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Charm

Alienist

Beastmaster

Blackguard

Empath

Inquisitor

Knight

Medium

Valkyrie

Witch

Play the Alienist

Your obsession with the occult has taught you how to commune with the unknown; you've steeled your mind against the strange. You are immune to mind control and spells or effects that would render you feebleminded or confused. Choose two spells from the Mind school: you may cast these spells even if you’re not a spellcaster. Mind spell checks explode on a 5 or a 6.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Play the Beastmaster

Your bond with the natural world is supernatural. You have a small animal familiar with whom you can telepathically communicate, and it is proficient in all skills you know. When you close your eyes and concentrate, you can see and hear through your familiar's eyes. The familiar has 1d6 HP, 3 in all attributes, and can either fly, camouflage itself, or breathe underwater. All other forms of low intelligence wildlife are friendly toward you. If your familiar dies, you immediately suffer 1 wound, but may attract and bond with a new one in 1d6 days.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Play the Blackguard

The dark history of your misdeeds follow you wherever you go. As long as you have MP, you may radiate an aura of fear that confers disadvantage on attacks against you. For 2 MP, you may force your opponent to make an opposed Mighty check or else they must carry out a single action you command. Your victims cannot be commanded to perform suicidal actions or actions that would knowingly endanger them.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Play the Empath

Your natural aptitude for reading the emotions of others makes you a master of persuasion. You may make an opposed Deft check to shift your targets' mood a degree in your favor: for 1 MP, you affect a single target; for 2 MP, all targets in a melee space; for 3 MP, all targets in an encounter space. A violent drunk becomes grumpy; a suicidal one, blue. As long as you have MP, you are immune to any effect, magical or mundane, that would alter your emotional state or reveal your true intentions.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Play the Inquisitor

Your faith is your greatest weapon, none shall elude its halo of truth. As long as you have MP, you cannot be forced to act or speak by physical means or magical coercion. For 2 MP, you may force an opponent to make an opposed Deft check or else be compelled to tell the truth.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Play the Knight

As a protector of the realm, you command a henchman who carries your equipment and is bound to protect you by oath, debt, or pact. Your henchman has 1d6 HP, 3 in all attributes, and a single skill. You may outfit them with equipment using your starting gold. They level up when you do, and are on death’s door at 0 HP. If your henchman dies, you suffer 1 wound as a result of emotional distress, and you may recruit a new one in 1d6 days. For 2 MP, you may roll a d6: on a 1 or 6, you resist any spell that targets you.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Play the Medium

You've always been drawn to the secrets of the spirit world. Choose 2 spells from the Divination school: you may cast these spells even if you’re not a spellcaster. You can detect the presence of spirits wherever the dead linger, and commune with them by allowing them to possess your body. A hostile spirit can be controlled with an opposed Smart check. Divination spell checks explode on a 5 or a 6.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Play the Valkyrie

You are a champion of the people and an inspiration to all. You start with the skill Influence. For 2 MP, you inspire all those in a melee space; for 3 MP, all those in an encounter space. Each additional MP adds an additional encounter space. Inspired targets become fearless and are immune to the effects of mundane or magical charm or mind-altering effects.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Play the Witch

You serve a dark patron that has gifted you with eldritch power. As a living extension of your touch, your patron uses your action to act on your turn, but can move independently of you. It has 1 HP, and can either fly, entangle victims, or hide in shadows. You may expend a consumable supply to create a Hex tag, in the form of a totem, charm, or brew. For 2 MP, you or your patron may inflict the hex upon a victim, and the GM chooses a relevant status or spell-like effect to confer thereby. If the familiar dies, you immediately suffer 1 wound, but your patron will return from the dead after 24 hours. Charm spells explode on a 5 or 6.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Combat

Avenger

Barbarian

Berserker

Eldritch Knight

Force Knight

Marksman

Maverick

Monk

Sellsword

Street Fighter

Swashbuckler

Tactician

Tower Knight

Play the Avenger

You have been trained as a weapon for a specific cause. You gain legendary resistance against all enemies of that cause. For 2 MP, you may soak 2 points from any single source of damage. Damage absorbed in this way stacks with your other source(s) of soak.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Play the Barbarian

