Rules/Vigour Skills
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Vigour Skills operate on a series of skill levels representing a character's skill, training or natural ability. Characters are free to have a variety of backstory elements that explain how they have these abilities but they should be reasonably mundane in scope.
Each skill tree has a series of options that must be acquired in order to unlock them. While any character may use any weapon combination to inflict 1 hit per strike the use of Vigour skills lets them use specific weapons to do Calls and other abilities. Each Vigour skill line allows you to use certain calls or abilities in conjunction with weapons it describes.
Bows and crossbows cannot deliver any Call except for Rend which they always inflict naturally.
If you use a Vigour call from the list below and the target doesn't take a call and doesn't explicitly stop it affecting them then you don't expend your use of Vigour.
Vigour and XP
To buy into any Vigour line costs 4xp. This allows you to access 1 of the level 1 abilities. Any further skill purchases in the same Vigour line let you buy another ability in that line. This costs 3xp. This skill is called [Skill line] Upgrade.
You may also buy an extra use of a level 2 ability you have already bought. This costs 3xp. This skill is called [Skill line] Mastery.
You can buy multiple trees but this will require you spend 4xp again to buy into the new Vigour line and may have restrictions that prevent you using them at the same time.
Vigour In Haven
For 1/encounter abilities, you may recharge in 30 minutes if there is no clear 'encounter' boundary. This is reduced to 10 minutes in the 'Nature's Rest' rite area effect.
For other abilities, you still recharge only on the recharge trigger or between events, or by spending 10 minutes in the 'Nature's Rest' rite area effect.
Toughness
Toughness
Thrown
Thrown
Ranged Weapon Proficiency
Ranged Weapon Proficiency
Weapon Master
Restriction: cannot use with a Pike; bows/thrown weapons cannot make any calls other than their standard calls
Catch Breath
| Restriction | Weapon Master |
|---|---|
| Recharge | Recharges if you enter a critical state |
Clear Out
| Restriction | Weapon Master |
|---|
Precision Strike
| Restriction | Weapon Master |
|---|---|
| Recharge | 1/encounter |
Signature Weapon
| Restriction | Weapon Master |
|---|---|
| Recharge | 1/encounter |
Vanguard
Restriction: polearms only; cannot make any calls with a pike
Make Space
| Restriction | Vanguard |
|---|---|
| Recharge | Recharges if you enter a critical state |
Backup Weapon
| Restriction | Vanguard |
|---|---|
| Recharge | Recharges if your polearm is shattered again |
Dazzling Strike
| Restriction | Vanguard |
|---|---|
| Recharge | 1/encounter |
Drive Them Back
| Restriction | Vanguard |
|---|---|
| Recharge | 1/encounter |
Harrier
Restriction: 1h weapons (optionally ambi), no heavy armour, no shield larger than a buckler
Backstab
| Restriction | Harrier |
|---|
Riposte
| Restriction | Harrier |
|---|---|
| Recharge | Recharges after landing a torso hit on an enemy |
Shake it off!
| Restriction | Harrier |
|---|---|
| Recharge | 1/encounter |
Weapon Snap
| Restriction | Harrier |
|---|---|
| Recharge | 1/encounter |
Bulwark
Restriction: Must use a shield (incompatible with Harrier even if your shield is small)
Over Here
| Restriction | Bulwark |
|---|---|
| Recharge | Recharges when the original taunted target enters a critical state |
Brace
| Restriction | Bulwark |
|---|---|
| Recharge | Recharges when you next lose a hit point to a melee blow |
Push Forward
| Restriction | Bulwark |
|---|---|
| Recharge | 1/encounter |
Hold the Line
| Restriction | Bulwark |
|---|---|
| Recharge | 1/encounter |
Brute
Restriction: must be using a two handed weapon
Hard Head
| Restriction | Brute |
|---|---|
| Recharge | Recharges when you go critical |
Blood for Blood
| Restriction | Brute |
|---|
Mighty Blow
| Restriction | Brute |
|---|---|
| Recharge | 1/encounter |
Feud
| Restriction | Brute |
|---|---|
| Recharge | 1/encounter |