Skills

  • Chapter Contents:*
  • Overview and Structure
  • List of Skills by Type
    • Full Skills
    • Half Skills
    • Simple Skills

Overview and Structure

The rules of every game have two purposes – to tell you what you can try to do, and whether or not you succeed at it when you try. The second purpose is fulfilled by the basic dice mechanics that are covered in Chapter 2 of this wiki. The first purpose is covered by a number of chapters, this chapter among them. Skills are the heart of what a Profession gives you, and the bulk of what a class gives you; they tell you what you can do, and in many cases how well you can do it. Without them, you might try to research some topic of interest, but you will not be nearly as good (and might not even be able to do it at all) as you would be if your character knew the relevant skill (in this case, Academics).

Unlike in many other games, though, Skills are not universal things. As implied by the fact that certain Skills are only available to certain classes or professions, Skills are often specialized and thus uncommon. To be Skilled in something is to have special knowledge and ability that not everyone can have, imparted to you by your life experiences, not merely knowledge that you gained from reading a book or two on a topic.

Skills come in three varieties: Simple, Half and Full. Simple skills have only one level, and thus only one benefit. They all cost a single xp to purchase. Half Skills have three levels, each bought for 1 xp. They provide three different benefits at each level, and are sometimes used in related challenges. Full Skills have six levels, each also bought for 1 xp, and these skills are almost always used in related challenges. Full skills are somewhat smaller in number than other categories and generally represent some skill that, despite being common, still takes a great deal of training (like Swordfighting, or social grace in Verbal Fencing). Half skills are uncommon or specialized, while Simple skills are niche abilities or represent the specialized training of a single class or profession.

List of Skills by Type

Full Skills

Academics

  • Description: You are well read and generally educated in the subjects considered important within Aleran society, which include history, grammar, literature, law, economics, natural science, civics, mathematics and basic rhetoric. This training probably but does not have to come from time spent at the Academy Nova, or its equivalent in the Canim territories.
  • Effect: Each level has a different effect, and each is purchased separately. The effects of each are listed below.
    • x1: You may add the Research modifier to Examinations
    • x2: Gain a permanent point of your choice of either Passion or Empathy
    • x3: You may add the Knowledgeable modifier to Examinations
    • x4: You may add the Accelerated modifier to your Examinations
    • x5: Gain a permanent point of your choice of either Passion or Empathy.
    • x6: You may add the Acumen modifier to Examinations

Acrobatics

  • Description: You are trained in running, jumping, climbing, swimming, and the other myriad activities that are often required of someone trying to get from point A to point B quickly, through hazards and in spite of common security precautions like moats or walls.
  • Effect: Each level has a different effect, and each is purchased separately. The effects of each are listed below.
    • x1: You may add the Acrobatic modifier to Movements
    • x2: Gain a permanent point of Strength or Quickness.
    • x3: You may add the Parkour modifier to Movements
    • x4: You may add the Dash modifier to Movements
    • x5: Gain a permanent point of Strength or Quickness.
    • x6: You may add the Athletic modifier to Movements

Archery

  • Description: You are skilled with bows, crossbows, and/or slings, whether it be through military training or some other mechanism. You can opt to have these benefits apply only to some ranged weapons or to all ranged weapons, according to your character’s history and background and/or the nature of the training they receive.
  • Effect: Each level has a different effect, and each is purchased separately. The effects of each are listed below.
    • x1: Your character may use any weapons that offer the Ranged modifier, so long as they don’t also require other Skills (like Siege Weapons or Heavy) or traits (such as a certain minimum Strength).
    • x2: Gain a permanent point of Perception or Resolve
    • x3: You may add the first special modifier to Attacks with any weapon covered by this Skill
    • x4: You may add the second special modifier to Attacks with any weapon covered by this Skill.
    • x5: Gain a permanent point of Perception or Resolve.
    • x6: You may add the special action listed for any weapon covered by this Skill.

