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.

Aegis

The wall holds because someone packed for the siege three weeks before anyone else thought there'd be one. The Aegis is the bodyguard who already walked the route, the caravan captain who knows which buckle frays first, the quiet one in the corner with extra straps and a plan for the ceiling collapsing. Tower teaches them to stand between their people and the blow. Salt teaches them to have a second shield ready when the first one breaks, and a third one for the shield-bearer. They don't trust the Kosmos to be kind. They've made arrangements.

Domains
Salt
mastery of preparation & self-reliance
Tower
mastery of defense & protection
Calling Talent
Braced For You
Here · 1 friend
Reaction: When a friend in your zone makes a capacity roll, you may spend a balance token to have them roll 2 dice and take the lower result.
You checked their straps an hour ago. You picked their footing two zones back. When the moment lands, the only thing left for them to do is the easy part.

Cynic

The Cynic has seen the trick performed too many times to be impressed by it. Every god has an angle, every contract has fine print, and every confident smile is hiding the same set of teeth. Glass gives them the patience to pull the thread until the whole story unravels. Grit gives them the bones to keep pulling after the people in the story would prefer they stopped. Their faith is in evidence and scar tissue, in that order, and they tend to outlive the optimists.

Domains
Grit
mastery of endurance under pressure & pain
Glass
mastery of investigation & hidden truths
Calling Talent
Bruise As Data
 
Reaction: When you suffer a hard hit, you may spend a balance token to change your Inspiration number to any value between your Wit minimum and Wit maximum.
Pain is just the Kosmos handing you fresh information. The body takes the blow, the mind reads the receipt, and the next opening looks different than the last one did.

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. Ether teaches them the manners of the dead, the cold spots and stubborn moods of shades who'll work if you ask the right way. Forge teaches them that any vessel can be made, given enough scrap and an honest hour. Put the two trades in the same workshop and you get 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 may only have one Soul Trinket at a time. While Projected, you can sense the location of this object in the physical plane.
Reaction: When the possessor of your Soul Trinket is in your zone and suffers a light hit, you may spend a balance token to negate the hit or turn it into a hard hit. If you are Projected, you may 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.

Herald

The gods don't keep regular office hours, and the message can't wait. The Herald is the runner between altars, the courier with a prayer half-rehearsed by the time they hit the door, the dancer who delivers a god's attention to wherever it's needed and is gone before the consequences arrive. Shrine teaches them which rituals catch divine notice and which favors keep stretching. Silk teaches them to be somewhere else by the time the answer lands. They carry holy news on fast feet, and they have never once been cornered against a wall.

Domains
Shrine
mastery of devotion & divine connection
Silk
mastery of evasion & mobility
Calling Talent
Word From On High
Anywhere · 1 friend
Reaction: When a friend you can see uses a boon, you may spend a balance token to treat that friend's Favor with the boon's god as 1 higher (maximum 5) for this boon's effect. Then, you may cross 1 edge toward that friend.
You arrive carrying the god's attention like a lit fuse. The prayer lands harder because you ran the distance with it, and you are at your ally's shoulder before the echo fades.

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. Honey teaches them which compliment lands, which secret travels, and how to leave a room convinced you were the most interesting person in it. Silk teaches them to be three rooms away before anyone thinks to check. 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 have a friend or foe in your zone suffer the hit instead, then move to an adjacent zone. If a foe suffers the hit, 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.

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. Honey gives them the ear for the right word at the right second, the one that makes a friend stand a little taller before they swing. Forge gives them the hands to put the right tool in those hands, even if it has to be wired together from whatever was lying around. 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."

Psychopomp

Someone has to walk the dead the rest of the way, and the gods aren't volunteering. The Psychopomp learned the route between planes the way an old courier learns a smuggling road, by getting lost on it first and packing better next time. Ether teaches them the shape of the astral, the moods of shades, the cold spots where reavers wait. Salt teaches them to never make the crossing without a backup plan, a backup attuned object, and a backup reason to come home. Grief work is a trade like any other. They keep the receipts.

Domains
Salt
mastery of preparation & self-reliance
Ether
mastery of astral projection & spiritual communion
Calling Talent
The Dead Owe Favors
 
Reaction: When you declare a risky roll, you may spend a balance token. After rolling, if no die shows 1 but at least 1 die shows 2, treat this as a regular success. If you are Projected, any die showing 1 or 2 counts as a critical success result for this roll.
You walked enough shades home that a few of them remember the kindness. When your footing slips, a quiet hand steadies it from the other side of the veil.

Stoic

The Stoic reads the battlefield before the battle, the room before the conversation, and the opponent before the first swing. They are the bodyguard who clocks every exit on the way in and the captain who notices which lieutenant won't meet their eye. Tower gives them the steadiness to hold ground while the picture comes into focus. Glass gives them the focus itself, the slow patient seeing that turns chaos into a problem with discrete edges. They don't move first. They move correctly.

Domains
Tower
mastery of defense & protection
Glass
mastery of investigation & hidden truths
Calling Talent
The Blow Was Mine
Here · 1 friend
Reaction: When a friend in your zone suffers a hit, you may spend a balance token to suffer the hit instead. If you are Inspired, the hard hit becomes a light hit.
You saw the strike coming before it was a strike, and you were already standing in its way. Steel finds the body that was ready for it, not the one that wasn't.

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. Shrine teaches them which prayers the gods actually listen for and how to spend a god's attention without wasting it. Grit teaches them to keep swinging once the prayer is finished and the favor has been called in. The gods notice the devout. They remember the dangerous.

Domains
Shrine
mastery of devotion & divine connection
Grit
mastery of endurance under pressure & pain
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.