Skills: Difference between revisions
From Breaking Worlds
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+ | {{Categories|Rules}} |
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− | This page lists the skills you can buy at [[character creation]] or when advancing your character.<br> |
+ | 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.<br> |
See also the page describing the [[starting abilities]] that every character starts with. |
See also the page describing the [[starting abilities]] that every character starts with. |
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== [[Warrior skills]] == |
== [[Warrior skills]] == |
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+ | <div class="fillwidthcontainer"> |
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− | {| |
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+ | {| style="table-layout: fixed;" |
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|- |
|- |
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! Skill |
! Skill |
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! Two-Handed Weapon Mastery |
! Two-Handed Weapon Mastery |
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| 2 |
| 2 |
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− | | Two-Handed |
+ | | Two-Handed Weapon Training<br>''and''<br>Melee Weapon Expertise |
⚫ | |||
− | ''and''<br> |
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− | Melee Weapon Expertise |
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⚫ | |||
|- |
|- |
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! Two-Handed Weapon Prowess |
! Two-Handed Weapon Prowess |
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|- |
|- |
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! Polearm Training |
! Polearm Training |
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− | | |
+ | | 3 |
| Two-Handed Weapon Training |
| Two-Handed Weapon Training |
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| Proficient with polearms and one-handed spears |
| Proficient with polearms and one-handed spears |
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| 3 |
| 3 |
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| Dodge |
| Dodge |
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− | | Spend 1 ST to call dodge any blow, projectile, or call except {{Call|EFFECT}} |
+ | | Spend 1 ST to call dodge any blow, projectile, or call except {{Call|EFFECT}} or {{Call|COMPEL}}<br> |
Cannot be used while wearing heavy armour |
Cannot be used while wearing heavy armour |
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|- |
|- |
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− | ! |
+ | ! Armour Practice I |
− | | |
+ | | 1 |
| Warrior |
| Warrior |
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− | | Further +1 Hit from |
+ | | Further +1 Hit from any armour (total +2) |
⚫ | |||
− | Mana penalty from light armour reduced to -1 |
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+ | ! Armour Practice II |
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⚫ | |||
+ | | Armour Practice I |
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⚫ | |||
|- |
|- |
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− | ! |
+ | ! Armour Practice III |
| 2 |
| 2 |
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− | | |
+ | | Armour Practice II |
− | | Further +1 Hit from |
+ | | Further +1 Hit from any armour (total +4) |
|- |
|- |
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− | ! |
+ | ! Armour Practice IV |
⚫ | |||
+ | | Armour Practice III |
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⚫ | |||
⚫ | |||
+ | ! Armour Practice V |
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| 3 |
| 3 |
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− | | |
+ | | Armour Practice IV |
− | | Further +1 Hit from |
+ | | Further +1 Hit from heavy armour (total +6) |
|- |
|- |
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− | ! |
+ | ! Light Armour Specialty |
− | | |
+ | | 1 |
+ | | Armour Practice I |
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− | | Warrior |
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− | | |
+ | | Mana penalty from light armour reduced to -1 |
⚫ | |||
|- |
|- |
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− | ! Heavy Armour |
+ | ! Heavy Armour Specialty |
| 3 |
| 3 |
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− | | |
+ | | Armour Practice I |
⚫ | |||
⚫ | |||
⚫ | |||
− | ! Heavy Armour Mastery |
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⚫ | |||
− | | Heavy Armour Expertise |
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⚫ | |||
|- |
|- |
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! Resolve |
! Resolve |
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|- |
|- |
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! Survivor’s Vengeance |
! Survivor’s Vengeance |
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− | | |
+ | | 1 |
| Survival |
| Survival |
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| Call {{Call|TRIPLE}} once by melee weapon after using Survival or Survivor’s Grit |
| Call {{Call|TRIPLE}} once by melee weapon after using Survival or Survivor’s Grit |
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|- |
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|} |
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+ | </div> |
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− | |||
== [[Channeller skills]] == |
== [[Channeller skills]] == |
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+ | {|style="table-layout: fixed;" |
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− | {| |
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|- |
|- |
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! Skill |
! Skill |
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|- |
|- |
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! Extra Mana |
! Extra Mana |
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− | | |
+ | | 1 |
| Channeller |
| Channeller |
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| +1 Mana (total 6) |
| +1 Mana (total 6) |
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|- |
|- |
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! Abundant Mana |
! Abundant Mana |
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− | | |
+ | | 2 |
| Extra Mana |
| Extra Mana |
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| Further +1 Mana (total 7) |
| Further +1 Mana (total 7) |
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+ | |- |
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+ | ! Bountiful Mana |
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+ | | 3 |
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+ | | Abundant Mana |
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+ | | Further +1 Mana (total 8) |
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|- |
|- |
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! First Elemental Discipline |
! First Elemental Discipline |
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| Channeller |
| Channeller |
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| Access to an elemental list<br> |
| Access to an elemental list<br> |
