Bit of a paradigm shift and update to the Callings. The basic idea is to tighten some broad fiction around various mechanical approaches to in-game solutions and responses to conflict.
That probably makes more sense in my head than on paper, but I really do think it's working better. What we have already done can be easily re-organized to fit these as well, so we aren't losing work.
Don't worry too much if something you liked from prior updates has vanished from the table. Most, if not all will get in the game in some capacity.For example, War-Mechanoids are now a Species instead of a Calling, and Rune Bladers should pop up again at a future date.
Oh, and here's a bit on "Types" before we get to the table.
Specialists - Callings that focus on constructive or circumventive skills.
Warriors - Callings that focus on martial ability and force.
Casters - Callings that focus an a broad form of Magic.
Gestalts - Callings that combine a specific sort of magic with martial ability or other skills.
Genus - Callings that represent both a specific species and suite of abilities.
Individuals who take mundane skills to an exceptional level (x.x).
Clever rogues who get by using stealth, acrobatics, and dirty tricks. (x.x)
Valiant fighters who are at home in the thick of just about any conflict. (x.x)
Warriors who find victory through speed and precision. (x.x)
Wielders of Heart Magic and stalwart defenders of things they hold dear. (x.x)
Avengers that use martial ability and Wrath Magic to destroy what they hate most. (x.x)
Learned researchers and practitioners of the magical art of Wizardry. (x.x)
Acolytes of the Blasphemer’s Script, who call forth the forbidden and forsaken. (x.x)
Diminutive creatures born from magic, with abilities tied closely to harmony and fate. (x.x).
Earthbound godlings and other ageless humanoids with strange and terrible powers. (x.x).