Site Index > Rules > Character > Skills |
Character Advancement (Skills and Experience) | |
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Term Name: | Character Advancement
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Description: | Players earn experience points for helping the game, those points are assigned to characters and this earns levels and skill points. Skill points can then be spent to buy skills giving characters new abilities.
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Abbreviation or Synonyms: | Growth, Development
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Rule Type: | Character |
Overtime characters improve, gaining new skills and learning new abilities. This page will discuss how that happens.
Experience Points
Characters in Kingdoms of Novitas do not earn experience. Players earn it. Experience in Kingdoms of Novitas is awarded for actions that help improve the game.
Whenever players donate money to the game or pay for things like event entry fees they get 1 experience point for every $10 donated or spent.
While money is one way to help the game, there are many others as well. Each shift a player NPCs earns them 1 experience point. Players who NPC 3 or more shifts get an extra experience point for the third and fourth shift they NPC. Helping with setting up and breaking down each event also earn experience, a point for every hour spent.
Work groups have a variety of positions that need to be filled every event, such as the make-up desk, game masters, and innkeepers. These typically get 2 experience for a shift.
Item donations to the game will earn experience when they are requested. Not every donation is acceptable, the Marshals will periodically post lists of the things they are currently looking for at that time.
Several times a year, the Boy Scouts host "Work Days" where volunteers work on improving the camp site for everyone's benefit. We award experience to players who participate and help at these work days.
Finally, Marshals will from time to time have special projects for improving the game, or maintaining our supplies. These include things like laundering the NPC garb, building new costuming, technical projects (such as working on this Wiki or the Web Portal), going to conventions to recruit new players, and writing projects.
Players can check how many experience points they have by going to the online experience look-up located here.
To get your player ID number or character ID numbers speak to the Logistics Marshal or Second (Frank Tamburrino and Taylor Dean).
Character Level and Skill Points
Players take the experience points they earn and assign them to their characters. All experience points go to one character until you speak to the Logistics Marshal or Second (Frank Tamburrino and Taylor Dean) to change who they are going to. The total number of experience points assigned will determine what level a character has. Characters begin at level 0 with 10 skill points. Each level after that earns a character 2 skill points. The first 20 levels require 5 experience points each. Every level after that requires 10 experience points.
That means you can calculate how many skill points a character has with these two formulas.
- For characters under 100 experience points, they have:(Experience Points/ 5) = Level
- For characters with over 100 experience points, they are:((Experience Points - 100)/ 10) + 20 = Level.
Then use this formula to determine skill points: (Level * 2 + 10).
Thankfully you never need to memorize these formulas, you can use the online character sheet.
- Example 1: Your character has 39 experience points. 39/5 = 7th level with 4 extra xp. This character would have 24 skill points.
- Example 2: Your character has 168 experience points. ((168-100)/10) + 20 = 26th level with 8 extra xp. This character would have 62 skill points.
Learning Skills
Characters can spend skill points to learn new skills. Each skill has a cost listed to learn it, and many have prerequisites of other skills that must be learned before you can learn that one. Other than role-playing skills and rare (or extremely rare) language skills you do not need permission to learn skills. Role-playing skills and rare (or extremely rare) language skills require permission from the Plot Marshal or Second (Ryan Green and Donald Tyson) to learn.
When you learn a skill simply mark them down on your character sheet to note that you've learned them. The online character sheet located at http://portal.kingdomsofnovitas.org/ can be used to track how you have spent your skill points or you can use the most current paper version of the character sheet.
Once you've entered play with a character sheet the skill points spent should remain spent the same way (unless a player is using the character amnesty rule). An exception to this is that when rules updates take place, they can cause a character sheet to cease to be accurate, legal, or it can cause a character to have skill points not spent as previously intended. If this happens the rules update will generally come with instructions on how to handle the situation (whatever it may be). In the event that still leaves issues be sure to speak to a 1st Marshal (Christina Mevec, James Vertucci, and Ryan Green) to figure out how to remedy the situation.
Players should have their most up-to-date character sheet on them when playing their player character at an event. The character creation portal does not give members of staff access to any information you put into it. You'll need to be sure to print out a copy of the sheet so you have that on hand.
Specialist Titles
When characters learn all the skills in certain segments of the character sheet they gain access to special bonus permanent abilities known as 'Specialist Titles'. These are permanent abilities and cost no skill points to learn (beyond those required to fill out that section of the character sheet).
Weapons Master
A character who has learned every Combat skill is awarded the title 'Weapons Master'. Twice per game day a weapons master may while make an attack with any weapon a 'master's strike'.
Furthermore, weapons masters are the only ones who may wield great javelins or great spears (a subtype of great weapons) with a second weapon or a shield. This counts as a type of dual wielding. While doing this you may only make stabbing attacks with the great javelin/ spear, never swinging attacks. A weapon in the off hand can be swung as normal.
Finally, weapons masters are also the only characters who can take advantage of master's blades.
Master Crafter
A character who has taken the craft point skill ten times (for a total of 20 craft points), and has rank 5 Ornamenting is a 'Master Ornamentor'. If they have 20 craft points and rank 5 Tinkering they are a 'Master Tinkerer', and if they have 20 craft points and rank 5 Weaponsmithing they are a 'Master Weaponsmith. Having any combination of one or more of these three titles makes a character a 'Master Crafter'.
Master Crafters gain 4 additional craft points each event. When using these craft points they do not need to spend any coin.
Master Tinkerers have unique items only they can craft. Only someone who is a Master Ornamentor and a Master Tinkerer can craft an Alchemist's Laboratory. To craft the Master's Blade feature onto a weapon a character must be both a Master Weaponsmith and a Master Tinkerer. In order to craft the Master's Staff feature onto a weapon a character must be both a Master Weaponsmith and a Master Ornamenter.
Savant
A character earns the 'Savant' title after learning all production skills (20 production points, Alchemy Mastery, Brew Potion, Scribe Scroll), as well as the following knowledge skills: Estimate Value, First Aid, Herbalism, Read Magic, and at least one Common or Rare language.
