The Path System
The Path System defines the long-term development of a character and determines which special abilities (Path Traits) he can acquire and improve. Each character selects a main Path and additionally has the possibility to acquire traits from all other Paths, but at higher costs.
Paths
There are seven Paths:
Fighter:
A worldly Path focused on physical combat skills and martial efficiency.
Master:
A worldly Path for outstanding non-combat professions, such as in craftsmanship, medicine, the underworld or the performing arts.
Adept:
A mystical Path focused on improving one’s own body and expanding physical abilities through inner or ritual powers.
Keeper:
A mystical Path that exerts influence on places, nature, surroundings or subtle forces.
Weaver:
A mystical Path that manipulates probabilities, threads of fate and subtle correlations.
MagoMechanic:
A technically-mystical Path that deals with the construction, modification and application of mechanical-magical devices.
Alchemist:
An alchemical Path that manufactures potions, salves and substances with natural or supernatural effects.
Path Traits
Each Path comprises four Path Traits.
Each Path Trait has three levels that must be acquired in sequence. Higher levels grant stronger or more comprehensive effects.
Path Traits are open to all characters, but incur differing costs:
– Traits of one’s own main Path can be acquired and upgraded at regular costs.
– Traits of other Paths can also be acquired and upgraded, but cost double the regular costs.
There is no limit to how many Path Traits from a foreign Path may be chosen, as long as the costs are paid.
If Path Traits affect Attributes or Skills, only one bonus is applied; multiple bonuses cannot be added to the same skill or attribute.
Main Path
Each character at character creation selects exactly one Main Path. This determines:
– which Path Traits are accessible at regular costs
– the thematic focus of development
– the general origin and style of special abilities
A change of the Main Path is not intended after character creation.
Other Paths
Besides the Main Path, traits of all other Paths may be learned. This expansion allows individual specialization or unusual combinations, but is balanced by higher costs.
Advancement
– A Path Trait can only be advanced level by level.
– Advancement is performed according to the applicable cost rule (normal for Main Path, double for Other Paths).
– The effects of the individual levels are cumulative, unless otherwise stated.
Goal of the System
The Path System ensures that every character has a clear focus, while being able to develop flexibly. It combines specialization with openness to unusual combinations, without enforcing a rigid class framework.