Trails can be chosen when character gains a Gift from advancement. Trail Gifts marked with a dot require the root Gift before they can be chosen.
Skill Training: Gain a new Skill.
Magically Gifted: Gain a new Magical Gift or take an improvement option for a Magical Gift you posses.
Anointed: Create an Anointed Guide by establishing up to three Tenets for yourself. Anointed Guide is a Bond.
– Protection: Gain Strength when you take a stand to protect another
– Might: Gain Strength when you emerge victorious from battle
– Honesty: Gain Strength when you speak directly and without subterfuge on sensitive matters
– Trial: Gain Strength when you complete a trial or someone completes a trial of your making
– Glory: Gain Strength when news of your exploits spread
• True Boon: Your Anointed Guide also becomes a Boon Guide. Choose a Boon.
• Prayer: As a part of Rest you can make a Will Test against Difficulty 10. On success remove up to Degree Burden. You can split amount removed between multiple beings.
• Smite: When you deal damage with an attack. Draw Strength from the Anointed Guide to make your attack Otherwordly and deal +1D6 damage for each dot used.
Assassin: When you make a Surprise Attack choose one. Exhaust to choose two.
– Ignore Armor
– If you were Hidden Test Intellect vs targets Awareness to remain Hidden
– Add Intellect to damage
• Unassuming: Until you attack you can use stealth with Presence even under direct scrutiny.
• Poisoner: Your poisons gain +1 damage die and have duration of your Mastery or base duration, whichever is longer.
• Hidden Blade: You can use a weapon with Discreet Quality to make Surprise Attack once, until weapon is hidden again.
Bard: As an Action target a being with a Presence Test opposed by Will, target can choose to fail. On success choose one of the following effects. Effect lasts until start of your next Turn, until Broken or until they are attacked. Exhaust to target additional beings up to your Mastery.
– Blind Attention: They have Disadvantage on Awareness and Reflex Tests.
– Undivided Attention: Beings other than you have Disadvantage on social Tests against the target and attempts to Break an effect on target.
– Inspired Attention: They gain +2 bonus on their next Test.
• Bardic Magic: Gain a magical Gift. You can use Perform Skill for channeling magic.
• Instigating Attention: Target beings will either make an attack against an enemy or will not attack while under effect.
• Inquisitive Attention: When you gain a beings attention you have Advantage on Tests to Study them or gain information from them.
Berserker: When you cause or suffer a Wound in melee use a Response to make a melee attack.
• Savage Clash: You deal Mastery damage to adversary when you lose a Clash. Damage has your weapons damage type.
• Eager for Battle: Add your Mastery to Initiative Tests.
• Maul: When you grapple, shove or perform similar physical maneuvers deal unarmed damage. You gain 1D6 unarmed damage die. If you already have an unarmed damage die increase the die by a die type, 1D6 to 1D8 for example.
Beastmaster: You have attracted a Companion beast. This can be any small, medium or large beast. Companion has 1 + your Mastery Challenge and three Wounds. If your Companion fails Burden Test at Deaths Door they become incapacitated until they heal a Wound. You can Exhaust for your Companions Tests. When you gain a Level increase your Companions Hit-point maximum by +1.
• Gifts of the Pack: Exhaust to have your Companion use your non-magical Gift.
• Occult Companion: Exhaust to have your Companion use your magical Gift. You companion is considered to be Skilled for this.
• Pack Support: Your Companion grants +1 Help bonus to attacks and Defense of one ally within Reach or facing the same adversary. Choose the ally each Turn.
Champion: When you win a Clash on your Initiative remove one Burden from self or from another within Near.
• Heroic: When you win a Clash on your Initiative remove one Burden from beings up to your Mastery within Far.
• Inspirational: After you Clash use a Response to Break or Rally up to Mastery beings within Far.
• Binding Challenge: When you successfully Challenge an adversary they cannot initiate actions against targets other than you. They will Defend normally.
Conqueror: When you take an adversary out of Conflict you can Test Presence against their Will. On success they become your Conquerred Follower until Significant Time passes. Adversarys Challenge and Hit-points are equal to your Mastery for duration. You can have Conquerred Followers up to your Mastery.
• Some Loyalty: Your conquerred followers remain until Downtime and then go their own way.
• Commanding Cry: As an Action Exhaust to have all your Conquerred Followers take the same Action. Other allies can choose to use a Response to take an Action.
• Invigorating Cry: As an Action Exhaust to grant Help bonus to next Test of up to Mastery beings within Far.
