (+1 AP Tax) | [EXHAUSTING - 2] (2-Turn Lockout)
  • Range: Melee
  • Roll: 1d20 + Haste + Finesse vs Target AC (Roll three times)
  • Effect: Unleash a flurry of strikes. Make three separate melee attacks. Each attack deals 1d4 + Haste damage, ignoring usual weapon damage dice.
Node D: Poisoned Blade (Active Utility - 2 AP)

Mastering the manual dexterity required to coat a blade in lethal toxin mid-combat without cutting oneself.

  • Cost: 2 AP (Bonus Action) | Property: [HEAVY - T3] (+1 AP Tax)
  • Range: Self (Weapon)
  • Roll: 1d20 + Haste + Sleight of Hand vs DC 14
  • Secondary Save: Target Body / Fortitude (Toughness) vs DC (10 + Attacker Reason)
  • Effect: Coat weapon in toxin mid-combat. On the next hit within 1 minute, the target takes an extra 2d8 Poison damage and must pass the Fortitude Save or be Poisoned for 1 turn.
Node E: Acrobatic Leap (Reaction - 1 AP)

Reflexively twisting the body mid-air to avoid the full force of a magical or physical explosion.

  • Cost: 1 AP (Reaction) | Property: [HEAVY - T3] (+1 AP Tax)
  • Range: Self
  • Trigger: When you make a Reflex (Haste) Save for half damage
  • Roll: 1d20 + Haste + Reflexes vs Attacker's Save DC / Attack Roll
  • Effect: On success, you take 0 damage. On failure, you take Half Damage.
Rank 4: Predator's Precision (Choose One)

Focus: Anatomical domination, near-supernatural speed, and lethal efficiency.

Node A: Shadow Strike (Tactical Utility - 2 AP)

Forcing the body through the fabric of the shadows, reappearing exactly where the enemy's guard is lowest.

  • Cost: 2 AP (Bonus Action) | Property: [HEAVY - T4] (+2 AP Tax)
  • Range: 7m
  • Roll: 1d20 + Haste + Stealth vs DC 16
  • Effect: If you are in Dim Light or Darkness, you can Teleport to an unoccupied space adjacent to an enemy (who must also be in Dim/Darkness). On success, you gain Advantage on your first Melee Attack this turn.
Node B: Execute (Weapon Ability - 3 AP)

A strike aimed with total focus at a failing heart, designed to end the fight with a single puncture.

  • Cost: 3 AP | Property: [EXHAUSTING - 2] (2-Turn Lockout)
  • Range: Melee
  • Roll: 1d20 + Haste + Finesse vs Target AC
  • Effect: A strike aimed at a failing heart. If the target is below 50% of its Max HP, this attack deals an additional 4d6 damage.
Node C: Disorienting Blow (Weapon Ability - 3 AP)

Striking a critical nerve cluster to temporarily disconnect the victim's mind from their motor functions.

  • Cost: 3 AP | Property: [EXHAUSTING - 2] (2-Turn Lockout)
  • Range: Melee (Nerve Strike)
  • Roll: 1d20 + Haste + Finesse vs Target AC
  • Secondary Save: Target Body / Fortitude (Toughness) vs Attacker's Roll
  • Effect: Strike a critical nerve cluster. On a hit, deal Standard Weapon Damage. Target must pass the Fortitude Save or be Stunned until the end of your next turn.
Node D: Blinding Speed (Active Utility - 0 AP)

Pushing the mortal frame beyond the limits of biological safety, resulting in a moment of superhuman acceleration.

  • Cost: 0 AP (Free Action) | Property: [EXHAUSTING - 2] (2-Turn Lockout)
  • Range: Self
  • Roll: 1d20 + Haste + Reflexes vs DC 18
  • Effect: Push your body beyond mortal limits. On success, you gain one additional Action (3 AP) to use this turn. (Limit: Once per Short/Long Rest)
Node E: Phantom Duellist (Passive)

Moving with such fluidity that solid bodies cease to be an obstacle to your positioning.

  • Cost: Passive
  • Range: Self
  • Effect: Enhances Rank 1 Swift Step. You can now move through enemy spaces for the rest of your turn as if they were Difficult Terrain. If you end in an occupied space, you are pushed to the nearest unoccupied space and take 1d10 damage.
Rank 5: Grandmaster of the Blade (Choose One)

Focus: The absolute, terrifying pinnacle of mortal accuracy and speed. You are the wind, and the wind is armed with silver.

Node A: Dance of Death (Weapon Ability / Mass Momentum - 5 AP)

Becoming a blur of lethal motion, the Grandmaster navigates the battlefield like a gale-force wind, striking every foe in their path before the first body even hits the floor.

  • Cost: 5 AP | Properties: [Full Turn Action] | [EXHAUSTING - 3] (3-Turn Lockout)
  • Range: Total Movement Distance
  • Roll: 1d20 + Haste + Acrobatics vs Target AC (Roll for each enemy)
  • Effect: Instantly move up to your max Movement distance (does not provoke Opportunity Attacks) and perform a Melee Attack against every enemy that comes within your reach during this movement.
Node B: Assassin's Mark (Tactical Utility / Lethality - 2 AP)

A state of supreme analytical focus. The Grandmaster identifies the specific spiritual and physical resonance of a target, marking them for an inevitable, soul-shattering conclusion.

  • Cost: 2 AP (Bonus Action) | Property: [EXHAUSTING - 3] (3-Turn Lockout)
  • Range: 10m
  • Roll: 1d20 + Haste + Finesse vs DC 18
  • Effect: Study a target for 1 minute. On success, the first time you hit that creature with a Melee Attack during that duration, the attack is an Automatic Critical Hit and deals an extra 4d10 Necrotic damage. (Limit: 1/Combat)
Node C: Intangible Grace (Active Utility / Ethereal - 5 AP)

Pushing the body's vibration to such an extreme frequency that the physical world begins to slip through the Grandmaster, granting them the resilience of a geist while maintaining the lethality of the living.

  • Cost: 5 AP | Properties: [Full Turn Action] | [EXHAUSTING - 3] (3-Turn Lockout)
  • Range: Self
  • Duration: 1 Minute
  • Roll: 1d20 + Haste + Reflexes vs DC 20
  • Effect: Your body becomes partially ethereal. Gain Resistance to all non-magical Bludgeoning, Piercing, and Slashing damage, and gain Advantage on all Reflex (Haste) Saves.
Node D: Lethal Flourish (Passive / Chain Momentum)

Focus on the "Flourish" as a defensive distraction.

  • Cost: Passive (Reaction Trigger)
  • Property: [Reaction] (1 AP)
  • Range: 5m
  • Effect: Whenever you reduce a hostile creature to 0 HP, you may spend your Reaction (1 AP) to enter Phantom Concealment (Stealth) or gain +5 AC until the start of your next turn.
Node E: Flawless Execution (Weapon Ability / Finality - 5 AP)

The ultimate strike. A single movement of such absolute precision and speed that it severs the silver cord of life instantly. It is the final mercy of the Silver Dawn.

  • Cost: 5 AP | Properties: [Full Turn Action] | [EXHAUSTING - 3] (3-Turn Lockout)
  • Range: Melee
  • Roll: 1d20 + Haste + Finesse vs Target AC
  • Secondary Save: Target Body / Fortitude (Toughness) vs Attacker's Roll
  • Effect: Perform a melee strike of absolute finality. On a hit, the target must pass a Fortitude Save. On a Failure, they take 6d10 Necrotic damage. On a success, they take half damage. (Usable 1/Long Rest)
Heavy Melee (The Brute)

There is an undeniable, horrifying honesty to raw physical power. When a Kessig alpha charges or a crypt door is barred, all the elegant swordplay and spellcraft in the world mean nothing. Sometimes, survival simply requires you to hit the nightmare harder than it hits you.

Rank 1: Foundations of Power (Choose One)

Focus: Leveraging core strength, controlling momentum, and turning the body into an immovable anchor.

Node A: Power Strike (Passive / Toggle)

Utilising raw core strength to commit to a slower, more devastating swing that ignores minor defensive postures in favour of total destruction.

  • Cost: Passive (Toggle)
  • Range: Melee
  • Roll: 1d20 + Power + Athletics vs Target AC
  • Accuracy/Save: -5 Accuracy Penalty to the roll
  • Effect: When attacking with a Heavy or Two-Handed weapon, you may take a -5 penalty to your Accuracy. If the attack hits, add a flat +10 damage to the total.
Node B: Sweeping Blow (Weapon Ability - 3 AP)

Using momentum and reach to control the space around you, forcing multiple foes to respect your radius or be swept aside.

  • Cost: 3 AP
  • Range: Melee Reach
  • Roll: 1d20 + Power + Athletics vs Target AC (One roll against both targets)
  • Effect: Swing your weapon in a wide arc. On a hit, up to two adjacent enemies take your Standard Weapon Damage.
Node C: Brute Force (Passive)

Natural physical size and a lifetime of manual labour make you a wall of meat that is difficult to move or restrain.

  • Cost: Passive
  • Range: Self
  • Effect: Gain Advantage on all Power (Athletics) checks made to Grapple or Shove. Additionally, you count as one size larger for carrying capacity and weight limits (push/drag/lift).
Node D: Shoulder Bash (Active Utility - 2 AP)

Turning your entire body into a projectile to disrupt an enemy's positioning or peel them off an ally.

  • Cost: 2 AP (Bonus Action)
  • Range: 2m
  • Roll: 1d20 + Power + Athletics vs Target Power + Athletics (Contest)
  • Effect: Throw your full weight into the target. On success, the target is Pushed 3m backwards.
Node E: Iron Grip (Passive)

Hands like iron clamps and a low centre of gravity make you an immovable anchor on the battlefield.

  • Cost: Passive
  • Range: Self
  • Effect: You cannot be Disarmed while conscious. You gain Advantage on all Saves made to avoid being knocked Prone.
Rank 2: The Unstoppable Juggernaut (Choose One)

Focus: Shattering defences, psychological terror, and relentless, grinding momentum.

Node A: Colossus Smash (Weapon Ability - 3 AP)

Using absolute downward momentum to collapse the target's posture and the ground beneath them.

  • Cost: 3 AP
  • Range: Melee
  • Roll: 1d20 + Power + Athletics vs Target AC
  • Secondary Save: Target Power + Brutality vs Attacker's Roll
  • Effect: A devastating overhead strike. On a hit, deal Standard Weapon Damage. Target must pass the Brutality Save or be knocked Prone.
Node B: Sunder Armour (Weapon Ability - 3 AP)

Striking with enough force to shear rivets, buckle plates, or shred toughened leather, exposing the soft flesh beneath.

  • Cost: 3 AP
  • Range: Melee
  • Roll: 1d20 + Power + Athletics vs Target AC
  • Effect: You target the structural integrity of the enemy's gear. On a hit, deal Standard Weapon Damage, and the target's AC is reduced by 2 for 1 minute (10 turns). Does not stack.
Node C: Unstoppable (Passive)

Pure, stubborn physical momentum. Your mass and will are so great that neither mud nor magic can easily arrest your advance.

  • Cost: Passive
  • Range: Self
  • Effect: Moving through Difficult Terrain costs you no extra movement. You are Immune to the Paralysed condition and magical effects that reduce your Speed.
Node D: Cleave (Weapon Ability - 1 AP)

Utilising the follow-through of a killing blow to carry the weapon's weight into the next victim without resetting your stance.

  • Cost: 1 AP (Bonus Action Trigger)
  • Range: Melee Reach
  • Trigger: When you deal 15+ damage with a Melee Attack
  • Roll: 1d20 + Power + Athletics vs Target AC
  • Effect: You may immediately spend 1 AP to make one additional Melee Attack against another creature within reach.
Node E: Intimidating Roar (Active Utility - 3 AP)

Projecting raw, violent intent through a vocalisation so primal it triggers the target's fight-or-flight response.

  • Cost: 3 AP
  • Range: 5m Radius
  • Roll: 1d20 + Power + Intimidation vs Target Sanity DC
  • Secondary Save: Target Sanity / Fear (Instinct) vs Attacker's Roll
  • Effect: Unleash a terrifying battle cry. On a failed save, enemies within the radius become Frightened of you for 1 turn. They repeat the save whenever they take damage.
Rank 3: Savage Dominance (Choose One)

Focus: Ground-shaking trauma, staggering blows, and shrugging off mortal wounds.

Node A: Ground Tremor (Weapon Ability / AOE - 4 AP)

Slamming the weapon into the earth with such violence that the very stone ripples, toppling everyone nearby.

  • Cost: 4 AP (Base) | Property: [HEAVY - T3] (+1 AP Tax) | [EXHAUSTING - 2] (2-Turn Lockout)
  • Range: 3m Radius AOE
  • Roll: 1d20 + Power + Athletics vs Target Reflex DC
  • Secondary Save: Target Celerity / Reflex (Haste) vs Attacker's Roll
  • Effect: Slam your weapon into the earth. Targets in range take 2d8 Bludgeoning damage and fall Prone on a failure, or take Half Damage and remain standing on a success.
Node B: Skullcracker (Weapon Ability / Control - 3 AP)

A blunt strike to the head designed to rattle the brain within the skull, leaving the victim helpless.

  • Cost: 3 AP (Base) | Property: [HEAVY - T3] (+1 AP Tax)
  • Range: Melee
  • Roll: 1d20 + Power + Athletics vs Target AC
  • Secondary Save: Target Body / Fortitude (Toughness) vs Attacker's Roll
  • Effect: A blunt strike to the head. On a hit, deal Standard Weapon Damage. Target must pass a Fortitude Save or be Stunned until the end of your next turn.
Node C: Executioner's Swing (Passive)

A master of the heavy edge knows that a fallen or stunned foe is simply a target waiting to be liquidated.

  • Cost: Passive
  • Range: Melee
  • Effect: You gain Advantage on Melee Attack rolls against creatures that are Prone, Stunned, or Paralysed. Furthermore, your attacks against them deal an extra 1d8 damage.
Node D: Bloodlust (Reaction - 1 AP)

Flying into a protective rage as the first drop of blood is spilt, your metabolism accelerates to close wounds as fast as they open.

  • Cost: 1 AP (Reaction) | Property: [HEAVY - T3] (+1 AP Tax)
  • Range: Self
  • Trigger: When you take damage from an enemy in melee
  • Roll: 1d20 + Toughness + Endurance vs DC 14
  • Effect: On success, you gain Temporary HP equal to 1d10 + Power.
Node E: Relentless Endurance (Passive)

Pure, stubborn refusal to die. The character's skeletal structure and will hold together even when the flesh fails.

  • Cost: Passive
  • Range: Self
  • Effect: When you are reduced to 0 HP but not killed outright, you may drop to 1 HP instead. (1/Long Rest)
Rank 4: Battlefield Terror (Choose One)

Focus: Devastating wide-area strikes and treating the battlefield as a personal playground.

Node A: Meteor Strike (Weapon Ability / Momentum - 4 AP)

Using raw power to launch the entire body into the air, using gravity to amplify the weapon's destructive force upon landing.

  • Cost: 4 AP | Property: [EXHAUSTING - 2] (2-Turn Lockout)
  • Range: 6m Leap / 3m Radius AOE
  • Roll: 1d20 + Power + Athletics vs Target Reflex DC
  • Secondary Save: Target Celerity / Reflex (Haste) vs Attacker's Roll
  • Effect: You leap into the air and crash down. Targets in the area take 4d8 Bludgeoning damage and are knocked Prone on a failure, or Half Damage on a success.
Node B: Brute's Momentum (Passive)

The Juggernaut is like a boulder rolling downhill; the further they travel, the more unstoppable they become.

  • Cost: Passive
  • Range: Self
  • Effect: For every 3m you move in a straight line toward an enemy before attacking, you add +2 damage to your next successful Melee Strike (Max +6).
Node C: Juggernaut Plating (Passive)

Mastering the weight of heavy plate until it feels like a second skin, turning the wearer into a walking tank.

  • Cost: Passive
  • Range: Self
  • Effect: While wearing Medium or Heavy armour, you gain the [Physical Resistance] keyword. If you already possess this keyword from your armour, you instead gain Immunity to Bleed.
Node D: Whirlwind (Weapon Ability / AOE - 4 AP)

Spinning with weapon extended, turning yourself into a vortex of steel that punishes anyone standing too close.

  • Cost: 4 AP | Property: [EXHAUSTING - 2] (2-Turn Lockout)
  • Range: Melee Reach (All directions)
  • Roll: 1d20 + Power + Athletics vs Target AC (Roll for each)
  • Effect: You spin with your weapon extended. Every target hit takes Standard Weapon Damage + 1d6 bonus damage.
Node E: Devastating Critical (Passive)

Strikes of such incredible force that they physically hurl the opponent away from the point of impact.

  • Cost: Passive
  • Range: Melee
  • Trigger: When you score a Critical Hit
  • Effect: Roll one additional Weapon Damage Die. Furthermore, the target is Pushed 3m away from you.
Rank 5: The Avatar of Destruction (Choose One)

Focus: Apotheosis of the physical form. Becoming a walking siege engine.

Node A: Earthshaker (Weapon Ability / Ultimate AOE - 5 AP)

Striking the ground with absolute finality, creating a localised earthquake that shatters bone and stone alike.

