Skills
Skills are the primary way you will have and use advantages for your character. Some skills you will start with, and others you will earn along the way. Each Skill has 5 levels, with each level granting a you a new in-game ability. In order to play, you’ll only need to understand the Core Rules and your own Skills, but it will help to have a passing familiarity with what each Skill is broadly used for before you begin character creation, so that you can make decisions about what your character will excel at.
Each Skill is like a self-contained character concept, making you a formidable character in your own right just from having that Skill. In the game setting, having 3 Ranks of a given Skill is enough to be considered very competent, while 4s or 5s are quite rare, possessed by masters of their art. Don’t think you have to have Skills at 5 to be a capable character. You’ll leave Character Creation with many different Skills, and you’ll be able to add to the game in many ways before you spend Experience Points to advance your character.
Skill ranks can be bought with Experience Points at a rate of 2 times the desired rank. As such, the first rank of a skill costs 2 experience, the second rank costs 4 experience, and so on.
Table of Contents
COMBAT SKILLS
“It is a profound tragedy that these lowly creatures will never know the light of God; that I must banish them with my sword to a place beyond redemption.”
–Elias, Master Paladin of the Sacred Order of the White Lion
Combat skills are how a character gains the ability to do battle and survive combat. Each Combat Skill follows a similar structure:
Rank 1: Basic Use
Rank 2: Defensive Abilities
Rank 3: Use of Conditions while Fresh
Rank 4: Advanced abilities
Rank 5: Master stroke
Basic Use
The first Rank of melee weaponry Skills allows the user to safely physically parry. Weapon hits that are “significantly interfered with” are rendered harmless, even if they do happen to touch the blocker anyway. Physically parrying without this ability causes a Hit to your blocking arm. Note that the Fear condition removes this ability, causing physical weapon parries to count as arm hits.
Skills that don’t involve melee weaponry, like Archery, Firearms and Shields simply allow the basic use of those pieces of equipment at this level, and the Brawl skill grants unarmed attacks.
(Read more about Game Effects)
Defensive Abilities
The ability to call Dodge or Parry primarily comes from Weapon Skills, which grants an ability called Defense. Skills may grant multiple versions of these abilities under the same name. For instance, “Defense” as granted by Arming Weapons allows a use of Parry, while “Defense” as granted by Brawl allows the use of a Dodge. If the same character has more than one of these abilities, she may spend them in either manner she chooses, but it still only gains a single defense call.
The Defense ability itself allows a character to Exert themselves in order to call the defense granted by their Combat Skill. As a reminder, Exhausted characters may not Exert, and therefore may not use any Defense ability.
Weapon Qualities
The character now has the expertise to best take advantage of their weapons special qualities in order to call Conditions. Weapons each have certain kinds of Conditions that they are best used for, and the third rank of weapon skills allows the character to fully take advantage of their weapons unique qualities. When a weapon is made, it has a specific Condition category that it is best used for. While the character is Fresh they may call conditions from that category whenever they Hit with their weapon. Hits to limbs cause Tier 1 Conditions, such as Bleed, Stagger, or Pain, and Hits to the torso cause Tier 2 Conditions, such as Winded, Knockdown, or Stun.
Axes have an additional advantage in that they may call Sunder on any item after Hitting it 3 times in a single scene. This Sunder call may be defended against normally.
Hammers and Maces have an additional advantage in that their Hits always have the Driving Quality, and so may not be stopped by Armor calls.
Striking Conditions
Bleed
Crash
Strike
Staggering Conditions
Stagger
Knockdown
Slam
Stunning Conditions
Pain
Stun
Blackout
Combat Skills
Skilled fighters may learn Fighting Styles, a specialized group of fighting moves that grant them new abilities or help them shore up weaknesses in their fighting style. Once reaching Rank 4 in a Combat Skill, they may learn and use Fighting Styles they are taught, or teach themselves ones they meet the prerequisites for.
(Read more about Fighting Styles)
Light Weapons
Light Weapons are those weapons which are naturally between 0 and 24” in length. Not well-suited for open battle, they instead find their value in murder rather than combat. Light weapons are easily concealed and well-suited for close-quarters combat and surprise.
Common light weaponry includes daggers, rondels, stilettos, hatchets, clubs and short swords.
Rank 1: Light Weapon Use
The fighter may use Light Weapons to physically parry in combat.
Fear disables this effect
Rank 2: Light Weapon Defense
DEFENSE
The fighter may Exert to call Dodge against all Hits or all Conditions delivered by melee attacks that occurred during the current Beat if they have a Light Weapon readied.
Rank 3: Light Weapon Proficiency
The fighter gains access to the Qualities of their readied Light Weapon. While the fighter is Fresh they may call Tier 1 Conditions on limb Hits and Tier 2 conditions on Torso Hits. The fighter may also Exert to call a Condition one tier higher than usual.
Alternately, instead of using Conditions, a Fresh fighter may also make use of Poisons that are applied to their weapons.
Rank 4: Thrown Weapons
The fighter may now make use of coreless throwing weapons to deliver Hits and Conditions.
Rank 5: Backstab
The fighter can take advantage of distraction or slowness to deliver crippling precise blows to their opponent. When the fighter is attacking from behind their opponent they may add Driving and Power to their melee Hits.
Arming Weapons
Arming Weapons are those that are naturally between 24” and 42” in length. Arming Weapons are those that are standard issue for militaries, soldiers, guardsmen and other professional fighters. They are well-known for their balanced approach to attack and defense, and a master can do either task without having to sacrifice the other, every guard an attack and every attack protecting the fighter.
Common arming weapons include broadswords, battle-axes, maces, sabres, and hammers.
Rank 1: Arming Weapon Use
The fighter may use Arming Weapons to physically parry in combat.
Fear disables this effect
Rank 2: Arming Weapon Defense
DEFENSE
The fighter may Exert to call Parry against all Hits or all Conditions delivered by melee attacks that occurred during the current Beat if they have an Arming Weapon readied.
Rank 3: Arming Weapons Proficiency
The fighter gains access to the Qualities of their readied Arming Weapon. While the fighter is Fresh they may call Tier 1 Conditions on limb Hits and Tier 2 conditions on Torso Hits. The fighter may also Exert to call a Condition one tier higher than usual.
Alternately, instead of using Conditions, a Fresh fighter may also make use of Poisons that are applied to their weapons.
Rank 4: Riposte
When the fighter is pressed to their last ounce of energy, their training allows them to attempt a desperate recovery. If the fighter can score a Hit on an opponent while they are Exhausted, then the fighter may Restore back to Tired on the following Beat. This effect occurs even if the Hit is cancelled with a Defense Call.
Rank 5: Weapon Mastery
The fighter knows how to use their weapons as perfect extensions of their own body, maximizing every opportunity available to them. The fighter may add Power to any Conditions that they call using an Arming Weapon.
Heavy Weapons
Heavy Weapons are those that are naturally longer than 42” in length. Heavy Weapons are sometimes specialized weapons of war, such as the greatsword or poleaxe, intended for elite fighters to reach over the press to help the common soldier. In other cases they belong to the common folk, the long farming scythe or the pike pressed into the hand of a levied militiaman. In either case, Heavy Weapons, usually wielded in two hands, benefit greatly from reach and are suited to smash through swathes of enemies.
Common heavy weaponry includes greatswords, spears, polearms, and staves.
Rank 1: Heavy Weapon Use
The fighter may use Heavy Weapons to physically parry in combat.
Fear disables this effect
Rank 2: Heavy Weapon Defense
DEFENSE
The fighter may Exert to call Parry against all Hits or all Conditions delivered by melee attacks that occurred during the current Beat if they have a Heavy Weapon readied.
Rank 3: Heavy Weapons Proficiency
The fighter gains access to the Qualities of their readied Heavy Weapon. While the fighter is Fresh they may call Tier 1 Conditions on limb Hits and Tier 2 conditions on Torso Hits. The fighter may also Exert to call a Condition one tier higher than usual.
Alternately, instead of using Conditions, a Fresh fighter may also make use of Poisons that are applied to their weapons.
Rank 4: Cleave
The fighter can carve bloody ruin through foes, using the momentum of their heavy swings to carry through to the next opponent, and the next, battering their foes around and using their positions against them. Whenever the fighter calls a Condition with their Heavy Weapon, they may call the same Condition on every opponent in melee range in a 90° arc in the direction of their swing.
Rank 5: Battlefield Control
Using momentum and aggression, the fighter smashes aside lesser attacks that could hinder their own offense. During any Beat in which the fighter scores a Hit on an opponent, they may call Parry against all Hits or all Conditions against them that occurred during that Beat. This effect occurs even if the Hit is cancelled with a Defense Call.
Brawl
Brawling is the ability to use the body itself as a weapon, delivering punches and grapples to disable an opponent. While less imminently lethal than fighting with weapons, unarmed combat nonetheless has the advantage of being always available, and can be combined with more traditional forms of armed combat to blend their advantages.
Brawl hits may be delivered via open hand or red padded weapons with a maximum overall length of 16″.
Rank 1: Brawling
BRAWLING
The brawler may lay a hand on the opponent’s body and call a specific Combat Condition based on the location touched, or may lock their opponent into a grapple.
- Punches to the limbs (arms or legs) cause Pain.
- Punches to the front of the torso cause Crash.
- Punches to the back of the torso cause Stun.
- Contacting the opponent on any location, the fighter may call Stagger.
- Contacting the opponent on any location, the fighter may call Grab.
Refresh: Brawling may be used once per Beat.
Rank 2: Brawl Defense
DEFENSE
The brawler may Exert to call Dodge against all Hits or all Conditions that occurred during the current Beat.
Rank 3: Brawling Proficiency
After maintaining a Grab on an opponent for a full Beat, the brawler may break that Grab in order to call Strike to one limb or to call a Tier 2 Combat Condition (Crash, Knockdown, or Stun).
Rank 4: Advanced Brawling
After maintaining a Grab on an opponent for a full Beat, the brawler may break that Grab in order to call Blackout.
Rank 5: Takedown
The brawler can deliver amazing power through their unarmed strikes. By using the Brawling ability on the opponent’s torso, the brawler may call Strike, Slam, or Blackout.
Shields
Shields are used to interpose a barrier between the fighter and her opponent. The basic shield is small and maneuverable, ranging all the way to extremely large tower shields that cover most of the body. Shields are commonly paired with an Arming Weapon, as much part of the fighter’s attacking capability as their defense.
Rank 1: Shield Use
The fighter may physically block Hits with their shield.
Rank 2: Shield Defense
DEFENSE
The fighter may Exert to call Armor against all Hits or all Conditions delivered by melee attacks that occurred during the current Beat if they have a Shield readied.
