v11.13.19a

Skills

A character’s profession, species, and even their background, do not give a full picture of an individual.  It is also important to know what they can do.  For this reason, there are skills.  These represent all of the proficiencies, competencies, and areas of expertise that a character has.  Choosing skills will let a character specialize in one area, or dabble in many.  Many skills are granted as bonus skills, i.e. skills that need not be paid for with Character Points, by the character classes.  Others can be purchased with the Character Points that a character gets each level.

Whether a character is able to read written language or not is up to the player.  There is no read/write skill.

Ranks: Sometimes there is a number of ranks listed next to the name of the skill.  This shows how many times the skill can be taken. Each time it is chosen, it will have some sort of increased effect, or a broader reach.  The exact benefits of taking the skill multiple times will be found in the description.  If no number of ranks is listed, the skill can only be taken once.

Cost: Each skill is listed with a number of Character Points that must be expended in order to take the skill.  Skills are learned between games and communicated to Registry.  Sometimes, the costs of a skill are variable and in those cases, the cost will be found in the description of the skill.

Prerequisites: This lists the skills that need to have been purchased before that skill can be taken.  A lot of the “root” skills have “Basic” in their name.

Martial Skills

Name

Cost

Ranks

Prereq

Desc.

Basic Martial Skill

1

-

-

Dagger and staff prof.

Short Weapons

3

-

Basic Martial Skill

Short weapon prof.

Long Weapons

5

-

Short Weapons

Long weapon prof.

Great Weapons

3

-

Basic Martial Skill

Great weapon prof. Shield-breaking with Spikes

Projectile Weapons

3

-

Basic Martial Skill

Use bows and x-bows. Aim for extra damage.

Thrown Weapons

3

-

Basic Martial Skill

Use thrown weapons. Aim for extra damage.

Axecraft

2

-

Basic Martial Skill.

+1 to Spike damage with axes

Macecraft

3

-

Short Weapons

Break shields with maces

Basic Shield Skill

5

-

Basic Martial Skill

Use buckler shields

Advanced Shield Skill

2

-

Basic Shield Skill

Use larger shields

Great Shield Skill

2

-

Advanced Shield Skill

Use biggest shields

Shield Expertise

4

-

Basic Shield Skill

Counter an Effect against your shield

Cloth Armor

2

-

-

Cloth armor prof.

Leather Armor

3

-

Cloth Armor

Leather armor prof.

Chain Armor

4

-

Leather Armor

Chain mail prof.

Heavy Armor

3

-

Chain Armor

Scale, Brigandine, Lamellar prof.

Plate Armor

2

-

Heavy Armor

Plate mail prof.

Armor Expertise

6

-

One Armor Proficiency

+1 Armor Points to worn armor

Heavy Armor Mastery

3

-

Heavy or Plate Armor skill, Armor Mastery

Spend 2 armor to Counter damage.

Two Weapon Style

3

-

Short Weapons

Use two weapons at once.  Only one can be longer than 36”

Advanced Two Weapon Style

5

-

Two Weapon Style

Use any two weapons at once.

Advanced Great Weapon Style

3

-

Great Weapons

Hold second weapon with Great weapon.

Weapon Specialization

4

-

Basic Martial Skill

Extra Spike while wielding a particular weapon..

Bowmaster

3

-

Projectile Weapons, 6th level character

No aim time for extra damage.

Archer’s Expertise

4

-

Projectile Weapons, Weapon Specialization in a projectile weapon

Missed shots can be retried once.

Thrown Expertise

3

-

Thrown Weapons, 6th level character

No aim time for extra damage.  Throw two at once.

Extensive Combat Training

6

Unlim

One level in non-casting class

Choose additional Power.

Magic Skills

Name

Cost

Ranks

Prereq

Desc.

Basic Arcane Skill

4

-

-

Add four spell-levels to spellbook.  Able to Prepare and cast Arcane spells.

Hedge Casting

4

Unlim

Basic Arcane Skill, No levels in an arcane spell-casting class

Limited ability to Prepare and cast spells

Basic Faith

4

-

-

Add four spell-levels to spellbook.  Able to Prepare and cast Divine spells.

Lay Priest

4

Unlim

Basic Faith, No levels in a divine spell-casting class

Limited ability to Prepare and cast spells

Divergent Research

4

3

One level in a spell-casting class

Add one spell of a level she can cast from a different spell-casting class in the same Sphere to character’s spellbook.

Extended Capacity - Novice

4

3

One level in a spell-casting class

One additional Novice spell-slot

Extended Capacity - Intermediate

4

3

One Intermediate spell-slot, one level in a spell-casting class

One additional Intermediate spell-slot

Extended Capacity - Greater

4

3

One Greater spell-slot, one level in a spell-casting class

One additional Greater spell-slot

Additional Cantrip

4

-

Basic Arcane Skill or Basic Faith

Choose one additional cantrip.

Additional Recharge

4

-

Basic Arcane Skill or Basic Faith

Can do a ceremony once per Long Rest to refresh Novice spell-slots equal to half her level (round down).