Rough living has made you strong. You gain +3 HP when you adopt this kit. You recover an additional HP or wound in any single rest period.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Play the Berserker

The call of battle is a drum in your heart and your foes fear your rage. Non-ranged weapon attacks you make explode on a 5 or 6. For 1 MP, you may confer the Knockdown tactic to any successful non-ranged attack.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Play the Eldritch Knight

Due to a marvelous accident or because of an unknown destiny, you have been enchanted by a sorcerous power. Choose two spells at character creation. You can cast these spells even if you're not a spellcaster, and you are not subject to magic penalties conferred by armor or shields when casting these spells. As long as you have MP, you may take advantage on spell checks to resist magic.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Play the Force Knight

You have honed your will into a source of physical power. You can exert 100 pounds of telekinetic force per MP spent against any object you touch. For 3 MP, you may charge a weapon of your choosing with the Force maleficence. Attacks made with that weapon become touch attacks that ignore soak conferred by armor; 1 MP invested into the weapon is discharged with each successful attack. Force spell checks explode on a 5 or a 6.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Play the Marksman

Your expert training as a sharpshooter makes you a deadly opponent at long range. For 2 MP, you may make one additional ranged attack in the round at disadvantage. Your ranged attacks have double their normal range and your targets do not benefit from cover when you attack them. Ranged weapons deal an additional +1 damage.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Play the Maverick

You are a rebel with a cause, training against the grain to overcome the limitations of your origins. When making attribute checks that involve mundane physical skill, you may negate any disadvantage conferred by your origin. The GM gets the final say as to whether the check qualifies. You start with 1 extra weapon skill.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Play the Monk

Once you were the student; now you are the master. You may make unarmed attacks against any number of targets in an encounter space, dividing your damage as you wish among those you hit. If you roll a natural 5 or a 6 when making an attack, you are entitled to another unarmed attack on your turn. As long as you have MP, you are immune to mundane disease and poison.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Play the Sellsword

You were bred for combat and your unique set of skills are always in demand. You start with a skill specialty in Trade. For 2 MP, you may make one additional melee attack in the round at disadvantage.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Play the Street Fighter

You learned to fight in order to survive, and each encounter has made you stronger. When unarmored, your soak is 2. If you are subject to blunt or unarmed damage, you may spend 2 MP to roll a d6. On a 1 or a 6, you receive no damage.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Play the Swashbuckler

A life of dangerous journeys has made you fast on your feet and quick with your hands. After successfully parrying an attack, you may make an attack at disadvantage as long as you have MP. You may spend 2 MP to take advantage on defense checks.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Play the Tactician

You are as battle-tested as you are wise in the art of war. For 1 MP, you may confer an additional tactic from any skill you are proficient in onto an attack of your choice; for 2 MP, you may confer an additional tactic from any skill you are not proficient in onto an attack of your choice, or negate a tactic applied against you from your opponent's attack. Skill checks involving military strategy explode on a 5 or a 6.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Play the Tower Knight

You have trained as a vanguard in the battlefront. Any armor you wear grants you an additional 5 AP. On any turn in the round, you may parry an attack against anyone within a personal space, using your shield. As long as you have AP, you may choose to receive the damage instead of your target if you fail to parry the attack.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Magic

Alchemist

Battle Mage

Blue Mage

Channeler

Chaos Mage

Chronomancer

Druid

Dweomerist

Geometer

Illusionist

Necromancer

Pyrokineticist

Sorcerer

Summoner

Warlock

White Mage

Wild Mage

Wizard

Play the Alchemist

Your years in the arcane laboratory have revealed to you the secret formulae of transmutation that allows you to convert magic into physical form. You may spend a consumable supply to create a potion that, when imbibed, allows you to cast any spell from the Alchemy school, even if you are not a spellcaster. The number of MP you invest into the potion is equal to its magical strength, but the potion is used up completely when imbibed. Potions created in this way have no resale value. Alchemy spell checks explode on a 5 or a 6.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Play the Battle Mage

