Trigate Concepts
as found in the pages of the Zd10 Wiki
Here you can find a list of sample skill packages, but as you can technically combine any skills you wish, you can create your own!
Melee Combatants
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Beastmaster — Beastmasters fight beside loyal creatures that answer to their command. The bond between master and beast is both practical and supernatural, granting them a wide range of strengths in battle. Few combatants are as versatile or as dangerous in tandem.
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Berserker — Berserkers enter a rage-trance that drives them beyond ordinary mortal limits. Pain, fear, and restraint all fall away as they tear through foes with terrifying force. The greatest among them verge on legend, becoming living storms of violence.
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Bushi — Bushi are disciplined warriors trained in refined sword arts such as Iaido and Battojutsu. They specialize in decisive draws, sudden cuts, and strikes delivered with lightning precision. To face one is often to lose before the duel seems to begin.
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Cavalier — Cavaliers are masters of mounted warfare, fighting as one with their steeds. Speed, momentum, and battlefield positioning turn every charge into a devastating weapon. Mount and rider together become a single force of elegant destruction.
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Crusader — Crusaders bind themselves to causes greater than their own lives. Their strength comes from conviction, sacred vows, and the visible symbols of their devotion. They do not merely fight enemies, they challenge them in the name of an ideal.
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Descendent — Descendents carry a dormant legacy in their blood, soul, or flesh. Through will, training, or circumstance, they learn to awaken that inheritance and bring it into the world. What they become depends on whether they master that heritage or let it master them.
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Duelist — Duelists live for the purity of one-on-one combat. Finesse, timing, and technical excellence matter more to them than brute force ever could. In a proper duel, they are among the deadliest fighters alive.
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Gladiator — Gladiators are warriors shaped as much by spectacle as by bloodshed. They know that a fight is not only won by strength, but by presence, nerve, and the eyes of the crowd. Every battle is a performance, and every performance can kill.
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Kensai — Kensai devote themselves to the mastery of a chosen weapon until it becomes part of who they are. In their hands, a blade, spear, or hammer becomes not just a tool but a form of expression. Their art is martial, but it is art all the same.
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Knight — Knights are aristocratic warriors trained in both battle and bearing. They move through war and society alike with discipline, expectation, and inherited duty. Whether noble by blood or by deed, they are marked by station as much as skill.
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Kopiatze — Kopiatze possess an uncanny ability to learn through observation. By watching others move, fight, and perform, they can mirror techniques with frightening speed. They are reminders that talent can be as dangerous as training.
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Kraftkarl — Kraftkarls pursue raw physical power as a virtue in itself. Their bodies are honed toward impossible feats of lifting, breaking, carrying, and striking. They are what happens when sheer strength becomes a calling.
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Marshal — Marshals are warriors who amplify the people around them. Through command, poise, and battlefield awareness, they turn groups into disciplined fighting forces. Their greatest weapon is often the courage they awaken in others.
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Martial Artist — Martial Artists train body, technique, and tradition into a single discipline. Whether empty-handed or armed, they fight with precision born of repetition and philosophy. Their strength lies not only in force, but in control.
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Matador — Matadors are graceful combatants whose speech and style are as sharp as their weapons. They know how to provoke, distract, and humiliate while keeping perfect command of a fight. Their words wound first, and steel often follows.
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Paramander — Paramanders are specialists in defying the supernatural. Arcane force, divine miracles, psionics, and stranger powers all alike meet their resistance without mercy. They are the sort of foolhardy heroes who look at magic and decide to punch it in the teeth.
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Rikishi — Rikishi are massive combatants built for leverage, punishment, and control. They dominate close quarters through grapples, throws, and overwhelming bodily force. Moving one is difficult, surviving one is worse.
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Shieldwall — Shieldwalls turn defense into a fully realized martial art. They use shields not merely to endure attacks, but to control space, protect allies, and break enemy momentum. Where others see caution, they see mastery.
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Soldier — Soldiers are products of drilled combat traditions and practical training. Their style depends heavily on culture, discipline, and the weapons of their people. They may lack flash, but they possess the deadly reliability of tested warcraft.
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Swashbuckler — Swashbucklers thrive on speed, daring, and panache. They dance through danger on parries, ripostes, and sheer audacity. Style is not separate from survival to them, it is survival.
