Wonderground · Playtest Reference

Core Character
Rules

Everything every character shares: six abilities, one practiced Profession, one supernatural Grant, and a difficult choice every time experience changes them.

1–12 level capd20 resolution30 ft. base speed2 tracks one choice

Public playtestRules Draft 01

The character foundation

One life.Your People & Form, Origin, and Life Ledger establish who you were, what you Want, and what you refuse to lose.
One Profession.Rank 1 is practiced skill you possessed before the supernatural entered your life.
One Deal.Your Promise and Grant begin the story; magical mechanics develop on their own track.

Shared rules · all characters

The table contract

The rules on this site form Wonderground’s combat chassis. When a Profession or Grant feature gives a more specific rule, that feature wins. If two rules appear to conflict, use the more specific rule and record the question for playtest review.

01

From person to player character

Build order

  1. 1

    Read the two-minute primer

    Learn what the Wonderground is, what crews do, and why every character needed a supernatural Deal.

  2. 2

    Establish the Life Before

    Describe People & Form, choose an Origin package, and choose one Profession. These establish identity, community, and practiced ability before power.

  3. 3

    Write the Want and Deal

    Establish the visible Want, crisis, supernatural Force, Grant, Promise, proof of completion, Principle, Anchor, secret, and crew bonds.

  4. 4

    Assign ability scores

    Use the standard array or 27-point buy, then apply Personal Aptitudes. People & Form never determines these bonuses.

  5. 5

    Confirm Profession and Origin mechanics

    Record the Profession’s Hit Die, saves, training, rank-one feature, and equipment package. Add two Origin skills, Life Familiarity, community feature, and supplies.

  6. 6

    Confirm the Grant

    Choose one of the ten Grant Classifications, then define its Scope, starting Expressions, Facet choice, and manifestation. Its Accommodation, Core Function, Core Expression, resource, and Counterrule come from the Classification.

  7. 7

    Generate the play sheet

    Calculate hit points, Armor Class, initiative, speed, attacks, save DCs, passive Perception, and limited resources.

02

Strength · Dexterity · Constitution · Intelligence · Wisdom · Charisma

Ability scores

Fast method

Standard array

Assign these six scores in any order:

15 · 14 · 13 · 12 · 10 · 8
Custom method

27-point buy

Begin every score at 8. Spend 27 points; no score can exceed 15 before Personal Aptitudes.

Point-buy cost by ability score
Score89101112131415
Cost01234579
Playtest baseline

Personal Aptitudes

After assigning scores, add +2 to one ability and +1 to a different ability, or add +1 to three different abilities. No score can exceed 17 at level 1. This keeps aptitude separate from species, ancestry, or physical form.

Ability modifier⌊ (score − 10) ÷ 2 ⌋

Round down. A score of 15 has a +2 modifier; a score of 8 has a −1 modifier.

03

The place that taught you how ordinary life works

Origins & communities

An Origin describes the community, institution, or way of life that shaped the character before the Deal. It grants two skills, one Life Familiarity, one narrow community feature, and ordinary supplies. If an Origin skill duplicates your Profession training, replace it with any other skill.

Origin

Undercity Tenements

Crowded walls, improvised repairs, and neighbors who notice everything.

Suggested skills
Athletics · Insight · Perception · Survival
Familiarity examples
Undercity blocks and neighbor networks · Tenement maintenance and improvised repairs · Understreet cant
Supplies
Weathered coat, chalk, repair odds and ends, bedroll, and five days of rations
Doorway Network

In a settled district, you can usually find modest shelter, a basic meal, or a local rumor through ordinary residents unless you have given that community reason to shut its doors.

Origin

Tunnel Markets

Every price has a person attached to it.

Suggested skills
Deception · Insight · Investigation · Persuasion
Familiarity examples
Tunnel-market vendors and fences · Appraisal and haggling · Market hand-sign
Supplies
Ledger book, hooded lantern, trader’s satchel, sample goods, and five days of rations
Find the Seller

Given a few hours in a populated district, you can identify where ordinary, restricted, or suspicious goods are traded and who must be approached. This reveals a route, not a discount or automatic cooperation.