You've trained to cast spells under great duress and in the battlefield. Your concentration when casting spells in combat cannot be broken, and you may reduce the magic penalty conferred by armor or shields by 2. Once per turn, you may make an attack with disadvantage on the same turn that you cast a spell.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Play the Blue Mage

In the academy, your masters taught you that the best offense is a good defense. You may use your action to cast any spell you know as a reaction. For 2 MP, you may add +2 to a spell check when you resist, dispel, or counter a spell. Abjuration spells explode on a 5 or 6.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Play the Channeler

Your studies in wizarding school have taught you how to use arcane implements to intensify your magic. You cast your spells through a focus object, such as a wand, staff, or crystal ball. Whenever you spend MP to cast a spell, you may add 1 MP to your magic pool to cast the spell as long as you have your focus object in your possession. Artifice spell checks explode on a 5 or a 6.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Play the Chaos Mage

You experiment with raw, primordial magic, which is as unpredictable as it is powerful. You may choose to cast any spell you have not learned, but if you do, make an Arcana success check: if you do not roll exactly clean success (11 or 12), a chaos surge occurs and affects the encounter, as determined by the GM. Roll a d6: on a 1, there is collateral damage; on a 2, your spell has unintended targets; on a 3, something is gained and something is lost; on a 4, there is a transformation or reversal; on a 5, the spell is out of control; on a 6, the spell costs twice as much to cast. Probability spell checks explode on a 5 or a 6.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Play the Chronomancer

For you, time is just another force of nature to be manipulated by magic. You may act on any turn in the round. (You do not roll for initiative). Time spell checks explode on a 5 or a 6.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Play the Druid

Your hermetic membership in a sacred circle of elder clerics grants you special communion with the forces of nature. For 1 MP, you may shapeshift into any non-monstrous animal of your choosing. The animal you shapechange into must be your relative mass, and your equipment changes with you. It does not cost MP to change back to your original form. You also speak the secret language of nature, which allows you to read the emotions and intent of all non-monstrous flora and fauna.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Play the Dweomerist

Your extensive experimentation with dweomers has taught you how to map out and manipulate magic auras as a form of arcane field theory. For 1 MP you may enchant an inanimate, mundane object with any spell from the Enchantment school, even if you are not a spellcaster. Invest any number of MP into the item as desired. The spell may be discharged at a later time, up to a number of hours equal to your level, by a word or gesture of command. While enchanted, the item is conspicuously magical to all those who behold it. Enchantment spell checks explode on a 5 or a 6.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Play the Geometer

Your metamagical studies have taught you how to rewrite spells as you cast them, altering the very foundations of magic. For 1 extra MP when casting a spell, you may alter a single instance of a word in the text of any spell (excepting numbers or countable values). The resulting text has to make grammatical sense for the spell to function. Metamagic spell checks explode on a 5 or 6.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Play the Illusionist

You have been entrusted with ancient secrets from a secret order of master magicians. Casting spells is not a risky action for you and does not compromise your stealth status. When you are casting spells, it is not apparent to the untrained eye. You may spend MP to cast the spell Phantasm, even if you are not a spellcaster. Illusion spell checks explode on a 5 or a 6.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Play the Necromancer

Your study in the dark arts have gifted you with knowledge some would consider to be... unnatural. You may spend MP to cast the spell Animate Dead, even if you are not a spellcaster. If you spend MP to command Undead targets, you may force them to make an opposed spell check using Smart, or else they must obey your every command for a number of rounds per MP spent. Undead subject to your command receive a bonus to their check equal to the difference in level between yours and theirs. You must concentrate on commanding these undead or else they are freed. Necromancy spell checks explode on a 5 or a 6.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Play the Pyrokineticist

Your rage boils just beneath the surface, but the only thing stronger is your control. You can manipulate the flow, direction, and intensity of any existing fire source. If the source is used to cause harm, apply the peril of the fire maleficence. As long as you have MP, you are immune to mundane fire.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Play the Sorcerer

The source of your magic is weird, dangerous, or untamed... and anything but academic. Choose a second maleficence different than your first. You may make an additional maleficence attack in the round with either of your maleficences, at disadvantage. Elemental spell checks explode on a 5 or a 6.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Play the Summoner