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Warrior — Warriors are the broad foundation of martial combat. Their strength lies in adaptability, growth, and the simple truth that skill with arms can take many forms. They begin with fundamentals and can become nearly anything.
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Weaponmaster — Weaponmasters reject narrow specialization in favor of broad competence. They study many arms and learn how each changes the shape of a fight. Versatility is their philosophy, and preparedness their great advantage.
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Wukong — Wukongs draw on gifts and teachings tied to the Primordial Monkeys. They excel through mobility, mischief, and techniques that keep enemies uncertain and off-balance. To fight one is to fight somebody who refuses to behave sensibly, which is very rude and very effective.
Ranged Combatants
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Bowcaster — Bowcasters treat the bow almost like an arcane focus. By enchanting their ammunition on the fly, they adapt each shot to suit the moment. They are flexible ranged specialists whose arrows rarely do only one thing.
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Gandiva — Gandiva excel at overwhelming ranged assault. Volleys, rapid fire, and punishing barrages allow them to dominate wide stretches of the battlefield through relentless pressure. Where precision is optional and saturation is king, they are in their element.
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Harrier — Harrier favor lighter ranged weapons and constant movement. They skirmish, reposition, and strike without letting themselves become easy targets. Their style is less about standing firm and more about never being where the enemy wants them.
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Marksman — Marksmen represent the pinnacle of ranged weapon training. Their skill allows them to use nearly any ranged armament with confidence, accuracy, and discipline. At long distance, few can rival their calm lethality.
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Riikiranga — Riikiranga specialize in thrown weapons, especially those that return, rebound, or strike from strange angles. They turn ricochets and impossible trajectories into a deliberate martial craft. Cover is only comforting until one of their weapons bends the rules of comfort.
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Tracker — Trackers are hunters who fight beside trained hounds. Their talents make them natural bounty hunters, scouts, and relentless pursuers who are rarely alone for long. On some worlds, their companions carry supernatural gifts of their own.
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Zarabatana — Zarabatana practice the blowgun as an art guided by pneuma, the breath of life and spirit. Each shot is shaped by control, precision, and the power carried in a measured exhalation. Their craft is quiet, disciplined, and far deadlier than it first appears.
Those of Guile
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Daredevil — Daredevils rely on freedom of motion, agility, and reckless grace. They slip through danger with the ease of acrobats and the instincts of thieves. Their bodies are their first tools, and often their finest.
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Ghost — Ghosts possess an eerie affinity with shadow and spirit. That bond grants them abilities that feel almost supernatural even when they are not fully understood. They move like something half-present and never entirely ordinary.
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Loreseeker — Loreseekers prize hidden knowledge above wealth or comfort. Ancient truths, lost secrets, and forbidden histories are the treasures they pursue most fiercely. Their adventuring is driven by curiosity sharpened into obsession.
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Picaro — Picaros pair dexterity with wit and social finesse. They are thieves of opportunity as much as property, often surviving by charm as readily as stealth. A Picaro tends to feel more like a rogue wanderer than a hardened criminal.
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Ranger — Rangers rule through ambush, patience, and mastery of the wild. Traps, terrain, stealth, and timing turn nature itself into an ally. Crossing their ground uninvited is usually a very stupid life choice.
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Revolutionary — Revolutionaries fight against hierarchy, oppression, and the abuse of power. Their struggle is ideological as much as physical, and their methods are shaped by resistance. Whether rebel or liberator depends largely on who is writing the history.
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Rogue — Rogues are brutes, enforcers, and practical criminals who know stealth alone is not always enough. They combine underhanded skill with enough violence to stay dangerous when subtlety fails. Their talent lies in getting the job done by whatever means remain.
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Shinobi — Shinobi are covert operatives trained in stealth, discipline, and secret techniques. Their traditions are often bound to clans, tribes, or hidden lineages with specialized methods of their own. Some approach the mystical, but all thrive in secrecy.
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Spindel — Spindels are stealth specialists shaped further by the gifts of the Primordial Spiders. Webcraft, venom, climbing, and sharpened predatory instinct all become part of their method. They are hunters built for vertical spaces, patient kills, and unnerving precision.
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Thief — Thieves are pure specialists in stealth and larceny. Their narrower focus leaves them fewer broad tricks, but it also leaves them room to excel at what they do best. In the right hands, simplicity becomes freedom.
