Permissions List

Permissions
Permissions are distinct from stunts in that they make things possible rather than improving on preexisting abilities. Permissions extend what a character is capable of. They are what allow Wizards and Druids to cast spells, or give Sorcerer's the power to throw fireballs. The nature of permissions is to be more narrative than mechanic. They allow rather than describe.

Permissions are broken down into two-categories: Class Permissions and General Permissions. Class Permissions are required for certain classes (i.e. Wizards must take Hermetic Education). General Permissions consist of all others.
 * A player that chooses a class without a Permission requirement may choose any Permission, including Class Permissions.
 * Stunts may be used to expand on the utility of Permissions. For instance, Unmagic might be expanded to include a character's weapon as well as their own body. GM's have final say on whether a stunt is allowed.
 * Permissions are an excellent opportunity to build a character's backstory. If a Knight takes Storied Weapon, then that begs the question of how he came to possess the weapon. GM's might choose to use these backstories as plot hooks.