Archetype Skills
The seven advanced trees
Each advanced archetype had its own skills, and most divided them into trees. This page lists every tree in the final Player's Guide.

Signature Skills
These skills could be bought only by characters with the matching advanced archetype.
Skills labeled Signature were meant as the pinnacle of a character's abilities. Their high prerequisites kept most of them out of reach until later events. Rank requirements are as the final Player's Guide listed them. After June 2025 no character stood at Rank 0, so a Rank 0 skill was open to every member of the archetype. See Ranks and Retainers for how those systems worked.
Where an archetype had a primary and a secondary tree, a character could spend only half as many points in the secondary tree as in the primary.
Aurons
The abilities of Aurons centered on gathering and supporting followers of the Aurorym faith.
| Skill | Effect | Requires | CP |
|---|---|---|---|
| Acolytes (Signature) | Gain +2 Retainer slots. | Faithful - 1 and Rank 2 | 2 |
| Bless - 1 | May use the Bless skill 1 time per event. After an Auron blessing, the target may receive one temporary use of an active martial skill the target already has. | Rank 0 | 1 |
| Bless - 2 | May use the Bless skill 2 times per event. | Bless - 1 and Rank 2 | 2 |
| Bless - 3 | May use the Bless skill 3 times per event. | Bless - 2 and Rank 3 | 2 |
| Bulwark of Faith - 1 | May use the Bulwark of Faith skill 1 time per Refresh. | Rank 0 | 1 |
| Bulwark of Faith - 2 | May use the Bulwark of Faith skill 2 times per Refresh. | Bulwark of Faith - 1 and Rank 2 | 2 |
| Bulwark of Faith - 3 | May use the Bulwark of Faith skill 3 times per Refresh. | Bulwark of Faith - 2 and Rank 3 | 2 |
| Dawn Ceremony | May perform a Dawn Ceremony once per event, as outlined in the Auron packet. All who attend gain one temporary point of Tough and may negate the Fear effect once during the rest of the event. These benefits do not stack with Bulwark of Faith or Embolden. | Rank 0 | 1 |
| Donations - 1 | Gain 8 silver dragons per event at check-in. | Rank 0 | 1 |
| Donations - 2 | Gain 24 silver dragons per event at check-in. | Donations - 1 and Rank 2 | 2 |
| Donations - 3 | Gain 4 gold dragons per event at check-in. | Donations - 2 and Rank 2 | 2 |
| Embolden - 1 | May use the Embolden skill 1 time per Refresh. | Rank 0 | 1 |
| Embolden - 2 | May use the Embolden skill 2 times per Refresh. | Embolden - 1 and Rank 2 | 2 |
| Embolden - 3 | May use the Embolden skill 3 times per Refresh. | Embolden - 2 and Rank 3 | 2 |
| Faithful - 1 | Gain +1 Retainer slot. | Rank 0 | 1 |
| Faithful - 2 | Gain +1 Retainer slot. | Faithful - 1 and Rank 2 | 1 |
| Faithful - 3 | Gain +1 Retainer slot. | Faithful - 2 and Rank 2 | 1 |
| The First Estate (Signature) | Gain 2 Influence per Retainer at check-in. | Influential - 1 and Rank 2 | 2 |
| Tithes - 1 | Receive 150% of the Retainer Benefit from retainers with the Commonfolk, Urchin, Farmer, Feller, Miner, and Hunter archetypes at check-in. The figure is 175% if the retainer has the Veteran archetype or no advanced archetype. | Rank 0 | 1 |
| Tithes - 2 | Receive 200% of the Retainer Benefit from the same retainers, or 250% if the retainer has the Veteran archetype or no advanced archetype. | Tithes - 1 and Rank 2 | 2 |
| Tithes - 3 | Receive 250% of the Retainer Benefit from the same retainers, or 300% if the retainer has the Veteran archetype or no advanced archetype. | Tithes - 2 and Rank 3 | 2 |
Bulwark of Faith
After an inspirational speech drawn from the Book of Magnus, the Auron announced, "Mass Tough 1." Everyone present gained a temporary Tough and could not gain another this way until it was spent. It did not stack with Tough from the Dawn Ceremony.
Embolden
After a similar speech, the Auron announced, "Mass Negate Fear." Everyone present could negate the Fear effect once during the rest of the event and could not gain another negation this way until it was spent. It did not stack with the Dawn Ceremony.
The Cirque
Cirque abilities suited crafters, gatherers and merchants, and the guild's black underworld. Anyone in the Cirque could buy General skills, but a character chose either the Troupe or the Menagerie and lost access to the other.
General
| Skill | Effect | Requires | CP |
|---|---|---|---|
| Bribery | May convert 5 silver dragons to 1 Influence per event at check-in. Up to 3 Influence may be created in this way. | Rank 0 | 1 |
| Gossip - 1 | Gain +2 Espionage points at check-in. | Rank 0 | 1 |
| Gossip - 2 | Gain +4 Espionage points at check-in. | Gossip - 1 and Rank 2 | 1 |
| Gossip - 3 | Gain +6 Espionage points at check-in. | Gossip - 2 and Rank 3 | 1 |
| Guildmaster - 1 | Gain +1 Retainer slot. | Rank 0 | 1 |
| Guildmaster - 2 | Gain +1 Retainer slot. | Guildmaster - 1 and Rank 2 | 1 |
| Guildmaster - 3 | Gain +1 Retainer slot. | Guildmaster - 2 and Rank 3 | 1 |
| Prestige - 1 | Gain 3 silver dragons for each Retainer at check-in. The payout may be any mix of resources and coin at market prices. | Rank 0 | 1 |
| Prestige - 2 | Gain 7 silver dragons for each Retainer at check-in. The payout may be any mix of resources and coin at market prices. | Prestige - 1 and Rank 2 | 2 |
| Prestige - 3 | Gain 10 silver dragons for each Retainer at check-in. The payout may be any mix of resources and coin at market prices. | Prestige - 2 and Rank 3 | 2 |
| Profiteer - 1 | Gain 8 silver dragons per event at check-in. | Rank 0 | 1 |
| Profiteer - 2 | Gain 24 silver dragons per event at check-in. | Profiteer - 1 and Rank 2 | 2 |
| Profiteer - 3 | Gain 4 gold dragons per event at check-in. | Profiteer - 2 and Rank 3 | 2 |
| The Boss (Signature) | Gain +2 Retainer slots. | Guildmaster - 1 and Rank 2 | 2 |
Troupe
| Skill | Effect | Requires | CP |
|---|---|---|---|
| Artisan | Levels 2 and 3 of the Blacksmith and Artificer skills cost one less CP. Gain an additional random schematic of the same level. | Rank 0 | 1 |
| Devotion to Practice - 1 | Once per event, copy one owned schematic or acquire one schematic of choice in a known craft, up to level 1. | Rank 0 | 1 |
| Devotion to Practice - 2 | Once per event, copy one owned schematic or acquire one schematic of choice in a known craft, up to level 2. | Devotion to Practice - 1 and Rank 2 | 2 |
| Devotion to Practice - 3 | Once per event, copy one owned schematic or acquire one schematic of choice in a known craft, up to level 3. | Devotion to Practice - 2 and Rank 3 | 2 |
| Efficient Craftsman (Signature) | Gain a 25% reduction on crafting costs, using true rounding. The crafter chooses which resources to save. | Rank 2 | 2 |
| Efficient Gatherer - 1 | Gain 6 additional resources of choice at check-in. | Gathering - 1 and Rank 0 | 1 |