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Trickster — Tricksters live on misdirection, flair, and audacity. They deceive not only to survive, but because style matters to them almost as much as success. A trick unseen is wasted, and they hate waste.
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Wadjet — Wadjet are masters of venom, subterfuge, and hypnotic influence. Their gifts descend from the ancient Primordial Serpents, blending charm with quiet lethality. If persuasion fails, they are perfectly capable of becoming a nightmare in close quarters.
Magic Users
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Artificer — Artificers shape magic into devices, tools, enchantments, and constructs. Though they cannot cast in the same way true spellcasters do, their knowledge of arcane principles runs deep. They are builders of miracles with screws, sigils, and patience.
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Kahunga — Kahunga unite two great traditions of sacred magic into a single discipline. Their bodies serve as living grimoires, each tattoo preserving both narrative and power. To read one is to read a history written in spellwork and skin.
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Rummage — Rummages, sometimes called Junk Mages, make arcana function through methods no respectable theorist would bless. Dreams, scraps of true names, stolen principles, and unstable insight all get lashed together into working spellcraft. They are proof that magic can be held together with brilliance, desperation, and probably metaphorical duct tape.
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Wandslinger — Wandslingers lack the raw depth of fully specialized wizards. In exchange, they gain breadth, adaptability, and access to a wider spread of magical tricks. They are arcane generalists who thrive by staying ready for anything.
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Witch — Witches gain power through relationships with eldritch or supernatural beings. Those pacts may be sought, inherited, negotiated, or suffered, but they always come with meaning. Their magic carries the weight of bargain, mystery, and dangerous attention.
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Wizard — Due to the processes required to develop, memorize and practice arcane arts, Wizards are specialized arcane casters capable of powerful feats. Each type of wizard specializes in a different area.
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Aerotheurgist — Wind, Sound, and Storms
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Anitheurgist — Life and Death, Spirits and Souls
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Astrotheurgist — Space, Moons, and Stars
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Chorotheurgist — Teleportation, Distortion, and Clairsentience
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Dynatheurgist — Electricity, Magnetism, and Gravity
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Hemotheurgist — Blood, the Body, and Sentience
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Hydrotheurgist — Water, Cold, and the Ocean
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Luxotheurgist — Light and Dark, Color, and Illusions
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Mutotheurgist — Acid, Radiation, and Toxins
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Naturatheurgist — Nature, Plants, and Beasts
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Nihilotheurgist — Destruction, the Void, and Ending
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Omnotheurgist — Reality, Time, and Magic
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Pyrotheurgist — Fire, Heat, and Magma
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Terratheurgist — Stone, Metal, and Gems
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Xenotheurgist — Summoning, Exotic Energies, and Warding
Practitioners of the Divine
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Accursed — Accursed are marked by divine displeasure after offending one of the Divine Children. The curse they bear is a burden, but also a source of strange power and altered purpose. Some collapse beneath it, while others learn to carry it like a weapon.
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Friar — Friars are wandering servants of the Divine Children who move through the world rather than apart from it. Their calling gives them spiritual authority, but also practical skill beyond strictly religious matters. They are holy people with dirt on their boots and enough sense to defend themselves.
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Godhand — Godhands seize divine power rather than waiting humbly for it. Whether by birth, destiny, or force of being, they reach directly into sacred might and drag it into mortal hands. Such power is immense, but it is often more than a body was meant to bear.
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Incarnation — Incarnations are mortals temporarily inhabited by a fraction of divine will. The Divine Children use them when they want certainty, intervention, and unmistakable influence in the world. For a time, they become something closer to a demigod than a person.
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Martyr — Martyrs are chosen to die in service to a divine cause. Their fate is fixed from the moment they are marked, and power is granted to them within that doomed span. They walk with purpose sharpened by inevitability.
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Mystic — Mystics engage with the small divine fragments scattered throughout existence. Where others ignore them, Mystics bargain, listen, and work with those subtle presences. Their power comes not from one god alone, but from a world quietly full of spirit.
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Oathblade — Oathblades carry divine purpose into stealth, precision, and covert action. They are agents of sacred will who accomplish what open champions cannot. Their piety is sharp, focused, and often hidden behind a knife.
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Oracle — Oracles are chosen for divine power without consent or full understanding. Providence places strange gifts in their hands and leaves them to live with the consequences. They often revere the powers behind them, even when those powers have made their lives much stranger.
