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CINDERFALL FIELD MANUAL  ·  MULTICLASS ARCHETYPES

Other Arrangements

Not a second class — a second commitment. Any character can spend a class feat slot on a Dedication feat below to open one of these tracks, then spend later class feat slots on its follow-ups instead of their main class's own feats.

How this works: take the Dedication feat (usually requires a skill prerequisite) in place of one of your class feats. Each subsequent feat in that archetype has a minimum character level and, often, requires an earlier feat from the same archetype. You can only be in one Dedication track from this list at a time.

01Soul-Binder

Lets any character bind a captured soul into a weapon, tool, or piece of armor — the soul economy as a crafting subsystem, available to characters who aren't a dedicated Hollowbound or Wardbreaker.


Soul-Binder Dedication
Level 2 · Requires trained in Occultism or Crafting
Gain the ability to attempt binding a captured, willing-or-cowed soul into a weapon, tool, or armor piece you own, granting it a minor situational bonus you choose at binding. A poorly handled bind risks the soul destabilizing mid-use (GM rolls in secret); a well-handled one just sits there working.
Steady Bind
Level 4 · Requires Soul-Binder Dedication
Reduce the chance of a bound soul destabilizing significantly. A bind you perform now holds until you choose to release it, not just until something goes wrong.
Dual Bind
Level 8 · Requires Steady Bind
Bind a second soul into the same item alongside the first, stacking their bonuses — at a real, restored risk of instability, since two souls rarely agree on sharing a housing peacefully.
Read the Binding
Level 10 · Requires Soul-Binder Dedication
Sense a bound soul's mood and stability in any item, not just your own — useful for appraising salvage, or knowing exactly how much trouble someone else's ghost-machine is about to be.
Unbreakable Bind
Level 14 · Requires Dual Bind
A soul you've bound can never destabilize into a hostile spirit while housed in your gear, no matter how it's treated. Whether that's a mercy or its own kind of cruelty is a question the game leaves open.

02Nanite-Touched

Cybernetic augmentation as an escalating trade — real power, paid for one small piece of yourself at a time.


Nanite-Touched Dedication
Level 2 · Requires trained in Medicine or Crafting
Install a basic nanite augment granting a minor, permanent bonus of your choice (a physical skill, a save, or a minor sense). Mark one box on your Drift Track (see below) — a permanent record of how much of you has been quietly replaced.
Overclock Augment
Level 4 · Requires Nanite-Touched Dedication
Your existing augment's bonus increases substantially. Mark a second Drift Track box.
Redundant Systems
Level 8 · Requires Overclock Augment
Once per day, ignore the effects of one condition for a round as your augments compensate. Does not mark a new Drift Track box — a rare bit of the trade that doesn't cost anything further.
Full Conversion
Level 14 · Requires Overclock Augment, at least 3 Drift Track boxes marked
A major, permanent power boost of your choice (GM and player agree on the specific benefit). Mark the final Drift Track box. At full Drift, you count as partially Construct-trait for the purpose of the Cybernetics-vs-Flesh-mancy matchup (vulnerable to flesh-corruption, resistant to mind-affecting effects) — a real, permanent shift in what you are, not just what you can do.

03Paradise Ghost

A character whose consciousness is partly still logged into a Paradise server, running alongside their body rather than fully inside it.


Paradise Ghost Dedication
Level 2 · Requires trained in Occultism or Society
While within range of any active signal (most settlements, most of the time), gain a passive bonus to Recall Knowledge and Perception, fed by your standing connection to the server. While fully cut off from any signal, take a matching penalty instead — part of you is trying to reach somewhere that isn't there.
Deeper Connection
Level 4 · Requires Paradise Ghost Dedication
The connected bonus improves. The disconnected penalty does not — the higher you fly on a signal, the worse it is to lose one.
Backup Self
Level 8 · Requires Deeper Connection
Once per campaign arc (GM's call on refresh), if you'd die while within signal range, instead restore from your last backup at 1 HP. You keep your memories, mostly — the GM decides what, if anything, didn't make the last save.
Full Upload
Level 14 · Requires Backup Self
Permanent, powerful boon (GM and player agree on specifics) reflecting a version of you now genuinely running inside Paradise full-time, feeding data back to your body. The disconnected penalty from Deeper Connection becomes severe when signal is lost — and the question of which one of you is actually in the room stops being rhetorical.