Spell Preparation

5

Unlim

Basic Arcane Skill or Basic Faith

Can Prepare one additional spell

Spell Research

2

Unlim

Basic Arcane Skill or Basic Faith, one level in a spell-casting class

Add 6 spell-levels to spellbook

Intermediate Spell Research

3

Unlim

Basic Arcane Skill or Basic Faith, four levels in a single spell-casting class

Add 12 spell-levels to spellbook

Greater Spell Research

4

Unlim

Basic Arcane Skill or Basic Faith, seven levels in a single spell-casting class

Add 18 spell-levels to spellbook

Novice Bookcaster

1

-

Basic Arcane Skill or Basic Faith

Cast Novice spells straight from spellbook without Preparing them

Intermediate Bookcaster

2

-

Novice Bookcaster

Cast Intermediate spells straight from spellbook without Preparing them

Greater Bookcaster

3

-

Intermediate Bookcaster

Cast Greater spells straight from spellbook without Preparing them

Peacecaster

3

-

Basic Faith

Spend Spikes to add Healing to Healing spells.

Advanced Peacecasting

4

-

Peacecaster

Heal one additional point with all cantrip Powers that can heal.

Warcaster

3

-

Basic Arcane Skill

Expend Spikes to add Spike damage to damaging spells.

Advanced Warcasting

5

-

Warcaster. One Master-level spell-slot.

Add +1 damage to all damaging cantrips.

Bookcasting Expertise

4

4

Intermediate Bookcaster

Bookcast one spell per Long Rest without expending a spell-slot.

Master Casting

12

-

Greater Bookcaster.  One Master spell-slot

Every spell in the spellbook is always Prepared.

Apprentice Divine Ritual Magic

4

-

One Novice spell-slot

Can perform Apprentice Divine Rituals

Journeyman Divine Ritual Magic

4

-

One Intermediate spell-slot.

Can perform Journeyman Divine Rituals.

Master Divine Ritual Magic

4

-

One Master spell-slot.

Can perform Master Divine Rituals.

Apprentice Arcane Ritual Magic

4

-

One Novice spell-slot

Can perform Apprentice Arcane Rituals

Journeyman Arcane Ritual Magic

4

-

One Intermediate spell-slot.

Can perform Journeyman Arcane Rituals.

Master Arcane Ritual Magic

4

-

One Master spell-slot.

Can perform Master Arcane Rituals.

Scholar Skills

Name

Cost

Ranks

Prereq

Desc.

Lore

1

3

-

Knowledge of a particular area of study

Basic Scholarship

1

-

-

Extra research during BGEs.

Library Skill

1

-

Basic Scholarship

Expertise in library use. Can research subjects while NPCing.

Extensive Training

3

Unlim

One level in a non-casting class

Additional Utility Power.

Medical Skills

Name

Cost

Ranks

Prereq

Desc.

Basic Medicine

2

-

-

Discern Dying, Dead Status.  Stabilize the dying.

Diagnose

2

-

Basic Medicine

Discern exact damage and Conditions

Advanced Medicine

4

-

Basic Medicine

Cure Disabled, Poisoned, Weakened, and Slept

Combat Medic

1

-

Basic Medicine, Diagnose

Fast stabilize, fast carry.

Profession Skills

Name

Cost

Ranks

Prereq

Desc.

Profession - Apprentice

1

-

-

Basic knowledge of a chosen profession.  5 coins per game.

Profession - Journeyman

2

-

Profesion - Apprentice in the chosen Profession

Knowledge of a chosen profession.  10 coins per game.  One Discern ability.

Profession - Master

3

-

Profesion - Journeyman in the chosen Profession

Extensive knowledge of a chosen profession.  25 coins per game.  Additional Discern ability.

Artisan - Apprentice

1

-

-

Basic knowledge of a chosen Craft.  5 coins per game.

Artisan - Journeyman

2

-

Artisan- Apprentice in the chosen Craft

Knowledge of a chosen Craft.  10 coins per game.  One Discern ability.

Artisan - Master

3

-

Artisan- Journeyman in the chosen Craft

Extensive knowledge of a chosen Craft.  25 coins per game.  Additional Discern ability.

Tracking

2

-

Profession-Apprentice

Can follow tracking flags.

Advanced Tracking

3

-

Tracking, Profession-Journeyman

Can gain additional information from tracking flags.

Thieving Skills

Name

Cost

Ranks

Prereq

Desc.

Basic Lock Skill

5

-

-

Pick mundane locks with lock-picks.

Magical Lock Skill

2

-

Basic Lock Skill

Pick magical locks with lock-wand.

Basic Trap Skill

5

-

-

Can disarm traps.

Advanced Magical Lock Skill

2

-

Magical Lock Skill

Can re-try magical locks at-will..

Advanced Trap Skill

4

-

Basic Trap Skill

Can set traps.

Fence

3

-

Basic Lock Skill, Basic Trap Skill

Can sell items for 50% of value.

Poisoner

1

-

-

Can apply topical poisons.

Gathering Skills

Name

Cost

Ranks

Prereq

Desc.

Gather

2

-

-

Allows you to gather Bloom and Night Prizes from the Wilderness.

Skin

2

-

-

Allows you to skin animals and monsters for Hide and Harvest.

Prospect

2

-

-

Allows you to mine 1 per long rest each Mine or Mineral deposit.

Crafting Skills

Name

Cost

Ranks

Prereq

Desc.

Apprentice Alchemy

4

-

-

Create Basic potions

Journeyman Alchemy

2

-

Apprentice Alchemy

Create Intermediate potions

Master Alchemy

4

-

Journeyman Alchemy

Create Master potions

Apprentice Tinkering

4

-

-

Create Basic items

Journeyman Tinkering

2

-

Apprentice Tinkering

Create Intermediate items

Master Tinkering

4

-

Journeyman Tinkering

Create Master items

Apprentice Runeforging

4

-

-

Create Basic Runeforged items

Journeyman Runeforging

2

-

Apprentice Runeforging

Create Intermediate Runeforged items

Master Runeforging

4

-

Journeyman Runeforging

Create Master Runeforged items

Apprentice Enchanting

4

-

-

Create Basic enchantments

Journeyman Enchanting

2

-

Apprentice Enchanting

Create Intermediate enchantments

Master Enchanting

4

-

Journeyman Enchanting

Create Master enchantments

Mastercrafter

2

4

One Apprentice - Crafting skill and Artisan - Apprentice

Allows the mastercrafter to submit 1 item per long rest for exceptional boons.