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Prophet of [Child] — Prophets are the messengers of the Divine Children, capable of divine acts of magic and faith and performing phenomena relevant to the purview of their Child's domain.
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Reborn — The Reborn are those who nearly died and somehow returned altered. The afterlife did not keep them, and now they can force passage back toward the realm that should have claimed them. Death knows their name, but seems to have lost the paperwork.
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Relicsmith — Relicsmiths work with divine objects, sacred remnants, and artifacts of power. Unlike mere keepers of holy things, they have learned to create new devices touched by the divine. Their craft is reverence fused with invention.
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Totemist — Totemists are bound to a powerful totemic beast that shares its strength, instinct, and nature with them. Through that bond, they take on traits and powers that reflect the creature’s essence in body and spirit. They are warriors of borrowed ferocity, shaped by the beast within as much as by the person they once were.
Masters of the Mind
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Adept — Adepts turn inward to refine body and mind into a single perfected weapon. Their discipline allows them to enhance themselves beyond ordinary human or mortal limits. They are proof that willpower, when sharpened enough, gets downright unfair.
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Avatar — Avatars shape psychoplasm into a personal exoskeletal form. This makes them capable in both direct physical combat and psionic confrontation. Their projected form is armor, extension, and identity all at once.
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Bancho — Banchos blend psychic talent with force of personality and cultivated ego. They read minds, project confidence, and sharpen social dominance into a psionic instrument. Their insight into others is often matched by a dramatic certainty about themselves.
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Bladeswarm — Bladeswarms use telekinesis to command multiple weapons at once. Rather than merely wielding steel, they animate it into a deadly orbit of thought and motion. Fighting one can feel less like dueling a person and more like being mugged by geometry.
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Cerebrugeon — Cerebrugeons combine psionic power with deep knowledge of the mind. Their understanding of psyche, personality, and mental structure lets them operate with unsettling precision. They are equal parts psychic and surgeon, which is a troubling combination.
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Deranger — Derangers wield psionics through minds fractured by madness. Their instability becomes a source of strange manifestation and dangerous unpredictability. What they create may be horrifying, but it is never boring.
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Dreamsmith — Dreamsmiths work with the substance of dreaming itself. They shape dreamstuff into temporary realities and pull the unreal into waking life. Their art makes imagination briefly tangible.
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Extrascient — Extrascients do not generate psionic power independently. Instead, a greater mind notices them and uses them as a lens or conduit. What they become depends as much on that outside patron as on themselves.
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Gun-sage — Gun-sages fuse firearms with psionic discipline. They treat guns not just as weapons, but as extensions of intent, focus, and mental force. Their shots are guided by more than aim alone.
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Imagimage — Imagimages create psychoplasmic beings from the contents of their minds. These constructs act where the creator cannot, making thought itself a kind of companion or servant. Their power lies in giving form to imagination and then setting it loose.
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Mindthief — Mindthieves use psionics to distract, deceive, and rob with terrifying subtlety. They can strip secrets as easily as purses when given the right opening. To them, the mind is simply another place where valuables are kept.
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Nocnitsa — Nocnitsas channel nightmares through the influence of a dark passenger. This bond lets them drag fear and dream-horror into the waking world. Their power is vivid, intimate, and rarely kind.
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Psion — Psions are the broad masters of mental power. Their command of multiple disciplines gives them immense flexibility and immense potential. Where other mentalists specialize, Psions often define the standard.
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Thrallherd — Thrallherds believe weaker minds are waiting to be claimed, directed, and used. Their power centers on gathering followers and bending others into obedience. Whether they guide or exploit, they rarely walk alone for long.
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Vector — Vectors turn telekinesis primarily upon themselves instead of other objects. This gives them a distinctive movement style, letting them dart through combat with strange velocity and control. They fight like gravity has become a personal suggestion.
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Zen Archer — Zen Archers unite psionic focus with archery. Their discipline enhances precision, awareness, and the possibilities of the bow far beyond ordinary marksmanship. They are serene right up until the moment they put something impossible through your eye slit.
Spiritual Negotiators
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Brandshaper — Brandshapers place spiritual marks on others that linger like stains upon the soul. Through those brands they curse, influence, and manipulate their targets in increasingly creative ways. What begins as malediction can become a full language of control.
