Callings

“For most it is an unnoticed voice in the innermost recesses of the heart, a nameless whisper never followed. It takes a keen mind to heed the call and a strong will to see it through…”

Callings are roles or vocations which are integral to ones character. Not everyone has a calling, some are content to follow a less focused path, but those who are called and who pursue improvement of themselves through their calling can achieve great things.
Mechanically, characters gain benefits, special abilities, and methods of earning money and plot points from following a particular Calling. Callings have 7 levels with each level representing title or skill and each more difficult to attain than the last.

Characters are limited to a number of callings equal to their Will and Intelligence divided by 2 (minimum of 1)
Advancement: Advancement in standard callings costs new level x5 XP (5, 10, 15, 20, 25, 30, 35 = 140xp to reach mastery)

Calling Template

Pre-Requisite: Aspect and Skill requirement to follow this calling.
Level 1: Gifted: Reduced XP cost for a given skill (3x new level)
Level 2: Talented: Can roll 3d10k2+ (roll 3d10, keep 2 highest)
Level 3: Experienced: Calling level can be applied to specific skill rolls
Level 4: Recognized: Add calling level to social rolls with a particular group of people
Level 5: Expert: The characters cadre gains access to some portion of the characters gifts
Level 6: Adept: The character gains a notable special ability demonstrated only by exceptional figures
Level 7: Master Ability: The character gains an incredible ability demonstrated only by a select few
Earning: Each calling has its own system for simplifying the mechanics for earning money during downtime. Earning money requires a skill roll which can be made once per in game week and represents the weeks efforts. These earnings are typically multiplied by the Calling level to represent the improved potential of higher levels. Different areas use different monetary values (copper, silver, gelt).
Actor: Each Calling has its own set of bonus circumstances which allow the player to earn plot points. This should be a meaningful pursuit or demonstration of prowess or excellence.

Calling Abilities: Characters gain special gifts from pursuit of a calling.

Standard Callings

Standard Callings are open to all characters.

Alchemist

You are called to the study of base materials and their transmutation into useful substances.
Also Known As: Chemist, Natural Philosopher
Level 1: Reduced XP cost for Lore (3x new level)
Level 2: Can roll 3d10k2+ for Craft
Level 3: Calling level can be applied to Medicine rolls
Level 4: Add calling level to social rolls with Alchemists, Tinkers, Surgeons and Lorekeepers
Level 5: Cadre gains 1/2 of Calling level to resist the ill effects of poisons and intoxicants
Level 6: The Alchemist can now make a Medicine check to craft curatives.
Mending Serum (Heals 3 health) and Kirna Serum (Heals 5 stress)
Level 7: The Alchemist can make a Lore check to craft Serums which temporarily enhance abilities without a risk of failure or side effect.

  • Titan Serum: Grants +1 to Power for 1 hour
  • Bellator Serum: Grants +1 to Grace for 1 hour
  • Oneiri Serum: Grants +1 to Intuition for 1 hour
  • Kaeki Serum: Grants +1 to Will for 1 hour

They also gain the ability to recreate any drugs or poisons they have encountered along with their antidotes.
Earning: Alchemists earn money by crafting and selling curatives and drugs. 1/week you can roll an Intellect + Lore. Earnings are the result x Calling level in gelt. Alternately they can improve their local reputation by taking their earnings in silver.
Actor: Plot Points gained by making great discoveries such as new serums, or pushing the limits of Alchemical knowledge.

Aristocrat

You are called to leadership and status and the privilege of power of wealth.
Also Known As: Patrician, Noble, Officer, Senator
Level 1: Reduced XP cost for Socialize (3x new level)
Level 2: Can roll 3d10k2+ for Socialize
Level 3: Calling level can be applied to Observation rolls
Level 4: Add 1/2 calling level to all social rolls
Level 5: Cadre gains 1/2 calling level to social rolls where the Aristocrat is known
Level 6: 1/game can add calling level to another characters roll
Level 7: If the character has a stream of residual income through taxation or title they earn double the amount from it.
Earning: The Aristocrat earns money by trading favors and information, collecting taxes, fundraising, and acting as a legal witness. 1/week roll Personality + Socialize: Earnings are the result multiplied by calling level in gold.
Actor: Plot Points are gained by demonstrating social prowess such as difficult acts of persuasion or charm.

