Chronicle: Foundation

Summary

The purpose of The FARAD System's chronicle template mechanic is to assist GMs who would like to create and utilize different balanced chronicle options that aid their players with creating their character's backstory, as well as offering the players themselves a way to create a portion themselves as well, using the same mechanic.

A character's chronicle is made of several parts, which a GM may allow their players to construct on their own in part or in whole, make entirely random based on pre-made sets for each section, or as recommended, with a portion randomly rolled by the players and a portion created by the players' choices.

*Foundation* is a set of ten chronicle entries chosen by the player as part of their character's backstory. They are meant to be chosen as initial training path steps taken along their four previous chronicle sections and afterward, leading up to the start of the campaign.

When rolling to obtain, use 2d10 as sum. If the first die rolled is a 0, and the second is a 1, then it is a 11, however, if a 1 and 0, then it is an 1. With the default sets, both have the same result, however, if a GM decides to substitute one of the two results with something else, or an entirely unique arrangement of custom sets, then it is important to keep that in mind.

The Sated Blade

This Foundation trait refers to combat training. Here are the default sets:

1 (Ace): This individual has trained themselves for dealing lethal attacks, having a free Attack Land Location Die to add after the digit result, and +1d10 +1d10/2 Daily Damage Advantage when backstabbing. [Rogue]

2 (Mirror): This individual has +1d10 Daily Advantage to Rapport Checks, +1d10 Daily Damage Advantage to Surprise Attacks after succeeding a Rapport Check, and +1 to Bluff Checks.

3 (Merchant): This individual has +1d10 Daily Advantage to Accuracy Checks, +1d10 Daily Advantage to Sabotage Checks, and +1 to Salvage Checks.

4 (Tome): This individual has a free Attack Land Location Die to add after the digit result, +1d10 Daily Foci Pool Recovery Advantage, and +1 on Observation Checks. [Wizard]

5 (Child): This individual has two free Attack Land Location Die to add after the digit result, and +1 to Accuracy Checks. [Tumbler]

6 (Beast): This individual has +1d10/2 Daily Damage Advantage when in the wilderness, and may spend any unused points of MA for +1d10/2 on Accuracy Checks per point spent. [Huntsman]

7 (Dream): This individual has +1 on Calm Checks, -2 on Reflex Checks after a failed calm check, and may deal Script Strength Damage or Script Finesse Damage rather than Untyped Strength Damage or Untyped Finesse Damage. [Psion]

8 (Knight): This individual has +2 HP, and +1 on Balance Checks.

9 (Tower): This individual has +2d10 Daily Advantage to EP during combat, and +1 to Might Checks. [Burdener]

10 (Damsel): This individual has +2d10 Daily Charming Check Advantage when in combat, and +1 to Accuracy Checks.

11 (Ace): This individual has trained themselves for dealing lethal attacks, having a free Attack Land Location Die to add after the digit result, and +1d10 +1d10/2 Daily Damage Advantage when backstabbing. [Rogue]

12 (Jack): This individual has +1 HP, 1 Free Die for WIL Checks during Combat, and +1 to Charisma Checks. [Warlock]

13 (Queen): This individual has +1 on Might Checks, and +2d10 Daily Damage Advantage when using Faith Magic. [Acolyte]

14 (King): This individual has +2d10 Daily Tactics Check Advantage when in combat, and +1 to Leadership Checks.

15 (Crone): This individual has +2 MP, and +1 to Escape Checks.

16 (Mage): This individual has +1d10 Daily Jury-Rig Check Advantage during combat, +1d10 Daily Repair Check Advantage during combat, and +1 on Accuracy Checks. [Tinkerer]

17 (Artifact): This individual has +2d10 Daily EP Advantage against Magic during combat, and +1 on Block Checks. [Sorcerer]

18 (Terror): This individual has -2 to Calm Checks, and -2 to Meditation Checks after failing a calm check, but may spend any unused points of HP for +1d10/2 on Might Checks per point spent, and has +2d10 Daily Advantage to Might Checks. [Berserker]

19 (Map): This individual has +2d10 Daily Reflex Check Advantage if in their chosen terrain, and +1 Reflex.

