Excellencies
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Excellencies
Excellencies are the skills your character brings to the game world. A character can choose up to three Excellencies (this is a hard limit).
Excellencies are listed with alignment to one or more Domains. This alignment is informational only and helps you understand the types of skills offered by the Excellency. You may take any Excellency regardless of your chosen Domain.
Air
Ballista
| Skill Name | Cost | Verbal | Description | Attribute |
|---|---|---|---|---|
| Trio of Arrows | Included | ‘3 Damage’ | Spend one Attribute to make two archery attacks of 3 damage. | 1 Insight |
| Refresh Quiver | 4 | ‘Refresh Quiver to self’ | Spend one Attribute to instantly refresh your quiver. Effects that trigger from your quiver being refreshed are activated. | 1 Prowess |
| Extended Quiver | 2 | N/A | Once per Short Rest, you can refresh your quiver with a 10 second focus. | N/A |
| Prepare Arrow | 3 | N/A | Once per Short Rest, you can add +3 damage to a called damage archery attack. | Thread Skill |
| Rain of Arrows | 3 | N/A | You can add +1 damage to a called damage archery effect if this effect is targeting a different target than your last missile attack. | Thread Skill |
| Restring Bow | 4 | ‘Restring Bow’ | You can now restring your bow in 3 seconds versus 10 seconds. | N/A |
| Half Score of Arrows | 2 | ‘3 Damage’ | Once per event, you can call upon the Air and grant yourself 10 additional missile attacks of 3 damage by bow or crossbow. | N/A |
| Refresh Ally | 4 | ‘Refresh Quiver’ | You have trained to quickly put arrows in another’s quiver. Use a touch packet to refresh another person’s quiver. | 1 Insight |
Stalker
| Skill Name | Cost | Verbal | Description | Attribute |
|---|---|---|---|---|
| Sharpened Arrow | Included | ‘4 Damage’ | You make a basic archery attack at your foe of 4 damage. | 1 Insight |
| First Blood | 3 | See description | The first archery attack you make with a bow after refreshing your quiver is +3 damage. If your first arrow is uncalled, you can use a called ‘4 Damage’ attack. | Thread Skill |
| Target of Ire | 3 | ‘Imbue to self’ | Once per short rest, you can take 10 seconds to identify a target. During that time, you cannot move, attack, use any other game skills, or take non-beneficial effects. From that point on, all called damage arrows attacks towards your chosen target are +2 damage. If you hit anyone other than your chosen target with an archery attack, your aim is lost. | Thread Skill |
| Hooked Arrow | 4 | ‘Agony’ | You use an arrow with barbed ends to distract your foe. | 1 Fortitude |
| Penetrating Arrow | 4 | ‘8 Damage’ | Once per Long Rest, you use a specially prepared arrow to strike down your foes. | 1 Insight |
| Watching your target | 4 | ‘Avoid’ | If the individual you have set as your target attacks you, you can spend one Attribute to negate the attack. | 1 Fortitude |
| Set your sights | 2 | ‘Imbue to self’ | Twice per event, you can instantly choose a new target without taking time to study them. | N/A |
| Celebration of a kill | 3 | ‘Heal 2 to Self’ | Your success in felling a target buoys you, returning health. If you kill your target, you can heal 2 to self. | N/A |
Earth
Forge fire
| Skill Name | Cost | Verbal | Description | Attribute |
|---|---|---|---|---|
| Serrated Blade | Included | ‘Grant Melee attack agony’ | Grant Melee Attack ‘Agony.’ | 1 Insight |
| Armor Repair | 4 | ‘Repair 1 Armor’ | While Centered, use this Skill to gain 4 uses of ‘Repair Armor’. If you are not Centered, gain 2 uses of ‘Repair Armor.’ If you use this Skill again before all previous uses of ‘Repair Armor’ have been expended you lose the unused uses. | 1 Fortitude |
| Weapon Repair | 2 | ‘Repair Weapon’ | While Centered, spend 30 seconds to repair a destroyed weapon or shield. If not Centered spend 1 minute. | N/A |
