Skill Categories

Buying Skill Categories

Characters start with access to the General and the characters Lineage Skill Category for free. Other than these, the first Skill Category a Character purchases is free. Each additional Skill Category costs 5 more CP than the last purchased. (1st is free, 2nd is 5 CP, 3rd is 10 CP, etc). Once a Skill Category is purchased, a Character may then purchase skills at their listed cost. Skills found on multiple Skill Category lists may have different costs. The cost of a skill is always be the cost when purchased. No CP will be refunded if a Skill Category is later unlocked with a different cost unless stated in a particular skill.

Abbreviations

* = Skill may be purchased multiple times

x = Exponential Cost (example: 1st Body = 1 Point, 2nd Body = 2 points, 3rd Body = 3 points)

# = Requires Prerequisite

General Skill Category

All characters may buy skills from this Skill Category.

Body* [X CP] Character gains 1 Body.

Stamina* [X CP] Character gains 1 ST.

Wear Armor* [4 CP] Character may wear 5 Additional Armor. May only be purchased to a maximum total of 40 Armor.

Magical Combat Skill Category

This Skill Category includes skills that combine magic with combat.

Energy* [X CP] Character gains one energy used to fuel spells and other magic

One Handed Weapons [4 CP] One Handed Weapon under 46” (116.84 Cm).

Ranged Weapon [4 CP] Crossbow Min/Max Dimension 12”/24” (30.48Cm/60.96 Cm). Bow Min/Max Length 34”/44”(86.36Cm/111.76Cm).

Specialization [10 CP].

Specialization Augmentation# [15 CP] Must Have Specialization

Specialization Mastery# [20 CP] Must Have Specialization Augmentation.

Staff [6 CP] Two Handed Weapon under 78” (198.12 Cm) may not have a blade or hammer head.

Thrown Weapons [2 CP] Character may use coreless thrown weapons.

Direct Combat Skill Category

This Skill Category includes skills that benefit a direct melee combatant.

Ambidextrous# [4 CP] Character can swing additional damage in both hands.

Break Weapon [15 CP] Character may deliver the Broken Condition to one weapon or shield.

Buckler [6 CP] Maximum 20” diameter. May Hold or Strap to Arm.

Favored Target [5 CP] Character may deal extra damage against one creature type.

Florentine [2 CP] Character may use a one handed weapon in each hand, but one only does base damage.

One Handed Weapons [4 CP] One Handed Weapon under 46” ( 116.84 Cm).

Parry [15 CP] Character may negate one weapon attack.

Physical Talent [10 CP] Character may deal 1 additional damage at all times (Crafted Weapons Only).

Physical Talent Augmentation# [15 CP] Character may deal 1 additional damage at all times (Crafted Weapons Only) (CP 40 in this Skill Category).

Physical Talent Mastery# [20 CP] Character may deal 1 additional damage at all times (Crafted Weapons Only) (CP 80 in this Skill Category).

Quarry [5 CP] Character may deal additional damage against one foe for one fight.

Rage [5 CP] Character may deal additional damage against all foes for one fight.

Ranged Weapon [4 CP] Crossbow Min/Max Dimension 12”/24” (30.48Cm/60.96 Cm). Bow Min/Max Length 34”/44”(86.36Cm/111.76Cm).

Shield [10 CP] Maximum36” (91.44 Cm) Tall at longest dimension. Maximum 24” (60.96 Cm) Wide at longest dimension shield.

Slam [10 CP] Character may deliver the Knockback Condition on a target.

Slay [15 CP] Character may deal a large amount of damage for one swing.

Thrown Weapons [2 CP] Character may use coreless thrown weapons.

Two Handed Weapon [6 CP] Two Handed Weapon under 75” (190.5 Cm).

Group Combat Skill Category

This Skill Category includes skills that benefit stealthy or tactical style combatants.

Ambidextrous# [4 CP] Character can swing additional damage in both hands.

Assassinate [10 CP] Character may deal a large amount of damage.

Buckler [6 CP] Maximum 20” diameter. May Hold or Strap to Arm.

Counter [15 CP] Character takes a melee attack and deals the same damage back at target.

Flesh Wound [15 CP] Character may reduce the damage of a weapon attack to 1 and avoid additional Conditions from the attack.

Florentine [2 CP] Character may use a one handed weapon in each hand, but one only does base damage.

Hamstring [10 CP] Character may deliver the Slowed Condition to a target.

One Handed Weapon [4 CP] One Handed Weapon under 46” (116.84 Cm).

Opportunist [10 CP] Character may deal 1 additional damage while attacking an opponent with an ally’s assistance (Crafted Weapons Only).

Opportunist Augmentation# [15 CP] Character may deal 1 additional damage while attacking an opponent with an ally’s assistance (Crafted Weapons Only) (CP 40 in this Skill Category).

Opportunist Mastery# [20 CP] Character may deal 1 additional damage while attacking an opponent with an ally’s assistance (Crafted Weapons Only) (CP 80 in this Skill Category).

Ranged Weapon [4 CP] Crossbow Min/Max Dimension 12”/24” (30.48Cm/60.96 Cm). Bow Min/Max Length 34”/44”(86.36Cm/111.76Cm).

Stagger [10 CP] Character may deliver the Dazed Condition to a target.

Thrown Weapons [2 CP] Character may use coreless thrown weapons.

Two Handed Weapon [6 CP] Two Handed Weapon under 75” (190.5 Cm).

Waylay [10 CP] Character may deliver the Sleep Condition to a target.

Unarmed Combat Skill Category

This Skill Category includes skills that benefit stealthy or tactical style combatants.

