skills

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Skills

Player Characters may spend Experience Points (XP) to purchase Skills.

Each event played by a Character grants an additional XP, with XP equalised every 3 Events (meaning Arc 1 Characters have 4 XP, Arc 2 have 7 XP, etc.).

Skill Name Description Cost (XP) Requirements
Healing Magic Grants access to Healing Abilities. 2 None
Affliction Magic Grants access to Affliction Abilities. 2 None
Trickery Magic Grants access to Trickery Abilities. 2 None
Protective Aura (Lesser) Grants 1 additional maximum HP. 1 None
Protective Aura (Moderate) Grants 1 additional maximum HP. 1 Protective Aura (Lesser)
Protective Aura (Greater) Grants 1 additional maximum HP. 2 Protective Aura (Moderate)
Protective Aura (Superior) Grants 1 additional maximum HP. 2 Protective Aura (Greater)
Protective Aura (Ultimate) Grants 1 additional maximum HP. 2 Protective Aura (Superior)
Mana Pool (Lesser) Grants 1 additional maximum MP. 1 None
Mana Pool (Moderate) Grants 1 additional maximum MP. 1 Mana Pool (Lesser)
Mana Pool (Greater) Grants 1 additional maximum MP. 2 Mana Pool (Moderate)
Mana Pool (Superior) Grants 1 additional maximum MP. 2 Mana Pool (Greater)
Mana Pool (Ultimate) Grants 1 additional maximum MP. 2 Mana Pool (Superior)
Skill Name Description Cost Requirements
Dual-Wield Grants ability to wield two weapons up to 42“ in length. 2 None
Archery Grants ability to use a bow or crossbow. 2 None
Polearm Grants ability to use weapons longer than 42”. 2 None
Thrown Grants ability to throw coreless weapons. 1 None
Shield Mastery Grants ability to use shields larger than 15“ in diameter. 1 None
Skill Name Description Cost Requirements
Alchemist Grants ability to identify and create Elixirs – see Alchemy. 2 None
Enchanter Grants ability to apply magical properties to weapons, armour, and trinkets – see Enchanting. 2 None
Artificer Grants ability to identify magical objects and create artefacts – see Artifice. 2 Enchanter OR Alchemist
Appraiser Grants ability to find non-magical items and know their potential uses. 1 None
Forager Grants ability to find additional resources when foraging for them. 2 Appraiser
Tracker Grants ability to identify tracks and analyse them to help foraging for specific items. 2 Forager
Medic Grants ability to make the REVIVE call after 1 minute of appropriate roleplaying over a dying fae. Their death count is paused during this time. 1 None
Doctor Grants ability to call HEAL FULL immediately after successfully reviving a dying fae. 2 Medic
Smith Grants ability to repair SHATTERed weaponry with 1 minute of appropriate roleplaying. 1 None
Trapper Grants ability to create and set traps – see Traps 1 None
Professional Trapper Grants ability to create multiple-use traps and to disarm others' traps with 1 minute of appropriate roleplay. 2 Trapper
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