Warlock
Warlocks draw power through pacts. Before the war, such arrangements were often treated as signs of corruption or secret abyssal dependence. In the reconstruction age, pacts are more openly understood: some are predatory, some are lawful, some are sacred, and some are merely practical. Contractual magic is more visible than it once was, but visibility has not made it safe.
Root Node · 1 CLA
Warlock
Roll Lore (Occult) instead of Magic for any roll involving your pact spells.
Path of the Pact
T1 · 1 CLA
Pact Magic
Gain one pact-bound spell from each tier up to your Lore (Occult) skill. Regain one on short rest; regain all on long rest. Cannot be changed unless you reforge the bond.
T2 · 1 CLA
Eye of the Beholder
Once per session, create a magical link with a visible creature while maintaining concentration. While linked: use the target's highest skill as if it were your own. If the creature is unaware of you, it remains unaware of the link. The link breaks if the target leaves your line of sight, you lose concentration, or you choose to end it.
T3 · 1 CLA
Pact Infusion
Once per scene, infuse yourself with your patron's essence for 3 rounds. Choose one effect: Eldritch Speed (gain +2 AP per turn), Hexbrand (your attacks reduce the target's Physical and Elemental Defense by 2 until the end of your next turn, cannot be stacked), or Soul Drain (when you deal damage, recover stress points equal to half the damage dealt, rounded down).
Path of the Void
T1 · 1 CLA
Eldritch Blast
Gain an at-will eldritch blast: Once per turn, spend 1 AP fire eldritch energy at a target within 30m. Roll Lore (Occult) opposed by Reflex. On success, deal Physical damage equal to Lore (Occult) plus 1d6. Unlimited uses.
T2 · 1 CLA
Eldritch Bomb Blast
Gain access to a unique ranged attack usable at will: Once per turn, spend 2 AP to fire a bomb of pure eldritch energy to an area with 5 meters diameter within 30m. Roll Lore (Occult) opposed by their Reflex. On success, deal Physical damage equal to your Lore (Occult) skill plus 2d6.
T3 · 1 CLA
Patron's Wrath
Once per session, spend 3 AP to call down your patron's wrath on all enemies within 20m. All hostile creatures in range make a Resolve defend roll against your Lore (Occult). On failure: they take damage equal to your Lore (Occult) skill plus 2d6, become Frightened of you for rounds equal to the margin of failure, and your Eldritch abilities gains +2 to all rolls against Frightened targets until the end of the scene.
Solid required progression · Dashed optional node requires the one above it