  • Cost: 5 AP | Properties: [Full Turn Action] | [EXHAUSTING - 3] (3-Turn Lockout)
  • Range: 7m Radius AOE
  • Roll: 1d20 + Power + Athletics vs Target Reflex DC
  • Secondary Save: Target Celerity / Reflex (Haste) vs Attacker's Roll
  • Effect: Strike the ground with absolute finality. On a failed save, enemies take 6d10 Bludgeoning damage and are Stunned for 1 turn. On a success, they take Half Damage and are knocked Prone.
Node B: Decapitating Strike (Weapon Ability / Lethality - 4 AP)

A massive, horizontal swing for the throat intended to end the encounter instantly and terrify any onlookers.

  • Cost: 4 AP | Property: [EXHAUSTING - 3] (3-Turn Lockout)
  • Range: Melee
  • Roll: 1d20 + Power + Athletics vs Target AC
  • Secondary Save: Target Body / Fortitude (Toughness) vs Attacker's Roll
  • Effect: A massive swing for the throat. On a hit, deal Standard Weapon Damage + 6d10 Slashing damage. Target must pass the Fortitude Save or be Frightened and suffer [Bleed] (2d10 damage per turn) for 1 minute.
Node C: Avatar of War (Active Utility / Metamorphosis - 2 AP)

Channelling the primal essence of battle, your body physically expands and hardens, becoming a literal giant of war.

  • Cost: 2 AP (Bonus Action) | Property: [EXHAUSTING - 3] (3-Turn Lockout)
  • Range: Self
  • Duration: 1 Minute / 10 Turns
  • Roll: 1d20 + Power + Intimidation vs DC 20
  • Effect: Channel the essence of battle. For 10 Turns: Your size increases to Large (+20% scale). Your Power becomes 24 (+7 modifier). Your Reach increases by +2m. Heavy Weapon attacks deal an extra 2d8 damage.
Node D: Unbreakable (Passive)

You are no longer merely human; you are a living fortress, your spirit and body merged into a single, indestructible unit.

  • Cost: Passive
  • Range: Self
  • Effect: You are a living fortress. Gain Immunity to Frightened, Charmed, and Exhausted. If you start your turn below 50% HP, you immediately Regenerate HP equal to 5 + Toughness modifier.
Node E: Titanic Throw (Active Ability / Control - 3 AP)

Reaching out and treating the enemy as a mere projectile, hurling them through the air to crush their own allies.

  • Cost: 3 AP | Property: [EXHAUSTING - 3] (3-Turn Lockout)
  • Range: 2m Grab / 7m Throw
  • Roll: 1d20 + Power + Athletics vs Target's [Power/Athletics] or [Haste/Acrobatics] (Contest)
  • Effect: Hurl a creature (Large or smaller) up to 9m. They take 8d8 Bludgeoning damage and fall Prone. If thrown into another creature, that creature must pass a Reflex Save or take the same damage.
Unarmed (The Iron Monk)

In the wake of Avacyn's birth, many have found that silver is not always found in the blade, but in the spirit. The Ascetics of the Silver Dawn have turned their bodies into holy relics, conditioning bone and muscle to withstand the horrors of the night. To face an Ascetic is to face a weapon that never breaks, never dulls, and never runs out of ammunition.

Rank 1: Foundations of the Fist (Choose One)

Focus: Conditioning the flesh, mastering leverage, and turning the physical body into a lethal weapon.

Node A: Iron Fists (Passive)

Years of impact training against Stensian rock or natural manual dexterity allow the practitioner to turn soft tissue into a lethal bludgeon.

  • Cost: Passive
  • Range: Melee
  • Effect: Your hands are tempered like Stensian iron. Your unarmed strikes deal 1d4 + Power (or Haste) Bludgeoning damage instead of the standard 1 damage.
Node B: Grappler's Grip (Passive)

An intimate understanding of the leverage inherent in the human (or inhuman) frame. Once you lock on, you are a parasite that refuses to be shaken.

  • Cost: Passive
  • Range: Melee
  • Effect: You gain Advantage on all Power (Athletics) checks made to initiate or maintain a Grapple.
Node C: Nimble Dodge (Reaction - 1 AP)

Relying on pure, conditioned reaction time to roll with a punch, turning a killing blow into a glancing one.

  • Cost: 1 AP (Reaction)
  • Range: Self
  • Trigger: When an attacker you can see hits you with a Melee Attack
  • Roll: 1d20 + Haste + Reflexes vs Attacker's Accuracy Roll
  • Effect: On success, you twist your body with preternatural speed, halving the damage taken from that strike.
Node D: Sucker Punch (Active Utility - 1 AP)

Capitalising on the split-second opening created by your primary strike to land a "dirty," high-impact follow-up.

  • Cost: 1 AP (Bonus Action)
  • Range: Melee
  • Trigger: After making an attack with a one-handed weapon or an unarmed strike
  • Roll: 1d20 + Haste + Finesse vs Target AC
  • Effect: You follow up with a lightning-fast jab, dealing Standard Unarmed Damage.
Node E: Tavern Brawler (Passive)

A survivor's instinct that turns any mundane object—from a church pew to a broken bottle—into a tool of holy violence.

  • Cost: Passive
  • Range: Melee / Thrown
  • Effect: You are proficient with all Improvised Weapons. These items now deal 1d6 damage of their relevant type.
Rank 2: Sanctified Strikes (Choose One)

Focus: Holy asceticism, crippling sweeps, and disabling the opponent's offence through martial precision.

Node A: Blessed Knuckles (Passive)

Through ritual scarring, holy hand-wraps, or pure faith, your hands carry the properties of Moonsilver.

  • Cost: Passive
  • Range: Melee
  • Effect: Your fists are treated as Silvered and Magical for the purpose of overcoming Damage Reduction (DR).
Node B: Sweep the Leg (Weapon Ability - 3 AP)

Using your own centre of gravity and speed to collapse the enemy's foundation before they can adjust their weight.

  • Cost: 3 AP
  • Range: Melee
  • Roll: 1d20 + Haste + Acrobatics vs Target AC
  • Secondary Save: Target Celerity / Reflex (Haste) vs Attacker's Roll
  • Effect: On a hit, deal Standard Weapon Damage. The target must pass a Reflex Save or be knocked Prone.
Node C: Disarming Strike (Weapon Ability - 3 AP)

Hitting the nerve clusters or joints with absolute precision to force a momentary muscle failure in the enemy's grip.

  • Cost: 3 AP
  • Range: Melee
  • Roll: 1d20 + Haste + Finesse vs Target AC
  • Secondary Save: Target Power + Brutality vs Attacker's Roll
  • Effect: A precision strike to the wrist or forearm. On a hit, the target must pass the Brutality Save or drop one item of your choice that they are holding.
Node D: Chokehold (Active Utility - 1 AP)

Applying sustained, crushing pressure to the windpipe to prevent vocalisation and spellcasting.

  • Cost: 1 AP (Bonus Action)
  • Range: Melee (Requires active Grapple)
  • Roll: 1d20 + Toughness + Endurance vs Target's Fortitude Save
  • Secondary Save: Target Body / Fortitude (Toughness) vs Attacker's Roll
  • Effect: On a failed save, the target is Silenced until the grapple ends.
Node E: Patient Defence (Active Utility - 1 AP)

Shifting your weight into a purely reactive state, prioritising the flow of battle over the impulse for aggression.

  • Cost: 1 AP (Bonus Action)
  • Range: Self
  • Roll: 1d20 + Haste + Reflexes vs DC 12
  • Effect: You enter a defensive flow. You take the Dodge action as a Bonus Action, granting Disadvantage to all incoming attacks until your next turn.
Rank 3: Brutal Efficiency (Choose One)

Focus: Extreme kinesthetics, battlefield control, and the punishment of overextended enemies.

Node A: Stunning Strike (Weapon Ability - 3 AP)

Striking a vital nerve cluster with enough force to temporarily shut down the victim's cognitive functions.

  • Cost: 3 AP (Base) | Property: [HEAVY - T3] (+1 AP Tax) | [EXHAUSTING - 2] (2-Turn Lockout)
  • Range: Melee
  • Roll: 1d20 + Haste + Finesse vs Target AC
  • Secondary Save: Target Body / Fortitude (Toughness) vs Attacker's Roll
  • Effect: Strike a vital nerve cluster. On a hit, deal Standard Weapon Damage. Target must pass the Fortitude Save or be Stunned until the end of your next turn. (Limit: 3x per Long Rest)
Node B: Monster Toss (Active Ability - 3 AP)

Reclaiming the battlefield by turning the enemy's own weight into a projectile.

  • Cost: 3 AP (Base) | Property: [HEAVY - T3] (+1 AP Tax)
  • Range: 5m Throw
  • Requirement: Must have a creature currently Grappled
  • Roll: 1d20 + Power + Athletics vs DC 14
  • Effect: You hurl a grappled creature up to 5m. They take 2d6 Bludgeoning damage and land Prone.
Node C: Haymaker (Weapon Ability - 3 AP)

Putting your entire weight into a singular, reckless punch that trades accuracy for raw, bone-breaking force.

  • Cost: 3 AP (Base) | Property: [HEAVY - T3] (+1 AP Tax)
  • Range: Melee
  • Roll: 1d20 + Power + Athletics vs Target AC
  • Accuracy/Save: -5 Accuracy Penalty
  • Effect: If the attack hits, add a flat +10 damage to the total.
Node D: Brutal Takedown (Passive)

A combat style that views the ground as an ally, ensuring every throw or pin results in significant trauma.

  • Cost: Passive
  • Range: Melee
  • Effect: Whenever you successfully Grapple a creature or knock them Prone, you automatically deal 1d6 Bludgeoning damage to them.
Node E: Counter-Throw (Reaction - 1 AP)

Using the enemy's own momentum and overextension to pivot them into the dirt before they can recover their stance.

  • Cost: 1 AP (Reaction) | Property: [HEAVY - T3] (+1 AP Tax)
  • Range: Melee
  • Trigger: When a creature misses you with a Melee Attack
  • Roll: 1d20 + Haste + Acrobatics vs Attacker's Accuracy Roll
  • Effect: On success, you immediately attempt to Grapple them or knock them Prone.
Rank 4: The Iron Will (Choose One)

Focus: Anatomical devastation, overcoming size disadvantages, and the hardening of the skin into a living shield.

Node A: Bonebreaker (Weapon Ability - 3 AP)

Snapping a limb with surgical precision to permanently reduce the threat of an enemy's offence.

  • Cost: 3 AP | Property: [EXHAUSTING - 2] (2-Turn Lockout)
  • Range: Melee
  • Roll: 1d20 + Haste + Finesse vs Target AC
  • Secondary Save: Target Body / Fortitude (Toughness) vs Attacker's Roll
  • Effect: On a hit, deal Standard Weapon Damage. Target must pass the Fortitude Save or suffer Disadvantage on all Attack Rolls for 1 minute (10 turns) or until magically healed.
Node B: Flurry of Blows (Weapon Ability - 4 AP)

Unleashing a rapid volley of strikes so fast the eye can barely register the movement.

  • Cost: 4 AP | Property: [EXHAUSTING - 2] (2-Turn Lockout)
  • Range: Melee
  • Roll: 1d20 + Haste + Finesse vs Target AC (Roll three times)
  • Effect: Unleash a rapid volley of strikes. Make three separate unarmed attacks.
Node C: Giant Wrestler (Passive)

Mastering the leverage required to tackle creatures that dwarf the human frame, from werewolves to hulking skaabs.

  • Cost: Passive
  • Range: Self
  • Effect: You count as one size larger for the purposes of Grappling and Carrying Capacity. You can now Grapple Large creatures without the usual size penalty.
Node D: Iron Hide (Passive)

Through extreme conditioning and the Endurance skill, your skin and muscle density have become equivalent to cured leather.

  • Cost: Passive
  • Range: Self
  • Effect: While wearing No Armour and wielding No Shield, you gain Resistance to all non-magical Bludgeoning, Piercing, and Slashing damage.
Node E: Vaulting Strike (Active Utility - 1 AP)

Using the environment or the enemy themselves as a springboard to deliver a high-velocity strike from above.

  • Cost: 1 AP (Bonus Action) | Property: [HEAVY - T4] (+2 AP Tax)
  • Range: 5m Leap
  • Roll: 1d20 + Haste + Acrobatics vs DC 16
  • Effect: Leap off a creature or object within 2m. You jump 5m without provoking Opportunity Attacks. On success, your very next Melee Attack this turn has Advantage.
Rank 5: Master of the Seven Seals (Choose One)

Focus: Zenith martial arts. Stopping hearts, suplexing nightmares, and achieving pure, violent enlightenment.

Node A: K.O. Punch (Weapon Ability / Finality - 4 AP)

A strike to the jaw of absolute finality, delivered with the intent to shatter the victim's connection to consciousness.

  • Cost: 4 AP | Property: [EXHAUSTING - 3] (3-Turn Lockout)
  • Range: Melee
  • Roll: 1d20 + Haste + Finesse vs Target AC
  • Secondary Save: Target Body / Fortitude (Toughness) vs Attacker's Roll
  • Effect: On a hit, deal Standard Weapon Damage. If the target is below 50% HP, they must pass the Fortitude Save or fall Unconscious for 2 rounds.
Node B: Suplex (Active Ability / Slam - 3 AP)

The absolute mastery of leverage and power, slamming a grappled nightmare into the ground with enough force to crater the earth.

  • Cost: 3 AP | Property: [EXHAUSTING - 3] (3-Turn Lockout)
  • Range: Melee
  • Requirement: Must have a creature currently Grappled
  • Roll: 1d20 + Power + Athletics vs Target's [Power + Athletics] or [Haste + Acrobatics] (Contest)
  • Effect: Slam the target into the ground behind you. Deal 6d10 Bludgeoning damage and leave them Stunned for 1 turn.
Node C: Untouchable (Passive)

Your mastery of movement is absolute; you no longer dodge attacks, you simply occupy the space where they are not.

  • Cost: Passive
  • Range: Self
  • Effect: Your base AC increases by +2, and you gain Advantage on all Reflex (Haste) Saves.
Node D: Cathar's Vow (Passive / Radiant)

Your fists radiate the absolute conviction of your faith; each strike is a holy judgment against the darkness.

  • Cost: Passive
  • Range: Melee
  • Effect: Your fists radiate pure faith. All unarmed strikes deal an additional 1d8 Radiant damage. This damage is doubled against Zombies, Spirits and Demons.
Node E: Heart Stopper (Weapon Ability / Lethality - 5 AP)

A single, precise strike to the heart, delivered with the intent to seize the muscle mid-beat and end the life instantly.

  • Cost: 5 AP | Properties: [Full Turn Action] | [EXHAUSTING - 3] (3-Turn Lockout)
  • Range: Melee (Living Creatures only)
  • Roll: 1d20 + Haste + Finesse vs Target AC
  • Secondary Save: Target Body / Fortitude (Toughness) vs Attacker's Roll (DC 15 minimum)
  • Effect: On a hit, deal Standard Weapon Damage, and the target makes a save. Failed Save: Target drops to 0 HP instantly. Successful Save: Target takes 10d10 damage (Necrotic or Bludgeoning).
Tactics (The Field Commander)

War on Innistrad is no longer a desperate scramble for survival; it is a calculated reclamation. The Strategists of the Silver Dawn utilise logic, leadership, and technical triage to stabilise the front lines. They are the calm voices in the cacophony, proving that a well-placed word or a calculated manoeuvre is as lethal as any blade.

Rank 1: Battlefield Orientation (Choose One)

Focus: Reading the enemy's intent, stabilising the morale of the line, and performing basic tactical disruptions.

Node A: Assess Target (Active Utility - 1 AP)

Using logical deduction (Reason) combined with a "read" on the enemy's posture (Insight) to identify the structural or mental weak link in their defence.

  • Cost: 1 AP (Bonus Action)
  • Range: 12m (Line of Sight)
  • Roll: 1d20 + Reason + Insight vs Target Deception DC
  • Effect: On success, you identify physical or mental gaps. You immediately learn the target's Armour Class (AC) or their Lowest Saving Throw attribute.
Node B: Rallying Cry (Active Utility - 1 AP)

Applying leadership and logical reassurance to stabilise an ally's morale, turning a moment of panic into a calculated surge of violence.

  • Cost: 1 AP (Bonus Action)
  • Range: 7m
  • Roll: 1d20 + Reason + Persuasion vs DC 12
  • Effect: You shout a sharp command or word of encouragement. One ally gains 1d4 Temporary HP and Advantage on their very next Attack Roll.
Node C: Trip Attack (Weapon Ability / Control - 3 AP)

You aren't just hitting the foe; you are calculating the exact micro-moment their weight shifts to sweep their foundation from beneath them.

  • Cost: 3 AP
  • Range: Melee
  • Roll: 1d20 + Reason + Tactics vs Target AC
  • Secondary Save: Target Power + Brutality vs Attacker's Roll
  • Effect: On a hit, deal Standard Weapon Damage. Target must succeed on the Power Save or fall Prone.
Node D: Formation Fighting (Passive)

Deep knowledge of military drills allows you to overlap your defences with those around you, creating an unbreakable wall of steel.

  • Cost: Passive
  • Range: 2m
  • Effect: You are a master of the line. Gain a +1 bonus to AC as long as you are standing within 2m of a conscious, non-incapacitated ally.
Node E: Quick Patch (Active Utility / Heal - 3 AP)

Technical skill in performing rapid battlefield triage under immense pressure, utilising standardised medical kits to keep a soldier in the fight.

  • Cost: 3 AP
  • Range: Melee
  • Requirement: Must have a Healer's Kit or Bandages
  • Roll: 1d20 + Reason + Medicine vs DC 10
  • Effect: Perform rapid battlefield triage. The ally restores 1d4 + Reason HP.
Rank 2: Strategic Positioning (Choose One)

Focus: Coordinated movement, exploiting openings, and the application of defensive geometry to the front lines.