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Calavera — Calaveras speak with spirits rather than merely fearing or banishing them. Their kindness, patience, or curiosity often earns them unusual blessings and peculiar traits in return. They are diplomats at the border between the living and the dead.
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Exorcist — Exorcists defend the physical world from intrusive spirits, psionic entities, and restless remnants. Their calling is protective, practical, and often itinerant. They go where possession, haunting, or spiritual corruption makes ordinary life impossible.
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Mariner — Mariners, or Shantymen, share a spiritual bond with the sea. Song, ritual, and ocean-sense shape their lives as much as seamanship does. They may charm storms, call creatures, or simply know the water too well to be ordinary sailors.
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Occultist — Occultists work with the ambient spiritual and psychic charge that settles into places and objects. By drawing on those residues, they borrow from legends, histories, and haunted significance. They are scavengers of unseen meaning.
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Revenant — Revenants stand close to ghosts, often because they have already crossed the boundary once themselves. By embracing that connection, they gain powers and forms reminiscent of the dead. They are living people with one foot still in the graveyard.
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Shayojir — Shayojir practice a spirit tradition rooted in the natural world. They seek favors, negotiate with unseen beings, and eventually learn to create new spirits housed in paper forms. Their art is part diplomacy, part ritual craft, and part elegant weirdness.
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Sin-Eater — Sin-Eaters consume spirits and souls to claim the power within them. What began as a rite to keep dangerous spiritual influence from harming others becomes, in their hands, a source of personal transformation. Their path is intimate, transgressive, and potent.
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Tomekeeper — Tomekeepers carry books so spiritually charged that they alter the world around them. By invoking the living force within great texts, they can change themselves, reshape battlefields, and influence enemies. For them, literature is not passive, it bites back.
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Tzitzimime — Tzitzimime bear the gifts of the Primordial Moths: chaos, passion, and yearning. Through self-transformation they learn to commune with spirits and eventually exist alongside them more fully. They are strange pilgrims of metamorphosis, desire, and becoming.
Maestros of Music
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Bard — Bards are versatile performers whose music alters minds, moods, and even reality. They may be fools, scholars, wanderers, or virtuosos, but all of them understand the hidden force of art. They are not masters of one trade so much as meddlers in all of them.
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Battle-Dancer — Battle-Dancers mix combat with movement so fluid it borders on choreography. Their evasiveness, flourish, and grace make them dangerous both as fighters and entertainers. Every step has purpose, and every turn may hide a strike.
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Fenris — Fenris musicians follow the howling tradition of the Primordial Wolves. Their songcraft is primal, forceful, and tied to ancient powers said to have shaped worlds. What they sing feels older than culture and closer to creation itself.
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Songsmith — Songsmiths push musical craft into rarer and more specialized forms. Their talents are stronger, stranger, and more refined than those of more general performers. They do not merely perform songs, they forge them.
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Warrior Poet — Warrior Poets learn heroism from story and then test it in the world. They are equal parts teller and participant, shaping legend even as they live it. For them, battle is both deed and verse.
Tinkerers of Technology
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Aeronaut — Aeronauts build devices that grant them flight. This mobility changes how they explore, scout, and fight, opening angles other adventurers can barely imagine. The sky becomes a workspace, battlefield, and invitation.
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Demolitionist — Demolitionists specialize in destruction through technology. While others tinker broadly, they focus their expertise toward controlled ruin and explosive results. Their answer to many problems is to make the problem become several smaller problems.
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Fumigant — Fumigants focus on the use of dangerous substances delivered through specialized gear. Their work is narrower than that of other technologists, but no less deadly for it. A Fumigant often knows the world through poison, pressure, and unpleasant chemistry.
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Gearbreaker — Gearbreakers understand machines so thoroughly because they are experts at ruining them. They dismantle, sabotage, salvage, and counter technological devices and beings with ruthless efficiency. On highly industrial worlds, that makes them very popular with exactly the wrong people.
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Mechworker — Mechworkers create mechanical replacements and augmentations for damaged bodies. Their expertise turns loss into adaptation and survival into reinvention. Where others see mutilation, they see engineering challenges.
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Mekgineer — Mekgineers specialize in constructing and improving automata. Their signature achievement is often a mechanical companion built to grow alongside them. They are inventors who bring their creations with them into danger and discovery.
