Skills are the learned capabilities of a character, allowing her to improve over time and attain greater levels of mastery in the kinds of activities she wishes to specialize in.  Skills cost 2 times their level in Experience Points to purchase. They are broken into several categories: Combat, Physical, Professional, and Life skills

Some Skills grant abilities at certain levels that have expended calls, such as earning Leap at Mobility 3. Once earned, additional uses of called out abilities can be purchased for 1 exp each, which allow additional uses of those abilities. You may purchase up to 5 uses of each ability within a Skill. You get the first use as part of buying that rank of the base Skill.  You may not purchase "additional uses" for a skill you do not yet know in anticipation of it raising artificially through Devotion or other circumstances.

Each skill also has a bonus ability that may be granted by taking the Hone Downtime at a qualifying location.  See The City for more information on these actions.


With 0 ranks in a particular weapon skill, you can hold and strike with that category of weapon, but you may not use any Perks of the weapon or physically parry with the weapon. A physical parry counts as a strike to the wielder’s weapon arm.

The Archery skill is training in the ability to accurately fire and load bows and crossbows.
1. May draw, load and fire the weapon.
2. May call Dodge and Steady with the weapon in hand.
3. May use Basic Maneuvers that rely on the weapon.
4. Gain the Snipe ability.  May learn and use Advanced Maneuvers that rely upon Archery.

Passive Ability
Preferred Call: "Strike!"
With a knocked arrow readied and drawn, you may aim at a target up to 50 yards away.  If they have not taken any steps since you began aiming after 30 seconds, you may call "Strike!" against them, specifying your target by name or description if necessary.

5. Skewer Ability

Active Uses 
Preferred Call: Point at the target and call " Quick Leg Strike"
Refresh: Rest
With a knocked arrow readied, you may indicate one target within your bow range and call a hit to a leg that cannot be Dodged.

Honed:  You may use the Snipe ability on moving targets, so long as they remain in your 50 yard range.

The Brawl skill is the ability to fight effectively with unarmed strikes and prevent others from acting or moving by forcing them into a grapple. Brawl has two uses, Grab and Punch. Each rank of Brawl allows one additional use of either call that expend from a common pool.  Brawl uses refresh one use every 10 seconds until full again.
Restriction: You must have at least one hand free to use Brawl. 

Active Uses
Punches and strikes from the fighter can cause pain and disorientation. Punches can be Parried or Dodged, but can only be attempted against unarmed targets without special training from a maneuver.  Heavy Armor mitigates these attacks but anything less does not. Depending on the area touched, the punch has a differing effect. Punches to the limbs give the Pain effect. Punches to the front of the torso give the target Winded, and punches to the back of the torso give the target Stunned.  Upon the 3rd Stun delivered this way, the brawler may call "Blackout" to knock out the opponent.
Preferred Call: The player must place their open palm on a body part and call the appropriate effect, e.g. "Stun"
Refresh: 10 seconds per additional use.
Restriction: You must have at least one hand free to use Punch.

Active Uses
You may hold immobile any character that is weaker than you or that cannot break free of your grapple. Targets can expend Grabs of their own if they have them to cancel your Grab.  Feat of Strength may be used to break a grapple, drag a character away at a walking pace, or to cancel the same ability.

In a grapple, the duration of a "Clash" between the two wrestlers is every 3 seconds.  After a defense is called to cancel a grapple, you may break free after 3 seconds if the aggressor does not call an additional Brawl to keep you restrained. This continues until the defender escapes or is unable or unwilling to call additional defenses to escape. During a grapple, neither target may use the Parry skill or any weapon longer than 24", such as most Light Weapons and Pistols. If an additional character dogpiles on the victim of the original Grapple by placing his hand on their shoulder as well, that character may use his own Grab skill to cancel attempts to escape and is considered part of the grapple and subject to the same restrictions.

Preferred Call: Place hand on target's shoulder or limb and call "Grab"
Refresh: 10 seconds per additional use.
Restriction: You must have at least one hand free to use Grab.

Honed:  The third Punch attack on the same limb in a battle, you may call Strike on that limb instead of Pain.

The Dodge skill is training in high speed combat dodges, relying on swift, sudden movement that spoils the aim of melee attacks, spells, and ranged attacks. Dodge cancels all damaging attacks that hit the character during a Clash, except those hits which have the "Quick" perk. Quick hits bypass Dodge. Additional ranks of this Skill grant additional uses of Dodge.
Preferred Call: "Dodge"
Refresh: Rest
Restriction: Dodge cannot be used while wearing Medium or Heavy Armor.

Honed: You may take the "Quick" weapon perk as "Power" instead, able to spend any two available defenses to stop it.

The Firearms skill is training with dwarven-made long rifles and man-made pistols, their maintenance and firing operations.
Preferred Call: Capgun shot
Secondary Call: "BANG!"
Restriction: Firearms may not be used to physically parry or call Parry defenses.
1. May fire, reload, and maintain the weapon. 
2. May call Dodge and Steady with the weapon in hand.
3. May use Basic Maneuvers that rely on the weapon.
4. Gain the Perfected Maintenance ability.  May learn and use Advanced Maneuvers that rely upon Firearms.

Perfected Maintenance
Your rigorous care, oiling, fitting, filing, customizing and polish of your weapon means that your weapon is unaffected by wet climate, weather and rain.

5. Quick Shot Ability

Quick Shot
Active Uses
Preferred Call:  As normal Firearms usage
Refresh: Rest
You may add Quick to a single shot with a Firearm.

Honed: Perfectly able to measure your black powder with absolutely no waste, you can take twice as many shots with the same powder.  

Heavy Weapons
The Heavy Weapons skill is training with large, two-handed weapons of a size 42 and larger.
1. May physically parry with the weapon. 
2. May utilize Perks on Heavy Weapons.
3. May use Basic Maneuvers that rely on the weapon.
4. Gain the Momentum ability.  May learn and use Advanced Maneuvers that rely upon Heavy Weapons.

Passive Ability
Preferred Call: "Slam!"
You may perform a 360 degree spin before hitting an opponent.  If you physically connect with the target or weapon, even if they spend a Defense to negate any damage dealt, you may call Slam.  Complete the the spin before striking for safety reasons.

5. Cleave Ability

Active Uses
Preferred Call: "Strike"
Refresh: Rest
You may swing your sword in a 180 degree arc in front of a set of nearby opponents and declare a viable hit zone (if desired). Each of them take a hit to the desired location, which can be defended against normally.  If unspecified, the body is default.  Using Cleave starts a Clash.

