Character Advancement (Skills and Experience)

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Character Advancement (Skills and Experience)

Terminology

Term Name: Character Advancement

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.

Abbreviation or Synonyms: Growth, Development

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 earns experience, 1 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 then 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.

You can use the online character sheet to calculate your level, how many skill points you have, and assign skills without having to do any of the actual math.

If you like math and want to do it anyway, 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 have: ((Experience Points - 100)/ 10) + 20 = Level.

Then use this formula to determine skill points: (Level * 2 + 10).

  • 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 language skills, you do not need permission to learn skills. Role-playing skills and 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. The online character sheet is preferred.

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. In the event that still leaves issues, 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, so you'll need to be sure to print out a copy of the sheet and have that on hand. You can also keep your most current copy downloaded to your phone and forgo having to have the paper entirely.

Specialist Titles

When characters learn all the skills in certain segments of the character sheet, they gain access to special bonus 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 Weapons Master is a character who has obtained all of the following combat skills:

Twice per game day a Weapons Master may make an attack with any weapon a 'master's strike'.

Weapons Masters are the only ones who may wield great javelins or great spears with a second weapon or shield. 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 obtained all 20 craft points and has mastered a crafting skill can gain the following titles:

Having any combination 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 Crafters have unique items only they can craft:

Savant

A character earns the Savant title after obtaining all 20 production points and learning the following skills:

Savants gain 5 production points that break cap. When producing potions or scrolls Savants, instead of being limited to only spells they know, 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. A character becomes a School Master (replacing "school" with the name of school you have mastery in, such as Aegis Master) when they:

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. You cannot change this spell after it is selected. Your selected spell costs you one less power point to cast (to a minimum of 1). This discount does not stack with other discounts you can obtain through the game, most notably with the Master's Staff, unless it is specifically stated otherwise.

A Master of a School is the only one who can benefit from a Master's Staff.

List of Available Skills

These are all the skills that any character has the ability to obtain; click the name of the skill for more detailed information on what it does.

General Knowledge and Language Skills

List of General Knowledge Skills

Skill Name

Skill Tree Prerequisite(s) Skill Point Cost Description

Estimate Value

Knowledge None 2 Allows a character to know the monetary value of non-magical treasures.

First Aid

Knowledge None 1 Allows a character to provide non-magical medical aid.

Herbalism

Knowledge None 2 Allows a character to use poisonous alchemical compounds.

Identify Magic

Knowledge None 2 Allows a character to be able to identify the details for magical treasures.

Read Magic

Knowledge None 2 Allows a character to use scrolls.

List of all Languages

Jump to Page: Common Languages, Uncommon Languages, Rare Languages

Skill Name

Skill Tree Prerequisite(s) Skill Point Cost Description

Andaranian Language

Knowledge Scholar Roleplay Skill or Vargainen PC Creation - Speak the language of Vargainen and ancient Novitas.

Apian Language

Knowledge Scholar Roleplay Skill or Verduran PC Creation - Speak the language of Insects.

Black Speech Language

Knowledge Plot Marshal Approval 1 Speak the language of Sky Beasts.

Canine Language

Knowledge Scholar Roleplay Skill - Speak the language of Kazvaks and some Lycanthropes.

Common

Knowledge Exist in Novitas Free Speak the Common language.

Diabolic Language

Knowledge Scholar Roleplay Skill or Faekin PC Creation - Speak the language of the Dark Fae.

Draconic Language

Knowledge Scholar Roleplay Skill or Drake PC Creation - Speak the language of piscenes, reptilians and drakes.

Elemental Language

Knowledge Plot Marshal Approval, Scholar Level 4, or Druid Level 1 1 Speak the language of the Elementals.

Elvish

Knowledge 1 Skill Point or Elf PC Creation 1 Speak the Elvish language.

Gershan

Knowledge 1 Skill Point or Snow Goblin PC Creation 1 Speak the Gershan language.

Goblinoid Language

Knowledge Plot Marshal Approval, Scholar Level 4, or Chosen of the Scholar Level 1 1 Speak the language of the Orc hordes.

Immortal Language

Knowledge Plot Marshal Approval 1 Speak the language of the Illuminated.

Ratfolk Language

Knowledge Plot Marshal Approval, Scholar Level 4, or Chosen of the Scholar Level 1 1 Speak the language of the Ratfolk.

Sylvan Language

Knowledge Scholar Roleplay Skill or Faekin PC Creation - Speak the language of the Light Fae.

