Tag Archives: skills

Cavalier

Cavalier (3 CP)

REQUIRES:
  • Focused
  • Medium Armor
  • Suck it Up (any)
  • Resilience
  • Heroic Constitution, Heroic Endurance, or Heroic Vitality
The cavalier is the pinnacle of battlefield endurance and staying power. Her armor is strong, and she knows how to use it to maximum advantage. Her shield with stands the mightiest blows, and she is notoriously hard to kill, especially when fighting as part of a group or with healing support. They are also skilled at tactical offense that can disrupt enemy plans and strategy.
Cavaliers are determined defenders, changing the course of a battle by their staying power and ability to soak up enemy attacks. The cavalier understands that the last warrior standing is the one who wins a battle, regardless of how many swords are swung. They fight better and smarter, and come out the other side alive and having achieved their goals.

FREE SKILL

When you unlock this header, you gain the Knight's Raiment skill for free. The 0 CP version counts as the 1st Purchase. Knight's Raiment (0, 2 CP) You have been trained in the arms and armor of a cavalier.
  • You can use Heavy Armor. This skill counts for Requirements.
  • 2nd Purchase: You can use Shields. This skill counts for Requirements.

Cavalier Skills

Armor Mastery (2, 3, 4 CP) Requires 3 skills purchased from this header.
  • When wearing a set of the same kind of armor (all Light, all Medium, or all Heavy), your Armor Pool increases by your Tier. If you are wearing a helmet, the bonus is Tier +1.
  • 2nd Purchase: [Tier +1 (+2 with helmet)], and you gain one additional "Resist" vs Stun per watch.
  • 3rd Purchase: [Tier +2 (+3 with helmet)], and you gain one "Resist" vs Destroy per watch that protects the armor you're wearing.
Armor Renewal (5, 5 CP, 4 Stamina; Day) Requires Like a Second Skin, 5 skills from this header.
  • Call out “Refresh All Armor to Self by Valor." to instantly refresh your armor points. This only applies to physical armor you are currently wearing.
  • 2nd Purchase: Usable once per Watch
Bend, Not Break (3, 3 CP, 2 Stamina; Battle) You are quick and fluid enough to drop a weapon (or other item) to keep it from being broken.
  • When struck by a Destroy effect, you can call out “Reduce to Disarm by Valor." and take a Disarm effect instead.
  • 2nd Purchase: Usable 2/battle
Disarming Strike (3, 3 CP, 2 Stamina; Battle) You can strike an opponent’s weapon (not including shields) to twist it out of their hand.
  • Strike an opponent’s weapon with yours and call “Disarm by Valor."
  • 2nd Purchase: Usable 2/battle
Don’t Fear The Reaper (3, 3, 3, 3 CP, 3 Stamina; Day) Requires 6 skills from this header.
  • When struck by a Death effect, you can call out “Reduce to Unstable by Valor." and collapse with no Vitality rather than taking the Death effect. You may use this skill even if you are unconscious.
  • 2nd Purchase: usable 2/day.
  • 3rd Purchase: Requires Tier 2. Call, “Reduce to 10 Damage by Valor." You cannot negate or defend this damage in any way. It can be healed normally.
  • 4th Purchase: usable 1/watch
  • 5th Purchase: Requires Tier 3. Call, “Reduce to Stun by Valor." You cannot defend or negate this Stun in any way, but another character can Cure it normally.
Healer’s Ally (3, 5 CP, 2 Stamina; Watch) You are experienced with receiving healing magic to the point that it works better on you.
  • Spend 2 Stamina; until the end of the current watch, all healing effects delivered with you as the target by a character other than you grant 1 additional Vitality. This skill does NOT apply to potions, scrolls, or other “third party” effects. They must be directly delivered from the originator of the effect to you for this skill to apply.
  • 2nd Purchase (requires 4 skills from this header): All Heal effects grant an additional 2 Vitality.
Mighty Strike (4, 4, 4, 4 CP, 1 Stamina; Battle)
  • You can strike with terrible precision and power. Spend 1 Stamina and call “4 Damage” for one melee attack.
  • 2nd Purchase: Usable 2/battle
  • 3rd Purchase: Usable 3/battle
  • 4th Purchase: “[Tier+3] Damage”
Weakening Strike (3, 3, 3, 3 CP, 2 Stamina; Battle; Rest) You strikes sap the enemy’s willpower.
  • You can spend 1 Stamina and make a melee attack for “Short Weakness by Valor."
  • 2nd Purchase: 2 attacks
  • 3rd Purchase: usable 2/battle
  • 4th Purchase: “Weakness by Valor."
I Remain Defiant (4 CP, 3 Stamina) Requires 4 skills from this header.
  • When struck by a CALLED attack that would normally drop you to 0 Vitality, you can call on reserves of strength to remain standing at 1 Vitality. Call “Reduce by Valor." and role play a particularly devastating strike. Take sufficient damage to leave you at 1 Vitality. Remember that as with any defense, you must use this twice to fully negate a Double attack.
This skill DOES NOT defend against the secondary portion of a Combined Effect. This effect only works against the called damage portion of an attack. If an attack has a secondary Effect, that still affects you. Example: If an attack such as“5 Damage and Stun by Darkness” hits you, and you only have 3 Vitality, you can use this skill by calling, “Reduce by [Heroic Trait]” and applying this skill as normal—HOWEVER, you still take the secondary effect (Stun in this case), and can defend against itas normal. This skill cannot be used to defend against a Death Effect. Relentless Blade (5, 3, 3 CP, 3 Stamina; Watch) Requires Mighty Strike, Weakening Strike, and 3 other skills from this header.
  • Your good fighting arm never tires, provided you pace yourself with rest. When you activate this skill, gain three melee attacks for “2 Damage by Valor." You must use these attacks before you rest for any reason. You do not have to use the attacks consecutively, or even in the same fight.
You only exhaust a use of this skill if the attack lands and the target acknowledges it with role play or calls a defense.
If you activate this skill again when you already have it activated, the original use of the skill ends. So you can get another 3 attacks for "2 Damage by Valor."” quickly when needed for an additional 2 Stamina, but you can only reset the attacks from the most recent use; they don't keep stacking up.
  • 2nd Purchase: You gain 4 attacks
  • 3rd Purchase: Each attack calls, "[Tier+1] Damage by Valor."
Room to Fight (2 CP, 1 Stamina; Battle)
  • You can use a melee weapon to call "Disengage" as described in the effects section.
Mental Strength (2, 3, 4 CP, Day)
  • Call out “Purge by [Heroic Trait]” to end one Mental effect.
  • 2nd Purchase: usable 2/day
  • 3rd Purchase: Call, “Resist by [Heroic Trait]
Like a Second Skin (3 CP) Requires Battlefield Repair: Armor, 2 skills purchased from this header.
  • Battlefield repair Refreshes an additional +1 Armor points.
Obedience (2 CP, Three times per day)
  • If an effect with a Mental trait is preventing you from obeying a direct command from your sworn Lord you may, three times per day, call out “Purge by Valor” to end that effect. Sworn Oaths must be on record with Staff before you can purchase this skill.
Cavalier’s Challenge (5 CP, 1 Stamina) Require 3 skills purchased from this header.
  • Use this skill at the start of an engagement with a particular enemy where no attacks have been made between the two of you. Spend three seconds of role play where you stare down your opponent with your weapon sheathed in a sash, baldric, ring, or otherwise secured and unusable. After three seconds draw your blade or blades quickly and yell out a brief but fierce battle cry to gain strength. You gain one "Resist" defense against Mental attacks and one Resist defense against Disarm effects.
For the rest of the battle your called melee Damage effects that are greater than 2 are increased by 1. You may use this ability multiple times in a battle if you can find the time to re-sheath your weapon and properly confront a new foe to refresh your Resist defenses, but none of the effects stack. Your damage will not be further increased, and only one Resist against Mental or Disarm can be active at any one time.
Steel Shell (3, 3, 3 CP; Battle) Requires Armor Mastery.
  • If you are fully armored with a heavy armor prop then your armor provides extra defense. Each time your armor is refreshed by spending a full minute repairing it you gain the ability to call “Guard” to negate the first melee attack with the Agony, called Damage, or Maim effect that strikes you.
  • 2nd Purchase: Guard first attack of any type—melee, missile, or packet
  • 3rd Purchase: Guard first 2 attacks

Dreadnought

Dreadnought (3 CP)

REQUIRES:
  • Large Weapon Skill x1
  • Critical Strike
  • Toughness
  • Heroic Might
  • Heroic Strike, Heroic Block, OR Heroic Vitality (any 1)
Stories and legends among all peoples tell of warriors wielding mighty weapons, slaying ferocious monsters. The dreadnought is master of the largest weapons, inflicting terrible wounds upon their foes and striking them down in droves. They are elite shock troops, standing at the forefront of battle with a combination of two-handed weapons and incredible resilience that lets them crush their enemies. On the edges of civilization, the common folk are beset on all sides by a multitude of foes. Sometimes, their courage and skill can hold the line, but many times an arrow is no good against a giant, and a spear thrust is ignored by a troll's thick hide. The dreadnought serves as the balance to these monsters, pairing heavy melee weapons with devastating attacks, the dreadnought can strike hard against mighty foes or hack their way through entire tribes of lesser enemies. Dreadnoughts come from all societies and backgrounds-- some are wilderness warriors, fighting with a combination of raw talent and savage instinct. Others are more formally trained--but no less deadly-- trained as vanguard soldiers and taught to use their mighty weapons to break the enemy's line.

