-
Abbot
Profession
Adds a Land (Monastery) to your grimoire.
Enhances True Faith page [+2].
Adds a language (Southron) to your grimoire. In addition, you read and write well.
Sacred Oath (breaking it has dire consequences) to religion (vow of poverty).
:
a Faith card.
: Reroll a Faith, Public Speaking, Theology or Willpower test.
163/503
-
Abjurer


Profession
Counts as forms (Creo, Perdo, Rego) and a technique (Vim) for spontaneous spells.
Enhances Magic pool [+1/6].
Higher Learning (reduce the complexity by either 2 or
for the purpose of learning or slotting) — Vim.
: Introduce an academic or magical contact to the story.
: Prevent 
caused by a Vim spell.
42/503
-
Acrobat
Profession
Enhances Dodge pool [+1/6].
You gain an additional 2 Action Points from Stand Up actions and they do not provoke Opportunity Attacks.
: Introduce an artistic or performer contact to the story.
: Reroll an Agility, Quickness or Strength test.
164/503
-
Adventurer
Profession
Advantage (free reroll) for Recovery tests. In addition, roll
dice when you make a Last Chance test.
Enhances Fate Hand [+1/5].
: Reroll any test, as long as you are “adventuring”.
: Introduce a band of adventurers to the story. They will demand money for their services, and are trustworthy, but only somewhat competent.
165/503
-
Aeolomancer


Profession
Counts as forms (Creo, Muto, Rego) and a technique (Auram) for spontaneous spells.
Enhances Magic pool [+1/6].
Higher Learning (reduce the complexity by either 2 or
for the purpose of learning or slotting) — Auram.
: Introduce an academic or magical contact to the story.
: Prevent 
caused by an Auram spell.
20/503
-
Aeronaut
Profession
Adds equipment (Hot Air Balloon) to your grimoire.
Elemental +1 (increased armor value and ignores penetration from elemental attacks) vs. cold.
: Predict the weather. Draw two Environmental Land cards and choose one to replace an Environmental Land that is being played.
: Reroll an Auram or Navigation test.
: Puff yourself up to float like a balloon.
166/503
-
Agitator
Profession
Adds a language (of your choice) to your grimoire. In addition, you read and write at a higher than normal level.
Proficient with daggers.
: Introduce a fellow supporter of the cause to the story.
: Offensive Advantage (free reroll or replace) for a Social attack against multiple targets.
He’s an agitator and if you let him get to you then he’s effective. But we’ve got agitators too, we just didn’t happen to have our agitators going that night I guess.
167/503
-
Air Sailor
Profession
Adds a passive (Air Sailing) and a stance (Air Dance) to your grimoire.
Advantage (free reroll) for Quickness tests.
: Prevent Knocked Down or Pushed.
: Reroll a Drinking, Navigation or Sailing test.
21/503
-
Alchemist
Profession
Skilled (+1 die) for Crafting (alchemical poisons and potions) tests.
: Produce a common alchemical item (like a booster potion, healing potion, or poison antidote). Use your imagination.
: Reroll an Intelligence or Warding test, or any attack with an alchemical item.
168/503
-
Alienist
Profession
Advantage (free reroll) for Psychology and Sanity tests.
Enhances Social pool [+1/6].
Whenever an ally in your aura (5 paces) suffers Corruption, they may attempt a Corruption Save of 6+ (any ability that improves magic saves also improves corruption saves). If they save, gather
(once per scene).
: Introduce an academic contact to the story.
: Reroll a Healing, Poison or Recovery test.
In this age, persons suffering from mental illness are thought to be alienated from their own true natures. Experts who studied them were therefore known as Alienists.
169/503
-
Ambassador
Profession
Adds lands (ambassador’s mansion, townhouse) to your grimoire, including a staff of at least a dozen courtiers and scribes.
: Introduce a foreign contact to the story.
: One use of Offensive Advantage (free reroll or replace) for a social duel.
: Produce considerable influence or a silver coin. Has more effect if the cause involves foreign nations.
: Reroll a Fellowship, Intelligence, Perception or Willpower test.
170/503
-
Anchorite
Profession
Obsessed with religion (the light).
: Reroll a Resistance, Meditation, Stealth, Survival or Theology test.
, [when you suffer
]: Add {Hermit} to your hand, then immediately Risk it. If you win, prevent
.
Light, give me strength!
171/503
-
Anima
Profession
You can heal animals or graft animal replacement body parts onto humanoid patients (this might have strange results).
: Recover 1d6 wounds (
) on a patient (outside of combat).
: Reroll an Animal Handling test or a social attack against animals.
29/503
-
Animartist

Profession
Skilled (+1 die) for Drawing tests.
: Draw and animate a small animal that can travel to its intended target unnoticed (Stealth:
). It can carry a message or a small object.
: Extend one property of an Imaginem spell (the spell will list this if it is allowed).
: Introduce an artistic contact to the story, or produce drawing or painting supplies.
: Reduce the Complexity of an Imaginem spell by
.
73/503
-
Apportationist

Profession
Adds a Stance (Shadow Step) to your grimoire.
Enhances Magic pool [+1/6].
Higher Learning (reduce the complexity by either 2 or
for the purpose of learning or slotting) — Teleport.
: Counter a single Teleport effect or spell (no test).
: Introduce a shortcut to the story, but those that use it Risk
(on
, lost in time and space).
,
: Activate Limit Break (set a single combat pool to
until the end of your next turn) for spells with the Teleport keyword.
74/503
-
Appraiser
Profession
Skilled (+1 die) for Evaluate tests. If you are a Dwarf, you also have Advantage (free reroll).
You make an Evaluate Perception test to determine whether or not items are Cursed. The Complexity of this test depends on the item. When examining Treasure, you can also determine its approximate value.
, sacrifice a Gemstone: Produce coins equal to the actual value of the Gemstone item.
172/503
-
Apprentice Alchemist
Profession
Advantage (free reroll) for Crafting (alchemical poisons and potions) tests.
: Introduce an academic, magical or mercantile contact to the story.
, [1AP]: Produce a powder that restores 1d6
. If you pay an extra Action Point, you may apply it to an ally within two paces.
Probably not addictive, right?
173/503
-
Apprentice Loremaster
Profession
Advantage (free reroll) for Administration, Laboratory and Research tests.
Adds a language (Speretiel) to your grimoire. In addition, you read and write at a high level and can quickly find what you are looking for in even the most obscure administration or indexing system.
: Introduce your master to the story (for a short visit, as he or she is extremely busy).
: Reduce the Fatigue caused by any action by one point.
174/503
-
Apprentice Magus
Profession
Enhances Warding pool [+1/6].
Unlocks all the slots on your Spell grimoire page, except the last one (you must still buy all the slots normally to get the last one).
You have a firm obligation to your former master.
Adds a language (Speretiel) to your grimoire. In addition, you read and write at a high level.
: Introduce your master to the story (for a short visit, as he or she is extremely busy).
: Reroll a Warding test.
Huh, wonder what else I can try.
175/503
-
Apprentice Physician
Profession
Adds a language (The Old Tongue) to your grimoire. In addition, you read and write at a high level.
: Introduce an academic contact or a former patient to the story.
: Produce some mundane healing supplies, or recover 
.
: Reroll a Disease, Healing, Poison, Recovery or Sanity test.
176/503
-
Apprentice Shaman
Profession
Enhances Warding pool [+1/6].
Unlocks all the slots on your Ally grimoire page, except the last one (you must still buy all the slots normally to get the last one).
Sacred Oath (breaking it has dire consequences) of loyalty to your tribe.
You understand both natural and magical elemental tongues, and although you cannot coerce them (yet), you can glean significant insight from the air, earth, fire and water spirits that live in all things, simply by “talking” to them.
155/503
-
Apprentice Sorcerer
Profession
Enhances Dodge pool [+1/6].
Unlocks all the slots on your Spell grimoire page, except the last one (you must still buy all the slots normally to get the last one).
: Extend one property of a directed spell (the spell will list this if it is allowed).
: Reduce the action point cost of a directed spell by up to two points (but never less than one action point).
Beware, I have mastered the “palm of flame” spell!
177/503
-
Apprentice Summoner
Profession
Enhances Magic pool [+1/6].
Unlocks all the slots on your Ally grimoire page, except the last one (you must still buy all the slots normally to get the last one).
You understand the most common magical demonic, elemental and spirit languages (it is impossible to know them all).
: Introduce a spirit to the story.
: Produce some summoning materials (candles, chalk, salt, incense, etc).
43/503
-
Arachnomancer
Profession
Counts as a technique (Animàl) for spontaneous spells.
Enhances Magic pool [+1/6].
: Prevent 
caused by an Arachnomancy spell.
: Limit Break (set a single combat pool to
until the end of your next turn) for Arachnomancy spells.
75/503
-
Arcane Chanter

Profession
Adds a Focus (Personal Instrument) to your grimoire.
Higher Learning (reduce the complexity by either 2 or
for the purpose of learning or slotting) — Song.
Your songs that target humanoids can target animals, mythical animals and spirits too.
: Reroll a Music, Performance or Public Speaking test.
: Change a Song with one from your grimoire for free.
A strange art – music – the most poetic and precise of all the arts, vague as a dream and precise as algebra.
76/503
-
Arcane Keymaster


Profession
Adds a spell (Open/Seal Portal) to your grimoire.
Can use any magical key as a Focus for a Circle. This circle is formed from pure energy. However, if the circle is destroyed, the key must succeed in a Hard (16) Durability test or be destroyed.
Skilled (+1 die) and Advantage (free reroll) for Pick Lock tests.
: Introduce an interesting key or lock to the story.
: Reroll a Circle spell test.
A locked door is just the announcement of an opportunity not to be missed...
77/503
-
Arcane Tutor

Profession
Enhances Magic pool [+1/6].
Your allies have Higher Learning (reduce the complexity by either 2 or
for the purpose of learning or slotting) for all spells you possess.
:
a Tome item.
, sacrifice a book, tome or grimoire: Limit Break (set a single combat pool to
until the end of your next turn) for spells.
: Introduce a teacher or a teachable moment to the story.
78/503
-
Archeologist
Profession
Advantage (free reroll) for Archeology and History tests.
Enhances Fatigue Threshold [+1/16].
: Introduce a legend to the story (about an artifact, a culture or ruins).
: Reroll a Linguistics, Pick Lock, Survival or Trap test.
178/503
-
Architect
Profession
Advantage (free reroll) for Architecture tests.
You can freely rearrange the cards slotted on your Lands page at any time (even in reaction to getting an Injury).
When acquiring Lands, ignore up to one
from your test result.
: Reroll an Engineering, Evaluate, Masonry or Mathematics test.
179/503
-
Archmage








Profession
You must have all five forms and all ten techniques in your grimoire to slot this profession.
When you slot this profession, select a single technique, and permanently remove it from your grimoire (it can never be added again).
Enhances Archmage page [+2/8].
Counts as forms (Creo, Intellego, Muto, Perdo, Rego) for spontaneous spells.
: Prevent 



caused by a spell.
79/503
-
Armiger
Profession
Proficient with swords, axes, maces and shields.
Cannot use melee weapons at long range while this card is slotted.
Enhances Melee pool [+1/6].
Enhances Engagement Limit [+1/5].
: Reroll a Tactics or Parry test.
: Prevent the Disarmed condition.
Armigers are specialists at combat in close quarters, often taking on multiple enemies at the same time.
180/503
-
Armorsmith
Profession
Advantage (free reroll) for Armor Save, Crafting (armor & shields only) and Metallurgy tests.
: Introduce a fellow craftsman or merchant to the story.
: Reroll a Durability or Strength test.
: You
an armor card in your aura (5 paces). It becomes Skilled (+1 die) for Armor Saves until the end of your next turn.
181/503
-
Arms Dealer
Profession
Enhances Melee pool [+1/6].
: Reroll a Wealth test involving the purchase of weapons. You obtain them in an Illegal (when you use this card around others, risk dishonored, on
) fashion.
: Reroll a Durability test for a weapon.
, sacrifice a weapon: Exchange a Weapon for its degraded equivalent coin (silver items produce a copper coin, gold items produce a silver coin)
: Introduce a “reputable” weapon supplier to the story.
182/503
-
Army Tactician
Profession
Advantage (free reroll) for Tactics tests.
:
a Fortification.
: Reroll an Ambush, Logistics or Navigation test, or any attack from one of your Soldier Servants.
: Significantly reduce the travel time through a war zone or contested lands.
: Introduce a supply depot, military expert or scout to the story.
183/503
-
Artes Artificia
Profession
Advantage (free reroll) for Acrobatics, Cartography, Contortion, Dancing, Drawing, Etiquette, Mimicry, Performance and Sleight of Hand tests.
: Introduce an artistic contact to the story.
: Reroll a Fellowship test.
The performing arts are every bit an academic pursuit as their more mathematically inclined counterparts.
184/503
-
Artes Incertae
Profession
Advantage (free reroll) for Occult and Sanity tests.
Adds a language (of your choice) to your grimoire.
: Introduce an occult contact to the story.
, Reveal {Arcana}: Prevent a corruption check
from an attack on anyone in your aura (5 paces).
You have studied the “uncertain arts”, gaining significant knowledge of the occult.
185/503
-
Artes Liberales
Profession
Advantage (free reroll) for Astronomy, Geometry, History, Linguistics, Logic, Mathematics, Philosophy, Public Speaking and Rhetoric tests.
Adds a language (of your choice) to your grimoire. In addition, you read and write at a higher than average level.
: Introduce an academic contact to the story.
: Reroll an Intelligence test.
You have studied at a university for several years, with an introductory curriculum involving grammar, logic and rhetoric.
186/503
-
Artes Magistratus
Profession
Advantage (free reroll) for Decipher, Diplomacy, Disguise, Heraldry, Investigation, Law, Search, Tactics and Trap tests.
: Introduce a contact in law enforcement to the story.
: Gain a copper coin (on
) when you prevent or solve a crime.
Law enforcement is not just a vocation, but a way of life.
187/503
-
Artes Mechanicae
Profession
Advantage (free reroll) for Architecture, Brewing, Carpentry, Crafting (mundane), Engineering, Masonry, Metallurgy, Tailoring, and Weaving tests.
: Introduce a craftsman contact to the story.
: Reroll an Intelligence test.
You have studied the “engineering arts”, gaining a deep understanding of the Artes Vestaria, Architectura, Mercature and Metallaria.
188/503
-
Artes Mercarium
Profession
Advantage (free reroll) for Administration, Alertness, Bargain, Economics, Evaluate, Gather, Logistics, Luck and Politics tests.
Adds a language (Morndin) to your grimoire. In addition, you read and write at a higher than average level.
: Reroll a Wealth test.
The only thing worth learning is the sound of gold coins in your bank account.
189/503
-
Artes Mobilis
Profession
Advantage (free reroll) for Climbing, Driving, Meditation, Navigation, Recovery, Riding, Survival, Sailing and Swimming tests.
You are proficient with mundane mounts and vehicles, and travel times when using them are significantly reduced
: Reroll an Agility test.
How to get around is at least as important as knowing how things work.
190/503
-
Artes Naturalis
Passive
Advantage (free reroll) for Atmospheric Science, Biology, Chemistry, Geology, Laboratory, Learning, Mining, Oceanography, and Physics tests.
Discard {Trump}: Chance to gather
,
,
or
(you must spend some time in a laboratory to use this ability).
You have studied the “natural sciences”, gaining knowledge of atmospheric science, biology, chemistry, oceanography, and physics.
1/503
-
Artes Scelestae
Profession
Advantage (free reroll) for Ambush, Counterfeit, Gambling, Pick Lock, Pick Pocket, Seduction, Stealth, Smuggling and Streetwise tests.
: Introduce a fellow criminal to the story.
: Commerce (recover one resource die) for a Criminal land.
You have learned your trade through experience gained on the streets and in the alleyways.
191/503
-
Artes Vulgaris
Profession
Advantage (free reroll) for Agriculture, Animal Handling, Cooking, Healing, Hunting, Foraging, Herbalism, Tracking and Poison tests.
: Introduce a plant or animal to the story.
: Reroll a Perception test.
You have dedicated your life to the pursuit of knowledge about nature. All living things fascinate you, and encourage you to find out all you can about them.
2/503
-
Artificer


Profession
Advantage (free reroll) for Astronomy, Crafting (magical items), Engineering, Mathematics and Physics tests.
You can create magical items far more powerful and varied than Forge Armor and Forge Weapon will allow, although they will require more (and unique) resources.
: Introduce a meta-magical theorem to the story. It will be viewed with distrust, derision or outright hostility by those versed in traditional magic, but it should work!
: Introduce engineering resources to the story.
: Reroll an Intelligence, Magic or Warding test.
80/503
-
Artillerist
Profession
Accurate (+1 attack die, up to
) and proficient with artillery weapons.
Advantage (free reroll) for Perception tests.
: Introduce a military contact to the story, or a piece of artillery (it must be in a believable location).
: Reroll a Carpentry, Engineering or Tactics test, or any attack with an artillery weapon.
192/503
-
Aspect of Bear
Profession
Advantage (free reroll) for Strength tests.
: If you are unarmored (or wearing Bearskin Armor), attempt an Armor Save of 2+ (roll 2 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause). If you are not Berserk, become Berserk.
From my point of view, everything looks like dinner.
81/503
-
Aspect of Boar
Profession
Advantage (free reroll) for Toughness tests.
: If you are unarmored (or wearing Boar Hide Armor), ignore one Injury until the end of the scene. If you are not Berserk, become Berserk.
How the little piglets would grunt if they knew how the old boar suffered.
82/503
-
Aspect of Crocodile

Profession
Skilled (+1 die) for Healing and Theology tests.
: One use of Advantage (free reroll) in a Grapple duel.
: If you are unarmored (or wearing Crocodile Armor), prevent a Death Threshold check. If you are not Berserk, become Berserk.
83/503
-
Aspect of Ice Troll
Profession
Enhances Size [+1/1] while Berserk.
: If you are unarmored, gain Regeneration (recover
every hour) until twilight. You recover
immediately if you are engaged in combat.
Trolls come in many varieties, with differing shapes, sizes and predilections, though always with about as much brains as a bucket of rusty nails.
84/503
-
Aspect of Mountain Lion
Profession — Feline
Advantage (free reroll) for Weapon Skill tests.
: If you are unarmored (or wearing Lion Hide Armor), you can attempt to instantly (and spectacularly) kill an unnamed target with a free, opposed Weapon Skill test (please describe your kill in gory detail). If you are not Berserk, become Berserk.
A lion runs the fastest when he is hungry.
85/503
-
Aspect of Octopus
Profession
Advantage (free reroll) for Agility tests.
Mastery (automatic critical success) for Swimming tests.
: If you are unarmored, prevent the Burning, Confused, Disarmed, Disoriented, Grappled, Mangled or Stifled condition. If you are not Berserk, become Berserk.
Oh, I love hugging.
86/503
-
Aspect of Raven

Profession — Avian
Advantage (free reroll) for attack tests when on higher ground.
: If you are unarmored (or wearing Raven Feather Armor), you gain 2 additional Mobility Points (even in the Fast Phase) and your movement does not trigger attacks of opportunity.
87/503
-
Aspect of Sabretooth
Profession
Damage +1 (roll an extra damage die) for the second dagger attack each round.
: If you are unarmored (or wearing Hide Armor) and wielding two daggers, Limit Break (set a single combat pool to
until the end of your next turn).
88/503
-
Aspect of Serpent

Profession — Serpentine
Adds a Technique (Cobra Strike) to your grimoire.
Skilled (+1 die) for Poison tests. In addition, small spaces (such as tunnels) do not hinder your actions.
, technique: If you are unarmored (or wearing Reptile Hide Armor), your unarmed attack gains Feint ([Court]: remise attack).
89/503
-
Aspect of Snake
Profession — Serpentine
Skilled (+1 die) for Contortion and Stealth tests. In addition, sneaking does not slow you down, even in difficult terrain.
: If you are unarmored (or wearing Reptile Hide Armor), prevent the Bleeding, Intimidated, Nauseated, Poisoned, Shaken or Sickened condition and then afflict your attacker with Snake Venom. If you are not Berserk, become Berserk.
The snake will always bite back.
90/503
-
Aspect of Spider
Profession
Skilled (+1 die) for Climbing and Poison tests.
: If you are unarmored (or wearing Spidersilk Armor), cancel an opponent’s Opportunity Attack. The next turn of combat you gain Shift (maneuver one pace; this replaces the random movement after an attack).
91/503
-
Aspect of Wolf
Profession
Advantage (free reroll) for Quickness tests.
: If you are unarmored (or wearing Wolf Hide Armor), move up to 9 paces this turn (ignore your mobility points, phase, quickness and terrain). If you are not Berserk, become Berserk.
Liberty for wolves is death the the lambs.
92/503
-
Aspect of Wolverine
Profession
Advantage (free reroll) for Attack tests while angered, berserk or taunted.
: If you are unarmored (or wearing Wolverine Hide Armor), your unarmed or claw attack gains Lethal (critical success on 5+). If you are not Berserk, become Berserk.
Life is the ultimate adventure, and Death, the prize that awaits us all.
93/503
-
Assassin
Profession
Enhances Ranged pool [+1/6].
Proficient with blowpipes, garrotes and poisons. Fulfilling a contract usually pays a silver coin.
Skilled (+1 die) for Stealth tests.