Honed: You gain extra advantage out of certain weapon Perks.  Your Mighty cause Disarm against weapons they strike;  Your Sundering attacks can Sunder items in 2 hits instead of 3; Your Driving attacks crush heavy armor beneath them - if your heavy armored opponent calls an Armor defense, call Stun.   You may choose one of these advantages at a time.

Light Weapons
The Light Weapons skill is training with small, light weapons that are good for tight spaces and sudden attacks, of a size of 24 inches or shorter.
1. May physically parry with the weapon. 
2. May utilize Perks on Light Weapons.
3. May use Basic Maneuvers that rely on the weapon.
4. Gain the Backstab ability.  May learn and use Advanced Maneuvers that rely upon Light Weapons.

Passive Ability
Preferred Call: As normal Light Weapon use.
You know how to capitalize on a critical moment and deliver deadly harm.  When attacking an opponent with a Light Weapon to the back of the torso area, the weapon counts as Driving.

5. Slice Ability

Active Uses
Preferred Call: Indicate a target in melee range and call "Strike"
Refresh: Rest
Restriction: Must have a light weapon on your person and available
You may indicate a target and then declare a hit on any location on their body, which may be defended against normally, and then draw your light weapon afterward if not already holding it. Slice can be used multiple times in the same Clash - this case, call "Strike" as if it had an extra Power for each use expended.  For multiple targets, if necessary, point to indicate which target is affected.  Weapons lose any other Perks during Slice.

Honed:  Even if a Defense is called successfully, your Backstab attacks also cause Bleed, delivering a shallower cut instead.  This also is suitable to deliver intravenous poison.

Medium Weapons
The Medium Weapons skill is training with the broad category of balanced weapons between 24 and 42 inches in length.
1. May physically parry with the weapon. 
2. May utilize Perks on Medium Weapons.
3. May use Basic Maneuvers that rely on the weapon.
4. Gain the Beat ability.  May learn and use Advanced Maneuvers that rely upon Medium Weapons.

Passive Ability
Preferred Call: "Strike"
You are able to use leverage and momentum to make solid attacks from improbable angles, using the opponents own force, weapon position, and entanglement against them.  Your Medium Weapon attacks now ignore the rule that a significantly interfered with attack is considered disabled, and if your weapon touches the opponent at all, even after impacting their weapon, it is still a hit, and you may call "Strike <location>" when you make any kind of impact.  Normally, a weapon interfering significantly with your attack makes it ineffective.  This ability is always on once learned.

5. Riposte Ability

Passive Ability
Preferred Call: "Strike"
You are a true master, able to be on both attack and defense at all times, wasting nothing and giving up no ground, no loss of tempo that doesn't buy you back advantage with interest.  Upon receiving three individual hits from the opponent's weapon to your own weapon you may immediately call "Strike" against your opponent.

Honed:  When you call "Strike", you may also refresh a spent Combat Maneuver.

The Parry skill is training in deflecting incoming melee attacks using your weapon or shield, batting aside harm with physical force. Parry cancels all damaging attacks that hit the character during a Clash, except those hits which have the "Mighty" perk. Mighty hits bypass Parry. Additional ranks of this Skill grant additional uses of Parry.
Preferred Call: "Parry"
Refresh: Rest
Restriction: Parry can only be used with a weapon or shield currently equipped. Parry cannot be used with firearms or bows.

Honed: You may take the "Mighty" weapon perk as "Power" instead, able to spend any two available defenses to stop it.

The Shields skill is training with the proper use of shields to deflect incoming attacks while still maintaining your overall ability to remain combat aggressive. Carrying a shield with 0 ranks in the skill, or using a shield that is too large for your skill level means that the object is weird and ungainly, as much hindrance as help, and gives you the Winded condition for as long as you have it readied.
1. Small Shields (Bucklers, small rounds; approximately 200 sq inches)
2. Medium Shields (Kite shields, heaters; approximately 500 sq inches)
3. Large Shields (Tower shields; Anything larger than a medium shield is a large shield)
4. Shield Bash - Knockdown one opponent.
5. Block Ability

Active Uses
Preferred Call: "Block"
Refresh: Rest
Restriction: Must have a shield out and ready
You may completely ignore the effects of one melee attack or projectile, including any War Magic, which are stopped completely regardless of Power.

Honed: Your Shield Bash attacks cause Slam instead of Knockdown.

The Steady skill is training for a disciplined fighter to resist tricks and special attacks that might otherwise disable or impede them in combat. Steady cancels any debilitating status effect that might occur in the midst of combat such as Disarm, Blind, Bleed, Pain, Knockdown or otherwise. Each use of Steady cancels all existing applicable effects at once. Additional ranks in this Skill grant additional uses of Steady.
Preferred Call: "Steady" 
Refresh: Rest

Honed: When using Steady to defend against a Condition delivered from a melee attack, you may redirect the same Condition back on your attacker.


The Finesse skill is proficiency with subtle, graceful, and perfect movement and attention to detail.
1. Concealment: Without higher ranks in the Perception skill than your Finesse skill, objects, weapons, treasure or anything else that can be hidden on your person cannot be found in a Search.  You may also hide objects in a cache somewhere in the game world and they will be just as difficult to find.  Leave a "Hidden" card on the item with your Finesse skill listed on it.
2. Legerdemain: You can wriggle free of ropes, manacles and other restraints with about 30 seconds of effort, or squeeze through a really tight space that you can get your head through. You can also use this ability to cheat when gambling: You may place as many dice as your Finesse level on whatever result you wish, or keep a number of cards equal to your Finesse rating in reserve and switch them out invisibly. It takes Perception equal to your Finesse to detect this action.
3. Pickpocket: You may use clothespins to pickpocket items.  If you can pin it upon the costume of a character, a Marshal will go to the person after a time and retrieve a random item from that container. If you suggest a specific item you think is there, the Marshall will get that item, but if it is not there, the attempt fails to get anything. Multiple pins can be placed upon the same container, but must be done one at a time. This can also be used to place items on a character, if necessary.
4. Forgery: Your steady hands allow you to perfectly mimic a signature or wax seal, as well as the talent to age paper and other effects to make a document look believable. This takes half an hour and produces a perfect replica - no mundane form of detection can find the fault. If you have the Literacy ability, you can forge whole letters this way. You may also break and reseal a wax seal binding a letter without damaging it.
5. Weak-Point: You can aim for the tiny connecting points in armor with exceptional accuracy, giving any weapon you throw the Driving perk.