| Efficient Gatherer - 2 | Gain 16 additional resources of choice at check-in. | Efficient Gatherer - 1 and Rank 2 | 2 |
| Efficient Gatherer - 3 | Gain 26 additional resources of choice at check-in. | Efficient Gatherer - 2 and Rank 3 | 2 |
| Master Artisan (Signature) | Unlock special schematics, found or purchased at events, that are available only with this skill. Gain 1 free non-Alchemy master artisan schematic that matches a level 3 crafting skill the character has. | Blacksmith or Artificer skill at level 3 and Rank 2 | 2 |
| Trade Caravans - 1 | Purchase up to 30 resources of choice at check-in, at the price in the Cirque Market Price Guide. | Rank 0 | 1 |
| Trade Caravans - 2 | Purchase up to 60 resources of choice at check-in, at the price in the Cirque Market Price Guide. | Trade Caravans - 1 and Rank 2 | 2 |
| Trade Caravans - 3 | Purchase up to 100 resources of choice at check-in, at the price in the Cirque Market Price Guide. | Trade Caravans - 2 and Rank 3 | 2 |
Menagerie
| Skill | Effect | Requires | CP |
|---|---|---|---|
| Blackmail | May convert 3 Espionage points to 4 silver dragons, or 4 silver dragons to 2 Espionage points, at check-in. Up to 2 gold dragons or 10 Espionage may be converted in this way. | Rank 0 | 1 |
| Heist - 1 | Purchase up to 6 resources per Retainer at check-in, as listed in the Cirque Market Price Guide. A die roll changes the final amount by up to 10%. | Rank 0 | 1 |
| Heist - 2 | Purchase up to 14 resources per Retainer at check-in; modifier range is +/- 20% resources. | Heist - 1 and Rank 2 | 2 |
| Heist - 3 | Purchase up to 20 resources per Retainer at check-in; modifier range is +/- 30% resources. | Heist - 2 and Rank 3 | 2 |
| Henchman (Signature) | Gain the Henchman skill. | Shadow Merchant - 1 and Rank 2 | 2 |
| Master Thief (Signature) | Choose 3 lockpicking letters from A to X, which are then always available when picking a lock. Gain the permanent letters Y and Z. May automatically defeat any Level 1 to 3 Basic Lock once per Refresh. | Disable Device - 3 and Rank 2 | 2 |
| Rumormonger - 1 | Generate one negative Rumor about a character at the event. Rumors went to staff at least one week before each event. | Rank 0 | 1 |
| Rumormonger - 2 | Generate two negative Rumors about up to 2 characters at the event. | Rumormonger - 1 and Rank 2 | 2 |
| Rumormonger - 3 | Generate three negative Rumors about up to 3 characters at the event. | Rumormonger - 2 and Rank 3 | 2 |
| Scandalous Rumors (Signature) | Steal X Influence at check-in from each player targeted by Rumormonger, where X is the level of the Rumormonger skill. May be used on a given player only every other event. | Rumormonger - 1 and Rank 2 | 2 |
| Shadow Merchant | Gain access to the Black Market item sheet. Any number of its items may be purchased at check-in, or at events when staff are available. | Rank 0 | 1 |
| Stun Mastery | May use the Stun active martial skill from any direction, and gain one extra use of Stun per Refresh. A weapons skill must already grant Stun. | A Weapons Skill and Rank 0 | 1 |
Henchman
Henchman let a member of the Menagerie contract Cirque NPCs for tasks such as burglary, mugging, and violence against another character. The request went to staff at Logistics, and only approved contracts were carried out, at the same event or the next. The skill could be used once per event.
Heist
Heist used a six-sided die. A roll of 1 or 2 reduced the amount by the skill's percentage, 3 or 4 changed nothing, and 5 or 6 raised it by that percentage.
Knights
Knights centered on combat and on healing and restoring others. Any Knight could buy General skills, and each chose Martial or Mercy as a primary tree.
General
| Skill | Effect | Requires | CP |
|---|---|---|---|
| Armor Mastery - 1 | Gain +1 Armor Value (AV) when wearing any armor type. | Armor Proficiency - 1 and Rank 0 | 1 |
| Armor Mastery - 2 | Gain +1 AV when wearing any armor type. | Armor Mastery - 1 and Rank 2 | 1 |
| Armor Mastery - 3 | Gain +1 AV when wearing any armor type. | Armor Mastery - 2 and Rank 3 | 1 |
| Banneret - 1 | Gain +1 Retainer slot. Those retainers must have the Soldier basic archetype and may have the Veteran advanced archetype. | Rank 0 | 1 |
| Banneret - 2 | Gain +1 retainer slot. | Banneret - 1 and Rank 2 | 1 |
| Banneret - 3 | Gain +1 retainer slot. | Banneret - 2 and Rank 3 | 1 |
| Lionheart | May negate the Fear effect once per Refresh. | Rank 0 | 1 |
| Martial Training | Choose any two of these martial skills: One-Handed Weapons - 1, Two-Handed Weapons - 1, Tough - 1, Armor Proficiency - 1, or Shields - 1. | Rank 0 | 1 |
Martial Knights
| Skill | Effect | Requires | CP |
|---|---|---|---|
| Battle Hardened | May negate the Fear effect once per Refresh and gain +1 Tough. This benefit stacks with any ability, item, or consumable that grants the same benefit. | Tough - 1 and Rank 0 | 1 |
| Defensive Mastery (Signature) | Choose an available active martial skill. The character becomes immune to its effects, including any damage to Armor Value or body hit locations. | A Weapons Skill and Rank 2 | 2 |
| Juggernaut - 1 | May use the Juggernaut ability 1 time per event. | Rank 0 | 1 |
| Juggernaut - 2 | May use the Juggernaut ability 2 times per event. | Juggernaut - 1 and Rank 2 | 2 |
| Juggernaut - 3 | May use the Juggernaut ability 3 times per event. | Juggernaut - 2 and Rank 3 | 2 |
| Martial Expertise - 1 | Gain +1 level of Master of Arms. Levels above 3 give the same benefit as Master of Arms 3. | Rank 0 | 1 |
| Martial Expertise - 2 | Gain +1 level of Master of Arms. | Martial Expertise - 1 and Rank 2 | 2 |
| Martial Expertise - 3 | Gain +1 level of Master of Arms. | Martial Expertise - 2 and Rank 3 | 2 |
| Second Wind - 1 | May take a knee and rest for 5 minutes to refresh the full Tough pool, 1 time per event. | Tough - 1 and Rank 0 | 1 |
| Second Wind - 2 | Gain +1 use of Second Wind. | Second Wind - 1 and Rank 2 | 2 |
| Second Wind - 3 | Gain +1 use of Second Wind. | Second Wind - 2 and Rank 3 | 2 |
| Shield Wall (Signature) | A shield used by this character may not be sundered. Gain +1 Resist call per Refresh, which is not tied to the use of a shield. | Shields - 3 and Rank 2 | 2 |
| Weapon Mastery | May apply all known active martial skills to any weapon the character can use. | Rank 0 and A Weapons Skill | 1 |
Juggernaut
A character about to enter a Bleeding or Dying count could ignore it, refresh Tough to its maximum, and restore injured limbs. Until the character rested for at least ten minutes, any later Bleeding count went straight to Dying. Rest meant leaving the encounter for a safe place. Several uses could follow one another in the same encounter.