| Sharpen Weapon | 4 | ‘Grant Melee Attack 3 Damage’ | You can Grant a melee attack to your companions or yourself. | 1 Insight |
| Sharpen Arrow | 4 | ‘Grant Missile Attack 4 Damage’ | You can Grant a missile attack to your companions or yourself. | 1 Fortitude |
| Heat the Forge | 3 | N/A | While Centered, your use of Sharpen Weapon and Sharpen Arrow gain an additional Grant effect. You can purchase this skill twice. | Thread Skill |
| Special Blade | 2 | ‘Grant melee attack 5 damage’ | Once per event, while Centered, gain three uses of “Grant melee attack 5 damage” to give to allies. | N/A |
Locus
| Skill Name | Cost | Verbal | Description | Attribute |
|---|---|---|---|---|
| Channel Healing | Included | ‘Heal by your <beneficial Trait>’ | Gain 3 effects for ‘Heal by <Trait>’ if you are Centered. If you are not Centered, gain one effect. | 1 Insight |
| Watch the Battle | 4 | ‘Grant 4 protection to self’ | The first time after a Long Rest, when you become centered you gain 4 points of Protection. | N/A |
| Restore Limb | 4 | ‘Cure Maim or Cure All Maims by <beneficial trait>’ | Spend one attribute to ‘Cure Maim.’ If you are Centered, you instead ‘Cure All Maims’ on the recipient. | 1 Insight |
| Rejuvenate | 2 | ‘Imbue Long Rest’ | Once per event, if you are Centered, you can Imbue an ally a Long Rest. | N/A |
| Medic Station | 3 | N/A | While Centered your use of the Skill ‘First Aid’ is reduced to 30 seconds. | Thread Skill |
| Protection | 4 | ‘Grant Guard Melee’ | You can protect companions from a melee attack. If you are Centered, when you use this skill, you can instead ‘Grant Guard Melee’ to two companions. | 1 Prowess |
| Keep Ground | 4 | ‘By my Gesture Repel by <Trait>’ | While Centered, you may use this Skill to point at a foe and Repel them. | 1 Prowess |
| Strong Center | 3 | N/A | While Centered, when you use a skill which provides multiple healing effects, you gain one extra effect. | Thread Skill |
Fire
Inferno
| Skill Name | Cost | Effect / Verbal | Description | Attribute |
|---|---|---|---|---|
| Blast of Flame | Included | ‘3 Damage by Fire’ | Spend an attribute to gain two packet attacks of 3 Damage by Fire to send at your foes. | 1 Insight |
| Fuel the Fire | 3 | N/A | When you use a skill which provides multiple damage packet effects, you gain one extra effect… | Thread Skill |
| Overdraft the Flame | 4 | ‘5 Damage by Fire’ | Once per Long Rest, spend one Fortitude to gain two packet attacks to burn your foes. Once per Long Rest you can use the Surge skill. | 1 Fortitude |
| Control the Elements | 3 | N/A | You can convert your Packet attacks to another element. Choose one additional element. You can choose the element from the Elemental Trait Group. You can now switch between the original trait and your new element for all Beneficial and non-Beneficial packet attacks. | N/A |
| Channel of Fire | 2 | ‘3 Damage by Fire’ | Once per event, you can call upon the flames and gain 10 packet attacks of 3 damage by Fire to rain upon your foes. Purchasing this skill also grants you, twice per event, you can call Surge and reset your packet flurry. | |
| Draw Heat | 4 | ‘Slow by Fire’ | You draw the heat from your foes leaving them lethargic. Spend one attribute and strike them with a packet attack and call out “Slow by Fire.” | 1 Insight |
| Choking Smoke | 4 | ‘Silence by Fire’ | Spend an attribute to make a packet attack of Fire to silence your foes. | 1 Fortitude |
| Overwhelm | 2 | ‘8 Damage by Fire’ | Once per event, you may make a packet attack with a great conflagration of flame. | N/A |
Slayer
Ice
Bastion
*Fully Armored does not raise the Heavy Armor maximum. It allows you to reach the normal Heavy Armor maximum through the skill, rather than relying on another effect to grant those armor points.
