Callings
Callings are the name given to the Mutated Human subtypes. You can choose a calling during character creation. The corresponding True Kin starting types are called Castes.
List of Callings
The following info cards show details about each starting calling that is available for a player to choose in game, including the name of each calling, along with their attribute bonuses, starting Skills and Powers, and starting equipment and items.
The build code character for Mutated Humans is B. This is combined with the build code character of the calling below to form the first two letters of a character's build code. For example, build codes for Greybeards will always begin with BC.
Apostle
+2 Ego
Equipped:
In Inventory:
- 6d86-48 (Avg: 27) torches
- 2 empty waterskins
- 2 waterskins with 32 drams of fresh water each
- 1-2 goat jerky
Arconaut
+2 Agility
skills
Equipped:
In Inventory:
- 6d86-48 (Avg: 27) torches
- 2 empty waterskins
- 1 waterskin with 32 drams of fresh water
- 1 canteen with 32 drams of fresh water
- 1 basic toolkit
- 6-12 wooden arrows
- 2-3 canned mystery meat(favilink error!)
- 1-4 things from Junk 1
- 2-4 things from Artifact 1
- 1-4 things from Scrap 1
Starts with random junk and artifacts
Greybeard
Equipped:
In Inventory:
- 6d86-48 (Avg: 27) torches
- 2 empty waterskins
- 1 waterskin with 32 drams of fresh water
- 8-10 bear jerky
Gunslinger
+2 Agility
+200 reputation with mysterious strangers
skills
Equipped:
- 2 borderlands revolver(favilink error!)
- 1 woven tunic
In Inventory:
- 6d86-48 (Avg: 27) torches
- 2 empty waterskins
- 1 waterskin with 32 drams of fresh water
- 45-65 lead slugs
- 3-4 beetle jerkies
Marauder
+2 Strength
Equipped:
In Inventory:
- 6d86-48 (Avg: 27) torches
- 2 empty waterskins
- 1 waterskin with 32 drams of fresh water
- 8-10 bear jerkies
Pilgrim
+2 Willpower
skills
Equipped:
- 1 staff
- 1 cloth robe
- 1 sandals
In Inventory:
- 6d86-48 (Avg: 27) torches
- 2 empty waterskins
- 2 waterskins with 32 drams of fresh water each
- 2-3 crusty loaf
Nomad
+2 Toughness
+200 reputation with the Issachari tribe
Equipped:
In Inventory:
- 6d86-48 (Avg: 27) torches
- 2 empty waterskins
- 1 waterskin with 32 drams of fresh water
- 4-5 salthopper chips
- 1 desert kris
Starts with a recycling suit
Scholar
+2 Intelligence
Equipped:
In Inventory:
- 6d86-48 (Avg: 27) torches
- 2 empty waterskins
- 1 waterskin with 32 drams of fresh water
- 1 basic toolkit
- 1-2 goat jerky
Tinker
+2 Intelligence
+100 reputation with the Barathrumites
skills
Equipped:
In Inventory:
- 6d86-48 (Avg: 27) torches
- 2 empty waterskins
- 1 waterskin with 32 drams of fresh water
- 1 basic toolkit
- 1-2 goat jerky
- 1-4 things from Junk 1
- 2-4 things from Artifact 1
- 1-4 things from Scrap 1
Begins with a number of random artifacts and scrap
Warden
+2 Strength
+300 reputation with the Fellowship of Wardens
Equipped:
In Inventory:
- 6d86-48 (Avg: 27) torches
- 2 empty waterskins
- 1 waterskin with 32 drams of fresh water
- 1 canteen with 32 drams of fresh water
- 2-6 witchwood barks
- 8-10 goat jerky
Water Merchant
+2 Ego
+200 reputation with water barons
skills
Equipped:
In Inventory:
- 6d86-48 (Avg: 27) torches
- 4 empty waterskins
- 7 waterskins with 32 drams of fresh water each
- 1 canteen with 32 drams of fresh water
- 1-2 goat jerky
- 1 merchant's token
- 3-4 things from Junk 1
- 2-3 things from Artifact 1
Starts with trade goods
Allowed entrance to many settlements for purposes of trade[1]
Allowed entrance to many settlements for purposes of trade[1]
Watervine Farmer
+2 Toughness
+100 reputation with the villagers of Joppa
Equipped:
In Inventory:
- 6d86-48 (Avg: 27) torches
- 2 empty waterskins
- 1 waterskin with 32 drams of fresh water
- 1 canteen with 32 drams of fresh water
- 2-6 witchwood barks
- 8-10 vinewafer sheaf
- 1 farmer's token
Starts with access to Farmers' Markets[1]