Rank 3: Shield Proficiency
While Fresh the fighter may call Stagger whenever an opponent strikes their shield.
Rank 4: Shield Guard
GUARD
Once per scene the fighter may call Armor against all Hits or all Conditions that occurred during the current Beat if they have a shield readied.
This ability combines with Defense, and refreshed on Rest.
Rank 5: Block
The fighter uses the shield to masterfully glance away attacks as they arrive. Whenever the fighter uses a Shields ability to call Armor, she may instead call Block, cancelling all Hits and Conditions that occurred during that Beat, regardless of Power.
Archery
Archery uses ranged weaponry such as bows and crossbows to fire arrows into opponents. Missiles fired by skilled archers can use accuracy to pierce through almost any defense without ever exposing the archer to danger. While mechanical weapons such as crossbows are indeed devices of engineering, they may take advantage of the Archery Skill.
Archery requires ammunition, which are produced in batches by Woodworkers, and some arrows can be custom made to better perform.
Archery uses a bow of 28 pound draw or less and professionally made LARP arrows. Or an in-genre bow prop with packets. In situations where it is unsafe to use arrows such as close quarters or firing with limited visibility packets must be used.
Rank 1: Archery Use
The archer may load, draw and fire a bow.
- Melee weapon hits cannot be physically parried with a bow.
Rank 2: Archery Defense
DEFENSE
The archer may Exert to call Dodge against all Hits or all Conditions that occurred during the current Beat while the archer has a bow ready.
Rank 3: Archery Proficiency
The archer gains access to the Qualities of their Arrows. While the archer is Fresh they may call Tier 1 Conditions on limb Hits and Tier 2 conditions on Torso Hits. The fighter may also Exert to call a Condition one tier higher than usual.
Alternately, instead of using Conditions, a Fresh fighter may also make use of Poisons that are applied to their weapons.
Rank 4: Advanced Archery
The archer may Exert in order to snipe a specified target within Shouting Distance, calling Strike.
Rank 5: Marksman
The archer’s shots are so accurate that they barely need to aim, able to take advantage of every exposed target. All of the physical arrow Hits and Conditions delivered by the archer gain the Quick Quality.
Firearms
Firearms are the latest in martial technology, created by mechanist engineers and using expensive Dwarven black powder to fire iron shot into opponents. Dwarven longrifles and manmade pistols are the weapons of the wealthy elite of Capacionne, but their use is slowly picking up elsewhere.
Firearms use blasting caps to signal their effect, and failing that, the BANG call. Firearms are delicate and do not work in wet conditions. If it has rained that day or is currently raining, Firearms cannot be used.
(Read more about Game Effects)
Rank 1: Firearms Use
The fighter may load and fire and maintain a firearm.
- Melee weapon hits cannot be physically parried with a gun.
The fighter’s familiarity and comfort with the percussive forces of black powder allow them to not be Staggered by the Bang effect of Firearm weapons.
Rank 2: Firearm Defense
DEFENSE
The fighter may Exert to call Dodge against all Hits or all Conditions that occurred during the current Beat while they have a firearm readied.
Rank 3: Firearms Proficiency
The fighter is an expert at reloading his weapon, quick hands working by muscle memory alone with nimble fingers dancing over the casings. The fighter may now Exert and run their hand over their firearm to reload in a single Beat.
Rank 4: Firearm Maintenance
The fighter’s rigorous care, oiling, fitting, filing, customizing and polish of their weapon means that their firearm is unaffected by wet climate, weather and rain. This takes 10 minutes of maintenance roleplay per weapon weatherproofed per day.
Rank 5: Quickdraw
The gunman can draw and fire without aiming by reflex faster than his opponent can anticipate to Dodge. Immediately after drawing their gun, the fighter may add the Quick quality to a shot with their firearm.
This may be used once per Combat Scene, on the first shot only.i
PHYSICAL SKILLS
Physical Skills are those which involve the core physical capabilities of the character, often involving grace and power.
Finesse
The Finesse skill is proficiency with subtle, graceful, and perfect movement and attention to detail.
Rank 1: Conceal
The scoundrel may Exert in order to hide items in secret caches or locations, as well as hide objects on their person. Any item can be covered in a black cloth with a “Hidden” tag. Such items can only be located by characters with the Vigilance Skill.
Items hidden on one’s person can be covered with a black cloth as well and excluded from the results of a Search by someone with the Vigilance Skill and may not be targeted by Pickpocket. Containers of smaller items may not be hidden this way.
Rank 2: Pickpocket
The scoundrel may lift small items off unsuspecting marks. If the scoundrel is able to place a clothespin on another character’s clothes, purse, or satchel without being caught, they may then claim an item from the pinned article. Long cloak edges are not valid targets.
At their request (if they don’t wish to do so personally), a Marshal will go to the target after a time and retrieve a random item from any items they may have. If the scoundrel suggests a specific item they believe their mark has, the Marshal will take that item specifically. If the item is not there, the attempt fails. Characters who have been pickpocketed do not notice it missing until the end of the scene. This can also be used to place items on a character, if desired.
Rank 3: Lockpicking
The scoundrel has nimble fingers and a careful touch. Tumblers and pins shift at their knock. After a full minute of fiddling with a lock prop, the character may Exert to open any Basic Lock, as well as relock it afterwards, hiding evidence of the character’s tampering. Advanced Locks take an hour of fiddling to open. Requires thieves’ tools.
Rank 4: Infiltration
Able to gracefully move into tight positions without difficulty, the scoundrel may quickly go where others cannot. The scoundrel may use the Ignore hand sign when opening or closing doors, able to slip in unnoticed. Additionally, they may enter or exit rooms through any window large enough to fit through (even if it doesn’t open in real life) and can use the Ignore sign to do so.
In a Trial, the character may bypass otherwise-impassable walls or obstacles, unless they have a special X mark, indicating this ability cannot be used (usually for safety).
This ability also allows the scoundrel to escape ropes, manacles, and most other forms of confinement
Rank 5: Sleight-of-Hand
The scoundrel’s hands are a blur, moving at a speed that is too fast to follow. Whether distracting with one hand and pilfering pockets with the other, or sliding a secret blade between ribs, the scoundrel is an unparalleled master of sleight of hand.
The scoundrel gains the following options
- Retroactively pickpocket any character that they have obviously touched during the scene. Being on either side of a Grab always counts for this.
- The scoundrel may Exert to call “Stealth Strike” on a target within arm’s reach using a light weapon the scoundrel has on their person. This may be used to deliver Poison
- Freely cheat in any game of chance, choosing die outcomes or the exact hand of cards they are dealt. This may only be noticed by a character who is Alert.
Grit
The Grit skill is the gradual toughening of the body and mind to endure great amounts of pain, shrug off sickness, and otherwise remain ready to act, even when in poor condition. Characters with Grit can fight on longer than normal people, able to push themselves past injury, even at their own peril.
Rank 1: Endurance
The character can push themselves harder, even when they’re feeling terrible. The effects of the Battered condition are lessened. For every level of Grit, Battered leaves that Rank of Skills in tact. For instance, a character with Grit 2 who became Battered would reduce all of their Skills to a maximum of 2 instead of 0. This resistance to Battered is lowered by one level if a character is Downed again while Battered, and this cumulative each time they are Downed again- only resetting to the normal resistance if they become Healthy. An exception to this is the Grit skill itself, which is completely immune to being lowered by Battered.
Characters with Endurance can speak normally while in the Downed condition, and can limp along (but not run) unassisted with two Injured legs.
Additionally, for each level of Grit, a character can drink 1 more alcoholic drink before becoming drunk or Blacked Out.
(Read more about Alcohol and Intoxication)
Rank 2: Resilience
The character gains a use of Toughness against any call with the Poison Quality, Disease, all Stunning Conditions (Pain, Stun, Blackout), Staggering Conditions (Stagger, Knockdown, Slam), Striking Conditions (Bleed, Crash), except Strike. This Toughness refreshes on Rest.
If there is a Disease Outbreak, the character is not affected.
Rank 3: Gristle
The character can fight through any amount of pain to do what must be done, at least for a moment. Once per Rest, the character may ignore the effects of Injuries, Battered, and Downed for 3 Beats. During this time, they may continue to fight in any way they are able before succumbing to whatever wounds they had before or gained during Gristle. During these three Beats, the character should call “Grit Taken” in response to any Hits, Calls or Conditions that they do not defend against.
Rank 4: Unflinching
The character is effectively immune to Pain. The Player should call “No Effect” when Pain or a call with the Pain Quality is used.
Rank 5: Unbreakable
The character is a mountain of endurance. Two beats after being Downed, they may get up again, Battered, with a Bleed where they were Hit. The character may continue do this until they suffer a Deathblow. This ability does not work if the character enters Dying, including if sent there by having the Bleed condition for more than 5 minutes.
Stealth
The Stealth skill is training in careful balance, concealment and quiet grace that allows the user to remain unseen whether still or moving.
The Stealth Skill interacts heavily with the Stealth Condition, referenced here from the Core Rules.
The character is somewhere nearby, unseen. Their player crooks their arm in front of their face in the “Stealth” hand sign, and should be ignored and not interacted with by most Game Effects.
- Characters in Stealth can observe without interacting. Further abilities in the Stealth Skill allow more interaction, including attacks.
- Stealth is not effective against someone who sees them enter Stealth, so long as line of sight is not broken. That character may call Reveal against them by interacting with them.
Resolution: The stealthed character is Revealed, or exits Stealth.
(Read more about Game Effects)
Rank 1: Hide
The character may enter the Stealth condition if they can crouch down low and meet any of the following conditions:
- In deep darkness
- Against a wall or other large surface
- Behind at least partial cover, like a table
Once in Stealth, the character may not take any steps or actions, but remains hidden until they do.
Rank 2: Swoop
While in Stealth, the character may take either three steps or perform a tumble. If the character ends up in a legal location to enter Stealth per Hide, they may remain in Stealth.
Rank 3: Murder
The character may attack from Stealth to devastating effect. Using an Hit or Strike from a weapon no longer than 48”, (which can include arrows or spells) the character may attack from Stealth and add the Stealth Quality to the attack, preventing the use of Parry or Dodge defenses unless the character is also Alert.
If the character is able to, they may gently place the weapon across an unarmored area of the body, such as the throat before they strike. This guarantees that Armor may not be used on the defense. If they choose to, the character may leave Stealth at this time, such as to speak to others from a position of advantage, and retain the ability to use Murder on that victim as if they had not left Stealth.
Using the Murder ability to deliver an attack causes the character to exit Stealth.