Martial Skills:

Basic Martial Skill

Prerequisites: None

Cost: 1

The character has proficiency with all dagger-sized weapons (16”-22”) and staves (fully padded, up to 72”).

Short Weapons

Prerequisites: Basic Martial Skill

Cost: 3

The character has proficiency with short weapons (22”-36”).

Long Weapons

Prerequisites: Short Weapons

Cost: 5

The character has proficiency with long weapons (36”-48”).

Great Weapons

Prerequisites: Basic Martial Skill

Cost: 3

The character has proficiency with great weapons (48”-90”).  When a character uses a great weapon (held in both hands) to perform a Spike, the wielder may choose to either add +1 to the damage, or use the “shield-breaking” carrier. If the character is strengthened they can perform these special Spikes without holding the great weapon in both hands.

Projectile Weapons

Prerequisites: Basic Martial Skill

Cost: 3

The character has proficiency with projectile weapons.  By aiming (Focusing) for a Quick Count of 10 with their projectile weapon, the character can do their Spike damage without expending a Spike.  If the character moves her right foot, or lowers her draw, the aiming will have to be done again to get the benefit.  

Thrown Weapons

Prerequisites: Basic Martial Skill

Cost: 3

The character has proficiency with thrown weapons.  By aiming (Focusing) for a Quick Count of 10 with their thrown weapon, the character can do their Spike damage without expending a Spike.  If the character moves, or lowers her thrown weapon, the aiming will have to be done again to get the benefit.  

Axecraft

Prerequisites: Basic Martial Skill

Cost: 2

The character has a special skill with an axe and does +1 damage when she expends a Spike with an axe.  Note that this skill does not impart proficiency of any sort, only an extra ability when using axes.  The character must be proficient with the appropriate weapon length/type in order to effectively use an axe.

Macecraft

Prerequisites: Short Weapons

Cost: 3

The character has a special skill with a mace and can use it to destroy shields.  A mace is a special short weapon (22”-36”)  that must have an obvious “head” and must have its center of balance closer to the head than the pommel.  As long as the character is Strengthened, each time the mace strikes a shield, the character can expend a Spike to do Shield-Breaking.

Basic Shield Skill

Prerequisites: Basic Martial Skill

Cost: 5

The character has proficiency with Buckler (38” perimeter max) and Small shields (58” perimeter max).

Advanced Shield Skill

Prerequisites: Basic Shield Skill

Cost: 2

The character has proficiency with Medium (70” perimeter max) and Large shields (85” perimeter max).

Great Shield Skill

Prerequisites: Advanced Shield Skill

Cost: 2

The character has proficiency with Great shields (115” perimeter max).

Shield Expertise

Prerequisites: Basic Shield Skill

Cost: 4

The character can Counter one weapon attack that hits her shield.  She should call “Shield Expertise” when she uses the Counter.  This will refresh after the character completes a Short Rest.

Cloth Armor

Prerequisites: None

Cost: 2

The character can gain armor points by wearing a gambeson or heavy cloth armor.

Leather Armor

Prerequisites: Cloth Armor

Cost: 3

The character can gain armor points by wearing leather armor.

Chain Armor

Prerequisites: Leather Armor

Cost: 4

The character can gain armor points by wearing chain mail armor.

Heavy Armor

Prerequisites: Chain Armor

Cost: 3

The character can gain armor points by wearing brigandine, llamelar, or scale mail armor.

Plate Armor

Prerequisites: Heavy Armor

Cost: 2

The character can gain armor points by wearing plate mail armor.

Armor Expertise

Prerequisites: At least one Armor Proficiency

Cost: 6

The character gains +1 to the Armor Points of any armor they wear, even if it normally has an Armor Points of 0.  The character must wear armor in order to get the benefit.

Heavy Armor Mastery

Prerequisites: Heavy or Plate Armor Proficiency, Armor Expertise

Cost: 3

While wearing armor with a maximum Armor Point value of at least 4, the character can expend 2 points of Armor after any damaging Weapon attack to Counter that attack.  The character must have at least 2 Armor Points remaining to do this.  The character should call “Armor Mastery” when they Counter the attack.

Two Weapon Style

Prerequisites: Short Weapons

Cost: 3

The character can wield two weapons at once and be considered proficient with both.  Only one of the two weapons can be over 36” long.

Advanced Two Weapon Style

Prerequisites: Two Weapon Style

Cost: 5

The character can wield two weapons at once and be considered proficient with both if they are proficient with that weapon type.  The weapons may be of any length.

Advanced Great Weapon Style

Prerequisites: Great weapon

Cost: 3

The character has trained significantly with great weapons and can hold a second weapon in the same hand as a great weapon without impeding the effectiveness of the great weapon.  For example, a character could hold a polearm and one hand could also hold a short sword, and the polearm would still be usable and will be able to do Spikes, do Shield-Breaking damage, etc. if both hands are on the polearm.   Note that although the effectiveness of the great weapon is unaffected, the second weapon cannot be used to do damage or block attacks if it is held in the same hand as the great weapon.