Origin

Court-Administered Ward

Raised where procedure is a weapon and every queue has a gatekeeper.

Suggested skills
History · Insight · Investigation · Persuasion
Familiarity examples
Court procedure and record offices · Civic seals and formal language · Ward clerks and petitioners
Supplies
Document case, blank forms, sealing wax, respectable coat, and five days of rations
Recognized Procedure

You know which office, form, record, or minor official can delay an ordinary civic action. When the institution is functioning normally, you can secure a brief hearing or procedural explanation.

Origin

The Law’s Outer Precincts

Patrol routes, holding doors, and the distance between policy and the street.

Suggested skills
Athletics · Insight · Investigation · Perception
Familiarity examples
Precinct routines and patrol patterns · Law uniforms and field procedure · Outer-precinct streets
Supplies
Serviceable coat, whistle, notebook, hooded lantern, and five days of rations
Know the Beat

You can identify ordinary patrol patterns, likely response times, public holding sites, and the branch of the Law responsible for an incident. Plausible work gear lets you pass as routine support until closely challenged.

Origin

Quiet Firm Dormitory

Institutional calm, measured voices, and doors that lock from both sides.

Suggested skills
Arcana · Deception · Insight · Investigation
Familiarity examples
Quiet Firm procedure and front companies · Conditioning tells and institutional jargon · Former residents and defectors
Supplies
Plain uniform pieces, numbered key tag, writing kit, hygiene roll, and five days of rations
Institutional Tells

You recognize common Quiet Firm recruitment, conditioning, surveillance, and administrative habits. In a large district, you usually know how to begin looking for a former resident, contractor, or front office.

Origin

Condemned Transit Line

Dead platforms, maintenance shafts, and routes erased from current maps.

Suggested skills
Acrobatics · Investigation · Perception · Stealth
Familiarity examples
Abandoned transit routes · Climbing and safe crossings · Maintenance markings
Supplies
Climber’s line, crowbar, hooded lantern, chalk, and five days of rations
Dead Route

You can navigate ordinary abandoned civic infrastructure at a normal travel pace and identify likely service exits or stable crossings. Your crew becomes lost only if the route has been deliberately or supernaturally changed.

Origin

Family Trade-House

A name on the sign, a craft at the bench, and favors remembered across generations.

Suggested skills
History · Insight · Investigation · Persuasion
Familiarity examples
A family trade and its tools · Trade-house etiquette and credit · Guild marks and supplier networks
Supplies
Chosen artisan’s tools, apron or work coat, trade token, ledger, and five days of rations
Trade Credit

Recognized trade contacts may offer an ordinary workspace, minor common materials, or brief professional help. They remember the favor and may expect repayment in work, access, or introduction.

Origin

Unrecognized Shrine District

Miracles without licenses and sanctuaries the Court refuses to name.

Suggested skills
Arcana · Insight · Medicine · Religion
Familiarity examples
Unrecognized rites and local saints · Shrine healers and mediums · Offerings, taboos, and sacred etiquette
Supplies
Offering pouch, candles, blanket, local charm, and five days of rations
Unrecognized Sanctuary

You can locate informal shrines, lay healers, mediums, or caretakers hidden in a populated district. If you respect local custom, they will usually offer a night’s shelter and honest ritual guidance.

Origin

Oblivious Surface Neighborhood

Normality practiced so hard it becomes its own form of camouflage.

Suggested skills
Deception · History · Insight · Persuasion
Familiarity examples
Surface customs and institutions · Plausible explanations for strange events · Mundane services and records
Supplies
Ordinary street clothes, identification papers, travel bag, small keepsake, and five days of rations
Plausible Normal

You can convincingly navigate ordinary surface institutions and explain away minor supernatural evidence. You know where to find mundane lodging, transport, medicine, and records without drawing Wonderground attention.

