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Calling Abilities

Arrogate

Abilities

Humble Blessings - 2

Kheric's hand is subtle. Sing his song and watch the wind.
When you recognize a need during Downtime, push yourself to gain +3M or give it to someone else.
If your efforts help someone else, gain +1M.

Entreaty - 3

Touch the symbol and say the words.
When you ask for divine help, roll your best mental approach and read the highest d6:
1 — The impossible happens.
2 — Things immediately change for the better.
3 — A path through becomes clear.
4/5/6 — Faith is quiet.
Then push yourself on your next roll without taking stress.
If your entreaty is for someone else, they can instead.

Sanctioned Ruin - 1

Embodied righteous might.
During Conflict, when you take a physical approach action with the intent to destroy or dominate, your spirit overflows and you gain +2d on the roll.
If you get a botched or dire result, destroy or dominate something you didn't intend to.

Make the Claim

Once per adventure, you can decide to assume the guilt that no one else should have to take. When you do, you ignore threat dice on the next action roll that helps you make the claim, and you may reroll it once (taking the new result if you do).

Gear

dagger, specially embroidered cloth, holy water

Emberwright

Abilities

Temper

Reduce brittleness, improve pliability.
During Downtime, the first time you rest it costs 1 less action.

Anneal - 5

Soften to more easily shape.
When you speak with wisdom as a member of your community, gain +1M. Then get -1t or give it to someone else on a Compel, Contact, or Prepare roll.

Quench - 3

Rapidly cool, increase hardness.
When you assist someone, clear 1 fatigue. Then you can choose to burn your momentum for their roll.

Heave

Wield the unseen field within.
When you use your body to draw in or cast out metal, choose to push or pull (not both) the metal in a straight line from your center of self.

When you heave slowly and deliberately, take 1 physical harm.
When you heave with purpose at speed, take 2 physical harm.
When you heave with haste and might, take -2M and 2 physical harm.

Describe your intent and roll Force or Discipline (if relevant) to see how successful you are.

The strength of your push or pull is roughly proportional to your physical strength and weight. You can affect metal at close range or closer, with a rapid drop off in effect as it goes further out.

Gear

blacksmith's tools, hammers, piecemeal armor

Haexate (hakes-a-tee)

Abilities

Attend Closely to the Quiet Turnings - 3

Whispers, smoke, footprints, dew,
Flicker, snowflake, feather, you.
When you listen slowly and walk together with nature, gain +2M. Then when someone near you tries to understand, they roll their best mental approach with 3t. On a messy or better, they gain +2M.

Winter: Your clothing doesn't get wet from snow, sleet, or rain. Get -1t on rolls made in damp weather.

Cracked Soul - 3

Wrath heat, tear-salt, omen, vile.
Smell of iron, taste of bile.
When you become panicked or unstable, it doesn't trigger a Fight / Flight / Freeze response. During Conflict, the first time you would become unstable, ignore it instead.

Cast the Bones - 3

Tallow, wolfsbane, sight create.
Pewter, bezoar, moonlight, fate.
When you ritualistically cast the bones, you foretell an imminent future. At the beginning of a Seeking phase, roll 1d and 1t.
On a 1, 2, or 3, take that many Momentum or give that many to someone else.
On a 4, 5, or 6, set aside the die. Before the next Downtime phase, spend it to add to any roll.
On a 7 or 8, set aside the die. Before the next Downtime phase, spend it to cancel any cut.
When you spend them, describe what you foresaw in the ritual.

Invoke Nature's Ambition - 3

Primal aspect, mandrake oil,
Hearth, sky, stream, soil.
When you use your witchcraft to bring the season to bear, you heighten an effect of the current season to sway others around you towards your purpose. Gain +1d or give it to someone else on a Compel roll.

Gear

Chalk, mortar & pestle, mirror, ritual knife, throwing bones

Knight of the Green

Abilities

Chivalric Deed - 3

It is my charge is to safeguard the disadvantaged.
When you act or speak with knightly authority to defend someone, clear 1 stress.

Verdant Foresight - 3

I see the way because others may not.
When you assist on an approach, you do so without sharing the risk. Say how your prescience manifested. If their roll is messy or better, you both gain +1M.

O Exalted One, Guide Mine Hand - 3

Divine patron, I beseech thee. Bestow unto me thine power!
When you Clash with the strength of your patron in your heart and you get botched or messy, increase the result by one step (botched→messy, messy→good).

Hallowed Passage - 3

I stride with her grace. I move with her silence.
When you step with hallowed passage, greenery sprouts from your footprints:
You cut through space with poise and speed during Conflict. If you would take any amount of harm, you can take -2M instead.
You look for nature's way while traveling. Travel costs 1 less action for you and your companions.

The Forest in All Places - 2

I grow because I am one with the Green.
When you find the forest where you are, you can help it grow. Say where the Green is and how it spreads to help you or your companions.
You can burn momentum on an assist roll without resetting your momentum.

Gear

Sword & shield / spear & breastplate / bow & gauntlets / hammer & pauldrons,
mount

Raven Knight

Abilities

Cuore della Terra (Heart of the Earth) - 3

Grounded in what is true.
When you are tested or provoked, you find your center. When you take 1 harm, take -1M instead.

Ventura Calcolata (Calculated Luck) - 3

When you play with Death, use loaded dice.
When you Clash as a master of your arts, ignore up to 3t (from threat levels or harm). If your result is dire, the enemy finds a new opening and you make a reaction roll.

Sentinella Risoluta (Resolute Sentinel) - 5

Honor, Courage, Virtue.
When you protect someone adjacent to you, they gain +1d on the reaction roll.
When you Prepare with the intent to vigilantly ward, gain +1d on the roll.

Corvid Call

Vieni avanti, bellissima. (Come forth, beautiful one.)
When you evoke your raven, the tattoo jumps from your torso to form the stag-sized war corvid. When it does, it costs pain and effort. Mark all stress, then take 1 physical harm.

Your raven has the following:
Approaches: Rend 4, Agility 3, Cunning 2, Instinct 2.
3 Fatigue, Wounded, Unconscious, Death.

Gear

Armor, polearm, arming sword and shield, longsword, lance

Other Callings

Other Calling Abilities are in development!