Weapon Specialization

Prerequisites: Basic Martial Skill

Cost: 4

The character must choose from the following list: Shortsword, Longsword, Mace, Flail, Axe, Greatsword, Polearm, Bow, Crossbow, Thrown Weapon, Staff, or Dagger.  After each Short Rest, the character gains one additional Spike that can only be used while the character is wielding a weapon of that type (although the actual attack need not come from that weapon).  A character may only have Weapon Specialization with one weapon type.

Bowmaster

Prerequisites: Projectile Weapons, 6th level character

Cost: 3

The character always does her Spike damage with bows, without any aim time.

Archer’s Expertise

Prerequisites: Projectile Weapons, Weapon Specialization in a Projectile Weapon

Cost: 4

When using the weapon with which the character has Weapon Specialization, the character, if she misses with a projectile while using a Power, can immediately (before making any other attacks or using other Powers) retry the same Power with a second shot without expending additional uses.  The second attempt need not have the same target.  If the retry misses, the Power is expended.

Thrown Expertise

Prerequisites: Thrown Weapons, 6th level character

Cost: 3

The character always does her Spike damage with thrown weapons, without any aim time.  In addition, the character can throw two weapons at a time, from the same hand, and both will do damage normally if they hit.

Extensive Combat Training (Unlimited)

Prerequisites: One level in a non-casting class

Cost: 6

The character may choose an additional Power from a non-casting class that she has levels in. The Power cannot be one the character already has.  This is just like an additional Power from the class.  The Power must be of a level she could normally take.

Magic Skills:

Basic Arcane Skill

Cost: 4

Prerequisites: None

The character can Prepare Arcane spells and cast those spells with spell-slots.  The character can record Arcane spells in a spell book and learn them.  She can add four levels worth of spells into her spellbook.  These spells cannot be of a level higher than the character’s, and if the character has levels in an arcane spell-casting class, these spells must all be spells from one of those classes.  This skill confers no actual spell-slots.

Hedge Casting (Unlimited)

Cost: 4

Prerequisites: Basic Arcane Skill, No levels in an arcane spell-casting class.

The character has gleaned a small amount of spell-casting skill, picked up here and there.  This is such a jumbled, almost colloquial spell-casting, that it actually interferes with trained spell-casting. The character with this skill can have one Arcane spell Prepared, and has one Arcane Novice Magic spell-slot available with which to cast her spells.  For each additional rank purchased, the character may choose to be able to Prepare another Arcane spell, or have another Arcane Novice spell-slot available.  Once the character has six Novice spell-slots from this skill, she may begin to choose Intermediate spell-slots.  If the character with this skill takes levels in an Arcane spell-casting class, she will be unable to access the benefits of this skill.  With game staff approval, up to half the Character Points spent on Hedge Casting can be refunded to the character.

Basic Faith

Cost: 4

Prerequisites: None

The character can Prepare spells into spell-slots and cast those spells.   The character can record Divine spells in a spell book and learn them.  She can add four levels worth of spells into her spellbook. These spells must all be spells from a current divine spell-casting class in which the character has levels.

Lay Priest (Unlimited)

Cost: 4

Prerequisites: Basic Faith, No levels in a divine spell-casting class.

The character has picked up a limited level of divine favor and has worked out how to focus that favor into a rudimentary divine magic.  Unfortunately, the haphazard nature of the almost trial-and-error magic actually interferes with more trained divine casting.  The character with this skill can have one Divine spell Prepared, and has one Divine Novice Magic spell-slot available with which to cast her spells.  For each additional rank purchased, the character may choose to Prepare another Divine spell, or have another Divine Novice spell-slot available.  Once the character has six Novice spell-slots from this skill, she may begin to choose Intermediate spell-slots.  If the character with this skill takes levels in a Divine spell-casting class, she will be unable to access the benefits of this skill.  With game staff approval, up to half the Character Points spent on Lay Priest can be refunded to the character.

Divergent Research (3)

Cost: 4

Prerequisites: One level in a spell-casting class

The character can add one spell of any level that she can cast to her spell-book.  This spell may be from a different class than the spell-casting class that qualified her for this skill, but must come from the same Sphere (Arcane or Divine).

Extended Capacity - Novice (3)

Cost: 4

Prerequisites: One level in a spell-casting class

The character gains one additional Novice spell-slot in a class that she has at least one level in.  

Extended Capacity - Intermediate (3)

Cost: 4

Prerequisites: One Intermediate spell-slot, one level in a spell-casting class

The character gains one additional Intermediate spell-slot in a class that she has at least one level in.  

Extended Capacity - Greater (3)

Cost: 4

Prerequisites: One Greater spell-slot, one level in a spell-casting class

The character gains one additional Greater spell-slot in a class that she has at least one level in.  

Additional Cantrip

Cost: 4

Prerequisites: Basic Arcane Skill or Basic Faith

The character can choose one additional cantrip from their class’ cantrip spell-list.   If the character does not have a class spell-list, they may pick any cantrip.

Additional Recharge

Cost: 5

Prerequisites: Basic Arcane Skill or Basic Faith

The character is adept at tapping into her power source.  Once per Long Rest she can perform a small personal centering ceremony which should take about five minutes.  At the end of this ceremony she can refresh a number of Novice spell-slots equal to half her level (round up).  These Novice spell-slots can be traded in for higher tier slots (two for Intermediate, three for Greater, and four for Master).

Spell Preparation (Unlimited)

Cost: 5

Prerequisites: Basic Arcane Skill or Basic Faith

The character can Prepare one additional spell.