Defender
Lightning
Dervish
Hurricane
| Skill Name | Cost | Verbal | Description | Attribute |
|---|---|---|---|---|
| Strong strike | Included | ‘5 Damage’ | Melee attack for ‘5 Damage’. | 1 Fortitude |
| Stunning Blow | 2 | ‘Stun’ | Once per event, when wielding a two-handed weapon with a single striking surface, you can strike an opponent with a melee ‘Stun’ attack. | N/A |
| Rest up for Another Blow | 2 | ‘Refresh Stunning Blow to Self’ | Once per event, after a Long Rest in a Place of Peace, you can refresh your use of ‘Stunning Blow.’ | N/A |
| Disabling Strike | 4 | ‘Maim’ | Make a melee attack of ‘Maim.’ | 1 Prowess |
| Crushing Blow | 4 | ‘10 Damage’ | Once per Long Rest, when wielding a two-handed weapon with a single striking surface you can make a melee attack for 10 damage. | 1 Fortitude |
| No stopping the storm | 4 | ‘Resist’ | You may Resist an effect of either Weakness or Frenzy. | 1 Prowess |
| Complex Fracture | 3 | See Description | When wielding a two-handed weapon with a single striking surface, your melee attacks for ‘Maim’ are ‘Double Maim.’ | Thread Skill |
| Storms Fury | 3 | ‘5 Damage’ | Once per Short Rest, when your foe falls after a melee damage attack you made, gain a melee 5 Damage attack. If you make any other called attack before using this ability, it is lost. | N/A |
Tempest (Lightning)
Water
Awakener
Wellspring
| Skill Name | Cost | Verbal | Description | Attribute |
|---|---|---|---|---|
| Heal the world | Included | ‘Heal 2 by Water’ | You gain 3 heal effects when you invoke this spell. Each of those effects must be given to a different person. If you invoke this spell a second time and you have not used all the effects, the remaining effects are lost. | 1 Prowess |
| Spread the healing | 3 | N/A | You gain 2 additional heal effects when you use Heal the World and two additional protection effects when you use Protect the line. | Thread Skill |
| Balm to war | 3 | ‘Cure Physical by Magic’ | You can undo the afflictions caused by weapons of war and similar physical effects. | 1 Insight |
| Heroic Healing | 2 | ‘By your name <name> Heal 4 by Water’ | Once per event, you can heal someone by their name. Call out ‘By your Name <name>, Heal 4 by Water’ | 1x / event |
| Skillful Medic | 4 | See Description | When you complete First Aid on a fallen individual, you also provide them with a point of healing. If you are using Earth’s Determination you heal them for an additional point. | Thread Skill |
| Protect the Line | 4 | ‘Grant 2 Protection by Water’ | You gain two grant 2 protections that must be used on different people. | 1 Insight |
| If you Fall the Line Falls | 4 | ‘Spirit’ | Once per Long Rest, you can turn to Spirit for up to one minute. Represent the spirit form by standing with your arms crossed over your torso. You may end the spirit effect at any time by saying ‘Cure Spirit to Self.’ | 1 Prowess |
| All is not lost | 3 | ‘Refresh to self’ | If someone attacks a downed person you just healed, you can get that effect back after spending 10 seconds of Focus. You can use other effects before you restore the one lost, but you cannot regain more than one effect lost this way. You also cannot regain this ability after a Short or Long Rest. | N/A |
Multi-Aligned Excellencies
Multi-Aligned excellences are tied to two or more Domains.
Alchemist (Water / Fire)
Details on the known alchemy substances, their costs, how they are crafted, and how they are used can be found in the Alchemy section. This excellency grants you the use of Alchemy as a method for spellcasting.