Terran

Knowledge 1 Skill Point or Earthkin PC Creation 1 Speak the Terran language.

Thieves' Cant Language

Knowledge Plot Marshal Approval or Scholar Level 4 1 Understand the codewords of the Thieves Guild.

Combat-Related Skills

Body Skills

Skill Name

Skill Tree Prerequisite(s) Skill Point Cost Description

Body Training

Combat None 1 Have 1 Body Point total.

Body Proficiency

Combat Body Training 2 Have 2 Body Points total.

Body Expertise

Combat Body Proficiency 3 Have 3 Body Points total.

Body Mastery

Combat Body Expertise 4 Have 4 Body Points total.

Weapon and Shield Use Skills

Skill Name

Skill Tree Prerequisite(s) Skill Point Cost Description

Melee Training

Combat None Free Use non-martial weapons.

Melee Proficiency

Combat None 2 Use martial weapons.

Melee Expertise

Combat Melee Proficiency 2 Use great weapons.

Off-Hand Training

Combat Melee Proficiency 2 Dual wield two non-martial weapons.

Off-Hand Proficiency

Combat Off-hand Training 3 Dual wield one martial and one non-martial weapon.

Off-Hand Expertise

Combat Off-hand Proficiency 4 Dual wield two martial weapons.

Projectile Training

Combat Accuracy Training 2 Use Bows and Crossbows.

Throwing Training

Combat Accuracy Training 2 Use Thrown Weapons.

Throwing Proficiency

Combat Throwning Training, Melee Proficiency 1 Use Javelins.

Throwing Expertise

Combat Throwning Proficiency, Melee Expertise 2 Use Great Javelins.

Buckler Training

Combat None 1 Use bucklers.

Shield Training

Combat Buckler Training 1 Use shields.

Melee and Ranged Weapon Damage Skills

Skill Name

Skill Tree Prerequisite(s) Skill Point Cost Description

Accuracy Training

Combat None Free Deal 1 damage with ranged weapons.

Accuracy Proficiency

Combat Accuracy Training 2 Deal 2 damage with ranged weapons.

Accuracy Expertise

Combat Accuracy Proficiency 2 Deal 3 damage with ranged weapons.

Accuracy Mastery

Combat Accuracy Expertise 2 Deal 4 damage with ranged weapons.

Might Training

Combat None Free Deal 1 damage with melee weapons.

Might Proficiency

Combat Might Training 3 Deal 2 damage with melee weapons.

Might Expertise

Combat Might Proficiency 4 Deal 3 damage with melee weapons.

Might Mastery

Combat Might Expertise 5 Deal 4 damage with melee weapons.

Magic and Ritual Skills

Power Points

Skill Name

Skill Tree Prerequisite(s) Skill Point Cost Description

Power Points

Magic None 1 Gain 1 power point per game day. May be taken twenty (20) times.

Ritual Skills

Skill Name

Skill Tree Prerequisite(s) Skill Point Cost Description

Rituals of Aegis

Magic School Mastery or Scholar Roleplaying Skill 1 You can cast Aegis Rituals.

Rituals of Battle

Magic School Mastery or Scholar Roleplaying Skill 1 You can cast Battle Rituals.

Rituals of Compulsion

Magic School Mastery or Scholar Roleplaying Skill 1 You can cast Compulsion Rituals.

Rituals of Enchantment

Magic School Mastery or Scholar Roleplaying Skill 1 You can cast Enchantment Rituals.

Rituals of Nature

Magic School Mastery or Scholar Roleplaying Skill 1 You can cast Nature Rituals.

Rituals of Necromancy

Magic School Mastery or Scholar Roleplaying Skill 1 You can cast Necromancy Rituals.

Rituals of Restoration

Magic School Mastery or Scholar Roleplaying Skill 1 You can cast Restoration Rituals.

Production Skills

Production Points

Skill Name

Skill Tree Prerequisite(s) Skill Point Cost Description

Production Points

Production None 1 per 2 Gain 2 production points per event. This can be taken up to ten (10) times.

Potion and Scroll-Making Skills

Skill Name

Skill Tree Prerequisite(s) Skill Point Cost Description

Brew Potion

Production None 2 Allows a character to create potions.

Scribe Scroll

Production Read Magic 4 Allows a character to produce scrolls.

Alchemy Skills

Skill Name

Skill Tree Prerequisite(s) Skill Point Cost Description

Alchemy Basics

Production Herbalism 1 Produce level 1 alchemical items.

Alchemy Training

Production Alchemy Basics 2 Produce level 2 alchemical items.