Savants gain 5 production points that break cap. When producing Potions or Scrolls savants instead of being limited to only spells they know, they may also copy potions and scrolls they have on hand to determine which they can make. This cannot be used to copy scarce items.
Only savants can use an alchemist's laboratory.
School Master
This title represents seven different titles at once, one for each school of magic. When a character has learned all spells in a school, taken the power points skill 20 times, and learned the ritual skill for that school (either through Scholar or by paying a skill point to learn it) they are a Master of that school. Characters can become masters of every school they qualify for.
Upon becoming a Master of a school the character may choose one level two or higher spell to specialize in. To indicate which spell you selected circle it on the character sheet. At the time of this writing the portal does not have the ability to record your selection, you'll need to do it by hand on the printed copy of the character sheet. Your selected spell costs you one less power point to cast (to a minimum of 1). This discount does not stack with other discounts.
A Master of a school is the only one who can benefit from a Master's Staff.
References
Combat Skills
Skill Name | Skill Tree | Prerequisite(s) | Skill Point Cost | Description
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Accuracy Training | Combat | None | Free | Deal 1 damage with ranged weapons
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Accuracy Proficiency
| Combat | Accuracy Training | 2 | Deal 2 damage with ranged weapons
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Accuracy Expertise
| Combat | Accuracy Proficiency | 2 | Deal 3 damage with ranged weapons
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Accuracy Mastery
| Combat | Accuracy Expertise | 2 | Deal 4 damage with ranged weapons
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Body Training
| Combat | None | 1 | Have 1 Body Point total
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Body Proficiency
| Combat | Body Training | 2 | Have 2 Body Points total
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Body Expertise
| Combat | Body Proficiency | 3 | Have 3 Body Points total
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Body Mastery
| Combat | Body Expertise | 4 | Have 4 Body Points total
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Might Training
| Combat | None | Free | Deal 1 damage with melee weapons.
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Might Proficiency
| Combat | Might Training | 3 | Deal 2 damage with melee weapons.
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Might Expertise
| Combat | Might Proficiency | 4 | Deal 3 damage with melee weapons.
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Might Mastery
| Combat | Might Expertise | 5 | Deal 4 damage with melee weapons. |
Skill Name
| Skill Tree | Prerequisite(s) | Skill Point Cost | Description
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Melee Training
| Combat | None | Free | Use non-martial weapons.
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Melee Proficiency
| Combat | None | 2 | Use martial weapons
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Melee Expertise
| Combat | Melee Proficiency | 2 | Use great weapons
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Off-Hand Training
| Combat | Melee Proficiency | 2 | Dual wield two non-martial weapons.
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Off-Hand Proficiency
| Combat | Off-hand Training | 3 | Dual wield one martial and one non-martial weapon.
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Off-Hand Expertise
| Combat | Off-hand Proficiency | 4 | Dual wield two martial weapons.
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Projectile Training
| Combat | Accuracy Training | 2 | Use Bows and Crossbows
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Throwing Training
| Combat | Accuracy Training | 2 | Use Thrown Weapons
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Throwing Proficiency
| Combat | Throwning Training, Melee Proficiency | 1 | Use Javelins
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Throwing Expertise
| Combat | Throwning Proficiency, Melee Expertise | 2 | Use Great Javelins
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Buckler Training
| Combat | None | 1 | You may use bucklers.
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Shield Training
| Combat | Buckler Training | 1 | You may use shields. |
Crafting Skills
Skill Name
| Skill Tree | Prerequisite(s) | Skill Point Cost | Description
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Craft Points
| Crafting | None | 1 per 2 | For each skill point up to 10 gain 2 craft points.
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Ornamenting Basics
| Crafting | None | 4 | The character can craft accessories and rings.
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Ornamenting Training
| Crafting | Ornamenting Basics | 2 | The character can craft necklaces, rods and wands.
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Ornamenting Proficiency
| Crafting | Ornamenting Training | 3 | The character can craft bucklers, back items and waist items.
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Ornamenting Expert
| Crafting | Ornamenting Proficiency | 4 | The character can craft leg items, head items and arm items.
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Ornamenting Master
| Crafting | Ornamenting Expert | 5 | The character can craft feet items, torso items and shields.
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Tinkering Basics
| Crafting | None | 4 | Create level 1 tinkering items. Produce level 1 trap tags. Alter non-martial weapons, accessories, and rings..
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Tinkering Training
| Crafting | Tinkering Basics | 2 | Create level 2 tinkering items. Produce level 2 trap tags. Alter thrown weapons, projectiles, necklaces, rods, and wands.
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Tinkering Proficiency
| Crafting | Tinkering Training | 3 | Create level 3 tinkering items. Produce level 3 trap tags. Alter martial weapons, bucklers, back items, and waist items.
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Tinkering Expertise
| Crafting | Tinkering Proficiency | 4 | Create level 4 tinkering items. Produce level 4 trap tags. Alter javelins, projectile weapons, leg items, head items and arm items.
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Tinkering Mastery
| Crafting | Tinkering Expertise | 5 | Create level 5 tinkering items. Produce level 5 trap tags. Alter great weapons, great javelins, foot items, torso items, and shields.
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Weaponsmithing Basics
| Crafting | None | 4 | Create non-martial weapons made of special materials and/ or magical weapons
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Weaponsmithing Training
| Crafting | Weaponsmithing Basics | 2 | Create basic thrown weapons and projectiles made of special materials and/ or magical weapons
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Weaponsmithing Proficiency
| Crafting | Weaponsmithing Training | 3 | Create martial weapons made of special materials and/ or magical weapons
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Weaponsmithing Expertise
| Crafting | Weaponsmithing Proficiency | 4 | Create javelins and projectile weapons made of special materials and/ or magical weapons
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Weaponsmithing Mastery
| Crafting | Weaponsmithing Expert | 5 | Create great weapons and great javelins made of special materials and/ or magical weapons |
Knowledge Skills
Skill Name
| Skill Tree | Prerequisite(s) | Skill Point Cost | Description
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Estimate Value
| Knowledge | None | 2 | Know the monetary value of non-magical treasures.