Honed: If you are involved in a Grapple or a melee Clash with an opponent, you may choose to have succeeded in a Pickpocket attempt against that opponent.

The Grit skill is the gradual toughing of the body and mind to endure great amounts of pain, shrug off sickness, and otherwise remain ready to act, even when in poor condition.  Characters with Grit can fight on longer than normal people, able to push themselves past injury, even at their own peril.   For every level of Grit, a character gains one use of the Gristle ability.

Active Uses
Preferred Call: Hold the wounded area and groan defiantly.
Refresh: Full Recovery
You character can ignore their injuries and fight on as normal for one more clash or 10 seconds, which ever comes first.  This means one could swing a weapon with a broken arm, or even stay up when they would otherwise be Downed.  This ability can be used to delay being Downed and continue to fight, or to momentarily recover from being Downed to take a single action as described above.  Bleed-out time from a Downed condition does not continue while Gristle is active.

If a character is Downed, should she recover to become after nearly dying and be in the Battered condition, the character is still beaten and hurt, but overall functional. The injuries as well as the pain and distraction mean that all of a character's Skills are capped at the user's Grit rating. Thus, a character with Grit 2 would be able to use any of their Skills at level 2. This effect occurs automatically if a character recovers from the Downed condition. She fights through the pain and can push herself to the point of partial functionality. A character with at least one rank in the Grit skill can also hobble at a limp even if both legs are injured, where weaker characters would need to be supported by someone else.

Grit is also be used to reduce or resist the effects of poisons and other drugs. The level of any drug, harmful or otherwise, is automatically reduced in efficacy by your levels of Grit. Similarly, Grit gives your character resistance to diseases, and reduces their effect and duration.

Honed:  If the dangerous situation ends while you are still using Gristle and you can go directly to sitting down for Rest, you may end Rest without having been Downed and do not become Battered.

The Stealth skill is training in careful balance, concealment and quiet grace that allows the user to remain unseen whether still or moving. For each rank of the Stealth skill, the character may take one slow, crouching step from their original point of activating stealth. These steps are performed from a fully crouched position and can be no farther than a single leg extension. After all steps are exhausted, in order to take more steps the character must leave Stealth for at least 3 seconds, and then re-enter it. Entering Stealth requires being against a wall, a corner, or full or partial cover, and requires dark clothing to be worn. Very dark shadows count as partial cover for Stealth. Taking steps in Stealth while wearing Medium or Heavy Armor counts as "making noise" per Alertness.

If a character is in Stealth and they are able to gently place their weapon under the chin of a character who is not Alerted, they can Down that character with a single attack at will, or keep them at their mercy. This is referred to as an Assassination attack. The victim may not call any defenses against Assassination, including Toughness. Stalwart characters are treated as Winded instead of Downed by this attack.  If the target is wearing armor on their throat, such as a coif or gorget, the armor may prevent this attack unless the weapon can normally bypass it, such as Driving weapons.  Normal attacks made from Stealth (non-assassination attacks), as well as Leaping, yelling, channeling or otherwise drawing attention to yourself directly cause the character to leave Stealth.

Preferred Call: Silently cross hands or weapons above your head.
Secondary Call: "Stealth"
Restriction: Dark clothing, must be against a wall, corner or have partial cover. You may not successfully enter Stealth without breaking line of sight for a character you wish to hide from.

Honed:  interacting with the environment does not break Stealth.  You may open, creep through then close a door, remove an unsecured item from a table, even speak out loud, your voice echoing from a difficult to find location.   Reply "Stealth" if challenged by characters whether they see you.   Changes to the room may be noticed at the end of the scene.  Attacks from Stealth still reveal you.

The Mobility skill is training in climbing, running, jumping, acrobatics and other difficult feats of personal movement.
Mobility skills are only usable in Medium Armor or lighter.  Wearing Heavy Armor is too strenuous and restrictive for the abilities of this skill.

1. Gain the Climb ability

Passive Ability
Preferred Call: Place hand on a tall object and say "Climb."
Restriction: Must have at least one hand free.
Climbing allows a character to be assumed to be upon an object up to 10 feet tall. Any Ranged attacks must be performed by characters that are an appropriate distance backward from the target. Characters who climb can run their hand along the surface of the object to indicate that they are moving along the upper side of the object, such as a building. Climb ends when you remove your hand, and you are assumed to have climbed down.
If another character uses Climb, they may engage you normally, and both of you are assumed to be standing on top of the object. If either character takes damage or is forced to remove their hand from the surface, they fall and suffer whatever consequences are appropriate, usually a hit to the body that can only be stopped with Toughness. If a character removes her hand willingly while not otherwise harassed, she can climb down safely. Climbing while in Stealth uses 1 step.

2. Gain the Evasion ability

Passive Ability
Preferred Call: "Dodge"
Immediately after you are struck in combat or any other time you wish, you may take a tumble as per the Tumble Maneuver. Doing so grants you one free Dodge which must be used immediately.  

3. Gain the Leap ability

Active Uses
Preferred Call:  Cross your hands over your head
Refresh: Rest
The character may perform an acrobatic leap, deftly tumbling and moving through and over obstacles.  She may immediately move to a new location up to three strides away without being subject to attack.  Attacks which hit her within this time can be resolved with a "Block" call at the end of the Leap.  Leap can also cross superficial obstacles such as bushes, rocks, or some walls, and if physically necessary a different route can be taken that involves more than three strides to get there.
Leap can be called while using Climb to reach the top of an object within range, and the character is assumed to land on top of the new location where Climb continues as before.  

4. Gain the Escape ability: 

Passive Ability
The character is able to break free of a situation, finding an unlikely route, creating an obstruction, or plainly outrunning pursuers, and can make a dash for freedom. If a character can get 20 feet from her closest pursuer, she can use Escape to use her speed or surroundings to prevent pursuers from reasonably continuing the chase.
Preferred Call: "Escape!"
Refresh: Rest
Restriction: A character that is just as adroit as her quarry can match the character speed for speed, path for path and trick for trick. A character that also has the Escape ability available can simply continue the chase as normal, unaffected by the Escape ability, though doing so consumes theirs as well until they rest.

5. Gain the Poise ability:

Passive Ability
The character is powerful and graceful, able to dance in and out of blades, using perfect footwork to turn the enemy's position against itself and strike like an asp as razors fly.  If the character physically dodges out of the way of an attack, wherein the attack would certainly have hit them if they did not physically move, she gains an immediate Dodge, which is lost if not used at the end of that Clash.
Preferred Call: "Dodge"

Honed:  You may use Leap as a Defense reply to ranged attacks such as archery, firearms or war magic, leaping to a new location before it hits you.  To evade War Magic your Leap must end outside the targeted area.