FREE SKILL

When you unlock this header, you gain the Chargebreaker skill for free. The 0 CP cost is considered the 1st Purchase. Chargebreaker (0, 3, 3, 3, 3, 3 CP, 2 Stamina; Battle) Your swings make an enemy’s fast-moving soldiers slow in their tracks. You make a melee attack for “Short Slow by Might." · 2nd Purchase: “[Tier+1] Damage and Short Slow by Might." · 3rd Purchase: usable 2/battle · 4th purchase: [Tier+2] Damage · 5th purchase: usable 3/battle · 6th purchase: [Tier+3] Damage

Dreadnought Skills

Brutal Strike (2, 3, 3, 3 CP; 2 Stamina; Battle) You make a melee attack for “3 Damage” If you are using a two-handed weapon, you may instead call “4 Damage.” · 2nd Purchase: usable 2/battle · 3rd Purchase: usable 3/battle · 4th Purchase: call, “[Tier+3] damage”. If you are using a two-handed weapon, [Tier+4]. Dreadnought Assault (3, 4, 5 CP, 2 Stamina; Battle) Requires 4 skills from this header. You strike out with a storm of damaging attacks. You gain 3 melee attacks for X damage, where X is your Tier +1. · 2nd Purchase: X is your Tier+2. · 3rd Purchase: X is your Tier+3. Debilitating Strike (3, 3, 3, 3, 3, 5 CP, 2 Stamina; Battle) You slam your weapon into the enemy in just the right spot, weakening its strikes considerably. You can make a melee attack for “Short Weaken by Might." · 2nd Purchase: “[Tier+1] Damage and Short Weaken by Might." · 3rd Purchase: usable 2/battle · 4th Purchase: [Tier+2] · 5th Purchase: usable 3/battle · 6th Purchase: “[Tier+2] Damage and Short Drain by Might." Crippling Blow (3, 3, 3 CP, 3 Stamina; Battle) Requires three skills from this header. You may make a crippling attack at an opponent’s limb with a melee weapon. You make a melee attack for “Short Maim [limb] by Might." You only specify which limb is affected if you strike the torso. If you strike a limb, that limb is affected. · 2nd Purchase: Usable 2/battle. · 3rd Purchase: “Maim [limb] by Might." Shield-Breaker (4 CP, 2 Stamina, Battle) You slam your weapon into an enemy’s shield, splintering it and rendering it useless. You may call “Destroy Shield by Might.” on one melee attack. Leveraged Block (2 CP, 2 Stamina) If you are using a two handed weapon and one of your arms is affected by a Maim effect you can still block incoming attacks as long as your other arm can still function. You cannot attack, but you can block incoming attacks and use game skills that allow you to call out a Defense and require you to be using a weapon. You must call out “Reduce by Might." when the Maim strikes you. The ability to block ends if you take another Maim to the same arm and you cannot use this skill again until that Maim is cured. Unstoppable (3, 3, 4, 4 CP) Your maximum Vitality permanently increases by 1. Cleave (3,3, 3, 3 CP, 2 Stamina) Requires Brutal Strike, Dreadnought Assault, 2 other skills from this header. To Activate this skill, you call “Imbue by Cleave,” and you immediately gain a Melee Attack for 3 damage. Once this skill is active, each time your attack drops an unwilling enemy (whether through loss of vitality, Slam, Stun, etc) you gain another “Grant to Self: Melee Attack 3 Damage.” Also, since you can only have one Grant: Melee Attack skill active at a time, you can have only one melee attack from this skill active at a time. Since this is a Grant effect, if you are the target of any other Grant: Melee Attack effect, the second Grant supersedes the Grant from this skill AND THIS SKILL ENDS, even if the benefit is lower. Although you can never have more than one attack active at a time, as soon as you deliver that attack you are eligible to gain another if you drop another enemy. Activating this skill costs 2 Stamina, and the skill effect ends when you fall unconscious, gain the Unstable Trait, are the target of another Grant: Melee Attack effect, use another called attack skill, or refresh any skill or attribute by resting or activity time. Only one skill that triggers “when you drop an unwilling enemy” can be used per instance of dropping an enemy. · 2nd Purchase: Melee Attack [Tier+3]  Damage,” · 3rd Purchase: You can use other Dreadnought called melee attacks without ending this skill. · 4th Purchase: You can use other called melee attacks from the Skill Source or any of its Classes. Driving Attack (4, 4, 4 CP, 2 Stamina) Requires 6 skills purchased from this header. You can call “[Tier+1] damage and Slam by Might." · 2nd Purchase: [Tier +2]. · 3rd Purchase: [Tier+3]. Roar of Triumph (3, 3, 3, CP, 1 Stamina; Battle) Requires 4 skills from this header. When your attack drops an unwilling enemy (whether through loss of vitality, Slam, Stun, etc) you can immediately make a loud battlecry, spend 1 Stamina and call, “By My Voice, Refresh [Tier] Stamina to Hero,” Only one skill that triggers “when you drop an unwilling enemy” can be used per instance of dropping an enemy. You cannot use this skill again until you have rested for 5 minutes. · 2nd Purchase: Refresh [Tier+1] Stamina · 3rd Purchase: usable 2/battle. Hack and Hew (3, 5, 7 CP, 2 Stamina, Battle) Requires 5 skills from this header. You call, “Imbue by Hack and Hew” and gain 3 Melee for [Tier+3], then [Tier+2], then [Tier+1] Damage. You must use all 3 attacks immediately and in numerical order. You cannot use any other attack or defense skill between the 3 attacks, or the remaining attacks are lost. You cannot use this skill again until you have rested for 5 minutes. · 2nd Purchase: [Tier+4], then [Tier+3], then [Tier+2] Damage · 3rd Purchase: [Tier+5], then [Tier+4], then [Tier+3] Damage Dazing Strike (4, 4, 4 CP, 2 Stamina, Battle) Requires 4 skills from this header. You make a melee attack for “Short Paralyze.” · 2nd Purchase: “[Tier+1] Damage and Short Paralyze by Might." · 3rd Purchase: usable 2/battle Unstoppable Advance (4, 4, 4 CP, 3 Stamina, Battle) Requires Driving Attack. You swing your weapon with incredible force, tossing your enemies aside on all sides. You gain 3 melee attacks for “Slam by Might." You must use all 3 attacks immediately. You cannot use any other attack or defense skill between the 3 attacks, or the remaining attacks are lost. · 2nd Purchase: “ [Tier+1] Damage and Slam by Might." · 3rd Purchase: [Tier+2] Swing For The Knees (3, 3, 3 CP, 1 Stamina, Battle) Your ferocious strike forces your enemy to stand fast against you. You gain a melee attack for “Short Root by Might." · 2nd Purchase: “[Tier+1] Damage and Short Root” . · 3rd Purchase: usable 2/battle · 4th Purchase: usable 3/battle Armor-Piercing Strike (3, 3, 3, 3 CP, 2 Stamina, Battle) Requires 4 skills from this header. Your strikes rend your foe’s armor, tearing away their protections. You gain a melee attack for “Destroy Armor by Might." · 2nd Purchase: "[Tier+1] Damage and Destroy Armor by Might." · 3rd Purchase: [Tier+2] Damage · 4th Purchase: usable 2/battle