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First Aid
| Knowledge | None | 1 | Prevent bleeding out. Feed others potions. Heal blunt torso wounds. Learn about injuries.
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Herbalism
| Knowledge | None | 2 | Allows a character to use poisonous alchemical compounds.
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Identify Magic
| Knowledge | None | 2 | Know the details for magical treasures
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Read Magic
| Knowledge | None | 2 | Allows you to use scrolls. |
Skill Name
| Skill Tree | Prerequisite(s) | Skill Point Cost | Description
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Andaranian Language
| Knowledge | Scholar | - | Speak the language of Vargainen and ancient Novitas. Characters from Vargainen get this as a free language instead of getting a language based on species.
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Apian Language
| Knowledge | Roleplaying Skills | - | Speak the language of Insects. Verdurans get this language for free.
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Black Speech Language
| Knowledge | Plot Marshal Approval | 1 | Speak the language of Sky Beasts
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Canine Language
| Knowledge | Roleplaying Skills | - | Speak the language of Kazvaks and some Lycanthropes
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Common
| Knowledge | None | Free | Speak the Common language.
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Diabolic Language
| Knowledge | Roleplaying Skills | - | Speak the language of the Dark Fae. Faekin may choose this as their one free language.
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Draconic Language
| Knowledge | Roleplaying Skills | - | Speak the language of piscenes, reptilians and drakes. Drakes gain this as a free language.
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Elemental Language
| Knowledge | Plot Marshal Approval | 1 | Speak the language of the Elementals. Druids get this skill for free. Scholars gain 1 rare language at level 4.
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Elvish
| Knowledge | None | 1 | Speak the Elvish language. Elves gain this for free.
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Gershan
| Knowledge | None | 1 | Speak the Gershan language. Snow goblins gain this for free.
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Goblinoid Language
| Knowledge | Plot Marshal Approval | 1 | Speak the language of the Orc hordes. Scholars gain 1 rare language at level 4.
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Immortal Language
| Knowledge | Plot Marshal Approval | 1 | Speak the language of the Illuminated
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Ratfolk Language
| Knowledge | Plot Marshal Approval | 1 | Speak the language of the Ratfolk. Scholars gain 1 rare language at level 4.
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Sylvan Language
| Knowledge | Roleplaying Skills | - | Speak the language of the Light Fae. Faekin may choose this as their one free language.
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Terran
| Knowledge | None | 1 | Speak the Terran language. Earthkin gain this for free.
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Thieves' Cant Language
| Knowledge | Plot Marshal Approval | 1 | Understand the codewords of the Thieves Guild. Scholars gain 1 rare language at level 4. |
Magic Skills
Skill Name
| Skill Tree | Prerequisite(s) | Skill Point Cost | Description
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Power
| Magic | None | 1 | Gain 1 power point per game day. May be taken twenty (20) times.
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Rituals of Aegis
| Magic | School Mastery | 1 | You can cast Aegis Rituals, gain 2 basic ones. Scholars gain ritual skills at each level.
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Rituals of Battle
| Magic | School Mastery | 1 | You can cast Battle Rituals, gain 2 basic ones. Scholars gain ritual skills at each level.
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Rituals of Compulsion
| Magic | School Mastery | 1 | You can cast Compulsion Rituals, gain 2 basic ones. Scholars gain ritual skills at each level.
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Rituals of Enchantment
| Magic | School Mastery | 1 | You can cast Enchantment Rituals, gain 2 basic ones. Scholars gain ritual skills at each level.
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Rituals of Nature
| Magic | School Mastery | 1 | You can cast Nature Rituals, gain 2 basic ones. Scholars gain ritual skills at each level.
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Rituals of Necromancy
| Magic | School Mastery | 1 | You can cast Necromancy Rituals, gain 2 basic ones. Scholars gain ritual skills at each level.
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Rituals of Restoration
| Magic | School Mastery | 1 | You can cast Restoration Rituals, gain 2 basic ones. Scholars gain ritual skills at each level. |
Production Skills
Skill Name
| Skill Tree | Prerequisite(s) | Skill Point Cost | Description
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Production Points
| Production | None | 1 per 2 | Gain 2 production points per event. This can be taken up to 10 times for a total of 20 production points.
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Alchemy Basics
| Production | Herbalism | 1 | Produce level 1 alchemical items with production points
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Alchemy Training
| Production | Alchemy Basics | 2 | Produce level 2 alchemical items with production points
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Alchemy Proficiency
| Production | Alchemy Training | 3 | Produce level 3 alchemical items with production points
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Alchemy Expertise
| Production | Alchemy Proficiency | 4 | Produce level 4 alchemical items with production points
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Alchemy Mastery
| Production | Alchemy Expertise | 5 | Produce level 5 alchemical items with production points
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Brew Potion
| Production | None | 2 | Allows a character to create potions using production points at check-in.
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Scribe Scroll
| Production | Read Magic | 4 | Allows a character to produce scrolls at check-in using production points. |
Role-Playing Skills
Skill Name
| Skill Tree | Prerequisite(s) | Skill Point Cost | Description
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Chosen of the Craftsman 1 (Beginner)
| Role-Playing | Plot Marshal Permission | 4 | Gain 4 additional craft points each event
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Chosen of the Craftsman 2 (Trained)
| Role-Playing | Plot Marshal Permission and Chosen 1 (Beginner) | 4 | For each rank of chosen cast a level 2 Enchantment spell at no power point cost once per event.
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Chosen of the Craftsman 3 (Proficient)
| Role-Playing | Plot Marshal Permission and Chosen 2 (Trained) | 4 | Gain 48 craft points to use for tinkering alterations, no skills needed.
