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Skills List

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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. 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.

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
Charm Invocation 5 Magic points
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 Apothecary Once per day
Imbuer 6 Alchemist Work units
Amalgams 8 Imbuer Work units
Poisoner 6 Alchemist Work units
Antidotes 8 Poisoner Twice per day
Alchemical Analysis 8 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 Sculptor Special
Tailor 3 Artisan Work units
Jury Rig 12 Any 3 of Carpenter, Glassblower, Papermaker, Sculptor and Tailor Once per day

Blacksmith

Skill Points Cost Prerequisites Use
Armourer 8 Blacksmith Work units
Hardening 8 Armourer Work units
Weaponsmith 8 Blacksmith Work units
Metallurgist 6 Weaponsmith Work units

Jeweller

Skill Points Cost Prerequisites Use
Device Proficiency 5 Scoundrel Twice per day
Gemcutter 6 Jeweller Work units
Gem Cleansing 12 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 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 Greater Corporeal Spellcasting Magic points
Diamond Body 8 Greater Corporeal Spellcasting Magic points
Exalted Corporeal Spellcasting 12 Greater Corporeal Spellcasting Magic points
Fast Healing 8 Greater Corporeal Spellcasting Permanent

Elemental Sorcery

Skill Name Points Cost Prerequisite Use
Greater Elemental Spellcasting 8 Elemental Spellcasting Magic points
Exalted Elemental Spellcasting 12 Greater Elemental Spellcasting Magic points
Gift of Air 8 Greater Elemental Spellcasting Magic points
Gift of Earth 8 Greater Elemental Spellcasting Magic points
Gift of Fire 8 Greater Elemental Spellcasting Magic points
Gift of Water 8 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 Greater Spiritual Spellcasting Magic points
Exalted Spiritual Spellcasting 12 Greater Spiritual Spellcasting Magic points
Unbreakable Will 8 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 Demonology Twice per day
Exalted Demonology 12 Demonology Magic points

Necromancy

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

Thaumaturgy

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

Invocation

Skill Name Points Cost Prerequisite Use
Talisman Invocation 5 Charm Invocation Magic points

Ritual Magic

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

Extra Magic Points

Skill Name Points Cost Prerequisite Use
Extra Magic Points 1-10 Magician Archetype and any spell casting skill Permanent

Note: Maximum of 10 Extra Magic Points. Extra Magic Points cannot be taken as a cross-archetype skill.

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

Beastmaster

Skill Name Points Cost Prerequisites Use
Beast Empathy 6 Ranger Twice per day
Beast Command 8 Beast Empathy Twice per day

Diplomat

Skill Name Points Cost Prerequisites Use
Detect Lies 6 Intuition Twice per day
Diplomat’s Insight 6 Evaluate Twice per day
Friendly Face 8 Diplomat’s Insight Twice per day
Silver Tongue 8 Diplomat’s Insight Twice per day

Hunter

Skill Name Points Cost Prerequisites Use
Hunter’s Insight 8 Ranger Twice per day
Hunter’s Mark 12 Hunter’s Insight Once per day

Siege Weapons

Skill Name Points Cost Prerequisites Use
Siege Weapons 4 Projectile Weapons Permanent
Siege Engineer 6 Siege Weapons Permanent

Stealth

Skill Name Points Cost Prerequisites Use
Chameleon 6 Ranger or Scoundrel Twice per day
Move in Cover 10 Chameleon Once per day

Subterfuge

Skill Name Points Cost Prerequisites Use
Subterfuge 5 Scoundrel Twice per day

Tracker

Skill Name Points Cost Prerequisites Use
Tracking Proficiency 5 Ranger Twice per day
Pathfinder 8 Tracking Proficiency Twice per day
Trapper 6 Ranger Work units

Traps and Locks

Skill Name Points Cost Prerequisites Use
Device Proficiency 5 Scoundrel Twice per day
Wardbreaker 8 Device Proficiency Permanent

Treachery

Skill Name Points Cost Prerequisites Use
Dirty Fighting 6 Scoundrel Twice per day
Treacherous Blow 5 Scoundrel Twice per day
Killing Blow 12 Treacherous Blow Twice per day
Knockout Blow 10 Treacherous Blow Twice per day
Poisoned Blow 8 Treacherous Blow 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
Heroic Charge 6 Fearlessness Twice per day
Berserker 12 Heroic Charge Once per day

Defence

Skill Name Points Cost Prerequisites Use
Sturdy Shield 6 Shield Twice per day
Immovable Shield 8 Sturdy Shield Twice per day
Defend Others 6 Sense Magic Twice per day

Destruction

Skill Name Points Cost Prerequisites Use
Strikedown Blow 6 Long Weapons Twice per day
Crushing Blow 10 Strikedown Blow Twice per day

Leadership

Skill Name Points Cost Prerequisites Use
Inspiration 6 Iron Will Twice per day
Rallying Cry 12 Inspiration Once per day
Battlefield Insight 5 Intuition Twice per day
Strategic Insight 6 Battlefield Insight Twice per day

Magical Warrior

Skill Name Points Cost Prerequisites Use
Armoured Caster 8 Light Armour Twice per day

Precision

Skill Name Points Cost Prerequisites Use
Dirty Fighting 5 Scoundrel Twice per day
Disarming 6 Twice per day
Confusing Blow 6 Disarming Twice per day
Piercing Blow 10 Disarming Twice per day

Strength

Skill Name Points Cost Prerequisites Use
Strong Blow 6 Body Development Twice per day
Strength 12 Greater Body Development and Strong Blow Twice per day
Carry Others 6 Body Development Twice per day

Armour

Skill Name Points Cost Prerequisites Use
Medium Armour 2 Light Armour Permanent
Heavy Armour 2 Medium Armour Permanent
Armour Proficiency 6 Light Armour At will
Through Defence 6 Armour Proficiency Twice per day

Toughness

Skill Name Points Cost Prerequisites Use
Greater Body Development 6 Body Development Permanent
Exceptional Body Development 10 Greater Body Development 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.