Rank 4: Lurk
Once the character has been in Stealth and unmoving for at least a minute, they are able to find the best possible position for escape and concealment. The character becomes immune to Reveal and Tracking as long as they do not move, and may escape from the scene at will by using the Ignore sign to leave at least 100 feet away.
Rank 5: Shadow
Interacting with the environment does not break Stealth. The character may open, creep through then close a door, remove an unsecured item from a table, even speak out loud, their voice echoing from a difficult to find location. Reply “Stealth” if challenged by characters whether they see you. Changes to the room may be noticed at the end of the scene. Attacks made from Stealth still reveal the character.
GATHERING SKILLS
The feudal system operates under one great agreement: the nobility own the land, the peasants work the land for its riches in exchange for protection. This relationship to the land is at the bedrock of all society, from the great spires of Fenristadt quarried from stone slabs in a mine, to the meal on the plate of Emperor and peasant alike. Every person in the Throne owes their life to this process, and at its barest level, it is the entire job of the nobility to protect this process. The peasants themselves operate the land by an agreement with the local lord and his establishment, almost always having to pay an agreed upon tax for use of the mine, the forest, the plains the farms are built upon, or any other place within his realm. These taxes give the noble what they need to enlarge their holdings or support their armies, while leaving at least something for the peasants themselves to use or trade to get by on. It benefits the peasants then to do the best they can with the land, to meet the tax needs of the local lord, and then have more for themselves left over, but this also requires being careful with the land, and safeguarding it from harm; investing their time and energy into its production to ensure a bountiful return. In short, it demands good stewardship.
Gathering Skills are the expertise to harvest raw materials from the land. Gatherers must find Nodes of their chosen skill to gather from and the wilderness is filled with such places that can be tapped for their resources.
Folkwise
Knowing how to be a good steward of the land is important for Gatherers, and peasant wisdom about how to manage the land, prevent disasters, ensure good harvests and safe ventures have all been passed down through the generations as folk wisdom. Each Gathering Skill possesses some of this Folkwisdom. Every event those with the appropriate Skill will be given some information at Check-in about what sorts of events are currently plaguing the land, what opportunities might be available for quick rewards or better outcomes, and other stranger things. While the Church has a generally amiable disposition to peasants and their hard lives and work ethic, there are times when ancient Folkwise remedies are somewhat at odds with modern teachings and orthodoxy, trending more in the direction of the ancient old ways of the primordial religions that came before the Church of Mankind.
Bounty
The land only has so much to give, and tending to the balance between using the land and preserving it for future generations is the careful line that gatherers and hunters tread. Each kind of Gathering has a certain Bounty that determines how much of that resource can be found in the region. Bounty has a hidden rating from one to ten, and is primarily increased by Stewardship of master gatherers as well as certain Folkwise rites, and primarily decreased by Exploitation. There are other effects that may influence the bounty, but they are not widely known. Bounty may have story effects, such as famines caused by extremely low bounty or extra rewards for exceptionally high bounty.
Gathering Nodes and Exploitation
Gathering nodes represent places where resources can be harvested. They are found in-game, usually in the Wilderness or in Trials, as labelled cards with several gathering tokens attached. Each node is labelled with each of its gathering tokens labelled to match it, and is either a Common, Uncommon, or Rare node of a specific resource type.
The number of guaranteed Nodes in the Wilderness is determined by that gathering type’s Bounty rating. There will always be a number of Common Nodes equal to that resource’s Bounty, and half that number in Uncommon Nodes. Trials may contain more nodes or Rare Nodes, but these nodes are unrelated to Bounty.
Each character with the appropriate Gathering skill rank may take one, and only one, token from each resource Node they encounter. These tokens are turned into the Basilica with a Refining Task which exchanges each token for one primary resource item and one secondary.
Certain items such as better tools or higher skill ranks may allow the Gatherer to choose to more fully Exploit the resources that they get from each Gathering Token, taking more resources from the land. The land can take some Exploitation without consequences, but if Exploitation occurs more than three times the Bounty rating, then the Bounty of that resource will decrease, with greater consequences scaling with further exploitation.
When gathering tokens are Refined they become a single unit of their main resource as well as one unit of a secondary resource that may change from node to node. Each level of Exploitation increases the output by one of each kind of resource, but each level counts separately towards the limit of Exploitation that the land can take.
Mining tokens will always become one unit of Iron, and may also contain a unit of Salt or Coal.
Hunting tokens will always become one unit of Scrap or Heavy Leather, and may also have Meat.
Forestry tokens will always become one unit of Wood, and may also include Vegetables.
Farming tokens will vary, but often contain one unit of Hemp, Wool, Meat or Vegetables.
Tokens for Leather, Wool and Meat may instead be exchanged for a single Animal Sacrifice. These tokens may not be Exploited.
Normal Common and Uncommon nodes usually have 10 tokens each, meaning up to 10 characters may Gather from them. Rare nodes and trial nodes may have a different number. This number may be adjusted up or down for IG or OOG reasons.
In addition to Nodes, there may be scattered and hidden additional materials around the Event Site. These materials may be gathered by someone with the appropriate level of Gathering Skill according to their type and rarity, which will be made clear. These scavenged items may not be Exploited.
Whether from Node or scavenged items, a character may only carry one gathered pin or item with them at a time before returning to Refine it. Gathering bags increase this limit.
Tools
Tools are the primary way that Gatherers can best exploit their gathering tokens, gaining more resources from the same amount of work. For each Refining task submitted, the gatherer may submit Tools with their gathering tokens and note how many uses of the tools they would like to use to exploit their tokens for more resources. Each level of exploitation that the gatherer applies to a gathering token increases its output by one of each kind of resource.
Tools have a limited number of uses, and may only be used once on each gathering token turned in, but some more advanced or rare tools may allow for more than one level of exploitation to be applied. This exploitation may stack with other abilities that allow for Exploitation, but does not stack with other Tools.
Gathering Skills
Mining
Mining is the use of mines to dig through the earth and extract raw materials of many kinds.
Rank 1, Harvesting: Harvest Common nodes, which typically produce Soft Iron, Salt, and Coal.
Rank 2, Extraction: Harvest Uncommon nodes. Uncommon nodes typically produce Hard Iron, Salt, and Coal.
Rank 3, Stonewise: You are Stonewise. You know the ancient lores of the deep world and its tunnels; how to spot veins of precious metal, as well as how to drive off creatures of the deep, perform ceremonies of safety and thanksgiving, and other traditions of bygone ages. See folkwise for more information.
Rank 4, Yields: You may Exploit any gathering token that you Refine, stacking with any other source of Exploitation. Additionally, whenever you gather from an Uncommon or Rare Mining Node, you become Inspired.
Rank 5, Stewardship: Your constant tending to the land increases its mining bounty. For each active character with Stewardship, the mining bounty is increased by one. You may also submit a task to learn the mining Bounty and how much mining Exploitation has happened during that Action Cycle, but not by who.
You may also use your extensive knowledge to harvest from Rare Nodes. Rare nodes may have Silver, Gold, Gems, or more unusual minerals. In addition, as an Action you may seek out ecological lynchpins, spending the Mining Bounty, thus reducing it by one, in order to create a Rare Node that will be placed in the world as staff is able. This Rare Node will only appear for the current Event, so it is important to take advantage of this opportunity.
Forestry
Forestry involves both the harvesting of wood and the gathering of other plant-based resources from forests for use in tools, weapons, clothes, and furniture. Every kind of industry relies on something that comes out of the forest.
Rank 1, Harvesting: Harvest Common nodes, which typically produce Softwood and sometimes Vegetables.
Rank 2, Extraction: Harvest Uncommon nodes. Uncommon nodes typically produce Hardwood and greater quantities of Vegetables.
Rank 3, Woodswise: You are Woodswise. You know the hidden secrets of the forest, and know how to make peace with the woods, how to avoid its less friendly residents, and the legends surrounding the things that live in the old places of the world. See folkwise for more information.
Rank 4, Yields: You may Exploit any gathering token that you Refine, stacking with any other source of Exploitation. Additionally, whenever you gather from an Uncommon or Rare Forestry Node, you become Inspired.
Rank 5, Stewardship: Your constant tending to the land increases its forestry bounty. For each active character with Stewardship, the forestry bounty is increased by one. You may also submit a task to learn the forestry Bounty and how much mining Exploitation has happened during that Action Cycle, but not by who.
You may also use your extensive knowledge to harvest from Rare Nodes. Rare nodes may have Heartwood, Aromatic Wood, Honey, Truffles or more unusual materials. In addition, as an Action you may seek out ecological lynchpins, spending the Forestry Bounty, thus reducing it by one, in order to create a Rare Node that will be placed in the world as staff is able. This Rare Node will only appear for the current Event, so it is important to take advantage of this opportunity..
Hunting
Hunting allows for the driving, trapping, shooting and capturing of game animals, birds and fish. Hunters are able to gather both Meat and Leather to feed and clothe their community. Hunters work in forests, especially large forests with their secret nooks and dales. The wise hunter knows all of these secret places, and becomes the master of each of them, able to bring down many animals, take and butcher their meat, and tan their hides for use in Needlework.
Rank 1, Harvesting: Harvest Common nodes, which typically produce Scrap Leather and Meat.
Rank 2, Extraction: Harvest Uncommon nodes. Uncommon nodes typically produce Heavy Leather, greater quantities of Meat.
Rank 3, Beastwise: You are Beastwise. You know the lore of the wilds and the wilderness, able to trap and kill dangerous creatures of the deep woods such as monsters and nightmare relics of a bygone age. You also know how to reason with some of the baser creatures of the wild, and to lure rare creatures out into the open to kill and use, or simply to remove a threat to your other quarry. See folkwise for more information.
Rank 4, Yields: You may Exploit any gathering token that you Refine, stacking with any other source of Exploitation. Additionally, whenever you gather from an Uncommon or Rare Hunting Node, you become Inspired.
Rank 5, Stewardship: Your constant tending to the land increases its hunting bounty. For each active character with Stewardship, the hunting bounty is increased by one. You may also submit a task to learn the hunting Bounty and how much hunting Exploitation has happened during that Action Cycle, but not by who.
You may also use your extensive knowledge to harvest from Rare Nodes. Rare nodes may have Fine Furs, Bear Hide, Prime Meats, Cashmere or more unusual materials. In addition, as an Action you may seek out ecological lynchpins, spending the Hunting Bounty, thus reducing it by one, in order to create a Rare Node that will be placed in the world as staff is able. This Rare Node will only appear for the current Event, so it is important to take advantage of this opportunity.
