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Skills List: Difference between revisions

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:*'''Type:''' There are two broad levels of skill: '''[[#General Skills|general skills]]''', which anyone can learn at any time, and '''archetype skills''', which are specific to one or more of the four archetypes, [[#Creator Skills|creator]], [[#Magician Skills|magician]], [[#Scout Skills|scout]] and [[#Warrior Skills|warrior]]. Characters can learn skills outside their own archetype, but are limited in how many points they can spend on them.
:*'''Type:''' There are two broad levels of skill: '''[[#General Skills|general skills]]''', which anyone can learn at any time, and '''archetype skills''', which are specific to one or more of the four archetypes, [[#Creator Skills|creator]], [[#Magician Skills|magician]], [[#Scout Skills|scout]] and [[#Warrior Skills|warrior]]. Characters can learn skills outside their own archetype, but are limited in how many points they can spend on them.

:*'''Use:''' Not every skill can be used equally readily. Some skills are '''permanent''' and constantly active; some need to be activated, but can be used '''at will'''; some can be used '''once per day''' or '''twice per day'''. Some cost '''[[Creation#Work Units|work units]]''' or '''[[Magic#Magic Points|magic points]]''' to use, instead of having a specified number of uses; the number of work units or magic points a character receives per day is partly based on the number of these skills they know.
:*'''Use:''' Not every skill can be used equally readily. Some skills are '''permanent''' and constantly active; some need to be activated, but can be used '''at will'''; some can be used '''once per day''' or '''twice per day'''. Some cost '''[[Creation#Work Units|work units]]''' or '''[[Magic#Magic Points|magic points]]''' to use, instead of having a specified number of uses; the number of work units or magic points a character receives per day is partly based on the number of these skills they know.
:*'''Cost:''' The cost in '''experience points''' to choose the skill at [[Character Creation#Skills|character creation]] or through [[Character Progression#Experience|experience]]. Skills can alternatively be [[Training|trained]] at a cost in [[Character Progression#Study Units|study units]], which doesn’t cost experience, but the point value is still added to the character’s total, counting against their [[Character Progression#Points Cap|points cap]].
:*'''Prerequisites:''' Most archetype skills have other skills as '''prerequisites''', or are limited to characters from that archetype (i.e. they cannot be learned as [[Character Creation#Cross-Archetype Skills|cross-archetype skills]]). Some have multiple prerequisites (e.g. [[Demonology]] requires both [[Elemental Spellcasting]] ''and'' [[Spiritual Spellcasting]]), while some have alternative prerequisites (e.g. [[Chameleon]] requires knowledge of either [[Ranger]] ''or'' [[Scoundrel]]).
:*'''Progression:''' Many skills are, in turn, prerequisites for other skills, listed here for reference.


Note that some skills (marked here with a *) require absolute focus. Any character can know at most '''one''' of these skills.
:*'''Cost:''' The cost in character points to choose the skill at character creation, or through [[Character Progression#Experience|experience]] to learn later on. Skills can alternatively be [[Training|trained]] at a cost in [[Character Progression#Study Units|study units]], which doesn’t cost experience, but the point value is still added to the character’s total, counting against their [[Character Progression#Points Cap|points cap]].

:*'''Prerequisites:''' Some general skills – and most archetype skills – have other skills as prerequisites. Some have multiple prerequisites (e.g. [[Demonology]] requires both [[Elemental Spellcasting]] ''and'' [[Spiritual Spellcasting]]), while some have alternative prerequisites (e.g. Chameleon requires knowledge of either [[Ranger]] ''or'' [[Scoundrel]]).


