Ordinary Skills

A few skills have prerequisites. If you have purchased a skill, and for any reason you no longer meet the expected prerequisites on a permanent basis (such as losing an Advantage or changing Occupation), you may re-spend the Moonstones on another skill of the same cost.

Absolution                                    [Major, 15 MS, Once]
You may offer Absolution to those of your faith, if you deem they have performed a true penance. See the rules for Religion.

Abundant Mana                           [Minor, 5 MS, Multiple]
If you have the Gift of Wisdom, you may permanently reduce your Resist Magic per Renew amount by 1, to add 1 to your maximum Mana.

Agility                                            [Standard, 10 MS, Once]
You have unusual flexibility, and are full of surprising maneuvers and flourishes. You may only use this skill when unarmored. You may call “Disengage” once per Renew. In addition, a number of times per Renew, you may “Resist” a Damage call from any single arrow, crossbow bolt, spell packet, or thrown weapon (basically anything that moves through the air). The number of Resists depends on your weaponry:

3 Resists: Armed only with a dagger, other hand free.

2 Resists: Not using a shield, not using a two handed weapon.

1 Resists: Using a two handed weapon, a shield, or otherwise “encumbered” at your discretion.

Apothecary (X)                           
[Major, 15 MS, Once]
You possess the Apothecary Craft Skill, and have a certain number of Craft Points per Day. If purchased with Moonstones, this provides 2 Craft Points. Only one Craft Skill may be purchased with Moonstones. See Apothecary for a more detailed description of this skill.

Apprenticeship                            [Unavailable]
You are skilled at assisting others and at learning trades. Once per Day, you may help another with a Craft Skill. While doing so, you may call “Bestow 2 Craft Points”. Once per Event, you may ask a person with a Craft Skill to set you a challenge or task. If you complete it, you may request a Moonstone from a Seneschal or the Staff.

Armor Repair                              [Minor, 5 MS, Once]
You must belong to the Blacksmith, Tailor/Leatherworker, or Tinker Occupation to use this skill. Once per Renew, you may spend a 30 count of roleplay refitting and repairing an armor piece on a conscious character to call "Heal 2".

Armored In Faith                        [Minor, 5 MS, Once]
If you currently possess at least 3 Karma, you gain 1 Armor Point. This does not stack with any other armor.

Armstraining (X)                        [Major, 15 MS, Once]
You possess the Armstraining Craft Skill, and have a certain number of Craft Points per Day. If purchased with Moonstones, this provides 2 Craft Points. Only one Craft Skill may be purchased with Moonstones. See Armstraining for a more detailed description of this skill.

Artistry                                          [Unavailable]
True artists can imbue their crafts with almost supernatural beauty. A character with Artistry may spend Craft Points from any Craft Skill they possess to embellish their created items with exceptional traits, as follows:

1 CP may be spent to imbue an item with an Air, Earth, Fire, or Water Component.

1 CP may be spent to attach a tag which reads: ‘Forsooth, upon your first time reading this tag and looking at this item, ‘Compel to stand in awe for a thirty count by Will’ as you are overcome by emotion.’

2 CP may be spent to add a Life or Death component.

2 CP may be spent for a tag reading: ‘Forsooth, upon your first time reading this tag and looking at this item: ‘Torment by Will’ as you are overcome by emotion.’

3 CP may be spent for a Karma or a Chaos component.

4 CP may be spent for a Time component.

Once the item is created, any Components attached may be removed from the item and used by characters with the appropriate skills, as normal.

Bardic Voice (X)                         [Major, 15 MS, Once]
You possess the Bardic Voice Craft Skill, and have a certain number of Craft Points per Day. If purchased with Moonstones, this provides 2 Craft Points. Only one Craft Skill may be purchased with Moonstones. See Bardic Voice for a more detailed description of this skill.

Battle Rage                                   [Unavailable]
Once per Day, you may spend a 60 count whipping yourself into a state where you are beyond pain and fear. Battle Rage lasts for 5 minutes. During this time you may call “Resist” against any one effect. In addition, you add 3 Hit Points to your maximum.