Farming
Farming is the lynchpin of the Throne, the method by which everyone is fed and clothed. Farmers are able to gather Meat and Vegetables for food and Hemp and Wool for textiles to feed and clothe their settlement. Farmers work close to the community where their crops and animals are kept safe. A good farmer keeps an eye open while their working and might be the first one to see a threat approaching their community, but in quieter times they work diligently to gather what the community needs to survive and thrive.
Sidebar: Accessibility
In order to better include those with mobility concerns, we will be placing all farming nodes and gatherable items in close proximity to the tavern and cabin areas.
Rank 1, Harvesting: Harvest Common nodes, which typically produce Hemp and Vegetables.
Rank 2, Extraction: Harvest Uncommon nodes. Uncommon nodes typically produce Wool and Meat.
Rank 3, Hearthwise: You are Hearthwise. You know the lore of the hearth and home, and are knowledgeable of the tricks and small rituals that keep your community safe and thriving. You also know how to bring your community together for celebrations and holidays and are looked to for leadership for those festivities. See Folkwise for more information.
Rank 4, Yields: You may Exploit any gathering token that you Refine, stacking with any other source of Exploitation. Additionally, whenever you gather from an Uncommon or Rare Farming Node, you become Inspired.
Rank 5, Stewardship: Your constant tending to the land increases its farming bounty. For each active character with Stewardship, the farming bounty is increased by one. You may also submit a task to learn the farming Bounty and how much farming Exploitation has happened during that Action Cycle, but not by who.
You may also use your extensive knowledge to harvest from Rare Nodes. Rare nodes may have Rare Fruits, Prime Meats, Prize Winning Vegetables, Cashmere or more unusual materials. In addition, as an Action you may seek out ecological lynchpins, spending the Farming Bounty, thus reducing it by one, in order to create a Rare Node that will be placed in the world as staff is able. This Rare Node will only appear for the current Event, so it is important to take advantage of this opportunity.
CRAFTING SKILLS
Crafting Skills are used by characters to create new items that may be used, given or sold to others. There are many kinds of items, and each is made using various different Crafting Skills.
Items start as raw Commodities, such as metal, wood, food, textiles or leather. These Commodities are acquired through Gathering Skills, and then used by artisans to create Components, which go on to become useful Goods.
Many Goods (the final, useful product of crafting) are made from Components, and these Component pieces are often made using several different Crafting Skills.
Crafting is an action. When submitting a crafting action, the crafter must include:
- A list of recipes being used and expected results.
- Tags for components being used.
- Tags for Recipes being used, if they’re not from the universally-known list.
You can submit additions to your crafting order at any time until the cycle closes, but may not remove or modify already-submitted production requests. Parts of the crafting order can depend on other parts that the crafter is making, but not other crafter’s actions. For example, a blacksmith can produce a Blade and then combine it with a Hilt to make a Sword in one action cycle, but the blacksmith cannot combine the Blade they have just created with a Hilt that a carpenter has just created in that same action cycle. All materials and effort tokens needed for the crafting chain must be submitted by one crafter.
(Read more about The Action Cycle )
Recipes
All production uses recipes. Recipes define how to create a given result, whether it’s a finished item or a specific improvement.
Each recipe specifies its inputs – the components – and the output of the recipe, its result. Some recipes may have additional special requirements. Each recipe has a rank – Basic, Advanced or Master – and a specific craft skill required. Basic recipes are unlocked at rank 1 of the skill, Advanced at rank 3, and Master at rank 5. Master recipes always require one master effort.
Read more about the list of known Recipes
Example recipes
Recipe: Haft
Basic Carpentry
Components: 1 Effort, 1 Soft Wood, 1 Hard Wood
Result: 1 Haft
Recipe: Blade
Basic Blacksmithing
Components: 1 Effort, 1 Soft Iron, 1 Hard Iron
Result: 1 Blade
Recipe: Axe
Basic Blacksmithing
Components: 2 Effort, 1 Blade, 1 Hard Wood, Charcoal
Result: 1 Arming weapon – Axe
Recipe: Sword
Advanced Blacksmithing
Components: 2 Effort, 1 Blade, 1 Haft
Result: 1 Arming weapon – Sword
Most recipes are well-known by all crafters; the list of such recipes can be found here. Any of these recipes can be used by a crafter, provided they have sufficient crafting skill.
There are additional recipes that are uncommon, secret, or forgotten. Some of these are unlocked by character traits such as Advanced Skills; others can be found in the world as recipe tags. Recipes unlocked by character traits are only available to the character that unlocked them. Recipe tags can be used by anyone who has access to the tag. Such Recipe tags must be submitted as part of the crafting action – they will be returned along with the results (they are not used up, but can only be used by one person at a time). Recipe tags do not require Literacy unless explicitly specified on the tag.
Individual recipes may have special rules and restrictions beyond these common rules – such special rules are described in the recipe’s definition or on the recipe tag. For example, they may require the crafter to have an Advanced Skill, or may even require some kind of magic.
Services
Certain items, such as whetstones and repair kits, allow crafters to provide repairs, sharpening, and other enhancements. These are referred to as services. Each item’s individual tag explains what benefit it gives, and what skill level is required to use it. These service items have a limited number of uses; when they are out of uses, they are destroyed.
Example Service Item:
Weapon Repair Kit
Requires Blacksmithing 2 to use.
Restore a Sundered non-engineering weapon to full functionality.
5 uses.
Effort
Effort is an abstract representation of time, labor, and energy expended by a crafter. It is a component of crafting recipes, with more complex items requiring more Effort. Crafters have access to a certain amount of Effort per action cycle, which they can spend as they choose. Other game effects, such as tools, may increase or decrease your available Effort. Effort cannot be transferred unless a game effect specifically allows it. Unspent Effort does not carry over from one cycle to the next.
Effort is specific to each crafting skill, and each crafting action may only use one crafting skill, even if the character has multiple crafting skills.
On reaching level 5 in a crafting skill, the character gains a special masterwork effort token. Master recipes always require spending a masterwork effort token as well as some amount of normal effort. Thus, a master will be able to create up to one master-level item per action cycle. Some masterwork items may require masterwork versions of their components. These follow the same recipe as the basic version of that component, with the addition of a masterwork effort token. This master token may also be given to another crafter to grant them 3 Effort towards their own work. This is the only kind of Effort that may be shared, and returns to the master crafter at the end of the action cycle.
Sidebar: Logistics
How does this work physically?
Characters will get a number of actual physical “effort tokens”. These are submitted in the envelope as part of the crafting action and are returned as part of the output (to be used in the next cycle) when the action has been processed. When extra effort is being used from tools, include the tools tag in the action submission. If a character has access to temporary extra effort, e.g. from a magical effect, write a note on the submission form explaining how much and why.
Sidebar: Master Effort
We intend to have unique personalized master-effort tokens for master crafters.
Characters may show their master token in-game if they desire, treating it as a token of recognition by a local guild, ruler, etc. This is not intended to make it an object that can be exchanged or stolen, but to make it easier to speak in-game about common system mechanics without finding workarounds.
Tools
Crafters may perform both production and services without tagged tool items; this represents using crude or improvised tools that are barely suitable for the task. Tagged tools increase available Effort when used, and have a fixed number of uses before they expire. A standard toolkit provides 2 extra effort per cycle, and is good for 6 cycles. Masterwork toolkits provide more effort or last longer. Only one toolkit can be used per cycle.
Crafting Skills
Blacksmithing
Blacksmithing is the crafting of metal items. Metal is in high demand as the material of choice for durable tools and weapons of war, where life and death depend on the quality of a soldier’s equipment. As well, the revolution of Engineering is forever hungry for metal, precision made to their needs. Consequently, Blacksmiths are in high demand, though the forge is forever hungry for more precious fuel, so the work does not come cheaply.
Rank 1: Apprentice
The smith may now take the Blacksmithing Craft Action and may use Basic blacksmithing recipes. The smith now has 1 blacksmithing effort to use each Crafting Action.
Rank 2: Initiate
The smith can now use blacksmithing service items. The smith now has 3 blacksmithing effort to use each Crafting Action.
Rank 3: Journeyman
The smith may now use Advanced blacksmithing recipes.
Rank 4: Adept
The smith now has 8 blacksmithing effort to use each Crafting Action.
Additionally, once per scene when the smith is speaking directly about smithing or can reference smithing to make their point, they may add Power to a social call.
Rank 5: Master
The smith may now use Master blacksmithing recipes, gaining a master blacksmithing effort token. This token may be spent in Masterwork recipes, as normal blacksmithing Effort, or may be given to another smith who may use it as 3 Effort for their own smithing crafting Action that cycle.
Carpentry
Rank 1: Apprentice
The carpenter may now take the Carpentry Craft Action and may use Basic carpentry recipes. The carpenter now has 1 carpentry effort to use each Crafting Action
Rank 2: Initiate
The character may use carpentry service items. The carpenter now has 3 carpentry effort to use each Crafting Action
Rank 3: Journeyman
The character may now use Advanced carpentry recipes.
Rank 4: Adept
The carpenter now has 8 carpentry effort to use each Crafting Action
Additionally, once per scene when the carpenter is speaking directly about carpentry or can reference carpentry to make their point, they may add Power to a social call.
Rank 5: Master
The carpenter may now use Master carpentry recipes, gaining a master carpentry effort token. This token may be spent in Masterwork recipes, as normal carpentry Effort, or may be given to another carpenter who may use it as 3 Effort for their own carpentry crafting Action that cycle.
Needlework
Rank 1: Apprentice
The tailor may now take the needlework Craft Action and may use Basic needlework recipes. The tailor now has 1 needlework effort to use each Crafting Action.
Rank 2: Initiate
The tailor may use needlework service items. The character can now use 3 effort per cycle.
Rank 3: Journeyman
The tailor may now use Advanced needlework recipes.
Rank 4: Adept
The tailor now has 8 tailoring effort to use each Crafting Action
Additionally, once per scene when the tailor is speaking directly about needleworking or can reference needleworking to make their point, they may add Power to a social call.
Rank 5: Master
The tailor may now use Master needleworking recipes, gaining a master needleworking effort token. This token may be spent in Masterwork recipes, as normal needleworking Effort, or may be given to another tailor who may use it as 3 Effort for their own needleworking crafting Action that cycle.
Apothecary
Unlike the other Crafting Skills, Apothecary recipes and additional information can be found HERE or on your local game’s Herbs, Drugs and Poisons page.
Rank 1: Apprentice
The apothecary may now take the Apothecary Craft Action and may use Basic Apothecary recipes. The Apothecary now has 1 Apothecary Effort to use each Crafting Action.
