Skills
From Breaking Worlds
This page lists the skills you can buy at character creation or when advancing your character.
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 |
Spend 2 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 | 2 | 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 EFFECTs Cannot be used while wearing heavy armour |
Light Armour Practice | 2 | Warrior | Further +1 Hit from light armour (total +2) Mana penalty from light armour reduced to -1 |
Light Armour Expertise | 2 | Light Armour Practice | Further +1 Hit from light armour (total +3) |
Light Armour Mastery | 3 | Light Armour Expertise | Further +1 Hit from light armour (total +4) |
Heavy Armour Practice | 2 | Warrior | Further +1 Hit from heavy armour (total +2) |
Heavy Armour Expertise | 3 | Heavy Armour Practice | Further +2 Hits from heavy armour (total +4) |
Heavy Armour Mastery | 4 | Heavy Armour Expertise | Further +2 Hits from heavy armour (total +6) |
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 | 2 | Channeller | +1 Mana (total 6) |
Abundant Mana | 3 | Extra Mana | Further +1 Mana (total 7) |
First Elemental Discipline | 1 | Channeller | Access to an elemental list Starting spell (varies) |
Chained Casting | 3 | First Elemental Discipline | Spend +1 Mana to ignore cooldown when casting from first discipline |
Additional Elemental Discipline | 2 | First Elemental Discipline | Access to an additional elemental list Starting spell (effect varies) |
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 |
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 | Evoker | Bind any number of spirits to yourself |
Lesser Rite of Evocation | 2 | Evoker | Use lesser spirits Lesser Rite of Evocation, Major Ritual: summon lesser elemental |
Greater Rite of Evocation | 3 | Lesser 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 |
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 lesser 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 in downtime 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 | Call in a favour for assistance each downtime Receive one further extra rumour each downtime (total two extra) |
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 |