Light Weapons

  • Description:
  • Effect: Each level has a different effect, and each is purchased separately. The effects of each are listed below.
    • x1: Your character may use any weapons that offer the Light modifier
    • x2: while using just weapons that have the Light modifier on them, you gain a +2 to Initiative
    • x3: You may add the first special modifier to Attacks with any weapon covered by this Skill..
    • x4: You may add the second special modifier toAttacks with any weapon covered by this Skill.
    • x5: While you have Advantage against your target, you gain an additional +1 to attack them.
    • x6: You may add the special action for any weapon covered by this Skill.

Stealth

  • Description:
  • Effect: Each level has a different effect, and each is purchased separately. The effects of each are listed below.
    • x1: You may add the Hide modifier to all Movements, and the Uncover modifier to all Examinations
    • x2: Gain a permanent point of Quickness or Perception.
    • x3: You may add the Sneaky modifier to all Movements
    • x4: You may add the Vanishing modifier to Movements
    • x5: Gain a permanent point of Quickness or Perception
    • x6: You may add the Stealthy modifier to Movements

Swordfighting

  • Description:
  • Effect: Each level has a different effect, and each is purchased separately. The effects of each are listed below.
    • x1: Your character may use all weapons except those which explicitly require another Skill or trait (such as Ranged or Heavy weapons)
    • x2: Gain a permanent point of your choice of either Strength or Resolve.
    • x3: You may add the first special modifier to Attacks with any weapon covered by this Skill.
    • x4: You may add the second special modifier to Attacks with any weapon covered by this Skill.
    • x5: Gain a permanent point of your choice of either Strength or Resolve.
    • x6: You may add the special action for any weapon covered by this Skill.

Verbal Fencing

  • Description:
  • Effect: Each level has a different effect, and each is purchased separately. The effects of each are listed below.
    • x1: You may add the Influence, Trick and Threaten modifiers when Interacting with non-hostile NPCs outside of combat
    • x2: Gain a permanent point of your choice of either Passion or Empathy
    • x3: You may add the Interrogate modifier to Examinations of non-hostile NPCs outside of combat.
    • x4: You may add any of the prior modifiers to actions on hostile NPCs and/or in combat.
    • x5: Gain a permanent point of your choice of either Passion or Empathy.
    • x6: You may add the Influential modifier to all Interactions.

Half Skills

Forge

  • Description:
  • Effect: Each level has a different effect, and each is purchased separately. The effects of each are listed below.
    • x1: You can add the Create special action to with the Forge modifier.
    • x2: You can add the Appraise modifier to all Examinations.
    • x3: You can add the Analyze action to all Examinations.

Combat Medicine

  • Description:
  • Effect: Each level has a different effect, and each is purchased separately. The effects of each are listed below.
    • x1: You may add the Heal special action, and may add the Stabilize modifier to it.
    • x2: Gain a permanent point of Empathy
    • x3: You may add the Hospitaler modifier to the Heal special action.

Dirty Tricks

  • Description:
  • Effect: Each level has a different effect, and each is purchased separately. The effects of each are listed below.
    • x1: You may add the Disadvantage and/or Slow modifier to all of your Impediments
    • x2: You may add the Lingering modifier to all of your Impediments
    • x3: You may add the Stun modifier to all of your Impediments

Endurance

  • Description:
  • Effect: Each level has a different effect, and each is purchased separately. The effects of each are listed below.
    • x1: Gain a permanent point of Health. This affects your HP and Energy as well.
    • x2: Gain a permanent point of Strength. This affects the appropriate derived traits as well.
    • x3: Gain a permanent point of Health and a permanent point of Refresh.

Engineering

  • Description:
  • Effect: Each level has a different effect, and each is purchased separately. The effects of each are listed below.
    • x1: You can use the Create special action, and add the Engineering modifier to it.
    • x2: You can add the Appraise modifier to all Examinations.
    • x3: You can add the Analyze action to all Examinations.

Expertise

  • Description:
  • Effect: Each level has a different effect, and each is purchased separately. The effects of each are listed below.
    • x1: Work with the GM to define an area of expertise for your character. This created area defines when you fulfill the condition of the Expert modifier that you may now add to all of your Examinations and Interactions.
    • x2: Gain a permanent point of Resolve
    • x3: You may either add the Expert modifier to Attacks, Defenses, Movements or Impediments (choose only one), or you may add it twice to either Examinations or Interactions (again, choose only one).