==General Skills==
==General Skills==
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==Warrior Skills==
==Warrior Skills==


{{Warrior Skills}}
===Body Development===

{| class="wikitable"
! Skill Name !! Points Cost !! Prerequisites
|-
| [[Body Development]] || 6 ||
|-
| [[Greater Body Development]] || 6 || [[Body Development]]
|-
| [[Exceptional Body Development]] || 10 || [[Greater Body Development]]
|-
| [[Strong Blow]] || 6 || [[Body Development]]
|-
| [[Strength (skill)]] || 12 || [[Greater Body Development]] and [[Strong Blow]]
|-
| [[Carry Others]] || 6 || [[Body Development]]
|-
| [[Disarming]] || 6 || [[Body Development]]
|-
| [[Dirty Fighting]] || 5 || [[Disarming]]
|-
| [[Confusing Blow]] || 6 || [[Disarming]]
|-
| [[Piercing Blow]] || 10 || [[Disarming]]
|}

===Long Weapons===

{| class="wikitable"
! Skill Name !! Points Cost !! Prerequisites
|-
| [[Long Weapons]] || 6 ||
|-
| [[Strikedown Blow]] || 6 || [[Long Weapons]]
|-
| [[Crushing Blow]] || 10 || [[Strikedown Blow]]
|}

===Light Armour===

{| class="wikitable"
! Skill Name !! Points Cost !! Prerequisites
|-
| [[Light Armour]] || 2 ||
|-
| [[Medium Armour]] || 2 || [[Light Armour]]
|-
| [[Heavy Armour]] || 2 || [[Medium Armour]]
|-
| [[Armour Proficiency]] || 6 || [[Light Armour]]
|-
| [[Through Defence]] || 6 || [[Armour Proficiency]]
|-
| [[Armoured Caster]] || 8 || [[Light Armour]] and any spellcasting skill
|}

===Defence===

{| class="wikitable"
! Skill Name !! Points Cost !! Prerequisites
|-
| [[Shield]] || 4 ||
|-
| [[Sturdy Shield]] || 6 || [[Shield]]
|-
| [[Immovable Shield]] || 8 || [[Sturdy Shield]]
|-
| [[Defend Others]] || 6 || [[Sense Magic]]
|}

===Resistencies===

{| class="wikitable"
! Skill Name !! Points Cost !! Prerequisites
|-
| [[Fearlessness]] || 4 ||
|-
| [[Immune to Fear]] || 6 || [[Fearlessness]]
|-
| [[Heroic Charge]] || 6 || [[Fearlessness]]
|-
| [[Berserker]] || 12 || [[Heroic Charge]]
|-
| [[Immune to Body Effect]] || 6 || [[Iron Body]]
|-
| [[Inspiration]] || 6 || [[Iron Will]]
|-
| [[Rallying Cry]] || 12 || [[Inspiration]]
|-
| [[Resist Exalted Magic]] || 8 || [[Resist Magic]]
|}

===Intuition===

{| class="wikitable"
! Skill Name !! Points Cost !! Prerequisites
|-
| [[Intuition]] || 5 ||
|-
| [[Battlefield Insight]] || 5 || [[Intuition]]
|-
| [[Strategic Insight]] || 6 || [[Battlefield Insight]]
|}

Latest revision as of 21:16, 16 October 2024

All standard skills can be chosen at character creation or learned later on, provided the character meets the prerequisites and hasn’t reached their points cap.

Skill descriptions include the following details:

  • Type: There are two broad levels of skill: general skills, which anyone can learn at any time, and archetype skills, which are specific to one or more of the four archetypes, creator, magician, scout and warrior. Characters can learn skills outside their own archetype, but are limited in how many points they can spend on them.
  • Use: Not every skill can be used equally readily. Some skills are permanent and constantly active; some need to be activated, but can be used at will; some can be used once per day or twice per day. Some cost work units or magic points to use, instead of having a specified number of uses; the number of work units or magic points a character receives per day is partly based on the number of these skills they know.
  • Cost: The cost in experience points to choose the skill at character creation or through experience. Skills can alternatively be trained at a cost in study units, which doesn’t cost experience, but the point value is still added to the character’s total, counting against their points cap.
  • Prerequisites: Most archetype skills have other skills as prerequisites, or are limited to characters from that archetype (i.e. they cannot be learned as cross-archetype skills). Some have multiple prerequisites (e.g. Demonology requires both Elemental Spellcasting and Spiritual Spellcasting), while some have alternative prerequisites (e.g. Chameleon requires knowledge of either Ranger or Scoundrel).
  • Progression: Many skills are, in turn, prerequisites for other skills, listed here for reference.

Note that some skills (marked here with a *) require absolute focus. Any character can know at most one of these skills.

General Skills

General skills are available to everyone, both at character creation and via experience or through training, with no restrictions aside from their total points cap.

