Salt & Steel: Classes and Ascendancies
Document Type: Design — Character Systems
Status: Draft v1.0
Last Updated: 2026-04-24
See Also: Skill Atlas | Attributes and Stats | Leveling and Progression | GURPS Adaptation Research
Design Philosophy
Salt & Steel's class system inherits Path of Exile's most important insight: a class should be a starting position, not a prison. Classes in Salt & Steel determine where a character begins on the Skill Atlas, which Ascendancy paths unlock, and what their early game specialization feels like — but they never lock a player out of reaching any node, any skill, or any fantasy across the full Atlas. A Buccaneer who sails deep into the Tide Caller's Circle and returns a sea-witch wearing plate armor is not a broken build. It is the entire point.
What makes Salt & Steel's system distinct from PoE's is that the six classes are anchored not to arbitrary fictional archetypes but to GURPS's four primary attributes — ST, DX, IQ, HT — and the hybrid combinations between them. This gives classes mechanical coherence that flows directly from the character stat model. Every class feels different not because the designers drew arbitrary boxes around abilities, but because the underlying attribute math creates genuinely different probability curves and resource economies from day one.
The Four Attribute Anchors:
- ST (Strength) — Physical power, melee damage, grappling, boarding force, crew intimidation. At 10 pts/level, ST is efficient raw power.
- DX (Dexterity) — Agility, ranged accuracy, active defense (Dodge), ship handling finesse, all physical skill defaults. At 20 pts/level, DX is the "king stat" — expensive, broadly useful.
- IQ (Intelligence) — Magical skill access, navigation, tactics, crafting, social skills, spell default. At 20 pts/level, IQ is the cognitive crown — expensive, transformatively broad.
- HT (Health) — Fatigue Points, knockdown resistance, disease and curse resistance, recovery speed, sea endurance. At 10 pts/level, HT is efficient resilience.
The Six Base Classes
1. Buccaneer
"The sea makes no distinction between the strong and the brave. Neither do I."
Attribute Anchor: ST Primary (ST 14, DX 10, IQ 9, HT 12)
Starting Points: 150 character points total
Atlas Starting Position: Blade Coast — northwest quadrant, deep among life, melee damage, and armor nodes
Thematic Identity
The Buccaneer is the melee warrior of the age of sail: a figure of raw physical authority who settles every disagreement with a cutlass or a fist and usually wins. They are not barbarians — though they can become one through Ascendancy. They are professionals of violence, experienced in the close-quarters chaos of a ship's deck at boarding, where the fighting is too tight for finesse and too fast for thought. A Buccaneer's power comes from their body: their ability to absorb punishment, dish it out, and keep standing when anyone else would be lying down.
Buccaneers begin with the highest ST in the game, which directly translates to the highest melee damage at character creation. Their ST 14 provides Thrust 1d and Swing 2d-1 at starting level — the heaviest base damage dice of any class. Their HT 12 gives them 12 FP and robust knockdown resistance. The tradeoff: DX 10 means their active defense (Dodge 7) is the lowest of the six classes. They must take hits and survive them, not avoid them.
Starting Attribute Distribution
| Attribute | Starting Value | Point Investment |
|---|---|---|
| ST | 14 | 40 pts |
| DX | 10 | 0 pts (base) |
| IQ | 9 | −20 pts (below base) |
| HT | 12 | 20 pts |
| HP | 16 | 4 pts (bought up from ST 14) |
| FP | 12 | 0 pts (= HT) |
| Will | 9 | 0 pts (= IQ) |
| Per | 9 | 0 pts (= IQ) |
| Basic Speed | 5.5 | — |
| Basic Move | 5 | — |
| Dodge | 8 | — |
Remaining 106 points: Starting skills (Broadsword-14, Shield-12, Brawling-12, Intimidation-12, Seamanship-10, First Aid-9) + Advantages (High Pain Threshold, Combat Reflexes baseline).
Starting Skills and Starting Feel
The Buccaneer opens the game with a broadsword doing sw+1 cut (2d cut at ST 14) — immediately threatening damage. At skill 14, they hit 90.7% of the time in baseline encounters. Their Shield-12 provides Block 9 — a meaningful active defense that compensates for their modest Dodge. They feel substantial from the first swing: not fast, not flashy, but effective. Enemies visually stagger from their strikes. Their High Pain Threshold means injury penalties do not accumulate until wounds are catastrophic.
What the Buccaneer does not feel: mobile. Their Basic Move 5 is the game's lowest. They cannot kite. They cannot run from fights. They commit or they die. This is not a weakness to be patched — it is the character's entire personality encoded in the stat line.
Skill Atlas Starting Position
The Buccaneer begins in the northwest of the Blade Coast, surrounded by:
- Life nodes (+HP clusters)
- Melee damage nodes (swing damage bonuses, cutting wound modifier enhancements)
- Armor nodes (DR bonuses from worn armor)
- Intimidation nodes (Merchant's Tongue adjacency — the Buccaneer's fear aura is close by)
- Shield and Block nodes (Block Enhancement chain)
The nearest Keystone from their start: "Iron Constitution" (High Pain Threshold, 10 pts) — accessible in 4 hops. Many Buccaneers take this first; it solidifies their identity as the character who simply refuses to be stopped.
Ascendancy Paths
The Buccaneer unlocks three Ascendancy options upon completing their first Trial of the Chart (see Leveling and Progression). Each represents a different expression of the ST/melee fantasy.
Ascendancy: Berserker
"When the red comes, everything becomes simple."
Identity: The Berserker is rage incarnate — a Buccaneer who has learned to weaponize their own pain, turning injury into fury and fury into destruction. Where other warriors try to survive hits, the Berserker invites them, knowing each wound sharpens their edge.
Core Mechanic — Rage: The Berserker generates a Rage resource (0–50) from taking damage and dealing it. Rage provides escalating benefits: at 10 Rage, +15% damage; at 25 Rage, +2 to all attack damage dice; at 50 Rage, +1 Extra Attack (the GURPS Advantage implemented as a temporary buff). However, at Rage 35+, the Berserker suffers −1 Will for curse resistance rolls and cannot disengage from combat voluntarily until Rage decays. At maximum Rage, they take 1 HP per 5 seconds from their own exertion (heart burning with the effort).
Ascendancy Nodes (8 points total):
- Warrior's Welcome (2 pts): Each time you take 5+ damage in a single hit, generate 5 Rage. Each time you deal 10+ damage, generate 3 Rage.
- Rite of the Deep (2 pts): At Rage 25+, your attacks deal Cutting damage as if your ST were 2 higher. Your attacks can cause Bleeding without the normal wound multiplier check.
- Skull-Breaker (2 pts): Your Crushing attacks (brawling, belaying pin, grapple throws) force an additional knockdown HT check even when damage is below the normal HP/2 threshold. Stunned enemies take +50% damage from your next strike.
- Berserk (2 pts): At Rage 40+, enter the Berserk state: you cannot be stunned, your Dodge cannot drop below 6 regardless of penalties, and your All-Out Attack (Strong) instead grants +4 damage (not +2). You cannot voluntarily use active defenses — you simply do not stop.