Defensive Focus

  • Description:
  • Effect: Each level has a different effect, and each is purchased separately. The effects of each are listed below.
    • x1: You may add the Focused modifier to all of your Defenses.
    • x2: You may add the Flanked modifier to all of your Defenses.
    • x3: You may add the Crowded modifier to all of your Defenses.

Formation Fighting

  • Description:
  • Effect: Each level has a different effect, and each is purchased separately. The effects of each are listed below.
    • x1: You may add the Shielding modifier to all of your Defenses.
    • x2: You may add the Intercede modifier to all of your Defenses.
    • x3: You may add the Opportunity modifier to all of your Defenses.

Furious Strength

  • Description:
  • Effect: Each level has a different effect, and each is purchased separately. The effects of each are listed below.
    • x1: Gain a permanent point of Strength
    • x2: Gain a permanent point of Strength
    • x3: Gain a permanent point each of Strength and Passion.

High Society

  • Description:
  • Effect: Each level has a different effect, and each is purchased separately. The effects of each are listed below.
    • x1: You may add the Society modifier on all Interactions.
    • x2: Gain a permanent point of Passion.
    • x3: You may add the Repute modifier on all Interactions.

Logistics

  • Description:
  • Effect: Each level has a different effect, and each is purchased separately. The effects of each are listed below.
    • x1: You may add the Logistics modifier on all Examinations
    • x2: You may add the Requisition modifier on all Interactions
    • x3: You may add the Rank modifier on all Interactions and Examinations

Muscle Memory (Formerly Offensive Focus)

  • Description:
  • Effect: Each level has a different effect, and each is purchased separately. The effects of each are listed below.
    • x1: You may have available to you in combat one additional special and/or modified action (for a total of four). This action does not change if you Refocus your tactics during combat.
    • x2: You may have available to you in combat one additional special and/or modified action (for a total of five). This action does not change if you Refocus your tactics during combat.
    • x3: You may have available to you in combat one additional special and/or modified action (for a total of six). This action does not change if you Refocus your tactics during combat.

Streetwise

  • Description:
  • Effect: Each level has a different effect, and each is purchased separately. The effects of each are listed below.
    • x1: You may add the Street modifier on all Interactions.
    • x2: You may add the Gossip modifier on all Interactions
    • x3: You may add the Reputation modifier on all Interactions

Thrown Weapons

  • Description:
  • Effect: Each level has a different effect, and each is purchased separately. The effects of each are listed below.
    • x1: You may add the Thrown modifier on all Attacks and Interactions
    • x2: Gain a permanent point of Quickness.
    • x3: You may add the Thrown modifier on all Impediments and Defenses, as well as some special actions (at GM discretion).

Tracking

  • Description:
  • Effect: Each level has a different effect, and each is purchased separately. The effects of each are listed below.
    • x1: You may add the Woodsman modifier on all Examinations
    • x2: Gain a permanent point of Perception
    • x3: You may make an automatic Examination to avoid being surprised, if about to be ambushed in a natural environment.

Fieldcraft

  • Description:
  • Effect: Each level has a different effect, and each is purchased separately. The effects of each are listed below.
    • x1: You can use the Create special action for with the Fieldcraft modifier.
    • x2: You can add the Appraise modifier on all Examinations.
    • x3: You can add the Analyze action on all Examinations.

Simple Skills

Simple skills are those facets of a class or profession that you either do or don’t know. Often, they are things that only some people know; many of them wont make sense for a given character. They all do one of three things:

  • Provide a passive bonus of some sort
  • Enable you to use a special Action.
  • Enable you to perform a basic Action in a new or modified way

Academic Contacts

  • Description: You have a fairly wide circle of contacts within your field that can provide advice, collaboration, assistance or expertise as needed.
  • Details: You may add the Colleagues modifier on all Examinations.