Battlemage                                   [Major, 15 MS, Once]
To purchase this skill, you must first have the Warcaster skill. You may cast spells while wearing any amount of physical armor, up to your normal Wear Armor maximum.

Begging                                                [Unavailable]
Many are the unwashed beggars who plague the towns and villages of Navarre. Some few are beggars blessed and able to thank their benefactors in mysterious and supernatural ways. A character who has Begging may, when given a donation, allow their benefactor to draw from a marble bag containing 3 white, 1 red, and 2 black marbles.

The draw of a black marble has no additional effect.

The draw of a white marble results in an immediate "Heal 1" effect for the benefactor.

Most valuable is the draw of a red marble, which results in the "Bestow 1 Karma" effect for the benefactor.

A character may draw from a Begging bag no more than once per Day.

Beloved of the Forest                 [Standard, 10 MS, Once]
You must possess the Forest Ally and Treewalk advantages and the Wild Heart disadvantage to use this skill. Once per Day, you may kneel or lay down upon the ground or against a tree for a 60 count to call "Heal to Self”.

Bestow Favor                               [Unavailable]
Twice per Day, you may give someone a token, such as a scarf or glove, before a battle or adventure. You may then call “Bestow one Resist any Effect”.

Blessed                                          [Standard, 10 MS, Once]
You may use one Karma per Event, though you do not receive a tag for it and cannot save it for the future. See the Religion section.

Blood of Skandia                         [Standard, 10 MS, Once]
Once per Event, you may call "Resist" to one effect which was delivered "by Air" or "by Water”. Especially common for characters from Burgundar or Fenwyck.

Brawler                                          [Standard, 10 MS, Once]
You must possess the Unarmed Combat skill to use this skill. You gain the ability to use two 30" Claws. These represent your fists or kicks. See pg 21 for more information.

Butcher                                         [Major, 15 MS, Once]
You receive 6 Butcher Tags per Event. Each time you roleplay butchering an Animal (Must be unintelligent, not using weapons, speaking, etc.), you can activate one tag, as either one unit of Food or one unit of Cloth (hide). Only one person can butcher any given animal.

Buy/Sell (X)                                 [Minor, 5 MS, Multiple]
Even in peaceful times, Mystwood is a remote area, with few opportunities for commerce. Only the hardiest of peddlers and merchants will brave the treacherous roads through the forest. Even those who do come to the Mystwood will not be successful without a good knowledge of when and where goods are likely to be available, what reasonable prices are, and where buyers can be found with actual coin to spend.

The Buy/Sell skill represents this knowledge. You may use this skill once per Event, at a time of your choosing. Bring a list of items you want to buy or sell and the coin to do so to a Grey Wanderer, or go to the Staff operations building. This represents interaction with an off-board NPC merchant. If purchased with Moonstones, each purchase grants Buy/Sell (10).

Commerce                                    [Minor, 5 MS, Once]
You know how much things are worth, and can read Flags marked “Commerce” which may reveal the value of various items, and perhaps a little about their history or origin.

Cooking (X)                                 [Major, 15 MS, Once]
You possess the Cooking Craft Skill, and have a certain number of Craft Points per Day. If purchased with Moonstones, this provides 2 Craft Points. Only one Craft Skill may be purchased with Moonstones.  See Cooking for a more detailed description of this skill.

Cosmopolitan Connections      [Standard, 10 MS, Once]
At check in, you may randomly roll on the following chart of goods, which represents a trip to Trieste or Tweaksbury between events. There, you either lucked into some wealth, or tried your hand at thievery.

2 Savagely beaten by street hooligans! -1 Maximum Hit Points for the next Day.
3 One unit of Air or Earth (roll a die, 1-3 Air, 4-6 Earth)
4 One Tool of character's choice (Cloth, Metal, or Wood)
5 1-2 units of Metal
6 1-2 units of Wood
7 1-2 units of Food
8 1-2 units of Cloth
9 1-2 units of Parchment
10 1d6 Crown
11 One unit of Fire or Water (roll a die, 1-3 Fire, 4-6 Water)
12 One item with Merchant Buy cost under 8 crown (player's choice), or one Chaos, Death or Life component
For units of Material (5-9), make a second roll of one die. On a 1-4, one unit is obtained. On a 5 or 6, two units are obtained.