Origin

Municipal Work Crew

Every building has a service entrance and someone eventually has to fix it.

Suggested skills
Athletics · Investigation · Nature · Perception
Familiarity examples
Municipal work orders and service routes · One construction or maintenance trade · Crew signs and safety procedure
Supplies
Work clothes, chosen trade tools, safety lantern, coil of rope, and five days of rations
Work Order

You can identify who maintains an ordinary structure and where its service routes should run. With plausible gear and a reasonable explanation, you can enter nonsecure work areas without immediate suspicion.

04

What ordinary effort taught you

Profession training

Profession training is mundane, learned, and always available unless the fiction makes its use impossible. Choose only from the skills listed for your Profession; the number of choices is included in its training entry.

Starting training by Profession
ProfessionHit DieKey abilitiesSaving throwsTraining
Breakerd12Strength first; Constitution secondStrength and ConstitutionMedium armor, shields, simple weapons, martial melee weapons; choose two from Athletics, Acrobatics, Intimidation, Perception, and Survival
Enforcerd10Strength or Dexterity first; Constitution or Wisdom secondStrength and WisdomAll armor, shields, simple and martial weapons; choose two from Athletics, Insight, Intimidation, Investigation, Perception, and Persuasion
Operatord8Dexterity first; Intelligence or Charisma secondDexterity and IntelligenceLight armor, simple weapons, hand crossbows, finesse weapons, thieves' tools; choose four skills from Acrobatics, Athletics, Deception, Insight, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth
Pursuerd10Dexterity or Strength first; Wisdom secondDexterity and WisdomLight and medium armor, shields, simple and martial weapons; choose three from Animal Handling, Athletics, Deception, Insight, Investigation, Perception, Stealth, and Survival
Makerd8Intelligence first; Dexterity or Constitution secondConstitution and IntelligenceLight armor, simple weapons, two artisan's tools; choose three from Arcana, History, Investigation, Medicine, Nature, Perception, and Sleight of Hand
Speakerd8Charisma first; Dexterity or Wisdom secondDexterity and CharismaLight armor, simple weapons, one instrument or artisan's tool; choose four from Deception, History, Insight, Intimidation, Performance, Persuasion, and one skill of choice
Stitcherd8Wisdom or Intelligence first; Constitution secondWisdom and ConstitutionLight armor, simple weapons, finesse weapons, healer's kit and one artisan's tool; choose three from Insight, Investigation, Medicine, Nature, Perception, Sleight of Hand, and Survival
Scholard8Intelligence first; Wisdom or Dexterity secondIntelligence and WisdomSimple weapons, no armor; choose four from Arcana, History, Insight, Investigation, Medicine, Nature, Perception, Persuasion, and Religion; gain two languages or scholarly tools
One more thing you know

Life Familiarity

Choose one tool, trade, language, district, faction, or field of knowledge justified by your Origin or Quality. You are proficient on checks where that familiarity directly applies. It is not a blanket skill proficiency.

Rank-one completion checklist

Breaker

Drive

Record proficiency-bonus Drive uses. No additional rank-one selection.

Enforcer

Combat Discipline

Choose Archery, Bulwark, Duelist, Great Weapon, Skirmisher.

Operator

Expertise

Choose two trained skills or tools for Expertise; record Precision 1d6.

Pursuer

Quarry

Record proficiency-bonus Quarry uses and its once-per-turn 1d4 damage.

Maker

Workshop & Blueprints

Name a practical specialty and two tools with double proficiency. Learn four Blueprints, prepare three, and record two d6 Supply Dice.

Speaker

Fluency

Choose Expertise in one social skill or proficiency in two additional languages, instruments, or social tools; record two d6 Influence Dice.

Stitcher

Treatment & Anatomy

Choose Wisdom or Intelligence for Treatment, gain Medicine Expertise, and record two d6 Treatment Dice.

Scholar

Analysis

Choose Expertise in two trained Intelligence or Wisdom skills and record two d6 Analysis Dice.