Combat Skills

Skill Points Cost Use
Light Armour 2 Permanent
Long Weapons 4 Permanent
Projectile Weapons 6 Permanent
Shield 4 Permanent
Thrown Weapons 2 Permanent
Two Weapons 3 Permanent

Creation Skills

Skill Points Cost Use
Alchemist 6 Work units
Artisan 6 Work units
Blacksmith 6 Work units
Jeweller 6 Work units
Surgeon 6 Work units

Lore Skills

Skill Points Cost Use
Evaluate 5 At will
Foraging 4 Once per day
Gathering 4 Once per day
Ranger 5 At will
Scholar 5 Twice per day
Scoundrel 5 At will
Scrounging 4 Once per day

Magical Skills

Skill Points Cost Use
Corporeal Spellcasting 6 Magic points
Elemental Spellcasting 6 Magic points
Ritual Magic 6 At will
Sense Magic 5 At will
Spiritual Spellcasting 6 Magic points

Personal Skills

Skill Points Cost Use
Body Development 6 Permanent
Fearlessness 4 Twice per day
Intuition 5 Twice per day
Income 4+ Permanent
Iron Body 5 Twice per day
Iron Will 6 Twice per day
Resist Disease 4 Twice per day
Resist Magic 6 Twice per day
Resist Poison 5 Twice per day
Resources 4+ Permanent

Creator Skills

Alchemist

Skill Points Cost Prerequisites Use
Apothecary 6 Alchemist Work units
Concoction* 12 Creator Archetype and Apothecary Once per day
Imbuer 6 Alchemist Work units
Amalgams 8 Creator Archetype and Imbuer Work units
Poisoner 6 Alchemist Work units
Antidotes 8 Creator Archetype and Poisoner Twice per day
Alchemical Analysis 8 Creator Archetype and any 2 of Apothecary, Imbuer and Poisoner Work units

Artisan

Skill Points Cost Pre-requisites Use
Carpenter 3 Artisan Work units
Glassblower 3 Artisan Work units
Papermaker 3 Artisan Work units
Sculptor 3 Artisan Work units
Sapper 5 Artisan Special
Tailor 3 Artisan Work units
Jury Rig* 12 Creator Archetype and any 3 of Carpenter, Glassblower, Papermaker, Sculptor and Tailor Once per day

Blacksmith

Skill Points Cost Prerequisites Use
Armourer 8 Blacksmith Work units
Weaponsmith 8 Blacksmith Work units

Jeweller

Skill Points Cost Prerequisites Use
Device Proficiency 5 Scoundrel Twice per day
Gemcutter 6 Jeweller Work units
Gem Cleansing* 12 Creator Archetype and Gemcutter Work units
Goldsmith 6 Jeweller Work units
Locksmith 6 Jeweller Work units
Mechanician 10 Locksmith Work units

Surgeon

Skill Points Cost Prerequisites Use
Anatomist 6 Surgeon Work units
Improved Surgery 6 Surgeon At will
Improved Sanctuary 6 Creator Archetype and Improved Surgery At will
Physician 6 Surgeon Work units
Tattooist 6 Surgeon Work units

Extra Work Units

Skill Name Points Cost Prerequisite Use
Extra Work Units 1-5 Creator Archetype Permanent

Note: Maximum of 5 extra Work Units. Extra Work Units cannot be taken as a cross-archetype skill.

Resistences

Skill Name Points Cost Prerequisite Use
Immune to [Disease] 4 Resist Disease Permanent
Immune to [Poison] 5 Resist Poison Permanent

Note: Any character may have a maximum of 3 immunities in total.