The Mercantile skill represents an understanding of business practices, a head for commerce, and professional acumen that allows financial ventures to thrive. Knowledge of advanced financial tactics such as futures and loans, undercutting, market manipulation, debt leverage, arbitrage and other techniques makes characters with this skill shrewd businessmen.
1. Appraise: The character is provided with a list of current prices of relevant goods at start of game. This is the price that trading guilds will charge for goods.
2. Haggling: The character gains the Haggle ability.

Active Uses
Preferred Call: Same as appropriate social skill
Secondary Call: "Persuade." or other appropriate call.
Refresh: Rest
The character gains one free use of Persuade, Seduce, or Sincerity in a financial matter.

3. Contracts: You have the knowledge of language to dictate or write a valid contract. Writing it down still requires Literacy, but you may dictate to another if necessary.
4. Investment - The character may invest commodities or coin in either a risky or conservative investment. One season later, you will get a return on your investment according to a die roll.
Risky: d10: 1-5: Total loss. 6-7: 100% gain 8 200% gain 9: 250% gain 10: 400% gain
Conservative: d10: 1: total loss, 2: half loss, 3-8: 20% gain, 9: 50% gain, 10: 100% gain.)
A character can have one conservative and one risky investment at a time.
5. Marketeer: The character may spend a Downtime action to manipulate the mood of the city, making a good or service either exciting or poison, increasing or decreasing the demand for one good or service such as swords, jewelry, or musicians dramatically as it relates to in game characters and contracts.  Demand returns to normal the next event.

Honed:  You may spend 1 Gold or 20 Silver in bribes and payments to artificially create and use the Commerce Virtue and spend it as you wish.  See Rulership for more information on City Virtues.


Gathering Skills give an opportunity to gather raw materials from the land as Downtime action.  Gathering skills always require a set of Professional Tools specific to that profession for each person gathering.  Herbalism is the exception to this rule, discussed below.

Aside from Herbalism, the Gathering Skills are Mining, Hunting, Forestry, and Farming.  Each of these  Gathering skills follow this format:

1:  Gather common materials as a Downtime Action.

2:  Gather uncommon materials as a Downtime Action.

3:  Folkwise - Use ancient lore to know of special problems and opportunities at Check-in each event related to your field of expertise.

4: Conservation actions can be taken to improve the land quality for better gathering.

5: Gather large scale Supply units for city construction and armies, useful for Rulership.  

For the more detailed explanation of each Gathering Skill, see Stewardship.

Honed: Gathering Skills gain a special, advanced Folkwise knowledge.  By reconstructing legends and stories, you may undertake a Trial, are able to learn the means of attaining special, magical materials that can be used to create wondrous items, if the quest is successful.

Every event, Staff will tag plants in the surrounding environs with bright orange colored numbered tags. Only characters with Herbalism can see and collect these tags.
See Herbs in the Trade and Production area for more details.

1. 1 trait revealed
2. 2 traits revealed
3. 3 traits revealed
4. Cultivate: You are able to maintain a garden of your own wild plants and are able to domesticate them. By destroying an herb for its seeds and other materials, you can cultivate a new generation of it. One Season (2 events) after using Cultivate, you gain 1d10 new plants of the same type as you planted.  You may maintain a garden of up to 5 herbs this way.
5. Cross-Breeding: You are able to hybridize plants to breed herbs to your specific needs. At the start of each game, you receive an herb with the traits of your choice.

Honed:  You know the dark prayers to the Mother of the Woods, which change frequently to the time of year and other circumstances,  able to whisper the soft venerations to the plants as you cut them with a hand sickle you have blessed.  Herbs that you gather from the forest may be attached with green flagging tape, and are called "Awake", and they remain so for one event.  Awakened herbs can be used by some Apothecaries to create magical potions.  Using this ability is considered heretical.


Craft skills are a subsection of Professional skills. All craft skills require Professional Tools (Specific Craft) in order to use the skill.

1. Perform servicesrepairs, maintenance, salvage and assemble goods.
2. Create goods from Scrap Leather
3. Create goods from Heavy Leather
4. Customize leather goods, adding a Flaw to gain a Perk.
5. Create Masterpiece works, adding a Perk.

Honed:  You may craft during an event at twice the normal speed, and may double the amount of crafting you can do during the same Downtime without the need of a Mass Production action.

1. Perform servicesrepairs, maintenance, salvage and assemble goods.
2. Create goods from Softwood
3. Create goods from Hardwood
4. Customize wooden goods, adding a Flaw to gain a Perk.
5. Create Masterpiece works, adding a Perk.

Honed:  You may craft during an event at twice the normal speed, and may double the amount of crafting you can do during the same Downtime without the need of a Mass Production action.

1. Perform servicesrepairs, maintenance, salvage and assemble goods.
2. Create goods from common metals like Soft Iron
3. Create goods from uncommon materials, such as Hard Iron and precious metals like Gold and Silver.
4. Customize metal goods, adding a Flaw to gain a Perk.
5. Create Masterpiece works, adding a Perk.

Honed:  You may craft during an event at twice the normal speed, and may double the amount of crafting you can do during the same Downtime without the need of a Mass Production action.

1. Perform servicesrepairs, maintenance, salvage and assemble goods.
2. Create goods from Hemp
3. Create goods from Wool
4. Customize cloth goods, adding a Flaw to gain a Perk.
5. Create Masterpiece works, adding a Perk.

Honed:  You may craft during an event at twice the normal speed, and may double the amount of crafting you can do during the same Downtime without the need of a Mass Production action.

Mechanics is the science of machinery and other devices.  Learned from the Dwarves, this skill has come into recent practice in the Throne and is revolutionizing life in many different ways, bringing leisure and luxuries where none could be found before.  Those humans who practice the Dwarven art of machining are called mechanists.  Mechanists use their skill to create devices.  Devices come in many different shapes and configurations, and a great deal of experimentation and invention goes into their creation.

Each rank of Mechanics grants the mechanist 3 letters from the Alphabet called codes, which are used in the creation of devices, and you may use two codes per rank in Mechanics in devices that you create, and the ability to use an additional Mechanism in your Devices.  For example, a mechanist with 3 Ranks in the Mechanics skill could create a Device that used up to 3 Mechanisms, each with a code-word of up to 6 letters.