Rank 2: Initiate
The apothecary now has 3 Apothecary Effort to use each Crafting Action.
Rank 3: Journeyman
The apothecary may now use Advanced Apothecary recipes.
Rank 4: Adept
The apothecary now has 8 Apothecary Effort to use each Crafting Action.
Additionally, once per scene when the apothecary is speaking directly about drugs, medicinals or poisons or can reference brewing drugs to make their point, they may add Power to a social call.
Rank 5: Master
The apothecary may now use Master Apothecary recipes, gaining a Master Apothecary Effort token. This token may be spent in Masterwork recipes, as normal Apothecary Effort, or may be given to another apothecary who may use it as 3 Effort for their own apothecary crafting Action that cycle.
Additionally, long exposure to compounds and toxins grants them toughness against drugs and poisons once per Rest.
Engineering
Rank 1: Basic Engineering
The mechanist may perform an engineering crafting Action to craft Devices from existing Basic Schematics, and may Disable an existing Basic Device from functioning with 30 seconds of interaction, with access to its Schematic. Schematics are designs and shorthand that is understandable with the Engineering skill alone, and do not require Literacy to use.
The mechanist has 1 engineering effort to use each Crafting Action.
Rank 2: Contraptions
The mechanist may cobble together customized devices to solve specific problems. This can be a fan to blow away toxic smoke, a pump to drain a pool, a long claw to fetch something from a narrow hole, or any other purpose built device. The player must create a physrep of the item that looks like it could kind of work. As long as it meets a minimum standard, the contraption will do the job.
Depending on the elaborateness and size of the physrep, and the amount of Hardware spent, the Staff will add a “Yes, but” corollary to the device expressing an unexpected limitation to its functionality. Contraptions break down after one Event.
Setting and resetting Devices made with the Engineering Skill now takes half as long, round down.
The mechanist has 3 engineering effort to use each Crafting Action.
Rank 3: Proficient Engineering
The mechanist has achieved a familiarity with most basic designs, gaining the ability to memorize designs from any Basic Schematic using Effort and the Schematic the mechanist wishes to memorize. The Mechanist may also craft or attempt to disable Advanced Schematics, those cutting edge designs produced by the best mechanists.
The mechanist may now also craft Basic Schematics using Paper and Ink or a Writing Kit, and one engineering Effort during any engineering crafting Action.
Rank 4: Reverse Engineering
With a full and functional piece of equipment, the mechanist can break it down piece by piece to understand its inner workings. The mechanist can perform an Experiment Action to recreate the Schematic for the Device. This destroys the Device.
The Experiment Action may also be used to combine two existing Schematics and attempt to discover a new Schematic. The mechanist will receive the Schematics used as well as either a new Schematic or else a hint as to a better direction for their research at the end of the Action Cycle. When the mechanist submits their Experiment Action they must note if they are attempting to Iterate on an existing Device to improve on it in some way, or to Innovate a completely new Device.
Additionally, the mechanist now has 8 engineering effort to use each Crafting Action.
Rank 5: Mechanism Design
Using the finest tools and most complex components, the mechanist is capable of producing Masterwork Devices of the highest quality, such as complex clockwork and steampowered artifice. The mechanist gains a Master Engineering effort token, which may be spent to craft Masterwork Devices, as normal engineering Effort, or may be given to another mechanist who may use it as 3 Effort for their own needleworking crafting Action that cycle.
The mechanist may now use Master engineering recipes, gaining a master engineering effort token. This token may be spent in Masterwork recipes, as normal engineering Effort, or may be given to an apprentice mechanist who may use it as 3 Effort for their own engineering crafting Action that cycle.
KNOWLEDGE SKILLS
Knowledge Skills are those which represent accumulated facts and information, which amalgamate into an overall understanding with the subject matter.
Mercantilism
The Mercantilism Skill represents an understanding of business practices, a head for commerce, and professional acumen that allows financial ventures to thrive. Knowledge of advanced financial tactics such as futures and loans, undercutting, market manipulation, debt leverage, arbitrage and other techniques makes characters with this skill shrewd businessmen.
Rank 1: Purchase
The merchant has access to the latest knowledge of current prices of various goods and can make purchases at from what’s available at the market. Local market conditions are always in flux, but the merchant always can establish a baseline based on nearby markets. You know the base prices of goods and at the beginning of the event you will receive a list of what currently available in the local market and any price changes to certain goods based on local events.
You may take a Trade Action to purchase available goods at the local market rate. This is done by depositing a list of desired goods along with the proper payment during their Trade Action, and receiving those goods at the beginning of the next Action Cycle. There is a limited selection of goods available, as revealed by this skill. If requested goods are not available, the unspent part of the payment is returned.
(Read more about Market Rates)
Rank 2: Haggle
The merchant can fight like a wolverine when there is profit on the line. When another character attempts to use any Obey on them in a financial matter or a question of monetary profits, the merchant may call Nerve to resist. This may be used once per Obey call.
Rank 3: Trade
The merchant may now take the Trade Action to sell any goods at the local market rate in addition to making purchases, choosing a selection of items they wish to sell during an Action Cycle, depositing those items in the Basilica and then receiving the value of those goods in coin at the beginning of the next Action Cycle. The merchant sometimes may not be able to sell everything they wish to due to limited demand or coin. Unsold items will be returned to them at the next Action Cycle.
Rank 4: Acquisition
The merchant knows how and where to find available goods, and quickly. Their purchases with the Trade Action are now always made at the base prices for those items, if that rate is more favorable than the market.
Rank 5: Patron
The merchant is intimately familiar with the seductive power of money, and knows how to wield it to great effect. As a Task, the merchant may offer up an amount of money of their choice for an action of their choice to be taken. If the price proves sufficiently tempting, NPCs may attempt to do the requested action. If no one is available or interested in the job, the merchant may reclaim the reward. The merchant should deposit the reward at the Basilica along with their instructions.
Academics
The Academics Skill is not specific knowledge itself, but rather the foundations of knowledge. Characters with high levels of Academics are literate and well-read, familiar with the works of great thinkers, but also have an understanding of how to effectively order and present information to others in a way that makes such knowledge easier to understand. Their own careful analysis of knowledge and information allows them the basic skills necessary to learn more, cross-reference sources, and with access to a library, use secondary sources to gain understanding in all sorts of arenas.
Many abilities related to Academics involve the learning and using of specialized bodies of knowledge called Studies. Studies are specific expert knowledge in some field or the turning academic knowledge into to real results in other fields. Studies are often part of the prerequisite to learn Techniques, unique special abilities gained from extensive study
(Read more about Studies and Techniques)
The Academics skill uses Effort in much the same way as Crafting skills. Each level of the skill may grant an amount of Research Effort or access to certain “Recipes” to use that Effort. When the character takes the Research Action, they gain the amount of Research Effort indicated by the skill and any other factors that apply.
Rank 1: Literacy
The scholar may read and write. This offers a host of advantages, including being able to correspond with others using letters and post. While it does allow the scholar to read the literal text of anything they find, it doesn’t always imply the ability to make use of that information directly.
The scholar may take physical notes on their ideas and observations, and spend 1 Research Effort toward Note Taking or Musing.
Note Taking – 1 Effort
The character may submit their own notes to review and think over what they have learned. If they took detailed notes that might be relevant, Staff will grant them a clue about how to think about their problem or what to look for next.
Musing – 1 Effort
With enough notes around a given subject, the scholar can generate an Idea which may one day lead to an Invention. This usually requires around five full pages of handwritten notes indicating the subject they wish to address, how they could address it using skills, recipes and studies already known to them and others in society, and the gaps in technology and challenges they expect they will have to overcome to bring their idea to fruition.
The scholar has 1 Research Effort at this level.
Rank 2: Scholarly Acumen
The scholar is well-versed in academic books and understands the basic unifying concepts of academic study and research, allowing them to quickly and easily take in new information. They are able to delve into books and quickly find and make use of relevant information from them.
The scholar may roleplay carefully referencing a Book item that they have with them in order to make use of whatever Study or Technique the book contains as if they knew it themselves for one specific upcoming use this Scene. This use does not include using the book’s subject matter as a prerequisite to learn something else. It is possible to use multiple books in this way at once, so long as the requisite referencing is performed.
The scholar has 3 Research Effort at this level.
Rank 3: Academic Rigor
The scholar has moved beyond superficial understanding and can now learn additional Studies and the Techniques that require them. They may spend Research Effort to work toward a Research Project or Memorize a book.
Research Project – 20 Effort. These projects may be worked toward over multiple Action Cycles.
The scholar works toward understanding a Study. They choose either a Common Study; or a Rare Study for which they have a Book, Tome or teacher (see Academics 5). When they complete the project, they now fully understand the Study and it is added to their character sheet. During Research Projects, a Book or Tome may be used as a Tool giving 5 Effort toward completing that Research Project, once per Action Cycle.
Learning a Rare Technique does NOT require a Research Project. Please see the Studies and Techniques page for more details.
Memorize – 3 Effort
The scholar may gain temporary understanding and access to a Study or Technique for the remainder of the Event, without needing the book to reference further.
Rank 4: Author
Whenever the scholar would use a Social Skill to call Obey about a subject that is relevant to a Study that they have access to, they may add Power to the call.
The scholar may now Author a book or tome of their own.
Author- 4 Effort, 1 Blank Book or Blank Tome, 1 Ink.
The scholar may author their own book based on their existing knowledge, copying a Study or Technique they know into a blank Book or Tome which may be used as a Tool. This may also be used to make a second copy of another book.
The Scholar has 8 Research Effort at this level.
Rank 5: Analysis
The scholar gains 1 Master Research Effort in the form of a unique token. This special token may be spent each Action Cycle as one additional Research Effort for the scholar, or may be donated to another scholar for 3 Research Effort. It may also be required for special actions such as Invention or teaching another scholar a Rare Study by donating toward their Research Project(s).
The scholar may now Analyze complicated subjects using the entirety of their knowledge and skill as a researcher. The scholar may also now Invent entirely new Techniques, Recipes or other mechanics.
Analyze – 5 Effort
The scholar is able to propose a theoretical question and direct their intense scrutiny to try to achieve an answer. The scholar can draft a question they are interested in the answer to and submit it alongside any additional known Studies and referenced books. Staff will consider all available Studies and give the best answer available based on those resources. While this may not always give a direct and total answer, it will at least give hints and vectors towards acquiring information that would be useful in further inquiries.
Invent – 20+ Effort, 1 Blank Tome, 1 Ink, 1 Idea. These projects may be worked toward over multiple Action Cycles.