,
: Mastery (automatic critical success) for a single Stealth test.
: Make an attack Lethal (critical success on 5+), for yourself or an adjacent ally.
: Reroll a Climbing, Disguise or Stealth test.
193/503
-
Assessor
Profession
Advantage (free reroll) for Investigation and Occult tests. Enhances True Faith page [+1].
: One use of Offensive Advantage (free reroll or replace) in any duel against a demon.
: You and all creatures in your aura (5 paces) become immune to possession for the rest of the scene (this includes non demonic mind control).
An assessor examines unexplained phenomena for the church, evaluating whether there should be an exorcism or further research.
194/503
-
Astrologer
Profession
Skilled (+1 die) for Astronomy tests.
Adds a language (of your choice) to your grimoire. In addition, you read and write at a high level.
: Chance to gather
from a Planar source (on
,
,
).
: Introduce an academic contact to the story, or produce a useful star chart.
: Prevent Lost in Time and Space, on yourself or an ally in your aura (5 paces).
: Reroll a Cartography, Etiquette, Logic, Mathematics or Navigation test.
195/503
-
Atramentus

Profession
Enhances Magic pool [+1/6].
Higher Learning (reduce the complexity by either 2 or
for the purpose of learning or slotting) — Atramentus.
You can innately read all languages, even those you’ve never seen before (ciphered text may still present a challenge). You do not drink, eat or sleep like a normal person, but instead find sustenance only by reading the written word off books. You need to consume about one book per season.
: Introduce a helpful book to the story.
: Reroll any test made by a book or scroll.
94/503
-
Atropos


Profession
Adds spells (Fate Apotheosis, Fate Oracle, Fate Kenosis, Fate Manipulation) to your grimoire.
Enhances Fate Hand [+1/8].
You can see the three most important strands of a person (provided they aren’t protected by Mirror of Fate or a similar talent). Typically, no test is needed to see fate strands (or their strength). You can never see your own strands.
496/503
-
Auctioneer
Profession
Advantage (free reroll) for Bargain and Evaluate tests.
Adds a Passive (Item History) to your grimoire.
: Introduce the possibility to purchase an Artifact to the story.
: Reroll a Mundane Social attack.
Sold to the gentleman with the feathered hat.
3/503
-
Backalley Barrister
Profession
Advantage (free reroll) for Bargain and Gambling tests.
: Introduce an organized crime organization to the story. They may owe you a minor favor due to some past interaction, but they may also be “looking for you”.
: Reroll a Charm, Drinking, Poison, Law or Rhetoric test.
, Sacrifice a silver coin: Introduce a law official (like a judge or a policeman) who is “in your pocket”. This can’t go wrong. One hundred percent ‘guaranteed’ success!
196/503
-
Ballet Dancer
Profession — Dancer
Skilled (+1 die) for Dancing tests.
Higher Learning (reduce the complexity by either 2 or
for the purpose of learning or slotting) — mundane Stances.
You can freely rearrange the cards slotted on your Stances page at any time (even in reaction to getting an Injury).
: Decrease the Complexity of a Stance by 1 when you
the Stance.
: Reroll an Athletics or Performance test.
197/503
-
Barber-Surgeon
Profession
Adds a technique (Vital Strike) to your grimoire.
: Introduce a commoner you’ve healed before to the story.
: Reroll a Healing test, but if you fail again the results will be spectacularly disastrous.
,
(paid by the target): Attempt to end any condition with a Hard (16) Healing test.
Do you have insurance?
198/503
-
Baron
Profession
Adds a land (Castle) to your grimoire. You also have substantial land holdings (at least a dozen hamlets or villages) and no more than a hundred servants, maybe even a loyal knight.
Each season, automatically gain a silver coin.
Your noble title is ranked above all knighthoods, equal to baronets, and is hereditary.
: Produce a silver coin (not on
).
: Use your considerable influence over those of lesser station to turn the story your way (greater effect inside your own barony).
199/503
-
Baronet
Profession
Adds a land (City Mansion) to your grimoire. You and your immediate family can live comfortably off the rental income of this estate (which comprises the houses, outbuildings, supporting farmland and woods that surround the gardens and grounds of the property).
Your noble title is ranked above all knighthoods, equal to barons, but is not hereditary.
: Produce up to two copper coins (not on
).
: Reroll an Administration, Etiquette, Politics or Wealth test.
200/503
-
Battlefield Medic

Profession
Advantage (free reroll) for Healing and Tactics tests.
Defensive Advantage (free reroll or replace) when protecting incapacitated (or seriously injured) allies.
Your triage skills allow you to perform healing tests at a reduced cost: 10 action points instead of 1 minute.
: For the rest of the scene, each round, a single ally in your aura (5 paces) automatically heals
(this cannot affect injuries).
: Reroll a Recovery test, for yourself or an ally in your aura (5 paces).
44/503
-
Bawd
Profession
Advantage (free reroll) for Fellowship tests, but only if you roll six or less dice (you are kinda shady).
Proficient with unarmed attacks.
: Introduce a criminal (or morally suspect) contact or location to the story.
: Reroll a Bargain, Charm, Drinking, Streetwise or Taunt test.
201/503
-
Bedouin Traveler
Profession
Adds a servant (Loyal Camel) to your grimoire.
You are universally liked by the tribes that roams the deserts. All desert tribes are friendly towards you (and by extension your companions) unless provoked or attacked.
Deserts are never difficult terrain for you, and travel times through them are significantly reduced.
:
a Desert card.
: Reroll a Navigation, Survival or Riding test. You have two rerolls for these tests while in a desert.
4/503
-
Beggar
Profession
Advantage (free reroll) for Disease tests.
You speak thieves’ tongue.
: Introduce a criminal to the story. It can be someone you know, or you can produce a local criminal.
: Reroll a Bargain (begging), Drinking, Intimidate (cursing) or Stealth test.
202/503
-
Berserkr
Profession
Accurate (+1 attack die, up to
) for Intimidate tests.
Your melee and thrown attacks automatically have Damage +1 (roll an extra damage die).
Whenever you become Angered or Taunted, you must choose to become Berserk. You may also become Berserk when you suffer Wounds.
: Introduce a martial or tribal contact to the story.
: Prevent any condition, but instead become Berserk.
You fight with a nearly uncontrollable, trance-like fury.
203/503
-
Big Game Hunter
Profession
Your attacks automatically have Damage +2 (roll two extra damage dice) against monstrous creatures.
Whenever one of your damage dice comes up
against a monstrous creature,
Big Game Hunter.
: Limit Break (set a single combat pool to
until the end of your next turn) against a monstrous creature.
Ah, the thrill of the hunt.
204/503
-
Bird Hunter
Profession
Advantage (free reroll) for all tests against birds (not all flying creatures, just birds).
: Introduce an exotic bird (wink, wink, nudge, nudge) or a smuggler contact to the story. Joan Wilder (a successful but lonely romance novelist ally) may show up.
: Reroll a Hunting, Ranged, Stealth or Trap test.
205/503
-
Black Guard


Profession
Adds a weapon (Mortbane) to your grimoire.
Enhances Fatigue Threshold [+1/16].
: Reroll a Resistance test against Corpus Spells.
: Add
to your mana pool.
: One use of Offensive Advantage (free reroll or replace) during combat with the Undead.
These knights have taken up the cause of defending the borders of Navarene with the lands of the Undead. They serve tours of four years with the option to extend their service.
95/503
-
Black Widow
Profession
You must have married and be [thought] responsible for the death of at least one husband (or a close family member, like a father) to slot Black Widow.
: Limit Break (set a single combat pool to
until the end of your next turn) for your Social or Resistance pool.
: Offensive Advantage (free reroll or replace) against a male, humanoid character.
206/503
-
Blacksmith
Profession
Skilled (+1 die) for Strength tests.
Proficient with hammers.
: Introduce a fellow craftsman or merchant to the story.
: Reroll a Crafting (metal only), Durability, Melee (hammers only) or Strength test.
207/503
-
Blade Instructor
Profession
Enhances Engagement Limit [+1/5].
Enhances Melee pool [+1/6].
: Limit Break (set a single combat pool to
until the end of your next turn), for an ally in your aura (5 paces).
: Reroll a Weapon Skill test, for yourself or an ally in your aura.
208/503
-
Blade Runner
Profession
Adds a technique (Charge) to your grimoire.
Proficient with Rush weapons.
You have Advantage (free reroll) for attacks against Mechanical opponents.
You are immune to Opportunity Attacks while performing a charge.
: Reroll a Riding, Streetwise or Tracking test.
Do Golems dream of electric sheep?
209/503
-
Boatman
Profession
Advantage (free reroll) for noncombat tests related to waterways.
: Introduce some knowledge related to waterways to the story, or arrange a boat ride for you and your companions.
: Prevent Knocked Down (you have great balance).
: Reroll a Resistance, Quickness or Sailing test while on a boat.
210/503
-
Bodyguard
Profession
Balanced (+1 defense die, up to
) for Defense tests when your employer is in your aura (5 paces).
: Introduce an element that would protect your employer to the story. This can give them Defensive Advantage (free reroll or replace) in combat, but it may also be used out of combat (a cellar to hide in, a group of city guardsmen, etc...).
, [before a defense test is made]: Maneuver up to 4 paces and redirect an attack that targets your employer to yourself.
211/503
-
Bondsmith

Profession
Skilled (+1 die) at Crafting (all) tests.
You can create lasting magical bonds between people (or rarely, spirits), between a person and an item, or between items. Such bonds are as good as (or better than) written contracts. The effects on items are difficult to predict, but more potent than most other magics.
, [friendship bond]: Reroll a Fellowship or Social test.
, [guild bond]: You
any profession card, yours or that of another player in your aura (5 paces).
, [soldier’s bond]: An ally in your aura (5 paces) may reroll a Block, Melee, Parry or Ranged test.
96/503
-
Bone Picker
Profession
Advantage (free reroll) for Wealth tests, as long as you have
(or less) coins.
: Introduce a Poor Quality (-1 durability) piece of common equipment to the story.
: Reroll a Perception or Survival test.
, Sacrifice a copper coin:
Bone Picker.
212/503
-
Bottle Tosser
Profession
Enhances Storage page [+2/8].
Your Potions have Reliable (advantage for durability tests; never jams or gets stuck).
Up to twice per combat, when you get a double pair on an attack that costs at least 5 Action Points, you may give up one of the pairs to
a Potion with Complexity lower than or equal to the value of the pair.
, technique, 1AP: One of your allies within 5 paces can use one of your Potions.
213/503
-
Bounty Hunter (F)
Profession
Adds a technique (Hunter’s Mark) to your grimoire.
Advantage (free reroll) for Tracking tests. In addition, Skilled (+1 die) when tracking criminals. Most bounties pay a copper coin.
: Introduce a fellow bounty hunter to the story, or produce some knowledge about a criminal [organization].
: Reroll a Melee, Intelligence, Perception, Quickness, Strength or Weapon Skill test against a wanted criminal.
214/503
-
Bounty Hunter (M)
Profession
Adds a technique (Hunter’s Mark) to your grimoire.
Advantage (free reroll) for Tracking tests. In addition, Skilled (+1 die) when tracking criminals. Most bounties pay a copper coin.
: Introduce a fellow bounty hunter to the story, or produce some knowledge about a criminal [organization].
: Reroll a Melee, Intelligence, Perception, Quickness, Strength or Weapon Skill test against a wanted criminal.
215/503
-
Bower
Profession
Adds a technique (Homemade Ammunition) to your grimoire.
Advantage (free reroll) for Crafting (missile weapons) tests.
Proficient with all types of bows.
: Instantly reload a missile weapon.
: Produce 1d6 ammunition.
: Reroll a Ranged test.
216/503
-
Braggart
Profession
Enhances Trophy page [+1/8].
At start of session, add a blank Trophy to your Trophy page. You cannot have more than one blank Trophy.
Sacrifice a Trophy: Reroll a Taunt test.
: Prevent the Taunted condition on any ally in your aura (5 paces). You become Taunted (cannot be prevented).
217/503
-
Brewer
Profession
Advantage (free reroll) for Brewing and Drinking tests.
Enhances Death Threshold [+1/24].
: Produce a copy of one of your slotted drink or potion cards (chance to lose both, on
).
, when drunk: Reroll a Dodge test, up to two times.
218/503
-
Broadsheet Boy
Profession
Adds a language (Common Tongue) to your grimoire. In addition, you can read and write (albeit poorly).
: Introduce news to the story (usually in written form) or produce today’s broadsheets.
: Reroll a Bargain test, or a thrown Attack test.
219/503
-
Builder
Profession
Advantage (free reroll) for Strength tests, but only if you roll six dice or less.
Proficient with hammers.
: Introduce an engineer or laborer contact to the story.
: Produce a hammer and some nails.
: Reroll an Architecture, Carpentry or Engineering test.
220/503
-
Burgher
Profession
Adds lands (Business interests, Townhouse) to your grimoire.
Advantage (free reroll) for Wealth tests. If you make such a test with no resources, you may reroll dice that come up
(once).
: Commerce (recover one resource die).
: Make introductions to gain an audience with a high ranking official (such as a burgomaster or judge).
221/503
-
Burglar
Profession
Advantage (free reroll) for Pick Lock tests.
: Introduce a criminal contact, or a way into (or out) of a building, to the story.
: Reroll a Climbing, Perception, Stealth or Trap test.
222/503
-
Butcher
Profession
Proficient with axes and knives.
Enhances Fatigue Threshold [+1/16].
: Produce a piece of meat.
: Offensive Advantage (free reroll or replace) against non-mythical animals.
You don’t want to know how the sausage gets made...
5/503
-
Camp Follower
Profession
Advantage (free reroll) for Search tests involving scavenging.
Enhances Storage page [+2].
: Introduce a labor, mercantile or military contact to the story.
: Reroll a Bargain or Cooking test.
, [thirty minutes]: Fix a meal that restores
and up to 

(it has no effect on injuries).
223/503
-
Caravan Leader
Profession
Advantage (free reroll) for Navigation tests.
Enhances Storage page [+4].
Spiritual +2 (increase fellowship by two for purposes of maximum servants, cumulative) for Mounts.
: Introduce a trading opportunity or travel shortcut to the story.
: Reroll a Bargain or Diplomacy test.
: Commerce (recover one resource die).
224/503
-
Caretaker
Profession
Enhances Death Threshold [+1/24].
Defensive Advantage (free reroll or replace) against Necromancy or Blood attacks.
Whenever you spend
recover 
.
:
a Cemetery card.
: Reroll an Mining, History or Search test.
: Introduce a grave or a tomb into the story. You always seem to come across one of these...
225/503
-
Cartographer
Profession
Advantage (free reroll) for Perception tests.
Adds a language (of your choice) to your grimoire. In addition, you read and write well, and can read maps, even if they are drawn in an unconventional or archaic manner or depict unknown areas.
: Produce a shortcut through any mundane terrain (with a map, of course!).
: Reroll a Cartography, Drawing, Navigation, Riding, Survival or Tracking test.
226/503
-
Cartomancer

Profession
Advantage (free reroll) for Astronomy, Navigation and Teleport tests.
Skilled (+1 die) for Perception tests.
: Produce a map (of pretty much anything).
, 

: Hearthstone to your home plane. You may transport an additional two targets for each Mana you spend.
,
: Produce an “interesting” shortcut through any magical plane, terrain or zone.
97/503
-
Cat Burglar
Profession — Feline
Advantage (free reroll) against Traps.
Skilled (+1 die) for Agility tests.
: Introduce a potential way into a building.
: Produce some “tools of the trade”, or a safe house.
: Reroll a Bargain, Charm, Climbing, Contortion, Dancing, Etiquette, Gambling, Heraldry, Perception, Pick Lock, Pick Pocket or Stealth test.
227/503
-
Celebrity Fencer
Profession
Enhances Engagement Limit [+1/8] while in an urban setting.
Proficient with Duelist weapons.
Proficient with Fashionable and Exotic armor.
Duel tests involving sword play are considered Etiquette tests for you.
: Reroll an Etiquette or Performance test.
: Challenge someone to a melee duel in a social gathering. The loser loses face and gains Disadvantage (forced reroll) for Social tests until the end of the scene. Refusing the duel has the same effect as losing.
228/503
-
Charcoal Burner
Profession
Advantage (free reroll) for Toughness tests, but only if you roll six or less dice (black lung disease is a bitch).
Proficient with axes.
: Introduce something related to wood(s) or fire to the story.
: Reroll a Defense test against a fire attack.
229/503
-
Charlatan
Profession
Advantage (free reroll) for Charm, Disguise, Mimicry and Pick Pocket tests.
Several of your alter egos are wanted by the authorities.
: Introduce any type of contact to the story, but under false pretenses.
: Produce a set of (forged) references or (fake) valuables worth a copper coin (not on
, in which case your falsehood is revealed).
: Reroll a Bargain or Taunt test.
230/503
-
Chimeric Warrior

Profession
Adds a stance (Body Blade) to your grimoire. Your body blades have up to three traits.
Enhances Death Threshold [+1/24].
Enhances Melee pool [+1/6].
: Advantage (free reroll) for an Intimidate [2AP] test. If successful, your superior genes give you a random edge against your opponents.
, body blade: After an attack your target must make an opposed Weapon Skill test against you. The loser is Bleeding, Disarmed or Knocked Down.
98/503
-
Chimney Sweep
Profession
Advantage (free reroll) for Climbing tests.
: Introduce some information from the guild of chimney sweeps to the story (they know a lot about most buildings in an urban environment).
: Prevent Knocked Down.
: Reroll a Climbing test, or a Defense test while on a roof.
231/503
-
Chronicler
Profession
Enhances Etiquette page [+1/8].
: Reroll a History, Heraldry or Drawing test.
: Introduce a family legend or obscure family member to the story.
Discard a {Court} trump: Limit Break (set a single combat pool to
until the end of your next turn) for any Social test.
These two nobles houses were joined by marriage when Artorius was still King of Navarene.
232/503
-
Chronomancer




Profession
Enhances Action Points [+1/10].
Enhances Magic pool [+1/6].
Higher Learning (reduce the complexity by either 2 or
for the purpose of learning or slotting) — Chronomancy.
: Gain a Command Point (until the end of the scene). Activate this only at the start of a scene.
: Introduce a [lack of] time to the story.
: Prevent 
caused by a Chronomancy spell.
Right place at the wrong time?
That’s how I feel every day.
99/503
-
Circle Mage
Profession
Advantage (free reroll) to cast Circle spells.
: Extend the duration of a Circle spell.
: Introduce a circle to the story, either magical, metaphysical or mundane.
: Transform the target of any spell to Circle (creates a 1 pace radius circle around you). This can create some very unexpected results!
: Transform
to
, or
to
, or
to
, or
to
, or
to
on yourself or anyone in your aura.
Round and round he goes.
45/503
-
Clockmaker
Profession
Adds an item (Stopwatch) to your grimoire.
Skilled (+1 die) for Crafting (clockwork) tests.
: Introduce a clock, or an element of time to the story (for example, church bells ringing).
: Once per session, Gather
from a mechanical source. If you fail, gain a Command Point (until the end of the scene).
: Reroll a Crafting or Engineering test.
233/503
-
Clockwork Doctor
Profession — Engineer
You can repair mechanical patients or provide a mechanical replacement part for humanoid patients (this might have strange results).
: Recover 1d6 wounds (
) on a patient (outside of combat).
: Reroll an Engineering test or a Crafting test involving clockwork constructions.
6/503
-
Clotho
Profession
Adds a spell (Fate Oracle) to your grimoire.
Enhances Fate Hand [+1/6].
You can see the most important strand of a person (provided they aren’t protected by Mirror of Fate or a similar talent). Typically, no test is needed to see fate strands (or it’s strength). You can never see your own strands.
Junior fate witches, freshly joined to the coven, usually run errands for the more experienced witches, spinning their own plots discreetly.
497/503
-
Coachman
Profession
Advantage (free reroll) for Animal Handling and Driving tests.
Very proficient with the blunderbuss (increase its range increment by 5) and whips (double its effective range, without penalties).
: Introduce a coach (or other vehicle) to the story, and maybe arrange a (cheap) trip for you and your companions.
: Reroll any test while driving.
234/503
-
Commando
Profession
Enhances Death Threshold [+1/24].
Enhances Ranged pool [+1/6].
At the start of each combat, gain a Command Point (until the end of the scene).
: Introduce an ambush or hiding spot to the story. You have Mobility +3 (three extra mobility points) for the rest of the scene.
: Reroll an Acrobatics, Climbing or Stealth test, or a Light or Ranged attack.
235/503
-
Conquistador
Profession
Wanderlust (you can slot a land adjacent to this card).
Advantage (free reroll) for attuning Lands.
When buying a Land, you may remove a
from the dice result.
Proficiency with Rapiers and Plate Armor.
: Reroll a Navigation, Riding or Sailing test.
: Introduce a new location to the story.
236/503
-
Consulting Detective
Profession
Skilled (+1 die) for Investigation tests.
You can freely rearrange the cards slotted on your Techniques page at any time (even in reaction to getting an Injury).
: Reroll an unarmed attack or Dodge test.
: One use of Offensive Advantage (free reroll or replace) for a boxing duel.
: Reroll a Decipher or Search test.
: Introduce a crime scene to the story.
237/503
-
Cook
Profession
Advantage (free reroll) for Cooking and Poison tests (resisting or recovery).
When consuming any resource (such as potions), this resource has a chance (on
) to recover
.
: Introduce a fine meal to the story.
: Reroll a Perception test based on smell or taste.
Just a dash of salt and a smidgeon of pepper to make this meal even better...
7/503
-
Count
Profession
Adds lands (Castle, Mansion, Townhouse) to your grimoire. You rule over several baronies and your [indirect] servants number in the thousands, including a small standing army.
Advantage (free reroll) for Politics tests.
Covenant Resources [+1].
Each season, automatically gain a gold coin.
: Chance to produce two silver coins (not on
).
: Use your considerable influence over those of lesser station to turn the story your way (greater effect inside your own county).
238/503
-
Counterfeiter / Forger
Profession
Adds a language (of your choice) to your grimoire. In addition, you read and write at a high level, and you are Skilled (+1 die) for Counterfeit tests. You can copy handwriting with Mastery (automatic critical success) and are familiar with wide variety of documents, inks, seals, and writing materials.
You occasionally produce a copper coin by filing other coins you gain. Of course this is Illegal (when you use this card around others, risk dishonored, on
).
: Produce forged documents worth a copper coin (not on
, in which case something is wrong with the documents).
: Reroll a Bargain, Drawing, Mathematics or Metallurgy test.
239/503
-
Court Jester
Profession
Enhances Fate Hand [+1/5].
You may keep {Fool} in your hand at the end of a session.
: Reroll an Acrobatics, Contortion, Dancing, Dodge, Performance, Pick Pocket or Resistance test. If you can reveal {Fool}, you are Skilled (+1 die) for the reroll.
, [when you risk a card]: Risk {Fool} instead (you must have it in your hand), ignoring restrictions. Add the revealed card to your hand.
240/503
-
Courtier
Profession
Adds an item (Courtier’s Fan) to your grimoire.
Advantage (free reroll) for Fellowship and Politics tests.
Adds a language (High Tongue) to your grimoire. In addition, you read and write at a high level. You are also proficient with fans.
: Introduce an academic, law enforcement, mercantile, military or noble contact to the story.
: Reroll a Social or Resistance test.
241/503
-
Crime Boss
Profession
Adds a land (Crime Syndicate) to your grimoire. As the leader you are wanted (globally), but nobody actually knows your true identity.
: Introduce your vast criminal influence, in the form of contacts, henchmen or political clout to the story. This tends to be rather subtle, and increases in effectiveness if you spend coin.
: Chance to produce a silver coin (not on
, in which case competition comes along).
: Mastery (automatic critical success) for a Stealth test.
242/503
-
Crime Novelist
Profession
Adds a mundane language (of your choice) to your grimoire. In addition, you read and write well.
At the end of every adventure you write a novel, which might be successful. Gain a copper coin (on
).
: Reroll a Streetwise, Cartography, Counterfeit, Decipher or Research test.
243/503
-
Criminal Mastermind
Profession
Adds a land (Island Lair) to your grimoire. You plot your schemes for world domination from here.
: Introduce a group of (possibly incompetent) henchmen or a single white cat to the story.
:
a Criminal Land.
: Mastery (automatic critical success) for an Intelligence test.
244/503
-
Cryptozoölogist
Profession
Skilled (+1 die) for Animal Handling and Occult tests.
: Introduce an unknown animal (or some lore about a mythic animal) to the story.
: Produce an Arcane Connection to a mythic animal (you must include a story about how you originally encountered this species in the wild).
: Reroll an Administration, Biology, Dodge, Healing (veterinary care) or History test.
245/503
-
Crystal Healer
Profession
Skilled (+1 die) for Toughness tests.
: Introduce a crystal to the story. This crystal might have magical properties (on
) related to healing.
, 30 minutes: Recover 1d3 +1 wounds or heal an ally for 1d6 wounds.
Dwarfs use exotic crystal powders to heal wounds, and quite effectively so.
8/503
-
Crystal Lithomancer

Profession
Advantage (free reroll) for Crafting (crystal items) tests.
Skilled (+1 die) for Laboratory tests involving crystals or gemstones.
You get an innate feel for what crystals and gemstones do. How this knowledge manifests, can depend wildly (you may get a vision, feel something peculiar or notice a certain kind of smell). You must handle the item for at least a long rest to get all of the available information.
: Reroll a Durability test of a Crystal item in your aura (5 paces).
:
a Crystal or Gemstone Focus.
: Introduce a geologist or jeweler contact to the story.
63/503
-
Cultist of Morr
Profession
Adds a spell (Lay to Rest) to your grimoire. Instead of
, you can choose to gather
from this spell.
Enhances Death Threshold [+1/24].
Advantage (free reroll) for Perdo Corpus tests.
, technique: Your unarmed or melee attack gains Unholy (Effects targeting you that require
require an additional
).
The worship of Death is an unlikely religion, and typically met with revulsion from others.
246/503
-
Cutpurse
Profession
Advantage (free reroll) for Pick Pocket or Sleight of Hand tests. You can cut purses to quickly gain a copper coin (not on
, in which case you are caught red handed).
Proficient with daggers.
: Introduce a criminal contact to the story, or set up a scene for a criminal venture.
: Reroll an Agility, Quickness or Streetwise test.
247/503
-
Daemonologist