Curate

You are called to service of celestial entities and secrets and tending the spirits of humanity
Also Known As: Priest, Monk
Level 1: Reduced XP cost for Lore (3x new level)
Level 2: Can roll 3d10k2+ for Observation
Level 3: Calling level can be applied to Lore rolls
Level 4: Calling level can be added to social rolls with Curates and Lorekeepers.
Level 5: Cadre members stress brackets are Will + 4 per bracket
Level 6: The Curate can take on some portion of the stress of others. A short conversation is required but the Curate reduces the targets stress by 1/2 at the cost of taking on 1 point of stress themselves. This ability can be used once per day per Rank in Socialize but cannot be reused on the same individual twice in the same day.
Level 7: The priest can seek the favour of their chosen patron, gaining a bonus related to that relationship. [See Empyrean Legacy]
Earning: The Curate earns money by donation of alms, tithes, and other patronage. 1/week roll a Will + Observation. Earnings are the result multiplied by calling level in copper.
Actor: Plot Points gained by providing keen spiritual guidance or having or prompting divine revelations

Dancer

You are called to art, athleticism and the path of beauty and grace.
Also Known As: Akrobates, Tantsija, Penari
Level 1: Reduced XP cost for Athletics
Level 2: Can roll 3d10k2+ for Athletics
Level 3: Calling level can be applied to Performance rolls
Level 4: Calling level can be added to social rolls with Dancers and Entertainers
Level 5: Calling level can be applied to Concentration rolls
Level 6: Cadre members who watch the Dancer practice or perform can regain 2 additional stress once per day.
Level 7: 1/combat add calling level to Grace based defense. During the 1st round of any combat the cadre can swap initiative positions as desired. Add calling level to acrobatic rolls to ascend or descend environmental features at full speed.
Earning: The Dancer earns money by engaging in public and private performances. 1/week you can roll Grace or Appearance + Athletics. Earnings are the result multiplied by calling level in silver.
Actor: Plot Points gained by exceptional or memorable performances

Diplomat

You are called to serve as mediator and communicator between people and cultures.
Also Known As: Envoy, Ambassador, Barrister
Level 1: Reduced XP cost for Languages
Level 2: Can roll 3d10k2+ for Language
Level 3: Calling level can be applied to Socialize rolls
Level 4: 1/2 calling level can be applied to Mercantile rolls
Level 5: Calling level can be added to Lore checks
Level 6: Cadre gain 1/2 calling level to all social rolls
Level 7: The diplomats words have tangible effects on friends and foes. If the diplomat had a chance to speak before combat commenced allies are given 1 temporary health, +2 initiative. Any sapient enemies who heard them take a penalty of -2 to their first attack.
Earning: The diplomat earns money by translation, mediation, and legal work. 1/week you can roll Personality + Socialize. Earnings are the result multiplied by calling level in gelt.
Actor: Plot Points gained by notable acts of diplomacy such as mediating tense scenarios.

Drudge

You are called to serve with back, brawn, and the grueling purity of hard labour.
Also Known As: Labourer, Peasant
Level 1 Reduced XP cost for Animal Handling
Level 2: Can roll 3d10k2+ for Athletics
Level 3: Calling level can be applied to Athletics rolls
Level 4: Calling level can be added to social rolls with drudges, peasants, slaves, and any other labourer.
Level 5: Cadre members gain 1/2 calling level bonus when doing physical tasks
Level 6: 1/combat character can add calling level to power defense. Character can also add Calling level in temporary Health 1/game.
Level 7: The character no longer suffers exhaustion and does not need to make Power checks for grueling and sustained actions. Normal penalties for Athletics checks conducted under difficult circumstances (forced march in inclement weather, climbing in darkness) are ignored. They can also automatically succeed on a Persist action once per day.
Earning: The Drudge earns money by heavy manual labour and drudgery. 1/week you can roll Power + Athletics. Earnings are the result multiplied by calling level in copper.
Actor: Plot Points gained by notable feats of strength, endurance, or hard work.