Cure Affliction                             [Major, 15 MS, Once]
You have sufficient basic medical knowledge to attempt to cure afflictions- various curses, diseases, infections, taints, etc. The known cures can be found within the Library. You should roleplay the cure, expend any ingredients required, and then state the name of the cure. As the person afflicted cannot tell you the name of their affliction, there is a bit of guesswork involved here. Fortunately, given the medical texts available, virtually any affliction is curable… eventually.

Detect Health                               [Minor, 5 GB, Once]
Once per Renew, by sizing an opponent up for a few moments, you may call the “Detect Health” effect.

Divine Lore                                  [Minor, 5 MS, Once]
You know much of the lore of the gods, and of your own in particular. You may read Flags marked Divine Lore. If they are marked with the name of a god, however, you may read them only if it is the god you have chosen to worship.

Divine Spells                                [Major, 15 MS, Once]
Each faith has a body of lore that allows them to cast spells. You may not use these skills without possessing the Gift of Wisdom, however, Divine Spells may be cast while wearing armor. Divine Spells may be found on pg 94.

Drinks on the House                  [Unavailable]
Once per Event, you may offer free drinks to up to 6 people. They will gain the “Renew” effect as normal.

Duelist                                           [Major, 15 MS, Once]
Once per Day, when you enter into a formal, single combat against a worthy foe (no use challenging rats), you “Renew” your abilities. However, you must have formally accepted your challenge, you must fight fairly, and you must fight to the death.

Duty                                               [Standard, 10 MS, Once]
Some professions are humbler than others, and have tasks to perform that although necessary, may not be glamorous. However, when you fulfill a “shift” (15 to 30 minutes) of your Duty, you “Renew” your abilities. This skill is useable a limited number of times per Day, as noted in the Occupation. If purchased with Moonstone, you may perform the Duty once per day, and the Duty’s description must be approved by Staff.

Energy Conservation                 [Major, 15 MS, Once]
If you have the Gift of Passion, you may permanently reduce your Bursts per Renew by 2, to increase your Storms per Renew by 1.

Engineering                                 [Minor, 5 MS, Once]
You understand the construction of buildings and structures, and can read Engineering flags. This may reveal hidden compartments, unstable walls, secret doors, and so on.

Entertainer                                   [Major, 15 MS, Once]
Jugglers, dancers, minstrels, thespians, even puppeteers, these are the superstars of the Known world. Their performances are often the high points of folk’s existence, especially in times of trouble. Once per Day, you may give a performance lasting at least 15 minutes. At the end of it you may call “By my Voice, Renew”. You also gain “Bestow Six Renews”. You may use this to renew up to six different people who were present at your performance at a later time, even in combat.

Execution                                     [Major, 15 MS, Once]
You gain the ability to swing one “Death” strike against any person you meet who has been legally sentenced to death and is unarmed. You may also perform certain other punishments, such as Branding.

Fortune Telling                           [Standard, 10 MS, Once]
Three times per Day, you may tell another's fortune using cards, runes, etc. They must first cross your palm with silver, of course. This takes about 5-10 minutes, at the end of which you may “Renew” them. However, you must have certain cards, runes or the like that signifies very bad fortune. If that card/rune/etc. is drawn, you may not Renew them, and must instead say “I curse you to take double damage from all attacks in your next battle”. The odds of drawing the “bad” effect should be about one in ten.

Grant Karma                                [Major, 15 MS, Once]
You may, after private conference, award Karma to those of your faith. The rules for doing so are in the Religion section.

Guild Wages                                 [Unavailable]
Your skill in crafts demands a higher rate of pay. When utilizing the “General Income” crafting ability, you may obtain 2 crown for 1 CP, rather than merely 1 crown.

Hagsblood                                    [Standard, 10 MS, Once]
You must possess both the Evil Eye and Witchblood advantages to use this skill. Once per Day, you may call "Charm by Gesture" after locking eyes with another character for at least a 10 count.