Mercy Knights
| Skill | Effect | Requires | CP |
|---|---|---|---|
| Banner of Mercy (Signature) | Gain the Banner of Mercy skill, which requires a banner prop. | Rank 2 | 2 |
| Battlefield Medicine - 1 | Gain the Battlefield Medicine skill. The uninterrupted roleplay duration is 5 minutes. Requires one use of a Chirurgeon's Kit. | Rank 0 | 1 |
| Battlefield Medicine - 2 | Uninterrupted roleplay duration is 3 minutes. Requires one use of a Chirurgeon's Kit. | Battlefield Medicine - 1 and Rank 2 | 2 |
| Battlefield Medicine - 3 | Uninterrupted roleplay duration is 1 minute. Requires one use of a Chirurgeon's Kit. | Battlefield Medicine - 2 and Rank 3 | 2 |
| Field Medic (Signature) | Battlefield Medicine skill no longer requires the use of a Chirurgeon's Kit. | Battlefield Medicine - 1 and Rank 2 | 2 |
| Trained Medic - 1 | The character's Medicine skill may halt another character's Dying count. Reduce Medicine healing time by one minute. | Medicine - 1 and Rank 0 | 1 |
| Trained Medic - 2 | Reduce Medicine healing time by three minutes. | Trained Medic - 1 and Rank 2 | 2 |
| Trained Medic - 3 | Reduce Medicine healing time by five minutes. | Trained Medic - 2 and Rank 3 | 2 |
| Triage - 1 | May use the Triage ability 1 time per event. | Rank 0 | 1 |
| Triage - 2 | May use the Triage ability 2 times per event. | Triage - 1 and Rank 2 | 2 |
| Triage - 3 | May use the Triage ability 3 times per event. | Triage - 2 and Rank 3 | 2 |
Banner of Mercy
A Mercy Knight planted a stationary banner of at least 2 feet by 3 feet, bearing heraldry or an insignia. Anyone with healing abilities in unobstructed sight of it and within 50 feet reduced their healing durations by a quarter, to a minimum of 30 seconds, with times rounded upward. The banner worked only while its Knight stayed near it, and multiple banners did not stack.
Battlefield Medicine
Battlefield Medicine fully restored an injured limb after five minutes of uninterrupted roleplay and one use of a Chirurgeon's Kit. It could not heal the Wounded state.
Triage
Triage revived a character in a Bleeding or Dying count without the Wounded state. The character resumed play as normal, although earlier limb injuries remained.
Magisters
Magisters were initiated members of the Apotheca, and the two names were used interchangeably for a member. Their abilities centered on alchemy, the healing arts, and the pursuit of knowledge.
Any Magister could buy General skills. Each chose two trees from Scholar, Alchemist, and Chirurgeon, one as primary and the other as secondary.
General
| Skill | Effect | Requires | CP |
|---|---|---|---|
| Logistician - 1 | Logistician reduces the resource requirement of Interactive Events by 6 resources. This benefit may only be applied to a reduction in iron ingots, refined wood, leather, or cloth. May be used 1 time per event. | Rank 0 | 1 |
| Logistician - 2 | Reduce the resource requirement of an Interactive Event by 18 total resources. May be used 1 time per event. | Logistician - 1 and Rank 2 | 2 |
| Logistician - 3 | Reduce the resource requirement of an Interactive Event by 30 total resources. May be used 1 time per event. | Logistician - 2 and Rank 3 | 2 |
| Ravens - 1 | Receive 3 Espionage to spend on Rumors of any level at check-in every event. Letters from NPCs may also arrive. | Rank 0 | 1 |
| Ravens - 2 | Receive 6 Espionage to spend on Rumors of any level at check-in every event. Letters from NPCs may also arrive. | Ravens - 1 and Rank 2 | 1 |
| Ravens - 3 | Receive 9 Espionage to spend on Rumors of any level at check-in every event. Letters from NPCs may also arrive. | Ravens - 2 and Rank 3 | 1 |
Scholar
| Skill | Effect | Requires | CP |
|---|---|---|---|
| Anamnesis - 1 | Ask one question based on a known lore per Refresh. Requires an Anamnesis Decoction, 5 minutes of uninterrupted meditation, and the requisite lore skill. Staff adjudicated this skill. | Rank 0 | 1 |
| Anamnesis - 2 | May ask 2 questions per Refresh. Each question requires the use of an Anamnesis decoction. | Anamnesis - 1 and Rank 2 | 2 |
| Anamnesis - 3 | May ask 3 questions per Refresh. Each question requires the use of an Anamnesis decoction. | Anamnesis - 2 and Rank 3 | 2 |
| Esoteric Studies | Reduce the number of lore props required to get additional levels in lore skills by 1. | Rank 0 | 1 |
| Forbidden Lore (Signature) | Grants access to special lore props at events. Lores gained from this skill cannot be copied. | Academics - 2 and Rank 2 | 2 |
| Library - 1 | Gain a random lore prop at check-in. It cannot be a Syllabus, and it must match the type and level of an opened lore prop the character owns. | Rank 0 | 1 |
| Library - 2 | Gain two random lores at check-in, up to the maximum level in a known lore type. | Library - 1 and Rank 2 | 2 |
| Library - 3 | Gain three random lores at check-in, up to the maximum level in a known lore type. | Library - 2 and Rank 3 | 2 |
