Skill Source Skills

Skill Source Skills

(5 CP if making a Multi-Source Character) Skill Classes: Captain Cavalier Dreadnought Marksman Skirmisher Warrior This Source represents trained or innate excellence, either through training or natural talent. You have no supernatural power. You have only your conviction, wit, and skill to sustain you. Choose either "By Cunning" or "By Training." when you unlock this Source. 

BACKSTRIKES

Some skills from this source require that an attack be delivered to the target’s back in a particular manner. A legal backstrike is defined as any attack from the target’s waist to the tops of their shoulder blades. A strike to the top of the shoulder or the butt is not considered a backstrike. A backstrike can only be made with a Small or Short weapon unless specifically stated in the skill description. A strike to the target’s sides is not considered a backstrike. USE CAUTION and make sure your verbals are extra loud and clear when making a backstrike against a target in combat—it’s easy for the target to miss some of the verbal if the attacker doesn’t make it clear. Adrenaline (3, 3, 4, 4, 4, 5, 5 CP) You have learned to channel the intensity and fire of battle into energy you can use to fuel your combat abilities. Each time you purchase this skill, you gain a point of Adrenaline that can be used in place of Stamina to power skills from the Skill power source. These points reset at the beginning of every watch. Buckler (2 CP) This skill allows you to use a buckler. You cannot use a larger shield with this skill. Circle of Steel (3 CP, 1 Stamina) You are adept at clearing the battlefield to give yourself room to recover and reset. You may spend 1 Stamina to call “Disengage.” Combat Reflexes (4, 4, 4 CP, up to 3 Stamina; Watch) You know how to move in combat so as to minimize the damage you take. You may pay up to 3 points of Stamina to give yourself an equal number of armor points. You may not use this skill while wearing a prop that gives armor points, and these points are lost if you put on or activate any other armor or skill that gives you ar­mor points—this includes any temporary armor from a Grant effect. If you are using this skill and gain armor points from physical armor or another ability that gives you armor points, these points are lost. These armor points may be refreshed if you spend one minute of activity to do so, such as stretching. You cannot move or refresh game skills while refreshing armor. The armor points last until your Stamina is refreshed. ·2nd Purchase: you gain armor points equal to the number of Stamina you spend +1. ·3rd Purchase: You can spend up to Tier +2 Stamina on this skill. Critical Strike (3, 3, 3, 3 CP, 3 Stamina) Through rigorous training and practice, you have learned know how to hit a target where their defenses are weakest. You may spend 3 points of Stamina to make a melee or missile attack for “3 Damage.” · 2nd Purchase: “X Damage, where X is your Tier+2. · 3rd Purchase: Costs 1 Stamina to use · 4th Purchase: X is Tier+3 Dirty Fighting (3, 3, 4, 4 CP, 2 Stamina) Requires 2 skills from this Source. You gain one melee or missile backstrike attack for “Short Slow by [Cunning/Training.]” · 2nd Purchase: You can use the “Short Slow” effect –OR—call, “Agony by [Cunning/Training]” · 3rd Purchase: You call “Slow by [Cunning/Training]” · 4th Purchase: You call,“Double Agony by [Cunning/Training]” Focused (3 CP, 2 Stamina; Battle) Pain and disability that might incapacitate a lesser person just makes you more resolved. You have learned how to focus your will in order to finish a fight. When you are subject to an Agony or a Maim effect, you can spend 2 Stamina and call “Reduce” and ignore the Maim or Agony so long as you are engaged with the target who hit you with the Agony or Maim. As soon as that target is dead or otherwise incapable of combat (including Stun, Paralyze, or Spirit), the Agony or Maim effect take place immediately. Medium Armor (4 CP) Requires Light Armor. You may wear Medium Armor. Metabolic Resistance (2, 4 CP; 1 Stamina; Battle) When you purchase this skill choose one Metabolic trait. You are conditioned against that trait. Once per battle, pay 1 Stamina and call out “Resist” to negate one attack with this chosen trait. · 2nd Purchase: Choose 1 additional Metabolic Trait. Resilience (3, 3, 3, 3 CP, 1 Stamina, Battle) Often, injuries that initially seem life-threatening are not so bad with a little applied willpower. Roleplay binding a wound, shaking off the effects of a strike, wiping blood off yourself and checking for wounds, etc for 3 seconds to call “Heal 2 and Slow to Self” · 2nd Purchase: Usable twice per battle. · 3rd Purchase: “Heal [Tier+1] and Slow To Self” · 4th Purchase: “Heal [Tier+1 ] and Short Slow To Self” Shield (2 CP) Requires Buckler.This skill allows you to use a full sized shield. You cannot throw packet delivered effects while you have a full sized shield in your hand. Suck It Up: Slow (3, 3 CP) You have trained hard, learning how to keep going at speed even though your legs resist your mind’s commands. You may end Slow effects after one minute of rest. · 2nd Purchase: 30 seconds of rest Suck It Up: Weakness (3, 3 CP) Your training has been rigorous and difficult. You have learned how to push through the effects that might hinder your abilities. You may end Weakness effects after one minute of rest. · 2nd Purchase: 30 seconds of rest Swift Strikes (3, 3, 3, 3 CP, 1 Stamina; Battle) You have trained hard at speed and precision. You can spend 1 Stamina to make 2 melee or missile attacks for “2 Damage.” · 2nd Purchase: Usable 2/battle · 3rd Purchase: “[Tier +1] Damage” · 4th Purchase: usable 3/battle Toughness (3, 4, 5 CP) You are especially tough, able to take punishment that would kill lesser heroes. Your permanent maximum Vitality is increased by 1. Battlefield Repair: Armor (4, 4, 4 CP) Requires Medium Armor. You can spend 3 minutes of activity roleplaying repair to your armor and call, "Repair Armor by [Training/Cunning] OR to Refresh 1 Armor point. You can only use this skill on your own armor.