Entertainer

You are called to entertain and bring joy and wonder to the world.
Also Known As: Musician, Bard, Minstrel, Skald
Level 1: Reduced XP cost for Socialize (3x new level)
Level 2: Can roll 3d10k2+ for Performance
Level 3: Calling level can be applied to Performance rolls
Level 4: Calling level can be added to social rolls with entertainers and dancers
Level 5: Calling level can be applied to Concentration rolls
Level 6: The character can help allies regain stress through performance. Once per day they can spend an amount of stress and restore twice as much to another character. (Only works 1:1 on other Entertainers)
Level 7: The character is gifted at distracting enemies. Once per combat they can perform a Feint: Roll a Performance check and inflict 1/2 the result in penalties to one enemy attack.
Earning: Entertainers earn money by public and private performances. 1/week you can roll Grace or Appearance + Performance. Earnings are the result multiplied by calling level in silver.
Actor: Plot Points gained by exceptional performances

Explorer

You are called to explore the wild reaches of Aeldos.
Also Known As: Scouts, Travellers, Pioneers
Level 1: Reduced XP cost for Survival
Level 2: Can roll 3d10k2+ for Lore
Level 3: Calling level can be applied to Travel rolls
Level 4: Add calling level to social rolls with explorers and lorekeepers.
Level 5: Cadre travels 10% x 1/2 calling level faster. All cadre members acting as camp sentries gain a +1 bonus to perception roles.
Level 6: The explorer is never lost and can endure all but the harshest of travel conditions without difficulty. They have become more comfortable in the wild and doubles their stress regeneration rate.
Level 7: The explorer can understand the gist of a message in any language, even if they cannot speak it. They are also versed in, or intuitive enough to understand all local customs without a Lore check; they can substitute Lore for of Socialize when interacting with characters outside their culture.
Earning: Explorers earn money by providing mapping and guide services, consulting locals about resources, and storytelling. 1/week you can roll an Intellect or Socialize + Lore or Travel. Earnings are the result multiplied by Calling level in silver.
Actor: Plot Points gained by finding new or long lost features and environments

Fighter

You are called to fight, to brawl, to duel; to the finely tuned violence of individual combat.
Also Known As: Brawler, Bruiser, Pugilist
Level 1: Reduced XP cost for Athletics
Level 2: Can roll 3d10k2+ for Athletics
Level 3: 1/2 of calling level can be applied to combat rolls
Level 4: Add calling level to social rolls with fighters and gamblers
Level 5: Cadre gains 1/2 calling level to intimidation and resist intimidation rolls
Level 6: Gain +5 Health and shrug off 1 injury/combat
Level 7: Always take initiative in 1 on 1 combat against non-fighters. Gain a +2 bonus to unarmed damage.
Earning: Fighters earn money through intimidation, feats of strength or competitive pugilism. 1/week you can roll Power + Combat. Earnings are the result multiplied by Calling level in silver.
Actor: Plot Points gained by surviving combat with difficult or notable opponents.

Gambler

You are called to the roll of the dice, the luck of the draw, the winds of fate and probability.
Also Known As: Cardsharp, Speculator
Level 1: Reduced XP cost for Larceny
Level 2: Can roll 3d10k2+ for Larceny
Level 3: Calling level can be applied to Socialize
Level 4: 1/2 calling level can be applied to Performance
Level 5: Cadre members can reroll once per game, but must take result of 2nd roll.
Level 6: Luck is now on the gambler’s side. The gambler can reroll 3 checks per game but they must take the second result.
Level 7: The gambler is able to survive impossible odds. Through sheer, bald luck they are saved from certain doom. Once per story they are able to ignore the results of an attack or action that would otherwise kill them. Additionally the gambler’s earning results are also modified as indicated.
Earning: Gamblers earn money through gambling and they can always find something to gamble on. 1/week the character can place a bet. The player rolls 2d10 and gets the following results…

  • 2: the character loses all of their bet / 50% on Lvl 7
  • 3-5: the character loses 50% of their bet / +25% on Lvl 7
  • 6-15: the character earns +25% of their bet / +50% on Lvl 7
  • 16-19: the character earns +50% of their bet / Double on Lvl 7
  • 20: the character doubles their bet / Triple on Lvl 7

Actor: Plot Points gained by gambling big and winning.

Guard

You are called to defend others and to secure civilization against the hazards of the wild.
Also Known As: Sentry, Militiamen
Level 1: Reduced XP cost for Investigation
Level 2: Can roll 3d10k2+ for Investigation
Level 3: Calling level can be applied to Observation rolls
Level 4: Add calling level to social rolls with soldiers, guards, and merchants
Level 5: Cadre gain 1/2 calling level to Perception.
Level 6: 1/combat the guard can add calling level to defense or grant this defense bonus to an ally within range.
Level 7: When dedicating full action to defense gain +5 defense and riposte against attacks. It is also now impossible to catch the character unprepared for an ambush.
Earning: Guards earn money by acting as sentries for towns, caravans, or merchants. 1/week you can roll Intuition + Observation or Investigation. Earnings are the result multiplied by Calling level in silver.
Actor: Plot Points gained by defending those unable to defend themselves or bringing major criminals to justice.