05

One supernatural system conveyed by the Deal

Grant Classifications

A Grant Classification is a mechanical family, not the identity of the Force that conveyed it. The Deal establishes the character’s creditor and Promise. The Classification establishes how the power works at the table. The two remain separate.

Shared design language

What every Classification defines

All ten trees use the same foundation so each Grant remains playable, answerable, and easy to reference even when its Scope and Facets make it unique.

9 foundation entries
01

Grant Ability

Name the ability that controls attacks, save DCs, and other calculations.

02

Scope

Choose one narrow family of effects. The Scope states what the Grant cannot do as clearly as what it can.

03

Accommodation

Give the character one always-active adaptation that makes the Grant safe and usable without becoming a separate power.

04

Core Function

Give the character one reliable, usually noncombat expression that does not spend the Grant resource.

05

Core Expression

Give the character one reliable action, reaction, or stance that establishes the Grant in play.

06

Starting Techniques

Offer three precise Rank I options written with activation, range, target, roll, effect, and duration.

07

Resource

Name the limited resource, its starting amount, and exactly when it recovers.

08

Counterrule

Define the condition, ownership limit, vulnerability, or failure state that keeps the power legible and answerable.

09

Manifestation

Require a player-authored sensory sign that can be subtle or extreme, constant or visible only during use.

Level-one authoring draft

Craft

Build one impossible instrument whose effects imitate another kind of Grant.

Level 1 · Draft
Craft attackPB + Intelligence modifier
Craft save DC8 + PB + Intelligence modifier
Grant Charge1 · short or long rest

Craft Ability

Intelligence is your Craft Ability. Craft attack rolls equal your proficiency bonus plus your Intelligence modifier. Your Craft save DC equals 8 plus your proficiency bonus plus your Intelligence modifier.

Design Scope

Author one original, narrow Scope. State what its devices may simulate and one hard limit they cannot bypass. You may alter a device's materials, controls, and appearance, but every supernatural function must remain inside that Scope.

Active Device

You can maintain one Active Device. During a short or long rest, you may build, rebuild, or refit it from plausible parts. If you maintain another, the previous device becomes Dormant and loses every supernatural function.

Core Systems

Write one Core Function and one Core Expression for the Scope. Your Active Device carries both systems, and neither spends a Grant Charge.

Installed Schematic

Write three original Rank I Schematics within the same Scope. Your character knows all three. After a long rest, install one in your Active Device. Only the installed Schematic can be activated.

Grant Charge

You have one Grant Charge. Activating the installed Schematic spends it. Recover the Charge when you finish a short or long rest.

Creator Reliance

A device uses your Craft attack and Craft save DC. It cannot be reverse engineered into a working supernatural copy, and a Dormant or Jammed device functions only as an ordinary object.

Unfamiliar Operation

Another creature may activate your device if its form permits. Resolve the effect normally, then that creature makes a Constitution save against your Craft save DC. On a failure, it takes 1d6 force damage and the device becomes Jammed. You can reset a Jammed device with an action while it is within your reach.

Device Form

Describe the device. Its parts do not need to function together by ordinary engineering, but its controls and effects must make the chosen Scope recognizable.

Worked examples, not player options

Calibrate an original Scope

These three models show the intended width and starting strength of a Craft Grant. They are not selectable packages. Every Craft recipient authors a new Scope, two core systems, and three Rank I Schematics for their own character.

Reference model 01

Hand-Shaped Force Projection

Handsy Eddie, Maker and prosthetics specialist

Project grasping, striking, restraining, and sheltering force in the shape of hands.

Core Function · At will

Spare Fingers

Activation
Action
Range
30 feet
Duration
Up to 1 minute

Create one projected hand that manipulates an unattended object weighing no more than 10 pounds. It can open an unlocked door or container, stow or retrieve an item, or use one simple tool. It cannot attack, activate a magic item, or perform a task that needs two hands or a full body.

Core Expression · At will

Projected Palm

Activation
Action
Range
60 feet
Duration
Instantaneous

Make a ranged Craft attack against one creature. On a hit, it takes 1d8 force damage. If it is Large or smaller, you may also push it 5 feet directly away from the device.