Improved Battle Rage                [Major, 15 MS, Once]
You must possess the Battle Rage skill to use this skill. When in a rage, you are even more of a terror. You may "Resist" any two effects, instead of one, and gain 4 Hit Points instead of 3.

Improved Bestow Favor            [Standard, 10 MS, Once]
You must possess the Bestow Favor skill to use this skill. When you provide a token, it provides both "Bestow one Resist any Effect”, and “Bestow one Heal 3 to Self”.

Improved Duelist                        [Major, 15 MS, Once]
You must possess the Duelist skill to use this skill. When entering into a formal duel, not only do you "Renew" your abilities, you gain a single additional Special Attack to use during the duel.

Improved Scavenging                [Standard, 10 MS, Once]
You must possess the Scavenging skill to use this skill. You gain 3 additional Salvage tags per Event.

Income (X)                                   [Minor, 5 MS, Multiple]
You receive the indicated number of crown per Event. If purchased with Moonstones, each purchase grants of income of 5 (or +5) crown per Event.

Instruction                                    [Standard, 10 MS, Once]
Everyone has certain skills they possess, but few are capable of teaching those skills to another. A character with Instruction, however, is a skilled teacher. At check in, you receive three Skill Tokens- limited Moonstones that function only for the purposes of a specific skill. You may use these Skill Tokens to instruct others in the skills you possess, with the following rules.

* It takes 30 minutes of training to grant 1 Skill Token to another, and each lesson should cost at least 5 crown in coin or barter. The teaching time may be split up over the course of an event.

* A 5 MS skill may be trained up to 1 Skill Token per Event.
* A 10 MS skill may be trained up to 2 Skill Tokens per Event.
* A 15 MS skill may be trained up to 3 Skill Tokens per Event.
* Unavailable skills may not be taught with Instruction.

Skill Tokens obtained from Instruction may be supplemented with Moonstones for the actual purchase of the skill, subject to the normal rule that only one Skill may be purchased per Event.

Iron Will                                        [Standard, 10 MS, Once]
Once per Event, you may call "Resist" to an effect which was delivered "by Will”. Especially common for characters from Burgundar or Dragonshire.

Joy of Life                                     [Major, 15 MS, Once]
You must possess the Gift of Empathy. Once per Day, if "With Malice Toward None" is active for you, you may spend a single use of "Heal 5" to call "By my Voice, Heal One”.

Leadership (X)                            [Major, 15 MS, Once]
You gain the ability to call “Heal 2 to ___ by Gesture”, X number of times per Renew. Note that the Occupation description specifies who this applies to- others cannot voluntarily place themselves in your service to take advantage of this skill. You can do this by offering a few words of encouragement, threatening consequences, and so on, but you cannot use it when suffering from the “Silence” effect, or when the person you wish to heal is unconscious. If purchased with Moonstones, the purchase provides Leadership (2). These followers must be linked to you in one of three ways: Those whom you employ, those who follow your Faith, or any other connection which is approved by the Staff.

Livery                                            [Standard, 10 MS, Once]
While wearing a certain type of costume, or the colors and heraldry of your sponsor, you gain 1 extra Hit Point. If you purchase Livery with Moonstones, it must strongly represent your occupation, and be approved by the Staff.

Mage Lore                                    [Minor, 5 MS, Once]
You are aware of spirit essences, invisible runes, ghostly presences, magical taints, etc. You may read Mage Lore Flags at will.

Master Butcher                            [Standard, 10 MS, Once]
You must possess the Butcher skill to use this skill. You gain 3 more Butcher Tags per Event.

Master Teacher                           [Major, 15 MS, Multiple]
You must possess the Instruction skill in order to use this skill. You gain 3 more Skill Tokens to teach to others per Event.

Masterwork                                  [Unavailable]
A master crafter involved in the Guild may further their field and expand their craft. Once per year, if you are signatory to a Craft Kit, you may design an item with abilities and costs, draw up plans, and submit it to the local Magistrate, who will provide it to the Staff. If approved, you will receive an in game patent for the item, which will be added to the game's Library as an item which can be produced. If not approved, you may submit a new item. Staff may choose to edit the properties of the item. For the first year, only the Master Crafter who created the item may make it, after which, any crafter in the region (chapter) may produce the item if they are familiar with its template. The item may be added to crafting charts across chapters, at Mystwood discretion.