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− | Starting spell (varies) |
+ | Starting spell (effect varies) |
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
|- |
|- |
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! Additional Elemental Discipline |
! Additional Elemental Discipline |
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| Access to an additional elemental list<br> |
| Access to an additional elemental list<br> |
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Starting spell (effect varies) |
Starting spell (effect varies) |
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+ | |- |
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⚫ | |||
+ | | 3 |
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⚫ | |||
⚫ | |||
|- |
|- |
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! First Circle Spell |
! First Circle Spell |
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|- |
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|} |
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+ | |||
+ | === [[Spell list]] === |
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+ | * '''[[Wood spells]]''' |
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+ | * '''[[Fire spells]]''' |
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+ | * '''[[Earth spells]]''' |
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+ | * '''[[Metal spells]]''' |
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+ | * '''[[Water spells]]''' |
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== [[Evoker skills]] == |
== [[Evoker skills]] == |
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+ | {|style="table-layout: fixed;" |
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− | {| |
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|- |
|- |
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! Skill |
! Skill |
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! Masterful Binding |
! Masterful Binding |
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| 4 |
| 4 |
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+ | | Second Binding |
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− | | Evoker |
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| Bind any number of spirits to yourself |
| Bind any number of spirits to yourself |
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|- |
|- |
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− | ! |
+ | ! Common Rite of Evocation |
| 2 |
| 2 |
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| Evoker |
| Evoker |
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+ | | Use common spirits<br> |
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− | + | Common Rite of Evocation, Major Ritual: summon common elemental |
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|- |
|- |
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! Greater Rite of Evocation |
! Greater Rite of Evocation |
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| 3 |
| 3 |
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− | | |
+ | | Common Rite of Evocation |
+ | | Use greater spirits<br> |
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− | + | Greater Rite of Evocation, Major Ritual: summon greater elemental |
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|- |
|- |
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! Mastery of Evocation |
! Mastery of Evocation |
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| 4 |
| 4 |
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| Greater Rite of Evocation |
| Greater Rite of Evocation |
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+ | | Use any spirits<br> |
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− | + | Perfected Rite of Evocation, Epic Ritual: summon any elemental<br> |
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Improvise Minor, Major, and Epic Rituals of evocation |
Improvise Minor, Major, and Epic Rituals of evocation |
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|- |
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| 3 |
| 3 |
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| Rite of Necromancy |
| Rite of Necromancy |
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− | | Necromantic Binding: bind a spirit to a dead body |
+ | | Necromantic Binding: bind a spirit to a dead body, create a golem |
|- |
|- |
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! Rite of Dismissal |
! Rite of Dismissal |
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| 3 |
| 3 |
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| Artifice |
| Artifice |
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− | | Make an anchor for a |
+ | | Make an anchor for a common spirit with 64 SD |
|- |
|- |
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! Greater Artifice |
! Greater Artifice |
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| 4 |
| 4 |
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| Improved Artifice |
| Improved Artifice |
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− | | Make an anchor for a greater spirit with 256 SD or |
+ | | Make an anchor for a greater spirit with 256 SD or 2 GD<br> |
+ | Make special anchors with the right materials |
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|- |
|- |
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! Artificer’s Appraisal |
! Artificer’s Appraisal |
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|} |
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− | |||
== [[General skills]] == |
== [[General skills]] == |
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+ | {|style="table-layout: fixed;" |
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− | {| |
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|- |
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! Skill |
! Skill |
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| 3 |
| 3 |
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| Medicine |
| Medicine |
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− | | Make a Potion of Power |
+ | | Make a Potion of Power with 2 Reagents<br> |
Make simple alchemical substances with liquid and Reagents |
Make simple alchemical substances with liquid and Reagents |
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|- |
|- |
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| 4 |
| 4 |
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| Business Connections |
| Business Connections |
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− | | |
+ | | Receive one further extra rumour each downtime (total two extra)<br> |
− | + | Call in a favour for assistance each downtime, or get a rumour from a rare source |
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|- |
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! Disposable Income |
! Disposable Income |
Latest revision as of 23:23, 2 October 2017
Part of a series about the rules of Breaking Worlds.
Character creation:
- Character creation
- Starting abilities
- Skills
- Warrior skills
- Channeller skills
- Spell list
- Evoker skills
- General skills
See also:
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 |
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 |
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 |