Unique Passive — Bloodthirst: Kills restore 5 HP and generate 8 Rage. The Berserker does not calm after a kill; they escalate.
Early/Mid/Late Game Feel:
- Early: The Rage system is modest but already differentiates — the Berserker charges in where others would cautiously probe, taking early hits to build momentum.
- Mid: Rage management becomes a genuine skill challenge. Building to 50 Rage in a boss fight requires timing — get there too early and the self-damage is costly; too late and the window closes.
- Late: A fully equipped Berserker at max Rage with the right gear is the single highest-damage melee entity in the game, burning fast and bright, trading life for devastating bursts that simply end encounters.
Naval Role — Boarding Shock Trooper
The Berserker is the first one over the rail and the last one the crew wants to stop. During boarding actions, a Berserker at Rage 25+ provides a Crew Morale bonus to allied crew in adjacent zones (their fury is inspiring/terrifying). Their boarding damage is increased, and they can single-handedly clear enemy crew clusters that would require three normal fighters.
Ascendancy: Ironside
"You cannot sink what will not drown."
Identity: The Ironside is the ARPG tank archetype realized through GURPS's damage modeling — a Buccaneer who has pushed their DR, HP, and HT to extremes and built a character that simply cannot be killed in any reasonable timeframe. Where the Berserker is damage, the Ironside is inevitability.
Core Mechanic — Fortification: The Ironside builds a Fortification stack (0–10) by standing still, blocking, or taking hits without retreating. Each Fortification provides +1 DR against the next hit absorbed. At Fortification 10, they become immune to knockdown for 10 seconds. Fortification decays if the Ironside moves more than 2m in 3 seconds.
Ascendancy Nodes:
- Hull Plating (2 pts): Gain +3 HP per level of worn armor's DR. A character in heavy buff coat (DR 3) gains +9 HP. Heavy breastplate (DR 5) grants +15 HP.
- Unyielding (2 pts): Knockdown HT rolls use HT+4. You cannot be reduced below 1 HP by any single hit (but subsequent hits on the same turn continue to damage normally).
- The Anchor (2 pts): While Fortification is at 8+, enemy movement speed within 4m of you is reduced by 30%. They are drawn into your gravity; escape requires effort.
- Living Bulwark (2 pts): Your Block value is calculated using HT rather than Shield skill when HT is higher. Your Block can never be reduced by enemy techniques or Feints.
Naval Role — Ship Defender / Boarding Repeller
The Ironside plants themselves at the boarding point and holds it. They cannot be moved by enemy crew rushes. While they hold the boarding point, enemy crew cannot advance to the ship's interior. Their presence in the breach is a tactical decision that changes the entire boarding dynamic.
Ascendancy: Reaver
"Don't defend the position. Take theirs."
Identity: The Reaver is the aggressive boarding specialist — a Buccaneer who has learned that the best defense is to be on the enemy's ship before they have time to mount one. Fast for their bulk, devastating on the attack, they are the captain who leads from the front rail.
Core Mechanic — Boarding Rush: The Reaver has a unique movement ability: Boarding Rush, which moves them up to 6m in a straight line and triggers an automatic All-Out Attack (Determined) (+4 to hit, no defenses) at the end of the movement. This costs 2 FP. Boarding Rush has a 5-second cooldown.
Ascendancy Nodes:
- First Over the Rail (2 pts): Boarding Rush cooldown reduced to 3 seconds. The first attack after Boarding Rush deals +4 damage.
- Cutlass Mastery (2 pts): Your Swing attacks with blades (cutlass, boarding axe) have their cutting wound modifier increased to ×1.75 (from ×1.5). Bleeding you cause deals double the base rate.
- Savage Boarding (2 pts): Each enemy killed during boarding combat reduces the FP cost of all skills by 1 (minimum 0) for 3 seconds. Boarding kills stack this timer.
- Terror of the Deck (2 pts): When you kill an enemy during boarding, nearby enemies within 3m must make a Will roll or be Shaken (−2 to all rolls for 4 seconds). A Shaken enemy who sees another ally killed must roll again.
Naval Role — Assault Leader
The Reaver is the captain's shock fist — the character who, when boarding begins, leads the charge and breaks the enemy crew's cohesion before the main force arrives. Their Terror of the Deck creates cascading morale failures that can make a tough boarding action collapse rapidly.
2. Corsair
"A pistol is honest. It does not pretend to be anything but a gun."
Attribute Anchor: DX Primary (ST 10, DX 14, IQ 11, HT 10)
Starting Points: 150 character points total
Atlas Starting Position: Crow's Nest — northeast quadrant, deep among evasion, accuracy, critical strike, and ranged combat nodes
Thematic Identity
The Corsair is the duelist and gunslinger archetype of the age of sail — the character who moves faster than they should, shoots better than seems fair, and wins fights through precision and tempo rather than brute force. They are the pirouette over the cannon ball, the pistol drawn before the other man's hand moves, the blade that finds the gap in armor at exactly the angle needed.
DX 14 at character creation is the most expensive investment in the game (40 points just for the 4 levels above base), but it pays for itself immediately: Dodge 10 (the highest starting defense value in the game), attack skills defaulting at DX-based levels, and Basic Speed 6 (the fastest starter). The Corsair is difficult to hit, accurate when attacking, and moves more freely than anyone else.
Starting Attribute Distribution
| Attribute | Starting Value | Point Investment |
|---|---|---|
| ST | 10 | 0 pts (base) |
| DX | 14 | 80 pts |
| IQ | 11 | 20 pts |
| HT | 10 | 0 pts (base) |
| HP | 10 | 0 pts (= ST) |
| FP | 10 | 0 pts (= HT) |
| Will | 11 | 0 pts (= IQ) |
| Per | 11 | 0 pts (= IQ) |
| Basic Speed | 6.0 | — |
| Basic Move | 6 | — |
| Dodge | 9 | — |
Remaining 50 points: Starting skills (Rapier-14, Guns(Pistol)-14, Acrobatics-12, Fast-Draw(Pistol)-13, Stealth-11, Navigation-10) + Advantages (Combat Reflexes).
Starting Skills and Starting Feel
The Corsair opens the game with either a rapier (thr+2 imp, at ST 10: 1d+1 impaling — moderate damage but devastating on critical hits to vitals) or a flintlock pistol (2d pi+ — excellent burst damage before the reload cost kicks in). Their Combat Reflexes ensures they always act in the first window of combat, never frozen by surprise. At Rapier-14 they hit 90.7% of baseline targets; at Guns(Pistol)-14 they hit with the same reliability.
What the Corsair feels: fast and precise. They weave through enemy attacks with Dodge 9 — most common enemies hit them less than 15% of the time even at baseline skill levels. They are fragile (HP 10, no armor bonus to start) but difficult to touch. Combat is a high-tension exercise in never being in the wrong place.
Ascendancy Paths
Ascendancy: Deadeye
"I don't aim. I place the shot where I already know it will go."
