Advancing Your Character

Event Points

  • Every character starts with a max point cap of 150. For every event you attend as a player, this cap is increased by 30 points. Your point cap represents the maximum amount of points you may spend in total.
  • You are awarded 10 points for playing the event, and 10 upon submission of your Post Event Letter.
  • Bonus points will also be awarded for arriving early to help us set up the site for game, staying late to help us break down and put everything away after game, and donations.

Updating

After an event you will be awarded character points and have the opportunity to purchase new skills to add to your character. New spells, prayers, recipes, and more can be learned and added to your character after each event, skills permitting. The process for learning new spells and prayers is detailed in the Learning Spells and Prayers section. The process for learning new recipes is detailed in the Learning New Recipes section. Updates must be submitted at least two weeks prior to the next event.

Advanced and Specialized Skill Trees

Once you reach a certain point in your character’s skill growth, you will have the option of either accessing two Advanced Skill Trees, or a single Specialized Skill Tree. In order to access these skill trees your character must have 400 or more total points spent in skills, and meet additional prerequisites depending on the tree.  You may not choose the Advanced Skill Tree of either of your Disfavored Basic Skill Trees. Advanced and Specialized skill trees are not affected by any Favored Skill discounts. You may not choose Advanced and Specialized trees, no matter how many total skills your character acquires.

Choosing to go Advanced will unlock a larger selection of skills to purchase, and is geared towards characters who prefer a wide range of skills.

Choosing to go Specialized will unlock a smaller set of unique skills available only to those who meet specific additional requirements. The Specialized track offers fewer total skills, and is geared towards characters who prefer to concentrate on one area of expertise.

The Advanced skill trees – Clandestine, Divine, Guns, Magic, Medical, Melee, Social, Stealth, and Survival – are open to characters with at least 200 points of basic skills for the same tree (proficiency) and at least 400 points of skills in all (growth). The only restriction is that you may not take the Advanced Skill Tree of either of your Disfavored Basic Skill Trees. You may take your first Advanced tree as soon as you meet these requirements. You may take your second Advanced tree when you have at least 200 points in the matching basic tree, because you will have already met the 400-point minimum.

Advanced Skill Trees offer enhanced versions of their corresponding Basic Skill Trees, providing more utility and reflecting a deeper knowledge and mastery. Purchasing these skills does not cause any loss of a character’s Basic skills.

Unlike the flat 200/400 minimums required for the Advanced skill trees, all Specialized skill trees have additional restrictions or prerequisites which make them harder to access and reflect an intense focus. Some Specialized skill trees require an unwavering dedication to a subject, and are restricted to characters who have no Basic skills from a conflicting skill tree. If your character has conflicting skills, you will need to drop them. You will receive CP equal to the Basic skills discarded and may then purchase skills in line with the Specialized tree. Some Specialized skill trees include skills that require the use of items that can only be found or crafted in-game and others will have a specific roleplaying requirement.

Specialized Skill Trees contain unique skills, including hybrids of basic skills, specific to heroic archetypes found in the world. While potentially more powerful than those offered in the Advanced Skill Trees, these skills tend to be more situation-dependent. You may only choose one Specialized skill tree.

We have included a few examples of available Specialized skill trees in this book. A complete list of ready-made Specialized skill trees may be found in the Supplemental Rulebook. As it would be nearly impossible to create a Specialized Skill Tree for every Archetype, the list we offer is incomplete. Because of this, the Rules Team is committed to working with you to bring a new Specialized Skill Tree into the game if you have an idea. While we cannot give you an “all powerful” skill set, we will work with you to deliver a list of Specialized skills balanced against the other skill trees that you will be happy with.

Advanced Clandestine Skill Tree

Prerequisite: 200 Points in Basic Clandestine Skills

Contact: Fence, 30 CP [Single Purchase]
Usage: Between Events
Gives you a contact that can be used to unload contraband items between games. While you may be able to get a better price by finding someone to sell them to in-game, this guarantees you will be able to move them with less attention. Items being fenced must be turned in at checkout.

Double Dose, 40 CP [Single Purchase]
Prerequisite: Apply Poison
Usage: As Components Allow
Allows for two called poison attacks from one application of poison. Self only.

Forgery, 50 CP [Single Purchase]
Usage: Between Events
You may attempt to forge a document between events with any means available to you (computer, printer, scanner, etc).