20 (Joker): This individual has +1 Accuracy if knowing a subject in combat well, and may spend any unused points of FP for +1d10/2 on Memory Checks per point spent. [Bard]

The Battered Shield

This Foundation trait refers to combat training. Here are the default sets:

1 (Ace): This individual has worked hard to use stealth as part of their combat tactics, having +1 Accuracy when unnoticed, and they may spend any unused points of FP for +1d10/2 on Accuracy Checks, per point spent. [Rogue]

2 (Mirror): This individual has +1d10 Daily Damage Advantage when performing Melee Damage, and +3 to Reflex Checks. [Tumbler]

3 (Merchant): This individual has +1d10 Daily Charisma Check Advantage, +1d10 Daily Intimidate Check Advantage, and +1 on Reflex Checks.

4 (Tome): This individual has +1 HP, +1d10 Daily Damage Advantage during combat if using the potentiality source pool, and +1 on Accuracy Checks. [Tinkerer]

5 (Child): This individual has +1 Balance, and +2d10 Daily Advantage when aiding allies in combat. [Acolyte]

6 (Beast): This individual has 2 Free Die for WIL Checks during Combat, and +1 to Intimidate Checks. [Warlock]

7 (Dream): This individual has +2 MA, and +1 on Cunning Checks. [Psion]

8 (Knight): This individual has +1d10 Daily Damage Advantage when performing Melee damage, and +2 Free Melee Dice Pool Die Rerolls per Session. [Berserker]

9 (Tower): This individual has +1d10 Daily Advantage to Shielding Checks, +1d10 Daily Advantage to Block Checks, and +1 to Disarm Checks. [Burdener]

10 (Damsel): This individual has +2 FP, and +1 on Meditate Checks.

11 (Ace): This individual has worked hard to use stealth as part of their combat tactics, having +1 Accuracy when unnoticed, and they may spend any unused points of FP for +1d10/2 on Accuracy Checks, per point spent. [Rogue]

12 (Jack): This individual has +2d10 Daily Damage Advantage when using Wild Magic during combat, and +1 on Shielding Checks. [Sorcerer]

13 (Queen): This individual has +2d10 Daily Taming Check Advantage when in combat, and +1 to Reflex Checks.

14 (King): This individual has +1d10 Daily Shielding Check Advantage when in combat, and +3 to Leadership Checks.

15 (Crone): This individual has +2d10 Daily Damage Advantage during combat against singular entities, and +1 to Calm Checks.

16 (Mage): This individual has +1d10 Daily EP Advantage against Magic during combat, +1d10 Daily Foci Pool Recovery Advantage, and +1 on Memory Checks. [Wizard]

17 (Artifact): This individual has +2 SP, and +1 on Calm checks.

18 (Terror): This individual has +1d10 Daily Courage Check Advantage, +1d10 Daily Damage Advantage if not failing a Courage Check during combat, and +1 to Intimidate Checks.

19 (Map): This individual has +1d10/2 Daily Advantage to Might Checks, +1d10 Daily Advantage to Accuracy Checks, and have a free Attack Land Location Die to add after the digit result. [Huntsman]

20 (Joker): This individual has +1 on Charisma Checks, and +2d10 Daily Advantage when aiding allies in combat. [Bard]

The Sharp Instinct

This Foundation trait refers to things the individual has learned which help them more easily survive. Here are the default sets:

1 (Ace): This individual has learned how to be very cunning, having +2 to Cunning Checks, +2 to Haggle Checks, and +1 to Improvisation Checks.

2 (Mirror): This individual has learned how to better pace themselves and defend against Melee attacks as well as counterattacking quickly, having +1d10 Daily EP Advantage against STR Damage, +1d10 Daily Accuracy Checks Advantage, and +1 to Might Checks. [Tumbler]

3 (Merchant): This individual has learned how to better deal with security, having +1 Free RP Chance Die to attempts to disable security, +1 Free RP Chance Die to attempts to set up security, and +1 to Knowledge: Security. [Rogue]

4 (Tome): This individual has learned how to study and learn more effectively, having +2 to Learning Checks, +2 to Studying Checks, and +1 to Speed-Reading Checks.