Handler

You are called to the ways of the beast, the training and taming of animals.
Also Known As: Usari, Trainer
Level 1: Reduced XP cost for Animal Handling
Level 2: Can roll 3d10k2+ for Animal Handling
Level 3: Calling level can be applied to Concentration rolls
Level 4: Add calling level to social rolls with non-humans
Level 5: Cadre animals gain recover from injuries twice as fast. All mounts are able to travel 1/2 calling level x 10% faster without penalty or risk of injury.
Level 6: Mundane animals display a friendly disposition towards the Handler and are able to understand simple commands. It becomes possible to tame even the most deadly beasts and even animals trained by others will refrain from attacking and obey the character’s commands.
Level 7: The Handler can train a number of true companion animals equal to their Will. These extremely loyal animals gain the following:

  • Understanding of simple language and cadre direction
  • The ability to increase aspects and skills using Handler XP
  • The ability to carry out complex commands given by the Handler
  • The ability to track the Handlers location from anywhere
  • +5 Bonus to Health and Stress

Earning: Handlers earn money by training, caring for, and tending to various animals. 1/week you can roll a Will + Animal Handling. Earnings are the result multiplied by Calling level in silver.
Actor: Plot Points gained by taming dangerous animals.

Hunter

You are called to the dangerous wilderness of Aeldos, pursuing glory and profit in the hunt.
Also Known As: Ranger, Stalker, Jaeger
Level 1: Reduced XP cost for Stealth (3x new level)
Level 2: Can roll 3d10k2+ for Survival
Level 3: Calling level can be applied to Survival rolls
Level 4: Add calling level to social rolls with hunters, hermits, and settlers
Level 5: Cadre treats ranged cover as having +2 soak and +1 damage on ranged attacks
Level 6: Calling level can be applied to trap damage and animals and monsters produce twice as much usable/trade-able render. The character can add their level in Hunter to track quarry in a biome selected from the following list:

  • Arcane
  • Arctic
  • Arid and Barren
  • Desert
  • Forest and Plain
  • Freshwater
  • Jungle and Savannah
  • Mountainous and Volcanic
  • Saltwater
  • Urban and Ruin

Level 7: Ambushes do not require stealth checks from other cadre participants. Tracking checks are no longer required for mundane quarry. Beasts suffer additional damage equal to the Hunter’s Intuition. The character can select a second biome.
Earning: Hunters earn money by hunting or guiding others in the hunt for food, fugitives, or reagents. 1/week you can roll Intuition + Survival. Earnings are result x calling level in silver.
Actor: Plot Points gained by harvesting unique, new, or difficult creatures or fugitives

Lorekeeper

You are called to the book, to learn, watch and chronicle the world around you.
Also Known As: Scholar
Level 1: Reduced XP cost for Concentration (3x new level)
Level 2: Can roll 3d10k2+ for Concentration
Level 3: Calling level can be applied to Lore rolls
Level 4: Add calling level to social rolls with lorekeepers and explorers
Level 5: Cadre gains 1/2 calling level bonus from assists with intellect checks
Level 6: The Lorekeeper can get the gist of any text, even those that are coded or in a language they haven’t learned. They can also act as a teacher to others; individuals receiving tutelage reduce the XP multiplier cost by one for any Skill the Lorekeeper have 2 ranks in. (Only applies up to the rank the Lorekeeper has)
Level 7: The Lorekeeper can demand additional payment for services changing their earnings from silver to gelt. They also know many secrets, and at least one noone else knows. They can choose one of the following:

  • They can acquire the first level in a Lingua Arcana without need of a teacher.
  • They learn the location of an untouched epic first age artefact or stronghold.
  • Another powerful secret decided by the player and storyteller.

Earning: Lorekeepers earn money by acting in clerical or teaching roles or providing legal documentation. 1/week you can roll an Intellect + Lore. Earnings are the result x Calling level in silver
Actor: Plot Points gained by translating difficult texts, uncovering secrets, and teaching lore to others.