Secret Stash, 50 CP [Single Purchase]
Prerequisite: Deep Pockets
Usage: Special
A second 6”x 6”x 2” pouch that cannot be searched by any means, including by those with Deep Pockets or Secret Stash A Deep Pockets pouch is still detectable by someone with the skill Deep Pockets.

Unrestricted, 40 CP [Multiple, Increase Per Purchase]
Prerequisite: Escape Artist
Usage: Per Purchase
You may resist one binding spell.

Advanced Divine Skill Tree
Prerequisite: 200 Points in Basic Divine Skills

Augmentation, 40 CP [Multiple, Increase Per Purchase]
Usage: Between Events
With this skill you are able to augment a divine prayer that you know to have an additional or modified effect. The final Conviction cost and incantation will be determined by how you wish the spell to be augmented.

Divine Wrath, 40 CP [Single Purchase]
Usage: Special
Once per event, you may convert all of your remaining Conviction into a single burst of divine damage. Incantation “Divine Wrath, [Divine Domain] damage [x].” If you know more than one Divine Domain you must choose which domain you are using for Divine Wrath when you cast it. The damage [x] is equal to the amount of Conviction used to power Divine Wrath.

Lay On Hands, 50 CP [Multiple, Increase Per Purchase]
Prerequisite: Empathic Healing
Usage: Special
Once per event you may instantly heal someone to full health. State “I Restore you to full Health.”

Martyr, 40 CP [Single Purchase]
Prerequisite: Self Sacrifice
Usage: Special
You may now self-sacrifice sojourn, death, or final death effects. You will incur all risks involved from this sacrifice.

Third Divine Domain, 50 CP [Single Purchase]
Prerequisite: Additional Divine Domain
Allows you to learn spells from a third divine domain.

Advanced Guns Skills Tree

Prerequisite: 200 points in Basic Guns Skills

Crowd Control, 40 CP [Single Purchase]
Prerequisite: Rubber Bullets
Usage: 3 Artillery
This skill allows you to rapid fire 5 shots of the skill Rubber Bullets.

Double Tap, 40 CP [Single Purchase]
Usage: Special
Once an event, if your called gun attack is resisted by any means, you may immediately use it again without paying its Artillery Point cost.

Everybody Down!, 50 CP [Single Purchase]
Prerequisite: Bean Bag Ammo
Usage: 9 Artillery
This skill allows you to rapid fire 5 shots of the skill Bean Bag Ammo.

Head Shot, 50 CP [Single Purchase]
You may call “Death” as a gun attack once per event. Skill is not used if you miss your target.

Advanced Magic Skill Tree
Prerequisites: 200 Points in Basic Magic Skills

Adaptation, 40 CP [Single Purchase]
Usage: Between Events
With this skill you are able to enhance a spell that you know. The final Mana cost and incantation will be determined by how you wish the spell to be enhanced.

Enhanced Augment Damage – [Multiple, Increase Per Purchase (Max 2), 60 CP
Usage: Special
Each purchase of this skill increases the base damage of your damage spells by 1.

Extend Shield – [Multiple, Increase Per Purchase, 40 CP
Usage: Special
For each purchase of this skill, you may pay double the casting cost of any lesser shield spell you know and cast it on 5 targets.

Mana Flare, 40 CP [Single Purchase]
Usage: Special
Once per event, you may convert all of your remaining mana into a single burst of damage. Incantation “Mana Flare, [school] damage [x].” If you know more than one school of magic you must choose which school you are using for the Mana Flare when you cast it. The damage [x] is equal to the amount of mana used to power the Mana Flare.

Third School, 50 CP [Single Purchase]
Prerequisite: Additional School
Allows you to learn spells from a third school of magic.

Advanced Medical Skill Tree
Prerequisites: 200 points in Basic Medical Skills, as well as others noted in the descriptions
Restrictions: You may use each skill in this tree on humans. To apply these skills to non-human lifeforms you must have the appropriate Biology: [Subject] skill.

Administer Pharmaceuticals – Multiple Purchase, Max 3, (Non-Increasing), 50 CP
Prerequisite: Collect Blood Sample
Usage: As Components Allow
First purchase of this skill allows you to increase the healing of a pharmaceutical by 1 vitality.
Second purchase of this skill allows you to double the duration of the effect of a pharmaceutical.
Third purchase of this skill allows you to ignore the 1 minute to take effect.

