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
Summoner Thought Charm Hermetic Education
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>
The Summoner is a one-man army, capable of laying an ambush by themselves. Summoners keep a gathering of minions about them that aid in any task at hand; be that carrying luggage or taking a life.

Minion Type: The type of minion a Summoner uses will influence various mechanics. Summoners can either choose one of the forms in the below list or create their own with GM approval.

  • Necromancer- Your minions are the living dead, animated by bound energies. They possess none of the knowledge or skill from their previous life. Mint-condition skeletons are the preference of necromancers as they stink far less than their fleshy counterparts. When destroyed, you must find a new corpse to animate.
  • Elementalist- Your minions are elemental spirits with a shred of awareness. They lack a strong physical presence, but their elemental natures make them useful for some tasks. When destroyed, you must wait 24 hours before summoning a new minion. You must choose a type of minion at the beginning of each session (fire, wind, water, air).
  • Onmyoji- Your minions are complex oragami constructs, similar to an Enchanter's golem. While not especially strong, most have razor-sharp edges that can cut through skin or leather. When destroyed, you must spend two hours folding a new construct. Onmyoji minions can be stored in a sleeve or boot, ready to unfold at a moments notice.
  • Demonologist- Your minions are bound demons. They are nefarious creatures, ever looking for loopholes to exploit, but far more intelligent than other minion types and capable of executing complex tasks. When destroyed you must wait 24 hours before resummoning your demon. Each demon is unique and has a particular personality (lazy, sadistic, etc.) The GM determines the nature of your demon.

Starting Stunts

Lay Summoner [Requires Hermetic Education] You may summon a single low-level mook (+1 to Battle skills). Maintaining their presence costs you one mental stress per round of combat, but is not otherwise damaging outside of combat. Choose a form from the minion type list.
Summoner's Contract [Requires Hermetic Education] You may use Command to force a supernatural creature to serve you, provided that it's been bound in a magic circle. Unless you're in possession of the creature's True Name, any bindings you set will desolve on the next sunrise (regardless of whether or not the creature is in the sun).
Summoner [Requires Lay Summoner and Summoner's Contract] The stress cost for maintaining a summoned creature in battle is removed.

Class Specific Stunts

Additional Summoning [Requires Summoner] You may summon one additional low-level mook creature from your minion type. This stunt may be taken multiple times.
Familiar [Requires Summoner] One of your summoned creatures is improved, gaining the capacity for speech and two Skills of your choice.
Overseer [Requires Familiar] The Summoner's Familiar has a +1 in Command for the purposes of Teamwork.