Within each Mechanism the Mechanist uses their codes to form code-words that have desired effects.  More difficult or powerful effects tend to have longer code-words, and thus require more Mechanics skill to use.   A mechanist may gain more codes by increasing their knowledge of Mechanics, but also by breaking down existing machines, Mechanism by Mechanism as a Downtime action.   The Part is destroyed in the process, but the mechanist gains any codes they did not already know when they do so.

More information on mechanical devices can be found in the Mechanisms & Devices section.

Honed: You contribute to the cutting edge advancement of the Mechanist art, helping to unravel the secrets of the Dwarven technology and apply it to human needs.   Choose a field of study within Mechanics - that field moves forward one step toward the next advancement.

Uses herbs to create drugs, poisons and poultices, and food tags to create intoxicants. Higher levels allow different methods of delivery.
1. Ingested (swallowed on purpose, even unknowingly)
2. Intravenous (applied to a blade or needle)
3. Refinement - You may use a second herb to refine the base for later Apothecary work. You may use two herbs to either produce one new herb with 3 traits chosen from among the two herbs, or make a new herb with all 6 traits of both bases. This takes 15 minutes.
4. Inhaled (Holding your hand over your mouth/nose ahead of time blocks 100%, otherwise, always hits everyone in the area)
5. Contact (Needs skin contact to deliver)

Honed:  You know the secret arts and prayers to create magical potions from awakened herbs cut from the forest.  Each plant, such as Velvetleaf or Thunder God Vine, has a unique effect.  The concoction can be prepared in any way you are able, but any Refinement will ruin this effect.  Using this ability is considered heretical.



Social skills may be used to add additional effectiveness to otherwise straightforward attempts to convince, cow, lie to and bargain with other characters. Some characters are more skilled at this than their players might be, and these skills can help those characters accomplish their social objectives. So long as the character meets the requirements of the skill in question, the Skill's effect occurs and any other characters that the user is engaging in conversation are affected. Characters that do not wish to be affected may resist by expending a use of the same skill to counter, or using the Discipline skill. Those characters simply match the hand sign for the skill with their own hand sign to show that they remain unaffected. Using a social skill to counter another social skill consumes one of the defending character's uses of that skill. Characters have as many uses as their ranks in the appropriate Skill of each ability.

Since each Social Skill has a minimum requirement in order to use, there will be cases when a Skill use does not meet that standard.  For instance, Persuade requires that the user make a reasonable argument.  The user of Persuade may fail by saying "Your sister wouldn't have wanted this" to a person who never had a sister, or may simply say "Do this" with no reasoning provided at all.  In cases like these, the defender can ignore the call by doing the "Discipline" gesture, a dismissive hand wave, but they must state the reason that that approach failed, such as "But, sir, I have no sister" or "But why should I do that?"  If they prefer not to give their reasoning, they may take the effect anyway or resist with a standard counter like Discipline or the same skill.

The Sincerity skill is expertise in convincing others that you are sincere. Characters subject to Sincerity will believe that you are sincere; even if they don't believe that what you are saying is true, they will believe that you have no reason to deceive them. Thus, a character could not be convinced that day is night, but could be convinced that you believe that. In absence of other proof, characters will generally take what you are saying as truth. For example, "There is no way we are the ones who robbed your storehouse, we couldn't have even done anything with those goods anyway. (Sincerity sign)" Note that Sincerity can be used on statements that are not themselves untrue or actually deceptive if you need to seem especially credible. Thus, not all uses of the Sincerity skill can always be automatically considered to be covering up for lies. Additional ranks in this Skill grant additional uses of Sincerity.
Preferred Call: Crossed-Fingers gesture
Secondary Call: "Sincerity"
Requires: Absence of hard proof.  The proof must be immediately present and able to be pointed to.
Refresh: Rest

Honed:  If you successfully use Sincerity (it is not countered), all uses of Sincerity fully refresh.  The ability to perform this refresh is itself refreshed every time your Sincerity is successfully resisted, or upon Rest.

The Intimidate skill is expertise in preying on fear to achieve your ends. Characters subject to Intimidate will back down, do as you say, and generally give up their resistance, at least for now. Intimidation has a sharp, powerful effect that relies on nothing except a credible threat, but breaks down quickly when the user is no longer present. So long as the user of Intimidate is present and can maintain their threat, the intimidated individual will do as they say. Threats need not always be physical in nature - they can be social, financial or even spiritual. For example, "You're going give me everything that is in that shipment, or else the Father Bishop will have to hear about your deal with the Duke. (Intimidate sign)" Additional ranks in this Skill grant additional uses of Intimidate.

Successfully using Intimidate in a combat scenario inflicts Fear instead of its normal effect.

Preferred Call: Brandished Fist gesture
Secondary Call: "Intimidate"
Requires: Credible threat.  The threshold is that it be dangerous enough that the target would at least "think twice."
Refresh: Rest

Honed:  If you successfully use Intimidate (it is not countered), all uses of Intimidate fully refresh.  The ability to perform this refresh is itself refreshed every time your Intimidate is successfully resisted, or upon Rest.

The Seduce skill is expertise in getting what you want by way of temptation and exchange. Characters subject to Seduce will accept the deal that they are being offered, even if that deal is only implied or somewhat unfavorable. As long as something is being offered in exchange for whatever the character is asking for, they will begin to fulfill their end of the arrangement, even if the only payment that ever actually comes is more promises. For example, "I think you know what would make me happy. I just can't get anything done with her always ordering me around. If I had more time from her, I'd have more time for you...(Seduce sign)." Additional ranks in this Skill grant additional uses of Seduce.
Preferred Call: Mouth touching gesture
Secondary Call: "Seduce"
Requires: An offer of exchange.  The threshold is that the offer must be something that the target would at least consider accepting, even for a moment.
Refresh: Rest

Honed:  If you successfully use Seduce (it is not countered), all uses of Seduce fully refresh.  The ability to perform this refresh is itself refreshed every time your Seduce is successfully resisted, or upon Rest.

The Discipline skill is a character's strict code of conduct and strong personal control. It allows the character to resist the wiles of others, maintain their current mental focus, and resist things like fear or madness that may deter them from their course. Discipline may be used to counter the Sincerity, Persuade, Intimidate and Seduce skills. For example, "Orders are orders; there is no way you are getting through this door tonight without a written letter of introduction. (Discipline sign)"
It may also be used to resist the effects of certain kinds of mental influences, such as Insanities, Fear, or spells that control the subject's mind or emotions, for one minute by expending Discipline. Additional ranks in this Skill grant additional uses of Discipline.
Preferred Call: Dismissive wave gesture
Secondary Call: "Discipline"
Refresh: Rest

Honed:  If you make a verbal interjection such as "Don't listen to her, she speaks only lies," or "Stand fast, friends - we can do this", you may spend your own Discipline on behalf of any characters nearby who hear your words.