Worked Rank I designs · compare only

Rank I1 Grant Charge

Many Hands

Activation
Action
Range
15-foot cone
Duration
Instantaneous

Each creature of your choice in the cone makes a Strength save. On a failure, a creature takes 2d6 force damage and is pushed 10 feet away. On a success, it takes half damage and is not pushed.

Rank I1 Grant Charge

Hold Fast

Activation
Action
Range
30 feet
Duration
Concentration, up to 1 minute

Choose one Large or smaller creature. It makes a Strength save. On a failure, projected hands restrain it. It repeats the save at the end of each of its turns, ending the effect on a success. The effect also ends if the creature moves more than 60 feet from the device.

Rank I1 Grant Charge

Interposing Palm

Activation
Reaction
Range
30 feet
Duration
Instantaneous

When you or a creature you can see in range takes damage from an attack, reduce that damage by 1d10 plus your Intelligence modifier, to a minimum reduction of 1.

Manifestation examples
  • Pink or teal hands peel out of the device and leave finger-shaped afterimages.
  • The creator's own fingers move in exact sympathy with every projected hand.
  • Invisible pressure leaves handprints in dust, rain, fabric, or skin.
Reference model 02

Visible-Light Spectrum Instrumentation

A Pursuer who reads routes through color, glare, and afterimage

Record, trace, expose, and intensify information carried by visible light.

Core Function · At will

Record Signature

Activation
Action
Range
60 feet
Duration
Until your next long rest

Record the optical signature of one creature or object you can see. The device stores one signature at a time; recording another replaces the first. A disguise does not change a signature, but a total transformation can.

Core Expression · At will

Follow the Afterimage

Activation
Passive
Range
Self
Duration
While carrying the Active Device

You see chromatic traces left by the recorded signature during the previous hour wherever it passed through bright or dim light. You have advantage on Survival checks to follow that trail and Investigation checks to reconstruct its route. No trace is left while the subject is in total darkness.

Worked Rank I designs · compare only

Rank I1 Grant Charge

Chromatic Lock

Activation
Bonus Action
Range
60 feet
Duration
Concentration, up to 1 hour

Lock onto one creature you can see and record it as the device's current signature. While it is within 300 feet and not wholly screened by total darkness or opaque cover, you know its direction. Within 60 feet, visual camouflage and light obscurement do not help it Hide from you. If it is invisible, you know its space from a distorted outline, though it retains the other benefits of invisibility.

Rank I1 Grant Charge

Prism Exposure

Activation
Action
Range
60 feet
Duration
Concentration, up to 1 minute

Choose a 20-foot cube in range. Each creature of your choice in the cube makes a Dexterity save. On a failure, colored light outlines it for the duration. Attack rolls against an outlined creature have advantage if the attacker can see it, and the creature cannot benefit from being invisible.

Rank I1 Grant Charge

Dazzling Pulse

Activation
Action
Range
15-foot cone
Duration
Until the start of your next turn

Each creature of your choice in the cone makes a Constitution save. On a failure, it takes 2d6 radiant damage and is blinded until the start of your next turn. On a success, it takes half damage and is not blinded.

Manifestation examples
  • The lens unfolds into impossible layers and paints the user's eye in spectral bands.
  • Recorded subjects leave luminous afterimages only the device's creator can interpret.
  • Nearby colors separate at their edges whenever the instrument wakes.
Reference model 03

Relative Weight and Load Distribution

Marl 'Ballast' Cade, Breaker and heavy salvage hand

Move burden between bodies, surfaces, and supports without creating or destroying mass.

Core Function · At will

Read the Load

Activation
Action
Range
Touch
Duration
Instantaneous

Touch an object or structure. You learn its approximate weight, where its load is supported, whether it is dangerously overloaded, and the direction it would fall or fail if nothing changes. Supernatural concealment can hide supernatural alterations, but not ordinary weight.

