Callings

A calling defines your character's role and approach — how they act under pressure, solve problems, and contribute to a group. Each calling grants access to two domains and an associated calling talent. See Character Creation for how callings fit into building your hero.

Colossus

Some people build walls. Others become them. The Colossus philosophy is brutally simple: stand in the worst place on the battlefield and make everyone regret that you're there. Equal parts bodyguard and blunt instrument, they protect through the credible promise that hitting them is the last mistake you'll make twice.

Domains
Grit
mastery of endurance under pressure & weapons
Tower
mastery of defense & protection
Calling Talent
Retribution
 
Reaction: When you suffer a hit from a foe in your zone, you may spend a balance token to deal a hard hit to that foe.
You don't flinch, you don't retreat, and you certainly don't forgive. Every blow you absorb is a receipt, and you always collect.

Cynic

Trust nothing. Verify everything. The Cynic strips away comforting illusions and works with what remains, which is usually less than anyone wanted and exactly enough to survive. Where others see setbacks, the Cynic sees incomplete information. Where others see allies, the Cynic sees variables that haven't betrayed them yet.

Domains
Salt
mastery of preparation & self-reliance
Glass
mastery of investigation & hidden truths
Calling Talent
Calculated Recovery
 
Reaction: When you critically fail a risky roll, you may spend a balance token to immediately reroll any dice that showed a result greater than your current Wit score. You may only use this once per roll.
Failure is just data. You've already analyzed what went wrong and adjusted your approach before the dust settles.

Demiurge

Most people treat the dead and the mechanical as separate concerns. The Demiurge knows better. Shades are everywhere, eager for purpose, and technology is just material waiting for a soul. Combine the two and you get something the Kosmos hasn't quite figured out how to classify: devices with opinions, tools with loyalty, and a crafter who takes commissions from both sides of the veil.

Domains
Ether
mastery of astral projection & spiritual communion
Forge
mastery of technology & creativity
Calling Talent
Ghost in the Machine
Here · 1 friend or foe
Passive: During each intermission, you may create a Soul Trinket, imbuing a small device or curio with the essence of a friendly shade. You can only have one Soul Trinket at a time. While astrally projected, you can sense the location of this object in the physical plane.
Reaction: When the possessor of your Soul Trinket suffers a light hit, you may spend a balance token to negate the hit or turn it into a hard hit. If you are astrally projected, you can use this reaction regardless of the possessor's location.
You coax a willing shade into a handcrafted vessel, binding spirit to circuitry. The shade watches over whoever carries it, and when trouble comes, it intervenes with all the subtlety of a poltergeist.

Mask

The Mask never occupies the center of a story, only the space behind whoever does. Charming, elusive, and pathologically allergic to consequences, they treat every interaction as a performance and every relationship as a potential exit strategy. The best Masks are beloved by everyone and known by no one.

Domains
Honey
mastery of influence & social manipulation
Silk
mastery of evasion & mobility
Calling Talent
Misdirection
Here · 1 friend or foe
Reaction: When you suffer a hit, you may spend a balance token to redirect the hit to a friend or foe in your zone. If you redirect to a foe, you cannot use this talent again until after the next intermission.
Consequences are for people who can't redirect them. A well-timed word, a subtle shove, a convenient stumble, and suddenly the blow meant for you finds someone else entirely.

Monolith

Where the Colossus endures through flesh and fury, the Monolith endures through something harder to break: will. Half fortress, half medium, they anchor themselves between the physical and astral planes, drawing on spiritual depth to absorb what would destroy anyone else. They don't move, they don't bend, and they definitely don't ask permission before standing between you and whatever's trying to kill you.

Domains
Tower
mastery of defense & protection
Ether
mastery of astral projection & spiritual communion
Calling Talent
Bulwark of Spirit
 
Reaction: When you would suffer a wound, you may spend a balance token to prevent the wound and instead lose 2 from your Vigor or Zeal score (your choice). If you are astrally projected, lose 1 Vigor or Zeal instead.
Your body breaks before your spirit does. When a wound should put you down, you burn through reserves of will instead, converting spiritual endurance into physical stubbornness.

Muse

The Muse sees potential the way most people see furniture: it's everywhere, and nobody's using it properly. Part inventor, part provocateur, they specialize in drawing out what others didn't know they had. A Muse doesn't steal the spotlight. They build a better one, aim it at you, and insist you try that again.

Domains
Honey
mastery of influence & social manipulation
Forge
mastery of technology & creativity
Calling Talent
Encore
Here · 1 friend
Reaction: When a friend fails or critically fails an action roll, you may spend a balance token to prevent the DM from taking the spotlight and grant that friend an additional turn in the spotlight instead. The DM still gains an Interruption Token on a critical failure and they gain the spotlight at the end of your friend's turn (even if your friend succeeds).
Some moments deserve a second take. When an ally stumbles, you're already there with the right word, the right tool, or the right look that says "you're not done yet."

Nomad

Home is a liability. Roots are a trap. The Nomad has internalized the Kosmos's oldest lesson: everything you can't carry is something you can lose. They travel light, plan loose, and treat "settled" as a temporary condition between departures. If you need them, they were here five minutes ago. Try the next settlement over.

Domains
Salt
mastery of preparation & self-reliance
Silk
mastery of evasion & mobility
Calling Talent
Always Moving
 
Reaction: When any player gains the spotlight, you may spend a balance token to immediately cross one edge.
Staying in one place is a choice, and it's never yours. You drift through the battlefield like a rumor, always one step ahead of whatever's coming.

Oracle

The Oracle lives a half-second ahead of everyone else, and that half-second changes everything. Part investigator, part prophet, they piece together divine whispers and observable patterns into something that looks a lot like foresight. Whether the visions come from the gods or from an unnervingly good read on cause and effect, the result is the same: the Oracle knew this was going to happen, and they tried to warn you.

Domains
Glass
mastery of investigation & hidden truths
Shrine
mastery of devotion & divine connection
Calling Talent
Prophetic Warning
Here · 1 friend
Reaction: When a friend in your zone would suffer a hard hit, you may spend a balance token to turn the hard hit into a light hit.
You glimpse fragments of the immediate future, just enough to shout a warning before the blow lands. It won't stop fate entirely, but it takes the edge off.

Zealot

Faith without teeth is just poetry. The Zealot serves the divine not through quiet devotion but through decisive, often violent, action. They pray with clenched fists and worship through combat, drawing on a well of conviction deep enough to fuel what their body alone cannot deliver. The gods notice the devout. They remember the dangerous.

Domains
Shrine
mastery of devotion & divine connection
Grit
mastery of endurance under pressure & weapons
Calling Talent
Righteous Fury
 
Reaction: When you have the spotlight and deal any number of light hits, you may spend a balance token to turn one of those light hits into a hard hit.
Your conviction burns with holy fire. When you commit to violence, your faith strikes alongside your weapon.