Node A: Mark for Death (Active Utility - 1 AP)

Identifying a structural weakness or a momentary gap in a target's guard and shouting the precise coordinates of the opening to the squad.

  • Cost: 1 AP (Bonus Action)
  • Range: 14m
  • Roll: 1d20 + Reason + Tactics vs Target AC
  • Effect: Designate a priority target. The very next time an ally hits this target within the next 1 minute, they deal an additional 1d6 damage of their attack's type.
Node B: Tactical Retreat (Active Utility / Movement - 1 AP)

Using practised military drills to cover an ally's flank while falling back in an orderly fashion, preventing the enemy from capitalising on the reposition.

  • Cost: 1 AP (Bonus Action)
  • Range: 2m
  • Roll: Automatic (No roll required)
  • Effect: You and one adjacent willing ally immediately perform the Disengage action. Neither of you provokes Opportunity Attacks for the remainder of your respective turns.
Node C: Feinting Strike (Active Utility / Deception - 1 AP)

Selling a false opening through Presence and Deception to force the enemy into a subpar defensive posture, leaving them vulnerable to a true strike.

  • Cost: 1 AP (Bonus Action)
  • Range: 2m
  • Roll: 1d20 + Presence + Deception vs Target Instinct + Insight (Contest)
  • Effect: Perform a deceptive manoeuvre. On success, you gain Advantage on your very next Melee Attack against that target performed this turn.
Node D: Shield Wall (Passive / Defensive)

Mastering the geometry of collective defence to turn your own gear into a mobile fortification for the benefit of those standing in your shadow.

  • Cost: Passive
  • Range: 1m (Directly Behind)
  • Effect: If you are wielding a Shield, any ally standing directly behind you in the 1m space gains Half-Cover (+2 AC and +2 Reflex Saves).
Node E: Covering Fire (Reaction / Support - 1 AP)

Timing a projectile to suppress an enemy's reflex just as your ally crosses their threat zone, forcing the foe to flinch.

  • Cost: 1 AP (Reaction)
  • Range: Weapon Range
  • Trigger: When an ally moves
  • Roll: 1d20 + Haste + Reflexes vs Target AC at Disadvantage
  • Effect: You fire a suppressing shot. If it hits, the enemy is distracted and cannot perform Opportunity Attacks against that ally this turn.
Rank 3: Veteran's Command (Choose One)

Focus: Psychological warfare, battlefield manipulation, and dictating the action economy of the engagement.

Node A: Exploit Weakness (Passive)

Using deductive reasoning to identify exactly where a compromised enemy has left their vitals exposed due to their current suffering.

  • Cost: Passive
  • Range: Self
  • Effect: Your strikes find the cracks. Your weapon attacks deal an extra 1d6 damage against any target currently afflicted by a condition (Prone, Restrained, Blinded, Stunned).
Node B: Commanding Presence (Passive Aura)

Projecting an aura of calm, logical leadership that anchors the mental and physical state of your team against the psychic rot of the Moorland.

  • Cost: Passive (Aura)
  • Range: 5m Radius
  • Effect: Your steady resolve is contagious. All allies within range gain a +1 bonus to all Saving Throws (Reflex, Fortitude, Psychic, Sanity, Influence).
Node C: Coordinated Strike (Tactical Ability - 3 AP)

Orchestrating a dual-pronged assault where your strike creates the perfect opening for an ally's immediate follow-up.

  • Cost: 3 AP (Base) | Property: [HEAVY - T3] (+1 AP Tax)
  • Range: Weapon Range
  • Roll: 1d20 + Reason + Tactics vs Target AC
  • Effect: Perform an attack. On a hit, choose an ally within range of the same target. They may immediately spend their Reaction (1 AP) to make one immediate Attack against that target.
Node D: Set Trap (Active Utility / Control - 3 AP)

Rapidly calculating the most likely path of an enemy and seeding the ground with a mechanical deterrent to arrest their advance.

  • Cost: 3 AP (Base) | Property: [HEAVY - T3] (+1 AP Tax)
  • Range: Adjacent (2m)
  • Roll: 1d20 + Reason + Tactics vs Target Reflex DC
  • Secondary Save: Target Celerity / Reflex (Haste) vs DC 13
  • Effect: Quickly deploy caltrops or a hunting trap. The first creature to enter the 2m square must pass the Reflex Save or take 1d6 Piercing damage and have their Movement reduced to 0 for 1 turn.
Node E: Interrogator (Passive / Social)

Combining the threat of physical force with a logical breakdown to extract vital intelligence from those who are already broken.

  • Cost: Passive
  • Range: Melee
  • Effect: You gain Advantage on Intimidation (Power) and Persuasion (Presence) checks against enemies who are currently Restrained, Pinned, or Grappled.
Rank 4: Vanguard's Decree (Choose One)

Focus: Master-level coordination, shattering enemy formations, and the achievement of tactical invulnerability.

Node A: Overwatch (Tactical Stance / Reactionary - 3 AP)

Using deductive reasoning to calculate the enemy's most likely path and "locking in" the shot before the target even begins to move.

  • Cost: 3 AP (Base) | Property: [HEAVY - T4] (+2 AP Tax)
  • Range: Weapon Range (Line of Sight)
  • Roll: 1d20 + Reason + Tactics (To set the 'Trap')
  • Reaction Roll: 1d20 + Haste + Reflexes vs Target AC
  • Effect: Ready a ranged attack. The first enemy that moves into your line of sight triggers the attack. On a hit, deal Standard Weapon Damage + 1d8 bonus damage.
Node B: Inspiring Surge (Active Utility / Reposition - 3 AP)

Overriding an ally's hesitation with a burst of absolute tactical clarity, forcing a group reposition through sheer vocal authority.

  • Cost: 3 AP | Property: [EXHAUSTING - 2] (2-Turn Lockout)
  • Range: 7m Radius
  • Roll: 1d20 + Reason + Persuasion vs DC 16
  • Effect: Shout a command of absolute authority. All allies within range can immediately spend their Reaction (1 AP) to move up to half their current max Movement distance. (Limit: 1/Combat)
Node C: Phalanx Breaker (Weapon Ability / Displacement - 3 AP)

Identifying the structural weak point in an enemy's stance and applying focused physical force to shatter the entire formation.

  • Cost: 3 AP (Base) | Property: [HEAVY - T4] (+2 AP Tax)
  • Range: Melee
  • Roll: 1d20 + Power + Athletics vs Target AC
  • Effect: A heavy melee strike. On hit, deal damage and Push the target 3m. If they collide with another creature or a solid object, both take 1d6 Bludgeoning damage.
Node D: Vanguard's Resolve (Passive)

Your dedication to the "Unit" creates a mental feedback loop that makes the presence of allies a shield for your own sanity.

  • Cost: Passive
  • Range: 7m
  • Effect: As long as at least one conscious ally remains within 10m, you are Immune to being Frightened or Charmed.
Node E: Bait and Switch (Active Utility / Displacement - 1 AP)

A master-level manoeuvre where you and an ally switch roles in the blink of an eye, confusing the enemy's aim through superior coordination.

  • Cost: 1 AP (Bonus Action) | Property: [HEAVY - T4] (+2 AP Tax)
  • Range: 2m
  • Roll: 1d20 + Haste + Acrobatics vs DC 14
  • Effect: Swap places with an adjacent willing ally. Attacks against both of you have Disadvantage until the start of your next turn.
Rank 5: Master Strategist (Choose One)

Focus: Absolute command of the battlefield's tempo, time, and positioning.

Node A: Grandmaster's Initiative (Passive / Temporal Control)

Using pure deductive processing to anticipate the 'tempo' of an ambush before it manifests, effectively living seconds ahead of the enemy.

  • Cost: Passive
  • Range: 10m Radius
  • Effect: Calculate the flow of time itself. You add your Reason attribute to your Initiative rolls. You and allies within range cannot be Surprised while you are conscious.
Node B: Warlord's Command (Active Utility / Momentum Gift - 5 AP)

Overwhelming an ally's hesitation with a command so perfect it effectively 'gifts' them your own physical and mental momentum.

  • Cost: 5 AP | Properties: [Full Turn Action] | [EXHAUSTING - 3] (3-Turn Lockout)
  • Range: 10m
  • Roll: 1d20 + Presence + Leadership vs DC 20
  • Effect: Direct an ally with total clarity. On success, they immediately take a Full Extra Turn (5 AP / 3m Movement) on your initiative count. (Limit: 1/Combat)
Node C: Checkmate (Weapon Ability / Finality - 3 AP)

Forcing an enemy into a mathematical corner where every possible escape route is blocked by steel, leaving them nowhere to go but the grave.

  • Cost: 3 AP (Base) | Properties: [HEAVY - T5] (+3 AP Tax) | [EXHAUSTING - 3] (3-Turn Lockout)
  • Range: Melee
  • Roll: 1d20 + Reason + Tactics vs Target AC
  • Effect: If you and at least two allies are within 2m of the target, your melee attack is an Automatic Critical Hit.
Node D: Hold the Line (Passive / Area Denial)

Your awareness of enemy footwork is so absolute that 'tricks' used to slip away no longer function against your watchful eye.

  • Cost: Passive
  • Range: Melee Reach
  • Roll: 1d20 + Haste + Reflexes vs Target AC
  • Effect: Enemies moving through your reach provoke Opportunity Attacks even if they have taken the Disengage action.
Node E: Aura of Invincibility (Active Utility / Coordinated Defence - 5 AP)

Utilising superior positioning and 'perfect' defensive coordination to minimise the physical impact of every incoming blow.

  • Cost: 5 AP | Properties: [Full Turn Action] | [EXHAUSTING - 3] (3-Turn Lockout)
  • Range: 10m Radius
  • Duration: 1 Minute / 10 Turns
  • Roll: 1d20 + Reason + Tactics vs DC 18
  • Effect: For 10 Turns, you and allies within range gain Resistance to all non-magical Bludgeoning, Piercing, and Slashing damage. (Limit: 1/Combat)
Geist-Tech (The Necro-Alchemist)

Whilst the Cathars pray to a silent sky, the Stitchers of Nephalia know that salvation is not granted—it is built. Through copper wire, alchemical solvents, and the bound essence of the restless dead, the Necro-Alchemist bends the fundamental laws of life and death to their own brilliant, terrifying will.

Rank 1: Apprentice Galvanism (Choose One)

Focus: Foundational energy manipulation, crude alchemy, and basic biological or mechanical repair.

Node A: Static Shock (Active Spell - 3 AP)

Using a handheld capacitor to bridge the gap between the Veil and the target's physical form, discharging a concentrated jolt of spectral static.

  • Cost: 3 AP
  • Range: 10m
  • Roll: 1d20 + Reason + Geist-Tech vs Target AC
  • Effect: Unleash a spark of raw geist-energy. On a hit, deal 1d8 Electrical damage.
Node B: Scrap Shield (Reaction - 1 AP)

A snap-reflex activation of a hidden galvanic capacitor, using localised magnetism to deflect incoming steel mid-flight.

  • Cost: 1 AP (Reaction)
  • Range: Self
  • Trigger: When hit by a weapon attack
  • Roll: 1d20 + Reason + Geist-Tech vs Attacker's Accuracy Roll
  • Effect: On success, you gain a +2 bonus to AC against that specific attack.
Node C: Minor Mending (Active Utility / Heal - 3 AP)

Technical expertise in closing wounds and reinforcing structures, whether the patient is made of flesh, wood, or stitched leather.

  • Cost: 3 AP
  • Range: Melee (Adjacent)
  • Roll: 1d20 + Reason + Medicine vs DC 10
  • Effect: Apply alchemical salves and surgical thread. The target (Ally, Artificial, Zombie, or Spirit) heals for 1d6 + Reason HP.
Node D: Geist-Goggles (Passive)

Constant calibration of custom ocular lenses allows the wearer to see the infrared and spectral frequencies usually hidden from the naked eye.

  • Cost: Passive
  • Range: 10m
  • Effect: Gain Darkvision up to 20m and gain Advantage on Awareness (Instinct) checks to spot invisible creatures or immaterial Geists.
Node E: Tinker's Vials (Passive Craft / Active Throw - 3 AP)

Chemical stability is a suggestion in the Nephalian foundries. These improvised explosives are a tinkerer's best friend in a tight spot.

  • Cost: Passive (Craft) / 3 AP (Throw)
  • Range: 10m
  • Roll: 1d20 + Haste + Athletics (To throw)
  • Effect: Craft two unstable vials during a short rest. Throwing a vial deals 1d4 Fire or Electrical damage (your choice).
Rank 2: Corpse-Stitcher's Utility (Choose One)

Focus: Harvesting materials, hazardous area control, and the creation of mechanical companions.

Node A: Galvanic Overcharge (Active Utility - 1 AP)

Using a jury-rigged capacitor to flood a blade or barrel with volatile energy, sacrificing safety for a significant increase in lethality.

  • Cost: 1 AP (Bonus Action)
  • Range: Self (Weapon)
  • Roll: 1d20 + Reason + Geist-Tech vs DC 12
  • Effect: Hook a battery to your weapon for 1 minute. It deals an additional 1d6 Electrical damage. Feedback: If you roll a Natural 1 on an attack roll while active, you take 1d4 Electrical damage.
Node B: Corpse Harvester (Passive / Materials)

A clinical, cold understanding of anatomy allows you to strip a werewolf or a skaab of its most valuable components without damaging the delicate geist-conduits.

  • Cost: Passive
  • Range: Melee
  • Effect: You gain Advantage on Medicine (Reason) and Survival (Instinct) checks made to harvest usable parts (Materials) from defeated monsters and humanoids.
Node C: Automated Turret (Active Ability / Construct - 3 AP)

A masterwork of clockwork and tension. Once set, it acts as a persistent fire-support platform, freeing the Galvanist for other tasks.

  • Cost: 3 AP (Deploy)
  • Range: 10m
  • Turret Stats: 10 AC and 10 HP
  • Effect: Deploy a tiny mechanical crossbow turret. You can spend 1 AP on your turn to have it fire, dealing 1d6 Piercing damage to a target within its 15m range.
Node D: Chemical Fumes (Active Ability / AOE - 3 AP)

Breaking an alchemical seal to release a heavy-density gas that attacks the lungs and eyes of any living thing caught in the haze.

  • Cost: 3 AP
  • Range: 10m (3m Radius Cloud)
  • Roll: 1d20 + Reason + Geist-Tech vs Target Fortitude DC
  • Secondary Save: Target Body / Fortitude (Toughness) vs Attacker's Roll
  • Effect: Create a lingering cloud. Creatures starting their turn inside must pass the Fortitude Save or be Poisoned for 1 minute.
Node E: Stitched Familiar (Active Ability / Summon - 3 AP)

A crude but effective spark of life breathed into a construct of flesh and wire, serving as the Stitcher's eyes and hands in dangerous places.

  • Cost: 3 AP (To Animate)
  • Range: 14m (Control Range)
  • Effect: You animate a Tiny scout (Homunculus or Stitched Bird). It acts on your turn. You can use your Action to see through its eyes, and it can deliver Touch-range abilities or items for you.
Rank 3: Skaab-Crafting (Choose One)

Focus: Reanimation of the dead, raw electrical discharge, and the use of volatile biological stimulants.

Node A: Create Skaab (Active Ability / Summon - 4 AP)

Using a massive galvanic jolt to restart the motor functions of a corpse, tethering a minor geist to the flesh to serve as a bodyguard.

  • Cost: 4 AP (Base) | Property: [HEAVY - T3] (+1 AP Tax) | [EXHAUSTING - 2] (2-Turn Lockout)
  • Range: Melee (Adjacent Corpse)
  • Requirement: Must have harvested Materials (Scrap/Parts)
  • Roll: 1d20 + Reason + Geist-Tech vs DC 16
  • Effect: Animate a CR 1/2 Zombie or Skeleton. It shares your Initiative and obeys your commands. (Limit: 1 active Skaab)
Node B: Arc-Blast (Active Ability / AOE - 3 AP)

Discharging an entire capacitor bank through a prismatic lens to saturate a forward arc with raw, unguided electricity.

  • Cost: 3 AP (Base) | Property: [HEAVY - T3] (+1 AP Tax)
  • Range: 5m Cone
  • Roll: 1d20 + Reason + Geist-Tech vs Target Reflex DC
  • Secondary Save: Target Celerity / Reflex (Haste) vs Attacker's Roll
  • Effect: Release a cone of electricity. Targets take 3d6 Electrical damage on a failure, or half on a success.
Node C: Geist-Snare (Active Utility / Control - 3 AP)

Creating a localised spectral vacuum that disrupts the energy binding a ghost or zombie to the material world, locking them in place.

  • Cost: 3 AP (Base) | Property: [HEAVY - T3] (+1 AP Tax)
  • Range: Adjacent (2m)
  • Roll: 1d20 + Reason + Geist-Tech vs Target Sanity DC
  • Secondary Save: Target Sanity / Fear (Instinct) vs Attacker's Roll
  • Effect: Deploy a trap. If a Spirit or Zombie steps on it, they must pass the Sanity Save or be Paralysed until the end of their next turn.
Node D: Alchemical Adrenaline (Active Utility / Buff - 1 AP)

Flooding the bloodstream with refined Geist-salts to push the target's body to its limits; effective, but the physiological crash is inevitable.