Identity: The Deadeye is the Corsair's ranged mastery expression — a pistoleer and archer who has elevated gunplay and thrown weapons to a form of lethal art. The Gunslinger GURPS advantage is the Deadeye's defining keystone, and they build outward from it.
Core Mechanic — Marksman's Flow: The Deadeye generates Flow stacks (0–5) from consecutive hit attacks with ranged weapons. Each stack provides +2% critical success chance (expanding the 3d6 critical range). At 5 stacks, the next attack is guaranteed to be at least a normal success (cannot be a miss), regardless of roll. Flow resets on a miss or on switching to melee.
Ascendancy Nodes:
- Gunslinger (3 pts — expensive, as this is a 25-point GURPS Advantage): No accuracy penalty for shooting while moving. No turns required to gain Acc bonus from aiming. Pistol reload time halved.
- Crack Shot (2 pts): Each point of Margin of Success on your ranged attack roll adds +1 to the attack's final damage. A roll of 3d6 = 6 vs. skill 14 (MoS 8) deals +8 damage on top of base.
- Volley Fire (2 pts): When you have two pistols equipped, firing the second pistol within 3 seconds of the first costs 0 FP (normally each shot costs 0.5 FP). You can trigger a "double shot" input to fire both in a rapid sequence.
- Eagle's Perch (1 pt): While you have height advantage over a target (any elevation), your ranged attack rolls are made at +2. While stationary for 2+ seconds, all ranged attacks gain +1 Acc.
Naval Role — Ship's Sniper / Crew Suppressor
During naval combat, the Deadeye operates from the crow's nest or the ship's rail, targeting enemy crew with suppression fire. Each successful hit on an enemy crew member forces a morale check and suppresses their station (a suppressed gunner cannot fire their cannon that turn). A skilled Deadeye changes the rhythm of naval artillery by degrading enemy fire discipline.
Ascendancy: Swashbuckler
"Style is not vanity. It is a statement of intent."
Identity: The Swashbuckler is a Corsair who has blended melee flash with acrobatic evasion into something theatrical and lethal. They fight like a showman, but the show always ends the same way: they walk away. This ascendancy leans into the GURPS Martial Arts tradition of cinematic combat — chandelier swings, rope catches, mid-air parries.
Core Mechanic — Flourish: After performing a successful Parry or Dodge, the Swashbuckler builds a Flourish counter (0–3). Spending all 3 Flourish charges triggers a Signature Move — a dramatic combat action (blade disarm + thrust, acrobatic vault over the enemy + backstab, riposte that knocks the enemy prone) chosen at Ascendancy selection. Each Signature Move has a unique animation and mechanical effect.
Ascendancy Nodes:
- Perfect Balance (2 pts — GURPS 15-pt Advantage): Immune to knockback and knockdown from environmental effects (ship roll, deck spray, explosion). +4 to Acrobatics. Never penalized for fighting on unstable surfaces.
- Riposte Master (2 pts): After a successful Parry, your next attack within 2 seconds deals +2 damage and is at +1 to hit. If it hits, it cannot be actively defended against (it is too fast for the opponent to respond).
- Blade Flourish (2 pts): Your melee attacks against the same target within 3 seconds gain a cumulative +1 to hit (maximum +3) as you find their timing patterns. This bonus resets if you change targets.
- Death or Glory (2 pts): When your HP drops below 30%, gain Dodge +2 and attack damage +3. At below 15% HP, your critical success threshold expands by 1 (skill 14 crits on rolls ≤ 5 instead of ≤ 4). The Swashbuckler's best performances come at the edge of death.
Naval Role — One-on-One Champion
During boarding actions, the Swashbuckler challenges the enemy captain or first mate to personal combat while crew fighting swirls around them. Winning this duel immediately forces the entire enemy crew a morale check (with their captain's defeat serving as a −3 modifier). The Swashbuckler is the character designed to win the fight by ending it at the top.
Ascendancy: Phantom
"The best fight is the one they never knew was happening."
Identity: The Phantom is the assassin and infiltrator — a Corsair who has developed the ability to remain unseen until the decisive moment, strike from darkness, and vanish before the response can organize. They are not a "rogue" in the conventional sense; they are a professional eliminator.
Core Mechanic — Shadow Step: The Phantom has a short-range blink ability (Shadow Step, 6m range, 8-second cooldown, costs 1 FP) that moves them to the target location with no movement animation — a teleport. For 2 seconds after a Shadow Step, attacks against the Phantom have their effective skill reduced by 4 (they are still appearing/materializing and hard to track).
Ascendancy Nodes:
- Ambush Specialist (2 pts — GURPS Danger Sense + Stealth bonus): Your Stealth is treated as 3 levels higher for purposes of setting up ambush positions. Attacks made from Stealth have their critical success range expanded by 2 (skill 14 crits on ≤ 6).
- Poison Blade (2 pts): Your melee attacks with blades apply a weak Toxic (tox) damage type: 1 point per second for 10 seconds, bypassing DR. This stacks from multiple hits. Poison is the Phantom's patience — it works even when they are not.
- Vanishing Act (2 pts): Once per 30 seconds, immediately enter Stealth even in combat (breaking line of sight is not required). If you are in a shadow or partial cover, this cooldown is 15 seconds.
- Vital Strike (2 pts): Attacks made against an enemy who is unaware of you (Stealth ambush, from behind, against a distracted target) deal impaling damage regardless of the weapon's actual damage type, and use the vitals wound modifier (×3). This is the "kill shot" — the execution that earns the Phantom their reputation.
Naval Role — Intelligence and Sabotage
The Phantom operates before boarding begins: boarding the enemy ship unseen during close quarters, sabotaging powder stores, cutting rigging, and eliminating key crew members before the main assault. A skilled Phantom can dramatically weaken an enemy ship before the crews ever clash directly.
3. Navigator
"The stars do not lie. The sea does not forget. Magic is just learning to listen."
Attribute Anchor: IQ Primary (ST 8, DX 10, IQ 14, HT 10)
Starting Points: 150 character points total
Atlas Starting Position: Tide Caller's Circle — northeast-center, deep among magical, knowledge, and crafting nodes
Thematic Identity
The Navigator is the mystical scholar of the sea — the character who understands that the ocean is not just water but a living system of currents, spirits, and ancient power, and that understanding it fully means commanding it partially. They are the sea witch, the storm caller, the chart-reader who knows what those old symbols really mean. Fragile by pirate standards, the Navigator compensates with abilities that bend what is possible.
IQ 14 costs the same as DX 14 (80 points) but buys a different kind of power: every spell, every social skill, every knowledge application defaults at IQ — effectively giving the Navigator a 14 baseline for all of these before any skill investment. Their Will (14, from IQ) makes them the most curse-resistant starter. Their Per (14, also from IQ) gives them the best trap-detection, treasure-sensing, and ambush-awareness of any class.
The Navigator's weakness: ST 8 means their melee damage is Thrust 1d-3, Swing 1d-2 — almost nothing. They cannot take hits. Their FP 10 is average, and spell-casting drains FP substantially — the Navigator must manage their magical resource with care or collapse mid-fight.