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Pistolero — Pistoleros are agile gunfighters with a flair for trick-shots and speed. They maintain, repair, and improve their own weapons as naturally as they draw them. Style and lethality go hand in hand in their craft.
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Rifleman — Riflemen are long-range specialists who provide lethal support from afar. They aid their allies by eliminating high-value targets and suppressing enemy movement. Their presence makes the open battlefield a much more dangerous place.
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Saboteur — Saboteurs are demolition experts who control the field through explosive devices. Bombs, charges, and mortars are their primary tools for reshaping topography and enemy morale. They don't just solve problems; they erase them from existence.
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Spellshooter — Spellshooters reject the idea that magic and machinery must be separate. They design devices that channel arcane force through technological frames, usually revolving around firearms. For them, a gun is just a very efficient way to deliver a spell.
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Tinkerer — Tinkerers are experimental technologists who live to invent, design, and build. Their curiosity drives them to create outlandish gadgets and innovative tools that push the boundaries of what machinery can do. They are the primary reason why things occasionally go "clunk" and then "magic."
Education and Acumen
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Akashic — Akashics access the records of thoughts, emotions, and memories that settle beneath reality. By tapping into that collective history, they alter their own knowledge and skills with preternatural speed. They are scholars who learn from the memory of the universe itself.
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Alchemist — Alchemists use nature's components to forge potions, elixirs, and decoctions with profound effects. Their work transforms base materials into miracles of chemistry and essence. They are bridge-builders between the material world and its hidden potential.
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Annelidist — Annelidists house symbiotes within their bodies, forming a relationship that yields diverse benefits. Through that partnership they become capable healers and resilient combatants. They are never truly alone, carrying their purpose and their allies within their own skin.
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Brewmaster — Brewmasters turn the universal craft of brewing into an art of inspiration and effect. Their beverages carry fortitude, courage, and strange insights for those who imbibe. They are also, predictably, terrifyingly efficient in a drunken brawl.
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Inkscribe — Inkscribes wield living ink, a strange substance that responds to knowledge, artistry, and force of will. Through it, they can animate markings, shape arcane effects, and give form to what was once only drawn or written. Their craft turns ink from a tool of record into a living medium of power.
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Juicer — Juicers push their bodies beyond ordinary capacities through drugs, potions, and intense chemical consumption. They live on the edge of physiological overload to achieve bursts of immense capability. Their excellence is profound, calculated, and usually quite expensive.
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Massajist — Massajists possess deep knowledge of pressure points and physical focal centers. That expertise allows them to heal or harm with equal precision. They are "combat practitioners" who use their hands to restore health or dismantle a body with unnerving ease.
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Plague Doctor — Plague Doctors study pathogens to understand how life breaks down. They are experts in fighting disease, but that same knowledge allows them to weaponize it when necessary. They walk where others perish, finding wisdom in the midst of decay.
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Sawbones — Sawbones are surgeons and apothecaries of the road. Their physical finesse and medical training save lives where more formal hospitals are nowhere to be found. They are capable healers who are perfectly comfortable defending their patients with a blade.
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Slayer — Slayers possess an exhaustive understanding of biology and anatomy, used exclusively for the purpose of killing. They know exactly where a creature is weakest and how to exploit it with maximum efficiency. To them, a monster is just a set of biological vulnerabilities waiting for an answer.
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Truewriter — Truewriters study the abstract language used to define reality itself. By writing with the root-words of existence, they access power that is as old as the universe. Their path is one of deep scholarship and immense, quiet consequence.
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Wander-Chef — Wander-Chefs treat the pursuit of the perfect meal as a spiritual quest. Their dishes go beyond nutrition, offering effects that are almost indistinguishable from magic. They find ingredients in the most dangerous places because flavor is worth the risk.
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Wilderwych — Wilderwyches are masters of herbalism and survival who thrive in the world's most untamed places. They navigate, hunt, and handle animals with instinctual ease. To them, "the wild" is simply home with better ingredients and fewer walls.
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Wordspeaker — Wordspeakers learn the spoken utterances of the primary language of reality. By speaking those words aloud, they reshape the world through sound and intent. Their power is as direct as a shout and as subtle as a whisper.
Damned by Daemons
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Cabalist — Cabalists study Daemons to understand and eventually master their influence. By learning what these beings are, they seek to turn daemonic power against itself. It is a path of dangerous insight and constant, lethal risk.