Your communion with otherworldly realms has created a friendship with a being imbued of your maleficence that you may summon to your aid. It has 1d6 HP plus 1 per MP spent, 3 in all attributes (plus 1 per MP spent that you may divide among its attributes), and may use your skills where appropriate. All of its attacks have the peril of your maleficence, and it acts independently of you. Your summon is returned to its plane of existence for a day's rest whenever it is slain. Conjuration spell checks explode on a 5 or a 6.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Play the Warlock

Your pact with a dark patron has enhanced your maleficence with eldritch power. You roll damage caused by your maleficence with advantage. For 2 MP, apply a weapon tactic of your choosing to your maleficence attack.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Play the White Mage

Your loyalty to the faith makes you a resourceful healer. You may use your action to cast Curative spells as a reaction. For 1 MP, you may substitute a spell you know with any Curative spell of your choosing. You must spend a round praying to your divine patron prior to being able to cast it. You may cast the substituted spell until you rest, after which time your old spell replaces it. Curative spell checks explode on a 5 or a 6.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Play the Wild Mage

You have learned that this is not The Way. Your resistance to the teachings passed down to you by those in charge allow you to overcome your people's shortcomings. When making attribute checks that involve magical skill, you may negate any disadvantage conferred by your origin. The GM gets the final say as to whether the check qualifies. You start with 3 extra MP.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Play the Wizard

When you adopt this kit, choose a school of magic. You may spend a consumable supply to scribe a scroll that contains a spell from the chosen school of magic. It takes an hour to scribe a scroll, and anyone who reads your scrolls can cast the spell contained therein. You may choose to make a scroll indecipherable except to those with an Arcana skill you know. The reader of the scroll must expend MP to cast the spell at the time the scroll is read, and the scroll is consumed after the spell is cast. Spells cast from your chosen school explode on a 5 or 6.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Skills

Acrobat

Artificer

Herald

Investigator

Mechanist

Merchant

Monster Hunter

Precog

Shaman

Skald

Tomb Raider

Play the Acrobat

Your extensive training as a physical performer grants you almost supernatural poise. As long as you have MP, you don’t take damage from falling. For 3 MP, you may dodge any mundane attack made against you.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Play the Artificer

You believe there is a science to magic, and your madcap inventions may prove your theories. You start with a skill specialty in Crafting and a gadget equipped with a gadget tag, such as "greased" or "ectoplasmic." You may expend cheap or consumable supply to equip new tags, or luxury supply to create new gadgets. For 2 MP, you may use your gadget to create a suitable peril with its tags. If a gadget is destroyed, so are its tags, and consumable tags are discarded from the gadget when it is used.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Play the Herald

The sound of your voice is a source of inspiration for all those who behold it. For 2 MP, you may confer a +2 to any non-damage roll, other than your own. This bonus does not apply if the roll is already at +2, and your targets must be able to hear you. You are immune to harm caused by sound, and you have the Sound maleficence.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Play the Investigator

Your perceptive eye is attuned to rooting out the truth. As long as you have MP, you gain advantage on all checks that involve perceiving illusions, lies, or mundane deceptions like disguises. For 3 MP, you may create a lead tag for the duration of your investigation. You may invoke a lead tag to reveal a clue or create narrative advantage in the context of your investigation.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Play the Mechanist

You are an expert in the field of Clockwerk engineering. You start with a sentient Clockwerk companion that follows your commands. It has 1d6 AP, 3 in all attributes, and can either fly, lift heavy objects, or record a single sound or sight at a time. It is broken at 0 AP and can be rebuilt by expending a luxury supply. You may spend MP to create Clockwerk-typed supply: 1 MP for consumable, 3 for cheap, and 5 for luxury. Supply created in this way has no resale value.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Play the Merchant

As a savvy business mogul, you start with 500 gold instead of 250 at character creation. When you successfully negotiate any deal or transaction, you automatically improve the monetary benefit to you by 50%. As long as you have MP, you are considered skilled in any checks involving business affairs.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Play the Monster Hunter

You have trained for many years in pursuit of the beast. Choose a creature type: Humanoid, Wild, Cryptid, Construct, Astral, Undead, or Eldritch. You know all the creature type’s tactics, strengths, and weaknesses, and any action such creatures take against you are made at disadvantage. You may spend MP to create monster-hunting typed supply: 1 MP for consumable, 3 for cheap, and 5 for luxury. Supply created in this way has no resale value, but may be declared as weapons (for example: a silver bullet, a gold crucifix, a wooden stake).