| Rigorous Study | Gain 3 Level 1 Lore syllabi of choice at check-in. This grant comes only once, on purchase of the skill. | Rank 0 | 1 |
| Scribe - 1 | May copy one opened lore prop per event. Cannot copy Syllabi. | Rank 0 | 1 |
| Scribe - 2 | May copy two opened lore props per event. Cannot copy Syllabi. | Scribe - 1 and Rank 2 | 2 |
| Scribe - 3 | May copy three opened lore props per event. Cannot copy Syllabi. | Scribe - 2 and Rank 3 | 2 |
Alchemist
| Skill | Effect | Requires | CP |
|---|---|---|---|
| Botanist - 1 | Gain 6 additional herbs of choice each event at check-in, from levels the Herbalism skill allows. | Herbalism - 1 and Rank 0 | 1 |
| Botanist - 2 | Gain 16 additional herbs at check-in, from levels the Herbalism skill allows. | Botanist - 1 and Rank 2 | 2 |
| Botanist - 3 | Gain 26 additional herbs at check-in, from levels the Herbalism skill allows. | Botanist - 2 and Rank 3 | 2 |
| Chemist | Pay 1 less CP for Alchemy at levels 2 and 3. Gain an additional random alchemy schematic of the same level after buying those levels. | Alchemy - 1 and Rank 0 | 1 |
| Master Alchemist (Signature) | Alchemy crafting no longer requires an apothecary kit. With a physical portable Alchemy station, the character may craft alchemy in the field. | Alchemy - 3 and Rank 2 | 2 |
| Mithridatism | Gain immunity to level 1 poisons. A character subjected to one knows of the poisoning but not what the poison is. | Rank 0 | 1 |
| Potent Brews - 1 | Create one additional decoction of the same type when crafting a level 1 decoction. | Rank 0 | 1 |
| Potent Brews - 2 | Create one additional decoction of the same type when crafting a level 2 decoction. | Potent Brews - 1 and Rank 2 | 2 |
| Potent Brews - 3 | Create one additional decoction of the same type when crafting a level 3 decoction. | Potent Brews - 2 and Rank 3 | 2 |
| Potion Monger - 1 | Once per event at check-in, gain 1 decoction the character can craft at no cost, or one Level 1 Alchemy schematic of choice. | Rank 0 | 1 |
| Potion Monger - 2 | Once per event at check-in, gain 2 decoctions the character can brew at no cost, or one Alchemy schematic of choice up to level 2. | Potion Monger - 1 and Rank 2 | 2 |
| Potion Monger - 3 | Once per event at check-in, gain 3 decoctions the character can brew at no cost, or one Alchemy schematic of choice up to level 3. | Potion Monger - 2 and Rank 3 | 2 |
In the field, a Master Alchemist roleplayed the crafting for a fitting time and needed no item tag for a potion used at once. Potions kept for later received their tags on return to the Tavern.
Chirurgeon
| Skill | Effect | Requires | CP |
|---|---|---|---|
| Chirurgeon - 1 | Fully heal a player from the Wounded, Bleeding, or Dying state, along with all limb injuries. This is the only ability that heals the Wounded state. It requires 20 minutes of uninterrupted roleplay and one use of a Chirurgeon's Kit. It must be performed in a space designed as a hospital or surgery center, and it cannot be used in the field on a module. | Rank 0 | 1 |
| Chirurgeon - 2 | Uninterrupted roleplay duration decreased to 15 minutes. This skill requires one use of a Chirurgeon's Kit. | Chirurgeon - 1 and Rank 2 | 2 |
| Chirurgeon - 3 | Uninterrupted roleplay duration decreased to 10 minutes. This skill requires one use of a Chirurgeon's Kit. | Chirurgeon - 2 and Rank 3 | 2 |
| Master Chirurgeon (Signature) | Use of the Chirurgeon skill no longer requires the use of a Chirurgeon's Kit. | Chirurgeon - 1 and Rank 2 | 2 |
| Mend Limb - 1 | Fully restore the use of an injured limb after 6 minutes of uninterrupted roleplay. This skill requires one use of a Chirurgeon's Kit. | Rank 0 | 1 |
| Mend Limb - 2 | Restore the use of an injured limb after 4 minutes. This skill requires one use of a Chirurgeon's Kit. | Mend Limb - 1 and Rank 2 | 2 |
| Mend Limb - 3 | Restore the use of an injured limb after 2 minutes. This skill requires one use of a Chirurgeon's Kit. | Mend Limb - 2 and Rank 3 | 2 |
| Resuscitate (Signature) | Once per event, resuscitate a character who has exceeded the Dying Count by five minutes or less, with at least 3 minutes of uninterrupted roleplay and one use of a Chirurgeon's Kit. The target is then Wounded, and any injuries remain. | Chirurgeon - 1 and Rank 2 | 2 |
| Trained Physician - 1 | The character's Medicine skill may halt another character's Dying count. Reduce Medicine healing time by one minute. | Medicine - 1 and Rank 0 | 1 |
| Trained Physician - 2 | Reduce Medicine healing time by three minutes. | Trained Physician - 1 and Rank 2 | 2 |
| Trained Physician - 3 | Reduce Medicine healing time by five minutes. | Trained Physician - 2 and Rank 2 | 2 |
Nobility
Noble abilities centered on retainers and on Influence. Any Noble could buy General skills, and each could also buy from the tree of one house. There was a tree for each of the eight houses of Arnesse and one for the Twilight Empire, the ninth great house.
