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Odd Profession Tracks

Odd Professions — Example Library

The following Professions represent archetypes defined by access to Odd Talents — extraordinary capabilities beyond the standard Talent library. Each entry is a complete, playable Profession built using the framework.

Power Access for all Odd Professions is granted at character creation. The specific Odd Talent tradition available to the character is defined by the Genre Catalog in use. Where no Genre Catalog is in play, the GM designates the tradition directly.

Progression Track Stage abilities for Odd Professions may optionally include a Stage granting enhanced Odd Talent access (additional starting dice in a Focus or a secondary tradition) in place of a standard perk, per the rules in Extra Normal Perks. The entries below use standard perk format throughout for consistency — Genre Catalogs should expand these Tracks with Layer 2 Setting Perks suited to their specific power traditions.

Mage / Psion / Technomancer

A practitioner whose identity is defined by mastery of an Odd Talent tradition. This Profession prioritizes depth of power over breadth of capability — the Progression Track focuses on sharpening the character's core Odd Talent rather than broadening their toolkit.

  • Dominant Attribute: Wit (default — see Module 06_5 for Attribute-agnostic Odd Talent options)
  • Favored Save: Wit Save (Wit + Resolve)
  • Power Access: Yes — tradition defined by Genre Catalog

Progression Track

Specialist | Expertise | Stage 1 | Passive | Self | Always active

  • Choose the Odd Talent at the time this perk is unlocked. When using that Odd Talent in a context directly related to your Profession's power tradition, treat dice showing 4, 5, or 6 as successes rather than 5–6 only. This does not affect the Wild Die.
  • Genre Note: An Arcane Mage's Specialist applies when casting from their chosen Arcane Philosophy. A Psion's Specialist applies when using their primary Syonic Discipline. A Technomancer's Specialist applies when executing a Harmonic Tradition action (Genre Catalog-defined).

Surge | Tactical | Stage 2 | Free Action | Self | Long Rest

  • Before making an Odd Talent roll, declare Surge. Add +2D to the dice pool for this roll. If the Wild Die explodes on this roll, the effect is treated as a Critical Success regardless of whether the overall roll succeeds — the GM determines the extraordinary beneficial outcome.
  • Limit: Once per Long Rest.
  • Genre Note: Mana surge, psionic amplification, harmonic overload, ether spike — any dramatic temporary enhancement of the practitioner's core power output.

Mastery | Expertise | Stage 3 | Free Action | Self | Full Rest

  • Choose one Talent at the time this perk is unlocked — the primary Odd Talent is standard for this Profession. Once per Full Rest, after making a roll using that Talent, you may reroll any dice in the pool that showed 1, 2, or 3. Keep the new results. The Wild Die may be rerolled this way.
  • Limit: Once per Full Rest.

Cleric / Channeler / Faith Warrior

A conduit for a power greater than the self — whether divine, spiritual, natural, or philosophical. This Profession balances personal combat resilience with the ability to sustain and protect allies, making it one of the most versatile archetypes in the example library.

  • Dominant Attribute: Wit
  • Favored Save: Wit Save (Wit + Resolve)
  • Power Access: Yes — tradition defined by Genre Catalog (typically Faith or a Resonance Tradition)

Progression Track

Field Patch | Recovery | Stage 1 | Minor Action | Self or one ally, Touch range | Short Rest

  • During or immediately after a Short Rest, you or one ally within Touch range recovers an additional 1D6 Health beyond the normal Short Rest recovery. For the Cleric/Channeler, this represents a brief invocation of restorative power — no kit or equipment required.
  • Limit: Once per Short Rest.

Sacred Ground | Team | Stage 2 | Primary Action | Near range area, centered on self | Long Rest

  • As a Primary Action, consecrate the ground within Near range around your position. Until you move beyond Near range of the center point or the scene ends, allies within the area gain +1D on Wit Saves and Body Saves against effects that would apply Conditions. Enemies entering or starting their Turn within the area must make a Wit Save vs Threshold 2 or suffer Disadvantage on their first action that Turn.
  • Limit: Once per Long Rest.
  • Genre Note: Divine ward, spirit circle, resonance field, harmonic anchor — any area of sanctified or empowered ground that benefits allies and resists hostile influences. The specific force invoked is defined by the Genre Catalog's power tradition.

Rally | Recovery | Stage 3 | Primary Action | All allies, Near range | Full Rest

  • As a Primary Action, all allies within Near range who can see or hear you recover 1D6 Health and may immediately clear one Minor Condition (their choice). This effect requires no roll — it always succeeds. Allies at 0 Health are not affected — they are unconscious and cannot respond to a Rally.
  • Limit: Once per Full Rest.

Summoner / Binder / Contractor

A practitioner who extends their capabilities through bound entities — spirits, constructs, creatures, or autonomous systems. This Profession's power scales with how effectively the summoned entity is managed and positioned. The Progression Track moves from a single reliable companion to commanding multiple entities simultaneously.

  • Dominant Attribute: Wit
  • Favored Save: Wit Save (Wit + Resolve)
  • Power Access: Yes — tradition defined by Genre Catalog (typically a Form or Force Tradition)

Progression Track

Spirit Companion | Team | Stage 1 | Free Action | One summoned entity | Short Rest

  • Summon a minor bound entity to assist you. The entity acts on your initiative, has a dice pool of 3D for any action appropriate to its nature (GM ruling), and has Health equal to 10 + your Wit value. The entity follows simple instructions and persists until dismissed, destroyed, or until you take a Short Rest, at which point it may be re-summoned.
  • The entity's form and nature are defined by the Genre Catalog — spirit, automaton, conjured beast, drone, bound elemental, or other appropriate construct.
  • Limit: One entity active at a time. Summoning costs your Free Action. Dismissing costs nothing.

Call the Pack | Tactical | Stage 2 | Primary Action | Near range area | Long Rest

  • Summon or direct multiple minor entities simultaneously. Summon 1D6+1 additional entities of the same type as your Spirit Companion. These entities share a single combined pool of 4D for attacks and actions, act collectively on your initiative, and have a combined Health pool of 15. They persist until destroyed or until the scene ends. While the pack is active, your Spirit Companion is subsumed into the group.
  • Limit: Once per Long Rest.
  • Genre Note: Spirit swarm, automaton squad, beast pack, drone cluster, elemental chorus — any deployment of multiple bound entities acting in concert.

Gate | Team | Stage 3 | Primary Action | Single powerful entity or dimensional threshold | Full Rest

  • Summon a single powerful bound entity or open a threshold to an adjacent plane, pocket dimension, or remote location. The entity, if summoned, has a dice pool of 8D for actions appropriate to its nature, Health of 40, and acts independently on its own initiative with general obedience to the Summoner. It persists until the scene ends, until destroyed, or until dismissed as a Free Action. If used to open a threshold, the opening lasts until the end of the scene and allows passage in both directions — control over what emerges from the other side is not guaranteed.
  • Limit: Once per Full Rest. The nature of the summoned entity or threshold destination is defined by the Genre Catalog.
  • Genre Note: Greater spirit manifestation, construct titan, portal to the astral, dimensional breach, wormhole aperture, resonance gate — any invocation of significant power that fundamentally changes the tactical or environmental situation.