Perks 📖 Rules
General
| Perk | Tier | Rules |
|---|---|---|
| Confident Duelist | Base | When Dueling, ignore your 1st and 5th consequences. |
| Confident Negotiator | Base | When Negotiating, ignore your 1st and 5th consequences. |
| Confident Crafter⚠ not automated | Base | When Crafting, ignore your 1st and 5th consequences. |
| Confident Ritualist | Base | When casting rituals, ignore your 1st and 5th consequences. |
| Desperate Reaction | Base | Use up to one additional ↩️ each month by spending an action from next month. |
| Flexible Skills⚠ not automated | Base | Choose two skills; for yourself, treat 2 actions tagged with the latter as the former. Repeatable with an entirely separate pair each time. |
| Managerial Practices | Base | Refresh an agent (action). |
| Prepared Reaction | Base | Use up to one additional ↩️ each month by spending a scheme. The scheme does not apply as an asset to the resistance roll. |
| Personal Touch | Base | Your actions are rank-2 assets for challenges, instead of rank 1. |
Municipal
| Perk | Tier | Rules |
|---|---|---|
| Civil Servants | Base | Refresh a feature of a town you claim (action). |
| Heavy Construction | Base | Use multiple industries on build actions, but still cannot repeat materials. |
| Slumlord | Base | When taxing, gain coin equal to population rather than wealth. Adds "Uprising" instead of "Taxed". |
| Five Year Plan | Base | Taking a town action lets you take the same action in another town with a separate pool; only your Skill replicates between them. |
| Seeder⚠ not automated | Base | Gain Seed minor ambitions per claimed town; completing one plants a mystic tree (first two free). Seeded towns gain Growing 1 or a terrain mana each season; battles there add "Destroy the Tree". |
Magic
| Perk | Tier | Rules |
|---|---|---|
| Elemental Efficiency | Base | Choose a terrestrial element. Casting a spell of that element gains 1 mana of it. Repeatable with a different element each time. |
| Elemental Specialization | Base | Choose a terrestrial element. Store 2 extra mana of it, and gain 1 mana of it at the start of each season. Repeatable with a different element each time. |
| Drain Curios | Base | A magic item can always contribute to a ritual, but loses its magical properties for the rest of the season. |
| Renowned Ritualist | Base | Excess successes on rituals become Respect or Fear. |
| Vessel Heart | Base | Mana does not dissipate at end of season. Mana spent on a failed ritual is refunded. |
| Mystic Reactions | Base | Use up to one additional ↩️ each month by spending an Air mana in addition to any other costs. |
| Steady Sorcery | Base | Slow spells gain +1 effective rank per unique Slow spell already cast this month. Learn 3 Slow Spells. |
| Improvised Instants⚠ not automated | Base | When casting Fast spells, pay any 1 mana symbol with 2 mana of another element (element cast is unchanged). Learn 3 Fast Spells. |
Military
| Perk | Tier | Rules |
|---|---|---|
| Forced March | Base | When you muster, you can move armies not in their garrisons. |
| Capable Generals⚠ not automated | Base | Learn two new once-per-battle commands, more powerful than the base commands. |
| Quickdraw | Base | Your side always acts first in combat, removing the "Seize the Initiative" Goal. Negated if any enemy also has Quickdraw. |
Influence
| Perk | Tier | Rules |
|---|---|---|
| Mass Channel | Base | When you channel influence, you can remove 2 influence from any number of locations. |
| Mercurial⚠ not automated | Base | During Tidings, before resetting outpost influence, swap your influence between any two hexes twice. |
| More Outposts⚠ not automated | Base | Select a wilderness hex where you have ≥3 influence. Create an outpost there. |
| More Influence | Base | Gain access to an additional influence generation mechanism. |
| Municipal Mana | Base | When channeling influence in a town, spend 2 influence to generate 2 mana matching either the terrain or the town’s ancestry. (Mutually exclusive with Urban Outposts.) |
| Urban Outposts | Base | Outposts can be built in towns. Immediately move an outpost into a non-capitol town where you have ≥3 influence. (Mutually exclusive with Municipal Mana.) |
