Skills

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

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. <Read more about Stamina>

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
          Winded
          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.

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.

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 Recover 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.

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 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.

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 Winded.
  • 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 (WindedKnockdown, 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 StrikeSlam, 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.

(Read more about Weaponry)

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.

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)

(Read more about Devices)

Rank 1: Firearms Use

The fighter may load and fire and maintain a firearm.

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: Escape Artist

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 certain otherwise-impassable walls or obstacles, which will have a special mark indicating Slip can be used.

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.

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 crosses their arms in the “Ignore” 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.  Using the Murder ability 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 the token for resource item tags. 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 all of the gathering tokens in an Event are Exploited, 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 metal, such as soft or hard iron, and may also contain a unit of salt or coal.

Hunting tokens will always become one unit of Leather, and may also have Meat or Wool.

Forestry tokens will always become one unit of Wood, and may also include Vegetables or Hemp.

Normal Common and Uncommon nodes always have 10 tokens each. Rare nodes and trial nodes may have a different number.

 

Sidebar: Accessibility

As part of a culture of accessibility, we ask players to consider physical limitations of themselves and others when harvesting nodes. Some nodes will be in more physically accessible locations while others will be more remote; we encourage people who are physically suited to remote exploration to prefer seeking those out first.

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.

In Luisant, miners also make use of the widespread natural caverns and tunnels, as well as gathering the plentiful bog iron and ores that come flowing from the mountains through the river.

Rank 1, Harvesting: Harvest Common nodes, which typically produce Soft Iron, Salt, and Coal.

Rank 2, Extraction: Harvest Uncommon and Rare nodes. Uncommon nodes typically produce Hard Iron. Rare nodes may have Silver, Gold, Gems, or more unusual minerals.

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. You may use the stewardship task, increasing the mining bounty for the next event. You may also submit a task to learn how much mining Exploitation has happened during that Action Cycle, but not by who.

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, Vegetables, or hemp.

Rank 2, Extraction: Harvest Uncommon and Rare nodes. Uncommon nodes typically produce Hardwood and greater quantities of Vegetables. Rare nodes may have various plant-based resources.

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. You may use the stewardship task, increasing the forestry bounty for the next event. You may also submit a task to learn how much forestry Exploitation has happened during that Action Cycle, but not by who.

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 and Rare nodes. Uncommon nodes typically produce Thick Leather, greater quantities of Meat, and Wool. Rare nodes may have various animal-based resources.

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. You may use the stewardship task, increasing the hunting bounty for the next event. You may also submit a task to learn how much hunting Exploitation has happened during that Action Cycle, but not by who.

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.

(Read more about Gathering Skills)

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 cannot depend on each other. For example, you cannot produce a Haft and Blade and combine them into a Sword all as one action cycle. Instead, you could produce a Haft and Blade in one cycle, then combine them into a Sword in the next cycle.

(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 other skills, Apothecary recipes are not split into Basic, Advanced and Master. Apothecary recipes specify the required skill level, and most concoctions are made using just a few standard recipes that are learned as part of the skill. These recipes’ outputs depend on the traits of the herbs used – see more information

Besides the production of drugs, Apothecaries produce a few other necessities and luxuries of everyday life – notably alcohol, dyes, and preserved foods; these are available through Techniques and other recipe sources.

Rank 1: Powders

The apothecary can make Slow-Acting drugs that can be delivered by ingestion.  Ingested drugs have to be swallowed willingly, even if the subject doesn’t know what they are swallowing.  Slow-Acting drugs wrack or bolster the body slowly, over several hours.


At this rank the Apothecary has 1 Apothecary effort to use each Crafting Action

Recipe: Powders

Apothecary1

Components: 1 Effort, 1 Herb

Result: 1 Slow-Acting Drug with the traits of the Herb

Rank 2: Suspensions

The apothecary can create Fast-Acting drugs that produce instant but short-lived effects as soon as they reach the bloodstream.  The drugs or poisons delivered by these effects have to be delivered intravenously, usually at the end of a poisoned blade, though sometimes with a treated needle.  Fast-Acting drugs produce a quick, sharp effect, which does its business and then ends.

At this rank the Apothecary has 3 apothecary effort to use each Crafting Action

Recipe: Suspensions

Apothecary 2

Components: 1 Effort, 1 Herb

Result: 1 Fast-Acting Drug with the traits of the Herb

Rank 3: Refinement

While usually limited to drugs that use all of the effects associated with the herb that they are using, a skilled apothecary can use their considerable knowledge to refine their drugs to exclude unwanted effects, or create more powerful effects out of the distillate of many herbs. They gain access to these two recipes:

Recipe: Refinement

Apothecary 3

Components: 1 Effort, 1 Herb

Result: 1 Herb of the same type, with up to two undesired Traits removed

Recipe: Admixture

Apothecary 3

Components: 1 Effort, 2 or 3 Herbs

Result: 1 Drug or Herb with any three traits selected from the input herbs/drugs

Rank 4: Cementation

As the apothecary’s powers of refinement grow more precise, they may create more powerful distillates and extracts.  They gain access to the Cementation Recipe.

