Tag Archives: primal

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.

Druid

Druid (3 CP)

REQUIRES:

  • Any 2 Knowledge skills [Novice]

  • Diagnose

  • First Aid

  • Healing Herbs

  • Speak with Beast or Plant

  • Heroic Will, Heroic Healing, OR Heroic Vitality (any 1)

You are the lumbering bear and the swift salmon of thought. You are the twisted, tangled roots of beginnings and the spreading storied branches of possibility, the oak at the heart of the world and the squirrel that surveys it and calls it home. You are knife-edge winds and healing rain, stinging swarms and sheltering woods. You are a druid, a master of the shapes and ways of wild things and wild creatures. Your study of the green woods and untamed places matches any wizard's contemplation of musty tomes for intensity, power, and devotion. At the very least, your path has cost you your easy relationship with humanity and your cozy, civilized life; it may require greater sacrifices of you yet. But count yourself blessed - you have come to know the wild world well enough that you can take on a variety of shapes and forms, and the wild knows you well enough to come to you when you call. Through your study and your reverence, you have become kin to plant and animal alike, forging a bond not easily understood by those who call cities home and recognize as family only those that walk on two legs. As part of this alliance, you can become a protector of wild places, a voice for your voiceless relations, a defender of the land against the ravages or sorcery and dishonor. Or you can become a scourge of humankind, hunting with the wolf's cunning or the tiger's strength, channeling all the darkness and terror that city-dwellers ascribe to your woodland home. The world's lifeblood flows in your veins, and a wild green power throbs with your heartbeat; who but you can grasp the lighting or call the wind your brother? --Flavor Text by K.Reynolds-Gier

NOTE Brittanis DOES NOT attempt to replicate or portray a real-world religion in any way, shape, or form. The name is present because it is a well-known fantasy trope, and a fun character concept to play. For the same reason there is no "Catholic Priest" class, the druid class has little or no resemblance to real-world druidry. Brittanis is a fantasy world-- this is a fantasy interpretation of the druid. Don't get the two confused---you'll get your feelings hurt. 

Free Skill

When you unlock this header, you gain the All Magic Is One skill for free. The 0 CP version is considered the 1st Purchase. All Magic is One (0, 3, 3, 4, 4, 5 CP) Your connection to the spirits and energies of nature grant you an unprecedented mastery of magic. You may choose one category of Spell, choosing from any Art or Season EXCEPT Light and Shadow. You gain Major access to that Art or Season. You gain the Battle Trait associated with the Magical Art or Season, if applicable. If you purchase this skill multiple times, you can choose either a new Magical Art or a new Season.