Ambidextrous# [4 CP] Character can swing additional damage in both hands.

Block [15 CP] Character may negate one weapon attack.

Breakthrough [5 CP] Character may deliver a standard weapon attack that cannot be blocked with shields (May not be used with other skills).

Fighting Prowess [10 CP] Character may deal 1 additional damage while attacking with claws or brawlers.

Fighting Prowess Augmentation# [15 CP] Character may deal 1 additional damage while attacking with claws or brawlers (CP 40 in this Skill Category).

Fighting Prowess Mastery# [20 CP] Character may deal 1 additional damage while attacking with claws or brawlers (CP 80 in this Skill Category).

Florentine [2 CP] Character may use a one handed weapon in each hand, but one only does base damage.

Grapple [10 CP] Character may deliver the Entangle Body Condition to a target while holding the target with two claws or brawlers.

Haymaker [10 CP] Character may deal a large amount of damage with claws or brawlers.

Intimidate [10 CP] Character may deliver the Fear Condition to a target.

Pain Tolerance [15 CP] Character may negate the effects of a Condition until the end of a fight.

Strength [10 CP] Character gains 1 Strength.

Strength Augmentation# [15 CP] Character gains 1 Strength.

Strength Mastery# [20 CP] Character gains 1 Strength.

Thrown Weapons [2 CP] Character may use coreless thrown weapons.

Thievery Skill Category

This Skill Category includes skills suitable for a rogue, thief, spy, or similar character.

Black Market# [15 CP] Character may purchase from the Thieves Guild Stockpile without limit.

Conceal Object [5 CP] Character may hide a single object on their person.

Cower [5 CP] Character may act helpless to dissuade others from attacking.

Diplomacy [10 CP] Character may use Diplomacy to distract targets.

Disguise [15 CP] Character may disguise themselves as another character.

Escape Artist [10 CP] Character may escape from bindings or bypass barriers.

Pick Lock [10 CP] Character may pick locks on containers or doors.

Pick Pocket [10 CP] Character may pick another characters pocket for goods.

Poison Use [15 CP] Character may poison food or drink.

Stealth [10 CP] Character may become hidden despite real world skill (Night Only).

Stealth Augmentation# [15 CP] Character may become hidden despite real world skill (Movement).

Stealth Mastery# [20 CP] Character may become hidden despite real world skill (Day).

Thieves Guild Member# [10 CP] Character gains the benefits of joining the guild.

Merchant Skill Category

This Skill Category includes skills suitable for a merchant, banker, investor, or similar character

Cower [5 CP] Character may act helpless to dissuade others from attacking.

Diplomacy [10 CP] Character may use Diplomacy to distract targets.

Equal Trade [10 CP] Character may trade one item for its market value with the Guild.

Going Rate [5 CP] Character may inquire how much the guild will pay for an item.

Haggle [10 CP] Character gains or reduces cost of a sale by 1 currency.

Holdings [10 CP] Character gains currency at check in.

Holdings, Augmentation# [15 CP] Character gains currency at check in.

Holdings, Mastery# [20 CP] Character gains currency at check in.

Know A Guy [15 CP] Character knows a guy to help assist them.

Merchants Guild Member# [10 CP] Character gains the benefits of joining the guild.

Requisition# [15 CP] Character may gain free items from the guild.

Supply [10 CP] Character gains production resources at check in.

Supply,Augmentation# [15 CP] Character gains production resources at check in.

Supply,Mastery# [20 CP] Character gains production resources at check in.

Academic Skill Category

This Skill Category includes skills suitable for a doctor, researcher, historian, or similar character

Analysis [10 CP] Character may gain information on a specific item.

Consultation [10 CP] Character may gain a hint or reduction in difficulty on a puzzle.

Cower [5 CP] Character may act helpless to dissuade others from attacking.

Deduction [10 CP] Character may gain information of a specific person.

Historical Research [10 CP] Character may gain information on previous events.

Magical Research [10 CP] Character may gain information on magic and its uses.

Medical Training [10 CP] Character may stabilize and heal Characters through natural means.

Medical Training: Augmentation# [15 CP] Character may remove the Dazed, Sleeping, Slowed, and Weakness Conditions through natural means.

Medical Training: Mastery# [20 CP] Character may remove the Bleed, Poisoned, and Silenced Conditions through natural means, and increase in healing value.

Research Guild Member# [10 CP] Character gains the benefits of joining the guild.

Scientific Research [10 CP] Character may gain information on technology and scientific items.

Search Area [10 CP] Character may gain information on a physical location.

Surgery# [15 CP] Character may perform procedures to heal or enhance Characters.

Craftsman Skill Category

This category includes skills suitable for a crafter, farmer, resource manager, or similar character

Alchemy [10 CP] Character may craft poisons, gases, and other alchemical items.

Cower [5 CP] Character may act helpless to dissuade others from attacking.

Craft Guild Member# [10 CP] Character gains the benefits of joining the guild.

Crafting: Augmentation# [15 CP] Character may craft Augmented items.

Crafting: Mastery# [20 CP] Character may craft Masterwork Items.

Scientific Research [10 CP] Character may gain information on technology and scientific items.

Enchanting [10 CP] Character may craft potions and scrolls.

Forging [10 CP] Character may craft and repair weapons, armor, and shields.

Gathering [10 CP] Character is trained in Gathering of resources from nature.

Guild Stockpile [15 CP] Character gains currency at check in.

Harvesting [10 CP] Character may harvest resources from enemies.

Maintenance# [10 CP] Character may extend an items durability.

Technology Crafting# [20 CP] Character may craft Technology Items.