Abyssal Craft (••)
Prerequisite: Guild: The Company of Artificers or Settlement: Oracaster, Artistry •
You’ve lived near the Abyss and know how to forge weapons of the void. You can take abysmal materials and craft deadly weapons from them. Gain +2 Enhancement to actions when repairing or crafting weapons with the Abyssal and Deep Stone tags.
Agitator (•)
You know just what to say to twist someone’s emotions negatively. Gain +1 Enhancement to shift negative attention to you away from an ally.
Air of Authority (•••)
Prerequisites: Ancestry: Human, Dogma: The Temple of the Benevolent Earth, or Guild: The Union of Cartographers and Stratigraphers; Leadership •
Your reputation precedes you in most settlements, but when it doesn’t, you can present a token of your authority to throw your weight around. When you or someone in your group is under intense scrutiny, you can project your authority to stop the line of questioning. On a reflexive Leadership action, you can choose to impose the Disgraced status effect on the accuser, regardless of the validity of their concern.
Always a Helping Hand (••)
Prerequisites: Dogma: The Church of Golthon or Fortuna; Persuasion •
You’ve earned the goodwill of the citizens of your settlement or religion, and it seems like whenever you need it, there’s someone willing to help you in your travels. In an occupied area, you can spend 1 Momentum to find a helpful character to assist you for a scene. In an area without people, you can spend 3 Momentum, and this person appears to offer assistance.
Always Prepared (•)
Prerequisites: Medicine • or Technology •
You must choose Medicine or Technology when you purchase this Thesis. If you want to apply the benefits of this Thesis to both Skills, you must purchase it twice. No matter what happens, you’re prepared to administer aid in your field. Gain +1 Enhancement to Medicine or Technology actions, as appropriate, to your selection when purchasing this Thesis. This benefit occurs regardless of the equipment in your possession, as your body functions as the required tool.
Architect (•)
Your experience building structures grants you a +1 Enhancement to build, reinforce, or study structures.
Armor Expert (••)
You’re trained in wearing armor and how to maximize its effectiveness. You have 1 additional injury box when you wear armor. This benefit stacks with other armor bonuses. You can buy this Thesis up to three times.
Battlefield Economy (•••)
Prerequisites: Dogma: The Temple of the Benevolent Earth or Settlement: Fortress; Leadership •
You quickly form a battle plan and deploy your party according to their strengths. On a successful simple Leadership action on your turn, grant your party a cost reduction of 1 to purchase Combat Tricks (to a minimum of 1).
Behind You (• to •••)
Prerequisites: Ancestry: Hobgob or Human, or Settlement: Skullcrag; Athletics •
You’ve learned how to quiet your footsteps and breathing to ambush your target, and you gain an Enhancement equal to the number of dots in this Thesis to the first attack you make when you successfully sneak up on your target.
Bloody Intimidating (••)
Prerequisites: Community: Ipreceans, Dogma: Well Worship, or Settlement: Fortress; Persuasion •
When injured, your demeanor is at its fiercest. So fierce that some enemies back down when given the option. Gain 1 Social Advantage to intimidate your opponents into surrendering instead of prolonging the fight after you reach the Bloodied Injury Level or lower.
Body of Kaos (•••)
When tethering Wild Kaos, your character can convert all hits made on a successful attempt to tether into healing, on a one-for-one basis. However, channeling Kaos through your body exhausts you, and you receive the Dazed status effect.
Boom! (•)
Prerequisites: Ancestry: Makiru, Guild: The Excavators and Explorers Collective, or Settlement: Eryhulk; Science • or Technology •
Your experience making explosives has taught you how to identify and use Kaos rocks to destructive ends. With this Thesis, you can use Kaos rocks as ranged or close combat weapons with an explosive, one-use effect with the Flaming and Kaos Touched tags. These detonations only affect individuals at Close range.
Burald Brewer (•)
Prerequisites: Community: Bura; Survival • or Science •
You’ve discovered that adding Kaos rock powder to a mixture of ground emeralds and zinc in a lichen juice has an intoxicating effect that makes you a highly effective combatant, but one likely to suffer from an aftereffect worse than a headache. Whenever you’re in combat, you can drink the burald you always have on your person and gain immunity to the Unsettle Antithesis and a +1 Enhancement on all attacks you make when trying to kill the opponent. However, once combat concludes, you gain the Deprived and Exhausted status effects.
By Your Side (••)
Prerequisites: Ancestry: Darv, Community: Bura, Dogma: Fortuna, or Settlement: Fortress; Leadership •
Defending your people and fighting alongside others allows you to make a reflexive Leadership action to lend an ally at Close range a +1 Enhancement on all combat actions for the scene’s duration.
Canary (• to ••)
• Whenever you enter an unknown area, you can send a small beast or bug you keep at your side on ahead. Your “canary” is a creature you can easily capture again. You can use your canary to determine if the air is unbreathable or poisonous in any way.
•• As above, except you can infer from your canary’s condition what kind of airborne threat exists in the area ahead.
Careful Application (••)
Prerequisites: Settlement: Telver’s Hearth; Medicine •
Your understanding of Kaos allows you to prepare and carefully use it to enhance your ability to treat wounds. Gain +2 Enhancement to Medicine actions when you use Kaos rocks or a Sorcery as part of an attempt to heal yourself or someone else.
Cavern Detective (•)
Prerequisites: Dogma: The Lords and Ladies of Rot or Settlement: Mud Town; Esoterica •
Studying the walls and ground can yield valuable information about how a location was used and what lived there. You’ve learned how to interpret these signs to provide important information of questionable usefulness. With a simple Esoterica or Survival action, the Storyguide gives you a cryptic clue about the nature of what was in the cave before you or something that happened in the cave. It’ll be up to you to determine what these clues mean.
Cavern Farmer (•••)
Prerequisites: Survival •
You’ve mastered how to sustain a small supply of food, be it raising a particular kind of creature for sustenance, or even growing a crop of edible lichen, mushroom, or other vegetation. When exploring, make a simple Survival action (difficulty varies depending on your location), with each hit determining the volume of supplies obtained.
Number of Hits | Food Supplies |
---|---|
1 | Two people |
2 | Three people |
3 | A party of five to six people |
4+ | A community |
Cave Runner (• to ••)
You’ve devoted a great deal of time and energy to movement through the Vast Underneath. At one dot, when facing a Complication for moving at top speed, spend 1 fewer hit to ignore it. Each additional Complication on the same roll receives the discount separately. For two dots, you can run up walls at normal movement speed for 1 round before having to climb.
Chitinous Cavalry (•••)
Prerequisites: Community: Zilenz or Guild: The Moths; Empathy •
Gain a chitinous steed with Blight level antagonist traits that can be used in combat and 1 Social Advantage to intimidate or impress others with your steed’s fearsome features. You also have all the equipment needed to ride it. If this mount dies during the story, you’ve bred or discovered a new one at the end of the next Kalm season.
Climber (•)
You grew up navigating your settlement by climbing. You gain +1 Enhancement to climb with gear. You remove Complications imposed by climbing without gear. This Thesis stacks with the Ruby Talons Synthesis.
Cluster Bomb (••)
Prerequisites: Ancestry: Makiru; Science • or Technology •; Thesis: Boom!
You’ve learned how to fuse multiple bombs to explode at roughly the same time when you throw them. You can throw two bombs per turn without having to split your action pool. Doing this more than once in a scene results in any non-protagonists present dropping a level in attitude toward you due to your recklessness.
Commanding Presence (•••)
When you take charge of a situation, add 1 Social Advantage over the people you’re commanding for the duration of the scene.