  • Cost: 1 AP (Bonus Action) | Property: [HEAVY - T3] (+1 AP Tax)
  • Range: Melee (Adjacent Ally)
  • Roll: 1d20 + Reason + Medicine vs DC 14
  • Effect: Inject a stimulant for 1 minute. Target gains +3m Movement and Advantage on Power and Haste Saves. Drawback: When the effect ends, the target gains one level of Exhaustion.
Node E: Lightning Rod (Reaction / Absorb - 1 AP)

Deploying a temporary grounding pylon to capture energy that would otherwise destroy your squad, storing it for future discharge.

  • Cost: 1 AP (Reaction) | Property: [HEAVY - T3] (+1 AP Tax)
  • Range: 5m Radius
  • Trigger: When you or a nearby ally takes Electrical damage
  • Roll: 1d20 + Reason + Geist-Tech vs DC 12
  • Effect: On success, you absorb the blow. The target takes 0 damage, and your next attack deals bonus Electrical damage equal to the amount absorbed.
Rank 4: Advanced Stitch-Works (Choose One)

Focus: Biomechanical augmentation, high-output EMPs, and raw galvanic defibrillation.

Node A: Skaab Goliath (Passive Upgrade)

Better parts, reinforced stitching, and a higher-output galvanic core turn your standard bodyguard into a minor siege engine.

  • Cost: Passive
  • Range: Self (Skaab)
  • Effect: Your created Skaab is heavily upgraded. It becomes Large in size, its Max HP increases by +15, and its melee attacks deal an extra 1d6 Bludgeoning damage.
Node B: Geist-Powered Exosuit (Active Utility / Metamorphosis - 3 AP)

Integrating your nervous system into a brass-and-leather frame to achieve the physical dominance usually reserved for werewolves.

  • Cost: 3 AP (Base) | Property: [HEAVY - T4] (+2 AP Tax)
  • Range: Self
  • Duration: 10 Minutes
  • Roll: 1d20 + Reason + Geist-Tech vs DC 16
  • Effect: Don a mechanical harness. On success, your Power becomes 19 (+4), your AC becomes 16 (if lower), and melee hits Push enemies 2m backwards. (Limit: 1/Long Rest)
Node C: Electromagnetic Pulse (Active Ability / AOE - 4 AP)

Venting a massive cloud of ionised Geist-particles that disrupts the electrical signals of the brain and the binding of the soul simultaneously.

  • Cost: 4 AP (Base) | Property: [HEAVY - T4] (+2 AP Tax) | [EXHAUSTING - 2] (2-Turn Lockout)
  • Range: 6m Radius AOE
  • Roll: 1d20 + Reason + Geist-Tech vs Target Reflex DC
  • Secondary Save: Target Celerity / Reflex (Haste) vs Attacker's Roll (Skaabs, Zombies, and Spirits have Disadvantage)
  • Effect: Targets take 4d8 Electrical damage on a failure, or half on a success.
Node D: Defibrillate (Active Utility / Revive - 3 AP)

Using a high-voltage surge to "remind" a soul that its contract with the body isn't finished yet, forcibly restarting the target's system.

  • Cost: 3 AP (Base) | Property: [HEAVY - T4] (+2 AP Tax)
  • Range: Melee (Adjacent Downed Ally)
  • Roll: 1d20 + Reason + Geist-Tech vs DC 14
  • Effect: Send a massive shock through a downed ally. They revive immediately with 3d8 + Reason HP. (Limit: 1/Long Rest)
Node E: Transmutation Solvent (Active Ability / Acid - 3 AP)

A mix of alchemical salts and spectral residue designed to eat through mundane steel and flesh in seconds.

  • Cost: 3 AP (Base) | Property: [HEAVY - T4] (+2 AP Tax) | [EXHAUSTING - 2] (2-Turn Lockout)
  • Range: 3m Line
  • Roll: 1d20 + Reason + Geist-Tech vs Target Reflex DC
  • Secondary Save: Target Celerity / Reflex (Haste) vs Attacker's Roll
  • Effect: Spray corrosive acid. Targets take 4d6 Acid damage. On a failure, their AC is reduced by 2 for 1 minute (10 turns).
Rank 5: The Master's Masterpiece (Choose One)

Focus: Absolute mastery of the threshold between life and death. The apex of Nephalian heresy.

Node A: Masterpiece of Geralf (Active Ability / Summon - 5 AP)

Fusing multiple donors into a singular, high-output vessel for a legion of bound geists—a true Ruinator of the battlefield.

  • Cost: 5 AP | Properties: [Full Turn Action] | [HEAVY - T5] (+3 AP Tax) | [EXHAUSTING - 3] (3-Turn Lockout)
  • Range: Melee (Requires 3+ nearby Corpses)
  • Roll: 1d20 + Reason + Geist-Tech vs DC 22
  • Effect: Construct a Skaab Ruinator (CR 5 Flesh Golem). It shares your Initiative and possesses Multi-attack and Resistance to non-magical weapons. (Limit: 1/Long Rest)
Node B: Geist-Chamber (Active Ability / Capture - 4 AP)

Using a high-powered spectral vacuum to forcefully dislocate the spirit from its physical frame, trapping it in a specialised glass vessel.

  • Cost: 4 AP (Base) | Properties: [HEAVY - T5] (+3 AP Tax) | [EXHAUSTING - 3] (3-Turn Lockout)
  • Range: 10m
  • Target: Single Creature below 50% Max HP
  • Roll: 1d20 + Reason + Geist-Tech vs Target Influence Save DC
  • Secondary Save: Target Presence / Influence (Charm) vs Attacker's Roll
  • Effect: Target takes 6d10 Necrotic damage and falls Unconscious for 2 rounds. If the vial is smashed (AC 10, 5 HP), the effect ends.
Node C: Tesla Coil (Active Ability / Area Denial - 4 AP)

Creating a permanent, localised bridge between the physical world and the lightning storms of the Geist-realm.

  • Cost: 4 AP (Base) | Properties: [HEAVY - T5] (+3 AP Tax) | [EXHAUSTING - 3] (3-Turn Lockout)
  • Range: 10m Radius (Stationary)
  • Duration: 1 Minute
  • Roll: 1d20 + Reason + Geist-Tech vs DC 18
  • Effect: Deploy a stationary generator for 1 minute. Any enemy starting their turn within 10m takes 2d8 Unavoidable Electrical damage.
Node D: Reanimator's Miracle (Active Ability / Resurrection - 5 AP)

The ultimate scientific heresy—denying death through total galvanic stabilisation, returning the soul to a body that is no longer strictly "living."

  • Cost: 5 AP | Properties: [Full Turn Action] | [HEAVY - T5] (+3 AP Tax) | [EXHAUSTING - 3] (3-Turn Lockout)
  • Range: Melee (2m)
  • Roll: 1d20 + Reason + Geist-Tech vs DC 20
  • Effect: Revive a fallen ally (0 HP). Target revives with 50% Max HP and Full AP/MP for their next turn. The Transformation: Target gains the Zombie tag permanently. They gain Immunity to Poison, Bleed, and Fear, but take Double Damage from Holy/Radiant sources. (Limit: 1/Long Rest)
Node E: Overload Horizon (Active Ability / Lethality - 5 AP)

Forcing every capacitor, battery, and bound geist in your inventory to detonate simultaneously, regardless of the cost to your own safety.

  • Cost: 5 AP | Properties: [Full Turn Action] | [HEAVY - T5] (+3 AP Tax) | [EXHAUSTING - 3] (3-Turn Lockout)
  • Range: 10m Radius AOE
  • Roll: 1d20 + Reason + Geist-Tech vs Target Fortitude DC
  • Secondary Save: Target Body / Fortitude (Toughness) vs Attacker's Roll
  • Effect: Enemies take 8d10 Electrical damage and must pass the Fortitude Save or be Stunned for 1 turn. The Cost: You take 3d10 Necrotic damage from the feedback.
Necromancy (The Grave-Binder)

In the sixth year of the Lunar Era, the art of Necromancy has become a sophisticated heresy. No longer merely the desperate scrawling of cultists, it is a disciplined manipulation of the Veil. Practitioners draw upon the residual entropy of the plane to mend flesh, shackle spirits, and deny the Blessed Sleep to those who still have work to do. To walk the path of the Grave is to accept that life is a temporary state—and the soul is merely a resource.

Rank 1: The Accursed Touch (Choose One)

Focus: Siphoning vitality, sensing the vibrations of the Veil, and the absolute basics of corporeal manipulation.

Node A: Siphon Life (Active Spell - 3 AP / 5 Mana)

You are not merely striking the foe; you are opening a metaphysical conduit to drain the warmth from their blood to patch your own waning spirit.

  • Cost: 3 AP / 5 Mana
  • Range: 2m (Melee)
  • Roll: 1d20 + Reason + Ghoulcalling vs Target AC
  • Effect: On a hit, deal 1d6 Necrotic damage. You immediately regain HP equal to the damage dealt.
Node B: Grave Sense (Passive)

Your soul has become attuned to the specific frequency of decay, allowing you to hear the silence of the dead even through solid stone.

  • Cost: Passive
  • Range: 10m
  • Effect: Gain Advantage on Religion (Instinct) and Medicine (Reason) checks involving the dead. You can naturally sense the presence of corpses, Zombies, or Spirits within 20m, even through walls.
Node C: Blood Hex (Active Spell / Curse - 1 AP / 5 Mana)

Selling a fragment of your own dark intent to force the target's blood to run cold, disrupting their focus through sheer supernatural dread.

  • Cost: 1 AP (Bonus Action) / 5 Mana
  • Range: 10m
  • Roll: 1d20 + Presence + Deception vs Target Sanity DC
  • Secondary Save: Target Sanity / Fear (Instinct) vs Attacker's Roll
  • Effect: Curse a target. On a failed save, they must subtract 1d4 from their next Attack Roll or Saving Throw.
Node D: Chill Touch (Active Spell - 3 AP / 5 Mana)

Conjuring a fragment of the Void to shackle the target's life-force, preventing the natural or magical closure of their wounds.

  • Cost: 3 AP / 5 Mana
  • Range: 10m
  • Roll: 1d20 + Reason + Ghoulcalling vs Target AC
  • Effect: Deals 1d8 Necrotic damage. On a hit, the target cannot regain HP until the start of your next turn.
Node E: Macabre Mending (Active Spell / Heal - 3 AP / 5 Mana)

Funnelling raw necrotic energy into a corpse to knit together severed tendons and re-seal the skin of the unliving.

  • Cost: 3 AP / 5 Mana
  • Range: Melee (Touch)
  • Target: One Zombie or Spirit Creature
  • Effect: Funnel dark energy into a corpse. The target regains 1d8 + Reason HP.
Rank 2: The Stitcher's Apprentice (Choose One)

Focus: Animating minor thralls, short-range teleportation through entropy, and defensive bone-crafting.

Node A: Raise Lesser Dead (Active Ability / Summon - 4 AP / 15 Mana)

Forcing a splinter of geist-energy into a fresh vessel, bypassing the natural laws of death to create a mindless, tethered thrall.

  • Cost: 4 AP / 15 Mana
  • Range: Melee (Adjacent Corpse)
  • Requirement: 1 Small/Medium Humanoid Corpse
  • Roll: 1d20 + Reason + Ghoulcalling vs DC 12
  • Effect: Animate a basic Zombie or Skeleton. It shares your Initiative and obeys your verbal commands. (Limit: 1 active Summon)
Node B: Vampiric Step (Active Utility / Teleport - 1 AP / 15 Mana)

Your soul "scents" the fading life-force of a wounded creature and uses the localised entropy to pull your physical form through the Veil.

  • Cost: 1 AP (Bonus Action) / 15 Mana
  • Range: 10m
  • Target: Adjacent to a "Low HP" Creature (<50% HP)
  • Roll: Automatic (No roll required)
  • Effect: If a creature within 10m is below 50% HP, you may instantly Teleport to an unoccupied space adjacent to them.
Node C: Aura of Decay (Passive / Aura)

You have become a walking conduit for the graveyard; your very presence is an insult to the living world, causing nature to wither in your shadow.

  • Cost: Passive
  • Range: 2m Radius
  • Effect: Your magic sickens the living. Any living enemy that ends its turn within 2m takes 1d4 Necrotic damage.
Node D: Bone Armour (Active Spell / Defence - 3 AP / 15 Mana)

Manipulating the calcium and residual mana of the surrounding soil to draw forth skeletal remains, locking them into a physical barrier.

  • Cost: 3 AP / 15 Mana
  • Range: Self
  • Roll: 1d20 + Reason + Ghoulcalling vs DC 13
  • Effect: Pull bones from the earth to form a protective cage. Gain 2d6 + Reason Temporary HP. While these HP last, your AC increases by +1.
Node E: Frightful Gaze (Active Spell / Control - 3 AP / 15 Mana)

Projecting the cold, absolute certainty of the grave directly into the target's mind, shattering their resolve through ocular contact.

  • Cost: 3 AP / 15 Mana
  • Range: 10m
  • Roll: 1d20 + Reason + Ghoulcalling vs Target Sanity DC
  • Secondary Save: Target Sanity / Fear (Instinct) vs Attacker's Roll
  • Effect: On a failed save, the target is Frightened for 1 round.
Rank 3: Lord of the Diregraf (Choose One)

Focus: Advanced summoning, the detonation of soul-static, and manipulating the humours of the living.

Node A: Soul Explosion (Active Ability / AOE - 3 AP / 30 Mana)

Using the residual "soul-static" of a fresh death as a catalyst, violently igniting the target's spirit to release a wave of kinetic entropy.

  • Cost: 3 AP / 30 Mana
  • Range: 10m (3m Radius AOE)
  • Target: One Downed (0 HP) Enemy
  • Roll: 1d20 + Reason + Ghoulcalling vs Target Reflex DC
  • Secondary Save: Target Celerity / Reflex (Haste) vs Attacker's Roll
  • Effect: Targets in a 3m radius take 3d6 Necrotic/Bludgeoning damage (half on a successful save).
Node B: Diregraf Commander (Passive)

Your mental architecture has expanded to the point where you can partition your will, coordinating multiple thralls with military precision.

  • Cost: Passive
  • Range: Self (Summons)
  • Effect: You are a master of the horde. You can now maintain 2 active summons at once. Furthermore, your summons add your Proficiency Bonus to their Attack and Damage rolls.
Node C: Blood Puppet (Active Spell / Control - 4 AP / 30 Mana)

Overriding the target's nervous system by manipulating the iron-rich mana within their own blood, turning their body into a puppet of your design.

  • Cost: 4 AP / 30 Mana
  • Range: 10m
  • Roll: 1d20 + Reason + Ghoulcalling vs Target Fortitude DC
  • Secondary Save: Target Body / Fortitude (Toughness) vs Attacker's Roll
  • Effect: On a failure, you move the target up to half their Movement and force them to make one Melee Attack against a target of your choice.
Node D: Summon Geist (Active Ability / Summon - 4 AP / 30 Mana)

Tethering an immaterial spirit from the Veil to the physical plane, utilising its ability to slip through solid matter as your eyes and ears.

  • Cost: 4 AP / 30 Mana
  • Range: 10m
  • Duration: 1 Hour
  • Roll: 1d20 + Reason + Ghoulcalling vs DC 14
  • Effect: Call a Poltergeist from the Veil. It possesses Flight, Phasing (can move through walls/objects), and its attacks deal 1d8 Cold damage.
Node E: Feast of Blood (Reaction - 1 AP / 30 Mana)

Catching the escaping soul-mist of the dying before it can dissipate, using the raw vitality to patch your own physical form.

  • Cost: 1 AP (Reaction) / 30 Mana
  • Range: 5m
  • Trigger: When a living creature is Downed within range by you
  • Roll: Automatic (on Trigger)
  • Effect: You absorb their fading life force to immediately regain 1d8 HP.
Rank 4: The Undying Will (Choose One)

Focus: Total biological disruption, vampiric metamorphosis, and the shackling of souls.

Node A: Blood Boil (Active Spell / Lethality - 4 AP / 60 Mana)

Using internal necrotic resonance to hyper-accelerate the target's blood flow until the vessels seize, locking their body in a state of agonising paralysis.

  • Cost: 4 AP / 60 Mana
  • Range: 10m
  • Roll: 1d20 + Reason + Ghoulcalling vs Target Fortitude DC
  • Secondary Save: Target Body / Fortitude (Toughness) vs Attacker's Roll
  • Effect: On a failure, deal 5d8 Necrotic damage and the target is Paralysed until the end of your next turn.
Node B: Swarm of Bats (Active Ability / Transformation - 5 AP / 60 Mana)

Temporarily dissolving the cohesive bond of the soul to distribute your consciousness across a hive-mind of dozens of individual winged hunters.

  • Cost: 5 AP / 60 Mana | Property: [Full Turn Action]
  • Range: Self
  • Duration: 1 Minute
  • Effect: Shatter your physical form into a cloud of bats. Gain 12m Fly Speed, Resistance to non-magical damage, and the ability to pass through enemy spaces. Enemies you pass through take 2d6 Piercing damage. (Limit: 1/Long Rest)
Node C: Grave Betrayal (Passive / Shackle - 60 Mana)

Catching a soul in the split-second of its transition and "nailing" it back into the meat with oily black chains of shadow-mana.

  • Cost: 60 Mana (Expended automatically upon trigger)
  • Trigger: The first time a Humanoid creature (PC or NPC) is reduced to 0 HP by the Necromancer
  • Duration: 2 Rounds or until the Death-Shackled Thrall is destroyed
  • Requirement: One Humanoid (PC or NPC) reduced to 0 HP
  • Roll: 1d20 + Presence + Influence vs DC 15
  • Effect: When a Humanoid is Downed by you, you instantly shackle their soul. The target remains standing as a Death-Shackled Thrall for 2 turns. The Thrall gains Temporary HP equal to Reason + 20. While the Thrall is active, the Necromancer gains [Physical Resistance] (Halving incoming physical damage). PC Constraint: If a Player Character is shackled, they cannot be Revived or Stabilised until the Thrall is destroyed or the duration ends. (Once per Combat)
Node D: Undying Fortitude (Passive)

The sheer stubbornness of the necrotic bond prevents the physical form from accepting death, holding the body together through pure entropic will.

