The Archetypes are how a break in Reality manifests within a Remnant. However, each of the Remnants also experiences another internal pull on their psyche. Callings function as much as an individual’s role in society as much as they do to define that person’s capabilities. There are four main Callings that can be found among the Remnants:
Brawlers are within the Remnants a vastly spread concept. They are everything from the savage Shifter manifesting bestial claws and raking into their opponent to a Prodigy with a pole-arm keeping safe the gates to a Sanctuary. They are the masters of forward-facing martial prowess, and tend to wrap themselves in a balance of defense and offense to protect those weaker than them, or to stand toe-to-toe with enemy forces and bring down their opponent in a flash of metal.
Base Resolve: 12
Base Focus: 6
Brawler Class Ability: Tactics
Allowed Weapon Trees: Single Weapon, Weapon and Shield, Dual Wield, Two-Handed, Archery
Allowed Armor: Light, Medium
Social Trick: Make an Impression
The Brawler attempting to force their point of view on another Remnant makes an impression. This can be done by an impression of implied violence, a reminder of a time they impressed the other by saving them from something, or any other concept along this vein.
Field Repairs: Base Armor -1, No Quality bonuses, Costs 5 minutes and 2 Focus
Shield Use: Brawlers are the only Calling capable of utilizing a shield effectively in combat without any interference on their ability to fight.
Stalkers are the masters of stealth, secrecy, and havoc. Less comfortable in a straight-up fight than a Brawler, they often find themselves favoring smaller, faster weapons and strikes from shadows. They are the ones who slip inside the enemy lines and slit the throats of the commanders in the back ranks, the poisoners and the pickpockets.
Base Resolve: 10
Base Focus: 8
Stalker Class Ability: Dirty Tricks
Allowed Weapon Trees: Single Weapon, Dual Wield, Archery
Allowed Armor: Light
Social Trick: Smooth Talking
A Stalker relies on subtlety and grace in a conversation to redirect an issue in their favor. The Stalker may rely on flattery of the person, running circles of logic around someone, or outright seamless deception in order to get their way.
Stealth: Player may cross their arms in front of them, and is to be ignored by other individuals in play. This ability costs Focus to use in combat.
Backstab: +1 Damage when attacking from behind, +2 at Intermediate, +3 at Advanced
With the concept of Reality frayed, the world’s belief in Magic has fueled a resurgence in the arcane arts. Adepts are those who find their Calling experimenting with the eldritch forces kept at bay by Reality’s walls. They can be a devastating force at their highest potential, able to reshape the world in elemental fury and might – or to restore an ally near the brink of Ruin. There are rumors of other, darker knowledge that exist, hidden in places where magic is seeped into the lore of the place.
Base Resolve: 6
Base Focus: 12
Adept Class Ability: Arcana
Allowed Weapon Trees: Single Weapon, Archery
Allowed Armor: None
Social Trick: Magical Influence
An Adept trying to push a social issue they believe in will often, consciously or not, reach into the Web Arcana to add force of influence to their words. The enchanting quality of their voice may change, or they may begin to illuminate with an ominous glow of impending magical violence.
Elemental Web Affinity/Opposition: An Adept will have an affinity towards one of the six anchors in the Web Arcana. The anchors are Earth, Air, Fire, Water, Light, and Dark. As a result of their Affinity, an Adept will also have an Oppositional force on the other end of the spectrum.
Flash Arcana: 2 Elemental damage, costs 1 Focus for 2 shots
Web Healing / Elemental Ward: At character creation, the Adept determines if they are a Healer or Warder. May either heal 2/4/6 damage or grant 2/4/6 Armor, max 2 armor per Tier – Costs 1 Focus per use
Note: Elemental Ward armor does stack with mundane Armor, but not with Defensive technology
In the twilight of Science as the world rallies against the supernatural threat of the Remnants, the key investment of Humanity’s belief, Technology, begins to reject those whose Tether has begun to fray. Technology as a whole has begun to lose ground, instead of gain, and it is the work of many to try and gain ground with it. The calling of a Technologist is one of few that can begin even before an Archetype manifests, as those who delve into the Science of the New Laws of Technology begin to understand its inner workings. The Technologist in a battle may seem unassuming, until you find yourself staring down the business end of a well-maintained – and worse yet – working rifle.
Base Resolve: 8
Base Focus: 10
Technologist Class Ability: Technology
Allowed Weapon Trees: Single Weapon, Firearms
Allowed Armor: Light
Social Trick: Technical Advisement
A Technologist attempting to persuade another individual will utilize some sort of analysis of a situation, often backed up with science or categorical data to support their side. Technologists occasionally may fudge the numbers a bit, however.
Make it work: Re-run a Technology check for themselves. Costs 1 Focus
Firearms: Damaging technological weaponry, single target. 2 Damage at base. 1 Focus allows the Technologist to reload three shots.
Supporting Tech: Non-damaging technological advances, benefits dependent on selected Qualities (see below)
Technological Harmonics: A Technologist gains a 5% bonus to their Technology score, based on their Advancement
Basic Qualities available for Alpha Test #1:
A/V Feed: The device that is built with this quality is capable of an Audio/Visual feed to a secondary device owned by the Technologist, either wireless (maximum range of 200′) or though a cabled connection up to 500′ away. Using the device in a remote fashion requires Focus, as it takes a lot of attention to the Technology to maintain a wireless connection in a Reality that doesn’t consider wireless feasible anymore.
Defensive: This item allows the Technologist to build a personal barrier device, which allows them to add 2 Armor per Tier to themselves. Activating this device costs a Focus, to ensure the Technologist is paying attention to their device and can troubleshoot issues on the fly. Supernatural technology can get very fickle if it is not closely monitored. The defensive quality may not be used by other individuals, and this prevents an Elemental Ward from taking hold on the Technologist.
Medical: A Technologist can effectively build a portable doctor, capable of many basic diagnoses and direction in how to provide effective care and treatment of many injuries. If the Technologist uses Focus, they can offer medical care at a rate of 2 Resolve per hour. They may also use this to administer emergency care at a cost of 2 Focus, immediately restoring 2 Resolve to the injured party.