See Advancement for information on how to unlock License Levels and purchase Abilities.

License Level 1

Each LL1 Ability costs 10 XP

Ability Name Cost Description
Insight 2 Will Call "Insight" followed by asking target character one of the following questions: Are you telling the truth? How do you really feel about X? How certain are you about X? The target must answer truthfully.

At target player’s discretion, they may roleplay lying, stonewalling or similar, and confer the information to you OOC as if your character had learned it by detecting the deception. | | Basic Manners | 1 Leadership | Spend 1 Leadership to call “Woosh!” in response to an Insight Effect. The Target is aware that the user gave a diplomatic response. | | Culinary | Crafting + 1 Arcana | Roleplay meal preparation to create 1 Basic Meal. Gain an additional 2 Meals for every player who acts as a helper for the duration. This ability may not be used outside the Great Hall. | | Artisan | Crafting | While in the Great Hall, you may craft items and equipment which that require the Artisan ability. | | Negotiation Tactics | 1 Leadership | While Negotiating a Contract, you may attempt to Negotiate the terms. Choose 1 of the following Tactics: Hard Sell, Appeal to Emotion or Win-Win and roleplay accordingly. (If negotiating with an NPC face to face, call the Tactic as a keyword, if negotiating via CYOA or via the terminal, select the appropriate option). | | Repair | Focus + 1 Will OR Crafting | Melee: Fix | | Medical Aid | Focus + 1 Will | Use one of the following Effects:

Any character in bleedout who is brought into the area immediately becomes Stabilized as long as they remain within the area, though they will return to bleedout unless they receive a Stabilize or other healing effect before then. | | Charm | 1 Leadership | Call “Charm” and increase an NPC's Favor towards you by 1 step until the beginning of the next Feast.

Players may allow themselves to be targeted with this effect at their discretion. Use the Horns to indicate a bid, if the bid is declined, no Leadership is spent. | | Personal Contacts | Per-event | Receive a Rumor at check-in | | Moving Performance | 2 Will | Once per Recover: Perform: Call “Kaboom! Gain 1 Will!” This ability may not be used outside the Great Hall. The Will cost may be split with any number of Assistants, who do not need to have this Ability. | | Pick Pocket | 2 Will | See: To Steal a Tagged Item This Ability may be used in the Concealed stance. |

License Level 2

Each LL1 Ability costs 15 XP

Ability Name Cost Description
Hard to Place 3 Will Aim: “I command you to ignore me".

For the next 30 seconds, the target forgets you were there and pretends like you don't exist. This effect immediately ends when you deliver any effect against, or directly in front of, the target. | | Diplomatic Response | 1 Leadership | Respond to an Insight Check with "Woosh!". You may then optionally answer the question, truthfully or not. The player who called the Insight Check is not aware that this has taken place. | | Courtly Manners | 1 Leadership | Call "Ting!" against a Command effect. | | Forgery | 1 Arcana | Create a copy of target Rumor. You must be able to scan its glyph to target it. | | Sleight of Hand | 1 Evasion | Call “Sleight of Hand” to cheat at cards or other games of chance undetected. Other characters are unaware this has happened. | | Mechanical Advantage | 1 Arcana | For the next 5 minutes, replace the cost of your Repair ability with Focus. (This would allow you to apply up to 10 Fix effects normally.) | | Mass Heal | Incant + 1 Arcana | “Kaboom! All allies Heal 5!” This ability may not be used outside the Great Hall. | | Dealmaker | 2 Will | While attempting a Negotiation, you may employ a second Tactic. | | Wandering Minstrel | 1 Leadership | You may spend 1 Leadership to use one instance of Moving Performance outside the Great Hall. If you do, it grants an additional +1 Will, for a total of 2. | | Advanced Medical Care | Focus + 2 Will | Fully restore the target’s HP. May not be used outside the Great Hall. | | Alchemy | Crafting + 1 Arcana | While in the Great Hall, you may craft items and equipment which that require the Alchemy ability. Prerequisite: Artisan | | Brewing | Crafting + 1 Arcana | While in the Great Hall, you may craft items and equipment which that require the Brewing ability. Prerequisite: Culinary. | | Dismantle | Crafting | While in the Great Hall, you may target one item of type Armor, Gizmo, Shield or Weapon. At the end of the crafting timer, place the item’s tag in the Item Recycling Station to receive one Crafting Material of your choice from the item’s blueprint.

The item must have an accessible blueprint to be a valid target for this ability, otherwise the ability does nothing and no Arcana is spent. |

License Level 3

Each LL3 Ability costs 30 XP

Ability Name Cost Description
Arcane Revival Incant (30s) + 1 Arcana Melee: Elemental Revive
Smooth Things Over 2 Leadership If an Effect would cause you or your Player Faction (if you have one) to lose Favor, call “Woosh!” to ignore that Effect. You and your Player Faction may not benefit from this Effect more than once per event.
Master Artisan N/A You may craft items and equipment that require the Master Artisan ability. Prerequisite: Artisan.
Master Chef N/A You may meals that require the Master Chef ability. Prerequisite: Culinary.
Master Alchemist N/A You may craft items and gizmos that require the Master Alchemist ability. Prerequisite: Alchemy.
Master Brewer N/A You may craft brews that require the Master Brewer ability. Prerequisite: Brewing.
My Final Offer 1 Leadership You may employ a third Tactic during a Negotiation.

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