  • Cost: Passive
  • Range: Self / Summons
  • Roll: 1d20 + Toughness + Endurance vs DC (5 + Damage taken)
  • Effect: If damage (not Radiant) reduces you or your summons to 0 HP, make the save. On a success, you drop to 1 HP instead.
Node E: Miasma of the Grave (Active Spell / AOE - 4 AP / 60 Mana)

Calling the stale atmosphere of a century-old crypt into the present, suffocating the living with the crushing "weight" of the dead.

  • Cost: 4 AP / 60 Mana
  • Range: 10m (6m Radius AOE)
  • Roll: 1d20 + Reason + Ghoulcalling vs Target Fortitude DC
  • Secondary Save: Target Body / Fortitude (Toughness) vs Attacker's Roll
  • Effect: Conjure toxic fog. Living creatures starting their turn inside must pass the save or be Poisoned and take 3d6 Necrotic damage.
Rank 5: The Apocalyptic Harvest (Choose One)

Focus: Total battlefield eradication, ultimate vampiric ascension, and the manifestation of instant, entropic death.

Node A: Army of the Damned (Active Ability / Mass Summon - 5 AP / 100 Mana)

Tapping into a localised "mass grave" frequency to pull multiple geists through the Veil simultaneously, forcing them to inhabit whatever scrap of bone and flesh remains in the soil.

  • Cost: 5 AP / 100 Mana | Property: [Full Turn Action]
  • Range: 10m
  • Duration: 10 Minutes
  • Roll: 1d20 + Reason + Ghoulcalling vs DC 20
  • Effect: A swarm of 1d4 + 2 Zombies claws their way out of the earth. They act immediately on your turn and follow your mental commands. (Limit: 1/Long Rest)
Node B: Exsanguinate (Active Spell / Vampiric - 5 AP / 100 Mana)

A centrifugal pulse of necrotic energy that ruptures the veins of every living thing in the vicinity, siphoning the spray back into your own form to patch your failing essence.

  • Cost: 5 AP / 100 Mana | Property: [Full Turn Action]
  • Range: 7m Radius AOE
  • Roll: 1d20 + Reason + Ghoulcalling vs Target Fortitude DC
  • Secondary Save: Target Body / Fortitude (Toughness) vs Attacker's Roll
  • Effect: Unleash a wave of blood magic. Targets take 8d8 Necrotic damage (half on success). You heal for 50% of the total damage dealt to all targets combined.
Node C: Form of the Nightblood (Active Ability / Transformation - 5 AP / 100 Mana)

Forcing your own biological state to mimic the apex predators of the Markov line through sheer alchemical and necrotic will, transcending mortality for a glorious, crimson moment.

  • Cost: 5 AP / 100 Mana | Property: [Full Turn Action]
  • Range: Self
  • Duration: 10 Minutes
  • Effect: Become a Vampire Lord. Gain 15m Fly Speed and Physical Resistance. Synergy: If you already possess [Physical Resistance], you instead gain Immunity to Bleed and Fractured status effects. Melee hits deal an extra 2d8 Necrotic damage. The first successful strike each turn heals you for half the damage dealt. (Limit: 1/Long Rest)
Node D: Finger of Death (Active Spell / Lethality - 5 AP / 100 Mana)

A singular, focused beam of absolute zero entropy that collapses the target's cellular structure instantly, leaving nothing but an obedient, grey-skinned thrall.

  • Cost: 5 AP / 100 Mana | Property: [Full Turn Action]
  • Range: 10m
  • Roll: 1d20 + Reason + Ghoulcalling vs Target Fortitude DC
  • Secondary Save: Target Body / Fortitude (Toughness) vs Attacker's Roll
  • Effect: Deals 8d8 + 20 Necrotic damage (half on success). If this Downs a humanoid, they immediately rise as a Ghoul under your Permanent control. (Requires consent.)
Node E: Banshee's Wail (Active Spell / Psychic AOE - 5 AP / 100 Mana)

Projecting the collective psychic agony of the Innistrad geists in a singular, localised vocalisation that shatters the mind and seizes the heart.

  • Cost: 5 AP / 100 Mana | Property: [Full Turn Action]
  • Range: 9m Radius AOE
  • Roll: 1d20 + Reason + Ghoulcalling vs Target Fortitude DC
  • Secondary Save: Target Body / Fortitude (Toughness) vs Attacker's Roll
  • Effect: Emit a spectral scream. Targets take 6d10 Psychic damage and are Frightened. If they fail the save by 5 or more, they are Stunned for 1 turn.
Sorcery (The Dual-Flame Weaver)

To be a Sorcerer on Innistrad is to hold a flickering candle against a hurricane. You draw from two volatile sources: the cold, refracting purity of the silver moon and the jagged, sulfurous heat of the brimstone pits. Balance them, or be consumed by the very fire you seek to command.

Rank 1: Candle-Flicker Initiation (Choose One)

Focus: Foundational thermal discharge, lunar refraction, and the manipulation of minor sensory glamours.

Node A: Ignite (Active Spell - 3 AP / 5 Mana)

Drawing on the residual heat of the surrounding mana to manifest a singular, high-intensity thermal discharge.

  • Cost: 3 AP / 5 Mana
  • Range: 10m
  • Roll: 1d20 + Reason + Sorcery vs Target AC
  • Effect: Hurl a bolt of raw Fire. On a hit, deal 1d10 Fire damage. Unworn flammable objects (tapestries, crates, thatch) catch fire immediately.
Node B: Moonbeam (Active Spell - 3 AP / 5 Mana)

Channelling the purifying radiance of the moon to disrupt the unstable, shifting biology of Lycanthropes.

  • Cost: 3 AP / 5 Mana
  • Range: 10m (2m Radius Cylinder)
  • Roll: Target Body / Fortitude (Toughness) vs Caster DC (10 + Reason)
  • Effect: Call down a narrow beam of silver light. On a failed save, the target takes 1d8 Radiant damage. Special: Shapechangers (Werewolves) have Disadvantage on this save and are instantly forced back into their Human form on a failure.
Node C: Devil's Trick (Active Spell / Illusion - 1 AP / 5 Mana)

Conjuring a minor, chaotic glamour to momentarily deceive the target's visual and auditory senses.

  • Cost: 1 AP (Bonus Action) / 5 Mana
  • Range: 10m
  • Roll: 1d20 + Presence + Deception vs Target Sanity DC
  • Secondary Save: Target Sanity / Fear (Instinct) vs Attacker's Roll
  • Effect: Conjure a minor, chaotic illusion. On success, you gain Advantage on your next attack against them, OR they have Disadvantage on their next Attack Roll.
Node D: Silver Mist (Active Spell / Obscurement - 3 AP / 5 Mana)

Creating a pocket of dense, lunar-refracted vapour that blinds those not attuned to your specific mana-signature.

  • Cost: 3 AP / 5 Mana
  • Range: Self (5m Radius)
  • Duration: 1 Minute
  • Effect: Conjure a thick, silvery fog that Heavily Obscures the area. You can see through your own mist perfectly, but all others are Blinded/Obscured.
Node E: Chaos Shield (Active Ability / Reaction - 1 AP)

A reflexive, non-mana-intensive surge of raw energy used to deflect kinetic force through pure willpower.

  • Cost: 1 AP (Reaction)
  • Range: Self
  • Trigger: When hit by an attack
  • Roll: 1d20 + Haste + Reflexes
  • Effect: You manifest a flickering, chaotic barrier. Roll 1d4 and add the result to your AC against that specific attack.
Rank 2: Lunar Refraction (Choose One)

Focus: Area denial through thermal output, blinding flares, and the summoning of minor chaotic familiars.

Node A: Devil's Breath (Active Spell / AOE - 3 AP / 15 Mana)

Forcing a concentrated volume of thermal mana through the lungs to exhale a wave of absolute combustion.

  • Cost: 3 AP / 15 Mana
  • Range: 5m Cone
  • Roll: 1d20 + Reason + Sorcery vs Target Reflex DC
  • Secondary Save: Target Celerity / Reflex (Haste) vs Attacker's Roll
  • Effect: Exhale a wave of roaring flames. All creatures in the cone take 2d6 Fire damage on a failure, or half on a success.
Node B: Lunar Flare (Active Spell / Control - 3 AP / 15 Mana)

Rapidly condensing lunar mana into a singular point before letting it expand in a brilliant, optical-shattering flash.

  • Cost: 3 AP / 15 Mana
  • Range: 10m
  • Roll: Target Body / Fortitude (Toughness) vs Caster DC (10 + Reason + Sorcery)
  • Effect: Flash a brilliant, blinding light. On a failed save, the target is Blinded until the end of your next turn.
Node C: Vexing Familiar (Active Spell / Summon - 3 AP / 15 Mana)

Reaching into the fringes of the abyss to tether a minor imp, forcing it to provide tactical interference on your behalf.

  • Cost: 3 AP / 15 Mana
  • Range: 10m
  • Duration: 1 Hour
  • Roll: 1d20 + Reason + Sorcery vs DC 12
  • Effect: Summon a Vexing Devil (CR 1/8). It has a Flying Speed and can use its Action to provide the Help action, granting you or an ally Advantage on their next attack.
Node D: Mind Twist (Active Spell / Psychic - 3 AP / 15 Mana)

Projecting the chaotic resonance of lunar madness into the target's psyche to disrupt their logical processing.

  • Cost: 3 AP / 15 Mana
  • Range: 10m
  • Roll: Target Sanity / Fear (Instinct) vs Caster DC (10 + Reason + Sorcery)
  • Effect: Target the victim's mind with lunar madness. On a failed save, they take 1d6 Psychic damage and must subtract 1d4 from all Attack Rolls and Saving Throws until the end of their next turn.
Node E: Retributive Sparks (Active Spell / Reaction - 1 AP / 15 Mana)

The sparks must "shock" the attacker's motor functions.

  • Cost: 1 AP (Reaction) / 15 Mana
  • Range: Melee (Self)
  • Trigger: When hit by a melee attack
  • Effect: The attacker takes 1d6 Electrical damage AND must pass a Fortitude Save or be Staggered (losing 1 AP or 1 MP from their next turn).
Rank 3: Brimstone Ascension (Choose One)

Focus: Arcane restraints, high-damage harvesting of souls, and short-range shadow-stepping.

Node A: Burn at the Stake (Active Spell / Control - 4 AP / 30 Mana)

Manifesting the collective trauma of the provinces into physicalized, fiery chains that bind the target to their own destruction.

  • Cost: 4 AP / 30 Mana
  • Range: 10m
  • Roll: 1d20 + Reason + Sorcery vs Target Reflex DC
  • Secondary Save: Target Celerity / Reflex (Haste) vs Attacker's Roll
  • Effect: Fiery chains erupt from the ground. On a failure, the target is Restrained and takes 2d6 Fire damage immediately, plus 1d6 Fire at the start of each of their turns. Target must spend an Action (Power Check) to break the chains.
Node B: Lunarch's Shield (Active Spell / Reaction - 1 AP / 30 Mana)

Conjuring a hard-light barrier attuned to the silver frequencies of the moon to refract incoming hostile magic.

  • Cost: 1 AP (Reaction) / 30 Mana
  • Range: Self
  • Trigger: When targeted by a spell
  • Effect: Conjure a shield of hard light. You gain Advantage on the Saving Throw. If you succeed, you take 0 damage.
Node C: Dance of Madness (Active Spell / Control - 4 AP / 30 Mana)

Inducing a state of acute delirium that forces the victim to abandon their allegiances and surrender to their most violent impulses.

  • Cost: 4 AP / 30 Mana
  • Range: 10m
  • Roll: 1d20 + Reason + Sorcery vs Target Sanity DC
  • Secondary Save: Target Sanity / Fear (Instinct) vs Attacker's Roll
  • Effect: On a failed save, the target is overcome with Delirium. They must spend their next turn moving toward and attacking the closest creature (friend or foe) with a Melee Attack.
Node D: Brimstone Volley (Active Spell / Lethality - 3 AP / 30 Mana)

Hurl a ball of condensed hellfire that gains power from the escaping energy of a recent death.

  • Cost: 3 AP / 30 Mana
  • Range: 10m
  • Roll: 1d20 + Reason + Sorcery vs Target AC
  • Effect: Hurl a ball of hellfire for 3d6 Fire damage. Morbid Mechanic: If any creature has been Downed within 15m of you in the last minute (10 turns), the damage increases to 5d6 Fire damage.
Node E: Moonlight Step (Active Spell / Teleport - 2 AP / 30 Mana)

Dissolving the physical body into spectral motes to navigate through the shadows of the Veil.

  • Cost: 2 AP (Bonus Action) / 30 Mana
  • Range: 10m
  • Requirement: Must be in Dim Light or Darkness
  • Effect: Instantly Teleport to another unoccupied space within 10m that is also in Dim Light or Darkness.
Rank 4: Eclipse of the Soul (Choose One)

Focus: Catastrophic area damage, elemental infusion, and master-level illusory defences.

Node A: Blasphemous Act (Active Spell / AOE - 4 AP / 60 Mana)

Tapping into a dangerous level of chaotic fire, disregarding the safety of allies to purge everything in a massive thermal wave.

  • Cost: 4 AP / 60 Mana
  • Range: 10m (6m Radius AOE)
  • Roll: 1d20 + Reason + Sorcery vs Target Reflex DC
  • Secondary Save: Target Celerity / Reflex (Haste) vs Attacker's Roll
  • Effect: Unleash a massive wave of roaring fire. All creatures in the radius (including Allies) take 6d8 Fire damage on a failure (half on success).
Node B: Silver-Tipped Flames (Passive)

Infusing unstable brimstone with lunar purity to ensure the flames can burn even those with infernal resilience.

  • Cost: Passive
  • Range: Self
  • Effect: Your fire spells ignore Fire Resistance. Furthermore, you can choose to have any of your fire spells deal 50% Fire and 50% Radiant damage.
Node C: Madness of the Moon (Active Spell / Control - 4 AP / 60 Mana)

Expanding the influence of lunar madness to affect multiple targets, reducing them to a state of babbling vulnerability.

  • Cost: 4 AP / 60 Mana
  • Range: 10m Radius (Up to 3 Creatures)
  • Roll: 1d20 + Reason + Sorcery vs Target Sanity DC
  • Secondary Save: Target Sanity / Fear (Instinct) vs Attacker's Roll
  • Effect: On a failed save, targets suffer temporary madness for 2 rounds. They fall Prone and spend their turns babbling.
Node D: Hellhound Pack (Active Spell / Summon - 4 AP / 60 Mana)

Tearing a wider hole in the Veil to call forth a pair of predatory hounds from the infernal pits to serve as hunters.

  • Cost: 4 AP / 60 Mana
  • Range: 10m
  • Duration: 10 Minutes
  • Roll: 1d20 + Reason + Sorcery vs DC 16
  • Effect: Summon two Hellhounds. Their bite attacks deal an extra 1d6 Fire damage.
Node E: Lunar Illusions (Active Spell / Defence - 3 AP / 60 Mana)

Manifesting duplicity through lunar refraction, creating duplicates that punish those who strike them.

  • Cost: 3 AP / 60 Mana
  • Range: Self
  • Effect: Create three illusory duplicates. When hit, roll 1d20: 1–10 (Hit a clone), 11–20 (Hit Caster). When a clone is destroyed, the attacker must pass a Fortitude Save or be Blinded for 1 turn.
Rank 5: Apocalyptic Zenith (Choose One)

Focus: Total environmental dominance, celestial truesight, and the summoning of high-tier impact magic.

Node A: Inferno Titan's Wrath (Active Spell / Ultimate AOE - 5 AP / 100 Mana)

Temporarily channelling the respiratory power of an ancient elemental to exhale a wave of absolute, landscape-altering fire.

  • Cost: 5 AP / 100 Mana | Property: [Full Turn Action]
  • Range: 9m Cone
  • Effect: Exhale pure hellfire. Targets take 8d10 Fire damage (half on success). The ground remains on fire for 1 minute, dealing 2d10 Fire damage to anyone inside. (Limit: 1/Long Rest)
Node B: Eclipse (Active Spell / Ultimate Control - 5 AP / 100 Mana)

Violently occluding all light sources in the vicinity to create a pocket of absolute, soul-scouring darkness.

  • Cost: 5 AP / 100 Mana | Property: [Full Turn Action]
  • Range: 10m Radius
  • Duration: 1 Minute
  • Effect: Plunge the area into impenetrable darkness (Darkvision fails). You and up to 5 allies gain Truesight and deal an extra 1d8 Psychic damage while inside. (Limit: 1/Long Rest)
Node C: Descent into Nightmare (Active Spell / Lethality - 5 AP / 100 Mana)

Forcing the target's consciousness to descend into the absolute depths of the abyssal planes, shattering their physical form through psychic pressure.

  • Cost: 5 AP / 100 Mana | Property: [Full Turn Action]
  • Range: 10m
  • Roll: 1d20 + Reason + Sorcery vs Target Logic DC
  • Secondary Save: Target Psychic / Logic (Reason) vs Attacker's Roll
  • Effect: Target is Paralysed and takes 8d8 Psychic damage on a failed save.
Node D: Fiend's Pact (Active Ability / Transformation - 2 AP / 100 Mana)

Embracing the full, terrifying potential of your chaotic heritage to physically transform into a minor sovereign of the pits.