Core Expression · At will

Shift the Balance

Activation
Bonus Action
Range
Self
Duration
Until changed or you are incapacitated

Choose one mode. Ballasted: you have advantage on Strength checks and saves made to resist being moved or knocked prone, and count as one size larger when determining what you can carry, push, or pull, but your speed decreases by 10 feet. Unburdened: your speed increases by 10 feet and your jump distance doubles, but you have disadvantage on Strength checks and saves. Use a bonus action to switch modes or end the effect.

Worked Rank I designs · compare only

Rank I1 Grant Charge

Deadweight Transfer

Activation
Action
Range
30 feet
Duration
Concentration, up to 1 minute

Choose one Large or smaller creature. It makes a Strength save. On a failure, its speed becomes 0 as its burden transfers into the surface beneath it. It repeats the save at the end of each of its turns, ending the effect on a success. The effect also ends if it moves more than 60 feet from the device.

Rank I1 Grant Charge

Sudden Ballast

Activation
Reaction
Range
30 feet
Duration
Instantaneous

When you or a creature you can see in range would be moved against its will, knocked prone, or take falling damage, it is not moved or knocked prone and reduces any falling damage by 2d6 plus your Intelligence modifier, to a minimum reduction of 1.

Rank I1 Grant Charge

Unburdened Launch

Activation
Bonus Action
Range
Touch
Duration
Instantaneous

You or one willing creature you touch leaps up to 30 feet to an unoccupied solid surface it can see. The path must be clear, and this movement does not provoke opportunity attacks. This is movement, not teleportation.

Manifestation examples
  • Brass weights orbit the harness and slam into new positions when burden shifts.
  • The user's body compresses or stretches slightly as weight moves through it.
  • Floors groan, dust rings spread, and nearby loose objects lean toward the borrowed load.
Legacy one-card Grant expressions

These compact expressions remain here only to support earlier saved drafts. New characters should use one of the ten complete Classification foundations in the builder.

Bonus Action

Shadow Passage

Self · 15-foot teleport

The city forgets the space between two connected shadows.

While you occupy dim light or darkness, teleport to an unoccupied space you can see within 15 feet that is also in dim light or darkness. Creatures adjacent to the space you left cannot make opportunity attacks against this movement.

Instantaneous2 uses · Long rest
Action

Civic Command

30 feet

Made things remember that they were built to serve a purpose.

Choose one manufactured, nonmagical object of Large size or smaller. An unattended object performs one simple function it was built to perform, or a portable object moves up to 10 feet. If a creature is holding, wearing, or actively controlling it, that creature makes a Dexterity save; on a failure it drops the object or the object is unusable until the start of your next turn. The object cannot make an attack.

Instantaneous or until your next turn2 uses · Long rest
Bonus Action

Ledger-Sight

60 feet

Obligation leaves a line that power cannot entirely conceal.

Choose one creature you can see. Until the Grant ends, you have advantage on Insight checks to judge whether it knowingly accepts, avoids, or violates an obligation. Once before the Grant ends, after you make a d20 roll directly involving that creature, add 1d4 to the roll. This sight reveals pressure and connection, not a creature’s exact promises or objective truth.

10 minutes2 uses · Long rest
Reaction

Held Hurt

30 feet

Pain can be moved, but never made ownerless.

When you or a creature you can see takes damage, reduce that damage by 1d8 + your Power Ability modifier (minimum 1). You visibly hold the removed wound. Before the end of your next turn, the first creature you hit with an attack takes extra necrotic damage equal to your proficiency bonus; if you do not discharge it, you take that damage instead. This self-damage cannot be reduced.

Until the end of your next turn2 uses · Long rest
Bonus Action

Borrowed Foundation

Self while touching the ground or a structure

For a moment, your body carries the certainty of stone and rivet.

Gain temporary hit points equal to 1d8 + your Power Ability modifier (minimum 1). Until those temporary hit points are gone, you have advantage on checks and saves made to resist being shoved, knocked prone, or forcibly moved.