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Daemonhost — Daemonhosts exist as vessels for daemonic influence, but they are those who survived the experience with their will intact. By resisting the entity within, they gain access to its terrifying power. They are living battlegrounds where a person and a daemon are locked in perpetual struggle.
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Mountebank — Mountebanks have entered into daemonic contracts for power and now spend their lives trying to wriggle free of the terms. They use their ill-gotten capabilities to evade their patrons and outmaneuver their fate. They are the ultimate cosmic gamblers, and the stakes are their own souls.
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Osteoth — Osteoths are infested by daemonic influence that warps their physical forms while leaving their minds relatively intact. They can reshape their own skeletons into weapons or armor on a whim. It is a gruesome, efficient, and thoroughly unsettling survival strategy.
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Remnant — Remnants are people trapped within a daemonic shell they have learned to harness. They are the survivors of reality-warping events where daemonic energy claimed their space. Power is their consolation prize for no longer being entirely human.
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Worldrender — Worldrenders are touched by daemonic influence in ways that let them tear at abstract principles of existence. These rents grant bizarre talents and altered understandings of the world. Their powers feel less like spells and more like temporary violations of how things are supposed to work.
The Odd Ones Out
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Champion — Champions forge a bond with an animatra, a powerful being that trains and empowers them in turn. Through that connection, they learn to draw upon its strength and summon it to fight beside them. They are never truly alone in battle, because their greatest power arrives as a partner.
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Fright — Frights are masters of maskcraft, using crafted faces to alter their forms and abilities. Each mask opens a different path, allowing them to become something new depending on what the moment demands. Their art is transformation made ritual, identity worn like a weapon.
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Getimian — Getimians seem blessed by impossible luck, though whether that means they are fortunate or everyone else is cursed remains an open cosmic joke. They can bend chance, twist probability, and make outcomes slide in their favor with unnerving regularity. Around them, coincidence starts acting like a trained animal.
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Mutagenist — Mutagenists undergo rituals that make them something more and less than ordinary mortals. By drinking specialized concoctions, they push their bodies, minds, and souls into altered states that grant extreme power. Their path is one of controlled instability, where transformation itself becomes a discipline.
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Outsider — Outsiders are touched by intelligences that exist beyond the known borders of reality. These entities grant strange gifts that may be called blessings, though the word is doing some suspiciously heavy lifting. Their powers carry the mark of something vast, alien, and not especially concerned with mortal comfort.
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Protean — Proteans are shapeshifters taken to a wild and dangerous extreme. Once unleashed, they become torrents of mutable flesh, force, and instinct that crash through problems like storms in a bottle. Control is part of their craft, but so is knowing when to uncork catastrophe.
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Pseudohistorian — Pseudohistorians claim origins in secret histories, erased timelines, or realities adjacent to this one. Whether or not their stories are fully true, the knowledge they carry is often bizarrely useful and alarmingly potent. They are walking contradictions, armed with memories the world insists should not exist.
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Scion — Scions are bound by fate to a singular artifact of immense power. Whether inherited, discovered, or made for them by strange design, that object becomes inseparable from their destiny. As they master it, they also uncover deeper truths about themselves and the force that chose them.
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Shifter — Shifters are those who have embraced therianthropy rather than being destroyed by it. Instead of fleeing their condition, they learn to master its forms, instincts, and strengths. What others would call a curse, they turn into a hard-won source of power.
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Simulacrum — Simulacrums learn to imitate the strange abilities of beasts and monsters. Some go further still, consuming such creatures in order to claim even more of their gifts for themselves. They are students of predation, adaptation, and the dangerous art of becoming what they hunt.
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Stitchmaster — Stitchmasters go beyond taking trophies and instead remake themselves with the parts of other creatures. Through anatomy, surgery, and biological experimentation, they graft foreign abilities directly onto their own bodies. They are living patchworks of conquest, craft, and unnerving practicality.
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Swarmlord — Swarmlords are born from infestation, when primal insects attempt to turn a being into a servant of the swarm. The difference is that a Swarmlord seizes control back and makes the swarm their own. They become a walking hive, directing countless tiny lives as extensions of a single terrible will.
