Bends Reality Through Will and Word

You work directly with the substance of the world — shaping probability, manifesting effects through concentrated intention, directing forces that have no mundane name. Your workings are real, repeatable, and precise. Everything you do leaves a mark. Everyone who can read those marks will eventually find you.
Connection: Choose one of the following.
- Pick one other PC. They can sense your workings in a way you cannot fully explain or prevent. What they do with that perception is up to them.
- Pick one other PC. You placed a ward on them at some point that renders them immune to your abilities unless they choose to be affected. The ward still holds.
- Pick one other PC. They have seen the residue of your workings and know more about your history than you have intentionally shared.
- Pick one other PC. When they stand close, your workings are stronger. The first focus ability you use in any 24-hour period costs 2 fewer points.
Additional Equipment: A talisman, book, or working implement that anchors your practice. Without it, all tasks involving your supernatural abilities are hindered until you either retrieve it or learn to work without it.
GM Intrusion: The working goes wrong in a specific and targeted way. A rival practitioner is drawn to the signature you left. A faction identifies your residue and uses it as a lead. A past working is turned against you.
Geas: Every significant working is legible. Your magical signature accumulates in the world around you and on your person — visible to other practitioners, detectable by factions with the right knowledge, readable as a record of what you have done and what it cost you. Privacy is not available to those who work directly with the fabric of reality. You have an inability on tasks involving concealing the fact that a working occurred or that you were the one who performed it.
Minor Effect Suggestion: The working leaves an unusually clean signature — any practitioner who reads it afterwards understands it was performed with exceptional precision, which carries its own social weight.
Major Effect Suggestion: The working triggers a cascade effect, affecting one additional target or extending the area of effect by one range increment at no additional cost.
Tier 1
Lore of the Craft: You are trained in tasks involving magical lore, identifying supernatural phenomena, understanding the signature of another practitioner’s work, and navigating the social structures of those who work with magic. Enabler.
Working Strike (1 Intellect point): You project concentrated force at a target within long range, inflicting 4 points of damage. Alternatively, you enhance another magical attack you make on the same turn to deal 1 additional point of damage. Enabler for enhancement; action for ranged attack.
Read the Signature (1 Intellect point): You read the residue of any magical working performed on an object, creature, or location you can touch or that is within immediate range, provided the working occurred within the past week. You learn one of the following: its approximate nature (protective, harmful, transformative, binding), the rough level of power invested, or an impression of the practitioner’s signature. Each piece of information requires a separate use of this ability. Action.
Tier 2
Distort (2 Intellect points): You project a working that disrupts a creature’s perception and coordination within short range. Until the end of the next round, all its tasks, attacks, and defences are hindered. Action.
Tier 3
Ability Choice. Choose either Sustained Workings or Warded Mind as your tier 3 ability.
Sustained Workings: Your supernatural workings that have durations last twice as long. Your supernatural workings with short range instead reach to long range. Your supernatural workings that inflict damage deal 1 additional point. Enabler.
Warded Mind: You are trained in Intellect defence tasks and have +2 Armour against Intellect damage, which normally ignores Armour. Enabler.
Tier 4
Greater Repertoire: You learn one additional ability from your type or focus of tier 4 or lower. It functions exactly as described. Enabler.
Tier 5
Masterwork: You are specialised in all supernatural abilities granted by your type and focus, easing the task of any such ability by two steps. Enabler.
Tier 6
Ability Choice. Choose either Word of Unmaking or Overwhelming Working as your tier 6 ability.
Word of Unmaking (5+ Intellect points): You speak a word or phrase that unravels a magical effect, binding, ward, or supernatural structure within short range. Any effect of level 1 or lower ends immediately. For each level of Effort applied, you may unmake an effect one level higher. Against a living creature that is magically sustained or empowered, this ability instead inflicts 5 points of Intellect damage (ignores Armour). Action.
Overwhelming Working (7 Intellect points): You release a working of tremendous force. Choose one: a burst of directed force fills an area within long range up to 10 feet in radius, dealing 6 points of damage to all targets; a single target within long range takes 10 points of damage (ignores Armour); or a supernatural effect or barrier of level 5 or lower ends immediately. Action.