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Gifts, callings, and role packages for play
Covenant Roles are the game’s spiritual archetypes—callings, not classes. Each Role anchors a hero’s identity in the covenant story and defines how they serve the remnant, confront evil, and carry truth into a broken world. Mechanically, a Role is a pre-packaged Fate Extra: a small, curated rules bundle that gives you permissions, gear-like benefits, and advancement hooks right out of the gate.
Choosing a Role grants you a complete starter kit:
Gift Skills are independent, role-bound skills. They don’t sit under Heart/Soul/Mind/Strength, they don’t replace a core skill, and they don’t use the core caps. Each Gift expresses your calling as both a method and a resource—what you do and what you can draw on because of who you are.
Designer intent: A Gift is your calling made mechanical—a small, potent Extra that lets you solve problems in ways core skills can’t.
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Exhort (core, Heart) is how anyone can persuade, rally, or pressure in the moment—public speaking, moral argument, hard stare, steady words.
Influence (Diplomat’s Gift) is more than technique: it’s who will take your call, what doors open for you, and what alliances you can mobilize. It includes social capital, formal authority, and established channels.
Which do I roll?
Use this quick test:
What about both? Pick one to roll. The other can show up as:
Attack/Defend scope:
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No group requires any specific Role; every Role is viable. Instead of “tank/healer/DPS,” think spiritual diversity and narrative harmony—do you have someone who mediates conflict, defends the weak, offers healing or wisdom, endures suffering, or watches the unseen? Even duplicate Roles feel different through archetypes, aspects, and Gift Stunts. GMs are encouraged to craft scenes that spotlight the Gifts present.
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Each Role entry follows a consistent Extra-style template so you can scan, pick, and play fast:
Designer’s Intent: A Role is a declaration of purpose, not a min-max package. Let it shape scenes, spotlight your calling, and evolve through faithful play.
Gift: Influence. Your standing and network: who takes your call, what halls you can enter, and the terms you can set.
Pick this if you want to… broker truces, secure audiences and safe-conduct, stabilize volatile scenes.
Gift: Balms. Consecrated care that treats, cleanses, quarantines, and protects places of healing.
Pick this if you want to… stabilize allies, purge corruption/poison, keep the party moving and alive.
Gift: Patience. Withhold, pace, bait, and strike at the one clean moment.
Pick this if you want to… set ambush windows, wear foes down on the chase, end fights before they begin.
Gift: Barter. Routes, credit, and market standing that move goods where they’re needed.
Pick this if you want to… solve logistics, stock the team fairly, lock in favorable terms.
Gift: Research. Access and method—archives opened, sources vetted, claims proven.
Pick this if you want to… authenticate texts and relics, find the key detail fast, win formal disputes with evidence.
Gift: Recon. Routes, blinds, timing of movement, and clean egress for the team.
Pick this if you want to… map threats, position allies unseen, decide where contact happens.
Gift: Vigil. Boundaries, formations, watches, and orderly escorts under fire.
Pick this if you want to… run evacuations, hold a corridor, rally stragglers and keep the line intact.
Gift: Pilgrimage. Seasons, guest-right, wayhouses, and border craft at journey scale.
Pick this if you want to… claim hospitality, plan safe crossings, arrive on time without losing anyone.
Gift: Ingenuity. Field engineering under constraint—rigs, braces, fixes that hold.
Pick this if you want to… shore structures, prep battlefields, turn scrap into solutions that work now.
Gift: Creed. Vows and command presence that steady others and deny corruption.
Pick this if you want to… set the standard of conduct, refuse compromise, anchor the fight where it matters.
You stand between people who don’t hear one another—cooling hot words, opening shut doors, and turning rivals into neighbors. The Diplomat’s power isn’t just speech; it’s standing: who will take your call, which halls you can enter, and what terms you can set. You serve the covenant by making space for truth to work where force would break it.
Starting kit (from the Role): three predefined aspects (High Concept, Trouble, Covenant), Gift Skill: Influence (+3), and a signature Gift stunt. Your core skills (e.g., Exhort, Academics, Awareness) still matter, but your Gift lets you do things they can’t.
Common compels: Owed favors come due; neutrality is demanded at the worst moment; speaking truth strains an alliance; “You opened this door—now you must walk through it.”
Intent: Influence is your relational capital plus the formal authority and customary channels tied to your office/reputation. It’s not just how you persuade (that’s often Exhort); it’s who you can reach and what you can responsibly promise.