1 minute2 uses · Long rest
Reaction

Promise-Knot

30 feet

A willing word becomes something the speaker can lean on or strain against.

When a willing creature you can hear freely states a specific action it intends to complete, bind that promise. Once before the Grant ends, the creature may add 1d6 to a d20 roll that directly advances the promise. If it knowingly and willingly acts directly against the promise first, it instead takes 1d6 psychic damage and the Grant ends. The Grant cannot compel speech or action.

1 hour2 uses · Long rest
Action

Scrapling

Adjacent space

Discarded pieces briefly agree to become a small and loyal life.

Create one Tiny scrapling in an adjacent space. It has AC 13, 1 hit point, a 20-foot speed and climb speed, and can carry 10 pounds. It acts immediately after you. As a bonus action, command it to move and take the Help, Search, or Use an Object action; otherwise it Dodges. It cannot attack, activate magic items, or move more than 60 feet from you. Creating another ends the first.

1 hour2 uses · Long rest
Bonus Action

Blind Spot

Self

Attention slides past you and insists it chose to look elsewhere.

You become invisible until the start of your next turn. The Grant ends early immediately after you attack, deal damage, force a creature to make a saving throw, or move more than half your speed.

Until the start of your next turn2 uses · Long rest
Bonus Action

Marked Route

60 feet

Once named as your destination, a person becomes a route through the city.

Mark one creature you can see. You have advantage on checks made to find, follow, or predict its route, and you know its direction while it remains within the same district. Once on each of your turns when you damage it, deal an extra 1d4 damage of the attack’s type. The Grant ends if you mark another creature.

Concentration, up to 1 hour2 uses · Long rest
Action

Object Echo

Touch

Objects keep the moments people were least able to contain.

Touch one object and perceive a brief sensory impression from an emotionally powerful event connected to it. Ask the GM one question: who last held it with strong intent, what happened around it, what emotion marked it, or where it came from. The answer is a truthful impression but may be incomplete, symbolic, or limited by what the object could register.

Concentration, up to 1 minute2 uses · Long rest
Reaction

Dead Air

60 feet

For one breath, another power loses the right to be heard.

When a visible supernatural effect makes an attack roll or forces a creature you can see to make a saving throw, roll 1d6. Subtract the result from that attack roll or add it to one target’s saving throw. Use this after the original roll but before the outcome is declared. Dead Air does not end or dispel the effect.

Instantaneous2 uses · Long rest
Action

Crowd Pulse

15-foot radius centered on you

A feeling already present becomes impossible to ignore.

Choose courage or dread. Courage: chosen creatures in range gain temporary hit points equal to 1d6 + your Power Ability modifier (minimum 1). Dread: chosen hostile creatures in range make a Wisdom save; on a failure, they are frightened of you until the end of your next turn. A creature must be able to see or hear you.

Until the end of your next turn2 uses · Long rest
06

The shared Wonderground chassis

Combat numbers

Level-one hit pointsmaximum Hit Die + Constitution modifier

Minimum 1 HP. Then apply any rank-1 feature that changes maximum HP, such as the Breaker’s Drive and Grit.

Base speed30 feet · 6 squares

One square is 5 feet. A feature or established physical circumstance can change this.

Roll formulas

Ability checkd20 + ability modifier
Trained checkd20 + modifier + PB
Expertised20 + modifier + twice PB
Saving throwd20 + modifier + PB if trained
Weapon attackd20 + Str/Dex + PB if trained
Weapon damageweapon die + Str/Dex modifier
Profession save DC8 + PB + feature abilityUse the first key ability if none is named.
InitiativeDexterity modifier
Classification rule

Use the named Grant Ability

Each Classification draft names its governing ability. The current Craft draft uses Intelligence. For a Grant without a dedicated draft, choose Intelligence for studied control, Wisdom for instinctive attunement, or Charisma for force of will.