Additionally, at this rank the Apothecary has 8 apothecary effort to use each Crafting Action

Recipe: Cementation

Apothecary 4

Components: 2 Effort, 2 Herbs

Result: 1 Fast-Acting or Slow-Acting Drug with all 6 of the combined traits of the Herbs

Rank 5: Synthesis

The apothecary can eliminate all of the waste from their work, understanding the essential reactions intimately. Whenever they create a Drug from an Herb they can produce three doses instead of one. 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. 

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: Appraisal

The merchant has access to the latest knowledge of current prices of various goods.  Local market conditions are always in flux, but the merchant always can establish a baseline based on nearby markets.

(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 Discipline to resist. This may be used once per Scene.

Rank 3: Trade

The merchant may now take the Trade Action, 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 market is a closed economy, and there is a limited amount of coin available, and so the merchant may not be able to sell everything they wish to. 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 Trade Action may now also be used to pay coins at the Basilica in exchange for goods available in the local market. 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. The market is a closed economy, and there is a limited selection of goods available. If requested goods are not available, the unspent part of the payment is returned. 

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)

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 also take physical notes on their ideas and observations, and gains the Research Action.  They may submit a Research Action using their own notes to review and think over what they have learned and ask a single question.  If they took detailed notes that might be relevant to their question, Staff will grant them a clue about how to think about their problem or what to look for next.

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.  This includes 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.

Rank 3: Author

The scholar has moved beyond superficial understanding and can now permanently commit the books they read to their body of understanding.  By forming a Research Action with a given book, the scholar may spend Experience Points and permanently learn the contained Study, and no longer needs to reference that book to use their knowledge.

Additionally, once per Event, the scholar may spend a Research Action to author their own book based on their existing knowledge, copying a Study or Technique they know into a blank volume.

Rank 4: Academic Rigor

The scholar’s intensive studies now allow them to understand especially difficult subject matter – Esoteric Studies.

Additionally, 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.

Rank 5:  Analysis

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 a Research Action alongside any additional materials, such as books.  Staff will consider all available Studies 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.

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. 

The explorer also gains the ability to carve and butcher beasts, including malefic creatures.  In order to butcher them correctly, the explorer must stand over the beast with a knife, and take at least a minute to try to butcher the creature to attempt to dig out Malefic essences to be used in the creation of Malefica.  Using or harvesting organs from Maleficarum is illegal in the Throne, usually also attracting charges of heresy.  Nonetheless, these materials can be used by those with the knowledge to make potions or other items that confer some of the traits of the monster they were cut from, and are prized on black markets.

(Read more about Malefica)
(Read more about Drugs and Poisons)
(Read more about Apothecary)
(Read more about Night Malefic)

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 and not in combat, the explorer and up to 5 companions may use the Ignore sign to travel to their destination. Should any of the travelling group stop moving, they must all drop the Ignore sign.

Streetwise

Those with the Streetwise skill are adept at traveling the streets unnoticed and knowing who to talk to for information. This skill allows the character to submit a Streetwise Action using the character’s name, or at least their public alias.

The Streetwise action grows more powerful with each new Rank of the Streetwise Skill, learning more and more information about a specific target.  The spy can spend the time between Events looking into the affairs and activities of a specific character.

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 Streetwise Action, they may also spread one rumor per Rank of Streetwise.  These rumors (and any other rumors and current events) will be read anonymously during Opening Ceremonies of the next Event.

Rank 1:  Solicitation 

During Events, the spy may use the Streetwise 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 showing up at the public tavern when and if the character would do so. The spy should proceed directly to the tavern and await the likely meeting.

Rank 2: Surveillance

The Streetwise 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 (Debts, Minor Enemies, Beholden, Favored or Wards)

The spy can now use the Streetwise 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. 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.

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 (smaller Corpse 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 the sincere dedication to the holy scriptures and the way it impacts the person so dedicated.  People with high Zeal know the words and meanings of their holy scriptures inside and out, and can recite them from memory.  Holding the deep understanding 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 intercession.  

(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 Discipline 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 Willpower per day. 

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 Willpower or Prayer, they also lose 1 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 Willpower per day.

Additionally, whenever the believer is Exhausted and would become Inspired they may 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 Willpower 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: Nerve
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 against Insanity or Obey 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.

(Read more about the Human Spirit)

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.

Characters with Endurance can speak normally while in the Downed condition, and can limp along (but not run) unassisted with two Injured legs.

(Read more about Injuries)

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, all Stunning Conditions (PainStunBlackout), Staggering Conditions (StaggerKnockdownSlam), Striking Conditions (BleedCrashStrike), and Disease.  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 InjuriesBattered, 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.

Rank 4: Unflinching
The character is effectively immune to Pain. The Player should call “No Effect” when Pain is used.

Rank 5: Unbreakable
The character is a mountain of endurance.  Two beats after being Downed, they may get up again 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 Last Breath, including if sent there by having the Bleed condition for more than 5 minutes..

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 Discipline to resist an Obey call if their Leader resists it when present.  A Leader gains one Discipline 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 Discipline to resist any mental command or condition that would make them turn against or prevent from helping their Team or Leader, including ObeyInsanity, or Fear, refreshing 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 Ignore Sign (such as from Stealth) 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?

Rank 4: Reveal
The watcher gains the ability to Reveal characters using the Ignore 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 Ignore Sign taking steps in their eye line.

Rank 5: Warden
The character becomes Alert by seeing a character using the Ignore Sign unmoving at Speaking (and thus listening) distance, and may grant Alert to others if they themselves become Alert