5 (Child): This individual has learned how to user their wit and cunning well, having +2 to Wit Checks, +2 to Cunning Checks, and +1 to Amuse Checks. [Bard]

6 (Beast): This individual has learned how to better track and tame natural creatures, having +3 to Taming Checks on natural creatures, and +2 to Tracking on natural creatures. [Huntsman]

7 (Dream): This individual has learned how to user their wit and presence well, having +2 to Wit Checks, +2 to Intimidate Checks, and +1 to Might Checks. [Psion]

8 (Knight): This individual has learned how to not suffer disadvantage from using an improvised weapon, and has +1 Accuracy and +1d10/2 Daily Damage Advantage with Simple Weapons. [Berserker]

9 (Tower): This individual has learned how to better pace themselves and defend against Melee attacks, having +1d10 Daily EP Advantage, and +1d10 Daily EP Advantage against STR Damage, and +1 to Might Checks. [Burdener]

10 (Damsel): This individual has studied the major religions a fair bit, having +1 to Religion Checks, +1 Knowledge: Adecrea, +1 Knowledge: Numina, +1 Knowledge Pragur, and +1 on Charisma Checks with a singular higher power of choice. [Acolyte]

11 (Ace): This individual has learned how to be very cunning, having +2 to Cunning Checks, +2 to Haggle Checks, and +1 to Improvisation Checks.

12 (Jack): This individual has studied curses, having +1 Knowledge: Curses, +1 Free Die to Willful Severence Abilities, and +1 Free Die to Endless Abilities. [Warlock]

13 (Queen): This individual has learned how to better accrue income outside of their vocation, having +3 to Haggle Checks, and +2 to Gambling Checks.

14 (King): This individual has learned how to more effectively lead and learn from their subjects, having +2 to Leadership Checks, +2 to Learning Checks, and +1 to Diplomacy Checks.

15 (Crone): This individual has learned how to survive on their own, having +2 to Cunning Checks, +2 to Forage Checks, and +1 to Salvage Checks.

16 (Mage): This individual has learned how to better wielding foci magic with the knowledge of its instability, having +1 RP Chance Die per session to use against Backblow, +1d10/2 Daily WIS Check Advantage, and +1d10/2 Foci Magic Source Absorption. [Wizard]

17 (Artifact): This individual has learned how to repair things well, having +2 to Repair Checks, +2 to Salvage Checks, and +1 to Knowledge Checks. [Tinkerer]

18 (Terror): This individual has learned a fair bit about uses for stealth to gain information, having +2 Shadowing Checks, +2 to Sneak Checks, and +1 to Observation Checks.

19 (Map): This individual has learned how to no only draw upon leylines within their normal breadth of potency, but up to five times their Range further, and being able to sense them up to ten times their Range, however, they have -1 to Meditate Checks when not in range of a leyline, and have -1 to Calm Checks. [Sorcerer]

20 (Joker): This individual has learned how to study and manipulate people, having +2 to Psychology Checks, +2 to Charisma Checks, and +1 to Empathy Checks.

The Grey Matters

This Foundation trait refers to learning largely for the sake of knowledge itself. Here are the default sets:

1 (Ace): This individual has learned how to retain knowledge and memories longer, having +2 to Knowledge Checks, +2 to Memory Checks, and +1 to Mnemonic Checks.

2 (Mirror): This individual has learned how to better wielding leech magic with the knowledge of its power, having +1 RP Chance Die per session to use against Backblow, +1d10/2 Daily STR Check Advantage, and +1d10/2 Blood Magic Source Absorption. [Warlock]

3 (Merchant): This individual has learned to entertain better, having +2 to Perform Checks, +2 to Dance Checks, and +1 to one check used for their profession (discuss with GM on details). [Bard]

4 (Tome): This individual has studied foci magic extensively and adapted to new knowledge quickly, having +2 Knowledge: Foci, +2 Knowledge: Foci Magic, and +1 to Learning Checks involving foci. [Wizard]

5 (Child): This individual has spiritually expanded their understanding of the universe, having +2 SP, and +1 to Knowledge: Loa. [Acolyte]

6 (Beast): This individual has learned how to use plants to their advantage when healing themselves or poisoning others, having +1 to Botany Checks, +1 to Foraging Checks, +1 to Knowledge: Poisons, +1 to Diagnose Checks, and +1 to First-Aid Checks. [Rogue]

7 (Dream): This individual has mentally expanded their understanding of the universe, having +2 MA, and +1 to Knowledge: Psionics. [Psion]

8 (Knight): This individual has learned how to act with a standard of behavior most find charming, having +2 to Charisma Checks, +2 to Etiquette Checks, and +1 to Courage Checks.

9 (Tower): This individual has learned how to study a problem from multiple angles, having +2 to Deduction Checks, +2 to Induction Checks, and +1 to Musing Checks.

10 (Damsel): This individual has learned how to manipulate others through their words and actions, having +2 to Charming Checks, +2 to Psychology Checks, and +1 to Reason Checks.

