Skirmisher

Skirmisher (3 CP) REQUIRES:
  • Short Weapon Skill x2
  • Combat Reflexes--OR--Light Armor
  • Dirty Fighting
  • Swift Strikes
  • Suck It Up (Slow, Maim, OR Root)
  • Circle of Steel OR Resilience
  • Heroic Dodge, Heroic Block, OR Heroic Strike (any 1)
Skirmishers are fast-moving flankers, at their most dangerous harrying the edges of a fight or when behind enemy lines. They have withering tactical offense and defenses that help alleviate the danger of their risky ventures into enemy territory.
Most armies employ skirmishers on the fringes of a battle, seeking to penetrate or envelop the enemy line. Skirmishers are particularly adept attacking out enemy leaders and spellcasters with their fast-moving tactics.
Some skirmishers are adept at more shadowy skills as well-- picking locks, disarming traps, and disappearing into the darkness are common. Many skirmishers come from common or criminal backgrounds where they had to learn to survive on the streets or steal food to live. These skills now serve them well in other capacities.

FREE SKILL

When you unlock this header, you gain the Fleet-Footed skill for free. The 0 CP cost is considered the 1st Purchase. Fleet-footed (0, 3, 3 CP, 1 Stamina; Battle)
  • You can call “Resist by Training” to one Root or Slow effect.
  • 2nd Purchase: Usable 2/battle.
  • 3rd Purchase: Usable 3/battle