Medicine (X)                               [Unavailable]
You may redraw Battle Surgery draws X times per Renew.

Metalworking (X)                       [Major, 15 MS, Once]
You possess the Metalworking Craft Skill, and have a certain number of Craft Points per Day. If purchased with Moonstones, this provides 2 Craft Points. Only one Craft Skill may be purchased with Moonstones. See pg 75for a more detailed description of Metalworking.

News & Rumors                          [Minor, 5 MS, Once]
You receive a general write up of what is going on in Eastmarch at the start of each event, with a few extra rumors thrown in that may or may not be true.

Occupational Spells                    [Unavailable]
Some Occupations have spells which aid them in their work, a mix of hedge magic and true Sorcery. You may only use these spells if you have the Gift of Wisdom. See page 95 for more information on Occupational Spells.

Old Blood                                     [Minor, 5 MS, Once]
Especially common for characters from Pelancia. Once per Day, you may call "Detect Fae".

Pathfinding                                  [Standard, 10 MS, Once]
You can find your way to distant locations within the forest, navigating the many treacherous paths of the Mystwood. This is a “plot skill”- it does nothing during events, but if you submit a Post Event Letter within two weeks of the event, you may indicate 3 locations, in order of preference, that you would like to find your way to.

Examples could be “The ruins we visited where we found the six eyed hag”, “The goblin encampment I’ve heard rumors about”, “Any stone monolith”. You can also choose to search for certain monsters or persons- “A medusa” or “The bandit Chief Bolo the Red”. The success of your search is up to the Staff and depends on available time, how much information you have to guide your search, and how reasonable your goal is. In some cases you may gain some information but not actually locate anything. If you are successful, a Grey Wanderer will seek you out when it is time to journey to the adventure in question AT THE NEXT EVENT YOU ARE PREREGISTERED FOR. This is very important- unless you sign up for an event, no adventure will be planned.

Patronage (X)                              [Unavailable]
Once per year, you may sponsor (X) people into Advanced Occupations which require Patronage, such as Philosopher or Physician. This represents you using your influence and wealth to enable them to pursue their studies, rather than having to work for their survival.

Poisoner (X)                                [Major, 15 MS, Once]
You possess the Poisoner Craft Skill, and have a certain number of Craft Points per Day. If purchased with Moonstones, this provides 2 Craft Points. Only one Craft Skill may be purchased with Moonstones. See pg 76 for a more detailed description of Poisoner.

Precision                                       [Standard, 10 MS, Once]
To use this skill you must possess the Gift of Prowess. You may add "Damage 3" to the list of Special Attacks you are capable of performing with any melee weapon.

Production X (Type)                  [Unavailable]
You are able to gather, harvest or otherwise obtain Components or Materials of the indicated type between events (for example “5 Metal”). Your production will be provided to you at check in. You may need to advise the Staff at that time.

Religious Ceremony                   [Major, 15 MS, Once]
Once per Day, you may organize a religious ceremony. After this ceremony, lasting 10 to 15 minutes, you may call “By my Voice, Heal and Renew to Follower of ___”, where ___ is your shared deity. Those pledged to other gods may not attend the ceremony. Unless permission is granted by an NPC, this may not be used during a battle or adventure.

Research                                       [Unavailable]
The plot skill Research is used between events, primarily to gain helpful information and clues about Chronicles. Research may also be used for information on magic items, monster abilities, affliction cures and crafting formulas. It cannot be used to improve the use of Gifts, or to create unique skills, occupations, or abilities.

To use Research, you must submit a Post Event Letter, where you may list a question or topic you are interested in, and optionally up to three books or scrolls where you plan to look for information.

At the next event you Preregister for, you will obtain a research scroll with your results. A research scroll is an in game, registered item that can be lost, stolen, changed, or simply revoked if it turns out that it causes problems to game balance. Players are encouraged to place their research scrolls into a library or similar repository, but are not required to.