Marksman

Marksman (3 CP) REQUIRES: Archery--OR--Thrown Weapons Weapon Control Battlefield Repair (Weaponry) Critical Strike Swift Strikes Heroic Shot Heroic Dodge OR Heroic Vitality The marksman is the master of projectile and missile weapons-- the bow, crossbow, and thrown weapons. They draw on the skill gained by intense practice and study of missile weapon tactics to deter and defeat their enemies. Marksmen track down and slay monsters and enemies intent on attacking villages and towns; they work especially well when supported by those who can keep enemies away from them while they deliver death from afar. A marksman is a warrior first and foremost, manipulating the battlefield through ranged attacks. Against any enemy, the marksman's attacks pack a punch that makes them a considerable danger to any enemy, regardless of the battlefield. FREE SKILL When you unlock this header, you gain the Rapid Reload skill for free. The 0 CP cost counts as the 1st Purchase. Rapid Reload (0, 4, 4, 4 CP) You are adept at readying more ammunition in the heat of battle. You can fire 12 arrows instead of 10 (or 4 thrown weapons instead of 3) before needing to Refresh. · 2nd Purchase: You can Refresh your Ammunition after 30 seconds of activity instead of 1 minute. · 3rd Purchase: You can fire 15 arrows instead of 10 (or 5 thrown weapons instead of 3) before needing to Refresh. · 4th Purchase: You can refresh your Ammunition after 15 seconds of activity instead of 30. Marksman Skills Ash To Iron (4 CP) You may strengthen your bow so it can be used as a parrying device. If the bow prop has been approved by staff as a parrying weapon, you may block melee attacks with the bow as if it was a melee weapon. You may not under any circumstance strike an opponent with your bow prop. Backup Ammo (4, 4, 4, CP, Day) Requires Rapid Reload 2. Once per day you may call out “Refresh Ammunition by [Heroic Virtue]” to instantly refresh your quiver without spending one minute of activity. 2nd Purchase: Usable 1/watch. 3rd Purchase: Usable 1/battle. Blood Shot (3, 3 CP, 2 Stamina and 2 VITALITY; Watch) Requires 4 skills from this header. You can imbue a projectile with your own life force to unleash a devastating attack. Roleplay cutting yourself with one of your missile weapons, then whisper to the arrow for ten seconds. Then fire/throw the projectile at a target and call out “10 Damage,” and immediately after firing call, "2 Damage and Agony to Self". The damage to Self cannot be negated, resisted, or defended against in any way, but it can be healed as normal once it has been taken. You only exhaust Stamina if the attack lands and the target acknowledges it with roleplaying or calls a defense. However, you spend the Vitality when you fire, whether you hit or miss. If you miss, you must start all actions over again from the beginning (cutting, whispering, etc) before firing again. You must not pause for more than 3 seconds between cutting and whispering, or whispering and firing. You cannot use other game skills between cutting and firing (including blocking with your weapons or using defensive skills). If someone lands an attack on you while you are still whispering to your arrow, you must start your ten second count over, whether the attack affected you or not. · 2nd Purchase: usable once per battle Bow and Blade (3 CP) Requires Ash to Iron, Short Weapon. You can fight with a bow in one hand and a Small or Short weapon in the other. Marksman's Aim (2, 3, 4 CP, 3 Stamina; Battle) Requires 4 skills from this header. You pay 3 points of Stamina to make a precision strike with a missile attack. You call "6 Damage" and strike with the attack. · 2nd Purchase: 2/battle · 3rd Purchase: 3/battle Disarming Shot (3, 3, 3, 3 CP, 2 Stamina; Battle) Requires 2 skills from this header. You are capable of precise shots that knock weapons and items from the hands of your targets. You make a missile weapon attack, calling "Disarm [Limb] by [Cunning/Training]” · 2nd Purchase: “2 Damage and Disarm [Limb] by [Cunning/Training]” · 3rd Purchase: usable twice per battle · 4th purchase: “[Tier+1] Damage and Disarm [Limb] by [Cunning/Training]” Distracting Shot (3, 3, 3, 3 CP, 2 Stamina; Battle) You can make your projectiles annoying and cause your enemy to fumble and fluster. You can call “Short Weakness by [Cunning/Training]”on one missile attack. · 2nd Purchase: usable twice per battle · 3rd purchase: “Weakness by [Cunning/Training]” · 4th Purchase: “Double Weakness by [Cunning/Training]” Double Shot (3, 3, 3, 3 CP, 3 Stamina; Battle) Requires four skills from this header. You fire two projectiles that strike as one. You can make a melee attack and call, “Double 3 Damage” This skill uses only 1 piece of ammunition · 2nd Purchase: usable twice per battle · 3rd Purchase: costs 2 Stamina · 4th purchase: “Double 4 Damage” Duck For Cover (3, 3, 3 CP, 2 Stamina, Battle) You call, “Avoid by [Cunning/Training]” against one missile or packet attack. 2nd Purchase: usable 2/battle 3rd Purchase: usable 3/battle Long Bow (5 CP) Requires 5 skills purchased from this header. You may use a larger, more powerful bow. Your bow prop may be up to 60” in length. All your called attacks made with your bow that do 2 or more damage are increased by 1. This increase only stacks with other PERMANENT increases to your attacks . Thrown Weapon Mastery (5 CP) Requires 5 skills purchased from this header. All your called attacks made with thrown weapons that do 2 or more damage are increased by 1. This increase only stacks with other PERMANENT increases to your attacks . Rain of Death (4 CP, 2 Stamina; Burst, Watch) Requires 2 skills from this header. Once per watch you may steady yourself, plant your feet and call out “Imbue by Marksman” to fire off a volley of deadly projectiles. You may call out “2 Damage” with each projectile you fire until you move your right foot or your Ammunition runs out. You may pivot on your right foot and you may use other called missile attacks but using any other skills or falling unconscious ends this effect. Using any effect that refreshes your Ammunition ends this effect, as does moving your right foot for any reason including Stun, Slam, Repel, etc. Rooting Shot (2, 3, 3, 4 CP, 2 Stamina, Battle) Make a missile attack for “Short Root by [Cunning/Training]” · 2nd Purchase: “Root by [Cunning/Training]” · 3rd Purchase: usable twice per battle. · 4th Purchase: “Double Root by [Cunning/Training]” Shooting the Nerve (3, 3, 3, 3 CP, 2 Stamina; Battle) You may make a nerve strike with a projectile weapon. You call "Agony by [Cunning/Training]” and fire or throw the weapon. · 2nd Purchase: “2 Damage and Agony by [Cunning/Training]” · 3rd Purchase: usable twice per battle. · 4th Purchase: “2 Damage and Double Agony by [Cunning/Training]” Silencing Shot (3, 4, 4 CP, 3 Stamina) You know just where to hit your opponent to knock the wind right out of them. You call “Short Silence by [Cunning/Training]” to one missile attack. 2nd Purchase: “Silence by [Cunning/Training]” 3rd Purchase: costs 2 Stamina Staggering Shot (4, 4, 4, 4 CP, 3 Stamina; Battle) Requires 4 skills from this header. Your shots can strike home with devastating force. You call “Slam by Force” to one missile attack. 2nd Purchase: “[Tier+1] Damage and Slam by Force” 3rd Purchase: usable twice per battle. 4th Purchase: Costs 2 Stamina Threatening Aim (4 CP, 1 Stamina) You carry your weapon with such confidence and intensity that you can ward off foes simply by threatening them with your aim. Nock an arrow or hold one of your thrown weapons and point at an opponent with the index finger of your weapon hand as you aim the weapon at them. Pay a point of Stamina and call out "By My Gesture, Repel by Fear" to warn them away from you. You may maintain the gesture until you make an attack or change targets. If you make an attack you must pull the weapon back and point it upwards to show the effect has ended. Versatile Warrior (3 CP) Requires Bow and Blade. You can use a bow in one hand a medium weapon in the other.

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,”

Warrior

Warrior (3 CP)