Mechanic

You are called to the technology of the Urul empire; its discovery, repair, and replication.
Also Known As: Mechanists, Technicians, Zipperheads
Level 1: Reduced XP cost for Lore
Level 2: Can roll 3d10k2+ for Technology
Level 3: Calling level can be applied to Technology – Repair rolls
Level 4: Add calling level to social rolls with Mechanics, Lorekeepers, and Artilects.
Level 5: Cadre members no longer suffer penalties for using unfamiliar technology. Cadre travel times are reduced by 10% due to ongoing vehicle maintenance.
Level 6: Given sufficient time the Mechanic can get any piece of first age technology working. Add calling level to any extended roll to fix a first age device or item.
Level 7: The Mechanic is adept with one particular field of first age technology (e.g. Artilects, Canna, Folding Armour, Aerials). When working with artefacts of this type they can add 1/2 their Rank in Mechanic to the amount of structure returned on a successful repair check, or apply 1/2 their rank in Mechanic as damage when attempting to damage or disable such devices. They can also take Rank 1 in Genius, Sync, or Mirror for free.
Earning: Mechanics earn money by appraising and repairing first age technology and salvage. 1/week you can roll an Intellect + Technology. Earnings are the result x Calling level in gelt.
Actor: Plot Points gained by repairing inoperative first age tech or by discovering new tech.

Merchant

You are called to profit, trade, and commerce and the all mighty Gelt.
Also Known As: Commerciant, Koopman, Komisan
Level 1: Reduced XP cost for Mercantile (3x new level)
Level 2: Can roll 3d10k2+ for Travel
Level 3: Calling level can be applied to Socialize rolls
Level 4: Add calling level to social rolls with merchants and traders.
Level 5: Cadre get 1/2 x 10% calling level discount on the purchase of goods with which the Merchant has traded before. The Merchant can also establish a number of trade deals equal to their Intellect + Intuition / 2. Each trade deal increases the frequency the Merchant can make earning rolls by +1/week
Level 6: The Merchant can sell ice to a Vandaran and their earnings reflect that. Earnings change from silver to gelt. They are also able to obtain restricted or regional goods, even in areas they wouldn’t normally be sold. The full standard equipment list is available at all times.
Level 7: The Merchant can find a supplier and price for any good. This includes normally priceless artefacts like Canna, Clatterjacks, Folding Armour and other first age wonders. That doesn’t mean the price will be reasonable.
Earning: Merchants earn money by trade, barter, and sale of goods. 1/week you can roll an Intellect or Personality + Mercantile. Earnings are the result x Calling level in silver.
Actor: Plot Points gained by making significant profits or finding excellent deals.

Soldier

You are called to serve martial cause and the order of discipline, tactics, and symmachy.
Also Known As: Legionary, Sentinel, Infantry
Level 1: Reduced XP cost for Combat (3x new level)
Level 2: Can roll 3d10k2+ for Athletics
Level 3: Calling level can be applied to Athletics rolls
Level 4: Add calling level to social rolls with guards and soldiers
Level 5: Cadre can defend against 1/2 calling level in attacks per round without penalty. The soldier can also mitigate allies combat stress; after a combat the Soldier participated in they can restore 1/2 their Soldier level in stress to allies. This stress can be allotted as desired.
Level 6: The soldier is adept at fighting in a unit and his allies benefit. +1 general armour soak for each Cadre member when operating as a unit. 1/combat the soldier can also sacrifice an action to give an ally +5 to an action on their turn.
Level 7: The soldier knows exactly how to take a hit and give it back to an enemy. The soldier can automatically riposte a number of attacks equal to lower of their Grace or Intuition every round. All combat ties now go to the Soldier.
Earning: Soldiers earn money by mercenary and guard work. 1/week you can roll a Power + Combat. Earnings are the result x Calling level in silver.
Actor: Plot Points gained by notable service to a combat unit.