Retainers (X)                               [Minor, 5 MS, Multiple]
A number (X) of loyal servants and retainers may wear your colors or symbol, gaining the “Livery” skill. If they already had the skill from their occupation this does not add any benefit. If purchased with Moonstones, each purchase provides 1 retainer.

Scavenge Arrows                         [Standard, 10 MS, Once]
Allows you to shoot 5 arrows (packets) using a bow per Renew, even if you do not have an Arrows tag.

Scavenging                                   [Minor, 5 MS, Once]
You are not afraid to loot the dead for items others would not wish to touch. Each event, you will receive 6 “Salvage” tags at check in. Under certain circumstances you may activate them, turning them into useful ingredients.

* You may activate one tag as Cloth, Food, or Metal Material when you loot at least 3 humanoid (not animals, spirits, undead, etc.) bodies.
* You may activate one Metal Material tag whenever you loot an armored person.
* You may activate one Cloth whenever you loot a person who is, in your opinion, well dressed.
* You may activate one tag of any type (Cloth, Food, Metal or Wood) when you pick through any kind of home, shop, or lair, as long as it contains at least few props such as furniture, pots and pans, etc. You cannot do this to locations in the town, as the stolen items would be missed.

Once you have activated a tag, you should check off the Material type, and stow the tag in a sack with various scraps and oddments. You shouldn’t scavenge from someone who has already been picked over by another.

Scribe (X)                                     [Major, 15 MS, Once]
You possess the Scribe Craft Skill, and have a certain number of Craft Points per Day. If purchased with Moonstones, this provides 2 Craft Points. Only one Craft Skill may be purchased with Moonstones. See pg 77 for a more detailed description of Scribe.

Sell Drinks                                    [Unavailable]
You may sell licensed ‘booze’ (usually actually soda, iced tea, etc.) of various sorts at the Tavern. These drinks have various effects, which you pronounce on the person buying them (usually “Renew”, but others are possible). Drinks may not be sold during battles. The game money paid for drinks must be returned to the NPC building, as all brewing is the exclusive privilege of the nobility in Mystwood.

Serene Contemplation               [Minor, 5 MS, Once]
You must possess the Gift of Wisdom to use this skill. You may reduce the Mana cost of some spells, as long as you have not physically attacked someone with a weapon during the current day. Damage from spells and summoning is allowed.  Any spell which costs more than 2 Mana costs 1 less. For example, 4 Mana spells cost 3, while 3 Mana spells cost 2, etc.

Set Trap                                        [Standard, 10 MS, Once]
You can arm and re-arm traps, or move them and set them in new locations.

Sewing (X)                                   [Major, 15 MS, Once]
You possess the Sewing Craft Skill, and have a certain number of Craft Points per Day. If purchased with Moonstones, this provides 2 Craft Points. Only one Craft Skill may be purchased with Moonstones. See pg 78 for a more detailed description of Sewing.

Slayer (Type)                               [Unavailable]
You gain the ability to call one “Special Attack” against each creature of the indicated type you encounter. When you have a creature in sight, but are not sure if it is actually of the proper sort, you may call “Detect (Type)”. You may not shout this, and can use this ability only to confirm that the monster is of the kind you slay, not to find hidden creatures. This skill may be used even without possessing a Gift which provides Special Attacks.

Stench of the Enemy                  [Minor, 5 MS, Once]
You must possess the Eternal Foe disadvantage to use this skill. Once per Day, you may call "Detect Daemon" or "Detect Undead", depending on your Eternal Foe.

Stretcher Bearer                          [Minor, 5 MS, Once]
You may call the “Animate” effect as often as desired. This typically represents dragging the wounded off the field of battle.

Swarm Magic                               [Unavailable]
Through long practice communing with the hive, you are able to remove and suspend some of your bees in ensorcelled pouches, called "Beekeeper's Bags". To create one requires 1 Cloth Material, and 1 Air, 1 Earth, and 1 Life Components. Once created, the item holds 10 "1 Damage" packets, representing the stings of your beloved bees.

Tarot Mortis Punchinello          [Standard, 10 MS, Once]
You must possess the Gift of Dexterity. You may add a card representing Harlequin’s rival Punchinello to your deck. It is represented by a Clubs card, and if drawn, results in “Maim all Limbs”.