General
| Skill | Effect | Requires | CP |
|---|---|---|---|
| Calling Favors (Signature) | Convert 1 Influence to 4 silver dragons per event at check-in, up to 32 silver dragons. | The Second Estate - 1, Taxation - 1, and Rank 2 | 2 |
| Courtiers - 1 | Gain +1 Retainer slot and the ability to bestow 1 Courtier archetype on a player. A courtier made in this way need not become a retainer. | Rank 0 | 1 |
| Courtiers - 2 | Gain +1 Retainer slot and bestow 1 additional Courtier archetype. | Courtiers - 1 and Rank 2 | 1 |
| Courtiers - 3 | Gain +1 Retainer slot and bestow 1 additional Courtier archetype. | Courtiers - 2 and Rank 3 | 1 |
| Feudalism (Signature) | Gain 2 Influence per Retainer at check-in. | The Second Estate - 1 and Rank 2 | 2 |
| Household - 1 | Gain +2 Retainer slots. | Rank 0 | 1 |
| Household - 2 | Gain +2 Retainer slots. | Household - 1 and Rank 2 | 1 |
| Household - 3 | Gain +2 Retainer slots. | Household - 2 and Rank 3 | 1 |
| Pulling Strings - 1 | Once per event, gain 4 Influence for the purpose of contributing to an Interactive Event. | Rank 0 | 1 |
| Pulling Strings - 2 | Once per event, gain 8 Influence for the purpose of contributing to an Interactive Event. | Pulling Strings - 1 and Rank 2 | 2 |
| Pulling Strings - 3 | Once per event, gain 12 Influence for the purpose of contributing to an Interactive Event. | Pulling Strings - 2 and Rank 3 | 2 |
| Rousing Speech | Once per event, after an inspirational speech to Retainers or to anyone sworn to the character who bears the character's blazon, grant them one temporary point of Tough and one negation of the Fear effect for the rest of the event. | Rank 0 | 1 |
| Taxation - 1 | Gain 8 silver dragons per event at check-in. | Rank 0 | 1 |
| Taxation - 2 | Gain 24 silver dragons per event at check-in. | Taxation - 1 and Rank 2 | 2 |
| Taxation - 3 | Gain 4 gold dragons per event at check-in. | Taxation - 2 and Rank 3 | 2 |
| The Second Estate - 1 | Gain 1 Influence per event at check-in. | Rank 0 | 1 |
| The Second Estate - 2 | Gain 3 Influence per event at check-in. | The Second Estate - 1 and Rank 2 | 2 |
| The Second Estate - 3 | Gain 5 Influence per event at check-in. | The Second Estate - 2 and Rank 3 | 2 |
Aragon
| Skill | Effect | Requires | CP |
|---|---|---|---|
| Student of the Tower | Choose one Magister archetype skill: Library, Rigorous Studies, Esoteric Studies, Chemist, Potion Monger, or Mithridatism. Gain Level 1 in that skill. Later levels are bought normally. | Rank 0 | 1 |
| Master of the Mists | Once per event, reduce a Magister's promotion costs by 20%, whether or not the Magister is retained. | Rank 0 | 1 |
| Wasteland Warrior | Choose one skill: Two-Handed Weapons - 1, Tough - 1, or Combat Agility - 1. Spear users gain 1 use of the Stagger active martial skill per Refresh. | Rank 0 | 1 |
| Higher Education (Signature) | Gain Academics 2. Gain 1 CP to spend on any of the following skills: Household, Courtiers, Influential, Espionage, 2-Handed Weapons, or Alchemy. | Academics - 1 and Rank 2 | 2 |
Bannon
| Skill | Effect | Requires | CP |
|---|---|---|---|
| Little Birds | Gain 1 Espionage per Retainer to a maximum of 4 per event at check-in. May forgo gaining any Espionage and instead gain a maximum of 2 Influence. | Rank 0 | 1 |
| Friends in High Places | Add +2 Influence to any Influence contributed with Pulling Strings once per event. | Pulling Strings - 1 and Rank 0 | 1 |
| Entourage (Signature) | Gain +4 Retainer slots. | Household - 1 and Rank 2 | 2 |
| Connections at Court | Once per event, reduce a Vigil's promotion cost by 20%, whether or not the Vigil is retained. | Rank 0 | 1 |
Blayne
| Skill | Effect | Requires | CP |
|---|---|---|---|
| Fervor of the Dawnbringer | Rousing Speech also refreshes a use of Master of Arms for all listeners who have it. | Rousing Speech and Rank 0 | 1 |
| Theocracy (Signature) | Gain 4 Influence or 2 gold dragons every event at check-in. | The Second Estate - 1, Taxation - 1, and Rank 2 | 2 |
| Monasticism | Once per event, reduce an Auron's promotion costs by 20%, whether or not the Auron is retained. | Rank 0 | 1 |
| Humble Beginnings | Qualify for the Noble Archetype as a Commonfolk Archetype. | Rank 0 | 1 |
Corveaux
| Skill | Effect | Requires | CP |
|---|---|---|---|
| Martial Instruction | Choose any two of these martial skills: One-Handed Weapons - 1, Two-Handed Weapons - 1, Armor Specialist - 1, Armor Proficiency - 1, or Shields - 1. | Rank 0 | 1 |
| Lord Captain | Choose one Knight archetype skill: Lionheart, Armor Mastery, Martial Expertise, Trained Medic, or Battlefield Medicine. Gain Level 1 in that skill. Later levels are bought normally. | Rank 0 | 1 |
| Knight Commander | Once per event, reduce a Knight's promotion costs by 20%, whether or not the Knight is retained. | Rank 0 | 1 |
| Heavy Armor Training (Signature) | Gain +2 Armor Value (AV) when wearing heavy armor. | Armor Proficiency - 1 and Rank 2 | 2 |
Hale
| Skill | Effect | Requires | CP |
|---|---|---|---|
| Raiding Party (Signature) | For every Knight or Soldier retained, gain 5 random resources per event at check-in. | Household - 1 and Rank 2 | 2 |
| Raised by Wolves | Choose any two of these martial skills: One-Handed Weapons - 1, Two-Handed Weapons - 1, Tough - 1, Armor Proficiency - 1, or Shields - 1. | Rank 0 | 1 |
| Berserkers | Rousing Speech may instead grant 2 Tough or 2 Fear negations. | Rousing Speech and Rank 0 | 1 |
| Axe Master | Gain One-Handed Weapons - 1. The skill grants a Sunder active martial skill in place of Stun, usable only with one- or two-handed axes. | Rank 0 | 1 |
Innis
| Skill | Effect | Requires | CP |
|---|---|---|---|
| Rally | May use the Rally skill once per Refresh. It mirrors the Auron skill Embolden but needs no religious context or Book of Magnus. | Ways of Old | - |
| Strength of the Oak | May use the Strength of the Oak skill once per Refresh. It mirrors the Auron skill Bulwark of Faith but needs no religious speech or Book of Magnus. | Ways of Old | - |
| Ways of Old (Signature) | Gain Rally and Strength of the Oak as skills. | Rousing Speech and Rank 2 | 2 |
| Masters of the Arrow | Gain +1 Retainer slot that can only be used for the Bowyer archetype. | Rank 0 | 1 |
| Whispers of the Deepwood | Choose a 1 CP skill from another Noble House tree. That skill replaces this one. | Rank 0 | 1 |
| Horn of the Wood | May use Rousing Speech an additional time per event. | Rousing Speech and Rank 0 | 1 |
Richter
| Skill | Effect | Requires | CP |
|---|---|---|---|
| Pact of Old | Gain +1 Retainer slot that can only be used for Blacksmith or Gunsmith archetypes. | Rank 0 | 1 |