Respect
| Perk | Tier | Rules |
|---|---|---|
| Mercy Campaign⚠ not automated | Base | When an enemy army retreats, surrenders, or is forced to route, gain Respect equal to the number of routed units. |
| Health Drive | Base | Action: heal the sick in a claimed town with Nature; 2 Respect per success, +1 population if successes exceed population. Once per town per season. |
| Savior⚠ not automated | Base | Rescuing an agent/army grants Respect equal to their rank (halved if you share blame, doubled if the danger was especially lethal). |
Fear
| Perk | Tier | Rules |
|---|---|---|
| Inquisition | Base | Action: detect and attempt to remove another conspiracy’s influence from a hex; gain Fear per influence removed. |
| Little Cruelties | Base | Gain 1 Fear at the start of each month. |
| Blighted Neighborhood | Base | Choose a claimed town: each Cleanup, reduce its population and wealth by 1 and gain 5 Fear. |
City — Sovereign
| Perk | Tier | Rules |
|---|---|---|
| Moderately Skilled | Creation | Start with 5 ranks in other skills (max 2/skill); Law and Industry recommended. |
| Royal Head | Creation | Describe your capitol’s leader — merits, selection, sacrifices made. |
| Proficient Heirs | Creation | Describe 3 loyal rank-2 follower agents (mobility 3) representing heirs to the throne. |
| Isolationist Past | Creation | You do not start with friendly contacts. |
| Ancestral Defense | Creation | Privately describe an ancient enchantment defending your capitol and how it could be overcome. |
| Ancestral Tithe | Creation | Choose Special Treatment, Uplift, or Unity tied to a shared ancestry/creed (the variant). Special Treatment is proposed each Tidings; Uplift and Unity stay GM-adjudicated. |
| Specialized Magic | Creation | Store up to 4 mana of your ancestry’s element (the variant); cast through your Heirs. |
| Starting Claims | Creation | Capitol pop 7 / wealth 2, Stone Walls, 4 built features (complexity 5-4-3-2); claim two small towns (pop/wealth 2). |
| Ancient Crafts | Creation | Capitol industries get Specialized free; capitol features grant a rank-1 asset toward building the same elsewhere. |
| Starting Armies | Creation | Rank-4 size-4 heavy royal guard (Loyal) + rank-2 size-7 medium army. |
| Starting Resources | Creation | Choose 2: rank-6 Experience on a non-guard army, 3 rank-2 luxuries, or 6 coin. |
| Lordly Commandments⚠ not automated | Creation | Take four public actions each month. |
| Big Family | Base | You can have up to 5 Heirs. |
| Magical Heirs | Base | Choose an elemental temperament per Heir. Each Tidings, choose 3 Heirs and generate mana matching their temperaments. |
| Magical Monarch | Base | Store up to two of each element other than your ancestry element (which stays at 4) per season. |
City — Celestial
| Perk | Tier | Rules |
|---|---|---|
| Moderately Skilled | Creation | Start with 5 ranks in other skills (max 2/skill); Sorcery and Industry recommended. |
| Divine Protection | Creation | Privately describe a grand capability defending your capitol/denizens and how it could be overcome. |
| Awesome Power | Creation | You are a premium titanic rank-4 6-unit army, Loyal only to yourself; take wounds equal to range from capitol when fighting away from it. |
| Sorcery | Creation | Start with 2 Fast and 2 Slow Spells. |
| Excellent Personal Magic | Creation | Store up to three of each mana per season; cast through yourself. |
| Mystic Tithe | Creation | Each Tidings, gain a mana matching the terrain element of each town you claim. |
| Starting Claims | Creation | Capitol pop 6 / wealth 2, Stone Walls, 4 built features (complexity 4-3-2-1); claim one small town; start with a rank-2 size-4 medium army (levy, random build). |
| City on a Hill | Creation | Capitol industries get Extended free; spells cast from capitol have doubled range. |
| Starting Resources | Creation | Choose 2: magic item fragments, 2 counts of a rank-3 unique material, or 7 coin. |
| Divine Requests⚠ not automated | Creation | Take four public actions each month. |
| Satellite Shrines | Base | See/cast through statues raised in claimed towns (2 immediately, +1/Tidings); an ↩️-able action to remove one. |