Aegis of Fame

  • Description: Your fame precedes you, intimidating anyone who might think about fighting you. This serves as a sort of shield, causing your enemies to hesitate and their strikes to fall more lightly then they might otherwise.
  • Details: You may use the Fame modifier on all Defenses

Ambush Awareness

  • Description: You are canny of ambushes, and aware of how to most effectively set them up.
  • Prerequisites: Any 2 of Combat Sense, Nature Sense, or Initiative.
  • Details: Whenever you are about to be ambushed, you may make an automatic Examination to avoid it. You may also add the Canny modifier to all other Examinations.

Anatomy

  • Description: You are aware of the most critical and damaging points to strike, through your long acquaintance with hunting game and making sure that the shots you fire strike true.
  • Prerequisites: Animal Handling, Archery
  • Details: You may add the Precise modifier on all Attacks.

Animal Handling

  • Description: You are trained in riding and handling animals, through any of a number of means. What this means exactly, and the animals to which it applies, are up to you and is determined by your background.
  • Details: You may add the Ride modifier on all Movements, and the Trainer modifier on all Interactions.

Armor Optimization

  • Description: You learn to make best use of the armor you have, so that even though you might be wearing relatively light armor it ends up providing the same level of protection as armor that is significantly heavier.
  • Details: You may add the Acrobatics modifier on all Defenses

Armorsmithing

  • Description: Your skill at making plowshares now extends to making armor as well. You may make armor, so long as you have the proper materials.
  • Prerequisite: Forge or Fieldcraft
  • Details: You may add the Armor modifier on all Create special actions.

Artillery

  • Description: You are trained with artillery weapons like catapults and other siege weaponry.
  • Details: Your character may now employ weapons that have the Artillery modifier

Awareness

  • Description: A life defined by routine has its advantages. You know what to expect, and thus know when things are amiss. Usually, if something is out of place in the place you live you know it, and often now what or where or why.
  • Details: You may add the Routine modifier on all Interactions and Examinations

Backstab

  • Description: When attacking from hiding or before a target has a chance to raise its guard, you are especially adept and dangerous. You may not be as useful in a protracted fight, but if you can end combat quickly then you usually have the upper hand.
  • Details: You may add the Surprising modifier on all Attacks

Black Market

  • Description: You know the method for getting in touch with the rogues and criminals in charge of a city’s black market, regardless of the city. Knowing that, you may make sales and purchases there.
  • Details: You may add the Underworld modifier on all Interactions.

Blackjack

  • Description: Having learned the technique for striking to disable or render unconscious, you can employ blunt force to great effect in rendering your opponent unconscious or insensate.
  • Details: You may add the Staggering modifier on all Attacks.

Bowyer/Fletcher

  • Description: Your Fieldcraft ability now also extends to making bows, arrows, crowwbows and other personal ranged weapons.
  • Prerequisite: Fieldcraft
  • Details: You may add the Ranged modifier to all of your Create special actions.

Breaking & Entering

  • Description: You know the ways in and out of a locked room, a locked safe, or a locked anything really.
  • Details: You may add the Security modifier on all Examinations, and the Disable modifier on all Interactions

Cold Approach

  • Description: You are adept at making a potential mark, target, or even a conversation partner feel at ease with you, even – perhaps especially – if this is their first time encountering you.
  • Details: You may use the First Impressions modifier on all Interactions

Combat Sense

  • Description: After many hours spent training with melee weapons, you have a certain instinctive sense of the ebb and flow of combat. This gives you an advantage against them insofar as you can sense and take opportunities so narrow or fleeting that less trained people may fail to take advantage of them.
  • Details: You may add the Opportunity and/or Preempt modifier on all Attack.

Contraband

  • Description: The back streets and alleys of the city are known to you, and you know whose palm to grease in order to get even the most tightly controlled substances or equipment.
  • Prerequisite: Requires Black Market
  • Details: You may add the Smuggle modifier on all Interactions.

Deference

  • Description: Long experience and personal eminence in a particular field of study has earned you the deference and respect of your peers in that area. As such, you can expect to be given the benefit of the doubt in all relevant respects, provided that something obvious does not contradict you.
  • Details: You may add the Respected modifier to all Interactions

Disguise

  • Description: You are proficient in how to make yourself look like someone else.
  • Details: You may add the Disguise modifier on all Defenses and Interactions.