11 (Ace): This individual has learned how to retain knowledge and memories longer, having +2 to Knowledge Checks, +2 to Memory Checks, and +1 to Mnemonic Checks.

12 (Jack): This individual has learned how to push themselves athletically, having +2 to Athletic Checks, +2 to Acrobatics Checks, and +1 to Swim/Dive Checks.

13 (Queen): This individual has learned how to avoid legal troubles, having +2 to Law Checks, +2 to Judge Checks, and +1 to Cultural Checks.

14 (King): This individual has learned a lot about their land's past and present, having +2 to History Checks, +2 to Culture Checks, and +1 to Lore Checks.

15 (Crone): This individual has learned how to stay calm in many situations, having +2 to Meditation Checks, +2 to Calm Checks, and +1 to Stomach Checks.

16 (Mage): This individual has learned how to better wielding wild magic with the knowledge of its instability, having +1 RP Chance Die per session to use against Backblow, +1d10/2 Daily WIS Check Advantage, and +1d10/2 Wild Magic Source Absorption. [Sorcerer]

17 (Artifact): This individual has learned to think on their feet when making things, having +2 to Craft Checks, +2 to Jury-Rig Checks, and +1 to Cunning Checks. [Tinkerer]

18 (Terror): This individual has learned how to wield their power on the battlefield effectively, having +2 to Tactics Checks, +2 to Strategy Checks, and +1 to Leadership Checks.

19 (Map): This individual has learned how to use plants to their advantage when healing themselves or others, having +1 to Botany Checks, +1 to Foraging Checks, +1 to Diagnose Checks, and +2 to First-Aid Checks. [Huntsman]

20 (Joker): This individual has learned a lot of information that may be interesting, but not necessarily to all people, having +2 to Trivia Checks, +2 to Lore Checks, and +1 to Memory Checks.

The Cautious Path

This Foundation trait refers to training that helps them avoid complications that may hinder their progress. Here are the default sets:

1 (Ace): This individual has +2 to Stealth Checks, +2 to Disguise Checks, and +1 to Charisma Checks [Rogue]

2 (Mirror): This individual has skill for catching and redirecting things, having +2 to Catch Checks, +2 to Accuracy Checks, and +1 to Balance Checks. [Tumbler]

3 (Merchant): This individual has +2 to Haggle Checks, +2 to Appraisal Checks, and +1 to Charisma Checks.

4 (Tome): This individual has +3 to Learning Checks, and +2 to Observation Checks.

5 (Child): This individual has skill for ambushing, having +2 to Camouflage Checks, +2 to Tactics Checks, and +1 to Intimidate Checks. [Huntsman]

6 (Beast): This individual has the capability to speak to one chosen clade of creatures or terrors as if speaking to another of their own primary language with complete understanding, and have +1 to Linguistic Checks when speaking to those of the same class. [Sorcerer]

7 (Dream): This individual has +1 EP, +1 Psionic Source Pool Advantage, and +1 to Memory Checks. [Psion]

8 (Knight): This individual has a hearty body, having +1d10/2 Daily Toxin Absorption, +1d10/2 Daily Flesh Absorption, +1d10/2 Daily Vitality Absorption, and +2 Vitality Domain Adaption. [Berserker]

9 (Tower): This individual has a strong body, having +1d10 + 1d10/2 Daily Might Advantage, +1d10/2 Daily Grip Advantage, and +1 to Lung Checks. [Burdener]

10 (Damsel): This individual has +1 to Charming Checks, and +1 to Beauty Checks.

11 (Ace): This individual has +2 to Stealth Checks, +2 to Disguise Checks, and +1 to Charisma Checks [Rogue]

12 (Jack): This individual has +2 to Carousing Checks, and +3 to Dodge Checks.

13 (Queen): This individual has a devotion to their top three higher powers, having +1 Free Favor Die per Session when using Faith Magic abilities with their most favored higher power (which may not be used outside of abilities and does not roll over), and +1 Free Favor Die Rerolls per Session with their second and third most favored higher powers. [Acolyte]

14 (King): This individual has +2 to Leadership Checks, and +3 to Administration Checks.

15 (Crone): This individual has +1 Damage after breaking a promise, contract or otherwise mislead another character into some sort of danger, and may use untyped WIL damage instead of untyped STR damage if they choose. [Warlock]

16 (Mage): This individual has +2 to Accuracy Checks, +1 to Calm Checks, and +1 Foci Magic Source Adaption. [Wizard]

17 (Artifact): This individual has +5 Owned Item Quality toward tools or supplies. [Tinkerer]

18 (Terror): This individual has +3 to Courage Checks, and +2 to Taming Checks.