Ambulance Driver, 40 CP [Single Purchase]
Prerequisite: Stabilize
Usage: Special
You may now stabilize and move a person at a quick walk unassisted. The person’s Bleed out count resumes if they take any damage or you are separated.

Biology: Cryptid – Multiple Purchase (Increase Every 5 Purchases), 40 CP
Prerequisite: Research: Medical
Usage: Between Events
Once per purchase, with use of the Research: Medical, you can learn the biology of specific species of living mythical or primal creatures.

Field Medic, 40 CP [Single Purchase]
Prerequisite: First Aid
Usage: As Components Allow
Increases the amount of healing from First Aid to 4 health.

Organ Harvester, 50 CP [Single Purchase]
Prerequisite: Harvest Organ
Usage: Special
Prop requirement: 2 Small Coolers or 1 cooler with capacity of 2 or more
This skill allows you to harvest two organs from a recently dead body with two minutes of role play.

Advanced Melee Skill Tree

Prerequisites: 200 points in Basic Melee Skills

All Fall Down, 50 CP [Single Purchase]
Prerequisite: Knockdown
Usage: 9 Stamina
This skill allows you to swing the Knockdown skill 5 times in succession.

Deathblow, 50 CP [Single Purchase]
Usage: Special
You may call “Death” as a melee skill once per event.

Make Some Room, 40 CP [Single Purchase]
Prerequisite: Push
Usage: 3 Stamina
This skill allows you to swing the Push skill 5 times in succession.

True Strike, 40 CP [Single Purchase]
Usage: Special
Once an event, if your called melee attack is resisted by any means, you may immediately reuse the skill without paying its Stamina cost.

Vitality – [Multiple, Increase Per Purchase, Max 2, 40 CP
Prerequisite: 4 Health Pool
Each purchase increases your max Health Pool by 1.

Advanced Social Skill Tree
Prerequisites: 200 points in Basic Social Skills

Librarian, 50 CP [Single Purchase]
Prerequisite: Research Assistant
This skill raises your assistance to a master level. It will always provide more information than the use of Research Assistant (with skill in the research area), even if you do not have any skills in the area being researched. You will also receive a copy of the research results.

Polyglot, 40 CP [Single Purchase]
Prerequisite: Linguistics x 5
Your depth of knowledge in linguistics allows you to be able to pick up on enough cues to be able to communicate with anyone. You may use Linguistics without expending the skill.

Quick Question – [Multiple, Increase Per Purchase, 30 CP
Prerequisite: A Political, Merchant, or Under Ground Contact
Once per event, you are able to get a message to one of your Contacts that requires a fast yes or no response. Deliver your message to the plot center in writing, and a response will be sent out to you within an hour.

Threshing, 40 CP [Single Purchase]
Prerequisite: Rumormonger x3
You will know which rumors are patently false. Any rumors you spread will always be read as true by anyone who does not have this skill.

Social Networking, 50 CP [Multiple, Increase Per Purchase]
Prerequisite: A contact from the Basic Social Skill Tree
Each purchase of this skill increases the reliability and access to one of your contacts. You may purchase this skill once for each of your contacts.

Advanced Stealth Skill Tree

Prerequisites: 200 points in Basic Stealth Skills

Assassinate, 50 CP [Single Purchase]
Allows you to call “Death” as a stealth attack once per event.

Dodge, 50 CP [Single Purchase]
Prerequisite: Hit the Deck
Usage: 6 Agility
You may now use the Hit the Deck skill by stating “Dodge” and are no longer required to make 3 points of contact with the ground.

Level the Field, 50 CP [Single Purchase]
Prerequisite: Sweep
Usage: 9 Agility
You may use the skill Sweep 5 times consecutively.

Luck, 40 CP [Single Purchase]
Once an event, if your called stealth attack is resisted by any means you are able to reuse it immediately without paying its Agility cost.

Throat Punch, 50 CP [Single Purchase]
Prerequisite: Subdue
Usage: 3 Agility
Using a subdue packet, state “Silence” before throwing.

Advanced Survival Skill Tree

Prerequisites: 200 points in Basic Survival Skills

Advanced Scavenger, 40 CP [Single Purchase]
Prerequisite: One of the Scavenger skills
Usage: Once Per Purchase
You may choose to return two of your scavenged items in exchange for another pull from one of the Scavenger bags.