Profession
Disadvantage (forced reroll) for Sanity tests. You also have a demonic mark on your body.
Enhances Magic, Resistance and Warding pools [+1/6].
You can communicate with, and identify, most demons.
Your demonic ally and servant cards cannot be destroyed.
: Introduce some form of demonic activity to the story (they usually take the form of envy, gluttony, greed, lust, pride, sloth or wrath).
: Reroll any test. If you fail (again), suffer
or gain a minor obligation to a demon.
248/503
-
Daguerreotypist
Profession
Advantage (free reroll) for Perception tests.
The following abilities require that you also have a Dwarven Copying Machine slotted.
: Chance to gather
from your photographs (on
,
,
).
: Use your photography skills to arrange an introduction to important people or places.
249/503
-
Dancer
Profession
Advantage (free reroll) for Dancing tests.
Enhances Dodge pool [+1/6]. In addition your Dodge actions cost [1AP, 1C] (instead of [1AP, 2C]).
: Introduce an old dance partner (or rival) to the story.
: Reroll a Charm or Dodge test.
250/503
-
Dark Alchemist
Profession
Enhances Death Threshold [+1/24].
Enhances Fatigue Threshold [+1/16].
Risk
(on
): Produce an alchemical item. Pay
equal to the item’s rarity.
: Reroll a Crafting or Magic test.
, 
: Limit Break (set a single combat pool to
until the end of your next turn). You may apply this to an ally in your aura (5 paces), but they Risk
(on
).
251/503
-
Darkfisher
Profession
Proficient with Snaring weapons.
Skilled (+1 die) for stealth (aquatic) tests.
Your weapons with Snaring have
Snaring ([Court, Wands]: target is grappled) against Undead.
: Chance to gather
from fishing (on
and
). If successful, an Undead creature attacks!
There are limited possibilities for fishing in the lands of the Undead, but sometimes you catch more than just fish.
100/503
-
Death Ranger

Profession
Proficient with all types of bows.
Add an armor (Death Cloak) to your grimoire.
Skilled (+1 die) for Tracking of Undead.
: Mobility +2 (two extra mobility points) for the scene.
: (Lasts until you move) You are ignored by Undead, and detecting you through magical means is Extremely Hard (20)).
Employed as advance scouts into the lands of the Undead, these rangers constantly flirt with a fate worse than death.
252/503
-
Deep Sea Explorer
Profession
Adds items (Deep Diving Suit and Steam Powered Harpoon Gun) to your grimoire. In addition, underwater terrain is never difficult terrain for you.
: Chance to gather
from a body of water (on
,
,
).
: Introduce an aquatic structure to the story. It might be a cave, a shipwreck or a sunken city.
: Reroll an Engineering, Navigation or Swimming test, or a Dodge defense or Ranged attack against an aquatic creature.
30/503
-
Defender of the Faith



Profession
Decreases True Faith page [-1].
Whenever you reveal a Trump in any duel, you are dealt two Trumps (choose one and discard the other).
: Introduce some aspect of the light to the story.
: Allies in your aura (5 paces) may reroll any test this round. If they have True Faith, they may reroll twice.
: Double the range of your aura.
The grand paladin of the light, who has never lost a duel in all his years, but must carry the most terrible of burdens.
101/503
-
Demagogue
Profession
Adds up to two allies (Agitators) to your grimoire. You can also call upon 1d6 thugs in most cities.
Advantage (free reroll) for Fellowship tests.
Enhances Social and Resistance pools [+1/6].
You (or your opinions) are known to the authorities (globally), but not wanted.
: Produce a silver coin from people sympathetic to “the cause”, but now you owe them.
: Reroll a Public Speaking or Rhetoric test.
253/503
-
Demon Hunter
Profession
Advantage (free reroll) for Occult and Perception tests.
Enhances Magic pool [+1/6].
[three of a kind on a defense against against a demon]: Limit Break (set a single combat pool to
until the end of your next turn).
: Introduce a fellow hunter to the story, who may be around to investigate demonic activity.
: Reroll any test against a demon [worshiper].
254/503
-
Dirge Bard

Profession
Adds a Language (A Voice Beyond The Wall) to your grimoire.
Skilled (+1 die) for Fellowship tests with ghosts.
Enhances Death Threshold [+1/24].
, 10 minutes, Ritual,
: You lament someone who is recently deceased. Make an Impossible (22) Song Fellowship test. On a success, gather
.
255/503
-
Diviner
Profession
Adds a language (of your choice) to your grimoire.
: Organize a reading (draw a trump from the fate deck or produce a copper coin).
: Reroll a Charm, Etiquette, Fellowship, Occult, Perception or Sleight of Hand test.
Diviners are professional omen readers and seers into the future. They are often well learned and regard their field as a science, on an equal footing with alchemy and medicine.
256/503
-
Dog Walker
Profession
Enhances Injury Threshold [+1/5].
You have Spiritual +1 (increase fellowship by one for purposes of maximum servants, cumulative) for canine servants.
: Introduce an available menial job to the story.
: Reroll a defensive test by one of your canine servants.
257/503
-
Doomsayer
Profession
Crowds are not considered difficult terrain for you.
: Introduce an impending doom (real or imagined) to the story.
: Reroll a History or Public Speaking test.
And now the end is near,
and so we face the final curtain.
9/503
-
Dragon Glass Carver

Profession
Skilled (+1 die) for Crafting (Glass and Obsidian) tests.
Sacrifice
Mana token: Gather
(once per session, no magic test needed). This does not count towards your Gathering Limit.
: Introduce a geological peculiarity to the story (maybe that wall over there was made using inferior granite?).
: Reroll a Geology or Mining test.
: Add
to your Mana pool.
156/503
-
Dragon Hunter
Profession
Skilled (+1 die) for Agility and Tracking tests.
Enhances Dodge pool [+1/6].
: Introduce rumors of a nearby dragon lair, or a merchant contact (that is interested in buying dragon eggs). Eggs sell for at least a silver coin.
: Reroll an Agility, Dodge, Drinking, Poison, Resistance or Tracking test.
Dragon hunters do not actually hunt (or slay) dragons, but their eggs, as dragons and drakes do not breed in captivity.
258/503
-
Dragon Rustler
Profession
Adds a servant (Dragon Hatchling) to your grimoire.
Enhances Death Threshold [+1/24].
Skilled (+1 die) for Animal Handling tests.
Your weapons ignore Fire Damage (you know how to make a special ointment that sadly doesn’t work on humanoid skin).
: Attempt an Armor Save of 2+ (roll 2 or more, modified by penetration; if successful, halve the wounds caused by the attack and ignore any injury it might cause) against a fire attack.
102/503
-
Drill Sergeant
Profession
Advantage (free reroll) for Shout tests.
Enhances Melee pool [+1/6].
Enhances Social pool [+1/6].
: Cause Berserk, in yourself or an ally in your aura (5 paces). Alternatively, prevent or end Shaken, Intimidate or Fleeing on all allies in your aura, because those maggots should fear you more than any monster!
: You shout to enhance your aura by 1d6 paces, then
Drill Sergeant and immediately end your turn.
Don’t thank me, thank your mother for not swallowing you!
259/503
-
Drug Dealer
Profession
Adds a Technique (First Impression) to your grimoire.
: Produce a small quantity of Illegal (when you use this card around others, risk dishonored, on
) psychoactive drugs (like for example heroin).
: Introduce an addiction or an addict to the story. You have a chance to produce a copper coin (on
) in an Illegal (when you use this card around others, risk dishonored, on
) manner.
: Reroll a Poison recovery test.
: Reroll a Sanity test.
64/503
-
Druid


Profession
Counts as forms (Intellego, Rego) and techniques (Animal, Herbam) for spontaneous spells.
Enhances Magic pool [+1/6].
Higher Learning (reduce the complexity by either 2 or
for the purpose of learning or slotting) — Animàl, Herbam.
: Introduce a fairy or nature contact to the story.
: Prevent 
caused by an Animal or Herbam spell.
Druids are actively hunted by “civilized society” because of their anarchistic beliefs.
103/503
-
Drunken Master
Profession
Adds a stance (Hollow Body, Wine Belly) and a technique (Drunken Fist) to your grimoire.
Advantage (free reroll) for Drinking tests, twice. Hic!
Enhances Dodge pool [+1/6].
You have Mobility +1 (an extra mobility point).
: Ignore the Inaccurate (-1 attack die) trait until the end of your next turn.
: Introduce some booze to the story. If another player drinks some,
Drunken Master.
260/503
-
Duelist
Profession
Adds techniques (Disarm Foe, Feint Attack, Personal Challenge) to your grimoire.
Advantage (free reroll) for Etiquette tests.
Enhances Engagement Limit [+1/7].
The second time you reveal a Trump in any duel, you are dealt two Trumps (choose one and discard the other).
: Introduce a duel to the story, possibly as an alternative for conflict resolution.
: One use of Offensive Advantage (free reroll or replace) for a duel with a dueling weapon.
261/503
-
Duke
Profession
Adds lands (County) to your grimoire.
Enhances Death Threshold [+4/24] (you’ve survived a few assassination attempts).
: One use of Offensive Advantage (free reroll or replace) for any duel. Two uses in a social duel.
: Produce a copper, silver and gold coin.
: Use your considerable influence over those of lesser station to turn the story your way (greater effect inside your own duchy).
You rule over several counties and your [indirect] servants number in the thousands, including a standing army.
499/503
-
Eagle Scout
Profession
Adds a servant (Scouting Eagle) to your grimoire.
Skilled (+1 die) for Perception and Tracking tests.
: Introduce a volunteer or concerned parent to the story.
: Produce camping material or a spying glass.
: Reroll a Healing, Cooking, Survival or Herbalism test.
An Eagle Scout works his entire life to earn all manner of honor badges.
262/503
-
Eater




Profession
Advantage (free reroll) for Agility, Quickness, Strength, Toughness and Weapon Skill tests.
Cursed (you cannot remove this card once attuned) (you are compelled to eat the flesh of man, almost like a drug addiction).
Enhances Injury Threshold [+1/7].
Enhances Magic pool and Warding pool [+1/6].
: Produce
when you eat the flesh of man.
: Limit Break (set a single combat pool to
until the end of your next turn).
104/503
-
Embalmer (F)
Profession
By grooming and presenting the recently deceased in a funeral ceremony, you may reduce or eliminate the grief (and sanity loss, if any) of the survivors. Usually requires a Hard (16) Fellowship test.
Defensive Advantage (free reroll or replace) against undead, once per scene.
You cannot slot cards that enhance Fellowship (you’re a little creepy, aren’t you?).
: Chance to gather
from a corpse (on
,
).
: Reroll a Healing, Resistance or Warding test.
263/503
-
Embalmer (M)
Profession
By grooming and presenting the recently deceased in a funeral ceremony, you may reduce or eliminate the grief (and sanity loss, if any) of the survivors. Usually requires a Hard (16) Fellowship test.
Defensive Advantage (free reroll or replace) against undead, once per scene.
You cannot slot cards that enhance Fellowship (you’re a little creepy, aren’t you?).
: Chance to gather
from a corpse (on
,
).
: Reroll a Healing, Resistance or Warding test.
264/503
-
Embersmith

Profession
Advantage (free reroll) for Crafting (metallurgy) and Strength tests.
Enhances Fatigue Threshold [+1/16].
You can melt iron [2AP, 2C] just by looking intently at it. This adds a spell (Heat of the Searing Forge) to your grimoire.
: Chance to gather
from a forge (on
,
).
: Introduce a mercantile contact to the story.
: Reroll a Melee test, or your damage dice.
105/503
-
Emissary of the Moon

Profession — Priest
Adds a language (The Moon Speech) to your grimoire. You cannot flip this card.
Sacred Oath (breaking it has dire consequences) to serve the Moon gods. You can spend
as if it were
for spells, stances and techniques.
: Introduce a follower of a Moon god to the story.
, discard a Moon land: Limit Break (set a single combat pool to
until the end of your next turn) for a physical attack.
: Shift (maneuver one pace; this replaces the random movement after an attack).
106/503
-
Enchantress

Profession
Adds a spell (Enchantress’ Presence) to your grimoire.
Enhances Magic pool [+1/6].
Higher Learning (reduce the complexity by either 2 or
for the purpose of learning or slotting) — Enchantment.
: Extend the duration of an enchantment spell.
: When you successfully cast an enchantment spell, draw a Trump from the Fate Deck. If that Trump is {Arcana}, {Sword} or {Wands}, you
Enchantress.
107/503
-
Engineer
Profession
Advantage (free reroll) for Engineering tests.
Sacred Oath (breaking it has dire consequences) in the form of an obligation to a Guild.
: Defensive or Offensive Advantage (free reroll or replace) against a mechanical foe.
: Solve a mundane problem the way only an engineer can, even if all you have is a stick of gum and a plausible explanation.
: Reroll an Agility, Carpentry, Driving, Metallurgy, or Perception test.
: Reroll a Crafting test of a Mechanical object.
265/503
-
Enlightened Philosopher
Profession
Enhances Warding pool [+1/6].
: Reroll a Philosophy, Public Speaking, Diplomacy, Logic or Mentem test.
: Your calm demeanor inspires others. Prevent 
for any Mundane action performed by yourself or any ally in your aura (5 paces).
10/503
-
Entertainer
Profession
Advantage (free reroll) for Fellowship tests in some towns, Disadvantage (forced reroll) for Fellowship tests in other towns.
: Introduce a familiar face or troupe to the story. If your interests align,
any card or produce a copper coin (on
).
: Proficient with anything mundane for this scene.
: Reroll any simple test.
266/503
-
Escape Artist
Profession
Advantage (free reroll) for Contortion tests.
Mobility +1 (an extra mobility point).
In any duel, you ignore all effects placed on you by opponents.
: Introduce a “way out” of your current situation to the story.
: Reroll a Dodge, Pick Lock, Pick Pocket or Quickness test.
267/503
-
Eternal Recurrence



Profession
Advantage (free reroll) for Chronomancy spells.




, Risk 


(on
), Ritual (requires that you perform a short ritual at twilight): Travel forward in time, completing the loop (and experience the inevitable end and unfathomable birth of the universe) to a point up to five days in the past (exact time of arrival not guaranteed).
If we’d go again, all the way from the start
I would try to change the things that killed our love
108/503
-
Executioner
Profession
Advantage (free reroll) for Intimidate tests.
Proficient with axes (the bigger the better).
You cannot slot cards that enhance Fellowship.
Your melee attacks against a knocked down opponent automatically have:
• Double Chi (damage dice explode).
• Offensive Advantage (free reroll or replace).
: Introduce a law contact to the story.
: Reroll an Attack test with an axe. Chop!
268/503
-
Exiseman
Profession
Adds a language (of your choice) to your grimoire. In addition, you read and write well.
: Chance to produce a copper coin (not on
, in which case you are brought up on charges of light embezzlement of state resources).
: Introduce an element of (financial) law to the story.
: Reroll an Administration, Dodge, Law or Mathematics test.
269/503
-
Experienced Rock Climber
Profession
Skilled (+1 die) for Climbing tests, and you ignore difficult terrain while climbing.
: Reroll a Knowledge test related to climbing (for example, you would know details about mountains, caves, etc...). You may also use this to introduce geographical elements [that you have climbed] to the story.
: Produce (from your backpack or created from materials in your immediate vicinity) some climbing gear that gives your companions Advantage (free reroll) for Climbing tests this scene.
270/503
-
Experienced Swimmer
Profession
Skilled (+1 die) for Swimming tests, and you ignore armor penalties when swimming.
: Reroll a Knowledge tests related to swimming (for example, you would know details about rivers, lakes, seas and even watering holes). You may also use this to introduce geographical elements [that you swam in] to the story.
: Share some swimming tips that give your companions Advantage (free reroll) for Swimming tests this scene.
271/503
-
Explorer
Profession
Advantage (free reroll) for any test, once per scene, as long as you are “exploring”.
Enhances Death Threshold [+1/24].
Enhances Fatigue Threshold [+1/16].
: Produce a silver coin, but you make promises to influential sponsors (minor obligation).
: Reroll a Cartography, Driving, Law, Linguistic, Navigation, Riding or Tracking test.
272/503
-
Face Dancer

Profession
Enhances Shape Shifter page [+4/8]. You can add the faces of freshly killed people to your Shape Shifter page as a Facade. (you have to cut off their faces)
: Add
to your Mana pool.
: You Semble into the general outlook of a Facade you possess on a Normal (14) Magic test. You retain your own abilities and dice pools, but you cannot cast spells while in a Facade. You gain Advantage (free reroll) for Stealth and Fellowship (lying) tests. This card is Locked (does not untap as normal).
: You Veer to your own appearance with a Hard (16) Magic test. If unsuccessful you are stuck in this form till dawn.
109/503
-
Fairy Hunter

Profession
Advantage (free reroll) and Skilled (+1 die) for Occult tests relating to fairies.
Enhances Fatigue Threshold [+1/16].
: Chance to gather
,
or
from a fairy or in a fairy zone (on
,
,
).
: Introduce an aspect of the fairy world to the story (this doesn’t mean actual fairies show up).
: Reroll any test against a fairy.
Up the airy mountain, down the rushy glen, we dare not go a-hunting, for fear of little men.
110/503
-
Falconer
Profession
Adds a servant (Trained Falcon) to your grimoire.
Enhances Ranged pool [+1/6].
Skilled (+1 die) for Animal Handling tests involving birds.
Spiritual +2 (increase fellowship by two for purposes of maximum servants, cumulative) for bird servants.
: Reroll a Dodge test (your Trained Falcon distracts your opponent).
31/503
-
Fashion Designer
Profession
Enhances Etiquette page [+1/6] and you can slot Fashionable items on your Etiquette page.
Skilled (+1 die) for Crafting (fashionable) tests.
Sacrifice a Fashionable item: You sell it to a rich customer. Produce a copper coin.
Your Fashionable armor has Armor Value +0/+1 (cumulative).
Your Dodge actions have the following:
• [
]: You show grace under fire. Even if unsuccessful, gain 1 Command Point to be used before the end of the scene.
273/503
-
Fence
Profession
Advantage (free reroll) for Bargain, Evaluate, Sleight of Hand and Mathematics tests. In addition, you have a fair chance of determining whether an item you touch is magical.
: Introduce a criminal or mercantile contact to the story.
: Produce any mundane item, at no cost. The legality and time required depends on fate, the item and your explanation.
274/503
-
Ferryman
Profession
Adds a stance (Quarterstaff Balance) to your grimoire.
Advantage (free reroll) for noncombat tests related to waterways.
: Introduce some knowledge related to waterways to the story, or arrange a boat ride for you and your companions.
: Prevent Knocked Down (you have great balance).
, Sacrifice a gold coin: {Death} favors you. If available, take this Trump from the Fate Deck into your Fate Hand.
275/503
-
Fey Speaker
Profession
Adds a Language (either The Sun Speech or The Moon Speech) to your grimoire.
Destined (free redraw of Trump) for constructing your Fate Hand at the start of sessions.
: Reroll a Magic or Last Chance test.
: Introduce a fairy to the story. It might offer you a deal.
276/503
-
Fire Sculptor

Profession
Counts as a technique (Ignem) for spontaneous spells.
Enhances Magic pool [+1/6].
: Introduce fireworks, or an explosion, to the story (you are likely to be blamed for any mishaps).
: Prevent
caused by an Ignem or Imaginem spell.
, Risk
(on
, lose it to no effect): Work to gather 
(magic test). You may exchange
for a copper coin.
111/503
-
Firebrand
Profession
Enhances Engagement Limit [+1/4].
The second time you reveal a Trump in an astral or social duel, you are dealt two Trumps (choose one and discard the other).
: Introduce an astral or social duel to the story. If you participate and have psionic powers, one use of Offensive Advantage (free reroll or replace) for this duel.
: Introduce a psionic phenomenon or form of social hysteria to the story.
277/503
-
First Mate
Profession
Skilled (+1 die) for Sailing tests.
: Introduce a law, mercantile or naval contact (or a ship) to the story.
: Prevent Knocked Down, on yourself or an adjacent ally.
: Reroll a Climbing, Crafting (boats), Dodge, Drinking, or Swimming test. You may also have an ally reroll one of these tests.
278/503
-
First Responder
Profession
Enhances Storage page [+2].
Adds a language (of your choice) to your grimoire. In addition, you read and write well.
Sacred Oath (breaking it has dire consequences) to helping those in dire need.
Whenever you assist in rescuing people from a calamity, you potentially gain their support (on
add a Refugee Camp to your grimoire).
: Reroll a Climbing, Carpentry, Cooking, Foraging, Healing, Masonry, Riding or Survival test.
279/503
-
Fisherman
Profession
Advantage (free reroll) for Hunting (fishing) and Sailing tests.
: Introduce something nautical to the story, or tell a tall tale about that time you caught...
: Prevent Knocked Down (you have great balance).
: Reroll a Dodge or Navigation test.
280/503
-
Flaggelant
Profession
Disappointed with religion (the light): We are doomed! You cannot slot cards that enhance True Faith.
Enhances Death Threshold [+1/24].
Very Proficient with flails (you ignore the inaccurate trait when using flails).
Whenever you suffer
, you must flagellate yourself to remove it as soon as “convenient”. For each
, suffer
(not on
) to remove it. You must remove all your corruption in one sitting.
: Reroll an Attack (flail), Sanity or Theology test.
281/503
-
Fleet Admiral

Profession
Requirements: Must lead or have lead a Naval fleet.
Advantage (free reroll) for Navigation and Sailing tests.
Enhances Death Threshold [+1/24] and Fatigue Threshold [+1/16].
: Gain a Command Point until the end of the scene.
: Limit Break (set a single combat pool to
until the end of your next turn) for a Naval test or any attack test while on water.
: Two uses of Offensive Advantage (free reroll or replace) for any Naval duel.
282/503
-
Flyter
Profession
Advantage (free reroll) for Social tests.
The second time you reveal a Trump in a social duel, you are dealt two Trumps (choose one and discard the other).
: Introduce a poetry slam (or other wordy contents) to the story. There may be a prize worth a copper coin (or more).
: Reroll a Performance (Poetry) or Resistance test.
I was hoping for a battle of wits, but you appear to be unarmed!
283/503
-
Food Taster
Profession
Advantage (free reroll) for Ingested Poison defense tests (can be used twice, need not be ingested).
You can
one additional Food Equipment. This Food only applies to you (and not your party), and is destroyed at the same time as the already applied Food. If the combined Complexity of the Food exceeds your Toughness, you risk becoming Obese (on
).
You can prevent Poisoned with {Court} Trumps.
: Prevent the Poisoned condition on an ally within five paces. You gain Poisoned instead.
157/503
-
Footpad
Profession
Enhances Injury Threshold [+1/5].
: Introduce a criminal contact to the story, or set up a scene for a good beating.
: Offensive Advantage (free reroll or replace) for an attack with a club or sap.
284/503
-
Forest Sentry