Disguise Intentions

  • Description: Rather than a physical disguise, you are adept at lying to even a skilled Truthfinder and getting away with it.
  • Details: You may add the Unperturbed modifier to all Defenses and Interactions.

Dual Weapon Fighting

  • Description: You are skilled at fighting with a weapon in each hand.
  • Details: You may wield a one-handed weapon in each hand. When you select special actions, you can choose the actions of either weapon, but may choose only one.

Enchanted Item

  • Description: Skilled craftsmen know how to imbue their creations with some of the magic of their people. You are among them.
  • Details: You may add the Enchant modifier to all of your Create special actions.

Escape

  • Description: Loose joints, quick wits and careful training all combine to make you quite skillful at escaping from tight bonds.
  • Details: You may add the Escape modifier on all Movements and Defenses.

Eyes & Ears

  • Description: Through your contacts on the street and in the underworld, you have a network of eyes and ears that keeps you apprised of important events throughout the city you’re in at a given time.
  • Details: You may add the Network modifier on all Examinations and Interactions.

Faceless

  • Description: You blend into a crowd easily, whether because your features are non-descript or you are simply not memorable, and people quickly forget having seen your face.
  • Details: You may add the Faceless modifier on all Movements and Defenses

Fluid Stances

  • Description: Through years of training, you have developed the means to quickly and smoothly shift your position and orientation in combat, canceling any advantage your enemy might gain by using certain tactics.
  • Effect: You may add the Fluid modifier on all Movements

Hail of Blades

  • Description: Throwing a number of blades rapidly, you can distract and harry your opponents in order to keep them off-guard and slow their pursuit of you.
  • Details: You may add the Spray modifier on Attacks that also use the Thrown modifier.

Heavy Armor

  • Description: Whether from Legion training or some other source, you are capable of wearing heavy armor without it placing an undue burden on your actions.
  • Effect: You do not have to add Encumbered to all of your Movements, nor Constricted to all of your Attacks and Defenses, if you are wearing heavy armor.

Heavy Weapons

  • Description: Your sheer mass and strength enables you to wield large weapons normally reserved for Knights Terra.
  • Effect: Your character may now employ weapons that have the Heavy modifier. You may also consider abilities that have the same benefit to have been bought as the relevant Furycrafting application, if you meet other the pre-requisites for those abilities.

History

  • Description: Your general knowledge of Aleran history lets you see the parallels with contemporary events, if there are any, and allows you to see the larger context in which events occur so that you can respond to them more meaningfully.
  • Details: You can add the Perspective modifier on all Examinations and Interactions.

Illicit Income

  • Description: Through your illicit dealings, you have developed a steady stream of money that you have laundered such that you can use it for legitimate goods and services.
  • Summary: Enhances Streetwise
  • Effect: Every level of Streetwise you possess adds +1 to your Wealth.

Improvise

  • Description: A life of hardship and necessity has made you able to improvise simple weapons and tools out of the most rudimentary materials.
  • Details: You may add the Improvised modifier to all of your Attacks and Defenses.

Initiative

  • Description: A life of being on the wrong side of events has taught you to listen to your instincts, and get out of the way!
  • Effect: Permanently add +2 to your Initiative. On the first round of combat, you may treat your action as an Alpha action.

Lawyer

  • Description: Your knowledge of the law enables you to use it to great effect in everyday situation, as both a cudgel and a shield when appropriate.
  • Effect: You may add the Legalese modifier to all Interactions and Examinations

Leadership

  • Description: Whether in the Legions, the Senate or elsewhere, you have learned the ins and outs of leadership and motivation, so that you can hold troops and formations together even after they would have otherwise broken and routed.
  • Summary: Enhances Passion.
  • Details: You may add the Inspiring modifier to all Interactions.

