Every civilization down there left something behind. Most of it still works. Sort of.
A caster who channels magic through scavenged relics of the valley’s dead civilizations — their kit is literally whatever the ground gave them. The deck-of-cards philosophy applied to a single character’s loadout.
Design Pillars
- Thematically inevitable for Cairnfall — the valley is made of dead kingdoms’ junk
- ‘Seems random, is actually the point’ — variance as identity
- Natural consumer of loot the party would otherwise vendor
First-Pass Kit (draft — numbers unvalidated)
- Signature — Channel (ranged attack, Break 2 / Wound 0): its crit is whatever the attuned relic says — Ignite from an ember-shard, Stun from a ward-core, Hex from something you shouldn’t have picked up. The weapon changes identity with the loot.
- Attune (free, out of combat): attune to any relic or treasure the party carries; Channel takes on its crit identity. Your kit is literally whatever the ground gave you.
- Overdraw (action, cooldown): Channel with +2 Break; the relic objects — you are Exposed until your next activation.
- Passive — Scavenger’s Eye: once per run, a junk-value find in your hands turns out to be a one-use relic instead. The party’s vendor trash is your ammunition.