| Magical Protector | Base | Store four of each mana; generate one mana of your element each season. (Mutually exclusive with Divine Protector.) |
| Divine Protector | Base | Your element is Light or Dark; generate two mana of it each season. (Mutually exclusive with Magical Protector.) |
City — Overlord
| Perk | Tier | Rules |
|---|---|---|
| Highly Skilled | Creation | Start with 7 ranks in other skills (max 2/skill); Law and Industry recommended. |
| Shrewd Protection | Creation | Privately describe a complex stratagem defending your capitol/denizens and how it could be overcome. |
| Pitiless Tithe | Creation | Each Tidings, remove 1 Uprising from each claimed town; gain 1 Respect or Fear per removal. |
| Indentured Mages | Creation | Store up to two of each mana per season via mages garrisoned in each town (mobility 1); casting through them adds Rebellious equal to the spell’s generic cost. |
| Starting Claims | Creation | Capitol pop 6 / wealth 2, Stone Walls, 4 built features (complexity 4-3-2-1); claim two small towns (pop/wealth 3). |
| Detailed Inspections | Creation | Capitol industries get Durable free; spells cast from capitol have doubled range. |
| Starting Resources | Creation | Choose 3: magic item fragments, rank-3 unique material x2, rank-2 luxury x3, rank-2 schemes x3, or 7 coin. |
| Starting Armies | Creation | Rank-4 4-unit heavy army + rank-2 8-unit medium army, random ancestries, Mercenary keyword. |
| Wheels within Wheels⚠ not automated | Creation | Take two public and two private actions each month. |
| Privateers | Base | Your largest mercenary army does not count toward your support limit. |
Conspiracy — Circle
| Perk | Tier | Rules |
|---|---|---|
| Moderately Skilled | Creation | Start with 5 ranks in other skills (max 2/skill); Nature and Sorcery recommended. |
| Sorcery | Creation | Start with 2 Fast and 2 Slow Spells. |
| Arcane Roots | Creation | Describe a magical defense protecting your outposts from removal. |
| Mystic Membership | Creation | Describe the normative member of your conspiracy (magical beings or minor-magic mortals). |
| Masters of the Circle | Creation | 3 loyal rank-2 follower agents (mobility 1), each tied to an element and generating a mana of it each season. |
| Reclusive | Creation | You do not start with friendly contacts. |
| Circle Magic | Creation | Store up to two of each mana per season; cast through any of your three masters. |
| Wild Influence | Creation | Choose two Influence Generation Mechanisms; start with two wilderness outposts and 1 influence radius-1 around each. |
| Strange Allies | Creation | Describe 2 rogue armies (rank 2 and rank 3) adjacent to different outposts; free control for one season, negotiable afterward. |
| Runes | Creation | A circle-only asset spendable once in a ritual/challenge targeting its hex; at most one of your runes per hex. Grants the Hidden Runes catalog action; other powers destroy detected runes for free. |
| Starting Resources | Creation | Choose 3: one mana of each terrestrial element, 5 coin, a rank-3 unique resource, rank-3 Runes at your Strange Allies, or rank-3 Runes at your outposts. |
| Covert Procedures⚠ not automated | Creation | Take four private actions each month. |
| Immortal Masters⏱ tracked | Advanced | Once per season, a slain master teleports to an outpost instead of dying. |
| Many Masters | Advanced | You can have up to 4 Masters of the Circle at a time. |
| Disrupting Runes⚠ not automated | Advanced | In a battle or ↩️, expend a rune of equal or greater rank to counter an opposed power’s spell and all its effects, cast where the rune is. Also counters a spell cast from the rune’s hex, or serves as a critical asset against a resisted ritual there. |
| Wodewalkers | Advanced | Action: choose an outpost, gain 1 influence there and in contiguous same-type wilderness hexes, up to successes. |
Conspiracy — Cult
| Perk | Tier | Rules |
|---|---|---|
| Highly Skilled | Creation | Start with 7 ranks in skills (max 2/skill); Sorcery and Charisma recommended. |
| Blessed Redoubts | Creation | Describe a divine defense (your patron’s first boon) protecting your outposts from removal. |