Spell Research (Unlimited)

Cost: 2

Prerequisites: Basic Arcane Skill or Basic Faith

The character can choose six spell-levels worth of spells from a spell-casting class she has levels in and add them to her spellbook. These spells can be of any level (although that will not make them castable).  If the character does not have a class spell-list, they may pick spells from any class’s spell list..

Intermediate Spell Research (Unlimited)

Cost: 3

Prerequisites: Basic Arcane Skill or Basic Faith, four levels in a single spell-casting class

The character can choose twelve spell-levels worth of spells from a spell-casting class she has levels in and add them to her spellbook.

Greater Spell Research (Unlimited)

Cost: 4

Prerequisites: Basic Arcane Skill or Basic Faith, seven levels in a single spell-casting class

The character can choose eighteen spell-levels worth of spells from spell-classes that she has levels in and add it to her spellbook.

Novice Bookcaster

Cost: 1

Prerequisites: Basic Arcane Skill or Basic Faith

The character can cast 1st-3rd level spells directly from their spellbook.  Although the spell will still exhaust a Novice Magic Spell-Slot, it need not be Prepared (although it must be a spell the caster could Prepare).  To bookcast a spell, the character must either read the full incant five times from her spell-book, or must study their spellbook for a full minute before reading the incantation directly from the book.  Either way, the spell can only be cast out of combat.  All other requirements and components will remain the same.

Intermediate Bookcaster

Cost: 2

Prerequisites: Novice Bookcaster

The character can cast 4th-6th level spells directly from their spellbook.  Although the spell will still exhaust an Intermediate Magic Spell-Slot, it need not be Prepared (although it must be a spell the caster could Prepare).  To bookcast a spell, the character must either read the full incant five times from her spell-book, or must study their spellbook for a full minute before reading the incant directly from the book.  Either way, the spell can only be cast out of combat.  All other requirements and components will remain the same.

Greater Bookcaster

Cost: 3

Prerequisites: Intermediate Bookcaster

The character can cast 7th-9th  level spells directly from their spellbook.  Although the spell will still exhaust a Greater Magic Spell-Slot, it need not be Prepared (although it must be a spell the caster could Prepare).  To bookcast a spell, the character must either read the full incant five times from her spell-book, or must study their spellbook for a full minute before reading the incantation directly from the book.  Either way, the spell can only be cast out of combat.  All other requirements and components will remain the same.

Peacecaster

Cost: 3

Prerequisites: Basic Faith

At-will, the character may expend a Spike to add her Spike damage value to a Healing spell.

Advanced Peacecasting

Cost: 4

Prerequisites: Peacecaster

The character can heal one additional point with all cantrips she uses that can heal.

Warcaster

Cost: 3

Prerequisites: Basic Arcane Skill

At-will, the character may expend a Spike to add her Spike damage to a cantrip or damaging spell.  If the spell charges more than one spell-packet or spell-ball, the Spike can be expended to give the extra damage to just one packet.

Advanced Warcasting

Cost: 5

Prerequisites: Warcaster, one Master-level spell-slot

The caster can add +1 damage to all damaging cantrips that she casts.

Bookcasting Expertise (4)

Cost: 4

Prerequisites: Intermediate Bookcaster

Once per Long Rest, the caster can bookcast one spell without using up a spell-slot of any kind.

Master Casting

Cost: 12

Prerequisites: Greater Bookcaster, One Master Spell-slot

Every spell in the character’s spellbook is considered Prepared at all times.

Apprentice Divine Ritual Magic

Cost: 4

Prerequisites: At least one Intermediate spell-slot.

The character can perform any Apprentice Divine rituals. To see how to cast a ritual, see the Ritual Magic Chapter.

Journeyman Divine Ritual Magic

Cost: 4

Prerequisites: Apprentice Divine Ritual Magic skill, At least one Greater spell-slot.

The character can perform any Journeyman Divine rituals. To see how to cast a ritual, see the Ritual Magic Chapter.

Master Divine Ritual Magic

Cost: 4
Prerequisites: Journeyman Divine Ritual Magic, at least 1 Master spell-slot

The character can perform any Master Divine rituals. To see how to cast a ritual, see the Ritual Magic Chapter.

Apprentice Arcane Ritual Magic

Cost: 4

Prerequisites: At least one Intermediate spell-slot.

The character can perform any Apprentice Arcane rituals. To see how to cast a ritual, see the Ritual Magic Chapter.

Journeyman Arcane Ritual Magic

Cost: 4

Prerequisites: Apprentice Arcane Ritual Magic skill, At least one Greater spell-slot.

The character can perform any Journeyman Arcane rituals. To see how to cast a ritual, see the Ritual Magic Chapter.

Master Arcane Ritual Magic

Cost: 4
Prerequisites: Journeyman Arcane Ritual Magic, at least 1 Master spell-slot

The character can perform any Master Arcane rituals. To see how to cast a ritual, see the Ritual Magic Chapter.

Scholar Skills:

Lore [Area of Lore]  (3)

Cost: 1

Prerequisites: None

The character has learned about a specific area of study and each area of study is considered a separate skill.  The character’s depth of knowledge in a particular area can be categorized as “Familiarity”, “Detailed”, and “Sage”.  This skill can be taken 3 times in each area of study.  The first time this is taken in a particular area, the character gains “Familiarity” in that area.  The second time the character becomes “Detailed, and the third time they become a “Sage” in that area.  The following are a number of possible areas of study.  This is just a list of suggestions.  Players should feel free to choose ones not in this list as long as they are appropriate to the setting.