| Scion of the Dark Tower | Gain a one-time payout of 10 Influence. | Rank 0 | 1 |
| The Iron Fist (Signature) | Gain +4 Influence every event at check-in. | The Second Estate - 1 and Rank 2 | 2 |
| Legacy of the Forge | Once per event, purchase a schematic at market cost, matching the type and not exceeding the level of a crafter Retainer. | Rank 0 | 1 |
Rourke
| Skill | Effect | Requires | CP |
|---|---|---|---|
| Scallywag | Choose one Cirque archetype skill: Blackmail, Gossip, or Shadow Merchant. Gain Level 1 in that skill. Later levels are bought normally. | Rank 0 | 1 |
| Pirate Cove (Signature) | May sell items at check-in for Cirque buyback prices. A maximum of 25 silver dragons in goods can be sold this way. Influence can be gained instead of coin at a rate of 5 silver dragons to 1 Influence. | Rank 2 | 2 |
| Plunder | For every Commonfolk, Urchin, or Brigand Retainer, gain 3 random resources every event at check-in. | Household - 1 and Rank 0 | 1 |
| Dead Man's Chest | Gain 1 gold dragon every event at check-in. | Taxation - 1 and Rank 0 | 1 |
The Twilight Empire
| Skill | Effect | Requires | CP |
|---|---|---|---|
| Discourse | For every two Retainers, gain a random level 1 lore prop at check-in, up to 2 per event. All lore props may be given up to gain one syllabus of choice. | Household - 1 and Rank 0 | 1 |
| Duelist Training | Choose any two of these martial skills: Archer, Two-Handed Weapons - 1, Tough - 1, Armor Proficiency - 1, or Shields - 1. | Rank 0 | 1 |
| Shadowing Moon and Radiant Sun (Signature) | Gain two abilities. Once per event, a scholarly conclave grants one question to staff about an opened lore owned by the character or a Retainer, other than Forbidden Lore. The character also gains Hyper Awareness - 1 from the Vigil archetype skills. | Academics - 1 and Rank 2 | 2 |
| Strategically Minded | Choose one skill: Courtly Intrigue or Sense Influence from the Vigil, or Logistician from the Magisters. Gain level 1 in that skill. Later levels are bought normally. | Rank 0 | 1 |
Veterans
Veterans represented no guild. They chose two of six trees, one as primary and one as secondary, and they began at Rank 2.
Academic
| Skill | Effect | Requires | CP |
|---|---|---|---|
| Hardy Constitution (Signature) | A character cured of or surviving a Level 1 Poison or Disease cannot be afflicted by it again. | Rank 2 | 2 |
| Home Remedy - 1 | Gain 1 level 1 Disease or Poison cure of choice per event. | Rank 1 | 1 |
| Home Remedy - 2 | Gain 2 level 1 Disease or Poison cure of choice per event. | Home Remedy - 1 and Rank 2 | 2 |
| Home Remedy - 3 | Gain 3 level 1 Disease or Poison cure of choice per event. | Home Remedy - 2 and Rank 3 | 2 |
| Lorekeeper - 1 | Gain 1 random level 1 lore prop (not a Syllabus) in a category of choice per event at check-in. | Rank 1 | 1 |
| Lorekeeper - 2 | Gain 2 random level 1 lore props (not Syllabi) in a category of choice per event at check-in. | Lorekeeper - 1 and Rank 2 | 2 |
| Lorekeeper - 3 | Gain 3 random level 1 lore props (not Syllabi) in a category of choice per event at check-in. | Lorekeeper - 2 and Rank 3 | 2 |
| Rub Dirt On It (Signature) | Reduce Medicine healing time by two minutes. | Medicine - 1 and Rank 2 | 2 |
| Sawbones | May mend injured limbs with 5 minutes of uninterrupted roleplay and one use of a Chirurgeon's Kit. | Rank 1 | 1 |
| Scrivener - 1 | May copy 1 opened lore prop per event. Cannot copy Syllabi. | Rank 1 | 1 |
| Scrivener - 2 | May copy 2 opened lore props per event. Cannot copy Syllabi. | Scrivener - 1 and Rank 2 | 2 |
| Scrivener - 3 | May copy 3 opened lore props per event. Cannot copy Syllabi. | Scrivener - 2 and Rank 3 | 2 |
| Well Read | Each level of a lore skill above the first costs 1 less than the listed number of lore props. | Academics - 1 and Rank 1 | 1 |
Artisan
| Skill | Effect | Requires | CP |
|---|---|---|---|
| Apprentice (Signature) | Gain 1 random schematic of a known craft every event at check-in, up to the character's level in that craft. | A Crafting Skill and Rank 2 | 2 |
| Architect - 1 | Once per event, turn in 1 character Archetype card that only has a Basic or Veteran Archetype for 10 iron ingots, refined wood, leather, or cloth toward a Construction Project. The archetype card should not be retained by anyone. | Rank 1 | 1 |
| Architect - 2 | Once per event, turn in up to 2 character Archetype cards that only have a Basic or Veteran Archetype for 10 iron ingots, refined wood, leather, or cloth toward a Construction project. The archetype cards should not be retained by anyone. | Architect - 1 and Rank 2 | 2 |
| Architect - 3 | Once per event, turn in up to 3 character Archetype cards that only have a Basic or Veteran Archetype for 10 iron ingots, refined wood, leather, or cloth toward a Construction project. The archetype cards should not be retained by anyone. | Architect - 2 and Rank 3 | 2 |
| Brewmaster - 1 | Gain 1 decoction the character can craft at check-in every event at no cost. | Alchemy - 1 and Rank 1 | 1 |
| Brewmaster - 2 | Gain 2 decoctions the character can craft at check-in every event at no cost. | Brewmaster - 1 and Rank 2 | 2 |
| Brewmaster - 3 | Gain 3 decoctions the character can craft at check-in every event at no cost. | Brewmaster - 2 and Rank 3 | 2 |
| Entrepreneur - 1 | Gain 4 silver dragons per event at check-in. | Rank 1 | 1 |
| Entrepreneur - 2 | Gain 12 silver dragons per event at check-in. | Entrepreneur - 1 and Rank 2 | 2 |
| Entrepreneur - 3 | Gain 20 silver dragons per event at check-in. | Entrepreneur - 1 and Rank 2 | 2 |
| Market Exchange | Once per event at check-in, convert resources into coin or coin into resources, at 1 resource to 1 silver dragon. Up to 2 gold dragons of value may be traded in this way. | Rank 1 | 1 |
| Trade Deals (Signature) | Once per event at check-in, turn in up to 3 character Archetype cards that only have a Basic or Veteran Archetype for three resources of choice or three silver dragons per card. The archetype cards should not be retained by anyone. | Rank 2 | 2 |
Burgher
| Skill | Effect | Requires | CP |
|---|---|---|---|
| Call to Arms | Once per Refresh, a rousing speech grants one temporary use of Tough to any number of listeners with Basic or Veteran Archetypes. | Rank 1 | 1 |
| Mob Rule (Signature) | Once per event at check-in, turn in up to 3 unretained archetype cards that have only a Basic or Veteran Archetype, to remove one Influence per card from a chosen player. A player can be targeted once every other event. | Rank 2 | 2 |