Druid Skills

Agent of the Wyld (1, 2, 3, 4, 5, CP) Each time you purchase this skill, you gain a point of Wyld that can be used in place of Stamina to power Primal skills with the Spell keyword. Animal Form (5, 3, 3, 3, 3 CP, 3 Stamina, Spell; Watch) Requires 3 skills purchased from this header. You may retreat to a private place and transform into an animal form. When you purchase this skill, pick 1 kind of animal from the categories listed below. When you shapeshift, change into a costume appropriate for the animal for you have chosen. When you change into your animal form you cannot use your own skills, but instead gain the skills of the form you have chosen. You may stay in the animal form as long as you like, but the skills of that form once paid cannot be refreshed. When you transform into your animal form, you MUST change your costume so that it is obvious you have shapeshifted. You must get approval from Staff for the shapeshift costume before you can use this skill.
  • 2nd Purchase: You can use this skill 2/watch. You can use Racial skills in Animal Form.
  • 3rd Purchase: Choose a second animal type. You can  shapeshift into either of those forms. In addition, you can use use Background Skills in Animal Form.
  • 4th Purchase: Beast Form gets +2 Vitality and Armor, +1 use of Animal Form "per battle" skills. You can use skills without the Spell Keyword from the Primal Source header or any Primal Class while in Animal Form.
  • 5th Purchase: You can use any skill without the Spell keyword while in Animal Form.
Note: Characters with the Beastmaster header are limited to animal shapes that mimic the spirit they have bonded to. Director's Note: It is possible to create MANY different types of animals using this skill. The current list (July '12) 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 and we can discuss adding Animal Forms to fit your concept. We're happy to work with you to fit your concept into the world--and the rules. And no, you can't shapeshift into a dinosaur. 😀 Bear (Or other beasts with strength and massive form) ~ You gain the Beast trait. ~ You can carry and use two Large claws. ~ Your base Vitality becomes 8. ~ You gain 3 points of Armor which resets with a minute of rest. ~ Twice per watch call out “Heal 4 to Self.” ~ Four times per battle make a melee attack for “2 Damage.” ~ Once per battle make a melee attack for “Slam.” Tiger (Or other beasts with deadly force and speed) ~ You gain the Beast trait. ~ You can carry and use two medium claws. ~ Your base Vitality becomes 7. ~ You gain 2 points of Armor which resets with a minute of rest. ~ Once per day call out “Avoid” to negate one attack. ~ Four times per battle make a melee attack for “2 Damage.” ~ Twice per battle make a melee attack for “Maim.” Lizard (Or other beasts with venomous attacks) ~ You gain the Beast trait. ~ You can carry and use two medium claws. ~ Your base Vitality becomes 6. ~ You gain 2 points of Armor which resets with a minute of rest. ~ Once per battle call out “Avoid” to negate one attack. ~ Four times per battle make a melee attack for “2 Damage by Poison.” ~ Twice per battle make a melee attack for “Weakness by Poison.” ~ Twice per battle you can make a packet attack for "Agony by Poison" Armor of the Land (3, 3, 3 CP) Requires 2 skills purchased from this header. To use this skill you must incorporate vines, leaves, or other vegetation into your costume. The base value of any armor or armor effect that you use is increased by one. This requires your armor prop to obviously show the modifications listed above. · 2nd Purchase: More leaves and vines must be added, armor bonus total increase of 2. · 3rd Purchase: Armor must appear to be made entirely of vines and/or vegetation, armor bonus total increase of 3. Barkskin (3, 3 CP) Requires Nature’s Shield II. All of the Grant Protection values for your Nature’s Shield skill go up by 1. · 2nd Purchase: Grant Protection value increases by an additional 1. Cyclone (4, 4, 4, 4, 4, 4 CP; 2 Stamina; Battle, Spell, Burst, Rest) Requires 5 skills from this header. The winds answer your call and buffet your enemies, knocking them backwards and forcing them away from you. You gain 3 packet attacks for "Short Repel by Wind”. 2nd Purchase: “2 Damage and Short Repel by Wind” 3rd Purchase: 5 packet attacks 4th Purchase: "2 Damage and Repel by Wind." 5th Purchase: 6 packet attacks 6th Purchase: “[Tier+1] Damage and Repel by Wind” Entangling Roots (3, 3, 3 CP, 2 Stamina; Spell, Rest) You gain three packet attacks for “Short Root by Nature.” · 2nd Purchase: Call “Root byNature.” · 3rd Purchase: Call, “Double Root by Nature.” Insect Swarm (4, 4, 4 CP, 3 Stamina, Spell, Watch) Requires 5 skills from this header . You know the ways of the swarming, flying, biting insects and you can direct them to attack your enemies at will. The biting, stinging, scratching swarm distracts your foe and prevents them from adequately defending themselves. You gain 1 packet attack for, “Short Drain by Nature.” · 2nd Purchase: “Drain by Nature.” · 3rd Purchase: “Double Drain by Nature.” Knowing 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. You are considered to have Commoner Maintenance. You cannot use this skill if you end an event with a condition that prevent the use of game skills. Nature’s Mending (3, 3, 3, 3 CP; 1 Stamina; Battle, Spell) Requires All Magic is One. You call “Heal 2 and Slow to Self by Nature.” · 2nd Purchase: you can cast this spell by touch on a willing target · 3rd Purchase: call, “Heal[Tier+1] and Slow by Nature.” · 4th purchase: you can use this twice before having to rest. Rejuvenate (5, 3, 3 CP, X Stamina; Spell, Watch) You have tapped deeply into the strength of the land—so deeply that you can give that strength to others, granting them the ability to focus their own energy into heroic abilities. This skill can only be used once per watch. You can touch a willing ally and call, “Refresh X Stamina by Nature.” where X is the number of Stamina you spent to power this skill. You cannot cast this spell on yourself. A character cannot be the target of this spell more than once per watch. · 2nd Purchase: X is spent Stamina + caster Tier. · 3rd Purchase: spell can be cast 2 per watch. Revive (4, 4, 4, 5 CP; 3 Stamina; Spell; Day) Requires 5 skills from this header. Your magic draws on the powerful life energy inherent in the earth and channel that energy into an ally, restoring them to life. You can spend 3 minutes of Activity performing a ritual intended to revive the dead. Once the ritual is finished, call, "Cure Death and Stricken by Nature.” · 2nd Purchase, call, usable 2/day · 3rd Purchase: requires 1 minute ritual. · 4th Purchase: Requires Tier 2. “Cure Death to Spirit by Nature” Tree Meld (4 CP, 2 Stamina; Spell) You can meld with a tree of significant size to become a spirit and protect yourself from attacks. Touch a large tree with both hands, pay 2 points of Stamina, and say "Imbue by Nature" to activate this ability. The tree must be large enough around that your hands cannot touch thumbs and fingertips when wrapped around the trunk. So long as you do not move you gain the Spirit defense and become immune to most attacks. You gain the Plant trait and the Spirit trait. Any attack that is not beneficial which has the Bane trait "to Plant" or "to Spirit" will affect you and knock you out of Spirit form. Otherwise you will stay in spirit form until you choose to move. Moving, using any game skills, speaking, or starting a spell incantation end the Spirit effect. Weapons of the Wyld (3 CP) This skill allows you to hold and use any blunt wooden weapon while you are casting spells, overriding the restriction that casting requires both hands to be empty. You must have a skill with the weapon in question to use this ability.