| Vast Patron | Creation | Describe your patron; leadership can communicate at slow-spell speed. |
| Devoted Membership | Creation | Describe the normative cult member — what they know and don’t about the patron. |
| Cult Magic | Creation | Store up to two of each mana per season; cast through lower cultists in hexes with ≥2 influence. |
| Moderate Influence | Creation | Choose two Influence Generation Mechanisms; start with two outposts and 1 influence radius-1 around each. |
| Patron’s Fingers | Creation | Design a repeatable rank-2 template army: Deathless (fee 1, undead/constructs, torpor not death), Fantastic (fee 2, no equipment/class, +2 armor, premium keyword), or Boonbearer (fee 3, devoted membership, premium keyword). |
| Starting Armies | Creation | 6-unit Patron’s Finger army in one outpost + 6-unit rank-1 "Cultist irregulars" in the other. |
| Starting Resources | Creation | Choose 2: 1 Favor, 2 counts of a rank-3 unique material, or 7 coin. |
| Covert Procedures⚠ not automated | Creation | Take four private actions each month. |
| Secret Shrines⚠ not automated | Creation | Placing hidden shrines to your patron is a stealthy action ambition. |
| Flexible Summoning⚠ not automated | Advanced | Redesign a Patron’s Finger army on creation (keeping its Deathless/Fantastic/Boonbearer type); ignore the 2nd consequence when producing them. |
| Risen Ranks | Advanced | After winning a battle where mortals were slain, create a new Patron’s Finger army sized to excess successes (max = units slain) in that hex. |
| Gate Guardians⚠ not automated | Advanced | ↩️ when an enemy musters onto an outpost hex: raise a free, battle-only Patron’s Finger army to defend it. |
| Protector Race⚠ not automated | Advanced | Towns of other ancestries produce double support limit; armies of other ancestries cost double support per unit. |
Conspiracy — Cause
| Perk | Tier | Rules |
|---|---|---|
| Broadly Skilled | Creation | Start with 1 rank in 5 skills and 2 ranks in another. |
| Hydra’s Hearts | Creation | Describe your cause’s hope: when an outpost is removed, found another ≥6 hexes away (or delay as a difficulty-0 action later). |
| Statement of Purpose | Creation | What brings this cause together, and what keeps it bound rather than fracturing? |
| Convicted Membership | Creation | Describe the core demographic this cause attracts. |
| Greater Influence | Creation | Choose two Influence Generation Mechanisms; start with three wilderness outposts and 1 influence radius-2 around each. |
| Novice Mages | Creation | Store up to one of each mana per season; cast through your outposts. |
| Veteran Rebels | Creation | Rank-3 8-unit army (any ancestry, controlled build) in an outpost, gains Stealthy. |
| Starting Resources | Creation | Choose 2: magic item fragments (own design), 2 counts of a rank-2 luxury, or 3 coin. |
| Torches and Pitchforks⚠ not automated | Creation | Take two private and two public actions each month. |
| Righteous Magic | Base | Store up to two mana of each element per season; cast from hexes with ≥2 influence. |
| Molotovs | Base | Saboteurs attacks may inflict Burn damage, at +1 difficulty. |
Champion — Wizard
| Perk | Tier | Rules |
|---|---|---|
| Highly Skilled | Creation | Start with 7 ranks in skills (max 2/skill); Delve and Sorcery recommended. |
| Sorcery | Creation | Start with 2 Fast and 2 Slow Spells. |
| Arcane Defense | Creation | Privately describe a magical defense on your person and how it could be overcome. |
| Starting Resources | Creation | Choose 2: fragments of two magic items (own design), 2 counts of a rank-3 unique material, or 7 coin. |
| Shaded Fire⚠ not automated | Creation | Take five private actions each month. Your final action goes last. |
| Multifocused | Creation | Have two minor ambitions at a time (still start with just one). |
| Excellent Personal Magic | Creation | Store up to three of each mana per season; cast through your person. |
| Dealer of Wisdom | Creation | Each Tidings, gain 2 Insights. |
| Strange Allies | Creation | Describe 2 rogue armies (rank 2 and rank 3) on opposite sides of the map; free control for one season, negotiable afterward. Your support limit is 0. |
