Here is an incomplete draft of my progress. I have taken some preexisting ones and renamed them, either to reshuffle them or to bring them in line with other starting abilities naming conventions that are more role, profession, or class like. I would like to have three starting abilities for each, and I’m still trying to figure out either what would work or what might work well. There are also some placeholder names for possible starting abilities.
I will likely also have about roughly 8-9 spell traditions, though this will follow CORE for simplicity sake rather than MAGIC.
Intelligence Magic
• Arcane
• Death
• Elemental
Wisdom Magic
• Psychic
• Nature
Charisma Magic
• Holy
• Occultism
• Song
Alchemy : brewing alchemical potions and elixirs
Starting Abilities
Apothecary:
Brewmaster:
Arcane : the cosmic magic of mana, space, and time
Starting Abilities
WIZARD: If you find a written SPELL, gain an extra SPELL
Artifice : inventing gadgets and gizmos
Starting Abilities
ARTIFICER: Crafting BASIC LOOT is EASY
DEMOLITIONIST: double all damage against vehicles, objects, or structures
MECHANIC: Any roll involving repair is always EASY
Command : coordinate allies and raise morale
Starting Abilities
MARSHAL: Spend your action to add your CHA and applicable EFFORT bonus to an ally’s next action
TACTICIAN: On your turn, you can sacrifice your ACTION to grant another player who is within CLOSE range an extra ACTION or CLOSE MOVE
STRATEGOS: At the start of every round, you can switch turn or initiative order of any two willing players including yourself
Death : the necromantic magic of the Dark
Starting Abilities
BLOOD MAGE: Sacrifice any amount of HP, HP providing loot/food, or bound victim’s HP to boost any 1 roll
NECROMANCER: Death magic is never HARD to cast
REAPER: Once per round, you can heal BASIC when a living creature dies within CLOSE range
Elements : the primal magic of the Elemental Chaos
Starting Abilities
GEOMANCER: Earth and Fire magic is always EASY to cast
STORMBRINGER: Air and Water magic is always EASY to cast
WILDER: Any time you roll the max on a die, roll it an additional time
Holy : the angelic magic of the Celestial Light
Starting Abilities
HEALER: Any healing magic you cast does ULTIMATE EFFORT
TEMPLAR: On a critical hit, heal NEAR allies equal to the damage dealt
Lore : knowledge is power
Starting Abilities
Oracle:
Sage:
Marksmanship : shooting guns and bows
Starting Abilities
MARKSMAN: On a ranged attack roll of modified 15+, fire again
SNIPER: Use one TURN to aim. Your next successful hit deals max damage
Martial Arts : achieve spiritual and physical harmony
Starting Abilities
DRAGONFIST: Your unarmed attacks deal GUN damage
GRAPPLER: Grappling an opponent counts as EASY for you
MONK: Use your WIS STAT when making unarmed attacks
Nature : the natural magic of the Green
Starting Abilities
BEASTMASTER: You can to communicate with BEASTS in their own language and use CHA rolls to persuade BEASTS
ECOMANCER: Nature magic is always EAST to cast
Warden:
Occultism : esoteric powers and otherworldly pacts
Starting Abilities
Cultist
Diabolist
Ritualist
Warlock
Psychic : the inner magic of the mind and spirit
Starting Abilities
Mystic:
Empath:
Far Seer:
Savagery : barbaric brutality!
Starting Abilities
BERSERKER: You can sacrifice 1d4 HP for an extra ATTACK
JUGGERNAUT: You can ignore up to BASIC damage from one hit per round
RAIDER: If attacking an enemy you have already harmed, do ULTIMATE damage
Song : the power of musical melodies and dance
Starting Abilities
Bard:
CHANTER: Provide a war chant with a CHA roll, reduce allies’ TARGET by 2
Dancer:
Thievery : cloak and dagger shenanigans
Starting Abilities
ASSASSIN: If your target doesn’t know you’re there, your first attack cannot miss and it does ULTIMATE
SHADOW: Your stealth rolls are always EASY
THIEF: Any time you roll for LOOT, roll TWICE
Tracking : hunting and tracking prey
Starting Abilities
SCOUT: When using WIS to seek out details or hidden truths, roll EASY
TRACKER: ATTEMPTS to pursue BEASTS or HUMANOIDS are EASY
TRAPPER: Your traps damage all victims NEAR the trap when tripped
Warfare : strength in armed combat
Starting Abilities
SWASHBUCKLER: Hurl insults at any 1 enemy, they cannot resist dueling you