Green Knight

Green Knight (3 CP)

REQUIRES:

Light Armor Detect Corruption Inspired by Primal Ravage OR Savage Parry Medium Weapon (Axe OR Spear), Archery OR Thrown Weapon Knowledge: Nature (Novice) Heroic Strike, Heroic Shot, Heroic Healing OR Heroic Might (any 1) The "civilized" courts whisper strange tales of wild knights of the wilderness-- heavily-armored warriors owing fierce allegiance to none but the impersonal forces of nature; roving through wood and civilized land alike, they pursue a calling that few non-initiates understand. You are one such warrior. You laugh at such tales. You understand a Green Knight's honor perfectly well - it is your calling. You and your brother and sister knights are the champions of individual powers of the wild: your honor may be pledged to the summer sun at noon, or the great oak whose roots form the shape of a dragon, or the grandfather boar dwelling near Lingwen's cave. In your travels, your deeds gain honor and regard for your patron, and in return, your patron protects and assists you. At times you may find yourself facing a brother or sister Green Knight whose patron opposes your own; at other times, acts of chivalry and battle prowess suitable to more commonplace knights and warriors will suffice to advance your cause. Your honor empowers your shield, your devotion makes your axe keener than any mortal blade, and the blessing of your patron strengthens your armor. Let them tell their stories, laden with impossible feats and inscrutable games - before you pass from this land, your legend will be greater still. --flavor text by K. Reynolds-Geir

Free Skill

When you unlock this header, you gain the skill Armed by The Wild for free. The 0 CP version counts as the first purchase. Armed by the Wild (0, 5 CP) The first lessons after initiation as a Green Knight are focused around the arms and armor of the order. A new-made Green Knight learns to wear and move in heavier armors and use shields for defense. You can wear Medium Armor and use a Buckler, so long as the Primary Materials used to craft the item is not metal. 2nd Purchase: You can wear Heavy Armor and use a Shield, subject to the same restrictions.