Arcaneer (Universal)
Details on the known Arcaneering creations, their costs, how they are crafted, and how they are used can be found in the Arcaneering section.
Armorsmith (Ice / Earth)
| Skill Name | Cost | Verbal | Description | Attribute |
|---|---|---|---|---|
| Battlefield Repair | Included | ‘Repair 1 Armor’ | You know how to repair your and other people’s armor on the field of battle. For each use of this Skill you gain two uses of ‘Repair 2 Armor.’ | 1 Insight |
| Adjust Armor | 4 | ‘Grant 1 Protection’ | Gain two uses of ‘Grant 2 Protection.’ | 1 Prowess |
| Ringing Hammer | 3 | N/A | While Centered, when you use a Repair Armor or Grant Protection Skill which has multiple uses, you can increase the number of uses by 2. | Thread Skill |
| Heat the Forge | 3 | N/A | The first use of a Repair Armor or Grant Protection you use after Centering, has its effect increased by 2 (so grant 2 protection becomes 4). | Thread Skill |
| Stir the embers | 3 | N/A | Once per Long Rest, the next skill you use after you have lost your Centering, can still be counted as being Centered. | N/A |
| Full repair | 2 | N/A | Once per event, you can Repair all armor for yourself or another. You can use this skill a second time during the event, but only while you are Centered. | N/A |
| Repair Weapon | 2 | ‘Repair Weapon’ | While centered, take 10 seconds of roleplay to fix a destroyed weapon. | N/A |
| Well fit armor | 3 | N/A | While Centered, your Armor gains an additional point. | N/A |
Beguiler (Fire / Ice)
Bladesmith (Lightning / Earth)
Combatant (Lightning / Ice)
Devastator (Fire / Lightning)
Grenadier (Fire / Air)
You have a tinkered device that can create different effects based on the ammunition added. Your projector can also be a crossbow and used as such. To use a projector as a crossbow you must purchase the Archery skill. Since a projector is an Archery attack, all attacks from your projector are Missile attacks.
It takes one minute of RP to change ammo types. If your projector is disarmed, you must drop it and cannot use effects while it is dropped. If your projector is destroyed you cannot use the projector again until it is repaired, which can be done for no attributes at a tinkering or arcaneering station. When you assign a given element as your ammunition you gain both skills associated with that element.
Naturalist (Water / Air)
Ordinator (Water / Earth)
Paladin (Water / Ice)
Poison Blade (Water / Lightning)
This excellency grants you the ability to use ‘Alchemy’ as your Method for spellcasting.
Retributor (Air / Ice)
| Skill Name | Cost | Verbal | Description | Attribute |
|---|---|---|---|---|
| Strike First | Included | ‘4 Damage’ | Make a missile attack for 4 damage. | 1 Fortitude |
| Bloody Arrow | 3 | N/A | When you take Vitality damage, your next called damage missile attack is +2 damage. | Thread Skill |
| Capture Momentum | 4 | See Description | Twice per Long Rest, when struck by a damage attack, you can store that attack and return it as a missile attack as your next attack just calling the damage, not the trait. If you make another attack before you use this one, the stored attack is lost. | 1 Insight |
| Fit Combatant | 3 | N/A | You have +1 Vitality when wielding a bow. | N/A |
| Healthy | 3 | N/A | Gain +2 to the first healing spell or Skill you use after a short rest. | Thread Skill |
| Return to the Fray | 4 | ‘Heal 3 to self by Ice’ | You take a moment to heal your own wounds. | 1 Fortitude |
| Cost of Blood | 2 | ‘Short Weakness’ | Once per Short Rest, you can make an archery attack of Short Weakness, and, once it lands and is acknowledged, Short Weakness to self. | N/A |
| Duel Ender | 4 | ‘Reflect’ | Once per event, reflect a missile attack. |
Sirocco (Air / Earth)
Tinkerer (Universal)
Details on the known tinkered items, their costs, how they are crafted, and how they are used can be found in the Tinkering section. This excellency grants you the ability to use tinkering and devices as your spell casting method.