Skills

From Breaking Worlds

This page lists the skills you can buy at character creation or when advancing your character. It only provides a brief summary of each skill; for full details, read the individual class skill pages linked from the top of each section.
See also the page describing the starting abilities that every character starts with.


Warrior skills

Skill XP Cost Prerequisites Description
Warrior 0 for Warriors

4 otherwise

Pool of 3 ST

Spend 1 ST to call CURE 1 on self

Extra Stamina 2 Warrior +1 ST (total 4)
Exceptional Stamina 3 Extra Stamina Further +1 ST (total 5)
Melee Weapon Practice 1 Warrior Spend 1 ST to call DOUBLE by melee weapon
Melee Weapon Expertise 2 Melee Weapon Practice Spend 1 ST to call TRIPLE by melee weapon
Two-Handed Weapon Training 2 Warrior Proficient with two-handed weapons
Two-Handed Weapon Mastery 2 Two-Handed Weapon Training
and
Melee Weapon Expertise
Spend 1 ST to call CLEAVE by two-handed weapon
Two-Handed Weapon Prowess 2 Two-Handed Weapon Training Spend 1 ST to call STRIKEDOWN by two-handed weapon
Polearm Training 3 Two-Handed Weapon Training Proficient with polearms and one-handed spears
Ambidexterity 2 Warrior May use two weapons at once
Buckler Training 1 Warrior Proficient with bucklers
Shield Training 4 Buckler Training Proficient with shields
Thrown Weapon Training 1 Warrior Proficient with short thrown weapons

Proficient with large thrown weapons
Call TRIPLE by large thrown weapon

Archery Training 4 Warrior Proficient with bows and crossbows
Backstab 2 Warrior Spend 1 ST to call TRIPLE by short weapon from behind
Backstab Mastery 2 Backstab Spend 1 ST to call CLEAVE by short weapon from behind
Trip 3 Backstab Spend 1 ST to call STRIKEDOWN by short weapon
Dodge 2 Warrior Spend 1 ST to call dodge a melee blow or MASS or WIDE damage
Lightning Dodge 3 Dodge Spend 1 ST to call dodge any blow, projectile, or call except EFFECT or COMPEL

Cannot be used while wearing heavy armour

Armour Practice I 1 Warrior Further +1 Hit from any armour (total +2)
Armour Practice II 1 Armour Practice I Further +1 Hit from any armour (total +3)
Armour Practice III 2 Armour Practice II Further +1 Hit from any armour (total +4)
Armour Practice IV 2 Armour Practice III Further +1 Hit from heavy armour (total +5)
Armour Practice V 3 Armour Practice IV Further +1 Hit from heavy armour (total +6)
Light Armour Specialty 1 Armour Practice I Mana penalty from light armour reduced to -1
Heavy Armour Specialty 3 Armour Practice I May take CLEAVE as TRIPLE while wearing heavy armour
Resolve 2 Warrior Spend 1 ST to call CURE 2 on self
Iron Resolve 2 Resolve Spend 1 ST to call CURE 3 on self
Survival 3 Warrior Spend 1 ST to call CURE 1 on self while dying
Survivor’s Grit 2 Survival Spend 1 ST to call CURE 3 on self while dying
Survivor’s Vengeance 1 Survival Call TRIPLE once by melee weapon after using Survival or Survivor’s Grit

Channeller skills

Skill XP Cost Prerequisites Description
Channeller 0 for Channellers

4 otherwise

Pool of 5 Mana

Detect Magic, 1 Mana: examine magic EFFECT, item, or being

Extra Mana 1 Channeller +1 Mana (total 6)
Abundant Mana 2 Extra Mana Further +1 Mana (total 7)
Bountiful Mana 3 Abundant Mana Further +1 Mana (total 8)
First Elemental Discipline 1 Channeller Access to an elemental list

Starting spell (effect varies)

Additional Elemental Discipline 2 First Elemental Discipline Access to an additional elemental list

Starting spell (effect varies)

Chained Casting 3 First Elemental Discipline Spend +1 Mana to ignore cooldown when casting from one discipline
First Circle Spell 1 First Elemental Discipline First Circle spell (effect varies)
Second Circle Spell 2 any two First Circle Spells Second Circle spell (effect varies)
Elemental Ascendancy 2 any two Second Circle Spells Improvise Minor Rituals in the chosen element
Elemental Mastery 3 Elemental Ascendancy Improvise Major and Epic Rituals in the chosen element