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Play the Precog

You were born with a gift that allows you brief glimpses into the future. 1) For 3 MP, you may take advantage on a non-combat roll after rolling the dice; 2) for 1 MP, you may re-roll your initiative; or 3) for 2 MP, change a die face from 2 to 3 or 4 to 5. While you may spend MP to alter the same roll as many times as you wish, you cannot affect a roll after the GM has resolved it, or affect a roll to confirm a critical or explode a die.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Play the Shaman

It takes a practiced cleric like you to interpret the pronouncements of your spiritual patron. For 2 MP, you may perform a ritual to invoke a primal spirit. The spirit will provide a vision that answers a question regarding your present circumstances: 1) Who is really in control here? 2) What here is untrue? 3) Who threatens me here? 4) What peril lies ahead? 5) What evil has transpired here? 6) What shall I take with me? Primal spirits tend to communicate in chaotic imagery and metaphor, but are always truthful in their answers. Once per session, you may re-roll any die related to the questions you asked. (You cannot re-roll after the GM has resolved a roll or affect a roll to confirm a critical.) Astral spell checks explode on a 5 or a 6.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Play the Skald

You are a collector of awe-inspiring epic tales and mythical secrets. You start with the skill Lore. You may expend a consumable supply to create an epic recitation (for example: "my father's courage" or "the banshee's song"). For 2 MP, you may recite your epic to all those in a melee space who can hear it. The GM chooses a relevant status or spell-like effect to confer upon the listeners; unwilling victims are entitled to a spell check to resist.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Play the Tomb Raider

Years of searching for secrets has taught you exactly what to look for. You may spend MP to create treasure-hunting typed supply: 1 MP for consumable, 3 for cheap, and 5 for luxury. Supply created in this way has no resale value. Whenever you recover supply, you always find at least 1 luxury.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Stealth

Assassin

Esper

Scoundrel

Spy

Stalker

Warden

Play the Assassin

Your training in the shadows has made you an efficient killer. You deal +2 damage when making attacks while stealthed. For 2 MP, you may declare a consumable supply to create a poison and increase its TN by 2.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Play the Esper

Your sixth sense is oftentimes your salvation. You are never surprised when ambushed, and may always act during the surprise round. You gain advantage on initiative checks.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Play the Scoundrel

You've made a career out of evading the long arm of the law, whatever that may mean for you. You can use any non-weapon object as a skilled weapon; it deals 1d6 but has no tactic. If you expend a cheap supply, you can hide in plain sight (you are considered invisible to mundane detection unless you take risky action). For 2 MP, roll a d6: on a 1 or 6, you take no damage from a ranged attack in lieu of taking defensive action.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Play the Spy

You are a master of disguise and a professional pretender. For 2 MP, you can make a skill check as if you were proficient in that skill. Given enough time to prepare, you may expend a cheap supply to create a near-perfect impersonation of your target. Make a Performance check to establish a stealth score for your disguise.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Play the Stalker

Your preternaturally honed senses enable you to fight in the dark, blind or deafened. You can target invisible foes as if they were visible. You are immune to effects (magical or mundane) that would debilitate your senses, such as blindness or deafness. For 2 MP, you can erase all evidence of your passage through an encounter space.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

Play the Warden

You are a trained survivalist in a setting of your choosing (urban, wilderness, sea, as examples). You may call upon known contacts for aid and recover twice as fast when traveling through the area. For 2 MP, you may establish a stealth score using an attribute of your choosing. Your stealth checks explode on a 5 or 6.

About Kits

Your adventuring kit defines your hero's profession as an adventurer and that special set of skills they've acquired on their journeys that sets them apart from their companions. Your kit can change over the course of your adventuring career, such as when you resolve your conflict and level up.

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