Other

Skill Points Cost Prerequisites Use
Creator’s Insight 5 Any Creator skill Twice per day

Magician Skills

Corporeal Sorcery

Skill Name Points Cost Prerequisite Use
Greater Corporeal Spellcasting 8 Corporeal Spellcasting Magic points
Corporeal Resistance 8 Magician Archetype and Greater Corporeal Spellcasting Magic points
Diamond Body 8 Magician Archetype and Greater Corporeal Spellcasting Magic points
Exalted Corporeal Spellcasting* 12 Magician Archetype and Greater Corporeal Spellcasting Magic points
Fast Healing 8 Magician Archetype and Greater Corporeal Spellcasting Permanent

Elemental Sorcery

Skill Name Points Cost Prerequisite Use
Greater Elemental Spellcasting 8 Elemental Spellcasting Magic points
Exalted Elemental Spellcasting* 12 Magician Archetype and Greater Elemental Spellcasting Magic points
Gift of Air 8 Magician Archetype and Greater Elemental Spellcasting Magic points
Gift of Earth 8 Magician Archetype and Greater Elemental Spellcasting Magic points
Gift of Fire 8 Magician Archetype and Greater Elemental Spellcasting Magic points
Gift of Water 8 Magician Archetype and Greater Elemental Spellcasting Magic points

Spiritual Sorcery

Skill Name Points Cost Prerequisite Use
Greater Spiritual Spellcasting 8 Spiritual Spellcasting Magic points
Blessing of Chance 8 Magician Archetype and Greater Spiritual Spellcasting Magic points
Exalted Spiritual Spellcasting* 12 Magician Archetype and Greater Spiritual Spellcasting Magic points
Unbreakable Will 8 Magician Archetype and Greater Spiritual Spellcasting Magic points
Oracle 4 Spiritual Spellcasting Magic points

Demonology

Skill Name Points Cost Prerequisite Use
Demonology 8 Elemental Spellcasting and Spiritual Spellcasting Magic points
Demonic Insight 5 Magician Archetype and Demonology Twice per day
Exalted Demonology* 12 Magician Archetype and Demonology Magic points

Necromancy

Skill Name Points Cost Prerequisite Use
Necromancy 8 Corporeal Spellcasting and Spiritual Spellcasting Magic points
Exalted Necromancy* 12 Magician Archetype and Necromancy Magic points

Thaumaturgy

Skill Name Points Cost Prerequisite Use
Thaumaturgy 8 Corporeal Spellcasting and Elemental Spellcasting Magic points
Exalted Thaumaturgy* 12 Magician Archetype and Thaumaturgy Magic points

Invocation

Skill Name Points Cost Prerequisite Use
Charm Invocation 5 Any spellcasting skill Magic points
Talisman Invocation 5 Magician Archetype and Charm Invocation Magic points

Ritual Magic

Skill Name Points Cost Prerequisite Use
Greater Ritual Magic 6 Ritual Magic At will
Higher Ritual Magic 8 Magician Archetype and Greater Ritual Magic At will

Extra Magic Points

Skill Name Points Cost Prerequisite Use
Extra Magic Points 1-10 Magician Archetype Permanent

Note: Maximum of 10 Extra Magic Points.

Resistences

Skill Name Points Cost Prerequisite Use
Immune to [Mind Effect] 6 Iron Will Permanent
Resist Exalted Magic 8 Resist Magic Once per day

Note: Any character may have a maximum of 3 immunities in total.

Scout Skills

Combat Engineer

Skill Name Points Cost Prerequisites Use
Device Proficiency 5 Scoundrel Twice per day
Wardbreaker 8 Scout Archetype and Device Proficiency Permanent
Sapper 5 Artisan Special
Siege Weapons 4 Projectile Weapons Permanent
Siege Engineer 6 Siege Weapons Permanent
Trapper 6 Ranger Twice per day

Politician

Skill Name Points Cost Prerequisites Use
Detect Lies 6 Intuition Twice per day
Diplomat’s Insight 6 Intuition Twice per day
Friendly Face 8 Scout Archetype and Diplomat’s Insight Twice per day
Silver Tongue 8 Scout Archetype and Diplomat’s Insight Twice per day
Subterfuge 5 Scoundrel Twice per day

Rogue

Skill Name Points Cost Prerequisites Use
Chameleon 6 Ranger or Scoundrel Twice per day
Move in Cover 10 Scout Archetype and Chameleon Once per day
Device Proficiency 5 Scoundrel Twice per day
Wardbreaker 8 Scout Archetype and Device Proficiency Permanent
Dirty Fighting 6 Scoundrel Twice per day
Treacherous Blow 5 Scoundrel Twice per day
Killing Blow* 12 Scout Archetype and Treacherous Blow Twice per day
Knockout Blow 10 Scout Archetype and Treacherous Blow Twice per day
Poisoned Blow 8 Scout Archetype and Treacherous Blow Twice per day
Subterfuge 5 Scoundrel Twice per day