Starting Attribute Distribution
| Attribute | Starting Value | Point Investment |
|---|---|---|
| ST | 8 | −20 pts |
| DX | 10 | 0 pts (base) |
| IQ | 14 | 80 pts |
| HT | 10 | 0 pts (base) |
| HP | 8 | 0 pts (= ST) |
| FP | 10 | 0 pts (= HT) |
| Will | 14 | 0 pts (= IQ) |
| Per | 14 | 0 pts (= IQ) |
| Basic Speed | 5.0 | — |
| Basic Move | 5 | — |
| Dodge | 8 | — |
Remaining 90 pts: Starting skills (Navigation(Sea)-15, Occultism-14, Water College spells at IQ base, Meteorology-13, Tactics-13, Fast-Talk-13) + Advantages (Magery 2 — enables higher-level spell access).
Ascendancy Paths
Ascendancy: Tidecaller
"The storm does not answer to God or king. But it answers to me."
Identity: The Tidecaller is pure elemental sea magic — the Navigator who has bound themselves to the Water and Air colleges and learned to weaponize weather, currents, and the raw power of the deep. They are the most directly offensive magical archetype.
Core Mechanic — Tide State: The Tidecaller tracks the current magical "Tide" — Low, Rising, High, or Falling — in a cycle that shifts roughly every 45 seconds. Each state modifies magical behavior:
- Low Tide: Water spells cost −1 FP; Air spells cost +1 FP
- Rising Tide: All magical damage +15%
- High Tide: Water and Air spells have doubled area of effect; +1 level of effect
- Falling Tide: FP regeneration from any source is doubled
Ascendancy Nodes:
- Sea Speech (2 pts): You can communicate with sea creatures and water spirits. Underwater environmental penalties are reduced. Water-aligned enemies take +25% damage from your spells.
- Storm Surge (2 pts): Your Air college spells cause a secondary effect: all enemies near the target take 1d crushing damage from wind pressure and are pushed back 1m. Spells used at High Tide extend this effect to all enemies within 5m.
- Drowned Blessing (2 pts): You can breathe underwater indefinitely. While submerged, your FP costs for Water college spells are halved. You have no maximum depth penalty for diving pressure.
- Tempest Form (2 pts): Once per combat, transform into a semi-elemental state for 15 seconds: your physical form becomes partially wind-substance (attacks pass through you 40% of the time — roll 3d6; 9 or less means the attack finds no purchase), your movement speed increases by +3, and your Water/Air spells cost 0 FP during the duration. After Tempest Form ends, lose 5 FP regardless of current total.
Naval Role — Wind Caller / Storm Weapon
The Tidecaller is the Navigator's naval combat contribution made literal: they control the wind. At sea, a Tidecaller can summon favorable winds for their ship (removing headwind penalties) and impose unfavorable conditions on enemy vessels. At High Tide state, they can call a localized squall that reduces enemy cannon accuracy by 30% and damages enemy rigging.
Ascendancy: Necromancer of the Deep
"They're not lost. They're waiting. I simply know where to ask."
Identity: The Necromancer of the Deep has learned the oldest maritime truth: the sea gives back the dead, and the dead remember everything. This Navigator has turned to Necromancy and the Communication colleges to build an undead crew, extract memories from the drowned, and unleash the souls of those who went before.
Core Mechanic — Crew of the Drowned: The Necromancer maintains a Spectral Crew — summoned undead entities that fight alongside them. Unlike a living crew, Spectral Crew members cannot be permanently destroyed during the current combat; they re-coalesce from sea water after 15 seconds. The Necromancer can maintain up to 3 Spectral Crew members simultaneously (expandable through Atlas investment).
Ascendancy Nodes:
- Raise the Drowned (2 pts): Allows raising fallen humanoid enemies as temporary Drowned undead. Drowned deal Crushing damage and have the dead's immunity to bleeding, morale effects, and pain. They last 60 seconds or until destroyed.
- Memory of the Deep (2 pts): Once per zone, you can commune with a fallen enemy (even one from previous areas) to extract information — enemy patrol routes, trap locations, hidden treasure positions. This manifests as a Per check with +4 bonus that reveals hidden content on the local map.
- Salt and Bone (2 pts): Your Spectral Crew members deal Corrosion damage on hit (reducing enemy armor DR by 1 per hit, permanently for the fight). At 3 Spectral Crew present, you project an aura of supernatural dread: enemy Will rolls within 8m take a −2 penalty.
- Ghost Ship (2 pts): Once per voyage zone, call a spectral longboat that beaches itself. Three additional Drowned crew members emerge and fight for 90 seconds. During this time, enemy morale checks have a −3 modifier (the sight is genuinely terrifying).
Naval Role — Crew Attrition Specialist
During naval combat, the Necromancer of the Deep can animate fallen enemy crew as Drowned who continue fighting for their ship. This creates a grotesque tactical situation for the enemy: their own dead crew continue to man stations, operate cannons, and resist boarding. The Necromancer's naval contribution is long-term attrition — the fight gets worse for the enemy as it continues.
Ascendancy: Artificer
"Magic is just engineering with a longer supply chain."
Identity: The Artificer is the Navigator who has taken their IQ investment into crafting, device-making, and the intersection of mechanical understanding and magical power. They build magical constructs, deploy tactical equipment, and use their superior knowledge to create situations rather than react to them.
Core Mechanic — Deployable Arsenal: The Artificer can deploy up to 3 Magical Constructs simultaneously from a crafted inventory. Constructs include: Powder Mine (detonates on proximity, 3d crushing in a 3m radius), Anchor Turret (fires a grappling hook that pins one enemy in place for 6 seconds), Ward Beacon (projects a 5m aura that grants +2 Will to all allies within it), and Fog Pot (creates a 10m visibility-blocking cloud for 20 seconds).
Ascendancy Nodes:
- Master Tinkerer (2 pts): Your Constructs have 50% more durability and can be retrieved after combat for reuse (normally they are consumed). Crafting new Constructs costs 25% fewer materials.
- Alchemical Fire (2 pts): Your Burning-type attacks (including Constructs) deal Corrosion damage equal to 25% of their Burning damage — the fire is chemically reactive and eats armor. Fire attacks you deal never self-extinguish from water unless actively doused.
- Tactical Genius (2 pts — GURPS Tactics advantage): Before combat begins (in the first 3 seconds), you can see all enemy patrol paths and positions. Once per combat, you can designate a Target for your crew: that enemy takes +20% damage from all sources until dead.
- Philosopher's Bomb (2 pts): Once per combat, deploy a Philosopher's Bomb — a construct that takes 3 seconds to arm, then detonates for 6d burning + 6d corrosion in a 6m radius. This bypasses armor DR entirely on the initial blast.
Naval Role — Ship Engineer / Combat Preparation
The Artificer prepares the battlefield before fighting begins. During approach, they can set Magical Mines at boarding points, fortify their own ship's weak hull sections with emergency warding, and pre-deploy Anchor Turrets for boarding defense. Their contribution is multiplied by preparation time — a Artificer who had 3 minutes to prepare is worth twice a surprised Artificer.
4. Mariner
"The sea has killed everyone who thought they were tougher than it. I'm still here."
