Chapter I
Covenant
Those who make pacts for power, knowledge and skill at the price of service to powerful supernatural beings.
Class Ledger
Health Gain Per Level
+4
Armor Mastery
Light
Talent Pool
Basic
Mastery Notes
Skill Mastery Pool
2 Will skills, one skill from any
Weapon Mastery Pool
Any 2 simple weapons of your choice

Class Features, Levels 1-5
Level 1: Pact
As part of selecting this class you must also establish what creature you are in a covenant with and what the pact you made with them was for. These choices determine not only what class features and options may be available to you, but also what the role play story elements you are choosing to inextricably tie to your character.
Pacts are made with many different, powerful, supernatural creatures. These creatures (or entities) have motives and agendas, goals and a will. Your pact will have strings, and your power has a price. As payment for the powers these creatures have vested in you, they will demand service, payment or acts of fealty.
This element of the class cannot be prescribed by rules. Instead you and your GM must come to an accord as to the nature, requirements, payment and contingencies that form your pact.
The creatures and entities that you can enter a covenant with, and what pacts such creatures will make are:
Demons: Malign supernatural creatures which have their origin in the lower planes.
Numen: Great spirits sometimes revered as gods that are closely tied to specific areas / peoples or objects.
Lesser Gods: Divine beings that reside outside of the material plane. Beings of diminished power compared to gods favored and worshiped en mass. These are gods of minor things, or gods whose worship has faded with time.
Outer Gods: Great an unfathomable beings whose origin and nature is alien to all else.
Demons: Malign supernatural creatures which have their origin in the lower planes.
Numen: Great spirits sometimes revered as gods that are closely tied to specific areas / peoples or objects.
Lesser Gods: Divine beings that reside outside of the material plane. Beings of diminished power compared to gods favored and worshiped en mass. These are gods of minor things, or gods whose worship has faded with time.
Outer Gods: Great an unfathomable beings whose origin and nature is alien to all else.
The pacts
The pacts you are the specific request for power that you have made from your patron, and they determine the majority of the features and abilities that you will receive. The pacts, who can provide them, what they represent and what features you get if selected are as follows:
Gnosis
Patrons: All
Description: A pact of gnosis represents a request to learn the secrets of the arcane. To satisfy a lust for magical prowess and enable great feats.
Feature: You gain mastery level one with Arcanum and add arcane talents to your talent pool.
Your spells know is equal to 6 from any one doctrine. You learn two more from that doctrine each time you level up in Covenant.
Your spells know is equal to 6 from any one doctrine. You learn two more from that doctrine each time you level up in Covenant.
Erudition
Patrons: All
Description: A pact of erudition is made to satisfy and enable an insatiable desire for knowledge. These pacts are made by those must know everything they can.
Feature: You may add any one tool to your mastery pool, and any two skills. Whenever you gain a skill mastery increase, you may increase your mastery level with a tool as well, or choose to increase your mastery with two skills instead of one.
You also add any corresponding talent type of the tool selected to your talent pool (eg. alchemical).
You also add any corresponding talent type of the tool selected to your talent pool (eg. alchemical).
Valor
Patrons: Demon, Numen, Lesser God
Description: A pact of valor is made when someone needs the strength, courage and capacity to face the dangers they know await them, or those who stand to gain should their martial capacities increase.
Feature: For this and every other level gained with this class, you increase your HP gained per level to 6. You add martial talents to your talent pool and add one weapon of your choice from any to your mastery pool. You also gain the ability to wear medium armor.
Revelation
Patrons: Numen, Lesser God
Description: A pact of revelation is a pact made with a divine being to be granted a portion of their miraculous power. Often accompanying a requirement to worship, pacts of revelation directly tether the mundane to the divine.
Feature: You gain mastery level one in a domain of your choice. Whenever this class would provide you with a mastery level with arcanum, you instead gain a mastery level with your chosen domain. In addition, you add Religious talents to your talent pool.
Level 2: Adapting to the Source
Your patron choice matters, providing benefits in and of its self.
Demon
1/E when a creature you can see attacks you, you may spend 2AP to deal 3d6 fire damage to that creature.
Numen
2/E you can gain advantage on any roll of your choice
Lesser God
1/E you can spend 4ap to regain 4d6 Hp.
Outer God
2/E whenever you or a creature you can see makes a roll, you can choose to replace any single dice within that roll with 1d12.
Level 3: Greater power
You gain a mastery level with arcanum.
Pact of revelation and gnosis do not gain the following:
Your spells know is equal to 6 from any one doctrine. Each time you level up in this class, you learn an additional 2 from that doctrine.
You add arcane talents to your talent pool.
Level 4: Pact Strengthening
Your pact provides you with more benefits.
Gnosis
You learn two additional spells from any doctrine.
Your mana pool is increased by your Covenant level.
Your mana pool is increased by your Covenant level.
Erudition
You gain an additional talent, as well as a skill and weapon mastery increase.
Valor
Your melee weapon attacks deal additional damage equal to your Will.
Revelation
Your favor increases by your Covenant level.
Level 5: Live to Serve
You gain a mastery level with arcanum.
Whenever you would be dropped to 0 HP for the first time each day, you are instead brought to 1 hp, as your patron intervenes to keep its asset alive.
Starting Equipment
- Leather armor
- Each weapon selected from your mastery selection
- Rural or Urban survival kit
Path Specializations
At level 6, your character may ascend into one of the advanced path classes below.
No published path classes are currently linked to this starting class.