  • Cost: 2 AP (Bonus Action) / 100 Mana
  • Range: Self
  • Effect: Grow leathery wings (12m Fly Speed), become Immune to Fire, and any enemy that hits you in melee takes 2d8 Fire damage. (Limit: 1/Long Rest)
Node E: Starfall (Active Spell / Ultimate Impact - 5 AP / 100 Mana)

Calling upon the absolute highest frequencies of the celestial void to drop multiple moon-silver shards from the sky.

  • Cost: 5 AP / 100 Mana | Property: [Full Turn Action]
  • Range: 12m
  • Targeting: Three 3m Radius Areas
  • Effect: Call down three massive silver stars. Each explosion deals 5d10 Radiant and 5d10 Bludgeoning damage (half on success).
Theurgy (The Divine Vessel)

Six years into the Lunar Era, the connection between the mortal realm and the Host of Heron is at its absolute zenith. The Theurgists of the Silver Dawn do not merely pray for salvation; they manifest it. They are the conduits of the Archangel's law, utilising Instinct and Faith to overwrite the entropy of the night with the permanence of the Light.

Rank 1: The First Prayer (Choose One)

Focus: Restoration, holy empowerment, and the awakening of spiritual attunement.

Node A: Avacyn's Blessing (Active Spell / Heal - 1 AP / 5 Mana)

Acting as a direct conduit for the Archangel's lingering grace, weaving spiritual energy into the target's physical form to knit flesh back together.

  • Cost: 1 AP (Bonus Action) / 5 Mana
  • Range: Melee (Touch)
  • Roll: Automatic (No roll required)
  • Effect: Whisper a prayer of restoration. The target regains 1d4 + Instinct HP.
Node B: Smite Evil (Active Spell / Buff - 1 AP / 5 Mana)

Empowering a physical weapon with the raw, volatile zeal of the Silver Dawn, turning a mundane strike into a vessel of judgment.

  • Cost: 1 AP (Bonus Action) / 5 Mana
  • Range: Self (Weapon)
  • Roll: Automatic (Buff applies to next hit)
  • Effect: Empower your weapon with holy zeal. The next time you hit with a Melee Attack this turn, deal an additional 1d6 Radiant damage.
Node C: Heron's Light (Active Spell / Detection - 3 AP / 5 Mana)

Summoning a fragment of the "True Moon" (the Heron) to peel back the supernatural shadows used by predators of the night.

  • Cost: 3 AP / 5 Mana
  • Range: 10m Radius
  • Duration: 1 Hour
  • Roll: 1d20 + Instinct + Religion vs DC 10
  • Effect: Create a floating, spectral orb of pure sunlight. Zombies, Spirits, and Werewolves within this light cannot benefit from Invisibility.
Node D: Divine Sense (Active Spell / Sensing - 1 AP / 5 Mana)

Temporarily heightening your spiritual perception to detect the specific "static" emitted by entities that do not belong to the material plane.

  • Cost: 1 AP (Bonus Action) / 5 Mana
  • Range: 10m
  • Roll: Automatic (No roll required)
  • Effect: Until the end of your next turn, you know the exact location of any Angel, Demon, Spirit, or Zombie within range (not behind total cover).
Node E: Sanctuary (Active Spell / Warding - 1 AP / 5 Mana)

Draping a target in a silver veil of divine law, forcing potential attackers to confront their own hesitation before striking a sanctified soul.

  • Cost: 1 AP (Bonus Action) / 5 Mana
  • Range: 10m
  • Duration: 1 Minute
  • Roll: 1d20 + Presence + Persuasion vs Target Sanity DC
  • Secondary Save: Target Influence / Charm (Presence) vs Caster DC (10 + Instinct)
  • Effect: Ward a creature. Any enemy targeting them must first pass the Influence Save.
Rank 2: Parish Triage (Choose One)

Focus: Purging afflictions, searing radiance, and the spiritual branding of the faithful.

Node A: Cleansing Touch (Active Spell / Purge - 3 AP / 15 Mana)

Laying hands upon a sufferer to physically and spiritually draw out toxins or magical ailments through the force of your own faith.

  • Cost: 3 AP / 15 Mana
  • Range: Melee (Touch)
  • Roll: 1d20 + Instinct + Religion vs DC 12
  • Effect: Lay hands to immediately end one Disease, Poison, Blinded, or Deafened condition afflicting the target.
Node B: Searing Glare (Active Spell / Control - 3 AP / 15 Mana)

Projecting the unfiltered brilliance of the Lunar restoration through your own gaze, scorching the retina and spirit of the unholy.

  • Cost: 3 AP / 15 Mana
  • Range: 10m
  • Roll: 1d20 + Instinct + Religion vs Target AC
  • Secondary Save: Target Body / Fortitude (Toughness) vs Caster DC (10 + Instinct)
  • Effect: On a hit, deal 1d8 Radiant damage. Target must pass a Fortitude Save or be Blinded until the end of your next turn.
Node C: Ward of Dawning (Active Spell / Protection - 3 AP / 15 Mana)

Inscribing a temporary icon of the Heron upon an ally's spirit, making them physically difficult for horrors to strike.

  • Cost: 3 AP / 15 Mana
  • Range: Melee (Touch)
  • Duration: 1 Minute
  • Roll: 1d20 + Instinct + Iconography vs DC 10
  • Effect: Touch an ally. For the duration, Zombie, Spirit, and Ghoul have Disadvantage on all Attack Rolls made against them.
Node D: Bolster the Faithful (Active Spell / Buff - 3 AP / 15 Mana)

Strengthening the vital reserves of the squad through a communal prayer that anchors their minds against the terror of the Moorland.

  • Cost: 3 AP / 15 Mana
  • Range: 10m Radius (Up to 3 Allies)
  • Duration: 10 Minutes
  • Roll: 1d20 + Instinct + Religion vs DC 12
  • Effect: Targeted allies gain 1d8 Temporary HP and have Advantage on Saves against being Frightened.
Node E: Silvered Strike (Passive - Attunement)

Permanent spiritual calibration allows you to guide your blade with divine intuition and faith rather than raw physical strength.

  • Cost: Passive / 15 Reserved Mana
  • Range: Self
  • Effect: While you possess 15 Max Mana (Reserved), any weapon you wield is treated as Silvered and Magical. Furthermore, you may use your Instinct attribute instead of Power or Haste for all weapon Attack and Damage rolls.
Rank 3: The Host's Herald (Choose One)

Focus: Spectral flight, banishment, and the radiating of beacons of hope across the battlefield.

Node A: Flight of the Moonsilver (Active Spell / Movement - 1 AP / 30 Mana)

Manifesting a localised physical echo of the Archangel's wings, allowing the Theurgist to transcend the mud of Innistrad.

  • Cost: 1 AP (Bonus Action) / 30 Mana
  • Range: Self
  • Duration: 1 Minute
  • Effect: Sprout spectral, glowing heron wings. Gain a Flying Speed of 9m and shed Dim Light in a 3m Radius.
Node B: Aura of Courage (Passive Aura)

Your presence is a constant, logical proof of Avacyn's protection, rendering fear an impossibility for those standing near you.

  • Cost: Passive
  • Range: 5m Radius
  • Effect: You and all friendly creatures within range are Immune to the Frightened condition.
Node C: Banishing Strike (Weapon Ability / Banishment - 3 AP / 30 Mana)

Delivering a strike that severs the target's tether to the material plane, forcibly returning extraplanar entities to the Void or the Veil.

  • Cost: 3 AP / 30 Mana
  • Range: Melee
  • Roll: 1d20 + Instinct + Religion vs Target AC
  • Secondary Save: Target Influence / Charm (Presence) vs Caster DC (10 + Instinct)
  • Effect: Deal Standard Weapon Damage + 2d8 Radiant damage. If the target is Extraplanar (Demon or Spirit), it must pass the Influence Save or be Banished.
Node D: Beacon of Hope (Active Spell / Aura - 3 AP / 30 Mana)

Turning yourself into a beacon of absolute spiritual certainty, ensuring every attempt to restore life is maximised by divine will.

  • Cost: 3 AP / 30 Mana
  • Range: 10m Radius
  • Duration: 1 Minute
  • Effect: Any allies within the aura who receive healing regain the Maximum possible HP from the dice rolled. They also gain Advantage on all Instinct Saves.
Node E: Holy Rebuke (Active Spell / Reaction - 1 AP / 30 Mana)

Detonating a ward of kinetic radiance the moment an enemy connects, physically repelling them with holy force.

  • Cost: 1 AP (Reaction) / 30 Mana
  • Range: Melee (Self)
  • Trigger: When hit in melee
  • Roll: 1d20 + Instinct + Religion vs Target Power DC
  • Secondary Save: Target Brutality / Grapple (Power) vs Caster DC (10 + Instinct)
  • Effect: Attacker takes 2d6 Radiant damage and must pass the Power Save or be Pushed 3m away.
Rank 4: Divine Intervention (Choose One)

Focus: Miraculous salvation, area-of-effect wrath, and the absolute purging of corruption.

Node A: Angelic Intervention (Active Spell / Reaction - 1 AP / 60 Mana)

Catching an ally's soul at the threshold of death, using a massive surge of mana to anchor them to the world for one more breath.

  • Cost: 1 AP (Reaction) / 60 Mana
  • Range: 10m
  • Trigger: When an ally you can see drops to 0 HP
  • Effect: They instead drop to 1 HP as a spectral force catches them. (Limit: 1/Short or Long Rest)
Node B: Righteous Fury (Passive Aura)

Radiating a field of holy static that empowers the weapons of all who stand in the Light with you.

  • Cost: Passive
  • Range: 3m Radius
  • Effect: You and all allies within the aura deal an additional 1d6 Radiant damage on all successful Weapon Attacks.
Node C: Dawn's Wrath (Active Spell / AOE - 4 AP / 60 Mana)

Calling down a concentrated blast of the first dawn's light to scour the earth of unholy influence.

  • Cost: 4 AP / 60 Mana
  • Range: 10m (4m Radius AOE)
  • Roll: 1d20 + Instinct + Religion vs Target Fortitude DC
  • Secondary Save: Target Body / Fortitude (Toughness) vs Caster DC (10 + Instinct) (Zombies, Spirits, Vampires, and Demons have Disadvantage)
  • Effect: Targets take 5d8 Radiant damage (half on a success).
Node D: Purging Flames (Active Spell / Heal - 4 AP / 60 Mana)

Utilising a high-intensity holy fire to burn away mental shackles and physical rot simultaneously.

  • Cost: 4 AP / 60 Mana
  • Range: Melee (Touch)
  • Roll: 1d20 + Instinct + Religion vs DC 14
  • Effect: Instantly end all Curses, Charms, and Hexes on the target. The target also heals for 3d8 + Instinct HP.
Node E: Shield of Faith (Active Spell / Buff - 1 AP / 60 Mana)

Weaving a shimmering field of pure conviction around a target, physically turning aside blades through spiritual density.

  • Cost: 1 AP (Bonus Action) / 60 Mana
  • Range: 10m
  • Duration: 10 Minutes
  • Effect: A shimmering field of holy power surrounds the target, granting a +2 bonus to their AC.
Rank 5: The Avacynian Zenith (Choose One)

Focus: Manifesting the Host, performing legendary miracles, and apocalyptic purification.

Node A: Descend upon the Sinful (Active Spell / Summon - 5 AP / 100 Mana)

Pulling a literal agent of the Host through the Veil to walk the earth for one minute of holy judgment.

  • Cost: 5 AP / 100 Mana | Property: [Full Turn Action]
  • Range: 10m
  • Roll: 1d20 + Instinct + Religion vs DC 22
  • Effect: Summon a CR 5 Avacynian Angel. It shares your initiative and obeys your commands. (Limit: 1/Long Rest)
Node B: Spear of Avacyn (Active Spell / Lethality - 5 AP / 100 Mana)

Manifesting a massive, physicalized bolt of starlight that strikes with the weight of the Archangel's own spear.

  • Cost: 5 AP / 100 Mana | Property: [Full Turn Action]
  • Range: 12m
  • Roll: 1d20 + Instinct + Religion vs Target AC
  • Secondary Save: Target Body / Fortitude (Toughness) vs Caster DC (10 + Instinct)
  • Effect: Hurl a massive spear for 10d10 Radiant damage. Demons, Zombies, Spirits, Vampires, and Werewolves must pass a Fortitude Save or be Stunned for 1 turn.
Node C: Miracle of the Heron (Active Spell / Mass Resurrection - 5 AP / 100 Mana)

Reversing the entropy of the grave through an act of absolute faith, forcing life back into the cooling vessels of the fallen.

  • Cost: 5 AP / 100 Mana | Property: [Full Turn Action]
  • Range: 10m Radius
  • Requirement: Up to 3 Allies downed within the last hour
  • Effect: Revive up to 3 allies with half their Maximum HP. This works on permanently killed players if used immediately out of combat. (Limit: 1/Long Rest)
Node D: Halo of the Lunarch (Passive)

You have become a living saint, your soul permanently igniting a crown of Moonsilver light that rejects the very concept of deathly rot.

  • Cost: Passive
  • Range: Self
  • Effect: A permanent halo of light ignites above you. You are Immune to Necrotic damage, and any Zombie, Spirit, Vampire, Werewolf, or Demon that strikes you in melee takes 2d8 Radiant damage.
Node E: Wrath of God (Active Spell / Ultimate AOE - 5 AP / 100 Mana)

Opening yourself entirely to the Light, becoming the epicentre of an unadulterated explosion of holy destruction.

  • Cost: 5 AP / 100 Mana | Property: [Full Turn Action]
  • Range: 12m Radius (Centred on Self)
  • Roll: 1d20 + Instinct + Religion vs Target Fortitude DC
  • Secondary Save: Target Body / Fortitude (Toughness) vs Caster DC (10 + Instinct)
  • Effect: Unleash unadulterated destruction. Targets take 10d8 Radiant damage (half on a success).
Wildspeak (The Primal Heart)

Civilisation is a thin veneer on Innistrad, a flickering candle-flame easily snuffed out by the encroaching woods. To master Wildspeak is to strip away the lie of the city and embrace the predator within. You do not fear the Ulvenwald; you are the reason the Ulvenwald is feared.

Rank 1: The Scent of the Trail (Choose One)

Focus: Sensory attunement, primal agility, and the foundational manipulation of the environment.

Node A: Prey Upon (Active Spell - 1 AP / 5 Mana)

Focusing your primal intent on a single creature, turning their scent and movement into a beacon for your predatory instincts.

  • Cost: 1 AP (Bonus Action) / 5 Mana
  • Range: 10m
  • Duration: 1 Hour
  • Roll: 1d20 + Instinct + Survival vs Target Stealth DC
  • Effect: Mark a quarry. Gain Advantage on all Survival (Instinct) checks to track them. Your first weapon attack against them each turn deals an extra 1d4 damage.
Node B: Wolf's Senses (Passive)

Permanently dilating the pupils and sharpening the olfactory bulb to mimic the apex predators of Kessig, seeing and smelling what the 'civilised' world ignores.

  • Cost: Passive
  • Range: 10m
  • Effect: Gain Darkvision out to 20m (or extend existing vision by 10m). You gain Advantage on all Awareness (Instinct) checks relying on hearing or smell.
Node C: Brambleweft (Active Spell / Control - 3 AP / 5 Mana)

Channelling the growth-energy of the woods to force thorny vines to erupt and bind a target's limbs.

  • Cost: 3 AP / 5 Mana
  • Range: 10m
  • Roll: 1d20 + Instinct + Survival vs Target Power DC
  • Secondary Save: Target Brutality / Grapple (Power) vs Caster DC (10 + Instinct)
  • Effect: Thorny vines erupt. On a failure, the target takes 1d6 Piercing damage and is Restrained until the end of your next turn.
Node D: Feral Agility (Active Ability - 1 AP / 5 Mana)

Abandoning the upright posture of humanity to move with the low-profile, high-speed efficiency of a hunting wolf.

  • Cost: 1 AP (Bonus Action) / 5 Mana
  • Range: Self
  • Roll: Automatic (No roll required)
  • Effect: Drop to all fours. You can take the Dash or Hide action as a 1 AP Bonus Action. Your Movement speed increases by +3m for the remainder of the turn.
Node E: Whisper of the Wilds (Passive)

Tuning your spirit to the frequency of the natural world, allowing you to interpret the warnings and needs of the local fauna.

  • Cost: Passive
  • Range: Self
  • Roll: 1d20 + Instinct + Beastmaster vs DC 12
  • Effect: Communicate simple ideas to beasts. In wild terrain, spend 1 minute listening to learn about nearby predators, prey, or unnatural threats (Zombie, Spirit or Aberrations).
Rank 2: The Hunter's Mantle (Choose One)

Focus: Natural defences, pack coordination, and minor lycanthropic shifting.

Node A: Thick Hide (Passive)

Calibrating your mana to reinforce the dermal layers, creating a natural, organic plate that does not hinder movement.

  • Cost: Passive
  • Range: Self
  • Effect: Your skin toughens like a beast's. While not wearing armour, your AC equals 10 + Haste + Toughness.
Node B: Pack Tactics (Passive)

Your instincts are tuned to the rhythmic movements of your 'pack,' finding openings the moment an ally distracts the foe.