Alchemy Proficiency

Production Alchemy Training 3 Produce level 3 alchemical items.

Alchemy Expertise

Production Alchemy Proficiency 4 Produce level 4 alchemical items.

Alchemy Mastery

Production Alchemy Expertise 5 Produce level 5 alchemical items.

Crafting Skills

Crafting Points

Skill Name

Skill Tree Prerequisite(s) Skill Point Cost Description

Craft Points

Crafting None 1 per 2 Gain 2 craft points per event. This can be taken up to ten (10) times.

Ornamenting

Skill Name

Skill Tree Prerequisite(s) Skill Point Cost Description

Ornamenting Basics

Crafting None 4 The character can craft accessories and rings.

Ornamenting Training

Crafting Ornamenting Basics 2 The character can craft necklaces, wands, and rods.

Ornamenting Proficiency

Crafting Ornamenting Training 3 The character can craft bucklers, back items, and waist items.

Ornamenting Expert

Crafting Ornamenting Proficiency 4 The character can craft leg items, head items, and arm items.

Ornamenting Master

Crafting Ornamenting Expert 5 The character can craft foot items, torso items, and shields.

Tinkering

Skill Name

Skill Tree Prerequisite(s) Skill Point Cost Description

Tinkering Basics

Crafting None 4 Create level 1 tinkering items and trap tags. Alter non-martial weapons, accessories and rings.

Tinkering Training

Crafting Tinkering Basics 2 Create level 2 tinkering items and trap tags. Alter thrown weapons, projectiles, necklaces, rods, and wands.

Tinkering Proficiency

Crafting Tinkering Training 3 Create level 3 tinkering items and trap tags. Alter martial weapons, bucklers, back items, and waist items.

Tinkering Expertise

Crafting Tinkering Proficiency 4 Create level 4 tinkering items and trap tags. Alter javelins, projectile weapons, leg items, head items and arm items.

Tinkering Mastery

Crafting Tinkering Expertise 5 Create level 5 tinkering items and trap tags. Alter great weapons, great javelins, foot items, torso items, slotless items, variable slot items, and shields.

Weaponsmithing

Skill Name

Skill Tree Prerequisite(s) Skill Point Cost Description

Weaponsmithing Basics

Crafting None 4 Craft non-martial weapons that are imbued and/ or made of special materials.

Weaponsmithing Training

Crafting Weaponsmithing Basics 2 Craft basic thrown weapons and projectiles that are imbued and/ or made of special materials.

Weaponsmithing Proficiency

Crafting Weaponsmithing Training 3 Craft martial weapons that are imbued and/ or made of special materials.

Weaponsmithing Expertise

Crafting Weaponsmithing Proficiency 4 Craft javelins and projectile weapons that are imbued and/ or made of special materials.

Weaponsmithing Mastery

Crafting Weaponsmithing Expert 5 Craft great weapons and great javelins that are imbued and/ or made of special materials.

Roleplaying Skills

Skill Name

Skill Tree Prerequisite(s) Skill Point Cost Description

Druid 1 (Beginner)

Role-Playing Plot Marshal Approval 4 Gain the Elemental language, as well as the choice of Apian, Canine, Sylvan, or Diabolic languages.

Druid 2 (Trained)

Role-Playing Plot Marshal Approval and Druid 1 (Beginner) 4 The character can cast Charm Wild! with no-incant 2 times per event for each rank of Druid.

Druid 3 (Proficient)

Role-Playing Plot Marshal Approval and Druid 2 (Trained) 4 Gain the ability to preform a special seasonal ritual that provides different bonuses depending on the month.

Druid 4 (Expert)

Role-Playing Plot Marshal Approval and Druid 3 (Proficient) 4 Obtain one or more scarce plant components each month at check-in.

Druid 5 (Master)

Role-Playing Plot Marshal Approval and Druid 4 (Expert) 4 Work with the Rules workgroup to create a custom ability.

Skill Name

Skill Tree Prerequisite(s) Skill Point Cost Description

Medium 1 (Beginner)

Role-Playing Plot Marshal Approval 4 Speak to and hear spirits.

Medium 2 (Trained)

Role-Playing Plot Marshal Approval and Medium 1 (Beginner) 4 Take sparks from or return them to their owners with ease.

Medium 3 (Proficient)

Role-Playing Plot Marshal Approval and Medium 2 (Trained) 4 Hold a seance, allowing others to see spirits. Protect yourself from spirit attacks.