Spy

You are called to serve through the quiet pursuit of your enemies’ secrets.
Also Known As: Infiltrator
Level 1: Reduced XP cost for Observation (3x new level)
Level 2: Can roll 3d10k2+ for Observation
Level 3: Calling level can be applied to Stealth rolls
Level 4: Add 1/2 calling level to all social rolls
Level 5: Cadre gains 1/2 calling level in attack bonus when ambushing an enemy. The cadre also gains the ability to communicate in a covert language.
Level 6: Calling level bonus can be applied to resist torture or coercion. The Spy gains the ability to hide in plain sight, making a stealth check in areas without concealment or automatically fading into any crowd of more than 10 people. Enemies attacking the spy with a ranged attack suffer 1/2 calling in additional difficulty modifiers.
Level 7: When the Spy acts it is with deadly and unexpected brutality causing additional stress to targets, increasing the chance of a morale failure. Once per day on a successful attack they can inflict their calling level in stress on the target. Using this ability also allows them to automatically kill most unaware enemies (less than 9 Health). The Spy can also recognize other spy’s automatically.
Earning: Spies earn money through larceny or by acting as fixers and information brokers. 1/week while in a city or large settlement you can roll an Intuition + Observation. Earnings are the result x Calling level in silver.
Actor: Plot Points gained by learning major secrets, gaining key assets or uncovering moles or other spies.

Surgeon

You are called to heal and make whole and well the injured and sick.
Also Known As: Medic, Doctor
Level 1: Reduced XP cost for Medicine (3x new level)
Level 2: Can roll 3d10k2+ for Medicine
Level 3: Calling level can be applied to Investigation rolls
Level 4: Add calling level to social rolls with surgeons and lorekeepers
Level 5: Cadre members penalties from illness and poison are halved and regain +1 Health when resting.
Level 6: The Surgeon can stabilize most patients automatically and all healing checks are considered 1 step higher on healing chart.
Level 7: The Surgeon is familiar with most diseases and can automatically recognize an individual, their illness, and their chances for survival. They gain immunity to any disease they have experience with and can also choose from one of the following:

  • Devise a cure for one major Aeldan illness (e.g. Red Rot, Flux, Blackrock Pox, Grot Fever)
  • Learn the lost art of grafting first age prosthesis technology
  • Learn a First Age medical secret (e.g. Augmentech like the Eternal Strain, Paragon Strain, or Asom Strain)

Earning: Surgeons earn money by acting as healers or doctors. 1/week you can roll an Intellect + Medicine. Earnings are the result x Calling level in gelt. Alternately the surgeon can improve their local reputation by taking their earnings in silver.
Actor: Plot Points gained by saving lives, developing treatments, or bringing aid to the ill at risk to oneself.

Thief

You are called to skulk and steal and the challenge of the lift, the caper, and the heist.
Also Known As: Pickpocket, Padfoot, Owl, Spider
Level 1: Reduced XP cost for Stealth (3x new level)
Level 2: Can roll 3d10k2+ for Stealth
Level 3: Calling level can be applied to Larceny rolls
Level 4: Add calling level to social rolls with thieves and gamblers
Level 5: Cadre gain 1/2 calling level in defense against thievery and disarm checks
Level 6: The thief can tell the gold value a person is carrying or house has without a roll and gains the ability to demand the lowest list price for any item purchased. They also gain the ability to hide in plain sight, making a stealth check in areas without concealment or automatically fading into any crowd of more than 10 people.
Level 7: There is little out of reach of the thief’s talent; 1/game they can reroll a pickpocket or stealth check. The Thief can also exercise their talents in combat disarming enemies with greater ease, using their Pickpocket check instead of Disarm. The thief also gains an automatic defense against traps and an ability to identify other thieves on sight.
Earning: Thieves earn money by larceny. 1/week you can roll a Grace + Larceny. Earnings are the result x Calling level in gelt.
Actor: Plot Points gained by larcenous acts of exceptional skill or note.

Tinker

You are called to make, mend, craft and create.
Also Known As: Smith, Inventor, Craftsmen
Level 1: Reduced XP cost for Craft (3x new level)
Level 2: Can roll 3d10k2+ for Mercantile
Level 3: Calling level can be applied to Craft rolls
Level 4: Add calling level to social rolls with tinkers, merchants, and traders
Level 5: Cadre gear such as Armour and Weapons can be enhanced adding +1 trait and cadre vehicles never break down.
Level 6: The number of checks required to create any item is reduced by 1. The tinker also learns to work with first age materials without penalty.
Level 7: The number of checks required to create any item is reduced by 1 (total 2). The Tinker also learns how to work with arcane materials without penalty.
Earning: Tinkers earn money by crafting or repairing items or equipment. 1/week you can roll an Intellect + Craft. Earnings are the result x Calling level in gelt.
Actor: Plot Points gained by crafting unique or potent creations.

Note: All Callings are works in progress. Balance and tweaks may be made.