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Chosen of the Craftsman 4 (Expert)
| Role-Playing | Plot Marshal Permission and Chosen 3 (Proficient) | 4 | Cast any 2 level 4 Enchantment spells at no power point cost each event.
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Chosen of the Craftsman 5 (Master)
| Role-Playing | Plot Marshal Permission and Chosen 4 (Expert) | 4 | Work with Rules Staff to design a custom ability.
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Chosen of Darkness 1 (Beginner)
| Role-Playing | Plot Marshal Permission | 4 | May ignore 'Detect!' calls twice per event.
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Chosen of Darkness 2 (Trained)
| Role-Playing | Plot Marshal Permission and Chosen 1 (Beginner) | 4 | For each rank of chosen cast any level 2 Compulsion spell with no power point cost once per event.
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Chosen of Darkness 3 (Proficient)
| Role-Playing | Plot Marshal Permission and Chosen 2 (Trained) | 4 | Become immune to the Truthful condition for 10 minutes twice per event.
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Chosen of Darkness 4 (Expert)
| Role-Playing | Plot Marshal Permission and Chosen 3 (Proficient) | 4 | Cast any level 4 Compulsion spell at no power point cost twice per event
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Chosen of Darkness 5 (Master)
| Role-Playing | Plot Marshal Permission and Chosen 4 (Expert) | 4 | Work with Rules Staff to create a custom ability.
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Chosen of Draconus 1 (Beginner)
| Role-Playing | Plot Marshal Permission | 4 | Gain access to any level 1 spell, or gain a signature spell if you know them all.
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Chosen of Draconus 2 (Trained)
| Role-Playing | Plot Marshal Permission and Chosen 1 (Beginner) | 4 | Select 1 level 2 spell. For each rank of chosen cast that spell with no power point cost once per event.
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Chosen of Draconus 3 (Proficient)
| Role-Playing | Plot Marshal Permission and Chosen 2 (Trained) | 4 | Gain a power point cost discount one spell at the cost of the ability to cast another.
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Chosen of Draconus 4 (Expert)
| Role-Playing | Plot Marshal Permission and Chosen 3 (Proficient) | 4 | Cast any one level 4 spell at no power point cost each event
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Chosen of Draconus 5 (Master)
| Role-Playing | Plot Marshal Permission and Chosen 4 (Expert) | 4 | Work with Rules Staff to create a custom ability.
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Chosen of the Elemental 1 (Beginner)
| Role-Playing | Plot Marshal Permission | 4 | Throw 8 'Grounding!' tag bags each event.
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Chosen of the Elemental 2 (Trained)
| Role-Playing | Plot Marshal Permission and Chosen 1 (Beginner) | 4 | For each rank of chosen cast any level 2 Nature spell with no power point cost once per event.
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Chosen of the Elemental 3 (Proficient)
| Role-Playing | Plot Marshal Permission and Chosen 2 (Trained) | 4 | Gain a rank in the Druid skill
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Chosen of the Elemental 4 (Expert)
| Role-Playing | Plot Marshal Permission and Chosen 3 (Proficient) | 4 | Cast any level 4 Nature spell at no power point cost twice per event
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Chosen of the Elemental 5 (Master)
| Role-Playing | Plot Marshal Permission and Chosen 4 (Expert) | 4 | Work with Rules Staff to create a custom ability.
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Chosen of Grak 1 (Beginner)
| Role-Playing | Plot Marshal Permission | 4 | Twice per event you may call for 2 slay (or more with a great weapon) while wielding any weapon.
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Chosen of Grak 2 (Trained)
| Role-Playing | Plot Marshal Permission and Chosen 1 (Beginner) | 4 | For each rank of chosen cast any level 2 battle spell with no power point cost once per event.
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Chosen of Grak 3 (Proficient)
| Role-Playing | Plot Marshal Permission and Chosen 2 (Trained) | 4 | You may replace an attack or throw a tag bag for 'Smite!'
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Chosen of Grak 4 (Expert)
| Role-Playing | Plot Marshal Permission and Chosen 3 (Proficient) | 4 | Cast any level 4 battle spell at no power point cost twice per event
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Chosen of Grak 5 (Master)
| Role-Playing | Plot Marshal Permission and Chosen 4 (Expert) | 4 | Work with Rules Staff to create a custom ability.
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Chosen of the Knight 1 (Beginner)
| Role-Playing | Plot Marshal Permission | 4 | Apply a base paste to a shield twice per event.
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Chosen of the Knight 2 (Trained)
| Role-Playing | Plot Marshal Permission and Chosen 1 (Beginner) | 4 | For each rank of chosen cast any level 2 Aegis spell with no power point cost once per event.
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Chosen of the Knight 3 (Proficient)
| Role-Playing | Plot Marshal Permission and Chosen 2 (Trained) | 4 | Gain 4 Monstrous Magic Armor twice per event. This does not stack with any other source of Magic Armor
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Chosen of the Knight 4 (Expert)
| Role-Playing | Plot Marshal Permission and Chosen 3 (Proficient) | 4 | Cast any level 4 Aegis spell at no power point cost twice per event
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Chosen of the Knight 5 (Master)
| Role-Playing | Plot Marshal Permission and Chosen 4 (Expert) | 4 | Work with Rules Staff to create a custom ability.
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Chosen of the Mother 1 (Beginner)
| Role-Playing | Plot Marshal Permission | 4 | Remove the Bleeding Out condition from another character four times per event.
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Chosen of the Mother 2 (Trained)
| Role-Playing | Plot Marshal Permission and Chosen 1 (Beginner) | 4 | For each rank of chosen cast any level 2 Restoration spell with no power point cost once per event.
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Chosen of the Mother 3 (Proficient)
| Role-Playing | Plot Marshal Permission and Chosen 2 (Trained) | 4 | Once per event you may cast Triage with no power point cost, can cast Heal Mortal Wound with that Triage.
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Chosen of the Mother 4 (Expert)
| Role-Playing | Plot Marshal Permission and Chosen 3 (Proficient) | 4 | Cast any level 4 Restoration spell at no power point cost twice per event
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Chosen of the Mother 5 (Master)
| Role-Playing | Plot Marshal Permission and Chosen 4 (Expert) | 4 | Work with Rules Staff to create a custom ability.