Poison Tolerance – [Multiple, Increase Per Purchase, 40 CP
Once per purchase, you may resist a poison or venom effect.

Radiation Immunity, 50 CP [Single Purchase]
Prerequisite: Radiation Tolerance x3
You are immune to the effects of Radiation Zones. This does not protect you from Gravrad spells.

Resist Gravrad, 40 CP [Single Purchase]
This skill allows you to resist the effects of one Gravrad spell.

Second Wind, 50 CP [Single Purchase]
Prerequisite: Karma
Usage: Once Per Purchase
Instead of dying and starting your death at the end of your bleed out count, you are restored to full health. This takes priority over Karma, but does not replace it.

Select Examples of Specialized Skill Trees

Prerequisites and Restrictions will vary, see Supplemental Rulebook for more options

Aspect Specialized Skill Tree

Prerequisites: 300 points in Divine Basic Skills
Restrictions: Only one Divine Domain
To be an Aspect is to achieve a perfect understanding of a Divine Domain, and demonstrate the focus of that domain at a level beyond mortal limits. Aspects may resist or even absorb and be healed by any prayers of their own domain. As living extensions of their domain, Aspects exert their will in the world with prayers of incredible strength, sometimes with incantations never before spoken.
[See the complete prayer list for Aspect-tier prayers available for each Divine Domain in the Supplemental Rulebook.]

Absorb Domain, 60 CP [Single Purchase]
Prerequisite: Immunity to Domain
Your soul is fully attuned to channel your Divine Domain in such a way that when you are hit with a spell from your Divine Domain you may absorb and convert it to restore one health instead of taking its effect.

Divine Wrath, 40 CP [Single Purchase]
Usage: Special
Once per event, you may convert all of your remaining Conviction into a single burst of divine damage. Incantation “Divine Wrath, [Divine Domain] damage [x].” If you know more than one Divine Domain you must choose which domain you are using for Divine Wrath when you cast it. The damage [x] is equal to the amount of Conviction used to power Divine Wrath

Immunity to Domain, 50 CP [Single Purchase]
Prerequisite: Resist School x 5
You have reached a new depth of understanding of your Divine Domain that allows you to ignore its effects when it is directed against you. When hit by a spell of your Divine Domain, state “no effect.”

Resist Domain, 30 CP [Multiple Purchase, Non-Increasing, Max 5]
The depth of your conviction within your Divine Domain has made you somewhat resistant to its effects. For each purchase of this skill, you may resist one spell cast at you from your Divine Domain

Spell Crafting, 50 CP [Multiple, Increase Per Purchase]
Each purchase of this skill allows you to create a new spell that is unique to you. This spell may not be taught to, or learned by, anyone else. You may purchase this skill once per season and draft a spell for the rules team to review. The final incantation and casting cost of the spell is decided by the rules team, and must fit thematically within your Divine Domain

Bulwark Specialized Skill Tree

Prerequisites: 300 points in Basic Melee Skills
Restrictions: No Guns Skills
Guardian, protector, all humble names that define the Bulwark. With shield in hand, when the Bulwark decides to make their stand no force in the world can move them.

Ebb and Flow, 60 CP [Single Purchase]
Prerequisite: Parry
If an opponent uses the same called skill on you twice in a row, you may parry the second one without paying the Stamina cost.

Force of Will, 50 CP [Single Purchase]
Once per event, when your Health Pool is reduced to one, you may plant one foot and state “Force of Will”. For one minute you have a barrier against all melee and gun attacks. At the end of that minute you fall over dead with no bleed out count.

Hold Ground, 50 CP [Multiple Purchase (Non-Increasing)]
Prerequisite: Shield
Each purchase of this skill grants you a one minute barrier against skills or spell effects that would force you to move. State “I will hold this ground!” to activate it.

Make Some Room, 40 CP [Single Purchase]
Prerequisite: Push
Usage: 3 Stamina
This skill allows you to swing the Push skill 5 times in succession.

Vitality,  40 CP [Multiple, Increase Per Purchase, Max 4]
Prerequisite: 4 Health Pool
Each purchase of this skill increases your Max Health Pool by 1

Diplomat Specialized Skill Tree

Prerequisites: 300 points in Basic Social Skills
Restrictions: Roleplay gated
Not everything can be solved at the point of a sword or the barrel of a gun. Sometimes it takes de-escalation, someone who can talk everyone down from the ledge. Swimming in the political waters can oftentimes be more dangerous than wading through a battlefield. This is where the Diplomat shines.