The scholar begins or continues a special Research Project. A running tally will be kept on the Tome provided. Also included on this Tome will be any Studies, Techniques, Skills or other elements required to advance past a certain threshold.
A successful and complete use of Invention will put the new mechanic into the Tome as a Discovery where it can be Learned by anyone from the Tome, as usual. A Discovery of a Study or Technique includes a great deal of notations, false starts and logical leaps which make it unsuitable for anything except Learning the discovered Technique or Study with Experience Points.
Survival
The Survival skill is expertise with the wilderness and its environs. Those with this skill can survive on their own in the deep woods and can follow the tracks of animal or human prey.
By default, characters without the Survival Skill may not enter the Wilderness – any area outside of main roads and common areas near buildings such as through deep brush into the woods or on forest trails. Any area that is outside of those bounds is referred to as the Wilderness and many Survival abilities relate to it.
Rank 1: Trailblazing
The explorer may leave the roads and common areas to venture into the woods and may use areas marked as trails.
Rank 2: Woodsman
The explorer is comfortable in the wild, and can take care of themselves with ease. Whenever a plot would cause a game-wide penalty based on poor weather, bad housing conditions, or a lack of food, the explorer is unaffected.
Additionally, they may spot Wilderness Trial Tags and may take companions along with them on those Trials. They can also lead others through the Wilderness if they remain within Speaking Distance.
Rank 3: Foraging
In the Wilderness, the explorer is capable of identifying and locating many useful things. Useful or interesting clues and items will be marked by the color bright orange. This will be at times obvious (three deep swipes along the bark of a tree, the claws of some beast), and at times subtle (a faint mist of orange along blades of grass, perhaps a spray of blood). These may be followed to interesting sites, secrets, or dangers. Only characters with this ability may notice or react to items marked with bright orange colors, but they may inform their companions and act accordingly.
Herbs, marked with bright orange tags, may be located and harvested from the Wilderness. Each Herb has 3 traits on it, and can be used by apothecaries to create drugs or poisons. Characters without equipment suited to it may only carry one wild Herb at a time until they have processed it back in town. Herb bags increase this limit.
(Read more about Drugs and Poisons)
Rank 4: Tracking
The explorer may call Tracking once and clap two times. Everyone who hears the explorer clap must respond by clapping. The explorer may continue to clap every 15 seconds (they do not need to keep saying “Tracking”). In order to continue to track a target, the explorer must go to the spot where they heard the last clap before issuing a new tracking call or clap.
At this level of expertise, the explorer knows enough not to carelessly leave tracks of their own, and are immune to Tracking.
Rank 5: Bushmaster
The explorer has a harmony with nature and knows each leaf and danger hidden within the forest. The explorer knows how to avoid the many terrible things that lurk in the wilderness, and can guide others with them on the safe paths. While in the Wilderness the explorer may call Wilderness Escape at will. The explorer may also Exert to call Grab or Limb Strike at Shouting range on anyone in the Wilderness.
Streetwise
Those with the Streetwise skill are adept at traveling the streets unnoticed and knowing who to talk to for information.
Rank 1: Solicitation
This skill allows the character to submit an Investigation Action using the character’s name, or at least their public alias. At this level, the spy learns their target’s current Action as well as any previous Actions during this Chapter and any Downtime they participated in for the previous Chapter. The Investigation action grows more powerful with each new Rank of the Streetwise Skill, learning more and more information about a specific target.
At each level, the spy also becomes immune to that same information being revealed about themselves when others attempt to track them, though they still expose any additional information that they haven’t learned how to hide.
When the spy submits their Investigation Action, they may also spread one rumor. These rumors (and any other rumors and current events) will be read anonymously during Opening Ceremonies of the next Event.
Alternately, the spy may use the Invitation Action to get in contact with local individuals they believe to be within the city by being aware of their habits, schedules, and frequented locations. This creates an invitation for the targeted character, a voluntary meeting, and will be answered by by the target showing up at a time and place revealed by the Action’s response. Invitations may be ignored at the target’s discretion.
Rank 2: Surveillance
The Investigation Action now reveals the story of any Renown (Character Perk) their target has, as well as any specific personality related traits they may have, such as, Bigoted, Entitlement, Harsh Temper, Pure of Heart or Honor Code.
Rank 3: Associates
In addition to the above, the spy also learns the details of the target’s Influential enemies, social entanglements (such as Debts, Minor Enemies, Beholden, Favored or Wards). You also learn about any Organizations the target is an Agent of, and any Influence those Organizations have spent within the the last Chapter if the target is an Officer.
The spy can now use the Confront Action to arrange a Confrontation Trial in order to find their target, whether they want to be found or not. The circumstances will be appropriate to the target character, who may be with others, engaged in activities, or even in a fortified position. The spy will be given a specific window of time in which to return for the Confrontation, usually around 30 minutes long and within one Chapter of the Action being submitted. The spy must be ready at that time, or the opportunity is forfeit. Only one Confrontation may be prepared at a time. The spy must complete their planned Confrontation before arranging another one, which may fail due to time constraints. Alternately, in Tier 2 play, a spy with this level of skill may perform an Action to target a Landmark for Intel and generate a Trial during the next Chapter. See the Organizations and Landmarks page for more information.
Targets who have the Streetwise Skill themselves are more difficult to locate, and the spy must have at least as much Streetwise Skill as they do in order to locate them. Having imperfect information about the subject of your attempt, such as the wrong name, no name, vague details, etc, may increase this difficulty at Staff discretion, possibly making the attempt fail.
Rank 4: Private Affairs
The spy can dig deep, learning of their target’s Powerful Enemies and dirty secrets (such as smaller Corpses in the Closet or Ancestral Debt)
The spy has also tapped into the networks of gossips and rumormongers that spread information throughout the area. The spy may see the Rumor list before the Event and substantially change one of them. Rumors that have been changed cannot be changed again.
Rank 5: Damning Secrets
The spy can find the dirty secrets that the target hoped would remain buried forever. They learn any damning facts about their target (greater Corpse in the Closet), and identity and means to reach out to their Enemies with deadliest Intentions.
The spy may also determine the Favor the Major NPCs hold for other characters when investigating them, or else determine how each of the Major NPCs Favor a particular character when that character is investigated.
- PERSONAL SKILLS
Personal Skills are those which describe the character’s intrinsic personality traits that nonetheless develop over time and can be cultivated in others.
Zeal
Zeal is a character’s abject certainty of their world view and their own place in it. This can come from dedication to holy scripture, or a profound sense of personal mastery. Holding such profound assurance in their soul at all times grants them a fire and a fervor that allows them to accomplish great works, and to rekindle their own personal fire.
Priests use Zeal to perform their holy rituals supplicating for divine miracles.
(Read more about Holy Rituals)
Rank 1: Dogma
The words of their faith have special meaning to the worshiper, and when they use them as their own, the resonance is powerful. If the worshiper makes a direct quote from the holy texts of their religion that is relevant to their cause, they may immediately Exert to call Nerve to resist any Obey call.
Rank 2: Ardor
The worshiper’s personal fire is kindled more brightly. When the believer enters the Devoted state, their bonus affects a second Skill.
Pragmatic Characters gain an one additional use of Discipline while Focused.
Additionally, after 15 minutes of performative praying or spiritual discussion the believer becomes Inspired. This time may also be used to invoke the Prayer ability if they have it.
Rank 3: Conviction
The believer’s faith buoys them, and the desolation of grief or sadness can’t dim their light. Whenever the believer expends Prayer or enters the Focused state, they also lose 1 Despair. This skill rank is never denied to a character due to the effects of despair.
Rank 4: Fervor
The believer’s soul blazes with inner light. When the believer enters the Devoted state, their bonus affects a third Skill.
Pragmatic characters gain yet an additional use of Discipline while Focused.
Additionally, whenever the believer is Exhausted and would become Inspired they may instead recover from Exhausted. Like Ardor, this may also be time spent to invoke the Prayer ability.
Rank 5: Epiphany
The believer’s faith is is an unquenchable flame. While Inspired, the believer may Exert to refresh a spent use of the Prayer or Focus ability.
Courage
Courage is a character’s sense of bravery and personal control. It allows the character to resist the wiles of others, maintain their current mental focus, and resist things like fear or madness that may deter them from their course.
The effects of the Courage Skill do not reduce or immunize effects resulting from Character Flaws.
Rank 1: Temerity
The character can steel themselves in the face of challenges where others might break. They may call Discipline against Fear once per Rest.
The effects of the Trauma condition are lessened. For every level of Courage, Trauma leaves that Rank of Skills in tact. For instance, a character with Courage 2 who became Traumatized would reduce all of their Skills to a maximum of 2 instead of 0.
Rank 2: Restraint
The character can steady themselves against outside influences and remember what they must do. They may call Discipline and Nerve, once per Rest.
(Read more about Game Effects)
Rank 3: Strong Identity
The character’s Devotion reminds them of who they truly are. Whenever the character gains a Personal Victory, they may downgrade one of their Insanities by 1 degree (such as from Severe to Mild, or Mild to nothing).
(Read more about the Human Spirit)
(Read more about Insanity)
Rank 4: Boldness
The character is immune to Fear. The player should say “No effect” when Fear is used on them.
Rank 5: Dauntless
The character is a pillar of psychological fortitude, unable to be deterred from their course by fear or doubt. The character becomes immune to the effects of Personal Failures, except those resulting from Character Flaws. Additionally, the character is immune to social manipulation based on their Bonds and may call No Effect to any attempts to call on them.
(Read more about the Human Spirit)
Morale
Morale is a character’s fellowship with others, and their ability to work cohesively in a group. Morale has the role of both Leader and Follower, and each has a different role in Morale at each Rank of the Skill. Whether in a Leader or Follower role, the character with the Skill Rank gains the listed ability as it pertains to their role. Characters who share the same Leader and that Leader themselves are called a Team.
Rank 1: Fellowship
A character with Fellowship may designate another character as their Leader This action be done at most once per Event. Leaders can have as many Followers as are willing to follow them, but a given character may only ever have one Leader.
The Leader of a Team must have a Bond towards each of their Followers, and each Follower must have a Bond towards their Leader. Should this Bond be removed, that person is no longer considered a part of the Team.
Whenever the majority of the Team participates in a bonding scene or teambuilding exercise, they may all take a Bond towards each other member of the Team.
Rank 2: Cohesion
A Follower may spend Nerve to resist an Obey call if their Leader resists it when present. A Leader gains one Nerve to resist Obey calls when at least one follower is present with them. This refreshes upon Rest.