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Tarene — Tarene draw power through cardcraft, using a deck as both focus and fate-engine. Because their abilities emerge through chance, they are deeply tied to destiny, fortune, and the strange patterns that govern both. Their power feels like gambling with the universe, except the universe is somehow also part of the deck.
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Wyrmic — Wyrmics seek to claim the might of dragonkind for themselves. Inspired by one of the most widespread and revered forms of magical creature across the planes, they cultivate draconic power through study, transformation, or inheritance. They are mortals reaching toward the majesty and terror of dragons.
Hybrids
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Agent of [Child] — Agents serve the Divine Children through stealth, deception, and necessary wrongdoing. They handle the hidden work that must be done in service of a sacred cause, especially when open holiness would only get in the way. Their devotion is real, even when it wears a thief’s smile.
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Celebrant of [Child] — Celebrants spread the message of a Divine Child through performance, music, and communal inspiration. Their songs strengthen the faithful, stir emotion, and carry sacred meaning into the hearts of crowds. They are missionaries of rhythm and charisma, turning devotion into living celebration.
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[Color] Magus — Magi unite spellcraft with martial prowess in a single disciplined path. They wield blade and magic together, shifting between physical violence and arcane force as the situation demands. Their strength lies in refusing to choose between sword and spell when both can be brought to bear.
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[Color] Mind — Minds combine arcane talent with psionic power to shape both thought and reality. This union gives them an especially potent command over influence, control, and the manipulation of the world around them. Their desires rarely remain internal for long, because they possess too many ways to make them real.
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Paladin of [Child] — Paladins serve a Divine Child through martial strength, courage, and visible action. They enforce the will of their patron, defend the faithful, and stand as sacred champions in open conflict. Where subtle servants work in shadow, Paladins are the armored answer that arrives in daylight.
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Prelate of [Child] — Prelates serve the Divine Children through psionic gifts and spiritual insight. They guide fellow believers, awaken understanding, and spread their patron’s message through mind as much as word. Their authority is part revelation and part mental force, which makes ignoring them rather difficult.
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[Color] Singer — Singers blend magical talent with the transformative power of bardic music. Their art can sway hearts, inspire crowds, and shape reality in ways ordinary performers can scarcely imagine. They do not merely perform for an audience, they enchant the world into listening.
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[Color] Stalker — Stalkers unite arcane ability with stealth, infiltration, and thievery. Magic makes them more elusive, more adaptable, and more dangerous than even highly skilled rogues. They are specialists in going where they should not, taking what they must, and leaving behind only bafflement.
Planar Concepts
Though the concepts above can apply to any type of character, there are many hyper-specific or regional concepts that exist in a cultural context across the planes. They exist in much smaller numbers than the ones listed above.
- Akumukurai of Verdavent — Akumukurai are special warriors that excel in hunting down beings, monstrous or not, from the waking nightmare. Capable of traveling through dreams as well as divining them. A combination of martial prowess, psionics, and communication, divination, and navigation skills.
- Kahukai of Kohola'Ohu — Kahukai, one type of Kahuna, are magicians with an almost religious role that are called upon to speak with water. The greatest of them can summon and dismiss storms, as well as survive on water alone. A combination of Hydrotheurgy, Aerotheurgy, and religious, survival, and crafting skills.
- Kunuwotalo of Calinago — Kunuwotalo, commonly known as Tidehunters, are the wandering fishers tasked with taking down the larger creatures of the seas. Known for their skills with a harpoon, and some can shapeshift into sharks. A combination of martial prowess, Hydrotheurgy, and cooking, navigational, and tracking skills.
- Mahōrigamist of Gajettokame — Mahōrigamists are magicians who use a unique and complex form of magic based on folding paper into complex shapes. They can either bring these creations to life or use them in a fashion similar to a scroll. A combination of Anitheurgy, Hemotheurgy, and crafting skills.
- Pogrebalny of Koronuved — Pogrebalny are a type of exorcist that specializes in dispatching the undead through the use of a collection of bells as the tool of their craft. Each bell has a specific use, and some can affect the living as well. A combination of exorcism, Anitheurgy, Bardic talent, and navigational, ritual, and communication skills.
- Vampiir of Taş — Vampiir are individuals who receive characteristics and abilities from vampires, and thus run the gamut in capability. As they still maintain their mortality, the weaknesses of their masters don’t affect them. A combination of Hemotheurgy, psionics, shapeshifting, and thievery and communication skills.