How to Play Doing Things - Fighting Things - Quick Guide
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System Stuff Skill List - Class List - Permissions List - Stunts List
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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
Sorcerer Battle Thought 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>

The Sorcerer is a powder keg of offensive power. They fling magic across the battlefield, causing all sorts of havoc with little control.

Starting Stunts

Lay Sorcerer [Requires Eldritch Font] You gain the ability to throw elemental blasts using the Combat skill. You must choose the type of blast (fire, lightning, etc.) when taking this stunt. Every use of this ability costs one Mental stress.
Overload [Requires Lay Sorcerer] You may choose to channel additional Mental stress into an attack. Each box used translates to an additional +1 on the roll.
Sorcerer [Requires Overload] You do not need to pay mental stress to throw an elemental blast. However, using Overload still incurs a cost.

Class Specific Stunts

Blasting Zone [Requires Sorcerer] Spend a Fate Point to make area-of-effect attacks using Elemental Blast.
Precision [Requires Sorcerer] Gain some control over the shape of blasts.
Steady [Requires Sorcerer] Gain some control over the duration of blasts.