Tavern Share                                [Unavailable]
At the end of an event, you gain 5% (1 in 20 crown) of the crown accumulated from the sale of drinks and other items at the tavern, or 5 crown, whichever is higher. If you are not present for cleanup during an event, you gain the 5 crown regardless at next check in.

Thousand Yard Stare                 [Minor, 5 MS, Once]
You must possess the Gift of Courage. You may add 1 to the number of times you may use Resist Will per Day.

Tinkering                                     [Unavailable]
You gain 2 Craft Points per Day, which may be used to make items from the Apothecary, Metalworking, Sewing, and Woodworking Craft Skills, with the following limitations:

* You may only make items which cost 0 or 1 CP.
* Items which cost 0 CP for crafters with the appropriate Craft Skill cost 1 CP for characters with Tinkering.
* Tinkering is not a "Craft Skill", and you cannot gain more Craft Points for it using other abilities which improve "Craft Skills", most notably Craft Kits.

Toughness                                    [Major, 15 MS, Once]
You add 1 to your maximum Hit Points. This is cumulative with any additional Hit Points from the Gifts of Courage or Prowess.

True Grit                                      [Standard, 10 MS, Once]
You must possess the Gift of Courage. You may add 1 to the number of times you may use Battle Endurance per Renew.

Unarmed Combat                       [Standard, 10 MS, Once]
Once per Renew, you may throw a packet at an opponent within melee reach and call “Subdue”. You may also call “Disengage” once per Renew.

Use Two Weapons                      [Major, 15 MS, Once]
You may use a weapon of up to 42” in length in each hand. Note that the Gift of Dexterity also provides this skill.

Wages of Sin                                [Minor, 5 MS, Once]
You must possess at least one Chaos Mark. At check in, you may gain 1 Warpstone.

Warcaster                                      [Standard, 10 MS, Once]
You may wear 1 Armor Point while casting spells. You must possess Wear Armor (1) or better to benefit from this skill.

Weapon Specialization (Type) [Standard, 10 MS, Multiple]
You gain one additional Special Attack per Renew with the indicated weapon type. You must have a Gift which provides Special Attacks to make use of this. You may purchase this with Moonstones multiple times, each time obtaining Specialization with a single weapon type from the table on pg 20.

Weapon Use (Type)                   [Standard, 10 MS, Multiple]
You are able to use weapons of the indicated type, even if you do not have the Gifts normally required to do so, or it is a restricted weapon type. Each purchase provides a new type of weapon from the list: Bow, Flail, Hand Crossbow, Javelin, Large Shield, Polearm, Single Throwing Weapon, Staff. Other Weapon Types must be learned from Gifts or Occupations.

Wear Armor (X)                          [Minor, 5 MS, Multiple]
Allows you to wear X Armor Points, which add to your Hit Points. In order to gain these points, you must actually be wearing enough realistic looking armor to warrant it- see the Armor section on pg 18. Purchasing this skill with Moonstones provides the ability to wear 1 Armor Point for each purchase, which stacks with your Occupation. A character with an Occupation which cannot wear armor would thus get Wear Armor (1), while a Town Guard would have a total of Wear Armor (4).

Woodwise                                     [Minor, 5 MS, Once]
You may read Flags marked Woodwise, which represents your ability to commune with nature, and see things others may miss.

Woodworking (X)                      [Major, 15 MS, Once]
You possess the Woodworking Craft Skill, and have a certain number of Craft Points per Day. If purchased with Moonstones, this provides 2 Craft Points. Only one Craft Skill may be purchased with Moonstones. See pg 79 for a more detailed description of Woodworking.

Work Rhythm                              [Unavailable]
You are used to long days of labor with oar, shovel, hammer, or pick, and have thus developed your own rhythms for working. This affords you a benefit in combat. When armed with a weapon of the following types, every third strike which successfully hits a weapon, shield, or your opponent may be called as "2 Crushing". If any of your strikes miss, you must start the three strikes over. Allowable types are One Handed Axe, Two Handed Axe, One Handed Blunt, Two Handed Blunt, Flail, or Tool.