Religious Lore:  Gods and their domains, afterlife beliefs, church traditions, cultural attitudes towards the gods.

Arcane Lore: Magic and its uses, magical tools and applications, magical constructs, spell creation.

Noble Lore:  Etiquette, titles, traditions and customs, noble names and families, history of ruling families.

Shadow Lore: Underworld and underworld etiquette, power players, customs and mores, connections, illicit substances and their uses, cons and crimes.

Historical Lore:  Major events, dates, interactions of events and casualties, historical figures.

Nature Lore:  Animals and their habits, woodscraft, myths and legends about the natural world, plants and their uses.

Undead Lore: Undead in their various forms, their powers and characteristics.  Major undead players in the area or setting.

Basic Scholarship

Cost: 1

Prerequisites: None

The character has a knowledge of inks and quills, parchments, and study.  In Between Game Events, the character can copy documents, decipher ancient languages, and perform two research actions for every Between Game Action.

Library Skill

Cost: 1

Prerequisites: Basic Scholarship

The character knows her way around a library and can find tomes, discover ancient texts, and generally learn things that are unavailable to the normal folk.  This allows the character to discover additional information above and beyond what is normally available in Between Game Actions, as long as a library is available and the information would be discoverable in books.  If a Library exists in-game, the character may spend a 4-hour NPC shift researching any one question and will get an answer from game staff.

Extensive Training (Unlimited)

Prerequisites: One level in a non-casting class

Cost: 3

The character may choose an additional Utility Power from a non-casting class that she has levels in.  This is just like an additional Power from the class.  The Power must be of a level she could normally take.

Medical Skills

Basic Medicine

Cost: 2

Prerequisites: None

The character has some basic understanding of the way living creatures work and has some minor skill in the healing arts.  By spending a Quick Count of 100 tending to an individual, that individual, if dying, will become stable.  The character’s death-count will not stop or pause while this is occurring, so the target may die during the count.  The character using this skill should role-play checking and binding wounds, and overall treating the character.   The character using Basic Medicine may use any of the following at-will: “Discern: Are you currently at max Life Points?”, “Discern: Are you Dying?” or “Discern: Are you Dead?”

Diagnose

Cost: 2

Prerequisites: Basic Medicine

With only a glance, the trained character can tell the extent of someone’s wounds.  At-will the character can give a person a quick look over and then ask “Discern: How many Life Points are you down?”  Additionally, after a thorough examination (please remember not to touch other players without explicit previous consent) you can determine what Conditions the character has.  To do this use the call “Discern: What Conditions do you have currently?”

Advanced Medicine

Cost: 4

Prerequisites: Basic Medicine

The character has a number of techniques at her disposal to help those around her.  The character can perform any of the following actions by spending a slow count of 60 out of combat tending to another (these cannot be performed on the character herself).  These can be done as part of a Short Rest.

Combat Medic

Cost: 1

Prerequisites: Basic Medicine, Diagnose

Those trained in combat situations to help others have a few benefits.  First, they need only have one hand free to pick up a helpless or unconscious person, and can move at a jog while carrying a person.  In addition, she requires only a Quick Count of 30 to stabilize another character when using Basic Medicine.

Trade Skills:

Profession - Apprentice [Specific Profession]

Cost: 1

Prerequisites: None

The character has some basic knowledge in a profession and can generally perform in that profession on basic tasks without journeyman or master supervision.  More complex tasks may require guidance.  The character can perform the basic functions of the chosen profession and will have corollary knowledge of lore and procedures related to it.  The character earns some basic income from their profession, represented by earning 1 coin at the beginning of each game.  Each Profession skill is treated as a separate skill and this skill can only be taken once per specific profession, but may be purchased multiple times to represent training in multiple different fields.

Profession - Journeyman [Specific Profession]

Cost: 2

Prerequisites: Profession - Apprentice in the chosen area.

The character has functional knowledge in a profession.  The character can perform all normal functions of the chosen profession and she will show solid knowledge of lore and procedures related to it.  Most tasks associated with that profession can be performed without aid or supervision. The character earns income as a member of the profession, represented by earning 2 coins at the beginning of each game, in addition to what they earn from their Apprentice skill.  In addition, the character can choose one Profession-related Discern question and can ask it at-will (such as “Discern: Which civilization built this?” for a mason).  This question should be approved by game staff (between games).  Each Profession skill is treated as a separate skill and this skill can only be taken once per specific profession, but may be purchased multiple times to represent training in multiple different fields.

Profession - Master [Specific Profession]

Cost: 3

Prerequisites: Profession - Journeyman in the chosen area.

The character has mastered her chosen profession.  She can perform the most complicated tasks and has a deep knowledge of lore associated with that mastery.  The character’s mastery earns income represented by earning 3 coins at the beginning of each game, in addition to what they earn from their Apprentice and Journeyman skills.   In addition, the character can choose one additional Profession-related Discern question and can ask it at-will  (such as “Discern: Does this stone wall seem to be moveable?” for a mason).  This question should be approved by game staff (between games).  Each Profession skill is treated as a separate skill and this skill can only be taken once per specific profession, but may be purchased multiple times to represent training in multiple different fields.

Potential Professions: Soldier, Hunter, Sailor, Wagoneer, Factor, Mercenary, Builder, Fisher, Scribe, Herbalist, Undertaker, Executioner, Merchant, Charlatan, Chiurgion, Teacher, Demon Hunter, Famulus, Magistrate, and other Professions with game staff approval.