Profession
Proficient with pikes. Pikes you wield lose the Large trait, and gain Spectacular (can use three of a kind for free) instead (no longer requiring two hands).
Enhances Parry pool [+1/6].
: While in a forest, Limit Break (set a single combat pool to
until the end of your next turn) for a melee attack. If you are an Elf, this lasts an additional round.
: Reroll an Alertness or Foraging test.
65/503
-
Forester
Profession
Adds a land (Forester’s Lodge) to your grimoire.
Your Leather Armor has Mystic +1 (increased armor value and ignores penetration from mystic attacks).
You have Mobility +2 (two extra mobility points) while in forests or woodland areas.
:
a Forest card.
: Reroll a Survival, Animal Handling or Herbalism test.
285/503
-
Fortune Teller
Profession
Enhances Fate Hand [+1/5].
: Replace the active Trump with the top Trump of the deck.
: Reroll a Driving, Herbalism, Occult, Pick Pocket or Stealth test.
286/503
-
Gambler
Profession
Advantage (free reroll) for Gambling and Sleight of Hand tests, as well as any tests that rolls a single die.
Disadvantage (forced reroll) to resist a gambling opportunity.
Enhances Fate Hand [+1/5].
: Introduce a gambling opportunity to the story. You can probably win a copper coin, maybe a silver coin, but do you dare dream of the the gold coin?
: Replace the active Trump with the top Trump of the Fate Deck.
287/503
-
Gamekeeper
Profession
Advantage (free reroll) for Stealth tests.
Proficient with bows, hunting animals (dogs, hawks) and traps.
: Introduce a legal hunting opportunity to the story.
: Instantly reload a missile weapon.
: Reroll an Animal Handling, Trap (disarming) or Ranged test, or any test against a poacher.
288/503
-
Gene Thief

Profession
Enhances Death Threshold [+1/24].
Enhances Fatigue Threshold [+1/16].
Enhances Light pool [+1/6].
: Introduce a mutation to the story.
: Steal someone’s genes.
Not called genestealer because of copyright issues.
112/503
-
Genetic Mage


Profession
Advantage (free reroll) for Biology and Healing tests, and all Muto spells.
Enhances Death Threshold [+1/24].
Enhances Fatigue Threshold [+1/16].
Enhances Injury Threshold [+1/6].
: Introduce a mutation to the story.
, Risk
(on
): Introduce a temporary edit of your own genes to the story (the margin of success depends mainly on the coolness of the idea and fate).
113/503
-
Gentleman
Profession
Enhances Social pool [+1/6].
Adds a language (High Tongue) to your grimoire. In addition, you read and write well and are proficient with daggers and rapiers.
You hold the lowest rank of nobility, just below a knight.
: Introduce a noble contact to the story.
: Use your influence on those of lesser station to turn the story your way, or reroll an Etiquette test.
: Chance to produce a copper coin (not on
, as the family’s funds fall short this time).
289/503
-
Geomancer


Profession
Counts as forms (Creo, Intellego, Rego) and a technique (Terram) for spontaneous spells.
Enhances Magic pool [+1/6].
Higher Learning (reduce the complexity by either 2 or
for the purpose of learning or slotting) — Terram.
: Introduce an academic or magical contact to the story.
: Prevent 
caused by a Terram spell.
66/503
-
Ghawazi
Profession — Dancer
Advantage (free reroll) for Last Chance tests.
, technique, -1AP, -1C: Your Dodge defense resolves as normal. While there is music playing, it is considered a Dancing test and you can dodge even if you cannot see the attack (but you must know it is coming).
: Reroll a Dancing or Seduction test.
: Produce a veil or dancing attire.
290/503
-
Giver of Runes
Profession
Adds a rune spell (Ancestor Rune) to your grimoire.
Adds a language (of your choice) to your grimoire.
: Introduce some dwarven lore to the story.
: You
a Rune card.
Not only the dwarfs have mastered runes, their use is quite common north of the valley, although the tradition varies strongly from the dwarfs.
291/503
-
Gladiator
Profession
Enhances Death Threshold [+1/24], Melee pool [+1/6] and Injury Threshold [+1/6].
: Introduce some kind of bloodsport to the story (the crowd favors you somehow).
: Two uses of Offensive Advantage (free reroll or replace) for a mundane duel (thanks to a dirty move).
: Reroll an Agility, Quickness, Strength, Toughness or Weapon Skill test.
, [when a crowd of at least twelve is cheering]: Limit Break (set a single combat pool to
until the end of your next turn).
292/503
-
Glyph Master
Profession
Higher Learning (reduce the complexity by either 2 or
for the purpose of learning or slotting) — Glyph.
Enhances Block pool [+1/16].
Adds a language (of your choice) to your grimoire.
: Introduce some arcane sigil to the story.
: Reroll a Drawing, Evaluate, Warding, Mathematics or Occult test.
46/503
-
Goat Cavalrist
Profession
Adds an item (Scale Armor) and servant (Billy Goat) to your grimoire. In addition, you (and your goat) ignore all Encumbrance from Scale Armor.
Very proficient with lances (you ignore the unbalanced trait).
: Introduce a goat to the story or
a goat card.
: Reroll a Riding test, or a Block, Melee or Ranged test when mounted.
Most men first laugh at the “dwarfs goat fuckers”. The laughter soon fades after the first lances hit.
293/503
-
Goat Herder
Profession
Advantage (free reroll) for Tracking (animals and lost allies) tests.
Proficient with staffs and spears.
You may slot up to one Herd Land on any page, even in slot you haven’t purchased yet.
: Commerce (recover one resource die) for a Herd Land.
: Reroll an Animal Handling, Climbing or Philosophy test.
294/503
-
Graverobber
Profession
Advantage (free reroll) for Stealth tests, even when carrying someone.
: Introduce one of your creepy graveyard relations to the story, or produce a “tool of the trade”.
: Produce a copper coin (not on
, in which case you get caught with your hand in the casket).
295/503
-
Gremlin Hunter
Profession
Adds a servant (Kestrel Companion) to your grimoire (gremlins rarely look up, so they don’t see it coming).
Advantage (free reroll) for moving through fairy zones (and ignore disadvantage in all zones).
: Introduce a gremlin tunnel to the story. After bashing in the little heads of the inhabitants, you can take a confusing, risky trip through them to arrive someplace else, possibly quicker than normal.
: Reroll a Perception, Stealth, Tracking or Trap test, or an Attack or Defense test against a fairy.
47/503
-
Grenadier
Profession
Proficient with explosives and thrown weapons. You have a Range Increment of +1/+1 for thrown weapons, or +2/+2 instead for Explosive weapons.
Enhances Storage page [+2] and Explosive items in your Storage page have Quickdraw (drawing this is a free action).
: Reroll a Foraging, Luck, Mathematics or Sanity test.
296/503
-
Grenzjäger
Profession
Advantage (free reroll) for Stealth and Tracking tests, twice in mountainous or snowy terrain.
Enhances Ranged pool [+1/6]. Very proficient with muskets (increase its range increment by 5).
: Introduce a hidden survival cache to the story (only in rural terrain).
: Offensive Advantage (free reroll or replace) on a long range attack.
Elite scouts that are trained to operate alone on the borders of civilization.
297/503
-
Gun Runner
Profession
Advantage (free reroll) for Smuggling tests.
Whenever you buy projectile Ammo or projectile Weapons, you try to get a discount. You regain a copper coin (on
).
Each projectile Ammo test has its Difficulty decreased by
.
: Produce crafting supplies (projectile ammo).
: Commerce (recover one resource die) for a Merchant or Criminal Land.
298/503
-
Gunner
Profession
Accurate (+1 attack die, up to
) and proficient with gunpowder and siege weapons.
Advantage (free reroll) for Driving, Engineering and Tactics tests, but Disadvantage (forced reroll) for Perception tests (a bit deaf).
: Introduce an alchemist or military contact to the story, or a siege engine (it must be in a believable location).
: Produce a crude bomb (or enough gunpowder to make one).
: Reroll an attack with a gunpowder weapon. If it is a siege weapon, Limit Break (set a single combat pool to
until the end of your next turn).
299/503
-
Gunsmith

Profession
Adds a unique equipment (Six Shooter) to your grimoire. If destroyed, you can (try to) make another one.
Skilled (+1 die) for Crafting (guns) and Engineering tests.
: Instantly reload a gunpowder weapon.
: Introduce a mercantile contact to the story.
: Reroll a Crafting, Durability, Perception or Ranged test.
114/503
-
Hanabi Crafter
Profession — Alchemist
Skilled (+1 die) for Crafting (explosives) tests.
: Introduce a delay of some sorts to the story.
:
a technique or spell that requires
.
, technique: Produce a Samun Bomb. It gains Perishable (disappears at end of session).
: Produce a copper coin (not on
as something goes horribly wrong) during a festival.
A wizard is never late, nor is he early.
300/503
-
Handmaiden (F)
Profession
(female version of Valet)
Advantage (free reroll) for Etiquette tests.
Enhances Resistance pool [+1/6].
: Introduce a connection through another servant to the story. The connection can be to any person, as long as it sounds plausible.
: Produce an item of convenience (handkerchief, umbrella) to the story, no matter how unlikely. To some, it might look like magic, but you’re just well prepared.
Certainly ma’am, at once, ma’am.
301/503
-
Harbormaster
Profession
You can slot Port cards adjacent to this profession.
: While in a port or harbor, produce a copper coin (not on
, as you are swindled by a wily sailor).
:
a Port card.
: Reroll an Evaluate, Sailing or Law test.
: Introduce an unsavory sailor or criminal contact willing to do some less savory task for the sound of coins jingling (the cost depends on the task).
302/503
-
Haruspex
Profession
Enhances Dodge pool [+1/6].
Whenever one of your servants dies in your aura (5 paces), draw a Trump from the Fate Deck.
: Reroll an Intelligence, Intimidate or Perception test.
, Sacrifice a creature and study its intestines: Introduce a vision to the story, related to the creature or an item in its mouth.
You enemies may be cowardly, my lord, but one should never call them gutless.
22/503
-
Hedge Wizard
Profession
Adds a spell (Wild Magic Blast) to your grimoire.
Disadvantage (forced reroll) for Laboratory tests. In addition, you cannot slot other magical professions.
, [unconventional magics]: Prevent up to 
caused by a spell.
,
: Limit Break (set a single combat pool to
until the end of your next turn) for your Magic or Warding pool.
,
: Produce a minor magical item (like a healing potion) from your personal stock.
303/503
-
Herbalist
Profession
Skilled (+1 die) for Crafting (herbal poisons and potions) tests.
: Produce a common herbal item (like a peppermint potion or poison antidote). Use your imagination.
: Reroll an Animal Care, Healing or Herbalism test.
304/503
-
Herdsman
Profession
Accurate (+1 attack die, up to
) with slings.
Proficient with one-handed axes and slings.
: Introduce an obscure herb your grandma told you about to the story, or a herd of animals (within reason).
: Instantly reload a sling.
: Reroll a Ranged test with a sling, or an Animal Handling, Healing, or Tracking test.
305/503
-
Hermit
Profession
Proficient with staffs.
While you hold the {Hermit} arcana, you are inoffensive to animals. Under normal conditions, if you do not attack them, they do not attack you.
: You are Skilled (+1 die) and have Advantage (free reroll) for any non-combat test while no allies are in sight.
: Reroll a Survival test.
: Produce a meager meal while in remote or alien locations.
11/503
-
Hexxer
Profession
Enhances Magic pool [+1/6].
Higher Learning (reduce the complexity by either 2 or
for the purpose of learning or slotting) — Curse.
: Advantage (free reroll) for (and against) Curse spells this scene.
: Extend the range of a Curse spell.
: Introduce a minor curse to the story (it should have little to no effect in combat).
Every blessing ignored becomes a curse.
48/503
-
High Priest of Light




Profession
Advantage (free reroll) for all actions in daylight hours, but Disadvantage for all actions taken at night (or in darkness).
Decreases True Faith page [-1].
Sacrifice a soul (for the light): Gain
.
: Limit Break (set a single combat pool to
until the end of your next turn).

:
Limit Break (set a single combat pool to
until the end of your next turn).
You command the entire faith, but also carry the terrible burden of the light. You must not let the light be extinguished, no matter what!
115/503
-
High Priestess of Light




Profession
Advantage (free reroll) for all actions in daylight hours, but Disadvantage for all actions taken at night (or in darkness).
Decreases True Faith page [-1].
Sacrifice a soul (for the light): Gain
.
: Limit Break (set a single combat pool to
until the end of your next turn).

:
Limit Break (set a single combat pool to
until the end of your next turn).
You command the entire faith, but also carry the terrible burden of the light. You must not let the light be extinguished, no matter what!
116/503
-
Highwayman
Profession
Adds a mount (Black Riding Horse) and a technique (Stand and Deliver) to your grimoire.
Advantage (free reroll) for Etiquette and Riding tests.
Enhances Ranged pool [+1/6].
Proficient with pistols.
: Produce a silver coin (not on
, in which case you barely escape with your life) at night. Your daring heist makes you wanted for a while!
: Reroll an Animal Handling, Disguise, Intimidate or Stealth test.
306/503
-
Holy Diver
Profession
Enhances Fatigue Threshold [+1/16].
Skilled (+1 die) for Swimming tests. Mastery (automatic critical success) if you are nude (those priests have funny habits).
Your time as a servant slave for the priests of light, diving for holy pearls in the Midnight Sea, has taught you to hold your breath for at least a dozen minutes, sometimes double that.
: Introduce a follower of the light to the story.
: Reroll a Swimming, Theology or Toughness test.
: Chance to gather
while diving for pearls in a body of salt water (on
).
Beneath the silver light is a truth as hard as steel.
117/503
-
Honinbou Kisei
Profession
Enhances Etiquette page [+1/8].
Enhances Engagement Limit [+1/4].
: Prevent the Flanked condition.
: One use of an Advantage (free reroll) in any mental duel.
: Reroll a Logic, Mathematics or Tactics test.
307/503
-
Hoplite
Profession
Adds a technique (Run Through) to your grimoire.
Enhances Melee pool [+1/6].
Proficient with spears and round shields.
You ignore the penalties for using thrown weapons at long range.
: Prevent Flanked if you are adjacent to an ally.
: Introduce an unknown passage (such as a mountain path) to the story.
308/503
-
Horror Stalker
Profession — Hunter
Advantage (free reroll) for Fellowship and Willpower tests.
Enhances Death Threshold [+1/24].
[three of a kind on an attack against against a horror]: Limit Break (set a single combat pool to
until the end of your next turn). Your attack continues, but with a set of two dice.
: Introduce a horror victim to the story. This may present a risky opportunity to place the Marked condition on the horror until twilight.
: Prevent any condition caused by a horror [construct] (this includes horror marks).
: Reroll any test against a horror [construct].
309/503
-
Houri


Profession
Adds techniques (First Impression, Lasting Impression) to your grimoire. These techniques cannot be destroyed.
Skilled (+1 die) for Fellowship tests. In addition, carefully constructed glamours ensure you always look beautiful, no matter the circumstances.
Whenever you seduce someone, you may steal Mana from them, and gather
. This ability is Extremely Hard (20) to detect.
: Produce a silver coin (not on
, but on
your admirer produces a gold coin).
: You “turn on the charm” to pry loose some information that would otherwise not be shared.
310/503
-
Hullbreacher
Profession
Adds a spell (Breathe Water) to your grimoire.
Advantage (free reroll) for Melee tests while traveling by naval ship or anything else afloat on water.
Skilled (+1 die) for Swimming and Sailing tests.
, 10 minutes: When staring at a ship, you get an instinctive idea of its approximate cargo and crew complement.
: Introduce a merchant vessel to the story (near water).
: Reroll any test while touching a pool of water at least the size of a puddle.
32/503
-
Hunter
Profession
Enhances Ranged pool [+1/6].
Proficient with bows and traps.
: Introduce something related to the wilderness to the story.
: Instantly reload a missile weapon.
: Reroll a Hunting, Ranged or Trap test.
311/503
-
Hunter x Hunter




Profession
Enhances Death Threshold [+2/24], Engagement Limit [+2/8] and Fatigue Threshold [+2/16].
Mastery (automatic critical success) for Hunting and Tracking tests.
: Place the Marked condition on every opponent in your aura (5 paces) until the end of the scene.
: Retrieve a hunter card from your grimoire, use one of its
abilities, then it is destroyed. Alternatively,
a slotted hunter card.
118/503
-
Hydromancer


Profession
Counts as forms (Creo, Muto, Rego) and a technique (Aquam) for spontaneous spells.
Enhances Magic pool [+1/6].
Higher Learning (reduce the complexity by either 2 or
for the purpose of learning or slotting) — Aquam.
: Introduce an academic or magical contact to the story.
: Prevent 
caused by an Aquam spell.
33/503
-
Hypnotist
Profession
Advantage (free reroll) for Psychology and Sanity tests. Opponents have Disadvantage (forced reroll) for Sanity tests you provoke.
: Introduce a former patient or medical contact to the story.
: Reduce the consequence an ally in your aura (5 paces) suffers by one level or 1 point (one less corruption, fatigue, wound, etc...).
312/503
-
Ice Cutter
Profession
Advantage (free reroll) for Strength tests.
Proficient with axes and picks, and icy or snowy ground is not considered difficult terrain for you.
: Chance to gather
from a large chunk of ice (on
,
).
: Introduce a laborer contact to the story.
Ice Cutters haul and distribute ice.
313/503
-
Ice Hauler
Profession
Enhances Storage page [+2].
Proficient with fur-trimmed armor. Ignore up to two points of encumbrance from this type of armor.
: Introduce a body of (frozen) water to the story.
: Absorb 2 (if a source would deal damage, prevent 2 of that damage) for Cold damage.
314/503
-
Ice Warlock (M)

Profession
Adds a Passive (Leopard Stalks Through Snow) to your grimoire.
Higher Learning (reduce the complexity by either 2 or
for the purpose of learning or slotting) — Cryomancy.
: Before casting a spell that causes Freezing, it causes
Freezing ([Court, Cups]: target is stunned).
: Add
to your mana pool.
The snow glows white on the mountain tonight
Not a footprint to be seen
A kingdom of isolation
And it looks like I’m the king
119/503
-
Ice Witch (F)

Profession
Adds a Passive (Leopard Stalks Through Snow) to your grimoire.
Higher Learning (reduce the complexity by either 2 or
for the purpose of learning or slotting) — Cryomancy.
: Before casting a spell that causes Freezing, it causes
Freezing ([Court, Cups]: target is stunned).
: Add
to your mana pool.
The snow glows white on the mountain tonight
Not a footprint to be seen
A kingdom of isolation
And it looks like I’m the queen
120/503
-
Illusionist


Profession
Counts as forms (Creo, Muto, Perdo) and a technique (Imaginem) for spontaneous spells.
Enhances Magic pool [+1/6].
Higher Learning (reduce the complexity by either 2 or
for the purpose of learning or slotting) — Imaginem.
: Introduce an academic or magical contact to the story.
: Prevent 
caused by an Imaginem spell.
23/503
-
Informer
Profession
Advantage (free reroll) for Perception tests.
Adds a language (Honors Amongst Thieves) to your grimoire. In addition, you can read lips on a basic level.
Skilled (+1 die) for Perception tests involving hearing.
: Introduce some “new information” to the story. As this is very broad, the information you receive can be quite random, although it is rarely false.
: Reroll a Fellowship or Stealth test.
315/503
-
Initiate
Profession
Enhances True Faith page [+1].
Adds a language (of your choice) to your grimoire. In addition, you read and write well.
Sacred Oath (breaking it has dire consequences) to religion (vow of poverty).
: Introduce a follower of the light to the story.
, Sacrifice a copper coin: Reroll any simple test, up to two times.
316/503
-
Innkeeper
Profession
Adds a land (Inn) to your grimoire.
Advantage (free reroll) for Drinking tests.
Enhances Resistance pool [+1/6].
: Introduce an inn to the story, or any contact as long as you are in an inn. Alternatively, produce (usually useful) gossip about a topic of your choice.
: Reroll a Brewing, Cooking, Fellowship, Resistance or Social test.
317/503
-
Inquisitor
Profession
Adds a land (Inquisitor’s Tower) to your grimoire.
Enhances True Faith [+3].
: Introduce your network of priests, interrogators, spies and templars to the story.
: Produce a gold coin from the church coffers.
: Produce an assassination (real, or of character). Has a higher chance of success against unbelievers.
: Reroll a Fellowship, Perception or Willpower test.
Only one man in the valley can muster the full power of the church, and that man is you.
318/503
-
Insect Shaman

Profession
Adds a servant (Rust Scarab) to your grimoire.
Advantage (free reroll) for Animal Handling (insects) tests. Disadvantage (forced reroll) against spiders (including shamans).
Sacred Oath (breaking it has dire consequences) to an insect eidolon.
Enhances Dodge and Magic pool [+1/6].
: Introduce an insect (swarm) to the story.
: One of your insect servants is Accurate (+1 attack die, up to
) for the rest of the scene.
: Retrieve an insect servant from your grimoire, and immediately slot it (for free).
34/503
-
Interrogator
Profession
Skilled (+1 die) for Perception tests when trying to detect lies.
Enhances Social pool [+1/6].
: Introduce your considerable legal power as an Interrogator to the story (even if it is a lie, it is usually effective).
: Produce a reliable torturer (one who really loves his job) and a thug or two (also fond of their jobs).
319/503
-
Iron Chef
Profession — Cook
Skilled (+1 die) for tests. The Complexity to prepare Food equipment is reduced by 1.
: Reroll a Brewing, Cooking, Drinking, Foraging or Herbalism test.
: Introduce a referral as cook or a cooking recipe to the story.
: Produce cooking utensils or cooking herbs.
: Prevent Obese to anyone in your aura (5 paces).
: If near an aquatic body (sea, river,...) produce Iron Chef’s Sake Lobster.
12/503
-
Ironwood Forger

Profession
Counts as a Technique (Herbam) for spontaneous spells.
Skilled (+1 die) for Crafting (wood and ironwood) tests.
Reduces your Complexity for slotting ironwood items by
.
: Introduce an opportunity to acquire ironwood to the story.
, sacrifice an ironwood item: Gather
. This does not count towards your Gathering Limit.
67/503
-
Island Archeologist
Profession
Advantage (free reroll) for Disease, Perception and Willpower tests.
: Introduce a team of mercenaries, or an archeology sponsor, to the story. They have a link to the dragon islands.
: Produce a silver coin, but you make promises to influential sponsors (minor obligation).
: Reroll an Archeology, Cartography, Linguistics or Tracking test, or any Defense test against a mythic animal.
320/503
-
Jailer
Profession
Advantage (free reroll) for Perception tests when in a familiar environment.
: Introduce some kind of (captured) criminal or law element to the story. If you accept a bribe, it produces at least a copper coin.
: Reroll any test against a prisoner, or a Bargain, Intimidate or Taunt test.
321/503
-
Jekyllite Experimenter

Profession
Adds a stance (Hulk Out) to your grimoire.
Enhances Shape Shifter page [+1/8]. You may slot Red Mana tokens on your Shape Shifter page.
Advantage (free reroll) for Biology and Laboratory tests.
Once per session, when you or one of your allies fail a Sanity test, you may Gather
. this does not count towards your Gathering Limit.
: Introduce a mad scientist to the story.
121/503
-
Jeweller
Profession
Advantage (free reroll) for Crafting (jewelry), Evaluate and Mining tests.
: Chance to gather
or
from a new gemstone (on
,
,
). You don’t have to own the gem.
: Introduce an artisan, mercantile or noble contact to the story.
: Produce an uncut gemstone. Not worth much, but it reduces the Complexity of Technique Spells by
. It turns to dust at the end of the scene.
: Reroll a Bargain test.
322/503
-
Judge