19 (Map): This individual has +3 to Navigation Checks and +2 to Calm Checks.

20 (Joker): This individual has +1 to Rapport Checks after a successful Bluff Checks, and may use their Charisma Check score instead of Reason Check score if they so wish when trying to convince someone. [Bard]

The Mixed Bag

This Foundation trait refers to assorted skills of varied purpose. Here are the default sets:

1 (Ace): This individual has a mount or vehicle, having +5 to Mount/Vehicle Quality.

2 (Mirror): This individual has skill for destruction, having +3 to Sabotage Checks, and +2 to Disarm Checks. [Berserker]

3 (Merchant): This individual has +1 to Crafting: Alchemy Checks, +1 to Accuracy Checks, +1 to Appraisal Checks, and +1 Semoitic Source Pool Adaption. [Rogue]

4 (Tome): This individual has +1 to Crafting Checks when using a foci as part of the creation itself, and may use Crafting Check score instead of their Jury-Rig Check score if they so wish when creating something rapidly. [Wizard]

5 (Child): This individual has skill for throwing their voice and otherwise distracting individuals, having +2 to Provoke Checks, +2 to Ventriloquism Checks, and +1 to Charisma Checks. [Tumbler]

6 (Beast): This individual has skill at spotting and imitating animals, having +2 to Visual Observation Checks, +2 to Mimicry Checks, and +1 to Auditory Observation Checks. [Huntsman]

7 (Dream): This individual has +2d10 Daily Psionic Source Pool Recovery Advantage, and 1 ability worth 6 points or 2 abilities worth 3 points, without spending from their initial Ability Points. [Psion]

8 (Knight): This individual has +4 to Morale Checks, and +1 to Calm Checks.

9 (Tower): This individual has skill at enduring things and using their might, having +1 EP, and +3 to Might Checks. [Burdener]

10 (Damsel): This individual has +2 to Etiquette Checks, and +3 to Charming Checks.

11 (Ace): This individual has a mount or vehicle, having +5 to Mount/Vehicle Quality.

12 (Jack): This individual has a propensity toward meditation and focusing on their faith, having +2d10 Daily Faith Magic Source Pool Recovery Advantage, and +1 to Meditation Checks. [Acolyte]

13 (Queen): This individual has +2 to Charisma Checks, and +3 to Leadership Checks.

14 (King): This individual has +3 to Organizing, and +2 to Observation Checks.

15 (Crone): This individual has +2 Leech Magic Source Pool Adaption, and +1 to Intimidate Checks. [Warlock]

16 (Mage): This individual has skill adapting to new situations and dangers, having +1 to Linguistic Checks, and two +1d10/2 Source Absorptions of choice or a singular +1d10 Source Absorprtion of choice. [Sorcerer]

17 (Artifact): This individual has +5 Companion Quality toward a golem. [Tinkerer]

18 (Terror): This individual has +2 to Courage Checks, and +3 to Calm Checks.

19 (Map): This individual spent quite a bit of time travelling in regions that had few landmarks to go by, but studied the heavenly bodies and other things, and now have an innate sense of direction, having +3 to Navigation Checks, and +2 to Tracking Checks.

20 (Joker): This individual +1d10/2 to Charisma Checks, +1d10/2 to Perform Checks, +1d10/2 to Singing Checks, +1d10/2 to Accuracy Checks, and +1 to Stealth Checks. [Bard]

The Mindful Body

This Upbringing trait refers to a previously common training used for part of this individual's past vocations. Here are the default sets:

1 (Ace): This individual has become skilled in many things related to their professions, having +2 to Might Checks, +2 to Accuracy Checks, and +1 to Haggle Checks.

2 (Mirror): This individual has used their skill for espionage, having +2 to Stealth Checks, +2 to Disguise Checks, and +1 to Mimicry Checks.

3 (Merchant): This individual has used their skill for negotiating business dealings, having +2 to Haggle Checks, +2 to Intimidate Checks, and +1 to Calm Checks.

4 (Tome): This individual has devoted their skill toward employment wherein they prove their interests, having +2 to Linguistics Checks, +2 to Lore Checks, and +1 to History Checks.

5 (Child): This individual has devoted their skill toward interacting with others professionally, having +2 to Empathy Checks, +2 to Psychology Checks, and +1 to Cultural Checks.