Artisan - Apprentice [Specific Art]

Cost: 1

Prerequisites: None

The character is an artisan or artisan with basic skills, capable of creations that are functional or that show the beginnings of artistic greatness.  Productions that require more significant skill may need supervision or guidance.  The character can create a wide variety of simple works and will have knowledge related to their craft.  The character can create and sell works to earn 2 Coin at the beginning of each game. Each Artisan skill is treated as a separate skill and this skill can only be taken once per specific art, but may be purchased multiple times to represent training in multiple different arts.

Artisan - Journeyman [Specific Art]

Cost: 2

Prerequisites: Artisan - Apprentice in the chosen area.

The character is an accomplished crafter or artisan in her field.  She is proficient with the tools of her art and can produce works of obvious artistic merit. The character can create and sell works to earn 2 coins at the beginning of each game in addition to what they earn for Apprentice.  In addition, the character can choose one Craft-related Discern (such as “Discern: How valuable is this painting?” for a painter) question and can ask it at-will.  This question should be approved by game staff (between games).  Each Artisan skill is treated as a separate skill and this skill can only be taken once per specific art, but may be purchased multiple times to represent training in multiple different arts.

Artisan - Master [Specific Art]

Cost: 3

Prerequisites: Artisan - Journeyman in the chosen area.

A master artisan has achieved the highest levels of proficiency and artistic achievement.  She can do normal tasks within her craft with almost unthinking ease and is capable of creating masterworks with sufficient effort.  She is well suited to guiding newer artisans and knows the nuances of her art as well as the surrounding social landscape around it  The character can create and sell works to earn 3 coins at the beginning of each game in addition to what they earn for Apprentice and Journeyman.  In addition, the character can choose one additional Craft-related Discern question and can ask it at-will (such as “Discern: How long ago was this sculpted?” for a sculptor) .  This question should be approved by game staff (between games).  Each Artisan skill is treated as a separate skill and this skill can only be taken once per specific art, but may be purchased multiple times to represent training in multiple different arts.

Potential Artisans: Poet, Bard, Potter, Jewelry-maker, Troubadour, Skald, Storyteller, Musician, Painter, Actor, Goldsmith, Tattoo Artist, Taxidermist, and.other arts with game staff approval.

Tracking

Cost: 2

Prerequisites: Profession - Apprentice

A character can only learn Tracking if she has at least a Profession - Apprentice skill that would give her a reason to know how to track, such as: hunter, trapper, bounty hunter, or even detective.  A character with the Tracking skill can follow a trail.  Tracking trails will be marked with green flags marked with a white circle (called a “Halo”), and these flags must be ignored by anyone without tracking, just as all players ignore anything marked with the Halo sigil.

Advanced Tracking

Cost: 3

Prerequisites: Tracking, Profession - Journeyman

A character can only learn Advanced Tracking if she has a Profession - Journeyman skill that would give her a reason to know how to track.  A character with the Advanced Tracking skill can sometimes glean extra information about tracks.  If there is a card attached to a green flag with a Halo (a tracking flag), or if there is information on the back of the flag, an Advanced Tracker can read that information, which will usually give clues about the creatures leaving the tracks.

Thieving Skills:

Basic Lock Skill

Cost: 5

Prerequisites: None

The character can attempt to pick mundane locks.  See the Traps and Locks chapter for details. Without this skill, characters will always fail to pick locks of all kinds.  This skill doesn’t not allow the character to pick magical locks.  Generally, a character must carry her own lockpicks .

Magical Lock Skill

Cost: 2

Prerequisites: Basic Lock Skill

Allows the character to attempt to pick magical locks.   See the Traps and Locks chapter for details. Any given magical lock can only be attempted once and the character will need a lock-wand in order to attempt it.


Basic Trap Skill

Cost: 5

Prerequisites: None

This skill allows a character to attempt to disarm traps.  See the Traps and Locks chapter for details. Without this skill any attempt to manipulate a trap, including moving it, cutting wires, or anything else (other than simply avoiding it) will set the trap off. The character may use props at hand, tools, or in-game items to stop the trap from going off.  If the trap does go off, making its noise or performing whatever action indicates that it has been sprung, then the trap has gone off normally.  There is no default prohibition about what can be done to the trap (i.e. wires can be cut, mechanisms jammed, etc.)

Advanced Magical Lock Skill

Cost: 2

Prerequisites: Magical Lock Skill

Allows the character to retry picking a magical lock.  Each time they fail, the character must restart from the beginning, but may try the lock as often as desired.  This will not prevent negative effects from failure to pick the magical lock.

Advanced Trap Skill

Cost: 4

Prerequisites: Basic Trap Skill

This skill allows a character to attempt to arm traps. As long as the character has acquired unused trap mechanisms in-game, they may be set up and added to with additional parts or resources (such as poisons) in any way desired (those parts cannot be taken from traps that have already gone off).  The effect of the trap will be the same as the original mechanism, although its aim may be chosen.  The exact details of the set trap must be noted with the trap itself, and the original description card of the trap mechanism must be included.


Fence

Cost: 3

Prerequisites: Basic Lock Skill, Basic Trap Skill

The character can turn in equipment to game staff overnight, or between games, and sell them, getting approximately 50% of their value in coin.

Poisoner

Cost: 1

Prerequisites: None

This skill allows the character to apply topical alchemical substances as if they were an alchemist.

Gathering Skills

Gather

Prerequisites: None

Cost: 2

The character can gather Bloom and Night Prizes from the wilderness. These items are scattered around the wilderness.  Bloom will always have a piece of green yarn, fabric, or ribbon tied around the stems of the flowers to indicate it as a valid Bloom. Most often they will look like bundles of flowers or herbs.  They will be hidden in bushes, trees or sticking out of the ground.


