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 | 2 Will | Call “Ting!” in response to an Insight Effect. The character who used Insight is aware that the user gave an evasive response. | | Culinary | Crafting | While in the Great Hall, you may craft items and equipment that require the Culinary ability. | | Artisan | Crafting | While in the Great Hall, you may craft items and equipment that require the Artisan ability. | | Negotiation Tactics | 1 Leadership | While Negotiating a Contract, you may attempt to Negotiate to increase the value of the reward.

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 when prompted to do so). | | Repair | Focus (10s) + 1 Will OR Crafting | Melee: Fix | | Medical Aid | Focus (30s) | Use one of the following Effects:

May only be used while in the Great Hall.

Items and other Abilities may interact with Medical Aid. | | Triage Center | 1 Will | Designate an area with a circumference of 30 feet or less (a little under 10 feet in diameter), marked using a clear visual indicator such as brightly colored rope, multiple lights, a circle of stones, or a large tarp. This lasts until you leave the area.

Heal effects that the caster of a Triage Center delivers to another character while both characters are inside the Triage Center have their heal value increased by 2.

Medical Aid, Advanced Medical Care, Masterful Medical Care, and Arcane Revival may be used by you and your allies within your Triage Center as if it were the Great Hall. | | 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. | | Indomitable Will | 1 Vitality OR 3 HP | Call “Crunch!” against a use of Interrogation. You may not spend HP to use this ability if doing so would reduce you to 0 HP or less. | | Sanctify Shrine | Time to set up the shrine | You may designate a single area up to 10ft x 10ft in size as a Sanctified Shrine, decorating it appropriately and declaring a faith at the time you create the space.

You may only maintain a single Sanctified Shrine at a time and must be able to physically access and decorate the space you intend to sanctify. Additionally, a Sanctified Shrine may not overlap with another Sanctified Shrine.

A Sanctified Shrine additionally counts as a Divine Sanctuary for everyone of the declared faith, and does not count against the limit for Divine Sanctuaries. | | Hallowed Magitek | 1 Will | Spend 5 minutes within a Sanctified Shrine of your faith preaching to at least one other member of that faith. At the end of the 5 minutes, call “Hallowed Magitek: All your Effects until the end of the next Feast may use the <Faith> Element.” You yourself are not affected by this call, though all listeners are. | | Faith Alignment | N/A | While within a Sanctified Space of your faith, spend at least 5 minutes roleplaying induction of another character into your faith. At the end of that time, you may add your faith to that character’s character sheet.

Doing so replaces any existing faith on that sheet, and faith may only be changed this way once per calendar year. |

License Level 2

Each LL2 Ability costs 15 XP

Ability Name Cost Description
Hard to Place 1 Evasion Call “Hard to place” and enter the OOG stance for up to 30s. You are still affected by Kaboom-range deliveries despite being in this stance. This effect immediately ends if you receive an Effect or deliver any Effect against, or directly in front of, another character.
Courtly Manners 1 Leadership Respond to an Insight Check with "Ting! You are unaware!". You may then optionally answer the question, truthfully or not. The character who called the Insight Check is not aware that this has taken place.
Diplomatic Response Skill 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 (10s)
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 (60s) Mundane Heal 10. You may spend 1 Will to shorten the timer to 30s.

May only be used while in the Great Hall.

Items and other Abilities may interact with Advanced Medical Care.

Prerequisite: Medical Aid. | | 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. | | Supercorp Favor Check | 1 Leadership | Go to Logistics to receive information regarding your current standing with the Supercorps of the Board | | Interrogation | Focus (60s) + 1 Will | Delivering Effects to the target of Interrogation does not interrupt this Ability’s Focus.

Call “Interrogation: Answer my next question truthfully!”

Only usable against helpless targets, such as those in the Bound stance or with all four limbs incapacitated.

Please review the RP guide before engaging in Interrogation. | | Martyer’s Magitek | Special | If you are under the effect of Hallowed Magitek, you may reduce your own HP to 0 to produce the following Effect: “Melee: Faith: Heal All, Remedy”.

Using this Ability ends the effects of Hallowed Magitek on you and inflicts Self: Severance both arms. |

License Level 3

Each LL3 Ability costs 30 XP

Ability Name Cost Description
Arcane Revival Incant (5s) + 1 Arcana Melee: Elemental Revive

May only be used while in the Great Hall. | | 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 craft 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. | | Master Medical Care | Focus (90s) | Perform a Status Check and fully restore the Target’s HP. You may spend 2 Will to shorten the timer to 45s.

May only be used while in the Great Hall.

Items and other Abilities may interact with Master Medical Care.

Prerequisite: Advanced Medical Care. | | My Final Offer | 2 Will | You may employ a third Tactic during a Negotiation. |

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