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Chosen of Nox 1 (Beginner)
| Role-Playing | Plot Marshal Permission | 4 | Gain 4 production points that can be used each event to create up to level 2 alchemical poisons, with no skill requirements.
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Chosen of Nox 2 (Trained)
| Role-Playing | Plot Marshal Permission and Chosen 1 (Beginner) | 4 | For each rank of chosen cast any level 2 Necromancy spell with no power point cost once per event.
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Chosen of Nox 3 (Proficient)
| Role-Playing | Plot Marshal Permission and Chosen 2 (Trained) | 4 | Any time you use a poison you may use that item a second time within the next 10 minutes.
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Chosen of Nox 4 (Expert)
| Role-Playing | Plot Marshal Permission and Chosen 3 (Proficient) | 4 | Cast any level 4 Necromancy spell at no power point cost twice per event
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Chosen of Nox 5 (Master)
| Role-Playing | Plot Marshal Permission and Chosen 4 (Expert) | 4 | Work with Rules Staff to create a custom ability.
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Chosen of the Scholar 1 (Beginner)
| Role-Playing | Plot Marshal Permission | 4 | Learn an uncommon language and either the Goblinoid or Skaven language.
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Chosen of the Scholar 2 (Trained)
| Role-Playing | Plot Marshal Permission and Chosen 1 (Beginner) | 4 | For each rank of chosen cast any level 2 Compulsion spell with no power point cost once per event.
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Chosen of the Scholar 3 (Proficient)
| Role-Playing | Plot Marshal Permission and Chosen 2 (Trained) | 4 | Exchange ritual intents for other ritual intents, write custom incants.
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Chosen of the Scholar 4 (Expert)
| Role-Playing | Plot Marshal Permission and Chosen 3 (Proficient) | 4 | Cast any level 4 Compulsion spell at no power point cost twice per event
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Chosen of the Scholar 5 (Master)
| Role-Playing | Plot Marshal Permission and Chosen 4 (Expert) | 4 | Work with Rules Staff to create a custom ability.
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Chosen of the Soldier 1 (Beginner)
| Role-Playing | Plot Marshal Permission | 4 | Twice per event may call for '2 Slay!' with any weapon (or more with a great wepaon)
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Chosen of the Soldier 2 (Trained)
| Role-Playing | Plot Marshal Permission and Chosen 1 (Beginner) | 4 | For each rank of chosen cast any level 2 Battle spell with no power point cost once per event.
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Chosen of the Soldier 3 (Proficient)
| Role-Playing | Plot Marshal Permission and Chosen 2 (Trained) | 4 | You may replace an attack or throw a tag bag for 'Smite!' once per event.
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Chosen of the Soldier 4 (Expert)
| Role-Playing | Plot Marshal Permission and Chosen 3 (Proficient) | 4 | Cast any level 4 Battle spell at no power point cost twice per event
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Chosen of the Soldier 5 (Master)
| Role-Playing | Plot Marshal Permission and Chosen 4 (Expert) | 4 | Work with Rules Staff to create a custom ability.
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Chosen of the Stranger 1 (Beginner)
| Role-Playing | Plot Marshal Permission | 4 | Throw any combination of 8 'Disengage! or 'Disengage Undead!' tag bags each event.
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Chosen of the Stranger 2 (Trained)
| Role-Playing | Plot Marshal Permission and Chosen 1 (Beginner) | 4 | For each rank of chosen cast any level 2 Necromancy spell with no power point cost once per event.
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Chosen of the Stranger 3 (Proficient)
| Role-Playing | Plot Marshal Permission and Chosen 2 (Trained) | 4 | Gain one rank in the Medium role-playing skill.
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Chosen of the Stranger 4 (Expert)
| Role-Playing | Plot Marshal Permission and Chosen 3 (Proficient) | 4 | Cast any level 4 Necromancy spell at no power point cost twice per event
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Chosen of the Stranger 5 (Master)
| Role-Playing | Plot Marshal Permission and Chosen 4 (Expert) | 4 | Work with Rules Staff to create a custom ability. |
Skill Name
| Skill Tree | Prerequisite(s) | Skill Point Cost | Description
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Druid 1 (Beginner)
| Role-Playing | Plot Marshal Permission | 4 | Gain the Elemental language skill, and gain the choice of Apian, Canine, Sylvan, or Diabolic languages.
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Druid 2 (Trained)
| Role-Playing | Plot Marshal Permission and Druid 1 (Beginner) | 4 | Throw a no incant 'Charm Wild!' 2/event/ druid rank.
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Druid 3 (Proficient)
| Role-Playing | Plot Marshal Permission and Druid 2 (Trained) | 4 | Perform a special seasonal ritual that gives you different bonuses depending on the month.
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Druid 4 (Expert)
| Role-Playing | Plot Marshal Permission and Druid 3 (Proficient) | 4 | Gain one (sometimes more) scarce plant component each month at check in.
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Druid 5 (Master)
| Role-Playing | Plot Marshal Permission and Druid 4 (Expert) | 4 | Work with the rules workgroup to create a custom ability.
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Medium 1 (Beginner)
| Role-Playing | Plot Marshal Permission | 4 | Speak to and hear spirits.
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Medium 2 (Trained)
| Role-Playing | Plot Marshal Permission and Medium 1 (Beginner) | 4 | Take sparks with more easily or return them to their owners.
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Medium 3 (Proficient)
| Role-Playing | Plot Marshal Permission and Medium 2 (Trained) | 4 | Hold a seance, allowing others to see spirits. Protect yourself from spirits.
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Medium 4 (Expert)
| Role-Playing | Plot Marshal Permission and Medium 3 (Proficient) | 4 | Compel spirits with spells that wouldn't normally affect them.