  • Cost: Passive
  • Range: 2m
  • Effect: You have Advantage on Attack Rolls against a creature if at least one conscious ally is within 2m of the target.
Node C: Beast Form: Claws (Active Spell / Shifting - 1 AP / 15 Mana)

Triggering a controlled, partial lycanthropic shift to grow razor-sharp talons from the fingertips.

  • Cost: 1 AP (Bonus Action) / 15 Mana
  • Range: Self
  • Duration: 1 Minute
  • Effect: Partially shift, growing razor claws. Unarmed strikes deal 1d6 Slashing damage, and you can use Haste instead of Power for Attack and Damage rolls.
Node D: Snare Trap (Active Spell / Control - 3 AP / 15 Mana)

Rapidly weaving local foliage and spectral energy into a hidden, high-tension trap.

  • Cost: 3 AP / 15 Mana
  • Range: Adjacent (2m)
  • Roll: 1d20 + Instinct + Survival vs Target Reflex DC
  • Secondary Save: Target Celerity / Reflex (Haste) vs Caster DC (10 + Instinct)
  • Effect: The first creature to step on it must pass the save or be Restrained and hoisted into the air.
Node E: Kessig Bloodburst (Active Spell / Buff - 1 AP / 15 Mana)

Tapping into the primal fury of the blood to temporarily ignore pain and push physical limits.

  • Cost: 1 AP (Bonus Action) / 15 Mana
  • Range: Self
  • Duration: 1 Minute
  • Effect: Tap into primal fury. Gain 1d8 + Toughness Temporary HP and gain Advantage on all Brutality (Power) Saves.
Rank 3: Call of the Ulvenwald (Choose One)

Focus: Summoning the howlpack, the scent of fresh blood, and kinetic pouncing.

Node A: Summon Pack (Active Spell / Summon - 4 AP / 30 Mana)

Releasing a spiritually resonant howl that calls forth local wolves to join your hunt.

  • Cost: 4 AP / 30 Mana
  • Range: 10m
  • Duration: 1 Hour
  • Roll: 1d20 + Instinct + Beastmaster vs DC 14
  • Effect: Howl to summon two Dire Wolves. They share your Initiative and obey your verbal commands.
Node B: Blood Scent (Passive)

The metallic tang of blood in the air acts as a catalyst for your aggression, drawing you toward the weak and the wounded.

  • Cost: Passive
  • Range: 10m
  • Effect: You can smell the injured. Gain Advantage on Melee Attacks against any creature below its Max HP. Your Movement speed increases by +3m when moving toward a wounded enemy.
Node C: Howl of the Ulvenwald (Active Spell / Control - 3 AP / 30 Mana)

Projecting a terrifying primal roar that triggers the ancient "flight" response in the hearts of your enemies.

  • Cost: 3 AP / 30 Mana
  • Range: 10m Radius
  • Roll: 1d20 + Presence + Intimidation vs Target Sanity DC
  • Secondary Save: Target Presence / Sanity (Instinct) vs Caster DC (10 + Instinct)
  • Effect: On a failed save, targets are Frightened for 1 round.
Node D: Venomous Briars (Active Spell / AOE - 3 AP / 30 Mana)

Calling upon the toxic flora of the deep woods to sprout and defend an area.

  • Cost: 3 AP / 30 Mana
  • Range: 10m (5m Radius AOE)
  • Roll: 1d20 + Instinct + Survival vs DC 13
  • Effect: Sprout poisonous thorns. The area is Difficult Terrain. Any creature moving through it takes 2d4 Poison damage for every 2m moved.
Node E: Rending Pounce (Active Ability / Momentum - 3 AP / 30 Mana)

Converting linear momentum into a violent, airborne impact intended to pin the prey to the earth.

  • Cost: 3 AP / 30 Mana
  • Range: Melee (After 5m Move)
  • Roll: 1d20 + Haste/Power + Athletics vs Target AC
  • Secondary Save: Target Brutality (Power) vs Caster DC (10 + Instinct)
  • Effect: If you move at least 5m straight toward a target and hit, deal an extra 2d6 damage, and the target must pass the Power Save or be knocked Prone.
Rank 4: The Bestial Ascension (Choose One)

Focus: Master-level biological resilience, pack coordination, and nature's defensive wrath.

Node A: Partial Lycanthropy (Active Utility / Shifting - 1 AP / 60 Mana)

Balancing the human mind with the beast's resilience; you have mastered the threshold of the curse, drawing on its vitality without surrendering your soul.

  • Cost: 1 AP (Bonus Action) / 60 Mana
  • Range: Self
  • Duration: 10 Minutes
  • Effect: You gain Resistance to Bludgeoning, Piercing, and Slashing damage from non-magical, non-silvered weapons. Additionally, you Regenerate 2 HP at the start of your turn as long as you have at least 1 HP.
Node B: Alpha's Command (Active Ability / Tactical - 3 AP)

Commanding the pack through a spiritually resonant bark that overrides the hesitation of your allies, forcing a synchronised strike.

  • Cost: 3 AP
  • Range: 10m
  • Effect: Choose up to 3 allies or summoned beasts within range. They can immediately use their Reaction (1 AP) to make one Melee Weapon Attack against a target you designate.
Node C: Wrath of the Woods (Active Spell / Area Denial - 4 AP / 60 Mana)

Animating the local flora to act as your own personal extension, crushing interlopers with the raw strength of the earth.

  • Cost: 4 AP / 60 Mana
  • Range: 6m Radius (Centred on Self)
  • Duration: 1 Minute
  • Effect: Any enemy that starts its turn within range must make a Reflex (Haste) Saving Throw. On a failure, they are Grappled and crushed by roots, taking 2d8 Bludgeoning damage.
Node D: Bestial Senses (Passive)

Your senses have transcended biological limits; you no longer "see" the world, you perceive the vibrations and scents of the Veil itself.

  • Cost: Passive
  • Range: 10m
  • Effect: You gain Blindsight out to 10m, allowing you to effectively "see" Invisible creatures and fight in complete Darkness without penalty.
Node E: Feral Instinct (Passive)

Constant, predatory alertness. You are never truly asleep, and the shift from rest to violence is instantaneous.

  • Cost: Passive
  • Range: Self
  • Effect: You have Advantage on Initiative rolls. Additionally, if you are Surprised at the beginning of combat, you can act normally on your first turn as long as you use your Action to make an Attack.
Rank 5: The Bestial Zenith (Choose One)

Focus: Apex transformations, spectral stampedes, and the primal consumption of the foe.

Node A: Full Moon's Curse (Active Spell / Transformation - 5 AP / 100 Mana)

Surrendering entirely to the moon-cursed blood within, trading your humanity for the absolute physical dominance of a Werewolf.

  • Cost: 5 AP / 100 Mana | Property: [Full Turn Action]
  • Range: Self
  • Duration: 3 Rounds
  • Risk: You must pass an Instinct (Sanity) Save DC 12 at the start of every turn. On failure, the GM/AI controls your movement, and you must attack the nearest creature (friend or foe).
  • Effect: Transform into a towering Werewolf. Power becomes 22 (+6 modifier). Speed is 15m. Action: Perform 3 Melee Attacks per turn (2d8 each).
Node B: Avatar of the Hunt (Active Spell / Metamorphosis - 4 AP / 100 Mana)

Manifesting a massive, spectral physicalization of the "Great Hunter," increasing your size and imbuing your strikes with entropic force.

  • Cost: 4 AP / 100 Mana
  • Range: Self
  • Duration: 1 Minute
  • Effect: You grow to Large size. Your weapon attacks deal an extra 2d10 Necrotic damage, and targets hit cannot regain HP (healing or regeneration) until your next turn. (Limit: 1/Long Rest)
Node C: Stampede (Active Spell / AOE - 5 AP / 100 Mana)

Conjuring a spectral stampede of primal spirits to trample everything in a forward arc.

  • Cost: 5 AP / 100 Mana | Property: [Full Turn Action]
  • Range: 12m Line
  • Roll: 1d20 + Instinct + Survival vs Target Power DC
  • Secondary Save: Target Brutality / Grapple (Power) vs Caster DC (10 + Instinct)
  • Effect: Targets take 8d10 Bludgeoning damage and fall Prone on a failure (half damage on success).
Node D: Heart of the Wild (Passive)

Your physiology has become so attuned to the wilderness that artificial toxins and manipulations can no longer take hold.

  • Cost: Passive
  • Range: Self
  • Effect: You are Immune to Charmed, Paralysed, and Poisoned status effects. Furthermore, on a Critical Hit, you regain HP equal to 50% of the damage dealt.
Node E: Devour (Active Spell / Lethality - 4 AP / 100 Mana)

A brutal, finishing bite that not only ends the life of the target but absorbs their vitality to purge your own afflictions.

  • Cost: 4 AP / 100 Mana
  • Range: Melee (Adjacent)
  • Roll: 1d20 + Haste/Power + Athletics vs Target AC
  • Effect: Deal 6d10 Piercing damage. If this kills a creature, you immediately regain 50 HP and end all Curses or Diseases afflicting you.

Inquisitor's Archives

Innistrad Superstitions
  • When you meet someone for the first time (in Kessig), it's polite to show that you are wearing an item made from silver (even though silver can easily be counterfeited, and only blessed silver has real protective power).
  • Wreaths of living wood are commonly given as gifts, and are often placed on the door of a home where a child has just been born, a gesture meant to protect the child's life from vampires (even though the wood and its effectiveness die after a few days).
  • It's customary to eat sour root soup before traveling, or to fast for up to a day before a long trip, habits that are thought to make one less appealing to werewolves and other hungry beasts.
  • One raven is a bad omen. Two are a curse.
  • Visiting a shrine at the start of a journey makes the traveler more likely to finish it.
  • When you see a raven, head for the hills. It knows when the ghost-tide is headed in.
  • Linger on death's door and risk being invited in.
  • Werewolf slayers don't know for certain how werewolves are created. So they kill all the wolves, just to be safe.
  • In Gavony wishing is taken as a sign of weakness, yet the wells usually brim with silver.
  • In the forest villages of Kessig, parents feed their children wormwood and other bitter herbs, hoping to make them less palatable to things that roam the night.
  • Travellers wear amulets of protection.
  • Pick not the rotten fruit, but neither touch the best. Leave those as an offering for our unseen guests.
  • The folk of Kessig build up their courage by burning effigies of the things they fear.
  • Die beneath a tree, wake up a part of it.
Lore Clarifications

The Divine Charge: The Angels of Innistrad

The Angels of Innistrad serve as the ultimate bulwark against the encroaching dark, a mandate established by Avacyn herself. While other Angels coalesce from high concentrations of white mana, they all share an inherited, sacred charge: the preservation of humanity. To an Angel, the death of a human is a profound tragedy; to be present for such a loss and fail to prevent it is a burden of immense spiritual weight. This creates a predominantly maternal or paternal outlook toward humankind, viewing them as a flock to be shielded from the horrors of the night.

As the apex predators of the provinces, Angels view the mainline supernatural threats - Vampires, Werewolves, and the Unhallowed - as inherent dangers to be purged. Cooperation with these entities is a near-impossibility, requiring an extraordinary crisis to force even a temporary truce, and the holy nature of their essence ensures they would never work with Demons under any circumstance.

This divine defence is specialised across the three Great Flights:

  • Flight Goldnight, associated with the sun, serves as the primary executioners of the Vampiric threat.
  • Flight Heron, tied to the moon and the concept of purity, stands as the vanguard against the Werewolf howlpacks.
  • Flight Alabaster, associated with the Hunter's Moon, ensures the "Blessed Sleep" by hunting the tireless tides of the walking dead.

The Abyssal Scourge: The Demons of Innistrad

Demons on Innistrad are not born of biology, but forged from the concentrated filth of dark mana and abyssal energy. Lacking any natural means of reproduction, their presence in the provinces is a result of spontaneous coalescence or the blasphemous workings of mortal cultists. These mortal-led rituals are notoriously volatile; they represent a desperate attempt to stitch together a new horror from the void, often resulting in a catastrophic failure that consumes the summoner long before a demon manifests. While fundamentally humanoid in silhouette, a Demon's true form is a visceral affront to nature, featuring grotesque mutations that make passing for human impossible without the aid of specific illusionary magic or disguise spells.

The demonic hierarchy is as varied as it is terrifying, categorised by their methods of harvesting human misery:

  • Hartmurt: The martial vanguard of the abyss. These wingless, muscular horrors are defined by swept-back horns and a supernatural resilience that allows them to heal wounds in seconds. They are the primary combatants of the demonic host.
  • Nightreach: The masters of the darkened skies. These skeletal terrors possess enormous wings and goat-like lower limbs, striking from above with terrifying reach.
  • Reaper from the Abyss: The cunning seducers of the fold. These powerful entities specialise in luring humans into cultic worship, only to execute their "devotees" with swift, merciless efficiency when their usefulness expires.
  • Bloodgift Demon: Merchants of eldritch power. They offer dark boons in exchange for total devotion, often utilised through a "Chalice of Life" filled with blood. For the uninitiated, this vessel inevitably transforms into a "Chalice of Death," claiming the life of the one who drinks.
  • Archdemon of Greed: Dormant terrors that inhabit lesser forms until fueled by atrocity. These demons require systematic human sacrifice to unleash their true, blackened forms and must continue to consume human life to sustain their transformation, lest they wither back into obscurity.

The Aristocracy of Night: The Vampires of Innistrad

On Innistrad, vampirism is not a biological mutation, but a refined thaumaturgical augmentation of the human form. Vampires are, at their core, humans empowered by ancient blood-magic, granting them a significant yet measured physical boost over their mortal kin. This power is not self-sustaining; it is a flickering flame that requires constant stoking. To maintain their heightened strength and activate their more potent abilities, a vampire must feed on the blood of the living. Without regular "Blood Tithes," their supernatural gifts wither, reducing them to little more than pale shadows of their former selves.

To maintain the social and narrative order of the provinces, almost all vampires belong to one of the four established canonical bloodlines. While individual variation exists, every vampire is expected to align closely with the philosophies and specialisations of their chosen clan. This structure ensures that vampiric power is rooted in roleplay rather than mechanical "min-maxing" or aimless violence.

  • House Markov: The most prestigious and traditional of the lineages. The Markovs value discipline, martial honour, and the preservation of the family name. They are the tactical masters of the vampiric world.
  • House Voldaren: Masters of social opulence and political dominance. Based in the remote manors of Stensia, the Voldarens focus on high-society revelry, hospitality, and the subtle manipulation of mortal and immortal alike.
  • House Falkenrath: The aerial predators and ruthless hunters. These vampires embrace the thrill of the chase, often prioritising agility and raw predatory instinct over social or martial traditions.
  • House Stromkirk: The mysterious and often reclusive line of Nephalia. Deeply tied to the sea and ancient, ethereal secrets, Stromkirks often lean toward the arcane and the esoteric, following the enigmatic teachings of Runo Stromkirk.

The Curse of the Moon: The Werewolves of Innistrad

On Innistrad, lycanthropy is a true curse of the spirit and flesh, defined by a total loss of agency. Werewolves have no control over their transformation; the shift is dictated entirely by the lunar cycle and the world's scripted mutations. When the change takes hold, the human mind is submerged beneath a primal, predatory instinct driven by a single directive: to purge the wilds of those who harm or despoil them. While a shifted werewolf might ignore a hermit or a witch who lives in harmony with the land, those who bring iron, fire, or corruption into the woods are viewed as immediate prey.

Crucially, lycanthropy on Innistrad is not a hereditary condition, nor is the "beast" driven by any biological urge to reproduce. Sexual encounters are absent from the drives and desires of a shifted werewolf. Instead, the horror of the curse lies in the aftermath. While the human has no control during the hunt, they retain a perfect, vivid memory of every atrocity committed while shifted. This leads to a devastating internal conflict, where the individual must reconcile their humanity with the blood on their hands. Many werewolves develop a deep-seated hatred for their human form, leading to self-cruelty and social isolation as they struggle to survive their own memories.

As for the future of the curse, the "Wolfir" remain a matter of whispered rumour and theological hope. It is said the Archangels are seeking a more permanent "cure" than the edge of an Inquisitor's blade. While true Wolfir have not yet manifested, later seasons may see the emergence of "proto-Wolfir"—beings with heightened sentience who remain trapped in a lupine state. These creatures struggle with their dual nature; while capable of complex thought, they lack the capacity for speech and are frequently overcome by purely animalistic compulsions, such as territorial marking or the simple distraction of a chase.

Server Rules

Discord Rules

Discord Rules

Roleplay Charter

Roleplay Charter

PvP Rules

PvP Rules

Building Rules

Building Rules

Item Database

Page 1 of 1

The Lunar Cycle: Seasonal Progression & The Grip

Time on Innistrad is not measured in years, but in the relentless, terrifying phases of the moon. Survival is not a sprint; it is a slow, grinding endurance against the dark. The world dies, and the world is reborn, but the horrors—and the heroes—merely change their shape.

THE CORE PHILOSOPHY

Progression in this cursed realm is built upon consistency rather than obsessive grinding. The Grip of the Moon acts as a strict seasonal ceiling to ensure a level playing field, preventing the aristocratic vampires from infinitely out-scaling the local militia. Meanwhile, the overarching Lunar Cycle allows the server narrative to be reborn every 90 days (three months), systematically raising both the floor and the ceiling of power.

The Seasonal Wipe

THE SEASONAL BRACKETS (The Eras of the Exiled Lands)

Each season lasts approximately 90 days. At the conclusion of a season, a "Soft Reset" occurs: the server database is cleansed, the moon turns, and players remake their characters starting at the new "Floor" level for the current era.