The Persuade skill is expertise at framing convincing arguments and, whether passionately or logically, convincing others of your way of thinking. Characters subject to persuasion have their mind changed on one single point of reasonable fact or opinion, and that opinion remains changed relatively for good, unless it is the subject of further persuasion by another character, or some other significant life change causes a legitimate new change of opinion. Most issues are relatively complex, and have several different points which make up the issue. A given person may have perhaps five or six good reasons that they are a member of a given faction, and each would need to be overcome with a reasonable argument one at a time, each using a different use of the Persuade skill and a reasonable argument to accompany it. For example, "We need to get inside the gate. You can see by our clothes that we are merchants, not bandits. (Persuade sign)." Additional ranks in this Skill grant additional uses of Persuade.
Preferred Call: Thumbs-up gesture
Secondary Call: "Persuade"
Requires: A reasonable argument
Refresh: Rest

Honed:  If you successfully use Persuade (it is not countered), all uses of Persuade fully refresh.  The ability to perform this refresh is itself refreshed every time your Persuade is successfully resisted, or upon Rest.

The Performance skill is the ability to, when given attention, tap into true emotional content and express that to others in a way that pulls at their own emotions. It includes singing, dancing, playing all manner of musical instruments, inspirational oration, even sexual intimacy. In order to use the Performance skill, you must perform in the manner of your choosing and have your audience's relatively full attention for a minimum of five minutes. Hope is awarded after the performance is finished in total.

Performers may give 1 Hope to all those who receive their performance. If the Performer spends Hope of their own with their Performance, or is suffering from at least one Despair, to add the necessary emotional content to make the piece powerful and connect with others, they instead grant Hope equal to their Performance ranks.  Characters that currently have Despair cannot benefit from Hope, but instead gain some slight reprieve from their sorrow.  Instead of Hope, such characters feel as though they have no Despair for 20 minutes per Hope they would have gained.  They still may not gain Hope during this period, but their skills return to normal, for a time.

If more than one performers work together, the Performance counts as the highest Performance plus 1 for each other performer with at least one rank. Musical Instruments count as their own assistance, as if the musician had extra accompaniment.

Passive Ability
Preferred Call:
 Hold up a number of fingers equal to the Hope granted after a piece, or take a number of appreciative bows equal to the Hope granted.
Secondary Call: "Take Hope 3"
Requires: An actual performance and 5+ minutes of attention.
Restriction: You cannot be affected by a Performance unless the artists has more ranks in Performance than you do. Members of the audience who receive Hope cannot gain it again from the same Performer until they have used or lost what they gained last time.

Honed:  You do not require Hope or Despair in order to give Performance its full benefit.

Those with the Streetwise skill are adept at traveling the streets unnoticed and knowing who to talk to for information. Streetwise has two functions, Downtime use and during events.

During Downtime, for each rank of this ability, you may follow the activities of one character or perform more intensive investigations upon fewer characters. You cannot track the activities of a character with more Streetwise than you have, and the character must be in the Stragosa area.

You may spend multiple "uses" of Streetwise upon a single target to get more and more obscure information about them. All of these uses must be spent at once, they do not accumulate over time.
1: You learn the details of the character's current activities over this Downtime, as well as the identities and activities of their Retainers and Wards.
2: You also learn the story of any Fame or Infamy that follows the character about, as well as specific personality quirks such as Bigot, Magnetism, Vendetta, Pure of Heart, etc.
3: In addition to the above, you also learn the details of their influential enemies, social entanglements (Debts, Connections, Backing, Duties) and their associations (Lower level Friends in Need and Friends Indeed) as well as the means to contact them.
4: You also learn of more personally powerful enemies and dirty secrets (smaller Corpse in the Closet), as well as their powerful associates (Higher level friends in need and Friends Indeed) and the means to contact them.
5: In addition to the above, you learn any damning facts about the character (greater Corpse in the Closet), enemies with deadliest intentions.

When using Streetwise for its Downtime function, you may also choose to start a number of rumors equal to your Streetwise with no risk of it coming back to you (unless of course your actions are marked by another character using Streetwise!).  Such rumors can be anything you wish, and will be read during the opening announcements the following game session.

During an event, Streetwise can also be used to track down or get in contact with local individuals in the city by being aware of their habits, schedules, and frequented locations, as well as just plain knowing about them at all in some cases. The more public a figure, the less Streetwise it takes to be able to know who they are and get in contact with them. A public official might take only 1 Streetwise, while a secretive crime lord might require 5 to pin down.  Having imperfect information about the subject of your attempt, such as the wrong name, no name, vague details, etc, may increase this difficulty at Staff discretion, possibly making the attempt fail.

When using Streetwise in this manner, you can specify an "invitation" or a "confrontation." An invitation is voluntary, and will be answered if the character would do so - for this use, you proceed directly to the tavern and await the likely meeting.  For a confrontation, such as finding someone hostile to you, a scene will be set up and run, with the circumstances appropriate to the character, who may be with others, engaged in activities, or even in a fortified position.

Honed: Once per event you may immediately gain the background of one specific character, per the Streetwise Downtime action.  This gets you all the information you would normally get, except for their current Downtime action.

