City on the Shoulders
Wizards vs. Sorcerers: Wizards have been specially trained to track and tap into the powers created by the movement of the planets. Their spellbooks contain not only incantations and similar instruction, but also extremely detailed calendars and mathematical equations. Sorcerers, on the other hand, are self-taught, drawing their power superficially from all the planets at once so that they do not need to know their locations in the sky. The power so drawn is less potent than drawing from one specific planet at a time, but it is much more flexible and instinctive.
Clerics: Low-level clerics generally serve all the gods in the pantheon, but they tend to specialize as they become more powerful. The formal hierarchy of the church is much less organized in this part of the world than on the old continent.
Paladins: Holy knights of Orapos. He grants them special powers so that they may fight for just and good causes — in return, they are held to a strict behavioral code, including honorable fighting, celibacy unless married, and abstention from alcohol. Otherwise, they are encouraged to work hard, play often, and eat heartily.
Other special classes: D&D-style characters who possess special powers — such as druids, monks, and bards — represent individuals who are especially favored by the relevant gods (in these cases, Kalketh, Jommarun, and Meamiri).
Any type of character may take any stunt. For most things, this will be extremely open-ended. There are good examples of stunts for fighting and thievery in the core book and the system toolkit. Here is a huge list.
Magic is a matter of using the Lore skill to accomplish a given task and describing your own special effects. Casters may choose among the following, spending refresh for each level of the given occupation:
Wizardry: Lore TIMES your rank this stunt is the number of spells you can cast per day. At the beginning of the (in-game) day, divide these spells up among any number of your skills. That number of times, you may use the Lore skill in place of the chosen skill when rolling.
Sorcery: Will PLUS your rank in this skill is the number of spells you can cast per day. That number of times, you may use the Will skill in place of any other skill, chosen in the moment, when rolling. You may also add physical or mental stress as a bonus to spell rolls.
Priesthood: Holy magic is chosen from lists. If you are a cleric, use Lore + Will as the number of spells you can cast per day; if you are a paladin, use Fight.
There are two tracks; you may take the next rank in either track as long as you have all tracks below it.
- Medicine: Rename another’s consequence to begin recovery, without rolling dice.
- Ease Pain: Downgrade the severity of another’s stress box, if the slot below it is open.
- Grant Strength: Clear another’s stress box entirely.
- A More Perfect Instrument: Do any of the above to yourself.
- Rise Up and Walk: Spend a fate point to downgrade the severity of any consequence, if the slot below it is open.
- Seminarian: Gain +2 on any Lore roll that involves religion.
- Open Your Mouth: Gain +2 on any roll related to convincing someone else to behave in a manner the gods (or a specific god) would approve of.
- Overcome Evil: Once per scene, as a reflexive action, you may place an aspect on an enemy for free, as if you had succeeded at an instantaneous roll to create an advantage. (Note: This could add stress to your covenant track if you use it to harm the weak or innocent.)
- Divine Protection: Gain +2 on any roll to defend yourself against an attack action.
- I Can Do All Things: Upon achieving this tank, choose one of the gods. For free, take a +2 to any task that falls within his or her sphere of influence, whether or not you’re specifically about their business.
NOTE FOR ALL CHARACTERS: You don’t have to have a religious profession to take an aspect that gives you bonuses for carrying out your god’s will (at the expense of a fate point). See character creation for more details.