Profession
Skilled (+1 die) for Perception tests.
Add two languages (Letter of the Law, Spirit of the Law) to your grimoire.
: Prevent any character becoming Dishonored from Illegal activities.
: Reroll a Charm, Law or Rhetoric test.
: Introduce an arrest warrant or execution order to the story.
24/503
-
Judicial Champion
Profession
Enhances Light and Melee pool [+1/6].
Enhances Dodge and Parry pool [+1/6].
: Introduce a law enforcement or military contact to the story. This may provides you with a chance to defend a (wo)man of means for a silver coin.
: One use of Offensive Advantage (free reroll or replace) for a judicial combat or duel.
: Reroll your Damage dice or a Dodge test.
323/503
-
King
Profession
Adds an item (Royal Crown) to your grimoire.
Resources [+4]. Wealth Rating
.
The second time you reveal a Trump in any duel, you are dealt three Trumps (choose one and discard the other).
: Reroll any test, up to three times. It’s good to be the king!
: Use your considerable influence to turn the story your way. Bow before the king!
The entire realm is yours. All you have to do is keep it out of your many enemies’ greedy little hands
500/503
-
Kintsugi Master

Profession
Advantage (free reroll) for Crafting (repair) tests.
Skilled (+1 die) for Crafting (ornate) tests.
: Introduce a high profile customer or noble contact to the story.
: Reroll an Evaluate test.
, risk a copper coin: Produce a silver coin (not on
as it turned out to be unrepairable) for repairing an item of someone not in your party.
Golden Repair is the art of repairing broken items using lacquer dusted with powdered gold.
122/503
-
Knight (F)
Profession
Adds an item (Full Plate) and servant (War Horse) to your grimoire. Optionally, design an ally (Squire), although some knights never take an apprentice.
You have a noble title (hereditary or due to military service). Female knights are rare, but do exist.
: Introduce a noble contact to the story.
: One use of Offensive Advantage (free reroll or replace) for a mounted combat or duel.
: Reroll a Riding test, or a Block, Dodge or Parry test when mounted.
324/503
-
Knight (M)
Profession
Adds an item (Full Plate) and servant (War Horse) to your grimoire. Optionally, design an ally (Squire), although some knights never take an apprentice.
You have a noble title (hereditary or due to military service). Female knights are rare, but do exist.
: Introduce a noble contact to the story.
: One use of Offensive Advantage (free reroll or replace) for a mounted combat or duel.
: Reroll a Riding test, or a Block, Dodge or Parry test when mounted.
325/503
-
Lab Technician
Profession
Adds a Passive (Frantic Research) to your grimoire.
Skilled (+1 die) for Mathematics, Laboratory and Research tests.
: Introduce laboratory equipment to the story.
: Reroll a Chemistry, Engineering or Logic test.
326/503
-
Laborer (F)
Profession
Advantage (free reroll) for Toughness tests.
Proficient with unarmed attacks.
: Introduce a laborer or mercantile contact to the story.
: Produce a labor force. A solid labor force can solve a lot, but will expect payment.
Work, work.
327/503
-
Laborer (M)
Profession
Advantage (free reroll) for Toughness tests.
Proficient with unarmed attacks.
: Introduce a laborer or mercantile contact to the story.
: Produce a labor force. A solid labor force can solve a lot, but will expect payment.
Work, work.
328/503
-
Lachesis

Profession
Adds spells (Fate Oracle, Fate Manipulation) to your grimoire.
Enhances Fate Hand [+1/7].
You can see the two most important strands of a person (provided they aren’t protected by Mirror of Fate or a similar talent). Typically, no test is needed to see fate strands (or it’s strength). You can never see your own strands.
A more experienced fate witch is a dangerous thing. Like a spider, she sits in her web, striking when the time is right.
498/503
-
Lady
Profession
Enhances Social pool [+1/6].
Adds a language (High Tongue) to your grimoire. In addition, you read and write well and are proficient with daggers and rapiers.
You hold the lowest rank of nobility, just below a knight.
: Introduce a noble contact to the story.
: Use your influence on those of lesser station to turn the story your way, or reroll an Etiquette test.
: Produce a copper coin (not on
, as the family’s funds fall short this time).
329/503
-
Lady Killer
Profession
You must be [thought] responsible for the death of several women to slot Lady Killer. Alternatively, if you are a very desirable match, you may also slot Lady Killer.
: Limit Break (set a single combat pool to
until the end of your next turn) for your Social or Resistance pool.
: Offensive Advantage (free reroll or replace) against a female, humanoid character.
330/503
-
Lamplighter
Profession
Enhances Light pool [+1/6].
Advantage (free reroll) for tests with torches.
: Introduce a small light source (for example a torch) to the story.
: Reroll a Tracking or Search test in urban environments.
Tasked with lighting the street lamps every evening, these people are used to burn the midnight oil.
13/503
-
Landed Gentry (F)
Profession
Adds a land (Mansion) to your grimoire. You and your immediate family can live comfortably off the rental income of this estate (which comprises the houses, outbuildings, supporting farmland and woods that surround the gardens and grounds of the property).
You do not have a noble title, but are closely associated with one, and thus almost (but not quite) accorded the same level of respect. You have an obligation to your noble lord or lady.
: Produce a copper coin (not on
).
: Reroll an Administration, Politics or Wealth test.
331/503
-
Landed Gentry (M)
Profession
Adds a land (Mansion) to your grimoire. You and your immediate family can live comfortably off the rental income of this estate (which comprises the houses, outbuildings, supporting farmland and woods that surround the gardens and grounds of the property).
You do not have a noble title, but are closely associated with one, and thus almost (but not quite) accorded the same level of respect. You have an obligation to your noble lord or lady.
: Produce a copper coin (not on
).
: Reroll an Administration, Politics or Wealth test.
332/503
-
Lawyer
Profession
Enhances Social pool [+1/6].
Mastery (automatic critical success) for Law tests.
Adds a language (Letter of the Law) to your grimoire. In addition, you read and write at a high level, and are a respected member of the community.
: Introduce a fellow law official or a former client to the story.
: Reroll a Bargain, Charm or Etiquette test.
333/503
-
Lay Healer

Profession
Advantage (free reroll) for Recovery tests.
Enhances Death Threshold [+1/24] and halves the healing time of Injuries and Wounds.
Whenever an ally (not you) in your aura (5 paces) suffers an Injury, they may attempt an Injury Save of 6+ (any ability that improves magic saves also improves injury saves). If they save, gather
(once per scene).
: Transfer a Condition in your aura to yourself.
: Transfer an Injury you can touch to yourself.
: An ally in your aura may reroll a Recovery test.
49/503
-
Leech Collector
Profession
Enhances Death Threshold [+1/24].
: An adjacent ally may make a Normal (14) free Recovery Test with Toughness ([0AP, 2C] if you fail twice in a row you cannot try again until the scene ends) to recover from any condition, but the test has Strain (costs
instead of
).
,
, [when opponent is bleeding]: Activate Limit Break (set a single combat pool to
until the end of your next turn).
35/503
-
Light Sculptor

Profession
Counts as a technique (Imaginem) for spontaneous spells.
Skilled (+1 die) for Crafting (ornate) tests.
: Introduce (lack of) illumination, or an artistic or noble contact, to the story.
: Prevent 
caused by an Imaginem spell.
, Risk
(on
, lose it to no effect): Work to gather 
(magic test). You may exchange
for a copper coin.
25/503
-
Lighthouse Keeper
Profession
Adds a land (Lighthouse) to your grimoire.
Enhances Memory page [+1/8]. You can slot Island and River Lands on your Memory page.
When you vanquish an aquatic monster, you may gather
. This counts towards your Gathering Limit.
: Introduce a sailor’s myth or tall tale of the sea to the story.
: Produce tinder or a supply of oil.
36/503
-
Light’s Shadow
Profession
Advantage (free reroll) for Stealth tests in daylight (or illuminated areas).
Enhances Light and Resistance pool [+1/6].
Enhances True Faith page [+1].
: Introduce a church sanctuary to the story (as a sanctioned assassin, you have access to a secret network of supporters who can provide assistance).
: Mastery (automatic critical success) for a Resistance, Stealth or Willpower test.
When Light is silent, Shadow speaks.
26/503
-
Linguist
Profession
Adds four languages (of your choice) to your grimoire. In addition, you read and write at a high level.
: Introduce a character to the story that is quite taken with your clever quips.
: Reroll a Charm, Bargain, Decipher, Linguistics or Warding test.
, [one hour of interaction]: Learn the basics of a new language.
334/503
-
Living Trump

Profession
Advantage (free reroll) for Attune tests (lands only).
Enhances Fate Hand [+1/6] and Fate page [+2].
: When viewing through a Landscape Trump you can instantly travel through the Trump (usually quite safe, as only those with fate abilities can sabotage this travel). You can take a small group of people with you if you pay
. People watching someone leave via a Trump will notice them suddenly becoming two dimensional, followed by a burst of color.
: You
a Land card.
123/503
-
Loan Shark
Profession
Adds a land (Pawn Shop) to your grimoire.
: Reroll a Bargain, Economics, Evaluate or Intimidate test.
: Introduce an “unfortunate accident” with one of your clients to the story.
: Exchange an Item for its degraded equivalent coin (silver items produce a copper coin, gold items produce a silver coin).
14/503
-
Locksmith
Profession
Advantage (free reroll) for Crafting (locks and metallurgy) tests.
Skilled (+1 die) for Pick Lock tests.
: Produce basic trade tools or something related to a building’s security.
: Reroll an Agility or Intelligence test.
335/503
-
Locomotive Operator
Profession
Must have another train card slotted for this profession to be slotted.
Skilled (+1 die) in Fellowship tests.
: Reroll a Driving or Engineering test.
: Reroll a Perception or Navigation test while on a train.
: Introduce a free ride on a train to the story.
The locomotive operator is in charge of, and responsible for operating the engine, as well as the mechanical operation of the train, train speed, and all train handling.
15/503
-
Loremaster




Profession
Counts as a form (Intellego) for spontaneous spells.
Mastery (automatic critical success) for all knowledge tests (including, but not limited to, art, astronomy, chemistry, cryptography, demonology, engineering, heraldry, herbalism, history, law, linguistics, mathematics, mining, navigation, occult and theology), but to claim this mastery you need to be able to reference several written works on the subject.
: Reroll any test, ignoring all penalties, based on your academic knowledge.
:
Limit Break (set a single combat pool to
until the end of your next turn).
124/503
-
Mad Scientist
Profession
Disadvantage (forced reroll) for Sanity tests.
Advantage (free reroll) for Intelligence tests.
Enhances Scientific page [+4/4].
: Introduce a mad scientific theory to the story.
:
a Laboratory land.
: Reroll a Decyper, Laboratory, Learning or Research test.
336/503
-
Madam
Profession
Adds a land (Whorehouse) to your grimoire, which comes with at least a dozen prostitutes, their offspring and a few not too bright thugs.
Skilled (+1 die) for Fellowship tests.
Obligations to a lot of people. Everyone from “the guild” to local law enforcement has their hands down your brassiere at every opportunity!
: Produce a copper coin (not on
, in which case you need to sacrifice a copper coin to avoid trouble).
: Reroll a Social or Resistance test.
337/503
-
Mage Smith

Profession
Skilled (+1 die) for Crafting (all) tests.
Enhances Magic pool [+1/6].
Enhances Melee pool [+1/6].
: Grant a weapon in your aura (5 paces) the Oathblade ([extra pair]: attack counts as magical) or Oust ([Court]: target spirit is banished) trait until the end of the scene.
: Reroll a Durability test for an item in your aura (5 paces). If you succeed, recover
.
125/503
-
Magic Seamstress
Profession
Advantage (free reroll) for Weaving and Crafting (cloth) tests.
: Produce a common, mundane cloth item.
: Your spells have Penetrating ([extra pair]: bonus penetration) until the end of next round.
338/503
-
Magus of Light

Profession
Enhances Magic and Warding pool [+1/6].
Sacred Oath (breaking it has dire consequences) to religion (vow of silence, tongue cut out). You are proficient with sign language and ignore
requirements.
: Counter any spell that does not have the Faith keyword (no roll is needed, the light provides).
: Introduce an academic contact or a follower of the light to the story.
: Reroll a Magic, Stealth or Warding test.
Why are they always in the shadows?
126/503
-
Magus of Shadow


Profession
Enhances Magic and Warding pool [+1/6].
Enhances True Faith page [+1].
Ignore Turn To Shadow’s ability for this card.
: Introduce an insane person to the story.
, Risk
(on
): Produce two shadowy copies of yourself. They act exactly as you for an entire scene, except they are Vulnerable (injury threshold is halved).
: Reroll a Magic or Warding test.
Beneath Light lies Shadow.
127/503
-
Magus of the Hermetic Arts


Profession
Requirement: Must have 3 forms and 5 techniques of Magic slotted.
Enhances Magic and Warding pool [+1/6].
Adds a Passive (Spontaneous Magic) to your grimoire.
Enhances Archmage page [+2/6].
: Introduce a book containing magical lore or a magical theory to the story.
: Reroll a Magic, Attune or Warding test.
The study of Magic is the work of a lifetime.
158/503
-
Mahou Tsukai

Profession
Add a technique (Blood Magic) to your grimoire.
Enhances Blood page [+2/4].
Whenever you cause Bleeding, you cause it twice (give the condition twice).
, sacrifice a humanoid: Gather Blood Essence.
: Reroll a Blood or Curse test.
339/503
-
Mana Miner
Profession
Skilled (+1 die) for Geology and Mining tests.
Counts as one technique (Terram) for spontaneous spells.
: Chance to gather
from a mine or quarry (on
,
,
). You may exchange
for a copper coin.
: Prevent 
caused by a Terram spell.
: Produce a hammer or pick.
Mana in crystallized form is very valuable, and many dwarfs set out to gather it, despite the dangers.
68/503
-
Mariner
Profession
Enhances Dodge pool [+1/6].
You speak several languages (and you’ve seen the world), but have a heavy accent and rough demeanor.
Proficient with naval weapons and unarmed attacks.
: Prevent Knocked Down, on yourself or an adjacent ally.
: Reroll a Climbing, Dodge, Drinking, Strength or Sailing test.
340/503
-
Marquess
Profession
Adds lands (Castle, Mansion, Townhouse) to your grimoire. You rule over several border baronies and your [indirect] servants number in the thousands, including a well trained army.
Advantage (free reroll) for Politics and Tactics tests.
Covenant Resources [+2].
Each season, automatically produce a gold coin.
: Produce a gold coin (not on
), or produce a silver coin (no chance of failure).
: Use your considerable influence over those of lesser station to turn the story your way (works best in home region).
341/503
-
Mask Maker
Profession
Skilled (+1 die) for Crafting (masks) tests. Your Crafting (masks) tests are considered Tailoring tests.
Your Mask armor has Durability +1 and Mystic +1 (increased armor value and ignores penetration from mystic attacks).
: Introduce a masked event to the story.
: Prevent a Facade in your aura (5 paces) from being destroyed.
342/503
-
Masked Swordsman
Profession — Duelist
Enhances Light pool [+1/6].
You are considered Ambidextrous.
Your melee attacks with a Duelist weapon are considered Charm attacks.
: One use of Offensive Advantage (free reroll or replace) in any mundane duel.
: Reroll an Acrobatics, Climbing, Rhetoric, Seduction or Streetwise test.
“As you wish.”
343/503
-
Master Calligraphist
Profession
Enhances Etiquette page [+1/8].
Advantage (free reroll) for Drawing tests.
Destined (free redraw of Trump) for for constructing your Fate Hand at the start of sessions.
: Give a Trump in your Fate Hand to an ally in your Aura (5 paces). Draw a card from their Fate Hand at random (cannot be the trump you gave).
: Reroll an Atramentus or Social test, or any test made by a scroll.
344/503
-
Master Cutpurse
Profession
Proficient and Accurate (+1 attack die, up to
) with knives.
Advantage (free reroll) and Skilled (+1 die) for Pick Pocket tests. You can cut purses to quickly gain a copper coin (not on
, in which case you, or a subordinate patsy, are caught red handed).
: Introduce an experienced criminal contact to the story, or set up a scene for a criminal venture.
: Offensive Advantage (free reroll or replace) for an attack with a knife.
: Reroll an Agility, Quickness or Streetwise test.
345/503
-
Mathemagician

Profession
Skilled (+1 die) in Intelligence tests.
Your Mentem and Vim spell tests are considered Mathematics tests.
Your Architecture, Astronomy, Decipher, Engineering, Geometry, Logic and Physics tests are considered Mathematics tests.
: Reroll any test that takes longer than 8AP (combat) or for which you had ample time to prepare (outside of combat).
: Introduce a mathematics theorem to the story (need not be a real one). If it is very inventive, you can Gather
.
Mathematics is the basis for all knowledge.
128/503
-
Mentalist


Profession
Counts as forms (Creo, Muto, Rego) and a technique (Mentem) for spontaneous spells.
Enhances Magic pool [+1/6].
Higher Learning (reduce the complexity by either 2 or
for the purpose of learning or slotting) — Mentem.
: Introduce an academic or magical contact to the story.
: Prevent 
caused by a Mentem spell.
57/503
-
Mercenary
Profession
Enhances Death Threshold [+1/24].
Proficient with all weapons.
: Reroll a Block, Dodge, Drinking, Gambling, Melee, Light, Parry, Ranged or Tactics test.
: Introduce a band of mercenaries to the story. They will demand money for their services, and aren’t exactly trustworthy, but they are somewhat competent.
346/503
-
Mercenary Captain
Profession
Adds a land (Mercenary Company), an item (Mail Armor) and a servant (War Horse) to your grimoire.
Skilled (+1 die) for Tactics tests.
: Prevent Disarmed, on yourself or on an ally in your aura (5 paces).
: Reroll your Damage dice, or an Dodge, Drinking, Gambling, Heraldry or Riding test.
, [when flanking]: Make an opposed Tactics test to Limit Break (set a single combat pool to
until the end of your next turn). Your flanking ally is also affected by this.
347/503
-
Merchant
Profession
Adds lands (Business Interests, Townhouse, Warehouse) to your grimoire.
Advantage (free reroll) for Bargain tests.
Adds a language (Morndin) to your grimoire. In addition, you read and write well.
: Reroll a Mathematics or Riding test.
Have I got a deal for you...
348/503
-
Messenger
Profession
Mobility +1 (an extra mobility point).
: Commandeer a fast means of transport, or a introduce a militiaman, noble, road warden or soldier to the story, who is oath bound to protect you.
: Reroll a Dodge or Quickness test.
349/503
-
Metal Sculptor

Profession
Counts as a Technique (Terram) for spontaneous spells.
Skilled (+1 die) for Crafting (Metallurgy) tests.
: Prevent
caused by an Imaginem or Terram spell.
: Transform a metal item into another (it must stay approximately the same mass). Alternatively, introduce a mercantile contact to the story.
, Risk
(on
, lose it to no effect): Work to gather 
(magic test). You may exchange
for a copper coin.
129/503
-
Meteorologist
Profession
Wanderlust (you can slot a land adjacent to this card) for Environmental and Planar Lands.
Reduce the Complexity of Environmental Lands by
or
.
, sacrifice Environmental Land: Gather
(magic test) that could potentially be gathered from the sacrificed land.
: Counter an Environmental effect. The GM draws a new Environmental Land.
: Reroll a Astronomy, Atmospheric Science, Navigation, Oceanography or Physics test.
350/503
-
Method Actor
Profession
Skilled (+1 die) for Acting tests.
: Introduce a fellow performer to the stage, uh, story.
: Use your “craft” to halve the action point cost of a single Imaginem spell (round up). If your spell is a critical success, extend this effect to the next Imaginem spell you cast.
351/503
-
Miko Shrine Maiden
Profession
Adds a spell (Exorcism) to your grimoire.
Higher Learning (reduce the complexity by either 2 or
for the purpose of learning or slotting) — Kyudo.
Enhances Warding pool [+1/6].
: Gather
when successfully exorcising a demon or banishing a spirit.
352/503
-
Militiaman
Profession
Enhances Melee pool [+1/6].
Proficient with crossbows, round shields and spears.
: Introduce a fellow militiaman to the story.
: Reroll a Block, Melee, Light, or Ranged test.
353/503
-
Mimic
Profession
Advantage (free reroll) for Fellowship tests.
Proficient at imitating other voices, including animal sounds, convincingly. Mimicry is far from perfect, and you have to work hard to convincingly reproduce a specific person’s voice.
: Introduce a fellow performer to the story.
: Reroll a Social or Mimicry test.
354/503
-
Miner
Profession
Advantage (free reroll) for Geology and Mining tests.
Proficient with explosives and picks.
: Introduce a cave, (abandoned) mine or other subterranean feature to the story.
: Produce a Dynamite Stick. It gains Perishable (disappears at end of session).
355/503
-
Mining Foreman
Profession — Miner
Adds an item (Miner’s Backpack) to your grimoire.
Skilled (+1 die) for Geology and Mining tests.
:
a Mine Land.
: Make a Hard (16) Hunting test. If successful, add a Bird in a Cage to your grimoire.
: Introduce a group of miners to the story. They will demand money for their services, but they are experienced at what they do.
356/503
-
Minstrel
Profession
Advantage (free reroll) for Fellowship tests.
Enhances Resistance pool [+1/6].
: Produce a musical instrument and Limit Break (set a single combat pool to
until the end of your next turn) with it.
, Sustained,
: Inspire an ally in your aura (5 paces). Their actions have Flourish (halve the
this action causes, rounding up).
357/503
-
Mord’Sith
Profession
Sacred Oath (breaking it has dire consequences) — A Mord’Sith only wears Leather Armor if any.
Leather Armor worn by a Mord’Sith has Durability +2.
Proficient with Whips and Leather Armor.
Weapons wielded by a Mord’Sith with the Snaring trait also have the Stunning ([Pentacles]: target is stunned) trait.
: Offensive Advantage (free reroll or replace) against slaves of any kind.
: Reroll a Mentem, Charm, Interrogation or Torture test.
358/503
-
Mother Earth
Profession
Enhances Fatigue Threshold [+1/16].
: Chance to gather
from a source of natural energy (on
,
,
).
: Introduce some sort of help from nature itself to the story.
,
: Produce something completely natural (not domesticated or produced). It doesn’t appear immediately, you encounter it “down the road”, where it could realistically occur.
You could produce a wolf, but not a sheep.
You could produce an old oak, but not a pile of lumber.
69/503
-
Mountaineer
Profession
Advantage (free reroll) for Climbing, Perception and Stealth tests.
Mobility +1 (an extra mobility point) in hills and mountains. In addition, mountainous or snowy terrain is never considered difficult terrain for you.
: Produce climbing or skiing gear.
: Reroll a Navigation, Animal Handling or Riding test.
359/503
-
Mountebank
Profession
Advantage (free reroll) for Bargain tests.
: Introduce a criminal, magical or mercantile contact to the story.
: Produce a minor “magical” item. There is a very significant chance that it’s fake, but you’re pretty likely to get away with a copper coin before people notice your deception.
360/503
-
Muleskinner
Profession
Proficient with exotic animals, Lasso’s and Whips, and double their effective range (without penalties).
: Chance to gather
from a new mythic animal (on
,
,
). You don’t have to own the animal.
: Introduce a caravan or mule train to the story, that just happens to be going in your direction. You and your companions can tag along.
: Reroll an Animal Handling or Dodge test (twice if you are attacked by an animal).
361/503
-
Musician
Profession
Advantage (free reroll) for Music tests.
: Introduce an artistic contact to the story, or use your music to “brighten up” a tense situation.
: Reroll a Dodge test (you are no stranger to the ire of an angry crowd).
: Use your excellent sense of timing to reduce the action point cost of a single spell by up to two points (but never less than one action point). If you get a critical success, extend this effect to the next spell you cast.
362/503
-
Mystic Marksman