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Medium 5 (Master)
| Role-Playing | Plot Marshal Permission and Medium 4 (Expert) | 4 | Work with rules to create a custom ability.
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Merchant 1 (Beginner)
| Role-Playing | Plot Marshal Permission | 4 | May pay trade in up to 100 coin of valuable items for coin, and trade in additional valuable items to pay for crafting/ production check-in costs.
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Merchant 2 (Trained)
| Role-Playing | Plot Marshal Permission and Merchant 1 (Beginner) | 4 | May exchange consumables at check-in
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Merchant 3 (Proficient)
| Role-Playing | Plot Marshal Permission and Merchant 2 (Trained) | 4 | No limit on coin gained from valuable items at check-in. May have one personal vault.
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Merchant 4 (Expert)
| Role-Playing | Plot Marshal Permission and Merchant 3 (Proficient) | 4 | Gain random scarce items at check-in
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Merchant 5 (Master)
| Role-Playing | Plot Marshal Permission and Merchant 4 (Expert) | 4 | Work with rules to create a custom ability
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Scholar 1 (Beginner)
| Role-Playing | Plot Marshal Permission | 4 | Learn lore of the world between events. Speak an uncommon language. Learn one ritual skill.
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Scholar 2 (Trained)
| Role-Playing | Plot Marshal Permission and Scholar 1 (Beginner) | 4 | Speak one more uncommon language. Learn two new ritual skills. Substitute basic ritual components 1/event/scholar level.
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Scholar 3 (Proficient)
| Role-Playing | Plot Marshal Permission and Scholar | 4 | Speak two more uncommon languages. Learn two new ritual skills. May craft tomes.
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Scholar 4 (Expert)
| Role-Playing | Plot Marshal Permission and Scholar | 4 | Learn one uncommon language and a rare language. Learn two more ritual skills. Learn a signature spell.
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Scholar 5 (Master)
| Role-Playing | Plot Marshal Permission and Scholar | 4 | Work with Rules Staff to create a custom ability.
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Status 1 (Beginner)
| Role-Playing | Plot Marshal Permission | 4 | Can gain a variety of effects after talking for a minute.
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Status 2 (Trained)
| Role-Playing | Plot Marshal Permission and Status 1 (Beginner) | 4 | Can throw 2 no incant Charm or Silence humanoid tag bags/ event/ Status rank
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Status 3 (Proficient)
| Role-Playing | Plot Marshal Permission and Status 2 (Trained) | 4 | Gain additional uses of the rank 1 ability and another option.
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Status 4 (Expert)
| Role-Playing | Plot Marshal Permission and Status 3 (Proficient) | 4 | Can cast any level 4 Compulsion spell 2/ event.
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Status 5 (Master)
| Role-Playing | Plot Marshal Permission and Status 4 (Expert) | 4 | Work with Rules to design a custom ability. |
Aegis Spells
Spell Name | School | Spell Level | Duration | Range | Target | Spell Description | Prerequisite
|
---|---|---|---|---|---|---|---|
Magic Armor | Aegis | 1 | Long (Game Day) | Touch | Character | Grants 2 points of Magic Armor | None
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Toughness
| Aegis | 1 | Medium (10 Minutes) | Touch | Character | Give a character 2 extra body points, or protect against killing blows. | None
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Spirit Shield
| Aegis | 2 | Long (Game Day) | Touch | Character | Prevents the next poison or acid effect against the target. | A level 1 Aegis spell
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Anti-Magic Shield
| Aegis | 2 | Long (Game Day) | Touch | Character | Prevents the next spell that hits the target. | A level 1 Aegis spell
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Sanctuary
| Aegis | 3 | Medium (10 Minutes) | Touch | Focal Point | Creates a 20 foot diameter bubble around the caster | A level 2 Aegis spell
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Improved Magic Armor
| Aegis | 3 | Long (Game Day) | Touch | Character | Grants 4 points of Magic Armor | A level 2 Aegis spell
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Anti-Magic Aura
| Aegis | 4 | Short (1 Minute) | Touch | Character | Prevents ALL magic effects against a target. | A level 3 Aegis spell
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Synchronize
| Aegis | 4 | Special | Touch | Character | Grants Toughness, Spirit Shield, Anti-Magic Shield and Improved Magic Armor. | A level 3 Aegis spell
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Poison Immunity
| Aegis | 5 | Long (Game Day) | Touch | Character | Protects against ALL poisons, acids and harmful alchemy effects. | A level 4 Aegis spell
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Aura of Reflection
| Aegis | 5 | Long (Game Day) | Touch | Character | Prevents spells from affecting you and lets you cast them back again. | A level 4 Aegis spell |
Battle
Spell Name
| School | Spell Level | Duration | Range | Target | Spell Description | Prerequisite
|
---|---|---|---|---|---|---|---|
Magic Strike
| Battle | 1 | Medium (10 Minutes) | Touch | Melee Weapon | Weapon's next hit is deals 4 damage. | None
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Strength
| Battle | 1 | Medium (10 Minutes) | Touch | Character | A target gains +1 might. For some characters, may make an attack for '2 Slay!' (4 with a great weapon) | None
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Magic Swarm
| Battle | 2 | Instant | Tag Bag | Character(s) Hit | Throw four tag bags for '4 Magic' each. | A level 1 Battle spell
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Spellburst
| Battle | 2 | Medium (10 Minutes) | Touch | Character | Your spells produce handfuls of tag bags and not just one. | A level 1 Battle spell
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Slaying Swarm
| Battle | 3 | Instant | Tag Bag | Character(s) Hit | Throw four tag bags for 4 'Magic Slay' each. | A level 2 Battle spell
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Transcendence
| Battle | 3 | Long (Game Day) | Touch | Character | Causes spells to generate extra tag bags. | A level 2 Battle spell
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Combat Prowess