Rank 3: Strategy
The Leader may gather their Team to initiate a plan, stating an objective that must be an attempt to achieve a Personal Victory for the Leader. Each member of the Team must be given a specific contributing role within the plan, and if the plan succeeds, every member who accomplished their role also gains a Personal Victory.
(Read more about the Human Spirit)
Additionally, if every character undertaking a Trial is on the same Team, the character enters the Devoted condition.
Rank 4: Camaraderie
Speaking privately with one of their Followers, a Leader may speak some uplifting words and instill confidence within them, removing 1 Despair. The Leader may do this once per Follower per Event.
A Follower gains a use of Discipline and Nerve to resist any mental command or condition that would make them turn against or prevent from helping their Team or Leader. This ability refreshes on Rest.
Additionally, a Follower may go to another member of the team and share the complete details of one of their Bonds, including the Vector of that Bond, and then have that member help them achieve that goal. Afterwards either of the Followers may remove Trauma, Despair, Exhausted, or Misery.
Rank 5: Esprit de Corps
The shared spirit of the Team is greater than all of them. Their loyalty to one another allows for truly heroic feats beyond what any of them could achieve alone.
After giving a rousing speech, the Leader may Exert to Inspire all of their present Followers.
A Follower may choose to take any Hit for their Leader should they be within touching distance, calling either one of their normal Defenses or else Taken.
Vigilance
Vigilance represents a character’s ability to remain aware of their surroundings and of those around them. Vigilant individuals can spot inconsistent details and become aware when there is a threat present, perhaps quickly enough to save themselves or others from hidden dangers, and can learn much about characters they encounter from telling details.
Rank 1: Search
The watcher gains the ability to search characters or locations for items that may be hidden. After 30 seconds of searching around, the watcher may reveal anything marked as “Hidden” through the use Finesse or another ability. Search also reveals the presence of Poisons or Drugs in food or drink, unless that drug has the Undetectable trait.
When Searching a character, after 30 seconds they may locate every game item on the character, including money, equipment and weapons. Items concealed through Finesse (wrapped in a black cloth) may not be located.
Additionally, after watching a character interact socially for at least 30 seconds, you may ask their Player as an Out-of-Character question “What is your character’s Social Class and Culture?”
Rank 2:. Assess
The watcher can tell a great deal from a person’s gait, posture, stance, eyes, the cut of their clothes, the calluses on their hands. After viewing a character from Speaking Distance for at least a minute, you may ask as an OOC question “What is your character’s highest Skill?” If there is a tie, the Player of the character being examined chooses which to say. If they were interacting with another character during that minute, you may ask them what Bonds they have towards that character
The watcher may become Alert from fairly loud noises created by a character using the Stealth Sign such as a snapped twig, knocked over rocks, etc).
Rank 3: Scrutinize
The watcher’s keen eye for detail gives them great empathy to understand the human soul. For every 10 minutes of observing a character active and conversing, you may ask them one of the following questions as an OOC question:
- What was your mother/father’s profession?
- What is your Devotion?
- How much Despair do you have or are you Inspired?
- What is a/another personality related Perk/Flaw you have? (such as Bigot, Entitled, Nobody’s Fool, Pig Headed, etc)
- What are you hoping to get out of this scene?
- Who are you loyal to in this room?
- What is a relevant Bond or Belief you have to this Scene?
- What is a/another Belief you hold?
- Where have you been in the last half hour?
Additionally for every 10 minutes the watcher observes a character, they gain one use of Nerve to be used against that character before the end of the scene.
Rank 4: Reveal
The watcher gains the ability to Reveal characters using the Stealth Sign. Revealing takes 30 seconds, during which time you should roleplay searching the room’s hiding spots. Characters still in a 20 foot area at the end of that time are discovered.
As well, the character becomes Alert by a character using the Stealth Sign taking steps in their eye line.
Rank 5: Warden
The character becomes Alert by seeing a character using the Stealth Sign unmoving at Speaking (and thus listening) distance, and may grant Alert to others if they themselves become Alert.
Uses of Vigilance 3: Scrutinize only require five minutes each instead of ten.
Finally, during Trials the character may ask Staff one of the following questions due to their keen observational skills after spending five minutes observing the scene:
- What happened here in the last few hours?
- When were people last here?
- What is this place used for?
SOCIAL SKILLS
Social Skills are abilities that interact directly with other characters to accomplish social goals and exert some level of control over others, either subtly or forcefully. While simple social interaction can sometimes accomplish one’s social goals, these abilities add additional effectiveness to otherwise straightforward attempts to convince, menace, lie to or goad others into action.
Many Social Skills make use of the Obey call, which is resisted with Nerve. These Obey calls frequently have requirements that the target must have certain existing states of their Psyche, such as a specific Belief. If an Obey call includes “If you have X Bond/Belief/Condition,” the target may call “No Effect” if they do not have the required psyche state.
Unless otherwise stated, all Social Skills uses to call Obey can only be used once per target, per scene or conversation in the context that they’re used. For instance, if an Obey call is resisted with Nerve, the speaker cannot simply repeat the same exact call until their target runs out of Nerve. Likewise, each Bond, Belief, or Devotion, may only be called on for Nerve to resist an Obey call once per scene or conversation in which it is called on.
(Read more about Psyche)
Persuasion
Rank 1: Inquiry
In order to learn the motives and internal world of their associate, the speaker may use a series of Obey calls to gain information in context:
These calls may be used once per conversation, per action inquired about.
Rank 2:
The speaker can convince others of their point of view or inspire others to change their feelings about someone or something. After making their points about a subject, the speaker may cause their associate to gain or lose a Bond around the subject.
After at least 5 minutes of roleplay on a specific topic, or by gaining verbal agreement with their associate, the speaker may call “Obey: Gain/Lose a Bond of (Emotion: Person/Place/Thing).”
While the speaker determines the emotion of the new Bond, the associate determines the vector, as always.
Rank 3: Principles
The speaker can create more powerful and persistent results from their arguments. After at least 30 minutes of roleplay focused around the topic, or after gaining at least 3 verbal agreements during that time, the speaker may leverage an existing Bond into a new Belief by calling Obey: “If you have (Specific Bond) , gain or lose the Belief: (Related Belief).”
This requires that the Bond already have existed for at least one Scene prior to the use of this ability. If the Bond in question does not exist, the target may call “No Effect.”
Rank 4: Rationalize
The speaker is suitably persuasive to work with hypotheticals and facts that don’t hold up with reality. After speaking at length with their companion, they may add or remove Insanity from their world view.
This interaction requires that the two speakers be involved in an intimate conversation, converse on the topic for at least 30 minutes, and be in relation to an existing Belief that was present at least before the current Scene.
At the end of the conversation, the speaker may call Obey: “If you have (Specific Belief), gain (Specific Insanity)”. Alternatively, the speaker may call Obey: “If you have (Specific Insanity) remove/reduce that Insanity”
This may only be used once per Event, per person. Only one level of Insanity may be adjusted at a time, such as from Mild to Severe or Severe to Mild.
(Read more about Insanities)
Rank 5:
The speaker may encode the behaviors and principles that exist in others to be part of their core philosophy and critical to their self-identity. After 30 minutes of roleplay on a topic, or after obtaining 3 different verbal agreements around the topic, the speaker may call
Additionally, well-versed in dialectic and argument, the speaker may call Nerve against any Obey call, once per Rest.
Provocation
Characters skilled in provocation are able to goad, inspire, pressure or spur other characters into actions based on their existing Psyche. While they don’t make any changes to the psychological state of those around them, they are able to push for action based on the deeper desires of those they speak with.
Provocation often draws a path from the target’s existing disposition toward some course of action, and by the nature of the interaction, probably is not the path that the target would otherwise take. The skill of the speaker is enough to make the path seem right and prudent to the person receiving the provocation, at least in the moment.
Rank 1: Intrigue
The speaker knows how to get and keep attention so that they can make their case. They may call Obey: “Hear me out” once per conversation to a given person.
Rank 2:
The speaker may exploit a person’s existing Bonds, Beliefs or Devotion in order to push them to some action that the speaker desires. The speaker may call Obey for the subject to take any action that could plausibly support those Psyche factors.
Examples:
“I know you Respect Sir Gavin for his swordsmanship – Obey: If you Respect Sir Gavin, Fight along side us tonight so he can see how far you’ve come in your own skill.”
“You Hate the Count just like I do – Obey: put this poison in his drink tonight, and let’s be finally rid of him.”
“Obey: If you’ll Always defend the Priesthood, help me make these Shariqyn pay for performing Aa’boran in the Church.”
The course of action the speaker suggests does not need to directly follow the path the character would have taken to address their Bond, Belief or Devotion, it just needs to follow logically as a way to adhere to it. As always, the subject of these Obey calls may declare any other Bonds or Beliefs they have that conflict with the suggest course of action in order to resist. Calling upon a target’s Beliefs allows the speaker to call Power (Obey 2) while calling upon their Devotion allows the speaker to call Power twice (Obey 3).
Rank 3:
The speaker may exploit heightened emotional states in others to provoke action to find relief from them. If their listener has Despair, the speaker may provoke some course of action that would ordinarily cause characters to lose Despair.
Examples:
“What you need is to blow off some steam in the tavern – Obey: If you have Despair, come drinking with me.”
“This is all the Knight Commander’s fault for ordering you to do such horrible things – Obey: If you have Despair, beat the Commander down.”
Alternatively, the speaker may direct the momentum of Inspiration to some course of action that is both exciting and framed as righteous.
Examples:
“Citizens of Überhof, with me! Let us take the fight to the enemy and defend our homes! Obey: If you are Inspired, join me in this attack!”
“Templars, I know you are eager to set out, but before we begin this excursion into enemy territory, we must begin by cleansing the impurity from our midst. Obey: If you are Inspired, slay Livia, for she is a spy for our foe.”
Rank 4:
By complimenting and justifying, or instead insulting or castigating their listener about a specific Depravity they have, the speaker may goad them to either act in that way again, or resist doing so for the topic at hand.
Examples:
“This isn’t the first time you’ve dealt death when someone’s threatened your family. Death is the least they deserve – Obey: If you have Mortal Wrath, kill this person.”
“You told me about what you did to those people and I know the guilt still haunts you – you can choose a better way – Obey: If you have Mortal Wrath, spare this person.”
Rank 5:
The character is an expert at social engineering and manipulation. The character can now submit a Task with either the target’s Devotion, two of their Beliefs, or three of their Bonds and learn every Bond, Belief and Devotion the target has.
Intimidation
Intimidating characters are expert at using fear to get their way. Intimidation uses threats, subtle or overt, to induce their subjects to give way and obey, if grudgingly. Few people enjoy being intimidated, but characters skilled in intimidation leverage their own willingness to do harm to surprise and cow those around them into behaving.