  • 2nd Purchase: Requires Tier 2. Refresh [Tier] Armor Points.
  • 3rd Purchase: Requires Tier 3. 1 minute of activity
Double Strike (4, 3 CP, +1 Stamina; Battle) Requires 3 skills from this header. Add “Double...” to a single called melee attack. If another skill grants multiple attacks, this skill only affects ONE attack. · 2nd Purchase: Usable twice per battle Heavy Armor (4 CP) Requires Light Armor, Medium Armor. You may wear Heavy Armor. Parry (2, 3, 4, 4, CP; 1 Stamina; Battle) You can block an attack that would otherwise have hit you. Once per battle, you can call, "Parry" when hit by a melee attack. 2nd Purchase: usable 2/battle 3rd Purchase: usable 3/battle 4th Purchase: usable 4/battle Riposte (3, 3, 4, 4 CP; 2 Stamina; Battle) Requires Parry. Immediately after using the Parry defense, you gain a melee attack for "2 Damage." This attack is lost if you rest for any reason. 2nd Purchase: usable 2/battle 3rd Purchase: Requires Parry 2. "[Tier +1] Damage" 4th Purchase: usable 3/battle. Physical Resistance (2, 4 CP, 1 Stamina; Battle) When you purchase this skill choose one Physical trait. You are conditioned against that trait. Once per battle, pay 1 Stamina and call out “Resist” to negate one attack with this chosen trait. · 2nd Purchase: Choose 1 additional Physical Trait Suck It Up: Maim (3, 4 CP) You may end Maim effects after five minute of rest. Normally Maim ends at the end of the watch. · 2nd Purchase: 1 minute seconds of rest Suck It Up: Root (3, 3 CP) You may end Root effects after one minute of rest. · 2nd Purchase: 30 seconds of rest Weapon Control (3, 3, 3 CP, 2 Stamina, Battle) You have spent a lot of time handling weapons. You can call, “Resist” to negate one Disarm effect. · 2nd Purchase: You can use this skill to Resist Destroy effects against weapons as well. · 3rd Purchase: Usable twice before rest. Will To Live (4 CP, 3 Stamina; Day) You are exceptionally hard to kill outright. Once per day, you can call, “Reduce to 10 Damage” against one Death effect. Battlefield Repair: Weaponry (3, 3 CP) Spend 3 minutes of Activity roleplaying a repair to your weapon and call, "Repair Weapon by [Training/Cunning]" to remove one Destroy Weapon effect. You can only use this skill on your own weapons. · 2nd Purchase: 1 minute of activity. Martial Freedom (2 CP, 1 Stamina; Day) Requires three skills from the Skill Source. Once per day, pay 1 Stamina to purge any one effect that is not Inflict. Call out “Purge by [Heroic Trait]” to end the chosen effect. Mental Resistance (2, 4 CP, 1 Stamina; Battle) Requires Physical Resistance and Metabolic Resistance. When you purchase this skill choose one Mental trait. You are conditioned against that trait. Once per battle, pay 1 Stamina and call out “Resist” to negate one attack with this chosen trait. · 2nd Purchase: Choose 1 additional Mental Trait Strategy of Guile (5 CP, 2 Stamina, Battle) Requires six skills from this header. You have trained and practiced the skills of stealth, shadow, and sneaky fighting. You must rest for 5 minutes in order to reset or change your Strategy. The strategy you choose allows you to use one enhancement or “per battle” skill from the Strategy list below. You pay Stamina only when you choose your strategy. You may only have one Strategy active at any one time. If you choose this skill you cannot purchase Strategy of War.
  • Dirty Tricks: A melee attack for, "Agony."
  • Cunning Stamina: 1/battle negate your first Stamina expenditure.
  • Renewed Attack: Call, "Purge by [Cunning/Training] to end one Repel or Agony effect.
  • Stealth Strike: Make a backstrike melee attack for, "6 Damage"
  • Total Offense: Melee attack for, "4 Damage"
In addition to this list, you may find Strategy Texts in game which allow you to prepare additional skills. To use a Strategy from a Strategy Text you must have the text available at your Safe Place to study while you rest. Some of the texts are permanent and can be used anytime you refresh your Strategy skill, while some fade after some predetermined number of uses. Strategy of War (5 CP, 2 Stamina; Battle) Requires six skills from this header. You have studied and trained and practiced the art of battlefield strategy and tactics . You must rest for 5 minutes in order to reset or change your Strategy. The strategy you choose allows you to use one enhancement or“per battle” skill from the Strategy list below. You pay Stamina only when you choose your strategy. You may only have one Strategy active at any one time. If you choose this skill you cannot purchase. Strategy of Guile.
  • Armor Training: while chosen the Armor Points of any physical armor you wear are increased by 1.
  • Battlefield Discipline: Call, "Purge by [Cunning/Training]" against one Fear, Will, or Confusion trait or Frenzy effect.
  • Agility Training: +1 armor points when using Combat Reflexes.
  • Limb Breaker: Melee attack for, "Maim [limb] by [Cunning/Training]"
  • Total Offense: Melee attack for, "6 Damage by [Cunning/Training]"
In addition to this list, you may find Strategy Texts in game that allow you to prepare additional skills. To use a Strategy from a Strategy Text you must have the text available while you rest. Some of the texts are permanent and can be used anytime you refresh your Strategy skill, while some fade after some predetermined number of uses.