Profession
Adds a technique (Long Shot) to your grimoire.
Skilled (+1 die) for Weapon Skill tests.
: Your ranged attack has Aimed (roll three location dice).
: Reroll an Ammo or Perception test.
: Ignore all Environmental effects on your ranged attacks until the end of the scene.
363/503
-
Mysticist
Profession
Enhances Magic pool [+1/6].
: Introduce a magical or tribal contact to the story.
: Reroll an Occult or Tracking test.
,
: Limit Break (set a single combat pool to
until the end of your next turn) against a spirit.
The magicians of the icy north are considered uncouth by their peers, but their magic is potent.
50/503
-
Mythical Fisherman
Profession
Skilled (+1 die) for Hunting (fishing), Sailing and Tracking (aquatic) tests.
: Chance to gather
from fishing (on
,
,
).
: Prevent Knocked Down or any condition from an aquatic creature, on yourself or an ally in your aura (5 paces).
Catching mythic fish for use in oils, potions, and tinctures (or just exotic food) can be a profitable venture. However, many fishermen come back with strange afflictions, if they come back at all.
37/503
-
Navigator
Profession
Skilled (+1 die) for Navigation tests.
Adds a language (of your choice) to your grimoire. In addition, you read and write well.
: Introduce a naval contact to the story.
: Produce a shortcut through nautical terrain.
: Reroll an Astronomy, Cartography, Perception or Sailing test.
364/503
-
Necromancer


Profession
Counts as forms (Muto, Perdo, Rego) and a technique (Corpus) for spontaneous spells.
Enhances Magic pool [+1/6].
Higher Learning (reduce the complexity by either 2 or
for the purpose of learning or slotting) — Corpus.
: Introduce an academic or magical contact to the story.
: Prevent 
caused by a Corpus spell.
51/503
-
Nethermancer


Profession
Counts as forms (Intellego, Rego) and techniques (Corpus, Mentem) for spontaneous spells.
Enhances Magic pool [+1/6].
Higher Learning (reduce the complexity by either 2 or
for the purpose of learning or slotting) — Nethermancy.
: Introduce an academic or magical contact to the story.
: Prevent 
caused by a Corpus or Mentem spell.
130/503
-
Night Clubber
Profession
Proficient with Bludgeon weapons.
Your leather armor has Fashionable (may provide advantage in social situations).
: Reroll a Dancing or Seduction test.
: Introduce a rabble of drunks to the story.
365/503
-
Nighthawk Vigilante
Profession
Adds an item (Cloaksense Brooch) to your grimoire.
Enhances Engagement Limit [+1/5]. At night, enhances Engagement Limit [+2/5] instead.
: Reroll a Climbing, Riding or Stealth test.
: Limit Break (set a single combat pool to
until the end of your next turn) against a criminal.
366/503
-
Nomad
Profession
Proficient with spears.
Skilled (+1 die) for Stealth, Navigation and Tracking tests in deserts.
: Introduce an opportunity to replenish provisions (such as food and water).
: Cancel a Sun Environmental Land effect (you can no longer attune this land).
16/503
-
Occultant
Profession
Adds an item (Dragon Bone Abacus) and stance (Read the Kill) to your grimoire.
Advantage (free reroll) for Administration and Occult tests.
Counts as a form (Intellego) for spontaneous spells.
: You can “correct the balance”, adjusting pools in a complex or opposed test in your aura (5 paces) until they are equal (this can force a reroll) or introduce an administrative annoyance to the story.
131/503
-
Omoidasu
Profession
Enhances Memory page [+2/8].
After constructing your Fate Hand at the start of the session, you may discard any {Arcana} from your hand to take {Temperance} into your hand if it is still available.
While you hold {Temperance}, ancestor spirits and ghosts of your race are friendly towards you (and by extension your companions) unless provoked or attacked.
: Introduce a song about a long forgotten deed or long forgotten hero to the story.
: Reroll a Heraldry, History, Music, Performance or Theology test.
367/503
-
Oneiromancer


Profession
Enhances Fatigue Threshold [+1/16].
Enhances Magic pool [+1/6].
Skilled (+1 die) for Willpower tests.
The second time you reveal a Trump in an astral duel, you are dealt two Trumps (choose one and discard the other).
: Introduce a dream to the story. It may provide a vision, or be a nightmare.
: Reroll a Sanity test. If others in your aura (5 paces) fail this test, they may reroll as well.
: Reroll any test while in a dream.
58/503
-
Ophiomancer


Profession
Counts as a technique (Animàl, Vim) for spontaneous spells.
Enhances Resistance pool [+1/6].
: Prevent 
caused by an Serpentine spell.
: Limit Break (set a single combat pool to
until the end of your next turn) for Serpentine spells. If you spend 

, it is
Limit Break (set a single combat pool to
until the end of your next turn) instead.
132/503
-
Oracle


Profession
Skilled (+1 die) for Perception tests.
Adds an item (Crystal Ball) to your grimoire.
Counts as a form (Intellego) for spontaneous spells.
Enhances Magic pool [+1/6].
Higher Learning (reduce the complexity by either 2 or
for the purpose of learning or slotting) — Intellego, Divination.
: Reroll a Divination, Perception, Dream or History test.
: Introduce a Prophecy to the story. It could grant the target either Advantage (free reroll) or Disadvantage (forced reroll) for its next action.
133/503
-
Ore Cleanser
Profession
Adds a technique (Spot Armor Flaw) to your grimoire. This card cannot be destroyed.
Skilled (+1 die) for Metallurgy tests, or Specialist (+2 dice) when identifying metals.
: You can purify any metal and sift out any impurities. Remove a single
from a result for Crafting (metal items only) tests.
70/503
-
Outlaw
Profession
Advantage (free reroll) for Ambush tests, but Disadvantage (forced reroll) for Disease tests.
Proficient with traps.
: Introduce a fellow outlaw (or outlaw sympathizer) to the story.
: Reroll a Climbing, Dodge, Riding or Stealth test.
368/503
-
Outlaw Chief
Profession
Adds a land (Bandit Hideout) to your grimoire, but you (and your followers) are wanted by the authorities (locally).
Those who “trespass” on “your” territory have Disadvantage (forced reroll) for Ambush and Trap tests while you (and your followers) are Skilled (+1 die) for Stealth tests in “your” territory.
Your allies and followers ignore Disadvantage (forced reroll) for Disease and Poison tests.
: Introduce an opportunity for a nice robbery.
: Reroll a Herbalism, Fellowship, Intelligence or Tracking test, or a Ranged attack.
369/503
-
Outrider
Profession
Advantage (free reroll) for Riding tests.
Very Proficient with lassos (double their effective range, without penalties).
: Introduce a military contact to the story. If the contact is a scout, the fates are usually more generous.
: Reroll an Animal Handling, Perception, Stealth or Tracking test.
370/503
-
Ovinomancer

Profession
Adds a spell (Baleful Polymorph) to your grimoire. This spell cannot be destroyed and its Complexity is 

.
Counts as a form (Muto) and a technique (Animàl) for spontaneous spells.
When you transform an opponent into a sheep, gather
to your Mana pool (no more than once per scene).
, [when casting baleful polymorph]: Baleful Polymorph has Penetration: 2 (ignore two points of armor).
,
, [when casting baleful polymorph]: Limit Break (set a single combat pool to
until the end of your next turn).
38/503
-
Pack Rager
Profession
Proficient with all Heavy weapons.
Enhances Resistance pool [+1/6].
Advantage (free reroll) for Recovery tests from Berserk.

: Voluntarily become Berserk.
: While Berserk, avoid attacking any allies for the next round, even if they are the nearest.
or 
:
Pack Rager.
371/503
-
Pack Rat
Profession
Enhances Storage page [+4].
Enhances Engagement Limit [+1/4]. In addition, you can squeeze yourself into spaces as if you were one size smaller than you actually are.
: Prevent the Flanked condition (this round).
: When confronted with a situation that calls for a mundane item, you happen to have such an item on your person. The item must be something you can easily carry, and you cannot produce specific items (such as the key to a particular door).
372/503
-
Padishah of Serpents
Profession — Serpentine
Adds a language (Parseltongue) to your grimoire.
Enhances Dodge pool [+1/6].
: After successfully poisoning an opponent, you have a chance to gather
(on
,
,
).
: Introduce a mystical snake to the story, or a den of vipers.
: Reroll an Acrobatics, Dodge or Contortion test.
,
: Limit Break (set a single combat pool to
until the end of your next turn) against an opponent of smaller Size than you.
39/503
-
Painter
Profession
Advantage (free reroll) for Drawing.
: Chance to gather
from a new piece of art (on
,
,
). You don’t have to own the artwork.
: Introduce an artistic contact to the story.
: Prevent
caused by an Imaginem spell.
373/503
-
Party Crasher
Profession
Enhances Social page [+1/6].
Wanderlust (you can slot a land adjacent to this card) for Festivals. While a Festival is slotted this way, ignore its Perishable trait. You keep the party going.
: Reroll a Dancing or Drinking test.
: Whenever you crash a party, you have a chance to gather
(on
).
: Introduce a party to the story. You have a nose for these things.
374/503
-
Pawn of the Elder Gods
Profession
Advantage (free reroll) for Mutation and Occult tests.
You have no Fate Hand. Each session, you may draw up to 10 Trumps from the Fate Deck. For each {Arcana} you draw, suffer
.
: Introduce something related to the elder gods to the story.
: Look at the top Trump of the Fate Deck.
: Reroll any test.
375/503
-
Peasant
Profession
Adds a land (Farmstead) to your grimoire.
Advantage (free reroll) for Agriculture tests.
Proficient with scythes.
: Reroll a Strength test, or an attack or defense with a Simple (requires no proficiency) weapon.
:
a Farm card.
376/503
-
Peddler
Profession
Automatically gather
,
,
,
or
at the start of each season (you often trade for curiosity items with customers who cannot pay with conventional currency, and occasionally this is of metaphysical value).
: Produce a copper coin (if you are in an urban environment, not on
).
: Reroll a Bargain or Fellowship test.
377/503
-
Penny Dreadful
Profession
Advantage (free reroll) for Linguistics tests.
Adds a language (of your choice) to your grimoire. In addition, you can read and write well (even though you waste your talents on pulp fiction).
: Introduce a fan (of pulp fiction) to the story. Common interests often make fast friends.
, 1d6
: Produce a penny dreadful (after a night of feverish writing). Pitch the story (if you sell it to a publisher, it may be worth a copper coin).
378/503
-
Personal Library

Profession
Requirements: You must have slot Book Memory slotted.
Enhances Memory page [+2/8].
You are your own grimoire, so you always have it to hand (and its almost impossible to steal).
: For the rest of the scene, you can “track” books (a kind of sixth sense), or written words, within a one mile radius.
: You’ve read hundreds, if not thousands, of books on a wide variety of topics. Gain Advantage (free reroll) and Skilled (+1 die) for any opposed or simple test, provided you can justify having read about the action you’re attempting.
134/503
-
Petticoat Duelist
Profession
A {Queen}, {Empress} and {High Priestess} all count as a duel value of 12 for you.
The second time you reveal a Trump in a duel test, you are dealt two Trumps (choose one and discard the other).
: Introduce a duel, or something related, to the story.
: One use of Offensive Advantage (free reroll or replace) for any duel against a man that underestimates you (most men will, unless they have seen you duel).
On rare occasions, duels with pistols or swords are fought by women. Their uncommon nature gives them a slight edge.
379/503
-
Pharmacist
Profession
Advantage (free reroll) for Chemistry tests.
: Introduce a medical or mercantile contact to the story.
: Reroll a Disease, Healing or Poison test.
, [1AP]: Produce a powder that restores 1d6 Fatigue. If you pay an extra action point, you may apply it to an adjacent ally. The powder is “not addictive”, of course [snort].
380/503
-
Phrenologist
Profession
Enhances Warding pool [+1/6].
: Chance to gather
from anyone displaying a weird mental type (on
,
,
).
: Reroll a Charm, Resistance or Sanity test. Allies in your aura (5 paces) may use this reroll as well, as long as you’ve taken the measure of their skulls.
59/503
-
Physician
Profession
Advantage (free reroll) for Disease, Healing, Poison and Recovery tests.
Adds a language (The Old Tongue) to your grimoire. In addition, you read and write at a high level, and are proficient with drugs and poisons.
: An ally in your aura (5 paces) may reroll a Disease, Poison, Recovery or Sanity test.
: Restore 1d6
to an ally (or half that to yourself) during a long rest.
381/503
-
Pied Piper
Profession
Mastery (automatic critical success) for Animal Handling and Music tests.
You may replace somatic and verbal components with music, often making them seem more innocent.
: Extend the duration of a mundane or magical charm effect to “permanent”. The only condition is that the target(s) hear you play at least once per day.
: Prevent 
caused by a Charm action.
135/503
-
Pilgrim
Profession
Enhances True Faith page [+1].
: Defensive Advantage (free reroll or replace) for blocking for the rest of the scene.
: Reroll a Navigation or Survival test.
: Introduce a holy site or shrine to the story.
My God commands his followers to visit these places at least once in their lifetime.
17/503
-
Pilot
Profession
Mastery (automatic critical success) for Navigation tests on known waterways (the sea is always unpredictable).
: Introduce a naval or mercantile contact to the story. You have good relation with the port authorities.
: Prevent Knocked Down.
: Reroll a Drinking, Navigation, Sailing, Strength or Swimming test.
382/503
-
Pinkerton

Profession — Hunter
Enhances Resistance pool [+1/6].
Proficient with pistols and lassos.
When you turn in a thief or spy to the authorities, you may
Pinkerton to produce a copper coin.
: Magic Save of 6+ (before defense, roll 6 or more, modified by penetration, against a non-directed spell targeting you; if successful, the spell has no effect on you).
: Reroll a Decipher, Law, Navigation, Riding Search, Tracking or Trap test.
383/503
-
Pirate
Profession
Advantage (free reroll) for Sailing tests.
Proficient with naval weapons and pistols.
Wanted by the authorities (locally).
: Introduce a criminal or (shady) naval contact to the story. Alternatively, arrange some kind of (shady) naval transportation.
: Prevent Knocked Down.
: Reroll a Climbing, Drinking, Navigation or Swimming test.
384/503
-
Pirate Captain
Profession
Skilled (+1 die) for Sailing and Navigation tests.
The second time you reveal a Trump in a naval duel, you are dealt two Trumps (choose one and discard the other).
Wanted by the authorities (globally), and you have a distinguishing scar.
: Introduce a pirate crew or ship to the story (but not both, arrrr).
: One use of Offensive Advantage (free reroll or replace) for an Intimidate, Ranged (pistol) or Taunt attack on a scurvy dog.
: Reroll a Charm, Dodge, Parry or Swimming test.
385/503
-
Pit Fighter
Profession
Enhances Injury Threshold [+1/5].
Proficient with all weapons and unarmed attacks.
[three of a kind on an attack]: Target is disarmed (this happens before defense, so blocking or parrying may become impossible). Your attack continues, but with a set of two dice.
: Introduce some kind of bloodsport to the story.
: Reroll a Dodge or Strength test.
386/503
-
Plantation Surveyor
Profession
You may slot up to one Servant adjacent to each Plantation Land. While they are slotted there, you may have them become Locked (does not untap as normal) to have the Plantation Land produce an additional resource die.
Sacrifice a Servant: Commerce (recover one resource die) for a Plantation Land.
:
a Plantation Land.
: Reroll an Agriculture, Foraging, Intimidate, Stealth, Survival or Tracking test.
387/503
-
Poacher
Profession
Advantage (free reroll) for Hunting tests.
Proficient with bows and traps.
: Introduce an Illegal (when you use this card around others, risk dishonored, on
) hunting opportunity to the story.
: Instantly reload a missile weapon.
: Reroll a Stealth, Tracking or Trap test, or a Ranged attack against an animal.
388/503
-
Poisoner
Profession
Proficient with poisons, even the most exotic ones. In addition, you have acclimatized yourself to poisons so you halve their duration and the
or
they cause to you (round down).
Skilled (+1 die) for Crafting (poisons) and Poison tests.
: Produce a common poison. You may produce it after a successful attack.
, [study a target thoroughly]: Target is Unskilled (-1 die) against your poisons.
389/503
-
Politician
Profession
Skilled (+1 die) for Fellowship and Politics tests.
The second time you reveal a Trump in a social duel, you are dealt two Trumps (choose one and discard the other).
: Introduce an opportunity to bribe someone, or to counter a bribe. It may not be savory.
: Produce a copper coin.
: Produce some political influence for a cause. Your efforts may not be enough on their own, but they certainly won’t hurt.
390/503
-
Powder Mage
Profession
Enhances Ranged pool [+1/6].
Proficient with all gunpowder weapons. In addition, when a gunpowder weapon is discharged in your aura (5 paces), you recover
(once per round).
You are allergic to gold. At the end of each turn you consume
, you must make a Hard (16) Willpower test to avoid the Powder Blind condition.
: Produce 1d6
.
: Reroll a Chemistry or Ranged test.
A new, more common strain of magic.
136/503
-
Powder Monkey
Profession
Proficient with gunpowder weapons.
You may
Powder Monkey after you perform a critical attack with a gunpowder weapon (in combat).
: Instantly reload a gunpowder weapon.
: Introduce an aspect of gunpowder to the story.
: Automatically pass an Ammo test for a projectile weapon.
Young dwarfs serving in the military are often given the menial task of reloading boom sticks and stuffing gunpowder into the cannons as quickly as possible.
391/503
-
Power Ranger

Profession
Enhances Shape Shifter page [+1/8].
Proficient with Heavy and Large weapons.
Skilled (+1 die) for Strength tests.
: Limit Break (set a single combat pool to
until the end of your next turn) for an attack against a Mechanical target.
: Reroll a Foraging, Recovery, Resistance or Survival test.
: One use of Offensive Advantage (free reroll or replace) in a duel based on strength.
159/503
-
Preacher
Profession
Advantage (free reroll) for Intimidate and Theology tests.
Enhances True Faith page [+1].
Obsession with religion (the light).
: Introduce a follower of the light to the story.
: [yell ‘for the light!’ in a commanding voice]: An ally in your aura (5 paces) may reroll any test, up to two times.
: Reroll a Social or Warding test.
392/503
-
Priest of Light
Profession
Advantage (free reroll) for Charm and Theology tests.
Enhances True Faith page [+2].
Obsession with religion (the light).
: Introduce a follower of the light to the story.
: [enthusiastically yell ‘for the light!’]: Reroll any test, up to two times.
: Reroll a Resistance, Social or Warding test.
393/503
-
Prince
Profession
Advantage (free reroll) for Etiquette and Wealth tests. Resources [+2].
Enhances Death Threshold [+1/24] and Fatigue Threshold [+1/16].
: Introduce the power of your name (and title) to the story.
: Limit Break (set a single combat pool to
until the end of your next turn).
: Two uses of Offensive Advantage (free reroll or replace) for any duel with mortal consequences.
394/503
-
Princess
Profession
Advantage (free reroll) for Etiquette, Resistance, Social and Wealth tests. Resources [+2].
: Introduce the power of your name (and title) to the story.
: Limit Break (set a single combat pool to
until the end of your next turn).
: Two uses of Offensive Advantage (free reroll or replace) for a social duel.
395/503
-
Prize Fighter
Profession
Enhances Light pool [+1/6].
Enhances Trophy page [+1/8].
Whenever you win a duel in which you did not use a Trophy with more than 5 difference in duel total, add a Trophy to your Trophy page for any Characteristic used in the duel.
, sacrifice a Trophy: Increase your duel total by 3. This cannot be used in the last round of the duel.
396/503
-
Profane Idolator
Profession
Adds an item (Demonic Idol) and a spell (Dark Ritual) to your grimoire.
Enhances Trophy page [+1/4] and you can slot Idols on your Trophy page.
The first Mana you gather from an Infernal source each session is not counted towards your Gathering Limit.
: Reroll an Infernal or Occult test.
397/503
-
Professional Excellence
Profession
You must have performed a great deed related to one of your professions to slot Professional Excellence.
Enhances Death Threshold [+1/24].
: Skilled (+1 die) for any simple test related to your slotted professions.
: You may
any profession card.
398/503
-
Prospector
Profession
Enhances Fate Hand [+1/5].
: Introduce a money making opportunity to the story. There will be competition. There will be blood. But there will also be copper, silver or even gold coins!
: Reroll an Animal Care, Carpentry, Cartography, Hunting, Metallurgy, Mining or Perception test.
399/503
-
Prostitute
Profession
Advantage (free reroll) for Fellowship tests.
Enhances Social pool [+1/6].
It is often not a fun profession, and you definitely have some trauma’s. When those trauma’s come to light, you have Disadvantage (forced reroll).
: Introduce a fellow prostitute, a criminal contact or a loyal customer to the story.
: Produce a copper coin (not on
, as “the guild” collects protection money).
400/503
-
Protagonist
Profession
Enhances Social pool [+1/6].
Proficient with unarmed attacks, knives and daggers.
: Introduce an argument to the story. It may or may not get out of hand.
: Reroll a Dodge, Resistance, Riding or Taunt test.
401/503
-
Psiologist
Profession
Advantage (free reroll) for Willpower tests. If defending against Psionic or
directed attacks, Defensive Advantage (free reroll or replace) instead.
Enhances Fatigue Threshold [+1/16].
Enhances Warding pool [+1/6].
: Introduce an academic contact to the story, or someone from the psionic underground.
: Prevent
caused by any action.
The mind is something I look into on a daily basis, and every day I’m confused as to what I see. But yet, in a way, I understand it.
402/503
-
Psion


Profession
Enhances Death Threshold [+1/24].
Enhances Fatigue Threshold [+1/16].
Higher Learning (reduce the complexity by either 2 or
for the purpose of learning or slotting) — Psionic.
Skilled (+1 die) for Willpower tests.
: Introduce a psionic contact to the story.
: Prevent 
caused by a psionic action.
: Produce
,
,
,
or
(until the end of the scene).
60/503
-
Pugilist
Profession
Proficient with unarmed attacks. You do not suffer the negative effects of the Close trait, and can score critical successes when fighting unarmed.
Your unarmed attacks automatically have Damage +1.
: Introduce a good, proper fight to the story.
: Limit Break (set a single combat pool to
until the end of your next turn) for unarmed attacks only.
403/503
-
Pumpkin Farmer
Profession
Advantage (free reroll) for Herbalism tests.
Once each season when you attend a harvest or harvest festival, you automatically gather
. This does not count towards your Gathering Limit.
Each of your Farm Lands gains the following ability:
• visit Farm: Create a sympathetic link with this Farm (this drops any other sympathetic links created by this ability).
: Reroll a Drinking, Foraging or Mining test.
: Reroll a Creo Herbam spell test.
404/503
-
Pyromancer