Green Knight Skills

Distract The Prey (4, 4, 4 CP; 2 Stamina; Battle) Requires 4 skills from this header. You can make 1 melee attack for, “Short Paralyze by Nature.” · 2nd Purchase (requires Tier 2): “Paralyze by Nature.” · 3rd Purchase: “Double Paralyze by Nature.” Primal Blessing (3, 3, 3 CP; 2 Stamina; Battle, Spell) When you purchase this skill for the first time, choose Physical, Mental, or Metabolic. You can touch a target and call, “Cure X by Nature” where X is the Category you chose. · 2nd Purchase (requires Tier 2): Choose another of the 3 options for 1st Purchase. You can call EITHER of those Categories when you use this skill. For example, you could call, “Cure Physical” or “Cure Mental”, but not “Cure Physical and Mental.” · 3rd Purchase (requires Tier 3): you can use all three Categories for this skill, but not at the same time, subject to the restrictions in 2nd Purchase. Emerald Ferocity (3, 3, 3 CP; 1 Stamina; Battle) You can make a melee attack for “5 Damage by Nature.” · 2nd Purchase: usable 2/battle · 3rd Purchase: usable 3/battle. Defiler’s Doom (4, 4, 4 CP; 2 Stamina) You can make a melee attack for, “Short Drain Magic by Nature.” · 2nd Purchase: “Drain Magic by Nature.” · 3rd Purchase: “[Tier] Damage and Drain Magic by Nature,” Purge Corruption (3, 2, 2 CP; 1 Stamina; Rest) You call “Purge by Nature” against an effect that has the Darkness, Corruption, or Blood trait. · 2nd Purchase: you can cast this spell by touch on a willing target by calling, “Grant Defense: Purge X by Nature” where X is one of the traits listed. · 3rd Purchase: Touch a target and call, “Cure X by Nature” instead of Purge. Pursue Corruption (3, 2, 2 CP; 1 Stamina; Rest) You call “Imbue to self by Pursue Corruption” and call, “Shield by Nature” against the next Root, Slow, or Repel effect that hits you. · 2nd Purchase: you can cast this spell by touch on a willing target by calling, “Grant Defense: Shield X by Nature” where X is one of the effects listed. · 3rd Purchase: replace“Shield” with “Resist” Writhing Vines (3, 3, 3 CP; 1 Stamina; Rest) You gain two packet attacks for “Short Root by Nature.” · 2nd Purchase: Call “Root by Nature.” · 3rd Purchase: Call, “Double Root by Nature.” Ironbark Blessing (3, 2, 2 CP; 1 Stamina; Watch) You call “Imbue by Ironbark Blessing” and you can call, “Resist by Nature” when hit by a Maim. · 2nd Purchase: you can cast this spell by touch on a willing target by calling, “Grant Defense: Resist Maim by Nature” · 3rd Purchase: If cast on yourself, you gain 2 Resists vs Maim, and if cast on another, call, “Grant Defense: Double Resist vs Maim by Nature.” Natural Endurance (3, 3, 3, 3 CP) Your maximum Stamina permanently increases by 1. Verdant Health (3, 3, 3 CP) Your maximum Vitality permanently increases by 1. Call of the Beast (3, 3, 3 CP; 2 Stamina; Battle; Rest) Requires 5 skills from this header. You gain 1 packet attack for “Short Frenzy by Nature.” · 2nd Purchase (requires Tier 2): “Frenzy by Nature.” · 3rd Purchase: 2 packet attacks. Storm Spike (3, 3, 3 CP; 2 Stamina; Battle; Rest) You gain a packet attack for “[Tier+1] Damage by Lightning,” · 2nd Purchase: “[Tier+1] Damage and Agony by Lightning.” · 3rd Purchase: [Tier+2] Emerald Strike (3, 3, 3 CP; 2 Stamina; Battle) You make a melee attack for “[Tier+2] Damage by Nature."  If the attack hits (is not blocked or defended against), you immediately call, "Heal 2 to Self by Nature." · 2nd Purchase: [Tier+3] Damage · 3rd Purchase: "Heal 3 to Self by Nature." Strength of Stone (3, 3, 3 CP; 2 Stamina; Rest) Requires 5 skills from this header. You make a melee attack for, “2 Damage and Slam by Nature.” · 2nd Purchase (requires Tier 2): 2 melee attacks. · 3rd Purchase: 3 attacks Thorn 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: 3 melee attacks Reap the Harvest (3, 3, 3 CP; 2 Stamina; Battle, Spell) When you drop an unwilling enemy to 0 Vitality, you can touch your weapon to the enemy’s torso, spend 2 Stamina, and call, “Heal [Tier+1] and Short Slow To Self by Nature,” . · 2nd Purchase: Heal [Tier+2] · 3rd Purchase: usable twice before you must rest. Mending Touch (2, 2, 2 CP; 1 Stamina; Watch; Rest) You can touch a Destroyed item and call, “Repair by Nature.” · 2nd Purchase: usable twice before you must rest. · 3rd Purchase: usable 3 times before you must rest. Renewing Shower (4, 4, 4 CP; 2 Stamina; Battle) You can call, “By My Voice, Heal [Tier] and Short Slow by Nature,” 2nd Purchase: [Tier+1.] 3rd Purchase: “By My Voice to Hero, Heal [Tier+1] and Short Slow by Nature.” 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 Season, if applicable.