Medium 4 (Expert)

Role-Playing Plot Marshal Approval and Medium 3 (Proficient) 4 Compel spirits with spells that wouldn't normally affect them.

Medium 5 (Master)

Role-Playing Plot Marshal Approval and Medium 4 (Expert) 4 Work with the Rules workgroup to create a custom ability.

Skill Name

Skill Tree Prerequisite(s) Skill Point Cost Description

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.

Merchant 2 (Trained)

Role-Playing Plot Marshal Permission and Merchant 1 (Beginner) 4 May exchange consumables at check-in

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.

Merchant 4 (Expert)

Role-Playing Plot Marshal Permission and Merchant 3 (Proficient) 4 Gain random scarce items at check-in

Merchant 5 (Master)

Role-Playing Plot Marshal Permission and Merchant 4 (Expert) 4 Work with rules to create a custom ability

Skill Name

Skill Tree Prerequisite(s) Skill Point Cost Description

Scholar 1 (Beginner)

Role-Playing Plot Marshal Permission 4 Learn lore of the world between events. Speak an uncommon language. Learn one ritual skill.

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.

Scholar 3 (Proficient)

Role-Playing Plot Marshal Permission and Scholar 4 Speak two more uncommon languages. Learn two new ritual skills. May craft tomes.

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.

Scholar 5 (Master)

Role-Playing Plot Marshal Permission and Scholar 4 Work with Rules Staff to create a custom ability.

Some players may be currently in the Status playtest. Click here for more information on the abilities characters in that playtest have access too.

Skill Name

Skill Tree Prerequisite(s) Skill Point Cost Description

Status 1 (Beginner)

Role-Playing Plot Marshal Permission 4 Can gain a variety of effects after talking for a minute.

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

Status 3 (Proficient)

Role-Playing Plot Marshal Permission and Status 2 (Trained) 4 Gain additional uses of the rank 1 ability and another option.

Status 4 (Expert)

Role-Playing Plot Marshal Permission and Status 3 (Proficient) 4 Can cast any level 4 Compulsion spell 2/ event.

Status 5 (Master)

Role-Playing Plot Marshal Permission and Status 4 (Expert) 4 Work with Rules to design a custom ability.

Skill Name

Skill Tree Prerequisite(s) Skill Point Cost Description

Chosen of the Craftsman 1 (Beginner)

Role-Playing Plot Marshal Permission 4 Gain 4 additional craft points each event

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.

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.

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.

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.

Skill Name

Skill Tree Prerequisite(s) Skill Point Cost Description

Chosen of Darkness 1 (Beginner)

Role-Playing Plot Marshal Permission 4 May ignore 'Detect!' calls twice per event.

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.

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.

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

Chosen of Darkness 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

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.

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.

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.

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

Chosen of Draconus 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

Chosen of the Elemental 1 (Beginner)

Role-Playing Plot Marshal Permission 4 Throw 8 'Grounding!' tag bags each event.

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.

Chosen of the Elemental 3 (Proficient)

Role-Playing Plot Marshal Permission and Chosen 2 (Trained) 4 Gain a rank in the Druid skill that does not count against RP skill cap.

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.

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.

Skill Name

Skill Tree Prerequisite(s) Skill Point Cost Description

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.

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.

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!'

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

Chosen of Grak 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

Chosen of the Knight 1 (Beginner)

Role-Playing Plot Marshal Permission 4 Apply a base paste to a shield twice per event.

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.

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

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

Skill Name

Skill Tree Prerequisite(s) Skill Point Cost Description

Chosen of the Mother 1 (Beginner)

Role-Playing Plot Marshal Permission 4 Remove the Bleeding Out condition from another character four times per event.

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.

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.

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

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.

Skill Name

Skill Tree Prerequisite(s) Skill Point Cost Description

Chosen of Nox 1 (Beginner)

Role-Playing Plot Marshal Permission 4 Gain 4 production points that can be used each event to create level 1 or 2 harmful alchemicals, with no skill requirements.

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.

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.

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

Chosen of Nox 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

Chosen of the Scholar 1 (Beginner)

Role-Playing Plot Marshal Permission 4 Learn an uncommon language and either the Goblinoid or Skaven language.

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.

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.

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

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.

Skill Name

Skill Tree Prerequisite(s) Skill Point Cost Description

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)

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.

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.

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

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.

Skill Name

Skill Tree Prerequisite(s) Skill Point Cost Description

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.

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.

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.

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

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.

References

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 and Accuracy are capped at 4 while dual wielding, with a sword and shield, or when using throwing weapons instead of the normal caps 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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