6 (Beast): This individual has skill that aids them in surviving and profiting from the wilderness, having +2 to Foraging Checks, +2 to Taming Checks, and +1 to Tracking Checks.

7 (Dream): This individual has skill that aids them in blending in and hiding things till later, having +2 to Conceal Checks, +2 to Disguise Checks, and +1 to Sneak Checks.

8 (Knight): This individual has skill that aids them serving the public, having +2 to Courage Checks, +2 to Law Checks, and +1 to Etiquette Checks.

9 (Tower): This individual has shown their skill carrying things and protecting people, having +2 to Might Checks, +2 to Shielding Checks, and +1 to Balance Checks.

10 (Damsel): This individual has shown their skill in fitting in with different groups, having +2 to Charming Checks, +2 to Rapport Checks, and +1 to Taming Checks.

11 (Ace): This individual has become skilled in many things related to their professions, having +2 to Might Checks, +2 to Accuracy Checks, and +1 to Haggle Checks.

12 (Jack): This individual has shown skill in fitting in with different groups and helping everyone have a good time, having +2 to Carousing Checks, +2 to Rapport Checks, and +1 to Daring Checks.

13 (Queen): This individual has skill in manipulating people for the sake of politics, having +2 to Charisma Checks, +2 to Diplomacy Checks, and +1 to Morale Checks.

14 (King): This individual has proven skill in leading people, having +2 to Leadership Checks, +2 to Orate Checks, and +1 to Courage Checks.

15 (Crone): This individual has proven skill in surviving alone and making do with their environment, having +2 to Cunning Checks, +2 to Foraging Checks, and +1 to Meditation Checks.

16 (Mage): This individual has proven skill in experimenting with new arcane creations, having +2 to Accuracy Checks, +2 to Crafting Checks, and +1 to Deduction Checks.

17 (Artifact): This individual has proven skill in experimenting with new technological creations, having +2 to Crafting Checks, +2 to Reason Checks, and +1 to Induction Checks.

18 (Terror): This individual has proven skill in dealing with rowdy people quickly as they protect someone or something, having +2 to Intimidate Checks, +2 to Shielding Checks, and +1 to Dodge Checks.

19 (Map): This individual has proven skill in finding things and locations and relaying information to others, having +2 to Memory Checks, +2 to Navigation Checks, and +1 to Depiction Checks.

20 (Joker): This individual has proven skill in entertaining others and thinking on their feet, having +2 to Amuse Checks, +2 to Improvisation Checks, and +1 to Acting Checks.

The Practiced Hand

This Upbringing trait refers to a previously common training used for part of this individual's past vocations. Here are the default sets:

1 (Ace): This individual has skill using their hands to craft with metal, having +2 to Crafting Checks, +2 to Smithing checks, and +1 to Repair Checks.

2 (Mirror): This individual has skill using their hands to create works of art, having +2 to Depiction Checks, +2 to Sculpting Checks, and +1 to Crafting Checks.

3 (Merchant): This individual has skill using their hands to deal with products, services and currency, having +2 to Haggle Checks, +2 to Appraisal Checks, and +1 to Statistics Checks.

4 (Tome): This individual has skill using their hands to pen works of fiction or other texts, having +2 to Writing Checks, +2 to Musing Checks, and +1 to Speed-Reading Checks.

5 (Child): This individual has skill using their hands for mostly sport and gaming purposes, having +2 to Gaming Checks, +2 to Athleticism Checks, and +1 to Catch Checks.

6 (Beast): This individual has skill using their hands to deal with collecting animals and preparing products, having +2 to Fishing Checks, +2 to Filleting/Skinning Checks, and +1 to Cooking Checks.

7 (Dream): This individual has skill using their hands for less than admirable purposes, having +2 to Gambling Checks, +2 to Sleight-of-Hand Checks, and +1 to Lock-Picking Checks.

8 (Knight): This individual has skill using their hands to perform feats of power for currency, having +2 to Might Checks, +2 to Shielding Checks, and +1 to Intimidate Checks.

9 (Tower): This individual has skill using their hands to do manual labor, having +2 to Excavation Checks, +2 to Grip Checks, and +1 to Might Checks.

10 (Damsel): This individual has skill using their hands to show their refinement and movement up the social ladder for financial gain, among other purposes. They have +2 to Etiquette Checks, +2 to Charisma Checks, and +1 to Diplomacy Checks.

11 (Ace): This individual has skill using their hands to craft with metal, having +2 to Crafting Checks, +2 to Smithing checks, and +1 to Repair Checks.