Ranger

Ranger (3 CP) REQUIRES: 1 Knowledge (Novice) skill from: Natural, Military, or Social (any) Camouflage Healing Herbs Medium Weapon (Any) Eagle Eye OR Ravage Savage Parry OR Feral Cunning; ONE OF: Light Armor, Combat Reflexes, OR Flesh Armor. Heroic Dodge, Heroic Strike, Heroic Shot, OR Heroic Healing (any 1) When city folk venture into the wood, they huddle together, shrinking back from the darkness, fearful of hidden eyes and sudden attack. Often, those hidden eyes are yours, though only your enemies have real reason to fear. You are the Ranger-- those who wander the wilds and stand watch against the ever-growing shadow that has fallen over Brittanis. You are the crow-eyed watcher in the woods, the silent hunter of beasts, the guardian beyond the gates. As a Ranger, you stalk the wild places, depending on your skill with bow or blade to survive. What drives you? Revenge against a blood-sworn foe? A thirst for secrets grown over with root and vine? Desire to defend humanity, or to escape it? Regardless of your purpose, you will hunt it, chase it, run it down, until your quarry finally yields itself to you. That dedication is the way of the Ranger. Free Skill When you unlock this header, you gain the skill Nature's Bounty for free. The 0 CP version is considered the first purchase. Nature's Bounty (0, 3, 4 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.You cannot use this skill if you end an event with a condition that prevent theuse of game skills. You have Commoner Maintenance. · 2nd Purchase: You can pay the Commoner Maintenance price and get Gentry Maintenance. · 3rd Puchase: You can pay the Gentry price and get Noble Maintenance. Ranger Skills Armor of the Woods (3, 3, 3 CP) Requires 2 skills purchased from this header. To use this skill you must incorporate vines with leaves into your costume. The base value of any armor or armor effect that you use is increased by one. This requires your armor prop to obviously show the modifications listed above. This effect stacks with Grant effects. · 2nd Purchase: More leaves and vines must be added, armor bonus total increase of 2. · 3rd Purchase: Armor must appear to be made of vines and/or vegetation, armor bonus total increase of 3. Avoid Trap (2 CP, 2 Stamina; Battle) You call, “Avoid by Nature,” to negate the effects of one Trap. This skill protects only you and items on your person; other people or objects in the area, for instance the con­tents of a box, will still be affected. Wyld Strike (3, 3, 3 CP; 2 Stamina; Battle) You make a melee attack for “[Tier+2] Damage by Nature."If the attack is successful (is not blocked or defended against), you immediately call, "Heal 1 to Self by Nature." · 2nd Purchase: “Heal 2 to Self by Nature." · 3rd Purchase: “Heal 3 to self by Nature." Strength of Stone (3, 3, 3 CP; 2 Stamina; Rest) Requires 5 skills from this header. You gain 1 melee or THROWN weapon attack for, “2 Damage and Slam by Nature.” · 2nd Purchase: 2 melee attacks. · 3rd Purchase: “[Tier+1] Damage and Slam by Nature,” Ironbark Blessing (3, 2, 2, 2 CP; 1 Stamina; Spell, Watch) You call “Imbue by Ironbark Blessing” and gain 1 use of “Resist by Nature” vs a Maim effect. · 2nd Purchase: you can cast this spell by touch on a willing target by calling, “Grant Defense: Resist Maim by Nature” · 3rd Purchase: either “Double Imbue by Ironbark Blessing” when cast on self or, “Grant Defense: Double Resist Maim by Nature” · 4th Purchase: either “Triple Imbue by Ironbark Blessing” when cast on self or, “Grant Defense: Triple Resist Maim by Nature” Taking Up the Chase (2 CP, 1 Stamina) Requires Favored Enemy. You may mark an opponent and then track them. You spend a point of Stamina , call out "Inflict Hunted by Nature"and strike an opponent with a melee or packet attack. The opponent gains the Hunted trait. You may later call out "By My Voice, Expose Hunted by Nature” to reveal their presence. Once you have successfully marked an opponent you may later expose them one time at no additional Stamina cost. Each additional use of this skill to expose the target costs an additional point of Stamina. Purge Corruption (3, 2, 2 CP; 1 Stamina; Rest) You call “Purge by Nature” when hit with an effect that has the Malediction, Darkness, or Aberrant traits. · 2nd Purchase: you can cast this spell by touch on a willing target by calling, “Grant Defense: Purge (Darkness/Malediction/Aberrant)" You must choose which of the three Traits you want each time you use the skill. · 3rd Purchase: "Double Grant Defense..." Pursue Corruption (3, 3, 3 CP; 1 Stamina; Spell, Watch) You call “Resist by Nature” when hit with a Root, Slow, or Slam effect. · 2nd Purchase: can use this twice per casting. · 3rd Purchase: can use this three times per casting. Natural Ferocity (3, 3, 3, CP; 1 Stamina; Battle) Must have Sudden Strike 2. You can make a melee or missile attack for “5 Damage by Nature.” · 2nd Purchase: usable 2/battle. · 3rd Purchase: usable 3/battle. Distract The Prey (3, 3, 3 CP; 2 Stamina; Battle) Requires 5 skills from this header. You can make 1 melee or missile attack for, “Short Paralyze by Nature.” · 2nd Purchase: “Paralyze by Nature.” · 3rd Purchase: “Double Paralyze by Nature.” Buckler (3 CP) This skill allows you to use a buckler. You cannot use a larger shield with this skill. Shield (3 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. Medium Armor (5 CP) Requires Light Armor. You may wear Medium Armor. Two- Weapon Fighting (2, 4 CP) This skill allows you to use a Small of Short melee weapon in your off hand while also wielding a Small, Short, or Medium melee weapon in your main hand. · 2nd Purchase: can use a Medium weapon in your off-hand. Sudden Strike (3, 3, 3, CP; 1 Stamina; Battle) You can make a melee attack or missile for “3 Damage.” · 2nd Purchase: usable 2/battle · 3rd Purchase: “[Tier+2] Damage” Bring Down the Stag (3, 3, 3 CP; 2 Stamina; Battle) Must have 5 skills from this header. You gain 1 melee or missile attack for, “2 Damage and Slam by Nature.” · 2nd Purchase: “[Tier+1] Damage and Slam by Nature” · 3rd Purchase: You gain 2 melee attacks. Stop the Advance (3, 2, 2 CP; 2 Stamina; Rest) You gain 2 melee or missile attacks for “2 Damage and Short Root by Nature.” · 2nd Purchase: “2 Damage and Root by Nature.” · 3rd Purchase: You gain 3 melee attacks. 