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
Tactician Thought Battle None
The Tactician prefers a plan to a sword, but doesn't hesitate to use either. Tacticians have abilities for quickly analyzing their enemies and making use of newfound knowledge. They are at their best when they have allies (or pawns) to work with, allowing them to hit an enemy at its weakest.

Starting Stunts

Quick Mind You may use Investigate in a fraction of the time it takes others. In combat, this translates to being able to use Investigate once per round of combat without expending your turn.
Art of War In addition to the usual benefits of using Investigate on an enemy combatant, you gain a free +2 token against that specific enemy. This token may be spent to improve a defensive or offensive roll related to that enemy. You may use this token even if you aren't the one attacking or defending. An enemy may only be investigated once, and may be investigated before a battle.
Predictive Fighting [Requires Quick Mind and Art of War] Against an enemy you have investigated, you may add half your Investigate skill (rounded down) to Combat and Reaction Time rolls.

Class Specific Stunts

Officer [Requires Predictive Fighting] You may use Knowledge instead of Command for determining the limits of Teamwork.
Savant [Requires Predictive Fighting] You may use Investigate instead of Notice for non-social observations.