How to Play Doing Things - Fighting Things - Quick Guide
Character Creation Character Advancement - Example Character Sheets - Quick Start
System Stuff Skill List - Class List - Permissions List - Stunts List
GM Information Bestiary - Random Injury Table - Worldbuilding
Battle Cunning Thought Charm
Fighter Rogue Scholar Diplomat
Barbarian Assassin Sage Spy
Knight Gleeman Tactician Chevalier
Sorcerer Druid Summoner Namer
Monster Enchanter Abjurer Priest
Warrior Monk Ranger Wizard Skald
Specialist Classes
Soldier Thief Mage Leader
Martial Artist Wanderer Loremaster Performer

Class Information

Class Primary Archetype Secondary Archetype Required Permission
Namer Charm Thought Hermetic Education or Eldritch Font
Hermetic Education You’ve been trained in the proper handling and application of magic. In addition to a theoretical understanding of magic, you can draw circles to contain magical forces. Passive, Skill Roll <Mechanics>
Eldritch Font Magic exposure has significantly less effect on you, and you are able to manipulate raw magic by force of will. Passive, Skill Roll <Will>

Namers are a peculiar form of magic user. They can stem from either the Hermetic or Eldritch traditions, though comers from both have a voracious appetite for knowledge. Their magic is based on a special form of spell called a Power Word.

Power Word: Unlike spells, Power Words do not act in a reliable fashion. A Namer with the word for Sleep might use it to put an enemy to sleep, or they might whisper it to calm an active volcano. The use is dependent on context and generally involves the Charm skills (Persuasion, Provoke, Command, Counsel).

Using a Power Word has a variable cost depending on the action taken, with the most common being one mental stress for simple actions. It is possible to accidentally injure oneself through their use. Performing a Power Word that will obviously injure the user requires a Will roll, in the same way that willingly choosing to break one's own arm might.

Example Power Words are listed below, though players may choose to create their own with GM approval:

  • Sleep
  • Mend
  • Slow
  • Darkness
  • Mirror

As a frame of reference:

  • One Mental Stress- Attempting to put a guard to sleep.
  • Two Mental Stress- Attempting to put an adrenaline-fueled in-combat guard to sleep.
  • Three Mental Stress- Attempting to put several guards to sleep.
  • Four Mental Stress- Attempting to put several adrenaline-fueled in-combat guards to sleep.

Starting Stunts

Arcane Scholar [Requires Hermetic Education or Eldritch Font] Gain a +2 to Knowledge rolls related to magic.
Seeker of Knowledge [Requires Arcane Scholar] Use Knowledge in place of Investigate when investigating magical properties.
Namer [Requires Seeker of Knowledge] Choose a Power Word from the Namer's list, or create one with GM assistance. You may invoke the Power Word at an unknown and variable Mental stress cost.

Class Specific Stunts

Antonym [Requires Namer] Gain use of the antonym of your Power Word (Sleep/Wake, Mend/Break, etc.)
Experience [Requires Namer] You may know the mental stress cost of using your power word for any given action before you take it.