| Battle | 4 | Medium (10 Minutes) | Touch | Character | Grant a character all combat skills | A level 3 Battle spell
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Maelstrom
| Battle | 4 | Short (1 Minute) | Tag Bag | Character(s) Hit | For the next minute throw unlimited tag bags that call for 4 'magic' each | A level 3 Battle spell
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Battle Mastery
| Battle | 5 | Long (Game Day) | Touch | Character | Become immune to magic damage and wield any weapon. | A level 4 Battle spell
|
Devastation
| Battle | 5 | Short (1 Minute) | Tag Bag | Character(s) Hit | For the next minute throw unlimited tag bags that call for 4 'magic slay' each. | A level 4 Battle spell |
Compulsion
Spell Name
| School | Spell Level | Duration | Range | Target | Spell Description | Prerequisite
|
---|---|---|---|---|---|---|---|
Disengage
| Compulsion | 1 | Short (1 Minute) | Tag Bag | Character(s) Hit | Cause foes to ignore you. | None
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Weaken
| Compulsion | 1 | Medium (10 Minutes) | Tag Bag | Character(s) hit | Make enemies less strong. | None
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Charm
| Compulsion | 2 | Medium (10 Minutes) | Tag Bag | Character(s) Hit | Convince others that you are their friend. | A level 1 Compulsion spell
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Silence
| Compulsion | 2 | Short (1 Minute) | Tag Bag | Character(s) Hit | Prevent others from speaking. | A level 1 Compulsion spell
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Pin
| Compulsion | 3 | Medium (10 Minutes) | Tag Bag | Character(s) Hit | Stop enemies from moving their feet. | A level 2 Compulsion spell
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Memory Loss
| Compulsion | 3 | Special | Tag Bag or Touch | Character(s) Hit or Touched | Cause or cure 2 instances of 'memory loss' | A level 2 Compulsion spell
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Heroism
| Compulsion | 4 | Medium (10 Minutes) | Touch | Character | Gain extra body, with consequences after the battle | A level 3 Compulsion spell
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Terror
| Compulsion | 4 | Medium (10 Minutes) | Tag Bag | Character(s) Hit | Inflict paralysis and lesser compulsion effects all at once | A level 3 Compulsion spell
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Dominate
| Compulsion | 5 | Medium (10 Minutes) | Tag Bag | Character(s) Hit | Control up to two subjects actions | A level 4 Compulsion spell
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Mind Blank
| Compulsion | 5 | Long (Game Day) | Touch | Character | Make a target immune to compulsion effects | A level 4 Compulsion spell |
Enchantment
Spell Name
| School | Spell Level | Duration | Range | Target | Spell Description | Prerequisite
|
---|---|---|---|---|---|---|---|
Magic Lock
| Enchantment | 1 | Long (Game Day) | Touch | An entryway or container | Hold a door or container magically closed. | None
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Enhance Armor
| Enchantment | 1 | Long (Game Day) | Touch | Armor | Increase an armor's protective value by 1. | None
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Enchant Shield
| Enchantment | 2 | Long (Game Day) | Touch | Shield | The enchanted shield prevents the next acid or spell call to hit it. | A level 1 Enchantment spell
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Silvershine
| Enchantment | 2 | Medium (10 Minutes) | Touch | Weapon | A weapon can deal silver damage | A level 1 Enchantment spell
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Enchant Weapon
| Enchantment | 3 | Medium (10 Minutes) | Touch | Weapon | A weapon can deal Elven Steel damage. | A level 2 Enchantment spell
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Spellstore
| Enchantment | 3 | Longest (Event) or until expended | Touch | Weapon | Store the magic of another spell in your weapon to draw upon it later. | A level 2 Enchantment spell
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Dispel Magic
| Enchantment | 4 | Instant | Tag Bag or Touch | Character(s) Hit or Touched | Remove all magical effects beneficial or harmful from a target. | A level 3 Enchantment spell
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Ablative Armor
| Enchantment | 4 | Long (Game Day) | Touch | Armor | Enchance armor to prevent the next two hits without 'Pierce!' that hit it | A level 3 Enchantment spell
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Shadowskin
| Enchantment | 5 | Medium (10 Minutes) | Touch | Character | Make a target temporarily immune to all regular damage. | A level 4 Enchantment spell
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Wraithbane
| Enchantment | 5 | Long (Game Day) | Touch | Weapon | A weapon can deal Elven Steel damage and it does increased damage. | A level 4 Enchantment spell |
Nature
Spell Name
| School | Spell Level | Duration | Range | Target | Spell Description | Prerequisite
|
---|---|---|---|---|---|---|---|
Conjure Stones
| Nature | 1 | Short (1 Minute) | Tag Bag | Character(s) Hit | Throw unlimited 1 damage tag bags for 1 minute. | none
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Mend Armor
| Nature | 1 | Instant | Touch | Character or Object | The primary means of repairing armor of all varieties. | None
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Dissipate
| Nature | 2 | Medium (10 Minutes) | Touch | Character | Vanish from sight safe from most harm. | A level 1 Nature spell
|
Pin Wild
| Nature | 2 | Medium (10 Minutes) | Tag Bag | Character(s) Hit | Keep nature creatures, such as fae and animals, from moving, effectively removing them from combat. | A level 1 Nature spell
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Elemental Weapon
| Nature | 3 | Medium (10 Minutes) | Touch | Character | Either allow a persons entire arsenal to deal nature damage or throw four '4 nature' tag bags or throw two '4 primal' tag bags. | A level 2 Nature spell
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Stoneskin
| Nature | 3 | Long (Game Day) | Touch | Character | Gives 2 natural armor to provide extra protection. | A level 2 Nature spell
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Banish
| Nature | 4 | Medium (10 Minutes) | Tag Bag | Character(s) Hit | For when you absolutely need to remove a foe from a fight, making them not able to impact it at all. | A level 3 Nature spell
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Ruin
| Nature | 4 | Short (1 Minute) | Tag Bag or Touch | Character(s) Hit or Weapon | The best way to deal with a shield wall. Enchant a weapon to deal acid damage or throw infinite acid tag bags. | A level 3 Nature spell