Attribute Anchor: HT Primary (ST 10, DX 10, IQ 10, HT 14)
Starting Points: 150 character points total
Atlas Starting Position: Survival Shoal — south quadrant, deep among health, resistance, seamanship, and endurance nodes
Thematic Identity
The Mariner is the sea dog archetype — the character who has simply outlived everything. They have survived storms that killed better sailors, diseases that killed entire crews, fights that killed more skilled warriors. They survive not through power or finesse or magic, but through a fundamental stubbornness that the universe itself cannot seem to overcome.
HT 14 gives the Mariner 14 FP — the highest starting FP pool in the game. This means they can sustain combat, travel, and hardship far longer than anyone else before their resources deplete. Their knockdown resistance (HT rolls at 14 — 90.7% success) means they almost never go down from anything short of being killed outright. Their disease and poison resistance is effectively a class feature rather than a stat — most status effects that would debilitate other characters are inconvenient footnotes for the Mariner.
Starting Attribute Distribution
| Attribute | Starting Value | Point Investment |
|---|---|---|
| ST | 10 | 0 pts (base) |
| DX | 10 | 0 pts (base) |
| IQ | 10 | 0 pts (base) |
| HT | 14 | 40 pts |
| HP | 14 | 4 pts (bought up from ST 10) |
| FP | 14 | 0 pts (= HT) |
| Will | 10 | 0 pts (= IQ) |
| Per | 10 | 0 pts (= IQ) |
| Basic Speed | 6.0 | — |
| Basic Move | 6 | — |
| Dodge | 9 | — |
Remaining 106 pts: Starting skills (Seamanship-13, Swimming-13, Survival(Sea)-13, First Aid-12, Brawling-11, Intimidation-11) + Advantages (Fit — additional FP recovery, Rapid Healing).
Ascendancy Paths
Ascendancy: Sea Dog
"I have been shot, stabbed, drowned twice, and struck by lightning. I am having a fine career."
Identity: The Sea Dog pushes the HT survivability concept to its absolute extreme — a character who becomes mechanically very difficult to kill and whose continued presence changes the math of every encounter they participate in. They are the veteran whose existence is itself a challenge to everyone around them.
Core Mechanic — Salt and Scars: The Sea Dog accumulates permanent Scar Points from surviving significant damage (any hit over 8 damage adds 1 Scar Point, max 20). Each Scar Point provides +1 to HT rolls for all purposes (consciousness, death checks, disease resistance) and +0.5 DR from calloused skin and adaptive tissue. At 20 Scar Points: immune to death checks at −HP (still incapacitated but cannot die until −3×HP).
Ascendancy Nodes:
- Won't Stay Down (2 pts): HT rolls to avoid knockdown gain +4. When you fail a knockdown roll, you are Staggered (−2 to all rolls for 3 seconds) instead of fully Knocked Down. You never lose your active defense while Staggered.
- Sailor's Constitution (2 pts): Poison, disease, and the Toxic damage type deal 50% reduced damage to you. Curse effects (supernatural damage-over-time) have their duration halved. You cannot be affected by morale-breaking Fright Checks from environmental sources — storms, darkness, supernatural dread.
- Deep Reserves (2 pts): Your maximum FP is treated as 4 higher for the purpose of determining the "1/3 FP" and "0 FP" thresholds. You suffer the −50% Move/Dodge penalty at FP ≤ 3 rather than ≤ 1/3 max FP. Your FP regenerates 50% faster during brief combat pauses.
- The Last One Standing (2 pts): When you are the only allied character remaining in combat (all crew and summons defeated), gain +3 to all attributes temporarily. Your attacks deal Crushing damage in addition to their normal type when at HP ≤ 50% (the desperation strikes). You can activate a once-per-combat Defiant Shout that forces all enemies within 10m to make Will rolls or be Shaken.
Naval Role — Damage Control / Storm Navigation
The Sea Dog is the captain who keeps the ship moving when it should have stopped. During storm navigation, they reduce hull stress accumulation by 30% from their instinctive damage control. During naval combat, flooding in their zone is managed at twice the normal rate. When the ship is at critical hull integrity, the Sea Dog provides a crew morale bonus from their sheer refusal to acknowledge the situation is dire.
Ascendancy: Whaler
"Every creature of the deep has a weakness. I find them."
Identity: The Whaler is a specialist hunter — a Mariner who has applied their endurance and sea knowledge specifically to the pursuit and destruction of large creatures. They are the asymmetric fighter: patient where enemies are impatient, mobile where enemies are large, exhausting opponents that would simply overwhelm anyone else.
Core Mechanic — Hunter's Mark: The Whaler can mark a single target as their Hunt Target. Against a Hunt Target: all attacks deal +3 damage, wound multipliers have their floor increased to ×1 (attacks that would deal ×0.5 deal ×1 instead — effective against armored or resilient targets), and the Whaler cannot be surprised by the marked target (automatic Combat Reflexes vs. that one enemy). Only one Hunt Target at a time; switching targets clears the mark.
Ascendancy Nodes:
- Harpoon Mastery (2 pts): Harpoons (thrown piercing weapons) count as Large Piercing (×1.5) in your hands. A successful harpoon hit pins the target, reducing their movement by 50% until removed (requires the target or an ally to spend 2 seconds pulling it out). You can fire a second harpoon while the first is still embedded, stacking the slow.
- Endurance Chase (2 pts): You never suffer FP penalties during sustained movement (running, swimming, climbing) that would reduce your combat effectiveness. You can maintain maximum movement speed for as long as your FP lasts. Sprinting costs you 0.5 FP per 10 seconds instead of 1 FP.
- Weak Point Analysis (2 pts — GURPS Targeting Technique applied broadly): You can identify creature weak points in real time. After observing a creature for 5 seconds or landing 3 attacks, you reveal its specific hit location vulnerability (its weak point location and associated wound modifier). Attacks to that location gain +2 to hit on top of normal.
- Trophy Hunter (2 pts): Killing a large creature (sea creature, monster-class enemy, boss) yields special Trophy materials in addition to normal loot. You can track a creature you have previously wounded across zones (a compass-style marker appears on your navigation). Trophies can be crafted into unique items unavailable through other crafting routes.
Naval Role — Sea Creature Hunter / Escort
The Whaler specializes in protecting the ship from sea creature encounters. Against Giant Squid, Sea Serpents, and similar creatures, the Whaler's Hunter's Mark and Harpoon Mastery make them dramatically more effective than any other class. During normal naval combat, they are competent but not exceptional. The Whaler is the specialist who makes the Living Sea's most dangerous content accessible.
Ascendancy: Quartermaster
"A ship runs on three things: discipline, supplies, and the belief that tomorrow will be worth seeing."
Identity: The Quartermaster is the support ascendancy — the Mariner who has invested their resilience not in personal survival but in making everyone around them harder to kill, better supplied, and more effective. They are the force multiplier, the background presence that wins fights by changing the conditions of every fight.