  • Season 1 (The Age of Iron & Steel): Level 1 – 10
  • Season 2 (The Silver Awakening): Level 8 – 12
  • Season 3 (The Blessed Rise): Level 10 – 14
  • Season 4 (The Hero's Burden): Level 12 – 16
  • Season 5 (The Elder's Shadow): Level 14 – 18
  • Season 6 (The Moonsilver Zenith): Level 16 – 20 (The absolute pinnacle of our Scaling Engine, where Tier 5 Zeniths are finally unleashed).

Level Caps

THE GRIP OF THE MOON (Hard Caps)

The world will only suffer so much growth before it pushes back.

Level Lock: Once a player hits the seasonal maximum (e.g., Level 10 in Season 1), they mathematically cannot level up further until the next season begins.

The Silver Reservoir: Any XP earned while at the cap is not lost; it is "Banked." When the next season begins, and the Soft Reset occurs, this stored XP is instantly applied to the player's newly rolled character, jumping them ahead of the new seasonal floor.

Daily Experience

DAILY-DRIVEN PROGRESSION (The 100% Path)

To ensure all survivors can reach the seasonal cap—regardless of their mortal schedules or timezones—progression is tied primarily to a Daily XP activity (e.g., a simple daily roleplay log or crafting turn-in). These rewards scale meticulously by season to maintain a steady 11-to-12 week completion timeframe.

  • Season 1: 16,500 XP Needed | Reward: 200 XP per Day
    Time to Cap: 82.5 Days (~11.8 Weeks)
  • Season 2: 15,000 XP Needed | Reward: 180 XP per Day
    Time to Cap: 83.3 Days (~11.9 Weeks)
  • Season 3: 20,000 XP Needed | Reward: 250 XP per Day
    Time to Cap: 80.0 Days (~11.4 Weeks)
  • Season 4: 25,000 XP Needed | Reward: 325 XP per Day
    Time to Cap: 76.9 Days (~11.0 Weeks)
  • Season 5: 35,000 XP Needed | Reward: 450 XP per Day
    Time to Cap: 77.7 Days (~11.1 Weeks)
  • Season 6: 40,000 XP Needed | Reward: 550 XP per Day
    Time to Cap: 72.7 Days (~10.4 Weeks)

The Progression Gates (The Road to Ruin or Salvation)

No one is born a master in Innistrad. A fresh survivor is merely prey with a pulse. True power—the kind that can hold the line against a howling werewolf or banish a Skirsdag demon—is forged through blood, study, and agonising time.

THE 9-POINT PERK SYSTEM (Martial & Arcane Masteries)

The major milestones of your combat and magical training.

The Economy: A Perk Point unlocks the next Rank (Tier) in a specific Mastery tree. You gain exactly 9 total points by Level 20.

The Split-Point Rule: At levels 4, 12, and 20 (where you gain 2 points at once), you must spend those points in two different trees.

Design Purpose: This strictly prevents a player from hoarding points and skipping straight to a Tier 5 Zenith. They must diversify their survival tactics.

THE 19-POINT SKILL SYSTEM (Mundane Expertise)

The day-to-day knowledge keeping you alive—patching wounds, picking locks, or scaling the ruins of Thraben.

The Economy: A Skill Point (SP) adds a permanent +1 bonus to a specific RPR Skill Check (Athletics, Sleight of Hand, Medicine, etc.).

The Progression: You gain 1 SP at every single level except Level 1. This results in exactly 19 Skill Points by Level 20.

The Hard Cap: Each individual skill can only have up to 7 bought points invested in it.

THE FULL LEVEL 1–20 ROADMAP (The Chronicle of Survival)

Every step forward is a victory against the dark. Note the strict "Prosperity Gates," where the server economy requires players to upgrade their gear before they can advance further in power.

  • Level 1 (The Origin): 1 Perk Point (T1 Start). 0 Skill Points.
  • Level 2: +1 Skill Point (SP). +1 Attribute Point (AP).
  • Level 3: +1 Skill Point (SP).
  • Level 4 (The Awakening): +1 Skill Point (SP). 2 Perk Points (Split).
  • Level 5: +1 Skill Point (SP). +1 Feat Point.
  • Level 6: +1 Skill Point (SP). +1 Attribute Point (AP).
  • Level 7: +1 Skill Point (SP).
  • Level 8 (The Resolve): +1 Skill Point (SP). +1 Perk Point. [PROSPERITY GATE 1: Requires T2 Gear to advance].
  • Level 9: +1 Skill Point (SP).
  • Level 10: +1 Skill Point (SP). +1 Attribute Point (AP). +1 Feat Point.
  • Level 11: +1 Skill Point (SP).
  • Level 12 (The Ascension): +1 Skill Point (SP). 2 Perk Points (Split).
  • Level 13: +1 Skill Point (SP).
  • Level 14: +1 Skill Point (SP). +1 Attribute Point (AP).
  • Level 15: +1 Skill Point (SP). +1 Feat Point.
  • Level 16 (The Veteran): +1 Skill Point (SP). 2 Perk Point. [PROSPERITY GATE 2: Requires T3 Gear to advance].
  • Level 17: +1 Skill Point (SP).
  • Level 18: +1 Skill Point (SP). +1 Attribute Point (AP).
  • Level 19: +1 Skill Point (SP).
  • Level 20 (The Zenith): +1 Skill Point (SP). 2 Perk Points (Split). +1 Feat Point.

THE BALANCE OF POWER (Build Diversity)

With this 9/19 distribution, the character's growth feels constant, yet strictly balanced.

The Attributes: You gain 5 total Attribute Points (at levels 2, 6, 10, 14, 18). Math Check: If a player starts with a +2 in Reason, these 5 points allow them to hit the absolute pinnacle cap of +7 by Level 20 to specialise as an Archmage!

The Skills: With 19 points, a player can either become a "Polymath" (+3 or +4 to many varied skills) or a "Paragon" (investing the max 7 bought points, plus their base attribute, to reach a staggering +10 in their two favourite skills, making them almost impossible to beat in their niche).

The Perks: 9 points allow for distinct, balanced builds:

  • The Specialist: T5 + T4 Master build.
  • The Jack-of-all-Trades: 3x T3 Specialist build.
  • The Versatile Core: T5 + 2x T2 build.

THE FEAT SYSTEM (Utility & Flavour)

Power is not only measured in how hard you strike, but in how well you navigate the social and geographical nightmares of Innistrad.

1. The Acquisition Rate: To keep the power curve manageable, Feats are awarded every 5 levels. These are intentionally granted on "low-impact" levels in the Perk/Attribute cycle to ensure every level-up feels rewarding.

  • Level 5: Your First Feat (The Journeyman's Knack)
  • Level 10: Your Second Feat (The Respected Citizen)
  • Level 15: Your Third Feat (The Master of Utility)
  • Level 20: Your Final Feat (The Legendary Icon)

2. Feat Categories (Trees of Utility): Players may stick to one tree to heavily specialise, or mix and match for survival versatility.

The Wayfarer (Travel & Admin Utility - Braving the Mists)

  • Tier 1 (Homeward Bound): Once per Server Restart, perform a 1-minute ritual to teleport to a designated "Safe Zone" or Admin Town. (Cannot be used in combat).
  • Tier 2 (Guide of the Mists): Your teleportation ritual allows you to bring one willing ally.
  • Tier 3 (Caravan Master): Your teleportation ritual covers your entire Pack/Party (up to 5 people).
  • Tier 4 (Rift-Walker): You may teleport twice per Server Restart, and the ritual time is reduced to 10 seconds.

The Socialite (Renown & Influence - The Courts of Thraben)

  • Tier 1 (Well-Connected): Start with +10 Regional Renown in one province of your choice.
  • Tier 2 (Rumour Monger): Gain Advantage on any check to gather info about a specific NPC or location.
  • Tier 3 (Faction Liaison): Receive a 10% discount at all vendors within your high-renown province.
  • Tier 4 (Hero of the People): Your presence in a town reduces the Sanity Drain of nearby allies by 1 point per 10 minutes.

The Survivalist (Camping & Logistics - The Kessig Wilds)

  • Tier 1 (Rough Sleeper): You can recover from a "Limping" or "Concussed" Trauma injury with a Standard Rest instead of needing T3 Medical Care.
  • Tier 2 (Master of the Spit): Any Attribute Food consumed lasts 50% longer.
  • Tier 3 (Scavenger's Luck): 10% chance to find "Pristine" materials (T2/T3) even when looting T1 areas.
  • Tier 4 (Weather-Worn): You are Immune to the effects of "Spectral Chill" (Atmospheric Hazard).

The Occultist (Lore & Investigation - The Nephalian Secrets)

  • Tier 1 (Polyglot): You can read and speak the ancient High-Gothic or Demonic tongues.
  • Tier 2 (Soul-Reader): You can use Reason instead of Presence when performing a Social Check on a Spirit or Zombie (Ghoul/Skaab).
  • Tier 3 (Forbidden Knowledge): Gain Advantage on all checks to identify the weaknesses of a specific Monster type.
  • Tier 4 (Sixth Sense): You are never considered Surprised by Supernatural entities.

The Silver Wind (DM Event Bonuses)

Occasionally, the winds of fate accelerate. An Avacynian crusade or a massive Skirsdag summoning alters the flow of time.

Mechanic: DM-led events are absolutely not required for progression. They act purely as a buffer for players who miss days or wish to secure the seasonal cap early.

Event Reward: A flat 1,000 XP bonus per successful event completion.

Showing the Math: In Season 1 (200 XP/day), completing one event is worth exactly 5 days of daily progression. In Season 6 (550 XP/day), an event is worth just under 2 days of progression.

The Moon's Mercy (Catch-Up Logic)

Innistrad does not easily suffer the weak, but the light of the moon guides latecomers through the dark so they may join the fray.

The Mercy Buff: Any player currently below the current season's Start Level (Floor) automatically receives Triple Daily XP until they reach the active seasonal bracket.

Showing the Math: A player joining in Season 3 (Floor Level 10). If they start at Level 1, their base Daily XP of 250 is tripled to 750 XP per day until they hit Level 10, drastically accelerating their survival.

Rebirth Persistence (Veteran Rewards)

The flesh may be remade, but the soul remembers. When a player remakes their character for a new season following a Soft Reset, certain elements of their history persist to reward long-term dedication:

  • Legacy Feat: One non-combat Feat earned in a previous season remains permanently unlocked.
  • Heirloom Item: One physical item from the previous inventory may be carried over (Must be Tier-appropriate and is subject to Staff approval—no bringing a Tier 5 Holy Avenger into Season 2).
  • Renown: Regional Renown scores persist through the rebirth (strictly capped at +20 or -20 per rebirth to prevent runaway economies).

Type:
Rarity:

Discord Rules

● RTFM

You should be in the loop on our rules and standards. Everything you're responsible for follows some written format. There are no excuses for breaking the rules just because you missed them – if there's a change, we'll drop a post in #announcements on Discord. This also means that anything in the Discord Terms of Service is a part of our rules.

● English Language Server

English is the primary language here. Please stick to it in Discord and in-game to ensure moderation is effective. In-character (IC) chats can sprinkle in other languages for flavour, but keep it readable to avoid confusion. Character applications must demonstrate a high standard of grammar, spelling, and punctuation. If you cannot meet these literacy requirements, you may not be the right fit for this community.

● 18+ Only

Players and characters must be 18+. Anyone suspected of being underage will be investigated and removed. You must confirm both your age and your character's age during the approval process.

● Discord is Required

To play on this server, you must remain in the Discord throughout your playtime. Joining for approval and then leaving is not permitted. We require your presence for moderation and communication. Characters or structures without verified Discord ties will be removed.

● Character Approval & Consent

You must complete a character application and post your "Nope List" on Discord. Consent is non-negotiable; check others' Nope Lists before engaging in specific or sensitive interactions.

● General Conduct & Inclusivity

Act maturely and respect your fellow players and staff. We are an all-welcome community, including our LGBTQ+ pals. Be polite in all interactions. If things become difficult, contact the staff via the ticket system rather than engaging in drama.

● The Clean Slate Doctrine (No OOC Drama)

This is a fresh start server. All grievances from previous communities or past servers stop at our doors. We do not care about historical "bullshit" or past reputations.

  • No Gossip: Do not undermine others with gossip or slander regarding their actions elsewhere.
  • Evidence-Based: If a player misbehaves on this server, screenshot it as it occurs and open a ticket.
  • Zero Tolerance: If you bring external drama or toxicity here, you will be removed. Simple as that.

● No Harassment OOC

Zero tolerance for harassment based on sexual preference, race, age, gender, disabilities, religion, or ideals. We will delete inappropriate or offensive content even if intended as a joke. Consistent with our inclusive environment, avoid derogatory slurs (e.g., "trap," "autistic," "retard," etc.).

● No Offensive Content

Political or racist memes, underage characters in suggestive themes, or extreme "shredder" violence are prohibited. Staff reserves the right to determine what is offensive. If your content is removed, consider it a final warning to adjust your conduct.

● No Rules Lawyering

Rules are designed to facilitate community safety and immersion. Do not challenge a rule based on technicalities or "vibes." Staff will enforce rules based on their intended spirit. We aim for clarity and will tweak wording when necessary, but the staff's interpretation is final.

● NSFW & Gore

Keep public channels PG-13. Use the spoiler tag for screenshots containing graphic violence or gore to respect the "spoons" and triggers of others.

● Use the Ticket System

Use #create-a-ticket for all help requests or questions. Do not send DMs to staff members; the ticket system ensures we can track issues properly while maintaining staff work-life balance.

● Respect the Staff

Respect is a two-way street. Be mindful of the staff's time and stay present while receiving assistance. Blocking a staff member is grounds for removal as it prevents necessary moderation. If you have a legitimate dispute with a staff action, use a Conflict Escalation Ticket.

Roleplay Charter

Our Shared Roleplay Ethos

This charter outlines the shared principles that guide roleplay in this community. Whether you're a seasoned storyteller or a new voice in the provinces, these expectations help us craft immersive, respectful, and memorable tales together.

Immersive, Setting-Faithful Roleplay

We honour the rich lore and gothic spirit of the Innistrad universe. Members are encouraged to stay in-character during roleplay sessions and clearly mark any Out-of-Character (OOC) comments. While flavour language enriches the setting, the goal is inclusion; ensure your narrative remains accessible to those sharing the scene.

Consent, Respect, and Narrative Weight

Roleplay is a collaborative "give and take" where respect must go both ways. While we prioritise the narrative impact of rank and power (Inquisitors, Vampiric Lords, etc.), this authority must never be used to "trap" another player OOCly.

  • The Give and Take: You are encouraged to "play along" with the tension of an interrogation or social pressure rather than using safety tools to bypass unfavourable IC outcomes.
  • The Hard Stop: If a scene crosses a personal OOC boundary, use your safety protocols (((timeout))).
  • Capture & Restraint: Any RP that narrows a player's agency (imprisonment, kidnapping, door-blocking) requires explicit OOC consent regarding the duration and scope of the scene. No player should be held in "capture limbo" indefinitely; establish an OOC exit strategy before the scene begins.

Scene Lock (The Sanctity of the Scene)

To protect the integrity of unfolding stories, any active combat or high-stakes confrontation is considered to be in Scene Lock. These events are treated as if they exist within an isolated narrative space until the encounter is resolved.

  • The Unobserved Witness: Any player who stumbles upon a locked scene is expected to continue their journey as though they observed nothing.
  • Prohibition of Interference: Do not intervene in a locked scene unless specifically invited OOCly. This prevents unrequested "white-knighting" or the disruption of an antagonist's goals (ganking).
  • Information Integrity: Information gleaned by OOC proximity to a locked scene is Apocryphal. It cannot be used IC until it is revealed through legitimate narrative evidence or told to your character directly afterwards.

Mature RP & Graphic Content

We tell adult stories, not sexual ones. Innistrad is a world of violence and grim themes; we embrace the macabre, but we draw a firm line at predatory behaviour.

  • Sexual Content: Non-con (non-consensual), dub-con (dubious consent), sexual violence, and sexualised coercion are strictly prohibited anywhere under our banner.
  • Violence & Torture: Atmospheric violence (combat wounds, executions) is part of the setting. However, extreme or detailed torture—anything that goes beyond standard RPR combat mechanics—requires explicit OOC consent. Be specific about the "lines" (e.g., "whipping is okay, disfigurement is not") before the scene proceeds.
  • Location Management: Highly graphic descriptions—whether consensual intimacy or extreme violence—must be moved to private locations. Public spaces must remain narrative-focused.

Embrace Challenge and Growth

In the Gothic Horror of Innistrad, characters will face setbacks, mental decay, and failure. Treat "losing" as an opportunity to enrich the collective story. Let others "have the win" sometimes to keep the world-building dynamic and fair.

Meta-Gaming and God-Mode Are Forbidden

Avoid using OOC knowledge to influence IC outcomes. Supernatural abilities (Werewolf scent, Inquisitor sense) are powerful tools but should not be abused to control others unfairly. All uses of compelling abilities must be narratively justified and consensually navigated.

Canon Houses & Major NPCs

Canon entities add flavour, not force. Players may not roleplay as the heads of major houses or named canon characters. Acting as an official representative for these entities requires staff approval. Coordinate high-impact canon involvement with those present beforehand.

Actions Have Consequences

Innistrad is a world of darkness where choices - and your character's mental state - carry weight. Misuse of power or social standing risks narrative backlash, loss of reputation, or in-game repercussions.

Charter Evolution

As our stories grow, so will this charter. Updates will be communicated clearly via the Ticket System, found in #create-a-ticket.

PvP Rules

The archives are currently being penned...

Building Rules

The archives are currently being penned...