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 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 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. Wolf Pack Tactics (3, 3, 3 CP, 3 Stamina; Battle) Requires 3 skills from this header. You can make 1 melee or missile attack for, “Short Maim [limb] by Nature.” · 2nd Purchase: “Maim [limb] by Nature.” · 3rd Puchase: “Double Maim [limb] by Nature.” Hunter’s Resilience (3, 3, 3 CP, 2 Stamina; Battle) So long as you are conscious you may spend 3 seconds of Activity roleplaying – wiping blood from your face, shakingyour head clear, or similar actions - to shrug off your wounds. Call, “Heal 2 to Self and Short Slow by Nature.” · 2nd Purchase: Usable twice before rest. · 3rd Purchase: call, “Heal [Tier+1] to Self and Short Slow by Nature,” Conceal Object (2, 2, 2, 2 CP, 1 Stamina) You may spend one point of Stamina to hide an object on your person for five minutes. During this time, if you are searched, you do not have to give up the item. The item cannot be in plain sight when the skill is used—it must be in a pouch, under a shirt, in a backpack or otherwise obscured from view. The skill’s effect will last for the full 5 minutes even if you are disabled or even killed be­fore it expires. · 2nd and subsequent purchases: You can hide 1 additional object subject to the same restrictions. Disengage (2 CP, 1 Stamina) If you are fighting with a melee weapon, you may spend one point of Stamina to use the “Disengage” effect as de­scribed in the core rules. Favored Enemy (5 CP, +1 Stamina) Requires 5 skills from this header. There is an enemy you have a particular skill or passion for hunting. Choose one of the following foes: Beast, Infernal, Fae, Dwarf, Giant, Human, Fomorian, Skraeling, Insect, Reptile, or Undead. You can pay 1 additional Stamina when using a called damage effect to add +2 to that damage effect. Example: Kaelan the Ranger has chosen Favored Enemy: Undead. He faces down a death knight, and uses the Sudden Strike skill. Because he is facing his favored enemy, he spends an additional +1 Stamina (total of 2) and calls, "5 Damage" for that one strike, so long as it is against the undead he is fighting. Reveal the Prey (2 CP, 1 Stamina) Requires Favored Enemy. Your chosen prey may run, but they cannot hide from you. You may use this skill to expose an enemy you have selected as your prey with Favored Enemy. Pay a point of Stamina to call out "By My Voice, Expose [Favored Enemy] by Nature” to reveal all enemies. You may only expose enemies you have selected with the Favored Enemy skill. Forego the Forge (4, 5, CP; 2 Stamina;) Requires Light Armor. Choose 1 set of armor you own. This choice cannot be changed until the beginning of the next Watch. So long as your chosen armor has Primary Material: Leather, Wood, or Stone, you can spend 3 minutes of activity and then call, “Refresh Armor by Nature” on that set of armor. · 2nd Purchase: 1 minute of activity Last Stand (2 CP, Day) Once per day you may negate any melee attack that strikes you. Call out “Resist by [Heroic Trait]” to negate the attack. Nature's Embrace (5 CP, 3 Stamina; Day) When you are violently struck down you are sustained by the wilderness around you. This skill may only be used while cloaked by nature, where you are touching a tree or if there are multiple trees between you and any visible buildings. While cloaked by nature if you become Unstable you may pay 3 points of Stamina as you fall to immediately become Stable. You may use this skill to take an extra step while falling down so you lay down touching the roots or trunk of a tree. Nimble (3 CP, 2 Stamina) You are dexterous enough to avoid some parts of physical challenges. If you activate the effect of a physical chal­lenge, such as stepping onto unsafe terrain, you may spend two Stamina to call “Resist by Nature” and negate the effect. Open Sealed Portal (2CP, 1 Stamina) This skill allows you to open sealed portals, which may include doors, drawers, and boxes. Sealed portals will bemarked with a blue sticker. Spend a point of Stamina to open the portal; it then remains unsealed until the actual, physical portal is closed, at which point the portal re-seals. The skill does not allow you to bypass locks, traps,or other hindrances. Ranger’s Heroic Deflection (2 CP, per day) Call out “Parry by [Heroic Virtue] to negate one melee, missile or packet attack. Setting the Limb (4 CP, 2 Stamina) You have learned to quickly set maimed limbs. You must have one free and functioning hand to use this skill. You touch the recipient on the maimed limb with a packet and roleplay setting the limb for 1 minute, then call out "Cure Maim [Limb] and Slow by Nature” to fix the limb. Weapons of the Wild (3, 3, 3 CP, 2 Stamina; Battle) Requires Two-Weapon Fighting 2. As long as you are wielding either two spears, two axes, or one of each, you can spend 2 Stamina to gain 3 melee or missile attacks for “3 Damage” · 2nd Purchase: usable twice before rest. · 3rd Purchase: usable three times before rest.