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Leylines
| Nature | 5 | Instant | Self | Self | Flee from any situation travelling to what is ideally a safe location. | A level 4 Nature spell
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Primal Form
| Nature | 5 | Medium (10 Minutes) | Touch | Character | A character takes on characteristics of an elemental and can order natural creatures around. | A level 4 Nature spell |
Necromancy
Spell Name
| School | Spell Level | Duration | Range | Target | Spell Description | Prerequisite
|
---|---|---|---|---|---|---|---|
Ghastly Visage
| Necromancy | 1 | Medium (10 Minutes) | Touch | Character | Mindless undead think you are one of them. Enter unhallowed areas. | None
|
Reap Spirit
| Necromancy | 1 | Special | Touch | Dead or Unconscious Character | Take another persons spark or permanently kill most undead. | None
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Pin Undead
| Necromancy | 2 | Medium (10 Minutes) | Tag Bag | Character(s) Hit | Hold undead in their place effectively removing them from combat. | A level 1 Necromancy spell
|
Creeping Rot
| Necromancy | 2 | Medium (10 Minutes) | Touch or Tag Bag | Weapon or Character(s) Hit | A weapon can deal poison damage or generate four tag bags that inflict 4 poison. | A level 1 Necromancy spell
|
Brackish Boon
| Necromancy | 3 | Medium (10 Minutes) | Touch | Character | Protect a target from harmful alchemical effects causing them to become healed instead. | A level 2 Necromancy spell
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Curse
| Necromancy | 3 | Medium (10 Minutes) | Tag Bag | Character(s) Hit | Set an enemies total body to 1. | A level 2 Necromancy spell
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Enfeeble
| Necromancy | 4 | Medium (10 Minutes) | Tag Bag | Character(s) Hit | Prevent targets from casting spells. | A level 3 Necromancy spell
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Grim Sight
| Necromancy | 4 | Medium (10 Minutes) | Touch | Character | Finds the presence of living or undead around the target. | A level 3 Necromancy spell
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Abomination
| Necromancy | 5 | Medium (10 Minutes) | Touch | Character | The target grows into a huge monster and gains monstrous characteristics. | A level 4 Necromancy spell
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Dreadlord
| Necromancy | 5 | Medium (10 Minutes) | Self | Self | Take on characteristics of the undead and gain the ability to control them. | A level 4 Necromancy spell |
Restoration
Spell Name
| School | Spell Level | Duration | Range | Target | Spell Description | Prerequisite
|
---|---|---|---|---|---|---|---|
Heal Body
| Restoration | 1 | Instant | Touch | Character | Heal any body damage on a subject | None
|
Diagnosis
| Restoration | 1 | Instant | Touch | Character | Learn about any ailments and conditions on a subject | None
|
Restore Limb
| Restoration | 2 | Instant | Touch | Character | Cures all limb wounds on a subject. | A level 1 Restoration spell
|
Purify Spirit
| Restoration | 2 | Instant | Touch | Character | Cures a subject of all poisons in their body. | A level 1 Restoration spell
|
Heal Mortal Wound
| Restoration | 3 | Instant | Touch | Another Character | Heal a torso wound on a subject. | A level 2 Restoration spell
|
Resilience
| Restoration | 3 | Medium (10 Minutes) | Touch | Character | Make a subject immune to killing blows, and turns all damage against them to blunt. | A level 2 Restoration spell
|
Panacea
| Restoration | 4 | Instant | Touch | Character | Heal a subject of all wounds and body points. | A level 3 Restoration spell
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Triage
| Restoration | 4 | Medium (10 Minutes) | Touch | Character | For the spells duration cast unlimited lesser healing spells. | A level 3 Restoration spell
|
Revive
| Restoration | 5 | Instant | Touch | Character | Heals a dead character even if they are poisoned. | A level 4 Restoration spell
|
Second Breath
| Restoration | 5 | Long (Game Day) | Self | Self | After taking a torso wound you will get revived. | A level 4 Restoration spell |
Master's Strikes
A master's strike is a type of modifier call granted by some abilities and items. When used a master's strike modifies the characters next successful hit. Using a master strike a character can add either the 'Slay!' call or the 'Pierce' call to a weapon attack (for the purposes of this ability a projectile weapon delivering a tag bag spell does not count as a weapon attack). Additionally when using a masters strike Might is capped at 4 while dual wielding or with a sword and shield, instead of the normal cap of 2. Remember, only one modifier can be applied to a call at a time. If a modifer is already present, no additional modifiers can be added.
Example: A character is using a great weapon and they attack for half damage to apply the slay call to the attack. They may not then apply a master's strike to that attack to also add the pierce call. |
Master's Blade
Option Name | Ornamenting Craftable | Weaponsmithing Craftable | Craft Point Cost | Description
|
---|---|---|---|---|
Master's Blade | No | Master Weaponsmith and Master Tinkerer | 8 | If the wielder of this weapon is a weapon master they gain an additional master's strike each game day. Can only be taken by a weapon once. A character can only benefit from one additional master's strike from a master's blade each game day. |
Alchemist's Lab
A Savant with an Alchemist's Laboratory gains 5 additional production points which break cap. These points stack with the bonus points gained from the Savant title for a total of 30 points.
Multiple character's in a party can each have their own Alchemist's Laboratory.
An Alchemist's Laboratory can only be created by a Master Crafter with both the Ornamenting Five and Tinkering Five skills.
Master's Staff
Option Name
| Ornamenting Craftable | Weaponsmithing Craftable | Craft Point Cost | Description
|
---|---|---|---|---|
Master's Staff
| No | Master Weaponsmith and Master Ornamentor | 8 | Must be crafted onto a great weapon. The weapon is a Master's Staff. A character can only benefit from one item that counts as a Master's Staff per event. Select a school of magic at when this is crafted. When the staff is used by a master of that school the weapon reduces the cost of casting any spell from that school by 1 (to a minimum of 1). This does not stack with other effects. The feature can only be crafted onto a weapon once. |
Categories: Character Rules | Skills
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