Profession
Counts as forms (Creo, Perdo, Rego) and a technique (Ignem) for spontaneous spells.
Higher Learning (reduce the complexity by either 2 or
for the purpose of learning or slotting) — Ignem.
: Introduce an academic or magical contact to the story.
: Limit Break (set a single combat pool to
until the end of your next turn).
: Prevent 
caused by an Ignem spell.
61/503
-
Pyrotechnician
Profession
Proficient with explosives.
Advantage (free reroll) for Explosive tests.
Elemental +1 (increased armor value and ignores penetration from elemental attacks) against Fire Damage.
: Extend the AoE range of an Explosive by one pace.
: Introduce a large explosion, flammable construction or flammable object to the story.
405/503
-
Queen
Profession
Resources [+3]. Wealth Rating
.
The second time you reveal a Trump in a social duel, you are dealt three Trumps (choose one and discard the other).
: Reroll any test, up to two times. Long live the queen!
: Use your considerable influence to turn the story your way.
The entire realm (or at least half) is yours.
501/503
-
Racketeer
Profession
Adds a land (Protection Racket) to your grimoire.
Proficient with fire weapons and unarmed attacks.
: Introduce a mercantile contact to the story.
: Produce 1d6 thugs to assist you. They will expect payment, but if you play your cards right you have a chance to produce a copper coin (not on
, in which case someone stands up to you and your thugs).
: Reroll an Bargain, Intimidate or Dodge test.
406/503
-
Raconteur
Profession
Enhances Social pool [+1/6].
: Introduce a warm welcome to the story (likely related to your talents).
: Produce a copper coin (not on
, as you ‘bomb’ and the audience boos you).
: Reroll a Charm, Etiquette, Music or Song test.
407/503
-
Ranger
Profession
Advantage (free reroll) for Quickness, Survival, Swimming and Tracking tests.
Skilled (+1 die) for Navigation and Stealth tests.
: Instantly reload a ranged weapon.
: Introduce a rural contact to the story.
: Reroll a ranged attack. If you score a critical hit on this reroll, an ally in your aura (5 paces) gains one use of Offensive Advantage (free reroll or replace) until the end of the next round.
408/503
-
Rat Catcher
Profession
Adds a servant (Small Vicious Dog) to your grimoire.
Advantage (free reroll) for Disease tests.
: Introduce a (usually disgusting) shortcut through an urban environment. There’s “no risk of contracting a nasty disease”.
: Reroll an Animal Handling, Music, Poison, Stealth, Tracking or Trap test.
409/503
-
Ravenmother
Profession
You can “speak” with ravens. In addition, ravens consider you as one of their own and will gladly work for you, if rewarded.
: Gather
from a flock of birds (on
,
,
).
: Introduce a mystical raven to the story, or an unkindness of ravens.
,
: You can talk to other animals for the rest of the scene, but not with owls, because they despise ravens.
Often labeled as witches, since ravens are considered ‘evil’ birds by the common folk, these women roam the countryside, as mischievous as their allies.
40/503
-
Recruiter
Profession
You can freely rearrange the cards slotted on your Allies page at any time (even in reaction to getting an Injury).
Whenever one of your Armies, Companions or Servants dies, you can potentially gather
(on
). This counts towards your Gathering Limit.
: Reroll a Public Speaking test.
: Reroll a Wealth test for acquiring Armies or Servants.
: Increase the Battle Morale of an Army by 2.
410/503
-
Redcap
Profession
Advantage (free reroll) for Law tests (you can act as a notary) and adds an item (red cape) to your grimoire.
, 
: Hypothetically travel an entire day’s journey in mere minutes (based on what you can see when you start the trip and what you know of the route).
: Magic Save of 5+ (before defense, roll 5 or more, modified by penetration, against a non-directed spell targeting you; if successful, the spell has no effect on you). Activate only once per round.
A redcap is a messenger employed by the order of magi. Although full members, they do not wield hermetic magic and do not vote.
411/503
-
River Warden
Profession
Advantage (free reroll) for Sailing tests.
: Commandeer a ship.
: Reroll a Swimming test.
: Reroll a Law test (naval law only).
: Introduce a geographical or topological quirk about a waterway.
412/503
-
Roadwarden
Profession
Advantage (free reroll) for Riding tests.
Proficient with all bows.
: Commandeer a horse.
: Introduce another law enforcement official to the story.
: Offensive Advantage (free reroll or replace) for a Ranged attack while mounted.
413/503
-
Robber Baron
Profession
Adds a land (Mansion) to your grimoire. You are not a member of the nobility, although you sure like to act like it.
Each season, automatically gain an Illegal (when you use this card around others, risk dishonored, on
) silver coin (from implemented tolls in your territory).
: Introduce a small army of thugs (at least a dozen) to your territory. They are likely to do as you command (but after their task is complete they don’t go away).
: One use of Offensive Advantage (free reroll or replace) for any duel.
: Produce a silver coin (not on
, in which case your unscrupulous behavior has drawn the attention of the nobility).
: Reroll a Riding test, or a Block, Intimidate or Parry test.
414/503
-
Robber Knight
Profession
Adds an item (Scale Armor) and servant (War Horse) to your grimoire.
Warrant for your arrest.
: Introduce a few thugs to the story.
: Offensive Advantage (free reroll or replace) for an attack with a lance or sword while mounted.
: Reroll a Riding test, or a Block, Dodge, Intimidate or Parry test when mounted.
415/503
-
Rogue
Profession
Enhances Dodge pool [+1/6].
Your attacks automatically have Damage +1 (roll an extra damage die) on a flanked or surprised target, or when attacking from behind (cumulative).
: Introduce a criminal contact to the story.
: Reroll an Agility or Fellowship test, or an Attack test on a flanked or surprised target.
416/503
-
Rune Scribe
Profession
Adds a technique (Rune of Shielding) to your grimoire. In addition, rune techniques cost [-1 AP] to activate for you.
Enhances Fatigue Threshold [+1/16].
Adds a language (of your choice) to your grimoire.
: Introduce some dwarven lore to the story.
: Reroll an Animal Handling, Performance, Carpentry, Engineering, Metallurgy or Occult test.
417/503
-
Rune Smith
Profession
Adds a technique (Rune of Forge Fire) to your grimoire.
Advantage (free reroll) for Animal Handling, Carpentry, Crafting, Engineering, Metallurgy and Occult tests, as well as Social tests vs. dwarves.
Enhances Death Threshold [+1/16].
Adds a language (of your choice) to your grimoire.
: Prevent
caused by rune spells for the rest of the scene.
: Your active rune techniques also trigger on {Court} for the rest of the scene.
418/503
-
Runner
Profession
Mobility +1 (an extra mobility point).
You can slot cards that enhance Quickness, even if other cards say you cannot.
: Automatically spot a trap (turn back time a little if needed).
: Reroll a Navigation, Quickness, Stealth, Toughness, or Tracking test.
Runners are deployed as messengers in terrain where mounts and carriages are not feasible.
419/503
-
Rustler
Profession
Advantage (free reroll) for Animal Handling tests.
Proficient with lassos, and double their effective range (without penalties).
: Introduce a criminal contact or something cattle related to the story.
: Reroll a Driving, Riding or Stealth test, or an attack with a lasso.
That’s fine horse you have there my lord. Might I inquire where you purchased it?
420/503
-
Sacred Huntsmaster
Profession
Sacred Oath (breaking it has dire consequences) to protect the balance of the forest.
Enhances Ranged pool [+1/6].
Proficient with bows.
Advantage (free reroll) for Survival and Animal Handling tests while in a forested area.
: Instantly reload a missile weapon.
: You imbue your arrows with spectral essence. Your projectile attack gains Oust ([Court]: target spirit is banished).
160/503
-
Safe-Cracker
Profession
Advantage (free reroll) for Pick Lock tests.
Skilled (+1 die) for Pick Lock tests involving safes or chests.
: For the rest of the scene you have an uncanny affinity for locating hidden safes or treasure caches.
: Produce some “tools of the trade”.
: Introduce a fence to the story who will buy your goods (no questions asked).
: Reroll an Evaluate, Bargain or Negotiation test.
, 

: Limit Break (set a single combat pool to
until the end of your next turn) for a Pick Lock test, but you introduce a complication to the story.
421/503
-
Sailor
Profession
Advantage (free reroll) for Sailing tests.
Proficient with naval weapons.
: Introduce a naval contact or a ship to the story. The ship may provide transportation if the fates (and the captain) are kind to you.
: Prevent Knocked Down.
: Reroll a Climbing, Dodge, Drinking or Swimming test.
422/503
-
Sandalwood Merchant
Profession
Higher Learning (reduce the complexity by either 2 or
for the purpose of learning or slotting) — Focus.
Focus items are considered to have -2 Complexity when you attempt to acquire them.
Advantage (free reroll) for Magic tests when casting spells enhanced by a Focus
effect.
: Reroll a Bargain, Evaluate, Occult or Research test.
:
a Focus in your aura (5 paces).
137/503
-
Sandbinder

Profession
Adds a unique servant (Sand Warrior) to your grimoire. You can manifest these without first procuring a favor, as long as there is sand around.
Enhances Magic pool [+1/6].
You have an Arcane Connection to a herd of Sand Whales.
: Introduce a natural source of water to the story (even in a desert, you can produce this).
: Prevent up to 
caused by a Terram spell.
, set aside {Pentacles}: Sustain a servant for free.
71/503
-
Sangromancer



Profession
Enhances Blood Page [+4/8].
Enhances Magic pool [+1/6].
Higher Learning (reduce the complexity by either 2 or
for the purpose of learning or slotting) — Blood.
Whenever anyone in your aura (5 paces) suffers
from Bleeding, gain a Blood Essence.
, Bleeding: Limit Break (set a single combat pool to
until the end of your next turn).
138/503
-
Sapper
Profession
Advantage (free reroll) for Carpentry, Engineering and Mining tests.
Proficient with artillery, gunpowder and siege weapons.
: Force an opponent (or an opposing obstacle) to reroll a Durability test.
: Introduce a potential way in or out of a fortified building (some work may be required).
: Produce a barrel of crude gunpowder (enough to blow a modest hole in a wall). This is not pistol grade gunpowder.
423/503
-
Scholar
Profession
Adds a language (The Old Tongue) to your grimoire. In addition, you read and write at a high level. You are Skilled (+1 die) at accomplishing things by correspondence (for example, diplomacy or politics).
: Introduce a bit of knowledge relevant to the story, as long as you have a written source (like a library or town hall records).
: Reroll an Astronomy, Cartography, Herbalism, History, Linguistics or Mathematics test.
If I was a scholar, and could handle the pen...
424/503
-
Scoundrel
Profession
Advantage (free reroll) for Charm tests.
Enhances Light and Resistance pool [+1/6].
: Add Damage +1 (roll an extra damage die) to an attack made by yourself or an ally in your aura (5 paces), just after the attack roll.
: Introduce a shady contact to the story.
: Limit Break (set a single combat pool to
until the end of your next turn) for Light, Social or Resistance pool, for yourself or an ally in your aura (5 paces).
425/503
-
Scout
Profession
Adds a servant (Riding Horse) to your grimoire.
Advantage (free reroll) for Perception and Stealth tests.
: Introduce a mercantile or military contact to the story.
: Produce a source of fresh water.
: Reroll an Animal Handling, Navigation or Riding test.
426/503
-
Scribe
Profession
Advantage (free reroll) for Administration and Research tests.
Adds a language (Common Tongue) to your grimoire. In addition, you read and write at a high level. This allows you to handle many social actions by means of correspondence without penalties, and sometimes with Advantage (free reroll).
: Introduce an academic or law contact to the story, or someone whom you’ve corresponded with previously.
: Produce writing equipment.
427/503
-
Scrollsage
Profession
Adds a language (of your choice) to your grimoire. In addition, you draw, read and write at a high level.
You can create enchanted rune paper that can be used to store rituals or spells for quick use (this destroys the scroll). Scrolls can be used by anyone who can read them. Scrolls cost 1AP to draw and 4AP to cast (other costs remain the same). You can have up to four scrolls for personal use, and each scroll takes 10 hours to create.
Your scrolls are Skilled (+1 die) for Durability tests.
: Introduce a (magical) scroll or tome to the story that is somehow helpful to the situation. Exact content is up to fate.
: Reroll any test made by a scroll.
139/503
-
Sculptor
Profession
Advantage (free reroll) for Crafting tests (stone items).
Proficient with hammers.
: Chance to gather
from a new sculpture (on
,
,
). You don’t need to own the sculpture.
: Introduce an artistic contact to the story.
: Prevent
caused by a Terram spell.
428/503
-
Sea Captain
Profession
Adds a land (Merchant Ship) to your grimoire, which comes with a mostly loyal crew.
Skilled (+1 die) for Sailing and Navigation tests.
Proficient with naval and gunpowder weapons.
The second time you reveal a Trump in a naval duel, you are dealt two Trumps (choose one and discard the other).
: Offensive Advantage (free reroll or replace) for an Intimidate, Ranged (pistol) or Taunt attack.
: Reroll a Charm, Dodge, Drinking, Parry or Swimming test.
429/503
-
Seamstress
Profession
Advantage (free reroll) for Weaving and Crafting (cloth) tests.
: Introduce a commoner to the story.
: Produce needle and thread.
: Use your knowledge of sowing to reduce the action point cost of all spells by one point (but never less than one action point) for the rest of the scene.
This is the female version of a Tailor.
430/503
-
Seer

Profession
Adds a Technique (Ready Action) to your grimoire.
Advantage (free reroll) for Perception tests.
Counts as a form (Intellego) for spontaneous spells.
Enhances Magic pool [+1/6].
Higher Learning (reduce the complexity by either 2 or
for the purpose of learning or slotting) — Intellego, Divination.
: Introduce a vision to the story, related to something you are touching. It can grant you Advantage (free reroll) or a migraine (1d6
).
140/503
-
Serpent Priest
Profession — Serpentine
Enhances Resistance pool [+1/6].
Advantage (free reroll) for Serpentine tests.
: Introduce a fellow cultist or snake into the story.
: Reroll a Poison, Swimming or Charm test.
: You let a viper bite you. You become Poisoned (cannot be prevented). Limit Break (set a single combat pool to
until the end of your next turn) for a Serpentine test.
41/503
-
Service Technician
Profession — Engineer
Skilled (+1 die) for Engineering tests.
Advantage (free reroll) for Repair tests of anything with mechanical parts.
:
a Mechanical Land.
: Introduce a mechanical malfunction or problem to the story (throwing a wrench in it). If you fix it, you might even get paid. Gain a copper coin on
.
: Reroll an Metallurgy, Perception or Agility test.
: Reroll a Stealth test in labyrinths or mechanical setups.
431/503
-
Sewer Jack
Profession
Advantage (free reroll) for Navigation and Tracking tests in urban underground environments.
: Produce a torch or sewer boots.
: Reroll a Swimming test.
: Introduce an urban smuggling route to the story.
Sewer Jacks are a specialized force, usually under the command of the City Watch, whose purpose is to keep the sewer system secure and operational.
432/503
-
Shadow Forger


Profession — Nethermancy
Skilled (+1 die) for Crafting (shadow items) tests.
, 2 hours: On a successful Crafting test, you may craft any mundane weapon, shield or armor. They have Perishable (disappears at end of session) and Durability reduced by 1. Weapons created this way gain Blinding ([Swords]: target is blinded). Armor and Shields created this way gain Mystic +2 (increased armor value and ignores penetration from mystic attacks).
, 
: Prevent Disarmed, Jammed or Mangled for any shadow item you crafted.
433/503
-
Shaman


Profession
Adds a language (Primordial Speech), a spell (Summon Totem) and a stance (Astral Projection) to your grimoire. These cards cannot be destroyed.
Enhances Magic and Social pool [+1/6].
: Initiate a spirit journey (you can take a limited number of companions).
: Reroll a Divination (Dowsing), Healing, Hunting, Navigation or Survival test, or any test against a totem spirit.
141/503
-
Shieldmaiden
Profession
Enhances Block pool [+1/6].
If you are a dwarf, Advantage (free reroll) for Interaction tests with other dwarves.
Proficient with axes, shields and swords.
You can block for adjacent allies.
When you successfully block an attack, if the attacker’s Trump is {Pentacles}, it has no effect on you and you place the Marked condition on your attacker until the end of the scene.
434/503
-
Silversmith

Profession
Advantage (free reroll) for Crafting (silver) and Agility tests.
Enhances Injury Threshold [+1/8].
When crafting items, they gains the Valuable (can be sold for a silver coin) trait on a critical success.
: Commerce (recover one resource die).
: Reroll a Wealth test when acquiring items.
A rare and valuable material.
R/+1
142/503
-
Skald
Profession
Enhances Death Threshold [+1/24].
Enhances Light and Social pool [+1/6].
: Introduce a tale of legend to the story. Maybe it will offer some helpful advice or hint? At least it is likely to be be entertaining.
: Reroll a History, Music, Performance (Poetry) or Social test.
North of the valley, they don’t put much faith in writing. Their largely oral history is kept by poets.
435/503
-
Skill Hunter

Profession
Enhances Trophy page [+2/8]. You can slot Hunter cards on your Trophy page (following the normal rules for slotting their types). They are considered active.
Spiritual +2 (increase fellowship by two for purposes of maximum servants, cumulative) for hunters or outlaws.
,
, technique: You can mimic a technique of an ally in your aura (5 paces). You still need to pay the cost (except for
), but this does not affect the mimicked technique card.
436/503
-
Skirmisher
Profession
Adds a technique (Skirmish) to your grimoire.
Enhances Melee pool [+1/6].
: Gain a Command Point (until the end of the scene).
: Introduce an opportunity to flank an opponent (without provoking opportunity attacks) to the story, for yourself or a unit. Alternatively, prevent the Flanked condition (this round only).
: Reroll a Stealth or Tactics test.
437/503
-
Slaver
Profession
Adds an item (Slave Wagon) to your grimoire. It comes with a few thralls and guards.
Adds a language (of your choice) to your grimoire.
Proficient with stunning weapons and whips, and double a whip’s effective range (without penalties).
: Introduce a “business opportunity”. Selling a slave at auction gives a chance to produce at least a copper coin (not on
, as the authorities get involved).
: Reroll a Bargain, Driving, Intimidate, Riding or Tracking test, or an attack with a stunning weapon or whip.
438/503
-
Smuggler
Profession
Advantage (free reroll) for Navigation tests, even in piss poor conditions.
: Introduce a horse and cart, hiding place, shady mercantile contact, rowing boat or “trade route” to the story.
: Reroll a Bargain, Drinking, Driving, Sailing, Strength or Stealth test.
439/503
-
Snake Charmer
Profession — Serpentine
Advantage (free reroll) for Animal Handling and Skilled (+1 die) for Animal Handling involving serpents.
Your Charm actions can be used against serpentine creatures, and are considered Music tests.
Spiritual +1 (increase fellowship by one for purposes of maximum servants, cumulative) for Serpent servants.
Adds a servant (Companion Snake) to your grimoire.
: Reroll a test of one of your Serpent servants.
440/503
-
Snake Oil Salesman
Profession
Skilled (+1 die) for Bargain tests.
Adds a language (Gift of the Gab) to your grimoire.
: Attempt to sell a common item for a copper coin. This is an Illegal (when you use this card around others, risk dishonored, on
) action.
: Introduce a placebo to the story (make something up). Make a Fellowship vs Intelligence test. If successful, ignore the effects of an Injury until the end of the scene.
Have I got a great deal for you...
441/503
-
Soldier
Profession
Advantage (free reroll) for Tactics tests.
Proficient with all armor, shields and weapons.
: Produce some equipment from the local army stores, or introduce a fellow (ex-)soldier to the story.
: Reroll a Block, Melee or Parry test.
442/503
-
Soldier of Fortune
Profession
Skilled (+1 die) for Tactics tests. In addition, roll
dice when you make a Last Chance test.
Enhances Death Threshold [+1/24].
: Reroll any attack or defense test.
, Discard {Page}: Draw two Trumps from the Fate Deck.
143/503
-
Soldier of God
Profession
Advantage (free reroll) for any Defense test while guarding church territory.
Enhances True Faith page [+1].
: Introduce a martial contact or a follower of the light to the story.
: Reroll a Tactics or Weapon Skill test, or one use of Offensive Advantage (free reroll or replace) for a battle duel.
443/503
-
Solid Metal Gearhead
Profession
Proficient with flintlocks. Your flintlocks are Mechanical weapons.
Advantage (free reroll) for Stealth tests near any large mechanical apparatus.
Enhances Scientific page [+1/8].
: Reroll an Alertness, Engineering, Mimicry, Physics or Survival test.
,
, technique: Your flintlock weapon inflicts Thunder Magic Damage (reduced by mystic armor).
444/503
-
Sorcerer

Profession
Adds a weapon (Sorcerer’s Wand) to your grimoire.
Enhances Magic pool [+1/6].
Higher Learning (reduce the complexity by either 2 or
for the purpose of learning or slotting) —
directed spells.
: Magic Save of 4+ (before defense, roll 4 or more, modified by penetration; if successful, the spell has no effect on you) against a
directed spell only. If you roll
,
Sorcerer.
: Prevent 
caused by a
directed spell.
,
: Limit Break (set a single combat pool to
until the end of your next turn) for a
directed spell.
144/503
-
Spell Student
Profession
Counts as a form (Rego) for spontaneous magic.
Higher Learning (reduce the complexity by either 2 or
for the purpose of learning or slotting) — common spells.
: Introduce a student or study to the story.
: Reroll a Magic or Warding test.
52/503
-
Spellblade


Profession
Cards that are both a spell and a technique have their Complexity lowered by
.
Enhances Magic and Melee pool [+1/6].
Enhances Death Threshold [+1/24] and Fatigue Threshold [+1/16].
: Introduce a magical or martial contact to the story, or identify a magical weapon.
: You
a technique card or extend the range or target of a spell technique.
145/503
-
Spelleater

Profession
Enhances Warding pool [+1/6].
Adds a Spell (Abjure) to your grimoire.
Sacrifice a Spell: Reroll a Warding or Abjuration test.
: Introduce an unorthodox meal or magical abnormality to the story.
: Prevent 
caused by an Abjuration spell.
53/503
-
Spellslinger
Profession
Enhances Magic pool [+1/6].
: Introduce a magical contact, who is very knowledgeable about spells, to the story.
: One use of Offensive Advantage (free reroll or replace) for a magical duel.
: You
a spell card.
,
: Limit Break (set a single combat pool to
until the end of your next turn) for Magic pool.
The world is full of young magi eager to make a name for themselves.
54/503
-
Spider Man
Profession
Skilled (+1 die) for acrobatics tests.
Whenever you critically swing from a line, rope or vine, recover
.
: Introduce a line, rope or vine you can swing from to the story.
: Reroll an Acrobatics, Climbing or Performance test.
: You put on a performance, drawing everyone’s attention. Give an ally Advantage (free reroll) for Stealth and Pick Pocket tests while you are performing.
445/503
-
Spirit Healer
Profession
Spirit Healer does not work in areas a spirit cannot affect, like in a consecrated graveyard or Life Circle of One.
You can heal both humanoid and magical patients. If so inclined, you could even enhance one with the other (strange results).
Skilled (+1 die) for Intelligence tests.
: Heal 2d6 Wounds from an ally.
: You or an ally within 5 paces can ignore the effects of an injury for the rest of the scene.
: Introduce a “miraculous” recovery to the story.
55/503
-
Spy (F)
Profession
Skilled (+1 die) for Fellowship and Stealth tests.
: Introduce a potential way into something (a building, an organization, someone’s trust). It may not be a safe way in, but in is in.
: Limit Break (set a single combat pool to
until the end of your next turn) for your Resistance or Social pool.
: Produce a false identity, complete with papers, a disguise and a story. You are now Angelique!
: Reroll a Bargain, Charm, Decipher, Disguise, Linguistics, Pick Lock, Pick Pocket or Stealth test.
446/503
-
Spy (M)
Profession
Skilled (+1 die) for Fellowship and Stealth tests.
: Introduce a potential way into something (a building, an organization, someone’s trust). It may not be a safe way in, but in is in.
: Limit Break (set a single combat pool to
until the end of your next turn) for your Resistance or Social pool.
: Produce a false identity, complete with papers, a disguise and a story. You are now Pedro!
: Reroll a Bargain, Charm, Cryptography, Disguise, Linguistics, Pick Lock, Pick Pocket or Stealth test.
447/503
-
Squire
Profession
Adds a technique (Powerful Blow) to your grimoire.
Advantage (free reroll) for Heraldry tests.
Sacred Oath (breaking it has dire consequences) to serve a knight.
Very Proficient with daggers, round shields, spears and swords (you can quickdraw them).
: Introduce something related to knighthood to the story (like a tournament).
: Reroll an Animal Handling, Dodge or Riding test.
448/503
-
Stable Hand
Profession
Skilled (+1 die) for Animal Handling and Riding.
Proficient with Snaring weapons.
:
a Herd.
: Prevent a Condition for your mount.
: Prevent 

for your mount.
: Introduce a safe shelter for your mount.
Calm down, boy. Everything is fine.
449/503
-
Stage Magician
Profession
Advantage (free reroll) for Sleight of Hand tests.
Add a technique (Bamboozle) to your grimoire.
: Give Disadvantage (forced reroll) to a Perception test by a humanoid character (smoke and mirrors).
: Reroll an Imaginem test.
: Introduce a festival or a magic act to the story.
27/503
-
Steward