| Power of the People (Signature) | Once per event at check-in, turn in up to 3 character Archetype cards that only have a Basic or Veteran Archetype for one Influence or four silver dragons per card. The archetype cards should not be retained by anyone. | Rank 2 | 2 |
| Prominent Citizen - 1 | Gain 1 Influence every event at check-in. | Rank 1 | 1 |
| Prominent Citizen - 2 | Gain 3 Influence every event at check-in. | Prominent Citizen - 1 and Rank 2 | 2 |
| Prominent Citizen - 3 | Gain 5 Influence every event at check-in. | Prominent Citizen - 2 and Rank 3 | 2 |
| Village Gossip - 1 | Once per event at check-in, gain 3 Espionage points that can only be used to acquire rumors. | Rank 1 | 1 |
| Village Gossip - 2 | Once per event at check-in, gain 6 Espionage points that can only be used to acquire rumors. | Village Gossip - 1 and Rank 2 | 1 |
| Village Gossip - 3 | Once per event at check-in, gain 9 Espionage points that can only be used to acquire rumors. | Village Gossip - 2 and Rank 3 | 1 |
| Voice of the People | Once per event at check-in, turn in up to 3 archetype cards that have only a Basic or Veteran Archetype, for one Influence per card to place in Decisive Moment boxes of choice. | Rank 1 | 2 |
Peasant
| Skill | Effect | Requires | CP |
|---|---|---|---|
| Advanced Herbalism (Signature) | Gain an additional 12 herbs from Herbalism at check-in, and choose all herbs gained from Herbalism. | Herbalism - 1 and Rank 2 | 2 |
| Life of Labor - 1 | Gain +1 Tough. | Rank 1 | 1 |
| Life of Labor - 2 | Gain +1 Tough. | Life of Labor - 1 and Rank 2 | 1 |
| Life of Labor - 3 | Gain +1 Tough. | Life of Labor - 2 and Rank 3 | 1 |
| Master Farmer - 1 | Gain an additional 6 cloth per event at check-in. | Farming - 1 and Rank 1 | 1 |
| Master Farmer - 2 | Gain an additional 16 cloth per event at check-in. | Master Farmer - 1 and Rank 2 | 2 |
| Master Farmer - 3 | Gain an additional 26 cloth per event at check-in. | Master Farmer - 2 and Rank 3 | 2 |
| Master Feller - 1 | Gain an additional 6 refined wood per event at check-in. | Woodcutting - 1 and Rank 1 | 1 |
| Master Feller - 2 | Gain an additional 16 refined wood per event at check-in. | Master Feller - 1 and Rank 2 | 2 |
| Master Feller - 3 | Gain an additional 26 refined wood per event at check-in. | Master Feller - 2 and Rank 3 | 2 |
| Master Hunter - 1 | Gain an additional 6 leather per event at check-in. | Hunting - 1 and Rank 1 | 1 |
| Master Hunter - 2 | Gain an additional 16 leather per event at check-in. | Master Hunter - 1 and Rank 2 | 2 |
| Master Hunter - 3 | Gain an additional 26 leather per event at check-in. | Master Hunter - 2 and Rank 3 | 2 |
| Master Miner - 1 | Gain an additional 6 iron ingots per event at check-in. | Mining - 1 and Rank 1 | 1 |
| Master Miner - 2 | Gain an additional 16 iron ingots per event at check-in. | Master Miner - 1 and Rank 2 | 2 |
| Master Miner - 3 | Gain an additional 26 iron ingots per event at check-in. | Master Miner - 2 and Rank 3 | 2 |
| Resourceful (Signature) | Once per event at check-in, gain an additional 12 resources, and choose all resources gained from gathering. | Gathering - 1 and Rank 2 | 2 |
Scoundrel
| Skill | Effect | Requires | CP |
|---|---|---|---|
| Mark - 1 | 1 time per Refresh, ask a player or NPC how much Influence OR coin they have. They must answer truthfully. | Rank 1 | 1 |
| Mark - 2 | 3 times per Refresh, ask a player or NPC how much Influence OR coin they have. They must answer truthfully. | Mark - 1 and Rank 2 | 2 |
| Mark - 3 | 5 times per Refresh, ask a player or NPC how much Influence OR coin they have. They must answer truthfully. | Mark - 2 and Rank 3 | 2 |
| Sabotage (Signature) | Once per event at check-in, gain 6 Espionage to place in Decisive Moment boxes of choice. | Rank 2 | 2 |
| Scrounger | Once per event at check-in, swap any resources for other resources of the same level. Iron, leather, cloth, and wood cannot be traded for herbs, but herbs can be traded for herbs of the same level. | Rank 1 | 1 |
| Second Story Job - 1 | Gain 1 permanent letter between A-H. Automatically defeat a Level 1 lock once per Refresh. | Disable Device - 1 and Rank 1 | 1 |
| Second Story Job - 2 | Gain 1 permanent letter between I-P. Automatically defeat up to a level 2 lock once per Refresh. | Second Story Job - 1 and Rank 2 | 2 |
| Second Story Job - 3 | Gain 1 permanent letter between Q-X. Automatically defeat up to a level 3 lock once per Refresh. | Second Story Job - 2 and Rank 3 | 2 |
| Spy Network (Signature) | Once per event at check-in, turn in up to 3 character Archetype cards that only have a Basic or Veteran Archetype for 2 Espionage per card. The archetype cards used for this should not be retained by anyone. | Espionage - 1 and Rank 2 | 2 |
| Word on the Street | Once per event, ask who is currently winning a Decisive Moment. | Rank 1 | 1 |
Soldier
| Skill | Effect | Requires | CP |
|---|---|---|---|
| Grizzled (Signature) | Gain 1 use of Master of Arms and Second Wind per Refresh. | Master of Arms - 1 and Rank 2 | 2 |
| Gutsy | Negate 1 Fear call per Refresh. | Rank 1 | 1 |
| Light Armor Focus | Gain 1 Armor Value (AV) when wearing light armor. | Armor Proficiency - 1 and Rank 1 | 1 |
| Mercenary Captain - 1 | The character can no longer be Retained but gains +1 Retainer slot. Those retainers must be Soldier, Brigand, or Urchin basic archetypes and may have the Veteran advanced archetype. | Rank 1 | 1 |
| Mercenary Captain - 2 | Gain +1 retainer slot for Soldier, Brigand, or Urchin Archetypes. | Mercenary Captain - 1 and Rank 2 | 2 |
| Mercenary Captain - 3 | Gain +1 retainer slot for Soldier, Brigand, or Urchin Archetypes. | Mercenary Captain - 2 and Rank 3 | 2 |
| Militiaman | Gain the Martial Training skill. The Soldier archetype's equipment and coin could replace those of the basic archetype. | Any Martial Skill and Rank 1 | 1 |
| Phalanx | Gain Two-Handed Weapons - 1. Spear users gain 1 use of the Stagger active martial skill per Refresh. | Rank 1 | 1 |
| Plucky (Signature) | Gain 1 Resist active martial skill per Refresh. | Rank 2 | 2 |
| Quartermaster - 1 | Once per event at check-in, gain 5 silver dragons worth of items from the Cirque price sheet. | Rank 1 | 1 |
| Quartermaster - 2 | Once per event at check-in, gain 14 silver dragons worth of items from the Cirque price sheet. | Quartermaster - 1 and Rank 2 | 2 |
| Quartermaster - 3 | Once per event at check-in, gain 24 silver dragons worth of items from the Cirque price sheet. | Quartermaster - 2 and Rank 3 | 2 |
The Vigil
Any member of the Vigil could buy General skills, and each chose Justicar or Sentinel as a primary tree.