Letters of Introduction, 30 CP [Multiple, Increase Per Purchase]
Prerequisite: Social Networking for Contact: Political
Usage: Special
Each purchase of this skill grants you credentials from a political contact. These credentials will open the door for making contact with cultures and people that won’t often waste their time on someone unknown.

Parlay, 40 CP [Multiple, Increase Per Purchase]
Usage: Once Per Purchase
State “All within [designate area], Pacify 5 minutes.” Everyone within the designated area affected will be non-hostile for the duration of the effect unless attacked by something that was outside the area of effect when the skill was initially used.

Polyglot, 40 CP [Single Purchase]
Prerequisite: Linguistics x 5
Your depth of knowledge in linguistics allows you to be able to pick up on enough cues to be able to communicate with anyone. You may use Linguistics without expending the skill.

Rapid Response: Political, 40 CP [Single Purchase]
Prerequisite: Contact: Political
Once per event, you are able to get a message to your Political Contact that requires a fast response. Deliver your message to the plot center in writing, and a response will be sent out to you within an hour.

Social Networking, 50 CP [Multiple, Increase Per Purchase]
Prerequisite: A contact from the Basic Social Skill Tree
Each purchase of this skill increases the reliability and access to one of your contacts. You may purchase this skill once for each of your contacts.

Mad Scientist Specialized Skill Tree

Prerequisites: 200 points in Alchemy Skills, 200 points in Chemistry Skills
Reaching further than anyone would normally dare, the Mad Scientist delights in transforming components and items in ingenious ways. The transformed components and items may be used by anyone with the appropriate Skill. There may be additional effects for those who attempt use of a Mad Scientist’s work without proper knowledge.

Aerosol, 50 CP [Single Purchase]
Prerequisite: Explosives
With a special deployment casing you can turn powders with Packet delivery to powders with Cluster 5 delivery.

Injectable, 50 CP [Single Purchase]
With this skill you are able to turn potions into a form that can be used in conjunction with the Administer Pharmaceuticals skill.

Reclamation, 50 CP [Single Purchase]
Usage: Between Events
With this skill you may revert potions, pharmaceuticals, and certain other items to their original components. Items must be turned in at check out to use this skill.

Transmogrification, 40 CP [Multiple, Increase Per Purchase]
Prerequisite: Research: Alchemy and Research: Chemistry
With the first purchase of this skill you may combine 2 common components to synthesize 1 uncommon component. With a second purchase of this skill you may combine 2 uncommon components to synthesize 1 rare component.
Recipes used with this skill must be researched. You may purchase this skill twice.

Weird Science, 50 CP [Single Purchase]
With this skill you may combine one Alchemy process with one Chemistry process to produce new mixtures. Recipes used with this skill must be researched.

Spellblade Specialized Skill Tree

Prerequisites: 200 points in Basic Magic Skills, 200 points in Basic Melee Skills
Restrictions: Only one school of magic. Spell blade skills require the use of a special in-game crafted weapon.
Long before the Collapse, warriors of Thislan learned how to wield weapons and magic in tandem – enchanting their blades in order to bring down a foe more effectively. Spellblades not only cast magic upon their weapons, but channel magic through their weapons to devastating effect.

Energy Weapon, 40 CP [Single purchase]
Usage: 2 Mana
You may expend 2 mana to enchant your weapon with your school of magic. Call [school] on your next attack. It may be combined with a called attack (i.e. Fire Maim)

Nullblade, 50 CP [Single Purchase]
Prerequisite: Energy Weapon
Usage: 2 Mana
State “Null” before your next attack. Attack may land on any valid target. Does special damage to certain magical based species.

Resist School, 40 CP [Multiple, Increase Per Purchase]
Each purchase allows you to resist a spell of your school.

Spell Strike, 50 CP [Multiple, Increase Per Purchase]
Prerequisite: Energy Weapon
For each purchase of this skill, you learn how to cast a spell through your weapon. Once you choose a spell it is locked in and cannot be changed.

Vitality, 40 CP [Multiple, Increase Per Purchase, Max 2]
Prerequisite: 4 Health Pool
Each purchase of this skill increases your Max Health Pool by 1