Shaman

Shaman (3 CP)

REQUIRES:
  • Any 2 Knowledge (Novice) skills
  • Detect Corruption
  • Healing Herbs
  • Omens & Portents
  • Precognition
  • Heroic Will, Heroic Endurance, OR Heroic Vitality (any 1)
NOTE: Brittanis DOES NOT attempt to replicate or portray a real-world religion in any way, shape, or form. The name is present because it is a well-known fantasy trope, and a fun character concept to play. For the same reason there is no "Catholic Priest" class, the shaman class has little or no resemblance to real-world shamanism. Brittanis is a fantasy world-- this is a fantasy interpretation of the shaman. Don't get the two confused---you'll get your feelings hurt.
You are sensitive to the spirits of the world around you. You can perceive the spirits that infuse everything in the world, and you can communicate with them.
You have learned to call on their aid and that is how you cast your magic. The spirits you see are all connected to the tapestry of fate. You are familiar with the Veil—the barrier between our world and the Otherworld—and you can sometimes reach through it and harness that power. You see spirits of the past—those mortals and creatures who have come before you in the distant past or even sometimes from ancient civilizations lost to time.
You see the spirits of the present—most nature spirits tend to live in a perpetual“now” that keeps their attention focused on the current moment. You also seethe ephemeral spirits of the future—those who have yet to come, and whisper of great triumphs or terrible doom.
The life of a Shaman is a dangerous one—some spirits are benign, but many are protective, desperate, or aggressive towards mortals who can detect their presence. Worst of all are the spirits who have been tainted by Darkness or corrupted by the forces that loose Malediction upon the world. Most shamans do not listen to spirits tainted by these forces so they are not driven mad by their dark whispers.
Shamans have many powers that are seen as dark or sometimes even evil by more “civilized” folk. Many of a shaman’s abilities interact with the dead—especially since one of the tasks most sacred to shamans is the destruction of the undead in order to free the corrupted spirits held trapped within the Risen. Most city folk don’t understand that in order to hunt something, you must understand it—and thus most shamans are mistrusted or downright reviled by those who do not understand them.

Free Skill

When you unlock this header, you gain the Circle of Bones skill for free. The 0 CP version counts as the 1st purchase. Circle of Bones (0, 3, 3, 4 CP; Gloaming) You create an enchanted circle of bones and skulls at least 5' in diameter either alone or with other shamans. Once you prepare the circle it cannot be moved for the remainder of the watch. Shamans can share a single circle but once you use this ability for the day, you are bound to the circle you activated this ability in and you cannot use another circle until that circle expires at the end of the watch or is dispelled, countered, etc. Each shaman must bind a spirit to the circle individually. While you are in this circle you may spend five minutes of Activity calling to the spirits and bind one to you. This willing spirit empowers you with a pool of Gloaming energy. For each skill purchased with the Gloaming keyword, you gain 1 point of Gloaming in this pool up to a maximum of 10 points. You may pay a point from your Gloaming pool to touch a packet to an ally and call out "Heal 3 and Agony by Spirit" –OR—you can use these points in place of Stamina for using abilities from this header. The points from your pool CAN BE refreshed at the beginning of the next Watch, but you must rest for at least 5 minutes inside the circle to refresh the Gloaming points. If your circle is disturbed then you must spend an additional minute purifying and reforming the circle. 2nd Purchase: Your Gloaming pool is permanently increased by +1. 3rd Purchase: Your Gloaming pool is permanently increased by +2. 4th Purchase: Your Gloaming pool is permanently increased by +3.