Druid: Create a Druidic Guide by establishing two Realms for your Guide. Druidic Guide is a Boon. When you Draw Strength commit dots to Realms you wish to activate. Gain Strength by performing a sacrifice. This takes Significant Time. Any single object can be sacrificed once.
– Moon: Gain Advantage on a Test for stealth or finding hidden. Sacrifice by hiding Valuables or secret knowledge.
– Roots: Increase Vigor and Armor by one until Significant Time passes. Sacrifice a build structure by letting roots dig in.
– Soil: Recover 1D6+Mastery Hit-points to a living being within Near. Sacrifice life of a beast or mortal.
– Stars: Gain a Premonition until Significant Time passes. Spend Premonition to alter a die roll by one. Sacrifice knowledge by burning tomes and scrolls.
-Sun: Remove one Burden from up to Mastery beings within Near. Sacrifice by casting away Valuables and crafted objects. These cannot be retrieved.
• Many Realms: Choose a new Realm. This Gift can be taken multiple times.
• Mortal Realms: Choose a new Realm from following. You can take this Gift multiple times.
– Camps: Increase Awareness by one until Significant Time passes.
– Cities: Gain Advantage on a Test to bargain or find information.
– Dwellings: Increase Burden limit by one until Long Time passes.
• Druidic Magic: Gain a Magical Gift. Draw Strength from your Druidic Guide on channeling magic and use Exhaust option for magic for each used dot.
Guardian: Instead of using a Response, Exhaust to move making yourself target of an Attack or other visible Threat within your Pace.
• Aegis: You grant Cover to one ally within Reach.
• Camaraderie: As part of Rest increase Hit-point maximum by 1D4 for up to Mastery beings. This lasts until Significant Time passes.
• Defensive Mastery: Exhaust to add Mastery as bonus on a Defense Test.
Harbinger: Choose one of your Curses as a Harbinger Curse. This Curse cannot be broken. When you Draw Strength from your Harbinger Curse also choose one of the following benefits. This lasts until Significant Time passes.
– Bargained Tongue: Increase Presence by dots used.
– Stolen Eyes: Increase Awareness by dots used.
– Given Flesh: Increase your Strength and Vigor by dots used.
• Accepted Curse: When your Harbinger Curse Stirs your Burden does not increase.
• Command Compulsion: As a part of Rest you can trigger Curse Compulsion without meeting its requirements. Command Compulsion does not create Deeds.
• Poised Curse: You can Draw Strength from your Harbingers Curse at strength of one dot without using a dot.
Healer: Exhaust to gain Advantage on Healing Tests, Tests to treat poisons and Tests to gain knowledge on ailments and Afflictions.
• Practiced Healer: You can treat multiple beings at a time. Spread Degree between your patients.
• Field Doctor: As an Action taking Significant Time Exhaust up to Mastery times to make a Healing Test. You can heal Wounds and Afflictions up to times Exhausted.
• Medicine: Add +1 die to die based effects of brews and potions.
Mystic: As a part of Rest choose a type of action. Attunement is your Prowess for that action.
– Athletics
– Command
– Melee attacks
– Notice
– Ranged attacks
• Five Gates: As a part of Rest choose a Prowess. You can use Attunement for any action based on that Prowess.
• Three Walls: As a part of Rest choose a Defense. You can use Attunement in place of that Defense.
• Mystic Strike: Exhaust on attack to add your Attunement mental damage on success.
Spider: When you take a Downtime Action, you can also take a Plot or Seek Downtime Action with one of the following benefits.
– Strings: When you Seek information on a being you gain a String on them for each Degree. Spend a String to impose Advantage or Disadvantage on their Test. You can hold up to Mastery Strings.
– Procurement: In civilization use a Degree on Seek to gain a normal quality non-enchanted item, including illegal items.
– Master Plotter: When you Plot add your Mastery to Difficulty.
• Quick Weave: When you successfully Study a being you gain a String on them.
• Fine Web: Spend Strings to increase Degree of Seek or Plot by spent Strings.
• Ripples in the Web: When a being fails a Test against your Plot you can choose to gain a String on them.
Thief: Exhaust to gain Advantage on Tests for picking pockets, opening locks and disabling traps.
• Acrobat: Exhaust to re-roll a Test to overcome a physical obstacle or a physical Hazard.
• Dark familiarity: Darkness does not Disadvantage your actions within Reach.