REQUIRES:
  • Medium Weapon Skill x2
  • Light Armor OR Combat Reflexes
  • Weapon Control
  • Heroic Strike, Heroic Block, or Heroic Endurance, or Heroic Vitality (any 1)
Warriors are the front-line fighters of Brittanis. They are masters of both weapons and armor, and proficient in fighting both alone or in a group. They focus on dealing damage to the enemy and surviving long enough to let other characters keep them in the fight. Warriors are the vanguard, slamming through enemy lines; many combat-focused characters have skills from this header, regardless of their focus.
FREE SKILL When you unlock this header, you gain the Warrior's Resolve skill. The 0 CP cost counts as the first purchase.
Warrior's Resolve (0, 3, 3, 3 CP, 2 Stamina; Battle) You are tough. So long as you are conscious you may spend 3 seconds of roleplaying – wiping blood from your face, shaking your head clear, or similar actions - to shrug off your wounds.
  • You spend two points of Stamina to call “Heal 2 to Self by Training.”
  • 2nd Purchase: Call, "Heal 3 to Self by Training."
  • 3rd Purchase: Usable 2/battle.
  • 4th Purchase: Call, "Heal [Tier+2] to Self by Training."
Warrior Skills Armored For War (3, 3 CP) Requires Light Armor.
  • When wearing at least 2 pieces of armor, you increase the TOTAL armor points gained by +1. If you are wearing 3 pieces, the bonus is +2.
  • 2nd Purchase: Bonus increases to +2 for 2 pieces, +3 for 3 pieces.
Battlefield Repair: Armor (4, 3 CP) Requires Medium Armor.
  • You can repair a SINGLE PIECE of armor with no forge by spending 3 minutes of activity roleplaying the repair. You can only repair one piece of armor at a time.
  • 2nd Purchase: Requires Tier 3. 1 minute of activity
Blood Makes The Grass Grow (4 CP, 2 Stamina; Day)
  • Once per day if you are Unstable and you are about to die because your one minute death count is expiring you may choose to become stable instead. You call, “Stabilize to Self by Training.”
Buckler (2 CP) This skill allows you to use a buckler.
  • You cannot use a larger shield with this skill.
Shield (2 CP) Requires Buckler.
  • You can use a shield.
Celerity (2, 3 CP) Requires Combat Reflexes.
  • The number of armor points you gain from Combat Reflexes is increased by 1.
  • 2nd Purchase: increased by a total of 2.
Clear A Space (2 CP, 1 Stamina)
  • You can use a melee weapon to call "Disengage," as described in the effects section.
Heart of Courage (2, 3 CP, 1 Stamina; Battle)
  • You pay one point of Stamina to call “Resist by Training.” to one attack with the Fear trait.
  • 2nd Purchase: usable 2/battle
I Know That Trick (5 CP, 2 Stamina; Watch)
  • Call, “Avoid by Training.” against any 1 melee attack.Then call, “Imbue to Self …I Know That Trick.” You can now Avoid any attack with that same effect, regardless of the attack trait, by paying 2 points of Stamina. You call out "Avoid by Training.” when negating a melee attack with this ability. Once this ability is activated you cannot use it on a different effect; it is locked onto that effect until the watch ends or you reset Stamina. You cannot choose Weapon or Untyped for this skill.
If you use any other Defense skill while this skill is active, this skill immediately ends. Keen Blade (5 CP, 3 Stamina; Battle) Requires 5 skills from this header.
  • You gain a pool of 8 damage which you can use for called damage melee or missile attacks. You cannot add this pool to other called damage attacks, but you can split it any way you like. This pool resets with five minutes of rest. Any unused points from your pool are lost when you reset the pool. This skill ends when you refresh Stamina.
Example: You can use Keen Blade to call out “8 damage” on one attack, “5 damage” and “3 damage” on two separate attacks, or “3 damage” on two attacks and “2 damage” on a third attack. Leveraged Block (4 CP) Requires Skill in a Large Weapon.
  • If you are using a two handed weapon and one of your arms is affected by a Maim effect you can still block incoming attacks as long as your other arm can still function. You cannot attack, but you can block incoming attacks and use game skills that allow you to call out a Defense and require you to be using a weapon. You must call out “Reduce by Training.” when the Maim strikes you. The ability to block ends if you take another Maim to the same arm and you cannot use this skill again until that Maim is cured.
Disabling Strike (3, 3, 3, 3, 3, CP, 2 Stamina; Battle)
  • You can make a melee or missile attack for “Short Maim by Training.”
  • 2nd Purchase: “[Tier] Damage and Short Maim by Training.”
  • 3rd Purchase: usable 2/battle
  • 4th Purchase: [Tier+1]
  • 5th Purchase: usable 3/battle
Not Today (3, 5 CP, 4 Stamina; Day) Requires Tier 2, What Do We Say To The God of Death?
  • When you are the target of a Death effect (NOT when you bleed out), you call, “Resist by [Heroic Virtue]”
  • 2nd Purchase: usable 1/watch
Precision Strike (2, 2, 2, 2, 2, CP, 1 Stamina; Battle)
  • You can spend 1 Stamina to call “3 Damage” for one melee strike.
  • 2nd Purchase: usable 2/battle.
  • 3rd Purchase: usable 3/battle
  • 4th Purchase: “4 Damage”
  • 5th Purchase: usable 4/battle
Prowess (2, 2, 3, 3, 4, 4, CP)
  • Each purchase of this skill gains you one point of Prowess. You may use Prowess to replace the point of Stamina you use when using a weapon attack. Prowess points are restored at the beginning of the next Watch.
Reinforced Armaments (3 CP; 2 Stamina; Watch) Requires Battlefield Repair. You call “Resist by [Heroic Trait]” to negate a Destroy effect that would destroy your buckler, shield, weapon, or armor. Secure Weapon (2, 3, CP, 2 Stamina; Battle) Your weapon is especially secure in your hands.
  • You call “Shield by [Heroic Virtue]” against the first Disarm per battle that hits you.
  • 2nd Purchase: 2 uses of Shield/battle
Steel Over Sorcery (2 CP, 2 Stamina)
  • You call out "Resist by Training.” to negate one packet attack with a Magic or Elemental trait that strikes your weapon, buckler or shield.
Two-Weapon Fighting (2, 4 CP) This skill allows you to use a melee weapon in your off hand, while also 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.
  • 2nd purchase, allows you to use a Medium weapon.
Warrior’s Strike (2, 3, 4 CP, 3 Stamina; Battle) Requires 4 skills from this header.
  • You pay 3 points of Stamina to make a crushing strike with a melee attack. You call "6 Damage" and strike with the attack.
  • 2nd Purchase: 2/battle
  • 3rd Purchase: 3/battle
War Cry (3 CP, 2 Stamina; Battle)
  • When you reduce an opponent to 0 Vitality, you can call out your own personal battlecry, motto, or other stirring utterance after which you can call “By My Voice, Cure Mental by Training.” The opponent cannot be willing, or an ally, and must fall to your strike. Striking an already fallen opponent, one Paralyzed, Stunned or otherwise helpless, does not qualify to trigger this skill.
What Do We Say To the God of Death? (3 CP, 2 Stamina; Watch) Requires 3 skills from this Header, Tier 2.
  • You spend 2 Stamina and call “Reduce and Drain to Self by Training.” against a Death Effect you are the target of. Nothing can negate or Cure this effect except rest.

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.