Core Mechanic — Crew Efficiency: The Quartermaster provides a persistent Crew Efficiency aura within 15m. This aura provides: +1 to all allied HT rolls (knockdown, disease resistance), FP regeneration +1 per 15 seconds (a meaningful rate during prolonged combat), and crew NPC morale +10 (affecting boarding action crew damage output). The aura is not toggled — it is always active.
Ascendancy Nodes:
- Field Surgeon (2 pts): Your First Aid skill operates at an emergency level: allies you treat during combat regain 2d HP per 6 seconds of treatment (you must be within arm's reach). You can stabilize a dying ally (at −HP) in 3 seconds instead of the normal 10-second First Aid time.
- Ship's Providence (2 pts): Once per voyage zone, designate a Resupply Point — a location where your crew can retreat and recover. Crew members who reach the Resupply Point regain 25% HP and full FP over 10 seconds. The Resupply Point can be placed during combat.
- Inspiring Presence (2 pts — GURPS Leadership): All allies within your Crew Efficiency aura gain +1 to active defense rolls (Dodge, Parry, Block). When you successfully defend against an attack, all allies within 10m gain +2 to their next action roll (the sight of the veteran shrugging off harm is genuinely inspiring).
- Quartermaster's Cache (2 pts): You can carry 2 additional consumable slots beyond the normal inventory limit. Consumables you provide to allied crew members have 50% increased effect duration. Once per fight, deploy an Emergency Kit — all nearby allies immediately regain 10 HP and clear one negative status effect.
Naval Role — Ship Operations Coordinator
The Quartermaster optimizes ship function during naval combat: their presence in the gun deck improves cannon reload speed by 15%, their presence at the helm improves maneuver effectiveness, their presence in damage control reduces flooding rate by 40%. They are the most effective character at being in multiple effective places simultaneously — because their aura does the work even when they cannot be everywhere personally.
5. Privateer
"I have papers from the Crown and a sword from God. In that order."
Attribute Anchor: ST+DX Hybrid (ST 12, DX 12, IQ 10, HT 11)
Starting Points: 150 character points total
Atlas Starting Position: Between Blade Coast and Crow's Nest — western-center of the Atlas, equidistant from melee and ranged/evasion clusters
Thematic Identity
The Privateer is the versatile fighter who occupies the ground between brute force and precision finesse. Neither the highest damage nor the most evasive, the Privateer compensates with balance: they are good at both close and ranged combat, effective in both offensive and defensive postures, and capable of adapting mid-fight to whatever the situation requires. Their hybrid position on the Atlas means they begin closer to cross-class content — for a Privateer, reaching a Navigator's magic nodes or a Buccaneer's heavy life nodes costs fewer Atlas hops than it would for any pure class.
Their Ascendancies reflect three visions of what "versatile fighting" means in the age of sail: the Captain who leads people, the Duelist who perfects the sword-and-pistol combination, and the Raider who turns speed into devastation.
Starting Attribute Distribution
| Attribute | Starting Value | Point Investment |
|---|---|---|
| ST | 12 | 20 pts |
| DX | 12 | 40 pts |
| IQ | 10 | 0 pts (base) |
| HT | 11 | 10 pts |
| HP | 12 | 0 pts (= ST) |
| FP | 11 | 0 pts (= HT) |
| Will | 10 | 0 pts (= IQ) |
| Per | 10 | 0 pts (= IQ) |
| Basic Speed | 5.75 | — |
| Basic Move | 5 | — |
| Dodge | 8 | — |
Remaining 80 pts: Starting skills (Broadsword-13, Guns(Pistol)-13, Shield-12, Leadership-11, Seamanship-11, Tactics-11) + Advantages (Combat Reflexes, Ambidexterity).
Ascendancy Paths
Ascendancy: Captain
"The crew doesn't fight for the ship. They fight because I asked them to."
Identity: The Captain Ascendancy is the leadership archetype — a Privateer who has realized that their greatest weapon is not their own body but the multiplied force of the crew around them. Every Captain ability makes the crew more effective, not just the captain.
Core Mechanic — Command Authority: The Captain has a Command Authority score (0–10) that represents how effectively they are leading in any given moment. Authority is gained by: killing enemies (2 Authority), successfully defending against attack (1 Authority), issuing successful Tactics rolls (3 Authority), completing combat objectives (5 Authority). Authority is spent on Command Abilities.
Ascendancy Nodes:
- Rally (2 pts, costs 5 Authority): All allied crew within 15m gain +2 to all attack and defense rolls for 8 seconds. Crew NPCs regain 10% HP.
- Vanguard (2 pts): When you move toward an enemy and attack, all allied crew within 10m gain +1 action speed for 5 seconds. Leading from the front has mechanical weight.
- Commanding Presence (2 pts — GURPS Leadership): Enemy NPCs (non-boss) who engage you must make a Will roll at −2 or spend their first action hesitating. Crew members who can see you have a +3 bonus to their morale checks.
- Legendary Captain (2 pts): Once per combat, you can make a Leadership roll. On success, all allied crew members take one immediate additional action (one attack or one defensive action). On critical success, all allied crew members also regain 10 FP. This is the "turn of the tide" ability — the moment the captain's presence changes everything.
Naval Role — Fleet Commander
The Captain's Ascendancy transfers naturally to fleet combat: their Command Authority can be spent on Fleet Commands (direct a second ship to execute a specific maneuver, order a boarding party with a skill bonus, declare fire orders that improve cannon accuracy fleet-wide). The Captain is the only Ascendancy for whom endgame fleet command is a genuinely natural role.
Ascendancy: Duelist
"One sword for the man in front. One pistol for the man who thought he was behind me."
Identity: The Duelist is the sword-and-pistol specialist — the character who has mastered the timing rhythm of a specific combination: draw the pistol, shoot for burst damage, holster it and engage with the blade, create an opening for the reload, shoot again at the decisive moment. This is the most technically demanding combat style and the most cinematically satisfying.
Core Mechanic — Pistol-Blade Tempo: The Duelist tracks their weapon state (Sword Active / Pistol Active) and gains increasing bonuses the longer they maintain a rhythm of alternation. After 3 successful alternate weapon attacks (sword → pistol → sword or pistol → sword → pistol), enter Tempo State for 10 seconds: +2 to all attacks, +1 to Dodge, and pistol reload time reduced to 3 seconds.
Ascendancy Nodes:
- Ambidexterity (1 pt — GURPS, 5 pts): No off-hand penalties. Full dual-wield capability. Your off-hand pistol and off-hand blade perform at the same level as your primary.
- Pistol Kata (2 pts): The transition from firing a pistol to drawing the blade is instantaneous (no animation gap). Pistol hits within 2 seconds of a sword hit deal +2 damage. Sword hits within 2 seconds of a pistol hit have their next active defense reduced by −2 for the enemy.
- Precise Thrust (2 pts): Your rapier and main-gauche impaling attacks against a target in Tempo State target the Vitals automatically (the location bonus applies without the normal −3 hit penalty). The vitals ×3 wound modifier applies when this triggers.
- Dead Man's Point (3 pts — costs significant investment): Once per combat, draw and fire a pistol as a free action (no FP cost, no action interruption) triggered automatically when you would otherwise be reduced to below 20% HP. The shot is always a normal success or better (minimum success guaranteed by the GURPS rule of 16 — treated as skill 16 for this roll). This is the Duelist's survival insurance.