Skirmisher Skills

Backstab (3, 3, 4, 4, 5, 5 CP) Requires Hobbling Strike, Pressure Point, Knockout, OR Disabling Strike.
  • Choose 1 of the skills on the Required list. Every time you use that this skill, you add, “2 Damage and…” to the call for that skill. For example, if you add Backstab to Hobbling Strike, you would call, “2 Damage and Short Slow by Training”
You must have purchased the skill normally before you can purchase Backstab for that skill. For instance, you must have Hobbling Strike before you can purchase Backstab for Hobbling Strike.
  • 2nd Purchase: Choose another skill from the Required List
  • 3rd Purchase: Choose another skill from the Required List
  • 4th Purchase: You call,” 3 Damage and…”
  • 5th Purchase: Choose another skill from the Required List
  • 6th Purchase: You call, “4 Damage and…”
Better Lucky Than Good (3, 3, 3 CP, 2 Stamina; Day)
  • If you are Unstable and you are about to die because your one minute death count is expiring you may spend 2 Stamina and call You call, “Stabilize and Drain to Self by Training."
  • 2nd Purchase: usable 1/watch
  • 3rd Purchase: "Stabilize and Short Drain to Self by Training."
Cloak of Shadow (4 CP, 2 Stamina)
  • You may protect yourself from harm by drawing a dark, hooded cloak about you and melding with the shadows. You are empowered to seek shelter some place between the shadows, becoming insubstantial to the real world so long as you do not move. This skill can only be activated in a location where there is no direct sunlight. Pay 2 points of Stamina, gather your cloak around you and call out "Imbue by Shadow" to become a spirit.
So long as you do not move, speak, or use any other game skill you gain the Spirit defense. You gain the Shadow trait and the Spirit trait. Any attack that is "to Shadow" or "to Spirit" will affect you and, if they are not beneficial, knock you out of Spirit form. Otherwise you will stay in spirit form until you choose to move or dawn comes. Disabling Strike (3, 3, 4 CP, 2 Stamina; Battle) Requires Sneak Strike 2, Hobbling Strike 2.
  • You can call “Short Maim [limb] by Training.” on a melee backstrike attack.
  • 2nd Purchase: “Maim by Training”
  • 3rd Purchase: Does not have to be backstrike
Disable Device (3, 3, 4, 4 CP, 2 Stamina)
  • This skill allows you to attempt to arm or disarm traps. Without this skill you can avoid traps, but you cannot attempt to manipulate them without setting them off. In order to disarm a trap you must actually use Thieves’ Tools (not normally legal in most areas) to prevent the mechanical trigger from setting off the part that makes noise and causes damage to you.
  • 2nd Purchase: You can attempt to disable a device twice before the device will trigger, set off an alarm, etc
  • 3rd Purchase: 3 disable attempts
  • 4th Purchase: 4 disable attempts.
Elusive (3, 3, 3, 3 CP; 1 Stamina; Battle)
  • Once per battle, you can call "Avoid" against any CALLED melee or missile attack that hits you.
  • 2nd Purchase: usable 2/battle
  • 3rd Purchase: now usable against packet attacks
  • 4th Purchase: usable 3/battle
Escape Artist (2, 4 CP, 2 Stamina; Battle)
  • You pay one point of Stamina to call, “Purge by Training.” against one Paralyze, Root, or Slow effect.
  • 2nd Purchase: You can spend 1 minute of Activity and pay 3 Stamina to slip shackles, ropes, or other physical binding props from your feet/hands/wrists etc.
From Hiding (4 CP, per day) Requires 2 skills purchased from this header.
  • Once per day while in hiding you may take 30 seconds of rest to refresh all your “per battle” skills even if you are not in a Safe Place. You cannot be in line of sight of your opponents; you must be in hiding or have hard cover to use this skill. Under a cloak or behind an ally does not qualify as hard cover.
Now You See It, Now You Don't (3 CP, 1 Stamina)
  • This skill allows you to pay one point of Stamina to hide one item for five minutes on your person. The item cannot be in plain sight. If you are searched you do not have to reveal the presence of the item. If the item is actually spotted by someone, however, this skill fails. The skill will work for five minutes even if you are killed during that time.
Scavenger (4, 5, 6 CP)
  • This skill allows you to spend time between days scraping to gather the money and food you need to sustain yourself. So long as you do not maintain the trappings of the rich, and your clothing and accessories appear worn, you do not have to pay monetary or food maintenance costs. You cannot use this skill if you end an event with a condition that prevents the use of game skills. You are considered to have Common Maintenance.
  • 2nd Purchase: You can pay the Common price and are considered to have Gentry Maintenance.
  • 3rd Purchase: You can pay the Gentry price and are considered to have Noble Maintenance.
Unassuming (3, 3, 5 CP; 2 STA; Day)
  • You are adept at staying unnoticed. Once per day you can spend 2 Stamina to silently resist an Expose effect that is "By My Voice," or "In this Place/Room."
  • 2nd Purchase: applied to any "By Your Name" or "By My Gesture"
  • 3rd Purchase: You can silently call NO EFFECT vs any Expose Effect at no Stamina cost. You can choose to ignore this ability if you wish.
Bait Attack (2, 3, 3, 3 CP; 2 STA; Battle)
  • You wait for an enemy to strike, then use their attack as an opening for a strike of your own. Once per battle, when you take a called damage melee attack, you immediately call, "Imbue by Training" and make a melee attack for "3 Damage by Training!" Note: If you use a skill to negate the attack, or block it with a weapon or shield, you cannot use that attack to trigger this skill.
  • 2nd Purchase: Usable 2/battle
  • 3rd Purchase: "[Tier+3] Damage by Training"