Primal Source Skills

Primal Source Skills (5 CP if making a Multi-Source Character) Primal Classes: Ancestral Weapon Beast Master Berzerker Druid Green Knight Ranger Shaman This Source represents abilities that draw upon the primeval forces of the world. You call upon the natural spirits of the world and use magical energies drawn from the ancient wild places of the world. You infuse yourself and others with the raw energy of the wild, granting incredibly abilities and sometimes even glimpses of the future. Primal Blast (0, 4, 4, CP; 0 Stamina; Spell) The simplest kind of magic, you conjure a bolt of pure energy channeled from nature to hinder your foe. When you choose this skill the first time, Choose an effect from the following list: Short Root, Short Destroy [Item], or Short Silence. You make a 5 WORD incantation and make a packet attack for, "[Chosen Effect] by Nature." This skill follows all other applicable rules for Spellcasting as if it was a normal spell. 2nd Purchase: ONCE PER BATTLE, you can make a packet attack for, "2 Damage by Nature," by making the same 5 word incantation you use for this skill. This costs no Stamina. 3rd Purchase: Once per battle, you can call, "Double [Chosen Effect] by Nature," by making the same 5 word incantation you use for this skill. This costs no Stamina. Example: Melkor has purchased this skill 3 times. He chose Short Root as his effect originally, so now he calls, "Root by Nature," when he makes his packet attack. Once per battle, Melkor can make a 5 word incantation and make a packet attack for "2 Damage by Nature" without expending any Stamina. He can also, once per battle, make a single packet attack for "Double Root by Faith." Deep Roots (3, 3, 3, 3, 4, 4, 4, 4 CP) You have harnessed the power of the natural world and can draw deep from the limitless well of power that the earth provides. Each time you purchase this skill, you gain a point of Wyld that can be used in place of Stamina to power your Primal skills. Wyld refreshes when your Stamina refreshes. Detect Corruption (3 CP, 2 Stamina; Battle) You can call “By My Voice, Expose [Trait] by Nature” where the trait can be one of Aberrant, Malediction, Corruption, Darkness, or Undead. Eagle Eye (2, 2, 3, 3 CP; 1 Stamina; Battle; Rest) You call “Imbue to Self by Eagle Eye” and gain 2 missile attacks for “2 Damage by Nature.” · 2nd Purchase: you can use this skill by touch on a willing target by calling, “Grant Missile Attack: 2 Damage by Nature” · 3rd Purchase: "Double Grant Missile Attack: 2 Damage by Nature." · 4th Purchase: “[Tier+1] Damage by Nature,” Hamstring (2, 1, 1 CP, 1 Stamina, Battle) Beasts such as wolves, hyena and other pack predators are adept at slowing their prey by striking to hamper a target’s movements. You have learned the same tactics and apply them to hunting more dangerous game. You can make a melee or missile attack for, “Short Slow by Nature.” · 2nd Purchase: “Slow by Nature.” · 3rd Purchase: 2 attacks. Healing Herbs (3, 3, 3, 3, 3 CP; 1 Stamina; 1 Min Activity) You can use natural herbs and plants to heal wounds. The use of this skill requires a medicine pouch prop. This pouch must be at least big enough to hold a packet. You spend a minute gathering plants and herbs into your pouch in a wild place where there are no buildings in sight. Once activated, you may take a packet out of your medicine pouch and call "Heal 2 to Self by Nature.” You have one use of this skill active at any one time and each use requires one minute of Activity roleplay as you gather what you need from the woods. Refreshing your medicinepouch prop requires 1 Stamina. · 2nd Purchase: You can target another character with this skill by touch. · 3rd Purchase: Can be used 2 times before must be refreshed by Activity. · 4th Purchase: call, “Heal [Tier+1] by Nature.” · 5th Purchase: Can be used 3 times before must be refreshed by Activity. Kingsfoil (3, 3, CP) Requires Healing Herbs. The herbs you gather are particularly potent, and can be used as a poultice to cure poisons as well. You can use either the Heal effect from Healing Herbs OR “Cure Poison by Nature.” effect from your medicine pouch. Using either effect causes the ability to be consumed and must be re-charged as described in Healing Herbs. · 2nd Purchase: call, “Cure Metabolic by Nature.” Nature’s Shield (2, 2, 2 CP; 1 Stamina; Battle; Rest,Spell) You can channel the energy of nature into a protective aura that keeps you safe from harm. You call“Grant 2 Protection to Self by Nature.” · 2nd Purchase: you can cast this spell by touch on a willing target by calling, “Grant 2 Protection by Nature.” · 3rd Purchase: "Grant [Tier+1] Protection by Nature" Omens & Portents (3 CP, OPEN Information Skill; 3 Downtime) You enter natural lands and either attempt to commune with nature to gain guidance and knowledge, or read the signs of the natural world around you as divination of the answer to a question. You may pursue knowledge about the happenings in the forests and wild lands you inhabit. This is an information skill that does not require you to pay money. Downtime for this skill is 3 Hours. You submit a question between events as described in the Information Skills section. If the question is appropriate for the spirits of nature you may receive knowledge appropriate to your question. Precognition (2 CP) You sometimes gain glimpses of important future days. At the beginning of the day you may receive a vision or information about something that will happen during the day. Often times many characters with the same Source will receive the same signs about an important day, but sometimes you may receive something important or unique to you. Primal Signature (2, 2, 2, 2, 2 CP) You choose one trait from the following list: Air, Cold, Earth, Ice, Lightning, Thunder, Poison, Thorns, Wind. This trait becomes your Source Battle Trait. You may substitute this trait for “Nature” in any attack verbal from the Primal Source. Each new purchase buys a new Trait from the list. Primal Vigor (3, 4, 4, 4 CP) Your communion with the strength of the natural world has left its mark. Your maximum Vitality permanently increases by 1. Primal Weaponry (3, 4, 5 CP; 1 Stamina; Battle; Rest; Weapon Skill) Requires Primal Vigor. You gain the ability to Spend 1 Stamina and grow one Short length claw. You gain the skill to use these weapons in combat. You may substitute your Source Battle Trait for any called melee attacks with the Weapon trait made while using these claws. You cannot block with these weapons and cast at the same time; if the weapons are struck your spells will still be interrupted and momentarily suppressed just as if you have been struck. This skill counts as a Short Weapon skill. 2nd Purchase: You can grow a second claw for your off-hand, and can use it in combat. 3rd Purchase: You can have claws active while casting spells, and can block with them without disrupting a spell incantation. Ravage (2, 2, 3, 3 CP; 1 Stamina; Battle, Rest) Your skill with in battle is impressive, hitting targets where they are weak. You gain 2 Melee attacks for “2 Damage by Nature.” · 2nd Purchase: you can use this skill by touch on a willing target by calling, “Grant Melee Attack —2 Damage by Nature.” · 3rd Purchase: the target gets a number of attacks equal to the Tier of the character Granting the attacks. · 4th Purchase: “[Tier+1] Damage by Nature.” Savage Parry (3, 3, 3, 3 CP; 2 Stamina; Battle, Rest) You snarl at your enemy, blocking the effects of their attack. You call “Imbue by Savage Parry” and call “Shield by Nature” against the next melee attack that strikes you. · 2nd Purchase: you can use this skill by touch on a willing target by calling, “Grant Defense: Shield Melee by Nature” · 3rd Purchase: “Grant Defense:Double Shield Melee by Nature” · 4th Purchase: “Grant Defense:Triple Shield Melee by Nature.” Speak with Beast or Plant (2 CP, 1 Stamina; Watch) You may touch a recipient or make a packet attack and call out “Speak With Beast by Nature” or “Speak With Plant by Nature” to communicate with a natural beings. Armor of the Land (3 CP) You have hardened yourself to carry and use the gifts of nature for your own protection. You gain the use of Medium Armor. The prop for this armor must be made up of at least 75% non-metal materials. Camoflage (3 CP, 1 Stamina) You are adept at hiding and losing pursuers in the wilder­ness. While wearing camouflage or other blending cloth­ing, you may become a spirit if you are in an outdoor area. You must spend 5 seconds roleplaying conceal­ing yourself; if you are successfully attacked during this time, your use of the skill fails. If you are not interrupt­ed, spend one Stamina to call, "Imbue by Primal" and become a Spirit. If you move, speak, or use any game skills your Spirit form ends. If you are attacked while a Spirit, you are unaffected and must respond “Spirit.” Feral Cunning (3, 3, 3, 3 CP; 2 Stamina; Battle, Rest) You snarl at your enemy, dodging the effects of their attack. You call “Imbue to Self by Feral Cunning” and gain one “Shield by Nature” against the next Missile attack that strikes you. · 2nd Purchase: you can use this skill by touch on a willing target by calling, “Grant Defense: Shield Missile by Nature” · 3rd Purchase: “Grant Defense: Double Shield Missile by Nature” · 4th Purchase: “Grant Defense: Triple Shield Missile by Nature.” Inspired by Primal (2 CP, Day, Spell) Requires four Primal Source skills. You are able to tap into the power of the living things around you in order to re-fuel your own abilities. Once per day, you may concentrate for 3 seconds while holding onto a living tree to refresh one “per day” skill. Call out “Refresh [Skill Name] by Nature” when you use this skill. Lacerate (3, 3, 3 CP, 1 Stamina, Battle, Rest) Cunning predators know how to disable a target in order to make it vulnerable to a more potent attack. You can make 1 melee or missile attack for “Agony by Nature”. · 2nd Purchase: “Double Agony by Nature” · 3rd Purchase: 2 attacks. Mangle (3, 3, 3 CP, 2 Stamina, Battle) Many times, a predator will strike at its prey to disable or impair the prey’s ability to defend itself. This is a sound tactic, and one you have adopted for other purposes. You can make a melee or missile attack for, “Short Maim by Nature.” · 2nd Purchase: “Maim by Nature.” · 3rd Purchase: “Double Maim by Nature.” Primal Resistance (3, 4, 4 CP, 1 Stamina; Battle) Requires Primal Signature. Choose 1 Source Flavor Trait you gained from the Primal Signature skill. You can call “Resist by [Primal Signature Trait],”against any effect that uses that Trait. For example, if you gained Wind as a Source Flavor Trait from Primal Signature, you can use Primal Resistance to call, “Resist by Wind” against any effect with the Wind trait. · 2nd and later purchases: choose another Trait you gained from Primal Signature. Distraction (3, 3, 3 CP; 2 Stamina; Battle) Many times, the difference between a predator getting to eat and going hungry is a brief moment of distraction in the awareness of its prey. You have learned to force that moment of hesitation in your targets. You can make a packet attack for, “Short Weakness by Nature.” · 2nd Purchase: “Weakness by Nature.” · 3rd Purchase: 2 packet attacks. Feral Wrath (5, 4, 4 CP; 2 Stamina; Battle) 1st Purchase requires 5 skills from the Primal source. 2nd Purchase requires Tier 2 and 8 skills from Primal Source. 3rd Purchase requires Tier 3. The spirit of a wild beast lives inside all creatures, straining to get out. You have learned how to weaken the bonds of that spirit in other creatures, causing them to lash out wildly for a brief time. You can make a packet attack for, “Short Frenzy by Nature.” · 2nd Purchase: “Frenzy by Nature.” · 3rd Purchase: “Double Frenzy by Nature.” Foreseen Action (2 CP, per day) Requires Precognition and four other Primal Source skills.Once per day, when you are engaged in a battle or encounter that was foretold or relates to your Precognition vision, you may refresh one “per day” skill and use it again during that battle or encounter. Call out “With [Heroic Virtue], Refresh [Skill Name] by Precognition” when you use this skill. Jaws of the Wolf (5, 4, CP; 2 Stamina; Battle) Requires 4 skills with the “Melee Attack” delivery from the Primal Source. Consummate predators, wolves are experts at taking their prey down to the ground and letting their packmates close for the kill. Now, so are you. You can make a melee attack for, “Slam by Nature.” · 2nd Purchase: “Double Slam by Nature.” Primal Freedom (2 CP, Day) Requires three skills from the Primal Source. Once per day, Purge any one effect that is not Inflict. Call out “Purge by Nature” to end the chosen effect. Primal Strike (3, 3, 3 CP; 2 Stamina; Battle) Requires Primal Signature, Primal Weaponry, Ravage II. You strike your foes with primal force. You may make a melee or missile attack for “4 Damage by Nature.” · 2nd Purchase: “[Tier+3] Damage by Nature,” · 3rd Purchase: usable 2/battle Stampede (4, 3, 3 CP, 2 Stamina, Battle, Spell, Burst, Rest) Requires 6 skills from the Primal Source. One of the most terrifying sights in all of nature is a group of buffalo stampeding across the plain. You evoke that in your enemies, sending them scattering at once. You gain 4 packet attacks for, “Short Repel by Nature.” · 2nd Purchase: 6 packets. · 3rd Purchase: “Repel by Nature.” Tranquilizer (4, 3, 3, CP) Requires Healing Herbs 3, Kingsfoil 2. Even the strongest beast can be taken down with a concoction made from the right herbs and plant extracts. Luckily, you know this recipe. This skill otherwise follows all the same rules as Healing Herbs and Kingsfoil. You may consume one use of your medicine pouch and make a packet attack for, “Short Paralyze by Nature.” · 2nd Purchase: “Short [Paralyze or Stun] by Nature.” You can only call one effect per use of this skill. · 3rd Purchase: “[Paralyze or Stun] by Nature.” You can only call one effect per use of this skill. Primal Purity (2 CP, Day) Requires ten skills from the Primal Source. You have harnessed the energy of the wild enough that you can use it to remove negative effects to yourself with only an effort of will. Once per day, pay purge any one effect that is not Inflict. Call out “With [Heroic Quality], Purge by Nature” to end the chosen effect.