Naval Role — Boarding Champion / Officer Duel
The Duelist's combat style is ideally suited to boarding actions, where close quarters alternate between blade and pistol distances constantly. Their Officer Duel ability (from Commanding Presence equivalent) challenges the enemy captain to a duel during boarding — a won duel routes the enemy crew −4 morale immediately.
Ascendancy: Raider
"Speed is armor. You cannot hit what you cannot catch."
Identity: The Raider is the fast aggressive attacker — a Privateer who has traded defensive investment for raw action economy and movement speed. They attack more often, move more freely, and create momentum that enemies cannot match.
Core Mechanic — Frenzy: The Raider builds Frenzy stacks (0–8) from landing consecutive successful attacks. Each stack provides +5% attack speed and +1 to the hit roll of the next attack. At 8 stacks: enter Frenzy State, gaining +1 Extra Attack for 6 seconds. Frenzy stacks reset on any miss or on taking significant damage (5+ damage in one hit).
Ascendancy Nodes:
- Rapid Fire (2 pts): Your attack animation lockout is reduced by 20%. The minimum interval between melee attacks is shortened. Combined with Frenzy stacks, the Raider can achieve near-continuous attack sequences.
- Hit and Run (2 pts): Immediately after making an attack (hit or miss), you may move up to 3m at no FP cost. This movement cannot be interrupted by opportunity attacks. The Raider never stays in one place long enough for the enemy to settle their response.
- Bleeding Edge (2 pts): Any attack with a bladed weapon that deals 4+ damage automatically applies Bleeding. Bleeding targets have their active defense rolls reduced by −1 (pain and distraction from the wound). Multiple bleeds stack.
- Surge (2 pts): Once per combat, when Frenzy State is active, immediately gain 3 FP back and increase your Basic Move by 2 for the duration of the Frenzy State. This ability represents the Raider's burst mode — a period of superhuman tempo that can decide a fight in seconds.
Naval Role — Fast Attack / Interdiction
The Raider's speed translates to their ship's preferred tactics: fast-approach, fire-at-close-range, break-off before the enemy can respond. They are the reason swifter ships (sloops, brigs) exist — the Raider prefers a ship that can execute their hit-and-run style at scale.
6. Mystic
"The sea has a voice. I learned to hear it. I am still deciding whether that was wise."
Attribute Anchor: IQ+HT Hybrid (ST 8, DX 10, IQ 12, HT 12)
Starting Points: 150 character points total
Atlas Starting Position: Between Tide Caller's Circle and Survival Shoal — southeast-center, equidistant from magical and survival/endurance clusters
Thematic Identity
The Mystic is the cursed seer — the character who has opened themselves to the supernatural power of the sea and paid for that access with their own comfort in the natural world. They are not pure mages like the Navigator; they are something stranger, more integrated with the dark supernatural tradition of salt-water mythology. Where the Navigator studies magic, the Mystic is affected by it — their Disadvantages run deep.
IQ 12 and HT 12 are both above base, making the Mystic a genuinely hybrid stat proposition: they have the Will and Per benefits of IQ investment (Will 12 — solid curse resistance, Per 12 — good awareness) combined with HT 12's FP pool (12 FP) and knockdown resistance. They are the most resilient pure caster, able to sustain magical use longer than the Navigator, but trading away the Navigator's raw IQ ceiling for survivability.
The Mystic begins with 1–2 GURPS Disadvantages as mandatory starting traits: their arcane connection to the supernatural world manifests as compulsions, visions, or physical changes. This is mechanically expressed as a forced Burden node from the Skill Atlas — the Mystic starts the game with one Burden already activated, receiving those bonus points to invest elsewhere.
Starting Attribute Distribution
| Attribute | Starting Value | Point Investment |
|---|---|---|
| ST | 8 | −20 pts |
| DX | 10 | 0 pts (base) |
| IQ | 12 | 40 pts |
| HT | 12 | 20 pts |
| HP | 10 | 4 pts |
| FP | 12 | 0 pts (= HT) |
| Will | 12 | 0 pts (= IQ) |
| Per | 12 | 0 pts (= IQ) |
| Basic Speed | 5.5 | — |
| Basic Move | 5 | — |
| Dodge | 8 | — |
Starting Burden (mandatory, chosen at creation): One of — "Visions of the Deep" (periodic involuntary Fright Check in supernatural zones, grants +15 pts), "Cursed Blood" (your equipment corrodes slowly over time, grants +10 pts), or "Voice of the Drowned" (NPCs have an uncanny reaction to you — random social roll modification, grants +10 pts).
Ascendancy Paths
Ascendancy: Oracle
"I have seen this moment before. I have seen it many times. It always ends the same way."
Identity: The Oracle is the divination and fate manipulation Ascendancy — a Mystic who has pushed their precognitive abilities to the point where they can nudge probability itself. They are the GURPS Luck and Danger Sense advantages taken to their logical extreme: a character who knows what is coming before it arrives and acts accordingly.
Core Mechanic — Foreseeing: The Oracle sees brief flashes of near-future probability. Mechanically: once per 30 seconds, the next roll (attack, defense, or skill check) the Oracle or an ally makes can be declared after seeing the result. If the result is unacceptable, the Oracle's Foreseeing activates and the roll is made again (the second result stands). This is GURPS's Luck advantage, implemented with narrative flavor.
Ascendancy Nodes:
- Fate's Thread (2 pts — GURPS Danger Sense): Automatic 3-second warning before ambushes. The Oracle also receives a brief flash of information about incoming enemies before room-entry: type, rough number, whether a particularly dangerous individual is present.
- Borrowed Time (2 pts): Once per combat, you can declare that one hit that would have brought you below 0 HP instead brings you to exactly 1 HP. The universe owes you a moment longer. This ability has a visual tell — a brief split-second rewind effect in the animation.
- Probability Cascade (2 pts): When your Foreseeing activates and the re-roll produces a better result, all allied active defense rolls in the next 5 seconds gain +2. The Oracle's good luck is contagious.
- Read the Currents (2 pts): Your Per is treated as 4 higher for treasure detection, trap awareness, and hidden enemy detection. In any zone you have been in for 30+ seconds, you automatically know the location of all traps and any hidden treasure within 20m.
Naval Role — Navigation / Encounter Prediction
The Oracle's Foreseeing makes them the ideal navigator: they know which sea lanes carry danger before the danger reveals itself. During extended sailing, the Oracle provides a 15-minute advance warning of sea creature encounters and storm events. This can completely avoid encounters the captain chooses not to engage.
Ascendancy: Hexblade
"The curse is not on my enemies. It is simply... shared."
Identity: The Hexblade takes the Mystic's supernatural connection and weaponizes it directly into melee combat. They are a cursed warrior — someone whose physical strikes carry supernatural afflictions, whose very wounds curse those who inflicted them, who makes the act of fighting them deeply unwise.