Night Prizes will look like mushrooms or fungi.  They will often be slightly more difficult to find, hiding on the backsides of rocks, under logs, or in caverns. Night Prizes will have a piece of blue yarn, fabric, or ribbon around it to mark it as a valid Night Prize.


Anyone can see bundles of Gather, but only those with the Gather skill can
collect it (or do anything with it).  In order to collect it you must use a sickle (made with Tinkering) and roleplay for a Quick 100, slowly gathering up the bundle of Bloom or Night Prizes. A sickle can be used 6 times before it needs to be sharpened.  

Skin

Prerequisites: None

Cost: 2

The character can skin animals for Hide, or can collect Harvest from monsters with this skill.  A character with this skill can use a skinning knife (made with Tinkering) to  roleplay skinning and harvesting parts from the monster or animal for a Quick 100 and will let the monster or animal portrayer know they are using Skin.  The portrayer will turn over all Hide or Harvest that the player can take. A skinning knife can be used 6 times before it becomes dull and needs to be sharpened. If the monster does not have any Hide or Harvest, a use of the skinning knife is not dulled.  Occasionally, especially while gathering Harvest, some side effects can occur.  The gatherer may be burned by acidic blood, or catch a disease, or be poisoned by exploding stomach gasses.  The portrayer of the creature with the Hide or Harvest will call the negative effects.

Prospect

Prerequisites: None

Cost: 2

The character can prospect for rare Minerals or metal Ingots from the wilderness. Characters may discover mines that can be used to prospect for Ingots, or deposits where Minerals can be collected.

At either a mine or a deposit, the character should read the information card (and only characters with this skill can read the information card) at each location for specific information.  By default, the character must use their pick (made with Tinkering) and work at the deposit or mine for a slow count of 300 in order to gain anything from it. Multiple PCs can use the mine or deposit at the same time.  After the required duration, the character will follow the instructions on the information card, which will normally be to randomly choose a resource card which will grant between 1 and 3 Ingots or Minerals. PCs may prospect at each mine or deposit once per Long Rest.  

Example: Roger finds two deposits, and knows the location of three mines. After a Long Rest, he makes a circuit, stopping at the deposits and mines, spending five minutes at each to prospect. At each one he receives a number of metal Ingots (mine) or Minerals (deposit).  He can’t get anything more from any of those five locations until after the next Long Rest.  After the Long Rest, he then can prospect again at each location.

Crafting Skills

These are the basic crafting skills players will choose in order to create items in game. Please see the Crafting chapter for more information.

Apprentice Alchemy

Prerequisites: None

Cost: 4

The character can craft potions, poisons, drugs and other alchemical items of basic difficulty.   These can include healing potions, mana potions, and alcohol.

Journeyman Alchemy

Prerequisites: Apprentice Alchemy

Cost: 2

The character can craft potions, poisons, drugs and other alchemical items of intermediate difficulty.

Master Alchemy

Prerequisites: Journeyman Alchemy

Cost: 4

The character can craft potions, poisons, drugs and other alchemical items of advanced difficulty.

Apprentice Tinkering

Prerequisites: None

Cost: 4

The character can craft basic engineering and tinkering items.   These can include armor patch kits, basic items such as swords, and other engineered items.

Journeyman Tinkering

Prerequisites: Apprentice Tinkering

Cost: 2

The character can craft intermediate engineering and tinkering items.

Master Tinkering

Prerequisites: Journeyman Tinkering

Cost: 4

The character can craft advanced engineering and tinkering items.

Apprentice Runeforging

Prerequisites: None

Cost: 4

The character can craft basic scrolls and tomes as well as inscribe single letter rune stones.   Runestones can provide a variety of magical effects when burned onto items.

Journeyman Runeforging

Prerequisites: Apprentice Alchemy

Cost: 2

The character can craft intermediate scrolls and tomes as well as inscribe multiple letter rune stones.  

Master Runeforging

Prerequisites: Journeyman Runeforging

Cost: 4

The character can craft advanced scrolls and tomes as well as inscribe multiple letter rune stones.  

Apprentice Enchanting

Prerequisites: None

Cost: 4

The character can pull Foundation Resources from the ether and enchant basic items for a period of time.   These can give extra armor, extra shield points, or more miraculous effects.

Journeyman Enchanting

Prerequisites: Apprentice Enchanting

Cost: 2

The character can pull multiple pieces of foundational energy from the ether and enchant more advanced items for a period of time.

Master Enchanting

Prerequisites: Journeyman Enchanting

Cost: 4

The character can make deals with Demons and Fae in order to obtain foundational energy.  In addition, the character may create powerful enchanted objects.

Mastercrafter [4]

Prerequisites: Apprentice level of one Crafting Skill and Artisan - Apprentice.

Cost: 2

Once per Long Rest, the crafter may create an item that she can submit to game staff for an artistic boon.  An artistic boon will be a special benefit granted to that item, often at random.  Depending on the setting, gaining the artistic boon may have some in-game process, such as being left to absorb power in an Arcane Kiln, or getting the blessing of some powerful being. This skill may only be taken once per Apprentice Crafting skill the crafter has.  If the mastercrafted item falls into a category of item for which the character has Artisan skill (such as Tinkering a sword and having Artisan - Weaponsmith), the chances of good or multiple boons will be increased.  Exceptional, immersive items (items submitted for a boon along with a physical prop of high production value) that are submitted have a chance of gaining more powerful boons than others.