Uses of Intimidation always require some kind of credible threat to work. It is usually enough to look dangerous, brandish a weapon and threaten violence, but more subtle forms of threats can also be effective, so long as they are believable by the target (which could be helped by Sincerity).
Rank 1:
The speaker may menace someone into allowing them to pass, enter an area, or otherwise proceed with what they were doing without interference. They may call “Obey: Stand Aside.”
Rank 2:
If the speaker is given an order to Obey, in lieu of obeying they may immediately assault their target, dealing a Hit or Condition, such as Grab, Pain, or Fear, within one Beat in order to call Nerve. They may continue to respond to Obey calls with violence for as long as they are able to land a Hits or Conditions.
Rank 3:
The speaker can push their victim into specific courses of action and expect them to do it. While issuing a threat, the speaker may call Obey, with any command. If the target resists, the speaker may in turn threaten a target’s Bond, Belief or Devotion, such as “Obey: If you Love Christabel, then… ” to perform a new Obey call so long as you can believably threaten that thing.
Rank 4:
The speaker knows how to use violence to great effect and drive a spike of fear into the hearts of those they wish. Whenever they perform an act of direct violence – a successful Injury or Downing a foe – the speaker may call Fear on any witnesses that they choose. They may repeat this for each new act that Scene.
Rank 5: Terrorize
The speaker can exploit a moment of weakness to gain long-term control over their victim. When they successfully inflict Fear, the speaker may call “Obey: Take the Belief Always/Never do…”
Sincerity
Sincere characters convince others of their forthright nature and earnest claims by projecting confidence. While such people may be conmen, liars or charlatans, they could also be credible professionals, convincing demagogues, or trustworthy counselors. Their true nature is second to their ability to induce trust and belief from those who speak with them.
Rank 1:
The speaker can put people at ease and get them to open up about their thoughts and inner world. When someone they are speaking to expresses any kind of feeling or opinion the speaker may call “Obey: tell me all about that.”
Rank 2:
The speaker can inhabit their own circumstances to project confidence and belonging, especially when relying on the expectations of others. The speaker may call “Obey: I am who I appear to be” to cause their listener to take them at face value, such as their mode of dress or other appearance.
In addition, you may answer the following questions from Vigilance- “What is your social class and culture?” and “What is your highest Skill?”- in any way appropriate to your current presentation.
Rank 3:
The speaker can get people to believe just about anything is true. They may simply call “Obey: Believe me – ” so long as proof to the contrary isn’t immediately available. This ability can be used as often as the speaker wishes, though they may still not repeat the same belief to the same person that Scene.
Obey commands that cause their target to believe something as true last indefinitely until they encounter direct proof to the contrary.
This ability can be helpful in the context of other Social Skills, such as Provoke drawing a connection between a Bond and a course of action as plausible, making cogent arguments to gain agreement for Persuade, or reinforcing the credibility of a more subtle threat with Intimidation. Use of this ability should be sufficient to eradicate any lingering doubts.
Rank 4: Doubts
The Speaker can induce confusion into the feelings and arguments that are made against their claims. Whenever someone uses a Bond or Belief about the speaker to resist one of their Sincerity abilities, the resistance counts, but then the Speaker may call “Obey: lose that Bond/Belief.”
Rank 5:
The speaker is an expert at explaining a way inconvenient presentations of counterfactuals. When presented with proof that would otherwise prevent them from calling Obey, they may call “Obey: Disbelieve that proof.”
Performance
Performers are well loved throughout the world for their ability to bring joy and comfort to those around them and entertain assembled crowds, bringing a touch of beauty and light to a bleak and oppressive world. The best performers can cut through the mundane and touch the truths of meaning that inspire others to uplift and carry on, even able to touch the soul with the profundity of their artistic expression.
Performance can take many forms, and the Skill isn’t limited to one form. Any deliberate act in a performative nature can be considered valid for the Performance Skill, including singing, dancing, playing all manner of musical instruments, inspirational oration, even sexual intimacy.
Rank 1: Comforts
The performer may do some simple task that is expressly for the comfort of another for a few minutes, such as strum and hum, give a backrub, sketch a drawing, or cook a meal. At the end of a few minutes, the beneficiary may remove the Traumatized Condition.
(Read more about Game Effects)
Rank 2: Dramatics
The performer knows how to put their all into whatever they are saying, swaying their audience with pure passion. When acting dramatic and over the top to influence the performer may Exert in order to add Power to any Obey call.
Rank 3: Entertainment
The performer may perform a several minute long activity such as singing, dancing or playing an instrument for an audience with their primary attention on you. By encouraging their audience to participate by singing or dancing along, the performer may cause everyone who participated to become Inspired at the end of their performance.
Rank 4: Dedication
The performer may announce a dedication to a specific character in their performance at the beginning, the nature of which must be about or inspired by that character. The subject of the dedication loses one Despair the first time that they experience that work.
(Read more about Despair)
Rank 5: Masterpiece
Once per Event the artist may create a masterful performance piece that stirs the heart to action. This piece, be it a play, a song, a speech, or a physical art piece, is designed to light a fire for a specific Devotion, chosen at its creation. Anyone viewing the inspirational art or performance may take on that Devotion as a secondary Devotion for the rest of the Event. They may also become Devoted for this secondary Devotion once per game without expending their normal use of Devoted.
An artistic masterpiece must at minimum have some kind of in-game representation, even if the item is not physical in nature, like a play or music piece. These can be the script of the play, the illuminated sheet music for the piece, the preface or prologue of a book, and so on. If the piece is performative in nature, like a play, it should be performed in total and take at least as long or longer as a normal piece of its type, such as at least half an hour for a play, or five minutes for a song. Each Devotion piece must be unique and distinct from all others, but individual performative pieces may be repeated.
(Read more about the Human Spirit)
Etiquette
Etiquette is the art of using poise, presence, propriety and social standing as leverage in a social situation. Characters skilled in Etiquette create spaces where the presence of powerful social rules are felt and enforced by the crowd – and know how to tactically break the same rules to great effect.
Rank 1: Functions
The courtier may create several specific social atmospheres, called a Function, and act as the host within those spaces. So long as included individuals do not leave the Function early and participate in the activities, they may receive the closing benefit.
Party
Length: 1 Hour +
A party atmosphere puts everyone at ease and helps lift spirits. At the start of the event, the Host may designate a specific Reveler’s Trait, and any who become intoxicated during the party use that Reveler’s Trait instead of their usual. A party must include most participants consuming tagged alcohol, the retelling of private or shared stories, and at least one dramatic or funny moment worthy of retelling later.
Benefit: At the end of the party, all of the participants lose 1 Despair.
Founding
Length: 30 Minutes +
A new Organization is formed and at least one Officer named to control its fortunes. A Founding must include a speech on the purpose of the Organization, introductions of all Members along with their roles and how they intend to participate, and discussion of the Organization’s goals and rules.
Benefit: Any member who spends (and removes from their sheet) an Achievement of any kind, becomes an Officer of the new Organization.
Convene
Length: 30 Minutes +
An Organization can convene its members and guests, speaking of their progress and future goals, and soliciting support to move forward. Convening must include a speech by at least one Officer and discussion of the Organization’s current goals and challenges.
Benefit: Members may speak their support before the group in order to donate any of their Achievements (removing them from their sheet) to grant the Organization the same amount of Influence. In addition, an Influence may be spent at a Convention to add new Officers, with all current Officers’ permission. This event may only benefit an Organization once per event.
Games
Length: 30 Minutes +
Games, in any form, are a relaxing and fun way to compete with your friends, whether that be physical skill, mental skill or luck. Games must include participation by everyone benefitting in some sort of game or series of games
Benefit: Two or more people participate in games for at least thirty minutes and gain +1 Comfort for that event
Rank 2: Double-talk
The courtier may say something vaguely related, then, using the Language gesture, say a concise message that is something entirely different, privately to one character. This may be accompanied by the use of a Social Skill if they choose to so long as it meets the requirements for that Skill. The first message is the only thing actively heard by any listener, but the effect of your subtext works as normal.
Rank 3: Posturing
The courtier may enter Posture whenever someone performs an act of deference or subservience to them. This can be very direct, such as a subordinate accepting an order, a verbal act of groveling or adulation, someone accepting an insult by the courtier without rebuke, someone refilling their glass, or being loudly announced as arriving to a formal event by another. Any act that someone undertakes that demonstrates the importance or primacy of the courtier puts them into Posture.
Posture must be maintained by keeping good physical posture, (eyes up, shoulders back, no leaning or stooping), or when sitting, being seated in a seat of physical prominence like the head of the table or a throne. Additionally, the courtier not may ask any question that ends in a question mark, such as “Where is the Bishop now?” or “Would you get me that?”. They may instead say “Tell me where the Bishop is.” or “I’d like you to hand me that.”
During Posture, the courtier may use the Authority gesture at will, even interrupting others in mid-sentence to control the conversation. Any other character in posture may do the same to speak normally. As well, Posture may be spent (and needs to be re-established) to call Nerve.
POSTURE
The courtier uses posture, formality and social standing as a weapon to comport themselves with their allies even while they strike out at their rival
Resolution: The courtier drops good posture, asks any question, enters any Social Condition, or expends Posture for one of its benefits.
Rank 4: Elite Functions
The courtier may officiate more specialized and elite functions by maintaining the highest of exacting standards for such affair
Court
The Host may impress upon the audience the gravity and formality of the affair, directing attention and authority to the region’s Ruler. Court must include Ruler who is the final arbiter of all decisions made, a master of ceremonies, and an agenda.
Benefit: During Court, the Ruler may use the benefits of Posture at all times.
Convocation
Length: 30 Minutes +
Religious services fill the attendees with a sense of rightness and solemn purpose. Convocation must include the Convocation ritual and must include every element of that ritual, including the Covenant elements of at least one Covenant.
Benefit: The attendees leave the function Inspired and this state persists until spent or the end of the Chapter.
Feast
Length: 1 Hour +
With the right food and accoutrement (the Feast and Feastware items), you may create the environment for a Feast. The Feast is usually dedicated in celebration of one topic or in honor of one person and at least one toast or speech must be made about this topic or person. Up to 10 people may participate in a Feast.
Benefit: Those who ate the feast meal receive 1 Experience Point from better overall nutrition.
Rank 5: Sovereignty
The courtier’s command over others is unmistakable and the natural desire to obey the great is strong. When in Posture, the courtier may expend it to call Obey against any other character with whatever command they wish. If the character does not resist the command with Nerve, the courtier remains in Posture.