Ancestral Weapon

Ancestral Weapon (3 CP) REQUIRES:
  • any 2 Medium or Large Weapon Skills
  • Knowledge: Nature (Novice)
  • Any 1 other Knowledge (Novice) skill
  • Nature's Shield
  • Armor of the Land
  • Heroic Block, Heroic Strike, OR Heroic Vitality (any 1)
Elders tell stories of times long past, when the greatest spirits walked the land side by side with the clans. According to the stories, the clansmen of old were mighty priests, courageous warriors, cunning rogues and more. They lived lives of legend, and their spirits watch over the clans even now as their twinkling eyes watch from the moonlit sky. Those days are gone now, driven into memory and myth-- but the tales are still told around fires and at festivals for the people remember.
Some warriors among the clans, however, are special; they hear the call of their ancestors not as stories or tales, but as a fierce song deep in their hearts. These warriors are called to defend their people and many become great heroes, slaying monsters and doing great deeds, expanding the legends of their people and living the lives that inspire new songs and stories. You hear the call of the ancestors in your blood and you answer that call; you stand against the enemies of clan, tribe, and family and the fury of your forebears strengthens your limbs; the ancestors give you abilities far beyond those of most. You are a true champion of your people, and if you live long enough, you might be accepted into the ranks of the honored dead, to serve your people forever as guardian and protector-- an ancestor spirit and legendary hero of your people.
FREE SKILL When you unlock this header, you gain the Bonds of the Clan skill for free. The 0 CP version counts as the 1st Purchase. Bonds of the Clan (0, 3, 3 CP)
  • When you are the target of a Primal skill that has the Grant, Imbue, or Heal effectthat originates from another character, your next Primal called melee attack gains +1 damage.
  • 2nd Purchase: +2 damage
  • 3rd Purchase: +3 damage.
Ancestral Weapon Skills
Battle Spirit Blessing (3, 3, 3 CP; +1 Stamina) Requires 5 skills from this header.
  • Whenever you make a primal melee attack for called damage, you may spend 1 additional Stamina and add, “and Heal 1 To Self” to the verbal.
  • 2nd Purchase: “and Heal [Tier] to Self,” where X is your Tier.
  • 3rd Purchase: “and Heal [Tier+1] to Self,”
Strong Spirit (4, 4, 4, 4 CP)
  • Your maximum Stamina permanently increases by 1.
Magic of the Wyld (4 CP)
  • You may select one spell list, choosing from Autumn, Spring, Summer, or Winter. You gain Major Access to that Season according to all rules from the Spellcasting section. You gain the Battle Trait associated with the Magical Art or Season, if applicable.
Lethal Rampage (4, 3, 3 CP) Requires 4 skills from this header.
  • When you drop an unwilling enemy to 0 Vitality, your next Primal called melee attack gains +1 damage.
  • 2nd Purchase: +2 damage.
  • 3rd Purchase: +3 damage.
Ancestor’s Whispers (2, 3, 3, CP; 1 Stamina; Watch, Spell)
  • You call “Imbue to Self by Ancestor’s Whispers.” You can call “Resist by Ancestors” against a Fear, Repel, or Frenzy attack.
  • 2nd Purchase: you can cast this spell by touch on a willing target by calling, “Grant Defense: Resist X By Ancestors,” where X is Fear, Frenzy, or Repel—you must choose the effect at the time of casting.
  • 3rd Purchase: “Grant Defense: Double Resist X by Ancestors.”
Howling Strike (5, 4, 4 CP; 2 Stamina; Battle) Requires 5 skills from this header.
  • You make a melee attack for, “3 Damage and Slam by Fear.”
  • 2nd Purchase: “[Tier+2] Damage and Slam by Fear,”
  • 3rd Purchase: “[Tier+2]Damage and Double Slam by Fear.”
Sly Ancestors (3, 2, 2, CP; 1 Stamina; Watch, Spell)
  • You call “Imbue by Sly Ancestors” and call, “Resist by Ancestors” when hit by a melee attack.
  • 2nd Purchase: you can cast this spell by touch on a willing target by calling, “Grant Defense: Resist Melee by Ancestors”
  • 3rd Purchase: “Grant Defense: Double Resist Melee by Ancestors”
Ancestors of Earth and Stone (3, 3, 3 CP; 2 Stamina; Battle, Rest)
  • You gain 2 melee attacks for “2 Damage and Short Slow by Ancestors”
  • 2nd Purchase: “2 Damage and Slow by Ancestors.”
  • 3rd Purchase: “[Tier+1] Damage and Slow by Ancestors,”
Spirit Tide (3, 3, 3 CP; 2 Stamina; Battle, Rest)
  • You gain 2 melee attacks for “3 Damage by Ancestors.”
  • 2nd Purchase: You can use this skill twice before you must rest.
  • 3rd Purchase: You can use this skill 3 times before you must rest.
Rending Strike (4, 4, 4 CP; 2 Stamina; Battle)
  • You make a melee attack for “Waste [Tier+3] Vitality by Nature”
  • 2nd Purchase: You can use this skill twice before resting.
  • 3rd Purchase: You can use this skill 3 times before resting.
Ironbreaker (3, 3 CP; 2 Stamina; Battle) Requires 4 skills from this header.
  • You can make a melee attack for, “Destroy [Item] by Nature” If you strike a weapon or armor with this attack, the item you strike is the target. Otherwise you must specify the item to be broken.
  • 2nd Purchase: call “Double Destroy [Item] by Nature.”
Room for Carnage (2 CP; 1 Stamina)
  • You can call “Disengage by Nature” per the Core rules.
Wrath of the Spirit World (4, 4, 4 CP; 2 Stamina; Battle, Rest) Requires 5 skills from this header.
  • You gain 5 melee attacks for “2 Damage by Nature.”
  • 2nd Purchase: “3 Damage by Nature.”
  • 3rd Purchase: [Tier +4] attacks.
Spirit of Stone (5 CP; 3 Stamina; Watch, Spell)
  • You call “No Effect” against Root or Slow effects until the end of the current Watch.
Shadow Spirit Renewal (3,2, 2 CP; 2 Stamina; Battle, Spell)
  • You call “Heal [Tier+2] and Short Weakness to Self by Ancestors,”
  • 2nd Purchase: you can cast this spell by touch on another target.
  • 3rd Purchase: X is caster’sTier+3.
Savage Steel (3, 2, 2 CP; 2 Stamina)
  • You can make a melee attack for, “3 Damage and Agony by Nature.”
  • 2nd Purchase: “[Tier+2] Damage and Agony by Nature,”
  • 3rd Purchase: “[Tier +2] Damage and Double Agony by Nature.”
Haunting Spirits (3, 2, 2 CP; 2 Stamina; Battle)
  • You can make a melee attack for, “2 Damage and Short Repel by Fear.”
  • 2nd Purchase: usable twice before rest.
  • 3rd Purchase: “2 Damage and Repel by Fear.”
Spirit Infusion (3, 2, 2 CP; 2 Stamina; Battle, Spell, Other)
  • You can touch a target and call, “Refresh [Tier+1] Stamina by Ancestors,”  This skill CANNOT be used on yourself.
  • 2nd Purchase: Usable twice before rest.
  • 3rd Purchase: [Tier+2]
Call to the Ancestral Warrior (3, 2, 2 CP; 2 Stamina; Battle, Watch, Spell, Other)
  • You touch a target and call “Grant Melee Attack: “3 Damage by Ancestors.”
  • 2nd Purchase: Grant is for 2 melee attacks.
  • 3rd Purchase: damage is caster’s [Tier+2].
Call to the Ancestral Defender (3, 2, 2 CP; 2 Stamina; Battle, Watch, Spell)
  • You call “Imbue by Ancestral Defender.” You gain [Tier+1] Protection points,
  • 2nd Purchase: you can cast this spell by touch on a willing target by calling, “Grant X Protection by Ancestors.”
  • 3rd Purchase: [Tier+2.]

