Skill Header System

When you create your character, and as you gain character points thereafter, you may purchase skills. Skills represent ANY ability, power, spell, or bonus your character may gain or use. A warrior’s mighty strikes are a skill, as is his ability to wear armor. A priest’s prayers and divine abilities are considered skills. The arcane abilities that wizards learn are skills, as are the spells that he writes in his spellbook. Racial Abilities are categorized as Skills, as are the bonus abilities gained from being a part of a Faction or your character’s Background.

EVERY SINGLE IN-GAME ABILITY FOLLOWS THE SKILL RULES.

The Skill Header System is simple. EVERY skill belongs to a header, which is a grouping of skills under a common theme or concept.
  • Each Race has its own Racial header. These headers are unlocked during character creation by choosing a race for your character.
  • Each of the Backgrounds has its own header. These headers are unlocked during character creation by choosing one (or two, if human) Backgrounds for your character.
  • Each power Source has its own header (Arcane, Otherworld, Primal and Skill),and each Source has sub-headers underneath it called Classes. Source is chosen at character creation or through purchasing an additional Source later.
  • Classes are specializations within a Source and these headers are unlocked by meeting the Requirements for the Class and paying the CP to unlock the header.
  • Each category of magical Spells (Air, Autumn, etc...) is considered its own separate Header. Spell headers are unlocked by purchasing a skill (such as Magical Art for the Arcane Source, or Magic of the Master for Otherworld characters) must be purchased in an identical fashion to other skills, and are subject to all rules in the Spellcasting section.
  • Brittanis does contain SECRET headers that unlock exclusive skills for the characters who meet the requirements through discovery and clever play.
A player can only spend Character Points on skills in a header in she has unlocked. In order to unlock a header, you must pay the number of CP listed in that header’s title.
Example: In the Skill header, Skirmisher is a Class, and has a CP cost listed next to it, indicated as, “Skirmisher 3 CP”. You cannot purchase ANY skills in the Skirmisher header until you have the Required skills and have paid the 3 CP to unlock the Skirmisher header in the first place. Once you have unlocked the header, you can purchase any skill in that specific header.

All characters have Free access to the General Skills header.

Requirements

Some skills have “Requires…” in the skill description, followed by skill names. In order to purchase a skill that has Required skills, you must first have purchased the required skills, paying all applicable CP in the process.

Purchasing Skills

A character who has earned enough CP to buy a new skill can do so by spending their CP when the CP expenditure window opens. There are a couple restrictions to this, however.
  1. You cannot buy multiples of the same named skill at the same time. For example, the Healing Herbs skill can be purchased up to 5 times. You cannot buy 3 levels of Healing Herbs in between events, even if you have the Character Points saved up to afford it. Either spend the points on more diverse abilities (recommended) or purchase one level of the ability in between three separate events. This only applies to an individual named skill.
  2. If a skill has prerequisites, you cannot purchase both the prerequisite and the skill in the same interval. So if Two-Weapon Fighting 2 has a Requirement of Two-Weapon Fighting 1, you cannot purchase both Two-Weapon Fighting 1 and Two-Weapon Fighting 2 in the same Downtime interval. You must purchase level 1 after one event, attend (or pay for) another event, and then purchase level 2 after the second event.
The cost in Character Points is listed after the name of the skill. You may only purchase a particular skill once unless the skill specifically indicates multiple purchases are possible.  

Skill Format

All Skill Descriptions share a similar format. The Skill Description format looks something like this: Nature's Shield (2, 2, 2 CP; 1 Stamina; Battle, Rest, Spell)

Skill Name

The first part of the format is the Skill Name. A character cannot purchase a skill with the same name from multiple headers. Once a character purchase a skill with a specific name from one header, even if they gain access to a skill with an identical name from another header, they cannot purchase it from the second header, and must use the Character Point cost from the original header. Note that in this case it is the skill NAME that is important—if a skill has the exact same effect, but a different name, it can be purchased and applies separately.

Character Point Cost

The next part of the format is the Character Point cost. This is the number of Character Points it costs to buy the 1st level of a skill. If the cost is listed as (1, 2, 3 CP), then it costs 1 CP to buy Level 1 of the skill, 2 CP to buy Level 2 of the skill, and 3 CP to buy Level 3 of the skill. A skill can only be bought as many times as the CP cost indicates. If there is no CP cost for a 4th purchase, there is no Level 4 for that skill. Purchasing skills follows the rules outlined in the Character Rules section.

Resource Cost

The next section in the skill description is the Resource Cost. Typically this is going to be a number of Stamina points that the character must spend in order to use the skill, but occasionally there will be additional costs listed here. In order to use a skill, subtract the number of points from whatever Resource is required and then follow the rules for the skill. If you do not have enough of the required Resource, you cannot use the Skill.

Keywords

The final section in the section in the skill description are the Keywords. Keywords are a short-hand notation for easy reference; if a skill has a Keyword, it follows the rules for that keyword as outlined below.
  • Battle: You must rest for 5 minutes before you can use this skill a second time. See Core Rules for the definition of Rest. Many higher-level versions of skills allow you to use a Battle skill more than once before you must rest. In this case, once you have used the skill the allowed number of times, when you rest you Refresh ALL available uses of that skill.
  • Burst: The skill ends if you move your right foot for any reason (including Repel, Stun, and Slam). You gain multiple uses of this skill, but you take the Root effect until all instances of the skill are used.
  • Day: You cannot use this skill again until the beginning of the next Game Day. Most weekend Events will have three Game Days—Friday Night to Saturday morning counts as one Game Day, Saturday Morning to Sunday Morning counts as a second day, and Sunday morning to End of Game counts as a third day.
  • Other: This skill cannot target the user of this skill. If you have a skill with this keyword, you can’t use it on yourself—only another character can be targeted with it.
  • Rest: Any remaining uses of this skill expire when you rest for any reason. This keyword is found in skills that allow multiple uses of something (typically attacks or defenses). In this case, if you have not used all of the bonus abilities (attacks, defenses, Protection points, etc) when you rest the next time, all unused bonus abilities are lost. Remember—Paralyze, Stun, and Unconscious are also considered resting!!
  • Sacrifice: Requires Vitality to be spent instead of Stamina. Vitality spent in this manner CANNOT BE HEALED until the character who sacrificed the Vitality has rested for 5 minutes.
  • Spell: This skill follows all rules in the Spellcasting section. This includes BUT IS NOT LIMITED TO: using this skill requires an incantation of 5 syllables per Level of the skill, follows all Spell weapon restrictions and can be interrupted by dealing an Effect to the caster. See the Spellcasting section for the complete Spell rules.
  • Watch: You cannot use this skill again until the beginning of the next Watch. A watch is a variable amount of time that can change depending on the length of event, but typically there are 2 watches per Game Day.