Legion Basics

  • Description: Marching over hill and causeway, you have picked up the skills of Legion fieldcraft and discipline that enable you to use the causeways effectively
  • Details: You may employ the March, Causeway, and Campfire Applications of Furycraft. If you possess no levels of the associated Furycraft, roll only the applicable base attribute to activate them. If you are ineligible to learn Furycraft, then you learn analogous-but-mundane versions of these Applications that use only the appropriate Attribute.

Library

  • Description: At your home or throughout the great cities of Alera, you both have access to and know how to use libraries that cover a variety of topics so that you readily have access to great reservoirs of knowledge.
  • Details: You may add the Library modifier to all Examinations.

Light Armor

  • Description: You can wear light armors comfortably and without penalty.
  • Effect: You do not have to add Encumbered to all of your Movements, nor Constricted to all of your Attacks and Defenses, if you are wearing light armor.

    Lost in a Crowd

  • Description: Being in the midst of a surging crowd is almost as good as being inside a mirror-house or shadowy alleyway for you, because you are adept at making use of the cover that people provide you in order to slip away unnoticed.
  • Effect: You may add the Crowd-cover modifier to all of your Movements and Interactions.

Footwork Focus

  • Description: You are good at keeping and maintaining ideal distance with a single opponent, and using footwork to put them in a difficult position.
  • Effect: You may add the Footwork modifier to all Attacks, Defenses and Impediments.

Nature Sense

  • Description: Having spent much time out among the trees and rivers, you know the sound and feel of the wilderness. As such, when something is amiss it rarely escapes your notice.
  • Summary: Enhances Perception
  • Effect: You may add the Native modifier to all Examinations.

Never Alone

  • Description: Your close acquaintance and relationship with the underworld element means that you almost always have friends and allies nearby, who will help with almost any situation, when you are in an appropriate setting.
  • Effect: You may add the Contacts action to either ask your allies to perform tasks for you, or add to Intimidate actions.

Patronage

  • Description: A wealthy patron, whether they are your parent, political supporter or some other sort of ally, keeps you well supplied and funded.
  • Summary: Enhances High Society
  • Effect: Every level of High Society you possess adds +1 to your Wealth.

Pick Pockets

  • Description: You have learned the tricks of sleight of hand that enable people to steal from unsuspecting passerby and do other feats of manual dexterity.
  • Details: You may add the Steal modifier on Interactions, and the Case modifier on Examinations.

Plausible Deniability

  • Description: Through standing deals and other means, you seem to always have someone who can corroborate your alibi no matter what it is or where you actually were, within reason.
  • Details: You may add the Alibis modifier on Interactions.

Poison Use

  • Description: You have learned to use various poisons, both ingested through food or drink and applied to your weapons.
  • Details: You may add the Envenomed modifier on all of your Attacks.

Read Combatant

  • Description: Much of combat is a personal choice, and an old saying goes that the best way to learn about a person is to fight them. You have learned this trick, so that just from fighting someone and observing their technique you can learn a great deal about them and their past.
  • Details: You may add the Combat modifier on Examinations.

Rhetoric

  • Description: Having learned the rules, parameters and most effective means of persuading people to your view, you find that people more readily yield to your views, provided that your audience is listening in the first place.
  • Effect: You may add the Rhetoric modifier on Interactions

Scrounge

  • Description: You have learned to make the most of very little, and scrounge sellable goods out of the most unlikely places.
  • Effect: You may add the Scrounge modifier on Examinations.

Self-Reliance

  • Description: Some people rely on chefs, merchants, craftsmen and farmers to make all of the goods they use in every day life, from clothes and tools to meat and vegetables. You aren’t one of those people. You have learned to live off the land and make what you need, so that you only rarely need to buy anything ever, and even then only those things that your region is poor in and you can’t do without, such as salt in Shuar’a or milk in Antillus.
  • Summary: You have 1 point of effective Wealth that can never be taken away. It can nearly always be used to buy food, clothing, shelter and basic gear. This effective Wealth only exists in the absence of any other sources of actual Wealth.

Shield Bash

  • Description: You have learned to use your shield as a weapon, so that every time you block with it you also find time to attack with it, making attacking you a potentially deadly prooposition.
  • Summary: Enhances Swordfighting
  • Details: You may add the Shield Bash modifier on Attacks.