The Survival skill is expertise with the wilderness and its environs. Those with this skill can survive on their own in the deep woods and can follow the tracks of animal or human prey.
1. Trailblazing: You may use specifically designated "shortcut" paths, marked at game with bright Pink Tags, as well as guide others through them, one at a time. These cut down on the time it takes to traverse the event site. You may also fire ranged weapons from these locations and cannot be approached by those who do not have this skill or a guide.
2. Camping - You may set your Housing location to "Camping" outside the bounds of civilization.  You are able to provide enough food from the wild in the form of gathered foods and wild game to keep yourself fed between events without supplemental food necessary, and are safe and dry enough to be considered to have good quality housing.
3. Spoor - You may spot Track cards that have been posted, and can identify whether they are the tracks of beasts or humans. You may also learn the quantity of individual tracks, other details, as well as follow the tracks to their destination.
4. Tracking: You may call "Tracking" once and clap three times. Everyone who hears you clap must respond by clapping. You may continue to clap every 15 seconds (You don't need to keep saying "Tracking"). In order to track a target who responded to your clap, you must go to the spot where you heard the last clap before issuing a new tracking call or clap. In order to use Tracking on a character using Stealth, you must be Alert.  If you have this ability, you know enough not to carelessly leave tracks of your own, and are immune to this ability, as well as to the Stalker ability.
5. Stalker - By observing and evaluating the tracks, marks, scores, smells, residues, and other key features, you can determine what occurred in this place with exceptional accuracy.  Going back as far as the last rains, you can, by consulting with a Staff member or Rules Marshal, know exactly what transpired in this place, using generalized information.  You can know the general course of a fight, who won, and why, where they went next, and how long ago, as well as any other information that the Staff has confirmed knowledge of.  This power cannot show you anyone's face or other strictly personal information, though other clues may make it obvious.   This ability works anywhere, not just in the woods.

Honed:  When camping, you instead have high quality housing, gaining the effect of an Estate.

The Etiquette skill is the ability to manage the expectations and customs of various kinds of people, whether that is respecting their traditions or tactically breaking them for additional effect, knowing exactly what sorts of things are within the line, and what is outside of it. Those trained in this skill make excellent courtiers and can strategically work their way into important positions by ruining enemies and comporting themselves gracefully with allies.
1: Courtier: Able to ask as an OOC question what anyone’s culture is and their class within that culture, unless that character has a higher rank in Etiquette than you do, in which case the target may give any answer they wish.
2: Tact: You may take back something unfortunate that you just said by calling Etiquette, so long as it is used quickly after.  If you have Tact, you may also use this to cancel someone else's use of Etiquette.
3: Proclamation:  You know how to take command of a gathering, and use body language and poise in such a way that you are clearly in charge, and everyone else feels uncomfortable interrupting.  You may hold your hand out in front of you at eye level to indicate Proclamation.  Anyone who sees this sign will quiet down and listen to you speak, and no one may interrupt you while you maintain this gesture.  This time may include the use of social skills.  Characters with the Proclamation ability may use the gesture themselves to act normally, which may return to them the ability to counter your socials with their own (aside from Discipline).  Any character may still take physical actions as normal.

Additionally, you may use Proclamation to create several specific social atmospheres, called a Function, and act as the host within those spaces.  Each has its own special effect, delivered by the use of Proclamation at the close of the event.  So long as included individuals do not leave the Function early and participate in the activities, they may receive the closing benefit.  Some items may grant additional benefits during a Function.

1 Hour +
With the right food, you may create the environment for a Feast.  The Feast is usually dedicated in celebration of one topic or in honor of one person.  Up to 10 people may participate in a Feast. 
Benefit:  Those who ate the feast meal receive 1 Experience Point from better overall nutrition and +1 Grit against Disease until next event.   

 2 Hours +
A party atmosphere puts everyone at ease and helps lift spirits.  At the start of the event, the Host may designate a specific Reveler's Trait, and any who become intoxicated during the party use that Reveler's Trait instead of their usual.
Benefit:  At the end of the party, all of the participants lose 1 Despair.

Length: 30 Min+
The Host may impress upon the audience the gravity and formality of the affair, directing attention and authority to a central figure.  During Court, any who wish to speak without being spoken to by the authority, or who wish to speak in a challenging or insulting manner, must spend Discipline to do so each time.
Benefit: At the end of court, all attendees gain 3 Hope.

4: Double-talk: You may say something vaguely related, then say a concise message that is something entirely different, privately to one character, accompanied by a social skill if you choose to so long as it meets the requirements for that skill. The first message is the only thing actively heard by any listener, but the effect of your subtext works as normal.
5: Ridicule: Your knowledge of custom and courtesy is so powerful that you can startle and cut with choice words that violate expectations. After delivering a truly quality insult (there must be an obvious reaction of shock, horror or cruelty in either the target or several onlookers), call Ridicule the target of your barb is so off their game they may not use any social skills either actively or to counter for the rest of the encounter, and gains a point of Despair.  This can affect a target once per encounter.  If Ridicule is used on you, you may immediately attempt to Ridicule that person instead.  If you do so successfully, the situation is reversed until one of you can no longer cleverly retort.

Honed: When Hosting a Function, the Host is truly in her element.  All of her Social Skill uses gain Power.

The Perception skill is the art of being aware of one's surroundings to a higher degree than those without the skill. Perceptive individuals can spot inconsistent details and become aware when there is a threat present, perhaps quickly enough to save their life or the lives of others from hidden dangers.
1. Search: Gain ability to Search an area for hidden items, notice “Hidden” World Tags. Search takes 30 seconds, during which you should roleplay searching the room’s hiding spots. Any hidden objects still in the room within 30 seconds are discovered.
2. Alertness: Become Alert from fairly loud noises created by a Stealthed character (snapped twig, knocked over rocks, etc). Medium and Heavy armor are assumed to cause such noise when moving.  Also gain the Assess ability. 

Passive Ability
You can tell a great deal from a person's gait, posture, stance, eyes, the cut of their clothes, the callouses on their hands.  You can read the signs and see more than others.  You may ask as an OOC question what a character's highest Skill is.  If there is a tie, the character being examined chooses which to say.

3. Reveal: Gain the ability to Reveal Stealthed characters. Revealing takes 30 seconds, during which time you should roleplay searching the room’s hiding spots. Characters still in a 20 foot area at the end of that time are discovered.
4. Watchfulness: Become Alert by a Stealthed character taking steps in your eye line.  Also gains the Scrutinize ability.

Passive Ability
Your ken eye for detail gives you great empathy to understand the human soul.  For every 10 minutes of active and engaged conversation with someone, you may ask them one of the following questions as an OOC question:

What was your mother/father's profession? 
What is your Devotion?
How much Hope/Despair do you have?
What is a personality related Perk/Flaw you have? (such as Bigot, Entitled, Nobody's Fool, Pig Headed, etc)
What are you hoping to get out of this conversation?
Who are you loyal to in this room?

The subject of Scrutinize may spend Discipline to avoid answering the question.

5. Vigilance: Become Alert by seeing a Stealthed character unmoving at talking (and thus listening) distance.

Honed: You may use Scrutinize on a character by watching them from afar, so long as they are having some kind of social interaction.  