Shaman Skills

Spirit Magic (3, 3, 3, 3 CP) You can choose a magical category to buy spells from. You can pick the Magical Arts of Shadow, Earth or Air; you may also select either Autumn or Winter from the Seasons spell list. You gain Major Access to that Art or Season.
  • Each time you purchase a new category of spells to choose from.
Crushing Despair (3, 3, 3 CP, 2 Stamina; Battle, Spell, Gloaming) Requires 3 skills from this header. Corrupted spirits of the dead are often afflicted by terrible, lonesome despair—which you have learned how to focus and use against your enemies.
  • You can make a packet attack for “Short Drain by Spirit.”
  • 2nd Purchase: “Drain by Spirit
  • 3rd Purchase: “Double Drain by Spirit.
Curse of Weakness (2, 2, 2 CP, 1 Stamina; Battle, Spell, Rest; Gloaming) You harness the draining, melancholy energy of the spirit realm and focus it into an attack against your enemies. ]
  • You make a packet attack for,“Short Weakness by Spirit.”
  • 2nd Purchase: “Weakness by Spirit”
  • 3rd Purchase: 2 packets.
Death's Fearful Grin (3 CP; Gloaming) You empower a sacred skull to call forth terror in your enemies.
  • You may spend a minute of Activity roleplaying to empower a skull prop with the power of Gloaming. The prop may be part of a staff or even affixed to your armor so long as it appears as bone and it is the size of a human skull or larger if it is the skull of an animal or beast. So long as you touch this skull you may change the Trait of any skill without the Spell keyword to "by Fear". You may also add the Bane Trait "to Undead" as a Special Trait for any skill you have purchased from this header.
Death Ward (2, 2, 2 CP; 2 Stamina; Watch, Spell; Gloaming) Your mastery of the spirits makes you particularly resistant to effects that would make you like them.
  • You call “Imbue by Death Ward” and then you can call, “Reduce and Drain to Self” against one Death effect.
  • 2nd Purchase: you can cast this spell by touch on a willing target by calling, “Grant Defense: Reduce Death and Drain to Self”
  • 3rd Purchase: Call “Reduce and SHORT Drain to Self.”
Glimpse of the Spirit Realm (3, 2, 2 CP, 2 Stamina; Battle, Spell; Gloaming) Requires 3 skills from this header. Not everyone is capable of processing the reality of the spirit realm. You know this, and you force an unwilling target to see what you see, driving them insane for a brief time.
  • You can make a packet attack for “Short Paralyze by Spirit.”
  • 2nd Purchase: “Paralyze by Spirit
  • 3rd Purchase: “Double Paralyze by Spirit.
Knowing Nature's Bounty (3, 4, 5 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.You cannot use this skill if you end an event with a condition that prevent the use of game skills. You have Commoner Maintenance.
  • 2nd Purchase: You can pay the Commoner Maintenance price and get Gentry Maintenance.
  • 3rd Puchase: You can pay the Gentry price and get Noble Maintenance.
Sacred Weapon of Bone (3 CP)
  • This skill allows you to hold and use any blunt weapon made from bone while you are casting spells, overriding the restriction that casting requires both hands to be empty. You must have a skill with the weapon in question to use this ability. Bone weapons cannot be brought into game unless special means are used to create and maintain them.
A Large weapon must be held in one hand while casting and cannot be used for blocking or combat purposes until held in both hands again. To Speak With Ancestors (3, 3, 3, 3 CP; Combination Information Skill;) You may call upon the wisdom of your ancestors and the spirits of the past, present, and future, asking for guidance from them. Using it costs 3 hours of Downtime.
  • You sequester yourself in trance and meditation and call to the spirits for their aid as sources of wisdom. You may pursue knowledge about shamanic matters in a graveyard or other sacred place. This is an information skill that does not require you to pay money. You submit a question between events as described in the Information Skills section. If the question is appropriate for the spirits, you may receive knowledge appropriate to your question.
  • 2nd Purchase: You can ask 2 questions per window.
  • 3rd Purchase: You can sacrifice money or trade goods to the spirits for increased cooperation and accuracy. You choose how much you sacrifice.
  • 4th Purchase: You can ask 3 questions per window.
To Tell The Tale (2, 4 CP; 2 Stamina; Gloaming) Shamans have the ability to follow a Hero on his journey through the Underworld, recording his tale.
  • When Death or a Reaper comes to collect those with the Deathmarked trait, you may accompany one willing character. When you cross the barrier into the Underworld, you call, "Imbue to Self: Spirit." The Spirit only ends when you leave the Underworld again.
  • 2nd Purchase: You can aid one Hero per challenge in the Otherworld during the Long Walk. Your successes and failures can affect their outcome-- for good OR ill.
Reveal the Dead (2, 3, 3 CP; 1 Stamina; Watch;) Shamans deal with the dead on a regular basis; they are adept at finding those who are their specialty.
  • You can call, "By My Voice, Expose Dead."
  • 2nd Purchase: usable 1/battle
  • 3rd Purchase: You can call, "By My Voice, Expose Undead by Gloaming!"
Speak With Dead (3 CP; 1 STA; Rest)
  • You may spend 1 STA and gain the ability to talk to one creature with the Spirit trait. You must use this skill each time you wish to speak to a different Spirit. This lasts until you rest.
Steal Life (3, 3, 3, 3 CP; 2 STA; Day)
  • Once per battle, you can use a Death Strike on a foe YOU have defeated and call, "Imbue by Gloaming." If you gain the Unstable trait before the end of the current Day, you can call, "Purge Unstable and Heal 1 by Gloaming!"
  • 2nd Purchase: usable 1/watch
  • 3rd Purchase: Heal 2
  • 4th Purchase: Heal [Tier+2]
Morbid Fascination (2, 3, 4 CP; 0 STA; Day) You have made a study of the dead and such things intrigue you-- some might say a little too much-- but you draw understanding of the ways of the world from seeing those you know well at their moment of passing.
  • Once per watch, if you witness an ally become a Spirit of the Dead, you can call, "Refresh 2 Stamina to Self by Death."
  • 2nd Purchase: ""Refresh 2 Stamina and Heal 2 to Self by Death."
  • 3rd Purchase: usable 1/watch.
Whispers of the Dead (2 CP; Combination Information Skill) The dead talk to you-- constantly.
  • With this skill, sometimes you can make sense of the constant chatter. You will receive a small message at check-in relating to something at the event. It may be something like "An assassin wears a red hat" or "Open a door for an old man" or something similar. If used between events this skill requires 3 Downtime to be spent.