• Fast hands: Exhaust to use an item, perform sleight of hand, ignore Slow quality on a weapon or operate devices as part of another action. Test separately.
• Opportunist: Exhaust to leverage Opportunities created by a Maneuver instead of using a Response.
Warder: Use a Response to Clash with an adversary within Reach when they take any Action. If they win the Clash their Action is resolved.
• Relentless: Use a Response to take Break or Rally action after an adversarys action. If you choose Rally increase recovery by +1 die.
• Trophy Taker: As an Action take a Trophy from a defeated adversary recovering Hit-points by 1D6 + Mastery and removing one Burden. Trophy is a possession. Each carried Trophy increases your Hit-point maximum by one.
• Trailbreaker: Exhaust to gain Advantage on Tests for movement.
Weaponmaster: Add Mastery to damage of your weapon or unarmed attacks.
• Armor Mastery: When you wear an Armor or carry a Shield add your Mastery to Armor.
• Chosen weapon: Choose one weapon you carry as your Chosen Weapon. Give your chosen weapon two of the following features:
– Increase damage die by a die type. 1D6 to 1D8 for example.
– Ignore Mastery Armor on your target.
– Weapon rolls damage in Close Quarters, grapple etc.
You can take this Gift multiple times by choosing a new weapon.
• Onslaught: Exhaust up to Mastery times on weapon attack and choose additional targets up to times Exhausted.
Weaver: You can give magic Intents from a different magical Gifts you have access to.
• Binder: You can Bind enchantments on items as a Downtime Action. Binding requires an essence.
• Draw Power: As an Action make an Attunement Test against 10 and add Degree Exhaust options to your next channeling. Power is lost if you take Action other than Draw Power or channeling magic.
• Divided Focus: You can hold Focus on two magic simultaneously but you have Disadvantage on Tests to maintain Focus.
Wilder: You are able to use Awareness for overcoming physical obstacles, stealth and knowledge on nature.
• Sharp Instincts: Opponents do not gain Advantage on Surprise Actions against you. Exhaust to gain Advantage on Tests to detect lies and search for dangers.
• Wild Crafts: As a part of Rest you can create one of the following items from natural materials. These items do not have a Coin value
– Knife: 1D6, Common, Cunning, Discreet, Thrown.
– Spear: 1D6/1D8, Common, Versatile, Great Reach, Thrown.
– Arrows: 5, Ammunition for a bow.
– Poison: 1D6 Vigor Hazard, 3 Rounds, Difficulty 10 + users Intellect
– Poultice: Recover 1D6 Hit-points.
Witch: As a Downtime Action create Hexes with total Power up to 1 + Mastery. Hexes retain their Power until next Downtime. You can use Hex as an Action targeting one being. Tests to use Hexes are made with Attunement + Channeling.
– Compulsion: Attack against Will. Affected target is compelled to use their Actions to do one of the following:
– Move towards direction or target of your choosing.
– Complete a seemingly harmless task.
– Speak only truth/lies.
They will do so to the best of their ability for Power Rounds avoiding threats and Defending normally while doing so.
– Witch Arrow: Attack against Vigor causing Power Burden and provoking a Burden Test. On a failed Test target suffers Broken Affliction.
– Witch Sight: Use Attunement for Tests to notice, study and find hidden. Add Power as bonus. You have Advantage to finding magically Hidden.
• Hex Vessel: You bind hex into a physical vessel twig, flower crown, apple or other. Whoever has that vessel is able to use the Hex.
• Familiar: You have a Small Beast follower with Mastery Challenge and base + Mastery Hit-points with a single Wound. You can use Action or Response to have your Familiar take an Action or Response. You are able to share senses with your Familiar. Your Familiar is imbued with one Hex and can use it at Power one. This Hex can be changed on Downtime. If your Familiar is destroyed it is recreated when you use Downtime to create Hexes.
Wizard: You have a Gift of Secret Knowledge. As a Downtime Action study Intents from the games Magical Gifts by making an Attunement + Mastery Test against Difficulty 10. On success add studied Intent to your Secret Knowledge. Secret Knowledge can hold Intents up to your Mastery. Intents are part of the same Gift and can be combined.
• Sacrifice Knowledge: Gain Advantage on a Channeling Test using studied Intent. Remove the Intent from Secret Knowledge after the channeling.
• Sacrifice for Knowledge: Study Intents beyond you Mastery by taking a permanent Affliction reducing a Prowess or Defense by one for each Intent learned this way. These Afflictions cannot be removed while Intent is part of your Secret Knowledge.