The Academics skill is not specific knowledge itself, but rather the foundations of knowledge.  Characters with high levels of Academics are literate and well-read, familiar with the works of great thinkers, but also have an understanding of how to effectively order and present information to others in a way that makes such knowledge easier to understand.  Their own careful analysis of knowledge and information allows them the basic skills necessary to learn more, cross-reference sources, and with access to a basic library use secondary sources to gain understanding in all sorts of arenas.

Many abilities related to Academics involve the learning and teaching of specialized bodies of knowledge called Foci.  Please see the Foci page for more information.

1. Gain the Instruction Ability

Teacher and Pupil spend a downtime action in training, and the pupil can purchase a skill rank, attribute, ability or anything else the teacher knows at 1 exp less than normal. The learning portion of the Instruction downtime may not be reproduced with extra Downtime actions from Leadership.

Note: Items that require a teacher to learn, such as Advanced Maneuvers, Languages, etc, can be taught by anyone who knows them, but they receive no cost reduction without the use of this ability.

2. Gain the Literacy Ability.

You are capable of reading and writing the written word. This gives you access to a vast host of resources and the ability to perform the Research Downtime actions for various uses that may call for it.You may also participate in in-character written conversation and post notes in public places using the game forums, as well as read and understand those same notes.
3. Theory: You are well versed in academic books and understand the basic unifying concepts of academic study and research, allowing you to quickly and easily take in new information.  You may learn a new Basic Foci from a library by spending a Research Downtime action.  See the Foci page for details, here.

Learning a Basic Focus now costs 1 exp, down from 3.  If you Research it yourself using your Downtime as discussed above, it costs 0 exp.

4. Applied Research: Your extensive knowledge of academic principles allows you to research and implement the latest innovations and advancements.  The cost of purchasing Advanced Foci is reduced from 5 to 3.  You are also able to, by drawing from your knowledge of projects and your research, facilitate the implementation of an Advanced Focus that exists in records but you do not know.

Each Advanced Focus has requirements listed for this project.  In order to successfully complete the design, the academic needs to bring each of the listed requirements together to help facilitate an implementation plan.  The academic need not provide every part of the requirements themselves, but everyone who is participating in the research must have a committed scene of at least 30 minutes wherein they each contribute their own knowledge.  Because these Skills represent knowledge and expertise, they cannot be from artificial gains such as Hope, Devotion, or Magic.

At the end of that scene, anyone who contributed may purchase the Advanced Focus.  Once an Advanced Focus is implemented through Academics, it can be taught to others freely without meeting its requirements.

5. Pedagogue:  As per Instruction, but you may reach up to five pupils at once, or you may have a single protégé and reduce the exp cost by 2 instead of 1.  

Honed: You may teach a 1 Hour Class during an event about a Basic Focus.  At the end of the class, all students who stayed and engaged gain 1 Experience Point toward purchasing that Focus.

Leadership allows you to form and manage a team that can coordinate and work together effectively. Your team always includes yourself, and can include an additional 2 people per rank of Leadership you have. Each person in the group must spend 1 xp to join the group to solidify their membership. Any member of the group may donate their downtime action to the leader of the group who may spend them however he wishes within his own ability, as if he himself had the additional Downtime actions to use personally. Members of the team may also give their Downtime actions to one another to assist their teammates, though members who are not the leader can only receive one extra Downtime in this way.

Leaders who have other Leaders in their group cannot receive downtime actions from others in their fealty chain, donated up a tier.  Only one's own personal action can be given to one's leader, even if that person also has Leadership and can receive actions from their own subordinates.

Some adventures in an event are considered Trials.  Trials are difficult operations that require special coordination, and usually happen away from the rest of the game event.  Trials must have a Leader, and the Leader can bring 2 people for each level of Leadership.  During these difficult operations, more than that get separated from the group, held back by accidents, or otherwise can't participate correctly in the Trial.  

In Warfare, ranks in Leadership are the amount of military orders you are able to issue in a single Chapter.

Honed:  When acting as Leader during a Trial, you may make a tactical plan.  You may designate up to 5 elements of the plan such as "Richard and Sir Elliot will stand ahead with shields and not allow any enemies to pass them" or "Soren will use stealth to attempt to move behind the enemy line and assassinate the leader".  For each element of the plan, all of your followers gain 1 Hope for the Trial.  As soon as some element of the plan breaks, such as Sir Elliot's shield is broken, the plan is broken, and any unused Hope is lost.

Liturgy is the sincere dedication to the holy scriptures and the way it impacts the person so dedicated.  People with high Liturgy skill know the words and meanings of their holy scriptures inside and out, and can recite them from memory.  Holding the deep understanding in their soul at all times grants them a fire and a fervor that allows them to accomplish great works, and to rekindle their own personal fire.

Liturgy is unusual in that it actually related to a specific religion, and thus most characters actually learn "Liturgy: Benalian Church," which does not translate to taking deep personal meaning from the message of Vecatra, Aab'oran, Lazarolth, or any other possible focus of Liturgy.  Should a character ever convert from one religion to another, they must purchase the Liturgy skill again for their new faith, but may liquidate the experience points spent on Liturgy if they wish.

Priests use Liturgy to perform their holy rituals supplicating for divine intercession.  For more information on Holy Ritual, see the Holy Covenants section.

1.  Dogma - You may invoke the scriptures to affect those around you.

Passive Ability
The words of your Faith have special meaning to you, and when you use them as your own, the resonance is powerful. If you make a direct quote from the holy texts of your religion (See the Testimonium for Benalian Faith) that is relevant to your cause, it counts as a free use of any social skill. You may only use each quote once for each social encounter.Mechanically, Dogma satisfied the "basic requirement" of other social skills, such as "a reasonable argument" for Persuade or a credible threat for Intimidate, for members of the same Faith. For members of other Faiths, it still counts as a social skill attempt, but it must hold its own merit for being a reasonable point or a credible threat, etc, based on the context of the situation.

2. Ardor - You may pray or study the scriptures for 5 minutes, after which time you gain 1 Hope.  This may also be the time you spend to invoke the Prayer ability.
3. Conviction - Whenever you expend Willpower or Prayer, you also lose 1 Despair.
4. Fervor - For every 5 minutes you pray or study the scriptures, you gain 1 Hope, and may continue to do so as long as you wish, to the maximum of 5 Hope.  Like Ardor, this may also be time spent to invoke the Prayer ability.
5. Zeal - By spending 5 Hope, you may refresh a spent use of the daily Prayer or Willpower ability.  You may benefit from Zeal a number of times equal to your dots of Faith per day.

Honed: Your Hope does not fade over time; it remains until used, or until the end of the event.