Shield Use

  • Description: Knowing how to use a shield is what makes the Legions special. Whether this is where you learned to do so or not, you’ve learned how to use a shield effectively.
  • Summary: Enhances Swordfighting
  • Details: You may wield a shield as an off-hand weapon without also adding the Clumsy modifier on all Attacks.

Siege Engineering

  • Description: Your skills in stonemasonry and engineering can now be applied to the construction of siege works, like walls, fortifications and siege tunnels. With additional skill in woodworking and blacksmithing, you also know the secrets of building things like siege towers, mules (mangonels), trebuchet and battering rams.
  • Summary: Enhances Engineering
  • Details: You may add the Siege Works modifier to all of your Create special actions.

Respected (Social Armor)

  • Description: By dint of being well-known and well-respected, your word is taken somewhat more seriously and, when your judgment is called into question, it takes a great deal more convincing before people are willing to abandon your position.
  • Details: You may add the Standing modifier to all Interactions.

Social Awareness

  • Description: Because you have spent years in garden parties, at social events and in the midst of high society, you can read a room in moments to see more than just the obvious. Where most see people talking and laughing, you see plots and schemes and unfolding gambits, and can even guess what is probably about to happen next.
  • Details: You may add the Society modifier on Examinations.

Social Network

  • Description: You have developed a network of contacts and allies who regularly pass you important information and keep you apprised of events within the upper crust of Aleran society.
  • Details: Once per day per level of High Society (minimum of 1) you may add the Proxy modifier to an Interaction or Examination.

Striking Presence

  • Description: Whether it is because of striking beauty or a memorable, powerful presence, the full focus of your personality and will is a force unto itself which lends an extra layer of persuasiveness to your words.
  • Details: You may pick one of the following modifiers that you may then add to Interactions and/or Examinations: Beautiful, Threatening, Powerful, Beloved

Swordsmithing

  • Description: Your knowledge of blacksmithing now extends to making weapons as well as tools.
  • Summary: You may add the Weapons modifier to all of your Create special actions.

Testudo

  • Description: Having drilled at it for months, you can reliably practice the legion technique of overlapped shields and spears that renders ranged weapons all but useless and turns the legion into something halfway between a porcupine and a tortoise.
  • Summary: You may add the Testudo modifier to all of your Defenses.

Titan’s Grip

  • Description: You are so large and strong that you can wield heavy weapons in one hand, even using two at once if you are trained in that.
  • Summary: You may wield Heavy weapons one-handed. If you also possess Dual Weapon Fighting then you may even fight with one in each hand according to the normal rules for that Skill.

Trick Shot

  • Description: Your accuracy with a bow is nearly inhuman. You can do things like pin a man’s cloak to the ground or knock a weapon out of his hands with an arrow, at significant range.
  • Details: You may add the Trick Shot modifier to all of your Impediments.

Veiled Passage

  • Description: “Leave nothing but footprints, keep nothing but memories, take nothing but time,” the old bushman’s saying goes. You know how to avoid doing even the first, if you wish. Your trail is very difficult to trace if you wish it to be.
  • Details: You may add the Veiled modifier to all of your Movements.

Verbal Armor

  • Description: Through knowing the advanced practices of rhetoric and logic, enhanced self-awareness and ironbound self-confidence, you have gained a certain measure of resistance against attempts to influence your actions or make you act against your own self-interest.
  • Details: You may add the Rhetoric modifier on Defenses and Impediments.

Wealth

  • Description: You have money. Perhaps it is through trade or inheritance, or through some other means, but in the end it does not matter. You have the wealth to live life more comfortably.
  • Special: This simple skill may be bought more than once, and each time it is bought its effects stack.
  • Effect: You have +1 to your Wealth.

Wilderness Survival

  • Description: Perhaps you are an experienced scout or field guide, perhaps a woodsman, hunter, or steadholder, but whatever the reason you are experienced and capable at tending to your basic needs deep in the wilderness.
  • Details: You may add the Sustenance modifier to all Examinations.

Skills

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