Spell list


Evoker skills

Skill XP Cost Prerequisites Description
Evoker 0 for Evokers

4 otherwise

Least Rite of Evocation, Minor Ritual: summon least elemental

Spirit Binding: bind a spirit to a person or anchor

Second Binding 3 Evoker Bind an additional spirit to yourself
Masterful Binding 4 Second Binding Bind any number of spirits to yourself
Common Rite of Evocation 2 Evoker Use common spirits

Common Rite of Evocation, Major Ritual: summon common elemental

Greater Rite of Evocation 3 Common Rite of Evocation Use greater spirits

Greater Rite of Evocation, Major Ritual: summon greater elemental

Mastery of Evocation 4 Greater Rite of Evocation Use any spirits

Perfected Rite of Evocation, Epic Ritual: summon any elemental
Improvise Minor, Major, and Epic Rituals of evocation

Rite of Necromancy 2 Evoker Rite of Necromancy, Minor Ritual: use a body to speak to the spirit
Rite of Séance 3 Rite of Necromancy Rite of Séance, Major Ritual: summon an ancestor spirit
Necromantic Binding 3 Rite of Necromancy Necromantic Binding: bind a spirit to a dead body, create a golem
Rite of Dismissal 2 Evoker Rite of Dismissal, Minor, Major, or Epic Ritual: dismiss a bound spirit
Rite of Sacrifice 2 Evoker Rite of Sacrifice, Minor, Major, or Epic Ritual: sacrifice to a spirit even if not present
Artifice 2 Evoker Make an anchor for a least spirit with 16 SD
Improved Artifice 3 Artifice Make an anchor for a common spirit with 64 SD
Greater Artifice 4 Improved Artifice Make an anchor for a greater spirit with 256 SD or 2 GD

Make special anchors with the right materials

Artificer’s Appraisal 1 Artifice Appraise magical items

General skills

Skill XP Cost Prerequisites Description
Toughness 2 +1 Hit
Improved Toughness 2 Toughness Further +1 Hit (total +2)
Heroic Toughness 3 Improved Toughness Further +1 Hit (total +3)
Medicine 1 Spend 10 seconds to call CURE 1 on a dying character

Spend 60 seconds (or 10 seconds with Reagents) to call CURE ALL

Surgery 3 Medicine Spend 60 seconds (or 10 seconds with Reagents) to call RESTORE LIMB

Examine and heal wound cards

Dissection 2 Medicine Spend 10 seconds to remove an organ or body part

Examine a body to learn about its abilities

Graft 3 Surgery and Dissection Graft organs, body parts, or items onto creatures or characters
Alchemy 3 Medicine Make a Potion of Power with 2 Reagents

Make simple alchemical substances with liquid and Reagents

Advanced Alchemy 2 Alchemy Analyse biological samples in downtime

Make experimental alchemical substances with samples and Reagents

Trader’s Appraisal 1 Appraise valuable items
Investigation 2 Trader’s Appraisal Detect forgeries
Spycraft 2 Create simple forgeries in downtime
Advanced Spycraft 2 Spycraft Create advanced forgeries in downtime with Reagents
Smuggling 2 Spycraft Conceal an item up to 24” long
Business Connections 1 Submit a rumour each interactive or downtime

Receive one extra rumour each downtime

Excellent Connections 4 Business Connections Receive one further extra rumour each downtime (total two extra)

Call in a favour for assistance each downtime, or get a rumour from a rare source

Disposable Income 1 Receive one extra share of petty cash each interactive (total 2×)
Substantial Income 2 Disposable Income Receive one further extra share of petty cash each interactive (total 3×)
Exotic Income 3 Substantial Income Receive one random valuable or magical item each interactive
Followers 3 Order followers to assist with or undertake downtime actions

Career skills

Skill XP Cost Prerequisites Description
Noble Membership 3 Membership of the Noble Houses

Represents the rank of Knight or a position as a senior retainer

Army Membership 3 Membership of the Royal Armies

Represents the rank of company officer (Lieutenant or Ensign) or Sergeant

Coalition Membership 3 Membership of the Reform Coalition

Represents a position of respect within a reform society