Core Mechanic — Curse Transfer: Attacks the Hexblade lands apply one stack of their active Curse to the target. The Mystic's own starting Burden Disadvantage becomes a weapon — their curse leaks outward. Each stack debilitates the target slightly (−1 to all rolls per stack, max 3 stacks). Stacks decay at 1 per 15 seconds.
Ascendancy Nodes:
- Hex Blade (2 pts): Your melee weapons deal Toxic (tox) damage in addition to their normal type — 1 point per second for 8 seconds. Each new hit refreshes the duration. The Hex Blade turns any melee weapon into a slow poisoner.
- Curse Reflection (2 pts): Any enemy who successfully damages you triggers an automatic Curse Roll against them (treated as a Will vs. Will contest, IQ-based — the Mystic's IQ 12 vs. the enemy's Will). On success, they take the effect of your active Burden Disadvantage for 10 seconds.
- Soul Leech (2 pts): When a Curse-stacked enemy is killed, you regain 3 FP. If the enemy had 3 Curse stacks, you also regain 4 HP. The Hexblade hunts their own cursed targets — they are most dangerous when picking up the enemies they have already marked.
- Ancient Enmity (2 pts): Against supernatural enemies (undead, sea spirits, cursed beings), your attacks deal double Curse stacks per hit. You are the supernatural's worst nightmare: someone who can curse the already-cursed.
Naval Role — Crew Debilitator
During boarding, the Hexblade's curse effects spread through enemy crew they touch — each cursed enemy spreads a milder version of the Curse to nearby crew members within 2m (a 50% chance per adjacent enemy, once per combat). A Hexblade who fights deep into a boarding action can degrade the effectiveness of an entire enemy crew section.
Ascendancy: Stormcaller
"Lightning is not a weapon. It is a conversation I am having with the sky."
Identity: The Stormcaller is the Mystic's elemental violence expression — a character who has bonded specifically with storm energy (Air and Electrical damage types) and learned to summon and direct it at will. They are more volatile than the Tidecaller, more personal with their power — where the Tidecaller commands the sea, the Stormcaller is the storm.
Core Mechanic — Storm Charge: The Stormcaller accumulates Storm Charges (0–10) from taking damage, from landing Air/Electrical spells, and from proximity to real weather events (storms grant 1 charge per 10 seconds automatically during storm conditions). Storm Charges power their abilities: most cost 3–5 charges. At 10 charges, any Electrical or Air spell cast is automatically upgraded one level of effect (more damage, larger area, longer duration).
Ascendancy Nodes:
- Lightning Rod (2 pts): You draw electricity toward you. All enemy Electrical attacks within 15m have a 50% chance of being redirected to target you instead of their intended target. This sounds like a drawback, but each electrical hit on you generates 3 Storm Charges and deals only 50% of its normal damage (you are half-lightning yourself). You turn their attacks into your fuel.
- Thunder Strike (2 pts): Your melee attacks at Storm Charge 5+ carry a Burning discharge: each hit delivers 1d additional Electrical damage that bypasses armor DR. At Storm Charge 10, each hit instead delivers 2d Electrical that also forces a HT roll against stunning (no DR reduction, no wound modifier — pure electrical nervous system disruption).
- Eye of the Storm (2 pts): You can create a 15m radius calm around yourself — weather effects that would penalize you and your allies are negated within this zone. Paradoxically, beyond the eye, the storm is worse — enemies outside the 15m radius suffer all weather penalties double.
- Fulminant (2 pts): Your major Air/Electrical spells can chain: the primary target takes full damage, and up to 2 secondary targets within 4m of the primary take 50% damage. At Storm Charge 10, chains extend to 4 secondary targets. Large groups of enemies become exponentially more dangerous to cluster around the Stormcaller.
Naval Role — Weather Weapon
The Stormcaller is the Mystic's most direct naval contribution: during naval combat in storm conditions (which they can generate), they direct lightning strikes against enemy ships. A lightning strike to enemy rigging deals structural damage equivalent to a cannon hit and ignites the rigging. Multiple strikes can cripple an enemy ship's maneuverability without a single cannon being fired.
The Ascendancy System: Mechanics
Unlocking Ascendancy
Ascendancy is not available at character creation. It is earned through completing the Trial of the Chart — a challenging series of dungeon encounters that tests a captain in the specific disciplines their chosen Ascendancy represents. Three Trials must be completed, each unlocking 2 Ascendancy points (6 total points available, with the final 2 unlockable from the Eternal Trial in endgame).
Trial Timing:
- First Trial: Available after Campaign Act 3 (character level ~20–25)
- Second Trial: Available after Campaign Act 7 (character level ~40–45)
- Third Trial: Available after Campaign Act 12 (character level ~65)
- Eternal Trial: Endgame Voyage challenge content (character level 80+)
The Ascendancy choice is made during the First Trial — the player chooses their Ascendancy before knowing exactly what the Trial will test. Subsequent Trials are specific to the chosen Ascendancy: a Berserker's Second Trial involves surviving a wave encounter without using active defenses; a Tidecaller's Second Trial involves clearing an underwater dungeon while managing spell costs.
Ascendancy Points
Ascendancy points are spent on the Ascendancy Sub-Atlas — a smaller, focused progression surface with 12 nodes (of which 8 total points can be spent). The Ascendancy Sub-Atlas is separate from the main Skill Atlas and cannot be respecced through normal means (only through a rare "Trial of Regret" available once per Voyage).
Ascendancy Identity
No two Ascendancies should feel like the same build with different numbers. Each Ascendancy should alter a fundamental aspect of how the character interacts with the game's systems. The test: if you removed the Ascendancy name and asked a player to identify which Ascendancy they were playing from gameplay feel alone, they should be able to answer correctly within 30 seconds.
Class vs. Build: The Atlas as True Freedom
The six classes are not six different games. They are six different starting positions in the same game. A Buccaneer who invests heavily in the Tide Caller's Circle can cast water spells. A Navigator who paths across to the Blade Coast through the Merchant's Tongue can become a competent melee combatant. The Atlas is the mechanism of this freedom; the class is the anchor point.
The Cost of Playing Off-Type
Because the Atlas is a spatial topology (like PoE's passive tree), reaching nodes far from your starting position costs more points than reaching nearby nodes. The Buccaneer reaching Navigator's deep magic nodes must traverse through intermediate Atlas regions — each hop costs points that a Navigator starting nearby would not spend. This is not a prohibition; it is a cost. The cost is real but surmountable, which is the correct design. Freedom has friction; that friction makes choices meaningful.
Hybrid Starting Positions
The Privateer and Mystic (the two hybrid classes) start in positions on the Atlas that are equidistant from two major regions, making them the most efficient at building hybrids. A Privateer going half-Blade Coast and half-Crow's Nest costs the same as a pure class going fully into a single region. This makes the hybrid classes genuinely compelling for players who want broad capability rather than deep specialization.
See Also:
Skill Atlas — the full Atlas topology and all node types
Attributes and Stats — how class attribute distributions flow into secondary stats
Leveling and Progression — when and how Ascendancy is unlocked
GURPS Adaptation Research — mechanical source for all GURPS Advantage implementations