  • 4th Purchase: [Tier+3] Damage and Disarm by Training."
Pace The Battle (3, 3, 3, 3 CP; 2 STA; Watch, Rest)
  • When the battle rages fiercest, you know how to keep going and survive to fight again. Spend 2 STA and call, "Imbue by Training." Till the end of the battle, every time you make a called attack--whether the attack is successful or not-- you gain 1 Protection after the attack. Note that because this is a Grant Effect, it does not stack-- if you use it again before the Protection is used up, it just resets at 1 Point.
Example: Cyrus spends 2 STA and calls, "Imbue by Training." He then immediately makes an attack for "2 Damage." and then gains 1 Protection Point. He gets hit for 3 Damage and the Protection is used up, and then Cyrus makes an attack for "Agony by Training." and gains 1 Protection Point again. This lasts until Cyrus rests.
  • 2nd Purchase: You gain 2 Protection Points
  • 3rd Purchase: usable 2/watch.
  • 4th Purchase: usable 1/battle.
Skeleton Key (5 CP, 3 Stamina) Requires Disable Device 3, 5 other skills from this header.
  • If, after at least a minute of trying to pick a lock, you cannot get it open you may spend 3 points of Stamina to force the tumblers and open the lock. You must call out "Inflict by Training” and you can open the box, door, or latch the lock is attached to as if the lock was opened. This will only open one lock, and it will not affect traps in any way.
NOTE: Some locks/traps may be immune to this skill. Streetwise (3 CP; OPEN Information Skill)
  • You have learned how to use the darker side of society to dig up rumors and information that people may have learned in the course of "normal" business.
If you spread some money around you often hear rumors or tales about the things other groups have seen and jobs they might have been hired for. This is an information skill that requires you to spread around money to loosen lips. You submit a question between events as described in the Information Skills section. If the question is appropriate for this dangerous element you may receive knowledge appropriate to your question. Using this skill costs 4 hours of Downtime. Wary of the Trap (2, 2, 4 CP, 1 Stamina; Battle)
  • If you are targeted by an attack originating from an inanimate object such as a trap, you can call, “Avoid by Training.” The trap does not affect you or your possessions, but it will still have secondary effects such as destroying containers and possibly affecting your companions. Weapons held by an enemy or missile attacks from an enemy-held bow or thrown weapons cannot be affected by this skill.
  • 2nd Purchase: usable 2/battle
  • 3rd Purchase: When the trap goes off, you can choose 1 ally within Medium Melee Weapon reach to be unaffected by the trap as well.
Buckler (4 CP)
  • This skill allows you to use a buckler. You cannot use a larger shield with this skill.
Shadow Strike (3, 4, 4, 5 CP, 3 Stamina; Battle) Requires Setup Strike 3.
  • You gain one melee or missile backstrike attack for “Short Drain by Training”
  • 2nd Purchase: You can use the “Short Drain” effect –OR—call, “Short Stricken by Training”
  • 3rd Purchase: You call “Drain by Training”
  • 4th Purchase: You call, “Stricken by Training”
Setup Strike (3, 3, 4, 4, 5 CP, 2 Stamina) Requires Dirty Fighting 2.
  • You gain one melee or missile backstrike attack for “Short Weakness by Training”
  • 2nd Purchase: You can use the “Short Weakness” effect –OR—call, “Short Maim [Limb] by Training”
  • 3rd Purchase: You call“Weakness by Training”
  • 4th Purchase: You call, “Maim by Training”
  • 5th Purchase: Does not have to be a backstrike
Silence Strike (3, 5 CP, 2 Stamina) Requires Dirty Fighting x 2, Setup Strike x2.
  • As Dirty Fighting, but you gain 1 melee or missile attack for, “Silence by Training.” This attack must be a backstroke.
  • 2nd Purchase: Does not have to be a backstrike.
Evasive Action (3 CP, 1 Stamina)
  • You can use a melee weapon to call a Disengage as described in the Effects section.
Hobbling Strike (3, 3, 5 CP, 1 Stamina)
  • You can call “Short Slow by Training,” on a melee backstrike attack.
  • 2nd Purchase: “Slow by Training.”
  • 3rd Purchase: Does not have to be backstrike
Lightning Reflexes (2, 3, 5 CP) Requires Combat Reflexes I.
  • The number of armor points you can spend while using Combat Reflexes is increased by 1.
Pressure Point (3, 3, 5 CP, 2 Stamina)
  • You can call “Agony by Training” when making one melee or missile backstrike attack.
  • 2nd Purchase: “ Double Agony by Training.”
  • 3rd Purchase: Does not have to be backstrike
Off-Hand Weapon (3, 5 CP)
  • This skill allows you to use a second melee weapon in your off hand, while wielding a melee weapon in your main hand. It may be bought two times. The first purchase allows use of a Small or Short weapon in the off hand, the second allows you to use a Medium weapon.
Knockout (4, 4, 5 CP, 2 Stamina;) Requires Sneak Strike 2, Sever The Snake’s Head, Pressure Point 2.
  • You call “Short Stun by Training” when making 1 melee or missile backstrike.
  • 2nd Purchase: “Stun by Training”
  • 3rd Purchase: Does not have to be backstrike
Sneak Strike (2, 2, 3, 3 CP, 2 Stamina; Battle)
  • You call “3 Damage,” for one melee or missile attack. If this attack is a backstrike, it gets +1 damage.
  • 2nd Purchase: Usable 2/battle
  • 3rd Purchase: usable 3/battle
  • 4th Purchase: “[Tier+2] Damage,” If this attack is a backstrike, it is [Tier+3].
Sever The Snake’s Head (3, 3, 3, 3 CP, 2 Stamina; Battle) Requires Sneak Strike 3.
  • You make a melee or missile backstrike and call “Waste 3 Vitality by Training.”
  • 2nd Purchase: “Waste 4 Vitality by Training”
  • 3rd Purchase: usable 2/battle
  • 4th Purchase: “Waste [Tier+3] Vitality by Training,”