Beastmaster

Beastmaster (3 CP) REQUIRES: Knowledge: Nature (Novice) Primal Weaponry 1 Speak with Beast or Plant Primal Freedom Hamstring Ravage Feral Cunning Heroic Dodge, Heroic Strike, or Heroic Will (any 1) Some warriors (like the Berzerker), channel the might of ancient and powerful spirits to grant prowess in battle. The beastmaster takes this a great step further-- instead of harnessing the spirits and letting them go again, the Beastmaster bonds with a mighty animal spirit and invites that ephemeral being to experience life through the senses of a mortal. The Beastmaster gains the strength, speed, and other characteristics of the spirit, and the spirit lives a lifetime in mortal flesh-- both benefit from the arrangement. Beastmasters bond to many different types of spirits, though normally those with predatory traits or the most powerful of beasts. Typically, the beast spirits bonded to fall into the following categories: Feline (lion, panther, jaguar, ocelot, mountain tiger, etc) Canine (solitary wolf, pack wolf, bearhound, etc) Weasel (weasel, badger, wolverine, ferret, otter, etc) Hooved (horse, deer, bison, bull, elk, etc) FREE SKILLS When you unlock this header, you automatically gain the Altered Appearance and Armed as the Hunter skills for Free. The 0 CP version is considered the 1st Purchase. Altered Appearance (0 CP) Your physical form has been altered from the mortal norm. You use a mask, makeup, and/or prosthet­ics to appear nonhuman, feral, and predatory. Your appearance must be app­roved by staff, and the change is permanent once made; you cannot change your appearance once one is selected, unless your normal form is somehow restored. You also add "Beast" to your list of Racial Traits. Armed as the Hunter (0 CP; 0 Stamina; Weapon Skill) This skill allows you to grow and retract claws in both hands with which you may attack and block. You may fight with a claw in each hand at the same time, but you may not fight with claws and other weapons or a shield. You may use one short claw in each hand. This skill counts as both a Short Weapon skill. The time it takes to draw the claw props or put them away is the time it takes to grow or retract the claws. Any melee attack from another header that does not specify a weapon type (blunt, axe, etc) or category (Small, Short, etc) can be used with claws. Director's Note: It is possible to create MANY different types of animal-humanoid hybrid using this class. The current list (April 2013) only expresses a few of the possibilities. If you have a concept in mind but don't see skills here that fit the idea, contact the Director via email (brittanislarp@gmail.com) and we can discuss adding abilities to fit your concept. This class is meant to be a catch-all for those wanting to play anthro-type characters, and we're happy to work with you to fit your concept into the world--and the rules. Beastmaster Skills Bestial Blessing (4 CP) While you are in the woods your count to bleed out is increased to 2 minutes. To use this skill you must fall on natural earth and you must either be under the boughs of a tree, within touching distance of a tree, or be in a place where there are trees between you and any buildings in sight. Bestial Dominance (2, 3, 3, 3 CP, 1 Stamina) You can roleplay a loud, feral growl and make a packet attack for, “Short Repel to Beast by Fear.” · 2nd Purchase: “Short Repel by Fear.” · 3rd Purchase: “Repel By Fear.” · 4th Purchase: “Double Repel by Fear.” Extreme Resilience (3, 3, 3 CP, 1 Stamina; Battle) Requires Flesh Armor. So long as you are conscious you may spend 3 seconds of roleplaying – wiping blood from your face, shaking your head clear, or similar actions - to shrug off your wounds. You spend a point of Stamina to call “Heal 3 to Self by Nature.” · 2nd Purchase: “Heal [Tier+2] to Self by Nature,” · 3rd Purchase: Usable twice before rest. Feel No Pain (3, 3, 3, CP; 1 Stamina; Battle) Requires Feral Anticipation 2. You can call, “Resist by Beast” against an attack with the Pain trait or Agony effect. · 2nd Purchase: usable twice before rest. · 3rd Purchase: You can call,“Resist and Reflect Agony by Beast.” Feral Anticipation (3, 3, 3 CP, 1 Stamina; Battle) You are skilled at protecting vulnerable areas and twisting with blows to quickly recover from debilitating strikes. You may call, “Purge by Beast,” against any Agony effect or Pain trait. · 2nd Purchase: usable twice before rest. · 3rd Purchase: Usable 3 times before rest. Feral Instinct (3, 3, 3, 3, 3 CP) Each time you purchase this skill, you gain a point of Instinct that can be used in place of Stamina to power your Primal skills. Instinct refreshes at the beginning of each watch. Flesh Armor (3, 3, 3, 3 CP, up to 3 Stamina; Watch) You may pay up to three 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 ability 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 three minutes of activity to do so, such as stretching. You cannot move or refresh game skills while refreshing armor. The armor points last until the beginning of the next watch. 2nd Purchase: You can spend up to 4 Stamina on this skill. 3rd Purchase: you get Stamina +1 armor points 4th Purchase: takes 1 minute of rest to reset points. Heart of the Beast (3, 3, 3 CP, 1 Stamina; Battle) You may roleplay a loud growl and/or feral scream and then call, “Resist by Beast” against any Frenzy effect or attack by Fear. · 2nd Purchase: usable twice before rest. · 3rd Purchase: You can call, “Resist and Repel by Fear” if the attack was Fear-based; if the attack was Frenzy, you call, “Resist and Reflect Frenzy by Beast,” Hunter’s Strike (2 CP) Requires 2 skills purchased from this header. You may add the Bane trait “To Beast” to your claw attacks. If you do so, add 2 to the damage of all “to Beast” called damage attacks. This increase DOES NOT stack with other numeric increases to your attacks, but remember that if you add the Beast trait and the target does not have that Trait, the attack has No Effect at all. Know Your Pack (4 CP) When struck with a Frenzy effect, you may call “Re­duce by Beast.” If you do so, you may choose not to attack any being you recognize as an ally. You must still attack, and behave otherwise as if under a Frenzy, but you are able to discriminate between targets. This skill is innate once learned, costs no attributes, and is always in operation. Nature's Bounty (2 CP) This skill allows you to live in the wild. So long as you do not maintain the trappings of civilized lands, and your clothing and accessories appear primitive, you do not have to pay monetary or food maintenance costs, and are assumed to have Commoner Maintenance. You cannot use this skill if you end an event with a condition that prevents the use of game skills. No Escaping the Hunt (3,3, 3 CP, 1 Stamina; Battle) You may make 2 melee claw attacks for, “2 Damage and Short Slow by Nature.” · 2nd Purchase: “2 Damage and Slow by Nature.” · 3rd Purchase: usable twice before rest. Powerful Claws (4, 4 CP) Requires Armed as the Hunter. You may now use one Medium and one Short claw. This counts as a Medium Weapon skill. 2nd Purchase: You can use two Medium Claws. Mastery of Forms (3 CP) Requires Powerful Claws. You can now use a melee weapon in one hand and a claw in the other. Guardian Claws (3 CP) Requires Powerful Claws, Buckler or Shield skill. You can now use a claw in one hand and a Buckler or Shield in the other, provided you have the appropriate skills. Regeneration (5 CP; 1 Stamina; Battle) Requires Flesh Armor x3. Your body heals with unnatural speed. Each minute of activity you spend roleplaying binding your wounds, stretching, etc restores one Vitality at no attribute cost. You must be conscious and able to use game skills for Regeneration to work. You can heal up to a maximum of your Tier+2 Vitality each time you use this skill. Once you have used this skill, you must rest for 5 minutes before you can use it again. Strike the Spine (4, 4, 4 CP; 2 Stamina; Battle) Requires 5 skills from this header. You can make 1 melee attack for, “Short Paralyze by Beast.” · 2nd Purchase: “Paralyze by Beast.” · 3rd Purchase: “Double Paralyze by Beast.” Terrible Ferocity (3, 3, 3 CP; 1 Stamina; Battle) You can make a melee CLAW attack for “5 Damage by Beast.” · 2nd Purchase: You can use this skill twice per battle. · 3rd Purchase: can use the skill 3 times per battle.