General
| Skill | Effect | Requires | CP |
|---|---|---|---|
| Favored of the Court - 1 | Gain 1 Influence per event at check-in. | Rank 0 | 1 |
| Favored of the Court - 2 | Gain 3 Influence per event at check-in. | Favored of the Court - 1 and Rank 2 | 2 |
| Favored of the Court - 3 | Gain 5 Influence per event at check-in. | Favored of the Court - 2 and Rank 3 | 2 |
| Hardened Constitution | Gain immunity to level 1 poisons. A character subjected to one knows of the poisoning, and knows the poison only with the Diagnose ability. | Rank 0 | 1 |
| Whispers in the Halls - 1 | Gain 2 Espionage per event at check-in. | Rank 0 | 1 |
| Whispers in the Halls - 2 | Gain 4 Espionage per event at check-in. | Whispers in the Halls - 1 and Rank 2 | 1 |
| Whispers in the Halls - 3 | Gain 6 Espionage per event at check-in. | Whispers in the Halls - 2 and Rank 3 | 1 |
Justicar
| Skill | Effect | Requires | CP |
|---|---|---|---|
| Courtly Intrigue - 1 | Gain 2 Espionage per event at check-in. Gain special insight into 1 rumor gained through Espionage. | Rank 0 | 1 |
| Courtly Intrigue - 2 | Gain 4 Espionage per event at check-in. Gain special insight into 2 rumors gained through Espionage. | Courtly Intrigue - 1 and Rank 2 | 2 |
| Courtly Intrigue - 3 | Gain 6 Espionage per event at check-in. Gain special insight into 3 rumors gained through Espionage. | Courtly Intrigue - 2 and Rank 3 | 2 |
| Extortion | May convert 3 Espionage points to 1 Influence OR 1 influence to 2 Espionage every event at check-in. Up to 3 Influence or 6 Espionage may be generated in this way. | Rank 0 | 1 |
| Eye for Detail (Signature) | Gain Perception - 1 and Perception - 2. Once per event, ask staff for insight on something seen or heard. | Rank 2 | 2 |
| Kingmaker (Signature) | Remove or grant X Influence at check-in from each character who was the subject of a Whisper Campaign rumor, where X is the level of Whisper Campaign. A player can be targeted once every other event. Staff supplied granted Influence and collected removed Influence. | Whisper Campaign - 1 and Rank 2 | 2 |
| Sense Influence - 1 | 1 time per Refresh, ask a player or NPC how much Influence and Espionage they have. They must answer truthfully. | Rank 0 | 1 |
| Sense Influence - 2 | 3 times per Refresh, ask a player or NPC how much Influence and Espionage they have. They must answer truthfully. | Sense Influence - 1 and Rank 2 | 1 |
| Sense Influence - 3 | 5 times per Refresh, ask a player or NPC how much Influence and Espionage they have. They must answer truthfully. | Sense Influence - 2 and Rank 3 | 1 |
| Whisper Campaign - 1 | Add 1 positive or negative rumor about another character to the pool of rumors. Rumors went to staff at least one week before each event. | Rank 0 | 1 |
| Whisper Campaign - 2 | Add 2 positive or negative rumors about up to two different characters to the pool of rumors. | Whisper Campaign - 1 and Rank 2 | 2 |
| Whisper Campaign - 3 | Add 3 positive or negative rumors about up to three different characters to the pool of rumors. | Whisper Campaign - 2 and Rank 3 | 2 |
Sentinel
| Skill | Effect | Requires | CP |
|---|---|---|---|
| Guardian - 1 | Once per Refresh, while within arm's reach of another character, transfer one active martial call or melee strike aimed at that character to this character. | Tough - 1, Hyper Awareness - 1 and Rank 0 | 1 |
| Guardian - 2 | May use the Guardian skill twice per Refresh. | Guardian - 1 and Rank 2 | 2 |
| Guardian - 3 | May use the Guardian skill three times per Refresh. | Guardian - 2 and Rank 3 | 2 |
| Hyper Awareness - 1 | Gain +1 use of the Resist active martial skill per Refresh. | Rank 0 | 1 |
| Hyper Awareness - 2 | Gain +1 use of Resist per Refresh. | Hyper Awareness - 1 and Rank 2 | 2 |
| Hyper Awareness - 3 | Gain +1 use of Resist per Refresh. | Hyper Awareness - 2 and Rank 3 | 2 |
| Iron Body (Signature) | Gain +2 points of Tough. | Tough - 3 and Rank 2 | 2 |
| Martial Prowess - 1 | Gain +1 level of Master of Arms. This stacks with existing levels of Master of Arms. Master of Arms levels above 3 give the same benefit as Master of Arms 3. | Rank 0 | 1 |
| Martial Prowess - 2 | Gain +1 level of Master of Arms. This stacks with existing levels of Master of Arms. | Martial Prowess - 1 and Rank 2 | 2 |
| Martial Prowess - 3 | Gain +1 level of Master of Arms. This stacks with existing levels of Master of Arms. | Martial Prowess - 2 and Rank 3 | 2 |
| Wylding Hand - 1 | Gain the ability to use brawling boffers (Claws). Gain access to the Stun active martial skill. May use one Stun per Refresh. | Rank 0 | 1 |
| Wylding Hand - 2 | Gain access to the Disarm active martial skill with brawling boffers. May use one Disarm per Refresh. | Wylding Hand - 1 and Rank 2 | 2 |
| Wylding Hand - 3 | Gain access to the Cleave active martial skill with brawling boffers. May use one Cleave per Refresh. | Wylding Hand - 2 and Rank 3 | 2 |