| Far Traveler | Creation | Personal mobility 6. |
| Perfected Spell | Advanced | Perfect a spell: first cast each month costs 2 less, second costs 1 less. Upgrade perfects two more spells. |
| Channeled Shield | Advanced | Generate AFEW mana at any time, but doing so breaks your Arcane Defense for the season. |
| Master of Artifice | Advanced | Personally wield two more magic items. |
| Dreamwalk⚠ not automated | Advanced | Meditate into the dreams of a creature you’ve met or connected to magically, aware of your body’s surroundings meanwhile. |
| Elemental Flexibility⚠ not automated | Advanced | Substitute up to one required mana in a spell for mana of another type. |
Champion — Dragon
| Perk | Tier | Rules |
|---|---|---|
| Raider | Creation | Start with 2 ranks in Warfare. |
| Moderately Skilled | Creation | Start with 5 ranks in other skills, max 2 per skill. |
| Awesome Power | Creation | You are a premium titanic rank-4 4-unit army with a terrestrial element, Loyal only to yourself. |
| Dread Growth | Creation | Each Tidings, gain 1 unit (2 if below your prior maximum), tracking the max reached. |
| Startling Immunity | Creation | Describe a magical defense on your person; while it holds, being slain in battle instead retreats you (nearly full wounds) to a GM-chosen hex. |
| Unsubtle Acts⚠ not automated | Creation | Take four public actions each month. |
| Personal Magic | Creation | Store up to two of each mana per season; cast through your person. |
| Knowledge Gobbler | Advanced | Winning a battle where an enemy cast a spell teaches it to you, granting an Insight-gaining action against a claimed town’s population. |
| Ironskin⚠ not automated | Advanced | Mortally wounded units in your personal army still count for combat checks. (Mutually exclusive with Ironmind.) |
| Warbacked | Advanced | Carry another willing army with you as their garrison; +5 support limit. |
| Monstrous⚠ not automated | Advanced | Gain a premium army keyword. |
| Subtle Titan | Advanced | Your army gains Stealthy and half your monthly actions become private. Upgrade: Strengthened 2 instead, all actions private. |
| Magical Beast | Advanced | Store three of each mana; generate one mana of your element each season. (Mutually exclusive with Divine Beast.) |
| Divine Beast | Advanced | Your element is Light or Dark; generate two mana of it each season. (Mutually exclusive with Magical Beast.) |
Champion — Paragon
| Perk | Tier | Rules |
|---|---|---|
| Moderately Skilled | Creation | Start with 5 ranks in other skills (max 2/skill); Delve and Warfare recommended. |
| Protective Blessing | Creation | Privately describe a magical defense on your person and how it could be overcome. |
| Mentorship | Creation | One elderly rank-2 Rooted agent (mobility 0) who helped shape your moral footing. |
| Holy Magic | Creation | Store up to two mana of each element per season, cast through your person; choose Meditate or Preach. |
| Wandering Warrior | Creation | Choose 1: Fight Like 10 Men, Battlefield Sabotage, or Reinvigorating Speech. |
| Starting Resources | Creation | Choose 2: magic item fragments (own design), 2 counts of a rank-2 luxury, or 3 coin. |
| Mobile garrison | Creation | Become the garrison point for armies you Lead; support limit 5; 4 actions/month (public while leading, private otherwise). |
| Far Traveler | Creation | Personal mobility 5. |
| Crusader | Advanced | +5 support limit and an action to gain control of an army you battled alongside last month (opposable). Upgrade: +2 on that roll and no march penalty from a second led army. |
| Borrowed Magic | Advanced | Store one more mana of each element; cast through any army you lead at −1 effective rank. |
| Greater Holy Magic | Advanced | Store one more mana of each element; use either Holy Magic action. |
| Distant Loyalties⚠ not automated | Advanced | Claims remain when you leave a town; claim up to two towns at a time. |
| Warmaster | Advanced | Choose another Wandering Warrior option; +5 support limit. |
| Assured Trainer | Advanced | Training an army is assured on Warfare; +5 support limit. |