12 (Jack): This individual has skill using their hands to do administrative work, having +2 to Administrative Checks, +2 to Transcribing Checks, and +1 to Memory Checks.

13 (Queen): This individual has skill using their hands to reassure people, having +2 to Charisma Checks, +2 to Empathy Checks, and +1 to Calm Checks.

14 (King): This individual has skill using their hands to prove their skill within the government or legal system, having +2 to Administration Checks, +2 to Law Checks, and +1 to Leadership Checks.

15 (Crone): This individual has skill using their hands to not only survive, but thrive in the wilderness alone, having +2 to Camouflage Checks, +2 to Trapping Checks, and +1 to Hush Checks.

16 (Mage): This individual has skill using their hands for experimenting with new ideas people pay them to test and refine, having +2 to Jury-Rig Checks, +2 to Researching Checks, and +1 to Crafting Checks.

17 (Artifact): This individual has skill taking things apart and fixing them, having +2 to Salvage Checks, +2 to Repair Checks, and +1 to Jury-Rig Checks.

18 (Terror): This individual has skill using their hands to deal with tracking terrors and taming them, having +2 to Tracking Checks, +2 to Taming Checks, and +1 to Zoology Checks.

19 (Map): This individual has skill using their hands to detail things they have seen onto maps and notes, +2 to Depiction Checks, +2 to Writing Checks, +1 to Memory Checks.

20 (Joker): This individual has skill using their hands to help entertain others, having +2 to Perform Checks, +2 to Sleight-of-Hand Checks, and +1 to Juggling Checks.

The Spark

This Foundation trait refers to with mostly magical sources. Here are the default sets:

1 (Ace): This individual has learned how to better wield Natural and Mundane potential, having +2 to Stamina Pool, +1 Source Adaption to Natural and Mundane each, and one 3 cost natural or mundane ability without using AP.

2 (Mirror): This individual has learned how to wield Faith Magic and Henosis, having +1 to each pool, +1 Source Adaption to each, and one 3 cost ability of either source without using AP.

3 (Merchant): This individual has learned how to wield Sere Magic and Wild Magic, having +1 to each pool, +1 Source Adaption to each, and one 3 cost ability of either source without using AP.

4 (Tome): This individual has learned how to wield Cinereal Magic and Faith Magic, having +1 to each pool, +1 Source Adaption to each, and one 3 cost ability of either source without using AP.

5 (Child): This individual has learned how to wield Foci Magic and Spore Magic, having +1 to each pool, +1 Source Adaption to each, and one 3 cost ability of either source without using AP.

6 (Beast): This individual has learned how to wield Conduit Magic and Psionic, having +1 to each pool, +1 Source Adaption to each, and one 3 cost ability of either source without using AP.

7 (Dream): This individual has learned how to wield Faith Magic and Spore Magic, having +1 to each pool, +1 Source Adaption to each, and one 3 cost ability of either source without using AP.

8 (Knight): This individual has learned how to wield Cinereal Magic and Semiotic, having +1 to each pool, +1 Source Adaption to each, and one 3 cost ability of either source without using AP.

9 (Tower): This individual has learned how to wield Henosis and Primal Magic, having +1 to each pool, +1 Source Adaption to each, and one 3 cost ability of either source without using AP.

10 (Damsel): This individual has learned how to wield Blood Magic and True Speech, having +1 to each pool, +1 Source Adaption to each, and one 3 cost ability of either source without using AP.

11 (Ace): This individual has learned how to better wield Natural and Mundane potential. They have +2 to Stamina Pool, +1 Source Adaption to Natural and Mundane Each, and one 3 cost natural or mundane ability without using AP.

12 (Jack): This individual has learned how to wield Tenebrous Magic and True Speech, having +1 to each pool, +1 Source Adaption to each, and one 3 cost ability of either source without using AP.

13 (Queen): This individual has learned how to wield Signis and Spore, having +1 to each pool, +1 Source Adaption to each, and one 3 cost ability of either source without using AP.

14 (King): This individual has learned how to wield Foci Magic and Primal Magic, having +1 to each pool, +1 Source Adaption to each, and one 3 cost ability of either source without using AP.

15 (Crone): This individual has learned how to wield Aethereal Magic and Conduit Magic, having +1 to each pool, +1 Source Adaption to each, and one 3 cost ability of either source without using AP.

16 (Mage): This individual has learned how to wield Foci Magic and True Speech, having +1 to each pool, +1 Source Adaption to each, and one 3 cost ability of either source without using AP.