Power attack
PB + Power Ability modifier
Power save DC
8 + PB + Power Ability modifier

Armor Class

Wonderground starting armor baseline
ProtectionArmor ClassRequirement
Unarmored10 + Dexterity modifierNone
Light coat / armor12 + Dexterity modifierLight armor training
Reinforced / medium14 + Dexterity modifier (max +2)Medium armor training
Heavy rig / armor16Heavy armor training
Shield+2Shield training; one hand occupied

Specific gear wins. If a named weapon or suit of armor provides its own statistics, use those instead of this simplified starting baseline.

On your turn

Move up to your speedAction oneBonus action only when grantedObject interaction one simple interactionReaction one per round
07

Enough to enter danger

Starting equipment

PlaytestPackage
  • One suit of armor you are trained to use, or ordinary clothing.
  • One trained primary weapon, plus ammunition if it needs any.
  • One simple sidearm or backup weapon.
  • Your Profession’s listed kit, tool, instrument, or focus.
  • Ordinary work and travel supplies appropriate to your Origin.
  • One personal item tied to your Want, Promise, Principle, or Anchor.

The Breaker

Wrecking KitMaximum force with a heavy tool made battle-ready.Holdfast KitShielded pressure for surviving the center of a fight.

The Enforcer

Patrol KitArmor, shield, and a dependable one-handed weapon.Linebreaker KitTwo-handed reach and an armored answer to hard targets.

The Operator

Infiltrator KitQuiet entry, close precision, and a compact ranged option.Rooftop KitRange and mobility for work above the street.

The Pursuer

Watcher KitLong sightlines, patient observation, and a close backup.Street-Hound KitA shielded kit for pursuit through alleys and crowds.

The Maker

Field RigPortable devices and enough range to work behind the front line.Salvage RigCompact defense and tools chosen for recovering useful parts.

The Speaker

Negotiator KitRespectable presentation with a weapon that keeps trouble distant.Agitator KitPortable voice, quick exits, and tools for gathering a room.

The Stitcher

Combat Medic KitTreatment tools carried close to the people who will need them.Anatomist KitSampling tools and discreet protection for dangerous study.

The Scholar

Field Research KitRecords, light, and a ranged tool for dangerous evidence.Archive KitPortable references and innocuous protection.

Wonderground does not yet use a core starting-coin economy. The GM supplies job-specific gear when the premise requires it, while unusual, costly, or controlled equipment remains something to earn, borrow, steal, or owe for.

08

Later levels · one advancement choice

Advancement

Character Level 1Profession Rank 1 + Grant

Your Deal exists from the beginning. Its Promise creates narrative stakes; it is not an experience cost, power tax, or automatic penalty.

At each Character Level after 1Earn one advancement
Invest experience

Profession Rank

Take the next available rank and gain its feature. Profession Rank cannot exceed Character Level or 12.

Sacrifice experience

Power Development

Purchase one eligible node from the Grant tree while Profession Rank remains unchanged. Availability depends on earlier Grant investments and prerequisites.

What Character Level always grants

Proficiency bonus+2

Levels 1–4

Proficiency bonus+3

Levels 5–8

Proficiency bonus+4

Levels 9–12

Hit points and Hit Dice

Every Character Level adds one Hit Die of your starting Profession’s type and increases maximum HP by a roll of that die or its fixed value, plus Constitution modifier (minimum +1 HP).

d12 fixed 7d10 fixed 6d8 fixed 5
09

Recovery, collapse, and the edge of death

Rest & survival

1 hour

Short rest

Spend any number of available Hit Dice. For each, regain HP equal to the roll + Constitution modifier (minimum 1). Features that refresh on a short rest also return.

8 hours

Long rest

Restore all HP, regain spent Hit Dice equal to at least half your maximum (minimum one), and reset features and resources that refresh on a long rest.

At 0 HP

Death saves

  1. Fall unconscious and make one death save at the start of each turn.
  2. A result of 10 or higher is a success. Three successes stabilize you; three failures kill you.
  3. A natural 20 restores 1 HP. A natural 1 counts as two failures.
  4. Damage taken at 0 HP causes a failed save; a critical hit causes two.