Woodcraft

Skill Name Points Cost Prerequisites Use
Beast Empathy 6 Ranger Twice per day
Beast Command 8 Scout Archetype and Beast Empathy Twice per day
Chameleon 6 Ranger or Scoundrel Twice per day
Move in Cover 10 Scout Archetype and Chameleon Once per day
Hunter’s Insight 8 Ranger Twice per day
Hunter’s Mark* 12 Scout Archetype and Hunter’s Insight Once per day
Tracking Proficiency 5 Ranger Twice per day
Pathfinder 8 Scout Archetype and Tracking Proficiency Twice per day

Armour

Skill Name Points Cost Prerequisites Use
Medium Armour 2 Light Armour Permanent

Resistences

Skill Name Points Cost Prerequisites Use
Immune to [Body Effect] 6 Iron Body Permanent
Immune to [Disease] 4 Resist Disease Permanent
Immune to [Poison] 5 Resist Poison Permanent

Note: Any character may have a maximum of 3 immunities in total.

Warrior Skills

Berserker

Skill Name Points Cost Prerequisites Use
Greater Body Development 6 Body Development Permanent
Exceptional Body Development 10 Warrior Archetype and Greater Body Development Permanent
Heroic Charge 6 Fearlessness Twice per day
Berserker* 12 Warrior Archetype and Heroic Charge Once per day
Strikedown Blow 6 Long Weapons Twice per day
Crushing Blow 10 Warrior Archetype and Strikedown Blow Twice per day

Brute

Skill Name Points Cost Prerequisites Use
Carry Others 6 Body Development Twice per day
Greater Body Development 6 Body Development Permanent
Exceptional Body Development 10 Warrior Archetype and Greater Body Development Permanent
Strikedown Blow 6 Long Weapons Twice per day
Crushing Blow 10 Warrior Archetype and Strikedown Blow Twice per day
Strong Blow 6 Body Development Twice per day
Strength* 12 Warrior Archetype, Greater Body Development and Strong Blow Twice per day

Defender

Skill Name Points Cost Prerequisites Use
Armour Proficiency 6 Light Armour At will
Through Defence 6 Warrior Archetype and Armour Proficiency Twice per day
Carry Others 6 Body Development Twice per day
Defend Others 6 Sense Magic Twice per day
Sturdy Shield 6 Shield Twice per day
Immovable Shield 8 Warrior Archetype and Sturdy Shield Twice per day

Duellist

Skill Name Points Cost Prerequisites Use
Armour Proficiency 6 Light Armour At will
Through Defence 6 Warrior Archetype and Armour Proficiency Twice per day
Dirty Fighting 5 Scoundrel Twice per day
Disarming 6 None Twice per day
Confusing Blow 6 Warrior Archetype and Disarming Twice per day
Piercing Blow 10 Warrior Archetype and Disarming Twice per day

Leader

Skill Name Points Cost Prerequisites Use
Battlefield Insight 5 Intuition Twice per day
Strategic Insight 6 Warrior Archetype and Battlefield Insight Twice per day
Inspiration 6 Iron Will Twice per day
Rallying Cry* 12 Warrior Archetype and Inspiration Once per day
Sturdy Shield 6 Shield Twice per day
Immovable Shield 8 Warrior Archetype and Sturdy Shield Twice per day

Magical Warrior

Skill Name Points Cost Prerequisites Use
Armoured Caster 8 Light Armour Twice per day
Armour Proficiency 6 Light Armour At will
Through Defence 6 Warrior Archetype and Armour Proficiency Twice per day
Defend Others 6 Sense Magic Twice per day

Armour

Skill Name Points Cost Prerequisites Use
Medium Armour 2 Light Armour Permanent
Heavy Armour 2 Medium Armour Permanent

Resistences

Skill Name Points Cost Prerequisites Use
Immune to Fear 6 Fearlessness Permanent
Immune to [Body Effect] 6 Iron Body Permanent
Resist Exalted Magic 8 Resist Magic Once per day

Note: Any character may have a maximum of 3 immunities in total.