Profession
Unlocks an additional page (four slots) for your Covenant resources (allies, artifacts, lands).
:
a Covenant resource. Then either pay
equal to the card’s Complexity or Risk
(on
, fate corruption).
: Introduce a servant or traveling merchant to the story.
: Reroll an Architecture or Administration test involving your lands or your Covenant resources.
146/503
-
Stitcher
Profession
Advantage (free reroll) for Surgery tests.
Reduce the cost to summon physical undead by
.
Physical undead in your aura (5 paces) recover
every hour (or every round for a scene if you pay
).
: Introduce a dead body to the story.
: Introduce a tale to the story. It is a dark and stormy night...
The world is to me a secret which I desired to divine.
147/503
-
Stonemason
Profession
Adds a battle tactic (Emergency Repairs) to your Battle Hand.
Add an upgrade (Upgraded Covenant) to your Covenant pages.
Skilled (+1 die) for Masonry tests.
: Reroll a Geology or Strength test.
: Produce masonry tools or stones.
450/503
-
Stormbringer
Profession
You are Fleet (+1 mobility point, cumulative).
: Gather
(magic test) from a storm.
: Introduce some sort of help from the weather to the story or
an Environmental card.
,
: Produce a shift in the weather (either positive or negative). It occurs naturally, but rather fast.
28/503
-
Stowaway
Profession
Advantage (free reroll) for Stealth tests while hiding.
Adds a language (Common Tongue) to your grimoire.
: Introduce a vehicle or ship to the story that might be going in the direction you want to go.
: Reroll a Climbing, Navigation, Riding or Disguise test.
451/503
-
Streetwalker
Profession
Advantage (free reroll) for Charm and Taunt tests.
: Introduce a fellow prostitute or a criminal contact to the story.
: Produce a shortcut through an urban environment, or find a hidden, “private” location.
The lowliest prostitutes are forced to walk the quite dangerous street of their cities, often for meager pay.
452/503
-
Strongman
Profession
Advantage (free reroll) for Intimidate and Strength tests.
Whenever you are forced to make a Weapon Skill test, you may make a Strength test instead.
: Introduce an entertainment contact to the story.
: Your melee and unarmed attacks have a bonus damage die this scene.
453/503
-
Student
Profession
You may reroll any dice that come up
when making a Knowledge test.
Adds a language (The Old Tongue) to your grimoire. In addition, you read and write well.
: Introduce a teaching institution or teacher to the story.
: Reroll any Knowledge test.
454/503
-
Student of Lojan
Profession
This card enhances the authority fate strand between you and [all versions of] Lojan. Whenever you take Lojan’s side in an argument or discussion, you may be able to
Student of Lojan.
: Limit Break (set a single combat pool to
until the end of your next turn) for your Magic pool.
: Magic Save of 2+ (before defense, roll 2 or more, modified by penetration, against a non-directed spell targeting you; if successful, the spell has no effect on you).
: Reroll an Astronomy, Crafting or Engineering test.
Like gems upon a silver thread, above the shadows of his head.
502/503
-
Summoner



Profession
Adds a companion (Owl Familiar) to your grimoire. You may design the familiar.
Enhances Magic, Social and Warding pool [+1/6].
Your passive cards with the Servant keyword cannot be destroyed.
: Reroll a Drawing, Mathematics or Warding test.
,
: Draw on the curious nature of spirits to call a short (1 minute) truce, during which you can have a civil conversation. You cannot use this ability once hostilities have started.
148/503
-
Sunflower Mage

Profession
Advantage (free reroll) for Agriculture, Strength and Toughness tests in daylight.
Counts as one technique (Herbam) for spontaneous spells.
Enhances Magic pool [+1/6] and Size [+1/1]. In addition, flowers grow where you sleep, and sometimes in the wake of your footsteps (makes you easy to track).
: Chance to gather
from a large flower field or a really sunny day (on
,
,
).
: Prevent 
caused by a Herbam spell.
149/503
-
Surgeon
Profession
Adds a technique (Vital Strike) to your grimoire.
Advantage (free reroll) for Agility and Intelligence tests.
Skilled (+1 die) for Healing and Surgery tests.
: Introduce an academic, military or noble contact to the story.
: Prevent Bleeding on an adjacent ally.
, Sacrifice a copper coin: Gather
(magic test), then make a Stealth test to obfuscate your Illegal (when you use this card around others, risk dishonored, on
) experimentation on dead bodies.
455/503
-
Swamp Hunter
Profession
Proficient with gunpowder weapons.
Swamps are not considered difficult terrain for you.
: Until the end of the scene, whenever you gather mana or add mana to your Mana pool from swamps, you may choose
instead of the normal mana.
: Prevent your gunpowder weapons from getting wet or being Jammed.
: Introduce a group of swamp creatures to the story. If you are currently in a swamp,
Swamp Hunter.
456/503
-
Swashbuckler
Profession
Advantage (free reroll) for Quickness tests.
Mobility +1 (an extra mobility point).
You may ignore most obstacles (including opponents), providing you have space to move around them.
: Prevent an Opportunity Attack, for yourself or an ally in your aura (5 paces).
: One use of Offensive Advantage (free reroll or replace) for any duel where your movement is not constrained.
, [describe how you’re using the terrain]: One use of Defensive or Offensive Advantage (free reroll or replace).
457/503
-
Tailor
Profession
Advantage (free reroll) for for Weaving and Crafting (cloth) tests.
: Introduce a commoner to the story.
: Produce needle and thread.
: Use your knowledge of sowing to reduce the action point cost of all spells by one point (but never less than one action point) for the rest of the scene.
This is the male version of a Seamstress.
458/503
-
Tanner
Profession
Immune to Airborne Poisons.
Disadvantage (forced reroll) for Perception tests involving smell.
: Produce the hide of a common animal.
: Chance to gather
from the corpse of a magical creature (on
,
,
) while skinning it.
How come she’s not bothered by the smell?
18/503
-
Targeteer
Profession
Advantage (free reroll) for Weapon Skill tests.
Proficient with most hand held ranged weapons.
The second time you reveal a Trump in a ranged duel, you are dealt two Trumps (choose one and discard the other).
: Introduce a ranged contest (or duel). There may be a prize worth a copper coin (or more).
: One use of Offensive Advantage (free reroll or replace) for a ranged duel.
: Reroll a Ranged attack, or a Crafting (bows or Fletching) test.
459/503
-
Tattooist
Profession
Advantage (free reroll) for Crafting (tattoos, including magical ones), Drawing and Intimidate tests.
: Chance to gather
from new art (on
,
,
). You don’t need to own the artwork.
: Introduce an artistic or underworld contact to the story. They have a tattoo!
: When you risk a Trump, reveal the top two Trumps of the deck and pick one.
460/503
-
Telepath


Profession
Enhances Fatigue Threshold [+1/16].
Enhances Resistance and Social pool [+1/6].
You can telepathically speak to any creature you can see. You need not share a language with the creature for it to understand your telepathic message, but the creature must understand at least one language.
: Reroll a Fellowship, Resistance or Social test. This ability does not work against a target whose mind cannot be read.
: Prevent
caused by a psionic action.
62/503
-
Templar
Profession
Adds items (Masterwork Arming Sword, Masterwork Mail Armor, Shield of the Light) to your grimoire.
Advantage (free reroll) for Weapon Skill tests.
Enhances True Faith page [+1].
: Introduce a follower of the light to the story, or produce a Zealot to assist you in battle (remember, he or she is insane).
: Reroll a Block, Melee, Parry, Sanity, Theology or Toughness test, for the light! If this was your last
, you may reroll twice.
461/503
-
Thrall (F)
Profession
Enhances Fatigue Threshold [+1/16].
Proficient with improvised weapons (you can score critical successes with them).
: Introduce a (former) slave, slave owner or trader to the story, or escape!
: Reroll a Resistance test.
462/503
-
Thrall (M)
Profession
Enhances Fatigue Threshold [+1/16].
Proficient with improvised weapons (you can score critical successes with them).
: Introduce a (former) slave, slave owner or trader to the story, or escape!
: Reroll a Resistance test.
463/503
-
Thug
Profession
Enhances Death Threshold [+1/24].
: Introduce a criminal contact to the story, or set up a scene for a good beating.
: Offensive Advantage (free reroll or replace) for an attack with a club or sap.
464/503
-
Timekeeper
Profession
Adds a focus (Chronokeeper) to your grimoire.
Advantage (free reroll) for Crafting (clockwork) tests. In addition, you cannot be surprised as long as you are conscious.
At the end of each round, if you have at least two unspent Action Points, distribute two Command Points amongst allies in your aura (5 paces).
: One use of Mastery (automatic critical success) against any being or thing that disrupts time.
: Reroll a Mathematics or Stealth test.
465/503
-
Tomb Raider
Profession
Advantage (free reroll) against Traps. This extends to allies in your aura (5 paces).
Skilled (+1 die) for Stealth tests.
: Introduce an academic, criminal or noble contact to the story.
: Reroll an Occult, Perception, Pick Lock, Quickness or Survival test.
Everything lost is meant to be found.
466/503
-
Torturer
Profession
Advantage (free reroll) for Interrogation tests.
Enhances Resistance pool [+1/6].
: Introduce a law enforcement contact, or a prisoner (with information) to the story.
: Reroll an Intimidate or Healing test.
: Prevent Bleeding.
467/503
-
Tour Guide
Profession
Skilled (+1 die) for Perception tests.
Wanderlust (you can slot a land adjacent to this card).
Travel through your home country or region is significantly reduced.
: Reroll a History or Navigation test.
: Introduce a geographic particularity to the story.
: When you must make Fatigue Threshold check, you are Destined (free redraw of Trump) for it.
468/503
-
Town Crier
Profession
: Introduce a juicy rumor or historical fact to the story.
: Reroll a Perception or History test to determine the veracity of a story or rumor.
: Produce writing materials (pens, paper, inkwell...)
Bringing the people the really worthwhile stories from all over the world can be considered an estate of its own.
19/503
-
Toymaker
Profession
Advantage (free reroll) for Crafting (mechanical) tests.
You can freely rearrange the cards slotted on your Artifacts page at any time (even in reaction to getting an Injury).
Each time you figure out a mechanical device, you can gather
. This counts towards your Gathering Limit.
: Ignore an attack against one of your Mechanical Servants that would kill it. It retains one wound.
: Introduce a gaggle of disruptive kids to the story.
469/503
-
Trailblazer
Profession
Wanderlust (you can slot a land adjacent to this card).
Each time you go first (out of all allies and enemies) in a combat round, you gain a temporary Command Point (to be used in that round or lost).
:
a Land card you acquired this session.
: Reroll a Quickness, Climbing, Driving, Learning, Riding or Sailing test.
470/503
-
Trapper
Profession
Proficient with traps.
Advantage (free reroll) for Trap tests.
Enhances Engagement Limit [+1/4]. Double this bonus [+2/4] against animals.
Add equipment (Bear Trap, Pit Trap) to your grimoire.
: Reroll a Bargain, Perception or Stealth test.
471/503
-
Treasure Hunter
Profession
Advantage (free reroll) for Search and Pick Lock tests.
Immune to Buyer’s Remorse (Copper).
: When exiting an undiscovered location (such as ruins), produce a Treasure (on
). If you
a Ruins Land, you are Destined (free redraw of Trump) for this check.
:
a Ruins.
: Reroll a Trap defense or disarm test.
: Mobility +2 (two extra mobility points) while fleeing.
There is treasure in these here mountains, I tell you!
472/503
-
Trinket Mage
Profession
Advantage (free reroll) for Crafting (charms) test.
: Introduce a magical charm or trinket to the story.
: Reroll a Durability test.
473/503
-
Trophy Hunter
Profession
Enhances Trophy page [+4/8].
Whenever you kill a fierce enemy, collect a Trophy that grants you one of its innate traits.
Proficient with halberds.
: Introduce a rumor of a mythical creature to the story.
: Reroll a Provoke, Survival or Tracking test.
: Reroll a Gather test from mythical animals.
474/503
-
Trump Portraitist

Profession
Advantage (free reroll) for Painting tests.
Enhances Fate Hand [+1/6] and Fate page [+2].
: When communicating through a Portrait Trump you can, if both parties are willing, instantly travel through the Trump (traveling this way requires trust, as you are temporarily at the mercy of the host). People watching someone leave via a Trump will notice them suddenly becoming two dimensional, followed by a burst of color.
: You
an Ally or Servant card.
150/503
-
Tsi Master

Profession
Skilled (+1 die) for Crafting (jade) tests.
Advantage (free reroll) for Corruption tests.
: Until the end of the scene your Crafting tests are a critical success on 5+.
: Commerce (recover one resource die).
: Prevent a Durability test.
, Risk an {Arcana}: When adding
to your Mana pool, prevent the Corruption test.
161/503
-
Tulpamancer

Profession
Adds a spell (Manifest Phantasm) to your grimoire.
Enhances Memory page [+1/8]. You can slot Phantasm Servants on your Memory page.
Your phantasms are devoid of astral presence, and as such cannot be detected astrally.
Spiritual +1 (increase fellowship by one for purposes of maximum servants, cumulative) for phantasms.
: Reroll an Imaginem or Memory test.
162/503
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Valet (M)
Profession
(male version of Handmaiden)
Advantage (free reroll) for Etiquette tests.
Enhances Resistance pool [+1/6].
: Introduce a connection through another servant to the story. The connection can be to any person, as long as it sounds plausible.
: Produce an item of convenience (handkerchief, umbrella) to the story, no matter how unlikely. To some, it might look like magic, but you’re just well prepared.
Certainly sir, at once, sir.
475/503
-
Vampire Hunter
Profession
Advantage (free reroll) for Toughness tests.
Enhances Death Threshold [+1/24].
Proficient with crossbows and wooden weapons.
: Prevent Bleeding, on yourself or on an ally in your aura (5 paces).
: Produce a sharpened stake (surprise, motherfucker!). You have Limit Break for attacks you make with it this round.
: Reroll a Tracking test, or an attack with a crossbow or wooden weapon.
476/503
-
Vapor Warlock


Profession
Your Airborne or Auram AoE attacks have their range increase by +1 paces.
Enhances Resistance pool [+1/6].
Skilled (+1 die) for defensive Willpower tests.
: Introduce an addiction to the story. This is considered Illegal (when you use this card around others, risk dishonored, on
).
: Gain Cover (ignore normal successes from ranged attacks; critical successes count as normal successes) until the end of the turn.
151/503
-
Vesalian Anatomist
Profession
Eery (may cause disadvantage in social situations).
Advantage (free reroll) for Biology tests and Gather tests for
.
: Introduce a corpse or burial site to the story.
: Reroll a Necromancy, Recover, Disease or Healing test.
56/503
-
Veteran Warrior
Profession
You must have slotted another military profession to slot Veteran Warrior.
Enhances Melee pool [+1/6].
Skilled (+1 die) for Tactics tests.
: Force an incoming attack in your aura (5 paces) to be rerolled (before defense) with
dice.
: Introduce a ranking military contact to the story. You have something in common.
,
: Prevent any condition.
477/503
-
Waiter
Profession
(male version of Waitress)
Advantage (free reroll) for Etiquette tests.
Skilled (+1 die) for Toughness tests.
: Reroll a defense against Poison.
: Give an ally in your aura (5 paces) a reroll against Poison.
: Prevent the Knocked Down condition.
: Produce a small amount of food (enough for one person) to the story.
478/503
-
Waitress
Profession
(female version of Waiter)
Advantage (free reroll) for Etiquette tests.
Skilled (+1 die) for Toughness tests.
: Reroll a defense against Poison.
: Give an ally in your aura (5 paces) a reroll against Poison.
: Prevent the Knocked Down condition.
: Produce a small amount of food (enough for one person) to the story.
479/503
-
War Hero
Profession
Requirements: You must have performed an act of valor during a war.
Enhances Melee pool [+1/6].
Enhances Death Threshold [+1/24].
Enhances Engagement Limit [+1/6].
Spiritual +2 (increase fellowship by two for purposes of maximum servants, cumulative) for conscripted Humans.
:
a Barracks Land.
: Introduce a tall tale from the war or war buddy to the story.
480/503
-
Wardancer
Profession — Dancer
As long as you are not wearing any armor with a base physical Armor Value higher than 1, you have Advantage (free reroll) for Dodge tests, and cannot suffer Disadvantage (forced reroll) for Dodge tests, no matter the circumstances.
Enhances Dodge pool [+1/6].
Proficient with swords, spears and offhand weapons.
: Introduce an elven martial or tribal contact to the story.
: Reroll a Dancing or Quickness test.
481/503
-
Watchman
Profession
Adds a technique (Shaft Smack) to your grimoire.
Advantage (free reroll) for Perception tests when searching for illegal activities or goods.
Proficient with halberds.
: Introduce a law contact to the story.
482/503
-
Watchwoman
Profession
Adds a technique (Shaft Smack) to your grimoire.
Advantage (free reroll) for Perception tests when searching for illegal activities or goods.
Proficient with halberds.
: Introduce a law contact to the story.
483/503
-
Water Sculptor

Profession
Counts as a technique (Aquam) for spontaneous spells.
Skilled (+1 die) for Crafting (liquids) tests.
: Introduce an artistic, naval or noble contact to the story.
: Prevent
caused by an Aquam or Imaginem spell.
, Risk
(on
, lose it to no effect): Work to gather 
(magic test). You may exchange
for a copper coin.
152/503
-
Weaponsmith
Profession
Advantage (free reroll) for Crafting (weapons), Metallurgy and Weapon Skill tests.
Enhances Melee and Parry pool [+1/6].
: Introduce an aspect of your craft to the story (it commands great respect, especially amongst elves and dwarves). You also know a little about runes and weapon history.
: Reroll a Durability or Strength test.
484/503
-
Weaver
Profession
Adds a technique (Thread Weaving) to your grimoire.
Advantage (free reroll) for Weaving and Crafting (cloth) tests.
: Introduce a mercantile contact to the story.
: Reroll an Agility test.
485/503
-
White Witch
Profession
Advantage (free reroll) for Occult tests.
When you defeat or destroy something of darkness, you gather
(no test, but may not work against those lower than your own rarity).
,
: Add
to your Mana pool. Alternatively, Reroll a Magic or Warding test (up to two times against a creature of darkness or an immoral person).
I learned to nurture my power. I could feed it darkness, or give it plenty of light.
153/503
-
Wildlife Preserver
Profession
Adds a servant (Bear Cub) to your grimoire.
Spiritual +1 (increase fellowship by one for purposes of maximum servants, cumulative) for animal servants.
Your animal servants have Injury Threshold +1.
: Reroll a Trap defense test for you or an animal servant.
: Reroll an Animal Handling, Survival or Tracking test.
486/503
-
Wise Woman
Profession
Adds a land (Secluded Cottage) to your grimoire. It comes with 1d6 stray cats.
: Skilled (+1 die) for a single Fellowship, Healing or History test that has not been rerolled (you cannot reroll it for any reason).
, Reveal {Arcana}: Prevent a corruption check
from an attack or 
suffered by an ally in your aura (5 paces). You may use this after an action has resolved, but cannot use it for yourself.
487/503
-
Witch Hunter
Profession
Advantage (free reroll) for Tracking tests.
Enhances Warding pool [+1/6].
Proficient with entangling and gunpowder weapons.
: Introduce a certified magic user, a fellow witch hunter or the victim of a witch to the story.
: Reroll an Intimidate or Warding test, or an attack with an entangling or gunpowder weapon.
488/503
-
Witcher

Profession — Hunter
Add a weapon (Silver Broadsword) to your grimoire.
You are proficient with Silver weapons.
Enhances Mutations page [+2/8]. You can slot Glyph spells on your Mutations page, and these do not increase the chances of being astrally detected.
Whenever you destroy a Monstrous creature, you can potentially get paid. Gain a copper coin (on
).
: Produce Witcher’s Wine. It gains Perishable (disappears at end of session).
: Reroll a Tracking or Warding test.
489/503
-
Woodsman
Profession
Advantage (free reroll) for Strength tests.
Proficient with axes.
: Introduce a woodland inhabitant or some lumber to the story.
: Reroll a Herbalism, Stealth, Tracking or Trap test.
490/503
-
Woodwaker


Profession
Adds spells (Animate Tree, Plant Talk) to your grimoire.
Enhances Magic pool [+1/6].
Mastery (automatic critical success) for Attune (forests) tests.
You may slot Plant servants in an Allies slot you haven’t purchased yet.
: Introduce a plant spirit to the story.
: Reroll a Herbalism, Survival or Rego test.
72/503
-
Wrestler
Profession
Advantage (free reroll) for Grappling tests.
Proficient with grapple attacks. When grappling, you do not suffer the negative effects of the Close trait and can score critical successes.
: Introduce an athletic competition to the story. There may be a prize worth a copper coin (or more).
: Reroll a Recovery test (like when you’re escaping pinned).
491/503
-
Wyrmtongue Advisor
Profession
Adds a technique (Biting Insult) to your grimoire.
Enhances Etiquette page [+1/6].
Advantage (free reroll) for Fellowship tests when giving advice. You are also Skilled (+1 die) if the advice is deceptive.
: Introduce a rumor or a false truth to the story.
: Reroll a Counterfeit, Politics, Public Speaking or Theology test.
492/503
-
Xenogeneticist


Profession
Advantage (free reroll) for Biology and Animal Handling tests, and all Animàl spells.
Skilled (+1 die) for Agility tests involving animals.
Spiritual +2 (increase fellowship by two for purposes of maximum servants, cumulative) for animal servants.
: Introduce a mundane animal to the story.
, Risk
(on
): Introduce a genetic adaptation in one of your animal servants. Make a Hard (16) Magic Laboratory test. The difficulty to adapt this servant increases for each such adaptation.
154/503
-
Yabusame Horse Archer
Profession
Adds a servant (Riding Horse) and a technique (Mounted Shot) to your grimoire.
Enhances Ranged pool [+1/6].
Proficient with bows and mounts. Your bows have the Cavalry type.
: Reroll an Athletics or Riding test.
493/503
-
Zealot
Profession
Design one insanity that you suffer from. You do not suffer mutations from corruption (instead, design an extra insanity).
Adds a language (Southron) to your grimoire. In addition, you read and write well.
Enhances True Faith page [+1].
Sacred Oath (breaking it has dire consequences) to religion (the light).
: Introduce a follower of the light to the story.
: Reroll a Public Speaking or Theology test, or an Attack (flail) test.
494/503
-
Zombie Hunter
Profession
A Fate Worse Than Death (after surviving lethal damage at least twice, permanently flip into zombie survivor).
Enhances Fatigue Threshold [+1/16].
: Introduce a basic obstacle to the story (zombies have trouble crossing it).
: Reroll a Dodge or Search (Scavenging) test.
495/503
-
Zombie Survivor
Profession — Hunter
Enhances Death Threshold [+1/24], Engagement Limit [+1/4] and Fatigue Threshold [+1/16].
Whenever you attack and hit an undead opponent, you may pay
. If you do, you automatically hit its most vulnerable location.
: Introduce a mundane way out of a sticky situation to the story (a back door or sewer hole).
: Reroll any test involving undead.
503/503