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
Skald Charm Combat Eldritch Font
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>

Skalds channel the energies of long-remembered stories and bloody battles. They draw on ancient memory to fill their words with weight. Skalds can influence the actions of others, for better or for worse, with their voice.

Associated Stunts

Lay Skald Once per battle, you may influence the roll of an ally or enemy by 1. You must be able to see the target, and the target must be able to hear you. This action does not use a turn.
Oral History Use Counsel instead of Knowledge for recalling information about great events and histories.
Skald [Requires Lay Skald and Oral History] Choose one of the three class-specific stunts.

Class Specific Stunts

Geas [Requires Skald] By spending a Fate Point, you may attempt to supernaturally compel a living creature using Command. Targets resist using a Will roll. Humanoid creatures and others capable of complex thought receive an automatic +2 against Geas. Particularly unusual minds (such as those of player characters or enemy Captains) receive an automatic +4.
Inspire [Requires Skald] At the cost of one mental stress, you may use Counsel to negate the penalties of an ally's injury for the remainder of a battle. The difficulty is dependent on the severity of the injury (2 for Mild, 4 for Moderate, 6 for Severe).
Curse [Requires Skald] At the cost of one mental stress, you may use Command in lieu of Combat to physically harm an enemy. The enemy defends with Physique or Will, whichever is higher.