17 (Artifact): This individual has learned how to wield Catalytic and Semiotic, having +1 to each pool, +1 Source Adaption to each, and one 3 cost ability of either source without using AP.

18 (Terror): This individual has learned how to wield Blood Magic and Spore Magic, having +1 to each pool, +1 Source Adaption to each, and one 3 cost ability of either source without using AP.

19 (Map): This individual has learned how to wield Aethereal Magic and Primal Magic, having +1 to each pool, +1 Source Adaption to each, and one 3 cost ability of either source without using AP.

20 (Joker): This individual has learned how to wield Latent Technology and Leech Magic, having +1 to each pool, +1 Source Adaption to each, and one 3 cost ability of either source without using AP.

The Cog

This Foundation trait refers to training with mostly non-magical sources. Here are the default sets:

1 (Ace): This individual has learned how to better wield Natural and Mundane potential, having +2 to Stamina Pool, +1 Source Adaption to Natural and Mundane each, and one 3 cost natural or mundane ability without using AP.

2 (Mirror): This individual has learned how to wield Catalytic and Valor Magic, having +1 to each pool, +1 Source Adaption to each, and one 3 cost ability of either source without using AP.

3 (Merchant): This individual has learned how to wield Latent Technology and Tenebrous Magic, having +1 to each pool, +1 Source Adaption to each, and one 3 cost ability of either source without using AP.

4 (Tome): This individual has learned how to wield Leech Magic and Semiotic, having +1 to each pool, +1 Source Adaption to each, and one 3 cost ability of either source without using AP.

5 (Child): This individual has learned how to wield Henosis and Sere Magic, having +1 to each pool, +1 Source Adaption to each, and one 3 cost ability of either source without using AP.

6 (Beast): This individual has learned how to wield Psionic and Sere Magic, having +1 to each pool, +1 Source Adaption to each, and one 3 cost ability of either source without using AP.

7 (Dream): This individual has learned how to wield Conduit Magic and Primal Magic, having +1 to each pool, +1 Source Adaption to each, and one 3 cost ability of either source without using AP.

8 (Knight): This individual has learned how to wield Natural and Valor Magic, having +1 to each pool, +1 Source Adaption to each, and one 3 cost ability of either source without using AP.

9 (Tower): This individual has learned how to wield Abeyant Technology and Valor Magic, having +1 to each pool, +1 Source Adaption to each, and one 3 cost ability of either source without using AP.

10 (Damsel): This individual has learned how to wield Conduit Magic and Semiotic, having +1 to each pool, +1 Source Adaption to each, and one 3 cost ability of either source without using AP.

11 (Ace): This individual has learned how to better wield Natural and Mundane potential. They have +2 to Stamina Pool, +1 Source Adaption to Natural and Mundane Each, and one 3 cost natural or mundane ability without using AP.

12 (Jack): This individual has learned how to wield Latent Technology and Signis, having +1 to each pool, +1 Source Adaption to each, and one 3 cost ability of either source without using AP.

13 (Queen): This individual has learned how to wield Abeyant Technology and Psionic, having +1 to each pool, +1 Source Adaption to each, and one 3 cost ability of either source without using AP.

14 (King): This individual has learned how to wield Catalytic and Psionic, having +1 to each pool, +1 Source Adaption to each, and one 3 cost ability of either source without using AP.

15 (Crone): This individual has learned how to wield Catalytic and Valor Magic, having +1 to each pool, +1 Source Adaption to each, and one 3 cost ability of either source without using AP.

16 (Mage): This individual has learned how to wield Cinereal Magic and Henosis, having +1 to each pool, +1 Source Adaption to each, and one 3 cost ability of either source without using AP.

17 (Artifact): This individual has learned how to wield Abeyant Technology and Latent Technology, having +1 to each pool, +1 Source Adaption to each, and one 3 cost ability of either source without using AP.

18 (Terror): This individual has learned how to wield Leech Magic and Signis, having +1 to each pool, +1 Source Adaption to each, and one 3 cost ability of either source without using AP.

19 (Map): This individual has learned how to wield Blood Magic and Wild Magic, having +1 to each pool, +1 Source Adaption to each, and one 3 cost ability of either source without using AP.

20 (Joker): This individual has learned how to wield Abeyant Technology and Aethereal Magic, having +1 to each pool, +1 Source Adaption to each, and one 3 cost ability of either source without using AP.

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