Berzerker

Berzerker (3 CP) Requires 2 Medium and 1 Large Weapon skill, Heroic Block--OR--Heroic Dodge, Heroic Strike, Ravage. The world changes, and each passing day seems to bring new and monstrous challenges, new encroachments on the old ways and the ways of the wild. Some may suffer these insults in silence, but the Berzerker roars defiance, tapping into the fearsome rage of the spirits of the wounded land. As a Berzerker, you can channel your fury to become stronger, better, purer. Your rage allows you to fight on where others would drop from injury or exhaustion. The blessings of the nature spirits surround you, helping you to sustain yourself where those grown weak with the comforts of civilization would surely falter and die. Though you have been taught nothing of tactics, the mother bear has spoken to you of how she defends her young, the high-flying hawk of how he seizes upon his prey, and that is more than enough to make you a fearsome foe. You are the howling vengeance of the land, wrought in bone and sinew and set to destroy all who stand against you. --Flavor Text written by K. Gier. When you unlock this header, you gain the Brutal Strike skill for free. The 0 CP version counts as the 1st Purchase. Brutal Strike (0, 3, 3 CP; 1 Stamina; Battle) You can make a melee attack for “4 Damage.” · 2nd Purchase: 2/battle · 3rd Purchase: 3/battle. If you are wielding a Large weapon, all damage values for this skill get +1. Berzerker Skills Berzerk Fury (4, 4, 4, 4 CP, 2 Stamina; Battle) Requires 3 skills purchased from this header. You must activate this skill with 30 seconds of Activity roleplaying psyching yourself up into a murderous frenzy.This must be LOUD and obvious. When you finish the 30 sec Activity, call, “Imbue by Rage” and you get 1 melee attack for 3 Damage. Each time you are struck by an attack with a called Damage effect (“3 Damage by Fire”, “5 Damage”, “4 Damage and Stun by Poison”, etc), call LOUDLY (you’re in a Berzerk Fury, remember!), “IMBUE BY RAGE!” and gain another Melee Attack for 3 Damage. Since this only affects you, the Imbue call is enough of a verbal. All you have to call after “Imbue by Rage” is the next, “3 Damage”melee attack. This is a Grant effect; if you are the target of any other Grant: Melee Attack effect, the second Grant supersedes the Grant from this skill, even if the benefit is lower. Although you can never have more than one Berzerk Fury attack active at a time, as soon as you deliver that attack you are eligible to gain another as another called damage attack strikes you. Activating this skill costs 2 Stamina, and the skill effect ends when you fall unconscious, gain the Unstable trait, regain Vitality for any reason, are the target of another Grant: Melee Attack effect, use another called attack skill, or refresh any skill or attribute by resting or activity time. When this skill ends, you call, “Weakness and Slow to Self by Rage.” You call this even if you are unconscious or Unstable. These effects cannot be removed or cured for any reason. They can only be eliminated by resting. · 2nd Purchase: Granted Attack deals 4 damage. · 3rd Purchase: You can be the target of Heal effects without ending the skill. · 4th Purchase: You can use other Primal Called melee attacks without ending this skill. Natural Endurance (3, 3, 3 CP) Your maximum Stamina permanently increases by 1. Verdant Health (3, 3, 3 CP) Your maximum Vitality permanently increases by 1. Medium Armor (5 CP) Requires Light Armor. You may wear Medium Armor. Break Free (3,3 CP, 1 Stamina) Requires Heroic Strength. You use brute force to tear out of physical bindings. You may pay a point of Stamina to rip free from any effect with a Physical trait that restricts your movement. You call out “Purge by Nature” and end any Slow, Root, Paralyze, or Repel with a Physical trait. · 2nd Purchase: You can call,“Resist by Nature” instead of Purge. Revitalizing Strike (3, 3, 3 CP; 2 Stamina; Battle) Requires 4 skills from this header. You make a melee attack for “[Tier+2] Damage and Heal 1 to Self by Nature,” · 2nd Purchase: [Tier+3] and Heal 2. · 3rd Purchase: [Tier +4] and Heal 3. Devastating Strike (4, 4, 4 CP; 2 Stamina; Rest) Requires 4 “Melee Attack” skills from this header. You gain 1 melee attack for, “2 Damage and Slam by Nature.” · 2nd Purchase: 2 melee attacks. · 3rd Purchase: "[Tier+1] Damage and Slam by Nature,” Staggering Strike (3, 3, 3 CP; 2 Stamina; Rest) You gain 2 melee attacks for “2 Damage and Short Root by Nature.” · 2nd Purchase: “2 Damage and Root by Nature.” · 3rd Purchase: You gain [Tier+1] melee attacks. Crippling Blow (3, 3, 3 CP, 3 Stamina, Battle) Requires three skills from this header. You can make 1 melee attack for, “Short Maim by Nature.” · 2nd Purchase: “Maim by Nature.” · 3rd Purchase: “Double Maim by Nature.” Disengage (2 CP, 1 Stamina) You may call “Disengage by Nature” as de­scribed in the core rules. Endure (5 CP, 3 Stamina, Battle) Requires Tier 2, four skills from this header. You can call,“Reduce to Stun by Nature” when you are the target of a Death Effect. Iron Grip (3, CP, 2 Stamina, Battle) Requires 2 skills from this header. If you are using a two handed weapon you may call,“Resist by Nature,” against a Disarm effect. Got No Time To Bleed (3, 2, 2 CP, 2 Stamina, Battle) You can call, “Avoid by Nature” against a melee attack. · 2nd Purchase: against a melee or missile attack. · 3rd Purchase: against a melee, missile, or packet attack. Knowing Nature's Bounty (3CP) This skill allows you to live in the wild. So long as you do not maintain the trappings of civilized lands, and your clothing and accessories appear as though they were scavenged out of ruins, you do not have to pay monetary or food maintenance costs. You are considered to have Commoner Maintenance. You cannot use this skill if you end an day with a condition that prevent the use of game skills. Last Stand (2 CP) Once per day you may negate any melee attack that strikes you.Call out “By [Heroic Virtue] Resist to negate the attack. Leveraged Block (3 CP) If you are using a two handed weapon and ONE limb is affected by a Maim effect you can still block incoming attacks as long as your other arm can still function. You cannot attack, but you can block incoming attacks and use game skills that allow you to call out a Defense and require you to be using a weapon. You must call out “Reduce” when the Maim strikes you. Mindless Rage (3, 3, CP, 2 Stamina) Requires Berserk Fury 2. You call, “Purge by Nature” when the target of any effect with a Mental trait while Berzerk Fury is active. · 2nd Purchase: call, “Resist by Rage.” instead of Purge. Nerves of Steel (3, 3, 5 CP, 1 Stamina) You call, “Purge by Nature.” against any Fear or Horror effect. · 2nd Purchase: You call,“Resist by Nature.” instead of Purge. · 3rd Purchase: You call “Reduce to 2 Damage” against any Fear or Horror effect that targets you. Furious Resilience (3, 3, 3 CP, 2 Stamina) So long as you are conscious you may spend 3 seconds of roleplaying – wiping blood from your face, shaking your head clear, or similar actions - to shrug off your wounds. Call, “Heal 2 to Self by Nature.” · 2nd Purchase: Usable twice before rest. · 3rd Purchase: call, “Heal [Tier+1] and Short Slow to Self,” Weapon Repair (3 CP) You may spend one minute at a workbench to repair any destroyed melee weapon. The workbench must be a permanent work area established by someone with the Weapon Repair skill.